Malkavian Merits & Flaws
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… Immaculate Aura: 1 pt Merit
Whether because of your iron control or small fluke of chance, your aura does not give away your insanity. The aura doesn't shift or swirl at all, even when you're confused, frenzied or in a psychotic fit.
… Benevolent Blood: 1 pt Merit
Your blood still carries the Curse of Malkav, but its effects have been lessened just a little bit. Any ghouls you create suffer none of the usual derangeing side effects of drinkig Malkavian blood - they can be loaded to the gills with your blood and not come one step nearer to gaining a derangement. (They might still be driven insane by life with you, though, depending on how demanding your reality is.) Of course, any childer you Embrace will still gain a derangement after the Embrace as usual - although your vitae is easily diluted by mortal blood, the pure stuff carries the Curse as one would expect.
… Deadened Nerves: 4 pt Merit
Whether it was a condition you held in life or an odd side effect of the Embrace, your nervous system is missing a few connections. You have very little tactile sense, whether pleasure or pain. The downside of thie is obvious: One of your sense is greatly impaired, which can keep you from noticing important warnings (a blade at your back, for instance - or int it). You suffer a +3 difficulty to all tactile-related Perceptions rolls, and the Storyteller may call for a roll to notice even the blatantly obvious; you might not even notice that you've been shot if the bullet doesnt knock you down outright.
However, your deadened nerves also protect you from pain, allowing you to ignore your wounds until your flesh is literally blasted from your bones. All penalties for wound levels are halved, rounding down; in orther words, you suffer no penalties until you reach the Wounded level, where you deduct only one die from your dice pools, and even when Crippled you can still act at a mere two-die penalty.
If the Storyteller is willing, it might be particularly rewarding for the Storyteller to keep track of the character's health levels, and not let the player know exactly how badly his character has been wounded. Even if the Malkavian stops to give herself a quick look-over, the Storyteller puts things in the most general terms (i.e., "There's a number of holes in your chest, but you have no idea whether the bullets are lodged inside or not," "Your left arm refuses to move, although you're not sure why," and so on). This is a fair amount of extra work on the Storyteller's behalf (particularly if in the interest of secrecy, the Storyteller makes all Malkavian's soak rolls in secret), but can add a lot of tension and verisimilitude to the game.
… Disembodied Mentor: 5 pt Merit
The voices in your head mall tell you things, but by God, they're useful things. You have a personal guide and advisor (bought as usual through the Background: Mentor) who exists largely in your own skull. He may have been a Malkavian who uploaded himself into the Network, or perhaps he's an imaginary construct with access to the shared memories of the clan. Either way, it's exceedingly hard for your enemies to cut you off from your mentor's counsel, and it's usually pretty easy to call on his advice when you need it. Unfortunately, this Merit also has its drawbacks; your mentor can find you wherever he chooses, and can be a real distraction when you're trying to do something he finds irrelevant. You're not freed from the obligations of your relationshit, either; you find yourself running errands for your mentor just as often as any other pupil, if not more so.
… Sympathetic Bond: 5 pt Merit
For whatever reason, you unconsciously cause a peculiar supernatural form of feedback through the links of the blood bond. Although you're not immune to being blood bound (and cannot take the Merit: Unbondable), if you do become bound to someone , your regnant also becomes blood bound to you to and equal extent. Even if she was already blood bound to another, she now has the unenviable position of being regnant to two vampires at once. This can obviously lead to some unplanned and quite twisted codependent relationships.
… Stigmata: 2-4 pt Flaw
You constantly seep blood from your phantom wounds; even through your flesh remains unbroken, you bleed. The bleeding is fairly slight, but is incessant, costing you an extra blood point each evening (marked off just before dawn). If you bleed from visible locations (such as the palms, a common place for stigmata0, you are at +1 difficulty to all Social rolls, although certain vampires will probably take your reputation as a seer more seriously.
The 4 - point version of this Flaw indicates that you bleed from your eyesockets; this obviously makes it almost impossible to travel within human society unveiled, and very much disturbs other Cainites. (the difficulty of all Social rolls is increased by +2 rather than +1). In addition, the constant bleeding interferes with your vision, adding one to the difficulty of all visual Perception rolls.
… Infectious: 3 pt Flaw
Your bite transmits the madness of your clan. Whenever you feed from a mortal, the power of the Kiss holds them in place as normal. However, your mortal prey gains a temporary derangement for every three blood points you take from them; the madness lasts for a week or so. Malkavians with this Flaw are often the ones you hear about infesting asylums; it's the most low-key place for them to feed.
… Compulsive Counter: 2 pt mental flaw
If you see collections of small, identical objects (such as a scattered handful of rice or marbles), you feel compelled to pick them up and count them. You can resist the obsession if you make a successful Willpower roll. The difficulty depends on how much you must count: a scattered handful of rice (hundreds of grains) gives a difficulty of only 6, but a handful of marbles (only a dozen or so) would force a difficulty of 9.
… Feeding Fetish: 1 pt mental flaw
You feel compelled to bite only a specific part of the body to feed. Attemptive to bite a victim anywhere else forces a willpower check (diff 6). The neck, or course, is most traditional, but other options include: the ankles, the wrist, the back of the knee...etc
… Power Fetish: 3 pt supernatural flaw
You believe that much of your supernatural power depends on carrying a specific object. Without that unique object, you must succeed at a Willpower check (diff 8) to activate any discipline power.
Merits
Calling of the Blood (3 pt. Merit)
The blood of other Malkavian seems to call out to you. When conferring with a Kindred, it immediately becomes aware to you that they are Malkavian as well - a useful trick if someone else proclaims themselves as one of Malkav's blood.
Clan Sight (4 pt. Merit)
The alleged sight-beyond-sight said to be common to your blood allows you to immediately spot what clan a given Kindred is. When conversing with another Kindred, you may choose to roll Perception + Empathy (difficulty 7). If you succeed, you can immediately learn what clan they are.
Four Disciplines (5 pt. Merit)
When Dementation washed over the Camarilla Malkavian, it replaced their knowledge of Dominate. For you, however, it merely added to your set of Disciplines. You now have four clan Disciplines - Auspex, Dementation, Dominate, and Obfuscate, and you purchase them the same as you would any other clan Discipline.
Flaws
Easily Overcome (2 pt. Flaw)
Your insanity is overwhelming and debilitating. You may never spend a Willpower point to resist any of your derangements, like other Malkavian can.
Thrice-Cursed (4 pt. Flaw)
While all members of Malkav's blood are deranged, you are extremely so. You begin the game with at least three derangements.
Raving Lunatic (7 pt. Flaw)
In your deranged state, you are a raving, howling maniac, and others have locked you up for your own safety. You begin the game with at least four derangements, and the difficulties of all social rolls are increased by 2.
Spellbinder (1 pt. Merit)
The outward physical exprеssion of your madness is intriguing and enticing, awakening an interest even in those who suffer Ennui. This lends you a certain amount of sway over both humans and kindred when engaging them directly. The difficulty of all appropriate social rolls is decreased by one.
Seeming Lucidity (3 pt. Merit)
Though you are mad as a hatter, you conceal your insanity well - or perhaps your particular brand of madness simply does not lend itself to external perceptions. To others you appear lucid almost constantly, capable of making reasonable leaps of logic and sound decisions. Other kindred are more forgiving of the small quirks you outwardly display, and they are less likely to dismiss you as uselessly insane.
Wild-Eyed (1 pt. Flaw)
One need only to look into your eyes to see that you are dangerously insane, and the effect is quite disturbing. All but the most stalwart mortals find themselves inclined to flee your presence immediately, and even kindred do not care to deal with you for long. The difficulty of all appropriate social rolls is increased by one (i.e. seduction rolls are more difficult, but intimidation rolls are not), and humans must spend a point of willpower to remain in your immediate vicinity.
Whispers on the Wind (2 pt. Flaw)
You constantly hear hushed voices, as if a secretive choir hounded your every waking moment. These voices may whisper innocuous babble sometimes, unbearable horrors others. Whether these voices are real or simply your own overactive subconscious is a mystery, but the constant sound makes it difficult to focus on other things. You may never take the Concentration merit, and all difficulties to focus or pay attention are increased by two.
Unpredictable (3 pt. Flaw)
Sometimes your reactions surprise even you, and you can never be certain how you will respond to even the most familiar stimuli. You may suddenly find yourself too terrified to enter the haven you have slept in for years, or hopelessly enamored with a normally despised enemy. Once per game session, the storyteller should have you make a Wits + Empathy roll against a difficulty nine. Success indicates that your erratic nature remains dormant, while a failure indicates that your unpredictability will rear its head once more. A botch indicates that your reaction is so intense that you can do nothing but act on it immediately, regardless of all but the most immediate consequences (i.e., you will not attack someone that you believe can overcome you, but will not fail to attack someone simply because there might be other kinds of repercussions).
Tormented (4 pt. Flaw)
You are perfectly aware that you are insane and suffer much anguish over this fact. You do not share your clan's so-called enlightened view of madness and loathe your own debilitating state. You are on a constant but futile search to cure yourself of your mental disease, an unreachable goal that nevertheless drives your existence. You exhibit every sign of self-loathing and likely harbor a great deal of enmity for your sire. This loathing may even extend to every child of Malkav.
Incomprehensible (5 pt. Flaw)
The change affected you worse than most, permanently damaging your perception of your own communication skills. Though you perceive yourself as speaking normally, you speak only in indecipherable babble and nonsensical words. Likewise, any attempt at written communication fails also - what appears to be legible, logical writing to you is nothing more than doodles and ungraspable scribbles. This utter inability to communicate through conventional means is often frustrating to all parties involved. Your exprеssion score may never rise above zero, though you may spend a point of willpower to temporarily overcome this flaw. You may never utter more than two or three logical words in a scene, however.
No Respite (5pt Flaw)
Perhaps the blood of Malkav runs thickly through your veins. Perhaps you were just completely insane before your Embrace. Either way, you are now irredeemably insane and there is nothing that can halt its grip on your mind. You may never spend a Willpower point to negate your derangement for a scene.