MALKAVIAN MAIN
CONCEPTS- DISCIPLINES- HISTORY- LOCALS- LINEAGE- MERITS/FLAWS- MADNESS- HOME

Malkavian Merits & Flaws

Immaculate Aura: 1 pt Merit
Whether because of your own iron control of some 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.

… 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 is obvious: One of your senses is dreatly impaired which can keep you from noticing important warnings (a blade at your back for instance.) Bruised characters with this Merit have their full Trait levels for all tied challenges. When Wounded, they need not risk additional Traits to attempt challenges, although they still automatically lose tied challenges.

… Benevolent Blood: 1 pt Merit
Your blood still carries the Curse of Malkav, but its effect have been lessened just a little bit. Any ghouls you create suffer none of the usual deranging side effects of drinking 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.

… 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 you cannot take the Merit: Unbondable), if you do become blood bound to someone, your regnant also becomes bound back to you to an equal extent. Even if she was already blood bound to another, she now has the unenviable task of being regnant to two vampires at one. This can obviously lead to some unplanned and quite twisted codependent relationships.

… Stigmata: 2-4 pt Flaw
You constantly seep blood from phantom wounds; even though your flesh remains unbroken, you bleed. The bleeding is fairly slight but it is incessant, costing you an extra Blood Trait each evening. This Flaw is worth two or four traits. In both cases, you lose an addition blood each evening just before dawn. The two-Trait version also gives you a one-Trait penalty on Social challenges; the four-Trait Flaw gives you a two-Trait penalty on those challenges and a one-Trait penalty to visual perception challenges as you are bleeding out your eyes. Needless to say, the four-Trait should be left to Halloween games or well away from ordinary civilians. If you think they would react poorly to people dressed as vampires, imagine how they'd react to someone with fake blood smeared down their cheeks.

… 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 Traits you take from them; the madness lasts a week or so. Malkavians with this Flaw are often the ones you hear about infesting asylum; 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 self-control check. The difficulty depends on how much you must count: a scattered handful of rice (hundreds of grains) gives a difficulty of only 2, but a handful of marbles (only a dozen or so) would force a difficulty of 4.

… 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 self control test (difficulty 3). 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 static mental test (difficulty 8) to activate any discipline power.