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.
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.
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.
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.
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
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.
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.
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
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.