At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with).
Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.
Initial Distribution Points: 1 Social, 2 Mental, 1 Talent, 2 Skills, 3 Knowledges
Advantages: +2 to Inspection Feat, exclusive access to Dementation Discipline
Disadvantages: Penalties to negotiations
Clan Disciplines: Auspex, Dementation, Obfuscate
The Gangrel are loners and wanderers. They can go for years at a time without encountering another member of their own clan, much less another vampire. They are attuned to the natural world and prefer their solitude far from the hustle and bustle of modern civilization where they can live and hunt in peace. As isolationists they have become very self-reliant and while that means there may not be any allies around should a Gangrel find himself in a predicament, they are less likely to need help than the other clans anyway. Such a basic and primal existence brings the Gangrel into a close relationship with their inner Beast.
Nickname: Outlanders
Disciplines: Animalism, Fortitude, Protean
Merits: Living alone and in the wild hones their survival instincts. When a Gangrel frenzies those instincts take over and they get a +5 bonus to Strength, Stamina and Wits.
Flaws: Having a great affinity with natural forces means that the Beast is closer to the surface of their consciousness than with the other clans. Gangrel are more likely to frenzy when taking damage in combat. |