Merits and flaws Available Exclusively to Malkavians

Immaculate Aura (1-pt. Merit)

Whether because of your own iron control or 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.


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.


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 greatly impaired which can keep you from noticing important warnings (a blade at your back for instance - or in it.)

However, your deadened nerves also protect you from pain, allowing you to ignore wounds until you flesh is literally blasted from your bones.

System: Bruised characters with this Merit have their full traits for all tied challenges. When Wounded, they need not risk addiotnal Triats to attempt challenges, although they still automatically lose tied challenges.


Disembodied Mentor (5-pt. Merit)

The voices in your head tell you many things, but by God, they're useful things. You have a personal guide and advisor(bought as usual with 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 memory 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 it's drawbacks; your mentor can find you whenever 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 relationship, either, you find yourself running errands for your mentor just as often as any other pupil would, if not more so.

This Merit is not intended for a live-action game. It would require far too much of the staff.


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 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 once. This can obviously lead to some unplanned and quite twisted codependent relationships.


Stigmata (2-4pt. 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.

The more extreme version of this flaw indicates that you bleed from you eyesockets; this of course makes it almost impossible to travel within human society unveiled, also most other cainites find this just as disturbing as mortals.

System:This flaw is worth either two or four Traits. In both cases, you lose an additional blood Triat each evening just before dawn. The two-Trait versio also gives you a one-Trait penalty on all Social challenges; the four-Trait Flaw gives you a two-Trait penalty on those challenges, and a one-Trait penalty to vision perception challenges besides. Needless to say, this Flaw, particularly the four-Trait version, is probably best left to games that take place on Halloween or well away from ordinary civilians; if you think they 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 asylums; it's the most low-key place for them to feed.

System: This Flaw is worth three Traits, the prey gains one derangement pre three Blood Traits drawn.