Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every last Malkavian across the world is incurably insane. What's worse, a Malkavian's madness can take nearly any form, from overpowering homicidal tendencies to near-catatonia. In many cases, there's no way to tell a Malkavian apart from the "sane" members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets.

For as long as even the eldest Cainites can remember, the Malkavians have always stirred Kindred society with their passage. Although the clan has instigated no great wars nor toppled mortal governments (at least, to the best of their fellow vampires' knowledge), the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatics' heels, and those who associate with even the most well-meaning Malkavian often find their lives or unlives altered by the Cainite's madness.

Recently, the Malkavians executed their grandest "prank" of all. None can say whether it was worked in a great Malkavian Parliament held somewhere in an isolated European village, or on a bleak and forgotten moor somewhere far from the cities. A few stories speak of a epidemic of contagious dementia exploding among the use of Malkav's blood. Whatever the cause, Malkavians across the world have begun displaying a new, dangerous edge to their madness, accompanied by bizarre events in Kindred cities around the world. A longstanding Malkavian conceit holds the Jyhad to be a joke instigated by the founder of the clan; some Kindred wonder if, in fact, Malkavians have played the joke on them all along.

None can say what exactly makes the Lunatics so dangerous. Certainly, their madness often frees them from fear of pain or Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like - and this freedom is coupled with an uncanny insight, a strange wisdom that Cannot be perceived by the sane. The Malkavians possess a dark intellect that is often – and increasingly – set to frightening purposes.

Nickname: Lunatics

Sect: The Malkavians as a clan have an understanding (as much as there can be) with the Camarilla. They also populate the Sabbat in lesser numbers, where they frighten even their packmates with their psychotic displays. But when it all comes down to it, their true loyalties likely transcend sects. When Gehenna arrives, nobody can say for sure where the Malkavians will stand.

Haven: The Lunatics by and large take whatever shelter they like, although more than a few find aging hospitals and poorly funded asylums to their tastes. Many seem to enjoy the company of desperate mortals, and prefer slums and institutions to more secluded havens.

Background: Malkavians take their childer from all walks of life and for all number of reasons. Anyone can be chosen to further a sire's twisted purposes, although most Lunatics prefer Embracing those already close to (or subject to) madness. Most other vampires believe that the Malkavians Embrace their childer on a whim; however, virtually all Lunatics discover themselves subtly championing some barely perceptible "purpose," the full extent of which none - not even their sires - can properly fathom.

Character Creation: Malkavians come in all shapes and flavors, but many have primary Mental Attributes, befitting the clan's reputation for wisdom and insight. Apart from that, it's anyone's guess just what Traits a Malkavian may manifest - with the diversity of their concepts and backgrounds, these made vampires could be anyone. Anywhere.

Clan Disciplines: auspex, dementation, obfuscate.

Weaknesses: Derangement. Every last vampire of Malkav's blood is irredeemably insane in some form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a gift of insight. When a Malkavian character created, the player must choose at least one deragement for that character at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome.


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