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 Malkavian Antitribu - Freaks

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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 42
Location : Ottawa

Malkavian Antitribu - Freaks Empty
PostSubject: Malkavian Antitribu - Freaks   Malkavian Antitribu - Freaks EmptyFri Mar 26, 2010 10:22 pm

Known as ‘Freaks’, the Malkavian Antitribu are the beast unrestrained, the spread of insanity like a disease throughout the world. They are the masters of madness; utilizing psychological abuse, they can fray even the most stoic of minds in order to gain whatever hidden knowledge they wish. It is for this reason the Sabbat recognizes their usefulness, and so tolerates their presence. They are seen as fine warriors and in some cases officers within the war effort. They are not afraid to do what it takes to win; however, they are can be unpredictable in their interpretation of the rules, which can lead to the Sabbat’s misuse and harsh treatment of them. It is believed some of the most depraved and dangerous members of the Malkavian Antitribu are locked away, ready to be bought out and used as weapons It is rumored that some carry rabies and create ghoul animals which are also carriers of the disease. In any case, the Malkavian Antitribu carry a keen and vicious edge over their insanity.

Clan Flaw: The Malkavian Antitribu still possesses blood which carries a special curse. With their blood comes insanity, although most of the time this brings violence and depravity. Upon their embrace, every Malkavian gains one derangement, to be chose during character creation. This derangement can temporarily be fought with the expenditure of willpower, but can never truly be gotten rid of.

Clan Disciplines: Auspex, Obfuscate, Dementation
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Havoc

Havoc


Posts : 111
Join date : 2010-03-19
Age : 42
Location : Ottawa

Malkavian Antitribu - Freaks Empty
PostSubject: Re: Malkavian Antitribu - Freaks   Malkavian Antitribu - Freaks EmptySat Mar 27, 2010 5:51 pm

Immaculate Aura (1-PT Merit)
Whether because of your iron control or some fluke of chance, your aura does not give away your insanity. The aura doesnt shift or swirl at all, even when youre confused, frenzied, or in a psychotic fit.

Benevolent 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 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 of this 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.). You suffer a +3 difficulty to all tactile-related Perception rolls, and the Storyteller may call for a roll to notice even the blatantly obvious; you might not even notice that youve 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 sound levels are halved, rounding down; in other words, you suffer no penalty 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.

Disembodied Mentor (5-PT Merit)
The voices in your head may tell you things, but by God, theyre 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 hes an imaginary construct with access to the shared memories of the clan. Either way, its exceedingly hard for your enemies to cut you off from your mentors counsel, and its usually pretty easy to call on his advice when you need it. Unfortunately, this merit also has its drawbacks; your mentor can find you whenever he chooses and can be a real distraction when youre trying to do something he finds irrelevant. Youre 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.

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 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 stigmata), 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.

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 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; its the most low-key place for them to feed.
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