Post by Tami on Feb 23, 2007 21:53:58 GMT -5
Malkavian
Vampires are not easily frightened. They have already conquered death, and the weaknesses of their mortal selves are long gone. But the Canites of Clan Malkavian worry even the boldest Brujah or most jaded Tzimisce, for wherever they walk, the stale stench of madness follows.
To the medieval mind, insanity is one of the most frightening things imaginable. Most consider madness to be some sort of curse from God (or mark of the Devil), rather than illness. In the case of the Malkavians, Cainite lore hints that they might be right.
In the old days, or so some of the mad ones claim, Malkav was one of the favored childer of Caine. Caine sought wisdom in the dark corners of the world, and his progeny mimicked him. But it was neither Saulot, nor Brujah, nor even Cappadocius who eventually found the secrets Caine sought. Malkav brought wisdom to his sire, and Caine blessed the childe and his line with the liberating gift of insanity.
Clan Malkavian seems to be the most incoherent bloodline of vampires. Gently deluded souls and slavering psychotics are found in equal numbers, and they are but a taste of the diversity characterizing Malkav’s get. If not for the common trait of insanity, they would scarcely seem a clan at all. But the other clans have no choice but to acknowledge them. Malkavian oracles have been part of vampiric courts for generations, and even the Lasambra and Ventrue, if they seek information, will sup with Malkavians – with long spoons.
To this day, the Malkavians wander in and out of Cainite society. They play the fools, the jesters, the seers and idiots, ever uncovering strange new secrets buried in their madness. They play bizarre pranks, often disturbing and sometimes dangerous pranks on ally and enemy alike.. They embrace causes with their souls, or flit among allegiances like drunken moths. In the end, no other vampire can predict just how a Malkavian will change her environment.
Sobriquet: Madmen
Appearance: Malkavians could be in anyone, anywhere. For every tattered village idiot clutching at imaginary butterflies, there is normal-seeming people whose insanity visibly manifests only at the most dangerous times.
Haven: Many Malkavians tend towards abandoned or partially destroyed buildings. Often their havens are decorated in some unsettling fashion, or with some obsessive object relating to their lunacy (A sculpture made of teeth, or a room of immaculate cleanliness, for example).
Background: The Madmen tend to embrace those who are close to death, the hopelessly insane or the unusually enlightened. Typically, they choose neonates who would somehow be “bettered” by induction into Clan Malkavian, or who show useful and progressive insight.
Character Creation: Malkavians can have any concept whatsoever. Their Nature and Demeanors rarely coincide. Mental attributes tend to be primary, as do talents. Background traits vary widely and depend more on the individual’s concept than clan tradition. Obviously, Malkavians could zealously follow any Road.
Clan Disciplines: Auspex, Dementation, obfuscate
Weaknesses: All Malkavian are insane and begin play with at least one Derangement of the player’s choice. This Derangement cannot be permanently overcome, no matter how much Willpower is spent. Malkav’s blood prevents progeny from ever achieving sanity.
Organization: The Malkavian’s lave the most variable organization of any clan. Much of their intraclan structure is regional, and small groups of Malkavian’s often gather in parodies of local governments and institutions. They seem anarchic, but cooperate with eerie precision if the believe it necessary.
Quote: Ha! You demand order, expect hierarchy? Yes. It’s there, milord. In the cracks, milord. But can you look on it without tearing out your eyes?
Vampires are not easily frightened. They have already conquered death, and the weaknesses of their mortal selves are long gone. But the Canites of Clan Malkavian worry even the boldest Brujah or most jaded Tzimisce, for wherever they walk, the stale stench of madness follows.
To the medieval mind, insanity is one of the most frightening things imaginable. Most consider madness to be some sort of curse from God (or mark of the Devil), rather than illness. In the case of the Malkavians, Cainite lore hints that they might be right.
In the old days, or so some of the mad ones claim, Malkav was one of the favored childer of Caine. Caine sought wisdom in the dark corners of the world, and his progeny mimicked him. But it was neither Saulot, nor Brujah, nor even Cappadocius who eventually found the secrets Caine sought. Malkav brought wisdom to his sire, and Caine blessed the childe and his line with the liberating gift of insanity.
Clan Malkavian seems to be the most incoherent bloodline of vampires. Gently deluded souls and slavering psychotics are found in equal numbers, and they are but a taste of the diversity characterizing Malkav’s get. If not for the common trait of insanity, they would scarcely seem a clan at all. But the other clans have no choice but to acknowledge them. Malkavian oracles have been part of vampiric courts for generations, and even the Lasambra and Ventrue, if they seek information, will sup with Malkavians – with long spoons.
To this day, the Malkavians wander in and out of Cainite society. They play the fools, the jesters, the seers and idiots, ever uncovering strange new secrets buried in their madness. They play bizarre pranks, often disturbing and sometimes dangerous pranks on ally and enemy alike.. They embrace causes with their souls, or flit among allegiances like drunken moths. In the end, no other vampire can predict just how a Malkavian will change her environment.
Sobriquet: Madmen
Appearance: Malkavians could be in anyone, anywhere. For every tattered village idiot clutching at imaginary butterflies, there is normal-seeming people whose insanity visibly manifests only at the most dangerous times.
Haven: Many Malkavians tend towards abandoned or partially destroyed buildings. Often their havens are decorated in some unsettling fashion, or with some obsessive object relating to their lunacy (A sculpture made of teeth, or a room of immaculate cleanliness, for example).
Background: The Madmen tend to embrace those who are close to death, the hopelessly insane or the unusually enlightened. Typically, they choose neonates who would somehow be “bettered” by induction into Clan Malkavian, or who show useful and progressive insight.
Character Creation: Malkavians can have any concept whatsoever. Their Nature and Demeanors rarely coincide. Mental attributes tend to be primary, as do talents. Background traits vary widely and depend more on the individual’s concept than clan tradition. Obviously, Malkavians could zealously follow any Road.
Clan Disciplines: Auspex, Dementation, obfuscate
Weaknesses: All Malkavian are insane and begin play with at least one Derangement of the player’s choice. This Derangement cannot be permanently overcome, no matter how much Willpower is spent. Malkav’s blood prevents progeny from ever achieving sanity.
Organization: The Malkavian’s lave the most variable organization of any clan. Much of their intraclan structure is regional, and small groups of Malkavian’s often gather in parodies of local governments and institutions. They seem anarchic, but cooperate with eerie precision if the believe it necessary.
Quote: Ha! You demand order, expect hierarchy? Yes. It’s there, milord. In the cracks, milord. But can you look on it without tearing out your eyes?