Malkavian
Even other Damned fears the Malkavian’s. The cursed blood of their clan has polluted their minds, with the result that every last Malkavian across the world in incurable insane. What’s worse, a Malkavian’s madness can take nearly any more, 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 Malkavian 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 follow vampires’ knowledge), the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatic’s heels, and those who associate with even the most well-meaning Malkavian often find their lives or un-lives altered by the Cainites madness. Recently, the Malkavian’s executed their grandest “prank” of all. None can say whether it was worked in a great Malkavian Parliament held somewhere in an isolated Europeans 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 those of Malkasv’s blood. Whatever the cause, Malkavian’s across the world have begun displaying a new, dangerous edge to their madness, accompanied by the 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, Malkavian’s 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 Malkavian’s are free from the confines of rationality and may do whatever they like – and this freedom is coupled with and uncanny insight, a strange wisdom that cannot be perceived by the sane. The Malkavian’s possess a dark intellect that is often – and increasingly – set to frightening purposes.
Nickname:
Lunatics
Sect:
Camarilla
Disciplines:
Auspex, Dementation, Obfuscate
Appearance:
Malkavian’s run the gamut from terrifyingly psychotic to convincingly ordinary in every way – sometimes both at once. Just like serial killers, they could be anyone – the scraggy bum talking to himself, the pleasant but quiet neighbor, and the borderline-suicidal musician. These vampires are capable of great subtlety, and rarely show anyone a face other than the one they want people to see.
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:
Malkavian’s take their chider 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 Malkavian’s Embrace their chider on a whim: however, virtually all Lunatics discover themselves subtly championing some hardly perceptible “purpose” the full extent of which non - note even their sires - can properly fathom.
Car Creation:
Malkavians come in all shapes and flavors, but many have primary Mental Attributes, befitting the clan’s reputation of wisdom and insight. Apart from that, it’s anyone’s guess just what Traits a Malkavian may manifest – with the diversity if his or her concepts and background, these mad vampire could be anyone. Anywhere.
Weakness:
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 is created, the player much choose at least one derangement (p222 of 3rd Edition VTM) for that character at the time of the Embrace this derangement can be temporarily fought with Willpower, but can never be permanently overcome.
Organization:
The hierarchy of the Malkavians, if it exists at all defied description. Most are usually content to let one another do as they like from night to night. But now and again, in times of great need, Malkavians demonstrate an uncanny ability to act in unions, even without any apparent leadership – and sometimes even without any apparent communication. As one, they arise from their desolate haunts: as one they fall on the problem at hand. And when it is a problem no longer, they drift back to their usual routines. If the Malkavians indulge in any form of machinations as a clan, they are incomprehensible to outsiders – which may be a blessing.
Dark Society: Random Stuff and Witewolf RPG's
