Difference between revisions of "Malkavian"

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Revision as of 19:19, 25 April 2016

Arrayed by Clan

Malkavian clan logo.png

Clan Malkavian is twice damned: once by the curse of being Kindred, and again by the turmoil that disturbs their hearts and minds. Upon the Embrace, every Malkavian is afflicted with an insurmountable insanity that fractures her outlook for every night thereafter, making her unlife one of madness. Some consider this a form of oracular insight, while others simply consider them dangerous.

Make no mistake: Malkavian insanity is a painful, alienating phenomenon, but it occasionally provides the Lunatics with bursts of insight or heretofore unknown perspective. Madness for the Malkavians may take the form of any clinical form of insanity, or it may be a hyperacuity of senses others don’t know they have; a supernatural puppeteer pulling the Malkavian’s strings, or a sense that the Malkavian is somehow ahead of evolutionary schedule. A Malkavian may believe herself to be an idea given physical form or an avatar of some concept the World of Darkness has yet to encounter. She may be a nonstop ravening psychopath, or may be a mostly lucid individual sometimes rendered catatonic by fear of an impending cosmic cataclysm.

Their precarious stability makes it hard for other Kindred (or, indeed, any vessels with whom they may meet) to interact with Malkavians. The Clan sometimes indulges in elaborate, terrifying, and dangerous “pranks” which do little to endear them to other vampires. These incidents are nominally meant to educate the target, but the lesson can often be lost between the vampire’s scramble for safety and the inability to parse the Malkavian’s inner logic. Common pranks might be to replace a vain Toreador’s haven door with a guillotine or to redistribute a Brujah elder’s wealth while he’s at Elysium, or it might take the form of giving a hunter the location where the Nosferatu gather. Kindred both dread and resent the word “prank” almost as much as they do the Lunatics themselves.

Nickname: Lunatics

Clan Disciplines
Auspex
Dominate or Dementation
Obfuscate



The Malkavians are a clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.

Due to their inherent clan 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 must choose at least one derangement for that character at the time of the Embrace; this derangement can be temporarily fought with Willpower, but can never be permanently overcome. They are also pranksters, with their "jokes" ranging from benign to sadistic.

Culture

Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. As seers, the Malkavians have relied on advanced Auspex and the Cobweb (Madness Network) to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie.

The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions, but are also often sadistic.

In the Camarilla, Malkavians are tolerated; they are rarely princes but often are important primogen or otherwise figures of authority. Given their obvious insanity, princes traditionally give the Madmen a certain amount of latitude; in return, Malkavians are generally expected to demonstrate enough self-control to not break the Masquerade. This is not a benevolent arrangement but largely driven by fear on both sides: fundamentally, Malkavians are unknowable and the general attitude among princes is that its better to keep them quiet and happy, since unhappy Malkavians have a tendency towards introducing bizarre and inexplicable incidents to the equation. Conversely, Malkavians need the protection of the Camarilla, and have been modified as discussed above to make them more amenable to it.

Many Malkavians are gifted with insight into the world around them. Through their shared madness and the powers of Auspex and Dementation, many are able to glimpse little bits of the future or the past. True Oracles and Seers, however, go beyond these common talents. They are blessed (or cursed) with strong visions that come upon them without warning. No one knows for sure from where this connection originates. Some embrace their powers and attempt to channel them. Some try to shun the visions and get on as if nothing happened. Other unsensitive Malkavians use the picture of the prophet for their own advantage like mortal fortune-tellers, using vague prophecies to secure themselves safe places. Those with the true Sight, however, often suffer for it, as they receive visions they do not understand at first and then watch helplessly unfold before them. During the Dark Ages, the Malkavian Orders of Mystery, also known as Ordos, tried to channel the gift of prophecy to mimick the Methuselah-Oracles of Antiquity, but with the formation of the sects and the severing of Dementation, their practice fell out of use. Embraces Edit

The Malkavians are one of the more intellectually focused of the Camarilla clans (with the Tremere arguably being the only clan as interested in cerebral pursuits). As a result, Malkavian candidates for the Embrace tend to be intelligent and more than a little...odd. While the Malkavian embrace guarantees insanity, they do tend to choose candidates who are already halfway there.

Lunatic childer do come from all economic and cultural strata however, though most have some sort of hard-luck story or black secret behind them that caused their sire to take note. Truly damaged Malkavians who are unaware of the meanings of their actions may not even be aware that they have sired childer, which makes for very difficult entry into Kindred society for these castoffs, many of whom end up among the Caitiff.

3rd Generation

4th Generation

  • -- Avant Won -- Sire of Siors Aldegar
  • -- Elimelech -- The Twice Damned. Seraph of the Black Hand.

5th Generation

6th Generation

7th Generation

  • -- Aristotle de Laurent -- Kindred chronicler, Noddist expert and a leading member of the secretive cult of the Mnemosyne. Adopted sire of the famous Gangrel adventurer and archeologist Beckett. {Paris}
  • -- Cienwen ap Seren -- Baroness of Glouchester and Prince of Bristol.
  • -- Mister Cocoa -- And of course, his evil White Rabbit! {Rio de Janeiro}
  • -- Ealhstan Akhenaten O'Niall A British madman in the Big Easy.
  • -- Restewin -- Progeny of Morgana Le Fey, sire of Rat de Bibliothèque and Uriah Travers. (deceased: 1809. Killed by lupines)

8th Generation

  • -- Chelsea Fischer -- Progeny of Antonio. Though originally a resident of Denver, at least most recently, she has moved to New Orleans to start her life over.
  • -- Quentin King III -- The Puppet Prince -- {Boston}
  • -- Cierra Odetta -- Progeny of Ealhstan Akhenaten O'Niall, living in New Orleans circa 1920
  • -- Michael (Malkavian) --Unknown Sire, Lives in Gary, Indiana
  • -- Rat de Bibliothèque -- Progeny of Restewin and sire of Cassandra and Pharamond. Primogen of Lunatics in Quebec City.
  • -- Uriah Travers -- Progeny of Restewin and Malkavian Abomination of New Orleans.

9th Generation

10th Generation

Barnabus Rollins - The Blunderbus of Leeds, member of the Knights of the World Tree

11th Generation

12th Generation

13th Generation

Those of Unknown Generation


http://vampirerpg.free.fr/Genealogy/Malkavian.html