Malkavian
The Malkavians
are insane, one and all. From madness, however, comes wisdom,
and from wisdom comes power. The Malkavians are true creatures
of chaos. However, the Malkavians are also known to be clowns
and pranksters. As with all things connected with them,
not everything makes sense.
This clan
is infamous for its destructive and nihilistic members.
Malkavians have a reputation for sadistic behavior and for
holding little grasp of the humanity they still retain.
In truth, such Malkavians are a minority. The members of
this clan regularly surprise the Kindred; often they do
not seem insane. Some Kindred believe the Malkavians have
an undeserved reputation, and have been sullied by a few
truly psychotic members. However, remember that sometimes
the most normal-seeming people have the least grasp on reality.
The Malkavians
have a time-honored tradition of playing practical jokes
upon Kindred and kine alike. The nature of these "pranks"
can vary wildly, ranging from the harmlessly fun to the
potentially lethal. The Malkavians, when they interact with
one another at all, tend to award prestige within the clan
on the basis of these pranks. Many Malkavians solemnly believe
that the Jyhad is a joke created by the founder of their
line.
The Malkavians
are very picky about whom they Embrace. Typically, only
those on the verge of insanity are chosen. The members of
this clan search long and hard for those who have seen so
much truth that they have descended into the pits of chaos,
and thus have unique perspectives on reality. Indeed, if
the progeny-to-be is sane, the sire will make the Embrace
and Becoming as difficult as possible, seeking to drive
the mortal mad in the process.
Nickname:
Kooks
Appearance:
The members of this clan have different looks and live vastly
differing lifestyles.
Haven:
Malkavians live anywhere they feel comfortable. Many of
them seek out hospitals and asylums to reside in. Some are
even assumed to be inmates by the staff.
Background:
The members of this clan only select those who are close
to death as neonates, or those who are so insane that existence
as a vampire is of little consequence. They believe all
mortals should have a chance to live out their natural lives.
Character
Creation: Malkavians can have any sort of concept - the
weirder the better. They may have a variety of different
Demeanors, which are rarely indicative of their true Natures.
Mental Attributes are primary, as are Talent Abilities.
Malkavians can have nearly any Background Trait.
Clan Disciplines:
Auspex, Dominate, Obfuscate
Weaknesses:
All members of this clan have some sort of Derangement.
In fact, characters begin the game with one. The player
may choose any Derangement (see Chapter Eight), but the
character will never be able to completely overcome it,
no matter how much Willpower is spent. The touch of madness
is always upon the members of this line.
Organization:
Many Malkavians probably do not understand that they are
a clan, and the rest are busy denying that they are Malkavians.
Quote: "Madness you say! Do you fear me? Are you afraid
of what I might do, of what I might say? What a fascinating
reaction. Don't you find it somewhat encumbering?"
Stereotypes:
·Nosferatu - They are the most amusing of all the
clans and perhaps the most honest, for they so obviously
are what the others try so hard to avoid.
·Tremere
- They perceive what we perceive, but hide from it. They
still strive to avoid that which is inevitable. Nature is
full of cycles.
·Ventrue
- They are the most fun to play games with, for they take
it all so very seriously.
·Gangrel
- They are different from the rest, as are we, but they
are even more lonely.
·Toreador
- Such gleeful hedonists it is not a life they live, but
an everlasting death. But if they should ever comprehend
that, their party would end.
·Brujah
- They have a vision, but in their fanaticism they are as
blind as the rest.