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Malkavian Malkavian

Even other kindred fear the Malkavians! The cursed blood of their line has polluted their minds! In this result ever last Malkavian are cursed with incurable insanity. And the horrific thing about it is that a Malkavians insanity can take any form, from overpowering homocidal tendenciesl to near-catatonia. For as long as the Cainites can remember, the Malkavians have always stirred Kindred society with their passage. Although they have no accomplished great great things, 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 Malkavians often find their livesor unlives altered by the Cainite's madness.

Recently, the Malkavians executed their grandest "prank" of all. None can say whether it was worked in a great Malkavian Parliament held somewhere in an isolated European village, or on a bleak and forgotten moor somewhere far form the cities. A few speak an epidemic of contagious dementia exploding among those Malkav's blood. Whatever the cause, Malkavians across the world have begun displaying new, dangerous edges to their madness, accompanied by bizarre events in Kindred cities around the world.

No one knows what 'exactly' makes the lunatics so dangerous. Certainly, their madness often frees them from fear of pain or final death. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like-and this freedom is coupled with an uncanny insight, a strange wisdom that cannot be preceived by the sane. The Malkavians possess a dark intellect that is often-and increasingly-set to frightening purposes.

Nickname: Lunatics

Sect: The Malks as a clan have an…understanding…with the Camarilla. They also populate the Sabbat in lesser numbers, where they frighten even their packmates with their psychotic displays.

Appearance: They varry from terrifyingly psychotic to convincingly ordinary in every way-sometimes both at once. Soooo just like serial killers, they can be anyone they want to be.

Haven: They live wherever they want, but favor aging hospitals and run down Asylums.

Backgrounds: Anyone can be chosen by their sire for their own twisted reasons. But they often prefer changing those already lost in madness.

Clan Disciplines: Auspex, Dementation, Obfuscate

Weaknesses: Every last drop of Malks blood is irredeembly insane in some form or another. So when you make a malk you must choose one derangement.

Qoute: Laugh if you like. Doesn't matter. Assume that you're so much smarter than the poor, broken lunatic. Doesn't matter. But you think about this: You're a dead thing, same as me. You dies and were reborn....as this. What makes you and me different? Simple--I remember what I saw when I was full and truly dead. you'd be mad, too.