History, Mixed history

http://www.unmasqued.com/lores_malkavian.php?PHPSESSID=f09146f6c9f4ce775405a75b518da868

Details some Malkavian Lore at various levels.

Gnawed. VAmpires made but do not recover from the madness. are completely unable to operate in the world. ancient malkavians collect them to feed on as they are useless otherwise.

Malkav was rumored to be an angel or a fae. Malkavians and Fae tend to tolerate each other due to similar blood, and similar detached out look on the world.

Enoch
sired Arikel (and Ishtar), Malkav and Saulot. All of Enoch's childer have Auspex. They are of the SEER lineage.

Malkav
Childe of Enoch, second oldest Ante, twin to Arikel [Cb-M]
Saulot and Set are his brothers [CbR-M]

More history of Malkavian and the listed children.
http://whitewolf.wikia.com/wiki/Malkavian_Antediluvian

Malkav/Mekhet
Malkavian
M
Generation: 3
Died: ~ -8000
Note: He is said to be the second-oldest antediluvian, twin to Arikel. The Malkavians also consider that Saulot and Set are brothers to Malkav (CbR-M). When the Second City fell, Malkav and his coterie fled to the city of Petra. We may assume Malkav is the one who is guarded in Petra (from Chaos Factor) or under Jerusalem (Children of Gaia, JbN). The eldest childer of Malkav were all destroyed. His new childer numbered 8, 12, 20, or 36. The book says that Malkav keeps count of his childer, and that none must be destroyed ’for numbers are sacred’. Malkav was ’more than a man in life’ ; certain manuscripts describe him as an angel, or a messenger. Malkav might have given his third eye to Saulot. The Ventrue name him Mekhet and say he was banished from the Second City by their antediluvian.

The Eater
Malkavian
M
Generation: 4
Note: Legend says he knew the secret to eat names. He would eat the name of the person, and that person would die. He would then absorb that person’s knowledges and identity into himself

Nissiku
Malkavian
M
Generation: 4
Note: The name means ’The Clever Prince’. He may have assumed one or all of the following identities: Iktomi, Malk Content, Devil Hanse, the Babylonian, Fool-Eater, Old Man Hate.

Elimelech the Twice Damned
Malkavian
M
Generation: 4
Died: ~-1100
Note: Biblical character, book of Ruth. Seraph of the Black Hand. Elimelech left Bethlehem, Judah because of a famine. He went to Moab with his wife Naomi, and his two sons Mahlon and Chilion. The sons took wives in Mohab, Orpah and Ruth.

The Ankou
Malkavian
M
Generation: 5
Note: He is a legend among Malkavians, and a sort of equivalent to the Nictuku.

http://everything2.com/index.pl?node_id=17743

Origins of Clan Malkavian?
One day, God wanted to test how His creations understood the world He created for them. At ?
this time, Adam and Eve had copulated; Caine and Abel walked amongst the Earth. Hence, God ?
spoke unto Caine and Abel. He charged the mortals with the quest of finding a sacrifice ?
that would bring them closer to the world and universe He had created for them. Caine ?
sacrificed a plant; Caine showed that the life-sustaining elements on Earth would bring him ?
closer to the Earth. Abel instead offered a sacrifice of a goat's blood, claiming that ?
those who can manipulate those life-sustaining elements would bring him far closer. Caine ?
promptly sacrificed his brother, thus moving up the hierarchy of the manipulators of the ?
Earth. God spoke unto Caine. He explained that the blood Caine spilled was the key to power ?
and henceforth Caine would remain on the Earth, drinking the blood of man to sustain ?
longevity and seeking to pass the gift of the blood onwards.

Thus, Caine became the first vampire. He sought throughout the world to find others to ?
carry on his new lifestyle. Legend has it that he initially embraced successfully only 13; ?
these 13 became the second generation elder vampires.

One day, Caine wanted to test how his kindred understood the power with which he had ?
endowed them. He called upon these 13 and charged them with a quest of finding a sacrifice ?
that best exemplified their new standings on the Earth. Some sacrificed plants and animals ?
to prove their individuality and also to honor Caine and Abel. One girl sacrificed her ?
beauty to Caine. Another sacrificed her visible presence to live a life in the shadows. ?
However, soon the turn came to Malkav; Malkav had no idea in his mind of what to offer, so ?
he gave up his mind instead. Malkav sacrificed his mind to become closer to the Earth ?
through a third eye of insanity, a clairvoyant view in the broken mirror of his psyche. ?
Henceforth, all kindred of the Malkavian are blessed with some dementia, thus bringing them ?
closer to the true understanding of the world.


(thing) by Caitiff (4.1 y) (print) ? I like it! Tue May 07 2002 at 3:12:20

(A clan from Vampire: the Masquerade, the role-playing game from WWGS)

"I dance the dance of the fool
And pray you find me mad
For if you lay hands upon the root
You'll know me, without illusion
And find me guilty of the truth"
- "Malkav's Words", The Book of Nod, collected by Aristotle deLaurent

Disciplines: Auspex, Dominate, Obfuscate
In recent years: Auspex, Dementation, Obfuscate

Clan Flaw:
One form of madness chosen at character creation that can never be removed through any ?
means.

Clan Nicknames:
Kooks, Fools, Madmen, Crazies, etc., etc.

History:
All attempts to trace the beginning of the Malkavian clan end in fragmented stories that ?
never agree with each other, except in one detail: In life, Malkav was somehow more than a ?
man. He was taken in to the ranks of the Kindred, and soon after that, his mind was ?
shattered: Broken into a million pieces through some machination of Caine or a betrayal.
(Brackets {} are used to show that the true names of those are not known, or have been lost ?
to the sands of time.)

"… he/{Caine} cursed him/{Malkav}, when that one defamed his image
…and doomed him/{Malkav} to insanity, forever…"1

" {Malkav} seized his parent in his hands
…and he bit like a dog into the neck of his parent.
And {the elder} screamed like a thousand jackals,
…And {Malkav} drew in the scream with his breath,
And he began to weep.
He wept for many nights,
And he wailed, and tore his hair like a woman…"1

After this, Malkav rose up with the others of the Thirteen to destroy the Three (their ?
sires). A furious battle was raged, but Malkav emerged to beget childer and thus ensure ?
that his own legacy of broken minds and shattered dreams would continue.

Overview:
Malkavians are the lunatics, the maniacs, the men you see walking about looking down at the ?
ground and shouting "No! Not me! It can't be me!", the women who hold their dead children ?
to their breasts and hope that their love will bring the baby to life again, and the person ?
sitting next to you right now.

I'm not insane. You're not insane. Malkavians aren't insane. In fact, they are the sanest ?
people you will ever know…at least from their standpoint. The constraints of normal ?
reality just seem to deform in their vicinity, which might be the reason they are so ?
fascinating to Fae and Marauders.

So why does it seem as if the entire population of Malkavians in two cities miles apart are ?
in perfect mental harmony at times? Because of the Malkavian Madness Network. It is a ?
cobweb of mental links between all members of Clan Malkavian, regardless of whether the ?
individuals are aware of it or not. Some say the Network came to be because of a combined ?
insanity. Some say it is there because the elders performed a great and complicated ritual ?
to make it so. Others laugh at both reasons. And others laugh as well, but with their ?
mouths closed and their mind open.

The Malkavians of the modern world are looked upon as being the most volatile of the ?
Camarilla clans. They are prophets, troublemakers, police, and many other roles in the ?
city. It all depends on what the Malkavian-in-question's Derangement is. If a certain ?
Malkavian is completely obsessive/compulsive about cleanliness, then s/he will not be the ?
local envoy to the Nosferatu. It is generally frowned upon for a Malkavian to become Prince ?
of a city, due to their inherent "capriciousness."

In recent years, a change has come over the Malkavians. Their madnesses have turned ?
slightly darker, slightly edgier. Instead of learning Dominate, they are picking up ?
Dementation. It seems as if a great switch has been turned off, making darkness creep ?
closer to the forefront of the mind. This change is said to be an effect of a combined ?
insanity held by the Malkavians. Elders are blamed for the change taking place. But others ?
are very quiet about what happened. And those are the ones you should look at…

Ideology:
Ask twenty Malkavians what their clan's goals are and you will get twenty different ?
answers, ranging from "We're a clan?" to "Destroy the walls that bind reality!" to "….?
(blank stares)" to "Hold on a moment. *looks off into space* No comment, I'm told."

Though there are many schools of thought within Clan Malkavian, there is one grand ?
tradition that seems to unify the clan: "pranking." Pranks are used (seemingly, for who ?
knows why the Malkavians do what they do) to bring down Kindred and others from the ?
relative safety that a closed world-view brings. A prank injects a bit of insanity into an ?
otherwise "boring" and ordered life. The pranks are used to open eyes…make the subject ?
think he's going slowly insane, or seeing clearly for the first time. Every once in a blue ?
moon, the "cousins" put an entire clan in the crosshairs to be the subject of their pranks.

"The cousins were in character, so to speak, the minute they walked into the gathering ?
space. Even the locations were atypical, although they made a sort of sense if you think ?
like a bastard. The children's library seemed like a really stupid place to hold a ?
gathering, but when everyone started acting like the local Warlocks, it was kind of funny ?
in hindsight."1


Role-playing Information:

Playing as a Malkavian:
There is one major rule to remember, should anyone decide to play as a Malkavian: The ?
Derangement is not the Malkavian, and the Malkavian is not only the Derangement. There is ?
more to a Malkavian than his insanity. There are hopes, dreams, aspirations, and goals. ?
There is hatred, joy, animosity, ambivalence, and love. If a Malkavian is schizophrenic, ?
s/he doesn't only hear voices from thin air. S/He hears what goes on around her/him as ?
well. The voices from the air could drag him away from reality, but should not give him ?
clues. A derangement should not offer an advantage…that's why it's a Clan FLAW.

Overused Concepts:
Teddy Bear Malks:
The cutesy kids that carry around a teddy bear or other stuffed animal everywhere. The ?
problem occurs when "Mr. tEdDy told me that the man was going to hurt me." Unless the child ?
has a Spirit Mentor, Oracular Ability, or uses Telepathy constantly, then "Mr. tEdDy" ?
shouldn't be helping. One good way to fix the TBM situation is to make the entire ?
personality a LIE. Make "Mr. tEdDy" hold a stake or grenade inside and get people to drop ?
their guard because you are "harmless."

Banana Split Personality Malks: One personality is good and "normal", but the other is ?
wildly insane, to the point of homicidal psychosis or catatonia. Or the other personality ?
is a Teddy Bear Malk. Yes, I will tie those two together. Childlike regression is not a ?
good choice for a split personality as it will tend to turn into a "Daddy? Mommy?" ?
situation. Having a split personality is not a bad Derangement, but make the personalities ?
reasonable, or have only one personality aware of the other.

New Idea for a Derangement:
Clan Identity Disorder:

"You! Malkavian!"
"I'm not a Malkavian, I'm a Ventrue."
"Good, because I'm a Sabbat spy, and I'm going to kill you, Camarilla scum!"
"Great! Let's go after Camarilla! I, the Tzimisce, support you!"
…Okay, not really this blatant, but the adamant knowledge that you are NOT a Malkavian, ?
and you know you belong in another clan…just not the same one every night.

There are many other Derangements you can play, as long as you talk about it with the ?
Storyteller.

TO THE STORYTELLER: Feel free to disallow a Derangement if you feel it will hurt the story. ?
In this same vein, if a player has not been playing out his character's Derangement enough ?
for you to see it, then feel free to dock him/her a Willpower, saying that they have ?
sufficiently suppressed the Derangement with their will.

1These quotes taken from the Clanbook:Malkavian role-playing supplement published by White ?
Wolf Game Studios. The Book of Nod is also published by WWGS.

More information about Malkavians, from people who play Malkavians, can be found at the ?
Malkavian Web Page:
http://www.freeshell.org/~alik/malkavian/index.html


(person) by Inevitability (2.7 y) (print) ? I like it! Thu Mar 06 2003 at 0:16:00

Tips on properly playing a Malkavian
Many players make the mistake of playing the Malkavians as comic relief or clownish ?
vampires. All too often are Malkavians given ridiculous derangements such as the need to ?
speak to a sock puppet.

The Malkavians, as written in White Wolf's source material, are to be terrifying and ?
bloody. Justin Achilli, the developer of Vampire: The Masquerade, has written at length on ?
the subject of how Malkavians are intended to be scary.

One of the tales written in their books talks about how Malkav, the progenitor of the clan, ?
was blood thirsty and sadistic when Caine, the original vampire, cursed him with insanity. ?
He did so with the intention that he would be forever alone because he would instill fear ?
into the hearts of anyone he encountered.

An important aspect of any Malkavian is the particular brand of insanity s/he has. When ?
creating a character, the player should do a little research into what sort of debilitating ?
mental problems there are and choose one that the player feels s/he can accurately portray. ?
This is intended to be a hindrance, so it should be somewhat crippling and inconvenient for ?
the character. Remember that the derangement is the primary aspect of what a Malkavian is, ?
so ensure that s/he has a good one that will instill fear in the other characters.

Avoid playing concepts that would make people laugh. Concepts such as mimes, people with ?
sock puppets, or people who only communicate with Elvis

There are some things that every traveller (or hitchhiker) should know. For example, what ?
would you do in a foreign country if someone put an axe in your head? You'd need to know ?
how to communicate this fact to the local people so they could help. So, for the betterment ?
of all those on Everything2, I present a list of the phrase "Oh my God! There's an axe in ?
my head!" translated into various languages.

Afrikaans: O God! Daar's 'n byl in my kop!
Alsatian: Lever Gott! Es esch a Axe en miner Kopf!
Ancient Greek: O Theos mou! Echo ten labrida en te mou kephale!
Assyrian: iliya pashum ina reshimi bashu
Babylonian: iliya pashu ina reshiya bashu
Bengali: Oh Allah! Amar mathar upor bash poreche.
Bosnian: boje moj! sjekira mi je u glavi.
Danish: Åh min Gud! Der er en økse i mit hovede.
Dutch: O, mijn God! Er zit een bijl in mijn hoofd.
English: Oh my god! There's an axe in my head.
Esperanto: Mia Dio! Hakilo estas en mia kapo!
French: Mon dieu! Il y a une hache dans ma tête.
Finnish: Voi Luoja! Paassani on kirves!
German: Oh mein Gott! Ich habe eine Axt im Kopf!
Greek: hristo mou! eho ena tscecouri sto kefali mou!
Hebrew: Eloi! Yesh'li ca-sheel ba-rosh sheh-li!
Hindi: Hay Bhagwaan! Mere sar mein kulhaadi hain.
Hungarian: Jaj Istenem, de fejsze van a fejemben!!
Icelandic: Gud minn godur! Thad er o:xi i ho:fdinu a mer.
Irish: Mo Dhia! Ta' tua sa mo cheann.
Italian: Dio mio! C'è un' ascia nella mia testa!
Japanese: aa, kamisama! (watashi no) atama ni ono ga arimasu.
Note: The "watashi no" wouldn't usually be said explicitly. —SB
Klingon: ghay'cha'! nachwIjDaq betleH tu'lu'!
Latin: Deus Meus! Securis in capite meo est.
Malay: Alamak! Terdapat kapak dalam kepala saya!
Malayalam: Entey Deiwame, entey thalayil oru kodali undei.
Mandarin Chinese: laotian a! Wo de tou li you yi ge fuzi a!
Maori: Ave Te Ariki! He toki ki roto taku mahuna!
Marathi: Aray Devaa! Majhyaa dokyaat kurhaad aahay.
Middle Egyptian: in Amun! iw minb m tp-i!
Norwegian: Herre Gud! Jeg har en xks i hodet!
Polish: O Moj Boze! Mam siekiere w glowie!
Portuguese: Meu Deus! Tenho um machado na cabeça!
Romanian: Dumnezeule, am un topor în creier!
Russian: Bozhe moi! Eto topor v moyei golove!
Slovenian: Moj Bog! Sekiro imam v glavi.
Spanish: !Dios mio! !Hay una hacha en mi cabeza!
Swahili: Siyo! (Huko) Shoka yangu kichwanil!
Swedish: Åh, Herregud! Jag har en yxa i huvudet!
Tagalog: Ay Dios ko! May palakol sa ulo ko!
Visigothic: Meina guth, Ikgastaldan aqizi-wunds meina haubida
Welsh: A nuw! Mae bywell yn fy mhen i!

Stereotypes Malkavians hold for other clans.

Assamite: So. That's done, then.

Brujah: I want to like your average Brujah, but his skull's just so damned thick that he ?
can't crack it open and get at the good stuff he doesn't even know he's got in there.
So forget him.

Followers of Set: I can't understand them. Aren't they mad yet? Don't they understand what ?
they've seen? Goddamn. Goddamn… .

Gangrel: They aren't animals, no matter what people say. Look under the skin of the corpse, ?
then look under the layer of beast-thought, and what do you find? A secret worse than man, ?
corpse or animal? Yes! Yes!

Giovanni: What price did these idiots pay for their inside gossip? It's yesterday's news; ?
anybody can find it if they listen, and the Giovanni have sold their souls for it so they ?
can call it their "big secret;'Feh.

Lasombra: (an explosion of helpless, hysterical giggling, swelling up into full throated ?
laughter)

Nosferatu: They've just about mortified enough of their own flesh to blast through the wall ?
of delusion from the other side of perception. They're onto something, but who knows if ?
there'll be anything left of them when they get there?

Ravnos: Call us deluded? Go look at a Ravnos for a while.

Toreador: Puppets who pull the ii own strings, or offer them to anybody who wants to make ?
them dance.

Tremere: They are on to us.
.
Tzimisce: Penguins. They decided they like the water SO much, they traded in their wings ?
for flippers. And they were so close…..

Ventrue: They will never accept it, no matter who tries to hand it to 'em. Well, don't say ?
we didn't warn you.

Caitiff: From their number will the Herald emerge.

Camarilla: It's like The Haunting of Hill House, but you can't wait for the ending, where ?
they wake up and realize what they are!

Sabbat: It's more fun when you don't try so hard.

http://everything2.com/index.pl?node_id=17743

Origins of Clan Malkavian?
One day, God wanted to test how His creations understood the world He created for them. At ?
this time, Adam and Eve had copulated; Caine and Abel walked amongst the Earth. Hence, God ?
spoke unto Caine and Abel. He charged the mortals with the quest of finding a sacrifice ?
that would bring them closer to the world and universe He had created for them. Caine ?
sacrificed a plant; Caine showed that the life-sustaining elements on Earth would bring him ?
closer to the Earth. Abel instead offered a sacrifice of a goat's blood, claiming that ?
those who can manipulate those life-sustaining elements would bring him far closer. Caine ?
promptly sacrificed his brother, thus moving up the hierarchy of the manipulators of the ?
Earth. God spoke unto Caine. He explained that the blood Caine spilled was the key to power ?
and henceforth Caine would remain on the Earth, drinking the blood of man to sustain ?
longevity and seeking to pass the gift of the blood onwards.

Thus, Caine became the first vampire. He sought throughout the world to find others to ?
carry on his new lifestyle. Legend has it that he initially embraced successfully only 13; ?
these 13 became the second generation elder vampires.

One day, Caine wanted to test how his kindred understood the power with which he had ?
endowed them. He called upon these 13 and charged them with a quest of finding a sacrifice ?
that best exemplified their new standings on the Earth. Some sacrificed plants and animals ?
to prove their individuality and also to honor Caine and Abel. One girl sacrificed her ?
beauty to Caine. Another sacrificed her visible presence to live a life in the shadows. ?
However, soon the turn came to Malkav; Malkav had no idea in his mind of what to offer, so ?
he gave up his mind instead. Malkav sacrificed his mind to become closer to the Earth ?
through a third eye of insanity, a clairvoyant view in the broken mirror of his psyche. ?
Henceforth, all kindred of the Malkavian are blessed with some dementia, thus bringing them ?
closer to the true understanding of the world.


(thing) by Caitiff (4.1 y) (print) ? I like it! Tue May 07 2002 at 3:12:20

(A clan from Vampire: the Masquerade, the role-playing game from WWGS)

"I dance the dance of the fool
And pray you find me mad
For if you lay hands upon the root
You'll know me, without illusion
And find me guilty of the truth"
- "Malkav's Words", The Book of Nod, collected by Aristotle deLaurent

Disciplines: Auspex, Dominate, Obfuscate
In recent years: Auspex, Dementation, Obfuscate

Clan Flaw:
One form of madness chosen at character creation that can never be removed through any ?
means.

Clan Nicknames:
Kooks, Fools, Madmen, Crazies, etc., etc.

History:
All attempts to trace the beginning of the Malkavian clan end in fragmented stories that ?
never agree with each other, except in one detail: In life, Malkav was somehow more than a ?
man. He was taken in to the ranks of the Kindred, and soon after that, his mind was ?
shattered: Broken into a million pieces through some machination of Caine or a betrayal.
(Brackets {} are used to show that the true names of those are not known, or have been lost ?
to the sands of time.)

"… he/{Caine} cursed him/{Malkav}, when that one defamed his image
…and doomed him/{Malkav} to insanity, forever…"1

" {Malkav} seized his parent in his hands
…and he bit like a dog into the neck of his parent.
And {the elder} screamed like a thousand jackals,
…And {Malkav} drew in the scream with his breath,
And he began to weep.
He wept for many nights,
And he wailed, and tore his hair like a woman…"1

After this, Malkav rose up with the others of the Thirteen to destroy the Three (their ?
sires). A furious battle was raged, but Malkav emerged to beget childer and thus ensure ?
that his own legacy of broken minds and shattered dreams would continue.

Overview:
Malkavians are the lunatics, the maniacs, the men you see walking about looking down at the ?
ground and shouting "No! Not me! It can't be me!", the women who hold their dead children ?
to their breasts and hope that their love will bring the baby to life again, and the person ?
sitting next to you right now.

I'm not insane. You're not insane. Malkavians aren't insane. In fact, they are the sanest ?
people you will ever know…at least from their standpoint. The constraints of normal ?
reality just seem to deform in their vicinity, which might be the reason they are so ?
fascinating to Fae and Marauders.

So why does it seem as if the entire population of Malkavians in two cities miles apart are ?
in perfect mental harmony at times? Because of the Malkavian Madness Network. It is a ?
cobweb of mental links between all members of Clan Malkavian, regardless of whether the ?
individuals are aware of it or not. Some say the Network came to be because of a combined ?
insanity. Some say it is there because the elders performed a great and complicated ritual ?
to make it so. Others laugh at both reasons. And others laugh as well, but with their ?
mouths closed and their mind open.

The Malkavians of the modern world are looked upon as being the most volatile of the ?
Camarilla clans. They are prophets, troublemakers, police, and many other roles in the ?
city. It all depends on what the Malkavian-in-question's Derangement is. If a certain ?
Malkavian is completely obsessive/compulsive about cleanliness, then s/he will not be the ?
local envoy to the Nosferatu. It is generally frowned upon for a Malkavian to become Prince ?
of a city, due to their inherent "capriciousness."

In recent years, a change has come over the Malkavians. Their madnesses have turned ?
slightly darker, slightly edgier. Instead of learning Dominate, they are picking up ?
Dementation. It seems as if a great switch has been turned off, making darkness creep ?
closer to the forefront of the mind. This change is said to be an effect of a combined ?
insanity held by the Malkavians. Elders are blamed for the change taking place. But others ?
are very quiet about what happened. And those are the ones you should look at…

Ideology:
Ask twenty Malkavians what their clan's goals are and you will get twenty different ?
answers, ranging from "We're a clan?" to "Destroy the walls that bind reality!" to "….?
(blank stares)" to "Hold on a moment. *looks off into space* No comment, I'm told."

Though there are many schools of thought within Clan Malkavian, there is one grand ?
tradition that seems to unify the clan: "pranking." Pranks are used (seemingly, for who ?
knows why the Malkavians do what they do) to bring down Kindred and others from the ?
relative safety that a closed world-view brings. A prank injects a bit of insanity into an ?
otherwise "boring" and ordered life. The pranks are used to open eyes…make the subject ?
think he's going slowly insane, or seeing clearly for the first time. Every once in a blue ?
moon, the "cousins" put an entire clan in the crosshairs to be the subject of their pranks.

"The cousins were in character, so to speak, the minute they walked into the gathering ?
space. Even the locations were atypical, although they made a sort of sense if you think ?
like a bastard. The children's library seemed like a really stupid place to hold a ?
gathering, but when everyone started acting like the local Warlocks, it was kind of funny ?
in hindsight."1


Role-playing Information:

Playing as a Malkavian:
There is one major rule to remember, should anyone decide to play as a Malkavian: The ?
Derangement is not the Malkavian, and the Malkavian is not only the Derangement. There is ?
more to a Malkavian than his insanity. There are hopes, dreams, aspirations, and goals. ?
There is hatred, joy, animosity, ambivalence, and love. If a Malkavian is schizophrenic, ?
s/he doesn't only hear voices from thin air. S/He hears what goes on around her/him as ?
well. The voices from the air could drag him away from reality, but should not give him ?
clues. A derangement should not offer an advantage…that's why it's a Clan FLAW.

Overused Concepts:
Teddy Bear Malks:
The cutesy kids that carry around a teddy bear or other stuffed animal everywhere. The ?
problem occurs when "Mr. tEdDy told me that the man was going to hurt me." Unless the child ?
has a Spirit Mentor, Oracular Ability, or uses Telepathy constantly, then "Mr. tEdDy" ?
shouldn't be helping. One good way to fix the TBM situation is to make the entire ?
personality a LIE. Make "Mr. tEdDy" hold a stake or grenade inside and get people to drop ?
their guard because you are "harmless."

Banana Split Personality Malks: One personality is good and "normal", but the other is ?
wildly insane, to the point of homicidal psychosis or catatonia. Or the other personality ?
is a Teddy Bear Malk. Yes, I will tie those two together. Childlike regression is not a ?
good choice for a split personality as it will tend to turn into a "Daddy? Mommy?" ?
situation. Having a split personality is not a bad Derangement, but make the personalities ?
reasonable, or have only one personality aware of the other.

New Idea for a Derangement:
Clan Identity Disorder:

"You! Malkavian!"
"I'm not a Malkavian, I'm a Ventrue."
"Good, because I'm a Sabbat spy, and I'm going to kill you, Camarilla scum!"
"Great! Let's go after Camarilla! I, the Tzimisce, support you!"
…Okay, not really this blatant, but the adamant knowledge that you are NOT a Malkavian, ?
and you know you belong in another clan…just not the same one every night.

There are many other Derangements you can play, as long as you talk about it with the ?
Storyteller.

TO THE STORYTELLER: Feel free to disallow a Derangement if you feel it will hurt the story. ?
In this same vein, if a player has not been playing out his character's Derangement enough ?
for you to see it, then feel free to dock him/her a Willpower, saying that they have ?
sufficiently suppressed the Derangement with their will.

1These quotes taken from the Clanbook:Malkavian role-playing supplement published by White ?
Wolf Game Studios. The Book of Nod is also published by WWGS.

More information about Malkavians, from people who play Malkavians, can be found at the ?
Malkavian Web Page:
http://www.freeshell.org/~alik/malkavian/index.html


(person) by Inevitability (2.7 y) (print) ? I like it! Thu Mar 06 2003 at 0:16:00

Tips on properly playing a Malkavian
Many players make the mistake of playing the Malkavians as comic relief or clownish ?
vampires. All too often are Malkavians given ridiculous derangements such as the need to ?
speak to a sock puppet.

The Malkavians, as written in White Wolf's source material, are to be terrifying and ?
bloody. Justin Achilli, the developer of Vampire: The Masquerade, has written at length on ?
the subject of how Malkavians are intended to be scary.

One of the tales written in their books talks about how Malkav, the progenitor of the clan, ?
was blood thirsty and sadistic when Caine, the original vampire, cursed him with insanity. ?
He did so with the intention that he would be forever alone because he would instill fear ?
into the hearts of anyone he encountered.

An important aspect of any Malkavian is the particular brand of insanity s/he has. When ?
creating a character, the player should do a little research into what sort of debilitating ?
mental problems there are and choose one that the player feels s/he can accurately portray. ?
This is intended to be a hindrance, so it should be somewhat crippling and inconvenient for ?
the character. Remember that the derangement is the primary aspect of what a Malkavian is, ?
so ensure that s/he has a good one that will instill fear in the other characters.

Avoid playing concepts that would make people laugh. Concepts such as mimes, people with ?
sock puppets, or people who only communicate with Elvis

There are some things that every traveller (or hitchhiker) should know. For example, what ?
would you do in a foreign country if someone put an axe in your head? You'd need to know ?
how to communicate this fact to the local people so they could help. So, for the betterment ?
of all those on Everything2, I present a list of the phrase "Oh my God! There's an axe in ?
my head!" translated into various languages.

Afrikaans: O God! Daar's 'n byl in my kop!
Alsatian: Lever Gott! Es esch a Axe en miner Kopf!
Ancient Greek: O Theos mou! Echo ten labrida en te mou kephale!
Assyrian: iliya pashum ina reshimi bashu
Babylonian: iliya pashu ina reshiya bashu
Bengali: Oh Allah! Amar mathar upor bash poreche.
Bosnian: boje moj! sjekira mi je u glavi.
Danish: Åh min Gud! Der er en økse i mit hovede.
Dutch: O, mijn God! Er zit een bijl in mijn hoofd.
English: Oh my god! There's an axe in my head.
Esperanto: Mia Dio! Hakilo estas en mia kapo!
French: Mon dieu! Il y a une hache dans ma tête.
Finnish: Voi Luoja! Paassani on kirves!
German: Oh mein Gott! Ich habe eine Axt im Kopf!
Greek: hristo mou! eho ena tscecouri sto kefali mou!
Hebrew: Eloi! Yesh'li ca-sheel ba-rosh sheh-li!
Hindi: Hay Bhagwaan! Mere sar mein kulhaadi hain.
Hungarian: Jaj Istenem, de fejsze van a fejemben!!
Icelandic: Gud minn godur! Thad er o:xi i ho:fdinu a mer.
Irish: Mo Dhia! Ta' tua sa mo cheann.
Italian: Dio mio! C'è un' ascia nella mia testa!
Japanese: aa, kamisama! (watashi no) atama ni ono ga arimasu.
Note: The "watashi no" wouldn't usually be said explicitly. —SB
Klingon: ghay'cha'! nachwIjDaq betleH tu'lu'!
Latin: Deus Meus! Securis in capite meo est.
Malay: Alamak! Terdapat kapak dalam kepala saya!
Malayalam: Entey Deiwame, entey thalayil oru kodali undei.
Mandarin Chinese: laotian a! Wo de tou li you yi ge fuzi a!
Maori: Ave Te Ariki! He toki ki roto taku mahuna!
Marathi: Aray Devaa! Majhyaa dokyaat kurhaad aahay.
Middle Egyptian: in Amun! iw minb m tp-i!
Norwegian: Herre Gud! Jeg har en xks i hodet!
Polish: O Moj Boze! Mam siekiere w glowie!
Portuguese: Meu Deus! Tenho um machado na cabeça!
Romanian: Dumnezeule, am un topor în creier!
Russian: Bozhe moi! Eto topor v moyei golove!
Slovenian: Moj Bog! Sekiro imam v glavi.
Spanish: !Dios mio! !Hay una hacha en mi cabeza!
Swahili: Siyo! (Huko) Shoka yangu kichwanil!
Swedish: Åh, Herregud! Jag har en yxa i huvudet!
Tagalog: Ay Dios ko! May palakol sa ulo ko!
Visigothic: Meina guth, Ikgastaldan aqizi-wunds meina haubida
Welsh: A nuw! Mae bywell yn fy mhen i!

Stereotypes Malkavians hold for other clans.

Assamite: So. That's done, then.

Brujah: I want to like your average Brujah, but his skull's just so damned thick that he ?
can't crack it open and get at the good stuff he doesn't even know he's got in there.
So forget him.

Followers of Set: I can't understand them. Aren't they mad yet? Don't they understand what ?
they've seen? Goddamn. Goddamn… .

Gangrel: They aren't animals, no matter what people say. Look under the skin of the corpse, ?
then look under the layer of beast-thought, and what do you find? A secret worse than man, ?
corpse or animal? Yes! Yes!

Giovanni: What price did these idiots pay for their inside gossip? It's yesterday's news; ?
anybody can find it if they listen, and the Giovanni have sold their souls for it so they ?
can call it their "big secret;'Feh.

Lasombra: (an explosion of helpless, hysterical giggling, swelling up into full throated ?
laughter)

Nosferatu: They've just about mortified enough of their own flesh to blast through the wall ?
of delusion from the other side of perception. They're onto something, but who knows if ?
there'll be anything left of them when they get there?

Ravnos: Call us deluded? Go look at a Ravnos for a while.

Toreador: Puppets who pull the ii own strings, or offer them to anybody who wants to make ?
them dance.

Tremere: They are on to us.
.
Tzimisce: Penguins. They decided they like the water SO much, they traded in their wings ?
for flippers. And they were so close…..

Ventrue: They will never accept it, no matter who tries to hand it to 'em. Well, don't say ?
we didn't warn you.

Caitiff: From their number will the Herald emerge.

Camarilla: It's like The Haunting of Hill House, but you can't wait for the ending, where ?
they wake up and realize what they are!

Sabbat: It's more fun when you don't try so hard.

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