% ($Id: intro.html,v 1.1.1.1 1998/08/07 05:34:46 korg Exp $) \section{Changes to Vampire} \subsection{Malkavians} Malkavians: vision through insanity, great idea! Clanbook Malkavian, cunning piece of work. Pranks that seem insane, but infact contain some brilliant comment on the real situations. But I have yet to find anyone who actually has thought of a good prank idea. Most of the Malkavians characters I see are either: mindless killers or zany pranksters. Nothing clever about that. All, except one: Jack Dracula {\tt }. Jack wrote himself up and I must say its a scary piece of work for a Malkavian curse. The curse: total sensory input, having to filter it all manually. That's horror. \subsubsection{The Idea} Right, so Malkavians have insight. Make that insight a curse. Cursed to see more than anyone else, the stuff that the Storytellers Handbook hints at. Things that normal people are not ment to see. The Malkavian has this special gift that allows them to see the world differently, so differently that they are often alien to everyone else. This tends to add a horror element to the game as the Malkavian player slowly descends into this alien work and is isolated from everyone. As they see more, their sanity is ripped from them. Plus it is fun to watch the faces of Malkavian players as they find out about this stuff. It gives a huge chance to those willing to roleplay and can be used to 'punish' killers and pranksers for not {\bf role playing}. \subsubsection{The Birth} Most people sired by a Malkavian become Malkvians, having been selected to crack under the strain, and thus inheriting the curse. Those who survive the process without becoming insane, usually become Cattiff. Malkavians are also created when a newly embraced Vampire is driven insane by the Embrace, or was insane to begin with. The Embraced vampire is a Malkavian of the generation deterimined by their sire. In this way, many Malkavians are Embraced into other clans. Note, that most insaitys start off small and build more and more, until The Rebirth. Anyone using Thalmaturgy to determine the sire of a Malkavian will have the choice of two sires. If they select to find information about the 'shadow' sire, they will gain info on Malkav. Play this up. You can get some really good reactions when people trace a 3rd gen. [I played Thalmaturgy slightly differently]. \typeout{Look up thamlmaturgy ritual} \subsubsection{The Rebirth} As the Malkavians slowly slip into a private Hell on Earth, they are driven more and more insane. Eventually it becomes too much, they can nolonger relate to the Real World (TM) :) and the character snaps, undergoing what the Malkavians call the Rebirth. (This replaces the 5 stages given in the Malkavian clanbook.) The character will be drawn to some location where they will start to break down. Other Malkavians (from all places, reguardless of background) will be drawn there too, each with a gift. They will defend and care for the character until they finally snap and are reborn, starting afresh with some new derangement and potentially a totally new character. This is supernatural stuff, so dont be afraid to make changes that can't be accounted for. Then, slowly, they start to sink again. \subsubsection{Example Malvavian curses} In the Adventure starts given below, Annita starts off as a Spirit Sighted Malkavian. Events drive her further and further into this world until she finally snaps and is reborn as a clone. The character she selects for the clone is determined by the events she 'experianced' while she could see into the Umbras. \begin{itemize} \item [Visions] The future, the past, both. Possible futures. Mix and stur. \item [Temporal Drifter] The Malkavian in question, lives 30 seconds in the future. Somehow, all input to the brain arrives before the event. This causes the Vampire to react to things that have not yet happened, if surprised, and to really need to consentrate to hold a conversation. \item [Temporal Drifter] Time is fluid for this Malkavian, flowing at different rates. Days will pass in the blink of an eye, or time will slow down or stop. The character has no control over this and it can lead to moments of natural celerity or vulnerability. \item [Spirit Sight] The cursed vampire can see into one of the Umbras, death, spirit or thought. Unfortunatly, the image is compressed on top of normal vision, so what they see is really quite freaky. This is the world in which they live, not the 'real world'. \item [Auspex Touch] Auspex on everything you touch. Memories and images from everything you do. Auras on everything alive, but too much to actually read, other than the most general impressions. \item [Mage's Curse] The Malkavian in question lives in a world with a different set of laws. These laws operate automatically whenever the Malkavian has no witnesses (sleepers or other supernaturals), but the presence of observers solidifies reality again. The Malkavian has no control over the laws selected. One Malkavian I have spoken to said it had something to do with what happens when Mages play with reality. \item [Zooming vision] The Malkavian has the capability to endlessly zoom in on anything they look at, looking closer and closer, fascinated at what they see. They may be mistaken for Toreadores as they stare and stare, at objects, trying to get them into view at the right size. \item [Clone] The Malkavian will become someone else. They lose their personality and actually gain knowledge from their target (although this is lost if they ever revert). They almost completly assume the identity of the target, although what happens if they are confronted with their target after they have become them varies. \end{itemize}