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#Post#: 84--------------------------------------------------
Malkav
By: Raven Tepes Date: March 28, 2019, 2:39 pm
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"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?"
"Ever heard of the Dancing Plague of 1518? Or perhaps the
Meowing Nuns of France? Those cases of enlightenment were my
doing. I can teach you the enlightening ways of madness if you
wish but take care for the road back to sanity will be like
trying to climb up a rabbit hole while it's raining cats and
dogs."
"Madness is enlightenment and enlightenment is madness. The
examples are throughout history in the form of soothsayers and
oracles. Oh you call them mad now and lock them away in little
white rooms. Yet I admit that madness is not for all and is
wasted on those who will never understand. Sad, isn't it?"
"Why fear gods, demons, and angels? They're nothing more than
disillusioned supernatural beings from a lesser race who
maintain the delusion that they are more powerful than all of
us." Malkav gives a hardy, dark laugh. "And they think me mad
with delusions! At least I don't go around pretending to be an
all powerful son of motherless goat who will damn you for
fucking one of your own gender."
"Only those who fall prey to the delusion of divine and demonic
are affected by the power of that delusion. The only true power
and path to enlightenment is oneness with Chaos."
Malkav and Raven Branwen-Darkfire walk through the peaceful
Darkfire clan village early one evening. They stop by a farm and
look at the animals. They were having a nice chat during one of
Malkav's rare moments of clarity until a rooster and a couple of
chickens walk near them. Malkav howls in fright and hides behind
Raven like a child though he stands taller than her.
Raven: "What is it? What's wrong, Malkav?"
Malkav: "Look at them! They're monsters! They're horrifying!"
Raven: "Who? Are you have another delusion?"
Malkav: "No! Those monsters in front of us. All covered in
feathers that hide sharp talons and dangerous beaks.... and
those eyes! Those beady, scheming eyes. They're plotting to kill
us! I know it!"
Raven finally catches on to how Malkav was describing the
chickens and sighs a bit while trying not to laugh at his
irrational fear. Of course, what is really rational about
Malkav. She turns to him and leads him away from the chickens.
Raven: "Don't worry, Malkav. I'm sure that magic anti-chicken
barrier will keep us safe enough to escape."
Malkav: "Are you sure?"
Raven: "Yeah, I'm sure."
Malkav: Calms and follows Raven "Good. You know that you're
named after one of the least scariest birds?"
Raven: "Really? Well that's always good to know."
"Chickens? Why did it have to be chickens?"
Malkav sees a sign in Norway with one of the longest names in
the language which is really long. Malkav stops, starts to freak
out, and bravely walks away. "Nope, words like that are evil!
Words aren't meant to be so long nor have so few vowels!"
Name: Malkav
Birth Name: Lost to History
Nicknames: Malkav the Mad, Malkav the Moon, Wandering
Soothsayer, the Father of Lunatics, Spreader of Moon Madness
Age: Unknown
Species: Malkavian Vampire Lymphaticus lamia
Gender: Male
Height: 7'0" 6'9" when slouched while standing
Weight: 205 lbs
Family:
Father: Cain
Mother: Zillah
Twin Sister: Arikel Toreador Clan Elder
Elder Brother: Saulot Father of the Salubri Clan
Elder Brother: Set Also called Sutekh; Father of the Snake
Clan/Followers of Set Clan
Younger Brothers: Qrow and Toshiro Darkfire Fathers of Darkfire
and Toreador clans
Clan: Malkavian
Level: Father of Malkavian; Malkavian Antediluvian
Disciplines: Auspex, Dementation, Obfuscate
Trained: Celerity, Fortitude, Potence
Disciplines:
Auspex:
Heightened Senses: This power sharpens all of the vampire's
senses, effectively doubling the clarity and range of sight,
hearing and smell. While her senses of taste and touch extend no
farther than normal, they likewise become far more acute; the
vampire could taste the hint of liquor in a victim's blood, or
feel the give of the board concealing a hollow space in the
floor. The Kindred may magnify her senses at will, sustaining
this heightened focus for as long as she desires. At the
Storyteller's option, this may make hunting easier.
Occasionally, this talent provides extrasensory or even
precognitive insights. These brief, unfocused glimpses may be
odd premonitions, flashes of empathy or eerie feelings of
foreboding. The vampire has no control over these perceptions,
but with practice can learn to interpret them with a fair degree
of accuracy.
Expanded senses come at a price, however. Bright lights, loud
noises and strong smells present a hazard while the vampire uses
this power. In addition to the possibility for distraction
mentioned above, an especially sudden stimulus - like the glare
of a spotlight or a clap of thunder - can blind or deafen the
Kindred for an hour or more.
An Ear for Lies: Scions place great stock in the truth, and
successful rulers and leaders learn to discern truth from
falsehood, even when spoken by the most convincing liars, This
power allows the user to know when someone is lying to him. To
the Cainite, lies stand out, harsh and discordant from all other
speech.
Aura Perception: Using this power, the vampire can perceive the
psychic "auras" that radiate from mortals and supernatural
beings alike. These halos comprise a shifting series of colors
that take practice to discern with clarity. Even the simplest
individual has many shifting hues within his aura; strong
emotions predominate, while momentary impressions or deep
secrets flash through in streaks and swirls.
The colors change in sympathy with the subject's emotional
state, blending into new tones in a constantly dancing pattern.
The stronger the emotions involved, the more intense the hues
become. A skilled vampire can learn much from her subject by
reading the nuances of color and brilliance in the aura's flow.
Aside from perceiving emotional states, vampires use Aura
Perception to detect supernatural beings. The colors in Kindred
auras, while intense, are quite pale; mage auras often flare and
crackle with suppressed power; werebeasts have strikingly
bright, almost frantic, halos; ghosts have weak auras that
flicker fitfully like a dying flame; and faerie creatures'
radiance is shot through with rainbow hues.
The Spirit's Touch: When someone handles an object for any
length of time, he leaves a psychic impression on the item. A
vampire with this level of Auspex can "read" these sensations,
learning who handled the object, when he last held it and what
was done with it recently.
These visions are seldom clear and detailed, registering more
like a kind of "psychic snapshot." Still, the Kindred can learn
much even from such a glimpse. Although most visions concern the
last person to handle the item, a long-time owner leaves a
stronger impression than someone who held the object briefly.
Gleaning information from the spiritual residue requires the
vampire to hold the object and enter a shallow trance. She is
only marginally aware of her surroundings while using The
Spirit's Touch, but a loud noise or jarring physical sensation
breaks the trance instantly.
Telepathy: The vampire projects a portion other consciousness
into a nearby mortal's mind, creating a mental link through
which she can communicate wordlessly or even read the target's
deepest thoughts. The Kindred "hears" in her own mind the
thoughts plucked from a subject as if they were spoken to her.
This is one of the most potent vampiric abilities, since, given
time, a Kindred can learn virtually anything from a subject
without him ever knowing. The Tremere and Tzimisce in particular
find this power especially useful in gleaning secrets from
others, or for directing their mortal followers with silent
precision.
Psychic Projection: The Kindred with this awesome ability
projects her senses out of her physical shell, stepping from her
body as an entity of pure thought. The vampire's astral form is
immune to physical damage or fatigue, and can "fly" with
blinding speed anywhere across the earth - or even underground -
so long as she remains below the moon's orbit.
The Kindred's material form lies in a torpid state while her
astral self is active, and the vampire isn't aware of anything
that befalls her body until she returns to it. An ephemeral
silver cord connects the Kindred's psyche to her body. If this
cord is severed, her consciousness becomes stranded in the
astral plane, the realm of ghosts, spirits and shades.
Attempting to return to the vampire's physical shell is a long
and terrifying ordeal, especially since there is no guarantee
that she will accomplish the journey successfully. This
significant danger keeps many Kindred from leaving their bodies
for long, but those who dare can learn much.
Cipher: The character can understand any written material, even
in a language with which she is unfamiliar or scribed in code.
Only words with some supernatural nature - such as a Malkavian's
Scrawl or Thaumaturgical runes - are not always subject to this
effect.
Clairvoyance: The character can see and hear distant events
without the need for Psychic Projection. This power activates in
a virtually instantaneous fashion - like turning on a television
- and the character need only concentrate on a familiar place or
person to see and hear all that goes on in the vicinity of that
place or person.
Crocodile's Tongue: A character with this power instinctively
understands what one other person in a conversation (living or
undead) wants to hear. If he can find a way to phrase what he
wants so that it sounds like what the person wants to hear, this
may help him get his point across. This also gives him a way to
ingratiate himself with people or accumulate favors. This
differs from Telepathy in that the subject need not be actively
thinking about what she wants to hear - a disinterested club
patron may find out that this brash suitor offers her some
secret desire, while a lonely student might have found his
"soulmate" who shares his same dreams.
Discern the Aura: A more wide-reaching if less precise
enhancement of Aura Sight, Discern the Aura allows the Kindred
to glance over a group of individuals and pick out all those who
show a specific color, emotion or state of being in their auras.
The character could, for instance, glance around a room, an
auditorium or even at passersby on the street and pick out
everyone who is angry, or frightened or even Kindred.
Eagle's Sight: This is a less selective form of Clairvoyance.
The character can mentally scan a wide area as if he were
airborne, allowing him to make very rapid searches or view very
large areas. If the character also has Clairvoyance, he may
'zoom in' on a particular location.
Prediction: This is the power to predict what people will say
and sometimes do next. The character's remarkable insight into
others' thoughts often allows her to counter an opponent's next
move before it is even accomplished.
Sense Emotion: This power enables a character to extend her
Level Two power of Aura Perception over a 10-foot radius. The
character can sense the emotions of as many people as she
desires (within the area of effect). The general mood,
motivations and temperament of the crowd can be felt; the
character may also gain a sense of the crowd's likely future
direction and actions. Most importantly, the emotional nexus of
the crowd, and its chief instigators and leaders, may be
identified by this power.
Sibyl's Tongue: Elder Malkavians have a well-deserved reputation
as seers and prophets. The power of the Sibyl's Tongue takes
this predilection one step further: The Malkavian so blessed can
call on her advanced Auspex to go deliberately questing into the
Legion-mind for the answer to a particular question. If some
Malkavian somewhere knows the answer, then the sibyl has a
chance of making the connection to that Malkavian's memories and
drawing forth the information.
Failure carries a penalty, though. To open oneself to the
Legion-mind and deliberately tread naked into its waters —
that's dangerous stuff. Whenever a Malkavian uses this talent,
she runs the risk of having the clan's collective mad thoughts
invade her head in a rush. The process is... highly unpleasant.
Telepathic Communication: While normal Telepathy only allows a
character to "read" a subject's mind, Telepathic Communication
allows her to read a subject's mind, telepathically converse
with the subject, and transmit images, emotions and sensory
input to anyone she can see.
The Dreaming: A character with this power remains aware of
events around him while he is asleep or in torpor. These
perceptions take the form of dreams; such dreams are filled with
images of things that might affect the character, but they are
often hard to interpret. The only distance limit for this power
is at the Storyteller's discretion. The character may
potentially dream a bout any event that might have a serious
impact on his existence.
The Mind Revealed: This power expands upon the abilities granted
by Steal Secrets. Though it does not allow the user to probe
deeply into the mind of her subject, it does allow unlimited
access to surface thoughts. These thoughts are generally so
fully formed that they do not appear as images or illusions, but
as vague sentences and direct impulses. Knowing the language of
the subject is not necessary — the vampire automatically
understands the subject’s thoughts and intentions.
The Mind Revealed can be a boon in social situations (as lying
to the wielder of this power is quite difficult and it’s easy
for the user to know appropriate things to say) as well as in
combat (where the user can know her enemy’s next move).
Melange: The Malkavian can look into the world and see a level
beyond the current state of reality. This looks like a collage
of shifting forms, but the Malkavian understands it and knows
everything that goes on in that plane, without regard to
physical barriers, distance or even time. He sees things hidden
in objective reality, like Obfuscated creatures, the insides of
locked safes, and the fact that his lupine ally is really a
shape-changed mage.
It is easy for the Malkavian to see all of reality. The
difficult part is knowing how to reference that moving tapestry
to return to the physical plane of walking reality.
Soul Scan: The character can discover the location of anyone he
knows, wherever the target may be in the world.
Psychic Assault: This aggressive form of Telepathy allows the
character to force her way into the subject's mind and use
telepathic force to cause actual damage.
The Oracle's Sight: At this level of ability, the minds of
subjects open to vampiric perusal. Simple desires and surface
thoughts bubble out of the subjects' brains, filling vampire's
mind with a cacophony of voices. Only Cainites with the greatest
self-discipline dare to use this power; weaker ones have been
overwhelmed by the deluge of thoughts and have lost their minds
or been driven to self-destruction.
Of all the clans, the Malkavians seem best able to sift through
the flood of mental images. Elders of other clans typically shy
away from this power, while elder Malkavians embrace the
confusion it creates.
False Slumber: Possibly the source of many Malkavians'
conviction that their sire is alive and well on the astral
plane, this power allows a Methuselah's spirit to leave his body
while in torpor. While seemingly asleep, the vampire is able to
project astrally, think and perceive events normally.
Sight of the Oracle: This power brings the possessor amazing
insight and visions of the past, the present and the future. In
some ways, it brings Auspex full circle — the first thing a user
of Auspex learns is to sharpen her physical senses. With this
power, the supernatural senses are sharpened to perfection.
Pulse of the Canaille: This is a more powerful variation of the
earlier Precognition power. Pulse of the Canaille not only
allows the character to sense what will happen in a certain
place and time, but enables the character to sense the current
moods, trends, attitudes and directions in which entire groups
of mortals are heading. This power also enables the character to
sense who influences or controls the affected mortals, and to
identify these secret masters.
Celerity:
Flawless Parry: This power is a boon to those Cainites who are
not of a martial bent, allowing them to react quickly to
incoming threats and defend against them. More aggressive
Cainites may scoff at this power, but Flawless Parry ensures
that even a Cainite with only a minimum of combat training can
make the most of it in combat.
Projectile: Despite the fact that a vampire with Celerity moves
at incredible speeds, by some quirk of metaphysics and bullets
he fires or knives he throws while in this state don't move any
faster than they normally would. Scientifically minded Kindred
have been baffled by the phenomenon for centuries, but more
pragmatic ones have found a way to work around it. Projectile
enables the vampire to take his preternatural speed and transfer
it into something he has thrown, fired or launched.
Tireless Tread: As much as physical conflict, part of the
initial Anarch Revolt was spent fleeing from unfavorable odds
and vengeful elders. This power made some of those exoduses
possible, enabling the Kindred of those early nights to put far
much more ground between themselves and their antagonists than
the rest of the world could imagine at the time. As long as the
anarch devoted himself to escape, he could cover enormous
distances in a single night.
This power has fallen into some disuse in the modern nights,
given the prevalence of transportation methods that make it a
bit obsolete. The most significant benefit it has, however, is a
virtual inability to trace. Those flying on planes or riding
busses require tickets, even a properly registered car leaves a
paper trail or bears a license plate. When a Kindred invokes
Tireless tread, however, the only evidence of her passing is
herself.
Flower of Death: In combat, as in all things, speed kills. A
proper application of Celerity in combat can turn even the
meekest Cainite into a walking abattoir. How much more deadly,
then, is a vampire with the ability to utilize his preternatural
speed to the utmost in combat? The answer to that question is
"Rather a lot." Flower of Death allows a vampire to take his
Celerity and apply it in full to each hand-to-hand or melee
attack he makes.
Stutter Step: Calling upon her preternatural speed, a Kindred
using this power appears to undertake several actions at once,
"flickering" from one action to the next. This is particularly
useful in combat, as one's foe cannot guess which of the actions
he perceives is the one with which the character follows
through. The character seems to be a dervish while this power is
in effect, beginning countless feints, dodges and parries.
Zephyr: Zephyr produces an effect vaguely similar to one of the
legendary comic book-style uses of enhanced speed, allowing its
practitioner to run so fast that he can run across water (he's
moving so fast he doesn't have time to sink). Particularly
successful applications of Zephyr allow a vampire to go so far
as to run up walls and, in at least one recorded instance,
across a ceiling, though the latter is more of parlor trick than
anything else.
Dementation:
Incubus Passion: This ability inflames emotions that already
exist in its target. This can be done for good or ill, but even
a positive emotion that is tripled in intensity becomes
uncontrollable, frightening thing. The Malkavian using Incubus
Passion seizes on the strongest and most obvious emotion, and he
intensifies it to the level of madness. The target casts aside
other feelings he might be experiencing in favor of this one. A
talented user of Dementation can use this ability to make frenzy
all but unavoidable in a Cainite. Under no circumstances can it
be used to calm a situation down or bring people to a more
relaxed state.
When used in mortals, this power mimics one of the emotional
effects of the Curse of Caine: Affection becomes obsession,
desire becomes avarice, irritation becomes hatred and so on.
The Haunting: The vampire may stir the sensory centers of his
victim's brain, flooding the victim's senses with visions,
sounds, scents or feelings that aren't really there. The images,
regardless of the sense to which they appeal, are only fleeting
"glimpses," barely perceptible to the victim. The vampire using
Dementation cannot control what the victim perceives, but may
choose which sense is affected.
The "haunting" effects occur mainly when the victim is alone,
and mostly at night. They may take the form of the subject's
repressed fears, guilty memories, or anything else that the
Storyteller finds dramatically appropriate. The effects are
never pleasant or unobtrusive, however. The Storyteller should
let her imagination run wild when describing these sensory
impressions; the victim may well feel as if she is going mad, or
as if the world is.
Eyes of Chaos: This peculiar power allows the vampire to take
advantage of the fractured wisdom hidden in insanity. She may
scrutinize the "patterns" of a person's soul, the convolutions
of a vampire's inner nature, or even random events in nature
itself. The Kindred with this power can discern the most
well-hidden psychoses, or gain insight into a person's true
self. Malkavians with this power often have (or claim to have)
knowledge of the moves and countermoves of the great Jyhad.
Confusion: The Cainite may cloud her victim's senses just by
making eye contact and conversation. The target loses all sense
of time, cannot recall most of his memories, and generally
wanders aimlessly until the confusion lifts. The victim often
allows himself to be "aided" during this time; this
tractableness can lead to a gruesome fate.
Silence the Sane Mind: Ancillae of nearly every clan fear the
Malkavians, and with good reason. This ability, for instance,
allows a Malkavian to suppress another's conscious, sane mind
for as long as a month. Once common application is to confuse
the target by suppressing the higher mind's ability to make
sense of the world. Doing so makes the target little more than a
pliable automaton. The victim can do simple tasks, but she is
prone to follow simple orders from anyone who states them
forcefully enough. When the victim returns to her senses, she
does not remember what she did under its influence. A sort of
gray fog descends over her memory, obscuring nearly everything
about that period.
While confused, the victim cannot remember may details about
herself or her life. She wanders confusedly and has no sense of
time passing - only the Rötschreck caused by the rising sun
forces her to safety, and that often fails to protect her. The
victim of Silence the Sane Mind rarely remembers the identity of
her assailant, making it very difficult for a survivor of this
ability to exact vengeance single-handedly. A confused character
seems very much like a village idiot: He can answer direct
questions, but he has little initiative and is unlikely to act
without being ordered or shoved around.
Befuddlement is not the only possible effect of this power:
Cruel Malkavians may use it to enrage their targets, driving
them into a frenzy; or cripple them with fear, bringing about
not the terrified flight of Rötschreck but rather a sobbing
collapse of catatonia. In such cases, the character has a
general absence of mind, as seen for the confusion aspect of the
ability.
Voice of Madness: By merely addressing his victims aloud, the
Malkavian can drive targets into fits of blind rage or fear,
forcing them to abandon reason and higher thought. Victims are
plagued by hallucinations of their subconscious demons, and try
to flee or destroy their hidden shames. Tragedy almost always
follows in the wake of this power's use, although offending
Malkavians often claim that they were merely encouraging people
to act "according to their natures." Unfortunately for the
vampire concerned, he runs a very real risk of falling prey to
his own voice's power.
Total Insanity: The vampire pulls the madness from the deepest
recesses of her target's mind, focusing it into an overwhelming
wave of insanity. This power has driven countless victims,
vampire and mortal alike, to unfortunate ends.
Babble: One of the more classic powers among elder Malkavians,
this is the ability to communicate at great distances by using
the power of the Network. The Malkavian with this ability can
link a number of people together, allowing them all to converse
at will — however, everyone involved must carry on their
conversation out loud. What's more, each person hears their
fellows as if the other people were standing next to them; thus,
if Rosegarden were in the comfort other own quiet haven while
Pack was in a crowded subway, Pack could murmur quietly and be
heard, while Rosegarden would have to raise her voice for Pack
to hear her over the crowd.
Devil in the Mind: The insidious power becomes the bane of all
the victim's social interactions, as it breaks down inhibitions
and social mores, while at the same time pulling subconscious
impulses, ideas and opinions to the forefront. The Malkavian
Giselle the Fury used this power to ruin a delicate negotiation
between a group of Toreador elders in the Courts of Love - and
the elder Malkavian subsequently found herself subject to a
blood hunt, as her victims realized the likely source of their
distress.
Kiss of the Moon: The effects of this ability are not as
dramatic as Total Insanity, but unlike that power, Kiss of the
Moon is permanent. The vampire chooses a pair of related
disorders and, after a few moment's conversation with the
target, she passes them on to that poor soul. These afflictions
haunt the victim for the rest of his existence. Rumors persist
that the user of this power can withdraw the insanity it brings
as will, but few Malkavians are willing to stop the flow of
enlightenment that such madness brings, and almost no Cainites
outside of Malkav's get are talented enough with Dementation to
attempt such a thing.
Lingering Malaise: While lesser Dementation powers allow a
Malkavian to inflict temporary (though often long-lasting)
madness upon a victim, elders of the clan have developed the
ability to infect the minds of their victims with permanent
dementia. Lingering Malaise causes permanent psychological
shifts within the victim, making him, as one Gangrel elder
remarked, "an honorary Lunatic."
Shattered Mirror: Although Dementation's low-level effects are
primarily to initiate or promote insanity rather than to create
it spontaneously, some of its more potent manifestations are not
as subtle. The wielder of this fearsome power can transfer her
own deranged mindset into the psyche of hapless victim,
spreading her own brand of insanity like a virus.
The Call: Although many clan gatherings happen spontaneously,
the Call arising from a general subconscious need shared by a
city's Malkavian population, it is possible to send the Call
deliberately.
Childmind: This dreaded ability allows the Malkavian to give
another person the equivalent of a psychic lobotomy. By focusing
the power of Dementation, the Lunatic can strip away much of a
target's power of reasoning, reducing his victim to a childlike
state.
Delayed Delirium: One of the many things in which Malkavians
delight is seeing ostensibly sane individuals suddenly overcome
with madness. This refined version of Kiss of the Moon implants
a Derangement of the vampire's choice in any victim, mortal or
Cainite, to be released at a later date. Many a vampire has used
this power to trigger insanity in a target to coincide with
meticulous plans - just as many others have applied it purely on
a whim.
Prison of the Mind: Those who claim that insanity is the root of
inspiration could well cite this power as evidence. Some
Malkavians can create realistic yet delusional environments in
which victims' minds are trapped. When this power takes effect,
the subject convulses for a moment then collapses. She no longer
senses the real world and interacts entirely with phantom people
and illusory events. As long as the target's mind is locked in
this psychic cell, her body ceases all but the most rudimentary
functions in order to maintain life (in the case of Caimites,
the subject effectively enters torpor).
Restructure: The elder with this fearsome power has the ability
to twist his victims' psyches at their most basic levels,
warping their very beings. The subject of Restructure retains
her memories it toto, but her outlook on life changes
completely, as if she has undergone a sudden epiphany or
religious conversation. This effect goes much deeper that the
implantation of derangement; it actually performs a complete
rewriting of the victim's very personality.
Sleep of Reason: This macabre power gained its name from a Goya
print that has achieved remarkable popularity among the clan.
The Malkavian with this ability can reach into his victim's
mind, pull forth whatever hobgoblins he finds there, and set
them buzzing to the attack.
Wave of Insanity: The vampire using this power can cause the
same effect as Total Insanity in a large number of mortals or
vampires. If more subjects are present than the vampire can
affect, the Storyteller chooses whom this power affects.
Coma: This power allows the vampire to shock a person's mind
until it shuts down all non -vital functions and goes into a
coma. The method by which this power is carried out is unknown.
The vampire simply concentrates and the victim goes first into
convulsions and then a coma.
Deny: This highly disturbing power offers a very compelling
argument that the Malkavians see more of reality than anyone
else does. The Malkavian using Deny is able to focus away from a
certain object so completely that the object ceases to exist in
the Malkavian's perception. However, the power of Dementation is
so strong that for all intents and purposes, the Malkavian is
right. The Malkavian may step through a locked door that he
"doesn't see" as if it were an archway; a sword that he refuses
to acknowledge will fail to cut him, passing right through his
body. Those few elders of other clans who've seen this power in
action cannot find a suitable explanation for how exactly it
works. Perhaps the astral plane is somehow involved, or perhaps
elder Lunatics simply function in more than three dimensions —
who can say? There's certainly no explanation forthcoming from
the Malkavians...
This power cannot be used to "deny" the existence of living
creatures, undead or spirits; it works only on inanimate
objects. Some fragments of old stories hint that the Eater and
perhaps even Malkav might have the ability to use a similar
power against living creatures, but such a power is beyond the
scope of most elders in existence today.
Minds of the Children: This power has the same effect as
Childmind, except that it can affect a large number of targets.
If more potential victims are present than the vampire can
affect, the Storyteller may choose whom this power affects.
Personal Scourge: This rare manifestation of Dementation turns
the victim's own strength of will against him. This power gives
the user a direct, physical way of inflicting damage on her
target. Whether employed as a punishment, destruction or
defense, Personal Scourge leaves the survivor deeply shaken and
probably unwilling to face the Malkavian again. A victim of
Personal Scourge manifests lacerations, experiences spontaneous
bleeding from the nose, eyes and ears, and most likely howls in
agony. The attack is also visible from the victim's aura which
writhes in response to the physical pain.
Prison of the Mind: Those who claim that insanity is the root of
inspiration could well cite this power as evidence. Some
Malkavians can create realistic yet delusional environments in
which victims' minds are trapped. When this power takes effect,
the subject convulses for a moment then collapses. She no longer
senses the real world and interacts entirely with phantom people
and illusory events. As long as the target's mind is locked in
this psychic cell, her body ceases all but the most rudimentary
functions in order to maintain life (in the case of Caimites,
the subject effectively enters torpor).
Blessing of Chaos: The vampire who possesses this power is
immune to others' Dementation, Dominate, Presence and
Chimerstry. However, the Blessing of Chaos is not without its
price. The vampire gains one additional Derangement that she can
never remove. In addition, the vampire will occasionally suffer
from The Haunting (as the Level Two Dementation power); however,
due to the nature of this Discipline, she will be able to cope
more readily with these delusions. It is up to the Storyteller
to decide when and how The Haunting will affect the vampire.
Lunatic Eruption: This fearsome ability is only known to have
been applied a few times in recorded Kindred history, most
spectacularly during the final nights of the last battle of
Carthage. It is effectively a psychic nuclear bomb, used to
incite every intelligent being within several miles into an orgy
of bloodlust and rage. It is suspected that the Malkavians have
used the threat of this power as a bargaining chip in several
key negations with Camarilla elders.
Mass Coma: This power allows the vampire to use Coma on a number
of targets. If more subjects are present than the vampire can
affect, the Storyteller chooses who will be affected.
Touch of the Saints: Those few who have heard of this power are
baffled by it, for it seems totally at odds with Dementation.
This power grants the target total clarity of mind, freed from
all derangements and compulsions. The ancients of Clan Malkavian
know the truth; Touch of Saints was an application of
Dementation that Malkav himself learned while studying with his
brother Saulot, who often soothed Malkav's pains. Because of
this noble history, it is seen as the greatest gift a Malkavian
Methuselah can bestow upon anyone.
In order to use this power, the Malkavian places her hand upon
the face of the target. Touch of the Saints then washes away any
and all derangements and anything else influencing the target's
mind at that time: the blood oath, Dominate commands,
Presence-induced emotions, drugs - any and every outside
influence is gone. The target immediately regains all clarity
for the next week.
Fortitude:
Personal Armor: Nobody likes to get hit (or shot, or stabbed for
that matter), not even Cainites. The easiest way to ensure that
one is not hit (or shot or stabbed) repeatedly is to take the
weapon with which one is assaulted away from one's attacker and
break it. That's where Personal Armor comes in. This application
of Fortitude, derived from one popular in the 12th century,
causes anything that strikes a Kindred who employs Personal
Armor to shatter on impact.
Sensory Shield: A Gangrel using this power supernaturally
hardens his senses against injurious input. The vampire cannot
be blinded by spotlights or sudden bursts of radiance, or
deafened by explosions or gunfire; even his capacity to
withstand pain is improved. His eyes, ears, nose, and open
wounds glow with an eerie light while this power is active.
Stand Against All Foes: With this power, a vampire may plant her
feet solidly on the ground and ensure that she cannot be moved
by anything weaker than herself. Even being hit by the charge of
a fully armored knight or being pounced upon by an enraged
Lupine will not move or knock down the user. This power was
first made well known by the Ventrue knight Johann
Kriegsmeister, a warrior in the service of Lord Jürgen, who
often found himself carried away from his coterie by the ebb and
flow of battle. Now he stands firm, often acting as a bodyguard.
Obfuscate:
Cloak of Shadows: At this level, the vampire must rely on nearby
shadows and cover to assist in hiding his presence. He steps
into an out-of-the way, shadowed place and eases himself from
normal sight. The vampire remains unnoticed as long as he stays
silent, still, under some degree of cover (curtain, bush, door
frame, lamppost, alley) and out of direct lighting. The
immortal's concealment vanishes if he moves, attacks or falls
under direct light. Furthermore, the vampire's deception cannot
stand concentrated observation without fading.
Unseen Presence: With experience, the vampire can move around
without being seen. Shadows seem to shift to cover him, and
others automatically avert their gaze as he passes by. People
move unconsciously to avoid contact with the cloaked creature;
those with weak wills may even scurry away from the area in
unacknowledged fear. The vampire remains ignored indefinitely
unless someone deliberately seeks him out or he inadvertently
reveals himself.
Since the vampire fully retains his physical substance, he must
be careful to avoid contact with anything that may disclose his
presence (knocking over a vase, bumping into someone). Even a
whispered word or the scuffing of a shoe against the floor can
be enough to disrupt the power.
Mask of a Thousand Faces: The vampire can influence the
perception of others, causing them to see someone different from
the immortal himself. Although the Kindred's physical form does
not change, any observer who cannot sense the truth sees
whomever the vampire wishes her to see.
The vampire must have a firm idea of the visage he wishes to
project. The primary decision is whether to create an imaginary
face or to superimpose the features of another person.
Manufactured features are often more difficult to compose in
believable proportions, but such a disguise is easier to
maintain than having to impersonate someone else. Of course,
things get simpler if the Kindred borrows the face but doesn't
bother with the personality.
Vanish from the Mind's Eye: This potent expression of Obfuscate
enables the vampire to disappear from plain view. So profound is
this vanishing that the immortal can fade away even if he stands
directly before someone. While the disappearance itself is
quietly subtle, its impact on those who see it is anything but.
Most kine panic and flee in the aftermath. Especially
weak-willed individuals wipe the memory of the Kindred from
their minds. Although vampires are not shaken so easily, even
Kindred may be momentarily surprised by a sudden vanishing.
Cloak the Gathering: At this degree of power, the vampire may
extend his concealing abilities to cover an area. The immortal
may use any Obfuscate power upon those nearby as well as upon
himself, if he wishes.
Any protected person who compromises the cloak exposes himself
to view. Further, if the one who invokes the power gives himself
away, the cloak falls from everyone. This power is particularly
useful if the vampire needs to bring his retinue through a
secure location without drawing the notice of others.
Conceal: The vampire may mask an inanimate object up to the size
of a house (Obfuscate cannot be used to disguise inanimate
objects without the use of this power). If the object is hidden,
so are all of its contents. While Conceal is in effect, passerby
walk around the concealed objects as if it were still visible,
but refuse to acknowledge that they are making any kind of
detour.
Gemini's Mirror: Legend speaks of strange Disciplines, mastered
only by the most annuated Kindred, that allow the undead to
split themselves in two . Gemini's Mirror doesn't have that
level of power, but it does allow the character to appear to be
in two places at once - or to move away invisibly while leaving
an illusory double behind.
Mask of Janus: Mask of Janus allows the character to assume the
physical appearance of another individual, in much the same
manner as Mask of a Thousand Faces. When a character assumes
someone's form using Mask of Janus, however, the target's
appearance also changes - to match that of the character
invoking the power. Unlike Mask of a Thousand Faces, Mask of
Janus can be used only to duplicate someone exactly. It cannot
be used to create a new or unique image.
Mental Maze: Instead of concealing or disguising the vampire or
an object, this power removes the victim's sense of direction.
He literally cannot see which way to go, forcing him to move in
circles and binding him to an area of the vampire's choosing.
The vampire can trap a person in his own home to the victim's
point of view the house folds back on itself, and all the exits
lead back inside.
Scrawl: The Malkavian is able to tap into the recesses of his
madness and encode his irrational thoughts within a written
form. His writing appears no different than any other graffiti
(although it may be distinctly irrational, like the scrawl on
the walls of a madman's cell); however, other Malkavians are
able to look at it and filter out the message hidden within. In
essence, the contagious madness of Malkav's blood acts as a
medium for communication. If the writer so chooses, he can leave
a message that can be read by all Malkavians, or by a specific
Malkavian.
Soul Mask: In addition to concealing her form, a vampire who has
developed Soul Mask is able to conceal her aura. She may display
whatever combination of colors and shades she wishes, or may
appear to have no aura whatsoever. This power is of particular
use to those of elder generation who have reached such heights
of power through diablerie.
Veil of Blissful Ignorance: Veil of Blissful Ignorance
forcefully Obfuscates the target, making her all alone in the
world as those around her ignore her. Most people find this
harrowing experience, cut off as they are from friends, family
and even passers-by. Malkavians use this to drive their targets
into madness. A Nosferatu might try to teach a humbling lesson
with this power, while a Follower of Set can prey on the
insecurities of someone cut off from society.
Visit Faerieland: The Malkavian can utterly disappear from the
area and appear in Faerieland. From Faerieland, she can go
anywhere on Earth she wishes to go. But, first, she has to pass
the Fairie Keepers, who dislike capricious use of their land.
They question the Malkavian about her purpose, and if they don't
like her story, they push her back into the world she left, near
the time she left it. The keepers are willing to listen
bargains, especially if the Malkavian will Prank the entity of
the Keepers' choice.
Horrid Countenance: A power that appeals equally to the
Nosferatu and Malkavian clans, Horrid Countenance veils the user
in an illusion somewhat similar to Mask of a Thousand Faces, yet
with important differences. Instead of a human appearance, the
character takes on the aspect of a nightmarish creature,
invoking blind panic in those around him. Like all Obfuscate
powers, this effect is mental, affecting the mind of the target
rather than the actual senses; each person looking at the user
of this power sees something different, dredged up from his
deepest fears. The user has no idea what different people may
see, unless she possesses sufficient Auspex to read thoughts
(and chooses to look).
Phantom Haunter: This frightening ability taps into the victim's
actual self-image and grants the power found therein to the
Lunatic. The Malkavian using Phantom Haunter can reach into his
target's mind, draw forth the image of the person who has most
shaped (or fucked up) the target's self-image, and then become
that person in all respects. If the victim was most traumatized
by her Embrace, the Malkavian might appear as her sire; if she
was most affected by her overweening mother, then her mother
suddenly confronts her; if a friendly priest managed to pull her
back from the brink of self destruction, the Lunatic might wear
that priest's face. The phantom isn't necessarily accurate; as
it's shaped by the victim's memories, the phantom might even be
an outright caricature of the real figure from the victim's
past.
Although the change is largely illusory, it's more than
skin-deep. Once the Malkavian has assumed the persona of the
phantom, he gains whatever knowledge of the victim that the
victim believes the phantom would have. If the victim believes
her father suspected her of slipping off to have sex with her
boyfriend on Sunday mornings, then the Malkavian learns of that
little habit, and can use that knowledge believably. Since the
phantom's knowledge depends on the victim's belief, then the
Malkavian can wind up lacking information that the actual figure
would ordinarily possess, but can also gain knowledge that the
real-world counterpart wouldn't know. It all depends on what the
victim thinks her phantom tormentor or benefactor knows.
Of course, assuming this form and faux memories exacts something
of a toll on the Malkavian. Spending too much time acting (and
thinking) like someone's personal bugbear can temporarily
imprint the Malkavian with behavior patterns not his own.
Potence:
Imprint: A vampire with extensive knowledge of Potence can
squeeze very, very hard. As a matter of fact, she can squeeze
(or press, or push) so hard that she can leave an imprint of her
fingers or hand in any had surface up to and including solid
steel. A use of Imprint can simple serve as a threat, or it can
be used, for example, to dig handholds it sheer surfaces for
purposes of climbing.
Relentless Pursuit: With this power, the Kindred becomes capable
of truly impressive physical displays. He may leap from rooftop
to rooftop over entire streets, jump to a fire escape a dozen
feet over his head and other feats of athleticism. This is
useful both for pursuit and evasion, but is quite a breach of
the Masquerade, should anyone see this power in use.
The Fist of Caine: The vampire fefines control of his strength
to the point where he may project it from a distance. The master
of Potence delivers a devastating blow, gaining all the benefits
of his enhanced vampiric strength while yards from his target.
The Gentle Rebuke: Facetiously named, this power allows the
Kindred to physically knock another character away from herself
which the slightest of touches. Although this power does no
damage in and of itself, is use is quite humbling, and
certainly, to be hurled away from an elder in social setting has
its embarrassing repercussions. Some Kindred who use this power
do so surreptitiously, touching their victims and sending them
reeling across the room. Others use this power as not-so-subtle
display of their might giving their victim as casual slap that
has overwhelming results.
Earthshock: According to some pundits, Potence is merely the art
of hitting something very, very hard. But what do you do when
your target is too far away to hit directly? The answer is, if
you're sufficiently talented with Discipline, to employ
Earthshock. On it's simplest level, Earthshock is the ability to
hit the ground at point A, and subsequently have the force of
the blow emerge from the ground at point B, some distance away.
Flick: It is a truism that "the great ones make it look easy."
In the case of Flick, that saying stops being truism and becomes
literally truth. With this power, a master of Potence can make
the slightest gesture - a wave, a snap of the fingers, the toss
of a ball - and have it unleash the full devastating impact on
the dead-on strike. The attack can come without warning,
limiting the target's ability to dodge or anticipate and thus
making Flick one of the most feared applications of Potence
known.
Combination Disciplines:
Doubletalk: Doubletalk is a trick that’s been passed around
among the Toreador for centuries if not millennia. As vampire
powers go, it’s not as impressive as calling upon unholy
strength or turning into fog, but it has its uses. When a
Toreador uses Doubletalk, she speaks a full sentence very
quickly and softly, between works spoken normally. To most
listeners, it can sound like a normal conversational
placeholder, like “uh” or “er” or “hmmm.” Someone familiar with
this power knows what to listen for can hear the spoken, hidden
sentence. True masters of this power can compress entire
soliloquies into a single grunt.
This is not one of the great, deep secrets of the clan: Some
Tremere and Malkavians have also mastered the technique and can
listen in or take part in the conversa tion themselves.
Nonetheless, it is quite useful to be able to have a secret
conversation that seems completely innocuous to outsiders.
Combined Disciplines: Auspex, Celerity, Obfuscate
Random Patterns: Developed by Malkavian templars but slowly
increasing in usage among archons as well, Random Patterns
allows the character to anticipate an opponent's next move in
time to counter it. Blows can be blocked or avoided before
they're even thrown, pursuit can be cut off and bluffs can be
called. The power doesn't allow the character to see into the
future per se, so much as it reads the patterns in the chaos and
random chance that surround the target and allows the Kindred to
determine his next move based on previous actions and lines of
probability. Combined Disciplines: Auspex, Dementation
Shadow Feint: The way of the Assassin is deception, not direct
confrontation. However, even the most straightforward members of
the warrior caste acknowledge the utility of misdirection in
combat. This technique allows its wielder to slow her enemies'
perception of him, leaving their image of her fraction of a
second behind her actual physical location. This makes the
fighter's moves virtually impossible for an opponent to
anticipate, allowing her to strike with little fear of reprisal.
Combined Disciplines: Celerity, Obfuscate
Basic Vampire Lord Abilities:
Vampire Lord Physiology: The power to possess the traits of a
Vampire Lord. The user either is or can transform into a Vampire
Lord, the most powerful form of vampire. Unlike lesser vampires,
the vampire lord possesses inherent skill in dark magic and may
command legions of undead minions/vampires.
Also, vampire lords are known to have a certain resistance to
sunlight for prolonged periods of time and have the fewest
weaknesses; on top of that, even if they die, they are powerful
enough to be reborn after a specific time period has passed.
Furthermore, depending on the user, they may have a demonic
nature, thus granting them access to the most unholy of powers.
Applications:
Authority over servants and lesser vampires.
Vampire Manipulation: Vampire Lords have a superiority over
ordinary vampires.
(
HTML http://powerlisting.wikia.com/wiki/Vampire_Lord_Physiology)
Blood Consumption: The power to gain power from blood and bodily
fluids usually by ingestion. Malkavian vampires cannot only gain
strength in all of her physical qualities from ingesting blood
but she can also permanently gain powers from an opponent.
Vampirization: The power to transform people into vampires.
Malkavian vampires can turn others into vampires if she chooses
with her bite and blood.
Immortality: The power to never age and recover from almost any
injury. Immortality Types: Regeneration: High level regeneration
of body that heals any injuries, even fatal ones, preventing one
from dying. Cannot age once reaching a certain point. Immune to
diseases, toxins and drugs. Wounds, even crippling or fatal
ones, heal near instantly. Weaknesses: Time-manipulating powers
can erase the user's existence, as opposed to biologically
killing them. Immortality power may be removed, rendering the
user mortal once again. Malkavian can be killed with their fatal
weakness
Supernatural Condition: The ability to reach and remain in
supernatural physical and/or mental condition.
Vampires' Supernatural Conditions:
Supernatural Accuracy
Supernatural Agility
Supernatural Athleticism
Supernatural Awareness
Supernatural Balance
Supernatural Beauty
Supernatural Charisma
Supernatural Combat
Supernatural Dexterity
Supernatural Durability
Supernatural Endurance
Supernatural Flexibility
Supernatural Instincts
Supernatural Intelligence
Supernatural Leap
Supernatural Lung Capacity
Supernatural Memory
Supernatural Reflexes
Supernatural Senses
Supernatural Speed
Supernatural Stamina
Supernatural Strength
Supernatural Wisdom
Malkavian Abilities:
Mental Manipulation: The power to manipulate thoughts, mindsets,
and upper brain functions of others. The user can manipulate,
modify and control the thoughts, mindsets, and upper brain
functions, allowing the ability to render others unconscious,
suppress their memories, and negate the use of abilities,
increase/decrease mental capacity, modify minds to be agreeable,
control minds, sway sensations to induce altered perception,
bestow/heal mental disorders, create/penetrate mental barriers,
etc.
Malkavians do this through their Discipline skills and Specialty
Techniques. Even with as mad and insane as Malkavians are
whether born or embraced, they are able become experts in
manipulating their target's mind towards insanity as their own
insanity enables them to understand the workings of enlightened
madness.
Strength of Psychosis: Malkavians are highly resistant to mental
manipulation and telepathic abilities including Domination
skills and emotion manipulation. This resistance is near
complete immunity as Malkavians' minds are so steeped in madness
that they can shake off attempts or view the attempts as nothing
more than one of their delusions. Their resistance is so strong
that there is actually a 60% chance that the attempts to connect
to the Malkavian's mind are reversed and leaves the mind
attacker opened to the Malkavian's own madness inducing
capabilities.
Immune to Divine/Demonic Powers: Malkavian vampires see gods,
angels, and demons as either just delusional product of their
own minds or as beings that are just as delusional (or more so)
as themselves. This makes Malkavian vampires immune to the
effects that divine/holy or demonic powers have on vampires. It
also makes it so that they themselves can not learn how to
harness or use neither divine/holy nor demonic powers.
Malkavian Madness Network: Madness Network is a term used by
Malkavians to describe the psychic link shared by all vampires
of this clan. Also known as the Cobweb, the Tapestry, the
Weavery or a dozen other names.
Even within the clan, few understand the nature and purpose of
the Network, though all agree that Malkav himself is somehow
involved. One of the more popular theories is that Malkav no
longer exists in a physical form, but instead is a psychic
entity - Malkav is the Network. Others claim the Network was
created by him in order that he may use every one of his childer
as his eyes and ears in the mortal world.
The Network's main function seems to be bringing Malkavians
together for gatherings through "the Call", a powerful psychic
summons. This was the method used to gather the majority of the
clan for the Great Prank - the removal of Dementation - before
the formation of the Camarilla. Gatherings in the modern nights
are generally much smaller, and are often called to organise a
group activity such as pranking an elder or terrorising a
particular area of a city.
This doesn’t mean that they’re in constant telepathic
communication, though, nor that they’re continually bombarded by
one signal after another. For what it’s worth, Malkavians spend
a very low percentage of their time tapped into the Network.
Many hear only a faint fluttering two or three times a year. For
the vast majority of his nights, the only company a Malkavian
has within his skull is his own dementia. Whatever its true
nature, the Madness Network does come across as largely
unknowable, even to Malkavians.
Not all Malkavians can access the Network with equal skill, and
only the most powerful can use it for their own purposes. The
gathering of almost the whole clan mentioned above was the doing
of six methuselahs. Several high-level powers of the Auspex and
Dementation disciplines allow Malkavians to access and use the
Network, and all Malkavians may learn the Talent of "Malkavian
Time", which allows them to tap into it with greater ease, and
even - though with much difficulty - send messages to other
Malkavians.
It is indeed possible for a Malkavian to “download” herself, her
consciousness onto the shared madness network. This isn’t quite
a form of immortality, though, as what remains on the Network
possesses a rudimentary sort of sentience, as much an echo of
the vampire’s personality as anything else. There’s no evidence
to suggest that the network remnants of a Malkavian’s
personality have any sort of strong ambition or self-awareness,
other than being a collection of ideas and memories that fire
off when appropriate stimuli present themselves. Whatever
“intelligence” remains is incomplete, somewhat broken and rather
difficult to reason with — after all, it no longer has the
context of a body and a separate set of memories. It is somewhat
further outside the bounds of reality, bodiless and indistinct -
and, of course, quite mad.
This particular tidbit of lore is not common knowledge at all;
it’s preserved as one of the greatest secrets of the clan, and
it can’t be accessed through the Network itself. Anyone willing
to make this final plunge will have to somehow come up with the
idea in the first place, and then do the legwork to make it
necessary. Nothing is ever easy for the Malkavians.
Branwen Aura Training:
Malkav was taught in the art of aura energy control by Raven
Branwen-Darkfire before she was killed in Edgardo's attack on
the Toreador/Darkfire Polish manor haven.
Aura: This is a natural energy which emanates from all living
things. Raven was a master of this power, and this is the main
power her family uses in battle. This is a natural shield which
dampens attacks from opponents. After running out of aura
though, the body is vulnerable and only by letting aura recover
naturally can someone replenish their energy. Users can also
utilize this power to attack using aura energy as this energy
works similar to that of mana users. As everyone is different,
different people will have different colored aura. Malkav's aura
is an ever swirling yet mesmerizing chaotic mess of all aura
colors as a sign of how much his own insanity has seeped into
his very being.
Elemental Energy Manipulation: Unlike Qrow's side who use the
power of elements, Raven Branwen-Darkfire's training involves
harnessing the base element's power. While this doesn't grant
added power in using holy or dark energy from the soul, the base
energy from the element can be used to attack people who are
normally immune to the element, as it doesn't register to
elemental users as the actual element and just as lone energy.
This grants Raven's side a different type of elemental attack
power than Qrow's side. Usually they can more easily manipulate
the elements they have an affinity for, using it for more
special techniques. Malkav really only uses this for physical
and mental amplification. Malkav has no real preference in what
element to use and thus weaker with elemental abilities than
others trained in this art.
Elemental Portal Teleportation: The user can teleport using
their elemental energies, opening portals to other locations.
This power can be used by any element, and works through portals
instead of elemental teleports like Qrow's Darkfire training.
This power can open a portal even to other dimensions if the
user knows where they are going in space. Otherwise, they would
simply end up in a random location in the universe they're in or
possibly in another universe. While they can go almost anywhere,
these portals are not very useful in battle as cutting open a
portal requires concentration. This makes a better teleportation
to send a group to a battle than to teleport around the
battlefield.
Elemental Energy Familiars: Just like Qrow's power to create
elemental familiars, the user can create familiars out of
elemental energy. Just like the normal elemental energy, this
power ignores an enemies normal immunities, as long as the
energy doesn't burst into actual element (IE fire energy
exploding into actual fire). The familiars can be made to have
special properties based on the energy they use, but this
requires sacrificing the familiar in order to make it an actual
elemental attack.
Shapeshift: Raven's family is a master of shapeshifting. As
such, those that train with her can learn to change into animals
or people. Her specialty is using animals, and experienced users
can even use this to change parts of their bodies (IE turning
fingers into claws). This not only changes the user's body, but
they also learn to disguise their presence so those with sixth
senses sense them as whatever they are turned into. Malkav
enjoys using this ability to take different animal forms or a
form from one of his delusions. He will use this to change his
human form but not too often because he believes he would lose
himself and thus lose enlightenment.
Chaos Aura Abilities:
Chaos Aura: After his training with Raven, Malkav can use aura
like Raven but the more chaotic side of it. As Malkav is the
embodiment of chaos and derangement, his aura is heavy in chaos
energy. Those that learn how to use it can use it as a natural
shield to dampen attacks to them until it runs out. After
running out of aura though, the body is vulnerable and only by
letting aura recover naturally can someone replenish their
energy. It can also be used as an amplifier to attack people.
Malkav uses aura very similarly to those that use mana. The
color of one's aura usually is random, as it's color isn't
really determined by anything. Malkav's aura is an ever swirling
yet mesmerizing chaotic mess of all aura colors as a sign of how
much his own insanity has seeped into his very being.
Limitations: Chaos Aura is very unpredictable and has a tendency
to be difficult to use. Malkav has a 30% chance of back fire or
failure to perform.
Surrounding Chaos Aura Use: Those with enough understanding of
aura can absorb aura from the air to use for attacks. However,
this uses much more aura than normal attacks as some is usually
wasted upon being drawn in. However, the benefit is that one
doesn't have to use the aura in their own body to do an attack.
Many master aura users don't do this unless they want to
conserve their own body's aura. However, once the aura in an
area is gone, the user can't draw any more aura.
Chaos Aura Power Amplification: Those that use this power can
use aura to amplify their strength and speed to that which can
counter vampire enhanced speed and strength. This power uses
aura in the body, but if over-exerted can start to tear muscles
if too much aura is used to amplify someone's strength and
speed.
Madness into Chaos Aura: Raven wanted to find a way to help
Malkav to vent over absorbed derangements and insanities safely
instead having another Jack the Ripper creation incident happen.
This technique allows Malkav to turn absorbed insanities from
his Absorb the Maddened Mind technique into chaos aura energy to
help power him up more. This is a slight twist to the
Surrounding Aura Us
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