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       #Post#: 84--------------------------------------------------
       Malkav
       By: Raven Tepes Date: March 28, 2019, 2:39 pm
       ---------------------------------------------------------
       "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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