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Chapter Three:
Shards of a Broken Mirror


The Normal is the good smile in a child's eyes - all right. It is also the dead stare in a million adults. It both sustains and kills - like a God. It is the Ordinary made beautiful: it is also the Average made lethal. The Normal is the indispensable, murderous God of Health, and I am his Priest. My tools are very delicate. My compassion is honest. I have honestly assisted children in this room. I have talked away terrors and relieved many agonies. But also - beyond question - I have cut from them parts of individuality repugnant to this God, in both his aspects. Parts sacred to rarer and more wonderful Gods.

-Peter Shaffer, Equus


There are no stereotypes among Malkavians. They're harder to classify than the inmates of any mental institution - because, after all, the institution doesn't have any inmates of the kind that can't readily be detected as insane. The Malkavians, on the other hand, range from the obviously psychotic to the almost invisibly deranged. Some are benevolent, others sociopathic; some are retreating, others singularly aggressive. The only thing that unites the members of this teetering, decrepit family - apart from their demented blood - is the fact that they remain stoically, resolvedly, if ever so barely functional.

The Malkavian who manages to survive in the perilous modern nights of the Jyhad is a dangerous creature. Those that don't... well, you never hear about them.

The following Malkavians, whether new to undeath or terribly old and clever, are all survivors. Each one struggles with the forces that assault him within his own mind; each one has access to insights and talents that allow him to hold his own or more in Kindred society. Like all the rest of their ilk, they shouldn't be underestimated. After all, you never know what angle they're going to choose next to approach something - including your throat.

Art Dealer

Quote: It's very visceral, isn't it? The artist, poor man, is of course highly disturbed. It was certainly unfortunate for his parents - but I'm sure you'll agree that the art world has benefited tremendously. Go on, don't be shy - look deeper.

Prelude: As far back as you could remember, you loved art. You tried your best with crayons, modeling clay, pen-and-ink and crafts of all sorts - but alas, you weren't fortunate enough to be born with true talent. Instead, yours were the gifts of intelligence and a discerning eye - and no small measure of stubbornness. So what you lacked in vision, you decided to make up for in education. Even if you couldn't create art that would communicate on the soul's level, you could certainly do your best to bring it to others.

With your dedication and intelligence, you wrestled a scholarship to a university with a celebrated liberal arts school. True, your family could have afforded to send you without it, but if Daddy had actually had to break out the checkbook, he would have been the one to choose your major. You majored in art history (trying the occasional painting course in vain), with a minor, oddly enough, in psychology. As your studies progressed further, you became more and more fascinated with the way that artists - usually a troubled lot - used art to try communicating the things they could never say. Unfortunately, your grades weren't all they could have been; the professors just weren't willing to accept your ideas about collective ur-minds and the like.

You have no idea exactly when your sire started stalking you; you remember a few late nights in the art building when you were getting a little paranoid even without the benefit of getting high. She finally caught you at one of the receptions, dragging you into one of the restroom stalls and bringing you across. She explained herself later - on the nights she felt like explaining anything - in long ramblings about shared consciousness, garbled lines of communication and failed attempts at expression. For your part, you felt a quiet thrill - at last, someone who understood.

Concept: Malkav's blood has only heightened your belief in a communal level of human consciousness, one that can't be communicated in ordinary terms. With the help of some of the family's old contacts as backers, you opened what has become one of the most successful, if controversial, art galleries in North America. You deal exclusively in art created by mental patients - after all, only the unstable have access to the deeper levels of consciousness. With luck, it'll help others find something new, if perhaps a bit disturbing, about themselves. At the very least, it gives the psychopaths something new to do.

Roleplaying Hints: Keep on the go - time, ride and the trendy wait for no one. Speak with patient authority and quiet enthusiasm - unlike many other dealers, you fervently believe in the statements your artists are making. And always, always, keep on top of things. There's always going to be some idiot Toreador bitch who thinks her clan has a monopoly on visual communication, and you've got to be ready to keep her in her place.

Equipment: Dramatically striking clothing, cell phone, portfolio of reproductions, cigarettes and lighter, latest art-world periodicals

Derangement: Bulimia

Nature: Celebrant
Demeanor: Gallant
Clan: Malkavian
Generation: 11th
Concept: Art Dealer
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 4, Manipulation 4, Appearance 2
Mental: Perception 3, Intelligence 3, Wits 1
Talents: Alertness 1, Dodge 1, Empathy 2, Expression 1, Streetwise 2, Subterfuge 3
Skills: Crafts 2, Etiquette 1, Performance 2
Knowledges: Academics 3, Computer 2, Law 1, Linguistics 1, Politics 1, Science 1
Disciplines: Auspex 3, Dementation 1
Backgrounds: Contacts 3, Generation 2, Resources 3, Retainers 1, Status 1
Virtues: Conscience 3, Self-Control 4, Courage 3
Morality: Humanity 7
Willpower: 5

Collector

Quote: Through there? Oh, I'm afraid there's not much back there; that's my workspace, and it's a mess right now. Nothing to see, really... unless you're particularly interested in children's shoes? Right, I didn't think so.

Prelude: You were something of an introvert growing up; not that you had a choice. Your mother, always concerned about your health, never let you leave the house - she tutored you at home. As a result, you spent all your time upstairs in your spotless room. She was always there, too; she had money left by your father, so she had the groceries and other things delivered, and there was no need to leave.

The most excitement you remember having in your entire childhood was the time that you managed to get up into the attic, not long after your grandmother's death. You spent hours up there, quietly sifting through all the chests and trunks and baskets of unwanted things, until your mother found you and rushed you downstairs at once, complaining about the dust the whole time. The excitement stayed with you, though - you'd never seen so many things of so many sorts all at once. If only you'd been allowed to look through them longer, there was so much more you could have learned.

When your mother died abruptly, your world broke apart. She'd taught you so much, but not how to get by in the outside world. You spent the days after her death wandering the town, soaking up all the sights. There was so much to see, so much you'd never found out about - and it proved too much. The civil services people soon took you in, and somewhere along the line you were noticed. Your sire and his cohorts were good enough to teach you the rudiments of interacting with other people and holding down a haven - but, of course, they couldn't teach you everything. You now know how to get by - to understand everything else, you're going to have to be your own teacher.

Concept: You're constantly trying to make sense of the world around you, and for you to do so, things need to be organized. You can't order the world yourself, but at the very least you can choose a certain sort of thing and catalog all its variations. However, you have yet to fixate on collecting one particular item for more than a few months - if it looks like you're not getting the answers you want, it's time to move on. As a result, you're always moving from one obsession to another, be it insects, quarters, oddly shaped oak leaves, human left hands, or whatever. Surely your next collection will hold a few more insights that the last one couldn't.

Roleplaying Hints: Roleplaying hints? You're a completely normal person - a completely normal person with a hobby, nothing more. You don't spend every waking moment obsessing over your hobby, and you don't discuss it with people who don't share your interest. It's your business, and you certainly don't want to bore people.

Equipment: Studio loft, latest "collection," jeweler's loupe, panoply of wide and varied craft supplies and hardware tools

Derangement: Obsessive/Compulsive

Nature: Architech
Demeanor: Thrill-Seeker
Clan: Malkavian
Generation: 12th
Concept: Collector
Physical: Strength 1, Dexterity 2, Stamina 3
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 4, Intelligence 4, Wits 3
Talents: Alertness 1, Empathy 1, Expression 1, Subterfuge 2
Skills: Animal Ken 1, Crafts 1, Drive 1, Etiquette 1, Firearms 1, Performance 1, Security 1, Stealth 1, Survival 1
Knowledges: Academics 3, Computer 1, Finance 1, Investigation 3, Law 1, Linguistics 1, Medicine 1, Occult 1, Politics 1, Science 2
Disciplines: Auspex 2, Obfuscate 1
Backgrounds: Generation 1, Resources 4
Virtues: Conscience 4, Self-Control 3, Courage 3
Morality: Humanity 7
Willpower: 5

Composer

Quote: Would you please... Would you please try to lower your voice, please? I'm having some difficulty hearing.

Prelude: It was the classic tale of a talent that demanded immortality. Your childhood was devoted to the pursuit of music from as far back as you can remember; your fifth-grade recital was enough to secure doubled funding for your school's music program. By your senior year of high school, you had your pick of scholarships, you were the talk of the neighborhood, and even the biggest dickheads in your class didn't dare hassle you for fear of what the school board would do to them.

Yours was a talent that spoke to the ages. It drew your sire, an immortal who'd forgotten what art really was, to you. As a performer, you were talented; your private compositions were genius. By all means, someone had to preserve your ability for all time.

Regrettably, the vampire who chose to do so was mad.

The Embrace drove a thousand cracks through your soul. By the time you were coherent and functional once more, they were already holding your empty-casket funeral - arrangements had been made, of course. You hardly noticed - the music flooding your head had increased in pitch and tempo, but it was somehow...different, almost wrong. And yet, at the same time, it was clearer and more insistent than ever before.

This pleased your sire to no end. He became the ultimate patron: providing you with a haven and a helpmate, arranging covert recitals and recruiting musicians to play your new overtures, and finally stepping away to leave you to work unhindered. Now your occasional concerto draws Kindred from around the city and beyond, and there's talk of producing a motion picture built around a soundtrack of your devising. You entertain all the offers politely and seriously, but always only with half an ear.

Concept: Like any composer worthy of the title, you are haunted by music. It's possible that some of what you hear is fragments of memories filtered in through the Madness Network; then again, maybe it's just pure inspiration. You aren't drawn quite by choice to the courts of vampiric society, but you often have to justify your existence to the prince by providing him and his hangers on with new entertainment. Thankfully, your skill is such that you never leave him bored - quizzical, drained or disturbed, perhaps, but never bored.

The music you create is far from ordinary; it's the work of a mad Mozart. Those who listen to it in its entirety are exposed to notes that are... subversive, you might call them. Subtly and mercilessly, your work insinuates itself into the listener, roosting in their skulls, never fully leaving them. Pity the poor monster who attunes himself to one of your recitals with Auspex...

Roleplaying Hints: Half-listen to the people talking to you; always devote at least a portion of your attention within. The music ebbs and flows; when it's at "low tide," so to speak, you're as accessible as any Kindred, but when it's in full flood, you need a pen and paper and damn the consequences. Smile politely, offer pleasantries, and grit your teeth in the hope that your admirers will go away and leave you to the mercy of the music.

Equipment: Satchel full of sheet music, small soundproofed attic apartment, synthesizer

Derangement: Manic-Depression

Nature: Loner
Demeanor: Visionary
Clan: Malkavian
Generation: 13th
Concept: Composer
Physical: Strength 2, Dexterity 3, Stamina 3
Social: Charisma 2, Manipulation 1, Appearance 2
Mental: Perception 4, Intelligence 2, Wits 4
Talents: Alertness 2, Dodge 2, Empathy 3, Expression 4, Leadership 1, Subterfuge 2
Skills: Crafts 2, Drive 1, Etiquette 2, Firearms 1, Performance 3
Knowledges: Academics 2, Computer 1, Investigation 1, Occult 1
Disciplines: Auspex 1, Dementation 2, Obfuscate 1
Backgrounds: Allies 1, Herd 2, Mentor 1, Resources 3, Status 1
Virtues: Conscience 4, Self-Control 4, Courage 2
Morality: Humanity 8
Willpower: 4

EMT

Quote: First, do no harm. First, do no harm. First, do no harm.

Prelude: You were no stranger to violence growing up, although your father did his best to keep his "business" far away from you. He didn't want you to have to do the things he did for a living, or to have a price on your head, so he worked damn hard to make sure that you were sheltered from the reality of his "family obligations." It didn't quite work out that way; you saw Uncle Julie shot down when you were 10. That was the day you became completely ashamed of who you were.

Your family wasn't a safe place to go for solace, so you turned to the Church. You desperately wanted to believe in a world where compassion and mercy and peace actually meant something, and so you did believe. Once you graduated to college, you majored in medicine; it seemed only appropriate that you give back to the community, since your family was taking so much away. When you got your residency, your father was very, very proud - but that didn't mean anything to you at all.

It was on a late-night shift in the ER when you were taken. You pronounced the John Doe dead on arrival - imagine your surprise when he walked into the bathroom out of nowhere and opened your throat. When you came to, you were in your own apartment, and he was there with you, somewhat apologetic. Just like your father.

Since then, you've fled the city you grew up in; you're desperately trying to hide from your sire and family members both. You managed to get a job as an EMT on the graveyard shift, where you do your absolute best to keep on helping people. You tend to feed by using Obfuscate to slip into the hospital's morgue, rather than preying on the people you have a responsibility to save. Every time you bundle a broken, bleeding body into the back of the ambulance, the temptation is horrible - but you'll continue to resist. Your very soul is at stake.

Concept: All you ever wanted to do was help people. Now you're a creature that's forced to prey on people to survive. Well, not if you can help it. Your remarkably high Humanity score means that you're constantly conflicting with your predatory nature, but when lives are at stake, you usually manage to pull through. On the times that you've actually fed on fresh human blood, you could feel the voices of the people you were devouring in your head - it disturbs you to no end, and you force yourself to choke down stale blood rather than eat everything a living person is.

Roleplaying Hints: Always work to heal, rather than to harm. You're not squeamish, no matter what others might think-you're compassionate, and there's a difference. You're desperately ashamed of what you are, but you refuse to believe that you're incapable of doing some good even in your current condition. Every now and again, you consider trying to find your family and reconcile with them - but the feeling always passes.

Equipment: EMT card, cramped apartment, medical texts, first-aid kit

Derangement: Sanguinary Animism

Nature: Caregiver
Demeanor: Conformist
Clan: Malkavian Antitribu
Generation: 13th
Concept: EMT
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 4, Manipulation 3, Appearance 3
Mental: Perception 2, Intelligence 3, Wits 3
Talents: Alertness 2, Athletics 2, Brawl 1, Dodge 1, Empathy 2, Streetwise 1
Skills: Crafts 1, Drive 1, Survival 3
Knowledges: Academics 3, Investigation 1, Law 1, Linguistics 1, Medicine 3, Occult 1, Politics 1, Science 3
Disciplines: Dementation 2, Obfuscate 2
Backgrounds: Contacts 1, Resources 2
Virtues: Conscience 4, Self-Control 4, Courage 3
Morality: Humanity 8
Willpower: 4

Methuselah's Pawn

Quote: It's not my fault. It wasn't my decision. There's... there's something else going on here. You've got to believe me.

Prelude: You grew up strictly blue-collar in a large family. With four siblings, and you stuck firmly in the middle, you had to work extra hard to earn your parents' attention. Even then, it was never undivided - you had to share with the rest of the family.

In high school, you tried harder than ever before to get people to listen to you. You volunteered for project after project, particularly things like the school paper and yearbook. Your impressed guidance counselor started pushing you toward a career in journalism, and you were more than happy to head down that road.

And journalism might've worked out for you; you did well in college, you did well with your first job at a paper, and you soon moved to television. Unfortunately for you, you got a little too overzealous investigating a strange series of kidnappings, and came to the attention of the party responsible. The thing - and there's really no other way you can think of it - decided that your talents for investigation and communication would be highly useful to it, particularly if you acted as its catspaw in Kindred society. The rest was a foregone conclusion.

You'd always subconsciously hoped that you'dbe important to someone, that someone would finally pay attention to you, want you on their side. These nights, you wish that you could have stayed neglected forever.

Concept: You're a puppet who can see its own strings - very aware of your lack of control, but powerless to do anything about it. Your sire has chosen you to act on its behalf in Kindred society; although you have a fair amount of leeway to pursue your own goals, its orders take priority. You don't see the elder thing that sired you in the flesh very often, but every once in a while, the compulsions come filtering into your head from outside. When that happens, you have little choice but to obey.

Roleplaying Hints: More than anything else, you crave time to yourself, but every time you think you're alone, that hideous, overpowering presence starts crawling into your brain. When under orders, speak with the warm, strong voice others tend to associate with television journalists; when on your own, your voice tends to falter a little, and your defense break down. You really wish you could meet someone who understands, someone you could confide in - you might be a little too prone to falling for people that you think might offer some consolation.

Equipment: Notepads, pocket tape recorder, nice clothing, Saturn four-door, sizable apartment, icepick

Derangement: Self-Annihilation Impulse

Nature: Director
Demeanor: Fanatic
Clan: Malkavian
Generation: 8th
Concept: Methuselah's Pawn
Physical: Strength 2, Dexterity 3, Stamina 3
Social: Charisma 2, Manipulation 3, Appearance 1
Mental: Perception 4, Intelligence 3, Wits 3
Talents: Alertness 2, Dodge 2, Expression 1, Subterfuge 1
Skills: Crafts 1, Drive 1, Etiquette 2, Firearms 2, Melee 1, Performance 2, Survival 1
Knowledges: Academics 3, Computer 2, Investigation 3, Law 2, Linguistics 1, Occult 1, Politics 2
Disciplines: Dementation 3
Backgrounds: Contacts 4, Generation 5, Mentor 3, Resources 2
Virtues: Conscience 2, Self-Control 4, Courage 4
Morality: Humanity 6
Willpower: 4

Mortifier of the Flesh

Quote: That all you got?

Prelude: You were an athletic one right from the start. Most of your childhood was spent racing around parks, empty lots, even quarries and construction sites. When you discovered wheels in the form of skates and skateboards, you were even harder to catch. Nothing felt better than exercise and speed, in that order. Wall-climbing, skateboarding, street hockey - you were mastering "extreme sports" even before the phrase "extreme sports" came into fashion.

With that came fights, of course. The jocks who thought that football, basketball and wrestling were the only "real sports" were more than happy to try beating up a skinny street punk who thought he was hot stuff. Although you could never do much about the odds, you learned ways of getting back at any of the bastards you caught alone. Eventually they caught the hint and started leaving you alone - which was almost a disappointment. Even though it hurt, a good fight was always another great way to get that hit of adrenaline.

Eventually, though, one of the wipeouts was bound to be serious - and it was. Skateboards and mass transit just didn't mix. Flat on your back, gasping oxygen in the back of an ambulance, you wondered if your time had finally run out. It had. You never reached the hospital-your ride was intercepted.

When you came across, it was horrible. Somewhere between life and unlife, you lost most of your sense of feeling. Not only was it impossible to get your usual kind of rush, it was impossible to get much feeling at all. You might have gone unusable if your sire hadn't immediately given you something to do. To his surprise, you came back from the task he'd set for you completely successful, and with some added insight to boot. There was still some feeling left - it just required a certain kind of... extreme stimulus to come out.

Concept: In life, you were an adrenaline junkie. In undeath, you're a sensation-seeker of an entirely different sort. When you lost the exquisite joys of the flesh, you had to turn to more extreme measures to make your body react. And while self-mutilation is a good way to start your night, it's your freelance capacity as a legbreaker and cleaner that really provides you with ways to get creatively hurt. The problem is figuring out how to keep your reputation from preceding you - those folks who've heard about you figure that with the things you do to yourself, you'd be even worse to them.They cave way too easy, and that's just wrong.

Roleplaying Hints: They say you're more suicidal than homicidal; that's not strictly accurate. You want to win your fights, but you want to feel like you've been in a fight afterwards. Let your opponent have the first shot; then take him down. Be exactly as brutal as you need to; you're no sadist, you're a professional. The real experiments in pain you can save for your own unliving flesh.

Equipment: Straight razor, .38 automatic, hammer, carpentry nails, canister of table salt, freezer tape, brass knuckles, roll of barbed wire, motorcycle

Derangement: Masochism

Nature: Bravo
Demeanor: Masochist
Clan: Malkavian
Generation: 13th
Concept: Mortifier of the Flesh
Physical: Strength 2, Dexterity 3, Stamina 5
Social: Charisma 3, Manipulation 3, Appearance 2
Mental: Perception 1, Intelligence 2, Wits 3
Talents: Alertness 2, Athletics 2, Brawl 3, Dodge 1, Intimidation 3, Streetwise 2, Subterfuge 1
Skills: Crafts 1, Drive 2, Firearms 1, Melee 2, Security 1, Stealth 1, Survival 3
Knowledges: Academics 1, Linguistics 1, Medicine 1, Occult 1, Politics 1
Disciplines: Auspex 1, Obfuscate 1, Fortitude 1
Backgrounds: Fame 1, Herd 1, Resources 1, Retainers 1, Status 1
Virtues: Conscience 3, Self-Control 2, Courage 5
Morality: Humanity 7
Willpower: 5

Occult Savant

Quote: Look at the map. It's real simple. He's leaving his apartment here, at the Keter point. He's going to ultimately wind up at the drop point here, at the point of Malchut. What we need to do is to catch him just outside the gas station on Cedarwood, here - at the point of Gevurah. Or, if we're lucky, the influence will be Pachad. Either way, the focus will be against ten. Got it?

Prelude: You didn't even like to read when you were still alive. You were a real child of the '90s, with an attention span that couldn't digest anything that wasn't presented in colorful 30-second chunks. Your parents despaired of you ever making something of yourself; then they just stopped caring at all. Which suited you fine; all you wanted was music, TV and dating, all at a speed that wouldn't bore you.

The Rites of Embrace changed everything - everything.

You and your girlfriends were coming home from a late-night movie when you were caught. The other car just rammed into yours attopspeed; youwere thrown free, which is maybe why they found it expedient to take you rather than feed on your corpse - unlike the others. You were semiconscious when they dragged you away, and you never really came out of your delirium.

The things you saw during the Rites of Embrace - they changed you. You emerged from the earth starving, but no matter how much blood they gave you, the hunger remained. When the others discovered how ravenous you were to learn things, they introduced you to a templar with an extensive library. And under his tutelage, your unique talent bloomed.

Now you devour all the occult esoterica you can dig up, assimilating it as quickly as possible, filing it randomly in your head and spitting out your "results" as needed. Your knowledge has proven useful and useless to your pack in equal turns; sometimes you're dead-on and sometimes you're completely off. You can't be convinced that your logic is faulty, though. It's not your problem if the universe isn't keeping up with you.

Concept: Your nights are devoted to the pursuit of hidden knowledge, but the way you apply your findings is... eccentric, to say the least. You see connections where other occultists would say no connections exist, and ignore other, positively blatant, connections. Even if someone were to offer to teach you Thaumaturgy, your encyclopedic but off-kilter "understanding" of the universe's patterns might grant you outstanding mastery of the power - or prevent you from ever understanding so much as the basics. You're almost beyond such magics, really.

Roleplaying Hints: The patterns are all around you. Lots of them are evident, but lots more can't be pieced together without study, observation and all the right questions. You try to explain the patterns you see to your packmates, but your habit of jumping several sentences ahead makes you fairly hard to understand. If they think you're full of it, take no notice; they'll come around eventually.

Equipment: Cramped apartment packed with books, customized tarot deck drawn on index cards, stacks of legal pads filled with cryptic scribblings, sketchbooks, chalk, pendulum

Derangement: Obsessive/Compulsive

Nature: Deviant
Demeanor: Thrill-Seeker
Clan: Malkavian Antitribu
Generation: 13th
Concept: Occult Savant
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 3, Manipulation 4, Appearance 3
Mental: Perception 4, Intelligence 2, Wits 2
Talents: Alertness 1, Dodge 2, Empathy 1, Leadership 1, Streetwise 1
Skills: Animal Ken 1, Crafts 1, Drive 1, Firearms 2, Melee 2, Performance 1, Security 2, Stealth 1, Survival 2
Knowledges: Academics 1, Investigation 2, Linguistics 2, Medicine 1, Occult 4
Disciplines: Auspex 1, Dementation 2, Obfuscate 1
Backgrounds: Contacts 2, Mentor 1, Resources 1, Rituals 1, Sabbat Status 2
Virtues: Conscience 2, Self-Control 2, Courage 4
Morality: Humanity 6
Willpower: 4

Sensei

Quote: Of course I hit him with the car. He might have been the Buddha. Is he still moving? Ah. Then I'll put it in reverse.

Prelude: In your neighborhood, there weren't a whole lot of options open for bettering yourself. You tried a few of them, but none of them really took before you started joining in some self-defense classes at the Y. Suddenly, there was a lifestyle that attracted you - strength tempered with wisdom. The strength to take what you deserved, and the wisdom to tell you how.

Once you were old enough to hold down a part-time job, you enrolled in a dojo to learn the real thing. However, you were still a good way from black belt before you hit a serious wall. Your sensei said that you lacked the spirit and self-discipline to progress any further; your frustration didn't help much, either. You tried cramming to leam all the "right" answers to his philosophical questions, but even that didn't work.

You're not sure why you were Embraced at that point; perhaps your frustration was so intense that your sire couldn't resist its savor. It didn't matter, though. The death of your body was a breakthrough. Suddenly you saw that there was so much more - and you took the first step in understanding that you knew nothing.

Concept: You practice a peculiar brand of Zen Buddhism; like others of the faith, you attempt to break through the barriers of intellect to achieve enlightenment, but meditation and koans are not sufficient for you.You deliberately practice the nonrational in thought and deed, often in ways that any living Zen practitioner would find extreme. But the more you practice, the more that you become able to see - and the more you are inhibited. You cannot decide whether the Sight is the path to understanding, or whether it is an anchor around your neck. Until the answer is made plain, you have no choice but to act. As a result, you're far from a sequestered hermit, but an active-if barely understood - player in the city's Kindred society.

Roleplaying Hints: You're equally capable of reflecting and meditating on a course of action or koan, or acting without conscious thought; and your personal conviction requires you to alternate between one and the other as quickly as possible, to throw off the bounds of rationality. You don't even use your martial skill on a regular basis anymore; it's just as important to pull a gun and shoot your opponent after exchanging a few blocks and feints. You're willing to teach others, but your own internal struggle makes you inaccessible at times; sometimes you offer a koan as advice, sometimes you speak rationally, and sometimes you just strike your student as hard as you can. Such is the road to understanding.

Equipment: Loft over a small dojo, "prayer bead" string of beads and teeth; compact car, hardwood hanbo stick.

Derangement: Desensitization

Nature: Pedagogue
Demeanor: Gallant
Clan: Malkavian
Generation: 11th
Concept: Sensei
Physical: Strength 4, Dexterity 4, Stamina 4
Social: Charisma 3, Manipulation 1, Appearance 2
Mental: Perception 3, Intelligence 2, Wits 3
Talents: Alertness 2, Athletics 3, Brawl 1, Dodge 3, Empathy 1, Expression 1, Intimidation 1, Leadership 1, Streetwise 1
Skills: Animal Ken 1, Crafts 1, Drive 1, Firearms 1, Melee 3, Survival 2
Knowledges: Academics 2, Law 2, Politics 1
Disciplines: Auspex 1, Obfuscate 2
Backgrounds: Generation 2, Herd 1, Resources 1, Retainers 2
Virtues: Conscience 3, Self-Control 4, Courage 3
Morality: Humanity 7
Willpower: 5

Talk Radio Host

Quote: Look, caller, I don't mean to cut you off here, but don't you think you're being a little naive? Look at the world around you - look at the skin that's been prepared to keep you in your place. Now, maybe you're happy to go on living in this facade that they've provided for you, but I want a little more. I want the truth!

Prelude: You grew up privileged - private school, household staff, parents buying off your traffic tickets - all that. Nobody ever really chewed you out or forced you to learn some discipline, and you weren't hungry a day in your life. It wasn't until college that you ran face-first into the real world.

All of a sudden, your parents couldn't buy the deans off any more, and your grades started to fall. Oh, the rumors floating around were innumerable. Most blamed your family's sudden economic loss on bad debts, gambling, a disastrous day at the stock market... all sorts of things. You, on the other hand, didn't believe a word of it. There was no way your parents could have been responsible for their misfortune. Someone else must have had a hand in it, must have had it in for them. At first you thought it was the liberals in government, but the more you immersed yourself in conspiracy-theory literature, the more possibilities started opening up. You didn't have the resources to get to the heart of whatever was going on, but the least you could do was warn other people. So you swallowed your pride and took two part-time jobs, one of them at the college radio station. It went well for you - if there was one thing in your favor, it was your skill at oration - and eventually you landed a late-night talk segment. It proved so popular that soon you were able to move your act to a professional radio station.

Your Embrace came out of nowhere, in the form of a seemingly random attack when you were walking to your car. Your first few nights were tense and horrible; you never saw your sire once. The only communication you received were odd messages on your answering machine, instructions shoved under your door in blank envelopes, the occasional terse phone call - it's no wonder you didn't take well to vampirism. Eventually you got the hang of hunting; the secrecy and double-talk you'd already mastered.

Concept: The small hours of the night, the "midnight of the soul," the wide, bleak stretch when people's minds start running away with them - that's your time. You can reach people with your show, get inside their heads when they're that particular kind of receptive. You don't know who your benefactors are, but for now you'll play their game and push their agendas-until you can make a move on them and push an agenda of their own.

Roleplaying Hints: You have a definite need to educate, to get people questioning the big lies they've been fed by the Powers in Control. Be brash and confrontational, provocative without being completely obnoxious. Use humor when possible, insults when necessary, and twisted logic as appropriate. Give your audience what they want - and something extra on the side.

Equipment: Cramped apartment, stacks of conspiracy literature and journals, personal tape recorder

Derangement: Paranoia

Nature: Fanatic
Demeanor: Rogue
Clan: Malkavian
Generation: 13th
Concept: Talk Radio Host
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 4, Manipulation 4, Appearance 2
Mental: Perception 2, Intelligence 3, Wits 3
Talents: Empathy 1, Expression 3, Leadership 1, Streetwise 2, Subterfuge 2
Skills: Crafts 2, Drive 1, Etiquette 1, Firearms 2, Performance 3
Knowledges: Academics 2, Computer 3, Investigation 3, Law 1, Occult 3, Politics 3, Science 1
Disciplines: Dementation 1, Obfuscate 2
Backgrounds: Contacts 1, Fame 2, Resources 2
Virtues: Conscience 4, Self-Control 2, Courage 4
Morality: Humanity 7
Willpower: 4

Third-Shift Prison Guard

Quote: You seem like a clever guy; clever enough to know not to make any trouble. I think I could use a guy like you. You might want to think about that; there are some real side benefits to having someone like me watching out for you in here.

Prelude: You grew up tough, and more than a little bent. The tiny Deep South town you were raised in never seemed big enough to you; once you'd proven that you could lick any man there you wanted too, it was time to see about proving that you could make it in the big city, too.

Unfortunately, once you got there, it turned out that you were pretty small-time after all. Moving in and setting up an operation wasn't nearly as easy as you'd thought it'd be - although your competitors were as lacking in formal education as you were, they knew a lot more about the territory than you did. You were pretty lucky to get off with just a few thorough beatings instead of a bullet in your skull. That wasn't how you saw it, of course. In your mind, someone needed to die for the royal crime of fucking with you.

Would've worked great if the cops hadn't shown up. They were already staking out your victim, and hey, you were a bonus for them. The judge wasn't a sympathetic sort, and pretty soon you found yourself sharing a cell with a three-time killer.

Surviving prison was the toughest thing you ever did. Plenty of bruisers liked to pick on the hick, so you got used to being on the receiving end of a beatdown. Once in a while you caught one of your tormentors alone - sure, you went to solitary, but he went to the infirmary. It's a wonder you ever made parole. In fact, looking back on it, somebody must have been pulling strings - the same guy who picked you up the night of your release and gave you one damn attractive offer.

With a little bit of bribery and some new paperwork, you found yourself inside prison walls again. However, this time you're the one who's got the real power. Guards, prisoners: They all know not to mess with you. This is your domain now.

Concept: You've got it pretty much made. Nobody really cares about most of the prisoners under your jurisdiction, so they're an easy source of meals. Those that do know something about your nature - fellow guard and prisoner alike - are your willing helpmates, glad to do your bidding in exchange for a shot of blood and an evening on the outside. You're a very effective broker in muscle, and many of your peers are willing to pay handsomely for your boys' services. Yes indeed, unlife is sweet.

Roleplaying Hints: Speak softly and swagger just a little bit. Project an aura of quiet confidence; you don't need to resort to brutality in order to keep your charges in line. Size up everyone you meet; you're real good at evaluating potential resources. Never be afraid to volunteer a potential favor, and never let them forget what they owe you.

Equipment: Uniform, nightstick, taser, standard issue revolver, prison blueprints, keyring, keycodes, hidden stash of cigarettes, drugs and pornography

Derangement: Megalomania

Nature: Conniver
Demeanor: Sadist
Clan: Malkavian
Generation: 12th
Concept: Third-Shift Prison Guard
Physical: Strength 4, Dexterity 2, Stamina 4
Social: Charisma 2, Manipulation 3, Appearance 1
Mental: Perception 4, Intelligence 1, Wits 3
Talents: Alertness 2, Brawl 3, Dodge 1, Intimidation 2, Leadership 1, Streetwise 2, Subterfuge 1
Skills: Drive 1, Firearms 2, Melee 3, Security 2, Survival 2
Knowledges: Investigation 1, Law 1, Linguistics 1, Medicine 1, Politics 1
Disciplines: Auspex 2, Dementation 1, Potence 1
Backgrounds: Contacts 1, Fame 2, Resources 2
Virtues: Conscience 2, Self-Control 3, Courage 5
Morality: Humanity 5
Willpower: 5

Sample Brood: The Moirai

They take their name from the Greek Fates, and follow in the Fates' footsteps. They are soothsayers who provide dire warnings when least expected, yet who remain silent when specific questions are posed to them. They are troublemakers who ferret out the dirty secrets of vampire elders, almost on a whim, and expose them to the rest of the city's Kindred. They are disliked and even hated, and yet they're also deemed as near-indispensable.

And they are very much the epitome of what many vampires think of as "Malkavian."

The Moirai are presented as a possible resource for the Storyteller, to be plugged in as extra supporting cast for a chronicle, a source of plot hooks, or even as potential background cast for a specific character. There aren't any references to specific cities; the Hyde and its denizens can be dropped into the city of your own chronicle as needed. And although presented as Camarilla-oriented, the Moirai can be easily tweaked to fit Sabbat or sect-independent chronicles.

Come and meet them.

History

The Moirai are a fairly new phenomenon in the chronicle's city; they've been active for only a few years, but they've proven the value of their insight many times over since then. What isn't particularly well-known is that the Malkavian tradition of small broods dedicated to communal, "enlightening" pranks and prophecies has been around for a long time, possibly even for millennia. Every vampire is used to Malkavians croaking out little snippets of insight, pointing out things that nobody else can see. What makes the Moirai unusual, though, is that they do so as a very effective whole. When a vision needs to be shared, the whole coterie puts in a communal effort to adapt that vision so that other Kindred can see it.

This particular brood came together 25 or so years ago, when the itinerant Emmanual Moncrief and his childe answered a peculiar Call. When they found the young Lunatic making the broadcast, they were rather surprised to find that she had no idea she had called them. After a long evening of very tense conversation, the three of them puzzled out that the Call hadn't come from any of them at all - it was as if instinct and chance alone had put them together.

The three struck a truce to cooperate until they'd discovered just why they'd been brought together - but strangely enough, after only a few months, the three had forgotten that they'd ever cared about that answer at all. They were together, they worked well together, and they kept receiving communal visions along the Cobweb - wasn't that enough? And they had a purpose - a purpose that had somehow chosen them, instead of the other way around. Moncrief supplied the name "Moirai" as an explanation, almost as if prompted to do so. Faye still wonders if the name, and maybe even the purpose, wasn't something Moncrief somehow inherited from his sire. There's no telling either way; even Moncrief himself doesn't seem to know for sure.

After 10 years or so, the Moirai had to move on. They settled in another city across the continent, where they plied their trade of warnings and revelations until forced (or was it compelled?) to move on once more. Along the way, they picked up a fourth member, the enigmatic young Jack. Just as with Lizzie, Jack just seemed to fall into their laps, and just as with Lizzie, it was a comfortable fit.

Eight years ago, Moncrief, Faye, Lizzie and Jack settled in the chronicle's home city to ply their trade. They established their haven in an old theater, and within nine months had delivered two prophecies to the prince. The prince ignored the first warning, dismissing it as Malkavian babble - and nine nights later, two of the city's more prominent ancillae had vanished. They were last spotted at the airport, slavishly following in the wake of a rather soft-spoken Giovanni who'd convinced all Elysium that his desire to remain in the city was genuine. When the Moirai's second warning came, the prince did his best to decrypt the garbled message; he succeeded in doing so, and was able to avert a blood feud between two of the city's prominent clans before it ignited.

A year after that, the Moirai screened their first "biopic," a short film that showcased the rather scandalous liasions of one of the city's primogen. The subject took it badly, and suffered the harpies' jibes for months, but the prince forbade any action against the standoffish Malkavian brood. The elders decided that the film was in rather less poor taste than its subject material, and agreed that the Moirai were too potentially useful to punish for... well, for doing what everyone knows Malkavians do.

Since then, the Moirai have continued to offer the occasional dire warning or scandalous report, usually to mixed reception. They also added a member three years back, a youngster named Garcia with a heady amount of vision. They continue to watch the rest of the city very, very closely, and there seems to be little that escapes their prying or revelatory visions. Nobody is sure if the brood is going to move on soon, or if they've chosen to remain in the city to watch Gehenna unfold. In fact, not even the Moirai themselves can say for sure.

Haven: The Hyde

The Hyde Theatre stands in one of the decayed sections of downtown, on a block that the city council keeps planning to renew and refurbish but never seems to get around to doing so. The brick exterior is covered with constantly changing gang tags, and the broken frames where movie posters once hung are now filled with cheap photocopied flyers advertising various struggling nightclub acts. Once it was a fine old building, but there are only vestiges of its former glory remaining.

The Hyde was built in the late 1940s by a factory owner looking to raise his social standing by having his name associated with the arts. Jonathan Hyde wasn't quite as wealthy as he would have liked, though, so his theater - designed for stage productions, not motion pictures - had to be rather more modest in form that he'd hoped. The theater did fairly well in its first few years, but more out of novelty value than anything else. As the '50s came into full swing, the theater began losing business quickly, and even community theater groups found it difficult to break even on a production. Finally, Hyde had to sell the theater at a loss. The new owner decided that although the Hyde wasn't quite the playhouse it tried to be, it would make a fine moviehouse - and with some modest refurbishments and a brand new movie screen, it was set to go.

This worked out fairly well for a time, but ultimately the Hyde proved equally unsuited for drawing movie crowds. It simply wasn't able to keep up with the newer movie theaters - as more and more multiscreen theaters began popping up, they drew more and more business away from the small moviehouse. The management (which had changed a few times since the first buyout) tried to counter by running foreign and "art" films that couldn't be found elsewhere in town, but the public just wasn't interested. Finally, the Hyde closed its doors in 1988; and apart from a brief but doomed effort from a well-meaning but anemic historical preservation society, it was largely forgotten.

Forgotten by everyone but Emmanuel Moncrief, that is.

Eight years ago, when Moncrief and his disciples followed their communal vision to the city, they happened across the abandoned theater almost at once. It sang to them. Moncrief promptly bought the Hyde at a bargain price; its owner was only too happy to sell it off, and didn't ask many questions about his new buyer.

It proved perfect as havens go. There are few windows on the main floor; the entrance was bricked up long ago, and even if a hole were knocked in the bricks, the sunlight would never make it all the way down the long corridor (lined with broken frames for movie posters) to the ticket booth. There's ample space for a vampire to sleep on the stage, in the projection room, in the theater seats, backstage, even behind the concession counter or in the ticket booth - the sun just isn't a worry in most of the building.

Moncrief and his friends welded shut all the fire exits but one upon taking possession of the theater, and that one stays locked and barred except when the Malkavians are entertaining guests. To get in and out, the brood commonly wriggles through a pair of small windows in the restrooms; in case of emergencies, they've also knocked a hole in the ladies' room floor that leads below the streets. The Hyde doesn't have full electrical hookups - there are one or two sections that are permanently blacked out - but most of the wiring is in good condition. More importantly, the sprinkler system is fully functional; Moncrief has made sure that the theater isn't a total firetrap.

There's only one amphitheater in the entire building, but it's a sizable one, with a respectable balcony and massive curtains that still hang along the walls. The gold paint has begun to flake very badly along most of the decor, but the red velvet curtains lining the walls are more or less intact (if mildewed and dusty). The seats are old, but not entirely uncomfortable; the leg room is a little tight, but undead legs don't cramp. The old stage is somewhat battered, and creaks audibly whenever someone walks across it; on the other hand, the Moirai have kept the lighting well maintained, with even a few functional spotlights up high. The picture screen stretches across the stage's midpoint of the old stage; it's torn in several places, but is still servicable.

Backstage is off-limits, even when the Moirai are entertaining guests. Only close personal friends are allowed backstage, and the Witnesses have precious few of those. Faye and Lizzie sleep in one of the backstage wings, surrounded by the leftover clutter of half a dozen previous owners. In particular, Lizzie has gathered a collection of mannequins and dressed them in the old stage costumes she found stored away in the Hyde's recesses. But for some reason, her sense of interior design is very... disquieting. The mannequins seem to be in a sensible enough arrangement, but visitors slowly start to sense that the dummies' angles and facing are somehow... wrong, somehow unwholesome by just a few degrees. Slowly, subtly, the mannequins' blank stares engender a sense of claustrophobia, even paranoia. For their part, Lizzie and Faye don't seem to mind at all. But anyone that Lizzie lures back to the heaped pile of old velvet in one comer for some "play" is likely to leave the building feeling rather haunted, and might suffer from night terrors for some time thereafter.

The projection room is where Jack sleeps away his days; it's a litter of film cans and ragged paperbacks, as much like a rat's nest as any Nosferatu haven might be. A battered and jury-rigged - but functional - projector sits in the center of the room; Jack isn't satisfied with "art" projects alone, and enjoys running the occasional massmarket movie in the theater. His collection leaves something to be desired, and is missing a few reels from several films - but the brood doesn't mind much, as they're not really inclined to spend all their time watching movies anyway.

Moncrief takes his repose in one of the tiny offices neatly hidden within the theater's winding back passages. Almost all of the offices are crammed with mildewed crates and props used for prior "projects," but several very real weapons - swords, axes, sharpened staves, a genuine steel scythe and even a grenade or two - are hidden amidst the debris. Moncnef s "bedroom" is fairly cluttered as well, but has a desk clean enough for work, and a section of floor behind the desk that's clear enough to stretch out for the night. Moncnef maintains a small apartment across the street where he can shower, do laundry and entertain guests (i.e., feed) as necessary, but he prefers to keep his haven nicely secure.

And for his part, Garcia has yet to stake out any particular area of the Hyde as distinctly his own. He usually throws his sleeping bag either behind the small concessions counter, or between rows of seats on the balcony. It's really all the same to him.

As security measures go, the Hyde has the aforementioned welded and bricked-up doors, as well as the variety of potential weapons stashed throughout. At any given time, there are certainly one or two other defensive measures in place - but those change constantly, depending on the brood's whim. The Moirai might string up lengths of carefully maintained razorwire just below the access windows during the day. There might be human or animal ghouls on patrol. It's even possible that Moncrief has picked up one of the Gnawed, or some sort of szlatcha to act as a watchdog. It's this added element of unpredictability that makes the Hyde - like any Malkavian's haven - dangerous ground for the uninvited.

Influence

The Moirai's influence over human society doesn't extend much further than the influence each individual brood member commands. They have a few contacts that keep the electricity and water running to the Hyde, and a couple of cops in their pockets to keep an eye on the block. Apart from these bare necessities, the Moirai don't tend to dabble overmuch in the human power structure - it's just not a great concern to them.

Of course, the brood's influence is much greater when it comes to Kindred society. Despite their rather tangential relation to the prince and to Elysium, the Moirai enjoy a fairly generous helping of status among the vampires of the city. They're something like harpies, something like oracles and something like a Greek chorus - their role is providing information and criticism about outside threats and internal affairs alike. Of course, they offer their "counsel" at their own discretion, and that discretion is governed by their own twisted logic - other Kindred would be well advised to refrain from actually relying on their help.

Like many other Malkavians, the Moirai are notable for dragging other vampires' secrets out into the light, as well as doing the requisite amount of soothsaying. However, they've gained a reputation as a coterie because they deliver their oracular pronouncements and "muckraking" efforts in a collaborative form. If one of the brood has something to tell the local Kindred, the others tag along to add their voices. What they're particularly renowned for, though, is their habit of creating "film projects."

The Moirai "studio" doesn't create a film frequently, as it's a fairly involved process; although they can throw together a presentation in a few nights, they prefer to work on their projects over time. The films themselves can be as simple as a lone narrator - such as another vampire's prize contact - alone in a bare room, or they can be surreal pieces of nastiness, drenched in cryptography and symbolism. However, the Malkavians themselves don't have much control over what form a film's going to take, or so they've claimed. Apparently, the subject matter and "style" of a project comes on the brood in the form of a shared vision, a vision that they're bound to follow - or else be set upon by their own nightmares and obsessions.

When the Moirai have another "show piece" ready for consumption, they add a flyer of their own to the other flyers stapled to the front of the building. The flyers announcing a new Moirai production are as cheap-looking as all the other handbills surrounding them, and they're phrased in veiled language. They do, however, usually refer to a movie house in town and a reference to the vampire who's going to rent the place out to host a "private party." The host always has something to do with the latest work's subject (and he might even be the focal point of the satire), and so far, the host has always agreed to foot the bill for the showing. Failure to do so would imply that he has something to hide, of course; worse, refusal to participate would draw the ire of a Malkavian coterie, which could have very nasty long-term effects.

The Moirai productions aren't all that common; there's typically one every six months or so, although they can come closer together if the Malkavians have something in particular to say. What's more, sometimes the brood shows up as a whole and delivers its latest pronouncements in person - sometimes the old ways are best or most convenient.

But although the Moirai enjoy a healthy amount of influence, their power is far from absolute. Every edict, augury or spilled secret runs the risk of wearing out the city elders' patience - potentially lethally. It's a very fine line the Witnesses walk, which has ensured that they speak only when they can't hold their tongues any longer.

The Vampires

The five Malkavians who've been drawn together are about as tightly knit as you could reasonably expect. Their bonds are largely unspoken, and not nearly as potent as the blood oath - but potent enough to unnerve outsiders. The Witnesses are united by a common set of visions that pass from one to the other like a contagion, instilling the group with a shared need to observe - and to reveal.

Emmanuel Moncrief

Background: The origins of Emmanuel Moncrief are rather hard to piece together - an interesting achievement, given that Moncrief hasn't been a vampire for so much as two whole centuries. It's presumed that he was either Embraced in Europe just before coming to America in the mid-1800s, or that he was a first-generation American before his Embrace. His occasional reference to "old Rufino" points to his sire being Rufino Olevarez, a notoriously neutral Malkavian who played both sides in the Sabbat-Camarilla struggles of the century. It's certainly questionable whether or not Emmanuel Moncrief is his real name - but he's never been known to use any other alias, and he certainly has a reputation for painfully scrupulous honesty.

Moncrief has demonstrated the skills of an expert physician, an erudite scholar and a gifted poet. He's apparently able to draw on a steady source of money as needed, through either skullduggery or previous investments. He isn't particularly adept with modem technology - but then again, few elders are. And, of course, he seems to have developed an interesting taste for the short-subject film. Curiously enough, Moncrief denies having ever been to Hollywood to learn his art; he even denies studying under any human film expert at all. Most presume that this is probably an ego issue, but then again...

The most interesting thing about Moncrief is that he has the acute senses of a carrion crow. Perhaps it's his Malkavian insight that leads him, but Moncrief was reportedly present for several key points in the last century and a half. He was present at several major battles of the American Civil War and both World Wars; he was in Lawrence, Kansas the night they buried their dead, and he was in Memphis the night Martin Luther King, Jr. died. In all cases, he was apparently nothing more than an observer. Those vampires who learn this much tend to get fairly worried, for if all this is true, then what has Moncrief come to observe in their city?

Image: Moncrief almost reminds some people of a Mephistophelean carnival barker; although his features aren't particularly pointed and his dark hair isn't particularly slick, he gives off a faint aura of mildly sadistic showmanship. He speaks in almost completely unaccented English, although he's been known to adopt a slight casual drawl when appropriate. He distinctly avoids archaic clothing, preferring instead immaculate white suits in the latest fashionable cut, typically accented with an appropriately colorful undershirt or tie. His demeanor is faultlessly civil and insightful - and yet, he tends to leave the faint impression that he's enjoying a private joke at somebody's expense. Most people he deals with fervently hope it's not at theirs.

Roleplaying Hints: Be quiet, modest and deferential as needed; you're aware of your status, and don't see any need to laud your position. You prefer simple euphemisms when discussing the Moirai and your work - "our little project," "a minor note," "something of possible interest" - you'd rather let the work speak for itself. Similarly, if delivering a warning in person rather than through a "production," you phrase it in rather understated terms; if they don't understand the importance of your warning, that's their fault, not yours. Savor the "biopics" when you get the chance to make them; there's something in you that greatly enjoys watching other Kindred squirm, and you see no reason not to indulge that portion of yourself.

Sire: Rufino Olevarez
Nature: Bravo
Demeanor: Trickster
Generation: 9th
Embrace: 1830
Apparent Age: Mid to late 30s
Physical: Strength 3, Dexterity 4, Stamina 4
Social: Charisma 3, Manipulation 5, Appearance 3
Mental: Perception 4, Intelligence 4, Wits 4
Talents: Alertness 3, Athletics 1, Brawl 1, Dodge 3, Empathy 4, Expression 5, Intimidation 4, Leadership 3, Malkavian Time 5, Streetwise 2, Subterfuge 4
Skills: Crafts 3, Etiquette 3, Firearms 3, Melee 2, Performance 4, Security 1, Stealth 4
Knowledges: Academics 4, Finance 3, Investigation 3, Law 3, Linguistics 5 (French, Spanish, Italian and German, among others), Medicine 4, Occult 2, Politics 3, Science 2
Disciplines: Auspex 3, Celerity 1, Dementation 3, Obfuscate 4, Presence 2
Backgrounds: Allies 2, Contacts 4, Generation 4, Influence 1, Resources 3, Status 3
Virtues: Conscience 3, Self-Control 4, Courage 3
Morality: Humanity 6
Derangements: Schizophrenia (hallucinations), Fugue
Willpower: 7

Shared Visions

The Moirai's peculiar tendency of receiving shared visions is what makes them as effective as they are. In effect, the brood shares an unusual bond, probably acquired by spending long amounts of time with one another's dementiae. In game terms, whenever one of the Moirai receives a vision or other flash from the Cobweb, the others make immediate Malkavian Time rolls at -1 difficulty to share in the vision.

It's entirely possible that other all-Malkavian coteries or packs might develop a similar rapport, given time. This is entirely up to the Storyteller's discretion - although admittedly, it's not that likely to come up. There aren't many troupes out there where all the players play Malkavians, after all... or at least, as far as we know.

Faye

Background: Every vampire more than a week past his Embrace knows the foolishness of trusting a first impression. Upon meeting a barely pubescent vampire like Faye, a Cainite knows better than to presume that she's as young as she seems. Most Kindred who meet Faye spend some time watching her, observing her habits, and come to the conclusion that she's probably a few decades old - an ancilla, barely, but one who's still too inexperienced to truly think like an elder. After all, she is still under her sire's wing.

It would be mean-spirited to hold these observers' mistake against them. People do have a tendency to underestimate Faye.

Faye Sharpless was born in 1886 San Francisco, just in time to see the fin de siecle with her own eyes. Although her family did their best to shelter their little girl from the altogether too rambunctious outside world, that only heightened her curiosity. As the turn of the century drew nearer, Faye grew more and more restless, dying to see how people would express their passions and fears at the birth of the 20th century. The day of New Year's Eve, she slipped out of the house and began wandering the streets to see for herself.

She never came home. Her bright-eyed face got her into exactly the wrong sort of party, and she realized far too late just why the gentleman at the door had let her in so readily. However, just as the twisted celebrations were about to reach their peak at midnight, she was whisked from her "companions" by another party guest, one who couldn't resist this little gift from Providence. Emmanuel Moncrief slew Faye Sharpless just before the first stroke of midnight, and as the twelfth stroke was fading away, she had been reborn. All of the actual feelings and fears that had so excited Faye were gone, replaced by a gnawing cold with a tiny, dense core of hate.

For the entirety of the 20th century, Faye has been Moncrief's companion and silent partner in crime. Her sire released her from the blood oath several decades ago, mostly as a favor to her, but she decided that she had no particular emotional stake or personal goal that required her to make her own way. She's participated in most of Moncrief's pranks, and played several of her own, but not from any real sense of humor. She serves the Moirai out of duty, and she listens to the communal visions because it's expedient. And to be honest, the others are quite happy this way - they don't care for the thought of Faye developing powerful ambitions.

Faye's one of the Moirai in every sense of the word, but when left to her own devices, she's a very dangerous creature to cross. Where Moncrief prefers to drop a firecracker on an anthill to see the little things scurry, Faye would rather just crush the insects one by one when they stray too far from their territory. Her most recent show of honest emotion was a vicious display during the 1999 New Year's Eve celebration, when old memories of the painful night other Embrace filtered through. She quietly decided to take revenge on the revelers who'd hurt her, even if she had to use a substitute or two in their stead. The police closed the case after three months of fruitless investigation.

Image: Faye looks every inch the part of "elder's toy"; she dresses as others would expect Emmanuel to dress her, and she maintains the look of the consumptive waif to perfection. Her dark hair was cut shoulder-length when she was Embraced, and she wears it in appropriately youthful-seeming coifs; a pageboy bob one night, or a cutely rumpled bird's nest the next. During the Moirai's "public appearances," she tends to stay close to Moncrief, often with one of his long-fingered hands resting paternally (or possessively) on her shoulder. She is noticeably gaunt, and her collarbones show through her almost translucent flesh in a way that many Kindred find quite enticing. She remains expressionless and quiet in public, smiling coquettishly only when her Emmanuel is openly delighted. When on a private errand or hunt, however, she lets a very adult glee show through just before she takes what she wants.

Roleplaying Hints: The party is long over, and you've been left to pick at the remnants of the banquet table with the rest of the rats. But there's no longer enough to go around, and you'll be damned if you let a bunch of rats take whatever they like. That's all they are, really - rats. And sometimes you have to run their warrens and mazes with them, and curtsey to their rat kings, and smile just a little so they won't all come after you at once. But they're rats - just rats. And you'll kill a rat if you get the chance. The only exception is your small circle, the Moirai - who are rats just like everyone else (but you), but they're your rats. You'll protect them from the others. So long as they don't bite you.

Sire: Emmanuel Moncrief
Nature: Monster
Demeanor: Child
Generation: 10th
Embrace: 1900
Apparent Age: 12 or 13
Physical: Strength 3, Dexterity 5, Stamina 4
Social: Charisma 2, Manipulation 3, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 3
Talents: Alertness 3, Athletics 2, Brawl 2, Dodge 4, Expression 3, Intimidation 4, MalkavianTime 4, Streetwise 2, Subterfuge 3
Skills: Crafts 2, Etiquette 2, Firearms 3, Melee 4 (knife), Performance 3, Security 2, Stealth 5, Survival 3
Knowledges: Academics 1, Investigation 3, Law 1, Lingustics 1 (French), Medicine 2, Occult 1, Science 1
Disciplines: Auspex 3, Celerity 2, Dementation 3, Fortitude 1, Potence 1, Obfuscate 4
Backgrounds: Generation 3, Herd 1, Mentor 3, Status 2
Virtues: Conscience 1, Self-Control 3, Courage 5
Morality: Humanity 4
Derangements: Desensitization
Willpower: 8

Lizzie

Background: Not all Malkavians are Embraced to serve a greater purpose. Not all Malkavians are brought over from spite or desire or even pity. Sometimes, the only culprit is proximity.

Elizabeth Ann Morrow grew up all over the United States, the daughter of a career military man. Her father was distant and unmovable; her mother was meek and unambitious; if not for her brother David, she probably wouldn't have laughed very much at all. Even so, the constant moving from place to place and from school to school took a gradual toll on her childhood. She could have been worn down long before her time, but neither her father nor her brother let her give up so easily.

Like most of the country, Lizzie wasn't ready for Vietnam. She wasn't ready for David to enter the service just like their father wanted. She wasn't ready for her brother to be shipped off to 'Nam. And the night that her father called back home with the news that David had been killed, Lizzie shattered.

Lizzie can't remember all the details of what happened next; all she knows is that she ran away from home the night she received the news, and that she wasn't even close to prepared for life on the road. She remembers truck stops, and hitchhiking, and flashes of pain and sorrow - but very little else. She doesn't remember much of the stranger that began obsessively following her, no matter how quickly she tried to get away. And she remembers only a little of the shabby motel 20 miles outside Austin, where she was drained dry and yanked across to the other side.

Even in her wretched state, Lizzie managed to master most of the basics of being a vampire - and a Malkavian. Although she never regained full lucidity, these days she's more or less in control of herself. Her time with the Moirai has strengthened her self-esteem a little, although she remains very vulnerable emotionally, and has a bad tendency of fixating on other people she meets for support. The other Moirai tend to be protective of her for this very reason; the thought of emotionally starved Lizzie in the thrall of the blood oath is all too chilling.

As one of the Moirai, Lizzie has had ample opportunity to sharpen her acting skills, even though a Moirai production is much more like performance art than drama. She receives visions as readily as any other Moirai, and her ability to put other people at ease is very useful for drawing out information.

What's more, Lizzie is the one usually given the task of bringing back food to the haven; it's relative child's play for her to convince drunken party goers to sneak into the old theater for kicks. Her power of Dominate also makes her the designated one to make the prey forget exactly what happened in the theater - she's fond of implanting memories of gigantic rats with sharp teeth. Her skill at luring in prey for her friends has earned her the nickname of "our little fishhook," at least from Jack. For her part, she thinks that's pretty funny.

Image: Lizzie is a charmer. Her features are so remarkably expressive that when she smiles, people fall in love, and when she weeps, people would do anything to make her feel better. She has the remarkable gift of being completely, empathically convincing; when she pays attention to a companion, he feels like he's the most important thing in the universe. When she doesn't want to do something and says so, listeners are convinced that the task must surely be anathema.

For all these reasons, it's no wonder that no two people see precisely the same girl when they look at Lizzie. Most can agree on her frizzled brown hair - save when she's ironed and/or dyed it for the clubs - or on her petite frame - save when she's angry, and seems to gain several inches. Her eyes are just the right shade of hazel that they can seem blue, green, gray or even light brown, depending on what the viewer's expecting.

Roleplaying Hints: You are genuinely, honestly, sincere in your emotions. You can't really feign happiness or sadness; that's just not in your nature. Of course, you use your emotions instead of being led around by them, but you really, truly mean it when you say you're sorry or you're delighted. That's why you're so convincing. This can be very disconcerting, particularly since you can be something of an emotional chameleon at times - if one of your friends is depressed, you pick up their depression all too easily. You're starved for emotional connection, constantly hoping to make a special bond with someone who will always be there for you. Your brood is wonderful, but you still want... more.

Sire: Mourning Ivan
Nature: Conformist
Demeanor: Celebrant/Martyr
Generation: 12th
Embrace: 1970
Apparent Age: Anywhere from a mature 14 to a youthful 35
Physical: Strength 2, Dexterity 3, Stamina 2
Social: Charisma 4, Manipulation 5, Appearance 4
Mental: Perception 3, Intelligence 2, Wits 3
Talents: Alertness 1, Dodge 2, Empathy 3, Expression 3, Intimidation 1, Malkavian Time 3, Streetwise 3, Subterfuge 4
Skills: Drive 1, Etiquette 2, Firearms 1, Performance 4, Stealth 4
Knowledges: Academics 2, Computer 1, Lingustics 2 (French, Spanish), Politics 2, Science 1
Disciplines: Auspex 1, Dementation 2, Dominate 3, Obfuscate 1
Backgrounds: Allies 2, Contacts 4, Generation 1, Herd 3, Resources 2
Virtues: Conscience 3, Self-Control 4, Courage 3
Morality: Humanity 7
Derangements: Manic-Depression
Willpower: 6

Jack

Background: Jack's human life isn't open for discussion. Even his broodmates don't know much about the person he used to be before he was "brought over." Whenever his broodmates have pressed the subject, he blows off the question with a curt reply about being "born dead, and killed again." Whenever outsiders try to get too inquisitive, they get nothing but a sullen stare. He's never shared his last name, or details of his sire - he simply showed up on Moncrief's doorstep one night, claiming to have heard a Call. As it so happened, Moncrief, Lizzie and Faye had all heard something close to the Call - only without words - for the three nights previous. So they took Jack in, assuming that that's what was meant to happen.

Despite Jack's secrecy, there are a few things that Moncrief has pieced together about the youngster's past. Jack was apparently Embraced fairly recently, but he's shown such resistance to Dominate attempts that he's clearly of potent blood. Jack must have received the basic education about vampirism, because he knew to call himself "Malkavian" long before he met the rest of the brood, and he takes to the Moirai's double business of visions and pranking as though he'd been trained for it. Jack's occasional fugue states make Faye and Moncrief wonder if Jack doesn't have some sort of ongoing connection to his sire - in fact, they're starting to wonder just how much of Jack's knowledge is taught and how much is being implanted into his head from an outside source. It's a paranoid theory, of course - but among the clan, it's all too possible.

The most disturbing thing about Jack isn't something that's visible, though: Jack has no particular ambitions at all beyond survival. This might seem almost harmless next to the megalomaniacs or obsessed killers of the clan - but since Jack isn't motivated by anything but stubbornness, there's really nothing that's completely beneath him. He'll set up someone for Faye to murder if she asks, or he'll blow an asshole away himself if need be - after all, what does it matter? At first, Moncrief saw Jack's lack of goals as a positive aspect, something that would make Jack easily molded into the perfect Moirai. Now Moncrief isn't so sure, and he finds himself wondering if Jack's an explosion waiting to happen.

Image: Jack has a common face to match his common name. He looks very much the part of any older vampire's idea of "young rebel" - leather and denim clothing, slightly spiky hair, the odd piercing and so on. If you're being honest about it, his look is rather early '90s, but that's not usually cause for comment. However, his features and demeanor are so unassuming that most Kindred tend to assume that he's the Moirai's ghoul manservant, if given somewhat freer rein than most ghouls enjoy. It's very easy to see Jack as a rebel without a cause or even much backbone for rebellion - which is how he likes it.

Roleplaying Hints: You're a greedy bastard, although it's not something you admit to yourself. Really, you're just trying to get by. That's all there is any more, right? You do what's expected of you - you help keep all the electronics running, you work the cameras and sound, and you generally contribute modern technological know-how where Moncrief and his pet tend to get weak. You like to think of yourself as pretty normal as vampires go, but that's just a facade for what you really know, deep down - that there's nothing normal about vampirism, and that you're a monster whose strings are being pulled by some unknown force. It's an unpleasant thought, and that's why you don't think about it. Really, you don't think about a lot of things. You just act on whatever seems to work best at the time. Sometimes that gets messy, but... well, hey. Them's the breaks. Sire: Unknown

Nature: Rogue
Demeanor: Conformist
Generation: 8th
Embrace: Unknown; presumably within the last 15 years
Apparent Age: 18
Physical: Strength 2, Dexterity 3, Stamina 2
Social: Charisma 2, Manipulation 4, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 4
Talents: Alertness 1, Athletics 2, Dodge 1, Expression 2, Malkavian Time 4, Streetwise 3, Subterfuge 3
Skills: Crafts 4 (electronics), Drive 3, Firearms 3, Melee 1, Performance 2, Security 4, Stealth 3
Knowledges: Academics 2, Computer 2, Investigation 2, Medicine 1, Politics 2, Science 3
Disciplines: Auspex 3, Dementation 2, Obfuscate 2
Backgrounds: Contacts 2, Generation 5, Resources 1
Virtues: Conscience 1, Self-Control 4, Courage 4
Morality: Humanity 5
Derangements: Fugue
Willpower: 6

Garcia

Background: Garcia is the latest addition to the Moirai, and in many ways he's the one who still has the most to lose. Unlike his broodmates, Garcia still has living family members, right in the city, and he's also kept his emotional attachments to them. He's the most human of a brood that's mercilessly driven to interfere in vampiric affairs. Worst of all, he can half-see his own fate - and he wishes he couldn't.

Eduardo Antenio Garcia had a fairly fortunate up-bringing; his father owned a successful real-estate business and was readily able to provide for his large family. Although Eduardo's father was a disciplinarian, the responsibilities he demanded of his children were less crushing when there were six children to bear them all. Eduardo fell between the cracks, retreating into his own imagination while his siblings did their best to live up to their father's demands. And in an attempt to make the most of his imagination, he turned to painting.

Unfortunately, Eduardo's craft never caught up with his talent. No matter how hard he tried, he never managed to work a painting until it was just right - his inspiration came and went at dizzying speeds, leaving him with piles of half-finished canvas. His father forbade him from wasting his time any further, and Eduardo moved across town in response. He kept struggling with his paintings, trying desperately to capture at least one of his visions before it fled - but to no avail.

Maybe his obsession lit up like a beacon to the Malkavians - because they found him soon enough. He met Lizzie while he was working a night shift to make ends meet, and somehow he... stuck in her mind. For reasons that she still doesn't quite understand, Lizzie Embraced him and took him home to the "family." He proved remarkably tractable as young childer go, and was a contributing member of the brood within weeks.

These days, Garcia - now bereft of his personal name - has a little more respite from the visions that used to haunt him. Every time the Moirai finish a project, or uncover a new prophecy of things to come, Garcia sleeps a little more easily for a few days. But the visions have been changing of late, and Garcia has begun waking up with the mephitic smell of Gehenna lingering in his mind. It's only a matter of time before the pranks and prophecies stop being an effective release - and what will he do then?

Image: Garcia is a fairly unremarkable young Hispanic man, somewhat short and squat but not commanding at all. He tends to wear simple, very casual clothing, and favors a Buffalo Sabres baseball cap. At the base of his neck is a tattoo of a cross, a relic from his human life. He speaks softly, almost in a mumble; racist elder vampires are all too willing to believe that this is because he just doesn't speak English all that well, but it's really just a side effect of his none-too-assertive personality.

Roleplaying Hints: It's all very confusing, really. You pretty much understand what this vampirism thing is all about, but it's real hard to make sense of all the visions you keep getting. You tend to confuse your broodmates with your biological family - you know you have a family, but they fade in and out and it's hard to tell who they really are. The most persistent thing that nags at you is a sense of foreboding, but you just can't put your finger on it. It makes you nervous, and you don't like to talk about it. Nobody would understand, anyway. They never do.

Sire: Lizzie
Nature: Visionary
Demeanor: Fanatic
Generation: 13th
Embrace: 1997
Apparent Age: 20
Physical: Strength 3, Dexterity 2, Stamina 3
Social: Charisma 1, Manipulation 2, Appearance 3
Mental: Perception 5, Intelligence 2, Wits 4
Talents: Alertness 2, Athletics 1, Brawl 1, Empathy 1, Expression 4, Malkavian Time 5, Streetwise 1
Skills: Animal Ken 2, Crafts 2, Drive 2, Firearms 1, Stealth 2
Knowledges: Academics 1, Computer 1, Lingustics 1 (Spanish), Medicine 2, Politics 1, Science 2
Disciplines: Auspex 4, Obfuscate 1
Backgrounds: Allies 1, Contacts 2, Resources 1, Status 2
Virtues: Conscience 4, Self-Control 4, Courage 2
Morality: Humanity 8
Derangements: Memory Lapses
Willpower: 6

Using The Moirai

Although the Moirai have been presented here as fitting into a Camarilla city, there's no reason they can't be adapted to serve as a Sabbat pack of advisors to the archbishop. The Malkavian antitribu are somewhat infamous for creating their own tribal packs, and in this case it would be fairly easy to assume that the archbishop tolerates the Moirai because they prove useful.

One of the Moirai's primary uses is as blackmailers or brokers in secrets; like a Greek chorus, they can pop up at the beginning of a story with a warning for one or more characters. They might also pass on an elder's secret to the characters, either out of necessity or curiosity. In either case, they're much more likely to appear when they're unasked for; they see it as their role to drag out the tidbits that nobody's talking about. Although individual Moirai might make good allies or contacts for the characters, the Witnesses as a group refuse to dispense information at another vampire's beck and call. They answer to a higher authority.

Malkavian characters have several more options open to them; any one of the brood might be a character's sire, or perhaps a "sibling" with a common sire. Lunatics with sufficiently high ratings in Malkavian Time might even be considered as potential candidates for joining the Moirai. However, as the Moirai are more loyal to one another than they are to outsiders, a character probably couldn't maintain strong ties to the other players' characters. Unlife among the Witnesses is a very demanding existence, and a player's Malkavian might be better off refusing such an offer. Politely.

Of course, the Moirai act as a frightening collective from time to time - but they are individuals, and they aren't soulless. Any one of them might make a beguiling romantic interest for a character - although a character dallying with Jack or Faye will probably have a much more interesting (and dangerous) time of it. Lizzie in particular has a hunger for attention during her manic cycles, and is very receptive to solace and comfort on her downswing. This might stir up an interesting series of relationships with the rest of the brood, however; what if another Moirai becomes jealous, or doesn't think that the character deserves an "in" with the Witnesses?

In any event, such a romantic relationship won't protect a player character from being the subject of a biopic "project" or warning if the Moirai decide that he's in need; no matter how strong the personal relationship, it's impossible to convince these vampires that what they're doing isn't good for all concerned.

On the subject of romantic subplots, it's also possible that one of the Moirai could become a romantic rival for a character. And there's no telling how this rivalry might manifest itself; Malkavians are capable of great subtlety, and the denizens of the Hyde are no different. If Jack or Faye starts stalking a character's paramour, they're not likely to leave simple, pasted-together "Stay Away" messages for the character's benefit - they're more likely to arrange small incidents or accidents while the couple are together. The whole idea is to make the "interloper" unconsciously associate their paramour with bad luck and strange happenings, eventually driving the two apart. If the character doesn't get the message, then the stalker will take things to the next level - as creatively or even gruesomely as the Storyteller sees fit.

Power Players

Dawn Nakada, Archon

Background: Dawn was just a girl when her parents were sent to an internment camp for the crime of being Japanese-American during World War II. She hit puberty while in the camp, unfortunately attracting the eye of a less-than-dutiful guard in the process. When she disappeared from the camp two months later, her family blamed the camp officials, even petitioning after the end of the war to have the culprit brought to justice. The guard in question was eventually tried and quietly sentenced. Nobody ever guessed that he had been an unwitting blind for Dawn's true abductor, the vampire Julius Abrogard.

Dawn was reeducated at her sire's knee in the art of acting, etiquette and manipulation; he was planning to visit Japan once the war was over, and wanted to use her as another potential blind. Unfortunately, his plans never had a chance to materialize; while he was on another recruitment trip to San Francisco, a Tremere rival slew Abrogard by sorcery and quickly covered up the evidence. Dawn was left waiting in Abrogard's haven, but not for long; when he failed to return after three days, she decided to put her newfound skills to work for herself.

Although Dawn's ethnicity was a drawback in moving freely through postwar America, it was nothing that a little Obfuscate couldn't handle. By being bold where others were timid and cautious where others were overconfident, she managed to neatly acquire a respectable network of contacts and favors along the West Coast. Each time the call for another clan meeting came, she found herself recognizing more and more of the luminaries in attendance. It was at one of these gatherings that she met Maris Streck, who was quite impressed with the savvy and well-connected youngling. The two got on exceptionally well, and Dawn was glad to broaden Streck's information network out to the Western US.

When Streck made her bid for power and won the seat of Malkavian Justicar, she naturally chose Dawn to be one of the first among her new brood of archons. In the circles that even know of her as archon, Dawn is infamous (and hated) as "Streck's pet." She is the justicar's eyes and ears in the western half of the United States, and, if necessary, could draw considerably more charity from Maris than any other erring archon might.

Nowadays, Dawn travels from city to city much as she used to, although this time it's often on the justicar's business. She has found that she is easily underestimated in these times; few elder vampires are used to seeing Asian-Americans in any great numbers, and most assume that she must have been Embraced fairly recently. Dawn never corrects them - at least, not until she must reveal her true rank and purpose.

While not particularly deadly in a straight-up brawl, the ancilla-cum-archon is remarkably lethal when it comes to pulling strings and arranging "accidents." She's not without physical protection, either; although they're never conspicuous, her bodyguards are never far from her. Both are ex-CIA, and have been Dawn's ghouls for 20 years. Needless to say, they are accordingly deadly; the two of them are well-armed and well-trained enough to drop almost any three ancillae who started giving their mistress trouble. In all, Dawn Nakada is exceptional trouble for any city or prince that requires her attention - and woe unto the vampire or mortal who actually gets away with injuring her, for should Maris Streck find out... well, the result would be stickily unpleasant.

Image: Dawn is a small, slender Japanese-American girl, apparently plucked just before coming into full bloom. She fastidiously keeps up with and wears the latest teen fashions, all the better to promote her image of "Embraced just six months ago." Her movements are calculated to project the perfect impression of an overconfident teenager; the only hint to her true nature is at the moment she reveals she has her target over a barrel, when her eyes flash with a glittering, cold wisdom.

Roleplaying Hints: Never let on all that you know. Pepper your speech with teen slang, but speak nervously and politely when in the company of other Kindred, as though you're trying to impress them. Be the very picture of the neonate in over your head until the time comes. And if anyone finds out just who and what you are, use their knowledge of your position and your clan to best advantage. Most Kindred are terrified of the thought of a Malkavian with real power - and well they should be.

Sire: Julius Abrogard
Nature: Conniver
Demeanor: Thrill-Seeker
Generation: 10th
Embrace: 1943
Apparent Age: 14
Physical: Strength 2, Dexterity 4, Stamina 4
Social: Charisma 3, Manipulation 5, Appearance 3
Mental: Perception 5, Intelligence 4, Wits 3
Talents: Alertness 3, Dodge 3, Empathy 2, Intimidation 2, Streetwise 4, Subterfuge 5
Skills: Drive 2, Etiquette 3, Firearms 2, Melee 1, Stealth 4
Knowledges: Academics 2, Investigation 5, Law 3, Lingustics 3 (Japanese, English, Spanish, Cantonese, German), Medicine 1, Occult 1, Politics 4, Science 1
Disciplines: Auspex 4, Dementation 3, Dominate 2, Obfuscate 4
Backgrounds: Allies 2, Contacts 4, Generation 3, Mentor 5 (Maris Streck), Resources 3, Retainers 2, Status 4
Virtues: Conscience 4, Self-Control 5, Courage 3
Morality: Humanity 6
Derangements: Disassociative Blood-Spending
Willpower: 7

Alessio Rlnaldi, the Peacock Prince

Background: The prince of Ravenna is not what one would expect, were one to come on him while he was unawares. He seems a meek, frail but beautiful creature, so gentle that one might wonder if he weeps when he feeds on blood. His form is well-kept, and he dresses well enough, but he hardly projects the aura of command and strength that one would associate with a prince.

But the mask... ah, the mask. The mask is a very different creature.

When Alessio dons the porcelain mask that he calls "the Peacock's face," his personality shifts dramatically. His reticent personality gives way to quiet arrogance; his twinges of compassion vanish in a low, pulsating bloodlust. His bearing becomes kingly and aristocratic enough to please even the oldest Old World Ventrue. Where Alessio is timid and unsure, the Peacock is the very picture of the vampiric prince: elegant, decadent, incisive and commanding. The Peacock's parties are the talk of all Italy, as is his management of his domain; few would have expected one so young to excel at the art of princedom. He has been prince for only 30 years, ever since the previous prince vanished on a fool's errand hunting rumors of the Inconnu, naming Alessio his successor. Very few knew who this "Alessio" person was; but when the Peacock Prince ascended to the throne, they noticed. He has proven remarkably resistant to outside influence (a fact that most attribute to his clan), his charm is unmistakable, and his allies are quite loyal. A few have subtly tried to overthrow him during his reign, but to date every effort has ended in a very public duel in full view of all the court. The Peacock Prince has won each one.

The most cruel twist of all, however, is that Alessio lives in fear of the night when the Peacock's thirst for blood overcomes him during a revel. For should the Peacock unmask to drink, then Alessio will be left naked and helpless before all the court, victim to whatever sport they devise. The thought is enough to give Alessio terrible nightmares during each day's rest, and he often wakes with bloody tears streaked across his alabaster cheeks. But no matter how terrible his fears get, he nonetheless raises the mask to his face with trembling hands each night.

Image: Alessio is a remarkably beautiful young man, with shoulder-length hair and a complexion to rival the Peacock's porcelain mask (which is painted with a pattern of peacock feathers about one eye and across one cheek). When not holding court he dresses simply and comfortably, usually in well-worn casual clothes. As the Peacock, alas, he cannot display his perfect features; however, he atones for this by wearing only the finest and most stylish clothing, whether painstaking recreations of 17th-century court dress or immaculate, tailored pinstripe suits. The exception is during a duel, when the Peacock gladly strips to the waist - all the better that his opponent's blood might be honored enough to fall on his painstakingly sculpted physique. Blood on the finest marble - how exquisite.

Roleplaying Hints: As Alessio, you are humble and tentative, and surprisingly empathic; you exude a vulnerable charm that is quite winning. As the Peacock, you are arrogant, vain and bloodthirsty, and yet exquisitely refined at the same time. You strive to be the perfect host, always entertaining to your guests and magnanimous to your foes - until they irritate you, of course. You thrill to prove your superior skill against inferior opponents, whether through sword play or political maneuvering; in all likelihood, you would be rather less enthusiastic about a fair fight. Fortunately, you have yet to find one.

[Note: The information given after the slashes represent the Peacock's Traits. Obviously, Alessio's derangement has made his perceived dependence on the mask all too real.]

Sire: Lyra
Nature: Conniver/Autocrat
Demeanor: Conformist/Bon Vivant
Generation: 8th
Embrace: 1788
Apparent Age: early 20s
Physical: Strength 4, Dexterity 4/5, Stamina 4
Social: Charisma 2/5, Manipulation 4/5, Appearance 5
Mental: Perception 4, Intelligence 3/4, Wits 2/5
Talents: Alertness 3, Athletics 2/4, Dodge 2/5, Empathy 4/1, Expression 1/3, Intimidation 1/4, Leadership 3/5, Malkavian Time 2, Subterfuge 4
Skills: Drive 1, Etiquette 3/5, Melee 2/5, Performance 1/4, Stealth 3
Knowledges: Academics 4, Finance 2, Law 2, Linguistics 3 (English, Latin, French, Greek), Politics 2/4, Science 2
Disciplines: Auspex 3, Celerity 4, Dementation 1, Obfuscate 2, Presence 2/4
Backgrounds: Allies 4, Contacts 5, Generation 4, Resources 4, Retainers 1, Status 5
Virtues: Conscience 3/1, Self-Control 2/4, Courage 2/5
Morality: Humanity 7/Humanity 4
Derangements: Multiple Personalities, Power-Object Fixation
Willpower: 4/9

Dr. Douglas Netchurch

Background: Some might find it odd that the fore-most expert in the field of Kindred pathology, hemotology and neobiology is in fact a Malkavian. Those regrettably unlearned souls have obviously never met Dr. Netchurch. Although the madness of his clan certainly grips his mind, the good doctor's scientific genius is unmistakable.

Douglas Netchurch was born before the turn of the century, to an affluent New England family with a long history in the medical profession. Although his older brother was something of a disappointment to the family, Douglas turned out to be everything they could have asked for, easily flying through school with top marks. Several universities offered him quite generous scholarships, but ultimately he chose no single one; instead, he chose to spread his higher education out over a number of schools, including study abroad.

When the First World War erupted, Dr. Netchurch chose to leave his Boston practice and return to Europe, assisting the local hospitals in the treatment of fallen soldiers as best he could. He came to know the diseases and infections of the filthy trenches firsthand, as well as the horrors of chemical warfare - and he never so much as flinched.

It was there that he was drawn into the orbit of Trimeggian, a powerful Malkavian and fellow scholar of the medical arts. Trimeggian, who had been drawn to the Great War out of curiosity, was quite impressed by the resolve and insight of the American doctor. It seemed only natural that such a prodigy of modern medicine would prove most useful in applying the cutting edge of medical science to analyze the human and Kindred condition alike. And he was not disappointed - his childe rose to the occasion with all the dedication and rationality one would expect from a Netchurch.

Today Dr. Netchurch operates a covert (but quite professional, mind) facility in the Raleigh-Durham Research Triangle area, where he turns "research grants" of blood, money and volunteers into highly credible findings about vitae, ghouling, revenants and many other subjects of interest. He is primarily assisted by his childe, Dr. Nancy Reage, a brilliant psychologist whose fixation with her sire and former domitor survived - and was even strengthened - by her Embrace. Netchurch is apparently quite unaware other amorous obsession; then again, perhaps he knows and has simply classified it as an understandable and nonproblematic behavioral pattern. Whatever the case, her bedside manner is certainly more... generous than his own: yet another asset which makes her invaluable.

Image: Dr. Netchurch is an impeccably groomed man with short-cut ash-blond hair and round glasses (which, given his superior Auspex, are certainly an affectation or obsessive habit). He moves briskly and efficiently, and speaks in a level, measured tone at all times; deliberate attempts to rattle him are met with subtle, icy condescension. Within the confines of his laboratory (where he feels most at home) he dresses like the scientist he is; when forced by circumstance to leave, he wears a suit that's perfectly immaculate, if slightly out of fashion.

Roleplaying Hints: You are consumed with a drive to understand the Kindred condition in all its permutations. Unfortunately, it seems unlikely that you'll achieve this goal any time soon, but you do have all the time in the world. You are decidedly contemptuous of the more "occult" beliefs of your fellow Kindred, and patently don't believe in Gehenna; even your connection to the Network is vestigial. However, although you consider Thaumaturgy, Noddism and the like superstitious bunk, you have enough tact not to mention your feelings in front of others. Be reserved, speak only when you have something that needs saying, and keep clear of politics as much as you can; ultimately, only the pursuit of scientific understanding of the preternatural matters, and everything else is a distraction.

Sire: Trimeggian
Nature: Visionary
Demeanor: Director
Generation: 7th
Embrace: 1915
Apparent Age: 30s
Physical: Strength 3, Dexterity 4, Stamina 3
Social: Charisma 3, Manipulation 2, Appearance 2
Mental: Perception 4, Intelligence 5, Wits 3
Talents: Alertness 5, Dodge 2, Empathy 2, Expression 2, Intimidation 4 (bloodless stare), Leadership 2, Subterfuge 3
Skills: Drive 1, Etiquette 2, Firearms 1, Security 2, Stealth 2
Knowledges: Academics 4, Computer 1, Investigation 4, Law 2, Linguistics 4 (Latin, Greek, Spanish, French, German, Italian), Medicine 5 (Kindred/ghoul pathology), Science 5 (Vitae hemotology)
Disciplines: Auspex 4, Celerity 2, Dementation 1, Dominate 4, Fortitude 1, Obfuscate 3, Potence 1, Presence 1, Protean 1, Vicissitude 1
[Note: Netchurch's studies have exposed him to a great many bloodlines, and he has learned the basics of several "semi-intuitive" Disciplines in the course of his experiments. Storytellers might want to grant him a dot in any other semi-physical Discipline that he is currently studying; however, Netchurch classifies Thaumaturgy and similarly "occult" Disciplines as "mystical" in nature, and has neither inclination nor talent to unravel such.]
Backgrounds: Allies 1 (Dr. Reage), Contacts 3, Generation 6, Herd 3 (orderlies/testsubjects), Mentor 4, Resources 3, Retainers 2, Status 2
Virtues: Compassion 2, Self-Control 5, Courage 4
Morality: Humanity 6
Derangements: Obsessive/Compulsive
Willpower: 9

Vasantasena

It is probably not a comfortable thought to the pillars of the Camarilla that Vasantasena, one of the key influences in the creation of both Camarilla and Sabbat, still walks the night. First among the Malkavian antitribu, prophetess of dark enlightenment, guiding sybil to the innermost circles of the Sabbat - she is a terrible, frightening figure in both myth and reality.

Vasantasena was, as the stories tell, a princess born into a great Indian royal house just before the end of the first millennium AD. Her sire was a vagrant Malkavian, a holy man in life and undeath alike. The two were inseparable, and they came to Europe during the Inquisition. There they were instrumental in the Camarilla's formation, the beacon that rallied their clan behind the newborn sect.

For that alone, Vasantasena would be infamous. But she quickly grew disenchanted with the Camarilla and its seeming refusal to believe the stories of the Antediluvians, and she and her newfound brood of anarchs moved on to become a cornerstone of the equally fledgling Sabbat. If not for her insider's knowledge of the Camarilla's formation and tactics, the Sabbat would certainly have taken many more hits, and might never have survived to modern nights.

To this night, Vasantasena is a legend among her Sabbat kin. Even those who don't know the history of her contributions have heard of the fiery, evangelical Malkavian who derides the Paths of Enlightenment as cheap, empty substitutes for true understanding. It's said that her powers of Auspex are so great that she sees all that happens within the Sabbat; certainly, not even the oldest archbishop can remember ever surprising her in any way. She is admittedly obsessive on the subject of the Antediluvians, whom she fears greatly, but nonetheless she remains one of the most perceptive and insightful vampires in all the Sabbat. Although the sect would certainly survive her loss, it would lose a great part of its spirit.

Anatole

Perhaps it was mere chance; perhaps there was something more at work. There's certainly ample argument for the hand of Providence - for how else could a poor French man-at-arms with some faith and little wisdom rise to become the Prophet of Gehenna?

Anatole's last name was lost somewhere along his long road; all that is known for certain is that he was a Parisian guardsman who was taken by Pierre L'lmbecile in the latter half of the 12th century. His human faith in God and the Church somehow survived the Embrace, but not unchanged; the young vampire began to see signs and portents that, he claimed, were bestowed by the Father as warnings of the coming of Gehenna. (And whether by "the Father" he meant God or Caine, none could say from night to night.)

Over the course of the centuries, Anatole managed to win equal measures of fame and infamy. Although many a prince suspected him of diablerizing elders (as a form of "communion," or so it was rumored), his prophetic warnings gained him a stay of execution. He kept company with similarly "dangerous" allies, among them the dangerous Lasombra antitribu Lucita and the far-ranging Noddist scholar Beckett. With their help, Anatole continued to wander Europe and America alike, often emerging on the cusp of strange and portentous events to offer warnings to his fellow Kindred.

Unfortunately, the stories of most prophets end in martyrdom, and Anatole was no exception. During the Week of Nightmares, Anatole began receiving impulses that the time was very near, and that one last "necessary" thing was left to accomplish before Gehenna broke wide open. He followed his vision one last time to a cave in upstate New York, where he found a blasphemous sculpture of flesh and stone, pulsing with a power great enough to belong to an Antediluvian. The Prophet of Gehenna knew all too well what came next - and he offered himself up to the horrific sculpture, blending his flesh with its.

His last nights, spent fused with this strange work - and somehow connected to the power behind it - were nights of delirium more fevered than ever before. Whatever visions he had, whatever he saw in the hours he spent still half-conscious - it drove him to scrawl his final words across the walls of the cave, penning near-volumes of garbled prophecy and Gehenna lore in his own blood. At last, he perished utterly, his task complete.

But although Anatole and his accumulated wisdom were lost to the Cobweb, his final ravings did not go unseen. Some of his writings were gathered up by members of his own clan; other fragments are rumored to be in the hands of the Setites, who no doubt are cross-referencing the convoluted forewarnings with their own clan's Gehenna prophecies. And if synchronicity has had its way, a final portion of his vision might rest with the Salubri, or with the Tremere who succeeded them. But for now, nobody can say for sure.

Fabrizia Contreraz, Sabbat Archbishop

She was never meant to be successful; she was appointed out of spite, not respect. Nobody expected the mad neonate to actually be able to hold the reins of power. Nobody thought she'd be able to control Miami, much less orchestrate the conquest of several more Camarilla cities.

But those of Malkav's line are full of surprises.

Fabrizia was a helplessly insane prisoner in a Mexican penitentary at the time of her Embrace, chosen as cannon fodder for a skirmish in Houston. However, Malkav's blood, while still tainted with madness, gave her an unusual gift of lucidity. She became her sire Licero's lover rather than his pawn, and the two of them were as infamous among the Southwest's Kindred as Bonnie and Clyde. When Licero was lost in the Miami siege, his regent, Galbraith, blamed Fabrizia for being a distraction. Rather than openly work revenge on the youngling (which would certainly be seen as ludicrously petty), Galbraith instead appointed the distraught Fabrizia archbishop in the hopes that the position's demands would destroy her. The regent was sorely disappointed - Fabrizia proved remarkably alert, exceptionally organized and meticulously patient. Ironically, Galbraith could not have asked for a better, more committed, more effective archbishop.

And Fabrizia has been a vampire for only 15 years.

Tonight, Fabrizia is more than a thorn in the side of the East Coast Camarilla - she is a barbed spearhead. She monomaniacally plots to capture more and more cities from the Camarilla, and has placed agents in several key cities in anticipation of further movements. Atlanta's recent fall to the Sabbat has caused quite a stir in Camarilla and Sabbat circles alike, as the various Kindred try to figure out just how much of that conquest was due to Fabrizia's planning.

It's tragic, really. All she ever wanted was to spend the rest of her nights with her beloved Licero. Now the East Coast will bleed for her loss.

The Ankou

Camarilla or Sabbat, every clan has its tales of ancient terrors stalking the night, creatures that kill their grandchilder without remorse or pity. One such legend, at least among the Malkavians, is that of the Ankou.

The Ankou is the Reaper itself - a thing of grave earth and rust, of rot and wormwood. Where its legend has filtered into human lore, it is depicted as a remorseless, lifeless monster that silently treads lightless country roads with ox-cart and scythe, coming upon its victims as suddenly as a sickness, cutting their lives from them, and heaving them into its cart. And it is in this form that it will sometimes appear in a Malkavian's dreams or visions, if always fleetingly.

Those Malkavians who know of the Ankou treat its legends with equal parts reverence and loathing. A few have said that it is the first of the serial killers, or possibly their patron saint. The most reliable visions hint that is a Methuselah - not one of Malkav's direct childer, but a grandchilde and faithful servant to its 4th-generation parent (who, perhaps thankfully, remains nameless). If rumors can be trusted, it was birthed in the days when agriculture was a budding art, and was perhaps even slain and Embraced as a sacrifice to some earth-goddess. However, its duty to the earth did not end with death.

Its powers are seemingly so great that it can roam the back roads of Lupine territory unmolested, or even vanish from one place to appear miles away. It can also, if tales can be trusted, travel with its spectral cart invisibly and intangibly through even the most bustling neon downtown - visible only to its victims, and even then only as a faint smell of corruption and a heavy blow from behind. Vampires, particularly Malkavians, are known to vanish from their hunting grounds without a trace all the time - but sometimes after a disappearance, the word drifting along the Network, repeated in neural whispers, is "Ankou."


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