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MALKAVIAN

What more need be said?

Diane Whitlock, Primogen
Sire: Edna Griffin
Clan: Malkavian
Nature/Demeanor: Perfectionist/Director
Generation: 10th
Embrace: 1829
Apparent Age: 30
Physical: Strength 2, Dexterity 3, Stamina 2
Social: Charisma 3, Manipulation 4, Appearance 4
Mental: Perception 5, Intelligence 4, Wits 4
Talents: Acting 2, Alertness 3, Empathy 4, Intimidation 2, Leadership 3, Streetwise 2, Style 3, Subterfuge 4
Skills: Cleaning 5, Drive 2, Etiquette 4, Firearms 3, Game Playing 2, Music 3, Repair 2, Security 2, Stealth 1
Knowledges: AK: Baltimore 3, Camarilla Lore 2, Computer 2, Finance 3, Kindred Lore 3, Law 1, Linguistics 3, Malkavian Lore 3, Malkavian Time 4, Politics 3, Sabbat Lore 1, Science 1
Disciplines: Auspex 5, Celerity 2, Dementation 4, Dominate 4, Obfuscate 4, Presence 2
Backgrounds: Contacts 3, Herd 2, Influence 1, Retainers 4, Resources 5, Status 4
Merits/Flaws:
Derangement: Compulsive about neatness and order
Virtues: Conscience 3, Self-Control 3, Courage 3
Humanity: 6
Willpower: 8
Blood Pool/Max per Turn: 13/1
Image: 5'7", Black hair cut short, green eyes; very neat business attire.
Roleplaying Hints: You don't drawl; even your speech is neat and clipped. Be proper at all times, and don't abide disorder or -- ech -- dirtiness. Always go for a neat solution to any problem, even if it may seem cruel. Oh, and never ever say the word "blood". Ever.
Background: Diane was always somewhat compulsive about neatness; it was a womanly art in her family. With the Embrace it grew to an obsession. Diane lived in New York for a number of decades, moving to Charleston after the Civil War to escape the escalation of Sabbat activity. In the opening of Baltimore she found an opportunity to return to the more "civilized" North, and advance in status as well.
Haven: Neoclassical Mansion
Influence: Her business interests include cleaning and maid services in several southern states.
City Secrets: A

Jim Nimoy, OCL
Sire: Josh Tadcliff
Clan: Malkavian
Nature/Demeanor: Varies (usually Bravo/Gallant)
Generation: 9th (10th)
Embrace: 1975
Apparent Age: 23
Physical: Strength 3, Dexterity 3, Stamina 4
Social: Charisma 3, Manipulation 2, Appearance 3
Mental: Perception 4, Intelligence 3, Wits 4
Talents: Acting 2, Alertness 3, Athletics 3, Brawl 3, Intimidation 1, Streetwise 1, Subterfuge 1
Skills: Drive 3, Firearms 3, Melee 2, Repair 2, Security 2
Knowledges: AK: Baltimore 2, Camarilla Lore 1, Communications 3, Computer 2, Electronics 2, Investigation 3, Kindred Lore 2, Law 2, Linguistics 2, Occult 1, Malkavian Lore 1, Malkavian Time 1, Sabbat Lore 2, Science 2,
Disciplines:
Auspex 3, Celerity 3, Dominate 1, Fortitude 1, Obfuscate 2
Backgrounds: Herd 1, Resources 2, Retainers 1, Status 2
Merits/Flaws:
Derangement: Multiple Personalities (Star Trek)
Virtues: Conscience 2, Self-Control 3, Courage 4
Humanity: 6
Willpower: 7
Blood Pool/Max per Turn: 14/2
Image: 5'8", medium build. Short brown hair, gray eyes.
Roleplaying Hints: Switch to whichever persona is most appropriate at the moment: Spock (Fascinating. . .), McCoy (Dammit, I'm a x, not a y. . .), Scotty (It'll take days. . .), Checkov, Sulu or Kirk (possibly the most annoying persona).
Background: Jim (no one has bothered to determine if this was his birth name) remembers very little about his breathing years, but insists he's never seen an episode of Star Trek. Right. Nimoy readily joined the Order of the Crimson Lion when it was formed, and he is a diligent fighter and scout, using Auspex to scan for enemy incursions.
Haven:*
Influence: He has no political agenda to speak of. As a member of the Order of the Crimson Lion, Jim acts a floater, sometimes team leader, sometimes communications officer.
City Secrets: B+

Dr. Vincent Greer
Sire: Mad Madeline
Clan: Malkavian
Nature/Demeanor: Manipulator/Pedagogue
Generation: 12th
Embrace: 1887
Apparent Age: 45
Physical: Strength 2, Dexterity 2, Stamina 2
Social: Charisma 4, Manipulation 5, Appearance 3
Mental: Perception 5, Intelligence 4, Wits 4
Talents: Acting 3, Alertness 2, Brawl 1, Empathy 4, Intimidation 2, Subterfuge 3
Skills: Animal Ken 1, Drive 2, Etiquette 2, Firearms 1, Melee 1, Psychoanalysis 5, Security 2, Stealth 2
Knowledges: AK: Baltimore 2, Camarilla Lore 1, Computer 1, Finance 2, Investigation 3, Kindred Lore 3, Law 2, Linguistics 4, Malkavian Lore 4, Malkavian Time 3, Medicine 3, Occult 2, Politics 2, Psychology 6, Sabbat Lore 1, Science 3
Disciplines: Auspex 5, Dementation 5, Dominate 3, Obfuscate 2, Presence 1
Backgrounds: Allies 2, Contacts 2, Fame 1, Herd 3, Influence 1, Resources 2, Retainers 5, Status 3
Merits/Flaws:
Derangement: Obsessed with the workings of the mind (esp. insanity)
Virtues: Conscience 2, Self-Control 4, Courage 4
Humanity: 5
Willpower: 8
Blood Pool/Max per Turn: 11/1
Image: 5'10", Short black hair w/ a touch of gray. Brown eyes. Often seen in a rumpled suit or a lab coat.
Roleplaying Hints: Clinical and analytical, although your obsession creeps to the surface on occasion.
Background: While not Sabbat, he nonetheless managed to get himself ignored by the former rulers of the city. He would probably do the same with the new administration, but the Malkavian Justicar gave Wayne Mason Sanitarium to the new Prince, to be administered under the auspices of Dr. Greer.

Dr. Greer is almost as good at curing insanity as causing it. What's more, he does it on occasion (is it right to give someone their sight if they prefer blindness?). Elders sometimes allow him to "experiment" of opponents in politics or business, driving them slowly insane, until they have to be replaced by someone more to the Kindred's liking.
Haven: Wayne Mason Sanitarium
Influence: Dr. Greer is a very prominent member of the mental health community, and much research on mental illness occurs in his facilities. In addition, he is a known figure with some influence among the wealthier families in the area, as several members of these prominent families have been "put away" here.
City Secrets: A+


Angelica Weaver (The Angel of Death)
Sire: ?
Clan: Malkavian
Nature/Demeanor: Optimist/Caregiver
Generation: 8th
Embrace: 1914
Apparent Age: 17
Physical: Strength 2, Dexterity 3, Stamina 3
Social: Charisma 4, Manipulation 3, Appearance 5
Mental: Perception 3, Intelligence 2, Wits 2
Talents: Acting 2, Alertness 2, Brawl 1, Dodge 3, Empathy 4, Streetwise 1, Subterfuge 2
Skills: Animal Ken 1, Etiquette 2, Music 3, Security 1, Stealth 4, Survival 1
Knowledges: AK: Baltimore 2, Linguistics 4, Malkavian Time 2, Medicine 3, Occult 2
Disciplines: Auspex 5, Dominate 3, Obfuscate 4, Presence 2
Backgrounds: Allies (Euthanatos) 2, Status 1
Merits/Flaws:
Derangement: Delusion (Angel of Death)
Virtues: Conscience 4, Self-Control 4, Courage 4
Humanity: 8
Willpower: 7
Blood Pool/Max per Turn: 15/3
Image: Blonde, pale, blue eyes, thin, 5'4", looks 17. Often dresses in white lace, but may wear black as well.
Roleplaying Hints: Radiate an aura of peace. You never appear angry, but rather calm and speak quietly.
Background: Angelica's family had succumbed to the influenza epidemic, and she was next. During the night, as she lay in a stupor in the apartment that reeked of death and sickness, a beautiful woman came to her and kissed her throat. Rapture and bliss were followed by a calm understanding that an angel had come to take her away. The angel replied to her unspoken thoughts, saying that she was making Angelica an angel so that she may free others from suffering. And so Angelica became the Angel of Death, seeking out the dying and taking their lives to alleviate their pain. Now, she spends most of her time alone, seldom taking part in Kindred Society.

Haven: Her haven is a graveyard near where her family died.
Influence: None.
City Secrets: F

 

Cynthia Barrett

Sire: Leia Umstead
Clan: Malkavian
Nature/Demeanor: Manipulator/Bon Vivant
Generation: 9th
Embrace: 1979
Apparent Age: 22
Physical: Strength 2, Dexterity 4, Stamina 3
Social: Charisma 3, Manipulation 2, Appearance 3
Mental: Perception 5, Intelligence 4, Wits 3
Talents: Alertness 1, Brawl 1, Dodge 2, Empathy 4, Masquerade 2, Streetwise 2, Style 2, Subterfuge 2
Skills: Dancing 3, Hypnotism 2, Meditation 2, Security 2, Singing 4, Stealth 3,
Knowledges: AK: Baltimore 2, AK: Night Life 3, Camarilla Lore 2, Fae Lore 1, Kindred Lore 2, Linguistics 2, Malkavian Lore 1, Malkavian Time 2, Occult 2
Disciplines: Auspex 5, Dementation 3, Obfuscate 2
Backgrounds: Contacts 1, Herd 4, Resources 2
Merits/Flaws: Medium, Absent Minded, Compulsion (singing softly), Pitiable
Derangements: Schizophrenia
Virtues: Conscience 3, Self-Control 3, Courage 2
Humanity: 8
Willpower: 6
Blood Pool/Max per Turn: 14/2
Image: 5'6", Extremely thin, with a mop of black hair <a good image: Juliette Lewis from the video "Come to my Window">. Often wears trashy black threads (like Death from "Sandman") but other times she borrows her wardrobe from the Sanatorium.
Roleplaying Hints: You like to sing to yourself -- pop songs, bits of "The King and I," or whatever. Now and then, the voices come. Sometimes they tell good secrets, like what the Tremere primogen told her assistant to tell no one else. When you get stressed, they tell you things you don't want to hear. You don't know how to shut them up, although when Dr. Greer gives you your "meds" it seems to help a little.
Background: Cynthia born into a slightly dysfunctional middle-class home in Annapolis. Her behavior became erratic when she was 13, after her parents divorce. Her father remarried a year later, but her step-mother's antipathy aggravated her mental illness. At her step-mother's insistence, she was institutionalized when she was 16. Cynthia was in and out of psychiatric facilities until she was 22, when a Malkavian inpatient Embraced her. Dr. Greer found her and had her transferred to his facility.


Cynthia often stays at the Sanatorium, and can also be found in the various nightclubs around town. The local sluagh like to trade secrets with her, and may help her out now and then.

Haven: Usually the Wayne Mason Sanatorium, but also maintains an apartment.
Influence: Cynthia has little influence on the city affairs. Spends much of her time in nightclubs or shopping.
City Secrets: B