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