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Author Topic: Malkavians  (Read 2934 times)

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Offline [archive] menkeystat

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Re: Malkavians
« on: January 05, 2005, 01:00:00 PM »
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  •                 As I lay unable to sleep last night, I was thinking of things to pass the time.  It came to me that there is no reason for the Malkavian clan to survive.  Look at the other two clans to die off, the Salubri and the Cappadocian.  They offered nothing to Cainite society, and therefore little notice was given to them when they were destroyed.  The Salubri were an ineffectual and subversive element, and they were little missed.  By the time of the destruction of the Cappadocians, the Tremere had already supplanted them as viziers.
     
     But what about the Malkavians?  They offered nothing, except the occasional insight, and sparingly, at best.  They did not have a charismatic front, like the Toreador, and could easily become risks to the Masquerade and other laws.  Is their survival due to the fact they mostly slip under the radar, good karma, or the fact that since they were one of the original clans, the developers did not want to take them out?  I think it may be the latter.  Although, Justin was not a fan of them, and originally planned them (or the Ventrue) to be destroyed instead of the Ravnos.                        

     

                                                      

    Offline [archive] VColeV33404163

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    Re: Malkavians
    « Reply #1 on: January 05, 2005, 01:29:00 PM »
                    In Reply To #1
     
     Surprisingly the Malkavians, offer probably the most wide range of flexability. They are just as good as the Nosferatu in getting info, they have the "insight" which most games and such do not play into effect much, they are constantly convincing other clans into thinking they are from a different clan.
     
     Also..... they tricked every clan into forgetting about thier discipline of Demenitation for awhile, then got them to believe they are being infected when they decided to start using it again.
     
     I think them being the most versitle of the clans is which has helped make them strive.
     
     
     I mean you have to give it up to a clan when a Malk and a malk antri fight, fighting from both sides stop to move to another area to to fight, to stay away from them two.                        

     

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    Offline [archive] Grudgeal

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    Re: Malkavians
    « Reply #2 on: January 05, 2005, 01:34:00 PM »
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     Fear factor, I would assume. As the opening for the clan reads, after all: 'Even other damned fear the Malkavians'. Apart from that, well, consider that the entire clan is, to the last, mentally crippled. And yet, they survive just fine on their own. Should speak something of their abilities when they manage despite being utterly insane to the last of them. Also, consider how what a waste of resources that would be, considering the current state of the Jyhad and all. You said it yourself - they contribute *nothing* (which, by the way, I'd dispute). From a darwinist point of view, it makes no sense to spend time and resources to exterminate a non-rival, even if he is a non-friend as well.
     
     In other words, several factors, really.                        

     

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    Offline [archive] arathalion_5

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    Re: Malkavians
    « Reply #3 on: January 07, 2005, 09:08:00 AM »
                    In Reply To #1
     
     have you read about clan malkavians part in the elder anarch war? the cammarila would not exist if not for the malkavians,
     and then do you think that you could wipe them out, they are so versitile, how do you know who is malkavian? and then who is malkavian?                        

     

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    Offline [archive] Year_of_the_Scarab

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    Re: Malkavians
    « Reply #4 on: August 04, 2005, 05:07:00 PM »
                    (Thread is over a half year old, but I think it deserves more attention than it got originally. So to that end:...)
     
     First off, Clan Malkavian is probably the hardest to roleplay, and as such it'd be a shame if it were to be replaced by, say, the Children of Osiris, for instance. At the same time however, I often wished the clan gone, when seeing how people butcher it by playing ridiculous clown characters, more fitting a Marvel comic book, than V:tM.
     
     
    stat posted:

     Is their survival due to the fact they mostly slip under the radar, good karma, or the fact that since they were one of the original clans, the developers did not want to take them out?  I think it may be the latter.

     
     Well, to this I would add the following: mass appeal. This ties directly into the above argument about clown characters et al. Playing Malkavians is often used (in my experience at least) as an excuse to make "silly type loony" characters, and as such - tons of fun for your average powerplayer and Buffy&Angel-viewer.
     
     Especially now, post-Bloodlines, the image of the "Wacky ol' Malk" seems wide spread, in no small part thanks to how the game portrayed the PC character. Well, thinks me, anyhoo.
     
     peace                        

     

                                                      

    Offline [archive] Vongetta

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    Re: Malkavians
    « Reply #5 on: August 05, 2005, 06:31:00 AM »
                    Really? I've started playing as a Malkavian, but I found that I perfectly understood every option that my character comes up with. They read like poetry to me, not at all clownish or the silly sort of madness. Suffice to say, they speak in riddles, which require some (deep) thought, and IMO Malkavians are not completely impossible to grasp. For some of them, their madness may appear subtly, while everything else functions as normal.                        

     

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    Offline [archive] Year_of_the_Scarab

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    Re: Malkavians
    « Reply #6 on: August 05, 2005, 05:17:00 PM »
                    In Reply To #6
     
     Poetry? Well, I suppose.
     
     Still, we had a discussion with a couple of ST's at a rpg-con here a while ago (yeah, I was at a con, I don't care what you think :P) and the general experiences with Malk-players were pretty funny (that sad sort of "funny").
     
     I didn't actually mean they're impossible to grasp, just that they're (intended to be) way more labile than some would have them. It's kinda like what someone wrote in the "incestousness in vampire" thread you started (I believe that's what it was called) that their Malkavian is all "Good Samaritan" with a golden heart and shit.
     
     No other clan would let a player get away with such things, hence the "mass appeal" statement.
     
     peace                        

     

                                                      

    Offline [archive] IamVincentGallow

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    Re: Malkavians
    « Reply #7 on: August 05, 2005, 05:44:00 PM »
                    You couldnt wipe out all the Malkavians for the simple fact that you prabably couldnt find them all. Theyre crazier than shithouse rats so their movements can be as random as any of their other actions.  They can blend into basic elements like Gangrel, so they could litterally be anywhere. On a long enough timeline all vampires become insane and Im not gonna be the one goin around checkin all thos batshit elders' death certificates. If thats not enough for you, most of um will see it commin a mile away.
     Who would even want to kill off the malkavians?  They make unlife interesting. Anyhow, few mortals would want their blood and most kindred would be afraid to drain them as well.
     
     Mark my words. When nuclear winter comes itll be celebrated by some cockeyed Malkavian and his sledteam of cockroaches.                        

     

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    Offline [archive] MoonMad:P

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    Re: Malkavians
    « Reply #8 on: August 06, 2005, 01:23:00 AM »
                    By the sounds of it, no one likes to play the sociopathic serial killer Malkavian - the type that cuts his arms up for no reason and stares piercingly through everyone he speaks to etc etc. Who said they have to be wacky/witty/funny. I think the way Jack Nicholson protrayed the joker in Batman would be a good way to roleplay a Malkavian.                        

     

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    Offline [archive] Year_of_the_Scarab

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    Re: Malkavians
    « Reply #9 on: August 09, 2005, 06:05:00 AM »
                   
    MoonMad posted:

     I think the way Jack Nicholson protrayed the joker in Batman would be a good way to roleplay a Malkavian.

     
     With what you said eariler I agree.
     
     As for other good Malkavian embodiments movie-wise I'd also name:
     
     - J. Nicholson as Jack Torrance, "The Shining"
     - K. Spacey as the killer, "Se7en"
     - B. Ling as Mycca, "The Crow"
     - "Pi"...
     - "12 monkeys"...
     
     No particular order, those just sprung to mind.
     
     Still though, I have yet to witness a rp'ed Malk which would come close to the above mentioned. It's not that clan Malkavian has no potential (although it is quite overrated), it's just it never should've been a playable clan. Throw em in with the Baali as NPC only characters, and they may become useful. Being how it is, like it was said in another thread ("M. aren't insane, are they" I believe), coincidentally by stat, Malks usually break the mood for other players and become tiresome for ST's.
     
     Again - in my experience at least.
     
     peace                        

     

                                                      

    Offline [archive] menkeystat

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    Re: Malkavians
    « Reply #10 on: August 08, 2005, 02:21:00 PM »
                    In Reply To #8
     Nuclear winter hasn't come yet, but Malkavians (along with all the other Kindred) are gone.                        

     

                                                      

    Offline [archive] MaxPower4772610

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    Re: Malkavians
    « Reply #11 on: August 09, 2005, 04:00:00 PM »
                    In Reply To #1
     
    stat posted:

     As I lay unable to sleep last night, I was thinking of things to pass the time.  It came to me that there is no reason for the Malkavian clan to survive.  Look at the other two clans to die off, the Salubri and the Cappadocian.  They offered nothing to Cainite society, and therefore little notice was given to them when they were destroyed.  The Salubri were an ineffectual and subversive element, and they were little missed.  By the time of the destruction of the Cappadocians, the Tremere had already supplanted them as viziers.</quote>
     
     The Salubri offered nothing? The healer Clan, the bearer of the secret of Golconda? The Warriors of honor? The Protectors of the frist City, der children of Saulot? The reason they were exterminated was that Saulot decided so, because he wanted to see how his other clan (next to the Baali) woĂșld do if anyone, nearly anyone hunted them as it happened to the Baali. And it was easy to hate them, beacuse the Tremere spreaded rumours about the Salubri being diablerists. And this was one of the reasons for the Tremere Success, the other one were the Gargoyles and the fact, that Saulot let him self be diablerized by Tremere. If not for the Gargoyles, the Tsimizce (?) would have eradicated every last one of the Tremere for stealing their blood. And third, the Tremere established their Clan as one of the founders of the Camarilla and ever pushed it forward. And with so many Problems, it was easy to forget the Salubri.
     The Cappadocians were weak, sure, but they were also bearers of great Knowledge about Cainite condition. Only noone wanted to meddle with the Necromancers.
     <quote by="stat">
     But what about the Malkavians?  They offered nothing, except the occasional insight, and sparingly, at best.  They did not have a charismatic front, like the Toreador, and could easily become risks to the Masquerade and other laws.  Is their survival due to the fact they mostly slip under the radar, good karma, or the fact that since they were one of the original clans, the developers did not want to take them out?  I think it may be the latter.  Although, Justin was not a fan of them, and originally planned them (or the Ventrue) to be destroyed instead of the Ravnos.

     
     The offer much, just think of Dr. Netchurch.
     And why have the Ravnos killed instead of the Malkavians? If the Malkavians went mad, who would care? Who would fear Gehenna because of it? following your logic, Clan Gangrel would be next.                        

     

                                                      

    Offline [archive] Grudgeal

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    Re: Malkavians
    « Reply #12 on: August 09, 2005, 07:56:00 PM »
                    In Reply To #9
     
     I'd say that's mainly due to homocidal sociopats living in modern cities tend to be being solitary creatures by nature, who require time and resources of their own in order to plan their homocidal outbursts in a manner that ensures that they can escape any unwanted attention afterwards. And with Vampire being, generally, a social game usually involving several players and a storyline that might be somewhat upset by repeated intervals with long planning sessions and short murders and no otherwise contribution to the group's cause, well, you do the math. Somehow, I can't quite envision 'JTHM - The RPG' as an interesting game experience, try as I might.                        

     

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    Offline [archive] menkeystat

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    Malkavians
    « Reply #13 on: August 10, 2005, 02:45:00 PM »
                    In Reply To #12
     No, they offered nothing game-wise.  In fact, they did the opposite.  The Salubri, along with their retarded half-cousin the Baali brought an innecessary amount of dualism to a game whose very purpose is shades of gray.