All About YouBasics! Name: Maximillian Aoyagi King
Age: ?
Birthdate: Sept 28
Gender: Male
Sexuality: LOL
Race: Vampire | Magical Being
Rank: The General
Location: Edge City
Appearance:
Height:Six foot two
Weight: 150
Skin Color: Dark
Eye Color: Violet
Hair Color/Length: Black with red tips. Shoulder length
Special Characteristics: Chaos {cha?os}: (derived from the Ancient Greek χάος, Chaos) typically refers to unpredictability, and is the antithetical concept of cosmos. Chaos is the complexity of causality or the relationship between events. This means that any 'seemingly' insignificant event in the universe has the potential to trigger a chain reaction that will change the whole system.
Name: Chaos Incarnate
Type: Ascended Power
Description: The user is able to embody chaos itself. They are thus unpredictable and uncontrollable and can cause others to become disorderly and disorganized.
- Applications:
Anarchy Inducement
Chaos Manipulation
Chaos Empowerment
Chaos Inducement
Unpredictability
Name: Madness Incarnate
Type: Ascended Power
Description: Users become the living embodiment of madness and insanity and gain the ability feed off of the insanity of everyone and everything including themselves. Users can convert madness into energy and use it as a full source to extend their own life span or as a weapon. They may never age and may be immune to death unless certain conditions are met.
- Applications:
All Madness Abilities
Energy Manipulation
Immortality
Insanity Constructs
Insanity Empowerment
Insanity Inducement
Madness Manipulation
Vampire {vam?pire}: 1.) a preternatural being, commonly believed to be a reanimated corpse, that is said to suck the blood of persons at night. 2.) A corpse, animated by an undeparted soul or demon, that periodically leaves the grave and disturbs the living, until it is exhumed and impaled or burned. 3.) A person who preys ruthlessly upon others.
- Transcendant Vampire:
Name: Transcendant Vampire Physiology
Type: Unique - Personal
Description: The user with this ability either is or can transform into a Transcendent Vampire: a powerful vampiric being who has literally ascended to true godhood either through powerful magical feats or by divine intervention.
In various forms of traditional folklore, vampires are often depicted as demonic beings who must feast on the blood of the living to survive and possess vulnerabilities to various things such as sunlight, garlic, holy relics, etc. However, Transcendent Vampires are arguably completely the opposite. Transcendent Vampires are often depicted as supernaturally attractive and possess an appearence identical to the one that they had in their previous life. They also appear to have an inherently mezmerizing aura to their presence. Many mortals or lesser beings may often feel an obsessive desire to be around the vampire in question or even follow and carry out their commands as mindless slaves.
Another thing that makes Transcendent Vampires unique is that despite them appearing to be related to things such as dark magic or inherently evil aspects, they are actually in fact shown to be often associated with or even assisting a higher power. In fact, most Transcendent Vampires are sometimes seen preaching or more or less speaking of the relationship they have with the supreme being they may or may not have worshiped during their mortal lifetime.
Overall, Transcendent Vampires are the supreme paragons of the species. They are responsible for maintaining the natural balance between vampires, humans, as well as other monsters. Due to the nature of their powers, they are capable of increasing their already amazing powers even further by absorbing various forms of energy. The user is thus capable of challenging most beings in existence.
- Applications:
Transcendent Physiology
Absolute Condition
Absolute Immortality
Absolute Strength
Absolute Speed
Absolute Attack
Absolute Defense
Absolute Stamina
Almighty Ascension
Flawless Indestructibility
Supernatural Survivability
Power Immunity
Magic Immunity
Limitation Transcendence
Supernatural Condition
Omnifarious
Air Mimicry
Animal Morphing
Bat Physiology
Wolf Physiology
Human Disguise
Size Manipulation
Nigh Omnipotence
Nigh Omniscience
Reality Warping
Superpower Manipulation
Power Activation
Power Apex Inducement
Power Augmentation
Meta Ability Creation
Power Bestowal
Self-Power Bestowal
Power Detection
Power Distribution
Power Transmutation
Power Erasure
Power Negation
Power Restoration
Ability Resilience
Omnicompetence
Hypercompetence
Omnilingualism
Unimind
Imperceptibility
Omnipresence
Blood Transcendency
Blood Consumption
Blood Empowerment
Blood Generation
Blood Magic
Blood Manipulation
Killing Empowerment
Blood Absorption
Blood Breath
Duplicative Blood
Blood Mimicry
Blood Pressure Manipulation
Blood Propulsion
Blood Transformation
Haemokinetic Combat
Blood Property Manipulation
Blood Transmutation
Blood State Manipulation
Blood Armor
Haemopotent Regeneration
Haemokinetic Constructs
Blood Crystallization
Haemokinetic Shield Construction
Haemokinetic Wing Manifestation
Vampire Physiology
Contaminant Immunity
Conversion
Vampirization
Claw Retraction
Defunct Physiology
Disease Immunity
Emotion Absorption
Energy Absorption
Enhanced Bite
Enhanced Intelligence
Flight
Atmospheric Adaptation
Gliding
Levitation
Supersonic Flying
Haemopotent Replication
Hypnosis
Illusion Manipulation
Absolute Illusion
Life-Force Absorption
Mind Control
Neuronal Vampirism
Psionic Energy Conversion
Soulless Being
Supernatural Beauty
Divine Presence
Unnatural Presence
Wallcrawling
Elemental Wing Manifestation
Shinso Physiology
Undead Physiology
Dark Arts
Necromancy
Virus Mimicry
Voodoo
Zombification
Resurrection
Reanimation
Cemetery Empowerment
Death Empowerment
Daytime Walking
Day Empowerment
Solar Empowerment
Light Manipulation
Absolute Light
Night Empowerment
Lunar Empowerment
Darkness Manipulation
Absolute Darkness
Genesis Creation
Intangibility
Corporealization
Divine Weather Manipulation
Weather Manipulation
Fog Generation
Rain Manipulation
Snow Manipulation
Sub-Zero Rain
Vapor Manipulation
Manipulate already existing conditions
Create snow to bury/freeze your foes
Nature Manipulation
Body Temperature Manipulation
Indomitable Will
Mesmerizing Presence
Defeat Inducement
Sleepless Strength
Strong Soul
- Malkavians/Madness Network:
Name: Malkavians/Madness Network
Type: Personal/Clan
Description:Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that ever last Malkavian across the world is incurably insane. What's worse, a Malkavian's madness can take nearly any form, from overpower homicidal tendencies to near-catonia.In many cases, there's no way to tell a Malkavian apart from the "sane" members of other clans. Those few who psychoses are immediately obvious are among the most terrifying vampires to stalk the streets.
For as long as even the eldest Cainites can remember, the Malkavians have always stirred Kindred society with their passage. Although the clan has instigated no great wars nor toppled mortal governments, the very presence of a Malkavian works a subtle change on a city. Chaos nips at the Lunatics' heels, and those who associate with even the most well-meaning Malkavian often find their lives or unlives altered by the Cainite's madness.
Recently, the Malkavians executed their grandest "prank" of all. None can say whether it was worked in a great Malkavian Parliament held somewhere in an isolated European village, or on a bleak and forgotten moor somewhere far from the cities. A few stories speak of a epidemic of contagious dementia exploding among those of Malkav's blood. Whatever the cause, Malkavians across the world have begun displaying a new, dangerous edge to their madness, accompanied by bizarre events in Kindred cities around the world. A longstanding Malkavian conceit holds the Jyhad to be a joke instigated by the founder of the clan; some Kindred wonder if, in fact, Malkavians have played the joke on them all along.
None can say what exactly makes the Lunatics so dangerous. Certainly their madness often frees them from fear or pain or Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like - and this freedom is coupled with an uncanny insight, a strange wisdom that cannot be perceived by the sane. The Malkavians possess a dark intellect that is often - and increasingly - set to frightening purposes.
Nickname: Lunatics
Sect: They have an understanding with the Camarilla. They also populate the Sabbat in lesser numbers. If and when Gehenna occurs nobody can say for sure where the Malkavians will stand.
Haven: The Lunatics by and large take whatever shelter they like, although more than a few find aging hospitals and poorly funded asylums to their taste. Many seem to enjoy the company of desperate mortals, and prefer slums and institutions to more secluded havens.
MMN:The Malkavian Madness Network is the magical network of insanity by which all members of the Malkavian Clan are interconnected. This network transcends time and space, allowing visions to come to Malkavians from anytime and anywhere.
Clan Disciplines: Auspex, Dementation, Obsfucate.
General Description: Trained as an assassin from a young age, his body was honed to almost perfection: six foot two in height, dark skin. His hair was black in color, ending over his shoulders in red tips. He never cared to tie it back, not even while fighting. No one got close enough to touch him. Seemed kinda pointless. He was bare-chested, lithe, no bulging muscles, unless he chose to show off. Tattoos crossed his body, preventing the draining of his energy from outside sources, as well as preventing psionic attacks from harming him. They crossed his chest and back, down his arms to his hands. Both of Maxi's hands were gloved. Rumor had it that those gloves were weapons themselves... but no one alive had proof of this. His black jeans, tattered and faded in places, ended over bare feet, and were seemingly suppoerted over his waist by a thick chain, which wrapped his waist several times. The chain served various purposes, though only one had been seen by an opponent. That person was severely beaten, almost to an inch within their life....
About You:
History: The Malkavian Dark Chylde. Nii-san. Mental rapist. General. Death Santa. Seraph. Chaos. Despite all these names, he was still the same person. Maximillian Aoyagi King, co-founder, as well as general of Murder INC., a group of killers drawn together to draw out Clan killers, and kill them. Few alive knew what he was. Most simply called him Maxi. Others, after fighting him, called him 'that fucking Malkavian.'
Even other Damned fear the Malkavians. The cursed blood of their clan has polluted their minds, with the result that every last Malkavian across the world is incurably insane. What’s worse, a Malkavian’s madness can take nearly any form from overpowering homicidal tendencies to near-catatonia. In many cases, there’s no way to tell a Malkavian apart from the "sane" members of other clans. Those few whose psychoses are immediately obvious are among the most terrifying vampires to stalk the streets. None can say what exactly makes the Lunatics so dangerous. Certainly, their madness often frees them from fear of pain or Final Death. More than a few demonstrate horrifying murderous urges or a complete lack of emotion, including compassion. But most convincingly, the Malkavians are free from the confines of rationality and may do whatever they like and this freedom is coupled with an uncanny insight, a strange wisdom that cannot be perceived by the sane. The Malkavians possess a dark intellect that is often — and increasingly - set to frightening purpose.
Kooks. Fools. Madmen. Such are the descriptions the other clans have for the childer of Malkav, who frankly don’t give a damn what anyone else thinks of them. The Malkavians are insane, but not in the way that others imagine. Each Malkavian sees the world through her own cracked lens perception, a highly personal distortion that outsiders dismiss as mere insanity. But that distortion is the key to enlighten ment, the Malkavians insist at least those philosophically inclined and often the Lunatics seem to know more about what’s really going on than their so-called sane brethren. What exactly the Malkavians are doing in the Camarilla is a subject of some debate. While the clan’s allegiance to the sect has never wavered, it is nevertheless true that the sect’s interests only seem to intersect with the clan’s peripherally. As a result, the Malkavians view the Camarilla with a sort of bemused affection, while their counterparts in other clans can’t help feeling vague and disquieting suspicion about the Lunatics’ real motives.
Strength and Influence:Malkavian strength and influence varies from city to city, depending on the individual quirks of the local Malkavian population. In some places the Lunatics are nearly incapaci tated by their manias, and thus are a non-factor in city politics. In others, the famed clan dementia is a non-issue or actually feeds an individual’s drive to power. A power-hungry Malkavian with an obsessive personality can be a frightening thing for friends and foes.
To no one's surprise, the Malkavians find the mental health system to be a hospitable environment; many set up little fiefdoms in managed health care systems. However the Lunatics aren't limited to health care facilities--it's more a question of what an individual Malkavian is driven to experiment with. In some cases that's nothing at all, in others it's art that the Toreador envy or business dealings that give the Ventrue pause. A very few dabble in magic, and the thoughts of what those Malkavians might be up to gives many powerful Tremere nightmares.
Organization: Defining Malkavian organization is like trying to empty the oceans with a sieve. The task is simply pointless, as the Lunatics’ ways of arranging themselves mutate and change with blinding speed. The clan's irregular meetings are open to all comers, primarily because the Malkavians don’t care about keeping anyone out, but observers often returned chilled by what they saw. At times the MaIkavians have mounted eerily accurate pastiches of Ventrue or Tremere clan gatherings; at others they mimic the Sabbat, or engage in behaviors utterly incomprehen sible to anyone not sharing the communal cup of madness. There is no local, national or global organization of Malkavians. The clan simply is. Trying to force it into the framework of "normal" behavior, as the Ventrue and others have been trying to do for centuries, is utterly fruitless. The Malkavians meet whenever they choose, do whatever they choose and revel in the thread of insanity which binds them all together.
Concerns: Do the Malkavians have unifying concerns? No one knows. There is speculation that the infection perpetrated by the antitribu has sparked at least some discussion among the Malkavians, but if anyone knows the truth, they’re not talking. The more socially adept Malkavians routinely steer conversation away from clan matters, while the less func tional ones don’t seem to be worth asking.
If the clan can be said to have a core issue, it is the matter of enlightenment through new perception (or what the unenlight ened mistakenly call insanity). By removing the scales of "normal" behavior from their eyes, the Malkavians claim to be able to see true reality more clearly than ever before. Not a few clan members want to share that renewed vision with the rest of the Camarilla and then the world. Such vampires are almost universally feared, as their conversion efforts amount to driving their victims insane.