vis@jps.net (Vis Sierra) ~~~ Cellar Dweller ~~~ "It is because of the child that they are so gentle with children." -Ursula K. Le Guin, The Ones Who Walk Away From Omelas ~~~ Prelude: Moth'er went away, Fath'er went away. Si're came in their place. Si're said Moth'er and Fath'er weren't anymore. Before Si're came to you, you lived in darkness, one different from the one you live in now. It was the much smaller darkness beneath your parents home. It wasn't because you were bad, or because you were ugly, or because of anything you did, according to your new family, Si'er's family. They tell you that it was your parents, who you only knew as Moth'er and Fath'er, who did something wrong. You listen when they talk the same way you listened to Moth'er and Fath'er (your new family doesn't talk as loudly, but sometimes they still talk-not-to-you-but-about-you). They say strange things like "It's always the children that suffer. Lord save the children!" and "They should be dug up and shot weekly." And you know they are talking about Moth'er and Fath'er and you know that they're angry, even though you don't entirely understand why. One day, if you've been good-enough, long-enough, others may call you with an -er like Moth'er, Fath'er, and Si're, and you'll have someone to take care of, just like them. The other Kind'red (not Si're's family, but not hot/wet/breathing either) act differently from Si're's family, but Si're's family makes sure you are well. "Be well," they say to you, and you try. Concept: You had the near-infitinite potential of a child and no opportunity to develop it. Your new family has tried to find a reason for your mistreatment in spite of your obvious talent and warm generous nature, but even they admit it's insane. They've taken you in as a victim of your parents' madness and for being so different yourself. You've survived with an air of innocence and a wholly unique view of the world, which they prize as much as your surviving abilities. Roleplaying Tips: Your social skills are terribly impaired, but you don't always realize this. You act on your instincts to be outgoing and curious; you're very good at remembering what your new family tells you in order to get by but you just don't have the experience. Your knowledge of language-structure is actually quite good be better than average, but in choosing the best words, you sometimes sound strange to those whose understanding is based on custom, not definition. In addition, your habit of creating new words for unique circumstances can at times get in the way with strangers. For half a lifetime, your entire world was a cluttered basement with only a narrow vent allowing you a view of the outside world. Occasionally, when puzzled, you will cover your face and peer through the slats for a more familiar scene. You also take-apart/ put-together things well. Long ago figured out things came in two types: the come-apart/stay-apart kind and the come-apart/put-back- together kinds; you know not to take apart the come-apart/stay- apart kind, so you take special care not to take apart people and animals. Derangements: Undersocialization Without being with other humans, you never internalized how you should act around them. The other Malkavians have told you the rules of human and vampire society, but it will never be the same for you as others. The Blood of Malkav's cauterized this aspect of you. Though you remain uncannily adaptable and intelligent, you'll never blend in naturally; it's always an effort to fit in. The Blood of Malkav was easier on you than it was on most. You didn't have any ties to society and only a limited self-identity to shatter. The blood is never without effect, however, and it sometimes catches you off guard, when you seem most comfortable with your big, new world. ~~~ Additional Notes: Alternate Derangements: Post-traumatuc stress disorder isn't entirely consistent with the concept of a blissfully ignorant childhood of neglect, rather than abuse, but it would be suitably dark. Agoraphobia (used in the sense of 'reverse claustrophobia') or photophobia (fear of light) would be better supported by the character's life, pre-Embrace, if you're looking for a second or third derangement. Character Sheet: The sheet below is in the second edition format. If you don't mind sacrificing a point from Attributes, you could lower Strength. The character's sedentary lifestyle before the Embrace would have had more of an impact on Stamina as well; regardless, neither needs to be exceptional or even average. Dexterity can remain the same for the amount of self-improvement that the character's devoted to playing games. In addition, note that the Mentor Background refers to the collective efforts of the local Malkavians, in addition to the character's own sire. Auspex may be more appropriate than Obfuscate in terms of future development; in terms of past experience, though, the character's gone overlooked by others for most of its lifetime, so it seemed appropriate. ~~~ Name:______________ Nature:____Visionary_ Sire:______________ Player:____________ Demeanor:____Child___ Generation:__10th__ Chronicle:_________ Concept:____Cellar___ Haven:_____________ ____Dweller__ Attributes Physical Social Mental Strength________ooo Charisma__________ooo Perception_____oooo Dexterity_______ooo Manipulation________o Intelligence___oooo Stamina__________oo Appearance_________oo Wits___________oooo Abilities Talents Skills Knowledge Acting oo Animal Ken oo Bureaucracy Alertness oo Drive Computer Athletics o Etiquette Finance Brawl o Firearms Investigation o Dodge o Melee Law Empathy oo Music oo Linguistics o Intimidation o Repair o Medicine o Leadership o Security Occult Streetwise o Stealth oo Politics Subterfuge o Survival oo Science o Advantages Disciplines Backgrounds Virtues Auspex________ o Generation____ ooo Conscience____ooooo Dominate______ Mentor________ ooo Obfuscate_____ oo ______________ Self-Control__ ooo ______________ ______________ ______________ ______________ Courage_______ oo Other Traits Humanity Health Malkavian Time o o o o o o o o o o Bruised [] ______________ [][][][][][][][][][] Hurt -1 [] ______________ Injured -1 [] ______________ Willpower Wounded -2 [] ______________ o o o o o Mauled -2 [] ______________ [][][][][][][][][][] Crippled -5 [] ______________ Incapacitated [] ______________ ______________ Blood Pool Weakness ______________ [][][][][][][][][][] Begin unlife with at ______________ [][][][][][][][][][] least one Derangement