Blessings of paying tithes.

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_MishMagnet
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Post by _MishMagnet »

I think it's good to not be stingy with money. I think it is a good thing to give. I think it opens you up to seeing the glass half-full.
Insert ironic quote from fellow board member here.
_Imwashingmypirate
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Post by _Imwashingmypirate »

John Larsen wrote:
Imwashingmypirate wrote:
John Larsen wrote:
Imwashingmypirate wrote:John Larson. Let people have their beliefs. It is good to have beliefs. People do not tend to know the meaning of everything and technically so called 'coincidences' (*mocks the word*) can be classed as produced of deity.


I normally agree with you, but I think the LDS teaching on tithing is irresponsible and harmful. It cause a lot of heartache and financial difficulty. Religion maybe given difference when operating in the realm of metaphysics, but when they cross into finance they are open to criticism in that realm.

John


It is a persons choice whether they pay tithes or not. One should learn to use their own initiative. I think if we are to pay tithes for God then should we pay tithes on our possesions? Like Christmas, should we give a percentage of our gifts we recieved back to God? But if people allow such things to destroy their life and thus their FAMILIES, then it is through there choice, I would say that as families are supposed to be the central focus and the whole purpose, then families should be put first.


You lost me. I'm not sure how this follows.


It is a persons choice whether they pay tithes or not.

One should learn to use their own initiative.

I think if we are to pay tithes for God then should we pay tithes on our possesions? (pay tithes on everything we have. Like in back in the day, they would pay tithes of the produce they grew. Yet we do not do that.)

Like Christmas, should we give a percentage of our gifts we recieved back to God?

But if people allow such things to destroy their life and thus their FAMILIES, then it is through there choice, I would say that as families are supposed to be the central focus and the whole purpose, then families should be put first.
_Imwashingmypirate
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Post by _Imwashingmypirate »

MishMagnet wrote:I think it's good to not be stingy with money. I think it is a good thing to give. I think it opens you up to seeing the glass half-full.


I don't think it is about being stingy. There are lots of people that are far from it. I am not disagreeing with paying tithing. It is probably a good thing. I don't think however that people should let it ruin their lives or at least blame it.
_The Nehor
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Post by _The Nehor »

Imwashingmypirate wrote:
The Nehor wrote:Pirate, you make me want to pull out my old Bloodlines computer game and play as a Malkavian Vampire again. Gotta love that wisdom and madness.


Pardon? Can you please explain to me in detail what you mean?


Not unless you want a post that's three pages long. Only a true geek/nerd would understand what I said. You should be proud you don't have any idea what I'm talking about.
"Surely he knows that DCP, The Nehor, Lamanite, and other key apologists..." -Scratch clarifying my status in apologetics
"I admit it; I'm a petty, petty man." -Some Schmo
_Imwashingmypirate
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Post by _Imwashingmypirate »

The Nehor wrote:
Imwashingmypirate wrote:
The Nehor wrote:Pirate, you make me want to pull out my old Bloodlines computer game and play as a Malkavian Vampire again. Gotta love that wisdom and madness.


Pardon? Can you please explain to me in detail what you mean?


Not unless you want a post that's three pages long. Only a true geek/nerd would understand what I said. You should be proud you don't have any idea what I'm talking about.


Try me! I don't understand what it has to do with my post.
_The Nehor
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Post by _The Nehor »

Imwashingmypirate wrote:
The Nehor wrote:
Imwashingmypirate wrote:
The Nehor wrote:Pirate, you make me want to pull out my old Bloodlines computer game and play as a Malkavian Vampire again. Gotta love that wisdom and madness.


Pardon? Can you please explain to me in detail what you mean?


Not unless you want a post that's three pages long. Only a true geek/nerd would understand what I said. You should be proud you don't have any idea what I'm talking about.


Try me! I don't understand what it has to do with my post.


That would require lots of typing. Do you really want to tire my fingers out that much. Are you really that cruel? Or you could just google it and figure it out. Use it as payback for the Pirate Investigation.
"Surely he knows that DCP, The Nehor, Lamanite, and other key apologists..." -Scratch clarifying my status in apologetics
"I admit it; I'm a petty, petty man." -Some Schmo
_Imwashingmypirate
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Post by _Imwashingmypirate »

Are you saying I am one of these vampires?
_The Nehor
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Post by _The Nehor »

Imwashingmypirate wrote:Are you saying I am one of these vampires?


No. You have a certain zaniness that has it's own internal logic.

Though for all I know you could be a vampire. You're up a lot of night...........
"Surely he knows that DCP, The Nehor, Lamanite, and other key apologists..." -Scratch clarifying my status in apologetics
"I admit it; I'm a petty, petty man." -Some Schmo
_Imwashingmypirate
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Posts: 2290
Joined: Thu Nov 01, 2007 10:45 pm

Post by _Imwashingmypirate »

The Nehor wrote:
Imwashingmypirate wrote:Are you saying I am one of these vampires?


No. You have a certain zaniness that has it's own internal logic.

Though for all I know you could be a vampire. You're up a lot of night...........



What does Zaniness mean? It is 22:11 just now and last night, I slept all night.

This is what I found:



View In-Game Description

At first glance, the members of Clan Malkavian do not appear to be a clan at all; they are chosen from all races, creeds and social strata. But Malkavians, regardless of mortal standing, bear one disturbing commonality: They are all quite mad. Whether from the clan's choice of victims, the circumstances of the Embrace, or some property in Malkavian blood itself, all Malkavians go insane shortly after the transformation (if they were not insane to begin with).

Accordingly, many Malkavians find themselves pariahs, ostracized by a vampiric society fearful of their random urges and capricious whims. Wiser Kindred, however, prefer to keep the madmen close at hand: Behind the Malkavians' lunatic cackling and feverish rantings lie smatterings of insight, even wisdom.
-----------------------------
WHAT IS MALKAVIAN ?

--------------------------------------------------------------------------------




WHAT DOES MALKAVIAN MEAN?

The name Malkavian applies to a clan of vampires from the game Vampire: the Masquerade in the World of Darkness setting. Every clan has a weakness imposed on them, beyond those suffered by other vampires. For their weakness, each Malkavian suffers from some form of madness.

In true gothic style, there is more to their dementia than mental illness. Their madness allows them to perceive things the sane cannot. They are freed and crippled by their insanity.

Although much of the information you will find on Malks online - including here - will somehow relate to humor, I want to make clear that this portrayal of insanity is not meant to trivialize the effects of mental illness or glorify it in real life. I am well aware of how people suffer from mental illness (and from the preconceptions others have of it).

Roleplaying allows the player to choose from laughter or tears. Madness is about not having that choice.


MALKAVIAN MATERIAL

Rules
Rules addenda: errata, clarifications and supplements.

Derangements (tables): Official rules omitted from the second edition Minds Eye Theater live action Vampire rules. This errata offers 10 Derrangements to serve as examples for players. The MET errata is available as a plain text file.
Seeing wraiths: (tables)Official rules omitted from the first edition Wraith: the Oblivion. This errata offers guidelines for the possibility of a Malkavian's Derrangemnets allowing the character to perceive normally invisible wraiths. The errata for the first edition of Wraith is also available as a plain text file.
Elsewhere:
Malkavian Character Sheet: From the White Wolf home page's character sheets section
Rants
From flawless logic to paranoid-psychotic delusions, Malkavian rants often give as much insight into the Malkavian as the subject of the rant. If it need be said, rants may contain strong language.

What Is Malkavian: an essay by Honorata.

Elsewhere:
thE mAlKavIan wEb paGe's Malkavian Rants.
the Book of Not... or should that go under Fiction?
QPM's RNTZ: Rants of (the late) Daedalus Damocletian. "Do not go here if you are offended by anything ever!!."
Rhymes
Art, poetry and lyrics, can lead to insanity or descend from it. A few lucky individuals have escaped either by merely describing it

Bedlam Boys is a tradition English folksong.
The Fool's Prayer by Edward R. Sill features a lesson in humility (though not exactly a prank).
Fiction
Stories about Malkavians, by Malkavians, or just having a Malkavian theme.

Embracing Carol: An unfinished collaborative story (plain text with a hypertext table of contents).
The Little Match Girl: A short story from the Brothers Grimm included because I like it.

Elsewhere:
thE mAlKavIan wEb paGe's Malkavian Stories.
the Book of Not... no, wait that belongs under Rants.
Edge of Insanity: Stories and much more from Handle W. Care & Mr. Badger, as well as contributions from others).
Fact
Real life links that may give you insight into playing a Malkavian.

Elsewhere:
www.schizophrenia.com's Tips for those with Schizophrenia: Advice to those with MI (Mental Illness) on how to get along with CNPs (Chronically Normal People). Although I'm sure the author never considered, in my opinion it is one of the best articles to think about when you think about playing a Malkavian.



---------------------------------------

Ohh my gosh.
_Imwashingmypirate
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Post by _Imwashingmypirate »

Malkavian
From World of Darkness Wiki
(Redirected from Malkavian (Vampire: The Masquerade))
The Malkavians are a Clan of Kindred cursed with insanity. Every Malkavian is in some fashion insane; in game terms, they have at least one derangement they can never remove. They are one of the original seven clans of the Camarilla and, strangely enough, a pillar of the organization. Throughout history, the Malkavians have been the seers and oracles of the Kindred, bound by strange compulsions and insight.

Contents [hide]
1 History
1.1 Early History
1.2 Dark Ages
1.3 Victorian Age
1.4 Final Nights
2 Organization
3 Culture
4 Embraces
5 Character Creation
5.1 Weaknesses
6 Notable Malkavians
7 Version Differences

[edit]History
[edit]Early History
As with all the major clans, the Malkavians originated in the pre-Flood city Enoch. Little is known about the clan's early composition, only that their Antediluvian Malkav was a seer Embraced by one of the Second Generation. Malkav was particularly close to two other Kindred: Saulot, the founder of the Salubri, and Set, god to his followers. Some accounts suggest the three shared the same sire, possibly Enoch himself.

Sometime after the Flood, Malkav was ambushed and murdered by his fellow Antediluvians. Most Malkavians believe that he is still alive, only now he exists entirely within the Madness Network (or "Cobweb"), the group mind that all Malkavians share. Some Malkavians speculate that Malkav is Clan Malkavian, and that when Gehenna arises, he will devour the clan whole and reconstitute himself.

[edit]Dark Ages
[edit]Victorian Age
The Victorian Era was the time of Freud and Jung, as the old theories of phrenology, demon-possession and divine punishment gave way to more learned theories of psychology and psychiatry. Asylums now started doing what Malkavians had been pracitcing for centuries - taking an interest in insanity. While the reforms of these hospitals no doubt crippled more than one Malkavian's supply of blood, the new system permitted the Lunatics to experiemnt with madness like they had never before. Some set themselves up as psychologists - others visited psychologists as patients.

The rise of the Bohemian lifestyle within society meant many more kine were willing to expand their own perceptions with new cultures, experiences and drugs. The Malkavians were only too happy to oblige. New forms of expression and ways of thinking both nourished the Malkavians and allowed them to be as florid as they pleased - after all, if a finely dressed gentleman is shouting about how people on the street are telling him to kill dogs, why it must simply be the newest performance piece going around the salons. In fact, a friend of yours heard it on the streets of Paris...

[edit]Final Nights
The Malkavians always had a dangerous reputation due to their madness and their signature Dementation discipline, which can induce madness in others. With the Inquisition and the formation of the Camarilla, the clan faced possible extinction at the hands of other clans - the Malkavians were just too dangerous to continue existing. In order to prevent this, the elders of the clan changed the Clan in ways unknown and incomprehensible - the result was that the majority of Clan Malkavian discarded Dementation in favor of the Dominate discipline. More disturbingly, the majority of Malkavians, even those present at the time of the change are unaware that this happened. A small fragment of the clan preserved the Dementation discipline, defecting to the Sabbat and becoming antitribu.

This "Great Trick" means that almost all Malkavians are antitribu. While Sabbat Malkavians possessed the same mystical abilities as their ancestors, the violent environment of the Sabbat drove the antitribu even madder: they are often too undisciplined (or self-indulgent) to resist their own Frenzies.

This division was fixed in 1998, when for reasons unknown to anyone, the Dementation resurfaced within the Camarilla.

[edit]Organization
On the surface, clan Malkavian is barely a clan. The majority of Malkavians are only marginally aware they belong to a clan; Sabbat Malkavians generally claim to be Panders. What connections Malkavians generally have are informal and generally paternal - Sire Childe relationships being the most common, although Malkavian sires are prone to abandoning their childer.

Scratch the surface, however, and the Malkavian's become a smorgasbord of paranoid delights. Malkavians operate on their own timescale, and will gather spontaneously for incomprehensible events. Malkavians usually don't explain how they know these gatherings are occuring, and when they do the explanation isn't necessarily worth anything. Scratch deep enough and it appears that the Malkavians are highly organized, so highly organized they don't even know they are, and instead they continue to pursue incomprehensible and arcane goals that even they aren't aware are relevant.

This organization is generally termed the "cobweb", "Malkavian Time" or the "Malkavian Madness Network" and is a hive mind unifying all Malkavians. The strength of the voices varies from Malkavian to Malkavian, however all of them are at least aware of its call and capable of interacting with it. Dead Malkavians' memories live on in the cobweb, and it is implied heavily that Malkav himself is this network. The cobweb is only accessible by Malkavians, and they themselves only marginally understand it - most of them merely listen to the voices, but elders have demonstrated a powerful capacity to manipulate the rest of the clan through it.

[edit]Culture
Malkavians have traditionally fulfilled two roles in Vampire society: seers and jokers. In the former role, the Malkavians have relied on advanced Auspex and the Cobweb to provide information. Malkavians being Malkavians, this information is generally jaundiced, incomplete, filtered through cracked lenses or a total lie.

The joker role is somewhat more complex: Malkavians have a clan tradition of pranking. The exact purpose of these pranks is open to debate; they often appear intended to readjust the target's perceptions, but are also often sadistic.

In the Camarilla, Malkavians are tolerated; they are rarely princes but often are important primogen or otherwise figures of authority. Given their obvious insanity, princes traditionally give the Madmen a certain amount of latitude; in return, Malkavians are generally expected to demonstrate enough self-control to not break the Masquerade. This is not a benevolent arrangement but largely driven by fear on both sides: fundamentally, Malkavians are unknowable and the general attitude among princes is that its better to keep them quiet and happy, since unhappy Malkavians have a tendency towards introducing bizarre and inexplicable incidents to the equation. Conversely, Malkavians need the protection of the Camarilla, and have been modified as discussed above to make them more amenable to it.

Part of the Malkavian belief system is passed through stories like the Elephant and the Blind Vampire Bats story.

[edit]Embraces
The Malkavians are one of the more intellectually focused of the Camarilla clans (with the Tremere arguably being the only clan as interested in cerebral pursuits). As a result, Malkavian candidates for the Embrace tend to be intelligent and more than a little...odd. While the Malkavian embrace guarantees insanity, they do tend to choose candidates who are already halfway there.

[edit]Character Creation
Malkavians come in all shapes and flavors, due to their chaotic nature, but many have primary Mental Attributes, befitting the clan's reputation for wisdom and insight. Apart from that, it's anyone's guess just what Traits a Malkavian may manifest - with the diversity of their concepts and backgrounds, these mad vampires could be anyone. Anywhere.

Clan Disciplines: Auspex, Dementation or Dominate, Obfuscate

[edit]Weaknesses
Every last vampire of Malkav's blood is incurably insane in one form or another. Some attribute this to a curse of the blood, while other Lunatics actually call it a special blessing, a "gift of insight." When a Malkavian character is created, the player must choose at least two derangements for that character at the time of the Embrace; these derangements can never be permanently overcome.

[edit]Notable Malkavians
Malkav
Anatole
Crazy Jane
Dominique Alexis Riffer
Brandywine333
Timmy
Wrayth
Myyrth
[edit]Version Differences
In 1st Edition Vampire, the Malkavians were portrayed as something halfway between Mages and Changelings. 1st edition Malkavians had strong ties to Faerie and were also generally obsessed with altering perceptions, pranking was part of a long tradition of "reality busting".

This has led to a traditional "Fishmalk" problem. Malkavians are one of the easiest clans to play badly, generally as comic relief or overly "cute" characters. Later editions of Vampire emphasize the violent and unpredictable nature of Malkavians, mentioning that the insanities of the clan are less likely to involve bunny rabbits and more likely to involve straight razors. This is particularly notable when comparing the two editions of Clanbook: Malkavian. The first edition includes a mess of inside jokes and arcane editing (notably the canonical appearance of Page XX), while the revised version implies that the clan are largely puppets of Malkav.

2nd Edition Sabbat Malkavians were inflicted with two Derangements rather than one - this was changed in Revised so that Malkavians are unable to spend Willpower to avoid Frenzy, in addition to their Derangement.

2nd and Revised edition Malkavians differ primarily in whether they possess Dementation or Dominate in-clan. Since this is an event in the Vampire timeline, players are allowed to (optionally) choose which discipline their Malkavian follows, and elder Malkavians can opt to switch Dominate for Dementation.
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