Wednesday, March 17, 2010

I collect

What I collect is broken jewelry. I turn them into other pieces of jewelry. I have a hard time doing so because I have to find metals that fit. I also have to come up with a way to make them look better. Now I’ll tell you what my greatest work looked like. It was a silver cross from my sister’s charm necklace. I turned it into a necklace for what is now my ex- girlfriend. I have one last charm left and I want to give it my best friend and greatest crush. I might be going to my prom with her. I have to make this the best one I have ever done. I hope I don’t lose it, I hope she’ll like it. This is what I collect and why.

my would be style of being a parent


If I was a parent I would teach my child four things. One thing I would teach my child is to be honorable. I would start this by teaching them the real meaning of honor. After I teach the meaning of honor I would help them apply honor into their lives. The second thing I would try to teach them is to be honest. And to teach them honesty I would have to gain their trust, and to do that I would have them to believe that they can come to me whenever they face a problem. The third thing I would ever teach them is survival. I would first begin by taking them camping in a remote area. And I would guide them the way my ancestors have for many years. And the last and final thing I would teach my children is a select few parts of the bushido (the way of the warrior) . I would have them watch a movie called The Last Samurai which would teach them to appreciate life. This would be the upbringing of my children.

in fifteen years



As I picture myself 15 years from now I’d be 32 years old. I changed my name to Kyro Lawlett Anderson. I have a wife and 2 kids. A son named Ithuriel Zack Anderson, and a daughter named Alyssian Claire Anderson. They are kind to each other. Alyssian is the oldest. They learn so many things at a young age so they can do a lot without messing up so much. I am a police officer, my wife she’s a vet. I also own a garage. I have a good partner to work in the garage. We are proud of our children. I will live outside of La Push, Washington. We own four horses: 3 chestnuts and 1 pinto. This is how I see myself 15 years from now.

Thursday, March 11, 2010

Malkavian history

The Malkavians are a fictional clan of vampires from White Wolf Game Studio's books, role-playing games Vampire: The Masquerade and, Vampire: The Dark Ages. In modern times, they are associated with the Camarilla. Their symbol is a broken mirror. White Wolf states, "Stories speak of an epidemic of contagious dementia exploding among those of Malkav's blood." (VtM3 -- p.72) Malkavians frequently haunt asylums, hospitals, and slums.

As with all the vampire clans in the World of Darkness setting, Malkavians suffer from a specific flaw: in this case, they are incurably insane. This makes for interesting roleplaying as many storytellers will allow a Malkavian player to engage in breaking the fourth wall as an aspect of the vampire's insanity (i.e. the Malkavian is aware that he/she is a character in a game). However, many Malkavians believe their insanity to be a strength rather than a weakness. Exactly why they all suffer from insanity is unknown, but according to the Book of Nod, all third-generation vampires were cursed by Caine after the second-generation vampires were destroyed. One of these third-generation vampires was Malkav, from whom Malkavians come.

According to Malkavian legend, when Malkav was killed, all his childer came to his corpse and drank the blood of their father, thus collectively diablerizing Malkav. He is said to speak inside each and every Malkavian's soul and connects them into one collective consciousness. This "hive mind" is sometimes called "the Cobweb" or "the Malkavian Madness Network", which contains each thought and memory that any Malkavian in the world has ever had (and sometimes is about to have).

The Malkavians possess a rare ability (Discipline) called Dementation, which can alter the way a victim senses reality. It can be used to increase the Malkavian's own oracular ability or to induce insanity in others. In earlier editions of the game, this power was the initial province of the Malkavian antitribu, but now can be found in the vast majority of the clan's membership. Some Sabbat Tzimisce elders endeavor to learn Dementation, however, to gain insight in the great ways of the Jyhad if they succeed. Most Malkavians are willing to attempt to educate others of their rare power, but unfortunately, learning Dementation will often turn a non-Malkavian insane themselves; as a result, study of the Discipline is rare among other Clans and the Malkavians themselves are often viewed with a mixture of suspicion and contempt.

With the formation of the Camarilla, the Malkavian elders came to the conclusion for the clan to survive they would have to remove Dementation, instead taking up the commonly-known mental Discipline Dominate. According to the Malkavian Clanbook, Dementation was blocked by six of the oldest Malkavians who called for a gathering of the entire clan through the Malkavian Madness Network. This became known as The Great Prank, and strangely, no one else noticed that the Malkavians were gone. When almost all the Malkavians had been collected, they were changed.

Roughly one-tenth of Malkavians did not attend for whatever reason, and as a result the clan was split into two parts - the changed and the unchanged. Those who had their grasp of Dementation blocked remained part of the main clan, while those who refused to do so became known as the antitribu - most of whom later joined the Sabbat. The Malkavian antitribu continue to practice Dementation, growing steadily more insane due to the brutal conditions of Sabbat unlife (represented in game-terms by Sabbat Malkavians having two permanent derangements rather than the Camarilla's single derangement) while the more "stable" Malkavians remained part of the Camarilla. This division lasted for centuries until the Final Nights, when the "ban" was released in 1997 and Dementation surged back into the minds of Malkavians everywhere, an event which became known as The Awakening. This roughly coincides with the death of Anatole (White Wolf's canon Malkavian character), but there is no definite link between these two events, although it may have been related to the Week of Nightmares in July 1999.

One reason the Malkavians are so highly tolerated is summed up in the advice an elder vampire gave to his childer: "Listen to the Mad Ones." Despite their insanity, or perhaps because of it, the Malkavians have the capacity to "see" the future. So a vampire who pays attention to a Malkavian can get a warning before things go wrong, so long as the Malkavian's ramblings can be correctly translated.