![]() |
Sanguinus Curae http://www.sanguinus.com
Article By: Don Lara |
||||||||||||||||||||||||||||||||||||||||
| The Path of Mental Corruption
Nickname: Maddeners Basic Beliefs: The Path of Mental Corruption has its origins buried deep within the basic need of the insane to make the world around them fit their own image of reality. Followers of this Path see the presence of sanity, rational thought, and mental purity (the definition of 'purity' is left to the individual to determine) as walls within one is confined. Only by breaking down the barriers of normal thought, and destroying the status quo perspective of the world can the 'truth' of reality be observed. Followers of this Path strive not only to sharpen their own sight into what is 'real' and what is 'true,' but to open the eyes of all those around them to what the world is really like.
The Ethics of the Path: Virtues: The Maddeners focus on their Conviction to spread their viewpoints, and their Instinct in reading those they need to guide, including themselves.
History: The Path of Mental Corruption is merely a 'written down' list of things that have been either believed or practiced in some form or another for countless centuries. Only recently, either caused or inspired by the reappearance of Dementation throughout the Malkavian Clan, was the Path developed to the stage where it could be adhered. Current Practices: The Maddeners seek to defile any and everything that might be considered a rational thought. Things like science, logic and structure, either tangible or not, are things to be hated, destroyed, and reformed into something 'more random.' Neonates on this Path tend to fight against the more shallow and aesthetic evidence of sanity in the world, whereas experienced Elders that have taken up the Path's set of beliefs use their advanced powers and experience to spread their corruption in much more subtle, and sinister ways. Description of Followers: Maddeners can be observed as seemingly normal, stable individuals, or the most twisted, disturbed person this side of a sanitarium. By simple nature, this Path is practiced by a large number of Malkavians, seeking to reform reality to fit their own skewed visions. Surprisingly though (or perhaps NOT so surprisingly), many Tzimisce have found the merits of this Path to their liking. They see the alteration of perception the Path teaches much along the same lines as their Clan's penchant for departing from the human 'norm' in their choice of physical form. Becoming alien in both mind 'and' body has quite an appeal for them.
Following the Path: Maddeners come from every background imaginable, but all strive to make their own twisted ideas 'work.' And, if succeeding in actually making them 'work,' the realization of their ideas actually becoming an observable fact forces them to reevaluate the situation, and most likely attempt to destroy their success in favor of something that truly makes no rational sense. Common abilities: Followers of the Path require the ability to not only see the world for what it 'truly' is, but also to make others take a second look at what they perceive to be real. Thus, abilities like Awareness, Alertness and Empathy are useful for observation and evaluation. Subterfuge, Intimidation and Leadership are useful in persuading other to see things 'the right way.' Preferred Disciplines: Maddeners prefer powers that assist them in imparting their visions and mental processes upon others, and also those that help them feel the type of loss of rationality they crave. Accordingly, things like Dementation and Dominate help in changing others minds. Chimerstry and Vicissitude help in reforming reality (tangibly or otherwise) into something that can be 'experienced.'
Path of Mental Corruption Hierarchy of Sins:
|
|||||||||||||||||||||||||||||||||||||||||
| Vampire: the Masquerade is a trademark of White Wolf Inc. Visit White Wolf online at http://www.white-wolf.com. | |||||||||||||||||||||||||||||||||||||||||