DELPHINA MYST
the wild one; malkavian.
{basics}
| NAME. | Delphina Myst. |
| CLAN. | Malkavian. |
| NICKNAMES. | Delphi. |
| OCCUPATION. | Seer. |
| AGE. | 83-years-old. |
| DATE OF BIRTH. | July 2, 1921
| | DATE OF EMBRACE. | February 17, 1943
|
| ORIENTATION. | Pansexual. |
| DATING STATUS. | Dating. |
| DATING HISTORY. | Avalon Darkgrave. (Boyfriend.)
|
| FAMILY. | Mother, dead.
Father, dead.
Siblings, dead.
|
| HEIGHT. | 5'8" |
| BUILD. | Slender, thin. |
| HAIR. | Black/White. |
| EYES. | Black. |
{ooc}
| PLAYER. | melly |
| EMAIL. | itburnsinhim. (GMAIL.) |
| personal. | onetouchdonnie |
| PB. | marga esquivel |
❝ the reason i talk to myself is because i’m the only one whose answers i accept. ❞
— an african proverb.
{personality}
❝ Malkavians are, uh… interesting. There's something to them. Learning to sort the wisdom from the bullshit can be some work and, uh, not all of them are worth listening to, but, uh, they're all good fun if you ask me. ❞

To be a Malkavian is to be insane. That's not meant to be an insult to this group. Well- Most of the time at least. It's a reality and a requirement for those who are to be Embraced by this clan of Caine, who are most infamous for their unhinged state when they are turned into the undead creatures of the night. The madness is a curse and a gift since it allows them new insight that would be considered folly to many since it comes from such esoteric and strange sources like the minds of other Malkavians and voices both present and long gone. They are wise due to the insight they are granted from the madness and are yet also cursed by the impulses and the derangements that come with their state. They are seers and oracles, madpeople and fools. Malkavians are both a joke and a threat.
Delphina is no different. She's bubbly and spacy with a hint of too much cheerfulness to make one think of her as a threat. If not for her established reputation of being an exceptional seer before and after the Embraced, you'll think she's a fool. All she seems to care about when you come across her is babbling about her 'day' and if you, her friend/potential new friend, are doing well. She cares not for politics or the issues that plague the clans. Any attempts to make conversation about these topics will be met with either her usual disjointed replies or a surprisingly dismissive comment. The only time she can give a damn about those things is if it directly affects her or if it will affect the small circle of friends she has.
She's more than happy to go about her undead life through her own methods and means. Even if it appears to others as jumbled and rushed and messy, there is an order to her madness. There really is! It makes sense in her eyes, veiled as they maybe, and it works for her thank you very much. Delphi values her independence and her freedom. The idea of being restrained or held down against her will is easily the quickest way to set the usually sweet-tempered and scatterbrained vampire off.
Her anger can come in different forms too: From a screaming fit to icy silence to unrestrained contempt - Who knows what you could get from her if you manage to earn her ire. Where does her mood land and how long will it last? Nobody knows for certain. Malkavians are not just jokesters or charlatans simply trapped in their own mind and their whims. In a way they are a dangerous group to anger. There's a reason this clan is still alive despite their fall from grace after the fall of Rome to the persecution they faced during the Dark Ages.
When her mind is clear and she is serious enough to no longer play the fickle one - a rare combination - there is no doubt a sharpness to her. The light in her eyes becomes a glint and her smile becomes more predatory, more calculating. This is the sharpness that attracted Avalon to her almost sixty years ago. This girl whose charisma and magnetism drew people around her as she made her preachings on dusky Sunday afternoons back in her village.
Acute and intelligent and aware of herself and others at long last, Delphi is at her most dangerous in these moments of clarity. Her insanity allowing her to see things that no one else could see but her sanity, fleeting as it maybe, allowing her to communicate with others about it so they can use it to their advantage. There's an edge of frustration when she is like this however. She knows she's running out of time to say her piece about what could befall her friends before the voices and the sounds overwhelm her again.
In a way she is very flippant about her safety. With her peculiar hobbies and habits it's a miracle she hasn't gotten caught or punished severely for it yet. It isn't because she's cruel or actively flaunts it against the Camarilla, though she has no real love for them, but simply because it just happens when she follows the beat of her own drum. She'll do her best to keep her way of living as hers and hers alone.
She owns what she does with a smile on her face and while it could be argued that she isn't the same, that she doesn't really understand what is happening, the fact remains Delphi will agree something is her fault if something she's done or something she's said has had bad consequences for others. Delphi takes responsibility in her own ways with the fearlessness and the happy ease all Malkavian are known.
Delphi didn't ask to be Embraced or be thrust into the life she has now. All the same she still lives, for the lack of a better word, and knows her life is still a life that can be salvaged from the ruins of her past. While certainly isn't what she envisioned to have for herself when she was still human, she knows there is just enough time left for her to truly call it her own after spending decades being told what to do by others who think they know what's best for her.
If she's willing to take it into her cold, dead hands while laughing about it all the while at the face of sunrise. Which is she more than happy to do because despite other's claims- She can see so, so clearly.
MBIT ( enfp; the campaigner. )
This personality a true free spirit. They are often the life of the party, but unlike others, they are less interested in the sheer excitement and pleasure of the moment than they are in enjoying the social and emotional connections they make with others. Charming, independent, energetic and compassionate, the 7% of the population that they comprise can certainly be felt in any crowd.
ENNEAGRAM ( the enthusiast. )
They are extroverted, optimistic, versatile, and spontaneous. Playful, high-spirited, and practical, they can also misapply their many talents, becoming over- extended, scattered, and undisciplined. They constantly seek new and exciting experiences, but can become distracted and exhausted by staying on the go. They typically have problems with impatience and impulsiveness.
FOUR TEMPERAMENTS ( sanguine. )
Sanguines find social interactions with faces both familiar and unfamiliar invigorating. The more people they're surrounded by the better they feel and they're not picky about who they get to know. They enjoy having many, many friends. They are bubbly, fun-loving, extroverted people-people who are always in the mood for a good time. Though it can get them into trouble as they love wild nights out.
❝ the reason i talk to myself is because i’m the only one whose answers i accept. ❞
— an african proverb.
{abilities+skills}
Do yourself a favour and save time by not looking into this man for any help should you be in need of some brute force or strength in a situation.
◈ VAMPIRISM
The World of Darkness vampires - commonly known as Kindred in their world - are radically different from what we would consider the traditional vampire. They are stronger and faster than they previously had been while still alive. Their senses are sharper - like being able to pick up and differentiate different smells and being able to see better in the dark - and are quite hardy and are able to take a beating and recover from it provided they have an access to blood to help replenish their health and energy. While immortality is not guaranteed for Kindred as sunlight and fire are still fatal to them and weapons with 'oomph' to them like grenades and high caliber guns can still tear them apart, they're still a difficult group to kill off.
Conventional weaknesses connected to the vampire, ranging from garlic to religious symbols to running water, are useless against them. A stake can prove dangerous but only if it catches the Kindred to the heart and even then it simply paralyses them. Going up against werewolves? All but suicidal if you're not strong. How strong a Kindred varies thanks to multiple factors involved in from which clan they were Embraced into and, more importantly, what their generation is. A generation describes how far removed is a Kindred from Caine, the first vampire. The closer you are to Caine the stronger you are and the further you are from Caine the weaker you're considered to be. There are 15 generations over-all with the fourteenth and fifteenth considered 'cursed' with how diluted the vampire blood is in them.
With that in mine: Delphi is a tenth generation Kindred and she hails from the Malkavian clan. The Malkavians are wild cards but, more often than not, are not considered strong unlike the Brujahs or the Gangrels. Which means you shouldn't look to her help in a fight. She'll certainly give it a try but she's more energy than force in those situations.
Her strengths lie in her clan's Disciplines, supernatural abilities certain clans are known for using and each clan has a set of 'signature' Disciplines that they call their own due to protecting the secrets of the Discipline or because they pick it up faster compared to other clans. For the Malkavians it happens to be the following three:
◈AUSPEX
Vivamus eget dui euismod, laoreet felis eu, condimentum felis. Vestibulum mollis consectetur ex, a tristique tellus cursus non. Etiam est leo, tempus ut cursus et, lacinia eget sem. Mauris rutrum elit id ex consequat, eu accumsan elit dapibus. Nunc eros sapien, tincidunt eget porta non, semper ornare mi. Fusce a efficitur enim, ac vestibulum ex. Donec placerat vitae lacus interdum lacinia. Fusce mi diam, porttitor sit amet consectetur semper, convallis sit amet nisl. Proin nec blandit mauris.
◈ DOMINATE
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◈ OBFUSCATE
Vivamus eget dui euismod, laoreet felis eu, condimentum felis. Vestibulum mollis consectetur ex, a tristique tellus cursus non. Etiam est leo, tempus ut cursus et, lacinia eget sem. Mauris rutrum elit id ex consequat, eu accumsan elit dapibus. Nunc eros sapien, tincidunt eget porta non, semper ornare mi. Fusce a efficitur enim, ac vestibulum ex. Donec placerat vitae lacus interdum lacinia. Fusce mi diam, porttitor sit amet consectetur semper, convallis sit amet nisl. Proin nec blandit mauris.
❝ the reason i talk to myself is because i’m the only one whose answers i accept. ❞
— an african proverb.
{history}
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❝ the reason i talk to myself is because i’m the only one whose answers i accept. ❞
— an african proverb.
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