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TheTrinity Internal System Helper
Posts : 308 Join date : 2018-10-24
| Subject: [Info] Vampires Thu Nov 07, 2019 7:26 pm | |
| Vampires: A SynopsisYou are no longer a living breathing human. A bite has turned you, or you were born this way. It happens, get over it and get on with eternity. Weeping and crying about it will not help change what has come to pass. Death is your companion and keeps you safe. The younger you are the weaker you are, but if you can achieve the status of Master then you will know what it feels like to be truly immortal. Master Vampires are on the top of the Monsters' food chain. You must feed upon blood to survive, times have changed and your victims must be consenting now, or you better have ownership in a blood bank. (yes, the Vampires are blessed with government sanctioned blood banks to keep the monsters from having to starve or seek out victims if a consenting human can not be found.) On a more serious note, you have to think about life in a whole new light now. You are a night owl now, being a Monster is a good thing, but not always safe. The most stressed rule for a vampire is to pick a side, either you stick to your Sire's side till by chance you become a Master vampire, or you must seek the protection of the Master of the City. You are linked to the stronger of your kin, without a Master you will sleep deep one night and wake only if you are found and given a taste of a master's blood. Think wisely before you embrace this life... it is not as beautiful as you might believe. |
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Posts : 308 Join date : 2018-10-24
| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:28 pm | |
| Facts About Vampires
• Vampires do not breathe, eat, or have functioning organs. Young vampires (less than 50 years) have a much easier time appearing human after a feed. All vampires can make their heart beat or other little things to seem more human but most lack the care or need. The older you get, the less you care. **even vampires with Blush of Health must feed to use it.
• Sunlight is fatal to a vampire unless you are a dhampir or in a triumvirate with a human servant who has powers and an animal to call.
• Vampires do not sleep. When the sun goes down, they die. Vampires have described a feeling of their consciousness floating in a void or purgatory until the sun goes down. Master Vampires are able to will themselves back to their bodies and some are even able to do so hours before sundown.
• There are some vampires who can stay awake even when the sun is up. They are still vulnerable to sunlight and the longer they remain awake the more they begin to break down. A vampire who has willed themselves awake for too long will begin to bleed from the ears, eyes, and nose. *Must be older than a hundred.
• Holy objects (crosses, blessed water, pentagram etc) repel a vampire's attack. The wielder must be a believer in that particular faith for the object to work (meaning that a Star of David would work fine for an Orthodox Jew, but not for a Christian, or for those who believe in all the paths of faith, can use all symbols because they believe they all represent a belief in a higher power that protect everyone. )
• Vampires cannot feed on animals exclusively; to do so only delays the terrible hunger that pains them. Human blood must be consumed to survive.
• Removing a vampire's head or driving a stake through its heart is fatal.
• Vampires do not burst into flames or turn to ash when killed. An exception being direct sunlight but it takes a while to burn completely through. The older the vampire the longer the resistance to sunlight. Just how long? No one knows, they don't test the theory. Another exception being holy objects, digestion of holy objects can cause combustion, being doused in holy water, can cause a vampire to melt.
• Garlic cannot repel vampires.
• Moving water will not repel vampires.
• Silver burns vampires like an open flame; it can melt their skin. Older vampires may resist it for a while but not long and will still take damage from it.
• A vampire can feed off another vampire. If the vampire is not a master there is no risk of bonding, all vampires lesser than master status become bounded to the Master of the City or most powerful vampire they feed from. MotC will often force a blood bond to live with in his or her domain.
• No vampire that is not a master can survive on their own. It takes the will of a master vampire or their sire to help them rise from their slumber with the fall of each day.
• All races of vampires can give birth, but they must be less than 50 years old. Once they hit 50, they are to old to give birth.
Last edited by TheTrinity on Sat Aug 01, 2020 10:26 am; edited 3 times in total |
| | | TheTrinity Internal System Helper
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:28 pm | |
| Terms & Ranks
• Kiss: What a group of vampires call themselves. There is only one kiss to a human city.
• Master of a City: A master vampire who is strong enough to control other vampires in a territory. Lesser masters have to ask permission to stay in the city. This vampire is answerable to the Vampire Council because they are often appointed by the council. Those that aren't directly appointed by the council are the winners of the deadly game of vampire politics.
• Témoin: A Master of the City's second-in-command.
• Stalking Horse: A vampire who acts as a front for another more powerful vampire drawing challenges to that vampire's power base.
• Sourdre de Sang: A sourdre de sang, or "fountain of blood", is a vampire capable of supporting his or her own bloodline. A sourde de sang generates his or her own animating power, and also provides animating power for all vampires that share a bloodline or have taken blood oaths to members of the sourdre's bloodline. A sourde de sang is owed a duty of fealty by all vampires that draw power from its bloodline. All known fountains sit on the council and they all support bloodlines with unique powers.
• Master Vampire: A vampire with enough inner or personal power to be able to rise from the day death by his/her own will/strength. If a vampire hasn't obtained a "master power" or the ability to wake on their own, by the time they are 200 years old, they will never be a master.
• Standard Vampire: Vampires between 50 and 150 years old; they used to be the most common then there was a slight "baby boom" when vampires came out of the coffin.
• Vampire Fledgling: Any vampire under 50 and don't get it twisted, there is a lot to learn about being a vampire in 50 years.
• Pomme de Sang: A pomme de sang, or "apple of blood," refers to a person who has agreed to feed a vampire regularly. In vampire society, the pomme de sang is a submissive but valued position, similar to a "kept man or woman" among humans. Pommes de sang are protected from interference by other vampires, and are typically given gifts and otherwise treated as a human might treat a lover. It is against the rules to kill one and the repercussions can be severe depending upon which one is killed. Vampire don't generally bite their Pomme de Sangs, in order to keep the longetivty of their relationship.
• Blood Doll or Vampire Freak: All vampires need blood to survive. Blood Dolls and Vampire Freaks are willing live stock in a sense. They have willingly offered themselves over to the care of the undead to feed off of in return for a place to live, and help finding jobs or for the protection the kiss or the undead can offer. There are those who are brain dead and hanging from walls in dungeons or cellars, used only for making blood wine or filling blood baths.
• Ghoul: These humans are usually washed up, over used, vampire freaks who have gained new purpose for their vampire. Barely able sustain their own lives anymore, a vampire will allow this human to feed from them. In turn, this human is now more or less addicted. While gaining a few perks like increased strength, resilience and sense, they are otherwise brain dead and used to run errands and take care of menial tasks for their vampire master.
• Masters Domain: Vampires have strict rules of society. When entering a city one is expected to present themselves before the Master of the City in a reasonable amount of time and seek permission to remain with in the master's domain. Vampires wishing to join the Kiss will be subject to a blood bond giving their loyalty over to the MotC. Human servants, Animals To Call or delegates from another Master's court are all expected to present themselves and make an introduction. Ignore this at your own risk. Masters visiting another Master's city are expected to inform the Court they will be visiting a head of time seeking out permission to enter another's domain so their host may prepare for the visit whether it is to make living quarters ready and entertainment or strengthening their security. A vampire seeking protection of the Master of the City will drink of the master's blood binding them to the kiss. This gives the MotC power over you, allowing them to feed thier people, and help them to rise with the setting of the sun each day.
• Blood Oaths: It's customary that when a vampire loses a master or comes into the land of another master vampire to stay for good that they pledge a blood oath to that Master of the City. This oath was put in place by the Elders to keep vampires in line. When a vamp goes rogue or breaks the ties to his/her Master of the City, he/she will know and deal with that vampire accordingly.
• Ardeur: Also known as the fire or Erato, the burning hunger. The overwhelming desire to feed that newly risen vampires normally get. Most ardeurs feeds off of sex, but some feed off of violence or fear or need. All depends on the vampire.
• Glamour: Also known as faerie magi, is the ability to change a victim's perception of a situation or entice them to your will. A four leaf clover will break glamour. There are also other plants you can wear or carry: Saint John's wort, red verbena, daisies, rowan, and ash.
• Triumvirate: The ability to share power between three beings normally a vampire, human servant, and an animalinthrope. The power strengthens as more marks are given to each servant.
• Manomicy: Tradition must always be upheld. This is a challenge between two vampires, often to the death, for rank or power. Masters can challenge for control over a city. It will start with a meeting for peaceful negotiation of terms. A Master being challenged for his domain does not fight alone. He will be expected to draw on the strengths of his allies, including human servant, animal to call, and any other of his beasts within the city and all allies that have pledged loyalty to him. Vampires do not fight hand to hand in a Manomicy. They are more sophisticated then that. A true show of a vampire's strength is the level of his power and how well he uses it.
• Reproduction: Vampires can have children. Only males can reproduce and need a mortal female to do so. This is forbidden by vampire and human law. The child will kill the mother at birth and is born a vampire. There is no avoiding it. You will be giving birth to a monster who needs blood to live from the moment it leaves the womb. It is almost impossible for a vampire over a century old to father a child.
• Vlad Syndrome: A birth defect that happens to human women impregnated by male vampires. The baby is born with a full set of sharp teeth and a vicious appetite.
Last edited by TheTrinity on Sun Dec 15, 2019 2:35 pm; edited 4 times in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:33 pm | |
| Power Structure
In general, vampires are organized in a strictly hierarchical structure, both as a matter of social organization and as a matter of the magical power that animates them.
With the exception of rogue vampires, all vampires are bound to a master. In most cases, that master will have his or her own master, resulting in a hierarchy of control. Although a sufficiently powerful master appears to have some ability to control subject vampires through purely magical power, there are numerous vampires in the novels who demonstrate an ability and willingness to disobey their master.
Each area large enough to support a social group of vampires is controlled by a single Master of the City. Assuming this position increases a vampire's magical as well as social power, as the master draws a share of power from all the vampires under its control. This position is typically transferred only by the death of the existing master. A vampire traveling to a new area must have the permission of that area's master, and when masters of different cities visit one another, they often engage in detailed negotiations of terms.
All of the individual masters of the various cities in turn owe allegiance to the Vampire Council. The Vampire Council is based in Europe and is composed of several extremely powerful vampires. Normally, a vampire assumes a position on the council by killing an existing member.
Other than obedience to their masters, the rules among vampires vary. For centuries, the Council required vampires to act with discretion, going so far as to kill vampires for drawing unnecessary attention. After the United States began recognizing legal rights for vampires, the Council has supported limited cooperation with legal authorities. Vampires living in the U.S. are forbidden to commit crimes, and many city masters engage in vigilante activities to control vampire crime, often delivering criminal vampires to authorities, frequently in pieces.
Vampires gather power directly by feeding, primarily on blood, although some master vampires can also draw power through fear, lust, or directly from their human or animal servants. Vampires also appear to draw power from their subjects. In return, a vampire receives its animating force from its master, who in turn receives his or her own animating force from his or her own master. A vampire at the head of a bloodline is known as a Sourde de Sang and need not draw its animating force from any "upstream" master.
While there may be more then one Master Vampire in a city, only one is Master of the City and all pay honors to them by giving their loyalty. All lesser vampires drink one time from the Master of the City binding themselves to them. They now vow to protect you and the city. The Vampire council formed of the most powerful elder/ancients of the vampire blood lines rule over all the vampire race.
Vampires in the city work in benefit of the Kiss they serve. Whether its working for one of the businesses, or in a way that benefits the Kiss. IE, handling finance accounts, handling PR matters. They can also bartend, be a bodyguard/guard, be a dancer/stripper/entertainer, comedian, etc. Or they can just live off of the Kiss finances, and not work. Lots of them work in the Circus, doing some sorts of carnival shows or tricks.
Non-Kiss jobs are on approval basis only, per the Master of the City.
New Orleans Kiss
Master of the City - Damien Bathory Temion - Available Stalking Horse - Available
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:47 pm | |
| Laws of Conduct
The vampires live by a trio of rules they call "The Three Edicts."
1) Feed Discreetly. Vampires must feed, and often this is done through violence out of necessity, not because vampires are violent out of nature (although going without food often leads to madness in new vampires) Vampire must be cautious when it comes time to feed. They can not feed from the same victim more then three times if they use their bite. Most have what is known as a Herd, mortals and humans who are kept in their services as blood donors. Most often a silver crafted blade is used to open the vein and is then healed by House healers.
2) Fear the Light. Light is a tool of destruction, the sun is anathema to them, as is the burning light of an open flame. Light is something to be respected and properly feared, lest it consume them. (Dhampir are the only exception to this rule)
3) Walk in Darkness. No vampire has ever seen the sun after their terrible transformation through violence and bloodshed. Only by understanding this new, shadow-filled world can a vampire hope to survive it, and the dangers it holds. Vampires are often kings of the night, but they are not completely isolated from the other creatures that dwell in it.
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Protocols GREETING EACH OTHER --It is expected for any vampires entering a new territory to greet the Kiss, and identify themselves before feeding in the territory. If granted this permission, they may travel through the territory and feed as they wish, within the laws of that Kiss. If they break laws, they face punishment if not execution.
--It is not required to greet the Master of the City unless seeking to join the Kiss, otherwise, the second in command, Temoin, handles the affairs. The Stalking Horse may also aid in handling these affairs.
--When a Master of the City enters an establishment or room, it is customary for those of the Kiss to bow their heads, if not bow or curtsy. Verbal greetings are acceptable as well. Ignoring the Master of the City is considered an insult.
PROTECTION PROTOCOLS --Unlike lycanthropes, vampires do not offer their protection to weaker vampires. A weaker vampire may only receive protection from their superiors in hierarchy in the Kiss (Master of the City, Temoin or Stalking Horse) if those individuals choose to protect them. They can turn to their creator as well for help.
--Master of the City is required to protect his Kiss from threats, as well as to keep them in check.
--In regards to breaking vampire laws, no one is safe from the Master of the City, The Vampire Council or their Harlequin.
Last edited by TheTrinity on Thu Nov 07, 2019 8:15 pm; edited 1 time in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:47 pm | |
| The Vampire Council"The Council decides which of them will send out their vampires to make more. For thousands of years, it was the Queen of Nightmares, our leader; or Morte d' Amour, the lover of death and the Dragon; but they grew tired of the games and retreated inside the council chambers. You rarely see them."The Vampire Council acts as the governing body of the vampires, and as a court or police. It is located in France, near Paris. The council members consist of the first and oldest vampires, and subsequently the most powerful, but any vampire to create their own line is often "encouraged" to join the council. The council members are masters at finding that which terrifies you most and using it against you. They will use your desires against you and twist everything you are into a shape of their choosing. They are the nightmare on which all vampires are based. The thing that even other vampires fear. And to top it off they hate each other a lot. The primary rule among vampires is: "Thou shalt not draw attention to thyself." ________________________________________________ Members of the CouncilMarmee Noir• Known as "The Sweet Dark" and "Mother Of All Darkness". • She is the queen and leader of all vampires and the head of the Vampire Council, and estimated at over 11,000 years old • She is both a vampire and a lycanthrope at once, and is apparently a were-saber-toothed tiger. • According to several of the vampires, she was the first vampire, which means that she predates the evolution of homo sapiens. However it has also been hinted that she is the "Mother Vampire" in a metaphorical, rather than literal sense, having created the rules and culture that governs the vampire race. • Many of the Council harbor discontent and dislike for her, and there is often conflict. • The only known vampires of her line are The Harlequin. • She is the most feared supernatural creature in the known world.• Her location is unknown, and it is assumed that she is asleep hidden away somewhere in the world.The Earthmover / Mr. Oliver• Oliver is approximately 5'5". It was suggested that Oliver was member of the Homo Erectus species, a pre-human vampire, his age is estimated at approximately 10,000. • Oliver's abilities include the ability to cause earthquakes/manipulate earth, the power to "draw blood from a distance," levitation of himself or others, the ability to remain awake during the day and mask his vampire nature almost totally, and the ability to call snakes and snake-like supernatural creatures. The Traveler• Only members of The Council call him by his true name. • He is roughly 8,000 years old. • Secretive and cunning, he is the wisdom of the council. • He is the progenitor of his line; vampires that have the ability to leave their bodies and inhabit that of those with weak minds, including other vampires. • The Traveler has the ability to possess victims countries away, however his human servant can be possessed from any distance due to their shared marks. Vampires of his line have a shorter range, even with human servants. *The possession of a vessel not a human servant uses up the vessel's life force. • His true form sits somewhere on the council grounds in a place known only to his human servant and its location rotates throughout the centuries. • Reclusive and picky, the Traveler has a small line of progenies. Morte D'Amour• Known as "Lover of Death", but more accurately "Death of Love" or "Death from Love". • Morte D'Amour is the progenitor of the Nighthags and rotting vampires. • He is approximately 5,000 years old. • Vampires of his line can develop the ability to feed on fear or death the way vampires of Bella Morte's line can feed on sex and lust. They may also be able to rot on command or cause a victim to rot with their bite. These abilities are rare and selective through his line. The Dragon• This female member of the Vampire Council is somewhat enigmatic. • She and Morte D'Amour were leaders of the council when Marmee went underground, but the Dragon has little patience for politics and conceded her position to Belle Morte for a lessor one. • She is an old vampire, estimated at about 3,000 years old, having been most active in ancient Roman times. • She has the power to draw all of the energy from another vampire, killing it permanently. • Not much is known about her, as she keeps withdrawn and seclusive, and cares not for bloodlines. Belle Morte• Known as "Beautiful Death"; she is beautiful, pale skinned, dark haired, with eyes the color of dark honey. • She is known to be at least 2,000 years old. • Her abilities include the power to induce lust from a distance (extending to at least hundreds of people at a distance of miles), the ability to draw power from lust, and the ability to call all of the "great cats". • All members of Belle-Morte's bloodline tend to be selected for their beauty. • Belle-Morte can make mental contact with all new vampires of her bloodline, and can serve as a mental "bridge" between willing members of her bloodline. • Belle Morte has shown the power to actually "re-sculpt" the features of vampires in her bloodline, making them still more beautiful than when they were chosen. • She is very vain, narcissistic and jealous. Padmavaarti Maurya• Or simply Padma • Also known as the Master of Beasts. • He is said to be an ancient Indian Prince. • His power is the ability to "call" all animals, not just a single species. Using this power, Padma can bend animals and were-animals to his will, and can also use the power as if it were a were-animal's "beast" - forcing his power into another, controlling their shifting, and even killing them. • He is about 1,700 years old. Vlad Tepes• He is more commonly known as Dracula. • He's about 500 years old, and lives in Transylvania. • He is the first new addition to the council in centuries. • His line has the ability to fly and call bats, natural and were. Master Vampire's of his line can take on a bat-like appearance when they fly or fight.
Last edited by TheTrinity on Tue Dec 03, 2019 3:29 pm; edited 3 times in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:48 pm | |
| The Bloodlines
Each sourdre de sang is capable of supporting a bloodline - a group of vampires who draw power from that vampire either by direct descent or by blood oath. Specific powers of a bloodline are only seen in master vampires bitten by the progenitor of their bloodline and not always in every master vampire.
Incubi | Succubi These are the children of Belle Morte. The most basic aspect of this power inspires intense sexual passion in all it touches. Those under its thrall are gripped with an intense desire to have sexual intercourse with the vampire who possesses this power, or else the nearest person. It is addictive, and can cause utter chaos. Those of this line must have several lovers if they wish to properly feed without killing anyone. - Some vampires in this bloodline have an orgasmic bite; it may bring someone to the edge of orgasm, or even cause one. - Some vampires in this bloodline can cause their bite victim to 'love' them, but will also develop a feeling of love in return.
Nighthags Descendants of Morte de Amour. Also called mora, Nighthags are vampires who have the ability to feed on and create fear in those around them. They cannot completely turn this power "off"; everywhere they go there is a small feeling of dread, no matter what they do. Some also share a corrosive bite with their maker; Morte d'Armour and few others are able to cause victims to rot, decay and die from a single bite. It is a master-vampire power, and rare.
Rotting Vampires Rotting vampires are also a part of Morte de Amour's line. They have the ability to allow their body to rot into a decaying corpse or even fall apart without suffering damage. As a result, they are almost impossible to kill without fire (or, presumably, sunlight).
Dragons Obviously children of The Dragon. The line of the Dragon is a small but powerful tribe of very strong vampires. Their progenitor is one of the oldest members of the council. She was never known to sire many, however those of her line hold the power to drain others. The strongest of her line can drain nearly any creature down to dust with a flex of their power. Lessors of her line can cause wild stirs of all emotions, making their victims manic, violent and appear insane.
Nosferatu Dracula has been known by many names but his children are known as the Nosferatu. They all have the ability to call bats both were and natural but the strongest of his line can shift into bat-like forms and fly.
Travelers Like their sire, vampires of this line have the power to possess not only weak humans but weak vampires. The older and stronger can accomplish this from greater distances but none so great as the Traveler himself.
Beast Masters As children of Padma, these vampires have the power to call more than one animal. The strongest of his line has been known to call up to three different animals with no discernible connection between them.
Earthmovers Nearly elemental in their power, children of the Earthmover can cause minor earthquakes, typhoons, and hurricanes. Wind based attacks are done with extreme speed and earthquakes seem to be done with sheer strength, however, no vampire of his line can do both. As such, vampires of his line are either exceptionally strong or fast even for vampires.
Dhampir Dhampir (pronounced "dahm-peer") are a very special class of vampires. Vampires can mate and breed with humans, though it is highly rare, or even breed with other vampires. They are born of a human mother who is bitten at the beginning of her pregnancy, a copulation of vampire and human or copulation of two vampires. The child, if it survived, is called a Dhampir. Through the mother's blood the disease is transferred to the child. Saving her the chance of death often found with a vampire bite. But death comes in the end most often to both mother and child. The rare Dhampir to survive has shown the ability to walk in daylight, go much longer without feeding and be able to eat and drink.
Last edited by TheTrinity on Sun Dec 15, 2019 2:26 pm; edited 5 times in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:49 pm | |
| Playing A Vampire
The Hidden World - Vampires Grabbing Life by the Throat
To understand what it is to be a vampire is to imagine being living death. Vampires are reanimated human corpses which feed on living blood and emotions to sustain themselves.
Most vampires still appear human - they still look human; have their old human habits, feelings, and fears; and may even interact with the people they knew before their blood was altered. It can take hundreds of years before a vampire forgets what it means to be human. That is, unless they were barely human to begin with. Yet, a vampire lives in darkness and cannot survive sunlight; they now must view humans, ultimately, as a stable food source for survival; and a dark, bestial nature can overwhelm them if they don't keep tight control over it.
Vampires are not normally independent creatures, and do not usually hunt or sleep alone, and many enjoy the company of others. Vampires often hold parties or gatherings where the taking and giving of blood is commonplace. Humans often serve as a bloody main course for the participants as willing victims.
In cities, a group of vampires are known as a kiss. The kiss is a shared endeavor. The Master of the City decides the structure of the Kiss, but most function the same way: They secure a place in a city and secure any sewers, mines or otherwise abandoned underground passages for their sleeping areas. They open businesses to support the Kiss, usually franchises of the original vampire venues or something of their own. Again, that is a decision of the Master of the City and with every change of the Master of the City comes a change to the order of things. Most function in a hierarchy decided by the Master of the City. The Temion, stalking horse and generals usually share a floor with their MotC. The rest of the Kiss is divided has their Master sees fit, or not at all. Some vampires have such vast passages that every vampire can have it's own room. Others are small and restricted to sleeping in coffins in crowded areas.
Coffins, despite rumors, are not the only places vampires sleep (that location must be completely sealed from sunlight however, unless the vampire is half human; a Dhampir)
Vampires interact with humans in a variety of ways: • Vampires may mentally dominate humans, forcing them do their bidding. Vampires refer to these humans as slaves or servants. Another term for this ability is "overshadowing". • Vampires also take blood from willing humans. Some vampires are in romantic relationships with humans who willingly donate blood. Others take blood from humans who have a psychological need to supply blood. These latter humans are known as vampire junkies and attend freak parties where they meet vampires.
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Becoming A Vampire: The Conversion
Vampires cannot turn other peternaturals into vampires. Humans with super- natural abilities can be turned but they are often killed though only the council knows why. Some human supernatural abilities are immune to the vampire "curse" such as those with animation or necromatic abilities but most are not.
There are three ways to create a new vampire: Single Master, group feeding, and by three feedings within the same week.
The first process of turning a human into a vampire begins with a vampire, usually a Master, draining the human to within and inch of their life. By doing this, the Master is expected to remain with the human until they rise the following night and bind the new vampire to them. If they do not, the vampire will be rogue and their feeding will be twice as frenzied as that of a fledgling under a Master's control.
If caught, rogue vampires are often put down and this death can often lead to the Master's death as well, as the council does not sit well with the creation of rogues.
The second process is reckless and if found by humans or the council results in death for all. When a human is drained in a group feeding to the point of death then rises, it is animalistic, with little or no cognitive ability and with extreme strength and resistance to pain, and can only be controlled by the master in the group that made it, and even then only if he or she is powerful enough. The new vampire is little more than a rabid dog.
The final way a human is turned into a vampire is by being fed on more than three times consecutively. This can happen if the human is feed on by any vampire as each vampire carries the curse and infects with each bite. If a human is fed on more than three times, it should be bound to the strongest master of the group no matter who gave it the last, fatal bite.
The newly risen are often confused and dangerously hungry. Heighten senses kick in immediately and can be triggering. When vampires are created purposely, the newly risen are left in the care of a "vampire counselor" but most often they are to be taken care of by their master.
Last edited by TheTrinity on Thu Nov 07, 2019 8:44 pm; edited 2 times in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:50 pm | |
| Appearance & Attributes • Vampires (excepting sub-classes) are considered immortal, and do not age.
• If a Ghoul has survived past their life expectancy (120+ years, on average) and the vampire withholds blood after three full days, they age at approximately ten years for every half-day after wards.
• Holy objects (crosses, blessed water, etc) repel a vampire's attack. The wielder must be a believer in that particular faith for the object to work (meaning that a Star of David would work fine for an Orthodox Jew, but not for a Christian, and so on). Also, prayers and curses do not affect vampires, unless used with a holy object.
• Garlic, moving water, and silver cannot repel vampires.
• Only four things are fatal to vampires: Sunlight, exposure to fire, removing a vampire's head, driving a stake through its heart.
• Vampires cannot feed on animals exclusively; to do so only delays the terrible hunger that pains them. Human blood must be consumed to survive. Also, vampires can feed off other vampires at the price of being permanently bonded to the donor. (This is often done between Vampires who take a blood oaths.)
• Vampires appear to be human at first glance, but some scrutinizing folks might notice something that just "doesn't seem right" when it comes to a vampire. It might be eyes that seem cold and dead or sharpened fangs, or the way skin feels cold to the touch. All vampires have one strange or unusual habit or feature about them, but it doesn't have to be physical it can be social or mental..
• All vampires possess pale skin, an effect of their living underground in ancient times, and the sunless existence they live in now. But when they wake, and feed, they can take on a tan if they so wish, better blending in with their surroundings.
• Vampires are creatures of habit, just as humans are, and often dress in the fashions that were popular or a favorite of the vampire in life.
• Vampires are able to grow into many abilities both generic and specific to their line (if they are of one). It is not unusual for a vampire to continue to develop powers as they become needed.
• Master Vampires who develop unique powers of their own are watched closely by the council and if a Master Vampire develops more than three unique powers they can create their own line.
Last edited by TheTrinity on Thu Nov 07, 2019 8:39 pm; edited 3 times in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:52 pm | |
| Basic Powers & Abilities
• Metaphysical Shields: Shields are a mental block that can effectively protect vampires from the mere presence of other super natural creatures.
• Blood Healing: With the mystic power of their own blood, vampires can withstand grievous wounds, and heal some flesh wounds immediately. Unless the wound was caused by animalinthrope/vampire claws or fangs, religious object or holy water.
• Vampiric Strength: This enables the user to lift up to three hundred pounds easily, or up to six hundred pounds with some difficulty. Vampires are capable of feats normal men could never achieve, such as smashing through brick walls or bending iron bars in their bare hands.
• Vampiric Speed: You can move very quickly, twice the speed of a normal human.
• Unnatural Resistance: Vampires, needing no food, cannot be poisoned; their servants share this resistance. They do not fall to common illness. Vampires can take an extraordinary amount of punishment and keep on going.
• Sharpened Senses: Able to hear sounds lost to normal humans, see in complete darkness without difficulty, or smell a drop of blood from a hundred feet away, vampires have extremely sharp instincts.
Last edited by TheTrinity on Thu Nov 07, 2019 8:17 pm; edited 1 time in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:54 pm | |
| Beta Powers & Abilities
• Blush of Health: With this gift the vampire has the ability to appear human. Skin will take on a healthy tone. The chest moves as if breathing and even the heart beats. They look human and can blend in better.
• Drinking/Eat Food: This is a very simple, but very rare gift. A regained ability to eat food and drink liquids with out it becoming ill or having to regurgitate, but what goes in must come out.
• Shockwave: The vampire throws out a wave of energy that knocks down anything in its path. In using this, the stronger the wave the more energy loss the vampire will have, leaving them bewildered and at risk of open attack.
• Crushing Grip: The vampire wraps invisible "fingers" of power around an object or person, and squeezes very tight. (to use this power on another player means initiating combat.) May The Force Be With You.
• Healing Kiss: A vampire can heal a wound inflicted by their own bite or claws only. By pressing the mouth to the wound and licking it will slowly close leaving behind no trace for shallow wounds or bites and light scars for deep wounds. • Regeneration: Vampires can regenerate at an alarming rate. Wounds close right before your eyes within moments. Wounds from silver, vampire or shifters fangs and claws heal at half a human's rate of healing. Any wound made by a holy object, holy water or silver items engraved with religious symbols will heal human slow and leave scars upon the flesh that will never heal. In order for a holy item to be used the wielder must have true faith.
• Hypnotize with the Eyes: To gaze in to a vampire's eyes is to run the risk of drowning in their power. With just a gaze a vampire has the power to hypnotize a victim. Humans, shifters, paranormal's and even other Vampires can fall to a Vampires gaze. This can be used to wipe short term memory such as hiding the fact they have been fed upon or seen something the vampire wanted to keep secret. Powered humans, alpha, and alpha PSI animalinthropes and vampires have some resistance to this. Holy objects can be rendered useless if the vampire orders they be removed while the victim is entranced.
• Hypnotize with the Voice: Some vampires have the power to hypnotize a victim with the sound of their voice. Humans, shifters, paranormal's and even other vampires can fall to a vampire's gaze. This can be used to wipe short term memory such as hiding the fact they have been fed upon or seen something the vampire wanted to keep secret. Powered humans, alpha, and alpha PSI animalinthropes and vampires have some resistance to this. Holy objects can be rendered useless if the vampire orders they be removed while the victim is entranced.
Last edited by TheTrinity on Thu Nov 07, 2019 8:17 pm; edited 1 time in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 7:56 pm | |
| Master Powers & Abilities
• Animal To Call: This is a gift that that is secluded to vampires only. With the rise of age, the rise of power, a vampire begins to hear voices, soft whispers that draw them down in to a sleep like state. Even in the middle of the day. A vision is set upon them, seeing a powerful animal run though their dreams, a were-best attacking them and the eyes of the beast flashing in to their mind before snapping out of the dream. This is called The Animal to Call. Vampires with this gift can summon animals of that class to their aid. Were-beast as well as common forest creatures.
• Human Servant: Even the dead need companionship. But the relationship between master and human servant is so much more then just a companion to fill the lonely hours. It consists of four marks placed upon a human or paranormal, each one given making the bond stronger until it becomes permanent. If the human servant dies, so does the vampire. Vampire Masters look for strong companions, for a human servant is one third of a power base for the master. To take a weak advocate is to risk one's own life. The vampire does not ASK to take someone as a human servant, they take them. The vessel is gifted with not only immortality when the last mark is placed but they can also share some of the vampires powers as well as their ability to regenerate, heal swiftly, be unaffected by diseases or poison, stamina, speed, and strength making the servant harder to hurt. *** see Vampire Marks for more information ***
• Eyes of the Beast: Vampires can see very well on their own, but some have learned to hone this skill even more and can see much like their animal to call. If a vampire calls wolves they can see like wolves, if a vampire calls cats they can see like a cat, etc.
• Memory in the Blood: With every drink comes the endless journey that the mind and body have taken. With this power one does not need to roll the minds of their dolls in order to steal away their memory and know all they know. They need only feed. As a result of this vampires with this power may only keep select blood dolls. Most are mindless, mute, deaf and blind. For even the ancient mind can become over run with knowledge and suffer head aches so painful even they can be blinded. *** Very Rare***
• Control the Beast: Almost all vampires have an animal to call. But only masters can control animalinthropes. This power allots a Master Vampire the power to impose his will upon an animalinthrope of the same animal blood line as his animal to call. They must have this power in order to mark an animal to call binding them and any of their people. Vampires will never take weak animalinthropes as their animal to call. Alphas only. If the beast dies, the master dies as well.
• Roll the Mind - Master Of His Power: A Master vampire can completely take over a victim's mind though eye contact, voice or just their presence. They can target an individual or a whole crowd without the victims becoming aware of it at all. It leaves the victim in an hypnotized state and their minds open to complete control. Long term memories can be altered, implanted or erased completely. This is a power of grace and skill that can be used at a distance. No other vampire can repair the damage done by another when rolling someone's mind. Strong paranormal humans, Alpha and PSI Alpha animalinthropes and other vampires have some resistance to this.
• The Triumvirate: This works as a bond between all three parties. The vampire is telepathically linked to both their beast and servant and now can draw energy off them or give it to them. When taking an animal to call, a vampire can then at times feed off all the were-animals bond to them.
EXP: If the animal to call is a wolf, the Ulfric of a wolf pack, the vampire can draw power from all the wolves in the pack. A vampire will not always look for permission to take an animal to call. Often just claims them against their will sorting out the hatred to form a relationship after the fact. The bond between master, animal to call and human servant is a triangle. They are all three connected mentally and spiritual. If one dies after the fourth mark has been placed almost always will all three will be drug down in to death. There has only been two cases of a any one surviving the death of their master or partners, both had been formed with a necromancer.
• Creation: Only master vampires can create other vampires. Lesser vampires do not possess the strength to bring life to their newly departed companion. It takes the will of a master vampire to breath life in to someone newly turned.
• Early Riser: A master vampire can rise before the setting of the sun. The earliest a vampire can rise is about six or eight hours after dawn. They typically feed more and remain awake until dawn the next day. A vampire knows when they've gained this ability when they begin to rise/awake an hour before sunset as if startled awake. As they age they begin to waken earlier and earlier. Even with this ability, however, they cannot venture out during the daylight or they couldn't. Recently, vampires have gotten a little crafty in their ways to avoid sunlight and these advances are usually only afforded to Masters of Cities and their generals; that is if they rise early.
• Statue: The old ones are known for standing so still and remaining so utterly silent that you will think them nothing but a statue or they can evade your sight all together.
• Mental Connection: A link from one mind to the other. It is a vampire form of telepathy.
• Wake to the Threat: While still locked in the embrace of death some vampires have a sixth sense that is still alert. If danger approaches while the master is sleeping they will wake in time to face it head on and awakes completely alert. Its like an adrenaline rush.
• Resist Silver | Holy Objects: Resistance isn't immunity, but Master Vampires will last longer in the presence of holy objects and silver.
MotC Only: • Awaken the Kiss: It is the responsibility of the Master of the City to awaken their children. Rising before the dusk, The MotC shares his power at sun set giving the members of the kiss life for another night.
• The Master's Call: Exerting their will, the Master of the City can draw their people to them. Those bound by blood, their word, or power will heed this call. Human servant, animal to call and all their people, blood dolls, members of the Kiss and their beasts will all feel the need to come to the Master who cares for them.
• Feed from the Kiss: The Kiss is not only the vampires who are loyal to the Master, it is all those who are bound to him in alliance or blood. They can draw on their strength in order to elevate their power level.
• Feed the Kiss: If his children suffer at the hands of others, are weakened and in danger. The Master of the City may draw from his Allies and give the energy to those who need it most. Or he can give part of himself in order to save someone.
• Blood Bonding: Vampires within the city are subject to blood bonding. This is an ability only the Master of the City holds. The most powerful vampire in their domain, they must bond their vampires to them to help them rise. But it also gives them control over their people which can stop them from waking, calm them from a frenzy, and can control their actions. A good master will never abuse this power.
Last edited by TheTrinity on Sat Dec 14, 2019 11:00 am; edited 1 time in total |
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| Subject: Re: [Info] Vampires Thu Nov 07, 2019 8:18 pm | |
| Powers By Bloodline
Incubi/Succubi • Animal Magnetism: A vampire can emit an invisible scent that draws a chosen target to them. The vampire can have this power infect multiple targets at once, if they so choose, but if the vampire or the victim become distracted, the spell is broken.
• Devil's Charm: Every word is an epiphany, and every joke uproariously funny if a vampire chooses with this power. The victim hangs on every word, every motion or deed without paying attention to anything else around them. Only a person who has been bitten and survived may fall under this bewitching power.
• Throes of Lust: The vampire who uses this power can force such strong feelings of passion, desire, or sexual pleasure upon a victim that they can think of nothing else until it passes. This power builds to a crescendo before it . ahem . "culminates" in a physical response, which the victim has no control over, or until the vampire releases them. This is often used for the vampire to feed without blood.
• Enamored:The Incubi/Succubi can wield one of their own hungers like a weapon. Just by being in a room, when a vampire raises this hunger he/she can make every one in a room feel the sudden need for sexual touch or intimacy.
Night Hags • Inducing Fear | Feeding On Fear & Pain: Night Hags can generate and draw power from fear. They can also project fear over great distances, sometimes enough fear to kill. They are also constantly surrounded by an aura of dread which allows them to feed almost constantly and makes them stronger.
• Call Shadows: By weaving the shadows around them, Night Hags can twist and bend reality around their victims making them seem invisible or confusing their victims with images of dangerous shadow figures.
• Mind Shredding: When draining one or a handful of victims, a Night Hag can peel away the layers of their mind and dig down to their deepest fears. He has done it so much over the years, that standing within ten feet of him induces flashbacks and hallucinations when he's just relaxed. He can pinpoint this power to one or more people and this is the fear that he can induce over distances.
• Corpse Flesh: Upon will, a Night Hag can slowly cause their body to rot right before the eyes. They take less damage as this is their true state. It is often used to instill fear in their victims so they may feed off them.
• Cry of Agony: A whispering chant, sounding soft as a lovers kiss till the victim's mind becomes filled with the sounds of death, murder and cries of pain. The power can build and cause madness in a weak mind. To use this costs the vampire dearly, having to expend their own power and blood. It leaves the vampire weak and disoriented for a time.
• Summon The Dead: Nighthags seem to be directly connected to death. They can summon a corpse from the grave for one night as a zombie to do their bidding.
• Flesh Crafting: Nighthags have an unnatural gift of molding flesh even when it is still living; the plastic surgeons of the vampire world, who use no anesthetics. Nighthags can focus their will and use their hands to re-sculpt flesh and bone of their target much like an artist molds a block of clay.
Travelers • Astral Projection: Vampires of this line have the ability to leave their body of origin and inhabit that of others, weaker than themselves. The distribution of the vampire's original body will result in the break of connection. Fledgling vampires can only inhabit others while awake themselves but master vampires can leave their original body for months sometimes years at a time. The strongest of these vampires can project without the need to take over another's body.
• Dream Weaving: Traveling doesn't have to result in the complete control of a victim. They are able to invade dreams and take control of the construct to influence the victim in a variety of ways. Namely, breaking down a victim in order to control them but also something as simple as using it as a private meeting area.
• Mark of the Traveler: Bonding with a willing victim or even a forced one, leaves a mark. Once, a vampire of this line has marked their victim, they can find them no matter the distance, even if the distance is beyond their range of control. Within a certain range, this power also allows the vampire to paralyze or wipe the memory of the victim without having to be in them.
• Channeling: Complete control of another's body comes with unfettered access to their memories and mannerisms. With this, they have the choice of completely mimicking a person and blending in or simply being themselves within another's body.
• Stolen Image: Master Vampires of this line can use a sort of glamour to assume the shallow visage of another being. Even for masters, this does not last more than a few hours and the image is hollow. They can look and act like the real thing but prodding will quickly reveal the copy cat, even if the vampire has previously possess the one they are copying.
Earthmovers •
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The Dragons • Drain of Life: Vampires of this line can drain the life force of any living creature around them. Like feed on fear for a Night Hag, this ability does not turn off. It can be suppressed to a certain level but never fully stopped.
• The Serpents Blood: This gift gives the vampire the ability to boil their own vitae in to a corrosive acid. Cutting themselves and concentrating a vampire can then fling drops of their own blood at someone and have it burn like acid.
• Blood of the Innocent: The air around the victim becomes a thick, bloody soup, which they breathes in, choking them. Similar to drowning, but far messier.
• Gargoyle: This gift allows a vampire to change their hands and feet into claws giving them a gargoyle-like appearance. It also heightens their strength and makes their skin like stone.
• Dance Little Puppet: Blood calls to blood, and a vampire can reach out with their power and manipulate another like a marionette on strings. A vampire must have taken blood from the victim of this spell at least once to have it work.
• Incite Rage: This line feeds off of life force but anger and aggression can be isolated to give them power of an individual. They can cause it to rise with in a person. Even the strongest of souls will fall if the Dragon's eyes blaze red and its breath caresses your skin. It takes only the strong will to fracture the mind and fill it with that which you hate most.
Nosferatu • Levitate/Fly: All master vampires of this line can fly. They are forced to shift into a bat-like humanoid to do so. Stronger master vampires can levitate without shifting.
• Echo-Location: Vampires can see perfectly in the dark. However, vampires of this line can track prey by their movements over leagues on land, sea or air; prey that is far beyond sight. Once they have been around the prey and get a sense of their natural energy; their natural vibrations.
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Masters of Beasts: • Fire in the Blood: A vampire can ignite the animal rage in his blood and go into a ferocious frenzy. During this time, often vampires will attack their target until death or victory.
• Claws of the Beast: This gift allows a vampire to change their hands in to paw like appendages with sharpened claws much like that of a wolf or cat. These claws can rip through steel and can do large amounts of damage.
• Animal Magnetism: A vampire can emit an invisible scent that draws a chosen target to them. The vampire can have this power infect multiple targets at once, if they so choose, but if the vampire or the victim become distracted, the spell is broken.
• Beastly Rage: The power to draw a were-animal's beast from their human skin. With just a show of strength the beast master's call to the animal that shares a were-animal's human flesh can force it forward just like an alpha were can do to it's subordinates.
• Master of all Beasts: The strongest of this line can call all animals to them. They do not just have one animal to call, and can bind any of their choosing to them. The power as well as the vampire seek out the most powerful were-animals. **This is limited to one vampire of the line.
Dhampir (Restricted Class - Approval needed.) • Chameleon's Skin: A dhampir can blend into their surroundings, disappearing or reappearing from sight at will. The dhampir cannot disappear when in plain sight, or if someone is aware of their presence in the general vicinity.
• Tricky Shadows: If someone is following or shadowing a dhampir, they can trick them by seeming to appear in several places at once. The target looks in one direction and sees the dhampir vanish around a corner, or look in another direction and see him walking through a doorway, while in a third direction they appear to be walking down the street. This confuses the victim, and allows the dhampir a quick getaway.
• Doppelganger: A dhampir can learn abilities of another vampire class, and use it without restrictions. This is explained as a power passed from parent to child and in fact that the Dhampir are the next step up in the evolution of the vampire race. They can learn any power of any other line, but it takes centuries and innate ability.
• Resistance To Sunlight: Dhampirs can walk in sunlight and not suffer any pain or discomfort whatsoever.
• Chains of Torment: Giving their "magic tendrils" substance, a vampire summons chains of shadows from seemingly thin air to wrap around the target or grab onto their limbs, which would allow the vampire to tear their victim apart or restrain them completely.
• Shadowplay: A dhampir is also know as a Shadowlord. This is because of the ability they have of drawing the shadows around them and being able to manipulate them to serve their own will. Pulling shadows from their place a Dhampir can thicken them in to an impassable barricade or even surround someone in them.
The Harlequin • The Darkness: Unlike shadow play which draws the shadows around them to spread darkness. This power is the ability to eat away the light and spread a blanket of true darkness over a room, person, or persons. It is filled with the scent of the wielder and the sounds of the night. Crickets, wind and sometimes the chirping of frogs. It is blinding and leave those trapped with in disoriented. The vampire can see and can move with out the darkness altering its position.
• Dream Weaver: Sleep is the realm of peace for so many. It is where we can go to rejuvenate, where nothing can hurt us. The Dream Weaver can invade the realm of dreams to suit them as a living reality. What happens to you in a dream woven by this line inflicts true damage. You can die in your dreams.
• Dream Catcher: Even when you are awake your dreams are remembered on a subconscious level. You do not even need to be thinking about them for this line to steal them away for later use. Beware the dream catcher who can weave your worst nightmares to life when next you close your eyes.
• Whispering Echo's: On the air and in the darkness the every word you whisper is carried. Across a room, or across an ocean this line can focus and hear your secrets on the wind. They can focus on one person, or they can focus on key words. The difficulty is vast and can sometimes keep those of this line in seclusion for days on end sorting out all the whispers.
• Broken Faith: Some lines can break down your emotions, can make you angry, fearful or even lose your confidence. This line can make you lose your faith so that holy objects do not work for you! Holy water. Cross, pentagrams and all other symbols or tools of faith are useless.
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