Vampires
After being banished from Eden, Lilith began to lay with beasts. Her sexual encounters with these beasts lead to the creation of many such creatures of myth. While many like the hydra and the dragons have long since perished, others have survived such as vampires. The first vampire was born of Lilith and a demon. Due to the child’s ties to both that which is demon and human, it created a soulless creature that resembled a human. His name was Edimmu. He possessed a strong, neverending thirst for blood and a venomous bite that made his prey less aware of the pain, and sometimes even caused them to feel a sensation of euphoria. In high concentration, the venom could sedate the target and even infect humans with the same disease. The disease came with a couple strange qualities. For one, it healed the person bearing it of all physical wounds, though it also caused a great dependency on the blood of Edimmu.
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The first vampire wasn’t actually created until later, though it was done out of pure accident. Edimmu’s wife, Siduri, lost her life in war. She had already bled out before anyone could get her proper medical attention. In that moment, Edimmu fed her some of his blood and she was brought back from the dead though the effects it had on her created something similar, yet very different to what he was. She was stronger and faster beyond human capability and her lifespan reached immortality. Only, she was still not alive. Her heart did not beat and she possessed qualities such all the paleness of death and sharp, retractable fangs.
For years, they traveled together and turned many humans into vampire in their wake. When Edimmu finally passed, Siduri took her own life, unable to bear an eternal existence without her love. In the
aftermath of their death, vampires tended to group in nests, protecting their own and offering guidance for newly turned vampires. For the most part, the early vampires were creatures only concerned with themselves.
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However, newer vampires did not possess the desire to be hidden, believing themselves to be above humans. After all, they fed on them so they felt it was only natural for them to be superior. This led to Gaia’s creation of the werewolves, the vampire’s natural enemy. In North America about 1,000 years ago, a giant war broke out between the wolves and the vampires after the vampires managed to finally kill the original werewolf, Cenric. It was a long, bloody war that nearly lead to extinction on both sides.
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In the 18th century, mass hysteria broke out among humans in Europe. Vampires were losing complete control of themselves and being very blatant in their attacks. With the werewolves nearly matching the vampire’s rise in population through reproduction and lycanthropy, the humans were forced to create the Hunters Guild to keep both sides in check. These men were skilled in hunting supernaturals and bore weapons and devices created specifically to neutralize and kill. The fighting turned to what was known as the Blood Wars where the humans eventually claimed victory.
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Recognizing the importance of self-preservation after seeing how badly the vampire population of North America was dwindling due to their war with the wolves, and the Hunters training more and more, The Council was formed. Made up of the eldest and most prominent vampires from all over the world, The Council set up rules of how to act in public to make sure that everyone remained safe. They were not to feed or attack humans in public. Disclosing their nature to a human was also forbidden due to the risks associated with it. They would do their best to blend into human civilization when needed. With these rules, the existence of the vampires was able to fade back to one of legend and myth, and as time went on, violent relations with the wolves faded.
Characteristics
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Skin is cold to the touch. Very cold, around 90.5 F (32.5C).
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A vampire's major organs are non functioning. A vampire wouldn't have a heart beat, nor would they able to digest food. It's for this reason that if a vampire attempts to eat, they will throw up immediately.
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Vampires only possess enhanced touch, sight, taste, and hearing. It is very easy because of this to startle a vampire with loud noises, or bright lights, or even through overwhelming the sense of touch. The sense of smell is that of a normal human, and even bellow that, since vampires don't have the need to breath other than to fit in. In order to actually smell, a vampire would have to make a conscious effort, and it would be comparable to that of a human while having a cold.
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Vampires are very pale. Not to say that they're all white, but the pigmentation of the skin differs from those that are alive. Think of someone with poor circulation, or those that are dead. They have an ashy tint to their pigmentation. This is the case with vampires.
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Vampires are unable to create bodily fluids, they don't need to go to the bathroom. When they cry, tears of blood are formed, since they have no water in their system.
Strengths and Weaknesses
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Enhanced Speed: Vampires are the fastest supernatural creatures in the world. They are capable at moving in bursts of speed that make them all but invisible to the naked eye.
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Enhanced Senses: Vampires have very sensitive hearing and can hear things from a significant distance. (About 20 m away. Most post that your char was listening in to actually be able to ic hear the conversation.) Because of this, they are particularly sensitive to loud environments. They also have enhanced sight and feel, though have minor difficulties seeing in very bright light (such as midday sunlight) and will typically try to avoid looking in the direction of bright lights and glares.
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Regeneration: Vampires are able to regenerate and heal at an accelerated rate. Smaller cuts and superficial wounds are healed in a few seconds, while deeper wounds will take more time. They cannot heal around oak wood until it is removed from them.
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Healing Blood: drinking from a vampire will also grant you their healing capabilities, although at a lower pace (about a full night to heal).
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Oak Wood: Oak wood can seriously injure and incapacitate a vampire. So long as wood is penetrating their skin, they cannot heal around it, including splinters. When Oak Wood is Blessed by an Angel, or enchanted by a witch/warlock, it can kill a vampire when stabbed through their heart.
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Blood Dependency: Vampires must feed on blood in order to function. If they go too long without feeding, they may desiccate. Slowly the vampire will become more weak and fatigued, their skin paling to that of a corpse. Eventually, they enter a state of mummification until exposed to human blood once more.
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Fire: While the sun might not burn them to a crips, fire is able to damage the skin of a vampire beyond normal healing. Fire might leave behind scars in a vampire's body depending on the severity of the fire that burned them. A fire would burn up a vampire at a much faster rate than it would a human or any other race. It's for this reason that vampires tend to avoid fires at any cost.
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Necromancy: Due to being dead, vampires are extremely affected by necromancy. Most necromancers may be able to influence the will of vampires, with the most skilled ones able to directly control a vampire's actions.
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Addictive Blood: the blood of a vampire has similar effects to ecstasy on other races and humans. One taste will leave the other wanting for more. This had lead to hunting of vampires just to sell their blood in underground supernatural black markets.
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Werewolf Bite: while vampires cannot be turned to werewolves, it will still trigger all the physical side effects a human would go through in a single night. It will start with burning, then hours later a fever will set in. The vampire will later begin to shake and throw up blood until the toxin is out of their bodies.
Bloodlines
Hospodar
Mirrikh
The Hospodar Bloodline is known in the vampire community as one of the proudest lines known to date. The members have a reputation for honor and leadership, often sitting in positions of power across the world. Kings and Queens, Dukes and Dutchess’, Presidents and Vice Presidents, executives of Fortune 500 companies, and others in similarly powerful positions have frequently been known to come from this bloodline; many even turned childe while they held such offices.
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All Hospodar vampires have the ability to use Occlumency.
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Strengths
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Compulsion: Only a few bloodlines share the ability of Compulsion which is similar to the discipline of ‘dominate’ within the world of VtM. It is through this magic, that they have the special ability to compel another, or overwhelm them with their will. This magic only works while the vampire stares into the victim’s eyes, and is touching them. Players with this ability are not able to force a player to kill themselves, however it can be used to make them forget something they have seen, heard, or smelled. Additionally, with the abundance knowledge of the supernatural community in Toulouse, it would be reasonable for any player to visit someone with ritual magic to obtain an antidote that must be taken on a consistent basis for it to be effective long-term.
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Fortitude: This ability allows a vampire to maintain an ‘unearthly toughness’ in regards to damage. This includes resistance to small amounts of fire, as well as small amounts of sunlight. Of course, this is not a cure-all, nor does it make the vampire impenetrable; however it does allow them to take more damage than a normal vampire.
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Weaknesses
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Feeding: The Hospodar will only feed on a specific type of blood. It is up to the player to choose what type of blood this might be: young men, virgins, fae, or any other creative option that the player determines. A Hospodar will not feed on another type of blood unless they are starving.
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Obsession with Blood Purity: Because of the nature of the Hospodar, vampires in this bloodline find the idea of ‘impure’ bloodlines displeasing; often holding themselves above other bloodlines, and other creatures.
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Nubunie
Known as the sadists of vampire culture, the Mirrikh are known to cause even the darkest vampires unease when they are near. The Mirrikh also hold the ability for Vicissitude. It is this that makes them some of the best torturers of their kin, with stories of their kind revealing some of the most crippling disfigurements inflicted upon an enemy. For elder Mirrikh (over 1000 years), many can no longer comprehend mercy or suffering, and for those that can, they do not care to consider these emotions relevant.
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All Mirrikh vampires have the ability to use Blood Magic.
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Strengths
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Vicissitude: It is through blood magic that Mirrikh are granted the ability to shape flesh and bone. To do this, the Mirrikh must be touching the skin of the victim (even for bone manipulation). This ability will render the vampire to feed immediately afterwards. Failure to do so, will render the vampire incapacitated for 2 hours of play. Note: This magic is only found among those of the Mirrikh, and cannot be learned by any other creature or vampire.
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Voodoo: Through the mixing (and subsequently injesting) of both the blood of a victim and the vampire’s own blood, the Mirrikh have the ability to become a living voodoo doll. That is to say that anything inflicted upon their person then happens to the other for an ic period of 1 hour. However, this also means that the vampire utilizing this magic will obtain the same injuries and will only heal from them as fast (or as slow) as their victim.
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Weaknesses
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Physical Weakness: With great power also comes great weakness. In the case of the Mirrikh, this is fostered in physical weakness; they are as strong as a pre-teen girl, and do not possess the quickness that is a universal strength for the rest of their kin (they run just as fast as a regular human being).
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Territorial: One of the weaknesses that marks the Mirrikh specifically, is that of being territorial. It is rumored that some have been known to even sleep with some of the objects that they claim as their own. In legends this has even included two handfuls of dirt of the vampire’s home.
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Depravare
The Nubunie is a clan of kindred cursed with insanity. These vampires have one ‘derangement’ they cannot ever remove from their character. This of course, is often portrayed in a number of different ways, with no Nubunie remarkably similar with the other; their appearance can range from terrifyingly psychotic to convincingly ordinary. In fact, this is so inherently true, that in many cases there is no way to tell a Nubunie apart from other ‘sane’ members of other clans. However it is often well noted in vampire communities around the world, that for cities that have the presence of the Nubunie, chaos tends to ensue at their heels. They are also the ‘pranksters’ of the vampires, with their pranks ranging from the most benign to the most sadistic.
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All Nubunie vampires have the ability to use Occlumency.
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Strengths
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Compulsion: Only a few bloodlines share the ability of Compulsion which is similar to the discipline of ‘dominate’ within the world of VtM. It is through this magic, that they have the special ability to compel another, or overwhelm them with their will. This magic only works while the vampire stares into the victim’s eyes, and is touching them. Players with this ability are not able to force a player to kill themselves, however it can be used to make them forget something they have seen, heard, or smelled. Additionally, with the abundance knowledge of the supernatural community in Toulouse, it would be reasonable for any player to visit someone with ritual magic to obtain an antidote that must be taken on a consistent basis for it to be effective long-term.
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Dementation: Through the magic of Occlumency, a vampire with Dementation has the ability to mark another with madness for one entire scene. To invoke the use of this magic, the vampire must be looking directly into the eyes of their victim. The longer that they are looking directly into each others eyes, the more severe the madness for the scene. Upon the end of the scene the victim may have side-effects (determined by both players), and will intensify the casters madness for one hour following the scene. (Note: For scenes that last multiple hours, it is up to the players to determine when the madness in the victim starts to subside).
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Weaknesses
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Insanity: The curse of madness is one that marks the Nubunie. It is a flaw in their character that they can never outgrow, though it may not be as apparent in some even from the time they are turned. This curse is said to have originated by Lilith who was angry at a vampire who ignited the trees of her garden and defiled her rivers.​
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Cerberus
The Depravare Bloodline is considered the most ‘human-like’ of the vampires. Elegant, flamboyant, and brilliant, this clan is often made up of the world’s most renowned artists, painters, and poets. Gracefully and effortlessly gliding through vampiric society, the Depravare prefer to fill their ranks with the most talented in the arts; many of them having once been considered a prodigy in their specific field. However, there is a darker side to the Depravare, and it is that art and beauty is an obsession that is hard to control. Many struggle with hoarding beautiful art and other works, filling their homes and offices to the ceiling with some of the most luxurious items the world has ever known; covering themselves with the finest clothes that money can buy.
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Strengths
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Potence: While most vampires maintain a speed that is unlike any other, those with Potence are attuned with the ability of heightened supernatural senses, inhuman reflexes, and supernatural strength (2 x’s the strength of a human). This skill is often found in vampires that are more ‘human-like’ than their counterparts, and replaces their lack of offensive magic. Depravare are human-like in their appearance. From the pale color of skin pigment, to their ability to appear as if they are breathing, this kindred is often mistaken as human, by humans and supernaturals alike.The Depravare are one of the only bloodlines that are able to actually eat and hold down food without becoming ill.
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Gifted in the Arts: The Depravare bloodline has a natural gift with the arts. From painting, to music, to drama, and everything in between. They're so gifted that they're normally seen as prodigies in their field.
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Weaknesses
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Obsession with Beauty: With great beauty can sometimes come, great darkness. For the Depravare clan, this is often brought on by the sight of something they consider remarkable; whether it be a work of art, a beautiful person, or a sweet melody. If such occurs, the Depravare can be rendered immobile, forced in pace until the melody stops, or the work/person has been removed from their sight.
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No Magic: Because they are the most ‘human-like’ of their kin, the Depravare vampires carry no specific magical abilities in regards to controlled magic. They make up for this loss in their supernatural senses and reflexes, as well as their ability to blend in with those that they admire.
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Arvina
The Cerberus clan are known for succumbing to the darkness; in fact, it is well known that this clan is happy with what they are. “Murder, frenzy, predation: Why fear these things, if one is meant to be a vampire?” Rejecting anything mortal, these creatures get their name from Kerberos, or ‘demon of the pit,’ and are some of the darkest beings found in the world today. Those of this line often possess a gift for manipulation, but also keen leadership skills that rivals their Hospodar kin.
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All Cerberus vampires have the ability to use Dark Magic.
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Strengths
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Shadow Creation: As an added benefit for the Cerberus clan, who already hold an affinity for Dark Magic, these vampires have the ability to create shadows, even in areas where shadows do not exist. Once these shadows have been created, they (or others with Dark magic) then have the ability to manipulate it.
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Supernatural Strength: Strength that is equal to about 3 x’s that of a normal human, or equivalent to the strength of a young werewolf.
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Weaknesses
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Magical Manifestation: For the Cerberus who utilize their powers of Dark Magic, they are affected with physical changes from this use. Examples: Eyes becoming pools of utter darkness, shadows moving of their own accord when they are near, or other effects that are developed through role play by the player.
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No Reflections: Whether they are photographed or they pass a mirror, those of the Cerberus clan will never show.
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The Arvina are the only bloodline that use their clan name as their surname. They are also considered the only clan that is a true neutral among those of their kin, as well as with other supernatural creatures or humans alike. This of course does not mean that an Arvina does not have enemies; they are monsters just as the rest. What is does mean, is that they do not hold any pre-determined prejudices, and prefer instead to bask in the grandeur of their wealth.
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All Arvina vampires have the ability to use Blood Magic.
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Strengths
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Potence: While most vampires maintain a speed that is unlike any other, those with Potence are attuned with the ability of heightened supernatural senses, inhuman reflexes, and supernatural strength (2 x’s the strength of a human). This skill is often found in vampires that are more ‘human-like’ than their counterparts, and replaces their lack of offensive magic. Arvina are human-like in their appearance. From the pale color of skin pigment, to their ability to appear as if they are breathing, this kindred is often mistaken as human, by humans and supernaturals alike.The Arvina are one of the only bloodlines that are able to actually eat and hold down food without becoming ill.
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Necromancy Immunity: The Arvina are the most human-like in that they are not able to be controlled through the use of necromancy. While no one truly knows how this developed (the Arvina are some of the most secretive of their kin), it is rumored that long ago one of their elders, hunted by a necromancer, sought out a most powerful witch who cast a spell to protect them from this form of magic.
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Weaknesses
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Painful Embrace: When other vampires feed of the blood of another, it is often said that their bite resembles the pleasure one feels in orgasm. This is not the case where the Arvina are concerned. Instead, their bite is excruciating, which in-turn can require them to find alternate food sources. However, especially in times of famine, the feeding of an Arvina vampire can be lethal to their victim.
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Sunlight: The sun weakens the Arvina bloodline extremely. Through witchcraft, this can be fought, many carry a ring on their fingers, or some sort of bewitched jewel upon them. If they're not worn while out during daylight, the vampire will weaken more and more, until they are no longer able to move or function. These pieces of jewelry are extremely hard to make, and take time to craft them, loosing this would be a great weakness for this bloodline.
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Blood Effects
The thirst and need to feed upon the vitae of others is something that is ingrained into every vampire the moment they are reborn anew. For fledglings this means that everything they think, everything they feel, and everything they perceive with their eyes should be in search for such substance. It is a frenzied need as if the air that you breathe was now taken from you and replaced with the want for blood. This is not something that can simply be passed off as a stomach growl or a quiet nagging in the guts. It is a skill to be able to hold back the want to massacre an entire crowd and even the friends that are standing next to you. For a fledgling, it is possible to contain the thirst but it takes a lot of energy and willpower to sustain it for long bouts of time. Elder vampires on the other hand are more in control of their thirst due to learning the ability to do so. Yet even then, there are instances in which a vampire can frenzy and lose themselves within the hunger, for no one is safe from this. This is the curse that is placed upon all.
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Note: It is only in extreme conditions where vampires can be sustained by only animal vitae. This is due to the fact that animal blood does not hold as much energy and will cause the vampire to become fatigued and weak. Their appearance would become much more corpse-like and only with reintroducing human vitae would the vampire's body slowly become what it once was.​
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Type of Blood: Animal
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Nutrition Level: Extremely Poor
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Taste: Horrible. Like rotting Chinese left overs.
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Effects: It'll sustain you and keep you alive. Just barely. Appearance will begin to degenerate. You won't be able to function properly. Sluggish. Weak. Slow. Like a zombie.
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Type of Blood: Human
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Nutrition Level: Extremely Good
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Taste: As good as a full steak dinner with mashed potatoes and desert and everything. Amazing.
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Effects: Nothing extremely special. You'll feel full. Energized. Just like you do after a really good meal.
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Type of Blood: Fae
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Nutrition Level: Moderate
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Taste: You just finished all of Sugar Rush in one seating.
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Effects: Almost like taking a good hit of ecstasy.
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Type of Blood: Ghosts/Geists
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Nutrition Level: Good
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Taste: Horrible. Like blue cheese.
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Effects: The drinker will become more susceptible to things around them that they might not see. Are those voices you're hearing in your head, or are they actually there?
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Type of Blood: Angels
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Nutrition Level: Good
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Taste: Like Vodka
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Effects: Relaxed and calm.
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Type of Blood: Demon
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Nutrition Level: Good
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Taste: It has a bit of a kick to it, like hot sauce.
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Effects: Like taking a drink of red bull. You become energized for a while, and then crash hard after the effects wear out in a couple of hours.
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Type of Blood: Vampire
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Nutrition Level: None
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Taste: Normal. Nothing remarkable about it. Tastes like something that might have been in the fridge a little long though.
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Effects: Blood bonding
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Type of Blood: Werewolf
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Nutrition Level: Good
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Taste: Bitter
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Effects: Probe to anger easily. Enhanced strength.
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Type of Blood: Witches/Warlocks
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Nutrition Level: Very Good
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Taste: There's an earthy and gamy feel to it as it goes down.
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Effects: Like smoking weed.