Vampires
Name | Vampires |
---|---|
Classification | Undead |
Age Expectancy | Possibly Immortal |
Average Height | Varies |
Average Weight | Varies |
Body | Normal |
Spirit | Corrupt |
Soul | * Most Vampires: Proxy * Harvesters: Normal |
Preferred Weapons | Any |
Owner | Alicia (With some lore supplied by Robert) |
Overview
Vampires. Animated corpses that must feed on the blood of others to survive. Mortals cursed by the gods or by demons to gain sustenance only from the blood of their fellow beings. Of the myriad legends of the Vampire, these are the closest to the truth.
Undead possessed of an eternal thirst for blood and immense potential for vicious cruelty, Vampires have stalked the night for centuries. With their undead bodies, they are physically powerful. Their senses are enhanced at night, making them particularly difficult to kill. They are not invincible, however. While not fatal to them as legends often say, sunlight does make Vampires uncomfortable, and they are particularly susceptible to fire.
Knowing this information, or identifying a Vampire as such, requires Knowledge: Folklore I or Occult I
Physical Appearance
Vampires bear a great resemblance to their once-mortal selves. The vast majority of vampires are Humans, though there are a few Elven and Dwarven vampires on Earth, as well as Thuwadian and Alibaas vampires on Disparatus. While their appearance helps them to blend in, their pale skin their dead bodies have none of the comforting smells associated with a living being. The latter has a subconsciously unsettling effect on most creatures, making them feel slightly off-center in the company of a vampire.
Contrary to most cultural depictions, vampires do not have a single pair of fangs. Rather, they have a pair of upper and lower fangs, which extend when the vampire is stressed, hungry, or about to feed. They also possess slender, retractable claws with which the may defend themselves.
Abilities and Myths
Resistance to Death: One of the most common misconceptions is that a Vampire cannot be killed by mortal means. Their regenerative abilities makes it difficult to kill them, but not impossible. (Requires Knowledge: Folklore II or Occult II)
Climbing Walls: Vampires possess retractable claws on their hands, allowing them to climb certain rough surfaces, but they have no innate, supernatural abilities to climb walls or ceilings. (Requires Knowledge: Folklore I or Occult I)
Enhanced Senses: Upon Turning, a vampire's senses and physical capabilities are increased, not to supernatural levels, but to a level better than the average abilities of the original race. (Requires Knowledge: Folklore I or Occult I to know about the boost, Folklore II or Occult II to know how limited the boost is.)
Food: While Vampires are capable of eating mortal food, their sense of taste is diminished from that of their original race, save for detecting blood. They do not generally feed thusly, except to blend in. (Requires Knowledge: Folklore II or Occult II)
Turning
As is commonly known from the folklore and legends surrounding them, Vampires are capable of Turning members of most other races (Undead and Werewolves are the most notable exceptions), although the most popular legends are inaccurate in their telling of how one is turned. Mortals do not become Vampires merely by being bitten. In order to turn someone, a Vampire must drain someone of a signifigant amount of blood before feeding some of their own blood to the victim. Once this ritual has been performed, the change is not instantaneous. It usually takes at least five minutes as the bloodborne Curse takes effect, "reviving" the body of the new vampire.
Turning or siring new vampires is performed first by gaining the approval of a clan leader and then allowing (or forcing) the individual in question to drink a vampire's blood. Instinct kicks in when one is transformed into a vampire, granting them exceptional capabilities. The physical body is also augmented, granting the individual increased strength. Though the body "dies" in the transformation, it doesn't become cold to the touch at all times—rather, it becomes more like that of a reptilian, though more adaptable, in that it is whatever the surrounding temperature is.
Oftentimes, the childe finds themself in some way drawn to their sire. This can manifest in many ways, whether as a simple interest, an obsession, or even romantic attraction.
History
Cain (Requires Knowledges: Banivia III, Occult III and Folklore III):
The first Strigoi was known only as Cain. Originally a wealthy Druzhiyovan noble of moderately high standing, Cain spent the majority of his young life consumed with thoughts of death and immortality. In order to pursue his musings, he became a warlock and soon began to dabble in necromancy. After two decades of research, he discovered a method by which the soul might be bound in the body after death, and eventually fused to the body itself, invigorating both components. His initial experiments with animals were promising, and he finally performed the ritual on himself in the summer of 1302. The procedure was partially successful: Although his original soul had not been restrained, an “echo” of his former self was preserved, imbued and twisted with the dark power of the ritual.
Cain immediately began experimenting with his newfound powers. Two years after his initial ritual, he discovered the ability to Turn mortals, and began to do so at an alarming rate, increasing his influence drastically over the next several years. He primarily Turned Banivian and Druzhiyovan officials, particularly those in the Druzhiyovan courts. His lust for power increased with his influence, and before long he coveted the position of Czar itself.
After three or four years, he gathered his most trusted followers together and made an assassination attempt on the current Czar, Miloslav Gregorovich Volkov (commonly known as Miloslav III). Unfortunately for Cain, he and his followers greatly underestimated the Czar’s intelligence network. The group reached the Czar’s inner chambers, only to find the Royal Guard waiting for them, and the Czar in full battle gear. There was a short but pitched battle, from which most of Cain’s followers escaped, but Cain disappeared in the skirmish, his fate unknown.
In the wake of their failed assassination attempt, Cain’s followers went into hiding to reconsider their course of action, strategies, and even their philosophy. Eventually, they came to the conclusion that, as creatures of night and shadow, their mindset ought to be one of darkness and subterfuge. They split apart to form their own clans, following the example of Cain. Though spread across the planets, the Strigoi kept a loose alliance over the next several centuries, one which exists to this day, though strained by political machinations and maneuvering.
Clans
Many vampires have a very “family”-oriented culture, organized into clans which work together when necessary, almost like the Mafia. Members of Vampire clans are sometimes referred to as Strigoi.
Black Clan: Uram be’ Dral’uliik (“Maw of the Leviathan”)
An unstable clan, but more widespread and powerful. Tends to contain more of the loose cannons.
Katen Clan: Jaar o’r Ca (“Scream in [the] Night”)
A clan that tends to stay out of the spotlight. Largely neutral even amongst Vampires.
Tussaund/Toussaint Clan: Duraan Ruugane (“[The] Scorn [of] Ages”)
The Duraan Ruugane comprise the Strigoi nobility. They often use the family name “Tussaund” or “Toussaint” as a front, in honor of one of their most notorious members, and the one who gained them their high standing.
From a young age, the human noble Armand Toussaint was obsessed with wealth and refinement. He collected many things, but only the best—treasures, lands, etc. After he was Turned, his lust for refined things transferred to people. His collection became quite macabre, as he would kill or Turn any “fine mortal” that happened to catch his eye, particularly corrupt clergymen and nobility. In just under a decade, Toussaint had turned nearly a fifth of the high society of Chanvierre and Ellenikos into Strigoi, along with a handful from the other countries of Banivia, all without raising a modicum of suspicion.
Believing his immortality to be indicative of his true nature, Toussaint eventually faked his own death, retreating to the small barony of Cheirdon and changing his family name to Tussaund. He ruled Cheirdon and its lands as a warlord for several decades, gaining wealth and power sufficient enough to become a duke. His wealth and ruthlessness gained the duchy of Cheirdon, known today as Cydonia, an infamy that has yet to die down even to this day.
Eventually, Tussaund tired of ruling Cheirdon, and retired to a mountain fortress with a vast sum of wealth and a handpicked band of followers. His clan remains to this day as the royalty of the Strigoi.
Vermire/Vermillion Clan: Ranov’la Haat (“[The] Secret Truth”)
The Ranov’la Haat are a clan of Strigoi obsessed with delving ever deeper into arcane studies, seeking a true form of immortality. They are known as the Vermire or Vermillion clan when posing as mortals, in homage to their founder, Augustus Vermillion.
Augustus Vermillion was a respected medicine man in life. Despite his lack of magical powers, powers practically necessary to work as a medicine man for the sick of Ellenikos’ streets, he managed to keep a majority of his patients alive, thanks to a keen intellect and a natural grasp of alchemical processes. Confronted with mortality so often, Vermillion began to seek ways to forestall or prevent death. Dabbling further in alchemy and enchantment, Augustus managed to find a few possible solutions, but each was so obscene and horrific in its requirements that he was filled with revulsion and swore off his research for a time.
Eventually, Vermillion chanced to meet Cain, the first of the Strigoi. Cain offered Vermillion immortality in exchange for Vermillion’s eternal service. Vermillion accepted immediately, his customary fear of death increased tenfold by a new plague sweeping the streets. After he was Turned, Vermillion’s scruples vanished, and he delved deeply into necromancy and dark enchantments—uninterested, he said, in such “childish pastimes” as alchemy.
Unlike many of the Strigoi, Augustus (now calling himself Vermire) had no concern with being discovered. He nearly exposed himself several times—even against Cain’s direct orders—until Cain’s ill-fated assassination attempt on the Czar of the Razhivyo Empire (precursor to Druzhiyova). Whatever happened to Cain, Augustus recalled all too strongly his previous fear of death, a fear that quickly grew into full-blown paranoia. Vermire went into seclusion, surrounding himself with a miniature army of undead minions which he directs at anyone suspected of plotting against him.
Dar’Tome Ade (“The Clan Apart”)
A fairly new clan, the Clan Apart are ruthless, and less reverent of the laws (as listed below) than might be prudent. For example, rather than forbidding feeding on children, they merely forbid the draining of children, save in the case of turning the child.
Moroi
Moroi are not a clan in of themselves. Rather, it is the term for independent Vampires which are not part of the clan structure, living among members of the other races, or even as hermits.
Laws
Despite their often chaotic nature, the Strigoi have several laws. Some vary between clans, but all clans save for The Clan Apart follow the laws below (all of which are punishable by execution):
- A Strigoi may feed on whomever he or she pleases, and to whatever extent he or she desires, be it a small sip or entirely draining the victim of blood, except for children and pregnant women. This law exists both due to practicality and a strange sense of nobility.
- Before Turning a mortal, a Strigoi must gain approval from the highest ranking member of his or her clan, so as to keep the population of the clan in moderation and ensure that the clan does not become too large for its resources to sustain. Strigoi sired without permission are known as Abberations, or Demagolke in the Vampiric tongue (plural Demagolke), and are cruelly and ruthlessly hunted down. The term originates with Demagol, the Strigoi who first proved the necessity of this law.
- A Strigoi is responsible for the training of each of those he or she has sired (tal’ade in the Vampiric tongue, meaning “blood-children”), under penalty of death.
- All Strigoi are honor-bound to keep the origin of their race a highly guarded secret. After the ill-fated attempt on Czar Miloslav III, the Strigoi realized that, while powerful, they are not invincible, and have therefore taken great pains to conceal their origins to avoid the use of such knowledge against them.
Racial Passive
Ancient Predator (Racial Passive): Ageless and blessed with exceptional physical capabilities, Vampires are some of the night's most deadly hunters.
Positives: +10 to Stealth OR Awareness. Start with two additional Knowledge points to spend on either Occult or Folklore (can put both into one). First instance of Vampiric Nature Awakening Element has its cost reduced by 1 point. Starting on the second turn, Vampires can add the Draining Hitpoints Tech Element to one technique per turn for 5 STM; this does not stack on techniques that already carry it. The Vampirism Impulse on Awakenings gives -2 points instead of the usual -1.
Negatives: Enchanted, Fire Energy, and Divine Sun weapons deal +5 damage PLM (these effects can stack). Your +10 (to Stealth or Awareness) bonus becomes -10 during the day.
NPC-Only Sub-Racial
Harvester (Sub-Racial Passive): Vampires genetically modified by the corporation known as SAHBER, they have a more "normal" appearance than most vampires. (Humans look human, etc.) They are subjected to brainwashing and brutal combat training which molds them into bloodthirsty killers. They are noticeably strange and make bad impressions as a result.
Requirement: NPC Only.
Positives: +10 ATH and STR. Gain Knowledge: United Provinces for free. Receive the Brutal trait for free. The Status Ailment "Finisher" is 5% more likely to succeed when used by a Harvester. Immune to Pansy and Impotent.
Negatives: -15 CHA.
Restrictions: Under SAHBER control until level 15. This is more of a GM note than an actual kickback, since NPC levels are determined by the player.