Difference between revisions of "Vampirism"

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Latest revision as of 19:07, 25 March 2020

Vampirism
Vampirebloodyb.png
Afflictions
Affected Races Various
Contraction Being bitten (~25%) or ingestion of Vampiric blood (~100%)
Mortality Rate N/A
Origins Cataclysm
Symptoms

Vampirism, also known as the Sanguine Curse, is a Void-spawned blood-curse that has plagued Aloria for hundreds of years. Often seen as a disease and hated by most of Aloria's people, this affliction causes the infected to undergo both physical and mental transformations. Vampirism can be cured by an aggressive and somewhat lengthy process, though many Vampires desperately attempt to avoid being cured, or even seek re-infection. This is caused both by the curse itself changing the thoughts of the infected, but also by the fact that most authorities across Aloria are excessively cruel to Vampires. In the Regalian Empire, being a Vampire is seen as being something unholy—akin to being a Demon. Such creatures are either killed on sight by Vampire hunters or dragged away screaming to imprisonment and isolation. Frequent Vampire executions are held by the faithful, causing most Vampires across the world to live hiding in dark alleys, caves, and sewer tunnels. Indeed, Vampires are considered leeches on society as they feed themselves on the blood of the unwilling and powerless, empowered by darkness and Void Energies. Whole religions have been founded on the idea that Vampirism is the next step in Human advancement (despite the curse also striking non-Humans), and some contract the disease willingly for the powers it grants. Globally, Vampirism is on the rise since the last Great Vampire Wars. Global conflict with the Void Invasion, Imperial wars, and more recently, the Bone Horror Crisis, have all weakened local authorities to the point of breaking. Vampires often follow in the wake of a weary population, feeding and making use of what they can. Vampirism has grown so prolific that among the Regalian Emperor’s close court, some nobles have fallen to the sway of Vampirism, secretly plotting the destruction of the Empire from within. Even far in the north, a Vampire Principality exists in Ellador, the state of Dorkarth entirely inhabited by Vampires and their feeding cattle, seeking to overthrow neighboring Kingdoms.

History of Vampirism

The history of Vampirism is shrouded in mystery, not in the least because most authorities across the world attempt to eradicate any mention of Vampirism in their historical narratives. Historians who research Vampirism certainly exist, but are quickly imprisoned and have their materials burned for being deemed a threat to the state, especially in Regalia, where anything to do with Vampirism or the consumption of blood is taboo. Still, some hidden libraries in Vampire dens, secret categories in Qadir libraries, or the great records of the Dorkarth Princes contain information about the historical events surrounding Vampirism. Many of these sources will easily date the source of Vampirism to shortly after the Cataclysm, particularly in and around the Empire of Hedryll, on the southwestern corner of Ellador. The Empire of Hedryll enjoyed relative prosperity as opposed to poverty in the neighboring states. The Dwarven Holds were still recovering from their warfare with the Nelfin and soon were being devastated by the Dakkar, whatever western nations had existed were all but in ruin after the Fifth Void Invasion, and those states south of the region, including the fledgeling Regalian Empire, were all small and internally unstable. Certainly, it could be said that the Empire of Hedryll was at the time the dominant Ailor state in existence, it spanned lands miles upon miles apart, and raiding brought in many riches in a post-Allorn Empire world where most nations were rebuilding and not focusing on their military like Hedryll had. But then came the Great Vampire Wars, conflicts fierce and devastating that destroyed Hedryll’s dominance while also endangering the world.

These wars lasted until 89 AC, when the Hedrylli forces were finally able to push back the Vampires and exterminate a majority of them (though many more had already slipped out into wider Aloria). In the wake of the conflict, the severe population decline in Hedryll was something the small Kingdom never recovered from, and to this day, the threat of Vampires in Ellador remained minute. This has largely been thanks to the zealous crusading society of the Ohrneti, who kill most Vampires that dare to lurk too long on Ellador’s mainland, but also because of the great diaspora that occurred at the tail end and conclusion of the Great Vampire Wars. Opportunistic Vampires determined that the wider world had greater opportunities, with richer lands and softer targets for their actions. Thus, the other Bloodlines of Aloria were born and over the past 200 years or so, Vampire fortunes rose and fell over the decades as attempts were made to establish local communities which were quickly snuffed out, especially by the Regalian Empire’s efforts to cleanse the world of what it considered unholy heresy. Vampires eventually started infiltrating the Empire itself, redoubling their efforts on targeting their biggest enemy of all. In present times, most layers of the Empire have been infiltrated by Vampires and Vampire sympathizers, waiting for their time to strike at Regalia’s own weakness and isolation, waiting for a time when they can establish a global Vampire Empire of their own as blessed by the Archdemon.

Alternatively, the global spread of Vampirism over the centuries and revelation of the Curse’s infectibility towards all known Alorian races has witnessed the rise of various Covens, discreet and otherwise, from their less than humble origins of Dorkarth to the Songaskian Masaya and even the Maraya Mothership. This seeping spread throughout known Aloria, whilst meeting the original goal of widespread infection, has diluted the overall original goal and strict Dorkarthian Culture of Vampirism. Instead, the now diversified Bloodlines aid individuals as a corrupting tool to see their own goals, dreams and ambitions realized within the towns, cities and communities in which they would reside. This occurs to such an extent, in fact, that many Covens battle for supremacy of a certain ‘territory’ with others and such is commonplace in more populated and diversified cities, such as the Holy City of Regalia. Even the Vampiric Courts of Dorkarth are known not to have a central leader, with rival Desprinces playing at intrigue and politics as a twisted reflection of the Regalian peerage. Ultimately, the future of Vampirism remains in the hands of those with the most power, prestige, and influence to further it in whichever direction they see fit; to either remain content in ruling the shadows, or to step forth to claim all those within the light.

Vampirism Infection

Some Greater Vampires become so heavily influenced by their infection that they become a mere shadow of their former selves.

Vampirism Infection happens in a variety of ways (explained on each Bloodline), though most commonly occurs from Vampire bites. Vampire bites have an infection rate of about 25%. This means that if a Vampire bites a person, this person must perform a /dice 1 20 to roll for infection, where anything rolled 5 or below means the person is infected, unless quick action is taken to counteract the blood plague. A Vampire bite is usually initiated on the neck with the intention of drinking the blood, but a Vampire can bite anywhere, even in the leg or arm if need be, and the infection rate is the same. For Bloodlines which require ingestion to spread the infection, a wine glass or vial worth of the Vampire's blood is required to infect another person. The infected person is usually aware of the infection and can feel, for the next 3 days, a burning sensation in their blood. By the second day, they will become paranoid and fearful, seeing enemies everywhere and not trusting even loved ones. By the third day, they will experience a terrible hunger and longing for sustenance, but find no satisfaction in food or drink, instantly puking it out again. Then by the fourth day, their skin will become hypersensitive to Hallowed Lanterns, and at this point, they have transformed into a Vampire. Other physical traits take another day to set in, but by the fourth day the transformation is complete. For more information about curing a person who has not yet fully turned to become a Vampire, consult the Curing section. Below is a bullet point to explain the process in a summary.

  • Day One, Infection
    • Itching at the wound site, twitchiness, fear of infection, burning sensation in veins
  • Day Two, Growth
    • Shaking, cold chills, extreme paranoia, burning sensation in veins
  • Day Three, Manifestation
    • A terrible hunger that no food can satisfy, vomiting food instantly, burning sensation in blood
  • Day Four, Completion
    • Skin becomes damaged by Hallowed Lanterns; sharpened canines grow, and the Vampire can start drinking and infecting others
  • Day Five, Finalization
    • Physical characteristics manifest, abilities and traits are now available

It is very important for Vampires to feed after having been turned; though just after turning, it is not unusual for newly formed Vampires to have some sort of revulsion to feeding on humanoids. Despite this, the urge to feed is always present, and if no humanoids can be found, the individual usually resorts to feeding on animals, like cats, birds, and dogs. Doing this, however, turns the Vampire 'Feral', a process that is very quick (after 2 or 3 feedings) and is reversed at a much slower pace (two weeks of humanoid feeding). Without this initial feeding quickly after turning, a Vampire might go into blood shock, a state where they suffer seizures and become paralyzed and thus slowly die. The longest time any Vampire has lived post turning without feeding has been five days. While the vast majority of Vampires are Ailor, due to the spread of the Blood curse, no race is inherently immune to becoming Vampires, and as such, anyone can be infected. It should however be noted that Vampire abilities tend to block certain race abilities. For reference on what happens per race, consult the table below.

Race Effect on Racial Abilities
Ailor Subject the Faiths, Without Holy Will, and Sustained by Faith no longer work.
Sihai No changes, Sihai are still able to shift between Forms.
Dwarf No changes.
Qadir Qadir become unable to use White Cores for their Clockwork, but can still use their Spirit Force.
Songaskia Songaskians become unable to use World Flow powers, but can still Elder and Ancient Shift.
Altalar Altalar lose their +10 Proficiency buff, but can still use their Will Spells.
Avanthar Avanthar become unable to use any of their Casts.
Cielothar No Changes.
Sihndar Sihndar cannot be Vampires.
Isldar Isl Zeal defaults to Disloyal Zeal regardless of which Dragon is followed (or not followed). Furthermore, the Isldar can no longer see the Soul Rivers, or use any of Frisit Weave's abilities.
Kathar Spells chosen with Mageblooded are subject to Sorcery Rules of the specific Bloodline.
Yanar No changes.
Maraya No changes.
Allar Allar no longer regenerate their lost limbs or body parts. When cured however, any potentially removed body parts start growing back.
Slizzar No changes.
Varran Varran are unable to interface with Living Metal. Any Living Metal they use simply slides off and dissipates.
Orc No changes.
Url Cannot become Vampires, unless they are infected in Fine Form.
Various Half-Races Half Races have no special race powers, and as such, Vampirism does not affect them in any way.
Special Permission Characters Special Permission Characters, for example, Silven, those with Primal Lineage, or Arken deals, have specific rules for their infection potential. Please contact Lore Staff for clarification.
Ability Effect on Ability
Ritualism Vampires may only use Void or Haunt Ritualism.
Magic & Sorcery Vampires cannot use Magic or Sorcery, except in the case that a Specific Vampire Mutation allows it.

OOC Note: Because feeding is not always possible, it usually fine to assume a character has fed on an NPC citizen for day to day rp. This is purely for practicality sake, because there aren't enough players around to constantly feed every Vampire. The only exception to this is Vampires who are imprisoned (who should roleplay out being deprived of blood) and Vampires who have certain Vampiric Mutations which rely specifically on feeding at a specific time, or to trigger a specific ability. In such cases, the feeding must always be done IC and cannot be time skipped (save for situations where the curers are not providing consistent roleplay) or assumed from an NPC. If you suspect a player has not fed off a person but is using a feeding based ability anyway, report them to Lore Staff for God-Rp. Everyone should always keep in mind however that being fed on, or being turned into a Vampire, is not a permission based thing, and should always be roleplayed out for character development sake.

Mental Characteristics of Vampirism

  • Constant hunger for blood, desire to feed on non-Vampires, a constant sense of disgust for anything that is not a Vampire as feeding cattle.
  • No respect or value for anything holy, any authority, or any person, unless they are part of the Coven. Essentially anything non-Vampire is inferior.
  • Love and friendship changes from something unconditional and protective into something more possessive and objective. A Vampire can still love a non-Vampire, but their love takes a different tone of a jealous, "You are my property" attitude. Similarly, in friendships, Vampires become exclusively taking as opposed to giving or taking. A Vampire might still go drinking with their friends, but insist that one of their friends pay for them, as that is the price of friendship with them. They might also attempt to convert their friends and family into being Vampires so that they might enjoy the gift with them.
  • Obsession with hedonism, and the ambition to live life the way they want it without any regard for other people, their emotions, or their well being. Vampires hold no respect for monogamy, religion, family, state or culture, instead developing their own Vampiric society of Desprinces, Covens and their feeding cattle and victims.
  • Vampires after infection develop a pack mentality, and sometimes even incorporate animistic behaviors while hunting—such as erratic body movements and head gestures, claw scraping, sniffing, growling and stalking.
  • Vampires are fully incapable of casting any forms of magic, including sorcery, unless a specific mutation allows it. Sorcerers lose access to their Sorcery Abilities upon infection, while Mages cannot be infected.
  • Vampires absolutely despise Werebeasts and cannot stand to be in their presence. They automatically believe these creatures to be vile undeserving filth that should be eradicated from the world, and have a strong natural inclination to make them suffer, or to fight them into submission and enslave them.

Vampire Culture & Rituals

Though the crimson curse remains synonymous with the Void, bloodlust and inherent violence, Vampirism at its core is a means of freedom from the constraints of such ideas as Religion, morality, Culture and even family, thus leaving any Vampire to live their life as they truly wish to without internal hindrance. This allowed for a breath of freedom from a potentially unsatisfying life for the common peasant. This, coupled with the origins of various sub-cultures within the named Bloodlines, makes for unconstrained potential within individualized coven culture. Whilst some Covens remain entirely composed of a singular, like-minded Bloodline such as a Barghest Hunting Pack, Von-Kerle Bandit or Mercenary Group or even Alais Virtearist Circle, others are comprised of various Bloodlines under a more open-minded Coven Leader where one Bloodline covers for the weaknesses of another. As such, depending on the goals, ideals, and mentality of the Coven as a whole, and reflectively the Coven Leader themselves, Covens will have their own traditions, holidays, festivities, and rituals. Due to the nature of Bloodlines passing infection from one to the other, however, rituals and festivities most commonly utilized among certain Bloodlines are passed unto further removed Covens across Aloria to interpret, tweak and utilize as they see fit.

The Faceless Masquerade

The Faceless Masquerade was first conceived at the peak of Dorkarth’s superiority and rise of The Pale Whisper; however, following the Great Vampire Wars, all credit to this practice’s creation typically falls to the Virtearist Alais and Shilot Nobility within various Courts of various Kings dotting the Regalian Empire. Though Masquerades themselves are far from uncommon among Nobility, the Faceless Masquerade requires those Vampires participating to disguise themselves with far more than just a mask; often dying their hair or taking alchemical substance to change the shade of their skin and the tone of their voice. A simpler alternative, however, is the Crimson Reflection ability, to those Vampires that retain it. With this transformation complete, the gathered Vampires then familiarize with each other’s disguises, slipping into public and private events alike with fabricated personas to mingle with the populus; most commonly during masquerade balls. These Vampires work to support their fabricated backstories (typically masquerading as wealthy merchants or aristocrats) with the aid of fellow disguised Vampires, thus misleading and deluding their victims to believe a persona that does not exist. Many Vampires utilise this joint effort to seduce away valuable political players or steal valuable items by use of their abilities and addictive drinks. For some Vampires, the Faceless Masquerade never truly ends -- as those bored with their immortality simply move from one mask to the next. It remains an ideal way to pick for potential new-blood Coven Members from a herd of unsuspecting charismatic socialites.

The Fledgling Hunt

Among the Barghest, Doughall and handful of von Kerle Vampires, the Fledgling Hunt is a ceremonial practice undertaken when newly blooded Vampires, or ‘Fledglings’, lack opportunity to ‘prove’ their ability to the remainder of the Coven. Typically, the Vampires will disperse from their Coven Nest and scour any and all nearby social areas such as taverns, campsites, and settlements during the daytime, typically sending inconspicuous or charismatic Vampires to infiltrate such societies. At the break of dusk, these Vampires then return to their Coven Nest and report their findings to the Coven’s leader, or leader’s designated Alpha of the Hunt. The Coven’s leader then makes a final call on the location to be struck or, more rarely, a specific group of prey to be tracked, after which follows an hour or so of ‘preparation’. This preparation process differs from pack to pack, where some sharpen their claws in silent focus and meditation, and others exercise their combat strength against one another to warm themselves up, or simply decorate themselves with warpaints of dark, muddied colours. Following this hour of preparation and upon the rising of the full moon, the Pack then descends to either capture and feast upon their selective prey, or indiscriminately feast and disperse. Ultimately, this is part of an initiation of the new-blood Vampires to the pack, where all hunt together and fight together. Alternatively, those Vampires deemed too weak are picked off in these hunts by the forces they face, leaving the difficulty of the hunt in the hands of the Coven Leader who ultimately decides the quarry. As such, the Fledgling Hunt is an ideal way of trimming useless hunters from a pack.

Duellings of Wutienda

Initially devised by the Dorkarth Princes as a means to settle disagreements in a fashionable manner, the Duelling of Wutienda are most often practiced between two displeased Vampires looking to settle their mutual displeasure with a contest of combat skill within the Ring of Malice; a combat ring or pit glyphed by a member of either the Zikiel or Dorkarth Bloodline. It requires a drop or more of Dorkarth Bloodline blood to be spilt upon it to activate. This Ring, once activated, disallows any further entry or exit via a painful arcane barrier until the duel is over; until all others within the ring are deceased bar one. As such, a Duel can take place either between two Vampires, or as a free-for-all within which only the final Vampire standing is victor. The ring will simply not activate should any non-Vampires be within the ring. Once the Duel is complete, the Ring’s warding absorbs and drains all spilt blood from the dead whilst aglow with ominous energies, then revives the deceased Vampires to their physical states just prior to the Ring’s Activation, albeit somewhat weaker and more fatigued; almost as if feeding on the blood itself. The victorious Vampire’s wounds are not healed, though following the draining of deceased Vampire blood, their hunger feels satiated for the next few days.

The first victor within any Coven’s first established Ring of Malice is dubbed the Champion of Wutienda and only one Champion can exist in any one Coven at any given time. They are furthermore marked by a glowing palm-sized crimson Glyph anywhere atop their skin, though this glyph can be obscured by clothing. Naturally, it’s a rare treat to watch two Champions of Malice from opposing Covens duel for supremacy, where the victor’s glyph expands to the size of two Glyphs whilst the loser loses theirs entirely, leaving the losing Coven to instate a new Champion amongst their Ring of Malice. Champions of Malice that are cured lose their glyphs as well. Should the victor of such a battle (with a glyph the size of two or more glyphs) lose to a member of their Coven following, that Coven Member is dubbed the new Champion and receives the starting Glyph. Von Kerle Vampires, typically chosen by Desprinces as Bodyguards and Gladiators, often duel in such pits on behalf of their Masters should two or more come into a disagreement, with some legends rumoured to have glyphs worth five or more victories against rival Covens spanning their bodies. In theory, a Vampire from any Bloodline could act as a combat representative for a Desprince or Coven Leader. As such, it’s not unusual to see multiple allied Covens orchestrate entire structured tournaments to invigorate their various combattants, or simply set a particularly renowned Vampire Combattant against a multitude of starved feral Vampires for sport.

The Ritual of Projections

By use of this ritual, any Zikiel Vampire is able to summon a ghastly ethereal Tome (of any chosen aesthetic design) comprised of their accumulated knowledge, arcane or otherwise. This Tome may not be stolen, conventionally or through arcane means, as any who attempt to touch it simply phase through it. Even the Zikiel is unable to touch it, instead causing it to levitate ahead of them whilst manipulating page flipping through arcane hand motions. Whilst this tome is summoned, the Zikiel is endowed with various glowing runes etched into their bodies (inclusive of any transformations to Lich form). By flipping through the pages of the Tome, the Lich is thus able to project visualizations onto any nearby wall (including the ceiling or floor) for others to view. This wall must be prepared with a runic glyph-circle etched or drawn into it, such as with chalk, blood, paint, or carvings. For instance, if the Lich were offering a lecture on Dragons, they could project a vision of Dragons; regardless of whether or not the Lich had ever seen Dragons. As such, they are even able to project their memories, but may only project one vision on one wall at a time, manipulating only what is seen on the ‘screen’. They are unable to perform this ritual within combat, nor for any purpose besides the sharing of knowledge or telling of stories. It is designed to allow for wisened Zikiel Vampires to lead more engaging lectures and sermons regarding all which they have learned, or to entertain their Coven with stories of their travels.

Bloodline Mutations

Vampirism knows a number of bloodlines that divide the Vampires over certain sub-cultures. These Bloodlines all have certain origins, and are usually perpetuated by one Vampire infecting another and recruiting them into their Bloodline. A Bloodline infection is permanent, meaning if someone was infected by a von Kërle Bloodline, even if they were cured and re-infected by someone from the Zikiel Bloodline, they still become von Kërle. Every Bloodline has access to 10 Mutations, but only 4 Mutations can be chosen. Any Vampire can at any age or any time gain Mutations, and doing so does not cost Proficiency Points. Simply not adding any Mutations is allowed too, Mutations are not mandatory. If a Vampire is cured, their Mutations are lost (where applicable). If the character is re-infected, the exact same Mutations are re-activated. Some Mutations also have special rules, please refer to the Special Bloodline Mutation Rules to make sure you read all the information before making any choices. If you need further help, please consult with Lore Staff.

Immortal Aging

All Vampire bloodlines do not age from the moment they are infected. Their aging simply ceases visually, and they can also sustain themselves beyond their natural age. This is not true undeath, but rather just a state of unlife. There is no slowed gain of Proficiency Points or a cost to this, but when cured, the mechanic for Vampires does change. If a Vampire is cured when they have lived several years as a Vampire, they will proceed to rapidly age over a period of 2 weeks. Becoming re-infected during these two weeks will restore the Vampire back to the age they were physically when they were infected. If they cannot be re-infected until those 2 weeks are over, the aging remains permanent and even being reinfected causes the character to simply freeze at their new age, instead of the original infection age. If this concerns characters who have aged beyond their natural age, they will essentially die after those 2 weeks if they cannot be re-infected. (OOC Note: It is not allowed to perma-imprison a character to speed up their death during these 2 weeks, even for the Guards). Finally, The Special Permission Perm for Ancient Character applies normally at the age of 150, but for Vampires it applies above age 100 instead. This means that a character with this trait cannot be older than 100 years old without a special permission for Ancient Character. The Ancient Character Permission is automatically applied to Greater Vampire Permissions. Vampires who are turned after 100 years old do not need to apply for the Special Permission, but only if they are turned in roleplay. The rule with regards to Vampires needing to apply for a special perm for any age of 100 supersedes any other scenario where a character could be over the age of 100. Crimson Witches do not get Immortal Aging, as they aren't really classical Vampires. Crimson Witches still need to get the mutation, and follow the rules as outlined on the mutation, as Immortal Aging does not apply to them.

Alais Bloodline

The Alais Bloodline are Vampires who formed out of the high society infiltrating and mingling Vampires. Their traits are mostly aimed at subversion, avoiding detection, and being able to function within high society without easily being discovered, or even remain noble themselves and thrive in the many masquerade balls and festivities.

Choice Mutation Name Ability Category Range Description
Crimson Graces Constant Passive Self For any action involving the Proficiency Dextrous Rogue Skill (such as Theft, Quick Fingers, Sleight of Hand), when detected or having failed a /dice roll, the Character may perform another /dice roll as a form of saving graces from failure. If this roll fails however, there cannot be another roll until the next unique action.
Crimson Cloaking Toggle Passive Self The Vampire can activate a form of bodily camouflage while moving around which requires +10 Perception Proficiency to see through. Standing still turns this camouflage into perfect invisibility, but any movement will still knock the Character out of the effect, and they still produce sound and heat. Attacking someone breaks both the camouflage and invisibility, while getting within 1 block of someone also makes the Vampire visible to them (albeit if another person comes within 1 block of the Vampire while they are standing still, the invisibility will not break). Once the camouflage or invisibility has been broken in combat, it cannot be re-initiated for 3 minutes.
Crimson Curse Vampire Spell 10 Block Distance For a single target in range, the Vampire can set one of their Proficiencies (that they know they have) to zero (never Magic or Sorcery Proficiencies), leading to lapses of memory and confusion when they try to use this Proficiency. This ability does not heighten suspicion, and is very subtle on the host like a lapse of memory. This Ability cannot be used while the Vampire is in combat. This ability is not telegraphed in any way, meaning the Vampire can cast it as subtly as they would like. If the person leaves the Alais's 10 block range, the effect ends.
Crimson Silence Toggle Passive Self Items held (like Clockwork or weapons) and stationary items used (like doors and hatches) do not produce any sound when used by the Vampire. Furthermore, the Vampire does not produce audible footsteps on any surfaces.
Crimson Guiding Vampire Spell Direct Contact The Vampire can give a victim a strong urge or suggestive feeling (not a mind-control or Control Power, stupid/self-harming/dangerous suggestions can still be ignored) by placing their hand on any point of the target's body and muttering or whispering the instruction or feeling to them. This transferal of instruction is not perceived by the victim, but others within hearing distance can see the movement and whispering or muttering, or even hear it if they are in close enough range. This instruction lapses from the memory from the victim, who is unable to explain why they feel a certain way, or have an urge to do something. The instruction also ends when the Vampire leaves Emote Distance.
Crimson Truths Vampire Spell 10 Block Distance The Vampire is able to detect truth and lies in two distinct ways. Firstly, the Vampire is able to rub any part of their body when talking to a person. If that area develops a warm sensation, the person they talked to just stated a lie, but this action must be done immediately following their last statement to work. Secondly, they can, while holding their hands together in their lap, demand a truthful answer to a question from their conversation partner. This truth must then be presented as the victim knows it, after which the victim will forget the question, and their answer, and resume the conversation as if nothing happened. If this manner of the Ability is used, the Mutation is disabled for up to 5 days, including the lie-detection. Having at least 10 Proficiency in Theatre Arts disables the lie detection, but not the truth demand.
Crimson Dressage Toggle Passive Self The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. This ability can be seen through by either 10+ Perception or 10+ Bodycare Proficiency, allowing them to see through any usage of clothing to disguise identity, meaning they cannot tell it is magical clothing, but can tell the identity of the Vampire beneath if they are attempting to disguise themselves.
Crimson Hostage Target Curse Self Those fed upon gain the Crimson Hostage trait, which makes them strongly want to prevent the Vampire from being harmed, caught or cured, for up to 72 hours after having been fed upon. The Vampire can choose to not apply this Curse when feeding.
Crimson Guile Toggle Passive Self This Mutation has two effects: Primarily, it makes it so that anyone the Vampire is feeding on does not feel pain, and will forget about the whole ordeal after they were fed on. Furthermore, it makes the Vampire look entrancing, beautiful and alluring, as long as eye contact is made.
Crimson Reflection Toggle Passive Self The Character can magically change superficial appearance aspects about themselves: Change the color of their hair, change the color of their eyes (does not work while feeding), add or remove facial scars or freckles, change the skin lightness/darkness, and the length of their hair, including the texture (curliness, straightness, waveiness). A character with 10+ Bodycare Proficiency can see through the disguise and identify the original appearance of the character.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Alais Vampires have them, and they do not cost any Mutation slots)
Alais Body Constant Passive Self The Vampire's new Physical Stat Limit is 30, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Alais Functioning Constant Passive Self The Vampire can eat and drink normal produce, and is able to have children that will be born without Vampirism. Additionally, the Vampire can choose whether they want to infect others with a bite, and can also infect by having their victim drink a cup of their blood.
Alais Hallowing Constant Passive Self The Vampire is not affected by Hallowed Lanterns in the traditional sense, but does experience heightened anxiety from the presence of one such object.
Alais Appearance Constant Passive Self The Vampire's eyes turn Red only when they are actively feeding from a victim, and their teeth extend only shortly before feeding. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Alais Empowerment Constant Passive Self The Vampire overrides any Detection Mechanisms that would reveal their Aberrant or Vampire status, instead preventing it from revealing their identity.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Alais Vampires have them, and they do not cost any Mutation slots)
Alais Troupe Constant Passive Emote Distance As long as three or more Alais are present together and dance, each Alais part-taking in the dance gains +3 Dance Arts Proficiency for the duration of the dance.
Alais Artifique Constant Passive Emote Distance As long as two or more Alais are present and being painted or drawn, for every Alais in the depicted image, the quality of the image is improved as if the artist gained +5 Visual Arts for every Alais in the frame (does not break the cap)

Barghest Bloodline

The Barghest Bloodline hails from the border regions of Ostyria, where it is believed that the Barghest Vampires are Ailor affected by Void mutations to appear like the hunting hounds they used in the woods of the Hinterlands. The Barghest Vampires often work best in large groups, as their Mutations are specifically geared towards helping one another and themselves.

Choice Mutation Name Ability Category Range Description
Wald Obscuring Vampire Spell Emote Distance The Character can instantly sink into a pool of black smoke and re-appear at a target location within Emote Distance. The exit location has shadow particles forming the moment they re-appear, as well as ghostly noises. This Ability cannot be used more than once per 5 minutes.
Wald Hunting Vampire Spell Emote Distance The Vampire can shoot a crimson red tether to a target, which does not miss, but also does not hurt or constrain them in any way. When the tether hits, the Vampire can yank the tether once, which will cause them to be launched at the person with high speed, or whatever their location was when the yank was performed.
Wald Familiar Vampire Spell Emote Distance The Vampire gains a tattoo on their back of a large bat. They can summon a bat familiar from this tattoo (which will appear regardless of clothing or armor covering the tattoo). This bat is about the size of a small dog, and has a prehensible tail, able to carry small objects, as well as harass someone else with its sharp claws and fangs. This familiar can be killed, after which it cannot be summoned for another hour.
Wald Kinship Immobile Channel Viewing Distance The Vampire is able to immobilize themselves, then able to target two allies and grant them a combat buff. This buff grants the target bat-like wings that have sharp claws on the edge that can be used to scratch, allow their ally to jump twice in height, and can use their bat-wings to rapidly leap on horizontal surfaces. This buff can only affect other Vampires of any Bloodline.
Wald Howling Immobile Channel Sing Distance The Vampire can sing the song of Rigor Mortis, a ghostly wail of Vampiric Lore. Those considered allies to the Vampire with Sing Emote distance (> is used to sing) gain increased endurance and toughness (their skin becomes as tough as leather armor). This song must be kept up to keep the effect active. Wald Howling can be performed at the same time as Wald Kinship, but if one is countered, both are countered.
Wald Glamoring Toggle Passive Self The Barghest has a self-disguise form of themselves with a different appearance (including: gender, skin, eye color, hair color, clothing, hair style, body shape, age). This Glamour can be activated at will, but will always appear exactly the same. This glamour will not have visible Vampire teeth, but will be cancelled when shined upon by a Hallowed Lantern, or when the Vampire uses any other Vampire Spell. (The Glamour must be described on the Character's Character Application.)
Wald Packthirst Toggle Passive Emote Distance Vampires with this trait do not need to directly feed. Instead, while another Vampire within distance is feeding on someone, they gain proxy feeding, as if they were feeding themselves. This passive can be used perpetually to satiate the Vampire without ever needing to drink actual blood.
Wald Pocketing Constant Passive Self The Vampire can cause hand-held objects (no larger than a sword or skull) to disappear into a pocket dimension of theirs by touching the object. They can only store one item in there at any time, but pull the item up anywhere and anytime, even ignoring Hallowed Stone or Magestone.
Wald Pathing Constant Passive Self The Vampire is able to crawl on their hands and feet on any flat surface, meaning walls, ceilings and other such construction. They must keep at least 3 limbs attached to such a surface to remain attached, letting go of both hands for example will cause them to fall down, but they can do anything with that free limb while attached to the surface.
Wald Lightseeking Vampire Spell Emote Distance The Vampire is able to open up their hand upwards, causing dark shards of glass to shoot out, one for each source of light (both non-Ability and Ability). Any source of light hit is immediately extinguished. If a source of light were cast by some sort of Ability from a person, that person is instead targeted, impaling them with a non-lethal dark shard of glass and stopping whatever light source they were creating. This Ability can only be used once per roleplay scene. Projectiles can only be avoided behind cover, with a shield or by putting something between the Vampire and the target, which will be hit instead.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Barghest Vampires have them, and they do not cost any Mutation slots)
Barghest Body Constant Passive Self The Vampire's new Physical Stat Limit is 40, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Barghest Functioning Constant Passive Self The Vampire can eat and drink normal produce, and is able to have children that will be born as Vampire Broods. Additionally, the Vampire can infect others with a bite, also by having their victim drink a cup of their blood.
Barghest Hallowing Constant Passive Self The Vampire is affected by Hallowed Lanterns by scorching their skin, with their Vampire Spells and Channel Abilities instantly canceled when shined upon.
Barghest Appearance Constant Passive Self The Vampire's eyes turn Red when they are actively feeding from a victim as well as when they see or smell blood (more than just a few drops), and their Vampire teeth appear at all times, but are not very noticeable. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Barghest Empowerment Toggle Passive Self The Vampires can change their head into that of a (varying realistic colors) Wolf (or Fox) with red eyes and sharp teeth, as well as track the smell of a person who is actively bleeding.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Barghest Vampires have them, and they do not cost any Mutation slots)
Barghest Orchestra Constant Passive Emote Distance If three or more Barghest Vampires are present, they can initiate a Howling Orchestra, requiring all of them to be using their beast-head Passive. While all three are howling, the voices of others are drowned out in Emote Distance, making it impossible for anyone to be audible while speaking while they are in Emote Distance, yelling or even screaming.
Barghest Walds Constant Passive 100 Block Distance If three or more Barghest Vampires are present, they can triangulate an area by standing on the extreme ends of a triangle then turn any forest biome into a Haunted Wald. A Haunted Wald appears the same, but Target Illusions affect anyone inside, causing the trees to look twisted and moving with scary faces, and constant noises of creeping and prowling creatures in the dark, gnawing bark and rustling leaves to give those inside the feelings of being hunted. The Vampires must remain in place to keep up the effect in a triangular position between them. This effect can be smaller, but can never be larger than having each Barghest stand further than 100 blocks away from each other.

von Kërle Bloodline

Von Kërle Vampires hail from the Calemberg cities and dark-walds, the high-military high-class realms of the Regalian Empire. Here, the von Kërle adapted by having Mutations that expedited their military victory over those who would hunt them, but invariably also became weaker to Vampire hunting tools as they surrendered themselves more to the Void.

Choice Mutation Name Ability Category Range Description
Harlord Protection Constant Passive Fighting Target For every wound made on the Vampire, if the Vampire hits/cuts/pierces their victim, they can “draw” the blood out to heal a wound on themselves, a wound for a wound essentially. This does however close the wound on the victim and stop their bleeding (but not heal internal damage). The wound healed on the Vampire does not heal internal damage either, only closing the wound externally.
Harlord Varghul Beast Shift Self Can shift to beast form. Beast form offers 10 Physical Stat increase, which cannot exceed the Physical Stat limit. It additionally contorts the face of the Vampire to be more bat-like, with longer ears, a snarled bat-like nose and larger brow bones with no eyebrows, as well as larger teeth. Skin turns midnight-blue while spikes form on the spine, and the legs become digitigrade with claws on the feet.
Harlord Chasing Vampire Spell Emote Distance The Vampire gains bat-like wings that appear only for a single jump, allowing them to jump up to a maximum of Emote Distance at rapid speed. This ability takes a few seconds to charge up the jump, and the wings disappear immediately after. This ability can only be used two times per hour. This ability cannot be used to jump vertically, but it can be used both as a disengage or a charge attack.
Harlord Spikewall Vampire Spell 5 Blocks Distance The Vampire can cut their own hand and rapidly "throw" a wave of their blood at an approaching enemy or person, which then immediately hardens and forms the blood splatters into shards that painfully cut into the approaching person. The Vampire automatically dashes back by three blocks when using this Ability, and the approaching person is instantly halted in pain for a few seconds while they shake the blood spikes off themselves. This instantly cancels any attack movement and can be used up to two times per hour.
Harlord Bloodening Vampire Spell Emote Distance The Vampire can Blood Sing a weapon by cutting their own hand and then crystallizing the blood mist drawn from it. This takes several seconds to manifest. The wound will continue to bleed, but the Vampire can return the weapon to mist form, return the blood to their hand, and seal the wound in the process. The weapon will not disappear when lit by a Hallowed Lantern.
Harlord Magewall Vampire Spell Emote Distance The Vampire can, when targeted by a Mage Spell or Sorcerer Spell, instantly sink into the ground into a pool of blood, and then re-appear on the same spot when the Ability has missed them. The sinking will last no longer than a few seconds, and does not protect against constant area effects or Channel Abilities. This Ability can only be used up to two times per hour.
Harlord Blackstrike Constant Passive Self The Vampire's finger and toe nails thicken and turn black, while also sharpening and growing much faster. These can be used to leave nasty scratches and scrapes that feel very painful, and adds +5 Unarmed Proficiency to the Vampire.
Harlord Drawling Constant Passive Self The Vampire is completely immune to toxins, poisons or acids, not affecting either their organs or skin in any way, shape, or form.
Harlord Sighting Constant Passive Self The Vampire can no longer be affected by Target Illusions (though still choose to see them) or any Abilities that would lower the Vampire's Proficiency Points, Caps or Investments.
Harlord Elementing Constant Passive Self Vampires with this trait are immune to (Mundane and Ability created) environmental temperature damage, as well as the need to breathe oxygen or water depth. They are immune to freezing damage and extreme heat (fire still burns them, as do the Hallowed Lanterns), no longer need to breathe, and are able to resist extreme depth pressures.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all von Kërle Vampires have them, and they do not cost any Mutation slots)
von Kërle Body Constant Passive Self The Vampire's new Physical Stat Limit is 55, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
von Kërle Functioning Constant Passive Self The Vampire cannot eat and drink normal produce, and is unable to have children. Additionally, the Vampire can infect others with a bite, also by having their victim drink a cup of their blood.
von Kërle Hallowing Constant Passive Self The Vampire is affected by Hallowed Lanterns by scorching their skin, with their Vampire Spells and Channel Abilities instantly canceled when shined upon.
von Kërle Appearance Constant Passive Self The Vampire's eyes are always red, while their eye whites turn black when feeding, and their Vampire teeth appear at all times, which are noticeable. Their skin is also noticeably more pale, and their eye sockets reddened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
von Kërle Empowerment Constant Passive Self The Vampire gains +5 Proficiency in whatever weapon they are wielding at any given time, but only for one weapon (does not work on shields or double-wielding).
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all von Kërle Vampires have them, and they do not cost any Mutation slots)
Warlord Shieldwall Constant Passive 5 Block Range While three or more von Kërle lock shoulders together with a weapon in hand to form a shield wall, a solid blood crystalline tower-shield appears in their free arm, allowing them to form a shield-formation that protects the Vampires against Ranged weapons (not Puretek/Soulshot) and any Projectile based Abilities that would need to pass through the tower shields to hit the Vampires behind them. The shields disappear the moment even one of them breaks formation.
Warlord Bloodfeasting Constant Passive Emote Distance While two or more von Kërle are present, and their victim is properly restrained, they are able to perform a Bloodfeasting, which allows them to use ranged telekinesis with their claws, cutting into the victim, drawing out their blood in a splash, which then slows down mid-air, before gravitating towards them to be absorbed from a range, essentially mixing torture with blood drinking. This will satiate the Vampires involved, and leave nasty slashing wounds on the target.

Shilôt Bloodline

Shilôt Vampires hail from the wine-producing lands of Vixhall and Ithania, melding well with high society there, but particularly honing their crafts through drinks and partying to disguise them being a Vampire and create an army of thirsty cattle that come to them.

Choice Mutation Name Ability Category Range Description
Vinteaar Providing Vampire Spell Emote Distance The Vampire can summon succulent foods and drinks, but must sacrifice something to make it in matter. For example mud can be used to create a medium rare steak perfectly seared. The food remains food throughout ingestion, but the Vampire can turn it back to its original substance with the flick of a hand (not allowed to be made out of harmful materials or excessively large materials). If the Vampire does not change the material back, it remains perfect in the way it was made however, and tastes delicious. A Character with 10+ Food & Drink Sciences can smell/feel/taste/see that there is something off about the food, and upon closer inspection, identify that this food isn't natural.
Vinteaar Partying Toggle Passive Event Venue This ability only activates in a Server-Announced Event setting (player hosted or Staff hosted, but it must be announced by Staff/be on the Calendar). The Shilôt is able to activate their Vinteaar Partying, which disguises the Vampiric features (red/wispy blue eyes, bloodshot gaze, sickly skin, black nails) of all Vampires at an event (including themselves), alongside making them undetectable to Aberration or Vampire Detection Mechanisms, in the same manner as the Alais. This Ability is active for as long as the Shilôt is at the event, and up to 5 minutes after an event officially concludes. This gives all vampires socializing discretely at an event the time to depart before the ability drops. It does not, however, mask the use of Vampire Spells.
Vinteaar Stasis Toggle Passive Self The Vampire can crystallize in form as if hardened wine, turning into a dark red wine and then hardening. This crystalline form can be upheld for years, does not cause the Vampire to age, or take harm from anything. After 1 hour, the substance turns gray and stone-like, essentially disguising the Vampire as a statue. The Vampire remains aware of the passage of time, but not so sentient aware that they would be bored out of their mind. The Vampire does not gain Proficiency Points while in this statue form. Characters that have survived beyond 150 years this way still require an Ancient Character Special Permission.
Vinteaar Mist Vampire Spell Emote Distance The Vampire can throw one of their drinks onto the floor, causing it to explode into a dusty and barely visible mist. This mist appears like the mirage of heat haze rising from a surface during a warm sunny day, meaning it does not obscure vision or cause anyone to experience negative effects while standing inside of it, except for the strong odor of liquor or wine, but will remain somewhat visible to allow others to see how far it extends in any direction. This mist remains for 10 seconds, during which the Vampire remains invisible inside the mist, unless they attack someone. Should they exit the mist and attempt to escape, they will become visible, and immediately remove the mist.
Vinteaar Elegance Constant Passive Self Victims feel no pain while being fed on, and even become unaware that they are being fed on, forgetting that a moment ago the Vampire sank teeth into them. They will only become vaguely aware that some interaction happened between the Vampire and them, but are unable to remember precisely what.
Vinteaar Lingua Constant Passive Self A Vampire with this trait is able to understand any spoken non-Ancient and non-Forgotten language, and read any such language from written form, while understanding it in their native tongue. They can however not speak any of it back to the source.
Vinteaar Thickening Constant Passive Self The Vampire can add a few drops of their own blood to any drink, turning said drink addictive. The persons drinking the drink will be unaware why it is addictive, but feel an intense urge to drink more of it, and have withdrawal symptoms if they are denied any which can last up to three days, while feeling minor withdrawal when they haven't consumed any for some time. Any Ability that removes curses can remove this effect.
Vinteaar Drawling Vampire Spell 5 Block Distance The Vampire can hold up their hand to their face, and blow from the top of their hand in the direction of a person, producing a misting of wine in their direction. When hit, their target becomes incredibly drunk for several minutes. This effect cannot stack and wears off like normal drunken-ness. If anyone was mid-charge at the Vampire and this Spell was used, the charge is immediately stopped. Anyone who's breathing is filtered, stopped or protected, will not be affected.
Vinteaar Addicting Target Curse Emote Distance The Vampire can give another Vampire a specific blood addiction (to a person the Shilôt thought of) by cursing them with a verbal curse within Emote Distance. This Vampire will become addicted to the blood of that specific person, and hunt and find satisfaction from drinking that specific person alone. This effect lasts for a week.
Vinteaar Draughting Target Curse Self The Vampire can Curse another (non-Vampire) person if they have any of their blood (a fresh and sizeable amount, not just a dried splatter on the wall). In a ritual, expending the blood, the person can be given a Satisfaction Curse. The effects of this Curse cause any food and drinks to taste like ash and putrid liquid, while any activities that would normally give the person joy and feelings of accomplishment suddenly no longer provide happiness. This Curse lasts for a total of a week, and cannot be applied to the same target within a three month period, even by other Shilôt Vampires.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Shilôt Vampires have them, and they do not cost any Mutation slots)
Shilôt Body Constant Passive Self The Vampire's new Physical Stat Limit is 35, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Shilôt Functioning Constant Passive Self The Vampire can eat and drink normal produce, and is able to have children that will be born as normal. Additionally, the Vampire can choose whether they want to infect others with a bite, and can also infect by having their victim drink a cup of their blood.
Shilôt Hallowing Constant Passive Self The Vampire is not affected by Hallowed Lanterns in the traditional sense, but does experience heightened anxiety from the presence of one such object.
Shilôt Appearance Constant Passive Self The Vampire's eyes turn Red only when they are actively feeding from a victim, and their teeth extend only shortly before feeding. Their skin lightens a bit, while their eye sockets are somewhat reddened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Shilôt Empowerment Constant Passive Self The Vampire, in a hosting or drink-serving RP scenario (e.g. tending an IC bar, offering drinks at an IC event) lose all of their Vampiric features and cannot be detected by any Detection Mechanisms. This cloaking lasts for 5 minutes following the end of the RP scenario, giving the Shilôt enough time to depart the scenario without arousing suspicion.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Shilôt Vampires have them, and they do not cost any Mutation slots)
Witching Brew Vampire Spell Emote Distance While at least two Shilôt Vampires are present, they are able to use a cauldron to produce a wine-pleasure-bomb. They commence this process by brewing the wine in the cauldron, after which both make hand gestures over the pot. The pot's contents then rapidly steam out of the cauldron, producing a purple wine-mist that lasts for several seconds and fills an entire room or Event Venue or Emote Distance, causing anyone inside of it to feel euphoric and extremely satisfied, and liable to lapse in judgement. Anyone who's breathing is filtered, stopped or protected, will not be affected.
Witching Vineyard Vampire Spell Self While at least two Shilôt Vampires are present and lock hands together while spreading their arms, they will become hexed to appear like a grape-tree. Any additional Shilôt holding hands will also turn into a grape-tree illusion. This illusion is upheld as long as the Vampires do not move, and can be seen through by any Ability that grants Target Illusion immunity.

Doughall Bloodline

The Doughall Vampires were Vampires who originally lived in the caves of Gallovia, but later mingled with the people, commonly becoming the physically "strong" Vampires among the Bloodlines. The Doughall developed means to change with the seasons, and are inherently shape shifters.

Choice Mutation Name Ability Category Range Description
Mountain Skyward Mythic Shift Self Starfall form - transform the user into a being of the stars. Their body silhouette remains the same, but all clothes and hair and items worn disappear, showing a single humanoid shape made out of starry night sky material, with solid glowing red eyes and a wide mouth with Vampire teeth. While in this form, the Vampire can hover up to 1 foot above the ground, leaving behind a short trail of starry dust, and blink up to three blocks in an instant (not passing through walls) once every minute. The Vampire can no longer speak in this form, only produce a glittery space-like echoing noise. When transforming back, all clothing and items return to normal.
Mountain Hardening Trigger Passive Self When feeding, the Vampire's skin turns to actual stone, and they become both immovable by others as well as immune to harm from any source except Magic. As soon as the Vampire's teeth release from their victim, their skin returns to normal and mobility is restored.
Mountain Winters Beast Shift Self Winter form - transform to increase by 5 Physical Stat, which cannot exceed the Physical Stat limit. Additionally allows for fur growth on shoulders, lower arms, back, chest, neck and facial hair. Teeth become larger, and blackened claws develop on the hands, allowing them enhanced physical combat ability.
Mountain Autumns Beast Shift Self Autumn form - transform to decrease Body Shape to one level lower than character’s Body Shape, grow thick fur on lower arms and legs, legs temporarily mutate to digitigrade legs, and gain a wolf-tail, allowing them to sprint like a canine on all fours. While in this form, they are able to run faster than a Varran.
Mountain Summers Beast Shift Self Summer form - transform to decrease Body Shape to one level lower than character’s Body Shape, grow scales on the arms, neck and legs, and gills on the neck, while ears turn into webbed fins. The character gains the ability to breathe underwater and swim at high speeds, while also leaping in and out of water similar to a dolphin.
Mountain Springs Beast Shift Self Spring form - transform to gain goat-like facial features (snout, eyes), hooved feet and digitigrade legs. Arms become covered in vines and roots that when aimed at a person, causes a burst of thorn-shaped essences to fly towards them. These wisps feel akin to being stabbed in multiple areas by a thin blade without leaving any physical wounds. The energies do not exert any physical force upon the victim, but will require a few seconds of recuperation after being hit three times.
Mountain Runes Object Curse Emote Distance Can create Mountain Runes (a Stonebrick block with a Lapis Lazuli block on top) anywhere in a region they are at home (be it a gang base, Clandestine base or Rental Region), and also have a Rune Caller in their pocket, which is a smaller pebble with red runic drawings on it. At any time, the Vampire can use this Rune Caller to speak to the Mountain Runes, of which up to three can be active at any time they speak. When activated, the Rune will light up with a red glow and broadcast their voice in mutter range (5 blocks). This is one way communication, meaning others cannot speak back, and Mountain Runes can be smashed with any weapon to disable them. Additionally, the Vampire will know when someone is standing within 5 blocks of the Mountain Rune, but cannot tell who it is. If the person is present in camouflage or invisibility, this detection mechanic will not work.
Mountain Healing Vampire Spell Emote Distance Can heal individual wounds (like a stab or gash) from a person (including self) at the cost of one level of Body Shape per wound, returning to their original Body Shape after 1 week. Removing another wound by sacrificing another Body Shape resets the timer. Once the Vampire reaches Slim Body Shape, they cannot use this Spell again until the week has passed. This can also remove internal wounds, but not bring back lost body parts.
Mountain Seasons Target Curse Direct Touch Can forcibly change the race of another person for 72 hours. This ability can only be used on one person at a time, but can be cancelled early, even remotely. While forcing a race change, victim cannot access either their natural or new-race racial traits or abilities. Character design remains consistent onto the new race where applicable.
Mountain Shifting Toggle Passive Self The Vampire can meld into stone materials/surfaces to hide. They can however be dug out and not move around while hidden, so generally this ability is only recommended while on the run and after turning a corner while no-one is looking. It is practically instant, and cannot be countered or prevented.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Doughall Vampires have them, and they do not cost any Mutation slots)
Doughall Body Constant Passive Self The Vampire's new Physical Stat Limit is 45, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Doughall Functioning Constant Passive Self The Vampire can eat and drink normal produce, and is able to have children that will be born as Vampire Broods. Additionally, the Vampire can infect others with a bite, also by having their victim drink a pure cup of their blood.
Doughall Hallowing Constant Passive Self The Vampire is affected by Hallowed Lanterns by scorching their skin, with their Vampire Spells and Channel Abilities instantly canceled when shined upon. It will not cancel their Shifts.
Doughall Appearance Constant Passive Self The Vampire's eyes turn Red only when they are actively feeding from a victim, and their teeth are always visible and noticeable. Their skin lightens a bit, while their eye sockets are somewhat reddened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Doughall Empowerment Toggle Passive Emote Distance The Vampire can cause any person within Emote Distance (that is not a Vampire and has a Beast Shift active) to receive a -10 Physical Stat penalty while remaining within range.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Doughall Vampires have them, and they do not cost any Mutation slots)
Dance of Renewal Vampire Spell Self If at least two Doughall Vampires are present, and lock both hands together, rotating around each other on the spot in the dance of renewal, it causes their form to produce the Winds of Renewal. The Winds of Renewal prevent anyone from being able to touch the Vampires or approach them closer than just out of range to attack with melee weapons. They will not be immune to ranged weapons or Abilities that do not require touch however. They also cannot move away from the spot while the Dance of Renewal is active. The Winds of Renewal appear like a leaf and star-filled flow of air and smoke circling around the Vampires.
Dance of Drowzy Vampire Spell Emote Distance If at least three Doughall Vampires are present around a Campfire and perform the Dance of Drowzy, it will put any non-Doughall Vampire to sleep within Emote Distance. This only works if the Vampires are not already in combat, and if those present are already in a resting state like sitting or laying or just doing nothing and standing. This spell absolutely requires a campfire to be present the Vampires can dance around, but it can be of any size, as long as it's not just a torch.

Zikiel Bloodline

Zikiel Vampires are commonly referred to as the Lich Vampires. While not the same as Undead Vampires, they are more magically-inclined than other bloodlines. They scour the world looking for more Magical Knowledge to add to their collection, encountering (and countering) Mages as they go.

Choice Mutation Name Ability Category Range Description
Haunting Lich Mythic Shift Self The Vampire can assume the form of a skeletal lich, transforming them into a skeletal body with wispy eyes. They are able to levitate off the ground by a foot and change clothing into mage-inspired robes while in lich form, reverting back to normal instantly. Wounds transfer between forms, but the Lich form is immune to Mundane weapon projectiles (not Puretek or Soul-Shot).
Haunting Drowda Constant Passive Self The Vampire becomes completely immune to any Sihndar Racial Spell. Additionally, all Zikiel Abilities that are classified as Vampire Spell, are classified as a Sorcery Spell instead.
Haunting Sorcery Constant Passive Self With this Mutation, the Vampire is able to exchange existing Proficiency Points for up to 5 Sorcery Spells of any Category. The Zikiel can also become an Acolyte, but all Sorcery Spells (which are categorized as Sorcery Spell in terms of their Ability Category) also double as Vampire Spell, unless the Haunting Drowda Mutation is also chosen, in which case they just classify as Sorcery Spell. Being cured does not bring back the Proficiency Points, but keeps the Spells. With this Mutation, a Zikiel Vampire can also be a Mage. It is possible for a Mage to willingly become a Zikiel Vampire with this Mutation already unlocked through the Void Zikiel Ritual, however this is irreversible, and the Mage can no longer be cured.
Haunting Deflecting Constant Passive Self With this Mutation, the Vampire is able to use Mage-Deflect in the same way that Mages do to deflect Mage Spells. Deflection casts are performed as emotes, after which a /roll 1 20 is done. If the roll is above 5, the spell is deflected and rendered harmless by a deflection cast. Deflection cast requires the Vampire to have both hands free and not already engaged in casting or fighting. It works by waving their hand in a half-circle motion as if to “slap” away the incoming spell
Haunting Scent Vampire Spell 10 Block Distance This trait allows the Vampire to place a glyph ward on the forehead of a person by pointing a finger at them from close range. This glyph is always visible, glowing in blue. While the ward is active (for 72 hours), the Vampire can track them wherever they go. This glyph cannot be removed beyond a time-out.
Haunting Staving Constant Passive Self The Vampire can no longer be affected by any Target Illusion (though still choose to see them) or any Target Curse, or Object Curse that would give them a Curse for interacting with an Object.
Haunting Severing Target Curse Direct Touch The Vampire is able to place a glyph at the back of a person's neck which severs their emotions and emotional connections to other people for 1 week, thus rendering them without a conscience, love, and friendship for others. These glyphs act as a kind of possession, and can be cured with any type of exorcism or Ability that removes curses.
Haunting Toxicology Constant Passive Self The Vampire becomes immune to any type of Alchemy, whether it be positive or negative. They are capable of ingesting or being covered in any Alchemical mixture or concoction without experiencing any of the effects.
Haunting Relations Constant Passive Self The Vampire, while conversing with others, is able to detect their conversation partner's loved ones. Roughly one person per 10 minutes will become known to the Zikiel, both by name, and a rough mental image of what they look like, and their exact relation to the person.
Haunting Frostwall Vampire Spell Direct Touch The Vampire sends forward a rapidly moving shard of ice, that when hitting a person, causes their legs to be encased in ice up to their knees. This entrapment cannot be removed by the person who is trapped themselves without help from a third party. Individuals who were floating during this Spell are unaffected. This spell can only be used once per day, but does not miss, unless the target used cover to avoid being hit, or the projectile was intercepted. A shield does not count as cover. The Frostwall is permanent unless broken, for as long as the Vampire is within Emote Distance. If the Vampire leaves, the person can break out within 15 minutes. The person also cannot be moved in this state.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Zikiel Vampires have them, and they do not cost any Mutation slots)
Zikiel Body Constant Passive Self The Vampire's new Physical Stat Limit is 20, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies. They appear far more bony as a result of infection.
Zikiel Functioning Constant Passive Self The Vampire cannot eat and drink normal produce, and is unable to have children. Additionally, the Vampire can infect others with a bite, also by having their victim drink a cup of their blood.
Zikiel Hallowing Constant Passive Self The Vampire is affected by Hallowed Lanterns by scorching their skin, disabling any Vampire Spells active, and also interrupting any Channel Abilities.
Zikiel Appearance Constant Passive Self The Vampire's eyes are icy blue with gray eye whites, not turning red at any point in time but they do start glowing when the Vampire feeds, and their teeth appear at all times and are noticeable. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Zikiel Empowerment Constant Passive Self The Vampire is able to produce a Mage ward, channeling for 10 seconds to produce a ghostly wall that cannot be broken except by other Mages, Zikiel Vampires, and any Ability that breaks Mage Wards. To produce a Mage-Ward in game, send a ticket. For a Zikiel to remove a Mage Ward, 3 minutes of constant evocation is required while standing next to the Ward uninterrupted, though they may snap their own Wards out of existence instantly.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Zikiel Vampires have them, and they do not cost any Mutation slots)
Deathstorm Immobile Channel 60 Block Distance If at least three Zikiel are present together, they can lock hands and summon a Deathstorm which requires them to constantly Channel this Ability without interruption (it can only be interrupted by Mage Spell and Sorcery Spell counters, or physically knocking them over). While the Deathstorm is active, a vast maelstrom of blue smoke and ghostly apparitions rapidly circle around the Vampires, them acting as the eye of the storm. Anyone caught in the storm cannot communicate unless they yell, and become very slow, unable to run or engage in acrobatics due to the piercing winds.
Haunt Macabre Mobile Channel Emote Distance If at least two Zikiel are present together, they can produce an army of ghostly skeletons that crawl out of the ground and menacingly threaten or form up with weapons poised at an enemy, or engaging in actions dictated by the Vampire(s). There can be up to 60 Skeleton ghosts, but they all remain illusions and cannot interact with the world. Anyone with Target Illusion immunity can see through these skeletal ghosts.

Dorkarth Bloodline

Dorkarth Vampires were the first of the Vampire broods, the original Bloodline created by the Princes of Dorkarth in Ellador. Their line continues in their descendants now, spreading across the world as they continue to do the work started by their Princes and to destroy the Regalian Empire.

Choice Mutation Name Ability Category Range Description
Auld Vexxing Vampire Spell Emote Distance The Vampire is able to cancel any Vampire Spell or Channel Ability performed by a Vampire by drawing up their hand, causing a visual blood mist effect to appear around their hand, while the other Vampire affected also has a short blood haze effect around them. This ability requires one free hand to be cast, and can only be cast once every two minutes.
Auld Steeling Constant Passive Self The Vampire can no longer be affected by any Target Illusion (though still choose to see them) or any Target Curse, or Object Curse that would give them a Curse for interacting with an Object.
Auld Shielding Vampire Spell Self The Vampire can summon a shield in their shielding arm the size of a heater shield. When an enemy hits the heater shield with their weapon, their weapon becomes insanely hot to the touch, not so much that it blisters their skin, but incredibly uncomfortable (lowering their weapon Proficiency by 5 points), for 5 minutes, before slowly cooling again. If they hit the shield again within the 5 minute period of the first effect, the effect is doubled and lasts for a total of 10 minutes, but then the victim becomes immune from receiving the effect again for an hour.
Auld Beastlording Control Power Emote Distance The Vampire can summon a ghostly red chain that latches onto a Werebeast of choice and establishes a control collar. The Vampire can then command this Werebeast to perform any action they dictate, and if they do not, their blood will feel like it is boiling, until they move to perform the command given. The Vampire must keep one arm free to keep the chain attached. The Werebeast can still speak and act on free will, but will suffer intense pain if it acts against the Vampire, and will become crippled with pain if it tries to attack the Vampire. The Werebeast can also not leave Emote Distance anymore while the Vampire still has the chain. This does not affect Greater Werebeast, and can only be active on one Werebeast at a time.
Auld Collaring Target Curse Direct Touch The Vampire is able to (if a person has been completely restrained) attach a blood-collar to this person. Once attached and the Vampire who attached it gives them a command, not following this command will cause pains all over the body of the collared person until they follow the command. Commands can only be issued in Emote Distance, but will remain active even beyond that. Should the collared person be captured or escape somehow, the collar can be removed by any Anti-Curse Ability or Possession Exorcism Mechanic. Anyone with such a Collar on will additionally not turn into a Vampire despite being fed on by any Bloodline of Vampire. With a collar on, only one command can be active at a time (though multiple people can have collars, but not stack them). The Vampire cannot layer commands on top of each other. Trying to attack the Vampire also causes crippling pain.
Auld Tombing Trigger Passive Self The Vampire is able to stand with their back up against a wall, cross their arms on their chest, and become camouflaged so long as they do not move or speak while they remain in this exact position up against the wall. In order to see through this camouflage, a person would need at least 10 Proficiency points in Perception. Leaving this stance or attacking someone will cancel out the camouflage, though if a person is within 2 blocks of the camouflaged Vampire when they leave camouflage, or have their backs turned to them, the Vampire will obviously have an initiative advantage.
Auld Elementing Constant Passive Self Vampires with this trait are immune to (Mundane and Ability created) environmental temperature damage, as well as the need to breathe oxygen or water depth. They are immune to freezing damage and extreme heat (fire still burns them, as do the Hallowed Lanterns), no longer need to breathe, and are able to resist extreme depth pressures.
Auld Severing Target Curse Direct Touch The Vampire is able to place a glyph at the back of a person's neck which severs their emotions and emotional connections to other people for 1 week, thus rendering them without a conscience, love, and friendship for others. These glyphs act as a kind of possession, and can be cured with any type of exorcism or Ability that removes curses. If the person who has this Ability affecting them gets collared, the effect is immediately ended, nor can it be applied to someone who has a collar on.
Auld Ballrooms Toggle Passive Self The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. A character with 10+ Bodycare or 10+ Perception can see through the clothing disguise, identifying the person underneath. They will not understand this clothing is Magical, but see through any disguise attempt.
Auld Grasping Constant Passive Self The Vampire's finger and toe nails thicken and turn black, whilst also sharpening and growing much faster when broken. These can be used to leave nasty scratches and scrapes that feel very painful, and adds +5 Unarmed Proficiency to the Vampire.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Dorkarth Vampires have them, and they do not cost any Mutation slots)
Dorkarth Body Constant Passive Self The Vampire's new Physical Stat Limit is 50, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Dorkarth Functioning Constant Passive Self The Vampire cannot eat and drink normal produce, and is able to have children, who are born as Vampire Broods. Additionally, the Vampire can infect others with a bite, also by having their victim drink a cup of their blood. Dorkarth can sustain themselves on animal blood, should they choose.
Dorkarth Hallowing Constant Passive Self The Vampire is affected by Hallowed Lanterns by scorching their skin, with their Vampire Spells and Channel Abilities instantly canceled when shined upon, unless if they use Mage Slavery, in which case their Abilities are immune to the Hallowed Lantern.
Dorkarth Appearance Constant Passive Self The Vampire's eyes are always red, while their eye whites turn black when feeding, and their Vampire teeth appear at all times, which are noticeable. Their skin is also noticeably more pale, and their eye sockets reddened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Dorkarth Empowerment Constant Passive Self The Vampire can draw blood from any wound they inflict on a foe, removing a wound of their own in return. This cannot be used to heal internal damage, only external surface damage.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Dorkarth Vampires have them, and they do not cost any Mutation slots)
Mage Slavery Vampire Spell Emote Distance While three Dorkarth Vampires are present near a Mage, they are capable of forcefully entrapping this mage in a crystal of blood that makes them immune to harm, but also unable to move (or be moved) or act or speak. As long as this Mage is encased, all Dorkarth Vampires in Emote Distance of the Crystal have their Vampire Spells and Control Powers re-classified as "Mythic Spells", meaning they can no longer be countered or prevented by Counter Mechanics, and also break through any Vampire Spell protections. Should any of the three Dorkarth leave Emote Distance of the Mage, they are broken free, though there is no other way.
Fate's Wheel Vampire Spell Emote Distance While two Dorkarth Vampires are present in Emote Distance of one another, they can rapidly swap places with one another, as long as both have a mental consent to this action. This only works in pairs of two, and does not cause them to move, but one Vampire can start charging an attack movement and then swap places to finish the attack move in a faster manner than the other Vampire would have, if they would have to initiate the attack from scratch.

Mivver Bloodline

The Mivver bloodline originates from the desert sands of Farah'deen where a group of Vampires could not openly challenge the Songaskians on their trade lanes, and as such, developed illusionary tactics and abilities to try and outsmart the Dragon-based powers of the Songaskians, which later expanded to the Witchblood when they moved further west.

Choice Mutation Name Ability Category Range Description
Malevolent Protection Target Curse Emote Distance The Vampire is able to place a positive Curse on a person, which is not visible to the naked eye. Each time this person is targeted by a Primal Power or Sihndar Racial Spell, their ability lands, but does not apply any of its effects, and for each ability used on such a person, the Vampire gets blood-fed status. This can only apply to one person at a time, and can also be cast on self. The effect remains while the Vampire stays in Emote distance of the target (or themselves).
Malevolent Hijacking Vampire Spell Emote Distance The Vampire can hijack an Illusion produced by any other Ability belonging to another person as long as they are within Emote Distance of it, and change the illusion to their heart's content. Only Greater Mivver Vampires are immune to this Ability. Mivver Vampires can perpetually re-hijack illusions of each other. This does not work on Object Illusions. Having this Mutation makes the Mivver aware of Target Illusions, even if they cannot see them (or chose not to), or if they were not targeted on them. Furthermore, it still allows them to be aware of the Illusion(s), even if they had the Malevolent Hexicanum Mutation.
Malevolent Disguising Vampire Spell Self The Character is able to shape-shift to any size or alteration of their body, as long as it is within their own Race's limitations. They also cannot change Body Shape. This can also hide their eyes, but will dispel the moment they go in to feed, or activate combat with someone (it will only trigger if the Vampire is the aggressor, not the defender/running away party).
Malevolent Reading Toggle Passive Self Vampires with this ability can read the emotional state of a person, as well as detect a lie by focusing their eyes on their aura. Their aura becomes visible, showing a color corresponding to their mood, and whether a statement was a lie or a truth is shown in the form of a smiling or crying mask above their head, smiling for a lie and crying for the truth. If the targeted person has +10 Theatre Arts Proficiency, the mask will always cry.
Malevolent Illuvication Vampire Spell Viewing Distance The Vampire is able to create an illusion about the size anywhere between a coin to a humanoid (a person), complete with sound and movement, which will look like anything they want it to. This illusion is however never solid and any object going through it will dispel it. The Vampire can only only maintain 3 separate illusions at a time, and must keep them within their viewing range, and not be attacked while casting them, but does not give any visual clues to using this ability. Any person with Target Illusion immunity can see through this Ability.
Malevolent Hexicanum Constant Passive Self The Vampire becomes immune to any type of Target Illusion (though still choose to see them), Object Illusion, or Racial Spell that causes some type of Illusion.
Malevolent Loxocation Object Illusion Emote Distance The Vampire is able to create an illusion on an object, changing the way the object looks and feels (but not taste, smell or sound). This illusion is counted as an Object Illusion to those who perceive the object, as the object radiates the effects to those looking at it. This can only apply to three separate objects at any time, not living creatures, or be animated, but can exist away from the viewing distance or presence of the Vampire, and will remain illusion-ed while moved around or used by others. The Vampire can also dispel the illusions from anywhere.
Malevolent Disruption Target Curse Direct Touch The Vampire is able to disable any Aesthetic Mutations of any Silven, Mage, Greater Werebeast or Greater Vampire, if they have drank their blood, for up to 2 days after drinking their blood. Additionally, they may take over all of their Aesthetic Mutations in the process, for the duration that the source has lost them.
Malevolent Gardrobe Vampire Spell Self The Vampire is able to change the appearance of their clothing, add, or remove clothing magically and instantly, either with an aesthetic magical transformation, or simply instantly. This change can also alter the fabric, texture, color, or patterns on worn clothing. Clothing that is magically produced dissipates as soon as it leaves the body of the Vampire. This ability does not count towards any Illusion limit.
Malevolent Darkness Object Curse Direct Touch The Vampire is able to place a curse on any object that does not give off any visual warnings (but will trigger a magical detection if anyone with such an ability comes near it). This object can be anything from a ball to a sword to a vase. Once cursed, the first person to pick up the object (it must be light enough to pick up) and hold it in either of their hands, becomes cursed for 48 hours, going blind for this entire duration. This curse cannot be lifted through any means except waiting out the timer (which the victim has no knowledge of). Additionally, the victim's eyes become a solid slow swirly-smokey mixture of rich purple and crimson red, just like the Vampire's irises, almost as if someone dropped swirling ink in their eyes, obscuring their pupil and irises and eye whites. The curse can be applied "Off-screen" outside of active roleplay, but obviously the Vampire needs to still introduce the object to an area in roleplay. The Vampire will not be affected by pick-up, but anyone else who picks up the object will. The curse can be applied in active roleplay, but requires several seconds of casting and physical contact with audible and visual clues to it being unnatural during the casting period. Essentially, if a Staff member searches your logs, the first mention of the object should never be "Haha you just picked up a cursed item!" with no further reference to the object being cursed or brought into the scene. The blindness can be dispelled by the Vampire having cast it at any time within the duration of the effect.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Mivver Vampires have them, and they do not cost any Mutation slots)
Mivver Body Constant Passive Self The Vampire's new Physical Stat Limit is 30, overriding any Racial Limit as long as it is above this number. If below, then the Racial limit applies.
Mivver Functioning Constant Passive Self The Vampire can eat and drink normal produce, and is able to have children that will be born as normal. Additionally, the Vampire can choose whether they want to infect others with a bite, and can also infect by having their victim drink a cup of their blood.
Mivver Hallowing Constant Passive Self The Vampire is not affected by Hallowed Lanterns in the traditional sense, but does experience heightened anxiety from the presence of one such object. Additionally, any Illusion of theirs shined upon by such a Lantern will have the light shine through it, removing the illusion as long as it is illuminated.
Mivver Appearance Constant Passive Self The Vampire's irises are not red, but are instead a constant swirling smoky pattern of rich purple and crimson red, and their teeth extend only shortly before feeding. Their skin lightens a bit, while their eye sockets are somewhat reddened and darkened. The Vampire Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Mivver Empowerment Target Curse Self The Vampire is able to curse two people with a piece of their clothing, hair, or some fresh blood. Dolls are made of both, which then ritually change places with one another. For the duration of the Curse, both people have their Souls swapped into the body of the other. This Curse lasts for five days, and cannot be repeated in the same month on the same victims. When the Curse ends, the Dolls disintegrate. Proficiencies transfer, but any Abilities do not, meaning both only have access to their Racial Abilities while in each other's body. Damage between bodies swaps back with the Soul when the Curse ends.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Mivver Vampires have them, and they do not cost any Mutation slots)
Dance of Faces Vampire Spell Emote Distance If three Mivver Vampires are present and within Emote Distance of each other, they can cast the Dance of Faces, which causes everyone else in Emote Distance to have their faces and voices swapped to appear as anyone else's in the crowd. This remains an illusion however, an illusion that breaks if any of the Mivver leave the area. Those with Target Illusion immunity can see through this. This ability is also very subtle and not noticeable and can be used by the Mivver if they have Malevolent Disguising active.
Dance of Memories Vampire Spell Emote Distance if two Mivver Vampires are present near a target, they can perform the Dance of Memories Spell on that target, altering their memory of an event in their lives (that the Mivver know happened, and how it happened), altering the memory into whatever manner they like. This alteration will remain active until one of the Mivver Vampires leaves Emote Distance. If however one of the Mivver Vampires was also present at the event and witnessed it first hand, the alteration is permanent. This permanence can only be lifted if the alteration is irrefutably proven wrong (so not just with people saying it is). This Ability can only be countered by Vampire Spell immunity. This ability is also very subtle and not noticeable and can be used by the Mivver if they have Malevolent Disguising active.

Crimson Witches

Crimson Witches are technically Vampires, but don't follow a lot of the rules normal Vampires do. Firstly, Crimson Witches much like the Silver Skinwalkers are a Kathar-unique form of permanent Vampirism infection that has some longer standing cultural and historical meaning to the Kathar. To understand more about the backstory of the Crimson Witches, refer to the Kathar Page.

Choice Mutation Ability Category Range Description
Abyssal Haruspex Constant Passive Self The Crimson Witch possesses a magical veil that, when worn, protects them from Detection Abilities that would reveal their identity, abberancy status, or traits and abilities, but not any Detection Mechanics that would reveal their location. It also prevents them from being identified based on mundane physical features. All Crimson Witches with this Mutation share a neutral voice when wearing the veil, and will always sound the same.The Veil can be forcibly removed from them, but, if it leaves Emote Distance it will turn to ash. The Crimson Witch can repeat a one hour ritual once per week to re-craft their veil should it be lost or stolen. A Veil can take on any aesthetic appearance the Crimson Witch desires (but is generally shadowy and featureless), such as a hardened mask, however any identifying features of the Veil will be forgotten by anyone who looks upon it, and cannot be recorded through any means. The Witch is also capable of magically merging the veil with their face, which takes 1 minute, hides the veil, and removes all Crimson Witch Appearance features, causing them to look like a normal Kathar version of themselves. Magestone, Hallowed Stone, and Hallowed Lanterns will remove all magic from the veil, turning it into a mundane piece of cloth while in range and un-merging it from their face.
Abyssal Grimoire Constant Passive Self The Crimson Witch can cast the Arcane Sorcery Spells "Binral Blink" and "Distant Discourse" They must still adhere to all limitations of each spell, but do not have to spend Proficiency Points. When the Spells are used, they are classified as a Vampire Spell and a Sorcery Spell at the same time, and their own range still applies. Taking this mutation counts as having 2 sorcery spells, and does not allow them to break the 5 spell limit. It does not count as one of their 2 school limit, however.
Abyssal Stride Mobile Channel Self The Crimson Witch can stand on any surface (upside down or sideways) as if it was the floor, seamlessly walking and jumping between them. This ability does not require complete focus by the Crimson Witch.
Abyssal Aging Constant Passive Self The Character becomes immortal and does not visually age (though damage and harm can still kill them). Age over 150 years old requires an Ancient Character Special Permission.
Abyssal Liege Trigger Passive Self The Crimson Witch can mark a specific person as their Liege in a ritual, with the person present and consenting to the ritual, which binds them to their safety. If their liege is in any form of harm or risk of harm, they can sense this peril and are drawn to their liege, wherever they are.
Abyssal Vision Constant Passive Self The Crimson Witch is immune to Target Illusions (though can still choose to see them), Target Curses, and Object curses. Additionally, they are immune to alchemy induced hallucinations or illusions.
Abyssal Shadow Vampire Spell 10 Block Distance The Crimson Witch can extend their hand forward and send out a shadowy version of themselves towards an approaching enemy or person, which immediately halts the approaching enemy or person's movement and interrupts any Channel ability or attack by stunning them for up to two seconds. The shadowy version always remains three blocks behind the target for up to a minute after. During this minute, the Crimson Witch can swap places with the shadow and end the spell. This spell can only be cast once per hour.
Abyssal Dance Trigger Passive Self When the Crimson Witch would be hit by a Mundane Attack or Non-Spell Ability (excluding Puretek or Qadir soul shot), they can choose to turn the portion of their body that would be harmed into a fluid blood substance, preventing any damage. This substance immediately re-forms once they attack has resolved, and still upholds the integrity of their body. This ability can only be triggered up to 3 times per hour, starting when it was first triggered.
Abyssal Sworn Constant Passive Self The Crimson Witch’s new physical stat limit is 50. In addition, the Crimson witch can summon a Shadow Weapon at will, which is the equivalent of a steel weapon. Once summoned, the Shadow Weapon’s shape and function cannot be changed for a week, and the weapon cannot be given to someone else. The Shadow Weapon cannot be a Bow or a Crossbow. This Weapon Summon is not a Spell, and cannot be Countered.
Abyssal Pact Vampire Spell Self The Crimson Witch can make a binding agreement with an individual that requires both the Crimson Witch and the Individual complete a single task within a week’s time of making the agreement. The Crimson Witch and target must both be present for the ritual, and clearly speak the specific task they want the other to complete. If there are any hidden aspects of the task that either party is aware of, they are magically compelled to speak it. The party that fails the task will find themselves physically drained and extremely fatigued for the next week, with all of their mundane proficiencies set to 0. Speaking of the agreement to another party counts as failing the task.
Blood Mutation Name Ability Category Range Description (Blood Mutations are free but mandatory, meaning all Crimson Witches have them, and they do not cost any Mutation slots)
Witch Body Constant Passive Self The Crimson Witch's new Physical Stat limit is 30, and can only be a Kathar.
Witch Functioning Constant Passive Self The Crimson Witch can eat and drink normally. Due to their Vampiric nature and influence from the Lust Arken, they must either sustain themselves on the blood of people or animals, or drain the vitality from other's when in heightened states of emotion. The Crimson Witch must place both hands on the head of the individual and drain for an uninterrupted 30 seconds to gain the full benefits of it. The individual will feel fatigued for two hours afterwards. Crimson Witches cannot infect others in any other way. Reproducing with Kathar produces more Crimson Witches. Reproducing with any other race produces Vampire Broods.
Witch Hallowing Constant Passive Self When shined upon by a Hallowed Lantern, the Crimson Witch's skin starts singeing, and any active Vampire Spells are cancelled, while new ones cannot be used.
Witch Appearance Constant Passive Self Crimson Witch’s eyes appear solid black with starry flecks of red light. Their fangs are always visible. Their hair will appear either white or black at the top and fade into any shade of red at the bottom. Their Eyes (when visible) cannot be hidden or overwritten by Ritualism Mutations or any Aesthetic changes brought about by any Abilities, save for Abilities defined on this page, where applicable.
Witch Empowerment Constant Passive Self While as a technical Vampire unable to use Sorcery spells, Crimson Witches can learn Darkness and Chaos Sorcery spells (following the normal Sorcery rules) and Void Ritualism Skill (Regardless of their religion). Despite being able to learn these Sorcery spells, Crimson Witches cannot be Acolytes. Crimson Witches can choose 5 mutations.
Group Mutation Name Ability Category Range Description (Group Mutations are free but mandatory, meaning all Crimson Witches have them, and they do not cost any Mutation slots)
Forgotten Siphon Vampire Spell Emote Distance When Three Crimson Witches are present in Emote Distance, they can copy a single Spell or Ability Mutation from a Mage or Silven who is also present in viewing distance (Excluding Primal Mages). The Spell taken from the Mage will be at random, requiring a dice roll based on the number of Spells available to them. Each Crimson Witch can then utilize that Spell or Ability and gain its effects for the next hour, and whatever its function or aesthetics may be, it takes on shadowy aesthetics instead. Their ability to utilize the ability ends early if any one of the three Crimson Witches exit Emote Distance or if any one of the three Crimson Witches are knocked out or fully restrained, and a Crimson Witch can only benefit from this Mutation once every 24 hours.
Forgotten Suffering Trigger Passive Direct Touch When two or more Crimson Witches are present and can touch each other, they can link arms or hold hands to reduce physical damage done to any one of the Witches. Any physical damage, excluding the loss of limbs, that has occurred on any one of the Witches present will be reduced and shared with the others, lessening its effects. A deep gash in the chest of one Witch will become a smaller cut on the chest of all three, increasing in potency the more Witches there are. This regeneration is instantaneous.

Vampire Brood

Vampire Brood are the offspring of a Vampire who can produce offspring through their mutations, and are as such considered to be half-Vampires. They retain some Vampiric traits while never being able to become full Vampires. Indeed, Vampire Brood cannot be infected with Vampirism and always retain their traits independently. Vampire Broods appear just like regular people, except that their irises are always crimson red, even when not feeding. Vampire Brood can however eat normally or drink blood, which grants them specific advantages. When consuming Blood, Vampire Brood experience a rush of adrenaline as their blood circulation speeds up and they gain a boost of energy (This feeding must always be done IC, and does not infect anyone with Vampirism). This boost lasts for about an hour, and gives them increased running speed as well as heightened senses such as smell, sight, hearing, and reduces their stamina wear from exhaustion by half. Vampire Broods are not classified as actual Vampires, though their red eyes obviously stand out. Particularly in Regalia, no laws currently exist that discriminate against Vampire Brood, and many organizations in fact feel that Vampire Brood are just victims of ravenous Vampires. In practice though, many of the Vampire Brood experience fear and revulsion in their direction because of their eyes and what they can do, even if they have never tasted blood.

Combatting Vampirism

Curing of Vampirism

In most cases, Vampirism is an easily curable affliction--but the process is considered incredibly jarring and painful for any individual to go through. The curing is achieved over a period of roughly 12 hours, in which the Vampire must be forced to ingest a vial of Holy Water and Purity crystals (which render the caustic effects of the Holy Water inert and thus allow it to draw out the Void energies). Two separate sessions of Holy Water and Purity crystal ingestion (both readily available from the City Guard) must occur for the curing to succeed. Putting the substances into the Vampire's mouth or introducing them to an open wound is enough to absorb them into the bloodstream, meaning it is not necessary for the Vampire to swallow. During these forced feeding sessions, the infected individual will experience extreme fear and paranoia, along with a burning sensation that radiates from their internal organs to their extremities. Vampires will often plead or fight in whatever way they can to avoid being cured, and by the end of the 12 hours will feel completely exhausted. If both feeding sessions succeed, the Vampire will proceed to vomit up a black bile-like substance, which expels the curse from their body and signifies the curing was successful. After this bile has been expelled, the ex-Vampire will lose all physical features over the next 24 hours, including their fangs, which will fall out and regrow normally. In the extremely rare case that one is able to attempt a curing on a Greater Vampire, they will follow the process above, but will not lose their mutations or features, being incurable.

In the freshly-bitten which have not yet completed the 5-day infection process, only a single dose of Holy Water and Mage Crystals are needed to rid the body of the Sanguine curse. Additionally, those who have not fully turned do not experience the same pain and paranoia that a full Vampire experiences during curing, and so the entire process can usually be completed in a single visit to the clinic.

After curing, a Vampire's mentality quickly reverts back to normal, but there is always a risk of relapse because for a few weeks there will be a faint hunger for blood in the cured Vampire. When cured, a Vampire cannot be re-infected for 72 hours, after which if they are re-infected, they become immediately infected with the same strand of Vampirism they had before, including the same mutations. The re-infection takes 24 hours and involves no pain or paranoia symptoms, meaning it does not go through the multi-day infection process of a first time Vampire. There are some Vampires that cannot be cured, for example Vampires with Aging mutations that make them age-wise immortal, or Greater Vampires and Crimson Witches. When this process of curing is performed on them, their Vampirism is not cured, but it does cause their Mutations to go into a dormant state for 24 hours, essentially making them powerless. During this period, the Vampire's mentality also returns back to normal, feeling no urge to drink blood or other mental traits that cause them to be sociopathic or psychopathic. After this 72 hour period is over however, everything returns back to normal. They also do not lose their Vampire visual features while this process has occurred.

((OOC Note: The curing process is allowed to be time-skipped. It is up to the players if they want to roleplay out the actual 12 hour period of imprisonment and curing, time-skip the entire thing, or whether they just want to go through a single forced feeding of Holy Water and Purity Crystals and then immediately vomit and be instantly cured.))

Hallowed Lanterns

Hallowed Lanterns are very expensive and fragile objects frequently used by the Regalian Guard to assist in weakening and capturing Vampires. Hallowed Lanterns appear like normal lanterns, but are somewhat larger and unwieldy (being about the size of a child's head) whilst still being relatively light. A Hallowed Lantern is made of a solid light metal with a single window in the front of the lantern, casting a beam of light in a straight forward trajectory up to emote distance, after which the strength of the light tapers off and no longer affects Vampires. These lanterns can project their beam of green, blue, or golden light forward, and should not be wielded during a fight, as the shaking causes the lantern to roughly move about, potentially shattering the fragile inside components. A melee weapon's physical strike can in most cases destroy a Hallowed Lantern, but the wielder is usually able to turn the beam at such a rate that no one could feasibly run up to the wielder and smash it before they were hit by the beam of light. Taking down a Hallowed Lantern always requires teamwork, since a Lantern cannot cover multiple people unless they are standing behind each other or directly next to each other. In general, Hallowed Lanterns can, during an emote, only cover one person at a time, and can be turned to such a degree that a Vampire cannot outrun the beam; only cover or leaping and blinking abilities can help to escape. Wielders can also comfortably run after Vampires with the Lantern without causing any damage to it, but while running, they are unable to fight. If both hands hold the Hallowed Lantern, this affords the wielder more flexibility, allowing it to turn faster and be moved around more roughly while avoiding damage. Guards are always allowed to have a Hallowed Lantern on them, but only if they do not also have a shield on them on patrol. New Hallowed Lanterns need to be retrieved from the prison and cannot be hung anywhere on the body of the Guard. A single Guard per Patrol group may however sacrifice both weapon and shield to wear an additional, inactive Hallowed Lantern strapped to their back, tightly secured with cloth and ropes, which can be swiftly detached and used in case the first Hallowed Lantern is broken.

Trivia

  • Contrary to folklore, Vampires are fully able to walk in sunlight without pain or burning. However, many choose not to, and find great comfort in the shadows.
  • In the past, it was common practice to bloodlet a Vampire to the point of unconsciousness before introducing the Holy Water and Purity Crystal mixture to their wounds. These days, it is understood that this part of the curing process is unnecessary, and is often forgone in favor of simply strapping the Vampire to a table and forcing the liquid into their mouths.

Accreditation
Writers MonMarty, TheBioverse
Processors HydraLana, Bagley, Eccetra
Last Editor HydraLana on 03/25/2020.

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