Vampire Information

This information pertains to all vampires unless their race stats state otherwise. SL players should use this information as a guide to gauge a vampire's reactions to various conditions.

Guide to Proper Siring

1-Chosen subject is drained of blood to edge of death.
2-Chosen subject is imbued with vampire's blood in the amount of about 1/2 cup or five pulses of a slit wrist per generation
3-Subject's body dies. There is a 5% chance that subject will not survive the siring process and will remain dead. If subject is unhealthy, this rises to 10%-25%, 50% if extremely unhealthy.
4-Subject is reborn out of darkness, either the shadow realm, the abyss, acheron, or the dead realm, after lying in a sleep of death from 3 hours to three days as called. Rebirth can take 1-3 weeks if subject nearly died (was within 3 points of death percentage at 3pt/1wk, 2pt/2wk, 1pt/3wk). Take +1 stat or power related flaw or taint per week held in stasis of death.
5-Subject has a terrible thirst for blood upon awakening.
6-Note about Child Vampires: vampires sired from children, which remain children so long as they live, are often hunted by other vampires as a must kill for sake of mercy. It is dangerous to a child vampire to be what they are, and as such they can become resentful, bitter, and dangerously imbalanced.

Feeding Requirements

Unless stats state otherwise; use these guidelines
1-New Bloods: require one gallon of blood per day for the first week.
2-New Bloods: requires four gallons of blood per week for the first month after.
3-Vampires: requires two gallon of blood per week.
4-Vampires: can sustain their health at 50% HP, stamina, movement and strength on two gallons of blood per month, but they feel hungry for 3 weeks out of each month.
5-Ancient Vampires: 500+ years old can get by twice as long on the same amount of blood.

Blood Loss
1-When blood requirement is not met after a month: Physical Checks and HP drop 10% per day without a meal.
2-When stamina reaches 0 vampire falls unconscious. When HP is at 0 vampire lies in death like state of cold torpor.
3-When blood loss occurs from injuries: torpor occurs when HP reaches 0.
4-When blood loss occures from blood drains: -1 stamina per ace, cold torpor occurs when HP reaches 0. If HP falls to -100 +, petrification occurs.
5-Blood Intake Restores: 50% HP, stamina and overall physical health per gallon, and 25% per two quarts, unless torpor or petrification occurs.
6-Torpor is cured when: HP is fully restored by blood at +100 HP per gallon of blood, or when vampire has recovered over a period of time = to 200 years - regeneration level.
7-Petrification is cured when: vampire is submerged and soaked in a blood bath for one week and given blood as with torpor afterwards. This feat is difficult to achieve because it requires so much blood, and because blood in bath must be kept fresh and not spoil.

Diabolism

Diabolism (n.), diabolize (v.), diaboliter (inhabitant).
A crime or punishment perpetrated by one vampire upon another in which the victim is completely exsanguinated, resulting in petrification. Diaboliter gains one power or advantage and one curse or disadvantage not previously associated with their clan. In order for the diaboliter to gain power from the act, the victim must be of greater age or power (level) than the diaboliter.

Clan Bonds

Each clan is defined by the blood passed down from the First Born or Progenitor of a blood line to all subsequent generations. The Astraeus for example has three clan lines; the Redlion clan out of Byron, the Urik clan out of Valis, and the Sirrilus Clan out of Octavian, but because they were ALL created AS Astraeus, they are also bound to each other as clan. This is unusual, most clans only have a single line out of a single first Born. Shadow Vampires have four lines; the Arcador clan, the Nostrevas Clan, the Archymes Clan, and Marcus Clan. These are the only clans with split lines.

Sires can always feel the presence of those they have sired and of all sired out of their blood line. All clan members with practice can always locate and sense one another. A sire's ability to locate and sense almost everything about their progeny and scions is almost impossible to defeat (almost being the operative word here). Even if a progeny or scion can block a sire from reading their thoughts and emotions, they cannot block the sire from locating and sensing them through their blood. (only with GM consent can 'blocking' this bond occur and it requires a LOT of power to achieve it. Contact GM with requests towards this end).

Laws and Rites of Arcador

These laws apply to all Acheron Clan vampires and are enforced by the Conclave of Arcador.
1. Law of Siring: sire only with consent of your sire, else you place your life and the life of your progeny to forfeit. Siring includes by blood or conception. NO progeny or scion may be sired if the clan lord forbids it.
2. Law of Hierarchy: the oldest living member of a clan is its Clan Lord (patriarch or matriarch) and rules over their clan. Their word IS law so long as Arcador's laws are not defied, and MUST be obeyed. Any clan member who defies their Monarch may be punished in any manner that leader sees fit.
3. Law of Clan: Every clan may establish and enforce their own laws so long as they do not conflict with the laws of Arcador.
4. Clan Rivalry: all rivalry within a clan, which does not involve or harm another clan or infringe upon the laws of Arcador or outsiders cannot be interferred with by any law. Clan matters are clan matters so long as they are kept solely within a clan unit and do not defy the laws of Arcador.
5. Act of Diabolism: if this act is ever perpetrated for the sole purpose of gain, the victim or his/her clan is granted the right to hunt down and kill the perpetrator of this avaricious crime.
6. Law of the Deposed: If a clan lord is considered unfit, the Conclave of Arcador may call for a trial by ordeal, and if at the end of this trial the clan leader is deemed unfit, a successor must be named and the clan lord must stand down to withdraw from the clan haven, and if so ordered, their clan's territory. In some cases, if the grievances against a leader are severe, a clan lord's death may be ordered by majority vote of the conclave WITH clan members attending.
7. Law of Trials: anyone who breaks the laws of Arcador may be brought before the conclave of Arcador where they shall be judged by the vampiric tribunal. Any and all sentences passed must be obeyed and embraced or the violator shall risk greater punishment.
8. Laws of Acheron: in all matters the Standards and Practices of Acheron apply if those acts are called upon or if one is called to those acts for any reason.
9. Law of the Hunt: bring no more attention to yourself or your clan than necessary when hunting for blood. Kill no sentient quarry in witness of a stranger. Kill no clan member for blood, kill no friend or ally for blood, and kill no brother or sister of Acheron for blood. Kill only prey and your enemies for blood.
10. Law of Murder: kill no brother or sister of Acheron, and Kill no vampire from without your clan, unless in self-defense or unless the right to kill has been granted to you by the conclave or Acheron's lord. If wronged, bring your grievance before the conclave or the Morning Star.
11. Law of Principalities: whatever a clan owns is their territory. Enter no clan haven without being invited, to do so can invite death or imprisonment, for within each clan's principality you must answer to their laws and commands.
12. Law of Grievances: bring all grievances before your clan lord; if your grievance is with your clan lord or they are unavailable, bring your grievances before the Arcador Conclave.

Rite of Power: this rite as performed by the Morning Star gives a vampire, demon, khorumal or devil the power to control what paths and innate powers they pass onto their progeny or scions through their blood, witholding all power but those the sire desires to engender their progeny or child with. (GM approval only ability)
Rite of the Spark of Life: no vampire may control the right of this practice unless endowed BY the Morning Star, or by HIS consent be given unto another by a master of this rite (very rare to achieve - unwritten rite of power to engender trueborns, GM approval only power).

Vampiric Temple (VT)


take these abilities for those vampires which have it listed on their stats. Adjust additional forms to stats where necessary.
1-[1-3] Fangs: +1 damage per 100 years of age with max damage of +5.
2-[4-6] Claws: +2 damage per 100 years of age with max damage of +8, or +15 with large claws and hands and huge vampire form.
3-[7-9] Wings: If Winged; Massive, bat-like wings, vary in color from black, grey, brown to white if vampire is albino, retractable, can shield from attacks but ability to fly is compromised if wings are badly damaged. Flight must be learned and perfected. Flight Level = Vampiric Temple Level. Wing Fortitude is 50% of fortitude.
3-[7-9] Improved Prowess: +2 Fort, Strength and Regen, take with or without wings.
4-[10-12] Vampire Form: can dmg. foe with fangs, wings and claws in an attack, and can block with wings as well as take flight. +2 Fort, Strength, and Regen, includes beast or bestial forms if vampire has any.
5-[13-15] Enhanced Vampire Form: combine physical advantages. Height up to +3 feet, with +1-HB range bonus per increased foot, +3 Fort, Strength and Regen. Includes ether forms shift if vampire has any.
6-[16-18] Master Vampiric Form: Stature and muscular increase in complete shift of Fangs, Claws, Wings, Height, Bestial Form (if any) and Claws while fortitude, strength, and regeneration is enhanced +6, Stamina is enhanced x 2.
7-[19-21] Vampiric Menace: Shadows spread around vampire and presence emits an aura of terror in full form shift. Level = # d6 +7 vs. Constitution.
8-[22-24] Physical Majesty: Vampire can use vampiric temple with supernatural haste in combat combinations for +1 HB or AR per ace, or haste winged flight. All physical checks increased by +8, Stamina enhanced by x 2 + 10.
9-[25-27] Arcane Prowess: Vampire can imbue their claws and fangs with their blood to inflict a gift effect on a victim, and have great command of presence, their inborn gifts of haste are at the highest level, their strength phenominal with +2 d6 bonus on all PA or MA rolls and all other gains of majesty.
10-[28-30] Godly Presence: Vampire can enhance in height and increase presence dramatically, their shadow spreading to eclipse an area up to 50 yards in perimeter, while their presence radiates their chosen state of mind so potently that the will and mind of those who fall under their shadow crumbles, -10 d6+10 to Subject's Willpower and Constitution.

Vampiric Variations

Thralls

    Levels 1-15

    Information
    Thralls come about by the slight draining of blood and giving of a larger amount of vampire's blood. Amount of blood is dependant on the generation of a Regent's blood. Their transition into quasi-immortality is very painful as their body changes. Blood thralls have no fangs. They can eat food. They are quasi-immortal and stop aging and 'live until death,' but although they have weak regeneration, they can die by mortal wounds, and a painful death of blood starvation within a month without their master's blood. Blood Thralls must feed once a week to maintain their strength, they are utterly dependant on their regent's blood. They can learn three levels of their regent's powers, and up to five levels if 500 years old. The bond of thrall to regent is very powerful. Power of Bond = Roll of (Trait Level) = # d6 +HB, +1 HB per 5 levels of WP vs. Willpower of Thrall.

    Stats: Half of their Regent's (maker's) base bonus stats, added to human checks, including Fortitude and Regeneration. Thralls are quasi-immortal and can perish by mortal wounds.

    Arcane Paths: Same paths as Regent up to Level 9, or 15 at 500+ years old, in each path.

Trueborn Vampires

    True Born Vampires are vampires born out of vampire parents. Very specific Enchantments and the knowledge of those enchantments, or the inborn trait to allow this, are required for true borns to occur (can ONLY occur with GM approval, no exceptions)


    Levels 1-40

    Information
    Trueborns are very rare and in WQ games can ONLY occur with very specific enchantments and WITH GM approval (send request). A Trueborn is a vampire that was created by conception and carried in the mother's womb rather than being Sired. Acheron's Trueborns cannot be conceived AT all, unless the Lord of Acheron or an Elder Vampire of Acheron (assigned by GM, NO exceptions) is given rights to the enchantments, and casts a VERY rare and specific fertility spell (called Spark of Unlife) on the mated couple, using triggers and contingencies to specify time of conception. Though simple in name, this power is very complex and can ONLY be passed on by the Morning Star or a Master of this rite whom HE has endowed this knowledge with. Acheron vampires have NO live sperm or eggs to engender life, even unlife with. They are Barren. That is one reason why Vampires Sire. Trueborns cannot be born by natural labor from a vampiric mother, for this causes an exchange of blood and an attack of negative energies by the mother's body trying to reject the 'danger' that will Kill the child, which in effect either kills the mother or damages her severely due to the presence of a dead child in her body, which pollutes her immediately. Trueborn must be delivered before the child enters the birth canal by a 'Womb Gate' spell which aids also in healing the mother of her changes to accomodate the child, also cleansing the baby as it is delivered by this magical birth. Trueborns born from other immortals do not require a womb gate.

    Trueborns are VERY powerful, and most Sired Vampires despise them out of fear. They are highly intelligent, learn their powers at an amazingly increased rate, and have a natural knack for teaching themselves to master their 'born with' powers, and they inherit both parents inborn powers and paths. They are to be feared. They tend to be 'carefully' brought up, which if real care is not taken, can result in vampire brats with exceptional skills, some might refer to as Elite Snobs. Due to their genius; trueborn are prone to being schemers. They are never ashamed of taking evasive action in their strategy, or attacking indirectly, for logic dictates a fool would go in with guns blazing when they could use more covert methods. By the time they mature to adult-hood, their power often exceeds their parents. Their aging is hasted, they age at one year for every month and their aging Halts anywhere between 16 and 27 years, the trueborn controlling when they halt their age. These Vampires are usually beautiful in their human appearance, male or female, which adds to their charms. Even the most arrogant of the Trueborn have charms that are seldom rivaled. Trueborn are always born one generation below the Lowest Generation of their parents. Children born out of vampires and immortals that are NOT vampires are called trueborn hybrids. They are still considered trueborn because they ARE born AS vampires. Children born out of vampires and mortals or quasi-immortals are not counted as trueborns, but halfbloods, also called Feratu (see below).

    Weaknesses: Same as their parents' race weaknesses combined. Feared-{By some vampires or clans}, Despised-{By some vampires or clans}. Distrusted-{By most vampires or clans}.

    Stats: Based on their Parent's stats, taking highest of the two, one generation under the lowest Generation parent.

    Arcane Paths: Same as their Parents combined, up to 6 Paths, and 200 Spells up to level 30.

Half Vampires

    Feratu
    Child born of a vampire and a mortal, long lived, or quasi-immortal race, enchantments required
    Levels 1-30
    Information

    Half Vampires are very rare. They are born with the same mortality as their subrace, or non-vampiric parent, mature at a human rate, and when they die it triggers a vampiric rebirth. This can bring trouble if a feratu dies as a child, because child vampires are looked on by most other vampires as a must kill for sake of mercy. Feratu have been born without the subrace parent even knowing their child was half vampire. Feratu do not rely on or crave blood until they are reborn as vampires.

    Stats: Start with human stats, add vampire stats after transition to vampirism occurs.

    Arcane: Same as their vampire parent's but as Limited Paths, or 90% fixed MR without Arcane.

Nosfergaus

    Angelic Vampires

    Levels 3-40

    Information
    Angelicans can only be sired while in mortal transition after their fall. Once they have made the transition to Immortality, they cannot be sired. There are only two exceptions, and that is if either Lucifer, their creator, Sires them, or they become mortal again before being sired.

    Stats: Stats of Angelican in Angel form, and Vampire Race in vampiric form, stats combining in some places if certain vampiric traits or abilities are tapped in angelic form, or visa versa.

    Arcane Paths: Paths of their Sire, Paths of Angelicans of their Order.

Mesphuchda

    Ascended Vampire

    Vampires ascended into Lich, Demon, Devil, or Demigod

    Levels 30-40, Demigod level 36 +

    Information: One word - Dangerous. Do not cross these guys and gals unless you want to take a long dirt nap, or much worse...

    Stats
    For Demons: choose Demon type and add demon stats and any demon paths to vampire stats and spell book.
    For Devils: add Acolyte Devil stats to vampire stats and any devil paths to spell book.
    For Lich: See Lich types and choose from one of those listed, or create and submit your own Lich with a phylactory (which he stores his vital force and sorce of power in), and add 3 paths of power to Spell Book. Liches gain no check increases, only power and a phylactory and the ability to reach Level 40 (Max Level) in Power with +3 d6 Magic Bonus.
    For Demigods: see gods bonuses, add to vampire stats, ability to attain level of 44.

    Arcane Paths: Spell Book of up to 5 Spells per level. Any Path but Wizard or Holy.

Nasvanor

    Dark Elven Vampires
    Levels 3-30

    Information
    These vampires are either out of Maelvanor or Nether elves. Elven vampires tend to be noble, although Dark Elves tend to be somewhat corrupted or have different values than their Mythaen or Fair Dark Star cousins. Regardless, Maelvanor or Nether elves who are force sired may become ruthless vampire slayers, depending on how highly they resent being corrupted. Still others who resent what they become may only hunt down their Sire and attempt to kill them. Elves do not condone forcing others to such a life, not even the darker natured elves. In appearance, Nasvanor are almost always albino, the few who are not still very pale skinned, with light colored eyes, with traces of Albinism in them. Their sub-race, the Maelvanor and Nether Elves, are called dark because of their nature, concepts, and alignments, not their skin color.

    Stats: Stats of Elven race in Elf form, and Vampire Race in vampiric form, stats combining in some places if certain vampiric traits or abilities are tapped in elven form.

    Arcane Paths: Paths of their Sire, 1 Elemental paths, Path of Shadows, and 1 other chosen path.

Nasmyth

    Elven Vampires

    Levels 3-30

    Information
    These are elven vampires sired out of any elves, Maelvanor or Nether Elves. Elven vampires tend to be noble, depending on what kind of Elf they were sired of, although Elves who were force sired may become ruthless vampire slayers, depending on how highly they resent being corrupted. Still others who resent what they become may only hunt down their Sire and attempt to kill them. Elves do not condone forcing others to such a life. Since elves of honorable nature are hard to corrupt, Nasmyth are often a noble, ethical and humane breed of vampire.

    Stats: Stats of Elven race in Elf form, and Vampire Race in vampiric form, stats combining in some places if certain vampiric traits or abilities are tapped in elven form.

    Arcane Paths: Paths of their Sire, and two Elemental paths, or 1 Elemental and Path of Arcane Sorcery or Wizardry.

CLANS

  • Astraeus
  • Bestial Abominations
  • Black Abominations
  • Chronomoarte
  • Dark Star
  • Dirgdur
  • Duminor
  • Shadow
  • Lygaero
  • Mephais
  • Morgaus
  • Noctmaire
  • Pentacles
  • Shiv Morta
  • Undead
  • Greater Undead
  • Legendary Undead
  • Arcador - Pending
  • Conclave of Arcador

    Arcador Conclave and their Arcador Ranks

  • Byron Decasey (Astraeus; Monarch)
  • Lena Decasey (Astraeus; 1st Matriarch)
  • Saffiel Kassim Decasey (Astraeus; 2nd Matriarch)
  • Seamus MacLeod (Arcador Astraeus; Guardian)
  • Valdevar Lionguard (Arcador Chronomoarte; Master of Ceremonies)
  • Moravella Lionguard (Arcador Chronomoarte; Lady of Ceremonies)
  • Rhisu Osirean (Arcador Darkstar; Duke)
  • Agmendus Salizen (Dirgdur; Overseer)
  • Skeksve (Arcador Shadow Clan; Knight)
  • Wythwyr (Arcador Shadow Clan; Prince Regent)
  • Saugren (Lygaero; Magistrate)
  • Kael Mephais (Mephais; Steward)
  • Ymdemus (Mephais; Envoy)
  • Aurelius Ambrosious (Noctmaire; Chancellor)
  • Mariana Draguta (Noctmaire; Envoy)
  • Melchaiah Ereclea (Noctmaire; Envoy)
  • Agevionn Evezrah (Arcador Pentacles; Duke)
  • Alleuvel Evezrah (Arcador Pentacles; Duchess)
  • Valis Urik (Astraeus; Prince)
  • Victor Greed (Astraeus; Envoy)
  • Senen MacKennagh (Shiv Morta; Envoy)
  • Cavan MacKennagh (Shiv Morta; Knight)
  • Connor Mahaffeigh (Arcador Shiv Morta)
  • Malcezor (undead; Envoy)
  • Ewyn Glennamain (dead realms; Regulator)
  • Loghaire Tamrisel (trueborn Astraeus; seer and advisor)



  • Contents by JD and Sparky © Copyright 2008