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Description



An Elder Vampire, named so for their position of power in the world, is a living demon that feeds off of blood to survive. Two known types of vampires exist in Varlonan. The other type would not exist without the Elders, who create them through an invasive virus to the blood and body. Elder's are often mistaken for Endless Plains demons, but they in fact are their own race and can breed like any other. Monstrous looking, and often far older than they seem, you rarely wish to cross paths with them... because they typically delight in the slaughter and torture of others.

A Blue Blood Vampire, named for their youth and lack of experience (like blood that has not yet hit oxygen to turn red) can blend in to the human's lands with ease because very little about their appearance gives them away. The Elder's tend to use the Blue Bloods before of this very reason, luring victims to their deaths by the brutal fangs that await them. Blue Bloods are not as tied to tradition and rules; in fact they typical do as they please and care little for what other vampires think unless in a specific coven. Some will stay by their master's side after created, since the Elder's have the power to control and manipulate them to an extent.

(E) denotes "Elder"
(B) denotes "Blue Blood"
                    
Myths
Culture & History
                    


Requirements For Play

Appearance


Blue Bloods
  • They will look the same as they did when they turned with the below exception. Their skin might become a bit lighter from loss of pigmentation, and their skin cold.

  • Once sired, the Blue Blood will take on 1 noticeable trait from the Elder that sire'd them. It can be one of the following: eye color, hair color, birthmark, scar, tattoo. The reason for this is a mental signature that forces the body to acquire or adapt the trait almost like a branding.

  • Only humanoids can obtain the virus. So upon transition, the Blue Blood should look humanoid still.

  • They grow fangs that are not retractable; shorter, thicker and hidden beneath the lip when close-mouthed unlike the Elder.

Elders
  • Their skin is rock hard and difficult to penetrate. Their tone is usually a little faded (lighter) from loss of some pigmentation.

  • Some Elders have large black or flesh toned leathery wings that have multiple joints through the wing allowing it to move similar to an arm. The wings can be folded behind the Elder and hidden under attire. Those who do not have wings instead have thorn-like bone fragments jutting out from various areas of their body, most often in the joints or hands. Size of both vary.

  • Due to their age, they either appear older in appearance, or they'll have a younger appearance but with a more demonic/skeletal appearance due to their bones being more prominent under their skin.

  • Elder Vampires fangs are retractable; typically longer and more snake-like in shape and design.


Language(s)

Common, Telepathy w/ Other Vampires, Ancient


Age Ratio

(HY indicates physical appearance, AY is how long they have lived.)

1 HY : 5 AY
Immortal
HY ceases at conversion (B)
HY ceases at 120 (E)

Explained: An Elder would max their HY of 120, once they reach 600 AY. If you want your elder to look 20 HY, you'd be 100 AY for example.

A Blue Blood vampire will forever look the age they were turned, despite their AY. Any Blue Blood turned younger than 18 HY will always be the status of a child in the game.

Race Perks


  • Doubled VIG at Registration

  • +2 Flying (Wings), +2 to Running, +5 Intimidation (E), +5 Charisma (B), +2 Smell (Maxed w/ Exposed Blood), +5 Hearing

  • If VIG is 15 or higher, can lift 1 additional person of similar size or smaller into flight for 10 minutes or one round. GM Discretion. (E w/ Wings)

  • Flight w/ Wings (E; if applicable) or no jump/land damage if no wings.

  • Sire a Blue Blood (E)

  • Half damage from arrows, piercing projectiles, and bites due to hard skin. (E)

  • No damage from sunlight. (E)

  • Killing the Sire will grant the Blue Bloods under that Sire freedom from the slave bond but leaving them still a Blue Blood vampire. A Blue Blood that kills 5 Elders by draining them of their blood (killing blow in a DM duel), will transition into an Elder themselves due to the virus being purified by the Elder's strong blood. They'll lose Blue Blood traits/perks/drawbacks and gain Elder status fully.

  • Death/Battle: A vampire can only be killed in a very specific way. First their LP must be brought to zero, then an Aimed Shot must be attempted to remove their head or set them on fire and let them burn down to ash. If the Aimed Shot fails, the vampire will turn to mist and disappear, only to reform in a safe location where they will heal. A vampire brought to zero LP but not killed in a Death Match will be unavailable for play and remain unconscious for 24 hours. This means no events are allowed to be joined or new SL posts created (existing ones can be played) until the 24 hours is done.

  • Slave (B): A Blue Blood must obey the one that created them (called a Sire) no matter what. They can attempt to resist the command by rolling their APT against the Elder's INF, but if it fails they must do as they're told. Read the rules for more details regarding 'slavery' for actions a Blue Blood cannot be made to do. They will remain a slave to the Elder until the Elder dies (permanently), or if the Elder willingly severs the mental bond (which will be noted on the Blue Blood's sheet) which cannot be reformed. A cure administered to a Blue Blood that restores them to their prior race is also available, but is costly and rare. If restored however, they will no longer have the slave bond and will also lose all vampiric abilities they had gained, going back to their former race completely.

  • Upon transition, a Blue Blood gains +3 to their VIG and AGL.


Race Drawbacks


  • (B) Solar Sensitivity - Halved stats and -10 LP each battle round during a quest, if outside during the daytime.

  • Fire Weakness


  • Cannot Swim, but they CAN walk under water due to no need for oxygen. They MUST have ground under their feet or something to grab hold of to get out of the water again.

  • +5 DMG from blessed/light infused weapons.

Pregnancy

To Procreate, Partner Must Be:
Special, see below. Age of maturity is considered 90 AY (E).

Elders can procreate, Blue Bloods cannot.

On a d100 roll (pregnancy):
50-100 Unsuccessful
10-49 One Child
2-9 Twins
1 Triplets

Gender (d2 roll):
1 = Female
2 = Male

Child’s race:
The child will be an Elder Vampire.

IMPORTANT NOTE:
The birth process is not a normal birth. The baby(s) will chew and claw their way out of the womb and through the mother's stomach. The mother WILL die during the birth. If the father is an Elder, he can give her his blood to revive her, but it will turn her into a Blue Blood; if the mother is an Elder, she will merely need fresh blood poured over the wound to revive, and normal death penalties will apply. The father will typically bite through the cord and tend to the child(ren) until the mother returns to life. Infant Elder vampires feed on their parent's blood until they can learn to hunt on their own.

Blue Bloods cannot reproduce. The virus destroys their body's cells and many of their normal functions. Rare circumstances might be able to grant them the ability to, but this is only due to advanced healing by master healers. They also do not have the ability to sire.

Sire a Blue Blood

Elder Vampires for various reason have the ability to use their blood as a venom that will alter the anatomy of another living race into a slave version of the Elder that they call 'Blue Blood' vampires. The nickname is used to describe the 'youth' of the victim because they have less experience spilling blood than the Elders; since blood remains blue in the veins until it comes into contact with oxygen, the Elder thought this a fitting nickname for their creations. Some also call them fledglings or other 'belittling' style names, but the world has come to know them officially now as Blue Bloods.


In order to change another race into a Blue Blood, an Elder first has to drain the victim's body of nearly all their own blood until the heart is just barely beating. Then the Elder will give or inject the victim with the Elder's own blood which will act as a venom as it moves through the victim's body. Because the victim was so weak, the venom is able to take over the system and slowly begin to physically transform their anatomy to become like the Elder. Within two days the blood will stop the victims heart, and re-route the nervous system to be able to connect their brain to the Elder that sired them. This makes the victim now have to obey the Elder completely. The anatomy of the person changes drastically after transition, causing them to no longer be able to produce children through birth. Only organs that are required to let them function will now work, run primarily by the nervous system more than the blood since the heart will only pump during and immediately after a feeding of blood.


Victims must be living (no undead races), and humanoid in order to be transitioned. Willing prey (the player) do not require the following rolls to be done, but will still have the 48 hour period to change their mind and find a cure. Vampires are immune to the venom once they are a vampire, and can thus feed on each other harmlessly, but will not get the nourishment required of normal feedings. Blue Bloods can feed on Elders to gain strength.


Non-Willing Prey

Attacker: The prey must be caught; roll AGL vs prey's AGL. If successful roll VIG vs prey's VIG, to capture and/or hold your prey long enough to bite them. The victim must have an exposed area (no armor, a thin layer of clothes can be broken by the fangs) in order to bite, but once you have, they will become infected as the virus willingly releases from the Elder's fangs. The victim will have 48 hours (time recorded by witnessing GM) from the bite to get a hold of a cure (various ones are acquirable, but you might have to search it out.) If time runs out without a cure, they will begin the transformation into a Blue Blood which is harder to cure.


Defender: As the Elder rolls their stats, the victim will roll the same stat after the Elder.


On the Agility Roll: If the attacker fails and you succeed, you get away. If you both succeed, the attacker gets close to catching you but you manage to barely dodge.

On the Vigor Roll: If the attacker fails and you succeed, you escape their grasp and get away. If you both succeed, you get to roll INF vs Elder's APT, to try convincing/tricking the Elder to let you go before they bite you. If successful, you escape. If not, you're caught and open to being bitten.

The Elder will then be able to inject their venomous blood into the victim's system through their fangs (more painful in transition), or making the victim ingest their blood after draining the victim to near-death so their own blood can over-take the victim's heart easier (less painful than just the bite which would fight and boil the existing blood to take it over.)


Rolls go in order of: The chase (AGL vs AGL), the capture (VIG vs VIG/ APT vs INF if caught), the bite; as explained above.


Race Skills

Natural

Natural skills will be available to your character upon registration and don't need SP to unlock, but SP can be used to make some stronger.


Skill 1 -
Skill 2 -

Unlockable

Spend SP to unlock skills or make them stronger.


Eagle Vision (Sight): Double the distance seen when flying if nothing obstructs view.
Detect Poison (Scent): You can taste it on your tongue just by smelling it.