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Mein Herz Brennt
Joined: Jul 2007 Gender: Female  Posts: 19 Karma: 0 |  | Vampyric Decrees « Thread Started on Jul 20, 2007, 11:59am » | |
Most people know the basics of what a vampire looks like: pale (if they're Caucasian, of course), hauntingly beautiful or devilishly handsome, and equipped with eye-catching fangs. These details are backed up by countless stories and legends, making them common--and therefore rather cliché and dull. The vampires here may resemble the Gothic bloodsuckers of old, but they differ from them in several ways to allow our roleplayers more creativity. Please read the rules and details below to get a feel for how your undead character should look and behave.
General Appearance
Vampires do not have to be Goths who dress in black and wander cemeteries. They do not have to emo, cut themselves and wear girls‘ pants. And they do not have to be of Romanian descent, with flowing dark hair and thick accents. Ordinary people probably get bitten all the time, just like ordinary people get the flu. So don’t be afraid of creating a hippie vamp, a bloodsucking rock star, a college student, a lawyer, a Girl Scout--whatever floats your boat and makes for an interesting character. If you think a character is too crazy or have questions about what's allowed here, just PM me. Vampires cannot stay out in the sun for long periods of time (no matter their skin color), so it makes sense to have a pale nightwalker prowling around. Artificial light, however, does nothing to a vampire, except maybe make him/her squint. Bronzers and creams are just as harmless. So your vamp could have a fake tan. And because they are (usually) average people, these vampires look mostly normal. That means no red/purple/pure black eyes (though your character can have cool contacts that make their eyes crazily colored), no impossibly skinny chicks or tall guys, don’t make everyone drop-dead (pardon the pun there) gorgeous, etc. Again, PM if you're not sure if your character works out. These vampires do not have the kind of teeth that jut from their jaws like sabers at all times; that’s too noticeable--and more than a little creepy! While their canine teeth may be a little sharper and longer than usual (enough for someone who is close to see), fangs do not extend beyond the lower lip unless the vampire is feeding or feeling exceptionally threatened/excited.
Feeding
Blood is blood. A vampire does not have to go around lapping fluids from humans all the time; this is good for those who aren’t ready to take care of Marks (more on them later), or who feel a little squeamish feeding off their fellow human beings, or when people just aren’t available. Small animals will suffice (though a vampire will require more blood from these animals); so will blood samples stolen from a blood bank, blood drained from raw steaks, etc. Even the blood of another vampire works as sustenance. Take note, however, that vamps who share blood often end up sharing thoughts, fears and emotions as well (for a limited period of time), so feeding off one another is usually avoided. Think of it as a rare gesture between friends, or a desperate act. Vampires cannot have Marks until they are at least six months old (real-time) and freed from the care of their own Watchman. Mature vampires can have up to three Marks, but they must wait at least six months before taking on a new one. If a vampire mistreats or neglects his/her Mark, the Mark will be taken from them and released, or given into the care of another, more responsible vampire. The average human being can swallow about a pint of blood before getting sick. The average vampire usually requires this much blood per feeding. Depending on the vampire, he/she will need to drink blood roughly once a week (younger vampires require more blood so they can get used to drinking it; older vampires can go longer between feedings but require more blood when they do feed). If two pints of blood is taken from a human being, he/she will grow woozy and probably lose consciousness. Humans should only be drained completely of blood if a vampire wants to take one as a Mark. Animals can be safely fed from until they die; there is no way to change an animal into a vampire. However, if the animal survives the feeding, it will act "bewitched" and follow the vampire around until it recovers. Also, the spirit of a killed animal may follow after the vampire as a kind of pet until the vampire releases its spirit or grows hungry again and feeds on another victim. Blood is normally taken from the neck, as a matter of convenience because that is where the jugular vein is located. If a vampire wants to take a Mark, he/she should definitely bite at the neck and drain the victim. “Snacks,” as regular feedings can be called, however, can be taken from anywhere; the shoulder, the wrists, whatever is within reason. Vampires use their fangs to pierce and then either widen the wound or just take a limited flow. Their bites heal overnight, leaving no trace, and when they feed a chemical in their saliva keeps the victim from pain (and makes them kind of loopy--depending on a victim’s character, they may be able to overcome this chemical to some degree).
Abilities
Because they lurk in the dark most of the time, vampires have incredibly good night-vision. They can actually see better at night than they can during the day, because their eyes are sensitive to sunlight. In truth all the senses of a vampire outdo those of a human being. They can hear quiet sounds, sense others from great distances, and smell those who are clever enough to hide out of their sight. Older vampires can even pick up on the emotions of those around them (though many vampires learn how to cloak their feelings from others), sensing things such as fear, agitation, anger and attraction. Because they are undead, vampires are immortal. They do not age from the time of their deaths, and their bodies hold up extremely well. They do not personally feel heat or cold unless it is extreme (this is why they are drawn to the warm, living bodies of humans). They bleed easily but can take unnatural amounts of damage before fleeing a battle (unless certain weapons are used against them). The vampires here cannot change their shapes; we leave that up to the werewolves. Vampires can, however, create illusions with their minds, to trick their human prey or to amuse one another. These illusions can be very detailed and lifelike (the older a vampire gets, the better they get at maintaining them), and vampires often use them as masking devices to hide their true appearances. Vampires can also, to a degree, levitate or fly without the use of wings. The older they are, the higher up and longer they can fly--although this trick takes a lot of energy out of them and they rarely travel by flight. In accordance with their ability to fly, vampires have very fast reaction times, and can move short distances so quickly that to human eyes they appear to teleport. This makes it easier for them to approach their prey without warning.
Limitations
As mentioned before, vampires cannot go out in the daytime. When their bare skin is exposed, it burns and blisters in under fifteen minutes (though resistance to sunlight can be built after awhile, and certain vampires are more vulnerable to it than others). When going outside, vamps must cover up their skin and hide their faces, making them very easy to spot during the day. In all the old legends crucifixes, holy water and prayers are all very good protection against vampires. But these vampires are not demons; they are the result of a very unusual virus. So all that Catholic mumbo-jumbo only works on them if they believe it does; a Jewish or agnostic vamp could walk right past a cross without even flinching. Also in the stories vampires need to sleep in coffins and the dirt of their native land; a connection to the grave they left behind. We will leave this preference up to the individual roleplayer--it isn’t necessary, but it is a nice touch. One thing that can get these vamps is stakes--wooden kind. Bullets and blades won’t hurt them (though if these weapons are dipped in holy water, they might make a difference), but a stake cut from living wood, stabbed through their heart, will kill them. If stabbed or fired (arrows work, too) anywhere else, these weapons will cause incredible pain and leave everlasting scars. A vampire who has been hurt in this way will grow weak and will be unable to feed on his/her own until the wound heals (other vampires will have to feed the wounded one, or victims will have to give in willingly). The vampires here must be invited into the house of a non-vamp once--otherwise, when they enter, they will have no power, and will be as harmless as normal humans (though they will still be immortal). However, once a vampire is allowed inside, he/she may come and go from that dwelling as he/she pleases (unless the door and windows are marked by crosses or sealed with newly-cut wood).
Clan Laws
Younger vampires: respect your elders or suffer the consequences. Pledge allegiance to your Watchman until he/she releases you to be on your own. Do well to keep your Marks healthy and contented, or else you will lose them. Young vampires: do not take Marks without the consent of your elders. Feed only when you must; and take humans cautiously. Be careful when taking the blood of your fellows. Avoid suspicion at all costs; do not put yourself at risk without due cause. Do not consort with the werewolves without motive; get information, use them to your advantage, and end their lives whenever possible. They will never be our allies. To align with them means death. All decisions are to be made within the Sphere of the Blood Cloister, by popular vote with fairness and good judgment. To go beyond the Cloister means a trial, and tempts exile or death.
The Christening
Turning, or “christening” a human into a vampire is a relatively simple procedure, but care is taken to ensure that it does not happen often. Because vampirism is spread via fluids, vampires are careful to cover their wounds, and forbidden to enter into relationships with humans (unless they are meant to be christened). A vampire must seek the permission of the Blood Cloister before christening the human he/she has chosen (meaning: PM me before starting a turning thread). The Blood Cloister has the power to deny a vampire (referred to as a Watchman) the right to christen this person (referred to as a Mark). Once permission is established, the Watchman must go to the Mark and drain him/her completely of blood. Just before death, however, the vampire will cut himself/herself and give to the dying human a little of his/her own blood, ensuring that, a few days later, the Mark will rise from the dead as a new vampire. Note: A human exposed to vampire blood by mistake (like during a blood transfusion or though an open wound) will become infected with the vampiric virus, grow ill, die, and awaken as one of the undead.
Watchmen & Their Marks
It is the Watchman’s responsibility to teach his/her Mark about the life of a vampire. The Watchman will also provide for Mark will his/her first meal, by finding a human (preferably the first taste of blood is always human) and bringing him/her to the Mark. Marks and Watchmen live together for roughly six months, with the Watchman acting as a teacher and the Mark serving as a pupil and a kind of servant who helps out around the house. After this learning period the Mark is usually considered mature enough to go out into the world alone. The Watchman releases the Mark from his/her care, and the Mark is free to find a pupil of his/her own.
Unless otherwise stated, all this creativity comes from me. Don’t copy or take these ideas from me unless you’ve asked me first. PM me if you think your character should be an exception to these ideas, or you have some of your own you think might be cool. With my permission, these rules can be stretched, but: keep in mind that they are the framework for part of this roleplaying experience and I’d prefer it if they were obeyed for the most part. Thank you.
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