Vampires

Vampires

Vampires and Werebeasts

--- Werewolves ---

Infection
A victim subject to infection rolls CON along with any skills for resisting disease or magical effects. The difficulty is the attacking therianthrope's werebeast skill alone (not their total might). Only one roll is required for any given source of infection (that is, per werebeast biting the victim) in any given 24-hour period, so multiple bites from the same werebeast in the same combat do not require multiple rolls. The poison is the same.

If the CON roll fails, the curse can still be driven out by curative healing magic (toxin or disease removal) close to the time of infection. The difficulty for this magic roll is 70 plus the werebeast's skill, and at least 25 PP are required to remove the infection.

After 24 hours untreated, the infection takes hold permanently except in extreme circumstances (as dictated by the Setting department)

Regeneration and Shapeshifting
A new werebeast receives a skill for free at zero. This skill works like a magic skill and in order to use it the character will need to roll Int and Spir.

Werebeastism - A werebeast gains an uncanny ability to heal themselves and able to withstand many types of toxins and diseases (this effect is only usable on the infected character, and usable while unconscious but the effect is reduced by half.)
A werebeast is also able to transform into same type of werebeast that infected them. In (insert character name)'s case it is a (insert werebeast type).
Repair, Endure, Change Shape
Werebeasts will not need an operate aspect to use their new form, but the shapeshift will follow the Shapeshifting Rules in regards to what enhances is earned by the shift.

Regeneration of limbs
It possible for a werebeast to try and regenerate lost limbs. The difficulty for such an action is base 25 + the amount of damage dealt that lead to the removed limb.

Forced Change
At nightfall on the day before any full moon, the player must roll the werebeast shapeshifting skill (along with INT and SPI) against a difficulty equal to their CON (along with any skills for resisting disease or magic). If they fail the roll, they are not forced to change. Otherwise, they become a feral werebeast for the duration of the three-night span (the night before, after, and during the full moon).

NOTE: Because it may seem counter-intuitive, the reason for a failed roll leading to no change is to balance the benefits of a higher skill with a higher chance to suffer a forced change. A new werebeast (with a low skill) is less likely to suffer a forced change, but also doesn't gain much from their werebeast skill (because it's so low). The stronger a werebeast they become, the more in-tune with the curse they are, and less control they have at the full moon.

During this time the character will be unavailable to play. This is due to the loss of control and consent factors and the risk that the character will do things that even the player may want to avoid. Such actions may lead to very dire consequences. Until we can develop a better way to reflect this loss of control, for now we are just setting the character as unavailable to play.

--- Vampires ---

Infection
While the rituals vary, turning a new vampire operates the same way regardless of the original vampire's type. A vampire must choose to try and turn a victim, it is not automatic like a werewolf's bite.

The target rolls CON along with any skill for resisting disease or magical effects. The difficulty is the sire's vampire skill alone (not their total might). Only one roll is required for any given source of infection in any given 24-hour period, so multiple attempts from the same vampire sire in the same day do not require multiple rolls.

If the CON roll fails, the curse can still be driven out by curative healing magic (toxin or disease removal) close to the time of infection. The difficulty for this magic roll is 70 plus the sire's skill, and at least 25 PP are required to remove the infection.

After 24 hours untreated, the infection takes hold permanently except in extreme circumstances (as dictated by the Setting department)

Skills
A new vampire receives one skill for free at zero:

Vampirism - A vampire gains a native affinity for using hands and fangs to capture prey and consume their life essence (blood typically, though not always). Ruled as unarmed combat, the damage from the attack heals the vampire at a one-to-one ratio (no additional roll needed), as well as staving off their hunger.
Damage, Repair, ----
[i]System note - this skill is in need of updating, as it is lacking an aspect/i]

Feeding
The ability to feed on the life force (or some other aspect) of living beings is one of the primary things which defines a vampire. To accomplish this feeding, all vampires need to damage their victims in some way, and to do so need to perform regular combat rolls to physically get into a position to feed on a resisting victim. Damage dealt is converted into 'life force' gleaned. This is true even for vampires who do not subsist on blood, and the damage is always resisted as per the rules for normal physical combat.

Vampires require 10 PP worth of life force a day, though much like humans, they can go several days without feeding. When a vampire reaches 100 PP (ten days' worth) of hunger, they must feed within the next 24 hours or become frenzied and out of control (an A/SH will roll for and determine the effects of frenzy, which wears off only when all 100 PP worth of hunger have been staved off - the frenzied vampire's all-consuming goal).

A player of a vampire who is absent from the site continues to rack up hunger at the normal daily rate, but the amount never exceeds 100 PP. When the player next plays the vampire character, they have 24 hours from that point to reduce the hunger through feeding. As long as the hunger is less than 100 PP 24 hours later, they do not frenzy, even if the player was absent or didn't play the vampire for a very long period.

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One-Eyed Magnus

One-Eyed Magnus
One-Eyed Magnus is a Yeekish Lom Gunji vampire and a mad inventor. His nickname comes from a missing eye, which he replaced with an eerie glowing red cyborg one, made possible by his Lom Gunji degeneration skill. He is notable for having designed the first pressurized submarine, the Party Boat

In life, he was a second-generation Yeek, son of Magfax. He had a twin sister named Magvex, who was a crusader against necromancy and evil, even in the Yeekish culture which does not tolerate evil or necromancy anyway. Magnus was summarily disowned and cast out by both his family and by Yeekish society in general when he became a vampire.

He was the leader of GHOUL's forces in Iskrania during the war with the Followers of Light and the mayor of New Ghuundagor until it was abandoned. After the war, he remained in Iskrania as Ambassador from GHOUL

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Natsuki

Natsuki
Natsuki was a Lom Gunji vampire and one of the lieutenants of the Lom Gunji known as "Googly". Her 'degeneration' enhancements were mostly along the lines of highly increased strength and dexterity, in keeping with the general tradition of Googly's followers to have easily-concealed modifications.

She was captured by the Vaxian Empire during a raid on the White Rose University and Aureant Malio and Meriadoch tried to interrogate her. It was discovered that there was a powerful block on her mind, put there by Googly's trusted henchman "Vampyroteuthis Infernalis". There was no choice but to cause a backfiring of this block, which destroyed Natsuki's mind and killed her.

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The Alchemist

The Alchemist
The Alchemist is the leader of the Lom Gunji vampire clan, and is one of the few Vampires with protection spells powerful enough to step out into the sunlight and give an appearance of humanity. His outward persona is that of an old intellectual and cunning politician, who blocks Emperor Xiao Ken's every move. By night, he drops the burdensome spells and reveals his ugly true self: a fleshy bear of many tendrils and almost scaly, droppy skin, and hideous yellow eyes. He has never been a philosopher, he has always been an alchemist. He joined the Lom Gunji 800 years ago, because it fascinated him how they could morph their bodies in monstrous things, at the drop of a hat. Apart from the Nine Moons no one has given the Necromos Curse a more scientific study than the Alchemist. Many people/vampires have died at horrid experiments trying to prove one theory or another. Very intelligent man. The Alchemist is just as powerful as Ozishima, as both of them are "second generation". The difference is that Ozishima has been the ruler all along, since he founded Dachairo right after Ramichigatta's death, in her memory, while the Alchemist had to climb the ranks for Hickorigatta all his life. Emperor Xiao-Ken suspects that the Alchemist is actually the same person as Lord Xen Kuan, the leader of the Kuei Kajan If not, then Xen Kuan is a puppet of the Alchemist.

The Alchemist almost got General Razzaine to destroy Gaunth It was a long, complex plot that involved intercepting a letter from Razzaine to Thrilken Thane that had a seeing eye enclosed, and then kidnapping and turning the wife (Zelestra Malio) of one of Gaunth's apostles (Aureant Malio) then implicating Gaunth in the stealing of the eye. A rescue team traveled to the Sanitarium, and massacred most within in a gory battle. They defeated the Alchemist (at least for the time being), rescued Zelestra (who promptly divorced Aureant) and removed the seeing eye which the Alchemist had put inside Aureant's heart, which was located inside Zelestra's chest. The Alchemist later stole the wrong pot of ashes containing the remains of Don Julian, the leader of the LanCorian clan, whom Gaunth had recently destroyed in his own headquarters, the Three Triangles Restaurant in Tesaria If he had stolen the correct urn, the Alchemist would have gained power on par with Necromos.

In about 3008, he conspired with Vorkosigan to open Nagatin's Gate in the Land of Witches, allowing oni to pour into Shi Inkahan, in the Fifth Oni War. The Alchemist is thought by some to have been behind the death of Emperor Xiao-Ken, several years later, kicking off the war in earnest. (But the Gate was closed again, after the Key and Lock were retrieved from Muratori and the Sanitarium, respectively) ending the war.)

It is currently assumed that the Alchemist is still plotting something from his secret lair in the Sanitarium.

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GHOUL LanCorian Clan

GHOUL LanCorian Clan

  • Status of Organization - Active

  • Active Membership - 50

  • Where Based and Areas of Influence - GHOUL
  • Leadership Coriander Beatrycze Irena

  • Legal Status In good standing with GHOUL and Ramsalon
  • Distinguishing Marks - TBD

  • Known Enemies - TBD

  • Known Allies - TBD

  • Known Alias - Wolfram LanCorian Clan

Founding origin

The GHOUL LanCorian Clan is the result of the Ramsalon Lan Corian Clan moving to GHOUL and eventually the Mydaiellan Clan from Ariastan joining them under the GHOUL Corinader.

The Ramsalon LanCorian Clan was a group of Vampires which until several years ago inhabited Crow Island in Gauntlet Gulf near Wayward Ho Under Coriander Jamas, they antagonized Gaunth and GHOUL several times.

Aureant later defeated Jamas and then later killed him. In desperation clan had turned a prize-winning pit fighter named Banta and appointed him Coriander, whom was also defeated by Aureant. After have showing his prowess he then convinced the clan to name him their Coriander along with the promise to never make them fight again. To ensure their saftey he moved them to GHOUL.

Shortly after they had settled in GHOUL, the Coriander of the Mydaiellan Clan, Beatrycze Irena, had appealed to the GHOUL clan to take her clan in. They had found themselves caught in some rough times, becoming targets of the blame for some locals. She sought to have her clan simply join them as part of the extended family and had vowed to relinquish her position of Coriander - surrendering it to the GHOUL Coriander completely. They managed to reach an agreement and thus the Mydaiellan's also became part of the GHOUL LanCorian Clan.

In 3017 the clan had gathered for a vote as rumors and worries flew high as their former Coriander had not been seen in sometime. With no word or sign from Aureant they declared him to have abandoned his duties and held a new election to name a new Coriander. With her quiet work having gotten her attention in the right circles, Beatrycze Irena won the vote by a fairly large margin.

The clan as a whole now owns a sizable piece of one of the more affluent housing blocks in GHOUL known as the Benitoite Gardens. This is the current housing and center of operations of the clan.

Organization structure

Outside of having a Coriander whom acts as their central leader, they have a kind of loose extended family type of structure.
Individual households may have a more specific hierarchy the follow, though generally those that tend to have the most power and influence in general are held in a higher regard and status.

In GHOUL the only member of the clan who can perform the procedure to bring one into the LanCorian legally is the Coriander.

    Corianders
      Jamas - Long-time leader of the Ramsalon LanCorian Clan before antagonizing GHOUL and later being ousted.

      Banta - Was turned and briefly elected protector of the Ramsalon LanCorian Clan after Jamas was ousted.

      Dr. Aureant Malio- After defeating both Jamas and Banta was elected to Coriander. After a long absence he was presumed to have abandoned his duties (in many's mind possibly dead) and replaced when the clan was called to vote.

      Beatrycze Irena - Current - rumor has it that she was turned by Don Julian, and is quite possibly one of the oldest LanCorians today. She was formerly the Coriander of the Mydaiellan Clan that had settle in Ariastan. After merging into the GHOUL clan she took a more advisory role and ensuring the prosperity and well being of her clan.
      Now with Aureant have gone missing and presumed to have abandoned the clan or perhaps worse, she was elected by the GHOUL Clan to now be their current Coriander

    Current projects / Interests
    TBD

    Membership related information:

      How to join
      Any benefits of membership
      How to maintain membership and obligations
      How to leave (if you can)
      How to get kicked out and any punishments incurred
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Nine Moons

Nine Moons
Nine Moons are the "original" type of vampire, dating back to before the Cataclysm, from which all other vampire templates were copied. They were created by Averatos who has been compared to a pre-Cataclysm Necromos They are rumored to be extinct, and if they are not, then they are extremely secretive and extremely good at keeping themselves hidden, because not much is known about them, and there has not been a confirmed sighting of a Nine Moons for many centuries. Nine Moons are the most powerful of Vampires and are rumored to be somehow undetectable to holy magic and necromancy. Certain conspiracy theories have the Nine Moons Clan as a secret shadow government, like the Illuminati. One of the few things known about them is that they are associated with a symbol called the Tanhasaar which consists of nine points and nine lines.

The Nine Moons vampires are very evil, glorying in the suffering of innocents and working towards a return to Averatos's ideals. The best thing that can be said for them is that they will never deign to work with any other 'evil' groups: they feel that Necromos is nothing more than an incompetent plagiarist, all other vampire clans are cheap knockoffs not worthy of existing, and all other 'evil' people are simply beneath contempt. They do not, however, hesitate to trick other 'evil' groups into working towards their own ends.

Targets for Turning
The process of creating a new Nine Moons vampire is more complicated than any other. It is a week-long process only understood by the Nine Moons masters themselves. They only ever transform individuals who fulfill the following criteria:

  • Must be a very powerful sorcerer in their own right, preferably a necromancer.
  • Must be totally loyal to the Nine Moons organization and agree with all their philosophies, especially their love for Averatos's legacy.
  • Must pass a series of tests, which can take almost any form and may not be identified as such to the candidate.

Skill Affinity
Many Night Moons vampires study and practice necromancy, fascinated with death and the Undead They often consider themselves to be among them, having 'died' when they were cursed.

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LanCorian

Lan Corians

The LanCorian Vampires came into being when a large group of Bloody Shroud were imprisoned in Grokul prison by Emperor Minos. To ensure their survival in the sealed prison, some changes were made to the basic vampire template, orchestrated by Don Julian, the leader. These vampires began eating flesh as well as blood, to maximize the benefit from feeding, and found a way to reproduce sexually.

Culture
The LanCorians are powerfully family-oriented, and consider themselves the aristocracy of vampires, living in large mansions and favouring frequent fancy dress parties. Nearly all LanCorians live with large families known as clans and are led by Corianders.

Corianders are the leaders and protectors of the indvidual LanCorian clans. They are generally elected in some form by the clan.

Don Julian was the only Supreme Coriander, whom was even above and in charge of each clan Coriander, and those without a clan. Since his demise there has not been another which has caused for some interesting turmoil for those that find themselves without a clan. These clan-less, ones are often called rogue LanCorians, and tend to have a much lower status with those in a clan, even mocked, and ostracized. They are rare, but do exist, shunning all LanCorian culture and acting as a rebel due to their treatment.

    Naming
    A newly-turned LanCorian will keep his original name, and will add the name of the Coriander's family and LanCorian to it.
    If a LanCorian is born in the normal fashion, then they tend to not get a family name, only LanCorian. They can earn the family name by serving as a donor.
    If a new Coriander takes control of a clan, they all keep their old family names, but the Coriander usually chooses a new one for themself. From then on, all donors and new vampires that Coriander makes will take on their new family name.
    The names Julian, Julia, Julius, and other variants are quite consistently prevalent among the LanCorians.

Physiology
LanCorians, like most vampires, do not maintain homeostasis or produce any heat, and thus remain at the ambient room temperature of their surroundings. They also do not sweat or produce skin oils, and do not need to breathe (except to speak), and the only secondary bodily systems that remain fully functional are the digestive system (slightly modified to convert flesh into necromantic energy) and the reproductive system.
A child has a 50% chance to be born a LanCorian if one of the parent's is a LanCorian, if both of the parents are LanCorian then the child will also be a LanCorian.

LanCorians can take on attributes of whatever they feed on, if they feed on enough of it. It is due to this that LanCorian's tend to avoid feeding on the same thing for too long, and many avoid certain creatures of whose attributes they wish to avoid at all costs.
Many rogue, LanCorians, such as Elissa the Crow, deliberately maintain permanent animalistic characteristics, often favoring feathers or scales, as an act of defiance towards other LanCorian's.

Targets for Turning
Any aristocrat or prominent influential individual can find themselves a target for a LanCorian. They favor prestige, and will often seek to turn several generations of a given family to establish a new cluster of vampires, rather than stopping with one individual.

Skill Affinity
Persuasion skills are common among the LanCorian, though many have them from before their turning. They also collect various lore skills to sate a general intellectual curiosity, often favoring history, though not exclusively. Any advanced discipline, like metamagic, biomancy or rune magic, is also a likely pick for a LanCorian.

LanCorian Clans

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Muratori Vampires

Muratori Vampires

The Muratori Vampires are essentially Ghosts with teeth. When Emperor Jhad razed the city of Muratori to the ground, killing everyone in it, the inhabitants remained in the Vaxian realm as dreads, and the apprentice of Necromos named Muratos, now the leader of the Muratori, twisted them further for his own purposes. The city itself somehow has a reflection in the Shadow Realm which the Muratori have a strong connection to. While the real city of Muratori is a long-dead ruin, the shadow reflection burns with a perpetual fire.

Targets for Turning
Summoners are common targets for the Muratori, as are strong mages of nearly every variety.

Skill Affinity
Shadow magic is common among the Muratori Vampires specifically with the ability to turn into raw shadow essence for sustained periods. Given their targets, metamagic is also fairly common, as it's a useful tool to weaken or disrupt those they would hope to turn.

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Lom Gunji

Lom Gunji
Lom Gunji are Vampires from Vaxia/Locations/Shi Inkahan. "Lom Gunji" is Shinkan for "Serpent's Tooth". They were created by Hickorigatta one of Necromos's Apprentices, and are depraved and demented, and have control over their degeneration ability, which is a variant of standard vampiric regeneration where they can grow extra limbs. They often grow extremely long proboscis-like tongues, with which they drink blood, and have been known to spit acid and miscellaneous noxious and corrosive substances.

Lom Gunji frequently grow an extremely long (around eight feet) tongue with fangs on the tip. It can be used as a vicious whip-like weapon, and to feed like a straw, and other icky things. Most have that, from rebirth. After that, growing more monstrosities is a matter of taste (or lack thereof) and they include claws, wings, talons, extra limbs, sensory organs, reproductive organs, or anything else they dream in their fractured mind.

The Lom Gunji secretly control the Kuei Kajan ("Red Lotus"), a major populist party in Shi Inkahan. This secret is not particularly well-kept: Emperor Xiao Ken knows, pretty much anyone above average in GHOUL City knows, it is fairly common knowledge in any rural, Dachairo-controlled areas of Shi Inkahan. The news often reach the cities, but the Kuei Kajan know that "The Man" will do anything to put them down, including accusing their righteous party of being in bed with the devil. (Its kinda like today, people saying that 9/11 was done on purpose by Israeli forces. Outrageous claims, some people believe it, the Israelis rightfully scoff at it.) Kuei Kajan scoffs at the accusation too. Unlike the Israelis, for Kuei Kajan, it's sadly one urban legend that is true. The Lom Gunji are also thought to support the Pirates that plague Shi Inkahan's coasts - certainly vampiric assistance is a good explanation for the tenacity and organization of these buccaneers.

The Lom Gunji are led by The Alchemist one of the few, or perhaps the only vampire with protection spells powerful enough to step out in the sun and give an appearance of humanity. His outward persona is that of an old intellectual and cunning politician, who blocks Xiao-Ken's every move. Emperor Xiao-Ken suspects that the Alchemist is actually the same person as Lord Xen Kuan, the leader of the Kuei Kajan. If not, then Xen Kuan is a puppet of the Alchemist.

Their secret headquarters are located in Imperial Kiotoi in the old Varavatra Quarter, which doesn't have many Vaxia/Races/Mojingans anymore, unless they're dirt poor, may Varavatra spin in his grave. The actual building, is The Sanitarium, a mad house for people who cant afford real mental health care, or are too dangerous for it. No one believes the inmates when they shout about monsters coming to feed from them every night, etc. They're just crazy.

Sankooyo
Lom Gunji trained in powerful biomancy are capable of merging into one another, creating a monster called a Sankooyo. This is only moderately difficult, though it is significantly harder to unmerge them afterwards.

Notable Lom Gunji

Targets for Turning
Lom Gunji have little pattern to their chosen targets. Badly wounded enemies in combat are the closest thing to a preference they've been shown to have. Otherwise, it seems very random.

Skill Affinity
Most Lom Gunji excel in biomancy and warp their bodies in ways that match no known creature. Otherwise, their focus is typically on raw power and their vampiric combat skill.

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Dachairo

Dachairo

The Dachairo a vampire clan from Shi Inkahan, created by Ozishima, grieving lover of Ramichigatta one of Necromos's Apprentices. They have very strong control over their minds, and can suck the life force out of a victim at a distance, calling it 'soul channeling'. The word 'Dachairo' is Shinkan for 'The Pilgrimage Up The Mountain', and they are essentially a zen-oriented religion where vampirism is conferred upon only the most enlightened.

The life force (chi) which Dachairo Vampires feed from leaves no physical scars, sucking the very essence from their victims to restore damage to their own souls and minds to keep themselves 'whole' as long as possible.

Targets for Turning
When a mortal follower of the Dachairo religion (called an Aspirant) has been deemed to have achieved something like enlightenment or nirvana, then they will be chosen by the Dachairo leaders for the honour of becoming a Dachairo vampire. Dachairo vampires who meet promising candidates will guide them along the path of their religion as mentors until they reach enlightenment on their own.

Skill Affinity
Dachairo vampires often learn strong mental discipline. Hardcore skills to stay conscious and various physical and mental resistance skills are common, hardening them against dangers from without and within.

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