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After the Third World War, and years of WU oppression, Midian has escaped the shackles that keep bombing it into the stone ages. Now, it strives towards the future.

This world is in where your character has found itself. Your vampire, by fluke or design, has stumbled upon the information of a World Union isle beset by eternal night. It hosts a multitude of vast and unusual prey and a number of other vampires to interact with.

It could have been the radioactivity of their prey, the toxic clouds soaking into their very cores, or it could have simply been natural selection, an evolution of the changeless… However it occurred Vampires, once exposed to Midian, abruptly begin to go through a metamorphosis of unexplainable supernatural change. Then one day they wake up and find themselves utterly and completely a Midanite Vampire.

All that is asked is your character allows others to remain in their coffins, if they wish, and allow them to keep their identities as ordinary humans intact. Do not "out" any fellow supernatural as the more who know, the more that can turn the hunter into the hunted.

Sounds simple right? Well, that leaves you with only one last thing to figure out. How to make a Vampire character in Midian or, now that my character might become a Vampire character, what do I do?


1.) Respect the IC/OOC Boundary. As a Vampire, whether your character is public or not, you must additionally agree to do your utmost to not ruin the personal characters of another outside of consensual combat.


2.) As a Vampire, recognize that the vast majority of your powers and abilities are Consent-based. A Sim Participant who does not Consent to the use of your power upon him or her is within his or her rights to do so. This means they may chose to shake off your power in post, or ignore phsycial ability boosts.[Freedom of Storyline]



3.)A Vampire’s Age adds depth and flavor to a Vampire, but does not add additional powers or abilities or necessitate increased potency of powers or abilities.



4.) Vampires must drink blood to survive. A Vampire who refuses to drink blood will die. Lycan blood causes violent illness when ingested and should be avoided. Vampires cannot have cybernetics because their Vampire blood rejects artificial implants.



5.) A Vampire must play out its weaknesses when exposed to them. Vampires are not all-powerful; they can be injured and they can ‘die’, although receiving a sufficient quantity of Vampire blood within a short time after dying may be able to rejuvenate the Vampire.



6.) Vampires automatically have access to inherent Vampire traits as well as access to a maximum of TWO additional special Abilities chosen from the Vampire Abilities Section.



7.) The only way for a vampire to be created is if a vampire drains all the blood of a victim and before the heart stops beating, replace the victim's blood with the vampire's own.



8.) There are no half-blood, Dhamphir, or true-born Vampires. All Vampires in Midian were once something else, but the transition into a Vampire removes all traits, abilities, and sometimes appearances of what the Vampire once was. Vampires cannot conceive.



9.) The transformation into a Vampire is irreversible, and Lycans are immune. A Vampire’s abilities are incompatible with those of previous host races. As such, a Vampire cannot also be a Hybrid or a Cyborg though Hybrids or Cyborgs may BECOME Vampires. For specific details, see the Host Races


10) As a Vampire, you MAY have other characters as Thralls. Thralls are non-Vampires who drink Vampire blood and become addicted to it. The Thrall enjoys increased lifespan for as long as it continues to drink Vampire blood, but does not gain additional special powers. The relationship between the Vampire and its Thralls does not incur additional power or control over the Thrall, so poor treatment may result in the Thrall rebelling against the Vampire if it is able to overcome its addiction or violent attempts to obtain the blood of the vampire if ill treated yet still want their fix.

Inherent traits and weaknesses are racial bonuses and drawbacks to being a Vampire. These traits and weaknesses are part of what makes a Vampire different from a human while still being part of the same world. Remember that when the character becomes a Vampire, it loses all abilities of its Host Race and it is irreversible.

INHERENT TRAITS of all vampires are:




· Vampires are clinically dead. They have no pulse or heartbeat and no need for respiration, though they may simulate these to trick prey.

· Vampire fangs are retractable and can fold into the gums.

· Vampire fingernails are tough and strong, though not as strong as a Hybrid’s claws.

· Vampires have a Hypnotic Voice that can be used to subtly influence the will of their prey should they consent to such.

· Vampires have an enhanced physical appearance after being turned—the ugly become grotesque, the pretty become beautiful, the buff become ripped, the thin become slender and toned, and so forth.

· Vampires possess keen senses and predatory awareness, though this does not allow them to see through walls or hear through solid rock.

· Vampire physical traits are heightened to the peak of human norms for their size, height, and stature, allowing them to compete at (though not necessarily win) the Olympic level.

· Vampire saliva acts as a coagulant and medical grade scar remover.

· Vampires regeneration is much faster than a Human’s. A well-fed Vampire recovers from wounds about 1/2 faster than a Human. A Vampire who is not well-fed does not recover nearly as quickly, but still heals from most wounds in about ¾ the time as a Human would.

· A Vampire cannot regenerate a limb that is cut off. However, a Vampire MAY be able to reattach the limb if given a sizable supply of blood to submerge the injury in for a full day (be ready to explain how you don't have a limb one day but do the next.)

· A Vampire’s blood is highly addictive, creating a drug-like dependency in those that drink it. Those who frequently drink Vampire blood enjoy an increased lifespan, but gain no other special powers or abilities. Lycans are immune to the addictive nature of Vampire blood.

· A Vampire can create another Vampire by first draining the potential fledgling of all blood and then replacing it with its own Vampire blood before the victim’s heart stops. Lycans are immune to being turned into Vampires. As outlined on the Host Races page, a character that is not Human loses all traits, abilities, and powers of its host race upon being turned into a Vampire.

INHERENT WEAKNESSES to all Vampires are:




· Nanites and Lycan blood make Vampires ill until expelled from the body.

· Fire can harm Vampires, being that their bodies are flamable.

· Sunlight causes vampires to burn and fall into immediate coma. If not put out immediately a vampire will die. UV/artificial light will only cause a slight perhaps distracting irritation, like someone suddenly turning on a light in a dark room.

· A wooden stake to the heart of a Vampire causes it to instantly fall into a coma and cease all functions of seeming life. Only a WOODEN stake works.

· A Vampire who is decapitated is truly dead, there is no coma and no return.

· Vampirism cannot be cured. Once a character becomes a Vampire, it will forever be a Vampire.

· Vampires that sustain excessive damage fall into a coma. Reviving from such a coma requires the Vampire be given Vampire blood from another Vampire.

· Religious objects/Objects of will: As a vampire player you may run across human character who have the ability to imprint their personal will through personal items to repel vampires. This is the same effect you see in several movies where people use crosses to ward off vampires. This does not mean all crosses ward off all vampires, the item of Will could, in fact, be any item that the character has faith behind and it does not have to be an item linked to any religion. End result, however, is that a vampire who has found themselves up against an item of Will end up being repelled. They may become disgusted with themselves and ashamed to even be alive as long as they are in the sight line of the object. The object may seem to glow. The special effects of this encounter will all be up to you and the player choosing to use the item. Just remember, the skill of will power (or “Faith”, if you will) can only be used by humans (That means 100%, pure humans. No mech enhanced, hybrids, mutants, replicants, or otherwise) and it can cause no physical harm to you unless the player who is using the item decides to beat your character with it. No other creatures can embrace this skill. This is also a consent based skill. That means that you, as a vampire player, can refuse to consent to the will power having the ability to repel you character. As such, simply find an acceptable roleplay workaround and move forward, though you might find it wise to IM the player and let them know you are exercising your right to consent out of this particular roleplay. If you do, however, chose to roleplay with this skill then feel free to emote out a reaction in whatever artistic manner you see fit.


A young Vampire in Midian is created when an already-existing Vampire drains all of the blood from a victim. Then, the victim’s blood must be replaced with some of the Vampire’s own before the heart stops beating. For all intents and purposes, the young Vampire is dead by all modern definitions and continues to exist only so long as it drinks blood. At that point, the victim becomes the pupil of the teacher Vampire and the young Vampire remains a pupil until able to strike out on its own. For some young Vampires, this means being thrown from the nest sooner rather than later, as there is always the possibility of being abandoned by one’s teacher.

Below is a selection of starting races with specific information detailing your transformation to a vampire. If your race is not listed below, you are not capable of becoming a vampire with your character race. Please make sure you have read all this over; becoming a vampire before you select this path, as the condition is not reversible and ignorance of the rules will not be an excuse for breaking them.

Host Races

Biomech

Mutant

Human

Hybrid


Biomech



A Biomech who is no more than 60% machine can be turned, but will lose all mechanical augmentations. The Vampire’s body rejects foreign cybernetic implants, sometimes violently expelling the implants through any means necessary. As a counterbalance, however, the transition to a Vampire MAY, with your consent, regenerate natural tissue, effectively replacing the formerly Cybernetic organ or limb with an actual flesh and blood one. This rejuvenation occurs ONLY at the time of the transition; if you choose to not re-grow a new eye after losing your cybernetic eye, for example, then you cannot later change your mind.

Mutant



Mutants transition into Vampires almost as easily as Humans. Additional limbs or other mutations die or fall off quickly as they are rejected by the Vampire physiology. Mutant deformities MAY, with your consent, rejuvenate until the characters looks like any normal Vampire (be ready to explain to your buddies why you suddenly look normal without telling them you’re a bloodsucker!). As with a Biomech, this rejuvenation occurs ONLY at the time of transition.

Human



Humans with no augmentations or mutations transition into Vampires relatively smoothly. Hybrids, Biomechs, and Mutants, however, will experience drastic changes when becoming a Vampire.

Hybrid



Hybrids who become Vampires lose all Hybrid traits and any physical resemblance to Hybrids. The human DNA of the Hybrid reacts with the Vampire blood of the fledgling, forcing Hybrid appendages (ears, tail, or anything else that looks non-human) to die. Once the Hybrid appendages have died off and the creature is entirely Human, the transition to a Vampire completes itself normally. This process can sometimes be painful or produce quirky side effects, such as the new fledgling finding it difficult to balance now that it lacks a tail.

Vampire Mental Abilities

In addition to the Vampire’s inherent traits, select a maximum of TWO abilities total from the Vampire Individual Abilities lists below. A character may choose to have two Mentalist abilities and no Physical abilities, two Physical abilities, and no Mentalist abilities, or one each of Physical and Mental abilities. Once chosen, these abilities can NOT be replaced. For example, if you select your Vampire to possess Morphing and Glamor, you cannot later decide that you have Morphing and Vigor instead.



You may choose to start with only ONE or even ZERO Vampire Special Abilities. This does not confer any immediate counter-perk. However, through either RP or spontaneous event, you may learn or develop a Vampire Special Ability later on during play. You may not develop more than TWO such abilities, and once you have developed them, you may not alter the choice. For example, if your Vampire starts with only Glamor and then, later on, you decide that it develops Vigor, you add Vigor to your bio form. It cannot later develop Mirror because it already has its maximum of two Vampire Special Abilities.

If you are having trouble selecting Abilities, consult a Mentor for advice.

Vampire Mental Abilities list

Captivate

Discern

Mimic

Delusion

CAPTIVATE

While all Vampires possess a degree of predatory hypnotism, those gifted with Captivate are naturally capable of using mind clouding and suggestive techniques and/or seduction to a supernatural degree. A Vampire with Captivate might invade the mind of its prey after feeding, blurring out identifying details of their attacker or clouding over the fact that they were even drank from. Similarly, such a Vampire might enhance its presence in the room to draw the eyes of onlookers to its every curve, or catch the eye of a people in a heated argument and use a hypnotizing voice to suggest they take a chill pill and sit down.


Example 1: A fog of feeding After using your inherent hypnotic voice to lure your prey into a dark alley or somewhere you'll not be disturbed, you feed and then you lock eyes with a target and utilize Captivate attempt to place the victim into a highly receptive state to mental suggestions. Once the target consents to Captivate being used in the way you wish to use Captivate, one can then possibly cloud or smudge the details of who you are and what happened exactly or the target more likely to follow/obey commands given to it that might aid in keeping your identity to yourself. Like a fog of war, Captivate, when consented to be used in this manner is a gateway ability to making feeding possibly easier for your vampire.

Example 2: Ensnared Being a vampire naturally enhances one's physical attributes; the ugly become grotesque, the pretty become beautiful, the buff become ripped, the thin become slender and toned, and so forth; but combining that natural otherworldliness with Captivate used in this way, enhances that feel when your vampire locks gazes with a target. Once the target consents to Captivate being used in the way you wish to use Captivate, your vampire can seek to try and influence a target's reaction to your character, inviting it to come hither as your curves might draw their eyes slightly more than before and/or possibly inciting fear, like a deer in the headlights at the horrific sight of your slightly more repulsive face. Like a fly in a spider's web, Captivate, when consented to be used in this manner is a gateway ability to making feeding possibly easier for your vampire.

Example 3: Diplomacy One's voice is already inherently hypnotic but combining it with Captivate used in this manner can possibly enhance the effect/influence or the feel of a conversation your character is a part of. Once the target consents to Captivate being used in the way you wish to use Captivate, it allows your character try and possibly invoke/influence a feeling in those it is talking too, to enraging or calming ends. Like having a gift of a silver tongue and able to talk your way out of a paper bag or otherwise convincing them you're simply "too cute to kill"; Captivate, when consented to be used in this manner is a gateway ability to making survival possibly easier for your vampire.

DISCERN

Vampires gifted Discern are gifted with a supernatural awareness of their surroundings above even the enhanced predatory senses of other Vampires. In fact, many Vampires with Discern enjoy extra-sensory awareness, allowing them to perhaps skim surface thoughts of a target or sense someone’s true intentions or gain a possible resonance of what their target is feeling. By extension, those with Discern may attempt to slip into the mind of an animal to convince it to do tiny tasks. Discern does not allow a Vampire to actually read minds, send or receive telepathic “mental messages” and they cannot hear through walls, however.

Example 1: Empathy Vampires are predatory in nature, and realizing someone could be prey by how they act, speak etc, is nothing new, but utilizing Discern alongside this predatory awareness can enhance that awareness of one's prey that they have locked gazes with. Once the target consents to Discern being used in the way you wish to use Discern, your character can, through a sensitivity to the emotional resonance of the target possibly experience the emotions of your prey as if they were your vampire's own so as to enhance the feeding process and develop a rapport with the prey in order to possibly entice/convince them to trust you that the dark alley way is perfectly safe. Like briefly slipping on someone else’s shoes and trying to walk in those heels, with the risk of intense emotions twisting an ankle, Discern, when consented to being used in this manner can possibly make it easier, to gain loyal prey or thralls to feed on.

Example 2: Tip of the tongue Vampires are predatory in nature and study their prey's body language, mannerisms and actions intently in an attempt to predict if their prey is going to zig, or zag in the course of a chase, but those whom have honed Discern find that alongside this intense focus on the body language of their prey, if they catch the gaze of their target, they can sometimes sense the surface thoughts of their next meal. Once the target consents to Discern being used in the way you wish to use Discern, your character can, through a sensitivity to the mental resonance of a target, and through interpretations of body language, mannerisms and through the tonal measure in their voices is able to possibly gleam the surface thoughts of their target. Akin to a psychologist playing poker, looking for the tells of their opponents might get overwhelmed by the stream of fake tells, or someone you're talking to, might suddenly jump on the same mental wave length and able to finish your sentence for you, Discern, when consented to being used in this manner can possibly make it easier to possibly gain insight into your prey's psychology to make it easier to gain them as either food, or possible thrall prospect.

Example 3: Kinship Vampires being more in touch with their predatory nature than their host race had been, might find they have natural kinship with animals as they relearn predatory techniques their host race may have lacked; as such, those with Discern, may find this kinship with the animal kingdom enhanced on a mental level allowing a form of empathy, companionship, and influence over lesser creatures such as rats, snakes, dogs etc if they catch the creature's eyes. (Higher forms of life like hybrids, humans, mutants require Captivate as they are not considered "Animals" If someone is playing an animal or the person is Morphed or Lycan shifted, Discern used in this fashion requires consent in order to influence the animal character played. Once the target consents to Discern being used in the way you wish to use Discern, Discern then works akin to how it would upon a higher life form but is limited to the wild animal your vampire has locked gazes with. Akin to possibly having a dog that will fetch you a beer for a pat on the head, or attempting to convince a grizzly not to eat you... Discern when consented to be used in this manner can possibly make it easier to avoid becoming the prey when you need to hunt the animal kingdom for a quick meal or ease the lonely weight of having to live for eternity. (Beware though, Animals have their own minds and can turn on your character easily)



MIMIC

A Vampire with Mimic can repeat any action that it has observed having been done by another player's character with almost perfect replication ONCE. Mimic cannot be used to repeat supernatural actions that are observed. Upon repeating the action, the Mimic cannot repeat that exact action until it observes the action again. The Mimicked action must be used within 3 RL days after observation or it will be forgotten. Mimic Vampires also possess an incredible memory.

Example 1: Jacked in After reading up on the consent rules in regards to combat, your vampire finds him/herself in a fight with another on the street; unfortunately your vampire doesn't know any self-defense techniques themselves and finds themselves getting beaten up by someone who is skilled in a martial art of some sort or another. Once your opponent has consented to Mimic being used the way you wish to use it, your character might begin to pick up a single move, like that headlock that was used to it and use it upon the opponent at the next available opportunity. Whatever single move your character picks up if used in that combat scene, is only available for that scene; if it is not used in that scene then in 3 rl days it will forget it as though it has a good long term memory, short term memory is shit. Akin to having a one trick pony up their sleeve, Mimic when consented to be used in this manner might possibly give your character the element of surprise when they're being underestimated.

Example 2: Grudge Akin to the phrase an "elephant never forgets" similarly can be said of vampires who have honed their long term memory to Mimic levels, causing many of them to have photographic, audio graphic or likewise long term memories that enable them to possibly remember details of an occurrence or situation better than their counter parts. Unfortunately, in the process of focusing on their long term memories, their short term memory might have gone to shit considering the 3RL day limitation on any "picked up" temporary skill. Vampires with Mimic, are not ones that people wish to piss off, as they can remember every slight for a long time and are often very good at plotting long term goals.

Example 3: Beginner’s luck Come to a locked door, your character watched Lucy's character unlock with a 12 digit key sequence within three days ago. If Lucy consents to the use of Mimic to remember the passcode she entered, your vampire might be allowed to access the same facility or locker etc with said code; however, once entered the code is forgotten until your character watches Lucy or someone else enters it in again.Other such uses are watching a sniper character take a shot with their rifle upon a target and only once within three days are able to know how to place your own bullet on your own target when you don't know the stock from the barrel or bullet calibers. See a blacksmith character, create a sword, and only once within three days, your character can create a single sword. Saw a Marine character, field strip a weapon in front of your vampire, only once within three days, your character can take the same weapon and field strip it.



DELUSION

Delusion with Vampires can tap into the minds of those around them to create entirely mental illusions. A Vampire gifted with Delusion can convince the senses of those around it that the Vampire is nothing more than another shadow in the room to be overlooked, or create the illusion that the Vampire has a much more terrifying presence than it actually does, and even create the illusion that there is something or someone else in a room other than the pair involved.


Example 1: Obscurity Unlike the other three mental abilities, Delusion used in this consented manner does not require catching the eye of those the vampire wishes to influence; merely by being in the same room or area, those that come into contact with the vampire's sphere of influence may need a feat of will to overcome the vampire's will to hide or obscure him or herself from the mind's eye of those passing. A vampire may or may not accomplish this fading into the background through expanding their mental awareness of passersby to try and convince the transients that your vampire is beneath their notice much like how a normal person can pass by a thousand people in a day if not more and barely if any of them, do they recall a face of unless some event or another drew their attention to that stranger; the similar can be said of obscurity. A vampire might even succeed at convincing their target, they're not even in the room. If a person is actively looking for you specifically, this will help you go unnoticed and as if you are no more than another shadow against the wall but are less likely to work due to their force of will to find you. If you directly interact with the subjects, the effect will be broken. So, if you attack someone, you won't remain beneath their notice. If you indirectly interact then the subject may or may not notice you. So if you move a stool they are about to sit on and they instead fall on their ass they will tend to assume they are a klutz and just missed where they planted their ass.

Example 2: Whispers of Madness Whispers said close by an ear that is nowhere near anyone's lips, a cackle somewhere in the distance while the victim's mind make believes they are seeing blood pouring down the walls or that their mind plays tricks on them into believing they were able to touch the dead girl on the altar ahead of them only for her body to fade into dust.... all this, while to anyone else around the consented victim, it only looks like the person has gone mad as they cannot see the illusions, the victim does.

Example 3: Doppelganger Akin to the use of Delusion that one does to create a Whispers of Madness effect, Doppelganger is creating an illusion that there are two of the vampire in the mind’s eye of its consented pursuers or consented victims. Though the Doppelganger (the duplicate) cannot actually do any damage to anyone itself as it is an illusion; the Doppelganger can be used offensively, in attempting to convince the others that they might be hit by the fake, only to try and use it as a distraction by the vampire to throw a punch itself. This Doppelganger illusion can also be used defensively, such as running through an open door, hiding behind the door, but having the illusion run forward to try and hop out a window, attempting to mislead pursuers into believing that the vampire and its double were one in the same.

Physical Individual Abilities List

Resilience

Vigor

Nimble

Morphing



RESILIENCE

Vampires all possess a certain degree of toughness and durability. Being dead, many wounds that would be fatal to a Human don’t really bother a Vampire other than the annoyance of needing to get their clothing re-tailored. Vampires with Resilience, however, are INCREDIBLY durable, capable of surviving damage that would send even their ungifted Vampire cousins into a coma. A Vampire may not flinch at being stabbed in the lung, unless of course to keep up the illusion of being human, but a Resilient Vampire might take a mechanoid's punch to the face and still be able to smirk about it as with this ability a vampire may be able to pull off making people believe it was two mechanoids fighting, with how durable your vampire's tough hide is in taking the hits it receives. Those with Resilience may also find that they are capable of surviving longer, on less blood than their counterparts.

These are examples of how these can be used in roleplay, and how to post with the abilities. They are not abilities to pick from or a sub group.

Example 1: Youthful As a vampire your character is dead, a bi-product of that is constantly needing to drink blood in order to fight off the effects of things such as rigamortis which can be common among dead humans, just like arthritis is to living ones; however a vampire with Resilience finds their bones and flesh more resilient to taking damage and fighting off fatigue, much like the body of a teenager than a body of their elder counterparts. A bi-product of this youthful body is that it requires less blood to keep them running as it processes what blood it does have, more... efficiently, much akin to a fuel efficient car compared to the steel boxes with no seatbelts.

Example 2: Anchored By steadying yourself, planting your feet and digging your heels in, it will be like moving a high-density light weight mechanoid should someone or something attempt to move your vampire. Like say a motorcycle attempting to run your vampire over, may find diving into your vampire is much like running into the backside of a barn; painful and only a little damage to the barn.

Example 3: Tough HideVampires with Resilience find themselves with tougher flesh than that of their counterparts; much akin to hardened animal hide though it feels as soft and pliable as human flesh so as to keep up appearances. Some vampires, however, take this toughened hide idea literally and through a force of will make it appear as though actual hide of an animal, such as their flesh breaking out into snake like scales. Tough hide is no stronger than wearing Kevlar.

VIGOR

Vampires are strong. Vampires gifted with Vigor are supernaturally strong. While this does not necessarily allow you to Falcon Punch or Chuck Norris Kick people as an I Win attack, it is nevertheless an impressive level of power for strength-related activities such as say picking up a motorcycle and throwing it across the street. Remember however the rules for consent, people can dodge and the like, but Vigor allows for your character to have the capability of great strength, to high light weight mechanoid ability were consented.

These are examples of how these can be used in roleplay, and how to post with the abilities. They are not abilities to pick from or a sub group.

Example 1: Might Your muscle mass has grown in elasticity and strength since becoming a vampire and thusly you can now perform circus strongman-like feats of strength with your bare hands; like possibly bending some metal bars or if used on a Mechanoid character say arm, one must get consent first and bench press a motorcycle could be an often favorite past time for your vampire.

Example 2: Hurl You can perform feats of throwing agility with great distance despite the weight of what's thrown being up to a motorcycle's weight in weight. The force at which one can throw is directly proportional to what the victim of being thrown or having something thrown at them consents too.

Example 3: Wall Breaker With consent to damage property, a vampire with Vigor's wall breaker effect sometimes gets lucky and be able to perform feats of shattering plexiglass, or ripping a facility's metal door or safe open; otherwise Walls made of brick or wood, fear your vampire and create a hole in the shape of your vampire's fist if punched/kicked/or otherwise hit by your character.

NIMBLE

Vampires are naturally quick and agile. Vampires with are supernaturally dexterous, agile and possess Olympian speed and balance enough to have a shot at the gold medal.


These are examples of how these can be used in roleplay, and how to post with the abilities. They are not abilities to pick from or a sub group.

Example 1: Fast You run fast. You run very fast even while flat footed and the Olympic gold for the 100meter dash is a tough run for you but possibly within your grasp to achieve.

Example 2: Balance Almost as if you were born with a tail to counter balance your weight; losing your sense of balance is hard for your vampire; Tightrope feats and circus acrobatics may possibly be a hobby for your character.

Example 3: Deflection After reading and agreeing to consent rules regarding combat in the sim, a vampire with Nimble used in this way may find it is slightly easier due to their speed to get that elbow up in enough time to change a devastating blow, to a less damaging black eye. Nimble used in this manner does not allow a vampire to avoid damage but is an aid to help mitigate some of the damage so it's survivable rather than a possible consensual death blow.[/size]

MORPHING

Vampires who Morph can take on the form of land-bound animals such as wolves, rats, cats, snakes, and so forth. A Vampire cannot Morph into birds, insects, marine creatures, or creatures that have been extinct for more than 200 years. A Vampire can also not Morph into another sentient form, such as a Human, Hybrid or Mutant. They can, however, do small cosmetic changes that enhance visually only what they already have such as grow longer hair, change hair color, or give themselves bigger boobs but cannot make themselves look like another character. While morphed, the Vampire has no access to other Physical abilities.

The action of Morphing takes place over three posts, in the same manner, a lycan shifting form does:

Post 1 -Slight physical changes- Look human with slight alterations like growing hairier, or larger in mass, possibly sounds of bones snapping. For Morphs that involve only cosmetic changes, this post alone may be sufficient.
Post 2- Medium physical changes - Look barely recognizable as human as things such as elongation of facial features, growing of tails etc and weight change occur
Post 3- Heavy physical changes - The finishing changes, unrecognizable as anything human as often the shortening or lengthening of limbs, or the last seemingly most inhuman changes are completed into the beast chosen. Once fully morphed, the creature can attack etc as per normal posts.

These are examples of how these can be used in roleplay, and how to post with the abilities. They are not abilities to pick from or a sub group:

Example 1: Plastic Surgeon With consent from the patient, your vampire is able to effect limited human/hybrid cosmetic skin deep only changes to themselves or others; however, much in the way an RL plastic surgeon would be constrained by the human form, any "body" that is altered by a vampire with the focus of a Plastic Surgeon must adhere to sim character appearance restraints of the races that seek its services. The Plastic Surgeon must be physically able to touch and manipulate the patient's flesh, so the patient must then be either willing or incapacitated. No one can be made to look like any other character on sim, past or present. If a character is stabbed or shot, a Plastic Surgeon can only heal the top most flesh (like a band aid) and the patient will have to seek alternative treatment at the Hospital, Ashagi, or Straylight, for their internal or massive injuries.

Example 2: Beast Form After following the three posts of changing into the shape and abilities of any valid animal choice, the form taken will represent a "typical" specimen of the species chosen and NOT a super bear or mighty snail. The vampire is able to retain their vampire mind while in beast mode, but is unable to speak, either mentally or physically with anyone. Vampires while in beast mode are also unable to use any other vampire-only ability until they return to their normal state.

Example 3: Animalistic Vampires with Morph may find their predatory natures enhanced slightly, finding it harder to fight off the natural animal instincts of the fight, feed, and breed.

THRALLS

A Thrall is any creature who has formed a drug addict like dependency upon the life prolonging blood of a vampire. Lycans are immune to becoming Thralls and vampire blood will make them sick. This drug addiction like dependency of a Thrall is akin to the relationship a drug pusher might have to their client. Any lapse in feedings may break whatever illusion of loyalty that Thrall may have to their Vampire donor. So be careful.

Thralls enjoy a brief euphoric high upon consuming Vampire blood. For as long as they regularly drink Vampire blood the Thrall will also enjoy a prolonged lifespan but does not gain any other additional benefits or powers.

The longer a Thrall has taken Vampire blood the harder it will be for the Thrall to go without it. Withdrawal from Vampire blood is similar to the withdrawal from any hard drug. Additionally, Vampire blood withdrawal psychologically affects the Thrall. Often this means that those who are attempting to ‘kick the habit’ may find that they are, afterward, unable to remember which Vampire, specifically, was to be their donor.

Because of the high chance of Thralls becoming vampires, many vampires treat their Thralls kindly in hopes of finding a pupil among them to carry on their bloodline and often try not to take in too many at once.

Moderators: Anigmus Viscera (played by OrderoftheGash)