*All information applies to both vampires unless stated otherwise. Blueblood specific information will be in blue and are not a starter race.
The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.
Description Structured Info Skills Culture & History
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 infact 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.
Appearance of Blue Blood typically resembles the race they were originally. The typical Blue Blood was originally human however.
This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.
*Doesn't apply to Blue Bloods.
Wings or Horns: Some Elders have large leathery wings that have multiple joints through the wing allowing it to move similar to an arm. 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.
*Doesn't apply to Blue Bloods.
Sunken Appearance: 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.
*Doesn't apply to Blue Bloods.
No Aging: Their aging process ceases at the time they were turned. It is taboo for Elder's to turn children, especially under the page of 12 AY, because they wont survive the process.
Teeth: Elder Vampires fangs are retractable; typically longer and more snake-like in shape.
Teeth: Fangs are not retractable; shorter, thicker and hidden beneath the lip when close-mouthed.
Sire Adaption: 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.
*Blue Bloods will retain most or all of their prior race's appearance with the exception of the above additions/adjustments.
Special, see below. Age of maturity is considered 90 AY.
On a d100 roll (pregnancy):
10-49 One Child
Gender (d2 roll):
1 = Female
2 = Male
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.
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: A Blue Blood must obey the one that created them 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 slave to the Elder however 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.
LanguageTelepathy w/ Other Vampires, Human, 1 other language of choice.
Known languages will transfer over upon turning.
1 HY : 5 AY
Immortal: HY ceases at 100 (500 AY).
Immortal: HY ceases at time of turning, eternally staying that HY age.
*The following applies to Elders only.
(Doubled stat at registration.)
(+5 stat at registration.)
(-30 MP at registration.)
(Halved stat at registration.)
Specialty: Stats Improve on Transition
(All stats increase by 5 at transition, and you gain +20 LP.)
Weakness: Solar Sensitivity
(Halved stats and -10 LP each battle round during a quest, if outside during the daytime. Doesn't apply to Elders.)
3=Above Average, 4=Exceptional, 5=Godly
Invest your SP accordingly below if you desire to raise or acquire something listed.
Improve a Quality
To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.
Improve an Attribute
To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.
Night Vision (Sight): No penalty for seeing in natural darkness.
Disability (0 in Sight, Smell, Hearing, Speech, or Mobility):
If one of your vital senses is disabled, you can improve another by 1 point.
Detect Poison (Scent): You can taste it on your tongue just by smelling it.
Jumping (Running): You can land from high places on your feet without taking damage, and can leap double the distance the average person can.
Locate the Living (Hearing): You can detect a general location (at least direction) of where the living are by their heartbeat.
Fear (Intimidation): You can cause fear in an intended target merely by your presence if you wish it (and sometimes when you don't) due to your intimidating appearance/posture.
Charm (Charisma): You are good at tricking others into finding you alluring and trustworthy either by your appearance or your words. This makes it easier to coerce others into giving you what you desire.
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 Elder's; 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 (no Lycanthropes, Dragons, or Myrmidons) in order to be transition-able. 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.
Attacker: The they 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. 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 they fail and you succeed, you get away. If you both succeed, they get close to catching you but you manage to barely dodge.
On the Vigor Roll: If they fail 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 ready to be 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, vs INF if caught), the bite; as explained above.
Cultural PreferencesAround Varlonan, these are the typical aspects of this race's lifestyle preferences.
Weapons: Their body is a natural weapon, but they have adapted over time to use weapons as well, especially during wars.
Armor: Light armor is preferred because they do not like their speed hindered, and those with wings wings find it gets in the way.
Currency: Accumulated. They often horde their gold and valuables during their many lifetimes, since they have little use for spending it.
Diet: Blood. They require live blood to sustain their body, which endures a lot of stress because of their rate of aging. Their stomachs absorb the blood to pass into the intestines the same as water, 'hydrating' the Elder in a sense to bring life back to them; the stomach no longer breaks down food however, and causes an Elder to become nauseous when consuming anything other than fluids.
Attire: Fashionable. They dress for purpose, sticking more to old fashion styles such as ruffled sleeves, layers, and crests. Typically you will see an emblem of some kind on their attire which states their family or clan names as a warning or invitation to others. They demand respect or fear with their presence.
Environment: Cities, and caves.
Partners: Several. They live many mortal lifetimes, and unless they settle down with a fellow immortal, they are bound to have many relationships. This has lead many Elders to forget what true love feels like, focusing instead on temporary conquests to spare themselves the trouble and loss. When they do settle with one mate, they become obsessed and dominant over their partner, demanding complete loyalty and vowing protection with their very existence.
Friends: They do not openly seek out friendships, but when opportunity arises to have one that will benefit them in one way or another... even if it is just to ease their boredom, they will put effort toward the relationship. Bonds between vampires gathered for a single purpose can be much stronger than a mere friendship though, tending instead to relate to each other as a family since most vampires do not have their own.
Foe: Humans are the most distrusting of vampires, since they are the primary food source of them. Yet somehow Elders have managed to create enough curiosity in humans to have them drawn to them. Other humanoid races are wary of Elders also, but know that because they are not the main 'food source' that they are typically safer and can ignore the 'leeches' (as they are often called by those who do not like them) for the most part.
Children: The cost of having children is high for Elder Vampires. Their anatomy will allocate the blood to the womb where it will feed and sustain the child, making the Elder mother have to feed twice as much as usual and still leave her weak. Once the child is ready to come into the world, it unexpectedly will begin to chew and claw its way through the womb, breaking through the mother's stomach and killing her. Mothers always die from this process, but with a supply of fresh blood applied to the open wound, they will resurrect on their own. Elder children are taken care of like royalty, intensely guarded by the parents until old enough to take care of themselves. If they are born belonging to a group or clan, that group will treat the child as if it were their own and treat it almost like royalty. The infant will feed on the parent's blood until old enough to hunt on their own.
Territory: Elders that seclude themselves will often create a 'nest' within a cave where they can stay and sleep safely. They will also sometimes bury themselves beneath the ground. Their lungs are no longer necessary because the blood they consume carries enough oxygen to their brain and heart, but they can still take breaths when desired typically for taking in a scent. Their heart only noticeably beats immediately after feeding which is when it works the hardest to get the blood spread. When not in seclusion and resting, they will venture out among the living with various goals to bide their time or gain power.
There isn't much that can be said about the history of vampires. They are so varied that it would take a book just to touch on their varied cultures. Blue Bloods live mostly in the same fashion as the race they were prior to transition, with the difference being that they are now a slave not only to an Elder, but to their thirst, endangering anyone they used to know.
There are rumors of an 'original' vampire, possibly even a family of them. No records have been able to be found and proven by Sages however, so it is still left to rumor. Some claim they know of the 'first' or 'original' vampire(s) but typically they only knew of a dominant vampire who rose to power and made such a claim, falsely.
History is of little importance to most vampires, Elder or Blue Blood, because time passes quickly for them. They live eternally until mercifully released from the prison of life through battle or assassination. Until that peace can come though, they must watch friends and family die, and live in the shadows until they can live a second, third, fourth life each century that passes. Though history isn't important, many vampires do find traditions to be so. With living so long, sometimes holding on to something... even if only a small daily ritual, can keep one from going insane.