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There are a number of different breeds of creature that are all loosely categorized under the term "vampire," mostly because they all derive sustenance and power from drinking human blood. Vampires are usually a type of undead, ranging from specific types of demonic possession to mystically immortal beings who transform their bodies through blood sorcery. Generally, nearly all vampires are unaging, physically powerful, and possess various bestial traits, such as fangs that they use to feed on their victims.
Specific varieties of vampire include:
- Source: The Twilight Saga (Main article: Twilight Vampires)
"The Cold Ones" brand of vampire is distinguished by marble-like skin and potent venom, though perhaps most obviously by their unusual reaction to sunlight. These vampires are not harmed by the sun, but their skin sparkles like crystal when touched by sunlight. This makes them stand out, so they still avoid sunlight, much like other vampires. Another unusual fact is that they lack fangs, though they do have razor-sharp teeth. This variety of vampire is also prone to extremely intense emotions, as well as exuding pheromones and even having a hypnotic quality to their voices. While they are less mystically inclined than other vampires, they are strongly inclined toward individual psychic powers. New vampires are made by biting a human and injecting them with vampire venom, which begins a process of transformation that takes approximately three days, gradually calcifying the human's cells and transforming them into an immortal being with marble-like flesh.
General Characteristics Edit
Empowered Physique Edit
Most vampires have some measure of enhanced physical prowess. The exact measure may vary with the individual and variety, but for the game purposes they, for the most part, fall broadly into the same approximate template for their powers.
- Enhanced-level Strength
- Enhanced-level Agility
- Enhanced-level Toughness
- Enhanced-level Regeneration
- Enhanced-level Senses
Physical Changes Edit
At the point of transformation, vampires become a physically idealized version of themselves. They become beautiful and ageless, and their bodies do not change again after this. (This also carries the drawback that they become unable to reproduce.) However, by drawing on the power of blood, vampires can emulate some of the processes of human life. For example, a vampire could process food (though they derive no nutrition from it) or make their hair grow. This does cost them extra blood expenditure, so it tends to be something of a luxury.
Fangs and Venom Edit
Vampires are able to manifest fangs that rate as Enhanced-level weapons. These fangs are one method by which vampires can transmit their venom, which counts as an Enhanced-level toxin. Light doses of this venom cause limited paralysis and fog the memory, so a vampire with great control can feed on humans without causing them lasting harm. Humans thusly affected remain mentally foggy and easily suggestible for up to a few hours afterward. In larger doses, the venom becomes lethal and can be used to transform humans into vampires. Because this requires a great deal of self-control, however, some vampires shy away from feeding on humans, for fear of going too far and accidentally turning them. In general, it takes at least Enhanced-level resilience to shake this off, and even then it may be a struggle.
Vampires can transform humans into more of their kind by dosing them with enough of their toxic venom. A very few vampires have such control over their venom dosing that they can use it to significantly affect a victim without actually fully transforming them, creating blood slaves that are sometimes called "Renfields," more than human but less than vampires. When first transformed, vampires' bodies are suffused with venom, which "supercharges" their abilities for a limited time, dialing them up to their maximum level. They usually even out to normal levels within a few weeks. However, it is conceptually possible that a vampire could consume the venom of another vampire to reproduce this effect...
Vampiric Gifts Edit
Vampiric gifts range widely, but they tend to be either an enhancement of an extant vampiric power or some sort of psychic or magical power. Most commonly, these gifts are of the Enhanced level, though exceptionally potent vampires may have gifts that reach the Supernatural level. Common examples follow:
- Hypnotism and mental influence
- Personal transformation (as into a bat, wolf, or more exotic shape)
- Extreme travel speed (such as via running or flight)
- Blood sorcery and ritual magic
Vampires may have a number of common weaknesses.
Sunlight causes vampires to shimmer brightly due to the crystalline structure of their skin, which tends to draw a great deal of attention. Some vampires, based on their individual psychology (see "Incidentals," below) may also become very drowsy during the day and need to "sleep." (Vampires do not, in fact, sleep, but this psychological effect causes the vampire to enter a coma-like state during daylight hours.)
Vampiric venom is highly flammable. Thus, if a vampire is damaged enough to "bleed" their venom, that venom can be set aflame. This tends to cause extreme damage to the vampire and is likely to be fatal.
Vampires will be incapacitated if they are decapitated, despite their various powers. However, if their body parts remain essentially intact, they can often be reassembled and reanimated by being fed blood.
Newly made vampires are often more impulsive and struggle with self-control, particularly where feeding is involved. It can take years for a newly transformed vampire to learn enough self-control to avoid entering a frenzied state when they smell fresh blood or are otherwise strongly tempted to feed. In time, most do develop the ability to resist this urge. However, if a vampire becomes starved enough, their ability to resist this temptation will be reduced more and more until very few can help but give in.
Vampires exude strong pheromones that are highly appealing to humans. However, many other supernatural creatures with enhanced senses, particularly most varieties of werewolf, find this scent vile and offensive--as well as easily to detect and track. As such, while the pheromones of a vampire make them much more effective as human-hunters, it can also make them prey if they are not careful.
Vampires may suffer from any number of odd mystic quirks, such as being unable to cross a threshold uninvited, being acutely allergic to garlic, having no reflection in mirrors, being repelled by religious symbols, or being unable to cross running water. These weaknesses are "side effects" of the transformation, usually caused by some psychological factor that carries over from the vampire's human life. Because vampirism enhances human qualities, what was merely a psychological effect in a human tends to become an actual, physiological reality for the vampire.