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Marmee Noir, known as the Mother of All Darkness, is the supreme leader of the vampire race, holding ultimate authority over vampire society. While referred to as the "Mother" metaphorically, her power is unparalleled, stemming from her dual nature as both a vampire and a lycanthrope. This grants her the unique ability to possess and control other beings, ensuring her continued existence even if her physical form is destroyed. Enigmatic and manipulative, she governs with an iron grip, her true intentions shrouded in mystery. Marmee Noir's vast power and commanding presence make her a feared figure, known for controlling the Council and influencing the vampire world at large.

**It is important to note that no vampires in the Vero sim will be sired by Marmee Noir, as her bloodline is too distant from current vampire society, and her existence has been altered beyond traditional vampiric rules.**

VAMPIRE LEADERS IN VERO

The island's IC owners, these two fully developed vampires, wield immense power due to their centuries-long bond as each other's servants.

Each of them leads their own Triumvirate, granting them additional abilities and experiences. (actual roleplay of 2 decades)

Though they’re not the type to flaunt their power, they should not be disturbed unless absolutely necessary—approaching them with trivial matters would be akin to going to a king or president with insignificant requests.

Imperator: Magnus Veritas (dyce.boucher)

Consul: Ensiferum Eriksson (ensiferum.dyrssen)

Praetors:  ℒilith ℒamia-Đaʀkfϕld-Rιaхιк (lilithlamia.vortex) and Deborah Burke (dawn.hexem)

SENATE - Council of Elders
These representatives are tasked with the supervision of their individual bloodlines, and the internal politics of the island.

Senators congregate once a month to discuss matters with the Consul and the Imperator.

Arapocque - Nyoka (m0rningstarr.resident)

Belle Morte - Vandella la Ta'vak (ash.kelly)

Dragon - Ensiferum Eriksson (ensiferum.dyssen)

Earthmover - Saven (MrWhisker.resident)

Moroven - Delaney Firehart

Morte D'Amour - Tara (arashi.susanowa)

 

Padma - Afshin of Shiraz (mayhem.mysterious)

Traveler - Deborah Burke (dawn.hexem)

VAMPIRE LINEAGES

 

These are the vampires forming the original French Vampire Council and not in the Council in the Anita Blake universe, and we will presume that all vampires in Vero descend from their bloodlines. Their personal antics are their own and may or may not pass on to their progeny. What follows is a description of each vampire, as it’s likely known by rumor amidst the undead.

Earthmover

  • Role: One of the oldest and most powerful vampires on the Council, estimated to be 1 million years old, Mr. Oliver was once revered as the Earthmover for his extraordinary powers.

  • Appearance: Despite his small size (around 4 feet tall), Mr. Oliver was a formidable figure. He was described as having no chin, a sloping forehead, and expensive, blow-dried hair, reminiscent of early human ancestors, such as Homo Erectus.

  • Abilities: Mr. Oliver could cause earthquakes, manipulate the earth, and summon snakes. He also had the rare ability to "draw blood from a distance" without needing physical contact. His levitation skills made him capable of floating, and he could remain awake during the day, adding to his mystique. His bloodline granted him longevity, allowing him to live for over a million years, far predating humanity itself.

  • Tendencies: Mr. Oliver’s small size belied the immense power he commanded. He was a master of manipulation, able to remain hidden in plain sight due to his ability to mask his true nature. His powers, particularly his control over the earth, made him a dangerous and calculating figure in vampire society. Despite his physical limitations, his influence was undeniable, and his bloodline continues to carry elements of his extraordinary abilities.

  • OBS: Currently, no vampire has been named as taking Mr. Oliver's place on the Vampire Council. However, in previous roleplay sim, Magnus Veritas was considered a substitute Sourdre De Sang for Mr. Oliver, having been sired by him. If you wish to roleplay in this lineage, IM Dyce Boucher to align backstory because, historically, Mr. Oliver did not have many children. This is a very dangerous lineage and it's likely you all know each other. This is not a cap on the lineage.

Belle Morte, the Beautiful Death

  • Role: Belle Morte is one of the most influential and feared members of the Vampire Council, known for her beauty and her bloodline's connection to lust. She is at least 2000 years old.

  • Appearance: She is strikingly beautiful, with pale skin, dark hair, and dark honey-colored eyes. Her allure is almost supernatural, and she uses her appearance to manipulate and control others.

  • Abilities: Belle Morte has the ability to induce lust from a distance, drawing power from sexual energy. Additionally, she can resculpt the features of vampires in her bloodline, making them even more beautiful than when they were initially sired. This ability allows her to enhance the physical allure of her descendants.

  • Tendencies: Belle Morte thrives on control through seduction and lust. She has a magnetic, almost hypnotic presence, using her beauty and sexual power to dominate others. Her bloodline, known for being attractive and tied to lust, produces vampires who often struggle with insatiable sexual cravings. Belle Morte revels in her ability to manipulate others through their desires, and she uses her power to maintain influence over her followers, bending them to her will through seduction and carnal control.

Morte D'Amour, the Lover of Death

  • Role: Morte D'Amour is the vampire responsible for creating the "rotting" bloodline, known for its association with decay, death, and corruption. Age not mentioned but assumed to be from the 1400s.

  • Abilities: Vampires of his bloodline can appear to decompose, becoming decayed or skeletal. Their bites can spread corruption, causing their victims to rot from within. Fire is the only surefire method to destroy them, as they are resistant to conventional methods of killing. Additionally, vampires from Morte D'Amour’s line are known to feed off fear and terror, amplifying their power through the suffering of others.

  • Tendencies: Morte D'Amour’s sadistic nature reflects in his bloodline’s monstrous traits. His creations are associated with decay, corruption, and the spread of terror. Their presence induces fear, and they derive strength from the suffering they cause. Morte D'Amour's bloodline represents the darkest aspects of vampirism, embodying rot and death, making them one of the most feared and reviled factions within the vampire world.

Padma, the Master of Beasts

  • Role: Known as the "Master of Beasts," Padma is a vampire who has control over animals and shapeshifters but is nothing compared to other vampires, being the weakest vampire in the Council with powers mostly centered around animal control. Age could be around 11th Century, although not mentioned directly.

  • Appearance: Padma is an Indian vampire who looks very young in his early 20s, often wears a turban, maintaining a calm and collected demeanor. His physical stature is not as imposing as some of the other Council members.

  • Abilities: Padma has the unique power to control any animal, not just a single species. This includes lycanthropes and shapeshifters, whom he can bend to his will. He can manipulate their transformations and force them into their beast forms or even kill them outright using his control. He also has the ability to manipulate shapeshifters' physical forms.

  • Tendencies: Padma is known for his cruel and sadistic nature, deriving pleasure from tormenting and controlling both animals and shapeshifters. He enjoys inflicting pain and suffering, using fear as a means of asserting his dominance. His sadism is not limited to animals; he also uses fear and violence to manipulate others. Despite his lack of a physically imposing appearance, his twisted enjoyment of suffering and his control over beasts make him a formidable foe.

The Dragon, Bringer of Fear

  • Role: A mysterious and powerful figure, the Dragon controls emotions like fear and rage, using them to manipulate others. Age is not directly mentioned, but she turned Primo in Ancient Rome so, at least, 753 BC.

  • Abilities: The Dragon has the ability to drain the life force from other vampires, permanently killing them. She can also project and manipulate fear and anger, causing others to experience intense emotional turmoil, which can drive them into madness. Her bloodline amplifies negative emotions, particularly rage and fear, allowing her progeny to wreak havoc by manipulating others' emotions to cause chaos.

  • Tendencies: The Dragon takes pleasure in the emotional chaos she creates, using fear and rage to break others mentally and emotionally. Her ability to manipulate emotions makes her a dangerous and elusive force, as she can destroy her enemies not just physically, but psychologically. The Dragon is a master of emotional warfare, and her bloodline continues to spread fear and anger throughout vampire society.

Traveller

  • Role: The Traveller bloodline is marked by its connection to the ancient world and the ability to traverse between places and times.

  • Abilities: Travellers have the ability to manipulate time and space, allowing them to move between different locations, sometimes even across different time periods. This makes them incredibly elusive and hard to track.

  • Tendencies: Travellers are mysterious and often cryptic in nature, preferring to remain detached from the conflicts of other vampire families. Their ability to influence time and space gives them a unique advantage, though they rarely use their powers unless absolutely necessary. Their aloofness and ability to remain apart from others make them a wildcard within vampire politics.

Moroven

  • Role: The Moroven bloodline is renowned for its mastery of dark magic and sorcery, making them one of the most feared and mysterious vampire factions in vampire society. They hold a significant position within the Vampire Council, relying on mystical power and manipulation rather than direct physical combat. Their influence comes from cunning politics, magical contracts, and arcane rituals, ensuring they remain key power players behind the scenes. This doesn't mean that they are magical: it means that they know how to perform witchcraft much like a human would do. Think hudu, voodoo, wicca etc here. All temporary and depending on rituals and objects. Deriving from fey, Moroven or Morvoren, also known as Nemhain, is a pale blond sadistic vampire, described as beautiful but terrifying ruled over the whole Ireland until her death. She was at least 1000 years old.

  • Abilities: The defining trait of the Moroven bloodline is their mastery of witchcraft and dark sorcery. They excel in casting curses, hexes, and enchantments, making them formidable magical opponents. They can create reality-bending illusions, manipulate shadows and darkness, and invade minds through dreamwalking or psychic assaults. Their ability to bind others through magical contracts or enslavement rituals makes them extremely dangerous even without direct confrontation. Their presence often brings an unnatural chill and dimmed light, reflecting their eerie connection to darkness.

  • Tendencies: Morovens are calculating and manipulative, preferring to control events from the shadows through schemes and magical influence. They are cold, vengeful, and relentless, with a reputation for holding grudges that manifest as long-term curses or magical retribution. Their demeanor is imperious and regal, exuding a sense of mystical superiority. They rarely engage in direct combat, instead relying on their magical prowess and psychological warfare to subdue enemies or remove threats before they arise. In vampire politics, they are unpredictable and feared, as no one is ever truly safe from their dark sorcery.

Arapocque

  • Role: The Arapocque vampires hail from an ancient and mystical line with roots in Africa. Their influence, while not as widely known as some of the European bloodlines, is growing, particularly in the realm of magic and mysticism. Arapocque vampires often hold significant sway over the supernatural world due to their deep understanding of ritual and blood magic. They're said to be as old as 4,000 BC.

  • Abilities: Arapocque vampires are distinguished by their powerful connection to ancient African magic. They can perform complex rituals, cast powerful curses, and invoke spiritual forces that are often beyond the reach of other vampires. This magical prowess extends to their ability to manipulate blood itself, drawing on the deep power of ancestral traditions. In addition to their magical abilities, Arapocque vampires are also highly skilled in combat, blending mysticism with physical prowess.

  • Tendencies: Vampires from the Arapocque line are deeply rooted in their cultural heritage and traditions. They often view their vampirism as a continuation of ancient rituals and ancestral duties. This makes them highly reverential and spiritual in their approach to the vampire world, though they can also be ruthless in defending their power and influence. Arapocque vampires are known for being highly secretive, with many of their rituals and abilities kept hidden from outsiders.

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Character Creation

This may seem complicated and overwhelming at first, but it's actually quite simple. I recommend starting with the lowest level to keep things easy, especially if you're unsure or feeling lazy. Admins won't review your character creation sheet. We highly recommend saving your notes as you go.

The vampire character creation process is designed to be progressive. Think about when your vampire was turned, then read through the powers available at each level. Progress through the levels and select your powers accordingly until you reach the age you’ve chosen for your character.

Again, DO NOT make an Earthmover without previously aligning backstory with Magnus because he probably Sired you.



Step 1: Choose Your Vampire's Age/Power Level
Pick one of the following categories based on how old and powerful your vampire is. Age doesn't equal power since not every vampire develops to the fullest when they reach 500 but no vampire with less than 500 will have developed Master powers (since we do not recognize Baby Masters). So, to be clearer, you can be a 900yo Novice lvl but you can never be a 499yo Master:
 

  • Novice: Undead for 0-100 years

  • Moderate: Undead for 101-500 years

  • Master: Undead for 501-1,000 years

  • Ancient: Over 1,000 years undead, with power development stagnated at the Master level or less with exception of roleplayed extras.If you want your character to be a certain age but don't want the associated powers, it's perfectly fine to roleplay that they haven't developed those abilities yet.

    • We are not accepting more Ancients presently as they are extremely rare and we have way too many.

    • Mind that some Sourdre De Sangs (head of lineage) are not even older than 1000 and, therefore, cannot be considered Ancient.​

    • Please, don't be eager to choose a too powerful character if you're inexperienced.


Step 2: Choose Your Vampire’s Lineage/Bloodline
Pick a bloodline for your vampire.

Step 3: Choose Your Powers
Your vampire’s powers depend on their age/power level (from Novice to Master) and their chosen bloodline.

Follow these guidelines:

Inherent Powers:

Total Powers: 4 (inherent abilities that all vampires possess)

  • Bite: Influence victims and cause their wounds to heal slowly.

  • Empathy: Sense emotions such as fear, lust, anger, and happiness.

  • Mind Roll: Control the minds of those who lack shielding abilities through eye contact.

  • Physicality: Enhanced senses (smell, vision, healing), strength, stamina, and resistance to poison and disease.


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Novice (0-100 years undead)

Total Powers: 8 (all Inherent powers + initial ones)

  • Choose 1 Lineage Power: Develop 1 lineage power from your chosen bloodline (starts weak).

  • Choose 3 General Powers:

    • 1 Strong Power

    • 2 Weak Powers

General Powers:

  • Shroud in Darkness: Cloak yourself in shadows to conceal your presence.

  • Enthrall: Charm others with the sound of your voice, making them more susceptible to your influence.

  • Fascination: Draw people in with your beauty, allure, and mystery.

  • Illusion: Appear human after feeding (does not hide your vampire scent).

  • Project Emotion: Force emotions such as fear, joy, or lust onto others.

  • See Truth: Detect lies, hidden objects, or reveal secret truths.

  • Send Dreams: Send vivid dreams or visions to someone while they sleep.



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Moderate (101-500 years undead)

Total Powers: 14 (all Fledgling & Novice powers + new ones)

  • Choose 1 more Lineage Power: Develop 1 more lineage power (now mastered).

  • Choose 5 General Powers:

    • 1 Mastered Power

    • 3 Strong Powers

    • 2 Weak Powers

General Powers:

  • Deception: Create illusions based on people's deepest desires to manipulate their thoughts and actions.

  • Dream Walking: Enter and communicate with others in their dreams, sharing thoughts or influencing their subconscious.

  • Fly: Levitate and fly through the air at will.

  • Impervious: Touch silver without harm, although it won't protect you from being pierced by it.

  • Levitation: Float a short distance off the ground, allowing limited movement.

  • Pyrokinetic: Control and create fire, using it as a weapon or tool.

  • Rejuvenation: Heal your wounds by drinking blood, rapidly recovering from injury.

  • Share Memories: Share memories with others, allowing them to experience your past or absorb knowledge.

  • Telekinesis: Move objects up to the size of a small car, using only your mind.

  • Telepathy: Communicate with others via your mind, though it's one-way unless they also have telepathy.

  • Walking Shadow: Manipulate your shadow to harm others, using it as an extension of your will.


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Master (501-1,000 years undead)

Total Powers: 22 (all previous powers + new ones)

Extra Inherent Powers:

  • Vampiric Awareness: You have the innate ability to sense the presence of other vampires, akin to a background noise that constantly hums in your surroundings. The radius of this "radar" expands with age and the time you dedicate to honing this ability. In moments of extreme duress or intense focus, you can attune yourself to the emotional states of nearby vampires, feeling their pain or fear as if it were your own.

Choose 3 more Lineage Powers:

  • 2 Mastered Powers

  • 1 Strong Power

Choose 5 General Powers:

  • 2 Mastered Powers

  • 1 Moderate Power

  • 2 Weak Powers

General Powers:

  • Aura: Use someone else’s aura to harm them, redirecting the energy to inflict pain or manipulate their emotions.

  • Awaken/Slumber: Force another vampire to wake or fall into a deep sleep, overriding their will for a limited time.

  • Beast Summoning: Call animals or creatures tied to your bloodline to assist or fight for you. ONLY ONE species unless you are Padma. Please, mention which one when making your Pick.

  • Borrow Power: Drain and temporarily steal another vampire's abilities, using them as your own for a short time.

  • Capturing Gaze: Enslave a weaker vampire with your hypnotic gaze, forcing them to obey your commands.

  • Control Ghosts: Summon and control the spirits of the dead, using them to spy, haunt, or do your bidding.

  • Control/Call Vampires: Enslave weaker vampires, exerting a necromantic-like control over them.

  • Darkness: Trap someone in an overwhelming, oppressive darkness, rendering them disoriented or helpless.

  • Drain Vampire Power: Completely drain the power of a sired vampire, killing them and gaining their strength.

  • Human Servant: Bind a human to you, sharing sustenance, protection, and powers, creating a loyal servant.

  • Immunity to Silver: Become completely immune to the harmful effects of silver, even to direct contact.

  • Inflict Pain: Use your aura to inflict intense pain on someone without physical contact.

  • Mass Hypnosis: Bewitch a room full of people, influencing or controlling their actions for a brief period.

  • Metaphysical Drain: Drain power from others without needing direct contact, siphoning their strength through the air.

  • Mora: Feed on the fear of others, gaining power and strength the more terror you invoke.

  • Power Over Wind: Control wind, manipulating it to create violent gusts or gentle breezes, even using it as a weapon.

  • Power Suppression: Prevent other vampires from gaining new powers or accessing their abilities temporarily.

  • Share Power: Temporarily transfer some of your own power to another vampire, enhancing their strength or abilities.

  • Single Bite: Turn a human into a vampire with a single bite, bypassing the usual process of turning.

  • Triumvirate: Bind a human and lycan to form a powerful Triumvirate, merging their strength and loyalty under your control.

  • Vocalize: Use your voice to invoke deep emotions or sensations in others, such as fear, joy, or confusion, enhancing your influence over them.

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Ancient (1001-? depending on Sourdre De Sang) - not many in the world. This level is capped.

 

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LINEAGE POWERS

ARAPOCQUE

  • Blood to Flesh: Convert a victim’s blood into something solid, such as hardened flesh or bone, making it harder for them to move or escape.

  • Curse of Decay: Infect others with a decaying curse that rots flesh and causes diseases. This curse spreads slowly but can be deadly if not treated by a vampire with sufficient healing ability.

  • Echoing Pain: Cause the pain of your own injuries to reverberate through others, transmitting it to them in waves of excruciating agony. It can create a link between you and another, allowing you to feed on their suffering.

  • Flesh Binding: Use the power of the bloodline to link the flesh of multiple victims, allowing you to control their movements as if they were puppets.

  • Ghost of the Dead: Summon the spirits of the deceased to assist you in your goals, whether for knowledge or as temporary servants. They will obey commands but can be unpredictable.

  • Soul Tether: Bind a part of another’s soul to your own, allowing you to feel their emotions or pain. The bond can also be used to manipulate their decisions or actions to some degree.

  • Blood Puppeteer: Manipulate and control the movements of others by taking control of their blood flow, forcing them into submission or action.

 

BELLE MORTE

  • Ardeur: Feed on lust like you would blood, gaining sustenance from it. Can also make others feel like they’ve just had hours of outstanding foreplay, but only during sexual activity.

  • Incite Lust: Stir the body to lust without affecting the mind, keeping emotional detachment.

  • Luxury: Feed on the lust of others without intercourse, simply from their sexual thoughts.

  • Love’s Burden: Make someone fall in love with you after intimacy. Be cautious, as it can cause you to fall in love with them as well.

  • Lover: Feed from the Ardeur multiple times in a single day, making the victim’s craving stronger and more addictive. Feeding from another vampire with this power increases their sustenance duration.

  • Orgasmic Bite: Make the act of feeding pleasurable, inducing orgasms and creating lasting flashbacks for the victim.

  • Vanity: Reshape the appearance of vampires within your bloodline, enhancing beauty by changing eye color, reshaping lips, eliminating imperfections, and softening skin. This doesn't extend to other species and doesn't involve gender changes. It's merely cosmetics.

  • Yearning: Provokes both physical and emotional lust.

 

DRAGON

  • Feed of Fury: Feed on the anger of others, drawing power from their rage.

  • Feast of Misgivings: Create doubt so overwhelming that it breaks a person’s hope. The more they doubt, the more you can feed from it.

  • Nothing to Fear: Cause fear from a distance and feed on it as if it were blood.

  • Project Power: Fill a room with a dark aura to instill depression, fear, chaos, or corruption. You can impose fear and discomfort just by your presence and reduce aura shields.

  • Wrath: Stir anger in those around you, causing them to enter a frenzy and turn on each other.

  • Dragon's Fury: Temporarily increase the physical strength of others near you, making them formidable in combat, with an aura of sheer power.

  • Inferno Breath: Unleash a powerful breath of fire or energy from your mouth, scorching everything in its path.

 

 

EARTHMOVER

  • Daywalker: Rise during the day (but not in sunlight – only in closed environments). (Inherent)

  • Earthquake: Create earthquakes. The scale, radius, and magnitude of the quake depend on your age and experience.

  • Masquerade: Completely mask your vampiric nature and appear human.

  • Telekinesis: Move objects and even carry or move another person through levitation or flight.

  • Magmakinesis: Generate, shape, and control molten rock, as well as extreme heat resistence.

  • Stoneform: Transform your skin into a hardened, stone-like material for increased durability and resistance to damage.

  • Tectonic Shift: Manipulate the ground beneath you, or stone surroundings, to create defensive structures or offensive attacks like spikes, walls, or pits.

 

MOROVEN

  • Blood Wound: Wound yourself and infect the blood with a cursed venom that spreads through another's bloodstream if they drink from you, causing immense pain and weakening the victim over time.

  • Mind Melding: Merge your thoughts with another’s mind, allowing you to communicate telepathically or share memories and emotions. This can also be used to control the actions of the other person.

  • Night's Embrace: Envelop yourself and others in complete darkness, rendering the area impenetrable to sight. Even those with supernatural sight cannot see through it.

  • Oblivion Touch: Temporarily wipe a person's memory of recent events. The more powerful the Moravian, the longer the memory can be erased.

  • Terror Field: Create a zone of fear around you that induces extreme terror in anyone who enters it. The longer someone stays, the more powerful the fear becomes, and it can cause hallucinations or breakdowns.

  • Veil of Silence: Render an area completely silent, muting all sounds, including speech, footsteps, or powers. This makes it difficult for enemies to coordinate or communicate with each other.

  • Horrific Vision: Induce vivid hallucinations or nightmares in others, causing them to experience intense fear or confusion.

 

MORTE D’AMOUR

  • Bite Corruption: Infect someone with a rotting disease that becomes gangrenous unless the wound is cleansed by draining the poisoned blood.

  • Day Walking: Walk in daylight without being harmed. Can share this ability with others by touch. (Inherent)

  • Fear: Cause fear in others and briefly feed on it (Master level only).

  • Rot: Self-heal or induce fear by rotting and reconstituting. Can be used to heal or kill others, except in the case of fire.

  • Bonewalker: Rot your body down to a skeleton, possibly as a form of protection or stealth.

  • Decay Aura: Emit an aura that causes plants, objects, or living creatures nearby to decay slowly, disrupting enemies or healing allies.

  • Decay Resurrection: Temporarily bring back a corpse to life, though it may be unstable and erratic in behavior.

 

PADMA

  • Beast Summoning: Call multiple animals from your "animal to call" at once.

  • Call of the Wild: Call a variety of animals, not just one.

  • Shifting Control: Use your aura to control the shifting of your animal to call, bend them to your will, or force your power into another. Can even kill with this ability.

  • The Void: Crush and drown a victim in darkness.

  • Triumvirate II: Bind both a human servant and an animal servant in an ethereal bond. Unlike the traditional Triumvirate, this version doesn’t give the human servant supernatural abilities.

  • Wildling’s Gift: Temporarily transform another person into an animal form, allowing them to experience enhanced senses and physical capabilities.

  • Animal Bond: Strengthen the connection between yourself and your animal servant, allowing for telepathic communication and shared strength in battle.

 

THE TRAVELER

  • Amplify: Enhance the powers of other vampires around you, even waking them from slumber early. This makes their abilities stronger for a short time, but the effects depend on your own experience and the strength of the vampires you amplify.

  • Evade Discovery: Hide yourself from any form of detection, including smell, sight, hearing, or even psychic or magical searches. This ability is especially useful for stealth and escaping danger.

  • Ghostly: Abandon your physical form and assume a "ghost" state that has no physical presence. You can move from body to body, taking over others while remaining in this spectral form. You can stay in this state for as long as needed, but you must feed on blood and may not have access to any other powers in ghost form.

  • Mask of Humanity: Appear completely human, masking your vampiric nature so that no one can detect your true identity. This power works best with more control over the illusion and can even fool other vampires.

  • Possession: Take over another vampire’s body, using them as a host. You inherit their powers temporarily and can control their actions. The possession passes through touch and requires feeding on blood to maintain. (must have player consent)

  • Vocalize: Create the illusion of something touching the skin of another through your voice. This can be used to cause emotional reactions or distract others.

  • Phantom Step: Move silently and invisibly through the shadows, allowing you to slip unnoticed into almost any location.

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Vampire Weaknesses
  • Sunlight: Vampires are highly sensitive to sunlight. Exposure causes severe pain, burns, and can be fatal. Older vampires may have some resistance but remain vulnerable to the sun's destructive power.

  • Fire: Fire is a major vulnerability for vampires, capable of burning and destroying them. Even small amounts of fire can be deadly, especially to younger vampires.

  • Silver: Vampires are vulnerable to silver, which burns and causes injuries. Silver weapons, such as knives and bullets, are particularly effective against them. Some vampires are more sensitive to silver than others, depending on their lineage.

  • Wood: A stake through the heart can paralyze or kill a vampire by impaling the heart. This is a well-known and effective method of vampire destruction.

  • Decapitation: Removing the head of a vampire is a sure way to kill them, as their body cannot function without it. It is a clean and certain method of ending their existence.

  • Heart Removal: The heart is essential to a vampire's life force. Removing it destroys the vampire, rendering them lifeless.

  • Blood Loss: Vampires need blood to survive. Prolonged or excessive blood loss weakens or kills them. They may also die if they go too long without feeding.

  • Magic: Vampires are vulnerable to magical attacks that target their body, mind, or essence. The strength of magic varies, but powerful magical forces can cause harm or death to vampires.

  • Holy Water: Holy water causes burns to vampires, though it is less lethal than fire or silver. It can still be a potent weapon against them.

  • Uninvited Entry: Many vampires are bound by the rule that they cannot enter a home or private space without an invitation. This limitation varies, but it is common among certain types of vampires.

  • Vampire Hunters: Specially trained individuals who are skilled in tracking and killing vampires can pose a significant threat. With the right tools and knowledge, they are capable of neutralizing or killing vampires.

  • Human Servant Death: When a human servant dies, the vampire who is bonded to them feels a deep loss. This can cause physical pain, emotional distress, or temporary weakness. The bond between the vampire and the servant is severed, and the vampire may lose access to the sustenance and energy provided by the servant. Strong emotional connections with the servant can intensify the vampire's reaction to their death.

  • Animal Servant Death: The death of an animal servant also impacts the vampire, but typically to a lesser extent than that of a human servant. While the emotional toll is less, the loss of the animal servant may still cause the vampire some weakness or temporary discomfort, especially if the servant was used for protection or support. The bond with the animal may also provide some sustenance, which would be lost with the servant’s death.

  • General Effects of Servant Death: Both human and animal servants are vital sources of power and energy for vampires. The death of a servant disrupts this connection, causing the vampire to feel weakened or disoriented. The strength of the bond determines the severity of the effects—more deeply connected servants result in a stronger impact on the vampire. In extreme cases, the death of a servant can lead to emotional turmoil, confusion, or even a loss of control over their powers.

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Vampire Hierarchy

Due to the isolated setting and nature of the island of Vero, Magnus Veritas has dismissed the traditional hierarchy.​

Government Positions:

  • Imperator (Master of the City): The title of the one who rules the vampires in Vero, solidified by blood oath. The Imperator is judge, jury, and executioner of Vero, controlling who may reside on the island. Even other Masters and Fons Sanguinis must seek permission to remain. 

  • Consul (Témoin): A vampire chosen by the Imperator to assist with governance and carry out duties in their stead. They can also act as a representative for the Imperator when they are unavailable.

  • Senate (Council of Elders): A group of ancient and powerful vampires who may serve as advisors to the Imperator. They are highly respected figures who provide wisdom and counsel, often wielding significant influence. They are the eldest of their bloodline in Vero, aside from the Imperator and Consul. The position may be challenged for in honorable combat (not to the demise of the other).

  • Praetor (Enforcer): Vampires chosen to maintain order and uphold the laws within the vampire community. They act as both law enforcement and internal security, answering to the Imperator and the Consul alone.

  • Censor (Inquisitor): Responsible for maintaining the vampire census and supervising public morality: no murder of fellow citizens (see who can be a citizen), no rapine pillaging, no threat to masses or structures.

  • Quaestor (Herd Master): A vampire designated to manage and control the human or animal servants within a vampire community. They ensure the care, control, and well-being of servants under their charge. Also responsible for vampire communal blood for sustenance.

  • Aedile (Master of Revelry): City overseer, responsible for maintenance of public facilities and city-wide holiday events (not species/faction events).

Vampire Culture Titles:

  • Fons Sanguinis (Fountains of Blood): The highest-ranking vampires in the bloodline hierarchy. They serve as the figurehead of an entire bloodline, and their influence extends far beyond their direct progeny. These are the members of the Senate and are blood oathed to the Imperator.

  • Carnifex (Bourreau): A vampire who does evil deeds in the name of and with the full support of a Fons Sanguinis.

  • Freaks: Humans or supernatural beings who actively seek to be biten at parties and random places.

  • Master Vampire: A highly powerful vampire with exceptional abilities, typically earned through age, experience, and skill. If a vampire is 1000 years old but has not achieved Master status, they will never become one.

  • Malum Sanguinis: Translates to "apple of blood," and refers to a human or supernatural who is highly valued by a vampire, often for their ability to provide sustenance. These humans are typically chosen for their strength, vitality, or connection to the vampire, and are considered a coveted resource. Often to signal position, the vampire will hold its wrist in public occasions. This person is only fed from others if offered by the vampire and it is great offense to do otherwise.

  • Vas: The vessel of a Master Vampire or Fons Sanguinis. The Vas is the embodiment of the Master they serve, channeling their power and allowing the Master to see and speak through them. Any action against the Vas is considered an act against the Master. The Vas may even experience a ghostly overlay of the Master’s presence.

  • Progeny: A vampire who is sired by another, typically following the same hierarchical structure as their sire. Progeny are often bound by blood oaths and owe allegiance to their Master or Fons Sanguinis.

  • Unspoken Rules: The vampire world operates not just through formal hierarchies but also through a web of unspoken rules and expectations. These govern everything from vampire etiquette to power struggles and alliances. Vampires with more experience and influence are often bound by these unspoken codes.

 

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Human Servant - Animal Servant - Vampire Servant

 

In order to create a Human Servant the vampire -has- to have the power in the list of chosen abilities. Same for Triumvirate.

Human servant (4 marks): choose 2 powers from your vampire. They will be 1 level beneath theirs: if his is Strong, yours will be Weak etc. Human with powers will choose 4 powers and donate 2 powers to the vampire in same level as yours.

Vampire servant: choose 2 powers from your vampire and donate 2 of your powers. Level will be the same as theirs. That's an addition: nobody is losing powers here. This will only sustain if the bond involves blood exchange on a weekly basis.

Animal servant: there's not much benefit in this for them. They will gain the vampires vital abilities and extended life but it's the vampire who will have advantage as the animal becomes completely subservient to their wants and they can drain their power through their link.

        Servants are the eyes, ears, hands, and voice of the master vampire they serve. Only a master vampire has the strength to create this bond and they can only have one human and/or animal bound to them at a time. Only those who have proven themselves invaluable are made into servants, and these titles are considered a great honor to be bestowed, specially for the human. The human's word and wishes are considered to be those of the vampire they serve. Often, master vampires create human servants to increase their power.

        While the vampire gains power from the bond, the human servant also benefits. The sharing of the vampire’s strength with their chosen servant grants them more power, greater strength, and longer life. This makes the servant harder to hurt, enables them to heal more easily, and increases their resistance to many poisons. Additionally, the servant becomes immune to the vampire's voice, mind, and glance. Due to this, human servants must willingly serve the vampire they are bound to. Despite the substantial increase in strength, if the human servant doesn’t know how to use it, a skilled average human can still defeat them. Human servants age much more slowly, almost as slowly as vampires, when they bear full marks.

        A human with powers who becomes a human servant to a vampire retains their abilities and may even share them with the vampire. It's important to note that a human servant does not necessarily have a romantic or intimate relationship with the vampire; some maintain completely separate lives despite their bond.

THE MARKS

        To fully bind a human to a vampire, four marks are required. Once the fourth mark is given, the bond cannot be undone voluntarily. Until all four marks are given, another master vampire can mark the human. However, the human will be fully bound to the vampire who bestows the fourth mark first, and any prior marks will be dissolved or disrupted. While the bond is generally voluntary, the marks can be given against the human's will. A space of a week is needed between each mark.

First Mark

  • The vampire shares their life-force with the human. This mark is subtle, with no visible signs, and may go unnoticed by the human. The human may feel as though they have "fallen" into the vampire's eyes. This mark does not necessarily require the vampire’s physical presence.

Second Mark

  • The human sees two spots of flame, the shade of the vampire’s eyes, coming towards them until they overlap. For a moment, the human perceives the world in the shade of the flames, and anyone looking at their eyes will see them glow that color. This mark generally requires the vampire’s physical presence.

Third Mark

  • The vampire ceremonially takes blood from the human and shares their memories with them, and vice versa. This mark is believed to require the vampire’s physical presence.

Fourth Mark

  • The human drinks the vampire’s blood while the vampire recites a ritual phrase like, "Blood of my blood, flesh of my flesh, two minds with but one body, two souls wedded as one." This ritual is vital to fully bind the two, and it is believed to require the vampire’s physical presence.

RESULTS OF THE MARKS

        Each mark not only increases the servant’s power and strength but also imparts various other abilities.

First Mark

  • Grants the human greater healing abilities, higher pain tolerance, increased stamina, and durability. They become immune to almost all tricks of the vampire who gave the mark (including their voice, glance, and mind), and more resistant to other vampires' powers. The vampire may gain a link to the human through this mark.

Second Mark

  • Immunity to more powerful vampire tricks, as well as further increased stamina. The vampire can draw energy from the servant through this mark, sustaining them even without feeding. The vampire can also enter the servant’s dreams to communicate. While the servant cannot be affected by the vampire’s voice or glance, the vampire can still trick them using their mind, though this requires skill.

Third Mark

  • Establishes a more direct mental connection, allowing the vampire and servant to communicate when the servant is conscious. This mark also enables the sharing of thoughts, emotions, and memories. The servant’s healing ability is enhanced further, and they become immune to poisons. The vampire can taste the food their servant consumes, which is often a sensuous experience for both.

Fourth Mark

  • The final mark fully binds the life-forces of the two. Injury or death of one will negatively affect the other. The two will be able to sense each other’s thoughts, emotions, and actions.

  • Once the fourth mark is given, the human servant stops aging and remains human, retaining their abilities and physical form.

A strong master vampire may survive the death of their human servant, though they will be greatly weakened. A human may survive the death of their master, but they will often go insane. The longer the bond lasts, the greater the likelihood of this outcome, especially if the human exceeds their natural lifespan.

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Blood Effects From Different Species

(All info below is extracted from the Anita Blake series. All effects are temporary and continuous consumption would be something the vampire would tend to avoid as to not taint their own nature by assimilating another's and risking becoming an oddity that his own kind would wish to extinguish)

1. Lycans (Werewolves, Wereleopards and others unless mentioned below)
    - Increases strength, speed, and agility.
    - Heightens primal instincts, aggression, and senses.
    - Increases dominance and territorial behavior.


Comparable Substance: Steroids / Performance Enhancing Drugs (PEDs)

Just as anabolic steroids enhance physical strength, speed, and endurance, lycan blood enhances a vampire’s physical abilities. The heightened aggression and dominance mirror the aggression sometimes associated with steroid use.

2. Werelions
    - Provides a sense of noble leadership and commanding presence.
    - Increases physical strength and stamina.
    - Creates a sense of responsibility and protective instincts.


Comparable Substance: Caffeine / Adrenaline
    Werelion blood could be compared to the effects of caffeine or adrenaline. Both give a sense of heightened alertness, confidence, and power. Caffeine boosts physical and mental energy, while adrenaline enhances physical capabilities and sharpens focus, contributing to a sense of authority or leadership.

3. Weretigers
    - Enhances agility, reflexes, and stealth.
    - Amplifies predatory instincts and hunting abilities.
    - Improves cunning and strategic thinking.


Comparable Substance: Cocaine / Amphetamines
    These stimulants enhance energy, focus, and reflexes. Weretiger blood makes vampires more agile, stealthy, and strategic, similar to how stimulants might heighten alertness and sharpen the mind, improving one's ability to think quickly and act decisively.


4. Fey (Seelie and Unseelie)
    - Seelie blood enhances magical healing and purity; Unseelie blood grants darker powers.
    - Seelie blood elevates emotions; Unseelie blood increases aggression and chaos.
    - Makes vampires more attuned to magic and supernatural abilities.


Comparable Substance: Ecstasy (MDMA) / Marijuana / Ayahuasca
    Seelie blood could be compared to ecstasy (MDMA), which is known for enhancing emotional experiences, creating feelings of euphoria, empathy, and a sense of connectedness. Unseelie bloodmight be closer to marijuanain its ability to enhance darker emotions and create a sense of disconnection or unpredictability, increasing creativity and possibly agitation or paranoia.

5. Mermaids (Merfolk)
    - Provides a boost in strength and magical power.
    - Enhances sensory perception, especially intuition, taste, and smell.


Comparable Substance: Psilocybin / Magic Mushrooms
    Mermaid blood’s effects on enhancing sensory perception, intuition, and emotional healing can be compared to the effects of psilocybin. Psilocybin induces altered sensory perception, a feeling of heightened awareness, and can be healing in its own right. It can also provide deep introspection or a sense of clarity, similar to how mermaid blood affects vampires’ abilities and perceptions.

6. Swanmanes
    - Blood has a calming, stabilizing effect.
    - Provides emotional stability and a sense of inner peace.


Comparable Substance: Benzodiazepines / Valium
    Swanmane blood’s calming and stabilizing effects are similar to benzodiazepines(like Valium or Xanax), which are known to induce relaxation, reduce anxiety, and provide emotional calmness. Just as swanmane blood temporarily soothes and stabilizes a vampire's emotional state, benzodiazepines help humans manage stress and anxiety.

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Vampire Evolution

          We will not micromanage the details of how someone evolves with their character, but let's have good sense and work within fair parameters. The whole concept is that vampires learn their powers from other older vampires (normally their Sire) and evolve through that. The blood exchange with another is not nutritious but can trigger some evolution (temp or not - roll dice) and that's more intense if the lineage is the same: it could jump a vamp from novice to moderate or from moderate to Master if the age is right.

© 2024 por Vero.

This is a fanfiction work created for entertainment purposes only. No copyright infringement is intended. All characters, settings, and other elements of the original work belong to their respective creators and copyright holders. This story is not intended for commercial gain or to claim ownership of the original material.

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