The Branded
The Branded are hybrids between humans and other indigenous non-human species; given the name as they all develop a natural tattoo, or brand, sometime after reaching puberty, but by the time they reach adulthood. This brand appears at a random location for each individual. Brands are rarely identical.
Their society is a secret one. They tend to seek out others of their kind and keep to themselves. They are mistrusted by the human populace as they tend to have some degree of the unnatural powers of their non-human parent, and reportedly live longer than their human counterparts.
The non-human parent is believed to have no interest in family, thus casting the hybrid child aside as a lesser being; vampires have been believed to prey upon their hybrid offspring. Vampires have been reported to take their offspring or other branded as servants, to do their bidding for them.
Although the actual lifespan of The Branded is not recorded in known archives, it is believed that they are not immortal, nor possess the longer lifespan of their non-human parentage. It has been suggested that they can live up to several human generations.
Verendus - A Sims 3 Collaborative World
Verendus is a world of global proportions, where many writers could write and post in the same simverse using The Sims 3 game. Stories could cross with the collaborative efforts of the writers. Every story does not need to take place in the same world (i.e. Sunset Valley, Riverview, Twinbrook, etc.), but rather any world you so desire. If you have made your own world, use it! (see the guidelines for more on collaborating stories).
Sunday, June 19, 2011
Aliens
Aliens
There have been several reported sightings of aliens but nothing has been officially recognized at this time. These so called aliens may simply have been disfigured or odd looking humans. They could have mistaken a Berry person for an alien. Or maybe the reporting person was simply crazy.
(Author Note: if you'd like to use an alien for your story, please contact R or Cami with information so that it can be added to these guidelines and the World News if necessary)
There have been several reported sightings of aliens but nothing has been officially recognized at this time. These so called aliens may simply have been disfigured or odd looking humans. They could have mistaken a Berry person for an alien. Or maybe the reporting person was simply crazy.
(Author Note: if you'd like to use an alien for your story, please contact R or Cami with information so that it can be added to these guidelines and the World News if necessary)
Humanoids
Humanoids
Magic Users - While they are generally human, they are adept in the use of the occult and magical arts. The extent of their power depends on their skill and experience. A young, new witch would be able to levitate a small object perhaps but not a car. Whether or not they make themselves known to others is a personal decision but the existence of magic, to some extent, is not an unusual concept. It is a matter of how much a person believes in the magic. Some people believe that magic is "in the blood" as many strong magic users have strong magic user children as well and so on. This could be attributed to constantly being exposed to and taught magic from a young age though. Biologically, there is no known "Magic" gene.
Magic users can specialize their magic to attune with elements and/or specific talents if they are talented enough. Some magic users prefer to work alone but covens exist all over the world where users can come together and pool their talents for good or not so good. A coven's organization will depend on the members of the coven. There may be a leader or they may all work together. There is no worldwide organization for magic users though there are many chat groups and internet sites they can use to communicate.
Possible names: Witch, Warlock, Sorcerer, Sorceress, etc.
Fae - These are creatures of exceptional magical talent and have the ability to appear completely human for a fraction of time. Their power is focused around nature and the elements (fire, earth, water, air). Humans consider them creatures of myth only and most Fae like it that way. Those select few that are allowed to know are sworn to absolute secrecy and watched very closely.
Berry Sweet People - Berry has created a phenom with her Berry Sweet people and society. There are some isolated towns that consist entirely of Berry Sweet people. While they are by no means forced to live in these communities, they tend to be attracted there; wanting to be with their own kind. Still, some work and live amongst humans. Like the other known supes; Humans react to Berries in different ways. Some have theorized that the Berry Sweet population might be fairies of some sort - though there is no real evidence to suggest that.
Magic Users - While they are generally human, they are adept in the use of the occult and magical arts. The extent of their power depends on their skill and experience. A young, new witch would be able to levitate a small object perhaps but not a car. Whether or not they make themselves known to others is a personal decision but the existence of magic, to some extent, is not an unusual concept. It is a matter of how much a person believes in the magic. Some people believe that magic is "in the blood" as many strong magic users have strong magic user children as well and so on. This could be attributed to constantly being exposed to and taught magic from a young age though. Biologically, there is no known "Magic" gene.
Magic users can specialize their magic to attune with elements and/or specific talents if they are talented enough. Some magic users prefer to work alone but covens exist all over the world where users can come together and pool their talents for good or not so good. A coven's organization will depend on the members of the coven. There may be a leader or they may all work together. There is no worldwide organization for magic users though there are many chat groups and internet sites they can use to communicate.
Possible names: Witch, Warlock, Sorcerer, Sorceress, etc.
Fae - These are creatures of exceptional magical talent and have the ability to appear completely human for a fraction of time. Their power is focused around nature and the elements (fire, earth, water, air). Humans consider them creatures of myth only and most Fae like it that way. Those select few that are allowed to know are sworn to absolute secrecy and watched very closely.
Berry Sweet People - Berry has created a phenom with her Berry Sweet people and society. There are some isolated towns that consist entirely of Berry Sweet people. While they are by no means forced to live in these communities, they tend to be attracted there; wanting to be with their own kind. Still, some work and live amongst humans. Like the other known supes; Humans react to Berries in different ways. Some have theorized that the Berry Sweet population might be fairies of some sort - though there is no real evidence to suggest that.
Paranormals
Ghosts
There have always been ghosts. Most are tethered to their grave and the Netherworld; coming out only in the darkness, much like vampires. Some, however, have broken then bind and walk around and live like most other humans. Due to adverse reactions from some humans, such ghosts often seek out others like themselves or remain at home. This isn't true for all of them of course, some even take pleasure out of spooking out the humans as they walk through town. Eventually the Netherworld will catch up with them though and they will "die" (again). All humans respond differently to ghosts; some fear them, some hate them, some are curious about them.
Reapers
Along with ghosts, there is the Reaper. Once a figment of imagination or simply a story that was told, as more ghosts came out into the world, the Reaper(s) have as well. The Grim Reaper is not just one solitary person but an entire species. They are practically ageless. While their main obligation to society is the collecting of the departed, they are like humans in so much as they have wants and interests outside of work. Some Reapers have been interested in humans and together they have created human/reaper hybrids. These children may have the skin tone of their human parent or that of their Reaper parent or some combination in between. They tend to have much longer lifespans than the average human. Much like the ghosts, humans often fear the Reapers - thinking that he has come for them perhaps. As a result, a Reaper may chose to isolate themselves from humans or seek out other Reapers.
Mummies
In general, these creatures are only seen by adventurers, deep inside a tomb and even when they tell the tale later, most don't believe them. But mummies do exist. They are aggressive and solitary often. Those that actually do leave the tombs, find living amongst humans as undesirable as almost all humans fear them or what to annihilate them. If they do not return to their tomb, they either seek out their own kind, how few there are, or find someplace quiet and far from humans to meek out the rest of their existence. Little else is known about them at this time.
Zombies
Although there have been staggered sightings of so called Zombies, almost everyone assumes that are creatures of myth only. As such, little is known about them at this time.
------
There are isolated areas in the world where ghosts, Reapers and mummies have gone to live in some sort of peace and harmony. Only the most adventurous humans or supernaturals attempt to seek these colonies out.
There have always been ghosts. Most are tethered to their grave and the Netherworld; coming out only in the darkness, much like vampires. Some, however, have broken then bind and walk around and live like most other humans. Due to adverse reactions from some humans, such ghosts often seek out others like themselves or remain at home. This isn't true for all of them of course, some even take pleasure out of spooking out the humans as they walk through town. Eventually the Netherworld will catch up with them though and they will "die" (again). All humans respond differently to ghosts; some fear them, some hate them, some are curious about them.
Reapers
Along with ghosts, there is the Reaper. Once a figment of imagination or simply a story that was told, as more ghosts came out into the world, the Reaper(s) have as well. The Grim Reaper is not just one solitary person but an entire species. They are practically ageless. While their main obligation to society is the collecting of the departed, they are like humans in so much as they have wants and interests outside of work. Some Reapers have been interested in humans and together they have created human/reaper hybrids. These children may have the skin tone of their human parent or that of their Reaper parent or some combination in between. They tend to have much longer lifespans than the average human. Much like the ghosts, humans often fear the Reapers - thinking that he has come for them perhaps. As a result, a Reaper may chose to isolate themselves from humans or seek out other Reapers.
Mummies
In general, these creatures are only seen by adventurers, deep inside a tomb and even when they tell the tale later, most don't believe them. But mummies do exist. They are aggressive and solitary often. Those that actually do leave the tombs, find living amongst humans as undesirable as almost all humans fear them or what to annihilate them. If they do not return to their tomb, they either seek out their own kind, how few there are, or find someplace quiet and far from humans to meek out the rest of their existence. Little else is known about them at this time.
Zombies
Although there have been staggered sightings of so called Zombies, almost everyone assumes that are creatures of myth only. As such, little is known about them at this time.
------
There are isolated areas in the world where ghosts, Reapers and mummies have gone to live in some sort of peace and harmony. Only the most adventurous humans or supernaturals attempt to seek these colonies out.
Constructs
Androids and Robots
Thanks to scientific innovation, various task oriented bots have been introduced to society. While there is not an Android or Robot in every household, or even most households, everyone knows they exist and it would not be unusual or raise many eyebrows to see them around.
They cannot reproduce except to create a new robot or android themselves.
They require mechanical maintenance; whether this is regular tuning or repairing damage.
Androids - These appear and act human for all intents and purposes. The very rich and famous tend to have these Androids. Some celebrities view them as life size Barbie dolls that they can dress and drag around. Androids vary in their social complexity; some may be nearly sentient and independent - as human as possible without actually being human. Others may require constant instruction in how to act and what to do.
(Author note: You can either use any old sim for this or use a simbot and alter their appearance in CAS using MasterController)
Robots - For those that can't afford or don't desire a human looking Android, there are also more mechanical looking robots made by several different companies. Like Androids, their social skills vary greatly depending on the programming used to create them. Some people even go so far as to create their own bots, though the results are sometimes devastating.
(Author note: You can use a SimBot or use a sim wearing the CC Servo "clothes" released a bit before Ambitions to create your robots)
Thanks to scientific innovation, various task oriented bots have been introduced to society. While there is not an Android or Robot in every household, or even most households, everyone knows they exist and it would not be unusual or raise many eyebrows to see them around.
They cannot reproduce except to create a new robot or android themselves.
They require mechanical maintenance; whether this is regular tuning or repairing damage.
Androids - These appear and act human for all intents and purposes. The very rich and famous tend to have these Androids. Some celebrities view them as life size Barbie dolls that they can dress and drag around. Androids vary in their social complexity; some may be nearly sentient and independent - as human as possible without actually being human. Others may require constant instruction in how to act and what to do.
(Author note: You can either use any old sim for this or use a simbot and alter their appearance in CAS using MasterController)
Robots - For those that can't afford or don't desire a human looking Android, there are also more mechanical looking robots made by several different companies. Like Androids, their social skills vary greatly depending on the programming used to create them. Some people even go so far as to create their own bots, though the results are sometimes devastating.
(Author note: You can use a SimBot or use a sim wearing the CC Servo "clothes" released a bit before Ambitions to create your robots)
Weres/Were-Creatures
Were-creatures
As the various myths suggests, these are creatures that turn into an animal from a human form. They can walk amongst humans as a human at any time and if they have to transform, they could, possibly, walk amongst humans in animal form with no one being the wiser. Humans believe they are creatures of myth.
The most known Were is the Werewolf - they transform into a wolf either at will or at the full moon, but there are other Were-creatures (Werefox, Werebat, Weretiger, etc). A Were-creature can only shift into one animal.
Though vampires recognize the scent/presence of a were-creature; the Weres tend to keep to themselves in the paranormal community. There is a long standing animosity between Weres and Vampires, the origins of which have been forgotten by most.
Werewolves
Although the occasional "lone wolf" occurs, werewolves are generally creatures of a pack. If they are not born into an existing pack, they usually seek out others of their kind until they find a pack that fits their needs and will accept them. In such a case, the new pack member will likely have to prove himself to his new pack mates and will be amongst the lowest in the hierarchy.
The Pack hierarchy can vary from one pack to the next but a pack is usually led by a Pack Master - he is the alpha male in the group. While he does need support from at least half the pack, his appointment to the position is as much about strength as it is about having support. Typically the Pack Master will be one of the strongest of the group, both physically and mentally. In the event of a challenge to his leadership, he will have to defend himself in a physical altercation. The Pack Master is responsible for the lives and actions of all the wolves in his pack. Maintaining control over those wolves is a sign of his power and strength. When a Pack Master make a decision, it is considered Pack Law and all wolves in the pack must adhere to the decision or be punished.
While there are female werewolves, the males tend to be more dominant and aggressive.
There is no known worldwide organization for the Weres.
Other were-creatures often follow the same rules of nature that their animal counterparts do. Were-Tigers, for example, are primarily solitary and do not seek out others of their kind. While they may encounter other were-creatures in their lifetime, they do not "need" them in the same way Werewolves feel the pull toward Pack life.
If a were creature procreates with a human, the chances of successfully producing offspring is slim. The resulting offspring would be a were/human Branded. Like other Branded, they would develop the mark later in life. Generally Branded weres cannot shift into their animal at will like a full blooded were-creature can but might be able to shift at the full moon. They are longer lived than humans but shorter lived that full blood weres in general. In the case of werewolves, a Branded werewolf would have no place in any pack usually. If they are accepted, they would remain in the lower levels of the pack hierarchy. They are physically stronger than humans but not as strong as a full blooded were-creature.
As the various myths suggests, these are creatures that turn into an animal from a human form. They can walk amongst humans as a human at any time and if they have to transform, they could, possibly, walk amongst humans in animal form with no one being the wiser. Humans believe they are creatures of myth.
The most known Were is the Werewolf - they transform into a wolf either at will or at the full moon, but there are other Were-creatures (Werefox, Werebat, Weretiger, etc). A Were-creature can only shift into one animal.
Though vampires recognize the scent/presence of a were-creature; the Weres tend to keep to themselves in the paranormal community. There is a long standing animosity between Weres and Vampires, the origins of which have been forgotten by most.
Werewolves
Although the occasional "lone wolf" occurs, werewolves are generally creatures of a pack. If they are not born into an existing pack, they usually seek out others of their kind until they find a pack that fits their needs and will accept them. In such a case, the new pack member will likely have to prove himself to his new pack mates and will be amongst the lowest in the hierarchy.
The Pack hierarchy can vary from one pack to the next but a pack is usually led by a Pack Master - he is the alpha male in the group. While he does need support from at least half the pack, his appointment to the position is as much about strength as it is about having support. Typically the Pack Master will be one of the strongest of the group, both physically and mentally. In the event of a challenge to his leadership, he will have to defend himself in a physical altercation. The Pack Master is responsible for the lives and actions of all the wolves in his pack. Maintaining control over those wolves is a sign of his power and strength. When a Pack Master make a decision, it is considered Pack Law and all wolves in the pack must adhere to the decision or be punished.
While there are female werewolves, the males tend to be more dominant and aggressive.
There is no known worldwide organization for the Weres.
Other were-creatures often follow the same rules of nature that their animal counterparts do. Were-Tigers, for example, are primarily solitary and do not seek out others of their kind. While they may encounter other were-creatures in their lifetime, they do not "need" them in the same way Werewolves feel the pull toward Pack life.
If a were creature procreates with a human, the chances of successfully producing offspring is slim. The resulting offspring would be a were/human Branded. Like other Branded, they would develop the mark later in life. Generally Branded weres cannot shift into their animal at will like a full blooded were-creature can but might be able to shift at the full moon. They are longer lived than humans but shorter lived that full blood weres in general. In the case of werewolves, a Branded werewolf would have no place in any pack usually. If they are accepted, they would remain in the lower levels of the pack hierarchy. They are physically stronger than humans but not as strong as a full blooded were-creature.
Vampires/Vampire Hybrids
Vampires
All Vampires have increased senses; their eyesight, hearing and sense of smell will become exceptional at turning. Their sense of taste, while stronger, will also be altered. A salad will no longer taste good to a new vampire as they need blood. Vampires should not eat regular food; it will make them very uncomfortable and sick until the food is expelled from their bodies.
All Vampires can shapeshift into a bat at will. As with all powers, age will make a vampire able to shift faster and able to shift their clothes as well. Young vampires may return to humanoid form naked until they master this particular talent.
All Vampires have the ability to alter a weaker mind's most immediate memories. Bloodline and age can make this power stronger and allow a vampire more control over a human mind. This talent is intended to help a human forget being fed from or having witnessed a vampire feat.
All Vampires can detect another supernatural that they have close contact with. In youth they may not be able to tell exactly what the other is, only that they are not entirely human. With age and experience, they will be able to distinguish supernaturals more clearly.
All Vampires are creatures of the night; the sun is damaging to vampires physically and is draining. From the moment of being turned, a vampire will feel sunrise/sunset coming. Vampires do not necessarily go into a death-like sleep at sunrise but they will feel the impulse to sleep during the day; the older a vampire is, the less likely they are to feel tired during daylight hours (though, obviously, they must remain indoors and out of the sun).
All Vampires can be killed by a stake (doesn't have to be wooden or silver) to the heart or decapitation. If a vampire is set on fire and left in there long enough to burn completely, that will also do the job; otherwise they will heal once the flames are put out and they've gotten some blood. Garlic, silver, crosses, holy water, churches, etc have no adverse effect on vampires.
All Vampires require blood to survive. They can get this blood from humans, animals (though they may not gain the same degree of power from animal blood), other vampires (which will give them more power temporarily) or blood bank blood. The older a vampire is, the longer they can go without feeding. Ancients could go months if necessary, up until about 100 years though, it's best to feed at least once a night.
For all Vampires, age equals more power. A vampire is considered young for at least the first 100 years. The Ancients are several thousand years old. With almost all talents or powers; the older the vampire, the stronger they are.
Vampires are created by the maker biting and taking the blood of a human. The human must then drink some of their maker's blood. The change is painful and may take a few days to become complete. Usually a maker is responsible for his fledgling throughout the change and in teaching them the rules and organization of the vampires but not all makers adhere to this requirement. As a result, young vampires with no idea what has happened to them may make some havoc until they learn control and/or are detected by other vampires. Individual bloodlines may have specific rules regarding the creation of new vampires. A city Regis may also have rules for their area as well. The Bloodline of the maker determines the Bloodline of the fledgling. (see below for more information on Bloodlines)
New vampires, called fledglings, will have extreme bloodlust. Their bodies know they need blood to survive and makes them crave it above all else. Left unattended, a fledgling is likely to attack a human or animal or even another vampire for their blood. They have not learned control and it is likely that they will kill the human or animal; though if they attack a vampire, they have little chance of succeeding.
Major Bloodlines
Celeverat - very secretive, very rigid internal structure, power hungry, believe that a single vampire is only a small part of the greater whole but that all Bloodline members contribute to over all strength of the Bloodline. The Celeverat have very strong mental powers; they can often read minds, make psychic assaults on people and control weaker minds. They are also occult and magic users and, if powerful enough, can manipulate the elements around them. Suggested Traits: Ambitious, Disciplined, Perfectionist, Snob, Workaholic
Princeps - Very formal and rigid in social conduct, natural leaders. Bound by long standing tradition, rules and heritage. Most involved in mortal/human affairs. Sophisticated and gentile. Value initiative and achievement in Bloodline members. Like the Celeverat, the Princeps have strong mental powers. Although they generally do not use telepathy or mental attacks on others; they do use their powers to alter memories or over power the minds of others as needed. They can also manipulate and alter the emotions of one or more people in a room or area; this tends to make them easily liked. They have great ability to block mental attacks and/or tampering from other supernaturals. Suggested Traits: Ambitious, Charismatic, Perceptive, Perfectionist, Schmoozer, Snob, Workaholic
Artifex - Social position is very fluid within the Bloodline; very casual organization, few formal meetings or rules. Value art, music, creativity and discovering new talent or creating something can give a vampire prestige and position within the Bloodline. May influence or control art and music trends in the mortal world. The Artifex can also control the emotional tide of those around them and use telepathy but unlike the Celeverat or the Princeps, they tend to use it more for artistic endeavors - such as making a club full of humans like a band more than they might otherwise. The Artifex have very little interest in vampire politics unlike the Celeverat and Princeps. They are also extremely fast moving - more so than average vampires. Suggested Traits: Artistic, Charismatic, Dramatic, Party-Animal, Perceptive, Savvy Sculptor, Schmoozer, Snob, Virtuoso
Umbra - Generally ugly and/or disfigured looking. Anti-social from mortal as well as other Bloodlines due, in part, to physical appearance but very close knit within their own community/Bloodline. Rarely have international meetings of the Bloodline. Do not jockey for position amongst themselves, very little competition or drive for power. They are information gathers, both within the Bloodline and about others. The Umbra are very strong physically, more so than the average vampire. They have stronger bonds with animals than humans or vampires due to their physical appearances. They have the ability to conceal themselves both physically and mentally from weaker minded people which allows them to move about humans without being discovered. Suggested Traits: Grumpy, Hates the Outdoors, Loner, Perceptive, Unflirty
Rebellis - An anti-authoritarian Bloodline. While the newer, younger Rebellis tend to be wild and rebellious punks; older Bloodline members generally have learned a bit of discipline and try to impose mild structure on new vampires but are still revolutionaries. They are often plotting toward some sort of goal. There are many that fall between the two groups as well. The Rebellis are both strong and fast; as a result they have an advantage in a physical brawl. They also have the ability to control emotions of those around them if they dedicate the time and energy to trying (which they often don't). Suggested Traits: Athletic, Daredevil, Evil, Hot-Headed, Mean-Spirited
Solivagus - loners and rugged individualists. Rarely assemble formally but are concerned with keeping their new vampires out of trouble. Suspicious of outsiders and not always the most refined type. Often nomadic types; little to no Bloodline organization; as a result they may sometimes work with other Bloodlines for awhile before moving on. Solivagus are strong and have the ability to defend through vampire powers; can give themselves a thick hide, create illusions of themselves to confuse and distract their enemy, etc. Like the Umbra, they have a strong bond with animals and can communicate with them and eventually control them. They also have strong mental defense against other vampires. Suggested Traits: Adventurous, Athletic, Inappropriate, Loner, Loves the Outdoors (at night)
Vesanus - have no global, national or regional structure; some do not even admit to belonging to the Bloodline. They do not try to control newly made vampires, they do not rally together as a Bloodline in trouble. They are erratic in who they trust and when they trust them, as they are in all things. Potentially insane. The Vesanus have strong mental powers of telepathy, attack and manipulation. They also have the ability to conceal themselves from other people and vampires both mentally and physically. They are often in the shadows though it's hard to guess why sometimes. Suggested Traits: Inappropriate, Insane, Loner, Neurotic
Lesser Bloodlines
Caedere - they are assassins and hired killers. Of Middle Eastern descent, do not create progeny without permission from the Bloodline. They are exceptionally fast, can hide themselves mentally and physically from the weaker minded. This allows them to make their kills quickly and usually with no one else around to see them do it. Suggested Traits: Athletic, Evil, Loner, Perfectionist
Animi - masters of spiritual and moral corruption. Able to detect and exploit the weaknesses of others and other organizations. One of the more feared Bloodlines because of it. Use powers against other vampires and humans. Like many other vampires, they have the ability to conceal their presence from the weaker minded. They can also alter and control the emotional tide of those around them. Most notably though, they can take on the physical and defensive features of a single animal if needed. The animal may vary by vampire, but once it manifests, this is their animal for eternity. Suggested Traits: Evil, Mean-Spirited, Perceptive
Rogue Bloodlines - there are several vampires out there with no known association to the above Bloodlines. Whether they do not actually know what Bloodline they belong to or they belong to a rogue line will depend on the vampire in question.
(Author note - if you would like to use a vampire from a rogue line, please contact R or Cami with any information about the line so that it can be added to these Guidelines. Thanks!)
Hierarchy
Global
Concil Veteres (Council of Ancients) - The oldest vampire of each of the seven larger Bloodlines sits on the Council of Ancients. It is the overall authority over the vampires.
Regional
A region and/or city is lead by a Regis. A Regis can be from any Bloodline as long as he (or she) can take and hold power over the Vampires within his area. Ultimately the Regis is responsible for maintaining order and ensuring that the humans do not discover their existence. A Regis may also be responsible for settling disputes between Bloodlines. A Regis is responsible to the Council of Ancients and may face punishment or Final Death if he does not do his job appropriately.
Each Bloodline within a region/city is overseen by the eldest Bloodline vampire in that area; he (or she) sits on the Regatus Concilium. They answer both to their Regis and the leaders of their own Bloodline.
Regatus Concilium (Council of the Regis) - an advisory council for the Regis of a region and/or city. They can bring specific Bloodline concerns before the Regis to be handled.
All major cities have a Regis; smaller cities and surrounding areas may also have a Regis.
Vampire Hybrids
All hybrids between humans and other indigenous species are known as The Branded. Each of the hybrids develops a natural tattoo, or “brand,” at some point during puberty, but before or at adulthood.
The most prominent of the known hybrids are the dhamphir; the offspring of a vampire/human relationship.
The dhamphir are unlike their human parent in that they have a longer lifespan. They are more likened to their vampire parent in that they possess superior strength, speed and endurance, among other abilities. They tend to possess the special abilities of the parent bloodline, although believed to be to a lesser degree. Although not known for certain, most documented cases of dhamphir do not experience blood lust.
The actual age of dhamphir is unknown in recorded archives, however, they have a much longer span than humans and have been said to live several human generations or longer.
All Vampires have increased senses; their eyesight, hearing and sense of smell will become exceptional at turning. Their sense of taste, while stronger, will also be altered. A salad will no longer taste good to a new vampire as they need blood. Vampires should not eat regular food; it will make them very uncomfortable and sick until the food is expelled from their bodies.
All Vampires can shapeshift into a bat at will. As with all powers, age will make a vampire able to shift faster and able to shift their clothes as well. Young vampires may return to humanoid form naked until they master this particular talent.
All Vampires have the ability to alter a weaker mind's most immediate memories. Bloodline and age can make this power stronger and allow a vampire more control over a human mind. This talent is intended to help a human forget being fed from or having witnessed a vampire feat.
All Vampires can detect another supernatural that they have close contact with. In youth they may not be able to tell exactly what the other is, only that they are not entirely human. With age and experience, they will be able to distinguish supernaturals more clearly.
All Vampires are creatures of the night; the sun is damaging to vampires physically and is draining. From the moment of being turned, a vampire will feel sunrise/sunset coming. Vampires do not necessarily go into a death-like sleep at sunrise but they will feel the impulse to sleep during the day; the older a vampire is, the less likely they are to feel tired during daylight hours (though, obviously, they must remain indoors and out of the sun).
All Vampires can be killed by a stake (doesn't have to be wooden or silver) to the heart or decapitation. If a vampire is set on fire and left in there long enough to burn completely, that will also do the job; otherwise they will heal once the flames are put out and they've gotten some blood. Garlic, silver, crosses, holy water, churches, etc have no adverse effect on vampires.
All Vampires require blood to survive. They can get this blood from humans, animals (though they may not gain the same degree of power from animal blood), other vampires (which will give them more power temporarily) or blood bank blood. The older a vampire is, the longer they can go without feeding. Ancients could go months if necessary, up until about 100 years though, it's best to feed at least once a night.
For all Vampires, age equals more power. A vampire is considered young for at least the first 100 years. The Ancients are several thousand years old. With almost all talents or powers; the older the vampire, the stronger they are.
Vampires are created by the maker biting and taking the blood of a human. The human must then drink some of their maker's blood. The change is painful and may take a few days to become complete. Usually a maker is responsible for his fledgling throughout the change and in teaching them the rules and organization of the vampires but not all makers adhere to this requirement. As a result, young vampires with no idea what has happened to them may make some havoc until they learn control and/or are detected by other vampires. Individual bloodlines may have specific rules regarding the creation of new vampires. A city Regis may also have rules for their area as well. The Bloodline of the maker determines the Bloodline of the fledgling. (see below for more information on Bloodlines)
New vampires, called fledglings, will have extreme bloodlust. Their bodies know they need blood to survive and makes them crave it above all else. Left unattended, a fledgling is likely to attack a human or animal or even another vampire for their blood. They have not learned control and it is likely that they will kill the human or animal; though if they attack a vampire, they have little chance of succeeding.
Major Bloodlines
Celeverat - very secretive, very rigid internal structure, power hungry, believe that a single vampire is only a small part of the greater whole but that all Bloodline members contribute to over all strength of the Bloodline. The Celeverat have very strong mental powers; they can often read minds, make psychic assaults on people and control weaker minds. They are also occult and magic users and, if powerful enough, can manipulate the elements around them. Suggested Traits: Ambitious, Disciplined, Perfectionist, Snob, Workaholic
Princeps - Very formal and rigid in social conduct, natural leaders. Bound by long standing tradition, rules and heritage. Most involved in mortal/human affairs. Sophisticated and gentile. Value initiative and achievement in Bloodline members. Like the Celeverat, the Princeps have strong mental powers. Although they generally do not use telepathy or mental attacks on others; they do use their powers to alter memories or over power the minds of others as needed. They can also manipulate and alter the emotions of one or more people in a room or area; this tends to make them easily liked. They have great ability to block mental attacks and/or tampering from other supernaturals. Suggested Traits: Ambitious, Charismatic, Perceptive, Perfectionist, Schmoozer, Snob, Workaholic
Artifex - Social position is very fluid within the Bloodline; very casual organization, few formal meetings or rules. Value art, music, creativity and discovering new talent or creating something can give a vampire prestige and position within the Bloodline. May influence or control art and music trends in the mortal world. The Artifex can also control the emotional tide of those around them and use telepathy but unlike the Celeverat or the Princeps, they tend to use it more for artistic endeavors - such as making a club full of humans like a band more than they might otherwise. The Artifex have very little interest in vampire politics unlike the Celeverat and Princeps. They are also extremely fast moving - more so than average vampires. Suggested Traits: Artistic, Charismatic, Dramatic, Party-Animal, Perceptive, Savvy Sculptor, Schmoozer, Snob, Virtuoso
Umbra - Generally ugly and/or disfigured looking. Anti-social from mortal as well as other Bloodlines due, in part, to physical appearance but very close knit within their own community/Bloodline. Rarely have international meetings of the Bloodline. Do not jockey for position amongst themselves, very little competition or drive for power. They are information gathers, both within the Bloodline and about others. The Umbra are very strong physically, more so than the average vampire. They have stronger bonds with animals than humans or vampires due to their physical appearances. They have the ability to conceal themselves both physically and mentally from weaker minded people which allows them to move about humans without being discovered. Suggested Traits: Grumpy, Hates the Outdoors, Loner, Perceptive, Unflirty
Rebellis - An anti-authoritarian Bloodline. While the newer, younger Rebellis tend to be wild and rebellious punks; older Bloodline members generally have learned a bit of discipline and try to impose mild structure on new vampires but are still revolutionaries. They are often plotting toward some sort of goal. There are many that fall between the two groups as well. The Rebellis are both strong and fast; as a result they have an advantage in a physical brawl. They also have the ability to control emotions of those around them if they dedicate the time and energy to trying (which they often don't). Suggested Traits: Athletic, Daredevil, Evil, Hot-Headed, Mean-Spirited
Solivagus - loners and rugged individualists. Rarely assemble formally but are concerned with keeping their new vampires out of trouble. Suspicious of outsiders and not always the most refined type. Often nomadic types; little to no Bloodline organization; as a result they may sometimes work with other Bloodlines for awhile before moving on. Solivagus are strong and have the ability to defend through vampire powers; can give themselves a thick hide, create illusions of themselves to confuse and distract their enemy, etc. Like the Umbra, they have a strong bond with animals and can communicate with them and eventually control them. They also have strong mental defense against other vampires. Suggested Traits: Adventurous, Athletic, Inappropriate, Loner, Loves the Outdoors (at night)
Vesanus - have no global, national or regional structure; some do not even admit to belonging to the Bloodline. They do not try to control newly made vampires, they do not rally together as a Bloodline in trouble. They are erratic in who they trust and when they trust them, as they are in all things. Potentially insane. The Vesanus have strong mental powers of telepathy, attack and manipulation. They also have the ability to conceal themselves from other people and vampires both mentally and physically. They are often in the shadows though it's hard to guess why sometimes. Suggested Traits: Inappropriate, Insane, Loner, Neurotic
Lesser Bloodlines
Caedere - they are assassins and hired killers. Of Middle Eastern descent, do not create progeny without permission from the Bloodline. They are exceptionally fast, can hide themselves mentally and physically from the weaker minded. This allows them to make their kills quickly and usually with no one else around to see them do it. Suggested Traits: Athletic, Evil, Loner, Perfectionist
Animi - masters of spiritual and moral corruption. Able to detect and exploit the weaknesses of others and other organizations. One of the more feared Bloodlines because of it. Use powers against other vampires and humans. Like many other vampires, they have the ability to conceal their presence from the weaker minded. They can also alter and control the emotional tide of those around them. Most notably though, they can take on the physical and defensive features of a single animal if needed. The animal may vary by vampire, but once it manifests, this is their animal for eternity. Suggested Traits: Evil, Mean-Spirited, Perceptive
Rogue Bloodlines - there are several vampires out there with no known association to the above Bloodlines. Whether they do not actually know what Bloodline they belong to or they belong to a rogue line will depend on the vampire in question.
(Author note - if you would like to use a vampire from a rogue line, please contact R or Cami with any information about the line so that it can be added to these Guidelines. Thanks!)
Hierarchy
Global
Concil Veteres (Council of Ancients) - The oldest vampire of each of the seven larger Bloodlines sits on the Council of Ancients. It is the overall authority over the vampires.
Regional
A region and/or city is lead by a Regis. A Regis can be from any Bloodline as long as he (or she) can take and hold power over the Vampires within his area. Ultimately the Regis is responsible for maintaining order and ensuring that the humans do not discover their existence. A Regis may also be responsible for settling disputes between Bloodlines. A Regis is responsible to the Council of Ancients and may face punishment or Final Death if he does not do his job appropriately.
Each Bloodline within a region/city is overseen by the eldest Bloodline vampire in that area; he (or she) sits on the Regatus Concilium. They answer both to their Regis and the leaders of their own Bloodline.
Regatus Concilium (Council of the Regis) - an advisory council for the Regis of a region and/or city. They can bring specific Bloodline concerns before the Regis to be handled.
All major cities have a Regis; smaller cities and surrounding areas may also have a Regis.
Vampire Hybrids
All hybrids between humans and other indigenous species are known as The Branded. Each of the hybrids develops a natural tattoo, or “brand,” at some point during puberty, but before or at adulthood.
The most prominent of the known hybrids are the dhamphir; the offspring of a vampire/human relationship.
The dhamphir are unlike their human parent in that they have a longer lifespan. They are more likened to their vampire parent in that they possess superior strength, speed and endurance, among other abilities. They tend to possess the special abilities of the parent bloodline, although believed to be to a lesser degree. Although not known for certain, most documented cases of dhamphir do not experience blood lust.
The actual age of dhamphir is unknown in recorded archives, however, they have a much longer span than humans and have been said to live several human generations or longer.
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