Post by Hound on Dec 6, 2019 19:27:21 GMT
VAMPIRES
Vampires, or Vamps for short, are a race of blood-drinking supernatural creatures that were created by the God Valak and eventually infected humanity. They are immortal beings as they live forever. Their bodies are animated by their souls, which are kept trapped in their supernaturally-preserved corpses by the supernatural powers of vampire blood. Although they prefer human blood, humans aren't the only animals that they can drink from. They can survive on the blood of other animals, but their blood lust is always there and nothing is as delicious as a human. Some vampires try to live off of donated blood bags because they don't want to kill a living being, but getting these are no easy task. Vampires can only be killed by beheading, staking in the heart with wood, or by fire.
They can turn a human into a vampire by sharing their own blood with them and then killing them. In order to complete the transition into a vampire, the person must then consume a significant amount of human blood, at least a sip's worth, within the next twenty-four hours, or else they will die. Vampires can only feed on human blood in order to complete their transformation, as animal blood or vampire blood is not sufficient to finish the transformation from human to vampire. While vampires have shared powers and weaknesses, some have unique gifts only given to their typing. Below are the abilities and weaknesses all vampires share, unless stated otherwise.
Vampires operate under the radar and live by a set of rules that change depending on who the ruler of a territory is. The one rule they all are expected to follow is keeping their existence a secret. They tend to have many businesses and positions of power behind the scenes and operate the night life. A large city is usually set as the focal point for a Vampire Kingdom, which is under the control of the Vampire Prince or Princess. The Vampire Prince rules over their city and all of the smaller towns nearby. Crawford City of course has a Prince that overlooks it and the nearby cities and towns, including Willow Creek. The Princes answer to the Vampire King and his council, which govern over all of the Vampires within North America.
A Prince is responsible for choosing Barons to run sections(or domains) within their Kingdom, and these Barons answer to the Prince. When all is said and done, a Baron is a Vampire with all the responsibilities of a Prince, but without the tools. They can’t count on the respect that the Prince’s title inspires, because they don't have the strength or power of a prince. In addition to having less political clout than most Princes, a Baron isn’t necessarily one of the eldest or most powerful Vampires in a region. Most of the Baron's time is devoted to mediating conflicts and disputes between Vampires, orchestrating agreements with other local Vampire leaders and enforcing those traditions that even the Council must obey. Barons oversee all Vampire owned businesses and residences in their respected areas and they usually own and run their own.
Like how the Princes must choose a Baron, the Baron must choose a Vampire Sheriff. A sheriff is typically a powerful Vampire that ensures that secrecy and laws are being upheld in a domain. While sheriffs rule over Vampires within their areas, control of the individual domain or area resides under the control of the Vampire Baron, preceded by the Prince. While age or status play only a small role in a Vampire becoming a sheriff, it is assumed that a Vampire has to have done something very significant or impressive enough to be granted the title of sheriff. It would also stand to reason that the Vampire Sheriff would have to be as old and powerful as most vampires in his or her area in order to have the ability to enforce the rule of Vampire Law with any sort of ease and consistency.
Fangs - Vampires can grow two fangs that they use to feed themselves, they might come out when a vampire is close to blood or angry.
Enhanced Vitality - Vampires possess stamina, strength, vitality and physical capabilities well beyond any human in their physical prime. This allows them to physically exert themselves, even in a superhuman capacity for hours without showing signs of fatigue. However their vitality, like their other abilities will vary depending on their consumption of blood. Despite being able to exert themselves for longer and in greater physical capacities, vampires can eventually become exhausted and require rest.
Enhanced Strength - Vampires possess tremendously enhanced strength, being noticeably physically stronger than average adult humans, and if they are an older Vampire they can overpower werewolves in human form. They can exert much greater force than the average person with almost inhuman ease. An average Vampire, regardless of their size or shape, are shown to be stronger than heavily built, greatly massed humans. Vampires can easily physically overpower humans, untransformed werewolves and even younger Vampires than themselves as the older they become the stronger they are.
Accelerated Speed - Vampires are much faster than humans and werewolves when in their human form. While they are fast, they are still visible to the naked eye. It appears that a Vampire's super-speed is triggered by extreme emotional fear and motivation, analogously to how hysterical strength in humans is. It would also seem that this speed usually works when a vampire is at full strength from feeding on live blood and recently.
Enhanced Senses - Vampires possess extremely heightened senses of sight, smell and hearing much greater than humans. Vampires can smell evidence of death, and can sense when a spirit may be around. They are able to hear the heartbeats of anyone nearby, especially when thirsting for blood. Vampires can easily smell humans from as far off as a mile away and are able to assess their physical condition from their scent. Vampires can also smell blood from several meters away, and see in total darkness. These senses improve and grow stronger with age and experience. Their senses of taste are also enhanced as well, allowing them to detect the presence of drugs, alcohol, or other things in someone's blood.
Clairvoyance - As supernatural creatures, Vampires can see and hear ghosts the same way Werewolves and other ghosts can. This ability to perceive ghosts takes effect immediately after becoming a Vampire.
Super Durability - Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets, which have a weakening effect on vampires, can continue fighting so long as they were not shot in the heart or the head. Vampires still react to physical force in a human manner, particularly young vampires, who will occasionally be affected even by human-strength-level force. Vampires can also still be stunned and dazed by strikes and trauma, though their tolerance for it will increase as they get older.
Enhanced Recovery - Vampires recover tissue from any form of physical damage to their bodies within seconds, though they still feel the pain of a wound before it heals. Vampires can snap their bones back into place after they have been broken and have can fully recover from gunshots, stab wounds, and torso impalement very quickly, so long as they had consumed a regular diet of human blood prior to the injury. Those vampires who feed on animals will still heal much faster than a human, but their injuries, especially severe ones, will take much longer to heal than a Vampire who feeds on human blood. The only injury a vampire can sustain that cannot be healed on its own or by consuming more blood is a Werewolf bite. Vampires cannot grow back body parts, though they can reattach the severed limb with some effort.
Enhanced Emotions - Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak regardless of their age. Conversely, sadness, depression, guilt, fear and anger are also amplified, causing many Vampires to become so overwhelmed. After time and practice, the overwhelming sensations of heightened emotions fade as the Vampire learns to overcome their emotions.
Immortality - Vampires are an undead supernatural species with an endless lifespan. Vampires do not physically age from the moment they are turned, and will maintain this physical age regardless of how much time has passed. Due to their advanced rate of recovery, they also do not develop any long lasting or permanent injuries, the only notable physical change that may occur is things like hair or nail growth. Vampires are capable of living forever, providing they are not killed through unconventional methods.
Animal Blood - Animal blood, while somewhat satisfying a vampire's hunger and sustaining their undead life, will make the Vampire considerably weaker than they would be if they had drank human blood, causing their physical abilities to be inferior to a human-blood-consuming Vampire, making them heal much more slowly, and making their abilities less effective.
Wooden Stakes - A vampire can be killed by a wooden object, usually a stake, piercing its heart; although if it misses the Vampire's heart, it won't be fatal, but still crippling.
Decapitation - Dismembering or manually removing the head of a Vampire will result in instant and permanent death.
Desiccation - Vampires who abstain from blood for extended amounts of time will eventually desiccate and mummify.
Fire - Vampires are highly flammable and sensitive to fire, and will quickly burn and die from it if the flames are not extinguished in time. This quality has been proven to be useful to the SIA in disposing of the remains of a dead vampire without any physical evidence.
Invitation - Vampires cannot enter private human homes unless they are invited in by the owner of the house. Vampires do not need to be invited into public places (such as bars or restaurants). Humans can rescind their invitations from vampires, which causes the vampire to immediately leave the house by force. Ancient Vampires that are at least 1,000 years old might not be subjected to this weakness. The death of the human owner of a residence allows any vampire to enter even without an invitation. Interestingly, if the ownership of the house officially changes while a vampire is still inside it, the invitation is nullified, and the vampire will die painfully if he or she escapes immediately.
Sunlight - Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die.
Werewolf Bite - The bite of a Werewolf, which involves injecting a toxic venom into the wound, is extremely lethal to Vampires. It will cause them to hallucinate, grow severely weak and go rabid until it kills them. Vampires suffering from the bite seem to always hallucinate either significant moments from their past, significant people in their lives, or specific actions of the vampire that they feel guilty or ashamed about. The Vampire will die 3 days after being infected.
Super Speed - Night Stalkers are much faster than the other Vampire types. They can accelerate their movements to cover short distances in an instant, usually faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Their reflexes and dexterity are similarly heightened, allowing them to catch certain projectiles such as arrows and thrown stakes in the air with ease.
Emotional Control - Night Stalkers have the supernatural ability to remove or dull their emotions by "turning off" or "switching off" their humanity, which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse, go against any opponent without fear, and relieve themselves of painful feelings such as grief, loss, depression, and shame. A Vampire without their emotions is far more calculating and direct than one who keeps them on. However, the Vampire can become a remorseless killer, and are almost unrecognizable from the person they truly are, as blocking out negative emotions also causes their positive emotions to become dulled or nonexistent as well. Night Stalkers are capable of turning their humanity back on and bringing back their emotions, but it is difficult as a result of the fact that they will be bombarded with all of their repressed emotions in addition to the guilt of anything they did without their humanity (such as killing or torturing innocent people or loved ones) with enhanced intensity.
Frenzy - Flesh Rippers have a "beast" inside of them that when it comes out they become animalistic and care about nothing besides killing every living thing around them. They gained their name from the way that they completely tear their victims apart with their super strength and fangs. When in a frenzy, they are usually stronger than even some older vampires.
Fangs - Unlike the other Vampire's, a Flesh Ripper's entire mouth is filled with razor sharp teeth that they can retract at any time.
Supernatural Beauty - A Soul Tempter has a supernatural beauty that entrances whoever looks upon them. They come across as the most beautiful person you've ever seen, even if they wouldn't of been considered it as a human.
Compulsion - Soul Tempters have the ability to influence and control thoughts, emotions, and behavior and can alter or erase memories by eye contact and vocal commands.
Animal Control - Similar to how they compel people, they are able to control animals by making eye contact with them.
No Reflection - A Soul Tempter does not have a reflection, and they do not show up on film or in photographs.
Day Walking - Like their name suggests, they are able to walk in the day without burning in the sun.
Telepathy - Day Walkers have a limited form of telepathy that allows them to easily enter the minds of humans, and with more effort, the minds of Witches, Werewolves, and Psychics. They can also enter the minds of other Vampires, though this ability is dependent on the Vampire being younger or weaker than the one using telepathy. Other ways to weaken a Vampire to use telepathy on them are to starve them/drain them of blood. Normally, this ability works through tactile contact, usually by the Vampire placing the palms of his or her hands on the temples of the person whose mind they want to enter. The Vampire then closes their eyes and focuses on the information they wish to seek, allowing them to sort through their victims' memories until they see what they're looking for. Like their physical attributes, a Vampire's mental strength increases with age, making it difficult for a vampire to invade the mind of an ancient vampire.
Dream Manipulation - Day Walkers can also use their power of telepathy to control dreams and the subconscious. This is an aspect of telepathy that is much easier to learn, and with it, a Vampire has the ability to produce and modify dreams, bestow nightmares and lucid dreaming, distort people's perception of reality and trap someone in their dreams.
Illusions - Day Walkers have the power to trick the minds of other younger vampires and people into seeing/feeling things that aren't actually happening.
Dead Man's Blood - The use of blood from the recently deceased can be used as a method to incapacitate Day Walkers briefly.
Insanity - Double Minders are all clinically insane; the mental illnesses they suffer range from schizophrenia to near-catatonia. Double Minders carry the curse of madness, each of them gaining a degree of insanity after they are turned. Their unhinged minds allow them to see things other Vampires cannot, a trait often referred to as the 'Gift of Insight'.
Gift Of Insight - Double Minders are often individuals of insight and have psychic visions. When they do so, they go into a strange meditative trance and their visions are always very cryptic and don't make sense to most sane people.
Body Manipulation - Double Minders appear to have complete control over another person's actions, but not their thoughts. They are able to force people to perform any physical action they desire, even if it would force them to harm themselves or others.
Horrible Appearance - The damnedest of the damned, the Shadow Lurkers are disfigured and have a frightening appearance. This means that they can only use sewers and such in order to travel and hide from humans.
Shadow Manipulation - Shadow Lurkers are able to merge with the shadows and become one with them. They are able to control the shadows and darkness around them to varying degrees.
Transition - In order for a Shadow Lurker to transition completely, they must be buried in the ground for 24 hours alongside the Vampire who is turning them.
They can turn a human into a vampire by sharing their own blood with them and then killing them. In order to complete the transition into a vampire, the person must then consume a significant amount of human blood, at least a sip's worth, within the next twenty-four hours, or else they will die. Vampires can only feed on human blood in order to complete their transformation, as animal blood or vampire blood is not sufficient to finish the transformation from human to vampire. While vampires have shared powers and weaknesses, some have unique gifts only given to their typing. Below are the abilities and weaknesses all vampires share, unless stated otherwise.
Vampires operate under the radar and live by a set of rules that change depending on who the ruler of a territory is. The one rule they all are expected to follow is keeping their existence a secret. They tend to have many businesses and positions of power behind the scenes and operate the night life. A large city is usually set as the focal point for a Vampire Kingdom, which is under the control of the Vampire Prince or Princess. The Vampire Prince rules over their city and all of the smaller towns nearby. Crawford City of course has a Prince that overlooks it and the nearby cities and towns, including Willow Creek. The Princes answer to the Vampire King and his council, which govern over all of the Vampires within North America.
A Prince is responsible for choosing Barons to run sections(or domains) within their Kingdom, and these Barons answer to the Prince. When all is said and done, a Baron is a Vampire with all the responsibilities of a Prince, but without the tools. They can’t count on the respect that the Prince’s title inspires, because they don't have the strength or power of a prince. In addition to having less political clout than most Princes, a Baron isn’t necessarily one of the eldest or most powerful Vampires in a region. Most of the Baron's time is devoted to mediating conflicts and disputes between Vampires, orchestrating agreements with other local Vampire leaders and enforcing those traditions that even the Council must obey. Barons oversee all Vampire owned businesses and residences in their respected areas and they usually own and run their own.
Like how the Princes must choose a Baron, the Baron must choose a Vampire Sheriff. A sheriff is typically a powerful Vampire that ensures that secrecy and laws are being upheld in a domain. While sheriffs rule over Vampires within their areas, control of the individual domain or area resides under the control of the Vampire Baron, preceded by the Prince. While age or status play only a small role in a Vampire becoming a sheriff, it is assumed that a Vampire has to have done something very significant or impressive enough to be granted the title of sheriff. It would also stand to reason that the Vampire Sheriff would have to be as old and powerful as most vampires in his or her area in order to have the ability to enforce the rule of Vampire Law with any sort of ease and consistency.
Crawford City's Vampire Prince/Princess 01 - Clancy Arkwright |
The Barons 01 - The Sea District: Reserved 02 - The Leather District: 03 - The Financial District: Reserved 04 - The Chinatown District: 05 - The Residential District: 04 - Williamson Park District: 05 - Town Of Willow Creek: Reserved |
The Sheriffs 01 - The Sea District: 02 - The Leather District: 03 - The Financial District: Reserved 04 - The Chinatown District: 05 - The Residential District: 04 - Williamson Park District: 05 - Town Of Willow Creek: Caterina Howard |
ABILITIES
Fangs - Vampires can grow two fangs that they use to feed themselves, they might come out when a vampire is close to blood or angry.
Enhanced Vitality - Vampires possess stamina, strength, vitality and physical capabilities well beyond any human in their physical prime. This allows them to physically exert themselves, even in a superhuman capacity for hours without showing signs of fatigue. However their vitality, like their other abilities will vary depending on their consumption of blood. Despite being able to exert themselves for longer and in greater physical capacities, vampires can eventually become exhausted and require rest.
Enhanced Strength - Vampires possess tremendously enhanced strength, being noticeably physically stronger than average adult humans, and if they are an older Vampire they can overpower werewolves in human form. They can exert much greater force than the average person with almost inhuman ease. An average Vampire, regardless of their size or shape, are shown to be stronger than heavily built, greatly massed humans. Vampires can easily physically overpower humans, untransformed werewolves and even younger Vampires than themselves as the older they become the stronger they are.
Accelerated Speed - Vampires are much faster than humans and werewolves when in their human form. While they are fast, they are still visible to the naked eye. It appears that a Vampire's super-speed is triggered by extreme emotional fear and motivation, analogously to how hysterical strength in humans is. It would also seem that this speed usually works when a vampire is at full strength from feeding on live blood and recently.
Enhanced Senses - Vampires possess extremely heightened senses of sight, smell and hearing much greater than humans. Vampires can smell evidence of death, and can sense when a spirit may be around. They are able to hear the heartbeats of anyone nearby, especially when thirsting for blood. Vampires can easily smell humans from as far off as a mile away and are able to assess their physical condition from their scent. Vampires can also smell blood from several meters away, and see in total darkness. These senses improve and grow stronger with age and experience. Their senses of taste are also enhanced as well, allowing them to detect the presence of drugs, alcohol, or other things in someone's blood.
Clairvoyance - As supernatural creatures, Vampires can see and hear ghosts the same way Werewolves and other ghosts can. This ability to perceive ghosts takes effect immediately after becoming a Vampire.
Super Durability - Vampires can take a great amount of physical damage without being slowed down. Even vampires who have been shot with wooden bullets, which have a weakening effect on vampires, can continue fighting so long as they were not shot in the heart or the head. Vampires still react to physical force in a human manner, particularly young vampires, who will occasionally be affected even by human-strength-level force. Vampires can also still be stunned and dazed by strikes and trauma, though their tolerance for it will increase as they get older.
Enhanced Recovery - Vampires recover tissue from any form of physical damage to their bodies within seconds, though they still feel the pain of a wound before it heals. Vampires can snap their bones back into place after they have been broken and have can fully recover from gunshots, stab wounds, and torso impalement very quickly, so long as they had consumed a regular diet of human blood prior to the injury. Those vampires who feed on animals will still heal much faster than a human, but their injuries, especially severe ones, will take much longer to heal than a Vampire who feeds on human blood. The only injury a vampire can sustain that cannot be healed on its own or by consuming more blood is a Werewolf bite. Vampires cannot grow back body parts, though they can reattach the severed limb with some effort.
Enhanced Emotions - Vampires experience emotions more powerfully than humans. Emotions like love, joy, and happiness are magnified for vampires, allowing them to live life more intensely. This ability allows vampires to feel emotions at their peak regardless of their age. Conversely, sadness, depression, guilt, fear and anger are also amplified, causing many Vampires to become so overwhelmed. After time and practice, the overwhelming sensations of heightened emotions fade as the Vampire learns to overcome their emotions.
Immortality - Vampires are an undead supernatural species with an endless lifespan. Vampires do not physically age from the moment they are turned, and will maintain this physical age regardless of how much time has passed. Due to their advanced rate of recovery, they also do not develop any long lasting or permanent injuries, the only notable physical change that may occur is things like hair or nail growth. Vampires are capable of living forever, providing they are not killed through unconventional methods.
WEAKNESSES
Animal Blood - Animal blood, while somewhat satisfying a vampire's hunger and sustaining their undead life, will make the Vampire considerably weaker than they would be if they had drank human blood, causing their physical abilities to be inferior to a human-blood-consuming Vampire, making them heal much more slowly, and making their abilities less effective.
Wooden Stakes - A vampire can be killed by a wooden object, usually a stake, piercing its heart; although if it misses the Vampire's heart, it won't be fatal, but still crippling.
Decapitation - Dismembering or manually removing the head of a Vampire will result in instant and permanent death.
Desiccation - Vampires who abstain from blood for extended amounts of time will eventually desiccate and mummify.
Fire - Vampires are highly flammable and sensitive to fire, and will quickly burn and die from it if the flames are not extinguished in time. This quality has been proven to be useful to the SIA in disposing of the remains of a dead vampire without any physical evidence.
Invitation - Vampires cannot enter private human homes unless they are invited in by the owner of the house. Vampires do not need to be invited into public places (such as bars or restaurants). Humans can rescind their invitations from vampires, which causes the vampire to immediately leave the house by force. Ancient Vampires that are at least 1,000 years old might not be subjected to this weakness. The death of the human owner of a residence allows any vampire to enter even without an invitation. Interestingly, if the ownership of the house officially changes while a vampire is still inside it, the invitation is nullified, and the vampire will die painfully if he or she escapes immediately.
Sunlight - Sunlight and UV rays burn vampires on contact, and prolonged exposure will cause them to burst into flames and die.
Werewolf Bite - The bite of a Werewolf, which involves injecting a toxic venom into the wound, is extremely lethal to Vampires. It will cause them to hallucinate, grow severely weak and go rabid until it kills them. Vampires suffering from the bite seem to always hallucinate either significant moments from their past, significant people in their lives, or specific actions of the vampire that they feel guilty or ashamed about. The Vampire will die 3 days after being infected.
NIGHT STALKERS
Super Speed - Night Stalkers are much faster than the other Vampire types. They can accelerate their movements to cover short distances in an instant, usually faster than the human eye can see. When running across long distances, they appear as vibrating blurs of motion allowing them to appear or vanish quickly and quietly. Their reflexes and dexterity are similarly heightened, allowing them to catch certain projectiles such as arrows and thrown stakes in the air with ease.
Emotional Control - Night Stalkers have the supernatural ability to remove or dull their emotions by "turning off" or "switching off" their humanity, which is directly connected to their emotions. Doing so allows them to block out their more negative emotions, such as fear and guilt, allowing them to feed and kill without remorse, go against any opponent without fear, and relieve themselves of painful feelings such as grief, loss, depression, and shame. A Vampire without their emotions is far more calculating and direct than one who keeps them on. However, the Vampire can become a remorseless killer, and are almost unrecognizable from the person they truly are, as blocking out negative emotions also causes their positive emotions to become dulled or nonexistent as well. Night Stalkers are capable of turning their humanity back on and bringing back their emotions, but it is difficult as a result of the fact that they will be bombarded with all of their repressed emotions in addition to the guilt of anything they did without their humanity (such as killing or torturing innocent people or loved ones) with enhanced intensity.
AVAILABLE SLOTS 01 - Alexander Martinez 02 - Reserved 03 - Open 04 - Open |
FLESH RIPPERS
Frenzy - Flesh Rippers have a "beast" inside of them that when it comes out they become animalistic and care about nothing besides killing every living thing around them. They gained their name from the way that they completely tear their victims apart with their super strength and fangs. When in a frenzy, they are usually stronger than even some older vampires.
Fangs - Unlike the other Vampire's, a Flesh Ripper's entire mouth is filled with razor sharp teeth that they can retract at any time.
AVAILABLE SLOTS 01 - Calli Reeves 02 - Reserved 03 - Open 04 - Open |
SOUL TEMPTERS
Supernatural Beauty - A Soul Tempter has a supernatural beauty that entrances whoever looks upon them. They come across as the most beautiful person you've ever seen, even if they wouldn't of been considered it as a human.
Compulsion - Soul Tempters have the ability to influence and control thoughts, emotions, and behavior and can alter or erase memories by eye contact and vocal commands.
Animal Control - Similar to how they compel people, they are able to control animals by making eye contact with them.
No Reflection - A Soul Tempter does not have a reflection, and they do not show up on film or in photographs.
AVAILABLE SLOTS 01 - Hudson Pierce 02 - Reserved 03 - Open 04 - Open |
DAY WALKERS
Day Walking - Like their name suggests, they are able to walk in the day without burning in the sun.
Telepathy - Day Walkers have a limited form of telepathy that allows them to easily enter the minds of humans, and with more effort, the minds of Witches, Werewolves, and Psychics. They can also enter the minds of other Vampires, though this ability is dependent on the Vampire being younger or weaker than the one using telepathy. Other ways to weaken a Vampire to use telepathy on them are to starve them/drain them of blood. Normally, this ability works through tactile contact, usually by the Vampire placing the palms of his or her hands on the temples of the person whose mind they want to enter. The Vampire then closes their eyes and focuses on the information they wish to seek, allowing them to sort through their victims' memories until they see what they're looking for. Like their physical attributes, a Vampire's mental strength increases with age, making it difficult for a vampire to invade the mind of an ancient vampire.
Dream Manipulation - Day Walkers can also use their power of telepathy to control dreams and the subconscious. This is an aspect of telepathy that is much easier to learn, and with it, a Vampire has the ability to produce and modify dreams, bestow nightmares and lucid dreaming, distort people's perception of reality and trap someone in their dreams.
Illusions - Day Walkers have the power to trick the minds of other younger vampires and people into seeing/feeling things that aren't actually happening.
Dead Man's Blood - The use of blood from the recently deceased can be used as a method to incapacitate Day Walkers briefly.
AVAILABLE SLOTS 01 - Chris Anderson 02 - Xander Nelson 03 - Caterina Howard 04 - Open |
DOUBLE MINDERS
Insanity - Double Minders are all clinically insane; the mental illnesses they suffer range from schizophrenia to near-catatonia. Double Minders carry the curse of madness, each of them gaining a degree of insanity after they are turned. Their unhinged minds allow them to see things other Vampires cannot, a trait often referred to as the 'Gift of Insight'.
Gift Of Insight - Double Minders are often individuals of insight and have psychic visions. When they do so, they go into a strange meditative trance and their visions are always very cryptic and don't make sense to most sane people.
Body Manipulation - Double Minders appear to have complete control over another person's actions, but not their thoughts. They are able to force people to perform any physical action they desire, even if it would force them to harm themselves or others.
AVAILABLE SLOTS 01 - Clancy Arkwright 02 - Reserved 03 - Open 04 - Open |
SHADOW LURKERS
Horrible Appearance - The damnedest of the damned, the Shadow Lurkers are disfigured and have a frightening appearance. This means that they can only use sewers and such in order to travel and hide from humans.
Shadow Manipulation - Shadow Lurkers are able to merge with the shadows and become one with them. They are able to control the shadows and darkness around them to varying degrees.
Transition - In order for a Shadow Lurker to transition completely, they must be buried in the ground for 24 hours alongside the Vampire who is turning them.
AVAILABLE SLOTS 01 - Open 02 - Open 03 - Open 04 - Open |