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mobscene :: vampyre info
Here you will find specific information on each playable kind of Vampyre in the game,
followed by merits and flaws which you choose from during the application process.
Strigoh Morti
These Vampyres consider themselves the elite of all others, due to the fact that many
members of this coven are older than 300 years of age. In truth, they are more learned
of the rivalry clans due to this.
Morti members dress and behave in an elegant and almost respectful manner until
their inner beast takes over. They look down to Vampyres outside their coven and are
very clique-oriented. Their prey are usually of higher standards, upper class members of
society. Strigoh is ruled over by Sir Phillipe DuPre, once advisor to the prince of
Paris.
Rebelle Mort
In the eyes of the Strigoh Morti, members of this coven act and behave in a
barbaric way. In truth, they are merely undead with a preference for modern times.
These Vampyres are the sort to play with their victims, hunt at clubs and bars, and
have no real preference for their food. Rebelle is ruled over by siblings Kenzie
and Mack Anderson.
Dhampyres
Dhampyres are the offspring of a Mortal woman and a Vampyric man, most likely conceived
in the rare instance when a recently dead male revists his lover. The Dhampyre grows up
torn between the Vampyre-like lust for blood and its desire to be normal. Because of this
inner conflict, it is quite common for the Dhampyre to develop an extreme hatred for their
father.
Dhampyres are greatly prized as Hunters in any location since they are such a deadly
threat to the full Vampyres. Vampyres seek to destroy a Dhampyre upon sight, and so it is
quite rare that you will find a genuine one instead of someone claiming to be one.
Bearing the curse of both life and death, the Dhampyre cannot completely survive by one
way or the other. In order to access their Vampyric abilities, they must feed.
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Asterisks (*) mark which traits are automatic for the bloodline.
Vampyric Merits
*ACUTE SENSES: Vampyres have double the sensitivity in hearing, touch, taste, sight, and
smell than humans.
*POTENCE: The strength of a Vampyre is twice that of an average human male.
*CELERITY: The Vampyre has the ability to move so quickly that they can appear as nothing
more than a blur to a human.
EARTH MELD: The Vampyre has the ability to blend into natural earth (soil, not stone) for
means of protection if they are a distance away from their haven.
SHAPESHIFT: This allows the Vampyre to temporarily shapeshift into the form of a bat,
or wolf.
HOVER: This gives the Vampyre the ability to "fly" or "hover" over ground at will, usually
used to close in on prey or to intimidate enemies.
LEAP: This allows the Kindred to jump over large distances, which humans are unable to do.
Examples are jumping from or to rooftops.
WALLFLOWER: Some Vampyres have the ability to walk or crawl along walls and ceilings much as
a fly does.
SUGGESTION: This is a form of hypnotism that plants a suggestion into the human victim's mind.
Used most for luring prey.
SANGUINE HUMOUR: This allows the Vampyre to appear human. Their body temperature is barely
considered abnormal, they breathe, they can digest food, and their heart beats.
Vampyric Flaws
*FAITH: Crosses and other blessed objects may harm the Vampyre, but only if the user is backed
by a strong sense of faith.
*HOLY WATER: Water is looked to as nature's means of purification and is an even greater weapon
when blessed by a Holy figure.
GARLIC: Garlic, whether a braid or individual bulbs, are harmful to Vampyres. The smell alone
will repel them.
*MIRROR: This is perhaps the biggest giveaway for a Vampyre. Vampyres do not appear in mirrors,
and it is rumoured that this is due to the fact that they hold no soul.
SEEDS & KNOTS: Some Vampyres have certain psychological needs. Seeds are charges with the germ of
new life, but they also carry power of the undead. A sprinkling of seeds will wrong-foot the
Vampyre, who will be compelled to pick up every last one. Knots work much in the same way, only
the Vampyre is compelled to untie the knots.
DEATH TOUCH: Some Vampyres are so corrupted that their touch alone will wilt a flower and sometimes
cause it to frost over.
RUNNING WATER: As mentioned above, water is a purifying element of nature. As such, the Vampyre is
cannot cross running water.
*SUNLIGHT: Vampyres cannot tolerate sunlight under any circumstances. If exposed, their skin will
burn and prolonged exposure will cause them to fall to ashes.
*UNINVITED: Vampyres cannot enter a private residence without verbal permission by the owner or head
of the house.
Dhampyric Merits
*DAYWALKING: Because they have human blood in them, Dhampyres can walk in daylight without much
worry other than getting sunburn.
*HEIGHTENED SENSES: Unlike Vampyres, the senses of a Dhampyre are not ultimately superior to that
of a human.
*INCREASED STRENGTH & SPEED: Dhampyres have strength equal to that of a Vampyre, but they cannot
move as fast. To humans, they appear merely as if a VCR was being fast-forwarded.
MEMORY BLINK: Dhampyres have the ability to erase the memory of a human back as far as 20 minutes.
This is useful for witnesses to a fight.
*DETECT: Because they are half Vampyre, Dhampyres can easily locate and track a Vampyre.
ANIMAL EMPATHY: Much to mythical beliefs, Dhampyres have the ability to control smaller animals
(such as rats, cats, etc.) instead of the Vampyre kin.
*FAITHLESS: Holy symbols and objects such as Holy water and crosses do not affect the Dhampyre.
ELEMENTUS: Dhampyres have the ability to manipulate one of the four elements a bit. This could be
causing a gust of wind, increasing the size of a flame, etc. Each Dhampyre with this ability only has
control over one element.
CAMOFLAGUE: Dhampyres have the ability to make themselves unnoticed by the recently dead and humans.
They do not become invisible.
*LONG LIFE: Dhampyres are gifted by their Vampyric blood with a long lifespan. They are not affected by
illness and, assuming they keep themselves from getting killed, they can live as long as a Vampyre. Aging
stops between ages 24-26.
Dhampyric Flaws
*MORTALITY: Fatal wounds delivered to the Dhampyre will kill them just as a human, though smaller
wounds will heal at twice the rate of a human.
*EMOTION: Along with humans, the Dhampyres feel emotions and can be swayed by them.
BLOODBONDED: If the Dhampyre should ever drink the blood of another Vampyre, they will become
bonded to that Vampyre.
INFERTILE: Some Dhampyres have more Vampyre DNA than human, and that prevents them from being
able to reproduce.
WANDERER: Dhampyres are feared by all Vampyres, and so they are hunted. Wanderers are Dhampyres
that have been forced to flee from city to city in order to escape their death.
HUNTED: At one point or another, the Dhampyre attracted the attention of a potentially dangerous
enemy and remain on the run from that particullar enemy.
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