Deathkitten
I am the Deathkitten! Fear me!
Vampires have always been creatures of shadow, in the depths of everyone's minds, but never real. They were always these elusive creatures. Beautiful but dangerous, like a pale rose, but with fangs in place of thorns. Throughout history, these creatures have caused much havoc, pain, and turmoil, drinking to their fill, and leaving the carcasses behind. Small, wise pockets of humanity eventually banded together, hunting them to near extinction. The smart vampires survived, having blended in well in the first place, while the feral, the stupid, and the unlucky were rooted out. Many of the survivors were of pure blooded or noble pedigrees. They rose to high positions due to their natural charm and abilities, and obtained powerful positions in the vulnerable world of humankind. Slowly and steadily repopulating, keeping their race in the dark by utilizing their social power, they have become a major force in the world once again. This time, however, they are teaching their people more temperance and self-control, the more wild blood lines eliminated during the crusades.
Learning from their past mistakes, vampire-kind has begun to act more as a part of society than a better race. Special schools and businesses have opened all over, "Private programs" that accept only the undead into its ranks. In these places many vampires are trained and taught to handle their inner beast, and control their thirst. Effectively, how to assimilate without changing what they are.
One such school, the best around, offers both protection and learning. Protection from new groups and old groups of vampire hunters alike is key to these schools' survival, and possibly even the race's survival in the long run. But security slips, and many vampire hunters have found ways to disguise themselves as students...
The first thing that is important to mention is that there is a significant difference between the normal vampires that roam the night and those who are Pureblood or Royal. These other two are important to vampire kind. Pureblood vampires are those who were not bitten, they were born vampires and have never known anything different. Royal vampires are fangs who were changed by a Pureblood, and thusly have quite the high pedigree. In vampire society, Purebloods come first, and then come the royals. The Royal family is at the top of each bloodline’s rungs, and there are only a handful for each bloodline.
A Pureblood can have a child with either another Pureblood or a Royal, and two Royals could, similarly, have a child that would then be a Pureblood, though this is a rare occurrence. Fertility among vampires is quite low, and normal vampires can't have children at all.Dhampirs, otherwise known as half-vampires, are the result of a Pureblooded or Royal vampire mating with a human. It doesn’t matter whether it was the mother who was a vampire or if it was the father, just that one was a Pureblood or a Royal.
The most well known form of vampire, as well as the one most affected by being hunted by vampire hunters. Sanguine vampires feed on the blood of others for energy.
Notes:
They primarily use psychic for Suggestion.
Often confused with devils or witches, Black vampires are hard to find as they have been the subject of many hunts throughout time. Black vampires feed off the spirit energy of others, making them the most spiritually and magically sensitive clan.
Frequently mixed up with Succubi and demons, when detected at all, the only reason that White vampires haven’t made a massive population is their difficulty with turning others. White vampires feed off of other chemicals in the body, the most prominent of which are pheromones and hormones, as well as adrenaline and other strong-emotion induced chemicals. This results in them being a bit wilder than other kinds, but also typically the physically strongest.
Often called false and not a true vampire due to the fact that they do not need to feed off of the physical resources of others and thus lack some attributes of normal vampires, Psychic vampires feed off of the energy emitted from the minds of others. They are often thought to be white vampires for the fact that they get the most energy from strong emotions. Given the strong, uncommon nature of their powers, Psychic vampires are often perceived as extremely knowledgeable due to the fact that they can take the information from others around them with great practice.
(All vampires can feed off of the four resources if they have the ability to, but get the strongest results from their designated product. However, a vampire that sucks at using psychic powers might not be able to feed off of energy.)
Aeternus:
They're tough, magically potent as well as combatively potent, and the oldest of the family lines, as well as having fairly strong psychic potential. History has put the Aeternus bloodline as being the first. Their King, Dagan Aeternus, is not only the King of this particular bloodline, but also of the vampire race as a whole. This bloodline has mostly sanguine vampires, but still has a good mix of all the other types. They did well in the last hunt, considering their tendency towards sanguine vampires. Their numbers dwindled significantly, but no major players got killed, so they were able to build up a strong bloodline again with ease.
The Aeternus Bloodline has crystalline blue eyes. Those who are Pureblood have silver hair as well.
Malific:
Mostly composed of white vampires, the Malific clan of vampires were very nearly annihilated during the last great Hunt due to the physical nature of their type. The Malific clan has the traits of being the strongest physically and most hormonally and impulsively driven, but also tend to have the sharpest instincts, resulting in many Malific members becoming knights and soldiers. They are a relatively young clan, only having been able to expand much when the age of sexual freedom began to roll around.
The Malific Bloodline has the telltale red eyes that many think of when they think vampires. Those who are Pureblood typically have messy white hair, though this varies more with this bloodline than with others.
Denerus:
Primarily comprised of psychic or “psy” vampires, the Denerus bloodline is one of the main four. They did very well through the last major hunt because of their ability as a whole to leave their victims unaware and often unbitten. They are mostly interested in scholarly work, though many still venture out to do a multitude of different jobs. An extremely proud lineage, they hold themselves as equal only to the Aeternuses.
The Denerus Bloodline has striking green eyes. Those who are Pureblood have pale blonde hair.
Salvaeus:
The Salvaeus line of vampires is heavily magic based, almost everyone knowing some form of magic. It is comprised of a mix of Black and Sanguine vampires, with a slight majority to the Black Vampires. During the last major hunt, the Salvaeus bloodline got hit hard, but managed to really stick together, making them the most family-like of the bloodlines, with everyone checking in on everyone.
The Salvaeus Bloodline has deep purple eyes. Those who are Pureblood have dark, almost black purple hair.
Vampires and vampire hunters have a complex relationship, but only a full blooded vampire can turn someone else into a vampire. As such, vampire hunters do not intentionally hunt dhampirs, only killing them if they get in the way. They often try to spare them, as dhampirs are still half human, not full blooded monsters in their eyes.
Addressing Common Misconceptions
- Sunlight doesn’t kill vampires, but it does put them a small amount below human level, with migraines and giving them severe sunburns.
- Vampires aren’t allergic to garlic, it is the powerful smell that is off putting. Other strong smells are also off putting.
- Vampires can cross running water.
- Vampires do not have to request entry into buildings.
- Vampires do not have to count spilled rice or similar things.
These people, commonly considered normal and average, serve as feeders, and in some cases personal feeders. At the School, they have to go through classes just like any vampire does. Their classes include etiquette, to show them how to properly address a vampire, as well as how to properly conduct themselves during a feeding so that they minimize damage to themselves, and annoyance to the vampire. They also have general education classes, so that they know how to operate in a household, and carry on a conversation well with people that are often far older than they are. They have specialized classes as well, for identifying and alerting potential threats to the vampires that they might not see themselves. These threats can range from sunlight, to angry Were-wolves, to hunters. As humans do though, many have bucked against the system of the undead that would control them. These humans who learn to fight against the undead are vampire hunters, having pushed their bodies and minds to their biological limits. While Magic is typically an art lost on humans, children from certain lines, called Magisters, have intrinsic access to the art. As such, they go to schools to learn to control this magic, alongside vampires and other supernatural creatures. The family lines of these Magisters unfailingly trace back to one of the legendary Magi; humans from the time of greater magic who possessed arcane influence so strong they defied biology and all human needs. They have survived thousands of years solely on their magic. They hold extremely powerful places amongst both humans and supernaturals alike, playing a massive role in keeping the peace between the humans and the supernatural. As such, they garner a great deal of respect, and ensure that humans are not treated too poorly amongst the world of the supernatural.
Dragonkin narrowly survived the last hunt that took place, many hundreds of years ago. The vampires of the time saw an opportunity to further relationships with the powerful species, and as such offered to take them under their protection until they as a species recovered. They have since grown back to a livable number, carefully controlling their breeding in order to ensure that no more hunts happen. In return for protecting the numerous cases of dragonkin sightings as well as the issues that a draconic temper causes, dragonkin perform a good deal of security work for the Fangs, taking advantage of their differently focused senses and stronger physiques, as well their ability to take a bird's eye view and rather mightier magic. Taken more carefully though are full blooded dragons, who, unlike their partial blood offspring, maintain a great deal of independence and are treated with respect and caution merely to not cause trouble.
Notes
- Strong senses.
- Claws provide strong natural weaponry.
- Can take multiple forms.
- Compulsive behavior.
- Many aren’t educated.
- Dragons have four legs and two arms for wings.
- Dragons have many types of elements they can “Breathe.” Breath abilities are simply a form of natural magic casting.
Were-wolves have been around since times immemorial, always coexisting tensely in the shadows with the vampires. More hunts have been mounted against the were-wolves, but their more rapid reproduction and ability to hide who they are at near all times has allowed them to still survive. They are only “forced” to turn on full moons, but even this, given time and training, is no longer a problem. Though there is a number of schools for shifters and there is only forced peace between them and vampires, a limited number of them are allowed admittance to the school in order to ease the burden on the growing shifter population, as well as help solidify the fragile union. They are often impulsive, strong, fast, and have very sensitive senses. This can be different when a werewolf is born with special magical traits, identifying them as Spellwolves, valued and important parts of packs that often become their connection to the earth in the form of Shamans. All trained wolves can shift forms at will. When freshly turned, as some students are, they can shift by accident. They have some advantage in human forms over average humans, but their powers really show in their half shifted form. Leading the werewolves, and the primary political power concerning them, are Alpha wolves. Extremely powerful wolves who have taken charge of their various packs, Alpha wolves are the most physically powerful form of wolf, as well as the only one who can assume direct mental control through Pack Compulsion. They have three forms, human, half form, and animal form. They have their own classes and buildings on campus, but do have a number of times a day when they interact with the undead populace. They share some classes with the partial animals.
Note
- Has pack telepathic abilities, but doesn’t often get trained to utilize it beyond this.
- Human forms have rather lower stats, but are still superior to humans.
Partial Animals have appeared as a more recent phenomenon, but need help none the less. These people have the ears, tail, and sometimes another appendage, of another animal, but are otherwise human in appearance. The reason for these oddities are unknown so far, but they are born with it, and thus only spread it by breeding. Regardless of the reason, they take many of the same classes as the were-wolves, so that they learn how to better blend into society and function. Beyond just their bizarre appearances, these Partial Animals have a naturally strong tendency for magic from birth, though they lack the ability to use psychic. They also have the ability for shifting when taught. They can only shift into and out of a full animal form. They cannot shift away their ears and tail, and whatever other appendage they might have naturally. Their physical strength and other details depend on the animal that they have the connection to.
Notes
- They can hide their tail and ears with glamours, but cannot shape shift their forms.
Born upon the expiration of their living bodies, most souls pass onto their designated afterlives. Those rare few with strong enough wills and a powerful reason to stay end up becoming Spirits. Many spirits end up coming to the school or places like it for the capabilities of the people there to see them, as being ignored by humans who can’t see them can drive spirits mad, turning them into poltergeists.
Notes
- Unless willed, a spirit cannot be seen by anyone with a magic or psychic score of 1.
- Spirits use magic for nearly anything, and while they cannot be “killed” per say, they can be easily bound, banished or dissipated temporarily.
Magical constructs who gain sentience through magical, either intentional or not. Gargoyles typically are bound to a place or person, with unwavering, unquestioning loyalty. Few develop moral senses of their own, instead relying on the judgement of others. Those who go unbound to a person will often simply stay in a place, and unless that place is harmed, will remain docile and completely frozen for centuries at a time, only moving on occasion. Unless the stone they are composed of are completely and utterly pulverized, they are effectively immortal. The type of damage needed to kill one is typically limited to grinders and heavy equipment. However, not even this has been shown to be capable of destroying The Gargoyle Lord, the most aged and powerful of Gargoyles who has, in time, discovered greater freedom and control over stone not attached to themselves, all they’ve been attached to having long since crumbled to dust with time. Time has released the Gargoyle Lord’s shackles. The Gargoyle Lord also seems able to free Gargoyles from their emotionless state. These are called Awoken Gargoyles, and though no physically different than normal, they are capable of mental growth unlike others of their kind. All Gargoyles though seems to have certain bits of knowledge, the depths of which are unknown as Gargoyles will not answer questions regarding it but in very few situations, and will not betray the information or their source in any meaningful way. This knowledge includes the existence of The Gargoyle Lord. They describe this knowledge as “Wisdom of the Stone”. They also seem to be able to immediately identify Awoken Gargoyles without any communication, calling them “Disciples of Osiris”. What other knowledge this Wisdom of the Stone provides is unknown, but the few encounters had with the Gargoyle Lord has seemed to show that they have an overriding loyalty to him that surpasses any bond otherwise.
Notes
- Gargoyles are made of stone. They can harden or soften the texture of their skin at will, but below their skin is still solid stone.
- While they do not HAVE to eat, they can eat or shed stone and gems to alter their appearance or heal.
- Serve as guards for the school because of either loyalty to the school or a master who commands them to service of the school.
- They are completely invulnerable to the elements, though they will often change their appearance to mirror what would be appropriate.
- Gargoyles do not become immobile in the day.
Magic Skills:
To be added
Magic Combat:
Magical combat classes are some of the most important classes taught at the school, with whole classes devoted to learning how to control one’s magic before gets out of hand and causes trouble for the entire supernatural world. After those basics are taught, students are informed on both defensive and offensive magics. Heavy emphasis is placed on subtler magics like wards, illusions, hexes and charm, but flashier, more powerful magics are taught for emergencies and when alone.
Physical Skills:
The skills taught in the physical skills classes involve everything needed to survive in a world out to get you. Everything from how to lie to how to sneak, disguise yourself and escape from tense situations without outing yourself, as well as when, to whom and how to do so if you so feel you should such as in the case of family, close friends and other loved ones.
Physical Combat:
The art of non-magical and non-psychic fighting, this includes most things types of weaponry. The form of this taught by the school include everything from improvised weapons like baseball caps, backpacks, car keys and more, to more traditional weapons like bows, guns, blades of many varieties and blunt weapons.
Psychic Combat:
Psychic combat is unique of the three because in most psychic fights the combat takes place in your mind as much as your body. It often includes a mixture of psychic as well as magical and physical combat. These classes are primarily defensive, though, with some time devoted to teaching how to attack with skills taught in other classes as well as attack while you defend.
Psychic Skills:
The classes on Psychic skills teach basic psychic abilities; Telekinesis, Pyrokinesis, Cryokinesis, Telepathy, Psychic Force Constructs, Minor Thought/Memory Altering and Suggestion. It teaches not only how to use them, but when and the potential side effects.
Pureblood Abilities
Strength - +2
Endurance - +1
Speed - +1
Magic - +2
Flexibility/Balance - +1
Intelligence - +1
Psychic - +2
Social - +2
Hunger - +0
Royal Abilities
Strength - +1
Endurance - +0
Speed - +0
Magic - +1
Flexibility/Balance - +1
Intelligence - +1
Psychic - +1
Social - +1
Hunger - +0
Sanguine/Sang Vampires - Total 26
Strength - 3
Endurance - 3
Speed - 4
Magic - 2
Flexibility/Balance - 3
Intelligence - 4
Psychic - 4
Social - 3
Hunger - 5
Black Vampires - Total 26
Strength - 2
Endurance - 3
Speed - 3
Magic - 4
Flexibility/Balance - 4
Intelligence - 4
Psychic - 3
Social - 3
Hunger - 4
White Vampires - Total 26
Strength - 4
Endurance - 4
Speed - 4
Magic - 1
Flexibility/Balance - 4
Intelligence - 2
Psychic - 3
Social - 4
Hunger - 5
Psychic/Psy Vampires - Total 26
Strength - 3
Endurance - 2
Speed - 2
Magic - 2
Flexibility/Balance - 3
Intelligence - 5
Psychic - 6
Social - 3
Hunger - 3
Dhampir - Total 26
Strength - 2
Endurance - 2
Speed - 3
Magic - 3
Flexibility/Balance - 4
Intelligence - 4
Psychic - 3
Social - 5
Hunger - 2
Typical Human/Feeder - Total 14
Strength - 1
Endurance - 1
Speed - 1
Magic - 1
Flexibility/Balance - 1
Intelligence - 3
Psychic - 1
Social - 5
Hunger - 1
Vampire Hunter - Total 22
Strength - 3
Endurance - 2
Speed - 2
Magic - 1
Flexibility/Balance - 2
Intelligence - 5
Psychic - 1
Social - 5
Hunger - 1
Magister - Total 22
Strength - 1
Endurance - 2
Speed - 3
Magic - 5
Flexibility/Balance - 1
Intelligence - 5
Psychic - 0
Social - 5
Hunger - 1
Partial Dragon - Total 26
Strength - 5
Endurance - 4
Speed - 4
Magic - 4
Flexibility/Balance - 3
Intelligence - 2
Psychic - 1
Social - 2
Hunger - 4
Flight - 3
Full Blooded Dragon - Total 32
Strength - 6
Endurance - 6
Speed - 3
Magic - 5
Flexibility/Balance - 3
Intelligence - 3
Psychic - 0
Social - 1
Hunger - 5
Flight - 5
Normal Were-Wolf - Total 26
Strength - 4
Endurance - 4
Speed - 4
Magic - 2
Flexibility/Balance - 2
Intelligence - 2
Psychic - 4
Social - 4
Hunger - 4
Spellwolf - Total 32
Strength - 3
Endurance - 4
Speed - 4
Magic - 5
Flexibility/Balance - 3
Intelligence - 5
Psychic - 4
Social - 4
Hunger - 5
Partial Animals - Total 26
Strength - 2
Endurance - 2
Speed - 3
Magic - 5
Flexibility/Balance - 5
Intelligence - 3
Psychic - 1
Social - 5
Hunger - 2
Regular Spirit - Total 26
Strength - 0
Endurance - 5
Speed - 4
Magic - 3
Flexibility/Balance - 4
Intelligence - 3
Psychic - 3
Social - 0
Hunger - 0
Flight - 4
Poltergeist - Total 32
Strength - 0
Endurance - 6
Speed - 5
Magic - 5
Flexibility/Balance - 5
Intelligence - 3
Psychic - 5
Social - 0
Hunger - 0
Flight - 5
Gargoyle - Total 26
Strength - 6
Endurance - 6
Speed - 5
Magic - 0
Flexibility/Balance - 1
Intelligence - 3
Psychic - 0
Social - 0
Hunger - 0
Flight - 5
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