A vampire character is a type of non-human character that comes from several bloodlines, which determine their origin and abilities. Vampires traditionally are nocturnal creatures that may only wake at night, are harmed by the light of the sun, and require drinking blood of mortals to “live.” Vampires are a natural threat to both wizards and muggles alike, and as a result they are subject to a number of regulations from the various international magical governing bodies.
Please note that due to the nature of vampires, there may be some horror elements in this information that some players may wish to tread carefully around.
- A mortal can only be turned into a vampire if a vampire drinks or drains at least half of their blood and then makes them to drink some of the vampire’s blood.
- Turning a mortal into a vampire involves the mortal completely dying, which wipes clean any abilities or bloodlines they may have had previously and lets them start fresh. The vampire blood replaces any magical blood so wizards no longer retain their powers.
- Vampires cannot be exposed to sunlight without the threat of their skin catching fire.
- Vampires are divided by the following age groups: Fledgling (turned within the past 50 years), Neophyte (turned anywhere from 50-250 years prior), Medial (turned anywhere from 250-700 years prior), Elder (turned anywhere from 700 to 1500 years prior) and Ancient (turned more than 1500 years prior.)
- Vampire age groups are not hard and fast lines, but generally this is how long it takes each vampire to grow accustomed to their new abilities, and how long it takes their fellow vampires to adjust to their position in the vampire community.
- Vampires are not permitted to own or carry a wand.
- Vampires must be registered with the magical government of their home country and must carry an identification card at all times.
- Vampires are not permitted to enter any public establishment unless accompanied by a mortal witch or wizard.
- It is illegal to create new vampires and to feed on unwilling targets.
Immortality and Spell Effects
- While silver, garlic, holy water, and holy relics are commonly believed to be wards against vampires, most find them only annoying or amusing at best. Some vampire cultures and bloodlines, however, do have their own superstitions against these sorts of objects.
- The older a vampire is, the easier time they have resisting spells from witches and wizards. Fledgling vampires are given only some resistance, while Ancients may be able to resist most spells without issue.
- The Avada Kedavra spell used by wizards, along with wooden stakes, do not kill vampires, but each only sends them into a death-like state similar to petrification. For a Fledgling, this state can last anywhere from four to six weeks or more, while an ancient vampire is able to break out of the state in as soon as 24 hours.
- Depriving a vampire of blood has a similar effect as the spell and stake listed above, but petrifies the vampire more permanently. Fledglings must feed several times per week, while an Ancient might only need to feed well once every few months. Giving a vampire blood once more should wake them from this state.
- While killing vampires is tricky, they can be dispatched by being burned while either staked through the heart or deprived of blood.
Creating Your Vampire
Each vampire character may choose two basic abilities and a set number of abilities from their chosen bloodline. Once you have played your vampire character for a time, you may be eligible to choose additional abilities for your character.
- If your vampire will be alive in one or two eras, you may choose one bloodline ability.
- If your vampire will be alive in three or four eras, you may choose two bloodline abilities.
- If your vampire will be alive in Founders era and any number of other eras, you may choose one extra bloodline ability.
As outlined on the character types overview, you may choose two of the following basic abilities for your character:
- Enhanced Senses – all basic senses of taste, smell, sight, are far stronger than mortals
- Enhanced Strength – your character is capable of lifting, bending, and breaking much more
- Increased Speed – your character can move far faster than most humans
- Increased Resilience – your character is able to resist more spells and physical damage
- Youthful Appearance – no matter how old your character was when turned or how long they have been a vampire, they appear as a young adult in good health