Original Retro Noir Supernatural Roleplay, 21+



Vampyres

Last edited: 10-11-2525, 01:57 PM

Vampyre Overview

Vampyres are creatures who have left their humanity behind through the dark gift, and they are dependent on blood to continue their existence. While myths paint them as monstrous, unholy beings-combusting with a stake to the heart, crumbling to ash in sunlight, repealing away from silver, garlic or holy items-the truth is far more nuanced and pragmatic. Vampyres are not affected by such superstitions, despite their continued societal and cultural belief. Vampyres do not recoil to the novelties of fiction of religious memorabilia. They might even be a neighbor in a church pew, worshiping, if they are keen to it. Although there is some truth to a stake through the heart, it has more to do with the fact that are not unkillable. With enough force, effort and creativity, a Vampyre may meet true death in different ways, through dismemberment or being incinerated. In contemporary time, humans have learned that bullets are not all that effective, but bombs and grenades certainly are. At least when it is clear that is what they are up against. Though there is one true fact among superstitions, Vampyres are greatly sensitive to the sun. Due to this problem, Vampyres are primarily Nocturnal.

Vampyres are masters of subtlety, blending seamlessly into human society, their true nature hidden behind a carefully maintained facade. Though, have no doubts, they are monsters that not only dine upon the living, but overtime lose attachment to ‘humanity’ entirely. Because of this, Vampyres over the centuries have adapted their own complex culture, to no shock, places them more like Gods among humanity.


Vampyre Characteristics

The list below are the basic characteristics of Vampyres to understand their physiology.

The Heart & Body

Vampyres are as warm as their movement or time in the sun. That is to say they are not always cold, but usually colder than any mortal. Their hearts do beat, but not often. It is something they can control for camouflaging purposes, or happens on its own when in need of a great deal of movement or fight or flight response, or in increase emotion. Typically, the older a Vampyre is, the more they can control it.

Blood Dependency

Vampyres require blood as their sole source of nourishment. Without it, their physical and mental faculties degrade; they grow weaker, their senses dull, and their instincts become more difficult to control. Prolonged starvation leads to a withered, corpse-like state that diminishes their strength and leaves them vulnerable. Animal blood may prevent absolute starvation, but leaves a Vampyre in a weakened state of duller senses and ability. It is only human blood that fully sustains.

Timeless Appearances

Vampyres are frozen in time, their bodies forever preserved at the age they were sired. Their skin is smooth and flawless, often with a pale or luminous quality due to the lack of natural blood circulation which can be both alluring and unsettling, emphasizing their supernatural nature. After feeding, their complexion may flush with vitality, but this is a fleeting effect that lasts only a day. Continuous daily feeding can maintain a more human flush.

Fangs & Feeding

Their retractable fangs are finely honed tools for feeding. Unlike grotesque, permanent fangs, theirs are hidden until needed, emerging seamlessly for the act of feeding at the will of muscle flexing. These fangs allow for a quick and efficient draw of blood with minimal pain to the prey. Feeding is a sensory experience, connecting the Vampyre to the emotions and vitality of their source, and it requires careful restraint to avoid overindulgence or harm. A venom secreted creates both euphoria and initiates the Siring process. Fangs protrude mostly voluntarily, however there are moments in severe hunger or arousal in which they might not be able to help it.

Relationship with Sunlight

Vampyres do not burn or combust into ash in the light of the sun, but they are severely uncomfortable and weak in it. Their enhanced vision makes their eyes very sensitive in the sun, finding the light to be more blinding. This is also true for brightly lit rooms, and prefer something dimmer and warmly lit. There are greater benefits to dominating the night, as it grants advantages to hunting. But if a Vampyre has reason to walk the day, they may do so without sizzling if they can bear the discomforts – lightly wearing strong sunglasses to manage. If a Vampyre has any elder abilities, they will be inaccessible in daylight, as their body is under greater strain. Should they stay awake for the whole of the day, by night they will feel as if they are starving and need to hunt.

The Influence of Age

Elder Vampyres have more influence among their own kind. The blood simply knows. Older Vampyres may always be able to dominate younger Vampyres when it comes to strength and ability. Vampyres of the same or similar age will be more evenly matched. This means that if a younger Vampyre intends to kill an older Vampyre, they must outsmart them or take advantage of their vulnerability during the day.

Intoxication

Vampyres metabolize alcohol and drugs quickly, requiring large, rapid consumption for a short-lived ‘buzz’ lasting 30–60 minutes. They can become intoxicated by drinking the blood of an intoxicated person, with a stronger and longer-lasting effect as it does on mortals

Daemon blood, is highly euphoric and more potent than human blood. Similarly, a witch's blood, charged with power, has a greater effect than ordinary human blood. This potency allows Vampyres to heal severe wounds with less blood than usual, depending on the source's power. But it also means they become drunk on such blood like it is extasy, firing up all their senses in an altered state.

It is also possible for Vampyres to become magic drunk, or addicted. Vampyres cannot use magic, but they can use a magic artifact. One in particular is dangerous to play with. Soul-bound artifacts, or spell, that bind them with a mortal will give them the sensations of mortality through their counterpart. For those who have been Vampyres for hundreds of years, this can be an overwhelming feeling as if they are breathing, their heart beating, warm, and alive. They may be numb to pain and, because they cannot die, may find themselves intoxicated by the experience of their counterpart both in pain and experiencing death and resurrection. It is always advised to Vampyres not to touch magic, as it will corrupt.

Feeding & the Instincts​

For Vampyres, feeding is an act of survival driven by necessity. Blood is their sole source of nourishment, the vital fuel that sustains their supernatural strength, heightened senses, and immortal existence. Vampyres hunt regularly, if not nightly, then several times a week and at a bare minimum once a month. It is in their predatory nature to be allured by movement, the chase, the struggle, the screams. While this does not occur in every feeding, nor does every Vampyre take to it, they all have a strong compulsion to chase when the victim that have latched to for the hunt (or someone bleeding) flees from them. This instinct can be difficult to suppress, even when the Vampyre does not intend to feed. Prey that runs signals vulnerability, activating the Vampyre’s most primal urges. The psychological and emotional aspects of the chase are equally compelling, as it satisfies their deep need for dominance and reinforces their identity as apex predators. In some cases, the chase can even become playful or teasing, particularly when hunting for sport rather than sustenance. This extends even towards those that a Vampyre cares deeply for.

The process of feeding interacts with all the senses. Younger or less controlled Vampyres can easily lose control in their senses with an ability to stop indulging themselves. The taste of blood varies from mortal to mortal. Those descended from Witches or Daemons have a more vibrant, decadent taste. What a mortal consumes or how they care for themselves changes the quality and flavor of the blood. Someone who eats poorly and does not take care of themselves, diseased or with blood disorders, leans towards a more curdled, rotted taste, whereas those who eat clean and care of themselves are better to the palate. Vampyres taste not just the blood itself but the vitality, emotions, and even fragments of memories carried within it. Each drop tells a story, offering an intimate, fleeting connection to the life they consume. Some prefer more ethical sourcing through blood bags or live, voluntary donors. Though blood bags lack warmth and vitality, they are still more nourishing than animals, but not as satiating as live fresh, warm blood.

Feeding on Animals

To balance survival and morality, some Vampyres hunt animals as an alternative to human blood. While less potent and satisfying, animal blood provides enough nourishment to sustain life, especially in remote areas or when ethical concerns make feeding on humans untenable. For many, feeding on animals reconnects them with their primal roots as hunters. Yet this compromise is not without challenges: animal blood often requires more frequent feedings and lacks the richness and vitality of human blood. This means that animal blood leaves Vampyres alive and eternal, but without enhanced senses or abilities; rendring them as nothering more then agles humans with fangs. Oftentimes, still feeling so hungry after even a large animal meal that control can be more challenging and risking always being at the edge of bloodrage. Vampyres are simply not meant to feed on animals and thus must accept the consequences of their feeding choices.

Absence of Blood & Blood Rage

Regardless of age, a Vampyre can go about a month before the cravings may consume them into a blood frenzy, where the scent of blood becomes incredibly difficult to resist. They become significantly weaker, like that of a human at this point, and their supernatural senses and physical abilities become unusable.

Six months without feeding before negative repercussions begin to truly occur. They will grow paler, colder, more aggressive with the sensation of starving that will put them in an animalistic blood rage reaching for anything that is near like a beast with no thoughts but to feed; for that is the decay of their mind in time. Their body will slowly begin to decay, eyes sinking in and looking emaciated by the end of a year not feeding, where they will be entirely too weak to move. After a year has passed, it is only a matter of time before they meet a true death. Should they recover before then, their body will remain physically changed, as well as the madness in their heads. Blood rage is not curable, and they will remain insatiably hungry, killing and eating most everything that crosses their path. Such poor creatures are killed in an act of mercy of their own kind, the only known cases were those forced upon them by other races or truly sadistic Vampyres.

Vampyre Siring

Siring is a sacred act among Vampyres, one not performed lightly. To share immortality is an eternal bond and never an act of cruelty or punishment; that is why they call it the Dark Gift. While the selection of who a Vampyre shares the dark gift with is personal and individualistic, siring is always done with intention of companionship as platonic family or romantically.

A Vampyre must consider not only the potential of their chosen fledgling but also their own responsibility in guiding this new creation. Sires are expected to teach fledglings the intricacies of their new existence, including how to manage their heightened senses, control their bloodlust, and navigate the complexities of Vampyre society. This mentorship is essential, as fledglings are often overwhelmed by their newfound instincts and the profound changes to their identity; especially as all newly sired Vampyres have no control over their impulses, a sire is a guardian to prevent detrimental incidents from occurring.

Siring Process

The Process of siring first begins with a bite. Their fangs must break the skin, releasing the venom into their body. The Sire must drink untill their victim is dizzy at the brink of death. The mortal might be unconscious or at least incoherent, with a limited window to complete the process. The Vampyre must then share half or more of their own blood to mix with the venom and start the transformation. There is a tendency for the mortal after a few swallows to drink the blood more fervently, which is a good sign that the siring process is working.

Within minutes their body will be inflicted with aches and pains as the blood strengthens their muscles and bones. They may find all of their senses dull to stop before they are abruptly enhanced to an overwhelming degree. If they are injured or inflicted with a disease that has affected them physically, their body will rapidly heal, pulling bones, muscle and ligaments back into original placement that may feel extremely painful. Their jaw may feel intense pain as their canines shape, and a whole new muscle system forms with venom glands. Their heart will slow to a stop, but so too with the lungs and oxygen to the brain. This process may be mentally alarming, causing body paralysis, heaving for air or even imagining the pain more than it is as the physical system of the body and how the brain continues to function is altered.

It is considered a punishment to leave a fledgling to undergo the change by themselves, as it is traumatic, and more so if the mortal was unwilling or unaware of what was happening. It is traditional if not ritualistic practice for a Sire to hold and comfort their fledgling through the process as it creates stronger bonds, and eases the mental and physical agony. If planning is allowed, a Vampyre often chooses to Sire closer to dawn, and cradle their fledgling through the long day in the dark, so they may rise together in the next night for the first hunt.

Siring Bond

The bond is inseverable so long as they do not meet the truth death. They can feel each other empathically border lining on the reading of each other’s thoughts if they remain open to it. They can feel each other’s essence even across the world, sensing that they are alive, in danger or fine.

Youthful Siring

The process of feeding interacts with all the senses. Younger or less controlled Vampyres can easily lose control in their senses with an ability to stop indulging themselves. Because of this, it is unheard of Vampyres under 100 years to sire without some form of interference or assistance of another Vampyre – or a series of failings. Sires generally do not allow their fledglings to try, and steer them towards learning the way of the Vampyre and understanding their new selves for the first century. Sires tend to be jealous, not wanting to share their own. In the very least are very scrutinous of the potentials. They may go so far as to sire the chosen themselves to hold control.

Vampyre Mating

Vampyres are immortal, after several hundred years they begin to lose all touch with humanity and begin to lean towards their darker inhuman nature. However, loneliness is not a human aspect that ever leaves. Vampyres require companionship of which provides their long, endless lives with purpose. While a Vampyre may choose platonic Familia companions, a romantic companion or mate fills the greatest of voids. It is said that it is the Vampyric nature to mate for eternity. While it is not necessarily true, the saying highlights just how selective and deep such companion bonds are.

Vampyre mating can occur between a Vampyre and any species, regardless of age, gender, sexuality or lifestyle. But the strongest of mating bonds are between a Vampyre and a mortal they sired as their romantic companionship includes the siring bond. In some cases, a Vampyre might feel an all-consuming obsession over their lover, including violent acts of overprotection and jealousy.

Vampyres may choose mortal lovers, but because they have limited lifespans they are inevitably forced to choose to give the dark gift or not. It is cruel to wait to elder years, just at is cruel to sire a child. Whether they gift the mortal the choice or not is personal. Though it is in Vampyric culture to do so, as to be anything less then a Vampyre is beneath them; and important context among Vampyre clans and culture.

A Vampyre’s mate is culturally important and highly respected. This is because the loss of a Mate more often than not will spiral a Vampyre and drive them towards a true death – but not without burning the world around them down first. While a Vampyre can find love again, they are volatile and violent creatures. Petty and vengeful in many ways. A Vampyre is at the peak of their greatness when with their mate, and by instinct will do everything in their power to protect them and avenge them for even the smallest inconvenience. Thus, it is Vampyre cultural law to never harm a mate unless you accept the consequences no one will stand in the way of.

Family & Clan Structures

There are three forms of Vampyre family structures. Two are very similar and vary only by size, while the third is composed of Vampyres from different bloodlines. While its plausible for Vampires to be solo, they typically all descend from or converge into one of the following.

It is important to note that the Vampyre family structure has no actual family blood relations and defy humanity. Meaning that a family can involve platonic relations or romantic relations without it ever being considered incest. Their relations are more complicated than humans, an as long-lived immortals beyond humanity, cannot be held to human expectations.

Larger clans tend to carry more influence in Vampyre politics and holding territory. While Vampyres possess great gifts in their immortality, they are vulnerable alone. The gathering of loyal numbers brings protection, security, order, and a linage to pass down the teaching of gifts within.

Nuclear Vampyre Family

Like humans, Vampyres may choose a more nuclear family structure of a mated companion pair alone at first. They will sire fledglings into their home, typically all sired by the master of the mated pair. It is kept very small, like any immediate family household, in which they live together, hunt together, and share their lives together.

Vampyre Family Clan

A family clan is an expanded nuclear family. Eventually the sired children seek their own companions, and slowly the family expands as a family tree over centuries of time. several generations of Vampyre may live in the same home or within the same region in several homes dominating an entire area as their territory and hunting grounds. At these points they tend to drive out other Vampyres, rarely letting others linger or join as Family clans only trust or stay loyal to their own bloodline.

Vampyre Clan

A Vampyre Clan diverges from a family structure though they may start as either of them. Clans adopt in rogue or solo Vampyres or couples under one roof or in several homes to a region. They will dominate a territory, and by nature the clan expands more dramatically than families do. They will not drive out other Vampyres so much as give them a choice to join, leave or meet the true death. They lean harder into Vampyric law, including trials and more stringent hierarchy; the eldest and strongest Vampyre tending to be the Master.

While incredibly rare, the larger a clan becomes and the more territory they dominate, it is possible that multiple Vampyre families or clans may exist to a large region. At this level, we are looking at territories covering entire cities rather then a small district or street, expanding out to entire provenances. At these larger levels it’s impossible to chase other Vampyre families or smaller clans out. But they are expected to follow the dominating clan’s influence.

Vampyre Governance & Laws

Clan or family leaders, regardless of the size are the respected heads of Vampyre governance. It is their duty to teach the laws, abilities, to protect, and to enforce the laws. A leader who fails in this may get away with it for some time, but it is inevitable another Vampyre may come along and expose it, break the clan or take it over in the enforcement of laws. Larger Vampyre clan leaders typically see themselves as the superior rulers of governance and do not entertain other organizations or factions. Especially factions not created or run by Vampyres. Clans and Families are usually self-serving with little interest in getting involved in other species problems. But it is possible they might have one of their lackies involved, or ally out of common interests.

Vampyres do not adhere to the laws of mortal or other kinds. They only follow the Vampyre law, and all else their own, or clan’s, ideals.

Vampyre Laws

  • Law 1: Only a clan leader can sire new Vampyres, or, permit the siring of new Vampyres.
  • Law 2: The "dark gift" must never be given to the elderly, crippled, the maimed (missing limbs), or children.
  • Law 3: No vampire shall write down the history of vampires for mortals to find (Old law falling out of Favor since the start of the war).
  • Law 4: No vampire shall ever reveal their true nature to a mortal and let them live (Old law falling out of Favor since the start of the war).
  • Law 5: No vampire may destroy another vampire except for the clan master, who is obligated to destroy those who have broken these laws.
  • Law 6: A Sire is responsible for their fledgling(s) to teach them the laws, to hone their gifts, and prevent them from breaching law violations.
  • Law 7: A Vampyre shall never harm a mate companion of another Vampyre. To do so is an acceptance of consequences of which no other Vampyre can interfere.
  • Law 8: Vampyres do not involves themselves in trivial mortal matters, nor that of witches nor Daemon. (Old law falling out of Favor since the start of the war).
  • Law 9: The new Law. Vampyres must seek permission from their mortal companion before siring (Not universally adopted, especially by old clans).
  • Law 10: Vampyres may not step into the territory of a clan without directly going to the clan master for permission to pass (Not universally adopted, especially by old clans)

Vampyre Abilities

The dark gifts of the Vampyre are inherent. However there are ancient gifts that run in deep roots of ancient Vampyres that most all do not possess. A Vampyre must be close to the ancient blood source to gain these, and they must be taught them by an elder. Typically, Vampyres only over 1000 years of age posses these, and will only teach a direct decdenet or mate as their hier.

  • Siring: The Ability to Sire and share the dark gift of Vampyrism. It is the only way to create more Vampyres as they are infertile.
  • Resilience & Healing: The Vampyre body is exceptionally resilient. Wounds that would cripple or kill a mortal heal rapidly, and they are immune to most diseases and poisons. Their ability to regenerate extends to repairing even catastrophic injuries, though the speed and effectiveness of their healing depend on their recent blood intake. Blood serves as the fuel for this regeneration, and a starved Vampyre will heal more slowly, if at all. If brutally injured, a Vampyre must feed. This same ability to heal lingers in their blood, a small drop of it placed on a small wound of a mortal can heal. Hardly do they ever do more, as too much touches in the realm of intimacy or siring which is sacred among Vampyres taught properly. The sharing of their blood with a mortal that remains mortal may lead to Vampyre Sickness.
  • Heightened Senses: Every sense is amplified in a Vampyre, making them hyper-aware of their environment and especially effective hunters. However, it can still be intrfeared with enviromentally through smells, noise, smoke and more. to be clear these are advanced at a human level, not superhuman.
    • Sight: They have exceptional vision, able to see in complete darkness and perceive fine details at great distances.
    • Hearing: Their hearing is sharp enough to detect the faintest of sounds, including the subtle rhythm of a heartbeat or the breath of a distant but nearby prey.
    • Smell: : Vampyres are particularly attuned to the scent of blood, able to identify individuals and emotional states through their unique scent. Much like taste, they can smell the very ingredients that they can palpably name. They can pick up on the unique scent of individuals, including the distinct markers of Vampyre clans.
    • Taste: They can taste the very ingredients that they can palpably name, including blood type.
    • 6th Sense: They can sense 'magic' like a taste on their tongue, though not specifically any one path, person or object. They can further sense bonds, specifically between Vampyres and their mates.

  • Gifts of the Ancients: Decedents of the Ancients, or otherwise very old Vampyres over a thousand years old may gain these traits and teach them to their kin. These abilities can only be purchased through the store with a compelling application.
    • Speed & Grace: Often a taught skill, to move with cheetah like speed, grace and hyper reflexive. Though many will say the speed is so fast the Vampyre's image blurs, it is not so superhuman.
    • Levitation: Among the elder Vampyres is a gift of flight that can only be gained.
    • Hypnotism: Ability to control minds, including freezing them in place mentally. This includes manipulation of thoughts, locking memories away through suggestion.
    • Telepathy: Shared usually among the dire line sires, the ability can expand out to others beyond the bond. This includes reading of superficial thoughts to those who do not close their minds.
    • Memory reading: through drinking of blood, Vampyres may extract fragments of memories. However, only so much can be extracted at a time.
    • Vampyre Blood Weave: the ability to hold, lift or throw another, especially younger, Vampyre by their blood.

Vampyre Historical Footprint

The origins of the vampire myth stretch back centuries, rooted in fear and superstition. As early as the 17th and 18th centuries, rumors of blood-drinking creatures spread across Europe, fueled by unexplained deaths and diseases like tuberculosis and plague. Villagers unearthed graves, mistaking natural decay for signs of undeath, and thus the tales of the undead began to take shape. In the 19th century, outbreaks of disease further solidified the image of vampires as harbingers of doom, while Gothic literature, such as Bram Stoker's Dracula, brought these fears into the cultural mainstream.

But hidden within these stories lies a kernel of truth, the existence of Vampyres. These beings have always lived in humanity's shadow, their reality misconstrued and sensationalized. It is said that the first myths emerged from encounters with early Vampyres; misunderstood sightings and whispers of strange disappearances that ignited a firestorm of superstition. Over time, their presence was transformed into folklore, a distorted reflection of the true beings walking among mortals.

In more contemporary times, Vampyres thrived in this mythic ambiguity. Their existence is dismissed as fiction-characters in books, and stars of black and white horror films. Humanity's skepticism had become their greatest shield against mortal kind. A Vampyre could work beside you, live next door, or even cross paths with you in the dead of night, and you would be none the wiser. They could tell you precisely what they are, and you would laugh at it for the joke you believe it is.

Despite this advantage, Vampyres remain few in number compared to the overwhelming population of humanity. Most urban areas harbor only a handful of clans, while smaller cities or rural regions may be dominated by a single family or clan. These territories were tightly guarded, for secrecy is paramount - The veil of myth insisted to remain intact for their survival.

However, since the start of the Dark War, veil and secrecy is the dusty remains of an anciently structured world Vampyres once found safety in. Their existence is now known like the ancient years, and now face the potential not of torches and pitchforks, but bombs, grenades as well as mass bloodlettings and burnings alongside other supernaturals. Old Vampyres push for their families and clans to remain in the old ways, recoiling back into the shadows, using the current events of war to remind why the laws existed in the first place. However, there is new movement of Vampyres standing with other supernatural kind and mortals that fight in their favor either in war, survival solidarity, or seeking some avenue to a peaceful resolution that exists on no horizon.