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EtricContains "mature" content, but not necessarily adult.[email protected] 
  
What's New
  
  Etrics Rage  
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  Blood Pool & Vampire Laws of the Blood  
  The Turning  
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  Etric D' Trea  
  Tasha D' Trea  
  Kayle D' Trea  
  Jolen D' Trea  
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  The Keep  
  The Keep Layout  
  The Keep Gardens  
  New York Down Town  
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  Vampire Knowledge History  
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  Vampire Dictionary  
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  The Kindred  
  Assamite Clans  
  Assamite Law  
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  WereWolves  
  WereWolf Weaknesses  
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  Lycan Distionary  
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  Angels/Demons/Dragons  
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  Alchemy  
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  The Mythical  
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  Roleplay logs  
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Know yourself above all else.
 
 
 

Time equals power to a vampire. Vampires that are allowed to develop their powers over the centuries can grow to be quite powerful. These centuries-spanning creatures may eventually become Vampire Regents, who are capable of even greater feats than the common vampire.

Most vampires acquire superhuman strength anywhere from three to five times as great as they had in their mortal lives. A typical male that is able to lift (press) 200 lbs. in life, would be able to lift (press) up to 1000 lbs. as a vampire. As a vampire grows "older" over the years its strength can increase, and the strength level of Vampire Regents can be 30 - 40 times stronger than they were in their mortal lives. Moreover, a vampire’s speed, agility, and reflexes are up to five times as great as they had in their mortal lives. All vampires possess acute hearing (equivalent to that of a wolf) and night vision, enabling them to see with better than 20/20 perceptibility in total darkness.

Some vampires can control the will of humans possessing lesser mental strength than theirs through a form of hypnotic control. This hypnotic control can be conveyed either verbally or telepathically, depending on the power of the vampire. Powerful vampires and Vampire Regents need only to catch the gaze of their intended victim for a few seconds. With common vampires and Vampire Regents alike, stronger minds require more time to mesmerize. Victims bitten by a vampire are much easier to control, requiring little - if any - concentration from the host-vampire.

Similar to the vampire’s ability to mesmerize the lesser minds of humans is their innate ability to summon and control various "lower" nocturnal creatures, such as the wolf, bat, and rat if they are somewhat local to the vampire’s area. The range and extent of control over such creatures is based upon the power of the vampire. An "older" vampire could conceivably summon entire populations of bats, rats, and wolves within a 10-mile radius.

"Older" vampires are able to exhibit control over lesser undead, such as zombies and ghouls. Controlling large numbers of these lesser undead requires greater concentration. The more powerful the vampire, the better its ability to influence and command larger groups of these creatures. Some very powerful vampires or Vampire Regents can even summon such creatures if they are in the general vicinity (about a 5 - 10 mile radius).

Many vampires (especially the older ones) have learned how to develop their shape-changing abilities, which seems to be innate among their kind. Such vampires can assume the form of a bat or wolf while retaining their own intelligence. Some of the more powerful vampires or Vampire Regents are able to transform into a bat of human proportions, or even that of a mist. It should be noted that only the oldest and most powerful vampires or Vampire Regents can assume the form of a mist.

The longer the vampire has been in existence, the more crafty and cunning it is. Indeed, with centuries of learning at their disposal, the vampire can match wits with even the most brilliant tactician. They are natural and highly-skilled predators, with razor-sharp instincts and incredible powers of perception. They are formidable adversaries, possessing genius-level intellects capable of the most intricate schemes and deceptions known to man.

Known Weaknesses/Methods Of Destruction:  Fortunately, the vampire has several limitations upon their supernatural abilities and existence. Vampires to do not cast their reflections on mirrored surfaces (although they do cast shadows). As such, they harbor a particular revulsion toward mirrors. Their images cannot be captured on film, videotape, or digital video. Likewise, the sound they make (vocal or otherwise) cannot be captured on either digital or analog recording devices. Vampires also have a mystical aversion to entering any human dwelling place which they have not been verbally invited. Once invited, they may enter the place anytime thereafter. Vampires are unable to enter churches, temples, or other religious sanctuaries that represent "light" or goodness, whether they have been previously invited or not. They may only enter such holy places if they have been somehow desecrated beforehand. Some animals, such as horses, and cats in particular, harbor an aversion to vampires and can often "sense" the presence of these creatures.

Vampires cannot cross running water, and they will drown if immersed in such water. This is not to say that they cannot swim, but running or flowing water such as rivers, streams, or waterfalls mystically impede the creature’s ability to swim and stay afloat, causing it to drown and perish. This is but a temporal "death", however. Once a vampire’s body is removed from running water, it will return to "life". Presumably, a vampire can simply change form into a bat or mist and simply fly or float across the errant water if they posses such shape-changing abilities to do so.

The vampire requires fresh human blood for sustenance. Human blood is the preference of all vampires, although they can sate themselves on lower mammalian forms of life for short periods of time. New or "young" vampires need to feed once every two nights in order to sustain their existence. The necessary amount of human blood consumed during feeding varies between one-half and one full quart. Some "older" vampires and Vampire Regents can resist their bloodlust and survive for longer periods without feeding; sometimes over a span of several weeks to a whole month. However, a vampire deprived of viable sustenance for protracted amounts of time will rapidly "age" until it reaches its actual age - ordinarily proving to be fatal, as most vampires are older than the average human lifespan. In theory then, it is possible to "starve" a vampire into destruction. The inherent flaw in this method of destroying a vampire is that the vampire hunter may have to endure while waiting for what could be days or weeks.

Most vampires fall into a semi-conscious, trance-like state during the daylight hours. Older and more powerful vampires do not require such rest; they only need to avoid direct sunlight. During the daylight hours, the vampire's powers are considerably weakened, although it should be pointed out they are still dangerous and certainly powerful enough to wipe out reckless vampire hunters.

All vampires are unable to withstand the direct rays of the sun. Sunlight drastically affects the ichor within a vampire's veins, causing it to congeal and the skin to rapidly decay. Direct exposure causes a vampire to completely dehydrate and turn to powder within minutes.

Vampires are limited by their paranormal dependence upon the soil of their land of birth. They cannot travel more than 100 miles from the place they were born, unless they have taken along at least a pound of their native soil with which to line their coffin or sleeping area. A vampire cannot rest within its coffin or resting-place unless it is in direct contact with their native soil. Placing a crucifix (or some other religious object) or holy wafer within the confines of a vampire's coffin or resting -place will defile both the soil and the vampire’s place of rest, thereby causing it to be unsuitable and inaccessible for the vampire. The intrepid vampire hunter should be cautious when attempting this however, as vampires tend to get upset when their sleeping areas are tampered with. Furthermore, many vampires usually have more than one resting-place established for cases such as this (so it is wise to make certain you have gotten them all).

There are certain weapons and tools of defense that can be implemented against these creatures. Vampires have a supernatural aversion to any religious object representing "good" (such as a cross, crucifix, Star of David, etc.) that is wielded or placed by anyone who believes in the spirit the object signifies. The size of the object is not a consideration in its ability to repel vampires, only the strength of the wielder's belief. For example, a believing Christian wearing a small cross can effectively hold a vampire at bay with it, and even sear the creature's flesh by simply touching it with the object. "Younger" vampires are often susceptible to the effects of such objects regardless of the wielder's belief, but faith is required to affect "older" and more powerful vampires. It has been recorded that some very powerful vampires and Vampire Regents have been able to resist the effects of religious objects, but they still remain as the vampire hunter's most potent defense.

Holy water (i.e. - water that has been blessed by a priest or cleric of faith) is another effective weapon against the vampire. While it would require generous amounts to actually destroy a vampire, holy water acts like concentrated sulfuric acid when it comes in contact with a vampire's flesh. Vampires are also mystically repulsed by garlic plants. Although it does not cause them any actual harm, the wearing of at least one clove around one's neck is sufficient to ward off a vampire. Additionally, the vampire cannot use its shape-changing abilities while within about 20 feet of a garlic clove.

A vampire may be incinerated into destruction, but this may prove to be a difficult task to accomplish. They are not immune to fire, but because of their recuperative powers (and the fact that they do not feel pain from fire), this is not a recommended method for dispatching a vampire. Similarly, electrocution may eventually destroy a vampire in time, but this another risky method for eradicating these creatures.

Because the vampire's ichor is similar in function to blood, poisons and other toxic substances that are circulated in its bloodstream will adversely affect a vampire, although no dosage is large enough to cause its destruction.