Vampire And Blood Dolls

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A game where Vampires and Shapeshifters live in peace and secret, and where humans willingly giving blood to vampires are called Blood dolls.

Vampire General Information

The Council

Vampires have always existed, even the oldest can't tell who was the first one. Everyone has their theory, however. Whether it is a virus, being turned into a demon or a genetic mutation, no one really knows. They always lived in secret, either mingling with the humans, or withdrawing whenever the humans grew superstitious and suspicious enough to start to hunt the Vampires. They gathered in Covens, big or small, each with their own leader, territories and set of laws. The meeting of all coven leaders led to the formation of a council. Since the number of covens vary from decades to decades, the number of members on the council tend to vary. It is the Council that wrote the Vampire Laws. They are the laws by which every vampire must abide, or else the leader of the territory will have to carry the sentence.

North America Council

Vampire Laws

  • No Vampire may kill another Vampire
  • No human may be turned into a Vampire without their consent.
  • No mortal may have knowledge of the vampires. They are to be killed, taken as doll or turned.

All may be punishable by death, sentence carried by the leader of the coven or someone under their order.

Vampire Characteristics

Physiological

Do

  • Immortal, they do not age, do not become ill.
  • The older they are, the stronger they get.
  • The elder vampires can stand the sun.
  • Faster than the human eye can see clearly. A running vampire is a blur to the mortal eye.
  • Stronger than a human.
  • Hearing is sharper than a dog's.
  • Sense of smell also sharper than a dog's.
  • Dark gift: Power gained with transformation as a vampire.[1]
  • Sleeping is optional, the vampire sleeps if he wants to not because he needs to.
  • The blood of a Vampire has healing abilities, for mortals.
  • They regenerate very fast, depending on their level of thirst. The more thirsty, the less they heal.
  • They are pale in appearance, and cold to the touch, but the more they are fed the closer to normal they look and feel.
  • Vampires get sustenance from blood, but also the memories of the one bitten.
  • Vampire form include retractable fangs and nails turning into sharp claws.
  • Vampire form may include change of eye color, when they "vamp-out"
  • Vampire bite induces a state of bliss, caused by a substance in the saliva.

Don't

  • The cross, the holy water, silver or the garlic do not bother them.
  • Do not have the ability to shift into bats or mist, unless it is their dark gift.
  • Do not sparkle, isn't hard as diamond
  • Fly, unless it is a dark gift
  • Get drunk, unless they've had were-creature blood

Vampire Death

To kill a vampire:

  • Stake through the heart,
  • Beheading,
  • Sunrays,
  • Fire.

Vampires leave no trace evidence behind when they die but the weapon which was used in their demise. Their body quickly turns into ashes so light that the faintest breeze blows it away.

Sire & Fledgling

After obtaining the mortal consent, the vampire drains the mortal to the point of near death and feed them their blood. The transformation happens in a matter of hours and is basically painless. There is a bond between the Sire and the Fledgling that allows one to track the other as if there was a compass in their mind pointing at the other half of the bond. The dark gift of the Fledgling may or may not be related to the one of their Sire. The Sire is responsible for the fledgling

Covens

Currently unknown number of residents. The coven is supported by a nightclub with a front opened to the general public, and the back is dedicated to VIP humans and Vampires. The leader, an ancient vampire, has the ability to handpick the willing dolls from the crowd coming at her place, to invite them in the back. The dolls, being willing providers, enjoy much more freedom than the one from the Vermont coven.
This was never meant to be a coven to begin with. A Vampire opened a strip club, which is attached to a well-maintained and clean hotel. There is a dolls system here. All the human employees of the club and the hotel are dolls that earn a paycheck, along with a small apartment with a free rent. In exchange, they have to provide blood to the resident vampires and sometimes drifters. Vampires rent rooms, among the tourists, they come and go, but some are regulars.
Can host a maximum of 13 vampires and 20 dolls at all times. The coven is financially independent, drawing money from Devos Inc. which manages several smaller businesses. The dolls are mostly kidnapped either because a Vampire has seen someone he wants as a doll or because this person was drawing too close to the truth. They are kept in the basement until someone needs them or wants them.
This coven is located in the northern regions of Alaska, in a town called Nuiqsut. It was started by an older vampire who couldn't find her place within any of the other covens, for this reason she moved north, to seclusion. Coming across a plentiful supply of oil she made contact with the leaders of the other covens and they helped her establish a coven of her own. Due to the circumstances in this town, it is strongly urged that all residents have some sort of job, participating in the construction and maintenance of this lovely place. The town is occupied by Vampires, Dolls, and Werecreatures, and due to lack of 'successful escape' there are no restrictions on movement.
The London Coven is the most aristocratic of covens. The vampires of the coven consider themselves to be the noble blood, the leaders of the vampire world. The shapeshifters are considered to be servants just a step above the humans, and are marked with a tattoo by a vampire who has a dark gift permitting her to force loyalty to the coven through this tattoo. The coven owns no dolls, the dolls belong to the vampires. The few humans who are brought to the coven and are not claimed are to be used as food unless a vampire claims them before death does.
The Drifters are vampires who do not belong to any specific coven. They are free to roam the world as they see fit.

Shapeshifter General Information

Therianthropes are most commonly known as Shapeshifters, the most popular variety being Werewolves. The stuff of legend and myth, the fact is that they exist, much like Vampires and other things that go bump in the night. There are countless varieties of werecreatures, not just werewolves. In reality, the werewolves are simply the most bold in their activities, the ones most daring and aggressive which is why history is full of stories about them, while the other varieties tend to keep to the shadows.

No one is completely sure where shapeshifting originated, or how. Legends exist, of course, and those legends can vary from place to place, species to species. One legend is told between many different species, though, and even though it is not believed by any sort of 'majority', it is still the only myth that has gained any sort of ground amongst werecreature circles.

The entity known as Gaia, or Earth Mother, created the shapeshifters as her children and protectors of her creation - Earth. In the beginning, all animal races were caretakers and guardians, nurturing the world as something sacred and precious. Then, humanity sprung into existence, the one species that would seek to destroy the world. So for ages, werecreatures have spied upon humanity as it has grown and expanded. But as time went on, each of the guardian races followed their own instincts more and more.

Shapeshifter Politics

Unlike vampires, shapeshifters as a whole are not bound into covens or groups based on politics. Instead, they generally conform to the organizational type used by their natural animal forms. For example, werewolves form packs usually because wolves in nature form packs. There are sometimes exceptions, of course, because the human equation added into the animal instincts can change things to some degree, but generally when it comes to this, the animal instinct often wins out. Generally, werecreatures prefer to associate with their own kind, but this is not a hard and fast rule.

Shapeshifter Law

Laws vary from species to species, and there is no overwhelming 'rule' that unites all shapeshifters. Some say this is the single reason werecreatures have not established far more control over lesser creatures across the globe, because they are not organized, and something like this will likely never be possible due to the wide variance in personalities, agendas, and the simple basic nature of beasts. Lions do not 'hang out' with whales. Eagles do not spend time associating with ants. As such, there is rarely a given reason for various species to ally itself with another, but it is quite possible. Again, the human equation plays a part in the actions taken by a werecreature. As such, werecreatures of various species are free to interact and even develop relationships. Normally, neither the animal nor the human personality take complete and total control - except during that one night of each month when, for a few hours of the full moon, the animal side takes complete control.

With those things in mind, werecreatures that exist in 'groups' tend to follow their own Laws, as well as those enforced by humans in the area in which they reside. The goal is to 'blend in', of course. To invite the ire of humankind would surely court destruction, since humanity's numbers had flourished far beyond anything their kind had previously imagined.

Werecreatures generally do not care about the Laws of other species. Sometimes they do, and in rare cases species might even acknowledge a sort of 'peace' between one another, or perhaps even an alliance. Because of the sheer number of differences, this is usually done on a case-by-case basis.

That's not to say -some- werecreatures recognize a 'pecking order' of sorts. To an ambitious werewolf, for example, the pecking order is simple: Werewolves on top, everyone else beneath. Others have different views. A wereshark might believe that the ocean is their domain, and simply not care one iota about the events that take place on land, even if their human form lives ashore out of necessity. The variety is nearly endless, creating a complex setting where one species may not even have a clue how their 'kind' feels about another 'kind'.

Shapeshifter Outcasts

Sometimes, a particular member of were society decides to throw off the chains of expectation put upon them by their own kind. These members choose to strike out on their own, wandering where they wish, living their life as they want. Sometimes this label is forced upon them as they are expelled from their own clan or family for whatever reason. Or perhaps an orphaned or abandoned child is left to grow-up and learn these things on their own without guidance. These loners are generally considered to be 'outcasts', and as such some societies have different outlooks on how to deal with them. In some places, outcasts are shunned completely, even denied basic aid or accommodation. In others, they are warily welcomed until they move on. Usually outcasts are regarded with trepidation and suspicion, but to what degree varies from place to place, species to species. Just because two beings are both shapeshifters does -not- guarantee the existence of some 'brotherly bond'. Some shapeshifters -hate- themselves and their own kind, even. The 'unity' that existed between the species faded many thousands of years ago.

Shapeshifter Character Creation

Please note that due to the sheer variety of animals present in the world, shifter applications will be looked over -very closely- to ensure that they meet the standards that the staff requires. While it would be too exhaustive to list animals that would not be accepted, you are asked to consider your choice carefully and to use sound judgement when creating a concept. The staff reserves the right to reject any submission that it finds unsuitable, and it is highly recommended that if you have a concept in mind that you might find questionable, consult with us first before you invest too much time in its creation. "Pinky the werehamster" will likely be rejected without being fully read, and "Sparky the werefirefly" will likely meet a similar fate. Please do your best to be reasonable within the framework of this setting.

Shapeshifter Characteristics

Physiological

There are some traits that -all- shapeshifters have in common. These traits are universal with incredibly rare exceptions. Other than these basic ideas, differences are usually attributed to the animal in question.

Do

  • The shifting process is usually very quick. Early on in life, the shifting process is terrifying and painful, most of this caused by the human brain attempting to deny and resist what is happening to their body. But once the shifter ages and becomes more used to the transformation, it comes quicker, easier, and is pain-free.
  • Each shifter usually has four forms, described below, and these forms can be shifted between at will. There is usually no limit to how many times a shifter can change their form. They can shift back and forth as easily as a human walks and breathes.
  • During the full-moon each month, the shifter is -compelled- to shift from the moment the last rays of daylight disappear, until the first rays of daybreak the next morning. There are various ways to 'minimize this', but even the oldest shifters can not avoid this.
  • In animal form, the shifter retains most, if not all, of their human thought process, even if it is slanted towards a more animalistic view. Even though there is no set amount of animal behavior they must observe, you are encouraged to RP your character accordingly.
  • Shapeshifters have incredible healing properties. From normal injuries, ranging from small cuts to bones being broken, their bodies heal rapidly. A small cut will heal before their very eyes within seconds. A bone might take an hour to mend as long as they stay off of it.
  • Shifters are highly resistant to disease and poison. Not completely immune, but pretty close.
  • In -any- form, silver is BAD. Touching it for more than a few seconds can cause a rash. Holding it for a long period of time can cause burns. Wounds caused by silver weapons take significantly longer to heal, and some may not -ever- heal. While a normal bullet to the heart might stop a raging werelion, it will eventually heal that wound and return to full form. A silver laced bullet, though, will likely cause that damage to be fatal.
  • Clothing worn by a shifter when they shift: this simple detail is often one of the biggest points of contention. To that end, the 'clothing' issue is up to the player. It is recommended that shifting -with- clothing merging with the new form be used by older shifters, while younger shifters have not developed this talent and risk ruining their clothing when they shift unless it is removed first.
  • Shifters have longer life-spans than humans, but not nearly as long as vampires. The oldest recorded age of a shifter on record is about 500 years. Shifter human form ages slower, so a shifter might be 100 years old, but look like they are 30.
  • Shifters need sleep like most any living creature.

Don't

  • Shifter species can impregnate shifters of the same species, as well as humans. Other than that, inter-species impregnation is not likely, even if actual intercourse is possible.
  • Shifters are not compelled to devour or feed on humans, or any animal for that matter. Their diet is of their own choosing, often similar to that of their animal forms.
  • 'Wolvesbane' and other folklore 'protections' against shifters are just that - folklore.
  • Shifter blood has no special properties for humans. However, the blood of a shifter is far more 'potent' both in taste and smell to a vampire than a normal human's blood is. It provides all the same benefits of human's blood, plus it also has a taste that most vampires find almost hypnotic even with a few sips. With a solid drink of the stuff, the vampire becomes intoxicated, as if drunk on alcohol. It -is- possible for some vampires to become addicted to it, as well. The scent is different than a human's blood as well, and some vampires claim that the scent of it is almost as equally intoxicating, but that varies from vampire to vampire.

Shapeshifter Forms

  • Human - This is the usual human form, and other normal humans can not generally tell a shifter apart from other humans. Other -shifters- of the same type -can- sense another of their kind nearby, the distance depending on age. An old shifter can sense another of its kind within a mile or so, a young shifter would need to be within a few feet. The human form -can- retain some of the characteristics of its animal form. For example, a werewolf in human form may have enhanced senses of smell and hearing. An ape-shifter might be quite strong, and so on. The important note is that while they possess these characteristics, they are usually much weaker versions of the abilities they would have in their full animal form. The ape-shifter above would not be able to lift the -same- weight that a silverback gorilla can, but he would be able to lift more than the normal human would.
  • Hybrid - This form is still human for the most part, but bearing features resembling those of the animal. Feathers might sprout from the skin of a bird-shifter, a werewolf in this form would have claws, smallish fangs and larger ears, perhaps even the beginnings of a tail, and so on. Normal human speech is still possible in this form.
  • Wrath - It is said that this is the incarnation Gaia created so that her children would best be able to defend nature itself. Essentially, it is a much larger hybrid version, at the height of its strength. Still mostly humanoid, but with deeper animal features and usually much larger in size and weight. Claws become dagger-like and fangs and teeth appear to be able to punch through kevlar. This is the form where the skin is toughest, providing the shifter its best hope of protection. When a shifter wants a fight, this is the form it is most likely to use. This form is generally terrifying and represents the shifter at their MOST primal, the farthest from humankind that they can reach. In this form, even the smallest creature fears nothing and will usually be very, very aggressive.
  • Animal - This is the final form, that of the pure animal in shape. Humans can not generally able to tell the difference between a werewolf in this form and a normal wolf, and so on. Though still a primal form, this form entices the shifter to follow its instincts moreso than any other. In animal form, the shifter gains the benefits of the animal: water-based shifters can breathe underwater and swim just as well as their animal-kind can. Avian-based shifters can fly, and so on. The senses are also the strongest in this form - this form provides the werewolf with the sharpest sense of smell and hearing, for example.


Shapeshifter Death

A shifter can be killed in a number of ways:

  • Beheading
  • Burned alive
  • Freezing to death
  • Massive total injury (i.e. falling 1000 feet to splatter on a hard surface)
  • Severe injury from silver-based sources.
  • Drowning. Note that shifters need to breathe. A water-based shifter in animal form who is on land for too long can 'drown' from lack of water, just as a land-based shifter submerged underwater for too long can drown.

Transformation/Turning

  • Shifter Children
A shifter can be born to a pair of parents who are of the same species, or to a pair of parents where one is a shifter and the other is a human. Vampires can not create shifters through intercourse, and shifters of different species can not create offspring, as well. In this instance, a shifter child will not undergo their first change until at least puberty, though the timing is not always 'exact'. Noted cases have seen a child succumb to the change as early as ten years, while other cases indicate a person born of a shifter union did not have their first change until they were in their early twenties. By and large, though, around age 13-16 is when it first begins to complicate their lives.
  • Creation
Shifters can also be created by 'turning', when cells from a shifter are transferred by some means into the bloodstream of a human: usually from a bite. This 'turning' does not affect vampires (who have no blood flow), and this transfer has no affect on other shifters regardless of species. This process is not 'automatic', and some human hosts have metabolisms that are strong enough to resist the turning. Once the shifter cells have taken hold in their new body, the victim suffers their first transformation at the next full moon.

Packs

Some varieties of shifters form communities of their own, whether it is to operate more efficiently together, for protection, or any other reason, typically this type of behavior stems from the will of the animal form.

Werewolves are of course the most common and notorious for doing this, forming 'packs' with intricate rules. Other types of shifters may form herds, flocks, schools, pods, and so on and so forth. Typically, there is strength in numbers, but by no means is that a universal rule.

Forming a pack can be a very detailed and intricate process, and if you wish to do so it is recommended that you contact the GM first to make sure your idea is acceptable -before- you spend hours working on it.

OOC Notes

  • Do not create a character expecting a coven leader to break the news of vampires. It gets repetitive.
  • 2-3 paragraphs are expected per IC post, more is okay. Less is tolerated once in a while but not constantly.
  • Players are allowed 3 characters per coven maximum, for a possible generous total of 15 characters, more can be allowed per coven. Ask the GM
  • To claim a doll, tell the leader either in a PM so that the registry can be adjusted
  • To avoid drama, check with players involved before you:
    • Engage in a non-con scene
    • Use someone else's claimed doll
    • Use an unclaimed doll
    • Kill some else's character.
  • Relationships may cover a wide range from Vanilla to Master/slave or pet. Make sure you and your partner are on the same page before posting.
  • Time is fluid, you can engage in more than one thread with the same character as long as they don't happen simultaneously. USE HEADERS.
  • Before a doll is turned into a vampire, get GM approval.
  • If you have an issue, take it to PM with the person you have a problem with, or with the GM. Don't take it further in the OOC thread.

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