The Vampiric Curse
In this world the word vampire means a great many things. A vampire is an immortal creature of the night; a predator that seeks out human blood to fuel it's unnatural lifespan and powers. All vampires are descend from the House of Dracul and the first vampire, Vlad Dracul. Commonly known as Dracula. He was the first generation, cursed by another supernatural being who has since been destroyed. Dracula lead the Immortal Hunt against other mystical entities and nearly wiped them all out. Werewolves, fae, witches, and wizards all wiped from the map by Dracula's Immortal Hunt. Today generation reflects how far from Dracula's bite your curse is. One turned by Dracula would be a second generation vampire. A second generation vampire created third generation and so on and so forth. The lower a vampires' generation, the more powerful their disciplines are. There is only one way to lower a vampire's generation but more on that later. That being said all vampires posses certain abilities. The vampire's bite, used to feed, feels almost euphoric to humans. It is a highly pleasurable feeling and as a result some humans who survive the feeding process may become addicted to the bite. In more organized societies, these humans serve as cattle. They are given homes, food, and health care and in return they provide an endless source of blood for vampires. It is also important to note that a vampire can heal the bite marks left from feeding by licking them. Aside from that all vampires posses the ability to heal themselves through concentration and at the cost of blood. The curse also grants vampires heightened strength, speed, and senses which all draw upon the vampire's blood. Blood which is also used to quell a vampire's internal beast. All vampires have a beast within them that is constantly fighting to break free. The beast draws heavily on immoral actions and thus all vampires find themselves in a constant battle with their own beast. The battle of good versus evil never had to go further than a lone vampire trying to control their dark urges. When a vampire is too low on blood or when they find themselves in the presence of an overwhelming amount of blood, the beast fights hardest. Should the beast take over a vampire would act on only it's most basic and primal instincts with only one goal, consume blood.
It should go without saying that vampires would burn to death in direct sunlight within a matter of minutes. It is always a slow and excruciating process. In addition to the sun vampires can be repelled with holy symbols such as the cross. To a vampire, a holy symbol emits a burning light like the sun that would ultimately have the same effect on them as the sun itself. Vampires can not set foot within a church for that reason. Metals such as pure silver burn at the touch. When a stake is driven through their heart vampires in this world do not actually die. They retreated into a state of deep- comatose- sleep which they do not emerge from until the stake has been removed and when they do emerge it is often in a frenzy.
There is one practice that is strictly forbidden among vampires. Those who practice are hunted by the Ekon, an organization of vampire's who serve as a police force under Dracula's command. It is the practice of soul consumption. All vampire's posses the ability to consume the soul of their victim by draining them completely of blood. When a vampire does they experience a thrill far superior to any other. Should a vampire consume the soul of a vampire of lower generation, the assailant vampire's power would grow. Vampire's who perform this act are marked by a gaunt a pale appearance. It makes them easier to hunt.
The Blood Edict
The Blood Edict is a lengthy document chronicling the laws that have helped vampires survive for thousands of years but all of the pages can be summarized in one sentence. Do not reveal the existence of the supernatural to humans. Doing so is punishable by death.
Generations
In this world is it not a vampire's age that defines their power. It is how far removed from Dracula's bite their embrace was. The term for that is generation. Dracula's progeny were the second generation and their progeny were the third and so on and so forth. The lower a vampire's generation, the more powerful they are and the more potent their disciplines. A vampire of tenth generation could not dominate the mind of a seventh generation vampire but they would be able to affect the mind of a ninth generation vampire. The closer two vampires are in generation, the more their disciplines would be able to affect one another.
Covens
Within this world of immortals, vampire kind are organized into covens. Each coven has it's own role in service to The Grand Coven which is run by Dracula from Castle Dracul. Each coven has various bases of operation around the world which has lead to a lot of interaction between covens.
Ekon: The Ekon sit at the top of vampire society. They are a clan comprised of the most powerful vampires and they act as the immortal police force under command of Dracula though they do not interact with him directly. Ekons are sent out to punish those who violate The Blood Edict and risk exposing the supernatural to humanity. They maintain the peace and the lie from all over the world and only assemble when called. For this reason they do not have a central base of operations. Because vampires have no definitive method of determining the exact age of other vampires the Ekon bear a mark to identify themselves. Some of the oldest Ekon have a brand on their forearms that they choose not to heal. Newer Ekon are marked by a golden tattoo of a dragon that starts at the back of their hand and wraps around their forearm.
Lepos: The Lepos coven is often filled with those who enjoy the finer things in life. They indulge greatly in all forms of the arts. They pride themselves on the vast compilation of experts among their numbers. Vampires within this coven play a twisted game of lies in order to climb the ladder of power. The Lepos Coven is centered in Chicago, Illinois.
Vulkod: The Vulkod coven is comprised of criminals for the most part. The coven was founded by a vampire who saw the value of controlling the black market and since that vampire's death the coven has held onto that control. Over the years they refined their practice into one of the better criminal organizations in the world making them both the best asset and greatest risk to The Grand Coven. This is the only coven the Ekon are lenient with. The Ekon give Vulkod more time to fix their messes because historically the Vulkod have been able to.
Immortuos: The Immortuos coven are practitioners of the darker arts. Members of this coven are often interested in expanding their knowledge of the dark arts or learning to use their blood to it's fullest potential. This coven provides the Grand Coven and the Ekon with constant reports on their discoveries and remains at the forefront of vamprisim research. The Immortuos Coven is centered in Los Angeles, California.
Amentia: The Amentia coven is one of the more unique because it is actually based within a series of hospitals and asylums around the world which act as a haven for immortals on the run from hunters. Amentia territory is always neutral grounds where fighting is strictly forbidden because they provide the majority of the blood to those who refuse to hunt humans. The Amentia Coven is centered in London, England where their main medical offices reside.
Fortis: The Fortis coven act as a sort of secondary militia force. While the Ekon deal with breaches in The Blood Edict, the Fortis coven are the brutes who deal with day to day issues. When vampires need enforcers or security they turn to the Fortis. They are kinda jocks. The Fortis Coven is centered in the Middle East.
Patet: The Patet coven was founded by Dracula early on with the intention that it would be the home for those immortals who felt out of place in any other coven. As such the Patet coven has the least structured hierarchy and is generally considered nomadic.
Disciplines
Most player characters can have one discipline at the most. Vampires of lower generation are more powerful than vampires of higher generation. For that reason I will only be allowing one old (generation of 4-6, 3 disciplines) vampire per person and one vampire of 6th-9th generations with 2 disciplines. There will be no player characters that are vampires of first, second, or third generation. These ages will be left to plot-specific characters. You may make as many tenth to thirteenth generation characters as you like. Any fourteenth generation vampire would be too consumed by their beast and only serve as a frenzied predator. Vampire's consumed by their beast are considered Ghouls. It is important to note that knowing a discipline is not the same as knowing every single branch of the discipline. Even fourth generation characters do not have access to every part of the discipline branch. Players are expected to be selective of the powers they allow in order to maintain an enjoyable environment for all.
Abombwe
Animalism
Bardo
Chimerstry
Dementation
Dominate
Flight
Fortitude
Melpominee
Obeah
Obsfucate
Obtenebration
Presence
Protean
Quietus
Serpentis
Spiritus
Thanatosis
Vicissitude
Visceratika
Vampire: The Forsaken
Vampire Roleplay