Classification: Undead (Class
strigoi, nightstalker, and blood ghoul.
Nosferatu (see: History/Lore, below)
crypts, tombs, underground tunnels and catacombs, caverns, sewer
tunnels and complexes, abandoned mines, old castles, old
mansions and houses, abandoned warehouses, foggy moors, dark and
undisturbed marshes or bayous, and abandoned funeral homes.
See History/Lore, below.
Fresh mammalian blood; preferably human.
When feeding, the vampire usually bites its victims on the neck,
breast, or arm (see also: Known Weaknesses/Methods Of
vampire is perhaps the greatest of all metamorphic evils that
plagues this world and certainly among the most difficult to
dispatch. Although no one knows for certain about the true
origins of these dark creatures, one popular theory relates that
vampires were first created about 15,000 years ago by an evil
cult of Atlantean sorcerors in the pre-Cataclysmic age. The
vampires were more powerful than their creators had ever
anticipated. This realization swiftly culminated in their demise
by the hands (and fangs) of their own abominations. The vampires
fled the small continent before it eventually sank, leaving them
free to perpetuate their species - and spread their vile scourge
across the globe.
Essentially, a vampire
is a human being that has died and has been subsequently
resurrected by either the bite of another vampire, or through
some other supernatural means. Complex diabolic pacts and
certain obscure black magic rites have been known to create
vampires; evil sorcerers and some lycanthropes that have died
may rise again to become vampires; extremely evil men (or women)
who die while committing an evil act may return as vampires. The
most common and sure-fire method of becoming a vampire is to die
from a vampire bite. The sanguinary bite (or "kiss") of a
vampire is its method of perpetuating its breed, and those
rising from the dead to become vampires are subject to the
will of the vampire that originally bit him/her. The bite of the
vampire is usually detected as two small but swollen puncture
wounds; often referred to as "the Seal of Dracula". Most vampires
prefer to attack victims of the opposite sex.
vampirologists, and vampire hunters alike believe that vampirism
is a kind of "supernatural disease", for which there is no
known cure. It has been long theorized that the vampire's bite
deposits a kind of enzyme found in the vampire’s saliva into
the bloodstream of its victim. If the vampire draws too much
blood to cause its victim to expire, the enzyme triggers a
metabolic change in the victim's body, beginning with the
production of a strange dark-green liquid called "ichor"
within the victim's bloodstream. In about three days, there is
enough ichor to nourish the victim's body the way that blood
once did. If the "host-vampire" is not properly destroyed
within this three-day period, the victim will return to "life"
as a vampire.
If the victim's blood
loss is not significant enough to cause death, the victim will
show signs of progressed anemia due to the effects of the enzyme
in his/her bloodstream, but will not die. Until the enzyme has
fully metabolized, the victim will be weak and sickly -as well
as being susceptible to the hypnotic commands (whether conveyed
verbally or telepathically) by the vampire that attacked
him/her. The victim will almost always develop a perverse, often
amorous attraction toward the vampire that bit him/her as well.
The victim may be spared the horrible fate of becoming a vampire
(and returning to normal) if the host-vampire is properly
destroyed before the enzyme metabolizes itself -claiming the
victim as a vampire. Likewise, should the victim suffer more
attacks from the vampire-host during this time, the metabolizing
process will be expedited, causing the victim to "turn" at a
much quicker rate.
The body of a vampire
is technically dead by human standards. It can be said that a
vampire’s body is in a state of arrested decay, animated by a
supernatural force or spirit residing in its corporeal form, and
kept vital by the body’s production of ichor.
Although there are many
instances of solitary vampires (i.e. - vampires that operate and
travel alone), these creatures are also known to cohabit with
one another, forming what is known among vampire hunters as a
"nest". There can be any number from 2 - 20 vampires in a
single nest, usually controlled by either a vampire of greater
power (the eldest) or a Vampire Regent.
"Older" vampires or
Vampire Regents are occasionally known to posses human thralls.
Such thralls can either be willing or unwilling (i.e. - under
hypnotic control) servitors charged with the safekeeping of the
vampire and its lair during daylight hours. Thralls may be used
to procure or otherwise lure victims for their vampire-masters
as well. Willing thralls are usually recruited by the promise of
immortality in exchange for their unholy service. Some thralls
are made into ghouls (see: Ghoul) to better serve their
The nosferatu is a rare
subspecies of the common vampire whose origins are steeped in
obscurity. There are some that believe the nosferatu is the next
stage in the phylogenetic process of a ghoul; in other words, a
ghoul that has consumed its vampire-master's blood for decades
- without being drained of blood itself - may "evolve" to
become a nosferatu. This is pure supposition, however, as there
is no evidence to support this theory. Little is known about
this strange offshoot of the common vampire. What is known, is
that the nosferatu are solitary creatures, preferring to dwell
in the most hidden and inaccessible locales (normally
underground, e.g. - sewer systems or abandoned cellars, etc.).
The nosferatu are known to be hideous in appearance; their skin
is a pale, greenish-blue color, stretched over their elongated
skull-like faces. Their flesh is coarse and they are commonly
hairless. They have long, pointed ears, red eyes, and sharp,
rodent-like teeth. Their hands are exceptionally large, with
long talon-like fingers that act like claws, able to shred
through wood and thin-gauge steel. They seem to revel in
squalor, and they often appear as malodorous tatterdemalions;
adding to their horrific mien. They seem to be inferior to most
common vampires in that they are unable to shape-change.
Nosferatu are slightly physically stronger than their "cousins",
albeit considerably slower and less agile. They possess all the
other powers and weaknesses as common vampires, being
particularly adept at hypnotic control (presumably due to their
inability to commingle in human society because of their
appearance). Few Nosferatu have ever succeeded in becoming
Vampire Regents, but it has been known to happen.
All vampires share a
serious antipathy toward lycanthropes, especially to those of
the lupine species. The source of this mutual antagonism between
vampire and lycanthrope is as yet unknown, but it has been
ongoing since their earliest beginnings.
Perhaps the most
popular vampire in history was Count Dracula (Vlad "Tepesch"
Dracul), the former 15th
Century prince of Transylvania and Wallachia. Dracula was
thought to be bitten by one of the original Atlantean vampires,
conferring powers upon him far greater than any common vampire -
eventually making him a Vampire Regent. Interestingly, Dracula
assumed the title of count without any legal basis after
becoming a vampire. Regardless of his actual origins, Dracula
was certainly the most powerful of all vampires on record. The
Count was reputedly destroyed by vampire hunters Abraham Van
Helsing, Jonathan Harker, and others in the early 1890s;
although his remains have yet to be discovered. In 1931, an
expedition excavated his tomb and final resting-place, revealing
it to be empty.
all the darkest pages of the malign supernatural there is no
more terrible tradition than that of the vampire, a pariah even
among demons. Foul are his ravages; gruesome and seemingly
barbaric are the ancient and approved methods by which folks
must rid themselves of this hideous pest." - Montague Summers
strength of the vampire is that people will not believe in
- Dr. Abraham Van Helsing
Humanoid; typically human. They are
usually frail or gaunt in appearance (which belies their great
strength), having pale skin and fair complexions. Male and
female vampires alike are known to possess relatively long
fingernails. Vampires usually appear as "normal" humans do,
unless they are aroused by bloodlust or enraged. In such cases,
the appearance of two, reticulating canine-like fangs may be
seen; accompanied by red eyes and a rather predacious
countenance. It has been said that vampires possess a foul
breath, but this speculation has yet to be verified (it is very
difficult to get close enough to a vampire to confirm any
Average human size.
Usually 1/3 lighter than they were in
Variable; usually dark-colored; often
bright red when feeding or enraged.
Variable; normal human hair color. Red
hair is known to be common among female vampires.
all undead, the common or "European" vampire is perhaps only
subordinate to Living Mummies and Lichs, although the vampire
has greater control over the lesser undead (e.g. - ghouls,
zombies, etc.). As a Class A-type undead creature, vampires are
extremely powerful, arguably the most dangerous among the ranks
of the undead.
Vampires do not age,
except on some occasions when they have been deprived of blood
for extended periods of time (see: Known Weaknesses/Methods Of
Destruction, below). Vampires have remarkable recuperative
powers. Vampires cannot be harmed by conventional weapons.
Bullets and ordinary knives provide only momentary distractions,
as the vampire can heal from such injuries within seconds.
Moreover, the vampire does not feel pain from such conventional
attacks. They can only be harmed by weapons made of the purest
silver and even then, their supernatural restorative abilities
allow them to recover very quickly. Under optimum conditions
(i.e. - when they have been "feasting" regularly), vampires
never physically tire. They are immune to all forms of human
diseases and illnesses.
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
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 10 - 20 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.
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).
(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
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
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
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
renowned recuperative powers do have their limitations, however.
A vampire cannot grow back a severed portion of its body.
However, apart from the obvious periodic inconveniences,
injuries like these will not critically impair a vampire's
or efficacy. The only substances that cause a vampire pain and
injury are weapons made of pure silver, and to a lesser degree -
unless it penetrates the heart - wood. Complete decapitation of
the head will destroy the vampire. Piercing the vampire's
heart with wood or silver will also destroy a vampire. A wooden
stake or silver blade prevents the heart from supplying ichor to
the rest of the body. If the stake or blade is removed, however,
even if the creature's body has crumbled to dust, the vampire's
supernatural vitality will restore its body in the condition it
had before it was destroyed, returning it to "life". It is
important to mention that vampires do not "die" immediately
when being pierced through the heart. Many vampire hunters have
been killed from the mighty death throes of vampires after they
have been pierced through the heart. Furthermore, it has been
recorded that some of the more powerful vampires were able to
remove the wood or silver instrument before "death"
occurred. It is recommended that the creature be held at bay
with holy objects while the impaling is performed.
There are only two sure
methods of destroying a vampire permanently. One is to expose
the vampire to direct sunlight and then scatter its ashes.
Another is to pierce its heart with either wood or silver,
stuffing the head with garlic cloves, and then severing it from
the body. The head and body should then be burned in two
separate places, scattering the two subsequent piles of ashes in
In closing, it should
also be cited that in some cases when a vampire has been
destroyed, the body releases a kind of "spectral energy",
often manifesting itself as concussive force. This force has
often been described as a kinetic "explosion", able to
shatter glass and windows; toss furniture in the air; and knock
an average-sized man to the ground. In cases where powerful
vampires or Vampire Regents were dispatched, enormous discharges
of pneumatic and kinetic force were experienced. In rarer cases
still, extreme electromagnetic disturbances (often electromotive
in nature) were witnessed upon destruction. The vampire hunter
should be cautious of this phenomena when destroying "older"
or more powerful vampires.
Vampire Regent and