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Akuma no Ketsueki (Bloodfiend Clan; Vampirism) Empty Akuma no Ketsueki (Bloodfiend Clan; Vampirism)

Post by Xhesi no Akuma Tue Sep 03, 2019 9:47 pm

Name: Fiends of Blood (Akuma no Ketsueki)

Affiliation: Johogakure, Saisei

Surnames:
Vampires born into Vampirism: "{~} no Akuma"
Vampires created by Vampirism: "{~} no Ketsueki"

History: No one is truly sure where the origin of the clan began, only what is known about them since The Black Year many centuries ago in what is now known as Saisei. The clan has since hidden among civilians and the military alike in an attempt to effectively hide their existence from their human counterparts. As with many other clans, the vampires of Akuma no Ketsueki also have different factions as well as mutated strains of their unique kekkei genkai - Seiki no Nai Sosei, or, Lifeless Reanimation. It is also noted that they regard Saisei as a "Holy place", and as such, visit it often and have gone to certain lengths to protect it from poachers and potential settlers.

These factions, though strained by majority, live amongst one another in a relative peace in order to ensure their continued existence in the shadows, for fear of persecution if they are widely exposed. The most common factor that can be notably commented upon is their power, which seems to dramatically increase with age as well as blood consumption. Furthermore, if not already frightening enough, each vampiric class carries its own benefits, though they all essentially collectively share the same weaknesses.

What texts can be found and translated about the Akuma no Ketsueki only mention an individual known as The First One, presumably the origin of vampirism. This "First One" claimed to be the first descendant of the one true God, and took on the name of Saisho no Umareta. Apparently known to be an accomplished and celebrated veteran of war, it was also presumably he who commanded the clan and its factions maintain absolute discretion and secrecy to protect themselves. The Black Year was a specific period in time where vampires emerged from hiding and targeted any and all living beings. Nearing the end of the world, the human population dwindled to the point of near extinction. It was at this point in time where The First One would emerge and band the vampires together, scolding and lecturing them about their reckless behavior and complete disregard for what would happen should their food supply run out. They followed his command and retreated back into the shadows as humanity's population slowly but surely surpassed its former capital.

It is noted that Saisho no Umareta, The First One, was supposedly married to a human woman whose name is never mentioned in texts. Though vampiric females are mentioned to be incapable of giving birth, their male counterparts can still produce offspring. This being said, Saisho consorted with this human woman and gave birth to a young and healthy vampiric hybrid of human and vampire chemistry, whose name is revealed in Saisho's journal. She would later be known as Xhesi no Akuma, who eventually bore the title of Dākumazā (ダークマザー, Dark Mother) and is the first generation of her kind. Years after her birth, this generation of unique vampires would later form a female-only covenant known as The Sisterhood, and it would soon have been discovered that these vampress warriors in specific would stand to become perhaps the most feared vampiric group due to their strange and foreign power. They, virtually, can live forever thanks to their gift; as they do not have to feed in order to survive, but instead gain tremendous power from feeding. In order to ensure their reputation as powerful entities, they mastered Bukijutsu using virtually any and all types of melee and ranged weaponry.

Some time many years after The First One returned to what is referred to as "The Kingdom of the Unborn", comparably a vampiric Valhalla, a faction known as the Red Council gathered. Five of the oldest and most powerful of the vampires from each respective coven of the vampiric underworld convened to conjugate a method to respect the word of The First One, which was to spare the greater portion of humanity and only feed on what they must to survive. Since then, every one-hundred years that passes a tournament is held to determine the most powerful vampires of the century. Those who succeed become Old Gods, so it was recognized as a death sentence one way or another. Things have continued like this up until the present day in modern times.

As of a few hundred years ago, another unique breed of vampire began to emerge around the borders of what is now modern Johogakure. These vampires called themselves the "Souruhābesutā", or Soul Harvesters. Proven to be just as efficient and capable, if not more so, than what was recognized as a normal vampire by standards of power, and it was noted that these vampires specifically have the power of spiritual sapping, or what is formally recognized as Chakra draining. This power is employed through their bite and is especially useful for combat preparation. The Souruhābesutā began to spark conflict with the Red Council - demanding that they create a sixth seat on the Council for a representative of their own to herald. One hundred years ago, during the last Ascension, the Souruhābesutā sent a vampire that was considered a champion of his people to represent them in the tournament. The conditions, if the Champion could just survive the tournament against all five of the Old Gods, they would open a spot on the Council for him to assume as Commander of the Souruhābesutā.

This Champion, whose name was revealed as "Abaddon", took on all five of the Old Gods one by one, individually. The purpose was not an all-out deathmatch as is typically intended, but merely a way for the Council to gauge the power of the Souruhābesutā. Throughout each match, Abaddon did fairly well against the Old Gods, surprisingly so due to his young age in comparison to their ancient bloodlines. The final match was, however, not as easily triumphed. Abaddon faced none other than Xhesi no Akuma, the First Dark Sister. Time and time again Abaddon would attack and equally so, Xhesi would defend and deliver countering blow after countering blow. There was seemingly no way to infiltrate or adequately defend himself from her counter attacks. In the final moments of the battle, Xhesi engaged Abaddon in hand-to-hand combat - deciding to abandon her scythes and see what mettle this vampire had. Suddenly, Xhesi had stricken Abaddon with a jarring kick to the face staggering him and creating an opening for Xhesi to move in. After a barrage of combination punches, Abaddon had lost.

This was not a bad thing necessarily, as Xhesi complimented the warrior on his combative skills and noted that he was more than worthy enough to claim a spot on the Council. A year or two after the Ascension, Abaddon betrayed the Council and attempted an assassination that would have killed the Old Gods. The reason for this is still unknown, though it is mentioned that this was a failed mission and Abaddon faced Xhesi yet again in combat. This time, however, Abaddon would die a slow and painful death. Xhesi drained him of his blood and used it to finish off the rest of the small battalion he'd riled up. In light of his betrayal, a spot for the Souruhābesutā remains open to this day; the Council widely in agreement that they are more than capable of being worthy to their cause - though the faction itself has a maimed reputation for being turncoats and as such, are often attacked by other covens and packs of vampires. Because of this, it seems like the Souruhābesutā have mostly taken to feeding on their vampiric brethren over that of humans. Due to these factors, it is common more often than not to see a Souruhābesutā afflicted with Vampiric Anthropomorphism, which shifts their eye, skin and hair color to a dark black; their veins also becoming clearly visible beneath the skin and are also tainted black.




VAMPIRIC FACTIONS

Wanderers (Unaffiliated)
Halfpires
Skinners
Souruhābesutā
Feral Packs
The Sisterhood
The Blood Council

FACTION BREAKDOWN

Wanderers
Unaffiliated vampires who do not typically align themselves with others. They typically do not exhibit traits of faction-specific vampires, though it is not unheard of as there are vampires who have defected from their respective faction.

Halfpires
A Halfpire is a creature of both human and vampiric origin whose human blood flawlessly coalesces with vampiric blood. In a sense, Xhesi no Akuma is considered a halfpire as her mother was a human, although she was born from vampiric inception instead of being created by it. This is the reason her blood is different as well as why she is a Dark Sister. These creatures have a higher resistance to both ultraviolet rays as well as fire, significantly enough to where sunlight hardly bothers them at all for extended periods of time. They are statistically weaker than their pure-blooded sister vampires, but certainly make up for it in terms of freedom, exposure and maintaining a much less primal lifestyle.

Important Notes:
Ultraviolet Resistance
Reduced weakness to sunlight. Ten (10) posts spent in the sun with no coverage or shade will result in a halfpire spontaneously combusting and being reduced to ash. This process is irreversible and can only be stopped by being submerged by darkness for, at a minimum, the amount of posts spent in the sunlight. Like normal vampires, this weakness does not affect Elder or Old God halfpires.

Fire Aversion Immunity
Unlike their vampiric counterparts, halfpires have no susceptibility to fire and it does not severely damage them when contact is made with a fire source. Fire techniques and burn degrees affect a halfpire the same way it would if they did not contract vampirism.

As mentioned, Halfpires cannot become Soul Harvesters OR Dark Sisters. It should also be noted that a halfpire can still become affected by vampiric traits such as their adaptive anthropomorphic capabilities to mimic behavioral and physical traits of what they feed on. It should be noted that Halfpires can also suffer from Feralism, except they still have the ability to ingest normal food consumed by humans so this becomes exceptionally easy to avoid.

Skinners
These vampires are a particularly sadistic type, as they are notorious for flaying the skin off of their captured victims and eating it. There are also rumors that they craft masks and armor out of the remaining skin and faces of their victims as they slowly die from blood loss, infection and shock. They communicate similarly to Feral Vampires in the sense that they use guttural speak and growls. Unlike the Ferals however, these vampires still maintain their intellectuality.

Feral Packs
Feral Packs are factions of wild and feralistic vampires who collectively share a hive mind. They communicate gutterally and use sounds such as barking, growling and howling to respond. They are instinctual pack hunters and behave similarly to that of a wolf pack in a wild setting, with a single feral taking dominance and leading the pack. Like any pack of wild animals, they claim territories and do not like encroachment; usually responding violently and viciously dismembering intruders.

Souruhābesutā
Souruhābesutā are the Soul Harvester Vampires and are widely known as turncoats due to their history with the Blood Council. They are considered Vampire hunters themselves and are skilled in Bukijutsu, though seemingly not as committed as the Dark Sisters of the Sisterhood in this specialization. They feed mostly on Chakra instead of blood and a vast majority are afflicted with Vampiric Anthropomorphism which is essentially due to their constantly feeding on their vampiric brethren. As mentioned, because of their history, there are cells of these vampires who are committed to actually killing the Old Gods on the Blood Council in order to avenge their fallen Champion of Old, Abaddon. Because of this rumor, the Souruhābesutā and The Sisterhood have an attack-on-sight order and they are targeted often by other factions of vampires.

Dark Sisters (The Sisterhood)
The Sisterhood is an ancient sect of female vampires who appear to have a religious connotation, follow strict beliefs and revere their "Lord" which could very well be the Dark One (The First One). Very different from the other vampire bands, skilled in various handheld weapons, they are feared by even the most powerful vampire groups. These vampires, unlike most others, do not need to feed to survive and cannot become feral. They wear armor typical of that of a kyoshi warrior and masks that bare an upside down cross. 

The Blood Council
Governed by a law known among vampires as "Ascension", the Blood Council is comprised of 5 Old Gods at any given time, and there cannot be more than 5 Old Gods in existence at one time. Each of these Old Gods ultimately pulls the strings for each respective branch of vampire-kind. One for each. An Old God of The Sisterhood, the Council itself, a Voice for the Wanderers, the King of Ferals and a Chieftain for the Skinners. Every 100 years the title for Old God may be claimed in a tournament to the death. If defeated, the former Old God is drained of their blood and passes their power, title and wisdom to their defeater. Comparably, this group is considered the 5 most powerful and elite vampires in existence.

RITUALISTIC INFORMATION

Soul Binding
Vampires cannot enter a household without permission from the owner of the household. Additonally, a vampire may be bound to swear fealty and unyielding allegiance to a person to serve them without question and do their bidding, no matter how heinous or chaotic. This is a blood contract and can only be performed ritualistically if the vampire is about to be killed or is close to death. 

Awakening Ritual
The Awakening Ritual is the act of biting required to transform a human into a vampire. Before the bite can take place both the vampire & the intended receiver(s) of the bite must be in agreement in regards to the receiver willingly accepting the vampiric gift of Lifeless Reanimation. If this agreement does not take place, by mouth or pen,  the bite is treated as a feeding session and does not pass the vampiric mutation gene to the receiver.

Unbinding Ritual
This ritual may only take place between a vampire and their maker, or the person who turned them into a vampire. If the vampire so wishes to not have the gift of vampirism any longer, they may consult with their maker to alleviate them of the affliction. Once the vampire gives their maker consent, the maker bites their vampire once more; this time, turning them back into human (Unturned). This removes all effects generated by having contracted vampirism both positive and negative.

Intergenealogical Vampiric Reversion
This is the process of what happens when the kin of a maker drains them of their blood (the recipient of an Awakening Ritual bite killing their maker). The vampiric kin, after draining their maker of their blood and killing them, undergoes a metaphysical and biological change. Their blood becomes tainted to vampirekind as a result of an inherited genetic DNA abnormality, the blood of the maker conflicting with that of their kin upon ingestion. This results in the vampire forcefully turning themselves into an Unturned, a human with blood tainted by vampiric DNA, this also meaning that vampires will not typically nor willingly feed on the reverted vampire. Following becoming an Unturned, as expected, the individual loses their vampiric qualities and abilities.

Upon transformation the receiver of vampirism is presented with two choices. Either become a fullfedged Vampire, or a Halfpire (half human, half vampire). The difference between these two types of vampirism is that a full fledged vampire has the entirety of their kekkei genkai erased and replaced with Lifeless Reanimation and as a result gain all abilities that come with vampirism.

A Halfpire still keeps its old kekkei genkai but has their vampiric potential severely restricted. (Limited to Skill S-Rank & below, cannot grow wings and Soul Harvesters as well as Dark Sisters CANNOT be Halfpires and must be pure vampires). It should also be noted that Halfpires cannot claim a seat on the Blood Council as human blood still taints their veins.

APPEARANCE:


  • Razor sharp fangs & claws/nails.

  • Altered skin pigmentation. 

  • Eye color shift & sclera colorization.

  • Blood becomes a deep black color.

  • Webbed wings & cartilage growth.

  • Hair color shift.

  • Bite scar.





KKG/ABILITIES


Seiki no Nai Sosei (Lifeless Reanimation)

VAMPIRIC TRANSFERENCE

A bite from a halfpire will turn a human into a halfpire ONLY. Halfpire bites on other halfpires or vampires do nothing.

A bite from a normal vampire will turn a human into a normal vampire. A normal vampire bite on another vampire does nothing.

A bite from a feral vampire will turn a human into a feral vampire. A feral vampire bite on another normal, Feral or Soul Harvester vampire does nothing. A feral vampire bite on a Dark Sister instantly sends a feral vampire into an uncontrollable bloodthirsty fiend.

A bite from a Souruhābesutā will turn a human into a Souruhābesutā. A bite from a Soul Harvester on a normal vampire turns them into a Souruhābesutā. A bite from a Soul Harvester on an Elder or Old God kills the Souruhābesutā, as their blood is too aged for them to properly process or digest. 

A bite from a Sisterhood vampire turns a female human into a Dark Sister. A bite from a Sisterhood vampire drains a Soul Harvester of their Chakra bonus granted from feeding. Finally, a bite from a Sisterhood vampire grants them an additional Endurance boost on top of the normal bonus.

A bite from an Elder will turn a human into a normal vampire. It also immediately kills a feral vampire. Furthermore, it can turn a Souruhābesutā back into a normal vampire. 

A bite from an Old God will turn a human into a normal vampire. It also turns a feral vampire into a normal vampire. A bite from an Old God will turn a halfpire into a pure vampire. Furthermore, it turns a normal vampire into a human. Finally, a bite immediately kills a Dark Sister as well as a Souruhābesutā.

Important Note: Once a vampire has been turned back into a human, their blood becomes tainted and cannot be consumed by other vampires. Additionally, the vampire becomes an Unturned and cannot be turned back into a vampire.

Furthermore, none of these conditions except killing effects take place UNLESS performing an Awakening Ritual.




AUXILIARY BENEFITS/DRAWBACKS (PASSIVE)

Nocturnalism 
Can see clearly up to 75 feet in dark and/or low-light conditions. Halfpires can see up to 40 feet in these conditions.

Wings
Only usable once the age prerequisite has been met to become an Old God. Not usable by Halfpires.

Telepathy
Only usable once the age prerequisite has been met to become an Old God. Can only be used to communicate with other vampires or humans who share the same bloodline as the user. Not usable by Halfpires, but can be used on them.

Increased Longevity
Average Lifespan increased dramatically. For Halfpires, this effectively triples the average human lifespan, and they still age according to how old they become.

Ultraviolet Aversion
Extreme weakness to sunlight. Six (6) posts spent in the sun with no coverage or shade will result in a vampire spontaneously combusting and being reduced to ash. This process is irreversible and can only be stopped by being submerged by darkness for, at a minimum, the amount of posts spent in the sunlight. This aversion does not affect Elders or Old Gods. Halfpires can sustain this sunlight for 10 posts instead of 6.

Fire Aversion
Susceptibility to fire. Any fire technique that makes contact with a vampire does 2 Ranks higher worth of minimum damage. At the age of Elder a fire technique only does 1 Rank higher worth of minimum damage on contact. At the age of Old God this aversion no longer affects the vampire and fire techniques deal damage according to their own Rank.


Breakdown: A first degree burn to a human would be equal to a third degree burn on a vampire. At Elder, this burn becomes equal to a second degree burn. At Old God, this burn affects the vampire the same way it affects a human (1st). This aversion does not affect Halfpires.


Enhanced Sensory
Vampires can sense chakra for up to 100 feet in any direction, the vampire being the radial center. Halfpires can sense chakra for up to 50 feet.

Spontaneous Regeneration
Although vampires cannot instantly regenerate, their regenerative process is staved off in correlation to the pain being inflicted on the vampire. This means as long as constant and repetitive damage is being inflicted on the vampire, they essentially cannot heal or regenerate from it.

In correlation with these factors, it is possible to kill a vampire simply from brutal and merciless onslaught, effectively crippling their pseudo-immortality and regenerative properties.


  • 1 post after damage stops, heals minor scrapes, cuts and bruising.
  • 2 posts after damage stops, heals moderate scrapes, cuts and bruising.
  • 3 posts after damage stops, heals severe scrapes, cuts and bruising.
  • 4 posts after damage stops, severed limbs can be reattached. Not to be confused with regrown. 
  • 5 posts after damage stops, bodily health and stability return to normal as if no damage was sustained.


Important Note: Vampires cannot regrow limbs. They can, however, recover their dismembered or removed limbs and use their regenerative properties to reattach them without surgical assistance. If a limb is destroyed beyond repair (scorching it with an S-Rank fire technique or having it exposed in sunlight for too long - for example) then reattachment does nothing and the limb is rendered useless.

Important Footnote (Halfpirism): A halfpire does not have this absolute immortality and they also feel pain very similarly to that of humans. Furthermore, one benefit Halfpirism does carry in this regard is the ability to reattach severed limbs similarly to their counterparts although their regenerative properties are more limited and this requires 2 posts to take effect.

Enhanced Sight, Smell & Hearing
Including nocturnalism, vampires can also see clearly up to 200 feet and can make out shapes and figures at a distance of up to 150 feet. Halfpires can see clearly up to 100 feet and can make out shapes and figures at a distance of up to 75 feet.

Vampires can smell blood up to one mile away in all directions, the vampire being the radial center. Additionally, a vampire can also measure and gauge power by consuming a blood sample of an individual and furthermore can differentiate individuals based on the smell of blood. For Halfpires, they can smell blood up to a half mile away.

Vampires can also literally smell fear itself as a physically manifested emotion similar to sweat. They can pinpoint this smell within 25 feet of their location in all directions, the vampire being the radial center. Because they still have a human instinct, halfpires cannot smell fear.

Vampires can hear as accurately as a pin dropping within 25 feet of their location, the vampire being the radial center. Halfpires can hear accurately at a distance of 15 feet.

ANIMALISTIC AND HUMANOID ANTHROPOMORPHISM

This is an adaptive biological trait which allows a vampire to effectively mimic the physical, mental and behavioral properties of whatever type of blood they are drinking. 

Animalistic Anthropomorphism taking place if the vampire regularly consumes blood from things like wolves, bears, deer and other animals. Qualities like claws, elongated teeth and fangs, pointed ears and guttural instinctual sounds such as barking and growling will affect the vampire.

Eye color, body hair and other physical features can variably change depending on the specific types of creatures eaten. This is a condition most commonly seen in Skinners and Feral Vampires.

Humanoid Anthropomorphism taking place if the vampire regularly consumes blood from human specimens or others affected by Vampirism. The vampire continues to look humanoid and maintains a healthy profile that mimics that of a fit and athletic/muscular human being. 


VAMPIRIC ANTHROPOMORPHISM

A vampire who regularly feeds on the blood of other vampires takes on a much more darker physical appearance, their skin tinted black with pitch black veins covering their arms, neck, hands and feet.

Their eyes also become blood red and their sclera become pitch black and mirrored like volcanic glass. It should also be noted that a vampire who completely drains another vampire essentially copies their DNA and bloodline profile. 

This means that, for example, if a younger vampire were to kill and drain the blood of an Old God, they essentially become the same age as that vampire which results in them gaining their powers as well as their Anthropomorphic qualities. 

FERAL VAMPIRISM

A normal vampire OR halfpire that goes 30 days without feeding becomes a feral vampire, essentially losing any sense of humanity and becoming driven mad by an insatiable bloodlust. This process is irreversible with the exception of a bite received by an Old God.

SOURUHABESUTA

Soul Harvesters, or Souruhābesutā, are much like normal vampires in the sense that they feed and carry the same standardized statistic bonuses, even from consuming fresh blood. However, unlike normal vampires, these uniquely adapted creatures primarily feed on life force energy, or what is better known as Chakra. For all intensive purposes, this specific class of Vampire is treated as a Normal Vampire, except they benefit from an additional spiritual energy boost during feeding. 

Important Note: Due to their mutation and evolution to adapt to feeding upon and processing Chakra instead of blood, Souruhābesutā are restricted to feeding only on normal Humans, Normal Vampires, Feral Vampires, Halfpires and Skinners.

If blood from an Elder or Old God is consumed, the Souruhābesutā dies due to being unable to digest it. It then cripples their vascular system and kills them instantly. 




BLOOD CONSUMPTION

Halfpires
After feeding the halfpire receives a bonus to Strength, Speed and Endurance.

+5% of total STR added to Strength.
+5% of total SPD added to Speed.
+15% of total END added to Endurance.

Vampires: 
After feeding the vampire receives a bonus to Strength, Speed and Endurance. 

+10% of total STR added to Strength
+10% of total SPD added to Speed
+25% of total END added to Endurance

Sisterhood Vampires: 
After feeding the vampire receives a bonus to Strength, Speed and Endurance as well as an additional boost to Endurance. 

+10% of total STR added to Strength
+10% of total SPD added to Speed
+25% of total END added to Endurance
+20% Bonus total END added to Endurance

Important Note: 
The bonus +20% Endurance is to be added after the initial bonus of +25%. 
The formula for this is: 
( HP x .25 = B1 + HP ) + ( HP x .20 = B2 + HP ) = T2

HP
= Endurance Stat/Variable Modifier
T2 = Total after 2nd Bonus
B1 = First Bonus
B2 = Second Bonus


Example: 

100 Endurance | 100 (HP) x .25 = 25 (b1) + 100 (HP) | 125 END
125 Endurance | 125 (HP) x .20 (b2) +125 | 150 END

Souruhābesutā: 
After feeding the vampire receives a bonus to Strength, Chakra and Endurance. 

+10% of total STR added to Strength
+25% of total CHK added to Chakra
+10% of total END added to Endurance

Bonus lasts for 2 topics. After which, the vampire will need to feed once again in order to regain these statistic benefits. Furthermore, the amount of Chakra gained through this bonus is deducted from the targets Chakra Pool when being fed upon by a Soul Harvester Vampire (but is not transferring it to the vampire).




STATISTIC BENEFITS (PASSIVE)

Halfpires
+15 Strength
+15 Speed
+30 Endurance

Normal Vampires
Souruhābesutā Vampires
Feral Vampires
+25 Strength
+25 Speed
+50 Endurance
+30 Chakra (Soul Harvester)

Dark Sisters
+40 Strength
+35 Speed
+75 Endurance
+45 Chakra (Soul Harvester)

Elder Vampires
+60 Strength
+50 Speed
+100 Endurance
+65 Chakra (Soul Harvester)

Old Gods
+80 Strength
+75 Speed
+150 Endurance
+85 Chakra (Soul Harvester)

Halfpire Elder
+30 Strength
+25 Speed
+50 Endurance

Halfpire Old God
+40 Strength
+40 Speed
+75 Endurance

Important Note: These statistic benefits change as the vampire grows older regardless of their vampiric faction. These statistic bonuses are intended to serve as a baseline for a newly turned or pre-existing vampire. 

This effectively means that even if the vampire is a normal vampire, once they reach the age of Elder, they gain the bonuses of an Elder instead of the normal vampire bonus. The only exception to this being a Dark Sister, who gains Elder and Old God benefits on top of their Dark Sister bonus.




VAMPIRIC CLASSES







 Vampiric Class  Age-to-Power  Average Lifespan 
 Normal Vampire  1-300 Years Old  250-300 Years
Unturned{X} Years Old Dependent on Human Age 
when turned back. 
Feral VampireMay affect all 
vampires except 
Dark Sisters
20-30 Years
 Elder Vampire  400-750 Years Old 600-750
Old God 
 (2nd Generation)
 
 1,000-40,000+ Years Old N/A

Halfpires can live to be upwards of 240 years old, and do age according to how old they become, although the process of aging is dramatically slower by comparison. For Halfpires, at age 180 their blood matures and they become an Elder. At age 215 their blood matures into that of an Old God.

Important Note: For Halfpires the statistics bonus of Elders and Old Gods become half of their normal value.



12:05:28
Xhesi no Akuma
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Akuma no Ketsueki (Bloodfiend Clan; Vampirism) Empty Re: Akuma no Ketsueki (Bloodfiend Clan; Vampirism)

Post by Nana Sat Sep 07, 2019 11:32 am

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