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Essence of TheBloodsucker

byZagreusHades

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AI summary

A vampire Essence offering a choice of strains drawn from different franchises, of which True Blood's grants the ability to turn others by draining and feeding them blood and burying them, along with the maker-progeny sire bond, while the Unique Age upgrade adds astral projection whose form can interact physically and the ability to project into the mind of anyone who has drunk your blood, and Fairy Blooded makes you a vampire-fairy hybrid whose blood grants other vampires immunity to sunlight while you hold both species' full powers including photokinesis. Supernatural's strain sustains you on blood alone with strength that grows with age, Shadow Hunter's gives bright red blood, blood tears, no heartbeat and no need to breathe alongside a painful sire bond, with Daylighters adding immunity to sunlight and the power to heal and raise the dead. Charmed's grants blood sensing, flight, night vision, bat transformation, wall-crawling, immunity to witches' powers and immortality; Adventure Time's lets you feed on blood or on the colour red itself with an unchanging immortal form and great strength; and Vampire Diaries' grants age-scaling abilities balanced by natural weaknesses, with the Pilot variant adding fog generation and animal control, and Original adding the powers of the Originals themselves — taking only the abilities leaves you without any of the weaknesses.

Generated précis — the sections below are the author's original text.

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  • True Blood: This strand of Vampirism, provides; alter others into vampires (drain their blood, give them your blood, bury them in the ground, a bond forms between maker and creation), Sire Bond (sire can call their creations from anywhere, command/force them to obey, sire will be stronger than their creation, sense pain and emotion, sense the death of their creation, sire can release them from the bond), extendable fangs (if removed will regrow within three months, can sever limbs), frozen appearance (can't lose or gain weight, body won't change, hair does grow), no bodily functions (waste, reproduction, low body temperature), blood fluids (blood replaces fluids such as tears), no need to breathe (can do it to speak and smell), rapid healing, vampire blood (if ingested creates a psychic and emotional bond results in sexual attraction and sexual dreams about the vampire who's blood was consumed, vampire can sense the location and emotions of the humans that have consumed their blood, provides enhanced strength and sense, enhanced libido and aggression, minor hallucinations, accelerated healing rate, can be addictive and cause withdrawals), supernatural strength (strength grows with age), perfect memory (perfect recall, unable to forget, store all information perfectly and permanently), flight and levitation, glamour (hypnosis, mind compulsion, requires eye contact and voice to compel, no effect on vampires/powerful witches/ghosts/fairy/marinade/halfling, excessive glamour can cause negative effects on the mind of the effected, can effect two at a time), accelerated healing (all wound heal at enhanced speed, immunity to disease), enhanced senses (see, hear, smell, extreme range and clarity, function in complete darkness), supernatural endurance/resilience (immunity to most conventional injuries even if fatal), supernatural speed (appear as a blur to non-vampires, vision and reflexes enhanced to perceive fast moving things, speed enhance with age), supernatural strength (greater than humans/werewolves, grows with age and experience, support the weight of a car, uproot tree, flip mobile homes), and voice imitation. This Vampirism weaknesses, include; vulnerability to sunlight (increases with age, burns, burst into flames), being decapitated, a wooden stake (unless 2'800 years old), fire, silver, excessive blood can cause intoxication, garlic (smell is a minor annoyance), requiring an invite to enter private residences (the invite can be rescinded). You may also gain the knowledge and skill to create True Blood, a synthetic blood that comes in flavors based on actual blood types that capable of sustaining blood drinkers and providing full nutritional benefits, you may also gain an unlimited supply of every type of true blood.

  • Unique Age: You are an advanced member of this species, gaining; astral projection (astral self can interact with the physical world), can project yourself into the mind of those who have consumed your blood, haemokinesis, intangibility and invisibility, longer fangs, clairvoyance, panempathy (connects with all vampires) enhanced self control, species/supernatural detection, weakness immunity (stakes, fire, silver, being invited into premises), telekinesis (strong enough to shake a house), and teleportation (clouds of blood).

  • Fairy Blooded: You may be a hybrid of vampire and fairy, possessing; blood that can grant other vampires immunity yo sunlight, the full powers of a vampire, the full power of a fairy (photokinesis (beams of light, manipulate with mind, explosions, blasts, blue light at night, gold light during the day, etc), render other unconscious and return consciousness, creat we a super nova energy ball capable of killing vampires, telepathy (read thoughts of any creature that gives off brain waves, can pick up images and words, can enter minds, reset memories, etc), dimension creation (create pocket dimensions), dimensional travel (can travel with others), electrokinesis, illusions (convincing, vivid, highly realistic), longevity, magic greater than any human, the power to break or reverse the magic of witches, power of oaths/promises as they are sacred, oneirokinesis (dream entering), psychometry, shapeshifting (take the form an idealistic beautiful member of the dominant species (within the dimension your in), change size down to a firefly and match dominant species), teleportation, sealing/locking/binding, language translation and speaking, and the ability to render objects indestructible.

  • Supernatural: This strand of Vampirism, provides; the ability to sustain yourself on blood alone, enhanced strength (lift and throw around adults, move heavy objects with ease, increases with age), retractable fangs (strong enough to rip chunks of meat), enhanced speed (greater than humans, move faster than the eyes blinks, outpaced vehicles, increases with age), enhanced agility (run, jump, climb, etc), enhanced senses (predator like, see in the dark, hear heartbeat, sense of smell capable of tracking individuals by their blood for life), immortality (un-aging, no decay, no disease or illness), invulnerability (immune to conventional fatal wounds/damage, trauma, disease, illness), regeneration (sped up with the consumption of blood), resilience to pain, predatory stealth, and retractable claws. This Vampirism weaknesses, include; the blood of a dead person (incapacitate them), sunlight (painful, won't kill), decapitation (can kill), and supernatural weapons (can kill).

  • Shadow Hunter: This strand of Vampirism, provides; shimmering bright red blood, blood tears, no heartbeat, no need to breathe (can inhale and exhale), Sire Bond (sired will feel a jolt of pain if their sire dies), connection to grave site (grave dirt has special properties; can sense if its disturbed, can receive communication and messages through it), the inability to be tracked by magic, immortality (sterile), supernatural physiology (enhanced strength, speed, grace), faster regeneration, enhanced senses (sight, hearing, see in the dark, sharp eyesight), encanto (mesmerize and control others), shapeshifting (rat, bat, dust, maintain intelligence), resistance to temperature extremes, quick climbing, and enhanced physical appearance capable of charming others. This Vampirism weaknesses, include; fire, holy items (only when they hold weight for the vampire), sunlight (burn, blister, full exposure will cause them to burst into flames), oak stakes (through heart will kill), silver (toxic), and decapitation.

  • Daylighters: You are invulnerable to sunlight, and are capable of bringing the dead back to life and healing others.

  • Charmed: This strand of Vampirism, provides; blood sensing, flight, enhanced strength, night vision, shape-shifting (bat form), wall and ceiling crawling, immunity to the powers of witches, immortality, a bite that can turn others into more of your kind, pyrokinesis, greater strength, and a psychic and physical connection to all vampires you sire and that your vampires sire with your death killing all of them.

  • Adventure Time: This strand of Vampirism, provides; drink and sustaining yourself off of blood and/or the red (and shades of red/pink), immortality and an unchanging form, enhanced strength greater than humans, sharper sense of smell, sharp extendable fangs, telekinesis, hydrokinesis, telepathy, short range teleportation, the creation of a light bending room (invisible, creates artificial night inside, blacks sunlight), hypnosis, invisibility, sound wave projection, shapeshifting (at will, obtain abilities/traits of form, partial shift or full shift), flight/levitation, self-healing (regenerate from sunlight, sustained healin even while under constant assault, survive a stake to the heart, moon pearl production, incredible speed, locked orbit (can keep the same distance to your prey no matter what), muscle paralysis inducement, submission inducement (yell at something until it wields to your will, like a lock opening), a bite that you can toggle to turn others or not, and access to the form of a dark cloud of pure vampiric essence that's incredibly powerful including having the ability to alter reality. This Vampirism weaknesses, include; sunlight (burn), garlic (burn), a stake to the heart, and holy water.

  • Vampire Diaries (Show): This strand of Vampirism, provides; a number of abilities that strengthen with age and weaknesses to balance them in nature's eye, including; strength (lift and throw full grown men with ease, snap a neck, smash stone, and rip out a heart with ease, stronger than werewolves in human form), speed (near instant travel at short distances, faster than the human eye can see perceived as a blur at longer distances, enhanced reflexes and throwing arm, jump hundreds of meters and jump down without issue), sense (the five senses are greater than werewolves, hear whispered conversations kilometers away and over phones, smell several meters away especially blood, see in the dark, taste subtle differences in blood, tune down your senses), durability (continue fighting without pause only stopping if your heart or head are injured), healing (can recover tissue in seconds, bones snap back into place, can't regrow limbs but can reattach them, werewolf venom can't be healed and is fatal), immortality (stop aging, immune to illness/diseases/viruses/infections), emotions (vampires possess heightened emotions making life more intense and keeping things at peak feeling no matter how long they've lived, younger vampires under 500 can turn off their humanity becoming more calculating and direct but will also fill their positive emotions, at 500 most vampires have learned to control and dial their emotions, if you turn off your humanity it will naturally switch back on after a week no matter what), compulsion (manipulate the mind of humans (alter and/or erase emotions, memories, thoughts, behaviors), Sire Bond (a rare phenomenon that can occur resulting in the changed Vampire behaving to satisfy and please their sire even going out of their way to do so, this affects the behavior not the feelings of the individual, you can freely toggle whether you form a sire bond or not), telepathy (easier to use on humans with supernatural beings requiring concentration, touch is required, can search memories, with training you could gain a short range version with no touch needed), heightened mental strength, dreams (control dreams and subconscious of others, enter the dreams of other vampires who have been greatly weakened), illusions (trick the minds of others), True Face (can be hidden and revealed, blood red sclera, dark veins around eyes, retractable fangs (Canines and possibly lateral incisors and/or premolars) can tear limbs apart), strong emotions can strengthen abilities. Vampires need to feed on blood to remain "alive" and functions, they can survive on animal blood but their abilities will generally be weaker than those who feed on humans.

  • Pilot: You may gain the abilities depicted as being possessed by vampires during the pilot. These abilities include; Fog/mist generation and dismissal, animal control (compel, use as spies and messengers), and flight.

  • Original: You may be and/or gain the abilities of a Original Vampire (by just taking the abilities you don't develop any of the weaknesses). As the name implies Original Vampires are the origin of the vampire species possessing all the abilities at superior levels of strength existing at peak strength for their kind such as; strength (greater than wolf form werewolves, wolf form evolved werewolves, and average wolf-vampire hybrids, decapitate an individual in a single swipe of the hand, shatter doors by throwing pebbles at it, tear the heart from other supernatural beings), speed (greater than average vampires, all wolves, and average werewolf-vampire hybrids, generally faster than all other supernatural beings, travel kilometers in minutes, boosted agility/reflexes/flexibility), senses (greater than average vampires), durability (can't be decapitated/dismembered/or have organs removed, wood to the heart can't kill but will incapacitate for a few minutes, don't feel cold), heal (faster than average vampires, heal from exposed to harmful things faster such as vervain, werewolf venom isn't lethal just painful and will weaken them for a time, immortal (only the white oak trees wood being capable of killing them), greater emotional control and balance (no turn off switch), compel (control the minds of humans, average vampires, average vampire-werewolf hybrids but not the minds of witches, immortals, or werewolves), Sire Bond (similar to average vampires, but also possess a constant link that ties any individual you change to you meaning your death will result in the death of all you changed, can control all aspects of this), telepathy (search the minds of others, project your thoughts, short range), mental strength (you possess one of the strongest minds in the world being immune to most mental abilities with only "Immortals" having strong enough psychic abilities to affect you), dream (same as average vampires but stronger), illusions (same as average vampire but stronger), true face (same as average vampires), less weaknesses than the average vampires, vampire creation (you can change others providing them with this strain of Vampirism, they also possess more weaknesses including dying if you die, which extends to anyone they change.

  • The Beast: You may be and/or gain the abilities of a Upgraded Original Vampire (by just taking the abilities you don't develop any of the weaknesses). With this you will gain all the abilities of an Original Vampire but heightened possessing; the strength to easily over power other Originals (even in groups, including original werewolf-vampires), speed faster than other supernatural beings can perceive and easily outperforming Original Vampires, faster healing, six fangs (four upper canines, and two lower (lateral incisors and/or premolars), and an advanced werewolf venom capable of killing all vampires (Originals, Average, Hybrids, Original Hybrids).

  • Untold: This strand of Vampirism, provides; your body and appearance being altered to a perfected state (removing scars and blemishes, healing illness, etc), a true form (red eyes, black visible veins, sharp teeth, skull faintly visible through skin), the ability to dislocated your jaw, no need to breathe, immortality (instantly heal without signs of the damage done, return from dead even if killed by sunlight as long as blood is exposed to you), supernatural strength (strength of one hundred men, easily lift six tons, bend steel, shatter stone, overpower and overwhelm armies of thousands of trained fighters), supernatural speed (speed of a falling star, outmaneuver and outperform any human, faster than the human eye appearing to instantly travel, 73 kilometers per second), shapeshifting (swarm of bats, alter clothes and items on your person to change with you, change parts of yourself), intangibility, supernatural senses (hear a spider as it spins its web, hear heartbeats and blood flow from kilometers away, bat-like echolocation, see in complete darkness, eyesight beyond 20/20, see stars even during cloudy nights, see kilometers away, etc), vampiric spread (turn others who drink your blood, with your blood acting as a poison that kills them then restores them as vampires, a temporary shift that lasts three days unless they drink the blood of a human then it becomes permanent, if not they return to being human), supernatural endurance and stamina, immunity to conventional harm, mental domination (coercion, order others through eye contact), weather control, enhancement to your knowledge and skills, dominion over night and all its creatures (bat generation/command, darkness manipulation, shadow teleportation, nocturnal creature manipulation), and emotion detection. This Vampirism weaknesses, include; sunlight (burns, blisters, prolonged exposure causes you to enter a corpse-like state, less effective the older you are), wooden stakes (body goes through accelerated decomposition into a fossil/corpse-like state), and silver (weakens you when exposed to it, long term exposure will weaken you to a mortals level of strength, burns on contact).

  • Underworld: This strand of Vampirism, provides; the capacity to reproduce sexually with other vampires and humanoid species, heightened senses (increased depth perception, night vision, hear kilometers away, see great distance, sense when your being followed), supernatural physiology (prowess, strength, speed, agility, reflexes, endurance, durability, body, bones, elasticity, jump from ten stories and land on your feet without issue or damage, lift full grown men no matter your build, flip cars, take gunshots point blank without flinching, survive the pressures of the oceans depths, evade gunfire, outrun werewolves, faster than the eye can perceive, skills increase with age), accelerated healing (regenerate, expell anything that obstructs healing such as shrapnel), obtain the memories of others by drinking their blood, crawl along walls (climb up flat surfaces), immortality (immunity to aging and disease), electric blue or yellow eyes, resistance injury and pain, retractable fangs, and read souls. This Vampirism weaknesses, include; dismemberment, decapitation, blood loss, ultra violet radiation (allergic), and direct sunlight (burns, prolonged exposure causes combustion).

  • Corvinus Strain: Provides greater strength, speed, increased regeneration (instant recovery), immunity to sunlight, and the ability to revive others.

  • Nasuverse: This strand of Vampirism, provides; the curse of restoration (limited immortality, body regressed through time to its original undamaged state whenever injured), and strength tied to the moons phases (speed and strength, weak during new moon, strongest during the full moon).

  • True Ancestor: This strand of Vampirism makes you similar to a nature spirit higher than a divine spirit/greater fairy existing as the planets sense of touch, the ability to utilize marble phantasms (change reality, create naturally occurring effects, create millennium castle brunestud), no need for the consumption of blood, the capability to manipulate nature at will, power far beyond humans, few creatures/beings could match you in speed/strength/and endurance, immunity to sunlight, a bite that transforms victims and their souls, claws, power at its peak during the full moon, close to being truly immortal (near-immunity to conceptual weapons, near-invulnerability at night, indestructible at night as lines of death and points of death vanish from you, even if your body is destroyed at a conceptual level you'll remain), mystic eyes (limited control over others, plant suggestions, eyes turn gold while in use), the planet will naturally provide unlimited back up increasing your power to be one above your opponent when drawn upon, and a luminary form (when your body is destroyed you compress aether into the image of yourself, a form of retribution and calamity capable of causing a planet wide destruction and resetting the world, Event Storage (conceptually and physically store things that have been cultivated on/in the planet, store the entire planets fabric of reality than convert it back once damage done)).

  • Servant: You may be and/or possess the abilities of a vampiric Servant, possessing; the ability to conceal your presence (though similar beings may be able to detect you), extensive knowledge of torture techniques and more efficiency in causing bloodshed and agony including long-lasting damage long after you've finished, the ability to recover by bathing in blood, an analytical and heightened intellect, the ability to utilize your pheromones to attract others (anyone will fall in love as you get closer to them, generate an illusion of love that distracts them and makes them more likely to notice any of your wrong doings), master of disguise and covert action, hide your true identity, safely consume blood, an un-aging form, immortality, mastery of pole arms both defensive and offensive, can manifest spears from your body, the ability to nullify magic that's weaker and equal to you in strength, the vitality to sustain yourself even if fatally injured for a period of time allowing you to retreat to allied territory, the ability to influence the perception of others (alter abilities and appearance), shapeshifting (transform into other people, giant dog, mist, and/or swarms of bats), turn others into thralls by drinking their blood (this will never be perceived as an attack rather a show of affection, can't be defended against), self healing, mystic eyes (charm others, cybele; petrification strong mystic power too beautiful, all target in line of sight/field of vision are petrified clothes and weapons), immunity to modern magic, freedom incarnate, beauty voice (enthrall others), refined elegance, connection to earth (sense disturbances), skilled in sorcery, incredible strength, seal the consciousness of others within their mind, prevent activation of abilities, control mind of others, magic detection (hearing, touch, smell, senses more precise), generate magical circle in an area that saps the life-force of the people in the area, and the ability to ride all beasts/vehicles/mounts with you and your mount moving as one. You may also, possess; snake/serpent-like hair that can fire energy blasts, the ability to summon a pegasus that's as strong as a dragon in power, access to three bodies with two being near-identical (they are telepathic, they can share senses and feelings), the bow of cupid, the ability to summon nameless heroes who will fight for you, a dagger attached to a chain that can shrink and grow moving to your will, two doberman's that are at your back and call, the ability to summon forth an iron maiden that can launch chains that will pull targets into its embrace and can shift into a luxury car at your command, the company of beasts, and ownership of a fortress that can generate spears within the surrounding area impaling enemies.

  • Digimon: This strand of Vampirism, earns you the title of 'king of undead, darkness, and vampires a demon lord adjacent', and provides; the ability to revive those you destroy as servants subservient to you, great cunning, the creation and manipulation of countless swarms of bat-like creatures, creation of a whip of blood, manipulation of a dark mist that can exert physical force, creation of a ghostly shadow entity that can paralyze those it touches, a mesmerizing voice that can put others to sleep, the ability to conjure and manipulate rain and darkness, the ability to take the form of a cape/wing cloak and create a fake artificial body and (while in this form you retain your full power even in the daylight, and can transform others into battle by wrapping your cloak-like form around them), claws that can absorb the life-force of others, access to a form with the lower half of a beast and the upper half humanoid with exoskeleton armor, the ability to generate and infect others with a deadly virus that destroys their life force and bodily function, creation of purple flames, flaming claws, two living jaw-like artillery shoulder cannons that can fire high temperature beams, creation of spheres of data neurotic energy, creation of a thick red acidic mist, creation of hypnotic illusions (trap others in a dream world of their desires), creation of a fog that confuses, creation of a shield of dark energy, the creation and manifestation of leech-like creatures that drain the life force of others, the power to force others who you are in physical contact with to divulge information, dark energy blasts, access to a wolf-like form, the ability to drain information along with the blood of your victims, cause paralysis and eventual death with a bite, the ability to break down your body in order to instantly travel from place to place, the creation and release of blades, the power to melt into shadows and release destructive slashes of darkness, master of martial arts, the skills and talents of a magnificent dancer, the ability to alter your fingers into blades, a charming voice capable of leading even angels to fall from grace, an undying body, power to conjure freezing winds that capture others in prisons of crystal, trap others in the darkness that lurks in their heart, and the ability to release a sonic wail made from all the souls of the underworld. You may also gain; an army of the undead, and a castle in the darkest area (or in its own dark dimension) that's extremely difficult to reach.

  • Hellsing: This strand of Vampirism, makes you the ultimate undead and most powerful vampire, provides; supernatural strength (rip humans to pieces in seconds ignoring any armor or clothing, shatter stone, etc), superhuman speed (faster than the mortal eye, reaction time that would let you catch supernaturally enhanced bullets, etc), supernatural durability (take any attack without flinching, walk away from explosions/plane crashes unscathed, bleed out gallons of blood of blood without suffering drawbacks, etc), supernatural regeneration (regenerate from any injuries, perfectly heal/repair from damage, quickly recover even if tone to shreds, heal from holy weapons just as easily, etc), the ability to consume raw blood and meat (fangs and serpentine tongue included), blood manipulation, Supernatural sense (sharper than any mortal being, see incredible distances, see through supernatural veils/disguises and other things that would fool humans, detect the supernatural, etc), shapeshifting (create corporal humanoid form, the the form of several beings, living darkness, multiple functional limbs, living mist, weapon manifestation, etc), a true body made up of otherworldly dark supernatural substances, intangibility, telepathy, teleportation, powerful hypnosis (mind control), gravity defiance, weather manipulation, resistance to vampiric weakness (silver doesn't hurt any more than any other material, holy water may burn for a second but will heal just as easily as any weapon, immunity to the sun and holy symbols, etc), soul absorption and summoning, and the Essence of Schrodinger (you can be everywhere and nowhere, true immortality).

  • Castlevania: This strand of Vampirism, provides; fangs, claws, pale skin, unnatural beauty, the ability to drink blood, and a host of superhuman abilities far greater than any human (strength (crush solid stone, punch holes in living beings, tear hearts from chest, etc.), deliver wounds that bypass any healing factor requiring the individual to actually heal and still be left with scars, an increased healing factor that restores you almost instantly, speed capable of moving around instantly and leaving after images behind and defeat thousands in a matter of moments, agility and reflexes (move with unnatural grace, dodge thousands of trained archers, etc.), stamina to remain in constant combat all night without wavering even as the sun rises, durability and resistance that would require exceptionally powerful individuals to even hope of harming you), flight and levitation, and immortality that keeps you at your physical prime.

  • You may gain a cloak capable of changing into bat wings.

  • You may choose to be equal and copy the abilities of one or more vampires.

  • You may choose to be an equal to Dracula the strongest vampire to exist granting you; physical prowess greater than other vampires, no need to feed for months without loss of strength, immunity to the other weaknesses of vampires (silver, garlic, crosses, sunlight, beheading) with only a stake to the heart weakening you enough to kill you. Respect of other vampires and monsters, with creatures of darkness obeying you completely and vampires heeding your call and a supernatural charisma/leadership that would bring world wide forces under your command even if you weren't the most attentive leader. Powerful magic (astral projection, elemental control/manipulation/transformation, natural disaster creation, etc). Genius intellect and knowledge of immeasurable amounts of forgotten knowledge and innovations over centuries, you are also a talented teacher, scientist, engineer, alchemist, chemist, anthropologist, etc. you possess knowledge of advanced technology and can mix magic and science.

  • Vampire the Masquerade: This strand of Vampirism, provides; a number of abilities, features, and drawbacks and while these things can be different based on the Clan of the kindred most share basic things include; blood replacing most of their body (including excretions like tears), a set of fangs to pierce the skin of victims referred to as The Kiss - a pleasurable (most of the time) experience for the kindred and their victims (and saliva that can heal the wounds they cause), the need to feed on the blood of other creatures and utilize the blood for a number of things (move the blood to give their body movement and replicate physical reactions, expand blood to fuel abilities, expand blood to enhance their physical attributes, expand blood to heal injuries and wounds, etc.), a body locked in an eternal moment (the point they were embraced/changed) that they will be restored to whenever the wake, enhanced physical strength and durability that makes them hard to kill, and the ability to enter Torpor a deathlike stasis that can be used to heal the body of extreme damage or as a "break" from un-life. This Vampirism weaknesses, include; being unable to consume normal foods and drinks, the need to feed on blood, a highly volatile Id referred to as The Beast that can take control over the body in times of great fear/hunger/hatred and if unmonitored may cause the kindred to become a feral killing machine void of humanity, fear of fire, vulnerability/weakness to fire, sunlight, decapitation, and attacks by other supernatural things, a stake through the heart will immobilize the kindred, and most kindred possess a curse based on their Clan.

  • Auspex: You may possess knowledge and an average ranking in Auspex, a talent that allows kindred to enhance their senses beyond the normal means including unlocking abilities like; seeing for kilometers, hearing conversations from kilometers away, "seeing" hidden things (ghost, invisible, etc.), detecting other supernatural beings and lies, premonition, share senses, read auras, telepathy, etc.

  • Obfuscate: You may possess knowledge and an average ranking in Obfuscate, a talent that allows kindred to fade into the darkness moving unseen including unlocking abilities like; wrapping themselves and potentially others in shadows, become invisible, change their appearance and mimic others, cause others to ignore your presence, conceal things, create mental illusions, hide your nature, protect your mind, etc.

  • Protean: You may possess knowledge and an average ranking in Protean, a talent that allows kindred to reveal their Beast peaking away their human appearance including unlocking abilities like; mimicking the traits/abilities of animals (sonar, night vision, claws, etc.), meld into the earth, transform your body (animal form, mist form, etc.), adapt your body, create a servant, etc.

  • Thaumaturgy: You may possess knowledge and an average ranking in Thaumaturgy, a talent that allows kindred to use their stolen blood as mystic power for multiple effects including; turning blood to acid/poison, learning through blood, manipulate blood (constructs, drain it from others, boost it, boil it, etc.), create safe havens untouched by the sun or other supernatural, etc.

  • Presence: You may possess knowledge and an average ranking in Presence, a talent that allows kindred to draw the attention of others invoking fascination, worship, fear, etc. This includes abilities like; auras of fear/awe/love, manipulate emotions, imbue things with feelings, force mortal feelings on others, compel actions on others, make your image hold your power, etc.

  • Potence: You may possess knowledge and an average ranking in Potence, a talent that allows kindred to enhance their physical strength including unlocking abilities like; jumps that resemble flight, strength to break stone and metal like paper, tear other supernatural beings in half, stomp to create shockwaves, telekinesis, become immovable, etc.

  • Oblivion: You may possess knowledge and an average ranking in Oblivion, a talent that allows kindred to connect to primordial darkness and dark spiritual forces including unlocking abilities like; enslave spirits, manipulate darkness as physical constructs, cloak yourself in darkness (hide, shadow beast form), see/hear through shadows, wither others, feed on emotions, teleport through shadows, become living darkness, etc.

  • Fortitude: You may possess knowledge and an average ranking in Fortitude, a talent that allows kindred to enhance their physical resistance and durability including unlocking abilities like; boost their physical/mental defenses, ignore banes and hunger for a time, make their skin strong enough to reflect bullets and break melee weapons, manipulate their body (move their hearts placement, reject foreign things from your body, etc.), etc.

  • Dominate: You may possess knowledge and an average ranking in Dominate, a talent that allows kindred to force their will on others but requires eye contact and the victim to understand the user (and to be "weaker"/younger then you) including unlocking abilities like; make others follow your commands, hypnotize, implant false thoughts/memories, mind control, possession, control bodily functions, mental pain, etc.

  • Celerity: You may possess knowledge and an average ranking in Celerity, a talent that allows kindred to move at incredible speed even moving faster than supernatural eyes can perceive including unlocking abilities like; Ignore changes in momentum, ignore friction cause by speed, speed up your perception slowing the world around you, throw objects with your enhanced speed, alter your physical properties (phase through things, ignore gravity), invisibility, instant reaction, etc.

  • Animalism: You may possess knowledge and an average ranking in Obfuscate, a talent that allows kindred to interact with beasts and The Beast including unlocking abilities like; telepathic communication with animals, animal control, beast soothing, animal possession, etc.

  • Blood Bond: Your blood is extremely potent in its power to create and hold blood bonds, while normally it would take three different nights of drinking kindred blood to create a blood bond (forced service/loyalty) and require repeated "maintenance", you only need once to create the bond. You are immune to being blood bound with all attempts failing no matter how many times you drink the blood of another kindred. You can toggle and alter this ability including preventing blood bonds and its addiction or prevent the complete obedience.

  • Blush of Life: Normally a kindred is virtually a corpse only kept moving through their spirit and blood but not true life; no pulse, no heart beat, no food and drinks, no physical arousal, no bodily fluids (besides blood), etc. but the Blush of Life allows a kindred to temporarily regain the spark of life; a heart beat, the warmth of life, the ability to eat and drink, production of natural bodily functions including reproductive systems, etc. You don't need to waste blood to activate your blush simply being able to activate it restoring "life" to yourself and others as long as you wish, essentially granting the benefits of being a Thin Blood or Kine while still being a true Kindred.

  • Diablerie: A generally taboo action where a kindred completely drains the blood of another kindred killing them and in turn absorbing the soul, power, and strength of the killed kindred into themselves. This process can have unintended consequences like the soul/mind of the killed kindred living in and taking control of the kindred who feeds, you are protected from these drawbacks gaining the benefits without risk and should you end up on another's plate you are guaranteed to be able to dominate your murderer taking them over completely. You can utilize this ability on anything you eat/kill absorbing all that it is into yourself.

  • Magic The Gathering: This strand of Vampirism, provides; gain and remove; red/silver/gold iris, black/white sclera, an inner glow in your eyes, tusk-like fangs, horn-like structures on your shoulders, an elongated prehensile tongue, fangs on your hands, feeding on blood/life-force/and fuels like oil, an unnatural strength, the power to heal yourself and others, master flight capabilities, immunity to the sun's light, a natural aura of secrecy, command over bats and vermin as well as the power to summon hoards of them to you, an overwhelming aura of power you can toggle, a near-irresistible attractiveness, an ageless body, master psychic magic, the power to disguise/glamour and cast illusion magic, the power to transform into animals (bat, cat, rat), inhumane speed, resistance to injury, supernatural sharp senses, the power to drain the youth and mental abilities of others, and access to a large bat-like monster form. Optionally, you may be a Bloodchief, and possess the ability to create new vampires and you can choose to create other bloodchiefs to spread this form of vampirism.

  • Lovestruck/Havenfall: This strand of Vampirism, provides; immortality, retractable fangs for blood drinking, a body that requires blood for sustenance, night vision, enhanced senses, the power to warp through shadows, red eyes, enhanced physical capabilities, and many possess special abilities (Psychic Link, limited control over the sun and moon, powerful illusions, dead rising as zombies of vampires, hypnosis etc. the vampires sire is immune to the abilities of those they change). This Vampirism weaknesses, include; a stake to the heart is deadly to all vampires.

  • Lady of Blood: Your special ability is an extremely powerful Compulsion that allows you to make/force other vampires to obey your words and intent forcing anyone who heard you or is within the same room as you to obey, this is accompanied by a battle of wills and soul but your connection to the fountain of life makes your will and soul extremely powerful allowing you to bend any vampiric species to your will no matter the age or strength of the individual. This has the potential to grow and expand to affect non-vampiric species with training and time. Blood tears will accompany the activation of this ability until you get used to it, but you will be able to toggle the effect afterwards.

  • Blood is Power: Your special ability allows you to copy the power/abilities of others through the ingestion of their blood, this works better with supernatural species and it helps if you have an idea of their abilities. This won't grant you the full powerset of an individual but a perfect copy of the ability that is gained, the power gained is temporary and will fade after awhile.

  • Elder Scrolls: This strand of Vampirism, provides; the ability to feed and survive on the blood of warm-blooded creatures, strength relative to your age, pale skin, alert eyes, immunity to the dangers of sunlight, the ability to take the form of mist, great strength, the ability to hypnotize others, enhanced stealth, a poisonous bite, the ability to teleport, a greater regeneration, invisibility, the ability to silence others, elemental resistance, paralysis inducement, and strength that increases at night.

  • Witcher: This strand of Vampirism, provides; being able to evade detection even by the medallions of witchers, no need to drink blood in order to survive, access to abilities unique to you, true immortality (nothing can truly kill you, regenerate and heal from anything, may enter a coma to heal over time), immunity to the normal weaknesses of your kind (sunlight, holy water, religious symbols, garlic, etc.), heightened intelligence that allows you to remember your infinite lifespan, enhanced strength that would make you a threat to a group of witchers, the ability to manipulate sapients and animals, invisibility, a giant bat-like monster, and immunity to silver.

  • DC Universe: This strand of Vampirism, provides; sustenance from blood, transformation (turn other who are subservient to you), enhanced senses (vision, hearing, scent), immortality (won't age past the point you became a vampire), invulnerability (immunity to most conventional damage), heightened healing (regeneration enhanced by the consumption of blood), supernatural physiology (strength, speed, stamina, wanes closer to daylight, function without rest as long as you have blood to consume), psychokinesis, clairvoyance, telepathy, mind control (can effect several targets at once, hypnosis), and shapeshifting (bats, wolves, rats, mist, alter appearance, develop wings/claws/fangs,intangibility, your mind remains the same). This Vampirism weaknesses, include; growing weaker during the daytime, an aversion to garlic and religious symbols, and can be killed by a wooden stake to the heart.

  • Marvel: This strand of Vampirism, provides; blood drinking, passing on vampirism, no pulse, no reflection, can create am area of eternal night, physical capabilities above human, shadow travel/teleportation, body reconstitution, the ability to adapt biological abilities into your body through the consumption of blood, teeth regrowth, shapeshifting, mind control, nocturnal creature control, command over other vampires, and all other abilities that would make you an equal to Dracula even a rival to the title of vampire king.

  • Monster Girl Encyclopedia: This strand of Vampirism, provides; a high ranking position in monster society, superhuman strength, a mastery of living a nocturnal lifestyle and using the cover of darkness to its full potential, an air and mannerisms of nobility, fangs, a bite that allows you to frec on the essence of others (infuses a slight amount of mamono mana into victim repeated infusion may change the victim into a pseudo-monster, doesn't cause pain, causes extreme pleasure/arousal for you and victim), blood has a aphrodisiac-like effect on you stoking your lust, you are capable of drawing essence from others through intercourse, a master of combat, and access to wings (summon and dismiss, take the appearance of bat wings or a mantle). This Vampirism weaknesses, include; sunlight (weakening you to the strength of an average human), holy water (causes numbing pleasure), and garlic (scent diminishes reasoning, eating it will completely remove it temporarily).

  • Blue Bloods: While similar to other forms of Vampirism, the members of this variant are actually fallen angels punished into a cursed existence destined to be reborn and grow into their vampire nature, possessing; a unique blood that appears blue both inside and outside their body, when outside the body their blood evaporates leaving nothing behind the reason for this is to prevent mortals from looking into their DNA and blood which actually contains all the memories of a Blue Bloods past lives and will activate shedding a Blue Bloods human nature transforming them into their vampire state. All Blue Bloods appear as attractive humans, are resistant to disease, possess a specialized metabolism that makes them immune to obesity and the effects of alcohol, enhanced speed that allows them to travel kilometers in only a matter of minutes and/or read a book in a matter of seconds all while going unseen by humans, enhanced strength, heightened senses, mind control, telepathy, shapeshifting, and any other abilities not listed here.

  • Silver Bloods: A Silver Blood is a Blue Blood who has feasted on the blood of other Blue Bloods, this has resulted in their blood changing from blue to silver, their eyes changing to silver and red, this has made them abnormally strong, fast, and powerful able to overpower a normal Blue Blood with ease being ten times stronger. Normally, being a silver blood would result in madness do to absorbing the memories of other Blue Bloods/angels, you however are immune to this being able to absorb multiple different memories and personalities without ill effect.

  • Vampire Diaries (Book): This strand of Vampirism, provides; similar abilities as described in Vampire Diaries (Show) but also; animal domination (All animals wild and domestic, one type at a time, mind control/compulsion), weather manipulation (rain, wind, hail, lightning, snow, fog, temperatures), elemental manipulation (earth, fire, water, lightning), shapeshifting (alter form, animals, other beings), and Telepathy (with other vampires over long distances).

  • Old Ones: You may be and/or gain the abilities of the novel Old Ones (by just taking the abilities you don't develop any of the weaknesses). Old Ones are the first and oldest vampires possessing all the abilities of the average vampires but to greater levels like; speed faster than other vampires can see, immunity to all vampire weaknesses (only guardian blood mixed with human blood can truly kill them), an aura that alters the emotions and strength of themselves and others, revive themselves with the blood of their descendants or by possessing the body of a descendant.

  • Twilight: This strand of Vampirism, provides; supernatural strength (tear tree trunks from the ground roots and all, shatter stone with your bare hands, bend metal, several hundred times your own weight, leap 46 meters easily, etc), supernatural speed (move faster than the human eye can follow, 160 km/h, move instantaneously, survive 100g), enhanced reflexes and agility, heightened durability (stop a speeding car with your bare hands without suffering any damage), enhanced mental strength and willpower (control instincts easily, think clearly even when hungry and surrounded by blood), enhanced senses (pick up on things undetectable to humans, sight adjusts to their speed/everything sharper and more defined/unhindered by darkness/color more vibrant/see in microscopic detail/see invisible spectrum of light/better depth perception/better than any bird of prey, smell several kilometers away/intense/smell blood/can survive without breathing/smell differences between various human blood and other scents, hearing hear muted sounds/kilometers away/hear flutter of wings/hear ants walking/hear breathing patterns/hear pulse in vein/hear words to quiet or fast for humans, touch feel slight changes in temperatures/feel living heat from meters away, taste flavor with more depth and precision/taste particles in atmosphere/minute differences in similar flavors, and a sixth sense allowing them to detect dangers before they are aware of them), supernatural durability (indestructible, hard durable and refractive cells, impenetrable bodies, harder than granite, diamond-like, survive atmospheric heights/drowning/etc, only vampire teeth and children of the moon can damage), healing factor (regeneration, heal wounds that would be fatal to humans, torn off limbs need to be reattached to reattached, no signs of damage once healed, their saliva and venom speeds up their healing), flexibility (uncanny flexibility, rapid response, gymnastics, balance, flip/twist/bend, swift dodge), enhanced brain activity (think faster, perfect recall, remember everything they've ever experienced since transformation with perfect clarity), no need for sleep, all teeth are incredibly sharp and unbreakable (chew through steel and vampire skin), and venom (immobilize prey, can transform humans into vampires, deadly animals and shape shifters, children of the moon are immune, in saliva). This Vampirism weaknesses are, fire (the only thing able to kill them), and children of the moon (have the strength and power to truly kill vampires even without fire).

  • Gifted: You may be one of the rare few, one in fifty, who possesses a unique talent superior to others. Your gift(s) are more powerful than others, even if you share a similar ability to another. You may choose/create a passive talent, a key characteristic that has been greatly enhanced, you'll also gain; enhanced speed (you are a bullet fired from a gun, where other vampires are arrows fired from bows), enhanced beauty (incredible beauty, most attractive vampire), enhanced strength (surpass others vampires), combat skills (remain several steps ahead of your opponent), and heightened self-control. You may choose/create an active talent, a supernatural ability from your human life that has been greatly enhanced, you'll also gain; telepathy, precognition, pathokinesis, a powerful mental shield (block all other psychic abilities, can be projected outwards and shared), shield penetration, thought projection, relationship identification, mental invisibility, sensory deprivation, relationship manipulation, enhanced tracking sense, enhanced physical attraction, pain illusions, aversion field, visual projection, ability identification, psychic electrokinesis, elemental manipulation, lie detection, outcome manipulation, enhanced self-preservation, attractive magnetism, hypnotic vision, and power transferal (take another power and transfer it to another).

  • Newborn: You may be and/or possess the traits of a newborn, including; physical abilities superior to older vampires being faster and stronger, as your own blood still lingers in your tissue.

  • Dracula: This strand of Vampirism, provides; supernatural strength (equal to twenty strong men, no shadow or reflection, immunity to conventional attacks as the pass through you (strongest at night), defy gravity, enhanced agility, climb vertical surfaces, travel unhallowed grounds, hypnotize, telepathy, create illusions, teleport at will, enter and exit anything regardless of bindings or containment, great cunning and the wisdom of centuries, immortality, command and summoning over animals (rats, owls, bats, moths, foxes, wolves), manipulation of weather, element control (storms, fog, mist, etc), shapeshifting (grow and shrink, bat, wolf, big dog, fog/mist, elemental dust of moonlight, pass through cracks/crevices while in human form or as a vapor, slip through hair breath spaces), supernatural bite (can convert others into vampires, drink blood, doesn't have to grant vampirism, gain influence over victims, bite heals and memory of it fades, if victim dies they will become vampires, all changed by you are bound to your will), necromancy and divination of dead, blood rejuvenate you (can restore youth, telepathic link with those you feed from), influence over outcasts, cause others to sleepwalk, summon soils of the dead as a blue spectral flame, and you may be the monarch of vampires granting you control over other vampires. This Vampirism weaknesses, include; the day time making you less powerful, while the sun isn't fatal it does nullify your powers during the day, difficulty crossing running water (require assistance, low or high tide required), cannot enter without invitation, garlic is repulsive, and sacred items repel.

  • Hell Beast: You may have access to a hell beast form, appearing as a demonic vampire bat, capable of; flight, enhanced speed and greater strength.

  • Carmilla: This strand of Vampirism, provides; Sharp needle-like fangs, access to a 1.2-1.5 meter long and tall black cat form, the ability to inflict nightmares and enter dreams, no need to breathe, teleportation, immunity to sunlight, an unearthly supernatural beauty, intangibility, a heart beat, the appearance of life while awake, the ability to enter locked places without displacing anything, inexhaustible patience, artful talent for courtship, overpowering strength, hands like a steel vice, and the ability to numb the limbs of other and slow their recovery even if you should perish.

  • Strigoi: You may be and/or possess the form and abilities of a strigoi, spirit capable of possessing animals with the animal that's possessed being altered into a supernatural being (possessing a bat creates a vampire, possessing a wolf creates a werewolf, etc). You'll possess; animal morphing (shift into human form, humanoid form, monstrous form,and animal form), invisibility, vitality drain (bite, touch, and psychically), spell casting, immortality, and day walking.

  • Van Helsing: You may be an expert at dealing with the unknown and supernatural. You are always capable of opposing the supernatural with their qualities being diminished by your mere presence, and having the combat skills to handle whatever abilities they may possess. Your mind is extremely stable capable off handling the weird, chaotic, and death. Your body is immune to Vampirism and other things that would alter your being.

  • Brides: You may gain the complete loyalty of three individuals of your preferred gender, they have mastered the art of seduction possessing a supernatural attractiveness and magnetic charm. They can be flirtatious and are able to bewitch others into a trance of burning desire. They are capable of; teleporting, strength that would let them tare a horse apart, flight, supernatural presence that can kill animals with fright, and a aura that can compel others to protect them when they are vulnerable. They may also adapt; Living Serpents in their hair, access to a bat harp-like form. One will have the power to bring the dead back to life as a vampire no matter how long they've been dead or raise the dead as zombies, another had command over the sun and moon, and the other can create illusions as well as project memories from the minds of those around them.

  • Beast of Bladenboro: You may gain the complete loyalty of a hybrid beast, with the form of a dog, cat, bear, raccoon hybrid. This beast is capable of; disorienting other animals, incredible strength greater than its components, extreme stealth, the makings if an apex predator, the ability to mimic humans, strong kegs for keeping, thick hide making it near-impossible for conventional weapons to harm, and a thirst for blood.

  • Coffin: You may gain a custom made coffin with memory foam inlay, this coffin can act as the perfect bed providing a restful slumber as well as keeping you protected from any and all environmental dangers or threats to you. This coffin can shift its form becoming things such as; a trunk, a cave, a dark room no matter the time of day, a crypt, etc.

  • Carriage: You may gain ownership of a ornate carriage pulled by two to four black horses, the carriage blocks out things that would harm its inhabitants such as sunlight even if the windows curtains are open or the door is opened. The carriage comes with a completely loyal driver who serves you faithfully and face/presence will generally go unnoticed. The carriage can shift into another mode of transportation such as a limo, private jet, etc. It will always be capable of travel requiring no fuel and repairing if damaged.

  • Castle: You may gain a house/manor/castle that will always reside in a difficult to reach and locate location such as; on a steep hill surrounded by a dense forest filled with dangerous flora and fauna with a near constant lightning storm overhead. This house is completely to your design and will prove you (and any other inhabitants you invite to live with you here) with anything you/they could want including protection from all threats, the grounds of the building are unaffected by the things that protect the building (lightning never striking, dangerous animals never wandering in, etc). The things that guard/protect the property seem to pacify and aid you when your coming and going from the building.

  • Monster Mash: You may gain access to individuals, powers, species, items, properties, locations, realms, etc. from any spin-off, crossover, alternate universe, setting with Vampires including; mundane, appmon, past, future, fanfics, crossovers, alternate history/options, etc. Optionally, this can include anything from canon not mentioned in the Essence.

  • Bloodline: Your connection to this setting has expanded beyond measure connecting you to all versions of it and turning you into a living embodiment/god of all Vampire worlds and settings granting you access to every; aspect, skill, item, species/race, planets, magic, spells, knowledge, etc. ever to exist in this setting (Fanfics, Canon, AU, etc) while also granting you complete control over anything from any settings of this place. You can also grant things from this setting to others and take it back at anytime you desire. You can also freely travel to any variation of the setting and times in the setting while also hiding you nature. If taken with "Monster Mash", this will include those worlds and settings.

  • Optionally, you may choose to receive any of the following people as your companions. You can pick as many as you want. The relationship between you and them is whatever you want it to be, and you can choose exactly how romantically and sexually experienced they are. This can be different for each of the characters but they will all be irrevocably loyal to you.

  • Anyone from any setting with Vampires, including fanfic/Au/crossover/etc.

  • If taken with "Monster Mash", you may take anyone from those settings, including fanfic/Au/crossover/etc.

  • Optionally, you may at any time choose to take a trip into any world with Vampire, or a variation of it. This can be any alternate universe, like a fanfic or one made perfectly for yourself. You can either simply be dropped in or reincarnated into the body of an existing character or someone new. If taken with "Monster Mash", you can choose for those settings to be the main focus to import into.

Categories
supernaturalmagicutilitysurvivalcombat
Traits
vampirismimmunityillusionsskill masterymind controlimmortalityregenerationstealth
Keywords
durabilityenhanced sensesflightshapeshiftingleadershiptelepathyteleportationsuperhuman agilitysummoningpsychic powerscharisma
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