Vampire fun facts

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Vampire fun facts

Post by isador on Tue Sep 08, 2009 11:08 pm

A lot of people here dont really seem to know a lot of the core basics behind vampirism in the WOD, this isn't a fault or anything as, seriously, the only people who know this kind of stuff are those that can be nominated for a nobel prize on their research of the WOD. SO i've taken some minutes of my (now ever so precious) free time to write down some of the bare base facts of vampires. Note that most of these will be OWOD, i'll try to add the NWOD counterpart as well if i know it but i'm less of an NWOD expert on that matter.

First, Vampiric physical facts, Vampires are distinctly different from mortals if you know where to look.

- Vampire's fangs are stored in sockets in their upper jaw (NWOD info, wasn't accurately discribed in OWOD), they can extend or retract them at will. Vampires dont drink with their fangs, they use their fangs to pierce the skin, then just suckle on the wound. Once the wound is make in this manner, the vampire can lick the wounds he/she created closed. This is only possible if this vampire was the only who originally made the bite. The vampiric bite paralyzes a victim with a mingling of fear and extacy, it's pleasureable to whatever is being bitten. Some mortals have known to crave the sensation. (Giovanni have a clan flaw effecting this)

- Vampires are unnaturally palid, much like a recent corpse or similiarily pale figure. Bloodpoints can be spend to remedy this.

- Vampires do not have a body temperature, it is always the same as the air around them.

- The organs in a vampire's body have athropied, not just in use but also in size. This makes the vampiric counterpart of a mortal slightly slimmer.

- Vampires CAN NOT breathe normally like mortals. Just like their other organs the lungs have athropied, allowing only for enough air to pass to speak normally. Because they also have no body temperature, they cant have their breath "mist" as it is always the same temperature as the air around it. Bloodpoints can be spend to remedy this. Vampires who smoke (pff) also cannot smoke without activing their lungs first with bloodpoints. However, because vampires do not breathe, they cant ever suffocate or drown.

- Any form of fire or sunlight will deal aggravated to the vampire, thats how sensitive they are to both their banes. Even putting out a cigarette can cause mild burns that the vampire cant heal normally. Sunlight, even when filtered through curtains, heavy clouds or clothing will still fry a vampire till he's as crispy as a french fry.

- A vampire that tries to stay awake during the day must make a Path/Road/Humanity roll to attempt to stay awake. The number of successes indicate the amount of time the vampire can stay awake, but while awake during the day, none of the vampire's dice pools may exceed the vampire's Humanity/Road/Path rating.

- Vampires are typically not effected by extremes of temperatures, exept for extreme cases of cold. Though vampires will never suffer from hyperthermia, their "dead" cells can still be damaged by frostbite, the vampire can spend bloodpoints to remedy this.

- Vampiric bodies are considered to be in a form of stasis upon being embraced. Once embraced, they always retain the exact same body they have from their embrace onward. They cannot lose weight or fat, muscle tissue or scars. Plastic surgery done after the embrace slowly reverts back to what it used to be. Even haircuts or cut fingernails return to what they were at the embraced after one night.

- Vampires can be dismembered, but only by supernatural means can this be made permanent. (This does not mean Aggravated damage) Regenerating limbs goes as follows: First the vampire must heal the lost healthlevels related to that limb. (ST determines this) Then the limb will slowly grow back over a matter of days, weeks or maybe even months. (again up to the ST)

- Vampirism strangely cures a lot of ailments, Paralysis or even deadly chronic disease. However, becoming a vampire will not regenerate any lost limbs from BEFORE you became a vampire, and someone embraced with a deadly disease may still be a carrier even once embraced, and may have even infected his/her sire in the process. There are also rare occasions (namely in the higher generations, 13, 14 and 15) where vampirism does not cure bodily ailments, such as paralysis or similiar conditions that vampirism would normally cure.

- Vampires show up in mirrors, on photos and videos normally. (In the NWOD it's different, with vampires being able to show up or not show up in such things. Lasombra have a clanflaw effecting this.)

- While vampires are highly resilient to Bashing damage, the damage from falling off a high building or being hit by a speeding vehicle are usually far more then the vampire can take.

- When a vampire dies, it depends on his/her age on wether or not he/she will instantly vaporize into dust or slowly crumble to a rotting corpse. As a reference point, you can say a vampire's dead(er) body will rapidly age to it's actual age the moment it's destroyed. Thusly a 1000-year old vampire can be sucked up by a vacuum cleaner once he/she dies, a year old vampire will gradually rot away to a skeleton, or maybe a still decaying corpse.

- A staked vampire is only paralyzed, not in torpor. Thusly a staked vampire has an excellent idea of exacly what is going on around him/her while staked. Ofcourse a vampire that is just left staked will eventually enter torpor. (NWOD vampires do enter torpor upon being staked)

- The amount of blood in a vampires body is in terms of volume the same as a normal humans. Depending on the generation/blood potency of the vampire determines the concentration of the blood. A low gen/high blood potency vampire has much more concentrated blood then a human.

- Vampires can cry, spit and sweat like a human. However, unlike humans vampires do not have the ability to produce tears, saliva or sweat, so instead vampires cry tears of blood, have blood instead of saliva and sweat blood. In excessive amounts, this can even result in the loss of bloodpoints.

- Vampires can have sex like humans can, however they are by far no longer as able. They must spend bloodpoints to activate their genetalia, vampires are sterile and the experience pales with the pleasure of feeding. Also, vampires who follow a Path or exeptionally old vampires lose the ability to activate their sexual organs. Vampires on a Path of Enlightenment are too far removed from their human side to do such things anymore and the sexual organs of exeptionally old vampires have wilted.


Last edited by isador on Wed Sep 09, 2009 5:20 pm; edited 1 time in total

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Re: Vampire fun facts

Post by isador on Wed Sep 09, 2009 5:00 pm

Mental and psychological facts

- The vampiric mind in essence, is devided in 3 different forms. The human, the vampire and the Beast. (Not to be confused as a variation of schizofrenia)

The human in the vampire is what remains of the person that the vampire original was, (not including memories) the person's human soul so to speak. Even when newly embraced, the human in the vampire slowly begins to fall, crumble, whatever you like to call it. As the vampire grows older and/or more monsterous, the human in the vampire can fall apart entirely. However, the human in the vampire is the only thing keeping the vampire from falling to the Beast.

The vampire is the creature created when the vampire is embraced. It is very much a solitary predator that desires what you'd expect of such a creature, a personal domain with enough prey to hunt, the ability to feed undisturbed, the ability to show it's dominance and so on.

The Beast is the creature tugging at the vampire in a bid to take control. It's the animal behind the human and the vampire, who desires only to hunt, to kill, to feed and to sleep. It's the creature that takes control when a vampire frenzies, and it is what the vampire becomes if he/she loses all path/humanity rating, and once you fall that deep there's no coming back. The Beast knows this, and always lurks on the edge of the vampire's soul, waiting for moments when the vampire may be coaxed into degenerating further, and thusly strengthening his grip on the vampire. The Beast does not so much rejoice in cruelty as it rejoices in degeneration. If a bit of the vampire's system of belief crumbles (and thusly his defense against the Beast) the Beast doesn't care what he did, as long as it widens the opening through which the Beast may exert it's influence.


- Vampires can frenzy. The most common causes of frenzy are the vampire taking heavy damage, degenerating, going hungry and so on and so forth. The vampire can also frenzy through emotional stress, such as being publically humiliated, being angered or insulted or seeing a loved one in distress.

- Vampires can enter Rötshreck, this is a form of frenzy where the vampire doesn't enter a fighting rage, but enters a flight responce at all costs. It doesn't matter what gets in the vampire's way during Rötshreck, wether it's a trusted friend or loved one, the vampire will go through him/her without remorse (till he/she exits Rötshreck) to get away from whatever frightened him/her. The most common sources for Rötshreck is a vampire being faced with fire or if the vampire is catched outside during dawnbreak. In fact, vampires are by nature so fearful of fire that even a small fire such as that of a cigarette may send him/her into a Rötshreck.


Last edited by isador on Wed Sep 09, 2009 5:21 pm; edited 1 time in total

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Re: Vampire fun facts

Post by isador on Wed Sep 09, 2009 5:00 pm

Spiritual facts:

- Humanity
Humanity is the crux of existance for most vampires, clinging onto what once made them human in order to stave off the Beast. Thou shallt not kill thou shallt not steal, you all know the drill, and everytime you break one of the commandments you degenerate, losing humanity and drawing the beast closer and closer. For most vampires, humanity is the only wall of defense between the vampire's sanity and an eternity of frenzy.

Here i'll discribe the different levels of humanity, every level of humanity represents how human a character is, or how monsterous.

Humanity 10 - At this level of humanity the character will be so (naïvely) innocent and pure that the character is incapable of even comprehending evil, or has disciplined his/her mind to such heights to rival the saints of legend. However, at this point of humanity the character is so humane that he/she will have problems fitting in with the imperfect world around him/her, with even the smallest of evils being scorned by the character. Likewise, other people around the character will have problems dealing with him/her, maybe because of envy for the character or hatred for one that is so pure, to the point where other vampires will seek the destruction of the character. Typically, vampires on this point of humanity will be relentlessly seeking Golconda in the effort to earn redemption in its fullest. However, the road to Golconda is long and harsh and even finding a teacher can be an impossible task, causing many vampires who reach this height of humanity to become so horrified with their own existance and depressed at their inability to find redemption that they prefer to end it all in a sunlit suicide.

level 10 sin - Selfish thoughts

Humanity 9 - At this level of humanity the character is typically "nicer then nice", an example of virtue for the people around him/her. However, deep down the character still has some selfish thoughts, such as ego, sorrow, anger, but these rarely show themselves. Still, these small things are the first openings through which the Beast claws it's way through.

Humanity 9 sin - Minor selfish acts

Humanity 8 - The above-averagely humanely character. Everyone around him/her typically agrees on the character's good nature, but is much more aproachable then characters with higher humanity because this character still has his/her own human glaws.

Humanity 8 sin - Injury to another (accidental or otherwise)

Humanity 7 - The average joe, with his peaks and valleys of both good and evil.

Humanity 7 sin - Theft

Humanity 6 - A character that is more colder then the typical person, showing more human flaws then is the norm. A character like this will not be thusly humanely inhibited that he/she is unable to preform good, but simply will have a hard time taking the liberty to do so.

Humanity 6 sin - Accidental violation (like drinking a vessel try out of starvation)

Humanity 5 - Characters at this level of humanity will be quite mean, uncompassionate and selfish by comparason of higher levels. A character will typically always act in a rather selfish or cruel manner, without much regard of who gets hurt or why. Vampires at this point tend to succumb to frenzy more, as at this point the character will have a harder time resisting it then just letting it go.

Humanity 5 sin - Intentional property damage

Humanity 4 - At this point the character will exhibit severe issues in his/her daily life due to his/her own morality. People around the character typically discribe him/her as creepy, and those with the perception to see it will see that there's something seriously wrong with the character. Characters at this point have lost much of their remorse and guilt for whatever crimes they commit, and so redemption can be an arduous, maybe impossible task.

Humanity 4 sin - Impassionate violation (Manslaughter, killing while in frenzy)

Humany 3-1 - The last steps to the chasm of the abyss, so to speak. At this point, the character balances at the edge of the cliff, and will be staring directly into the darkness below. Every step back is an uphill battle, every step towards the cliff's edge brings the last fall closer and closer. More importantly, a character at this point will have issues even resisting his/her evils, and the more time he/she manages to get away with it, the more the character wishes to go further and deeper with debauchery

Humanity sin 3 - Planned violation (murder)
2 - Casual violation (thoughtless killing, feeding past satiation)
1 - Utter perversion or similiar acts

Humanity 0 - The end of the road. A vampire who drops down to 0 humanity loses his human side completely and the Beast takes over, permanently. There is no redemption for a vampire at this point, only death can bring relief to his/her tormented state. The vampire does nothing but hunt, feed, sleep and kill, untill Final Death finally comes.


Sins work like this: If your character preforms a sin that is of equal or lower level then your current rating of humanity, you degenerate.


Last edited by isador on Sun Sep 13, 2009 3:22 pm; edited 2 times in total

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Re: Vampire fun facts

Post by isador on Wed Sep 09, 2009 5:01 pm

Thread is open, sorry for the lock. Feel free to post comments

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Re: Vampire fun facts

Post by Hydrogen on Thu Sep 10, 2009 8:27 am

isador wrote:

- Vampires are typically not effected by extremes of temperatures, exept for extreme cases of cold. Though vampires will never suffer from hyperthermia, their "dead" cells can still be damaged by frostbite, the vampire can spend bloodpoints to remedy this.

This is not entirely correct, Vampires are not affected by "Human extremes" such as -30 degrees celsius or +50 degrees celsius. but they will as you said still be able to freeze to death also their blood can freeze into "bloodice" making it impossible to use it (talk about bloodclogs Razz). they can however also be destroyed by extreme high temperatures such as molten steel or lava. And they can also be killed by extreme pressure (such as under water) this is because their blood begins to leek out from their pores from the pressure. the more bloodpoints you can store, the more pressure you can handle.
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Re: Vampire fun facts

Post by Hydrogen on Thu Sep 10, 2009 8:28 am

Also, about healing damage. If the damage results in broken bones, these bones have to be reset and stabilized before healing, otherwise it will heal in a funny way.
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Re: Vampire fun facts

Post by Doe on Thu Sep 10, 2009 10:05 am

Looks great. i know you have added a page on disciplines over on the website, but what about a very brief and basic list in here?

such as:

Animalism- Beckon; the ability to call any animals over to you.
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Re: Vampire fun facts

Post by nanaloma on Thu Sep 10, 2009 6:13 pm

isador wrote:Thread is open, sorry for the lock. Feel free to post comments

OK: frenzy has some unique affects on Gengrel - a clan flaw - that has masquerade implications. basically, every frenzy causes a permanent physical change such as huge, clawed feet, red eyes (Beckett), etc.

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Re: Vampire fun facts

Post by isador on Thu Sep 10, 2009 8:45 pm

nanaloma wrote:
isador wrote:Thread is open, sorry for the lock. Feel free to post comments

OK: frenzy has some unique affects on Gengrel - a clan flaw - that has masquerade implications. basically, every frenzy causes a permanent physical change such as huge, clawed feet, red eyes (Beckett), etc.

True, but only if they do combat during the frenzy, as written in the gangrel clanbook. Usually, Rötshreck for example wont cause this effect, while a frenzy directed at harming a foe will.

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Re: Vampire fun facts

Post by Hydrogen on Thu Sep 10, 2009 9:16 pm

isador wrote:
nanaloma wrote:
isador wrote:Thread is open, sorry for the lock. Feel free to post comments

OK: frenzy has some unique affects on Gengrel - a clan flaw - that has masquerade implications. basically, every frenzy causes a permanent physical change such as huge, clawed feet, red eyes (Beckett), etc.

True, but only if they do combat during the frenzy, as written in the gangrel clanbook. Usually, Rötshreck for example wont cause this effect, while a frenzy directed at harming a foe will.

A frenzy will result in "beast traits" if you cannot direct it ie "riding the wave". so every gangrel who is not on a path with the Instinct virtue will have a beasttrait after every frenzy (not rötschreck)
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Re: Vampire fun facts

Post by Tem on Sun Sep 13, 2009 1:53 pm

isador wrote:Also, vampires who follow a Path or exeptionally old vampires lose the ability to activate their sexual organs.

Even in the unlife they cant catch a break.
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Re: Vampire fun facts

Post by isador on Sun Sep 13, 2009 3:21 pm

Updated with the rules of humanity

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Re: Vampire fun facts

Post by Aero on Mon Sep 14, 2009 10:21 pm

Looks good Isador, thanks for sharing.
Hydro mentioned a good point. If vampires are cold-blooded like reptiles, they can't live in extreme cold places like Alaska or Siberia, unless they burn blood continuously to keep their bodies warm to thaw the frozen blood.

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Re: Vampire fun facts

Post by Hydrogen on Tue Sep 15, 2009 11:34 am

Animalism:

Feral Whispers - Allows you to talk to animals
Beckoning - Allows you to summon animals to you
Quell the Beast - Soothes the Beast in animals and humans (NOT Vampires)
Subsume the Spirit - Allows you to "posess" an animal
Drawing out the Beast - Allows you to tranfer your frenzy into another being


Auspex:

Hightened Senses - Gives you superhuman senses (sight, hearing, taste, smell, touch) (reduce difficulty on perception-based rolls)
Aura Perception - Allows you to see peoples auras
Spirits Touch - Allows you to get "flashes" from objects
Telepathy - Allows you to read surface thoughts and speak trough a psychic link
Psychic Projection - Allows you to take the form of a "spirit" and walk the world without physical bounderies


Celerity:

Gives you extra actions in a turn


Chimestry:

Ignis Fatuus - Can create small, static illusions that effect one sense (smell, sight etc)
Fata Morgana - Can create static illusions that effects all senses
Apparition - Can give motion to an illusion created by the two previous power
Permanency - Makes an illusion permanent untill disolved by the creator
Horrid Reality - Makes the illusion so real it can inflict damage (an illusionary stake can stake someone)


Dementation:

Passion - Hightens or lowers the emotion that is currently the strongets in the victim
The Haunting - Induces horrible "visions" on the victim, making him shitting his pants
Eyes of Chaos - Allows the user to see "patterns" in everything, gaining more insight
Voice of Madness - Induces frenzy or Rötschreck with the sound of his/her voice
Total Insanity - Gives the victim 1-5 derangements (of the users choise) over a period of time (up to one year)


Dominate:

Command - Makes the victim follow a one-word command
Mesmerize - Makes the victim follow a command that can be triggered later
The Forgetful Mind - May alter or remove memories from a victim
Conditioning - making the victim easier to Dominate further and making it harder for other to Dominate the same victim
Possession - Tranfering your psyche into a victims body, supressing that victims soul (making you able to walk into sunlight etc)


Fortitude

Makes you able to soak Aggravated Damage.


Last edited by Hydrogen on Tue Sep 15, 2009 11:40 am; edited 1 time in total
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Re: Vampire fun facts

Post by Hydrogen on Tue Sep 15, 2009 11:35 am

more will come later, or if anyone esle wants to do the rest Razz
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Re: Vampire fun facts

Post by Hydrogen on Tue Sep 15, 2009 12:37 pm

Necromancy:

The Sepulchre Path:

Insight - Allows a necromancer to see the last thing a dead man witnessed.
Summon Soul - Allows a necromancer to call a ghost back from the Underworld, though for conversational purposes only.
Compel Soul - Allows a necromancer to command a ghost to do his bidding for a while.
Haunting - Binds a summoned ghost to a particular location or, in extreme cases, an object.
Torment - Allows the vampire to strike a wraith as if he himself were in the lands of the dead, inflicting damage on the wraith's ectoplasmic form.

The Bone Path:

Tremens - Allows a necromancer to make the flesh of a corpse shift once. (eg. making an arm move or the eyelids to open)
Apprentice's Brooms - Allows a necromance to animate a corpse and perform a simple function (eg. moving heavy objects)
Shambling Hordes - Allows the necromancer to produce corpses with the ability to attack.
Soul Stealing - Allows the Necromancer to strip a mortal (or vampire) of his soul, making the mortal into a wraith.
Daemonic Possession - Allows a vampire insert a soul (Wraiths, people using Psychic Projection) into a freshly dead body and inhabit it for a certain amount of time.

The Ash Path:

Shroudsight - Allows a necromancer to see through the Shroud, the mystical barrier that separates the living world from the Underworld.
Lifeless Tougues - Allows the vampire to speak the language of the Dead
Dead Hand - Allows a necromancer to reach across the Shroud and affect a ghostly object as if it were in the real world.
Ex Nihlio - Alows the Necromancer to fully step into the world of the dead, while still being "alive".
Shroud Mastery - Allows the Necromance to highten or lower the power of the Shroud (see lvl 1)


Obfuscate:

Cloak of Shadows - Makes the vampire invisible when he's standing still and hides.
Unseen Presence - Allows the vampire to move around while invvisible.
Mask of a Thousand Faces - Allows vampire to copy the features of someone else and apply them to himself.
Vanish from the Mind's Eye - Allows the vampire to become invisible while someone is staring at him.
Cloak the Gathering - Aloows the vampire to bestow lower levels of Obfuscate on others.


Obtenebration:

Shadow Play - Allows limited manipulation of darkness
Shroud of Night - Creates a spot of darkness that none can see in
Arms of the Abyss - Allows the vampire to manipulate darkness into arms, making them do various things.
Black Metamorphosis - Allows the vampire to become a semi-shadow creature.
Tenebrous Form - Allows the vampire the transform in to a pool of pure darkness


Potence:

Gives you automatic successes to strength-based rolls
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Re: Vampire fun facts

Post by Gast on Tue Sep 15, 2009 1:01 pm

Aero wrote:Looks good Isador, thanks for sharing.
Hydro mentioned a good point. If vampires are cold-blooded like reptiles, they can't live in extreme cold places like Alaska or Siberia, unless they burn blood continuously to keep their bodies warm to thaw the frozen blood.
you cant compare vampires to any real life creature, as they are paranormal creatures, facts and science dont apply to them Wink

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