![]() Our Vampires Are Different - TV Tropes"There are as many types of vampire as there are disease; some are virulent and deadly, and some just make you walk funny and avoid fruit."Subtrope of Our Monsters Are Different. This one deals with everyone's favorite undead bloodsuckers. The baseline rules for vampires are: They need blood. Mostly. Usually Vampires go insane/grow weak/die without it, or degenerate into mindless, rabid monsters. Vampires are viral. They are capable of changing human beings into other vampires. Folkloric vampires were not so: one became a vampire after being cursed by one's parents, or dying by suicide, or after practising witchcraft, or being a werewolf or being born dead. Some say that Stoker's Dracula needed to go through a more elaborate process to make another vampire, but that bowdlerized versions removed the detail where he made the victims drink his blood to begin the transformation, but there is really no indication of this in the text—- Mina is forced to drink his blood to establish a stronger psychic bond, and it is explicitly stated that to the idea that a victim will at natural death become a vampire from just a bite. The Our Vampires Are Different trope as used in popular culture. Subtrope of Our Monsters Are Different. This one deals with everyone's favorite undead …. Vampire: The Masquerade – Bloodlines Wiki is a community site that anyone can contribute to. Discover, share and add your knowledge! Overview Jeanette. Vampire: The Masquerade - Bloodlines is an Action RPG/first person shooter hybrid developed by now-defunct Troika Games and published by Activision. The more involved procedure has regained popularity and explains why every victim of a vampire doesn't become one and, by extension, their rarity such as in Vampire: The Masquerade, True Blood, and Vampire Diaries; at the very least, it explains why the 'vampire plague' scenario many heroes from Stoker onward try to prevent didn't happen thousands of years back. Some still use the "drained to near- death and left for dead" approach, but the modern blood- drinking- and- sharing offspring are usually beholden as servants to the parent vampire until released. Very few have the Heroic Willpower needed to resist becoming fully evil. Attempting to change a loved one into an eternal companion this way rarely works. Modern versions that don't have such a process often blur the line between vampire and zombie, sometimes leading to a full- on Vampire Apocalypse because of a runaway Viral Transformation. Worse, sometimes Vampires who don't keep fed turn into Zombies. ![]() Sometimes, vampirism is tied to the creator. Depending on how important the infectee is to the plot, killing the Vampire Monarch will either turn all of his "children" back into humans, or kill all of his creations with him. In some cases, killing the lower level vampires will do nothing to those they have sired; only the guy at the top of the pyramid is tied in this way. Recently, the idea has arisen that vampires judge each other by how far removed they are from a "source". The highest social status belongs to a Vampire Monarch who somehow became a vampire without being turned by one via bite; or else the next person below them if their spawn gets a Klingon Promotion. Of course, there can also be a fusion of "types". A vampire may create mindless undead slaves via simple feeding (often referred to as "spawn"), but to create a thinking vampire with the potential for the gambits of powers, the full process is needed. Or they create living servants like ghouls or blood- slaves who feed on their blood, get power from it somehow, and protect their masters any way they can. Vampire blood has often been depicted as having the power to extend the natural lifespan of ordinary humans, allowing them to bribe mortals to their service with drops of blood. Vampires are almost always inhumanly strong, fast, and durable, often to the point of being Immune to Bullets and most other mundane weapons. For some, especially more modern ones, this is where it ends, making them effectively little more than intelligent (and stylish) super- zombies. A variation of this is to give them their own unique "gifts" (telepathy, for example) that make them more distinct from their brethren, though all share the same aforementioned set of "normal" vampire powers. The original folklorish vamps were either disease ridden monstrosities or soul- sucking ghosts; in either case, their mere presence was likely to harm you, and though you could ward them off at night you couldn't actually kill them until the daylight hours, and sometimes you couldn't properly kill them at all since, being evil spirits, the best you could do is stop them from coming back. The traditional Victorian vampire has a range of supernatural abilities. Dracula had shape- shifting, limited flight, control over animals and the weather, the ability to scale walls, and other gifts, on top of the standard vampire strengths. ![]() It is unclear if this is due to Dracula studying Black Magic to enhance his skills (and this type of vampirism can come with an innate ability to learn that as well — it's also implied that this may have been how Dracula became a vampire) or if it was due to his advanced age. It's possible that both might be true. The strength of a vampire can sometimes be determined by its age, with older vampires usually (though not always) being stronger than younger ones. Sometimes this merely means that they are stronger and harder to kill, if it means anything at all. Some may evolve (or de- volve) into something closer resembling some progenitor vampire race, which can occur either gradually or in spurts, which makes them yet more superhuman. In other cases, the vamp can age into an outright Humanoid Abomination which will usually mean they are much more powerful, though some may understandably lament their transformation into outright monstrosities and more obvious loss of humanity; this, again, may happen gradually or in spurts. ![]() A description of tropes appearing in Vampire: The Masquerade. A Storytelling Game of Personal Horror. The tabletop roleplaying game that started the Old …. This game reminds me Versailles and all the grand masquerade balls that were thrown there! Pick out a spectacular gown, a royal hairstyle and a mask that hides just. Vampire: The Masquerade is the first World of Darkness game and the first Storyteller System game published by White Wolf. A major departure from the more power and. The ones who won the Superpower Lottery have, either naturally or through using their immortal lifespan to acquire ridiculous amounts of magical power, evolved into outright Gods of Evil, and are a menace to the entire world. Sometimes a vampire can be damaged by mundane weapons, and will feel pain and suffer consequences (for example, if you shoot him in the knee, he can't walk) — but it won't kill him, and he'll eventually heal from all injuries. Quite often, the vampire has to drink blood to heal.) In other cases, mundane weapons do nothing at all — weapons pass through the vampire like a ghost, or bounce off, or the vampire's flesh heals as soon as the weapon is removed. Achilles Heels Wooden stake through the heart. In most modern depictions, this is fatal; in the original folklore, it merely stops the vampire from leaving his coffin. In most of the older stories, one had to use a hammer or a grave digger's shovel to drive the stake in, which meant that vampire stakings mainly happened during the day when the vampire was asleep, but recently, it's become oddly easy to do by hand. Remember, the ribs are there to prevent just such an occurrence. In some cases, a special specimen of wood is needed for the stake to be effective, commonly Hawthorn, and occasionally it needs to be blessed or enchanted, but not all vampires are this picky about what goes through their chests. Decapitation - This one isn't exactly exclusive to vampires; it works on everything, really. Then again, so does a stake through the heart. Sometimes, these two weaknesses get combined, where the vamp can regenerate their head and a wooden stake through the heart merely renders them inert, meaning that one needs to put a stake through the heart and then cut off the head in order to truly kill it. Fire - another one that can be used to deal with most other supernaturals and also humans, although it varies between interpretations on just how much you need. Really, the only common Achilles's Heel definitely unique to vampires is.. Direct sunlight. This is actually a modern invention; much newer than you'd think. In old legends, they actually had to sleep in their coffin during the day, but sunlight wasn't fatal. They were merely dormant during the day, making it "easy" to sneak up on them. Nowadays, they just hole up inside, and sunlight literally has the power to make them spontaneously combustive. Sometimes this is specifically ultraviolet radiation; sunlight is dangerous, but a light- bulb is not. This can vary with age, either becoming less or more effective over time. Because of its lethality, some vampires choose Suicide by Sunlight. Dracula in Bram Stoker's novel was almost unaffected by sunlight; it limited his shapeshifting powers, but he could still walk around, was still super- humanly strong, and definitely wasn't burned. The same goes for other vampires before Stoker's, such as Carmilla and Varney the Vampire. An interesting inversion are Arabian vampires. They're active during the day and sleep at night, since people were naturally more afraid of the daytime in the desert. The idea that sunlight isn't fatal has undergone somewhat of a resurgence. The vampires in L. J. Smith's Night World series can survive exposure to sunlight, but it inhibits their powers. The vampires in Moonlight can survive exposure to sunlight for a limited amount of time. Vampires in the the Night Huntress series aren't really bothered by the sun, but they do tend to sunburn easily (then quickly heal, peel, and do it again), are somewhat weaker, and newly made vampires fall asleep involuntarily during the day. In some folklore, vampires were actually at their strongest at high noon, when their shadow was at its smallest. They were weakest at dusk, when their shadow was at its longest. If they exist in the story, magical weapons or other supernatural creatures might also have special abilities to kill vampires. Cannot bear the touch of special symbolic items, like silver, similar to werewolves or other supernatural beings; silver is toxic or burns them. This may relate back to the days when silver was thought to be solid- light, and as a symbol of the light, would harm anything non- human.
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