Races

Below you'll find information on the various type of supernatural beings you can play here on NVM Mux.

Vampires

There are a few details to keep in mind when applying for and playing a vampire on Northern Vampire Mysteries.

  • Age: On the show and in the books vampires are clearly the most powerful supernatural type. Others may have an advantage here or there over them but, overall, vampires are the strongest, fastest and toughest mo-fos around. Even then, a vampire's age can create wide power gaps among them. The problem with such power gaps in a cooperative RP environment is that it can be boring, disruptive and ultimately lead to fun being ruined. That's why we decided to give all starting players a level playing field when it comes to their characters. This is how it affects vampires.
  • Power: We cap all PC vampires to the quality listed above. We don't necessarily cap the age of the vampire but if you're older than about 300 years you'll have to come up with a reason why you haven't increased in power (extended downtime, some sort of a wasting disease, etc).
  • Power Positions: The Bangor area represents a unique opportunity for many vampires. Given the political turmoil with neighboring Brewer many elder vampires have opted to ignore the area. The Queen of Maine, Maria Rospigliosi (born 1870, turned in 1921) keeps to the Augusta, Kennebunk, and Portland regions for the most part. That makes Bangor the land of opportunity for eager young vampires. We intend to let the power positions of Bangor sort themselves out through RP. Elder vampires, including the Queen and the area Sheriffs (the two areas are roughly split by the Kennebec river), are staff controlled NPCs used for plot motivation. Generally, vampire 'areas' cover populations of about a million, and with a general 5,000:1 human:vampire ratio, it ends up with a sheriff overseeing around 200 folks, with up to 40 sheriffs and areas under a particular royal, and magisters between the royals and The Authority.
  • Political Strife: One of the themes we're looking to explore on NVM is that of political strife. While Bangor has officially come out as pro-vampire not everyone is happy about it. The neighboring city of Brewer has actually enacted many new town ordinances specifically to deter potential vampire residents. Anti-vampire rhetoric is high and violence is not uncommon, especially for those vampires foolish enough to cross the town lines into Brewer.

If you'd like to see a really huge spreadsheet, comparing various vampire traits across various works, check out this Wiki page.


Lycanthropes

These are the were-creatures of the True Blood universe. Most common are the werewolves but there are conceivably weres of every animal type. Lycanthropy is a magical genetic condition often passed along family lines.

Given Maine's impressive expanse of wilderness, especially to the north and west of Bangor, the area supports a few wolf packs. This will give players the opportunity to create their own. Brewer contains one particularly territorial pack that has vowed to eliminate the vampire menace, as they call it. Generally, were-types tend to reside in the area that their animal-forms are found in (were-coyotes in North America, were-tigers in India, were-lions in Africa); this isn't due to any instinctual or magical influence, but just due to the hassles that spring from having a polar bear occasionally run around Alabama. As such, there are a fair amount of were-types in Penobscot County whose animal forms wouldn't cause too much of a fuss in Maine (and obviously, we OOCly suggest one lean more towards those animals for were-types, instead of were-rhinos or were-crocodiles).

See '+help shift' in-game to see what's currently in the shifter-code database. Want us to add a new were-type? Just contact staff and we'll see what we can do.

The SVM book 'Dead and Gone' is set in 2006 (reference: timeline), where weres and shifters reveal themselves to the public, as vampires did earlier in 2002.

For a few reasons, this did not happen in the Northern Vampire Mysteries timeline (yet). Right off the bat, it would lead to some immediate and serious changes to hunting laws (so there aren't waves of manslaughter cases involving were-deer, every full moon) as well as 'concealed weapons' standards (what do you do with a prisoner who can turn into a fanged clawed beast on a whim?)

Shapeshifters

(10 point Quality)

True Shapeshifters are a highly versatile supernatural type. They are able to morph into exact copies of animals they have seen live and in person (animals not so closely studied can often be cosmetically imitated fairly closely, but with no innate familiarity toward things specific to that animal. EG: not used to flying, not used to breathing with gills, not used to running on more than two legs, et cetera. At best, it'll involve such mechanical problems. At worst, the "problems" include massive organ failure. It never works out well). Most shifters have a "go to" animal which is easiest for them to shift into. They also tend to gain some benefit from their go-to animal as well (such as a heightened sense). These can be purchased as Acute Sense, if one wants to retain them in human form.

Weres

(5 point Quality)

More common than True Shifters are weres (sometimes OOCly referred to as 'were-things'), that can only shift into one particular animal form. This can happen through a variety of ways:

Demi-Weres

(5 point Drawback)

As stated above, a were can infect a previously normal human with their condition, but it is a little hit or miss and can only happen by means of the human surviving mauling, performed by the were while in animal form during the full moon. The infected human (if it works) only shifts during the full moon, whether they want to or not, and only into a 'half-animal/half-human' form (which is a form both true shifters and standard weres can not do). In the Quality/Drawback lists, we consider this a Drawback.


Fae

The only restricted character type on NVM are the Fae. If enough interest crops up for them we'll find a way to work them in but, initially, we want to focus on the other supernatural types. At this time we are not accepting applications for Fae characters.

PS: Demons are totally a specialized form of Fairies.


Funky Humans

Gifted

Supernatural gifted folks abound in Maine. No one is quite sure why but they do. Thankfully the Unisystem supports a wide variety of psychic talents. Most psychics possess a single ability; It's very rare to find an Empathic Telekinetic for example. The blanket term of 'gifted' also covers folks with other innate funky traits, like a Medium who can see ghosts, or someone who is supernaturally Attractive or Hard to Kill.

Witches

Maine has a healthy sub-culture focused on witchcraft. Most are Wicca-wannabes but a surprising number are the real deal. Instead of psychic powers a witch takes levels in the Sorcery Quality. See sorcery for rules on casting spells.

In the books, the coven that cheesed off the vampires was run by a were-wolf witch. If one can scrape up the points for both the Werething Quality and the Sorcerer Quality, one can try for it as long as the Drawbacks taken nor the concept/background makes it too absurd (or if too many of them are running around the grid — it's obviously not a common thing).

The Sorcery Quality (5 points per level) grants a natural +1 per level towards spell-slinging, although a normal person can theoretically attempt to cast magic, given the proper resources and research.


Cross-Sphere

Things mixing with other things hasn't been addressed much in the True Blood television series, but a few details can be extrapolated from the books.

Lycanthropy and magic mix, so a were can learn magic, or a sorcerer can become a demi-were. In the books, the coven that cheesed off the vampires was run by a spell-slinging were-wolf.

Nothing and vampirism mixes. In the books, a were-wolf was turned into a vampire, and was just a normal vampire (other than being depressed about not being able to turn into a wolf anymore). If vampires could use magic, they would have called on the services of a centuries-undead spell-slinging vampire to help attend to the coven that cheesed them off. If vampires could use psi powers, Bill's mission would have been to just turn Sookie into a vampire, instead of keeping track of her.

In theory, this speaks volumes of the nature of vampires and the nature of magic/psi powers. Some have guessed that lycanthropy and sorcery have their roots in Fairy magic, thus the dis-association with vampires, while the lack of standard electro-neural activity in vampires explains their inability to carry over psychic powers into undeath.

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