Paths (RP)

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You may be looking for more gameplay information about Paths. If so, see; Paths.

The paths in Path of the Vampire are not always related by blood. Every vampire must choose a path when they return from the dead. The choice is usually one made subconsciously, most often (but not always) determined by their personality, interests, or aspirations.

Path Traits

Although vampires have many variations which are not dictated by paths, each path also has a number of traits. Most of the following traits are true with every vampire of the specific path, unless stated otherwise.

Shadow

For a roleplay description of this path's powers, see; here.

Death and Rebirth

When a Shadow vampire dies, he or she does not turn to ash like some of the other paths, but disperses into a dark substance which resembles smoke, but isn't actually physical at all. More accurately, it could probably be best likened to the rolling shadow cast by an overhead cloud on a field, except that the shadow is cast not on solid ground, but on the air itself. The shadow does not disperse as smoke does, but fades away as it expands outward. Similarly, a Shadow will return to life in the same way it died, as if manifested out of shadows.

Black Blood

A Shadow does not have red blood, but black. It does not glisten or shine in any light, it is an impenetrable blackness, as if it is able to swallow all light it comes into contact with. Stranger still are the properties of a Shadow's blood, which doesn't drip or ooze, it splashes on the fabric of reality and hangs in the air. It is as if the blood hits an invisible object and simply floats there, spattered on nothingness, until it disperses a few moments later in the same fashion a shadow will disperse when killed.

Healing

A Shadow generally heals at a much slower rate than all other vampires, and this is considered their greatest weakness, as it makes them easier to kill in the long run. Whereas the severed arm of a Killer will grow back in layers of bone, muscle, and flesh, a Shadow's arm will fade back into existence. For a short time, they will find themselves with limbs or wounds that appear spectral and translucent, which gradually turn more opaque as time goes by.

In Mirrors

A Shadow does not cast a reflection in the mirror, as if they were not there at all.

Casting Shadows

A Shadow, ironically, casts no shadow at all, even under the strongest of lights, unless they concentrate hard to project part of their shadow form onto the surface where their shadow might realistically be. This process, however, takes a lot of careful practice, as they must always be aware of the surrounding light sources and what impact they would realistically have on the casting of their shadow. For this reason, they tend to stick to darker areas, or stand under multiple light sources to disguise this subtle flaw. It does also cause them a problem with the shadow on their own bodies, unless they concentrate (for example, the underside of a person's arm would usually be shaded, but theirs are not).



Mystic

For a roleplay description of this path's powers, see; here.

Death and Rebirth

A Mystic dies in the common vampire fashion; they turn to ash and crumble. Their rebirth, however, is a different matter. Due, perhaps, to their strange ties to the ethereal planes of existence, a Mystic finds it much harder to return from the shadow realm, as they often cannot form a new body for themselves in the way other vampires can. Instead, a Mystic must possess the body of a human. Sometimes, this body will slowly alter over time to resemble the form of the vampire that possesses it, but other times it will not, and the Mystic will be trapped with the appearance of the host. This roleplay choice is yours to make, either way. When inhabiting a human, the human spirit can be handled in multiple ways. The spirit may be ousted as soon as the possession takes place, or the vampire and human spirits may briefly inhabit the same host for a short time before one is shoved out. Once the human spirit is pushed out of the host body, they will either become a ghost (effectively dead), or be sucked into the Shadow Realm, depending on the proximity to the Rift, and player choice.

In Mirrors

A Mystic casts the reflection of the host they possessed, no matter what body they inhabit. This can cause a problem if a human sees them in a reflection, and they have taken a host for possession. This can also become frustrating for a Mystic that has reverted back to their true form after a possession, as they will forever be reminded of the life they took when they returned to life. If a Mystic has not yet possessed a human body (as they have not yet died once), they cast no reflection at all.



Telepath

For a roleplay description of this path's powers, see; here.

Death and Rebirth

A Telepath dies and is reborn in the normal vampire fashion; they crumble to ash, and then they return naked when they escape the Shadow Realm.

Madness

Some (but not, by any means, all) Telepaths go insane as a result of their enhanced mental capacity. Some get overburdened by an influx of information, noises, thoughts, and ideas. Others claim to have seen some form of truth about their existence due to their enhanced comprehension of the universe, and begin to reject the reality they live in. Others form an obsession with science, mathematics, psychology, etc, and begin to live purely for the pursuit of that one obsession, to the exclusion of all else. These individuals can begin to grow paranoid, psychotic, develop dissociative personality disorder, or lose all grasp of basic social skills.

Vathiá

Telepaths can lose themselves in thought just the same as anyone else. Problem is, when it happens to a Telepath, it can draw their minds into the plane of existence known as the Vathiá (Greek word meaning "deep"). It is a reality comprised of pure thought, both the individual and the collective. In the old times, when the term was first used to describe the realm of pure thought, the Vathiá was not something to be feared, as it was a state of the deepest of meditations for Telepaths, where they could explore the mindscapes created by the consciousnesses of others. However, in the modern era, the electronic signals which make up the Vathiá have been made unsafe and erratic due to other signals, such as radio-waves and wireless device connections. Although a Telepath whose mind has been drawn into the realm of pure thought would be at risk (their minds can be harmed if something happens to them in the Vathiá), it is thought to be the thing that gives Telepaths their ability of Technokensis, among other things.

In Mirrors

Most Telepaths see nothing in the mirror, and all of them cast no reflection for others to see. However, some Telepaths (with a trend towards the insane) would claim that when they alone look in the mirror, they see their "true selves". The description of this true self varies from one Telepath to another, but generally involves either the person they would want to be, the person they are deep down, or some kind of animal totem.



Allurist

For a roleplay description of this path's powers, see; here.

Death and Rebirth

An Allurist dies and is reborn in the same manner as most vampires; they turn to ash when killed, and then return naked when reborn.

Heightened emotion

Many (but not all) Allurists are said to be able to feel emotions -- both positive and negative -- more potently than other vampires. Love, sadness, hatred, elation, jealousy, guilt -- they feel all emotions at a deeper level. This can, and often does, make Allurists go insane in one way or another, but even if it does not, it can make life fairly difficult for an Allurist afflicted (or blessed) with this trait.

Eating and Drinking

Allurists, with practice, can eat and drink normal food just as a human can. While other vampire bodies generally reject normal sustenance, an Allurist can digest and expel it without too many problems. Though they gain absolutely no benefit from this, they can enjoy the taste of food and drink.

In Mirrors

It is speculated that the reason Allurists appear as corpses in the mirror is that they retain the strongest link to humanity out of all other vampires, and so what ever force prevents other vampires from casting a reflection allows Allurists to cast an image approximate to what they might look like if they had remained human. There does not seem much logic in any theory regarding vampires and reflections, however, and so the true reason for this ironic and cruel curse on Allurists is unknown, much to their dismay.

Residual Self Image

Most vampires stop aging when they are turned. Other vampires age to the state of adulthood, and then stop. Others still (rare though they are) age until they become old men or women. Allurists, however, are the only vampires who are able to de-age their physical appearance. The process is excessively slow, taking roughly 50% as long as it takes somebody to age, but some Allurists have been known to revert back to the physical form of a child, given 5 to 20 years. This process, like the age process with most vampires, does not appear to be controllable. Instead, it is thought that Allurists shape shift to the physical appearance that their subconscious sees themselves as. If an Allurist is particularly young at heart, for example, he or she could de-age until they become the physical form they are most comfortable with. In a similar way, some few Allurists grow more beautiful (or even more ugly!) as time goes on, if their subconscious sees themselves as such.



Killer

For a roleplay description of this path's powers, see; here.

Death and Rebirth

Unlike other vampires, when a Killer dies they leave behind their body just as a human would. This body remains a uninhabited shell until the vampire can return from the dead to re-possess it. Should a killer's body be completely destroyed, they can still return, essentially as husks that gradually regain their strength (similar to the way Necromancers return).

Detachment

Although it does not happen with all of them, Killers have been known to become completely detached from their emotions; a stark contrast to their path neighbors, the Allurists. Although most of them can still feel the personal pain of something which affects them directly, many do not feel pity, empathy or compassion for other life, often causing them to become cruel out of a need to feel something, or simply because it's fun to be so. Some few, however, are completely and totally devoid of all emotion, from fear to love and sadness.

In Mirrors

A Killer, like most vampires, casts no reflection on any surface.

Growth

Unlike other types of vampires, a Killer will often continue to grow in certain ways, while not aging. As their bodies become stronger, a Killer usually finds themselves actually growing physically taller, or that their muscles are expanding as if they were human. Some Killers, after many years of growth, have been known to grow in excess of 7 feet tall and bulging with muscles, even though perhaps they were an average height when first turned. This trait is universal for Killers, but does seem to effect some more than others. Some Killers only grow a little even after many years.



Necromancer

For a roleplay description of this path's powers, see; here.

Death and Rebirth

A Necromancer dies much like any other vampire, except that it seems to take a lot longer for their body to age, corpsify, crumble, and fall apart as ash. Their rebirth is similar in this way; they return as little more than husks, and gradually build back to their full human visage.

In Sunlight

When a Necromancer is caught in sunlight, something unique happens. As well as their flesh burning, the sunlight instantly reveals them for that they are: undead. As the light washes over them, the areas of their body on which it shines turns temporarily zombified. True enough; a Necromancer always appears slightly undead, what with their exceptionally pale skin and commonly gaunt appearance, but when caught in sunlight they are fully revealed for what they really are. Unfortunately for Necromancers, bright lights can also make them appear as if they are recently deceased corpses, as it turns their skin even more pale, highlighting the veins in their skin and the dead glaze in their eyes.

In Mirrors

Although Necromancers cannot be seen in mirrors, some of them claim that when looking in mirrors themselves they can very rarely see figures in the background that actually resemble themselves. Some Necromancers claim that these ghosts they see in the mirror are actually their own spirits, which walk around, dance, or snarl at the onlooker. Such a terrifying visage is fairly rare for a Necromancer to behold, but there are enough reports of these doppelgänger ghosts to validate the rumors as possible, though their cause is unknown.



Personalities

Following is a rough guide to what personalities typically result in which path. The personality types do not always match up with the path subconsciously chosen by the vampire, but they usually do.

Shadow

Typical personality types: Loners, assassins, manipulators, cowards, murderers

Mystic

Typical personality types: Instinctual individuals, witches, power mongers, outsiders, the spiritual

Telepath

Typical personality types: Intellectuals, strategists, crazy people, the empathetical

Allurist

Typical personality types: Artists, the vain, the ugly, the likable, leaders

Killer

Typical personality types: Soldiers, the violent, the vengeful, athletes

Necromancer

Typical personality types: Depressive, loners, those with a huge fear / fascination of death

Often, the personality traits that vampires possessed while mortal will be magnified when they are vampires, and they find themselves unable to control their natures, whether murderous, depressive, seductive, or other.


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