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VAMPIRE CLANS "THE CLANS"

The following is a list of all the bloodlines that have formed into clans in
the Dark Medieval World and therefore EmpireMUD AD.  Use help on any of the
clan names to get a more detailed description.

*Assamites: The mysterious "Saracens" of the Middle East have perfected the
art of the silent kill.
*Brujah: Philosphers, scholars, and athletes, the fractious "zealots" pursue
their dream of a perfect society.
*Cappadocians: Seeking the wisdom of the grave, the "graverobbers" call on the
spirits of the dead for enlightenment.
*Followers of Set: Originally hailing from Egypt, the "serpents" spread
corruption and vice in their path.
*Gangrel: Wanderers and rustics, the "animals" are closer to the beasts of the
forest than to any of their Cainite kin.
*Lasombra: Masters of darkness and shadows, the "magisters" seek to control
mortal and vampiric society alike.
*Malkavians: Cursed with insanity, the "madmen" enjoy a surreal and disturbing
insight.
*Nosferatu: Hideous beyond words, the ostracized "lepers" are spies and
informants without equals.
*Ravnos: Wandering vagabonds and hucksters, the "charlatans" gleefully
practice their arts of deception and theft.
*Toreador: Lovers of art and beauty, the "artisans" freely indulge their
tastes for the aesthetic.
*Tremere: A recent and insular clan, the sorcerous "usurpers" are struggling
to establish themselves.
*Tzimisce: Terrible Slavic fleshcrafters, the "fiends" mercilessly rule over
their mortal subjects.
*Ventrue: Imperious and commanding, the "patricians" contsider it their duty
to lead vampiric society.
*Caitiff: The rare and luckless Cainites with no clan are outcasts and
disgraced.
#
DISCIPLINES "VAMPIRE POWERS"

The abilities possessed by only those that are from Caine's lineage, different
clans of vampires can possess different disciplines inherently.  Search for
help on specific disciplines to learn more of them as well as which clans get
them.

*Animalism: Supernatural affinity with and control of animals
*Auspex:  Extrasensory perception, awareness, and premonitions
*Celerity: Supernatural quickness and reflexes
*Chimerstry: The ability to create illusions and hallucinations
*Dementation: The ability to pass madness onto a victim
*Dominate: Mind control practiced through the piercing gaze
*Fortitude: Unearthly toughness
*Mortis: The supernatural power to control aspects of death
*Obfuscate: The ability to remain obscure and unseen, even in crowds
*Obtenebration: The unnatural control over darkness
*Potence: The discipline of physical vigor and strength
*Presence: The ability to attract, sway, and control crowds
*Protean: Shapechanging - from growing claws to melding with the earth
*Quietus: The Assamite's arts of the silent kill
*Serpentis: The reptilian, corruptive discipline of the Followers of Set
*Thaumaturgy: The study and practice of sorcery through blood
*Vicissitude: The Tzimisce art of flesh-shaping
#
GANGREL

With the greatest knowledge of the forests, Gangrels are perhaps the most
bestial of all the Cainite society.  Many look down on them because of this,
but those who befriend a Gangrel have found a friend for life.  The loyal
shapeshifters prefer death over a broken oath, and have proved so many times.
All Gangrel share a kinship and are inseperable on the nights they meet and
spin their tales of honor as they love to do.  The Gangrel, like the Ravnos,
are very nomadic.  Unlike the Ravnos, the Gangrel are honorable and spirited
vampires who love sharing tales of heroic deeds; be it by themselves, another
vampire, or even a mortal.

Disciplines: Animalism, Fortitude, Protean
Weakness: Become less human with every frenzy
Status: Hardcore only
#
TZIMISCE

Taking only but the greatest pride in their dp,aoms, the Fiends are excellent
scholars and hosts.  Though they can often barely be recognized as human in
their action and appearance, Tzimisce are the most hospitable of all Cainites
because of their belief of their superiority to all vampires, and vampires'
superiority to all humans.  The Tzimisce view vampirism as a gift rather than
a curse because of the awesome powers it bestows upon them.  The Tzimisce hate
the Tremere with a vengeance unrivalled.

Disciplines: Animalism, Auspex, Vicissitude
Weakness: Very territorial and tied to their land from life
Status: Hardcore only
#
MALKAVIAN

Caine was always a seeker of secrets, a delver into the greatest depths of
knowledge.  None, not even the studious Cappadocius or even the wise Saulot,
could bring the knowledge Caine sought.  Surprising to all, it was Malkav who
brought Caine his wisom of all corners of the world.  As the reward for such a
gift, Caine bestowed a the purity of madness to Malkav's blood and therefore
all of his progeny - though hardly any were jealous of such a "reward".
Malkavians usually serve the Cainite world as the seers for the other clans,
giving insight to them as Malkav did Caine.  To the world of the humans, they
play roles that fit their demeanor quite appropriately: jesters, clowns,
tricksters, and of course, the village idiot.  Though their madness can vary
from fear of the color green to an obsession with counting all they see, all
Malkavian have an odd quirk about them.

Disciplines: Auspex, Dementation, Obfuscate
Weakness: Always have a derangement of some sort which cannot be overcome
Status: Softcore and Hardcore.
#
ASSAMITES

Assamites know that vampires are the killers in the night and use this fact to
their full advantage.  Great assassins, Assamites get the powerful discipline
known as Quietus that allows them to kill silently.   To help this extent,
they also employ the Obfuscate discipline to allow them to blend with the
shadows while hunting their soon-to-fall prey.  Assamites are often hired as
assassins by Princes, making them feared by most Cainites.  Not all assamites
are assassins, however.  Many also choose scholarly paths.

Disciplines: Celerity, Obfuscate, Quietus
Weakness: Always show signs of diablerie
Status: Hardcore only
#
BRUJAH

As the ultimate scholar-warrior types, they fight and research for their
dream, a perfect coexistences between Cainites and mortals.  The Brujah think
much of the future, and they fight for whatever cause they may believe.
Although they are a Clan of scholars, their different views have started a
decay among their ranks as to how they should obtain their dreams.  Some
Brujah believe that Cainites and mortals should exist equally, while some
believe that Cainites are above mortals just slightly.

Disciplines: Celerity, Potence, Presence
Weakness: Very susceptable to frenzy
Status: Softcore or Hardcore
#
VENTRUE

Knights and kings of the Cainite world, they believe themselves to be
responsible for all Cainites and keeping the peace wherein.  They hold
tradition above all else and they hold etiquette and age close to this.  The
longer a Ventrue has been a Cainite, the more respect he will be given.
Titles and lands obtained while still mortal matter little to the Ventrue,
only the status obtained after the Embrace are of significance.  There are no
failures in Ventrue, only success and fondly remembered dead.

Disciplines: Dominate, Fortitude, Presence
Weakness: May only feed from humans
Status: Softcore and Hardcore
#
TREMERE

With their birth being the death of a Tzimisce elder and his two apprentices,
the Tremere instantly came under heavy assault.  The reason for the death of
the elder was a search for immortality by Tremere, the leader of a house of
mages that was obsessed with the perfection of their art.  Not satisfied with
the current state, Tremere himself killed Saulot, the founder of Clan Salubri,
and took the Antediluvian's vitae.  Often using Gangrel and Nosferatu in their
foul experiments, Tremere have gained quite the reputation for evil and
extreme vile.  Since their magic was nearly destroyed by the Embraced, they
created the unique discipline known as Thaumaturgy.  From this they created
the Gargoyles to endlessly serve Clan Tremere and its few allies.

Disciplines: Auspex, Dominate, Thaumaturgy
Weakness: More susceptible to the Blood Oath from other Tremere
Status: Hardcore only
#
CAPPADOCIAN

They are the "clan of death" to most Cainites, being obsessed with the secrets
beyond the grave and shunned by most all other Clans because of this.  Since
they are unconcerned with earthly power, they are very trusted by other
Cainites and the Ventrue have formed an unofficial alliance with them.  Though
the Cappadocians are very necro in their ways, they are one of the most
studious of all Clans and vampires respect them for that if nothing else.  For
deeper reasons, the Cappadocians have very pale skin no matter how much blood
they drink, and they will be more easily recognized as a vampire because of
this.

Disciplines: Auspex, Fortitude, Mortis
Weakness: Especially pale skin, marking them as a vampire
Status: Hardcore only
#
TOREADOR

They are obsessed with beauty, letting it madly drive them forth.  This has
always been their way, since they think of themselves as the guardians of all
things exquisite.  Toreador, saddening to most other clans, are very
appreciative of the human race.  These lovers of beauty are heavily involved
with The Church and the artwork inspired by such.  The beautiful architecture
of the cathedrals inspire many now, with their beautiful designs and mosaic
paintings.  Toreadors know the other clans care not for them, and they return
the feelings, for they know inspirational artwork is all there is to live for.

Disciplines: Auspex, Celerity, Presence
Weakness: Obsession with beauty that fascinates them to an extreme
Status: Softcore and Hardcore
#
RAVNOS

Since they are the scoundrels, tramps, thieves, and dishonorable nomads of the
Cainite society, they get much disrespect.  The Ravnos are very solitary as
well, making it a rarity that two are found in the same city.  They travel all
about whatever land they may infest, stealing and tricking at their heart's
content.  A Ravnos's greatest desire is freedom, and wise Cainites know not to
deny them access to an area.  Ravnos live by their wits and are constantly
sharpening it for their survival.  They will respect only those who attempt to
live the same life as them and then rob the sucker blind.

Discipline: Animalism, Chimerstry, Fortitude
Weakness: Must indulge in some sort of vice
Status: Softcore and Hardcore
#
"FOLLOWERS OF SET" SETITES

Bearing an Egyptian decent, this Clan was founded by the old warrior and
hunter Set, or sometime Sutehk.  Hounding the desert night, Set become
worshipped by Mortals as the God of Night.  Since Set was banished by Osiris
and/or Horus and claimed he would return, his vampiric followers known as the
Setites vowed to make the world a more fitting place for their Sire's return.
They believe that to corrupt a person they must give the person exactly what
they want so that the desire will breed even greater desire.  They addict
their herd to prey by fostering ecstasy and indulgence, always teaching
excess.

Disciplines: Obfuscate, Presence, Serpentis
Weakness: Twice as susceptible to sunlight
Status: Hardcore only
#
NOSFERATU

Cainites known reasonably as "the Damned," these repulsives undead claim the
title better than all others.  Their features are so warped and horrible, many
cannot even bear to look at them.  Though their smell and appearance are
enough to rend even the most humile man disgraceful, they are to be respected
because of the vast information all of the Nosferatu are able to obtain.  They
are the spies of the Cainite world and if there is a secret in the world, the
Nosferatu know it.  They believe the Embrace is truly a curse and often give
it only to those who already suffer in their mortal lives.  Pariahs, lepers,
freaks, hermits, and all sorts of outcasts are prime targets for the Embrace
of a Nosferatu.

Disciplines: Animalism, Obfuscate, Potence
Weakness: All are monstrously deformed, allowing no Appearance
Status: Softcore and Hardcore
#
LASOMBRA

Believing themselves to be superior to all other Cainites, they often feel
pity for those who are inferior.  They believe in Divine Right to rule of the
superior, which often results in them constantly seeking power as well as
making sure people in the position of power make decisions suited to them.
The Lasombra, in their view, are superior to all other clans in mind, body,
and breeding.  Although some clans do obtain a modicum of respect from the
Lasombra.  Many of them fall prey to the game of politics and master the art
of manipulation.

Disciplines: Dominate, Obtenebration, Potence
Weakness: They cannot be seen in mirrors or other reflective surfaces
Status: Hardcore only
#
ANIMALISM

Animalism is a discipline which deals with the Beast in vampires and animals.
Even at low levels, Animalism allows a Vampire to speak in the feral tongue of
nature.  At higher levels, Animalism allows total mastery of the Beast in
others.

Powers
------
Feral Speech:  Allows a vampire to speak the language of nature
Noah's Call:  Beckons several creatures from nearby areas
Cowing of the Beast: Temporarily destroys another's Beast
Ride the Wild Mind: Takes over the mind and body of the subject
Drawing out the Beast: Transposes one's anger onto another
Quickened Unity: 
Twist the Feral Will:
Taunt the Caged Beast:
#
CHIMERSTRY

Available innately only to the Ravnos, Chimerstry is the Discipline of deceit
and trickery.  At the lowest of levels Chimerstry is able to gift the vampire
with the power of a simple illusion, whereas at great potency they can make
many believe that the Infernal have risen from the ground to claim vengeance
upon sinning souls.

Powers
------
Ignis Fatuus: Creates a minor illusion that applies to only one sense.
Dweomer: Like Ignis Fatuus, but applies to all sense.
Apparition: This allows the powers mentioned above to be mobile.
Permanency: Used with Fatuus or Dweomer, allows the illusion to continue in
the vampire's absence.
Horrid Reality: Makes one person believe completely that the illusion is real
(fire burns, arrows wound him, walls prevent moving, etc).
Mass Horror: Like Horrid Reality, but affects a wider range of victims.
#
FORTITUDE

Very helpful in the Cainite world, Fortitude makes the evil nemesis of
sunlight and fire a little bit less intimidating.  Fortitude allows damage
from all physical realms to be soaked, be it sword blows, arrows, and even the
deadly power of fire and sun.  It is rumored that vampires with high Fortitude
are even capable of walking out in the day.
#
VICISSITUDE

A Discipline known to the Fiends, not many outside of the clan are
knowledgable of it (nor do they want to in most cases).  Very similar to the
Gangrel's Protean, but springing from a much more vile and evil place.  With
all of the powers of Vicissitude, the user must be touching their victim flesh
to flesh.

Powers
------
Malleable Visage: Allows the body parts of the vampire to be changed at will.
Transmogrify the Mortal Clay: Like Malleable Visage, but to others.
Rend the Osseous Frame: Allows the vampire to manipulate bone in the same way
as flesh.
Awaken the Zulo Shape: Gains a horrific monstrous and strong appearance.
Ascendancy of the Sanguine Humor: Allows the vampire to turn into blood.
Chiropteran Marauder: Like Zulo Shape, but more bat-like.
#
AUSPEX

This vision-altering Discipline allows the vampire to see beyond that of
mortal sight.  At low levels vampires are able to do great feats such as
doubling the range of their sight and hearing, but at higher levels is where
the true power comes.  It is rumored that great users of Auspex are able to
speak into people's minds as well as see and hear miles beyond what should be
allowed.

Powers
------
Heightened Senses: Heavily increases the five sense.
Soulsight: Allows the Cainite to see a person's 'halo,' or aura.
Steal Secrets: The vampire can read thoughts and speak into a person's mind.
Anima Walk: Stepping out of the physical shell, the vampire can move about
freely.
Farsight: Allows sight and hearing of far off distances, focused on a target.
#
CELERITY

Vampire with this ever-useful Discipline can become but only blurs of motion
to those who lack it.  Moving with amazing speed, Celerity hastens all things
the vampire does as well as adds heavy combat advantages.  Many believe that
if you move faster than your opponent can see, seldom is there a time when you
shall fall.
#
DEMENTATION

This Malkavian Discipline allows them to bestow madness upon others for a
time.  Ranging from merely detecting sanity to full insanity, even upon
vampires and ghouls alike.

Powers
------
Incubus Passion: Causes victim's emotion to double or even triple.
Haunt the Soul: The victim sees strange visions out of the corner of their
eye.
Eyes of Chaos: Allows the vampire to tell how insane the victim truly is.
Confusion: The victim becomes extremely docile and has memory lapses.
Howling Lunacy: Derrangements fall upon the victim, driving them mad.
Kiss of the Moon: The vampire whispers what insanity should befall the victim,
and lo and behold, such is their fate.
#
DOMINATE

As the name may suggest, this allows the vampire to have domination over
another man's mind.  Be this as simple as forcing someone to cough, recreate
memories, or the powerful ability to have a soul listen to all the vampire
orders, Dominate can be quite useful in most any situation.

Powers
------
Observance of the Spoken Word: Cainite may order a one-word command that is
obeyed.
Murmur of the False Will: Forces thoughts or ideas upon the victim.
Reveler's Memory: Allows the vampire to recreate and steal memories.
Lure of Subtle Whispers: Cainite is capable of taking over minds of pliant
victims.
Vessel: Grants the Cainite complete control over the mind and body of the
victim.
Fealty: Allows the vampire to ensure loyalty to those who swear allegiance.
#
MORTIS

Available innately only to the Cappadocians, Mortis is a Discipline dealing
with the secrets that death holds.  Mortis has been known to be able to a
range of things dealing with death, from causing it with a single touch to
denying it completely.

Powers
------
Masque of Death: Makes the recipitent appear to be a corpse.
Blight: The victim becomes old and feeble.
Awaken: Allows the vampire to remove themselves from torpor.
Death's Whisper: The vampire is able to make themseleves truly dead for a
time.
Black Death: Victim gains signs of plague, if a vampire, will instantly enter
torpor.
Vigor Mortis: Creates a servant to the vampire from a corpse.
#
OBFUSCATE

The secretive and concealing powers of Obfuscate allow a Cainite to disappear
from sight with only the thought of doing so.  Higher skilled vampires in
Obfuscate can do this even in front of others, while even more potency grants
the vampire the ability to do it to others as well.

Powers
------
Cloak of Shadows: Allows the vampire to disappear in not very well-lit rooms.
Unseen Presence: The vampire removes his presence from everyone's eyes.
Mask of a Thousand Faces: Other mugs can be masqueraded at will.
Vanish from the Mind's Eye: Vampire can disappear from plain view while others
are watching.
Cloak the Gathering: Allows Obfuscate powers to be bestowed upon others.
Soul Mask: The soul-halo can be manipulated, or even hidden, to the vampire's
whim.
#
OBTENEBRATION

Taking power over darkness is a favorite among the Lasombra, allowing the
abyss to become their tool.  Extremely intimidating to most of the natural
world, Obtenebration displays a wide variety of powers spawning from pits
unknown to even the Lasombra.  From simply manipulating shadows to using
shadows as a means of transportation.

Powers
------
Shadow Play: Grants the vampires the ability to play tricks with light, or
lack of.
Nocturne: Covers a portion of the ground with impenetrable darkness.
Arms of Ahriman: Shadowy tentacles can be used by the vampire with this power.
Nightshades: Illusions of a shadowy nature, man-sized on average.
Tenebrous Form: Allows the shape-shifting into a shadow.
Walk the Abyss: The vampire can use shadows to 'teleport.'
#
POTENCE

A strength that exceeds the power any mortal could know, Vampires with Potence
are able to toss catapults at will and even tear down fortress gates.  Melee
becomes ten times more efficient to users of this Discipline as well, for a
greatsword cutting through horses on the battlefield provides intimidation and
a sway towards victory.
#
PRESENCE

Being one of the most socially helpful Disciplines, Presence allows a vampire
to instill a great varying amount of emotions in their subjects.  On top of
that, they can even sometimes order people about at their desire.  Being able
to sway unruly mobs and even convince upright nobles to perform foul deeds (or
vice versa), Presence costs a lot put is, to most, very worth it.

Powers:
-------
Awe: Makes the Cainite more like-able and desire-able overall.
Dread Gaze: Instills great terror in the victim, often making them run.
Entrancement: Creates willing and obedient servants to the Cainite.
Summon: Calls for anyone from any distance the vampire has met before to come.
Majesty: Inspires respect, devotion, fear, or all in all those that see the
vampire.
Passion: Allows the vampire to instill love or rage in a person.
#
PROTEAN

As Caine is set apart from God, so are his children.  For vampires with
Protean, they find themselves more intuned to the world around them.  Earth
and air become them as do the forms of wolf and bat, making it extremely
useful forms of travel and safety.  Vampires of the Discipline Protean can
also form claws and view the night with perfect clarity.

Powers
------
Witness of Darkness: With red glowing eyes, the vampire can see in perfect
darkness.
Talons of the Beast: Inflicting aggravated damage, the vampire possesses claws
like that of a wolf or bear.
Interred in the Earth: Melding with the earth, the vampire gains perfect
safety.
Form of the Beast: Allows the vampire to change into a wolf or bat.
Body of Spirit: The body of the vampire becomes mist, but is susceptible to
wind.
Blissful Slumber: Allows the vampire to sleep in mist form.
#
QUIETUS

A Discipline that the Assamite guard very exclusively, allowing the clan to
further their fanatical cause.  Assassins of the world would love to get their
hands on these abilities, allowing one to kill in complete silence as well as
sweat the blood from others.

Powers
------
Silence of Death: The area around the vampire becomes completely silent.
Weakness: Robs the victim of their vigor via poisonous blood.
Disease: The victim bleeds from their ears, nose, and mouth and often displays
fever like symptoms.
Blood Agony: Allows weapons to be coated in the poisonous, aggravated
wound-causing blood of the Assamite.
Blood Essence: The vampire can diablerize a victim without feeding, storing it
into a container instead.
Blood Sweat: The victim begins sweating out their blood, causing many social
problems as well as losing valuable vitae.
#
SERPENTIS

The Followers of Set were gifted this Discipline by Set, and they guard its
secrets carefully from all other Cainites.  Being the way of the serpent and
the tempter, the Setites only teach those they think are worthy of this art of
corruption, and almost never to outsiders.

Powers
------
The Eyes of the Serpent: The vampire's eyes become golden, causing all who
look at them to be frozen in place.
The Tongue of the Asp: An aggravated damage causing forked razor tongue.
Bitumenous Felsh: Making the vampire nearly invulnerable, they need revived by
the taste of blood.
The Form of the Cobra: Allows the vampire to transform into a hideous and
large snake.
Cheat Thoth's Scale: Allows the Cainite to remove their heart and be
invulnerable to staking.
Breath of the Basilisk: Breathes a cloud of taint that causes corruption.
#
THAUMATURGY

Use: path "<path power>"

A closely guarded secret of the wizards come Cainites, the Tremere have
extended their wizardry into the power of the blood.  Combining power from the
knowledge of the Order of Hermes, Thaumaturgy has formed several branches of
magic, called Paths.  Because of this, Cainites who possess Thaumaturgy are
wily and diverse foes.

Paths:
 Rego Vitae
 Creo Ignem
 Rego Motus
 Rego Tempestas
 Rego Aquam
 Rego Elementum
 Way of Levinbolt
 Path of Warding

See also: HELP PATH <PATH NAME>
#
"REGO VITAE"

Path of Rego Vitae

A Taste for Blood: Attempts to discover information about a mortal or Cainite
from their blood.
Blood Rage: Causes the victim to use a point of blood beyond their will.
Blood of Potency: Effectively lowers the generation of the Cainite for a time.
Theft of Vitae: Cainite can get blood without the Kiss from mortals or
Cainites.
Cauldron of Blood: Causes the blood of a mortal or Cainite to boil, causing
massive damage.
#
"CREO IGNEM"

Path of Creo Ignem

Size of the flame created relates to how many points a Cainite has, as the
chart below details:

*     Candle
**    Palm of flame
***   Campfire
****  Bonfire
***** Conflagration
#
"REGO MOTUS"

Path of Rego Motus

Allows the control of objects through blood, like telekinesis.  How heavy of
an object liftable depends on their level of Rego Motus, as the chart below
details:

*     One pound
**    20 pounds
***   200 pounds
****  500 pounds
***** 1000 pounds
#
"REGO TEMPESTAS"

Path of Rego Tempestas

Allows weather to be under control of the Cainite, power depending upon the
level at which they have in the path.  The following charge details:

*     Fog
**    Rain
***   Wind
****  Storm
***** Lightning Bolt
#
"REGO AQUAM"

Path of Rego Aquam

Eyes of the Sea: The vampire can peer into water, seeing all events the water
has seen.
Prison of Water: Water rises and imprisons the victim.
Dehydrate: Allows the Cainite to remove water from the victim, causing
horrible internal wounds.
Flowing Wall: Creates a wall impassable by supernatural creatures.
Blood to Water: Potent against all, changes the blood of the victim into
water.
#
"REGO ELEMENTUM"

Path of Rego Elementum

Elemental Strength: Increases all physical attributes without the need of
blood.
Wooden Tongues: May speak with the spirit of an inanimate object to a degree.
Animate the Unmoving: Allows the Cainite to order about chairs, doors, and the
like.
Elemental Form: Gives the Cainite the form of an object on the same height and
weight.
Summon Elemental: Summons a being of Earth, Air, Fire, or Water to serve the
vampire.
#
STAKE 

Usage:  stake <target> 

Stake is designed to incapacitate a vampire.  You must first craft a stake and
be holding it.  After successfully staking a vampire it will be unable to move
until someone unstakes it. 

Example:  

  > stake Deacon
#
BITE 

Usage:  bite <target> 

A vampire is only as good as the blood it drinks.  Bite is used to bite a
victim and drink their blood.  This means that you will suck the blood from
your victim until they have no blood remaining.  This is vital to replenish
your blood points.  This WILL kill your victim, so use it cautiously.  If this
is used on another vampire and you succeed in diablorizing it, by removing all
the blood, you will gain some of the qualities that the now deceased vampire
had. 

Example:  

  > bite wolf 
#
EMBRACE 

Usage:  embrace <target> 

Embrace is used for one thing and one thing alone.  It is used to turn a human
into a vampire.  The victim will be turned into a ghoul following the
embracing.  

Example:  

  > embrace Exar 
#
SLIT 

Usage:  slit 

Slit is a vampire only command that is used to cut opens their wrist.  Once
the vampire has slit his wrist he will be able to feed blood to others.  If no
one is around he will continue to drip blood unless his wound is sealed. 

See also: SEAL
#
SEAL 

Usage:  seal 

Seal is a vampire only command used to seal a slit wrist.  If the wound is not
sealed the vampire will continue to drip blood until they run out.  This is
not healthy for vampires so remember to seal all your slit wrists. 

See also: SLIT
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