CHIROMAR

Species of Solan

Featured Archetypes

A dark background with a golden, ornate, symmetrical emblem in the center, resembling a stylized sword or dagger with pointed tips and curved elements.

Semivivus Chiromar

Semivivus Chiromar are half-human, half-vampire outcasts who retain mortal emotion and reason while suffering vampiric thirst. Lacking full transformation, they survive through weapon skill, adaptability, and controlled civility.

A stylized, metallic emblem with sharp, intricate edges and a red gem at the top, set against a black background.

Vagus Chiromar

Vagus Chiromar are reckless rogue vampires who defy royal authority and thrive in chaos. Charismatic, violent, and opportunistic, they inspire unrest, raid for survival, and remain fiercely loyal to their own.

A metallic, ornate emblem with sharp, curved points and a red gem at its center, set against a black background.

Messōr Chiromar

Messor Chiromar are feral, blood-starved vampires trapped in a failed transformation. Shunned as monstrous predators, they survive in remote wilds through brute strength, relentless hunger, and savage pack instincts.

A stylized, metallic, symmetrical emblem resembling a trident with sharp, curved edges, set against a black background, featuring a red gem-like center.

Nobilis Chiromar

Nobilis Chiromar are the purest vampire bloodline beneath the Queens of Solan. Regal, disciplined, and commanding, they rule through power, elegance, intimidation, and centuries of refined control.

Chiromar Abilities

Archetype Power Chart

Each Chiromar bloodline shares core vampiric abilities, with specialized powers based on bloodline type.

Nobilis
Super Speed Super Strength Super Jump Health Regen Bat Transformation Blood Burst Compulsion Temp-Immortality Sovereign's Gaze SP
Vagus
Super Speed Super Strength Super Jump Health Regen Bat Transformation Blood Burst Compulsion Temp-Immortality Incite Panic SP
Messor
Super Speed Super Strength Super Jump Health Regen Bat Transformation Temp Immortality Toxic Miasma SP Not Custom
Semivivus
Super Speed Super Strength Super Jump Health Regen Compulsion Blood Sense SP

Player Abilities:

  • Super Speed: running boost for faster travel.

  • Super Strength: additional melee strength against humans.

  • Super Jump: enough upward boost to reach mid-level rooftops.

  • Health Regen: short interval self-healing.

  • Bat Transformation: functional flying bat form with immortality during flight to protect death handling.

  • Compulsion: short PVP mind manipulation through commands within rules.

  • Temporary Immortality: temporary damage prevention.

  • Sovereign’s Gaze: Nobilis force bow, kneel, or sit; does not work on monarchy/admin.

  • Incite Panic: Vagus cause NPC mania and violence.

  • Toxic Miasma: Messor toxin cloud damages those entering the mist.

  • Blood Sense: Semivivus detect nearby players on the minimap.

Queens of Solan:

  • Full Immortality: Absolute health coverage, however it is not always active, it must be triggered.

  • Time Freeze: The Queens have the ability to stop time and everyone in it. Coverage can sometimes cover an entire town. The only people that can move through their frozen time is the Queens themselves and their offspring.

XP Progression

Abilities are unlocked through dynamic XP. Players earn passive XP by playing and can also use 25, 50, 75, and 100 XP scrolls from events or buried rewards.

0 XP Fledgling
500 XP New Blood
700 XP Kindred
1000 XP Original
1300 XP Elder

Metabolism

Blood

Vampires track Blood and Madness separately from normal hunger, thirst, stamina, and health. Blood is required to survive and activate powers. Death empties blood and starts madness accumulation.

Increases when feeding, empties upon death/crit condition

Madness

Increases when with certain types of feeding or when Blood core is empty

01

Feeding Methods

Drink

Feed without killing. The victim survives, making this the most controlled feeding option.

Drain

Kill for greater sustenance, but at the cost of added madness and a cooldown period.

Heart Rip

Emergency blood gain with heavier madness consequences and a longer cooldown.

02

Animal Feeding

Small dead animals provide an alternative source of blood, but the sustenance gained is weak compared to feeding from humans.

03

Human Feeding Features

Blood Types

Human blood types vary in how much sustenance they provide and whether they relieve madness.

Vervain Poisoning

Some humans may carry vervain, damaging vampires and potentially causing humans to retaliate.

Full Script Features

01

Blood & Madness Cores

Chiromar metabolism is tracked through two custom cores: Blood and Madness. These are separate from regular health, stamina, hunger, and thirst.

02

Blood Dependency

Blood is required for survival and ability use. Death empties the blood core, causing madness to begin accumulating immediately.

03

Madness & Mental Decay

Going too long without blood causes madness to rise. Once madness reaches its threshold, the vampire begins losing health.

04

Feeding Options

Drink

Feed without killing. The human survives and can be fed from multiple times.

Drain

Kill the human for greater sustenance, but gain madness and trigger a cooldown.

Heart Rip

Emergency blood gain with heavier madness cost and a longer cooldown.

Animal Feeding

Small dead animals provide an alternative diet, but offer weak sustenance.

05

Sunlight Vulnerability

Vampires burn in sunlight unless protected by daylight rings. Players can check whether their ring is active.

06

Dynamic Blood Types

Humans have assigned blood types. Different blood types provide different sustenance levels and may reduce madness.

07

Vervain Poisoning

Some humans may carry vervain. Feeding from them damages vampires, triggers retaliation, and requires the correct antidote.

08

Ability Costs

Vampire powers consume blood reserves. Stronger abilities cost more, forcing players to balance hunger, power, and madness.