CHIROMAR
Species of Solan
Featured Archetypes
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.
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.
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.
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.
Archetype Power Chart
Each Chiromar bloodline shares core vampiric abilities, with specialized powers based on bloodline type.
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.
Metabolism
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
Increases when with certain types of feeding or when Blood core is empty
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.
Animal Feeding
Small dead animals provide an alternative source of blood, but the sustenance gained is weak compared to feeding from humans.
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
Blood & Madness Cores
Chiromar metabolism is tracked through two custom cores: Blood and Madness. These are separate from regular health, stamina, hunger, and thirst.
Blood Dependency
Blood is required for survival and ability use. Death empties the blood core, causing madness to begin accumulating immediately.
Madness & Mental Decay
Going too long without blood causes madness to rise. Once madness reaches its threshold, the vampire begins losing health.
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.
Sunlight Vulnerability
Vampires burn in sunlight unless protected by daylight rings. Players can check whether their ring is active.
Dynamic Blood Types
Humans have assigned blood types. Different blood types provide different sustenance levels and may reduce madness.
Vervain Poisoning
Some humans may carry vervain. Feeding from them damages vampires, triggers retaliation, and requires the correct antidote.
Ability Costs
Vampire powers consume blood reserves. Stronger abilities cost more, forcing players to balance hunger, power, and madness.