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. Select an ability to reveal its Mastery II evolution.
Powers & Mastery
Blood is the source of Chiromar power. Each ability begins with its natural form and may later evolve into a stronger Mastery II technique.
Shared Chiromar Powers
Fundamental abilities shared across multiple Chiromar bloodlines.
Super Speed
Super Speed
Enhances the Chiromar's running speed, allowing them to travel far faster than ordinary humans.
Dash
Select a destination within range and instantly burst toward it, disappearing from one location and reappearing at another through supernatural speed.
Super Strength
Super Strength
Enhances physical strength and increases melee force against ordinary human targets.
Brutal Force
Removes the restraint from supernatural strength. Connected melee attacks can strike supernatural opponents with enough force to knock them backward or send them to the ground.
Super Jump
Super Jump
Launches the Chiromar high enough to reach rooftops, balconies, cliffs, and other elevated terrain.
Charged Super Jump
Hold the ability to build supernatural force before release. Greater charge produces stronger height and forward momentum, while supernatural resilience protects the landing.
Health Regen
Health Regeneration
Uses vampiric regeneration to gradually restore the Chiromar's own health.
Blood Communion
Expands regeneration into a healing aura. The caster and allies within range recover health while the Communion also reduces accumulated stress.
Bat Transformation
Bat Transformation
Transforms the Chiromar into a functional flying bat. Immortality protects the transformed body during flight and prevents transformation-related death.
Flock Mastery
Summons a supernatural swarm of bats that can descend upon a chosen victim, surrounding and attacking them while disrupting their senses.
Blood Burst / Siphon
Siphon
Pull Blood from another Chiromar or Flesh from a Vericanis, draining their supernatural Core to replenish the caster's own Blood.
Mass Siphon
Expands Siphon into an area around the caster, allowing multiple supernatural beings to be drained simultaneously and converting the stolen Core into Blood.
Compulsion
Compulsion
Allows a Chiromar to influence weaker minds through supernatural commands permitted within server rules.
Greater Compulsion
Maintain several human thralls at once and command them to Follow, Hold, Attack, Retrieve, Recall, or return to their own minds.
Temporary Immortality
Temporary Immortality
Temporarily prevents incoming damage, protecting the Chiromar for a short period during dangerous encounters.
Extended Immortality
Strengthens the same protection by extending the period in which the Chiromar remains immune to damage.
Archetype Powers
Specialized abilities inherited through individual Chiromar bloodlines.
Sovereign's Gaze
Allows a Nobilis to command eligible targets to Bow, Kneel, or Sit. Monarchs and protected administrators are immune.
Absolute Dominion
Extends the Nobilis command over the body with Freeze, Face Me, Approach, Begone, Lower Weapons, and Stand Down.
Incite Panic
Infects nearby humans with supernatural panic, causing uncontrolled fear, mania, and violent behavior.
Directed Panic
Takes control of the surrounding chaos and redirects much of the crowd's violence toward a single chosen victim.
Toxic Miasma
Creates a poisonous supernatural cloud that damages those who enter or remain within the contaminated area.
Contagious Miasma
Exposure contaminates victims themselves. They temporarily carry the poison with them, allowing the infection to spread beyond the original cloud.
Blood Sense
Detects the blood signatures of nearby players and reveals their presence through supernatural perception.
Blood Hunt
Focus on one chosen blood signature and continue tracking the target across a much greater distance than normal Blood Sense allows.
Queens of Solan
Royal powers belong to the reigning Pureblood Queens and exist outside ordinary Chiromar mastery.
Full Immortality
Grants absolute protection from health damage while active. This protection is not permanently enabled and must be deliberately triggered by the Queen.
Crimson Conduit
A Queen can bind a player or human as a living conduit for her Blood magic. The bound vessel becomes the remote center of a devastating supernatural blood eruption.
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.
Blood, Madness & Feeding
Chiromar survival is governed by Blood and Madness. Feeding sustains the body, fuels supernatural abilities, and prevents the mental decay caused by prolonged blood deprivation.
Blood & Madness Cores
Chiromar metabolism is tracked through two custom supernatural cores: Blood and Madness. These operate independently from regular health, stamina, hunger, and thirst.
Blood Dependency
Blood is required for both survival and supernatural ability use. As reserves fall, a Chiromar becomes increasingly vulnerable to the consequences of starvation.
Madness & Mental Decay
Going too long without sufficient Blood causes Madness to rise. Once Madness reaches dangerous levels, the effects become physical and the Chiromar begins losing health.
Sunlight Vulnerability
Chiromar burn when exposed to sunlight unless protected by an active daylight ring.
Ability Costs
Supernatural powers consume Blood reserves. More powerful abilities require greater resources, forcing Chiromar to balance feeding, survival, and power use.
Feeding & Sustenance
Chiromar have several ways to replenish Blood. Each method carries a different balance of sustenance, risk, Madness, and consequence.
Drink
Feed without killing. The victim survives, making this the most controlled method of human feeding and allowing the same human to be fed from again later.
Drain
Completely drain a human for greater sustenance. The victim dies, the Chiromar gains Madness, and the ability enters a cooldown period.
Heart Rip
A violent emergency feeding method that provides immediate Blood at the cost of significantly greater Madness and a longer cooldown.
Animal Feeding
Small dead animals can provide Blood when human prey is not available, but animal blood offers considerably weaker sustenance.
Human Blood Variables
Feeding from humans is not always predictable. Blood composition and contamination can dramatically change the result.
Blood Types
Humans possess assigned blood types. Different blood types provide different levels of sustenance and may also affect how much Madness is relieved when feeding.
Vervain Poisoning
Some humans may secretly carry vervain. Feeding from them can poison and damage the Chiromar, provoke retaliation, and require the proper antidote to recover.