churches, as they are not the undead or the damned; no trouble seeing their own reflections, as they are real flesh and blood individuals; no ability to disappear or dematerialize; no shapeshifting ability; cannot be killed by a wooden stake to the heart.
Physical traits of the Breed
While Breed males inherit their Ancient fathers’ vampiric thirsts and strengths, physically, in terms of hair, skin, and eye color, a Breed male’s appearance is influenced by his Breedmate mother’s looks. Breed males are also tall and muscular, like their alien fathers, with flawless health and physical fitness.
Dermaglyphs: Colors and meanings
Also inherited from their alien fathers are the camouflaging and mood-influenced skin markings called “dermaglyphs.” Gen Ones have the most elaborate and extensive glyphs. Later generations, as the purity of their alien genes are diluted with those from their maternal side, Breed males display less markings in fewer places on their bodies. Dermaglyph hues change according to the emotional state of the vampire:
- contentment/normal state: a shade darker than his skin color
- satiation from recent feeding: deep russet-bronze
- general hunger: pale scarlet and faded gold
- fierce, spasmodic hunger: deep purples, reds, to black
- desire: burgundy, indigo, and gold
Extrasensory powers and abilities
Every Breed male has a unique ability (or curse, weakness) passed down to him from his Breedmate mother. For some individuals, it is a tangible gift, such as the ability to heal or to kill. In others it is an extrasensory power, such as precognition or a psychic bond with animals.
With the exception of trancing, telekinesis of small objects, doors, locks, etc., and high-speed movement, most of the Breed’s psychic abilities exist only in the oldest or most powerful individuals. They can, with limited results, influence the minds of humans, but it is a taxing exercise for generations later than Gen One and is rarely put to use. It is considered dishonorable for any Breed male to mind control a Breedmate.
The most powerful Breed males, Gen Ones in particular, have the ability to create Minions, but Breed law prohibits the practice (as does Breed honor).
Weaknesses
Like their Ancient fathers, the Breed is vulnerable to ultraviolet sunlight. Gen Ones can withstand no more than ten minutes of direct exposure and their skin begins to burn in less time than that. Later generations fare slightly better, but no member of the race would dare stay out in the sunlight for more than a half hour’s time.
In much the same way an Ancient is hard to kill, so are the Breed. Decapitation is the fastest, most certain means of killing one of the Breed (but good luck trying!). Other methods include massive or complete body trauma, catastrophic injury, or starvation (rare occurrence).
The Breed is always susceptible to blood addiction (Bloodlust), and if he should turn Rogue, a Breed can then be killed relatively easily, and surely, with a wound inflicted via titanium blade. Rogues’ blood systems are diseased, corrupted in such a way that titanium becomes poison to them. One laceration can send the poison into their bloodstream, which devours the Rogue from the inside out. Should a Rogue evade capture and killing, very often his madness drives him to suicide, usually via death by sunlight.
Breed society
Vampire society at large resides in civilian communities called Darkhavens. They are located in cities, towns, villages, on farmlands and islands—virtually anywhere, with the exclusion of the tropics or high UV areas. Each Darkhaven, from the toniest high-rise to the quaintest berg and hollow, has one thing in common: access to a secured room or bunker where the Breed vampires can escape the daylight, for long durations, if needed. A Darkhaven is usually home to a single or extended family unit, with a head of household known as the Darkhaven