NOTE: OUT OF DATE. I'LL BE MAKING NEW CLAN DESCRIPTIONS WITH THEIR CLAN SYMBOL SOON.
These are some, but not all, of the vampire clans for the comic.
At the top: Chirop vampire Adam in his vampire form and his bat form to scale. Next to the bat form is a Cruor bat (Lynch, specifically [he's got a scar on his head]). Under that is a Mermaid vampire, full body and an expression. Bottom right, Blood Bag vampire.
Overview: These are vanilla vampires, generally of people bit and killed by any vampire. They’re the most common vampire in existence, as their name implies.
How to become one: Being killed by a vampire and dying of blood loss or born into the clan.
Eye color: Whatever they had before.
Abilities: None. These guys are as plain as you get.
Quirks: None in particular. Again, nothing beyond typical vampire quirks.
Reaction to the sun: They burn quite badly in the sun. They burn a bit worse than an albino would when exposed to the sun.
Teeth: Typical fangs.
Transformation: Typical bats.
Overview: Vampires with mental abilities. Cruor vampires are often noted to be one of the hardest vampires to kill and one of the most rare. There are only three known Cruors in existence today.
How to become one: Only those born into the clan can be a Cruor.
Eye color: Red
Abilities: Cruors are very well known for their mental abilities. Cruors are the only clan where their abilities are not inherited during birth or transformation, they must be learned. All Cruors possess the ability to use mental talents, but they must first learn those abilities to use them. For example, child Cruors are often first taught to teleport.
Mental abilities branch out quite far, depending on the Cruor’s needs and willingness to learn. Some Cruors learn mental abilities far easier than others. Lee Cruor, for example, has always had an easier time learning mental abilities than Lynch.
Mental abilities can range from teleportation, telepathy, mind games, illusions, pyrokinesis, kinesis, prediction, and so on. Some abilities are harder to learn than others. When a Cruor is suffering from a headache, they cannot use their mental abilities.
Quirks: Cruors are all compulsive counters. This is one of the reason Lynch is so good at card game and Lee always knows how much money he has.
Reaction to the sun: Cruors burst into flames when in contact with the sun. They always retreat to a shaded area when this happens.
Teeth: Cruors have two sets of fangs. One set is just a regular set of fangs. The other contains toxic venom. It’s unknown why Cruors evolved to having four fangs, but their venom is remarkably dangerous.
The poison from a Cruor causes the victim’s body to burn up a fever until it literally bakes their insides. This can take five to ten minutes. This is why it’s nearly impossible for a victim to return from the dead as a vampire when bit by a Cruor (victims must die of blood loss to return as a vampire). Only one recorded case exists of someone returning as a vampire from a Cruor bite.
Transformation: Cruors turn into tiny puffball bats that are completely adorable. Because of the famous violent Cruor persona, Cruors tend to never use this transformation unless they have to.
Overview: Catacomb vampires are walking corpses. Their appearance reflects this, with purple skin and being permanently bloated. It has a few relations with the Blood Bag vampires, but is an entirely different clan with different properties.
How to become one: A black cat must leap over the grave of the deceased. Most Catacomb vampires awake once more only to be buried alive, but there are some cases of those buried in shallow graves returning to the surface.
Eye color: Whatever the color the person already had.
Abilities: Catacomb vampires don’t have any particular abilities, but rather different quirks to them.
Quirks: These vampires are bloated corpses, as said before. Their bloated stomachs reflect their health. The fuller it is, the healthier the vampire. If a Catacomb vampire is ill or if their stomach is punctured, they lose gas. They suffer great pain the more gas they lose. If a Catacomb vampire becomes completely deflated, they die.
Because of their bloated stomachs, it’s very rare for a Catacomb vampire to drown. When in a body of water, their stomachs keep them afloat. Their stomachs are also unusually sensitive. Punching a Catacomb vampire in the stomach can hurt just as much as getting punched in the balls.
Vampire weaknesses by nature are not as effective on a Catacomb vampire than on any other vampire, regardless of age. It’s far more effective to deflate a Catacomb vampire than normal vampire repellant techniques.
Catacomb vampires cannot pass on their Catacomb genes to a child. If they have a kid with a human, their child will be fully human. Blood Bag vampires have the same quirk.
Reaction to the sun: Catacomb vampires have their energy sapped when in sunlight. It’s thought that the eyes are to blame, since Catacomb vampires with protective goggles can walk around just fine in sunlight. Otherwise, they fall asleep when exposed to the sun too long.
Teeth: Catacomb vampires have sharp teeth. All their teeth are pointed and able to rip through skin easily.
Transformation: These vampires transform into mist.
Clan: Blood Bag
Overview: This is what happens when someone would have been a Catacomb vampire had a black cat came to them sooner. Unfortunately, with how far decayed they are, they revert to a Blood Bag vampire instead.
How to become one: A black cat must leap over the grave of the deceased. On top of that, the body must have been decaying long enough.
Eye color: Yellow, until they reach 13 years. Then, they revert back to their previous eye color.
Abilities: These guys have no abilities until 13 years into their vampire life. Otherwise, they’re just bags of blood. During these 13 years, their body regrows their organs back to recover from the decay. Once they’ve hit 13 years, however, they become one of the hardest vampires to kill by pure endurance.
These vampires are the most tolerant to any vampire repellant product once they hit the 13-year mark. Before then, they’re the most vulnerable. Once they regrow their organs, they appear as perfectly normal vampires that can take any hits coming at them. In return, they’re very sluggish and slow and no real way to fight back.
Quirks: As blood bags, they’re vulnerable to anything and everything. It’s laughably easy to kill a Blood Bag vampire before they hit 13 years. They’re even slower and even more sluggish in this state. Many vampires are paid just to protect Blood Bag vampires during this time period.
Reaction to the sun: Before they hit 13 years, Blood Bag vampires’ blood inside them will start to boil and kill them. After 13 years, the Blood Bag vampires become just as slow as they used to be before regrowing their organs back when in the sun.
Teeth: Before 13 years, Blood Bag vampires have no teeth. After 13 years, they have a mouth full of sharp teeth.
Transformation: They turn into a more typical vampire once they hit 13 years.
Overview: These guys are the grace of the skies. Their flying abilities are top notch in their bat transformation form. Generally fairly peaceful, this clan has a history of having leading government jobs in Nigota. They’re a moderately large clan.
How to become one: Only those born into the clan can be a Chirop.
Eye color: Purple
Abilities: These guys are well known for their graceful flying abilities in their bat form. Their bat forms, unlike common vampires or Cruors, are quite large. It’s nearly impossible to hit a Chirop out of the sky when they’re flying because of their great agility and grace in the air.
Quirks: While they’re very graceful in the air, Chirops are notorious for their clumsiness on land. Chirops sustain the most injuries of any other vampire clan, despite how peaceful they typically are due to their lack of coordination on land.
Because of their clumsiness, Chirops are also well known for their fast recovery. By and large, a Chirop can heal from their injuries much faster than any other vampire. Many speculate that this is a result of evolution rather than an actual ability due to the amount of injuries they typically sustain.
Reaction to the sun: These are the only vampires known that have no problems walking in the sun. While they have no adverse effects from the sun, many Chirops prefer to live in Nigota for the vampire community. Their complexion is also like humans because of this, while a good majority of vampires are quite pale.
Teeth: Chirops have the tamest teeth, with very small fangs. Generally, a Chirop has to kill their prey first before eating because their teeth are so superficial.
Transformation: See abilities.
Overview: The only kind of vampire that can’t live in Niogta, Mermaid vampires typically live in the sea. They tend to populate near areas that has a high traffic of humans. Because this clan is so remote to both humans and vampires, many things about them are unknown.
How to become one: Only those born into the clan can be a Mermaid.
Eye color: Blue eyes with green pupils.
Abilities: They’re the only vampires in the world that live in the water. As such, they can breathe underwater and live quite fine in extreme temperatures and depths. Rumors from sailors and pilots say that an angry clan of Mermaid vampires can cause storms to destroy airships, but this is unconfirmed.
Quirks: Mermaid vampires can’t survive out of water. While they can breathe fine out of water, their skin dries up if they can’t submerge themselves in water. If their skin gets too dry, skin can start flaking off and cause infections.
Reaction to the sun: Mermaid vampires will dry up in the sun much faster than they would at night. Mermaid vampires can only last two minutes in the sun before their skin is toast.
Teeth: Mermaid vampires have very jagged teeth with two layers (one set of teeth behind the other).
Transformation: They don’t really transform, rather than have an innocent face to lure in prey and a vicious face to scare them off.