What's sort of the basic power level that's being used as a baseline? For a Big Sister I can load her up with a dozen plasmids and have her burn a path through the world, or I can give her lightning and a really big needle and leave it at that. What's the line?
Honestly I couldn't even say, as I'm not one of the GMs. But so far we have Jutsu's and Semblances, and eventually magic and vampirism courtesy of my character once I finish his bio if that helps you nail down a scale.
@Dr Lovecraft Hey, is it okay if I leave Arcamor's bio blank? Because getting into it I've started to realize exactly how massive it actually is, and I think it would be more expedient if I found a way to mention it IC.
@ZAVAZggg Best solution is to do the cliff notes in the sheet. It is awesome if you have a really fleshed out idea but the GM doesn't need the nuts and bolts of every important scene, just the major bullet points. The juicy stuff can be saved for IC posts. Or if you don't want other players knowing ahead of time, PMing to the GM also works.
@Dr Lovecraft Would it be okay for me to play a mentally unstable character? The whole thing with the Big Sisters was that the mental conditioning they received as Little Sisters which brainwashed them into thinking the fascist dystopia they lived in was a paradise and the corpse harvesting they did on a regular basis was not horrible, as they age starts to drive them insane.
Mostly I'm thinking this would manifest as my Big Sister character having a constant feeling of unreality and having to parse out what is true from what her conditioning is trying to convince her is true which would be further exacerbated by being removed from Rapture, which is the baseline her conditioning has for messing with her perceptions.
@ZAVAZggg Best solution is to do the cliff notes in the sheet. It is awesome if you have a really fleshed out idea but the GM doesn't need the nuts and bolts of every important scene, just the major bullet points. The juicy stuff can be saved for IC posts. Or if you don't want other players knowing ahead of time, PMing to the GM also works.
I'll try the second option, since I'm probably going to reveal it IC, but uh making cliff notes while trying to reconstruct an idea I had from 2018 isn't easy. Especially since it messes with the order of the DLC and main game, along with their timescales by about several hundred years.
Alright, here's the finished sheet. I'll PM you the backstory later. @Dr Lovecraft
"I wonder if this was how you saw the story ending. With your bloodline destroyed and your prophecy ruined... being forced to watch as a half-breed like me stands while you stumble and fall."
Point of Origin
Dragon Bridge, a small yet thriving Imperial lumber settlement located in the western reaches of the northern province, also known as Skyrim.
Age
Due to his existence as one of the undead—and debatably a Son of Coldharbour thanks to the gift of Harkon's blood—in addition to his highly cautious and pragmatic nature, Arcamor has managed to stay alive for several hundred years. Long enough for the Blood Wars to become a highly speculative and distant memory in the minds of everyone but him and the other children of the night that lived through it, anyway.
Appearance
Arcamor is a rather average man in terms of height and build, being as tall as most other Nords while also sharing his people's stocky yet muscular physique thanks to years of manual labor on his family's farm. These traits have hardly changed following his transformation into a vampire however, with his eyes, face, and skin tone being the only things to have undergone the most radical of alterations. His skin, while once a healthy bronze in color, has since become nothing more than a very sickly looking shade of grey. Arcamor's eyes, too, have changed. Shifting from their regular emerald hue to an almost bloodlike red, before finally settling into a piercing shade of golden-orange following the bestowal of Harkon's gift. Lastly, his facial structure has been somewhat rearranged as well. For despite the rather obfuscating presence of his beard, it is plain to see that Arcamor's cheeks have narrowed prominently, while the folds of skin that run from his nose to the corners of his mouth have grown significantly deeper. The bridge of his nose also features several ridges and is shortened as well, much like the nose of a bat. Prominent ridges also appear around his forehead and eyes, and a deep crimson line runs from the bottom of his nose to the very bottom of his chin.
Other than that there is not much of note in regards to his appearance, save for the fact the his hair is a dark—almost inky—black and that he keeps it cut as short as he possibly can for practicalities sake, generally around shoulder-length or so.
In regards to clothing, however, Arcamor is a bit more... striking. He wears a full set of hardened leather armor, reinforced to deflect the edges and points of most blades naturally, though curiously his left arm is clad in what seems to be a gauntleted vambrace of Daedric make instead of more leather as one would expect, the entirety of which is fastened to him via a rather complicated looking series of buckles and straps. On top of this he wears a hooded half-cape that almost touches the floor, which he keeps pinned in place by a bat-shaped brooch and silver chain, with the majority of the fabric falling to conceal the left side of his body in its entirety. While he doesn't mention where he got his gear from, it can be assumed that Arcamor either found it while adventuring or crafted it himself.
Personality
Even in the midst of his mortal years Arcamor was a rather serious, if down to earth man, never really aspiring to much save putting food on the table and ensuring his foolhardy brother Lokil didn't get into too much trouble. Following his betrayal at the hands of his own brother however—who was the one responsible for turning him into a vampire in the first place thanks to his dalliance with the priestess of a local coven—Arcamor became much darker and far more hateful towards his sibling. He saw Lokil's stupidity as the main reason their nice, quiet life had come to a horribly forceful end, and for the longest time he was hellbent on hunting down and killing him. Although after years of fruitless searching and numerous dead ends, Arcamor eventually gave up, falling into the adventuring lifestyle instead where he eventually mellowed out somewhat. Though he still retained a largely cold, cautious, and pragmatic outlook on life during this time, mainly out of necessity thanks to his vampiric nature. It's hard to have empathy when your entire being centers around hunting down living creatures for their blood after all, not to mention having to watch as every one you've ever cared about slowly withers and dies while you live on.
Melancholy and brooding aside, Arcamor's likes and dislikes haven't really changed, merely adapted. He still loves taking walks through the woods for instance, although now he must wait for night to fall instead of going out during the middle of the day like he used to, he's still a sucker for a good song, and he still maintains a deep enjoyment for engaging in stimulating conversation with a close friend. Conversely, Arcamor absolutely abhors those who betray their allies and doesn't much care for jesters or their particularly grating brand of humor. He also harbors a strong distaste for animal blood, claiming the liquid has an overpoweringly gamey feel to it, though he is not above drinking it should the need arise.
Finally, while he says he doesn't get attached to other people either due to his tendency to lose them or their tendency to stab him in the back, several relationships he's had over the course of his life paint a very different picture. Harkon's daughter Serana is a prime example of this, for while he initially escorted her to Castle Volkihar out of a desire to learn more about the newest group of undead his wool-headed brother had gotten himself mixed up with this time, Arcamor quickly found himself forging a strong bond of friendship with the ancient being. One that only deepened as their days of adventuring wore on before being cut tragically short. Additionally, in the years following Harkon's defeat, Arcamor began to grow fond of the other vampires in the court. Seeing them less as his new subjects and more as his adopted, if dysfunctional and occasionally insane, family. A strange stance for a vampire to have to be sure, but one he stands by to this very day, even if he doesn't admit it.
Species/Race
During his mortal life Arcamor was no different than any other Nord, sharing the same resistance to cold and love for mead and battle so typical of that race. It was only after his transformation into a vampire, and reception of Harkon's gift, that his true potential was finally unleashed. Though the cost for this was, of course, a nigh-fatal aversion to sunlight, a weakness to intense flame, and an almost total loss of his humanity, in addition to permanent exile from the hallowed halls of Sovngarde so long as the curse remains.
Species Description
Vampirism is a syndrome that is acquired after the disease Sanguinare Vampiris has infected the body longer than three days. Harmed by sunlight or flame, stigmatized by mortals, and infamous for their unquenchable thirst for blood, vampires go to extreme lengths to hide their ailment or even their entire presence from mortals. Despite these drawbacks, however, some advantages are conferred. Strength and speed are increased to inhuman levels, while several magical abilities are conferred to the host—such as the ability to remotely drain another's lifeforce or the ability to turn invisible for example—with each of these growing progressively stronger the longer the host has gone without feeding. Additionally, thanks to the injection of Harkon's blood into his veins, Arcamor also possesses the power to take on the form of a Vampire Lord. This gives him a plethora of new abilities with which he may slaughter his foes, though he may only access them when cloaked in darkness, for he cannot assume the mantle of a Vampire Lord while bathed in the cleansing light of the sun.
Equipment
Harkon's Sword: The personal weapon of former Volkihar scion, Harkon, before it was fished from his bloodied remains. This sword closely resembles the blades wielded by the ancient Akaviri, as it is identical in terms of make to its regular counterparts, but what sets it apart are its colors and tsuba (sword guard). The latter of which curves to form the shape of two bats on either side of the blade, and the former of which is golden, while the swords of the Akaviri are silver in color. Arcamor typically keeps it stored in a sheath fastened securely to his waist.
Requiem: A longer weapon that requires two-hands to properly wield Requiem, as Arcamor took to calling it following his discovery of its soul stealing enchantment, is a Daedric Dai-katana that he found while exploring the ruins of Angarvunde and promptly took to using once his business there was concluded. Additionally, it was at the edge of this blade that Harkon met his final end, being impaled by it before having his blood drained and soul taken by Arcamor himself. Lastly, mainly because of its rather unwieldy length, he often keeps the blade housed in a sheath strapped to his back.
x10 Black Soul Gems (5 filled, 5 empty): Black Soul Gems are a special type of soul gem that, unlike conventional ones, can contain both black and white souls. Black souls are those of sentient, humanoid beings, such as Men, Mer, Argonians, Khajiit, and Dremora, whereas white souls are those of animals and certain lesser Daedra. Furthermore, all black souls are of the grand level. The main benefit of a black soul gem is that it can capture grand level souls from humanoids, as those souls cannot normally be captured by other types of gems. These sources tend to be plentiful and easier to kill when compared with common grand level white soul sources, such as mammoths. Black soul gems can also absorb souls that are smaller than grand. Finally, after a black soul gem is used for enchanting, the soul that was inside it goes to the Soul Cairn. Because of this and the fact that the souls trapped within remain conscious, several questions and concerns regarding the ethics of this gem's use have been raised, which has lead to their prohibition in many institutions across Skyrim.
x5 Potion of Blood: Potions of blood are a type of healing potion used by vampires, one that also helps supplement the consumption of human blood. Unlike most of the other potions found or sold in the north, which have rather basic designs, the vials potions of blood are stored in are ornate from the casing to the cork.
x735 Septims: The Septim is the main currency in all of Tamriel. It is named after the dynasty that rules the Septim Empire founded by Tiber Septim. It is officially called a Septim due to the engraving of Tiber Septim on the obverse side. The legend on the obverse (front) is: "The Empire is Law. The Law is Sacred." The reverse reads: "Praise be Akatosh and all the divines." Septims are also colloquially known as Drakes, due to the seal of Akatosh on the reverse side. These are typically carried in a small leather pouch kept somewhere on Arcamor's person, usually in a place that is safe from prying eyes and wandering hands.
Skills
One-handed (Master) - The art of combat using one-handed weapons such as daggers, swords, maces, and war axes. Those trained in this skill deliver deadlier blows. It was one that Arcamor was skilled in before, but mastered over the course of his unlife, especially when it comes to fighting with swords.
Two-handed (Master) - The art of combat using two-handed weapons such as greatswords, warhammers, and battleaxes. Those trained in this skill deliver downright devastating blows, although they trade a great deal of speed for pure striking strength in the process. This was not a skill that Arcamor was proficient in by any stretch of the imagination during his mortal life, however, though his time as a blood fueled immortal has helped him more than make up for any previous shortcomings.
Light Armor (Adept) - The skill encompasses lighter armor variants in all of their uses and forms. And though he is not a master when it comes to fighting in say, glass or even dragonscale armor for example, Arcamor is still more than capable of holding his own. Namely by using what experience he does have to avoid the majority of ruinous blows and lethal strikes that are sent his way.
Smithing (Adept) - Smithing is referred to as the art of refining raw materials and combining them to create or improve pieces of armor or weapons. And while he is not an expert in this art by any means, nor anywhere near the level of a fully-fledged blacksmith, Arcamor does know enough about the process of armoring to adequately repair and maintain his gear.
Destruction (Adept) - The School of Destruction involves harnessing the energies of fire, frost, and shock. This skill makes it easier to cast spells like Fireball, Ice Spike, and Lightning Bolt, among many others. Arcamor uses this to primarily cast frost based spells that damage and slow his foes, though the knowledge housed within this School has also helped improve his use of the Vampiric Drain ability as well.
Enchantment (Novice) - Enchanting is a type of arcane crafting, and lets the enchanter add certain magical improvements to a piece of armor, a weapon, or object. Arcamor, despite his extremely long life, never took the time to advance his knowledge in this area past what a beginner would typically learn. Thus he can-at most-use a soul gem to recharge an item and fiddle about with adding singular enchantments to an object, but nothing more than that for the time being.
Known Magic
Magic, also known as the Clever Craft, is the art or ability to alter the world through magicka. Magic is the manipulation of magicka to directly control reality in some way. The individual casting of this force to form a mystical effect is called a spell. One who works magic is a mage, and one who fights with both melee weapons and magic is a battlemage. Those who prefer magical and thief skills are called nightblades. Although all races generally possess some degree of magical aptitudes, those with elvish blood in particular far outshine the others.
There are many theories as to where magicka comes from. According to a legend, Magicka is what is left of Magnus' power when he was all but destroyed in the creation of the mortal plane. It is likely that Magicka is also made up of the residual power of the other creators of Nirn. Other theories include that when Magnus created Mundus, he unintentionally tore a hole into Aetherius, with his lesser deities opening smaller cracks, which allowed magicka to flow through stars. Others explain as being accumulated life-force of dead organisms, which mages tap to convert into magical spells, and so on.
In any case, the following list contains all of the spells Arcamor currently knows...
Vampiric Drain - This spell drains health from an opponent and heals the caster with it. Targets of this spell also have a chance to contract Sanguinare Vampiris during use, which leads to Vampirism unless cured within three days.
Frostbite - Frostbite is a Novice level Destruction spell. Casting it projects a continuous stream of frost. It slows enemies down while doing a consistent rate of damage per second to the target's health and stamina.
Ice Spike - Ice Spike is an Apprentice-level Destruction spell. Similar to the path of an arrow, the caster ejects a spike of ice from the palm. The spell requires time to charge as well as time to reach its target, evening the ratio between damage and accuracy. Speaking of which, damage caused by this spell reduces the target's health along with their stamina in equal proportion. This spell also slows the target down.
Frost Rune - Frost Rune is an Apprentice-level Destruction spell. Casting it causes blobs of ice to shoot from the hands and stick to surfaces. When a target steps on or passes too closely to a Frost Rune, it explodes, causing sizable amount of frost damage. Frozen enemies also have hindered speed.
Ice Storm - Ice Storm is an Adept level Destruction spell. Casting it shoots a relatively slow traveling, spinning cloud of ice that harms anyone in its way. It deals frost damage to a target's health per second. Ice Storm also does the same amount of damage to stamina as it does to health. The spell has very limited range, unfortunately, making it incapable of hitting distant targets.
Frost Cloak - Frost Cloak is an Adept-level Destruction spell. Frost Cloak surrounds the caster in a wall of frost for 60 seconds. If an enemy hits or gets too close to the caster that enemy is chilled for a minor amount of damage. This makes it useful for melee-oriented enemies, such as bandits, bears, and wolves.
Base Powers
Powers are defined by their unique nature. They are essentially magic spells, but are unique in that they have zero magicka cost, are not learned from spell tomes, most of which may only be used once per day.
Vampire's Servant - Vampire's Servant is one of the powers Arcamor receives as he progress as a Vampire. It allows the reanimation of a very powerful body to fight alongside for 60 seconds. As a power it can only be used once per day.
Vampire's Sight - Improved night vision for a limited duration. It can be used multiple times a day and can be toggled on and off at will.
Vampire's Seduction - Creatures and people are calmed for a limited duration once per day. Calmed targets can also be used for feeding. Acquired at stage two of vampirism.
Embrace of Shadows - Arcamor becomes invisible with night vision for 180 seconds. Can only be used once per day; interacting with anything will remove invisibility as per usual. Acquired at stage four of vampirism.
Vampire Lords
Vampire Lords have an altered and sinister appearance, one that is more drastically and artfully constructed than that of a regular vampire. They are also considered to be the paragons of the species as they are typically pure-blooded vampires who have either received their vampirism through another pure-blooded vampire or from Molag Bal himself.
When transforming into a Vampire Lord, the body undergoes drastic changes. In addition to wings sprouting from the back and height vastly increasing, the skin will pale, the eyes will change to an orange-gold hue, and the cheeks will narrow prominently. The wings grant the ability for much faster movement speed while sprinting, and the ability to hover allows the Vampire Lord to pass effortlessly over bodies of water. In addition, carry weight is ignored, so an over-encumbered Vampire may utilize this form for faster movement.
As a Vampire Lord, the four stages of vampirism still apply, and as time passes without feeding, the more severe these changes become. Additionally, the Vampire Lord form is inaccessible while in direct sunlight, and the vampire in question must move into shadow or wait for night to fall before this form can be properly assumed.
In any case, Night Powers are activated like regular powers or shouts and have an associated cooldown period, and they all cost magicka to activate of course. These powers will not be listed for brevity's sake, however, as Arcamor spent the majority of his time post-bestowal mastering all of them alongside his other primary skills. Thus all applicable abilities will be used on a case by case basis instead.
Other Links to lore on Elder Scrolls vampires can be found here.
Not going into power level because how strong we can be is more or less the GM's call but where does Arcamor have left to go in terms of story? He's killed this Harkon, taken his sword, he's become a vampire lord and taken command of Harkon's court. He's put to rest his vendetta against his brother. He's loved and lost and lived. If he gets sucked away from all that into this reality jumping quest, is his entire motivation and arc simply going to be "I want to go home"? Not to mention that RPs generally thrive on character interaction and everything about Arcamor seems to indicate he'd opt for eating the rest of the party and leaving rather than aiding. So, why is he sticking around? There's only so far that the "Roleplay format demands I stay with the rest of the characters" can really carry a character that has no reason to stick around before why they are still around starts to make the narrative feel artificial.
I'm not trying to be mean, I've just played too many D&D games with the dark elf rogue who doesn't care about anyone and is only interested in their own pursuits to not be worried when someone proposes a brooding, empathyless vampire as a character.
Not going into power level because how strong we can be is more or less the GM's call but where does Arcamor have left to go in terms of story? He's killed this Harkon, taken his sword, he's become a vampire lord and taken command of Harkon's court. He's put to rest his vendetta against his brother. He's loved and lost and lived. If he gets sucked away from all that into this reality jumping quest, is his entire motivation and arc simply going to be "I want to go home"? Not to mention that RPs generally thrive on character interaction and everything about Arcamor seems to indicate he'd opt for eating the rest of the party and leaving rather than aiding. So, why is he sticking around? There's only so far that the "Roleplay format demands I stay with the rest of the characters" can really carry a character that has no reason to stick around before why they are still around starts to make the narrative feel artificial.
I'm not trying to be mean, I've just played too many D&D games with the dark elf rogue who doesn't care about anyone and is only interested in their own pursuits to not be worried when someone proposes a brooding, empathyless vampire as a character.
You do make a fair point, although he wouldn't eat the party since that would make him less powerful and because animal blood works just as well despite his distaste for it. As for the rest, your concerns are quite valid. Though I'm afraid most of my OCs are already at the end of their story or in a place where they could have no motivation aside from returning to where they came from. I tend to prefer characters have completed arcs, hence the trend, even if I don't write out the full story for some and even if it hinders future endeavors.
Most of the other OCs I've made that do have some reason for getting involved in other worlds typically do so out of a desire to wander and experience, and many of those I find unsuitable for this RP not only because of power level but also because of their motivation itself. Once they've satisfied their curiosity or experience quota, what stops them from just... leaving?
Granted, I could always make a completely new character, though the desire to get home would still shadow everything they'd do. It's only logical to want to go back home and to what's familiar rather than stay in an entirely new place you have no lasting or meaningful connection with. Sure this can be mitigated with concern for that worlds inhabitants, but that usually falls in line with more empathic or heroic characters, two things I don't often play.
@Prince of Seraphs@ZAVAZggg I'm glad your both being constructive. I'm probably going to make an Original Character as I'm pretty stumped for what I can do with Grimm.
@ZAVAZggg Feels like there's a discrepancy here between not wanting to play an empathetic or heroic character and joining an RP where characters have been specifically summoned to act as champions and deal with threats in a heroic manner. To use D&D as an example, you can create a character that doesn't want to ever help anyone and goes out of their way to ignore plot hooks, but it goes against the core structure of the cooperative game you are playing. As much as you should have fun playing your character, everyone else should also have fun playing with your character.
If you look at the other accepted sheets they obviously have an interest in getting home, one has a sick sister they want to cure, the other has duty and family. But as much as they may accept the call to adventure, the worlds they visit may provide resources they need to further their own desires or catalysts for their character arcs. The Naruto character as mentioned wants desperately to cure their sister, maybe in Hyrule they find magic that can do just that.
Without any personal stake in the conflict or a character arc still left incomplete, your character's only goal is to return home. Which means that the adventure itself is an obstacle to your character's main goal. The adventure isn't an opportunity or end in and of itself, it is something in the way of your actual goal. Which means that your character's primary goal is to get the Roleplay game as a whole over with as quickly as possible. You've got to ask yourself "Who is that going to be fun for?"
@Dark Cloud I was waiting on a call about how powerful I can make them and if making them mentally unstable is cool but I suppose I can write up the sheet and simply adjust it depending on the answers to those questions.
@ZAVAZggg Feels like there's a discrepancy here between not wanting to play an empathetic or heroic character and joining an RP where characters have been specifically summoned to act as champions and deal with threats in a heroic manner. To use D&D as an example, you can create a character that doesn't want to ever help anyone and goes out of thir way to ignore plot hooks, but it goes against the core structure of cooperative game you are playing. As much as you should have fun playing your character, everyone else should also have fun playing with your character.
If you look at the other accepted sheets they obviously have an interest in getting home, one has a sick sister they want to cure, the other has duty and family. But as much as they may accept the call to adventure, the worlds they visit may provide resources they need to further their own desires or catalysts for their character arcs. The Naruto character as mentioned wants desperately to cure their sister, maybe in Hyrule thy find magic that can do just that.
Without any personal stake in the conflict or a character arc still left incomplete, your characters only goal is to return home. Which means that the adventure itself is an obstacle to your character's main goal. The adventure isn't an opportunity or end in and of itself, it is something in the way of your actual goal. Which means that your character's primary goal is to get the Roleplay game as a whole over with as quickly as possible. You've got to ask yourself "Who is that going to be fun for?"
Well, I suppose if fun is the goal then it wouldn't be much fun for anyone, myself included. Then again I write mainly to explore an idea or hypothetical I find interesting not necessarily because I find it fun. Hell most of the time prose is a nightmare for me to fiddle with and I dislike the process immensely, yet I can't just leave bad prose because... well, it's bad prose.
But, in the end, those are more excuses on my part more than anything. I understand the concern though, because Arcamor is walking a very fine line on the lone wolf trope. And while that can be done well, it's generally done to make the lone wolf not a lone wolf anymore. But in this case it doesn't make logical sense for Arcamor unless it aids in him returning home. And that just falls back into what you mentioned, a character that makes the adventure itself an obstacle.
@Dark Cloud I was waiting on a call about how powerful I can make them and if making them mentally unstable is cool but I suppose I can write up the sheet and simply adjust it depending on the answers to those questions.
Welp I'd have to leave that up to Lovecraft but judging from Omni's sheet I'll have to see what you come up with power wise. It wouldn't hurt to just work on your characters personality and goals. I'll be happy to adjudicate in Lovecrafts absence!
Well, I suppose if fun is the goal then it wouldn't be much fun for anyone, myself included. Then again I write mainly to explore an idea or hypothetical I find interesting not necessarily because I find it fun. Hell most of the time prose is a nightmare for me to fiddle with and I dislike the process immensely, yet I can't just leave bad prose because... well, it's bad prose.
But, in the end, those are more excuses on my part more than anything. I understand the concern though, because Arcamor is walking a very fine line on the lone wolf trope. And while that can be done well, it's generally done to make the lone wolf not a lone wolf anymore. But in this case it doesn't make logical sense for Arcamor unless it aids in him returning home. And that just falls back into what you mentioned, a character that makes the adventure itself an obstacle.
Hey I'm playing a character (or at least when I get around to it) whom isn't good or bad, I'm in no way a hero. Anything could happen because the characters are unknown variables.
Hey I'm playing a character (or at least when I get around to it) whom isn't good or bad, I'm in no way a hero. Anything could happen because the characters are unknown variables.
Except Arcamor is mentioned as being cold, pragmatic, and very much not empathic for the most part. Sure he feels some sense of care for certain individuals, but that's the problem really. As beyond that he has absolutely no reason to care about the group here unless it aids him in getting back, and like Seraph said, that just makes the RP itself an exercise in how fast I can get him out of it. Especially since he's in his end state, having nothing left to gain save returning to what he already fought to attain centuries ago.
I suppose a new character will be mandated, though what kind they will be I do not know.
You could just roll him back a few hundred years. Make him a fresh vampire struggling with if his vampirism means the loss of his humanity, a deep seated sense of betrayal gnawing at his soul from what his brother did to him, caught between a desire to return home and exact vengeance or if home would even be a good place for him to be now that he's a monster. There's plenty of places to take a monstrous character struggling with if being a literal monster means they have to act like a monster and being tempted by how easy it would be to simply stop caring about anyone or anything but themself.
Incidentally there's nothing wrong with writing to explore a concept you find interesting but have you tried writing one you simply find enjoyable? My experience is that you get more out of writing something you are having fun with over something that feels like a chore. That doesn't mean everything always going smoothly for your character, conflict is the basis of stories, but it means making a character that excites you to write about, even if it's not particularly complicated. (You may actually find that less complicated is better because it leaves you more to explore in the roleplay itself.)