Natural Form: Humanoid
Shifts: Monstrous Bat (must be somewhat bipedal) + Feral Bat (any species)
Alternate forms must have bat-like elements though may possess any mutations in addition to these traits.
All forms are allowed freeform mutations.
These include but are not limited to: horns, wings, tails, additional limbs, etc.
Don't call them flittermice.
Magic, passives & weaknesses
【Magic】
Charm: Through spoken word or eye contact, a vampire is capable of minor hypnosis to aid in subduing chosen prey. Werewolves have an easier time resisting than Humans and Muirinn.
Glamour: Illusion based ability that can mask certain traits or features the vampire might possess.
Bat Shifting: Ability to shift into a bat as well as a humanoid version of a bat that possesses more monstrous qualities.
Animal Control: Capable of possessing the mind of one (1) animal to control it for a short time.
Telepathy: To speak within another’s mind without verbal communication, however, they are not able to read thoughts. So those spoken to will need Telepathy in order to remain silent or speak verbally to be heard.
Telekinesis: Mind magic which grants the ability to move objects with nothing but thoughts. The heavier the object the more energy is required to move it.
Empathy: Deeper reading into an individual’s current emotional state with the ability to slightly manipulate it such as easing or enhancing sorrow.
Necromancy: One of the Dark Arts. Grants the ability to raise and control the dead to do their bidding as well as consume a fraction of another’s life force.
Blood Magic: One of the Dark Arts. Grants the ability to manipulate blood, this can be used for harm or as a form of healing.
Levitation: Allows them to hover above any surface or appear as if they are capable of walking up walls.
Dark Shroud: To counter their weakness to sunlight, the vampire possesses the ability to cloud the immediate area they are in thus allowing them to walk in sunlight. This Shroud is able to be held for no more than three (3) hours before the vampire will be required to rest and feed to regain their energy.
【Passives】
Enhanced Senses: Heightened ability to see, hear, and smell on levels that far surpass what a human is capable of. Due to their heightened senses, they are able to see in the dark as if the entire area was cast in dim light.
Strength: Augmented strength, making them physically stronger than humans, while granting the ability to lift heavy objects with ease.
Speed: Augmented speed, making them quicker than humans as well as possessing more endurance, allowing them to cover ground swiftly.
Advanced Healing: Their bodies are capable of enduring potentially lethal injuries and mending when given the proper amount of time. However, should a limb be severed they are incapable of regenerating it or reconnecting it.
Venomous Bite: A vampire’s bite causes the victim to feel as if they have been drugged though the sensation is far from torture. It holds an addictive quality to trick the mind into wanting more despite the adverse effects that leave the target in a weakened state.
Pheromones: A natural charm which could appeal to most races, however, werewolves are often repulsed by the scent.
Master’s Call: The process of turning a mortal into a vampire forms a connection between the Maker and their Kin. No matter the distance they are capable of holding a mind link with one another, granting communication as well as manipulation. Kin often compelled to do their Master’s bidding. Maker's are only capable of turning and maintaining a bond with three (3) Kin at a time.
Feline Familiar: Feline companion which harbors the vampire’s soul, making it an extension of themselves. The vampire is capable of seeing and hearing through their cat.
Blood Bond: A forbidden exchange between a vampire and mortal. Each gains the ability to sense the other being’s thoughts and emotions at any time, allowing the bonded to know when the other is in danger or distress. With this bond vampires gain access to the human’s Elemental Magic and a partial resistance to sunlight while the human gains access to the vampire’s Dark Arts and limited sight through their Feline Familiar. These traits of the bond are considered activated skills and consume magical energy. Characters are only allowed one (1) blood bond at a time. This cannot be an NPC.
【Weaknesses】
Silver: Contact with anything made of silver - whether weaponry, jewelry, or even common household items - burns the skin and causes agonizing pain. Any silver left in a wound prevents healing and causes continuous damage until removed.
Vervain: A herb toxic to vampires. Touching it burns their skin, however, if ingested they becomes feverish and enter a severely weakened state. Consumption of vervain tainted blood brings harm and a harsh burning in the vampire’s throat. Humans wearing vervain or with the plant in their system cannot be hypnotized.
Religious Symbols: Places of worship, symbols of the divines, holy water; anything with ties to religion repulses a vampire though typically cause little to no harm.
Stakes: Those constructed of iron weaken the vampire no matter where they pierce while those of wood or silver kill when piercing the heart.
Sunlight: A death sentence to the vampiric, it turns flesh to ash with exposure of over 15 minutes.
Invitation: While vampire’s may freely enter public areas and businesses, they must be invited into homes or private residences. Being in a location they are not invited causes them excruciating pain.
Magic: Vampires are susceptible to injury from all manners of magic.
Werewolf Bite: Within their anthropoid form a werewolf’s saliva acts as a corrosive venom when coming into contact with vampiric flesh causing deterioration and excruciating pain. Such injuries heal extremely slowly and must receive treatment or have the infected area cut out in order to mend.
Blood Loss: Losing too much blood greatly weakens a vampire and their abilities. It drives them into a starved state and they must feed in order to recover their mind and body from such traumas.
Feeding Frenzy: Vampires are sustained through the consumption of blood and raw bloody flesh. This desire may be temporarily curbed through absorption of another’s energy though will never slake their thirst. If they do not consume human blood, the vampire will enter a hunger induced frenzy until their needs are met.
Humans are the best source of blood to a vampire, while Werewolves may be fed from but they do not taste as good.
Muirinn blood is on par with Humans in sustainability, however, holds addictive qualities and may trigger symptoms of withdrawal.
Other Vampires may be bitten but provide nothing but a brief rush or thrill.
Turning & Cures
Turning into a Vampire
No matter how vampirism lay inflicted, it requires the human’s death before they are reborn as a creature of the night. During the turning process the body is dead. The reanimation process may take anywhere from 1-2 days or upwards of 2 weeks depending on the individual and their recovery.
Blood Exchange: Mutual exchange where each must feast upon the other’s blood. A vampire feeds on a human until they are near death before offering their own blood in turn. Following ingestion the human will die but magic found within the vampire’s blood reanimates the corpse over time. Drinking a vampire’s blood may also occur beforehand by mixing it into outside beverages - trickery or a more palatable method of consumption. However, for this to work, the human must be drained while the contaminated drink is still in their system.
Familiar Contact: Still fresh corpses may be turned even without drinking a vampire’s blood through contact with their potential Master’s familiar. This feline soul holds the ability to curse the newly departed with vampirism.