Agility: +1
Endurance: +1
Strength: +1
Quick Healer: You bounce back quickly. Gains back 1d6 hp, in either form, of damage every other round when damaged. This skill does not regrow lost limbs.
Sharp Senses: You’re senses are exceptionally advanced add a +5 for all rolls involving: Sight, Hearing, Taste, Smell, and Touch.
The character's sense of smell is so keen that they can compensate for her vision completely. This allows them to attack invisible creatures normally or navigate in absolute darkness. As well as distinguish identity and location flawlessly. This skill may be obscured by things that mask scent.
Predator's Spirit: As natural hunters character gains an advantage in tracking and infiltration when hunting. The user possesses predatory instincts, allowing them to become masters of hunting and tracking. One with this ability can discern numerous factors of a situation that make them a master of pursuit and capture. This includes what move a foe will make, where they are headed (if the user is in the foe’s proximity, or knows the foe fairly well), as well as how to effectively cause a foe to play right into one’s hands in combat/pursuit. They can track anything under any conditions, sense the weaknesses of their prey and exploit them and finally kill or capture their prey.
Prey Awareness: As knowledge of vampires increases predators become prey with growing frequency -- this is a sorrowful truth that character know all too well. This Gift assists the character in evading their enemies that they might fight another day, showing them places to hide, means to make them untraceable, ways to run, and even chances to strike back. The user possesses instincts that allows them to become a master of evasion. Users with this ability can discern numerous factors of a situation, including how much of a threat a foe poses (what move they will make, where they are going, and if these things relate to bringing harm to the user), as well as how to hide without giving away one’s presence, and how to preserve energy when running. This aids in outdistancing a pursuer, or hiding from or evading pursuit. Which adds advantage to Infiltration skill when being hunted and disadvantage to opposing character’s Tracking skill.
Natural Grace: The vampire is remarkably dexterous, keeping her balance while performing feats that would throw anyone else ass over teakettle. They are able to fall much greater distances unharmed than others might. This supernatural ability almost seems to defy the laws of physics; however, anyone attempting to get footage of them will only capture distorted and blurred material unless they allow it. This skill gives an advantage when character takes a tumble or attempts a risky maneuver. The vampire gains agility, making them immune to falls under 50 feet. They also have perfect balance even on the most slippery surfaces, and upon the most difficult locations to maneuver (ie: ledge.) Gives advantage to rolls associated with athletic, climbing, jumping, and balance skills.
Sharp Claws and Teeth: Your kicks, punches, and bite cutting/thrusting/crushing damage. This gives the character an additional +5 points to unarmed combat damage.
Mind-Rolling: When someone looks a vampire in the eyes, they can be 'rolled,' or hypnotized. This can be used for memory loss so character does not remember what happened to them and to thwart resistance for a duration of rounds. This power works only on humanoids, it will not work on other Vampires or Werebeast. Player is allowed to roll resistance, all mental attributes and resistance skills apply.
Hidden Killer: Vampires haven’t survived for so long without learning ways to conceal themselves. This ability allows a vampire to leave behind no physical evidence that would betray their hand (or claws, or teeth) in a slaying. It also makes them impossible to catch on camera or any other visual recording device unless they allow it.
After a battle, the wounds alter themselves so that they resemble stabbing or slashing injuries rather than bite or claw marks. Any peripheral damage (smashed furniture, for example) remains as it was, but all forensic evidence such as hair, saliva, or blood from the vampire's body disappears from the scene.
Shroud: The Vampire can create a field of inky blackness through which only they can see. A player rolls a pair of dice for success and duration. Each success blacks out an area determined by the roll within the vampire’s line of sight. Since this is magical darkness a character can roll to see if they escape the darkness. Perception checks can be made to locate the Vampire within the darkness with Disadvantage unless character gets Advantage to sense of smell, then it's rolled normally.
Darkvision: The extraordinary ability to see with no light source at all, up to 60 feet. The character suffers no penalties from darkness. This power may be used at will; it requires no roll or expenditure. However; everything is seen in black and white only
This skill does not allow characters to see anything that they could not see otherwise - invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a character to gaze attacks normally.
The presence of light does not spoil darkvision. If a character has darkvision with a 60-foot range, and he stands within a 30-foot radius of light, the character can see normally in the light, and 30 feet beyond the light because of his darkvision.
Oxygen Independence: The user has no need for oxygen, allowing them to survive indefinitely in airless environments.
Immunity: Possessing a body that no longer functions like a usual humanoids you are immune to anything relating to disease, toxins, poisons, viruses, allergens, etc.
Skills require a 90 or above in Racial skill. Player can choose only two.
Evil Alignment: Overcome when character gains a level 30 in Racial Skill.
Blood Frenzy: The scent of blood or pull of hunger causes the character to lose control and go berserk. Character may attempt to suppress their hunger and avoid frenzy by rolling a 1d100, if successful they are able to control themselves. If the character fails they go into a frenzy which results in a deep hunger they cannot contain. In frenzy mode the character must attack a bleeding character, friend or foe doesn‘t make a difference. If there is more than one person bleeding the character must roll to see who they attack. While overcome with blood frenzy all attacks gain a +10 bonus until they are either calmed by someone else (magically or by other means) or the frenzy wears off.
Number of times this may happen in a session is dependent on the character’s racial skill points.
1-50 = max 5 times per session
51-70 = max 3 times per session
71 and 90 = max 2 time per session
91and above = Character has overcome it completely through sheer willpower