Racial Advantages: Bishy
Racial Disadvantages: Vampiric Weakness (250)
X Vamp Points: Vampires have a number of powers that they can develop as they grow stronger. You may spend the points you gain as you get them or save them to take more expensive abilities as you can afford them. Here are the costs of the different abilities.
1 Point: Essence Drain X: For each point you spend on this ability, you gain 10 points of Essence Drain. Once per day, you may drain HP or MP in the amount equal to X to restore that much HP or MP to your character. You can split this into multiple drains, but each must be a multiple of 10. For each attempt against an unwilling target, you must make a successful grapple roll and spend your speak action. You then choose whether you drain HP or MP from your target, lowering it by the multiple of 10 you choose that's no more than the number of points you have left, and then chosoe whether that restores your HP or MP. You can drain HP to restore MP and vice-versa. You may not use this ability on yourself or anyone whose race is currently Vampire.
4 Points: Animal form: When you take this ability, choose a single nocturnal animal. You may freely shapeshift between this form and that animal form, though doing so takes all your actions for a round and leaves you with the stats of that animal, though with your own MP and HP.
1-4 Points: Ignore weakness: When you take this ability, you may ignore all effects of any of your weaknesses, regardless of how strong the local belief in them is. The point cost varies depending on the specific weakness, and are listed as follows:
Sunlight: 4 Points
Garlic: 1 Point
Holy Water: 2 Points
Holy Symbols: 3 Points
Running Water: 3 Points
Piles of Objects: 2 Points
Fire: 4 Points
Silver: 3 Points
Invitation: 1 Point
2 Points: Strength Boost: Taking this raises the Vampire's strength by +1. It may be taken multiple times.
2 Points: Speed Boost: Taking this raises the Vampire's agility by +1. It may be taken multiple times.
3 Points: Super Leap: Taking this power gives your Vampire the ability to leap great distances. When they move, they may instead spend all of their move actions to jump up to their move distance. If an attack is made during the same turn as this leap but after that leap, the Vampire gets a +2 to attack.
5 Points: Infectious bite xX: Once per day for each time this power is taken, a vampire may transform any non-vampire target into a willing Vampire servant. To do so, they must make a successful grapple attempt and spend their talk action. They then make a personality roll against the target's personality. If they win, the target acts for the next hour as though they were under the effects of a successful infatuation attempt, and their race changes to Vampire(For as long as they would normally stay that way if transformed).
1 Point: Mist form X min: For every level of this power taken, the Vampire may spend one minute as a cloud of mist. This form works much like a ghost's intangibility, except while in this form they have full flight. However, they are also vulnerable to physical damage that affects an entire area, such as explosives. They may choose to end this power prematurely, but each use counts off at least one minute from the power.
Special Disadvantage, Vampiric Weakness:
Vampires may have vulnerabilities to any number of things, some of which are more common than others. What they are vulnerable to depends on a planet's specific beliefs, though they may ignore any of those weaknesses for an hour with a successful personality roll equal to 10+ the point cost of buying off that particular weakness. At MSF High, what a vampire is vulnerable to changes on a daily basis, with three of them chosen randomly each morning. What those weaknesses do to the vampire is listed below:
Sunlight: Deals 1 HP and 1 MP damage every round the vampire is exposed to it.
Garlic: Deals 1 MP damage per round a vampire can smell it.
Holy Water: Contact with at least 10 ml. deals 1d10 damage.
Holy Symbols: Add +10 to any intimidation checks made against the vampire.
Running Water: Cannot be crossed.
Piles of Objects: The vampire must stop and count any pile of more than a dozen small objects. This is a more obscure weakness.
Fire: Deals double damage.
Silver: Any silver weapons count as +5 to attack and damage against a vampire.
Invitation: A vampire may not go through any doorway he has not been invited through. Another obscure but frustrating weakness.