
NOTE: The stars next to abilities, signify the energy/magic output needed. Beings can only use up to 10 stars a day, check your Alliances hierarchy to figure out your characters available usage. Going over usage takes the overflow amount, +2 penalty from the next day.
GENERAL ABILITIES
Retractable Fangs ☆
Unless actively hunting, a vampyr's mouth would seem perfectly normal. Their fangs retract into their gums when not needed, allowing the creatures to blend into their surroundings. Pushing the gum above the canines may force the fang out.
Enhanced Physical Abilities
Speed ☆
The power to move at speeds drastically beyond what is naturally possible. The top speed being about 200 mph (320 km/h). And can grow faster with age.
Strength ☆
Far surpasses that of most beings and increases with age. Newly turned vampyrs for the first 48hrs after frenzy have a strength that rivals that of the oldest vampyrs.
Temperature resistance ☆
Since they are technically undead creatures, vampyrs are not affected by harsh temperatures and cannot feel them. The only warmth they can feel is hunger and when drinking blood.
Hearing ★
A vampyr can not only hear a living being's pulse when focused but the flowing blood within their veins and changes in their heartbeat. (ex: heartbeat speeding up with fear, or slight hiccups when lying)
Night Vision ☆
As natural creatures of the night, vampyrs have the best quality of vision in darkness. They can see far past what a 20/20 visioned human could in the daytime, by about 40 feet.
Infravision ★
An adaptation that when enacted, can help them find the most suitable prey. This ability can also detect Werewolves, as they have a higher temperature. (In cases of extreme hunger, they may even see the victim’s veins, detailed within the heat.)
Compulsion ★★★★
The ability to control or alter the mind of another simply through eye contact.
(This is not a fixed outcome, but a temporary band-aid. The victim can break from it any time by sheer willpower. Unless otherwise agreed upon OOC. It also cannot be used to force someone to kill or engage in sexual acts without consent)
Transfiguration ★
Vampires hold the ability to shift into the form of a small animal for quick getaways and escaping the sun. While in this form, the sun doesn’t burn their skin. (Bat, rat, bird, snake..)
Telekinesis ★★★ (Might take more energy depending on the object’s size)
The ability to move objects at a distance by mental power or other nonphysical means.
Telepathy ★★
The ability to speak directly into another beings mind, for short increments of time.
Gifted ABILITIES
Only accessible from within The Nest, by drinking ‘the blood of old,’. A vampyr may only acquire one gifted ability, and they cannot be switched after.
Please note that when using these abilities the recipient still has the right to try and avoid/break compulsion. Other Abilities may be added to the list below but must be submitted here for admin approval. Keep in mind, most gifted abilities are a unique form of compulsion or psychic connection.
Psychometry ★★★
Through concentration and eye contact or touch, vampyrs can obtain information about a person or an object.
Foresight ★★★
Through concentration and eye contact, vampyrs can view glimpses into the person's future/intentions.
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Mind Reading ★★★
Through concentration and eye contact, vampyrs can hear the inner workings of another's mind.
Sensory Manipulation ★★★
Through concentration and eye contact, vampyrs can overload or take away any of a person's senses
Illusionist ★★★
Through concentration and eye contact, vampyrs can send specific, realistic images into another's mind.
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Perceived Health/Ailment ★★★
Through concentration and eye contact or continuous touch , a vampyr can overload a beings senses making them feel sick / healthy.
weaknesses
Garlic Flowers
Contrary to popular belief, garlic root has little to no effect against vampyrs. The flowers produced by the plant, however, keep vampyrs at bay by the smell alone. Whereas ingesting such will send the creature into a violently ill fit, throwing up any blood in their system. (Once the puking ceases, they have at most 3 hours to find a meal before dehydration paralysis starts.)
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Silver
Any contact with silver will cause Vampyr harm. Physical contact with the metal would feel the same as touching fire and leave similar marks. Therefore, piercing the heart of a Vampyr with a silver stake is the easiest way to kill them.
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Sunlight
Being in the sun is harmful to any being's skin, but for Vampyrs, it's like an ant under a magnifying glass. As beings that require blood to maintain their pristine condition, when in direct sunlight, the cells begin to dry, and they have mere seconds before sunburn occurs, then only minutes (No more than 10mins, with a full stomach.) before bursting into flames completely.
Silver-backed Mirrors
Though not something that causes physical pain, silver-backed mirrors are a nuisance for a vampyr when trying to stay hidden. Thankfully most mirrors today are made from titanium, but in the face of a silver one, a vampyr would have no reflection. So it’s best to air on the side of caution around any mirrors, especially in the presence of mortals.
Dehydration Paralysis
Vampyrs need blood. If they go without feeding for more than a week, their body slows and shuts down in increments. It starts with fatigue, then limited mobility, and finally full paralysis. If left unfed, Vampyrs will stay in this comatose state until their next meal.