Blood
Bloodline 1: Asterion
Bloodline 2: Hagakura
House: Tenebras Et Labe (Hagakura)
Strengths: Breathing is not necessary; stronger willpower (telepathy requires very little concentration, higher chance to resist the Charisma of others, higher chance to resist powers such as mind-reading).
Weaknesses: Sunlight; fire; decapitation; destruction/removal of heart; can become absorbed by books (or other art) and will read/observe without stopping for an indeterminate amount of time; Torpor (must rest after being inflicted large amounts of damage); Soulmate (will [not always] immediately feel an attraction after meeting a certain being and will tentatively pursue them romantically even if unsure of why they feel the attraction).
Characteristics: More good-looking than they were as a human though skin is much more pale; slightly cold to the touch; first hunt is likely to culminate in temporary Frenzy (uncontrollable bloodlust); reflection is seen in mirrors and shadows are cast near sources of light; average vampiric regenerative powers as well as speed/strength; can sleep anywhere but underground is preferred; unnecessary liquids are no longer produced - sterile and tears are bloody water; latent instability (events may force vampire into insanity with a chance to regain sanity); can drink any type of blood (human is preferred); hunger for blood decreases with age; tend to be quiet and keep to themselves; can use Blood magic if taught how to.
Powers:
# Regen (100% chance) - All wounds, given enough time, will heal - even without a constant influx of blood (although this takes much longer). Limbs may or may not regenerate, and the head/heart will not (removal of head or heart dictates permanent death).
# Hypnosis/Glamour (70% chance) - The power of Charisma is used to semi-seduce a target into following one or more commands. Works best against humans and animals, though they have a chance to resist but it is unlikely. Vampires have a greater chance of resisting.
# Leap (60% chance) - Utilizing all their power, a vampire can jump exceedingly high and will fall back to the ground at a slower pace than would normally be possible. This ability cannot be used in rapid succession and the more powers a vampire has, the higher they can jump.
# Ultraperception (50% chance) - The vampire can sense certain things outside of their field of vision. Generally this is limited to just sensing if blood ties are added/severed, and knowing if immediate family members have been attacked. Can also sense the relative strength of others in addition to blood ties. With practice and age, however, this can become a greater power; with concentration invisible psychic tendrils will extend from the immediate area and feel around for abnormalities. This will enable the vampire to expand their mind to sense things like the approach of enemies, but while using this ability the vampire must concentrate intently and not move (or only move in minimal amounts at best).
# Humanistic (40% chance) - The vampire can take in human food and drink without side-effects. The efficiency of this power decreases as the vampire ages, eventually to the point where the vampire can only drink blood or liquids that are similar in nature.
# Daywalker (30% chance) - The vampire, as time passes, gains resistance to sunlight and will eventually be able to walk in the daylight for vast amounts of time without fear of death. However, massive prolonged exposure to the sun will kill any and all vampires.
# Accelerated (20% chance) - The vampire will acquire strength at an extremely fast rate, far above average. (Generally this just explains what happenes when someone donates for more than one or two powers.)
# Reform (7% chance) - If severely injured, the vampire's body can disintigrate into microscopic particles and reform the body in a completely untouched state. While this effectively heals the vampire on any and all harm that has come to them, the vampire will fall (and remain) unconscious for a lengthy amount of time in which they will be very vulnerable to attack. Attempting to use Reform will result in failure 50% of them time for a fully powered vampire, and the rate of failure increases for weaker vampires. Failure simply results in the ability not working, and the vampire in question loses consciousness for a short yet indeterminate amount of time (depends on how many powers they have).
# Shadow Vampire (5% chance) - The vampire gains the ability to control and use the shadows for his or her bidding. This can include using darkness as a weapon or communications device, and with time perhaps even basic teleportation; shadow vampires can also fade into Shadows faster than other vampires. Shadow vampires cannot be Daywalkers and the chance to be a Nightwalker increases to 20%.
# Miasma (3% chance) - An aura temporarily emits from around the vampire, having negative effects on any beings caught in its path. Humans and animals are affected the most, and become suceptible to fearful paralysis; may also feel sickened. A vampire resistant to this will feel perturbed but can go about their business with no ill effects. Plants have a tendency to wither and die on the spot, and if on the outer ranges of the aura weaker-willed beings will feel compelled to stop and go no further out of apprehension.
# Nightwalker (1% chance) - The vampire cannot move around during the day and is rendered completely inert while the sun is above the horizon. If caught outside, sunlight will immediately and permanently kill the vampire.
Desirable traits: Librarians and researchers are Upir's favorites; they are intelligent and willing to learn, almost always having open minds. Although good looks are favored, personality takes precedence as vampiric blood will always bring out more inherent beauty when humans are sired. Upir favors the high-class people who dress well, speak eloquently, and have manners. Morals are less of a concern as Upir himself has no problem with killing if it is necessary, although killing for the sake of killing is very much frowned upon.