Vampyr Racial Abilities

Mesmerising Stare - AP cost 1
The Vampyr can make an opposed roll of their Charm versus the target’s Willpower. If the roles are equal then the defender wins. In combat the affected target may make a saving throw at the start of their turn (No AP Cost) If the target critically succeeds they are immune to this ability for the next 24 hours. If the target critically fails they are under your thrall for the next 10 minutes. Out of combat this ability operates in the same way except they do not get a saving throw after failing the first one. After 10 minutes have passed the target is no longer under your sway.   Mist Form - AP Cost 1*
Using this ability the Vampyr can become vaporous and move through cracks and small spaces like vents. The ability costs 1 AP to activate and deactivate the power. (This applies to both in and out of combat) Movement in mist form is halved.   Bat Form - AP Cost 1
The Vampyr may change their form into that of a bat for purposes of flight. They count as having 1 wound and any remaining damage is calculated as normal. Movement is the same as in humanoid form.   Feeding - AP Cost 1
The Vampyr may feed on a subject that is restrained or willing. When feeding, the Vampyr rolls 3d10 then adds this to their blood tank. In Combat the Vampyr must carry out a “restrain” melee maneuver which can then be followed up by feeding on the target as described above. The target must have an exposed neck for this to be carried out, if the target's neck is covered in armour or a protective suit the Vampyr is unable to feed.  

Feeding Mechanics

  Blood loss effects
If a target is fed on and loses more than 40 blood total, it is affected by fatigue and must make ability checks at disadvantage. A target that loses more than 70 blood total is incapacitated. A target that loses 100 blood total is killed outright.   Blood Tank -
The Blood tank is how a Vampyr tracks their hunger, with a maximum blood of 100. Having 100 blood and feeding requires a fortitude test, failing said test causes the Vampyr to vomit the blood out. If the Vampyr succeeds the test they retain the blood for 1 hour and increases the blood tank amount by the amount absorbed, this cannot be repeated, after 1 hour the blood is consumed with no effect and the blood tank returns to 100.
If a Vampyr is below 30 blood they will be required to make a willpower test, success allows the Vampyr to retain their sanity and control. Failing the test means that the Vampyr goes berserk and must attack and feed on the nearest target with viable blood (i.e not acid blood etc). If there is no target nearby whilst the Vampyr is berserk, they must seek out blood and hunt down prey. Once the Vampyr reaches 40 blood they will regain their self control.   Vampiric Regeneration - AP Cost 1
For the cost of 10 blood the Vampyr may restore 1 wound to any body part. If the Vampyr is “Killed” the Vampyr's body will become mist and seek out the nearest shaded spot, if this is not available they will move beneath the ground if possible. Once a resting place has been found, the Vampyr may return to consciousness by spending half of their remaining blood, the process takes 10 minutes. Berserk rules still apply once awake.