Dominique's Stats

Name: Dominique Desiree
Age: 3,200
Height: 5'2
Weight: 100 lbs.
Eye Color: Cobalt Blue
Hair Color: Raven Black
Origin: Brujah
Sire: Tamanier DeVille
Mate: None
Children: Fatality

Vampyric Abilities

Filth Repulsion: Can easily wipe away most debris from skin. This is more of a quality of the skin than a special power.

Vampiric Hearing/Vision: Over nearly a span of 500 years in a vampyre's life they can gain a level of exceptional sight and hearing equal to one mile each. They can see the details of one's face and hear his heartbeat from 12 miles away.

Vampiric Voice: When one becomes vampire they gain the ability to raise their voice above and below the normal octaves of human speech. They can also mimic most humanoid voices with almost imperceptible differences...indeed, other vampires are probably the only ones who could tell.

Vampiric Touch: As the skin ages one becomes better able to discern the differences in things they touch. They can feel the pores in a well cut diamond, or touch a footstep in the dirt and judge how old it is by the heat left behind.

All Around Sight, ESP/Mood Sense, Detect Alignment: When one is made vampire they became aware of the general mood of the people around them. As they age, they find that they can read their surface thoughts when they are very close to them, and that area of effect increased as they grew older. Now, at a rate of roughly 2 feet every 25 years, they can read a person's thoughts from 240 feet away. This ability also allows them to perceive the immediate area around them as if they were directly looking in any given direction.

Vampiric Speed: They can perform a small series of simple gestures at near light speeds, however, only so many times per night. Every 500 years, or so, they gain enough strength to use it once more per night.

Cobalt Blue Eye Tint: When a vampire is made, his/her eyes will be one of the first things to change. A tint of cobalt blue will infuse with his/her irises. It remains separate from the tint already present, looking much as an unfolded fan with the tints alternating back and forth around the pupil. This tinting is psychoactive, and as such will reflect the vampire's mood. A calm vampire's eyes will look almost human...while an enraged or lustful vampire's eyes will shine bright enough to light a small room. As one ages, the tint becomes more prominent.

Vampiric Statistics: Their strength, their intelligence, even their comeliness improve as they age.

Regeneration: Their vitality remains strong, and their wounds heal quickly. Any serious wounds can be healed during the course of sleep.

Physical Resistance: When a vampire is first made, he/she is as tangible as any other humanoid. But as he/she ages, it simply becomes harder to inflict damage with ordinary weapons. Enchanted weaponry is then needed to deal with a vampire physically. A simple enchantment is all that is needed when the vampire is only 100 or 150 years old, but roughly every 100 years after that, a significantly more powerful enchantment is needed.

Super Strength: Adrenaline is still made in a vampiric body, but it is much more potent and needs to be voluntarily produced. It no longer becomes an automatic occurrence. When the adrenaline is used, a sudden and massive surgence in strength immediately takes effect. The change is enough to effectively double the existing strength of the vampire. It is limited, however, and can only be done once per week for every 500 years of vampiric life.

Dark Change: Vampires can assume the form of a giant rat, giant bat, a large wolf, or mists. The change itself can last indefinitely, but power needed to do it limits the amount of times a vampire can change per night. As he ages, it grows from once a night to once more every 50 years.

Dark Summon: Rats, bats, and wolves will heed a vampire's call. The mental influence can be triggered at will, but the animals summoned can never be controlled.

Symphony of the Night: Similar to the mists we can turn in to, there are mists we can manipulate as our power grows. This can range anywhere from causing slight wind and light plays in younger vampires to being able to do 'near magical' effects for vampires as old as 2,000 years.

Solid Teleport: By the sheer will of his mind, a vampire of 200 years or more can move almost instantly from one point to another, much like that of a magical teleport spell. The difference, however, the vampire does physically move and the force at which he does obliterates most anything in his path. This is quite taxing, so a vampire can only invoke this once a week after his first 200 years, then once more every 200 after that.

Resist Sunlight: Fire and sunlight emmolates a fledgling. Fire and sunlight burn an elder's skin. Fire and sunlight warms the eldests one's skin.

Resist Elements: Other than fire, a vampire has little to worry from the elements, whether magically used or not.

Hide in Shadows: The darkness welcomes us. We can hide in any shadow and be completely unseen.

Move Silently: Our movements can be so precisely controlled that we can eliminate any noise we would normally make.

Charm Person: A vampires presence can be a very sensual thing, and if used properly a vampire can charm an intelligent being into being persuasive and amenable.

Level Drain: The darkness of our vampirism is deep. Our touch, electrified with the most strongest of wills and darkest of souls, can drain the life energy out of any living thing. So consuming and so powerful this drain can be to one it is inflicted upon, weakness and disease is all that is left. This much 'unpower' can only be wielded by the strongest of us. I can use it, but even I can not use it indiscriminently.

Levitation: Our will powers us in flight. It can become tiring if used for long periods of time.

Spider Climb: Almost any surface is scaleable to our vampiric touch. Using the same principle as Levitation, a smaller force is used to keep our hands and feet secure.

Vampiric Telepathy: All vampires can 'mindspeak' with other vampires, except when the bloodlines are too similar as in created and creator.

Vampiric Torch: With intense concentration flammable objects can be caused to combust once per night every 500 years after the first 100 years of vampiric life. This includes paper, wood, even fledgling vampires.

Vampiric Equilibrium: Our uncanny ability to center our balance does not come without effort, nor reward. If attempted properly, a vampire may be able to balance on any point, as well as disperse his weight to match that of any surface. A vampire can walk on water.

Vampire Clairvoyance: Anyone who is bitten by a vampire, but is not killed, will forever be subject to the vampire seeing or hearing through them. During this clairvoyance, ESP and Mood Sense can be used. The vampire must focus, and he may only be able to do it once per night every 100 or so years.