Improved Physical Attributes: Body, Reaction, Strength
Improved Mental Attributes: Willpower, Intuition, Charisma
Gained Powers: Dual Natured, Essence Drain, Immunity (Age), Infection, Natural Weapon (Bite: DV (STR+1) P, AP –1, –1 Reach), +1 initiative die, +1 to all movement rates. Additionally, select one of the Enhanced Senses or Immunities listed below as a free Optional Power.
Optional Powers: Enhanced Senses (Hearing, Smell, Thermographic Vision), Immunity (Pathogens, Toxins), Mist Form, Regeneration
Gained Weaknesses: Allergy (Sunlight, Severe), Allergy (Wood, Severe), Dietary Requirement (Metahuman Blood), Essence Loss, Induced Dormancy (Lack of Air, (Essence) Minutes)
Notes: Vampires can consume only blood, and they suffer Nausea (p. 409, SR5) within an hour when they consume anything else; if they consume alcohol, the Nausea kicks in within fifteen minutes. Treat as a single bout of Nausea as described in SR5. Gamemasters may allow a Body + Willpower (3) Test to allow the character to delay the Nausea for ten minutes; after that, the Nausea is unavoidable. They carry HMHVV Strain I.
Vampires have less buoyancy than human, and receive a –4 dice pool modifier to all tests made in water when they do not have aid of an adequate flotation device (note that said device will limit their swimming speed to the average of their Agility and Strength – 1, with a minimum rate of 1).
Damage taken due to their Allergy to Sunlight cannot be healed with Regeneration, even after they are no longer being exposed. Normal and magical healing still work.