Vampiric Seduction- Mind Control/Hypnosis. Upon successful opposed roll, the victim is more easily suggestable and will follow the suggestions of the vampire that seduced them for one hour. Any suggestion that would involve them being harmed or damaged, the mind control ends, and the victim is aware of your attempt at mind control. You may feed from a seduced victim without incurring this penalty. Once a victim has been hypnotized in this way, the victim is immune to Vampiric Seduction for one hour from the same vampire.
Mist form- You can become mist and pass through any openings small enough to let air pass through. If mist form ends and you are not in a large enough space for your form, you are destroyed. If the mist is caught in an airtight space, the mist form will last until there is enough space for the Vampire to reappear.
Vampiric Feeding- You can feed on seduced or willing victims. Doing so restores all of your health and removes any curses or lasting magical effects that are not listed as a base vampire’s disadvantages. In addition, for the next hour you have a +10 to any opposed roll that involves a feat of physical strength.
Super Strength- Any opposed roll involving a feat of physical strength has +10 added to it. This stacks with Vampiric feeding.
Undeath- When you are destroyed, you do not leave a corpse when you die. Instead, you will become mist and travel to your coffin or resting place where your mist form ends and you must rest for 24 hours and you will have 1 HP during that time. While engaged in undeath, you are unable to regain health by any means, even feeding. Any rolls you make while under this condition incur a -50 penalty. At the end of your undead resting period, you regain all your health completely.
Heightened Senses- When someone is trying to remain hidden from you, you gain a +15 in the opposed roll detect where they are. This becomes +20 if they are human. This roll becomes only +5 if they are fae.
It Burns!- No powers in direct sunlight. If you are destroyed in sunlight, the time you must rest is increased to 72 hours. You may not take advantage of your “super strength” passive in sunlight and take a -20 penalty to any opposed rolls involving physical strength.
Die Monster! You don't belong in this world!- Holy items with sincere belief hurt. Any action that involves a sincerely held holy item incurs a -15 penalty to you on any opposed roll. Being damaged by a holy item in this way hurts for 2 HP instead of 1. Evil deities do not carry the Holy property and so their items have no effect.
Let me in...- Cannot trespass in private home and you cannot cross running water. If you are somehow forced into a room or location where you do not have permission to enter, you become mist and exit the room as fast as possible and appear in the closest space where you have permission to be or into a public space. If you touch running water, you take 2 damage. If you are submerged in running water, you are destroyed and must rest for 72 hours instead of 24. Rivers, streams, canals, and brooks count. Water hoses, Oceans, and lakes do not.