
Day-Walking and Early Rising (possessed to some degree by all Master Vampires):
When dawn hits, all vampires no matter how powerful must fall into their slumber. However, many strong vampires, regular and Master alike, can wake once threatened, even during the day, such as when Aubrey, an old vampire that was not a Master, did in Guilty Pleasures. All Master Vampires awake from the day-induced slumber earlier than regular vampires, though how much varies based on that vampire’s power. The stronger the vampire, the less sleep he needs, but once more, all vampires require some once dawn rises. Rarer and more awe-inspiring still is the ability to be awake and moving during the day, though direct sunlight will still destroy even these vampires. Even Mr. Oliver, the strongest vampire of all with the exception of Mother, could not cross direct sunlight without being grievously wounded.
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All Master Vampires possess the ability of flight and waking when threatened as well as the passive abilities available to all vampires. They are stronger and faster than regular vampires even if their physical appearance is smaller. A master vampire will gain powers as he ages, but there is a limit; after a few hundred years, a master vampire is as powerful as he will likely ever become, unless he takes a human servant Master Vampires possess powers over those they bring across. One of these is the ability to contact them telepathically even over great distances - this is possessed by all Master Vampires who have made vampires themselves. The non-bloodline powers that a vampire gains are completely random: a Master Vampire's maker might have a completely different set of powers than him. IMPORTANT NOTE: Not all vampires possess the ability to become a Master Vampire. Even Damian, a man and vampire strong of will and personality, did not become a Master Vampire despite being over a thousand years old. After one hundred to two hundred years, a regular vampire will know if he can become a Master Vampire.
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Stillness / Making no Sound:
Once a vampire has existed as a vampire for several decades, he begins to come into his own power. Old vampires gain several traits, such as the ability to remain perfectly still, beyond that of anything a human can achieve. They also learn the trick of smiling without flashing their fangs – it is considered juvenile to do otherwise. Because of their grace, vampires can move similar to lycanthropes, making next to no sound. Strangely enough, other undead such as zombies and ghouls possess this same ability to move without sound.
Dream Walk - (( Promeneur de Rêve ONLY)) The Masters of Dreams now can enter ones mind in their sleep and waking hours. [aka Daydreams]..this ability will work will in their waking or death hours. They CAN manipulate the dreams, and they CAN communicate with the dreams occupant. BUT even thou they can alter the dreams course, they CANNOT KILL at this level but you can cause minor injuries, such as bruising or small lacerations, ie surface wound.
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Besides the weaknesses described above, vampires have several other chinks in their armor. As said before, wounds inflicted by silver or vampire/lycanthrope claws and fangs heal at near-human slowness. Direct sunlight shone on a vampire causes them to burst into flame. Holy items such as crosses will brighten with blue light if a person of faith holds them and is threatened by a vampire – though it will keep from lighting if the vampire is not a threat to the bearer of the holy item. Contact with a cross held by a person of faith cause serious burns to even Master Vampires – the majority of vampires cannot even bear to see the light issued from crosses. The burns caused by contact from crosses and other holy items, as well as holy water (which has an effect akin to acid) and burns caused by regular fire or direct sunlight, leave permanent scars. Vampires cannot enter a residence that they have not been invited to - places of business do not count as residences. Holy wafers placed at windows and doors can keep even invited vampires out of residences or places of business.
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Flying/Levitation:
After a few decades as a vampire, most learn the ability of flight to varying degrees. Many have no control or grace, but others have the ability to glide, levitate, and fly with grace, speed, and power.
Voice Tricks (Succubus Only):
Vampire’s of Belle Morte’s line (and only her’s) can have the ability to roll the minds of humans and lesser lycanthropes with their voices alone. It is a very warm and pleasurable sensation and very hard to fight against it because of it. Once more, this is a power of elegance rather than power – it is a skilled use of power and not something to overwhelm a person with using force. Not all of Belle Morte’s line, even master vampires, possess this power, but it is fairly prevalent (in masters).
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Amplify Emotions - ((Promeneur de Rêve ONLY))The Young Vampire may hieghten a single emotion in their vicitims, that is currently presence dominating the others and causing the person to react accordingly.
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Through direct eye-contact if a vampire is new or through voice-tricks (Succubus Only) or sheer presence if one is an older master, a vampire can capture the mind of his target and hold them in a hypnotized state where they are not aware what is going on. This is a skilled art rather than a thing of brute power – elegance instead of strength. It is through mind-rolling that vampires can seem to disappear or move across large distances in an instant. Once more, animators, necromancers, sorcerers, and alpha lycanthropes have partial or full immunity to this ability.
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With direct eye contact, a vampire can mesmerize a human, hypnotizing them. This is illegal according to human law. This can be done to keep a person in temporary stasis (called mind-rolling), or have lasting effects, giving the vampire control over the human until the vampire is killed as was done to Anita’s friend in Guilty Pleasures. It can also be used to cause short-term memory loss. While crosses and other holy articles backed with faith can push back vampires, they are useless if a person is mesmerized into removing them. Even other vampires can be mesmerized with direct eye contact. Animators, necromancers, sorcerers, and alpha lycanthropes have partial or full immunity to this ability.
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Silver won’t kill a vampire, but it can discourage them. It forces them to heal the wound almost human-slow.
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Vampires are resistant to many things – in fact, regular bullets will hardly slow them down and will heal nearly instantly. Wounds dealt by silver and lycanthrope/vampire claws and fangs, however, will heal with near-human slowness. Damage inflicted by fire and holy items backed by faith, such as crosses and holy water, cause permanent scarring.