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Fatal if made of wood. Greatly weakens their powers. Spells and the telepathic attacks of other vampires can cause them harm; a prolonged abstinence from blood can lead to asphyxiation and possibly death. Fatal [29]. Black Sunday. Fatal; iron preferred. Kruvajan is staked through the eye rather than the heart. Anne Rice's Vampire Chronicles.

Fatal, although elder vampires have a much greater tolerance [30]. Fatal, but they can be revived if the head and body are brought back together before bleeding out. Fatal, although elder vampires have a much greater tolerance. No [note 1]. Blood from an already-dead creature induces temporary deathlike state.

Count Chocula. Gets soggy in milk; mastication. Enjoys sunlight, sleeps at night. Fatal, although it must be wood or silver Dracula is immune. Fatal, except for Dracula who is immune. Yes; lethal through the heart, except for Dracula who is immune. Holy water burns them and is likely fatal in a large quantity Dracula is not fatally harmed. A werewolf's bite is the only thing lethal to Dracula and it is likely fatal to all other vampires; the death of Dracula seemed to kill all other vampires or at least his children.

Causes them to sparkle. Paralyzes but is not fatal. Fatal, but they will revive if the stake is removed. Fatal, but they will survive very short exposure. Keeps them at bay. Fatal, but they will survive short exposure. Mirrors repel them as well; weaknesses can vary based upon the campaign. Vampires: Fatal [18].


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Fatal [18]. Their bodies start to consume themselves if they are unable to feed for a couple of hours. Fatal, although when blood touches their ashes they will regenerate. Nocturnal [ clarification needed ].


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  • The Hunger. Fatal although the incarnation featured in the series is immune to sunlight. Fatal, but only if the head and body are not joined back together within ten minutes. Iron weapons can bypass their healing and resurrection powers and if a wound caused by an iron weapon is left untreated, it can begin to fester and rot. Abraham Lincoln, Vampire Hunter. Fatal, but only in the book, not the film. Exposure to sunlight burns and blisters the skin of "newborns", although it isn't fatal; older vampires have higher tolerances, but their eyes will always remain sensitive.

    Fatal, but only if the silver weapon inflicts a wound that would kill a human only in the film. Fatal through the heart. Holy water is fatal in large quantities. Invitation makes vampire immune to weaknesses and vampire characteristics. The Little Vampire. The Vampire Diaries. A special ring protects them.

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    Boosts mental resistance if the user truly believes it works. It's worse for stronger vampires. Heart extraction. Prolonged period without feeding. TV series, Originals including The Originals : Fatal-only if the stake is made of white oak; its ashes only weaken them. Burns them, but is not fatal. Daylight ring prevents them from burning. Only if contaminated with vervain. Magic from a powerful-enough witch, werewolf bite, white oak ash dagger and vervain can all weaken them but they can heal quicker from werewolf bites and vervain as Originals ; white oak in the form of a bullet is fatal; Their sireline can broken by magic, therefore their sires can try to kill them without the threat of dying themselves; Advanced Werewolf venom and any spell or attack from The Hollow can be fatal; The Cure turns them back into a human see "Other" for other vampires.

    TV series, others: Fatal. Daylight ring protects them. Heart extraction and werewolf bite if not cured from bite are fatal. Hallucinations are harmful. When an Original dies, all vampires in their sireline also die although the sireline can be broken, see "Other" for Originals. The Cure turns them back into a mortal, and causes their bodies to age to their true years of existence when The Cure is drained from them, making them unable to become vampires again.

    Blue Vampyres: Fatal. If they don't pass the Change when they are fledglings, sometimes they die. Red Vampyres: Fatal. Fatal, but only if made of wood older vampires require larger amounts of wood [31]. Fatal Special ring protects them [31]. Fatal [31]. No [32]. Shown as a prop on-screen, but never utilized. Yes [32] [31]. Yes [32]. Some poisons and drugs can affect them. Discworld [note 2]. Fatal [note 3]. Yes [note 4]. Yes [note 5]. No mild irritant. No [18].

    Only in private residences owned by humans. Hepatitis D and Maenad Blood can weaken them. Let the Right One In. Fatal, if invite remains absent for long enough. Blood with cancer hurts them, but it is still nutritious. Moroi: Unknown. Makes them feel uncomfortable, but won't kill them. Anything that would kill a human. Strigoi: Fatal if silver and charmed with air, fire, earth and water magics. Turns the Strigoi into a Moroi if silver and charmed with spirit. Burns them, but isn't fatal. American Vampire. Old World bloodline: Fatal. Fatal; ameliorable with protective measures.

    American bloodline: Fatal, but only gold stakes. No; possible dependency on moonlight — torpid and vulnerable during new moon. Anita Blake: Vampire Hunter. Generally fatal; some vampires are immune. Any religious iconography if wielded by a true believer. Fatal, except for Alucard. Non-fatal, but they find it extremely unpleasant. Blessed silver only weakens Alucard, but will kill other vampires. It weakens them, but is non-fatal. The Saga of Darren Shan. Highly susceptible to sunburns, eventually fatal. Superstitious [note 6]. Fatal; certain disciplines can make them resistant or immune.

    Usually fatal. Generally fatal, but certain disciplines can make them resistant or immune. Immune unless with flaw. Immune unless with flaw or when wielded by someone with true faith. Only if with flaw. Being Human BBC. Fatal; a wooden stake through the heart will permanently kill any vampire with no hope of resurrection. No, although they are more sensitive to sunlight and prefer to avoid it. Fatal, although they can be resurrected. Yes; causes fangs to appear, watery eyes, and sneezing.

    Yes, although it doesn't work on old and powerful vampires. Yes, although old vampires are excluded. Werewolf blood can kill them. Werewolf blood mutates them, consuming the juniper plant immobilize them and a mysterious new flu strain kills them. Causes a measure of pain and discomfort. Only in the anime series. Dead man's blood can paralyze them and a scent blocking mixture can render their sense of smell useless; the Colt, angelic touch, vampire irradiation gun, anti-vampire device, and Vamp-Tonite can kill them; angels, leviathans, and primordial entities can overpower and kill them with ease.

    Causes paralysis. Exposure makes them progressively weaker and causes severe sunstroke. Yes, it is toxic and can eventually kill if left in too long. Hive tethered to a specific location shortly after the queen is turned, unless she swarms; the touch of a soulless or metanatural turns them human temporarily. Death-like state until removed. Fatal to weaker vampires. Fatal, but Vorador was resurrected after his execution. Fatal to all except Rahabim vampires. Fatal to most if not all.

    Vulnerable to Hylden glyphs and Moebius's staff. Fatal to most, but Vampires in Blood Omen can "buy" a resistance to some forms of water, such as rain or snow. The Nexus Stone could send Kain in a coma for centuries; and sonic waves and the Moebius's Staff weaken vampires. Night Watch. Feels unpleasant, but not fatal. Alcohol causes severe burns on contact, much like Holy Water in other settings. Burns, death if exposed too long. Aggravates highly developed olfactory nerves, but not fatal.

    Starvation, suffocation, great levels of violence, leprosy or the Black Death also kill them. Fatal, but older vampires have higher tolerances [34]. Fatal [15]. Yes [34]. Fatal; older vampires have higher tolerances [34]. No [35]. Yes [36]. Can develop a tolerance [36]. No [37]. John Carpenter's Vampires. Wielder has to possess faith. Fatal except under the treatments of Dr.

    Julia Hoffman. Fatal, although the supervampire had to be killed through a combination of this and intense light. Implied; the supervampire was killed by an intense light after being staked. Dresden Files. White Court: As for humans. As for humans. Harmed by entering a home uninvited, but able to do so. Black Court: Yes. Only weakened during the daylight hours. Affected by the faith of the user, not the inherent properties of the object; any holy symbol will work. It is mentioned that they have the weaknesses as described in Bram Stoker's novel.

    Red Court: Unknown. Yes, they are less affected than the Black Court. Cutting their stomach open drains the blood they've eaten; this weakens them. Exposure makes them progressively weaker, although a parasol seems to be enough protection. Remilia hates it, but it is not stated if other vampires share this weakness. Yes; even rain is a problem. Broken holly branches, sardine heads, and roasted soybeans [38]. Fatal, but only through the heart. Can't think clearly. Some Rainbow Drinkers enjoy the sunlight, normal Trolls are nocturnal.

    Fatal, except for pseudo-vampires. Yes, except for pseudo-vampires. The Bloodgem and the Montesi Formula incantation can kill them. No, but light-shy and tends toward nocturnal activity. No intrinsic aversion to religion in general, but "crucifix glitch" caused problems with crosses. Cannot approach any construction with right angles while eyes are open due to "crucifix glitch"; legend may have arisen from this condition.

    Possibly - altered brain structure provides omnisavantic pattern-matching and analytical skills. Neurological "crucifix glitch" causes lethal seizures when perpendicular lines fill more than 30 degrees of visual field; seizures can be prevented by "anti- Euclidean drugs". Distresses them. They can die if they lose a sufficiently large amount of blood.

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    The blood of one Queen can kill anything that her sister has created. Methuselahs: Fatal. The destruction of the heart, brain, cervical vertebrae , and brain stem is fatal for them; they have to eat normal food alongside blood or they die. Crusniks can only be killed by draining away all of their crusnik nano-machines. No [39]. Yes [note 7]. Fatal, except for queens. The Power of Three and demonic powers can kill them. Kill the Queen and the whole clan dies. No real harm, but it greatly weakens their powers. Except for Cain.

    Killing a vampire kills their entire clan if done during the first 48 hours of the creation of a new vampire. Pumpkin smell is repulsive to them, werewolf scratch take away their powers, and vampires powers are useless against plastic. Yes, but they can take a special medicine that toughens their skin, allowing them to walk around in the daylight. Direct sunlight only; a simple parasol is enough to render the sun's light merely irritating. No [note 8]. Causes burns but does not harm them very much. Only anti-vampire weapons can kill a Pureblood. Exposure to the sun's light weakens them and will destroy weakened vampires.

    Yes; exposure burns their flesh like acid. Sea salt and spells hurt them, and a broken heart due to love can kill them. True Ancestors: No. Only if they are not powerful enough to regenerate. Powerful magic and conceptual weapons can kill them, also dismemberment if they are not powerful enough to regenerate. Dead Apostles: No. Fatal, but powerful Dead Apostles can withstand it. Normal and magical weapons can kill them, and killing their creator also kills them; their thirst for blood will grow as they age.

    The Hoffan Drug can kill the Wraiths and if they are malnourished, more normal ways of killing can be effective. Living vampires Low and High Blood : Yes. They can die in any normal way. The blood of an Undead is deadly to another Undead. Except for Jiro and Cassa. Yes, except for the old blood. Only to enter the Special Zone. Type One: Yes.

    They are afraid of white eyes painted on black dogs. Type Two: Yes. Roses hurt them. Type Three: Yes. Normal weapons can kill them. Gradually kills them, except for the vampires of Skyrim who are only weakened; some can temporarily protect themselves by feeding. Fatal; Water Breathing is a separate magical effect and never granted by vampirism. Yes, except for the ancient vampires of the Illiac Bay. One special case, but not most vampires. Holy places, but only for the vampires of the Illiac Bay. Vulnerable to Dawnguard weapons, the Dawnbreaker sword, and certain Restoration spells; the strain encountered in Arena could only be killed by magic, otherwise they were only subdued.

    Non-fatal, but very irritable. Can't come close to them. Magical daggers, UV light sabers, spells can be harmful and the lucifractor can kill them. Jojo's Bizarre Adventure. Only stakes made of Aspen wood. Drinking blood from a human with a blood disease gives the vampire that disease. Only if they don't have blood to regenerate. They "die" when daylight rises, but relieve again every night. Yes, but he can create an aura to protect him.

    No, but it's implied that becoming a vampire erases the knowledge on how to swim. It paralyzes them, but it isn't fatal. The loss of their blood, the attacks of a Majay-hi and magical weapons weakens them. Great Vampires: Yes. Vampires: Yes. BloodRayne series. The poison of a dhampir is deadly for them. Only if it is made of silver. Elder vampires have a greater tolerance. Only some bloodlines. Only if the vampire believes is a weakness. Harmful, but not immediately fatal. Discomforting, possibly harmful. Only to Ba'als. Do not need to breathe. Only to Molochs.

    Not the holy symbol itself, but the faith of the person holding it. Fatal if made of silver. Exposure causes dehydration, sunburn, and eventually death. Living: As for humans. Not inherently harmful, but disrupts magic. If killed in the right way, they can become post-corporeal permanent night-walkers. Night-walking: Unknown. Probably not. If a living Shadowspawn is killed in their night-walking form, the body becomes comatose and eventually dies. Fatal, but only if fashioned from wood, although the Nosferatu are immune. Yes; while in sunlight, vampires suffer a penalty to all actions, physically weakened, slowed by half, and if exposed for too long, they begin to suffer bodily damage.

    Fatal; severe brain or spinal injuries are also sufficient enough to kill them. Oxygen deprivation induces a coma-like state until their body is reintroduced to an oxygenated environment. If a vampire is cut off from breathable air, they will eventually fall into a coma until exposed to good air again. Exact effect unknown, but is avoided. Angel blood can eliminate weakness. Depending on the beliefs of the vampire. Daylighter: Yes. Depending on the believes of the vampire. It bothers them. Hurting the brain or killing the vampire master is fatal for the infected vampires. Yes, if not powerful enough to regenerate.

    Magic is harmful for them. From Dusk till Dawn series. Culebra venom incapacitates them. Fatal, although they can survive a few moments of exposure. The Barbed Cross can instantly kill weaker vampires if struck. Only weakened during daylight hours. They can be killed with firearms, due to hemorrhages and bleeding or after severe physical trauma; not feeding on blood causes their bodies to decay and their minds to become feral. Fatal within moments of exposure, except for day walkers and those able to bend light. Irritates their sensitive sense of smell. Holy water burns them and a cross induces a "bad feeling".

    Yes; they cannot swim in running water. Ama-vampires are immune to a "Vampire's Kiss" and if a servant vampire drinks their blood they will be freed of their master. Exposure can cause an agonizing sunburn, but they can adapt. Unsettles them and reflects their true mortal self. Only when the symbol has been properly blessed or is wielded by the faithful. Only if the moon is reflected in the water.

    Any weapon can harm or kill them, although wood is especially effective against them. Starvation will kill them and extreme physical trauma can incapacitate them. Fatal, but only if it is fashioned from a special wood such as, ash, hawthorn, or rosewood. Yes, however some may be weak to the dwarven metal Gromril or the elven metal Ithilmar. Only in some bloodlines or individual, however some may be repelled by rarer herbs like Daemons-root or Witchbane.

    Mortals who present holy icons can sometimes repel them, although some vampires are so cognizant of their freedom from the spiritual realm, that they fear no Gods or Daemons. Yes, although for the purpose of this weakness, the water must be at least a yard across, a foot deep, and have a current; vampires can overcome this weakness through sheer force of will. Only some vampires. Exposure to UV light will produce a toxin in their blood, however they can wear protective gear to neutralize this effect.

    Destroying their heads entirely will kill them a single bullet is not sufficient ; cursed gear and enchanted gear can limit their healing or outright kill them. Ripping their heart out converts them to a demon if not returned to the vampire. Non-fatal, although exposure to strong sunlight feels very unpleasant for them. Lower Vampires: Some, but not all breeds. Only in the games, not the books. Vulnerable to an alchemical oil applied to weapons. Higher Vampires: No. No; they will eventually regenerate.

    No; magical flames can injure them, but they will eventually regenerate. Can only be permanently killed by the bite of another higher vampire. Contact causes pain and burning. Uncomfortable around werewolves. Wood stakes can destroy them. Damaged by sunlight. As per humans, but they are injury tolerant, and can recover. Don't need to breathe. No special weakness; can recover more easily than humans.

    Dread non-damaging. Cannot enter dwelling for first time unless invited. Induces normal trauma, but necessary to overcome high regenerative capabilities. Highly painful reaction to UV light. React to fire like humans do. By so-called V-symbiots that require destiny-entanglement with a victim through consumption of their blood.

    Some poltergeist -like activity. Various other powers based upon region such as control over nocturnal animals or the ability to spread plagues. Nocturnal animals and mist. Enhanced senses of smell. If they abstain from blood for too long they mutate into Subsiders. Regenerates in moonlight [10]. Yes, grip can paralyze limbs temporarily. Powers are enhanced in moonlight. Monstrous cat. Limited; Dracula still possessed a scar where Harker had struck him with a shovel months ago.

    Wolf, bat also giant bat , dust, fog - possibly dog as well. Can also impersonate Jonathan Harker. Can impersonate a coachman and a doorman though it is not known if he only used darkness to disguise himself or a little magic as well in addition to that darkness. Yes, the hunters track Dracula through his telepathic link with Mina. Improbable, as he would then have carried his boxes on his own though he might still have been too weak to use that hypothetical magical power. Plausible, since he started a massive fire and the characters who were not present when he did it simply had to guess he may have used a match, but they cannot prove anything.

    Control of nocturnal animals, wolves and rats mentioned specifically. At least one vampire if not all is able to shrink to fit under a door. Hypothetical array of other powers due to former magical scholarship - undocumented, and very briefly mentioned by Dr. Van Helsing ; lizard-like climbing abilities. Rats and plague follow the vampire. Asa Vajda drains Dr. Kruvajan's soul with a kiss, and does the same to Katia her lookalike descendant through physical contact.

    Asa nearly succeeds in fully assuming Katia's physical form. Javutich rides a carriage led by ghostly horses. Yes, but it resembles teleporting. In winged creature form. Vampires can walk on walls and ceilings. Extremely old vampires. Very old vampires. Most are able to walk on walls and ceilings. Children of the Millennia can cause blood vessels to rupture.

    All vampires have enhanced memories. Twilight saga. Gifted vampires can have a variety of different abilities. No [power 1]. Yes; vampires can also see in ultraviolet. Only Dracula and La Magra, the latter can shed his skin, turning into a ball of fire to methodically stalk his prey gained from the Ligaroo tribe. Only La Magra, which can control minds, matter and the elements gained from the Faustinas tribe. Deacon Frost , when merged with La Magra was impervious to silver, is able to day-walk due to Blade's blood, and can instantly turn any human in his path into vampires. Enhanced sense of smell.

    Can be resurrected from ashes. As a bat or as a "human". Overcome inherent weaknesses with psychological conditioning. Only the Strigoi. Spirit users can heal. Some, not all. Vampires that are fire users. All Moroi have an extra power: water, earth, air and sometimes spirit. Only if they had the power before they turned. Can "glamour" humans, erase memories and bend their will. Standard: Eidetic memory , voice imitation, maker abilities calling, commanding, empathetic link, and releasing ; Unique Powers: advanced vampiric abilities, advanced progeny calling, astral projection , blood abilities, advanced glamour , haemokinesis, intangibility, invisibility , precognition , self-control, species detection, telekinesis , teleportation , and immunity to stakes, fire, silver , and invitations; vampire blood can heal humans and has numerous drug-like qualities.

    Can climb any surface and may hang from the ceiling to sleep. They can control the elements, animals and the weather. Television series: Yes. Only in the first episode; retconned soon after. Non-Original Vampires can compel humans. Dream manipulation; vampire blood heals humans and witches from injuries; hybrid blood heals regular vampires of a werewolf bite; can "turn off humanity" their emotions.

    Heretics half-vampire and half-siphoner can do magic that other witches do. Animal and fog control was seen in the first episode, both were retconned later. Able to levitate marshmallows. Turns into milk chocolate , 15 vitamins and minerals. Some can turn into mist. Various other powers that vary greatly between individual members of the Nobility. Hypnosis , now discontinued. Can generate thunder by counting. Preternatural counting abilities. Sending memories through kiss. Are able to walk on walls.

    They have other abilities, like weather manipulation, among others. Ability to walk on walls and ceilings, briefly read the minds of those they drink from, other unspecified abilities. Old World bloodline: Yes. Gifted bloodlines. American bloodline: Yes. Long range vision. Powerful vampires can pass through walls, shadow and blood manipulation, can summon the souls of those he has previously consumed.

    Yes, but wounds from silver heal slowly. Holy water inhibits healing. Telepathy is stronger after biting, can enthrall with eyes. Call animals, drain power from sired vampires, rot without damage dependent on bloodline. World of Darkness [power 3]. Yes, with some clans being able to increase it further. Vast number of potential Disciplines; consumption of a vampire's blood three times causes blood bonding, an imposed state of intense love.

    Saliva has healing powers. Among higher ranking full vampires and briefly during transformation into a vampire; not exclusive to vampires. Only illusion of telekinesis. Exhales gas that causes unconsciousness in humans, Runs at high speeds outside normal space. Can be developed with age. Ancient Vampires were able to fly, Kain can levitate, and Raziel can glide.

    Wolf, bat swarm, and mist. Corruptions caused some clans to gain abilities others did not. Some powers are also granted by the Reaver or by consuming the blood or the soul of some characters. Yes [power 4]. Gifted giant bat. Ability to lure prey to the vampire. Only Markus in his winged creature form. Through drinking their blood.

    Selene and her daughter can perceive through each other psychically and can cling to surfaces. Extended life, potentially beyond years. Memory erasure and hypnotic barriers. Adult vampires and some children can control bats. Spring of Psyche vampires cannot control bats or erase minds, but produce blood rather than sucking blood. Lamias: They are immortal if they want to. Only Maya Hearth-Woman.

    Maya can perform magic. Made Vampire: Yes. By shape shifting. Bat, wolf, and a cloud of mist. Vampires can command the lesser nocturnal creatures of the world, is resistant to the cold and electricity and any magic associated with either, can walk on walls and ceilings, and are able to use magic; powers can vary by the campaign or edition.

    Yes [35]. Ability to persuade through mesmerism [15]. Killglance, necromancy , and precognition. Only in the film, they could travel in a hazy mist-like form. In the film, they could make themselves invisible. Either this or teleportation. Time travel, necromancy, possibly teleportation. Blue Vampyres: Yes. Stronger than humans, but not unnaturally so. Faster than humans, but not unnaturally so. Depends on vampire affinity. Most are specially talented or have an affinity for one thing or skill.

    Red Vampyres: Yes. Depends on affinity. Vampires can scale walls and roofs with no support at all and talk to dogs. White Court: Very long-lived, but may not be truly un-aging. Only when boosted. Induce and harvest emotions. Normally about human in power, but can boost to superhuman using harvested emotional energy. Black Court: Either immortal, or very long-lived. Can create thralls and "renfields" insane, violent, permanent thralls.

    Can control or alter animals and are capable of learning and using magic. Red Court: Either immortal, or very long-lived. Can change from human-looking to natural bat-like form by removing outer skin. Potent narcotic , euphoric, addictive saliva. In The Sims 2 , but not The Sims 3 where they only had an extremely long life cycle might die from external causes. Implied they can recover from anything as long as the head is undamaged. Remilia Scarlet: fate manipulation; Flandre Scarlet: destruction of anything; magic.

    Controllable bioluminescence. By shape-shifting into a bat. Bat, wolf, mist. Stick to ceilings. Some vampires can control the weather and some animals; pseudo-vampires don't have these powers. Walk on walls. Only Queens and Chevaliers. Only Chevaliers when they shape shift. Methuselahs: Extended life. Only a certain type called Fairies. Methuselah also possess varying individual abilities, like the forming of a blades that come out of their arms, claws, or even prehensile hair; some Methuselah have displayed an ability to control some elemental powers such as fire and ice.

    Crusniks: Yes. All Crusniks have a variety of different abilities. Only the Alpha vampire. Only Andrew Bennett. Andrew Bennett can do magic. They have the ability to understand another person's identity and native language by tasting their blood. Some, when shapeshift into bat. They are immune to witches' powers and can hang or cling to ceilings. By turning her arms into wings.

    Sleep control. Are able to spawn weapons from their bodies. No, but can hibernate for decades to avoid overhunting its food supply. Yes; due to increased ATP production. Yes; due to tapetum lucidum and tetrachromatic vision. Yes; due to thicker axons increasing nerve impulse transmission speed. Altered brain structure provides omnisavantic pattern-matching and analytical skills. Can drain the color red from objects instead of feeding on blood, become invisible, and animate corpses. Only the Purebloods, the other levels are long lived.

    Only the vampires in Castlevania: Lords of Shadow. Some can manipulate electricity , black magic , summon bats and Dracula can resurrect every years. Some can possess people. True Ancestors: Yes. Some can manipulate reality and move from one place to another by recreating their body.

    Dead Apostles: Imperfect Immortality. Gifted; by absorbing mystical beasts. Gifted Dead Apostles can summon familiars and become invisible; mages that became Dead Apostles through magical means, can still perform magic afterwards; when injured The Curse of Restoration turns their time backwards to a point in which they were unharmed. Night and thermal vision. No mild irritant. No [18]. Only in private residences owned by humans. Hepatitis D and Maenad Blood can weaken them. Let the Right One In. Fatal, if invite remains absent for long enough.


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    • Blood with cancer hurts them, but it is still nutritious. Moroi: Unknown. Makes them feel uncomfortable, but won't kill them. Anything that would kill a human. Strigoi: Fatal if silver and charmed with air, fire, earth and water magics. Turns the Strigoi into a Moroi if silver and charmed with spirit. Burns them, but isn't fatal. American Vampire. Old World bloodline: Fatal. Fatal; ameliorable with protective measures. American bloodline: Fatal, but only gold stakes. No; possible dependency on moonlight — torpid and vulnerable during new moon. Anita Blake: Vampire Hunter.

      Generally fatal; some vampires are immune. Any religious iconography if wielded by a true believer. Fatal, except for Alucard. Non-fatal, but they find it extremely unpleasant. Blessed silver only weakens Alucard, but will kill other vampires. It weakens them, but is non-fatal. The Saga of Darren Shan. Highly susceptible to sunburns, eventually fatal. Superstitious [note 6].

      Fatal; certain disciplines can make them resistant or immune. Usually fatal. Generally fatal, but certain disciplines can make them resistant or immune. Immune unless with flaw. Immune unless with flaw or when wielded by someone with true faith. Only if with flaw. Being Human BBC. Fatal; a wooden stake through the heart will permanently kill any vampire with no hope of resurrection. No, although they are more sensitive to sunlight and prefer to avoid it. Fatal, although they can be resurrected. Yes; causes fangs to appear, watery eyes, and sneezing.

      Yes, although it doesn't work on old and powerful vampires. Yes, although old vampires are excluded. Werewolf blood can kill them. Werewolf blood mutates them, consuming the juniper plant immobilize them and a mysterious new flu strain kills them. Causes a measure of pain and discomfort. Only in the anime series. Dead man's blood can paralyze them and a scent blocking mixture can render their sense of smell useless; the Colt, angelic touch, vampire irradiation gun, anti-vampire device, and Vamp-Tonite can kill them; angels, leviathans, and primordial entities can overpower and kill them with ease.

      Causes paralysis. Exposure makes them progressively weaker and causes severe sunstroke. Yes, it is toxic and can eventually kill if left in too long. Hive tethered to a specific location shortly after the queen is turned, unless she swarms; the touch of a soulless or metanatural turns them human temporarily. Death-like state until removed. Fatal to weaker vampires. Fatal, but Vorador was resurrected after his execution. Fatal to all except Rahabim vampires. Fatal to most if not all.

      Vulnerable to Hylden glyphs and Moebius's staff. Fatal to most, but Vampires in Blood Omen can "buy" a resistance to some forms of water, such as rain or snow. The Nexus Stone could send Kain in a coma for centuries; and sonic waves and the Moebius's Staff weaken vampires. Night Watch. Feels unpleasant, but not fatal. Alcohol causes severe burns on contact, much like Holy Water in other settings. Burns, death if exposed too long. Aggravates highly developed olfactory nerves, but not fatal. Starvation, suffocation, great levels of violence, leprosy or the Black Death also kill them.

      Fatal, but older vampires have higher tolerances [34]. Fatal [15]. Yes [34]. Fatal; older vampires have higher tolerances [34]. No [35]. Yes [36]. Can develop a tolerance [36]. No [37]. John Carpenter's Vampires. Wielder has to possess faith. Fatal except under the treatments of Dr. Julia Hoffman. Fatal, although the supervampire had to be killed through a combination of this and intense light. Implied; the supervampire was killed by an intense light after being staked.

      Dresden Files. White Court: As for humans. As for humans. Harmed by entering a home uninvited, but able to do so. Black Court: Yes. Only weakened during the daylight hours. Affected by the faith of the user, not the inherent properties of the object; any holy symbol will work. It is mentioned that they have the weaknesses as described in Bram Stoker's novel.

      Red Court: Unknown. Yes, they are less affected than the Black Court. Cutting their stomach open drains the blood they've eaten; this weakens them. Exposure makes them progressively weaker, although a parasol seems to be enough protection. Remilia hates it, but it is not stated if other vampires share this weakness.

      Yes; even rain is a problem. Broken holly branches, sardine heads, and roasted soybeans [38]. Fatal, but only through the heart. Can't think clearly. Some Rainbow Drinkers enjoy the sunlight, normal Trolls are nocturnal. Fatal, except for pseudo-vampires. Yes, except for pseudo-vampires.

      The Bloodgem and the Montesi Formula incantation can kill them. No, but light-shy and tends toward nocturnal activity. No intrinsic aversion to religion in general, but "crucifix glitch" caused problems with crosses. Cannot approach any construction with right angles while eyes are open due to "crucifix glitch"; legend may have arisen from this condition. Possibly - altered brain structure provides omnisavantic pattern-matching and analytical skills.

      Neurological "crucifix glitch" causes lethal seizures when perpendicular lines fill more than 30 degrees of visual field; seizures can be prevented by "anti- Euclidean drugs". Distresses them. They can die if they lose a sufficiently large amount of blood. Only the Schiffs. The blood of one Queen can kill anything that her sister has created. Methuselahs: Fatal.

      The destruction of the heart, brain, cervical vertebrae , and brain stem is fatal for them; they have to eat normal food alongside blood or they die. Crusniks can only be killed by draining away all of their crusnik nano-machines. No [39]. Yes [note 7]. Fatal, except for queens. The Power of Three and demonic powers can kill them.

      Kill the Queen and the whole clan dies. No real harm, but it greatly weakens their powers. Except for Cain. Killing a vampire kills their entire clan if done during the first 48 hours of the creation of a new vampire. Pumpkin smell is repulsive to them, werewolf scratch take away their powers, and vampires powers are useless against plastic. Yes, but they can take a special medicine that toughens their skin, allowing them to walk around in the daylight. Direct sunlight only; a simple parasol is enough to render the sun's light merely irritating. No [note 8].

      Causes burns but does not harm them very much. Only anti-vampire weapons can kill a Pureblood. Exposure to the sun's light weakens them and will destroy weakened vampires. Yes; exposure burns their flesh like acid. Sea salt and spells hurt them, and a broken heart due to love can kill them. True Ancestors: No. Only if they are not powerful enough to regenerate. Powerful magic and conceptual weapons can kill them, also dismemberment if they are not powerful enough to regenerate. Dead Apostles: No. Fatal, but powerful Dead Apostles can withstand it.

      Normal and magical weapons can kill them, and killing their creator also kills them; their thirst for blood will grow as they age. The Hoffan Drug can kill the Wraiths and if they are malnourished, more normal ways of killing can be effective. Living vampires Low and High Blood : Yes. They can die in any normal way. The blood of an Undead is deadly to another Undead. Except for Jiro and Cassa. Yes, except for the old blood. Only to enter the Special Zone. Type One: Yes. They are afraid of white eyes painted on black dogs. Type Two: Yes. Roses hurt them. Type Three: Yes. Normal weapons can kill them.

      Gradually kills them, except for the vampires of Skyrim who are only weakened; some can temporarily protect themselves by feeding. Fatal; Water Breathing is a separate magical effect and never granted by vampirism. Yes, except for the ancient vampires of the Illiac Bay. One special case, but not most vampires. Holy places, but only for the vampires of the Illiac Bay. Vulnerable to Dawnguard weapons, the Dawnbreaker sword, and certain Restoration spells; the strain encountered in Arena could only be killed by magic, otherwise they were only subdued.

      Non-fatal, but very irritable. Can't come close to them. Magical daggers, UV light sabers, spells can be harmful and the lucifractor can kill them. Jojo's Bizarre Adventure. Only stakes made of Aspen wood. Drinking blood from a human with a blood disease gives the vampire that disease. Only if they don't have blood to regenerate. They "die" when daylight rises, but relieve again every night.

      Yes, but he can create an aura to protect him. No, but it's implied that becoming a vampire erases the knowledge on how to swim. It paralyzes them, but it isn't fatal. The loss of their blood, the attacks of a Majay-hi and magical weapons weakens them. Great Vampires: Yes. Vampires: Yes. BloodRayne series. The poison of a dhampir is deadly for them. Only if it is made of silver. Elder vampires have a greater tolerance. Only some bloodlines. Only if the vampire believes is a weakness.

      Harmful, but not immediately fatal. Discomforting, possibly harmful. Only to Ba'als. Do not need to breathe. Only to Molochs. Not the holy symbol itself, but the faith of the person holding it. Fatal if made of silver. Exposure causes dehydration, sunburn, and eventually death. Living: As for humans. Not inherently harmful, but disrupts magic. If killed in the right way, they can become post-corporeal permanent night-walkers. Night-walking: Unknown. Probably not. If a living Shadowspawn is killed in their night-walking form, the body becomes comatose and eventually dies.

      Fatal, but only if fashioned from wood, although the Nosferatu are immune. Yes; while in sunlight, vampires suffer a penalty to all actions, physically weakened, slowed by half, and if exposed for too long, they begin to suffer bodily damage. Fatal; severe brain or spinal injuries are also sufficient enough to kill them. Oxygen deprivation induces a coma-like state until their body is reintroduced to an oxygenated environment. If a vampire is cut off from breathable air, they will eventually fall into a coma until exposed to good air again.

      Exact effect unknown, but is avoided. Angel blood can eliminate weakness. Depending on the beliefs of the vampire. Daylighter: Yes. Depending on the believes of the vampire. It bothers them. Hurting the brain or killing the vampire master is fatal for the infected vampires. Yes, if not powerful enough to regenerate. Magic is harmful for them. From Dusk till Dawn series.

      Culebra venom incapacitates them. Fatal, although they can survive a few moments of exposure. The Barbed Cross can instantly kill weaker vampires if struck. Only weakened during daylight hours. They can be killed with firearms, due to hemorrhages and bleeding or after severe physical trauma; not feeding on blood causes their bodies to decay and their minds to become feral.

      Fatal within moments of exposure, except for day walkers and those able to bend light. Irritates their sensitive sense of smell. Holy water burns them and a cross induces a "bad feeling". Yes; they cannot swim in running water. Ama-vampires are immune to a "Vampire's Kiss" and if a servant vampire drinks their blood they will be freed of their master. Exposure can cause an agonizing sunburn, but they can adapt. Unsettles them and reflects their true mortal self. Only when the symbol has been properly blessed or is wielded by the faithful.

      Only if the moon is reflected in the water. Any weapon can harm or kill them, although wood is especially effective against them. Starvation will kill them and extreme physical trauma can incapacitate them. Fatal, but only if it is fashioned from a special wood such as, ash, hawthorn, or rosewood. Yes, however some may be weak to the dwarven metal Gromril or the elven metal Ithilmar. Only in some bloodlines or individual, however some may be repelled by rarer herbs like Daemons-root or Witchbane.

      Mortals who present holy icons can sometimes repel them, although some vampires are so cognizant of their freedom from the spiritual realm, that they fear no Gods or Daemons. Yes, although for the purpose of this weakness, the water must be at least a yard across, a foot deep, and have a current; vampires can overcome this weakness through sheer force of will. Only some vampires. Exposure to UV light will produce a toxin in their blood, however they can wear protective gear to neutralize this effect. Destroying their heads entirely will kill them a single bullet is not sufficient ; cursed gear and enchanted gear can limit their healing or outright kill them.

      Ripping their heart out converts them to a demon if not returned to the vampire. Non-fatal, although exposure to strong sunlight feels very unpleasant for them. Lower Vampires: Some, but not all breeds. Only in the games, not the books. Vulnerable to an alchemical oil applied to weapons. Higher Vampires: No. No; they will eventually regenerate.

      No; magical flames can injure them, but they will eventually regenerate. Can only be permanently killed by the bite of another higher vampire. Contact causes pain and burning. Uncomfortable around werewolves. Wood stakes can destroy them. Damaged by sunlight. As per humans, but they are injury tolerant, and can recover. Don't need to breathe. No special weakness; can recover more easily than humans. Dread non-damaging. Cannot enter dwelling for first time unless invited. Induces normal trauma, but necessary to overcome high regenerative capabilities.

      Highly painful reaction to UV light. React to fire like humans do. By so-called V-symbiots that require destiny-entanglement with a victim through consumption of their blood. Some poltergeist -like activity. Various other powers based upon region such as control over nocturnal animals or the ability to spread plagues. Nocturnal animals and mist.

      This franchise provides examples of:

      Enhanced senses of smell. If they abstain from blood for too long they mutate into Subsiders. Regenerates in moonlight [10]. Yes, grip can paralyze limbs temporarily. Powers are enhanced in moonlight. Monstrous cat. Limited; Dracula still possessed a scar where Harker had struck him with a shovel months ago. Wolf, bat also giant bat , dust, fog - possibly dog as well. Can also impersonate Jonathan Harker. Can impersonate a coachman and a doorman though it is not known if he only used darkness to disguise himself or a little magic as well in addition to that darkness.

      Yes, the hunters track Dracula through his telepathic link with Mina. Improbable, as he would then have carried his boxes on his own though he might still have been too weak to use that hypothetical magical power. Plausible, since he started a massive fire and the characters who were not present when he did it simply had to guess he may have used a match, but they cannot prove anything.

      Control of nocturnal animals, wolves and rats mentioned specifically. At least one vampire if not all is able to shrink to fit under a door. Hypothetical array of other powers due to former magical scholarship - undocumented, and very briefly mentioned by Dr. Van Helsing ; lizard-like climbing abilities. Rats and plague follow the vampire. Asa Vajda drains Dr. Kruvajan's soul with a kiss, and does the same to Katia her lookalike descendant through physical contact. Asa nearly succeeds in fully assuming Katia's physical form.

      Javutich rides a carriage led by ghostly horses. Yes, but it resembles teleporting. In winged creature form. Vampires can walk on walls and ceilings. Extremely old vampires. Very old vampires. Most are able to walk on walls and ceilings. Children of the Millennia can cause blood vessels to rupture.

      All vampires have enhanced memories. Twilight saga. Gifted vampires can have a variety of different abilities. No [power 1]. Yes; vampires can also see in ultraviolet. Only Dracula and La Magra, the latter can shed his skin, turning into a ball of fire to methodically stalk his prey gained from the Ligaroo tribe. Only La Magra, which can control minds, matter and the elements gained from the Faustinas tribe. Deacon Frost , when merged with La Magra was impervious to silver, is able to day-walk due to Blade's blood, and can instantly turn any human in his path into vampires.

      Enhanced sense of smell. Can be resurrected from ashes. As a bat or as a "human". Overcome inherent weaknesses with psychological conditioning. Only the Strigoi. Spirit users can heal. Some, not all. Vampires that are fire users. All Moroi have an extra power: water, earth, air and sometimes spirit. Only if they had the power before they turned. Can "glamour" humans, erase memories and bend their will. Standard: Eidetic memory , voice imitation, maker abilities calling, commanding, empathetic link, and releasing ; Unique Powers: advanced vampiric abilities, advanced progeny calling, astral projection , blood abilities, advanced glamour , haemokinesis, intangibility, invisibility , precognition , self-control, species detection, telekinesis , teleportation , and immunity to stakes, fire, silver , and invitations; vampire blood can heal humans and has numerous drug-like qualities.

      Can climb any surface and may hang from the ceiling to sleep. They can control the elements, animals and the weather. Television series: Yes. Only in the first episode; retconned soon after. Non-Original Vampires can compel humans. Dream manipulation; vampire blood heals humans and witches from injuries; hybrid blood heals regular vampires of a werewolf bite; can "turn off humanity" their emotions.

      Heretics half-vampire and half-siphoner can do magic that other witches do. Animal and fog control was seen in the first episode, both were retconned later. Able to levitate marshmallows. Turns into milk chocolate , 15 vitamins and minerals. Some can turn into mist. Various other powers that vary greatly between individual members of the Nobility. Hypnosis , now discontinued. Can generate thunder by counting. Preternatural counting abilities.

      Sending memories through kiss. Are able to walk on walls. They have other abilities, like weather manipulation, among others. Ability to walk on walls and ceilings, briefly read the minds of those they drink from, other unspecified abilities. Old World bloodline: Yes. Gifted bloodlines. American bloodline: Yes. Long range vision. Powerful vampires can pass through walls, shadow and blood manipulation, can summon the souls of those he has previously consumed. Yes, but wounds from silver heal slowly.

      Holy water inhibits healing. Telepathy is stronger after biting, can enthrall with eyes. Call animals, drain power from sired vampires, rot without damage dependent on bloodline. World of Darkness [power 3]. Yes, with some clans being able to increase it further. Vast number of potential Disciplines; consumption of a vampire's blood three times causes blood bonding, an imposed state of intense love. Saliva has healing powers. Among higher ranking full vampires and briefly during transformation into a vampire; not exclusive to vampires.

      Only illusion of telekinesis. Exhales gas that causes unconsciousness in humans, Runs at high speeds outside normal space. Can be developed with age. Ancient Vampires were able to fly, Kain can levitate, and Raziel can glide. Wolf, bat swarm, and mist. Corruptions caused some clans to gain abilities others did not. Some powers are also granted by the Reaver or by consuming the blood or the soul of some characters.

      Yes [power 4]. Gifted giant bat. Ability to lure prey to the vampire. Only Markus in his winged creature form. Through drinking their blood. Selene and her daughter can perceive through each other psychically and can cling to surfaces. Extended life, potentially beyond years. Memory erasure and hypnotic barriers. Adult vampires and some children can control bats.

      Spring of Psyche vampires cannot control bats or erase minds, but produce blood rather than sucking blood. Lamias: They are immortal if they want to. Only Maya Hearth-Woman. Maya can perform magic. Made Vampire: Yes. By shape shifting. Bat, wolf, and a cloud of mist. Vampires can command the lesser nocturnal creatures of the world, is resistant to the cold and electricity and any magic associated with either, can walk on walls and ceilings, and are able to use magic; powers can vary by the campaign or edition.

      Yes [35]. Ability to persuade through mesmerism [15]. Killglance, necromancy , and precognition. Only in the film, they could travel in a hazy mist-like form. In the film, they could make themselves invisible. Either this or teleportation. Time travel, necromancy, possibly teleportation. Blue Vampyres: Yes. Stronger than humans, but not unnaturally so. Faster than humans, but not unnaturally so.

      Depends on vampire affinity. Most are specially talented or have an affinity for one thing or skill. Red Vampyres: Yes. Depends on affinity. Vampires can scale walls and roofs with no support at all and talk to dogs. White Court: Very long-lived, but may not be truly un-aging. Only when boosted. Induce and harvest emotions. Normally about human in power, but can boost to superhuman using harvested emotional energy.

      Black Court: Either immortal, or very long-lived. Can create thralls and "renfields" insane, violent, permanent thralls. Can control or alter animals and are capable of learning and using magic. Red Court: Either immortal, or very long-lived. Can change from human-looking to natural bat-like form by removing outer skin. Potent narcotic , euphoric, addictive saliva. In The Sims 2 , but not The Sims 3 where they only had an extremely long life cycle might die from external causes. Implied they can recover from anything as long as the head is undamaged.

      Remilia Scarlet: fate manipulation; Flandre Scarlet: destruction of anything; magic. Controllable bioluminescence. By shape-shifting into a bat. Bat, wolf, mist. Stick to ceilings. Some vampires can control the weather and some animals; pseudo-vampires don't have these powers. Walk on walls.

      Only Queens and Chevaliers. Only Chevaliers when they shape shift. Methuselahs: Extended life. Only a certain type called Fairies. Methuselah also possess varying individual abilities, like the forming of a blades that come out of their arms, claws, or even prehensile hair; some Methuselah have displayed an ability to control some elemental powers such as fire and ice. Crusniks: Yes. All Crusniks have a variety of different abilities.

      This franchise provides examples of:

      Only the Alpha vampire. Only Andrew Bennett. Andrew Bennett can do magic. They have the ability to understand another person's identity and native language by tasting their blood. Some, when shapeshift into bat. They are immune to witches' powers and can hang or cling to ceilings. By turning her arms into wings. Sleep control. Are able to spawn weapons from their bodies. No, but can hibernate for decades to avoid overhunting its food supply. Yes; due to increased ATP production. Yes; due to tapetum lucidum and tetrachromatic vision.

      Yes; due to thicker axons increasing nerve impulse transmission speed. Altered brain structure provides omnisavantic pattern-matching and analytical skills. Can drain the color red from objects instead of feeding on blood, become invisible, and animate corpses. Only the Purebloods, the other levels are long lived. Only the vampires in Castlevania: Lords of Shadow. Some can manipulate electricity , black magic , summon bats and Dracula can resurrect every years. Some can possess people. True Ancestors: Yes.

      Some can manipulate reality and move from one place to another by recreating their body. Dead Apostles: Imperfect Immortality. Gifted; by absorbing mystical beasts. Gifted Dead Apostles can summon familiars and become invisible; mages that became Dead Apostles through magical means, can still perform magic afterwards; when injured The Curse of Restoration turns their time backwards to a point in which they were unharmed. Night and thermal vision. Wraiths can take or give life-force.

      Living High Blood vampires are empath and pull an aura. Gifted; vampires of broken bloodlines are unlikely to master this ability. Vampires can possess a variety of other powers based on bloodline or individual; The Dark Princess of the North can manipulate the weather. Can control magical bugs. Type Three:? Vampirella can manipulate shadows and blood, and induces sexual arousal. Yes, except for the vampires of the Sanguinare vampiris strain. Yes, except for the vampires of the Sanguinare vampiris.

      Only Vampire Lords. Most vampire clans, but not all.

      Vampire Hunter D (Light Novel) - TV Tropes

      Only the vampires of Arena. Various unique powers based on clan, such as invisibility, silencing mages, reanimating corpses, poisonous claws, summoning gargoyles, enhanced magic and skills, and numerous resistances. Fledgling: Yes. Only by inserting a bit of own flesh into victim's head. Dio Brando can shoot blood from his eyes at high speeds and freeze a person's blood by touching them. The Librarian series. Dreams manipulation. He can manipulate his cape, create protective auras and temporarily change the gender of male opponents. In animal form. Possibly, or very long life. Do not age, and can change their apparent age to their liking.

      Saitohimea has a lot of magic. Yes, but resurrections require energy and can only be done by vampires that had lived long enough. Ones that had lived long enough can grow wings at will. Yes, although it's implied that not all vampires possess this ability. Can drain the energy of others and generate matter; can change the length of their hair; can do very long jumps; if given massive enough energy source, Kiss-Shot can summon a temporary time portal.

      Some vampires can control animals and all vampires have to obey the orders of the one who turned them. Vampires: Extended life.

      The Unseen – A Guide to Recent Lesser-Known Horror Films

      Only if they have wings in their true form. Some vampires can assume their true form. Gifted; Zerenski could turn into a flock of bats and Rayne gained the ability to become a raven. Gifted; Rayne's ghostly double can enter and control others. Gifted vampires and dhampir, like Kagan or Rayne, can have a variety of extra abilities others may not have. They can transfer their consciousness from one human host to another. The elders have different special abilities.

      Powers vary outside of their physical capabilities based upon their bloodline. Mostly in bat form. Bat; standard form can grow claws. Powerful hypnosis; can control beasts or men, rewrite memories; requires eye contact. Can walk on walls and ceilings in defiance of gravity; able to induce lasting paralysis in beasts or men.

      Can swap locations with their Bat familiars, making it appear as if they turned into the animal. Very long-lived, can become theoretically immortal post-corporeal night-walkers. Only in some forms. Only when night-walking; can become anything or anyone they have the DNA of. Manipulation of chance, telepathy, possession of bodies emptied by a nightwalker's death.

      All of their powers derive from extreme manipulation of chance. Yes; they do not age and can live for centuries or even millennia. Yes, although they are not physically strong to a supernatural degree. Yes also possesses thermographic vision. Yes, although they are not fast to a supernatural degree. Yes; all vampires are able to change into a misty form and vampire magic users may be able to use magic to assume animal forms. Only the Nosferatu strain possess this as a natural ability and even then, it is limited; they can also invoke extreme fear in others.

      Immunity to poisons, toxins, and diseases and they are capable of using magic and the transformation may unlock latent magical potential. Wolf, bat, fog, and can shapeshift into other humans. Can cast spells of illusion, can possibly turn invisible or teleport. Can control certain mortals. Only master vampires. Immortal, or at least capable of reaching great ages. No, but they can relay communication from necromancer pilot. Extraordinarily good climbers; non- sapient , telepathically piloted by a necromancer bloodthirsty mindless monsters, otherwise.

      As a winged animal. They can teleport and some have special abilities. Only those who have wings. They are able to walk on walls and ceilings. Can control bats. Swarm of bats. Only Bloody Mary. All of Bloody Mary 's vampires must obey her; Firstborns can disguise themselves as humans. Can hypnotically control to some extent, if you meet their eyes. Older vampires are more powerful. Can "Glamour" humans, erase memories, and bend their will. Can enthrall humans through unexplained means.

      Yes; they are twice as strong as a human and can enhance it further with magic. Gifted; they can enhance their speed with magic. Gifted; Sangromancy magic can transfer consumed blood into health. Gifted; Falkenrath Elders are more likely to master this power.