Vampires - Skills and Abilities of the Vampires

Vampires have certain skills and abilities that are different from the rest of the species in Haven. The following is a list of abilities that all vampires have, and then a list of voluntary abilities you can choose from for your vampire.
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All Vampire Permanent Abilities
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Agility/Reflexes - Vampires are much faster than any of the other species besides Fae. They can practically disappear and reappear in the blink of an eye.
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Echolocation - The ability to determine the location of objects in the environment by use of reflected sound waves, whether generated by the vampire or ambient sound. This also allows the user to tell distance using sound.
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Emotional Empathy - The ability to read or sense the emotions of others.
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Enhanced Senses - The ability to see, hear, and smell better than an average human.
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Enthrall - The ability to open a target to the power of suggestion by reaching out mentally and capturing their minds, manipulating their emotions and their current feelings. This is not mind control, but is most often used to relax a victim before going in for a bite, and is the reason why very few humans fight them off.
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Environmental Adaptation - The ability to adapt to one's environment in extreme conditions, including cold, heat, extreme weather, or sudden environmental changes.
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Formidable - The ability to withstand greater damage in battle than an average human. It also makes them much stronger than the average human. This also means their skin might be harder to pierce, bones might be more difficult to break, and smaller weapons may be rendered ineffective.
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Grace - Unnaturally fantastic balance and lightfootedness. This ability allows the user to perch in precarious places without the fear of falling, and if they do fall, they will almost always land on their feet. They are very light on their feet, which makes it much easier for them to sneak around.
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Healing Factor - The ability to heal superficial or deep wounds (as long as they are not deadly). This also prevents vampires from getting human-borne illnesses, though they can still get sick from poisonous foods, UV rays, Immortality Sickness, or anti-vampire plants/objects/etc. In order to keep their healing factor working properly, a vampire must feed on fresh blood regularly, and especially after sustaining damage.
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Hormone Control - The ability to manipulate a target's hormones or pheromones in order to induce heightened states of emotion, instinct, or focus. This ability is most often used en tandem with Enthrall to heighten the victim's pleasure sensations when a bite is being inflicted. It can also be used to heighten their pain, too, however.
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Immortality - The ability to basically live forever, unaging, unless killed by an outside source.
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Memory Manipulation - The ability to, in a very minor way, alter short-term memories. This ability is most often used to make the victim of a bite forget the biter or that they have even been bitten, though it can be used in other situations as well. A strong-willed person may be able to fight against this particular attack. These are not the droids you're looking for.
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Night Vision - The ability to see clearly in total darkness.
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Vampiric Venom - There is a type of venom that is in the saliva of a vampire when a vampire bites its prey. This venom usually helps to quickly patch up the wound after it is inflicted so that the victim does not bleed out, but is also one of the factors used in the Awakening that causes biological changes, should the vampire wish to sire someone. It is possible to use this venom to heal other wounds, though they must be minor in stature.
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Voluntary Vampire Abilities
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Acrid Blood - Vampire blood is naturally toxic to humans, shifters, and Fae who try to drink it, but this ability allows your vampire to develop acidic blood, which can then be used to cause burns on objects or flesh if exposed.
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Bat Swarming - The ability to temporarily transform oneself into a cloud of dark energy points that resemble vampire bats all swarming together. This ability allows the vampire to avoid physical damage for a short time while they transport themselves.
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Beast Mastery - The ability to hold temporary control over one species of animal in order to help them. This does not mean that they have the ability to control a shifter or werecreature while in animal form.
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Blood Spouting - The ability to launch a shot or stream of blood, orally, at a target. This ability requires a lot of energy and the blood will need to be replenished in the vampire's body.
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Dream Walking - The ability to infiltrate a target's dreams and interact with said target, or to manipulate the dream to some extent. Extreme manipulations will cause the target to wake up and the dream to vanish.
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Familiar - The ability to choose one animal to be one's familiar, able to psychically know what the animal needs, sees, or feels. This ability also allows the user to use the animal in combat, and the animal will never leave the user's side until death. Once the animal dies, the user may choose a different familiar, but while the animal is alive, the bond is forever. Note - vampires may choose a lycan or shifter as their familiar, but that lycan or shifter must be played by another writer and that writer must okay it.
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Foresight - The ability to be able to, through feeling, planning, dreams, visions, or sheer coincidence, predict the future. This ability can be as weak as an odd feeling that causes action to a full-blown vision of the future, though visions may be flawed in some way - after all, the future is not set in stone. This ability does not let the user predict their own death.
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Hemokinesis - The ability to minorly control the flow of blood in another person using the mind. This means the user is able to cause the target's blood to race or slow down, to clot in small areas (not enough to cause death), or to rush away from one area of the body (such as the head, to cause unconsciousness).
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Mist Walking - The ability to temporarily transform oneself into a cloud of mist, or to supernaturally roll mist into the surrounding area. This ability also allows the user to become intangible for a short amount of time.
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Null - The ability to prevents others from using mental or elemental powers. The user must physically touch the person they are blocking, and the effects are temporary.
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Paralysis - The ability to freeze a target in place while eye contact is kept, until the user looks away. This prevents the target from moving, but not from speaking.
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Revealing Truths - The ability to know when someone is lying.
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Telekinesis - The ability to temporarily move oneself, a target, or an object with one's mind. The user cannot lift things heavier than their own weight, and the more an object/person weighs, the shorter the amount of time they are able to move them lasts.
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Telepathy - The ability to communicate, psychically, with a chosen target. The ability to psychically communicate can be used on any race in Haven, though it does not apply to animals or shifters/lycans in animal form unless they are thinking in human languages. It does not give the user the ability to steal information from someone else's mind - it can only be used to talk back and forth between the user and the target, as if they were speaking verbally, even over great distances. The greater the distance, the weaker the ability becomes.
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UV Resistance - The ability to last for a longer period of time in direct sunlight. This does not mean the user can freely walk during the day, but that the effects normally seen when exposed to UV rays work much slower in the user, allowing them longer periods of time in the sun before they begin to feel effects.