Age Negation They keep the age at the time of their turning by regular feeding of blood. This causes a matter, atom, cellular stand-still and they can no longer change and grow older or be changed younger, thus they are stuck at that age until they are killed. (torpor/dessication will make them appear ancient until they receive blood once again, which will bring them back to their 'turned age'.
Cell Regeneration The ability to quickly regenerate lost cells; i.e. regrow limbs.
Emotion Negation Users of this ability can suppress or negate emotions, allowing them to cause themselves or others to ignore emotional distractions and/or feeling from affecting their thinking-processes. They can also make others uncaring, detached, indifferent and even catatonic. Grants immunity to emotion based attacks.
Enhanced Senses Can see, hear or smell things undetectable to the human senses. They are able to manipulate their own emitted senses to above or below the human range. They can see in the dark, mimic sounds, read and learn quickly, or hear things beyond the normal scope of humans.
Enhanced Speed/Agility Once a vampire has learned to control his/her new body, he/she has amazing speed, reflexes, athletic ability enabling them to perform jumps from buildings etc with no damage to self.
Enhanced Strength Strength that far exceeds that of a mortal. This increases with age, and ancient vampires could lift great amounts by sheer force of will and strength.
Enhanced Toughness along with amazing strength, the vampire is very durable. He/she has incredible stamina and endurance. Vampires do not easily tire nor do they suffer from human sickness.
Healing (self) a vampire naturally heals his/her own wounds. This process is sped up by the act of feeding, or from aid of another source. If injured near to death or even death, if the full moon rays fall upon them they can be healed from near death injury.
High Resistance The ability to survive otherwise lethal attack, whether from physical or magical origin.
Immortality Near infinite lifespan. Immune to diseases, toxins and drugs. Limitations: User may go mad, from the effects of time and boredom or by being forced to watch those who aren't immortal die. May forget events that happened long ago. Is infertile and unable to bear or father children.
Intangibility The ability to pass through physical matter.
Mental Domination/Mind Manipulation/Telepathy a vampire can not only read thoughts, but can actually manipulate them. Memories and dreams can be affected by this, and a mental domination can actually be established over the weaker mind. Unprotected mortals and vampires of a younger generation can be manipulated this way. This also includes the ability to resist mind alterations or attacks to themselves. It is also possible to simply sit back and watch thru a linked mind, seeing what the target creature sees. Older vampires can expand this power to include many mortals at once, or over greater distances.
Puncture wounds (to humans) do not heal. They remain tiny wounds until naturally healed by time, or with the aid of the vampire. Some prefer to let the tiny wounds remain as a 'reminder' for the human. If the human becomes a fledgling, the wound will heal at a faster rate from not as quickly as if they were fully vampire.
Retractable fangs Able to retract or display fangs at will.
Shadow Camouflage The user is able to become undetectable as long as they are in darkness or shadow.
Shapeshifting The ability to manipulate one's physical characteristics. Vampires may shift to the following three types. Bats. Wolves. Rats. Vampires retain their mental acuity while in animal form.
Siring Can turn a human into a vampire by repeated sharing of blood. If a human ingests enough blood from a vampire and they are killed, they can rise from the grave as a fledgling vampire. If the fledgling feeds blood, they will become a full vampire. If not, they will fade and die.
Telekinesis User can influence/manipulate/move objects/matter with their mind. Telekinesis is one of the basis of many superpowers that are based on "controlling/manipulating", and may evolve to the point that they can control anything at a subatomic, particle and universal level.
Telekinetic Flight The user can use telekinesis to levitate and/or fly. The full speed depends of the user's power and/or skill.
Umbrageous Teleportation The user can teleport via shadows/darkness, merging into shadows/darkness and appearing anywhere else from the same element.
==================
witch powers
Abjuration User can cast spells which can grant protection of various kinds, healing, prevent other beings from entering an area, force armor, purification and force fields.
Amalgamation The user can merge two or more separate objects into one, regardless of whether the objects are organic, inorganic, living, dead, technological, etc. They can decide which parts of the objects are dominant in the union, what is deleted and which merge.
Body Link The power to link one's own body with those of other living being, sharing their strength, condition, physical powers, speed, etc.
Conjuration The power to cast spells that can summon anything. Form of Magic. Variation of Summoning. The user can cast spells which can summon any form of creatures, items, spirits, demons, deities or elements.
Healing (others) The ability to instantaneously heal injury and disease of another, barring those that have already died, or those whom are evil. Only good and neutral aligned beings can heal or be healed. The trigger for it is love for others. Love of self is not a qualifier.
Life Link User can connect their life-force with another being or object, or create a link between other beings. With the link, they are able to expand their individual powers and draw them together in union, allowing them to achieve untold power and great abilities considered to be beyond that of normal beings. It also provides protective properties if one person is injured.
Pain Inducement User is able to cause varying levels of pain, including physical, mental and/or emotional, to their targets using supernatural means.
Power Absorption is the ability to absorb the powers of other witches by touching them. (only if more powerful than the other witch)
Shadow Magic User can create, shape and manipulate darkness and shadows. By itself, darkness is mostly used to cloud everything into total darkness, but by accessing a dimension of dark energy it can be channeled to a variety of effects, both as an absence of light and a solid substance: one can also control and manipulate the beings that exist there, create and dispel shields and areas of total darkness, create constructs and weapons, teleport one's self through massive distances via shadows, etc.
Symbiotic Relationship The user has a supernatural connection with living or non-living subject, allowing them to actively search through its mind, sense emotional turmoil or danger, and above all, become an extension of its life-force. The user and the object is organically connected; therefore as long as one lives the other will live, but if one dies, the other will die as well, making this a dangerous connection to have.
Warding: User can create a shield, wall, or a field formed from energy, elements, shaped from the environment, or formed by manipulating smaller items to form a greater whole. Depending on what the field is made of, it can posses a variety of abilities and be very effective in both offensive and defensive combat. Wards are often used to protect warlocks lairs from casual or intentional entrance.