Aha!
I was going to add Daywalker as a mastery path power, because let's face it, daywalkers in vamp fiction have always been the uber ones. However, when I thought about it I realised that in this game it's not a huge advantage. Staying out of the sun isn't hard, and it's not like being in the sun during sunrise is something anyone has to do, because it's not like you can hide in the wilderness without getting nuked by Fae. The only major advantage is combating teleportation slightly, so I decided to add it now.
The drawbacks of this constant power are that, a) you still lose an extra blood during sunrise if you are caught in the open (you gain no wound), and b) if you're roleplaying being a Daywalker, there will be some MAJOR disadvantages of moving around in the sun from an RP point of view. I'm talking vulnerability, weakness, falling asleep constantly, not being able to use any powers, and being more likely to be IDed as a vamp.
Even still, it makes one feel all warm and uber to have the power. Don't go running into the sun just yet though because I need to test it myself. I'm pretty sure it's fine but I wont know until the sun rises.
So... If a daywalking vampire is
weakened by the sun, but not completely disabled by it, then it stands to reason that regular vampires in their 'strongholds', for lack of a better word, would be similarly weakened, their vampireness quietened, but not forced into sleep. More likely, vampires
choose to sleep in the daytime, because they can
only be effective after sunset, giving rise to the urban legend of them being completely immobile during daylight hours.
Incidentally, you never did implement...
I'm going to add a little something extra to this power. Because Killers are slightly more awake during the sunlight, I think I'll give them a certain amount of energy that gets automatically replenished when the sun sets, to reflect the fact that they were able to move around outisde while the sun was in the sky.