A variant of this was presented in Four-Color to Fantasy, which uses a circa 1980s vampire setting as a sample world.
Dark Decade Vampire Template
Template Cost: 16 HrPs. This is a +2 level adjustment.
Vampires are the blood-sucking undead of traditional European folklore. While they do have a variety of strengths and weaknesses, not all vampires are as strong as Stoker’s Count Dracula. Most vampires only gain minor powers from their unliving state, though they may have many more abilities from their mortal life.
The average vampire in the “Dark Decade” setting is not meant to challenge the heroes on his own, but instead to only be a credible threat to the average “normal” human or to the heroes when in great numbers. Of course, vampires who previously had super powers or who increased in experience while vampires would and should present a greater threat. It is because of this that the “Dark Decade” vampire template is a great deal weaker than one would typically think a vampire was. A hero should be able to defeat one or two vampires without breaking a sweat.
Alternate Form (0 HrPs): While vampires cannot naturally assume the animal forms of bats and wolves ascribed to them in legend, they can put on a ‘human face,’ which hides their fangs, glowing eyes, and other physical undead features. They must drop this façade whenever they feed. Base rank 0. This power is no real benefit, just flavor, so it is free.
Circumstance Injury (6 bonus HrPs): Personal restriction. Takes 10 points of damage per round of exposure to direct sunlight. Common circumstance (4 bonus HrPs), severe damage (2 bonus HrPs).
Fatal Weakness (4 bonus HrPs): Personal restriction. When someone critically hits a vampire with a wooden slashing or piercing weapon, the vampire must succeed a Reflex save (DC equal to the modified attack roll that struck him) or die instantly. Even though vampires are immune to normal critical hits, they are still vulnerable to this. Uncommon item (4 bonus HrPs).
Heightened Dexterity (6 HrPs): +4 bonus to Dexterity. Base rank 3. Increased effect (3 ranks).
Heightened Strength (6 HrPs): +4 bonus to Strength. Base rank 3. Increased effect (3 ranks).
Immunity (Modified Undead Package) (7 HrPs): Has immunity to disease, poison, and subdual damage. Some special mystical poisons can still affect vampires. See the Invulnerability power for more details.
Invulnerability (3 HrPs): Vampires gain damage reduction 3/wood. Base rank 2. Increased effect (1 rank).
Scent (3 HrPs): Vampires can track bleeding or frightened creatures by their scent. Base rank 3.
Super Agility (2 HrPs): +1 bonus to Reflex saves, AC, initiative, and Dex-based checks. This does not provide a bonus to attack rolls. Base rank 2.
Super Strength (6 HrPs): +3 bonus to melee and hurled weapon damage rolls and Strength-based checks, plus an effective +6 bonus to Strength for the purposes of lifting, carrying, and throwing. This does not provide a bonus to attack rolls. Base rank 2. Increased effect x2 (4 ranks).
Turnable (7 bonus HrPs): Personal restriction. Vampires can be turned by channeling positive divine energy, since they are undead. Vampires have a +1 turn resistance. Additionally, confident presentation of a holy symbol against the vampire prevents him from advancing at the wielder (this restriction is worth no bonus HrPs, since it is merely a weaker version of the Turnable restriction).