• Weakness
By bringing a point of blood to the palm and touching a victim with it, the vampire may reduce her victim’s Stamina by one.
Cost: One blood point.
Dice Pool: Stamina + Medicine.
Action: Immediate.
Roll Results
Botch: The blood poisons the vampire instead of the target, causing the vampire to suffer -1 to her stamina rating for a number of turns equal to the botches rolled. The blood spent is lost, and the vampire cannot attempt this on the same target for the remainder of the night.
Fail: The vampire is unable to poison her victim, and must wait until her next turn to try again. The blood spent is lost.
Success: The vampire successfully poisons her target. The target loses -1 to his stamina rating for a number of turns equal to the successes rolled.
•• Diseased
By bringing three points of blood to the palm and touching a victim with it, the vampire may reduce each of her victim’s physical attributes by one. Depending on the vampire's Blood Potency level, this may take several turns to complete.
Cost: Three blood points.
Dice Pool: Stamina + Medicine.
Action: Immediate.
Roll Results
Botch: The blood poisons the vampire instead of the target, causing the vampire to suffer -1 to all her physical attributes for a number of turns equal to the botches rolled. The blood spent is lost, and the vampire cannot attempt this on the same target for the remainder of the night.
Fail: The vampire is unable to poison her victim, and must wait until her next turn to try again. The blood spent is lost.
Success: The vampire successfully poisons her target. The target loses -1 to all his physical attributes for a number of turns equal to the successes rolled.
••• Taste of Death
This power allows the vampire to spit acidic blood at a chosen target, at a range of 5 metres for each dot she has in stamina.
Cost: As many blood points as the vampire wishes to spend, up to her Blood Potency maximum.
Dice Pool: Dexterity + Firearms.
Action: Immediate.
Roll Results
Botch: The vampire internalises the poisoned blood, causing causing one point of aggravated damage per blood point spent. The blood spent is lost, and the vampire must wait until her next turn to try this again.
Fail: The vampire is unable to poison her victim, and must wait until her next turn to try again. The blood spent is lost.
Success: The vampire successfully hits a chosen target, causing one point of aggravated damage per blood point spent.
•••• Blood Agony
By coating a bladed weapon of adequate size with her blood, the vampire may use the weapon to inflict aggravated damage. Assume that one blood point is rubbed off each time the blade hits something, whether it does damage or not.
Cost: As many blood points as the vampire wishes to spend, up to her Blood Potency maximum.
Dice Pool: None.
Action: Immediate.
••••• Blood Sweat
By bringing blood to the palm and touching a target with it, the vampire may make a victim incapable of healing wounds.
Cost: As many blood points as the vampire wishes to spend, up to her Blood Potency maximum.
Dice Pool: Stamina + Medicine.
Action: Immediate.
Roll Results
Botch: The vampire internalises the effects of this power, and is instead unable to heal herself. Each blood point spent indicates one health level the vampire is unable to heal. This inability to heal lasts for a number of nights equal to the botch rating. The blood spent is lost, and the vampire cannot attempt this power again for the remainder of the night.
Fail: The vampire is unable to poison her victim, and must wait until her next turn to try again. The blood spent is lost.
Success: The vampire successfully attacks a chosen target, rendering the victim incapable of healing himself. Each blood point spent indicates one health level the target is unable to heal. The inability to heal these levels lasts for a number of nights equal to the success rating.