• A Taste For Blood
A vampire may glean information relating to the blood, through a single taste. See System.
Cost: None.
Dice Pool: Perception + Occult.
Action: Immediate.
Roll Results
Botch: The vampire is supplied with misleading information.
Failure: The vampire is unable to determine any information about a chosen target and must wait until her next turn to try again.
Success: The vampire is able to gain one piece of information per success. At least four successes must be rolled before a vampire can determine diablerie in another.
System
The information a vampire can find out includes, but is not limited to:
- Whether the target has any drugs or diseases in his system.
- How much blood is left in another being.
- If a target is currently blood bound to a vampire. This does not detail who the vampire is.
- If a target has ever been ghouled.
- How recently a vampire has fed.
- The Blood Potency of a vampire.
- Whether a vampire has committed diablerie.
- The primary discipline flaw(s) of another vampire.
•• Blood Rage
With but a touch, the vampire can cause another kindred to use their blood whether they wish to or not.
Cost: One blood point.
Dice Pool: Manipulation + Biology.
Action: Immediate.
Roll Results
Botch: The vampire unintentionally spends more of her own blood, instead of causing the other kindred to do so. The vampire loses one blood point per botch level. The original blood point spent is also lost.
Failure: The vampire is unable to force blood expenditure upon another, and must wait until her next turn to attempt this again. The blood point spent is lost.
Success: The vampire is able to force another kindred to spend blood, at a rate of one blood point per success. What the blood is spent on is up to the attacker.
••• Vitae Theft
The vampire can mystically transfer blood into her system from a distance. The source of the blood must be within sight, and within 30 metres. The origin of the attack will be obvious.
Cost: None.
Dice Pool: Perception + Biology.
Action: Immediate.
Roll Results
Botch: The vampire becomes incapacitated for a number of turns equal to the botches rolled, as she purges blood from her own system at a rate of one blood point per turn.
Fail: The vampire is unable to steal the blood from her target, and must wait until her next turn to attempt this again.
Success: The number of successes determines how many blood points can be stolen.
•••• Blood of Potency
The vampire may manipulate the power of her own blood for a time, thereby raising her Blood Potency.
Cost: One blood point per level the vampire wishes to raise her Blood Potency. This is, of course, limited by her current Blood Potency rating.
Dice Pool: Perception + Occult.
Action: Immediate.
Roll Results
Botch: The vampire fails to increase her Blood Potency rating, and cannot attempt this again for a number of nights equal to the botches rolled. All blood points spent are lost.
Failure: The vampire fails to increase her Blood Potency rating, and must wait until her next turn to try this again. All blood points spent are lost.
Success: The vampire may raise her Blood Potency by one level per blood point spent, for a number of hours equal to the successes rolled.
•••• Store Vitae
At this level, the vampire is able to ingest and store a number of blood points equal to her Blood Potency rating, which may later be purged and utilised as the vampire wishes. Blood stored in this manner carries no (immediate) risk of blood bonds, or the merits and flaws inherent with shifter blood.
Cost: None.
Dice Pool: Stamina + Biology.
Action: Immediate.
Roll Results
Botch: The vampire is unable to purge the blood, and the blood stored is assimilated into the vampire's system, activating any of the usual effects that would be suffered after consuming blood from whatever creature the vampire had fed from. I.e, a blood bond with the vampire the blood was taken from would be established, or the various effects imparted by a particular type of shifter would be experienced.
Fail: The vampire is unable to purge the blood from her system, and must wait until her next turn to try again.
Success: The vampire successfully purges the blood from her system, and may now store or use it as she desires.
••••• Cauldron of Blood
The vampire can manipulate the blood of others. By touching a target, the vampire may boil their blood, causing intense physical damage to other kindred and shifters, and instant death to a mortal.
Cost: A number of blood points equal to the amount the vampire wishes to boil in the chosen target. This is, of course, restricted by the amount of blood a vampire can spend according to her Blood Potency rating.
Dice Pool: Intelligence + Biology.
Action: Immediate.
Roll Results
Botch: The vampire unfortunately boils her own blood, at a rate of one blood point per botch level. She cannot attempt this on the same target again for the remainder of the night. All blood points spent are also lost.
Failure: The vampire fails to harm her chosen target, and must wait until her next turn to attempt this again. All blood points spent are also lost.
Success: The vampire successfully boils an amount of blood in her victim, equal to the number of blood points she spent to activate the discipline. Each one boiled causes one point of aggravated damage. Even one success will kill a mortal instantly.