1 - Silence of Death
By spending a blood point, the vampire
may create a zone of a twenty-foot radius around her, within which no sounds
will be heard, and no one will hear anything. She herself will only hear
sounds made outside the zone.
2 - Scorpion's Touch
Roll: Willpower, difficulty 6
Resist: Sta. + Fortitude, difficulty 6.
(Must eliminate Assamite's successes one-for-one)
By bringing X points of blood to the palm
and touching a victim with it, the vampire may reduce her victim’s Stamina
by X. The victim stays in this condition for the duration indicated on
the chart.
1 Suc: One turn
2 Suc: One hour
3 Suc: One day
4 Suc: One month
5 Suc: Permanently
3 - Dagon's Call
Roll: Contested Stamina, difficulty opponent's
Willpower
The Assamite must touch her opponent with
her blood and up to an hour thereafter may make the call. Once the call
is made the blood does lethal damage equal to the amount of successes garnered.
For one willpower point the Assamite may engage in another contested stamina
roll and cause more damage without spending more blood. This may be done
until the Assamite runs out of willpower.
4 - Baal's Caress
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.
5 - Taste of Death
Roll: Dex. + Firearms, difficulty based
on range
The vampire may spit blood, at a range
of up to ten feet for each dot she has in Strength or Potence, and each
blood point so used does two dice of aggravated damage.
6 - Blood Empathy
Resist: Willpower, difficulty 8
Demand: successes = number of blood points
imbibed, or more
The vampire may leave her current emotions
in the blood of a vessel, and these emotions emerge in any vampire who
drinks from them, for one day per blood point imbibed.
6 - Blood Sweat
Roll: Willpower, difficulty Sta. + 3
By concentrating on a victim, the vampire
may cause her victim to lose one blood point per success through her sweat
glands, at a rate of up to two blood points per round.
6 - Thin Blood (Assamites Only)
Roll: Sta. + Medicine, difficulty Sta.
+ 3
By bringing a point of blood to the palm
and touching a target with it, the vampire may make a vampire’s blood incapable
of healing wounds. The victim stays in this condition for the duration
indicated on the chart.
6 - Cleanse of Influence (Assamites Only)
Roll: Willpower, difficulty [level of target
effect] + 3
By bringing a point of blood to the palm
and touching a target with it, the vampire may cancel an effect of a non-blood
related discipline.
7 - Blood of the Cobra (Assamites Only)
Roll: Dex. + Firearms, difficulty based
on range
The vampire may, at a distance, use Quietus
powers that would normally require touching a victim and spending blood,
by spitting blood at her victim, and making the appropriate roll. The vampire
may spit blood at a range of up to ten feet for each dot she has in Strength
or Potence.
7 - Foul Blood
The vampire may alter a vessel, causing
all other vampires (except herself) who drink from said vessel three levels
of damage for each point imbibed.
7 - Leech
By paying a willpower point, the vampire
may drink blood by skin contact, which leaves no marks. She may drink as
many blood points as she has Stamina, per turn.
8 - Blood Clot
Roll: Man. + Medicine, difficulty [blood
points]
By bringing a point of blood to the palm
and touching a victim with it, the vampire may clot her victim’s blood.
Each success represents one blood point becoming clotted; this blood is
rendered useless, and the victim must be cut open or otherwise medically
treated to remove it. In mortals, stroke ensues if more than one point
is clotted.
8 - Blood Curse (Assamites Only)
Roll: Cha. + Occult, difficulty Sta. +
3
By bringing a point of blood to the palm
and touching a target with it, the vampire may make another vampire less
able use her blood. In this condition, the victim must spend two blood
points to heal a wound, and her blood can not be used to heal aggravated
wounds, perform the Embrace, power disciplines, or raise attributes. The
victim stays in this condition for the duration indicated on the chart.
9 - Erosion
Roll: Willpower, difficulty 8
Resist: Willpower, difficulty 8
By bringing five points of blood to the
palm and touching a victim with it, the vampire may reduce her victim’s
Physical traits to zero, for one day per success.
10 - Immaculate Vitae
Anyone who tastes the vampire’s blood once
is considered blood bound to the vampire, unless they are already bound
to a vampire of equal or earlier generation.
Roll Duration of Effect 1 suc. one turn 2 suc. one hour 3 suc. one day 4 suc. one month 5 suc. forever, or until the victim’s generation is lowered.) |