1 - Brother’s Blood
The vampire may heal non-aggravated damage
done to another vampire with Sanguinus, by spending blood, as if she was
healing a wound done to herself. This may be done at any distance.
2 - Octopod
The vampire may, at any distance, take
organs from other willing vampires with Sanguinus, gaining extra eyes,
limbs, or other body parts. To do this, the vampire wishing to gain the
body part must concentrate, and she and the donor must each spend a blood
point. How this affects their attributes is up to the Storyteller. The
organ will disappear on one, and reappear on the other. The vampire may
return the body part later.
3 - Gestalt
By spending a blood point, the vampire
can interact empathically with all other vampires with Sanguinus who have
also spent a blood point in this fashion, for purposes of combat. This
has the following benefits:
A communal pool of bonus dice is established,
with one die added for each participant. Each may take dice from this pool
as needed, and this pool is replenished each turn. Trying to gain the element
of surprise is a lost cause. Once one of the brood sees someone sneaking
up on them, all of them know. If in doubt, reduce all Perception rolls
involving surprise in combat by 3. By concentrating on a brood-mate, the
vampire may loan any of her abilities to her. She may take no other action
while doing this. This does not apply to disciplines. If another vampire
wishes to use mental disciplines on a brood-member, the difficulty is determined
with the highest Willpower, Virtue, etc, in the brood, and must score one
additional success for each member of the brood. If successful, the brood
automatically disconnects from the targeted vampire, leaving only that
vampire affected. Fighting maneuvers that normally require very detailed
choreography, such as acrobatics, can be done with no planning at all.
If a vampire with Sanguinus does not have this power, she may still participate
in such a bond, but may not establish it, and benefits less from it; she
may not take all of the communal dice-pool, the Perception-roll difficulty
is reduced only by two, and she loses one die on all actions due to the
extra sensory input, to which she is not accustomed.
4 - Walk of Caine
The vampire may take a generation from
another willing vampire with Sanguinus, causing herself to become one generation
lower, and the other vampire to become one generation higher. She may return
the borrowed generation later.
5 - Coagulated Entity
The vampire may hold hands with any number
of other willing vampires with Saunginus, and with an expenditure of three
blood points by each, they may unite into a big, ugly, horrid monster.
The monster’s traits are described below:
Dexterity, Intelligence, Wits, Abilities,
and Disciplines are each determined by the highest scores of the participants.
Strength, Stamina, and Perception are each determined by the highest scores
of the participants, plus one point for each additional participant. The
monster’s Generation is the lowest of the participants, minus one for each
participant. All social traits are at zero. All physical actions gain one
extra die for each participant, usually in the form of extra appendages.
If any of the participants do not have this power, their will is subdued
by those who do. Only one of the participants needs to have this power
to use it. This creature may not be staked.