Sanguinus
Practiced by: Blood Brothers (The Crappiest bloodline around)

 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.