A taste for blood
By tasting a drop of blood, the user can discern certain basic traits of the one to whom it belongs.
■ Cost: Free
■ Dice Pools: Resolve + Blood Sorcery
Extinguish Vitae
The user can intentionally remove the unlife-giving properties of some of the Blood in another vampire, stoking their Hunger as the victim’s inner reserves curdle into impotence.
■ Cost: One Rouse Check
■ Dice Pools: Intelligence + Blood
Sorcery vs Stamina + Composure
Scorpion’s touch
The vampire can transmute some of their Blood into a paralyzing poison, capable of affecting mortals and vampires alike. They can use this ichor to coat bladed
weapons, or even spit it at a target. Scorpionated Blood incapacitates affected mortals, while hampering
vampires if not necessarily rendering them helpless. Specific breathing and biofeedback exercises practiced by some secret societies form the best defense against this Blood, aside from Fortitude.
■ Cost: One or more Rouse Checks
■ Dice Pools: Strength + Blood Sorcery vs Stamina + Occult or Fortitude
■ System: The user concentrates for a turn and forces Blood through an open, usually self-inflicted, wound. Each Rouse Check worth of poison made takes a turn and emits enough Blood to coat one bladed melee weapon stickily or to fill one mouthful to be spat at a foe.
Spitting poison at someone involves a Dexterity + Athletics attack roll (which can be dodged like any ranged attack).
Unseen Passage
With this power, the vampire can now move around while staying hidden. The user is functionally invisible, per the usual Obfuscate limitations.
■ Cost: One Rouse Check
■ System: As long as the user emits no overpowering odors and no sound louder than a whisper, this power automatically works. Only if the observer has their attention drawn to the user can they make a detection roll. Sense the Unseen (Auspex 1) can also detect the hidden vampire, as per the general Obfuscate rules. Note that the user cannot use this power to disappear
while being actively observed; it automatically fails in such a case.
■ Duration: One scene or until detection.
Silence of Death
Popular among the Banu Haqim, this power completely silences the user, nullifying all sound made by them. As with other Obfuscate powers, this only works on people
within earshot and does not fool microphones or other electronic sound detectors. Unlike Obfuscate in general, this power works only on the sense of hearing, but
in exchange operates more robustly. A vampire needs to make a whole lot of noise to break this silence.
■ Cost: Free
■ System: The user silences their footsteps, clothing, minor collisions, and other sounds of their person. This makes the vampire undetectable if an observer could only notice them by sound, such as when on a different floor of a house. This power does not eliminate sounds the user makes outside their personal space (throwing or dropping objects, or slamming doors, for example). Failing that, only Sense of the Unseen (Auspex 1) can detect the user.
■ Duration: One scene
Warding Symbol
Cost: One Rouse Check
Dice Pools: Resolve + True Faith vs Willpower
System: If unholy wins, advances unhindered. If user wins, user forces unholy to back up and advert their gaze. Placing the holy symbol on the unholy creature does one point of aggravated damage per success. A critical success forces the unholy creature to flee and triggers a terror frenzy in vampires.
Holy Resistance
Cost: Spend 1 Willpower
System: 1 point protects for a number of turns equal to True Faith rating.
Divine Sense
Cost: One Rouse Check
Dice Pool: Wits + Awareness vs Dexterity + Obfuscate/Stealth or other applicable roll.
System: User can sense the presence of vampires or other unholy creatures. NOT an unholy radar, you simply know something unclean and evil lurks nearby.