Call Upon the Blood Spell in Cimmerian Shade | World Anvil

Call Upon the Blood

[hunters] (Animalism •••, Auspex •••)
Used by Anarchs to scout out the strongholds of hated enemies, this power allows the Kindred to “feel” for the Beast in the immediate vicinity. The Animalism aspect of this power attunes the Kindred to any creature that harbors a Beast, and the Auspex element allows him to interpret it and extend his senses beyond their normal limits. Doing so allows the scout to know approximately how many Kindred or ghouls are in the area.
System: The player spends a blood point and rolls Perception + Animal Ken. If the roll is successful, the character gains a fairly accurate impression of how many Kindred and ghouls are in close proximity. The distance to which this sense extends depends upon the successes accumulated on the roll.
  • 1 success Small area: a hotel room
  • 2 successes Large area: a house
  • 3 successes Great area: a ballroom or salon
  • 4 successes Huge area: a city block
  • 5 successes Vast area: an entire estate

Storytellers, note that this power calls to the Beast in all Kindred, and impressions will include the presence of Kindred and ghouls in the Anarch’s own company. Also, because it prods the Beast in beings to see if it’s there, particularly aware Kindred and ghouls might feel their Beast awaken or recoil as the power takes effect, perhaps even alerting them to the disquieting presence. The sensory information gleaned by this power is also a bit unsettling: Inviting the Beast in so many creatures to take note is bold, to say the least. Cainites who rely too much on provoking the Beast in others may find themselves on the verge of frenzy, as it tempts their own Beast each time they use it. A botch provokes frenzy in the vampire using this power.

This power requires 18 experience points to learn.



   

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