•• Palms of Blood
In classic fashion, the mortal touched feels as if nails are hammered through her palms and she watches in rapt horror as blood flows from a puncture in each hand. If this blood is ingested, the recipient discovers a miraculous Vigor lent to his limbs. This power is highly controversial. Scientists and anthropologists have declared that Christ would have been nailed through the wrists, not the hands, if expected to hang on the cross for any length of time. Many Kindred point to this as evidence that Stigmatica is only a blasphemous imitation of the Passion. Believers declare that the manifestation of the Stigmata depends on faith, not fact, so the wounds emulate those that Christ is believed to have suffered. Whatever the case, there is no doubting the invigorating benefit of the blood that seeps from the wounds.
Effect
Dramatic Failure: Wounds appear on the victim and they bleed, but they’re poison to drinkers. After all possible Vitae has been consumed from a victim, the blood turns to ash inside the drinker, inflicting a point of lethal damage per Vitae consumed. No Vitae or other benefits are gained, either.
Failure: No wounds are inflicted on the intended victim, although a successive attempt may be made with the expenditure of another Willpower point.
Success: Each success achieved inflicts one point of lethal damage and releases the equivalent of one Vitae per turn thereafter. Each of these Vitae consumed provides a Kindred or ghoul with an additional dot of Strength for the remainder of the night. Note that a drinker’s Speed increases accordingly. The injuries make it difficult for the victim to perform manual actions. A –2 penalty is applied to all dice pools involving use of the hands until the wounds are healed.
Exceptional Success: Numerous successes rolled are their own reward.
Failure: No wounds are inflicted on the intended victim, although a successive attempt may be made with the expenditure of another Willpower point.
Success: Each success achieved inflicts one point of lethal damage and releases the equivalent of one Vitae per turn thereafter. Each of these Vitae consumed provides a Kindred or ghoul with an additional dot of Strength for the remainder of the night. Note that a drinker’s Speed increases accordingly. The injuries make it difficult for the victim to perform manual actions. A –2 penalty is applied to all dice pools involving use of the hands until the wounds are healed.
Exceptional Success: Numerous successes rolled are their own reward.
Material Components
Cost: 1 Willpower
Gestures & Ritual
Dice Pool: Resolve + Empathy + Stigmatica
Related Discipline
Effect Casting Time
Instant for activation of the power, though the full effect of the blood is conferred only after each turn of drinking. Devouring the blessed blood requires an action each turn.
Level
2
Applied Restriction
Palms of Blood cannot be used on Kindred or Ghouls.