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By spending a blood point, the vampire may tighten or loosen her own skin.
If used with Obfuscate or Vicissitude, it reduces the difficulties of
appearance-altering effects by one. This can also be used to create pockets
in the skin, in which small items may be hidden.
Roll: Dexterity + Occult, difficulty Stamina + Fortitude
By spending some blood, the vampire may induce decay in a victim. For each
success scored and blood point spent, the victim loses one dot in Appearance,
and if the victim continues to move, her difficulties for all physical and
social rolls increase by one for each turn she reamins physically active.
Resting for a full day cures these effects.
The vampire may transform into a pile of ash. This ash is not affected by
sunlight, fire, wind or rain, but if separated, the vampire is likely to
be missing parts when she reforms. She may reform by spending two blood points,
but requires help in so doing. If separated too badly, the vampire will be
destroyed.
Roll: Manipulation + Medicine, difficulty Willpower
Demand: successes = Stamina or more
By touching a body part and spending a willpower point, the vampire may render
a body part useless. On supernatural creatures, this lasts one night; otherwise,
it is permanent. On anyone other than a vampiric victim, using this power
on the head is instantly fatal; in vampires, it induces torpor.
Roll: Willpower, difficulty Stamina + 3
By spending a blood point and touching an aggravated wound, the vampire may
create an infection. Having done this, she can feed them her own blood at
any range, as long as the victim carries the wound.
By spending three blood points, the vampire may cause the skin of a victim
to shrink and rupture, causing four levels of aggravated damage. If the vampire
then holds the skin for one turn, and spends a blood point, she then gains
three dots in Stamina for the remainder of the night.
The vampire may transform into a pile of ash. This ash is not affected by
sunlight, fire, wind or rain, and can not be separated unless the vampire
wishes it to be. In this state, the vampire can use any mental disciplines
except Dominate and Thaumaturgy, and may use winds to aid movement. She may
reform by spending two blood points.
Roll: Willpower, difficulty Stamina + Fortitude
By spending a willpower point, the vampire can induce rigor mortis in a victim.
Victims so affected lose three dots in Dexterity, and are in such pain that
using mental disciplines requires a roll of Willpower, difficulty 9. A victim
may spend five blood points to recover, but this must be preceded with a
frenzy roll (Self-Control, difficulty 8). If the victim moves violently in
a given turn while affected, she takes three levels of aggravated damage
that can not be soaked.
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