By Bryan Rendell (bryan@nod.zikzak.net), for his rework of the Clan Assamite
"Soon I discovered that this Rock thing was true.
Jerry Lee Lewis was the Devil,
Jesus was an architect previous to his career as a prophet."
System: For the cost of 1 Blood Point, a zone of five feet radius is created around the character. For every additional Blood Point spent, the radius increases by five feet. All blood must be spent at the time the zone is created: a zone cannot be enlarged upon once it is up. The zone moves with the character who created it, and is always centered upon that character.
System: The character must spend a single Blood Point and enter it into the target's system in one of the ways described. The character then rolls Stamina + Medicine at a difficulty of the target's Stamina + 3. The number of successes rolled is the size of the dice penalty the target suffers to all actions due to excruciating pain. The effect lasts a number of turns equal to the character's Stamina.
The character can attempt to Body Wrack a target multiple times. The most effective attempt will take precedence, and the duration will extend from the last attempt made. Thus even if the character's first attempt was the most successful, its duration could be extended indefinitely by constant renewal.
If the target is able to ordinarily resist the effects of wound penalties, then he may resist the penalty of Body Wrack in addition to any actual wound penalties he may be suffering. For example, a frenzying vampire would subtract his Stamina from the dice penalty of a Body Wrack as well as subtracting his Stamina from wound penalties in the usual way.
System: For every Blood Point the character spends to envenom the weapon, it will do aggravated damage for a number of hits equal to the character's Stamina. If a successful hit results in no damage done, it still uses up one of the potential aggravated hits. The amount of blood one can smear on a weapon depends upon the size of the weapon. A knife will be completely coated with a single Blood Point, while a sword might take four or five. Once applied to a weapon, the blood will start to lose it's potency and will become inert at the end of the scene.
System: Once the character's blood is in the target, the character rolls Stamina + Medicine at a difficulty of the target's Stamina + 3. For every success gained, the target suffers a level of damage and loses a single Blood Point. The target can attempt a standard soak roll to reduce the effect, a single roll reducing both the damage suffered and the blood lost. The Crawling Death continues until its potency is exhausted. For every turn after the first, the target suffers further damage and blood loss, but at two levels less than the previous turn. The effect ceases when no more damage or blood loss is inflicted. Each turn the target may attempt a new soak roll, although accumulating wound penalties may well make this futile. The character may attempt to utilise Crawling death multiple times against a target. A new attempt at Crawling Death will replace an old one if it is more effective, or sustain the old attempt at it's current level for an extra turn if it is less effective. Thus, a previous Crawling Death that costs the target four damage and four Blood Points this turn is sustained by a new but less effective attempt. It will also do four damage and blood loss next turn, before decreasing in the usual way in the turn after that.
System: The character must have a clear line of sight to the target, who may be no more than 20 feet away per point of the character's Perception. The character must spend a Blood Point and roll Perception + Empathy at a difficulty of the target's Willpower. The character must achieve a number of successes equal to the level of the power he is trying to instigate: 2 successes for Body Wrack, 4 successes for Crawling Death. The character must decide which power he is attempting to achieve sympathetically prior to the attempt.
If sympathy is achieved, then the character may attempt to use the desired power in the next turn. Costs in Blood Points and rolls are standard for the power concerned.
Achieving Blood Sympathy will only allow a single attempt to use another power. If the power fails to work, or the character wishes to use the power again, then the character must attempt to achieve sympathy again. If some of the character's blood is already in the target's system, although not in the service of some other Quietus power, then the character need only score a single success on the Perception + Empathy roll to achieve sympathy for any other Quietus power.
System: The character can spew forth as many Blood Points as he can spend in a single turn. Note that using Fountain of Blood replaces the usual cost in Blood Points for using the concomitant power. Medium range for this effect is equal to the character's Strength (including Potence) x 5 in feet. Long range is twice this distance. The character roll Dexterity + Athletics at a difficulty of 7 in order to hit a target. The target can Dodge the attack at a difficulty one less than usual, due to the blood's low velocity. For each success the character achieves, up to two Blood Points strike the target.
The character can also spray the blood across a ninety degree arc in front of him. Successes rolled must be divided among those targets the character is attempting to hit, and for each success only one Blood point hits the target. Also, no more than half of all the blood used may strike any one target, regardless of successes rolled.
System: The character must touch the blood in question and roll Perception + Empathy (difficulty 7). The number of successes determines the amount and accuracy of the information. This power can be used through Blood Sympathy.
System: Crawling Final Death causes aggravated damage. In all other respects it works the same as Crawling Death. This power can be used through Blood Sympathy.
System: The character must spend a Blood Point and get it into the target. Once achieved, the target rolls Stamina (difficulty 6). The number of successes equals the number of turns until the target dies. The target immediately knows that something is wrong, and has that long to try and remedy the situation. For mortals there is little that can be done: there is no known antidote to the venom. Magi and Garou may have options available for resisting the venom. Various Gifts and Rotes will possibly neutralise the poison. For purposes of curing, the poison should be considered a difficult one to overcome. This power can be used through Blood Sympathy.
System: The character can create a single Blood Fan comprised of as many Blood Points as he can spend in a turn. Medium range for the Fan is the character's Strength (including Potence) x 2. Long range is twice this distance. The character makes a single Dexterity + Athletics roll (difficulty 7). The number of successes apply equally to each potential target. Targets may attempt to Dodge the attack as a normal firearm attack. Targets the character cannot actually see (those behind him) can Dodge with a -2 difficulty bonus.
Blood points sprayed are divided equally between potential targets. Note that there can only be as many potential targets as there were Blood Points spent on the Fan. If there are too many targets, random targets are dropped until the numbers match. No target may have more than half of the total number of Blood Points allocated to him. For every success the character achieves against each target, that many of the Blood Points allocated to them hits. Left over successes are ignored, left over Blood Points are assumed to have also missed.
System: The character must have a clear line of sight to the target who may be no more than 20 feet away per point of the character's Perception. The character rolls Intelligence + Empathy at a difficulty of the target's Willpower (or 6 if the blood is outside a living or unliving target). For each success, the character can drain two blood points from the target. Unlike with Theft of Vitae, it is not in any way apparent as to who is stealing the blood.
System: The character must form the Blood Mist gradually, spending no more than two Blood Points per turn towards its creation. There is no limit as to the total number of Blood Points that can be used to form a Blood Mist. The Blood Mist is roughly spherical in shape, with a diameter of five feet for every Blood Point used in it's creation. However, the shape is highly malleable, and will change to fit the spaces available.
When a potential target enters the Blood Mist, one Blood Point worth of tiny droplets of blood coalesce on the target's skin and are absorbed. The target will be affected by whatever concomitant Quietus power the Mist has been bestowed with. Each time a target absorbs a Blood Point, the Mist diminishes in diameter by five feet. If the target remains in the mist, he will absorb one Blood Point of the Mist every turn until he leaves the Mist or until all the blood is gone. The mist can affect targets much smaller than human size, but unless there are a lot of them, the Mist will not lose any Blood Points in effecting them.
The character who created the Blood Mist can choose to reabsorb the blood in much the same way that a target is affected by the Mist. For each turn that the character stands in the Blood Mist, she can replenish one Blood Point from the Mist. Note that this is at the discretion of the character. The creator of the Mist can move untouched through his own Blood Mist. The character can also replenish an existing Blood Mist in the same way that he created it. When replenishing a Mist, the character must bestow the blood with the same Quietus power as used in the creation of the original Mist. Attempting to alter the power of a Mist, or have two Mists locate in the same space rapidly destroys both Mists.
To control the Blood Mist, the character must have a clear line of sight to the Mist, although range is unimportant. The character then rolls Wits + Empathy (difficulty 6) with each success denoting one turn of control before the character must attempt to roll again. The Blood Mist can be moved in any direction at a speed equal to the character's own movement rate. The Mist can move without difficulty against even hurricane-force natural winds, although supernatural wind effects can slow or stop a Blood Mist. A character can create more than one Blood Mist, but can only control one Mist at a time. An uncontrolled Mist will come to a complete stop and await further commands. While controlling a Mist, the character must concentrate upon it, and is limited in action to walking around and brief conversation.
A Blood Mist will last for a single scene, at which time the blood dissipates into the air.
System: Having entered a Blood Point into the target, the character rolls Stamina + Medicine at a difficulty of the target's Stamina + 3. Each success gained is a level of damage that cannot be healed, and can only be soaked with Fortitude (difficulty 8). However, regardless of the number of successes attained, the target cannot be wounded any further than Crippled, which is the point of saturation for the toxin. The attack will also cause horrific scarring to the target, possibly causing loss of Appearance, loss of appendages, blindness, or other disabilities (at the Storytellers discretion).
Although the damage ostensibly cannot be healed, the use of powers greater than that of Corroding Blood may be able to reverse the effects. Such powers are only to be found in the possession of ancient Kindred, Oracles and Incarna, who may or may not be inclined to help the victim. Corroding Blood can be used through Blood Sympathy.
System: Operating in the same manner as Blood Sympathy, the character must have line of sight to all targets, and all must be within 50 feet per point of Perception the character has. A Blood Point must be spent for each target to be affected, so the character is limited to a number of targets equal to his capacity for spending blood in a single turn. The character must determine which other Quietus power he is attempting to achieve prior to rolling, and it must be the same for all targets. The character rolls Perception + Empathy at a difficulty of the highest Willpower of all the targets. If the requisite number of successes are gained, then sympathy has been achieved with all targets. If not, then the power fails completely.
System: The character can automatically change his blood from a physical to a spiritual state or back again by merely concentrating for a turn. Once achieved, the effect endures as long as the character desires, without any further effort on his part. The Spirit Blood remains even when the character sleeps or is in torpor. The character continues to lose a Blood Point each day as per normal, and the moment the character drinks a single Blood Point, his entire Blood Pool returns to a physical state. Note that the use of the power Empty of Vitae enables the character to replenish his Blood Pool while his blood remains in a spiritual state. Quietus powers used against spirits or wraiths operate normally.
System: This power is otherwise identical to Black Blood. If the potency of the poison is a factor in determining whether a certain power can nullify it, then True Black Blood should be considered an extremely virulent poison. True Black Blood can be used through Blood Sympathy.
System: Against "living" targets, this power operates as a combination of True Black Blood and Corroding Blood (except with no limit on the damage that can be inflicted), with little or no chance of countering the effect. The power can be used through Blood Sympathy. Against inanimate objects, it works as a super-entropic agent, causing things to crumble away. A single Blood Point will destroy one cubic foot of any sold material, eight cubic feet (two feet cubed) of any liquid, and twenty seven cubic feet (three feet cubed) of any gas. The entire process takes no more than a turn. Being so destructive, the delivery of the blood becomes a matter of importance. So long as the blood remains in contact with the character, it remains inert. The moment such contact is lost, the blood attacks any substance it is in contact with. The blood will corrode solids before liquids and liquids before gases. Thus, smearing the blood on a wall will put a hole in the wall but will not affect the atmosphere around the wall. If the character uses blood projecting powers, such as Fountain of Blood, Blood Fan or Blood Mist, to project Blood of the Weeping World, it will attack the air in front of or around the character as soon as it leaves the character's body.
The consequences of the destruction of matter is left up to the Storyteller. It is generally impossible to suffocate a target or rupture her cardio-vascular system by destroying the air around them, as the air is replaced too rapidly. Some damage may result from the shock wave so produced, although a large amount of gas or liquid would need to be destroyed to do much damage. More obvious consequences of the use of this power would be the destruction of machinery and destroying the structural integrity of buildings.
The residue that remains after the use of this power is the same in all cases: a quantity of grey dust which is totally inert, and which appears to have no chemical composition or atomic structure. It is speculated that such residue would make an extremely potent component in entropic magick and mystical items. Each "unit" of matter destroyed by a single Blood Point yields a single small handful of this dust.
Used in combination with the Spirit Blood power, the Blood of the Weeping Worlds would have similarly lethal effects on spirit creatures and substances.
System: The character's vessel must be any mortal who has some of the character's blood in his system. Any number of such vessels can exist at a time, and the character chooses at the time of death which vessel he will attempt to enter.
At the moment of the character's death, the character and his intended vessel engage in an extended resisted psychic contest. The character rolls Charisma + Intimidation (difficulty 7) while the vessel rolls Willpower (difficulty 7). The winner is the first to gain a number of successes equal to the others Willpower (a botch means the loss of all accumulated successes up to that point). The character has only ten turns in which to win. If the character cannot win in ten turns, then he has failed, and his spirit passes on to wherever dead Kindred go. The character will certainly be careful to choose his vessels as individuals with little Willpower. Following a successful transfer, the character will be weakened and will require several months to regain his full powers. All Physical Attributes and Appearance drop to one, and all Disciplines are halved. For each week that passes, each attribute and Discipline increases by one until the old levels are achieved. The character will have his old Willpower, Humanity, Virtues, Abilities, Derangements and so on. Even the character's Appearance will rise to its old level, although the character will appear as the vessel, only better looking.
During this period of recuperation, the character is far more vulnerable than normal. However, he is protected from any attempts to locate him via scrying with Auspex or Magick, unless the one attempting to locate him knows exactly who the vessel was. The leap from one body to another throws up enough spiritual "static" to hide the character in his new body. Only the most powerful of scryers have any hope of locating the character.