By Alek D. Talevic (alukdeviant@earthlink.net) for the Mutes bloodline.
System: Almost every member of the Mute bloodline will have this discipline, although its degree of success varies from member to member, generation to generation. The success of the Mask can be from the lightest cover of the obscure extension of the Mute's fangs, all the way to the most accomplished levels, hiding both the teeth of the serpent, as well as speaking without impediment.
There is no penalty in either blood or willpower points to use this discipline, although three turns must be taken to perfect the appearance before it can be used as a successful cover.
Note that any follower of Set's sect, or even a fellow Osiriphile will easily see through the guise, and even some older members of the Garou and Nosferatu clans have been known to discern a Mute's true appearance through something so mere as a smile.
The Mute herself is unaffected by the power of the infused solar energy, at least until its intentsity passes three levels.. at which point any contact to the Mute's own body will cause severely aggravated burn wounds.
System: No roll is required to start the discipline, but it costs two Willpower points to start. After that, a blood point must be used in every consequent turn to heighten the intensity, or else the aggravated merit of the discipline will be lost, and the touch will simply be uncomfortably warm. In attacking, use standard grappling or punching procedure, but every attack inflicted is a typical aggravated injury.
System: In this, the Mute vampire can heal one health level of any other, once for every turn, by expending one Willpower point and two blood points for every injury and level healed. The Mute must be in direct skin contact, and be able to press her fingers to the wounded area directly. This discipline cannot be used on the Followers of Set's cult.
System: Like the Setite's bitumenous flesh, this discipline takes no blood or willpower points to create, although two turns must be taken to fully transform.
Moments after incanting the sacred phrases necessary to incite the spell, a whirling dervish of sand will seem to appear from nowhere. In reality, it can be either an illusion or a true conjuration, depending on how high the level of the Mute is. The sand will blind an opponent, and in higher levels, cause stinging cuts on both the target's skin and interior flesh. To make matters worse for a Mute's enemy, miniature grains of the enchanted sand will seek out an open nostril or mouth to gain passage to more vulnerable areas of the Cainite or mortal's body.
System: The incantation takes three turns to recite, and the expending of three blood points and one willpower point. The sandstorm will continue to batter the opponent as long as the Mute can keep her concentration level up. If she is injured while holding the winds in place, the spell can explode or backfire, or simply die down. ( Storyteller's discretion. )
System: The ritual itself takes a single day to prepare, with the Mute creating a circle of blessed Arabic or Egyptian sand five feet in diameter. Rocks are placed at every quarter-interval, demarking the gods and forces of North, South, East and West. The Mute proceeds to lay the object she wishes to change into the Hand within the circle's radius, (usually a stick, length of pipe, but in some cases, a bound length of hemp) and then proceeds to slice her wrist over it, costing one blood point to customize the object to that particular Osiriphite's desires and usage. The stick will hum and shake when held with both of the owner's hands, generating a soft light at its tip when a Setite's heart is hidden within a five-mile radius, and within eight feet of the ground's surface.