By Marzec@bc.edu
System: The vampire need only spend a blood point to reduce the difficulty of a physical action by one until the end of the turn. This may be used for Athletics, soak rolls, and Melee and Brawl attacks, for example, but not against rolls which have a fixed difficulty of six for lack of a better ability, like damage rolls. Furthermore, skills which do not require much muscle action, such as Stealth, Firearms, or Archery, may not have their difficulties reduced by use of this power. As a last restriction, this power may not be used to reduce any difficulty below three.
System: By spending a blood point, the claws pop out, in a manner similar to level two protean. These claws have diff 6, and inflict strength + 2 damage (normal, not aggravated). For every health level of damage that these claws inflict upon a warm blooded creature, that creature loses a blood point, which is gained by the attacking Kindred. Treat this as though the Cainite had drank the blood normally. Hence, a Kindred draining blood from a Lupine in such a manner would probably frenzy and gain a level of potence for each blood point consumed. Attacking other Kindred or mortals while hungry would also force a frenzy roll to be made. The vampire may attempt to use these claws solely to cause damage and not to drain blood, but a self-control roll (diff 8) must be made to do this, as the vampire is, in effect, sinking her fangs into the target and attempting not to drink.
System: First of all, all the vampire's rolls to resist the Rotschreck have their difficulty reduced by one. Secondly, when the vampire is forced into torpor through damage, he may make a stamina roll (diff 6) to avoid losing a physical attribute point as is normal. Lastly, the vampire may avoid going to sleep during the daytime, though this is very difficult. By spending a blood point, the vampire may avoid going to sleep for an hour. After an hour, he will immediately go to sleep, unless another blood point is spent in this manner, allowing him to remain awake for another hour, ad infinitum.
System: This ability is normally inactive, and has no effect. By spending a willpower point, the vampire may render it active until the end of the scene. When the power is active, the Cainite may spend five blood points at any time to convert one aggravated wound to a non-aggravated one. Strangely enough, the wounds being healed in this manner glow with a faint phosphorescence when this power is used. The glow is very faint, and may only be perceived by those standing within one foot (ten feet if they have Auspex) and staring at the wounds that are being healed at the time.
System: The vampire gets an extra soak die to resist fire damage. In addition, all levels of fortitude, which prior to the development of Fiery Ward were used as ordinary soak dice for the purposes of resisting fire, now become automatic successes when soaking fire damage. Thus, a kindred with a high enough level of fortitude might be able to swim through molten metal without reasonable fear of injury. This irrational fear still exists, however, and the vampire must still make Rotschreck rolls when dealing with fire and sunlight. It should be noted that while this ability may not not be used against sunlight, it may be used upon any fire that might ensue should the sunlight cause the vampire to burst into flames.