Lukosis

By Michael Molloy for the Deepeti bloodline.

This discipline gives vampires power over their deadliest enemies; fire and sunlight. Practitioners can attain the ability not only to survive these elements, but to use them against their enemies. Deepeti are very secretive about this discipline and it is extremely rare for any other vampire to learn it. Those who do must undergo secret initiation rituals that cause a radical change in appearance. Their skin turns absolute black, their body becomes completely hairless, and their eyes turn milky white. Obviously, vampires with this discipline are unable to move unnoticed in their natural state, and most Deepeti study the Obfuscate discipline so they can travel freely.

* Walk in the Sun: This power gives a vampire complete immunity from all harm caused by sunlight. This power also prevents fire from causing aggravated damage. A vampire with this power can still be burned by flame, but only to the degree that the flame would burn a human and such injuries can be healed by Blood Points. This power is automatic and requires no roll. Possessors of this power are immune to the Rotschreck phobia.

** Walk in Flame: This power gives a vampire immunity to fire. Possessors of this power will not be injured by flames, even those that would cause injury to humans. This power requires a Stamina + Dodge roll. Normal fires range from Diffi- culty 3 to 6 (depending on their size) and can usually be considered as automatic success. An extreme fire such as a welder might be Difficulty 7, and a foundry or volcano might be Difficulty 9.

*** Living Flame: This power enables a vampire to cause his body to burst into flame. This fire will behave normally and can be extinguished by regular means such as water or fire extinguishers. If it is used in a sealed area it can also be extinguished by using up all available oxygen. The fire will burn any normally inflammable object it contacts except the vampire's body. This includes the clothes he's wearing. The possessor can "throw" flames a short distance (no more than two meters). Obviously this power is a major advantage in close combat. This power requires a Dexterity + Brawl roll. Using this power by itself is Difficulty 4, using it while performing another physical or mental task will be Difficulty 5 to 7 depending on the other task. Throwing flames requires a Dexterity + Melee roll with the Difficulty being the target's Dexterity + Dodge. Invoking this power costs 1 Blood Point.

**** Share the Light: This power enables a vampire to share his immunity to fire and sunlight with others. To use this power the possessor must stay in physical contact with the person or object he is protecting ("Hold my hand and I will protect you from the flames!"). This power can protect another vampire from sun or fire, a mortal being from fire, or an inanimate object such as paper or wood from burning. This power also enables modest users of Living Flame to remain clothed. This power requires a Manipulation + Empathy roll. Using this power with a willing person is Difficulty 5, with an inanimate object is Difficulty 6, and with an unwilling subject or a vampire with Rotschreck is Difficulty 7.

***** Pyrokinesis: This power enables a vampire to cause objects to burst into flame. Essentially this is a projection of Living Flame and most of the same restrictions apply. If a vampire attempts to cast this power on a non-flammable object such as metal it will die out as soon as the vampire stops invoking it. The object or individual being set on fire must be seen or touched by the casting vampire. For those who are wondering, a vampire's body is flammable and will easily burn if this power is invoked on it. Using this power on an inanimate object requires a Perception + Alertness roll with the Diffi- culty ranging from 5 to 8 depending on the object's flammability. Using this power on another being requires a Manipulation + Intimidation roll with the difficulty being the target's Intelligence + Stealth. Invoking this power costs 1 Blood Point.

****** Summon the Sun: This power enables a vampire to create a sphere of sunlight around himself or a nearby object. The area or object that is illuminated will appear to be in bright sunlight. The area lit can be as large as good-sized room. This power can also dispel the effects caused by Obtenebration. The range of this power is the same as pyrokinesis. Unprotected vampires in the sunlit area will suffer aggravated damage. Those who are nearby but outside the lit area may also suffer some spillover exposure. The light created by this power has all the same effects as an equivalent amount of natural sunlight. Using this power requires an Intelligence + Alertness roll with the Difficulty being how much darkness is present. Illuminating a small object on an overcast day is Difficulty 4. Illuminating everything inside a large room that is deep underground in the middle of the night is Difficulty 8. Using this power to dispel the effects of Obtenebration requires a Perception + Occult roll with the difficulty being the other vampire's Perception + Stamina. Invoking this power on a normal object requires 2 Blood Points. Invoking it against an Obtenebration effect requires 3 Blood Points.

******* Body of the Sun: This power is essentially the same as the 10th level Protean power. But because of the nature of the Lukosis discipline, this power is easier to invoke. In addition to its lower level, this power only requires 2 Blood Points to invoke and 1 Blood Point per turn to be maintained. However, very few Deepeti have a generation low enough to use this power. The only ones who do are those who have lowered their generation since their Embrace and those who have reached Golconda.