By Paul Michael Graham, for the Sons of Sam bloodline.
System: To use this power, a vampire must spend a Willpower point and successfully roll (Wits + Occult Difficulty 8), gaining at least 3 successes. If successful, the player may ask the Storyteller one question about the past, present or future. The answer should never be direct, but rather cryptic and riddle-like and never can a question about a similar occurrence be asked more than once; successful or not. If a botch is rolled, the kindred is given false information.
System: No roll is required, however, a blood point must be spent to dislocate the bone and an additional blood point to re-locate the bone.
System: No roll is required however a blood point must be spent to take the form, and another blood point spent to reform.
System: The vampire must first touch his opponent and then roll Strength + Medicine (Difficulty, 6). Each success causes one point of aggravated damage that can only be soaked with Fortitude. Any Potence is also added to the damage. By adding a +2 Difficulty to the Strength + Medicine roll, the vampire may break specific bones thereby attempting to cripple his opponent.
System: No roll is required, however, a blood point must be spent and the Son of Sam will take one point of regular damage that cannot be soaked when the power is activated. This wound level cannot be healed until the spikes are re-tracted. Any opponent striking a kindred with Bones Spurs will take a number of dice worth of aggravated damage equal to the number of damage successes inflicted upon the wearer of the Bone Spurs. The spikes may also be used as a weapon (Difficulty 6, Strength da mage) by the kindred (Spiked knuckles-knees, diving on an opponent). Each success causes a point of aggravated damage.
System: To animate the skeletons, the kindred must spend one blood point for each skeleton to be animated. The skeletons must then be given one blood point per day to maintain them. Animated skeletons made in this fashion have the following statistics:
* These are used for initiative purposes only.
System: Using this power is identical to Dislocate however, the vampire must touch the part of the victim he wishes to remove.
System: Use of this power requires the vampire to spend five blood points to fuse the new appendage to his own body. Also the player must roll Intelligence + Medicine (Difficulty 6, +1 for each additional appendage) and score at least one success. Failure to do so ruins the appendage. Use of this power is quite heinous and unnatural even for a vampire. When this power is used the player must make a Humanity roll.
System: While in this form, the vampire takes 1/2 damage from all edged attacks (rounded up) and all soak rolls vs. Fire are made at a +2 bonus to difficulty. The kindred is also immune to any attack that would drain, manipulate, or contaminate any of the kindred's blood (Theft of Vitae, Cauldron of Blood, Blood Sweat, etc.). Additionally, no one may commit Diablerie on a vampire in this form or drink his blood. Finally, the kindred gains the benefits of the Iron Will merit. If this merit is already possessed, the kindred will be immune to all Dominate abilities. One blood point must be spent to take this form.