Plasmatos

By Black Jack Ripper for the Kobold bloodline.

The Kobolds are masters of blood manipulation, and the discipline of Plasmatos is what makes this possible. At lower levels, they can warm their bodies or darken their skin; at higher levels, they can use others blood as weapons against them. It is the power of the blood that struck fear in the hearts of Kindred centuries ago, and why the Kobold are still in hiding today.

This discipline may be learned by non-Kobold Kindred, but they must first diablerize a kobold in oreder to make their own blood potent enough to get the power to work. They should be careful however, for by diablerizing a Kobold, the offender eventually gains the clan weaknesses as well as its strengths, much in th e same way that diablerizing a Malkavian gives the offender derangments.

Practictioners of Plasmatos automatically gain the following abilities:

Potent Blood: A Kobold's blood is so potent that only two drinks from one will blood bond you and it takes four drinks on consecutive nights to bond a Kobold. If time is allowed, your blood would be drowned out by the blood of the Kobold. A Kobold also has the abilities of one generation higher than thier actual generation.

Bloodsing: A Kobold can effectively communicate with other Kobolds Through their blood with this ability. By rolling Plasmatos + Manipulation, The character can contact the number of Kobolds in the number of miles as successes x 2. This ability is especially used whenever a Kobold meets other Kindred to determine if any are of their clan.

Heat of the Form: This power enables the character to warm hisblood to the point where she is at normal human body temperature or slightly warmer. The character will feel warm to the touch and will only take damage from extermes of cold. By rolling Willpower+Plasmatos, the characters body heat will raise ten degrees Fareinheit for each success.

Discipline Effects: Plasmatos gives the character the power to mix her other disciplines for unique abilites. There will be more on this later.

* Crimson Tears: In using this power, the character will cry blood from his tear ducts and sweat it from his pours. It will then be absorbed to darken the skin of the character, making him appear as a normal vampire or even human depending on how much blood is spent. If two or more points are spent, The character may gain one appearance point. If five are spent this point is lost and replaced with a point in intimidation. It is this power that makes a kobold's eyes red.

System: The player must spent one willpower point and as many points of blood as he wishes to use this power. Success is automatic, and effects will last one chapter for each blood point spent, after which, he will loose one level of color per chapter until he is white again. If more than four points are spent, effects are lost one level per scene until level four is reached, then it degrades as normal.

1BP = Vampire
2 BP = Caucasian human
3 BP = Asian human
4 BP = Native American human
5 BP = African human
6 BP = Assamite elder.

** Foam of Health: This power is known as the only fast cure for aggravated wounds. The character calls up blood through her saliva glands and mixes the two substances together in her mouth to create a frothy foam which is than placed on an aggravated wound to heal it.

Sytem: One willpower point is spent at the beginning of this process. One bloodpoint mixed with saliva makes one dose of foam. It takes one turn to make and will heal one point of aggravated damage in one turn. The process can be repeated, but regardless of how many doses are made, never more than one blood point will be spent.

*** Veins of Steel: By using this power, the character renders his cardiovascular system virtually impenetrable. The character cannot be staked, beheaded, or dismembered while in this state because nothing can pass through his heart, veins or capularies. No dexterity is lost, but the rest of the flesh takes damage as normal.

System: Character must spent one willpower point and two blood points to use this power. No rolls are necessary, it takes one turn to transform. In order to penetrate viegns of steel, attacker must have at least a nine in strength + potence and get at least six successes on his attack roll.

**** Scarlet Dagger: This power enables the character to transform his blood into a physical, handheld weapon. This could be anything from a handful of darts to a battle axe depending on the amount of blood spent. All damage caused by such a weapon is aggravated. The weapon may be used an equal number of times as blood points spent; it then crumbles to dust.

Sytem: After spending a willpower point, character slits his wrist and allows the blood to pour into his hand. The blood will solidify and form the weapon.

1BP= 5 darts
2BP= knife
3BP= dagger
4BP= sword
5BP= axe

***** Blood Retainers: This power enables the character to create six inch tall servants to do their masters bidding. These little creatures are more than blood bound to their master, for they are in fact, the master's blood incarnate and will do whatever they are told. Their stats are as follows: Str=1,Dex=2,Stam=1,Char=0,Man=0,App=0,Per=3,Int=2, Wits=2,Will=4, Health levels=3.

System: Character spends one willpower point and one blood point to animate her blood, she then pours one point of blood for each creature desired onto the floor. It takes one turn for animation, and one turn for creatures to form. ****** Venomous Draught: This ability makes the character's blood exceptionally lethal to anyone who drinks it as it becomes a deadly toxin.

System: A successful Manipulation+Willpower roll is needed to poison the blood, plus the expenditure of two blood points. Any vampire who drinks the characters bl ood recieves an aggravated wound per blood point drunk. Assamites take double th is damage.

******* Touch of the Flaming Hand: At this level of discipline, Heat of the Form is effective enough to actually burn objects with your flesh. All brawling attacks made while using Heat of the Form are aggravated, for the blood literaly boils in the characters viens. This effect does no damage to the character, but she will lose some blood due to evaporation.

System: Roll Willpower+Plasmatos, each success raises body temperature 100 degrees. No blood is spent to activate the power, but a blood point must be spent e ach turn it is used.

******** Toxic Spray: This is an extension of Venomous Draught. It enables you to actually spray the poisonous blood from your pores, doing agravated damage to anyone nearby. Aiming is possible, but difficult.

System: Create venomous draught, spend a willpower point and a number of blood poi nts to spray. To aim roll Perception+Willpower,difficulty 7, otherwise you spray everyone within 10 ft. Toxic spray does one point of aggravated damage per blo od point spent.

******** Artery Defense: Once a Kobold reaches the Fifth generation, an unusual defense system takes over his body. If at any time, his body is dismembered, his veins and arteries will fire out from the body and reconnect with the detached limb. This will also work with the head if it is removed.

System: This power works automatically, no rolls are made.

********* Evaporation: Masters of plasmatos have been known to take blood for granted, as proven by this power, which actually dries up any target the character wishes. T he blood actually vanishes with no trace, leaving the victem a shriveled, dried up corpse.

System: a contested Willpower roll is required to activate this power. If the victim wins, he leaves feeling very weak. If he loses, he dies.

********** Crystalline Death: This horrendous ability forces another character's blood to crystalize and form massive spikes, thus effectively impailing and stabbing the character a billion times from the inside out.

System: Roll Manipulation + Plasmatos, each success causes 5 points of agdravated damage to target character. The only defence target is alowed is a Willpower + Fortitude roll, difficulty 8. *********** Blood Summoning: This power is reserved to Kobold himself, not even Caine has this ability. Remember, Kobold never entered torpor, he is still roaming the ear th looking for Caine. When He finds his sire, Kobold will issue forth the Blood Summoning, and all supernatural beings ( vampires, werewolves, mages, gypsies , mummies, and changelings) in the world will feel a tremendous urge to go to Kobold and Caine. This urge is overwhelming and cannot be resisted. If a character denies the summoning, his blood will tear from his body and go without him, e ffectively rendering him dead. Once all have assembled, Caine will pronounce jud gement, thus Gehenna and the Apocalypse shall begin, and the world be made new.

Plasmatos Disciplinary Effects

These effects are not automatic; they must be learned simularly to Thaumaturgical rituals. Let the player feel free to create his own effects at character creation, but if he experiments with an effect that he does not have or has never tried before during play, make the difficulties high.

Mask of Fear: (Obfuscate 3, Presence 1) This ability enables the character to flash a monstrous illusion over her face, causeing a delerium effect in whomever she is looking at that momment.

Instant Haven: (Obfuscate 2, Protean 3) When this effect is learned, the character can meld with a wall as easily as earth. Causing a delerium effect in whomever she is looking at that momment.

Flash Transform: (Celerity, Protean) This effect alows any Protean transformation to take only one turn.