By Sable O'Malley-McRoy (captainsable@home.com)
Experience Cost: 10
Description: With this power, a vampire can make alterations to a person on a cellular and genetic level, for the purpose of repairing damaged tissues or fixing genetic defects. In essence, this ability allows the vampire to cure genetic illnesses and defects such as Huntington's Disease or Down's Syndrome, or even diabetes, or to cure illnesses and injuries caused by environmental factors, such as heart disease and cancer.
System: The vampire focuses her third eye on the target and rolls Intelligence + Medicine at a difficulty of 7 to determine what changes are needed in the target's pattern. Five successes are required, but it is an extended action. Once these successes are accumulated, the vampire then touches the patient and spends a Blood Point. The changes will immediately take effect, affecting a cure.
Experience Cost: 15
Description: With this power, a vampire can, in an instant, successfully diagnose the most baffling of conditions and diseases. He can determine, with multiple successes, the precise nature of even the oddest effects. However, this does not necessarily mean that she is capable of curing the affliction.
System: The vampire focuses her third eye on the target, which causes a beam of soft light resembling moonlight to radiate from the eye to the target, and rolls Perception + Medicine, difficulty 6. The amount of information that he receives depends upon the number of successes obtained, as per the table below:
Successes | Information Acquired. |
Botch | The vampire determines that the condition is something entirely different from what it actually is (which, as any doctor can tell you, can be very dangerous in medicine). |
0 | The vampire learns nothing. |
1 | The vampire can diagnose a simple injury, disease, or condition (anything that a doctor could tell you with an examination at a walk-in clinic). |
2 | The vampire can determine the precise nature of moderately complex injuries, diseases, or conditions (something you would have to take a blood test or have an X-ray for). |
3 | The vampire can determine the precise nature of even the most complex, natural injuries, diseases, or conditions (something really difficult to diagnose, like AIDS, Lupus, or fibromyalgia). |
4 | The vampire can determine if a condition is caused by mystic or magical means rather than natural ones, but not the true nature of the cause (the wasting sickness is not caused by polio; it is caused by a magical effect); any disease that affects vampires in your game falls into this category. |
5 | The vampire can determine the general type of magic or ability that caused the condition (the wasting sickness is caused by a Discipline, not a Mage Sphere, an Arcanos, a Garou Gift, a spirit Power, etc.). |
6+ | The vampire can determine the precise nature of a magically-caused affliction (the wasting disease is caused by the fourth level Thanatosis power, Withering). |
Experience Cost: 15
Description: This power is essentially a combination of existing Dominate and Presence powers, which affects only certain targets. Its use assures the proper observance of chivalric oaths between vassal and lord, automatically affecting all vassals and servants of the vampire in possession of it, and no one else. First, it protects the vassals from Domination by others, just like the 6th Level Dominate power Loyalty (+5 dice to resist outside Domination,) without the harmful effects of Conditioning; indeed, it is not necessary to Dominate the vassal even once. Second, a vassal is affected as if the vampire using the power had Majesty active towards him at all times.
System: Vassal's Loyalty automatically acts upon any person who has sworn fealty to the vampire in possession of it, unless said vampire consciously wills otherwise.