By Jeremiah Lasch (jlasch@uakron.edu) for the Sons of Virtue bloodline.
System: No roll need be made, but one blood point must be spent.
System: Again, only one blood point must be spent here. The vampire can jump straight up a distance equal to his strength x 2. That is how high his feet are off the ground.
System: One blood point must be spent. The vampire can jump a distance equal to his strength x 5 from standstill. If he has a running start, he can add a number of feet equal to his dexterity.
System: The player rolls Perception + Alertness, difficulty 7. Only one success is needed. If the opponent is using celerity, the vampire can only dodge out of one attack unless he uses speed to run away.
System: Every blood point spent increases fortitude by half of its original value.
System: The only way the combo can work is if the character has initiative on the first hit, and he must land the first hit. If he misses the first hit, the combo is void. He spends one blood point to start the combo. If both of the above criteria are met, the combo proceeds. Even if any attack after the first fails, the combo will still proceed. The combo doesn't do damage per hit, but as a whole. This damage is equal to the number of hits that connect plus strength. The opponent soaks all of the damage in one soak roll. This can be a truly devastating attack.
Ex: Steven has 6 dots in dexterity. He decides to do a four hit combo to a foe. He gains initiative and the first hit lands. Therefore the combo proceeds. Unfortunately for his opponent, he doesn't block any of the four attacks. Steven has a strength of 7, so the damage done by the combo is 11 (4 + 7). The opponent makes a soak roll, and soaks for 6 points of damage. Now he is mauled.