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Sanguinus
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The unique Discipline of the Blood Brothers is a product of Tremere rituals and Tzimisce applications of Vicissitude that created the bloodline. Sanguinus allows a Blood Brother to share various parts of his body with any other member of his circle. This Discipline is grotesque, to say the least. Many of its powers evoke mindless terror in mortals. Any human who witnesses the effects of Octopod or Coagulated Entity must make a Courage Virtue Test against a two-Trait difficulty or flee in nauseated terror. Sanguinus uses Empathy for retests as it requires the Blood Brother to have a certain degree of rapport with his circlemates in order to function at maximum efficiency. Outsiders attempting to acquire the secrets of Song-Minus often find themselves at a disadvantage; many of the powers do not function as well without circlemates. |
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basic Sanguinus |
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Brother's Blood |
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The bond that each circle of Blood Brothers shares gives that circle a unique physical, spiritual and mental link. The blood of one is the blood of all. You may exploit this link to heal the wounds that your brothers sustain, regardless of distance. To use Brother's Blood, spend a Blood Trait as if you were healing one of own wounds and declare which member of your circle you are healing. You may spend five Blood Traits over the course of several turns to heal a circlemate's aggravated wound. This Blood Trait expenditure counts against your per turn limit, not your target's.
Expanding on the lessons of Brother's Blood, you may now lend limbs or external organs to your circlemates. This power is horrifying to watch, not only for the effects on the recipient but for the effects on the donor. Experienced Blood Brother circles often leave their weaker members a safe distance outside combat, and these individuals quickly come to resemble quadruple amputees as they pass their limbs to comrades in need. Octopod takes effect instantly and over any distance within line of sight; donated parts simply vanish from the donor and appear attached to the recipient. To lend a limb, eye or ear to a circlemate, spend a Blood Trait. The loaned organ appears at the end of the turn, manifesting wherever the recipient wants it to appear. This power imparts no means of additional attack. However, an extra ear or eye gives two bonus Traits for resolving perception-based challenges for the appropriate sense; an extra arm gives two bonus Traits in close combat, and an extra leg gives one bonus Trait for close combat and two bonus Traits for any balance-related challenge. You may call the limb back whenever you wish. This power may only be used to lend external parts - you may not give away your brain or your heart. Any supernatural enhancements your limb has, such as Feral Claws or Fleshcrafted hooves, travel with it, as do any ornaments or jewelry, but clothing stays with you.
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Intermediate Sanguinus |
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Gestalt |
Though you normally share a low-level mental bond with your circlemates, Gestalt allows you to intensify this bond, giving your circle the equivalent of a temporary hive mind. While this power is in effect, you do not actually become one, though you share thoughts and your will is strengthened by those of your comrades. To activate Gestalt, every member of your circle must spend a Blood Trait. A member who does not possess Gestalt himself must also succeed in a Static Mental Challenge against five Traits to join the link. If one member is unable or unwilling to spend the Blood Trait, the power does not take effect, though individuals who fail the Mental Challenge do not destroy the entire link, just their own connection to it. Gestalt lasts for the rest of the scene, even if you or another circle member are killed or rendered unconscious. While this power is in effect, you enjoy several benefits. First and foremost, you are all in telepathic communication, requiring no effort and no Trait expenditure. Second, any circle member may sacrifice his action for the next turn in order to expend an Ability Trait, "giving" it to any other circle member who can use it for a retest on a challenge taking place during the current turn. Third, any attempt to use any mind-altering Discipline on any circle member is resisted by the highest number of the appropriate Trait that any individual in the circle possesses, though the individual target must still bid his own Traits to resist. For example, if Leon has three Mental Traits and is the target of a Dominate attempt, he must bid one of his own Mental Traits, but ties and overbids resolve against the 14 Mental Traits that Leon's circlemate Rick has.
Drawing on your circle's link at both the sanguine and the spiritual levels, you may now increase the potency of your own vitae at the expense of a circlemate. Most circles use this power when only one member is embattled, donating the strength of their blood to him in order to allow him to perform fearsome physical feats or to heal massive wounds in a matter of moments. To borrow a Generation Background Trait from a willing circlemate, make a Static Mental Challenge against a difficulty of five Traits. If your target is unwilling to give up this Trait, this power fails. If he is willing but does not know Walk of Caine himself, he must succeed in the same challenge. Walk of Came lasts for the scene. You may only borrow one Generation Trait from any one member of your circle, and you may not reduce your own generation past fourth. If you borrow a generation from a 13th-generation circlemate, he gains the Flaw: Fourteenth Generation until the power wears off. You may not borrow a generation from a circlemate who is already 14th generation. Any effects of your circle's blood that last past the end of the scene, including Embraces you perform or diablerie that you commit or that is committed upon you, use your normal generation rather than your altered one. For example, if you are usually 10th generation but reduce your generation to seventh and Embrace a childe, she will be 11th generation, not eighth.
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advanced Sanguinus |
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Coagulated Entity |
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Stepping beyond mere sharing of blood, flesh and minds, you and your circlemates may now combine your very forms into one monstrous conglomeration of writhing muscle and jagged bone. While this makes you a likely target for any enemy attacks, you more than likely have the combined strength to shrug off most assaults as you shamble over any opposition. This power should be overseen by a Narrator as its effects on the surrounding scenery and mortals are rather severe. It is recommended that you work out a Coagulated Entity's Traits before play begins. Every member of the circle who wishes to join the Coagulated Entity must be in physical contact with one another and spend three Blood Traits, raking no other action for three turns, though only one participating member must know this power in order to initiate the merge. At the end of the third turn, the unholy melding is complete. The component character with the lowest generation controls the entity's actions, though its actual generation is equal to that of the highest-generation member. A Coagulated Entity enjoys the combined Physical Traits and Mental Traits of all its members. However, it gains a number of Clumsy Negative Physical Traits and Witless Negative Mental Traits each equal to half its total number of component characters, rounded up. Normal Social Traits are submerged, replaced by a number of Fearsome Social Traits equal to three times the number of members. The entity's Blood Pool holds 10 Blood Traits per member, though per turn expenditure is determined by the entity's generation. Its Disciplines are the highest level of any given Discipline that any circle member has attained, so if one member has Advanced Potence, a second has Advanced Fortitude and a third has Advanced Auspex, the Coagulated Entity has Advanced Auspex, Fortitude and Potence. A Coagulated Entity may not be staked as it has too many hearts in inaccessible places. It has a normal range of health levels, plus two additional Bruised health levels per component vampire past the first. This power's effects last until the end of the scene or until the entity is destroyed.
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