Common Bloodgifts (Daze)

## Gifts of the Alchemist

* **Blood Synthesis**
	+ Description: *Allows (...)*
	+ Requirements: Advanced lab equipment; 5 liters of blood
	+ Brewing Time: 24 hours
	+ Effect: Allows the Alchemist to produce (Crimson). They start with the recepy for a single type of (haze) and may learn more as the game continues. For every [daze die] the Brewing Time is reduced by 3 hours.
* **Toxication**
	+ Description: *Allows the Alchemist to brew a variety of toxins and poisons that can be used to drug, manipulate, weaken or kill targets. To do so the Vamp needs to add trace amounts of a substance whose effects they wish to bestow into their potion; massivly amplifying the substance and even enchancing its effects.*
	+ Requirements: Simple Brewing Stand; 1 liter of Human Blood; Substance (Trace amounts)
	+ Brewing Time: 3 hours
	+ Effect: Allows the Alchemist to produce a toxic potion, using small amounts of a substance whos effects they want to replicate or enhance. Anyone drinking or injected with the potion will directly suffer from its effects. For every [daze die] they had during the brewing proccess, the difficulty to resist the brew is increased by 5.
* **Concoct Antidote**
	+ Description: *Allows the Alchemist to produce a rapidly effective antidote against the effects of a bloodbrew, a poison or disease. It can be distilled from the victims tainted blood aswell as some of the Vamps own essence. The resulting concoction quickly makes anyone drinking or injected with it immune against the adverse effect.*
	+ Requirements: Small Alembic; Sample of tainted Blood
	+ Brewing Time: 1 hour
	+ Effect: Allows the Alchemist to produce an antidote against any harmful agent inside a victims blood; including bloodbrews, poisons or diseases- completly making anyone it was injected immune against any effect or symptom. For every [daze die] the brewing time is reduced by 10 minutes.
* **Crimson Corrosive**
	+ Description: *Allows the Alchemist brew an acid that corrodes and dissolves a chosen substance that was added when it was concocted without trace. The substance must be distilled down and drenched in human blood.*
	+ Requirements: Small Alembic; 2 Liters of Human Blood, Substance
	+ Brewing Time: 1 hour
	+ Effect: Allows the Alchemist to produce an acid that dissolves a chosen substance at great speeds. For every [daze dice] active during its brewing, it will cause an additional 2 points of damage to its target; reapplying with every round it is active.
* **Sanguine Jelly**
	+ Description: *Allows the Alchemist may reduce common or rare blood, a bloodbrew, or a (...) down until a thick blood paste emerges. It will have the same effect as the blood that was reduced although it has much smaller mass and can be perserved indefnitly. To many Vamps this jelly is much more appealing and intense than its liquid equivalent.*
	+ Requirements: Condenser; 1 Sample of Substance
	+ Brewing Time: 2 hours
	+ Effect: Allows the Alchemist to reduce down up to one bloodlevel worth of blood/bloodbrew/(...) down to a condensed and portable paste. It does not go stale and retains its effects indefinitly. For every [daze die] the Brewing Time is reduced by 15 minutes.
* **Blood Cleanse**
	+ Description: *Allows the Alchemist to brew a cleansing potion using cold and lifeless blood. Anyone that has only fragments of the substance injected in their bloodstream will suddenly feel their own daze lessen and their mind clear up as their Vamp powers dwindle.*
	+ Requirements: Simple Brewing Stand; 1 liter of Bagged Blood
	+ Brewing Time: 30 minutes
	+ Effect: Allows the Alchemist to produce a cleansing potion that, when injected or consumed, reduces a Vamps (daze intensity) by 1. For every [daze die] they had during the brewing proccess, the difficulty to resist this effect is increased by 5.

* **Vapourisation**
	+ Description: *Allows the Alchemist to vapourise any bloodbrew into a rapidly expanding fume. When expelled a transparent reddish mist will spread out, affecting anyone that breathes it in.*
	+ Effect: Trough touch the Alchemist may transform a bloodbrew into a rapidly expanding vapour, directly affecting anyone that breathes it in with the optional exception of themselves. For every [daze die] the cloud of vapour will expand another 5 meters in all directions; although it quickly looses its effect outside closed doors.

## Gifts of the Whisperer

* **Thought Contagion**
	+ Description: *Allows the Whisperer to take over the mind and body of a victim they have bitten, allowing the Whisperer to command them with through will and use them as a puppet.*
	+ Effect: After inflicting a bite, the Whisperer may take controll over a target. For every [daze die] the Whisperer has the difficulty to resist this power is increased by 5 against humans and by 3 against other Vamps. If successful the target must follow every command the Whisperer instills per thought, while being fully aware of whats happening to them. The effect lasts for up to a scene.
* **Sweet True Lies**
	+ Description: *Allows the Whisperer to temporarily banish any doubt or misstrust against them and their words, making anyone listening believe in even the boldest lie. After some time has passed and the Vamps presence no longer affects them, they may come to their senses however.*
	+ Effect: The Whisperer may tell a single lie, no matter how elaborate, that anyone listening will believe in without doubt, as long as its not blantly contradictory to reality. For every [daze die] the duration of this ability will be extended by another 10 minutes against mortals and 1 minute against Whisperers, after which the victims will become fully aware they where lied to. This Bloodgift can not be used in high-stress or combat situations.
* **Split Tongue**
	+ Description: *Allows the Whisperer to use split communication, conveying subliminal messages only chosen listeners may understand.*
	+ Effect: Allows the Whisperer to say two different things at once and choose which listener understands which message. Every [daze die] increases the difficulty to spot the vocal disconnect by 5.
* **Piercing Insight**
	+ Description: *Allows the Whisperer to accuratly determine the emotions, desires and intentions of someone just by looking at them.*
	+ Effect: Allows the Whisperer to determine a targets intentions through maintaining eye contact. For every [daze die] they are recieve information about a single emotion or a desire their target currently experiences.
* **Digital Reflection**
	+ Description: *Allows the Whisperer to project their image and voice into any device, screen or lense they have contact to. They can transmit their reflection through cable, Bluetooth or WIFI.*
	+ Effect: Allows the Whisperer to project a reflection of themselves onto a device. To do so they must make contact with either the device itself or a system it is connected to. When appearing on a screen they can block out anything thats behind it, speak through it and cast Bloodgifts aswell as see and hear. They may freely switch between connected devices. For every [daze die] they can keep this reflection up for another minute.
* **Addictive Bite**
	+ Description: *Allows the Whisperer to conceal the pain of their fangs behind blissful pleasure, making their victim more addicted to their bite which each time the Whisperer feeds. This addiction can drive a victim as crazy as a Vamp their bloodlust.*
	+ Effect: Allows the Whisperer to remove the painful feeling of their bite with intense pleasure; making it more likely that their victim will nevermind or enjoy the feeding. Every time they feed they increase the difficutly to resist further bites by 1 for every [daze die].
* **Daze Projection**
	+ Description: *Allows the Whisperer to project the rush of a daze; making their target feel the emotional instablity and sideeffects while the Vamps own mind stays clean and focussed.*
	+ Effect: Allows the Whisperer to project the effect of their current daze roll onto a target they have eye contact with; forcing any chosen target to suffer it instead of themselves.

## Gifts of the Hunter

* **Supernatural Strength**
	+ Description: *Allows the Hunter to perform inhuman feats of strength; like throwing cars, causing walls to collapse with their fist or tearing limbs off with mere hands.*
	+ Effect: The Hunter may boost their strength to inhuman levels for a limited amount of time. Aside from narrative effects they may add +2 for every [daze die] on any Strength related Roll and increase its duration by 30 seconds.
* **Impenetrable Resilience**
	+ Description: *Allows the Hunter to temporary make themselves immune against any outside attack or force; making bullets bounce of and blades break upon their impenetrable skin.*
	+ Effect: When an attack is targeted against the Hunter they may reduce its damage by -3 for every [daze die].
* **Ligthing Speed**
	+ Description: *Allows the Hunter to move faster than the eye can follow, allowing them to traverse short distances or make attacks at lighting speed.*
	+ Effect: The Hunter may perform a single physical action faster than the eye can follow. For every [daze die] the difficulty to react to their action on a contested Roll is increased by 2. Stealth Attacks made with this ability can not be detected.
* **Eerie Movement**
	+ Description: *Allows the Hunter to move up walls, ceilings and jump down from great heights without loss of speed or risk of injury.*
	+ Effect: When activated the Hunter may walk and run on walls and ceilings while also negating any fall-damage they may suffer. For every [daze die] this ability lasts an additional 5 minutes.
* **Frightening Presence**
	+ Description: *Allows the Hunter to project their dreadful presence onto anyone around them, withering their resolve with pure fear.*
	+ Effect: Allows the Hunter to project unnatural fear into anyone around them. For every [daze die] they may add + 2 on their next Intimidation Roll. Targets that fail against the Intimidation can not attack the Vamp until loosing sight.
* **Scent of Prey**
	+ Description: *Allows the Hunter to track down anyone whose blood they have tasted, even if it was simply trace amounts, following an invisible scent like a supernatural bloodhound.*
	+ Effect: Allows the Hunter to track down a target whose blood they tasted before. For every [daze die] they may recieve directions within an additional kilomer of where this ability was activated.
* **Unnatural Reflexes**
	+ Description: *The Hunter may amplify their reflexes to inhuman levels, allowing them to react at ligthing speed against attacks or suprises that would be impossible for a mere human.*
	+ Effect: The Hunter may react to an attack, making a defensive action without the expense of Initiative. For every [daze die] they may add +2 on the subsequent roll. The Storyteller may ask the Hunter if they wish to use this ability against a treath they are not yet aware of.

## Gifts of the Spectre

* **Mirage**
	+ Description: *Allows the Spectre to project a illusion that can affect any number of senses of anyone percieving it aswell as move around and overlay actual reality. Any target the Vamp is able to sense is affected by the illusion, unless they choose to exclude certain targets from percieving it.*
	+ Effect: Creates an illusion that any chosen target the Spectre can sense percieves. For every [daze die] the difficutly identify it as an illusion is increased by 5.
* **Glitch**
	+ Description: *Allows the Spectre amplify their presence, making technology around them malfunction- including flickering screens showing incorrect information, cameras warping perspective or no longer showing certain images and scanners shutting down.*
	+ Effect: Makes a chosen device or a system of devices malfunction in a way chosen by the Spectre . The difficulty or fixing the system or reverting the changes is increased by 5 for every [daze die].
* **Hypnotism**
	+ Description: *Allows the Spectre to manipulate the memories of a bitten victim, either removing an existing memory or instilling a false one. All the Spectre needs to do is imagine what and when they wish to remove or instill it; and in the latter case how the memory should appear.*
	+ Effect: After inflicting a bite, the Spectre may remove or instill chosen memories into their target. The Spectre may manipulate 10 minutes of memory for every [daze die].
* **Mindblade**
	+ Description: *Allows the Spectre to complelty overwrite and controll the sensual reality of a bitten victim- making them see, hear, smell and feel whatever the Spectre wants.*
	+ Effect: After inflicting a bite, the Spectre gains full controll over their victims sensual reality; allowing them to alter or freely form any element they desire. For every [daze die] the difficulty to resist is increased by 5 and the duration of the ability extended by 5 minutes against mortals; and for Vamps by 3 respectivly. The ability remains active as long as the Spectre is able to direct most of their attention on it.
* **Shadowform**
	+ Description: *Allows the Spectre to temporarily vanish from sight, hearing and smell- becoming complelty indetectable for a few crucial seconds; making them untraceable by mundane and supernatural means.*
	+ Effect: Makes the Spectre invisible. For every [daze die] the duration of this ability is increased by 15 seconds. Stealth Attacks made with this ability can not be detected.
* **Mind Projection**
	+ Description: *Allows the Spectre to disconnect their senses from their body, projecting theim through their blood into places they have visited before- allowing them to see, hear and smell as though they where present.*
	+ Effect: Allows the Spectre to project their senses through a choosen drop or stain of their own blood, no matter where its located. For every [daze die] they may uphold the projection for an additional 5 minutes.
* **Cloak of Silence**
	+ Description: *Allows the Spectre amp to project an aura of absolute silence, allowing them to drown out any undesired sound they or anyone around them may cause.*
	+ Effect: Allows the Spectre to create an aura that silences any undesired sound around them completly. For every [daze die] this ability lasts an additional 5 minutes after being activated.