Blood Sorcery

## Known Powers

### Aspirant Powers

**The Kiss [5 points]**- *Allows the Aspirant to alter the way their bite feels for a human, replacing the initial pain with a specific feeling. This may for instance be lethargy, fear, forgetfulness or pleasure.*

Passive: The Aspirants bites do no longer cause pain if desired so.

Active: The Aspirant may choose to instill an emotion into a mortal with a bite. Its intensity correlates with the Aspirants Charisma Rating.

**Strigoi Swiftness [5 points]-** *The Aspirant will find it it much easier to use their dexterity as their Essence becomes more attuned towards the rest of their body.*

Active: After spending two points of Essence the Aspirant may reroll any amount of dice on a Dexterity-related Roll.

**Chiroptean Sensibilisation [Requires atleast one Power of Prospection | 5 points]-** *Allows the Aspirant to sharpen one of their senses to an inhuman level. This can be used to eavesdrop through walls, taste fine nuances from a humans blood or see even in the dimmest light as their hunger grows stronger.*

Active: The Aspirant may make a successful Evocation Roll to set themselves into a state of Intense Focus. They may add an amount of dice equal to their missing Essence onto befitting Perception Rolls.

**Accursed Vitae [10 points]-** *Allows the Aspirant to unleash to full the mutative properties of their Essence no matter where its located. It will begin to boil; mutating, withering and bloating any flesh it touches.*

Active: When activated the Aspirant must make a successful Evocation Roll. The chosen amount of Blood begins to rapidly mutate. The Aspirant must roll two D6 and cause the higher result as physical damage to anyone touching it, Stryga and mortals convert this to lethal damage. When rolling a double 6 a targeted Stryga or Strygoi must make a Roll on the *Mutation table* and recieve the result as a permanent Mutation. Throwing mutating Blood at enemies during combat requires a point of Essence and a *Throwing Action.*

**Blood Rupture [15 points]-** *Allows the Aspirant to rapidly increase a targets blood flow until it becomes damaging; bursting veins and popping blood vessels. In a frigthening struggle blood will rush out of its eyes and nose as the victim chokes to death on their own lifeforce.*

Active: When making physical contact to their target the Aspirant may choose to make two Evocation Rolls. Should they be successful their target suffers *physical damage* equal to their current Vigor/Essence.

**Grace [Requires Strigoi Swiftness | 15 points]-** *Allows the Aspirant to slow down the flow of time around them for a single action, they themselves not being affected. The more they wish to slow down their enviroment the more Essence they need to use. For the eyes of mortals they appear to move at supernatural speed.*

Active: The Aspirant must make an Evocation Roll and may spend up to two points of Essence to activate Grace for a single round. For every invested point everyone targeting the Aspirant or targeted by them reduces their physical dicepool by 2.

**Bat Form [15 points]-** *After a few minutes of preperation the Aspirant to transform themselves into a swarm of bats for a limited amount of time. Any clothing or objects carried by the Aspirant will be left behind. With sufficient controll the bats may carry them away however.*

Active: When activated the Aspirant must spend a full round of preparation which requires Absolute Focus; and make an Evocation Roll afterwards. Afterwards they may turn themselves into a swarm of bats. They use the Batswarm Profile during this time. Lost points of Health will be directly be transfered when turning back.

### Master Powers

**Chiroptean Transformation [Upgrades Bat Form | 10 points]-** *Allows the Methusalem the transform any part of their body (including their Essence) into bats and controll them each of them individually. Clothes and carried objects are transformed aswell. This requires no preperation and may be used for dodging.*

Passive: Batform does no longer require a round of preparation. Clothes and any objects they touched will be transformed into bats aswell. In combat this can be used to automatically dodge an attack for 3 Initiative.

**Bloodbending [10 points]-** *Allows the Methusalem to controll their own blood telepathically.*

Active: The Methusalem may enter a state of Absolute Focus. In it they may freely form and move their own Blood.

**Mastery of the Mortal Essence [30 points]-** *Allows the Methusalem to use any Blood Sorcery powers restricted to their own blood on mortals/mortal blood within line of sight.*

Active: The Methusalem must choose a mortal visible to them and make a successful Evocation Roll. They may cast any Blood Sorcery power (known to them) that manipulates their Essence on mortals transforming their blood instead.

## Known Rituals

### Aspirant Rituals

**Create Stryga [10 points]-** *Allows the Aspirant to turn a human into a Stryga. This is only possible at midnight. To do so the human must be chained and placed in a horizontal position. The Aspirant must use their fangs to create several deadly wounds without drinking any of the emanating blood. Instead it must be rubbed onto the humans skin while they fade into death. After the corpse has bleed out completly and their entire body is covered in their own dried blood, the Aspirant may rub Necrotic Salt into the corpses wounds before adding some of their own Essence into its mouth. The Passage of Awakening from the Liber Sanguis will suffice to bring the corpse back to life which will immedeatly be set into The Hunger. However it must remain in chains and starve for three full nights which will result in disfigurements and sings of vampiric corruption, finalising the ritual and creating a young Stryga.*

Duration: 3 AP

Ritual Resources: Necrotic (1), Human/Animal

Effects: Creates a Stryga. It can not directly disobey vocal commands given to them from their creator. Note that a Strygas blood can be used as a substitue for the Aspirants Essence when casting curses.

**Instill Mutation [10 points]-** *Allows the Aspirant to break apart a Strygas blood, unlocking its mutative properties. To do so they must gather some of their own blood or that of another Strigoi. It must be combined with 13 drops of bat blood and grinded down Belladonna, Mandrake and Black Henbane. Said mixture must be given into an Alembic and heated with a fire fed only by the wood of a haunted maple tree. After the destillation process is complete a clear liquid will emerge that must be rubbed onto the skin of the target where it will induce heavy mutations*

Duration: 1 AP

Ritual Resources: Exotic (2)

Effects: After the ritual is complete the Aspirant must roll onto the table below to determine the permanent mutation bestowed onto their target.

* 1- **Withered Muscles**: Reduces all Physical Attributes by 3.
* 2- **Harrowed Flesh:** Reduces their Health, Essence and Binding by 2.
* 3- **Twisted Torments:** Causes D6 points of *Mental Damage* whenever performing physical feats such as attacking, lifting or dodging.
* 4- **Crippled Claws:** Reduces their Unarmed Damage by 3.
* 5- **Obvious** **Disfigurements:** Grants them visual disfigurments like a crippled wing instead of an arm, a henched back due to large zysts, twisted bat-teeth or other forms of exaggerated vampiric mutation that openly display their supernatural nature no matter the disguise. The details are chosen by the Storyteller.
* 6-9- **Physical Corrption:** Grants them any visual modifications associated with Strigoi corruption. The details are chosen by the Storyteller.
* 10- **Razor-Wings:** Replaces their arms with wings that are incapable of flight but possess sharp claws at the end of each finger. They can no longer use their hands but their Unarmed attacks have long range and increase their damage by 2.
* 11- **Whiptail:** Grants the Mutant a long tail and altough it may be hard to hide, it can perform an unarmed attack with medium-range.
* 12- **Chiroptean Membranes:** Grants the Mutant an extendable membran between their arms and legs that allow them to glide over large distances.
* 13- **Bat Ears:** Grants the Mutant large bat-like ears that increase their Alertness by 2.
* 14- **Fangs and Claws:** Increases the Mutants damage during bite attacks by 2.
* 15- **Mutative Lifeforce:** Grants the Mutant the ability ***Accursed Vitae*** and allows them to reroll any of the damage dice.
* 16- **Inhuman Beauty:** The Mutant increases their Impression by 3.
* 17- **Aspect of the Broodmother:** The Mutant may spend 5 points of Initiative and 2 points of Essence to vomit a chunk of blood that turns into a swarm of mutated bats under their controll after a full round has passed. They use the stats of the Batswarm but increse the damage of their attacks by 3.
* 18- **Blood of the Undying:** Allows the Mutant to *Regenerate* without the expense of Essence.
* 19- **Quicksilver Aspect:** Allows the Mutant to spend three points of Esssence on Grace, should they have access to it.
* 20- **Blessing of Balaur:** They gain 20 XP that may only be spend on Physical Attributes or the *Brawl* Knowledge.

They may perfrom this ritual on their target as often as they wish without undoing the effects of the previous one. When repeating the ritual they reduce the result by 2 each time they do it.

## Rare Powers

The following powers and rituals are much less wide spread and are usually only practiced by specific Strigoi cultures. The player should only choose powers and rituals that thematically fit into their own subculture.

### Aspirant Powers

**Taste the Sin [Requires atleast one Power of Prospection | 5 points]-** *Allows the Aspirant to taste the blood of a mortal or Afflicted to determine what sins they have committed in their lifespan.*

Active: When consuming the blood or Essence of a target they can make a Perception + Investigation Roll to determine if they violated any of the Aspirants central convictions or if any of their convictions directly opposes the Aspirants central believes.

**Driven by Hunger [10 points]-** *Allows the Aspirant to channel their Thirst to gain power from it. The greater their hunger the quicker their movements become, surpassing the speed of any other Bloodline.*

Active: The Aspirant must make a successful Evocation Roll. For every second missing point of Essence the Aspirant may add a die onto their next Dexterity or Strength Roll.

**Embrace of the Monstru [10 points]-** *Allows the Aspirant to surrender their human shape to the mutations brewing in their blood, twisting their body into a dreadful monstrosity.*

Active: After two successful Evocation Rolls the Aspirant must spend a full round of preperation in which their body rapidbly mutates. They may make up to a number of rolls on the Instill Mutation table (The number must be chosen before rolling) equal to their Willpower Rating and gain all of the rolled mutations. The effects of this can never last longer than an entire night. Out of combat the Aspirant may remove individual effects, spending a point of Essence for each Mutation.

**Grim Winters Kiss [10 points]-** *Allows the Aspirant to leech warmth out of an object, a lifeform or an Undead. This might be used to freeze liquids or flesh.*

Passive: The Aspirant will become immune against all effects of cold, including this power. In addition they may cool down objects or freeze small bodies of water when touching them long enough.

Active: The Aspirant must make an Evocation Roll and choose a visible target. It looses 5 + Aspirants Intellect points of Initiative.

**Beguile [10 points]-** *Allows the Aspirant to slow down and numb the mind of a person they have eye contact to, making them more receptive towards their rethorics and gain their undivided attention.*

Active: The Aspirant may spend two points of Essence and choose a target they are a talking to. During the entire conversation their target will reduce their dicepool by 3 when making an Alertness or Inner Eye Roll.

**Whisperer in the Darkness [Requires atleast three Powers of Illusion | 20 points]-** *Allows the Aspirant to project their own will into a targets mind, convincing a person to perform a specific action. They will later believe doing so was their own idea.*

Active: The Aspirant may engage in a drawn out conversation with a mortal. By using charismatic and eloquent words they can be compelled into performing a specific action. This requires about 10-30 minutes, two successful Evocation Rolls and a contested Charisma + Empathy Roll against their targets Composure + Inner Eye. When succeeding they will perform the desired action as described by the Aspirant and believe it was an idea of their own. It will be nigh impossible to remember the conversation in which this power was casted upon them.

### Master Powers

**Sire of Spawns** **[15 points]-** *Allows the Methusalem to take controll over a Stryga of their creation.*

Active: After making a successful Evocation Roll the Methusalem may take full controll over a Stryga of their creation. In their new host they must still use their own Intellect, Charisma, Composure and Binding Rating. They may cast Blood Sorcery Powers in their host. This requires Absolute Focus.

**The Forefathers Call [Requires Bloodbending | 20 points ]-** *Allows the Methusalem to call upon the powers of their Dark Forefather to take controll over another Strigoi.*

Passive: Allows the Methusalem to take controll over another Strigoi as if they cast *Danse Macabre* on them. This requires a successful Evocation Roll and a contested Composure + Willpower Roll.

## Rare Rituals

### Aspirant Rituals

**Vengeful Reclamation [5 points]-** *Allows the Aspirant to consume a Strigois blood to gain necromantic knowledge from it. To do so the Aspirant must chain and hang the chosen Strigoi to a wall; before cutting ritualistic circles and runes into their flesh. Their blood must be gathered in a bowl placed under the Strigois floating feet until bleeding them out completly. The chained Strigoi must be left to suffer their hunger and die from it before their heart can be removed and placed into their extracted blood. The mixture must be boiled for several hours while reciting passages from the Book of Balaur. Afterwards a thick liquid will emerge that must be consumed by the Aspirant. Doing so grants them great insights into the consumed Strigois blood and allows them to learn powers of Blood Sorcery known to them, including Bloodline-specific powers that would normally be unaccessable.*

Duration: 2 AP

Ritual Resources: Strigoi

Effects: Unlocks all Blood Sorcery powers and rituals known to the sacrificed Strigoi for the Aspirant Note that the required Strigoi can only be found in a session.

**Crimson Contract [5 points]-** *Allows the Aspirant to craft a contract that supernaturally binds both parties to their word. To do so they must prepare a piece of parchment and soak it in bat-blood for three full nigths. Afterwards it may be taken out and dried over a fire only fed by the thorns of roses while reciting a passage from the Book of Blood. After it has dried the contract may be written out, explaining the details of the arrangement. Afterwards both parties must sign the contract in their blood/Essence which will make its effects binding. Should any party defy its rules, a chosen punishment is enacted upon them supernaturally. Destroying the contract will end its supernatural effect however.*

Duration: 2 AP / 3 days

Ritual Resources: Common (1); Optional Narrative Resource

Effects: Creates a supernatural contract between the two parties. Should the contract be violated a number of chosen powers or rituals is casted upon the offender. These powers/rituals must be chosen beforehand and must be known by any of the contractors. Through using a narrative resource a custom effect may be applied. The contract will remain active until fufilled or destroyed.

**Mistmakers Call [10 points]-** *Allows the Aspirant to manipulate the weather around them. To do so they must grind snowdrops, Yarrow and dried oakleaves into a thin powder that must be mixed with Essence and swamp water in a brass caldron. A fire must be lit below the caldron while stiring the brew and chanting passages from the Book of Blood. Afterwards the arising fumes with turn into clouds, mists or storms in the local region. This ritual can only be performed below the open sky.*

Duration: 1 AP / 1 hour

Ritual Resources: Common (1)

Effect: Allows the Aspirant to manipulate the weather around them. The ritual will last for 24 hours, the range and effect can be chosen by the Aspirant. They may spend a number of points equal to ther Intellect + Composure Rating on the table below:

Weather Control
 Area of Effect

Should they be a Methusalem they may add their Execration Rating as points when using this ritual.