(Old Blood Sorcery Rules)

## 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 their target 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: Once per session the Aspirant may reroll any amount of dice on a Dexterity-related Roll.

**Chiroptean Sensibilisation [Requires atleast two Powers 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.* Throwing Blood uses the *Seawater Bottle* profile and replaces the damage.

**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 three Evocation Rolls. Should they be successful their target suffers *physical damage* equal to their current Vigor/Essence.

**Grace [Requires Strigoi Speed | 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. In addition, when spending two points of Essence the *Target Moving Fast* penalty is ignored.

**Bat Form [20 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 may spend a full round of preparation which requires Absolute Focus. 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.

Active: When being attackted the Methusalem may choose to turn into bats and back instantly, spending 3 Initiative and making a two successful Evocation Rolls instead of a Dodge Roll. When succeeding the damage is automatically ignored. Should the Aspirant have access to **Uncanny Reflexes** this can be used against Shooting Attacks.

**Bloodbending [20 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. Combined with **Hematosis** they may create a storm of spinning crystals. This requires the initial expense of three points of Essence and causes 5 points of physical damage to anyone within reach per round. Ending the Storm replenishes the spend Essence.

Passive: The Methusalem gains three automatic successes for *Throwing Rolls* when using their blood.

**Mastery of the Mortal Essence [40 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 target 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. You may turn their blood into Bats leaving their empty husk using **Batform.** Mortals will instantly perish when their entire blood hardens (**Hemostasis**), begins to boil (**Accursed Lifeforce**) or their flesh simply pops (**Bloodbending**).

## Known Rituals

### Aspirant Rituals

**Create Stryga [12 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 (3), 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.

### Master Rituals

**Instill Mutation [10 points]-** *Allows the Methusalem to break apart a Strygas or Strigois blood, unlocking its mutative properties. RITUAL BTFO*

Duration: 2 AP

Ritual Resources: (...)

Effects: After the ritual is complete the Methusalem 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 *Unarmed Combat* Talent.

They may perfrom this ritual on their target as often as they wish without undoing the effects of the previous one. When doing this for the first time on their target they may in- or decrease the result equal to their Bloodsorcery rating. When repeating the ritual they reduce the result by 2 each time they do it. For each Mutation they recieved the Mutant may add a die onto Intimidation Rolls to a maximum of +3.

## Bloodline-specific Powers

### Aspirant Powers

**Blood Sense [Requires the Blood of the Balauri | 5 points]-** *Allows the Aspirant to sense other Strigoi or Stryga from afar.*

Active: The Aspirant may set themselves in a state of Intense Focus. They will be able to sense all Strigoi or Stryga within their proximity. When making a roll on Perception + Alertness with difficulty 3 (ignoring the Focus Penalty) they may determine their Bloodline or their master (in case of a Stryga).

**Beguile [Requires the Blood of the Cousombre | 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. For an entire scene their target will reduce their dicepool by 3 when attempting to resist a charisma-based action as long as its within the conversation, aswell as being unable to increase their dicepool using Binding or Vigor. This penalty also applies to Alertness Rolls.

**Whisperer in the Darkness [Requires six powers of Illusion and the Blood of the Cousombre | 20 points]-** *Allows the Aspirant to convince 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 their target. 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 Roll. 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.

**Taste the Sin [Requires Blood of the Custodes and atleast two powers 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 their target they can determine if they violated any of the Aspirants central convictions or if any of their convictions directly opposes the Aspirants central believes.

**Thirst of Sitis [Requires the Blood of the Custodes | 8 points]-** *Suffering from the ancient curse of the blood of Sitis, the Aspirant can not resist the smell of blood. However this curse empowers their ability to feed, allowing them to drain their prey within seconds.*

Passive: When openly exposed to mortal or Strigoi blood, the Aspirant needs to make a Composure roll with difficulty 3 to resist the urge to feed.

Active: When spending 5 points of Initiative the Aspirant may make a brutal bite attack. They need to make a contested Strength + Brawl Roll, for every margin success they gain a point of Essence and their target loses a point of Vigor/Essence. Mortals will die when drained of all their Vigor this way.

**Driven by Hunger [Requires the Blood of the Custodes and Thirst of Sitis | 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 Athletics Roll.

**Master of Mutation** **[Requires the Blood of the Dracul | 5 points]-** *The Aspirant may use chants from the Book of Ascendency to better controll the mutation, enhancing either claws, fangs, muscle or body growth while attending the mutated target for several hours a day with chants and passages from the Book of Ascendency.*

Passive: The Aspirant gains acess to the Ritual **Induce Mutation** without being a Methusalem. Whenever they cause a Roll on the *Mutation Table* they may choose to substract or increse any of the rolled results by up to 2. Should they be a Methusalem every roll on the *Mutation Table* increases their targets Health by 1.

**Embrace of the Monstru [Requires the Blood of the Dracul and Master of Mutation | 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 Blood Sorcery Rating and gain all of the rolled mutations. The effects of this can never last longer than an entire night and when reverted, the Aspirant must "heal" back, treating the number of mutations as damage.

**Crow Form [Requires the Blood of the Vuldonen | Upgrades Batform | Free]**- *Replaces the bats from **Bat Form** and **Chiroptean Transformation** with larger crows more resistant to sunlight.*

Passive: Replace the Bats from **Batform** with crows. These can move through the sunlight for up to an hour without being harmed. Making successful *Called Shots* in this form *blinds* their target.

**Grim Winters Kiss [Requires the Blood of the Vuldonen | 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 spend two point of Essence. Their next Unarmed Attack causes D3 points of *Physical Damage*. When rolling a 3 (5 or 6) the target partially freezes and reduces their Initiative by 5 until they spend a full round to break themselves free.

### Master Powers

**The Forefathers Call [Requires the Blood of the Balauri and 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 Roll.

**Sire of Spawns** **[Requires the Blood of the Dracul | 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.

## Bloodline-specific Rituals

### Aspirant Rituals

**Reshape Visage** **[Requires the Blood of the Balauri | 10 points]**- *Allows the Aspirant to take permanent alterations to their appearance or that of other Strigoi within the boundaries of their human or supernatural nature. 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 that permanently alter their facial features.*

Duration: 1 AP

Ritual Resources: Common (3), Exotic (3), Strigoi Blood

Effects: The Aspirant may place a feature of Corruption onto the rituals target. This ritual can also be used to remove physical Corruption, but this will require a Narrative Resource.

**Vengeful Reclamation [Requires the Blood of the Balauri | 10 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: 3 AP

Ritual Resources: Strigoi

Effects: Unlocks all Blood Sorcery powers and rituals known to the sacrificed Strigoi for the Aspirant (including Bloodline-specific ones). Note that the required Strigoi can only be found in a session.

**Crimson Contract [Requires the Blood of the Cousombre | 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: 1 AP / 3 days

Ritual Resources: Common (2); 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 power must be chosen beforehand and must be known by any of the contractors. Through gathering a narrative resource a custom effect may be applied. The contract will remain active until fufilled or destroyed.

**Blood Runes [Requires the Blood of the Vuldonen | 5 points]-** *Allows the Aspirant to cut magical runes into skin that can be used to cast powers from afar. To do so they need a bronze knife covered in eyebright and hawthorn sap that must be exposed to magical chants for an hour. Afterwards the knife may be used to cut a complex system of runes into the skin of an Afflicted or Gravespawn. They will cease to bleed but can not heal until their magic has been used.*

Duration: 1 AP

Ritual Resources: Common (1)

Effects: Allows the Aspirant to cut bloody Runes into any Afflicted including themselves. Anyone the chosen target exchanged Essence with can cast powers or rituals through the runes. The runes can not heal until they have been used, after which the skin will mend in supernatural speed.

**Mistmakers Call [Requires the Blood of the Vuldonen | 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 (3)

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. Chancing the weather in unnatural ways like making it snow in the summer may increase the Afflicteds Aberration Rating.