Blood Sorcery (RoR)

## Powers

* **The Kiss [5 Points]**
	+ Type: Target Effect (Bite, Active)
	+ Description: *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.*
	+ Active: The Aspirant may choose to instill a specific feeling into a mortal with a bite, replacing the bites pain with an emotion. They may have to make a contested Charisma + Subterfuge Roll against their targets Composure + Willpower to determine the emotional intensity.
* **Chiroptean Sensibilisation [5 Points]**
	+ Type: Enhancement (Faint Focus)
	+ Description: *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 an Evocation Roll and set themselves in a state of Faint Focus. They may choose a single sense- for every Perception made using this sense the Aspirant adds a number of dice equal to their missing points of Essence.
* **Blood Bending [5 Points]**
	+ Type: Enhancement (Intense Focus)
	+ Description: *Allows the Aspirant to telephatically controll their own Essence and have it freely move or float around.*
	+ Active: The Aspirant must choose atleast one point worth of their own Essence, no matter where its located. As long as they invest Focus they can telephatically controll it, making it move or float around as fast as a human could move.
* **Grace [10 Points]**
	+ Type: Enhancement
	+ Description: *Allows the Aspirant to slow down the flow of time around them. For the eyes of mortals they appear to move at supernatural speed and elegance.*
	+ Active: The Aspirant may make an Evocation Roll and may spend up to three 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.
* **Accursed Vitae [10 Points]**
	+ Type: Enhancement
	+ Description: *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: To activate this the Aspirant must make a successful Evocation Roll and choose atleast one point worth of their own Essence, no matter where its located. It will begin to boil, causing D6 points of *Physical Damage* to any mortal or Undead in contact with it. Strigoi and Stryga remain uneffected by the damage, but must instead make a roll on the **Mutation Table.** For Stryga the Mutation is permanent, Strigoi can heal it away after the night has passed.
* **Aerial Form [10 Points]**
	+ Type: Enhancement
	+ Description: *Allows the Aspirant to transform themselves into a swarm of aerial creatures resembling their familiar. As they fly away their clothes and any equipment they where carrying will be left behind.*
	+ Active: After a successful Evocation Roll the Aspirant may turn themselves into a swarm of flying creatures. In this form they can fly at very high speeds, no longer need to expend Initaitive to doge and double their Athletics but can not attack anyone. When swarming a chosen target it will reduce its Initiative by 5.
* **Blood Rupture [15 Points]**
	+ Type: Target Effect (Touch, Active)
	+ Description: *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 must make an Evocation Roll and a contested Composure + Willpower Roll. Should they be successful their target looses Health equal to their current Vigor/Essence.
* **Mastery of the Mortal Essence [15 Points]**
	+ Type: Target Effect (Line of Sight, Intense Focus)
	+ Description: *Allows the Aspirant to telepathically controll the blood of a mortal; allowing to puppeteer their bodies through their shere will. Their bodies may twitch and revolt as the animated blood in their veins forces them in place.*
	+ Active: After a successful Evocation Roll the Aspirant must make a contested Intellect + Willpower Roll against their targets Composure + Focus. Should they succeed they have full controll over their targets movements as long as they invest Intense Focus.

## Rituals

* **Crimson Contract [5 points]**
	+ Casting Time: 5 AP / 1 day
	+ Requirement: Blood Signiatures
	+ Description: *The Aspirant must prepare a contract written in blood on a peice of parchments; detailing the conditions of the crimson contract. During the ritual all parties must sign in blood before the Aspirant can complete it. After its completion all contractors are bound to the contract and its clauses so long as the parchment remains intact.*
	+ Effect: Create a supernatural contract between any number of parties. Anyone that signed is incapable of willingly violating its conditions as long as the written contract remains unharmed.
* **Create Stryga [10 points]**
	+ Casting Time: 5 AP / 1 day
	+ Requirement: Mortal
	+ Description: *The Aspirant must fixate a chosen mortal in the center of their ritual before infusing them with their own Essence. The Ritual will take a full day and night. After it is complete the mortal will be transformed into a Stryga, bound to the will of its creator.*
	+ Effect: Creates a Stryga bound to the Aspirant after the rituals completion. The Stryga is forced to obey vocal commands given by its creator. The number of Stryga bound to the Aspirant can never exceed the **limit** of 3.

## References

* When suffering a Mutation, make a roll on the following table:
	+ 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:** Gain a narrative Effect.