Sanguinus
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Level 1, Brother's Blood: By spending 1 Blood Point, the Kindred may heal the wounds of another in their circle, just as though the target had spent the blood to heal themselves. This power activates immediately and functions regardless of distance or line of sight. Members may also "Bank" blood up to a maximum of 5 blood to heal aggravated damage over several turns. Blood spent to heal another's wounds in this manner does not count towards the others max blood expenditure per turn.
Level 2, Octopod: By spending 1 Blood Point per limb or organ, a kindred may "donate" their body parts to aide another in their conquests. The body parts sprout on the "recipient" at the end of the "donors" turn wherever the "donor" wishes them on the "recipient". Only the "donor" need have this level of Sanguinus and the "recipient" must me a member of the "donors" circle.This power allows the "recipient" to sprout extra arms and/or legs to attack or be harder to knock down, sprout another mouth to take in more blood per turn, or sprout a second set of eyes in the back of their head for 360 vision. Granted that the "donor" will literally be without these organs for the duration, but most "donors" don't seem to mind. This power only works on outside body parts, Hearts, lungs, and brains, may not be shared. Level 3, Gestalt: Sanguinus users within a circle share a hive mind, and because of this they share many things. When connected with the hive mind, they need not audibly speak, may share Abilities, gain higher Perception, and more. See Gestalt Benefits Chart below. Every single member of the circle must spend a Blood Point for this power to activate. If for any reason, another member is unable to spend that blood, the power fails for all. The effects persist for the remainder of the scene. Not all members of the circle must have this level of Sanguinus to take advantage. The lower level Sanguinus user need only make a Wits and Occult roll; difficulty 7. Should they fail, they may still receive Ability score boosts, but no other effects. Level 4, Walk of Caine: By drawing from the generation of their circle mates, a kindred may lower their generation for great feats of blood expenditure.The recipient may go no lower than 4th Generation, and the donor may not go any higher than 14th generation, with each gaining the advantages and disadvantages of both generations. Donors may only donate one generation at a time to any recipient. No blood or rolls need be made, only a willing choice. Other Sanguinus users need not have this level of Sanguinus, but should they wish to donate, they must succeed on a Stamina and Awareness roll; difficulty 7. Failure means that that cannot donate for the duration of the scene. See Walk of Caine Example below as this is a tricky one to wrap our heads around. Level 5, Coagulated Entity: With this awesome power, the Kindred may become a part of a fleshy construct made of the bodies of their circle mates. The construct takes 3 turns to fully form and requires 3 Blood Points from each member of the circle wishing to become part of the flesh colossus. The kindred that is of the lowest generation taking part in the transformation becomes the "Guide" to the construct, and the generation of the construct itself becomes that of the highest among all kindred present minus 1 for every kindred present. The constructs Strength, Dexterity, Stamina, and Perception are all equal to the "Guide's" +1 for every kindred present in the construct. Generational limits do not apply to the construct as sheer size would allow for higher stats. All physical rolls made by the construct add 1 dice to the dice pool for every kindred present before splitting. The construct is immune to staking, as it simply has too many hearts in too many places for that to be effective. Only one member of the circle need have Sanguinus at this level for the power to activate. Those wishing to add to the construct need only be within the circle, and wish to do so. Please note, that most of the time kindred within a circle share a wish to be close to their brothers, and this is the ultimate closeness. Kindred who merge in this manner tend to not wish to revert without explicitly being told to do so. |
Gestalt Benifits:
- Presence, Dominate, and the like, take effect on the target as though they had the highest willpower among all in Gestalt even if that is the lowest among all within the circle. Should the power used against the target take hold, they are immediately expelled from Gestalt and all others remain in its effects, as the creators of Sanguinus did not wish the entire hive to be able to be Dominated or effected by Presence by a kindred taking hold of a single member.
- Perception roll difficulties of all members are reduced by 3, as the members share each others sensory inputs.
- By making no action other than concentrating a circle member may "loan" another circle member an ability score. For example, Mike sustains injuries during combat, and steps to cover. He then begins to concentrate on loaning his Melee of 4 Ability to Jason who has only a 1 himself. All Melee rolls made by Jason are now at a 4 until Mike's concentration is broken.
- Circle members may communicate silently using telepathy and only one Initiative roll needs be made for the entire circle. This roll is made by the member with the highest Initiative ratings.
Walk of Caine Example of Play:
Mike, Jason, Becky, and Lily are all playing characters with Sanguinus. They are all in a huge battle with one really powerful kindred. Jason, an 8th generation and lowest among the four enacts Sanguinus level 4, Walk of Caine. Tina the Story Teller takes a brief pause and asks her players if they would like to donate generation to Jason's Cause. All 3 agree to donate 1 generation level to Jason. Mike an 11th generation goes up to 12th, Becky, a 13th generation, donates and goes up to 14th (and takes 14th generation penalties), and Lily a 10th generation donates, and goes up to 11th generation. All of the "borrowed" Generation levels are then transferred into Jason who now boasts an impressive generation of 5. All players then recalculate max trait ratings and blood pools, and then at the end of Jason's turn the effects take hold and play resumes.
Mike, Jason, Becky, and Lily are all playing characters with Sanguinus. They are all in a huge battle with one really powerful kindred. Jason, an 8th generation and lowest among the four enacts Sanguinus level 4, Walk of Caine. Tina the Story Teller takes a brief pause and asks her players if they would like to donate generation to Jason's Cause. All 3 agree to donate 1 generation level to Jason. Mike an 11th generation goes up to 12th, Becky, a 13th generation, donates and goes up to 14th (and takes 14th generation penalties), and Lily a 10th generation donates, and goes up to 11th generation. All of the "borrowed" Generation levels are then transferred into Jason who now boasts an impressive generation of 5. All players then recalculate max trait ratings and blood pools, and then at the end of Jason's turn the effects take hold and play resumes.
Caitifflord Says:
This discipline is useless on it's own. Much like my own clan, we draw our strength from our numbers. Sanguinus in a group is incredible, a thing of beauty. |
Caitiffprince Says:
Being this reliant on others is something I personally could not stand. I am a bit of a lone wolf myself, but just because it does not suit my tastes does not mean that it does not perform well for others. i have dabbled in this disciplines powers in research only, and I find that when utilized properly it can make for a deadly fighting force. Bravo to it's creators. |