Serpentis

 

LEVEL 1
Silence of Death

The first skill learned by a true assassin is the ability to travel in complete stealth. The mystical Silence of Death permits you to extend a field of silence about yourself, blocking all screams, gunshots, explosions and so on. When you use Silence of Death, you muffle all sound within 10 feet of yourself Although sound from outside can still come into this radius and be heard, no sound emanates from anything or anyone close to you.

LEVEL 2
Scorpion’s Touch

With the deadly venom and toxins of your studies, you can transmute your blood into a substance that weakens and poisons your victims. You can then coat weapons of dagger-size or larger with this poisonous blood, kiss your opponent, spit at your foes or simply bring it to the surface of your skin to affect your victim by touch. Unwary foes may actually drink such tainted vitae.

This discipline needs to be looked over and ruled upon. The way it is described "in the book", it sounds as if this poisonous blood is not deadly, however it sounds as if it would severely sicken someone. Multiple attacks with this tainted blood, however could sicken one to death. The question of, "How much of this blood would it take to kill someone?" arises…not to mention that the older a Vampire is, should have a direct affect on the outcome of the poisonous blood’s effects. IE: An elder Vampire uses this tainted blood on a younger Vampire, the tainted blood should take effect and "do damage" almost immediately. On the other side of that coin, if a younger Vampire uses this tainted blood on an older Vampire, one dosage would not be enough to harm the elder Vampire, however multiple uses of the tainted blood should effect the elder Vampire.

System ~
To convert a bit of her blood to poison, the Assamite's player spends at least one blood point and rolls Willpower (difficulty 6). If this roll is successful, and the Assamite successfully hits (but not necessarily damages) her opponent, the target loses a number of Stamina points equal to the number of blood points converted to poison. The victim may resist the poison with a Stamina + Fortitude roll (difficulty 6); successes achieved on the resistance roll subtract from the Assamite's successes to affect the target. The maximum number of blood points as Assamite may convert at any one time equals her Stamina. The number of successes scored indicates the durations of the Stamina loss.
1 success ~~One turn 2 successes ~~One hour 3 successes ~~One day 4 successes ~~One month 5 successes ~~Permanently(though Stamina may be bought back up with experience)
If a mortal's Stamina falls to zero through the use of Scorpion's Touch , she becomes terminally ill and loses immunity to diseases, her body succumbing to the sickness within a year unless she somehow manages to increase her Stamina again. If a Kindred's Stamina falls to zero, the vampire enters torpor and remains that way until one of her Stamina points returns. If a Kindred is permanently reduced to zero Stamina, she may recover from torpor only through mystical means.
To afflict her target with the poison, the Assamite must touch her target's flesh or hit that target with something that carries the venom. Many Assamites lubricate their weapons with the excretion, while others pool the toxin in their hands (or fleck their lips with the poison for a "kiss of death") and press it to their opponents. Weapons so envenomed must be of the melee variety--arrows, sling stones, bullets, and the like cannot carry enough of the stuff to do damage and it drips off in flight. Players whose Assamites wish to spit at their targets must make a Stamina + Athletics roll (difficulty 6). No more than two blood points' worth of poison may be expectorated, and a Kindred may spit a distance of 10 feet for each point of Strength and/or Potence the character possesses. Assamites are immune to their own poison, but not the blood-venom of other Assamites.

Weakness
By bringing a point of blood to the palm and touching a victim with it, the vampire may reduce her victim’s Stamina by one. The victim stays in this condition for the duration indicated on the chart.


LEVEL 3
Dagon’s Call

With a touch, you can infect a victim with a small quantity of your own vitae; later, with a bit of concentration, you cause that very blood to burst forth from the victim, tearing him or her apart from the inside.

While this blood is still within the victim, it does not mix with the Vampires blood and vitae, staying separate. When you concentrate to bring the blood to burst forth from the victim, the blood exits the victim with great force from a random point on the person’s anatomy.

System ~~
The Assamite must touch her target prior to using Dagon's Call. Within an hour thereafter, the Assamite may issure the call, though she need not be in the presence or even in the line of sight of her target.
Invoking the power costs one Willpower point. The Assamite's player makes a contested Stamina roll against the target's Stamina; the difficulty of each roll is equal to the opponent's Willpower score. The number of successes the Assamite achieves is the amount of damage, in health levels, the victim suffers. For an additional point of Willpower spent in the next turn, the Assamite may continue using Dagon's Call by engaging in another contested Stamina roll. Damage from Dagon's Call is considered lethal. So long as the Assamite's player continues to spend Willpower, the character may continue rending her opponent from within.

Diseased
By bringing three points of blood to the palm and touching a victim with it, the vampire may reduce each of her victim’s physical attributes by one. The victim stays in this condition for the duration indicated on the chart.

LEVEL 4
Baal’s Caress

The toxins in your vitae are sufficient to burn through any flesh, living or undead. This poison melts through flesh once it comes into contact with the bloodstream, leaving other materials unharmed. Indeed, even Cainites without blood in their systems can be affected if the poison enters through a wound.

This deadly toxin must enter the victim’s body for it to have any effect. Thus, placing the blood on a weapon of dagger-size or larger, striking the victim with it, penetrating the victim’s flesh is the most common way of using this discipline. Blunt weapons or unarmed strikes, for instance, cannot use this vitae with any appreciable effect. Blood cannot be placed on bullets; not enough can be applied for appreciable damage, and most of it will be lost during the flight and initial impact.

You cannot randomly bleed on a subject and inflict damage this way.

System ~~
Baal's Caress does not increase the damage done by a given weapon, but that weapon inflicts aggravated damage rather than normal. No roll is necessary to activate this power,but one blood point is consumed per hit. For example, if an Assamite poisons his knife and strikes his opponent (even if he inflicts no damage), one blood point's worth of lubrication disappears. For this reason, many Assamites choose to coat their weapons with a significant quantity of blood. If the Assamite misses, no tainted blood is consumed

Blood Agony
By coating a bladed weapon of adequate size with her blood, the vampire may use the weapon to inflict aggravated damage. Assume that one blood point is rubbed off each time the blade hits something, whether it does damage or not.


LEVEL 5
*Taste of Death

Your concentrated blood is so powerfully toxic that you can merely spit it at a foe and watch it burn through her skin. The ichor evoked with this power does not affect metal or stone, but melts through flesh and bone, reducing it to smoking sludge.

You must directly spew this blood out; if it misses the victim or is placed on an object, it loses its toxicity.

A refinement of Baal's Caress, Taste of Death allows the Assamite to spit caustic blood at her target. The blood coughed forth with this power burns flesh and corrodes bone; some Assamites have been reported to vomit voluminous streams of vitae to reduce their targets to heaps of sludge.
System ~~
The vampire may spit up to 10 feet for each dot of Strength and/or Potence he possesses. Hitting the target requires a Stamina + Athletics roll (difficulty 6). Each blood point spewed at the target inflicts two dice of aggravated damage, and there is no limit (other than the Vampire's capacity and per-turn expenditure maximum) to the quantity of blood with which a target may be deluged.

*These disciplines herein are from Vampire the Masquerade p.175-176


LEVEL 6
Blood Empathy

The vampire may leave her current emotions in the blood of a vessel, and these emotions emerge in any vampire who drinks from them, for one day per blood point imbibed.

Blood Sweat
By concentrating on a victim, the vampire may cause her victim to lose one blood point per success through her sweat glands, at a rate of up to two blood points per round.



LEVEL 7
Foul Blood

The vampire may alter a vessel, causing all other vampires (except herself) who drink from said vessel three levels of damage for each point imbibed.

Leech
By paying a willpower point, the vampire may drink blood by skin contact, which leaves no marks. She may drink as many blood points as she has Stamina, per turn.

LEVEL 8
Blood Clot

By bringing a point of blood to the palm and touching a victim with it, the vampire may clot her victim’s blood. Each success represents one blood point becoming clotted; this blood is rendered useless, and the victim must be cut open or otherwise medically treated to remove it. In mortals, stroke ensues if more than one point is clotted.


LEVEL 9
Erosion

By bringing five points of blood to the palm and touching a victim with it, the vampire may reduce her victim’s Physical traits to zero, for one day per success.

LEVEL 10
Immaculate Vitae

Anyone who tastes the vampire’s blood once is considered blood bound to the vampire, unless they are already bound to a vampire of equal or earlier generation.

Quietus Effects Chart
Roll Duration of Effect
1 suc. one turn
2 suc. one hour
3 suc. one day
4 suc. one month
5 suc. forever, or until the victim’s generation is lowered.)



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