Thanatosis
LEVEL 1
• Hag’s Wrinkles
You can contract or expand your skin, sending it into baggy, rippling waves or pulling it taunt over your undead flesh. Hag’s Wrinkles obviously can mask your appearance, but you can also use little pockets of flesh to conceal small objects about your person, although such bulges or depressions may be visible unless your skin is already marred (say by the signature deformities of the Nosferatu and Samedi) or found during a pat-down search.By spending a blood point, the vampire may tighten or loosen her own skin. If used with Obfuscate or Vicissitude, it reduces the difficulties of appearance-altering effects by one. This can also be used to create pockets in the skin, in which small items may be hidden.
LEVEL 2
• Putrefaction
The Samedi are feared for their control over decay and Putrefaction is the first manifestation of such power. Supernatural decomposition afflicts any flesh that you touch, if you so will it. Postulant, festering decay spreads from your point of contact, even rotting the preserved flesh of Vampires. This sort of wound is accompanied by rotting flesh, decaying teeth and bones, festering sores and fungus-ridden patches. A Vampire can strike a victim multiple times with this discipline, spreading the rot. You can even affect Vampires and plants in addition to other living creatures, withering and decaying their flesh.Roll: Dexterity + Occult, difficulty Stamina + Fortitude
By spending some blood, the vampire may induce decay in a victim. For each success scored and blood point spent, the victim loses one dot in Appearance, and if the victim continues to move, her difficulties for all physical and social rolls increase by one for each turn she reamins physically active. Resting for a full day cures these effects.
LEVEL 3
• Ashes to Ashes
Tearing apart the bonds that hold your physical form together, you collapse suddenly into a desiccated heap of ash. The discipline of Ashes to Ashes allows you to retain your consciousness, though, keeping you in a pile of fine dust that can reform later into your original Vampiric body. While in "dust" form you can vaguely sense your surroundings (about 10 feet in all directions), and you are completely immune to physical attacks, fire and sunlight. If the ashes are separated, though (a tedious and disgusting task, requiring deliberate effort), you reform missing some parts of your body – the largest remaining pile reforms as yourself, but you take lethal damage depending on how much of your substance was removed. Should you reform while contained in some object, you burst forth, shattering the object as you resume your usual size.The vampire may transform into a pile of ash. This ash is not affected by sunlight, fire, wind or rain, but if separated, the vampire is likely to be missing parts when she reforms. She may reform by spending two blood points, but requires help in so doing. If separated too badly, the vampire will be destroyed.
LEVEL 4
• Withering
By gripping an enemy and channeling your own dead energy into his limbs, you can cause him to twist into an aged, withered and decrepit form. Terrifying pain results as limbs shrink and snap from Withering. Vampires and other supernatural creatures heal the effects of Withering at the end of the night, but mortals and living animals are affected permanently.
Withering is not cumulative on the same limb, but successive strikes can certainly affect other limbs.oll: Manipulation + Medicine, difficulty Willpower
Demand: successes = Stamina or more
By touching a body part and spending a willpower point, the vampire may render a body part useless. On supernatural creatures, this lasts one night; otherwise, it is permanent. On anyone other than a vampiric victim, using this power on the head is instantly fatal; in vampires, it induces torpor.
LEVEL 5
• Infection
Roll: Willpower, difficulty Stamina + 3
By spending a blood point and touching an aggravated wound, the vampire may create an infection. Having done this, she can feed them her own blood at any range, as long as the victim carries the wound.
LEVEL 6
• Compress
By spending three blood points, the vampire may cause the skin of a victim to shrink and rupture, causing four levels of aggravated damage. If the vampire then holds the skin for one turn, and spends a blood point, she then gains three dots in Stamina for the remainder of the night.
Creeping Infection •
Putrefaction, Withering, and Necrosis are fast-working powers, and their effects can be instantly seen on the subject. Creeping Infection is far more insidious. youcan delay the negative effects until you are well out ofharm'sway. Mercenary Stiffs are suspected to apply this power with a handshake upon closing the deal. Should their "partner" suddenly become less than cooperative, they have an ace up their sleeve. Then again, considering the pervasive sense of fairness and goodwill among vampires in general, perhaps that's just sommon sense.
You use Putrefaction, Withering or Necrosis as per usual, but may delay the actual efects for a number of months equal to your Physical Traits divived by three (round up). You may at any time spend a Blood Trait to activate the dormant power. If the tie limit is reached without the power being used, it simply fades away with no effect.
LEVEL 7
• Dust to Dust •
You gain additional benefits from your ash form of Ashes to Ashes. You maintain cohesion nd consciousness and may even move about, albeit in a somewhat limited fashion. While the tactical advantages of being a pile of dust on the floor may not be readily apparent, clever elders have still found applications for this.
While a pile of ash, you retain your full consciousness and may use any Disciplines that being a pile of dust would permit- for example, since a pile of dust has no eyes, using Dominate is out of the question. However, ridiculous as the thought may be, Disciplines like Majesty can be used, resulting in what surely must be the most impressive pile of dirt in the world- no maid would even dream of coming anywhere near it with a vacuum cleaner. You cannot be blown apart by winds, nor can you easily be seperated- doing so requires a Physical Challenge, and each level of fortitude or Potence you have counts as two extra Traits for this purpose alone. You may move around at a speed no higher than an ordinary wind culd move a pile of dust around. However, you may move against the wind if you so desire. You may also flatten yourself, spreading your ashes so thinly that you can slip under doors or through cracks on the walls.
This power functions like Ashes to Ashes in all other respects.
LEVEL 8
• Rigor Mortis
Roll: Willpower, difficulty Stamina + Fortitude
By spending a willpower point, the vampire can induce rigor mortis in a victim. Victims so affected lose three dots in Dexterity, and are in such pain that using mental disciplines requires a roll of Willpower, difficulty 9. A victim may spend five blood points to recover, but this must be preceded with a frenzy roll (Self-Control, difficulty 8). If the victim moves violently in a given turn while affected, she takes three levels of aggravated damage that can not be soaked.
• Putrescent Servitude •
While the Samedi aren't the only Kindred who have dabbled in the creation of zombies, they can claim their share of wholesome necromatic fun. Not only does this power allow them to raise the bodies of the recently dead, it can also be used to enslave mortals who are still alive. Animated corpses look the way they did when raised- ple and decaying. Mortals controlled with this power appear much the same, but they remain more intact than their already dead counterparts. Zombies created with this power are in many ways real classics- they are slow, unintelligent and can't speak. They are, however, extremely strong and resilient.
If you want to raise the dead, you must feed your blood to a recently deaceased corpse (maximum time since death equals your Physical Traits divived by three, round up, in weeks). Speding two Blood Traits animates the corpse. The zombie has the saem Physical Traits as it did in life. A reanimated corpse has three m\Mental Traists and a single Social Trait. It is capable of limited reasoning, but free though is beyond its capacity. It cannot understand anyone but its master or an individual its master has comanded it to obey. Reanimated sorpses posses both Basic levels of Fortitude and three extra Bruised helath levels. THey suffer no penalties from their wounds until their last health level, at which point they collapse in a messy heap of rotting meat and bone and canot be reanimated again.
A reanimated corpse also "dies" at the third sunrise after its creation. This life span can be extended by feeding it more blood when it is created- one Blood Trait per extra night.
Mortals may also be afected by this power. You crete a ghoul in the normal fashion by feeding the subject a Blood Trait. You then make two Mental Challenges against the subject (the Medical Ability can be used to retest these); if both are successful, the mortal loses all of his free will and becomes your slave. The mortall may try to break free once per night by spending a Willpower Trait and making a Mental Challenge against you; however, due to his subjugated state, he must bid three extra Traits for this challenge. If he succeeds, he regains his lost Social nd Mental Traits. If he becomes blood bound to you, he may never again attempt to break free of yours control. Should you perish, the subject regains his free will.
A mortal thus subjugated becomes pale and corpselike. He loses thee Mental and Social Traits each, up to a minimum of one. He gains three extra Bruised helath levels and takes no penalties from injuries he suffers until he reaches Incpacitated, after which he collpases. At this point, one more wound will kill him. He also gains the first level of Potence, as all ghouls do, and may learn other Disciplines if you're inclined to teach him.
A ghoul zombie who goes a month without vampiric blood loses all benefits of being a ghoul, as would normally occur. All effects of this poweer disappear and he regains his free will (although he may still be blood bound to you).
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