Post by Hematite on Jul 4, 2014 13:21:21 GMT
Sanguinus
The powers of Sanguinus only function between members of a Blood Brother Circle. There are no known ways to add new members to an existing circle.
Sanguinus is a mutation of the Vicissitude disease. Although it can be contracted by non-Blood Brothers, they find themselves incapable of learning the arts, as they have no circle to draw upon. As such, the arts of Sanguinus can only be learned by Blood Brothers.
Blood Brothers do not automatically begin infected with Vicissitude as Tzimsice are. Sanguinus is a different strain of the disease. However, others drinking their blood must roll for infection as normal, as the disease mutates back to its parent form in the blood of someone other than a Blood Brother. Blood Brothers can become infected (and most are) with the main strain of Vicissitude as well in the normal way.
A circle of Blood Brothers is automatically treated as Vinculum 10 to each other, and this bond will never decay or atrophy.
Sanguinus 1: Brother’s Blood [V20 464]
Healing aggravated damage with this power does not bypass the requirement of a full day’s rest. However it does allow another Blood Brother to pre-spend the 5 blood for the healing, which will take effect when the wounded Blood Brother next rests.
Blood spent to heal another Blood Brother does count against the maximum blood expenditures of the one spending the blood, but not against those of the one receiving the healing.
Sanguinus 2: Octopod [V20 464]
Some examples of system for loaned limbs is as follows:
Arms: One extra arm grants +1 dice to Clinch and Hold maneuvers. Treat 2 extra arms as the Tentacles Vicissitude modification. If granted more than 2 arms, continue in this pattern (so 4 extra arms would be treated as 2x the Tentacles modification).
Legs: One additional leg raises the difficulty of all attempts to knock the Blood Brother off his feet by 1. 2 additional legs doubles running speed. Each additional set of legs increases speed by another factor and increases stability by an additional +1 difficulty.
Eyes: Eye in the back negates the bonus for attacks from behind. Eye on the side negates penalty for flanking attacks from that side. All additional eyes grant +1 die on visual Perception rolls per eye.
Mouth: Each additional mouth allows for an additional bite attack (attacker must split his action normally) and may drain an additional 3 blood per turn as if drinking as normal.
The loaned body parts can be returned by the recipient or recalled by the donor at any time with a mental action. One mental action can return or recall as many loaned body parts as desired.
Loaned body parts do not bestow any additional health levels or soak dice. If the loaned body parts are damaged or destroyed, they do not convey that damage to their original owner, returning in the same form they were loaned in to the donor.
Sanguinus 3: Gestalt [V20 464]
All Blood Brothers in the Circle must spend a blood point to activate this power. This power activates as soon as the last one has spent a blood point. Each member of the circle instinctively knows when one of them is attempting to activate the Gestalt, and even if asleep (but not in torpor) may spend the required blood.
Any mental or emotional affecting power must be rolled against the highest difficulty among members of the circle for whatever trait sets the difficulty of that particular power. If the power in question has a resistance roll, use the best resistance roll among any member of the circle. In addition, if any member of the circle possesses any disciplines or techniques that help in resisting mental or emotional powers (e.g. Ward the Soul’s Sanctity, Iron Heart, Iron Will, etc.) one instance of each power, rolled at the best dice pool among the circle may be applied to the incoming mental or emotional intrusion.
If after all of the safeguards, a Blood Brother is affected by a mental or emotional power, the power does not necessarily affect the one who was targeted with the power, rather it affects the Blood Brother with the lowest current Willpower. If this happens, the affected Blood Brother is immediately ejected from the Gestalt, and all members of the Circle intuitively know that the ejected member was affected by some mental or emotional power (though not necessarily which power or by whom).
The difficulty reduction on Perception rolls only applies if 2 or more Gestalt members are present in the same scene. Otherwise, they may share sensory data with each other, but this does not lower their Perception difficulties. It is only due to the fact that their minds were designed to process this degree of complex multiple sensory input that they do not take Concentration penalties for it.
By spending a mental action, one member of the Gestalt may loan an Ability to another member. The loaning Blood Brother may take no other action in the turn he loans the Ability. Thereafter, until he recalls that loaned ability, the recipient may make use of that Ability as if it were his own. The loaned dots overlap but do not stack with his own. The loaned Ability may be returned by the recipient or recalled by the donor at any time by spending a mental action. In addition, all loaned Abilities return to their owners when the Gestalt ends.
All members of the Gestalt have perfect telepathic communication with each other. Because they actually share minds, they can communicate and plan in detail among each other even in combat rounds, with far more speed than others can.
When any member of the Gestalt finds himself in combat, when he rolls Initiative, he rolls a dice pool equal to the best Dexterity among the Circle + the best Wits among the Circle.
Even if the Wits + Occult roll fails, the failing Blood Brother still gains the innate telepathic communication as well as the ability to receive loaned Abilities.
Sanguinus 4: Walk of Caine [V20 465]
All Blood Brothers are initially created at one generation higher than the Tzimisce blood used in their creation.
Only Blood Brothers with this power may initiate this power. However, if even one member of the circle possesses this power, that member may designate any other member of the circle (including himself) to be the recipient of the benefits of this power.
All Blood Brothers in the circle intuitively know when this power is activated regardless of distance. As long as each individual Blood Brother is not in torpor, he may choose in that instant whether or not to participate and loan a generation.
Only one generation may be loaned per Blood Brother per application of this power. Multiple uses of this power will not stack on the same recipient, but this power may be activated multiple times with different recipients to stack the generation of the circle onto a few. For example, with a circle of 5 9th generation Blood Brothers, 3 of them could choose to donate one generation to make one of the others 6th generation. Then the power could be activated again and those same 3 could give up another generation to increase the other one who did not donate to 6th generation as well.
Activating this power only requires an action from the Blood Brother who initiates it.
Loaned generation may be returned by the recipient or recalled by the donor at any time.
Sanguinus 5: Coagulated Entity [V20 465]
This is considered a Partial and Compatible Transformation. See Transformation Disciplines for details on how they work.
All Blood Brothers in the circle intuitively know when this power is activated regardless of distance. As long as each individual Blood Brother is not in torpor, he may choose in that instant whether or not to participate in this power.
All Blood Brothers do not need to be physically near each other to form the Coagulated entity. All those who wish to participate vanish from the spot they are in and mystically join their brothers. When the Coagulated Entity breaks apart, each participating Blood Brother does not return to where they started, but breaks apart at the same place as the Guide.
This power will always be under the control of the Blood Brother who initiated it, hereafter referred to as the Guide. As all Blood Brothers in a circle are typically the same Generation, use of Generation to determine control does not often lead to a result.
As this power is considered a Partial Transformation, any transformation bonuses to Attributes from other transformations such as Protean or Vicissitude still apply to the entity. This is considered a transformation effect upon the Guide.
Treat the Coagulated entity as possessing all of the benefits of sharing body parts described under Octopod as if all body parts from all those participating were shared. For example, a Coagulated Entity with 3 participants would have 2 additional sets of arms for a total of 2 effective Tentacle modifications, 2 additional sets of legs for triple running speed and +2 difficulty to knock down, 4 additional eyes placed strategically to eliminate the bonuses gained for attacking the entity from behind or the side as well as +4 dice to all visual Perception rolls, and 2 additional mouths for the possibility of 2 additional bite attacks each of which can drain 3 blood per turn.
The Coagulated Entity has access to all disciplines possessed by all of those who make it up, all under the control of the Guide. The levels of these disciplines overlap but do not stack.
While in the Coagulated Entity, all participants are treated as being in Gestalt as well for the purposes of communication, though only the Guide may take actions, whether mental or physical.
This transformation lasts until the Guide wills it to end. It is notable that no Blood Brother usually wants to tend this effect. This can be said to be the natural state of Blood Brothers. As such, ending this effect requires the expenditure of a Willpower point as the Guide forces himself to do something he really doesn’t want to do.
When the entity discorporates, any damage suffered while in the Coagulated Entity is evenly distributed among all participating members, with any leftover damage remaining on the Guide. So when an Entity that suffered 4 levels of damage and was made of 3 participants would discorporate into its 3 parts, the Guide would be down 2 Health levels and each other participant would be down 1.