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Classification: Union // Open Ref vampire/power/discipline_power/scorpions-touch

Scorpion’s Touch

Discipline Power · Vampire · Level 2

Vampire
Discipline
Quietus

By changing the properties of her blood, a vampire may create powerful venom that strips her prey of his resilience. This power is greatly feared by other Kindred, and all manner of hideous tales concerning methods of delivery circulate among trembling coteries. Kindred with Quietus are known to deliver the poison by coating their weapons with it, blighting their opponents with a touch, or spitting it like a cobra. An apocryphal account speaks of a proud Prince who discovered an Assamite plotting her exsanguination and began to diablerize her would-be assassin. Halfway through the act, she learned that she had ingested a dire quantity of tainted blood and was then unable to resist the weakened hashashiyyin’s renewed attack.

System: To convert a bit of her blood to poison, the Kindred’s player spends at least one blood point and rolls Willpower (difficulty 6). If this roll is successful, and the vampire successfully hits (but not necessarily damages) her opponent, the target loses a number of Stamina points equal to the number of blood points

converted into poison — vampires attempting to drink the blood of the Kindred with Scorpion’s Touch are automatically considered to be “successfully hit.”

The victim may resist the poison with a Stamina + Fortitude roll (difficulty 6); successes achieved on the resistance roll subtract from the vampire’s successes. The maximum number of blood points a Kindred may convert at any one time is equal to her Stamina. The number of successes scored indicates the duration of the Stamina loss.

Successes Result

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 use of Scorpion’s Touch, she becomes terminally ill and loses any immunity to diseases, her body succumbing to sickness within the 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 someone with the poison, the Cainite must touch her target’s flesh or hit him 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, thrown weapons, and the like cannot carry enough of the stuff to do damage, or it drips off in flight. Players whose vampires 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 (3 meters) for each point of Strength (and Potence) the character possesses. Vampires with Quietus are immune to their own poison, but not the blood-venom of other Kindred with this power.

Part of Quietus

See also 7

Abilities & Attributes

Clans & Bloodlines

Disciplines

  • Fortitude vampire/power/discipline/fortitude
  • Potence vampire/power/discipline/potence
  • Quietus vampire/power/discipline/quietus
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