Dark Humors
Discipline Power · Vampire · Level 3
The vampire can exude a coat of a particular humor onto her skin, causing all that touch it to experience the most intense form of that humor. After a necromancer has used this power, she generally feels the opposite of the sensation the humor usually conveys: Using blood leaves her depressed and pessimistic; using yellow bile renders her calm and placid; using black bile leaves her optimistic; and using phlegm makes her aroused and angry.
System: The player spends two blood points. The necromancer chooses which humor she wishes to ex-crete. The humor can simply coat the skin — in which case touching the victim’s skin lets the humor take effect — or it can act as a poison if placed in a bever-age (or in vitae). The victim must make a Stamina roll (difficulty 8) to resist the effects of the humor:
• Phlegm: Target becomes lethargic; all dice pools are reduced by two for the remainder of the scene.
• Blood (vitae): Target becomes prone to excessive bleeding, and any lethal or aggravated wounds he suffers deal an additional health level of damage on the turn after they originally occur. Vitae altered by Dark Humors will not turn a human into a ghoul if ingested, nor will it initiate a blood bond.
• Black Bile: Target suffers a number of health levels of damage equal to the necromancer’s Stamina. This damage is considered lethal and can be soaked (if the victim is normally capable of soaking such damage), though armor does not protect against it.
• Yellow Bile: Target becomes melancholic and is plagued with visions of death. He cannot spend Willpower for the remainder of the scene, and all Willpower rolls receive a +2 difficulty.
Part of Path of the Four Humors
See also 1
Abilities & Attributes
- Stamina shared/trait/attribute/stamina