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Classification: Union // Open Ref vampire/power/discipline_power/wither

Wither

Discipline Power · Vampire · Level 3

Vampire
Discipline
The Grave’s Decay
Cost
1 Willpower
Roll
Dexterity + Brawl

Reminiscent of some of the powers of Vicissitude, Wither allows a vampire to cripple an opponent’s limb. Whether the foe is living or undead, muscle shrivels away, skin peels, and bone becomes brittle. The target is unable to exert any noteworthy strength in the crippled limb. This injury lasts for far longer than most injuries trouble vampires, and in mortals it simply does not heal.

Wither doesn’t have to be used on a limb, although that is its usual purpose. It can also be used simply to affect the target’s face and hair, making him appear far older than his years. It could also be applied to a target’s eye or ear, killing the sense in that organ (and thus requiring two uses to permanently blind or deafen). Wither cannot be used as an “instant-kill” power — necromancers cannot wither internal organs — but it can inflict a wide variety of injuries on a foe.

System: The player spends a Willpower point. The character chooses a limb on the target and then touches that limb. If the target is trying to avoid contact, the invoker’s player rolls Dexterity + Brawl to hit as normal. If the character succeeds in touching the intended limb, the target suffers two aggravated wounds. Unless the target soaks both wounds (such as with Fortitude), the struck limb is crippled and unusable until both of those wounds have healed. Kindred heal the wounds as

they would any other aggravated wound (see p. 285). Mortals are incapable of healing aggravated wounds, so they suffer throughout their lives unless they are healed through supernatural means. A withered limb does not degenerate further, even on a mortal. The character may be crippled for life, but the limb won’t become infected or gangrenous.

The effects of the withering depend on the affected limb. A crippled arm has a Strength of 0, cannot benefit from Potence, and cannot carry anything heavier than about half a pound (200 grams). A crippled leg prevents the character from moving faster than a stut-tering hop or dragging limp. The character suffers the effects of the Lame Flaw (see p. 482). A single withered eye or ear imposes a +1 difficulty to relevant Perception rolls. Losing both eyes or both ears imposes the effects of the Blind or Deaf Flaws (see pp. 484 and 483). A withered tongue imposes the effects of the Mute Flaw (p. 483), while a withered face reduces the target’s Appearance by one for each aggravated wound suffered.

Part of The Grave’s Decay

See also 12

Abilities & Attributes

Disciplines

Merits & Flaws

  • Blind shared/trait/flaw/blind
  • Deaf shared/trait/flaw/deaf
  • Lame shared/trait/flaw/lame
  • Mute shared/trait/flaw/mute
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