1 • Brother's Blood
Any Blood Brother can heal a wound level of anyone
in his circle without actually having to allow the target to drink his blood.
This can be done at a distance, but only one level can be healed in a turn.
2 • Borrow Organs
The next round, one of the donor's exterior organs-eyes, arms,
ears, legs, whatever-will vanish from the donor and reappear on the recipient's
body, allowing for increased senses, extra dice for multiple attacks, or
anything else appropriate. Internal organs-the brain, the heart, etc.-cannot
be donated, nor can Disciplines be given away. Only the donor must have this
power for it to be used.
3 • Coordinate Attacks
By spending a blood point each, all the Brothers in the circle can enter
into a group mind link, allowing them to function as one entity. This allows
them to share perceptions, tactics and even knowledge for as long as they
maintain the bond. There are several aspects to this power:
Powers such as Dominate, etc. attack against the highest Willpower of the
entire circle, and must score one additional success for every member of
the circle. If the power succeeds anyway, a mental 'circuit breaker' activates,
severing the targeted Brother from the link, so only she is Dominated, etc.
Surprise attacks, etc. almost never work while in the bond; assume that
if ANY of the Brothers could see an attack coming, all in the circle will
know.
Any other logical advantages of being linked, such as tactical advantages
and the like, may be given to the circle. Group acrobatics, etc. are quite
common.
A Brother does not have to have Sanguinus at this level to enter into the
bond as long as someone in his circle does. However, if the does not have
at least a three Sanguinus, then he will be subordinate in the link to others
of his circle. He will subtract one from all advantages listed (if five dice
are available in a pool, the character could only use a maximum of four,
Perception difficulties reduced by only two, etc.); the Brothers who control
the bond are going to divert all the most useful sensory information to
themselves. Additionally, because the character is not attuned to the level
of interaction involved, he loses one die in his own pool to compensate for
the competing sensory input.
4 • Concentrate Generation
With this power, the Blood Brother may draw upon the vitae of her circle
to increase her own generation. She may take one generation level from each
member of her circle to add to her own. The 'donating' Brother must be willing
or this power fails. Additionally, the donating Blood Brother effectively
becomes one generation younger. If this would take the Blood Brother below
13th generation, she can only spend a Blood Point every other turn and can
only have nine blood points in her pool. The generation can be given back
later.
5 • Coagulate Entity
With this grotesque power, all the Blood Brothers may unite, physically as
well as mentally. All the Brothers spend three blood points and join hands,
spending a round in concentration. On the next round, they will meld together
into a composite entity, an enormous blob of flesh, entrails and stringy
muscle tissue covered in eyes and mouths. The Generation of the creature
will be that of the earliest Generation, reduced by one for every Brother
who forms the entity. The creature will have a Strength, Stamina and Perception
equal to the highest rating in the circle, +1 for ever member, and all other
attributes will be equal to those of the Blood Brother with the highest rating.
All physical actions will receive one extra die in their dice pool for every
Blood Brother in the circle, usually used to take multiple actions (extra
limbs, extra fangs, etc.). Only one Brother in the circle needs to have the
discipline at this level, but any Brothers who don't have Level 5 will be
automatically subordinated to the will of the Brothers who do possess Level
5 while in this form.
Levels Six through Ten
There are no Blood Brothers above the Eighth Generation.
