Lower Blood Powers
Gift of Blood
By gifting another their own claret, the Blood Mage can gift another 1 of their own traits. The Blood Mage can give any Attribute, Skill or Spell at 1 rank per Claret. This boost will last until the following dawn, or until that Claret is spent, whichever comes first. If the one who received the gift of blood wishes to permanently purchase that Attribute, Skill or Blood Power (Not any other Spells), they may do so as if it is one rank lower, or half EXP for the first rank. If a Vincere is gifting the blood to their Thrall, then they spend 1 Claret for 2 ranks in that trait.
Bloodstones
By checking Determination a Blood mage can condense Claret into stones. These bloodstones will then last indefinitely without spoiling. They also take up much less space than the original volume of the blood. 1 Claret can be as small as a half inch.
Cloak of Night
By expending a claret the Blood mage can twist darkness and shadows to cover themselves or another. They may use this power to turn invisible for one minute per rank. This invisibility is ended if the Blood Mage casts another spell or attacks.
Hidden dagger
By checking Determination, the Blood mage creates an illusion that can hide a single physical trait or thing they are holding, for 1 minute per rank. This is commonly used to conceal a weapon, fangs, or a transformation, such as Vlad’s Wings.
Defense of Death
By expending a claret the Blood Mage can prevent or shrug off the effects of Disease, harsh environments and bodily needs for a day at one level of damage per rank in this power. Or, if those effects are mystical in nature and being used against them in a combat, then they may resist them for one scene.
False Mortality
By checking Determination, the Blood mage may either shut off all bodily functions and for a time appear to be no more than a corpse, or if they are one of the undead, they may flush their body with the vigors of life. In either case, the ruse is undetectable. They may keep this ruse up for 10 minutes per rank in this power.
Predator’s Eyes
By expending a claret the Blood Mage increase their senses to supernatural levels. While called “Eyes” it includes all senses technically. The Blood Mage raises perception by one per rank in this power for one encounter. This will add damage for Precision weapons.
Dark sight
By checking Determination, the Blood mage can use their Perception rating normally in dark, low light and obstructed air conditions such as mist or fog. This lasts for 1 minute per rank in this Power.
Power of Vitality
By expending a claret the Blood Mage may add their ranks in this power to their Strength for more powerful attacks. This boost lasts for one scene
Blood defense
By checking Determination, the Blood mage becomes tougher. They add their ranks in this power to their resilience for one encounter.
Animal speech
By expending a claret and spending time with an animal the Blood Mage gains the ability to speak to one group of animals. Some common groups of animals are fish, amphibians, lizards, snakes, rodents, birds, marsupials, felines, and canines. The type of animal cannot be swapped once chosen. Each level represents level more Animal Languages that the Blood Mage may know. Therefore, the first rank is one language. The second rank adds two more. The third rank adds three more and so forth. Each group must have a claret spent to learn.
Beguile
By checking Determination, the Blood Mage adds their ranks in this power to either their Charisma or their Manipulation. Others view the Blood Mage as intensely enchanting. Unless they have a higher Determination than the Blood Mage has in Beguile, they will be very inclined to listen to what the Blood Mage has to say. If the target has a higher Determination than the Blood Mage has in Beguile, then they may make an opposed check against the Blood Mage to see through their bull. This ability only works when the target can perceive the Blood Mage.
Locket
By expending a claret the Blood Mage can lock one of their powers into a physical object and set parameters for its use. Most commonly a “cursed locket” is given containing Beguile to a target that the Blood Mage wishes to have power over even when they are not present. The Locket will remain cursed for 1 day per rank in this power.