1 - Scent of Vitae - By smelling the subjects blood a vampire can gain a measure of her potential opponent. The thaumaturge may determine her opponent’s age, sex, race, clan, species, approximate generation, and determine if he or she has committed Diablerie. With enough practice it is possible to sense things like name or a general idea of the person’s looks.
System: There need be only a few drops of the blood, but the blood must be held directly under the thaumaturgist’s nose. One can NOT use this power on an open wound across the room.
1 Success: Race and species
2 Successes: Gender and clan
3 Successes: Age and generation
4 Successes: When Diablerie was last committed
5 Successes: Name and a general idea of the person’s face
2 - Null Life’s Energy - This power allows a thaumaturge to remove the vital components of either vampiric vitae or normal blood. It will drain away the life energy held in vitae and remove the oxygen carried by blood. The transference of these things are governed by a higher level, so the energy removed with this power are not transferred to the thaumaturge. The thaumaturge must touch the victim to set the power in motion, but need not retain contact.
System: Each success nullifies one point of blood. In a mortal each nullified point of blood will result in the loss of one health level as they being to suffer from oxygen depravation and enter shock. In vampires, the bloodpoints are simply rendered useless as the energy within them is dispelled. After one hour per success the hemoglobin will return to function and the energy held in vitae is returned.
3 - Charge of Vitae - The thaumaturge has such control over his blood that he can increase the power in his vitae. By focusing his mental energy into his blood he can increase the potency of it for a limited period of time. This power can not create new blood, but it can increase the amount of energy that is held within the same physical volume of blood.
System: Successes from the willpower roll can be spent two ways. The first way is to ‘supercharge’ a bloodpoint. The supercharged bloodpoints can be spent as two. Generational limits apply to physical points only, not the energy. Therefor a ‘superpoint’ may be spent as one, yet be used as two. Successes can also be spent to increase the length of time that the charge remains in effect. Each success spent this way adds one hour to the duration. Once the effect runs out all the extra points are removed from the blood pool and physical attributes raised by them are returned to normal. Any ritual fueled by the created points will, however, remain functional because the ritual has already assimilated the energy from the blood.
4 – Theft of Vitae - As Printed
5 – Cauldron of Blood - As Printed