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Shadow Play: You may spend a blood point to gain a +2 bonus to stealth related challenges for the remainder of the night.
Cowl of Shadows: You may spend a blood to activate a cloud of darkness that lurks about your person for a scene. You take -1 damage from any ranged attacks, including firearms. A creature may spend a willpower to ignore this effect for a round.
Arms of the Abyss: You may spend two blood to attempt a mental challenge against a target. If you succeed, he cannot be moved from that location until you end this effect, he is enmeshed by inky tendrils of darkness. Note that these do not limit his ability to fight or function, they only prevent him from stepping or otherwise moving to a new location. This ability only functions against targets with a corporeal body. A creature may spend two willpower to end this effect.
Dark Halo: You may spend two blood to activate a cloud of darkness that lurks about your person for a scene. You take -2 damage from any ranged attacks. If a creature with Dark Sapience has more mental traits than you, he is unaffected. This ability may not be used at the same time as Cowl of Shadows. A creature may spend two willpower to ignore this effect for a round.
Wave of Darkness: You may spend three blood to emit a pulse of darkness that shreds nearby creatures to ribbons. Any creatures within ten feet of you with less mental traits than you suffers 2 lethal damage. This ability does not distinguish friend from foe.
|Celerity | Fortitude | Protean | Vicissitude | Vigor|
|Captivate | Dominate | Nightmare | Presence | Temptation|
|Auspex | Necromancy | Obfuscate | Obtenebration | Thaumaturgy|