• Swift Flows the Blood
All Kindred have an innate ability to heal wounds infl icted on their undead bodies through the power of Vitae, but this Healing takes time for all but the most minor hurts. The most basic level of Crochan allows the Bron to speed this ability, though she must take care that she does not starve herself into frenzy or Torpor in her haste.
Effect
Dramatic Failure: The character’s blood resists her efforts to quicken its fl ow, and in fact the blood becomes more sluggish and unresponsive. For the remainder of the scene, during any turn in which the character wishes to spend Vitae to heal her wounds, she must spend an extra Vitae to shock her sluggish system into responding. Only one extra Vitae must be spent per turn, regardless how much Vitae the Kindred uses that turn for Healing.
Failure: The character gains no additional ability to channel Vitae toward Healing. She may try again in subsequent turns, however.
Success: For each success on the activation roll, the character may add one to her effective Blood Potency for purposes of determining how much Vitae she may spend per turn, but only for purposes of Healing injuries. The character may not activate Disciplines, augment Physical dice pools or use her increased rate of Vitae expenditure for any other purpose. The character’s maximum Vitae per turn as granted by her actual Blood Potency is not restricted in this manner (assuming, of course, that she has the ability to spend enough Vitae to activate this power and perform some other action in the same turn). Other traits derived from Blood Potency, such as the character’s maximum Vitae, feeding restrictions and Attribute maximums, are unaffected. This power cannot increase the character’s “virtual Blood Potency” above 10.
For example, Cecilia has a Blood Potency of 4, allowing her to spend two Vitae per turn. She activates Swift Flows the Blood, and her player rolls four successes. This gives her a “virtual Blood Potency” of 8, increasing the total number of Vitae she may spend this turn to seven. Only fi ve Vitae can be spent on Healing Wounds — her player spent one Vitae to activate the power, and the fi nal Vitae may be spent as Cecilia’s player wishes within the normal rules.
Exceptional Success: The extra successes are their own reward in this case.
Failure: The character gains no additional ability to channel Vitae toward Healing. She may try again in subsequent turns, however.
Success: For each success on the activation roll, the character may add one to her effective Blood Potency for purposes of determining how much Vitae she may spend per turn, but only for purposes of Healing injuries. The character may not activate Disciplines, augment Physical dice pools or use her increased rate of Vitae expenditure for any other purpose. The character’s maximum Vitae per turn as granted by her actual Blood Potency is not restricted in this manner (assuming, of course, that she has the ability to spend enough Vitae to activate this power and perform some other action in the same turn). Other traits derived from Blood Potency, such as the character’s maximum Vitae, feeding restrictions and Attribute maximums, are unaffected. This power cannot increase the character’s “virtual Blood Potency” above 10.
For example, Cecilia has a Blood Potency of 4, allowing her to spend two Vitae per turn. She activates Swift Flows the Blood, and her player rolls four successes. This gives her a “virtual Blood Potency” of 8, increasing the total number of Vitae she may spend this turn to seven. Only fi ve Vitae can be spent on Healing Wounds — her player spent one Vitae to activate the power, and the fi nal Vitae may be spent as Cecilia’s player wishes within the normal rules.
Exceptional Success: The extra successes are their own reward in this case.
Side/Secondary Effects
If the roll succeeds, but the virtual Blood Potency increase does not increase the character’s maximum Vitae per turn (for example, if a player whose character has a Blood Potency of 2 gains only a single success), the power of the Discipline allows the character to spend one additional Vitae on Healing. This power is an exception to the rule that a character may not spend Vitae to heal in the same turn that she uses a Crochan power.
Material Components
Cost: 1 Vitae
Gestures & Ritual
Dice Pool: Intelligence + Medicine + Crochan
Related Discipline
Effect Casting Time
Instant
Level
1