••• Inflame

Once a Morbus successfully infects a victim with Contaminate, or identifies a pre-existing disease with Diagnose, he can call out to it with the power of his Blood and intensify its effects.

Effect

Dramatic Failure: The Morbus accidentally sends the disease into remission for the rest of the story. If the victim is only a carrier of the chosen disease but is not affected by it (be he Kindred or just a semi-lucky mortal), a dramatic failure scourges the disease from his system entirely.
Failure: The character is unable to affect the victim in that turn.
Success: The character inflames the victim’s condition temporarily, inflicting a -2 modifier to all of the victim’s rolls for a number of turns equal to successes rolled.
Exceptional Success: As a success, plus the victim collapses before he can take an action in the first turn. He is unable to rise or otherwise act until the next turn.
Invoking this power imposes certain effects on the subject at the Morbus’ discretion. The exact details of those effects are best left to the player and Storyteller to decide based on what disease is inflamed, but they have a generic, quantifiable impact. Be it due to a splitting headache, overwhelming nausea or intense muscle pain, the victim suffers a -2 distraction penalty on all rolls for actions (except reflexive actions) for a number of turns equal to the successes achieved on the power’s activation.
A Morbus cannot use this power on a single victim more than once at a time. It can be used repeatedly to extend the effects of the disease on the victim, however. The power affects only mortal carriers or sufferers of a disease.
Material Components
Cost: 1 Vitae
Gestures & Ritual
Dice Pool: Wits + Survival + Cachexy – subject’s Stamina
Related Discipline
Effect Casting Time
Instant
Level
3