Sanguinus
The discipline of the Blood Brothers, this strange offshoot of Vicissitude is what allows the Blood Brothers to act as a single entity, both in mind and in body. However, the discipline works only on Blood Brothers from a related circle, limiting it's use greatly in times of peril. (Any mortals who see a power of Sanguinus take place must make a Willpower roll at diff 4 and spend a Willpower point to avoid running away in disgust).
Powers:
1 - Brother's Blood:
At the creation of a circle, the blood of all Blood Brothers in that circle is mystically linked. Through this link, Blood Brothers can spend blood to heal eachother's wounds. (The user is able to spend bloodpoints to heal the wounds of one of the Blood Brothers from his own circle as though he/she was healing his/her own wounds. The distance between the two characters is irrelevant for this power, though it does not provide the Blood Brothers with information on how injured the other is. The user may also burn 5 bloodpoints to heal a felllow Blood Brother's Aggravated damage over several turns).
2 - Octopod:
Allows the Blood Brothers to share limbs with other. They dissapear off the body of the donor, and then appear to grow wherever the reciever wishes it. (The user spends a bloodpoint for every organ and/or limb he/she wishes to send. Only the donor needs to have this power, and again the distance between the two participants is irrelevant. The organs or limbs to be transferred briefly dissapear on the body of the donor, then grow where ever the recipient wishes them to grow. Extra limbs do not inherently give extra attacks or actions every turn, but their effects are still quite beneficial. Extra legs allow the character to better aborb the impact from falling, extra eyes allow for greater sensory imput and extra arms allow the user to carry more weapons and grants a bonus to grabs).
3 - Gestalt:
This power creates a hivemind for the circle, allowing the group to act as a near-perfect unity. The hivemind allows for near-instantaneous communication, allows the members to share sensory information and even aids in resisting mental assault. (Upon activating the Gestalt, every Blood Brother in that circle must spend a bloodpoint. If even one refuses or is unable to spend a bloodpoint this power fails. If a circle member dies, that member is no longer considered a part of the circle and as such, this power can continue to function normally. The Gestalt lasts for a scene.
The effects of the Gestalt are:
- Any attempts to use Dominate, Presence or similiar mind-altering powers against a single member in the group will be rolled against the highest Willpower rating of the Blood Brothers in the Gestalt, even if the target of the mental attack has the lowest Willpower in the Gestalt.
- All Perception difficulties are reduced by 3, as each member in the Gestalt shares it's sensory imput with the group.
- By doing nothing but concentrating, a member in the Gestalt can lend information to any other circle member. Thusly, as long as the user concentrates, he/she can lend the rating he/she has in a certain Ability to another member of his/her circle.
- All Blood Brothers in the Gestalt share an open two-way telepathic communications network amongst eachother, allowing them to communicate almost instantly by thought alone. This power does not allow the Blood Brothers to read the minds of their fellows, it only allows for instant, silent communication.
All members of the Blood Brother circle may gain the benefits of the Gestalt even if they do not have the power themselves, but if they do not have the power at the time of activation the Blood Brother in question must roll Wits + Occult at diff 7 in order to successfully join the hive mind. If they fail, they cannot gain the benefits of the Gestalt, though he/she will still lend his/her Willpower to the group to resist mental attacks and may still loan his/her Abilities to fellow members of the circle, though cannot borrow them).
4 - Walk of Caine:
By taking the potency of blood of their fellow circle members, a Blood Brother can lower it's generation, though at the cost of the generation of the rest of the circle. This can allow the Blood Brothers to give a one of their members incredible potential. (The user can borrow a maximum of one generation from all other members of his/her circle, granting with it the benefits of being a lower generation vampire. The circle members that loan their generation do not need to have this power, but if they dont they must roll Wits + Occult at diff 7 in order to successfully transfer their generation. Those that loan their generation will suffer all the drawbacks of being a higher generation vampire, even if this means they become classified as thin-bloods).
5 - Coagulated Entity:
Merge with all members of your circle into a single gigantic monstrous entity, covered in arms, eyes, entrails and mouths. Many Sabbat sieges saw the use of these creatures as living siege engines. (Each circle member that wishes to "coagulate" must spend 3 bloodpoints and be in close proximity to eachother. They take 3 turns to merge, after which they may act immediately. The vampire with the lowest generation in the construct becomes the one who controls it's actions, though the creature itself has a generation equal to the highest generation vampire in the construct. It's generation then drops by one point for each vampire used to create the Coagulated Entity beyond the first. The creature's Strength, Stamina and Perception are equal to that of the lowest generation vampire in the construct, +1 for every vampire in the construct beyond the first, unaffected by generational limits. In addition, the creature gets +1 die on all physical actions for every vampire in the construct beyond the first, before splitting any dice pools. Due to it's many hearts the creature cannot be staked, and has 7 Healthlevels +2 for every vampire in the construct beyond the first. Also, bodyparts and organs tend to shift a lot during the creation process, thusly a Storyteller may choose to grant the creature any bonusses or penalties as he/she sees fit, depending on the creature's shape and the way it's limbs have been positioned. Only one vampire in the circle needs this power for it to work, and the circle remains as a single entity for a scene).