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Soul Separation Effects
No successes The victim’s soul remains unmoved; no effect.
1 success The victim’s soul is stirred, but not removed. This harms the target’s spiritual alignment, raising the difficulty of
their next check by +2.
2 successes The Nagaraja shoves the target’s soul out of their body, tethered close by. This state lasts for 2 turns, during
which the target cannot move more than 10 feet/three meters from their corporeal form. Some vampires use this
power to easily grab hold of a resistant target and begin feeding, the Kiss having taken hold of the victim by the
time they return to their body.
3 successes The soul of the target is momentarily stripped from their body, as the vampire takes a single bite to gain 3 blood
points from the soul before it is returned. The victim suffers damage and a -2 penalty to their next dice pool.
4 successes The victim’s soul is ripped from their physical form and fly straight into the Nagaraja’s wide-open, expanding
maw, allowing him to devour the soul whole. As a result, they gain 6 blood points instantly, and the victim’s
body falls to the ground, limp and lifeless.
5 successes Same as 4 successes, but they now gain 10 blood points, digesting the victim’s soul much easier.
soul intimately through the use of Auspex that makes the
vampire truly dangerous. Reaching out with his mind and
spirit to his victim’s soul, the vampire may draw it out
and devour it the same as any other spirit. Victims who
have survived such a trauma say it is truly an out of body
experience or a forced astral projection. They feel like they
could go anywhere or do anything, completely free of their
corporeal form, but are instead uncontrollably drawn into
the Nagaraja’s jaws to be devoured. It is a nightmare of
unparalleled proportions, often scarring the victim mentally.
System: The player spends 1 Willpower and rolls
Manipulation + Empathy (difficulty 7) against the target’s
Willpower (difficulty 6). Each success the target rolls
cancels out one from the player’s roll. Leftover successes
are compared to the table above.
This power costs 21 experience points to learn.
Unseen Spirit
(Vitreous Path ••, Obfuscate ••)
Becoming invisible to the living world is something many
Kindred know how to do, but the Nagaraja go one step
further. They use their expertise with ghostly energies to
make themselves invisible even to those ghosts and spirits
who can usually see them. It makes it easier for them walk
through the lands of the dead unharmed or sneak up on
unsuspecting ghosts for them to devour and replenish
their power.
System: The vampire rolls Stamina + Empathy (difficulty
6). Similar to Unseen Presence, the character remains
invisible unless they speak, attack, or draw undue attention.
However, the addition of ghostly emanation makes this
process even easier. He may perform one act that may draw
attention to him per success on their activation check before
their invisibility is lifted. This makes the Discipline much
more forgiving for those not already proficient in stealthy
operations, which describes many Nagaraja in their early
nights. The character’s environment isn’t affected, however;
knocking over a vase or smashing a window is obvious to
any onlooker, though the observer won’t know what made
those things occur.
This power costs eight experience points to learn.
LORE OF THE BLOODLINES
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