Cette voie est une effervesence d'études des relations entre le corps mort et le corps mort-vivant. Il y a certain moment où les traits d'un cadavre sont utiles sur un corps mort-vivant et cette voie permet le transfer de ces traits dans certaines situation.
Utilisez l'habilité Medecine pour les re-test de Corpse in the Monster

BASIC
MASQUE OF DEATH (1)
You can grant yourself or another the appearance of an aged corpse. Expend a Blood Trait. If you wish to place this effect upon another, you must touch him (which may call for a Physical Challenge). If the recipient is willing, that suffices. If not, you must defeat her in a Mental Challenge. Once the effect begins, flesh draws taut, and the body takes on an entirely corpselike appearance and texture.
Those wearing the Masque of Death are one Trait down on all Social
Challenges except for intimidation purposes -for intimidation challenges, they
are one Trait up. Additionally, the Masque of Death stiffens its targets, rendering
them one Trait down on Physical Challenges involving flexibility and speed.
If one wearing the Masque of Death attempts to emulate a corpse, it takes a
successful Social Challenge to see through the disguise.
The Masque of Death ordinarily lasts until the next sunset, but the caster may
terminate it earlier.

COLD OF THE GRAVE
The dead feel no pain, and with this power, you can extend the same numbing
chill to yourself. The Cold of the Grave turns one’s skin cold to the touch and makes
all matters seem unimportant, even personal injury.
Expend one Willpower Trait. Your body and mind become unnaturally cold.
You are unaffected by wound penalties. You also gain a free retest against all
attempts to manipulate your emotions -on the other hand, others receive a free
retest on your attempts to manipulate their emotions. This chill does not reach the
Beast, however - you still frenzy under the same provocation.
Cold of the Grave lasts for one scene.

INTERMEDIAIRE
CURSE OF LIFE
There are many ways in which the living are weaker than the undead, and even
if you no longer remember the experiences freshly, your research has enabled you to
inflict one of the many of the woeful aspects of life upon other Cainites. This may be
as simple as mundane hunger or thirst, or a return to mortal senses or vulnerabilities.
You must be able to see your target to inflict the Curse ofLife upon her. Expend
a Willpower Trait and engage your target in a Mental Challenge. If you win, you
may inflict any of the many frailties of the living upon her undead body until the
next sunset. The details of this curse should be roleplayed, but for the duration, the
character is distracted to the point she is three Traits down in all challenges and
cannot expend Blood Traits to augment her Physical Traits. The victim may
expend a Willpower Trait to ignore the distracting aspects of this power for a scene,
but the blood limitation remains in effect for the duration of the curse.

GIFT OF THE CORPSE
By taking the aspects of the dead upon yourself, you are able to temporarily
avoid some of the vulnerabilities to which Cainites are subject. Though some
believe this power to be little more than an extension of Cold of the Grave, other
scholars claim that the ability to circumvent the Curse, albeit temporarily, was part
of a bargain between an old Harbingers of Skulls and an archangel.
Expend a Willpower Trait and perform a Static Mental Challenge (against a
difficulty of seven Traits). If you succeed, your Cainite nature is submerged for two
turns, and you are closer to being an animated corpse than a vampire. Holy artifacts
and ground have no effect on you; you are immune to Rotschreck and frenzy.
Sunlight causes at bashing damage at worst, fire only causes lethal damage, and a
stake in the heart is no different from a stake in the liver. At the beginning of the
third turn, make a Simple Test; if you win, the Gift of the Corpse stays with you for
another turn. Gift of the Corpse does not interfere with the use of any vampiric
abilities. Should the effect end while you are exposed to any of the circumstances
it protects against, they immediately take effect.
Those who possess Aura Perception or similar abilities may notice an alien appearance
in your halo. Also, since this experience amounts to the rejection of any semblance
of life.

ADVANCE
GIFT OF LIFE
You can approach the living state, experiencing the best that it has to offer -
food, drink and the joys of the flesh are once again pleasures. The sun is not the
enemy that it once was, the blood hunger abates, and the Beast is muted. But there
is a terrible price - the Gift of Life almost always costs the life of a mortal, so great
is its cost in blood, and when it ends, the Beast returns with a vengeance. Some fear
that there may be a greater price than has yet been perceived, for flaunting God’s
curse on Caine cannot avoid having dire repercussions.
You must spend 12 Blood Traits as quickly as you can -you may drink while
you bum them if you cannot hold enough Blood Traits on your own - and then
make a Static Physical Challenge (difficulty six Traits). If you succeed, the Gift of
Life takes hold until the next midnight.
With this transformation in effect, sunlight and fire cause only lethal damage,
and your Virtue Traits are considered doubled for the purposes of resisting
Rotschreck and frenzy. You can be active by day without any penalties, and
experience the many finer points of being alive. You still have access to Fortitude
and Auspex, and, in some cases, other Disciplines (Storyteller discretion). Finally,
your blood is actually vitae, not mortal blood. On the downside, faith and the holy
still affect you, being staked paralyzes you and the use of this power may interfere
with your progress along certain roads.
Finally, when the Gift offife fades, your Beast is ascendant. Halve your Virtue Traits
(round down) for the purposes of resisting Rotschreck and frenzy for the next six nights.