Les quatres humeurs représente les fluides a la fois physiologic et les caractéristique philosophique qui peuvent être lié aux gens. Les Harbingers of Skulls dissent que les quatre humeurs - flegme, sang, bile noir et bile jaune - sont en état de stase dans le corps des Caïnites, mais qu'au travers de cette voie, ils peuvent faire resurgir le pouvoir de chacunes des humeurs autres que le sang, et ce, contrairement à ce que les autres vampires peuvent faire.
Vous utilisez Occult comme re-test pour The Four Humours
BASIC
WHISPER TO THE SOUL (1)
You can release a wisp of your bilious humour into the ear of a victim where it
will whisper nightmares to him as he sleeps and fearful imaginings when he is awake.
While speaking to your victim, whisper his name as you know it and engage
him in a Social Challenge. If you succeed, he will be distracted and edgy and have
the Negative Mental Trait Impatient for the remainder of the scene.
KISS OF THE DARK MOTHER
By mixing your black bile with your blood and directing it to your mouth, you
can concoct a toxic substitute for saliva that makes your bite even more deadly.
Once you have channeled the debased blood to your lips, all bites for the rest
of the scene do an additional level of aggravated damage. This can be used with a
biting attack, if you successfully bite your opponent. It takes one turn to clean the
stuff from your mouth.
INTERMEDIAIRE
DARK HUMOURS
You are capable ofdirecting each of the Four Humours much as regular Cainites
direct blood. Once the humour is prepared, if you bring it into contact with a victim,
he falls under the effect of that humour. As with blood, you can secrete it to your skin
and then deliver it with a touch (which may or may not require a Physical Challenge,
depending on the circumstances), coat a weapon with it or introduce it into food or
drink. When you release a humour in this fashion, you alter your body’s own balance,
causing you to behave in a manner contrary to that humour. Thus, for example,
should you secrete phlegm, you will feel energetic and active.
You must select a Humour, expend two Blood Traits to transform it and then
deliver it to a victim. When a victim comes into contact with a Dark Humour, he
must win a Static Physical Challenge against your Physical Traits or fall under the
sway of the humour until the next sunrise. Should he win the challenge, the
humour becomes inert.
- Phlegm: The victim becomes lethargic and must bid an additional Trait on
all Physical Challenges.
- Blood: The victim becomes prone to excessive bleeding, and takes an
additional level of damage every time he receives lethal or aggravated damage.
Blood prepared in this fashion no longer functions as vitae. It cannot be used to
nourish Cainites, create ghouls, Embrace childer or lead to the blood oath.
- Black Bile: Black bile causes a level of aggravated damage to anyone other
than yourself who comes into contact with it. The turn after contacting the black
bile, thevictimmust winastatic Physicalchallenge (difficultyfiveTraits), ortake
a second level of aggravated damage.
- Yellow Bile: The victim is plagued with melancholy visions and loses a
Willpower Trait. He may not spend Willpower while affected.
CLUTCHING THE SHROUD
By focusing on the transformation of living blood to dead blood to Cainite
vitae, youcan partake ofcertainofthe benefits ofbeing dead. You are more difficult
to injure, you can see and speak with ghosts, and you can trace the patterns of death
in the people around you, telling who is close to death - and who is already there.
You must drink five Blood Traits from a body that has been dead for at least
one day, but less than three. As soon as you have drunk them, you must expend all
five to activate this power. While this power is in effect, you gain one additional
healthlevelofarmor WithnoNegativeTraits, youcanseeandconversewithghosts
who are in the area, and you can use the Vakren power Sense Life. An unfortunate
side-effect of this power leaves you more vulnerable to the powers of ghosts - you
are two Traits down in all challenges against them while using it. This power lasts
for one scene.
ADVANCE
BLACK BREATH
You can awaken the melancholy black bile that festers in the core of your being
and expel it with your breath as a miasmic black cloud that chokes everyone around you with malaise and depression.
Expend a Willpower Trait and a Blood Trait to prepare the bile and then
exhale at your targets. The Black Breath affects everyone within five yards of you
in the direction you are facing, though those caught within may attempt a Static
Physical Challenge (difficulty of five Traits) to dodge out of the fetor unless they
are completely hemmed in or otherwise trapped. Those who come into contact
with the Black Breath must make a Mental Challenge against your Mental Traits.
Those who fail this challenge are seized by an overwhelming depression for the
remainder of the scene. Their Willpower Traits are considered halved - round
down to a minimum of one -for Trait comparison purposes, and they cannot burn
blood to increase Physical Traits. Some may contemplate or even attempt suicide
should the opportunity present itself, and most will experience occasional,
Storyteller-prompted recurrences over the next couple of nights. Mortals will
generally attempt meaningful suicide (hanging, drowning, etc.), unless prevented.
Cainites will slip into torpor and remain torpid as per their Road rating.
Cainites who use this power feel exhilarated, and almost cheerful for the
remainder of the scene, having expelled their melancholy to their enemies.