This Discipline is an exclusive development of the Samedi bloodline, and it is tied intrinsically to the Stiffs’ identity and history. Although Thanatosis appears to deal closely with death and the energies of decay, no Giovanni have ever claimed mastery of this power. Outsiders assume the Giovanni must be interested in learning this Discipline. However, the Giovanni view the Samedi with distrust and loathing, while the Samedi take on the Giovanni is usually expressed by muttering a curse on the Clan and spitting blood. Thus, the possibility of an exchange of information approaches nil.

• Hag’s Wrinkles

Perpetual rot makes the character’s flesh malleable. The Samedi can open large folds in her flesh, storing objects in them like a kangaroo’s pouch. She can also massage the slimy flaps of fatty tissue to alter her appearance slightly (though this does nothing for the smell). Other Kindred can learn this Discipline, of course, but if they do not possess the “advantage” of having skin that already falls in droops and folds, large wrinkles and bulges may be visible.


This power requires one turn to shape the wrinkles and the expenditure of a blood point. If the power is used to distort a character’s features, the Samedi player must roll Stamina + Subterfuge (difficulty 8). Success raises the difficulty to visually identify the character by one and lasts for one hour per success rolled. If the character is attempting to hide a small object (a wallet, a letter, a small pistol), the roll and duration are the same, but all rolls made to see if the object is detected (for example, a pat-down search or a security guard’s visual inspection) are at +2 difficulty.

•• Putrefaction

The character can, with a touch, inflict decay upon a target. Hair falls out, teeth loosen, flesh rots and fungus grows on the skin. This power works on targets living and undead, and is obviously quite unsettling both physically and psychologically.


This power first requires that the character touch his intended target. The player then rolls Dexterity + Medicine (difficulty of the target’s Stamina + Fortitude) and spends a blood point. Success inflicts one health level of lethal damage on the target and removes one point of the victim’s Appearance. This Appearance loss returns to vampires at the rate of one point per night, but is permanent for mortals (though plastic surgery can correct mortals’ physical disfigurement). If a mortal suffers three or more health levels of damage from repeated uses of this power in one scene, gangrene or other ailments may occur. Putrefaction can also be used on plants, in which case the target becomes blighted and withered. It cannot, however, be used on inanimate objects such as cars or wooden stakes.

••• Ashes to Ashes

The character collapses into a thick, sticky white powder. While in this form, the character cannot move and is only dimly aware of her surroundings, but is immune to fire and sunlight (meaning that this power is an effective escape in some situations). The character must take care, though — if the ashes are scattered, she might never be able to reform.


The transformation to ashes requires one turn and the expenditure of two blood points. While the character is in ash form, the player must make a Perception + Alertness roll (difficulty 9) for any scene in which she wishes her character to be aware of her surroundings. Reforming from the heap of ashes takes one turn. If the character is in a confined space (such as an urn), she explodes from it in a suitably dramatic manner as she brings herself back to full size. If a Samedi is scattered while in this form, one health level and one blood point are lost for each tenth (roughly) of the character that has been dissipated. Five blood points are required to heal each health level lost in this manner. At the Storyteller’s discretion, the Samedi may be missing limbs or vital organs (though never the head or the heart) until the missing health levels are healed.

•••• Withering

The Stiff can shrivel and render useless an opponent’s limb. This power works on Kindred as well as mortals. Kindred, of course, are horrified by the power, as they tend to think of their bodies as immortal and invulnerable to such ravages.


The Samedi must touch the limb he intends to shrivel. The player spends a Willpower point and rolls Manipulation + Medicine (difficulty equal to the victim’s Stamina + Fortitude). Three successes are required for this power to shrink a limb. With one or two successes, the victim takes one health level of bashing damage, which may be soaked normally, but is otherwise unaffected. (If the Withering attempt is successful, the subject suffers no health level of damage, but rather the withering of the limb itself.)

The effects of Withering fade after one night if a vampire or other supernatural creature is the victim, but mortals (including mages) are permanently afflicted unless some type of supernatural healing is used. If this power is used on an arm or leg, the limb instantly becomes useless. If this power is used on an opponent’s head, mortal victims die instantly. Kindred lose two points from all Mental Attributes while their heads are shrunken and are unable to use any Disciplines except Celerity, Fortitude, and Potence. Multiple uses of this power on the same appendage have no additional effect.

••••• Necrosis

A more horrific and potent form of Putrefaction, this power causes flesh to decay and slough off, exposing the bone beneath. Use of this power can render an opponent unable to move from lack of muscle tissue.


The Samedi must make contact with the victim. The player spends two blood points and rolls Dexterity + Medicine (difficulty of the target’s Stamina + Fortitude). The victim takes a number of health levels of lethal damage equal to the number of successes rolled and suffers additional effects as listed below.

Successes Effects
1 success No additional effects
2 successes Lose one point of Appearance
3 successes Lose a point each of Appearance and Dexterity
4 successes Lose a point each of Appearance, Dexterity, and Strength
5+ successes Lose two points of Appearance and one each of Dexterity and Strength

Attributes lost in this manner are regained when all damage from the Necrosis attack is healed. If a victim is reduced to zero Strength or Dexterity, he is unable to move except for weak flailing and crawling but may still use Disciplines and spend blood points normally.

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