Appropriation allows the Ancardiobs to discover
their opponent’s powers, and then make use of that
power. The old saying goes, "The only fight that
is impossible is the one you fight against
yourself."
Level (1)
Sense the Power
A
Ancardiobs, upon touching his opponent or tasting
his blood, can know exactly what Powers the target
has, what level they are, how old they are, and
how much energy to fuel their powers he has left.
System: Roll Perception + Occult [7]. The more
successes gained, the more knowledge is gleaned.
Level (2)
Learn the Secret Ways
A
Ancardiobs, after using Sense the Power, can take
on one of opponent’s Powers for a time, to use
against his opponent.
System: Roll Intelligence + Occult [8]. Each
success allows for one dot in any power the
opponent possesses. Note the Ancardiobs may not
surpass the target in level, nor may he gain more
than his Maximum Allowable Trait Level. If he
gains access to the opponent’s 6+ Level Powers, he
may only gain those possessed by the target. This
Boon only functions on one Power at a time, and if
it is used to gain another Power, any previous use
of this power is lost. The Ancardiobs possesses
the Boon for a number of turns equal to the amount
of successes or until he utilizes this power
again.
Level (3)
Funnel Supernatural Forces
A
Ancardiobs may now gain Attributes and Abilities
from an opponent he has used Sense the Power on.
System: Roll Intelligence + Occult when borrowing
Abilities, difficulty 7. Each success allows the
Ancardiobs one dot in the given Abilities, but he
may not surpass the target’s rating in that
Ability. Roll the given Attribute + Occult when
gaining Attributes, difficulty 9. A Ancardiobs
may not gain more dots in the Attribute than his
opponent has to take, and he may not supercede his
Maximum Allowable Trait Level. The bonuses last
until the end of the scene.
Level (4)
Overlap the Powers
A
Ancardiobs now gains the power to use Learn the
Secret Ways and Funnel Supernatural Forces more
than once without losing the advantages of
previous uses.
System: This power is automatic, but bonuses
gained from the uses of the two powers only last
as long as they are stated in the power.
Level (5)
Appropriate Power
A
Ancardiobs now can not only borrow a Power, but he
may steal it for a time from its original
possessor.
System: Roll Intelligence + Occult [8]. Each
success allows for one dot in the chosen Power,
and takes a level of power from the opponent.
This works in the same way as Learn the Secret
Ways otherwise, including duration.
Level
(6)
Appropriate the Body and Mind
A
Ancardiobs may now steal his opponent’s Abilities
and Attributes, but only for a short while.
System: Roll Intelligence + Occult when stealing
Abilities, difficulty 7. Each success steals one
dot from the opponent and gives it to the
Ancardiobs. Roll the given Attribute + Occult
when stealing Attributes, difficulty 8. Each
success steals one dot from the opponent and gives
it to the Ancardiobs. The bonuses may not
supercede the Maximum Allowable Trait Level for
the Ancardiobs and last for a number of turns
equal to the amount of dots stolen.
Level
(7)
Follow in Your Footsteps
This power
allows the Ancardiobs to learn one of the
Abilities from a willing target, as opposed to
simply stealing them.
System: The Ancardiobs must have a willing target
to perform this one. He uses Sense the Power,
then rolls Intelligence + Occult, difficulty 8.
Every two successes grant him one dot in the
chosen Ability.
Level
(8)
Rape, Pillage, and Plunder
This power
allows a Ancardiobs to steal permanently any
Ability from a defeated opponent.
System: The Ancardiobs must first defeat his
target in a battle of some sort. Then he spends a
Vim Point, and rolls a contested Willpower Test
against the target, difficulty 7. If the
Ancardiobs wins, he may take any Ability from the
target. If he fails, nothing happens. If he
botches, he loses one dot in ALL OF THIS
ABILITIES, POWERS, AND ATTRIBUTES.
Level
(9)
Carbon Copy
The most
dangerous of all powers, the Ancardiobs may now,
after using Sense the Power, become an exact copy
of his opponent. He looks and sounds like his
opponent, and possesses all of his opponent’s
Attributes, Abilities, and Powers, but keeps his
own Virtues, Humanity, Willpower, and his own
Boons.
System: The Ancardiobs must first use Sense the
Power on his opponent, then spend three Vim
Points. The transformation is grisly, and takes
two turns, unless an extra point of Vim is spent
to speed the transformation to one turn. The
power lasts until the end of the scene or until
discontinued. If used on someone of equal or
lower generation, the Ancardiobs must roll
Willpower [difficulty Target’s highest Trait] or
be unable to make the change. If the power
requires the Ancardiobs to surpass his Maximum
Allowable Trait Level, he will upon coming down
from this power roll a d10 and must attempt to
soak that many levels of non-aggravated damage.