Kindred with a strong connection to Oblivion find the Discipline affecting the world around them, making plants wilt, animals and humans grow sick, and food go bad. Some harness this aura as a power, polluting vitality with rot, and speeding up the erosion of life. This power does not speed up the decay of dead bodies.

Cost: One Rouse Check

Dice Pools: Stamina + Oblivion vs. Stamina + Medicine or Fortitude

System: The vampire makes a Rouse Check. Following a Stamina + Oblivion roll (Difficulty 3), unintelligent organic and inorganic material within 5 yards/ meters of them suffers — plants turn black and die, food rots in its packaging, and even bricks start crumbling. Material affected in this way can become toxic to ingest, if for instance this power is used in a kitchen or a water supply. Such toxic food and drink, if consumed, can be expected to inflict two Superficial Health damage in the following scene to the individual who eats it, and for each scene thereafter until treated with an Intelligence + Medicine roll (Difficulty 3). If anything living is caught in the aura, it makes a Stamina + Medicine (Those with Fortitude may resist with Stamina + Fortitude) contest against the vampire’s activation roll. For every point of margin the vampire has, the victim suffers one point of unhalved Superficial Health damage. This damage is slowly applied throughout the scene. Repeated applications of the power in the same scene have no effect on the Health of mortals already affected. The power is an aura that lasts for an entire scene before it fades away. Anyone with a sense of smell can detect a rotting odor emanating from the vampire during the time the power is active, inflicting a two-dice penalty to any Social rolls the vampire makes in a positive or diplomatic context, if doing so in person.

Duration: One scene