Mark of Caine

The Mark of Caine is a manifestation of Caine's favor. It is passed along from Cainite to Cainite, and can only be received from those who already possess it. Once it is received, the Mark of Caine can confer numerous abilities to those who hold it, but only so long as they remain faithful to Caine's core tenets. Should they break these tenets, they will lose the Dark Father's favor, and will have to undergo deeds of repentance, in order to earn their way back into his good graces, and regain the blessing of his Mark.

Sense The Serpent
One of Caine's greatest taboos was the Amaranth, diablerie. As such, all those who bear his mark may see those who have committed this most foul of acts.

System: The player rolls Perception + Empathy, with a difficulty equal to 9 minus the number of diableries they have committed, to a minimum difficulty of three. The number of successes obtained determines what information can be discerned.

Successes Result

Botch Sense the Serpent cannot be used on the target for the rest of the night.

Failure Sense the Serpent fails against the target.

One success The player can see swirling, indiscernible faces within the target's aura, indicating they have committed diablerie in the past.

Two successes The faces seen in the aura are discernible, allowing the player to recognize them if she has seen them before.

Three successes The player hears the name of the diablerie victim whispered within their thoughts, spoken in the voice of the victim.

Four successes The voices whisper the approximate time and place that they were diablerized.

Five The voices explain the exact time and place they were diablerized, as well as the victim's original generation, and the drop in generation the diablerist gained from diablerizing them.

Six or more successes The diablerie victims will attempt to give the listener information harmful to the murderer.

With a diablerist has consumed multiple victims, a player must roll Wits + Alertness to distinguish between the voices that are speaking in their minds, with a difficulty based on the number of voices speaking.

Dark Father's Rebuke
Caine's mastery over the Disciplines exceeded any of his childer. Whilst those closest to him rivaled his personal power, Caine retained an ability which none other has ever achieved: The ability to disable the Disciplines of his brood. Those who stand highest in the Dark Father's regard can call upon his terrible power, to cow even the mightiest of his childer.

System: The character spends a point of Willpower for every Discipline they wish to effect, and chooses any number of individuals within their presence to be subjected to this power. They must then roll their rating in Mark of Caine, with a difficulty equal to the highest level of the selected Discipline(s) possessed by whoever is to be affected by this power. On a successful roll, all targeted individuals completely lose access to any abilities granted by the selected Discipline(s), for a period based on the number of successes, or until the Markbearer ends the effect.

Successes Result

Botch Dark Father's Rebuke cannot be used for the rest of the night.

Failure No effect.

One success Selected Disciplines are disabled for one minute.

Two successes Selected Disciplines are disabled for one scene.

Three successes Selected Disciplines are disabled for one hour.

Four successes Selected Disciplines are disabled for the rest of the night.

Five successes Selected Disciplines are disabled for one week.

Six or more successes Selected Disciplines are disabled for one month for every success over five.

Break the Chains (Level 1)
Caine's faithful are gifted with a power it took the Dark Father many ages to discover: the ability to break blood bonds. Through the use of a potent ritual, one who bears Caine's mark may burn away the blood of a regnant vampire, freeing their thrall from their sway.

System: A player must first obtain at least a blood point from any regnant whose hold they wish to break. In the case of a vampire's ancestors, such as their sire, this can be obtained from within the thrall's own blood, requiring them to bleed 1+ the difference in Generation of their ancestors blood points to acquire one of their own blood points. Once the regnant's blood is obtained, it must be placed into a bowl, cup, or other receptacle, and the Markbearer must give a prayer to Caine. They then roll Charisma + Empathy, at Difficulty 7 for a one step bond, Difficulty 8 for a two step, and Difficulty 9 for a full blood bond. Each success inflicts one level of aggravated damage, as the regnant's vitae is literally burned out of the thrall's system, and also breaks one level of blood bonds.

Wisdom of Ages (Level 1)
Caine has garnered a great deal of knowledge in his many years of unlife. Those who bear his mark may draw upon that Caine's knowledge and memories so that they may make decisions with the Dark Father's wisdom at their beck and call.

System: The player makes an Intelligence + Alertness roll, with the difficulty varying based on Caine's willingness to contemplate the sought information, and then to relinquish it to the Markbearer. For example, a Cainite considering whether they should sire a childe would find hearing the mental grumblings Caine once had of his own childer to be Difficulty 5. A Prince wishing to know of the punishments Caine issued on the first diablerist to persuade their own judgments might be Difficulty 6 or 7, as the Dark Father would be somewhat hesitant to spread tale of that first foul crime. Conversely, a Toreador playwright attempting to discern what exactly happened at Carthage for the purpose of writing a drama would likely roll at Difficulty 10, as Caine would be unlikely to wish to recall so painful a memory for so frivolous a reason. After this is done, the player must spend blood points, as they draw the memories Caine gives them. The more detail they wish for, the more blood they must spend.