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Level Four
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Curse of the Modern Age
When cast upon a target, the Kindred makes a Manipulation
+ Occult roll against the target's Willpower. Each success adds
one to the victim's target numbers for using technological devices
of any sort. The victim is effectively cursed with a form of
anachronism. The ritual lasts until the first dawn after it is
cast. [Thaumaturge must touch the victim with a rowan wand. Difficulty
is an extra +1 for every 25 yrs since the victim's Embrace -
this renders Elders incapable of using the simplest technology.]
Curse of the True Soul's Vision §
Curse said to have been developed by a member of the Inquisition,
in an attempt to incontrovertibly find evil-doers, as it gives
its victim the unfailing ability to see the true face of another's
soul. This might be useful for an Inquisitor, but for those living
in the dark world of depravity which Kindred inhabit, it can
cause an unbearable descent into madness.
This four-hour ritual requires a mirror and the blood of an
evil-doer (traditionally a condemned murderer, now any being
of low humanity). The first person who then looks into the mirror
will bear the Curse. On looking into the mirror, the victim
sees her own soul, and unless they have a Humanity of 10, they
must makes a Courage roll against what they see - difficulty
being 11-Humanity. Successes determine the duration of the curse:
1 - one year; 2 - six months; 3 - month; 4 - week; 5 - night.
If no successes, the curse is Permanent. If botched, the curse
is Permanent, and a Courage point is also lost. The mirror then
smashes into pieces.
Thereafter, whenever the victim looks at any being, they will
see a physical manifestation of the being's corruption, their
evil. Every wretched thought and deed will be born upon their
faces and bodies, twisted blackened limbs, running bloody sores,
screaming nightmare visions of their depravity. The Victim must
must make a Courage roll, difficulty 11-Humanity of the subject.
If any rolls are failed, the Victim will enter Rötschrek
and run in terror. If any roll is Botched, it results in a Derangement.
The Victim's only solace is in being surrounded by purity, or
isolation, which is possibly why many of the Inconnu hide in
the wilderness, far from Kindred society.
Demonic Guard §
Creates a host of snapping spirits, only visible to those
with Auspex, which take the victim's blood when they attack.
System: complex and hazardous five-hour ritual. Requires
sacrifice of as many small animals (must be rat-sized or larger)
as are guards desired, within a blood-circle requiring three
points. A talisman is then made from a part of each creature
(usually a paw), which is embalmed and bound with silver wire.
Requires [Int+Occult roll Diff 6], each success is one bound
guard - any remaining unbound will attack stealing one blood-point
each until their talismans are destroyed. Each guard requires
one blood-point per day to stay within the Caster's control,
otherwise they will attack indiscriminately. They are released
when the talisman is destroyed.
Use: Guards can be used in different ways. A talisman
can be placed on or in the home of an unsuspecting individual
who will be plagued with vicious bites and blood-loss. Talismans
can be carried by the creator and the guards ordered to attack
enemies. System: Wits+Occult Diff 6, successes are number of
guards attacking particular target. On any botch control roll,
the guards attack the caster and cannot be recovered.) A Talisman
can also be placed to guard a doorway or location. Guards can
only move a maximum twelve feet from their talisman, and leave
vicious little red-bruised bite-marks, though the skin is unbroken.
False Veil of Sincerity §
This half-hour ritual masks an aura similarly to "Impressive
Aura" (below) - but instead presents an aura of calm
light blue sincerity for Manip+Acting (diff 6) hours.
Impressive Aura
This 1 hour ritual causes the Caster's aura to become incredibly
attractive; roll Perception + Empathy against a success to determine
how many hours this ritual lasts. The Ritual adds 1 die to each
Social Attribute and doubles Humanity for the purposes of Empathy
Tests. Combined with Presence, the user of this Ritual is irresistible.
Propagation of the Blood-Flower §
All living things contain Vitae, even plants, but in such
low quantities that it is impossible to harvest. This ritual
allows a thaumaturge to manipulate a plant to concentrate its
Vitae in a form which can then be used.
System: Requires a carnivorous plant (eg Venus Fly
Trap or Pitcher Plant), which must be manipulated using Int+Plantlore
(or Porphyria, as it is a Porphyriac Device based on research
by the Obour bloodline) over seven days. Diff 8, 22 successes
must be accumulated, once a day over seven days. One BP added
to the plant's roots per day. When transformed successfully,
the plant accumulates Vitae at a rate of 0.1 BP per day. After
ten days (under appropriate growing conditions) the plant develops
fat, ugly red reeking blooms which smell of blood, and will potentially
frenzy a hungry vampire. The flowers have fat distended pistils
inside, which contain a fluid rich in Vitae, equivalent to one
point of blood. (The fluid has an peculiarly delicate, vegetative
taste, which some keepers develop a great liking for.)
The flowers wither and close at dawn, and open at nightfall.
The number of buds a plant can hold depends on its size, but
there are generally no more than 10 flowers even on the biggest
plants. Such flowers are quite rare, due to the difficulty of
cultivation and the rarity of the skills, and they are sold for
a great price (or Boon) between Tremere and Elders of other clans.
Retribution by Ephialtes §
A monstrous ritual which inflicts horrific and relentless
living nightmares upon a victim, driving them to insanity and
even death. The ritual's history is long, and it holds a distinguished
place in the canon of horrors created by the Great
Grand Master, Guido Alvarez.
System: Five-day ritual. A large predatory animal (traditionally
a panther or other big cat) should be killed, gutted and boned,
whilst still alive. Within a circle of its burned bone fragments,
the flesh is boiled for four days in a large cauldron and reduced
to its essences. The foul residue must then be smeared over the
caster's shaved body, whilst she creates images of screaming
torture and terror (Manip+Intimid Diff 8, must achieve ten successes
in four attempts, or the process fails). The essence is scraped
off, mixed with the remainder and made into an ointment with
deadly nightshade, verbena and marshwort, suspended in the rendered
fat of the animal's flesh.
Effects: For a long-lasting effect, the victim must
somehow be made to ingest the ointment - hence this will not
work with Kindred. Otherwise it must somehow be smeared on skin.
On mortals it will last for several days even it is washed off,
but on Kindred only lasts until dawn. If placed on clothes or
objects next to the skin, it will last for as long as the victim
wears them. The affected victim will then suffer from constant
screaming visions of blood, mutilation and horror, or whatever
terror is described by the Caster, which requires a Courage roll,
once every hour, Diff 7, or spending a point of willpower. Botched
rolls result in Derangement. Failed rolls cause instant Rötschrek,
and loss of a Courage point. Once Courage is gone, the victim
must make Humanity rolls, and over a long enough period will
eventually lose all humanity and succumb utterly to the Beast.
Shining Dust of Luna
Requires a quantity of silver dust. When this 1 hour ritual
is used to prepare the dust, anything it is sprinkled on takes
on the same characteristics of silver. It also tends to stick
to Lupines and others vulnerable to silver, causing aggravated
wounds until washed off.
Soul Mate
The caster and the subject must sacrifice one Blood Point
each into two items during a 1 hour ritual, each of which must
have emotional meaning to one of the two. When the ritual is
done, the two can communicate telepathically, regardless of their
relative locations so long as both possess the items. For the
price of 1 Willpower point, either one may send her consciousness
to the other for one hour. She appears as a ghostly form to the
other, although the two can communicate freely, the projected
consciousness can only use Auspex or Psychic Numina, otherwise
treat as Astral Projection.
Spirit Search *
Time req'd: 3 hours Duration: Until next evening Components:
Hair/ nail clipping/ personal item belonging to the target, 2BP.
Pt's. of the casters blood and ground hazelnuts [ed. hazlenuts?!].
During this ritual the caster burns the item belonging to the
target and mixes the ashes with the ground hazelnuts and his
blood. The true runic name of the target is then repeated in
a interlocking pattern over the casters' shaven head (not including
the ears but over the eyelids). The final half an hour is spent
in a meditative trance.
Once the ritual is completed the caster will be aware of the
direction and distance of the target to him if the target is
within 100 miles. Within this distance the caster can easily
lead himself to the target. If the target is staked then the
spirit is dormant and a Perception+Auspex roll is req'd every
1/2 hour to keep track of it. If the target dies during the duration
of the ritual the caster will be aware of this and a Wits+Auspex
roll is req'd to place the body before the spirit leaves it.
If the target is dead before the ritual is operative then
no information as to the spirits whereabout can be obtained.
If the target is staked before the ritual is completed the it
can be found in the normal way. If the target is further away
than 100 miles but within 1000 then only hazy information as
to its whereabouts can be otained. If the target is more than
1000 miles away a perception+Auspex roll (diff. 8) can be made
to discover if the target is alive or dead but no other info.
can be obtained.
[Note: This is a very powerful and dangerous ritual.
Difficulty is 8, decreased by personally knowing the subject,
as with Auspex Summoning. This would otherwise allow relative
neonates to easily locate the havens of Elders - no-one would
be safe from the Jyhad. However, it may explain why Elders change
or keep secret their names.]
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- § - Order of Draco Ritual, by (c) Robert
D How, 1998
- - by Deird're Brookes
- * - by Cameron Blackwood
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