Spite
Designed by the Human sorcerers of the Dark Kingdom, Spite is a nasty Aptitude created to inflict curses on their enemies by utilising the power of Vita. The beauty of Spite is that it is virtually untraceable, thus practitioners gleefully watch as their mayhem unfolds, and nobody is any the wiser as to their guilt. Spite, however, is rather costly in terms of Vita, especially at higher levels � but more often than not, the effects are more than worth it. The higher levels of the Spite Aptitude are indeed malicious and cruel, and can reap terrible consequences on their victims. For this reason, it is advised that any character who follow an appropriate Code of Ethics must make a Balance Check whenever she use a Spite power of level 6 or higher on a victim (although exceptions can be made for victims of an opposite Code of Ethics). As always though, this is left to Storyteller discretion.

� Curse
Simple physical Curses can take on any virtually any form, so long as they are not life threatening. Examples include warts, boils, piles, irregular hair colour, irregular bowel movements, baldness, a severe rash, itching, flatulence, and so on, as determined by the character inflicting a Curse. To employ the power, the character must touch his victim (a handshake will do) and then roll Manipulation + Medicine (difficulty of the victim�s Stamina + 3). The effects of any one Curse (such as those listed above) last for 24 hours from when the Curse is cast, but will not begin to manifest until the character using Spite spends 1 Vita.

�� Sleep
Sleep, as its name suggests, sends a victim to Sleep. To enact this power, the character must touch her victim, and roll Manipulation + Occult (difficulty of the victim�s Willpower). Success indicates that the victim falls asleep immediately, for (10 � his current Willpower) turns. However, at the optional expenditure of 1 Vita, the effects of this power may be delayed for up to five minutes.

��� Animosity
Animosity is perhaps the worst power in the Spite arsenal, since it can cause war between even the best of friends. Animosity requires that the character touch all intended victims, and within five minutes of touching the first, spend 2 Vita and roll Manipulation + Subterfuge (difficulty of the highest Willpower score of the group) as the character whispers or gestures suggestions that the others to be affected are not particularly trustworthy. 1 success causes Animosity between the victims for one minute, 2 successes for five minutes, 3 for fifteen minutes, 4 for half an hour, and 5 for an hour � during which a lot of damage can be done�

���� Archer�s Target
Archer�s Target is a peculiar curse that makes its victim a �magnet� for arrows and other projectile weapons. This power does not require physical contact with the victim (as that would be rather dangerous), but it does require that the victim is in the character�s line of sight, and that she spend 3 Vita and succeed on an Intelligence + Archery roll (difficulty of the victim�s Dexterity + Dodge). For each success rolled, all projectile weapons fired in the general direction of the victim automatically home in for one turn or one minute if out of combat. This does not, however, mean the victim is automatically hit each time; rolls to hit and to damage must be worked out as normal. It just means that a given arrow will fly towards the victim rather than it�s actual close-by target.

����� True Malice
True Malice is simply a more potent version of the original power, Curse, and again requires physical contact of some kind, however brief. The character then spends 3 Vita, and rolls Manipulation + Occult (difficulty of the victim�s Stamina + 4). On success, the victim suffers any two Curse effects (detailed in the Curse description). These effects are permanent, and the consequences of such are best left in the hands of the Storyteller; however, they will not begin to manifest until the character using True Malice spends 1 additional Vita; this must be done within 24 hours of casting True Malice. The victim has one chance, however, to avoid True Malice, and that is if she has the Endurance Aptitude level 5 power, Countermagic, which may be used to attempt to counter the effects of True Malice. The lasting effects of this power could be dire, as a person exhibiting too many of these effects might be mistaken for a Nephilim. True Malice is not a nice act, and appropriate rolls might need to be made for characters on particular Codes of Ethics. If the character Botches the True Malice roll, she accidentally casts Curse on herself (at no Vita cost); details of this are worked out as normal (though the Storyteller chooses the Curse).

����� � Empty the Mind
The power of Empty the Mind can prove to be very devastating indeed, since it causes in a victim temporary (or in some cases, permanent) amnesia in a victim. Using Empty the Mind costs 3 Vita and requires two separate Intelligence + Quintessence rolls (both at the difficulty of the victim�s Willpower + 2, maximum 10). The number of successes scored on the first roll indicates how long the amnesia lasts (first column), and the number scored on the second roll indicates how much memory is lost (whether temporarily or permanently).
              Duration            Severity
  None    None                 None
     1       One turn            Last hour
     2       One scene          Last 24 hours
     3       One day             Last 48 hours
     4       Two days          Last week
     5       One week          Last month
     6       One month         Last year
     7       One year            Last decade
     8+     Permanent          All memory
The only way for the character to regain her memories is if another character successfully uses the
Vita Totus power: Undo. Note that any character following appropriate Codes of Ethics risks losing Balance every time she uses this power.

����� �� Curse of Years
The Curse of Years is a terrible power that is used to severely increase a victim�s actual age, affecting in many cases their mind and physical capabilities. Inflicting the Curse of Years requires physical contact with the victim, the expenditure of 3 Vita, and a Manipulation + Medicine roll (difficulty of the victim�s Willpower). On success, the victim immediately suffers the effects of extreme old age (subtract three from all Physical Attributes and one from all Mental Attributes, down to minimums of 1). While under the effects of this power, a victim must succeed on a Stamina roll (difficulty 6) for every round he is engaged in strenuous activity, or else suffer a heart attack. The number of successes initially scored on the Curse of Years roll indicates how long the effects of this power last.
  None      No effect
     1         One turn
     2         One scene
     3         24 hours
     4         48 hours
     5         1 week
     6+       1 month

����� ��� Delirium
Using Delirium on a victim degrades their mind, causing them to manifest a mental disorder. Delirium costs 3 Vita and requires an opposed Willpower roll (difficulty 7 for the character using Delirium, and difficulty 6 for the victim). If the character using the power scores more net successes, her victim develops a Derangement, decided on by the Storyteller (though it should be appropriate to recent events). This Derangement is permanent unless removed by another character using the
Mystic Touch power: Return Coherence, or some such similar power. Delirium can be used against the same victim any number of times.

����� ���� Mark With Menace
A very useful �curse�, Mark With Menace causes a victim to suffer terrible misfortune for a varying amount of time � essentially making them Botch every critical roll. Mark With Menace costs 4 Vita and requires an Intelligence + Medicine roll (difficulty of the victim�s Willpower + 2, maximum 10). The number of successes scored indicates how long the power lasts; for this duration, all Aptitude rolls, combat rolls and any other rolls of significance (Storyteller discretion) are considered as Botches.
  None     No effect
     1       One turn
     2       Two turns
     3       Three turns
     4       Rest of the scene
     5       Two scenes
     6+     24 hours
After a number of such Botched rolls equal to (8 � the victim�s Intelligence), the victim may deduce that she has been afflicted with a curse of some sort and only then may she decide to no longer attempt any actions of great significance. Before then, however, the player must roleplay the character normally.

����� ����� Fatality

The power of Fatality should be used sparingly, as although it has terrible consequences for the victim, it could also have terrible effects for the character using it. Fatality essentially curses a victim so severely that he has little hope of surviving for very much longer. Costing 4 Vita, Fatality requires that the victim is in visual range, and that the character using it make a Wits + Empathy roll (difficulty of the victim�s Willpower + 3, maximum 10). The character must score more successes than the victim�s Stamina rating (with no modifiers). If she accomplishes this, the victim is cursed with Fatality, and the consequences are left in the hands of the Storyteller (but it is rare for a character so afflicted to last more than a few more hours). Upon successful use of Fatality, the character herself must then make an Intelligence + Quintessence roll (difficulty 6); the number of successes scored is the number of Lethal damage that the character instantly suffers herself, which may be soaked as normal.
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