Gen dice Rules
4th Gens - 3d44
5th Gens - 3d40
6th Gen - 3d36
7th Gen - 3d32
8th Gen - 3d28
9th Gen - 2d32
10th Gen - 2d30
11th Gen - 2d28
12th Gen - 2d26
13th Gen - 2d24


 

 

Disciplines of the Kindred

Learn what you see below and use it as soon as you have gotten it down, not until then. Before it is learned thoroughly by a member, that member is not to use Disciplines. Also, when learning a discipline, a minimum of 50 lines (all together between the teacher and student) of RP is needed PER level



Please note that these rules for Disciplines are NOT intended for use in a Death Match. It would be too confusing for the proctor, and the Wardens of Loreil do not acknowledge these rules, and thus could not determine the outcome of a log sent to them. These rules are intended for SL and everyday actions ONLY!!!  

NO DISC may be used to negate a DM

if the term is NO REZZ, there is NO REZZ .

**All DMs are assumed to be NO REZZ unless otherwise indicated in the terms**



It doesn't matter if your character has a friend who can rewind time or what level of regenerative powers your character possesses. If the term is NO REZZ, that's it. End of story.

DISC DICE ROLLS:

(Ghouls have 2 less disc dice than their domitor)

4th gen - 7d10
5th gen - 6d10
6th gen - 5d10
7th gen - 4d10


DIFF RATING ON ALL Discs:

Levels 1 - 6 = Diff 6

Levels 7 and up = Diff 8

Unless otherwise noted, all discs require <2> successes to work


To counter using WIllpower:

To stop discipline abuse and have a convenient way to defend yourself against mental discs, instead of keeping track of wp, simply roll your disc dice. ((This is only for mental discs. You can only counter physical discs in this manner if you have Fortitude)).

Example: A player attacks with #Dom lvl 2 mesmerize#, the attacker scores <4> successes, you simply roll your disc dice to defend. If you achieve <4> or more successes, the disc has no effect. (Note: The difficulty of the resist rule is equal to the difficulty of the disc you are trying to resist)

Rule Change: Since a majority of the gamers use only the 10 rule we are instituting both of them to increase the chance for fair gaming.

Rolls of "10" on Disc dice give you two successes

Rolls of "1" on Disc Dice take away one success



MAX TRAIT LEVELS

This simply refers to the highest level of disciplines you can have.

4th gen - highest trait level: 9
5th gen - highest trait level: 8
6th gen - highest trait level: 7
7th gen - highest trait level: 6

 


***REGARDING "BLOOD DISCIPLINES"***

The majority of the Disciplines are not of the Blood, and those will just need a trainer to learn. For the sake of balance and fairness the Blood Discs are considered the single clan only discs:

Chimestry, Daimoinon, Dementation, Melpominee, Nihilistics, Obtenebration, Quietus, Serpentis, Temporis, Thanatosis, Visceratika.

To gain the disciplines of other clans that can't be taught through normal means, you must first have the blood of those disciplines in you. This can only be achieved through diablerie. The character must then find someone to teach them (Must be logged). As this is a discipline of another clan, and thus tougher to learn, a minimum of 75 lines of RP is needed per level and only two levels can be learned per RL day.

ROLLS FOR DAMAGE:

Damage: Not all disciplines are going to require the damage dice used below. Read up on what your disciplines do, and if damage is specified in the books, then use the chart below. Damage disciplines include some levels of the following: Quietus, Nihilistics, Vicissitude, etc. For disciplines that do not do damage, see the chart below on success rates to see how well you did on your d10 roll

4th gens:

1 success ~~ 1d44
2-3 success~~ 2d44
4+ success~~ 3d44

5th gens:

1 success~~ 1d40
2-3 success~~ 2d40
4+ success~~ 3d40

6th gens:

1success~~ 1d36
2-3 success~~ 2d36
4+ success~~3d36

7th gens:

1 success~~ 1d32
2-3 success~~ 2d32
4+ success ~~ 3d32

 

Please also note, that when you look at the specific disciplines some of them have charts to determine how well you did.

Use those charts instead where applicable




Assamite Discs

Sadique are assamite blood.  So they use Celerity, Obfuscate, Quietus, and Assamite Thaumaturgy.

Celerity

 

Celerity is supernatural speed.

To counter a physical discipline using celerity, simply roll disc dice.

If the attacker scores <X>, you must score <X+1> to be successful.

To use for speed other than to counter a disc:

2BP must be spent per level. NRN excpet in the case of lvl one- pre-empting an action. You must roll disc dice for this because someone may try to pre-empt your move as well.

Do not take spending BPs lightly- rp it out. You may only use so many bp per round/turn. Burning them like there's no tomorrow is poor rp- the more you spend, the weaker you are, the more vulnerable, and the more urgent it becomes to feed before you frenzy. Frenzy isn't just a plot device, it's a real threat.



Level 1 Rapidity

One may pre-empt an action that one can see: One can pre-empt someone pulling a gun, but not using telepathy (Auspex 4). If you are pre-empting someone who does not have celerity, you must roll and get <2 successes>. If you are trying to pre-empt someone with celerity, both of you roll your disc dice, the one with the most success has his action go first.


Level 2 Quickness

You may take Two actions in a round instead of one.


Level 3 Swiftness

You may take Three actions in a round instead of one.


Level 4

You may take Four actions in a round instead of one.


Level 5 Fleetness

You may take Five actions in a round instead of one.


Level 6 Projectile

You may take Six actions in a round instead of one.


Level 7 Flower of Death

You may take Seven actions in a round instead of one.


Level 8 Zeypher

No actions may be taken save for running at top speed.

The character is moving too fast to make any distinct action other than run.

 

Obfuscate

 

1 • Cloak of Shadows

Affects: Same as description (No roll needed)

The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her.


2 • Unseen Presence

Affects: Same as description

The vampire may go unseen, and even be subconsciously avoided, by others. No roll is required unless someone is looking for the vampire, or the vampire is moving in an abrupt manner, as during speech or combat.


3 • Mask of the Thousand Faces

Affects: Same as description

The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not be used for impersonation. This power does not work when viewed through a mirror or reflection or alter the shadow cast.

1 suc. A little different. She could still be picked from a police lineup.

2 suc. A bit more different. Descriptions vary.

3 suc. The desired appearance is successfully broadcast.

4 suc. Appearance, movements, and mannerisms are all radically different.

5 suc. Even race or gender can be altered.


4 • Vanish From the Mind's Eye

Demand: successes = 3 or more

Affects: Same as description

The vampire can disappear from view. With 5 successes an up, those in the area will forget that the vampire was even there, if the vampire leaves promptly.


5 • Cloak the Gathering

Affects: Same as description

This manipulative power allows the character to extend any obfuscate powers to those around them. Not only is the caster concealed, but so is everyone they wish to conceal per success scored. If one character comprimises the invisibility, only they will be revealed. If the caster comprimises the cloak, everyone affected will be revealed. The roll is made once, and its effect is applied to the entire group.


6 • Conceal

Affects: Same as description

An inanimate object may be hidden, as per Unseen Presence, if the vampire is within thirty feet of it, and the object being hidden has emotional significance to her.


6 • Mind Blank

Affects: If someone w/ Auspex tries to get through the Mind Blank, they need 5 successes

The vampire may make herself impervious to telepathic contact. If a target wishes to force her way through it, she must make a resisting roll as above, and if she succeeds, she may only use the number of dice by which she succeeded in further rolls involving telepathic contact.


6 • Scrawl (Clanbook:Malkavian)

Affects: Same as description

The vampire may write a message that will only be understood by Malkavians, or only by a single Malkavian, though to encrypt it for a single Malkavian, she must know the true name of that Malkavian's sire. No other characters will even recognize the writing as a form of communication, let alone be able to decipher it. This power is exempt from possible detection by higher Auspex, psychic powers, etc.


6 • Soul Mask

Affects: Same as description

The vampire may adopt a mask that changes the color of her aura. The color of the vampire's mask is chosen when she learns this power, and may not subsequently be changed.


7 • Cache

Affects: Same as description.

Having successfully used a power of Obfuscate on someone or something other than herself, the vampire may maintain it even when she or the target leaves.


7 • Cloak

Affects: Trying to see past the cloak takes 5 successes

The vampire may make her aura invisible. If a target wishes to perceive the vampire's aura, she must make a resisting roll as above, and if she succeeds, she may then use Aura Perception to read the aura.


7 • Visit Faeryland (Clanbook:Malkavian)

Affects: Same as description

The vampire may visit Arcadia. The vampire disappears from the "real" world, and can not be detected by any means.


8 • Old Friends

Affects: Same as description

The vampire can persuade a target that she is a friend. This target will treat her as a friend, often telling her things that she otherwise wouldn't, and generally treating the vampire in a very friendly manner.


9 • Create Name


Demand: successes = 6 or more

Affects: Same as description

The vampire may create a new identity, with its own look, aura, personality, nature, demeanor, etc.

Quietus

 

1 • Silence of Death

Affects: Same as description (No roll needed)

By spending a blood point, the vampire may create a zone of a twenty-foot radius around her, within which no sounds will be heard, and no one will hear anything. She herself will only hear sounds made outside the zone.

2 • Scorpion's Touch (Old Name: Weakness)

Affects: Target loses 2 disc dice

By bringing a point of blood to the palm and touching a victim with it, the vampire may reduce her victim's Stamina by one. The victim stays in this condition for the duration indicated on the chart.

2 suc. Five minutes

3 suc. Twenty minutes

4 suc. One hour

5 suc. Six hours

6 suc. One day


3 • Diseased

Affects: Target loses 1 gen dice and 1 disc dice

By bringing three points of blood to the palm and touching a victim with it, the vampire may reduce each of her victim's physical attributes by one. The victim stays in this condition for the duration indicated on the chart.

2 suc. Five minutes

3 suc. Twenty minutes

4 suc. One hour

5 suc. Six hours

6 suc. One day


3 • Dagon's Call

Affects: Target loses 2 gen dice and takes 24 hours to heal.

By touching a target, the vampire may exert his will power to make the Dagon's Call. The target's blood vessals burst and cause him to choke on his own blood (even if he is a vampire). Distance or line of sight does not affect whether the call works or not. The call can be made once per hour and has to be done within a hour of the intial contact.

4 • Baal's Caress (Old Name: Blood Agony)

Affects: Same as description (Works like poison)

By coating a bladed weapon of adequate size with her blood, the vampire may use the weapon to inflict aggravated damage. Assume that one blood point is rubbed off each time the blade hits something, whether it does damage or not.


5 • Taste of Death

Affects: Same as description (Use damage chart)

The vampire may spit blood, at a range of up to ten feet for each dot she has in Strength or Potence, and each blood point so used does two dice of aggravated damage.

6 • Blood Empathy

Affects: Same as description

The vampire may leave her current emotions in the blood of a vessel, and these emotions emerge in any vampire who drinks from them, for one day per blood point imbibed.

6 • Blood Sweat

Affects: Same as description

By concentrating on a victim, the vampire may cause her victim to lose one blood point per success through her sweat glands, at a rate of up to two blood points per round.

6 • Thin Blood (Clanbook:Assamite)
(Per mun consent only)

Affects: After any fight (Spar, DM, HM, etc . . .) the target is unable to heal. If they take 40 damage in the fight, the next fight they are in, they start at 40 back. So the fight would be 40 - 0 (the victim's opponent having 40 points more than the victim of Thin Blood)

By bringing a point of blood to the palm and touching a target with it, the vampire may make a vampire's blood incapable of healing wounds. The victim stays in this condition for the duration indicated on the chart.

6 • Cleanse of Influence (Clanbook:Assamite)

Affects: All disciplines are nulled, unless they specifically affect the blood

By bringing a point of blood to the palm and touching a target with it, the vampire may cancel an effect of a non-blood related discipline.


7 • Blood of the Cobra (Clanbook:Assamite)

Affects: Same as description (Can spit for 10 feet per success)

The vampire may, at a distance, use Quietus powers that would normally require touching a victim and spending blood, by spitting blood at her victim, and making the appropriate roll. The vampire may spit blood at a range of up to ten feet for each dot she has in Strength or Potence.

7 • Foul Blood

Affects: Roll 1d for each point imbibed (max of 4). If your gen dice are 3d36 and you imbibe 4 points of foul blood, anyone who drinks from you suffers 4d36 damage.

The vampire may alter a vessel, causing all other vampires (except herself) who drink from said vessel three levels of damage for each point imbibed.


7 • Leech

Affects: Same as description

The vampire may drink blood by skin contact, which leaves no marks. She may drink as many blood points as successes rolled


8 • Blood Clot

Affects: Four successes are needed to render an apendage useless. This goes for all apendages except for the head

By bringing a point of blood to the palm and touching a victim with it, the vampire may clot her victim's blood. Each success represents one blood point becoming clotted; this blood is rendered useless, and the victim must be cut open or otherwise medically treated to remove it. In mortals, stroke ensues if more than one point is clotted.


8 • Blood Curse (Clanbook:Assamite)

Affects: Target cannot sire or use disciplines

By bringing a point of blood to the palm and touching a target with it, the vampire may make another vampire less able use her blood. In this condition, the victim must spend two blood points to heal a wound, and her blood can not be used to heal aggravated wounds, perform the Embrace, power disciplines, or raise attributes.

2 suc. 15 minutes

3 suc. 30 minutes

4 suc. One hour

5 suc. One day

6 suc. One week


9 • Erosion

(Only allowed in SLs and per mun consent)

Affects: Same as description. The character loses all their gen dice

By bringing five points of blood to the palm and touching a victim with it, the vampire may reduce her victim's Physical traits to zero, for one day per success

 

Assamite Thaumaturgy

 

 

Basic (Equivalent to Level 1 Disc)


Blood of Peace

Affects: Same as description

A Blood Trait can be converted into a sleeping elixir with this ritual. It takes about 10 minutes and two Blood Traits to cast this ritual. After the Blood Trait has been enchanted, it may be applied to a subject through ingestion or contact with the skin. Success indicates the target falls into a deep sleep which lasts for a least 10 minutes. Only extremely violent actions have a chance to wake a sleeper. This ritual works only on mortals.


 

 

Blood Call

Affects: Same as description

Through use of this ritual you create a limited form of mental contact between yourself and another. Both parties involved must give two Blood Traits during the casting of the ritual, and then expend a permanent Mental Trait each. Afterward, if either party is destroyed, the other recieves a vision containing the details of the demise.


Craft Bloodstone

Affects: Same as description

Through this ritual, you may create a small mystical object called a Bloodstone. A Bloodstone acts as a magical beacon for the person to whom it is attuned. Once you have attuned a Bloodstone, you may sense it's exact location in a nonvisual manner. This enchantment usually lasts for a centure or so, although some have lasted for as long as 500 years. To create a Bloodstone, you must find a sutable stone and leave it within a container holding at least three Traits of your Blood for three nights. Each night you must chant over the container as the Bloodstone absorbs each Blood Trait. After the third night, the liquid within the container becomes clear like water. The ritual may be ended here, allowing you to sense the location of the Bloodstone whereever it is.

You can infuse more Blood Traits into the stone, at the rate of one each evening. Thses Blood Traits can be retrieved by anyone holding the Bloodstone at the rate of one evening. You must win a Static Mental Challenge against a difficulty of five Traits each time the incantation is cast over the Bloodstone. This ritual can aloso be cast upon a pre-existing Bloodstone to attune it to you, as well as recharge it.


Eyes of the NightHawk

Affects: Same as description

This ritual allows you to receive the audo and visual infromation obtained by a bird. First you must touch the bird and feed it a specially prepoared birseek mixed with your blood. You must wins a Static Mental Challenge against the bird (difficulty of five traits). Upon success, you can then metally control it, but where it will travel only. To recieve information, you must close your eyes and concentrate; this action will leave you unaware of your current surrounding asn unable to act until you break concentration. This rirual lasts for one month before it must be cast again.


Illuminate Trail of the Prey

Affects: Same as description

Through the use of this ritual, you are able to view the trail of a target - footprints, tire tracks, airplane trajectories, etc. - as a glowing neon trail. However, the trail ends as soon as the traget wades throu or submerses himself in water. You must have viewed the target and have a starting point following the movements of the target, with the intensity of the glow being indirectly proportional to the location.


Impassable Trail

Affects: Same as description

By wrapping your feet in soft deerskin, you can pass through the thickest of woods withou leaving any visible trail. You must expend one dexterity-related Physical Trait to enact this ritual. The duration is an entire evening.

This ritual works only in non-urban settings, though there are rumors that "advances" have been made allowing for the effects to function in even the heart of the urban jungle.


Machine Blitz

Affects: Same as description

By casting this ritual, you can cause machines in the are to go haywire. You must expend a Mental Trait for each turn you desire that ritual to remain in effect. The enchantment allows machines a limited amount of movement, performing activity similar to their normal functions, even to the point of attacking whomever the caster desires.


Power of the Invisible Flame

Affects: Same as description

The simply ritual allows one who knows the Path of the Flame to creat invisble fires. The effects can be felt as normal, but aren't visible. The ritual lasts for one evening, and must be cast around a fire of at least torch size. Each time you wisht to make invisible flames, you must expend a Mental Trait. You must have the Path of Flame before you can learn this ritual.


Preserve Blood

Affects: Same as description

By casting this ritual, your are able to prepare blood against spoiling, keeping it in a specially prepared earthenware container. The container must be prepared by burying it in earth for two nights. Thereafter, the container must be dug up. The blood is added, and the container is sealed with wax. Once opened, the blood spoils at a normal rate.


Steps of the Terrified

Affects: Same as description

This ritual allows you to slow down a specific target. Each minute the victim tries to run she is slowed to half her speed. A normal run would only go half as far, while someone using Celerity would only get half as many actions as normal to run away, possibly slowing her down enough for lower levels of Celerity to catch her. As the victim tries to run each minute, she slows down by half again, eventually to a walk. The ritual requires a small cube of dried mud, perfectly square on all sides.


Summon Guardian Spirit

Affects: Same as description

Through use of this ritual, you are able to summon a spirit for the next 24 hours to guard you. The spirit cannot do more than warn you of danger through interaction with the surrounding environment. It cannot speak and is only visible to you, and then only in times of danger. You cannot be surprised for the duration of the ritual.


Will o' the Wisp

Affects: Same as description

This simple ritua allows you to preduse a supernatual light source. This ball of light can be mentally commanded to travel within your sight, and even perform simple tricks. The ball may become brighter, dimmer, separate into two smaller balls, dart about, encompass someone in it's glow, etc. It is most often used as a simply light source or diversion. A willow branch is required in the casting. This ritual will last as long as you concentrate on it. A Mental Trait must be expended each hour you wish the light to remain active.



Intermediate (Equivalent to Level 4 Disc)


Light of Vengeance

Affects: Use damage chart. If 8 or more points of damage are done to an appendage, it is rendered usesless for the night.

A focused artificial light sourse (such as a lamp or flashlight) can be changed into a weapon with almost the power of the sun. You must expend a Blood Trait and smear it on the light source. Success means that the target takes an aggravated wound. The ritual lasts until all of the Blood Traits smeared upon the light sourse are used up or until the end of the evening, when the blood is considered to have evaporated. Each successful attack burns a Blood Trait from the light source, and the attacks can only be directed at a single target.


Bottled Voice

Affects: Same as description

By winning a Mental Challenge versus the target, speaking an incantation and gesture towards an empty bottle. The bottle must be sealed with wax in addition to any other closeure, such as a cork. while the seal of the bottle remains intact, the target cannot speak.


Eldritch Glimmer

Affects: Use damage chart

By casting this ritual, you are able to surround yourself in a green glow. you can then throw fire bolts of this energy at a cose of one Blood Trait per bolt. these blolts inflick one aggravated wound, and may only be cast at the rate of one per turn. You must win a Mental Challenge versus the target's Physical Traits in order to hit. Each time a bolt is fired, you must win a Simple Test or expend a Mental Trait to keep the ritual from ending. The ritual's duration is only until the next dawn. This ritual requires a piece of sandstone soaked in vinegar.


Fire Walker

Affects: If attacked by fire, roll your disc dice vs 6 difficulty. 3 or less discs and damage is halved. 4+ and no damage is caused.

This ritual protects you from fire for up to an hour. Whenever you are attacked by fire and win a Simple Test, no damage is taken. A special salve must be rubbed on the soles of your feet, and two Mental Traits must be spent to cast this ritual.


Friend of the Trees

Affects: Same as description

Anyone who tries to follow you through woods after you cast this ritual is immediately subject to interference from the surrounding foliage. These plants animate slightly, slowing down the pursuers to half speed. You must plant an acorn and spend two Mental Traits to cast this ritual. It lasts as long as you remain in the woods, or until the next sunrise.


The Haunting

Affects: Same as description (No affect on Kindred)

By casting this ritual, you may summon a malevolent spirit to cause fear in a target. Like a poltergeist, this spirit will play tricks on a subject, but it's intentions are to firten, to death if it can. This spirit usually has little effect on Kindred, but it will make werewolves uneasy and frighten mortals. The spirit cannot directly harm the victim, but if it wins a Social Challenge against her, the spirit makes Simple Tests until it loses to determine how much harm it can do. One success freezes the target in place for a few minutes; two causes her to faint; three causes her to become Incapacitated. For can kill the target unless she wins a Static Physical Challenge, the difficulty equal to the spirit's Social Traits. Survivors may awaken to find thier hair turned whie from the experience. Exactly what the spriit does and how long it will haunt the victim is determined by the Narrator playing the spirit.


Keening of the Banshee

Affects: Ages the target 4 years for each success. (No affect on Kindred)

With a horrifying scream, you can cause the person nearest to you to age 13 years minus his total Trait Level. His hair also turns white. This ritual requires a necklace with a pendant cared from an old tombstone. This does nothing to Kindred but can harm mortals, ghouls and werewolves.


Mirror Walk

Affects: Same as description

With this ritual, you are able to enter a mirror of a size beig enough to crawl through. This allows you to use the mirror a as a gate to the nearest mirror of large enough size to allow you access. You may safely take one person with you through the mirror. The mirror seems to liquefy, ripples cascading across the surface, returning to normal after you have gone through. You must be wearing a ring with an emerald when this ritual is in effect. If you are being chased, this ritual may be used as a Fair Escape. However, the pursuers, or anyone within five feet of the mirror when this is case, may immediately state their intention to follow you through the mirror; otherwise the opportunity is lost.


Respect of the Animals

Affects: Same as description

Through use of this ritual you are able to travel through wilderness areas without danger from animals. Animals neither like nor dislike you, but simply ignore you. Two Social Traits must be expended to enact his ritual, which lasts four hours.


Touch of Nightshade

Affects: Same as description

This ritual gives you a touch that is literally fatal. After you have cast this ritual, the first mortal you touch must engage in a Physical Challenge with you. If he loses, he dies, instantly and painfully. If he ties, he is in severe pain from the cramps for the rest of the evening, and is down two Traits in all tests during that time. Winning the Challege allows the victim to avoid the effects, but be remains unaware of the attack. To complete this ritual you must run juice from some form of nightshade onto your hands. The attack is only good for a single target; the second mortal you touch after performing the ritual is safe from its effects.



Advanced (Equivalent to Level 8 Disc)


Healing Blood

Affects: Can be used to heal things like fire, poison, sunlight, holy damage, etc.

The healing of aggravated wounds becomes much easier with the use of this ritual. Upon meditating for 10 minutes and expending two Mental Traits, you can heal an aggravated wound with only one Blood Trait, and no expenditure of Willpower. There is no limit to the number of aggravated wounds that may be healed in one night with the casting of this ritual, but all wounds to be healed at the less expensive coast must be healed immediately following this ritual. Any actions other thean healing aggravated wounds ends the ritual immediately.


Dominion

Affects: Same as description

This three-hour ritual, the effects of which last for a week, provides an effective defense against certain vampiric Disciplines. Proper casting of this ritual render an area up to 500 square feet immune to all effects of Animalism, Dominate and Presence, excpet those you yourself create. Preparing the area properly mandates that iron seals be embedded over all doors within the area of effect, and they must remain so for the duration fof the ritual's effect. If any of the seals are marred or removed, the effect ends instantly . You must expend three Mental Traits to cast this ritual.


Eyes of the Beast

Affects: Same as description

Similar to Eyes of the NightHawk, this ritual allows you to see through the eyes of any animal you have previously enchanted to serve as a conduit for the power. To prepare an animal properly, you must touch it on the forehead (not as easy as it sounds) and then win a Static Mental Challenge against seven Traits. Thereafter (at least for the duration fo the ritual), you can close your eyes and, by concentrating, see through the encanted beast's eyes. The ritual's effects last for six weeks, no matter how fat the animal wonders from you. You may only cast this ritual on one animal at a time.


Lion Heart

Affects: Gives the vampire an extra two gen dice (5d36 instead of 3d36)

By casting this ritual, you may increase your combat abilities. The reitual bestows upon you the Physical Traits Brawny, Tough, Quick and Enduring. when in a challenge that might cause you to flee, or be subject to a Fear frenzy, you gain an extra Willpower Trait. Finally, you also gain to Abilites in Brawl and two Abilities in Leadership. This ritual only lasts for 20 minutes. A Willpower Trait must be spent in order to enact this ritual. If you do not rest within two hours after the completion of this ritual, you wil take one Health Level of damage for every 10 minutes you do not rest. The amount of time necessary to be considered rested is one hour.


Mindcrawler

Affects: For the next 3-6 days (depending on target), the target loses 1 disc dice per day, till he has 0. Then he gains them back at the same 1 per day ratio.

An insidious force within a victim's mind is created by this ritual. You must place your hand upon the victime's head, which may require a Physical Challenge; the victim feels a slight burning sensation. For each day afterward, the victim loses one Mental Trait until all are lost. After all Mental Traits are lost, the ritual ceases. The victim may regain these lost Traits by putting forth effor in recovering them, at a rate of one Mental Trait per week. You must dye a small tic red, paint it with an arcane sigil, crush it, apply it to the victim's head and then win a Mental Challenge against the target.


Paper Flesh

Affects: Target loses all gen dice for the day

For one night, the victim of this ritual is bereft of most of the benefits of Fortitude and endurance-related Physical Traits. Victims of eighth generation or higher lose all but one endurance-relasted Physical Traits and Fortitude powers. With each succeeding generation, the victim hangs onto a additional Trait and Fortitude power.

In order to inflict Paper Flesh on a target, you must defeat her in a Mental Challenge and subsequently tear a picture of her in half.


Spirit of Torment

Affects: Spirit has 1 dice, equal to vampire's gen dice. If vampire has 3d36, spirit has 1d36

Similiar to The Haunting, this ritual lets you summon a spirit to do your bidding. This time, the spirit is capable of taking on physical form and doing real damage to others.

In order to summon the spirit, you must win a Social Challenge. Once the challenge is won, the spirit obeys your commands to the letter, until it takes damage to it's physical form. At that point, the spirit flees.

The spirit has 13 Physical Traits, three Social Traits and seven Mental Traits. It has three WIlpower Traits, the Abilities of Brawl x 4, Intimidate x 3 and Occult. It also has the folowing Disciplines: Heightened Senses, Aura Perception, Might, Unseen Presence, Mask of 1000 faces and Cloak the Gathering. When trying to frighten someone, the spirit gains three bonus Social Traits (Frightening x 3). Furthermore, by winning a Mental Challenge, the spirit can see and identify anything in the local Near Umbra.

In it's normal form, the spirit is incorporeal, but it can spend a Mental Trait in order to become corporeal for five minutes. The appearence, actions and other details of the spirit are left to the discretion of the Narrator

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