| 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 |
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| 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.
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
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. 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
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