SHALKAMENSE

LA SORCELLERIE DE L’ARCHIVARIUS

Description : Shalkamense est le fruit de plusieurs années de travail et d’acharnement. Développé par le chapitre montréalais de l’Archivarius, Shalkamense est un amalgame de rituels aux influences noddistes du mythe vampirique. Divisé en trois branches distinctes, Shalkamense comprend respectivement l’Héritage d’Irad, l’Héritage d’Enoch ainsi que l’Héritage de Zillah. Inspiré des philosophies véhiculées par les premiers infants de Caïn ; Zillah, Irad et Enoch, ces trois branches de sorcellerie illustrent et honorent l’héritage de trois piliers important du mythos Caïnite.

Prérequis : Chaque branche de sorcellerie permet une gamme de rituels diversifiée. N’importe quel membre de l’Archivarius est autorisé à entreprendre l’apprentissage des voies proposées ci-dessous. Ceci étant dit, l’acquisition d’une qualité portant le nom de Shalkamense Consecration, au coût d’un (1) point d’expérience est indispensable. Notez également qu’exceptionnellement, cette qualité peut être obtenue au-delà du maximum de qualités normalement accordé.

Fonctionnement général : Près d’une cinquantaine de rituels vous seront décrits ci-dessous. Chaque voie se décortique en cinq niveaux distincts, d’un (1) à cinq (5). Chacune de ces voies offrira également une quinzaine de rituels, parmi lesquels il sera possible de choisir un (1) rituel par niveau afin de bâtir une voie unique au choix du personnage. Par exemple, un personnage souhaitant s’investir dans l’Héritage d’Irad, pourra sélectionner à son choix un rituel de niveau un (1), un rituel de niveau deux (2), un rituel de niveau trois (3), un rituel de niveau quatre (4), ainsi qu’un rituel de niveau cinq (5). L’obtention s’effectue d’ailleurs dans cet ordre précis. Pour obtenir un rituel de niveau deux (2), il faut tout d’abord se procurer le premier niveau.

Accessibilité : L’ensemble des trois voies est accessible à n’importe quel membre de l’Archivarius. Il est donc possible d’apprendre L’Héritage d’Irad, l’Héritage d’Enoch ainsi que l’Héritage de Zillah simultanément.

Restriction : Certains rituels sont plus puissants que d’autres. Afin d’illustrer certaines limitations, chaque rituel est accompagné d’une annotation spéciale. En tout et partout, il existe trois calibres de restriction. C’est-à-dire ; les rituels de calibre communs, accessibles à n’importe quel membre de l’Archivarius. Les rituels de calibre supérieur, accessible aux doyens et aux officiers de l’Archivarius. Et les rituels de calibre exclusifs, accessibles aux Archivistes et aux Recteurs de la Cabale.

Coût : Rituel commun : Niveau x3 / Rituel supérieur : Niveau x3 +1 exp / Rituel exclusif : Niveau x3 +2 exp

Renoncer à un rituel : Considérant les restrictions mentionnées ci-dessus, il est possible pour n’importe quel membre de l’Archivarius de renoncer à un rituel déjà acquis afin d’entreprendre l’apprentissage d’un nouveau rituel de meilleur calibre. Un joueur souhaitant renoncer à un rituel pour en acquérir un meilleur, doit seulement s’acquitter des points d’expériences supplémentaires en fonction du calibre du rituel. Notez également qu’il est impossible d’entreprendre ce processus autrement que pour obtenir un rituel de calibre supérieur.

Mécanique de jeu : Chaque rituel exige la dépense d’un trait de sang, à moins de contre-indication. Chaque rituel ne peut être utilisé que sur soi-même, à moins de contre-indication. Et finalement, chaque rituel exige un temps d’incantation d’un round par niveau (ex : un rituel de niveau trois exigerait donc trois rounds d’incantation).


ZILLAH’S HERITAGE

[ 1 ]   Pangs Of Proserpina

Effect: The sorcerer causes feelings of intense hunger in a subject, who must be within sight. The afflicted subject feels the desire to eat or feed. Activation involves a Occult + Mental challenge against the subject’s Mental + Willpower, and resistance is reflexive. If the performer success, the victim avails himself of any sustenance available. A mortal even eats raw meat, though he doesn’t resort to such dire acts as cannibalism or drinking blood. Kindred might attack nearby vessels or even fellow vampires if their hunger is not satisfied quickly (the victim succumbs to blood frenzy after 10 minutes). Even after he eats or feeds, a subject’s rapacity does not subside until the effects of the ritual pass (one hour).

[ 1 ]   Masking the Glorious

Effect: This ritual allows the ritualist to hide the aural effects of magic on an item or a person. Once cast on someone or something, the use and presence of magic will not appear in the aura of that person or object. The 10 minute ritual requires a gold thread be tied around some piece of the object or person effected. Once tied the spell will last for one night. Anyone looking at the object’s aura with Auspex or any other means of detection will see a mundane object. There will be no sign of magic use.

[ 1 ]   Prey’s Blood

Effect: With this ritual, a Savage vampire can become a preternaturally gifted tracker. The ritual helps « mark » a target, be it living or vampire, supernaturally infecting their blood with some element that the performer can feel at the back of his mind: A faint tickle, the sound of wind whipping, the feel of a tongue on brain tissue. The elemental feeling increases when in proximity to the marked target. This means that the vampire gains substantial bonuses when attempting to track this marked individual. Investigation challenge made to track the target gain a +4 wild card bonus. To mark a victim, physical contact is necessary and this ritual lasts for a number of nights equal to the performer’s own occult rating. If the performer attempts to track a vampire, however, the wild card bonus is penalized by 1 for each gap of lesser generation, unless the target Damned is aware of the ritual attempt and approves its use (meaning, the character could mark the blood of a pack or cult mate as long as they know and agree, and the penalty would therefore not apply).

[ 1 ]   Genius Loci  / Supérieur

Effect: The vampires recognize that many locales bear the mark of Oblivion. They’re places of ill-omen: Shorelines where ghost-villages appear by night, murder houses, graveyards and other places where the borders between the real world and the place of spirits and ghosts are thin. Using this ritual, a vampire promotes chaos by increasing the supernatural ambience of a place. The vampire leaves a tiny smear of blood somewhere on or near the location, for example on a rock, a piece of furniture or a wall. A room goes cold. If outside, it starts to drizzle filthy, foul-smelling rain. Witch-fire plays around the trees. Apparitions flicker in and out of vision in the corner of one’s eye. Rot and mold spontaneously appear. Urban decay appears briefly to accelerate. All Social test pools are penalized by -1, apart from Intimidation, which instead gains a +1 bonus. This effect lasts for a scene. The death of a mouse or similar small animal is required for this ritual. Having obtained some blood from the sacrifice, the caster mixes it with some of his own, and either burns the concoction in a brazier or uses it in some other way as part of the ritual.

[ 2 ]   The Heliolater’s Warning 

Effect: Nothing is more dangerous to a vampire roaming the world than the burning kiss of sunlight. A temporary haven is never truly safe, not when a single hole in a wall can let in the sun, or an invading witch hunter can tear away a protective curtain. While this ritual cannot guarantee any kind of safety, it can give a vampire an extra moment of grace when disaster strikes, perhaps allowing her a chance to scramble to safety. Her Vitae becomes preternaturally sensitive to changes in surrounding light levels, and pounds quickly through her veins should she be forced to wake during the day. Once activated, the vampire will be able to wake during the day, as long as the circumstances involve exposure to sunlight. A ghoul sneaking into the vampire’s haven and stealing documents doesn’t trigger the benefit, but if the ghoul then attempts to let in the light, the sorcerer awake immediately. The effects of the ritual last until the next sunset, even if the caster is forced to wake several times during the day.

[ 2 ]   False Blood

Effect: With this ritual the ritualist can change the properties of his blood. Those that use Taste of Vitae, Bloodwalk, or any other method of determining things about the caster through his blood will find out only what the caster wants them to know. To cast the ritual, the ritualist must take five blood points of his blood, or someone else’s if he is not casting it on himself, and put them into a specially prepared, solid silver container. Then the caster hides the container from all prying eyes, including his own. During the casting of the ritual the ritualist must specify what fact (only one) about his blood has been changed. Clan, generation, and any other pertinent facts that can be gleaned from his blood are then changed for one month or until the container of blood is discovered.

 [ 2 ]   Painted Fears 

Effect: The ritualist creates a work of art or writing, incorporating at least one blood into the substance of the work. This is easiest to do with paints or ink, hence the common title of the ritual, but possible with most plastic art forms. The work of art must depict a frightening situation, or depict an object or place as frightening. Anyone who sees the artwork must make a Mental + Willpower challenge, with a difficulty number equal to the number of blood expended in creation. If the challenge fails, the viewer is struck with a minor phobia (as the derangement) of whatever the painting shows. The power of the artwork lasts for one night for every blood trait expended. The creator is not immune to her own work, but does receive a +5 bonus on his own challenge. The artwork cannot inspire a phobia of the viewer himself; thus, a specific individual depicted in a painting is immune to its effects. A white man is vulnerable to an artwork inspiring fear of white people; he gains a phobia about all other white people.

[ 2 ]   Mononoke   / Supérieur

Effect: This ritual is a variation of Cheval and is identical in its mechanics and effects. The ritualist need not be able to see the target when activating the ritual, but must have at least one point of blood from the target in his system. The ritualist writes a symbolic name for the target in Vitae on a strip of paper. This may be the target’s actual name, or something that strikes the ritualist as appropriate. He then prays over the paper, and hangs it beside the mirror in a shrine. The name fades over the duration of the ritual, so that when it finishes, the paper is blank. If the paper is removed from the shrine, the effect of the ritual ends immediately. Note that the vampire still suffers the adverse effects of drinking Vitae: he becomes blood bond, having taken a taste.

[ 3 ]   Summon Item

Effect: The ritual is Koldonic in nature but was revised and enhanced using The blood magic Principles. The Kuldon’s often use spirits as messengers & errands and while this ritual lacks that versatility it makes up for it in it’s ability to fetch items from great distances. By expenditure of vitae or willpower, a ritualist may summon an item which has been enchanted by this ritual. This ‘teleportation’ is done by a previous pact with spirits that in exchange for vitae or willpower will retrieve the item and give it to the magus. Since Spirits are able to go into the Umbra and may travel at rapid speeds such as Kindred do in Anima Walk.

To make use of this ritual, the ritualist must places the item on the earth and spends 1 trait of vitae upon the item and then chants a welcoming message, asking for the assistance of any nearby spirits. Spirits normally come within that round. Archivarius vampire’s are often taken back by the number of spirits in existence, for there is a spirit for each material reflection in the physical realm. The spirit immediately understands that it will be the caretaker of that item and will agree to ferry it between two points if the ritualist agrees to the deal. Typical « cost » is 1 blood trait. If the item is a weapon, armor or any item that give additional specials equipment quality, then the cost is increased by 1 blood trait. Spirits refuse to ferry items that have other spirits bound to them, such as fetishes for they fear they may be bound. They also refuse to ferry items or relics with True Faith. Larger objects (more than 3kg) require more vitae. The ritualist may also opt to spend willpower instead of vitae or vice versa at the exchange rate of 1 willpower trait to 5 blood. Sprits rather much enjoy willpower and would prefer it.

These terms are non-negotiable. If the ritualist attempts to haggle, the spirit leaves immediately and leaves a supernatural marker on the item to let other spirits of this ill transaction. Once the agreement is performed, at anytime the vampire may summon the item. The ritualist need only spend the fore mentioned agreed amount. The amount of time required the spirit to retrieve the object and return is equal to the magus Occult traits.

Occult   Duration

1             The Next Day (Upon Rising)
2             The end of the scene
3             5 rounds
4             3 rounds
5             Start of next round
5+          Instantly

[ 3 ]   Lilith’s Offspring 

Effect: This ritual creates a homunculus and is particularly prized by higher members of the Archivarius. This is a lengthy and elaborate rite, not to mention painful. A living human body is necessary for the execution of this ritual and about five pounds of carved animal parts must be inserted inside its cavities. They must have enough organs and limbs for a nearly complete animal — a brain, a heart, legs (if it must move), eyes (if it must see) and so on. When the vampire invokes Lilith, mother of monsters, the limbs fuse into a homunculus and emerge from the women. As to how the homunculus emerges, it varies but is universally painful and terrible to behold. Regardless of the gender of the creator, the pieces must remain inside his or her body for at least 13 hours before being born at the next midnight. can be used for various tasks, such as research, exploration or even espionage. The Homunculus is also considered as a 3 dots mortal retainer during downtime sessions. On appearance, an Homunculus is similar in all aspects to a mortal of teen age. A major asset to preserve the masquerade ! Only one homunculus can be kept « alive » by the ritualist at any given time.

[ 3 ]   Song Of The Blood   / Supérieur

Effect: On the road, a vampire risks not just danger but anonymity — if she dies at the hands of her enemies, far from her allies and blood « family, » no one may ever know her fate or be able to take revenge. This ritual mitigates some of that danger; it strengthens the ties of blood between members of the Archivarius, allowing the vampire’s extended brood to sense her in moments of crisis, no matter how far removed she may be. Once the ritual is performed, vampires that have Blood Bound rating with this vampire can attempt an Occult test (difficulty 16) to have a vision, sensation or anything else at the Storyteller’s discretion, of the ritualist. The effects of this ritual last until the next sunrise.

[ 4 ]   Salt the Earth

Effect: This ritual was first used on a large scale at the ruined city of Carthage, just after its destruction. It is said among the Circle that Solomon himself helped plan and lead the attack on Carthage, using his powerful magic to nullify the Dark Thaumaturgy of the Infernalist Brujah, who (along with the decadent Toreador) were pawns of the Secret Masters. When the battle was over, many of the Carthaginian Kindred had escaped into the bosom of the earth to heal. But wise Solomon was prepared for this, for he had taught many of his Lords and Initiates this ritual. The ritual is designed to prevent anyone who has Earth Melded, been buried underground or otherwise supernaturally merged with the earth to be nable to reemerge. Purest sea salt is sprinkled over the site, along with three of the caster’s Blood Points. The ritual takes three hours to perform and leaves the earth there blasted and barren, unable to support life for a hundred years. Anyone who knows this ritual can raise the bound Kindred, in a three hour ritual that uses three Blood Points and fine black soil. The only other way is for ten Blood traits to be spilled on the site, while the name of the bound one is called. Assuming the bound one is not in Torpor, he will rise.

[ 4 ]   Expedient Paperwork

Effect: This beneficial ritual expedites paperwork through the bureaucratic systems of governments or other hierarchies. By preventing the ensorcelled documents from being misplaced, the paperwork (even virtual information) goes through the swiftest channels, even bypassing normal daytime agencies that would hinder the Kindred’s nocturnal lifestyle. Although extremely useful in modern society, this ritual was developed to handle organizations like the Section-8 of recent nights and allay any suspicion toward the caster. The ritual requires the hairs of a dog, known for protection and loyalty, to protect and guide the paperwork. To make use of this ritual, the ritualist enchants the expedited paperwork, which shows up as an aura to anyone who looks for such. Normal handling time of a given document is reduced to roughly one-third and it will not get lost. The ritual ends when the material is finished being processed. Any use of backgrounds related to the field of bureaucracy is regarded with a +1 circumstance bonus. Moreover, any influence related to the field of bureaucracy is regarded as a specialty.

[ 5 ]   Ghost in the System

With society becoming more dependent upon information and computer files, archaic elders needed something to maintain their places in society. In earlier nights, a Kindred could easily fake his death or move on to a different part of the country, but tonight identities are kept on ubiquitous file through the electronic data and paper trails. This ritual bypasses the normal channels for these identities, causing computer and hard copy files to disappear and new files to spring up. Like a ghost, the ritualist disappears and comes back in a new form. This ritual is technomatic in nature, and many vampires thoroughly disapprove of it, preferring to remain anonymous than change to conform with the rules of the modern nights. Invoking this ritual requires the caster to melt a pile of sand into glass and suspend an ant within the cooling silicon. A Mental + Computer or Security challenge (difficulty 15) must be done and an entire week to perform is needed, with breaks from the chanting and ceremony only in the form of sleep each day. A failed challenge on the activation results in a complete corruption of all files dealing with the Cainite, to the point that a major government agency takes active interest in the anomalous activities. On success, tt effectively creates a series of false citizenship, including driver’s license numbers for licenses that do not exist, false birth certificates, Social Security numbers, etc. In game terms, this ritual allows the vampire to create an alternate identity, or modify an existing identity. The vampire who enjoys the effects of this ritual is able to obtain or change the background Alternate Identity (maximum, level 3) at half the normal exp cost, round up. Note that this ritual can be casted for someone else then the ritualist himself. This ritual requires a full downtime action to be performed.

 [ 5 ]   Inscription / Supérieur

Effect: Some members of the Archivarius build mystic items specifically to aid their subordinates or allies. A neonate with only the rudiments of skill may have need of a specific ritual, or another Kindred might desire to purchase the special services of Inscription but need them for his own later use. Instead of taking the time and risk to instruct someone else in the fine points of the working in question, a proficient ritualist can build an annotated version of a ritual, fueled with his blood, to make the formula accessible to someone else. The Inscription ritual allows the ritualist to place any other first- or second-level ritual in written form at a cost of two blood points. This generally requires the equivalent of a full page of paper. A reader can then unlock the power of that ritual by reading the inscription and following its instructions. The scribe uses his blood as a base for the ink, and his vitae’s power remains in the mixture to help fuel the ritual. An inscribed ritual is an imperfect form – it cannot be used to learn Inscription. It’s a simplified set of instructions, with the scribe’s vitae empowering the rite so that it overcomes any omissions or sloppiness on the part of the practitioner. Anyone who can read the language may then use the ritual notes later. Actually casting the ritual from the notes requires the use of the usual components and time, but the caster need not have any knowledge of Inscription. Once an inscription is complete, the power of the writer’s vitae is trapped in the object; his maximum blood pool is effectively reduced by one until the inscription is used. After use, the inscription dries into a fine, illegible ash, with all the power expelled from the vitae-based ink. The scribe can use the scroll himself (which is rather pointless) or give it to someone else. To prevent an inscription from reaching the wrong subject, many scribes also use Encrypt Missive with this ritual. Rumor holds that more powerful forms of inscription can create annotations for higher-level rituals, but only elders of the Archivarius would know for certain.

[ 5 ]   The Binding of Demons / Exclusif

Effect: At times, it is required that seekers of knowledge make use of Spirits from the Deep Umbra. These creatures are often known better as « demons ». Through the use of this ritual, which involves the expenditure of four Blood Points of Vitae, and the invoking of most of the Major Arcanum of Spirits for the creation and empowerment of a number of interlocking Circles of Protection, the ritualist can enter into a Mental + Occult vs Mental + Willpower against a spiritual Entity. If you happen to know the True Name of the demon, you gain a +5 Wild Card bonus. But beware, this is dangerous! If the ritualist wins the contest, he will have control over the demon and can force it to obey a number of commands. If the ritualist loses — the Demon can actually begin to attempt to break free, and forceful measures must be taken to banish it lest it get free and wreak havoc on the caster and any others nearby before departing back to the Deep Umbra. Even after it has been successfully mastered, after obeying a number of commands, it will attempt to once again break the ritualist’s hold on it. Another Contest will be required.

Countless spirits from the Deep Umbra are weak, and easily bent to one’s will… but there are others, vast creatures whose names are best left unspoken, entities from before the dawn of Man, or the coming of Caine… some that are said to predate worlds; if one was so foolish enough to control one, woe betide him. Never again would he be seen again… but his hellish shrieks of agony would resound for millennia across the nameless gulfs of the Abyss that is the Deep Umbra.


ENOCH’S HERITAGE

[ 1 ]   The Scribe

This ritual creates a written document from the spoken words of the caster. The ritualist simply speaks, and her words mystically appear on paper before her. Some ritualists have observed variants of this ritual that involve moving feather-pens writing the words as they speak them, but the most common form of this ritual makes no such overt display. Further, some young members of the Archivarius have developed a variant that records their words directly to computer files — which their elders almost universally decry as vulgar. This ritual requires the beak of a bird or the tongue of a lizard to be crushed between the caster’s thumb and forefinger. For the duration of the scene, any words spoken by the ritualist are transcribed to whatever surface she wishes. This is most commonly paper (whether loose or bound into a book), but may also be a wall, the head of a pin, anything. The Scribe automatically fits the vampire’s ideas on a given surface, but it makes no provisions for legibility; transcribing all 400 pages of The Seventh Sigil onto a note card isn’t going to make it readable without a microscope. Additionally, the Scribe does not improve a speaker’s eloquence — in matters where clarity or quality is crucial, the speaker’s Academics Trait may come into play. The Scribe may be cast on someone other than the ritualist, should the latter so wish. Also, she may voluntarily end the effects of the power before the end of the scene.

[ 1 ]   Deciphering the Jumbled Speech

Effect: This simple ten minute ritual allows the ritualist to understand (but not communicate in) foreign languages he encounters until sunrise. This does not apply to reading texts in foreign languages.

 [ 1 ]   Encrypt Missive

Effect: To insure that messages remain secure against prying eyes, members of the Archivarius sometimes use this ritual to encode documents magically, even if it is virtual information on a computer. Recently created to communicate between members Archivarius, this ritual is used to communicate on Jericho III, between members of the cabal. Also, this is a fairly common ritual — many young members of the Archivarius seem to have learned it, and use it to encrypt graffiti messages to others of their kind. To make use of this ritual, the ritualist writes the message in blood over the course of a night and speaks the name of the person he wishes to read it. When used through a computer, the vampire must coat his keyboard or virtual interface with a drop of his blood. Only the writer and the person to whom the letter is addressed can read the document. To any others who observe the letter (or the screen), the writing simply appears as gibberish.

[ 1 ]   Taste Of Knowledge  / Supérieur

Effect: The ritualist must perform this ritual immediately before feeding from a vessel. While feeding, she learns one piece of personal information about the vessel — one thing the vessel feels is of immediate importance, like a flaws, a derangement, a dark secret, etc (Investigation + Mental vs Willpower + Mental). On a failed test, the vessel learns the piece of personal information about the vampire that she feels is of most immediate importance. This ritual works on supernatural creatures just as well as on mortals, as long as the creature has Vitae to drink. The piece of information gleaned through this ritual is gained in place of one Vitae.

[ 2 ]   Drops Of Destiny 

Effect: The ritualist allows a few drops of blood to fall into a vessel of water while concentrating on a future action for that night or current circumstance. The blood forms patterns in the water that convey important information about the situation. A mental challenge (difficulty up to the storytellers) determines the clarity and usefulness of the vision imparted. On an exceptional success, the blood may form recognizable figures and play out a short scene, whereas a single success might net only two abstract figures symbolizing important factions involved in the situation. This prophetic image grants a +2 bonus on any test pools to investigate or research the imagery revealed by the ritual.

[ 2 ]   Wisdom Of The Soul 

Effect: Upon successfully activating the ritual, the ritualist enters a creative trance for a number of hours equal to 6 – his Occult dots, producing a work of art in his favored medium. While creating the artwork, the ritualist is not truly aware of what he is doing. When he comes out of his trance, he finds that he has created a puzzling work of divination. When first viewed, its meaning is indecipherable (though the artwork grants a +3 bonus to Empathy or Investigation test pools to scrutinize or analyze the artist). The work’s meaning becomes evident to the artist later when, in the heat of some later moment, he experiences a flash of insight revealing what risk or opportunity the artwork was presaging. In game terms, the ritualist may re-do any one failed challenge on the same night that his soulful work is created. Only instance of this ritual can be in effect for the caster at one time.

 [ 2 ]    The Pleasure of the Text

Effect: With this ritual, a vampire have the terrifying ability to consume information. A vampire with this power seeps his blood over a book, CD, DVD or video tape. Then, he takes the blood back into himself, leaving the media blood-smeared and completely devoid of any of the recorded material on that medium. In this fashion, the vampire literally ingests the knowledge formerly stored on that item. The ritualist can retain that knowledge for a number of days equal to his total  academic traits. This information can then be transcribed again within another medium in the same fashion. To activate this ritual, a successful Mental + Academic challenge must be done with a storyteller. If failed, the character’s blood simply fails to imprint the information, and the vampire does not regain the point of Vitae used to activate the power. If successful, the character instantly knows the information on the media she anointed with her blood, as if she had read it, watched it or listened to it. Additionally, this process does not destroy the media item — the blood simply wicks away cleanly when the vampire re-consumes it. This ritual costs two bloods, one to cast the ritual and one that will be taken back if the ritual succeeds.

[ 2 ]   Cheval   / Supérieur

Effect: This ritual allows the performer to « ride the senses » of his subject. The subject must be within direct sight when the ritual is performed, but the subject can stray from the caster to any distance thereafter. Once the ritual is performed, it remains active and dormant for one night. At any time, during that night, for up to 1 minute per occult dots he possesses, the performer may see or hear through the eyes or ears of his subject. No other senses can be substituted — if the subject is blind or deaf or both, all « riding » yields is blackness and/or silence. A subject so « ridden » is unaware that his senses also report to another. While riding another’s senses, the ritualist is only dimly aware of her own body, which falls into on a trance-like state. She is unaware of minor environmental stimuli affecting her own body (such as an insect crawling across her skin or drops of water falling on her head), but more aggressive actions perpetrated against her body draw her consciousness back to it.

[ 3 ]   Learning the Mind Enslumbered

Effect: This ritual is used to determine the cause of torpor in a vampiric body or the cause of destruction in a Kindred’s ashen remains. To conduct this ritual, the vampire places a penny or other small coin over the eye of the torpid Kindred, and she hears in the vampire’s voice the cause of her cold rest. If the Kindred is ash, the ritualist need only lay the penny in the ashes. To make use of this ritual, one half-hour is required, at the end of which the ritualist hears the message. This power has no effect on creatures other than Kindred. Note that this will not reveal who put this Kindred in torpor or destroyed it, but how it was done.

[ 3 ]   Blood Walk

Effect: A vampire casts this ritual on a blood sample from another vampire. Blood Walk is used to trace the subject’s Kindred lineage and the blood bonds in which the subject is involved. This ritual requires three hours to cast, reduced by 15 minutes for each Occult dots possessed by the vampire. It requires one blood point from the subject. Each Occult dot allows the caster to « see back » one generation, giving the caster both the True Name of the ancestor and image of his face. The caster also learns the generation and clan or bloodline from which the subject is descended. With three dot in Occult skill, the caster also learns the identities of all the parties with whom the subject shares a blood bond, either as a regnant or thrall.

[ 3 ]   Rite Of The Bloody Crossroads  / Exclusif

Effect: The Rite of the Bloody Crossroads is a divination that predicts what Kindred are coming to a certain area from outside its boundaries. The region can be defined as an area as small as a haven or as large as a hunting territory or anything between (making it quite versatile). The rite provides fairly vague and symbolic portents, revealing immaterial factors like the vampire’s motives, desires and drives (« He comes with blood in his mouth, in search of black hair and blue eyes . . . »). On the other hand, this rite also provides a fairly concrete feel for the road by which the stranger will enter (« Evil comes across the Skyway — tonight. »). The ritual only senses approaching vampires and only works within the limits of the defined area. To activate this ritual, a Mental + Occult challenge (difficulty 15) determines whether or not the ritual works. The larger the boundary specified, the larger the penalty to the performer activation challenge. Divining visitors to a single building imposes no penalty, while divinations centered on a neighborhood might suffer a -3 penalty and divinations focused on a whole territory would suffer a -5 penalty. Once activated, the ritual is effective for one night. The information gleaned from the divination is often vague and difficult to understand. Some ritualists receive flashes of imagery and sound that are too intense to recall easily, but others reveal information in a voice that is not their own. Investigation or Occult challenge may be made to puzzle out the meaning of prophetic imagery, at the Storyteller’s discretion. If a vampire within the power’s range is headed for the specified area, the ritualist receives a glimpse of her; alternately, if a vampire will arrive at the specified area before the end of this power, the ritualist receives some sign.

[ 4 ]   Sense the Mystical / Supérieur

Effect: This ritual provides the ability to sense the « mystical residue » left by magical objects and effects. This ritual was originally developed to seek out Tremere who use Thaumaturgy and magical artifacts. While this power is in effect, the ritualist carries a lit candle, whose light causes the stuff of magic to glitter. After chanting for five minutes, the ritualist is able to sense magical effects. Sense the Mystical can detect Thaumaturgy, Necromancy and similar blood-related vampiric magic if used within a distance of the object or person in question equal to the vampire total Occult dots in meters. This power does not distinguish between the different types of blood magic, nor does it pick up « normal » Disciplines. This ability lasts for one scene.

 [ 4 ]   Bone of Lies

Effect: This ritual enchants a mortal bone so that anyone who holds it must tell the truth. The bone in question is often a skull, though any part of the skeleton will do – some members of the Archivarius use strings of teeth, necklaces of finger joints or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the truth, until it has turned completely ebony and has no magic left. This ritual binds the spirit of the individual to whom the bone belonged in life; it is this spirit who wrests the truth from the potential liar. The spirit absorbs the lies intended to be told by the bone’s holder, and as it compels more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins it has siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason, anonymous bones are often used in the ritual, and the bone is commonly buried after it has been used to its full extent. A specific bone may never be used twice for this ritual. To make use of this ritual, the bone imbued with this magical power must be at least 200 years old and must absorb 10 blood points on the night that the ritual is cast. Each lie the holder wishes to tell consumes one of these blood points, and the holder must speak the truth immediately thereafter. When all 10 blood points have been consumed, the bone magic ceases to work any longer.

[ 5 ]   Blood Witness 

Effect: With the presence and power of her own Vitae, a ritualist can observe what happens in the vicinity of blood she leaves behind during the performance of this ritual. The performer must spend one blood to complete the ritual as normal, plus another Vitae (or possibly more) to bear witness at the site to be watched. The Vitae left behind must come from the performer, whether it’s vomited up, spilled from the wrists or via some other means. The blood may be dribbled on a floor, soaked into a rug, painted onto a wall or otherwise applied as the performer sees fit. However the blood is left behind, it remains as detectable as any ordinary blood. If it’s scrubbed away, the power of this ritual is broken. For one full night per Vitae spent, the character invoking the ritual gains the ability to witness events at the location as though she were present and standing in whatever spot she had marked with her Vitae. If the character creates a trail of blood around a room, for example, she may later observe the room from any point on that « circuit. » Because the seer isn’t actually present at the location, she may even observe events that occur during the day — the images come to her in an achingly vivid dream while she sleeps. Some vampires use this ritual just to gain a glimpse of their own gardens in the sunshine.

Seers are still subject to the Rötschreck, however, as the Beast panics in the light of the sun. Observers who succumb to the fear frenzy do not actually lose control of themselves, but do lose their connection to the Vitae they’ve used in this ritual. While the seer is watching through her blood connection, she is unable to see or hear through her own body. The boundaries of this power are limited. Only one arcane connection can be employed by any single character at one time, even if multiple Vitae are spent on that connection. Multiple blood can be used to widen the area of observance, at one blood per room included. Vitae may be deposited in a vehicle, so the observer becomes a clairvoyant passenger. If the distance between the character and the Vitae exceeds 5 times the sorcerer’s mental traits in miles, the mystic connection breaks. The observer’s perception is limited through the mystical connection, but not by physical barriers the character can see around. If a rug is laid down over the blood she leaves behind, she sees as if she stood on that rug. If a door is closed between her blood and another room, she doesn’t gain any power to see through it, but may hear sounds that come through it. The testimony of the blood witness is affected by environmental impediments like darkness and smoke just as ordinary vision is affected. No other Disciplines may be used through the blood connection, so a character may not employ Heightened Senses, for example.

[ 5 ]   Inscription / Supérieur

Effect: Some members of the Archivarius build mystic items specifically to aid their subordinates or allies. A neonate with only the rudiments of skill may have need of a specific ritual, or another Kindred might desire to purchase the special services of Inscription but need them for his own later use. Instead of taking the time and risk to instruct someone else in the fine points of the working in question, a proficient ritualist can build an annotated version of a ritual, fueled with his blood, to make the formula accessible to someone else. The Inscription ritual allows the ritualist to place any other first- or second-level ritual in written form at a cost of two blood points. This generally requires the equivalent of a full page of paper. A reader can then unlock the power of that ritual by reading the inscription and following its instructions. The scribe uses his blood as a base for the ink, and his vitae’s power remains in the mixture to help fuel the ritual. An inscribed ritual is an imperfect form – it cannot be used to learn Inscription. It’s a simplified set of instructions, with the scribe’s vitae empowering the rite so that it overcomes any omissions or sloppiness on the part of the practitioner. Anyone who can read the language may then use the ritual notes later. Actually casting the ritual from the notes requires the use of the usual components and time, but the caster need not have any knowledge of Inscription. Once an inscription is complete, the power of the writer’s vitae is trapped in the object; his maximum blood pool is effectively reduced by one until the inscription is used. After use, the inscription dries into a fine, illegible ash, with all the power expelled from the vitae-based ink. The scribe can use the scroll himself (which is rather pointless) or give it to someone else. To prevent an inscription from reaching the wrong subject, many scribes also use Encrypt Missive with this ritual. Rumor holds that more powerful forms of inscription can create annotations for higher-level rituals, but only elders of the Archivarius would know for certain.


IRAD’S HERITAGE

[ 1 ]   Balancing The Four Humors

Effect: The Kindred are largely immune to the dangers of temperature, pressure and other conditions that would kill or cripple mortals. A vampire can still be affected by the most extreme conditions, though, such as arctic cold. This minor ritual maintains a balance within a vampire’s Vitae, never allowing it to become too hot, cold, compressed or otherwise hampered by the external world. Under the ritual’s protection, the vampire suffers no penalties due to climactic conditions or extremes. This benefit does not extend to conditions that would actually cause injury or damage, such as sunlight. Nor does it eliminate wound penalties. The ritual’s effects last until the next sunrise.

[ 1 ]   The Hydra’s Vitae

Effect: By invoking this ritual, the performer protects himself from would-be diablerists and from those who would otherwise feast upon his blood. For 24 hours, this ritual transforms the sorcerer’s Vitae into a kind of poison. Kindred who drink it suffer one point of normal damage for every blood consumed; mortals who imbibe suffer two points of normal damage for each blood. When a Kindted consumes a quantity of venomous Vitae, she gains no nourishment from it.

[ 1 ]   Maiden Skin  

Effect: With this power, the ritualist enhances the blessed virtue of unbroken skin. Any attack or source of injury that would break the surface of the subject’s flesh has its edge turned away at the moment of impact, rendering slashes and piercings of the flesh into blunt, shallow injuries. Like a mystical armor that clings to the subject’s flesh like sweat, the vampire benefit for 24 hours from the same advantages as the Rugged armor quality. Maiden Skin only protects against attacks that break the skin; fire, blunt trauma and falling damage (among many other sources of damage) are unaffected.

[ 1 ]   Jury-Rigging

Spend a blood and expend your standard action to make a piece of equipment function as you need it to for the next scene. When you activate Jury-Rigging, choose one of the following applications:

  • Damaged or Old Equipment: This application of Jury-Rigging allows you to operate nearly any equipment, as long as it’s mostly intact. If your truck has an engine and gasoline, it will run for the next scene, even if half the spark plugs are missing and there is a two-inch hole in the radiator. If your computer has a processor, a keyboard, and a monitor, you can make it work like a high-end machine for one scene.

When using this power, assign two equipment qualities of your choice (excluding those on the website) — other than Flashy or Masterwork—to the chosen piece of equipment. The chosen qualities logically suit the equipment, as though it were new or undamaged. For the duration of this power, you cannot use the object’s original qualities (if it had any).

  • Improvised Weapon: Almost anything is a weapon in your hands. Activating Jury-Rigging on an improvised weapon allows you to give it the weapon qualities of a real weapon for the next scene. For example, you might make a nail gun that is as effective as a rifle, a broom handle that works like a mace, or a piece of scrap metal that functions like a sword. When using this power, assign two weapon qualities of your choice (excluding those on the website)—other than Flashy or Masterwork—to your improvised weapon. The chosen qualities must be vaguely logical for your improvised weapon to possess, and you cannot assign supernatural qualities or qualities that do not match the form and function of the weapon. For example, you cannot make a baseball bat function like a pistol, and you cannot make a piece of steel behave like a silver weapon. For the duration of this power, you cannot use the improvised weapon’s original qualities (if it had any).
  • Incorrect Equipment: Using Jury-Rigging on a tool allows you to force it to work for one specific situation for the next scene. For example, you might scrape at a random key until it fits the lock you are trying to open, or you might jury-rig a ½-inch wrench to work on a ¾-inch bolt. As long as the tool is similar to the specific item you need, you can make it work.

[ 1 ]   Soul’s Work  / Supérieur

Effect: This ritual allows the ritualist to put a bit of her very soul into a work of art. Soul’s Work can only be used when creating a work of art or writing through an Craft + Mental challenge (difficulty 15). If the ritual is successful, the vampire successfully instills a single point of her Willpower into the writing or the artwork. With an exceptional success, two points of Willpower are invested. If failed, the vampire lose one point of Willpower for the next month. These Willpower points no longer count towards the character’s total. To use a Willpower point invested in her work, the ritualist must engage the artwork according to its form — a painting must be viewed, jewelry worn, music heard, writing read. Only the ritualist may use Willpower points she has instilled in the Soul’s Work. Once the last Willpower point in the artwork has been used, the piece fades, cracks or is otherwise damaged. This does not utterly destroy the piece, but instead renders it a broken remainder of what it once was. A sorcerer may only have one Soul’s Work in existence at a time.

[ 2 ]   Barrier Of Blood 

Effect: This defensive ritual is used to mark an vampire’s territory and prevent entry by unwanted Kindred. To perform this ritual, the character draws lines of his Vitae across doorways, underneath windows or anywhere else she wishes to ward. One Vitae is necessary for each portal to be protected, in addition to the Vitae spent to complete the ritual itself. Multiple barriers may be created with a single activation, provided all barriers protect a single room or space and are linked by solid walls. The character can also define areas to be protected by painting circles or other shapes on a floor using Vitae. For this purpose, one blood is sufficient to create standing room for two average-sized people. The Vitae to be used can be donated by any willing or unwilling vampires. Vampires with Generation less than that of the blood used in the creation of the sanguine perimeter cannot voluntarily cross without making a Mental + Willpower challenge against the cumulative Occult and Mental traits of the performer. The performer of this ritual must touch any Kindred permitted to pass the barrier before the barrier has been completely drawn. Kindred with permission ignore all effects of the Barrier of Blood, as does the sorcerer who cast it. The Barrier of Blood lasts for 24 hours.

[ 2 ]   Succulent Buboes 

Effect: This rite allows the ritualist to store more blood in her system, but at a disgusting cost: The extra blood is not carried efficiently in her veins, but in bulging, fleshy sacs the size of softballs in her major lymph nodes. For each level of medicine possessed by the vampire, a trait of blood is forced into the vampire’s limbic system, where one taut and glistening pustule forms and the Vitae is stored above and beyond the normal limits of his Generation. The Vitae contained in a Succulent Bubo may be used by the ritualist herself or drained by a biting vampire. When she chooses to spend Vitae, she can spend it either from buboes or from her normal pool of Vitae. Blood she consumes can only fill her regular Vitae capacity; this ritual only transfers blood from the ritualist’s own body to her own buboes. The buboes form, similar to those from bubonic plague, along the neck, in the armpits or in the groin. While the buboes are awkward and uncomfortable, they don’t meaningfully impair the vampire’s movements. If the pustules are visible (either to the naked eye or as bulges in clothing).

[ 2 ]   Mending the Shattered

Effect: This ritual takes an hour or so to cast and allows the ritualist to restore an item to a pristine, unbroken condition. The caster touches or holds the item (or all the pieces thereof) and chants, while expending Blood traits. The amount of blood depends on the complexity of the item, the damage to it and the ages thereof. The Storyteller decides the amount which ranges from one (a stake broken in half) to five (an ancient Swedish clockwork watch that hasn’t worked in decades). The ritualist must know what is wrong with it, but not necessarily how to fix it. Dumpster divers find the most interesting things to recreate, from shredded documents to corrupted disks !

[ 2 ]   Path Of Thorns  / Supérieur

Effect: By seeding the ground with her blood, the ritualist curses those who would tread on it. Any character or creature that moves within a radius around the performer equal to is total occult traits in meters, becomes the subject of an automatic and immediate attack. The attack comes from phantom thorns and brambles that slice like razor blades and pierce like syringes. Creatures within the ritual’s area of effect can avoid being attacked by moving six steps per turn. Characters who Dodge within this area are automatically attacked by the phantom thorns, too, though any individual creature can only be attacked by the thorns once per turn. This ritual’s effects last for a number of turns equal to the vampire’s total mental traits and the phantom thorns deal one normal damage.

[ 3 ]   Beloved Deodand

Effect: « Deodand » is an archaic British legal term that applies to any object used in an unlawful killing. (Some nobles were entitled to claim deodands from crimes committed on their land as a fine.) To use this ritual, the sorcerer must obtain an item used to kill someone, e.g. a hangman’s noose, a killer’s knife or the gun that fired the fatal shot. When the ritual is performed over the item, it forms a mystic link with the ritualist. If the item is used again, the ritualist gains one blood from the next subject wounded by the deodand. Distance doesn’t matter, but the weapon must be used within a number of nights equal to the number of occult dots possessed by the vampire. Likewise, for each dot of Occult skill, the weapon can feed its master one additional time. Some vampires use these weapons themselves, as an efficient way to feed during a fight. Beloved Deodands do not drain Vitae from Kindred, but living supernatural creatures are typically affected. The Vitae collected through a Beloved Deodand is « neutral » — it does not count toward Vinculum and it carries no supernatural augmentation in the case of, for example, werewolf blood.

 [ 3 ]   The Metamorphosis Of Spilt Blood

Effect: This ritual helps sanctify a temple with a blood sacrifice. In this rite, the vampire spills her own blood upon the floors or walls of the temple, specifically pouring her own Vitae once for each direction (north, south, east, west). She must also sacrifice a living creature within the temple, as close to the center of the ritual space as possible. By doing this, those vampires present inside the temple gain two particular benefits. First, they gain bonus to test pool to resist frenzy. Second, they gain the same number of bonus against attempts to manipulate them with Dominate, Presence,  and any mind affecting powers. All bonus are only available when the vampires are physically within the temple. The creature sacrificed determines the number of bonus traits, which may not exceed the casting sorcerer’s dots in Occult. If an vampire with three dots in Occult sacrifices an adult human in the performance of this ritual, only three bonus are achieved despite the nature of the sacrifice. It does not matter how the creature is sacrificed, provided it dies on the temple grounds while ritual is made. The creature’s throat may be slit, the creature might be burned as an offering or the Acolytes may find a more creative way of ending the thing’s life. The effects of this ritual last for one month. At the anniversary of the ritual’s inception, the ritual may be performed anew to renew its effects, or it may be allowed to lapse. This ritual requires a full downtime action to be performed.

  • Small (rat, snake, cat) +1
  • Medium (dog, lamb, pig) +2
  • Large (bull, camel, oxen) +3
  • Human Adult +4
  • Human virgin +5

[ 3 ]   Touch Of The Morrigan   / Supérieur

Effect: The caster performs this ritual (Social + Occult with a difficulty of 16) and channels his righteous ire into a tangible force. If the performance challenge is successful, the user’s mere touch becomes deadly. The sorcerer must then touch a subject with his open palm. Contact inflicts an amount of normal damage equal to the number of Occult traits. (The power cannot be delivered through a punch or other unarmed close-combat attack.) This harm can be delivered only once per performance of the ritual (which CANNOT be stacked), and the user’s touch has the potential to inflict harm for one after the completion of the ritual. If that period of time passes without a touch being made, the power fades. The mark made by contact is physically manifest in accordance with its severity. A Touch of the Morrigan that inflicts one point of damage looks like a minor scar or livid bruise, while one that delivers five points of damage leaves the subject almost entirely blackened and charred looking. The visible injury fades as the damage is healed. This power affects only vampires, ghouls and other supernatural creatures. It seems that Kindred cannot inflict their viciousness on mortals in this manner.

[ 4 ]   Blade Of Oblivion

Effect: The vampire smears a knife or sword with the mixed blood of the sacrificial victim and his own Vitae. The blade gains the power to cause aggravated damage to ghosts and spirits, whether in spiritual form or materialized. The weapon is no more effective than usual against anyone else. The effect of the ritual lasts until dawn, when the weapon rusts or rots away and can never be used again. The death of a medium-sized animal such as a dog, a cat, a sheep, a bull, or a goat is required for this ritual. Having obtained some blood from the sacrifice, the caster mixes it with some of his own, and either burns the concoction in a brazier or uses it in some other way as part of the ritual.

[ 4 ]   Create Ties

Effect: A vampire with this ritual, can create an artificial blood-tie with any vampire he has drunk Vitae from. He gains the +2 bonus on test pools against the vampire who’s blood he just drank. The blood does not need to be taken directly from the vampire; it might have been decanted into a glass, or bottled, for example. Note that the vampire still suffers the adverse effects of drinking Vitae: he becomes blood bond, having taken a taste. The ritual’s effects last until the next sunrise.

 [ 4 ]   Shaping of Kine

Effect: Ritualist who possess this ritual require Medicine at rank 5 to be able to use it to its fullest potential. With this ritual, a ritualist can take a pregnant human female and slowly alter the growing child within her in a variety of ways. Deformities can be added or taken away, gender changed, bone structure enhanced or atrophied. A ritualist can thus bless or curse Kine under her domain by ensuring healthy, strong children, or weak, stricken ones. While it only takes one moment to curse, or damage the child, a ritualist who takes the careful time to bless and gently develop a growing child to its fullest potential (requiring five hours a week of examination and physical contact with the pregnant Kine, every month, until term, beginning in the first three months of pregnancy) will result in the birth of a mortal who will have a natural base of 4 in stock NPC value once developed and adult. Unfortunately, despite being strong, handsome, smart and healthy, such mortals can never have a high Humanity score. They are usually predisposed to be cruel, arrogant and domineering, and will naturally become so unless raised in a very gentle, pleasant environment (i.e., Buddhist Monk). Mortals who have been shaped in this fashion have a life expectancy of approximately 100-120 years, barring disease or accident. Some of these traits are passed on to their children, but gradually die out and revert to the dominant, natural traits of the line.

[ 5 ]   Amulet of Vigor

Effect: This ritual requires an amulet, medallion or any other decoration to be worn around the neck of the user and the amulet must be made of a precious metal with a gem. The type of gem & metal vary depending on preference. Once the amulet is obtained the ritual may begin by impressing the amulet with the blood of the caster. The amulet, soaked in the casters blood then is placed on a scale. Once enough gold is placed on the opposite side of the scale, the gold offering is covered in blood then set a blaze. The ritualist then adds his own blood to his amulet once again, completing the ritual. The maximum number of blood points added to the amulet is critical, as the vampire may only invest a number of points equal to their permanent Occult traits. The player then rolls Mental + Occult challenge to complete the ritual (difficulty 17). The blood traits invested become additional health level that now belong to a separate « soak pool ». The character can thus prevent 1 point of damage (normal or aggravated) each time he would receive damage, until he has reached his « soak pool’s » limit. When the amulet has prevented that amount of damage, it crumbles to dust. The ritualist can create only one amulet at the same time. And this ritual requires a full downtime action to be performed.

[ 5 ]   Inscription / Supérieur

Effect: Some members of the Archivarius build mystic items specifically to aid their subordinates or allies. A neonate with only the rudiments of skill may have need of a specific ritual, or another Kindred might desire to purchase the special services of Inscription but need them for his own later use. Instead of taking the time and risk to instruct someone else in the fine points of the working in question, a proficient ritualist can build an annotated version of a ritual, fueled with his blood, to make the formula accessible to someone else. The Inscription ritual allows the ritualist to place any other first- or second-level ritual in written form at a cost of two blood points. This generally requires the equivalent of a full page of paper. A reader can then unlock the power of that ritual by reading the inscription and following its instructions. The scribe uses his blood as a base for the ink, and his vitae’s power remains in the mixture to help fuel the ritual. An inscribed ritual is an imperfect form – it cannot be used to learn Inscription. It’s a simplified set of instructions, with the scribe’s vitae empowering the rite so that it overcomes any omissions or sloppiness on the part of the practitioner. Anyone who can read the language may then use the ritual notes later. Actually casting the ritual from the notes requires the use of the usual components and time, but the caster need not have any knowledge of Inscription. Once an inscription is complete, the power of the writer’s vitae is trapped in the object; his maximum blood pool is effectively reduced by one until the inscription is used. After use, the inscription dries into a fine, illegible ash, with all the power expelled from the vitae-based ink. The scribe can use the scroll himself (which is rather pointless) or give it to someone else. To prevent an inscription from reaching the wrong subject, many scribes also use Encrypt Missive with this ritual. Rumor holds that more powerful forms of inscription can create annotations for higher-level rituals, but only elders of the Archivarius would know for certain.