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Post by Triple 7 on Feb 24, 2019 12:10:50 GMT -8
BLOOD MAGIC A character can only have one Discipline of blood magic, under normal circumstances (the exception to this rule is becoming infernal and accepting a foedus with a demon). Each Discipline of blood magic draws their power in vastly different ways. As such to someone who is trained in traditional Thaumaturgy, the practices of Setite Sorcery make no sense whatsoever. This applies on the metaphysical level as well. Once a Kindred has opened their awareness to a magical Discipline others seem to be blocked from them. This also means that even if the practitioner of Thaumaturgy wishes to teach, say, Lure of the Flames to a practitioner of Dur-An-Ki, they cannot; the way the varied magic Disciplines manifest their magic is too different for one magic Discipline to learn a Path or Ritual from another.
Types of Blood Magic: The source books are unfortunately vague and worse sometimes contradictory on what Paths and Rituals each Discipline of blood magic has available to learn. For simplicity, magic is defined as either Hermetic Magic, Necromancy, Abyss Mysticism, and Infernalism. Each category of magic may use Paths and Rituals from any of the magic Disciplines defined as inclusive to that category, with exceptions. Some magic Disciplines have Paths and/or Rituals that are unique to their Discipline.
Note: The following Magics, Paths, and Rituals are not available in JBN
- Path of Praapti (Path of Mercury) - Distance is difficult to track in online settings. Everyone has their own view and perspective of how the scene is set up and confusion varies. For that reason this Path is not appropriate. In addition, the Path has been abused in the past and will not be tolerated here.
Learning Blood Magic: There are two ways one can go about learning Magic; with the first being taught directly from someone who has Blood Magic. The second is from a Mentor who arranges a teacher to instruct you or they do it themselves. If the Blood Magic is considered in Clan for your concept; it comes as naturally as paying for the Discipline and naming your Primary Path (Secondary Paths need to be taught). If it isn't in Clan for you; you'll need to choose from the two choices above on how to acquire it. Rituals, once you have a rating in the Blood Magic you've been taught, can be learned independently of a teacher through proper Research rolls and Mastery rolls. These research rolls represent your Character's time making trades with transient magicians, discovering lost lore in a library, or whatever your version of kewl is. Mastery is your Character's application of what they have learned and mastering the principles of magic enough to execute them when needed.
BLOOD MAGIC UNIQUE SITUATIONS According to Pg. 213, V20; it states that "Almost every Tremere studies the Path of Blood as her primary path." It encompasses some of the most fundamental principles of Thaumaturgy, based as it is on the manipulation of Kindred vitae. Additionally; Pg. 159, V20 explains that "Nearly all modern necromancers learn the Sepulchre Path first before extending their studies to other paths."
If a player wishes to select another path as her character's primary path, the Storyteller may require additional reasoning (though choosing a different path is by no means unheard of). Under the Jyhad by Night house rules, we take this to mean that while it is uncommon and maybe even rare; it can happen. For that reason we have created a Supernatural Merit that will allow you do this at a cost. - Unique Primary Path (5pt. Merit): This is a Tremere and Giovanni specific Merit and will allow you to start with a Primary Path other than the Path of Blood or Sepulchre. This Merit is in addition to the reasoning that you will provide in your character's history.
In V20, some of the schools of blood magic are not considered an In-Clan Discipline. For the purposes of playing at JbN, this becomes a problem when you want a Follower of Set to learn Akhu and be able to reach those sweet Level 4 and 5 Paths and Rituals, or something similar. For that reason, similar to being able to start with a Tremere on a Primary Path other than Blood, we have created a Merit.
- Blood Magic Affinity (6pt. Merit): This Merit specifically allows Clan Tzimisce and Followers of Set to access their respective schools of Blood Magic up to Level 5 as if Koldunic Sorcery and Setite Sorcery were In Clan for the Vampire, including the experience cost. This is in addition to their normal In Clan Discipline as if it were a mystical additional Discipline. This Merit contributes to your 7pt. Merit cap and can be taken after character creation if story allows progress and the character sheet has at least 6 points vacant for the Merit.
- Blood Magic Access (7pt. Merit): This Merit specifically allows characters who are not acquainted with Blood Magic as an affinity to have Blood Magic as an Out-of-Clan Discipline and can only be taken at Character Creation. This means that at some point in their history, they were granted the ability to learn Blood Magic from a Mentor or uncovered the secrets from lost text. Having this Merit runs the risk of being a target, from multiple sources. Without this Merit, you may not have a form of Blood Magic out-of-Clan at Character creation. Note: As an Out-of-Clan Discipline; your Primary Path will only ever rise to Level 3, no higher. Any Secondary Paths will only ever go to Level 2, no higher. Please keep this in mind when considering to take this Merit.
FOUNDATIONAL PRINCIPLES All forms of blood magic share certain commonalities: basic principles of construction that provide a framework for all would-be blood magicians to shape the art. There are four major principles and several minor principles. The major principles are the principles of blood, will, knowledge, and identity. (Pg. 131-136, RotB) We are looking into using some of the optional rules regarding how Blood Magic works here at JbN. Some of the suggestions are already in play, such as Experience Cost and researching Rituals. This is just a continuation of that interest. The following Principles offer flavor, as well as a mechanical benefit to the Blood Magic user's rolls. Ritual Principle Bonus: According to Pg. 135, RotB; no more than a +1 dice bonus per principle invoked should be available for such narration, with an additional +1 dice bonus available to players who perform truly memorable descriptions of the ritual’s preparation and enactment. In terms of memorable descriptions, that is open to Storyteller interpretation and judgement. You'll be required to describe the scene before making the roll. If we are impressed, we will let you know to add the extra die to your roll. THE VIEW FROM OUTSIDE.. Blood Magic is wrong; its vile, evil, disgusting shit that has the potential to blow up in your face when you've relied on it for centuries. For those who are not familiar with Blood Magic; it comes at a price and there is a stigma associated with it. No one really understands how it works or why it works the way it does. There are many different schools of thought when it comes to working miracles. Clan Tremere has popularized Thaumaturgy, but that doesn't mean people know things about it. Because your character isn't initiated in any of the schools of thought toward Blood Magic, you as a Player as expected to hold this standard that your character has no idea how it works. They don't know the names of Rituals. They may have seen Thaumaturgy or some other form of Blood Magic used before, but they have no understanding of it. It isn't like other Disciplines. It comes at a cost even when it works properly. Your character shouldn't trust it, period. Clan Tremere and other Blood Magic users are taboo, unnatural, and in some cases Infernal. Clan Tremere alone are labeled as Usurpers because they artificially created their immortality and then stole the legacy of an Antediluvian to try and claim legitimacy among Kindred society. No one should be comfortable with the idea of using, seeing, or experiencing Blood Magic in a common setting. It just shouldn't be trusted.. That is the stigma that comes with working miracles. That is the price you pay for exerting your will over the world and bending reality to its knees. CHRONICLE EXPECTATIONS Its already assumed that Blood Magic is broken. Storytellers tend to get lazy and allow Players with magic to do whatever they want. A lot of it boils down to letting magic used for minor narrative purposes without subtracting the blood for it. That doesn't happen here at Jyhad by Night. I am a lot harder on Blood Magic use than others. Rituals need to be performed, components for Rituals need to be acquired and put on your sheet in order to use successfully, time limits need to be honored, etc. Don't expect magic to come easily; we also honor the rules on Pg. 230, V20 regarding Ritual failure and botches and we tend to be very creative with the adverse effects. Players are not allowed to invent their own Paths or Rituals. Something like that is for flavor only and may be discussed in character for flair only. The amount of time it takes to research, master, and create a functioning Path or Ritual is outside the scope of a real world game. Your character may tell others they're researching or dedicating their downtime to the creation of a Path or Ritual, but the mechanics will not be supported. When it comes to your version of kewl, I am fine with Players altering certain things to flavor their Rituals to define them to their Character's style. This comes with the understanding that this flavor will not alter mechanics or preexisting descriptions of the Ritual. Ingredients, items, and system descriptions will be honored. Where this typically comes into play is when the description in the book isn't clear. As an example; the Thaumaturgy Ritual known as Blood Walk tells you that you gain this information, but doesn't tell you how. I am fine with Players defining their own style for that Ritual; be it divining blood spatters from the Vitae gathered, or painting with it in a trance until you gain the secrets from it.
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Post by Triple 7 on Feb 24, 2019 12:12:02 GMT -8
HERMETIC MAGICHermetic Magic includes Thaumaturgy, Assamite Sorcery (Dur-An-Ki), Setite Sorcery, and Anarch Thaumaturgy. For the purposes of Combo-Disciplines, any of the noted magics count as “Thaumaturgy”.
Thaumaturgy Unique Rituals: Open only to Clan Tremere. - Level 2 Ritual: Ascension of the Blood (V20 Lore of the Clans Page 221)
- Level 3 Ritual: Brotherhood of the Cup (V20 Lore of the Clans Page 221)
- Level 3 Ritual: Sanguine Trail (V20 Lore of the Clans Page 221)
- Level 3 Ritual: Amulet of Mnemosyne (V20 Rites of the Blood Page 25)
- Level 3 Ritual: Dante’s Urban Legend (V20 Rites of the Blood Page 26)
- Level 4 Ritual: Summon Blood Imp (V20 Rites of the Blood Page 28)
- Level 4 Ritual: Vigil of the Stone Guardian (V20 Rites of the Blood Page 29)
- Level 5 Ritual: At Our Command It Breathes (V20 Rites of the Blood Page 106)
- Level 5 Ritual: Mirror of Blood (V20 Rites of the Blood Page 107)
Assamite Sorcery (Dur-An-Ki) Unique Paths and Rituals: Open only to Clan Assamite.
- Awakening the Steel (V20 Core Page 440)
- The Hunter’s Winds (V20 Rites of the Blood Page 159)
- Level 5 Ritual: From Marduk’s Throat (V20 Lore of the Clans Page 31)
- Level 3 Ritual: Blood and Bane (V20 Rites of the Blood Page 37)
- Level 1 Ritual: Rite of Reclamation (V20 Rites of the Blood Page 76)
- Level 2 Ritual: Blade of Smoke and Shadow (V20 Rites of the Blood Page 77)
- Level 3 Ritual: Bound by Oath (V20 Rites of the Blood Page 77)
- Level 1 Ritual: Horoscope (V20 Rites of the Blood Page 162)
- Level 2 Ritual: Infusion of Kalif (V20 Rites of the Blood Page 162)
- Level 3 Ritual: Bull of Heaven (V20 Rites of the Blood Page 163)
- Level 4 Ritual: Direct Ahriman’s Lance (V20 Rites of the Blood Page 163)
- Level 5 Ritual: Seeing with the Sky’s Eyes (V20 Rites of the Blood Page 163)
Setite Sorcery Unique Paths and Rituals: Open only to Clan Setite, and not their followers. - Ushabti (Akhu Path) (V20 Rites of the Blood Page 163)
- The Flow of Ashe (Wanga Path) (V20 Rites of the Blood Page 165)
- Level 1 Ritual: The Word of the Dark God (V20 Rites of the Blood Page 83)
- Level 1 Ritual: Typhon’s Brew (V20 Rites of the Blood Page 84)
- Level 2 Ritual: To Lace with Hidden Nectar (V20 Rites of the Blood Page 84)
- Level 3 Ritual: Rings Like Chains (V20 Rites of the Blood Page 84)
- Level 5 Ritual: Creation of the Shabti (V20 Rites of the Blood Page 109)
- Level 1 Ritual: Armor of Diamond Serenity (V20 Rites of the Blood Page 167)
- Level 2 Ritual: Craft Gris-Gris (V20 Rites of the Blood Page 166)
- Level 3 Ritual: Scorpion Sending (V20 Rites of Blood the Page 166)
- Level 4 Ritual: Dismemberment of Osiris (V20 Rites of the Blood Page 167)
- Level 5 Ritual: Shackles of Blood (V20 Rites of the Blood Page 167)
Anarch Sorcery Unique Rituals: Open only to those Kindred who have aligned themselves with the Anarchs.
- Level 1 Ritual: Sanctify the Temple (V20 Rites of the Blood Page 62)
- Level 2 Ritual: Haruspicy (V20 Rites of the Blood Page 62)
- Level 3 Ritual: Craft Dream Catcher (V20 Rites of the Blood Page 62)
- Level 4 Ritual: Houngan’s Doll (V20 Rites of the Blood Page 62)
- Level 5 Ritual: Skinwalker’s Belt (V20 Rites of the Blood Page 63)
- Level 1 Ritual: Water Walking (V20 Rites of the Blood Page 63)
- Level 2 Ritual: Blood Crystal (V20 Rites of the Blood Page 63)
- Level 3 Ritual: Enfolding the Believers (V20 Rites of the Blood Page 64)
- Level 4 Ritual: Transcending Barriers Through Love (V20 Rites of the Blood Page 64)
- Level 5 Ritual: The Pursuit of Apotheosis (V20 Rites of the Blood Page 64)
- Level 1 Ritual: Calling Card (V20 Rites of the Blood Page 65)
- Level 2 Ritual: Beat Your Way to Glory (V20 Rites of the Blood Page 65)
- Level 3 Ritual: BFU (V20 Rites of the Blood Page 66)
- Level 4 Ritual: Baron Zataguin’s Sting (V20 Rites of the Blood Page 66)
- Level 5 Ritual: Bloody Mary (V20 Rites of the Blood Page 67)
- Level 1 Ritual: CCTV (V20 Rites of the Blood Page 67)
- Level 2 Ritual: Self-Executing File (V20 Rites of the Blood Page 68)
- Level 3 Ritual: Telecommunication (V20 Rites of the Blood Page 68)
- Level 4 Ritual: Non-Disclosure Clause (V20 Rites of the Blood Page 69)
- Level 5 Ritual: Ghost in the Shell (V20 Rites of the Blood Page 69)
- Level 1 Ritual: Flatline (V20 Rites of the Blood Page 158)
- Level 2 Ritual: Iron Body (V20 Rites of the Blood Page 158)
- Level 3 Ritual: Hell’s Calling (V20 Rites of the Blood Page 158)
- Level 4 Ritual: Ward versus Vitae (V20 Rites of the Blood Page 158)
PATH HOUSE RULES There are some Paths that have "Storyteller Discretion" associated with them or are unclear. As they are encountered in the Chronicle, they will be updated to reflect our intentions here at ECN. - Thaumaturgy
- Path of Blood
- Blood Potency: The passage described on Pg. 213, V20; "Each additional success grants the Kindred either one step down in Generation or one hour of effect. Successes earned must be spent both to decrease the vampire’s Generation and to maintain the change (this power cannot be activated again until the original application wears off)." to mean that it is a stepping scale. The first success grants one Generation lower plus one hour, the second success will grant an additional Generation lower, the third success will give the caster one further hour, etc. An additional Generation lower and then an additional hour.
- Path of Corruption
- Listed in the System of this effect is a Perception + Subterfuge (difficulty equal to the target's Manipulation + Subterfuge) roll that will take the place of the standard eye contact resistance roll found on Pg. 152, V20.
- Path of Levinbolt
It is detailed on Pg. 140 (RotB) that practitioners can use a Dexterity + Brawl technique to deliver shocking results. With this principle in mind, we will allow Melee attacks from suitable weapons to deliver the same results. As always, like items do not stack regarding actions. Separate your effects by path, ritual, specialty, or mundane categories.
RITUAL HOUSE RULES There are some rituals that have "Storyteller Discretion" associated with them or are unclear on how they would work for our online Chronicle. As they are encountered, they will be updated to reflect our intentions. Thaumaturgy- Chime of Unseen Spirits: It discusses on Pg. 23-24, RotB that "Anyone that understands the mystical nature of the chime and is within earshot may benefit from this warning." We take that to mean that not only do you need to have Occult 1 to understand the significance of the chime, but that you must be explained what the ringing means and why it only rings when in the presence of a Spirit. The Spirit will only activate the chime when entering the vicinity of the 30 foot/10 meter radius. Noticing this chime's activation requires a Perception + Alertness, Difficulty 4 roll.
Brand: The target of this ritual must roll Self-Control, Difficulty 8 to remain still during the procedure. Failure of this roll ruins the ritual and prevents it from setting in properly. A botch on this roll will cause the previous effect and an additional level of aggravated damage.
- Warding Circle Versus Ghouls: Forms as a sphere, transcending three dimensions. Destroying the glyph will destroy the ward.
Ward Versus Ghouls: Prevents not only physical intrusion, but mystical as well (Scry, The Way of the Spirit, Psychic Projection, Clairvoyance). Effects everyone who isn't the caster. Bullets warded in this manner may be any caliber, however will only effect the target on the initial shot. In essence; bullets that remain in a target will not continue to effect damage from the ward. Destroying the glyph will destroy the ward. Donning the Mask of Shadows: Due to the nature of the ritual, this concealment option effects cameras and other devices that may record the concealed individual using it. If reviewing the footage after the fact, the one using the ritual will still be concealed from view on the video. Those observing the user with Auspex will have to follow the mechanics for seeing the unseen as found on Pg. 142, V20 (as described on Pg. 233, V20), and have Auspex 3 and higher. Auspex 1 will need to be activated to test for this challenge. Extinguish: Anyone performing this ritual with Courage 2 or less is required to roll for Rötschreck to stave off the Beast. Blood Walk: The results for this ritual are not so easily available on the spot. Because of this, it will be considered an "Action in Private". Please collect the blood in an active scene and then submit an Action in Private to conduct the ritual and obtain the results when a Storyteller is available. Machine Blitz: Due to the spirit of the ritual and the description talking about a version in which you have to untie a knot steeped in human saliva, this ritual is not considered reflexive. It must be cast on the spot at the time of use. Successes achieved with the activation of this ritual will allow one machine per Success to be affected. Machines are to be considered technological devices rather than a network or system (a cellphone versus the entire signal carrier, a vehicle's "computer" rather than the electrical system, a two-way radio instead of the broadband network, a single computer instead of the server or the software connecting them, or a single rope pulley instead of the entire Rube Goldberg contraption).
- Translocation of the Vessel: Due to the nature of preparing this ritual and the item intended for translocation, this ritual is considered reflexive after it is cast. Calling forth an object that has been ritually prepared does not cost an action. While reflexive; verbal initiative House Rules still apply (one word per allowed, up to your Character's Wits rating).
Ward Versus Lupine: Prevents not only physical intrusion, but mystical as well (Scry, The Way of the Spirit, Psychic Projection, Clairvoyance). Effects everyone who isn't the caster. Bullets warded in this manner may be any caliber, however will only effect the target on the initial shot. In essence; bullets that remain in a target will not continue to effect damage from the ward. Destroying the glyph will destroy the ward. Warding Circle Versus Lupine: Forms as a sphere, transcending three dimensions. Destroying the glyph will destroy the ward.
- Ward Versus Kindred: Prevents not only physical intrusion, but mystical as well (Scry, The Way of the Spirit, Psychic Projection, Clairvoyance). Effects everyone who isn't the caster. Bullets warded in this manner may be any caliber, however will only effect the target on the initial shot. In essence; bullets that remain in a target will not continue to effect damage from the ward. Destroying the glyph will destroy the ward.
Warding Circle Versus Kindred: Forms as a sphere, transcending three dimensions. Destroying the glyph will destroy the ward. Scry: Use of this ritual for things other than spying on active scenes may require a Downtime Action Request (DTA) so Storytellers have time to figure out what the NPC's are up to at that moment. Using this ritual to actively spy on a current scene does not require a DTA. The view will focus on the target specifically and allow a mental view of the scene regarding that target. This isn't an aerial view, or from the target's perspective, or even a 360° view of a target. It is a detailed mental image of the target only and is meant to be vague regarding the surrounding details; be it a building, a person, or a scene itself. If using scry upon a person as the target, you must have an item of theirs that has a psychic resonance with it. Bone of Lies: The blood the ritual calls for must be Vitae, rather than Mortal blood. Unweave Ritual: The book only details that this ritual effects duration based rituals that afflict yourself, the caster. Inanimate objects will also be effected using this ritual so long as they are still duration based in nature.
- Enchant Talisman: Items must be rigid, an object unable to bend or be forced out of shape; not flexible. This includes telescoping or folding items and must also be at least a yard long in construction. Players will be responsible for removing 1BP per night during the rituals performance (to include nights the Player in not active) up to a total of 29BP's. Player's will submit a DTA to represent the rolls needed to obtain the 20 Successes for this ritual. This ritual requires 6 hours of dedication a night. If a single night is missed (read, if a scene doesn't allow you to meet this 6 hour demand), the ritual is a failure. Plan your scenes accordingly and consider starting your scenes during this time period X amount of hours after awakening for the evening.
Way of the Wendigo: We will be using the optional requirement of a Conscience, Difficulty 8 roll as discussed on Pg. 30, RotB. Wards Versus Mage, Demons, Technology, Spirits, Ghosts: Prevents not only physical intrusion, but mystical as well (Scry, The Way of the Spirit, Psychic Projection, Clairvoyance). Effects everyone who isn't the caster. Bullets warded in this manner may be any caliber, however will only effect the target on the initial shot. In essence; bullets that remain in a target will not continue to effect damage from the ward. Destroying the glyph will destroy the ward. Warding Circles Versus Mage, Demons, Technology, Spirits, Ghosts: Forms as a sphere, transcending three dimensions. Destroying the glyph will destroy the ward.
Setite Sorcery- Typhon's Brew: Due to the nature of this ritual needing a full lunar month to complete, you will need to submit a DTA to perform. The four weeks rolled will generate four gallons brewed and is considered preserved so long as they are refrigerated. It will be 4BP's per DTA.
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Post by Triple 7 on Feb 24, 2019 12:16:26 GMT -8
NECROMANCY Necromancy includes all forms of Necromancy. They are all the same stuff, the trick is finding the right person to teach you. Generally, PCs only have access to the Sepulchre Path, the Ash Path, and the Bone Path; but learn other's through the use of a Mentor or a proper teacher once in the Chronicle.
- Ghiberti Family: Members of the Ghiberti family gain access to the Cenotaph Path. Characters of this family can start with this at character creation. Characters not of this family can learn them in game either through a Mentor that is specifically of this family or finding a teacher that is a member of the Ghiberti family.
- Pisanob Family: Members of the Pisanob family gain access to the following rituals. Characters of this family can start with this at character creation. Characters not of this family can learn them in game either through a Mentor that is specifically of this family or finding a teacher that is a member of the Pisanob family.
- Rituals:
- Level 1: Ritual of the Smoking Mirror
- Level 2: The Ritual of Pochtli, Divine Sign
- Level 4: Ritual of Xipe Totec
- Other more obscure varieties of Necromancy still exist in the modern nights. These dark arts however, are jealously guarded by nearly extinct bloodlines and kindred who learned their powers from other more sinister sources. These Necromancy Paths and Rituals are unavailable to players at character creation because of their rarity: Corpse in the Monster, The Grave's Decay, and Four Humors.
Without the Merit: Medium (2pts.), you cannot naturally listen to Wraiths. They can hear you, but you may not hear them unless they are taking the effort to speak across the shroud. Wraiths use the House Rules for Allies in this Chronicle; which means they get two exceptional things they're good at and that is it. They also do not get the luxury of Lores like a Retainer has the option to acquire. That means that while they can go off and spy on other supernatural species; they will not know what they're seeing and can only rationalize it the way they know how.
KINDRED IN SHADOW After successfully entering the Shadowlands, a Kindred is subjected to their environment. We will follow the example on Pg. 119, TBH-AGT. Sunlight still affects the Shadowlands, but only does Bashing damage to Kindred (awakening rolls still apply). Vampires are able to see and hear into the Skinlands.
PATHS & RITUAL HOUSE RULES There are some Paths & Rituals that have "Storyteller Discretion" associated with them or are not very clear. As they are encountered in the Chronicle, they will be updated to reflect our intentions here at ECN.
Paths - The Sepulchre Path
- Summon Soul: Found on Pg. 161, V20; it states that "The power of Summon Soul allows a necromancer to call a ghost back from the Underworld, for conversational purposes only." We take this to mean that after performing the summoning roll, you are able to speak to only that Wraith that you have summoned. To speak to multiple Wraiths, you will need to use The Ash Path 2 (Lifeless Tongues).
- The Ash Path
- Ex Nihilo: As this activation uses 2WP's and 2BP's to use, it is considered an extended action. The first action is drawing the door while the second is the actual activation of the Blood Magic. Door's can be drawn ahead of time, but this needs to be represented on your sheet to track the consumables expenditure. Additionally, when becoming incorporeal, a maximum of 1A in health levels (not damage) will be applied after a number of turns equal to her Stamina rating are complete.
- Path of the Four Humors
- Whisper to the Soul: The difficulty to resist Rötschreck will be increased by one at the same time as the other effects of this Path.
- Grave's Decay
- Rigor Mortis: We treat this ability as a continued action in the sense that you have to win against the Willpower, Difficulty 7 test on each turn the affects remain. If you were affected for three turns, you have to succeed in a resisted Willpower roll on each of those three turns if you want to act on that turn.
- Dissolve the Flesh: Use of this power during combat is deliberately exhausting. You must have a way of collecting the Vitae from your veins like a sharp object that punctures the skin, extracts the blood, and pools it together (knife, sharp nails like claws, fangs, sharpened obsidian rock, rusty nail, etc. Whatever your version of kewl is will be fine). That portion is not written in the description, which means that it is an added step that you must ready during initiatives or ahead of time. Unless needing to ready an object, this action is considered reflexive due to its minimal effort. The charged Vitae may not be thrown, it must be smeared or drip on exposed skin and may require a Dexterity + Brawl, Difficulty 6-10 roll to achieve this action. The subject suffers one health level of aggravated damage for each success achieved on the activation roll of this power (individuals with Fortitude may soak this damage using only their Fortitude dice). Dissolve the Flesh will last for 3 turns of activation, or until successfully used once.
Rituals
- Bastone Diabolico: Creation of this Ritual may cause a Morality test based on the nature of its casting. Using this item against Kue-jin targets is considered aggravated damage.
Summon Ethereal Horde: Ghosts summoned in this manner may not manifest into the physical world as specified in the description on Pg. 89, RotB. They default to using Athletics and Intimidation as described in Antagonists and Spirit Slaves.
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Post by Triple 7 on Feb 24, 2019 12:30:06 GMT -8
ABYSS MYSTICISM Abyss Mysticism includes only the Lasombra magic. Abyss Mysticism performs as defined on Rites of the Blood page 37-39 and Lore of the Clans page 125-127.
In order to learn anything within this practice, you will also need to have the Merit: Abyss Lore for our Chronicle. This Lore is considered Uncommon for Clan Lasombra and Rare for everyone else.
RITUAL HOUSE RULES There are some Rituals that have "Storyteller Discretion" associated with them or are unclear on how they would work for our online Chronicle. As they are encountered, they will be updated to reflect our intentions.
- Light Within Shadow: Won't affect Abyss Mysticism rolls.
- Comforting Darkness: Won't affect Abyss Mysticism rolls.
- Claiming the Dark: Won't affect Abyss Mysticism rolls.
- Visions of Shadow: Use of this Ritual for things other than spying on active scenes may require a Downtime Action Request (DTA) so Storytellers have time to figure out what the NPC's are up to at that moment. Using this Ritual to actively spy on a current scene does not require a DTA.
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Post by Triple 7 on Feb 24, 2019 12:33:16 GMT -8
INFERNALISM The word shouldn't even be spoken, but there are those out there who simply want more, more from the World of Darkness they exist in. Infernalism is broken up into two Disciplines; Dark Thaumaturgy and Koldunic Sorcery. With the exception of these two schools of magic, by invoking your dark masters you are granted access to any Path or Ritual from any other magic school of Discipline (Hermetic Magic, Necromancy, and/or Abyss Mysticism).
- Dark Thaumaturgy: The invocation of demons which fuels the principles of infernal magic.
- Koldunic Sorcery: The invocation of the demon entity known as Kupala to draw power from the living Earth.
Regardless of how you learn these Disciplines, from a Mentor or by summoning a demon; you'll need to have the Merit: Infernal Lore (taking the place of Demonology) to understand the principles they're trying to teach you. This should be the first thing you learn. In order to summon a demon in the first place you must know the Ritual of Summoning found on Pg. 117-118, Rites of the Blood (RotB) which requires an Intelligence + Occult, Difficulty 8 roll once a week until reaching the demon's Willpower in successes (Fallen 6, Earthbound 8, Archduke 10). Regardless of how you acquire your Infernalism you will gain the taint upon your soul (the sigil of your demonic master) discussed on Pg. 116-117, RotB. For the purposes of teaching with Occult, these demons will have Mentor 1,3, and 5 ratings respectively. None of this comes free, the price is often more than the reward you're gaining. Being able to tap into other schools of magic is no simple feat. While the summoning ritual will bind the demon to your location, additional bargains will need to be reached in order to learn from them. At times the cost may be too great for your Character and it is fine to withdrawal your request. These bargains come at great personal sacrifice to your Character and is meant to degenerate their Morality or put them in direct conflict with others to increase the risk of the request. Learning additional Paths and Rituals from other schools of magic are considered as the Empowerments discussed on Pg. 116, RotB. It may possibly cost your Vampire their soul, typically represented in the form of an automatic Morality loss (but not always). Demons have been known to request other things from their Thralls and the cost is typically just higher than what is being asked. The mechanics for activating both Dark Thaumaturgy and Koldunic Sorcery (Pg. 156, RotB) will be Willpower for Paths and Intelligence + Occult for Rituals.
Dark Thaumaturgy Unique Paths and Rituals:
- The Fires of the Inferno (V20 Rites of the Blood page 167)
- The Path of Phobos (V20 Rites of the Blood Page 168)
- The Taking of the Spirit (V20 Rites of the Blood Page 170)
- Level 1 Ritual: Curse of Oedipus (V20 Dread Names: The Red List Page 124)
- Level 2 Ritual: Video Nefas (V20 Dread Names: The Red List Page 124)
- Level 3 Ritual: Felis Negrum (V20 Dread Names: The Red List Page 125)
- Level 4 Ritual: Plague’s Secret Domain (V20 Dread Names: The Red List Page 125)
- Level 5 Ritual: Close the Ways (V20 Dread Names: The Red List Page 125)
- Level 5 Ritual: Into the Inferno (V20 Dread Names: The Red List Page 125)
- Level Variable Ritual: Call Forth the Host (V20 Dread Names: The Red List Page 126)
- Level Variable Ritual: Bind the Interloper (V20 Dread Names: The Red List Page 126)
The default assumption is that Koldunic Sorcery is almost universal among Old Clan Tzimisce, fairly common among Sabbat Tzimisce, and nearly unheard of among all other Clans (Pg. 156, RotB). The school’s metaphysical connections to Kupala and to the lands permeated by that spirit increase the difficulty by +1 on all Koldunic Sorcery rolls made on behalf of Kolduns who work their magic outside the territories of Eastern Europe. Koldunic Sorcery Unique Paths and Rituals:
- The Way of Earth (V20 Core page 448)
- The Way of Wind (V20 Core page 449)
- The Way of Water (V20 Core page 450)
- The Way of Fire (V20 Core page 452)
- The Way of the Spirit (V20 Rites of the Blood page 156)
- The Way of Sorrows (V20 Rites of the Blood page 157)
- Level 1 Ritual: Reawakening the Dead Water (V20 Rites of the Blood page 157)
- Level 2 Ritual: Invoke the Lesser Sign of Power (V20 Rites of the Blood page 157)
- Level 3 Ritual: Cowing the Servant (V20 Rites of the Blood page 157)
- Level 4 Ritual: Ties that Bind (V20 Rites of the Blood page 158)
- Level 5 Ritual: The Inmost Tug (V20 Rites of the Blood page 158)
PATH HOUSE RULES There are some Paths that have "Storyteller Discretion" associated with them or are unclear. As they are encountered in the Chronicle, they will be updated to reflect our intentions here at ECN.
- Koldunic Sorcery
- Way of the Spirit: Use of this Path for things other than spying on active scenes may require a Downtime Action Request (DTA) so Storytellers have time to figure out what the NPC's are up to at that moment. Using this Path to actively spy on a current scene does not require a DTA. Similar to the Ritual Scry, or any other number of powers that enable spying; the view will focus on the target specifically and allow a mental view of the scene regarding that target. This isn't an aerial view, or from the target's perspective, or even an 360° view of a target. It is a detailed mental image of the target only and is meant to be vague regarding the surrounding details; be it a building, a person, or a scene itself.
Additionally, the ability to reach out and touch someone with this ability has been determined to be too potent of an ability to be used by Players. As such, we are directly going against what Pg. 156, RotB describes in its system. Players will only be able to observe and not use additional blood magic through the Way of the Spirit.
- The Way of Fire
- Fiery Courage: Works as written.
- Combust: Soaking the flames will be at Difficulty 5, heat of a torch (Pg. 297, V20) and will require a reflexive Rötschreck test against Difficulty 7, being burned when clothing is considered. Targets will be able to feel the super heated air forming around them and always be able to attempt a dodge maneuver.
- Wall of Magma: Due to the nature of this ability, the Koldun must have access to the Earth as it is drawn up from the planet's core. Depending on circumstances, it may require a reflexive Rötschreck test against Difficulty 7, being burned when clothing is considered.
- Heat Wave: Due to the nature of this ability, the Koldun must have access to the Earth as he channels the air from geysers. The burst of heated air is channeled through the Koldun and escapes wherever is appropriate for them (hands, mouth, eyes, etc).
- Volcanic Blast: Due to the nature of this ability, the Koldun must have access to the Earth as it is drawn up from the planet's core. Depending on circumstances, it may require a reflexive Rötschreck test against Difficulty 7, being burned when clothing is considered. Soaking the lava if touched will be at Difficulty 9, per the description in Wall of Magma.
RITUAL HOUSE RULES - Dark Thaumaturgy or Koldunic Sorcery
- Mirror of Blood: This Ritual has undergone a lot of rewrites and changes over the years. In V20, they decided that the victims of this Ritual will be children all under the age of seven. Later, in Beckett's Jyhad Diary, we're introduced to an independent full grown adult Blood Brother named Dr. Varona. For that purpose, I will be removing the stipulation that only children under the age of seven are the targeted ingredient for the Ritual. It doesn't make narrative sense to me.
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