Thaumaturgy – Sylvus Praesul

Sub umbris nemorum solum mors est invenienda
(under skogens skuggor väntar endast döden)

 

• A Redwood Heart
• A vampiric host
• Blood sacrifice under every full moon, during 13 month

Tid mellan två fullmånar


The time between two full moons (and between successive occurrences of the same phase) is about 29.53 days (29 days, 12 hours, 44 minutes)


 

Lunar year


Old English 13-month lunar year

In England, a calendar of thirteen months of 28 days each, plus one extra day, known as “a year and a day” was still in use up to Tudor times. This would be a hybrid calendar that had substituted regular weeks of seven days for actual quarter-lunations, so that one month had exactly four weeks, regardless of the actual moon phase. The “lunar year” is here considered to have 364 days, resulting in a solar year of “a year and a day”.

As a religious tradition, the thirteen-month years survived among European peasants for more than a millennium[citation needed] after the adoption of the Julian Calendar and now the Gregorian Calendar.

The “Edwardian” (probably Edward II, late 13th or early 14th century) ballad of Robin Hood for example has “How many merry months be in the year? / There are thirteen, I say …”, amended by a Tudor editor to “…There are but twelve, I say….”. Robert Graves in the introductions to Greek Myths comments on this with “Thirteen, the number of the sun’s death-month, has never lost its evil reputation among the superstitious.”

Even in the late 20th century, British financial institutions were still administering lunar mortgages, requiring an annual adjustment.


Ur ritualen skapas en “miniatyr” av ett RedWood träd (Tar lite mer än ett fullt år innan den är färdigskapad), ungefär 1 meter bred och 10-15 meter högt. Trädet fungerar sedan som tillflyktsort för gargoylen under dagarna (Varje dag den inte kunnat återvända till sitt träd förlorar den 1 i alla sina fysiska grundegenskaper tills någon av dem når 0 och den vittrar sönder.

Giselles version


De sleutel tot de bosbeschermer ligt binnen het hart van de karmozijnrode bewaarders. In donkerst van nachten, moet het zaad in de vampiergastheer worden geplant en onder bloed doorweekte grond worden begraven.

Het kind moet dan worden gevoed en verzorgd met het nog warme bloed van een moeder onder volledige cirkel van het maanjaar, bij elke nacht onder glans van bleekst van manen.

The key to the forrest guardian lies within the heart of the crimson keepers. In the darkest of nights, the seed must be planted into the vampire host and buried under blood drenched soil

The childe must then be fed and nursed with the still warm blood of a mother under full circle of the lunar year, at every night under the shine of the palest of moons.


Demiturgy

Demiturgy är frukten av vad som händer om man ger kraften hos klan Tremere till en samling Malkavians och låter dem fritt experimentera med den under ett hundratals år. Det är precis vad som hänt med “Viktor” i Altsang. Den unga pojken omfamnades av Miklos efter tvång av Otis, och därefter dealade Otis med Simion om att få pojkens utseende ändrat till att se ut som Viktor, den påstådda Malkavian som Miklos låtsades vara under en tid.

Hjärntvättad till att tro att han verkligen var Murlins (Merlins) son och med hela den lokala klan Malkavian hejandes på honom, börjar sakta med säkert galenskapen finna sin väg in i magin och den Thaumaturgiska pathen Demithurgy är skapad.

Den kräver kunskaper i både Thaumaturgy och Dementation, och är därför svår att lära sig. Man måste dessutom ha lika högt värde i dessa för att kunna lära sig samma nivå av Demiturgy, dvs att t ex Demiturgy 3, kräver både Thaumaturgy 3 och Dementation 3.

• Fools Tounge
Får ett stackars djur att börja prata. Det förstår inte själv att de talar utan spottar bara ur sig helt slumpmässiga meningar.

System: Effekten sitter i tills nästa gryning.

• •

System: 

• • • Mirror Mask
Som mask of thousands faces fast på andra. Den som lägger denna har bara en viss kontroll över vad de andra ser.

System: 
Slår Wits + Subterfuge, diff motståndarens willpower.
Med en success upplever folk runt om att personen ifråga har mindre förändringar främst beroende på hur de upplever personen. Dvs någon som tycker illa om offret skulle kunna tycka att den blev aningen fulare eller fick monsterlika ögon osv.
Med 3 successer kan man välja som vem personen ska se ut så länge det är av samma kön och liknande storlek. 5 successes kan förvränga röst, kön, längd och allt. Till vackra varelser eller groteska monster.
Effekten varar bara en scen.

• • • • The Vanishing
Genom att förtrolla en liten säck, kan galningen få saker att försvinna ur den. Tyvärr vet han sällan vart de hamnar. Allt som stoppas i säcken teleporteras till en speciell plats. Det är alltid samma plats, men magiutövaren kan inte själv välja vart det är, även om det vanligen är inom en mils radie ifrån där den magiska säcken skapades. Man kan inte heller hämta tillbaka sakerna genom säcken utan får vackert leta reda på dem manuellt. Något som är rätt svårt under medeltiden, men kan vara extremt användbart med 2000-talets spårningsmöjligheter.

System: 

• • • • • Enter Camelot
Med denna kraft kan galningen riva väggarna till sin egen fantasi och fysiskt förflytta sig in till sin fantasivärld, en såkallad Safezone. Väl därinne upplever galningen saker som är lugnande för sitt eget psyke och han/hon återfår snabbt viljestyrka igen. Det är dock inte helt ofarligt eftersom det skydd som en sådan plats erbjuder gör att det är svårt att lämna platsen och återgå till verkligheten igen. Exakt vart galningen tar vägen är oklart, men det viskas om att “Camelot” ligger i Arcadia, Changelings hemvärld.

System: Man kan fly in till “Camelot” genom vilken reflekterande yta som helst, så länge man kan spräcka den vid själva förflyttningen (Dvs att t ex vatten funkar inte eftersom du inte kan fysiskt spräcka en vattenyta, men om du lyckas spegla dig själv i is, så funkar det.) och lyckas med sitt slag, diff 9.
För att lämna denna plats krävs ett utdraget motståndslag mot Willpower på 10 successer, diff 7. För varje dag man stannar där inne återfår man 1 i Willpower, men varje natt man stannar därinne krävs ytterligare en success på slaget för att ta sig ut därifrån igen. Man får slå ett slag per dygn för att lyckas lämna “Camelot”. 

Road of Kings – Path of the Vizier

10 Neglecting your duty.
9 Treating a peer with disrespect.
8 Openly usurping power.
7 Breaking your word to a peer.
6 Behaving shamefully before your peers.
5 Showing a lack of knowledge in front of inferiors.
4 Failing to answer a challenge to your knowledge or integrity.
3 Treating a superior with disrespect.
2 Breaking your word to your superiors.
1 Breaking a sworn oath.

Giltine

 

  1. Turn the Hourglass – Vampyren kan fysiskt ändra sitt utseende, genom att åldra eller föryngra sig.
    System: Slå Apperance + Subterfuge, varje success får dig att se upp till 10 år yngre eller äldre ut.
  2. Cronus Touch – Ändra ålder på ditt offer. Antingen kan du föryngra eller åldra. Du måste fysisk röra vid offret och aktivera kraften.
    System: Slå Manipulation + Occult, offret försvarar sig (om denne vill) med Stamina + Survival. Lyckas attacken så ökas eller sänks offrets fysiska ålder med tio år per success. Utöver förändringen utseende-mässigt, så höjs eller sänks ett av offrets fysiska Attributer med lika många steg (ner till lägst 1 eller upp till tak)
  3. Chrysalis – Vampyren insluter sig i en kokong och hamnar i dvala. Under dvalan så helas skador enklare och snabbare
    System: Slå Intelligence + Survival,
  4. Purgatorium threshold – Vampyren skapar en cirkel runt sig och allt inom den hamnar på tröskeln till dödsriket. Vampyren själv tar ingen skada så länge han koncentrerar sig på att hålla kvar cirkeln, men andra som befinner sig inom cirkeln.
    System: Slå Intelligence + Occult,
  5. Ride the Styx – Förflytta sig genom dödsriket, som en teleport.
    System: Slå Wits + Occult

Critical Injury

Då vi fann originallistan rätt trist testar vi att göra om den lite och få fler och mer varierande resultat.

After taking damage while Impaired and after
converting it, roll a d10 on the Critical Injury table,
adding the number of Aggravated damage
points currently on the track to the roll. This can
lead to further penalties (or even instant death),
tracked independently of the abstract damage
on the Health Track.

  1. Stunned – Pay a point of Willpower or lose a turn.
  2. Knocked Out (Mortal) / Stun as above (Vampire)
  3. Broken jaw – unable to speak until it heals (if ever)
  4. Broken fingers – Actions like brawl and melee at -2
  5. Eyes gouged – Vision-based rolls at -3
  6. Flesh wound – Mortal takes one wound per turn bleeding, Vampires needs to roll for hunger
  7. Concussed – Dexterity rolls -2; Mental rolls -2
  8. Broken limb or joint – Dexterity rolls-2; Athletics at -4
  9. Skull fracture – Dexterity rolls -2; Mental rolls at -4
  10. Gutted stomach – Humans all rolls at -2, Vampire at -1 and roll for hunger
  11. Massive wound – All rolls at -3
  12. Crippled – Limb lost or mangled beyond use
  13. Broken back – Paralysing or even leathal damage for Mortal, immediate Torpor (Vampire)
  14. Leathal wound to the body – Death (Mortal) or immediate Torpor (Vampire)
  15. Pierced heart – Instant death for Mortal,  immediate Torpor (Vampire)
  16. (and above) Decapitation – Instant death for Mortal and Vampires alike.

Multiple Attacks and Multiple Attackers

A combatant attempting attacks against multiple
foes must split the successes on their attack
roll between them. The Storyteller must also
agree that such multiple attacks are possible in
the first place.

They might put all their successes against
one foe and likely take damage from the others,
or divide them enough to block incoming damage
but leave few dice left over to inflict wounds.

Remember that you declare before you act:
you must declare a multiple attack before rolling.

A combatant engaged by multiple attackers
in close combat subtracts one die for every additional
opponent from their defensive dice pool.
The first defensive test takes no penalty, the second
defense subtracts one die, the third defense
subtracts two dice, etc.

A combatant engaged by multiple attackers
in ranged combat is no harder or easier to hit

Willpower

Willpower measures a character’s inner drive
and competence at overcoming unfavorable
odds. It’s a reserve of personal strength that
characters can expend to exert themselves
forcefully. Willpower is a spendable trait (or
“pool”), but the current value is always rolled
rather than the maximum (noted on the character
sheet).

After rolling a dice pool, spend a Willpower
to reroll any or all dice used in a single roll
once, except Hunger dice (Hunger dice that
result in a 1 may not be re-rolled)

Willpower is also used to model resistances by
adding it to a relevant Attribute in situations
where your character is facing extreme stress,
terror, coercion, provocation, etc.

Firearms

Executing a mortal with a sword starts investigations. Clawing someone to ribbons shakes the edges of the Masquerade. So Cainites adapt, and many have devoted their energies to learning how to kill with guns. This Skill represents familiarity with a range of firearms, from holdout pistols to heavy machine guns. Of course, this Skill doesn’t include heavy artillery such as mortars or tank guns. However, someone skilled in Firearms can clean, repair, recognize and, of course, accurately fire most forms of small arms. This Skill is also used to unjam guns (Wits + Firearms).

Possessed by: Sabbat, Policemen, Military Personnel, Survivalists, Hunters

Specialties: Fast-Draw, Gunsmithing, Pistols, Sniping, Revolvers, Shotguns

●○○○○ Novice: You had a BB gun as a kid.
●●○○○ Practiced: You while away the occasional hour at the gun club.
●●●○○ Competent: You’ve survived a firefight or two.
●●●●○ Expert: You could pick off people for a living.
●●●●● Master: You’ve been practicing since the debut of the Winchester.

Path of Metamorphosis

The Path of Metamorphosis is a Path of Enlightenment that controls the Beast by studying its limits and the limits of vampirism in general. The Path is the result of the earlier Road of Metamorphosis and it is practiced mostly by the Tzimisce clan.

Overview

The Path of Metamorphosis is one of the most inhumane paths. For its followers, the world is made up of evolutionary chains. Animals are below humans, who are below the Kindred. The metaphysical, arcane members of Clan Tzimisce follow this Path since their settling within the lands around the Carpathian mountains, which focuses on defining and attaining the state of being beyond the curse of vampirism. Citing their transformative use of Vicissitude, the Tzimisce believe they have the potential to transcend the constraints of the flesh.

They believe that the next step is a state akin to apotheosis, which they call Azhi Dahaka, after the dragon of persian mythology and they will do anything — anything — to achieve it. It is a distant, lonely philosophy, removed from any needs other than the matter of sustenance. Followers should be heedless of others around them, existing only to satisfy their personal concerns, until they achieve Azhi Dahaka, which will completly separate them from rest of the world in a similar manner to an inverted Nirvana. Metamorphosists often face a different problem from those who walk other Paths: Rather than struggling to uphold the tenets of their Path, Metamorphosists struggle to discover just what those tenets actually are, each for themselves. Most followers of the path keep a journal of sorts, classically called the Phrygian Codex, which details their journey to Metamorphosis. Codizes of Elder Metamorphosist are highly prized by their younger contemporaries.

For most Metamorphosists, physical change precedes spiritual change. Some believe, despite the obvious evidence of their undead existence, that no creature possesses a soul and that the Curse of Caine represents flesh run rampant, flesh liberated from the obliterating cycle of life and death. Others hold that the soul is just the body summarized. As a result, most prize the use of Vicissitude and/or Protean for the shapeshifting powers these disciplines lend.

Metamorphosists see potential in the undead form. They strengthen their bones to weather crushing blows or sharpen them into pikes for impaling enemies. They relocate their vital organs to make their digestion of blood more efficient. Others ignore the physical element and, instead, seek to exploit the peculiar nature of undeath. Some such Metamorphosists feed only on their fellow Cainites, believing that an aversion to mortal blood is a sign of metaphysical superiority. There are many approaches to Azhi Dahaka, but ultimatly, no one can say which road is the most efficient.

Metamorphosists are cold, utterly inhuman, and exactingly scientific. Their concerns are metaphysical rather than ethical, and it is precisely this frame of mind that leads many to believe that the Metamorphosists have literally begun their transformation into something else. Some take this a step further by altering their flesh in various means until they no longer have a recognizable gender or look even remotely human. For this sake, many adopt the Sabbat, but pay merely lip services to the sect in order to continue their studies.

 

Ethics

  • Learn the characteristics of all stages of life and death
  • One should not concern oneself overly with mortals, as they are inherently inferior to even the lowest kindred
  • Do not share knowledge with others, as its value lies in achieving it alone
  • Indulge the Beast and deny it; true comprehension requires a broad range of experience
  • Alter your body in every possible way to find a way to fundamentally alter the soul
  • Do not heed the needs or desires of others, as their lack of introspection may distract even the keenest intellect

 

Hierarchy of Sins

Morality Rating Moral Guideline Rationale
10 Postponing feeding when hungry. Hunger causes distraction.
9 Indulging in pleasure. Hedonism deters one from greater ends.
8 Asking another for knowledge The lessons of Metamorphosis are secrets that must be uncovered, not copied.
7 Sharing knowledge with another Knowledge must be learned,not simply illustrated
6 Refusing to kill, when knowledge may be gained from it. Before superseding death, the Metamorphosist must understand the phenomenon.
5 Failing to ride out a Frenzy A Kindred must know the Beast to transcend it.
4 Considering the needs of others. Those who can’t be bothered to attain Metamorphosis are beneath one’s attention.
3 Failure to experiment, even at risk to oneself. The Path may be understood only through empirical research.
2 Neglecting to alter one’s own body Physical change must be attained before any more significant metamorphosis.
1 Exhibiting compassion for others. The fates of others drag one into devolution, not transcendence.

 

Auspex – Aura Perception

Description: Using this power, the vampire can perceive the psychic “auras” that radiate from mortals and supernatural
beings alike. The stronger the emotions involved, the more intense the hues become. Aside from perceiving emotional states, vampires use Aura Perception to detect supernatural beings.
System: The character Rouses the Blood and stares at the subject for a few seconds. Roll Mental(Perception) + Empathy.

Successes Result
1 success: Can distinguish only the shade (pale or bright).
2 successes: Can distinguish the main colour.
3 successes: Can recognize the colour patterns.
4 successes: Can detect subtle shifts.
5 successes: Can identify mixtures of colour and pattern.

Aura Colors

Emotion – Type Aura Color

Afraid – Orange
Aggressive – Purple
Angry – Red
Bitter – Brown
Calm – Light Blue
Compassionate – Pink
Conservative – Lavender
Depressed – Gray
Desirous or Lustful – Deep Red
Distrustful – Light Green
Envious – Dark Green
Excited – Violet
Generous – Rose
Happy – Vermilion
Hateful – Black
Idealistic – Yellow
Innocent – White
Lovestruck – Blue
Obsessed – Green
Sad – Silver
Spiritual – Gold
Suspicious – Dark Blue

Anxious Auras – appear scrambled
Confused – Mottled, shifting colors
Diablerist – Black veins in aura
Daydreaming – Sharp flickering colors
Frenzied – Rapidly rippling colors
Psychotic – Hypnotic, swirling colors
Vampire – Aura colors are pale
Ghoul – Pale blotches in the aura
Magic Use – Myriad sparkles in aura
Werebeast – Bright, vibrant aura
Ghost – Weak, intermittent aura
Faerie – Rainbow highlights in aura