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”. 

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

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

Celerity

For some Cainites, the mortal world moves in slow motion. In times of stress, vampires with Celerity can move with amazing speed, becoming blurs of motion to anyone, mortal or immortal, who does not possess the Discipline. Celerity is common to the Assamite, Brujah and Toreador clans. The Assamites utilize the Discipline to strike down their foes before they can mount a counterattack. Toreador are more likely to use the Discipline to lend supernatural grace to live performances such as a dance, but can be as terrifying as Assamites if they are angered.

This extraordinary speed violates the laws of physics in that the Cainite doesn’t experience any change in momentum, friction, etc. A knife thrown by someone using Celerity isn’t any faster, and a vampire moving at incredible speeds will never catch fire no matter how fast they move.

Although Celerity is a common discipline, its similarity to Temporis seems to place its origin with Clan Brujah. Any vampire who learns Temporis (and any True Brujah, who have an affiliation in the blood for it) may never learn or use Celerity.

As part of the Curse upon Caine, heavy reliance on Celerity can lead to impatience with the slow pace of nightly life, leaving the vampire hungry and exhausted after each use. To great accustomization to the slow world that a vampire sees when Celerity is active, can lead to disorientation when the world “speeds up” as the Discipline ends.

Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Alacrity:
Description: You are capable of an incredibly fast response time. By activating Alacrity, you have the ability to make incredibly rapid movements, increasing both dexterity and reflexes.
System: When you Rouse Blood to activate Alacrity, your Initiative value doubles, and you can add your Celerity rating to all rolls involving Physical(Dexterity) and/or Athletics. Alacrity lasts for one scene.

Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Swiftness:
Description: Your body responds so quickly that the world around you seems to slow down. You can use this extra time to avoid dangers that would otherwise be unavoidable.
System: Rouse the Blood to activate Swiftness for one scene. While active, Swiftness allows you to use your Dodge skill against firearms even with no cover without losing your next action. You also don’t suffer penalties when fighting multiple opponents.

Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Rapidity:
Description: You can move faster than humanly possible. Before a normal human can move or breathe, you are already acting a second time.
System: When you Rouse Blood to activate Rapidity, you gain an extra Action (including normal movement) at the end of the round. This action can only be used for physical activities. Rapidity lasts for a number of rounds equal to your Celerity rating.

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Fortitude

Fortitude grants the Cainite the ability to resist all kinds of damage, however it fulfills its part of God’s curse in that it bred arrogance and overconfidence. Sometimes, Cainite masters of Fortitude become convinced of their own indestructibility to the point that they disregard even mortal danger, as their survival instincts slowly atrophy.

Normally Fortitude does not need to be activated, and each dot is added to all soak rolls.

Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Endurance:
Description: You are beyond pain or fatigue, ignoring such hardships. Your body simply does not feel such minor inconveniences.
System: Rouse the Blood to activate Endurance for one scene. Your character does not suffer the regular -2 pool penalty to being Impaired and other critical injuries have their penalties reduced by 1.

Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Mettle:
Description: Your body can take more damage than others, suffering only light injuries even under circumstances that should do serious harm.
System: Rouse the Blood to activate Mettle for one scene. Each time your character takes Aggravated damage, you may convert 1 point of Aggravated damage to leathal damage.

Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Resilience:
Description: Beatings that would slow or maim others mean nothing to you. You can shrug off such detrimental injuries.
System: Rouse the Blood to activate Resilience for one scene. Each time your character takes damage, you may ignore 1 point of leathal damage. You can use this power in conjunction with other powers that convert Aggravated damage into leathal damage. (You can use Mettle to downgrade a point of aggravated damage into normal damage, then you can use Resilience to ignore that point of normal damage.)

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Potence

Vampires that master the Potence Discipline possess physical strength beyond mortal bounds. This Discipline is responsible for the legends of vampires possessing the strength of 10 men. Potence allows vampires to leap great distances, lift massive weights and strike opponents with terrifying force.

Even the lowest ranks of this power gift the Kindred with physical might beyond mortal bounds. More powerful immortals have been known to leap so far they seem to be flying, throw or toss cars aside like tin cans, and punch through concrete as if it were cardboard.
In the Dark Ages, vampire nobles have been known to break open fortress gates with their bare hands and cut war horses in two with one stroke of a greatsword.

Members of Clans Brujah, Lasombra, Giovanni, and Nosferatu are naturally gifted with this Discipline, although almost every clan finds some use for it, and members of other Clans often make a point to find someone who can teach them the awesome power of Potence. Each dot grants an automatic success on any rolls involving Strength, and does not require activation. It is also a fairly common discipline among ghouls.

Potence’s aspect in the curse of vampirism is that a vampire slowly unlearns to be gentle. Those who rely too much on Potence begin to show complete disregard for what they perceive as the weakness of others, putting all their strength in any physical action, regardless how mundane it is.

Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Prowess:
Description: Your strength is clearly supernatural. You attack with mighty force, overwhelming your enemies and awing your allies.

System: Rouse the Blood to add your Potence rating as automatic successes in any Physical(Strength)-based roll for a turn.

Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Mighty Leap:
Description: Vampiric strength can not only be used to crush and break, but to propel the user further than any natural muscles would allow, in flight-like leaps.
System: Rouse the Blood to leap through the air, travelling a distance equal to five times the number of successes on a Physical(Strength)+Athletics roll if jumping horizontally, or times two if going for a vertical leap. (Yes, this can be combined with Prowess for some truly spectacular flying.)

Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Penetrating Strike:
Description: The user is able to concentrate her strength with such speed and focus to make a mockery of armour.
System: Rouse the Blood to make the next brawl or melee attack ignore armour.

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Animalism

Animalism is particular common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites.

As Disciplines are as much reflections of the Curse of Caine as the traditional banes, extensive use of Animalism often leads to a withering of social skills, as users begin to prefer the simplicity and predictability of animals over the mores of society and the treachery of Kindred and Kine alike.

Some devoted practitioners (usually Elders who have reached adavanced powers) forget that animals are not as sophisticated as humans, treating them as he would humans and expecting them to react like them.

Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet Feral Speech/Feral Whispers: Speak telepathically with an animal whose eyes you meet

Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Beckoning: Summon animals of a particular type to you

Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet Song of Serenity: Soothe a creature, making them docile, and even help pull vampires from frenzy.

Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Subsume the Spirit: Possess the body of an animal

Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Drawing Out the Beast: When about to frenzy send your Beast into another person

Auspex

Auspex is as much reflections of the Curse of Caine as the traditional banes, as it can lead to an obsession with minutiae and distraction from important matters from focusing on minor details[1]. Also, higher mastery of the discipline can result in Cainites who are accustomed to using Auspex to read the minds of people in any situation and may suddenly find themselves unable to shut the mind-reading down. These vampires find themselves overwhelmed with “background noise” or, if only in the company of one or two people, answering unasked questions[2].

It is one of the most common and favored Disciplines among Cainites due to its versatility and overall usefulness in just about every facet of vampiric existence. In addition to the individual powers granted at each level, Auspex allows someone the opportunity to see through illusions, such as from Obfuscate or Chimerstry, so long as the user possess at least an equal mastery in Auspex as the Discipline in question. Furthermore, it has been known to grant some degree of oracular ability, particularly when alerting a Cainite to danger, even if they are in torpor.

Menu hover bulletMenu bulletMenu bulletMenu bulletMenu bullet  Heightened Senses: Raise one of your five senses to superhuman levels

Menu hover bulletMenu hover bulletMenu bulletMenu bulletMenu bullet Aura Perception: Learn various qualities of a person from their aura

Menu hover bulletMenu hover bulletMenu hover bulletMenu bulletMenu bullet The Spirit’s Touch: Learn something of an object and its previous owner from its resonance

Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu bullet Telepathy: Briefly probe someone’s mind or project a telepathic message to them

Menu hover bulletMenu hover bulletMenu hover bulletMenu hover bulletMenu hover bullet Psychic Projection: Free your mind to travel the world in astral form