Difference between revisions of "The Crimson Tower"

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==The Tower's Secrets==
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=='''The Tower's Secrets'''==
  
'''As normal learning a discipline ritual requires a level of mastery in the discipline equal to the ritual level.
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As normal learning a discipline ritual requires a level of mastery in the discipline equal to the ritual level.
  
 
=== '''Level 4 Animalism Ritual : Chain the beast(Type F)''' ===
 
=== '''Level 4 Animalism Ritual : Chain the beast(Type F)''' ===
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Most often cast by elders against their rebellious childer this ritual requires one of the fangs of its subject, which is then turned into a necklace. The necklace provides power over the fang’s owner to the wearer. The owner of the fang is down 5 traits on all challenges against the necklace’s wearer and the owner of the fang is treated as 1 trait blood-bonded to the wearer.
 
Most often cast by elders against their rebellious childer this ritual requires one of the fangs of its subject, which is then turned into a necklace. The necklace provides power over the fang’s owner to the wearer. The owner of the fang is down 5 traits on all challenges against the necklace’s wearer and the owner of the fang is treated as 1 trait blood-bonded to the wearer.
  
==='''Level 4 Obfuscate Ritual : Hide the home(Type C)===
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==='''Level 4 Obfuscate Ritual : Hide the home(Type C)'''===
 
Cast as a bluebook action for 1 year on a haven so long as the kindred remains in that haven as their primary residence, they gain the passive benefit of obfuscate making it incredibly difficult for humans to find any records on the target. Mechanically search for attempts to find that kindred’s haven requires an additional number of actions equal to the caster’s (obfuscate).
 
Cast as a bluebook action for 1 year on a haven so long as the kindred remains in that haven as their primary residence, they gain the passive benefit of obfuscate making it incredibly difficult for humans to find any records on the target. Mechanically search for attempts to find that kindred’s haven requires an additional number of actions equal to the caster’s (obfuscate).

Latest revision as of 20:53, 29 May 2024

Paragons of the Vampiric condition, the Crimson Tower sells vampiric disciplines and power for ridiculous markups to the desperate, the needy, and the rich.

The Camarilla has invested heavily into mastering the core 8 disciplines, to combat the esoteric might of their enemies, and to keep the masquerade. The crimson tower is rumored to have been started by Madame Guil who was inspired while visiting a Tremere domain too heavily reliant on thaumaturgy. Some Say this is the origin of the resurgence of discipline rituals, while others in the camarilla state elders have had these for years and are only now sharing due to increased pressure from other sects.


Services: Provides uses and training of core 8 disciplines, and access to the tower’s secrets on purchase.

Partner: Pick a trait category that one of your three in-clans uses, your trait max for that trait category increases by 1.

Executive: You may learn 1 additional core 8 as if it was in-clan for you, and one of madness rhythms, kibats, or voirs.


The Tower's Secrets

As normal learning a discipline ritual requires a level of mastery in the discipline equal to the ritual level.

Level 4 Animalism Ritual : Chain the beast(Type F)

Casting this on an imprisoned or otherwise immobilized target rips their beast into a statue held by the Camarillan. This prevents the target from frenzying or progressing on a path of enlightenment and reduces their path score by 1 until they regain the beast. Some Sabbatists consider this a fate worse than death, while some in the ivory tower take pride in collecting beasts.

Level 4 Auspex Ritual : Predictions of doom(Type C)

This ritual must be cast from a high point in a city while looking over it and grants awareness of future masquerade violations. For the night the caster or someone they choose has a number of phantom dots of influence(spread how they wish max 3 in any) that can be used to cover masquerade violations equal to their auspex.

Level 3 Celerity Ritual : Overclock(Type C)

Choose up to (your celerity) targets, they get an extra bluebook action this month and lose 1 next month.

Level 3 Dominate Ritual : Kill command(Type D)

The camarilla has no use for lost pawns, this ritual can be cast on any human or ghoul. When they attempt to spill info on up to 1 taboo subject(chosen at casting), are captured, or are put under a dominate power of another kindred this command activates instantly killing the mortal by stopping their heart.

Level 5 Fortitude Ritual : Ivory pillar(Type B)

This ritual requires up to 5 kindred who know fortitude to be present and up to one without and each to spill a drop of blood. Once complete the ritual creates a porcelain tree with a small rendering of each participating kindred on each branch and their rough location in the city. For a year after the pillar’s creation whenever one of the kindred is harmed their branch cracks slightly, breaking if they die. If the kindred is surprised the branch cracks and screams alerting all other participants of the suprised's location.

Level 2 Potence Ritual : Tower’s handshake(Type D)

Cast for the night for the duration of the spell whenever the target makes a handshake with someone they can make a physicals(intimidation) vs soc(subterfuge) check to determine if the creature is who they say they are. Uses the kindred’s potence vs ob for the purpose of breaking supernatural lies.

Level 3 Presence Ritual : Fang collar(Type B)

Most often cast by elders against their rebellious childer this ritual requires one of the fangs of its subject, which is then turned into a necklace. The necklace provides power over the fang’s owner to the wearer. The owner of the fang is down 5 traits on all challenges against the necklace’s wearer and the owner of the fang is treated as 1 trait blood-bonded to the wearer.

Level 4 Obfuscate Ritual : Hide the home(Type C)

Cast as a bluebook action for 1 year on a haven so long as the kindred remains in that haven as their primary residence, they gain the passive benefit of obfuscate making it incredibly difficult for humans to find any records on the target. Mechanically search for attempts to find that kindred’s haven requires an additional number of actions equal to the caster’s (obfuscate).