Difference between revisions of "Level 3"

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'''Deflection of Wooden Doom'''
 
'''Deflection of Wooden Doom'''
  
Dismissable
+
Type B. Level 3
  
When the character is successfully staked for the first time that night, the stake dissolves into dust.
+
The character creates a metal pin that they insert under their breast bone. They may insert the Metal Stake into their chest. They suffer a lethal that may be healed as usual, the first time they are staked, the metal spike shoots out of their chest pulling the wood out with it. Any vampire can use one of these.  
  
'''Illuminate Trail Of Prey'''
+
“Draught of Purity”
  
Dismissable
+
Type A, Level 3.
  
Caster must have a possession belonging to their quarry, a body part or blood will also do. The caster must then stand someplace their quarry has been in the past 24 hours. The caster then sees a glowing line following the path the quarry took from that start point to their current destination. this trail ends abruptly at any body of water more than 1 foot across and one foot deep. Lasts 1 hour. The object is no longer a sympathetic link after this casting.
+
This mixture of bleach, wolfsbane, and formaldehyde purifies the blood of the person to imbibe it. It will not clear out a blood borne pathogen once it has begun having magical effects on a subject, but it will kill damn near any other blood virus or pathogen in its early stages. The drinker does suffer 2Ag and the concoction will kill a human if they attempt to drink it.  
  
'''Purity Of Flesh'''
+
'''Illuminate Trail Of Prey'''
  
Instantaneous
+
Type A: Level 3
  
Caster must purge their body of all blood, draining their blood pool down to 0. This ritual cannot be cast on others. The caster's body is purged of all foreign matter, toxins, diseases, tattoos, piercings etc that are not magical in nature. It also cures many but not all forms of magical disease and toxin individual mileage may vary.
+
This stick of chalk is soaked in the casters blood for thirty days. Upon naming the target or burning an effigy of the target ( expression 3 to create) the chalk disappears into the Astral plane and draws a line directly to the target that only the target and the person who activated the chalk can see (or anyone in Astral P.) The chalk must be used in a place that the target lingered in for at least 15 minutes or else the chalk simply crumbles into dust. The chalk cannot cross planar boundaries other than into the astral and it cannot leave the city limits, or cross running water.  
  
 
'''Clinging of the Insect'''
 
'''Clinging of the Insect'''
  
Dismissable
+
Type B, Level 3
 
 
This ritual involves eating a small spider alive. The vampire may climb on any wall or ceiling that will support her weight. Ritual lasts 24 hours
 
  
 +
This ritual involves eating a small spider alive and spending a blood. The vampire may climb on any wall or ceiling that will support her weight. Ritual lasts 24 hours. At the end of the ritual they must vomit up the spider which appears totally unharmed.
  
 
'''Track the Transgressor'''
 
'''Track the Transgressor'''
  
Dismissable
+
Type B, Level 3.
  
For the rest of the night, you auto-succeed on awareness checks to notice people activate Blood Sorcery effects in the room with you. You don't know what it is but you do know that its happening
+
When Blood Sorcery is used in front of you, you recognize it immediately. The Stone Glows and the name of the path appears on it. It is usable as a perfect effect once per night.
  
'''Gentle Mind'''
+
'''Draught of Gentle Mind'''
  
Not Dismissable
+
Type A, Level 3
  
Caster feeds a point of their blood to the subject, the subject counts as having a virtue of 5 to avoid rage frenzy.
+
Caster creates a Draught. When drunk the imbiber wins ties on all rage frenzies but takes a -2 traits on all offensive actions.  
  
 
'''Shaft of Belated Quiessence'''
 
'''Shaft of Belated Quiessence'''
  
Not Dismissable
+
Type B, Level 3
 +
 
 +
Any item treated with this ritual cannot have any other enchantments. When the weapon so treated pierces the flesh of anyone, the rest of the weapon rots away to dust, leaving the tip (hopefully) in the heart of the target. Weapons so treated need only one simple test to stake, not two. The treatment lasts until the start of the following game session after which they dissolve. This ritual takes an action to cast.
 +
 
 +
'''Steps of the Terrified'''
  
Any item treated with this ritual cannot have any other enchantments. When the weapon so treated pierces the flesh of anyone, the rest of the weapon rots away to dust, leaving the tip (hopefully) in the heart of the target. Weapons so treated need only one simple test to stake, not two. the treatment lasts until the start of the following game session after which they dissolve. This ritual takes an action to cast.
+
Type A, Level 3
  
 +
Caster sinks a point of their blood into a small ball of dried mud. The ball must be thrown at a target as though it is a weapon with the thrown tag. When the target is hit they lose 2 steps from their movement rate, this spell does not stack with itself. The steps are removed from the total number of steps the character has after accounting for celerity, magicmagi items, flight, etc. the spell lasts for 1 hour.
  
'''Touch of Nightshade'''
+
'''Potency of the Blood'''
  
Not Dismissable
+
Type D, Level 3
  
  The caster spends a blood and their hand is coated with a sticky purple substance. If the next person they touch with that hand is an unaugmented base mortal, the mortal becomes a feverish heap as the poison takes effect. A mortal so effected is at a -5 trait penalty for the night.  
+
  This ritual requires imbibing a ritually treated trait of blood from another kindred, the thaumaturge gains the generation of that blood for one hour. The blood pool expands immediately and can cause a hunger frenzy.  
  
  
'''Steps of the Terrified'''
+
'''Sanguinary Assistant'''
 +
 
 +
Type B, Level 3
 +
 
 +
Caster pours five traits of their blood into a bowl along with a corn husk and other miscellaneous detritus from a laboratory. a 3 foot tall creature made of blood and detritus walks out of the bowl and does the caster's bidding. the creature has 5 physical traits, 5 mental traits 5 social traits and one level of any skill possessed by its maker. it cannot engage in combat and will flee, it has one health level and one willpower. the creature lasts for 28 days after which it crawls back into its bowl if possible.. When taking the research action this creature adds +1 to the first research action you take in a month. The Sanguinary assistant takes up a Ghoul Slot. A character may have multiple Sanguinary assistants, each can add to a different Research action once per month. ( you cant gain multiple Sanguinary assistant bonuses to the same project.
  
Dismissable
+
'''Faithful Blade'''
  
Caster sinks a point of their blood into a small ball of dried mud. The ball must be thrown at a target as though it is a weapon with the thrown tag. When the target is hit they lose 2 steps from their movement rate, this spell does not stack with itself. The steps are removed from the total number of steps the character has after accounting for celerity, magi items, flight, etc. the spell lasts for 1 hour.
+
Type B: Level 3.  
  
'''Potency of the Blood'''
+
Once cast on a Blade, the blade may be called to the hand with a step, by calling out its name once per night, so long as the blade exists within the same city as the Kindred. When they call the blade's name, the blade manifests from the metal that exists within their Vitae and rips itself free from their arm, sliding down their wrist and into their waiting hand. The character takes 1 Unsoakable ag and loses one blood. This blood does not count against blood per turn though.
  
Not Dismissable
+
'''Rutor's hand'''
  
This ritual requires imbibing a ritually treated trait of blood from another kindred, the thaumaturge gains the generation of that blood for one hour.
+
Type D, Level 3
  
 +
Caster takes 5 levels of aggravated damage and cuts of his hand and plucks out his eye, he places the eye on the hand and it can run around and spy for him. it has 3 physicals, 10 perception related mentals 3 for all other purposes. it has 5 health levels, 1 social trait and no willpower. you can use your skills through the creature, but are limited to its traits. you can use its senses (sight, touch and oddly hearing although no one knows why.) creature lasts for as long as the caster spends one blood per week. caster can heal the missing eye and hand as normal.
  
'''Blood Cloak'''
+
'''Defense of Sacred Haven'''
  
Not Dismissable
+
Type C, Level 3
  
  Caster spends an occult retest. recipient's blood reveals no information when taste of blood, or other similar powers are used upon it. This works even on blood separated from their body, however when the ritual ends all of the blood returns to its normal state. ritual lasts one night
+
  The caster traces a rune in their blood on a window or other glazed opening, this blood is then absorbed into the space in the opening itself. if the window is opened the sunlight will pass. sunlight will not pass through that window. Other forms of light pass through just fine. The blood is consumed entirely. This ritual takes an action to cast. This permanently enchants the haven.  
  
'''Sanguinary Assistant'''
+
'''Open Passage'''
  
Not Dismissable
+
Type A. Level 3
  
  Caster pours five traits of their blood into a bowl along with a corn husk and other miscellaneous detritus from a laboratory. a 3 foot tall creature made of blood and detritus walks out of the bowl and does the caster's bidding. the creature has 5 physical traits, 5 mental traits 5 social traits and one level of any skill possessed by its maker. it cannot engage in combat and will flee, it has one health level and one willpower. the creature lasts for 28 days after which it crawls back into its bowl if possible. The same spell cast again on the same bowl will create a creature with the same personality and memories. When taking the research action this creature adds +1 to the first research action you take in a month.
+
  Caster creates a piece of Red Chalk. This chalk can be used to completely color in a square of up to 6x6 on a wall. After casting a shimmering red portal is created that lasts for 10 minutes. Anyone may walk through the wall as though it is a door at this time.  
  
'''Faithful Blade'''
+
'''Thirst Unquenchable'''
  
Not Dismissable
+
Type A, Level 3
  
  Caster ritually anoints a nonmagical object with a number of points of their blood equal to the traits the item grants. this item cannot weigh more than the caster can lift. The item teleports to the caster so long as they are on the same plane of existence regardless of barriers. then the spell has ended. Once the item arrives it must be re-anointed.
+
  This ritual creates a handful of bluesalt which must be thrown at the victim and hit. The victim suffers a +2 difficulty to thirst-related frenzy rolls, and any blood they drink while the ritual is active gives only half nourishment. This curse lasts 1 Day.  
  
'''Rutor's hand'''
+
'''Mephistophelian Minx'''
  
Not Dismissable
+
Type B, Level 3
  
  Caster takes 5 levels of aggravated damage and cuts of his hand and plucks out his eye, he places the eye on the hand and it can run around and spy for him. it has 3 physicals, 10 perception related mentals 3 for all other purposes. it has 5 health levels, 1 social trait and no willpower. you can use your skills through the creature, but are limited to its traits. you can use its senses (sight, touch and oddly hearing although no one knows why.) creature lasts for as long as the caster spends one blood per week. caster can heal the missing eye and hand as normal.
+
  The caster invests a point of their blood in a cat, their total blood pool is reduced by one. The cat gains a malign sentience. The cat then goes out to find a sleeping child. Their breath is stolen in the night, if this happens to the same child over 3 nights they will die. The cat returns with the baby's breath and breathes into the nostrils of the caster. The caster regains a willpower and their blood pool and the cat return to normal. The cat will almost inevitably return with the willpower in 2 hours if their master is where they left them. If the caster has moved the cat will try and find the master as best it can. If the cat is in some way interrupted or imprisoned and cannot return to its master the caster will only regain use of their invested blood point or points when their willpower is at full by whatever means. Tracking down the cat may be prudent.
  
'''Transmogrification'''
+
Characters may have a Mephistophelian Minx active as one of their Animal Ghoul slots. Having Mephistophelian Minx allows the Vampire to regain 1 Willpower once per night. Restoring this willpower forces a humanity test.
''Type B''
 
This rituals allows the thaumaturge to alter the physical identity of an object while maintaining its essence. When used on equipment, armor, or a weapon, the physical form of said object changes to any form still applicable for what the object is. For example a Claymore (Unconcealable Edged) could be made into a Zweihänder, but not into a battle-axe (Unconcealable Axe). You can swap out one Tag for an equivalent Tag. Type and Size are NOT Tags.
 

Revision as of 09:50, 14 August 2024

Deflection of Wooden Doom

Type B. Level 3

The character creates a metal pin that they insert under their breast bone. They may insert the Metal Stake into their chest. They suffer a lethal that may be healed as usual, the first time they are staked, the metal spike shoots out of their chest pulling the wood out with it. Any vampire can use one of these.

“Draught of Purity”

Type A, Level 3.

This mixture of bleach, wolfsbane, and formaldehyde purifies the blood of the person to imbibe it. It will not clear out a blood borne pathogen once it has begun having magical effects on a subject, but it will kill damn near any other blood virus or pathogen in its early stages. The drinker does suffer 2Ag and the concoction will kill a human if they attempt to drink it.

Illuminate Trail Of Prey

Type A: Level 3

This stick of chalk is soaked in the casters blood for thirty days. Upon naming the target or burning an effigy of the target ( expression 3 to create) the chalk disappears into the Astral plane and draws a line directly to the target that only the target and the person who activated the chalk can see (or anyone in Astral P.) The chalk must be used in a place that the target lingered in for at least 15 minutes or else the chalk simply crumbles into dust. The chalk cannot cross planar boundaries other than into the astral and it cannot leave the city limits, or cross running water.

Clinging of the Insect

Type B, Level 3

This ritual involves eating a small spider alive and spending a blood. The vampire may climb on any wall or ceiling that will support her weight. Ritual lasts 24 hours. At the end of the ritual they must vomit up the spider which appears totally unharmed.

Track the Transgressor

Type B, Level 3.

When Blood Sorcery is used in front of you, you recognize it immediately. The Stone Glows and the name of the path appears on it. It is usable as a perfect effect once per night.

Draught of Gentle Mind

Type A, Level 3

Caster creates a Draught. When drunk the imbiber wins ties on all rage frenzies but takes a -2 traits on all offensive actions.

Shaft of Belated Quiessence

Type B, Level 3

Any item treated with this ritual cannot have any other enchantments. When the weapon so treated pierces the flesh of anyone, the rest of the weapon rots away to dust, leaving the tip (hopefully) in the heart of the target. Weapons so treated need only one simple test to stake, not two. The treatment lasts until the start of the following game session after which they dissolve. This ritual takes an action to cast.

Steps of the Terrified

Type A, Level 3

Caster sinks a point of their blood into a small ball of dried mud. The ball must be thrown at a target as though it is a weapon with the thrown tag. When the target is hit they lose 2 steps from their movement rate, this spell does not stack with itself. The steps are removed from the total number of steps the character has after accounting for celerity, magicmagi items, flight, etc. the spell lasts for 1 hour.

Potency of the Blood

Type D, Level 3

This ritual requires imbibing a ritually treated trait of blood from another kindred, the thaumaturge gains the generation of that blood for one hour. The blood pool expands immediately and can cause a hunger frenzy. 


Sanguinary Assistant

Type B, Level 3

Caster pours five traits of their blood into a bowl along with a corn husk and other miscellaneous detritus from a laboratory. a 3 foot tall creature made of blood and detritus walks out of the bowl and does the caster's bidding. the creature has 5 physical traits, 5 mental traits 5 social traits and one level of any skill possessed by its maker. it cannot engage in combat and will flee, it has one health level and one willpower. the creature lasts for 28 days after which it crawls back into its bowl if possible.. When taking the research action this creature adds +1 to the first research action you take in a month. The Sanguinary assistant takes up a Ghoul Slot. A character may have multiple Sanguinary assistants, each can add to a different Research action once per month. ( you cant gain multiple Sanguinary assistant bonuses to the same project. 

Faithful Blade

Type B: Level 3.

Once cast on a Blade, the blade may be called to the hand with a step, by calling out its name once per night, so long as the blade exists within the same city as the Kindred. When they call the blade's name, the blade manifests from the metal that exists within their Vitae and rips itself free from their arm, sliding down their wrist and into their waiting hand. The character takes 1 Unsoakable ag and loses one blood. This blood does not count against blood per turn though.

Rutor's hand

Type D, Level 3

Caster takes 5 levels of aggravated damage and cuts of his hand and plucks out his eye, he places the eye on the hand and it can run around and spy for him. it has 3 physicals, 10 perception related mentals 3 for all other purposes. it has 5 health levels, 1 social trait and no willpower. you can use your skills through the creature, but are limited to its traits. you can use its senses (sight, touch and oddly hearing although no one knows why.) creature lasts for as long as the caster spends one blood per week. caster can heal the missing eye and hand as normal.

Defense of Sacred Haven

Type C, Level 3

The caster traces a rune in their blood on a window or other glazed opening, this blood is then absorbed into the space in the opening itself. if the window is opened the sunlight will pass. sunlight will not pass through that window. Other forms of light pass through just fine. The blood is consumed entirely. This ritual takes an action to cast. This permanently enchants the haven. 

Open Passage

Type A. Level 3

Caster creates a piece of Red Chalk. This chalk can be used to completely color in a square of up to 6x6 on a wall. After casting a shimmering red portal is created that lasts for 10 minutes. Anyone may walk through the wall as though it is a door at this time. 

Thirst Unquenchable

Type A, Level 3

This ritual creates a handful of bluesalt which must be thrown at the victim and hit. The victim suffers a +2 difficulty to thirst-related frenzy rolls, and any blood they drink while the ritual is active gives only half nourishment. This curse lasts 1 Day. 

Mephistophelian Minx

Type B, Level 3

The caster invests a point of their blood in a cat, their total blood pool is reduced by one. The cat gains a malign sentience. The cat then goes out to find a sleeping child. Their breath is stolen in the night, if this happens to the same child over 3 nights they will die. The cat returns with the baby's breath and breathes into the nostrils of the caster. The caster regains a willpower and their blood pool and the cat return to normal. The cat will almost inevitably return with the willpower in 2 hours if their master is where they left them. If the caster has moved the cat will try and find the master as best it can. If the cat is in some way interrupted or imprisoned and cannot return to its master the caster will only regain use of their invested blood point or points when their willpower is at full by whatever means. Tracking down the cat may be prudent.

Characters may have a Mephistophelian Minx active as one of their Animal Ghoul slots. Having Mephistophelian Minx allows the Vampire to regain 1 Willpower once per night. Restoring this willpower forces a humanity test.