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Post by Rule Hound on Dec 30, 2015 14:10:09 GMT
Included below is a description and information surrounding this mysterious power. If you are the type who likes to jump forward and just see what powers are available they will be posted to this thread near the end. We will be adding to the powers as time permits. You can google some extra details about what might be available but we still need to tweek them over to the new rule-set.
The Lasambra are a egotistical clan. They believe in their Divine Right to rule and feel themselves superior to all others. Seekers of knowledge and power they place few limits on where they will seek it. Naturally the unknown of the shadows and the Abyss from which is springs is theirs for the taking. In their arrogance some Lasambra believe that they have enough knowledge and control to pull forth greater strength from the Abyss. It is from this misguided view that Abyss Mysticism was born. But beware, darkness is a primal essence, who is really using who?
Abyss Mystics delve into the darkness and have created their own form of Blood Magic, extending their power over shadow. Obtenebration draws its power and very substance from a darkness known as the Abyss. By drawing on this blood born gift Mystics have learned how to ripe greater holes in reality and draw forth some of this primal essence and shape it to their will.
Always in search of greater, darker secrets, terrible truths, and philosophical answers, they strive to unlock the depths of the Abyss. Those who practice these mystic arts are called "The Shadowed," and their prestige among the Lasombra Clan suffers due to their studies.
Abyssal magic summons entities from another dimension, practitioners attempt to enslave and control these “spirits”, but these spirits are unlike anything else in the earthly world. They are primal but despite where they come from, they seem to have no memory of or association with true demonic entities.
Some Kindred and even the Church and other Occult powers have taken note their existence. To those not practising it Abyss Mysticism is an unknown and as such can sometimes be deemed unholy
What is Abyss Mysticism? Good question. Lasombra practitioners and scholars have been arguing just that for centuries. If you ever figure it out please report to the circle and let us know.
Some call it Blood Magic but if that is it, it isn't any form resembling that practiced by other clans. It draws on Obtenebration but surpasses the natural bloodborn powers inherant in the clan. There are no paths of Abyss Mysticism like other forms of Blood Magic. Obtenebration itself provides the necessary ability to manipulate the Abyss even though that in itself is not enough to become an Abyss Mystic. A deeper understanding of what the Abyss is and what rules govern its behavior are also necessary. Gaining this understanding requires an exceptional investment of time and research or a capable teacher.
Obtenebration itself involves poking a hole in the fabric of reality, manipulating the energies of the Abyss on the other side. Normally this is rather tightly controlled and predictable, unless the Lasombra botches the effect. With Abyss Mysticism, however, all bets are off. A reasonable analogy would be to look at the Abyss as a beer keg. Ordinary use of Obtenebration is carefully opening the tap and filling a glass just enough. Abyss Mysticism is ripping the spigot right off and trying to catch all the spill in glasses at once. Now picture the same analogy, only the liquid in the keg isn’t beer, it’s an incredibly lethal nerve agent where spilling one drop could kill everyone in a mile radius. Now you are starting to get the picture of just how dangerous the forces of Abyss Mysticism truly are.
As mentioned there are no Paths of Abyss Mysticism, Abyss Mystics do not gain free rituals with the purchase of Obtenebration. Instead, an Abyss Mystic must purchase all Abyss Mysticism rituals at the cost of 2 experience points per level of the ritual (4 experience points for level 2 rituals, and 6 experience points for level 3 rituals and so forth).
You may ONLY learn rituals from the Abyss Mysticism ritual list. Though Thaumaturgy and Abyss Mysticism are both blood magic they vary vastly in practice, as such there is no crossing over of ritual lists. (With the right training ie. Learning both Thaumaturgy and Occult you could learn both). Unlike Thaumaturgy, Abyss Mysticism has Elder level rituals you could possibly learn.
Another variance from Thaumaturgy is that there are costs beyond the invoking of the ritual, you are drawing on dark entities with wills of their own.
Prerequisite In order to learn even the first two levels of Abyss Mysticism a Character must Gain some Lore. A Lasambra who wishes to practice these rituals must have the following prerequisites:
Lore - at 3 dots. One specialization must be Lasambra. This grants the ability to learn Abyss Mysticism rituals.
Occult – As with other Occult Rituals you must have as many dots in Occult as the level of ritual you wish to learn. (Occult 4 to learn a level 4 Abyss Mysticism ritual, the only exception are Elder level powers)
Obtenebration – You can not learn a ritual that is higher in level than the dots in Obtenebration you possess.
Casting Abyss Mysticism Rituals: Abyss Mysticism are not as structured or rote as Thaumaturgy. A mystic forces the Abyss to behave in a way different than Obtenebration while using that discipline to provide the initial gateway to contact an Abyssal Entity. Then they must convince this entity to behave as the Abyss Mystic wishes (thus Social is used in the test pool). The Abyss is a mostly unknown world with unlimited distinct Abyssal Entities in existence. Abyss Mystics all use some form of verbal and somatic components but the form varies between Abyss Mystics and the practice/invocation of each ritual is distinct (even thought the resultas are the same).
The mechanics of Abyss Mysticism rituals are more or less the same as Thaumaturgy rituals. Once the Mystic decides to cast the ritual, an investment of time is made. All rituals also require five minutes of casting time per level of the ritual. At the conclusion of the ritual casting time, the player of the Abyss Mystic initiates a static mental challenge against 3 traits x lvl of ritual (if not otherwise stated in the ritual itself). Test pool is Social + Occult. If the player wins the static challenge, the ritual functions as written. If the player fails the challenge, the results depend on the ritual. In most cases the Mystic knows the ritual failed (though not always) but does not always realize what happened in place of their failed attempt. Any expenditures required for the ritual have still occurred.
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Post by Rule Hound on Dec 30, 2015 14:11:37 GMT
A Brief History of Abyss Mysticism Abyss Mysticism was first practiced in early Roman times. Some say it was the influence of Lasombra himself, active within the great city, others that it was the influence of the Roman attitude of innovation. Whatever the cause, a small cabal of young Lasombra (the forerunners of those who would eventually become the Abyss’ Children) began their own experiments to attempt to expand the power they were tapping with Obtenebration. The Lasombra had long been aware that they were tapping a vast power source with their black art, a source that could potentially be used for far greater effects than they were currently capable of. It just took a few reckless Roman neonates looking to gain the awesome power of their elders to attempt to widen the bores they made in the walls of reality.
The forces those early experimenters found on the other side changed them forever. Before then, no one (with the possible exception of Lasombra himself and perhaps his protege Montano) had ever communed directly with the Abyss. The experience came very close (and some say succeeded) in breaking their minds, overwhelming everything they were. They unleashed powerful entities, creatures of absolute oblivion that wreaked havoc in the streets of Rome before the elders of the Lasombra along with some help from the Ravnos sorcerer Durga Syn, the Salubri Warrior Samiel, and the Malkavian magician Necross finally managed to banish them back to their realm. The uproar this caused nearly broke the power of the Lasombra in Rome as Prince Camilla called the Lasombra to account for the destruction they had caused. Only the direct intervention of Lasombra himself, appearing before the Prince prevented full on clan war. The Amici Noctis promised that no further experiments of this nature would be conducted and those who initiated it would be dealt with.
Needless to say, they lied. The Amici Noctis spirited away the initial experimenters to their secret vaults and set up a series of controlled experiments to determine everything they had done. The Amici were far more careful than the young Mystics when they started, leaving many safeguards in place and having experts standing by before anything was attempted. They officially formed a cabal of the first Mystics around the first experimenters and called them Abyssus Filios, or the Children of the Abyss. Their mandate was to delve deeper into the mysteries of Obtenebration and the Abyss than had ever been attempted before to determine just what it was Obtenebration was tapping. For a time, Lasombra himself oversaw their progress, mostly through his protege Montano.
Over the centuries the Abyssus Filios made many great and terrible discoveries, all kept well hidden from the world. For nearly a thousand years, no one else in the Cainite world had any idea that this new and terrible power even existed, even among Clan Lasombra. Very few, even among the Amici were permitted to know the secrets of the Abyssus Filios. The Lasombra realized from the very beginning that they were tampering with the primordial forces of the universe and one tiny misstep could end reality as they knew it.
The first anyone outside the Lasombra knew of Abyss Mysticism came during the Umayyad Conquest of Castille, when the Assamites along with their Moorish armies invaded and sacked the Lasombra strongholds in Spain. In desperation, during the Siege of Narbonne in 719, the Lasombra Prince made use of the Abyssus Filios to summon Hungry Shades to cause mayhem among his enemies in the city he had already lost. The Assamites eventually destroyed these nightmares, but not without suffering great casualties. They executed the Prince for an Oathbreaker, but now the cat was out of the bag. There was some uproar, but the world was a very different place than it was in Roman times. The courts of Europe were far more concerned by the Assamite invasion of Iberia and subsequently of France than of some secret super weapon the Lasombra had attempted to use in their own defence, and to no great effect. The reappearance of Abyss Mysticism was noted, but quickly forgotten in light of more important events.
Within the Lasombra, the uproar was far greater. Knowledge that the Children had kept such achievements secret from the rest of the clan for so long was a great insult to their pride. It took a great deal of convincing and many heated arguments among the Amici before a new resolution was reached. The Abyssos Filios would remain the arbiters of Mysticism within the Lasombra. However, their power and influence would be checked, and no Mystic would ever be allowed to rise high in the clan. The elders of the Amici who remembered the devastation in Rome and who had seen the terrible changes the practice of Mysticism caused in its users were afraid that the entire clan would lose sight of their purpose in favour of this new dark and incredibly seductive power. By this point very religious in a way they hadn’t been before, the practice of Mysticism was equated with the temptations of the devil, and the Lasombra were determined to be Devils, not their thralls.
The Abyss What exactly is the Abyss? Well we aren’t going to give all the answers here. Mostly because no one entirely knows. However in brief, the Abyss is the primordial nothingness that existed before God said “Let there be light.” Banished back from the borders of reality at the creation of the Universe, the Abyss forever hates creation and desires to bring about maximum entropy.
The Abyss has an intelligence, but no one is entirely certain as to what that is. It certainly is not a human intelligence, or an Umbral one, or any other form of life that the material world can safely comprehend. For a long time this mind was dormant, its will only loosely expressed through its Abyssal entities that are sometimes summoned to the material world.
The Abyss extrudes into all known realms, leaking into the Underworld, Umbra, and even the artificial Yellow Springs through imperceptible gaps in the walls of reality. Because of this, Obtenebration is always usable, no matter what realm the Lasombra is in.
Abyssal Spirits Much of Abyss Mysticism deals with summoning “Abyssal Spirits”. This is really a misnomer. They aren’t spirits at all, nor are they demons, fae, ghosts or any other kind of immaterial being. The entities summoned by Abyss Mysticism are semi-intelligent protrusions of the Abyss into the material world. They aren’t entirely separate entities, more like an artificial intelligence subroutine of a mind-bogglingly powerful supercomputer.
Abyssal creatures are utterly alien. They don’t share even basic concepts in common with any creature of any other plane. Even Umbral spirits which are already greatly divorced from human concepts seem normal and sane when compared with these creatures.
Abyssal Entities of any power level only want to destroy. They have no other concepts. The more powerful and intelligent ones can understand the idea of creating in order to cause greater destruction, but the end goal of any action they take will always be moving the world towards maximum entropy. They hate the light of creation and will not stop until it is utterly extinguished forever, the universe returned to the way it was before the blight of material was inflicted on it.
Anything about these entities that appears remotely human (speech, movements, etc.) is a bizarre mockery of humanity that they pick up from observation. They can never truly understand how humanity thinks anymore than humanity can understand them.
Mystics and the Lasombra Within the Lasombra clan, Mystics are looked on with caution and suspicion. The vast majority of the Friends of the Night are not Mystics and believe that those who do practice the art are reckless fools who will destroy the universe one day. Whenever anything goes seriously wrong, the Mystics are always the first blamed (usually correctly), and if brought up before a Court of Blood, usually find they have few friends.
Luckily for the Mystics, along with being the proximate cause whenever something goes seriously wrong, they are usually the solution as well, including to many problems that they didn’t have anything to do with causing (at least provably). As such, however mistrusted they often are, the Friends of the Night have been forced time and time again to admit how useful and even necessary they can be.
All official Mystics are registered with the Friends of the Night. They are watched over and regulated by the Abyss’ Children. Any Mystics found by the Abyss’ Children who have not registered are usually brought in, educated, and formally registered. Any Mystics found by the Friends of the Night who have not registered are usually kidnapped, tortured, dominated, and eventually killed in any number of unpleasant ways after the extent of the possible damage they have caused has been determined. There is notably however no exception for Mystics, even obviously rogue Mystics from the laws of accord that bar one Lasombra from killing another without sanction. However Courts of Blood are more often than not predisposed against an unregistered Mystic on the grounds that if he had nothing to hide, he should have registered himself.
Other than the registration, most of the Friends of the Night follow an unofficial policy of ignoring the Mystics as much as possible until they absolutely have to deal with them. All Mystics are very strange and disturbing in ways that make even other Lasombra cringe. They have looked into the Abyss for far too long and most of them have been warped by it. Most Lasombra look at a Mystic, see his shadow flitting unnaturally behind him and taunting passersby and think, “There but for the grace of God go I”.
The Lasombra have taken great care to not let it get out how mistrusted Mysticism is within their clan, in fear that their quite reasonable paranoia might be misunderstood by those who cannot truly comprehend the Abyss and start a witch hunt, particularly from the Inquisition who really are just waiting for an excuse. No non-Lasombra should be aware of the state of regulations and registration requirements around Mysticism. Indeed, no one outside the Friends of the Night or the Abyss’ Children should know very much about Mysticism at all.
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Post by Rule Hound on Dec 30, 2015 14:12:56 GMT
Pierce the Murk (Lvl 1) It is a simple fact that understand flows from perception and darkness thwarts perception. Most individuals incorrectly assume no answers are to be found in the dark, but that is simply because they do not know how or where to look. This ritual resolves the first paradox, attuning a mystic's eyes to the primordial darkness even as they forsake light.
System: The player engages in three static mental tests at a difficulty of eight traits. Winning two of the three tests provides the caster with “Controllable Night Sight” for the remainder of the evening. This can be made permanent at a xp cost and/or attribute cost (ask ST if you wish to do this). You can use up to 1 willpower per test to retest.
Failing to win two of the three tests, grants the caster “Uncontrollable Night Sight” for the evening.
If all three static tests are lost, the caster of this ritual gets “Uncontrollable Night Sight” permanently, and this ritual is lost to the caster (if they wish to use it again they must relearn it/re-buy it).
Controllable Night Sight You are able to invert the effects of light and darkness at will. While in effect your eyes appear pure black (pupils, irises and all). Spend a standard to turn Night Sight on or off. While Night Sight is active, pitch-black darkness seems bright and uniformly lit to you, while any light brighter than a candle creates a zone of pure darkness. The penalties for partial darkness instead apply instead to weak illumination. You can not see through another characters Obtenebration created darkness, which glows with pure white light that obscures all details, however you may still use blind-fighting as normal.
Un-Controllable Night Sight Light and dark are inverted for you. Pitch-black darkness seems bright and uniformly lit to you, while any light brighter than a candle creates a zone of pure darkness. Bright rooms are like walking through very poorly lit areas to normal mortals. This is a very difficult flaw to handle so make sure to role-play it up. Be sure you know what you're getting yourself in for and decide carefully when deciding not to spen willpower to retest failures on the ritual tests. As with Controllable Night Sight you can not see through another characters Obtenebration created darkness.
The Shadow of Hands that Serve (Lvl 1) This ritual summons a small entity that dwells in the Abyss, granting it brief existence on the material plane. This is not a demons or ghost or even a true spirit but something that defies comprehension. This entity hates light, hungers for life. Creatures summoned with this ritual are harmless, they make excellent spies and are so called the Hands of Viche.
System: Crush a lit candle in your hand inflicting one level of aggravated damage (and possibly prompting a rötschreck/frenzy check) . If you avoid frenzy you then engages in a static Abyss Mysticism challenge versus six traits. The burning wound in the caster’s hand bubbles with vitae which blackens and drips to the floor opening a small rift to the Abyss with a horrific shrieking emanating from it.
If you succeeded in the static test a small (fist-sized) tentacled black orb is seen to emerge from this rift and jumps into the casters hand. This orb/creature then serves the caster’s spoken commands with unquestioning and unimaginative fervor. At sunrise, the creature will be pulled back into the Abyss.
If you failed the static test a small pool of blackness leaks like water from the rift before dissipating into shadow and the rift closes.
The caster may have as many of these Abyssal creatures under their control as they have levels of the Occult Ability.
Hand of Viche (Stock NPC lvl 1) Focus: Obtenebration Special abilities: The Hand of Viche can fly at 3x normal movement (9 steps). The Hand of Viche, like all Abyssal Entities are considered an umbral spirit for the purpose of wards and warding circles. The Hand of Viche can impart the details of a conversation it spied upon in the same language of the original conversation. + 5 wildcard bonus to hiding in shadows due to size
Feed the Darkness (Lvl 2) On successful completion of this ritual he caster may feed through the touch of an Arm of the Abyss. Flaws that affect feeding still come into play if appropriate such as Grip of the Damned Flaw (making feeding excrutiating painful for the victim as though their soul is being sucked out), feeding restrictions still apply, and so forth.
When using Feed the Darkness, the Arm of the Abyss leaves a deep, black bruise on the subject's body that looks similar to the mark of a very large leech, rather than the normal double punctures of a vampire's fangs.
System: The caster must spend ten minutes in contemplation at the beginning of the evening, chanting in Abyssal tongues and calling upon the spirits of the Abyss. Then do a static Abysal Mysticism test vs 6 traits. If successful. The effects of this ritual last until the next sunrise. This is a hidden test and the Castor does not know if they succeed or not until they try to use this power to feed.
Side Effect: The castors blood transforms into a dark, blackish colour causing very noticable dark streaks where her veins and arteries are near the surface of her flesh. (success or failure causes this)
The Heart that Beats in Silence (Lvl 2) This ritual is a more powerful version of “The Shadow Hands that Serve”. The Castor summons a Lvl 2 entity that dwells in the Abyss, granting it brief existence on the material plane. This is not a demons or ghost or even a true spirit but something that defies comprehension. This entity hates light, hungers for life. Creatures summoned with this ritual can be directed to attack targets and are called the Fists of Viche.
System: Crush a lit candle in your hand inflicting one level of aggravated damage (and possibly prompting a rötschreck/frenzy check) . If you avoid frenzy you then engages in a static Abyss Mysticism challenge versus nine traits. The burning wound in the caster’s hand bubbles with vitae which blackens and drips to the floor opening a small rift to the Abyss with a horrific shrieking emanating from it.
If you succeeded in the static test a medium-small (head-sized) tentacled black orb is seen to emerge from this rift and hovers before the casters hand. This orb/creature then serves the caster’s spoken commands with unquestioning and unimaginative fervor. At sunrise, the creature will be pulled back into the Abyss.
If you failed the static test a small pool of blackness leaks like water from the rift before dissipating into shadow and the rift closes.
The caster may have as many of these Abyssal creatures (plus any Hands you have called forth) under their control as they have levels of the Occult Ability. Not to exceed your current Willpower. If your current Willpower is reduced below the number of Abyssal creatures you have called forth one will break free of your control
Fist of Viche (Stock NPC lvl 2) Focus: Obtenebration, Brawl Special abilities: The Fist of Viche can fly at 3x normal movement (9 steps). The Fist of Viche, like all Abyssal Entities are considered an umbral spirit for the purpose of wards and warding circles. The Eye of Viche can impart the details of a conversation it spied upon in the same language of the original conversation. + 5 wildcard bonus to hiding in shadows
Transubstantiation of Essence (Lvl 2) With the perception of knowledge comes the perception of great ability. With this power the Mystic has learned to draw the very essance of Shadow into their own body. Sacrificing their own vitae to allow Shadow to course through their body to heal it.
System: Spend one willpower and one full turn in concentration, chanting and calling forth the power of the Abyss, drawing a shadow entity into your body. At the end of the turn do a static Mysticism test vs 6 traits + 1 per level of damage to be healed.
Success allows the vampire to spend one blood point to heal two levels of bashing or lethal damage per blood sacrificed to the Abyssal Entity. For the purpose of this unholy healing, the vampire may even surpass normal generational limits on blood expenditure (this means as much as you want).
Failure (loose test outright, no tie or loose on a retest also) on this test instead causes the castor to suffer one unsoakable aggravated damage, and this Entity remains in your body for 1 year, feeding and attempting to take control when you are weak. (You may not regain Willpower spent for this ritual this evening until the end of the next game, further as this Entity is at odds with your beast you are up one beast trait until you regain the lost Willpower. If you should loose control in this time the Entity does a static test against your beast, if it wins it controls the frenzy.
Even with success dealing with the Abyss has its cost. The Abyss draws power from the Vampire when they feed, consuming any new blood ingested until it has taken twice the number of health levels healed in newly created vitae. The Cainite gains no personal sustenance until the cost is paid in full.
All debts to the Abyss must be paid before the castor can use this ritual again. That includes removal of a rogue entity from a Failed test. Using this ritual more than once in a night is possible but the cost increases by 1 willpower each time and increases the difficulty of the static test by an additional 3.
You May use this Power in torpor if you possess Awareness.
Side Effect: The Shadow Entity leaves its mark on you each time you use this ritual your blood grows darker and darker. As a result, the mystic's vitae thereafter has an unnatural darkened hue. The effect has no real affect other than on your appearance. But it does cause you to look less and less human the more you use this.
Abyssal Threads (Lvl 3) The Mystic draws forth a weak Shadow Entity and uses it to form a shining, jet-black thread which they are then able to affix to a single target of any kind. The Abyss does not follow the same Laws as the material plane, the thread/entity stretches through shadow and the Abyss connecting the castors wrist to the object or person at the other end.
The Mystic gains a knowledge of their direction of the object or person that the other end is attached to. Tugs at either end will transfer through the thread making known on the other side (but only to the object or person, a Mystic tugging on the thread will not cause movement of the object on the other end).
System: Casting time 15 minutes. The Abyss Mystic draws a point of their vitae and with it lures a lesser preternatural entity of the Abyss. By sacrificing their vitae to this entity they massage it and bind it upon a skein, forming the Abyssal Thread. Second target must be in line of sight at the end of this at which point the castor makes a standard static Mysticism test to affix the second end to the target. If the target is unknowing or unwilling then a second opposed test Mysticism vs the targets mental+will is needed to successfully attach the thread. Once attached the skein powders into dust.
For the rest of the evening the Mystic will be aware of the direction of the second end of the thread and feel the presence of tugs at the other end.
If this ritual was performed and one end is connected to a destination at the start of the evening the Elder Obtenebration Power Shadow Step will allow the Mystic to perform “Walk the Abyss” to the other end (as per merit).
If the Mystic has the merit “Walk the Abyss” they may choose one of the following when travelling to the other end of the thread. Take three additional willing passengers OR gain one free retest when testing for duration of time spent in the Abyss (but the result of the retest is final).
The effects of this ritual last until the next sunrise. The thread is only visible to Night Sight or other shadow entities. The Thread may be attacked with other Obtenebration or Abyss Mysticism powers or Entities.
Side Effect: Both ends of the thread experience effects of Eerie Presence. Nothing consistently tangible or specific enough for someone to regularly recognize. A unwilling target does not feel the effects but rather the environment around them or living creatures near them. Effects like candles sometimes going out, a cool breeze, withering of plants or insects.
Calling the Hungry Shade (Lvl 3) Knowledge of the Abyss and its entities allows a Mystic to exert their will and bring forth unknown and dangerous “things” into the material world. This is a greater power than “The Heart That Beats in Silence”. As Abyssal Mystics share knowledge freely with each other it is not required that one knows the lesser similar rituals to learn this.
A Mystic who has learned this ritual can call forth an actual Hungry Shade and bind it to their world. These Shades can be fearsome opponents they are incalculably malicious, have their own will and resent attempts to bind them into service.
Beware if they break free of their bindings, they will not hesitate to drag a nearby target into the Abyss or attack them and attempt to destroy them on the spot.
System: Casting time 15 minutes. The Mystic draws a circle of their own blood by slitting their own wrist, holding their hand out at arms length and turning in a counter clockwise motion to mark the summoning circle (cost 1 blood point). They then step outside the circle being careful not to disturb the blood or to drip any more on the floor outside the circle.
The Mystic then begins a whispered invocation while circling clockwise around the circle and sprinkling imbued coal dust (never seen the light of day or anything more than one candles flame at a time) onto the blood. The resulting power will call forth a 2ft high black freezing shadow flame.
It is possible for more than one Mystic who knows this ritual to add their power to this summoning and thus extending the duration and increasing the power. Each must spend a point of blood upon creating the circle by linking arms and increasing the diameter of the circle as the drip their blood in the counter clockwise formation of the summoning circle. They then space themselves equally around the circle before they all begin to apply coal dust in the clockwise direction.
You can only have as many Mystics contributing to the summoning of the The total number of participating mystics cannot exceed the lowest Occult rating in the group and the shades NPC rating may not exceed the highest Occult rating in the group.
Each Mystic must make a static test of Mysticism vs 9 + NPC rating of Shade. In order to successfully bind the Shade a total number of successes must be achieved equal to the NPC rating of the Shade – 2. Willpower may be expended for an additional test per Willpower spent. ie. A single castor summoning a lvl 3 shade only needs one success. Two castors summoning a lvl 4 shade need 2 successes.
A botch (outright loss on any test test followed by another loss on botch test) from any Mystic causes them to suffer 3 unsoakable aggravated damage.
After accumulating the required number of successes each Mystic speaks a syllable of summons in perfect unison. It is at this moment that shadow flame flashes to the roof and horrid screaming arises as the air tears asunder and a Hungry Shade rises in the blood circle.
Once the Hungry Shade is summoned, the player that granted the most successes to the tests is in nominal control. The Shade will serve them for one night per Mystic involved in the casting before being sucked back into the Abyss. The length of Servitude may be extended by one night per point of fresh human or vampire blood immediately fed to the monster, duration can not be extended after summoning is complete.
Willpower spent for this ritual may not be regained until the Hungry Shade has been returned to the Abyss. If any of the castors should loose control of their beasts before the Shade returns to the Abyss, falls into torpor or spends their remaining Willpower, the Shade will attempt to break free. Willpower tests to regain control must be made immediately. Spending 1 Willpower per retest on the successes granted by the Mystic that had lost control.
If this is not done then the Hungry Shade will go on a rampage while attempting to find you and hunt you down until destroyed. They are no longer bound to return at the end of their summoning time.
This is not a demon or ghost or even a true spirit but something that defies comprehension. This entity hates light, hungers for life.
Hungry Shade (NPC lvl 3) Focus: Obtenebration x 2, Brawl (lvl 4 Potence, lvl 5 Potence x 2) Special abilities: The Hungry Shade can fly at normal movement (3 steps). The Hungry Shade, like all Abyssal Entities are considered an umbral spirit for the purpose of wards and warding circles. The Hungry Shade can impart the details of a conversation it spied upon in the same language of the original conversation. + 5 wildcard bonus to hiding in shadows Heals 1 point of normal damage per 2 rounds & 1 aggravated per 5 rounds. Takes aggravated damage from fire. When the Hungry Shade beats someone into torpor or death a mask of Shadow falls over them preventing them from healing, being healed or being awoken until the shadow is dispelled by a bright light (large campfire size fire). If the Shade manages to beat a summoning Mystic into torpor they will attempt to drag them into the Abyss taking 3 rounds to do so.
Drinking the Blood of Viche (Lvl 3) This is a dramatic physical transformation of the invoking Mystic. The Mystic calls forth a moderately powerful Shadow Entity and causes it to merge with their own body allowing a greater synergy with the Abyss and Shadow powers.
System: The Abyssal Mystic must cut their palm with a Obsidian knife that has never before tasted blood. They then turn their hand so it is palm down over the ground and causes a point of blood to fall to the earth. A rift hole is ripped into the substance of the earth (stone, dirt, wood any non manufactured natural element – no rugs, cloth...). From it a Shadow Entity called a Nocturne is called forth. The shadow melds into the palm into the veins below sealing the cut palm behind itself.
The Nocturne spreads its substance through the Mystics veins, infusing the entirety of the mystics body with its essence. Make no mistake this is a very painful process that lasts for the full 15 minutes of the rituals casting time. The Mystic is at a -5 to any tests during this time and may not actively engage in any other activity, they are simply incapable.
After the 15 minutes infusion process the Mystic makes a static mysticism test to tune the Nocturne to their will. Success or failure the Cainites skin to darken noticeably and her eyes to become the impossibly inky black of the Abyss.
Failure means the physical fusion succeeded and the Nocturne is present in their body but that the benefits of such are sporadic and at the Nocturnes will if at all.
A full botch (loose test outright, no tie or loose on a retest also and fail botch test) on this test means this Entity remains in your body for 1 year, feeding and attempting to take control when you are weak (when current willpower drops below 3, they frenzy or fall into torpor). The Shadow entity drinks and feeds of your blood causing your blood pool to be halved until the end of the next game (game after current one). This ritual is not available again until the entity leaves.
Success means you have achieved a augmented shadow state, If the Mystics Physical Attribute is lower than 3x you Obtenebration rating it rises to this new level while the ritual is active. The Mystics Obtenebration powers up to level three receive a bonus. Lvl 1 receives an additional +2 wildcard intimidation bonus, lvl 2 allows you to double the size of your shroud and add a additional -2 penalty to anyone fighting within it (other than you), lvl 3 Your Arms have 6 health levels and a wildcard +2 tot he attack test pool and you gain an additional 1/2 the arms normally created (rounded down). While in effect they gain a +5 wildcard to their Abyssal Mysticism test pool.
Side Effect: Once a vampire has cast this ritual three times, the darkening of her skin becomes permanent making their skin look like that of an Elder Assamite (the bonuses do not stay).
The Third Eye of Mikael Viche (Lvl 3) The Mystic summons forth a shadow entity and coerces it to form into a small shadowy eye/orb. This orb merges with the Mystics forehead and protects them from harm.
System: The ritual takes 15 minutes to cast and costs one blood. While casting the Mystic chooses how many blood they wish to invest in the eye (this is above casting cost). And performs a static Mysticism test.
Failure means the eye takes half the invested blood (rounded up) and floats away.
Success: If the Mystic would be ambushed or surprised, the eye will alert the Mystic thus nullifying surprise and expend some of the blood so invested. The eye reflexively summons forth one Arm of the Abyss per invested blood per attacker(s), which can act immediately and gain surprise. One arm will form per attacker if there are multiple attackers until all the invested blood is utilized, if more blood is invested than attackers a Shroud of Darkness will drop over the Mystic and any additional blood will remain in the eye. At the end of the night the eye dissipates and half the blood invested is returned to the Mystic.
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Post by Rule Hound on Dec 30, 2015 19:01:07 GMT
In Progress. Will modify/update these in the future. You can google them if you want to have an idea of what they will do. Details may change a little with update to new rule system.
Reflections of Hollow Revelation (Lvl 4) Use a translucent orb of shadow to spy on places miles away
Maw of Ahriman (Lvl 4) Turn the mouth of the caster into a portal to the Abyss
Whispers in the Dark (Lvl 5) Fall into torpor and learn hidden secrets from the void
Ahriman's Wight (Lvl 5) Reinforce the flesh with the Abyss
Into the Chasm (Lvl 6) Pass through the Abyss to travel anywhere
Evocation of the Oubliette (Lvl 7) Snatch a target into an abyssal prison for a number of days
Cry That Slays Light (Lvl 8) Learn a syllable that blots out the sun for one hour
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