World War 2 npc's
German Soldier
Demeanor: Conformist
Attr: Strength 3,
Dexterity 3, Stamina 3, Charisma 1, Manipulation 1, Appearance 2, Perception 2, Intelligence 2, Wits 3
Abilities: Alertness 2, Atheletics 1, Brawl 3, Dodge 3 , Drive 3, Firearms 4, Intimidation 2, Law 1, Leadership 1, Melee 2,
Military Procedure 3, Repair 2,Stealth 2,
Background: Allies 2(fellow Soldiers), Influence 1 (Reich), Resources 1 Willpower: 4
Image: Grey outfit and Helmet. A Half-scared young man who covers it with false bravado. A basic circumstantial grunt.
Quote: " Halten Zie!"
Equip: Mauser 98 K rifle,6, 300m, 2, 10 clip, 5 dam, Granades-4, Knife (str+2)
German officer
Demeanor: Manipulator
Attr: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 4, Appearance 3, Perception 2, Intelligence 3, Wits 3
Abilities: Alertness 2, Atheletics 1, Brawl 2, Dodge 3 , Drive 2, Firearms 4, Intimidation 3, Investigation 3, Law 1,
Leadership 4, Melee 2, Military Procedure 4, Stealth 1, Torture 3, Interrogation 4
Background: Allies 3(Reich), Contacts 3, Influence 3 (Reich), Resources 3 Willpower: 5
Image: Grey Uniform with officer's pins. Self confident and slippery, this one always looks out for number one while furthering the German cause. Always looking for comfort and profits beyond the war, these men are the most corruptable as long as they think they won't get caught. They often follow the lettter of the law if not the
spirit, willing to turn a blind eye to indiscretions if the bribe is large enough-but don't expect loyalty from him if his neck is on the chopping block- caution is advised.
Quote: "" Schnell! Schnell!"
Equip: Sch Machine Pistol -MP38, 7/8 diff, 20m, 9, 21 clip, 4 dam, Walther PPK 6 dif, 15m 2, 8 clip, 4 dam
SS-Shocktrooper-Geheime Staatspolizei (Secret police), Gestapo
Demeanor: Fanatic,Thrill-seeker
Attr: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 3, Atheletics 2, Brawl 4, Dodge 3 , Drive 3, Firearms 4 (crack shot), Intimidation 4, Investigation 2, Melee 4,
Military Procedure 4, Tracking 4, Repair 2, Stealth 3, Torture 3, Interrogation 3
Background: Allies 2(fellow SS), Contacts 2, Influence 2 (SS), Resources 2 Willpower: 6
Image:Dressed in all black Suits with a SS patch, nasty to enemies of Reich and uses authority to abusive levels. They are responsible for enforcing the reich's laws in any occupied German land. They are sadistic and seem to enjoy abusing thier power to extreme levels, probably due to boredom and can be extremely vengefully petty at times.
Quote: " Guten Tag. Dieser zeit ist gut"
equip: Sch Machine Pistol -MP38, 7/8 diff, 20m, 9, 21 clip, 4 dam,Walther PPK 6 dif, 15m 2, 8 clip, 4 dam, Grenade 4
*Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500/15 clip, 4 dam,
* Flamethrower, 7 dif, 50m, 1, 10 shots, napalm dam,
*Denotes one or two members of unit only has this ability
SS Elite- SS Verfügungstruppe- Assault Troops akin to rangers.
Demeanor: Bravo
Attr: Strength 4, Dexterity 4, Stamina 3, Charisma 3, Manipulation 3, Appearance 4, Perception 3, Intelligence 4, Wits 5
Abilities: Alertness 3, Atheletics 2, Artillary 4, Brawl 4 (Comando Combat), Camouflage 4, Dodge 3 , Drive 3, Fast Draw 3, Firearms 5 (crack shot),
Intimidation 5, Investigation 4, Melee 5, Military Procedure 4, Tracking 3, , Stealth 3, Torture 4, Interrogation 4, *Heavy Weapons 4, Parachuting 3
Background: Allies 4(fellow SS), Contacts 4, Influence 4 (SS), Resources 4 Willpower: 7
Image:Dressed in all black fatiques with a SS patch and bristling with heavy weapons. Brutal and fantical about his cause and will kill w/o remorse. These are the troops that Hitler's Generals will send when they don't want a mission to fail. Trained exhaustively 8 months and culled to be best of the best in the Reich's killers
also are perfect examples of the `Arayan' race.
Quote: " Du bist eine schwine hund!"
Equip:Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500/15 clip, 4 dam,
Mauser Pistol 6 dif, 25m 2, 8 clip, 5 dam
Mauser MMG 8 dif, 300m, 40 , 50 clip, 7 dam,
Phosphorus Grenades 4,
Fragmentation grenades 4
SS-Officer the Verfügungstruppen were Hitler's personal guard unit
Demeanor: Autocratic
Attr: Strength 3, Dexterity 3, Stamina 3, Charisma 4, Manipulation 5, Appearance 4, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 3, Atheletics 2, Brawl 3, Dodge 4, Firearms 5 (crack shot), Intimidation 5, Investigation 4, Melee 4,
Military Procedure 5, Stealth 2, Torture 5, Interrogation 5, Leadership 5
Background: Allies 5(fellow SS), Contacts 5, Influence 5 (SS), Resources 5 Willpower: 8
Image:Dressed in all black fatiques with a SS patch,considers himself the ultimate Aryan and Superior to all others in Reich- except the Furher of course, These men are found whenever a Reich VIP is in tow. Beware of these soliers for they are quite good at what they do and they do it without remorse or pity.
Quote: Hmmmm"
Equip: Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500/15 clip, 4 dam,
Mauser Pistol 6 dif, 25m 2, 8 clip, 5 dam
THULE Agent
Demeanor: Plotter
Attr: Strength 4, Dexterity 3, Stamina 4, Charisma 4, Manipulation 4, Appearance 3, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 3, Atheletics 2, Brawl 4, Dodge 3 , Drive 3, Fast Draw 3, Firearms 5 (crack shot),Intimidation 3, Investigation 4, Melee 5,
Military Procedure 3, Tracking 3, Repair 2 ,Stealth 3, Torture 2, Interrogation 4,Research 4, Alchemy 4, Occult 4, Archelogy 3
Background: Allies 3(fellow THULE), Contacts 4, Influence 4 (SS/THULE), Resources 4 Willpower: 9
Image:Dressed in all black fatiques with a TS patch, cool and calculating about his cause and will kill if need be. This perosn is the ultimate spy and he has been prepared for any supernatural threat. He is a for-warned and for-armed. He will stop at nothing to attain his target but will not sacrifice himself. Well versed in the human condition, he is not above sending others as sacrifices to do his dirty work. Oft times, he will manipulate local Military with his high rank never telling them
the nature of his mission but be accorded status usually only to the likes of Goering .
Quote: " JA. Das Geld ist Gut"
Equip:, Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500 drum/15 clip, 4 dam,
Mauser Pistol 6 dif, 25m 2, 8 clip, 5 dam
* Flamethrower, 7 dif, 50m, 1, 10 shots, napalm dam,
Silver rounds 2 clips of 8,
Phosphorus Grenades 2,
Nerve gas grenades 2,
Silver Knife (str +2),
THULE Elite
Demeanor: Architect
Attr: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 3, Perception 5, Intelligence 5, Wits 4
Abilities: Alertness 3, Atheletics 2, Brawl 3, Dodge 3 , Drive 2, Firearms 3, Intimidation 4, Investigation 4, Melee 2,
Military Procedure 3, Torture 3, Interrogation 3,Research 4, Alchemy 4, Occult 5, Thelogy 3, Ancient history 5, Linguistics 5
Background: Allies 5(fellow SS/THULE), Contacts 5, Influence 5 (SS/THULE), Resources 5 Willpower: 10
Image:Dressed in all black fatiques with a TS patch, Sometimes civialian gear. This man in his `day-job' is a powerful and wealthy tycoon owning
lucurative conglomerates. During war-time he is making a killing and has found a chance to find an outlet for him and his friend's hobby- the occult. This person comes from all walks of life and all nations. He can be a news-paper tycoon, a Wealthy British Hieress, a Brilliant Scientist. The one thing they all
share are interest in the pragmatic power of mythic occult items and enormous resources.
Quote: "Equtanis, Seculrous, Fecilitorus.."
Equip: Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500/15 clip, 4 dam,
Walther PPK 6 dif, 15m 2, 8 clip, 4 dam
Silver rounds 2 clips of 15,
Phosphorus Grenades 3,
Silver Knife (str +2),
Hedge Item
THULE Mage (SoE, Iteration-X) Adept
Demeanor: Fanatic
Attr: Strength 2, Dexterity 3, Stamina 3, Charisma 3, Manipulation 2, Appearance 3, Perception 5, Intelligence 5, Wits 4
Abilities: Alertness 3, Brawl 2, Camouflage 4, Dodge 3 , Drive 3, Firearms 4, Investigation 4, Melee 2, Repair 5, Mechanics 4,
Stealth 2, Research 4, Occult 4, Science 4 Physics/Propulsion
Background: Allies 2(fellow SS),Arcane 2,Avatar 2 (SS), Resources 2,
Willpower: 6 Arete:4 Quintesence:8 Paradox:5 Spheres:Matter 4, Forces 3, Prime 3, Corr 1, Time 2
Image:Dressed in grey fatiques with a SS patch and own curious stylistic additions. While nationalistic, these mages hold love of country, but are too preoccupied by thier pet projects to notice the horror going on around them. They are usually swayed to not investigate by the vast sums of money the Reich invests in thier super-technology. Only the most twisted-nephadic enjoy the exploits of the Reich or are too callous to care. They see what they are doing as the golden age of Technology and the leaps they have made in sleeper acceptance are astounding.
Quote: " Nien! Nien! Nien!....Das ist schelckt! Hinter van Tafle!"
Equip: Walther PPK 6 dif, 15m 2, 8 clip, 4 dam,
raygun
German Get o Fenris
Homid, Ahroun, Get
Demeanor: Masochist
Physical: Strength 4 (6/8/7/5), Dexterity 3 (3/4/5/5), Stamina 5 (7/8/8/7) Social: Charisma 2, Manipulation 3 (2/1/1/1), Appearance 2 (1/0/2/2)
Mental: Perception 5, Intelligence 3, Wits 4
Abilities: Atheletics 4, Brawl 4, Dodge 3 , Firearms 3, Heavy Weapons 3, Intimidation 4, Animal Ken 3, Leadership 2, Survival 4, Occult 2, Melee 5,
Military Procedure 1, Tracking 3, Stealth 3, Primal-urge 3
Background: Allies 2(fellow Get), Pure Breed 2, Resorces 2
Willpower: 5 Rank: 3 Rage:8 Gnosis:3 Gifts: 1) Razor claws, Resist pain, 2)Snarl of the predator, 3) Might of thor,
Image:Dressed in an average solder's gear but somehow more feral and aggresive. Too caught up in the ultra-nationalism, they will not realize until much later the Horrors the Reich will visit on the world. AT this point they see the war as an excellent chance to expand the base of thier kinfolk and perhaps a return to a ermanicly ruled Europe like in the `good ol' days' before the weaver took over Gaia. They agree with the hammer and lighting approach of the Reich and dismiss the cruelty they see as just `there are always people like dat'!'.
Quote: " Was machst Du? Die!"
Equip: Mauser MG-42 MMG 8 dif, 300m, 40, 50 clip, 7 dam,
Klaive LVL 4,Gnosisi 6, 6 dif (str+2)
German Shepard-guard dogs
Physical: Strength 4 ,Dexterity 3, Stamina 3Mental: Perception 3, Intelligence 2, Wits 3
Attacks: Bite/5 dice, Claw/4 dice
Abilities: Alertness 3, Atheletics 2,
Brawl 3, Dodge 3, Smell 3
Willpower: 5 Health levels: OK, -1, -1, -2, -2, -5
Weight: 40+ lbs.
Quote: GRRRRRRRR!!!!!!
Demeanor: Conformist
Attr: Strength 3,
Dexterity 3, Stamina 3, Charisma 1, Manipulation 1, Appearance 2, Perception 2, Intelligence 2, Wits 3
Abilities: Alertness 2, Atheletics 1, Brawl 3, Dodge 3 , Drive 3, Firearms 4, Intimidation 2, Law 1, Leadership 1, Melee 2,
Military Procedure 3, Repair 2,Stealth 2,
Background: Allies 2(fellow Soldiers), Influence 1 (Reich), Resources 1 Willpower: 4
Image: Grey outfit and Helmet. A Half-scared young man who covers it with false bravado. A basic circumstantial grunt.
Quote: " Halten Zie!"
Equip: Mauser 98 K rifle,6, 300m, 2, 10 clip, 5 dam, Granades-4, Knife (str+2)
German officer
Demeanor: Manipulator
Attr: Strength 3, Dexterity 3, Stamina 3, Charisma 3, Manipulation 4, Appearance 3, Perception 2, Intelligence 3, Wits 3
Abilities: Alertness 2, Atheletics 1, Brawl 2, Dodge 3 , Drive 2, Firearms 4, Intimidation 3, Investigation 3, Law 1,
Leadership 4, Melee 2, Military Procedure 4, Stealth 1, Torture 3, Interrogation 4
Background: Allies 3(Reich), Contacts 3, Influence 3 (Reich), Resources 3 Willpower: 5
Image: Grey Uniform with officer's pins. Self confident and slippery, this one always looks out for number one while furthering the German cause. Always looking for comfort and profits beyond the war, these men are the most corruptable as long as they think they won't get caught. They often follow the lettter of the law if not the
spirit, willing to turn a blind eye to indiscretions if the bribe is large enough-but don't expect loyalty from him if his neck is on the chopping block- caution is advised.
Quote: "" Schnell! Schnell!"
Equip: Sch Machine Pistol -MP38, 7/8 diff, 20m, 9, 21 clip, 4 dam, Walther PPK 6 dif, 15m 2, 8 clip, 4 dam
SS-Shocktrooper-Geheime Staatspolizei (Secret police), Gestapo
Demeanor: Fanatic,Thrill-seeker
Attr: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 2, Appearance 2, Perception 3, Intelligence 3, Wits 4
Abilities: Alertness 3, Atheletics 2, Brawl 4, Dodge 3 , Drive 3, Firearms 4 (crack shot), Intimidation 4, Investigation 2, Melee 4,
Military Procedure 4, Tracking 4, Repair 2, Stealth 3, Torture 3, Interrogation 3
Background: Allies 2(fellow SS), Contacts 2, Influence 2 (SS), Resources 2 Willpower: 6
Image:Dressed in all black Suits with a SS patch, nasty to enemies of Reich and uses authority to abusive levels. They are responsible for enforcing the reich's laws in any occupied German land. They are sadistic and seem to enjoy abusing thier power to extreme levels, probably due to boredom and can be extremely vengefully petty at times.
Quote: " Guten Tag. Dieser zeit ist gut"
equip: Sch Machine Pistol -MP38, 7/8 diff, 20m, 9, 21 clip, 4 dam,Walther PPK 6 dif, 15m 2, 8 clip, 4 dam, Grenade 4
*Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500/15 clip, 4 dam,
* Flamethrower, 7 dif, 50m, 1, 10 shots, napalm dam,
*Denotes one or two members of unit only has this ability
SS Elite- SS Verfügungstruppe- Assault Troops akin to rangers.
Demeanor: Bravo
Attr: Strength 4, Dexterity 4, Stamina 3, Charisma 3, Manipulation 3, Appearance 4, Perception 3, Intelligence 4, Wits 5
Abilities: Alertness 3, Atheletics 2, Artillary 4, Brawl 4 (Comando Combat), Camouflage 4, Dodge 3 , Drive 3, Fast Draw 3, Firearms 5 (crack shot),
Intimidation 5, Investigation 4, Melee 5, Military Procedure 4, Tracking 3, , Stealth 3, Torture 4, Interrogation 4, *Heavy Weapons 4, Parachuting 3
Background: Allies 4(fellow SS), Contacts 4, Influence 4 (SS), Resources 4 Willpower: 7
Image:Dressed in all black fatiques with a SS patch and bristling with heavy weapons. Brutal and fantical about his cause and will kill w/o remorse. These are the troops that Hitler's Generals will send when they don't want a mission to fail. Trained exhaustively 8 months and culled to be best of the best in the Reich's killers
also are perfect examples of the `Arayan' race.
Quote: " Du bist eine schwine hund!"
Equip:Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500/15 clip, 4 dam,
Mauser Pistol 6 dif, 25m 2, 8 clip, 5 dam
Mauser MMG 8 dif, 300m, 40 , 50 clip, 7 dam,
Phosphorus Grenades 4,
Fragmentation grenades 4
SS-Officer the Verfügungstruppen were Hitler's personal guard unit
Demeanor: Autocratic
Attr: Strength 3, Dexterity 3, Stamina 3, Charisma 4, Manipulation 5, Appearance 4, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 3, Atheletics 2, Brawl 3, Dodge 4, Firearms 5 (crack shot), Intimidation 5, Investigation 4, Melee 4,
Military Procedure 5, Stealth 2, Torture 5, Interrogation 5, Leadership 5
Background: Allies 5(fellow SS), Contacts 5, Influence 5 (SS), Resources 5 Willpower: 8
Image:Dressed in all black fatiques with a SS patch,considers himself the ultimate Aryan and Superior to all others in Reich- except the Furher of course, These men are found whenever a Reich VIP is in tow. Beware of these soliers for they are quite good at what they do and they do it without remorse or pity.
Quote: Hmmmm"
Equip: Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500/15 clip, 4 dam,
Mauser Pistol 6 dif, 25m 2, 8 clip, 5 dam
THULE Agent
Demeanor: Plotter
Attr: Strength 4, Dexterity 3, Stamina 4, Charisma 4, Manipulation 4, Appearance 3, Perception 4, Intelligence 4, Wits 4
Abilities: Alertness 3, Atheletics 2, Brawl 4, Dodge 3 , Drive 3, Fast Draw 3, Firearms 5 (crack shot),Intimidation 3, Investigation 4, Melee 5,
Military Procedure 3, Tracking 3, Repair 2 ,Stealth 3, Torture 2, Interrogation 4,Research 4, Alchemy 4, Occult 4, Archelogy 3
Background: Allies 3(fellow THULE), Contacts 4, Influence 4 (SS/THULE), Resources 4 Willpower: 9
Image:Dressed in all black fatiques with a TS patch, cool and calculating about his cause and will kill if need be. This perosn is the ultimate spy and he has been prepared for any supernatural threat. He is a for-warned and for-armed. He will stop at nothing to attain his target but will not sacrifice himself. Well versed in the human condition, he is not above sending others as sacrifices to do his dirty work. Oft times, he will manipulate local Military with his high rank never telling them
the nature of his mission but be accorded status usually only to the likes of Goering .
Quote: " JA. Das Geld ist Gut"
Equip:, Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500 drum/15 clip, 4 dam,
Mauser Pistol 6 dif, 25m 2, 8 clip, 5 dam
* Flamethrower, 7 dif, 50m, 1, 10 shots, napalm dam,
Silver rounds 2 clips of 8,
Phosphorus Grenades 2,
Nerve gas grenades 2,
Silver Knife (str +2),
THULE Elite
Demeanor: Architect
Attr: Strength 3, Dexterity 3, Stamina 3, Charisma 2, Manipulation 4, Appearance 3, Perception 5, Intelligence 5, Wits 4
Abilities: Alertness 3, Atheletics 2, Brawl 3, Dodge 3 , Drive 2, Firearms 3, Intimidation 4, Investigation 4, Melee 2,
Military Procedure 3, Torture 3, Interrogation 3,Research 4, Alchemy 4, Occult 5, Thelogy 3, Ancient history 5, Linguistics 5
Background: Allies 5(fellow SS/THULE), Contacts 5, Influence 5 (SS/THULE), Resources 5 Willpower: 10
Image:Dressed in all black fatiques with a TS patch, Sometimes civialian gear. This man in his `day-job' is a powerful and wealthy tycoon owning
lucurative conglomerates. During war-time he is making a killing and has found a chance to find an outlet for him and his friend's hobby- the occult. This person comes from all walks of life and all nations. He can be a news-paper tycoon, a Wealthy British Hieress, a Brilliant Scientist. The one thing they all
share are interest in the pragmatic power of mythic occult items and enormous resources.
Quote: "Equtanis, Seculrous, Fecilitorus.."
Equip: Schmeisser MP-40 SMG 7.8 dif, 20m, 15, 500/15 clip, 4 dam,
Walther PPK 6 dif, 15m 2, 8 clip, 4 dam
Silver rounds 2 clips of 15,
Phosphorus Grenades 3,
Silver Knife (str +2),
Hedge Item
THULE Mage (SoE, Iteration-X) Adept
Demeanor: Fanatic
Attr: Strength 2, Dexterity 3, Stamina 3, Charisma 3, Manipulation 2, Appearance 3, Perception 5, Intelligence 5, Wits 4
Abilities: Alertness 3, Brawl 2, Camouflage 4, Dodge 3 , Drive 3, Firearms 4, Investigation 4, Melee 2, Repair 5, Mechanics 4,
Stealth 2, Research 4, Occult 4, Science 4 Physics/Propulsion
Background: Allies 2(fellow SS),Arcane 2,Avatar 2 (SS), Resources 2,
Willpower: 6 Arete:4 Quintesence:8 Paradox:5 Spheres:Matter 4, Forces 3, Prime 3, Corr 1, Time 2
Image:Dressed in grey fatiques with a SS patch and own curious stylistic additions. While nationalistic, these mages hold love of country, but are too preoccupied by thier pet projects to notice the horror going on around them. They are usually swayed to not investigate by the vast sums of money the Reich invests in thier super-technology. Only the most twisted-nephadic enjoy the exploits of the Reich or are too callous to care. They see what they are doing as the golden age of Technology and the leaps they have made in sleeper acceptance are astounding.
Quote: " Nien! Nien! Nien!....Das ist schelckt! Hinter van Tafle!"
Equip: Walther PPK 6 dif, 15m 2, 8 clip, 4 dam,
raygun
German Get o Fenris
Homid, Ahroun, Get
Demeanor: Masochist
Physical: Strength 4 (6/8/7/5), Dexterity 3 (3/4/5/5), Stamina 5 (7/8/8/7) Social: Charisma 2, Manipulation 3 (2/1/1/1), Appearance 2 (1/0/2/2)
Mental: Perception 5, Intelligence 3, Wits 4
Abilities: Atheletics 4, Brawl 4, Dodge 3 , Firearms 3, Heavy Weapons 3, Intimidation 4, Animal Ken 3, Leadership 2, Survival 4, Occult 2, Melee 5,
Military Procedure 1, Tracking 3, Stealth 3, Primal-urge 3
Background: Allies 2(fellow Get), Pure Breed 2, Resorces 2
Willpower: 5 Rank: 3 Rage:8 Gnosis:3 Gifts: 1) Razor claws, Resist pain, 2)Snarl of the predator, 3) Might of thor,
Image:Dressed in an average solder's gear but somehow more feral and aggresive. Too caught up in the ultra-nationalism, they will not realize until much later the Horrors the Reich will visit on the world. AT this point they see the war as an excellent chance to expand the base of thier kinfolk and perhaps a return to a ermanicly ruled Europe like in the `good ol' days' before the weaver took over Gaia. They agree with the hammer and lighting approach of the Reich and dismiss the cruelty they see as just `there are always people like dat'!'.
Quote: " Was machst Du? Die!"
Equip: Mauser MG-42 MMG 8 dif, 300m, 40, 50 clip, 7 dam,
Klaive LVL 4,Gnosisi 6, 6 dif (str+2)
German Shepard-guard dogs
Physical: Strength 4 ,Dexterity 3, Stamina 3Mental: Perception 3, Intelligence 2, Wits 3
Attacks: Bite/5 dice, Claw/4 dice
Abilities: Alertness 3, Atheletics 2,
Brawl 3, Dodge 3, Smell 3
Willpower: 5 Health levels: OK, -1, -1, -2, -2, -5
Weight: 40+ lbs.
Quote: GRRRRRRRR!!!!!!
preacher
Preacher
kindred christian called preacher he believes that it is his calling from god
to draw all of cains curses blood into him self. 5th gen has true faith. Believes himself to be thomas
jesuses twin
he opperates under the belief that he should do no harm to humans.
Feeding restrictions vampires , nature fanatic, demeaner fanatic
flaw Merit
hunted 4pt Higher purpose 1pt
intolerance (vampires)1pt Code of honor 1pt
prey exclusion humans1pt Edecit memory 2pt
vengence vampires 2pt Iron will 3pt
driving goal 3pt diabolize all vampires danger sense2pt
hatred 3pt vampires Destiny4pt
dark fate 5pt Charmed existence 5pt
Gardian angel 6 pt
True faith 7pt
willpower 10
conscience 5
self-control 5
courace 5
influence church *8
resources 5+
true faith 10
malvian 5th gen embraced 10th gen
derangement diablerie Addiction
disciplines
auspex*6
obfuscate *8
dominate *6
celerity*6
potence*6
fortitude*8
protean*8
thaum*7
path mercury *5
path blood*5
path lure of flame*5
path oneiromancy*4
path weather control*5
path movement of mind*5
kindred christian called preacher he believes that it is his calling from god
to draw all of cains curses blood into him self. 5th gen has true faith. Believes himself to be thomas
jesuses twin
he opperates under the belief that he should do no harm to humans.
Feeding restrictions vampires , nature fanatic, demeaner fanatic
flaw Merit
hunted 4pt Higher purpose 1pt
intolerance (vampires)1pt Code of honor 1pt
prey exclusion humans1pt Edecit memory 2pt
vengence vampires 2pt Iron will 3pt
driving goal 3pt diabolize all vampires danger sense2pt
hatred 3pt vampires Destiny4pt
dark fate 5pt Charmed existence 5pt
Gardian angel 6 pt
True faith 7pt
willpower 10
conscience 5
self-control 5
courace 5
influence church *8
resources 5+
true faith 10
malvian 5th gen embraced 10th gen
derangement diablerie Addiction
disciplines
auspex*6
obfuscate *8
dominate *6
celerity*6
potence*6
fortitude*8
protean*8
thaum*7
path mercury *5
path blood*5
path lure of flame*5
path oneiromancy*4
path weather control*5
path movement of mind*5
|
mentals
perception*8 intelligence*5 wits*5 knowledges investigation*5 linguistics*5 occult*5 academics : theology*8 lore : kindred *6 |
1 - Blood Rush (Sabbat)
The vampire may make herself feel as though
she has fed, even is she hasn’t. This may be used for pleasure, or to curb
thirst-related frenzy. Lasts one hour.
1 - Defense of the Sacred Haven
This ritual takes an hour to perform, and uses up one blood point. The
vampire may put a drop of her blood on each window in an area, up to twenty feet
away from the ritual site. All sunlight that would go in through these windows
is instead reflected by them. This ritual lasts as long as the vampire is in the
area.
1 - Deflection of Wooden DoomThis ritual involves standing in a circle
of wood, and putting a splinter in one’s mouth. One wooden melee weapon that is
about to penetrate the vampire’s heart will instead disintegrate. A weapon that
is only held threateningly, without the intent to stab the vampire, will not be
affected. Lasts until sunset, or until it affects a weapon.
1 - Dominoe of Life (Sabbat)
The vampire may simulate one human trait. Any trait, from the warmth of
human flesh, to tears, can be assumed. Lasts one night.
1 - Engaging the Vessel of Transference
This ritual involves
putting blood in a container, sealing it, and engraving a rune on it, and takes
three hours. This container will take some blood from, and empty its current
load into, anyone who touches it, who will only feel a shiver. If the rune is
not covered, a roll of Intelligence + Occult, difficulty 8, will reveal it to
read "change blood". This container will act as described, again and again,
until broken open.
1 - Illuminate Trail of the Prey (Sabbat)
The vampire may make the trail of a specific victim glow in such a way
that only she can see it. All paths, from an airplane’s vapor trails to
footprints, will be shown. A starting point is required, as is an initial
sighting of the victim, and the spell is nullified if the vampire wades in or is
immersed in water.
1 - Preserve Blood (Sabbat)
This ritual involves burying an earthenware container for three nights.
Blood may be preserved in such a container by putting in a little burdock,
reciting a few incantations, and sealing it with wax. This blood will be
preserved until the container is broken or opened. This continer can not be used
twice with the same blood.
1 - Purity of Flesh
This ritual involves concentrating for ten minutes in a lotus position, surrounded by thirteen sharp stones, and then spending a blood point. This ritual will remove all foreign matter from the vampire, good or bad. (This includes fake limbs, breast implants, surgical appliances, poisons, drugs, wooden splinters, etc.) This also affects matter touching her, and those performing this ritual would be advised to do it in the nude.
1 - Rebirth of Mortal Vanity
This ritual requires strands of hair
from mortal children, and involves gesturing in front of a mirror for an hour.
This ritual causes the vampire’s hair to grow one inch for each child from whom
hair was taken and used. This hair will remain until cut. If the vampire wishes
to perform this ritual for another, she must also be in front of the mirror.
1 - Wake with Evening’s Freshness
This ritual takes a half-hour to perform, and involves burning feathers,
and spreading the ashes over the sleeping area. The vampire who performs this
ritual may awaken at the slightest sign of danger, and the rules involving
Humanity, regarding the ability to awaken and remain awake, are waived for the
first few turns. Lasts until sunset.
1 - Will o’ the Wisp (Sabbat)
The vampire may turn a small branch
from a willow tree into a floating ball of light that is under her mental
command, that will continue to glow if within sight of the vampire.
Level 2 Rituals
2 - Blood Walk
Roll: Perception + Empathy, difficulty 6
This ritual involves a point
of the target’s vitae, which is tasted, and three hours of meditation. The
vampire will learn the true name of the target, her personality, any and all
blood bonds, etc. Each success reveals the next step of the vampire’s
lineage.
2 - Donning the Mask of Shadows
Roll: Willpower, difficulty 6
Resist: Intelligence + Alertness,
difficulty Wits + Stealth
This ritual takes twenty minutes to cast. The
vampire may make herself unnoticeable to others, for one hour per success. Those
with Auspex make the resistance roll above with a difficulty reduced by three.
Animals will automatically sense the vampire.
2 - Eyes of the Night Hawk (Sabbat)
This ritual involves soaking birdseed in a solution of bizarre
ingredients, and feeding it to a bird. What the bird hears, the vampire will
hear. What the bird sees, the vampire will see if she closes her eyes. The bird
may be commanded where to travel, but no other commands may be made. Lasts one
night.
2 - Impassable Trail (Sabbat)
This ritual involves rubbing one’s feet on deerskin. The vampire may pass
through even a dense forest, leaving only olfactory evidence of her passing.
Lasts one night.
2 - Machine Blitz (Sabbat)
By concentrating on a machine, the vampire can make machines go haywire
in the manner of her choosing, but within reasonable behavior for the
machine.
2 - Power of the Invisible Flame (Sabbat)
This ritual must be cast around a fire at least the size of a torch, and
the vampire must know the Thaumaturgy Path Lure of Flames. The vampire can make
flames made by the Thaumaturgy Path Lure of Flames invisible. Lasts one night.
2 - Principle Focus of Vitae Infusion
This four-hour ritual requires an object that can be held in both hands.
A blood point belonging to the vampire may be stored in this object, and if the
enchantment is dispelled, the object will disintegrate, releasing the blood.
This ritual may be done for another vampire, but the blood must still belong to
the caster.
2
Puissant Shield
(DM)
2 - Recure of the Homeland (Sabbat)
This ritual puts an enchantment on any amount of dirt from the place of
the vampire’s birth. A handful of dirt so prepared may be used to heal one
aggravated wound per night. This ritual may only be cast once per night. This
dirt can only be so used once.
2 - Summon Guardian Spirit (Sabbat)
The vampire may summon a spirit to alert her to danger should it arise,
but this spirit is only visible in time of danger, and is mute. It must warn the
vampire by creating physical disturbances, IE Embody or Outrage. The spirit
remains for twenty-four hours.
2 - Ward Versus Ghouls
This ten-hour ritual requires a point of
mortal blood, in addition to the object being made into a ward. This object,
when touching a ghoul, will do three dice of damage, difficulty Stamina +
Fortitude of the ghoul, and the ghoul must spend a willpower point to touch it
again. If this ward is placed on a door or an unbroken circle, the ghoul will be
unable to pass it. If a bullet is warded, then five successes are required on
the Firearms roll to leave the bullet in the body where it will continue doing
damage. (This only works on smaller calibers.)
Level 3 Rituals
3 - Clinging of the Insect (Sabbat)
This ritual involves eating a small spider alive. The vampire may climb
on any wall or ceiling that will support her weight, teflon and similar surfaces
excepted.
3 - Eldritch Glimmer (Sabbat)
This ritual requires a piece of vinegar-soaked sandstone. The vampire
may, for the cost of one blood point each, shoot one energy bolt per turn. To
hit someone, roll Perception + Firearms, difficulty 6, and these bolts do three
dice of damage. The vampire glows in green light for the duration of this
ritual.
3 - Fire in the Blood (Sabbat)
The vampire may heat a target’s blood. The result is not only painful,
but unless vampire makes a Wits + Medicine roll of difficulty 7 first, every
action she takes requiring a physical attribute roll causes an aggravated wound.
3 - Flesh of Fiery Touch
This ritual involves swallowing a small burning coal, taking one die of
aggravated damage. (The vampire must spend one willpower point to bring herself
to do this.) Any vampire who touches the caster will take one die of aggravated
damage for each turn that she is touching the caster. This ritual lasts until
the next dusk, and for the effective time of the ritual, the vampire’s skin is
slightly tanned, which may be noticed with a roll of Perception, difficulty 8.
This is only a defensive ritual; the caster can not do aggravated damage by
touching another vampire.
3 - Friend of the Trees (Sabbat)
This ritual involves planting an acorn. In woods, those following the
vampire will only be able to move half-speed, due to an unusual tendency of the
trees, vines, and roots to get in their way.
3 - Illusion of Peaceful Death (Milwaukee by Night)
This ritual involves dusting a corpse with a white feather, and has the
effect of hiding all signs of unnatural death on a corpse, making the deceased
appear to have died of natural causes. This will not hide exsanguination; only
obvious signs.
3 - Moonlight Dancers (Black Hand)The vampire may create illusions of
persons and music from a period of history of her choice, which will then dance.
These illusions will be mistaken for ghosts by those unfamiliar, but are not
real or even sentient -- just figments of everyone’s imaginations created to put
on an entertaining show. Lasts until sunrise, though the vampire may end it
before then.
3 - Noncorporeal Passage
Roll: Wits + Survival, difficulty 6
This one-hour ritual requires a fragment of a mirror, and makes the vampire
incorporeal for one hour per success, as long as she can see herself in the
mirror. In this state, she may move through solid objects (in a straight line
only), and is impervious to physical attack.
3 - Pavis of Foul Presence
This ritual requires a blue silk cord, tied around the neck. All powers
of Presence used on the vampire are instead turned on the user. Lasts one night,
as long as the cord remains tied.
3 - Rotten Wood (Sabbat)
This ritual must be set up in advance. The vampire may, by use of a word
and a touch, turn any wooden object to dust.
3 - Shaft of Belated Quiescence
This five-hour ritual involves carving symbols on a stake of ash, coating
it with one’s own blood, and blackening it in an oak wood wire. The resulting
stake’s tip will break off in a victim, and travel towards the heart, with
predictable results. It will reach the heart in 1d10 days, and can only be
removed by cutting the target open... and the stake point will try to dodge
anyone who tries to do this.
3 - Summon Mischievous Spirit (Sabbat)
Roll: Charisma + Spirit Lore, difficulty 7
The vampire may summon a
poltergeist. This spirit will not usually intentionally injure a victim; it just
wants to drive her bat-shit. However... accidents happen. How the spirit annoys
the victim is up to the Storyteller. This spirit remains for the following
periods of time:
1 suc. one hour.
2 suc. one night.
3 suc. one
week.
4 suc. one month.
5 suc. one year.
3 - Touch of Nightshade (Sabbat)
Resist: Stamina + Fortitude, difficulty 6
This ritual involves rubbing
a little nightshade juice on one’s hand, and touching a victim. The victim rolls
as above. On failure, if mortal, she dies. Otherwise, the victim suffers a +1
difficulty modifier for each success less than three, for the remainder of the
night.
3 - Ward Versus Lupines
This ten-hour ritual requires some silver dust, in addition to the object
being made into a ward. If this ward is placed on a door or an unbroken circle,
the lupine will be unable to pass it. If a bullet is warded, then five successes
are required on the appropriate Firearms roll to leave the bullet in the body
where it will continue doing damage. (This only works on smaller calibers.) This
object, when touching a lupine, does three dice of damage, difficulty Stamina +
Survival of the lupine, and the lupine must spend a willpower point to touch it
again.
Level 4 Rituals
4 - Binding the Beast
Roll: Manipulation + Empathy, difficulty 10 - Humanity
This ritual
involves drinking a point of the victim’s blood, and pushing an iron spike
through one’s own hand. (This ritual inflicts two levels of damage that can not
be soaked.) The target will be unable to frenzy, regain willpower, or spend more
than one blood point per turn. In addition, she must roll Courage, difficulty 6,
to feed, and roll Willpower, difficulty 7, to use any of her disciplines. Lasts
one day per success.
4 - Fire Walker (Sabbat)
This ritual involves rubbing a prepared salve on one’s bare feet, and
gives the vampire twice her normal soak against fire.
4 - Invisible Chains of Binding (Sabbat)
The vampire may, with a few gestures, immobilize up to four victims in
invisible restraints, and these victims may not move unless they roll Strength,
and get two successes in a turn. If this occurs, the restraints cease to
work.
4 - Mirror Walk (Sabbat)
This ritual requires a ring with an emerald in it. The vampire may use
any sufficiently large mirror as a portal to the nearest other sufficiently
large mirror, and may take one person with her. The mirror ripples, and the
emerald glows, as this ritual is performed. Once the mirror stops rippling, the
vampire can not be followed. If the mirror stops rippling with a pursuer halfway
in, she is cut in two, though she may be allowed to escape with a roll of
Dexterity + Dodge, difficulty 7.
4 - Rending Sweet Earth (Milwaukee by Night)
This ritual involves repeatedly thrashing a section of ground with a
leather whip. When it is performed, a 10' × 10' section of earth will disappear.
If a vampire happens to be earth-melded in that section of earth, she will be
awakened as the earth around her disappears, unless she is in torpor.
4 - Splinter Servant
This two-day ritual involves reciting incantations over a stake from a
tree that grew in a graveyard, wrapping it in nightshade twine, and sealing it
with wax. The resulting object may be peeled, and commanded to attack a target,
at which point it will splinter to make appendages to propel itself toward its
target. It will continue pursuit until destroyed, or reduced to so many
splinters that they are inanimate. This stake will always go for the heart, and
will often continue to splinter once in the heart.
4 - Ward Versus Kindred
This ten-hour ritual requires a point of vampire blood, in addition to
the object being made into a ward. This object, when touching a vampire, will do
three dice of damage, difficulty Stamina + Fortitude of the vampire, and the
vampire must spend a willpower point to touch it again. If this ward is placed
on a door or an unbroken circle, the vampire will be unable to pass it. If a
bullet is warded, then five successes are required on the appropriate Firearms
roll to leave the bullet in the body where it will continue doing damage. (This
only works on smaller calibers.)
4 - Respect of Animals (Sabbat)
The vampire will not be considered as a meal, sprayed, mutilated, or
otherwise outraged by any animal she meets. Lasts four hours.
Level5
Blood Contract
(PG)
Stone Slumber
(PG)
Raise the Dead
(PG)
Ritual of Holding
(PG)
The vampire may make herself feel as though
she has fed, even is she hasn’t. This may be used for pleasure, or to curb
thirst-related frenzy. Lasts one hour.
1 - Defense of the Sacred Haven
This ritual takes an hour to perform, and uses up one blood point. The
vampire may put a drop of her blood on each window in an area, up to twenty feet
away from the ritual site. All sunlight that would go in through these windows
is instead reflected by them. This ritual lasts as long as the vampire is in the
area.
1 - Deflection of Wooden DoomThis ritual involves standing in a circle
of wood, and putting a splinter in one’s mouth. One wooden melee weapon that is
about to penetrate the vampire’s heart will instead disintegrate. A weapon that
is only held threateningly, without the intent to stab the vampire, will not be
affected. Lasts until sunset, or until it affects a weapon.
1 - Dominoe of Life (Sabbat)
The vampire may simulate one human trait. Any trait, from the warmth of
human flesh, to tears, can be assumed. Lasts one night.
1 - Engaging the Vessel of Transference
This ritual involves
putting blood in a container, sealing it, and engraving a rune on it, and takes
three hours. This container will take some blood from, and empty its current
load into, anyone who touches it, who will only feel a shiver. If the rune is
not covered, a roll of Intelligence + Occult, difficulty 8, will reveal it to
read "change blood". This container will act as described, again and again,
until broken open.
1 - Illuminate Trail of the Prey (Sabbat)
The vampire may make the trail of a specific victim glow in such a way
that only she can see it. All paths, from an airplane’s vapor trails to
footprints, will be shown. A starting point is required, as is an initial
sighting of the victim, and the spell is nullified if the vampire wades in or is
immersed in water.
1 - Preserve Blood (Sabbat)
This ritual involves burying an earthenware container for three nights.
Blood may be preserved in such a container by putting in a little burdock,
reciting a few incantations, and sealing it with wax. This blood will be
preserved until the container is broken or opened. This continer can not be used
twice with the same blood.
1 - Purity of Flesh
This ritual involves concentrating for ten minutes in a lotus position, surrounded by thirteen sharp stones, and then spending a blood point. This ritual will remove all foreign matter from the vampire, good or bad. (This includes fake limbs, breast implants, surgical appliances, poisons, drugs, wooden splinters, etc.) This also affects matter touching her, and those performing this ritual would be advised to do it in the nude.
1 - Rebirth of Mortal Vanity
This ritual requires strands of hair
from mortal children, and involves gesturing in front of a mirror for an hour.
This ritual causes the vampire’s hair to grow one inch for each child from whom
hair was taken and used. This hair will remain until cut. If the vampire wishes
to perform this ritual for another, she must also be in front of the mirror.
1 - Wake with Evening’s Freshness
This ritual takes a half-hour to perform, and involves burning feathers,
and spreading the ashes over the sleeping area. The vampire who performs this
ritual may awaken at the slightest sign of danger, and the rules involving
Humanity, regarding the ability to awaken and remain awake, are waived for the
first few turns. Lasts until sunset.
1 - Will o’ the Wisp (Sabbat)
The vampire may turn a small branch
from a willow tree into a floating ball of light that is under her mental
command, that will continue to glow if within sight of the vampire.
Level 2 Rituals
2 - Blood Walk
Roll: Perception + Empathy, difficulty 6
This ritual involves a point
of the target’s vitae, which is tasted, and three hours of meditation. The
vampire will learn the true name of the target, her personality, any and all
blood bonds, etc. Each success reveals the next step of the vampire’s
lineage.
2 - Donning the Mask of Shadows
Roll: Willpower, difficulty 6
Resist: Intelligence + Alertness,
difficulty Wits + Stealth
This ritual takes twenty minutes to cast. The
vampire may make herself unnoticeable to others, for one hour per success. Those
with Auspex make the resistance roll above with a difficulty reduced by three.
Animals will automatically sense the vampire.
2 - Eyes of the Night Hawk (Sabbat)
This ritual involves soaking birdseed in a solution of bizarre
ingredients, and feeding it to a bird. What the bird hears, the vampire will
hear. What the bird sees, the vampire will see if she closes her eyes. The bird
may be commanded where to travel, but no other commands may be made. Lasts one
night.
2 - Impassable Trail (Sabbat)
This ritual involves rubbing one’s feet on deerskin. The vampire may pass
through even a dense forest, leaving only olfactory evidence of her passing.
Lasts one night.
2 - Machine Blitz (Sabbat)
By concentrating on a machine, the vampire can make machines go haywire
in the manner of her choosing, but within reasonable behavior for the
machine.
2 - Power of the Invisible Flame (Sabbat)
This ritual must be cast around a fire at least the size of a torch, and
the vampire must know the Thaumaturgy Path Lure of Flames. The vampire can make
flames made by the Thaumaturgy Path Lure of Flames invisible. Lasts one night.
2 - Principle Focus of Vitae Infusion
This four-hour ritual requires an object that can be held in both hands.
A blood point belonging to the vampire may be stored in this object, and if the
enchantment is dispelled, the object will disintegrate, releasing the blood.
This ritual may be done for another vampire, but the blood must still belong to
the caster.
2
Puissant Shield
(DM)
2 - Recure of the Homeland (Sabbat)
This ritual puts an enchantment on any amount of dirt from the place of
the vampire’s birth. A handful of dirt so prepared may be used to heal one
aggravated wound per night. This ritual may only be cast once per night. This
dirt can only be so used once.
2 - Summon Guardian Spirit (Sabbat)
The vampire may summon a spirit to alert her to danger should it arise,
but this spirit is only visible in time of danger, and is mute. It must warn the
vampire by creating physical disturbances, IE Embody or Outrage. The spirit
remains for twenty-four hours.
2 - Ward Versus Ghouls
This ten-hour ritual requires a point of
mortal blood, in addition to the object being made into a ward. This object,
when touching a ghoul, will do three dice of damage, difficulty Stamina +
Fortitude of the ghoul, and the ghoul must spend a willpower point to touch it
again. If this ward is placed on a door or an unbroken circle, the ghoul will be
unable to pass it. If a bullet is warded, then five successes are required on
the Firearms roll to leave the bullet in the body where it will continue doing
damage. (This only works on smaller calibers.)
Level 3 Rituals
3 - Clinging of the Insect (Sabbat)
This ritual involves eating a small spider alive. The vampire may climb
on any wall or ceiling that will support her weight, teflon and similar surfaces
excepted.
3 - Eldritch Glimmer (Sabbat)
This ritual requires a piece of vinegar-soaked sandstone. The vampire
may, for the cost of one blood point each, shoot one energy bolt per turn. To
hit someone, roll Perception + Firearms, difficulty 6, and these bolts do three
dice of damage. The vampire glows in green light for the duration of this
ritual.
3 - Fire in the Blood (Sabbat)
The vampire may heat a target’s blood. The result is not only painful,
but unless vampire makes a Wits + Medicine roll of difficulty 7 first, every
action she takes requiring a physical attribute roll causes an aggravated wound.
3 - Flesh of Fiery Touch
This ritual involves swallowing a small burning coal, taking one die of
aggravated damage. (The vampire must spend one willpower point to bring herself
to do this.) Any vampire who touches the caster will take one die of aggravated
damage for each turn that she is touching the caster. This ritual lasts until
the next dusk, and for the effective time of the ritual, the vampire’s skin is
slightly tanned, which may be noticed with a roll of Perception, difficulty 8.
This is only a defensive ritual; the caster can not do aggravated damage by
touching another vampire.
3 - Friend of the Trees (Sabbat)
This ritual involves planting an acorn. In woods, those following the
vampire will only be able to move half-speed, due to an unusual tendency of the
trees, vines, and roots to get in their way.
3 - Illusion of Peaceful Death (Milwaukee by Night)
This ritual involves dusting a corpse with a white feather, and has the
effect of hiding all signs of unnatural death on a corpse, making the deceased
appear to have died of natural causes. This will not hide exsanguination; only
obvious signs.
3 - Moonlight Dancers (Black Hand)The vampire may create illusions of
persons and music from a period of history of her choice, which will then dance.
These illusions will be mistaken for ghosts by those unfamiliar, but are not
real or even sentient -- just figments of everyone’s imaginations created to put
on an entertaining show. Lasts until sunrise, though the vampire may end it
before then.
3 - Noncorporeal Passage
Roll: Wits + Survival, difficulty 6
This one-hour ritual requires a fragment of a mirror, and makes the vampire
incorporeal for one hour per success, as long as she can see herself in the
mirror. In this state, she may move through solid objects (in a straight line
only), and is impervious to physical attack.
3 - Pavis of Foul Presence
This ritual requires a blue silk cord, tied around the neck. All powers
of Presence used on the vampire are instead turned on the user. Lasts one night,
as long as the cord remains tied.
3 - Rotten Wood (Sabbat)
This ritual must be set up in advance. The vampire may, by use of a word
and a touch, turn any wooden object to dust.
3 - Shaft of Belated Quiescence
This five-hour ritual involves carving symbols on a stake of ash, coating
it with one’s own blood, and blackening it in an oak wood wire. The resulting
stake’s tip will break off in a victim, and travel towards the heart, with
predictable results. It will reach the heart in 1d10 days, and can only be
removed by cutting the target open... and the stake point will try to dodge
anyone who tries to do this.
3 - Summon Mischievous Spirit (Sabbat)
Roll: Charisma + Spirit Lore, difficulty 7
The vampire may summon a
poltergeist. This spirit will not usually intentionally injure a victim; it just
wants to drive her bat-shit. However... accidents happen. How the spirit annoys
the victim is up to the Storyteller. This spirit remains for the following
periods of time:
1 suc. one hour.
2 suc. one night.
3 suc. one
week.
4 suc. one month.
5 suc. one year.
3 - Touch of Nightshade (Sabbat)
Resist: Stamina + Fortitude, difficulty 6
This ritual involves rubbing
a little nightshade juice on one’s hand, and touching a victim. The victim rolls
as above. On failure, if mortal, she dies. Otherwise, the victim suffers a +1
difficulty modifier for each success less than three, for the remainder of the
night.
3 - Ward Versus Lupines
This ten-hour ritual requires some silver dust, in addition to the object
being made into a ward. If this ward is placed on a door or an unbroken circle,
the lupine will be unable to pass it. If a bullet is warded, then five successes
are required on the appropriate Firearms roll to leave the bullet in the body
where it will continue doing damage. (This only works on smaller calibers.) This
object, when touching a lupine, does three dice of damage, difficulty Stamina +
Survival of the lupine, and the lupine must spend a willpower point to touch it
again.
Level 4 Rituals
4 - Binding the Beast
Roll: Manipulation + Empathy, difficulty 10 - Humanity
This ritual
involves drinking a point of the victim’s blood, and pushing an iron spike
through one’s own hand. (This ritual inflicts two levels of damage that can not
be soaked.) The target will be unable to frenzy, regain willpower, or spend more
than one blood point per turn. In addition, she must roll Courage, difficulty 6,
to feed, and roll Willpower, difficulty 7, to use any of her disciplines. Lasts
one day per success.
4 - Fire Walker (Sabbat)
This ritual involves rubbing a prepared salve on one’s bare feet, and
gives the vampire twice her normal soak against fire.
4 - Invisible Chains of Binding (Sabbat)
The vampire may, with a few gestures, immobilize up to four victims in
invisible restraints, and these victims may not move unless they roll Strength,
and get two successes in a turn. If this occurs, the restraints cease to
work.
4 - Mirror Walk (Sabbat)
This ritual requires a ring with an emerald in it. The vampire may use
any sufficiently large mirror as a portal to the nearest other sufficiently
large mirror, and may take one person with her. The mirror ripples, and the
emerald glows, as this ritual is performed. Once the mirror stops rippling, the
vampire can not be followed. If the mirror stops rippling with a pursuer halfway
in, she is cut in two, though she may be allowed to escape with a roll of
Dexterity + Dodge, difficulty 7.
4 - Rending Sweet Earth (Milwaukee by Night)
This ritual involves repeatedly thrashing a section of ground with a
leather whip. When it is performed, a 10' × 10' section of earth will disappear.
If a vampire happens to be earth-melded in that section of earth, she will be
awakened as the earth around her disappears, unless she is in torpor.
4 - Splinter Servant
This two-day ritual involves reciting incantations over a stake from a
tree that grew in a graveyard, wrapping it in nightshade twine, and sealing it
with wax. The resulting object may be peeled, and commanded to attack a target,
at which point it will splinter to make appendages to propel itself toward its
target. It will continue pursuit until destroyed, or reduced to so many
splinters that they are inanimate. This stake will always go for the heart, and
will often continue to splinter once in the heart.
4 - Ward Versus Kindred
This ten-hour ritual requires a point of vampire blood, in addition to
the object being made into a ward. This object, when touching a vampire, will do
three dice of damage, difficulty Stamina + Fortitude of the vampire, and the
vampire must spend a willpower point to touch it again. If this ward is placed
on a door or an unbroken circle, the vampire will be unable to pass it. If a
bullet is warded, then five successes are required on the appropriate Firearms
roll to leave the bullet in the body where it will continue doing damage. (This
only works on smaller calibers.)
4 - Respect of Animals (Sabbat)
The vampire will not be considered as a meal, sprayed, mutilated, or
otherwise outraged by any animal she meets. Lasts four hours.
Level5
Blood Contract
(PG)
Stone Slumber
(PG)
Raise the Dead
(PG)
Ritual of Holding
(PG)