- •TAKE
- •Credits
- •Table of Contents
- •Introduction
- •History of the Covenant
- •Cults of the Crone
- •Acolytes in the City
- •The Circle of Unlife
- •Roles in the Covenant
- •Roles in the Philosophy
- •The Spirit World
- •Times of Remembrance
- •Joining the Covenant
- •Philosophy in Action
- •People of the Land
- •Sipan
- •Amanotsukai
- •Semioticians
- •Carnon
- •Gorgons
- •The Mara
- •Disciplines
- •Ralab
- •Devotions
- •Crúac Overview
- •New Crúac Rituals
- •Noncombatants
- •Combatants
Oh you who are born of the blood of the gods, […] easy is the descent to hell[.]”
—Virgil
chapter five
Disciplines
Amphivena
The mystic power of the Gorgons takes its name from the Amphisbaena, the serpent with a head at each end of its body, which is said by some to have been spawned from blood that dripped from Medusa’s severed head. Some modernGorgonsclaimtohaveencounteredoffspringofthe Amphisbaena,whoseyounghavespreadasfarasDelhiand London, if the legends are to be believed. The song of an amphisbaena (as any spawn of the Amphisbaena is called) issupposedlyenchantingormaddening,dependingonthe harmony or disharmony of the two heads.
The Gorgons’ unique Discipline of Amphivena grants its user power over serpents and her own body. Some of thesepowers,whenseenbyotherKindred,haveleadsome to mistake Gorgons for an offshoot of the Gangrel clan. But while this Discipline grant a Medusa bestial, shapeshiftingabilities,it’sultimateaimistoempowerheruseof the other Disciplines inherited from the Ventrue clan.
• Serpentine Rapport
The fundamental power of the Gorgons opens the vampire’s intuition to the manners and mindset of serpents. Modern Kindred sometimes call this “unlocking the lizard brain.” This base, animal sensibility grants the vampire insight and affinities that improve her abilities with other Disciplines and Skills, all stemming from her rapport with and reverence for the serpentine mind.
Cost: None
Dice Pool: This power requires no roll to activate and is consideredalways“on.”Thebasiceffectofthispowersimply augmentsthedicepoolsofotheractions.Inaway,thispower mightbeconsideredakindofuniversalSpecialtyinsnakesof allsorts.Thisgrantsthevampireseveralgeneralbenefits:
• First, the Gorgon gains a +2 bonus on all Animal Ken dice pools involving snakes (except those used to activate other powers of Amphivena). If the Gorgon already has an Animal Ken Specialty in snakes, this power’s +2 bonus replaces it. This bonus applies to Animalism dice pools involving Animal Ken as well.
•The Gorgon is considered to have a “Snakes” Specialty in any suitable Skill in which she has dots of her own. For many Skills, this Specialty grants no real benefit (for example, a “Snakes” specialty in Politics is nonsense and “Snakes” are not a suitable Specialty for combat Skills). A “Snakes” Specialty in Survival, for example, can help a Gorgon locate snakes in the wild. The Storyteller is the final judge of when this “universal Specialty” applies.
•TheGorgongainsa+2bonusondicepoolswhenusing the Leashing the Beast Power (Animalism •••••) while she or her subject is in contact with a snake subject to (or created with) Serpentine Union (Amphivena ••).
•The Gorgon’s snake ghouls gain a heightened, intuitive awareness of their supernatural state. They may use Vitae to heal themselves and augment Physical dice pools. Plus, the Gorgon’s snake ghouls may learn and use Heightened Senses (Auspex •) and Aura Perception (Auspex ••) if their regnant can teach it to them; these areusefulforGorgonswhouseSubsumetheLesserSpirit (Animalism ••••) on their ghouls.
Action: N/A
•• Serpentine Union
After a Gorgon has attained her supernatural intuition for the serpentine mind she learns to develop a mystic bond with the serpentine form. To gain powers from a snake, she must first enhance its own mystic potency by projecting hers onto it. Through the use of this power, a Gorgon can then absorb the snake into her body, thereby gaining several potential benefits from it.
Cost: 1 Willpower point
Dice Pool: Presence + Animal Ken + Amphivena vs. Composure + Blood Potency (Blood Potency, in this case, is a stand-in for whatever supernatural trait a subject snake might possess as a result of strange magic or other effects)
Action:Instant,contested;resistanceisreflexive.IfthesubjectsnakeistheGorgon’sthrall,resistancemaybewaived.
Roll Results
DramaticFailure:TheGorgonsomehowmis-channels her mystic power. The target snake immediately turns on
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her, attacking with all its might until it is dead or out of her presence. The snake enjoys a +3 bonus to its initial attack roll from the Gorgon’s spent Willpower point.
Failure: The Gorgon fails to channel her power into the target snake. Her Willpower point is wasted.
Success:TheGorgoninfusessomeofhersupernatural mightintothebodyofthesubjectsnake,therebypreparing it for a mystical union with her undead body. The Gorgon gains the benefits described below.
Exceptional Success: The character gains no special additional benefits above those described below.
Onceasnakeispreparedwithasuccessfulactivationroll, the Gorgon swallows it to complete the union. As long as the snake stays within her, she gains a +2 bonus on all perception-related dice pools involving smell or touch; her tonguebecomesvisiblyforkedandherskinbecomesdryand coarse.TheGorgonmayalsogaina+2bonustovision-based perception dice pools, but her eyes are visibly transformed into those of a snake during such actions. Finally, the Gorgongainsa+1bonustoeitherherDexterityorStrength,as decided when she activates the power.
An absorbed snake can also be transmuted into an amountofVitaeequaltoitsSize,withoutanyoftheusual potency loss associated with animal Vitae (see Vampire: The Requiem, p. 165), regardless of the Gorgon’s Blood Potency.Thisisaninstantaction.Onceasnakehasbeen consumedforVitae,itcanbetransmutedbackintoasnake (orsnakes)equalinSizetotheamountofVitaeexpended per turn. These conjured snakes are wholly mundane and not under the effects of Serpentine Union, though they may be subjected to any of the Gorgon’s Disciplines on subsequent turns. Transmuted snakes must leave the Gorgon’s body somehow, whether through the mouth or through cuts and slashes on her body.
Because spending Vitae is a reflexive action, the Gorgon can release snakes from her blood as a reflexive action as well. Thus she may loose tiny vipers from her body through a gash made in her gut by a fearsome witch-hunter, the snakes slipping out of her flesh where a mortal woman might bleed.
A Gorgon may only subject one snake to this power at a time. Once a snake has been digested into Vitae, the GorgonloosesanyperceptionorAttributebonusesderived fromit.AGorgonmayonlyabsorb(thatis,swollow)snakes of a Size equal to or less than her own minus one.
IfthispowerisusedonasnaketoolargefortheGorgon to absorb, she may instead feed from the snake to gain Vitaeonaone-for-oneratiotoitsSize,withoutanyofthe usualpotencylossassociatedwithanimalVitae,provided all such feeding is done within the same scene.
••• Arms of the Amphisbaena
Upon activation of this power, the Gorgon’s hands are transformed into grotesque lethal monstrosities like the heads of snakes. The precise effect varies from Gorgon to
Gorgon; some grow curved, yellow fangs from the pads of theirfingerswhileothersopengapingpinkmouthsontheir palms. Whatever the precise effect, the details are always serpentine.Thesebizarretransmogrificationsevoketheimage oftheAmphisbaenaitself—thetwo-headedserpent—and enablethevampiretomenacefoes,feedrapidlythroughterrible violence and, eventually, deliver perilous venom.
Cost: 1 Vitae per scene
DicePool:Thispowerrequiresnodicepooltoactivate.The Gorgon’s hands transform through a silent act of will. Once transformed,however,herhandsmayhissorspit(harmlessly) as if they were angry snakes. A Gorgon that has absorbed a snakeusingSerpentineUnionmayeventastetheairwithflickering tongues from her palms. At the Storyteller’s discretion, this power may grant as much as a +2 bonus to Intimidation dice pools; it should make normal dealings with mortals and unpreparedvampiresmoredifficultbyalikeamount.
These transformed hands can be used to make bite attacks (using the Brawl Skill) that deal lethal damage. Each hand is considered to have a Damage rating of 1. A Gorgon doesn’t have to grab an opponent to bite with her hands if her goal is simply to deal damage. Each hand maybeusedforseparateattacks,thoughthispowerdoesn’t grant the vampire any special ambidextrous ability or associated fighting styles. If the Gorgon uses both hands in an attack, she gains the benefit of both hands’ Damage.
Should the Gorgon want to feed through her hands, she must achieve a grapple hold on her target first, using both hands. She gains the +2 bonus Damage bonus from her altered hands only to the attack roll, but not to rolls to contest the grapple. A Gorgon with Arms of the Amphisbaena active may draw two Vitae from a target in a single turn — one Vitae through her transformed hands and one through her mouth. (See Vampire: The Requiem, p. 165 for information on biting for damage or Vitae.)
A Gorgon’s transformed hands do not gain any of the benefits of the Kiss. Their bite is ferocious, tearing and terrible;theAmphisbaena’steetharenotseductive.The wounds caused by transformed hands cannot be closed with the lick of a vampiric tongue.
The effects of this power last for one scene unless the Gorgontransformsherhandsbackprematurely.Reactivating this power requires the expenditure of another Vitae.
This power cannot be used simultaneously with Claws of the Wild (Protean •••) unless the vampire possesses the Claws of Amphisbaena Devotion, as well.
Action: Reflexive.
•••• Medusa s Venom
After she learns to alter her flesh, a Gorgon learns to alterherblood.Withthispower,thevampiretransmutes her Vitae into a mystic toxin, potentially capable of incapacitating or killing kine and Kindred alike. Aged Gorgons are rumored to have no Vitae in their bodies at all — only a vicious mixture of poisons.
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Cost: 1 Vitae
Dice Pool: Strength + Animal Ken + Amphivena Action: Reflexive; resistance is reflexive.
Roll Results
Dramatic Failure: The Gorgon fails so utterly to poison her Vitae that she in unable to use this power again for the duration of the scene.
Failure: The Gorgon fails to transmute her Vitae into poison, but may try again next turn.
Success: The Gorgon transmutes her blood into a paralytic or lethal toxin, as described below.
Extraordinary Success: The Gorgon transmutes her blood into toxin without any special benefit.
With a successful roll, this power reflexively transforms oneoftheGorgon’sVitaeintopoison.Thepowergrantsthe characternospecialmeanstodeliverthepoison,however. Itmaybeappliedtoameleeweaponwithaninstantaction ordeliveredreflexivelythroughabiteattack,however.Any toxincreatedthroughtheuseofthispowermustcomeinto contact with a target’s blood, however, to be of any use.
When a Gorgon first learns this power, she is capable ofafflictingtargetsonlywithaparalytictoxin.Thistoxin hasaToxicityequaltotheGorgon’sdotsinAmphivena. This poison is resisted like any mundane toxin, except that it effects Kindred and kine alike. Damage suffered from this toxin is lost from the subject’s Strength, rather thanhisHealth,andhealsatarateof1dotevery15minutes. With the expenditure of three experience points, the Gorgon gains the ability to create a second toxin, which effects Dexterity rather than Strength.
Byspendinganotherthreeexperiencepoints,aGorgon can also learn how to create a necrotizing toxin that deals lethal damage to living targets equal to its Toxicity. Against other vampires, this toxin destroys Vitae in place of causing lethal damage.
No matter how many Vitae a Gorgon can spend per turn, only one application of one type of toxin can be createdeachturn.AGorgoncanstoreanumberofdoses of toxin in her body equal to her Stamina. These toxins decay rapidly, however; each dose reverts to harmless water come dawn, when the Gorgon must vomit it out of her system. There is no way to store Gorgon venom to avoid this disenchantment.
Kindred victims of this power may substitute their Blood Potency for Resolve when resisting the effects of Gorgon venom. See the World of Darkness Rulebook for more information on poisons (p. 180-181) and Attribute damage (p. 43 and p. 167).
Suggested Modifiers Modifier Situation
–1 |
Eachpreviousattempttousethispowerinthe |
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same night (successful or not). This penalty |
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is cumulative. |
–2 |
Character is not in contact with a venomous |
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snake when this power is used. |
••••• Body of the Gorgon
At the height of her supernatural power, a Gorgon becomes a perilous, inhuman monster. With a bit of blood,herwholeformchanges,infusedwiththetimeless, dreaded enchantment of the mythic gorgons. Her body is transformed into soft and scaly serpentine coils, her mouth becomes a fanged pit and her eyes cast a profane yellow glow. She becomes dangerous even to behold.
Cost: 1 Vitae per scene (plus 1 Vitae per turn for additional abilities)
Dice Pool:This power requires no roll to invoke. The transformation from a human shape to a monstrous one (or back again) takes one turn to complete. The Gorgon cannot take any action or even move during this time.
Whileinhermonstrousform,aGorgon’sSizeincreases to 6, including her new tail. Her species factor for Speed becomes8(insteadofthenormalhumanfactorof5).The BodyoftheGorgonspoilsthevampire’sabilitytointeract with anything but snakes and other Gorgons, however. Attempts to use Animalism or Social Skills on subjects otherthansnakesandotherGorgonssufferapenaltyequal to the Gorgon’s dots in Amphivena.
AvampireeffectedbyBodyoftheGorgoncanattempt to spray Medusa’s Venom at a target with open wounds (meaning, in game terms, a target with one or more points of lethal or aggravated damage currently marked on his Health track.) The Gorgon must be within closecombat range of the target, however, and succeed at a rawDexterity+Amphivenarollpenalizedbythetarget’s Defense and any other appropriate modifiers.
ThemostprofoundaspectoftheBodyoftheGorgon,however,isdoubtlessitsabilitytoamplifythepowersofDominate through a great and terrible mystic radiance. On her turn, a vampiretransmogrifiedbytheBodyoftheGorgoncanreflexivelyspendoneVitaetoactivatetheCommandorMesmerize powers of Dominate against all onlookers. This reflexive use ofDominateputstheonusonsubjectstolookawayfromthe Gorgon, rather than tasking her with achieving eye contact. The Gorgon must issue a single instruction to all onlookers, thougheachconteststheactiononhisownasusual.
Onlookers must be able to see the Gorgon directly. Reflections and broadcasts do not carry her power, but simple filters like sunglasses offer no protection. At the Storyteller’s discretion, substantial visual interference between the onlooker and the Gorgon such as smoke or a waterfall can grant as much as a +5 bonus to the onlooker’s contested roll to resist these powers.
The Body of the Gorgon persists for the remainder of the scene unless the vampire chooses to transform back to her normal form earlier.
Action: Instant
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Ralab
In Arabic, “ralab” means “to vanquish” and the signature Discipline of the Asnâm is aptly named. It blurs the lines between an Idol and his worshipper, always to the worshipper’s detriment. While the bonds that pass among Kindred and kine are already potent, the Asnâm exploit those bonds to depths of loyalty and degradation that most Kindred can only envy. Through Ralab, the Idol can draw upon the mortal strengths of his followers, offsetting Kindred restrictions in a manner that might baffle even some in the Ordo Dracul. On the other end ofthebargain,themortalworshippercantastethepower of the undead while retaining his mortality — at least, to the extent that his goddess permits.
•Pact of Allure
Even the most primitive students of Ralab are armed with something to offer — and something to take. This DisciplinetakestheformofapactbetweentheSanamanda mortal,whomustwillinglysubmittoit(thoughtheSanam is under no compulsion to explain the full ramifications of thedeal).Theessenceofthepactisthatthepairexchanges thatintangiblequalitycalled“allure”untilthenextsunset. Neitherpartychangesappearance,butthemortaltypically seems more poised, charming, vital — she’s nicer to look at, though not in any way anyone can name.
ThepactisconsummatedwhentheSanamanointsthe human with his blood, and the human lets the Sanam taste hers. (Only a drop is needed, though often Asnâm imply that much more is required.)
In olden times, this Discipline was commonly used as a direct exchange — you pay me, I make you beautiful for a while.Inmodernnights,fewerpeoplebelieveinsuchthings (thoughtherearestillgullibleoccultdabblersineverycity), so a Sanam is more likely to use this with one of his own long-term followers to create a sort of “body double.”
Cost: 1 Vitae
Dice Pool: This Discipline is not rolled.
Action: Once the Asnâm has taken and spent a Vitae from the subject, the mortal (or ghoul) can substitute the Sanam’s Presence score for her own, if it’s higher. This bonuslastsuntiltheAsnâmnextrisesfromsleeportorpor. (Thus the risk to the Asnâm: if the ghoul learns this, he mayhavegoodreasonnottorescuehisregnantfromtorpor so quickly.) Typically, only the homely seek out the Pact of Allure, but even the lovely can be driven to extremes by competition. Many Asnâm use Majesty to “polish up” whattheyoffer,thoughtheeffectsofthatDisciplinedonot enhance a mortal who has made a Pact of Allure.
For that same duration, the Sanam does not provoke the Predator’s Taint in other Kindred (though he still needs to makeResolve+Composurerollsforfrenzyasusual).Hisaura mayrevealhisnature,buttheTaintismutedfortheduration.
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Specifically,it’sredirectedtohismortalpact-mate.Heraura shows her humanity, but she provokes Predator’s Taint in vampires as if she had the Sanam’s Blood Potency.
For an additional three experience points, this power may be expanded, granting the subject the equivalent of theStrikingLooksMerit(••)foritsduration.Ifthesubject already has Striking Looks ••, then this expanded power grants Striking Looks •••• instead.
••Haven of Flesh
At this level, the lines between ghoul and goddess are so blurred that one can flow into another. By taking her worshipper into her arms, the Sanam can dissolve into his very body, dwelling invisibly within him until she chooses to emerge.
Cost: 1 Vitae
DicePool:ThisDisciplinerequiresnorolltoinvoke.The overlap of Idol and servant has a powerful effect on each. The Sanam can only slumber within her ghoul (though therearerumorsofAuspexDevotionsthatletherperceive and remain awake). The Sanam may choose to wake up at nightfall, or if the thrall becomes afraid or any time the thrall takes damage. Any damage done to the thrall while the Sanam is ensconced is done to the Sanam as well, though bullets still only do bashing damage to her. If the thrall dies, she is automatically ejected from his corpse, coalescing like oil from his skin. No matter how or why she emerges, she has the option of automatically taking as much of her thrall’s remaining Vitae as she chooses.
The ghoul, while holding his Idol, enjoys a calm bliss of satiation — like a mild version of the euphoria of the Kiss, butextendedonandon.Allhisdicepoolssuffera–2penalty due to this lassitude, but he can still walk, talk, reason, get ontheplanetoFresno—evenfightifhemust.Hemaynot drawonanyofhismistress’Vitae,however,savethatwhich hehadbeforeshemergedwithhim.Ifhedoesuseupallthe Vitaeinhissystem,hefeelsnocravingforit.Afterall,hehas its source slumbering within — she can’t go far.
ItiscleartoAuraSightthatsomethingisstrangeaboutthe conjoined entities, though unless the viewer has seen this uniqueoverlappingofaurasbeforehe’sunlikelytorecognize what they mean. Other than that, there’s little way to recognizethephenomenon.Theghoulcarriergainsnoweight, provokes no Taint and doesn’t even spook animals.
Action: Instant
••• The Infinite Chalice
This feared Discipline is the foundation upon which an Asnâm can build a regional or even national cult. Most Kindred keep their ghouls close, so that the thrall can protect the master while the master enhances the thrall. But the Infinite Chalice allows the bond of blood to transcend mere space, so that a Sanam may feed from a ghoul regardless of distance, or replenish his servant’s Vitae across miles, time zones and oceans.
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Cost: 1 Willpower
Dice Pool: Strength + Occult + Ralab – the subject’s Stamina
Action: Instant
This Discipline permits a transfer of Vitae between regnant and ghoul. Only the Kindred half of the pair can initiate the process.
For each success rolled, the Idol can drain one Vitae (though he may take less if he so chooses). There is no swooningKisseffectwithsuchfeeding,orpain.Theghoul may not even notice, if his regnant takes only a little. On theotherhand,theghoulmaypaleandpassout,suddenly and mysteriously a liter short on precious blood.
When replenishing a ghoul’s supply, the Kindred may transfer one Vitae for each success rolled. He may donate less — for example, rolling three successes but only giving hisghouloneVitae.Undernocircumstancescanhegrant a ghoul more Vitae than the ghoul’s Stamina permits.
Suggested Modifiers
Modifier Situation
+2 |
TheSanamspendshislastpointofWillpower |
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to activate this Discipline |
+1 |
The ghoul is within sight of the user. |
—The ghoul is within 100 miles of the user.
–1 |
The ghoul is more than 100 miles away. |
–3 |
The ghoul is more than 500 miles away. |
–5 |
The ghoul is more than 1,000 miles away. |
•••• Of Will Undivided
Asnâm who are already glutted on the physical blood of theirslavescan,withfurtherstudyofRalab,transfertheinner strength that is the very core of identity. A Sanam may bolster a tried-and-true worshipper to nearly superhuman levelsofcompetenceandconcentrationwiththisDiscipline. Farmoreoften,theSanamusesitselfishly,sometimesleaving his thrall a veritable empty shell of a personality.
Cost: 1 Vitae
Dice Pool: Manipulation + Occult + Ralab – the subject’s Resolve
Action: Reflexive
This Discipline permits the transfer of Willpower between Sanam and ghoul. Only the Kindred half of the pair can initiate the process. With any number of successes, the Sanam can transfer a single Willpower point. If he’s draining, the ghoul loses a point of Willpower and the vampire gains it. If the Sanam is sending, the ghoul gains a point of Willpower and the Sanam loses it.
Suggested Modifiers Modifier Situation
+1 |
The ghoul is within sight of the user. |
—The ghoul is within 100 miles of the user.
–1 |
The ghoul is more than 100 miles away. |
–3 |
The ghoul is more than 500 miles away. |
–5 |
The ghoul is more than 1,000 miles away. |
••••• Unholy Avatar
If there is a more odious, inhuman and self-serving Discipline studied by the Asnâm, no one outside the bloodlineistalkingaboutit.ThedepravedapexofRalab answers the question, “Why would a vampire bargain for a living infant, anyway?”
Through the warping influence of her blood, a Sanam whoacquiresachildwhoistooyoungtowalkorspeakcan soentanglethechild’slifewithherRequiemthatuponthe destruction of her Kindred frame, her spirit moves on to vanquish that of the child (even if the child is grown by the time this fateful night comes). The soul of the child passes on to whatever waits beyond death. The Sanam retainsthememoriesandknowledgeofherRequiem,only now in a new place, residing in a new body.
One of the Asnâm could infect a child with this curse, leave him somewhere to resume some normal life and then unexpectedly seize control when necessary.
Cost: 1 Willpower dot plus 5 Vitae (see below)
Dice Pool: Presence + Occult + Ralab versus the subject’s Resolve + Composure
Action: To anoint the subject: instant; resistance is reflexive.Totransferthevampire’sconsciousness:reflexive; resistance is reflexive.
The complete use of Unholy Avatar requires two rolls. Thefirstismadewhenthevictimisstillaninfant(lessthan oneyearold)andrequirestheexpenditureoffiveVitaeand one Willpower dot. One of these Vitae must be fed to the child. If the role is successful, there are several effects.
•The child cannot be placed under a full Vinculum, and upon being fed any Vitae, makes a reflexive Stamina
+Resolve roll to resist developing even a partial bond. A singlesuccessissufficienttoshakeoffthefalseadorationof thebloodbond,nomatterhowpotenttheVitaeconsumed. This protection persists until the Sanam takes over the child’sbody,untilthechildismadeanothervampire’sghoul or until death, whichever comes first. The supernatural bond of thralldom that binds a ghoul to his regnant supersedesthispower’sprotection.ThustheAsnâmisfacedwith the quandary of making his Unholy Avatar his ghoul or of maintaining his back-up corpse’s protective anonymity.
•The child develops an extreme sensitivity to day- light.Hesuffersa–2penaltytoallactionstakenindirect sunlight. The subject sunburns easily, possibly even suffering one point of bashing damage per additional hour spent in full sunlight after the first four (at the Storyteller’s discretion).
•No Asnâm can gain nourishment from feeding off this child, though other Kindred can feed from it as normal. Vitae taken from the subject harms her but is not claimed by the feeding Kindred — it simply vanishes.
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•An Asnâm instinctively knows if his Avatar suffers lethal or aggravated damage or is killed. This effect operates no matter how far the vampire is from her subject.
•IftheUnholyAvatarisEmbraced,heisreleasedfrom this power’s effects (as his body has effectively died).
•Thechildcan(iftheSanamwishes)beghouledwith most of the normal effects — addiction, mental instability and access to Disciplines. However, one notable exception is that the child’s Vinculum resistance prevents him from becoming maniacally devoted to his Idol.
The Asnâm often ghoul these children, once they reach thepeakoftheirphysicalprowessandappearance—bykeep- ing the Avatar eternally young, the Sanam ensures a fitting vesselwhenshedecides(orisforced)tomoveon.AuraSight reveals that there is something occulted about the Avatar, butunlesstheviewerisfamiliarwiththeeffect,he’sunlikely to recognize the tell-tale signs for what they are.
The Sanam cannot finish the transaction required by this power until her own demise, and even then it’s an uncertain thing. If she is slain (or kills herself because the Avatar’s body or circumstances are more desirable than her own), she makes the second roll to complete thispower’sinvocation,whichcostsnoVitae.Ifthatroll garners even a single success, she takes over the Avatar’s body,whichbecomes,inthatmoment,thatofavampire. Any blood (Kindred or mortal) that was in the Avatar’s body remains there when the new tenant moves in.
When an Asnâm’s consciousness moves into its new body, the following changes are made:
•The Asnâm’s Mental Skills and Attributes replace those of the Unholy Avatar.
•The child’s Physical Attributes replace those of the Asnâm.
•TheAsnâm’sComposureandManipulationreplacethe child’s. The child’s Presence replaces the Asnâm’s.
•AlloftheAsnâm’sSocialandPhysicalSkillsarereduced by two dots, as the Asnâm is not familiar with his new body. If the Unholy Avatar is not yet old enough to be a playable character (by the Storyteller’s standards), then these diminishedSkillsmaybereducedevenfurtheruntiltheAsnâm’snew bodycomesofage(seebelow).SomeSkills(suchasExpression, Intimidation or Athletics) may reflect the Asnâm’s former abilitiesfasterthanothers,astheStorytellerseesfit.
•Merits must be handled on a case-by-case basis. The Asnâm’s Mental Merits most likely survive the transfer, but Physical Merits may no longer be usable until the Asnâm once again fulfills their prerequisites. Social Merits might be lost if Contacts and Allies no longer recognize the character.
•The vampire’s Humanity replaces that of the child. The vampire’s Blood Potency drops by one.
•Oncethevampire’swickedwillreplacesthesubject’s,the newbodybeginstoageandgrow.Thisprocesstakesanumber of nights equal to 10 minus the vampire’s Blood Potency.
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