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Rituals for Mortals and Ghouls
Topic Started: Jun 19 2014, 09:07 PM (189 Views)
Irae
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Just because you're playing as a mortal, doesn't mean you don't get some awesome toys to play with!



Benedictions - For wielders of True Faith
These have been stolen taken from nWoD's Hunter: The Vigil, converted by Optio/Andrej. Credit goes to both him and White Wolf!

The rituals of Benediction are available only to those pious individuals who's faith is capable of manifesting as True Faith. Furthermore, these rituals are based on the saints and teachings of the Catholic Church. They are unavailable to those who are of another faith. Those who have access to the Benediction rites are known among the clergy as ‘The Witches Hammer’.

System
Benediction has no levels. Instead the power of the rituals is determined by how many points a character has in a True Faith rating. A character with a True Faith of 1 could learn all of the rituals given time, the rituals however become more powerful the higher the persons faith.

Characters with True Faith can start with 2 of the following Rituals. Further Rituals will cost 2 EXP each. In addition, True Faith itself can be increased for the same EXP cost as a vampiric Discipline which is Out-of-Clan ( but not Clan-Specific) - essentially, the 'middle tier'. (See this post for details).

If in doubt as to how effective a Ritual should be, consult the Mod/ST team. Naturally, ST's have a final say in how effective - if at all - a Ritual is in any given circumstances.

The Apostle’s Teachings
According to the Bible, Jesus told his Apostles to go forth and spread the word of the faith, teaching not by forced conversion or sermonizing, but by example: the Apostles, much like hunters, cured the sick, drove out demons and ministered to the people. Through this power, the user can inspire others to perform good deeds through observation of the characters actions. The priest who cares for the lepers inspires those around him to lend their own aid to the afflicted despite the risk of infection, for example. This affects (True faith x 3) people.

Armour of Saint Martin
In the constant battle against the minions of Satan, the character must stand ever ready. Since the dark medieval world would turn against those priests or peasants that would dare wear armour in public, many hunters offer their prayers to St. Martin of Tours, the patron saint of soldiers, to watch over them and protect them. Uttered before going into battle, the prayer of the Armor of St. Martin has saved many hunters’ lives. These prayers adorn the user in a glowing aura of the saints and angels, reflecting arrows and blade strikes. At the third level of True Faith, it glows with a stronger nimbus, capable of repelling the claws and fangs of the supernatural. At the fifth level, the heavenly glow is so bright, that it has the ability to cause monsters to flee at the sight. The armour however is spiritually exhausting. No other ritual can be used while it’s active.

Epipodian Safeguard
Satan’s servants are as subtle as they are powerful. Many are capable of warping a hunter’s mind, forcing her to betray her friends and allies. By invoking St. Epipodius, patron saint of the betrayed, the character can safeguard herself against such blasphemous arts. Through the power of faith, her soul remains pure and loyal. The character gains a preternatural resistance to mental domination, be it by spell or possession or a more mysterious force. Those with a high level in True Faith (Four or more), are able to determine the true nature of the one who used the power (I.E are they a witch, demon, vampire or other)

Blessed Protection of St. Agrippina
Those strong in the faith can expel demons from the bodies of the possessed and even force them to depart from a place, but even the righteous warriors of God must have their secret counsels, and it does no good to banish Satan’s spawn if they have already overheard your battle plans. By calling upon the blessings of the virgin martyr St. Agrippina, a hunter may create a safe space into which the creatures of the night cannot enter. The higher the users True Faith, the larger the radius they can create.

The Boon of Lazarus
The greatest miracle Christ performed was the raising of Lazarus from his tomb after four days, showing himself to be the king of all life. By invoking the Apostolic right to raise the dead in Christ’s name, a righteous hunter can restore life to those who have recently died.

The Hands of St. Luke
Grievous wounds are all too common in the hunt, and often the injured warrior cannot be taken to a hospital. The soldier-priests of the Hammer of Witches know that the power of faith to heal the wounded is a greater tool than the scalpels and drugs of the modern doctor, and so they call on St. Luke the Evangelist to restore life and vigor. True faith 1-2 can heal bruising and scrapes. 3-4 heals the wounds caused by arrows and blades while 5 heals those caused by the teeth and claws of the unholy.

Sanctification of the Blessed Virgin
The enemies of the faith are manifold, and while some may be fought with sword and bow and purifying flame, some exist against whom earthly weapons are no avail. Ghosts, demonic
spirits and other insubstantial terrors cannot be fought by force of arms, but rather by the strength of faith. Truly devout hunters can invoke the name of the Blessed Virgin Mary, infusing ordinary objects with the divine power of faith. Items blessed in this way can harm ethereal creatures as easily as material.

The Shepherd’s Blessing
A good shepherd knows how to watch over his flock without disturbing it. Even the scent of a wolf can panic the sheep, and so the shepherd must move among the herd without being noticed. So, too, must the character keep his activities shrouded from the awareness of the people he protects, and even those who would aspire to protect him. The eyes of ordinary mortals slide right off the hunter; people unconsciously acknowledge his presence but refuse to actually notice him, even if he’s armed to the teeth and engaged in an act of burglary. Any overtly hostile act, such as fi ring a gun or yelling a threat, breaks the illusion instantly, as does speaking anything other than prayer.

Vade Retro Satana
The rites of exorcism exist in many forms across many of the world’s religions. The Catholic Church continues to train exorcists in the art, though they try to keep that fact quiet. The current form favored by the Church is detailed in the Roman Ritual and made famous by films like The Exorcist. The Witches Hammer uses that form of the rite, but generally prefers this archaic, medieval formula attributed to St. Benedict. It claims that the rite has a greater power than that of the Roman Ritual, and in any case, it resonates with the order’s preference for the trappings of the medieval Church.

Wrathful Sword of St. Michael the Archangel
St. Michael, the general of the Heavenly Host, did personal battle against Lucifer in the last days of the War in Heaven. It was by Michael’s hand that the Morningstar’s power was broken, and he was thrown down from the celestial city into the bowels of Hell. By praying to the mighty warrior angel, a hunter can imbue an earthly weapon with the divine power to smite the devils that haunt humankind. Few earthly implements can channel the divine power for long, but for as long as it lasts, a weapon sanctified by Michael is the most potent weapon in a hunter’s arsenal. The weapon blazes with Heaven. When wielded against supernatural inflicts aggravated damage.




Rituals and Paths for non True Faith wielders (including Ghouls) will be coming soon.


Edited by Irae, Sep 20 2014, 10:46 PM.

-amare et sapere vix deo conceditur-
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Optio
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The Unpleasable
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Kinfolk Gifts (Must have Gnosis merit. Each gift costs two exp)
Eve's touch (level one)
Can heal injuries by touching hands against the wound. The wound can't be aggravated.

Dona Nobis Pacem (Level one)
The character can maintain an aura of peace over herself and anyone she touches.

Whispers (Level one)
Can hear the echoes left over in a room after a conversation in it finishes.

*important note: The use of Gnosis intereferes with being embraced. The chance of an embrace being successful on someone with access to gnosis is only a 10% chance, otherwise they just die. Exp spent on gifts are -not- refunded if the character is embraced.
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'Numina' are minor psychic or magical abilities held by otherwise ordinary humans, as well as various supernatural powers used by other beings that don't fall into a specific category. Any human can access these at a cost of a tier two discipline. A character that is embraced has the spent exp refunded. A character may only ever have (Two) numina at a time.

Alchemy
Alchemy is the science, art and study of the transformation of the base and profane into the pure and the sacred. At its heart are the disciplines of the Hermetic student, the holy words of the Kabbalah and the Koran, mystic secrets from Asia and China and an inherent assumption in the perfectibility of all things — often tied up with a healthy dose of Christian beliefs and heresies.
Alchemy, Herbalism Or Advanced Chemistry?…
So which is it? Well, all three, actually. Depending on the sorcerer and what belief structure she has, she may study any of them or some strange mixture of all three! Alchemy as a Path simply represents any number of material transformative skills that result in elixirs useful as potions, salves or unguents.

Alchemy powers
• The alchemist can create compounds and substances that are simply more advanced and potent versions of chemicals that already exist. These compounds don't appear magical in any way. Painkillers, soporifics, poisons and glues are common examples.
•• More advanced versions of what is available already with one dot. Some of these substances might allow the imbiber to exceed his normal physical limits or to gain access to more mystical senses, in dreams or hallucinations. You can raise one attribute by one dot (up to the normal maximum of five dots) for up to a scene.
••• You can make substances drat enhance their target to superhuman levels or create materials that exceed normal limitations (supernaturally strong alloys, etc). Some of these substances can temporarily invest their imbiber with some low level psychic ability for a limited period of time (no more than one thread)
•••• You can create substances that will enhance Attributes by up to two dots for a thread (one dot if affecting multiple Attributes), even beyond normal human maximums, or minor items with some potent effect.).
••••• With this level of knowledge, you can duplicate the powers of supernatural creatures, including Gifts, Disciplines and other abilities of up to the third level. You can also duplicate the innate powers of those creatures (the powers of the fae, wraiths and the imbued, cannot be duplicated). These potions will normally require some sample from the being in question (Vitae, powdered dragon fang, hair from a werewolf, etc) or extended close up and personal study of the subject (this is usually only appropriate for students of Advanced Chemistry and may still require tissue samples). This has the side effect of the supernatural in question (prone to Frenzy, body forces itself through transformations etc Creative lisence is gifted here)

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Channeling
Some psychics have the ability to draw upon the knowledge of those who have passed on. Channelers tap the knowledge and experience of the dead briefly obtaining skills that they personally lack. Some psychics have a repertoire of spirits they can call on for help and assistance. Others claim that they tap the collective unconscious.

• The character can channel once per thread. She has a vague sense of other personalities floating about and of the existence of some sort of consciousness beyond the body, but that’s about all.
•• The character can channel two times per-thread. She also can see briefly in the Shadowlands where ghosts live. She can communicate with ghosts for one minute per success rolled.
••• The character can channel three times per thread. She can also see into the Shadowlands for an entire thread
•••• At this level and beyond there is no limit to how often the character can channel, though each time after the third inflicts the character with nightmares for the next thread.
••••• The psychic can now channel two separate personalities at once. There is no limit to how often the character can channel, though each time after the third inflicts the character with nightmares for the next thread.. When possessed by a ghost, the channeler often gains some memories from the ghost, beyond what the possessor might do or tell. While a weaker channeler might hope that the ghost says or does something significant, the master channeler can access some of the ghost’s own memories and passions.

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Fascination
Call it bewitching, call it will binding, speak of love philters and glamours, speak of presence and awe. In the end, what you are talking about is a sorcerer’s ability to fascinate - to compel a subject to listen what she says, to force an attraction that would not otherwise be there.

• Minor: In a crowd, you are noticed, and individuals will find you interesting.
•• Stirring: You aren’t the centre of the party, but you are being listened to. An individual will make it a point to hang out with you.
••• Of course you threw this party, didn’t you? A subject will go out of his way for you.
•••• You are throwing a party, aren’t you? What you do, others pay attention to. Individuals will sacrifice quite to bit to earn your approval.
••••• If you jumped off a bridge, more than a few people would follow. Your influence is unmistakable. An individuals will do almost anything you ask him to, even kill or die.

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Healing
Since the earliest days, those whose touch could heal have been held in highest regard. The laying on of hands by a saint or the witch’s poultice are examples of this.
• Minor pain (headache), antiseptic effect, heals minor bruises
•• Moderate pain (migraine), cures minor toxins, heals major bruising and stabilises bleeding
••• Major pain (groin kick), cures moderate toxins, heals broken bones
•••• Extreme pain (gut stab), cures serious toxins, heals ruptured organs as well as minor debilities
••••• Incredible pain (amputation), cures lethal toxins, heals the majority of bodily injuries and can cure blindness and hearing

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Hellfire
Thought by many to be at least tainted by darkness, if not outright of evil origins, the Path of Hellfire taps into the deepest, most primal, and destructive of forces. Legends ascribe the beginnings of this power to the infernal realms, pacts with malevolent elemental spirits, and bargains with beings better left alone/ The master of the path of hellfire can demand, and receive respect; he will also receive suspicion and fear, whether he demands them or not. A student of the Path of Hellfire learns to summon and control powerful elemental attacks; blasts of lightning, bolts of fire or mystic energy, clouds of poison gas or other deadly effects. Unsubtle and direct, these powers, utilised properly, can obliterate even the most deadly of foes, in the hands of a master. (You must have the Dark Fate flaw to take this path)

•A single target and by touch only. The sorcerer must make a successful hand-to-hand combat attack in order to deliver damage.
•• A small area; 3 square feet or so, or at less than 10 feet distance.
••• No more than a couple of square yards or so, or at a distance of less than 25 feet.
•••• 10 square feet (which can be arranged as a wall, circle or whatever), or at a distance of about 50 feet
••••• 20 square feet, or at any target within 150 feet.

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Shadowcasting
With mastery of this Path, the shadows become your tools, the darkness your ally, and the night your friend. Despite the accusations of those who claim that the Path is, if not actively infernal, at least tinged with an ineffable darkness that can corrupt the unwary, the Path of Shadows is no more inherently evil than most other Paths. Whatever evil a sorcerer finds on the Path of Shadows, he brought himself. A shadow caster learns to manipulate and conjure shadowstuff - at first, merely a simple shade but, with experience, near-tangible blackness or total nightfall.

• The caster can deepen and darken shadows and darkness in a room or area. The overall lighting doesn’t alter, but
those shadows that do exist will be much darker than they ought to be.
•• By shaping the shadows in his area and muffling the sounds he makes, the sorcerer can become almost impossible to discover. He can make his appearance indistinct, his voice eerie and creepy and the shadows deep and dark around himself.
••• The shadows rile and coil about the shadow caster. Colour fades from the area, and sounds become mere whispers and murmurs… or sudden piercing laughs, screams and other sounds of terror. Panic rises in all but the most stout hearted.
•••• The shadows are the sorcerer’s allies in all ways. Those who oppose him must be strong of heart or be struck down in near-terror (may cause Frenzy).
••••• The shadows reach out and engulf the caster’s opponents; what they see there is enough to reduce even the greatest to shivering wrecks. Naturally, the caster can see in his own darkness.

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Weather Control
Weather witches have always been among the most revered and feared members of the sorcerer community. In ancient time, a witch could doom a community to a slow death by withholding the rain the crops needed… or could wreck it quickly by bringing on storms that flood the fields, destroy homes and kill the unwary. On the seas, those who could call the winds were lifesavers in truth, for a becalmed vessel was the one that would die.

•You can make small changes in the environment; a sudden cold breeze, a slight drop in room temperature, a softening of the light in a room, the sudden flaring of candles.
•• Minor changes to the environment are possible; you can summon up a dense fog, ensure that skies are cloudy or create favourable winds.
••• The rains and winds are at your command. Rain showers come when you call them, and strong winds blow where you will. You can change the local temperature by as much as 30 degrees in either direction and can calm strong seas or currents.
•••• Storms move and surge where you will; powerful rains, gale force winds, heat waves and cold snaps (changes of up to 40 degrees in temperature), and powerful tides and undercurrents are all at your command. You can also take control of existing weather patterns and direct some phenomenon of the storm (hailstones, powerful waves, lightning bolts, smashing winds, etc) at a specific target.
••••• Your control over the thunderstorm is absolute. Great waves surge and crash when you command, and no man can stand when you send the winds against him. The blizzard and drought are your weapons.
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