A vampire target of this power must roll to avoid Fear Frenzy. While the power is in effect, both the character and the target forget the things they exchanged. The Mnemosyne can elect to exchange some or all of the memories permanently.
A vampire target of this power must roll to avoid Fear Frenzy. While the power is in effect, both the character and the target forget the things they exchanged. The Mnemosyne can elect to exchange some or all of the memories permanently.
A vampire target of this power must roll to avoid Fear Frenzy. While the power is in effect, both the character and the target forget the things they exchanged. The Mnemosyne can elect to exchange some or all of the memories permanently.
experience of feeding, or any other memory of horror or joy, pleasure or pain. The character and the target both know that these arent their memories, and become aware of holes in their own memories, even though they dont know what they lost. Targets of this power become confused and frightened. A vampire target of this power must roll to avoid Fear Frenzy. While the power is in effect, both the character and the target forget the things they exchanged. After the end of the scene, both the character and the target get back their own memories, but dont forget the memories they received from the other. After this experience, the player of a mortal target must roll Resolve + Composure to avoid gaining a derangement. Exceptional Success: As for success, but the Mnemos- yne can elect to exchange some or all of the memories permanently. This can be seductive: the vampire doesnt know what he has lost, and doesnt know if it matters or not. Many elder Mnemosyne become repositories of vast stores of memory, with no memories of their own. Suggested Modifiers: Target is bound to character with Vinculum (+3), character is bound by Vinculum to target (-3), memories the character wishes to take from the target are repressed, secret or traumatic (-2).
THE THIEF OF MINDS
The Mnemosyne, having perfected the art of exchanging memories through the ties of tasted blood, now learns how to use this art as an attack. Cost: One Willpower Dice Pool: Presence + Intimidation + Meminisse versus Resolve + Composure + Blood Potency Action: Extended and Contested; resistance is reflexive. The character needs 10 successes to succeed. Each roll represents one turn of effort. Roll Results Dramatic Failure: The Mnemosyne wipes her own mind clean, gaining the Flaw: Amnesia (The World of Darkness Rulebook, p. 218). She knows she is a vampire, and she knows how to use her Skills and Disciplines, but everything else is gone, even her own name. This is indefinite, but can be healed using the Devotion The Restoration of Things Lost (see p. 110). Failure: The character fails to add any successes to her total, or the target gathers 10 successes before the vampire. The vampire fails to steal the targets memory. Success: Successes are added to the total. If the char- acter gains 10 successes before the target, the target loses all memory of who he is or was. Although he retains the use of his Skills, supernatural powers and other Traits, he becomes confused. He doesnt even know his own name. The target is easily manipulated. Any character attempting to use social Skills such as Persuade or Intimidate on the character, does so with a +3 dice pool bonus. The duration of the amnesia depends on how many suc- cesses the Mnemosyne rolled or until a Mnemosyne (the original character using this power or another) heals the target with the Devotion The Restoration of Things Lost. Successes Duration 10 successes One scene 11 successes Until sunrise 12 successes Until the next sunset 13 successes Two nights 14 successes Four nights 15+ successes One week Exceptional Success: The character gains a final total of 15 or more successes. The target loses his memory for a week; his player must roll Resolve + Composure when the characters memory returns; if the roll fails, the character gains a derangement. SETHITE CRAC RITUALS The Followers of Seth have worked blood magic for some four thousand years, and if the formal Egyptian rituals they perform are similar to the Acolytes, one has to ask: who learned their magic from whom? Sethite rituals often involve complicated symbolic formulae, vestments, masks, braziers issuing odd-colored smoke, altars and the like, and imprecations to the powers of Ancient Egypt, particularly to the demon Amemet the Devourer and, of course, to the Lord of Entropy himself, Typhon Seth. Although the paraphernalia helps (it offers a +2 equip- ment bonus to the dice pool), the only thing that the Sethites rituals really require is a blood sacrifice. Having obtained some blood from the sacrifice, the caster mixes it with some of his own, and either burns the concoction in a brazier or uses it in some other way as part of the ritual. One to three-dot rituals require the death of a mouse or similar small animal. Four-dot rituals require a more substantial sacrifice, such as a dog, a cat, a sheep, a bull or a goat. Five-dot rituals require a human sacrifice (and require degeneration rolls if the character performing the ritual has Humanity 3 or above, since its premeditated murder by any definition except the Sethites). Sethites can learn Crac rituals if they have three or more dots in the Merit: Initiation (Followers of Seth). They have access to the following Crac rituals through their Shadow Cult: Pangs of Proserpina, Rigor Mortis, Cheval, the Hy- dras Vitae, Touch of the Morrigan, and Blood Blight. They can also learn these unique rituals: 10 10 10 successes On One e scen enee 12 12 suc ucce cess sses es Un Un Un Until th th th the e e e next xt xt sssun un unsettt 14 14 14 suc ucce ce ce ce ce cess sses es Four nnnight ht htss shaJo JisipIins GENIUS LOCI (LEVEL ONE CRAC RITUAL) The Sethites recognize that many locales bear the mark of Typhon Seth. Theyre places of ill-omen: shorelines where ghost-villages appear by night, murder houses, graveyards and other places where the borders between the real world and the place of spirits and ghosts are thin. Using this ritual, a Sethite promotes chaos by increasing the supernatural ambience of a place. The Sethite leaves a tiny smear of Vitae somewhere on or near the location, for example on a rock, a piece of furniture or a wall. A room goes cold. If outside, it starts to drizzle filthy, foul-smelling rain. Witch-fire plays around the trees. Apparitions flicker in and out of vision in the corner of ones eye. Rot and mold spontaneously appear. Urban decay appears briefly to accelerate. All Social dice pools are penalized by -1, apart from Intimidation, which instead gains a +1 bonus. This effect lasts for a scene. P^VN^1lON Cl1Y If you are using the Attitude and Ambience systems found in Damnation City pp. 153-162, this ritual instead moves the Ambience of an area one step towards Simmering in either direction for one scene. AMEMETS PURSUIT (LEVEL TWO CRAC RITUAL) Amemet, a demon combining the attributes of hippo- potamus, lion and crocodile, devoured the souls of the wicked; none could escape him. The Sethite who invokes Amemet takes on the role of patient pursuer. She lays a curse upon her victim, smearing blood on a small effigy. This done, whichever way the victim flees, he runsstraight into the arms of the Sethite. He leaves a room, and finds himself running back in. He turns a corner, and the next thing he knows, hes turned 180 degrees and hes travel- ing right back down the street, right back to where the smiling vampire awaits. The activation roll for this ritual is contested by a reflexive roll of the targets Wits + Composure + Blood Potency. If the caster rolls the most successes, the next time the victim tries to run away from her, he runs in her direction. She need not move, only wait for him to arrive. The power lasts for a scene. THE HAND OF SETH (LEVEL THREE CRAC RITUAL) With this ritual, the Sethite can drive a possessing spirit out of a body. The body must be immobilized (held down, tied up or chained) within sight of the caster. The caster smears some of the mixed sacrificial blood and Vitae on the bare skin of the target while pronouncing a brief, formulaic imprecation to Typhon Seth. If the roll is successful, the possessing spirit must leave its host, and cannot attempt to possess its original victim or any other for a number of turns equal to the number of successes rolled. The ritual doesnt damage a spirit, and can only be used on a spirit possessing a body. THE THRASHING OF APEPS COILS (LEVEL FOUR CRAC RITUAL) The Sethite must perform this ritual in the open air, throwing Vitae and sacrificial blood into the air and screaming for the coming of Apep, the Great Dead Ser- pent, Bringer of Discord. Success brings about sudden extreme weather condi- tions: lightning, freezing rain, hail or snow, howling winds and similar phenemona. Suggested Modifiers: Weather already poor (+1), weather exceptionally fine and warm (-2). BLADE OF TUAT (LEVEL FOUR CRAC RITUAL) The Sethite smears a knife or sword (ritually, the Set- hites favor the use of the bronze Khepesh, the dog-legged scimitar of Ancient Egypt) with the mixed blood of the sacrificial victim and his own Vitae. If the activation roll for this ritual is successful, the blade gains the power to cause aggravated damage to ghosts and spirits, whether in twilight or materialized. The weapon is no more effective than usual against anyone else. The effect of the ritual lasts until dawn, when the weapon rusts or rots away and can never be used again. THE RITE OF GOING FORTH BY DAY (LEVEL FIVE CRAC RITUAL) The vampire walks by night: that is the orderly way. And so, this is the most evil of rituals, for it violates the cosmic order, and needs a life to make it possible. Having slaugh- tered some conscious human victim, either unwilling or willing (or at any rate, brainwashed into being willing), the vampire cuts out the victims heart and eats it. Then she retires to her haven. She falls into a deep sleep. Come appnJis ,our ps,hi por oI onaImnt. ruIs Ior shaJos sunrise, she leaves her body, getting up and walking about in the broad daylight. Although insubstantial, she appears to be completely solid, and can interact with anyone she meets. She cant make use of Disciplines, however, and can only touch the physical world for a few seconds (to brush a hand across a face, write a brief message on a piece of paper, open a door, or the like) if her player spends a point of Vitae and makes a successful roll of Presence + Occult. Even if the vampire is not a Hollow Mekhet, she has no reflection, no shadow, and does not appear on film, nor does she create an echo or register on any device that records or transmits sound. The vampire can see ghosts and spirits in this state, and can touch and even fight them, but is under a great deal of risk, since she can bring no weapons or equipment with her and cannot access her supernatural powers. DEVOTIONS For the most part, the Mekhet teach these Devotions to their own, and Kindred of other clans rarely have the opportunity to learn them. The exceptions are the Devo- tion Encode Vitae, which the Ordo Dracul also teaches, but which still tends mostly to be learned by the Mekhet, and the Devotions of the Moirai, who recruit the Daeva as cult members too. BUTCHERS HOOK (Auspex ) Further Prerequisite: Mekhet A London-based Mekhet named Bobby Butchers became something of an expert at interpreting CCTV records. Even though most vampires only appear as blurs in photographs and film, Butchers worked out a technique enabling him to identify a vampire caught on CCTV or any other kind of video, and in recent years, others have also developed similar techniques. This power isnt really a Devotion as such; its a specific application of Auspex. A Mekhet watches a recording (or, if youre a cockney like Bobby, he takes a butchers), and takes note of the blur that signifies the presence of a vampire. He concentrates on the blur. He places his hand on the screen. First, he use The Spirits Touch (Auspex 3), and follows that immediately in the next turn with Aura Perception (Auspex 2). He spends one Vitae to activate each power, meaning that he spends a total of two Vitae over two turns, even though neither power doesnt normally have a cost. If both rolls are successful, the vampire using this power can identify the vampire underneath the blur, providing