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appnJis ,our ps,hi por oI onaImnt.

ruIs Ior shaJos


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

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