Crúac

Crúac is the common name for the pagan blood sorcery practiced by the Circle of the Crone. A type of ritual magic, Crúac, meaning “crescent,” is a mixture of pre-Christian and pagan magic from across the globe whose only common element is a reliance on blood sacrifice. Crúac is denounced by many traditional Kindred as “black magic” or “witchcraft,” and in areas where the Lancea Sanctum holds sway, Crúac’s known practitioners are occasionally persecuted as heretics. Of course, it is such very derision and fear of Crúac that leads many to the Circle of the Crone and, by extension, to this Discipline’s study. The Circle of the Crone’s message of empowerment speaks to many a neonate, and for some there is no greater expression of that empowerment than this Discipline.

Crúac is one of the central mysteries of the Circle of the Crone’s belief structure, as well as a potent weapon in the covenant’s arsenal. As might be expected, knowledge of the Discipline is a closely guarded secret. New initiates are not usually trusted with its secrets. As a new member in a quasi-religious Kindred faction, a vampire might well have to prove his loyalty to the Circle through tests and ordeals before its adherents are willing to share their knowledge. Though vampires who leave the Circle of the Crone for other covenants invariably take their knowledge with them, many find it all but impossible to increase their knowledge of Crúac outside the Circle’s structure. A character must have at least one dot of Covenant Status (Circle of the Crone) in order to learn Crúac. A player who buys at least one dot worth of that Merit at character creation may spend one of his character’s three Discipline dots on Crúac if he wishes. Any time a player wants to increase his character’s Crúac score, the character must still have at least one dot of Covenant Status (Circle of the Crone) to do so.

Because of myriad cultural differences within the Circle of the Crone, many rituals exist that approximate the following ones in effect if not in name. Thus, the level-one ritual Pangs of Proserpina may be known as the Appetite of Limba in New Orleans or the Curse of Tawrich in Tehran.

Other Vampire books offer new Crúac rituals, and players and Storytellers are encouraged to create their own using those presented here as models.

Cost: Uses of Crúac always cost at least one Vitae. Unless the text for a specific power (known as a ritual) specifies otherwise, assume that the cost is one Vitae. Vitae plays a very important role in the use of Crúac — it literally calls upon the power inherent in the Blood to fuel supernatural effects. Use of Crúac requires that the Vitae be “spent” in a visible or otherwise significant manner. For example, when a Vitae is spent for a character to activate a ritual, he likely has to cut himself with a dagger and bleed on the ground, activating the magic with the spilled Vitae (or through some other direct appeal to the power of the Blood).

Crúac does not have the same linear progression that other Disciplines do. A character’s mastery dictates the highest level of rituals that he may learn. Rituals are bought with experience points. For example, a character with two dots of Crúac can know an unlimited number of level-one and level-two rituals (provided the experience points to learn each of them are paid). He may not learn any level-three Crúac rituals until his Crúac dots increase to 3. Each time a character acquires a dot of Crúac (including at character creation), he gains a ritual of that level at no additional cost.

Crúac is insidious. It demands a certain degree of subservience and even cruelty from its practitioners, possibly in deference to the dire old gods from whence the Discipline is rumored to come. For some power-hungry sorcerers, Crúac indulges the will instead of enlightened use of the Discipline. A character’s dots in this Discipline, subtracted from 10, is the maximum to which his Humanity may rise. For example, the Gangrel Roland Gentry possesses Crúac at level three. His maximum Humanity is therefore 7. If a character increases his Crúac score higher than his Humanity would normally allow, his Humanity immediately drops to the appropriate level and the player makes a Humanity roll to see if the character acquires a derangement in the process of heightening his occult knowledge. (See p. 182-188 for more on Humanity rolls and derangements.)

Sethite Crúac 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 equipment 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 it’s premeditated murder by any definition except the Sethites’).

Sethites can learn Crúac rituals if they have three or more dots in the Merit: Initiation (Followers of Seth).

They have access to the following Crúac rituals through their Shadow Cult: Pangs of Proserpina, Rigor Mortis, Cheval, the Hydra’s Vitae, Touch of the Morrigan, and Blood Blight.

They can also learn unique rituals.

Crúac: The Ianus Crescent

Ianus, or Janus. The two-faced keeper of portals and doors, of beginnings and endings. Janus did not originate in Rome, despite the name, but is just another expression of older gods — the Etruscan Ani, the Akkadian Anu. With one face he could gaze toward the future, and with the other he could see backwards through time. It is this ability that allows Ianus to pursue the nymph, Carna. It’s what allows him to protect Rome’s Capitoline Hill from the Sabines. The doors to Ianus’s temples were left open during times of war so that the god could see what was coming, and what had come before.

The story goes, then, that Ianus gave the Etruscan Kindred — those who came before Rome rose upon the seven hills — his blessings so that the truly potent and powerful among them could survive the ravages of time, could see both forwards and backwards. Other stories say that the Kindred stole this power from the gods, as they have many of their hoary rites and Disciplines, and that they will one day pay for the transgression.

The gifts (or pilfered secrets) of Ianus are the province of the Circle of the Crone, who have made Ianus’s magic a part of the bloody Crúac system. The rituals below are available only to those with Status (Circle of the Crone) 3, and who have a Blood Potency of 5 or higher. Those beneath that Blood Potency may still attempt to perform the rituals, but suffer a penalty equal to the difference of five minus their Blood Potency scores (a vampire with Blood Potency 3 trying to cast one of these rituals would therefore suffer -2 dice to the Manipulation + Occult + Crúac roll).

Vampire: The Requiem, page 142

Pouvoir

Dice Pool: Manipulation + Occult + Crúac. Because of its sanguinary nature, Crúac doubles any bonuses that a vampire’s blood ties might apply, such as in a ritual performed on a sire, grandsire, childe or grandchilde. Also, the Nosferatu clan weakness does not apply to the Discipline user’s roll.

Action: Extended. The number of successes required to activate a ritual is equal to the level of the ritual (so a level-three ritual requires three successes to enact). Each roll represents one turn of ritual casting. Note also that each point of damage suffered in a turn is a penalty to the next casting roll made for the character, in addition to any wound penalties that a caster might suffer.

Costs to activate Crúac rituals must be paid before the roll can be made. Normally this isn’t an issue, as a ritual that costs one Vitae can have its activation roll made in the same turn (as spending Vitae is a reflexive action). In some cases, though, a ritual costs more Vitae than the caster can spend in a single turn. In cases like these, the caster’s player makes the roll on the turn he (reflexively) spends the last Vitae necessary to invoke the ritual.

If a character fails to complete the ritual in time (such as by being killed before accumulating enough successes) or decides to cancel the ritual before garnering enough successes to activate it, the effect simply fails. Any Vitae expenditures made are not recovered, however.


Roll Results
Dramatic Failure:
The ritual fails spectacularly, inflicting some aspect of itself as a detrimental effect upon the caster. A ritual intended to damage a subject inflicts its damage upon the caster, for example, while a ritual designed to plague its victim with pangs of hunger visits its effects upon the caster.

Failure:
The ritual fails entirely, but not dangerously. Vitae is consumed as normal, but the ritual has no effect.

Success:
The ritual takes place as described.

Exceptional Success:
The ritual takes place as described. In many cases, extra successes are their own reward, causing additional damage or conferring extra duration, capacity or similar benefits. Unless specified otherwise, rituals last for the duration of a scene or until the next sunrise, whichever comes first.


Suggested Modifiers

Modifier Situation
+4 Power is turned on or applies to a vampire with whom the user has a blood tie (see p. 162).
The character is unaffected by threats or distractions.
-1 to -3 The character is rushed or distracted, such as by invoking a ritual in combat or while being harried by pursuers. This penalty is cumulative with multiple distractions (such as by casting a ritual in combat during a hurricane). Successes gained on a meditation roll for the night (see p. 51 of the World of Darkness Rulebook) offset interruption penalties on a one-for-one basis.

Rituels de niveau Un de Crúac

Rituels de niveau Deux de Crúac

Rituels de niveau Trois de Crúac

Rituels de niveau Quatre de Crúac

Rituels de niveau Cinq de Crúac