The Sumerian word “Mérges” can be translated to mean “poisonous” or “angry.” It is a fitting descriptor, therefore, for the brand of sorcery practiced by the Iltani bloodline. Iltani have the unique ability to distill their negative emotions (anger, spite, resentment, hatred, etc.) into rare and highly-specialized magical venoms. The secrets of Mérges Sorcery are jealously guarded and carefully passed down from one generation to the next. Iltani have been known to hunt down and kill undeserving Kindred who have learned of its mysteries.
All vampires who become skilled in Mérges Sorcery develop specialized, hollow fangs that can be used to administer venom. When not in use, the fangs fold back against the roof of the mouth and are enclosed in a membranous sheath.
Cost: The use of Mérges Sorcery always costs the character one Willpower point. It is the Iltani’s own will that instigates a reaction between his hatred and the Beast within, and it is through this reaction that the venomous curse is formed. Willpower spent in this manner does not add three dice to activation rolls. (However, subsequent extended Mérges Sorcery rolls, past the initial activation roll, may be augmented by spending a point of Willpower).
Mérges Sorcery does not have the same linear progression that other Disciplines do. It is a character’s mastery that dictates the highest level of the rituals he may learn. For example, a character with two dots in Mérges Sorcery can know an unlimited number of level one and level two rituals (provided the experience points are paid to learn each), but he may not learn any level-three Mérges Sorcery rituals until his Mérges Sorcery level is increased to 3. Each time a character acquires a dot of Mérges Sorcery (including at character creation), he gains a ritual of that level at no additional cost. New rituals can be bought at a cost of two experience points multiplied by the level of the ritual.
To master Mérges Sorcery, an Iltani must never let go of his hatred. Instead, he must fuel it, control it, and transform it through his Beast. In the time that passes after his Embrace, a Viper gradually forgets how to forgive others, and he cannot recall what the peace of absolution felt like as a mortal. To an Iltani, anger is fuel, but because he never ceases to carry corrosive emotions within himself, his own hatred slowly begins to eat away at his Humanity. A character’s dots in Mérges Sorcery, subtracted from 10, is the maximum to which his Humanity may rise. For example, a character possesses Mérges Sorcery at level three. His maximum Humanity is therefore 7. If a character increases his Mérges 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 pp. 182-188 of Vampire: The Requiem for more on Humanity rolls and derangements.) If a character learns both Crúac and Mérges Sorcery, his Humanity is limited by the higher of the two traits.
Dice Pool: Resolve + Intimidation + Mérges Sorcery Because negative emotions are the source and fuel of Mérges Sorcery, characters with the Vice Wrath add +1 to relevant rolls. Conversely, characters with the Virtue Temperance take a -1 penalty to relevant rolls.
Action: Extended. The number of successes required to activate a ritual is equal to the level of that 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 incurred in a turn is a penalty to the next casting roll made for the character, in addition to any wound penalties suffered.
If a character fails to complete the ritual in time (such as by being sent into torpor before accumulating enough successes) or decides to cancel the ritual before garnering enough successes to activate it, the effect simply fails. Any Willpower expenditures made are not recovered.
Roll Results
Dramatic Failure: The ritual fails spectacularly, and the character enters an immediate anger frenzy, which lasts for the rest of the scene.
Failure: The ritual fails entirely, but not dangerously. Willpower is consumed as normal, but the ritual has no effect.
Success: The ritual takes place as described.
Exceptional Success: In many cases, extra successes are their own reward, causing additional damage or conferring extra duration or capacity.
Suggested Modifiers
Modifier Situation
+2 Power is turned against, or applies to, a vampire with whom the user has a blood tie (see p. 162 of Vampire: The Requiem).
— There are no threats or distractions to bother the character.
-1 to -3 The character is rushed or distracted, such as by invoking a ritual in combat or while trapped in a burning building. 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.
Enter controlled anger frenzy
An Iltani is able to work herself into anger frenzy with ease, and is adept at maintaining control over her mind and actions while in such a state. Thus, she is able to reap significant benefits from the heightened emotional state of frenzy. An Iltani who successfully performs Control Anger may activate its effects as an instant action at any time during the same night the ritual is performed. Once activated, the Iltani enters a state of frenzy that lasts for one scene (a character may choose to end the anger frenzy prematurely if she wishes). This has the following effects on a character:
Distill emotions into specialized poisons
An Iltani can distill her own emotions into specialized poisons that can be injected into her victims through the vampire’s bite. As described on p. 157 of the World of Darkness Rulebook, a character attempting to bite as a combat action must first achieve a grapple hold on the target. Then, on the following turn, the attacker can use the venomous bite ability. An Iltani may not consume Vitae from victims in the same turn that she uses Venomous Bite.
The Iltani can activate this ritual at any time in a given night, whereupon she is capable of using Venomous Bite until the following sunrise. She does not have to reactivate the bite to use different kinds of poisons (see below).
Traces of the venom remain in the victim’s body even after its effects have worn off, and are still present in the victim’s remains after death — unless the Iltani covers her tracks by using Antidote (see below). Once delivered, the victim’s player rolls Stamina + Resolve – Toxicity Rating. If the victim fails, the poison automatically takes effect and deals immediate damage equal to its Toxicity Rating, unless stated otherwise (see the poison rules in the Introduction to this book). The Toxicity Rating for Mérges Sorcery poisons is equal to: Blood Potency + Mérges Sorcery.
An Iltani can produce a number of venom doses per day equal to her Blood Potency.
Venomous Bite may be used multiple times on the same victim. If an Iltani chooses to do so, the victim may be affected by multiple poisons simultaneously. Similarly, an Iltani may administer multiple doses of a single type of poison to intensify its effects (see Compounding Poisons, below).
Compounding Poisons: Some Iltani poisons can be compounded, while others cannot. With subsequent doses of the same poison, the effects may increase or intensify, depending on the nature of the venom.
When compounding a poison, the concentration of the toxin in the victim’s blood increases with subsequent doses. The concentration of a poison within a character’s blood is measured by his Toxin Level. As the Toxin Level increases, the effects of certain poisons become more pronounced or severe. There are five Toxin Levels: levels 1-2 are considered low amounts of a particular poison, level 3 is a moderate amount, and levels 4-5 indicate high or lethal amounts of a poison within the victim’s blood. At levels 4-5, any vampire who drinks the blood of a poisoned victim might feel the effects as well. The player rolls Stamina + Resolve – the Toxicity Rating of the poison in the victim’s blood. If the roll fails, the consuming vampire also suffers the effects of the poison. Members of the Brothers of Ypres bloodline (p. 22) are not subject to this, and can drink from victims of Mérges Sorcery poisoning with no ill effect.
When a poison with a specific duration is compounded, the duration resets and begins again from the last dose administered, without weakening or losing previous effects. For example, Venom of Paralysis (see below) is a poison that can be compounded. Venom of Paralysis completely paralyzes a victim for a number of hours equal to the Iltani’s rating in Mérges Sorcery. If an Iltani with three dots of Mérges Sorcery administers Venom of Paralysis, the victim would normally be paralyzed for three hours. Instead, the Iltani waits two hours and administers a second dose. The duration resets, and the victim remains paralyzed for another three hours (five hours total).
If a poison cannot be compounded, its effects last for the stated duration. The duration cannot be lengthened by additional doses, although an Iltani can wait until the venom wears off and then administer a new dose.
The effects of poisons may be compounded as long as the toxin remains within the victim’s system. In this way, an Iltani can repeatedly administer a poison to a victim night after night, slowly killing him or driving him mad.
Upon learning this ritual, the Iltani gains the ability to use a poison that causes muscle spasms, painful cramps and damage to the nervous system. In game terms, the poison simply inflicts physical damage based on the Iltani’s master of Mérges Sorcery:
Mérges Sorcery Level - Type of Damage
1 - Bashing
2 - Lethal
3 - Lethal
4 - Lethal
5 - Aggravated
A Viper can choose to inflict a less severe type of damage if she wishes to.
In addition, the character can learn to produce other types of poisons. Each of the poisons counts as a separate level one Mérges Sorcery ritual for purposes of experience points.
Sample Venoms
Venom of Paralysis: The victim is completely paralyzed for a number of hours equal to the Iltani’s level in Mérges Sorcery. This poison causes no physical damage.
This poison can be compounded. With each dose successfully administered, the duration is extended in the typical fashion. No new effects are added.
Venom of Madness: A victim poisoned with Venom of Madness develops a derangement of the Iltani’s choice for every Toxin Level (see pp. 96-100 of the World of Darkness Rulebook). Each Toxin Level can either inflict a mild derangement or increase an existing derangement (whether one the victim already possessed or one caused by this poison) to severe. Therefore, a victim poisoned at Toxin Level 3 (with no preexisting derangements) could have three mild derangements or one that is severe and one that is mild. The effects of this venom last for a number of nights equal to the Iltani’s level in Mérges Sorcery. Venom of Madness causes no physical damage.
This poison can be compounded. With each dose successfully administered, the duration is extended in the typical fashion.
Venom of Lethargy: Venom of Lethargy inflicts no damage, but saps the victim’s drive to act, and slows his movements temporarily. The victim’s Speed becomes equal to his Strength alone (rather than the usual Strength + Dexterity + 5). The victim’s Initiative modifier becomes the lower of his Dexterity or Composure, and the Fast Reflexes Merit no longer applies. Venom of Lethargy lasts for a number of hours equal to the Iltani’s level in Mérges Sorcery.
This poison cannot be compounded.
Obsess a victim with her Vice
Anger can bring out the worst in people, causing an individual to say and do things she ordinarily wouldn’t. An Iltani can invoke anger in his foe, temporarily causing her Vice to dominate her actions. While under the effects of Invoke Vice, the subject becomes obsessed with indulging her Vice, leaving all other obligations by the wayside. The victim will only pause in her pursuit if her own life is in danger, and only until the threat is resolved, after which the obsession returns. The Iltani must be able to see or touch the victim in order to use this ritual. Invoke Anger lasts for a number of hours equal to the Iltani’s level in Mérges Sorcery.
Use insect or animal to deliver poison
An Iltani may plant her venom within a snake, spider, insect, scorpion or other stinging or biting creature. Many Vipers make use of Plant Venomous Bite to attack their victims from a safe distance, or to store their poisons for future use.
An Iltani can produce a number of venom doses per day equal to her Blood Potency. Rather than using Venomous Bite to immediately deliver her poison, she may choose to plant some, or all, of her daily doses within living creatures. Only insects and animals that naturally have a poisonous bite or sting may be used in this ritual. Once the venom has been planted, an Iltani may use the Animalism Discipline to further instruct the host. A single creature can hold one dose of venom, and the poison remains useable within it for a number of nights equal to the Iltani’s Blood Potency + Mérges Sorcery, after which the creature dies.
The poison begins to take effect once the victim has been stung or bitten. Immediately after the creature has delivered its venom, it crumbles to ash. Once poisoned, the victim receives the usual chance to resist (Stamina + Resolve - Toxicity Rating). If the victim’s resistance fails, the poison automatically takes effect. Poisons administered using Plant Venomous Bite may be compounded as described in Venomous Bite (above).
Cleanse poison from person or object
The Iltani is able to remove all traces of venom or poison from any person or object. In living and undead creatures, Antidote stops the effects of poisoning (both natural and supernatural) in its tracks, and prevents any further damage or influence on the creature by the poison. Iltani often use Antidote on the remains of their victims to cover their tracks by removing trace amounts of residual poison from the body. Antidote may also be used to render naturally poisonous plants or animals harmless, or to purify poisoned food or water.
Distill exceptionally deadly and powerful venoms
An Iltani with Venom Mastery can produce exceptionally deadly and powerful venoms. Venom Mastery poisons may be administered as described in Venomous Bite or Plant Venomous Bite (above). Each of these poisons counts as a separate level four ritual for purposes of experience points.
Venom of Weakness: The Venom of Weakness temporarily withers the victim’s muscles, causing acute fatigue and weakness. For one night, all Physical Attributes are reduced by a number of dots equal to the Toxicity Rating of Venom of Weakness. This poison causes no physical damage (but reduces Health indirectly by reducing Stamina).
This poison can be compounded. With each dose successfully administered, the duration is extended in the typical fashion. No new effects are added.
Venom of the Slow Burn: The victim’s skin becomes highly sensitive to light of any kind when poisoned with Venom of the Slow Burn. Even moonlight and artificial light slowly damages a vampire or mortal afflicted with this poison. At low to moderate Toxin Levels (levels 1-3), Slow Burn is more painful than deadly. However, the target still feels his flesh slowly and excruciatingly burning away, which usually causes the victim to avoid light altogether. Some Iltani are known to use the Venom of Slow Burn as a brutal means of extracting information from their foes. After paralyzing a victim, an Iltani administers the venom, then uses a flashlight as an instrument of torture.
Higher levels of the poison are much more deadly, as described below. The effects of this Venom of the Slow Burn last for a number of nights equal to the Iltani’s level in Mérges Sorcery.
Damage: See Toxin Levels, below
This poison can be compounded, and the duration is extended in the typical fashion. The victim does not take damage from Venom of the Slow Burn until exposed to light (of any kind). With each dose administered, the length of time a victim can remain in the light before sustaining an additional point of damage shortens.
Toxin Level – Toxin effect
1 – (minimum) Exposure to any kind of light (natural or artificial) causes the victim noticeable discomfort. The character takes one point of bashing damage per hour he remains in the light. Additionally, when exposed to light, the victim takes a -1 penalty to all actions that require mental focus or concentration. The damage at this level is subtle enough that the target might not notice what is causing it.
2 – Exposure to any kind of light (natural or artificial) causes the victim pain. The character takes one point of bashing damage per each 30 minute interval that he remains in the light. Additionally, when exposed to light, the character takes a -2 penalty to all actions that require mental focus or concentration.
3 – Exposure to any kind of light (natural or artificial) causes the victim intense pain. The character takes one point of lethal damage per each 15 minute interval that he remains in the light . Additionally, the character takes a -3 penalty to all actions that are not devoted to seeking total darkness. At this point, the victim can feel his skin blister and burn under even fluorescent lights. Va mpires must check for Rötschreck upon seeing any source of light (2 successes required).
4 – Exposure to any kind of light (natural or artificial) causes the victim intolerable agony. The character takes one point of lethal damage per each five minute interval that he remains in the light. Additionally, the character takes a -4 penalty to all actions that are not devoted to seeking total darkness. Vampires must check for Rötschreck upon seeing any source of light (3 successes required).
5 – (maximum) Exposure to any kind of light (natural or artificial) causes the victim’s skin to bubble, blister and melt. The character, if mortal, takes one point of lethal damage per each 10 second interval that he remains in the light. For vampires, this damage is aggravated. Additionally, the character takes a -5 penalty to all actions that are not devoted to seeking total darkness. Vampires must check for Rötschreck upon seeing any source of light (5 successes required).
Venom of Deceit: A character under the influence of Venom of Deceit believes anything he is told to be the truth, no matter how absurd or irrational. The victim then acts under assumptions based upon the false fact for the poison’s duration (regardless of being confronted with the truth). For example, a man who is told “your wife has been murdered” acts as he would if his wife had actually been murdered for as long as the poison remains in his system, even if he is confronted by his wife, alive and well. (He may attempt to rationalize her appearance by believing that she is some imposter trying to fool him, but he will not realize that she is truly alive until after the poison wears off.)
Upon successful administration of Venom of Deceit, the Iltani may state a single “fact” to the target. The statement should be no longer than a sentence or two, as the victim only remains impressionable for a matter of seconds (if a character rambles on for too long, how much the victim believes of what the Iltani tells him is at the Storyteller’s discretion). The victim believes the statement for a number of hours equal the Iltani’s level in Mérges Sorcery.
Venom of Deceit does not directly force the victim to behave in any particular way or feel any differently than he would ordinarily. For instance, a victim who is told “find the man who murdered your wife” may not actually do so. Having heard that statement, the victim now believes that a man has murdered his wife, but if he was waiting to cash in on the life insurance, he may not care much at all about finding her killer. He might book a trip to Tahiti with his mistress, instead. The statement “you are looking for the man who murdered your wife” might seem more effective, but in this case, the same man would probably just sit around until the poison wears off — believing the statement to be true, but wondering what possessed him to set out looking for his wife’s murderer when he would rather be in Tahiti with his mistress.
This poison can be compounded. With each dose successfully administered, the duration is extended in the typical fashion. No new effects are added. Venom of Deceit inflicts no physical damage.
Enter a powerful and controlled anger frenzy
Master Rage is a more powerful version of Control Anger (above). The Iltani has mastered her hatred, and may enter anger frenzy at will. As with Control Anger, An Iltani who successfully performs the Master Rage ritual may activate its effects as an instant action at any time during the same night the rite is performed (the character rolls Wits + Intimidation + Mérges Sorcery to activate the effects of the ritual). Once activated, the Iltani enters a state of frenzy that lasts for one scene (a character may choose to end the anger frenzy prematurely if she wishes). Frenzy initiated by the Master Rage ritual has the following effects on a character: