Ralab

In Arabic, “ralab” means “to vanquish” and the signature Discipline of the Asnâm is aptly named. It blurs the lines between an Idol and his worshipper, always to the worshipper’s detriment. While the bonds that pass among Kindred and kine are already potent, the Asnâm exploit those bonds to depths of loyalty and degradation that most Kindred can only envy. Through Ralab, the Idol can draw upon the mortal strengths of his followers, offsetting Kindred restrictions in a manner that might baffle even some in the Ordo Dracul. On the other end of the bargain, the mortal worshipper can taste the power of the undead while retaining his mortality — at least, to the extent that his goddess permits.

Circle of the Crone, page 189

Pouvoirs

• Pact of Allure •• Haven of Flesh ••• The Infinite Chalice •••• Of Will Undivided ••••• Unholy Avatar

• Pact of Allure

Even the most primitive students of Ralab are armed with something to offer — and something to take. This Discipline takes the form of a pact between the Sanam and a mortal, who must willingly submit to it (though the Sanam is under no compulsion to explain the full ramifications of the deal). The essence of the pact is that the pair exchanges that intangible quality called “allure” until the next sunset. Neither party changes appearance, but the mortal typically seems more poised, charming, vital — she’s nicer to look at, though not in any way anyone can name.

The pact is consummated when the Sanam anoints the human with his blood, and the human lets the Sanam taste hers. (Only a drop is needed, though often Asnâm imply that much more is required.)

In olden times, this Discipline was commonly used as a direct exchange — you pay me, I make you beautiful for a while. In modern nights, fewer people believe in such things (though there are still gullible occult dabblers in every city), so a Sanam is more likely to use this with one of his own long-term followers to create a sort of “body double.”

Cost: 1 Vitae
Dice Pool: This Discipline is not rolled.
Action: Once the Asnâm has taken and spent a Vitae from the subject, the mortal (or ghoul) can substitute the Sanam’s Presence score for her own, if it’s higher. This bonus lasts until the Asnâm next rises from sleep or torpor. (Thus the risk to the Asnâm: if the ghoul learns this, he may have good reason not to rescue his regnant from torpor so quickly.) Typically, only the homely seek out the Pact of Allure, but even the lovely can be driven to extremes by competition. Many Asnâm use Majesty to “polish up” what they offer, though the effects of that Discipline do not enhance a mortal who has made a Pact of Allure.

For that same duration, the Sanam does not provoke the Predator’s Taint in other Kindred (though he still needs to make Resolve + Composure rolls for frenzy as usual). His aura may reveal his nature, but the Taint is muted for the duration.

Specifically, it’s redirected to his mortal pact-mate. Her aura shows her humanity, but she provokes Predator’s Taint in vampires as if she had the Sanam’s Blood Potency.

For an additional three experience points, this power may be expanded, granting the subject the equivalent of the Striking Looks Merit (••) for its duration. If the subject already has Striking Looks ••, then this expanded power grants Striking Looks •••• instead.

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•• Haven of Flesh

At this level, the lines between ghoul and goddess are so blurred that one can flow into another. By taking her worshipper into her arms, the Sanam can dissolve into his very body, dwelling invisibly within him until she chooses to emerge.

Cost: 1 Vitae
Dice Pool: This Discipline requires no roll to invoke.
Action: Instant

The overlap of Idol and servant has a powerful effect on each. The Sanam can only slumber within her ghoul (though there are rumors of Auspex Devotions that let her perceive and remain awake). The Sanam may choose to wake up at nightfall, or if the thrall becomes afraid or any time the thrall takes damage. Any damage done to the thrall while the Sanam is ensconced is done to the Sanam as well, though bullets still only do bashing damage to her. If the thrall dies, she is automatically ejected from his corpse, coalescing like oil from his skin. No matter how or why she emerges, she has the option of automatically taking as much of her thrall’s remaining Vitae as she chooses.

The ghoul, while holding his Idol, enjoys a calm bliss of satiation — like a mild version of the euphoria of the Kiss, but extended on and on. All his dice pools suffer a –2 penalty due to this lassitude, but he can still walk, talk, reason, get on the plane to Fresno — even fight if he must. He may not draw on any of his mistress’ Vitae, however, save that which he had before she merged with him. If he does use up all the Vitae in his system, he feels no craving for it. After all, he has its source slumbering within — she can’t go far.

It is clear to Aura Sight that something is strange about the conjoined entities, though unless the viewer has seen this unique overlapping of auras before he’s unlikely to recognize what they mean. Other than that, there’s little way to recognize the phenomenon. The ghoul carrier gains no weight, provokes no Taint and doesn’t even spook animals.

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••• The Infinite Chalice

This feared Discipline is the foundation upon which an Asnâm can build a regional or even national cult. Most Kindred keep their ghouls close, so that the thrall can protect the master while the master enhances the thrall. But the Infinite Chalice allows the bond of blood to transcend mere space, so that a Sanam may feed from a ghoul regardless of distance, or replenish his servant’s Vitae across miles, time zones and oceans.

Cost: 1 Willpower
Dice Pool: Strength + Occult + Ralab – the subject’s Stamina
Action: Instant

This Discipline permits a transfer of Vitae between regnant and ghoul. Only the Kindred half of the pair can initiate the process.

For each success rolled, the Idol can drain one Vitae (though he may take less if he so chooses). There is no swooning Kiss effect with such feeding, or pain. The ghoul may not even notice, if his regnant takes only a little. On the other hand, the ghoul may pale and pass out, suddenly and mysteriously a liter short on precious blood.

When replenishing a ghoul’s supply, the Kindred may transfer one Vitae for each success rolled. He may donate less — for example, rolling three successes but only giving his ghoul one Vitae. Under no circumstances can he grant a ghoul more Vitae than the ghoul’s Stamina permits.

Suggested Modifiers
Modifier — Situation

+2 — The Sanam spends his last point of Willpower to activate this Discipline
+1 — The ghoul is within sight of the user.
— —The ghoul is within 100 miles of the user.
–1 — The ghoul is more than 100 miles away.
–3 — The ghoul is more than 500 miles away.
–5 — The ghoul is more than 1,000 miles away.

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•••• Of Will Undivided

Asnâm who are already glutted on the physical blood of their slaves can, with further study of Ralab, transfer the inner strength that is the very core of identity. A Sanam may bolster a tried-and-true worshipper to nearly superhuman levels of competence and concentration with this Discipline.

Far more often, the Sanam uses it selfishly, sometimes leaving his thrall a veritable empty shell of a personality.

Cost: 1 Vitae
Dice Pool: Manipulation + Occult + Ralab – the subject’s Resolve
Action: Reflexive

This Discipline permits the transfer of Willpower between Sanam and ghoul. Only the Kindred half of the pair can initiate the process. With any number of successes, the Sanam can transfer a single Willpower point. If he’s draining, the ghoul loses a point of Willpower and the vampire gains it. If the Sanam is sending, the ghoul gains a point of Willpower and the Sanam loses it.

Suggested Modifiers
Modifier — Situation
+1 — The ghoul is within sight of the user.
— — The ghoul is within 100 miles of the user.
–1 — The ghoul is more than 100 miles away.
–3 — The ghoul is more than 500 miles away.
–5 — The ghoul is more than 1,000 miles away.

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••••• Unholy Avatar

If there is a more odious, inhuman and self-serving Discipline studied by the Asnâm, no one outside the bloodline is talking about it. The depraved apex of Ralab answers the question, “Why would a vampire bargain for a living infant, anyway?”

Through the warping influence of her blood, a Sanam who acquires a child who is too young to walk or speak can so entangle the child’s life with her Requiem that upon the destruction of her Kindred frame, her spirit moves on to vanquish that of the child (even if the child is grown by the time this fateful night comes). The soul of the child passes on to whatever waits beyond death. The Sanam retains the memories and knowledge of her Requiem, only now in a new place, residing in a new body.

One of the Asnâm could infect a child with this curse, leave him somewhere to resume some normal life and then unexpectedly seize control when necessary.

Cost: 1 Willpower dot plus 5 Vitae (see below)
Dice Pool: Presence + Occult + Ralab versus the subject’s Resolve + Composure
Action: To anoint the subject: instant; resistance is reflexive. To transfer the vampire’s consciousness: reflexive; resistance is reflexive.

The complete use of Unholy Avatar requires two rolls. The first is made when the victim is still an infant (less than one year old) and requires the expenditure of five Vitae and one Willpower dot. One of these Vitae must be fed to the child. If the role is successful, there are several effects.

  • The child cannot be placed under a full Vinculum, and upon being fed any Vitae, makes a reflexive Stamina + Resolve roll to resist developing even a partial bond. A single success is sufficient to shake off the false adoration of the blood bond, no matter how potent the Vitae consumed. This protection persists until the Sanam takes over the child’s body, until the child is made another vampire’s ghoul or until death, whichever comes first. The supernatural bond of thralldom that binds a ghoul to his regnant supersedes this power’s protection. Thus the Asnâm is faced with the quandary of making his Unholy Avatar his ghoul or of maintaining his back-up corpse’s protective anonymity.
  • The child develops an extreme sensitivity to daylight. He suffers a –2 penalty to all actions taken in direct sunlight. The subject sunburns easily, possibly even suffering one point of bashing damage per additional hour spent in full sunlight after the first four (at the Storyteller’s discretion).
  • No Asnâm can gain nourishment from feeding off this child, though other Kindred can feed from it as normal. Vitae taken from the subject harms her but is not claimed by the feeding Kindred — it simply vanishes.
  • An Asnâm instinctively knows if his Avatar suffers lethal or aggravated damage or is killed. This effect operates no matter how far the vampire is from her subject.
  • If the Unholy Avatar is Embraced, he is released from this power’s effects (as his body has effectively died).
  • The child can (if the Sanam wishes) be ghouled with most of the normal effects — addiction, mental instability and access to Disciplines. However, one notable exception is that the child’s Vinculum resistance prevents him from becoming maniacally devoted to his Idol.

The Asnâm often ghoul these children, once they reach the peak of their physical prowess and appearance — by keeping the Avatar eternally young, the Sanam ensures a fitting vessel when she decides (or is forced) to move on. Aura Sight reveals that there is something occulted about the Avatar, but unless the viewer is familiar with the effect, he’s unlikely to recognize the tell-tale signs for what they are. The Sanam cannot finish the transaction required by this power until her own demise, and even then it’s an uncertain thing. If she is slain (or kills herself because the Avatar’s body or circumstances are more desirable than her own), she makes the second roll to complete this power’s invocation, which costs no Vitae. If that roll garners even a single success, she takes over the Avatar’s body, which becomes, in that moment, that of a vampire. Any blood (Kindred or mortal) that was in the Avatar’s body remains there when the new tenant moves in. When an Asnâm’s consciousness moves into its new body, the following changes are made:

  • The Asnâm’s Mental Skills and Attributes replace those of the Unholy Avatar.
  • The child’s Physical Attributes replace those of the Asnâm.
  • The Asnâm’s Composure and Manipulation replace the child’s. The child’s Presence replaces the Asnâm’s.
  • All of the Asnâm’s Social and Physical Skills are reduced by two dots, as the Asnâm is not familiar with his new body. If the Unholy Avatar is not yet old enough to be a playable character (by the Storyteller’s standards), then these diminished Skills may be reduced even further until the Asnâm’s new body comes of age (see below). Some Skills (such as Expression, Intimidation or Athletics) may reflect the Asnâm’s former abilities faster than others, as the Storyteller sees fit.
  • Merits must be handled on a case-by-case basis. The Asnâm’s Mental Merits most likely survive the transfer, but Physical Merits may no longer be usable until the Asnâm once again fulfills their prerequisites. Social Merits might be lost if Contacts and Allies no longer recognize the character.
  • The vampire’s Humanity replaces that of the child. The vampire’s Blood Potency drops by one.
  • Once the vampire’s wicked will replaces the subject’s, the new body begins to age and grow. This process takes a number of nights equal to 10 minus the vampire’s Blood Potency. Over this time, the avatar’s body alters to resemble the age that the vampire was at the time of his Embrace — unless the avatar was the Asnâm’s ghoul, in which case the ghoul’s apparent age at the time of the vampire’s destruction determines the body’s apparent age at the end of its transformation. These days of change are extremely awkward and painful for the vampire, who’s new body may be transformed from that of an infant to that of an old woman in a matter of hours.
  • The Asnâm’s new body is effectively Embraced when the vampire’s will usurps it. It is considered to have Vitae equivalent to the body’s Health and be immediately subject to all the banes of vampiric existence — including the damage of sunlight.

Some Avatars are utterly ignorant of their fate. They are placed in orphanages, find good homes and often receive excellent health care and schooling, courtesy of some “mysterious benefactor.” Indeed, their lives seem charmed, coddled and protected by some anonymous mentor, until the day their spouses wake up and find the Avatars radically different …

Other Avatars know full well their fate. Even without a Vinculum, the wiles, Majesty and addiction of being Idols’ ghouls can so warp the Avatars’ minds that they are willing, even honored, to give up their body for their mistresses — though most Avatars are attached enough to themselves to try and stave off that eventuality. An Unholy Avatar who fights against his mistress’ plans is rare. After all, one false move could prematurely end her existence.

If an Idol has multiple Unholy Avatars in waiting, he is transferred into the one subjected to this power the earliest.

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