Bonuses to certain dice pools depending on which spirit receives the sacrifice
Ritual of of the Kinnaree
Throughout the stories of the Thai people, devotees of the Devi would perform rituals of sacrifice in the hopes of receiving blessings from their patrons. Rather than one specific ritual, the Tapas are a suite of rituals used to grant the penitent bonuses to certain dice pools depending on which spirit receives the sacrifice. The bonus lasts for one scene, but each one must be purchased as a separate ritual to a different member of the pantheon; three examples are listed below.
Tapas to Ma Durga: Calling out to the destroyer of demons, a petitioner must make an offering of the precious blood from her own tongue without showing signs of pain or suffering. This does not cause any damage, but requires a Resolve + Composure roll to resist a display of pain (add any dots in the Iron Stamina Merit to this pool). On successful activation of the ritual, Ma Durga grants the penitent two dice to any Weaponry roll that pertains to swords, Durga’s preferred weapon.
Tapas to Brahma: Like Shurpanakha’s wicked brother, a petitioner calls out to Shiva and stands on one foot for a full turn. Upon successful activation of the ritual, the penitent is gifted with a bonus of two dice to Politics rolls, or three dice for Politics rolls involving conquest or political domination.
Tapas to Hannuman: The King of the Monkeys was a great friend of Lord Rama, and a master of beasts. A penitent seeking Hannuman’s boon must symbolically break the neck of a hog or boar; this can be as simple as drawing a picture of the animal and tearing the paper in half. Upon successful activation of the ritual, the penitent receives a bonus of two dice to all Animal Ken rolls for a scene.
Cannot use Socialize or Persuasion on mortals; gain bonus to Intimidation; inflict Initiative penalty; grow curved claws
Ritual of of the Kinnaree
In the Ramakien, Shurpanakha used her demonic magic in order to transform herself into a beautiful maiden so that she might seduce Lord Rama. The Kinnaree say that the story is backwards. They claim that the lovely virgin with her long nails used blood magic to transform her child-like form into that of a potbellied, cross-eyed monster of a hag. Using this horrible visage, she terrified Lord Rama so he would be more apt to war against her brother Ravan. By smearing their lovely young skin with blood and the waste of animals, the Kinnaree becomes hideous and terrible. Modern Acolytes have found that they can perform the ritual without the excrement, but traditionalists scoff at the deviation.
Successfully enacting the ritual costs the ritualist her ability to use Socialize or Persuasion on mortals for the remainder of the night, but in exchange, she gains her level of Crúac as a bonus to Intimidation rolls. Any aggressors against the Kinnaree suffer an Initiative penalty equal to the caster’s Crúac as well. The character can also, by spending an additional point of Vitae, extend her fingernails out into wicked-looking curved claws. These claws inflict 1L damage in combat, but on a dramatic failure they snap, causing a point of lethal damage to the Kinnarree.
See the last moments of a Vampire, from their point of view
A devotee can call upon Ghede to grant him the ability to perceive the moments of another vampire’s Final Death as though he were experiencing the Final Death himself. The Kindred perceives the death as it was occurring from the point of view of the deceased vampire. The character sees what the vampire saw, smells what he smelled, feels how he felt, etc. Kindred are able to maintain Death Echo for a minute per Rapport level, and must know the name of the dead vampire in order to use this ritual.
Suggested Modifiers
Modifier - Situation
+1 - The ritualist has a physical object connected to the deceased (e.g. hair, clothing, a photograph).
+2 - The ritualist is well acquainted with the deceased, or the deceased is connected to the ritualist through a blood tie.
Remove dices from a target dice pools for hours
Kalfou may be called upon to inflict a curse intended to bring about immediate ill-fortune upon another. The target of the curse need not be present to be affected by Kalfou’s Misfortune, but the devotee must have met the target. Success causes a number of dice to be removed from the subject’s dice pool. One die is subtracted per Rapport dot the ritualist possesses (an additional die is subtracted if Kalfou is the patron loa of the ritualist). Kalfou’s Misfortune lasts an hour per dot of Rapport the ritualist possesses.
This ritual involves a contested action, pitting the ritualist’s Presence + Persuasion + Rapport against the subject’s Resolve + Blood Potency. Resisting Kalfou’s Misfortune is a reflexive action. Kalfou’s Misfortune can be used a number of times per night equal to the ritualist’s Rapport.
Suggested Modifiers
Modifier - Situation
+1 - The ritualist has a physical object connected to the target of the curse (e.g. hair, clothing, a photograph).
+2 - The ritualist is well acquainted with the subject.
+2 - The subject is connected to the ritualist through a blood tie.
Allow communication with spirits in the Twilight
Papa Legba can be called upon to grant the ritualist the ability to see, hear and speak with spirits. Kindred granted this ability can also detect their unseen presence if they are hiding or have chosen to not reveal themselves. Unless the vampire has some means of peering across the Gauntlet or affecting the Shadow, he can converse only with Twilight spirits. The effects of the ritual last for one hour per dot of Rapport.
Damage a material object
A devotee can call upon Ghede to cause any material object to corrode, rust or become rotten. This ritual lowers the object’s Durability by a number of points equal to the vampire’s Blood Potency, but it does not affect the object’s Structure.
Curse oathbreakers with a strong penalty, until promise is fullfilled, they die or oath is lifter by destroying the focus
A devotee can swear a binding oath under the eye of Kalfou, and even more importantly, the oath may take place between any number of Kindred. Only one of the vampires involved needs to be able to cast the ritual. Each vampire making an oath under Kalfou signifies her promise with a drop of her own blood upon a swatch of white linen.
A promise sworn beneath the watchful gaze of Kalfou can only be broken at a great price. If a vampire knowingly and willingly acts in any way contrary to an oath sworn beneath Kalfou, the loa curses him with bad luck, and the oath-breaker receives a -5 penalty to all actions until his promise has been fulfilled, he dies, or the oath is lifted.
The oath is only lifted if the binding cloth on which the oath-takers’ blood was shared is destroyed.
Allow communication and understanding of any language
A vodouisant may call upon Papa Legba to translate any language, verbal or written, allowing communication and understanding across cultural and knowledge barriers. When Universal Translator is in effect, the vampire understands all languages and can speak or write any language that he chooses to focus upon. Fundamentally, Universal Translator is based upon pattern recognition. Therefore, it may also be used on computer and programming languages, allowing the vampire to understand and write the language of code. Universal Translator remains in effect for one scene.
Remove a person, place or thing from the mind of a victim
only available to patrons of Papa Legba
In linguistics, the Sapir-Whorf hypothesis states that there is a systematic relationship between language and how a person both understands the world and behaves in it. It is language that defines the world. Without language, a person cannot think or communicate, he can only perceive.
A houngan of Legba may temporarily remove a person, place or thing from the mind of a victim, rendering the subject incapable of talking about, understanding, or even thinking about the removed noun. The victim may still perceive the object if confronted with it outright, and he may even understand its fundamental properties individually, but he cannot group those properties together to fully grasp or describe what the object is. For example, a victim is made to forget the word “apple.” If he is subsequently confronted with an apple, he sees that it is round. Then he sees that it is red, but he cannot recall or see that it is also round. Then he feels that it is smooth, but he cannot recall or see that it is also round and red, and so on. The victim need not be present for the ritual, but the houngan must know his name, or possess an object connected to the victim (hair, an article of clothing, etc.). If the ritual is successful, the devotee chooses any single noun (including proper nouns), which is then removed from the victim’s mind for a number of days equal to the houngan’s level of Rapport.
Curse an object, inflicting a penalty on dice pools to anyone touching it
only available to patrons of Kalfou
Kindred under the patronage of Kalfou may perform a ritual to tie bad fortune to existing lifeless objects (jewelry, clothing, a weapon, etc.).
If the ritual is successful, the targeted object is cursed. A character who comes into physical contact with the object must remove a number of dice from her dice pool for any action subsequently performed. One die is subtracted per Rapport dot the ritualist possessed at the time of the item’s creation.
The subject need not remain in contact with the item to be affected by its curse. Simply brushing again the cursed object brings bad luck upon the individual. The curse is automatically contested by the victim upon touch, pitting the ritualist’s Presence + Persuasion + Rapport against the subject’s Resolve + Blood Potency. If the victim fails the roll, he is cursed for a number of hours equal to the houngan’s dots in Rapport.
Steal dots in a random Skill from a vampire
only available to patrons of Papa Legba
A houngan of Legba may perform the ritual Leech Understanding upon a restrained or incapacitated vampire. The ritualist lays his hands upon the vampire, and knowledge pours into him from the mind of the victim. A character who performs Leech Understanding permanently gains an additional dot in a random Skill that the victim possesses at a higher level than the houngan, and the victim permanently loses a dot in that Skill. If the victim does not possess any Skills at a higher level than the houngan, the ritual has no effect. The Skill dot gained need not be paid for with experience points. Leech Understanding may not be used on mortals.
Using this ritual causes a degeneration check for vampires with Humanity 4 (roll three dice).
Ask question to the soul of a dead vampire through their ashes. Doesn’t work if they were diablerized
only available to patrons of Ghede
Kindred can call upon Ghede to pull the soul of a slain vampire back into the dust of his remains for a limited time. An impression of the face of the dead vampire appears in the dust, answering the houngan’s questions in a soft, dry whisper. The ritualist can ask one question of the ghost per level in Vodoun. After it has answered, it departs. (The houngan cannot delay for more than five turns between questions, or else the ghost disappears prematurely.) The ghost’s answers are not necessarily truthful or straightforward, as the ritual in no way forces the ghost to be honest. This ritual cannot be used to call up the soul of a diablerized vampire.
Suggested Modifiers
Modifier - Situation
+2 - The ritualist is well acquainted with the deceased.
+2 - The deceased is connected to the ritualist through a blood tie.
-2 - The deceased disliked the ritualist.
Prevent the caster from dying due to damage for one hour; cancelled if the caster enter frenzy
only available to patrons of Ghede
Ghede is Lord of the Dead and keeper of the eternal gateways between life and death, and as such, he has final say over who dies and who lives. A houngan of Ghede may call upon his patron loa to shield him from Final Death. A houngan who performs the ritual Cheat Death is protected by Ghede from Final Death for one hour after the ritual is performed. No matter how hard his foe may try, the houngan simply will not die when under the protection of his patron loa.
Cheat Death may only be performed once a night. After the initial ritual is completed, a houngan can activate the effects of Cheat Death as an instant action at any time within the course of a night. When the effects of Cheat Death have been successfully activated, the vampire is under the protection of the ritual for one hour.
The rightmost Health box cannot be filled with any kind of damage while a character is protected by Cheat Death. If the vampire enters frenzy, however, the ritual is dissolved, and the character may be killed. Wound penalties apply normally to a character protected by this ritual.
trap a spirit within a gris-gris that can be activated to use its power
only available to patrons of Papa Legba
Kindred under the patronage of Papa Legba can call upon him to trap a spirit within a gris-gris, a talisman that houses a spirit and grants the wearer certain abilities or protection. Gris-gris are typically small, cloth bags containing herbs, oils, stones, small bones, hair and nails, pieces of cloth soaked with Vitae, or other small items that calm the trapped spirit and connect it with the owner of the talisman.
Before the houngan calls upon Papa Legba, he must first make the amulet that will house the spirit. Creating a gris-gris requires an extended Dexterity + Crafts roll with a target number of 10. Each roll is equal to five minutes.
Once the talisman has been created, the houngan performs the ritual to call upon Papa Legba. If the ritual is successful, Papa Legba will trap a spirit within the talisman. The type of spirit and Rank of the spirit trapped is determined by what the houngan wants the gris-gris to do. A gris-gris that can be used to provide light might require a fire-spirit of low (1-2) Rank, while a talisman that can grant the user the ability to cause foes to burst into flame requires trapping a fire-spirit of high Rank (3 or more).
The ritual that traps a spirit within a gris-gris is contested, pitting the ritualist’s Presence + Persuasion + Rapport against the spirit’s Rank + Resistance.
Vampires creating gris-gris are wise to tread carefully. Spirits do not usually wish to remain trapped within a gris-gris, forced to serve a houngan. Many attempt to break free, and if they are able, may turn upon the houngan who imprisoned and enslaved them. For this reason, it is very difficult, and dangerous, to trap a powerful spirit within a gris-gris. While potent spirits offer greater abilities to the houngan, they are also extremely difficult to contain and are dangerous (and sometimes deadly) when emancipated.
If the gris-gris is destroyed, the trapped spirit is freed and the devotee no longer enjoys the benefits the talis- man provided.
The spirit releases its Numina only upon the talisman’s activation. The user must request or command the spirit to act whenever he seeks its power. This is done nonverbally with an instant action Wits + Persuasion + Rapport roll. Success allows the vampire to use the talisman for the following scene.
Each time the talisman is activated, the trapped spirit has a chance to escape. The spirit contests the houngan’s Wits + Persuasion + Rapport roll with its Resistance. If the spirit breaks free of its prison, the gris-gris becomes useless. Lesser spirits return to Twilight or the Shadow, while more powerful spirits may choose to attack the houngan.
Stick a wooden nail into a fabricated doll, inflicting any number of dark and powerful curses upon the victim
only available to patrons of Kalfou
Made popular through horror films and tales whispered around the fire, the Vodoun Doll is probably one of the most iconic items associated with the practice of Vodoun. As it relates to Vodoun practiced by Kindred, a Vodoun Doll (or poppet) is a potent magical tool used by the most beloved houngan of Kalfou. A vampire may stick a wooden nail into a fabricated doll, and in doing so, manipulate his enemies from afar or inflict any number of dark and powerful curses upon them.
Vodoun dolls can be constructed from almost any material: cloth, wrapped twine, clay, wax or corn husks. Creating a voodoo doll requires an extended Dexterity + Crafts roll with a target number of 10. Each roll is equal to five minutes. The houngan must have a piece of the target or something very important to him — a drop of blood, a lock of hair, or an item of great personal worth such as a wedding ring or a piece of a favorite garment. Alternately, the ritual can be performed using a simple photograph or an object that the target has touched within the last week, but either of these imposes a -2 modifier on the ritual’s activation roll.
Once the doll has been created, the houngan performs the ritual to call upon Kalfou. If the ritual is successful, Kalfou creates a sympathetic connection to the intended target. The doll retains the link to the living individual for five hours. If the Vodoun doll is destroyed, all the sympathetic control is broken and the target is freed from all effects.
Once the doll is connected to its target, the houngan can puncture it with a single wooden nail. Only one nail may be used at a time (multiple pins may not be used to simultaneously affect different areas), but the nail may be removed and the doll punctured again in another location to achieve a different effect as often as the houngan likes.
Placement of the nail, pushed into the Vodoun doll, affects the target in a variety of ways:
Pin Placement: Heart
The target is “staked,” a nail in the heart of the Vodoun doll renders the foe paralyzed until the nail is removed. Used against a mortal, a nail in the heart reduces the target’s Stamina to 0 for purposes of deter mining Health and all dice pools involving endurance or fatigue.
Pin Placement: Eye
The target is rendered blind until the nail is removed.
Pin Placement: Ear
The target is rendered deaf until the nail is removed.
Pin Placement: Mouth
The target is rendered mute until the nail is removed.
Pin Placement: Forehead
The target is cursed with bad luck while the wooden nail remains in the Vodoun doll’s forehead. When the target attempts to perform a task that requires significant thought (any action that makes use of a Mental Skill or Attribute), the target’s player loses one die per dot of the houngan’s Blood Potency.
Pin Placement: Stomach
The target feels ill, and becomes violently sick if he attempts to consume blood while the nail remains in the poppet’s stomach. He does not vomit the Vitae currently in his system, but cannot feed to gain additional Vitae until the pin is removed. If the Subject is mortal, he may not eat or drink until the nail is removed.
Pin Placement: Extremities
The target is cursed with bad luck while the wooden nail remains in the Vodoun doll’s hand or foot. When the target attempts to perform a task that requires significant physical prowess (any action that makes use of a Physical Skill or Attribute), the target’s player loses one die per dot of the houngan’s Blood Potency.
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: