Level Five Rituals

The vampire using this ritual must rest within two hours after this ritual ends or she will begin to lose Health Levels at a rate of one every 10 minutes until she rests. This can be a very dangerous ritual to cast, but its effects are incredible.

Over a period of one week, the victim begins losing his Mental Attributes. The first day the victim loses one point of Perception, the second day one point of Intelligence, the third day one point of Wits. The cycle repeats on the fourth day, with the victim losing another point of Perception, and so on for each day, following the same sequence until the victim’s Mental Attributes are all reduced to one. The Mindcrawler then ceases.

The victim may rebuild his Mental Attributes at a rate of one point per week, applied to whatever Mental Attribute the victim decides to work on rebuilding. The material component for this ritual is a small tick dyed red and painted with a mystical symbol. The tick is then crushed and applied to the head of the victim.

      1. One Turn
      2. One Hour
      3. One Night
      4. Three Weeks
      5. One Week

The spirit looks hideously inhuman and has the following statistics:

Physical: 13 points divided among the three

Social: 3 points divided among the three

Mental: 7 points divided among the three

Virtues: Conscience 0, Self-Control 1, Courage 4

Talents: Brawl 4, Empathy 3, Intimidation 3

Skills: Stealth 3

Knowledge: Occult 1, Spirit Lore 2

Disciplines (equivalents): Auspex 2, Fright 3 (adds one die per level to any attempt to frighten), Obfuscate 5, Potence 1, Spirit Sight, and Manifestation (allows the spirit to assume a physical form; the spirit can remain in physical form for every Willpower point expended).

Humanity: 0

Willpower: 7

The wind increases the difficulty of Perception rolls by 2 and all other rolls by 1. In addition, all mortals subjected to the wind, which covers the entire area within the Thaumaturgist’s sight, must make a Courage roll (difficulty 5) or else they will run away in fear.

This ritual increases the effective Generation of a Vampire to 13th. Blood Pool and all other characteristics are altered to reflect this change in Generation. Attributes higher than the maximum allowed to a 13th Generation Kindred are decreased to those maxima. The effect of this ritual is permanent.

The ritual takes one hour, during which time the subject must lie motionless--or be immobilized--in the center of a circle drawn with his own blood. If the subject is willing, no roll is required. With an unwilling subject, however, an Intelligence + Thaumaturgy roll against the subject’s Willpower is required, with the caster needing three successes.

It might seem that no Kindred would ever submit willingly to this ritual. In point of fact, however, there are some advantages to being of a later Generation--most notably the fact that less blood, and animal blood at that, is required to sate the subject’s hunger. It is only a stratified society based on power--like the Kindred society in Chicago---that Generation and physical prowess is a significant issue.

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