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Santa Carla By Night

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Basic Tremere Rituals

Engaging the Vessel of Transference

Time Required: Thirty minutes.
Duration: Until all the initial blood traits have been transferred.
Components: Trait(s) of Blood and an appropriately sized vessel.
Availability: Tremere (Common).
Prerequisites: Thaumaturgy: Primary Path - Basic, Ability: Occult - 1.


This ritual allows the Thaumaturgist to mystically prepare a vessel that acts as a conduit, exchanging the blood it contains within with the blood of whomever it comes in contacts. Vessels of Transference have been commonly know to be used to semi-secretly obtain samples of blood from others for use in a ritual, or as an especially devious means of Blood Bonding. To enchant the vessel, during this a half-hour ritual, the initial Trait or Traits of Blood must be placed in a sealed container. Then an arcane symbol meaning "change blood" must be engraved on the outside of the vessel, however this sigil can be concealed under another surface. When someone touches or is touched by the vessel they feel a distinct sensation, the exact sensation depends on the Thaumaturge (see details on this below), and a trait of their Blood exchanges with the blood within the vessel.

Mechanics: During the casting of this half-hour ritual the Thaumaturgist must expend one Mental Trait per Blood Trait within the Vessel of Transference they are enchanting, and one willpower when activating the Vessel. Containers used for vessels must be of sufficient size to contain the Blood Trait(s) within. Considering that the approximate size of a single Blood Trait is 12 ounces, the size of a coke can, items such as hypodermic needles, rings, cigarette lighters, pens and other undersized items are not suitable containers for vessels, when not used with Principle Focus of Vitae Infusion.

Through the casting of this ritual, the Thaumaturgist attunes herself to the vessels she creates, the same way in which she attunes herself to the wards she inscribes. Thus, she is exempt from the effects of contacting her own vessels. But, if the Thaumaturge, or other individual, is forcefully trying to obtain a Blood Trait, by contacting a target with a vessel, she must engage in a Physical Challenge. On the other hand, if someone willingly or through trickery touches a vessel - no test is needed. Note, skin contact is not necessary; vessels will transfer through cloths as long as the target feels contact. So, leather gloves will not prevent contact but keeping a vessel, for example, in a briefcase or touching it with a metal gauntlet will keep the ritual effects from triggering.

The only instances when a vessel will not trigger are as follows; a vessel will not trigger if contacting an individual possessing no Blood Traits of their own within their system and conversely vessels will not trigger when contacting objects, including bags of blood and the like. Also, if anyone with Magic Resistance comes in contact with a vessel, a Static Test versus the Thaumaturgists Mental Traits is performed. If successful, the magic resistant target does not trigger the transference. Otherwise, the vessel functions as normal. When blood is transferred, via a Vessel of Transference, only the blood that the Thaumaturgist used while enchanting the vessel transfers. In other words, if chemicals or other contaminants are added to the blood after the casting of the vessel, only the blood that was originally within transfers when triggered. And the newly transferred blood in the vessel is now tainted with the contaminants. If on the other hand, the Thaumaturgist uses blood that is tainted in some fashion, during the enchantment of vessel, these substances will transfer when the vessel is activated and will thus infect the target of this ritual.

When multiple Traits of Blood are placed within an enchanted vessel the issuing Vessel of Transference works as follows; upon each instance of contact one Trait of Blood is transferred. If continuous contact is sustained one Trait of Blood will transfer per round, approximately one second. Once all of the original blood has been transferred in this manner, the magic fades, but the collected blood remains. Note, by having a multiple Trait Vessel of Transference, the possibility arises for obtaining mixed Blood Traits within the container Ð a certain drawback for Thaumaturgists utilizing these. Mixed Traits of Blood are handled as follows for Path of Blood, the most likely use for multiple Trait vessels. Other utilization’s of mixed Traits of Blood should be handles on a ritual-by-ritual basis. (Important Note: Due to the nature of Vessels of Transference and their enchantment, Blood Traits must be removed from the vessel and transferred to another container prior to use for Blood Mastery or other Blood magic.) A Thaumaturgist who is in possession of, for example, two Traits of Blood from two individuals may use the two Trait container in a Blood Mastery Challenge against either. Path of Blood will, due to its nature, consume only the appropriate Trait of Blood against the intended target, leaving the solely other individual’s Blood Trait in the vessel. As alluded to above, each Thaumaturgist has a different signature effect, as opposed to the customary "shivering sensation", when a vessel of their creation if triggered. When the Thaumaturgist learns this ritual, the player must decide upon one sensation that is associated with the utilization of her vessels. Once this is determined it cannot be changed unless the ritual is purchased for a second time. In fact it is suggested that you get a card stamped from the ST’ers that describes your effect. ST’ers may determine if the effect is appropriate or not. Examples of appropriate effects are; "electrical shocks", "burning sensations", "a frigid chill", "waves of nausea", "waves of euphoria", "a burning rash or skin irritation", etc. The effect must have the possibility of being associated with the vessel, if the effect is too vague — it should be discouraged. Note that the above has been implemented to discourage “Out of Character Thaumaturgy Masters” from knowing when a Vessel of Transference has been used on them. It is also suggested that STs require characters to have an appropriate Lore (Tremere Lore or Ritual Lore) or specially purchased Occult Ability, in conjunction with having the Discipline of Thaumaturgy, before they can even consider to have “noticed” or connected the “sensation” of being touched with that of a Vessel of Transference. Of course all instances of this should still be considered on a case-by-case basis.

 

Principle Focus of Vitae Infusion

Time Required: Four hours.
Duration: Until released.
Components: One of the caster's own Blood Points and an object to be infused.
Availability: Tremere (Common)
Prerequisites: Thaumaturgy: Primary Path - Basic, Ability: Occult - 1.

"This causes an object of the caster's choosing to alter corporeally, becoming infused with a Blood Point of her Vitae." "Many Tremere wear several pieces of infused jewelry as a safety measure."

Mechanics: "The object must be of a size that the vampire can easily hold in both hands; it can be as small as a pea. One of the caster's own Blood Points must be used, and the proper incantations require four hours to complete. Afterward, the object takes on a slightly more ruddy hue and is oddly slick to the touch." Others” ...may be incorporated into the ritual, allowing (them) to claim the Blood Trait, but (they) must be present during the initial casting. The Blood Trait used is still yours." "You can reclaim this blood by touching the object and willingly releasing it from its enchantment, causing the object to disintegrate and turn into the Blood Trait." This willing of a Principle Focus back into a Blood Trait is considered a Mental Action and thus one subsequent action later, "...the object completely breaks down into a puddle of blood..." and may enter the Kindred’s Blood Pool. Note, once willed to reform all Principle Foci, which are in direct contact with the Thaumaturge, are so freed. Any blood that surpasses the Blood Pool of Thaumaturgist will cause one point of normal damage per Blood Trait in excess when absorbed with this ritual.

History: "Blood contained in this manner will not spoil as other blood does." Thus, it has been rumored that Vienna has vaults full of vitae in this state in case of an emergency or mortal epidemic with special rituals that force any such Principle Focus traits into a pool of blood. (9-11-98)

Ward Versus Ghouls

Time Required: Two hours.
Duration: Permanent.
Components: A Trait of mortal blood. Availability: Tremere (Common).
Prerequisites: Thaumaturgy: Primary Path - Basic, Ability: Occult - 1.

"This ritual creates a mystic symbol upon a object. The symbol protects the object from"..."creatures such as ghouls, who have both mortal and Kindred blood"..."and transforms it into a potent weapon that can be used against them."

Mechanics: To enchant a sigil the Thaumaturgist "...must use a Blood (Trait) of a mortal blood. This blood is poured onto the object to be empowered — usually a small piece of treated parchment, a coin, or some other small object. In 10 hours, the ritual is complete and the strange symbol appears, emblazoned on the object." Anyone who will be affected by a Ward can sense their presence within ten feet of themselves, unless, for example, the bearer is Obfuscated in which case its presence is ignored. pain” ...ghoul who touches the warded object immediately suffers a burning jolt..." and suffers the corresponding aggravated wound. "The warded object can be placed on an unbroken circle (or loop) of any consistency..." "The ward produces discomfort in ghouls approaching the edge of this barrier (from within or without) and causes one aggravated wound to ghouls crossing the barrier. Alternately, placing a ward on a melee weapon causes it to inflict an aggravated wound (in place of normal damage) on ghouls." "In general, a ward can be destroyed by most normal means, but not by beings which it is dedicated; indeed, such beings can hardly force themselves to approach it." "As long as the ward touches the ghoul, she repeatedly suffers this damage, and once a ghoul has touched the ward, she must spend a Willpower (Trait) to touch it again willingly." To inscribe the sigil on an item "...you must destroy a Trait of mortal blood and permanently expend a Mental Trait. If the symbol is somehow discovered and destroyed, the ward’s magic is destroyed.

If you wish, you can exclude individual ghouls from...the ward if they are present at the casting and donate a Blood Trait to attune the ward to ignore them." Additionally, wards may be re-attuned by a Thaumaturgist that possesses the appropriate warding ritual and who are capable of handling the item for the two-hour duration of casting. In essence, the enchantment procedure is the same Ð save that that Thaumaturgist need not expend the permanent Mental Trait or have additional Blood Traits of individuals to which the Ward is already attuned. Individuals may be added to or removed from the ward’s attunement during the recasting. However, if the Thaumaturge wishes to add another individual a Blood Trait of theirs is required as normal. Final note, if two Wards are forced upon one another there is a chance they may permanently lose their respective enchantment. Each time a Ward comes in contact with another ward, which is not attuned to at least one of the same subjects, a Simple Test, with no Ability retests, is required. If failed, the ward is permanently destroyed. If there are multiple wards on the same item –each ward receives an individual Simple Test to determine whether one or more wards have been destroyed. While warded areas are not susceptible to being dispelled in this manner, they do have a good possibility of destroying other Warded objects as they pass through. This can only be avoided if the wards either share an attunement to a common subject or are being carried by an individual that is attuned to the warded area.

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