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Assamite
Rituals
Many Assamite
rituals revolve around contact between the reclusive viziers and worldly
assassins. The latter exchange vitae for magical services. Also, invoking
rituals requires one to ingest at least one point of vitae from a vessel
under the influence of kalif, or to actively inhale large quantities of
the smoke itself and consciously move it through one's body by forcing
blood to circulate.
System:
The player rolls Intelligence + Occult (difficulty 3 + level of the ritual,
maximum 9). Success brings the desired result; nothing happens in the
event of failure.
Some effects last until the next inauspicious night, as set out by the
473,000-year Mesopotamian calendar. The Storyteller rolls a die for each
night, as needed. Each time she rolls a 1, the night is inauspicious.
Storytellers, keep track of these inauspicious nights on a scratch-paper
calendar, to keep them consistent.
Level One Rituals
TOUCH THE EARTH
This ritual allows the vizier to contact another Assamite for the purpose
of aiding him with further sorcerous effects.
Long in advance of the ritual, the vizier takes a stylus and writes, in
ancient Mesopotamian script, on a small, still-wet, clay tablet, the name
of a lesser-generation Assamite. Once hardened, the tablet is placed in
an acid to weaken it again.
When he chooses to begin the ritual, the vizier uses chalk or paint to
draw on the tiled floor of his ceremonial chamber the stylized image of
an eye, with white, pupil and iris. The eye must be big enough so that
a cat, dog or rodent can be placed inside it. Using a mortar and pestle,
the vizier reduces the tablet to powder. He mixes it into food, which
he places in front of the animal. When the animal has ingested the food,
the vizier cuts its throat with a knife and waits until the pool of spilled
blood has expanded in at least four places past the line denoting the
white of the eye.
When the vizier speaks into the animal's ear, the Assamite whose name
was written on the tablet hears his voice. When the vizier listens at
the animal's mouth, he can hear his target's voice. This works no matter
how much distance separates vizier and target. The vizier may proceed
to use any Assamite path or other ritual power to benefit the target.
The vizier may also pass to the target any object small enough to fit
in the palm of his hand.
PEBBLE FROM THE MOUNTAIN
The vizier
takes a stone from Mount Alamut, places it in his mouth, and meditates
for an hour. He soaks the stone in his own blood, then in the blood of
another Assamite. He gives the stone to that Assamite while chanting an
incantation naming himself and the subject as successors to Tiamat, Ahriman,
and all the shaitans of Hell. The ritual takes an hour and a half to perform.
At any subsequent point, by placing the stone in her mouth and repeating
the incantation, the other Assamite can initiate a mystical link between
herself and the vizier identical to that created by Touch the Earth. She
is not performing sorcery; the magic rests in the stone, which always
works if the vizier's player made his initial roll.
Level Two Ritual
GIFT OF MITHRA'S BULL
Vizier and
subject must be connected by Touch the Earth or Pebble From the Mountain.
The vizier places a small, sharp blade inside a wineskin or plasma bag
and then withdraws it and passes it to the subject. The subject cuts an
incision in her chest. Blood bubbles out of the incision but then vanishes,
reappearing inside the vizier's waiting container. Through this method,
the target may pay the vizier in vitae for his services.
The ritual takes one turn per blood point donated by the target.
Level Three Ritual
APPROACH THE VEIL
The vizier
enters the transcendental state required to experience visions of the
veil. He ingests kalif-laden blood, bathes in the blood of a fresh-killed
bull and meditates. He must first ward off a distracting cascade of unpleasant
memories, then an even more tempting series of sensual pleasures. Then
comes the opportunity for revelation.
The ritual takes eight hours. Although the vizier performs it for research
purposes, seeking the secrets of apotheosis, a peek past the Veil of Truth
does grant direct benefits. Subtract the number of successes on the roll
to enact this ritual from the difficulty of the first path or ritual roll
the Assamite's player makes after completion of the ritual. The vizier
must take advantage of the bonus before he loses his next blood point.
Level Four Rituals
RITE OF MARDUK TRIUMPHANT
This ritual
asserts the vizier's authority over a lesser clan member. The vizier ritually
enacts the coronation
of Marduk, donning mask and robe. Other participants in the ritual, each
of whom must be an Assamite of a higher generation than the vizier, take
the role of various Mesopotamian deities; each kneels before the sorcerer
and proclaims that his or her divinity is but an aspect of the 50 manifestations
of Marduk. Everyone present opens a vein and bleeds into a bronze bowl.
After the blood is mixed together, all drink from it.
The vizier may increase the difficulty of any action undertaken by an
Assamite by the number of other participants in the ritual. He may apply
this penalty only to actions that directly threaten his unlife or position
(Storyteller's discretion.) He may not increase difficulties above 9.
The effect lasts until the next inauspicious night. The ritual requires
one hour to complete, plus 20 minutes for each participant.
DIRECTING AHRIMAN'S LANCE
The vizier
takes either an accurate image of a target individual, or a small object
she once owned, and swallows it. He waits for an hour, then cuts (or has
fellow viziers cut) the object out of his belly. Until the next inauspicious
night, any Assamite in possession of the item or image improves her chances
of killing the targeted individual.
The possessor of the ritualized item lowers the difficulties of all actions
that bring her closer to killing the target individual (Storyteller's
discretion) by the number of successes scored by the vizier. The ritual
takes 2 hours to perform.
Level Five Rituals
RITE OF MARDUK SLAIN AND RISEN
The vizier
makes contact with another Assamite. The beneficiary names a victim she
intends to diablerize. The sorcerer then takes part in a group ceremony
with at least three other participants who know the ritual. Donning robe
and mask, he ritually enacts the myth of Marduk, taking the part of that
god. The other participants alternately take the parts of Marduk's mother,
Ea; his consort, Sarpanitu, and the chaos dragon, Tiamat. Tiamat "kills"
Marduk, but Marduk "resurrects" himself and "slays"
her, symbolically making her into the body of the world. Once this has
been enacted, the primary ritualist must unflinchingly suffer a hard blow
to the face from each of the other participants. The appearance of blood-tears
in the ritualist's eyes signals the ritual's success.
If the beneficiary succeeds in diablerizing her specified target before
the next sunrise, the victim's sire, all the sire's childer, all of the
target's childer, and any vampire in blood bond with the victim share
his final sensations as he perishes. Each of them loses one blood point
and three Willpower points, which go to the killer (though the character
may not exceed her Trait maxi-mums). If the killer's blood pool is full,
the remainder goes to the vizier. Furthermore, all of these collateral
targets suffer an effect that lasts until the passing of 13 inauspicious
nights: they lose one Willpower for every 10 minutes they spend in the
presence of the beneficiary or the vizier, as they suffer flashbacks to
the original victim's demise.
SEEING WITH THE SKY'S EYES
The vizier
enters a trance state and concentrates on a subject individual. He must
have on his person an accurate image of the target, or an object she once
owned. He then sees a vision of the target, and in so doing learns her
precise, current location, no matter where on earth she is. Viziers typically
use this ritual at the behest of younger Assamites, locating victims for
them in exchange for vitae.
Level Six Ritual
FROM MARDUK'S THROAT
The vizier
creates an alchemical substitute for vampiric blood, allowing the drinker
of sufficient quantities to decrease her generation. The process converts
mercury, molten gold, a range of plant and animal proteins, and other
exotic ingredients into vitae.
Each ritual, which takes eight hours, produces one fourth of a blood point.
To decrease her generation, an Assamite must consume a number of points
of this alchemical blood equal to the maximum blood point value of a vampire
of the desired generation. The consumer of the blood need not be the vizier
who prepared the concoction. All of the blood for a given change in generation
must be made by the same vizier, in the same laboratory. No more than
one week may pass between one use of this ritual and the next for a single
drop in generation, or all of the existing vitae -elixir spoils.
When the full amount of blood is at hand, the Assamite tries to assimilate
the blood into her body. (This is not part of a ritual.) She makes an
extended Stamina roll (Difficulty 9), seeking a number of successes equal
to the blood points consumed. Failures don't stop the process, but they
do deal 6 points of lethal damage apiece. Assimilation is so painful and
distracting that any attacks made against her during this time face a
difficulty of only 2.
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