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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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crúac • theban sorcery<br />

If the Storyteller desires an even stricter limitation on sorcery, he may choose to<br />

say that a character simply cannot have more dots in a particular sorcery than her<br />

current Status rating within that covenant. Thus, if a character has Covenant Status<br />

(Lancea Sanctum) 2, she cannot learn <strong>The</strong>ban Sorcery 3 at all until she fi rst improves<br />

her Covenant Status by at least another dot. She is simply not well known or trusted<br />

enough within the covenant to be granted access to those secrets. This variant of the<br />

rule allows strong Storyteller control and ensures that sorcery does not become too<br />

powerful too quickly, but it comes at the expense of some player freedom and might<br />

also weaken the balance between the covenants to a degree.<br />

203<br />

THEBAN SORCERY<br />

<strong>The</strong>ban Sorcery is the miraculous magic practiced by members of the Lancea Sanctum.<br />

According to the covenant, it is a tradition of magic taught (or stolen, depending on to<br />

whom one listens) by an “avatar of God.” <strong>The</strong> practice is said to have been received when<br />

early members visited <strong>The</strong>bias in northern Egypt with a contingent of Christian soldiers<br />

during the reign of Diocletian, after Longinus had vanished from the world. <strong>The</strong> Discipline<br />

has decidedly judgmental overtones, combining a focus on Biblical elements (rains<br />

of blood, plagues of locusts, the vengeance of God) with a very overt and occult reliance<br />

on righteousness.<br />

<strong>The</strong>ban Sorcery is as jealously guarded as anti-Sanctifi ed factions widely believe, if not<br />

more so. While few Lancea Sanctum hit squads lurk in the shadows to whack non-Sanctifi ed<br />

vampires who seem to be able to use the Discipline, few covenant members want to see their<br />

divinely inspired powers taken for granted. <strong>The</strong> Lancea Sanctum isn’t foolish. It makes its<br />

mystical knowledge available “on loan” if the covenant has something to gain.<br />

<strong>Vampire</strong>s who leave the Lancea Sanctum for other covenants invariably take their knowledge<br />

with them, but fi nd it all but impossible to increase it, no matter what occult connections<br />

they might have. A character must have at least one dot of Covenant Status (Lancea Sanctum)<br />

in order to learn <strong>The</strong>ban Sorcery. A player who takes at least one dot worth of that Merit at<br />

character creation may spend one of his character’s three Discipline dots on <strong>The</strong>ban Sorcery<br />

if he wishes. This expenditure does not count as an in-clan Discipline expenditure, however.<br />

Any time a player wants to increase his character’s <strong>The</strong>ban Sorcery score, the vampire must<br />

still have at least one dot of Covenant Status (Lancea Sanctum) to do so.<br />

Cost: Uses of <strong>The</strong>ban Sorcery always cost one Willpower point. Willpower is critical to use<br />

of the Discipline. It invokes the soul of the Kindred who performs a ritual. Willpower spent in<br />

this manner does not add the +3 bonus to activation draws. Indeed, because one may spend<br />

only one Willpower point per turn, a Willpower point may never be spent to augment <strong>The</strong>ban<br />

Sorcery draws unless specifi ed otherwise. Willpower merely makes the magic possible.<br />

Additionally, <strong>The</strong>ban Sorcery rituals require certain items to be used or consumed to activate<br />

the powers. <strong>The</strong>se components are known as offerings. Practitioners believe these items are<br />

offered in sacrifi ce to God, Longinus or to whomever provides the actual manifestation of<br />

the power. Attempts to invoke <strong>The</strong>ban Sorcery without suitable offerings simply fail outright.<br />

Offerings are completely consumed upon the invocation of a ritual, leaving behind nothing<br />

but a handful of nondescript ash or dust. Unless noted otherwise, any invocation of <strong>The</strong>ban<br />

Sorcery breaks Obfuscate and the sacrifi ce of the ritual offerings has to be made in plain<br />

sight. If a character is already under the effects of <strong>The</strong>ban Sorcery, the same power can’t be<br />

used on her again for added effect until the fi rst use has worn off.<br />

Like Crúac, <strong>The</strong>ban Sorcery does not have the same linear progression that other Disciplines<br />

do. A character’s mastery dictates the highest level of rituals that he may learn. Rituals are<br />

bought with experience points. For example, a character with two dots of <strong>The</strong>ban Sorcery can

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