Ritae

From Kings of New York
Jump to navigation Jump to search

Vaulderie: The system for the Vaulderie is as follows:

  • The first time a character observes the Vaulderie (or during creation of a Sabbat character), roll a d10 for each character whose vitae is part of the rite. That number reflects the Vinculum the character feels toward the individual whose blood she ingested; see the chart for effects generated by individual Vinculi. Every time a new member participates in the Vaulderie, each player should roll a die and record the score for her Vinculum rating toward that character.
  • Afterwards, each time the pack partakes of the Vaulderie, each player should roll one d10 for each of her Vinculi. If the result is higher than the Vinculum score, increase that Vinculum score by one (to a maximum of 10). If the result is a 1, lower the Vinculum score by one (to a minimum of 1).
  • Lastly Vinculum never break or fade over time. You also may never have a full 3 point blood bond if you have a Vinculum rating. A vinculum rating IS effectively a 3 point blood bond spread out across multiple vampires.

The Binding: For one month following the Binding, vampires who participate in this rite gain one additional Bonus Trait to all Virtue challenges when in the company of vampires who participated in the Binding ritus at that same time and place.

High Holidays: Vampires who participate in a High Holiday Ritus replenish their Willpower completely. Further, they receive one additional Willpower point over their natural capacity. This extra Willpower point is kept until spent, or until one month has passed (whichever occurs first). A character may have only one bonus Willpower at a time.

War Party: All members of a War Party gain 3 bonus traits on all challenges for a scene that may only be used in challenges to hunt down or attack the target of the War Party.

Wild Hunt: In addition to the normal rules for the Wild Hunt; at the moment the ritual of the Wild Hunt is performed (at the end of the third night), the target gains a mystical, ever-bleeding scar upon her flesh. This scar is usually on the forehead, the back of the neck, or one of her hands; the locations where a vampire is anointed during her Creation Rites. The ever-bleeding mark is in the shape of the Sabbat sigil, and clearly identifies the vampire as a traitor to the Sword of Caine. The vampire will bear this wound until their Final Death, or until they are pardoned — an act which can only be done by the Regent. They lose all Status dots and position in the Sect, cannot benefit from any Sabbat ritae, and all Vinculums to them are immediately broken — although Vinculums they have toward others still remain.

Acceptance Ritus: Those among the pack who have undergone this ritae may call upon an Acceptance Ritus retest against other members of the pack in all Social Challenges once per night.

Welcoming Ritus: Once performed all those who participate gain two bonus traits on social challenges against anyone else who has also participated in this ritae. These bonus traits last one night.

Ritus of Thanksgiving: Once performed those who participate in this ritae gain 1 Bonus Trait on all Social Challenges for the remainder of the night.

Martial Ritus: Those who participate in this ritae gain a number of bonus traits in all Brawl, Melee, and Firearms challenges equal to the performing priests Morality Rating. These bonus traits must be called upon only in a combat and once the combat concludes these traits are lost.

Spilling of Blood: Sabbat who perform this ritae and share a mortal enjoy an increase in that mortals blood supply. For the purposes of feeding the mortal body contains 20 Blood Traits to drink rather then 10.

Stealth Ritus: Those under the effects of this ritae gain a number of bonus traits on all stealth challenges equal to the performing priests morality rating. These traits are lost the second the character breaks their stealth in any form.

Sun Dance: A vampire who completes a Sun Dance refreshes all of their Willpower traits. Additionally for the next month they gain 1 temporary Willpower trait over their maximum that may used in retests only in Rotshreck challenges.

Tests of Pain: Those Sabbat who complete a Test of Pain may spend 1 willpower to ignore all Wound Penalties, Regardless of source of Method, for a scene. This Ritae lasts one night, and when called upon it is considered used up and lost.

The Asp’s Blessing: The storyteller should determine at random (a coin flip) if the snake bites the vampire or not. If the snake bites the vampire they are cursed for the rest of the night; they must 2 additional traits on all challenges. If the snake does not bite them, then they are favored and gain 2 bonus traits on all challenges for the night.

Truth Revealed: This ritae will always reveal a truth or lie if used.

Blessings: A Sabbat member who undergoes a Blessing gains 1 retest on all challenges related to fear or Rotshreck. Once called upon, this retest is lost. This ability lasts for 1 night.

Call to Caine: Those sabbat who partake in this Ritae are immune to Surprise for the next scene or an hour.

Confession: Those who partake in this ritae gain 1 bonus Social Trait in all social challenges with other members of the sabbat for the rest of the night.

Consecration Rites: A Pack Member can call upon the power of the Consecrated Land from their pack to ward their holy ground against uninvited supernatural intruders for a scene. Once the Consecrated ground is activated in this manner, uninvited vampires and demonic creatures cannot enter or cross it without spending a Willpower Trait or a number of Mental Traits equal to the pack priests who performed the ritae’s morality rating. Doing so allows the uninvited creature to stay for 10 minutes or travel up to 50 feet into or through the holy ground. If a vampire or demonic creature is present when the consecrated ground is activated, they must spend the Willpower or Mental Traits immediately or leave. Moreover, any of that consecrated ground’s packmates may add the performing priests morality rating in bonus traits to their own when resisting Supernatural powers. This ritae only functions for those in the pack it was used with.

Dance Macabre: Vampires who participate in a Dance Macabre regain one temporary Willpower trait which may not exceed their maximum.

Ghost Dance: When the Ghost Dance is performed for one of the Sabbat who has died, they will appear in an ethereal ghostly form before all in the ritae. This creature is not actually a spirit or a wraith. Rather is a construct made from the memories of all who participated about the deceased vampire. They may interact with, say their goodbyes, and gives thanks to the dead Sabbat member. However once the Ritae finishes the “spirit” of the dead vampire leaves. It can not be bound or compelled in any way (as it is not real). A dead vampire may only ever be called once with this Ritae.

Harvest Rites: This ritae grants all who participate a free retest on all challenges made when hunting for blood. This effect lasts for one hunt only.

Jyhad Rites: While under the effects of the Jyhad rites; any abilities and traits lost during these mock battles are restored at the end of the combat.

Oaths of Fealty: Packs that have sworn an Oath of Fealty may spend 1 action in a combat (or three seconds outside of a combat) to grant a pack mate a retest on any one challenge. This retest may only be called upon once per night, and a packmate may only ever give out one (though you may benefit from multiple packmates).

Pack Creed: Those Sabbat in their pack who partake in this ritae gain 1 free retest a night in all Self-Control/Instinct Challenges. Once called upon this retest is lost.

Running the Gauntlet: Those Sabbat who undergo a Gauntlet and survive are forgiven of whatever minor infraction or crime they have committed. This ritae is only used for minor Offenses in the Sabbat. More serious Offenses require the Contrition Ritus.

Sacrificial Rites: The priest who performs this ritae may bless themselves or another. If a mortal is sacrificed the recipient may hold 1 more blood trait over their generational maximum for the night. If a Lupine is sacrificed the recipient gains 1 additional action (which functions as per celerity) for the next scene or an hour which may be called upon three times. If a vampire is sacrificed they gain two bonus traits on all challenges with a chosen discipline for the remainder of the night.

Vision Quest: After spending atleast 30 minutes on your search for signs, you may attempt your reading. Start by asking the Storyteller a particular question. Once the question has been assigned a difficulty based on its wording, intent and quality of focus, you risk 1-5 mental traits and then engage in a static mental challenge vs. 8 traits. Depending on the number of traits risked determines how specific the answers you receive.

War Dance: Those who participate in a war dance gain two bonus traits on all combat challenges to the combat chosen for the dance. Once this combat concludes these traits are lost.