Ritual Rules, Components & Knowledge

Ritual Rules

Rituals are the occult magic that most Clans have access to. Each Ritual Path is made up of several Rituals.

  1. To learn a level of any Rituals or Ritual Path you must have 2+ in Occultism.
  2. Effects from Curses and Blessings do not stack. Additional casts just prolong the effect.
  3. When a Ritual says choose a Character, you can choose anyone you’ve seen before, within the city limits.
  4. When using a Ritual on a Character simply say “Blessing” or “Curse” followed by the effect, they always know the effect of a Ritual cast upon them.

Paths of Magic

Each Clan has their own Path with its own style and theme. The Agamemnon practices the ancient Blood Pacts, gaining power through deals. The Chupacabra uses Perfection in harmony with their beliefs to live till judgment day. The Dracul curses their foes through Infernalism in hopes of destroying them. The Revenant controls their status quo through Mentalism and liberation of free will.

But the Ghul are the most powerful, their magic is both stronger and requires less. They deal in the Dark Arts and can control even life and death. They concoct nefarious potions through their Blood Alchemy. And last but not least they remain hidden and secretive through their mysterious Illusion magic.

Casting 

  • All Rituals are cast using Ritual Circles, this Circle must be at least 1 meter i diameter, have an unbroken line and no more than 9 points.
  • You cannot cast in a Conflict and Conflicts disrupt the casting of a Ritual.
  • The casting must include spoken words equal to 5 times its Ritual level, you may play with the casting beyond its requirements if you so desire.
  • The caster can allow participants in the Ritual and they may use their Blood Points to help cast the Ritual.
  • You can ask the Storytellers to deliver the Ritual for you, this is possible by finding a Storyteller or writing to over messenger.
  • You can cast 1 Ritual that takes effect at the start of each Session, so it has effect during the Clan Meeting. This Ritual cannot be level 5 and cannot be an Incantation. This is done by sending us an email at vampiretheambitious@gmail.com.

Costs

  • Once used, Components and Blood Points must be delivered back to the Storytellers Room.
  • Stronger Components can be used for lesser Rituals, i.e. you can use a Mythic Component as a Rare Component instead.

Dispel

  • If a Ritual is Dispelled, its effect immediately ceases to be.
  • A Character can Dispel their own Rituals by spending 1 Blood Point
  • If a Character dies, all of the Rituals they have casted and are affected by, are Dispelled.

Ritual Types

Blessings Blessings are Rituals that give a benefit to the affected over a period of time. 

Curses Curses are Rituals that harm the affected over a period of time.

Incantations Incantations are Rituals that have an immediate Effect, they cannot be Dispelled.

Components

Components are used to cast Rituals, they can be anything from weird spices to historical artifacts. The larp brings Ritual Components, but if a player wants to amp up their ritual game with more props they are welcome to do so.
Trivial Ritual Components are represented as Cards, but can be stolen as if they were Items.
Components can be saved from month to month.

Collect Components

If you have 2+ in Occultism you gain Components during Checkin.

You gain 1 Trivial Component and then you roll a dice, any Component you might find can be exchanged for two lesser Components.

10-sided Dice Roll

10 – Mythic Component.

7-9 – Rare Component.

2-6 – Uncommon Component.

1 – Trivial Component.

There is a limit to the number of Uncommon, Rare and Mythic Components in play.

48 Uncommon, 12 Rare, 3 Mythic.

Knowledge

Your Character has the following knowledge of the supernatural world based on their Occultism

Occultism 1 Your Character knows all documents you have access to, except you only know your own Clanbook, Clan Disciplines and Clan Rituals.

Occultism 2 Like Occultism 1 but your Character knows all Disciplines and Rituals, and you gain access to 1 additional Clanbook(Ask ST, can’t be the Clan Ghul Clanbook).

Occultism 3 Like Occultism 1 but your Character knows all Disciplines and Rituals, you receive 1 Document of Dark Knowledge based on your Character’s background and you gain access to 2 additional Clanbooks (Ask ST, can’t be the Clan Ghul Clanbook).

Learning Dark Knowledge

You can learn a Dark Knowledge Document from a Teacher if you have 3 Occultism. At the Completion you must lose 1 Sanity in order to learn the Dark Knowledge Document.

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