SPIRIT POWER This power is very limited and hard for a vampire to follow. They must keep their humanity above a six, otherwise spirits will not associate with them. If they follow Sabbat Paths, only the Path of Harmony will work with this power. Most types of Thamaturgy do not work well with this power as they require a vampire to do many dark things. (As does Serpentis, Necromancy, and Daimoinon) Remember this only very rarely gives the user power over the spirits, but at least they might be more willing to listen to them and possible help for a price. My own character is more or less a slave to certain spirits' whims, but it is a fun power to play with. * Speak with spirit: This power enables a charcter to speak with a spirit in the area. This requires a roll of linguistics & wits to understand. The higher the roll the better the connection with the spirit and more friendly the spirit might be. A botch implies either a violent spirit reaction or possible a miscommunication. A higher level in spirit lore might enable a character to react with more senses, such as sight or better location ability of a spirit. A spirit lore over five would enable some unearthly abilities sensory wise. ** Visions: This power atunes a character to the visions of the future that are conveyed by spirits. To understand the spirit vision, a charcter must role spirit lore & intelligence. These visions are completely uncontrollable. To force a vision, two willpower points must be spent. A botch implies a drastic misinterpretation. *** Name the Spirit: With a roll of Spirit Lore & Intelligence a character can learn about the powers and abilities of a spirit in question. A higher spirit lore with a good role could conceveably tell much more about the spirit. Target number based on type of spirit. (ie Learning the true name of Gaia is an extended task. Requiring a ten in spirit lore with probably 40 or 50 tens roled, just to have an idea. A botch would probably means a wrong name learned and perhaps letting the said spirit know who was hunting their true name.) **** Malleable Spirit: With a resisted Willpower vs. Gnosis or Willpower (of spirit), a character may change the nature, power, disposition of the spirit. This requires the expendeture of Willpower. More willpower is needed to make more drastic changes. Changing a benevolent spirit to malevolent would cost about four WP. A botch will have the reverse effect, but still cost the same amount willpower plus loss for botch. Failure means the willpower is just lost. ***** Enter the Umbra: With an Endurance & Spirit Lore role a character can enter the spirit lore. Target number 8, each success indicates an hour of real time spent in the spirit world. (However, time in the spirit world can travel faster or slower. So a character can inadvertantly enter their body in the day time.) Another Endurance & Spirit Lore is needed to leave earlier then the time indicated (only one success is needed.) A higher spirit lore can effect other things. A six allows the character to physically enter the spirit world. A seven allows him to bring in two others. An eight allows him to bring in five other. A nine allows ten others to be brought in. A ten would indicate something amazingly high. A willpower point must be spent for each hour/per person in the spirit world. If a person runs out of will power or botches a derangement is earned and perhaps a spirit hunting the character. RITUALS: Level one: Scapulamancy: This power allows a charatcer to discover a source of hunting prey. The collarbone of a desired species is needed. This is thrown into a fire (self-control role.) Afterwards it is taking out and the cracks made in the collar bone are followed as map. It requires a linguistics & intelligence role to understand, target 6. Each success is additional to hunt role successes. Bane Arrow: A character chants and treats arrows with sacred water of some sort. This arrow when fired can cause immense pain in malevolant spirits (banes). Although this does not hurt them, it gives time to escape or dirupt the spirit. Level Two: Cleansing: This ritual is basic cleansing ritual a vampire must do if they are to truck with a spirit. An unclean vampire must spend an hour in a sweet bath. This is good for real world contacts, and minor infractions: ie feeding, embracing another, abuse of power. (Raises effective humanity by 1 for a night.) Sensing the Spirit: This ritual will allow a charcter to sense if a spirit is near. This can be preformed on some object and willpower must be enfused with the object. Hurt the Spirit: By burning tobacco and pour alcohol over a weapon it is possible to give it power to actually do some sort of damage to things not of this world. It does not do agravated damage though. Level Three: Tobacco: A vampire burns tobacco to appease spirits and clean themselves of wrongdoing. (It raises your effective humanity by 2 for one night.) It could also partailly cover some bad aura. Summon: By burning tobacco and offering some blood a spirit may be summoned. A seperate ritual must be divised for each type of spirit. The blood spent can not be the ritualists. And the spirit summoned is based in the role of Spirit Lore plus Wits. Target 8, each success adds more power. Level Four: Change Name: This ritual allows someone near death or for other reasons to change their true name. It could actually possibly break domination over a person, depending on the nature and block future scying as the past name is now dead. Something very personal must be burned during this ritual. And no attempt may ever be made to recognized your past name, lest the ritualUs power is revoked. Bleeding: A vampire must do this to cleanse their spirit from more greivous actions or if they even consider entering the spirit world. The amount of blood let depends on the vampireUs humanity, and actions. This is done for murder (particualrly through feeding), entering the spirit world, diablre (could lessen the aura taint.) (It raises effective humanity by 3 for one night. Or by one for three nights.) Level Five: Restore Humanity: A character must sacrifice a small animal after bleeding themselves and transfering their darkness (Feeding their blood to it) to this creature. After this is done a roll of humanity is made. If the character gets a ten he has a point resotred permanently. However he must undergo a second bleeding to cleanse himself of the murder of the small animal. This bleeding should usually be around 1-3 points. Level Six: Level Seven: Changing Name: this is a heightened version of the name ritual. It requires actually changing of your appearance, scarring if nothing else is possible However the boon is that blood bonds may be broken through this ritual. As the past individual is completely broken. But past boons and debts excetera must be forsaken. Depending on the nature of the blood bond a character may no longer be allowed to act as if they were even the same person with a name change. Shape Change: After fasting for a period of seven days a character may be allowed to shape change into any animal. However, to do so they must spend two blood points for each change. (This is bad magic that will darken an aura, so a person must go through cleansing if they wish to deal with spirits again.)