
Dancing Toaster (Matter 3): Virtual
Adepts and Sons of Ether manipulate machines using their computers and
instruments. The mage can make machines and objects to move themselves as if
they were alive. Usually the mage uses the joints and movements the machine
already has, like the joints of a showroom-dummy, a tape recorder throws out the
tapes or a hose slithers forward. With enough successes the mage can make
toasters to dance and statues to move. Note that the objects will only move as
the mage wills it to move, as soon as the mage ends concentration the effect
will end. Some hermetic trap spirits inside objects to work as guards and
sentinels.
[The number of successes increases the dexterity and strength of the object.
This will of course be modified depending on the nature of the affected object.
A lift probably has a good lifting-strength, which the mage only need to
increase. ]
Darklight Projection (Forces 3 Prime 2):
Professor Prion discovered that by mixing different frequencies of the
electromagnetic spectrum in the proper ratio, she was able to generate fields of
darkness that propagate the way light does. Sadly, the rote is not attributed to
her, because her rival Professor Klaxon saw her notes and published the effect
before she did. But Prion had the last laugh when she realized that he had
failed to read her note about the necessity of using Spectrumnal Imaging Goggles
within the projection field.
[The darkness produced by the rote is complete if more than 1 success is
scored. Since the effect cancels out all other light waves, viewing on infrared
or ultraviolet cannot penetrate it. But if the scientist thinks to view along
the wavelength of darkness, he will be able to see normally.]
Data/Subject Compression (Forces 3, Matter 3, Life
4, Prime 2, Correspondence 4): This sophisticated effect is useful
for transmitting objects from one place to another. You can either transform
existing patterns into patterns of electronic information or store it on disks,
or actually transmit it to other locations. This is simply a sloppier, dirtier,
and more annoyingly complex method of teleporting through a portal, but it also
serves to make unwilling participants into readily transportable forms. A
reverse-type scenario allows you to travel to places through phone lines, modem
hook-ups, and satellite dish reception.
[Three successes are required to transform an existing pattern into data, and
the amount of successes needed to transmit them somewhere are based on
distance.]
Foci for this Effect: Super-sophisticated laser-scanner with molecular
disassembly feature and telepod link-up (see the re-make of the Fly for an idea
of this), supercomputer, an unusual looking phone booth.
Death Mask (Life 3, Matter 3): This old
rote recently became popular again after the film Silence of the Lambs.
Correctly used it is very effective for infiltration. The Euthanatos carefully
cuts apart a fresh corpse and select the parts that he needs - this always
includes the face. He then places these over his own body parts where they merge
with his own flesh, bonding into one entity. This rote makes him into a perfect
simulacrum of the victim - face, fingerprints, hair, as close as he desires. One
variation on this rote even enables him to speak like the deceased by consuming
the tongue. This melding also affects his life pattern, sometimes enabling him
to pass magical detection.
All of the attached parts are infused with his own blood and actually become
part of him. Therefore they do not appear dead but the removal of the disguise
is very messy. It is even more bizarre if the mage was larger than the victim
was because he appears to split out of the smaller body (and like a snake,
leaving the `skin' behind). Quite frankly, it's rotes like this that get the
Euthanatos a bad name.
"Life and Matter magic enable the blending of mage and corpse. Minor
cuts and abrasions that the corpse sustained may be repaired but tissue damage
e.g. burns will increase the difficulty. Only two successes are needed for a
scene, but three will last for a day, four indefinitely."
The Deconstructive Turn (Entropy 5, Mind 4):
A powerful form of Chaos Magic in which the mage disrupts the Work of a
Technocracy or Hermetic mage. Essentially, the caster causes the targets thought
processes to fragment. Metaphors used in casting become mixed, muddled, or
unclear. The Art of Memory is unhinged or disrupted. Magic based on formal logic
is impeded. The difficulty for this action is lowered when the caster has used
the Art of Memory to recall a long passage of gibberish from a postmodern
critical text.
Default Form (Mind 2, Forces 2): This
rote forces an icon to reflect a character's self image for its duration. A
great deal can be learned by examining how someone thinks they look, especially
by those with psychological skill. It is interesting that many propel think they
look like their mirror image, since that's how they most often see themselves.
Rumors persist that Life Hackers have a Mind 2 Life 4 rote that forces Garou
into a particular form and holds them there.
Delay Paradox (Time 3/4 Prime 2): Paradox
Backlashes are so great disturbances in reality that any mage with Prime and
Time will feel them approaching well in advance. So far nobody has ever been
able to avert them, but they can be delayed, giving the mage a chance at least
to prepare himself. He simply twists the time around the approaching backlash,
delaying it. This is of course utterly vulgar, and will fuel it even more.
Powerful mages have experimented with Time 4 to freeze Paradox completely, but
it will inevitably escape and become a Time-backlash of almost mythical
strength. [Botches are *very* nasty. Handling Paradox is inherently paradoxical,
and this rote may even disturb the flow of Time. Caution is advised. The number
of turns the mage can delay the Paradox is equal to his successes if he uses
Time 3. If Time 4 is used, double the strength of the Backlash and use the
normal duration table. ]
Deprogramming/Reprogramming (Mind 4, Entropy 5): This is an extensive process
of torture, drug therapy, and VR indoctrination designed to strip away a
victim's belief system and restructure it according to a more correct way of
thinking. The process takes days or weeks and is quite brutal.
[This is an extended contest between the subject and his reprogrammers. Each
day of reprogramming, the subject rolls a willpower test (difficulty 8) and the
brain scrubbing crew rolls their Arete with a difficulty of 8. Each week of
captivity subtracts one cumulative die from the subject's tests. A botch on a
test by either side blows all their accumulated successes and they must start
over. The first ones to twenty-five successes win. If the subject loses, his
mind is shattered and can then be manipulated easily into accepting new things
(There are five lights!). If the subject wins, he is deemed too strong to be
effectively deprogrammed and is probably just killed instead.]
Foci for this Effect: Guys in white coats with rubber gloves and lots of
needles and/or helmets full of rats, VR torture/information station, a big
muscular guy with the rubber hoses, hot irons, textbooks on tax laws.
Descent into the Underworld (Spirit 3,
Correspondence 3, Matter 2): This rote allows the mage to corporeal
enter the Underworld. The advantage of this method is that he can bring along
any items that he pleases and brings his avatar with him. Unfortunately, he
takes real damage and can really die if attacked. All goods that are brought in
disappear when the mage exits, except for talismans which can exist in the
Shadowlands (and are often lost here).
The rote begins with a purification of the self (method varies) and
meditation. The mage begins to travel and finds paths not normally in the real
world. Eventually these descend into the Shadowlands (and from there to Stygia).
Some mages have reported border guards, such as Cerebus, but reports conflict.
The mage needs #successes = shroud rating, but this can be an extended roll. The
journey can take minutes/hours/ weeks...ex) Manfred prepares himself in his
apartment sanctum. He then leaves, heading down the hallway. He enters a door
that is not normally there. It's an elevator that descends. It opens in a dead
alleyway. Manfred opens up a sewer grate and climbs down...
Detect Invisible (Correspondence 1 or Forces 1 to
detect warping of space or effect on light, Mind 1 to detect Untethered or
Spirit 1 to find Spirits): Locates distortions of space or
manipulations of light to detect those hidden from view in area. Mind 2 can also
be used to locate people by their minds, and Life 1 can be used to scan for life
force.
Detect Luck (Entropy 1 Matter 1): The
mage can detect objects containing good or bad luck. These could range from a
four-leaf clover to a chair that happens to give good luck. It also detects
objects, which have been affected by strong luck, such as a deck of cards, which
has recently dealt a royal flush, or a marker which belonged to someone who was
shot. Most players look at the subtle signs of luck or misfortune, like the
patterns of smoke in the room, cracks in the floor or the way the cards move.
Detect Pattern (Correspondence 3 Entropy 1 Time 2):
By comparing events with each other and running sophisticated algorithms, the
Forecasters of the Technocracy can detect patterns which normally would seem
random. They can predict how the patterns will develop, trace their history and
often discover who is behind it. Typical applications are scanning for Tradition
activity or crime.
Detect Poison (Matter 1, Life 1): Allows
the Mage to analyze food or drink and determine if ingestion would be harmful.
Detect Radiation (Forces 1): When this is
used, the mage can determine what level and kind of radiation is present in the
area.
Detect Scrying (Correspondence 1): The
Mage can detect the distortion of space that occurs when someone is using
Correspondence to view an area. With Correspondence 2, the mage can track the
distortion to its source.
Detect Undead (Matter 1, Mind 3): Locates
Vampires, Zombies, etc. Can also determine state of mind, if a mind is present.
Diagnosis (Life 1, Mind 3): The mage can
use this rote to determine physical and mental health of an individual.
Diamonds are Forever (Matter 2 Prime 2):
The mage makes crystals grow out of the air around something or someone, to trap
or imprison. Hermetic mages use to draw the Hebrew letters yod and ceth with the
seal while chanting the names of the spirits of earth and matter. Sons of Ether
simply direct powerful electric discharges into the air controlled by their
meters, forcing the ether to crystallize.
Digitize Sideways (Spirit 1, Correspondence 3):
This rote was first used by Infinity, a.k.a. Juliana of the Virtual Adepts. By
allowing a friend to look to see what she was seeing, in this case the umbra
this friend (Tawnos now called Rufus) was able to step sideways using
correspondence. At a later date Juliana tried this herself. Interesting side
effects noted were that you tended to look as if you were a computer graphic,
and that pattern spiders and other creatures of the Weaver tended to ignore you.
[The rote uses spirit sight to see into the umbra, in this use of spirit
sight the gauntlet must be broken. Once a clear connection is made,
correspondence is then used to shift to where you're looking at. I know that the
book of Madness says that Spirit travel can't be accomplished with
correspondence, but it's a good rote.]
Disintegration Ray (Prime 4): A favorite
of the Sons of Ether during the 1950s, this device annihilates an object by
draining it of all Quintessence.
[This is identical to the Flames of Purification rote used by the Celestial
Chorus. When it is complete, all that is left is a fine layer of granular
matter.]
Dissolve (Life 4): A nasty rote invented
by a desperate and hateful Euthanatos against her master. The mage dissolves the
tissues of her victim. Bones become flexible, muscles turn into jelly and the
blood become almost etheric. Usually the victim just collapses and burst open,
in a gross and very vulgar display.
Dissolve Spirit (Spirit 4 Entropy 4): To
actually destroy a spirit is often extremely hard, but it is possible. This rote
dissolves the spiritual essence of the spirit and scatters it for the winds.
This will destroy lesser spirits, but really powerful spirits can sometimes
reappear after a considerable time, often both weakened and desperate for
revenge. To make sure the spirit is destroyed, either the True Name of the
spirit has to be used or Prime 4 can be used to unravel the remaining patterns
into nothingness (but even then, extraordinary powerful spirits may return
sometime in the far future).
[ The rote does aggravated damage against Spirits. If they are reduced below
Incapacitated, they are destroyed or banished for a very long time if they are
powerful enough. ]
Divine Sacrifice (Prime 4 Life 4 (opt. Entropy 4 to
make easier)): In my chronicle Prime 4 is not sufficient to destroy a
life pattern due to its amazing complexity when compared to inanimate matter.
However, this does not mean that a life pattern is immune to such effects. This
combination allows a mage to burn the quintessence from a life pattern and
recycle it into the cosmic flow. The effect is that the mage must get a mere 3
successes and touch his target on the forehead at which time the target is
frozen and begins to glow and fade and finally explode as a flash of light
leaving ... nothing. The only ways to counter this effect it though counter
magic or antimagic. The optional Entropy 4 is put in for the storyteller's
option to allow this rote to happen. The rote in my chronicle needs this sphere
to work but it may not be needed depending on the storyteller.
Do Not Suffer Today What You Can Suffer Tomorrow
(Life 3 Time 4): This rote is commonly used to avoid the nasty
after-effects of partying for some time; the cultists simply push them further
into the future. It can also be used to move pain, hunger or other negative
experiences ahead, and even move wounds into the far future. They will still be
felt, but (hopefully) at a time of the cultists choosing.
[When the displeasure appears (as determined how far into time that it has
been pushed) it will give the usual penalties, in addition to the penalties the
mage may have had before. Moving wounds is very dangerous, since the mage may
suddenly find himself mortally wounded].
Don't Even Blink (Forces 3, Life 4, Prime 2):
This nasty rote energizes the neurons of the nervous system, so that anytime a
muscle twitches, it shocks the owner. Degree of damage varies with how much the
victim tries to move, and is continuous. There is also a non-lethal version of
this rote where the shocks do only stunning damage. Normally this only affects
voluntary muscles, but at times Rose has been pissed enough to cast this on the
autonomic muscles too...including the lungs.
Dorian Gray (Life 5, Mind 5, Entropy 4, Prime 4):
Here is the real story of the Portrait of Dorian Gray: It wasn't just a picture
that gave Dorian Gray of the Euthanatos seemingly endless youth. The portrait
was magically tied to his body. (This is similar to Setite vampires who hide
their hearts.) When the Technocrats found and destroyed the picture, the
accumulated Paradox and crushing force of age destroyed him.
This rote allows a mage to adopt an icon (portrait, doll, book) to which she
is tethered. As long as the icon remains intact, the mage will remain the same
age as when the rote was cast. She is not immortal; the magical icon simply
holds back the forces that age the body. When it is time to die, she will indeed
die (though she will leave a lovely corpse). The danger of this rote lie in the
consequences of destroying the icon: the shock of aging 50 years is enough to
kill most people.
[Life and Mind tie the mage magically to the icon; prime "seals the
deed". Entropy forces the entropy of aging to age the icon instead of the
mage. Should the icon be destroyed, the mage must make a stamina roll,
difficulty 5+1 for every ten years since the rote was cast. Failure indicates
the mage dies of shock. The icon also gains a point of Paradox for every ten
years it has been used; if the mage survives, he absorbs the Paradox as well.]
Double Pain (Mind 2): This extremely
pleasant rote was developed by Jack Corinth, one of the stronger disciples among
the Sons of Jupiter today. It locks on the target's mind, and doubles all pain
felt by them. Especially fun for fighting those Lupines down the street...
[Double the penalties for wounds. If the total penalties go over five, the
target can no longer act, but can only curl up in pain.]
Download Spirit (Spirit 4, Matter 2, Prime 2):
This rote allows the mage to create a fetish (of sorts) out of a computer disc.
The caster uses Matter 2 and Prime 2 to make the disc trinary, and Spirit 4 to
make the fetish. The disc can then be loaded into a trinary deck for use in the
Digital Web. As long as the disc is in the deck, the trapped spirit can be used
as a standard fetish. However, the fetishes will not operate in the real world.
Doxy's All Around Turn-Around Kamikaze Killer
(Correspondence 5): Not really a Rote, but an effect that can be
quite useful nonetheless, this allows a Mage to warp space around herself so
that any attacks that strike her to actually damage a designated target instead.
Can be quite a painful surprise. With extra successes, the Mage may even
possibly somewhat duplicate the effect of Kick of the Four Winds. Imagine the
surprise that Sabbat experiences when after clawing you, he feels himself being
shredded from all sides . . . Each success beyond those required allows the Mage
to cause the attack to strike one extra time, or strike an extra target.
Doxy's Cheops (Forces 3, Prime 2, Correspondence 4):
This causes a laser, originating at the target point, to fire straight upwards,
thus causing an incredible amount of electricity to cascade down to the target
through the air ionized by the laser's passage. Damage is successes x 2.
Sometimes she gets impatient however, and just blasts her opponent with the
laser.
Sometimes she just uses Forces 2 with no Prime to call the electricity down.
This is also known as a lightning strike.
Doxy's Feast 'Midst the Famine (Matter 5):
Turns anything into suitable, healthy, tasty fare for the caster or anyone else
without changing its appearance. It also neutralizes any poisons. Yes, this
means you can use this to make rocks edible.
Doxy's Fire Finger (Forces 5, Prime 2):
This causes the mage's hands to be wreathed in flames, adding successes x4 to
her base damage level.
Doxy's Multiversal Singing Telegram (Correspondence
4, Forces 4, Spirit 5): As above, but will go anywhere, in the Umbra
or beyond.
Doxy's No-Moon Coat of Fur (Life 5): Doxy
uses this effect to assume the form of a Silent Strider Ragabash. While in this
form she has a 'special' character sheet listing her Garou abilities. The actual
creation of this effect causes Paradox, but the use of her Garou shapeshifting
abilities and Gifts do *not.
Doxy's Singing Harp (Forces 5, Prime 2):
This causes any instrument to play itself, or rather, be telekinetically played,
generally accompanying the mage who caused the effect.
Doxy's Singing Telegram (Correspondence 4, Forces 4):
When cast, a small canary appears. The caster tells it what her message is and
whom to take it to. The canary then flits off to find the target, provided she
is on the same plane. Once arriving at its target point, the canary sings the
message and disappears.
Doxy's Uisgbaugh (Forces 3, Life 3, Matter 2, Prime
2): Creates a one gallon jug of hot, fresh blood. This blood will
remain hot and fresh for the duration of the spell.
Doxy's Witchfire (Forces 3, Prime 2): The
mage is surrounded by a nimbus of electricity that causes successes x 1 damage
to any who touch her. She can also discharge a number of lightning bolts each
action, each of which does successes x 2 damage. This one requires 5 Successes
for full effect - allows her to discharge lightning at all within her vicinity.
Doxy's Woeful Glow (Entropy 4): When
cast, the beings affected are illuminated with a sickly green light. All those
affected lose any benefits of healing, regeneration or other curative effects.
If anyone wishes to use healing magic, she must exceed the caster's successes
with Woeful Glow before gaining any effect.
Doxy's Xerox (Correspondence 2, Matter 4, Prime 2,
Time 2): This allows a Mage to look forward or backward to any time
and/or place, analyze an item's pattern, and re-create the item in her own time
and location. A Mage using this Rote would rarely have to buy or acquire most
items since she can simply locate the item she needs and create an exact
duplicate.
Dr Goldberg's Fabulous Aerating Pill (Matter 3 Prime
2): This tiny white pill, usually sold alongside the Survival Pill in
the Galactic Explorer's Survival Kit, provides oxygen in hostile atmospheres.
[The pill provides a 24-hour supply of oxygen to the user, time-released
inside the lungs, while simultaneously transforming toxic gases into harmless
compounds released through exhalation.)
Dr Goldberg's Wonderful Pan-Sufficient Survival Pill
(Life 3 Prime 2): Dr Goldberg specialized in Umbral exploration and
discovered many fascinating phenomena and strange life forms, until his
ill-fated journey to Rigel 3, when a particularly strange life form discovered
him. But his legacy lives on in the form of his many inventions to make
planetary exploration easier. This tiny blue pill provides its user with
complete nourishment for 1 day.
Drawing Out Blood (Life 3): As the
Verbena like to say, 'Blood calls to blood', and this brutal rote is an
application of that idea. The witch bleeds herself and then uses the blood to
draw blood out from the target. If the target already has injuries, they will
bleed copiously. If they don't, they spontaneously start hemorrhaging from
various orifices. Repeated use of this effect is generally fatal to the target,
but that's the point.
[This rote does a level of damage for each success, and cannot be soaked.
Exactly how the bleeding occurs determines whether the rote is vulgar or not.]
Dream Quest of Orpheus (Spirit 3, Mind 3,
Correspondence 2, [Prime 3]): This rote allows the mage to send his
consciousness across the shroud, while safely leaving his body behind.
Traditionally, the mage consumes a full meal, lights incense, and then falls
asleep (often Mind 2). An acolyte then presses a penny on top of each of the
mage's eyes. The difficulty of this rote is 6 or the Shroud rating (whatever is
higher).
The mage then awakens in the Shadowlands, effectively as a wraith. She has as
many corpus levels as the mage has temporary willpower (the connection is
tenuous). While not having any Arcanos, the mage does have full access to her
Spheres, within the parameters of the Shadowlands. Unfortunately, as the avatar
of the mage still rests within the quicklands, the mage cannot use any
quintessence. This problem can be corrected by a Prime 3 component to the rote,
but this can cause other problems (q.v.). The mage has two pennies as relics
(these disappear when the mage returns to the lands of the quick).
Wraiths will only notice that the mage does not belong on a Per + Awareness
roll of 9 (2 successes), or if the mage uses any obvious magic's. Healing is a
real problem for the mage, so she should tread lightly. If the mage loses all
her corpus, then she is flung back into the living. She then must immediately
make a willpower roll (difficulty 8, number of successes=1+excess damage) or
permanently lose a willpower point.
The Dream Time (Spirit 3, Mind 3): This
allows the Sons of Jupiter to enter the Chimera through a sleeping person's
dreams [yes, you need a sleeping person to do it. Please note that the user will
have to leave the person's dream and enter another dream, but this is usually
not too much of a problem. Also note how useful that Dream background becomes.]
