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Ectoplasm Depolarization (Spirit 4 Prime 2): The psychic researcher Prof. Ephemeris encountered many strange spiritual entities during his years of active research, and he eventually perfected this procedure to force disembodied consciousness to vacate the hosts they possess. This process depolarizes the ectoplasm that makes up a spiritual entity, thus reducing the entity's ability to influence human minds.

[Each success grants the equivalent of 3 Willpower successes on an exorcism roll.]

Eat Spirit (Spirit 4 Life 3): This rote was reputedly invented by a very eccentric hermetic mage, who boasted that he had tasted everything on earth. He finally decided to taste something not of this earth, and invented this rote. By drawing a complex hermetic circle, trapping a spirit inside and forcing it to manifest, he was able to make it material... and edible. According to the stories (which diverge on this), the etheric flesh of the spirit was either the greatest disappointment of his life or of such an exquisite flavor that he never ever could eat any earthly food ever again.

Enchanted Senses (Life 3): The mage gives himself the sight of the Eagle, the smell of the Dog, the taste of the Rat and the hearing of the Cat. Verbena use to do this by anointing eyes, ears, fingers, nose and tongue with blood while visualizing the power and sounds of the different animals.

Encompassing Vision (Correspondence 3): Gives the Mage 360-degree vision.

End Blood (Life 4): The mage touches the victim with some blood (very little is required). The result is a small infection rendering the victim sterile and unable to pass on undesirable traits. The victim will not notice anything.

Endothermic Explosion (Correspondence 4, Forces 5): This psychotropic effect is produced by causing a Hyperspace energy flow opposite that normally produced, draining the kinetic energy of the molecules in the target area rapidly. Careless mages are cautioned with this rote. Many careless mages attempting to use a forces 4 effect to do this have been incinerated by the very energy they stole, which radiated uncontrollably from their foci.

[The attack causes normal Forces 4 or 5 damage, and can be used to freeze things. The energy can be concentrated and stored for later use by some mages. ]

Enemy within (Correspondence 4, Life 3): Many of the Euthanatos' intended victims have turned out to have some surprising defenses. Thus the Euthanatos have had to come up with some surprising techniques of assassination. During the long Akashic - Euthanatos war, the famous assassin Delion came up against the equally renowned Akashic Brother Raging Mountain. 'Mountain's skin was invulnerable to all weapons and he was unbeatable in combat. Taking the second problem first, Delion simply attacked whilst 'Mountain was asleep. To overcome his invulnerable skin however, Delion devised this rote. It is when the sword slices through muscle tissue and vital organs that it causes harm. Therefore it is much more efficient simply correspond the blade inside the victim and wave it about a bit at a distance. This doesn't really do any more damage - after all, skin and subcutaneous fat have never provided much of a barrier to tempered steel - but it does overcome a surprising number of magical defenses.

"This rote follows normal Correspondence ranges."

Energetic Object Transformation (Forces 2, Matter4): This Son of Ether magic transfers objects from reality into Virtual Reality and back. Some sons use this to carry large items from place to place on disk.

Energy Dampening (Correspondence 4, Forces 3 or 5, sometimes Life 3): This Son of the Ether rote is similar to Endothermic Explosion in that it absorbs the energy from a distant area. Most forms of Electro- magnetic energies are drained. This causes the shutdown of most forms of technological devices by denying them power, be it electrical, solar, magnetic or even nuclear ( with forces 5 ). The mage must be able to create the force he wishes to drain, a mage with Forces 3 wouldn't be able to stop a chemically powered device like an internal combustion engine because that involves "nuclear" forces of chemical reaction, however, the sparkplugs could be stopped from firing. Mages need Life 3 to drain living beings of energy, causing raw damage. Those with life 4 are experimenting with more selective draining to cause paralyzation.

Enhanced Regeneration (Time 3 Life 2): Time mages are able to selectively speed up the healing and regenerative abilities of an organism, making it recuperate much faster. This is very useful, although it is often accompanied with hunger and extreme itchiness. The Sons of Ether apply electricity in precisely calculated patterns to the wounds, while the Cult of Ecstasy gives the patient such a good time they forget about being hurt.

[One-success halves the healing time, two successes divide it with three, three with four, etc.]

Enhanced Senses (Life 3): Provides 1 extra dot of Perception in any one sense per success rolled in the test.

Ennui (Kafka's Bane) (Mind 4, Entropy 5): Sara Stout's life, even after awakening, was naught but illusion and emptiness. Her hollow existence was symbolic misery. She considered getting a job writing for White Wolf, but instead opted to invent this rote. After all, what Technocrat would bother to pursue her if his life was as bleak and pointless as hers was?

[Ennui uses Mind Control and Intellectual Entropy to make a target contemplate how small and trivial his life is in the great scheme of things. He falls into a state of chronic depression, refusing to eat, drink, or communicate with the outside world for the duration of the rote, slowly wasting away and possibly dying. This is deviously coincidental. The duration of the rote is two days per success, after which the target must make a Willpower roll (diff 6-8) to break free of the Ennui. Failing this roll indicates the target remains depressed for an extra week; a botch indicates permanent Ennui.]

Entropic Thought (Entropy 2, Mind 1-4): This rote allows the Mage to jump to startling conclusions about any situation (s) he is in. The Mage can sometimes appear to have remarkable deductive powers when utilizing this rote and at other times (s) he can appear quite mad as (s)he makes connections which normal people would consider ludicrous or quite impossible. As a simple example, take the case of a Mage who has no skill in Matter or Correspondence but who wishes to find a hidden item (maybe the gun used as a murder weapon.) He paces to room with a thoughtful expression on his face then, suddenly, he is reminded of a murder/mystery novel in which the weapon was hidden behind the mantelpiece. Sure enough, the aforementioned weapon is there when he asks the bewildered policemen to search it. Of course, they may now wonder how he knew it was there and ask some fairly urgent questions about where he was on a particular night.

[The mage utilizes Mind 1 to flash through all her memories and then Entropy 2 (Control Randomness) to select one. The use of Entropy ensures that the thought selected is somehow relevant to the situation. The more successes gleaned the more information is gained. A failure indicates a mental block while a botch means that some completely irrelevant thought has just implanted itself in the mages consciousness. The mage may spend days (and they should role-play this) wondering how such a thought could be relevant. "Pink, fluffy bunnies... what do pink fluffy bunnies have to do Lord Greesham's murder. Hmm, maybe I'll check out the petting zoo..." [This rote does require a great deal of storyteller/player co-operation (Hah! Don't make me laugh!) It can been used to allow player knowledge to become character knowledge but any storyteller who wishes to allow this should place strict control on what is allowed. The thoughts should be as vague as possible and have some relevance to the mages background. For instance, the character above, who clearly reads a lot of Agatha Christie, or the Order of Hermes Mage who marvels at the way the numbers on the signpost beneath which the Nephandus has buried a talisman are of occult significance. ("See, if you add those two together you get 13, and if you subtract that number you get 7. Hah, these Nephandi, predictable as ever...")]

Eternal Youth (Life 3): The mage simply stops aging. This requires almost constant low- level concentration, but is often coincidentally explained using a healthy diet involving certain herbs and blood.

Etheric Flux Jamming (Correspondence 3): This rote is widely employed by Sons to prevent rivals from spying on their research. It creates a zone of fluxed ether that causes interference on remote viewing and teleportation attempts.

[This is a standard Warding rote.]

Etheric Probe (Spirit 1 or 5 Correspondence 2): By launching a remote probe into the Near or Deep Umbra , a scientist is able to explore the Umbra without leaving the safety of her laboratory.

[This rote combines Correspondence Sensing with Umbral Sight.]

The Ever-Full Fountain (Life 4, Matter 3, Prime 2): This rote manipulates the blood solute content of the target so that it influences his/her health. The most common use for this rote is to increase the sodium/salt concentration in the patients' blood plasma. Small changes like these are able to have huge knock-on effects on the target's health. Increased salt in the blood causes many problems to physiological function. The most prominent effect is that the target urinates a lot more and hence loses fluid from the blood. This causes low blood pressure, which leads, in severe and acute cases, to shock and possible fatality. Death from hypernatraemia (high sodium blood content) is not unusual and so the rote could be coincidental if applied in the right situation. The name from this rote came from the Modern Verbena who is rather amused by the unfortunate victim's predicament. Other traditions have variably called it 'The Pissing Evil' (in reference to Sir Thomas Willis, an English physician, discussing Diabetes in the 17th Century) and 'Remote Manipulation of Natriatic Factors' (the Sons of the Ether if you hadn't already guessed.)

[The 4th rank of Life is required to effect another living human. Matter 3/Prime 2 is used to cause the appropriate solute to appear in the blood. An INT + MEDICINE roll should also be required in order to control the amounts in the blood. The more successes the closer the mage gets to be able to get the required effect. For instance, the mage may want to kill his victim in which case high success means that he has succeeded in that. However, he may need to keep his victim alive in which case a successful roll is needed to get the right level of solute that will inconvenience but not kill. The storyteller should also consider the time-scale involved. Death within a short time of being exposed to the rote should be easier; as the body has few short terms defenses against hypernatraemia, but is more likely to be suspicious to investigating police and/or doctors. Long term (chronic) exposure to the rote should be more difficult (add 2 or even 3 to the difficulty of the medicine roll) due to the natural defenses but less suspicious.

[Calculate actual damage from the Life damage chart but describe the effects as internal problems rather than wounds. For instance, 1-2 health levels of damage should mean that the target is inconvenienced by the need to constantly go to the toilet and drink lots of fluids. 3+ health levels means that the victim is in a state of shock (with the attendant symptoms which should get worse the more damage is done) An incapacitated or dead result indicates irreversible shock and the victim will require a transfusion to prevent death. Other chemicals may enter the blood via this route. For instance, the Cult of Ecstasy uses it to avoid all those problems with needles and syringes that often occur with drug use. The effects of such things entering the mages system are up to the storyteller. The mage may also use it to remove chemicals from the blood - poisons, drugs, even essential chemicals such as hemoglobin. One final note for the storyteller. The effects of this rote are quite good as paradox flaws as long as they are not fatal.]

Evoke the Spirits of the Forces (Forces 1 Spirit 2): Hermetic mages have always been interested in elemental. This rote is used to communicate with the spirits in different forces like light, darkness, heat or electricity. It will not give the summoner any control over them, but they might obey him if they want to. Hermetic draws a circle, and places some of the force in the Triangle of Art outside (If the mage want to communicate with the spirits of light, a light source is needed. For the spirits of darkness a pool of shadow. For the spirits of radioactivity a piece of uranium). Then the spirit is evoked with a long incantation that names all forces which control and rule the desired type of spirit.

Exorcism (Spirit 2): The mage seeks to exorcise a spirit that has manifested on the physical plane. In practice, the mage is trying to throw it out in the Umbra again. Most spirits are naturally opposed to this, and will use any means necessary to prevent this. Most spirits try to sneak away on the physical plane if they can or the exorcist seems dangerous. Others attack the exorcist physically, mentally or with cunning.

[The rite is an extended action, where each success of the mage temporarily decreases the Arete of the spirit during the exorcism. The difficulty is the Arete of the spirit +4. If it reaches zero the spirit is banished. If the mage botches the spirit can possess him if it wants to, or even banish the soul of the mage to the Umbra if it is powerful enough.]

Extended Memory Manager (Mind 1): This Rote allows the mage to remember large amounts of data with perfect clarity. It can be used to preserve specific memories or to retrieve largely forgotten ones. Mages who store too much information can experience side effects like confusion as sensory cues cause a flood of associated memories or an inability to remember without using the Rote. Some mages find it necessary to 'purge' old memories to make way for fresh data. Combined with other senses and Mind effects, the EMM becomes even more useful. For instance, the mage can flip through a book, then Multi-Task and have one task carefully read it from memory or 'rewind' her memory of a recent encounter to look for details that her conscious mind overlooked.

[To imprint a photographic memory, the mage rolls her Arete with the number of successes indicating how long (on the normal duration chart) the memory is retained with perfect clarity. During this duration the mage can look back just as if she were still experiencing the memory even to the point of noticing details for the first time. After the duration is up, the memory fades to normal levels of recall. To retrieve a forgotten experience, the mage rolls with successes read on the duration chart to indicate how far back she can remember. Clarity is high but she cannot notice new details - only those which she noted at some point but has forgotten. Photographic and Eidetic mnemonic abilities are a documented fact, making this Rote static magic.]

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