R
Home Role-Playing Emporium Klingon Home World Some Fun Stuff Some Pictures My Links Page

 



 

drgnscl got their NeoPet at http://www.neopets.com

 

Race Memory (Mind 3 Life 1 Time 2): A common spell of the Gardeners, this enables the witch to search the memories of her ancestors.

[Each success acts as 1 pt of Dream and allows the caster to reach one generation back. Unlike the normal Dream ability, specific facts can be retrieved.]

R.A.D.S. (Correspondence 3, Forces 1, Matter 1, Life 1, Entropy 1): The mage dodges, opponent telegraphs her blow, mage slips and falls out of the way, a moving vehicle blocks the attacker's line of sight, the mage is blown clear of the exploding fireball and lands in the midst of an outdoor mattress sale. The Rapid Avoidance Defensive System is an ongoing conjunctional effect that analyzes patterns that are about to contact the mage and, if they prove dangerous, removes her to the nearest safe location. It is imperfect - a skilled opponent can hit the mage. Less advanced RADS versions simply gauge the magnitude of forces involved and avoid those beyond a certain threshold. This can be annoying since the forces involved in a friendly pat on the back can exceed those of a curare-tipped dart. The rote takes into account only immediate, physical, threats so a mage could find herself displaced from a hiding place, separated from an injured comrade, or face to face with a Nephandus master. If the displacement occurs when the mage is making an attack, her attack is usually spoiled as well.

[RADS can move the mage anywhere within range (based on the correspondence range chart) but always minimizes the distance traveled. Each success removes one success from any attempt to hit the mage that has the potential to do the threshold level of damage. This is cumulative with dodging, but the mage must decide to dodge before the attack is rolled. If RADS activates at the mage's initiative, she suffers the same penalty to her attack and may have to make a Wits + Alertness roll to retain her bearings. If the mage is caught in an area attack or attacked by forces magic, RADS will take her out of the area or break line of sight with the attacker. This often involves a long distance teleport to a familiar location - and the accumulation of paradox.]

Rain of Fire and Brimstone (Spirit 5 Forces 2): This rote is a classic, and like all classic rotes it is practically never used. The mage simply opens a gate to the Realm of Fire (close to the Shard Realm of Forces) and lets the destructive power descend upon his enemies, buildings or whole cities. Of course, the gate must be big enough to let through the almost liquid fire. When the rote is used on a large scale, storming clouds will appear around the opening portal, and then a huge rain of destruction will fall on anything beneath. Lesser openings often appear as erupting craters or explosions.

[ Note that the mage has absolutely no control of what passes through the gate, and often extremely powerful and malevolent elemental or djinns escape. The destruction caused is untold, and is in no way dependent on the power of the mage, who only serves as gatekeeper. ]

Random Access Materiality (Correspondence 3): The mage is hidden by smoke or fog and is only intermittently visible. She leads her opponents into a well known maze like area, hall of mirrors etc, where her location is hard to determine and she may appear to be in places she is not; the mage has previously set up mirrors, dummies, and or disguised sleepers to mislead her opponents. This Rote allows the mage to move to any location within line of sight. A skilled caster can 'blink' among multiple locations almost instantly. Remember that correspondence sensing and co-location sensing provide line of sight. One common tactic is to use co-location sensing to remain aware of two different areas and then blink back and forth between them.

[The mage can make a number of blinks each turn equal to the number of successes scored. The mage controls both when and where she goes. Blinking will spoil one opponent's attack if the mage times it properly. All opponents trying to hit the mage have their difficulty raised by one per blink the mage has made so far that turn. In any turn that she blinks, the mage's own one raises difficulties for physical actions. The Rote lasts a normal duration but only those locations in line of sight during casting are accessible.]

Random Message (Entropy 2 Correspondence 2): Used mainly by the Players and Cultists, but some Virtual Adepts have developed their own Video-Game version. By reaching out with his mind, a player of a game of chance can contact another player, if he is playing the game somewhere else. By influencing the game, he can send messages to the other. These messages are naturally limited to what the game can show and what the other mage can interpret (for example 9 of Swords, 10 of Swords, the Tower, 9 of Wands and Death is a quite obvious "GET THE HELL OUT OF THERE!!!").

Reanimation (Life 3 Prime 2): The alchemist burns a dead (or alive) plant or animal. The hot ashes is mixed with exotic chemicals and salts. Finally gold solved in aqua regia is added, and the mixture is allowed to crystallize. By performing the necessary incantation and slowly heating the resulting salts, the mage will restore the being to life. If the mage succeed well enough, the being will be completely normal in all aspects. A less successful experiment would give a being that would die after a while, turning into salts again. And really bad results create "nothing but ye liveliest Awfulness". Some alchemists experiment with turning people to dust, and trying to raise them again. If anyone have succeeded, they have not told anybody.

Reaper (Prime 3, Spirit 5): Much of the Euthanatos tradition's magic draws its energy from the dead. That is why Euthanatos cabals like to perform rituals in cemeteries and on burial mounds. No rote illustrates this better than the creation of a Reaper. Requiring a master of Spirit and a disciple of Prime to perform and preferably with many acolytes and disciples, the Reaper is not an easy rote and is done very rarely. Firstly the mages gather together in an area dominated by dead spirits, such as a very large graveyard, a battlefield or the site of some terrible disaster. (the most recent site was a large field in China where hundreds of prisoners are regularly executed). The mages then begin to draw up the forgotten spirits of the dead. These pitiful, barely conscious things are gathered by the mages who slowly begin to weave them together. Slowly, over the course of the night, a patchwork monster of lost souls takes form. It is the essence of death and can produce only death. Using whatever magic they can to control it, the mages send it out to kill their enemies. In the past it has been sent after some powerful enemy or let loose to destroy whole villages or towns. It is important to understand that the Reaper is a near unstoppable force for death. It has, in historical times, decimated entire chantries. Physical barriers cannot stop it and only the most powerful or ancient of wards can keep it at bay. Nothing can fly faster than it can. The strength of the Reaper depends upon the skill of the mages who created it and on where they performed the rote. Its strength is invariably vast however. The Reaper is a monstrosity and the spirits of which it is composed gradually fall away. Yet beyond a certain point, the Reaper begins to feed upon the spirits of those it murders, binding them into its own being. At this `critical mass' point it is best to simply give up attempts at restraining the monster and head for the nearest horizon realm.

"Many successes are required to create a Reaper. More successes create a stronger Reaper (provided the spirits are available), but too few successes simply cause the entity to fall apart into hundreds of separate spirits."

Receptacle for lesser forces (Forces 2 Prime 2): The mage consecrates a container (like a flask, a box or a statue) to be able to contain forces, fills it with force, and then seals it. When the seal is broken (or the spell fades) the forces will be set free. First the receptacle is consecrated using strengthening and protecting forces ("In the name of Uriel the Shield-Bearer and Michael the Sword-Bearer I bind...") and pentacles and prime-symbols are drawn around it. Then the receptacle is filled, and sealed by the Hebrew letter Resh (which means container) drawn by the Seal of Salmon.

[Exactly what happens when the seal is broken depends on the nature of the force contained. Light can be emitted slowly from an small opening, or as a flash when a box is opened. Electricity can give the opener a shock. After the binding spells have faded, the force is also set free. ]

Red Eyes (Forces 3, Prime 2): Allows voluntary subject to see in near total darkness. Eyes glow an eerie red with hints of infinite depth. This is a combination of ultraviolet sensitivity, infrared sensitivity and active emission of both wavelengths.

Reduction to Base Components (Life 5, Matter 3): Doctor Amino developed a process which would enable him to reduce organic tissue down to its base elements, each separated out into a neat mass. He had intended to use it to smuggle endangered species into the country so he could examine them in a controlled setting, but the process saved his life when he was forced to use it on an NWO agent who tried to apprehend him. To this day, the agent sits in a neat row of jars on Amino's shelf.

[The rote is an all or nothing effect. It requires 5 successes, and if successful, the person is separated out into a variety of chemicals, and will remain so until the spell is reapplied. If the effect is unwove by someone who doesn't possess the appropriately ranked spheres, the target will die.]

Regeneration (Life 5): The recipients of this spell will eventually regrow lost limbs and other body parts. Will also heal broken spines or other 'unhealing' injuries. Like healing, rolling for duration is not necessary.

Remote Access (Correspondence 3, Mind 1): Basic Remote Access is just our version of Divided Sight (see MAGE p.186). Hackers add a twist by conjunctionally Multi- Tasking so that they can keep track of more locations without 'burning out.' They then recursively invoke the module at each new location, forming a chain or mesh of 'links' and 'nodes' (nodes in the sense of telecommunications, not mystical Nodes where Tass collects). When angry technarcs try to Stalk the Void (see Mage p.188) to the offending mage, there's time to break the connection before they arrive. I only tried this once, but it worked like a charm.

[The maximum number of 'nodes' the mage can maintain is equal to his Perception attribute times the number of success obtained in Multi-Tasking (not the total number of 'Tasks' since one is used to co-ordinate). The number of links established at each casting is one plus one per success beyond those needed for the most difficult node. For instance, a mage trying to establish three nodes, two in familiar locations and one that he has only heard of, would need six successes - four to establish the node in the location described to him and one for each of the familiar areas. Nodes created in a single casting are in a 'star topology' - each one is connected only to the mage's location. To create a link between two distant nodes the mage must cast the spell from one node using the normal range chart instead of the Correspondence one. Since the node is in line of sight, four successes are required (unless the new node is totally unfamiliar). Note that this range is from the mage to the node from which the link is to be established not the range from the established node the new one. When someone stalks the Void from an end node, he simply reaches the next node in the network. If there are several connections the one found is random. Adepts who are wise to this trick can 'trace' the links - cascading across one link per success. However, in a complex network, it is likely the tracer will loop as it randomly chooses a path. The only coincidental effect I've ever heard of for this Rote is 'Hacking.' The mage simply 'breaks into' computer systems at each location she wishes to view, establishing a convoluted path of communications lines that enemies must trace to find her.]

Remote Feed (Correspondence 2, Forces 2): This rote functions as the Correspondence 2 effect Correspondence Sensing, but is outputted to his computer display. This effect is usually coincidental ("Hey, wanna see a cool Quick-Time movie?")

Reorder (Correspondence 4 Entropy 3 (4 for living)): A mage of the Akashic Brotherhood had a dark period just after he assumed his sensei to have been brutally murdered. It is then that he raised his entropy sphere to 4 and combined this with his Correspondence 4 for a rather spectacular effect that is now his "calling card".

[This rote is just as vulgar as the above but much more graphic. Take the volume of space taken up by an object (or person or area). Now there exists order to the parts in this area/volume. Now randomly reorder every particle in that area. With 2 or more successes on a mortal (sleeper) the effect you get is a homogenization of every part of their body. For just a part of this effect you could take the femur and divide it up into thousands of particles, now relocated those particles all over the body. The net result is the person turns into a red featureless mass which falls to the ground with a Jell-O like consistency.]

Resurrection of Attis (Life 4, Prime 2, Spirit 2): This was the version of the Song of Orpheus the priestesses used to bring about a resurrection similar to the resurrection of Attis. It was not anything for the squeamish. They placed the body before the sacred stone and began to chant prayers to the Mother for three days (often professional weepers were hired to cry and lament in the background). During the time the body was anointed with oils and blood. As a final act, male subjects were castrated and female subjects awakened by ritual intercourse with a male the priestesses had possessed with the power of Pan. The castration could never be healed or the subject would die again. On the good side, by going through this rite the subject will always have a close tie to Attis, and partially become the living embodiment of the fertility god.

Resting (Life 3 Time 3): The mage speeds up sleep for somebody, so he will awake rested sooner. A pleasurable side effect is that dreams will be very beautiful and intense. Very popular among members of the Cult of Ecstasy.

Revenge of the galloping bowels (either 2 Life or 3 Entropy): Originally developed by a Verbena witch as revenge for against an overly amorous suitor. This Rote simply kills off all of the symbiotic microorganisms within the target's gastro-intestinal tract, result of days of diarrhea and intense pain and agony. The Euthanatos were so impressed with this Rote after seeing it in action they simply adapted it when using Entropy in place of Life.

[For each success after the first the mage may either the length of the target's suffering or the amount of pain the target must endure.]

The Revised Periodic Table (Matter 2): By following the Revised Periodic Table, a Son can subject any chemical to various processes and produce any other chemical he chooses, so long as he carefully monitors the reaction with his scientific meter. Students learn this as the first step in producing new elements and substances.

[This transmutes simple substances into other simple substances. It also allows desperate Sons to make do without the proper chemicals in a pinch.]

Riccochet (Forces 2, Entropy 2): If a group of enemies is shooting at you, MIBs in my case, up the chaos in the vectors of their bullets, and make them shoot wide, at each other, at random birds flying over- but make sure to DECREASE the potential for being hit yourself. Used by a Discordians.

Ride with the Spirits (Spirit 2 Correspondence 2 Mind 3): This rote allows a mage to perceive what a spirit perceives, regardless of where it is. By using it again, the mage can "jump" onto another spirit which the first one perceives. It was used by a cabal of Cultists who used it to learn the deepest and most frightening secrets of the Deep Umbra, but one day they were found dead or incurably insane. To use this rote on certain spirits is very unwise, partly because they might notice it and take objection to it, partially because certain beings are not wholesome for humans to contact or even see.

Right Place at the Right Time (Time 1 Correspondence 1): This little effect is usually done subconsciously and coincidentally by the mage: he is always standing in the right place to avoid unpleasantness. When the Oracle of Correspondence teleport into the room, the cultist is not the one standing at the spot where he appears...

Riker's Island (Mind 1, Life 1): No man is an island - except for this guy. The mage is a sociopath, completely cut off from normal human interaction, or has been trained using biofeedback or self hypnosis, or just has the perfect poker face (like a certain 1st Officer in a popular SF series).

Many V-adepts are classic 'computer nerds' with limited social skills. Sure, you can countermagic Thought Probes in your sleep, but the wily Toreador can tell almost as much from the way your eyelid's flutter when she asks you a question. This is what we call a non-trivial problem. The answer is Riker's Island, a Module that edits out unconscious reactions and body language - even controls respiration and galvanic skin response. With it you have the ultimate poker face and can even beat lie detectors. Iteration X uses this Rote under the name 'Machine Interface' and the Men In Black seem to have it hardwired into their brains.

[For the duration of the magic, all attempts to read the mage using skills like Subterfuge as well as non-magical lie detectors automatically fail. Users of subterfuge will note that the character is concealing something (even if he isn't) but can't tell what.]

Rite of Null (Spirit 5 Correspondence 2): This infamous rite is performed at certain occasions by Nephandi mages who want to gain deeper insight into the Void. The participants dance around a pool of shadow, and the mage finally dances into the darkness. When performed, the mage immerses himself into the total Void that underlies all things and sees beyond. This experience invariably drives sleepers insane, and most mages become more or less unhinged by what they see or surmise of the truth.

Rite of Transmutation (Spirit 4): This rote is fortunately uncommon, but it allows Powers from Beyond to enter the normal world on a large but subtle scale. When performed, the presence of the Things become stronger around the mage, and will start to influence reality. Normally this is an coincidental effect, as living beings develop rare and surreal diseases, plants mutate, animals and humans are born malformed and the normal flow of events turn subtly strange. An area such affected will over time become more and more eerie, and if done slowly and carefully, the Nephandi can transmute the region more and more without undue paradox. In the end such an region will become a warped nightmare, where plants and animals have become hideous and surreal creatures, where the normal laws of physics have become warped and the gauntlet weakened. Such blights can grow in secret, and when they have become large enough their influence will start spreading of its own volition.

Robot Psychology (Entropy 5, Mind 3): Comptroller Susan Calvin, a brilliant statistician of Iteration X in the 50's, perfected This rote. She formulated a general theory of artificial minds, and especially studied the manifold ways they could fail. In most cases the problems are simply logical misunderstandings - the AI or robot has been given contradictory orders or implement given orders in a way that the programmer has not intended (in short, its usually human error rather than machine error that causes the mayhem). She developed a general method to find what the problem is, based on observations of the behavior of the mind and knowledge of its function. After finding the error, the robot psychologist simply gives a few simple orders (the mind don't have to obey them) to either restore normal function, or to completely lock up its cognitive processes.

[Entropy 1 Mind 3 are first used to find the problems and weak spots of the mind, and then Entropy 5 is used to either remove them or lock up the mind in endless loops (this doesn't work very well on biological minds, who merely goes catatonic or psychotic). Various variants have been developed, like the addition of Time 2 to look up previous records and find the plans for the design, Correspondence 2 Forces 2 to initiate direct mental contact, Matter 3 to deal with hardware problems and Life 4 to deal with biological constructs. Each success will counteract a success on the Robot Rampage rote, and if this rote defeats the other rote, the system will become sane again and immune to Robot Rampage. If it doesn't work, the psychologist will create a logical loop by the attempt, and each success will decrease the machines intelligence with one as it spends its computing power trying to reconcile its contradictory orders. If it is reduced below zero, the mind locks up completely. Such minds can theoretically be restored, but it is rarely practical.]

Robot Rampage (Entropy 5, Mind 2, Time 4): Robot Rampage is based on the simple scientific principles of chaos mathematics in a logic system and psycho-surgery that most Sons of the Ether can understand even if they aren't skilled enough to make use of the opportunities presented. These theories allows the scientist to construct a mathematical proof that any robot or other artificially made intelligence will eventually suffer a degradation of both programming and circuitry to a degree that it turns into a wild, rampaging beast. Such robots will attack any target that presents itself and smack nearby objects and buildings when none are present. Most such processes involve a considerable animosity towards the robot's creator being engendered, and thus they attack their creator(s) in preference of all others. A scientist who has mastered the doomsday science can employ these theories effectively. Quickly decrypting a short code phrase from these general principles that will hasten the process of mental degradation to the point where it can be made to occur at any set time after the phrase enters the robot's data banks. Often the artificial degradation itself is unstable and degrades, allowing the robot to return to a normal operating state. A flawless performance of the rote can place a robot into a permanent rampage though.

[The mage must gain at least two successes in his Magic roll. The rote can affect not only actual robots but and artificial intelligence or a natural intelligence that is equipped with a high degree of cybernetic mental enhancements. The rote has proves effective against AI programs, as well as HIT Marks and some machine-educated superiors. Victims with willpower may use this to resist the rote. Entropy 5 is used to attack the subject's self-control and anti-violence programming as Entropy 3 or 4 strikes at the safety hardware. During a Rampage, one per success the mage obtained reduces the construct's intelligence. Negative emotions toward the robot's creator are prevented from degrading, as is anger, while mind 2 magnifies these aspects of the victim's personality. The Time 4 component allows the scientist to set the time of the outburst. Without it, the robot enters the rampage immediately (usually a bad thing when the scientist is close by). Without Mind, the robot takes several rounds to enter a rampage state as it's anger must build naturally, and it bears no special animosity towards its creator. ]

Roots of The Tree (Forces 5/4, Correspondence 2): By setting themselves in a deep trance the Akashic Brothers can make themselves virtually impossible to move physically. They make great anchors for ropes and as human ladders.

Rousing the attentions of a Lover (3 Life, 2 Mind): Given the difficulties of the Rote, Fanning Passions Flames, the authors of that rote created this more discriminating version.

[As per Fanning Passions Flames, requires two successes and the Mage places an image in the targets mind of the focus of the passion.]

Rousing the sleeping beast (4 Life, 4 Mind, 4 Spirit, 4 Prime): This is an obscure Rote both the Verbena and the Order of Hermes claim to have created. It is of vital importance to those Garou kinfolk who become aware of it because it allows the Mage to prod the Rage within Garou kinfolk into full bloom and thus transform kinfolk into a fully capable Garou shape changer. A handful of ancient Theurges in Caerns scattered throughout the world are aware that Mages can perform this Rote, but only the Garou tribe of the Children of Gaia are actively pursuing the implications of this Rote.

[If this Rote fails, double the Paradox gained; if it botches a Paradox backlash is AUTOMATIC. Requires a minimum of four success and will work only with Garou kinfolk who are aware they are the kinfolk of the Garou and have seen a Garou in Crinos form.]

Rousing the Spirits to spread the word (3 Spirit): Another ancient Dreamspeakers Rote that has fallen into disuse and disfavor, it was important during the Impergium and before the rise of the Technocracy but has become less so with the increasing power of the Gauntlet. This Rote calls all the available spirits near the Mage to allow the spreading of news of potential dangers to all the Awakened.

[Each success after the first increases the range and number of spirits called. All spirits called are compelled to pass along whatever message the Mage wishes to spread.]

Rune of Ownership (Spirit 4 Matter/Life 4): This spiritual sign is drawn on an item (or being), which will be marked forever as a possession of the mage. This will work as long as the mage doesn't sell, give away or free the marked. To mark something, the mage must own and control it at least for the moment. Even Avatars can be marked in such a way if the person in question truly agrees about his servitude with the marker for a moment. This is the way many Nephandi collect Avatars for their masters (who may have the ownership of their souls...). It is also used by some normal mages to mark their possessions (in this case Spirit 2 is all that is needed), and in old times many mages marked their possessions before their death to be able to bring them with them into the Underworld.

Back Up Next