
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.
