MCT 10 Software de programación Parámetros de configuración
5.1.8 Transferencia rápida de ajustes de parámetros mediante GLCP
This mighty and terrible ritual sees such rare use that it is even more rarely taught. Many ritemasters consider it too dangerous to pass on, or even a form of heresy to invoke. This is a rite that hardens the barrier between the spiritual and physical worlds, making it nearly impossible for all but the most powerful creatures to pass from one to the other. This includes all werewolves, making this a disagreeable situation only used in the most dangerous of times. One might perform the ritual when it was of the utmost importance that no spirits be allowed out of the Shadow Realm — when their interference could send something delicate tumbling into destruction.
Performing the Rite: The ritemaster performs this
ritual under the sun, beginning one hour after dawn and ending no later than one hour before dusk. During that time, the ritualist implores the spirits of the sun to burn away shadow, and he must have a finely crafted clock
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(Cost: Resources ••• or greater) as the focus of the rite. The character must destroy one object with the potential for life, be it a fertilized chicken egg or an unsprouted seed, for every hour of the ritual.
Cost: 1 Essence per mile radius Dice Pool: Harmony
Action: Extended (40 successes; each roll represents
10 minutes)
Roll Results
Dramatic Failure: The rite fails completely. The
ritemaster and all werewolves nearby suffer backlash, becoming unable to cross the Gauntlet for one full year.
Failure: No successes accumulate.
Success: Successes accumulate. When the ritemas-
ter achieves the required number of successes, a burst of light flows outward from the clock-focus, dimming as the light goes. It travels outward a number of miles equal to the Essence spent on the rite, though it is barely visible after the first 100 yards. Within that area, no attempt to pass between the physical world and the Shadow Realm succeeds, regardless of the method. Only spirits of Rank greater than five may ignore this restriction.
Complete inability to enter the material world causes significant consternation to many spirits. Few, if any, will know the cause, especially since this rite sees such infre- quent use. After a very short time, spirits are going to test the boundaries of this restriction. They will eventually find where they can and where they cannot cross the Gauntlet, and then they will head inwards to discover the source of their irritation. The influx of agitated spirits will cause a great deal of trouble, especially as they need to fetter themselves to or possess living creatures to stay so long in the physical world.
If the clock used as the focus is, for any reason, de- stroyed, the ritual’s effect immediately ends. Otherwise, it lasts for one lunar month.
Exceptional Success: Many successes accumulate.
Artifacts
Werewolves are not the only supernatural entities with an interest in the Shadow Realm and the ability to manipulate it. Mages, especially those tied to the Realm of the Primal Wild, can also explore the spiritual world and interact with its residents. Mages collect powerful magical tools of uncertain providence called artifacts.
Some artifacts’ powers function constantly, allowing even mortals to use them. Other powers require activation, something only a mage can do. For the purposes of your game, you may wish to allow mortals to activate artifacts that have very simple triggers (along the lines of the Peacebringer, below). If so, allow mortals to activate the artifact with a Morality roll at a –3 dice penalty. Success triggers the artifact’s power.
The Judge’s Eye (••••)
Durability 3, Size 1, Structure 4Mana Capacity: Maximum 11
The Judge’s Eye is a loupe, such as a watchmaker or jeweler might use. Its casing is a rich-colored wood, worn smooth with years of use. The loupe’s lenses appear to be a little discolored from age, and a quick look through them confirms that: colors that shouldn’t be there refract through the lenses, especially when pointed at people.
In truth, the Judge’s Eye reveals any spirits possessing the people observed through it. At first, a character using the artifact sees only faint, smudged colors. It takes several rounds of consistent scrutiny for the artifact to separate out the target’s aura from any spiritual parasites. After looking through the loupe at a specific person for three rounds, the colors either disappear (if the person has no spiritual rider) or resolve into an image of the spirit riding the subject. This power is persistent and benefits anyone who looks through the Judge’s Eye.
Peacebringer (•••••)
Durability 5, Size 1, Structure 6Mana Capacity: Maximum 11
This artifact is an old-style Colt revolver — the clas- sic “Peacemaker” of the Old West. The revolver looks no more special than any other gun from that era, meaning that any collector or historian would covet it as a museum piece. The remarkable thing is that it still works flawlessly. Its gunmetal sheen may be dull and its ivory handle no longer bright, but it still fires as smoothly and as accurately as it ever did in the old days.
As an artifact and a weapon, the Peacebringer is designed to bring peaceful rest to anyone possessed by a spirit or ghost. Failing that, it’s still a gun and can give the host another sort of peace. The activation for this effect, which is much like the Spirit 3 “Exorcism” spell, requires someone to load the gun with proper ammunition and fire it at the unfortunate, possessed mortal. Roll an attack as normal. A character attempting to do as little damage as possible should aim for a leg or an arm. If the activation roll (which is concurrent with the Firearms roll and reflexive) is successful, the possessing spirit or ghost is ejected from the subject’s body.
Shard of the Sun (••••••)
Durability 6, Size 2, Structure 8Mana Capacity: Maximum 12
The Shard of the Sun is a perfectly crafted katana. Even an uneducated observer comes away with the im- pression that he is looking at something very, very old. Its blade is unadorned, but its grip is lacquered. The décor appears to be some randomly pleasing pattern, but closer inspection reveals a scene wherein a man climbs the mountain that supports the sun. It is nearly microscopic,
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but it is possible to discern that the mountain is sharp, and the man is bleeding. Hanging from the hilt by a short silver wire is a diamond of great worth.
A mage may activate this artifact by spending one point of Mana, cutting herself and letting some drops of blood wet the katana’s edge. She must be outside, and being higher than her surroundings (on a hill or on the roof of a building) adds one die to the roll. If she is successful, the gem in the hilt shines brightly, lighting the area. Within minutes, a spirit appears to her in a burst of fire and light. The spirit is vaguely humanoid in form, with dark embers for eyes within its shining, burning face, and it is difficult to look at directly. If the mage gives orders, the spirit obeys them to the fullest extent possible, returns to announce completion and departs. Otherwise, the spirit leaves after a minute of silently staring at its would-be master.
There is no limit to the number of spirits a mage may summon and command at one time beyond her capacity for spending her Mana and her blood. The spirits are far from temperate or subtle, and their unrestricted use is sure to earn a great deal of attention. A character may com- mand a spirit to practice stealth as a means to a goal, but the spirit is unlikely to do well following that route.
Taroa’s Book (•••••••)
Durability 3, Size 2, Structure 5
Mana Capacity: Maximum 11
Taroa’s Book is a heavy tome of old, thick paper bound in dark leather. The wood in the book’s covers has warped over time, bending the book into a somewhat convex shape. Although the book’s paper has remained remarkably whole, it remains that not a single word is printed within. Only the name “Taroa” is embossed on the cover.
A mage may activate the book by opening it to a random page, writing the name of a spirit in the book and spending a point of Mana. Within seconds, the book completely absorbs the ink, which disappears from the page. For rest of the scene, the spirit so named may mate- rialize through the book, per the Spirit 5 spell “Materialize Spirit.” If in the Shadow Realm, the spirit senses that the energies of Taroa’s Book are there to let it materialize. The book rises from the ground and becomes a part of the ma- terializing spirit, becoming incorporated somehow into the spirit’s appearance. After one day, the spirit dematerializes, and the book drops to the ground.