I. INTRODUCCIÓN
1.3. Teorías relacionadas al tema
1.3.3. VARIABLE Y: DESEMPEÑO LABORAL
Kraina Rite Level Cost to Learn Cost to Practice Successes Required
1 1b + 1W 3b + 2W 5 2 2b + 2W 6b + 4W 10 3 3b + 3W 9b + 6W 15 4 4b + 4W 12b + 8W 20 5 5b + 5W 15b + 10W 25
b = Blood points. W = Willpower points
Example: In order to learn The Floating Dead (a Level Three kraina rite) Amir’s vampire must find a suitable
tutor, roll his combined Intelligence + Occult (difficulty 7), and spend three blood points and three temporary Willpower. As Amir’s vampire is Twelfth Generation, he can only spend one blood point per turn, so he spends one blood point and three temporary Willpower now, rolling his dice. He rolls 2, 4, 6, 7, 7, 8, 9, and so definitely suc- ceeds. His vampire understands the ritual, but hasn’t yet invested enough of himself to practice it. Returning that evening, he spends one more blood point before resting for the day. The following evening, Amir invests a further blood point. The vampire can now complete the rite. Now all he needs are “volunteers” to help him.
One month later, Amir’s vampire has a friend and a couple of prisoners (both vampire and mortal) with him as they stand knee-deep in the hot springs, sulfur burning and tingeing everything with a rancorous odor. With his three companions, he chooses to spend one of his own blood points, and one of his temporary Willpower, mercilessly taking six blood and five Willpower from across his two prisoners. The last two blood come from his coterie mate.
Amir has a total pool of seven dice accumulated from his Attribute (Dexterity, in this case) + Occult. The combined Occult rating of the other three participants is also seven. The total dice rolled by Amir’s player will be 14, with a target number of 15 successes. Amir’s vampire slays three mortals he brought to the rite, reducing the difficulty to 4. Conscious of the small threshold for error, Amir sacrifices two dice to reduce the target number of successes to 14 on a roll of 12 dice. The dice are rolled, and Amir achieves eight successes! Each participant does however lose a blood point, rendering one of the prisoners torpid. The dice he contributed are no longer in play. Amir now has ten dice to roll, and requires six rolls of 4s or above. Feeling nervous about losing three more dice if this roll fails (his second prisoner will be out of blood), Amir sacrifices another four dice to reduce the number of successes required to four. He rolls his six dice, and achieves all four successes.
in the casting. The rite’s effects are permanent until one of the graves is consecrated by an individual with True Faith.
t
reaSureDo
rnaMentSLevel One Rite — The Transylvanian Kraina — Attribute: Manipulation
Treasured Ornaments awakens the spirit of every orna- ment with a colorful past in the koldun’s haven. The spirits will not speak unless spoken to, and will be entirely fearful of the koldun. The purpose of this rite is primarily the creation of immobile sentries. They will — in simple terms — report what they’ve witnessed when questioned.
System: Upon completion of the rite, the koldun can con-
verse with important ornaments in her haven. The effects are
permanent, though leaving the spirits in situ tends to aggravate them over time. An ornament of importance is one with a history — perhaps a gifted weapon, or the cot of a deceased child. The rite is dismissed when an uninvited guest touches the ornaments.
M
aSteroftHeD
oMainLevel One Rite — The Transylvanian Kraina — Attribute: Appearance
All mortals must fear the Voivode. This rite allows koldun to take fear to the extreme, a perpetual aura of fear manifesting to make the vampire look large, dangerous, and constantly on the edge of frenzy.
System: Once the rite’s complete, the koldun gains a
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FORGOTTEN SORCERIES
against both mortal and Cainite subjects within her domain. Master of the Domain also prevents the victims of such bullying from spending temporary Willpower to overcome its effects. The rite can be undone by the koldun’s subjects seeing the Cainite bested in any form of contest.
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rutHinw
aterLevel One Rite — The Black Sea Kraina — Attribute: Appearance
Truth in Water is a trick held dear by koldun of the Black Sea Kraina. The rite conveys purification using the simple element of water. Any lies told by a mortal containing the water in their body, or by a party immersed in that water, forces the liquid to heat up to boiling temperatures.
System: Success of the rite converts water into a form
of lie detector. The rite only affects enough water to fill a barrel, but this water remains pure until it’s spilled on the ground. Once boiling, it deals one level of lethal damage to mortals who lie while in contact with it, and one level of bashing damage per turn to Cainites.
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erVitor’
Sp
erceptionLevel One Rite — Genius Loci — Attribute: Perception
When a koldun wants to see farther than her Genius Loci would usually allow, she can stand atop a mountain, tower, or other elevated location, and imbue an animal servitor with her Koldun Sorcery. Depending on the other Disciplines the koldun may hold, she may then command the animal to spy and return, or even observe through the animal’s eyes.
System: Upon completion of the rite, the koldun imbues
any animal with as many points as she has in Genius Loci. The koldun will require a way of commanding or possessing the animal if she wishes to have any influence on what the animal looks for, or reports back. This rite is broken if the animal is slain.
b
ornebyw
inDLevel Two Rite — The Transylvanian Kraina — Attribute: Dexterity
First impressions are everything. Koldun using Borne by Wind are capable of riding breezes and gales to arrive at locations as if from thin air, in a flourish of sweeping cloaks and chill wind. Tales tell of koldun who use the wind as their steeds in battle, appearing from nothing with sword in hand and fangs extended.
System: Once the rite is completed, the koldun is capable
of swooping into an area if a wind is present and he can see his destination. With one turn’s focus, he disappears from his original location, traveling at the speed of the wind, and
reappears at his intended destination. This rite cannot be used if being attacked, as the Cainite cannot focus in such an occasion. It allows him to make a surprise attack on an unsuspecting foe, however. This rite is neutralized if the kol- dun utilizes it to launch an attack, and misses his first blow.
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utuMn’
Sa
rMorLevel Two Rite — The Białowieza Kraina — Attribute: Stamina
The koldun possessing Autumn’s Armor is permanently augmented by the minerals of the earth. After consecrating herself in a swamp or grave, she emerges with small stones and roots embedded in her flesh. As well as making her a sight to behold, the extra layer constitutes unnatural armor.
System: Upon conclusion of the rite, the koldun emerges
from the land bearing earthen armor with a permanent rating of 2 against all forms of damage. The armor increases the difficulty of Social actions by 2. The rite concludes if the koldun is struck by a stone-tipped weapon.
c
oncentrateDV
itaeLevel Two Rite — The Black Sea Kraina — Attribute: Stamina
To any other Cainite, blood mixed with water would be foul, if not indigestible. The koldun with Concentrated Vitae is the opposite. Any blood poured into water increases in potency, leading to a fine way of maintaining a herd’s reserves.
System: Upon completion of the rite, blood consumed
when mixed with the chosen water conveys double the number of blood points as normal. The rite only concludes if the water is befouled with another substance.
e
yeS oftHeD
eaDLevel Two Rite — Genius Loci — Attribute: Perception
As Servitor’s Perception allows the koldun to see through the eyes of beasts, Eyes of the Dead conveys the ability to see through the eyes of spirits.
System: As per Servitor’s Perception, with the same
restrictions and method of neutralization, but on spirits.
a
niMatec
urioSLevel Three Rite — The Transylvanian Kraina — Attribute: Manipulation
As with Treasured Ornaments, the koldun rouses the spirits of objects around his haven. With Animate Curios, the ornaments gain animation and levitation —a sword may fight, a mirror break upon an intruder passing, and so on.
THE SECRETS OF KOLDUNIC SORCERY
While their skill in guarding may be limited, such animated ornaments easily alarm the superstitious.
System: Once the rite is concluded, the combat and
intimidation ability of anything animated is determined by Storyteller discretion. A mundane, traditionally non-violent tool or object bears an Intimidation pool no greater than 3, and a combat pool no greater than 4; a weapon or dangerous apparatus has an Intimidation pool no greater than 5, and a combat pool no greater than 7. The rite concludes if the koldun’s haven is put to the torch or the objects are destroyed.
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ne witHtHef
oreStLevel Three Rite — The Białowieza Kraina — Attribute: Stamina
Koldun speak of a time before the Long Night, when they studied kraina with the Lhiannan. One with the Forest allows the koldun to fold himself into a tree within his homeland, and emerge from another in the same area.
System: In the forest where the rite concluded, the koldun
may step into any tree broader than him, and emerge from another in the same forest, of equal or greater breadth. The vampire cannot remain in the tree. This permanent effect is neutralized when a tree the Cainite has stepped into that night is felled.
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Hef
LoatingD
eaDLevel Three Rite — The Black Sea Kraina — Attribute: Dexterity
Water is no enemy to the koldun. The Floating Dead allows the Cainite to step upon and cross any body of water without sinking, no matter the load he carries.
System: When the rite is concluded, the Cainite gains
the ability to cross rivers, lakes, and even seas without sink- ing beneath the waves. This permanent power is nullified if the Cainite is ever submerged in water, by choice or force.
S
cryingp
ooLLevel Four Rite — The Black Sea Kraina — Attribute: Intelligence
Scrying Pool allows the koldunic sorcerer to utter the name of anyone she knows and see their current activities displayed in a body of water, in place of her own reflection. The target’s location may not be obvious, and sound isn’t transferred, but the view — which is a reflection of the target’s face and surrounding background — provides useful clues.
System: By stating the name of someone she knows,
the koldun can immediately see what that individual is doing by peering into water. The ability to activate the rite’s powers is only terminated if the subject of a scrying
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FORGOTTEN SORCERIES
is informed someone is spying upon them. This accusation can be unrelated to the koldun.
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Voke tHeS
torMLevel Four Rite — The Transylvanian Kraina — Attribute: Wits
One of the mightiest known kraina rites; Evoke the Storm allows the Cainite to summon foul weather, lightning strikes, and horrendous gales. The koldun using this rite have sunk ships, electrocuted warlords to death in their gleaming armor, and made rivers burst their banks and wash away villages.
System: To activate the powers imbued by this rite,
the Cainite must stand somewhere elevated and open, where the full horizon can be viewed without obstruction, such as a cliff or grand castle. From this point, the sorcerer can summon forth gales and storms anywhere he can see, stopping just short of hurricanes. The effects of this power are to be determined by the player, with agreement by the Storyteller. This permanent rite is waived if the practitioner is ever awake past the dawn.
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ecroMancy
Scratch a corpse and you come away with more than skin beneath your fingernail. Each layer tells a tale. The farther one digs, the more one learns. Dig deep.
— Marchesa Liliana, Wearer of the Triple-Faced Mask
I
t’s with good reason mortals and Cainites alike distrust necromancers. Those few who put their services on dis- play show uncanny manipulations of dead flesh and spirit substance, neither of which can be deemed healthy, rational pursuits. To meddle with the corpse is to invite rotting plague. To defy the laws of life and death by communing with the deceased is profane in the extreme. Yet, Necromancy is a diverse church. Despite the fearful reservations possessed by the majority, there exist others who recognize the wonder presented through use of the dark arts. While some such dabblers are horribly immoral monsters prepared to slay and revivify cold meat into an imitation of life for the thrill of control, others are passionate scientists trying to explore the process of death and its possible circumvention. For every creative practitioner with aims of furthering understanding, there’s a ghoulish necromancer who prefers the company of the unspeaking dead to warm-blooded companions.When a Prince wants to interrogate the spirit of a fallen rival, he summons a Giovani to court. When war between the Voivodate and Fiefdoms of the Black Cross reaches a
new front, Lamiae and Cappadocians are brought forth to display their prowess in spreading disease across the battlefield and allowing each foot soldier a second attempt at fighting, albeit with less fine control than before. Such power is visible, affording the Graverobbers, and even lesser known necromancers such as the Nagaraja and Impundulu, recognition. Such acknowledgment is awarded at arm’s length however. Ventrue warlords do not want the stain of decay on their reputations. Tzimisce tyrants want their subjects fearing them, not some transient death sorcerers.