================================================================= Combat Rotes "And, now, young Skywalker, you will die..." - The Emperor, 'Return of the Jedi' Levin Bolt Forces * * * Prime * * This rote is favored by wrathful Hermetic Mages. It infuses a pattern of forces, typically lightning, with free quintessence. The result is a blazing bolt of power that only vaguely resembles electricity and that damages life patterns at the most fundamental level. The effect is invariably Vulgar. [The mage must spend a point of quintessence to 'energize' the bolt. This point is not spent if the effect fails or is countered - it effectively stays in the mage's pattern because it has nowhere else to go. Damage caused is normal for forces of its rank and is Aggravated. It can be soaked.] F/X - Forget it, it's like trying to hide the Wrath of God. Mana Blast Prime * * * An unsophisticated, but often highly effective, magickal attack is the hurling of raw Prime energies at an opponent. The older Traditions call this a Mana Blast, though the Celestial Chorus has grander names for it. The appearance of such an effect varies widely not only among traditions, but from mage to mage. When quintessence from the mage's own avatar is projected, a Mana Blast becomes as uniquely identifying as a finger print. [The mage hurls a minimum of one quintessence at his target. If he wishes to affect multiple targets he must spend as many points of quintessence as he would require successes to affect that area. Victims take the usual amount of damage for a rank 3, Indirect effect, and damage is aggravated. Of course additional quintessence can be used to lower the difficulty. If the effect fails, only that quintessence used to reduce difficulties is lost as the rest was never projected from the mage's pattern in the first place.] F/X - A Mana Blast is invariably Vulgar. Blooding the Athame Matter * * Prime * * By drawing her dagger across her flesh, a Verbena witch infuses the Athame with her essence. A Blooded Athame does aggravated damage for the duration of the magick, but the effect is Vulgar. Only a small amount of blood is required but it must be the caster's own. [The damage the caster must do to herself is not significant but at least one point of stored quintessence must be spent. Only the Verbena's dagger focus (Athame) can be affected with this rote, but is does aggravated damage for the duration of the effect (permanent duration is not possible).] F/X - As with other effects of this type, coincidental magick cannot be used. Spontaneous Generation of Non-Terrene Matter Prime * * Matter * * Etheric science has succeeded in creating unusual forms of matter composed of raw Quintessence. This 'non-terrene' (not natural on earth) matter is highly unstable. Weapons formed of non-terrene matter can cause terrible wounds, though they are dangerous to the wielder as well. [Non-terrene weapons do cause aggravated damage. However, whenever non-terrene matter is treated violently, their is a chance that it will disintegrate (roll a d10, if the result is less than the number of Health Levels done - Boom!), releasing a burst of Prime that does an aggravated wound to anyone touching it. By using either Matter or Prime of 3, it is possible to create extremely volatile forms of non-terrene (or 'contra- terrene') matter that burst with any violent contact doing 3d of aggravated damage for each success obtained in their creation. Higher sphere levels will allow for even greater damage of course. Sufficient successes can be used to increase the area damaged by the burst of Prime: 1 success, 1 target; 2, anyone touching the item; 3, small radius (<10'); 4, a large room; 5, the building comes down. ] F/X - Non-Terrene matter is extremely unique in its appearance and physical characteristics. Sleepers have been known to go insane after encountering it. No coincidental effect is possible. Spirit-Lance of Dream-Warrior Spirit * * * Many Dreamspeakers cultivate a relationship with the shadowy spirit emanations of primitive warriors who serve as protectors or guides. Though not excessively powerful, this sort of spirit ally is usually easy to find as there will be typically be at least a few that are ancestors or past friends of the mage. In times of need it is possible to call on the spirit to temporarily materialize his weapon of old to strike down one of the mage's enemies. This type of supernatural damage is difficult to heal. These weapons have been known to whirl madly about a battlefield wounding all those hostile to their summoners. There are many variations of this spell some of which do not require the mage to have any special relationship with the spirits involved. Instead, the mage merely controls a number of nearly mindless spirits, forcing them to manifest some damaging effect, usually a gout of flame, bolt of lightning, disembodied claw, or other weird occurrence. [Regardless of the exact nature of the spirit(s) used, the effect causes 3d of aggravated damage per Intensity of the effect. Greater mastery of spirit increases this damage of course. If enough success are scored a number of enemies can be affected.] F/X - The actual effect is produced by the spirit or spirits summoned, however the summoning of the spirit will be vulgar unless it manifests in some way consistent with static reality - which is rare since spirits do not fear Paradox. Good and Final Death Entropy * * * * or Prime * * * * * Many Euthanotos are fascinated by Vampires. Others see the Kindred as a blight, a disruption of the natural cycle of life, death, and rebirth. This determined minority has developed a simple and hideously effective rote to give the 'Good and Final Death' to those victimized by the Embrace. The effect is dramatic: the Vampire is reduced instantly to a withered corpse or to even dust and ash. With gorged Kindred this may be accompanied by a spray of blood that their disintegrating pattern can no longer contain. [This effect overcomes the inherent (Life/Matter) ambiguity of Vampiric patterns by destroying them at the most basic level. The Prime version inflicts three health levels per Intensity, and is Aggravated. Successes are resisted by Willpower and damage can be soaked by Fortitude. The Entropy version does 4 aggravated HL per Intensity, is resisted, by will power and can be soaked.] F/X - This rote cannot be covered by coincidental effects. Extreme Prejudice Entropy * * * * This infamous Technomancer attack quite simply causes its target to die. The victim's Life pattern is scanned for weaknesses. When even the slightest susceptibility is found, Entropy is flooded into the victim's pattern at that point. Few subjects survive the successful application of Extreme Prejudice. It is the favored means of disposing of supernatural creatures who recover quickly from other forms of damage. It is even effective against Kindred - after all, there's no such thing as Vampires. This effect is used exclusively by the New World Order. Fortunately for the Traditions, there are few Adepts of Entropy among the ranks of the Men in Black. [The victim takes four health levels per success, resisting with willpower. This damage is Aggravated whether cast Vulgarly or Coincidentally and can also be soaked. For some reason, Garou are particularly resistant to this effect and may roll Gnosis as well as Willpower when resisting it (difficulty is still 8).] F/X - Victim has a cerebral hemorrhage, aneurism, heart attack, stroke, etc. The Progenitors have been diligent in 'discovering' natural causes of death that strike quickly and without warning. Claws Life * * * Prime * * This is a simplification of the Talons rote (Book of Shadows) that does not use Matter. The mage grows claws and infuses them with Quintessence, but does not strengthen them with matter. [For the duration of the effect, the mage can rake opponents for Str+1 damage. On any successful hit he may spend a point of Quintessence to make the damage aggravated. Damage is soaked normally, of course] F/X - The use of Prime makes this Rote Vulgar. Simply growing claws might be covered by a coincidental effect, like wearing 'nekode,' or having a cybernetic implant. Creeping Doom Life * * * Prime * * This ancient Verbena spell creates thousands of swarming, stinging insects. Those caught by the Creeping Doom take damage each round until all of the creatures created have been killed or lost their stingers. The Doom ceaselessly pursues and attacks affected characters and can fly fast enough to keep up with any natural form of movement. [The rote is usually selectively targeted against a single enemy (2 successes) or a group (four successes). Characters attacked by the Creeping doom take one HL of damage per turn, if they fail their soak rolls, they are also unable to take any action that round as they are too occupied in fighting off the attacking swarm. Characters can forego the soak roll and act automatically if they wish, but doing so for more than a turn would require a willpower roll. Duration is only one turn of effective attacks per Intensity. That is, once a target has taken one health level of damage per Intensity, all the insects attacking him have stung and died. Quintessence can be fed to the Creeping Doom when it is created, causing its attacks to do aggravated damage. This also causes the creatures making up the Doom to take on grotesque appearances and proportions (huge flying scorpions for instance). One point of quintessence must be spent for each success required to achieve the desired area.] F/X - Opponent blunders into a hornet nest or hive of 'africanized' bees. When fueled with raw quintessence to do aggravated damage, no coincidence is possible. Rip the Man-Body Life * * * * This well-known effect can be cast as Vulgar magick to do unspeakable damage from which few creatures can recover. This version does not merely cause the usual bleeding wounds. Instead, organs explode, bones twist and shatter, flesh melts - no effect is too ghastly. [As with the normal application of 'Rip the Man-Body' found in MAGE, damage is three Health Levels per success. Victims resist with Willpower as with any direct effect. However, damage is aggravated.] F/X - In order to do aggravated damage, this effect must be utilized as Vulgar magick. Magic Bullet Matter * * * Correspondence * This effect uses Correspondence to track targets and Matter Pattern Disassociation to allow projectiles to circumvent cover and armor. It must be cast with the weapon and ammunition to be used in hand. [Has the same effects as Targeting Computation (Iteration-X, p47). In addition to reducing attack difficulties to 4 and granting an automatic aiming bonus, a Magic Bullet passes through even hard cover, eliminating any penalties, and armor (no soak dice from armor). Only materials created with Matter 5 (like Primium) are effective against the Magic Bullet.) F/X - I'm using 10mm, caseless, high-explosive, light armor piercing rounds and a laser spotting scope - why do you ask? Ephemerize Matter * * * Spirit * * This Rote brings a physical object into the Umbra, granting it a Spiritual existence. Ephemerized matter patterns become real in the Umbra and unreal in the physical world. Thus a weapon affected by the Rote can be used to harm spirits, but could no longer target sleepers. Note that this Rote is unnecessary when matter is taken through a shallowing. [The Rote allows matter to enter the Umbra when the Mage steps sideways. Such items continue to function normally. The mage must make a separate roll for the items he wants to take with him. The difficulty is still 6 and the number of successes needed is the same as required to step sideways through the local Gauntlet. Ephemerized weapons do normal damage to spirits and ephemerized armor soaks damage from spirit attacks.] F/X - Usually the same as used to Step Sideways. Odyllic Shadows Matter * * & Prime * * or Spirit * * * * This Rote creates an Odyllic pattern concomitant with a physical object, and identical to that object in all respects. This gives the object both a physical and mystical existence. Weapons and armor with Odyllic Shadows can damage spirits and soak damage from spirit attacks. [If the Odyllic Shadow is charged with raw quintessence, it can inflict aggravated damage, but the effect become Vulgar. The Spirit version is similar but automatically inflicts aggravated damage to spirit beings (including shape-changers), and cannot be charged with raw quintessence.] F/X - Usually Coincidental since the physical appearance of the item doesn't change, but becomes Vulgar when charged with raw quintessence. Critical Hit Entropy * * Life or Matter * This is an enhanced version of Dim Mak that not only detects weaknesses in a target but alters random factors to insure that such vulnerable areas are hit for maximum effect. A successful Critical Hit is dependent upon extremely transient factors, so the Rote must always be performed at the moment of the attack. Because a 'crit' can be so wildly lucky, the actual attack form used often has little effect. In fact the Rote can be used in a Direct form, a Critical Fumble, to cause the victim to have an unfortunate 'accident.' [A Critical Hit does 2 HL per success instead of the normal damage for the attack in question. In some cases, such as firearms or heavy melee weapons, this can actually end up being less than the attack would normally have done - such are the vagaries of Entropy. This effect can never have a duration. It must be cast at the precise moment of the attack, requiring the mage to split her dice pool or use Multi-Tasking. A Critical Fumble is a Direct effect that does the same amount of damage. Both Critical Hits and Critical Fumbles are resisted by Willpower and any remaining damage can be soaked. F/X - This effect will usually remain coincidental as long as the damage done does not greatly exceed the potential of the attack/accident in question. Zanshin Correspondence * * * Entropy * * Force * Life * * * Mind * * * Prime * * Time * * * Zanshin is a perfect state of serenity and oneness with the Universe that many eastern mystics seek for a lifetime without success. To the Akashic Brothers, the state of Zanshin is difficult but not impossible to attain. Though it seems, at the surface to be a philosophical idea of little practical utility, this Rote actually combines the effects of Flowing Water, Meditative Focus, Dim Mak, Multi-Tasking, Serene Temple, Pain Resistance, Sense the Echo of the Dragon, Better Body and Control Randomness into a single combat-enhancing Conjuncitional effect of considerable effectiveness. [Zanshin has the following beneficial effects in combat: 1. All of the Mage's non-magickal, combat difficulties (attack, dodge, damage, soak, initiative, etc) are reduced to 4 and cannot be increased (no penalties for complications, wounds, changing actions, etc). 2. The Mage has 1 automatic success for each success rolled when the Rote was cast. Each turn he may assign these to any combat related roll or divide them among two or more such rolls. 3. The Mage has one extra action each turn per success over 2. In addition to the considerable advantages conveyed by the state of Zanshin, the Mage must deal with some drawbacks and restrictions: 1. The mage's mind is in a rarified state of simultaneous perfect unity, total concentration, and freedom from the constraints of conscious thought. Thus, most 'Empower Self' (Mind 1) effects like Multi-tasking have no additional effects while in Zanshin. 2. Rotes that reduce difficulties will not further reduce the combat difficulties of a mage in Zanshin. Likewise those that add extra dice or successes do not 'stack' with the automatic successes available in Zanshin. 3. Zanshin is a fleeting state. Regardless of the number of successes rolled, the rote cannot be maintained for more than a single scene. The Storyteller can also have the caster make a Wits+Meditation roll to maintain Zanshin under difficult circumstances. F/X - The Akashic Brotherhood has been surpisingly successful in getting sleepers to believe in the super-human combat abilities of master martial artists, so Zanshin is usually Coincidental. =================================================================
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