Demonic Rituals

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Demon -> Demonic Rituals


Learning Demonic Rituals

There are several methods for learning Rituals, as described in Chapter Six of the Demon Player's Guide. The primary one is based on House. A demon can learn a Ritual from his or her own House as if it were a House Lore. Justification and XP spent equal to the cost (base modified by any variations desired) placed in the character's Request forum thread is required.

New Rituals

The following are new Rituals specific to the Immortal Vigilance chat's Demon venue.

Rise of the Grandfather

When they were filling the world with plants and animals, the Sixth House discovered that trees have a spirit of their own that is related to the habitats they create and the ecosystems that they harbor. The more life that is fed and protected by a tree, the stronger the tree's spirit. While the angels were content to allow time and nature to take its course, the Ninurtu of the rebellion, eager to develop new plant-based weapons and potions, grew restless with waiting decades or centuries for a tree to reach its fullest potential, and devised this ritual. Aided by the Pattern-readers of the Fourth House, they were able to channel the natural chaos to simulate what made an ancient tree the perfect vessel for Lore of the Wild ••••• (Mutate Plant). Despite their impatience, the Ninurtu grew to respect and appreciate the spiritual potency of these gnarled and deep-rooted creations, giving them the moniker of “Grandfather.”

House: Devourer
Primary Lore: Lore of the Wild •••
Secondary Lore: Lore of Patterns ••, Lore of the Beast •
Base Cost: 18
Restrictions: This ritual must be performed during a rain storm upon a Veteran Tree.
Minimum Casting Time: 36 minutes
System: Roll Perception + Science. 2 success are enough to convert a Veteran Tree into an Ancient Tree. Each success in excess of that minimum is available to assign as if the plant were the subject of a Mutate Plant evocation (this does not cost Permanent Willpower to seal). The Ankida also enjoys a -1 difficulty on Survival rolls relating to the Grandfather, including Lore of the Wild rolls.
Torment: A Grandfather created by the high-Torment version of this ritual is surrounded by an cloud of ill luck, causing freak accidents to those trying to navigate its thorny roots or climb its reaches. Within twenty yards of the tree, any 1 or 2 rolled in an Attribute+Ability check by a human or animal removes a success from the total (instead of just on a 1), and any roll that results in a Botch causes a level of Aggravated damage to the unfortunate in addition to any other ill effects. While it is not difficult to approach the tree, leaving its presence is another story, requiring a success on a Dexterity+Athletics roll for every 5 yards traveled away from it. Blood drawn in the presence of the cruel Grandfather seems to seep into its roots, and corpses left unattended near its roots or in its branches seem to disappear over the course of a few days. The Ankida does not gain a -1 difficulty bonus when dealing with a Grandfather created by the high-Torment version of this ritual, and those trying to use plant-controlling magic such as Lore of the Wild suffer a +2 difficulty penalty, requiring an extra success to get the desired results.

Fostering the Beast Prince

A great secret shared only by the Rabisu is that, during the War of Wrath, the secrets of Realmcrafting were “borrowed” from the Halaku to create a pocket dimension called the Fosterage that represents an archetypal wilderness perfect for raising a strong and resilient creature. It was used when members of the Sixth House needed to breed a special creature for an important purpose on a fixed timetable. Time flows strangely there, and any creature sent there will grow to maturity in the space of weeks, not months or years. Rabisu leaders disallow any of the Sixth House from traveling to the Fosterage personally; every Devourer who has found a way to that place has never returned.

House: Devourer
Primary Lore: Lore of the Beast •••
Secondary Lore: Lore of the Realms ••, Lore of the Wild •
Base Cost: 18
Restrictions: This ritual must be performed under a full moon. The baby animal to be fostered must be placed in the ritual circle, which is lined in the carved bones of creatures devoured by carnivores. The animal may only already be a Chimera if it was born that way through hereditary traits.
Minimum Casting Time: 36 minutes
System: Roll Charisma + Awareness. A number of successes equal to 5 minus the base Chimera rating for the kind of creature sent (a large dog would require 3 base successes, while an elephant would only require 1). Successes in excess of that minimum are available for allocation as if the creature had been subject to a Create Chimera evocation (this does not cost Permanent Willpower to seal). The animal re-appears in the ritual circle, fully grown, on the night of the next new moon; it is at that point considered an Alpha Beast for the purposes of Lore of the Beast ••••• (Create Chimera) and the Ankida enjoys a -1 difficulty on Animal Ken rolls regarding it (including Lore of the Beast rolls). If the ritual circle is no longer intact when the animal is due to return, it remains in the Fosterage for the rest of its natural life.
Torment: The high-Torment version of this ritual sends the beast to a warped version of the Fosterage that tests not the beast's nobility, but instead creates a perfect killer with a taste for blood. In addition to the effects above, the new Alpha Beast does Aggravated damage with its natural attacks and anyone using Lore of the Beast or similar magic to control it has a +2 difficulty penalty, requiring an extra success to influence it. The Ankida does not enjoy a -1 difficulty to Animal Ken rolls with a beast affected by the Torment version of this ritual. The creature, left unattended, will hunt and kill any who it encounters, including the Devourer who sent it to the Fosterage.

Create Nymph

A cabal of Devourers of the Silver Legion, by the time of the Long March, had finally given up trying to perfect humanity. Predicting failure, they went back to the drawing board and decided to create a new form of life that could become the dominant species of Earth. To do so, they began fusing the best qualities of the plants and animals of their domains. Though previously, the Rabisu had created plants with animal-like characteristics, and animals with plant-like characteristics, this was the first time they had managed to create a creature that was a perfect mix of both. Despite the fact that the Nymph Project was never fully completed before the Iron Legion smashed through the cabal's laboratories, select Ninurtu and Zaltu still remember how to create these extraordinary creatures.

House: Devourer
Primary Lore: Lore of the Beast ••••• or Lore of the Wild •••••
Secondary Lore: Lore of the Wild ••••• or Lore of the Beast •••••
Base Cost: 20
Restrictions: The ritual requires the acorn or seed of a Veteran tree and a baby animal no more than a week old. It can only be performed on a Sunday. When God rests, the Rabisu take over.
Minimum Casting Time: 100 minutes
System: Roll Intelligence + Science. 5 successes are required to fuse the plant and animal together. The Ankida may choose what traits between the statistics of the adult version of the animal used and those of a Large Tree in any combination. These are the starting traits of the Nymph. The creature also has the first level of Advanced Intelligence and the Ankida gains a -1 difficulty to Survival, Science, Medicine or Animal Ken rolls relating to it. The Ankida may also choose the creature's final appearance, which can drastically diverge from the beings that compose it, to the point where many Nymphs have a humanoid appearance (though they will always look unusual or exotic). Further successes on the ritual roll are treated as successes to be assigned as if evoked using Mutate Plant or Create Chimera, both of which can be used on the Nymph to enhance it further later. All told, Nymphs can retain 25 successes worth of improvement with the ultimate levels of Lore of the Wilds or Lore of the Beasts. Nymphs are innocent creatures; care should be taken not to destroy that innocence. They don't normally gain Pernicious or Territorial, but if ordered by their master to kill a sentient creature for any reason other than self-defense or the protection of those harbored within its grove, it immediately, and permanently, gains Pernicious 5 and Territorial 5. Nymphs do not have any Faith Potential and cannot become thralls. Nymphs are unable to procreate, but can be difficult to permanently destroy due to traits applied to them through their plant-like nature. The master of the Nymph must purchase a 5 point Nymph Merit (which is separate from both the Garden and Chimera Merits).
Torment: Nymphs created with the taint of Torment upon them don't even start with innocence intact. They begin with Pernicious 5 and Territorial 5, and these cannot be mitigated with Domestication. They are considered to have been created by the Torment version of both Mutate Plant and Create Chimera.

Shepherding the Soul

During the early days of the War of Wrath, the Halaku of the Alabaster Legion began work on methods of returning mortals who had died back to living bodies which had been rendered without souls (often the result of the ministrations of the Asharu). While this was eventually codified into the ultimate level of the Lore of the Spirit, Slayers who have escaped from the Abyss realized that an earlier, less efficient form of the research could be used to safely extract a soul, demonic or human, from a Demonic Relic and funnel it into a human host without adverse effect. The Annunaki, independently, had created their own version of the ritual within the deepest recesses of Thala-m'kudan, the Hidden Mountain, by Nemere the Architecturate and his Malefactor assistants while trying to determine ways of undoing the damage that Schatenkoji the Ghostsmith had unleashed upon Creation.

House: Slayer or Malefactor
Primary Lore: Lore of the Spirit •••• or Lore of the Forge •••••
Secondary Lore: Lore of Humanity ••
Base Cost: 12 (Spirit) or 14 (Forge)
Restrictions: This ritual requires a demonic relic and a soulless human host. The soulless host may be replaced with a living human who still has its soul if the Ankida ritually sacrifices him or her at the cumulation of the ritual. Needless to say, this will result in a gain of Torment for all participants.
Minimum Casting Time: 36 minutes (Spirit) or 49 minutes (Forge)
System: Roll Stamina+Awareness (Spirit) or Stamina+Crafts (Forge). One success is needed per point of Permanent Faith of the demon or Faith Potential of the human. Success allows the transfer of the soul held within the Demonic Relic directly into the human host. The character is re-created with the amount of XP accumulated by the previous incarnation, taking into account the physical traits of the new host. If the spirit is a demon, there is no loss of Permanent Faith or gain of Permanent Torment. If the spirit is of a human, then not only does the restored person not suffer any Derangements from his or her time as a trapped ghost, but he or she is cured of all Derangements.
Torment: Tormented Ankida may stain the host before the soul even gets there, resulting in a flawed creation that afflicts the restored being with madness. For a demon, this means that, while there is no loss of Permanent Faith, he or she gains two Permanent Torment. For a human, instead of being cured of Derangements, he or she retains any previous Derangements and gains another for good measure. His or her Humanity score is also reduced by 1.
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