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Rhyming Curse
Copyright Basilisk
Fugue Booze
Copyright Qualia
(2 significant charges)
The recipe
This ritual can affect more than one person, so long as they
all drink at the same time and all travel to the same place.
The charge cost remains the same, but the caster has to
distil enough spirits to get every target blind drunk.
Okay… you say you heard about the Lingua Draconis, yeah. I
can help you with it. Only thing is to speak the Lingua
Draconis you need a dragon tongue. No, you need it like in
your mouth. Don't worry. It will make sense.
Here's what you need:
All your tools need to be made of bronze. All of them.
You'll need three clamps, built to these specifications here, a
bronze pully, a length of silk rope, a bronze knife, a bronze
brazier, and a bronze container… like a flower pot kinda.
You need about a cubic foot of earth from the gravesite of a
saint. Surface dirt's not gonna work, closer you get to the
actual remains the better, good dark soil. Now get yourself a
bottle of sacramental wine from a good Catholic priest and
have him dedicate it to St. George. You know a little prayer
to the great dragon slayer.
A square foot of red velvet.
About a half pound of brimstone powder. That's sulfur in
case you didn't know.
A little vial of quicksilver, or mercury to us modern folks.
A pound or so of dragon's blood. It's this red resin, used in
incense. Good stuff.
The clamp design is usually good for tearing the whole thing
out by the roots, but as long as you liberate your mouth of
most of your tongue you're still good. You need at least 3/4
of it to come out, so, like I said, attach
those clamps good.
Now, once you've stopped the bleeding, carefully drink a
glass of the sacramental wine. It's not as easy without your
tongue and you don't want to lose any. It'll sting but
compared to the previous pain, not much to worry about..
Now back to your tongue. Take it off the clamps and lay it on
the velvet cloth, sprinkle both sides of the tongue with
brimstone like you were breading chicken. Now put a drop of
quicksilver on the tongue and wrap it tightly in the velvet.
Bury it in your pot with the earth taken from the tomb or
gravesite of a saint while standing under the new moon.
Take the pot in and leave it alone until the full moon. Now,
on the same night, you'll need to take the rest of your wine,
and mix it with the tears, blood and honeysuckle. Go ahead
and invest your mojo into this wine at this point.
Now, for the next 2 weeks you must fast, and cannot bathe
or groom or any of those modern things. You can sleep and
drink water, but you have to be alone in a room with no
human contact, or modern contrivances or even furniture.
And no one, NO ONE, can see you.
One the night of the next new moon, look into the pot, but
no peeking until then. If your ritual has worked an 'Artemisia
Dracunulus', the herb 'estragon', will have sprouted there.
Take the plant back to your room and
eat it. You will fall into unconsciousness and dream or
hallucinate wildly for as little as a day, and as much as a
week. When you wake up, your tongue, or more specifically
the tongue of the dragon, will have regenerated in your
mouth.
Good luck.
Effects:
The Good, The Bad and The Ugly.
Magick Whispers: The possessor of a dragon's tongue gains
the ability to speak the Lingua Draconis, a primal magick
language said to have survived from quite a few universes
back. Lingua Draconis reduces the charge requirement on
any ritual or spell by 1, to a minimum of 1.
System:
The Silencing: To tear out your own tongue is a Violence-3
and Self-6 stress check. Tearing out the tongue so brutally
causes up to half the health of the caster in damage.
Percentile are rolled and assembled at the whim of the GM.
At a bare minimum it will do 25% of the casters health. The
caster must make a body check in order not to pass out, if
they have any applicable skills they may roll it instead.
(Ignore pain, etc). If they fail, they take another d10 in
damage, and may test again. This continues until they
succeed or die. The cauterization causes lots of pain but no
more real damage, and stops the threat of blood loss.
By taking one adult male crow and pulling out the feathers
one by one without breaking them and sewing them into an
article of clothing or attaching them to the flesh of the arms
(glue or tape or whatever). Once this is finished the crow
must be killed, prepared, cooked and eaten (in any way
preferred). The magician must prance and caw as soon as he
starts eating the bird and cannot utter an intelligible word
until the meal is finished (80% of the bird must be
consumed.)
Once this is done the magician need only say; “Kawa kawa
minyo detter” six times, and his body and his immediate,
carried gear transforms, flying apart into a flock of thirty-
three crows. The crows are sterile and cannot breed.
This ritual lasts until the caster wishes it to end. The crows
fly into a pile, which transmogrifies back into the original
body with its original clothing.
Once the three days are up, the sorcerer can try the magic,
and he dons the fire-cured pelt and then the player rolls his
magic check. If the check is successful, the pelt becomes
enchanted with shape-changing magic – the pelt is
considered a significant artefact.
The magician that made his own pelt can change into it with
a simple magic skill check, but he also gains a Skin-rider,
shape-changer, or beast-walker Soul skill at 0%.
Hare
Use Cat stats from Break Today (Pgs 112+)
Horse
150 available points: Body 40-70, Speed 50-90
Kick is H2H damage, +10
Bear
150 available points; Body, 50-90; Speed 40-80
Two claw attacks is H2H damage +10
Bite is H2H+3
Wolf
Use Dog stats from Break Today (Pgs 112+)
The pup is always born on the second night of the full after
six months. Special care must be taken with the pup at this
time because the mother’s first instinct is to savage her pup
to death, at this point she most aggressive. Most of the time
veterinarian surgeons usually perform a caesarian and
remove the pup safely.
Zen Dogs cannot breed with each other, but can do so with
other canines. They breed normal dogs, except the female
Zen Dogs are notoriously unreliable mothers letting their
pups starve if they don’t eat them first.
Obsession: Hunting.
Wounds: 30
Mind 10 (Expressionless)
Follow Commands 10%
Aura Scent allows the Zen Dog to track you by your soul. It
always knows where you are even if you are behind a wall. It
will then try to get to you.
If the locusts eat everything they can they hop off and fly
with the wind. After going hungry for two days, the swarm
loses 1d10 times ten off its Wound score as whole swathes
fall to the ground, twitching and dying. The dead locusts turn
brown, rot and crumble. Preserving a dead locust is not
difficult – it must be kept out of direct sunlight. Keeping it
behind glass is fine. Keeping a live locust is also possible but
it must be fed and those things draw blood when they bite.
The PCs Gun Skill check is the sum of the two dice rolled, but
the damage remains the same as it was rolled. This spell has
no effect on the weapon’s Maximum Damage.
Release the flies into the enclosure and put a seal on the
entrance, which is the Hebrew letter, Aleph.
Wait for five days, then remove the Aleph. If the letter isn’t
written down, the ritual is ruined.
When the cells are thick with honey, the flies start laying
their eggs into the cells, this is the best time to collect the
honey.
The flies bred from the cells appear as normal, but they live
for years – they don’t die.
New Skill: The Secret Language of the Birds (Mind and Soul)
The Secret Language of the Birds, called Bird, starts off at
0% and until the character has bought 10% into the skill can
he use it. The skill is both magical and a language so it is
governed by Mind and Soul and thusly cannot be higher than
both stats.
All birds speak this magical language but they can only
understand or follow up to three, monosyllabic-worded
sentences and phrases. The birds are under no compunction
to obey the caster, but birds, be far and large, are bored
most of the day and will do simple errands for the caster.
Although the caster and the birds are speaking the same
language, observers can only understand the magician’s
broken three-word burblings and the birds responding with
intelligible bird calls.
At the end of the second day, the Stick Figure arises from
the water, ready to obey the caster.
All Stick Men have the same Stats and skills and no
Obsession and stimulus. They can build other Stick Men, but
the other Stick Men merely wander aimlessly after waking
up, because the parent cannot speak.
Mind 5
Understand orders: 90%
Soul 5
Recognise and obey the Caster: 100%
Wounds 25 (fragile)
Take the body and bind the sticks to its limbs tightly with the
twine. It is important that no rain touches the body during
this stage – it must be kept dry from the sky’s water. After
taking the bound body, place it in the hollow. A plugged
bathtub is good for this. Cut a cross in the body’s abdomen.
While the cross is bleeding hang the cage above it’s heart.
Cut the body’s throat and let the body thrash as it dies. It
can get messy so use a place no one will visit, or be
prepared to clean the mess up yourself.
Once it’s dry, it will respond to the first person that says: “Al
Hamadha Kisva.” This is the key that makes it obey only the
person that says those words, permanently – like certain
animals that bond with nurturing humans. After that you
have your very own walking, killing stickman.
Don’t worry all memories of what you did to get the stickman
activated is wiped. It is a blank slate and as tame as a
house-trained puppy.
The magician may not eat while enacting the ritual. He may
drink though.
They walk in Ghost City until they come across to the place
they wanted to be or within a block of that place. The quick
transition between Ghost City and the city is done in the
time it takes for a person to blink. Getting back requires
another corridor or your own steam.
The Eleven Doors ritual gets its name because it can be used
eleven times before it doesn’t work again. The corridor can
be used again, but all the old markings need to be stripped
down and redone, essentially redoing the Ritual of Eleven
Doors from scratch.
During this time and for the next five rounds the GM rolls the
percentile dice – this is the storm’s initiative roll. Because
the storm is uncontrolled, its initiative is always failed –
unless it rolls a matched pair. The Storm’s initiative is its
damage for that round.
As bits of rock and roofing tiles get wrenched off and whirled
around, characters have a better initiative make dodge rolls
to avoid damage. Debris smacks the character’s that are
slow, for the sum of the storm’s initiative roll. If the
characters fail the initiative roll get pummelled by the storm
twice as they are also lifted up and tossed by the miniature
tornado.
You need:
3 Minor charges.