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Wanga Rituals In addition to just converting powers, Ive added text in green that might make a ritual better

or simpler. Wanga also has access to rituals that ward, defend, curse or involve bones from mainstream Thaumaturgy, as far as I can tell no specific names are given. Ill list the ones that seem appropriate Basic Singing Charm You enchant a small leather pouch to emit a constant call that only you can hear. On Sunday night you slice off an earlobe (the wound is too minor to cause damage) which you boil in a metal pot with one Blood Trait and the tongue of a bird. You burn the remains of the mixture and mix it with a pinch of ash from a cremated corpse. Finally the ashes are placed within an apricot-sized leather pouch which then begins to sing for three nights for each Mental Trait you choose to spend. You can determine the approximate distance and location and direction with a moments concentration so long as it is within a hundred miles. Duration could be set to one month for simplicity. It could even be permanent. Craft Garde You create a garde talisman (also known as a Paquet Congo) from a small item, often a doll, a leather pouch or jewellery. You mix two Blood Traits with healing herbs, exactly nine drops of rum and a sample from the intended recipient (usually hair or a fingernail) and use this mixture to imbue your intended talisman. The garde functions only for the intended recipient and must be worn next to the skin at all times to function. For the next two nights for each Mental Trait you spend, blood magic rituals (but not paths) are two traits harder to perform if the bearer is the target. Even if such a ritual would be successful, the ritualist must contend with a Garde re-test unless they have means to cancel it with a re-test of their own. Again there could be a set duration. Craft Gris-Gris You create a gris-gris talisman (also known as a Wanga) from two Blood Traits, the finger bone of an infant, nine pinches of grave soil and a sample taken from the intended victim (usually hair or a fingernail ). Similarly to the more benevolent garde, you imbue this mixture into a small item which must be concealed within a few feet of your targets home or haven. Against mortals the magic lasts until the gris-gris is found and removed; against Kindred the talisman is only potent for one night per Mental Trait spent. The subject of the curse is down one trait on all challenges; however a more powerful wangateur who finds your gris-gris may turn its power against you.

This could also be handled similarly to Din of the Damned by giving the target negative traits. You know my opinion on negative traits though!

Grandfathers Gift You fill a small container with a handful of grave soil and an offering of rum, fruits, cigarettes, pennies or anything else you believe would please the Ara Orun. You gain an additional, temporary level of any ability your deceased mortal or Kindred ancestors possessed (ST discretion). This power lasts until you next use the ability to make a re-test or until the end of the scene. The tabletop rules give you per success, either a bonus ability dot or turn of effect. Thus it both has a mega-short duration but can potentially replicate many different high level abilities. I wanted to hose it a bit but keep it useful as an interesting utility power (nowhere near as powerful as wisdom of the crone but more flexible). Intermediate Curse Candle On a Friday night you create a black candle from a corpses brain and bone matter, pepper, irritant plants and nine pinches of grave dirt mixed with the wax. By expending a Blood Trait and burning the candle for 20 minutes whilst concentrating on a victim, you harass your target with poltergeist-like activity. For the rest of the night, the victim is hounded by minor phenomena such as thrown objects and malicious furniture; these activities cease temporarily whenever a witness is present other than the victim. The curse usually causes minimal actual damage to body or property unless the victim does anything particularly precarious, such as walking a tightrope or defusing a bomb. The candle can be used once for each Mental Trait spent at the time of casting and lasts indefinitely until expended. Not sure if this fluffy ritual needs discrete traits like the necromantic curse rituals, it could make someone down traits alone or do bashing damage or something. Ori Sight You must first succeed on a static Willpower Challenge versus a difficulty of 8 traits to sever your own ear, and pluck out one of your eyes, taking three unsoakable, Aggravated levels of damage in the process. You then burn these parts of your body to ash and place them within a human skull along with rum, tobacco and a drop of blood or an eyelash from each target of the ritual (up to a maximum of your Wanga). You apply this mixture as a paste to your wounds; you can then see and hear from any of the targets perspectives, switching between them at will. The sight lasts until you have healed all three Aggravated wounds. Candle of Rage

You create a black candle from the brain and bone matter of a corpse killed violently; it also contains nightshade and nine pinches of grave dirt mixed with the wax. Expending a Blood Trait and focusing on a victim, you cause your target to feel on edge for the rest of the night. The victim suffers a -2 modifier to one Virtue of your choice, or if mortal, enters a near-berserk rage if they fail a static Willpower Test against a difficulty of 5 traits. As with the Curse Candle the Candle of Rage can be used once for each Mental Trait you expend when creating it.

Advanced Shackles of Blood You pour three Blood Traits, fistfuls of medical and hallucinogenic herbs, tobacco, peppers and the heart of a recently dead mortal into a nganga cauldron. You mix the ingredients for three full hours calling to as many orishas as possible. Finally you strain the mixture through unbleached cotton, whereupon it is potent against those who share the gender of the mortal whose heart was used. The liquid when imbibed creates an instant magical compulsion identical to a full blood bond. Should a Kindred drink from a mortal who has imbibed the liquid, they too are affected by the ritual. At the end of each night, the storyteller will makes a Simple Challenge in secret; if it succeeds the temporary bond persists for another night, although you cannot instantly tell if the compulsion has ended. You may blood bond a victim of the ritual in the standard way, however any partial bonds fade when the ritual ends. Perhaps explicitly state if the ritual trumps pre-existing bonds, Unbondable and Vinculae (as I assume its supposed to in p&p). One victim at a time or leave it hazy like the original?

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