Post by Ascanio Giovanni on Jul 20, 2013 17:57:54 GMT -8
As was promised the wave of what we've already now done for Giovanni and Lasombra continues. As with those, these rituals are considered to be in play and available for acquisition from a Mentor.
Enki's Guiding Hand (Level 2)
Inexperienced sailors and their ships often meet dark fates at the hands of whirlpools and typhoons. These are the tools of a vengeful god to punish those who do not do him the proper honor and beg his favor. Those who make a proper offering to Enki before traversing his domain will never have trouble finding safe passages to their destination through his guidance.
System: The ashipu must spend 10 minutes concentrating on his destination on the deck of any seafaring vessel in the ocean (including in a port or lagoon) while offering prayers and supplications to Enki and makes the ritual roll normally. If successful, until the vampire sets foot on dry land, he will feel a pull in the correct direction to the destination which he had in mind. The pull will guide the vampire around storms and other natural dangers, although it will not account for those dangers posed by the actions of other people.
Note: This ritual due to its very nature of aiding in travel has passed far and wide to many corners of the world and has become known by many names and performed in many styles. In Greece this was known as Prayer for Poseidon's Guidance, in Egypt as Avoiding Sobek's Jaws, in India as Honor of Varuna, in Scandanavia as Escaping Jormungand's Coils, and even for a time in the days of the Spanish Main as Cheating Davy Jones. The Gods of the Sea seem to not care which name is invoked in the prayer so long as proper supplication is given.
Emotional Conduit (Level 3)
No matter how well an assassin cover's his tracks, the psychometric power of Auspex can catch even the most careful of assailants. With no way to hide the the psychic footprints left behind in any situation, more than one unwary assassin has fallen prey to the investigator using the power of The Spirit's Touch. This ritual levels the playing field and allows the subject to cover his tracks by forging an emotional link with a specific object, channeling all of the psychic impressions that he would normally leave behind into that one object, which he keeps on him.
System: The Sorcerer must first choose an object to be the emotional receptacle. This object must be a personal object of the subject of the ritual. The object must be soaked in a mixture of the blood of the Sorcerer and the subject requiring a blood point from each (if the sorcerer is casting this effect on himself, only one blood point is needed). The subject must then carry this object on their person for as long as the ritual lasts.
While the subject is carrying the emotional receptacle, all of the spiritual residue that he would normally leave behind on objects and locations is instead channeled into the receptacle. As such, anyone attempting to use The Spirit's Touch or similar powers to read the emotional residue left will find nothing left by the subject. This ritual lasts for one hour per success, although it ends immediately if the receptacle leaves the subject's person.
This ritual also carries a risk. The receptacle becomes so overloaded with emotional connection to the subject, that the link becomes far stronger than an ordinary personal object. Anyone attempting to use The Spirit's Touch on a receptacle will roll at a difficulty of 2 and due to the power of the ritual, the emotional residue of the events channeled into the receptacle do not fade with time. The receptacle also becomes an exceptionally strong personal object for the subject, granting any Sorcerer a -2 difficulty on all magic directed at the subject. A sorcerer cannot gain this benefit for his own receptacle. This ritual has no effect on other powers that do not read emotional residue such as Wooden Tongues.
Enhance Intoxicant (Level 3)
The Assamite clan has long understood the value of mind altering substances to enhance their sorcerous practices. However the Kindred body and mind is quite stalwart and difficult to affect with all but the most severe intoxicants. This ritual serves both to allow drugs in their ordinary form to affect Kindred physiology and to enhance the effects.
System: The player must mix a point of blood with a single dose of any drug or intoxicant. The effects of this ritual depend upon the successes gained. These effects are cumulative.
Successes Effect
1 Drug can be taken normally by a Kindred.
2 Double duration of Drug's effects.
3 Double mechanical effects of drug, both positive and detrimental.
4 Triple duration of Drug's effects.
5 Quadruple duration of Drug's effects, and Triple mechanical effects.
As an exception to the usual rule about capping dice pools, the caster of this ritual may always elect to use a lesser effect of this ritual, regardless of successes scored. Each casting of this ritual prepares one dose. Once prepared in this fashion, the drugs last for one full month before expiring, regardless of type of drug. These drugs are so potent that they will generally kill most mortals.
This ritual combines the blood and drug along with other herbs into an incense that must be burned and slowly inhaled taking 5 minutes to gain the effects of the drug.
Gifts of the Mountain (Level 3)
The process of becoming adopted into clan Assamite is not an easy or short one. Dedication and long work are required before the Children of Haqim are prepared to adopt an outsider. However, often situations demand the full use of those currently being tested and trained for adoption, and this ritual serves to allow that candidate to serve as a full Assamite Warrior with real backup from the clan, also serving the double purpose of showing the candidate what that level of support truly means.
System: This ritual creates a link between the sorcerer and the target similar to that created by Pebble from the Mountain, but in reverse. The target must supply the Sorcerer with a sample of his own blood, into which the sorcerer must mix a powdered pebble taken from Alamut which the Sorcerer must keep in a jar or bottle made of river clay and sealed with bees wax. The sorcerer must keep the blood on his person and sealed for the full duration of the ritual.
While he carries this sample, the sorcerer and donor may make use of a link that functions in the same manner as that created by Touch the Earth and Pebble from the Mountain, save that this link may be established with those not currently of Assamite blood as it does not depend on principles of shared lineage. This ritual lasts until sunrise, or until the sorcerer either breaks the seal on the blood sample or removes it from his person.
Shard of the Eagle's Nest (Level 3)
This ancient ritual, which had fallen into nearly complete disuse since the founding of the second Alamut, has recently been uncovered and become very popular among the Schismatic faction of the Children of Haqim who no longer have easy access to one of their most important ritual components: Pebbles from Alamut itself. This ritual, originally developed during the intermediary period when the first Alamut had been compromised, allowed the sorcerer to draw on the innate connection to the idea of the Eagle's Nest within every Assamite and create an effect to mimic Pebble from the Mountain, but without the requisitely named stone itself.
System: The mechanical effects of this ritual are exactly the same as the ritual Pebble from the Mountain, except for its increased level and an additional cost. This ritual, because it is based in the innate physical connection with Alamut, requires the knucklebone of one of the Children of Haqim be used as the focus, rather than any mere pebble. The bone is indefinitely preserved by the power of this ritual after it is soaked in the vitae mixture in the same manner as Pebble from the Mountain. This ritual lasts as long as the Assamite from which the knucklebone was used does not regenerate the finger. If the Assamite donor is destroyed, the knucklebones he has donated crumble to dust, losing all effect. An Assamite may donate a maximum of one knucklebone before taking a cumulative -1 Dexterity penalty to all uses of that hand.
Blinding the False Eye (Level 4)
The perils of modern technology have made the art of the assassin more and more difficult, and the Assamites' affinity for Obfuscate is no longer sufficient to bypass detection methods used in the modern world. Cameras, motion sensors, metal detectors and the like have made the job of the Assamite far more difficult. This ritual was developed to combat the growing reliance on automated surveillance methods and allow the Assamites to retain their reputation as the invisible terrors of the night. While this ritual is active, the Sorcerer is rendered completely undetectable by any technological device. Cameras will not take his picture, scanners will miss him, and motion sensors will detect nothing as he passes.
System: To enact this ritual, the sorcerer must swallow the memory card from a digital camera or other recording device. This memory card is the focus for a spiritual ward against technology invoked by this ritual. As long as this ritual lasts, the sorcerer will not be detected by any technological device more advanced than binoculars. This ritual lasts for the rest of the night or until the sorcerer cuts the memory card out of his stomach dealing 2 unsoakable levels of lethal damage.
This ritual in no way impedes the ability to perceive the sorcerer with the naked eye or basic enhancement through lenses. This can cause serious problems for the Masquerade if the sorcerer is not careful. The risks of this ritual are often too great for general use, causing most sorcerers to be very wary of the necessity before casting it. Since sorcerers rarely act in the field themselves, this ritual is most often used on active warriors through the Pebble from the Mountain or Touch the Earth when they absolutely must remain invisible to man and machine alike.
This ritual expands upon the use of Silence of Death that stops transmissions, but affects technological devices at any range.
Vision of Paradise (Level 4)
Whether developed by the schismatic Assamites, the Mountain Assamites, or (less likely) the Assamite Antitribu, this ritual gives the sorcerer some defense against those who would divine her location with magic, be it foreign or familiar. When an attempt is made to scry (be it by Scry, Pool of Secrets, or Seeing with the Sky’s Eye) on an Assamite protected by this ritual, the scryer must think quickly to avoid being snared by the sensory trap laid for him.
System: Whenever someone using Scry or Pool of Secrets senses an Assamite protected with this ritual (seeing so much as an arm through a scrying bowl or scrying on the Primogen Council as an Assamite sorcerer enters to address them, for instance), the scryer must make a Wits + Occult roll (difficulty 6). If successful, the scryer can feel himself falling into a trap and can take steps to avoid it (usually by canceling the scrying ritual or by leaving the room). If unsuccessful, the scryer falls into a full-body delusion of paradise, as seen by the Assamite who cast the ritual. Even if the presentation of paradise would normally be unappealing to the scryer (the suggestion of eager young virgins to a crusty elder Tremere, for example), he finds himself in rapturous wonder of the vision. He will stand, fully immersed in the illusion of paradise for one hour per success scored on Vision of Paradise, though the trance is instantly broken if he is threatened or interacted with in any way. Many thaumaturges awakened so are actually quite irritable with their rescuers, since they are invariably awakened at inopportune moments in the delusion (just before the forgotten release of coitus or just before the breaking waves of a harmless sunrise wash over the skin being favorites).
Whenever an Assamite protected with this ritual is the target of Seeing with the Sky’s Eye, the scryer gets a similar check to avoid entrapment, though it is much more difficult to avoid, since Seeing with the Sky’s Eye invites the Vision of Paradise directly into the scryer’s mind, rather than being played out in a dish of water before him. The scrying Assamite must make a Willpower roll against a difficulty equal to the number of successes scored on Vision of Paradise + 4. If successful, he fights off the vision and can act normally, though he receives no information from Seeing with the Sky’s Eye. He is subject to the same penalties for failure as described above.
Cathartic Wrath: Level 5
The Assamites have long favored dispassion in their role as judges. It is impossible to appropriately act as judge when one's mind is clouded by emotions, particularly when the judge himself has been provoked by the one to be judged. This little-known ritual allows some release for a provoked Assamite in such a manner that satisfies the need for personal vendetta without impinging upon the duties of the clan as judges.
System: This ritual may only be cast by a sorcerer who has faced a frenzy check, whether successful or not, caused by outrage or frustration at another person within the same night as the ritual is cast. The caster spends any number of blood points (minimum 1), to a maximum of his Self-Control score, spilling the blood in question upon an accurate image of the target of this ritual, who must be the cause of the sorcerer's frenzy. The sorcerer then spends the next hour ritually mangling the image while ranting of all the horrible fates he would wish upon the target. At the conclusion of this ritual the victim will feel as if being brutally beaten by an invisible assailant, suffering a number of levels of unsoakable bashing damage equal to the successes scored on this ritual + the number of blood points spent. Vampires still halve this bashing damage. The caster must then immediately test for frenzy at a difficulty equal to the damage suffered by the victim. Should the caster botch this roll, he will immediately lose a permanent point of Self-Control/Instinct and be consumed by this frenzy for the remainder of the night, regardless of circumstances. However should this roll succeed, the true function of this ritual is seen in that all feelings of malice toward the target of the ritual melt away, granting the sorcerer -2 difficulty on all frenzy checks involving the target for a number of weeks equal to the damage dealt.
This ritual may only be cast on a given victim once per night and cannot be cast again on the same victim until another frenzy check is provoked by that target. A given victim can only be the target of this ritual once per night, regardless of the number of provoked Sorcerers. Through the ritual Pebble from the Mountain or Touch the earth, a sorcerer may cast this ritual for another, although both must be present for the full ritual and the one on whose behalf the ritual is being cast must be the one to make the final frenzy roll, and the number of blood that can be spent is limited by his Self-Control/Instinct.
Joining the Brotherhood (Level 5)
The Assamites have long had a practice of adopting Kindred of other clans into the fold should they truly wish to convert to the Children of Haqim. This ritual is the final step upon such an initiate's journey to becoming a true member of clan Assamite.
System: Before this ritual can be enacted, the subject must completely cleanse themselves, fasting for a minimum of 48 hours and bathing head to toe in pure river water. The subject must then be restrained with silver chains and his body anointed with Kalif oil, cumin, and rosemary as he expends all blood remaining in his system, driving him to immediate hunger frenzy. During this hunger frenzy, which does not conclude until the ritual is finished, the sorcerer performing this ritual must feed the restrained subject at least one point of Assamite vitae, bringing him one step closer to a blood bond, as he recites the lineage of the blood back to Haqim. This vitae may come from an Assamite of any caste, although usually a warrior's blood is used, and must be of lower generation than the subject. Before the blood is fed to the subject, it must be converted using Baal's Caress into poison that inflicts one level of unsoakable aggravated damage on the subject when drunk.
Once the ritual is complete the subject is thereafter considered a full member of the Children of Haqim, of whichever caste the donated vitae was from. What is more, the subject is also considered the childe of the blood donor thereafter, both ceremonially and mystically. When scrutinized under the Blood Walk ritual or any other effect that determines clan or lineage, the subject will now detect as the childe of the blood donor, his previous lineage and clan erased. This also allows him to be affected by effects that can only target members of clan Assamite. This has no effect on the subject's generation, clan disciplines, clan curse or any other feature of his original clan, nor does it grant him such features of clan Assamite. However it is traditional for members of the initiate's caste to teach him whatever arts he needs to be a fully functioning member of said caste.
Enki's Guiding Hand (Level 2)
Inexperienced sailors and their ships often meet dark fates at the hands of whirlpools and typhoons. These are the tools of a vengeful god to punish those who do not do him the proper honor and beg his favor. Those who make a proper offering to Enki before traversing his domain will never have trouble finding safe passages to their destination through his guidance.
System: The ashipu must spend 10 minutes concentrating on his destination on the deck of any seafaring vessel in the ocean (including in a port or lagoon) while offering prayers and supplications to Enki and makes the ritual roll normally. If successful, until the vampire sets foot on dry land, he will feel a pull in the correct direction to the destination which he had in mind. The pull will guide the vampire around storms and other natural dangers, although it will not account for those dangers posed by the actions of other people.
Note: This ritual due to its very nature of aiding in travel has passed far and wide to many corners of the world and has become known by many names and performed in many styles. In Greece this was known as Prayer for Poseidon's Guidance, in Egypt as Avoiding Sobek's Jaws, in India as Honor of Varuna, in Scandanavia as Escaping Jormungand's Coils, and even for a time in the days of the Spanish Main as Cheating Davy Jones. The Gods of the Sea seem to not care which name is invoked in the prayer so long as proper supplication is given.
Emotional Conduit (Level 3)
No matter how well an assassin cover's his tracks, the psychometric power of Auspex can catch even the most careful of assailants. With no way to hide the the psychic footprints left behind in any situation, more than one unwary assassin has fallen prey to the investigator using the power of The Spirit's Touch. This ritual levels the playing field and allows the subject to cover his tracks by forging an emotional link with a specific object, channeling all of the psychic impressions that he would normally leave behind into that one object, which he keeps on him.
System: The Sorcerer must first choose an object to be the emotional receptacle. This object must be a personal object of the subject of the ritual. The object must be soaked in a mixture of the blood of the Sorcerer and the subject requiring a blood point from each (if the sorcerer is casting this effect on himself, only one blood point is needed). The subject must then carry this object on their person for as long as the ritual lasts.
While the subject is carrying the emotional receptacle, all of the spiritual residue that he would normally leave behind on objects and locations is instead channeled into the receptacle. As such, anyone attempting to use The Spirit's Touch or similar powers to read the emotional residue left will find nothing left by the subject. This ritual lasts for one hour per success, although it ends immediately if the receptacle leaves the subject's person.
This ritual also carries a risk. The receptacle becomes so overloaded with emotional connection to the subject, that the link becomes far stronger than an ordinary personal object. Anyone attempting to use The Spirit's Touch on a receptacle will roll at a difficulty of 2 and due to the power of the ritual, the emotional residue of the events channeled into the receptacle do not fade with time. The receptacle also becomes an exceptionally strong personal object for the subject, granting any Sorcerer a -2 difficulty on all magic directed at the subject. A sorcerer cannot gain this benefit for his own receptacle. This ritual has no effect on other powers that do not read emotional residue such as Wooden Tongues.
Enhance Intoxicant (Level 3)
The Assamite clan has long understood the value of mind altering substances to enhance their sorcerous practices. However the Kindred body and mind is quite stalwart and difficult to affect with all but the most severe intoxicants. This ritual serves both to allow drugs in their ordinary form to affect Kindred physiology and to enhance the effects.
System: The player must mix a point of blood with a single dose of any drug or intoxicant. The effects of this ritual depend upon the successes gained. These effects are cumulative.
Successes Effect
1 Drug can be taken normally by a Kindred.
2 Double duration of Drug's effects.
3 Double mechanical effects of drug, both positive and detrimental.
4 Triple duration of Drug's effects.
5 Quadruple duration of Drug's effects, and Triple mechanical effects.
As an exception to the usual rule about capping dice pools, the caster of this ritual may always elect to use a lesser effect of this ritual, regardless of successes scored. Each casting of this ritual prepares one dose. Once prepared in this fashion, the drugs last for one full month before expiring, regardless of type of drug. These drugs are so potent that they will generally kill most mortals.
This ritual combines the blood and drug along with other herbs into an incense that must be burned and slowly inhaled taking 5 minutes to gain the effects of the drug.
Gifts of the Mountain (Level 3)
The process of becoming adopted into clan Assamite is not an easy or short one. Dedication and long work are required before the Children of Haqim are prepared to adopt an outsider. However, often situations demand the full use of those currently being tested and trained for adoption, and this ritual serves to allow that candidate to serve as a full Assamite Warrior with real backup from the clan, also serving the double purpose of showing the candidate what that level of support truly means.
System: This ritual creates a link between the sorcerer and the target similar to that created by Pebble from the Mountain, but in reverse. The target must supply the Sorcerer with a sample of his own blood, into which the sorcerer must mix a powdered pebble taken from Alamut which the Sorcerer must keep in a jar or bottle made of river clay and sealed with bees wax. The sorcerer must keep the blood on his person and sealed for the full duration of the ritual.
While he carries this sample, the sorcerer and donor may make use of a link that functions in the same manner as that created by Touch the Earth and Pebble from the Mountain, save that this link may be established with those not currently of Assamite blood as it does not depend on principles of shared lineage. This ritual lasts until sunrise, or until the sorcerer either breaks the seal on the blood sample or removes it from his person.
Shard of the Eagle's Nest (Level 3)
This ancient ritual, which had fallen into nearly complete disuse since the founding of the second Alamut, has recently been uncovered and become very popular among the Schismatic faction of the Children of Haqim who no longer have easy access to one of their most important ritual components: Pebbles from Alamut itself. This ritual, originally developed during the intermediary period when the first Alamut had been compromised, allowed the sorcerer to draw on the innate connection to the idea of the Eagle's Nest within every Assamite and create an effect to mimic Pebble from the Mountain, but without the requisitely named stone itself.
System: The mechanical effects of this ritual are exactly the same as the ritual Pebble from the Mountain, except for its increased level and an additional cost. This ritual, because it is based in the innate physical connection with Alamut, requires the knucklebone of one of the Children of Haqim be used as the focus, rather than any mere pebble. The bone is indefinitely preserved by the power of this ritual after it is soaked in the vitae mixture in the same manner as Pebble from the Mountain. This ritual lasts as long as the Assamite from which the knucklebone was used does not regenerate the finger. If the Assamite donor is destroyed, the knucklebones he has donated crumble to dust, losing all effect. An Assamite may donate a maximum of one knucklebone before taking a cumulative -1 Dexterity penalty to all uses of that hand.
Blinding the False Eye (Level 4)
The perils of modern technology have made the art of the assassin more and more difficult, and the Assamites' affinity for Obfuscate is no longer sufficient to bypass detection methods used in the modern world. Cameras, motion sensors, metal detectors and the like have made the job of the Assamite far more difficult. This ritual was developed to combat the growing reliance on automated surveillance methods and allow the Assamites to retain their reputation as the invisible terrors of the night. While this ritual is active, the Sorcerer is rendered completely undetectable by any technological device. Cameras will not take his picture, scanners will miss him, and motion sensors will detect nothing as he passes.
System: To enact this ritual, the sorcerer must swallow the memory card from a digital camera or other recording device. This memory card is the focus for a spiritual ward against technology invoked by this ritual. As long as this ritual lasts, the sorcerer will not be detected by any technological device more advanced than binoculars. This ritual lasts for the rest of the night or until the sorcerer cuts the memory card out of his stomach dealing 2 unsoakable levels of lethal damage.
This ritual in no way impedes the ability to perceive the sorcerer with the naked eye or basic enhancement through lenses. This can cause serious problems for the Masquerade if the sorcerer is not careful. The risks of this ritual are often too great for general use, causing most sorcerers to be very wary of the necessity before casting it. Since sorcerers rarely act in the field themselves, this ritual is most often used on active warriors through the Pebble from the Mountain or Touch the Earth when they absolutely must remain invisible to man and machine alike.
This ritual expands upon the use of Silence of Death that stops transmissions, but affects technological devices at any range.
Vision of Paradise (Level 4)
Whether developed by the schismatic Assamites, the Mountain Assamites, or (less likely) the Assamite Antitribu, this ritual gives the sorcerer some defense against those who would divine her location with magic, be it foreign or familiar. When an attempt is made to scry (be it by Scry, Pool of Secrets, or Seeing with the Sky’s Eye) on an Assamite protected by this ritual, the scryer must think quickly to avoid being snared by the sensory trap laid for him.
System: Whenever someone using Scry or Pool of Secrets senses an Assamite protected with this ritual (seeing so much as an arm through a scrying bowl or scrying on the Primogen Council as an Assamite sorcerer enters to address them, for instance), the scryer must make a Wits + Occult roll (difficulty 6). If successful, the scryer can feel himself falling into a trap and can take steps to avoid it (usually by canceling the scrying ritual or by leaving the room). If unsuccessful, the scryer falls into a full-body delusion of paradise, as seen by the Assamite who cast the ritual. Even if the presentation of paradise would normally be unappealing to the scryer (the suggestion of eager young virgins to a crusty elder Tremere, for example), he finds himself in rapturous wonder of the vision. He will stand, fully immersed in the illusion of paradise for one hour per success scored on Vision of Paradise, though the trance is instantly broken if he is threatened or interacted with in any way. Many thaumaturges awakened so are actually quite irritable with their rescuers, since they are invariably awakened at inopportune moments in the delusion (just before the forgotten release of coitus or just before the breaking waves of a harmless sunrise wash over the skin being favorites).
Whenever an Assamite protected with this ritual is the target of Seeing with the Sky’s Eye, the scryer gets a similar check to avoid entrapment, though it is much more difficult to avoid, since Seeing with the Sky’s Eye invites the Vision of Paradise directly into the scryer’s mind, rather than being played out in a dish of water before him. The scrying Assamite must make a Willpower roll against a difficulty equal to the number of successes scored on Vision of Paradise + 4. If successful, he fights off the vision and can act normally, though he receives no information from Seeing with the Sky’s Eye. He is subject to the same penalties for failure as described above.
Cathartic Wrath: Level 5
The Assamites have long favored dispassion in their role as judges. It is impossible to appropriately act as judge when one's mind is clouded by emotions, particularly when the judge himself has been provoked by the one to be judged. This little-known ritual allows some release for a provoked Assamite in such a manner that satisfies the need for personal vendetta without impinging upon the duties of the clan as judges.
System: This ritual may only be cast by a sorcerer who has faced a frenzy check, whether successful or not, caused by outrage or frustration at another person within the same night as the ritual is cast. The caster spends any number of blood points (minimum 1), to a maximum of his Self-Control score, spilling the blood in question upon an accurate image of the target of this ritual, who must be the cause of the sorcerer's frenzy. The sorcerer then spends the next hour ritually mangling the image while ranting of all the horrible fates he would wish upon the target. At the conclusion of this ritual the victim will feel as if being brutally beaten by an invisible assailant, suffering a number of levels of unsoakable bashing damage equal to the successes scored on this ritual + the number of blood points spent. Vampires still halve this bashing damage. The caster must then immediately test for frenzy at a difficulty equal to the damage suffered by the victim. Should the caster botch this roll, he will immediately lose a permanent point of Self-Control/Instinct and be consumed by this frenzy for the remainder of the night, regardless of circumstances. However should this roll succeed, the true function of this ritual is seen in that all feelings of malice toward the target of the ritual melt away, granting the sorcerer -2 difficulty on all frenzy checks involving the target for a number of weeks equal to the damage dealt.
This ritual may only be cast on a given victim once per night and cannot be cast again on the same victim until another frenzy check is provoked by that target. A given victim can only be the target of this ritual once per night, regardless of the number of provoked Sorcerers. Through the ritual Pebble from the Mountain or Touch the earth, a sorcerer may cast this ritual for another, although both must be present for the full ritual and the one on whose behalf the ritual is being cast must be the one to make the final frenzy roll, and the number of blood that can be spent is limited by his Self-Control/Instinct.
Joining the Brotherhood (Level 5)
The Assamites have long had a practice of adopting Kindred of other clans into the fold should they truly wish to convert to the Children of Haqim. This ritual is the final step upon such an initiate's journey to becoming a true member of clan Assamite.
System: Before this ritual can be enacted, the subject must completely cleanse themselves, fasting for a minimum of 48 hours and bathing head to toe in pure river water. The subject must then be restrained with silver chains and his body anointed with Kalif oil, cumin, and rosemary as he expends all blood remaining in his system, driving him to immediate hunger frenzy. During this hunger frenzy, which does not conclude until the ritual is finished, the sorcerer performing this ritual must feed the restrained subject at least one point of Assamite vitae, bringing him one step closer to a blood bond, as he recites the lineage of the blood back to Haqim. This vitae may come from an Assamite of any caste, although usually a warrior's blood is used, and must be of lower generation than the subject. Before the blood is fed to the subject, it must be converted using Baal's Caress into poison that inflicts one level of unsoakable aggravated damage on the subject when drunk.
Once the ritual is complete the subject is thereafter considered a full member of the Children of Haqim, of whichever caste the donated vitae was from. What is more, the subject is also considered the childe of the blood donor thereafter, both ceremonially and mystically. When scrutinized under the Blood Walk ritual or any other effect that determines clan or lineage, the subject will now detect as the childe of the blood donor, his previous lineage and clan erased. This also allows him to be affected by effects that can only target members of clan Assamite. This has no effect on the subject's generation, clan disciplines, clan curse or any other feature of his original clan, nor does it grant him such features of clan Assamite. However it is traditional for members of the initiate's caste to teach him whatever arts he needs to be a fully functioning member of said caste.