Golden
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"Remember that in the end there is only one real rule...
there are no rules. You should fashion this game into whatever you need
it to be..." rules by White Wolf
Strange Blood
Part II
he Setite
priest quite nearly shivers with delight as he sinks his fangs
into his newest procurement and laughs to see that the cultist
seemingly enjoys the kiss with a level of abandonment and rapture
he has never seen before. The very triumph of it all, for this
mage had been betrayed to the Followers by his own friend, the
power mad kindred Sean, Malkavian wannabe prince of Vegas. Here
Cyrus would gain the power he sought to find and destroy Bakarne,
the Gangrel Basque explorer who had slain his love centuries ago
and even now hid somewhere out in the deserts of Nevada. Here
Cyrus had gained this gift in such a way that it corrupted the
future prince, and corrupted this deliciously naive sorceror.
He felt the blood burn as it entered his throat, full of power
beyond any mortal ken. Javier, the cultist, writhed in the Ecstasy
which his tradition craved. But not all was well.
. .
It is known that mystical blood can have strange effects upon
the kindred who drinks of them. Last issue, I discussed
the interaction between the kindred and the plasm that makes up
the essence of wraiths.
Last issue promised to discuss the effect of the blood of mages,
and I got some email asking when that would happen. Here it is;
I hope it will please you. What of mages, what happens to
the vampire who taps into their mystic blood? The wise kindred
learns.
The Vampire Players Guide gives suggestions for rules to apply to kindred
who have fed from psychics or hedge mages, but what of the kindred who
drinks from the raw power of the True Mage. What benefits might she obtain,
what penalties might she face, and what happens to the mage? The following
are suggested rules to cover these eventualities. They are rules that have
been tested in actual games, and were in part created to alleviate certain
problems that occurred before they were in place.
Imagine a mage with Life magick sufficient to heal himself. Imagine if you
will a vampire who befriends this mage. Unlikely perhaps, but
often player's troupes are composed of unlikely combinations.
The vampire never need fear the need to feed ever again, and the
mage in return can expect a lifetime of free Tass. This cannot
be, this is not what is intended, and there must be reasons why
it will not work. You might suggest that every time the kindred
feeds on the mage that it is aggravated
damage. Consider that the mage draws his blood out and gives it
to the kindred. You might ask why a kindred would give his blood
so freely to a mage, and I say consider that it is merely an exchange.
You might think that the mage could not heal that easily, and
I point out that he is armed with an immense supply of Tass. You
might say that the mage will become blood bound, and I point out
that there is nowhere in the mage rules that specifically requires
a mage to consume the Tass to use it. So what is left?
The blood of a True Mage will have powerful effects on a kindred who
consumes it, far more incredible than the random uncontrollable little
acts that will surround the vampire who has fed upon a psychic or hedge
mage. The blood of the True Mage is filled with dynamic power, charged
with the very essence of the universe. It is possessed of primal magick,
and the kindred's static being cannot entirely contain this might. This
results in dangers and merits to drinking the blood of a mage.
s mage blood
is usually more potent than that of a mortal, the kindred will
usually gain more in the way of "blood points" from draining a
like amount of blood. This occurs in a similar way to the drawing
of blood from a lupine; the vampire being able to hold more total
blood points because the blood is more concentrated in power.
How potent the blood is to the kindred depends upon the mage's
quintessence rating. As the level one sphere of Prime suggests,
the essence of the life of the mage flows in his blood, and the
power of the kindred can allow him to tap into that source. For
each blood point a kindred drains from a mage, he receives one
tenth of that mage's quintessence as well. Thus a mage with ten
quintessence drained of the three points normally gained by a
kindred in a single round, will lose three blood (taking health
levels of damage) and three quintessence. The kindred will gain
three blood each potently charged and equivalent to two blood
points, thereby gaining the equivalent of six blood points. However
these six points will only fill three points worth of space, allowing
a kindred to gorge upon supernatural blood.
The dangerous effects of using mage blood are too numerous and chaotic
to represent using the rather limited rules for what happens due
to the blood of psychics and hedge mages, yet we do not want to
bog the game down with an immense regimen of new rules. The simplest
solution is to represent the dangers using the Mage rules. Each
time a kindred actually spends a blood point gained from a mage,
he gains a point of paradox. Thus in the example above, the kindred
would eventually gain six paradox as he spent those points. As
kindred normally do not gain paradox due to their static use of
magic this is likely to be a horrifying thing to them. It is suggested
that you try to create the actual effects of the paradox using
a conceptual blend of the speres of magic of the mage and the
physiology and mindset of the kindred. As this is essentially
what you do in Mage anyway, this should come naturally to a Storyteller
familiar with both games.
n the sample
story blurb, the Setite gains blood from a Cult of Ecstasy mage.
Later when he spends some of those points he is struck with horrifyingly
realistic images of the slaying of his love hundreds of years
ago and spends an entire night in rage against the murderer he
cannot find. For many nights later he is overcome with grief.
This is the result of Quiet coming from Time and Mind magicks
born by the Cultist, Javier. Another kindred in one of our chronicles
drank the blood of a Euthanatos and became incredibly unlucky
as he was struck by the forces of karma. This was the interaction
between Entropy magick and a Malkavian who truly believes that
everything is based upon probability. A third kindred was subjected
to the ultimate torture, as he literally became a living human
again for twenty-four hours. He had drunk from a mage who possessed
Life magicks and he greatly desired to become human again. Of
course at the end of the twenty four hours, during which he had
no idea that this would be temporary and which was marked with
a beautiful scene in which he watched his first sunrise in over
one hundred years, he underwent the horrible agony of dying and
becoming kindred again. The expulsion of food and wine he had
drunk over the course of the day was disgusting to say the least.
The Paradox is gained as the actual points of blood are spent, but in
true Storyteller style, there is great freedom over when they actually
strike. Paradox is a fickle thing and can be used to spice up a story greatly
if used correctly. But do not wait too long. The paradox is the result
of the kindred tapping into the essence of the universe. It will likely
happen soon after the blood is burned.
Other
possible effects of the blood are somewhat more mirky and best
left firmly unestablished. The use of mage blood is certain to
affect thaumaturgic rituals in some way. Perhaps the use of a
mage's blood to perform a ritual that somehow is in resonance
with his magicks will yield extra successes or lowered difficulty.
On the other hand using the blood of a saintly Celestial Choruser
to summon a demon or harm an innocent might be more difficult.
A mage skilled in Time 3 magicks allowing rapid movement might
allow temporary boosts to Celerity. These are unlikely to be consistent
effects, however, as the kindred do not actually have control
over the awakened nature of the blood they are stealing. In this
way they are similar to drinking the blood of an ancient kindred--you
may gain a bit of his power but at what price and how will it
manifest?
All Material is ©
Conrad Hubbard.
References to products created by
White Wolf or other
companies are not challenges to their
copyrights
Conrad
Hubbard, Editor
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