                                SPIRIT POWER



   This power is very limited and hard for a vampire to follow. They must
   keep their humanity above a six, otherwise spirits will not associate
   with them. If they follow Sabbat Paths, only the Path of Harmony will
   work with this power. Most types of Thamaturgy do not work well with
   this power as they require a vampire to do many dark things. (As does
   Serpentis, Necromancy, and Daimoinon) Remember this only very rarely
   gives the user power over the spirits, but at least they might be more
   willing to listen to them and possible help for a price. My own
   character is more or less a slave to certain spirits' whims, but it is
   a fun power to play with.

   * Speak with spirit: This power enables a charcter to speak with a
   spirit in the area. This requires a roll of linguistics & wits to
   understand. The higher the roll the better the connection with the
   spirit and more friendly the spirit might be. A botch implies either a
   violent spirit reaction or possible a miscommunication. A higher level
   in spirit lore might enable a character to react with more senses,
   such as sight or better location ability of a spirit. A spirit lore
   over five would enable some unearthly abilities sensory wise.

   ** Visions: This power atunes a character to the visions of the future
   that are conveyed by spirits. To understand the spirit vision, a
   charcter must role spirit lore & intelligence. These visions are
   completely uncontrollable. To force a vision, two willpower points
   must be spent. A botch implies a drastic misinterpretation.

   *** Name the Spirit: With a roll of Spirit Lore & Intelligence a
   character can learn about the powers and abilities of a spirit in
   question. A higher spirit lore with a good role could conceveably tell
   much more about the spirit. Target number based on type of spirit. (ie
   Learning the true name of Gaia is an extended task. Requiring a ten in
   spirit lore with probably 40 or 50 tens roled, just to have an idea. A
   botch would probably means a wrong name learned and perhaps letting
   the said spirit know who was hunting their true name.)

   **** Malleable Spirit: With a resisted Willpower vs. Gnosis or
   Willpower (of spirit), a character may change the nature, power,
   disposition of the spirit. This requires the expendeture of Willpower.
   More willpower is needed to make more drastic changes. Changing a
   benevolent spirit to malevolent would cost about four WP. A botch will
   have the reverse effect, but still cost the same amount willpower plus
   loss for botch. Failure means the willpower is just lost.

   ***** Enter the Umbra: With an Endurance & Spirit Lore role a
   character can enter the spirit lore. Target number 8, each success
   indicates an hour of real time spent in the spirit world. (However,
   time in the spirit world can travel faster or slower. So a character
   can inadvertantly enter their body in the day time.) Another Endurance
   & Spirit Lore is needed to leave earlier then the time indicated (only
   one success is needed.) A higher spirit lore can effect other things.
   A six allows the character to physically enter the spirit world. A
   seven allows him to bring in two others. An eight allows him to bring
   in five other. A nine allows ten others to be brought in. A ten would
   indicate something amazingly high. A willpower point must be spent for
   each hour/per person in the spirit world. If a person runs out of will
   power or botches a derangement is earned and perhaps a spirit hunting
   the character.

   RITUALS:

   Level one:

   Scapulamancy: This power allows a charatcer to discover a source of
   hunting prey. The collarbone of a desired species is needed. This is
   thrown into a fire (self-control role.) Afterwards it is taking out
   and the cracks made in the collar bone are followed as map. It
   requires a linguistics & intelligence role to understand, target 6.
   Each success is additional to hunt role successes.

   Bane Arrow: A character chants and treats arrows with sacred water of
   some sort. This arrow when fired can cause immense pain in malevolant
   spirits (banes). Although this does not hurt them, it gives time to
   escape or dirupt the spirit.

   Level Two:

   Cleansing: This ritual is basic cleansing ritual a vampire must do if
   they are to truck with a spirit. An unclean vampire must spend an hour
   in a sweet bath. This is good for real world contacts, and minor
   infractions: ie feeding, embracing another, abuse of power. (Raises
   effective humanity by 1 for a night.)

   Sensing the Spirit: This ritual will allow a charcter to sense if a
   spirit is near. This can be preformed on some object and willpower
   must be enfused with the object.

   Hurt the Spirit: By burning tobacco and pour alcohol over a weapon it
   is possible to give it power to actually do some sort of damage to
   things not of this world. It does not do agravated damage though.

   Level Three:

   Tobacco: A vampire burns tobacco to appease spirits and clean
   themselves of wrongdoing. (It raises your effective humanity by 2 for
   one night.) It could also partailly cover some bad aura.

   Summon: By burning tobacco and offering some blood a spirit may be
   summoned. A seperate ritual must be divised for each type of spirit.
   The blood spent can not be the ritualists. And the spirit summoned is
   based in the role of Spirit Lore plus Wits. Target 8, each success
   adds more power.

   Level Four:

   Change Name: This ritual allows someone near death or for other
   reasons to change their true name. It could actually possibly break
   domination over a person, depending on the nature and block future
   scying as the past name is now dead. Something very personal must be
   burned during this ritual. And no attempt may ever be made to
   recognized your past name, lest the ritualUs power is revoked.

   Bleeding: A vampire must do this to cleanse their spirit from more
   greivous actions or if they even consider entering the spirit world.
   The amount of blood let depends on the vampireUs humanity, and
   actions. This is done for murder (particualrly through feeding),
   entering the spirit world, diablre (could lessen the aura taint.) (It
   raises effective humanity by 3 for one night. Or by one for three
   nights.)

   Level Five:

    Restore Humanity: A character must sacrifice a small animal after
   bleeding themselves and transfering their darkness (Feeding their
   blood to it) to this creature. After this is done a roll of humanity
   is made. If the character gets a ten he has a point resotred
   permanently. However he must undergo a second bleeding to cleanse
   himself of the murder of the small animal. This bleeding should
   usually be around 1-3 points.

   Level Six:

   Level Seven:

   Changing Name: this is a heightened version of the name ritual. It
   requires actually changing of your appearance, scarring if nothing
   else is possible However the boon is that blood bonds may be broken
   through this ritual. As the past individual is completely broken. But
   past boons and debts excetera must be forsaken. Depending on the
   nature of the blood bond a character may no longer be allowed to act
   as if they were even the same person with a name change.

   Shape Change: After fasting for a period of seven days a character may
   be allowed to shape change into any animal. However, to do so they
   must spend two blood points for each change. (This is bad magic that
   will darken an aura, so a person must go through cleansing if they
   wish to deal with spirits again.)
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