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64 results for 'D'
Tradition: Dreamspeaker
Matter : 1
Mind : 1
Prime : 1
Under the influence of heavy Quiet, the Dreamspeaker Many Talons batted
her feather against a horde of angry bears that had appeared before her.
The feather did not resonate in her hand, and Many Ta...
Tradition: Dreamspeaker
Matter : 1
Spirit : 2
Dreamspeakers sometimes want to communicate with the
elementals living in material objects. They tickle the
object with their feather and beats their drums to awaken
the sleepy spirits. If it succe...
Tradition: Dancers
Prime : 2
This rote charges the Dancer's blade with
Quintessence, allowing her to spend one point of Quint each time she
strikes, thus causing Aggravated Wounds. It lasts for two rounds per
success....
Tradition: Dreamers
Entropy : 2
Mind : 3
Spirit : 3
This rote is a favourite among the more dynamic Dreamers, who are not far
from Marauders themselves. They reach into the dreams of a person or a
place and then blur the line between dream and realit...
Tradition: Dancers
Life : 5
Matter : 4
The Dancer holds her Lotus
where a vampire can breathe the fragrance, and it restores the
vampire to full mortality....
Tradition: Dreamers
Mind : 5
To actually leave one's body completely behind and permanently take up
residence in the dreaming is a dream most Dreamers share. While some
Dreamers accidentally do this as their bodies are killed d...
Tradition: Dreamspeaker
Spirit : 5
Please refer to MtA-1:p214
Please refer to Mta-2:p.219...
Tradition: Dreamspeaker
Mind : 2
Spirit : 3
The mage breaks down the Gauntlet into the dreams of a sleeping
person. In this way the mage can visit other people in their
dreams and influence their dreams. There are often links to the
chimerae...
Tradition: Dreamers
Correspondence : 3
To teleport into the dreams of other people is a common trick. Usually the
mage concentrates briefly on the person he want to meet, and if that person
is dreaming the mage will appear in his dream. ...
Tradition: Dreamspeaker
Spirit : 2
This is an ancient Dreamspeaker Rote of such antiquity that the Garou
use a much less powerful and versatile version of it that they call the Ritual
of Summoning that they originally learned in the ...
Tradition: Dreamspeaker
Mind : 4
This is a rare and ancient Dreamspeaker Rote, though Masters of all the
other Traditions are aware of variants of it. Simply put, the Mage blocks the
connection between the Garou and the Rage which...
Tradition: Dancers
Correspondence : 2
Entropy : 1
Life : 1
Mind : 3
Time : 2
With this Rote, the Dancer can follow the progress of a
living person through the Dance, from birth to possible deaths. She
can see their health, attitudes, thoughts, and what choices they are
like...
Tradition: Dreamers
Mind : 3
Any Dreamer can control his own dreams, but actually creating dreams from
scratch requires much skill. The Dreamer first empties his mind of other
images, and then focuses it on creating a dream. Cr...
Tradition: Dreamspeaker
Mind : 4
Prime : 2
Spirit : 5
This Creates a spirit that will worship you as its patron spirit.
(3 successes makes a spirit, 5 makes a follower spirit)...
Tradition: Dreamspeaker
Correspondence : 1
Spirit : 1
Please refer to tBoS:p145...
Tradition: Dreamers
Mind : 4
To cause plain chaos and disorder in a dream is quite easy for a true
Dreamer (many just do it for fun with the dreams of unsuspecting sleepers),
but to actually destroy a dream is hard. The mage ha...
Tradition: Dreamers
Mind : 4
Spirit : 4
Many Dreamers are quite paranoid about intruders into their dreams, and
seek to both hide them from other dreamers and to raise barriers against
them. By using Mind the dream can be shaped to reject...
Tradition: Dreamers
Mind : 4
Not only is it possible for a mage to sever the link between a dreamer and
his dream, he can claim dominion over a free dream. To do this he must
extend his mind into the dream and encompass it, ess...
Tradition: Dreamers
Mind : 4
In dreams you are often able to do things you are unable to do in the
waking world, or have new skills. Dreamers are able to actually give
themselves (or others) new abilities, at least inside their...
Tradition: Dreamspeaker
Matter : 3
Spirit : 2
Please refer to MtA-1:p227...
Tradition: Dreamspeaker
Correspondence : 4
Please refer to MtA-1:p.186...
Tradition: Dreamers
Mind : 3
Prime : 3
Spirit : 4
A dream can be turned into a real realm by weaving it into the spiritual
fabric of the Umbra and feeding it quintessence, just like in the creation
of a normal horizon realm. This requires that the ...
Tradition: Dreamspeaker
Correspondence : 1
Mind : 3
Time : 2
This lets you see and actually feel the things that went
on somewhere with someone at a specific time. Very good for things like
"How did this Nephandi temple get here two thousand years ago?", sin...
Tradition: Dreamspeaker
Forces : 2
Matter : 2
Spirit : 2
Please refer to MtA-1:p227...
Tradition: Dreamspeaker
Forces : 4
Please refer to MtA-1:p196
Please refer to MtA-2:p.199...
Tradition: Dreamers
Mind : 1
Prime : 2
By infusing an object, a being or a place in a dream with quintessence, it
is given independent existence. This will empower it greatly, and give it
some permanence. Even if the dream which contains...
Tradition: Dreamspeaker
Matter : 1
Please refer to MtA-1:p202
Please refer to MtA-2:p.206...
Tradition: Discordian
Correspondence : 4
Entropy : 3
This Rote allows the Discordian to drop something on an
object, which can be anything, but works best if it is a part of
the structure or item targetted and declare "I sunk the Titanic!"
or whateve...
Tradition: Dreamers
Mind : 5
The Dream Masters can sever the link between a dreamer and his body. As
long as he doesn't find his way back, he will not be able to awaken in any
way, and if he is killed in the dreams he will die ...
Tradition: Dreamspeaker
Correspondence : 1
Mind : 3
Spirit : 3
Every dream has a name
And names tell your story
This song is your dream
You're the dream operator
--"Dream Operator", Talking Heads
This is a rote created by the D...
Tradition: Dancers
Entropy : 1
Time : 2
With this rote, the Dancer
maintains an awareness of the near- probabilities, and determines
which are most likely to occur--and reacts to them. It can be used to
aid the Ability use in any instanc...
Tradition: Dreamers
Mind : 2
Prime : 2
This rote gives the Dreamer power to temporarily sustain a dream even after
the dreamer has ended dreaming it, preventing it from dissolving or
calcifying. It will continue to exist as long as the m...
Tradition: Dreamspeaker
Mind : 5
Spirit : 5
Please refer to MtA-1:p227...
Tradition: Dreamspeaker
Correspondence : 3
Spirit : 3
Please refer to MtA-1:p227...
Tradition: Dancers
Life : 5
Mind : 2
The Dancer can use this to
utterly change another living being's place on the Dance,
transforming them into another being. It is perfectly permissible to do
this to an unwilling target, provided th...
Tradition: Dreamers
Correspondence : 4
Mind : 3
The ability to link together dreams by portals or smooth transitions is an
important skill for any budding Dream Lord. It requires that the mage moves
them together and find a point or place where t...
Tradition: Dreamers
Mind : 1
This is the basic ability which makes Dreamers Dreamers. They can control
the reality of their own dreams. They have an almost godlike power in their
own dreams if they choose to use it. They can de...
Tradition: Discordian
Life : 5
Mind : 4
This is named for the Discordian who first used it. This
allows the Discordian to not only take on a new form, but also take
on the outward mannerisms, mental attitudes and even appropriate
though...
Tradition: Dreamers
Mind : 3
Spirit : 4
Most Dreamers are solitary and prefer to contact other mages in their
dreams, but sometimes they have to bring them in bodily into their dreams.
Adept dreamers are able to open gates into their drea...
Tradition: Discordian
Correspondence : 5
Forces : 3
Matter : 4
Prime : 2
Using these guidelines, the Discordian can make _anything_ a
livable house. Matter to create the furniture, Forces to provide
power . . . Just remember what would happen if _everyone_ lived
in po...
Tradition: Dreamspeaker
Prime : 5
Please refer to MtA-1:p212
Please refer to Mta-2:p.215...
Tradition: Dreamers
Mind : 2
Time : 2
By reaching back into time and into the subconscious of a sleeper, a
Dreamer can make him remember a forgotten dream and begin to dream it
again. This is seldom entirely perfect, since it often deca...
Tradition: Discordian
Entropy : 2
Forces : 2
[If a group of enemies is shooting at you, MIBs in my case, up the chaos in the
vectors of their bullets, and make them shoot wide, at each other, at random
birds flying over- but make sure to DECRE...
Tradition: Dreamspeaker
Spirit : 3
Another ancient Dreamspeaker Rote that has fallen into disuse and
disfavor, it was important during the Impergium and before the rise of the
Technocracy but has become less so with the increasing po...
Tradition: Dreamspeaker
Prime : 5
Spirit : 4
this rote combinds the gauntlet prision of spirit 4 with the alter flow
of prime 5. In effect the rote traps the attacking spirit in a gauntlet
of 11(?) within the umbra, then the mage draws the qui...
Tradition: Dreamspeaker
Prime : 5
Spirit : 4
This rote combinds the gauntlet prision of spirit 4 with the alter flow
of prime 5. In effect the rote traps the attacking spirit in a gauntlet
of 11(?) within the umbra, then the mage draws the qui...
Tradition: Dreamspeaker
Correspondence : 2
Spirit : 1
Please refer to tBoS:p140...
Tradition: Dancers
Correspondence : 2
Entropy : 2
This rote
enables the Dancer to find her way nearly any location she can
visualize. She simply walks in the directions which "feel right"
according to her vision of the Dance, and arrives in the pr...
Tradition: Dreamspeaker
Entropy : 2
Spirit : 2
By singing and dancing the songs of mourning the dreamspeakers
are able to see the worlds of the dead and communicate with the
wraiths who live there. To see the dark world, they look
through the f...
Tradition: Dreamspeaker
Life : 1
Spirit : 2
Dreamspeakers often contact the spirits of nature. They
seek to awaken the spirits around themselves by dancing,
drumming and singing ancient songs. If they are lucky
they might contact the spirits...
Tradition: Dreamspeaker
Life : 4
Matter : 2
Prime : 2
Spirit : 2
Time : 2
Please refer to tBoS:p147...
Tradition: Dreamers
Mind : 4
This rote allows a Dreamer to try to sever the link between the person
dreaming a dream and the dream itself. If it succeeds the dream will become
free, hopefully without damage.
[The number of s...
Tradition: Dreamspeaker
Forces : 4
Prime : 2
Spirit : 4
Please refer to tBoS:p141...
Tradition: Dreamers
Spirit : 2
To travel in the dreaming many mages employ the services of the
Dream-Stead, beings which will happily work for the mage in exchange for
Quintessence. They can look like anything, ranging from horse...
Tradition: Dreamers
Correspondence : 4
Sometimes Dreamers need to get hold of people outside their own dreams. One
way is to literally teleport them into the dream of the Dreamer from their
own. This can be quite an advantage, as they no...
Tradition: Dreamspeaker
Entropy : 3
Forces : 2
The air in front of a speaker's mouth fluxuates and distorts their
speech. The speaker is aware of this distortion; To prevent this, add
Mind 2. With enough successes, the speaker's words can be a...
Tradition: Dreamspeaker
Mind : 5
Spirit : 5
This ancient Dreamspeaker rote is both highly successful, and highly
deadly. The Dreamspeaker
enters the dreams of the disturbed (originally a Sleeper, who would
complain to his shaman about
"wron...
Tradition: Discordian
Entropy : 5
Mind : 4
With this Rote, the Discordian can cause the targetted
individual to not only lose track of what she was doing, but fill
her mind with total confusion and a tendency to perform the
opposite of what...
Tradition: Dreamers
Correspondence : 2
Mind : 1
Spirit : 1
One problem most Dreamers have is to find their way through the shifting
Chimerae and other dreams. By concentrating on the destination, the mage
can find a path leading to it. This path is by no me...
Tradition: Dreamspeaker
Entropy : 1
Life : 1
Mind : 1
This rote allows the mage to tell if another person is lying....
Tradition: Dreamspeaker
Spirit : 2
A Vision Quest is a difficult way to contact spirits, but it
is immune to Paradox. There are many different ways of bringing
on the visions that allow the Dreamspeaker to communicate with
the spir...
Tradition: Dreamers
Spirit : 3
It is possible for a dreamer to cross over from the dream realms into the
waking world by breaking through the gauntlet of the realms into reality.
The mage appears physically in the world, and now ...
Tradition: Dreamspeaker
Life : 3
Spirit : 3
This rote alows the mage to attempt to suppress or "bind" the form of a Garou.
It attemps to both physically and spiritually bind the Lupine. [Diff # = Rage
of Target, cumulative successes must = or...
Tradition: Dreamspeaker
Mind : 1
Spirit : 2
[The mage gains a point of Rage per success. For the duration of the rote, he
can act just as a garou with this Rage score, including spending rage, making
rage rolls, and risking Frenzy. If cast as...
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