升起太阳 该仪式几乎是个传说。有关它被施展的最后一次可靠报告能追溯到一三零零年,当时克洛坦还和筑墩者(
译注:北美五大湖地区史前印第安人的别称)梦语者法师以及赫利俄斯是盟友。它只在夜晚施展,这是有原因的:据说它不管什么时候都能召唤太阳从地平线上升起,带来新1天。这是召来赫利俄斯化身照亮了仪式与真正破晓间的黑夜,还是的确改变了目标区域的时间流动,已不为人所知。
系统:未知。仪式等级6表明了成功施展这种仪式的极高难度,仪式成功的实际几率依叙事人定。
出处:《克洛坦之歌(WW3112)》第121页复仇蜘蛛仪式(神秘) 这个邪恶可怕的仪式自白嚎堕落后就一直处于沉寂,埋藏在妖蛆轶闻的最深处,等待着末日到来后重见天日。只有最强大的妖蛆祭司才可能成功使用它,而绝大多数仪式参与者在仪式结束时肯定会被逼得有自杀倾向并疯掉。即使在末日来临时也只有两人知晓它——一位人类法师,一位位阶5的舞者通神者(若叙事人没有已加入编年史的更合适人选,那默认是吞噬一切者安雅可)。
该仪式需至少5名祭司参与。它还需要些重要道具。仪式大师须有弗莱特·韦尔米斯
《普列坦诸钥》九十二个副本之一,他要在每天施展时大声朗读(
译注:3级,灵知点5。一本有关妖蛆军团的十九世纪著述。阅读者被妖蛆灵体附身的难度-2,但能获得有关妖蛆仆从的知识)。仪式召唤蕴藏在灵魂红石中的黑暗智慧(
译注:灵魂红石,5级,灵知点7。用舞者圣地心脏的物质雕刻,含有一位死去舞者的灵魂。激活后佩戴者获得舞者生前的知识,并能在梦中受其指导),它也需要5
加仑瘴气之火(这些道具详见
《第2版妖蛆之书》第144-146页)。
和获得上述任何必需道具一样难的是,祭司还得捉住——活捉——5名单个部落的位阶5狼人。月兆要各不相同,因此仪式受害者象征性代表了那个部落的整体涉猎。
复仇蜘蛛仪式需7天完成。它必须在满月或新月之夜开始。仪式大师和其它参与者在7天里不能睡觉或休息,但他们能用食物、水和任何他们保持意识所需的神秘或化学物质来让自己保持清醒。
仪式的每1天都会给狼人受害者带来新一系列折磨。狼人在这周里都会被提醒只有妖蛆能减轻自己的痛苦。第1天相对简单:羞辱。狼人会被嘲笑,被迫在妖蛆标志前肉身下跪,而部落图腾的标志则被毁坏亵渎。第2天是伤痛。狼人都被暴力殴打,然后被治愈,又被殴打,如此循环1整天。祭司要小心避免使用任何会给狼人造成无法快速愈合伤口的武器。
第3天是侵犯。狼人被折磨者反复性侵,他们的心灵被读心灵赋和灵咒穿透。他们最黑暗的秘密被大声读出让所有人听到。第4天是暴露。祭司小心熟练地用银制工具将狼人跳动的心脏暴露在空气中,而不让他们死去。第5天是折磨。狼人被虐待到濒临死亡,这包括低位阶狼人可能无法幸存的可怕伤害。
第6天是救赎。仪式大师治愈过去几天造成的所有伤害,恳求妖蛆带来救赎,并让他们从痛苦和疑惑中解脱。
第7天是死亡。狼人被仪式性地一同杀害,他们的心脏被祭司吃掉。
若仪式被打断,它会没有灵性影响地结束(受折磨狼人可能例外)。
若仪式没有中断地完成,有三种可能:
若5名狼人都在这周某个时候向妖蛆哀嚎请求喘息,部落图腾精魂堕落到为妖蛆服务。
若有狼人在这周结束前死去,部落图腾精魂死去。
若仪式最后一刻都没有狼人死去,甚至没人向妖蛆哀嚎,那么图腾精魂至少休眠1年,但不会被摧毁,也不会落入妖蛆手中。
系统:该仪式不真需要太多机制系统。很难想象仪式受害者会是玩家角色——实际上
强烈推荐
不要扮演出该仪式。相反,狼群可能在事后发现它,或发现自己要与时间赛跑来阻止它。提供上述细节是让叙事人判断仪式被打断时正进行的活动,或让调查这种仪式的后果的狼人能拼凑出到底发生了什么。
参与祭司至少须有灵知点5。尚未疯掉或服侍妖蛆的祭司得定期做意志点检测来继续施展它。只要至少有5名合格祭司继续参与仪式,那么有祭司疯掉或死亡不影响。
该仪式的狼人受害者若没有哀嚎求助,那么无论死活都会获5荣誉声望。若向妖蛆哀嚎,3种声望都失去1点;若是第五个哀嚎的,
至少失去1整个位阶。
受害者需反复做意志点检测来避免呼唤妖蛆的温柔之手——鉴于仪式受害者、祭司都可能是叙事人角色,为了故事而一笔带过这些检测是最合理的。
出处:《怒嚎末日(WW3999)》第198-199页原文:
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Raise the Sun
This rite is almost legend; the last reliable report of its performance dates back to 1300 AD, when the Croatan were still allied with the Mound Builder Dreamspeakers and Helios. The rite is performed only at night, for good reason: it is said to call the sun to rise over the horizon regardless of the hour, bringing on the next day. Whether this calls on an avatar of Helios to light the hours between the rite and actual daybreak or it actually alters the flow of time for the target area is unknown.
System: Unknown. The effective rite level of six represents the extreme difficulty of enacting such a rite with any success; the actual chances of the rite working are left to the Storyteller's discretion.
Source: Croatan Song (WW3112), Page 121
Rite of the Vengeful Spider (Mystic)
This dire and poisonous ritual has lain dormant since the fall of the White Howlers, hidden in the bowels of Wyrm lore, waiting for the dawn of the Apocalypse to see its use. Only the most powerful Wyrmish ritualists have even a prayer of using it successfully, and most of those who participate in the ritual will surely be driven suicidally insane by the rite's end. Even at the dawn of the Apocalypse, only two individuals know the rite - one human wizard, and one Rank Five Black Spiral Dancer Theurge (Anyakh the All-Devourer, unless the Storyteller has a more appropriate candidate already participating in her chronicle). By the end of the rite, an Incarna spirit is either destroyed, driven into dormancy, or falls into the service of the Wyrm.
The ritual requires the participation of at least five ritualists. The rite has several other major elements. The ritemaster must have one of the 92 copies of Frater·Vermiis's The Pretanic Keys on hand, for he reads aloud from it daily during the rite's performance. The rite calls upon the dark wisdom embedded in a Soul Ruby, and it also requires five gallons of Balefire (see Book of the Wyrm, Second Edition, p.144-6 for details on all these elements).
As difficult as the acquisition of any of the above elements must be, the ritualists must also capture - alive - five Rank Five Garou of a single tribe. No two of these Garou may be of the same auspice; thus, the rite's victims symbolically represent the entire breadth of that tribe.
The Rite of the Vengeful Spider takes 7 days to complete. It must begin on the night of a full moon or new moon. Through the 7 days of this ritual, the ritemaster and other participants may not sleep or otherwise rest, though they may sustain themselves with food, water, and whatever occult or chemical substances they require to remain conscious.
Each day of the rite brings about a new series of torments to its Garou victims. Throughout the week the Garou are reminded that only the Wyrm can ease their suffering. The first day is relatively simple: Humiliation. The werewolves are mocked, physically forced to prostrate themselves before the sigil of the Wyrm, and the sigil of the tribal totem is defaced and desecrated. The second day is Injury. Each of the werewolves is brutally beaten, allowed to heal, and beaten again, for a full day. The ritualists carefully avoid using any weapons whose wounds a werewolf cannot quickly heal.
Day three is Violation. The Garou are repeatedly sexually violated by their tormentors and their minds are penetrated by mind-reading Gifts and Charms. Their darkest secrets are announced for all to hear. Day four is Exposure. The ritualists carefully and deftly use silver instruments to expose the werewolves' beating hearts to the elements while keeping them alive. Day five is Torment. The Garou are abused to the very point of death, including terrible injuries that a werewolf of lesser rank could not possibly survive.
Day six is Redemption. The Ritemaster heals all the injuries caused over the past few days, beseeching the Wyrm to bring redemption and a surcease from pain and doubt.
Day seven is Death. The Garou are ritually slain in unison and their hearts devoured by the ritualists.
If the rite is interrupted, it ends without spiritual repercussions (except possibly to those Garou who are tormented).
If the ritual is completed without interruption, there are three possibilities:
If each of the five Garou cries out to the Wyrm for respite at some point during the week, the tribe's totem spirit falls to the Wyrm's service.
If any of the Garou die before the week ends, the tribe's totem spirit dies.
If none of the Garou die until the final moment of the ritual, and even one of them avoids calling out to the Wyrm for respite, the totem spirit goes dormant for a period of at least one year, but is not destroyed nor does it fall into the Wyrm's hands.
System: Not a lot of game mechanical systems are really called for through this rite. It is hardly expected that the victims of the ritual will be the troupe's characters - in fact, it is strongly recommended that this rite not be played out. Rather, the pack may find out about this ritual after the fact, or find themselves in a race against time to stop it. The details above are provided so that the Storyteller may gauge what activities are going on as the rite is interrupted, or so that Garou who investigate the aftermath of such a rite can piece together what went on.
Any ritualist participating must have a Gnosis of at least 5. Ritualists that aren't already insane or in the service of the Wyrm must make regular Willpower tests to continue to perform the rite. The loss of a ritualist to madness or death does not impact the rite itself so long as at least five qualified ritualists continue to participate.
Garou victims of this ritual gain 5 points of Honor Renown, whether they live or die, if they make it without calling out for surcease. They lose one full point of all three Renown types if they call out to the Wyrm for respite; they lose at least an entire rank if they are the fifth Garou to cry out.
The victims must make repeated Willpower tests to avoid calling out for the Wyrm's gentle hand - given that the victims of the ritual, as well as the ritualists, are all likely to be Storyteller characters, it makes the most sense to simply handwave these tests in the interest of the story.
Source: Apocalypse (WW3999), Page 198-199
This post has been edited by Lord Ex: 2023-05-12, 16:03