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MAGES

THE AWAKENED

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 EUTHANATOS

A.K.A The Chakravanti

(TRADITIONS)

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Death is not an end but simply part of a larger cycle. Life picks up where death leaves off, and death finishes what life begins, bringing it back around for another go at things. Sometimes, a life becomes toxic to everything nearby. At that point, death becomes a blessing… a blessing the Euthanatos Tradition is ready to bestow. The Euthanatos… or, more correctly, Euthanatoi… see themselves as keepers of the Wheel. That’s a problematic duty, with fear and corruption its perpetual companions. The will to live is strong, and so the “good death” mages often find themselves cast in the murderer’s role. Even the kindest of them – the ones who become medical professionals, priests, grief counselors, and so forth – spend most of their time around death and its complex passions. Each member of the group has himself died and been reborn. In a literal sense, the Euthanatoi carry a bit of death everywhere they go. The group’s name itself has been problematic. Aside from the mangled Greek in its common form, that “good death” title has defined the Tradition in murderous terms. Many Thanatoics prefer the old name, Chakravanti, or “people of the Wheel.” As the Council moves toward its new form, the pressure to return to that name – or to choose another, Niyamavanti, “people of our Rule,” that lacks the baggage of those old names – increases. After all, if individuals can reincarnate themselves, why shouldn’t the Tradition based around reincarnation do the same? Reincarnation forms a vital part of this Tradition. These mages don’t just believe in it – they know from personal experience that reincarnation exists. Rooted in a fusion of reincarnationist creeds from India, Greece, Africa, Tibet, and elsewhere, the group keeps the Great Wheel spinning. In the old days, this was easier. People lived, they died, they joined the Wheel and returned to live new lives. But between the spread of one-life creeds, materialist atheism, resuscitation techniques, titanic wars, and the sheer number of living and dying people, the Great Cycle has been jammed. Abominations like vampires and other undead things have multiplied. The material and spiritual realms have been packed with ghosts of many kinds, and although the Avatar Storm might have offered a housecleaning of sorts, the Wheel has required… shall we say, more direct forms of maintenance. And so, reincarnationists have, all too often, been forced to become killers. Even so, life, not death, is the true heart of this Tradition. Above all things, the Wheel must be maintained.

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Organization:

Like their Verbena and Ecstatic allies, the Chakravanti pursue a sometimes sinister Path that other mages often fear and rarely understand. Yet among the Traditions, this group is perhaps the most ethical. Their awful responsibility demands no less. The group’s strict code – the Dharmachakra, or “Eight-Spoked Wheel of the Law” – emphasizes the Cycle (Samsara); unity of all things (Advaita); acceptance of mortality (Kala); responsible guardianship (Pravitra); self-control (Dama); compassion (Daya); avoidance of temptation (Tapas); and the personal experience of death and rebirth (Punarjanman). Although the group itself lacks rigid hierarchies, all members of this Tradition are expected to know and follow this code, on pain of final death and removal from the Wheel.   This strict code requires strong bonds between mentors and initiates. As a result, although the death-Tradition contains many different sects, the relationship between a teacher (Acarya) and her student (Chatra) is essential. The Chatra swears a Vrata (“life-oath”) to both his mentor and to the Tradition as a whole. Breaking that oath disgraces not only the student but the teacher as well… and compels the Acarya to hunt her student down for punishment.

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Initiation:

Each Thanatoic mage undergoes the Diksha: a ritualized physical death. Returning from the Shadowlands, that person undergoes a long apprenticeship that includes memorizing the Niyama and learning the many arts of healing, fate, and murder. Such apprenticeships can last for years and typically involve quests, tests, and challenges in which the student confronts the awful implications of his Path. Without that awareness, after all, a “death-mage” is exactly what people think he is: a monster who’s everything this Tradition has sworn to destroy.

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Affinity Spheres: Entropy; Life or Spirit.

Focus:

As masters of life, death, Fate, and Fortune, the Euthanatoi view magick as an extension of the Cycle. By turning the Wheel, these mages control probability as well as the forces of mortality. That turning focuses on the cyclical nature of existence, and so a Chakravat uses practices and instruments like crazy wisdom, faith, High Ritual, medicine-work, reality hacking, martial arts, shamanism, and occasionally Voudoun to direct those energies toward the desired end. Yoga has an essential place in this Tradition’s Arts. Divine Order and Earthly Chaos might be the group’s most common paradigm; others include Everything’s an Illusion, Creation’s Divine and Alive, and even, believe it or not, It’s All Good – Have Faith.

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Stereotypes

Fellow Traditions: The most fascinating parade of visionaries, misfits, bastards, and heroes ever to walk the Earth and survive the experience for long.

The Technocracy: Slick pride-monsters taking a metallic dump on the Great Wheel.

The Disparates: Conventional wisdom says they’re dead… but dead things have a way of coming back around.

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ROTES

Do Remember allocation of successes and success limitations still applies to rotes

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VIEW THE SCATTERED LOTUS PETALS

Prerequisites:  Occult ◉◉  Arete  â—‰â—‰

ENTROPY â—‰, TIME â—‰â—‰ optional  CORRESPONDENCE  â—‰â—‰

This rote is a more sophisticated version of the prophetic magic common to many Traditions. The mage follows fate's threads along several paths at once and learns about the many possibilities the future might hold. Some Wheel-turners use dice or lots. Others prefer elaborate computer simulations and meditation.

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SUCCESSES REQUIRED ◉◉◉/â—‰     (however you may need other successes to allocate where appropriate)

Entropy allows the mage to read along several different time lines instead of the single thread allowed by conventional prediction. After spending successes on the target (the subject of inquiry) and the length of time into the future she wishes to look, each success reveals one possibility. These are usually fairly vague, but spending additional successes for each possible future affords visions of greater clarity and detail. Adding Correspondence allows the mage to use this rote at a distance.

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GIFT OF PRANA

Prerequisites:  Occult ◉◉◉  Arete  â—‰â—‰â—‰

LIFE â—‰â—‰ or â—‰â—‰â—‰ PRIME ◉◉◉  

Euthanatoi are healers as well as killers. By meditating on the Great Wheel and its effects on the ebb and flow of prana (life energy,) a Wheel-turner can transfer extra vitality to an ally. This is bound into the subject's chakras until he's injured. When the body's energetic balance changes in response to the wound, the extra life energy flows into the proper place and repairs the damage. Chanting, herbal treatments and bloodletting are all common ritual tools in the creation of this effect.

SYSTEM:

SPEND â—‰ QUINTESSENCE

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SUCCESSES REQUIRED ◉◉◉◉◉/â—‰     (however you may need other successes to allocate where appropriate)

After spending successes on duration and targeting, and spending a point of Quintessence (effectively "enchanting" the target) each success creates a "healing pool" of two health . If the subject is injured before the end of the rote's duration, these health levels automatically heal the injury as much as possible. Healing bashing damage is coincidental, healing lethal wounds is usually vulgar (minor injuries are an exception) and healing aggravated wounds is always vulgar. The mage must decide what kinds of injuries the spell will heal and whether or not it works around witnesses as she is casting it. This determines the rote's difficulty. The Life 2 version affects only the caster, while the Life 3 Effect can be used on others.

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MAGIC BULLET

Prerequisites:  Occult ◉◉  Arete  â—‰â—‰

ENTROPY â—‰â—‰  FORCES ◉◉  Optional CORRESPONDENCE â—‰ TIME ◉◉

An intersection between technological and mystic mythologies, this rote is cast a number of ways by Euthanatoi who are comfortable with incorporating modern technology into their magic. Lhaksmists work mathematical formulae into the stocks of their rifles. Irony-minded members of the Golden Chalice inscribe "to the fairest" on their bullets in archaic Greek.
The end result is a bullet that, once it strikes a target, takes advantage of improbable - but possible - permutations of physics to travel in unusual directions, ricocheting into secondary targets and baffling investigators. A skilled death mage can dispatch a group of scattered targets with a single shot.

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SUCCESSES REQUIRED ◉◉◉◉  (however you may need other successes to allocate where appropriate)

Forces and Entropy direct the kinetic energy of the bullet in potent and highly improbable ways, allowing the mage to strike multiple targets with a single shot - even if, in a sane world, the secondary targets would never be in the bullet's trajectory.
Each success allows one additional target to be struck by the same bullet.

The player makes a single firearms attack Difficulty 10+ all targets make a dodge roll Difficulty 10+.

This shot counts as a single shot, and no other -mode- may be used.

This rote is often combined with Time magic to enhance the shooter's accuracy (+1 per allocated success to a max of +6)

Using Correspondence allows "indirect fire," as the bullet rebounds into a target that the mage can't see (but can perceive with Correspondence.) Believe it or not, this rote is usually coincidental.

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RUDRA'S BOW

Prerequisites:  Occult ◉◉  Arete  â—‰â—‰

LIFE  â—‰â—‰â—‰  FORCES ◉◉ 

Natatapas emulate the power of the archer-god Rudra as well as the legends of the Kshatriya (warrior caste) archers of ancient India. Other Euthanatoi draw power from their own legends, such as Pomegranate Deme warriors who concentrate upon Artemis' ways. In doing so, the Euthanatos makes his bow supernaturally powerful and grants himself the strength to pull it. This rote retains a surprising degree of popularity because of the availability and silence of the weapon it enhances.
Depending on the divine attribute the caster invokes, the arrows have additional effects. Rudra was the plague-bringer of Vedic India, so his arrows typically pass on a potent disease.

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SUCCESSES REQUIRED ◉◉◉◉  (however you may need other successes to allocate where appropriate)

Each success adds two  damage to a single bow shot.

Arrows of Rudra deliver aggravated damage (using Life 3) as disease tears through the target's body.

They require twice as many successes per shot as well as a single success to affect the target.

Other divine arrows burn their enemies, fill them with terror or otherwise inconvenience them. Additional Spheres are needed to activate these effects.

 

PERSEPHONE'S NECTAR

Prerequisites:  Occult ◉◉◉ Arete  â—‰â—‰â—‰

CORRESPONDENCE ◉◉◉ LIFE  â—‰â—‰â—‰ MATTER ◉◉

The signature rote of the infamous Golden Chalice, Persephone's Nectar turns an ordinary liquid into a poison that is keyed to a single target's humors. The Euthanatoi use alchemy (substances that mirror the target's mystical "chemistry") or sympathetic magic (blending hair or bodily secretions) to create a poison that will only affect a single, predefined victim. This is usually added to a beverage; anyone who drinks it will notice something unusual about the taste. Depending on the victim's alchemical balance, the brew might taste a tad sweet, bitter or salty, but not to any degree that's out of the ordinary.
Variants of Persephone's Nectar are used with foodstuffs, household cleaning supplies and gasses. Some versions also mystically age their targets, put them to sleep or induce visions. Some Euthanatoi create artifacts that have the power to create Persephone's Nectar at will. The Golden Chalice was well-known for their eponymous devices, but golden goblets have fallen out of fashion; most Sleepers don't use them and many of the Awakened don't trust them.

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SUCCESSES REQUIRED ◉◉◉◉◉ â—‰  (however you may need other successes to allocate where appropriate)

To create the nectar, the player must score enough successes to connect the target to the toxin (as per the Correspondence Range Chart) plus successes to inflict injury (2  aggravated wounds per success spent) and duration (after which the poison loses its potency.)
Correspondence prevents the substance from injuring anyone else (as a Ban) and Life and Matter compose the supernaturally potent toxin. The presence of the nectar's magic can be detected with the appropriate mystical senses; most Euthanatoi use additional magic to mask it if the target is a mage.

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THE SONG OF FLIES

Prerequisites:  Occult ◉◉ Arete  â—‰â—‰

MIND ◉◉  PRIME  â—‰  Or  MATTER â—‰ TIME ◉◉

No death is ever truly forgotten. Some Euthanatoi can pluck the vibrations of an event from the cosmos by chanting the Om and opening their minds to the sudden whispers of death that remain. Others examine the pallor of the deceased, the pattern of a spray of blood, or the paths that corpse-flies flitter to learn how someone died.
Death mages use this rote to hunt down murderers and investigate questionable deaths. It's common to use this rote to examine the victims of neophyte Ethanatoi; their seniors can determine whether a Good Death was skillful or merciful enough.

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SUCCESSES REQUIRED ◉◉◉  (however you may need other successes to allocate where appropriate)

The Mind/Prime version of this rote is used to examine the scene of a death for psychic impressions and magical Resonance.

The Matter/Time version is used on a subject's corpse, as the mage looks back through time to discover what killed the victim.

The first version of the rote cannot directly identify a murderer, though it can point out the emotional state of any nearby parties and their specific Resonance Traits. Clever mages can use these facts to find a killer or bystander.
The second version requires 2 successes as well as enough successes to look back in time to the moment of the victim's death. it provides straightforward information, but it can be blocked by Time wards.


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NECROURGY

Prerequisites:  Occult ◉◉ Arete  â—‰â—‰

SPIRIT ◉◉    Or  FORCES ◉◉ MATTER ◉◉ PRIME  â—‰â—‰

A dance. A shake of the rattle. A rhythmic chant. All of these carry their vibrations into the earth and sky and remind the world of the secret motion that floods all creation. In those sacred moments the still hidden things - the dead things - shake off the inertia of ages and dance to the hidden music of the Iron Wheel.
Reanimation imbues human remains with the power to move in the semblance of life. There are two generally accepted ways to do this. The first is to call a spirit (not necessarily the former owner of the corpse) to rouse the old flesh and bones. The second is to rekindle the fire of Ojas in the bones themselves so that they rise under their own spiritual power. In ancient times the Pomegranate Deme and Natatapas both used permanently animated skeletons, but the Paradox-prone nature of the rite makes it a rarely used one.

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SUCCESSES REQUIRED ◉◉◉◉  (however you may need other successes to allocate where appropriate)

If a mage knows an appropriate spirit (through the use of an appropriate Knowledge or in-game experience) then he can use the first version of this rote to call it to the body and bargain it inside. Note that there are a few spirits who get a kick out of animating corpses: spirits of fear and the wraiths who used to wear the bodies in question tend to be enthusiastic volunteers, though the mage may be getting more than he bargains for in both cases.

The second version rouses the latent Quintessence in a body and uses it to impart motion.

As a rough guide, a corpse (or parts thereof) has as 2 health levels per successes spent(max 6)  Strength of 2 per success spent (max 6) The caster must score three successes, plus one per animated target.

 

SALT ON THE EARTH

Prerequisites:  Occult ◉◉◉ Arete  â—‰â—‰â—‰

CORRESPONDENCE ◉◉◉   ENTROPY  â—‰

Indian and Greek traditions recognize the purity of salt. Necrourgists use it to ward off the predation of ghosts. Some do so to defend the innocent from a terrifying haunting, while others simple evade the due that meddling with the Underworld earns them. The mage casts a circle of salt and calls to the gods of the living and the dead to keep their territories separate and sovereign. In turn, the circle marks this strengthened boundary; those within it are warded from the powers of the Underworld.

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SUCCESSES REQUIRED ◉◉◉◉  (however you may need other successes to allocate where appropriate)

This variation on a Ban prevents Entropic energies from crossing a boundary of the mage's choosing (typically a circle of salt.) Since ghostly powers (such as Arcanoi) carry the flavor of decay, they may not pass the barrier. This only applies to supernatural powers that manifest in the lands of the living; the ghost may use its powers or pass freely through the affected area as long as she remains in the Shadowlands. A wraith can't simply walk across the barrier from the Shadowlands and wreak havoc from the inside; the magic permeates the affected area, not just the circle.
After spending two successes and any successes on duration and/or the number of additional Patterns protected, the rote typically subtracts one success from the use of an Arcanos per success spent on the ban's potency. very devious or powerful ghosts may be able to evade this. The rote has no effect on the bodies of the Walking Dead (and similarly animated bodies,) who can shamble into the area at will.


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JIVITAMARANA "DEATH IN LIFE"

Prerequisites:  Occult ◉◉◉◉ Arete  â—‰â—‰â—‰â—‰

ENTROPY  ◉◉◉◉ or MATTER  ◉◉◉◉ LIFE  ◉◉◉◉

The Knights of Radamanthys and the Devasu make use of this rote when they are forced into direct combat. Special breathing and ingesting a near-fatal dose of barbiturate brings the mage to the Coumantha between life and death. In this in-between state, their corpse-like bodies feel no pain and they can shrug off horrific injuries.

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SUCCESSES REQUIRED ◉◉◉◉ or ◉◉◉◉◉ ◉◉◉ (however you may need other successes to allocate where appropriate)

For the duration of the rote, the mage becomes something very much like a walking corpse; treat lethal damage as Bashing and  halves all bashing damage (cannot halve bashing that is converted from lethal 

The mage's Life Pattern becomes indistinct, Life effects targeted at the mage have their difficulty increased by 1.
This strength has a price. The mage's body is insensitive to tactile stimulus and he automatically fails most applicable Perception-based tests. His withered, pale visage adds +2 difficulty to all social feats.  Finally, the mage possesses an additional Entropic Resonance Trait for the duration of the rote.

 

DUKHAMARANA MOSKA

Prerequisites:  Occult ◉◉◉◉ Arete  â—‰â—‰â—‰â—‰

ENTROPY  ◉◉◉◉ LIFE  ◉◉◉

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SUCCESSES REQUIRED ◉◉◉◉◉ ◉◉ (however you may need other successes to allocate where appropriate)

Also called Release of Agonizing Death, this rote is used when a Euthanatos deems someone worthy of a particularly painful death. Not only does it do aggravated damage, but the wounds caused won’t heal without active mystical intervention, as the target’s ability to replenish their Pattern has itself been destroyed. Anyone killed with this effect turns into a lifeless dust and cannot be recreated. (in original body that is, only the life is destroyed not the soul ) If the target is killed, the user gains a trait of Entropic Synergy. NOTE: This is 100% a pattern attack.

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SEE THE SOUL'S BURN

Prerequisites:  Occult ◉◉ Arete  â—‰â—‰

ENTROPY  ◉◉ MIND  â—‰ SPIRIT â—‰

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SUCCESSES REQUIRED ◉◉◉ (however you may need other successes to allocate where appropriate)

Though not able to see the details, this rote allows a Euthanatos to see whether the target is guilty, in general terms. (very general terms..some may be -more- guilty than others depending on their moral degradation, this does not determine remorse , this determines culpability) 

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BALANCE THE SCALES

Prerequisites:  Occult  ◉◉/â—‰ Arete  â—‰â—‰/â—‰

ENTROPY  ◉◉ or â—‰â—‰â—‰  LIFE ◉◉ or MATTER ◉◉ or FORCES ◉◉

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SUCCESSES REQUIRED ◉◉◉◉◉/◉ (however you may need other successes to allocate where appropriate)

With this, the Euthanatos can cause small accidents or fortunes, the Entropy 2 version works once, Entropy 3 lasts for a duration. The Pattern sphere dictates the sort of coincidences to occur.

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THE BURNING LOTUS

Prerequisites:  Occult ◉◉◉◉◉ Arete  â—‰â—‰â—‰â—‰â—‰

PRIME  ◉◉◉◉◉ ENTROPY  ◉◉◉◉  FORCES ◉◉◉ optional SPIRIT ◉◉  MIND  ◉◉◉

SYSTEM:

SPEND ALL QUINTESSENCE!

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SUCCESSES REQUIRED ◉◉◉◉◉ ◉◉◉◉ (however you may need other successes to allocate where appropriate)

A suicide maneuver that is rarely used, the Euthanatos pulls all the Quintessence they can, from their body, the surrounding area, anything at all. This Quintessence then fuels a massive storm of elemental fury that consumes and degrades anything in its path for 8 meters per success. (Note: Mage is center of this storm and is affected too)

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KISPU

Prerequisites:  Occult ◉◉◉ Arete  â—‰â—‰â—‰

ENTROPY  ◉◉◉ CORRESPONDENCE  â—‰â—‰â—‰ 

SYSTEM:

SPEND ALL QUINTESSENCE!

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SUCCESSES REQUIRED ◉◉◉◉◉ ◉ (however you may need other successes to allocate where appropriate)

Inspired by a Babylonian ritual to ease the transition of a soul to the afterlife, modern Euthanatos sacrifice an animal, recite the names of gods of the dead, and, in doing so, can prevent a person from becoming a Wraith.

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GEASA

Prerequisites:  Occult ◉◉◉◉◉  Arete  â—‰â—‰â—‰â—‰â—‰

ENTROPY ◉◉◉◉◉

The Aided know the importance of ritual taboos. Even though they're a hindrance at times, they can also grant extraordinary power, such as in the case of Cu Chulainn's battle-might.
Typically, a Wheel-turner lays one or more Geasa after examining the weave of Destiny around the subject; Astrology and Omens are typical foci. The mage then asks fate to give the spell's subject its attention. Geasa are often laid at birth, but it isn't unprecedented to acquire them or even seek them out in exchange for a special blessing, or Buada.
The rite of laying Geasa also includes the granting of Buada. The Wheel-turner doesn't have to magically create the Buada; Destiny reacts to the fundamental change brought about by accepting the taboo and the new blessing compliments it.

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SUCCESSES REQUIRED ◉◉◉◉◉  (however you may need other successes to allocate where appropriate)

Every success allows the mage to place one level of  Geasa upon a willing subject.

Spending five additional successes makes the taboo permanent.

Interestingly, the mage has no control over what sort of Geasa manifest, although she knows what they are upon releasing the spell.
For every point of Geasa, the character gains +1 to an individual  attribute or skill. (Pattern bleed and paradox are still in play for pushing boundaries too high beyond natural )This is the Buada. These benefit the character for the duration of the Effect.
Breaking a single Geasa dooms the subject to gain -2 (per initial successes)  to the attribute or skill that was enhanced. 

GEASA LEVELS

â—‰

Easily avoided circumstance or trivial sacrifice: Never break bread with a red-haired man, say your prayers every night, take your vitamins, never harm the king, don't eat ham, keep one small secret

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Unlikely circumstance or a small sacrifice: Stop and pet every cat you see, never eat any animal product, never harm a certain type of animal or a certain type of person, never raise your sword in anger  

Almost unavoidable circumstance or significant sacrifice: Remain a virgin, never harm a living creature, never tell a lie

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Everyday circumstance or common sacrifice: Never back down from a fight, never tell a secret, never refuse hospitality, never marry, never have children

◉◉◉◉ 

Almost unavoidable circumstance or significant sacrifice: Remain a virgin, never harm a living creature, never tell a lie

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Inevitable circumstance or incredible sacrifice: When you die, if you ever let the sun touch your skin, if you ever allow your feet to touch the earth, if you ever speak another word

A Character may only ever have 1 Geasa put on them. A Higher Geasa level brings more rewards but is easily broken. A mage may only place a higher Geasa level on a character who has a Geasa in play, this new Geasa supersedes the original Geasa.

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AGAMA RE SOJOURN /AGAMA TE SOJOURN

Prerequisites:  Occult ◉◉◉◉  Arete  â—‰â—‰â—‰â—‰

ENTROPY â—‰â—‰â—‰â—‰, LIFE â—‰â—‰,  SPIRIT  â—‰â—‰â—‰ or  SPIRIT  â—‰â—‰â—‰â—‰

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SUCCESSES REQUIRED ◉◉◉◉◉ ◉◉/â—‰     (however you may need other successes to allocate where appropriate)

This rote allows the Euthanatos to fall to the cusp of death and lets them mimic a Wraith and enter the Underworld, and to bring companions with them if they have Spirit 4. It has a threshold of seven successes, before duration is considered. Entropy and Life give the 

Mage the mystical attributes of death, and Spirit allows the Mage to cross the Shroud. The Mage exists for all purposes as a Wraith, inhabiting a corpus using the following attributes INTELLIGENCE: for attacks   WITS: for defence   WILLPOWER: as health.

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The Spirit sphere is necessary to heal any wounds that the Mage sustains.  Ghosts, however, can sense that the Mage is still among the living with a Perception + wits roll at difficulty 14+

As a Wraith, the Mage may walk through solid barriers at a cost of a single Health(willpower)  point.

  • If the Mage loses all their Health levels (willpower) , the Mage is then drawn into a Harrowing, which is a kind of anti-Seeking: a symbolic vision quest where the purpose is to cause the Mage to embrace Oblivion rather than the spur them to personal Enlightenment.

  • If the Mage succeeds, the effect ends, and they are brought back to their physical body.

  • If they fail, that is, they reject their Avatar or deny Ascension, they make a composure + resolve test at difficulty 18+

  • If they succeed, the effect ends and they (and any companions) return to their body.

  • If they fail, they return to their body and lose a level of Arete.

  • With a botch, Oblivion consumes the Mage, and their body dies, and they become a Spectre.

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IRON AVATAR

Prerequisites:  Occult ◉◉◉  Arete  â—‰â—‰â—‰

LIFE â—‰â—‰â—‰, MATTER  â—‰â—‰â—‰ MIND â—‰â—‰  PRIME ◉◉ 

The Shivasakti Ayavatara was once considered to be one of the rotes that defined the Euthanatos. An homage to the appearance of the holy Avatara on the final night of the Himalayan War, its meaning has since been corrupted by its most ardent user, Voormas of Helekar. The rote is still occasionally used by the Natatapas; the Aided are known to employ a variant that calls on the power of the Morrigu.
The rote turns the caster into a four-armed killer with a wrathful divine visage formed from the combined attributes of Kali and Shiva. She sprouts up to 10 feet in height and her skin turns the color of wrought-iron, while menacing weapons appear in each of her four taloned hands. These are usually swords, although different manifestations have conjured nooses, lotus blossoms that burn with divine fire and skulls that devour the Ojas of the mage-god's foes.

SYSTEM:

SPEND â—‰â—‰â—‰ QUINTESSNCE

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SUCCESSES REQUIRED ◉◉◉◉◉ ◉◉◉◉◉ ◉◉◉◉  (Additional successes are required for duration and strength)

SPENDING SUCCESSES

â—‰ to power effect.

â—‰ to increase strength by 1 point  (Minimum strength of form is 6, maximum is 10) 

◉◉◉ to treat lethal damage as bashing damage and aggravated as lethal (Note aggro reduced to lethal is not treated as bashing :p)

◉◉ to sprout extra arms capable of being used in combat. These arms add +4  to the mage's Unarmed and Melee rolls,

◉◉◉  to add an aura of supernatural terror to the mage's already fearsome appearance. This causes most Sleepers to flee from the field. All others must make a Willpower roll (composure + resolve difficulty 12+  three successes required) to maintain their composure.

◉◉◉◉ to create the weapons that she can handle effectively in her new form (one for each arm) The weapons are usually swords, The weapons inflict aggravated wounds due to Prime  enchantments.
Few Euthanatoi have the ability to reliably cast this spell by themselves, so it is often a group working that enhances the fighting ability of a Marabout's protector. Needless to say, it's vulgar magic.

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