Difference between revisions of "Vine of Dionysus"
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Latest revision as of 20:10, 3 January 2014
Years before the rise of the mighty Roman Empire, pagan sects dedicated to the Greek god Dionysus thrived. Small cults of vampires worshiped the lord of rebirth as a release from the burdens of undeath. Symbolized in oinos, or wine, and orgy, the cults of Dionysus spread their intoxicating practices throughout Eastern Europe. In practice, members of the cult of Dionysus would gather at night and debauch themselves with oinos, orgies and other euphoric activities. When the ecstasy rose to fever-pitch, the rites might culminate in castration or even cannibalism.
Any practitioner of the Vine of Dionysus often refers to himself/herself as a tyrsus (females are occasionally called "Maenads", preferably from a safe distance). These Warlocks sometimes wear jewelry or other accouterments with ivy and/or pine cone motifs and symbols of their dedication.
1) Methyskein
By making physical contact with a subject, the thyrsus causes him to act as if he were drunk. While intoxicated, the subject falls into a slight euphoric episode, including slurred speech and clouded judgment.
System: A vitim suffers a one-die penalty to all Dexterity and Intelligence dice pools for one scene per success the thaumaturge scores. However, a victim may make a Stamina roll (difficulty 6) to subtract successes scored by the Warlock. Failure on the part of the thyrsus will not alert her victim to this attempt at intoxication, though a slight "buzz" may momentarily cause a target to become disoriented.
Note: A mortal, if affected with Methyskein for three consecutive nights, lose the the ability to willingly resist this euphoria. ONly with the expenditure of a Willpower point can he initiate a Stamina roll (difficulty 6.) Kindred react differently should they be exposed to this influence for an equal amount of time. For every three consecutive nights of intoxication under Methyskein, a Kindred's difficulty to resist on a Stamina roll (difficulty 6) raises by one, to a maximum of 9.
2) Omophagy
According to myth, Dionysus had the ability to incite animal urges within anyone he pleased. The thyrsus invoking Omophagy creates a ravenous hunger in a target, overwhelming all sense of reason and reality. to the victim, the only thing that matters is devouring raw flesh and hot blood, and he is not choosy about his potential targets.
System: Once the thaumaturge makes eye contact with a subject, and successfully invokes this power, a target gains the derangement Gluttony (page 162 in the Guide to the Sabbat). Whenever consuming food, the subject will gorge himself until physically unable to eat more. Kindred affected by Omophagy not only drain a vessel completely of blood, but may also attempt to devour the victim's body. Vampires will also frenzy when confronted with the sight, smell or taste of blood when hungry (blood pool of three or less). This effect lasts for the remainder of the night. A victim may resist this effect by spending a point of Willpower to ignore Omophagy for a scene. Note that this power does not impart vampires with the ability to digest food - any flesh or food they eat will be immediately vomited forth unless other circumstances prevail.
3) Hamarita
Far less subtle than Methyskein, Hamarita grants the thyrsus the power to cause an extremely dangerous euphoric episode within a target, to the point of delirium, perversity and possibly torpid stupor. Cultists of Dionysus claim to gain superhuman vigor while in a similar state of intoxication on oinos.
System: For each success on the activation roll, a subject remains under the effects of Hamarita for a scene. Victims affected lower all dice pools by two, though they gain two dice to Strength-related pools. Targets can resist this effect by scoring more successes on a Stamina roll (difficulty 7). The Storyteller should decide how a character reacts to this type of intoxication, as a character's Nature may dictate actions. Some might stand very still and glassy-eyed, while other might choose to engage in conjugal relations with the people around them (gender notwithstanding.) This power lasts for one scene.
4) Enthousiasmós
A thyrsus may exude a pheromone into the air all about her person. Those affected fall into a druglike stupor as the empathogenic toxin induces visions of all sorts of ephemeral creatures: fauns chasing nymphs, angels in flight, sprites dancing in the corners of one's eyes, and the like. The pheromone induces a happiness within the affected targets, who are likely to dance around in glee to fictitious music with make-believe creatures.
System: A thaumaturge successfully invoking this affects any target within a 10-foot radius of herself. Victims suffer a two-dice penalty to all Dexterity and Intelligence dice pools for one scene. Furthermore, victims under the effects of Enthousiasmós are passive, content to while away their time in the euphoric haze. Anyone wishing to take any action must spend a point of Willpower to shrug off its effects for a turn.
5) Oinos Animatos
Many thaumaturges suspect that this power is not the original apex of this path, but rather a variation suited to a Dionysian cult headed by a vampire passing himself off as an incarnation of the god. when the thyrsus invokes this power, her blood takes on the properties of potent oinos. Whether this was intended as a deterrent to diablerists or to drive feeding ghouls into euphoric ecstasy is unknown.
System: For the duration of one scene, anyone drinking even the tiniest drop of the thyrsus' blood is affected as per Enthousiasmós. The thaumaturge's player need only spend a point of blood and make a Willpower roll when the character first invokes this power - thereafter, anyone who drinks the blood suffers the effects without any further expenditure on the part of the vampire.