(Old Execration Rules)

## Known Powers

### Aspirant Powers

**The Evil Eye [5 points]-** *To cast this, the Aspirant needs to touch their victim or establish eye contact for several seconds. Their accursed gaze will carve a mark in their targets soul, branding them as prey. Until they recover the Aspirant can find their market target or place curses on it at ease.*

Active: The Aspirant must make an Evocation Roll. The Aspirant must establish eye contact with a target (which might require a charisma roll) to cast this. When successful their target will be ***Marked*** for 24 hours**.**

***Marked**:* The Aspirant will always be aware of the targets location and can place curses upon them without requiring a personal object, blood, hairs or a picture.

**Uncanny Odem [8 points]-** *The Aspirant expels a breath of stale air gathered from the depts of their unliving body, mixed with vaporous Essence. It has several meters of reach and can carry a single power known to the Aspirant that usually is touched-based. All touched by the breath are struck the the chosen power.*

Active: The Aspirant spends a point of Essence and 3 points of Initiative to expel a breath carrying a chosen touch-based power. The odem travels the Aspirants Toughness rating in meters forward and has a width of 2 meters. Anyone hit by their odem will directly suffer the chosen power.

**Fateweaver [10 points]-** *Allows the Aspirant to apply any condition to their curses regarding through what action and circumstances an aspect might be triggered.*

Passive: After an Execration ritual has been completed conditions of any kind may be applied.

**Accursed Grasp [15 points]-** *Allows the Aspirant to channel baleful energies in their hands, that leaving a permanent mark on the first thing they touch. This causes almost unbearable pain to mortals and undead.*

Active: After making two successful Evocation Rolls the Aspirants next unarmed attack causes additional *Mental Damage* equal to the Aspirants Composure Rating aswell as permanently ***Marking*** the target. Doing so leaves behind a blackened stain on the victims flesh.

***Marked**:* The Aspirant will always be aware of the targets location and can place curses upon them without requiring a personal object, blood, hairs or a picture.

**Leech Life [20 points]-** *Allows the Aspirant to replenish Essence by drawing out the lifeforce of their victim. Mortals will feel tired and powerless, other Afflicted will loose Essence themselves. To do so they need to touch their victim or establish eye contact for several seconds. Note that when this is used outside of combat the target and passerbys might not notice the Aspirants influence.*

Active: To cast this the Aspirant requires toch/eye contact and a successful Evocation Roll. Then the Aspirant must make a contested Composure + Intellect Roll against their target. For every margin success their target loses a point of Vigor/Binding/Essence while the Aspirant gains a point of Essence (Minimum 1). Should their target have no more Vigor or Essence the Aspirant wont gain any Essence either. Using this in Combat this requires 8 points of Initiative, out of combat it requires Absolute Focus.

### Master Powers

**Death Hex [Requires Leech Life | 20 points]-** *The Vodun may leech the life from all lifeforms and Undead in their proximity*

Active: Leech Life may now be casted on multiple targets. The range of this ability is equal to their Composure + Intellect Rating in meters and may be casted on anyone in range. Casting this on multiple targets still requires Absolute Focus.

**Voice of Nergal [25 points]-** *Allows the Vodun to transmit a curse through touch or eye contact without requiring a ritual at the cost of additional Essence.*

Active: Doing so requires a full round of Intense Focus and two successful Evocation Rolls (adding Evocation Rolls required by the ritual). In this round of preperation in which the befitting passage required for the ritual must be uttered will keeping the target in sight. Aspirant Rituals require two points of Essence, Master Rituals four. When successful the effects of any ritual known the Vodun are applied with a touch or eye contact. In combat this consumes a full round.

**Root and Branch [25 points]-** *Allows the Vodun to curse groups of people instead of individuals.*

Passive: Allows the Vodun to curse a group of people or a lineage with a single curse. For smaller and less defined groups a personal object, blood, hairs or a picture of each target suffices. Otherwise the Storyteller may demand one or multiple Narrative Resources to fufill this ritual; these might be very hard to aquire. This might siginificantly increase the required time/AP for the chosen power.

## Known Rituals

Note: Should the character that cursed a target die or choose to do so, the curse will be lifted. Should they wish to create a sufficient picture of their target themselves they will require the Talent *Drawing 4+.*

**Curse of Misfortune [5 points]-** *Allows the Aspirant to curse a victim with bad luck. To do so they must gather a hair, a drop of blood or an image depicting the chosen target. It must be cast into a brass caldron filled with fish oil, Essence and the blood of a chicken. While the mixture brews over an open fire, the Aspirant must prepare powder made from grinding down blackberry bark, black pepper, cumin, walnuts and wormwood seeds. The powder must be stired in the mixture while reciting a passage from the Book of Curses. The emerging smoke will travel to the chosen target as a near invisible fume. Once it touched the target they will be struck by the curse.*

Duration/Requirements: 1 AP

Ritual Resources: Common (3), Sacrifical (3), Personal Object or Image (Accurate depiction of their true face)

Effect: The chosen target reduces the result of each die they throw by 1. Note that this curse cant be placed multiple times on the same target. This last for a full session and can either be applied during this or the next one. It takes a full month until this curse can be reapplied.

**Curse of Lethargy [8 points]-** *The Aspirant may curse a target with temporary weakness, enfeebling their flesh and clouding their mind. To do so they must gather a hair, a drop of blood or an image depicting the chosen target. It must be given into a pot filled with swamp water, basil leaves, dried mold and various living vermin before boiling it for up to two hours. The emerging smoke will travel to the chosen target as a near invisible fume. Once it touched the target they will be struck by the curse.*

Duration/Requirements: 3 hours, 2 AP

Ritual Resources: Sacrifical (2), Common (3), Personal Object or Image (Accurate depiction of their true face)

Effect: The chosen target reduces a chosen Attribute equal to the Aspirants Execration Rating. The effect lasts a full session and can either be applied during this or the next one. It takes a full month until this curse can be reapplied. While it can influence Initiative and Impression, it can not reduce ones Toughness.

**Curse of Pathos [10 points]**- *Allows the Aspirant to subjugate a target to a specific emotion or make them unable to feel it. Aspirant may either gather a hair, a drop of blood or an image depicting the chosen target. It must be placed within a bowl together with some of the Aspirants Essence and a specific bodily fluid associated with an emotion (like tears for sadness and lethargy) before being burned. The chosen target will be strongly influenced by the chosen emotion for several weeks to years should the curse do its work. It is possible to create more advanced emotions like love by combining several fluids.The emerging smoke will travel to the chosen target as a near invisible fume. Once it touched the target they will be struck by the curse. The same emotion cant be stacked on the same target.*

Duration/Requirements: 2 AP

Ritual Resources: Common (2), Personal Object or Image (Accurate depiction of their true face)

Effect: The Aspirants Composure + Charisma Rating may be spend on either lenght or intensity of the curse. The costs are doubled when choosing an Afflicted as target.

Curse of Pathos
 Intensity

**Curse of Slumber [10 points]-** *The Aspirant must prepare a bowl filled with destilled water, valerian, lavender, blue skullcap and fresh grapes together with some of the Aspirants Essence. The mixture must be heated until fumes emerge from the boiling liquid. Then the Aspirant must recite a passage from the Book of Curses. The bowl will produce a clear liquid similar to water exept that it tastes extremly bitter. Should a target drink said liquid it will fall into a deep slumber that may last up to several months for mortals or days for Afflicted.*

Duration/Requirements: several hours, 2 AP

Ritual Resources: Common (2), Exotic (2)

Effect: Should anyone drink the accursed liquid they will take 5 points of *Mental damage* per round. The number of rounds this lasts is equal to the Aspirants Execration rating.

**Redirection [10 points]-** *Allows the Aspirant to redirect a supernatural effect that has befallen them or another person. To do so they must create a powder from sulfur, coal, tinder and grinded down bittermelon drenched in the Aspirants Essence. The powder must be used to draw two cricles connected with each other on a stone floor. In the larger part the befallen one must be placed, in the smaller one a living target. The Aspirant must recite the passage used to create the effect backwards while igniting the powder next to the accursed one. Should no such passage exist, an inverted text from the Book of Curses might suffice* (at the Storytellers discretion)*. After it has burned out, the effect has been transfered to the lifeform in the smaller circle. Should the curse that has befallen the victim be to strong to be removed by this ritual the Aspirant will need to find something vital to the mental link established by the chosen ritual.*

Duration/Requirements: 5 hours, 3 AP

Ritual Resources: Exotic (3), Chemical (3), Sacrifical (2), Optional Narrative Resource

Effect: The effects of any ritual or power placed on a victim might be redirected to a new target. Stronger rituals/powers (e.g. those on master level) might require a narrative resource given by the Storyteller.

**Curse of Vengeance [10 points]-** *The Aspirant can use this curse to make a target that did them a great injustice defenseless against their spells and attacks. Aspirant must either gather a hair, a drop of blood or an image depicting the chosen target. It must be placed in the heart of an effigy made from spiderwebs and human hair. This doll most be drenched in the Aspirants Essence and the blood/Essence of atleast two people the target betrayed. Afterwards the effigy must be burned, delivering the curse upon the betrayer. The Aspirant will be able to strike down their target without resistance.*

Duration: 2 AP

Ritual Resources: Common (2), two drops of spiteful blood

Effects: The target reduces its permanent Health equal to the Aspirants Execration Rating +1. This effect can not be cast multiple times on the same target and lasts for a week.

### Master Rituals

**Curse of Certain Death [10 points]-** *The Vodun may create a curse that grants a creature its final death. They will slowly fade away over the course of a few days until dying. The only way to avoid this fate is to find a cure or consume great amounts of energy while constantly burning Essence. To do so the must either gather a hair, a drop of blood or an image depicting the chosen target into a brazier that must be ignited. After that a person closely related to the chosen target must be sacrificed and their blood must be poured into the flames while reciting passages from the Book of Curses. The fire may only be fed with its corpse and pure sulfur. After the brazier has burned out, the ashes must be gathered and brought into contact with the chosen target while its is most effective for them to swallow them. These ashes are so dangerous they may severly weaken or even kill others that come into contact with them, so caution is advised.*

Duration/Requirements: 2 days, 5 AP

Ritual Resources: Sacrifical (4), Chemical (3), Close Relative (parents/siblings/children/cousins; for Afflicted additionally Progenitor, Progeny), Personal Object or Image (Accurate depiction of their true face)

Effect: The chosen target must make a contested Composure Roll whenever waking up. The amount of dice rolled against is equal to the days the curse is already active and it deals a point of *Lethal Damage* for every margin success.

**Curse of Necromancy [15 points]**- *The Vodun must either gather a hair, a drop of blood or an image depicting the chosen target. It must be placed within a bowl together with some of the Voduns Essence, grinded down African Dreamroot and Necrotic Salts before reciting a passage from the Book of Curses. After that the Vodun must ignite the bowl until a dense smoke arises. It will travel to the desired target and place to curse upon it. The chosen target suffers the effect of a single necromantic power known to the Vodun that must chosen before, note that the length of the effect may be increased with the right ingrediances. The Vodun may instead add the essence of a different Afflicted into the bowl to transfer a power known to them to their target.*

Duration/Requirements: 48 hours, 3 AP

Ritual Resources: Exotic (3), Necrotic (2), Personal Object or Image (Accurate depiction of their true face)

Effect: The chosen target is struck by the chosen power. The exact details must be discussed with the Storyteller.