Verbena:
Keepers of the Sacred garden of Life
Rite
of Spring Dawning
(AKA:
Growing stuff on the hood of a dodge)
LIfe
3, Matter 3, Prime 2
This rote has been used to create some of the
more beautiful gardens of the Verbena, weaving vines into existing structures,
using trees as pillars for temples and homes, and turning mundane
junk into pots for plants that normally would resist such acts as growing
on the hood of a Camaro. With this rote/ritual cast on one's garden, one
can sleep soundly in the thought that there will be few, when and if any,
unpleasant developments from some yahoo pouring motor oil into prized azaleas,
or radiator fluid into a fishpond. By breaking down structures of Matter,
and turning them into growth mediums, sculpting various objects, and initiating
growth cycles year round, one can have a prized rosh bush growing.. almost
anywhere. Even the Arctic is a possible location for "encouraged growth",
although this variation requires Forces 3, as would a volcanically-active
location (Mauna Loa).
:Game
System:
Empowered with this Rote, any Verbena with an
eye for style, and a taste for organic justice can render a foe's place
of business, residence, or socializing into a beautiful, hip, and oh-so-funny
landscaped nightmare. With one success on a Perception+Plant Lore (see
new abilities), the Verbena can see the possiblities of growth in a given
area. Granted, a toxic waste dump, missile silo, and Black Spiral breeding
pit seem to offer few options, but then again, who said this was coincidental?
For raw fun, try using it on a Pentex exec's playroon, turning his pretty-but-dangerous
Venus Flytrap into a small, if immobile, killing machine the size of a
Xerox copier. With each success, one portion of the land selected (10%
with one, 20% with two, etc etc.) turns to the appropriate horticultural
environment (up to the size of a two hundred foot square- 200' X 200',
with a ceiling of the tallest object present). Every two successes add
to the duration on a one-for-two ratio (two successes=20% of the land for
1 scene).
Regenerate
Limb
(AKA:
Pullin' a Starfish)
Life
4/5, Mind 1/2, Prime 2
This feat of vulgar magick allows the magus' chosen patient to regrow a lost limb or appendage. Some other applications are the spontaneous generation of multiple new arrays of fingers, eyes, or other similar concepts. By using the first rank of Mind, the mage becomes accustomed to the new physiology, via Multitasking, and with the second rank, it allows the new victim the opportunity to enjoy life, most likely with more limbs than they started with, and the knowledge of how to use them effectively. One humorous instance of this rote being used offensively involved a Man in Black interrupted in the middle of his normal routine of beating a young Hollow One's head into a brick wall by spontaneously erupting into a trio of additional arms, legs, and eyes, with the appropriate confusion that entails. The Hollow One, never knowing the favor was done by a camouflaged Verbena, took the opportunity to spend a few minutes giving the MiB the chance to hear every one of his new joints getting smashed by a cinder block, and left him, bleeding, confused, and in more pain than his five arms, legs and newly enucleated eyes could have imagined. His distended body, upon discovery by his partner, was promptly incinerated. The loss of such a masterpiece of vengeance from within the flesh is considered a minor one to Life magus everywhere, but it is felt sharply by "Royal Blue", the permanently-camoflauged Verbena.. but, as always, that is another story....
:Game
System:
Regeneration, long thought to be the exclusive
province of the Garou and Vampire set, is now an option avaliable to the
enterprising Mages with a speciality in Medicine (Anatomy/Biology/Biochemistry),
Herbalism (for the ever-famous "Potions o' Regeneration") or Stone Lore
("Wear this amulet, little one, and fear not getting your hand whacked
off with a chainsaw". Funny thing, I think I heard *my* grandmother say
this...) or other appropriate ability (excepting, of course, for the truly
strange Ability roll Strength+Computers.. Our reasearch team never found
a compelling enough reason to include it, so we have decided against it).
Use common sense here, folks. :) With a few additions, the player might
also wish to expand the regeneration into one's offspring... Eerie.
Camouflage
Self
(AKA:
Hiding in plain sight, Verbena-style)
Life
4, forces 2, Prime 2
:Game
System:
Judicious use of common sense is also highly
recommended here, folks. Keep the players's *thinking* they can't
be seen. They will show up on infrared, RADAR sweeps, and motion detectors,
if the elect to move around a lot. (Definition of "a lot": setting a bomb
on something. Throwing anything. Dropping stuff. You get the idea.) Should
they have the misfortune to botch on this one, skip finding a good Paradox
flaw. Just make it permanent. :) For good ideas on how to make their lives
miserable, watch "Memoirs of an Invisible Man". It'd be worth the price
of admission to see them squirm and explain this to an angry Mentor, or
worse.. a suspicious Technocrat. "No, really, Mr. MiB, we are only friendly
nature spirits... Please move on in peace and tranquility..."