Out of Character (OOC):
Chronicle: Mage 2: The Dethroned Queen
Venue: Mage: The Awakening 2nd Edition
Chronicle Storyteller: Jerad Sayler
Assistant Storytellers: Hannah Nyland & Alex Van Belkum
Primer: Mandragora & Lacrima
Sources: The following text has been taken from the Vampire the Requiem: Ghouls
supplemental book adapted for Vampire: The Requiem 2nd Edition corebook.
Creating Mandragora
Mandragora are ghouled plants, and consequently must be
purchased as retainers, just as any other ghoul. Unlike other retainers,
'growing' them is an Intelligence + Science (Botany) roll, or Presence + Animal
Ken (Plants) roll. A Kindred with the 'Of Rose and Thorn' devotion may add
their Animalism to either roll.
Only especially hardy plants can be turned into Mandragora.
(The ones gardeners despair of, because they're so very hard to kill!) Failed
mandragora die quickly, usually over a period of a few hours. Green turns to
brown, and healthy leaves and vines shrivel as if blasted by heat. The soil
takes on a rotten smell like that of a bloated corpse.
As with any ghoul, creating Mandragora requires three vitae
to be spent over three different nights, as well as a point of Willpower.
Unlike other ghouls, Mandragora also require an Intelligence + Science (Botany)
roll with each vitae. At least one success must be achieved on each roll in
order for the ghouling to 'take'.
Also unlike other ghouls, the tags for Mandragora are always
set.
Daeva Mandragora get Lacrima, Survival, Persuasion.
Gangrel Mandragora get Lacrima, Survival, Brawl.
Mekhet Mandragora get Lacrima, Survival, Stealth.
Nosferatu Mandragora get Lacrima, Survival, Intimidation.
Ventrue Mandragora get Lacrima, Survival, Expression.
Sustaining Mandragora
Mandragora are always controlled by vitae. The plant
requires neither sunlight, nor water, nor fertilizers: only Vitae. The number
of dots put into the Mandragora represents its size, with larger plants
requiring more Vitae.
These are the most common kinds of Mandragora, but do not
represent a complete list.
Roses (•)
Almost all varieties of rose are hearty enough to sustain
becoming mandragora, regardless of the size of the plant, length of thorn or
style and color of the bloom. Roses take on a few unique conditions once imbued
with a vampire’s essence. First, a mandrake rose’s bloom changes. No matter
what its original color was, the bloom becomes what some growers call a black
rose, even though the color is actually a deep, dark crimson. Second, a rose
blooms only after being fed blood. A blood-born bloom continues for a full
month after the feeding. Third, a mandrake rose becomes more susceptible to a
dark fungus found on the leaves called blackspot. Blackspot doesn’t kill the
rose (as it might if it were not mandragora), but it renders some leaves warped
and bent with shadowy spots crusted upon them. Roses require one Vitae per
month to sustain.
Teasel (•)
Teasel is a thistle with small, sharp spines and little
violet flowers. It’s not a particularly attractive plant, but some Kindred
favor it because it doesn’t need to be cut or otherwise damaged for the
gathering of lacrima. This plant (also sometimes known as Venus’s Basin) has
several upper leaves that join around the stem and form a cup. Once, the Greeks
favored drinking the collected rainwater from this botanical basin for its
unproven medicinal properties. As mandragora, water doesn’t necessarily collect
in this cup, but lacrima does. Over the period of a week, this floral bell
fills with the rusty sap. This sap figures into a few of the more esoteric
rituals of the Circle of the Crone. Teasel requires one Vitae per month to
sustain.
English Ivy (• or ••)
Also known as Hedera helix, English ivy is an invasive plant
that winds about trees and other flora and is sustained almost like a parasite.
The natural version grows quickly, carpeting a forest floor in what is
generally termed an “ivy desert,” destroying any biodiversity present. The
mandrake version of this plant is somewhat different. The process stunts the
ivy’s out-of-control growth and tends to reduce its potential spread to that of
10 square feet or so. Also, the vine itself tends to grow fatter (sometimes as
fat as a man’s thumb) to help contain the mandrake’s lacrima. Starting with a
young and small patch of ivy requires only one Vitae per month. Larger patches
(those that measure more than three feet square) require two.
Water Lily (• to •••)
This particular family is aquatic in nature, and so has a
worldwide distribution. Yet given its aquatic nature, the average water lily is
a damned costly variety of mandrake to maintain. Only the most determined of
the Damned bother with the upkeep of water lily mandragora, and even then, they
ensure that their enemies find a home deep between the rhizomes of their
beloved pond plants. Euryale ferox is an Asian species notable for the sharp
prickles that cover its exposed parts. Regardless, the water lilies that survive
ghouling take on some disturbing traits, such as the drifting of their floating
leaves towards anything possessing blood. Their prickles will actively bend
around small animals and the gigantic Victoria amazonica lily can actually bump
unaware swimmers hard enough to pierce their flesh with the prickles covering
the edge of its leaf, effectively drawing blood. The rhizomes that form the
base of the water lily will reach up for any prey that passes nearby, and can
entangle a drowning man with little effort, should he succumb to their sharp
points. Depending upon the size of the plant, it can require anything from one
to three vitae per month to live. When sent to sleep among the lilies, a person
is usually bound in rope and weighed down with a heavy weight at either end.
The weights are rarely retrieved.
Black Locust (•••)
Few trees seem to be able to sustain the mandrake condition.
Many affected trees die — their bark turning black and their leaves withering
off the branch. The process takes anywhere from a few hours to a few days.
Moreover, not many Kindred are willing to invest the time and Vitae necessary
to feed a whole tree. One tree remains a certain survivor, however, should a
vampire choose to take the step of making it mandragora. The black locust tree
is an aggressive, robust tree. Its bark is darkly colored and lined with small
thorns. The branches are crooked and twisted (appearing doubly so in winter,
when the leaves are gone). Black locusts become even stranger looking as
mandrakes. The branches twist further, the thorns grow one or two inches
longer, and the leaf covering becomes sparse and inconsistent. Some Ordo Dracul
Kindred are said to have a brooch featuring a silhouetted image of a thorny
black locust. The reasoning for this is as yet unknown. Such trees require
three Vitae per month to sustain.
Willow (•••)
In England, willow trees are associated with bad things. Old
stories tell of willow trees stalking behind travelers at night and snapping
their necks with their drooping boughs. Yet elsewhere, they are valued as
symbols of wisdom. Whatever the case may be, the genus known as Salix has been
found to be a valuable source of mandragora by the Kindred that know of plant
ghouls. Their loose boughs mean that they can more easily wrap around a
mortal's neck, and their ability to take root from cuttings means that a
potential mandrake can be placed anywhere that's moist and/or cool. The
southern gentry of the Invictus take a particular liking to willows, as do the
eldest of the Chinese Invictus. A willow tree requires three vitae a month to
sustain it.
Lacrima
Lacrima is a rust-colored fluid that runs thick, less like
fresh blood and more like older, congealing Vitae. It even smells like
thickening blood, exuding an acrid odor
of decay. Much like sap, it is found in the stalks, branches, and veins of
all Mandragora.
The taste, while not exactly pleasant, is queerly
compelling. It's also accompanied by a rush that makes lacrima extraordinarily
popular among Kindred, and does
not require the Blush of Life to either enjoy or keep down.
Lacrima is harvested by activating the Mandragora. Unlike
other retainers it takes only one hour to activate, regardless of how many dots
the Mandragora has. However, the Mandragora can only be activated to harvest
lacrima once per week.
This requires an Intelligence + Medicine + Mandragora roll, and results in a tablespoon of lacrima for each
success, up to a total value of the Mandragora's rank. (Thus a 3-dot
Mandragora cannot give more than 3 tablespoons of lacrima in a single week.)
A
single tablespoon is sufficient lacrima to create one glass of lachrymalis
(when mixed with a cup of blood), and when given as a gift this is the
standard quantity. A bottle contains enough for five glasses. The typical mix
is 5:2 - 5 tablespoons of lacrima to 2 points of blood.
The supernatural properties of lacrima keep blood from going
bad, allowing lachrymalis an indefinite shelf-life.
Mandragora (ghouled plants) produce lacrima or 'mandrake tears'. Lacrima is mixed with
blood to create lachrymalis, or 'blood wine'.
Effects on Kindred
- drunk
For every glass of Blood Wine you have within the same
scene, roll a reflexive Stamina + Resolve roll, modified by how many glasses
you have already had. Thus your first roll is Stamina + Resolve; your second
roll is Stamina + Resolve - 1; your third roll is Stamina + Resolve - 2. The
Hardy merit applies to these rolls.
A failure on this roll applies a cumulative -1 penalty to
any Dexterity-, Intelligence-, and Wits-based dice pools. (Defense is also reduced
accordingly). These effects fade at the rate of one die per hour.
As an approximate guideline:
Blood wine consumed, but no negatives: A warm, feel-good
sensation.
-1 penalty: Tipsy.
-2 penalty: A good buzz.
-3 penalty: Drunk.
-4 penalty: Without inhibition.
-5 penalty: Belligerently intoxicated.
-6 penalty: Incapacitated drunkenness.
-7 penalty: 'Black-out' drunk.
When
the penalty equals or exceeds your Stamina, you must begin rolling for
addiction. This is a straight Resolve + Composure roll, rolled each time the
penalty increases at a cumulative -1. If you are drinking Daeva lacrima, this
roll suffers an additional -2 penalty.
Ghouls
Immediately throw up any ingested lacrima.
Humans
Humans treat lacrima as a poison with Toxicity equal to the
regnant's Blood Potency plus number
of tablespoons drunk, with the effects varying according to the regnant's clan:
Daeva: Gain the Wanton Condition for the remainder of the night. At sunrise the
lacrima burns through the mortal's system, wracking him with pain and
inflicting two points of lethal damage.
Gangrel: Take 1
point of lethal damage and receive a -2 penalty to all rolls for the next 24
hours from numbness, weakness, and general lack of mental clarity.
Mekhet: Take 1
point of lethal damage and receive a -2 penalty to all rolls for the next 24
hours from numbness, weakness, and general lack of mental clarity. In addition,
suffer nightmarish hallucinations for the remainder of the night.
Nosferatu: Take 1 point of lethal damage
and receive a -2 penalty to all rolls for the next 24 hours from numbness,
weakness, and general lack of mental clarity. In addition, the lacrima works as
a contact poison, inflicting the effects of Dread Presence on the mortal for the remainder of the night. This
manifests as a stinging sensation in the flesh and auditory hallucinations of loud, high-pitched
shrieks, as well as a general sense of fear and unease.
Ventrue: Take 1
point of lethal damage and receive a -2 penalty to all rolls for the next 24
hours from numbness, weakness, and general lack of mental clarity. In addition,
all Resolve and Composure rolls suffer a -3 penalty for the remainder of the
night.
----------------------
The following text has been taken from the Vampire the Requiem: Ghouls
supplemental book. The context of the paragraphs is typically followed by all
House Rules imposed for our setting which, in case of conflict, override the
mechanical rules of the supplemental book.
Overview
The majority of Kindred recognize the fact that mortals and
animals can be fed Vitae and turned to ghouls by the infusion of a vampire’s
supernatural will. Few, however, realize that it’s also possible to force a
similar alteration upon living plants.
Some who are aware of such a possibility might refer to such
altered flora as a “plant ghoul,” but such a term
is a misnomer, for the properties of a Vitae-infused plant
differ from those granted to actual ghouls. As such, most Kindred in the know
call these creations mandrakes or mandragora, separating them appropriately
from human or animal ghouls.
Creating Mandragora
Many Kindred who try to turn a plant into mandrake often
face disappointment. Mandragora are rare and unusual specimens that cannot be
made from most plants. The majority of flora, in fact, are simply too delicate
to support the physiological and supernatural changes intrinsic to the process.
As such, only the toughest plants are candidates for this bizarre enhancement.
Qualifying plants are ones that are capable of surviving varying qualities of
soil, temperature and pollution. Some trees are particularly robust, as are
many of the plants known as “invasive” or “alien,” meaning plants that grow
unfettered and are notoriously difficult to destroy. A vampire who believes
that he has a plant that meets the qualifications for the process is in for
further effort that might be beyond his patience or abilities. Generally, the
process requires at least three
months. Once per month, the vampire must feed his own Vitae
to the plant, typically by saturating the
ground around it with Vitae. How much Vitae he feeds to the
plant depends upon the size of it. A small tangle
of English ivy requires significantly less than, say, a
black locust tree. At this point, the plant is not yet a
mandrake, though it takes the Vitae in through its root
system. During these three months, the plant
continues to have small amounts of the mystical Vitae broken
down within it, and it doesn’t need any of
the other life-sustaining elements (water, sun, nutrients
from the soil) to survive.
Vitae isn’t the only requirement, however. This process
doesn’t give the flora any kind of intelligence or
awareness, but it does grant it a kind of singular instinct
unseen in other plants, even in carnivorous plants. Part of this is due to the
Blood, yes, but another part comes from the vampire’s own will. In this
process, the Kindred actually infuses the vegetation with part of his own
hunger and instinct, which awakens the plant to similar hungers. Unfortunately,
not all mandragora “take” after the three months have passed, and no one is
precisely certain why. Some plants are assumed to be inherently weak; others
figure that it’s the vampire himself who was too weak to foster such an
aberrance of nature. Failed mandragora die quickly, usually over a period of a
few hours. Green turns to brown, and healthy leaves and vines shrivel as if
blasted by heat. The soil takes on a rotten smell like that of a bloated
corpse.
Sustaining
Mandragora
Plants that survive to become mandrakes require vampiric
Vitae to survive. Nothing else is required to keep the plant in its strange
state between life and death. The plant doesn’t need sunlight, it requires no
water or fertilizers. It gains its entire sustenance from the Blood. How much
it requires is dependent upon the size of the plant. Small plants might require
as little as a single Vitae per month, whereas larger plants (trees, for
instance) might need as many as three. Without this sanguine sustenance, a
plant withers and dies after a full month has passed without Vitae. It doesn’t
revert to being a living plant, it simply perishes over the course of several
hours. One dominant exception separates mandragora further from animal or
mortal ghouls, however. From time to time, the mandrake can survive on
non-Kindred blood. Every
other month, a vampire can feed the mandrake an equivalent amount of blood from
human or animal sources instead of from her own body, thus saving herself from
diminishing her own Vitae. Mandragora do not need the blood poured upon the
ground, as they do when they are becoming ghouls. The nature
of the physiological changes allows a mandrake to consume blood through the plant’s stomata, hungry
pores that open on leaves, thorns and flowers. These pores can consume blood
poured over the mandrake, though old-fashioned Kindred can still feed their
creations by soaking the surrounding soil in Vitae, as the root system still
functions as a sustenance delivery system.
Physical
Properties
The first thing a vampire might notice about a mandrake is
that it moves. Such movement is slight, nothing so drastic as flailing branches
or thrashing roots. Leaves tremble, boughs sway slightly, vines seem to creep and
slither. The second thing is that the plant’s appearance changes. A quick
glance might not reveal these changes, but any prolonged examination makes such
physical alterations obvious. Healthy green turns to a sickly olive-drab, while any robust brown
turns dark and almost dirty in appearance. And yet, this appearance of sickness
is belied by an unnatural aura about the plant. Those looking upon the plant
cannot help but note that it shouldn’t be alive, and yet, it’s quite apparent
that it is alive and thriving. (Moreover, this aura of preternatural life
swells and glows all the more after the plant has been fed blood.) A mandrake
takes on other odd characteristics, as well. It no longer grows, but its
leaves, branches and vines seem to tangle inward upon one another. They no
longer search out light or water, but instead snake together in a confusing
snarl. That is, until some source of blood (human, animal or vampire) comes
near. Should blood be nearby (whether contained in flesh or spilled out), the
plant moves, slowly and slightly, to seek out the Vitae. Vines meander blindly
toward the source, while leaves point toward the blood like organic dowsing
rods.
Mandragora are incapable of actually attacking living
creatures, simply due to their slow movement. Only a fool wouldn’t attempt to
outdistance a pair of vines seeking the warm pulse on his neck. As such, it’s
rare that a mandrake is capable of feeding itself. It’s not impossible,
however. While a plant couldn’t consciously conceive of such a tactic, it’s
possible that in searching out blood, vines or branches somehow trip or disable
a human or animal, which might be enough to allow a whipping limb or curled
thorn to sneak a taste. Alternately, some insects or animals might try to make
a home out of a mandrake, perhaps by making a nest in its boughs or laying eggs
upon the leaves. Such creatures might fall prey to the hungry plant. Of course,
actually getting blood requires something sharp enough to cut flesh, which is
why many vampires prefer
mandragora with thorns or sharp branches. Another substantial change in
the vegetation is its inability to reproduce. Becoming mandragora destroys any
chance the plant has of creating other plants. Most mandragora stop seeding and fruiting altogether.
Those that continue produce hard, worthless seeds alongside bitter, shriveled
fruit. The final, though perhaps most important, physical change to take
place is what happens inside the plant - the creation of lacrima.
Lacrima
Lacrima (also referred to as “mandrake tears”) is a thick
sap found in the stalks, branches and veins of
all mandragora. This rust-colored fluid runs thick, less
like fresh blood and more like older, congealing Vitae. It even smells like thickening blood, exuding
an acrid odor of decay. Curiously, lacrima is similar enough to Vitae to allow
some vampires (those of less potent blood) to gain nourishment from it.
Unfortunately, such nourishment is negligible, providing only a fraction of the
sustenance that even an animal’s blood could provide. Lacrima might run thick
and taste strong, but its potency is too delicate to be used for feeding. This
sanguine sap, however, offers other benefits and properties that some Kindred
find intriguing. For one, the taste, while not exactly pleasant, is queerly
compelling. So compelling, in fact, that some vampires become addicted to the
taste, and to what they claim is a “rush” that accompanies it. The memorable flavor of lacrima
alongside the potent sensation gained from drinking it has caused some vampires
to attempt to manufacture and sell of bottles of this strange herbal claret.
Such bottles rarely contain 100% lacrima, for few plants are able to produce
high volumes of the fluid. Most bottles contain no more than one-third of the
stuff, with the rest being some notable draught of blood (e.g., the blood of a
wealthy man, the blood of a nun, the blood of a child). Vintners of such “wine” rarely sell such a product
for money. Money, after all, comes easily. Such bottles are usually traded for
items and secrets of significant value. Even higher prices can be
inveigled from those rare few addicts who swoon at the thought of another
taste.
Blood Wine
The purveyor of Lacrima can mix each vial with .60 liters of
alcohol to make their Blood Wine. Lacrima
that has been properly mixed with a solvent (at a rate of one vial to .75
liters) is considered to be Blood Wine. Blood Wine is not only exceptionally
smooth, mimicking the aspects of the liquor that it is mixed with, the Lacrima
within it also trigger Blood Addiction. Blood Wine itself is addictive, but
there is no connection with the addictive properties of Lacrima Blood Wine and
Blood Bonds. A Blood Wine addict is NOT in thrall to the purveyor of the
Mandragora plant, but simply addicted to the alcohol itself.
Blood Wine follows Blood Addiction rules from Vampire: the
Requiem, with the following changes.
After a Kindred's very first "initial" drink,
under their own free will; the next time said Kindred is "offered"
the ability to drink Lacrima again, a Willpower, Difficulty 6 roll will be
necessary.
One success is needed on this Willpower roll to refrain from
partaking in the drink. Willpower may not be spent on this roll.
Each subsequent "ingestion" (ingestion occurring
on different nights of play) of Lacrima will decrease this Willpower roll by
-1, until nothing more than a chance roll is left. At this point a Kindred will
be considered totally addicted to Lacrima.
Addiction to Lacrima can be shrugged, at any stage, but the
cost and requirements of doing so are great. An extended Willpower, Difficulty
7 roll with a target of 25 successes will allow a Kindred to receive +1 back to
their Willpower roll to resist partaking in the drink. Each roll will require
the use of 1 Downtime Action. Subsequent extended rolls will be necessary to
restore a significantly addicted person.
Once a character has successfully shrugged their Addiction
and returned their roll to a Willpower + 1 roll, they will assume the mechanics
of a character that has never "initially" drank Lacrima, and may
freely resist drinking it until they've done it under their own free will.
Each individual .75 liter bottle of Blood Wine contains
enough liquid for 8 separate glasses. While additional glasses consumed in the
same night have no effect toward Blood Wine Addiction, they do progressively
impair the Kindred consuming them.
One glass = a feel good warming sensation
Two glasses = a feeling of "tipsy", inflicts a -1
penalty to any physical rolls
Three glasses = a good "buzz", inflicts a -1
penalty to all rolls
Four glasses = drunk, inflicts -2 penalty to any physical
rolls, -1 penalty to all others
Five glasses = without inhibition, inflicts -2 penalty to
all rolls
Six glasses = belligerently intoxicated, inflicts -3 penalty
to all rolls
Seven glasses = incapacitated drunkenness, inflicts -4
penalty to all rolls
Eight glasses = fatally "black-out" drunk. You
will be called into #Twilight_Gamehelp for appropriate rolls
As an aside to the above "drunkenness" chart,
Blood Wine is the only liquid, aside from Blood, that a Kindred may consume
without the need to expunge said liquid.
Lacrima that is ingested without being properly diluted
inflicts Lethal Damage on Kindred.
Lacrima inflicts Aggravated Damage on Ghouls and Humans.
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