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A Sourcebook for

Beast: The Primordial


By Chris Falco
Credits
Author: Chris Falco
Developer: Chris Falco
Editor: Chris Falco
Artist: White Wolf art packs
Cover from http://www.maxpixel.net
Special Thanks
Shane DeFreest, for providing the needed templates
and reaching out about this to begin with.

Requires the use of Beast: the


Primordial and the Beast
Player’s Guide

© 2019 White Wolf Entertainment AB. All rights reserved. Vampire: The Requiem, Werewolf: The Forsaken,
Mage: The Awakening, Changeling: The Lost, Hunter: The Vigil, Geist: The Sin Eaters,
Demon: The Descent, Mummy: The Curse, Beast: The Primordial, Promethean: The Created, Chronicles
of Darkness, Storytelling System™, and Storytellers Vault™ are trademarks and/or registered trademarks
of White Wolf Entertainment AB. All rights reserved.
For additional information on White Wolf and the Chronicles of Darkness, please visit: ww.white-wolf.com,
and www.storytellersvault.com.

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Mother’s Magic

Table of Contents

Chapter One:
Obcasus Rites 5
Basic Rites 6
Intermediate Rites 8
Advanced Rites 9
Epic Rites 10

TABLE OF CONTENTS
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4 MOTHER’S MAGIC
Beast: Player’s Guide introduced Obcasus Rites, dark rituals that call upon the Dark Mother to inflict
some level of Her nature on the world. These Rites are best performed among large broods, especially those
that that have the assistance of the various Kin of the Begotten; Vampires, Werewolves, Changelings, and
other Children of the Dark Mother.
What follows are some new Rites, allowing Beasts to reach into strange corners of the cosmology of the
Chronicles of Darkness, draw upon their connection to their Kin, and otherwise use their magic in new ways.
All of the following Obcasus Rites use the systems presented in Beast: Player’s Guide, starting on page 103;
that supplement is required to make use of the following rituals.
In addition, a new “Kinship” entry can be found with some of the following Rites; these are special bonuses
the Rite’s activation or effect receives when performed alongside a particular power or ability used by those
the Beast has Family Ties to, which might require a specific ability or may allow any of a certain type to qualify.
Both powers need to be successfully activated to gain the bonus. Storytellers should feel free to come up with
additional Kinship options for existing Rites.

CHAPTER ONE: OBCASUS RITES


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Basic Rites HERALD RITUALISTS
Heraldry
Dice Pool: Power + Survival or Occult –
character’s Composure
Time Per Roll: 10 minutes
Duration: Permanent
Bonus: +2 if the Herald is fully aware of what’s
going on
Cost: None
This alternative rite works to more “carefully”
empower a mortal with the abilities of a Herald. So
long as the Beast doesn’t already have a Herald, this
rite allows them to change a mortal character into
one, without suffering a loss of Satiety or causing
damage to the mortal; the process still likely causes a
breaking point if the mortal isn’t already fully “in the
know,” however.
Exceptional Success: Any breaking point roll gains
a +2 dice bonus.

Hunting Grounds
Dice Pool: Finesse + Survival or Occult – 3
Time Per Roll: 30 minutes
Duration: One month
Bonus: +2 if the Beast has the Starving condition
Cost: None
This ritual lets the Beast declare the area (about a
neighborhood or a few city blocks in size) around the
temple as their hunting grounds, bringing the
Primordial Dream just a touch closer to reality in
that region. For the duration of the Rite, the
Begotten, their cult, their Kin, and their brood gain Inanimate Dreams
a +2 bonus to any rolls made for the sake of feeding Dice Pool: Finesse + Crafts or Occult – object’s
or hunting in the area; these actions must be Availability
purposely made towards that end, rather than Time Per Roll: 10 minutes
coincidentally allowing for it. This applies not only Duration: Permanent
to Begotten seeking to regain their Satiety, but also Bonus: +2 to all rolls if the object was crafted by
to Vampires feeding, Werewolves on the Sacred the ritual leader
Hunt, and even Awakened attempting to satiate Cost: The copied object
their Obsessions. This ritual allows the Begotten to destroy a
Exceptional Success: The grounds last for a full physical object within the temple and then allow it
season. to reform within the minds of those present. The
Kinship: If performed alongside a Werewolf physical object, which can have a size no greater than
performing the Pack Rite of the same name at the the Begotten’s Lair rating, is destroyed as part of the
same time, the dice bonuses each ritual grants ritual, but an ephemeral copy of it manifests from
increases by +1, and the two stack with each other. the stuff of Nightmares within the Beast’s Lair, as
well as the Lair, Oneiros, or other Astral equivalent

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of any other participant, becoming easily accessible
by their Dream Forms. These chimerical copies
cannot be used outside of dreams or the Astral, lest
they fade away, but within such realms they’re
perfectly functional.
Exceptional Success: The chimerical copies are
particularly high quality, having an equipment
rating, armor rating, or damage rating 1 higher than
normal.
Kinship: If performed alongside a Mage casting a
ritual that calls upon or affects the Astral, the
object’s Durability increases by 2, and the Mage’s
own “copy” of it forms immediately alongside them
as they enter the Astral, even if not in their Oneiros.

Primordial Empowerment
Dice Pool: Power + Expression or Occult – 3
Time Per Roll: 10 minutes
Duration: One chapter
Bonus: +2 to all rolls if the entire cult is present
Cost: The Beast must have the Primordial Cult
merit
This potent but simple ritual is often performed
by the Heralds of the Begotten, but can just as easily
be performed by the Begotten themselves, and
is used to strengthen the cult and its members. At
least one other member of the Beast’s cult must be
present in the temple for this Rite to be successful.
They act as a sympathetic vessel to the rest of the cult,
empowering those within it and increasing the
benefits reaped by the Begotten themself.
Upon completion of the ritual, the Begotten’s
Primordial Cult merit is treated as 1 dot higher for
all purposes for the duration, allowing them to gain
an additional 1 dot benefit, and all cultists are
treated as if their Mystery Cult Initiation (or
Influence) merit was 1 dot higher for the sake of
benefits gained or any supernatural abilities
dependent on the rating (but not social standing
among the cult). Those that reach 6 dots of
Initiation gain the 9-again benefit to any rolls
involving their other Initiation benefits.
When this Rite is performed by a Herald, their
Beast still gains the normal benefit, and their own
Initiation raises for the purposes of social standing,
too (which will potentially add 9-again to social rolls
with the Cult, if they reach 6 dots).
Exceptional Success: The rating of the Primordial
Cult merit is treated as 2 dots higher.

CHAPTER ONE: OBCASUS RITES


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Cost: Activation of an appropriate supernatural
Intermediate Rites power by the target, who must be present
This ritual allows the rite leader to share in the
Masked Workings blessings of their brood and kin. At the completion
Dice Pool: Finesse + Subterfuge or Occult – 4 of the Rite, the target character activates a
Time Per Roll: 30 minutes supernatural ability with an impermanent duration
Duration: Permanent that normally would only affect themself. If the Rite
Bonus: +2 to all rolls if the Temple’s not been seen was successful, the Begotten then gains the benefit
by an outsider since its last consecration of this power for the normal duration as well, as if
Cost: Boundary stones or other markers around they were the original target for it, so long as it
the border costing Availability ••• doesn’t rely on traits the Beast lacks (such as a
While the Secret Ways Rite shields the Temple Vampiric ability that affects Vitae), and this does not
from mundane intrusion, this ritual is used to keep prevent it from benefitting its original user.
prying supernatural eyes away from it, diverting Exceptional Success: The utilized power is an
them elsewhere. exceptional success on three successes instead of five,
For so long as the ward holds, any attempt to use if not already.
supernatural powers to scry on the area, divine it,
learn about it from afar, or otherwise use The Mother’s Claws
supernatural abilities to gather information about Dice Pool: Power + Intimidation or Occult – 4
the Consecrated Temple or the area immediately Time Per Roll: 30 minutes
around it, must defeat the caster in a Clash of Wills Duration: 24 hours
to be successful. If the Beast wins, the prying Bonus: +2 to all rolls if the target is the Beast’s
individual is instead given a vision of the Beast’s Herald
Horror, which immediately makes its displeasure Cost: An expenditure of Satiety, and a non-
known in a gruesome display, inflicting the Spooked Begotten participant
condition on the offender. However, that image This ritual lets the Begotten share one of their
does remain on their mind, allowing them to Atavisms with the target. They must expend Satiety
potentially track the Begotten down later. as part of the Rite, whether successful or not, and
This ritual immediately ends if the Temple is ever the target must be present and participating in the
profaned, although can be used again once it’s re- ritual itself. Upon completion of the ritual, they gain
Consecrated. access to the Atavism, as if they had the Satiety (and
Exceptional Success: The Horror causes the other Beast-only traits) the Begotten currently has at
Frightened condition instead of Spooked on any the time of casting. They may use the Satiety
offenders. Expenditure option one time over the course of the
Kinship: If used alongside another character duration, which is effectively paid for by the cost of
casting a ward or protection of their own on the area, the Rite itself.
such as a Promethean using the Mystic Fortress Exceptional Success: The duration increases to a
Distillation, the Clash of Wills gains a +2 bonus, and full Chapter.
the other power’s duration is doubled if not already Kinship: If cast while simultaneously receiving
permanent. access to another supernatural creature’s power
through a similar ability (like a Vampire using the
Share Your Brother’s Shared Sight Devotion), the duration of both powers
Blessings is doubled.
Dice Pool: Power + Academics or Occult – 4
Time Per Roll: 30 minutes
Duration: Varies
Bonus: +2 to all rolls if the target has Family Ties
with the Beast

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Dinner, this Rite allows them to give back, creating
Advanced Rites a wellspring of energy in the Temple whenever the
Begotten sates their Horror. Whenever the Beast
Servant of the Dark feeds, after marking the Temple with this Rite, twice
Mother the gained Satiety in points of the supernatural
Dice Pool: Finesse + Science or Occult – 6 energy used in the Rite trickles into the area, in a
Time Per Roll: One hour form appropriate to it; Mana might form into Tass,
Vitae might simply form into a bloody pool, and
Duration: 24 hours
Essence likely flows freely around the area in an
Bonus: +2 to all rolls if the creature is sacrificed
intangible form. That energy can then be consumed
for its body as part of the Rite
through appropriate means by any supernatural
Cost: A small creature sacrificed for the body creature capable of making use of it.
Beasts are capable of birthing Horrorspawn to act This only works when feeding by satisfying the
as companions and assistants, and may even break
Beast’s Hunger, not through any alternative means
off pieces of their own Horror more temporarily to
of gaining Satiety (especially not Family Dinner). As
fuel such a creation, but sometimes, the limits of
well, only one version of this Rite can be performed
one’s own Horror and the connection inherent to on a given Temple at a time; it can’t be recast to
the Beast makes this an ill-suiting or risky process. cause multiple types of energy to well up.
This Rite, then, allows the Begotten to call upon the
Exceptional Success: The wellspring produces
Primordial Dream for a scrap of goetic essence to
thrice the gained Satiety in energy each time.
fuel a brand new creation, one that’s immediately set
Kinship: If a supernatural creature that the Beast
upon a mission decided by the Beast.
has Family Ties with directly and willingly provides
The Horrorspawn so created by the ritual forms
the energy for the Rite, the wellspring produces one
within the body sacrificed for the Rite’s purpose. It
energy per chapter even if the Beast doesn’t feed.
isn’t too powerful, having a Potency of only one,
with exact traits decided by the Storyteller, but it
should inherently be built to be well-suited to the We’re All Her Children
task named, which it will immediately start upon its Dice Pool: Finesse + Subterfuge or Occult – 6
birth. However, it’s not under the Begotten’s direct Time Per Roll: One hour
control, nor is any connection to it formed, and so Duration: 24 Hours
it’s blindly set off to its task, lacking other abilities Bonus: +2 to all rolls if the Beast activates the
being used to track or control it. appropriate Passing Resemblance beforehand
Exceptional Success: The Horrorspawn is Potency Cost: Must have previously used Passing
2 instead. Resemblance to mimic that type of creature before
Kinship: If performed alongside a Vampire While Beasts can fool the senses and even
utilizing Blood Sorcery to create or animate a divinatory abilities with Passing Resemblance, their
creature of their own (such as a “zombie” or supernatural nature remains the same, preventing
gargoyle), both creatures gain an additional health them from benefiting from certain magics that affect
level. other children of the Dark Mother. With this ritual,
they can “fool” magic itself, allowing them to benefit
Wellspring from supernatural powers that normally can only
Dice Pool: Power + Medicine or Occult – 6 target a specific type of supernatural being, even if
Time Per Roll: One hour they lack traits that are normally required (in which
case the power works as closely as possible for the
Duration: Permanent
Begotten, at Storyteller discretion).
Bonus: +2 to all rolls if at least three “points” of
This could allow the Sacred Hunt rite to be
the energy type are used
performed on a Begotten that’s supernaturally veiled
Cost: A point or more of supernatural energy
as a Werewolf, letting them directly take part in the
(other than Satiety)
Hunt instead of just assisting from the sidelines, for
While Begotten are capable of sharing in the instance, or allow a Vampire using the Flesh Graft
benefits of the feeding of their Kin with Family

CHAPTER ONE: OBCASUS RITES


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Treatment Scale to heal the Begotten’s aggravated before being placed in the area to be affected, which
wounds like they were a Vampire (using Satiety must include the Consecrated Temple itself.
instead of Vitae). If the Rite’s successful, the supernatural realms are
Exceptional Success: For the duration, if Passing cut off from the mundane. The Gauntlet becomes
Resemblance of the same type is active, the character impossibly thick, gateways to other realms don’t
gains the rote action on any Clash of Wills to avoid function (even to Skeleton Key), and the Begotten
their true nature being detected. are even cut off from their Lairs; they still retain
awareness of their Horrors via Soul Communion,
but cannot create a Primordial Pathway or use
Epic Rites Skeleton Key to get into their Lair and merge with
them. Supernatural powers treat any gateways as
nonexistent and the rating of any barrier between
Primordial Wall worlds as infinitely high for the sake of any
Dice Pool: Power + Stealth or Occult – 8 mechanics, gates to or from any realm are treated as
Time Per Roll: One hour if they simply don’t exist for the duration, and if they
Duration: 24 Hours have a way to directly “teleport” to another realm,
Bonus: +2 to all rolls if the Gauntlet rating in the they must defeat the ritualist in a Clash of Wills to
Temple is at least 4 do so.
Cost: 4 marking stones of at least Availability Obviously, this Rite can cause no small amount of
•••• painted with the ritualist’s blood hostility from rival Begotten or other supernatural
This rite closes off the supernatural from the beings that rely on access to other realms. As well,
mundane world in a marked area no larger than a this Rite can be ended early with the death of the
small town or a district within a larger city. The ritualist, making them an immediate target to
marking stones must be painted with the caster’s anyone that knows how the magic works. Typically,
blood (and potentially that of any other participants) it’s reserved for cutting off the escape of powerful

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supernatural enemies of the Brood, ideally in a power that would force or even encourage a
otherwise isolated areas. cultist to cause any sort of harm or
Exceptional Success: The ritualist gains the rote impediment to other cultists, the cult as a
action benefit on any Clash of Wills made to prevent whole, or the group’s goals, or reveal cult
others from traversing realms. information, the character may roll a Clash of
Wills (using the Beast’s pool) against the user
Unity of Purpose to ignore the effect. However, the character
Dice Pool: Power + Empathy or Occult – 8 suffers a condition/other drawback as if he’d
failed a Breaking Point roll, as appropriate to
Time Per Roll: One hour
the character type (but doesn’t lose Integrity
Duration: Permanent
or similar traits).
Bonus: +2 to all rolls if all of the cult are present
• Willingly betraying the cult/cultists causes an
Cost: Each beneficiary loses a point of Willpower,
immediate loss of Satiety, Integrity, or other
and the Beast must have the Primordial Cult merit
equivalent trait. In addition, the character
This powerful Rite allows the Begotten to loses all dots of Mystery Cult Initiation in the
reinforce the bond between members of their cult, group (Sanctity applies), and takes an
making it more difficult for outsiders to turn unavoidable resistant aggravated damage per
members against each other or work to betray their dot lost.
fellows, even with supernatural abilities, turning
This Rite ends if the Beast ever betrays their own
them all supernaturally towards the cult’s purpose.
cult or causes their Herald to become a Hero.
This provides the following mechanical effects:
An alternative version of this Rite exists that
• Members gain a supernatural tie to each other; instead affects the local Hive, rather than a cult, and
in Mage’s terms, this works akin to a Strong
must be performed by the Apex or in their presence.
level of Sympathy. Vampires gain a form of
Exceptional Success: No condition or drawback is
Blood Sympathy to other cultists, equivalent
suffered by those shaking off supernatural betrayal
to a Thrice Removed connection. Similar
or information-gathering.
sorts of supernatural ties might be formed or
Kinship: If performed alongside the swearing of
altered at Storyteller discretion.
another sort of supernatural oath or ritualized bond,
• Being forced to work against other cultists, or any resultant Clash of Wills for either power, or any
the cult’s ideals, causes a form of intense
roll/trait used to prevent them being dispelled or
spiritual duress, which helps members shake
undone, gains a +2 bonus. Both become tied
off supernatural influence. When affected by
together, and if either would be broken, both are.

CHAPTER ONE: OBCASUS RITES


11
Mother’s Magic

Obcasus Rites are a useful, if not always wholly reliable source


of power for the Begotten, calling upon the Dark Mother and
their own nature to enact change upon the world. Still, Obcasus
Initiates are almost always found in at least small numbers
within a Hive. Mother’s Magic includes 12 new Obcasus Rites for
use by these Initiates.

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