Description : Shalkamense est le fruit de plusieurs années de travail et d'acharnement. Développé par le chapitre montréalais de l'Archivarius, Shalkamense est un amalgame de rituels aux influences noddistes du mythe vampirique. Divisé en trois branches distinctes, Shalkamense comprend respectivement l'Héritage d'Irad, l'Héritage d'Enoch ainsi que l'Héritage de Zillah. Inspiré des philosophies véhiculées par les premiers infants de Caïn ; Zillah, Irad et Enoch, ces trois branches de sorcellerie illustrent et honorent l'héritage de trois piliers important du mythos Caïnite.
Prérequis : Chaque branche de sorcellerie permet une gamme de rituels diversifiée. N'importe quel membre de l'Archivarius est autorisé à entreprendre l'apprentissage des voies proposées ci-dessous. Ceci étant dit, l'acquisition d'une qualité portant le nom de Shalkamense Consecration, au coût d'un (1) point d'expérience est indispensable. Notez également qu'exceptionnellement, cette qualité peut être obtenue au-delà du maximum de qualités normalement accordé.
Fonctionnement général : Près d'une cinquantaine de rituels vous seront décrits ci-dessous. Chaque voie se décortique en cinq niveaux distincts, d'un (1) à cinq (5). Chacune de ces voies offrira également une quinzaine de rituels, parmi lesquels il sera possible de choisir un (1) rituel par niveau afin de bâtir une voie unique au choix du personnage. Par exemple, un personnage souhaitant s'investir dans l'Héritage d'Irad, pourra sélectionner à son choix un rituel de niveau un (1), un rituel de niveau deux (2), un rituel de niveau trois (3), un rituel de niveau quatre (4), ainsi qu'un rituel de niveau cinq (5). L'obtention s'effectue d'ailleurs dans cet ordre précis. Pour obtenir un rituel de niveau deux (2), il faut tout d'abord se procurer le premier niveau.
Accessibilité : L'ensemble des trois voies est accessible à n'importe quel membre de l'Archivarius. Il est donc possible d'apprendre L'Héritage d'Irad, l'Héritage d'Enoch ainsi que l'Héritage de Zillah simultanément.
Restriction : Certains rituels sont plus puissants que d'autres. Afin d'illustrer certaines limitations, chaque rituel est accompagné d'une annotation spéciale. En tout et partout, il existe trois calibres de restriction. C'est-à-dire ; les rituels de calibre communs, accessibles à n'importe quel membre de l'Archivarius. Les rituels de calibre supérieur, accessible aux doyens et aux officiers de l'Archivarius. Et les rituels de calibre exclusifs, accessibles aux Archivistes et aux Recteurs de la Cabale.
Renoncer à un rituel : Considérant les restrictions mentionnées ci-dessus, il est possible pour n'importe quel membre de l'Archivarius de renoncer à un rituel déjà acquis afin d'entreprendre l'apprentissage d'un nouveau rituel de meilleur calibre. Un joueur souhaitant renoncer à un rituel pour en acquérir un meilleur, doit seulement s'acquitter des points d'expériences supplémentaires en fonction du calibre du rituel. Notez également qu'il est impossible d'entreprendre ce processus autrement que pour obtenir un rituel de calibre supérieur.
Mécanique de jeu : Chaque rituel exige la dépense d'un trait de sang, à moins de contre-indication. Chaque rituel ne peut être utilisé que sur soi-même, à moins de contre-indication. Et finalement, chaque rituel exige un temps d'incantation d'un round par niveau (ex : un rituel de niveau trois exigerait donc trois rounds d'incantation).
Effect: The sorcerer causes feelings of intense hunger in a subject, who must be within sight. The afflicted subject feels the desire to eat or feed. Activation involves a Occult + Mental challenge against the subject's Mental + Willpower, and resistance is reflexive. If the performer success, the victim avails himself of any sustenance available. A mortal even eats raw meat, though he doesn't resort to such dire acts as cannibalism or drinking blood. Kindred might attack nearby vessels or even fellow vampires if their hunger is not satisfied quickly (the victim succumbs to blood frenzy after 10 minutes). Even after he eats or feeds, a subject's rapacity does not subside until the effects of the ritual pass (one hour).
Effect: This ritual allows the ritualist to hide the aural effects of magic on an item or a person. Once cast on someone or something, the use and presence of magic will not appear in the aura of that person or object. The 10 minute ritual requires a gold thread be tied around some piece of the object or person effected. Once tied the spell will last for one night. Anyone looking at the object's aura with Auspex or any other means of detection will see a mundane object. There will be no sign of magic use.
Effect: With this ritual, a Savage vampire can become a preternaturally gifted tracker. The ritual helps « mark » a target, be it living or vampire, supernaturally infecting their blood with some element that the performer can feel at the back of his mind: A faint tickle, the sound of wind whipping, the feel of a tongue on brain tissue. The elemental feeling increases when in proximity to the marked target. This means that the vampire gains substantial bonuses when attempting to track this marked individual. Investigation challenge made to track the target gain a +4 wild card bonus. To mark a victim, physical contact is necessary and this ritual lasts for a number of nights equal to the performer's own occult rating. If the performer attempts to track a vampire, however, the wild card bonus is penalized by 1 for each gap of lesser generation, unless the target Damned is aware of the ritual attempt and approves its use (meaning, the character could mark the blood of a pack or cult mate as long as they know and agree, and the penalty would therefore not apply).
Effect: The vampires recognize that many locales bear the mark of Oblivion. They're places of ill-omen: Shorelines where ghost-villages appear by night, murder houses, graveyards and other places where the borders between the real world and the place of spirits and ghosts are thin. Using this ritual, a vampire promotes chaos by increasing the supernatural ambience of a place. The vampire leaves a tiny smear of blood somewhere on or near the location, for example on a rock, a piece of furniture or a wall. A room goes cold. If outside, it starts to drizzle filthy, foul-smelling rain. Witch-fire plays around the trees. Apparitions flicker in and out of vision in the corner of one's eye. Rot and mold spontaneously appear. Urban decay appears briefly to accelerate. All Social test pools are penalized by -1, apart from Intimidation, which instead gains a +1 bonus. This effect lasts for a scene. The death of a mouse or similar small animal is required for this ritual. Having obtained some blood from the sacrifice, the caster mixes it with some of his own, and either burns the concoction in a brazier or uses it in some other way as part of the ritual.
Effect: Nothing is more dangerous to a vampire roaming the world than the burning kiss of sunlight. A temporary haven is never truly safe, not when a single hole in a wall can let in the sun, or an invading witch hunter can tear away a protective curtain. While this ritual cannot guarantee any kind of safety, it can give a vampire an extra moment of grace when disaster strikes, perhaps allowing her a chance to scramble to safety. Her Vitae becomes preternaturally sensitive to changes in surrounding light levels, and pounds quickly through her veins should she be forced to wake during the day. Once activated, the vampire will be able to wake during the day, as long as the circumstances involve exposure to sunlight. A ghoul sneaking into the vampire's haven and stealing documents doesn't trigger the benefit, but if the ghoul then attempts to let in the light, the sorcerer awake immediately. The effects of the ritual last until the next sunset, even if the caster is forced to wake several times during the day.
Effect: With this ritual the ritualist can change the properties of his blood. Those that use Taste of Vitae, Bloodwalk, or any other method of determining things about the caster through his blood will find out only what the caster wants them to know. To cast the ritual, the ritualist must take five blood points of his blood, or someone else's if he is not casting it on himself, and put them into a specially prepared, solid silver container. Then the caster hides the container from all prying eyes, including his own. During the casting of the ritual the ritualist must specify what fact (only one) about his blood has been changed. Clan, generation, and any other pertinent facts that can be gleaned from his blood are then changed for one month or until the container of blood is discovered.
Effect: The ritualist creates a work of art or writing, incorporating at least one blood into the substance of the work. This is easiest to do with paints or ink, hence the common title of the ritual, but possible with most plastic art forms. The work of art must depict a frightening situation, or depict an object or place as frightening. Anyone who sees the artwork must make a Mental + Willpower challenge, with a difficulty number equal to the number of blood expended in creation. If the challenge fails, the viewer is struck with a minor phobia (as the derangement) of whatever the painting shows. The power of the artwork lasts for one night for every blood trait expended. The creator is not immune to her own work, but does receive a +5 bonus on his own challenge. The artwork cannot inspire a phobia of the viewer himself; thus, a specific individual depicted in a painting is immune to its effects. A white man is vulnerable to an artwork inspiring fear of white people; he gains a phobia about all other white people.
Effect: This ritual is a variation of Cheval and is identical in its mechanics and effects. The ritualist need not be able to see the target when activating the ritual, but must have at least one point of blood from the target in his system. The ritualist writes a symbolic name for the target in Vitae on a strip of paper. This may be the target's actual name, or something that strikes the ritualist as appropriate. He then prays over the paper, and hangs it beside the mirror in a shrine. The name fades over the duration of the ritual, so that when it finishes, the paper is blank. If the paper is removed from the shrine, the effect of the ritual ends immediately. Note that the vampire still suffers the adverse effects of drinking Vitae: he becomes blood bond, having taken a taste.
Effect: The ritual is Koldonic in nature but was revised and enhanced using The blood magic Principles. The Kuldon's often use spirits as messengers & errands and while this ritual lacks that versatility it makes up for it in it's ability to fetch items from great distances. By expenditure of vitae or willpower, a ritualist may summon an item which has been enchanted by this ritual. This 'teleportation' is done by a previous pact with spirits that in exchange for vitae or willpower will retrieve the item and give it to the magus. Since Spirits are able to go into the Umbra and may travel at rapid speeds such as Kindred do in Anima Walk.
To make use of this ritual, the ritualist must places the item on the earth and spends 1 trait of vitae upon the item and then chants a welcoming message, asking for the assistance of any nearby spirits. Spirits normally come within that round. Archivarius vampire's are often taken back by the number of spirits in existence, for there is a spirit for each material reflection in the physical realm. The spirit immediately understands that it will be the caretaker of that item and will agree to ferry it between two points if the ritualist agrees to the deal. Typical « cost » is 1 blood trait. If the item is a weapon, armor or any item that give additional specials equipment quality, then the cost is increased by 1 blood trait. Spirits refuse to ferry items that have other spirits bound to them, such as fetishes for they fear they may be bound. They also refuse to ferry items or relics with True Faith. Larger objects (more than 3kg) require more vitae. The ritualist may also opt to spend willpower instead of vitae or vice versa at the exchange rate of 1 willpower trait to 5 blood. Sprits rather much enjoy willpower and would prefer it.
These terms are non-negotiable. If the ritualist attempts to haggle, the spirit leaves immediately and leaves a supernatural marker on the item to let other spirits of this ill transaction. Once the agreement is performed, at anytime the vampire may summon the item. The ritualist need only spend the fore mentioned agreed amount. The amount of time required the spirit to retrieve the object and return is equal to the magus Occult traits.
Effect: This ritual creates a homunculus and is particularly prized by higher members of the Archivarius. This is a lengthy and elaborate rite, not to mention painful. A living human body is necessary for the execution of this ritual and about five pounds of carved animal parts must be inserted inside its cavities. They must have enough organs and limbs for a nearly complete animal — a brain, a heart, legs (if it must move), eyes (if it must see) and so on. When the vampire invokes Lilith, mother of monsters, the limbs fuse into a homunculus and emerge from the women. As to how the homunculus emerges, it varies but is universally painful and terrible to behold. Regardless of the gender of the creator, the pieces must remain inside his or her body for at least 13 hours before being born at the next midnight. can be used for various tasks, such as research, exploration or even espionage. The Homunculus is also considered as a 3 dots mortal retainer during downtime sessions. On appearance, an Homunculus is similar in all aspects to a mortal of teen age. A major asset to preserve the masquerade ! Only one homunculus can be kept « alive » by the ritualist at any given time.
Effect: On the road, a vampire risks not just danger but anonymity — if she dies at the hands of her enemies, far from her allies and blood « family, » no one may ever know her fate or be able to take revenge. This ritual mitigates some of that danger; it strengthens the ties of blood between members of the Archivarius, allowing the vampire's extended brood to sense her in moments of crisis, no matter how far removed she may be. Once the ritual is performed, vampires that have Blood Bound rating with this vampire can attempt an Occult test (difficulty 16) to have a vision, sensation or anything else at the Storyteller's discretion, of the ritualist. The effects of this ritual last until the next sunrise.
Effect: This ritual was first used on a large scale at the ruined city of Carthage, just after its destruction. It is said among the Circle that Solomon himself helped plan and lead the attack on Carthage, using his powerful magic to nullify the Dark Thaumaturgy of the Infernalist Brujah, who (along with the decadent Toreador) were pawns of the Secret Masters. When the battle was over, many of the Carthaginian Kindred had escaped into the bosom of the earth to heal. But wise Solomon was prepared for this, for he had taught many of his Lords and Initiates this ritual. The ritual is designed to prevent anyone who has Earth Melded, been buried underground or otherwise supernaturally merged with the earth to be nable to reemerge. Purest sea salt is sprinkled over the site, along with three of the caster's Blood Points. The ritual takes three hours to perform and leaves the earth there blasted and barren, unable to support life for a hundred years. Anyone who knows this ritual can raise the bound Kindred, in a three hour ritual that uses three Blood Points and fine black soil. The only other way is for ten Blood traits to be spilled on the site, while the name of the bound one is called. Assuming the bound one is not in Torpor, he will rise.
Effect: This beneficial ritual expedites paperwork through the bureaucratic systems of governments or other hierarchies. By preventing the ensorcelled documents from being misplaced, the paperwork (even virtual information) goes through the swiftest channels, even bypassing normal daytime agencies that would hinder the Kindred's nocturnal lifestyle. Although extremely useful in modern society, this ritual was developed to handle organizations like the Section-8 of recent nights and allay any suspicion toward the caster. The ritual requires the hairs of a dog, known for protection and loyalty, to protect and guide the paperwork. To make use of this ritual, the ritualist enchants the expedited paperwork, which shows up as an aura to anyone who looks for such. Normal handling time of a given document is reduced to roughly one-third and it will not get lost. The ritual ends when the material is finished being processed. Any use of backgrounds related to the field of bureaucracy is regarded with a +1 circumstance bonus. Moreover, any influence related to the field of bureaucracy is regarded as a specialty.
With society becoming more dependent upon information and computer files, archaic elders needed something to maintain their places in society. In earlier nights, a Kindred could easily fake his death or move on to a different part of the country, but tonight identities are kept on ubiquitous file through the electronic data and paper trails. This ritual bypasses the normal channels for these identities, causing computer and hard copy files to disappear and new files to spring up. Like a ghost, the ritualist disappears and comes back in a new form. This ritual is technomatic in nature, and many vampires thoroughly disapprove of it, preferring to remain anonymous than change to conform with the rules of the modern nights. Invoking this ritual requires the caster to melt a pile of sand into glass and suspend an ant within the cooling silicon. A Mental + Computer or Security challenge (difficulty 15) must be done and an entire week to perform is needed, with breaks from the chanting and ceremony only in the form of sleep each day. A failed challenge on the activation results in a complete corruption of all files dealing with the Cainite, to the point that a major government agency takes active interest in the anomalous activities. On success, tt effectively creates a series of false citizenship, including driver's license numbers for licenses that do not exist, false birth certificates, Social Security numbers, etc. In game terms, this ritual allows the vampire to create an alternate identity, or modify an existing identity. The vampire who enjoys the effects of this ritual is able to obtain or change the background Alternate Identity (maximum, level 3) at half the normal exp cost, round up. Note that this ritual can be casted for someone else then the ritualist himself. This ritual requires a full downtime action to be performed.
Effect: Some members of the Archivarius build mystic items specifically to aid their subordinates or allies. A neonate with only the rudiments of skill may have need of a specific ritual, or another Kindred might desire to purchase the special services of Inscription but need them for his own later use. Instead of taking the time and risk to instruct someone else in the fine points of the working in question, a proficient ritualist can build an annotated version of a ritual, fueled with his blood, to make the formula accessible to someone else. The Inscription ritual allows the ritualist to place any other first- or second-level ritual in written form at a cost of two blood points. This generally requires the equivalent of a full page of paper. A reader can then unlock the power of that ritual by reading the inscription and following its instructions. The scribe uses his blood as a base for the ink, and his vitae's power remains in the mixture to help fuel the ritual. An inscribed ritual is an imperfect form – it cannot be used to learn Inscription. It's a simplified set of instructions, with the scribe's vitae empowering the rite so that it overcomes any omissions or sloppiness on the part of the practitioner. Anyone who can read the language may then use the ritual notes later. Actually casting the ritual from the notes requires the use of the usual components and time, but the caster need not have any knowledge of Inscription. Once an inscription is complete, the power of the writer's vitae is trapped in the object; his maximum blood pool is effectively reduced by one until the inscription is used. After use, the inscription dries into a fine, illegible ash, with all the power expelled from the vitae-based ink. The scribe can use the scroll himself (which is rather pointless) or give it to someone else. To prevent an inscription from reaching the wrong subject, many scribes also use Encrypt Missive with this ritual. Rumor holds that more powerful forms of inscription can create annotations for higher-level rituals, but only elders of the Archivarius would know for certain.
Effect: At times, it is required that seekers of knowledge make use of Spirits from the Deep Umbra. These creatures are often known better as « demons ». Through the use of this ritual, which involves the expenditure of four Blood Points of Vitae, and the invoking of most of the Major Arcanum of Spirits for the creation and empowerment of a number of interlocking Circles of Protection, the ritualist can enter into a Mental + Occult vs Mental + Willpower against a spiritual Entity. If you happen to know the True Name of the demon, you gain a +5 Wild Card bonus. But beware, this is dangerous! If the ritualist wins the contest, he will have control over the demon and can force it to obey a number of commands. If the ritualist loses — the Demon can actually begin to attempt to break free, and forceful measures must be taken to banish it lest it get free and wreak havoc on the caster and any others nearby before departing back to the Deep Umbra. Even after it has been successfully mastered, after obeying a number of commands, it will attempt to once again break the ritualist's hold on it. Another Contest will be required.
Countless spirits from the Deep Umbra are weak, and easily bent to one's will… but there are others, vast creatures whose names are best left unspoken, entities from before the dawn of Man, or the coming of Caine… some that are said to predate worlds; if one was so foolish enough to control one, woe betide him. Never again would he be seen again… but his hellish shrieks of agony would resound for millennia across the nameless gulfs of the Abyss that is the Deep Umbra.
This ritual creates a written document from the spoken words of the caster. The ritualist simply speaks, and her words mystically appear on paper before her. Some ritualists have observed variants of this ritual that involve moving feather-pens writing the words as they speak them, but the most common form of this ritual makes no such overt display. Further, some young members of the Archivarius have developed a variant that records their words directly to computer files — which their elders almost universally decry as vulgar. This ritual requires the beak of a bird or the tongue of a lizard to be crushed between the caster's thumb and forefinger. For the duration of the scene, any words spoken by the ritualist are transcribed to whatever surface she wishes. This is most commonly paper (whether loose or bound into a book), but may also be a wall, the head of a pin, anything. The Scribe automatically fits the vampire's ideas on a given surface, but it makes no provisions for legibility; transcribing all 400 pages of The Seventh Sigil onto a note card isn't going to make it readable without a microscope. Additionally, the Scribe does not improve a speaker's eloquence — in matters where clarity or quality is crucial, the speaker's Academics Trait may come into play. The Scribe may be cast on someone other than the ritualist, should the latter so wish. Also, she may voluntarily end the effects of the power before the end of the scene.
Effect: This simple ten minute ritual allows the ritualist to understand (but not communicate in) foreign languages he encounters until sunrise. This does not apply to reading texts in foreign languages.
Effect: To insure that messages remain secure against prying eyes, members of the Archivarius sometimes use this ritual to encode documents magically, even if it is virtual information on a computer. Recently created to communicate between members Archivarius, this ritual is used to communicate on Jericho III, between members of the cabal. Also, this is a fairly common ritual — many young members of the Archivarius seem to have learned it, and use it to encrypt graffiti messages to others of their kind. To make use of this ritual, the ritualist writes the message in blood over the course of a night and speaks the name of the person he wishes to read it. When used through a computer, the vampire must coat his keyboard or virtual interface with a drop of his blood. Only the writer and the person to whom the letter is addressed can read the document. To any others who observe the letter (or the screen), the writing simply appears as gibberish.
Effect: The ritualist must perform this ritual immediately before feeding from a vessel. While feeding, she learns one piece of personal information about the vessel — one thing the vessel feels is of immediate importance, like a flaws, a derangement, a dark secret, etc (Investigation + Mental vs Willpower + Mental). On a failed test, the vessel learns the piece of personal information about the vampire that she feels is of most immediate importance. This ritual works on supernatural creatures just as well as on mortals, as long as the creature has Vitae to drink. The piece of information gleaned through this ritual is gained in place of one Vitae.
Effect: The ritualist allows a few drops of blood to fall into a vessel of water while concentrating on a future action for that night or current circumstance. The blood forms patterns in the water that convey important information about the situation. A mental challenge (difficulty up to the storytellers) determines the clarity and usefulness of the vision imparted. On an exceptional success, the blood may form recognizable figures and play out a short scene, whereas a single success might net only two abstract figures symbolizing important factions involved in the situation. This prophetic image grants a +2 bonus on any test pools to investigate or research the imagery revealed by the ritual.
Effect: Upon successfully activating the ritual, the ritualist enters a creative trance for a number of hours equal to 6 – his Occult dots, producing a work of art in his favored medium. While creating the artwork, the ritualist is not truly aware of what he is doing. When he comes out of his trance, he finds that he has created a puzzling work of divination. When first viewed, its meaning is indecipherable (though the artwork grants a +3 bonus to Empathy or Investigation test pools to scrutinize or analyze the artist). The work's meaning becomes evident to the artist later when, in the heat of some later moment, he experiences a flash of insight revealing what risk or opportunity the artwork was presaging. In game terms, the ritualist may re-do any one failed challenge on the same night that his soulful work is created. Only instance of this ritual can be in effect for the caster at one time.
Effect: With this ritual, a vampire have the terrifying ability to consume information. A vampire with this power seeps his blood over a book, CD, DVD or video tape. Then, he takes the blood back into himself, leaving the media blood-smeared and completely devoid of any of the recorded material on that medium. In this fashion, the vampire literally ingests the knowledge formerly stored on that item. The ritualist can retain that knowledge for a number of days equal to his total academic traits. This information can then be transcribed again within another medium in the same fashion. To activate this ritual, a successful Mental + Academic challenge must be done with a storyteller. If failed, the character's blood simply fails to imprint the information, and the vampire does not regain the point of Vitae used to activate the power. If successful, the character instantly knows the information on the media she anointed with her blood, as if she had read it, watched it or listened to it. Additionally, this process does not destroy the media item — the blood simply wicks away cleanly when the vampire re-consumes it. This ritual costs two bloods, one to cast the ritual and one that will be taken back if the ritual succeeds.
Effect: This ritual allows the performer to « ride the senses » of his subject. The subject must be within direct sight when the ritual is performed, but the subject can stray from the caster to any distance thereafter. Once the ritual is performed, it remains active and dormant for one night. At any time, during that night, for up to 1 minute per occult dots he possesses, the performer may see or hear through the eyes or ears of his subject. No other senses can be substituted — if the subject is blind or deaf or both, all « riding » yields is blackness and/or silence. A subject so « ridden » is unaware that his senses also report to another. While riding another's senses, the ritualist is only dimly aware of her own body, which falls into on a trance-like state. She is unaware of minor environmental stimuli affecting her own body (such as an insect crawling across her skin or drops of water falling on her head), but more aggressive actions perpetrated against her body draw her consciousness back to it.
Effect: This ritual is used to determine the cause of torpor in a vampiric body or the cause of destruction in a Kindred's ashen remains. To conduct this ritual, the vampire places a penny or other small coin over the eye of the torpid Kindred, and she hears in the vampire's voice the cause of her cold rest. If the Kindred is ash, the ritualist need only lay the penny in the ashes. To make use of this ritual, one half-hour is required, at the end of which the ritualist hears the message. This power has no effect on creatures other than Kindred. Note that this will not reveal who put this Kindred in torpor or destroyed it, but how it was done.
Effect: A vampire casts this ritual on a blood sample from another vampire. Blood Walk is used to trace the subject's Kindred lineage and the blood bonds in which the subject is involved. This ritual requires three hours to cast, reduced by 15 minutes for each Occult dots possessed by the vampire. It requires one blood point from the subject. Each Occult dot allows the caster to « see back » one generation, giving the caster both the True Name of the ancestor and image of his face. The caster also learns the generation and clan or bloodline from which the subject is descended. With three dot in Occult skill, the caster also learns the identities of all the parties with whom the subject shares a blood bond, either as a regnant or thrall.
Effect: The Rite of the Bloody Crossroads is a divination that predicts what Kindred are coming to a certain area from outside its boundaries. The region can be defined as an area as small as a haven or as large as a hunting territory or anything between (making it quite versatile). The rite provides fairly vague and symbolic portents, revealing immaterial factors like the vampire's motives, desires and drives (« He comes with blood in his mouth, in search of black hair and blue eyes . . . »). On the other hand, this rite also provides a fairly concrete feel for the road by which the stranger will enter (« Evil comes across the Skyway — tonight. »). The ritual only senses approaching vampires and only works within the limits of the defined area. To activate this ritual, a Mental + Occult challenge (difficulty 15) determines whether or not the ritual works. The larger the boundary specified, the larger the penalty to the performer activation challenge. Divining visitors to a single building imposes no penalty, while divinations centered on a neighborhood might suffer a -3 penalty and divinations focused on a whole territory would suffer a -5 penalty. Once activated, the ritual is effective for one night. The information gleaned from the divination is often vague and difficult to understand. Some ritualists receive flashes of imagery and sound that are too intense to recall easily, but others reveal information in a voice that is not their own. Investigation or Occult challenge may be made to puzzle out the meaning of prophetic imagery, at the Storyteller's discretion. If a vampire within the power's range is headed for the specified area, the ritualist receives a glimpse of her; alternately, if a vampire will arrive at the specified area before the end of this power, the ritualist receives some sign.
Effect: This ritual provides the ability to sense the « mystical residue » left by magical objects and effects. This ritual was originally developed to seek out Tremere who use Thaumaturgy and magical artifacts. While this power is in effect, the ritualist carries a lit candle, whose light causes the stuff of magic to glitter. After chanting for five minutes, the ritualist is able to sense magical effects. Sense the Mystical can detect Thaumaturgy, Necromancy and similar blood-related vampiric magic if used within a distance of the object or person in question equal to the vampire total Occult dots in meters. This power does not distinguish between the different types of blood magic, nor does it pick up « normal » Disciplines. This ability lasts for one scene.
Effect: This ritual enchants a mortal bone so that anyone who holds it must tell the truth. The bone in question is often a skull, though any part of the skeleton will do – some members of the Archivarius use strings of teeth, necklaces of finger joints or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the truth, until it has turned completely ebony and has no magic left. This ritual binds the spirit of the individual to whom the bone belonged in life; it is this spirit who wrests the truth from the potential liar. The spirit absorbs the lies intended to be told by the bone's holder, and as it compels more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins it has siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason, anonymous bones are often used in the ritual, and the bone is commonly buried after it has been used to its full extent. A specific bone may never be used twice for this ritual. To make use of this ritual, the bone imbued with this magical power must be at least 200 years old and must absorb 10 blood points on the night that the ritual is cast. Each lie the holder wishes to tell consumes one of these blood points, and the holder must speak the truth immediately thereafter. When all 10 blood points have been consumed, the bone magic ceases to work any longer.
Effect: With the presence and power of her own Vitae, a ritualist can observe what happens in the vicinity of blood she leaves behind during the performance of this ritual. The performer must spend one blood to complete the ritual as normal, plus another Vitae (or possibly more) to bear witness at the site to be watched. The Vitae left behind must come from the performer, whether it's vomited up, spilled from the wrists or via some other means. The blood may be dribbled on a floor, soaked into a rug, painted onto a wall or otherwise applied as the performer sees fit. However the blood is left behind, it remains as detectable as any ordinary blood. If it's scrubbed away, the power of this ritual is broken. For one full night per Vitae spent, the character invoking the ritual gains the ability to witness events at the location as though she were present and standing in whatever spot she had marked with her Vitae. If the character creates a trail of blood around a room, for example, she may later observe the room from any point on that « circuit. » Because the seer isn't actually present at the location, she may even observe events that occur during the day — the images come to her in an achingly vivid dream while she sleeps. Some vampires use this ritual just to gain a glimpse of their own gardens in the sunshine.
Seers are still subject to the Rötschreck, however, as the Beast panics in the light of the sun. Observers who succumb to the fear frenzy do not actually lose control of themselves, but do lose their connection to the Vitae they've used in this ritual. While the seer is watching through her blood connection, she is unable to see or hear through her own body. The boundaries of this power are limited. Only one arcane connection can be employed by any single character at one time, even if multiple Vitae are spent on that connection. Multiple blood can be used to widen the area of observance, at one blood per room included. Vitae may be deposited in a vehicle, so the observer becomes a clairvoyant passenger. If the distance between the character and the Vitae exceeds 5 times the sorcerer's mental traits in miles, the mystic connection breaks. The observer's perception is limited through the mystical connection, but not by physical barriers the character can see around. If a rug is laid down over the blood she leaves behind, she sees as if she stood on that rug. If a door is closed between her blood and another room, she doesn't gain any power to see through it, but may hear sounds that come through it. The testimony of the blood witness is affected by environmental impediments like darkness and smoke just as ordinary vision is affected. No other Disciplines may be used through the blood connection, so a character may not employ Heightened Senses, for example.
Effect: The Kindred are largely immune to the dangers of temperature, pressure and other conditions that would kill or cripple mortals. A vampire can still be affected by the most extreme conditions, though, such as arctic cold. This minor ritual maintains a balance within a vampire's Vitae, never allowing it to become too hot, cold, compressed or otherwise hampered by the external world. Under the ritual's protection, the vampire suffers no penalties due to climactic conditions or extremes. This benefit does not extend to conditions that would actually cause injury or damage, such as sunlight. Nor does it eliminate wound penalties. The ritual's effects last until the next sunrise.
Effect: By invoking this ritual, the performer protects himself from would-be diablerists and from those who would otherwise feast upon his blood. For 24 hours, this ritual transforms the sorcerer's Vitae into a kind of poison. Kindred who drink it suffer one point of normal damage for every blood consumed; mortals who imbibe suffer two points of normal damage for each blood. When a Kindted consumes a quantity of venomous Vitae, she gains no nourishment from it.
Effect: With this power, the ritualist enhances the blessed virtue of unbroken skin. Any attack or source of injury that would break the surface of the subject's flesh has its edge turned away at the moment of impact, rendering slashes and piercings of the flesh into blunt, shallow injuries. Like a mystical armor that clings to the subject's flesh like sweat, the vampire benefit for 24 hours from the same advantages as the Rugged armor quality. Maiden Skin only protects against attacks that break the skin; fire, blunt trauma and falling damage (among many other sources of damage) are unaffected.
Damaged or Old Equipment: This application of Jury-Rigging allows you to operate nearly any equipment, as long as it's mostly intact. If your truck has an engine and gasoline, it will run for the next scene, even if half the spark plugs are missing and there is a two-inch hole in the radiator. If your computer has a processor, a keyboard, and a monitor, you can make it work like a high-end machine for one scene.
When using this power, assign two equipment qualities of your choice (excluding those on the website) — other than Flashy or Masterwork—to the chosen piece of equipment. The chosen qualities logically suit the equipment, as though it were new or undamaged. For the duration of this power, you cannot use the object's original qualities (if it had any).
Improvised Weapon: Almost anything is a weapon in your hands. Activating Jury-Rigging on an improvised weapon allows you to give it the weapon qualities of a real weapon for the next scene. For example, you might make a nail gun that is as effective as a rifle, a broom handle that works like a mace, or a piece of scrap metal that functions like a sword. When using this power, assign two weapon qualities of your choice (excluding those on the website)—other than Flashy or Masterwork—to your improvised weapon. The chosen qualities must be vaguely logical for your improvised weapon to possess, and you cannot assign supernatural qualities or qualities that do not match the form and function of the weapon. For example, you cannot make a baseball bat function like a pistol, and you cannot make a piece of steel behave like a silver weapon. For the duration of this power, you cannot use the improvised weapon's original qualities (if it had any).
Incorrect Equipment: Using Jury-Rigging on a tool allows you to force it to work for one specific situation for the next scene. For example, you might scrape at a random key until it fits the lock you are trying to open, or you might jury-rig a ½-inch wrench to work on a ¾-inch bolt. As long as the tool is similar to the specific item you need, you can make it work.
Effect: This ritual allows the ritualist to put a bit of her very soul into a work of art. Soul's Work can only be used when creating a work of art or writing through an Craft + Mental challenge (difficulty 15). If the ritual is successful, the vampire successfully instills a single point of her Willpower into the writing or the artwork. With an exceptional success, two points of Willpower are invested. If failed, the vampire lose one point of Willpower for the next month. These Willpower points no longer count towards the character's total. To use a Willpower point invested in her work, the ritualist must engage the artwork according to its form — a painting must be viewed, jewelry worn, music heard, writing read. Only the ritualist may use Willpower points she has instilled in the Soul's Work. Once the last Willpower point in the artwork has been used, the piece fades, cracks or is otherwise damaged. This does not utterly destroy the piece, but instead renders it a broken remainder of what it once was. A sorcerer may only have one Soul's Work in existence at a time.
Effect: This defensive ritual is used to mark an vampire's territory and prevent entry by unwanted Kindred. To perform this ritual, the character draws lines of his Vitae across doorways, underneath windows or anywhere else she wishes to ward. One Vitae is necessary for each portal to be protected, in addition to the Vitae spent to complete the ritual itself. Multiple barriers may be created with a single activation, provided all barriers protect a single room or space and are linked by solid walls. The character can also define areas to be protected by painting circles or other shapes on a floor using Vitae. For this purpose, one blood is sufficient to create standing room for two average-sized people. The Vitae to be used can be donated by any willing or unwilling vampires. Vampires with Generation less than that of the blood used in the creation of the sanguine perimeter cannot voluntarily cross without making a Mental + Willpower challenge against the cumulative Occult and Mental traits of the performer. The performer of this ritual must touch any Kindred permitted to pass the barrier before the barrier has been completely drawn. Kindred with permission ignore all effects of the Barrier of Blood, as does the sorcerer who cast it. The Barrier of Blood lasts for 24 hours.
Effect: This rite allows the ritualist to store more blood in her system, but at a disgusting cost: The extra blood is not carried efficiently in her veins, but in bulging, fleshy sacs the size of softballs in her major lymph nodes. For each level of medicine possessed by the vampire, a trait of blood is forced into the vampire's limbic system, where one taut and glistening pustule forms and the Vitae is stored above and beyond the normal limits of his Generation. The Vitae contained in a Succulent Bubo may be used by the ritualist herself or drained by a biting vampire. When she chooses to spend Vitae, she can spend it either from buboes or from her normal pool of Vitae. Blood she consumes can only fill her regular Vitae capacity; this ritual only transfers blood from the ritualist's own body to her own buboes. The buboes form, similar to those from bubonic plague, along the neck, in the armpits or in the groin. While the buboes are awkward and uncomfortable, they don't meaningfully impair the vampire's movements. If the pustules are visible (either to the naked eye or as bulges in clothing).
Effect: This ritual takes an hour or so to cast and allows the ritualist to restore an item to a pristine, unbroken condition. The caster touches or holds the item (or all the pieces thereof) and chants, while expending Blood traits. The amount of blood depends on the complexity of the item, the damage to it and the ages thereof. The Storyteller decides the amount which ranges from one (a stake broken in half) to five (an ancient Swedish clockwork watch that hasn't worked in decades). The ritualist must know what is wrong with it, but not necessarily how to fix it. Dumpster divers find the most interesting things to recreate, from shredded documents to corrupted disks !
Effect: By seeding the ground with her blood, the ritualist curses those who would tread on it. Any character or creature that moves within a radius around the performer equal to is total occult traits in meters, becomes the subject of an automatic and immediate attack. The attack comes from phantom thorns and brambles that slice like razor blades and pierce like syringes. Creatures within the ritual's area of effect can avoid being attacked by moving six steps per turn. Characters who Dodge within this area are automatically attacked by the phantom thorns, too, though any individual creature can only be attacked by the thorns once per turn. This ritual's effects last for a number of turns equal to the vampire's total mental traits and the phantom thorns deal one normal damage.
Effect: « Deodand » is an archaic British legal term that applies to any object used in an unlawful killing. (Some nobles were entitled to claim deodands from crimes committed on their land as a fine.) To use this ritual, the sorcerer must obtain an item used to kill someone, e.g. a hangman's noose, a killer's knife or the gun that fired the fatal shot. When the ritual is performed over the item, it forms a mystic link with the ritualist. If the item is used again, the ritualist gains one blood from the next subject wounded by the deodand. Distance doesn't matter, but the weapon must be used within a number of nights equal to the number of occult dots possessed by the vampire. Likewise, for each dot of Occult skill, the weapon can feed its master one additional time. Some vampires use these weapons themselves, as an efficient way to feed during a fight. Beloved Deodands do not drain Vitae from Kindred, but living supernatural creatures are typically affected. The Vitae collected through a Beloved Deodand is « neutral » — it does not count toward Vinculum and it carries no supernatural augmentation in the case of, for example, werewolf blood.
Effect: This ritual helps sanctify a temple with a blood sacrifice. In this rite, the vampire spills her own blood upon the floors or walls of the temple, specifically pouring her own Vitae once for each direction (north, south, east, west). She must also sacrifice a living creature within the temple, as close to the center of the ritual space as possible. By doing this, those vampires present inside the temple gain two particular benefits. First, they gain bonus to test pool to resist frenzy. Second, they gain the same number of bonus against attempts to manipulate them with Dominate, Presence, and any mind affecting powers. All bonus are only available when the vampires are physically within the temple. The creature sacrificed determines the number of bonus traits, which may not exceed the casting sorcerer's dots in Occult. If an vampire with three dots in Occult sacrifices an adult human in the performance of this ritual, only three bonus are achieved despite the nature of the sacrifice. It does not matter how the creature is sacrificed, provided it dies on the temple grounds while ritual is made. The creature's throat may be slit, the creature might be burned as an offering or the Acolytes may find a more creative way of ending the thing's life. The effects of this ritual last for one month. At the anniversary of the ritual's inception, the ritual may be performed anew to renew its effects, or it may be allowed to lapse. This ritual requires a full downtime action to be performed.
Effect: The caster performs this ritual (Social + Occult with a difficulty of 16) and channels his righteous ire into a tangible force. If the performance challenge is successful, the user's mere touch becomes deadly. The sorcerer must then touch a subject with his open palm. Contact inflicts an amount of normal damage equal to the number of Occult traits. (The power cannot be delivered through a punch or other unarmed close-combat attack.) This harm can be delivered only once per performance of the ritual (which CANNOT be stacked), and the user's touch has the potential to inflict harm for one after the completion of the ritual. If that period of time passes without a touch being made, the power fades. The mark made by contact is physically manifest in accordance with its severity. A Touch of the Morrigan that inflicts one point of damage looks like a minor scar or livid bruise, while one that delivers five points of damage leaves the subject almost entirely blackened and charred looking. The visible injury fades as the damage is healed. This power affects only vampires, ghouls and other supernatural creatures. It seems that Kindred cannot inflict their viciousness on mortals in this manner.
Effect: The vampire smears a knife or sword with the mixed blood of the sacrificial victim and his own Vitae. The blade gains the power to cause aggravated damage to ghosts and spirits, whether in spiritual form or materialized. The weapon is no more effective than usual against anyone else. The effect of the ritual lasts until dawn, when the weapon rusts or rots away and can never be used again. The death of a medium-sized animal such as a dog, a cat, a sheep, a bull, or a goat is required for this ritual. Having obtained some blood from the sacrifice, the caster mixes it with some of his own, and either burns the concoction in a brazier or uses it in some other way as part of the ritual.
Effect: A vampire with this ritual, can create an artificial blood-tie with any vampire he has drunk Vitae from. He gains the +2 bonus on test pools against the vampire who's blood he just drank. The blood does not need to be taken directly from the vampire; it might have been decanted into a glass, or bottled, for example. Note that the vampire still suffers the adverse effects of drinking Vitae: he becomes blood bond, having taken a taste. The ritual's effects last until the next sunrise.
Effect: Ritualist who possess this ritual require Medicine at rank 5 to be able to use it to its fullest potential. With this ritual, a ritualist can take a pregnant human female and slowly alter the growing child within her in a variety of ways. Deformities can be added or taken away, gender changed, bone structure enhanced or atrophied. A ritualist can thus bless or curse Kine under her domain by ensuring healthy, strong children, or weak, stricken ones. While it only takes one moment to curse, or damage the child, a ritualist who takes the careful time to bless and gently develop a growing child to its fullest potential (requiring five hours a week of examination and physical contact with the pregnant Kine, every month, until term, beginning in the first three months of pregnancy) will result in the birth of a mortal who will have a natural base of 4 in stock NPC value once developed and adult. Unfortunately, despite being strong, handsome, smart and healthy, such mortals can never have a high Humanity score. They are usually predisposed to be cruel, arrogant and domineering, and will naturally become so unless raised in a very gentle, pleasant environment (i.e., Buddhist Monk). Mortals who have been shaped in this fashion have a life expectancy of approximately 100-120 years, barring disease or accident. Some of these traits are passed on to their children, but gradually die out and revert to the dominant, natural traits of the line.
Effect: This ritual requires an amulet, medallion or any other decoration to be worn around the neck of the user and the amulet must be made of a precious metal with a gem. The type of gem & metal vary depending on preference. Once the amulet is obtained the ritual may begin by impressing the amulet with the blood of the caster. The amulet, soaked in the casters blood then is placed on a scale. Once enough gold is placed on the opposite side of the scale, the gold offering is covered in blood then set a blaze. The ritualist then adds his own blood to his amulet once again, completing the ritual. The maximum number of blood points added to the amulet is critical, as the vampire may only invest a number of points equal to their permanent Occult traits. The player then rolls Mental + Occult challenge to complete the ritual (difficulty 17). The blood traits invested become additional health level that now belong to a separate « soak pool ». The character can thus prevent 1 point of damage (normal or aggravated) each time he would receive damage, until he has reached his « soak pool's » limit. When the amulet has prevented that amount of damage, it crumbles to dust. The ritualist can create only one amulet at the same time. And this ritual requires a full downtime action to be performed.


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"Comic Shops" by Dave RomanEver since I was a kid, I've enjoyed discovering new comic shops and investigating ones in faraway towns my family would travel to. So I thought I'd start a list of comic shops that are especially worth going out of your way to visit. To keep it simple, I focused only on stores I've been to! One thing they all have in common: awesome owners and employees, all of whom you should introduce yourself to when you swing by! So here's my comic shop travel guide in no particular order.Challengers Comics + Conversation
1845 N. Western Ave. 2R
Chicago, IL
The word "Conversation" is the tipoff that this store has an intentionally warm and inviting atmosphere. Patrick Brower and W. Dal Bush are two extremely dapper gentlemen (I've never even seen a picture of them not in suits), and everything about their operation is classy, thoughtful, and well designed. In fact, if a comic shop could win an award for graphic design, Challengers would have it in the bag. The store is visually striking, like a White Stripes album cover, with their red bookshelves and matching chairs that encouraging hanging out. They often have gallery exhibits of original art, support local artists, and even have a drawing desk in the store for visiting cartoonists to use! Their brand new Sidekicks store-within-a-store, dedicated to kids' graphic novels, makes Challengers Comics + Conversation one of the most progressive stores in the country.
Little Island Comics
742 Bathurst Street, Toronto, ON, Canada
The first shop dedicated solely to kids' comics, Little Island wins the grand prize for being awesome. Run by the wonderful folks at the Beguiling (the Toronto comic shop institution that is located just around the block), Little Island is probably the cutest little comic shop in the world. What they lack in square footage they make up for in charm and enthusiasm. Little Island has art classes for kids and assorted other activities that are helping promote the next generation of comics and cartoonists.
Nearby recommendations: Lots of cute stores & nostalgia shops on Markham Street. Honest Eds, as featured in the Scott Pilgrim series. Good food and cafes on Bloor!
Casablanca Comics
151 Middle Street, Portland, ME
Portland, Maine is the definition of an adorable New England tourist town, complete with cobblestone streets, old brick buildings, great views of the harbor, lots of fresh seafood, homemade ice cream, and a comic shop that fits in perfectly. Recently celebrating their 25th anniversary, owner Rick Lowell is a community minded guy who has also created the Maine Comics Art Festival, a truly family-friendly comic convention that has been growing even more wonderful each year.
Nearby recommendation: Mt. Dessert Island ice ceam parlor. Be sure to check out the "cereal milk" flavor!
Vault of Midnight
219 S. Main Street, Ann Arbor, MI
Ann Arbor is definitely an "I could totally live there" town, with an emphasis on supporting the arts, great local businesses, iconic landmarks, independent movie theaters, vegetarian friendly restaurants, one of the most progressive library systems in the country and all the perks of being near a large university (that even has a comic archive). Vault of Midnight, with its memorable blue entrance and "comics can be cool" vibe, has the perfect mix of books and toys, guaranteeing something for even the most critical tag-along. I always appreciate stores that have a staff picks section, and the one at Vault of Midnight always has a diverse lineup of choices.
Nearby recommendations: Ann Arbor Art Center, the Ann Arbor District Library, 826 Robot Supply Store, lots of good restaurants along S. Main Street.
Green Brain Comics
13210 Michigan Ave., Dearborn, MI
A bit off the beaten path (by which I simply mean, in the suburbs), Green Brain Comics has a long history of being a great comic shop with extremely loyal customers. They have a great selection of old and new, superheroes and mini-comics, that you won't find anywhere else. Many stores sell mini-comics but Dan & Katie Merritt, the owners of Green Brain, actually travel to indie comic shows around the country and specifically buy books from creators to sell at their store! Green Brain also hosts frequent drawing jams, contests, art gallery exhibits, and has long been a supporter of local artists. They have a fantastic Free Comic Book Day program and co-owner Dan Merritt is also one of the organizers of the annual Kids Read Comics festival.
Nearby recommendations: Stormy Records, upstairs. Lots of places to get a "coney island" (aka a chili dog) in the neighborhood.
Star Clipper Comics
6392 Delmar Blvd., St. Louis, MO
Another case of perfect location, Star Clipper is on the same block as Blueberry Hill in St. Louis' historical Loop entertainment district, making them extremely friendly to pedestrian and tourist traffic. For people wandering off the street, this store manages to feel spacious, well-stocked, and somehow magically uncluttered at the same time (a hard feet for a comic shop!). Lots of cool t-shirts and collectable vinyl toys. The staff could not be more welcoming.
Nearby recommendations: Fitz Root Beer factory (includes a giant window to the factory so you can watch them bottle the sodas while drinking a giant root beer float). Blueberry Hill, restaurant and nightclub filled with one of the largest collections of toys and memorabilia (like classic lunch boxes). Includes a whole room dedicated to Pac Man!
Heroes Aren't Hard to Find
1957 E 7th St, Charlotte, NC
Duck out of Charlotte's humid weather and into this spacious, friendly store filled with southern hospitality and a giant Doctor Octopus statue hanging above the register! The fine folks at Heroes Aren't Hard to Find are also responsible for the popular Heroes Con, a summer favorite of cartoonists from all over the country (and not just because they have a giant barbecue party in their parking lot after the convention!).
Nearby recommendations: It's hard to do much in Charlotte without a car, but if you've got access to wheels, seek out Mert's Heart and Soul downtown for the best cornbread we've ever eaten.
Strange Adventures
5262 Sackville St., Halifax, NS, Canada
Up the hill from the harbor in one of Canada's most idyllic cities, Strange Adventures is a wonderful business run by a man who loves comics more than just about anybody: Cal Johnston. He supports local and traveling talent, regularly hosts Ladies' Night parties, gives fabulous discounts on products, and generally serves to introduce comics to as wide an audience as possible. He recently opened a satellite location across the water in Dartmouth, a tiny but adorable storefront that happens to be in the same neighborhood as some of the best croissants in North America. Take the ferry and make a very pleasant afternoon of it.
Nearby recommendations: Seaport Farmer's Market on weekends, in Halifax. Two if By Sea for the best croissants, in Dartmouth.
Bergen Street Comics
470 Bergen Street, Brooklyn, NY
The coolest and coziest little comic shop in Brooklyn! With its brick walls and giant wooden table, this store has changed a lot of peoples' idea of what a comic shop is all about. If you want to convince your parents that comics can be a classy business, this is the place to take them. Bergen Street has a wide selection of current superhero comics, along with the best in graphic novels for adults and kids, and everything in between. Bergen Street often has book release parties on the weekends with wine for the adults and juice boxes for the kids. It's in one of the nicest parts of Brooklyn, only a few stops from Manhattan, and once you're in that neighborhood there are plenty of unique restaurants and stores to check out.
Nearby recommendations: Ample Hills Creamery (homemade ice cream), BKLN Larder cheese shop (foodie paradise).
832 Broadway, New York, NY
Located right next door to The Strand (a NYC bookstore institution), and at the edge of the East Village, the newly expanded Forbidden Planet has beautiful shelves and lots of space! Great selection of graphic novels, books, DVDs and collectable statues. Bring your Doctor Who loving friends here and they will have a field day.
Nearby recommendations: Union Square Farmers Market.
200 West 40th street (off 7th Ave), second floor, New York, NY
In NYC there are ton of amazing comic shops to choose from, and the Midtown Comics in Times Square is easily the largest and most well-stocked comic shop of them all. If they don't have it, they can certainly get it! You could easily spend hours browsing huge collections of graphic novels, manga, toys, and random bootleg videos.
Nearby recommendations: Maoz Vegetarian Food right below the store is super cheap, healthy, and delicious.
7 RUE BROCA 75005, Paris, France
Paris is known for its countless shops filled with BDs (Bande dessinée), or comic book albums. But if you're in the mood for some American comics while in the city of love, you've got to swing by Arkham! Run buy two guys named Philippe, whose enthusiasm for comics old and new is contagious. It's the best of both worlds!
Nearby recommendations: Cave La Bourgogne, a fantastic bistro featuring the best food we had in Paris.
Hopefully I'll be able to add to this list as I discover additional comic shops in the years to come. If you want to find additional comic shops you should check out the Comic Shop Locator service and the Will Eisner Spirit of Comics Retailer Award.
Read more LOVE LETTERS & HEART CONTAINERS blog entries:"Buying Books from Bookstores" by Dave Roman
"Manga I'd Recommend to People Who Think They Don't Like Manga" by Dave Roman
"Yars' Revenge" by John Green
"Battle Beasts" by Jerzy Drozd
"Pokémon" by Patrick Woodruff
"Harry Potter" by Megan Brennan
"Muppet Babies, Spaceballs & Parody Films" by Dave Roman
"They Might Be Giants" by Dave Roman
"Space Exploration" by Alison Wilgus
Tags: Comic Shops, retailers, travel guide, visit
Tjackson20 says:
OH NO! WHAT IF MS. CUPCAKE IS THE MONSTER!
seth2039 says:
Alas! I guessed wrong!
Grombel says:
Yeah, I bet the shape shifter did a quick switch to Cupcake to try to get Doug. He won't fall for it, though- he's one character who's keeping all his hearts. I'm sure of it.
Actually… Ms. Cupcake COULDN'T be the monster I believe. The Doorbell rang while The Popular Monster was still here.
Dan Mishkin says:
Since I happen to be in New Orleans this week and visited Crescent City Comics, let me recommend you check them out if you visit. I didn't eat anything nearby, but it's in a funky neighborhood that looks promising for food adventures. And it's New Orleans, after all!

redpajama_set_name: RedPajamaCommonCrawl


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Promise of Gene Editing in Canola and Beyond
Interview with Channapatna S. ("CS") Prakash, Ph.D., dean, College of Arts & Sciences, Tuskegee University, Tuskegee, Alabama, USA and co-editor-in-chief of the journal GM Crops & Food, with U.S. Canola Association Director of Communication Angela Dansby
In layman's terms, how would you describe gene editing?
Gene editing is about rearranging the language of life in living organisms such as canola. You can think of it like editing text on your smartphone. Gene editing is done using enzymes to make small changes in the genetic language, rearranging building blocks of DNA called bases. There are billions of bases in every cell of canola plants. Changing just a few can bring about desirable changes such as a healthier oil. DNA consists of four bases called ATGC. How these letters are arranged determines how genes are expressed.
What is the difference between genetic engineering and gene editing?
Gene editing is not considered genetic engineering because it does not involve the insertion of foreign genes. It is more like traditional breeding in that it works with the natural genetics of plants, but much more precisely and rapidly. It is the difference between lighting a barbecue by waiting for a lightning bolt to hit it or striking a match. Gene editing can knock out genes so they are reduced or unexpressed and/or it can enhance gene expression. For example, certain genes in peanuts can be knocked out to remove allergenicity. Because gene editing does not introduce new genes, most regulatory bodies do not require stringent regulations for crops derived from it unlike genetically engineered crops. It takes companies about $120 million to introduce a single new genetically engineered trait, including 10 years for international regulatory approvals. Gene editing does not require such investment, so it has democratized crop improvement. It allows small companies and public universities to be big players. Scientists can practically do gene editing in their basement!
How can gene editing be used in canola?
Rapeseed was turned into canola with a form of traditional breeding called hybridization back in the 1960s. With gene editing, the possibilities in canola are only limited by the imagination! Currently, biotech companies are using the technology to reduce pod shattering, which can decrease yields by as much 40 percent; build resistance to the white mold Sclerotinia, which can reduce yields by as much as 50 percent; and improve weed control in canola, including herbicide resistance. On the nutritional side, gene editing can make canola produce different types and levels of fats, such as EPA and DHA omega-3 fats instead of alpha-linolenic acid or less saturated fat in favor of oleic acid (monounsaturated fat).
Should gene-edited crops be regulated differently than traditionally bred crops?
No, they should not as long as there is no introduction of foreign genes. Regulators don't like any unintended changes and most studies show that gene editing does not cause them. Plus, tests cannot detect gene-edited crops. Unfortunately, the European Court of Justice decided in 2018 to regulate gene-edited crops like genetically modified organisms (GMOs). The United States, Australia, Japan and China all disagree. The European decision upset a lot of scientists, who have since been appealing to the European Parliament and European Commission to simplify regulation of gene-edited crops to further sustainable agriculture.
Europeans need to get their facts straight and listen to scientists on matters of science. Europe is home to some of the world's best biotech companies and academics (the first genetically modified crop was created at the University of Ghent) yet it lags way behind in science policy. Europe will face huge turmoil in next 20 years due to global warming, threatening some of its best loved crops like olives and wine grapes. Gene editing is the best tool to address these problems and reduce ecological footprints. Currently, for no scientific reason, Europe is being foolhardy about plant biotechnology. But there is nothing like a crisis to bring about change.
Will it be easier for countries to accept and adopt gene-edited crops?
Knocking out onerous regulations will open up the use of technology and consumer acceptance. I urge consumers to be open-minded and trust science. Gene editing is an incredible tool for improving crop traits, and thereby our food and health, so let science flourish. With greater consumer acceptance, there will be greater turn-around of products. Quality of life for all will be enhanced.
Europe missed out on the GMO bus, it should not miss the boat on gene editing. It is one of the largest pesticide users in the world – five times that of the United States and Canada! Gene editing can improve the quality of food and feed with less pesticides.
Will genetic engineering go away with gene editing?
Genetic engineering is not going away but it will be used less often. Gene editing is the top solution today. But some improved crops like Bt cotton or vaccine development cannot be done with gene editing. For instance, the Ebola vaccine was produced in genetically modified tobacco in Kentucky. Similarly, a vaccine for COVID-19 could be produced in greenhouses via genetically modified plants. We need access to both types of modern biotechnology.
How will gene editing impact the future of agriculture?
Gene editing brings us back to traditional breeding with greater speed and precision; it is a knowledge-based approach with an incredible knowledge trajectory. There are hundreds of variations of gene editing. Over 1 million scientists worldwide are working on gene editing research, primarily with the CRISPR technique on biomedical research. (CRISPR has just been used to develop a rapid COVID-19 diagnostic.) But the knowledge is easily transferrable to crop research. Almost every common living organism has been genetically sequenced so it's easy for scientists to identify genes responsible for certain traits. Those genes can be dialed down to reduce undesirable traits, such as browning in potatoes and apples. Or genes can be dialed up to express traits in new plant parts such as beta carotene in grain to create golden rice.


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When Control Freak makes the Titans' brains rot, it's Cyborg and his old pal TV to the rescue. Fly through a booby-trapped maze to collect remotes and zap the Titans back to normal. Face off against Robin, Starfire, Raven and Beast Boy. Cyborg can't do it without you! Save the day in TV to the Rescue. Cartoon Network is the best place to play Teen Titans Go games.


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Carnelian is a powerful stone of action. It calms and protects you from fears about life and brings serenity and acceptance so your creative spirit can be free to do what it does best.
Clear Quartz is composed of the two most abundant elements (silicon and oxygen) in the earth's crust. This is the "stone of power". It can amplify energy and help produce a balance of the physical, emotional and spiritual bodies.
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Início › It's Christmas, Carol! [DVD] [DISC ONLY] [2012]
It's Christmas, Carol! [DVD] [DISC ONLY] [2012]
The story of driven, heartless, publishing executive, Carol Huffman, who on Christmas eve is visited by the ghost of her former boss, Eve. Eve tells Carol that she has lost sight of the things that are truly important in life and that she is there to show her the error of her ways. Eve explains that normally there would be three ghosts for the job but due to budget cut backs she is in charge of Carol's journey through her past, present and future.
Actor(s): Emmanuelle Vaugier, Carrie Fisher
Writer(s): Christopher Sey
Director(s): Michael Scott
Language: English, Closed Captions
Runtime: 1 hour and 24 minutes (84 mins USA)
PLEASE NOTE: This item is not an official studio release, as normally found in big box stores or mass merchant retailers.
This product was added to our catalog on Thursday, May 5, 2022
https://www.seaviewsquarecinema.com/pt-br/products/its-christmas-carol-hallmark-dvd-disc-only-2012 6745949831234 It's Christmas, Carol! [DVD] [DISC ONLY] [2012] 15.99 //cdn.shopify.com/s/files/1/0015/7715/6674/products/It_sChristmas_Carol_dvd.jpg?v=1653554049 //cdn.shopify.com/s/files/1/0015/7715/6674/products/It_sChristmas_Carol_dvd_large.jpg?v=1653554049 USD InStock Film & Television DVDs 266898636866 Best Selling Products 260741693506 New Releases 266898669634 Newest Products 33804517442 Seaview's Entire Catalog The story of driven, heartless, publishing executive, Carol Huffman, who on Christmas eve is visited by the ghost of her former boss, Eve. Eve tells Carol that she has lost sight of the things that are truly important in life and that she is there to show her the error of her ways. Eve explains that normally there would be three ghosts for the job but due to budget cut backs she is in charge of Carol's journey through her past, present and future.
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Paxton Blasts "Never-Ending" School Suits
by Kiah Collier Oct. 30, 2015 1:26 PM
By Kiah Collier, The Texas Tribune Oct. 30, 2015
"Paxton Blasts "Never-Ending" School Suits" was first published by The Texas Tribune, a nonprofit, nonpartisan media organization that informs Texans — and engages with them — about public policy, politics, government and statewide issues.
Texas Attorney General Ken Paxton on Friday called for an end to "a never-ending cycle of perpetual litigation" over how the state funds its public schools, describing the latest school finance case pending before the Texas Supreme Court as another example of parties inappropriately turning to the courts when they don't get what they want from the Legislature.
"Unfortunately, opponents of Texas policy use the courts as legislative do-overs where they can seek to accomplish what they couldn't accomplish during the (legislative) session," the state's top civil lawyer said during a brief speech to an annual gathering of tax and fiscal experts.
The current lawsuit is the seventh since 1984 challenging the state's school finance system that has reached the state's highest civil court, which has no deadline to decide the case. It was filed by more than two-thirds of school districts in 2011 after state lawmakers slashed $5.4 billion from the public education budget to help balance a post-recession budget shortfall.
During the long-running challenge, lawyers for the more than 600 districts have argued that the Legislature is violating its constitutional duty to provide an adequate and efficient public school system, enacting large cuts even as rigorous new testing and accountability systems raised the bar on expectations.
On Friday, Paxton — a former state lawmaker sworn in as attorney general in January — went on to echo an argument that the state's solicitor general made last month during oral arguments in front of the state's high court that raised eyebrows in the school finance world: The courts should stay out of the issue and leave it to the Legislature.
In past school finance lawsuits, some state lawmakers have appeared grateful that courts have forced them to make the politically difficult decisions required in setting school finance policy.
Paxton on Friday said it was "worth noting that our schools are doing well" and ticked off a variety of statistics that top education officials have touted: Texas has the second highest graduation rate in the nation — with its Hispanic and African-American students ranking first — and more high school seniors are passing their five end-of-course exams on the first try.
By other measurements, student performance is either stagnant or dipping.
"Are there ways we can improve? Of course there are," Paxton said. "But the proper way to do that is through the legislative process — not endless court cases as we've seen."
Paxton's comments come a day after state Supreme Court Justice Nathan Hecht told The Texas Tribune's Evan Smith in an interview that the court could rule "any minute" but suggested that a decision could come in early 2016. Some experts have predicted the same timing, and speculate the ruling will side, at least in part, with the school districts suing the state, which could require a special legislative session next year.

This article originally appeared in The Texas Tribune at https://www.texastribune.org/2015/10/30/paxton-blasts-never-ending-school-finance-lawsuits/.
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Paxton Blasts "Never-Ending" School Suits By Kiah Collier October 30, 2015 Texas Attorney General Ken Paxton on Friday called for an end to "a never-ending cycle of perpetual litigation" over how the state funds its public schools, describing the latest school finance case pending before the Texas Supreme Court as another example of parties inappropriately turning to the courts when they don't get what they want from the Legislature. "Unfortunately, opponents of Texas policy use the courts as legislative do-overs where they can seek to accomplish what they couldn't accomplish during the (legislative) session," the state's top civil lawyer said during a brief speech to an annual gathering of tax and fiscal experts. The current lawsuit is the seventh since 1984 challenging the state's school finance system that has reached the state's highest civil court, which has no deadline to decide the case. It was filed by more than two-thirds of school districts in 2011 after state lawmakers slashed $5.4 billion from the public education budget to help balance a post-recession budget shortfall. During the long-running challenge, lawyers for the more than 600 districts have argued that the Legislature is violating its constitutional duty to provide an adequate and efficient public school system, enacting large cuts even as rigorous new testing and accountability systems raised the bar on expectations. On Friday, Paxton — a former state lawmaker sworn in as attorney general in January — went on to echo an argument that the state's solicitor general made last month during oral arguments in front of the state's high court that raised eyebrows in the school finance world: The courts should stay out of the issue and leave it to the Legislature. In past school finance lawsuits, some state lawmakers have appeared grateful that courts have forced them to make the politically difficult decisions required in setting school finance policy. Paxton on Friday said it was "worth noting that our schools are doing well" and ticked off a variety of statistics that top education officials have touted: Texas has the second highest graduation rate in the nation — with its Hispanic and African-American students ranking first — and more high school seniors are passing their five end-of-course exams on the first try. By other measurements, student performance is either stagnant or dipping. "Are there ways we can improve? Of course there are," Paxton said. "But the proper way to do that is through the legislative process — not endless court cases as we've seen." Paxton's comments come a day after state Supreme Court Justice Nathan Hecht told The Texas Tribune's Evan Smith in an interview that the court could rule "any minute" but suggested that a decision could come in early 2016. Some experts have predicted the same timing, and speculate the ruling will side, at least in part, with the school districts suing the state, which could require a special legislative session next year. "Paxton Blasts "Never-Ending" School Suits" was first published at https://www.texastribune.org/2015/10/30/paxton-blasts-never-ending-school-finance-lawsuits/ by The Texas Tribune. The Texas Tribune is proud to celebrate 10 years of exceptional journalism for an exceptional state.
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'The Curse of La Llorona' Scares Up $26 Million For A Solid Box Office Weekend
Apr 21, 2019 | Box Office, MOVIE NEWS
The Curse of La Llorona was the #1 film at the box office, taking in $26.5 million in its debut weekend. Shazam! came in at the second spot with $17.3 million, followed by the Chrissy Metz (This Is Us) drama Breakthrough (#3, $11.1 million). Here's the top 10:
The Curse of La Llorona – Horror takes in $26.5 million and it's a bonafide hit since its budget was estimated at just $9 million!
Shazam! – Comedy collects $17.3 million.
Breakthrough – Drama grosses $11.1 million.
Captain Marvel – Brie Larson headlined comic book flick takes in $11.1 million.
Little – Comedy grosses $8.4 million.
Dumbo – Tim Burton's latest feature makes $6.8 million.
Pet Sematary – Latest Stephen King adaptation makes $4.9 million.
Missing Link – Animated feature collects $4.4 million.
Us – Jordan Peele thriller collects $4.2 million.
Hellboy – Budgeted at $50 million, Hellboy has been a disappointment. Feature makes $3.8 million.
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