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Bardo

Bardo

This is the Children of Osiris' discipline, handed down since Osiris himself first discovered this path. It involves attainment of constant state of mystical consciousness, only achieved by living the rigid, ascetic life of the Children. Is is named after the Tibetan word for the half world, the place entered between life and resurrection. This is this realm where the Children of Osiris' consciousness resides. 

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This discipline is not the same state as Golconda. Golconda is a realization and acceptance of the way things are, while the Children's disciplines are based on denial. They deny the beast within them by intensely concentrating on their Humanitas and their state of death. If a Child was to give up his mediations and discipline, he would be assailed by his dark, repressed half, so long denied: the Beast unbound. The Child must maintain Humanity equal to their highest level of ability, or else lose that ability. For example, a Child must have a Humanity of 9 to gain the ninth level of attainment If the Child's Humanity were ever to drop below the required level, then the ability of that level is lost and must be bought all over again with experience points. The Child can counteract this with their first discipline. 

 

Level 1--Restore Humanitas 

The first discipline taught to new Children is the ability to regain lost Humanity. This 
ability must be used within a week of the loss. The user must meditate for one hour per point 
she is attempting to regain. Then, Conscience and Empathy are rolled with a difficulty equal 
to the level of Humanity being restored. The number of successes is the number of Humanity 
points gained back (though the Child cannot gain back more than were lost). If the roll is 
botched, the user must perform penance before this ability can be used again. The Temple's 
Undying King can recommend appropriate measures. 

If this ability is successfully used within the week after losing Humanity, then the any levels 
of Bardo also lost are regained. 

 

Level 2--Banishing Sign of Thoth 

The Child learns a mystic gesture which can defend against any supernatural influences. The 
Child rolls her Dexterity and Occult with a difficulty of S. The Number of successes is the 
number added to the difficulty roll of any supernatural power attempting to work upon the 
Child. These include Thaumaturgy, Vampiric disciplines (Domination, Presence, Auspex, etc.), 
Lupine spirit magics and the enchantments of Faerie. It will also work against the Faith of 
mortals who are attempting to turn the Child, or injure him with their Faith. 

Rumor says this ability was taught to the Children by Thoth, an ancient Mage and powerful ally 
of Osiris. None know today if he was a Kindred or a powerful mortal, or if he even existed at 
all. 

 

Level 3--Gift of Apis 

This level of ability frees the Child from the curse of having to drink from mankind to survive. 
The Child can drink from animals and gain as much nourishment from their blood as from mortal 
Vita . As long as the proper rituals are maintained, this ability does not diminish with time. 
The Grand Undying King of the Children of Osiris has not drunk mortal blood since the fall of 
Rome. 

 

Level 4--Pillar of Osiris 

The Child can create a Pillar of Osiris, the center of a Temple, where the study and meditation 
of Bardo can be maintained. Any spells or supernatural disciplines practiced within the Temple 
subtract three from the difficulty factor to succeed. However, if a Child spends an extended 
time away from a Temple, the chance of frenzy increases. For every month away, increase the 
difficulty roll to frenzy by one. Also, the instances in which a frenzy are called for 
increase, until after a few months, even the slightest annoyance may trigger it. Only regular 
meditation at a Temple can prevent this degeneration. 

Most Children reside at a major Temple, where fellow sect members aid them in the maintenance 
of their strict path. But sometimes, a Child may have to enter the outer world on sect missions. 
This level of ability is vital to the Child's mystic health. 

Any place can be fumed into a Pillar after a night-long ritual. The Pillar is an abstract 
concept of a mystical center, and does not require a physical pillar. The Child rolls Willpower 
versus a difficulty decided by the Storyteller, dependent on the nature of the location. A 
secluded cave, never disturbed by violent Kindred or mortals, would only be a difficulty of 5. 
But a city apartment on the most crime-riddenstreet in the area would be a 9. A suburban home 
in a nice neighborhood would fall in the middle, with a 7 difficulty. The number of successes 
is the number of weeks the Temple can be maintained before another ritual is required. 

 

Level 5--Paradox 

With this level, the Child has gained enough knowledge in her mystic studies as to innately 
understand the illusory nature of the world. She can uuer an extemporaneous remark about it, 
usually a nonsensical phrase or haiku. 

System:  The Child rolls her Wits + Manipulation against each listener's Willpower. Anyone whom 
she is successful against suddenly becomes overwhelmed with knowledge of the essential oneness 
of the universe. They are in a confused trance and must make a Willpower roll (difficulty 7) to 
successfully attempt any action for the rest of the Scene. At the end of the scene, the 
knowledge will fade away, sunk again into the illusions of the mind. 

The person so affected by the paradox must add one to any difficulties to harm the Child after 
that, as part of their self remembers the bliss the Child delivered, if only for a few fleeting 
moments. 

Sometimes the phrase's effectiveness can be added to by striking the intended listener with a 
sudden blow while pronouncing the phrase. This subtracts two points from the difficulty 
(the listener's Willpower). 

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