- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 5: Mind 4 only allows you to control the minds of others; if you want to master your own subconscious and thereby free yourself from the effects of the Blood Bond by sheer force of will, you need Mind 5. See the Control Subconscious effect of Mind 5 on page 520 of M20 core.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your character's own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option aside from the aforementioned Mind 5.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You may want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert. This option might also be possible with Matter 2 + Prime 2.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage its immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 5: Mind 4 only allows you to control the minds of others; if you want to master your own subconscious and thereby free yourself from the effects of the Blood Bond by sheer force of will, you need Mind 5. See the Control Subconscious effect of Mind 5 on page 520 of M20 core.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your character's own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option aside from the aforementioned Mind 5.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You may want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage its immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 5: Mind 4 only allows you to control the minds of others; if you want to master your own subconscious and thereby free yourself from the effects of the Blood Bond by sheer force of will, you need Mind 5. See the Control Subconscious effect of Mind 5 on page 520 of M20 core.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your character's own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option aside from the aforementioned Mind 5.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You may want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert. This option might also be possible with Matter 2 + Prime 2.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage its immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 5: Mind 4 only allows you to control the minds of others; if you want to master your own subconscious and thereby free yourself from the effects of the Blood Bond by sheer force of will, you need Mind 5. See the Control Subconscious effect of Mind 5 on page 520 of M20 core.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your characterscharacter's own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option aside from the aforementioned Mind 5.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You may want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage its immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your characters own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You may want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage its immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 5: Mind 4 only allows you to control the minds of others; if you want to master your own subconscious and thereby free yourself from the effects of the Blood Bond by sheer force of will, you need Mind 5. See the Control Subconscious effect of Mind 5 on page 520 of M20 core.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your character's own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option aside from the aforementioned Mind 5.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You may want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage its immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your characters own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is the half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You aymay want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage it'sits immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your characters own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is the half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You ay want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage it's immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
- The easiest solution is to simply not drink the vampire's vitae in the first place. Mages must be very wary of vampires, and only the most reckless mage would allow themselves to be caught in a position where they could be embraced or enthralled by a vampire. Being embraced kills the avatar which means the mage loses all of his or her ability to wield magick. Socializing with vampires is very risky indeed.
- Mind 1: I would not allow Mind 1 to make a mage completely immune to the effects of Blood Bond, because all it does is simply shield you from attack (and even then, it only allows you to cancel out your opponent's successes with an Arete roll, and therefore is not foolproof). That's not what the Blood Bond does; the Blood Bond alters your characters own emotional state 'from the inside' so to speak. Why would you even choose to shield your mind from a creature that you have fallen deeply in love with? Instead, I would allow a mage with Mind 1 to resist the Blood Bond as if they were a vampire using the rules in V20 on page 288. Once you have successfully (albeit temporarily) resisted the effects of the Blood Bond, you have more options...
- Time 3/5: Depending on how long ago you sealed the Blood Bond with your third drink of the vampire's vitae, you can use either Time 3 or Time 5 to rewind time so you can avoid taking the drink. If the Blood Bond was sealed during the current scene (X number of turns ago, where X is half the number of successes you can reasonably pull off with your Arete roll) you can do so with Time 3. If it has been longer than that, you will need to crank up the juice and go further back in time, which would require Time 5. This is vulgar as all get-out and will probably earn you some serious Paradox, but ultimately the most attractive realistic option.
- Spirit 3: If you have Spirit 3, you can transmute your body into ephemera and cross into another plane of existence far beyond the vampire's reach. This will allow you to effectively detox yourself and break your addiction to the vampire's vitae. This will not be easy; it will take a minimum of months and possibly even years (12 - Willpower months per level of Blood Bond) for the effects of the Blood Bond to wear off, so make sure to pick a relatively safe and comfortable realm for your rehab. You may want to look into using the Time sphere to fast-forward time, or your ST may allow you to use various mage skills to locate a realm where time passes at an accelerated rate, thereby reducing the amount of time your character is out of action.
- Prime 4: The Crossovers sidebar on page 379 of M20 core discusses the possibility of chronicles where the various cWoD lines are mixed together, and mentions that vampire blood (along with other materials from other Night-Folk) can be used as a source of Quintessence. You may be able to convince your ST to allow you to use the Expel or Infuse Energy effect of Prime 4 (see M20 core page 521) to drain the Quintessence from the vitae in your system, causing it to immediately decay and become inert.
- Kill/Disable the Vampire: This solution has its own perils, as V20 makes clear that the sudden shattering of the Blood Bond can mentally cripple characters. You may instead choose to use the classic tried-and-true strategy of transforming the vampire into a chair (or any other inanimate object), as your ST might be persuaded into considering them still technically "alive" for the purposes of the Blood Bond. Beware, though, that vampires experienced with Thaumaturgy and/or Koldunic Sorcery (or who may be otherwise significantly experienced in occult matters) such as the Tremere or Tzimisce may use their Wits + Occult pool as countermagick.
- Demon Pact: This option is only provided for the sake of completeness, as your ST is unlikely to allow it. As a mortal, a mage is eligible to make a pact with a demon. In exchange for drawing on the mage's faith, the demon can impart upon the mage its immunity to mind control. This is a blanket immunity (no rolls required) to any and all supernatural mind control and fear effects, and this would certainly protect the mage from the vampire's Blood Bond in addition to a variety of other effects. This is an especially attractive option for a Nephandus mage, who is much more likely to pal around with especially dark Night-Folk such as vampires, Black Spiral Dancer werewolves, and the like. See the Demon the Fallen core book (pages 250-252) for the rules on demonic pacts.
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