Approved Thaumaturgy
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Approved Thaumaturgy
What follows here is a list of all approved Thaumaturgy Paths and Rituals in this game. Some NPCs and even some PCs may have something you don't see on the list. Too bad. If you're a newbie warlock in this game, you have to Select your Thaumaturgy and rituals from here. This list is not complete, as I still need to add things from the Tremere Clanbook and the Secrets of Thaumaturgy book. Anybody willing to help can have 20 exp for copying that information into a format I can use here.
This list will be updated as necessary.
This list will be updated as necessary.
Last edited by Jedi_Master_007 on Tue Apr 07, 2009 8:08 am; edited 1 time in total
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
The Path of Thaumaturgic Alchemy
In the near-millennium that has passed since the Tremere’s earliest efforts with blood magic, alchemy has fallen by the wayside, however. Modern technology makes possible almost anything this path can do and far more — it is easier and more reliable to mine for gold, for example, than it is to create it by transmuting other materials. Still, old habits die hard among vampires, and the Tremere are no exception. A few elders still practice this path, and of these, some still teach it to their childer to illustrate the basic tenets of modern blood magic.
Changing one element into another requires familiarity with both elements. One cannot suddenly decide he wants to change a balloon’s worth of helium into a sphere of solid titanium if he has never dealt with either of those elements before. It is worthwhile to note, however, that Alchemy makes no distinction between naturally occurring and man-made elements — it affects Einsteinium as readily as it affects carbon.
Note also that this path has fallen out of practice because it is less useful in modern nights than it was in the past. Transmutations create Hermetic "ideals" rather than perfect real-world resources which cannot be broken down into lesser constructs. A hunk of gold is a hunk of gold — an attempt to cast coins with it will reduce the hunk to a pile of inert sludge. Before you as — yes, this means your Tremere anarch will not be able to create nuclear bombs by turning the prince’s shoes into uranium. There’s nothing wrong with converting lead into gold and selling that hunk of gold to someone else, however — caveat emptor!
Use of this path assumes the thaumaturge works with the elements in a laboratory-style (or at least controlled) environment. No vampire will be able to walk down the street and turn the iron in people’s blood to helium with a simple touch. A vampire’s knowledge of Alchemy determines how greatly she may change a given element.
• Simple changes in form — solid to liquid, liquid to gas, etc.
•• Complex changes to form — liquid to a specific shape of solid, water to separate hydrogen and oxygen gas clouds, etc.
••• Complicated changes to form — water to breathable O2 and loose H2, compounds into separate elements, etc.
•••• Minor shifts in composition, such as adjusting an element’s atomic number up to five greater or less than its original designation.
••••• Miraculous shifts in composition, such as turning lead into gold or nitrogen into radium.
Changing one element into another requires familiarity with both elements. One cannot suddenly decide he wants to change a balloon’s worth of helium into a sphere of solid titanium if he has never dealt with either of those elements before. It is worthwhile to note, however, that Alchemy makes no distinction between naturally occurring and man-made elements — it affects Einsteinium as readily as it affects carbon.
Note also that this path has fallen out of practice because it is less useful in modern nights than it was in the past. Transmutations create Hermetic "ideals" rather than perfect real-world resources which cannot be broken down into lesser constructs. A hunk of gold is a hunk of gold — an attempt to cast coins with it will reduce the hunk to a pile of inert sludge. Before you as — yes, this means your Tremere anarch will not be able to create nuclear bombs by turning the prince’s shoes into uranium. There’s nothing wrong with converting lead into gold and selling that hunk of gold to someone else, however — caveat emptor!
Use of this path assumes the thaumaturge works with the elements in a laboratory-style (or at least controlled) environment. No vampire will be able to walk down the street and turn the iron in people’s blood to helium with a simple touch. A vampire’s knowledge of Alchemy determines how greatly she may change a given element.
• Simple changes in form — solid to liquid, liquid to gas, etc.
•• Complex changes to form — liquid to a specific shape of solid, water to separate hydrogen and oxygen gas clouds, etc.
••• Complicated changes to form — water to breathable O2 and loose H2, compounds into separate elements, etc.
•••• Minor shifts in composition, such as adjusting an element’s atomic number up to five greater or less than its original designation.
••••• Miraculous shifts in composition, such as turning lead into gold or nitrogen into radium.
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
The Path of Biothaumaturgy
This bizarre path reputedly has its roots in the secret tomes of the inscrutable Black Hand. Over the past few years, its esoteric secrets have spread among certain cabals of Tremere, who regard it as a curious mixture of Hermetic science and genetics. Biothaumaturgy concerns itself with the manipulation of life energies. In the laboratories of inspired biothaumaturges may be found strange creatures almost out of myth, veritable Frankenstein's monsters and less wholesome creations. Although it is not considered a "taboo" path, Biothaumaturgy is nonetheless strange and unsettling to those who observe its results.
Biothaumaturgy does not require the expenditure of blood points to create its magic. Rather, the powers of this path take one week per level to complete at levels One and Two, and one month per level to complete at Levels Three through Five. For example, the Level One power takes one week to work, while the Level Three power takes Three months for the biothaumaturge's experiments to come to fruition.
Biothaumaturgy also requires the thaumaturge to have a laboratory where he may conduct his experiments. This need be nothing more complex tan a doctor's table and a few sharp knives, but it may be as complex as the "mad scientist" affairs of pulp fiction, with steaming alembics and crackling generators. The Storyteller should feel free to modify a character's Biothaumaturgy difficulties if he has an excellent laboratory resources or his facilities are utterly lacking. Working with a crude lab may add two to the difficulty while a high-grade facility may lower his difficulties by two.
•Thaumaturgical Forensics - The thaumaturge may take a tissue sample from a living, dead or undead creature and ascertain its distinguishing characteristics. A wealth of information may be gleaned from this sample, including information that "normal" forensics and genetics would not yield, such as age, generation, clan, etc.
--Thaumaturgical Forensics can be use tto determine gender, clan, traces of diablerie and the like, but it will not reveal if a given subject killed an individual or where she kept her trove of personal belongings.
••Thaumaturgical Surgery - The thaumaturge uses his knowledge of magic and physiology to aid a body in its regenerative capacity. Even the most grievous wounds may heal more quickly if aided by this sorcerous art. Each success allows the thaumaturge to "convert" one health level of damage to a lesser type. Aggravated damage becomes lethal, lethal damage becomes bashing and bashing damage becomes easily slept off fatigue (and vanishes completely). Note that the actual surgery does not take the above mentioned two weeks to finish, but recuperation times account for that period.
••- •Lesser Animation The thaumaturge mystically endows a dead life form with magical energy and imparts to it a rudimentary set of instructions. The resultant creations carry out their orders to the letter; biothaumaturges use this power to populate their havens with deathless guard dogs and other , quirkier "pets." This power affects plants and simple animals - nothing more than a single tree or dog per use. If the effect is successful, the animated creation may be given a one - sentenced command, which it will fulfill until destroyed. Minor variations of the subject may even be made - a thorn thicket could be animated to move slowly toward intruders to entangle them, or an animate cat could be given a set of larger, permanently extended claws that do additional damage. Specifics should be worked out with the Storyteller.
Creatures animated in this manner have their original Strength and Stamina, while their Dexterity drops by one. Social and Mental attributes are considered to be at zero. Each creation has a number of health levels equal to half of those it had in life.
Creatures animated in this fashion immediately crumble to dust if stricken by sunlight, and suffer double damage from fire.
••••Greater Animataion - At this level, the thaumaturge has refined her knowledge to allow her to animate more complex creatures. Even human corpses and large animals may be given the "spark of life" with this power - one biothaumaturge in Egypt is rumored to have a pair of animated elephants with wich he terrorizes his enemies.
This power works the same way as Lesser Animation, but allows the vampire to animate more complex creatures. Certain lifeforms are probably beyond the capacity of this power - xombie whales sound fairly foolish - but the only limit is what the Storyteller chooses to allow. This power also allows minor changes to be made to the subjects, or allows major changes to be made to lesser subjects. For example, an animate human corpse may wield a bone - hook instead of a hand, or a rat might be able to fly with a pair of leathery gargoyle wings made from the bones and skin of birds and infants.
A human animated in this manner retains none of his original "self." This power merely animates the corpse; it does not reunite the spirit with the body.
•••••Cognizant Construction - The pinnacle of Biothaumturgy, this power bestows a dead creature animate through one of the lesser powers of this path with a semblance of the intelligence it had in life. Animated animals possess a malicious cunning while higher life forms gain a shrewd ability to reason deductively rather than satisfy rote commands.
Although this power gives an animation a base intelligence, the creature nonetheless still serves the orders it is given by its creator. A creature animated via Cognizant Creation has Mental Attributes of one less than it possessed in life (but never below 1). This won't be creating any undead geniuses, but the story effect is that it creates an animated monster capable of reasoning. A Cognizant Contrustion won't mindlessly fight to its second death if it sees a better or cleverer way of routing foes, and it will be capable of other deductive tasks as well.
Biothaumaturgy does not require the expenditure of blood points to create its magic. Rather, the powers of this path take one week per level to complete at levels One and Two, and one month per level to complete at Levels Three through Five. For example, the Level One power takes one week to work, while the Level Three power takes Three months for the biothaumaturge's experiments to come to fruition.
Biothaumaturgy also requires the thaumaturge to have a laboratory where he may conduct his experiments. This need be nothing more complex tan a doctor's table and a few sharp knives, but it may be as complex as the "mad scientist" affairs of pulp fiction, with steaming alembics and crackling generators. The Storyteller should feel free to modify a character's Biothaumaturgy difficulties if he has an excellent laboratory resources or his facilities are utterly lacking. Working with a crude lab may add two to the difficulty while a high-grade facility may lower his difficulties by two.
•Thaumaturgical Forensics - The thaumaturge may take a tissue sample from a living, dead or undead creature and ascertain its distinguishing characteristics. A wealth of information may be gleaned from this sample, including information that "normal" forensics and genetics would not yield, such as age, generation, clan, etc.
--Thaumaturgical Forensics can be use tto determine gender, clan, traces of diablerie and the like, but it will not reveal if a given subject killed an individual or where she kept her trove of personal belongings.
••Thaumaturgical Surgery - The thaumaturge uses his knowledge of magic and physiology to aid a body in its regenerative capacity. Even the most grievous wounds may heal more quickly if aided by this sorcerous art. Each success allows the thaumaturge to "convert" one health level of damage to a lesser type. Aggravated damage becomes lethal, lethal damage becomes bashing and bashing damage becomes easily slept off fatigue (and vanishes completely). Note that the actual surgery does not take the above mentioned two weeks to finish, but recuperation times account for that period.
••- •Lesser Animation The thaumaturge mystically endows a dead life form with magical energy and imparts to it a rudimentary set of instructions. The resultant creations carry out their orders to the letter; biothaumaturges use this power to populate their havens with deathless guard dogs and other , quirkier "pets." This power affects plants and simple animals - nothing more than a single tree or dog per use. If the effect is successful, the animated creation may be given a one - sentenced command, which it will fulfill until destroyed. Minor variations of the subject may even be made - a thorn thicket could be animated to move slowly toward intruders to entangle them, or an animate cat could be given a set of larger, permanently extended claws that do additional damage. Specifics should be worked out with the Storyteller.
Creatures animated in this manner have their original Strength and Stamina, while their Dexterity drops by one. Social and Mental attributes are considered to be at zero. Each creation has a number of health levels equal to half of those it had in life.
Creatures animated in this fashion immediately crumble to dust if stricken by sunlight, and suffer double damage from fire.
••••Greater Animataion - At this level, the thaumaturge has refined her knowledge to allow her to animate more complex creatures. Even human corpses and large animals may be given the "spark of life" with this power - one biothaumaturge in Egypt is rumored to have a pair of animated elephants with wich he terrorizes his enemies.
This power works the same way as Lesser Animation, but allows the vampire to animate more complex creatures. Certain lifeforms are probably beyond the capacity of this power - xombie whales sound fairly foolish - but the only limit is what the Storyteller chooses to allow. This power also allows minor changes to be made to the subjects, or allows major changes to be made to lesser subjects. For example, an animate human corpse may wield a bone - hook instead of a hand, or a rat might be able to fly with a pair of leathery gargoyle wings made from the bones and skin of birds and infants.
A human animated in this manner retains none of his original "self." This power merely animates the corpse; it does not reunite the spirit with the body.
•••••Cognizant Construction - The pinnacle of Biothaumturgy, this power bestows a dead creature animate through one of the lesser powers of this path with a semblance of the intelligence it had in life. Animated animals possess a malicious cunning while higher life forms gain a shrewd ability to reason deductively rather than satisfy rote commands.
Although this power gives an animation a base intelligence, the creature nonetheless still serves the orders it is given by its creator. A creature animated via Cognizant Creation has Mental Attributes of one less than it possessed in life (but never below 1). This won't be creating any undead geniuses, but the story effect is that it creates an animated monster capable of reasoning. A Cognizant Contrustion won't mindlessly fight to its second death if it sees a better or cleverer way of routing foes, and it will be capable of other deductive tasks as well.
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
The Path of Blood
This is the first path all Tremere start on. You have the same rating in it as you do in your Thaumaturgy discipline. There are no exceptions to this.
•A Taste For Blood - With but a small sample of vitae, you can determine a foe’s capabilities and weaknesses. You need only taste a bit of blood in order to recognize many salient characteristics. From just a little bit of blood or vitae, you can learn: How much vitae is currently in the subject, if the subject is vampire…how recently he has fed, what generation the Cainite is and whether the Cainite in question is a diablerist. Using a Taste for Blood requires you to actually ingest the vitae that you test, so it can be dangerous if the blood is tainted.
•Blood Mastery - In possesing a portion of a subjects blood, you can in turn, exercise power over him. Used in such fashion, Blood Mastery often acts as a prerequisite to other Thaumaturgical rituals. You can declare the use of Blood Mastery before or even during a challenge,. To use Blood Mastery, you must possess a Blood Trait from the subject, wich is destroyed when you activate the Discipline.
••Blood Rage - With but a touch you can stir up another Cainite’s blood. Thus, you force the subject to expend a trait of blood in any fashion that you mentally decide when you touch the victim.
Pretty self-explanatory…
•••Blood of Potency - You can mystically concentrate the vitae within your system, making it more potent for a short time. Doing so affords you many of the benefits of being one generation superior to your natural one. You need only murmur for a moment, and your blood distills down to a more concentrated form. (lasts for one scene or one hour wichever lasts longer). You can lower up to three generations each generation costing you two mental traits per gen. If diablerized while using this your true generation will be the one aquired not your virtual generation. Once used it may not be used again within the same night.
••••Theft of Vitae - Focusing your concentration on blood, you can draw forth the vitae in a victim’s system. You need only see your target and concentrate. The blood bursts from the victim’s pores in a rushing flow, soaring through the air to be mystically absorbed into your own flesh. Blood stolen in this fashion has all of its normal properties - drinking three times from one vampire creates a blood bond, poisoned blood still sickens you, etc. You must be able to see the victim within 50ft of you and no obstucting boundries to stop the flow of blood.
Using this in public is considered a breach of the Masquerade.
•••••Cauldron of Blood - The blood within any creature is vulnerable to your manipulation. Instead of controlling or stealing blood from its victim, you can bring it to a roiling boil with but a touch. Red mists rises from the victim’s body as bubbling blood seeps from his pores and orifices. Few Cainites can withstand this internal furnace, and mortals are almost inevitably killed by such an attack.
•A Taste For Blood - With but a small sample of vitae, you can determine a foe’s capabilities and weaknesses. You need only taste a bit of blood in order to recognize many salient characteristics. From just a little bit of blood or vitae, you can learn: How much vitae is currently in the subject, if the subject is vampire…how recently he has fed, what generation the Cainite is and whether the Cainite in question is a diablerist. Using a Taste for Blood requires you to actually ingest the vitae that you test, so it can be dangerous if the blood is tainted.
•Blood Mastery - In possesing a portion of a subjects blood, you can in turn, exercise power over him. Used in such fashion, Blood Mastery often acts as a prerequisite to other Thaumaturgical rituals. You can declare the use of Blood Mastery before or even during a challenge,. To use Blood Mastery, you must possess a Blood Trait from the subject, wich is destroyed when you activate the Discipline.
••Blood Rage - With but a touch you can stir up another Cainite’s blood. Thus, you force the subject to expend a trait of blood in any fashion that you mentally decide when you touch the victim.
Pretty self-explanatory…
•••Blood of Potency - You can mystically concentrate the vitae within your system, making it more potent for a short time. Doing so affords you many of the benefits of being one generation superior to your natural one. You need only murmur for a moment, and your blood distills down to a more concentrated form. (lasts for one scene or one hour wichever lasts longer). You can lower up to three generations each generation costing you two mental traits per gen. If diablerized while using this your true generation will be the one aquired not your virtual generation. Once used it may not be used again within the same night.
••••Theft of Vitae - Focusing your concentration on blood, you can draw forth the vitae in a victim’s system. You need only see your target and concentrate. The blood bursts from the victim’s pores in a rushing flow, soaring through the air to be mystically absorbed into your own flesh. Blood stolen in this fashion has all of its normal properties - drinking three times from one vampire creates a blood bond, poisoned blood still sickens you, etc. You must be able to see the victim within 50ft of you and no obstucting boundries to stop the flow of blood.
Using this in public is considered a breach of the Masquerade.
•••••Cauldron of Blood - The blood within any creature is vulnerable to your manipulation. Instead of controlling or stealing blood from its victim, you can bring it to a roiling boil with but a touch. Red mists rises from the victim’s body as bubbling blood seeps from his pores and orifices. Few Cainites can withstand this internal furnace, and mortals are almost inevitably killed by such an attack.
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
The Path of Blood's Curses
Elder vampires have forever flaunted their powers over their lessers, the ancillae and neonates. With the approaching threat of Gehenna, young Kindred actively pursue ways to circumvent the stranglehold these powerful elders possess in the Jyhad. With this desire driving their ambitions, a few rogue Pander and Caitiff thaumaturges gathered together and developed this thaumaturgical path as a means of ousting those above them.
These rebels resorted to a very basic concept for this path of thaumaturgy by exposing the inherent disadvantages that accompany the vampiric Embrace. The elders’ paranoia has only increased exponentially due to this movement toward a new method of usurping their power and vitae. These new thaumaturges give rise to the whisperings of the Day of Reckoning soon at hand in the courts of Elysium.
1 • Ravages of the Beast
From the moment a Kindred is Embraced, he suffers the rage and instincts of a primal Beast; it is the first bane to accompany the Change. If provoked, the Beast Within sends a vampire into a mindless, berserk frenzy. Some Kindred struggle to keep their Beasts in check, while others enjoy riding the waves of this violent rage.
A thaumaturge invoking this power coaxes the Beast to surface within his target, unleashing a rampant killer. If the victim cannot resist the Beast, he immediately enters a frenzy the Storyteller deems appropriate to the situation, whether rage, Rötschreck, hunger, etc. A thaumaturge may affect any target within her line of sight.
2 • Weight of the Sun
A concomitant curse of the Embrace is an inability to remain awake during the daytime. Forced to maintain a surreptitious existence at night, a Kindred loses the opportunity to ever again see the sun. As that fiery-white globe rises in the east, Kindred feel its pressing weight as it drives them down into slumber. This power allows a thaumaturge to invoke the same type of lethargy that the sun imposes during the long hours of the day.
This power lasts for one scene per success on the thaumaturge’s Willpower roll. Suffering the same penalty as if awake during the daytime. Characters who have achieved Golconda are immune to this power.
3 • Abated Tooth
All vampires require blood to survive, they depend on mortal vessels for sustenance and the Kiss to maintain their unlives. When Kindred do feed, they usually extend their fangs, to more easily pierce their victim's flesh. By invoking this, a thaumaturge mystically dulls, a subject's fangs, robbing him of the ability to use them effectively. His fangs become so severely blunted that it becomes nearly impossible to effectively pierce flesh. Each success dulls the fangs of his subject for one night. Her Kiss will also cease to cause ectasy.
4 • Treacherous Bonds
One of the most potent properties of Kindred vitae is the ability to create a blood bond. Traditionally when the connection of a bond becomes unstable or weak, emotions of hate may cloud the mind of the bonded, though it may be several life spans before this becomes evident. The thaumaturge invoking this power incites an instaneous, hate induced emotional state within the bond. This power creates a backlash in the target's blood twisting any bonds he is under, from the newest to ones built over years' time. The vampire must touch his intended victim. One night per success. If the thaumaturge directs this to a regnant (vampire master), one of the regnant's thralls will be affected per success. Should a regnant also be in thrall to another, she too will feel only malignity for her regnant. If it is directed at a thrall, only the thrall's bond is affected.
This can effect the bonds of ghouls, childer, and any bonds that the target has also, such as with their Sire.
5 • The Withering of Ages
This devastating power warps the blood within vampires, temporarily suspending the properties sustaining their immortality. A thaumaturge making physical contact with a victim may strip of her of her agelessness and render her briefly decrepit. Within moments, the body of the target with reveal the truth of her true age, shriveling and shrinking to reflect her weight in years. Additionally, the fangs of hte victim become elongated, and other facial features accentuate his vampiric nature. Ancient vampires become crippled, as their bodies become their own worst enemies. This last for one night, although a victim can spend 5 blood points and one Willpower point to restore himself, this must be done on small turn he becomes afflicted. Once the power expires, the victim will appear as young or old as he was the night of his Embrace.
These rebels resorted to a very basic concept for this path of thaumaturgy by exposing the inherent disadvantages that accompany the vampiric Embrace. The elders’ paranoia has only increased exponentially due to this movement toward a new method of usurping their power and vitae. These new thaumaturges give rise to the whisperings of the Day of Reckoning soon at hand in the courts of Elysium.
1 • Ravages of the Beast
From the moment a Kindred is Embraced, he suffers the rage and instincts of a primal Beast; it is the first bane to accompany the Change. If provoked, the Beast Within sends a vampire into a mindless, berserk frenzy. Some Kindred struggle to keep their Beasts in check, while others enjoy riding the waves of this violent rage.
A thaumaturge invoking this power coaxes the Beast to surface within his target, unleashing a rampant killer. If the victim cannot resist the Beast, he immediately enters a frenzy the Storyteller deems appropriate to the situation, whether rage, Rötschreck, hunger, etc. A thaumaturge may affect any target within her line of sight.
2 • Weight of the Sun
A concomitant curse of the Embrace is an inability to remain awake during the daytime. Forced to maintain a surreptitious existence at night, a Kindred loses the opportunity to ever again see the sun. As that fiery-white globe rises in the east, Kindred feel its pressing weight as it drives them down into slumber. This power allows a thaumaturge to invoke the same type of lethargy that the sun imposes during the long hours of the day.
This power lasts for one scene per success on the thaumaturge’s Willpower roll. Suffering the same penalty as if awake during the daytime. Characters who have achieved Golconda are immune to this power.
3 • Abated Tooth
All vampires require blood to survive, they depend on mortal vessels for sustenance and the Kiss to maintain their unlives. When Kindred do feed, they usually extend their fangs, to more easily pierce their victim's flesh. By invoking this, a thaumaturge mystically dulls, a subject's fangs, robbing him of the ability to use them effectively. His fangs become so severely blunted that it becomes nearly impossible to effectively pierce flesh. Each success dulls the fangs of his subject for one night. Her Kiss will also cease to cause ectasy.
4 • Treacherous Bonds
One of the most potent properties of Kindred vitae is the ability to create a blood bond. Traditionally when the connection of a bond becomes unstable or weak, emotions of hate may cloud the mind of the bonded, though it may be several life spans before this becomes evident. The thaumaturge invoking this power incites an instaneous, hate induced emotional state within the bond. This power creates a backlash in the target's blood twisting any bonds he is under, from the newest to ones built over years' time. The vampire must touch his intended victim. One night per success. If the thaumaturge directs this to a regnant (vampire master), one of the regnant's thralls will be affected per success. Should a regnant also be in thrall to another, she too will feel only malignity for her regnant. If it is directed at a thrall, only the thrall's bond is affected.
This can effect the bonds of ghouls, childer, and any bonds that the target has also, such as with their Sire.
5 • The Withering of Ages
This devastating power warps the blood within vampires, temporarily suspending the properties sustaining their immortality. A thaumaturge making physical contact with a victim may strip of her of her agelessness and render her briefly decrepit. Within moments, the body of the target with reveal the truth of her true age, shriveling and shrinking to reflect her weight in years. Additionally, the fangs of hte victim become elongated, and other facial features accentuate his vampiric nature. Ancient vampires become crippled, as their bodies become their own worst enemies. This last for one night, although a victim can spend 5 blood points and one Willpower point to restore himself, this must be done on small turn he becomes afflicted. Once the power expires, the victim will appear as young or old as he was the night of his Embrace.
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
The Path of Conjuring
Creating objects from nothingness is a simple power with the Path of Conjuring. Just a few words and a mental image of the desired item allow for the sudden appearnce of nearly any object. Any conjured object or creature is literally produced from nowhere.
Objects created with Path of Conjuring are generic, with no distinguishing marks, and are always exactly the same every time they are conjured. You cannot conjure anything larger or heavier than yourself. Also, you must have a working familiarity with the object in question. Making this power its most effective may require you to possess certain Abilities. You would need a few levels of Firearms and Crafts: Gunsmith to make an Uzi, for instance, or Scinece and Medicine to conjure artificial pharmeceuticals. All such objects are conjured from Platonic ideals, not as sums of parts. Therefor, if the object is broken up into components, melted, altered or otherwise violated, the spell is broken and the substance dissolves into a viscous sludge that fades into nothingness.
Summon the Simple Form - Your rudimentary conjuring skills allow you to create basic objects made of a single homogenous material. These items are little more than chunks of matter, possibly crudely fashioned and lacking any complex or moving parts. You can thus conjure a rod of metal, a club, a wooden stake, a rock or a lump of coal. When you Summon the Simple Form, you can only make an item of inanimate matter of any sort. You cannot conjure living or undead creatures, nor can you make something built from multiple substances. You must keep some concentration on the object for it to remain. If you do not, the object simply vanishes.
Permanency - Simple objects that you conjure can now be invested with your power, making them real and permanent. You need not make an item permanent, but if you do so, it remains without any further concentration or effort on your part. The object is now considered whole and real.
Exercising Permanency on an item conjured with Summon the Simple Form requires that you spend three blood traits in the process of conjurin, instead of the usual one.
Magic of the Smith - Complicated objects, mixed materials and moving parts are now within your purview. As long as you are familiar with an object’s workings, you can make a copy of it. The Magic of the Smith can make knives, guns, clothes, medicines and other such useful items and they all have permanent and lasting substance. Creating an object with Majic of the Smith costs five Blood Traits intead of the usual one.
Reverse Conjuration - You can send conjured objects back to the nether planes from which they come. Any item that you can see or feel can be subjected to this power with only a few words and gestures. This power only works on conjured objects; but you have no special way of telling a conjured item from a "real" one. You may banish any of your own creations without a challenge.
Power Over Life - Though you cannot make true life, you can conjure creations that bear a semblance of life. Power Over Life lets you make any creature up to your own size. Such creatures have no independent will, though. They obey your commands mindlessly instead.
Using this discipline takes total concentration and drains you of much of your energy once the "conjured animal" is killed or Reversed. You must expend a phenominal 10 blood traits to conjure a living creature. These simulacra last only for a week, after wich time they dissolve back into nothingness. A creature that is killed similarly vanishes, as do any parts that are removed from the being (including blood)
Objects created with Path of Conjuring are generic, with no distinguishing marks, and are always exactly the same every time they are conjured. You cannot conjure anything larger or heavier than yourself. Also, you must have a working familiarity with the object in question. Making this power its most effective may require you to possess certain Abilities. You would need a few levels of Firearms and Crafts: Gunsmith to make an Uzi, for instance, or Scinece and Medicine to conjure artificial pharmeceuticals. All such objects are conjured from Platonic ideals, not as sums of parts. Therefor, if the object is broken up into components, melted, altered or otherwise violated, the spell is broken and the substance dissolves into a viscous sludge that fades into nothingness.
Summon the Simple Form - Your rudimentary conjuring skills allow you to create basic objects made of a single homogenous material. These items are little more than chunks of matter, possibly crudely fashioned and lacking any complex or moving parts. You can thus conjure a rod of metal, a club, a wooden stake, a rock or a lump of coal. When you Summon the Simple Form, you can only make an item of inanimate matter of any sort. You cannot conjure living or undead creatures, nor can you make something built from multiple substances. You must keep some concentration on the object for it to remain. If you do not, the object simply vanishes.
Permanency - Simple objects that you conjure can now be invested with your power, making them real and permanent. You need not make an item permanent, but if you do so, it remains without any further concentration or effort on your part. The object is now considered whole and real.
Exercising Permanency on an item conjured with Summon the Simple Form requires that you spend three blood traits in the process of conjurin, instead of the usual one.
Magic of the Smith - Complicated objects, mixed materials and moving parts are now within your purview. As long as you are familiar with an object’s workings, you can make a copy of it. The Magic of the Smith can make knives, guns, clothes, medicines and other such useful items and they all have permanent and lasting substance. Creating an object with Majic of the Smith costs five Blood Traits intead of the usual one.
Reverse Conjuration - You can send conjured objects back to the nether planes from which they come. Any item that you can see or feel can be subjected to this power with only a few words and gestures. This power only works on conjured objects; but you have no special way of telling a conjured item from a "real" one. You may banish any of your own creations without a challenge.
Power Over Life - Though you cannot make true life, you can conjure creations that bear a semblance of life. Power Over Life lets you make any creature up to your own size. Such creatures have no independent will, though. They obey your commands mindlessly instead.
Using this discipline takes total concentration and drains you of much of your energy once the "conjured animal" is killed or Reversed. You must expend a phenominal 10 blood traits to conjure a living creature. These simulacra last only for a week, after wich time they dissolve back into nothingness. A creature that is killed similarly vanishes, as do any parts that are removed from the being (including blood)
Jedi_Master_007- Administrator
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The Path of Corruption
The origins of this path are hotly debate among those who are familiar with its intricacies. One theory holds that its secrets were taught to the Tremere by demons and that use of it brings the practitioner dangerously close to the infernal powers. A second opinion has been advanced that the Path of Corruption is a holdover from the days when Clan Tremere was still mortal. The third primary theory, and the most disturbing to the Tremere, is that the path originated with the Followers of Set, and that knowledge of its workings was sold to the Tremere for an unspecified price. This las rumor is, of course, vehemently denied by the Tremere, which automatically makes it the favorite topic of discussion when the matter comes up.
The Path of corruption is primarily a mentally and spiritually orientated path centered on influencing the psyches of other individuals. It can be used neither to issue commands like Dominate nor to change emotions of the moment like Presence. Rather, it produces a gradual and subtle twisting of the subject's actions, morals and thought processes. This path deals intimately with the deception and dark desires, and those who work through it must understand the hidden places of the heart. Accordingly, no character may have a higher rating in the Path of Corruption than he has in Subterfuge.
All of these powers require that the target be within arm's reach of the caster. Setites cannot learn this Path without first learning the Path of Blood.
•Contradict - The thaumaturge can interrupt a subject’s thought processes, forcing the victim to reverse his current coarse of action. For example, an archon may be caused to execute a prisoner she was about to set free; a mortal lover might switch from gentle and caring to sadistic and demanding in the middle of an encounter. The results of Contradict are never precisely known in advance, but they always take the form of a more negative action than the subject had originally intended to perform. The victim has to be in your line of sight for this to work. The results of Contradict are never precisely known to the Thaumaturge in advance, but they always take the form of a more negative action tan the subject had originally intended to perform.
••Subvert - This discipline follows the same principle as does Contradict, the release of a subject’s dark, self-destructive side. However, Subverts effects are longer-lasting than the momentary flare of Contradict. Under the influence of this discipline, victims act on their own suppressed temptations; pursuing agendas that there morals or self-control would forbid them to follow under normal circumstances. Eye contact must be made with the victim.
•••Dissociate - "Divide an Conquer" is a maxim that is well understood by the Tremere, and Dissociate is a powerful tool with which to divide the clan’s enemies. This discipline is used to break the social ties of interpersonal relationships. Even the most passionate affair or the oldest friendship can be cooled through use of Dissociate and weaker personal ties can be destroyed altogether. The character must touch the target to envoke this power. Victims of this power should be played as withdrawn, suspicious and emotionally distant.
••••Addiction - This power is a much stronger and potentially damaging form of Subvert. Addiction creates just that in the victim. By simply exposing the target to a particular sensation, substance or action, the thaumaturge creates a powerful psychological dependence. Many Tremere ensure that their victims become addicted to substances or thrills that only the Warlocks can provide, thus creating both a source of income and potential blackmail material.
•••••Dependence - Many former pawns of the Clan Tremere claim to have felt a strange sensation similar to depression when not in the presence of their masters. This is usually attributed to the blood bond, but is often the result of the thaumaturge’s mastery of Dependence. The final power of the Path of Corruption enables the vampire to tie their victim’s soul to their own, engendering feelings of lethargy and helplessness when the victim is not in the Vampiric presence or acting to further their desires. The character must engage the target in conversation. A bonded victim is no less likely to attack his controller, and feels no particular positive emotions toward her. However, he is psychologically addicted to her presence. Additionally, he is much less resistant to her commands, when attempting to resist her Dominate, or Presence. Finally, he is unable to regain Willpower when he is not in the thaumaturge's Presence.
The Path of corruption is primarily a mentally and spiritually orientated path centered on influencing the psyches of other individuals. It can be used neither to issue commands like Dominate nor to change emotions of the moment like Presence. Rather, it produces a gradual and subtle twisting of the subject's actions, morals and thought processes. This path deals intimately with the deception and dark desires, and those who work through it must understand the hidden places of the heart. Accordingly, no character may have a higher rating in the Path of Corruption than he has in Subterfuge.
All of these powers require that the target be within arm's reach of the caster. Setites cannot learn this Path without first learning the Path of Blood.
•Contradict - The thaumaturge can interrupt a subject’s thought processes, forcing the victim to reverse his current coarse of action. For example, an archon may be caused to execute a prisoner she was about to set free; a mortal lover might switch from gentle and caring to sadistic and demanding in the middle of an encounter. The results of Contradict are never precisely known in advance, but they always take the form of a more negative action than the subject had originally intended to perform. The victim has to be in your line of sight for this to work. The results of Contradict are never precisely known to the Thaumaturge in advance, but they always take the form of a more negative action tan the subject had originally intended to perform.
••Subvert - This discipline follows the same principle as does Contradict, the release of a subject’s dark, self-destructive side. However, Subverts effects are longer-lasting than the momentary flare of Contradict. Under the influence of this discipline, victims act on their own suppressed temptations; pursuing agendas that there morals or self-control would forbid them to follow under normal circumstances. Eye contact must be made with the victim.
•••Dissociate - "Divide an Conquer" is a maxim that is well understood by the Tremere, and Dissociate is a powerful tool with which to divide the clan’s enemies. This discipline is used to break the social ties of interpersonal relationships. Even the most passionate affair or the oldest friendship can be cooled through use of Dissociate and weaker personal ties can be destroyed altogether. The character must touch the target to envoke this power. Victims of this power should be played as withdrawn, suspicious and emotionally distant.
••••Addiction - This power is a much stronger and potentially damaging form of Subvert. Addiction creates just that in the victim. By simply exposing the target to a particular sensation, substance or action, the thaumaturge creates a powerful psychological dependence. Many Tremere ensure that their victims become addicted to substances or thrills that only the Warlocks can provide, thus creating both a source of income and potential blackmail material.
•••••Dependence - Many former pawns of the Clan Tremere claim to have felt a strange sensation similar to depression when not in the presence of their masters. This is usually attributed to the blood bond, but is often the result of the thaumaturge’s mastery of Dependence. The final power of the Path of Corruption enables the vampire to tie their victim’s soul to their own, engendering feelings of lethargy and helplessness when the victim is not in the Vampiric presence or acting to further their desires. The character must engage the target in conversation. A bonded victim is no less likely to attack his controller, and feels no particular positive emotions toward her. However, he is psychologically addicted to her presence. Additionally, he is much less resistant to her commands, when attempting to resist her Dominate, or Presence. Finally, he is unable to regain Willpower when he is not in the thaumaturge's Presence.
Jedi_Master_007- Administrator
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The Path of Curses
THE PATH OF CURSES
When cursing a victim, a thaumaturge is obvious--curses must be spoken aloud and directly towards the target, although the curse itself is often comprised of dead languages and sounds like gibberish. Additionally, the thaumaturge requires some essence of the victim to curse him. Hair, blood, flesh or any other part of the victim. The victim can use his strength of will and personality to resist but the severe psychological effects can take their toll. The thaumaturge can lift the curses that she brings down whenever she wishes.
1 • Stigma
The most basic of curses, the victim is striken with an invisible stigma that manifests only in the eyes of those around them. Few can describe its actual form. People shy away from interacting with the marked victim, and will have a hard time taking him seriously. Lasts until the next sunset during which time the victim is doomed to frustration while performing Social interaction. This also works on Kindred.
2 • Malady
The thaumaturge causes the victim to suffer intense illness and discomfort, not unlike the plagues and pestilences of history. Cainites likewise feel the pain and suffering from the sickness instilled by this curse. For elder Kindred, this is one of the worst curses--to be striken with illness as if a common mortal! Lasts the number of night equal to Thaumaturge's Willpower. Each success weakens the victim's Strength, Dexterity and Stamina.
3 • Pariah
The accursed appears to be the most hated of enemies to everyone they encounter. This alteration of perception is only in body and form, the victim still acts and speaks the same. One night per success. This will necessarily result in attack--indeed, in most cases, it shouldn't--but will cause antagonism in whatever way is most appropriate to the onlooker. Most will just leave the vampire's presence with a look of disdain, some may snub her, insult her or even through the first punch. Auspex cannot see though this.
4 • Corrupt Body
The thaumaturge approaches and denounces the victim's physical form. In seconds, a part of the victim's body distorts and perverts into a parody of itself. The victim suffers extreme pain during transformation. This leaves the victim scarred both physically and mentally. Per success: One night, one week, one month, one season, one year. The thaumaturge chooses Strength, Dexterity, Stamina or Appearance to warp. This drops the appropriate Attribute to 1 for the duration. Typically used as punishment, example: a graceful Kindred dancer reduced to an uncoordinated oaf by a limp is not likely to forget his mistakes.
5 • Fall From Grace
The magus is now able to curse his victim with supreme ineptitude, causing a loss of confidence and failings in any and all tasks. Victims of this power often retire from the normal activities of their lives as nothing goes right; relationships fall apart, jobs crumble, accidents seem to become commonplace. Per success: One night, one week, one month, one season, one year.
When cursing a victim, a thaumaturge is obvious--curses must be spoken aloud and directly towards the target, although the curse itself is often comprised of dead languages and sounds like gibberish. Additionally, the thaumaturge requires some essence of the victim to curse him. Hair, blood, flesh or any other part of the victim. The victim can use his strength of will and personality to resist but the severe psychological effects can take their toll. The thaumaturge can lift the curses that she brings down whenever she wishes.
1 • Stigma
The most basic of curses, the victim is striken with an invisible stigma that manifests only in the eyes of those around them. Few can describe its actual form. People shy away from interacting with the marked victim, and will have a hard time taking him seriously. Lasts until the next sunset during which time the victim is doomed to frustration while performing Social interaction. This also works on Kindred.
2 • Malady
The thaumaturge causes the victim to suffer intense illness and discomfort, not unlike the plagues and pestilences of history. Cainites likewise feel the pain and suffering from the sickness instilled by this curse. For elder Kindred, this is one of the worst curses--to be striken with illness as if a common mortal! Lasts the number of night equal to Thaumaturge's Willpower. Each success weakens the victim's Strength, Dexterity and Stamina.
3 • Pariah
The accursed appears to be the most hated of enemies to everyone they encounter. This alteration of perception is only in body and form, the victim still acts and speaks the same. One night per success. This will necessarily result in attack--indeed, in most cases, it shouldn't--but will cause antagonism in whatever way is most appropriate to the onlooker. Most will just leave the vampire's presence with a look of disdain, some may snub her, insult her or even through the first punch. Auspex cannot see though this.
4 • Corrupt Body
The thaumaturge approaches and denounces the victim's physical form. In seconds, a part of the victim's body distorts and perverts into a parody of itself. The victim suffers extreme pain during transformation. This leaves the victim scarred both physically and mentally. Per success: One night, one week, one month, one season, one year. The thaumaturge chooses Strength, Dexterity, Stamina or Appearance to warp. This drops the appropriate Attribute to 1 for the duration. Typically used as punishment, example: a graceful Kindred dancer reduced to an uncoordinated oaf by a limp is not likely to forget his mistakes.
5 • Fall From Grace
The magus is now able to curse his victim with supreme ineptitude, causing a loss of confidence and failings in any and all tasks. Victims of this power often retire from the normal activities of their lives as nothing goes right; relationships fall apart, jobs crumble, accidents seem to become commonplace. Per success: One night, one week, one month, one season, one year.
Jedi_Master_007- Administrator
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The Path of Elemental Mastery
Similar to Spirit Thaumaturgy and the Path of Conjouring, Elemental Mastery offers the Kindred control over the sould of inanimate objects. Often seen as control of the four elements (air, Earth, fire and Water), this Path actually gives its followers the ability to manipulate all forms of insensate objects. Elemental Mastery can only be used to affect the unliving-a vampire could not cause a tree to walk by using Animate the Unmoving, for instance. Thaumaturges who seek mastery over living things generally study Biothaumaturical Experimentation or the Green Path.
•Elemental Strength - The Vampire with this discipline can draw upon the strength and resilience of the earth, or of the objects around him, to increase his or her physical prowess without the use of blood traits.
••Wooden Tongues - A Cainite with this discipline may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the Vampire can get at least a general impression of what the subject has "experienced".
•••Animate the Unmoving - Objects affected by this power move as the Vampire using it dictates. An object cannot take an action that would be completely inconceivable for something with its form – for instance, a door could not leap from its hinges and carry someone across the street. However, seemingly solid objects can become more flexible within reason: Barstools can run with their legs, guns can twist out of their owners hands or fire while holstered, and statues can move like normal humans.
This discipline takes a great deal of concentration to pull off, although the level of concentration decreases with experience and age.
••••Elemental Form - The Vampire with this discipline can take the shape of any inanimate object of a mass roughly equal to his or he own. A desk, a statue or a bicycle would be more feasible, but a house or a pen would be beyond this power’s capacity.
Invoking this power takes but a mere thought of the object you wish to mask, but requires immense concentration to maintain. You do have the ability to speak; you’re a disembodied voice trailing from the object you manifested into. However, you do not have the ability to use of your other disciplines while in this state. You remain in this state for one full night or when you release the discipline.
•••••Summon Elemental - A Vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth), or an undine (water). Some Tremere claims to have contacted elemental spirits of glass, electricity, blood and even atomic energy, but such reports remain unconfirmed (even as their authors are being summoned to Vienna for questioning). The thaumaturge may choose what type of elemental he or she wishes to summon and control.
This needs to be looked at carefully and ruled upon.
•Elemental Strength - The Vampire with this discipline can draw upon the strength and resilience of the earth, or of the objects around him, to increase his or her physical prowess without the use of blood traits.
••Wooden Tongues - A Cainite with this discipline may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the Vampire can get at least a general impression of what the subject has "experienced".
•••Animate the Unmoving - Objects affected by this power move as the Vampire using it dictates. An object cannot take an action that would be completely inconceivable for something with its form – for instance, a door could not leap from its hinges and carry someone across the street. However, seemingly solid objects can become more flexible within reason: Barstools can run with their legs, guns can twist out of their owners hands or fire while holstered, and statues can move like normal humans.
This discipline takes a great deal of concentration to pull off, although the level of concentration decreases with experience and age.
••••Elemental Form - The Vampire with this discipline can take the shape of any inanimate object of a mass roughly equal to his or he own. A desk, a statue or a bicycle would be more feasible, but a house or a pen would be beyond this power’s capacity.
Invoking this power takes but a mere thought of the object you wish to mask, but requires immense concentration to maintain. You do have the ability to speak; you’re a disembodied voice trailing from the object you manifested into. However, you do not have the ability to use of your other disciplines while in this state. You remain in this state for one full night or when you release the discipline.
•••••Summon Elemental - A Vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth), or an undine (water). Some Tremere claims to have contacted elemental spirits of glass, electricity, blood and even atomic energy, but such reports remain unconfirmed (even as their authors are being summoned to Vienna for questioning). The thaumaturge may choose what type of elemental he or she wishes to summon and control.
This needs to be looked at carefully and ruled upon.
Jedi_Master_007- Administrator
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The Path of Father's Vengeance
This path, based loosely on powerful thaumaturge’s interpretations of the Book of Nod, devotes itself to delivering justice to the race of Cainites. Each power supposedly has some precedent in the parables of the ancient book, and focuses on teaching the lessons of Caine via the power of blood magic. Use of this path is hotly debated in the Sabbat, as some consider it tantamount to claiming to hold Caine’s right over all vampires oneself.
The power of this path comes not only from the magic of blood, but also incantation of verses from the Book of Nod. For any of these powers to take effect, the thaumaturge must speak the actual condemnation. For example, to invoke the third-level power, the caster must state plainly to his target that she may eat only ashes. Obviously, the subject must be able to hear the thaumaturge for these powers to take effect, though writing them and showing them to the subject will do. These powers apply to Cainites only. They do not affect Lupines, mortals or ghouls.
1• Zillah's Litany
Zillah, the wife of Caine, unknowingly drank from her husband and sire three times, thus becoming bonded to him. This power reveals existing blood bonds and Vinculi to the thaumaturge. Although the caster may not know the vampires in question, this power does reveal the names and gives rough psychic impressions of the individuals in question.
2• The Crone's Pride
This power inflicts the curse of the crone, who bound Caine to her as he fled his wife’s spuming. Hideously ugly, the crone had to resort to trickery to get others to help or serve her.
System: This power reduces the target’s Appearance to zero. This power lasts for one night.
3• Feast of Ashes
Primarily used against wanton or excessive vampires, this power temporarily removes a vampire’s dependency on blood. While some would say this negates the Curse of Caine, it reduces the vampire to little more than a wretched scavenger, as he must consume literal ashes, though he gains little sustenance from them.
System: The victim of this power can no longer consume blood, vomiting it as he would mortal food or drink. Instead, the victim can eat only ashes, and the "blood points" he gains from this may be used only to rise each night. Ashen "blood points" may not be used to power Disciplines, raise Attributes or feed ghouls. (though actual blood points in the character’s body at the time this power is invoked may still be used for such). One blood point’s worth of ash is roughly one pint, and any ash will do cigarette ash, campfire leftovers or vampire corpses destroyed by fire or sunlight. This power lasts for one week.
4• Uriel's Disfavor
This power invokes the darkness of the Angel of Death. All but the dimmest of light causes the subject excruciating pain, and some artificial forms of bright light may even damage the vampire.
System: The presence of any light makes the subject uncomfortable, and bright light of any kind flashlights, neon beer lamps, headlights, etc. — inflict one health level of aggravated damage on the character for every turn he remains under its direct focus. Most vampires who suffer this curse elect to sleep for the duration, hiding away in the darkness of their havens until they can walk again among the living without pain. This power lasts for one week.
5• Valediction
Many Sabbat rightfully fear this power, though none has ever seen it used. It levies a punishment for breaking one of Caine’s greatest commandments the ban against diablerie. As most Sabbat attain their power and station through some measure of diablerie, they must reconcile their beliefs with the admonitions of Caine, and this power engenders a great sense of humility.
System: When this power takes effect, the subject immediately reverts to her original generation. This change may entail losing points in certain Traits due to generational maximums. This power lasts for one week, after which any Traits reduced to higher-generation maximums return to normal. It takes three turns to speak the full verse that implements this power’s effects.
The power of this path comes not only from the magic of blood, but also incantation of verses from the Book of Nod. For any of these powers to take effect, the thaumaturge must speak the actual condemnation. For example, to invoke the third-level power, the caster must state plainly to his target that she may eat only ashes. Obviously, the subject must be able to hear the thaumaturge for these powers to take effect, though writing them and showing them to the subject will do. These powers apply to Cainites only. They do not affect Lupines, mortals or ghouls.
1• Zillah's Litany
Zillah, the wife of Caine, unknowingly drank from her husband and sire three times, thus becoming bonded to him. This power reveals existing blood bonds and Vinculi to the thaumaturge. Although the caster may not know the vampires in question, this power does reveal the names and gives rough psychic impressions of the individuals in question.
2• The Crone's Pride
This power inflicts the curse of the crone, who bound Caine to her as he fled his wife’s spuming. Hideously ugly, the crone had to resort to trickery to get others to help or serve her.
System: This power reduces the target’s Appearance to zero. This power lasts for one night.
3• Feast of Ashes
Primarily used against wanton or excessive vampires, this power temporarily removes a vampire’s dependency on blood. While some would say this negates the Curse of Caine, it reduces the vampire to little more than a wretched scavenger, as he must consume literal ashes, though he gains little sustenance from them.
System: The victim of this power can no longer consume blood, vomiting it as he would mortal food or drink. Instead, the victim can eat only ashes, and the "blood points" he gains from this may be used only to rise each night. Ashen "blood points" may not be used to power Disciplines, raise Attributes or feed ghouls. (though actual blood points in the character’s body at the time this power is invoked may still be used for such). One blood point’s worth of ash is roughly one pint, and any ash will do cigarette ash, campfire leftovers or vampire corpses destroyed by fire or sunlight. This power lasts for one week.
4• Uriel's Disfavor
This power invokes the darkness of the Angel of Death. All but the dimmest of light causes the subject excruciating pain, and some artificial forms of bright light may even damage the vampire.
System: The presence of any light makes the subject uncomfortable, and bright light of any kind flashlights, neon beer lamps, headlights, etc. — inflict one health level of aggravated damage on the character for every turn he remains under its direct focus. Most vampires who suffer this curse elect to sleep for the duration, hiding away in the darkness of their havens until they can walk again among the living without pain. This power lasts for one week.
5• Valediction
Many Sabbat rightfully fear this power, though none has ever seen it used. It levies a punishment for breaking one of Caine’s greatest commandments the ban against diablerie. As most Sabbat attain their power and station through some measure of diablerie, they must reconcile their beliefs with the admonitions of Caine, and this power engenders a great sense of humility.
System: When this power takes effect, the subject immediately reverts to her original generation. This change may entail losing points in certain Traits due to generational maximums. This power lasts for one week, after which any Traits reduced to higher-generation maximums return to normal. It takes three turns to speak the full verse that implements this power’s effects.
Jedi_Master_007- Administrator
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The Path of Flames
This paths grants the thaumaturgy the ability conjure mystical flames - small fires at first, but in the hands of skilled magicians entire conflagrations may be called forth. This path is greatly feared, as fire is one of the surest ways to bring Final Death upon a Vampire.
Fire created by this path is not "natural," with many Kindred believing the flames are to be conjured from Hell itself.
Fire conjured with this path must be released for it to have any effect. Thus a "palm of flame" does not burn the vampire's hand and cause an aggravated wound - it merely produces light. Once the flame is released it burns normally and the character no longer has control over it.
System: The number of successes determines how accurately the thaumaturge places the flame in his desired location. One successes is all that is necessary to conjure a flame in one's hand, while five successes places a flame anywhere in the Kindred's line of sight.
Level 1 — Candle (soak difficulty 3, one health level of aggravated damage/turn)
Level 2 — Palm of Flame (soak difficulty 4, one health level of aggravated damage/turn)
Level 3 — Campfire (soak difficulty 5, two health levels of aggravated damage/turn)
Level 4 — Bonfire (soak difficulty 7, two health levels of aggravated damage/turn)
Level 5 — Inferno (soak difficulty 9, three health levels of aggravated damage/turn)
Fire created by this path is not "natural," with many Kindred believing the flames are to be conjured from Hell itself.
Fire conjured with this path must be released for it to have any effect. Thus a "palm of flame" does not burn the vampire's hand and cause an aggravated wound - it merely produces light. Once the flame is released it burns normally and the character no longer has control over it.
System: The number of successes determines how accurately the thaumaturge places the flame in his desired location. One successes is all that is necessary to conjure a flame in one's hand, while five successes places a flame anywhere in the Kindred's line of sight.
Level 1 — Candle (soak difficulty 3, one health level of aggravated damage/turn)
Level 2 — Palm of Flame (soak difficulty 4, one health level of aggravated damage/turn)
Level 3 — Campfire (soak difficulty 5, two health levels of aggravated damage/turn)
Level 4 — Bonfire (soak difficulty 7, two health levels of aggravated damage/turn)
Level 5 — Inferno (soak difficulty 9, three health levels of aggravated damage/turn)
Jedi_Master_007- Administrator
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The Path of the Focused Mind
Developed by a Tremere Kabbalah scholar, this little - known path of Thaumaturgy has been around for a few centuries and remains in practice by a select few. Practitioners of the Focused Mind greatly enhance their mental alacrity and readiness, allowing better comprehension of problems and situations. Thaumaturges, already disciplined of mind, become frightfully powerful in the realm of the cerebral when mastering this path.
Unlike most Thaumaturgy, the powers of this path do not require an action to invoke, although they still require the normal blood expenditure and Willpower activation. Each of these powers is usable only once per turn.
•Readiness - Using Readiness makes the caster able to gain a quicker understanding on a predicament. Enhanced lucidity enlightens the caster, allowing better reactions to changing situation and increased cleverness. This power is only usable on the thaumaturge himself.
••Centering - By invoking this power, the thaumaturge causes a sudden, intense calmness in the subject by whispering soothing words to her. While under this serenity, the target is able to better focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm.
Magi in fear of frenzy often use this power on themselves to achieve a state of tranquility, as emotions are stifled.
This power is usable on any subject within earshot of the thaumaturge and lasts for one turn per success on the activation roll. Lupines May even be calmed from their murderous rampages.
•••One - Tracked Mind - By extending his powers to other individuals, the thaumaturge is able to fixate the subject on one action. This single - mindedness of the target is such that they ignore everything else that occurs around them. Guards are easily distracted with this power, as their attention becomes fixated elsewhere, and research becomes a dedicated, focused task. Use of this power is sometimes colloquially referred to as "railroading someone."
This power may affect anyone who can hear the thaumaturge. Successful invocation makes the target unable to make any extra actions and unable to change tactics after actions have been declared. As a side benefit, reduce the difficulty of the action by one. Additional actions that the victim takes (from Celerity, for example) during the duration of this power must follow their initial action, as they concentrate wholly upon this one idea. The duration of One - Tracked Mind is one scene if used outside of combat, otherwise it is reduced to one turn per success on the activation.
••••Dual Thought - With the rigors of concentration require to learn Thaumaturgy, many Tremere are able to take quick and complete control of a situation. with this power, the thaumaturge is able to divide his attention to two completely separate tasks without problems. As One - Tracked Mind forced the subject's attention into a single objective, Dual Thought expands the thaumaturge's concentration to the point that focus upon two goals is possible.
Successful use of Dual Thought allows the caster to take an extra action during his turn. This is restricted to mental actions, be it the use of Disciplines such as the use of Auspex or Thaumaturgy, or the contemplation of some problem. The two actions happen at the exact same time.
•••••Perfect Clarity - Perfect Clarity brings about a Zen like moment of unimpeded insight for the thaumaturge. Pure focus is achieved, thought and action become one, and complete serenity of mind descends upon the Kindred magus. This lucidity protects the thaumaturge from influences both internal and external; even the Beat within is unable to rage forth. Some practitioners have likened use of this power with the state of Golconda (theoretically, of course), but the upper Tremere hierarchy denies this rumor as much as they deride the existence Golconda itself.
This power last for the duration of one scene. for this period the thaumaturge has the difficulties of all actions reduced by two. The kindred is immune to frenzy and Rotschreck from all sources, even by supernatural means. Finally any means to control or influence the thaumaturge suffer 2 points extra in difficulty including the powers of Presence and Dominate.
Unlike most Thaumaturgy, the powers of this path do not require an action to invoke, although they still require the normal blood expenditure and Willpower activation. Each of these powers is usable only once per turn.
•Readiness - Using Readiness makes the caster able to gain a quicker understanding on a predicament. Enhanced lucidity enlightens the caster, allowing better reactions to changing situation and increased cleverness. This power is only usable on the thaumaturge himself.
••Centering - By invoking this power, the thaumaturge causes a sudden, intense calmness in the subject by whispering soothing words to her. While under this serenity, the target is able to better focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm.
Magi in fear of frenzy often use this power on themselves to achieve a state of tranquility, as emotions are stifled.
This power is usable on any subject within earshot of the thaumaturge and lasts for one turn per success on the activation roll. Lupines May even be calmed from their murderous rampages.
•••One - Tracked Mind - By extending his powers to other individuals, the thaumaturge is able to fixate the subject on one action. This single - mindedness of the target is such that they ignore everything else that occurs around them. Guards are easily distracted with this power, as their attention becomes fixated elsewhere, and research becomes a dedicated, focused task. Use of this power is sometimes colloquially referred to as "railroading someone."
This power may affect anyone who can hear the thaumaturge. Successful invocation makes the target unable to make any extra actions and unable to change tactics after actions have been declared. As a side benefit, reduce the difficulty of the action by one. Additional actions that the victim takes (from Celerity, for example) during the duration of this power must follow their initial action, as they concentrate wholly upon this one idea. The duration of One - Tracked Mind is one scene if used outside of combat, otherwise it is reduced to one turn per success on the activation.
••••Dual Thought - With the rigors of concentration require to learn Thaumaturgy, many Tremere are able to take quick and complete control of a situation. with this power, the thaumaturge is able to divide his attention to two completely separate tasks without problems. As One - Tracked Mind forced the subject's attention into a single objective, Dual Thought expands the thaumaturge's concentration to the point that focus upon two goals is possible.
Successful use of Dual Thought allows the caster to take an extra action during his turn. This is restricted to mental actions, be it the use of Disciplines such as the use of Auspex or Thaumaturgy, or the contemplation of some problem. The two actions happen at the exact same time.
•••••Perfect Clarity - Perfect Clarity brings about a Zen like moment of unimpeded insight for the thaumaturge. Pure focus is achieved, thought and action become one, and complete serenity of mind descends upon the Kindred magus. This lucidity protects the thaumaturge from influences both internal and external; even the Beat within is unable to rage forth. Some practitioners have likened use of this power with the state of Golconda (theoretically, of course), but the upper Tremere hierarchy denies this rumor as much as they deride the existence Golconda itself.
This power last for the duration of one scene. for this period the thaumaturge has the difficulties of all actions reduced by two. The kindred is immune to frenzy and Rotschreck from all sources, even by supernatural means. Finally any means to control or influence the thaumaturge suffer 2 points extra in difficulty including the powers of Presence and Dominate.
Jedi_Master_007- Administrator
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The Gift of Morpheus
• Cause Sleep
Roll: Manipulation + Empathy, difficulty Willpower + 3 The vampire may put a victim to sleep. If the target is a vampire, a willpower point must also be spent. 1 suc. the victim loses one die from all pools next turn.
2 suc. the victim loses one die from all pools next turn.
3 suc. the victim goes to sleep.
•• Mass Slumber
Roll: Charisma + Leadership, difficulty 8 The vampire may affect several victims with the power Cause Sleep. Interpret successes as per Cause Sleep.
••• Enchanted Slumber
Roll: Intelligence + Subterfuge, difficulty Willpower The vampire may put a victim to sleep, and name an event that must occur that will enable the victim to awaken. If the target is a vampire, a willpower point must also be spent. If the event does not occur, the victim will stay asleep for up to the following time periods: 1 suc. one turn.
2 suc. one night.
3 suc. one week.
4 suc. one month.
5 suc. one year.
•••• Dreamscape
Roll: Wits + Dreaming, difficulty Willpower The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.
••••• Master of Dreams
Roll: Manipulation + Dreaming, difficulty 7 Resist: Manipulation + Dreaming, difficulty 7 The vampire may start changing the target's dreams, once she has entered them by using Dreamscape. If the target is a vampire, a willpower point must also be spent. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real.
Roll: Manipulation + Empathy, difficulty Willpower + 3 The vampire may put a victim to sleep. If the target is a vampire, a willpower point must also be spent. 1 suc. the victim loses one die from all pools next turn.
2 suc. the victim loses one die from all pools next turn.
3 suc. the victim goes to sleep.
•• Mass Slumber
Roll: Charisma + Leadership, difficulty 8 The vampire may affect several victims with the power Cause Sleep. Interpret successes as per Cause Sleep.
••• Enchanted Slumber
Roll: Intelligence + Subterfuge, difficulty Willpower The vampire may put a victim to sleep, and name an event that must occur that will enable the victim to awaken. If the target is a vampire, a willpower point must also be spent. If the event does not occur, the victim will stay asleep for up to the following time periods: 1 suc. one turn.
2 suc. one night.
3 suc. one week.
4 suc. one month.
5 suc. one year.
•••• Dreamscape
Roll: Wits + Dreaming, difficulty Willpower The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.
••••• Master of Dreams
Roll: Manipulation + Dreaming, difficulty 7 Resist: Manipulation + Dreaming, difficulty 7 The vampire may start changing the target's dreams, once she has entered them by using Dreamscape. If the target is a vampire, a willpower point must also be spent. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real.
Jedi_Master_007- Administrator
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Registration date : 2009-01-22
The Green Path of Thaumaturgy
The Green Path deals with the manipulation of plant matter of all sorts. Anything more complex than an algae bloom can theoretically be controlled through the appropriate application of this path. Ferns, roses, dandelions and even ancient redwoods are all equally valid targets for this path's powers, and living and dead plant matter are equally affected. While not as immediately impressive as some other more widely practiced paths, the Green Path (sometimes disparagingly refered to as "Botanical Mastery") is a subtle and powerful as the natural world which it affects.
The origins of the Green Path are thought to lie with the Order of the Naturist (see Clan Book:Tremere), a druidic sect within Clan Tremere. Most practitioners of the path are members of the order, and those who are not were more than likely mentored by one. According to those who are familiar with Tremere history, the Green Path is a blood magic-based derivation of some magical workings formerly practiced by House Diedne, an order of mortal mages destroyed by the Tremere during the Dark Ages.
•Herbal Wisdom - With but a touch, a Cainite can communicate with the spirit of the plant. Conversations held in this manner are often cryptic but rewarding – the wisdom and experience of the spirits of some trees surpasses that of the oracles of legend. Crabgrass, on the other hand, rarely has much insight to offer, but might reveal the face of the last person who walked on it.
••Speed the Season's Passing - This discipline allows the thaumaturge to accelerate a plant’s growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternately, the Vampire can speed a plant’s death and decay, withering grass and crumbling wooden stakes with but a touch.
•••Dance of Vines - The thaumaturge can animate a mass of vegetation up to his own size, using it for utility or combat purposes with equal ease. Leaves can walks along a desktop, ivy can act as a scribe and jungle creepers can strangle opponents. Intruders should beware of Tremere workshops that harbor potted rowan saplings. Dance of Vines cannot make plants uproot themselves and go stomping about. Even the most energetic vegetation is incapable of pulling out of the soil and walking under the effect of this power. However, 150 pounds of kudzue can cover a considerable area all by itself....
••••Verdant Haven - This discipline weaves a temporary shelter out of a sufficient amount of plant matter. In addition to providing physical protection from the elements (and even sunlight), the Verdant Haven also establishes a mystical barrier, which is makes the Haven nearly impassible to anyone the caster wishes to exclude. A Verdant Haven appear as a six foot tall hemisphere of interlocked branches, leaves and vines with no direct opening, and even to the casual observer it appears to be an unnatural construction.
You must be within a heavily vegetated area to use this power (such as a forest) and lasts until the next sunset. Verdant Havens are rumored to have supernatural healing properties, but no Kindred have reported experiencing such benefits from a stay in one.
•••••Awaken the Forest Giants - Entire trees can be animated by the master of the Green Path. Ancient oaks can be temporarily given the gift of movement, pulling their roots from the soil and shaking the ground with their steps. While not as versatile as elementals or other summoned spirits, trees brought to ponderous life via this power display awesome strength and resilience. The character must touch the tree to animate it and spends one blood point for each tree animated. This lasts for one turn and when this turn is over the tree puts its roots down wherever it stand and cannot be animated again until the next night. While animated the Tree follows the characters verbal commands to the best of its ability. Abuses or misuses of this power can very easily lead to breaches of the Masquerade, and the thaumaturge who leaves a row of maples across a major traffic artery is unlikely to have the opportunity to make the same mistake twice.
The origins of the Green Path are thought to lie with the Order of the Naturist (see Clan Book:Tremere), a druidic sect within Clan Tremere. Most practitioners of the path are members of the order, and those who are not were more than likely mentored by one. According to those who are familiar with Tremere history, the Green Path is a blood magic-based derivation of some magical workings formerly practiced by House Diedne, an order of mortal mages destroyed by the Tremere during the Dark Ages.
•Herbal Wisdom - With but a touch, a Cainite can communicate with the spirit of the plant. Conversations held in this manner are often cryptic but rewarding – the wisdom and experience of the spirits of some trees surpasses that of the oracles of legend. Crabgrass, on the other hand, rarely has much insight to offer, but might reveal the face of the last person who walked on it.
••Speed the Season's Passing - This discipline allows the thaumaturge to accelerate a plant’s growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternately, the Vampire can speed a plant’s death and decay, withering grass and crumbling wooden stakes with but a touch.
•••Dance of Vines - The thaumaturge can animate a mass of vegetation up to his own size, using it for utility or combat purposes with equal ease. Leaves can walks along a desktop, ivy can act as a scribe and jungle creepers can strangle opponents. Intruders should beware of Tremere workshops that harbor potted rowan saplings. Dance of Vines cannot make plants uproot themselves and go stomping about. Even the most energetic vegetation is incapable of pulling out of the soil and walking under the effect of this power. However, 150 pounds of kudzue can cover a considerable area all by itself....
••••Verdant Haven - This discipline weaves a temporary shelter out of a sufficient amount of plant matter. In addition to providing physical protection from the elements (and even sunlight), the Verdant Haven also establishes a mystical barrier, which is makes the Haven nearly impassible to anyone the caster wishes to exclude. A Verdant Haven appear as a six foot tall hemisphere of interlocked branches, leaves and vines with no direct opening, and even to the casual observer it appears to be an unnatural construction.
You must be within a heavily vegetated area to use this power (such as a forest) and lasts until the next sunset. Verdant Havens are rumored to have supernatural healing properties, but no Kindred have reported experiencing such benefits from a stay in one.
•••••Awaken the Forest Giants - Entire trees can be animated by the master of the Green Path. Ancient oaks can be temporarily given the gift of movement, pulling their roots from the soil and shaking the ground with their steps. While not as versatile as elementals or other summoned spirits, trees brought to ponderous life via this power display awesome strength and resilience. The character must touch the tree to animate it and spends one blood point for each tree animated. This lasts for one turn and when this turn is over the tree puts its roots down wherever it stand and cannot be animated again until the next night. While animated the Tree follows the characters verbal commands to the best of its ability. Abuses or misuses of this power can very easily lead to breaches of the Masquerade, and the thaumaturge who leaves a row of maples across a major traffic artery is unlikely to have the opportunity to make the same mistake twice.
Jedi_Master_007- Administrator
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The Hands of Destruction Path of Thaumaturgy
The magicians of the Sabbat use magic's designed to slay their foes brutally. The painful powers of the Hands of Destruction are one such straightforward path. Rumored to be the work of infernalists and demonic tutors, this path delivers agony and decrepitude on its victims.
Some few Camarilla vampires have unearthed this path, but it remains a rare curiosity among most thaumaturges. With the destruction of the Sabat's Warlocks, the Hands of Destruction path is relegated to the few zealous warriors who manage to wrest its secrets from tomes or infernal pacts. A number of regents have barred practitioners of this path from their chantries on suspicion of infernalism, and many Tremere refuse to practice it because of its potentially demonic origins.
•Decay - Inanimate matter crumbles rapidly under your touch. Even dead organic material quickly melts into a puddle of putrescence. Using this power reduces wood or organic matter to a rotted morass quickly and it can be weaken even metal or plastic with sufficient time. If you break contact with the object, the accelerated aging ceases. Any decrepitude that you inflict on something is permanent, though.
Although you can age the flesh of a Vampire with this power, such a tactic has no functional effect. Vampires do not suffer any changes or decrepitude from this aging, as their supernaturally preserved corpses are immune to such treatment. Mortals, however can be certainly be "aged to death" if the discipline is used multiple times over, given sufficient time to do so.
••Gnarl Wood - Your merest glance can swell or contract wood, or twist it into strange shapes. You need not touch the wood to affect it, only see it. You can warp up to 50 pounds of wood, rendering it gnarled and useless. This is an excellent way to bust doors, destroy furnishings and twist stakes to uselessness. Use can use Gnarl Wood against multiple objects as long as you can see all the objects and they do not add up to more then 50 pounds.
•••Acidic Touch - Mystically altering your vitae, you cause it to become a thick, black, bilious substance, a caustic fluid that burns flesh, cloth, metal and wood alike. Your Acidic Touch has no effect on yourself, but it can leave horrible corroded marks on anything that makes the slightest contact with your coated hands. You can exude this acid from any part of your body, thus potentially making simple contact or even a kiss painfully deadly. The acid created with this power is thick and slimy, so it cannot be flung or spat at opponents; you must deliver it by touch. The vitriol created with Acidic Touch inflicts aggravated damage, and it can eat through most substances.
••••Atrophy - The warping effects of your powers allow you to wither the very limbs of your opponents. A simple touch is all that is required to Atrophy a single limb, turning it into a useless, fragile husk.
If you hit, you wither one arm or leg, rendering it useless. Multiple attacks can wither different limbs, cumulatively crippling the victim. A victim without arms cannot grapple or wield weapons; a victim without functional legs cannot move. This effect is permanent on mortals, though Vampires can heal a crippled limb over time.
•••••Turn to Dust - Amplifying the process of decay to incredible speeds, you can reduce your victim to little more than a pile of dust. Mortals almost always die instantly and collapse to putrefied remains, while even Vampires are withered. A Vampires immortal curse prevents any actual physical harm; only their bodies shrivel with age. Note that Turn to Dust functions only on living or undead targets; use Decay on inanimate subjects
Some few Camarilla vampires have unearthed this path, but it remains a rare curiosity among most thaumaturges. With the destruction of the Sabat's Warlocks, the Hands of Destruction path is relegated to the few zealous warriors who manage to wrest its secrets from tomes or infernal pacts. A number of regents have barred practitioners of this path from their chantries on suspicion of infernalism, and many Tremere refuse to practice it because of its potentially demonic origins.
•Decay - Inanimate matter crumbles rapidly under your touch. Even dead organic material quickly melts into a puddle of putrescence. Using this power reduces wood or organic matter to a rotted morass quickly and it can be weaken even metal or plastic with sufficient time. If you break contact with the object, the accelerated aging ceases. Any decrepitude that you inflict on something is permanent, though.
Although you can age the flesh of a Vampire with this power, such a tactic has no functional effect. Vampires do not suffer any changes or decrepitude from this aging, as their supernaturally preserved corpses are immune to such treatment. Mortals, however can be certainly be "aged to death" if the discipline is used multiple times over, given sufficient time to do so.
••Gnarl Wood - Your merest glance can swell or contract wood, or twist it into strange shapes. You need not touch the wood to affect it, only see it. You can warp up to 50 pounds of wood, rendering it gnarled and useless. This is an excellent way to bust doors, destroy furnishings and twist stakes to uselessness. Use can use Gnarl Wood against multiple objects as long as you can see all the objects and they do not add up to more then 50 pounds.
•••Acidic Touch - Mystically altering your vitae, you cause it to become a thick, black, bilious substance, a caustic fluid that burns flesh, cloth, metal and wood alike. Your Acidic Touch has no effect on yourself, but it can leave horrible corroded marks on anything that makes the slightest contact with your coated hands. You can exude this acid from any part of your body, thus potentially making simple contact or even a kiss painfully deadly. The acid created with this power is thick and slimy, so it cannot be flung or spat at opponents; you must deliver it by touch. The vitriol created with Acidic Touch inflicts aggravated damage, and it can eat through most substances.
••••Atrophy - The warping effects of your powers allow you to wither the very limbs of your opponents. A simple touch is all that is required to Atrophy a single limb, turning it into a useless, fragile husk.
If you hit, you wither one arm or leg, rendering it useless. Multiple attacks can wither different limbs, cumulatively crippling the victim. A victim without arms cannot grapple or wield weapons; a victim without functional legs cannot move. This effect is permanent on mortals, though Vampires can heal a crippled limb over time.
•••••Turn to Dust - Amplifying the process of decay to incredible speeds, you can reduce your victim to little more than a pile of dust. Mortals almost always die instantly and collapse to putrefied remains, while even Vampires are withered. A Vampires immortal curse prevents any actual physical harm; only their bodies shrivel with age. Note that Turn to Dust functions only on living or undead targets; use Decay on inanimate subjects
Jedi_Master_007- Administrator
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Registration date : 2009-01-22
The Hearth Path
For those Tremere who maintain private havens, secrecy is paramount. The Hearth Path seems to have evolved from a collection of rituals designed to protect the integrity of a vampire's sanctum sanctorum. Havens protected by these powers often acquire reputations as "haunted" houses and the like. The Tremere are quick to point out, however, that these reputations help to strengthen the Masquerade rather then jeopardize it. When people find out that the house is just a house with a spooky atmosphere, they chastise themselves for being so foolish as to believe in ghosts.
•Guests's Herald - This power, when used on a door or other portal, creates an audible or visual effect that notifies the Tremere that someone has crossed it. In this way, the vampire knows when someone has entered her haven and can deal with the interloper as she sees fit. This power lasts for 24 hours. The signal may be anything of the thaumaturge's choosing -- a particularly noisy creak, a tendency to stay ajar or even something wholly unconnected, like the rotation of a decanter in another room. In all cases, the effect is static -- it looks or sounds exactly the same every time it happens. Any point at which someone other than the thaumaturge crosses a warded area, the effect takes place. Whether or not the vampire is present to observe it is a different matter.
Not the complex chains of events are outside the purview of this power. the ritual will not trigger an elaborate Rube Golderberg-style "trap" (though it may set off the first part of one), nor will it aim and fire a shotgun at the door. These are simple, subtle, brief effects.
••Master's Order - In his own haven, the thaumaturge knows where every last article lies. he knows where he placed an important book, he knows the drawer that the keys to his safe occupy, and he knows where his ensorcelled wooden stake rests. He even knows these things when he doesn't.... As long as the ritual is successful, for the duration of the scene, the thaumaturge knows exactly where any given object has been placed, as long as it is in his haven, This knowledge applies only to inanimate objects --he may not locate his childe in the manner. Also, the object must belong to the Tremere himself; an assassin's knife will not be found by this power, nor will the objects on another's person. Something the Tremere has stolen will turn up without difficulty, however.
This power works only in the Tremere's haven, where he has spent at least one day's rest prior to invoking the power.
•••Ryme of Discord - The Vampire may create a miasma of confusion in her haven. This power plays upon intruders' minds, causing them to become lost in the vampire's haven, to lose their direction and misremember specific details such as objects in rooms and their location. Characters other than the thaumaturge find themselves hopelessly lost in her haven, no matter how small it is. Additionally, they are unable to remember any but the smallest details regarding the place once inside. Even if an intruder attempts to follow or chase the Kindred through the haven, she will lose track of direction, make wrong turns, etc. This effect lasts for one full 24 hour period, but the confused memories an intruder takes with her last until she visits the haven when it is not under this protective escorcellment.
••••Temportal - As master of her haven, a vampire may briefly reshape it so that doorways lead to rooms other than those to which they are connected. For example, the door to the bedroom may suddenly open into the study, while the deepest catacomb of a Transylvanian dungeon might lead to a tower elsewhere in the castle. Thaumaturges find this useful both as a convenience -- how better to retrieve a book from the basement when one is on the third floor? -- and as an escape route. This power works until sunrise. At the thaumaturge's whim, he may walk through any doorway in his haven and be immediately transported to any room of his choice that is also in his haven. Anyone who follow him through the door will find themselves in the room the doorway naturally connects to.
•••••The Cauldron's Rede - This power bestows a primitive awareness uupon the magus' haven. While her haven is under this sending, the thaumaturge may ask any of the items in her haven about specific events taking place therein. A bedroom mirror may whisper of guests conspiring in the foyer, a divan may disclose bedchamber indiscretions, and the lowliest kitchen rug may reveal high treachery taking place in a salon. Anything occurring within the haven (or within eye shot of the outside, as the windows can "see" as well) can be relayed to an inquisitive magus by the common items inside. This power lasts until the sunrise after the vampire invokes it. The vampire must verbally ask questions of her haven's accouterments, should she desire information from them. Only in case of extreme danger, such as a pending attack or a haven set ablaze will the voices of the haven call out to the Kindred.
•Guests's Herald - This power, when used on a door or other portal, creates an audible or visual effect that notifies the Tremere that someone has crossed it. In this way, the vampire knows when someone has entered her haven and can deal with the interloper as she sees fit. This power lasts for 24 hours. The signal may be anything of the thaumaturge's choosing -- a particularly noisy creak, a tendency to stay ajar or even something wholly unconnected, like the rotation of a decanter in another room. In all cases, the effect is static -- it looks or sounds exactly the same every time it happens. Any point at which someone other than the thaumaturge crosses a warded area, the effect takes place. Whether or not the vampire is present to observe it is a different matter.
Not the complex chains of events are outside the purview of this power. the ritual will not trigger an elaborate Rube Golderberg-style "trap" (though it may set off the first part of one), nor will it aim and fire a shotgun at the door. These are simple, subtle, brief effects.
••Master's Order - In his own haven, the thaumaturge knows where every last article lies. he knows where he placed an important book, he knows the drawer that the keys to his safe occupy, and he knows where his ensorcelled wooden stake rests. He even knows these things when he doesn't.... As long as the ritual is successful, for the duration of the scene, the thaumaturge knows exactly where any given object has been placed, as long as it is in his haven, This knowledge applies only to inanimate objects --he may not locate his childe in the manner. Also, the object must belong to the Tremere himself; an assassin's knife will not be found by this power, nor will the objects on another's person. Something the Tremere has stolen will turn up without difficulty, however.
This power works only in the Tremere's haven, where he has spent at least one day's rest prior to invoking the power.
•••Ryme of Discord - The Vampire may create a miasma of confusion in her haven. This power plays upon intruders' minds, causing them to become lost in the vampire's haven, to lose their direction and misremember specific details such as objects in rooms and their location. Characters other than the thaumaturge find themselves hopelessly lost in her haven, no matter how small it is. Additionally, they are unable to remember any but the smallest details regarding the place once inside. Even if an intruder attempts to follow or chase the Kindred through the haven, she will lose track of direction, make wrong turns, etc. This effect lasts for one full 24 hour period, but the confused memories an intruder takes with her last until she visits the haven when it is not under this protective escorcellment.
••••Temportal - As master of her haven, a vampire may briefly reshape it so that doorways lead to rooms other than those to which they are connected. For example, the door to the bedroom may suddenly open into the study, while the deepest catacomb of a Transylvanian dungeon might lead to a tower elsewhere in the castle. Thaumaturges find this useful both as a convenience -- how better to retrieve a book from the basement when one is on the third floor? -- and as an escape route. This power works until sunrise. At the thaumaturge's whim, he may walk through any doorway in his haven and be immediately transported to any room of his choice that is also in his haven. Anyone who follow him through the door will find themselves in the room the doorway naturally connects to.
•••••The Cauldron's Rede - This power bestows a primitive awareness uupon the magus' haven. While her haven is under this sending, the thaumaturge may ask any of the items in her haven about specific events taking place therein. A bedroom mirror may whisper of guests conspiring in the foyer, a divan may disclose bedchamber indiscretions, and the lowliest kitchen rug may reveal high treachery taking place in a salon. Anything occurring within the haven (or within eye shot of the outside, as the windows can "see" as well) can be relayed to an inquisitive magus by the common items inside. This power lasts until the sunrise after the vampire invokes it. The vampire must verbally ask questions of her haven's accouterments, should she desire information from them. Only in case of extreme danger, such as a pending attack or a haven set ablaze will the voices of the haven call out to the Kindred.
Jedi_Master_007- Administrator
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The Path of Mars
The few Sabbat who have retained Thaumaturgical talents have turned their focus to the assistance of the sect in times of war. This path has proven useful to Sabbat War Parties, and it has turned the tides of several confrontations with elder vampires. It is quite unusual among Thaumaturgical paths, in that it adopts a very martial stance, whereas other blood magics tend to have subtler, less violent effects.
1• War Cry
A vampire on the attack can focus his will, making him less susceptible to battle fear or the powers of the undead. The vampire shouts a primal scream to start the effect, though some thaumaturges have been known to paint their faces or cut themselves open instead.
2• Strike True
The vampire makes a single attack, guided by the unholy power of her Blood. This attack strikes its foe infallibly. Only Melee or Brawling (orMartial Arts) attacks may be made in this manner. Also, they may be dodged, blocked or parried normally.
3• Wind Dance
The thaumaturge invokes the power of the winds, moving in a blur. She gains a preternatural edge in avoiding her enemies’ blows, moving out of their way before the enemy has a chance to throw them. This power lasts for one scene.
4• Fearless Heart
The vampire temporarily augments his abilities as a warrior. Through the mystical powers of blood magic, the character becomes a potent fighting force. Fearless Heart grants the vampire an extra point in each of the Physical Attributes (Strength, Dexterity and Stamina). The vampire must calm down for two hours following the use of Fearless Heart, or he loses a blood point every 15 minutes until he rests.
5• Comrade At Arms
This ability extends the power of the previous abilities in the path. It allows any of the earlier effects to be applied to a group such as a pack or War Party. The player chooses one of the lower-level powers in the path, invoking it as normal. Afterward, he touches another character and bestows the benefit on her as well. The same power may be delivered to any number of packmates, as the thaumaturge pays the appropriate blood point costs.
1• War Cry
A vampire on the attack can focus his will, making him less susceptible to battle fear or the powers of the undead. The vampire shouts a primal scream to start the effect, though some thaumaturges have been known to paint their faces or cut themselves open instead.
2• Strike True
The vampire makes a single attack, guided by the unholy power of her Blood. This attack strikes its foe infallibly. Only Melee or Brawling (orMartial Arts) attacks may be made in this manner. Also, they may be dodged, blocked or parried normally.
3• Wind Dance
The thaumaturge invokes the power of the winds, moving in a blur. She gains a preternatural edge in avoiding her enemies’ blows, moving out of their way before the enemy has a chance to throw them. This power lasts for one scene.
4• Fearless Heart
The vampire temporarily augments his abilities as a warrior. Through the mystical powers of blood magic, the character becomes a potent fighting force. Fearless Heart grants the vampire an extra point in each of the Physical Attributes (Strength, Dexterity and Stamina). The vampire must calm down for two hours following the use of Fearless Heart, or he loses a blood point every 15 minutes until he rests.
5• Comrade At Arms
This ability extends the power of the previous abilities in the path. It allows any of the earlier effects to be applied to a group such as a pack or War Party. The player chooses one of the lower-level powers in the path, invoking it as normal. Afterward, he touches another character and bestows the benefit on her as well. The same power may be delivered to any number of packmates, as the thaumaturge pays the appropriate blood point costs.
Jedi_Master_007- Administrator
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Mastery of the Mortal Shell Thaumaturgic Path
A thaumaturge practicing Mastery of the Mortal Shell explored the fundamental functions of the body, granting control over the physical workings of a subject. Lesser powers of this path are clumsy in their control of the body, but become increasingly precise and complete. In the early nights, Mastery of the Mortal Shell was created to assist in the hunting the Tzimisce and Gangrel enemies of the Tremere, but its uses were expanded to enforce subservience among enslaved Gargoyles after their first revolt. The powers of this path form the foundation for many tales of witches' curses and possession in folklore.
Unless otherwise stated, the powers of Mastery of the Mortal Shell last a number of turns equal to the number of successes a thaumaturge scores on his activation roll.
•Vertigo - The thaumturge induces minor disorientation and dizziness though subtle manipulations in the subject's body. Although the physical discomfort is temporary and minor, Tremere have been known to use it on social rivals at the most inopportune times, causing them to lose their aplomb. A touch from the thaumaturge invokes disorientation in her victim. All of the subject's physical actions are more difficult to fulfill. Further use of this path can extend the duration of Vertigo but will not increase the difficulty it creates for the victim. The Story teller may impose any other desirable effect, such as acrophobia or agoraphobia.
••Contortion - With but a touch, the thaumaturge causes her opponent's muscles to contract involuntarily, reducing her to twitching fits. This effect is extremely disconcerting to the subject, rendering the affected limb unusable. By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion. A leg rendered useless may make it difficult to remain standing. A contorted arm hangs lifeless at the subject's side. A useless head causes loss of speech and increases the difficulty of all Social rolls by three as the facial muscles spasm out of control.
The thaumturge can affect himself, causing his muscles to tighten like a vise. Each success increases the the difficulty by one to break his grasp or hold. this is very useful during a bite or choke attack, making futile any attempt to flee, and may also be used on others in this "beneficial" manner.
•••Seizure - Like a nervous disorder, this power causes the body to "lock up" in a fit of convulsions. All the muscles throughout the body tighten uncontrollably, the victim foams at the mouth and spasms rack him with agony. A mortal may even choke to death as her tongue cuts off her air supply. A light touch visits upon any target the very unpleasant effect of this power. For the duration of the seizure, a target's body writhes, tormenting him to the point of incapacitation. The victim also suffers one level of bashing damage every turn, though this damage is soakable, as her body helplessly twists itself unnaturally.
••••Body Failure - thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems. This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings. Body Failure has been used throughout the ages to afflict victims in "natural" and inconspicuous ways. Many cases of "fatal palsy" and natural death may indeed be the result of a skilled thaumaturge. this power can affect any target the thaumaturge can see. A successful activation of this power grants effects similar to Seizure, except that damage is lethal (and thus not soakable by mortals) due to complete organ failure. Additionally, the victim suffers a five-dice penalty to all actions. Kindred are likewise affected by Body Failure, as their muscles spasm and brain activity becomes erratic. As Kindred, they may soak the damage this power inflicts on them.
•••••Marionette - The thaumaturge invoking Marionette gains such mastery over the body that he can magically seize control of another being and manipulate her actions to suit his own whims. Although this control is not as fine as the direct and personal command of the Dominate power of Possession, the thaumaturge's true body is not as vulnerable during the manipulation. Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge's macabre pawn. As Gepetto once moved Pinocchio's strings, so the thaumaturge bends his target to his will. The thaumaturge may affect any target within his line of sight and he must keep visual contact with the victim at all times to maintain this effect. Victims lacking Fortitude do not have the physical resistance to defy this effect.
For the duration of this power, the thaumaturge can cause the victim to perform any physical action. However, due to the nature of this control, the difficulties of all the actions of the victim increase by two. The concentration this power requires also increases the thaumaturge's own difficulties by two for all actions undertaken while manipulating the victim. Another application of this power extends the duration of this arcane control.
Marionette does not rob the victim of his cognizance, only his physical control over his body. During this time of thaumaturge's mastery, the target remains aware that some outside force is manipulating his actions, conscious that they are not his own.
Unless otherwise stated, the powers of Mastery of the Mortal Shell last a number of turns equal to the number of successes a thaumaturge scores on his activation roll.
•Vertigo - The thaumturge induces minor disorientation and dizziness though subtle manipulations in the subject's body. Although the physical discomfort is temporary and minor, Tremere have been known to use it on social rivals at the most inopportune times, causing them to lose their aplomb. A touch from the thaumaturge invokes disorientation in her victim. All of the subject's physical actions are more difficult to fulfill. Further use of this path can extend the duration of Vertigo but will not increase the difficulty it creates for the victim. The Story teller may impose any other desirable effect, such as acrophobia or agoraphobia.
••Contortion - With but a touch, the thaumaturge causes her opponent's muscles to contract involuntarily, reducing her to twitching fits. This effect is extremely disconcerting to the subject, rendering the affected limb unusable. By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion. A leg rendered useless may make it difficult to remain standing. A contorted arm hangs lifeless at the subject's side. A useless head causes loss of speech and increases the difficulty of all Social rolls by three as the facial muscles spasm out of control.
The thaumturge can affect himself, causing his muscles to tighten like a vise. Each success increases the the difficulty by one to break his grasp or hold. this is very useful during a bite or choke attack, making futile any attempt to flee, and may also be used on others in this "beneficial" manner.
•••Seizure - Like a nervous disorder, this power causes the body to "lock up" in a fit of convulsions. All the muscles throughout the body tighten uncontrollably, the victim foams at the mouth and spasms rack him with agony. A mortal may even choke to death as her tongue cuts off her air supply. A light touch visits upon any target the very unpleasant effect of this power. For the duration of the seizure, a target's body writhes, tormenting him to the point of incapacitation. The victim also suffers one level of bashing damage every turn, though this damage is soakable, as her body helplessly twists itself unnaturally.
••••Body Failure - thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems. This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings. Body Failure has been used throughout the ages to afflict victims in "natural" and inconspicuous ways. Many cases of "fatal palsy" and natural death may indeed be the result of a skilled thaumaturge. this power can affect any target the thaumaturge can see. A successful activation of this power grants effects similar to Seizure, except that damage is lethal (and thus not soakable by mortals) due to complete organ failure. Additionally, the victim suffers a five-dice penalty to all actions. Kindred are likewise affected by Body Failure, as their muscles spasm and brain activity becomes erratic. As Kindred, they may soak the damage this power inflicts on them.
•••••Marionette - The thaumaturge invoking Marionette gains such mastery over the body that he can magically seize control of another being and manipulate her actions to suit his own whims. Although this control is not as fine as the direct and personal command of the Dominate power of Possession, the thaumaturge's true body is not as vulnerable during the manipulation. Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge's macabre pawn. As Gepetto once moved Pinocchio's strings, so the thaumaturge bends his target to his will. The thaumaturge may affect any target within his line of sight and he must keep visual contact with the victim at all times to maintain this effect. Victims lacking Fortitude do not have the physical resistance to defy this effect.
For the duration of this power, the thaumaturge can cause the victim to perform any physical action. However, due to the nature of this control, the difficulties of all the actions of the victim increase by two. The concentration this power requires also increases the thaumaturge's own difficulties by two for all actions undertaken while manipulating the victim. Another application of this power extends the duration of this arcane control.
Marionette does not rob the victim of his cognizance, only his physical control over his body. During this time of thaumaturge's mastery, the target remains aware that some outside force is manipulating his actions, conscious that they are not his own.
Jedi_Master_007- Administrator
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The Path of Movement of the Mind
Movement of the Mind is the power of moving objects with just a thought. With the plethera of other paths within the practice of thaumaturgy, this path is often overlooked. There is no direct application of force available to the practitioner until they progress deeply into the path, nor is there any real ability to affect others around the thaumaturge. The use of the power can be construed as a breach of the masquarade if there are witnesses.
So why is it studied? The ability to move something without touching it is very powerful indeed. Many novel applications can be used by a clever thaumaturge; such as grabbing something that is out of reach, using an item that the thaumaturge does not wish to touch themselves, or (in the case where the thaumaturge is particularly powerful in this path) to lift something they could not lift themselves.
Level 1 - Up to 1 pound
Level 2 - Up to 25 pounds
Level 3 - Up to 100 pounds / 3 dice of bashing damage
Level 4 - Up to 250 pounds / 5 dice of bashing damage / lift and move others up to 5 feet per success, Willpower roll difficulty 7 to resist
Level 5 - Up to 500 pounds / 7 dice of bashing damage / lift and move others up to 5 feet per success, Willpower roll difficulty 9 to resist
So why is it studied? The ability to move something without touching it is very powerful indeed. Many novel applications can be used by a clever thaumaturge; such as grabbing something that is out of reach, using an item that the thaumaturge does not wish to touch themselves, or (in the case where the thaumaturge is particularly powerful in this path) to lift something they could not lift themselves.
Level 1 - Up to 1 pound
Level 2 - Up to 25 pounds
Level 3 - Up to 100 pounds / 3 dice of bashing damage
Level 4 - Up to 250 pounds / 5 dice of bashing damage / lift and move others up to 5 feet per success, Willpower roll difficulty 7 to resist
Level 5 - Up to 500 pounds / 7 dice of bashing damage / lift and move others up to 5 feet per success, Willpower roll difficulty 9 to resist
Jedi_Master_007- Administrator
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The Path of Neptune's Might
Vampires generally have little to do with water, for they no longer need to bathe or drink, but the liquid can still have a great effect on them. In legends, water has often had a restrictive effect on the Kindred, and certain Thaumaturgists have duplicated some of these myths in magic. This path is based primarily around the manipulation of standing water, although some of its more disturbing effects depart from this principle.
Once a character reaches the third level of Neptune's Might, the player may choose to specialize in either fresh water or salt water. Such specialization lowers all Neptune's Might difficulties by one when dealing with the chosen opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.
There seems to be some conflicts in the books to what level is what with this path for the sake of this problems red dots "•" will represent "The Vampires Players Guide-WW2206" and the white dots "•" will represent "Guide to the Camarilla-WW2302"
•Eyes of the Sea - The thaumaturge may peer into a body of water and view events that have transpired on, in or around it from the waters perspective. Some older practitioners of this discipline claim that the Vampire communicates with the spirits of the waters when using this discipline; younger Kindred scoff at such claims. this power can only be used on standing water; lakes and puddles qualify, but oceans, rivers, sewers and wineglasses do not.
••Prison(Jail) of Water - The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water. Mortals subjected to this power’s effects can drown if the thaumaturge is not careful (or if he or she desires it), and even Vampires can be crushed by extreme pressure thus brought to bear.
A subject may only be held in only one prison at a time, although the thaumaturge is free to invoke multiple uses of this discipline upon separate victims and may dissolve any of their water prisons at will.
•••Flowing Wall - The thaumaturge can animate water to an even greater degree, than is possible with the use of Prison of Water, commanding it to rise up to form a barrier impassable to almost any being. By merely touching the surface of a standing body of water, the Vampire may create a wall of water, commanding it to be placed anywhere within your line of sight, and must be formed in a straight line.
••••Blood to Water - The thaumaturge has now attained enough power over water that he or she can transmute other liquids to this basic element. The most commonly seen use of this discipline is as an assault; with but a touch, the victim’s blood transforms to water weakening Vampires and killing mortals in moments. This discipline may be used on other liquids as well, to turn them from their present state to water. The Vampire still needs to touch the liquid or its container. Each use turns ones blood point to water in the victim.
•••••Dehydrate - At this level of mastery, the thaumaturge can directly attack living and unliving targets by removing the water from their bodies. Victims killed by this power leave behind hideous mummified corpses. This power can also be used for less aggressive purposes, such as drying out wet clothes, or even evaporating puddles to keep other practitioners of this path from using them. You must be in the line of sight of what you wish to Dehydrate.
Once a character reaches the third level of Neptune's Might, the player may choose to specialize in either fresh water or salt water. Such specialization lowers all Neptune's Might difficulties by one when dealing with the chosen opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.
There seems to be some conflicts in the books to what level is what with this path for the sake of this problems red dots "•" will represent "The Vampires Players Guide-WW2206" and the white dots "•" will represent "Guide to the Camarilla-WW2302"
•Eyes of the Sea - The thaumaturge may peer into a body of water and view events that have transpired on, in or around it from the waters perspective. Some older practitioners of this discipline claim that the Vampire communicates with the spirits of the waters when using this discipline; younger Kindred scoff at such claims. this power can only be used on standing water; lakes and puddles qualify, but oceans, rivers, sewers and wineglasses do not.
••Prison(Jail) of Water - The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water. Mortals subjected to this power’s effects can drown if the thaumaturge is not careful (or if he or she desires it), and even Vampires can be crushed by extreme pressure thus brought to bear.
A subject may only be held in only one prison at a time, although the thaumaturge is free to invoke multiple uses of this discipline upon separate victims and may dissolve any of their water prisons at will.
•••Flowing Wall - The thaumaturge can animate water to an even greater degree, than is possible with the use of Prison of Water, commanding it to rise up to form a barrier impassable to almost any being. By merely touching the surface of a standing body of water, the Vampire may create a wall of water, commanding it to be placed anywhere within your line of sight, and must be formed in a straight line.
••••Blood to Water - The thaumaturge has now attained enough power over water that he or she can transmute other liquids to this basic element. The most commonly seen use of this discipline is as an assault; with but a touch, the victim’s blood transforms to water weakening Vampires and killing mortals in moments. This discipline may be used on other liquids as well, to turn them from their present state to water. The Vampire still needs to touch the liquid or its container. Each use turns ones blood point to water in the victim.
•••••Dehydrate - At this level of mastery, the thaumaturge can directly attack living and unliving targets by removing the water from their bodies. Victims killed by this power leave behind hideous mummified corpses. This power can also be used for less aggressive purposes, such as drying out wet clothes, or even evaporating puddles to keep other practitioners of this path from using them. You must be in the line of sight of what you wish to Dehydrate.
Jedi_Master_007- Administrator
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The Path of Oneiromancy
Although the corrupt dream-magic of the Path of Morpheus had been used by the Sabbat for decades, the original augury that it was based upon has been a long-held secret by the Tremere. Oneiromancy, divination rooted in the somnolent state of consciousness, is actually based upon ancient Greek philosophies of prophecy. The Tremere, adopting these ancient sortileges, developed them into the thaumaturgical path of Oneiromancy shortly after their transformation to vampiric magi.
With the recent loss of the Sabbat’s Tremere antitribu, the Path of Morpheus has since fallen from common knowledge, and Oneiromancy no longer carries the stigma once associated with its practitioners. With the approaching of Gehenna, the elders of Clan Tremere have again rethought their disdain of Oneiromancy in the clan in an effort to gain more information on unfolding events.
Use of any of these powers requires at least five minutes of reading the signs during which the Warlock goes into a trance similar to sleep. Awareness of his surroundings is limited, and he can "awaken" from the trance at any time but will suffer the same penalties as if awakening during the day for three turns. Oneiromancy powers can also be used while the thaumaturge is in torpor.
1 • Portents - From the ephemeral fragments of his own dreams, the magus may attempt a personal reading of the near future. While asleep, the oneiromancer draws upon the dream imagery flittering in the unconscious. Upon waking from the divination, the Cainite may scrutinize the meaning of the visions. Although these visions of the present and future are invariably hazy, they often provide important glimpses into significant events.
System: This power of Oneiromancy must be used immediately after awakening and takes the thaumaturge 10 minutes to read the signs. Multiple uses of Portents may well result in the same vision occurring over and over again. The Portent should always be fragmented and cryptic.
2 • Foresee - Foresee lets the Warlock look into the mind of a sleeping individual, interpreting her dreams as clues to future events involving that individual. Used by thaumaturges in soothsaying, oneiromancers sometimes gain the trust of people while gleaming unconscious secrets from the targets.
System: The subject must be within the presence of the oneiromancer and asleep for Foresee to work, though Psychic Projection also works if the thaumaturge is not physically present. Additionally, if a Kindred is the subject of this power, the thaumaturge must spend a Willpower point to successfully see and understand the prognostication.
3 • Dreamspeak - The oneiromancer can now send messages to others in dream form. Although these messages appear while the target is asleep, the subject remembers them clearly after waking. Since these messages are dreams, those unfamiliar with this power may discount them as such. More nefarious uses have included sending nightmares and threats to a victim.
System: Dreamspeak sends a static dream message, determined at the time of sending, to anyone the oneiromancer has previously met. If the subject is not asleep at the time this power is used, the Dreamspeak has no effect. While using this power, magi drop into a trance as with the other divinations of Oneiromancy. One turn’s worth of dreams can be sent per success — this won’t allow the thaumaturge to haunt her victim for a full night, but it will allow her to leave messages, impart warnings, etc.
4 • Augury - Refining the power of somnolent divination, the oneiromancer is able to seek answers to questions and problems. While specific information can be sought by the oneiromancer, the dream images providing that knowledge have the same disjoined and confusing quality. Since fortune-telling and prophesy is convoluting and bewildering, Augury may not provide any answer that is useful to the thaumaturge, and has been known to be completely misleading, as is often the case with dream-symbols. Let the diviner beware. System: Where broken and unguided imagery is the hallmark of Portents, Augury provides more direction and continuity. The augury comes to the Warlock in the same dreamlike imageries but the events are better understood. Thaumaturges who achieve this level of skill in the Path of Oneiromancy often have little use for lesser powers. Note that the subject must have the knowledge the thaumaturge seeks, or the power is useless.
5 • Reveal the Heart's Dream - This power of divination works on a much more immediate means, the thaumaturge gaining an immediate insight into the dreams and desires of a person just by observing them directly. The innermost desire of the target becomes instantly apparent to the magus. With this information, a magus is able to approach a person with offers that are next to impossible to deny. It is hard to say no to the thing that you desire most. This revelation of the soul occasionally reveals even more information about the target — that of his greatest of fears. It is this aspect of revelation that some say is the power the Followers of Set use to destroy the souls and virtue of their victims.
System: This power requires the expenditure of a point of Willpower (two, in the case of Kindred subjects) in addition to the normal blood point to activate and the subject must be within sight of the thaumaturge. First turn will reveal the innermost desire of the target. 2nd turn and the oneiromancer gains an even deeper understanding of the target’s soul and learns the victim’s innermost fear. The subject’s reaction to being confronted with this is up to the player but remember that it is their ultimate driving passion.
With the recent loss of the Sabbat’s Tremere antitribu, the Path of Morpheus has since fallen from common knowledge, and Oneiromancy no longer carries the stigma once associated with its practitioners. With the approaching of Gehenna, the elders of Clan Tremere have again rethought their disdain of Oneiromancy in the clan in an effort to gain more information on unfolding events.
Use of any of these powers requires at least five minutes of reading the signs during which the Warlock goes into a trance similar to sleep. Awareness of his surroundings is limited, and he can "awaken" from the trance at any time but will suffer the same penalties as if awakening during the day for three turns. Oneiromancy powers can also be used while the thaumaturge is in torpor.
1 • Portents - From the ephemeral fragments of his own dreams, the magus may attempt a personal reading of the near future. While asleep, the oneiromancer draws upon the dream imagery flittering in the unconscious. Upon waking from the divination, the Cainite may scrutinize the meaning of the visions. Although these visions of the present and future are invariably hazy, they often provide important glimpses into significant events.
System: This power of Oneiromancy must be used immediately after awakening and takes the thaumaturge 10 minutes to read the signs. Multiple uses of Portents may well result in the same vision occurring over and over again. The Portent should always be fragmented and cryptic.
2 • Foresee - Foresee lets the Warlock look into the mind of a sleeping individual, interpreting her dreams as clues to future events involving that individual. Used by thaumaturges in soothsaying, oneiromancers sometimes gain the trust of people while gleaming unconscious secrets from the targets.
System: The subject must be within the presence of the oneiromancer and asleep for Foresee to work, though Psychic Projection also works if the thaumaturge is not physically present. Additionally, if a Kindred is the subject of this power, the thaumaturge must spend a Willpower point to successfully see and understand the prognostication.
3 • Dreamspeak - The oneiromancer can now send messages to others in dream form. Although these messages appear while the target is asleep, the subject remembers them clearly after waking. Since these messages are dreams, those unfamiliar with this power may discount them as such. More nefarious uses have included sending nightmares and threats to a victim.
System: Dreamspeak sends a static dream message, determined at the time of sending, to anyone the oneiromancer has previously met. If the subject is not asleep at the time this power is used, the Dreamspeak has no effect. While using this power, magi drop into a trance as with the other divinations of Oneiromancy. One turn’s worth of dreams can be sent per success — this won’t allow the thaumaturge to haunt her victim for a full night, but it will allow her to leave messages, impart warnings, etc.
4 • Augury - Refining the power of somnolent divination, the oneiromancer is able to seek answers to questions and problems. While specific information can be sought by the oneiromancer, the dream images providing that knowledge have the same disjoined and confusing quality. Since fortune-telling and prophesy is convoluting and bewildering, Augury may not provide any answer that is useful to the thaumaturge, and has been known to be completely misleading, as is often the case with dream-symbols. Let the diviner beware. System: Where broken and unguided imagery is the hallmark of Portents, Augury provides more direction and continuity. The augury comes to the Warlock in the same dreamlike imageries but the events are better understood. Thaumaturges who achieve this level of skill in the Path of Oneiromancy often have little use for lesser powers. Note that the subject must have the knowledge the thaumaturge seeks, or the power is useless.
5 • Reveal the Heart's Dream - This power of divination works on a much more immediate means, the thaumaturge gaining an immediate insight into the dreams and desires of a person just by observing them directly. The innermost desire of the target becomes instantly apparent to the magus. With this information, a magus is able to approach a person with offers that are next to impossible to deny. It is hard to say no to the thing that you desire most. This revelation of the soul occasionally reveals even more information about the target — that of his greatest of fears. It is this aspect of revelation that some say is the power the Followers of Set use to destroy the souls and virtue of their victims.
System: This power requires the expenditure of a point of Willpower (two, in the case of Kindred subjects) in addition to the normal blood point to activate and the subject must be within sight of the thaumaturge. First turn will reveal the innermost desire of the target. 2nd turn and the oneiromancer gains an even deeper understanding of the target’s soul and learns the victim’s innermost fear. The subject’s reaction to being confronted with this is up to the player but remember that it is their ultimate driving passion.
Jedi_Master_007- Administrator
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Registration date : 2009-01-22
The Path of Spirit Manipulation
Not to be confused with, or perhaps derived from the ancient Path of Spirit Thaumaturgy (Dark Ages Companion, p. 107) Spirit Manipulation is a relatively recent innovation of the Tremere. Created to replace the rituals practiced by the clan in the days when it was a band of mortal wizards, Spirit Manipulation is the art of forcing spirits into actions and situations that would normally be anathema to them. Spirit Manipulation simulates many effects that can be created by Lupine, and shamanic mages, but does so by forcing the spirits involved into a grotesque mockery of their normal behaviors. Any botch with Spirit Manipulation not only inflicts the normal loss of Will power involved with thaumaturgical mishaps but also turns the full force of the spirit's wrath against the offending vampire.
•Hermetic Sight - The Vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world. This power does not allow the thaumaturge to see into the realms of the dead or into the realms of fae (the land of the Faeries).
••Astral Cant - The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (or immortal) minds. Astral Cant does not teach the thaumaturge the tongues of the spirits, but it does allow him to understand them as they speak to him and to reply in their own languages – in effect, a universal translator for the spirit world. Imprecise use of this power can be disastrous, particularly when a thaumaturge is bargaining with a powerful spirit. The use of this power is not always necessary; many spirits speak human tongues but choose to feign ignorance when dealing with Vampires.
•••Voice of Command - This is perhaps the most dangerous power in the Spirit manipulation arsenal, for the consequences if a thaumaturge fails can be unpleasant. Voice of Command allows a vampire to issue orders to a spirit, compelling it to heed his or her bidding whether or not it desires.
••••Entrap Ephemera - This discipline allows a thaumaturge to bind a spirit into a physical object. This can be done to imprison the target, but is more often performed to create a fetish, an artifact that allows a user to channel a portion of the spirit’s power through it to affect the physical world. Fetishes created by this power are often unruly and fail at inopportune moments, as the spirits within are most displeased with their situation and will take any opportunity to escape or thwart their captors.
•••••Duality - The thaumaturge can now fully interact with the spirit world. While using this discipline, he or she exists on both planes of existence at once. The Vampire is able pick up objects in the physical world and place them into the spirit world and vice versa. Beings and landscape features in both realms are solid to the thaumaturgist, any they can engage in any manner of interaction. They can even use Thaumaturgy and other Disciplines in either world.
This is not without its dangers, however: One misstep and the vampire can find himself trapped in the spirit realm with no way to return home. Several incautious thaumaturgists have starved into torpor while trapped on the other side of the barrier that separates the physical and spirit realms. Note:while Duality is in effect the character is also susceptible to attacks from both realms. The character is also distracted by there dual perceptions of being in two realms at once (hence they cannot concentrate to there normal ability) A botch of this power tears the vampire out of the physical world and traps him in the spirit realm.
•Hermetic Sight - The Vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world. This power does not allow the thaumaturge to see into the realms of the dead or into the realms of fae (the land of the Faeries).
••Astral Cant - The languages of the spirit world are infinitely varied and mainly incomprehensible to mortal (or immortal) minds. Astral Cant does not teach the thaumaturge the tongues of the spirits, but it does allow him to understand them as they speak to him and to reply in their own languages – in effect, a universal translator for the spirit world. Imprecise use of this power can be disastrous, particularly when a thaumaturge is bargaining with a powerful spirit. The use of this power is not always necessary; many spirits speak human tongues but choose to feign ignorance when dealing with Vampires.
•••Voice of Command - This is perhaps the most dangerous power in the Spirit manipulation arsenal, for the consequences if a thaumaturge fails can be unpleasant. Voice of Command allows a vampire to issue orders to a spirit, compelling it to heed his or her bidding whether or not it desires.
••••Entrap Ephemera - This discipline allows a thaumaturge to bind a spirit into a physical object. This can be done to imprison the target, but is more often performed to create a fetish, an artifact that allows a user to channel a portion of the spirit’s power through it to affect the physical world. Fetishes created by this power are often unruly and fail at inopportune moments, as the spirits within are most displeased with their situation and will take any opportunity to escape or thwart their captors.
•••••Duality - The thaumaturge can now fully interact with the spirit world. While using this discipline, he or she exists on both planes of existence at once. The Vampire is able pick up objects in the physical world and place them into the spirit world and vice versa. Beings and landscape features in both realms are solid to the thaumaturgist, any they can engage in any manner of interaction. They can even use Thaumaturgy and other Disciplines in either world.
This is not without its dangers, however: One misstep and the vampire can find himself trapped in the spirit realm with no way to return home. Several incautious thaumaturgists have starved into torpor while trapped on the other side of the barrier that separates the physical and spirit realms. Note:while Duality is in effect the character is also susceptible to attacks from both realms. The character is also distracted by there dual perceptions of being in two realms at once (hence they cannot concentrate to there normal ability) A botch of this power tears the vampire out of the physical world and traps him in the spirit realm.
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
The Path of Transmutation
Thaumaturges practicing the art of Alchemy can manipulate the forms of solids, liquids and gases. Guns and knives melt into pools of liquid, wood petrifies and becomes brittle, and common boundaries such as walls and doors transmute to vapor. This path is looked upon somewhat unfavorably among the Tremere, as it reflects a "quick and dirty" effect rather than true mastery of alchemical transmutation.
1 • Fortify the Solid Form
A magus can increase the strength and integrity of an item. A feather can become a crude blunt object, pencils become makeshift stakes, and a car becomes as tough as a tank. For each success, an object will one health level of damage. Wielding an object as a weapon will inflict one extra damage per two successes. Lasts for one scene and must be either offensive or defensive. This power cannot be used to increase the structure of a living creature. But can be used in conjunction with Crystallize the Liquid Form to make a very solid piece of ice, molten metal, etc.
2 • Crystallize the Liquid Form
Tremere designed this power to prevent other Kindred from taking vitae. This can also be used to solidify water and molten metal. Liquids within living bodies may not be altered, though blood exiting the body may be solidified. Kindred cannot consume solidified blood. Every success, the thaumaturge may transform one blood point (about 2 pints) into solid form for a scene. This substance will not change in temperature; solidified molten metal still burns and melts other material. The liquid must be in thaumaturge's sight.
3 • Liquefy the Solid Form
A thaumaturge may "melt" solid objects and leave them in a liquid state. Stakes rot away at a rapid pace, knives corrode into soft, nondescript puddles. Some wily thaumaturges might even transmute bullets before they impact an intended victim. Object must be in thaumaturge's line of sight. When the object reforms from a liquid, it will likely assume a deformed state and be rendered useless. Lasts for one scene. Relative size of object is per success: Size of lighter, telephone, computer, automobile, railroad car. This may not be used on living (or unliving) beings.
4 • Gaol
The air is solidified into an opaque, indestructible object. A crude shimmering prism forms around a victim's body, encasing him within unbreakable material. A Warlock may solidify the air within 50 yards of his person. One succes solidifies an amount of air equivalent to a brick, 5 successes will form a solid block of air encompassing a telephone booth. Lasts for one scene. Victims trapped within the solid air will be unable to break through (not even with Potence), though mortals will not suffocate. The oxygen within the block is breathable, though liquidlike. These victims will experience an uncomfortable sensation in their lungs. When this power expires, the barrier dissipates. The oxygen within the target's lungs will remain a fluid and must be coughed out. Subjects suffer one level of bashing damage from the exhertion.
5 • Ghost Wall
After mastering this, a thaumaturge will no longer be hindered by such things as walls and rock formations. With but a thought, solid objects shift to a vaporous state and may be traversed with little difficulty. The Warlock passes beyond walls, targets fall through a gaseous floor. Must be within thaumaturges line of sight. It takes a single success to a laptop into vapor and five successes to transmute a city bus. This lasts for one scene, after which the object reforms as if nothing happened. Should a victim occupy the same place as the object after this power expires, he suffers a number of unsoakable health levels of aggravated damage. A rock reforming might inflict a single level of damage, where a person trapped in a tree should suffer at least five levels of damage. Objects that reform partially within another object will remain that way until physically removed, or invoked to be vaporous again.
1 • Fortify the Solid Form
A magus can increase the strength and integrity of an item. A feather can become a crude blunt object, pencils become makeshift stakes, and a car becomes as tough as a tank. For each success, an object will one health level of damage. Wielding an object as a weapon will inflict one extra damage per two successes. Lasts for one scene and must be either offensive or defensive. This power cannot be used to increase the structure of a living creature. But can be used in conjunction with Crystallize the Liquid Form to make a very solid piece of ice, molten metal, etc.
2 • Crystallize the Liquid Form
Tremere designed this power to prevent other Kindred from taking vitae. This can also be used to solidify water and molten metal. Liquids within living bodies may not be altered, though blood exiting the body may be solidified. Kindred cannot consume solidified blood. Every success, the thaumaturge may transform one blood point (about 2 pints) into solid form for a scene. This substance will not change in temperature; solidified molten metal still burns and melts other material. The liquid must be in thaumaturge's sight.
3 • Liquefy the Solid Form
A thaumaturge may "melt" solid objects and leave them in a liquid state. Stakes rot away at a rapid pace, knives corrode into soft, nondescript puddles. Some wily thaumaturges might even transmute bullets before they impact an intended victim. Object must be in thaumaturge's line of sight. When the object reforms from a liquid, it will likely assume a deformed state and be rendered useless. Lasts for one scene. Relative size of object is per success: Size of lighter, telephone, computer, automobile, railroad car. This may not be used on living (or unliving) beings.
4 • Gaol
The air is solidified into an opaque, indestructible object. A crude shimmering prism forms around a victim's body, encasing him within unbreakable material. A Warlock may solidify the air within 50 yards of his person. One succes solidifies an amount of air equivalent to a brick, 5 successes will form a solid block of air encompassing a telephone booth. Lasts for one scene. Victims trapped within the solid air will be unable to break through (not even with Potence), though mortals will not suffocate. The oxygen within the block is breathable, though liquidlike. These victims will experience an uncomfortable sensation in their lungs. When this power expires, the barrier dissipates. The oxygen within the target's lungs will remain a fluid and must be coughed out. Subjects suffer one level of bashing damage from the exhertion.
5 • Ghost Wall
After mastering this, a thaumaturge will no longer be hindered by such things as walls and rock formations. With but a thought, solid objects shift to a vaporous state and may be traversed with little difficulty. The Warlock passes beyond walls, targets fall through a gaseous floor. Must be within thaumaturges line of sight. It takes a single success to a laptop into vapor and five successes to transmute a city bus. This lasts for one scene, after which the object reforms as if nothing happened. Should a victim occupy the same place as the object after this power expires, he suffers a number of unsoakable health levels of aggravated damage. A rock reforming might inflict a single level of damage, where a person trapped in a tree should suffer at least five levels of damage. Objects that reform partially within another object will remain that way until physically removed, or invoked to be vaporous again.
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
The Path of Technomancy
The newest path to be accepted by the Tremere hierarchy as part of the clan's official body of knowledge, the Path of Technomancy is a relatively recent innovation. It was developed in the latter half of the 20th century, and has not yet spread far beyond the North american Pontifices. The path focuses on the control of electronic devices, from wristwatches to computers, and its proponents maintain that it is a prime example of the versatility of Thaumaturgy with regards to a changing world.
More conservative Tremere, however, state that mixing Tremere magic with mortal science borders on treason or even blasphemy, and some European Regents have gone so far as to declare knowledge of Technomancy grounds for expulsion from their chantries. The Inner council did approve the introduction of the path into the clan's grimoires, but has yet to voice any opinion on the conservative opposition of Technomancy.
•Analyze - Mortals are constantly developing new innovations and any Vampire who would work Technomancy must be able to understand that upon which he practices his or her magic. The most basic power of this path allows the Tremere to project his perceptions into a device, granting him or her a temporary understanding of its purpose, the principles of its functioning and its mean of operation. This does not grant permanent knowledge, only a momentary flash of insight that fades within minutes. The character must touch the device in order to apply this power. This power can also be used to understand a nonphysical technological innovation. In other words, a new piece of computer software.
••Burnout - It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule. Burnout is used to cause a device's power supply, either internal or external, to surge, damaging or destroying the target. Burnout cannot be used to directly injure another individual, although the sudden destruction of a pacemaker or a cars fuel injection control chip can create a definite health hazard.
•••Encrypt/Decrypt - Electronic security is a paramount concern of governments and corporations alike. Those Tremere with techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows the thaumaturge to scramble a device’s controls mystically, making it inaccessible to anyone but him/her. Encrypt/Decrypt also works on electronic media; a videotape under the influence of this power displays just snow and static if played back without the owner’s approval. The character must touch the device or data container wich he wishes to encrypt.
••••Remote Access - With this discipline, a skilled thaumaturge can bypass the need for physical contact to operate a device. This is not a form of telekinesis; the Vampire does not manipulate the item’s controls, but rather touches it directly with the power of their mind. This discipline may be used on any electronic device within the character’s line of sight.
•••••Telecommute - A progressive derivation of Remote Access, Telecommute allows the thaumaturge to project his or her consciousness into the global telecommunications network, sending his/her mind through satellite uplinks and ISDN lines and fiber-optic phone cables at the speed of light. While immersed in the network, the Vampire can use any other Technomancy power on the devices with which they make contact. The character touches any form of communication device: a cellular telephone, netowrk card-equipped computer, fax machine or anything else that is connected directly or indirectly to the global network. While in the Network the character can apply any other Path of Technomancy power to any device or data with which shutdown or destruction of a part of the network through wich the character's connection runs, hurls her consciousness back to her body.
More conservative Tremere, however, state that mixing Tremere magic with mortal science borders on treason or even blasphemy, and some European Regents have gone so far as to declare knowledge of Technomancy grounds for expulsion from their chantries. The Inner council did approve the introduction of the path into the clan's grimoires, but has yet to voice any opinion on the conservative opposition of Technomancy.
•Analyze - Mortals are constantly developing new innovations and any Vampire who would work Technomancy must be able to understand that upon which he practices his or her magic. The most basic power of this path allows the Tremere to project his perceptions into a device, granting him or her a temporary understanding of its purpose, the principles of its functioning and its mean of operation. This does not grant permanent knowledge, only a momentary flash of insight that fades within minutes. The character must touch the device in order to apply this power. This power can also be used to understand a nonphysical technological innovation. In other words, a new piece of computer software.
••Burnout - It is usually easier to destroy than to create, and sensitive electronics are no exception to this rule. Burnout is used to cause a device's power supply, either internal or external, to surge, damaging or destroying the target. Burnout cannot be used to directly injure another individual, although the sudden destruction of a pacemaker or a cars fuel injection control chip can create a definite health hazard.
•••Encrypt/Decrypt - Electronic security is a paramount concern of governments and corporations alike. Those Tremere with techno-savvy enough to understand the issues at stake have become quite enamored of this power, which allows the thaumaturge to scramble a device’s controls mystically, making it inaccessible to anyone but him/her. Encrypt/Decrypt also works on electronic media; a videotape under the influence of this power displays just snow and static if played back without the owner’s approval. The character must touch the device or data container wich he wishes to encrypt.
••••Remote Access - With this discipline, a skilled thaumaturge can bypass the need for physical contact to operate a device. This is not a form of telekinesis; the Vampire does not manipulate the item’s controls, but rather touches it directly with the power of their mind. This discipline may be used on any electronic device within the character’s line of sight.
•••••Telecommute - A progressive derivation of Remote Access, Telecommute allows the thaumaturge to project his or her consciousness into the global telecommunications network, sending his/her mind through satellite uplinks and ISDN lines and fiber-optic phone cables at the speed of light. While immersed in the network, the Vampire can use any other Technomancy power on the devices with which they make contact. The character touches any form of communication device: a cellular telephone, netowrk card-equipped computer, fax machine or anything else that is connected directly or indirectly to the global network. While in the Network the character can apply any other Path of Technomancy power to any device or data with which shutdown or destruction of a part of the network through wich the character's connection runs, hurls her consciousness back to her body.
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
The Vine of Dionysus Thaumaturgic Path
Any pratitioner of the Vine of Dionysus often refers to himself/herself as a thyrsus (females are occasionally called "Maenads", preferably from a safe distance), These Warlocks sometimes wear jewelry or other accouterments with ivy and/or pinecone motifs as symbols of their dedication.
1 • Methyskein
By making physical contact with a subject, the thyrsus causes him to act as if he were drunk. While intoxicated, the subject falls into a slight euphoric episode, including slurred speech and clouded judgement. A mortal, if affected with this power for 3 consecutive nights, lose the ability to willingly resist this power. Kindred react differently should they be exposed to this influence for an equal amount of time. A Kindred's difficulty to resist raises by 1 to a maximum of 9.
2 • Omophagy
This creates a ravenous hunger in a target, overwhelming all sense of reason. To the victim, the only thing that matters is devouring raw flesh and hot blood, and he is not choosy about his potential targets. Eye contact required. This gives the target the derangement Gluttony. When consuming food, the subject will gorge himself until physically unable to eat more. Kindred affected by this not only drain a vessel completely of blood, but may also attempt to devour the victim's body. Vampires also frenzy when confronted with the sight, smell or taste of blood when hungry (blood pool of 3 or less). Lasts for remainder of night. The victim can try to resist with a point of Willpower for one scene. This power does not impart the ability to digest food to a vampire, so any flesh or food they eat will be immediately vomited forth unless other circumstances prevail.
3 • Hamartia
This causes an extremely dangerous euphoric episode in a target, to the point of delirium, perversity, and possibly torpid stupor. For each success, a subject remains under the effects for a scene. The victim's reaction may depend on his nature. Some will stand very still and glassy-eyed, while others might choose to engage in conjugal relationships with the people around them (gender notwithstanding). Lasts one scene.
4 • Enthousiasmos
A thyrsus may exude a pheromone into the air all about her person. Those affected fall into a druglike stupor as the empathogenic toxin induces visions of all sorts of ephemeral creatures, fauns chasing nymphs, angels in flight, sprites dancing in the corners of one's eyes, and the like. The pheromone induces a happiness within the affected targets, who are likely to dance around in glee to fictitious music with make-believe creatures. This affects any target within a 10-foot radius of herself. Victims under this are passive, content to while away their time in the euphoric haze. Anyone wishing to take any action must spend a point of Willpower to shrug off its effects for one turn. Lasts one scene.
5 • Oinos Aimatos
When this is invokes, the thyrsus' blood takes on the properties of potent oinos. Whether this was intented as a deterrent to diablerists or to drive feeding ghouls into euphoric ecstasy is unknown. For the duration of one scene, anyone drinking the tiniest drop of the thyrsus' blood is affected as per Enthousiasmos. Costs one bloodpoint to invoke.
1 • Methyskein
By making physical contact with a subject, the thyrsus causes him to act as if he were drunk. While intoxicated, the subject falls into a slight euphoric episode, including slurred speech and clouded judgement. A mortal, if affected with this power for 3 consecutive nights, lose the ability to willingly resist this power. Kindred react differently should they be exposed to this influence for an equal amount of time. A Kindred's difficulty to resist raises by 1 to a maximum of 9.
2 • Omophagy
This creates a ravenous hunger in a target, overwhelming all sense of reason. To the victim, the only thing that matters is devouring raw flesh and hot blood, and he is not choosy about his potential targets. Eye contact required. This gives the target the derangement Gluttony. When consuming food, the subject will gorge himself until physically unable to eat more. Kindred affected by this not only drain a vessel completely of blood, but may also attempt to devour the victim's body. Vampires also frenzy when confronted with the sight, smell or taste of blood when hungry (blood pool of 3 or less). Lasts for remainder of night. The victim can try to resist with a point of Willpower for one scene. This power does not impart the ability to digest food to a vampire, so any flesh or food they eat will be immediately vomited forth unless other circumstances prevail.
3 • Hamartia
This causes an extremely dangerous euphoric episode in a target, to the point of delirium, perversity, and possibly torpid stupor. For each success, a subject remains under the effects for a scene. The victim's reaction may depend on his nature. Some will stand very still and glassy-eyed, while others might choose to engage in conjugal relationships with the people around them (gender notwithstanding). Lasts one scene.
4 • Enthousiasmos
A thyrsus may exude a pheromone into the air all about her person. Those affected fall into a druglike stupor as the empathogenic toxin induces visions of all sorts of ephemeral creatures, fauns chasing nymphs, angels in flight, sprites dancing in the corners of one's eyes, and the like. The pheromone induces a happiness within the affected targets, who are likely to dance around in glee to fictitious music with make-believe creatures. This affects any target within a 10-foot radius of herself. Victims under this are passive, content to while away their time in the euphoric haze. Anyone wishing to take any action must spend a point of Willpower to shrug off its effects for one turn. Lasts one scene.
5 • Oinos Aimatos
When this is invokes, the thyrsus' blood takes on the properties of potent oinos. Whether this was intented as a deterrent to diablerists or to drive feeding ghouls into euphoric ecstasy is unknown. For the duration of one scene, anyone drinking the tiniest drop of the thyrsus' blood is affected as per Enthousiasmos. Costs one bloodpoint to invoke.
Jedi_Master_007- Administrator
- Number of posts : 1279
Age : 44
Registration date : 2009-01-22
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