Welcome to Gaia! ::

The Roleplay Refuge

Back to Guilds

A welcome and friendly place where many Role Plays are encouraged 

Tags: Role Playing, Community 

Reply Archives - Memories that we don't want to let go
Disciplines Goto Page: [] [<] 1 2

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

krome_devil

PostPosted: Mon Jun 19, 2006 6:15 pm


Potence


Vampires endowed with this Discipline possess preternatural strength. Potence enables vampires to leap tremendous distances, lift massive weights and strike opponents with terrifying force. Even the lowest ranks of this power gift the Kindred with physical might beyond mortal bounds. More powerful immortals have been known to leap so far they seem to be flying, toss cars aside like tin cans, and punch through concrete as if it were cardboard. While the mental Disciplines are awe-inspiring, Potence's brute effectiveness is formidable in its own right.

Clans Brujah, Giovanni, Lasombra and Nosferatu are the primary possessors of this Discipline. Still, members of other clans often make a point to search out someone who can enlighten them in the ways of Potence.

System: The player rolls all Strength-related tests normally, but then adds an automatic success for each point he has in Potence. Thus, the character succeeds at most Strength feats without needing to make a roll at all. In melee and brawling combat, the automatic successes are applied to the damage roll results.



Potence Level Six Cling


Some Kindred are so strong that they can grip flat surfaces with their bodies. A vampire skilled enough in Potence can learn Cling. Cling enables the user to move on walls, ceilings, sheer surfaces, pretty much anything that's solid and will support the Kindred's weight. The vampire has to keep her hands on the surface at all times, but her feet can also be used to hold herself (if they're bare).

Note: This power differs from the higher-level Celerity power Zephyr. A vampire using Cling is not moving quickly to stay on the wall, he's just strong enough to grip it.

System: No roll or blood expenditure is required to use this power. If something tries to prevent the character from being on the surface, roll Strength + Athletics to see if he stays on (difficulty is the number of successes the challenger rolled). If the character picks both of her hands off the surface and her feet aren't bare, she falls off.

Potence Level Six Spring

All vampires gifted with the Blood of Caine are capable of leaping far further than the average mortal. Some Kindred of particularly high-blood have been noted to clear vast spans of distance with relative ease simply by jumping.

System: When making a Jumping roll, the vampire may spend a blood point to triple the distance cleared. Players who score 8+ successes may clear normal two-story houses in this manner (6 successes for a bungalow) at the Storytellers discretion.
PostPosted: Mon Jun 19, 2006 6:46 pm


Presence


This is the Discipline of supernatural attraction. Kindred who develop Presence can inspire zealous fervor, devoted passion or unspeakable terror in mortal and immortal alike. This subtle power is one of the most useful Disciplines a vampire can have.

Presence is notable since, unlike virtually all other Disciplines, some of its powers can be used on entire crowds at a time. The vampire may bring large groups under her sway, so long as her face is visible to those she wishes to affect - Presence doesn't even require eye contact. Further, this Discipline transcends race, religion, gender, class and (most importantly) supernatural nature. In theory, the powers have the same chance of affecting a Methuselah as they do a cab driver. In practice, while Presence can sway virtually any immortal, older and more canny Kindred are much more likely to notice the influence and resist with preternatural will.

Quite aside from its deliberate uses, Presence conveys upon the vampire an indescribable mystique. She stands out in any crowd, drawing the interest (and often desire) of those around her even when she's merely standing still. The higher the vampire's Presence, the greater this allure and the more powerful its impact on others. Anyone can resist Presence for one turn by spending a Willpower point and succeeding on a Willpower roll (difficulty 8 ), but the affected individual must keep spending points until he can no longer see the vampire (or, in the case of Summon, until the effect wears off). The simplest way to deal with this is to turn around and stop looking. Those who don't understand that they're dealing with supernatural influences (as is the case with most mortals) seldom think of this tactic, but it's a simple assumption for clever vampires. Vampires three or more generations lower than the wielder need only spend a single Willpower to ignore the Presence for an entire scene and need not roll Willpower to do so.

The major drawback of Presence is that it controls only the emotions. It causes others to feel a certain way toward the vampire, but does not give her outright control over them. While people weigh strongly the orders that the vampire declares, their minds are still their own. Suicidal or ridiculous directives don't sound any more sensible just because the person giving them is unusually fascinating. Still, inspired eloquence or significant wealth used in combination with this Discipline can enable the vampire to urge others along a desired course.

The Brujah, Followers of Set, Toreador and Ventrue clans are all adept in this Discipline. The Ventrue are arguably the most skilled with its application, however, due to their ability to use Presence and Dominate in efficient combination.


Level 1 : Awe


Roll: Charisma + Performance, difficulty 7
The vampire can make others attracted to her. Once a target has spent one willpower point for each success, the effect is ignored, and the target can not be affected for the rest of the scene. The number of victims affected is as follows:
1 suc. one person
2 suc. two people
3 suc. six people
4 suc. twenty people
5 suc. everyone in the vicinity

Level 2 : Dread Gaze

Roll: Charisma + Intimidation, difficulty Wits + 3
The vampire can adopt a threatening presence against a victim. In addition to the loss of one die per success on the next action, the victim is affected as follows:
botch The victim is immune to all further uses of Presence by the vampire for the remainder of the story.
failure All accumulated successes are lost.
1 suc. The victim is cowed.
3 suc. The victim flees in horror. If cornered, she will often adopt the fetal position at the vampire's feet.

Level 3 : Entrancement

Roll: Appearance + Empathy, difficulty Willpower
The vampire may enchant the target, who will seek to please the vampire, of her own free will. The effects last for the following time periods:
1 suc. one hour.
2 suc. one day.
3 suc. one week.
4 suc. one month.
5 suc. one year.

Level 4 : Summon

Roll: Charisma + Subterfuge, difficulty variable
The vampire may make another target come to him. The difficulty varies according to how well the vampire knows the target, as follows:
dif. 4 The target has previously succumbed to the vampire's use of Presence.
dif. 5 The target is someone the vampire knows.
dif. 7 The target is a stranger.
dif. 8 The target has previously resisted the vampire's use of Presence.
The effect only lasts for 24 hours, and may therefore have to be repeated. The target will home in on the vampire as quickly as possible, without knowing why, or having to be told where she is, even if the vampire changes location after using this power. The degree of the effect is as follows:
1 suc. The target approaches, but with hesitation.
2 suc. The target approaches, but tentatively.
3 suc. The target approaches.
4 suc. The target approaches with great haste.
5 suc. The target rushes as quickly as possible.

Level : Majesty

Resist: Courage, difficulty Charisma + Intimidation
The vampire is automatically respected and feared.


Level 6 : Aire of Elation

Resist: Self-Control, difficulty Wits + [removed](Comedy)
The vampire can invoke laughter in others; they will find whatever she does or says to be hilarious. In fact, they will have to make a resistance roll to do anything more than laugh.

Level 6 : Enrage

Roll: Manipulation + Subterfuge, difficulty 8
The vampire may enrage others. Vampires so enraged must immediately spend a willpower point to avoid frenzy. The number of victims affected is as follows:
1 suc. two people
2 suc. four people
3 suc. eight people
4 suc. twenty people
5 suc. everyone in the vicinity

Level 6 : Intensification

Resist: Self-Control, difficulty 7
By spending twenty blood points (no more than five per day), the vampire can cause an inanimate object to provoke an emotion of her choice in anyone who looks at it. This object must be one that looks like it was intended to provoke such a reaction.

Level 6 : Love

Roll: Charisma + Acting, difficulty Willpower
The vampire can influence a victim as if the victim was blood-bound to her, and under the influence of Entrancement, as described above.

Level 6 : Siren's Song

The vampire may use her music to invoke Awe in all who hear it, even on a recording. She may also try to inspire certain emotions with her music, but this can be unpredictable. This power also grants three extra dice in all music-related rolls.

Level 6 : Star Magnetism

The vampire can extend the influence of the power Awe to anyone who sees her on film, or sees a painting of her, if it is a good likeness. She may consciously refrain from doing this, but at all other times, if someone takes a picture of her (even without her knowledge), the resulting film will exhibit the effects. Anyone who sees the film who wishes to resist must do so each time they see the film.

Level 6 : Two-Tiered Communication

Roll: Manipulation + Empathy, difficulty 10 - Perception
By spending a blood point, the vampire may tell a target one thing verbally, and send a different message subliminally. The number of successes required is determined by the extent of the difference between the superficial message and the real message.

Level 7 : Mask Empathy

Roll: Manipulation + Subterfuge, difficulty Willpower
Resist (vampires): Willpower, difficulty 8
The vampire may make a group of people lose all special interests, like love, friendship, or comraderie, in each other. The number of victims affected is as follows:
1 suc. three people
2 suc. six people
3 suc. fifteen people
4 suc. thirty people
5 suc. everyone in the vicinity

Level 7 : Mind Numb

Roll: Manipulation + Intimidation, difficulty Willpower
Resist (vampires): Willpower, difficulty 8
The vampire may make a group of people apathethic, even if in danger, or insulted. The number of victims affected is as follows:
1 suc. three people
2 suc. six people
3 suc. fifteen people
4 suc. thirty people
5 suc. everyone in the vicinity

Level 8 : Invoke Frenzy

Roll: Manipulation + Empathy, difficulty Willpower
Resist: Self-Control, difficulty 7
The vampire may put a vampire into a frenzy. The type of frenzy is at the discretion of the vampire.

Level 9 : Heart of the City

Roll: Charisma + Area Knowledge, difficulty 10
The vampire may make all in a city feel any emotion she wants them to feel, for the following time periods:
1 suc. one minute
2 suc. ten minutes
3 suc. one hour
4 suc. one day
5 suc. one week

Level 10 : Dream World

Roll: Wits + Etiquette, difficulty 9
The vampire may broadcast messages, in dreams, to the entire world, or one city, or one individual. The impact of these dreams is as follows:
1 suc. The target may or may not remember the dream, but it may have subconscious effect.
2 suc. The target remembers bits and pieces of the dream.
3 suc. The target remembers most of the dream.
4 suc. The target remembers all of the dream, and will later reflect on it.
5 suc. The target has probably been permanently traumatized by the dream, and will certainly never forget it.

krome_devil


krome_devil

PostPosted: Mon Jun 19, 2006 7:20 pm


Protean


This Discipline allows the vampire to manipulate his physical form. Some Kindred view this power as a heightened connection to the natural world, while others see it as a magnification of the mark of Caine. Whatever its basis, vampires who develop this Discipline can grow bestial claws, assume the forms of wolves and bats, transform into mist and meld into the earth.

Vampires can generally use other Disciplines while transformed - Kindred in wolf form can still read auras and communicate with other animals. However, there are some situations in which the Storyteller may decide that the immortal cannot use a certain Discipline. After all, a vampire in mist form cannot use Dominate, since he has no eyes with which to make contact. The vampire's clothes and personal items also change when he transforms, presumably absorbed within his very substance. Kindred cannot transfigure large objects or other beings; Protean is a very personal expression of undead power.

A vampire who has been staked, thereby trapping his soul within the mortal coil, cannot transform. Some Kindred claim that truly powerful Gangrel - those who have mastered the highest levels of Protean - can deny even this limitation. Clan Gangrel lays claim to this Discipline, although other individual vampires have learned some of Protean's secrets from these bestial Kindred.

Krome's note: I made some adjustment's to this discipline as i think that the order of the thrid and fourth level's should be switched. Storyteller's perogative.


Level 1 : Gleam of Red Eyes

The vampire may see in the dark. When she is using this power, her eyes glow red. This change takes one turn to complete.

Level 2 : Wolf Claws

By spending one blood point, the vampire may grow one-inch claws on her fingers, which do aggravated damage. This change takes one turn to complete.
Level 3 : Shadow of the Beast
The Gangrel may transform into a "flight" form or a "fight" form; these forms are chosen when the power is acquired and may not be changed. The vampire keeps his own personality, memories, and skills and can also use the natural abilities of the animal form--these are increased physical attributes in the "fight" form, and escape abilities in the "flight" form. Both animal forms grant improves senses, the

Gangrel may choose to reduce the difficulties of Perception rolls to one appropriate sense group -sight, hearing, or smell/taste--by two in his animal forms [the sense group may be different in the two forms].

System: As the normal Shape of the Beast, except as noted below.
The Gangrel's "fight" form gains a total of five additional Attribute points split among the vampire's Physical Attributes. These points must be applied to at least two of the Attributes. For the standard wolf form, these are alloted as +1 to Strength, +2 to Dexterity, and +2 to Stamina. A bear form may increase the Gangrel's Strength by +3 and Stamina by +2. These points must be allocated when the "fight" animal form is chosen and may not be thereafter rearranged.

The Gangrel's "flight" form flies as fast as he can run [if the Gangrel's "flight" form lacks the ability to fly, gain a +2 bonus to Dexterity]. If the Gangrel's "flight" form isn't small, like an eagle, he may retain his full Strength bonus by refusing the +2 difficulty on attacks against him.

The Gangrel must use the Animalism power Feral Whispers to communicate with animals while in one of his animal forms. All Attributes and Abilities granted by animal forms are subject to the Storyteller's approval and modification at the time of definition.

Level 4 : Earth Meld

By spending one blood point, the vampire may sink into the ground, gaining shelter from sunlight. This only works on earth; this power may not be used on concrete, asphalt, or even earth under a linoleum floor.


Level 5 : Form of Mist

By spending one blood point over three turns, the vampire can transform into a mist. This mist may not be separated by wind, but it can be moved by it, and Potence must be used to resist being blown around. This may also be done by spending three blood over one turn, if the vampire�s generation allows it.

Level 6 : Adaptibility

The vampire may survive and function in a particular extreme environment, such as extreme cold, underwater, etc. The environment in which the vampire may exist is chosen when she learns this power, and may not subsequently be changed.

Level 6 : Flesh of Marble

The vampire�s skin, while retaining its usual flexibility, is as hard as stone, and she will take only half-damage (round down) from everything except fire and sunlight.

Level 6 : Earth Control

The vampire may move around in the earth, as if swimming in it. Chases under earth may be resolved by both parties making Strength + Athletics rolls.


Level 6 :Shape Mastery
The character must first place her blood on the target. If the target has successfully attacked the vampire with natural weapons, or with a short weapon like a knife, this requirement is fulfilled.

Otherwise, the vampire must smear at least one blood point worth of her vitae on the target by making a successful attack or sprinkle it surreptitiously on an unsuspecting target. This may be done in advance, but the blood must still be wet for the power to work. The vampire activates the power of her blood by spending an additional blood point and rolling Perception + Survival (difficulty 7). two successes are required to force the target ouf of his shapeshifted form.

The power persists for a full scene, or until the target removes the vitae from his body, whichever is sooner. (The amount of time necessary to clean up the blood is subject to the Storyteller's discretion, taking into account the quantity of blood and availability of cleaning supplies. The process should take at least one full turn of action even with large quantities of water availible.) If the target has actually consumed the blood, tough luck--the power persists for a full scene. The target must reactivate his shapeshifting ability when and if he chooses to resume his adopted form, re-incurring any associated costs.

This power is effective on the shapeshifted forms of the following disciplines of Levels Six and below: Obtenebration, Protean, Serpentis, Thaumaturgy, and Vicissitude. Most importantly, it also confounds the native shapechanging abilities of Lupines and other werecreatures.

Level 7 : Animal Swarm:

The vampire may shift into a number of animals, maximum of one per blood point. If he chooses less than this maximum, the blood pool is distributed evenly among the group. The creatures may act in concert, or individually follow a simple plan such as "scatter and hide." The vampire may close attention to only one component creature at a time. For example, he may listen in on a conversation among the body of one rat, while directing the dozen others to keep moving and avoid being seen.

This power lasts until sunrise, or until the vampire wishes to resume his humanoid form. At this time, all of the component creatures reform into the vampire's body along with the carried blood points. If this leaves the vampire with less than three blood points, he must immediately check for frenzy. Creatures that fall astray of the swarm may be reabsorbed into the vampire's body. Any such creatures still lost or away at dawn instantly dissolve into small puddles of ash and blood, regardless on whether or not they were exposed to sunlight. The vampire must reform at sunrise, even if only from a singel creature, though he may choose which creature he reforms from.

The vampire may use any of the following Disciplines whil in this myriad form: Auspex, Celerity, Fortitude, Obfuscate, and Potence. Any Disciplines that require the expidenture of blood must be taken from the animals in the swarm. Any swarm animal reduces to zero blood points is immediately destroyed.

The form takes one turn to assume, regardless of the size of the swarm.

Level 7 : Homunculus

By pulling some flesh from the back of her mouth, the vampire may summon a three-inch-tall copy of herself, which has a personality that is a warped version of her own. This creature lacks disciplines, will die if it runs out of blood or suffers two levels of aggravated wounds, burns one blood point per hour, and may hold three blood points at a time.

Level 7 : Form of the Ghost

By spending a blood point, the vampire can become insubstantial. The vampire�s appearance doesn�t change, she can move as if real, she is not affected by gravity or wind, and she may pass through solid objects.

Level 8 : Movement of the Slow Body

The vampire may move at an inch per minute, even if she is staked, or would otherwise be unable to move.

Level 8 : Mythic Form

As Shape of the Beast, except you can become a mythic beast. If your character comes from a culture without mythic traditions, such as Modern America, you cannot use this power.

The mythic beast assumed must be chosen the moment this power is learned and cannot be changed later. The mythic form adds a total of nine points to the vampire's Physical Attributes; at least one of these points must be assigned to each of these Attributes.

The character also gains two Bruised and two Hurt health levels. The character's powers of perception are greatly increased while in the mythic form: The vampire gains the effects of the Auspex power Hightened Senses and the Protean power Eyes of the Beast upon assuming the mythic form, along with the drawbacks associated with these powers. While transformed, the character retains the ability to speak, although her voice will be changed to reflect the form's nature. Finally, the vampire in mythic beast form radiates an aura of legendary force that acts as the Presence power Awe. Offensive action taken by the vampire nullifies the Awe effects as per the standard rules.

The special abilities of the mythic form are subject to the Storyteller's apoproval, as they can and should be dramatic and terrifying. As a guideline, the mythic form should have one enhanced movement ability, one defensive ability, several close combat attacks, and one special power, including ranged attacks.

Enhanced movement abilities include flight, swimming, running at incredible speeds, or even tunneling.
Armor (3-5 points) is the standard defensive ability, but certain mythic creatures may instead be invulnerable to strictly defined forms of damage (excluding fire, sunlight, and Faith).

Close combat attacks cause aggravated damage at a minimum of Strength +2. Having more than one close combat attack, such as both claws and teeth does not grant additional combat actions; the vampire must either split her dice pools normally or use Celerity.

Ranged attacks cause three levels of aggravated damage per blood point spent for the attack. The range of such attacks is the vampire's Stamina x 2, and the area of effect is a diameter of her Stamina in feet. Dexterity + Athletics (difficulty 6) should be rolled to hit; extra successes do not add to damage.

Other special powers, like the mesmerizing ability of the sphinx's riddle game or the purifying power of the unicorn's horn must be worked out in detail with the Storyteller on a case-by-case basis.


Level 9 : Dual Form

The vampire may split into two weaker versions of herself, unless one of her attributes is at zero. For each new replicant, all attributes are reduced by one, and blood pool and the amount of blood that can be spent are each halved. Unless the character has the appropriate Auspex powers, there is no communication between them beyond intuition. The two characters may reunite by touching, but this is quite nauseating for others to watch.

Level 10 : Body of the Sun

By spending three blood points, the vampire may turn into a nearly invulnerable fireball, and may remain in this state by spending two blood points per turn. If a target is touched by it, she takes aggravated damage (difficulty 9, wounds of two on resistance roll). If a vampire looks at the vampire for more than one turn, they will be blinded for one hour. The vampire is invulnerable to all physical attack, and sunlight will only hurt her if she botches a Stamina roll, difficulty 6.
PostPosted: Mon Jun 19, 2006 7:37 pm


Quietus

Quietus, the Discipline of silent death, is practiced by the assassins of Clan Assamite. Using the principles of poison, vitae control and pestilence, this blood-based Discipline focuses on the destruction of its target through varying means. Quietus does not always cause a quick death; the Assassins rely upon its secret lethality to hide their involvement with their victims.

Level 1 * Silence of Death

By spending a blood point, the vampire may create a zone of a twenty-foot radius around her, within which no sounds will be heard, and no one will hear anything. She herself will only hear sounds made outside the zone.

Level 2 * Weakness

Roll: Willpower, difficulty Sta. + Fortitude
By bringing a point of blood to the palm and touching a victim with it, the vampire may reduce her victim's Stamina by one. The victim stays in this condition for the duration indicated on the chart.

Level 3 * Diseased

Roll: Willpower, difficulty Willpower
By bringing three points of blood to the palm and touching a victim with it, the vampire may reduce each of her victim's physical attributes by one. The victim stays in this condition for the duration indicated on the chart.

Level 4 * Blood Agony

By coating a bladed weapon of adequate size with her blood, the vampire may use the weapon to inflict aggravated damage. Assume that one blood point is rubbed off each time the blade hits something, whether it does damage or not.

Level 5 * Taste of Death

Roll: Dex. + Firearms, difficulty based on range
The vampire may spit blood, at a range of up to ten feet for each dot she has in Strength or Potence, and each blood point so used does two dice of aggravated damage.

Level 6 * Blood Empathy

Resist: Willpower, difficulty 8
Demand: successes = number of blood points imbibed, or more
The vampire may leave her current emotions in the blood of a vessel, and these emotions emerge in any vampire who drinks from them, for one day per blood point imbibed.

Level 6 * Blood Sweat

Roll: Willpower, difficulty Sta. + 3
By concentrating on a victim, the vampire may cause her victim to lose one blood point per success through her sweat glands, at a rate of up to two blood points per round.

Level 6 * Thin Blood

Roll: Sta. + Medicine, difficulty Sta. + 3
By bringing a point of blood to the palm and touching a target with it, the vampire may make a vampire's blood incapable of healing wounds. The victim stays in this condition for the duration indicated on the chart.


Level 6 * Cleanse of Influence


Roll: Willpower, difficulty [level of target effect] + 3
By bringing a point of blood to the palm and touching a target with it, the vampire may cancel an effect of a non-blood related discipline.

Level 7 * Blood of the Cobra

Roll: Dex. + Firearms, difficulty based on range
The vampire may, at a distance, use Quietus powers that would normally require touching a victim and spending blood, by spitting blood at her victim, and making the appropriate roll. The vampire may spit blood at a range of up to ten feet for each dot she has in Strength or Potence.


Level 7 * Foul Blood


The vampire may alter a vessel, causing all other vampires (except herself) who drink from said vessel three levels of damage for each point imbibed.

Level 7 * Leech

By paying a willpower point, the vampire may drink blood by skin contact, which leaves no marks. She may drink as many blood points as she has Stamina, per turn.

Level 8 * Blood Clot

Roll: Man. + Medicine, difficulty [blood points]
By bringing a point of blood to the palm and touching a victim with it, the vampire may clot her victim's blood. Each success represents one blood point becoming clotted; this blood is rendered useless, and the victim must be cut open or otherwise medically treated to remove it. In mortals, stroke ensues if more than one point is clotted.

Level 8 * Blood Curse

Roll: Cha. + Occult, difficulty Sta. + 3
By bringing a point of blood to the palm and touching a target with it, the vampire may make another vampire less able use her blood. In this condition, the victim must spend two blood points to heal a wound, and her blood can not be used to heal aggravated wounds, perform the Embrace, power disciplines, or raise attributes. The victim stays in this condition for the duration indicated on the chart.

Level 9 * Erosion

Roll: Willpower, difficulty 8
Resist: Willpower, difficulty 8
By bringing five points of blood to the palm and touching a victim with it, the vampire may reduce her victim's Physical traits to zero, for one day per success.


Level 10 * Immaculate Vitae


Anyone who tastes the vampire's blood once is considered blood bound to the vampire, unless they are already bound to a vampire of equal or earlier generation.

Level Quietus Effects Chart

Roll Duration of Effect
1 suc. one turn
2 suc. one hour
3 suc. one day
4 suc. one month
5 suc. forever (or until the victim's generation is lowered)

krome_devil


krome_devil

PostPosted: Mon Jun 19, 2006 8:02 pm


Serpentis


Serpentis is the legacy of Set, his gift to his children. The Followers of Set carefully guard this Discipline's secrets, teaching the reptilian art only to those they deem worthy (almost never outsiders). Most Cainites fear the Setites purely because of this Discipline, the way of the serpent and the tempter. Serpentis can evoke an almost primordial fear in others, particularly those who recall the tale of Eden. After all, hiss the Setites, the serpent was an evil older than even Caine himself.

Level 1 * Eyes of the Serpent

Roll: Willpower, difficulty 9
The vampire may paralyze anyone with whom she makes eye contact, for as long as eye contact is maintained. This power may be used on mortals without a roll.
When the vampire first learns this power, her eyes change into those of a serpent. This is considered a permanent change, though the exact nature of the change varies, and may be detailed by the Player and/or Storyteller.

Level 2 * Tongue of the Serpent

The vampire may change her tongue into that of a serpent, being about eighteen inches long and forked. This tongue can be used to inflict aggravated damage (difficulty 6, Strength damage), or to drink blood. This should be considered equivalent to the Kiss, including the pleasure caused in those on whom it is used.

Level 3 * Mummify

The vampire may enter a form of torpor, in which she is only vulnerable to sunlight and fire, but completely inert. No other damage will affect the vampire in this state. This change takes one turn, and she must taste the blood of another to awaken.

Level 4 * Form of the Serpent

By paying one blood point over three turns, the vampire can transform into a black, poisonous cobra, of about six feet in length. This may also be done by paying three blood over one turn, if the vampire's generation allows it. In this state, all Perception rolls involving smell are rolled with their difficulties decreased by two, but all Perception rolls involving hearing are rolled with their difficulties increased by two.

Level 5 * Heart of Darkness

The vampire may remove her heart on the new moon, and put it in a clay urn. She may even do this to another vampire, though this takes several hours. For the vampire to whom this is done, it reduces frenzy roll difficulties by two, and makes her unstakeable. If the heart is destroyed, she will die horribly. If the heart is staked, she will enter torpor.
This power is automatic, and no rolls are required by its use, but the Storyteller may force Courage rolls to actually go through with it, and may cause mortal onlookers (and possibly even vampiric ones) to violently expectorate recent meals.

Level 6 * Obsession

Roll: Wits + Subterfuge, difficulty 8
Demand: successes = Humanity or more
By describing her victim's lusts to her, the vampire may cause a victim to be obsessed with something. The victim will try to fulfill her lusts nightly, and may frenzy if unsatisfied. This should be treated as a derangement, and may be overcome as such. The difficulty to use this power is 9 if the victim is in Golconda.

Level 6 * Temptation

Roll: Manipulation + Leadership, difficulty 8
Demand: successes = Humanity or more
By describing her victim's weaknesses to her, the vampire may encourage a victim to behave in a corrupt and decadent fashion, even if she may lose Humanity as a result. This should be treated as a derangement, and may be overcome as such. The difficulty to use this power is 9 if the victim is in Golconda.

Level 7 * Phobia

Roll: Manipulation + Empathy, difficulty 8
Demand: successes = Courage + 3, or more
By describing her victim's fears to her, the vampire may give a victim a phobia, which may be of anything. To remain in the vicinity of the object of her phobia, the victim must roll of Courage, difficulty 9, and she must spend willpower points to touch it. This should be treated as a derangement, and may be overcome as such. The difficulty to use this power is 9 if the victim is in Golconda.

Level 8 * Corruption

Roll: Manipulation + Empathy, difficulty Humanity
Demand: successes = Humanity or more
By touching her victim, the vampire may corrupt the victim, instilling a fondness for the Beast, and feelings of sadism. The vampire automatically loses one Humanity for doing this if her Humanity is above three. The victim loses one Willpower per month, and at zero falls into a psychotic rage. She will also remember, and try to relive, her most bestial moments. Victims in Golconda, or with a Willpower of 10, are not affected.

Level 9 * Form of Corruption

Roll: Manipulation + Subterfuge, difficulty 6
Resist: Humanity, difficulty 6
An inanimate object may be infused with the power Corruption, as detailed above, but the vampire automatically loses one Humanity for committing this act. Such an object affects anyone it touches who would normally be subject to this power, and if the vampire learns about the victims of this object, she loses Humanity if her Humanity is above three.

Level 10 * Mark of Damnation

By touching the forehead of her victim, the vampire may disfigure a target so horribly that all characters who see her must accumulate five successes over three Self-Control rolls, at difficulty 8, to refrain from attacking her. (She must roll likewise if she sees herself in a mirror, to avoid smashing the mirror.) This may be cured only by powerful rituals, or the consent of the vampire.
PostPosted: Mon Jun 19, 2006 8:31 pm


Thaumaturgy


The Discipline of Thaumaturgy encompasses blood magic and other sorcerous arts. Thaumaturgy is the unique possession of the Tremere and one of its most jealously guarded secrets. Certain Kindred rumors even speak of mystic cabals of Tremere that hunt down those thaumaturges who are not members of the Warlocks' clan.

Clan Tremere created this Discipline by combining mortal wizardry with the power of vampiric vitae. Though its existence is not widely known by mortal mages and wizards, it is seen as a disreputable aberration of true magick by those familiar with it.

Thaumaturgy is a versatile and powerful Discipline. Like Necromancy, its practice is divided into two parts: paths and rituals. Thaumaturgical paths are applications of the vampire's knowledge of blood magic, allowing her to create effects at her whim. Rituals are more formulaic in nature, most akin to the ancient magical "spells" of bygone nights. Because so many different paths and rituals are available to the arcane Tremere, one never knows what to expect when confronted with a practitioner of this Discipline.

When a character first learns Thaumaturgy, the player selects a path for the character. That path is considered the character's primary path, and she automatically receives one dot in it, as well as one Level One ritual. Thereafter, whenever the character increases her level in Thaumaturgy, her score in the primary path increases by one as well. Rituals are learned separately, as part of a story; players need not pay experience points for their characters to learn rituals, though they must find someone to teach the rituals in question.

Path ratings never exceed Level Five, though the overall Thaumaturgy score may. If a character reaches Level Five in her primary path and increases her Thaumaturgy score afferward, she may allocate her "free" path dot to a different path. Thaumaturges may create their own paths (through player and Storyteller collaboration) once they achieve the sixth level of Thaumaturgy.

Many vampires (wisely) fear the Discipline of Thaumaturgy. It is a very potent and mutable Discipline, and almost anything the Kindred wishes may be accomplished through its magic.

Thaumaturgical Paths

Paths define the types of magic a vampire can perform. A vampire typically learns his primary path from his sire, though it is not unknown for some vampires to study under many different tutors and learn all their secrets. As mentioned before, the first path a character learns is considered her primary path and increases automatically as the character advances in the Discipline itself. Secondary paths may be learned once the character has acquired two or more dots in her primary path, and they must be raised separately with experience points. Furthermore, a character's rating in her primary path must always be at least one dot higher than any of her secondary paths until she has mastered her primary path. Once the character has achieved mastery of the fifth level of her primary path, secondary paths may be increased to that level.

Each time the character invokes one of the powers of a Thaumaturgical path, the thaumaturge's player must spend a blood point and make a Willpower roll against a difficulty of the power's level +3. Only one success is required to invoke a path's effect - path levels, not successes, govern the power of blood magic. Failure on this roll indicates that the blood magic fails, while a botch signifies that the character loses a permanent Willpower point.

Obviously, Thaumaturgy is not an art in which one merely "dabbles."

Path of Corruption


These powers must be used on a victim within arm's length. Followers of Set may learn this path without knowing Thaumaturgy.
* Contradict
Roll: Manipulation + Subterfuge, difficulty Willpower + 1
The vampire may cause a victim to do the opposite of what she was originally going to do.
** Disfiguration
Roll: Intelligence + Disguise, difficulty 8
The vampire may alter the facial appearance of a target. This may be used to make someone look better, worse, or just different. The difficulty to use this power for impersonation is 10.
*** Change Mind
Roll: Manipulation + Empathy, difficulty Willpower + 1
The vampire may choose a Demeanor, and force a victim to adopt it, for the following time periods:
1 suc. one turn.
2 suc. one day.
3 suc. one month.
4 suc. one year.
5 suc. permanently.
**** Cripple
Roll: Willpower, difficulty Courage + Fortitude + 3
The vampire can make a victim effectively paraplegic, for the following time periods:
1 suc. one turn.
2 suc. one day.
3 suc. one month.
4 suc. one year.
5 suc. permanently.
***** Corrupt Soul
Roll: Charisma + Empathy, difficulty Willpower + 3
The vampire may choose a Nature, and force a victim to adopt it, for the following time periods:
1 suc. one turn.
2 suc. one day.
3 suc. one month.
4 suc. one year.
5 suc. permanently.

Movement of the Mind

Roll: Willpower, difficulty [level of power used] + 3
By spending a blood point, the vampire may telekinetically lift or manipulate things as if she were holding them in her own hands. At level three, the vampire is assumed to be able to telekinetically move herself, even if she exceeds 200 pounds. The level of the effect (the weight of the object being moved) is limited to the number of successes on the Willpower roll.
* one pound
** twenty pounds
*** two hundred pounds
**** one quarter-ton
***** one half-ton

Neptune's Might

* Eyes of the Sea

Roll: Perception + Occult, difficulty 7
By looking into a standing body of water, the vampire may see past occurances in that body of water. The amount of time by which the vampire can see into the past is as follows:
1 suc. one day.
2 suc. one week.
3 suc. one month.
4 suc. one year.
5 suc. ten years.
** Jail of Water
Roll: Dexterity + Survival, difficulty 6
Resist: Strength, difficulty 8
The vampire may command water to rise, and trap a target. The vampire may dissolve the jail at will, but a target may only be in one of these jails at a time. This power must be used near a large amount of water.
*** Dehydrate
Roll: Willpower, difficulty 8
Resist: Stamina + Survival + Fortitude difficulty 9
The vampire may pull water out of a target, leaving exit wounds. Humans so injured lose one health level per success, and vampires so injured lose one blood point per success. To take an action the next turn, the target must roll Courage, difficulty 6, and score three more successes than the vampire scored. Failure means that she is in too much pain to act.
**** Flowing Wall
Roll: Willpower, difficulty 6
By spending three willpower points, and touching a standing body of water, the vampire may make a wall of water. Supernatural creatures must score three successes on a roll of Strength + Courage, difficulty 9, to cross this barrier. The vampire may dissolve the barrier at will.
***** Blood to Water
Roll: Willpower, difficulty Humanity + 3, to 10
By touching a victim, the vampire may convert one of the victim's blood points to water for each success. This is fatal to mortals, and vampires lose one die from all pools for each blood point lost this way. When the vampire sleeps, the water disappears, but the blood does not return.

Lure of Flames
Roll: Willpower, difficulty [level of power used] + 3
By spending a blood point, the vampire may create a flame, anywhere within line of sight, that will not burn anything until released. She must also roll Perception + Alertness to place it anywhere other than her own body. The level of the effect (the size of the flame) is limited to the number of successes on the Willpower roll.
* candle flame
** hand of flame
*** torch flame
**** large bonfire
***** large forest fire


Blood Thaumaturgy

* A Taste for Blood
Roll: Perception + Occult, difficulty 7
By touching the blood of a vampire, the vampire may make an approximation as to the last feeding time, the amount of blood left in a vampire, her rough generation, etc.
** Blood Rage
Roll: Dexterity + Subterfuge, difficulty Willpower
The vampire may force a vampiric victim to spend one blood point per success, and may decide how the blood is spent.
*** Blood of Potency
Roll: Manipulation + Survival, difficulty 8
The vampire may temporarily reduce her generation. Each success either reduces the vampire's generation by one, or adds one hour to the time period for which it is reduced.
**** Theft of Vitae
Roll: Intelligence + Medicine, difficulty Willpower
The vampire may steal blood from a victim, at a rate of one point per success. The difficulty is to use this power is 6 against a non-living source (IE a plasma bag).
***** Cauldron of Blood
Roll: Willpower, difficulty [blood points to be burned] + 4
The vampire may boil some of the blood of another vampire or mortal, which will burn all at once. This causes one aggravated wound per blood point boiled, in addition to blood loss.

Spirit Thaumaturgy

* Evil Eye

Roll: Manipulation + Intimidation, difficulty Humanity
The vampire may inflict one botched die per success on the victim any time during that scene. These botches can be accumulated, and added to any roll, in any number, but any unused by the end of the scene are lost.
** Spirit Sight
Roll: Perception + Occult, difficulty Willpower
The vampire may see spirits in whatever form they have taken, and may even communicate with them.
*** Spirit Slave
Roll: Willpower, difficulty 6
Resist: Willpower, difficulty 6
The vampire may demand a service of a spirit in her presence, and if the spirit is capable of this task, it must perform it. The spirit is free to leave afterward.
**** Fetishes
Roll: Willpower, difficulty Willpower
Resist: Willpower, difficulty Willpower
The vampire can force a spirit to inhabit an object, where it will become a permanent slave. She automatically loses one Humanity for doing this, if the spirit was not willing.
***** Journey
By spending a willpower point, the vampire may leave her body, and roam the physical world as a spirit. In this form, she may be attacked as a spirit, but not physically, and may use mental disciplines. She is generally visible, and appears naked, unless she uses Obfuscate.

Weather Control

Roll: Willpower, difficulty [level of power used] + 3
By spending a blood point, the vampire may create weather anomalies. She must also roll Manipulation + Survival, difficulty dependent on the typical likelihood of the weather pattern being perpetrated. (Lightning on a sunny day in Kenya is difficulty 9; fog in London is difficulty 3.) In the event of lightning, treat the strike as a firearm, doing ten dice of damage. The level of the effect (the magnitude of the weather anomaly) is limited to the number of successes on the Willpower roll.
* fog
** rain
*** storm
**** wind
***** lightning

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.

Biothaumaturgical Experimentation


This power is as much science as thaumaturgy, and a laboratory, with a lot of esoteric equipment is necessary. Assume that a single roll represents a week of work, and an expenditure of $1000 per level of the power being used.
* Thaumaturgical Forensics

Roll: Intelligence + Medicine, difficulty 5
The vampire can learn things about a target from a piece of hair, skin, blood, or other tissue. Things that can be learned by this power include age, sex, race, clan, generation, tribe, Garou gifts, vampiric diablerie, infernal diablerie, disciplines, Vicissitude infection, etc.
** Animal Experimentation
Roll: Intelligence + Medicine, difficulty 8
The vampire may alter an animal. Each success represents one attribute dot, two abilities dots, one instinct, one behavior pattern, one aspect of the creature's niche in the ecology (such as diet or habitat), or one feature that can be added, removed, or modified. The Storyteller must approve all such changes.
*** Thaumaturgical Surgery
Roll: Wits + Medicine, difficulty 7
The vampire may heal two levels of normal damage, or one level of aggravated damage, done to a target, per success. This power may not be used twice on the same injury. The surgery takes an hour; the recovery time is one week.
**** Human Experimentation
As Animal Experimentation, but may be used to alter mundane humans.
***** Supernatural Experimentation
As Animal Experimentation, but may be used to alter vampires, mages, mummies, werecreatures, spirits, faeries, etc.

Elemental Mastery


* Elemental Strength

The vampire may spend two willpower points to increase all of her physical attributes by one. This power costs one willpower point per turn.
** Wooden Tongues
Roll: Wits + Linguistics, difficulty 7
The vampire may communicate with, and get the impressions of, inanimate objects.
*** Animate the Unmoving
Roll: Willpower, difficulty 7
The vampire may animate and control otherwise inanimate objects. This power costs one willpower point per turn, and will not make an object perform tasks of which it would be incapable even if it could move.
**** Elemental Form
Roll: Stamina + Repair, difficulty 6
The vampire may turn into an inanimate object of size roughly equal to her own. At least three successes are required to be able to use disciplines in this form.
***** Summon Elemental
Roll: Manipulation + Science, difficulty 8
The vampire may summon an Elemental. With a roll of Charisma + Intimidation, it may even follow her instructions...

Path of Conjuring


The vampire may not summon an object larger or heavier than herself with any power on this path.
* Summoning the Simple Form
Roll: Intelligence + [ability], difficulty 6
By spending a willpower point, the vampire may create a simple, featureless object with no moving parts. She must spend a willpower point each turn to prevent it from disappearing.
** Permanency
Roll: Intelligence + [ability], difficulty 6
By spending a willpower point and three blood points, the vampire may permanently summon a simple, featureless object with no moving parts.
*** Magic of the Smith
Roll: Intelligence + [ability], difficulty 7
By spending a willpower point and five blood points, the vampire may summon a complex object with moving parts. The quality and functionality of the object depends on the degree of success on the above roll.
**** Reverse Conjuration
Roll: Willpower, difficulty Willpower
By spending twice as many willpower points as the target did, the vampire may dissolve the conjuration of a target. The above roll is used as a roll to resist the Conjuration roll
***** Power over Life
Roll: Intelligence + Empathy / Animal Ken, difficulty 8
By spending ten blood points, the vampire may summon a creature that will intelligently follow her instructions. However, this creature will slowly become more insubstantial, and in a month will have faded away.



Hands of Destruction
This Path is practiced almost exclusively by the thaumaturges of the Sabbat. Though it is not widely seen outside that sect, a few Camarilla Tremere have managed to learn the secrets of this path over the centuries. The Hands of Destruction has an infamous history, and some Tremere refuse to practice it due to rumors that it is demonic in origin.

Brutal and painful, this path provides thaumaturges with offensive capabilities not found in other, less martial paths. It embodies the violent nature of its Sabbat wielders, existing solely to cause entropy and decay.

*Decay

This power accelerates the decrepitude of its target, causing it to wither, rot or otherwise break down. The target must be inanimate, though dead organic matter can be affected.

System: If the roll is successful, the inanimate object touched by the thaumaturge ages 10 years for every minute the Kindred touches it. If the vampire breaks physical contact and wishes to age the object again, another blood point must be spent and another roll must be made.

**Gnarl Wood

This power warps and bends wooden objects. Though the wood is otherwise undamaged, this power often leaves the objects completely useless. This power may also be used to swell or contract wood, in addition to bending it into unwholesome shapes. Unlike other powers of this path, Gnarl Wood requires merely a glance rather than physical contact.

System: Fifty pounds of visible wood may be gnarled for each blood point spent on this power (the thaumaturge may expend as much blood as she likes on this power, up to her per-tum generational maximum). It is also possible to warp multiple visible objects - like all the stakes an opposing team of vampire-hunters wields.

***Acidic Touch

The thaumaturge secretes a bilious, acidic fluid from any portion of his body. The viscous acid corrodes metal, destroys wood and causes horrendous chemical bums to living tissue.

System: The player spends blood to create the acid - the blood literally transmutes into the volatile secretion. One blood point creates enough acid to burn through a quarter-inch of steel plate or three inches of wood. The damage from an acid augmented hand-to-hand attack is aggravated and costs one blood point per turn to use. A thaumaturge is immune to her own acidic touch.

****Atrophy
This power withers a victim's limb, leaving only a desiccated, almost mummified husk of bone and skin. The effects are instantaneous; in mortals, they are also irreversible.

System: The victim may resist the effects of Atrophy by scoring three or more successes on a Stamina + Athletics roll (difficulty 8 ). Failure means the limb is permanently and completely crippled. Partial resistance is possible: One success indicates that difficulties involving the use of the arm increase by two, though these effects are still permanent with regard to mortals. Two successes signify that difficulties increase by one. Vampires afflicted by this power may spend five blood points to rejuvenate atrophied limbs. Mortals are permanently crippled. This power affects only limbs (arms and legs); it does not work on victims' heads, torsos, etc.

*****Turn to Dust
This fearsome power accelerates decrepitude in its victims. Mortals literally crumble to dust at the mere touch of a skilled thaumaturge, aged beyond death and into putrefaction.
System: Each success on the roll ages the victim by 10 years. A potential victim may resist with a Stamina + Courage roll (difficulty 8 ), but must accumulate more successes than the thaumaturge's activation roll - it's an all-or-nothing affair. If the victim succeeds, he does not age at all. If he does not acquire more successes than the thaumaturge, he ages the full amount. Obviously, this power, while it affects vampires, has no detrimental effect on them (they're immortal). At most, a Kindred victim withers slightly (-1 to Appearance) for one night.



Rituals

Rituals are Thaumaturgical formulas, meticulously researched and prepared, that create powerful magical effects. Rituals are less versatile than paths, as their effects are singular and straightforward, but they are better suited toward specific ends.

All thaumaturges have the ability to use rituals, though each individual ritual must be learned separately. By acquainting herself with the arcane practice of blood magic, the thaumaturge gains the capacity to manipulate these focused effects.

Thaumaturgical rituals are rated from 1 to 5, each level corresponding to both the level of mastery of Thaumaturgy the would-be caster must possess and the relative power of the ritual itself. Unless stated otherwise, a ritual requires five minutes per level to cast.

For example, Andreas the Tremere wishes to cast Ward Versus Ghouls, a Level Two Ritual. Invoking this ritual requires 10 minutes, and Andreas must know Thaumaturgy at 2 or greater. Casting rituals requires a successful Intelligence + Occult roll, for which the difficulty equals 3 + the level of the ritual (maximum 9). Only one success is required for a ritual to work, though certain spells may require more successes or have variable effects based on how well the caster's roll goes.

This uncertainty of effect is a recent development; Tremere rituals formerly worked infallibly, so long as the caster executed them successfully. Many thaumaturges fear that the movements of awakening Antediluvians have caused imbalance in the flow of magic, making the success of rituals more precarious than in previous nights. Should a roll to activate a ritual fail, the Storyteller is encouraged to create strange occurrences or side effects, or even make it appear that the ritual was successful, only to reveal its failure at a later time. A botched ritual roll may even indicate a catastrophic failure or summon an ill-tempered demon...

Rituals sometimes require special ingredients or reagents to work - these are noted in each ritual's description. Common components include herbs, animal bones, ceremonial items, feathers, eye of newt, tongue of toad, etc. Acquiring magical components for a powerful ritual may form the basis for an entire story.

At the first level of Thaumaturgy, the vampire automatically gains a single Level One ritual. To learn further rituals, the thaumaturge must find someone to teach him, or learn the ritual from a scroll, tome or other archive. Learning a new ritual can take anywhere from a few nights (Level One ritual) to months or years (Level Five ritual). Some dread Warlocks have studied individual rituals for decades, even centuries. Precisely what these rituals do is unknown, but their effects are surely grave.

Level One Rituals
Defense of the Sacred Haven

This ritual prevents sunlight from entering an area within 20 feet of this ritual's casting. A mystical darkness blankets the area, keeping the baneful light at bay. Sunlight reflects off windows or magically fails to pass through doors or other portals. The caster draws sigils in her own blood on all the affected windows and doors, and the ritual lasts as long as the Tremere
stays within the 20-foot radius.

System: This ritual requires one hour to perform, during which the thaumaturge recites incantations and inscribes glyphs. One blood point is required for this ritual to work.

Wake with Evening's Freshness
This ritual allows a Tremere to awaken at any sign of danger, especially during the day. If any potentially harmful circumstances arise, the Tremere immediately rises, ready to face the problem. This ritual requires the ashes of burned feathers to be spread over the area in which the Kindred wishes to sleep.

System: This ritual must be performed immediately before the Tremere settles down to slumber for the day. Any interruption to the ceremonial casting renders the ritual ineffective. If danger arises, the Tremere awakens and may ignore the Humanity dice pool limit rule for the first two turns of consciousness. Thereafter, the penalty takes effect, but the
Tremere will have already risen and will be able to address problematic situations.

Communicate with Kindred Sire


By enacting this ritual, a Tremere may join minds with her sire, speaking telepathically with him over any distance. The communication may continue until the ritual expires or until either party ends the conversation. The caster must possess an item once owned by her sire for the ritual to work.

System: The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 10 minutes per success on the activation roll.

Deflection of Wooden Doom
This ritual protects the Tremere from being staked, whether or not she is resting or active. While this ritual is in effect, the first stake that would pierce the Tremere's heart disintegrates in the attacker's hand. A stake merely held near the Tremere is unaffected; for this ritual to work, the stake must actively be used in an attempt to impale the vampire.

System: The thaumaturge must surround herself with a circle of wood for a full hour. Any wood will work: furniture, sawdust, raw timber, 2' x 4's, whatever. The circle must remain unbroken, however. At the end of the hour, the vampire places a wooden splinter under her tongue. If this splinter is removed, the ritual is nullified. This ritual lasts until the following dawn or dusk.

Devil's Touch

The Tremere use this ritual to place curses upon mortals who earn their ire. Using this ritual marks an individual invisibly, causing all those who come in contact with him to receive him poorly. The mortal is treated as the most loathsome individual conceivable, and all who deal with him do anything in their power to make him miserable. Even bums spit at an afflicted individual, and children taunt him and barrage him with vulgarities.

System: The effects of this ritual last one night, disappearing as the sun rises. The mortal (it doesn't work on vampires) must be present when the ritual is invoked, and a penny must be placed somewhere on his person (in a pocket, shoe, etc.).

Level Two Rituals

Ward Versus Ghouls

Wary Tremere created this ritual to protect themselves from the minions of vengeful rivals. By invoking this ritual, the Tremere creates a glyph that causes great pain to any ghouls who come in contact with it. The Kindred pours a point's worth of blood over the object he wishes to ward (a piece of parchment, a coin, a doorknob, etc.), and recites the incantation, which takes 10 minutes. In 10 hours, the magical ward is complete, and will inflict excruciating pain on any ghoul unfortunate enough to touch the warded object.

System: Ghouls who touch warded objects suffer three dice of lethal damage. This damage occurs again if the ghoul touches the object further; indeed, a ghoul who consciously wishes to touch a warded object must spend a point of Willpower to do so.

This ritual wards only one object - if inscribed on the side of a car, the ward affects only that door or fender, not the whole car. Wards may be placed on weapons, even bullets, though this usually works best on small-caliber weapons. Bullets often warp upon firing, however, and for a ward to remain intact on a fired round, the player needs five successes on the Firearms roll.

Principal Focus of Vitae Infusion
This ritual imbues a quantity of blood within the object upon which the ritual is cast. The object must be small enough for the vampire to carry in both hands, and it may be as small as a dime. After the ritual is conducted, the object takes on a reddish hue and becomes slick to the touch. At a mental command, the thaumaturge may release the object from its enchantment, causing it to break down into a pool of blood. This blood may serve whatever purpose the vampire desires; many Tremere wear enchanted baubles to ensure they have emergency supplies of vitae.

System: An object may store only one blood point of vitae. If a Kindred wishes to make an infused focus for an ally, she may do so, but the blood contained within must be her own (and if the ally then drinks the blood, he is one step closer to the blood bond). The ally must be present at the creation of the focus.

Level Three Rituals

Incorporeal Passage

Use of this ritual allows the thaumaturge to make herself insubstantial. The caster becomes completely immaterial and thus is able to walk through walls, pass through closed doors, escape manacles, etc. The caster also becomes invulnerable to physical attacks for the duration of the ritual. The caster must follow a straight path through any physical objects, and may not draw back. Thus, a Kindred may walk through a solid wall, but may not walk down through the earth (as it would be impossible to reach the other side before the ritual lapsed). This ritual requires that the caster carry a shard from a shattered mirror to hold her image as she moves insubstantially.

System: This ritual lasts a number of hours equal to the number of successes scored on a Wits + Survival roll (difficulty 6). The thaumaturge may prematurely end the ritual (and, thus, her incorporeality) by turning the mirror shard away so that it no longer reflects her image.

Pavis of Foul Presence
The Tremere joke privately that this is their "ritual for the Ventrue." Kindred who invoke the Presence Discipline on the subject of this ritual find the effects of their Discipline reversed, as if they had used the power on themselves. For example, a vampire using Presence to instill utter fear in a Kindred under the influence of this ritual feels the fear herself. This ritual is an unbroken secret among the Tremere, and the Warlocks maintain that its use is unknown outside their clan. The magical component for this ritual is a length of blue silk, which must be worn around the neck of the person protected by the magic.

System: This ritual lasts until the sunrise after it is enacted. Note that the Presence Discipline power must actually succeed before being reversed by the ritual.

Level Four Ritual

Bone of Lies
This ritual enchants a mortal bone so that anyone who holds it must tell the truth. The bone in question is often a skull, though any part of the skeleton will do - some Tremere use strings of teeth, necklaces of finger joints or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the truth, until it has turned completely ebony and has no magic left. This ritual binds the spirit of the individual to whom the bone belonged in life; it is this spirit who wrests the truth from the potential liar. The spirit absorbs the lies intended to be told by the bone's holder, and as it compels more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins it has siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason, anonymous bones are often used in the ritual, and the bone is commonly buried after it has been used to its full extent. A specific bone may never be used twice for this ritual.

System: The bone imbued with this magical power must be at least 200 years old and must absorb 10 blood points on the night that the ritual is cast. Each lie the holder wishes to tell consumes one of these blood points, and the holder must speak the truth immediately thereafter. When all 10 blood points have been consumed, the bone magic ceases to work any longer.

Level Five Ritual

Blood Contract
This ritual creates an unbreakable agreement between the two parties who sign it. The contract must be written in the caster's blood and signed in the blood of whoever applies their name to the document. This ritual takes three nights to enact fully, after which both parties are compelled to fulfill the terms of the contract.

System: This ritual is best handled by the Storyteller, who may bring those who sign the blood contract into compliance by whatever means necessary (it is not unknown for demons to materialize and enforce adherence to certain blood contracts).
The only way to terminate the ritual is to complete the terms of the contract or to burn the document itself. One blood point is consumed in the creation of the document, and an additional blood point is consumed by those who sign it.


Path of the Levinbolt

Medieval tremere experiemented with harnessing lightning itself; but their understanding proved only rudimentary. Without knowledge of electricity, thamaturges could only rely on a simple ability to hold and discharge energy. Furthermore, other paths like the Lure of Flames proved more useful in the struggle to establish the clan's place. For these reasons, the Path of the Levinbolt faded to obscurity through the Dark and Middle Ages, and remained hidden away in grimoires until the Victorian Age.

The birth of science and understanding of electricity revitalized the Path of the Levinbolt--the combination of mystical astrology with a rational understanding allowed thamaturges to rebuild and rechannel its principles. No longer did thamaturges have only some limited skill in charging themselves with lightning; now they could arc, focus and handle the very elements! Older practitioners spent minutes collecting the energy necessary to charge this Path's discharges, but modern thamaturges could gather the electricity in mere seconds, to direct as they chose.

As a thaumaturge collects the energy of the Levinbolt, she often takes on an electrical aspect; sparks my play at her fingertips, or a purplish halo may seem to surround her hands as a warning of storms to come. Mighty discharges often result in a sort of flaring afterimage like a photo negative as the powerful lightning makes a stark contrast to surrounding darkness.

* Spark: The thaumaturge simply touches a target (after the requisite blood expenditure and WIllpower roll) and releases the spark. The electricity can snap from any part of the caster's body, so a thaumaturge might give an unpleasant surprise to someone touching her. The resulting discharge inflicts two dice of electrical damage (generally lethal). The time required to draw out the electricity varies witht he successes scored: with one success, the vampire might need a turn or three to accumulate the energy, with three successes only a couple of seconds, with five successes, instantly. The caster must use the power immediately after invokling the magic.

**Illuminate: Each success scored on the player's Willpower roll translates to approximately one turn of power sufficient to run a handful of lights or a small electrical device. Alternatel, the thaumaturge can shock someone by touch, as with the Spark power, but for four dice of (lethal) electricity damagel such a use immediately discharges the energy. the current created with this power isn't strong enough to force its way through less-than-ideal conductors, though, and simply inflicts electrical damage on raw metals, woods, or other matter in the form of a burn.

The thaumaturge can alternately allow the electricity to spark about her hand, eyes head or the like; this creates illumination about equal to a dim light bulb, and obviously gives a two-point bonus to Intimidation rolls against unassuming victims (like mortals). In conjunection with a Dexterity + Crafts roll (difficulty 7), the thaumaturge could even use his fingers to perform crude metal welding, though this can easily heat metal enough to inflict aggravated damage to the caster...

***Power Array: As with lesser levels of this path, the thaumaturge can discharge a shock of electricity, this time up to six dice of lethal damage; the charge remains active for a number of turns equal to the number of successes scored bu the player on the initial roll. With this power, the thaumaturge can also send the power through any condutive substance touched; a metal sword (with a similarly metal handle) could carry the thaumaturge's electric touch--the bolts of lightning would literally snap across the blade into the target touched. The thaumaturge could also briefly power a large device or continue to power a small device for the duration of the effect.

Though perhaps an ignominous use, a sorcerer could conceivably find himself needing just a minute to look into an unpowered computer's files, to override an electrical lock or to start a dead car battery. Other power sources offer alternatives: the thaumaturge can choose to channel other electrical energies through herself is desired, which lets her draw power out of a car battery or power line without injury and without counting against her power generation. By touching both power source and subject, the thamaturge can act as a near-perfect conductor without any harm to herself.

****Zeus' Fury: The successes scored by the player determine the number of turns that the vampire can harness Zeus' Fury. The character holds a total of 10 dice of electrical power, which can be discharged through touch or in arced bolts in any combination desired--so the player could choose to spend four dice of damage in a touch attack, and then arc the reamining six dice in a bolt of lightning the next turn. As with lesser levels of this power, a touch can fuel or overload electrical devices. The thaumaturge directs hurled bolts with Perception + Science (difficulty of 6 plus the range in yard--up to a maximum of 10, at the maximum range of four yards).

***** Eye of the Storm: At this level of mastery, the vampire can discharge 14 dice of damage by touch, or launch lesser bolts of electricity as with Zeus' Fury, above. Materials or entities that come in contact with the thaumaturge automatically suffer one die of lethal electricity damage each turn (this doesn't count against the usual dice pool, and adds to touch damage). The sparking, glowing form of the thaumaturge becomes a veritable halo of energy, abnd onlookers suffer from the excessively bright light and flashing afterimages (which can increase the difficulty of most tasks simply due to the distraction). The nimbus discharges at a rate of one die per turn unless otherwise spent, or unless a number of turns elapse equal to the successes scored by the player on the initial roll.




The Path of Shadowcrafting


Although the Tremere have long been enemies of the Tzimisce, a chantry of 17th-century Portuguese Tremere once turned their talents to specializes means of combating the treacherous Lasombra of neighboring Spain. In the modern nights, however, Tzimisce-Lasombra ties in the Sabbat means that the

Tremere must sometimes bring their attentions to the depredations of the lords of shadow. Indeed, some Tremere wryly comment that for every sorcerous Tzimisce counselor who advices a Lasombra bishop, a cunning Tremere counsels an insidious Ventrue. With the Camarilla's recent upturn in clashes with the Sabbat, the Tremere have needed a means tob lunt the Sabbat's edges. The unearthed Path of Shadowcrafting offers one such opportunity, albeit in a scope that never became widespread due to its limited utility.

Students of the Path of Shadowcrafting learn to manipulate shades, but not in the same fashion as the Lasombra. While Shadowcrafting tugs at the absence of light, Tremere who have fought the Lasombra firsthand come away with the distinct impression that Obtenebration manipulates something ELSE--a tangible drkness, a sort of abyssal nothingness coaxed into the material world.

What this bodes, even the Tremere do not know, and the few Lasombra antitribu certainly aren't forthcoming. In the meantime, the Tremere hope to refine the path into a means of controlling or duplicating Obtenbration, while keeping their failures quietly away from influential Cmarilla ears. As is, the path is relatively weak, but those exploring it hope to make breakthroughs any night now...

This path does not function for Kindred with the Flaw: Cast No Reflection.

*Out Light: The thaumaturge can focus darkness upon any single light source within her range of sight. Only lights with strength equal to a torch, light bulb, or neon sign can be affected, but complete success snuffs a light permanently (light bulbs and neon signs burn out; candles go out, but could be re-lit later). Successes scored on the casting roll determine the strength of the fading:
Successes Effect
1 Momentary flicker
2 Pronounced guttering for several seconds
3 Source produces only dim flickers of erratic light for two turns
4 Light source blacks out completely for two turns, then resumes
5+ Totally extinguished.

**Shadow Taunt: Successes rolled for the WIllpower roll for this effect determine how many turns the caster can control a distant shadow. Only one shadow at a time can be influenced. Shadows animated in this fashion can move and even pantomime as they follow the thaumaturge's actions but they cannot make sound, nor do they actually break away from their casting source (so if the thaumaturge leaves, the shadow moves as if running in place). The caster must be able to see the shadow that he wishes to manipulate, and it must be a natural shadow, not one created with Obtenebration.

***Coruscating Shadow:
Under this power's effect, the Tremere gains partial concealment due to the rapidly strobing passage of shadowy shapes. The ball of shadows that surrounds the caster has not physical substance but expands and contracts, writhes and spins and generally makes matters difficult for anyone trying to observe the thaumaturge. Raise the difficulty of actions that affect the caster, including attacks, by one while this power is in effect.

Furthermore, the heavier prevalence of shadow helps when belnding into darkened areas, giving the player a two-die bonus to Stealth rolls for the character. The sphere lasts for one turn per success garnered on the roll.

****Night's Veil: Like other Shadowcrafting powers, the Tremere must extend existing shadows. Typically, the caster stands within a shadowed corner and invokes this power. In each successive turn, the shadow slowly expands to cover greater ground. Such mystically enhanced shade can even reach out into sunlit stretches. The shade extends about a yard beyond its normal distance for each success scored on the roll. For the rest of the scene, the shade counts as an area under the province of night: the Tremere can act normally without hindrance from daytime and avoid the sun's rays.
Should the caster step outside the shadow (accidentally or purposefully), though, the effect ends immediately--quite possibly stranding the Treme, dizzy and disoriented, in burning sunlight.

***** Abyssal Pact:
To summon the final powers of Shadowcrafting, both the Tremere and the target must be within the same patch of darkness--two individuals in a clost, or both out on the street of a moonless night. The Tremere does not need to see the individual, but must somehow sense their presence through some means. Furthermore, the darkness must be total or near-total; simple shadows don't suffice. Conjuring the esurient shadow costs 5 blood points (total, not in addition to the usual Thaumturgy costs).

Once created, the shade-form assaults the victim and drains vitality. Tangible shadow attacks envelop the victim in a smothering blanket of darkness that bites like a school of barracuda.

Every two success scored on the castil roll cause the victim to lose one health level of lethal damage; additionally, the victim loses one point of Stamina for the remainder of the scene, as the hundrey shadows suck out the very essence of living vitality (note that Kindred can use their blood to restore such losses until the next scene). Subsequent attacks are cumulative, so it's possible to wear a victim down over multiple turns, though that's certainly expensive and time-consuming for all but the most proficient thaumaturges.

The abyssal shades conjured with this power can be used to fight against Obtenebration, but they seem reluctant to do so. Instead of inflicting damage upon an opponent, the caster cand irect the shadow power so that every two successes scored by the player removes one success from the Obtenebration effect. This can negate a power entirely or reduce its efficacy. Of course, the Lasombra can simply reactivate the appropriate powers, probably without nearly as much effort, but the surprise alone can prove invaluable.

Should the thaumaturge botch the casting roll, the shades still manifest but attack him instead, in addition to the normal Thaumaturgy botch penalty of one permanent Willpower point. Roll six dice and apply the results as specified for every two successes.


Blood Mastery (Level One): By mixing a tiny quantity of your own vitae (less than a blood point) with that of your victim, and slowly burning it in a fire or boiling the mixture slowly over an open flame. You speak the phrases of symmetry as you finish, and once comoplete, have magical mastery over the victim, however briefly.
In the next contention you come across against the victim, you automatically succeed. if the task involves some roll, you automatically succeed, but may make no roll.
Blood Mastery only grant success in a limited manner, multiple blood points cannot be spend to gain additional successes or success on multiple consecutive actions. Once the ritual is in place, it must be discharged before it can be invoked again against the same subject. Blood Mastery holds sway only until the next sunrise or until discharged.

Dedicate the Chantry (Level One): Dedicating a chantry requires the caster to walk a counterclockwise circle around the entire grounds and to sprink stagnant water as he travels. Once the ring is complete, the thaumaturge must return to the (rough) center and anoint his hands with the stale water, than the lowest level of the floor.
A dedication can be over a single building, so a complex of several homes and grounds may require several castings. Once dedicated, any site rituals held on the dedicated grounds have their difficulty reduced by 1.

Purify Blood (Level One): By decanting blood in a suitable container and passing your hands over it, then combining some thaumaturgical phrases with a mixture of asha nd crushed ginger, you can tell if blood is safe to consume. The blood within slightly lightens in color and is cleansed of all poison and disease, while any foreign substances bubble to the top.
Purify Blood only functions on one blood point at a time. However, this ritual does not dilute the potency of the vitae, so it can still cause a blood bond and caustic/acidic blood (through certain disciplines) cannot be purified. Rotten, solidified, or otherwise befouled blood only vanishes if subjected to this ritual.

Scent of the Lupine's Passing (Level One): By preparing a small herbal bundle of milkweed, wolfsbane, sage, and a handful of simple grass, you sutter a short set of phrases and take a whiff of the mixture.
This ritual allows you to detect Lupines by scent, actually sniffing someone up close would require no roll, but catching a scent at a distance of a few feet might take a Perception + Alertness roll (difficulty 6). Detecting a Lupine around a corner could increase the difficulty to 8. This ritual's benefits last for an entire scene.

Deny the Intruder (Level Two): By mailing or e-mailing (by first scanning it) a series of mystical character on a piece of paper, the paper or e-mail becomes lost in the system, making it difficult to track via usual paperwork routes for one year.
Attempts to investigate the chantry or unearth records of its existence increase by one for each success on the ritual roll. This doesn't hinder normal functions; the telephones still work and the electricity still runs. It's just nobody sends the bills directly to the chantry or writes anything in the credit memos revealing the building's location.

Inscription (Level Two): You can write an abbreviated form of any first or second level ritual by spending two blood points. Anyone who can read the language can then use the ritual notes later. Actually casting the ritual from the notes requires the use of the usual components and time, as well as the standard Intelligence + Occult roll, but the caster need not have any knowledge of Thaumaturgy. ocne an inscription is completed, the power of the writer's vitae is effectively reduced by one until the inscription is sued. After use, the inscription dries into a fine, illegible ash, with all the power expelled from the vitae-based ink. The scribe can use the scroll himself (rather pointless) or give it to someone else.
Rumor holds that more powerful rituals allow higher level ritual inscriptions to be made, but only the elders would know for certain. It is known that the blood used for Inscription can be used links of Sympathy and Identity--an incautious Tremere could find his blood in the hands of an enemy who can use it against him.

The Open Passage (Level Two): By smearing snake or vermin excrement over a surface in an intricate pattern (which takes an hour of time), you become insubstantial with respect to that surface--you can walk through a wall or door, yet can still touch and interact with anything attached to it.
Despite the large amount of time this ritual consumes, its effects only last for one turn.

Ritual's Recognition (Level Two): Casting Ritual's Recognition inflicts one health level of bashing damage as you remove a goblet of skin (the last eight of an inch of your nose or an earlobe). Then you crush the piece in an ivory mortar and pestle and dust your face with the resulting paste. Immediately after this time, you begin a second ritual.
Once you complete Ritual's Recognition, you must immediately begin your second ritual. When that ritual is finished, Ritual's Recognition lets you know the outcome of the second ritual. By design, the caster can regrow the lost bit and recast it if it failed. In either case, you feel a warm flush upon completing a successful rite.

Inherited Affinity (Level Three): By spending an entire night of uninterrupted access with a subject, the caster can awaken the ritual within that subject. Typically this subject is changed to a wall, so as to avoid breaking loose and causing havoc. You feed the subject a nauseating concoction of rendered fat, various herbs, and powdered garnet all steeped inb lood. Then you insert six heated, gold-plated needles into various points of bodly power along the subject's anatomy. Over the next three hours, you instruct the subject to infuse her body with the power of her vitae. The needles block off usual sources of blood circulation and alter the results (often quite painfully), complete with bloody splotches on the skin, profoundly disturbed veins and bleeding from various pores. Once complete, the subject may practice the new vistas of Thaumaturgy. This, of course, requires that the subject ingest yet more vitae to replace that lost through the ritual.
Many regents know this ritual, and it's common to put a newly Embraced neonate through the process to help awaken their blood magic.
Surviving the ritual doesn't guarantee a subject can learn Thaumaturgy, but it helps. The end result is up to the Storyteller. The ritual itself takes three nights of time and requires the subject to suffer five levels of lethal damage and to expend all but one blood point.

Power of the Pyramid (Level Three): This ritual involves a group of Tremere to fast for 24 hours. Additionally, each blood mage must know this ritual and one of them must be wearing a brooch or pin made from mortal bone, which must pierce his or her flesh (but need not be visible).
Each Tremere involved in Power of the Pyramid must know and simultaneous cast the ritual while standing in a joined circle--any failures simplu exclude that individual from the circle but do not hinder other successes. Once complete, a single Tremere can break from the circle without nullifying the ritual, but if any others lose physical contact the ritual ends. So long as the ritual continues, all participants freely share their Willpower. Once an "exempt" caster breaks from the circle, he cannot return and release someone else; the "lynchpin" is the only one able to move around freely.

Rutor's Hands (Level Three): You cut off a hand and pluck out an eye (dealing 5 unsoakable aggravated damage in the process) at the conclusion of this ritual. The eye rests atop the part where wrist was and is used by the animated hand to see. Once the self-inflicted damage from this ritualis healed, the hand and eye regenerate, though your newly created ghastly homunculus may still prowl. Completing this ritual may also require a Willpower roll at the Storyteller's option, simply to carry out the painful finale. The animate hand has one health level of its own and moves about with the equivalent of two dots in each Physical attribute and in Perception, but cannot fight. You mentally direct the thing's movements (so long as you remain conscious of course). The hand must be fed one blood point once a week or else it crumbles to dust. If exposed to sunlight or fire, it disintegrates with a squeal and leaves a greasy stench.

Transubstantiation of Seven (Level Three): You must sacrifice a full quart (not points) of blood, placed within a chalice that is then imbibed and spreads throughout the initiate's body, at which point it takes on the properties of the Counsil of Seven. This causes one step toward a blood bond with the Counsil, but guarantees that the councilors' vitae cannot be stolen. Because the blood is already in the subject's system, it counts as his own vitae if it is later drained out.
Kindred of 14th and 15th generations, ghouls, and revenants cannot use this rite--their blood is too weak to channel the councilor's power.

Blood Certa'men (Level Four): The rarely known and practiced rite opens with a formal declaration of challenge, though that doesn't constitute part of the actual ritual. the rite itself sees the contenders in a circle of blood or vitreous humor, where by technique and form--the power to harness Thaumaturgy--they shall settle the matter. A circle 10 paces across marks the boundaries of the competition, while each participant stands in an interior circle two paces wide and faces the opponent. The interior circles' outer edges just touch upon the inner ring of the large circle, so the competitors stand just a short distance apart, challenger declaring what he stands to gain and defender declaring three limits upon forms of combat. Each one intones the ritual for certa'men, when both complete it, the test of blood begins, to end only in death, submission or judgement of the presiding arbiter.
By tradition, each participant brings a second, who makes announcement of his contender and handles offices such as holding the participant's trappings or ritual accoutrements. The seconds stand behind and to the right of their participants. A (supposedly) neutral party arbitrates, and may end the certa'men at his discretion. The arbiter determines or ratifies the victor, overrules a victor in rare cases of cheating, and also whether a given certa'men contest has a definitive result.
Certa'men allows a thaumaturge to extend his usual path effects into more symbolic and devastating forms. Victory goes to finesse and broad knowledge, not to raw power. Should a participant frenzy, his second (and any attending guards) must put him down immediately; he loses the contest. Completion of the ritual doesn't mystically bind either participant to its terms, but failyre to adhere to one's own agreed-upon certa'men carried grave weight with nearly every Tremere, and may well lead to condemnation as a rogue.
Certa'men is an ancient ritual that is used by two Tremere to magically combat each other. Each individual spends two blood points, regardless of generation. Furthermore, at a cost of one blood point, the character may make a Willpower roll against the opponent's Thamaturgy as a normal, resisted roll. Because certa'men highlights all thaumaturgical actions, the player may roll Intelligence + Occult (difficulty varies by power) to recognize most Thaumaturgical effects as well as proper reaction. These modifiers only function for as long as both participants remain in their circles.

Mark of Amaranth (Level Four): This ritual requires you to kill another Kindred while holding or wearing a possession of the subject. You then invoke this ritual by placing the object in the dead Kindred's corpse prior to crumbling to ash. Once completed, the subject exhibits the evidence of a diablerist to all forms of divination until the next sunrise.
The Mark of Amaranth cannot be deferred by the Soul Mask discipline, though higher levels of Obfuscate or advanced rituals might be able to counter it. Note that the ritual doesn't necessarily cause the victim to think he's a diablerist--an innocent can speak with total honesty he never committed the act.
Naturally, use of this ritual is an effecient way to rapidly erode one's Humanity.

Soul of the Homunculus (Level Four): Crafting a homunculus requires several hours of uninterrupted work, and you may only have one at a time. The creature takes form in a bubbling morass of oil, blood, denuded bone, and chunks of your body. At the conclusion of the ritual, it crawls from its fatty birthing caul to serve you.
Many types of homunculi exist: flyers (resembling tiny winged demons), grubs (resembling worms with their masters' faces), and hoppers (small bald, implike creatures with their casters' features reduced to miniature). As long as it is within its creator's presence, the creator need not speak an order for the homunculus to act on it.
A homunculus has two health levels and two dots in each Physical Attribute. It works much like a limb of the creator--only moving or acting at the caster's will. It cannot fight effectively, but can push or carry objects, and often hide or spy on locations unnoticed due to its small size. Though initially wholly loyal, its experiences may eventually (over years) cause it to form a personality of its own, often spawned from the creator's worst qualities. Homunculi react to fire and sunlight like Kindred do.
Though made from your flesh, the homunculus does not count as an arcane connection, nor do its bodily fluids count as its creator's blood. However, establishing a psychic connection to a homunculus instead projects intot he controller's consciousness.
A homunculus must be fed one blood point once a week or it withers and dies. Feeding may be unsettling to witness--some Tremere suckle them at their own breasts, while others treat their imps derisively, holding their opened wrists far above the creature;s head while forcing it to caper about for sustenance.

Unweave Ritual (Level Four): By first figuring out what ritual is being used on you, (which may be automatic if you already know it) which may require research (and likely a few Intelligence + Occult rolls, at Storyteller's discretion), you can attempt to unweave a ritual a

krome_devil


krome_devil

PostPosted: Mon Jun 19, 2006 9:45 pm


Vicissitude


Vicissitude is the signature power of the Tzimisce and is almost unknown outside the clan. Similar in some respects to Protean, but springs from a much darker source. Whereas Protean merely enables a Cainite to emulate God's creatures, this twisted power allows a Tzimisce to defile and deform those creatures (or herself) for all manner of perverse ends. The most beautiful maiden or noble stallion can, with but a knead of the fingers and a flick of the wrist, be reduced to a hideous freak or a blob of deliquescent pus. The Fiends have certainly used Vicissitude's more grotesque side effects to cement their infamous reputation.

Vicissitude allows the Fiends to shape and sculpt their own or others' flesh and bone. When a Tzimisce uses Vicissitude to alter mortals, ghouls and vampires of higher generation, the effects of the power are permanent; vampires of equal or lower generation may heal the effects of Vicissitude as though they were aggravated wounds. Naturally, a wielder can always reshape her own flesh.

Note that while this Discipline permits powerful and horrific effects, the wielder must obtain skin-to-skin contact and must often physically sculpt the desired result. This even applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman.

Note: Nosferatu always "heal" back Vicissitude alterations, at least the ones that make them better-looking. The ancient curse of the clan may not be circumvented through Vicissitude, except possibly by the Antediluvian of the Tzimisce clan (who is rumored to have been destroyed anyway).

Level 1 * Malleable Visage

A vampire with this power may alter her bodily parameters: height, build, voice, facial features and skin tone, among other things. Such changes are cosmetic and minor in scope. She might for example, resume her mortal coloration, make herself resemble a Moor, Viking or Saracen; or even copy the form of a web-fingered naiad or faerie noble.

System: The vampire must spend a Blood Point for each body part to be changed. Then she must roll Intelligence + Body Crafts/Alteration (difficulty 6). To duplicate another person or voice requires a Perception + Body Crafts/Alteration (difficulty 8 ), and five success are required for a flawless copy (fewer successes leave minute, or not-so-minute, flaws. (See the Alteration Chart to determine the exact outcome.) Increasing one's Appearance Trait is a difficulty 10 and a botch reduces the Attribute by one.


Level 2 * Transmogrify the Mortal Clay (Fleshcraft)

This power is similar to Malleable Visage, above, but allows the vampire to perform drastic, grotesque alterations on other creatures. Tzimisce often use this power to transform guards, the better to frighten foes. Only flesh (including muscle, fat and cartilage, but not bone) may be transformed. The power is permanent on mortals, though vampires may spend Blood Points to "heal" the transformation.

System: The vampire must grapple the intended victim and make a successful Dexterity + Body Crafts/Alteration roll (difficulty variable: 5 for a crude yank-and-tuck, up to a 9 for transforming a Toreador popinjay's perfect aquiline nose into a grotesque replica of a tapir's snout). A vampire who wishes to increase another's Appearance Trait, does so as described in the Alteration Chart above as Malleable Visage; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty.

A vampire may use this power to move clumps of skin, fat and muscle tissue to provide additional padding where needed. For each success scored on a Dexterity + Body Crafts/Alteration roll (difficulty 8 ), the vampire may increase the subjects soak Dice Pool by one, at the expense of either a point of Strength or a Health Level (vampire's choice).


Level 3 * Rend the Osseous Frame (Bonecraft)

This terrible power allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Transmogrify the Mortal Clay, above, this power enables a Vicissitude practioner to deform a victim (or herself) beyond recognition. This power should be used in conjunction with the flesh-shaping arts, unless the vampire wants to inflict injury on the victim (see below).

System: The Vampire must make a Strength + Body Crafts/Alteration roll (difficulties as above). Rend the Osseous Frame may be used without the flesh-shaping arts, as an offensive weapon. Each success scored on the Strength + Body Crafts/Alteration roll (difficulty 7) inflicts one Health Level of damage to the victim, as his bones rip, puncture and slice their way out of his skin.

The vampire may utilize this power (on herself or others) to form spikes or talons of bone, either on the knuckles as an offensive weapon or all over the body as defensive "quills". In the former case, the vampire takes one Health Level of normal damage; in the latter, the subject takes a number of Health Levels equal to five minus the number of successes ( a botch kills the subject if mortal, or sends the vampire into torpor). These Health Levels may be healed normally. Knuckle spikes inflict Strength +2 non-aggravated damage, while defensive quills inflict a hand-to-hand attacker's Strength in non-aggravated unless the attacker scores 3 or more successes on the attack roll (the defender still takes damage normallly). Quills also enable the vampire or altered subject to add two to all damage inflicted via grapples or body slams.

A vampire who scores 5 or more successes on the Strength + Body Crafts/Alteration roll may cause a rival vampire's rib cage to curve inward and pierce the heart. While this does not send a vampire into torpor, it does cause the affected vampire to lose half his Blood Points, as the seat of his vitae ruptures in a shower of gore.

Level 4 * Awaken the Zulo Form (Horrid Form)

The Tzimisce who employs this fell power becomes the veriest monster, the dread zulo of the Balkan peasants' terrified whispers. The vampire's stature increase to a full eight feet tall; the skin becomes a sickly greenish-gray or a greyish-black chitin; the arms become apelike and ropy, tipped with ragged black nails; and the face warps into something out of a nightmare. A row of spines sprouts from the vertebrae, and the extended carapace exudes a foul-smelling grease.

System: The zulo shape costs 2 Blood Points to awaken. All Physical Attributes (Strength, Dexterity, Stamina) increase by 3, but all Social Attributes drop to zero, save when dealing with others also in zulo form. (However, a zulo-transformed vampire trying to indimidate someone may substitute Strength for a Social Attribute!) Damage inflicted in brawling combat increases by one due to jagged ridges and bony knobs creasing the zulo's hands.

Level 5 * Ascendency of the Sanguine Humor

The blood is more than life to a vampire with this power, for she can physically transform all or part of her body into sentient vitae. This blood is in all respects identical to the vampire's normal vitae; she can use it to nourish herself or others, create ghouls and establish Blood Oaths. If all this blood is imbibed or otherwise destroyed, the vampire meets Final Death.

Vampires who assume this shape often act giddy and fey for several hours afterwards, as the sanguine aspect of their nature imposes itself over their choleric, phlegmatic and melancholy humors.

System: The vampire may transform all or part of herself as she deems fit. Each leg can turn into two Blood Points worth of vitae, as can the torso; each arm, the head and the abdomen convert to one Blood Point (though turning one's head to blood is somewhat foolish). The blood can be reconverted to the body part, provided it is in contact with the vampire. If the blood has been utilized or destroyed, the vampire must spend a number of Blood Points equal to what was originally created to regrow the body part.

A vampire entirely in this form may not be staked, cut, bludgeoned or pierced, but can be burned or exposed to the sun. The vampire may not physically attack or move in this form, but her fluid body acts in ways normal for a puddle of gore (so she can splash free from manacles or ooze through a dungeon grate beneath her).

Mental Disciplines may be used, provided no eye contact or vocal utterance is necessary -- and if in this form "washes" over a mortal or animal beneath her, that mortal must make a Courage roll (difficulty 8 ) or fly into a panic.

Level 6 * Chiroptean Maurauder

This power is similar to Awaken the Zulo Shape, but even more potent. The vampire assumes a form similar to the zulo (and gains all the benefits and drawbacks thereof), but gains several additional advantages. A vampire in this shape resembles nothing so much as a giant bipedal bat.

The vampire's arms sprout fluted, leathery wings enabling flight at 25 mph (objects can be carried, but not manipulated while the vampire is airborne). Additionally, the vampire may make a Strength + Bodt Crafts roll (difficulty 6) to extend talons on the ends of the wings (where the hands are); these talons inflict Strength + 2 aggravated damage.

Finally, the vampire subtracts two from the difficulties of all hearing rolls, but adds one to visual difficulties (bats, as everyone of learning knows, are blind -- and even bat-monsters are somewhat myopic.

System: The vampire must spend three Blood Points to assume the shape and must make a separate roll to form the talons.

Level 6 * Skin Trap

This power allows the user to remove a layer of his or her epidermis and use it as a fleshy snare. Victims may be bound, blinded, or even suffocated in the skin-sac.

Level 6 * Plasmic Form

Similar to Inner Essence, this power however allows the user to exist in a liquid blood form. Therefore, bullets and sword will splash right through, but the user is incapable of action. The vampire may transform herself into a sentient fluid, capable of movement, and holding any shape. This grants immunity to physical attack, but makes actions requiring eye contact or a physical body impossible.

Level 6 * Body Arsenal

The vampire may craft parts of his own body (especially bone) into weapons such as swords, knives, clubs and other weapons. They do aggravated damage. The vampire may create non-projectile melee weapons from her flesh.

Level 6 * Blood of Acid

The vampire's blood becomes highly caustic, doing five dice of damage per blood point, and being able to eat through wood. This is considered a permanent change. If this blood is drawn by an attack, the attacker may roll Dexterity + Dodge, difficulty 8, to avoid contact with the blood; difficulty 9 if the damage was done by tooth or claw. The vampire can not be diablerized, but can no longer embrace a mortal. The user is therefore unable to create progeny or ghouls. This power is very useful combined with Plasmic Form.

Level 7 * Kraken's Kiss

The vampire may alter the cartilage, bone, and skin in her head, and morph it into a tentacle. In place of squid-like suckers, there are rows and rows of fanged mouths permitting incredibly fast blood drain.

Level 7 * Cocoon

The vampire may form a cocoon with double her own soak value, over a period of ten minutes. The cocoon protects the user from twice the damage of that the vampire can normally soak. The vampire is safe from sunlight within, and can hear and use mental disciplines, but can not see. She may dissolve the cocoon at will.

Level 7 * Flesh Rot

The vampire can cause a disease similar to advanced leprosy in a victim. It can permanently remove Health Levels, Appearance, and Stamina.

System: Roll: Stamina + Medicine, difficulty 9
At a touch, the vampire can inflict a degenerative disease on a victim that resembles leprosy. Each success is another day that the disease remains, carrying further effects. All changes to attributes made by this disease are permanent; the victim is also considered to be horribly disfigured for the entire time she is affected.
1 suc. Day 1: the victim loses one Stamina.
2 suc. Day 2: the victim loses one Stamina.
3 suc. Day 3: the victim loses one Strength, one Stamina, and one health level.
4 suc. Day 4: the victim loses one Strength, one Dexterity, and one health level.
5 suc. Day 5: the victim loses one health level.

Level 8 * Bauble

This power allows the vampire to turn into an unliving object no smaller than half the vampire's size, and no greater than twice the vampire's size. This object still has her aura, may still use mental disciplines, and may still be destroyed by sunlight.

Level 8 * Breath of the Dragon

This power allows the vampire to exhale flames similar to that of a flame thrower without doing damage to herself.

System: Roll: Dexterity + Firearms, difficulty 6
The vampire may exhale flames. Each time the vampire hits something, a die is rolled to determine coverage, and that many dice of aggravated damage are inflicted every turn until the flames are extinguished.

Level 9 * Doppelganger

The vampire may assume any shape, from half her mass to double her mass, by spending one blood point. She retains her weaknesses (such as vulnerability to sunlight) in this form.

Level 9 * Meld with the Land

The vampire may enter the earth, becoming invulnerable to any force that doesn't destroy her section of earth. The subject is aware of all that occurs above her, but can not see or hear. This power may even be used in torpor.

Level 10 * Reform Body

The vampire's body reforms, even after she is destroyed. Yes, you read that right. She will live forever... like it or not.
Reply
Archives - Memories that we don't want to let go

Goto Page: [] [<] 1 2
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum