Post by Phsycodelic on Jan 25, 2017 23:44:29 GMT
Sadhana: Hand Of Mahakala ( Hands Of Destruction )
Assamites, Followers Of Set, Tremere
Assamites, Followers Of Set, Tremere
Sadhana paths all call for Willpower rolls. A sadhu evokes all path magic by sheer force of will because that's how she believes ascetic magic works: If you gain enough merit through your austerities, what you wish comes true. Most Sadhana rituals call for an Intelligence + Occult roll from the player, just like every other style of Thaumaturgy. The exceptions, like Rakta-Maya rituals of hypnotic illusion, are noted in their sections.
Unlike Hermatic magus, a sadhu needs to learn an additional Ability besides Occult. Sadhana's austerities demand that a practitioner also develop the Secondary Skill of Meditation. A sorcerer cannot employ path magic at a higher level than her Meditation Trait, though she may perform rituals of a higher level. She still knows her primary path to the level of her full Thaumaturgical mastery; she simply lacks the spiritual force or focus to use it. When her player raises the character's Meditation Trait, she can use the path to the higher level. Note: This applies to ALL paths learned in this line, including ones "imported" from other paths.
Meditation has many uses in its own right, in accordance with an Indian adept's overmastering will. At the Storyteller's option, a sadhu's player can substitute an Intelligence + Meditation roll for a path power's Willpower roll – but at the cost of the power taking as much time as a ritual of the same level. Meditation is not quick.
This Path is practiced most commonly by the various 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.
Setite Sorcery botches, regardless of school, cause the sorcerer to acquire an intense photophobia. When exposed to extremely bright lights, the sorcerer must roll for Rötschreck against a difficulty of (4 + the sorcerer's Path rating). Setite lector-priests do not suffer this effect. [Rites Of The Blood - Page 132]
[ 1 ] Decay ( Vampire: The Masquerade 20th Anniversary Edition - Page 217 )
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. This power does not affect vampires.
[ 2 ] Gnarl Wood ( Vampire: The Masquerade 20th Anniversary Edition - Page 217 )
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 or twenty-five kilograms 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-turn generational maximum). It is also possible to wamultiple visible objects - like all the stakes a team of vampire-hunters wields.
[ 3 ] Acidic Touch ( Vampire: The Masquerade 20th Anniversary Edition - Page 217 )
The vampire secretes a bilious, acidic fluid from any portion of his body. The viscous acid corrodes metal, destroys wood, and causes horrendous chemical burns to living tissue.
System: The player spends one blood point to create the acid - the blood literally transmutes into the volatile secretion. One blood point creates enough acid to burn through a quarter-inch or half a centimeter of steel plate or three inches (seven centimeters) 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.
[ 4 ] Atrophy ( Vampire: The Masquerade 20th Anniversary Edition - Page 217 )
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 the difficulty of any roll involving the use of the arm increases 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 or parts of limbs (arms, legs, hands); it does not work on victims' heads, torsos, etc.
[ 5 ] Turn To Dust ( Vampire: The Masquerade 20th Anniversary Edition - Page 218 )
This fearsome power accelerates decrepitude in its victims. Mortals literally age at the mere touch of a skilled thaumaturge, gaining decades in moments.
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 caster'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 grows paler and withers slightly (-1 to Appearance) for one night.