Post by Phsycodelic on Nov 18, 2016 23:57:31 GMT
Thaumaturgy: Path Of Mars ( Valour Of Sutekh )
Followers Of Set, Tremere
Followers Of Set, Tremere
Like Necromancy, the practice of Thaumaturgy is divided into paths and rituals. Thaumaturgical paths are applications of the vampire's knowledge of blood magic, allowing her to create effects on a whim. Rituals are more formulaic in nature, most akin to ancient magical "spells." 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 rating in the primary path increases by one as well. Additional rituals are learned separately, as part of a story; players need not pay experience points for their characters to learn rituals up to the level equal to their overall rating in Thaumaturgy, though they must find someone to teach the rituals in question. Path ratings never exceed 5, though the overall Thaumaturgy score may. If a character reaches a rating of 5 in her primary path and increases her Thaumaturgy score afterward, she may allocate her "free" path dot to a different path.
Many Kindred fear crossing the practitioners of Thaumaturgy. It is a very potent and mutable Discipline, and almost anything the Kindred wishes may be accomplished through its magic.
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.
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 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 equal to 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 magic fails. A botch causes some kind of loss or catastrophic backfire, such as losing a Willpower point (or dot!), spontaneous combustion, or accidentally letting a living statue run rampant. Thaumaturgy is an unforgiving art.
Various Sects and Clans have different access to each path, but unless the Storyteller decides otherwise, it is assumed the Tremere have some access to all of them. ("Having access" does not mean the same thing as "easily gained," especially within the Tremere power structure.) The paths start with one of the most common (The Path of Blood), and thereafter are presented in alphabetical order. (The unusual "path" of Thaumaturgical Countermagic is also presented, although it is considered a separate Discipline).
Those rare Sabbat who have retained Thaumaturgical talents have turned their focus to the assistance of the Sect in times of war. This path has proven useful, turning the tides of several confrontations with elder vampires. The path adopts a very martial stance, whereas other blood magics tend to have subtler, less violent effects. It is rumored that some Camarilla Tremere have learned this path, but very few of them have the right temperament to wield this path effectively.
[ 1 ] War Cry ( Vampire: The Masquerade 20th Anniversary Edition - Page 224 )
A vampire on the attack can focus his will, making him less susceptible to battle fear or the powers of the undead. The vampire shouts a primal scream to start the effect, though some thaumaturges have been known to paint their faces or cut themselves open instead.
System: For the duration of one scene, the vampire adds one to his Courage Trait. Additionally, for the purposes of hostile effects, his Willpower is considered to be one higher (though this bonus applies only to the Trait itself, not the Willpower pool). A character may only gain the benefits of War Cry once per scene.
[ 2 ] Strike True ( Vampire: The Masquerade 20th Anniversary Edition - Page 224 )
The vampire makes a single attack, guided by the unholy power of her Blood. This attack strikes its foe infallibly.
System: By invoking this power, the player need not roll to see if the vampire's attack hits - it does, automatically. Only Melee or Brawl attacks may be made in this manner. These attacks are considered to be one-success attacks; they offer no additional damage dice. Also, they may be dodged, blocked, or parried normally, and the defender needs only one success (as the attacks' number of success is assumed to be one). Strike True has no effect if attempted on multiple attacks (dice pool splits) in a single turn from one character.
[ 3 ] Wind Dance ( Vampire: The Masquerade 20th Anniversary Edition - Page 224 )
The thaumaturge invokes the power of the winds, moving in a blur. She gains a preternatural edge in avoiding her enemies' blows, moving out of their way before the enemy has a chance to throw them.
System: The player can dodge any number of attacks with her full dice pool in a single turn. This advantage applies only to dodges - if the character wishes to attack and dodge, the player must still split her dice pool. This power lasts for one scene.
[ 4 ] Fearless Heart ( Vampire: The Masquerade 20th Anniversary Edition - Page 224 )
The vampire temporarily augments his abilities as a warrior. Through the mystical powers of blood magic, the character becomes a potent fighting force.
System: Fearless Heart grants the vampire an extra point in each of the Physical Attributes (Strength, Dexterity, and Stamina). These Traits may not exceed their generational maximums, though the player may use blood points to push the character's Traits even higher. The effects last for one scene, and a character may gain its benefits only once per scene. The vampire must spend two hours in a calm and restful state following the use of Fearless Heart, or lose a blood point every 15 minutes until he rests.
[ 5 ] Comrades At Arms ( Vampire: The Masquerade 20th Anniversary Edition - Page 224 )
This ability extends the power of the previous abilities in the path. It allows any of the earlier effects to be applied to a group such as a pack or War Party.
System: The player chooses one of the lower-level powers in the path, invoking it as normal. Afterward, he touches another character and (if the roll for Comrades at Arms is successful) bestows the benefit on her as well. The same power may be delivered to any number of packmates, as long as the rolls for Comrades at Arms are successful and the thaumaturge pays the appropriate blood costs.