PATHS III

{Blood of the Sire}

* Sire's Mark This allows the Sire to imprint his own mark onto his progeny, which may be seen w/ a perception+auspex roll & is visable automatically to anyone w/ Thaumaturgy. This would be useless unless the sire has some sort of fearsome or respected reputation, or used in conjunction w/ other levels of this path or rituals.: The Sire must make an intelligence+occult roll & spend a point of his blood to inscribe the mark. The mark will be on some visible part of the progeny's body that can be designated by the Sire. Successes needed is the willpower of the target -2 (no less then 1). The number of sucesses obtained is also the number of dice the Sire has to roll to make mental contact w/ the progeny (difficulty of 6, modified at storyteller sees fit, as is number of sucesses). Mental contact is allowed at higher levels of this path (see level 2).

** Communicate w/ Progeny With this level the Sire may contact any of his progeny that he has marked w/ Level 1 of this path. Only 1 contact may be made at a time. This grants 2 way communication. The Sire is free to use any or all senses. In no way does this allow mind reading or alteration. For example, Harpo contacts his progeny and may "appear" to the progeny as anything & make his voice "sound" how he wishes. : The Sire must roll a pool of dice equal to the number of successes obtained during the inscribtion of the mark. The number of successes & diffuculty is set by the storyteller, usually at 6 difficulty. This requires the expenditure of 2 blood points.

*** The Knowledge of Brenis This level allows the Sire to temporarily impart knowledge to his progeny. : A blood point must be spent and a manipulation + instruction roll made at the difficulty of 10 - progeny's Intelligence. For every 2 successes a dot may be placed in the desired skill, knowledge, or talent of the progeny. The trait must be one that the sire currently has, & may not be raised past his level. This lasts for a day & may be done mentally.

**** The Gift of Harpo Harpo Marx had the same problem w/ his progeny; they lacked his years of expertise and proved to be more of a burden then anything else. w/ this level, the sire can, at the expense of one of his levels in a discipline, increase his progeny's. : This must be done in the presence of the progeny, whobe marked properly. The Sire spends 3 blood traits and a willpower trait and reduces a level of one of his paths and adds the first level of that path to his progeny's. This lasts until the Sire spends another 3 blood & a willpower & reverses it, which he never has to do if he doesn't want to. The normal rules for level allowments apply for this. This may be done as many times as the Sire wants to the same individual even if he has other gifted paths still w/ him. Rituals Level I *Sense Danger: A ritual that takes 14 minutes to perform & requires a stake that has been used to stake a vampire. The performer of the ritual must have commited diablerie w/in a year or it will not be successful. Upon completion, a progeny of the caster is empathically linked to the caster. The caster must roll manipulation + empathy (difficulty 7) & the number of successes indicate how long the ritual lasts; for each success the ritual lasts for an hour. For that duration, the caster gains Danger Sense (as the merit & lvl 1 auspex) that applies to the progeny. : A blood point must be spent & a manipulation + instruction roll made at the difficulty of 10 - progeny's Intelligence. For every 2 successes a dot may be placed in the desired skill, knowledge, or talent of the progeny. The trait must be one that the Sire currently has, & may not be raised past his level. This lasts for a day & may be done mentally.

*Augment Sensory Perceptions: This ritual takes 6 minutes to perform & upon completion the caster gains the effects of acute hearing, smell, sight, & taste for a number of minutes equal to the successes in an perception + occult roll (difuculty 5). Level II *Sap Will: This ritual is performed on a kindred who has been marked by the caster with the 1st level Blood of the Sire. This takes 20 minutes, & will prevent for a number of days equal to amount of successes, the target's willpower from ever reaching above 5. Willpower past that is immediatly marked off as having been spent. The Caster makes a willpower roll to find number of successes (difficulty 7). Level III *Leech: This ritual takes all night to complete. It's begun at sundown. A mortal is secured down on a table and the proper thaumaturgic runes & diagrams are inscribed on the table & the mortal. During the ritual another thaumaturgist recites the Tremere Oath to the mortal, & at the end, drinks the mortal until the point of death wherupon the caster performs the final intonations & forces the mortal to drink from him, thus embracing him. This new vampire is the caster's progeny as normal, but every day instead of losing only 1 blood point, he loses 2. The caster now gains 1. This may only be performed once on a single individual. Each time this is cast the caster looses 1 point of humanity & receives 3-6 points of flaws. Level IV *The Perfect Servant: This ritual takes 6 hours to cast and requires the blood of a mortal to be shed & smeared over the target, who's strapped down to a properly inscribed table and has been marked with level 1 Blood of the Sire. At the completion of this ritual the target has a +2 penalty to resist dominate attempts by the caster, and a -2 bonus to resisting others attempts. You must use each dominate level that you wish to be affected by this ritual, so if you don't have level 4 then this ritual doesn't apply to level 4 dominate attempts.


{Path of Blood}

1. A Taste for Blood. Can determine how much blood is left in a kindred and approximate generation of a vampire. Thaumaturgist must come into contact with the blood to be of effect. Perception+Occult (difficulty 7)

2. Blood Rage. Allows the Thaumaturgist to make another vampire unwillingly use blood. This increases difficulty for frenzy rolls by 1. Dexterity+Subterfuge Vs. target's Willpower.

3. Blood Potency. Thaumaturgist may make their own blood more potent for a short time, thereby lowering the generation. Manipulation+Survival (difficulty 8).

4. Theft of Vitae. Thaumaturgist can magically transfer blood from anyother creature, adding to their own blood pool. Intelligence+Medicine Vs. difficulty of 6 if target is stationary, or against the targets Willpower if attacking another creature. Source of the blood must be within 50 feet and in clear view.

5. Cauldron of Blood. Thaumaturgist can manipulate the blood of another creature. If touching the target, the thaumaturgist can boil the blood of the creature. Willpower Vs. total number of blood points that the magus wishes to boil at once +4, with a maximum of 10.


{Path of Conjuring}

This path allows the Thaumaturgist to create objects from thin air. The object being envoked can be no larger nor heavier than the caster. In addition the object being created loses personalized characteristics and becomes very much uniform in appearance. This can be beneficial to the caster as an uzi or Glock pistol would be harder to trace down without any serial numbers.

1. Summoning the Simple Form. With this ablility the caster is able to summon a non- animated, non-moving parts object. Examples of this would be swords and knives. The conjurer must spend a Willpower point upon the casting of the spell and an additional point every turn thereafter to keep the object from disappearing. Quality of the object is a result of Intelligence+(Ability in question).

2. Permanency. The Thaumaturgist is able to do much the same as Summoning the Simple Form, but in doing so without the expenditure of a Willpower point every turn. The cost in doing so requires 3 points of blood. Quality of the object is determined in the same manner as Summoning the Simple Form.


{Path of Corruption}

An essential Path for all Tremere, this path focuses upon a casters ability to manipulate those around themself. All targets must be within arm's reach for the spell to work.

1. Contadict. The caster may make any individual say or do something that is opposite of what they would have "willed" themselves to do. ( Manipulation + Subterfuge, difficulty = target's Willpower + 1, Max. 10 )

2. Disfigurement. This power enables a caster to alter anothers facial features for a night. While normally used to make an individual appear "ugly" or "disfigured" it can also be used to positively alter features. ( Intelligence + Disguise, difficulty 8. Attempting to make an individual assume the features of another increases the difficulty to 10. )

3. Change Mind. Allows the caster to momentaneously change the mood of another, and cause great changes in behavior. ( Manipulation + Empathy , difficulty = target's Willpower +1. Number of successes determines the lenght of time that the mood of the individual is assumed. 1.success one turn 2. successes one day 3. successes one month 4. successes one year 5. successes Until such an event occurs that would cause the individual's mood to change involuntarily.

4. Cripple. Allows the caster to maime the target in such a way that they have in effect become a paraplegic. ( Paralyze from the waist down, requires a successful Willpower roll, difficulty = target's courage +3. Fortitude is included in the victims roll if they have the ability. ) 1. success one turn 2. successes one day 3. successes one month 4. successes one year 5. successes permanently

Corrupt Soul. Allows the caster to transform the essesnce of an individual. ( Charisma + Empathy, difficulty = target's Willpower +3. ) 1. success one turn 2. successes one day 3. successes one month 4. successes one year 5. successes permanently


{Path of the Element}

This branch of Thaumaturgy allows the caster to manipulate inanimate objects. This path allows control of all objects that are non-sentient.

1. Elemental Strength. Thiw ability enable the caster with the ability increase physical attributes without expenditure of bloodpoints. ( expenditure of 2 willpower points to increase Strength, Dexterity, and Stamina by one dot each. Continuation of these abilities requires the expenditure of 1 additional Bloodpoint per turn. )

2. Wooden Tongues. Allows the caster to gain an impression of what has been experienced by an object. ( Wits+Linguistics roll difficulty 7. The more points scored, the more information recieved. )

3. Animate the Unmoving. This power enables the caster to "bring to life" inanimate objects. Objects may not attempt feats impossible to their form. ( Willpower, difficulty 7 and expenditure of Willpower point. Object remains "animated" as long as caster continues to spend Willpower points.

4. Elemental Form. Allows the caracter to become an inanimate object of the same size and weight as themself. ( Stamina+Repair, difficulty 6. The character must preform 3 successfull rolls to use any senses or Disciplines while they are assuming this form.

5. Summon Elemental. Allows the caster to summon a traditional elemental form. E.g. Fire, Water, Earth, and Air. This elemental form appears within 5 feet of the caster. ( Manipulation + Science, difficulty 8. An attempt to get the element to "mind" the caster must be made. Charisma + Intimidation, difficulty 7. )


{Path of Flame}

Caster is able to create flames. Flames are of magical origin and do not burn until released by the caster. Caster is able to set themself on fire without inflicting damage. Roll of Perception+Alertness. target must be in a straight line of sight.of successes and resulting spell.

1. Candle

2. Palm of Flame

3. Camp Fire

4. Bonfire

5. Conflagration


{Path of Black Ice}

The ability to create a chilling cold is nothing forgien to the kindred. Without the proper discipline a kindred is cold to the touch. Living in Northern North America, I have had time to develop this Path, experimenting with the snow and ice that constantly hinder the movement of mortals. While this path DOES work in warmer climates, the effects are not as lasting and are dependant upon the number of successes of the caster. All ice generated spells are redish black ice, and require a use of 1 bloodpoint of the casters own blood per spell/time. EG., if a magus wishes to cast ICE BALLS, he/she must immediately use 1 bloodpoint. If they wish to use the spell a second time they must expend another point. Water used in the creation of these spells can be drawn from most any source. This includes water drawn from the atmosphere.

1. Ice ball. The Thaumaturgist is able to create 1" balls of hail for a time no longer than 5 seconds. The caster must be in a straight line of sight with the target. Roll Perception+Alertness..diffuculty= 6.

2. Icey Stake. The Thaumaturgist is able to create 1' long ice spears. These spears have no constant shape and therefore cannot be shaped. A maximum of 2 spears is able to be created per turn. Perception+Alertness. diffuculty=7

3. Icey Barrier. The Thaumaturgist is able to create 2' thick sheets of ice. This ice is thick enough to stop sunlight, although the sun will eventually melt through the ice. No more than 1 cubic foot of ice is able to be created per turn. Roll of Manipulation+Survival (difficulty 8)

4. Chilling Touch. Allow the Thaumaturgist to freeze the blood of any creature, within a 1" diameter, to a temperature near absolute zero. Effects go no deeper than 1cm. Roll Willpower Vs. Willpower of opponent.

5. Elemental Sculpturing. Thaumaturgist can form water into ice figures, not exceeding a weight of 50lbs.


{Path of Movement}

With this ritual the Thaumaturgist is able to move things with his/her blood. This in effect is like telekinesis, and is very effective in manipulating objects that would prove harmful to touch. After much practice the practicioner can eventually learn to levatate their own body and "fly". The amount of weight that can be levetated is dependant upon the skill level of the individual.

1. Thaumaturgist is able to lift up to 1 pound.

2. Thaumaturgist is able to lift up to 20 pound.

3. Thaumaturgist is able to lift up to 200 pound.

4. Thaumaturgist is able to lift up to 500 pound.

5. Thaumaturgist is able to lift up to 1000 pound.


{Path of Sea}

This Path allows the caster special abilities using H20.

1. Eyes of the Sea. Allow the caster to view events that have transpired within the area of a body of standing water. The vantage point of the caster is as they were the water. 1 success allows the caster to view events up to 1 day. 2 successes allows the caster to view events within 1 week. 3 successes allows the caster to view events within 1 month. 4 successes allows the caster to view events within 1 year. 4 successes allows the caster to view events within 1 year. Roll of PERCEPTION+OCCULT(difficulty 7).

2. Jail of Water. The caster is able to create a binding wall of water at will. Dexterity+Survival(difficulty 6). Trapped must make a Strength roll of difficulty 8.

3. Dehydrate. Allows the caster to remove small amounts of water from the targets body. Caster makes a Willpower roll (difficulty 8), target makes roll Stamina+Survival (difficulty 9). Vampires lose bloodpoints, humans lose Health Levels. Target must make a Courage roll where the difficulty is equal to the nuber of successes of the caster +3, or the target loses conciousness due to intense pain.

4. Flowing Wall. While the traditional myth that vampires are unable to cross moving water is but a falicy, Thaumatugists have been able to create a barrier of moving water which stops most supernatural creatures for 1 night. The Thaumaturgist must spend 3 Willpower points and a successful Willpower roll (difficulty 6), with a minimum of 3 manditory non-cumulative successes. This wall also blocks the creator as well, but is subject to immediate dissipation at the will of the caster.

5. Blood to Water. Just as stated in the name, this spell allows a caster to transform blood into water on contact. The caster must make a Willpower roll (difficulty of target's Humanity +3, but not exceeding 10). Each successful attempt converts a Blood Point to Water. The Water does NOT return to being blood.


{Path of the Spirit}

Spirit Thaumaturgy allows the caster to summon spirits to do one's work. This is not without dangers. If the caster fails, the cost is one point of willpower and the wrath of the spirit.

This Path is the rarest among all given here, found usually in the most primitive regions of the world. Many learned the rudiments of this path when they were mortal. For Kindred, contacting spirits can be very difficult. Some Sabbat also know this path.

1. Evil Eye.For those who have been cursed by the Evil Eye, bad luck plagues you. In thruth, spirits folow your every move, jinxing your evey action. Vampire makes a Manipulation+Intimidation roll (difficulity is victim's Humanity). Number of successes equals the number of botches the Vampire can assign to the victum at any point during the scene. Botches end at the end of scene. Evil Eye can be cast again and again on the same subject.

2. Spirit Eyes ("The Sight"). This is very similar to Aura Perception. The character perceives spirits rather than auras. He sees them in the forms they take: i.e. dog spirits, plant spirits, human spirits, etc. This power enabels the caster to see ghosts. Roll Perception +Occult (dificulty is the target's Willpower). The more succusses the player scores, the more info is revealed. Once seen, the character may speak with the spirit.

3. Spirit Slave. The Kindred can demand the task of a spirit. Hte spirit has to be in the caster's prescence. All tasks will be performed by the spirit unless it is beyond its power. Newly dead can be forced into ghosts and haunt a location by using this power. This particular aplication of the power will wear off in time. For permanent hauntings, see Fetishes. The Kindred must succeed in a resisted Willpower roll against the spirit (difficulty 6 for both). If, after any turn, the character has zero cumulative successes, the spirit is free to leave.

4. Fetishes.The Kindred can force spirits to inhabit objects, or fetishes. The caster can carry fetishes with them. Once a spirit is imprisoned, the caster may use its powers any time it wants. The caster can create ghosts by first using Spirit Slave and then forcing the spirit into an object. The object is then buries or hides at the location. This will cost the caster an automatic Humanity loss for such heartlessness. The Kindred must score at least one success against the spirit in a resisted Willpower roll (difficulity of each participant's roll is equal to her opponent's Willpower). If , after any turn, the caster has zero cumulative success the spirit is free to leave.

5. Journey. Spiritual projection is similar to Psychic Projection, but the spirit stays in the physical realm. The character's body reamins in one place, generally guarded by a Fetish, while her spirit travels abroad. The caster can be trapped into Fetishes when in this stage. From here they can be controlled by any spirit spell. Physical attacks have no harm on them. While the character can use no physical Disciplines (Celerity, Fortitude, Potence and Protean) when in this form. The spirit form is usually visable, unless the character uses Obfuscate. Kindred must spend one Willpower point to Journey. The spirit can travel at speeds up to 500 miles per hour and appears naked.


{Path of Weather}

Path of Weather allows the Thaumaturgist to control the weather in the immediate area. Complication depends greatly upon the weather at the present, and is upto Storyteller decision. Rolls are Manipulation + Survival. The number of successes decides the power of the weather and how much damage is caused as the result of a lightning bolt.

1. Fog

2. Rain

3. Wind

4.Storm

5. Lightning Strike. 10d damage and difficulty to hit as firearm range.


{Hell Gate}

Description

The thaumaturgical path of Hell Gate is used almost exclusively by the Baali vampire clan. They have jealously kept its knowledge secret over the years and it is one of the reasons the clan was hunted down and destroyed. Hell Gate deals with the summoning of various demons and devils to help aid the summoner. Most demons and devils will often require some sort of sacrifice to be summoned up from the sub-planes to ours.

* Banishment

Allows the summoner to banish the demon back to the sub-plane. Manipulation + Occult vs its Willpower needing 4 successes.

** Binding

Allows the caster to bond a lesser demon or devil to his bidding. Manipulation + Leadership vs its Willpower, with each success equalling one task.

*** Lesser Summoning

Allows the caster to summon one lesser demon or devil from the sub-planes. This is a Perception + Occult at 7s with 4 successes needed.

**** Dominance

This allows the caster to try and command the greater demons and devils. Done the same as The Binding. Summoner gets one task per two successes.

***** Hell Gate

This final power allows the caster to try and summon one of the greater demons or devils. 5 successes are needed on a Perception + Occult roll at 7. If the caster wishes to enter the gate to the sub-planes, he is required to roll Courage at 9, needed two successes.


{The Strength of the Earth}

Description

The Strength of Earth is a path which pulls on the might and stability of Earth to enhance the caster's arsenals of power. If any rolls are needed then Intelligence + Occult is rolled at 6.

* Animate

Allows simple manipulations of earth and rock, such as a hand formed of rock or a carpet of rocky spikes.

** Might

Treat as the caster gaining Potence and Fortitude +2 for the duration of the scene. Costs one blood point.

*** Shield

Creates a wall of earth 5ft wide X 2ft thick X 10 ft tall, where ever the caster touches the ground. Stays intact for 10min then crumbles.

**** Embrace

As Earth Meld.

***** Mastery

Allows complex manipulations of earth, such as tunnelling, shifting large quantities of earth, and launching boulders of earth as an attack. The boulders are a 10 dice attack at 7.


{Kinkaku-no-budo}

By Jenny Parr

* Jinron Shinmas

This allows the sensing of any supernatural beings in the area with a Perception + Occult roll. The more successes the more information.

** Bijin-e-ki

This allows the entrancing of supernatural beings with singing. On a resisted roll of Singing + Manipulation vs willpower of target, they are unable to do anything for a No. of turns equal to No. of successes.

*** Shikei

By expending blood points the damage done by a weapon becomes aggravated to supernatural beings. The effect last for 1 turn per blood point.

**** Ikiru

On a roll of Perception + Occult vs 7 and the expenditure of 3 blood points you are able to fool any supernatural beings that you are not a vampire but human. Even their powers do not detect you. The effects last for success No. of turns.

***** Hotondo Shinma

On a Perception + Occult vs 8 and the expenditure of 3 blood points and a willpower point, you are able to fool any supernatural beings into thinking you are one of their kind even fooling their powers. The effects last success No. of turns.


{Lord of Flames}

Description

This is a path which has been developed to enhance the "Lure of flame" path. The "Lord of Flame" path only affects flames created by the thaumaturge himself through "Lure of Flames" and as a result, you need it to start learning this path. The point is to improve the control of unreleased flames and release them only partially.

Furthermore your courage rolls for any fire you have made and you know cannot burn you is made at a 3 difficulty (open flame -2). Automatic successes do apply. Because of the increased control of his flames by the thaumaturge increase the difficulty of any attempt to wrestle control of his flames from him (by a mage, a fire elemental...) by his level in the Lord of Flame path.

In the following, concentration indicates you can still act with half your dice pool. Total concentration means you can do nothing besides concentrating: no action necessitating a dice roll is possible; you are only aware of what you are concentrating on and someone must guide your movements if you want to move. Any surprise, blow or wound will break total concentration unless a willpower point is spent.

* Fire Divination

This level of enables the thaumaturge to sense fire and more importantly any flammable material that is in the scanned area (the fire, if lighted could affect the scanned area within one round). This way you can manipulate fire with greater security: Avoid to blow yourself or use small flames to create big fires. This ability will also point at creatures intending to create fire by magic (vampires with Lure of Flame, mages with Forces, garou with Create the Element...) according to the biggest fire they can create.

System: it is a Perception+Alertness roll with a difficulty depending on the potential size of the fire: Difficulty 02. Description of Flame 03. To sense a bonfire. 04 To sense a chemical fire. 05 To sense a burning torch or explosive material capable of a conflagration. 06 To sense a burning lighter, the tank of a firethrower or a gallon of gasoline or quivalent. 07 To sense a burning cigarette or non-burning torch or equivalent. 08 To sense a palm of fire or equivalent. 09 To sense a lighter. 10 To sense an unlit cigarette.

With one success you feel there is fire (or its possibility) in the area, with two you know where it is (or it is going to be), with three you can feel who is creating the fire (if created by magic).

** Dancing Flames

This level enables full control of unreleased flames: you can move them and shape them. It is primarily useful to light your way, make fire sculpture or shape the flame before realeasing it or using a higher level power.

System: This power is automatic as long as you use it on your own unreleased fire and concentrate when moving or shaping the flames. The movement can be as fast as you will it but you cannot teleport the flames and they must remain within line of sight. To make a sculpture of unreleased fire, a Wits+Expression (or similar artistic ability) must be made. You can also impress others, by creating a hair of flames, a flaming head (with holes at the eyes to avoid being dazzled)...

*** The Eternal Flame

At this level, you can release partially your flame so that it will burn anything it touches but can still be fueled by you and burn even without any combustible.

System: By concentrating on the fire after releasing it, you can make it burn as long as you concentrate and maintain it in the shape it had when released. The Eternal Flame can start other fires on which you have no control (at this level). Such a semi-released fire can still be shaped and moved with Dancing Flames but total concentration is needed while doing so. There is also no control at all on the fires started by the Eternal Flame. When concentration lapses, the fire is completely released and the thaumaturge has no more control on it. For instance, by using Dancing Fire first to shape the flames of a conflagration in a wall, the eternal flame can create a wall of fire which burns anybody who touches it but does not touch the walls and does not start a fire.

**** The Mastered Flame

This power enables the thaumaturge to also control the fires started by her own flames.

System: you can direct the expansion of a fire started by your flames, quicken its burning (increasing the size and the heat by one step and shortening its burning by one half if applicable) or smother the flames (decrease the size and heat by one step and increase the burning by one half). These maneuvers require concentration and can only be done one at a time. Using two maneuvers or the eternal flame simultaneously is possible but requires total concentration. If concentration (or total concentration) is somehow broken, the flames are immediately released and become normal flames. The thaumaturge can attempt to reassert control by spending a willpower point and doing a Willpower roll diff. 8. Note also that you can prevent the fire from extending in one direction or prevent anything but your target from burning but once something is burning you can not quench the flames, only increase or decrease them.

***** The Lord of Flame

It is now possible to create flames that can burn anything but you. In fact, they are flames which are somehow released with respect to everything but you. It is a very potent and impressive effect: you can immerse yourself in a protecting aura of fire, surround your fists by flames to make extra aggravated damage or make a wall of flames you can step through without being burnt...

System: This power does not require concentration in itself and maintains the flames unreleased for the thaumaturge only. It can be used on any unreleased flame giving an effect smilar to the Eternal Flame but without risking being burnt or needing to concentrate. It can also be used in conjunction with the Mastered Flame (in that case the normal rules of concentration apply for the Mastered Flame) and the Dancing Flames. However if the flames are somehow released (for instance concentration is broken while using the mastered flame or a botch is achieved while trying to use the Dancing Flames), this effect is immediately cancelled and the thaumaturge risks being burned normally. A side effect is that any body part "burning" with the fire of Lord of Flame is protected from burns by less hot flames, while flames of equal heat are resisted (with Fortitude) at a -1 difficulty and warmer flames


{Movement of the Mind} (revised)

Description This path lets the Thaumaturgist mentally lift, move, and control objects; another term for it is telekinesis. Objects may be manipulated as if in the vampire's hands; axes may be swung, guns may be fired, etc. If this is used on a living being, they may resist the power with a Willpower roll (difficulty equal to the character's difficulty); each success subtracts one success from the Movement of the Mind roll. This power requires total concentration; nothing else may be done.

For all powers below, the successes determine how fast the object can be moved in one turn. 1 success one foot 2 successes one yard 3 successes three yards 4 successes ten yards 5 successes twenty yards

* Move the Feather Up to one pound may be moved using this power.

System: The character must spend one blood point and roll Willpower (difficulty equal to 8 minus the character's Movement of the Mind rating).

** Move the Log Up to 20 pounds may be moved using this power.

System: The character must spend one blood point and roll Willpower (difficulty equal to 9 minus the character's Movement of the Mind rating).

*** Move the Body Up to 200 pounds may be moved using this power, or it may be used to levitate the Thaumaturgist only (regardless of actual weight).

System: The character must spend one blood point and roll Willpower (difficulty equal to 10 minus the character's Movement of the Mind rating).

**** Move the Boulder

Up to 500 pounds may be moved using this power.

System: The character must spend one blood point and roll Willpower (difficulty equal to 11 minus the character's Movement of the Mind rating).

***** Move the Mountain

Up to 2000 pounds (1 ton) may be moved using this power.


Path of Discordia

* Nagging Song

By spending a Blood Point and concentrating for several turns, the Erisian can cause a bit of some annoying song to become lodged in the target's mind. Commonly used songs are: "Peaches" by The Presidents of the United States of America, "Mairzy Doats," and the hands-down favorite, "The Name Game." The longer the user is able to concentrate, the more severe the nagging will be. One or two turns will merely dent the victim's concentration (-1 to all Alertness rolls), while an Erisian following a target around all night directing a few measures from "Peaches" at him will frustrate him to the point of frenzy (+3 difficulty to all frenzy rolls for the next 24 hours). Eris has been said to actually drive vampires and mortals alike to suicide. Storytellers are encouraged to take great liberties with the effects of this power (mwah hah hah).

The user does not need to maintain eye contact with the target, but must keep him in sight.

** Golden Apple

By spending one Blood Point, the Erisian can conjure a valuable gift of some sort to drop between two or more enemies who envy each other. Eris's namesake was attributed with the first use of this power when she wasn't invited to some function or another of the gods. She created a golden apple etched with the word "Kallisti" (To the most beautiful one) and rolled it down the aisle. Immediately, Athena, Aphrodite, and Artemis began fighting over it, each claiming it was meant for her, thus started the Trojan War.

The targets must already have some rivalry going before the Golden Apple can be used successfully. A good example would be a (fake) powerful talisman with a tag attached to it reading "To my most favored apprentice" and signed by a Tremere Regent, dropped between two competing apprentices of the same Regent. All targets must roll vs. Willpower (difficulty is the caster's Thaumaturgy+Manipulation) or immediately begin to bicker over the bauble. If there is but a grain of truth to the mythological example above, this can be an extremely powerful weapon!

*** Fnord Fnord Fnord

By concentrating for two turns, the user can warp the target's sense of hearing such that every third or fourth word he hears will register as "Fnord." For example, a target will hear "Run back to the Chantry and get help!" as "Fnord back to the Chantry and get Fnord!" Needless to say, this will confuse the target to the point where no action is possible -- except the wrong action.

**** Murphy's Curse

The user can now cause anything and everything to go awry for a target for up to a week. All manner of bizarre and even cartoonish mishaps will befall the poor victim for the specified length of time (the price of a pack of cigarettes rung up on a UPC scanner will register as several hundred dollars, which the cashier will demand; flowerpots, small appliances, small dogs, etc., will fall from 20th-story windows on the target just as he is about to attack the caster [it is said that a large safe fell on and crushed a HIT Mark just as it was about to attack Eris a few years back]; target gets mugged by a Brujah; target's car gets stripped leaving nothing but a fender and the alarm lying on the pavement; etc.) If the target is already somewhat paranoid (Prince, Primogen, average Tremere), each mishap subtracts one die from his Dice Pool for the next 24 hours...for anything. Otherwise, each day of the curse subtracts one die for the next 24 hours.

The user must spend one Blood Point and one hour in concentration for every day she wants the Curse to last.

***** Holy Chao!

The user must grab and hold any part of the target's anatomy (!) for one turn and roll vs. Thaumaturgy+Manipulation (difficulty is the target's Willpower+Stamina). Each success infects the mind of the target with a bit of Discordian lore...permanently.

1 The target becomes obsessed with apples, particularly yellow ones 2 He begins to dream about the symbol known as the Sacred Chao (similar to the yin-yang, . except one half holds 3 a pentagon while the other has a golden apple) and doodles it constantly He will become consumed with a desire to learn all he can about Eris (the goddess) and Chaos 4 The target will become a sort of Discordian street preacher and may be mistaken for a Malkavian.. 5 The entire Principia Discordia is downloaded into the target's brain. 6 The target becomes a model Discordian and is welcomed into the ranks of House Kallisti . 7 The target's blood is actually altered, transforming him into a Disciple of Eris. He loses all of the Disciplines of his former Clan except for those he may share with the caster. If he has 3 Disciplines and shares none of them with the caster, they change into the Erisian Disciplines. . The points he had for his prior Disciplines carry over (if he had 4 points in Protean, 3 in Celerity, and 3 in Animalism, he will then have 4, 3, and 3 to put into Auspex, Obfuscate, and Thaumaturgy...his choice what goes where). He will not know any Thaumaturgy Paths yet. If the victim was a mage in life, he may (1 in 10 chance; roll one die) regain his ability to use mortal magick. None Nothing happens; the target is pissed off. Botch The caster picks up a Derangement of the Storyteller's choosing.


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