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 Thaumaturgic Paths

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Pyro
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Pyro


Posts : 128
Join date : 2008-03-15

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PostSubject: Thaumaturgic Paths   Thaumaturgic Paths Icon_minitimeFri Nov 07, 2008 6:17 pm

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.
1 - one pound
2 - twenty pounds
3 - two hundred pounds
4 - one quarter-ton
5 - one half-ton

Neptune’s Might

Level 1 - 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.

Level 2 - 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.

Level 3 - 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.

Level 4 - 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.
Level 5 - 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.
1 - candle flame
2 - hand of flame
3 - torch flame
4 - large bonfire
5 - large forest fire


Blood Thaumaturgy

Level 1 - 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.

Level 2 - 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.

Level 3 - 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.

Level 4 - 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).

Level 5 - 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

Level 1 - 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.

Level 2 - Spirit Sight
Roll: Perception + Occult, difficulty Willpower
The vampire may see spirits in whatever form they have taken, and may even communicate with them.

Level 3 - 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.

Level 4 - 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.

Level 5 - 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.

Bio-Thaumaturgical Experimentation (Black Hand)

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.

Level 1 - 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.

Level 2 - 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.

Level 3 - 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.

Level 4 - Human Experimentation
As Animal Experimentation, but may be used to alter mundane humans.

Level 5 - Supernatural Experimentation
As Animal Experimentation, but may be used to alter vampires, mages, mummies, werecreatures, spirits, faeries, etc.
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