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New Clan Abilities (Tremere)
in Kombinierte neue Disziplinen 13.03.2016 12:58von Quatamoc (gelöscht)

Combination Disciplines
Blood Sight (Auspex ••, Thaumaturgy (Path of Blood) •)
This power allows the user to analyze the potency and
type of any blood they touch to a higher level than A
Taste for Blood (V20, p. 213). They can determine which
supernatural creature it might come from, and the relative
potency of the being in question.
System: The user of this power must touch a small
sample of the blood they wish to analyze. They then
make a Perception + Medicine roll at difficulty 6. If they
are successful, they can identify if the blood is human,
animal, or supernatural. With two successes, they can also
determine the type of supernatural being in question, such
as vampire, lupine, mage, etc. If they gain five successes,
they can also determine the relative power of the person
in question, such as a vampire’s Generation and possibly
Clan, or how strong a lupine is. In addition to this, up
to one hour for each success, the power user will know if
they touch the person the blood came from.
This power costs 9 experience points to learn.
Chain of Slavery (Auspex ••, Dominate ••)
By looking a target in the eyes, the user of this power
can see if a target is under the influence of Dominate,
and who controls him or her. They must be able to make
eye contact with the target, and if they can, the image of
the Dominator forms in their mind.
System: The user of this power must be able to make
eye contact with the target (V20, p. 152). They then make
a Perception + Empathy roll, with a difficulty equal to the
controller’s Willpower. If successful, they get a glimpse of
the target’s controller, which becomes more distinct the
more successes they roll. With only one success, the image
might only appear male or female. At three successes, it is a
blurred but recognizable form, and at five successes, it is clear
and distinct. If the target is not Dominated or the power
user fails the roll, the result is the same: no image appears.
This power costs 12 experience points to learn.
Theft of Will (Dominate •••, Thaumaturgy (any path) ••••)
This power allows a vampire to take control of any
magical effect nearby, such as a ward or enchantment.
Effectively, the power user becomes the caster of the spell
for all intents and purposes. This power doesn’t grant the
ability to detect magic or recognize it, although the power
user need only know the magic is there to take control of
it. Some magicians have laid cursed enchantments that lie
in wait for someone to try to take control of them without
knowing what they are.
System: The user of this power must know there is a
magical effect nearby that they wish to take control of
(such as with the use of Thaumaturgical Sight, below).
The ritual that created the effect must also be one level
below the power user’s own Thaumaturgy level. It costs
one Willpower point to use this power, and requires a
Stamina + Occult roll at a difficulty equal to the original
caster’s total Willpower. If the roll is a success, the power
user effectively becomes the caster of the spell, although
this does not change the duration or strength of the effects.
This power also only works on Thaumaturgy effects.
The Storyteller may allow it to apply to Necromancy or
other mystical powers at her discretion.
This power costs 21 experience points to learn.
Thaumaturgical Sight (Auspex ••, Thaumaturgy (any path) •)
With this ability, the user can see magical auras. In much
the same way as Aura Perception (V20, pp. 135-136), she
can see a halo of crimson over any magical items or effects.
This sight extends to all Kindred blood magic, although
some might show a different color of aura. Generally, the
stronger the magic, the brighter the aura will be, but is
it hard to gauge the relative power of any magical effect.
System: This ability is used in much the same way as
Aura Perception. The user stares at the item or area in
question for a few moments and makes a Perception +
Occult roll (difficulty 8). For a single success, the power
user can determine that magic is present. If she gets three
successes, she can recognize the ritual or path in question,
as long as she knows it herself. For five successes, she can
recognize any thaumaturgical effect, regardless of whether
she has seen it before. If the effect in question is beyond
her skill or knowledge, the user will still gain an impression
of what it is designed to do. Should the power user also
wish to use Aura Perception on the target, she must take
a new action to do so.
This power costs 6 experience points to learn.
Rituals
Ascension of the Blood (Level Two Ritual)
As the Tremere have plenty of blood rituals that require
ingestion, it has become useful to be able to remove some of
its inherent qualities. This ritual “purifies” the blood used
in it, so it does not count as drinking from an individual
for the purposes of blood bond.
System: The ritualist prepares a special chalice into which
she puts as much of her blood as she requires. With at
least one success, the blood in the chalice can no longer
create a blood bond and is safe for anyone else to drink.
Of course, the blood still looks the same whether the ritual
is a success or the Tremere is simply lying.
Brotherhood of the Cup (Level Three Ritual)
Sometimes the Tremere need to enforce a limited form
of blood bond on an agent or even one of their own,
so a variation on the Ascension of the Blood ritual was
developed. With Brotherhood of the Cup, a Tremere can
impose such a bond, but one designed to inspire loyalty
to the Clan as a whole rather than an individual.
System: While no Tremere would admit it, this ritual
bears a concerning similarity to the Vaulderie. In addition
to the ritualist, it requires at least four other Tremere
(although tradition requires a total of seven) to put their
blood into a chalice. Anyone who drinks from the cup
becomes blood bound, but to Clan Tremere and what
they perceive to be its goals. The effect lasts for one hour
for each success gained on the roll. Once the ritual wears
off, so do the effects. This does not count as having drunk
once from any of the Tremere who conducted the ritual.
Sanguine Trail (Level Three Ritual)
By touching a target she believes to be blood bound,
the user of this power can trace the target’s regnant and
anyone else connected to him by such a bond. A thin red
thread appears to stretch out from the target and connects
to anyone he has a blood bond connection with, whether
they are master or servant. This does not work on vampires
connected by Vinculum, as the bond is too diffuse.
System: If the ritual is successful, the caster can see a
connection between the target and anyone he is blood
bound to. If multiple bonds are in place, the power user
can see one for each success she makes. If she achieves
five successes, she can also see which direction each bond
goes, revealing who is bound to whom.

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