Blood Sorcery: Difference between revisions

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== CORROSIVE VITAE ==
== A TASTE FOR BLOOD ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




''Altering the properties of some of their own Blood, the user can make it highly corrosive to dead substances, able to corrode most items down to steaming sludge, given enough time and Blood shed.''
''By tasting a drop of blood, the user can discern certain basic traits of the one to whom it belongs.''




'''Cost:''' One or more Rouse Checks
'''Cost:''' Free
 
'''Dice Pools:''' Resolve + Blood Sorcery




'''System:''' No additional skill roll is required. The user concentrates for a turn and forces Blood through an open, usually self-inflicted, wound. The user then spills their Blood on a nonliving object (except unliving flesh such as that of the Kindred) to corrode and decompose it. Each Rouse Check corrodes approximately 35 cm of matter in all directions from the splash; this takes approximately five minutes (longer on soft metals like copper or cast iron). Harder metals such as alloys and steel merely scar and pit; whether they meaningfully weaken remains at the Storyteller’s discretion. (This power might corrode through handcuff chains given enough time and vitae.)
'''System:''' The user dabs the blood on their tongue and makes a Resolve + Blood Sorcery roll (Difficulty 3). With a win, the user can determine the resonance and intensity of the blood if human. They can also identify whether the blood belongs to a mortal, ghoul, vampire, or other supernatural creature (it may not necessarily be able to identify the supernatural creature if not Kindred or ghoul). Tasting vitae also determines the relative Blood Potency (and thus the likely generation band) of the vampire. A critical win also reveals whether the subject has ever committed diablerie, and the generation (within one) of the vampire. If the user knows of the supernatural creature in question, they can identify the specific supernatural creature on a critical win after tasting the blood.




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<div style='text-align: right;'>
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''<sub>Core Book, pg. 272</sub>''
''<sub>Core Book, pg. 273</sub>''
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</div></div>


<br>
<br>


== A TASTE FOR BLOOD ==
== CHAINS OF MORPHEUS ==
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'''Blood Sorcery''' •
'''Blood Sorcery''' •




''By tasting a drop of blood, the user can discern certain basic traits of the one to whom it belongs.''
''You can trap a mortal in their dreams, making it nearly impossible to awaken them until day break.''




'''Cost:''' Free
'''Cost:''' Free


'''Dice Pools:''' Resolve + Blood Sorcery
'''Dice Pools:''' None or Wits + appropriate Craft




'''System:''' The user dabs the blood on their tongue and makes a Resolve + Blood Sorcery roll (Difficulty 3). With a win, the user can determine the resonance and intensity of the blood if human. They can also identify whether the blood belongs to a mortal, ghoul, vampire, or other supernatural creature (it may not necessarily be able to identify the supernatural creature if not Kindred or ghoul). Tasting vitae also determines the relative Blood Potency (and thus the likely generation band) of the vampire. A critical win also reveals whether the subject has ever committed diablerie, and the generation (within one) of the vampire. If the user knows of the supernatural creature in question, they can identify the specific supernatural creature on a critical win after tasting the blood.
'''System:''' After placing a drop of your blood on a sleeping mortal, they enter a deep and dream filled sleep. They cannot be awakened from this sleep unless they are wounded, though they can be carefully fed upon by vampires without risking awakening them. The caster can guide what kind of dreams or nightmares the mortal experiences with a Wits + Craft roll, though crafting a specific dream is usually Difficulty 3 or higher. At the Storyteller's discretion, these dreams can temporarily change the sleeping mortal's Blood Resonance or Desire.




'''Duration:''' N/A
'''Duration:''' One night


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 273</sub>''
''<sub>The Black Hand, pg. 88</sub>''
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</div></div>


<br>
<br>


== SHAPE THE SANGUINE SACRAMENT ==
== CORROSIVE VITAE ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •
'''Blood Sorcery''' •




''Learned only by the most ostentatious of Tremere, this power is used to manipulate blood or vitae into finely crafted images — whether entertaining your fellows at Elysium with gaudy magician's tricks or diverting flowing rivulets into painstakingly precise Hermetic sigils.''
''Altering the properties of some of their own Blood, the user can make it highly corrosive to dead substances, able to corrode most items down to steaming sludge, given enough time and Blood shed.''




'''Cost:''' Free (or One Rouse Check if using own Blood)
'''Cost:''' One or more Rouse Checks


'''Dice Pools:''' Manipulation + Blood Sorcery


'''System:''' No additional skill roll is required. The user concentrates for a turn and forces Blood through an open, usually self-inflicted, wound. The user then spills their Blood on a nonliving object (except unliving flesh such as that of the Kindred) to corrode and decompose it. Each Rouse Check corrodes approximately 35 cm of matter in all directions from the splash; this takes approximately five minutes (longer on soft metals like copper or cast iron). Harder metals such as alloys and steel merely scar and pit; whether they meaningfully weaken remains at the Storyteller’s discretion. (This power might corrode through handcuff chains given enough time and vitae.)


'''System:''' Using a measure of blood or vampiric vitae, the user may channel their master of Blood Sorcery to influence the very essence of the blood itself, to obey the user's whim. By making a successful Manipulation + Blood Sorcery roll, the user may craft the blood into any shape or image they desire. Complexity of the image varies by difficulty — a simple message of "Help!" or a basic polygonal shape may only be at Difficulty 2, while a lengthy diatribe or an intricate sculpture may be Difficulty 4 or higher. Failure on this roll means the blood fails to form the desired shape or does not respond at all — a Critical Success not only form the desired image, bu negates the need for any further rolls to change its shape for the duration of the scene.


 
'''Duration:''' N/A
'''Duration:''' For the remainder of the scene, unless dispelled by the user.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Winter's Teeth, vol. 3</sub>''
''<sub>Core Book, pg. 272</sub>''
</div></div>
</div></div>


<br>
<br>


== CHAINS OF MORPHEUS ==
== ROOTS OF POWER ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •
'''Blood Sorcery''' •




''You can trap a mortal in their dreams, making it nearly impossible to awaken them until day break.''
''The user creates a conduit between her and the essence of the land through her own Blood. The anima of the earth share their power with those that are able to please them. This rare power is rarely taught outside of heretical blood cults, such as the Bahari witches and the Koldunic sorcerers.''




'''Cost:''' Free
'''Cost:''' One Rouse Check
 


'''Dice Pools:''' None or Wits + appropriate Craft
'''System:''' The Sorcerer cuts the soles of her feet, bleeding the equivalent of a Rouse Check worth of blood on natural soil while standing barefoot on it. For the rest of the Scene and as long as at least one foot is in direct contact with the earth, the user benefits from a Blood Surge to a physical pool (their choice when activating).




'''System:''' After placing a drop of your blood on a sleeping mortal, they enter a deep and dream filled sleep. They cannot be awakened from this sleep unless they are wounded, though they can be carefully fed upon by vampires without risking awakening them. The caster can guide what kind of dreams or nightmares the mortal experiences with a Wits + Craft roll, though crafting a specific dream is usually Difficulty 3 or higher. At the Storyteller's discretion, these dreams can temporarily change the sleeping mortal's Blood Resonance or Desire.
This power does not work on concrete, asphalt, or other artificial surfaces. The user of the power can move at walking speed and perform other actions as per usual but if at any point both feet lose contact, the power ends immediately.




'''Duration:''' One night
'''Duration:''' One Scene or until contact is broken.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 88</sub>''
''<sub>Homebrew, pg. XX</sub>''
</div></div>
</div></div>


<br>
<br>


== ROOTS OF POWER ==
== SHAPE THE SANGUINE SACRAMENT ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •
'''Blood Sorcery''' •




''The user creates a conduit between her and the essence of the land through her own Blood. The anima of the earth share their power with those that are able to please them. This rare power is rarely taught outside of heretical blood cults, such as the Bahari witches and the Koldunic sorcerers.''
''Learned only by the most ostentatious of Tremere, this power is used to manipulate blood or vitae into finely crafted images — whether entertaining your fellows at Elysium with gaudy magician's tricks or diverting flowing rivulets into painstakingly precise Hermetic sigils.''




'''Cost:''' One Rouse Check
'''Cost:''' Free (or One Rouse Check if using own Blood)


'''Dice Pools:''' Manipulation + Blood Sorcery


'''System:''' The Sorcerer cuts the soles of her feet, bleeding the equivalent of a Rouse Check worth of blood on natural soil while standing barefoot on it. For the rest of the Scene and as long as at least one foot is in direct contact with the earth, the user benefits from a Blood Surge to a physical pool (their choice when activating).


'''System:''' Using a measure of blood or vampiric vitae, the user may channel their master of Blood Sorcery to influence the very essence of the blood itself, to obey the user's whim. By making a successful Manipulation + Blood Sorcery roll, the user may craft the blood into any shape or image they desire. Complexity of the image varies by difficulty — a simple message of "Help!" or a basic polygonal shape may only be at Difficulty 2, while a lengthy diatribe or an intricate sculpture may be Difficulty 4 or higher. Failure on this roll means the blood fails to form the desired shape or does not respond at all — a Critical Success not only form the desired image, bu negates the need for any further rolls to change its shape for the duration of the scene.


This power does not work on concrete, asphalt, or other artificial surfaces. The user of the power can move at walking speed and perform other actions as per usual but if at any point both feet lose contact, the power ends immediately.


 
'''Duration:''' For the remainder of the scene, unless dispelled by the user.
'''Duration:''' One Scene or until contact is broken.


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Homebrew, pg. XX</sub>''
''<sub>Winter's Teeth, vol. 3</sub>''
</div></div>
</div></div>



Revision as of 11:58, 3 April 2023

BLOOD SORCERY

Thaumaturgy | Quietus | Koldunism | Akhu | Nahuallotl | Sadhana


The Tremere maintain that Blood Sorcery, or “Thaumaturgy” as they call it, was their invention. To hear the Banu Haqim give their version, “Quietus” was their blood right long before the Tremere became vampires. Other clans make the same statements. While its origins are murky, the dreaded nature of Blood Sorcery is not. Few Kindred trust the wielders of a power that can manipulate the vitae in their veins and turn Blood into poison.


Unlike other Disciplines, which could be described as advancing organically through the victims chosen by the vampire, practitioners of Blood Sorcery require teachers. The Tremere once relied on their pyramidic clan hierarchy to arrange tutelage for neonate apprentices, while the Banu Haqim stress the sire-childe relationship as being the best form of mentorship. These nights, many a Child of Haqim washes up in Europe or America far from their sire, and with the Pyramid broken Tremere neonates frantically search through moldy tomes and palimpsests for scraps of true lore. Genuine masters of this Discipline develop their own Rituals, though many guard them from others, revelling in the mystery surrounding their unknown cache of abilities. To practice Blood Sorcery is to twist one’s own Blood into submission. Any form of this power reminds a vampire that they’re far from human, as no mortal could wield magic in this way.



CHARACTERISTICS


Discipline blood-sorcery.png
  • Type: Sorcery
  • Masquerade Threat: Low - High.
    The individual appearance of the powers and Rituals in Blood Sorcery varies as widely as their effects.
  • Blood Resonance: Sanguine.
    Although not inherent in the Blood itself, Blood Sorcery responds eagerly to blood from human occultists, sorcerers, and cult leaders, as well as hemophiles and bibliophiles.


Blood Sorcery is a special Discipline in that it both confers powers, like other Disciplines, and also unlocks the ability to perform Rituals up to and including the level the user holds in the Discipline. Ghouls of Blood Sorcerers or thin-bloods drinking from Sanguine temperaments gain temporary access to the Discipline powers, but not to Rituals. Its regular powers seem comparatively weak, but the versatility of the Rituals more than compensates, assuming the user can learn them. At character creation, a player can choose one Level 1 ritual if they have at least one dot in Blood Sorcery. Characters can buy new rituals at the cost of the ritual’s level x 3 experience points. Learning new Rituals during play requires both experience and time. Expect a Ritual to take at least the square of its rating in weeks to learn.



RITUALS


Unless otherwise noted, performing a ritual requires a Rouse Check, five minutes per level to cast, and a winning Intelligence + Blood Sorcery test (Difficulty = Ritual level + 1). Rituals usually require additional ingredients, though some need only the uninterrupted concentration of the user, and often involve the mingling of Blood with ingredients chosen according to the principles of sympathetic magic or alchemy. Unless otherwise stated the caster can only perform beneficial rituals on themselves.



WARDS


The Tremere employ Wards extensively, basing them on their Hermetic traditional sigils. Banu Haqim Wards usually involve gematriac or abjadic writing, rather than occult symbols, but the methodology remains the same in both cases. Wards consist of a glyph or line of script keyed to repel a single type of supernatural, called “the trespasser” in these rules. When touched, they cause something like an electric shock to the trespasser’s mind and body, imparting both physical burns and a sudden bout of sheer terror. The ward does not work on forced contact – a warded sword will not trigger the ward when striking a trespasser, but it will if a trespasser tries to pick it up.


Wards can only cover a space about a meter across: for example, a caster cannot ward a whole car, but they can ward a steering wheel.


Do not make the Ritual roll until the first time the trespasser touches the Ward, triggering its effect. Gloves or other garments offer no protection. If the caster wins the Ritual test, the victim suffers one point of Aggravated Health damage. On a critical win, damage for this Ward is three points of Aggravated damage. The caster does not need to make the Ritual roll for each trespasser touching the Ward, only the first. Anyone affected who wants to touch the warded object again must spend a point of Willpower and then win a Stamina + Resolve test (Difficulty 4, or 7 for a critical-success Ward) to make the attempt.


Sense the Unseen (Auspex 1) can detect a Ward with a contest of Intelligence + Auspex vs the caster’s Intelligence + Blood Sorcery.



WARDING CIRCLES


A Warding circle resembles a regular Ward, painted on the ground or floor. It requires three times the ritual ingredients of a regular Ward of the same type. Knowledge of one Ward does not convey knowledge of its corresponding Warding circle, or vice versa. Trespassers who attempt to cross a Warding circle suffer its effect. Unless the caster inscribes the Warding circle “pointing inward” around the trespasser in the first place, it does not block attempts to leave the circle.


Its rules differ from regular Wards in a few respects: It costs three Rouse Checks worth of Blood to paint the circle and pentacles, which can cover up to a three-meter radius. It takes one full night to cast and a Ritual roll made at the time (at +2 to Difficulty) if the caster wants it to last a year and a day; otherwise it dissipates at dawn.


When the trespasser attempts to cross the circle, roll a contest of Intelligence + Blood Sorcery vs the trespasser’s Willpower. (If the Storyteller or player wrote down the result of the original Ritual roll used to cast a year-long Warding circle, they can use that result here.) If the Warding circle fails, the trespasser can enter it. If the caster wins, the trespasser takes three points of Superficial Health damage (three points of Aggravated damage on a critical win) and cannot enter. The trespasser must spend a point of Willpower to attempt to enter the circle again. If the trespasser wins the contest, enters the circle and leaves it again, they must repeat their half of the contest (the caster’s initial result remains) to re-enter it.