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== RECLAMATION OF VITAE ==
==COAGULATED ENTITY ==
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'''Blood Sorcery''' •••••
'''Blood Sorcery''' •••••


'''Amalgam:''' Fortitude •••


''No matter the distance, Blood calls to Blood. Working on that principle, this power allows a vampire to reclaim Blood that has been yielded to create ghouls, reclaiming that which has been given. Regardless of where they are, ghouls of the vampire will find the life-giving vitae in their veins rebelling within them, returning through mystical means to its source, while their bodies suffer catastrophic damage. Sabbat elders have been known to keep ghouls for this express purpose, an emergency reserve available anywhere at any time, at the trifling cost of a few mortal lives.''
'''Prerequisite:''' Sanguinus




'''Cost:''' One or more Stains (when called to return)
''The culmination of all that is gruesome about the Blood Brothers, this power turns useful shock troops into a deadly mass of flesh and bone — a siege engine rivalling even the Tzimisce Vozhd of nights past.''


'''Dice Pools:''' None


'''Cost:''' One to three Rouse Checks


'''System:''' The user concentrates for a turn and choses which of their servants are to repay their Blooddebt. The ghouls do not need to be present, and distance doesn’t matter. The vampire sates two Hunger for each ghoul, while the ghoul suffers five levels of aggravated damage as their body ages irregularly and rapidly, the undead Blood inside them feeling as if it were attempting to violently vacate them.
'''Dice Pools:''' No roll required.




While the power does not require the vampire to Rouse the Blood it should, if ever learned by someone outside the Sabbat, merit Stains to employ.
'''System:''' The transformation takes three turns, though it can be sped up with additional Rouse Checks on a one-for-one basis. As the user transforms, those in their circle may choose whether or not they join, though few siblings pass up the opportunity to achieve this form.




'''Duration:''' n/a
The Coagulated entity uses the statistics of the Kindred that initiated the power as a base, with the following changes. They have +1 to Strength and Stamina for every two siblings that joined, their Brawl attacks deal unhalved Superficial Damage, their Blood Potency is replaced with that of the highest in the Coagulated Entity, and they cannot be staked in their many hearts. Finally, the host gains access to any Disciplines and powers known by those in the Coagulated Entity.


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''<sub>Sabbat Sect Book, pg. 50</sub>''
''<sub>Homebrew, pg. XX</sub>''
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==COAGULATED ENTITY ==
== RECLAMATION OF VITAE ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Blood Sorcery''' •••••
'''Blood Sorcery''' •••••


'''Amalgam:''' Fortitude •••


'''Prerequisite:''' Sanguinus
''No matter the distance, Blood calls to Blood. Working on that principle, this power allows a vampire to reclaim Blood that has been yielded to create ghouls, reclaiming that which has been given. Regardless of where they are, ghouls of the vampire will find the life-giving vitae in their veins rebelling within them, returning through mystical means to its source, while their bodies suffer catastrophic damage. Sabbat elders have been known to keep ghouls for this express purpose, an emergency reserve available anywhere at any time, at the trifling cost of a few mortal lives.''




''The culmination of all that is gruesome about the Blood Brothers, this power turns useful shock troops into a deadly mass of flesh and bone — a siege engine rivalling even the Tzimisce Vozhd of nights past.''
'''Cost:''' One or more Stains (when called to return)


'''Dice Pools:''' None


'''Cost:''' One to three Rouse Checks


'''Dice Pools:''' No roll required.
'''System:''' The user concentrates for a turn and choses which of their servants are to repay their Blooddebt. The ghouls do not need to be present, and distance doesn’t matter. The vampire sates two Hunger for each ghoul, while the ghoul suffers five levels of aggravated damage as their body ages irregularly and rapidly, the undead Blood inside them feeling as if it were attempting to violently vacate them.




'''System:''' The transformation takes three turns, though it can be sped up with additional Rouse Checks on a one-for-one basis. As the user transforms, those in their circle may choose whether or not they join, though few siblings pass up the opportunity to achieve this form.
While the power does not require the vampire to Rouse the Blood it should, if ever learned by someone outside the Sabbat, merit Stains to employ.




The Coagulated entity uses the statistics of the Kindred that initiated the power as a base, with the following changes. They have +1 to Strength and Stamina for every two siblings that joined, their Brawl attacks deal unhalved Superficial Damage, their Blood Potency is replaced with that of the highest in the Coagulated Entity, and they cannot be staked in their many hearts. Finally, the host gains access to any Disciplines and powers known by those in the Coagulated Entity.
'''Duration:''' n/a


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<div style='text-align: right;'>
''<sub>Homebrew, pg. XX</sub>''
''<sub>Sabbat Sect Book, pg. 50</sub>''
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= '''<big>RITUALS</big>''' =
= '''<big>RITUALS</big>''' =

Revision as of 12:06, 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.