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''This ritual allows for the caster to make a victim the target of bolts of electricity and lightning. When activated, electricity arcs from power outlets, electrical objects, wires, cables and may even call down lightning directly from the sky. While electricity doesn't generally affect Kindred, this can devastate groups of mortals.''
''This ritual allows for the caster to make a victim the target of bolts of electricity and lightning. When activated, electricity arcs from power outlets, electrical objects, wires, cables and may even call down lightning directly from the sky.''




Line 1,853: Line 1,853:




The magnet must then be placed on the target, which may require a Dexterity + Athletics or Stealth roll, at which point the activation roll is made. Once activated the location of the magnet is irrelevant and they can still be struck if they dispose of it.
The magnet must then be placed on the target, which may require a Dexterity + Athletics or Stealth roll at the Storyteller's discretion. Once placed the activation roll is made. Upon activation the location of the magnet is irrelevant and the target can still be struck if they dispose of it.




For the rest of the scene, the vampire can call upon bolts of electricity to strike the target with a Wits + Science roll. This can be dodged as normal and is treated as a Firearms attack. If the attack hits, the mortal must succeed in a Stamina + Composure roll, Difficulty 3, or be paralyzed for the rest of the scene, as well as taking margin in superficial damage.
For the rest of the scene, the vampire can call upon bolts of electricity from surrounding sources to strike the target with a Wits + Science roll. This can be dodged as normal and is treated as a Firearms attack. If the attack hits, the target must succeed in a Stamina + Composure roll, Difficulty 3, or be Stunned (pg. 303) for a turn. Mortals take the margin in Aggravated Health damage, while Kindred receive unhalved Superficial damage.




While the ritual can only affect one target per turn, once the first target is paralyzed the vampire can cause electricity to arc from their primary target to other mortal targets with the same roll, but with -1 to their dice pool. When this happens, the primary target absorbs all the superficial damage.  
While the ritual can only affect one target per turn, once the first target is paralyzed the vampire can cause electricity to arc from their primary target to other targets with the same roll, but with a cumulative -1 to their dice pool. When this happens, the primary target absorbs all the superficial damage.  





Revision as of 13:11, 8 August 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.