Blood Sorcery: Difference between revisions

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''Pioneered by the Tremere antitribu of House Goratrix, this power forms the basis for a multitude of vitae-fueled constructs. It forms the basis for Blood Brothers and fleshweld ghouls alike, allowing everything to be shared within a given circle. Through this exchange of vitae, individuals are able to become so much more...''
''Pioneered by Koldunic sorcerers and refined by the Tremere antitribu of House Goratrix, this power forms the basis for a multitude of vitae-fueled constructs. It forms the basis for Blood Brothers and fleshweld ghouls alike, allowing one to call upon the vitae in their own veins to empower another in their Circle. Through this exchange of vitae, individuals are able to become so much more...''




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


'''Dice Pools:''' No roll required.
'''Dice Pools:''' No roll required.




'''System:''' The user can share blood between clan mates. In doing so, any blood bonds of the two are shared and a circle is formed. Whenever a Kindred within the circle makes a Rouse Check, mends their form, or surges their blood, another Kindred in their circle can pay the cost for them. The Blood Potency of the one doing the work is used to determine the effectiveness of the action performed.
'''System:''' The user can Rouse their blood in order to Mend the damage of another character, or to provide a Blood Surge for them. Each character must share a Blood Bond for this to function. Make a Rouse check as per the normal rules for the Blood Sruge or type of damage being Mended. A character may only benefit from this power once per Round, though they may still Rouse their own blood in order to Mend further damage if they should desire to do so. The Blood Potency of the one making the Rouse Check is used to determine the effectiveness of the action performed.


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==COAGULATED ENTITY ==
== COAGULATED ENTITY ==
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'''Blood Sorcery''' •••••
'''Blood Sorcery''' •••••
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''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.''
''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 rivaling even the Tzimisce Vozhd of nights past. Rather than being sculpted, the participants fuse together in a formless horror of limbs, eyes, and mouths.''
 


'''Cost:''' One Rouse Check


'''Cost:''' One to three Rouse Checks
'''Dice Pools:''' Resolve + Fortitude


'''Dice Pools:''' No roll required.


'''System:''' As the user transforms, those Blood Bound to them may choose whether or not to join, though few pass up the opportunity to achieve this form. The transformation takes as many turns as their are participants, though it may be sped up with additional Rouse Checks on a one-for-one basis.


'''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.
The host makes a Resolve + Fortitude roll with a Difficulty of 3 + the total number of participants. If successful they physically meld with the others. The Coagulated Entity uses the highest Attributes available among the participants, and has Health equal to the highest rating among the participants + 1 per total participants involved. Brawl damage is increased by +1 per total participants and all attacks deal Aggravated Health Damage to mortals. Superficial Health Damage inflicted from Coagulated Entity is not halved.




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:''' Until deactivated. Having the power active for longer stretches of time (more than a scene) might necessitate all participants spending Willpower, at the Storyteller’s discretion.


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Revision as of 11:05, 3 May 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.