Mastery of the Mortal Shell
RARE



 Thaumaturges practicing this path gain control over the physical workings of a body. While this path cannot actually animate corpses, it is effective against the living and undead. Unless otherwise stared, the powers of this path last for a number of turns equal to the number of Mental Traits the caster spends on the casting. This path retests with the Occult Ability.

basic Mastery of the mortal shell

Vertigo

 With but a light touch, the thaumaturge causes a wave of dizziness and disorientation to overtake her target. Anyone affected by this is rendered one Trait down on all Physical Challenges for the remainder of the scene. This dizziness might also trigger appropriate effects, such as acrophobia, at the Storyteller's discretion. A ready or suspicious target will probably require a Physical Challenge to affect.

  Contortion

 This power enables the thaumaturge to cause wracking spasms in his target. The use of this power requires a Physical Challenge to touch the limb lie wishes to affect. A "normal" Physical Challenge will strike an arm or leg; if the caster wishes to affect the target's head, he must declare this intention and win two Simple Challenges after succeeding in the initial Physical Challenge (if the two Simple Challenges are unsuccessful, the caster misses completely and loses the Trait bid). For each arm or leg warped in this way, the target not only loses the ability to use it but also gains the negative Physical Trait Lame. If the head is affected, the target suffers a complete loss of speech and is three bids down on all Social Challenges as his facial muscles spasm wildly. These effects will span the duration of one scene.  The thaumaturge may also cast this effect upon himself to tighten his muscles, very effective during a bite or choke attack. This power grants the caster two Traits he may use during Physical Challenges if the target attempts to break free.

intermediate mastery 0 f THE mortal shell

Seizure

 Thaumaturges using this power cause uncontrollable convulsions in their targets, sometimes resulting in death to mortals as they choke on their own tongues. With a successful Physical Challenge, the thaumaturge causes her target to twist and writhe upon the ground in utter agony. In this state, the person so afflicted may only bid passive Physical Traits and may not initiate challenges, and will suffer one level of bashing damage per turn as he jerks around. This power lasts for one scene, and may be fatal to mortals (at the Storyteller's discretion).

  Body Failure

 Those wielding this devastating power have incredible insight into the workings of the body - and how to shut them down. This power will kill mortals, as their autonomic nervous system simply stops working, and is extremely uncomfortable, if not usually lethal, to Kindred. With a successful Physical Challenge and the expenditure of a temporary Willpower, the thaumaturge causes her target to go into total system shock. The victim will suffer three health levels of lethal damage immediately, and one more every subsequent turn they are affected by this power (until death or torpor). During this time, mortal victims may only bid passive Physical Traits, may not initiate challenges and are four Traits down in all actions. Kindred may attempt to soak lethal damage.



advanced Mastery of the mortal shell

Marionette

  At this level, thaumaturges truly usurp their enemies' bodies from them, taking total control of their movements with their will alone.  With the expenditure of a temporary Willpower, a successful Mental versus Physical Challenge and established visual contact, the thaumaturge can cause the target to perform any physical actions desired, including speech. The thaumaturge must keep the target in sight for the duration of the power. Because of the intense concentration this power requires, the thaumaturge may not initiate any challenges while "puppeteering" a target.  This power does not rob a victim of thought, only physical control. During this time, the target is aware that some outside force is having its way with him and his actions are not his own. This requires gracious roleplaying on the part of the target - the movements are not jerky and robotic, but as fluid as his own normal ones might be. Owing to logistical difficulties, the thaumaturge may wish to give a series of commands for the target or follow within earshot and whisper instructions.






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