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Path of the Blood's Curse
It is the privilege of elder vampires to flagrantly abuse their power and status while the neonates and ancillae fume impotently. With the threat of Gehenna suddenly looming on the horizon, these "underdogs" are seeking creative ways to turn their tormentors' age against them. This path, developed by rogue Pander and Caitiff thaumaturges, is just such a way. It may only be learned by Kindred of 10th generation or weaker, as the thinness of the thaumaturge's blood is an integral part of the magic of the path, and the powers only work on vampires of equal or better generation. The path remains a guarded secret by those who learn it, and those upper-level Tremere who are aware of it watch their underlings closely for signs of it. Displaying knowledge of it is an excellent way to get a one-way ticket to Vienna. This path retests with the Occult Ability.
A thaumaturge invoking this power (which may affect any Kindred within her line of sight) prods the target's Beast into sudden and terrifying action. By succeeding in a Mental Challenge, the thaumaturge forces the target to immediately test for frenzy (type of frenzy should be appropriate to the situation). Note that Kindred with Instinct instead of Self Control will always frenzy if this power is successfully used on them; otherwise, normal frenzy rules apply (see page 209 of Laws Of The Night).
Weight Of The Sun
As dawn approaches, Kindred feel their limbs and eyelids grow heavy and must quickly find shelter before they succumb to the irresistible weight of day-sleep; thaumaturges invoking this power inflict tins same terrible helplessness upon their target. By succeeding in a Mental Challenge with her target, the thaumaturge causes the Kindred to not only gain the negative Physical Traits Lethargic x 2, but also prevents him from bidding any number of Traits greater than triple his Morality (or Path) rating. This power lasts for one scene and cannot affect characters who have achieved Golconda.
A vampire unable to use his fangs is in sorry shape. By succeeding in a Mental versus Physical Challenge with his target, the thaumaturge causes the target's fangs to become mystically blunted, unable to pierce flesh and robbing her of the ability to use them effectively. While affected in this way, a Kindred cannot use her fangs to either cause aggravated damage in combat or to feed normally. Even if the vampire manages to bite a victim, it will no longer trigger the ecstasy of the Kiss. This can make feeding problematic, if not nearly impossible, requiring the Kindred to find other means. Storytellers should feel free to throw whatever obstacles into the Kindred's path, from irritated would-be vessels in the Rack to vexed sheriffs and princes dealing with a Masquerade threat. This power lasts for an entire night.
Many elder vampires have built a power base through judicious use of the blood bond, sometimes creating entire "broods" of thralls they know that can trust. This insidious power reverses the bond, wreaking havoc upon the hapless regnant. If invoking this power against a regnant, the thaumaturge must first touch the regnant, possibly requiring a Physical Challenge. It the touch is successful, the blood bond between that regnant and one thrall becomes corrupt and unstable. Regardless of how lie genuinely feels about her, the regnant's thrall now become actively distrustful and suspicious of her actions, possibly spreading her secrets to her enemies or plotting against her. This power works even if the thrall is unaware of the bond. If the thaumaturge turns this power against a thrall, only that thrall's bond becomes warped. Both uses last for one night. Storytellers should be informed of this power's use, and the thaumaturge should not be told out of character if the power has succeeded or failed. Many regents levy harsh censure on those apprentices with knowledge of this power.
advanced Path of the blood's Curse
This devastating power works directly upon the blood within a Kindred's veins, stripping her of her immortality until she resembles her true age. By making a successful Physical Challenge with the target, the thaumaturge renders her decrepit, shriveled and warped. The target's fangs elongate, and vampiric features become more pronounced. For every Willpower Trait the thaumaturge spends, the target is physically aged one decade. Each decade means the loss of two Physical Traits. While the target cannot be aged past zero Traits, without Physical Traits she cannot move, feed or even defend herself, and her speech becomes so soft as to be nearly inaudible. If aged to zero Physical Traits, she may also not initiate challenges, and any of her Appearance-based Social Traits are negated. For every five decades the target ages, she gains the Negative Traits Decrepit and Repugnant as her features become more feral and her body shrinks into a skeletal heap, in addition to the loss of Physical Traits. The target may attempt to restore herself by spending one Willpower Trait and five blood Traits in the same turn she was afflicted. Storytellers should feel free to increase or decrease these penalties as appropriate (if, for example, the vampire is only 10 years old, but was Embraced at age 70, or if the character has the Flaw: Child). This power lasts for one night, whereupon the vampire sheds her years and appears as young or old as the night of her Embrace. |
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