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The learning or even knowledge of this path is neither encouraged nor openly supported by most of the high-ranking Tremere. Those who are familiar with its intricacies hotly debate its origins. One theory holds that its secrets were originally taught to the Tremere by demons, and practicing it may bring one dangerously close to the infernal. Another states that this path is something of a relic from the days when the Tremere were still mortal wizards. The third, and to many the most disturbing, is that the path was originally learned from the Followers of Set and that knowledge of its intricacies was sold to the Tremere for an unspecified price. Obviously, this last rumor is always denied by the Tremere, which automatically makes it the favorite topic of discussion whenever the matter is brought up. The Path of Corruption is path centered on influencing the psyches of other individuals. Unlike Dominate, it cannot be used to issue commands, nor can it be used like Presence to alter emotions. Instead, the powers of Path of Corruption slowly and subtly twist an individual's mind into a darker, more immoral state. Those who wish to engage in this must be well-versed in the darker side of human nature. Lies and deception should be second nature to the user. Accordingly, no character may have a higher rating in the Path of Corruption than he has in Subterfuge. Using a Narrator as a proxy between the players may prevent out-of-game knowledge from influencing in-game play. |
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Contradict |
You may interrupt a subject's thought processes, forcing the subject to reverse his current course of action. This may lead to a man shouting at his wife instead of caressing her, a police officer letting a known violent criminal go instead of arresting him, or a vampire giving into the Beast just when he had gained control at the brink of frenzy. The actual results of Contradict are never known in advance, but they always take the form of a more negative action than the subject had originally intended to perform. Contradict can be used on any subject in your line of sight. You must make a Mental Challenge against the subject; if successful, the action or decision the subject is about to undertake becomes the negative, far darker opposite. The details are largely left up to the target, who must roleplay it out, although the Storyteller may intervene. The subject gets to make a Simple Test. If he wins, he realizes that he is being influenced but doesn't know who is causing it, unless he wins a Mental Challenge against you to become aware of who attempted to influence him. If he ties on the Simple Test, he becomes vaguely aware of the fact that he is being influenced, but cannot change his course of action. If he loses, he believes that he took the twisted action of his own volition. Contradict cannot be used in combat or to affect actions that are mainly physical or reflexive.
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Subvert |
Similar to Contradict, Subvert's effects last longer and dig deeper into the dark side of the subject's psyche. When influenced by this power, the subject acts on her own suppressed temptations, pursuing agendas that her morals or self-control would normally forbid her to follow. You must make eye contact with the intended victim and make a Mental Challenge. If you win, the victim becomes inclined to follow a repressed, harmful desire until the effects fade. By default, the effects last for five minutes; however, if the original Mental Challenge is successful, you may make Simple Tests against the victim until you lose. The number of wins you score determines the effect's length. The actual effects are again best left for roleplaying, although the Storyteller may intervene. The victim should follow a negative agenda for the duration of the effect - she is driven by her darker desires and moods. Psychological Flaws or Negative Traits may well come into play here. The character's Nature is also a factor in this - for example, a Loner may become violent if she is forced attend a social function. The subject does not become fixated on this new agenda to the point of stupidity, but it does influence all other actions with varying degrees of subtlety. The expenditure of a Willpower Trait allows the character to overcome this effect for a minute.
intermediate path of corruption
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Dissociate |
"Divide and conquer" may not be a very original tactic, but it's as effective now as it was centuries ago. The Tremere know this, and this is a powerful tool for those who wish to practice this tactic in a rather persuasive fashion. This power can break the social ties of interpersonal relationships. Even the most passionate lovers or oldest friends can be separated with this power, and more casual ties can be destroyed altogether. You must touch the target and make a Mental Challenge against him. If successful, the victim's Social Traits are reduced by four (to a minimum of one) for the duration of the effect - the duration determined as with Subvert, above. If this power is used on a character who has participated in the Sabbat Vaulderie or similar ritual, his Vinculum rating is reduced by three for the duration of the effect. Again, the effects of this power should be roleplayed out. The victim of this power becomes withdrawn, suspicious and emotionally distant. The expenditure of a Willpower Trait allows the character to overcome this effect for a minute or so.
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Addiction |
This power is a far nastier form of Subvert. Addiction creates just that in the victim. By exposing her to a particular sensation, situation, substance or action, you can create a powerful psychological dependency. Many Tremere ensure that their victims become addicted to substances or thrills only they can provide, thus creating a source of income and potential blackmail material. The subject must encounter or be exposed to whatever it is that you wish to addict her to. You then touch your target and make a Mental Challenge. If successful, the target is instantly addicted to whatever it is that you have planned for her. An addicted character must get her fix on a nightly basis. For every night that she is forced to go without a fix, she must bid an additional Trait on all challenges she participates in - the longer she waits, the worse her condition becomes. Furthermore, if she is confronted with the object or situation of her addiction, she must make a Static Self-Control Challenge to keep from indulging. Addiction lasts for a number of weeks equal to your permanent Social Traits, divided by two (round down). The victim may attempt to break the effects of Addiction. This requires that a Self-Control Challenge be made every night until she has accumulated more wins than the caster's rating in Path of Corruption. The victim may not indulge in her addiction over the time needed to accumulate the wins; if she succumbs, all accumulated wins are lost and she must start over again. If the target loses a challenge, she may try again the following night. Obviously, the longer it takes, the harder it becomes to win, as she is constantly forced to bid more and more Traits.
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advanced path of corruption |
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Dependence |
The final power in Path of Corruption, Dependence ties your subject's soul to your own, engendering feelings of lethargy and helplessness in her when she is not in your presence or acting to further your desires. It is no surprise that some former pawns of the Tremere speak of feelings of depression and loss they felt when they weren't in the presence of their masters. Engage your target in conversation, then makes a Mental Challenge against the subject. If you are successful, the victim's psyche becomes subtly bonded to your own for one night per permanent Mental Trait you possess, divided by two (round down). A bonded victim is no less likely to attack you and feels no particular affection toward you. However, she is psychologically addicted to your presence, and must bid an extra Trait in any challenges she participates in whenever she is not around you or performing tasks for you. Additionally, you gain five extra Traits when engaging her in any challenges that involve asserting your authority, whether through Dominate, Presence, Subterfuge or Leadership. Finally, she is unable to regain Willpower Traits unless she is in your presence. Again, these effects should mostly be roleplayed out.
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