Difference between revisions of "Mastery of the Mortal Shell"

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In the early nights, Mastery of the Mortal Shell was created to assist in the hunting the Tzimisce and Gangrel enemies of the Tremere, but its uses were expanded to enforce subservience among enslaved Gargoyles after their first revolt.  The powers of this path for the foundation for many tales of witches' curses and possession in folklore.<br>
 
In the early nights, Mastery of the Mortal Shell was created to assist in the hunting the Tzimisce and Gangrel enemies of the Tremere, but its uses were expanded to enforce subservience among enslaved Gargoyles after their first revolt.  The powers of this path for the foundation for many tales of witches' curses and possession in folklore.<br>
 
Unless otherwise stated, the powers of Mastery of the Mortal Shell last a number of turns equal to the number of successes a thaumaturge scores on his activation roll.<br><br>
 
Unless otherwise stated, the powers of Mastery of the Mortal Shell last a number of turns equal to the number of successes a thaumaturge scores on his activation roll.<br><br>
 +
 
''Errata:  All powers of this path last for one turn per success.''<br><br>
 
''Errata:  All powers of this path last for one turn per success.''<br><br>
 +
 
'''1)  Vertigo'''<br>
 
'''1)  Vertigo'''<br>
 
The thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject's body.  Although the physical discomfort is temporary and minor, Tremere have been known to use it on social rivals at the most inopportune times, causing them to lose their aplomb.<br>
 
The thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject's body.  Although the physical discomfort is temporary and minor, Tremere have been known to use it on social rivals at the most inopportune times, causing them to lose their aplomb.<br>
 
'''System:'''  A touch from the thaumaturge (possibly requiring a Brawl attack, with Storyteller discretion) invokes disorientation in her victim.  All of the subject's physical actions are at +1 difficulty for the duration of Vertigo.  Further uses of this path may extend the duration, though the difficulty will not increase beyond +1.  The Storyteller may impose any other desirable effects such as acrophobia or agoraphobia.<br><br>
 
'''System:'''  A touch from the thaumaturge (possibly requiring a Brawl attack, with Storyteller discretion) invokes disorientation in her victim.  All of the subject's physical actions are at +1 difficulty for the duration of Vertigo.  Further uses of this path may extend the duration, though the difficulty will not increase beyond +1.  The Storyteller may impose any other desirable effects such as acrophobia or agoraphobia.<br><br>
 +
 
'''2) Contortion'''<br>
 
'''2) Contortion'''<br>
 
With but a touch, the thaumaturge causes her opponent's muscles to contract involuntarily, reducing her to twitching fits.  This effect is extremely disconcerting to the subject, rendering the affected limb unusable.<br>
 
With but a touch, the thaumaturge causes her opponent's muscles to contract involuntarily, reducing her to twitching fits.  This effect is extremely disconcerting to the subject, rendering the affected limb unusable.<br>
'''System:'''  By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion.  Targeting rules (see '''Vampire: The Masquerade''' page 209) apply for selecting a specific extremity, shou7ld contact not be guaranteed.  A leg rendered useless may make it difficult to remain standing.  A contorted arm hangs lifeless at the subject's side.  A useless head causes loss of speech and increases the difficulty of all Social rolls by three as the facial muscles spasm out of control.<br>
+
'''System:'''  By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion.  Targeting rules (see '''Vampire: The Masquerade''' page 209) apply for selecting a specific extremity, should contact not be guaranteed.  A leg rendered useless may make it difficult to remain standing.  A contorted arm hangs lifeless at the subject's side.  A useless head causes loss of speech and increases the difficulty of all Social rolls by three as the facial muscles spasm out of control.<br>
 
The thaumaturge can affect himself, causing his muscles to tighten like a vise.  Each success increases the difficulty by one to break his grasp or hold.  This is very useful during a bite or choke attack, making futile any attempt to flee, and may also be using on others in this "beneficial" manner.<br><br>
 
The thaumaturge can affect himself, causing his muscles to tighten like a vise.  Each success increases the difficulty by one to break his grasp or hold.  This is very useful during a bite or choke attack, making futile any attempt to flee, and may also be using on others in this "beneficial" manner.<br><br>
 +
 
'''3)  Seizure'''<br>
 
'''3)  Seizure'''<br>
 
Like a nervous disorder, this power causes the body to "lock up" in a fit of convulsions.  All the muscles throughout the body tighten uncontrollably, the victim foams at the mouth and spasms rack him with agony.  A mortal may even choke to death as her tongue cuts off her air supply.<br>
 
Like a nervous disorder, this power causes the body to "lock up" in a fit of convulsions.  All the muscles throughout the body tighten uncontrollably, the victim foams at the mouth and spasms rack him with agony.  A mortal may even choke to death as her tongue cuts off her air supply.<br>
'''System:'''  A light touch visits upon any target the very unpleasant effects of this power.  For the4 duration of the seizure, a target's body writhes, tormenting him to the point of incapacitation.  Victims suffer a four-dice penalty to all actions.  The victim also suffers one level of bashing damage every turn, though this damage is soakable, as her body helplessly twists itself unnaturally.<br><br>
+
'''System:'''  A light touch visits upon any target the very unpleasant effects of this power.  For the4 duration of the seizure, a target's body writhes, tormenting him to the point of incapacitation.  Victims suffer a four-dice penalty to all actions.  The victim also suffers one level of bashing damage every turn, though this damage is soak-able, as her body helplessly twists itself unnaturally.<br><br>
 
'''4)  Body Failure'''<br>
 
'''4)  Body Failure'''<br>
 +
 
Thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems.  This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings.  Body Failure has been used throughout the ages to afflict victims in "natural" and inconspicuous ways.  Many cases of "fatal palsy" and natural death may indeed be the result of a skilled thaumaturge.<br>
 
Thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems.  This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings.  Body Failure has been used throughout the ages to afflict victims in "natural" and inconspicuous ways.  Many cases of "fatal palsy" and natural death may indeed be the result of a skilled thaumaturge.<br>
'''System:'''  This power can affect any target the thaumaturge can see.  A successful activation of this power grants effects similar to to Seizure, except that damage is lethal (and thus not soakable by mortals) due to complete organ failure.  Additionally, the victim suffers a five-dice penalty to all actions.  Kindred are likewise affected by Body Failure, as their muscles spasm and brain activity becomes erratic.  As Kindred, they may soak the damage this power inflicts on them.<br><br>
+
'''System:'''  This power can affect any target the thaumaturge can see.  A successful activation of this power grants effects similar to to Seizure, except that damage is lethal (and thus not soak-able by mortals) due to complete organ failure.  Additionally, the victim suffers a five-dice penalty to all actions.  Kindred are likewise affected by Body Failure, as their muscles spasm and brain activity becomes erratic.  As Kindred, they may soak the damage this power inflicts on them.<br><br>
 +
 
 
'''5)  Marionette'''<br>
 
'''5)  Marionette'''<br>
 
The thaumaturge invoking Marionette gains such mastery over the body that he can magically seize control of another being and manipulate her actions to suit his own whims.  Although this control is not as fine as the direct and personal command of the Dominate power of Possession, the thaumaturge's true body is not as vulnerable during the manipulation.  Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge's macabre pawn.  As Gepetto once moved Pinocchio's strings, so the thaumaturge bends his target to his will.<br>
 
The thaumaturge invoking Marionette gains such mastery over the body that he can magically seize control of another being and manipulate her actions to suit his own whims.  Although this control is not as fine as the direct and personal command of the Dominate power of Possession, the thaumaturge's true body is not as vulnerable during the manipulation.  Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge's macabre pawn.  As Gepetto once moved Pinocchio's strings, so the thaumaturge bends his target to his will.<br>

Latest revision as of 12:41, 29 July 2014

Back to Thaumaturgy Paths

A thaumaturge practicing Master of the mortal Shell explores the fundamental functions of the body, granting control over the physical workings of a subject. Lesser powers of this path are clumsy in their control of the body, but become increasingly precise and complete.
In the early nights, Mastery of the Mortal Shell was created to assist in the hunting the Tzimisce and Gangrel enemies of the Tremere, but its uses were expanded to enforce subservience among enslaved Gargoyles after their first revolt. The powers of this path for the foundation for many tales of witches' curses and possession in folklore.
Unless otherwise stated, the powers of Mastery of the Mortal Shell last a number of turns equal to the number of successes a thaumaturge scores on his activation roll.

Errata: All powers of this path last for one turn per success.

1) Vertigo
The thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject's body. Although the physical discomfort is temporary and minor, Tremere have been known to use it on social rivals at the most inopportune times, causing them to lose their aplomb.
System: A touch from the thaumaturge (possibly requiring a Brawl attack, with Storyteller discretion) invokes disorientation in her victim. All of the subject's physical actions are at +1 difficulty for the duration of Vertigo. Further uses of this path may extend the duration, though the difficulty will not increase beyond +1. The Storyteller may impose any other desirable effects such as acrophobia or agoraphobia.

2) Contortion
With but a touch, the thaumaturge causes her opponent's muscles to contract involuntarily, reducing her to twitching fits. This effect is extremely disconcerting to the subject, rendering the affected limb unusable.
System: By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion. Targeting rules (see Vampire: The Masquerade page 209) apply for selecting a specific extremity, should contact not be guaranteed. A leg rendered useless may make it difficult to remain standing. A contorted arm hangs lifeless at the subject's side. A useless head causes loss of speech and increases the difficulty of all Social rolls by three as the facial muscles spasm out of control.
The thaumaturge can affect himself, causing his muscles to tighten like a vise. Each success increases the difficulty by one to break his grasp or hold. This is very useful during a bite or choke attack, making futile any attempt to flee, and may also be using on others in this "beneficial" manner.

3) Seizure
Like a nervous disorder, this power causes the body to "lock up" in a fit of convulsions. All the muscles throughout the body tighten uncontrollably, the victim foams at the mouth and spasms rack him with agony. A mortal may even choke to death as her tongue cuts off her air supply.
System: A light touch visits upon any target the very unpleasant effects of this power. For the4 duration of the seizure, a target's body writhes, tormenting him to the point of incapacitation. Victims suffer a four-dice penalty to all actions. The victim also suffers one level of bashing damage every turn, though this damage is soak-able, as her body helplessly twists itself unnaturally.

4) Body Failure

Thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems. This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings. Body Failure has been used throughout the ages to afflict victims in "natural" and inconspicuous ways. Many cases of "fatal palsy" and natural death may indeed be the result of a skilled thaumaturge.
System: This power can affect any target the thaumaturge can see. A successful activation of this power grants effects similar to to Seizure, except that damage is lethal (and thus not soak-able by mortals) due to complete organ failure. Additionally, the victim suffers a five-dice penalty to all actions. Kindred are likewise affected by Body Failure, as their muscles spasm and brain activity becomes erratic. As Kindred, they may soak the damage this power inflicts on them.

5) Marionette
The thaumaturge invoking Marionette gains such mastery over the body that he can magically seize control of another being and manipulate her actions to suit his own whims. Although this control is not as fine as the direct and personal command of the Dominate power of Possession, the thaumaturge's true body is not as vulnerable during the manipulation. Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge's macabre pawn. As Gepetto once moved Pinocchio's strings, so the thaumaturge bends his target to his will.
System: The thaumaturge may affect any target within his line of sight and he must keep visual contact with the victim at all times to maintain this effect.
For the duration of this power, the thaumaturge can cause the victim to perform any physical action. However, due to the nature of this control, the difficulties of all actions of the victim increase by two. The concentration this power requires also increases the thaumaturge's own difficulties by two for all actions undertaken while manipulating the victim. Another application of this power extends the duration of this arcane control.
Marionette does not rob the victim of his cognizance, only his physical control over his body. During this time of thaumaturge's mastery, the target remains aware that some outside force is manipulating his actions, conscious that they are not his own.