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The Tremere
Topic Started: Aug 5 2016, 01:09 AM (10 Views)
Tyrant
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Clan Tremere is one of the youngest vampire clans, having just come into existence during the dark ages. In the little time since then they have made incredible inroads within vampiric society and are arguably the most powerful clan in the modern nights. This is due in no small part to their strict hierarchy, secretive nature, and mastery of Thaumaturgy, all of which elicit suspicion, fear, and respect from other Cainites. The Warlocks stand as a pillar of the Camarilla and are one of its main defenders, despite the fact that they exist almost as a subsect. Some even go so far as to consider themselves the evolution of vampirism, citing their extreme versatility of blood magic and lack of a true clan curse. The Final Nights have many things in store for the Tremere, however, and the more powerful they grow the more their enemies gather.

The Tremere clan weakness consists of an initiation, which requires neonates must all drink from the blood of the seven elders of the clan when they are created. This means that all Tremere are at least one step toward being Blood-Bound to the clan, and therefore must watch their step very carefully when around their leaders.



Organisation:

The Tremere are the most strictly organized clan bar none, and every member knows where they stand in authority amongst their peers. This creates the illusion of total unison and cooperation for other Cainites, who rarely know anything of the Tremere hierarchy or inner politics. Their Antediluvian, Tremere, sits at the top of the pyramid and supposedly directs the entire clan, though very few have ever seen him or witnessed his hand in action. Many do not believe he is even a real person, but perhaps an ideal of the Tremere cause or a symbol of their unity. Beneath him the importance of the number seven is given as each successive rank down is comprised of seven to a power positions:

  • Councilors: the members of the Inner Council of Seven and the true rulers of the clan, each of whom is responsible for directing clan efforts in a particular portion of the world. Each councilor appoints seven Pontifices.

  • Pontifices: a pontifex oversees a large region, such as parts of a nation or groupings of smaller countries and islands, and in turn oversees seven Lords.

  • Lords: each lord is responsible for a small country or group of states and uses their influence and knowledge to sway the Tremere in their domain, specifically the Regents.

  • Regents: the most visible figures of Tremere authority. A regent runs an individual chantry and is charged with the well being and training of the Apprentices.

  • Apprentices: the youngest and most numerous Tremere. Apprentices must spend much of their time training, serving some need within their chantry, or playing the politics of the clan as best as their inexperience allows. Some never advance beyond this rank, either because they are more interested in Camarilla politics or their own affairs to rise among the Tremere or because the lord of the region sees no need to create a new chantry and regent.



Embraces:

The Tremere are very selective in who they Embrace and normally do so with a mind for the clan's needs, a condition reinforced by the fact that the local regent must give permission for an individual to be sired. Individuals of strong will or aggressive personalities are normally sought, provided they have a clear head and can learn to be a part of the greater whole that is the clan. Candidates were scholars in life, and many dabbled in the occult to one extent or another, though that is not a prerequisite. Of course, there are "rogue" Embraces for the usual reasons, love, political gain, or accident. Regents often have these mistakes killed immediately, with suitable punishment levied against the sire, but there are always exceptions.

Soon after being Embraced, Tremere neonates are made to drink the blood of the Inner Council through a ritual called the Transubstantiation of Seven, bringing them one step towards a blood bond to the clan's leaders and ensuring some degree of loyalty to their peers. Afterwards their training begins, even as they continue to grapple with their transformation into a vampire, memorize the Traditions, learn to feed, and so on. These factors lead to a high rate of failure in newly Embraced Tremere, who may go mad or commit suicide.


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Auspex

Auspex is a Discipline that grants vampires supernatural senses. It is one of the most common and favored Discipline among Cainites due to its versatility and overall usefulness in just about every facet of vampiric existence. In addition to the individual powers granted at each level, Auspex allows someone the opportunity to see through illusions, such as from Obfuscate or Chimerstry, so long as the user possess at least an equal mastery in Auspex as the Discipline in question. Furthermore, it has been known to grant some degree of oracular ability, particularly when alerting a Cainite to danger, even if they are in torpor.

Official Abilities

Standard Abilities
  • Level One - Heightened Senses: Raise one of your five senses to superhuman levels
  • Level Two - An Ear for Lies: Know when someone lies to you
  • Level Two - Aura Perception: Learn various qualities of a person from their aura
  • Level Three - Artist's Intent: Learn details of an artist's state of mind in relation to a piece of art
  • Level Three - The Spirit's Touch: Learn something of an object and its previous owner from its resonance
  • Level Four - Telepathy: Briefly probe someone's mind or project a telepathic message to them
  • Level Five - Psychic Projection: Free your mind to travel the world in astral form



If you wish to know more about Auspex, please click here to visit White Wolf Wikia.


Dominate

Dominate is a Discipline that overwhelms another person's mind with the vampire's will, forcing victims to think or act according to the vampire's decree. While undeniably powerful, its use almost always adheres to two important restrictions: the user must meet the eyes of the target and must speak in language that is clearly heard and understood by the target. Furthermore, this Discipline cannot be used upon Cainites of lower generation and cannot force someone to be self-destructive or defy their Nature. Using Dominate is often considered very heavy-handed, hardly appropriate within what passes for polite vampiric society, but it is also favored by those of age and status as a efficient means of asserting their authority.

Official Abilities

Standard Abilities
  • Level One - Command: Give a simple one-word order that a target must obey
  • Level Two - Mesmerize: By holding a target with your gaze you can implant false thoughts or hypnotic suggestions in a target's mind
  • Level Three - The Forgetful Mind: Rewrite the memories of a target
  • Level Four - Conditioning: Over time make a target a slave to your will alone
  • Level Five - Possession: Transfer your mind into a mortal body and control their actions



If you wish to know more about Dominate, please click here to visit White Wolf Wikia.


Thaumaturgy

Thaumaturgy is the closely guarded secret blood magic practiced by the vampiric Clan Tremere. Created by exhaustive research and extensive experimentation, Thaumaturgy utilises the principles of Hermetic magic used by House Tremere when it was still a cabal of mages, adapted to be fuelled by the inherent magical power of Vitae rather than the Quintessence known to mortal mages. While it is certainly powerful and versatile, it is organised very differently to the Spheres; Thaumaturgy is largely unknown to mages, and universally distrusted and reviled by those who do know of it.

Thaumaturgy uses a system of paths and rituals to focus the thaumaturge's will. Paths are learned expressions of thaumaturgical principles developed into reliable, repeatable effects. Unlike the "natural" powers of Disciplines, however, thaumaturges must concentrate their will, forcing the power of their blood to unnatural ends. If their concentration is not complete, if they falter, then the magic will fail, and in extreme cases such failure can have a lasting effect on the thaumaturge, draining their mental resources. It was not always so, however; before the Final Nights, paths were less difficult to use and did not carry the possibility of harm to the thaumaturge.

Rituals, by contrast, are elaborate, sophisticated and codified instructions for producing set magical effects. Rituals vary in complexity, and require varying levels of thaumaturgical knowledge to complete successfully. They often require the trappings of Hermetic magic - circles drawn in chalk, locks of the victim's hair, meditation, chanting ancient words of power and the like. Rituals can take hours, days or even months to perform, but if successfully completed will always produce the same result. They can be incredibly powerful, particularly when senior thaumaturges join forces; it was a thaumaturgical ritual which cursed the entire Assamite clan.

Paths

Thaumaturgy has a large number of paths; though it is not the oldest tradition of blood magic, the Tremere were magical scholars long before they were vampires and toil ceaselessly to push their studies ever further. Many paths were once known by names which reflected the Tremere's previous magical heritage.

  • Alchemy
    • Level One - Simple changes to an object's form
    • Level Two - Complex changes to an object's form
    • Level Three - Complicated changes to an object's form
    • Level Four - Minor changes in an objects atomic number
    • Level Five - Major changes in an objects atomic number

  • Elemental Mastery
    • Level One - Elemental Strength: Gain greater strength and resilience from the earth
    • Level Two - Wooden Tongues: Speak with inanimate objects
    • Level Three - Animate the Unmoving: Cause an object to move and act to a limited extent
    • Level Four - Elemental Form: Transform into an inanimate object
    • Level Five - Summon Elemental: Conjure an elemental spirit

  • The Faux Path
    • Level One - Hello, Goodbye: Temporarily cause listeners to believe a true statement to be false
    • Level Two - Disciplinary Identification: Recognize what Disciplines are or have been used
    • Level Three - Thaumaturgical Nomenclature: Identify what Thaumaturgy powers and rituals are being used
    • Level Four - Ritual Madness: Give a target the sensation of a particular Thaumaturgical power or ritual without actually inducing the effect
    • Level Five - Sanguinary Affection: Produce an illusion that gives the effect of a particular Discipline power

  • The Gift of Morpheus
    • Level One - Cause Sleep: Force a single target to become drowsy or sleep, opposed to the target's Willpower. Spend Willpower to affect supernaturals.
    • Level Two - Mass Slumber: Affect multiple targets with Cause Sleep against a flat difficulty.
    • Level Three - Enchanted Slumber: Force a target to sleep until a trigger event. Spend Willpower to affect vampires. Multiple successes extend sleep up to a year.
    • Level Four - Dreamscape: The vampire may project her own image into a dream, but has no control over the dream other than by her own actions within it. The vampire must have a belonging of the victim to use this power.
    • Level Five - Master of Dreams: The vampire may start changing the target’s dreams, once she has entered them by using Dreamscape. If the target is a vampire, a willpower point must also be spent. Once this power has been used, the target may also change her dreams with resistance rolls, and both characters may act in the dream as if they were awake. If either character dies in this dream, the character also dies for real.

  • The Green Path
    • Level One - Herbal Wisdom : Commune with a plant
    • Level Two - Speed the Seed's Passing: Cause a plant to quickly grow or decay
    • Level Three - Dance of Vines: Animate vegetation
    • Level Four - Verdant Haven: Create a shelter of branches and vegetation
    • Level Five - Awaken the Forest Giants: Animate trees

  • Biothaumaturgy
    • Level One - Thaumaturgical Forensics: Gain information from a tissue sample
    • Level Two - Thaumaturgical Surgery: Convert a level of damage to a lesser form
    • Level Three - Lesser Animation: Animate dead plants or small animals that will follow instructions
    • Level Four - Greater Animation: As Lesser Animation, except works on large animals and humans
    • Cognizant Construction: Grant an animated creature rudimentary intelligence

  • Hands of Destruction
    • Level One - Decay : Cause an inanimate object to age years in seconds
    • Level Two - Gnarl Wood: Ruin an object of wood with a look
    • Level Three - Acidic Touch: Your hand dispenses a powerful acid
    • Level Four - Atrophy: Cause a victim's limb to wither
    • Level Five - Turn to Dust: Make a person age years in seconds

  • The Hearth Path
    • Level One - Guest's Herald: Create a small effect that goes off whenever someone passes through a entryway
    • Level Two - Master's Order: Know where all things that belong to you in your haven are located
    • Level Three - Rhyme of Discord: Anyone else who comes into your haven becomes disoriented and cannot remember what they find there
    • Level Four - Temportal: Teleport from one of your haven's doorways to another
    • Level Five - The Cauldron's Rede: Speak to items in your haven about events that have occurred there

  • Lure of Flames
    • This path does not have individual powers at each level. Instead, each level creates greater flames that are more dangerous.

  • Mastery of Mortal Shell
    • Level One - Vertigo: Cause a target to be disoriented and dizzy
    • Level Two - Vertigo: Cause a target to be disoriented and dizzy
    • Level Three - Seizure: Cause a victim's body writhe and tighten uncontrollably
    • Level Four - Body Failure: As Seizure, but more powerful
    • Level Five - Marionette: Force a target's body to move and act as you desire


NOTE: Thaumaturgy is still under construction.


[ * Credit to Caine of Vampire: The Masquerade Roleplay on Habbo. * ]
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