Post by Jes on Dec 4, 2014 17:48:42 GMT
sheetgen.dalines.net/sheet/37678
Name : Je'seana
Player: Jes
Chronicle : Birmingham by night
Nature : Judge
Demeanor : Visionary
Clan: Tremere
Generation : 10th
Haven : Cottage in the country
Concept : Seeker of knowledge
Attributes
Physical-------------------------------------
Strength : 2
Dexterity: 2
Stamina : 2
Social --------------
Charisma: 3
Manipulation : 4
Appearance: 4
Mental--------------
Perception : 3
Intelligence : 4
Wits : 4
Abilities:
Talents ------------
Alertness : 3
Athletics : 2
Brawl : 2
Dodge: 2
Empathy: 1
Expression : 2
Intimidation: 3
Leadership: 3
Streetwise: 3
subterfuge: 3
Skills -------------------------
Animal Ken: 1
Crafts: 1
Drive : 2
Etiquette: 3
Firearms : 1
Melee: 2
Performance: 2
Security: 2
Stealth: 2
Survival: 4
Knowledge ---------------------
Academics: 4
Computer: 4
Finance: 4
Investigation: 4
Law: 4
Linguistics: 3
Medicine : 2
Occult: 5
Politics: 3
Science : 4
Disciplines: ---------------
Auspex : 3
Dominate: 3
Thaumaturgy : 5
Obfuscate: 3
Presence: 3
Backgrounds ------------
Resources: 3
Generation: 3
Clan Status: 2
Age: 3
Virtues --------------------------
Conscience : 3
Self- control : 3
Courage : 3
Humanity : = 5
Willpower = 7
Blood pool: 13
Merits:
Common Sense (1 point merit)
Flaws :
Curiosity(-1 Flaw)
Paths and Rituals -
Paths -
The Focused Mind (5) Developed by a Tremere Kabbalah scholar, this little-known path of Thaumaturgy has been around for a few centuries and remains in practice by a select few. Practitioners of the Focused Mind greatly enhance their mental alacrity and readiness, allowing better comprehension of problems and situations. Thaumaturges, already disciplined of mind, become frightfully powerful in the realm of the cerebral when mastering this path.
Readiness (1) - Using Readiness makes the caster able to gain a quicker understanding on a predicament. Enhanced lucidity enlightens the caster, allowing better reactions to changing situations and increased cleverness.
Centering (2) - By invoking this power, the thaumaturge causes a sudden, intense calmness in the subject by whispering soothing words to her. While under this serenity, the target is able to better focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm.
Magi in fear of frenzy often use this power on themselves to achieve a state of tranquility, as emotions are stifled.
One Tracked Mind (3) - By extending his powers to other individuals, the thaumaturge is able to fixate the subject on one action. This single-mindedness of the target is such that they ignore everything else that occurs around them. Guards are easily distracted with this power, as their attention becomes fixated elsewhere, and research becomes a dedicated, focused task. Use of this power is sometimes colloquially referred to as "railroading someone."
Dual Thought (4) - With the rigors of concentration required to learn Thaumaturgy, many Tremere are able to take quick and complete control of a situation. With this power, the thaumaturge is able to divide his attention to two completely separate tasks without problems. As One-Tracked Mind forces the subject's attention into a single objective, Dual Thought expands the thaumaturge's concentration to the point that focus upon two goals is possible.
Perfect Clarity (5) - Perfect Clarity brings about a Zen-like moment of unimpeded insight for the thaumaturge. Pure focus is achieved, thought and action become one, and complete serenity of mind descends upon the Kindred magus. This lucidity protects the thaumaturge from influences both internal and external; even the Beast within is unable to rage forth. Some practitioners have likened use of this power with the state of Golconda (theoretically, of course), but the upper Tremere hierarchy denies this rumor as much as they deride the existence Golconda itself.
Movement of the Mind (4 - can lift up to 500lbs) - This path gives the thaumaturge the ability to move objects telekinetically through the mystic power of blood. At higher levels, even flight is possible (but be careful who sees you...). Objects under the character's control may be manipulated as if she held them - they may be lifted, spun, juggled or even "thrown," though creating enough force to inflict actual damage requires mastery of the fourth level or greater. Some thaumaturges skilled in this path even use it to guard their havens, animating swords, axes and firearms to ward off intruders.
The Lure of Flames (3) - This path grants the thaumaturge the ability to conjure forth mystical flames - small fires at first, but skilled magicians may create great conflagrations. The Lure of Flames is greatly feared, as fire is one of the surest ways to bring Final Death upon a vampire.
Fire created by this path is not "natural." In fact, many vampires believe the flames to be conjured from Hell itself.
Fire conjured by The Lure of Flames must be released for it to have any effect. Thus, a "palm of flame" does not bum the vampire's hand and cause an aggravated wound - it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.
Candle (1) - difficulty 3 to soak, one health level of aggravated damage/turn
Palm of Flame (2) - difficulty 4 to soak, one health level of aggravated damage/turn
Campfire (3) - difficulty 5 to soak, two health levels of aggravated damage/turn
Gift of Morpheus (2 )- can put several individuals to sleep but must be able to see them) - This path of Thaumaturgy allows the vampire to put others to sleep and enter their dreams. The path does not allow the vampire to enter a real dream dimension, but rather the mind of the sleeping mortal via some unexplained type of telepathic link. The path has a mental effect, and other mind-influencing Disciplines, such as Auspex, Dominate and Presence, may be used in conjunction with this path.
Cause Sleep (1) - The vampire is able to make a person within her line of sight sleepy just by concentrating. The person may still be awakened by loud noise or someone trying to rouse him.
Mass Slumber (2) - The vampire can put several individuals to sleep at once. This power only affects mortals, and only those the vampire can see.
Neptunes Might (2) - Vampires are rarely associated with the ocean in most mythologies, and most Kindred have nothing to do with water in large quantities simply because they have no reason to do so. Nevertheless, Neptune's Might has enjoyed a small, but devoted, following for centuries among Camarilla thaumaturges. This path is based primarily around the manipulation of standing water, although some of its more disturbing effects depart from this principle.
Once a character reaches the third level of Neptune's Might, the player may choose to specialize in either fresh water or salt water. Such specialization lowers all Neptune's Might difficulties by one when dealing with the chosen medium but raises them by one when dealing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.
Eyes of the Sea (1) - The thaumaturge may peer into a body of water and view events that have transpired on, in or around it from the water's perspective. Some older practitioners of this art claim that the vampire communes with the spirits of the waters when using this power; younger Kindred scoff at such claims.
Prison of Water (2) - The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water. Mortals subjected to this power's effects can drown if the thaumaturge is not careful (or if she so desires it), and even vampires can be crushed by extreme pressure thus brought to bear.
RITUALS -
Wake with Evening's Freshness(1) - This ritual allows a Tremere to awaken at any sign of danger, especially during the day. If any potentially harmful circumstances arise, the Tremere immediately rises, ready to face the problem. This ritual requires the ashes of burned feathers to be spread over the area in which the Kindred wishes to sleep.
Rite of Introduction (1) - The Tremere use this ritual as the formal method of presentation for arrivals in a new city. However, it is an old ritual and not as widely used as it once was. Many young members of the clan are not even aware of its existence. Still, some traditional regents insist on its use and tolerate no excuses for a breach of courtesy. It is also possible to use this ritual to request aid. The caster boils a handful of ground tamarisk root in a pot of rainwater and recites a short incantation into the vapors that form over the water, then adds a drop of galangal oil. He then speaks a brief message, which is telepathically communicated fi rst to the regent and then to the other clan members in the city according to their place in the hierarchy. The ritual allows the regent to reply telepathically, though she is bound to do so only by tradition.
Now Its Sight is Ours (1) - This ritual creates a scrying device which can be used to observe enemies and events from safety; Paul Cordwood devised it for his use and that of his spies. The ritual requires a three-inch golden pin, a length of wire, a small golden claw cast in the shape of a rooster's foot, some of the caster's vitae, and a human victim with at least one healthy eye. As the ritual begins, the victim is on her knees, bound, gagged and blindfolded. The ritualist (or an assistant; usually two helpers are required to restrain the victim during the stage to follow) removes the victim's blindfold and shines a bright light into his face. Using a caliper, the vampire plucks out the desired eye, taking care not to unduly damage it. While the assistants remove the victim, the ritualist speaks a series of incantations and pierces the eye with a pin. He attaches the pin to the wire and the wires to the claw, draws the eye through the smoke of several censers as a preservative measure and then dips it in a pool of his own vitae that rests in a golden bowl inscribed with the image of Thoth, Egyptian god of knowledge. The vitae is then drawn off, placed in a solution of preservative salts and essences and saved.
The device can now be placed in any location the vampire wishes to survey from a distance. The claw is used to secure it to a surface. Needless to say, it must be well-hidden from observant targets.
To see through the eye of the device, the user (who must be a vampire, but needn't be the original ritualist) ingests the vitae potion. The device takes over his visual perceptions; instead of what stands before him, he sees what the device sees.
Blood Mastery (1) - Whispered rumors tell that one should never allow the Tremere to gain access to the blood of another vampire. Paranoid tales in hushed tones tell of the Tremere's mastery over other Kindred through the sole use of a small quantity of vitae. While modern, cosmopolitan Kindred scoff at such tales, even they are careful not to let their blood fall into the wrong hands, just in case.
Such caution, though, is well-deserved. A Tremere with even rudimentary understanding of blood can focus its power into sympathetic forms. By destroying another Kindred’s blood, the Tremere gains symbolic power over that Kindred. This in turn allows the Tremere to manifest his supremacy over the victim.
The Open Passage (2) - Walls, locked doors and even sealed vaults cannot stop a thaumaturge with the Open Passage ritual. The caster smears snake or vermin excrement over the surface in an intricate pattern, which takes an hour to complete. Once finished, the caster becomes insumstantial with respect to that surface – she can walk through a wall or door, yet can still touch and interact with anything attached to it (like a mirror or wooden shelf).
The Veils of Kirophet (2) - This ritual causes a dark, roiling mist to obscure a given area, while at the same time allowing the caster to see through it as if it were not there – in effect, everyone within the area except the caster is physically blinded (anyone with Auspex, however, can attempt a Perception + Alertness roll [difficulty 7]). The ritual requires an Intelligence + Intimidation roll (difficulty 7). On a botch, the caster is both blinded and disoriented with the same effect that is listed next to four successes, below.
1 success Shapes appear dark and fuzzy to the target's vision, and the target can only see figures that are standing two feet away.
2 successes The target literally can only see what is under his nose.
3 successes The target cannot see at all.
4 successes The target cannot see and suffers from minor disorientation (-1 to all Wits and Orienteering rolls).
5 successes The target cannot see and suffers from major disorientation (-3 to all Wits and Orienteering rolls).
The Watcher (3) - This ritual calls to the caster a small rat who will then go where the caster tells her and look for whatever the caster tells her to look for. The rat can then return and, by pressing heads with the caster, "show" the Thaumaturgist what she saw. The rat can even be instructed to steal small items, though the caster must be very explicit as to what he wants stolen and where it is located. This little ritual takes about 20 minutes to enact and requires feeding the rat minute amounts of alcohol. This ritual was created by Victor's mentor to help him watch over other Vampires. The rat will remain in service until sunrise. It can still be affected normally by the Animalism discipline.
Eyes of the Past (3) - This ritual shows what happened in the caster's present location at a specific time in the past, up to five years ago. The caster can see what happened in the past as if she had been standing where she is now.
Invisible Chains of Binding (4) - This ritual allows the vampire to create a supernatural force that holds a victim immobile. The victim is actually chained with invisible and intangible chains that force her to remain where she is. The victim may try to move, but the chains are too strong to break unless the victim can make a simple roll using Strength (difficulty 8) and score two successes in one turn (Potence affects this roll normally). Up to four victims may be chained through the use of this ritual. The vampire Thaumaturgist must make bold hand gestures but no material component is required to cast this ritual.
Mirror Walk (4) - The vampire can step into any mirror large enough for him to crawl through, and use it as a supernatural portal and transport to the closest mirror large enough for him to exit. If no mirror is present, the vampire exits through the closest sheet of glass. The vampire may use this ritual to transport from place to place, but it is especially useful during escapes. The mirror "liquefies" when the vampire Thaumaturgist steps through, forming ripples. Once the vampire has stepped through, it reverts to its original shape, but the vampire cannot be seen.
Enchant Talisman (5) - This ritual is the first taught to most Tremere once they have attained mastery of their first path. Enchant Talisman allows the thaumaturge to enchant a personal magical item (the fabled wizard's staff) to act as an amplifier for her will and thaumaturgical might. A Tremere's talisman is a great source of personal pride, and any insult directed against a talisman is an insult at the thaumaturge herself. Many talismans are laden with additional rituals (such as every ward known to the thaumaturge). The physical appearance of a talisman varies, but it must be a rigid object close to a yard long. Swords and walking sticks are the most common talismans, but some innovative or eccentric Tremere have enchanted violins, shotguns, pool cues and classroom pointers.
BIO -
Je'Seana was born into a prominent Scandinavian family in the year 1664 in a village by the name of Kirkby. Her father was the village minister and Jes had religion thrust upon her until she knew the bible backwards and forwards and could repeat any scripture she was asked. Her father lived by the phrase "Spare the rod, spoil the child" so she didn't lack for beatings every time he thought she had transgressed. Looking back she supposes that studying the bible is what got her in to education. At that time a daughter was never educated unless it was in the bible and usually it was read to her. Jes would sneak into her parents room and grab the family bible, teaching herself how to read the words on the pages. From then on she couldn't get enough of books and learning. Her parents of course, thought it was stupid to have an educated daughter and tried to keep her from it many times until she just started hiding her books under her floorboards. Her father of course wanted to arrange a marriage and eventually he did and she married the son of one of his parishiners. She went through the motions of what a good wife should be though she did not love her husband. she gave him two children, one daughter and one son, both of whom are long gone now. Her daughter though she made sure could read and write. When the time came she married off her daughter to another in the church and well..the next year she was taken by a fever. Her son however followed in his grandfathers footsteps and became a minister.
By this time Jes had had enough of her husband so when she made breakfast every morning she slowly poisoned him. She was tired of the beatings and the abuse in the name of God to cleanse her. The worst one though was when he found out about her teaching their daughter to read and write. Back then though it was pretty normal for a man to keep his wife "in line". Jes kept reading and learning as much as she could until the fateful day she met her soon to be Sire. He was a douchebag of the highest caliber but she wanted what he promised, wanted it more than anything. She said yes, he embraced her and she left her old life, beginning her new unlife.
She was never one to whisper in peoples ears, she mainly stayed inside and just..learned. She knows a lot about some stuff, a little about others and she's a bit more social than other Tremere seem to be. She doesn't mind humans so much, some of them are pretty tasty but she had yet to find one that she would even consider embracing. Most of them have the me syndrome and that does bother her. She's working on completely mastering some paths in Thaumaturgy, though it's been slow and hard she loves the work and the dedication it takes. She's curious by nature so you never know where she might turn up.
Name : Je'seana
Player: Jes
Chronicle : Birmingham by night
Nature : Judge
Demeanor : Visionary
Clan: Tremere
Generation : 10th
Haven : Cottage in the country
Concept : Seeker of knowledge
Attributes
Physical-------------------------------------
Strength : 2
Dexterity: 2
Stamina : 2
Social --------------
Charisma: 3
Manipulation : 4
Appearance: 4
Mental--------------
Perception : 3
Intelligence : 4
Wits : 4
Abilities:
Talents ------------
Alertness : 3
Athletics : 2
Brawl : 2
Dodge: 2
Empathy: 1
Expression : 2
Intimidation: 3
Leadership: 3
Streetwise: 3
subterfuge: 3
Skills -------------------------
Animal Ken: 1
Crafts: 1
Drive : 2
Etiquette: 3
Firearms : 1
Melee: 2
Performance: 2
Security: 2
Stealth: 2
Survival: 4
Knowledge ---------------------
Academics: 4
Computer: 4
Finance: 4
Investigation: 4
Law: 4
Linguistics: 3
Medicine : 2
Occult: 5
Politics: 3
Science : 4
Disciplines: ---------------
Auspex : 3
Dominate: 3
Thaumaturgy : 5
Obfuscate: 3
Presence: 3
Backgrounds ------------
Resources: 3
Generation: 3
Clan Status: 2
Age: 3
Virtues --------------------------
Conscience : 3
Self- control : 3
Courage : 3
Humanity : = 5
Willpower = 7
Blood pool: 13
Merits:
Common Sense (1 point merit)
Flaws :
Curiosity(-1 Flaw)
Paths and Rituals -
Paths -
The Focused Mind (5) Developed by a Tremere Kabbalah scholar, this little-known path of Thaumaturgy has been around for a few centuries and remains in practice by a select few. Practitioners of the Focused Mind greatly enhance their mental alacrity and readiness, allowing better comprehension of problems and situations. Thaumaturges, already disciplined of mind, become frightfully powerful in the realm of the cerebral when mastering this path.
Readiness (1) - Using Readiness makes the caster able to gain a quicker understanding on a predicament. Enhanced lucidity enlightens the caster, allowing better reactions to changing situations and increased cleverness.
Centering (2) - By invoking this power, the thaumaturge causes a sudden, intense calmness in the subject by whispering soothing words to her. While under this serenity, the target is able to better focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm.
Magi in fear of frenzy often use this power on themselves to achieve a state of tranquility, as emotions are stifled.
One Tracked Mind (3) - By extending his powers to other individuals, the thaumaturge is able to fixate the subject on one action. This single-mindedness of the target is such that they ignore everything else that occurs around them. Guards are easily distracted with this power, as their attention becomes fixated elsewhere, and research becomes a dedicated, focused task. Use of this power is sometimes colloquially referred to as "railroading someone."
Dual Thought (4) - With the rigors of concentration required to learn Thaumaturgy, many Tremere are able to take quick and complete control of a situation. With this power, the thaumaturge is able to divide his attention to two completely separate tasks without problems. As One-Tracked Mind forces the subject's attention into a single objective, Dual Thought expands the thaumaturge's concentration to the point that focus upon two goals is possible.
Perfect Clarity (5) - Perfect Clarity brings about a Zen-like moment of unimpeded insight for the thaumaturge. Pure focus is achieved, thought and action become one, and complete serenity of mind descends upon the Kindred magus. This lucidity protects the thaumaturge from influences both internal and external; even the Beast within is unable to rage forth. Some practitioners have likened use of this power with the state of Golconda (theoretically, of course), but the upper Tremere hierarchy denies this rumor as much as they deride the existence Golconda itself.
Movement of the Mind (4 - can lift up to 500lbs) - This path gives the thaumaturge the ability to move objects telekinetically through the mystic power of blood. At higher levels, even flight is possible (but be careful who sees you...). Objects under the character's control may be manipulated as if she held them - they may be lifted, spun, juggled or even "thrown," though creating enough force to inflict actual damage requires mastery of the fourth level or greater. Some thaumaturges skilled in this path even use it to guard their havens, animating swords, axes and firearms to ward off intruders.
The Lure of Flames (3) - This path grants the thaumaturge the ability to conjure forth mystical flames - small fires at first, but skilled magicians may create great conflagrations. The Lure of Flames is greatly feared, as fire is one of the surest ways to bring Final Death upon a vampire.
Fire created by this path is not "natural." In fact, many vampires believe the flames to be conjured from Hell itself.
Fire conjured by The Lure of Flames must be released for it to have any effect. Thus, a "palm of flame" does not bum the vampire's hand and cause an aggravated wound - it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.
Candle (1) - difficulty 3 to soak, one health level of aggravated damage/turn
Palm of Flame (2) - difficulty 4 to soak, one health level of aggravated damage/turn
Campfire (3) - difficulty 5 to soak, two health levels of aggravated damage/turn
Gift of Morpheus (2 )- can put several individuals to sleep but must be able to see them) - This path of Thaumaturgy allows the vampire to put others to sleep and enter their dreams. The path does not allow the vampire to enter a real dream dimension, but rather the mind of the sleeping mortal via some unexplained type of telepathic link. The path has a mental effect, and other mind-influencing Disciplines, such as Auspex, Dominate and Presence, may be used in conjunction with this path.
Cause Sleep (1) - The vampire is able to make a person within her line of sight sleepy just by concentrating. The person may still be awakened by loud noise or someone trying to rouse him.
Mass Slumber (2) - The vampire can put several individuals to sleep at once. This power only affects mortals, and only those the vampire can see.
Neptunes Might (2) - Vampires are rarely associated with the ocean in most mythologies, and most Kindred have nothing to do with water in large quantities simply because they have no reason to do so. Nevertheless, Neptune's Might has enjoyed a small, but devoted, following for centuries among Camarilla thaumaturges. This path is based primarily around the manipulation of standing water, although some of its more disturbing effects depart from this principle.
Once a character reaches the third level of Neptune's Might, the player may choose to specialize in either fresh water or salt water. Such specialization lowers all Neptune's Might difficulties by one when dealing with the chosen medium but raises them by one when dealing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.
Eyes of the Sea (1) - The thaumaturge may peer into a body of water and view events that have transpired on, in or around it from the water's perspective. Some older practitioners of this art claim that the vampire communes with the spirits of the waters when using this power; younger Kindred scoff at such claims.
Prison of Water (2) - The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water. Mortals subjected to this power's effects can drown if the thaumaturge is not careful (or if she so desires it), and even vampires can be crushed by extreme pressure thus brought to bear.
RITUALS -
Wake with Evening's Freshness(1) - This ritual allows a Tremere to awaken at any sign of danger, especially during the day. If any potentially harmful circumstances arise, the Tremere immediately rises, ready to face the problem. This ritual requires the ashes of burned feathers to be spread over the area in which the Kindred wishes to sleep.
Rite of Introduction (1) - The Tremere use this ritual as the formal method of presentation for arrivals in a new city. However, it is an old ritual and not as widely used as it once was. Many young members of the clan are not even aware of its existence. Still, some traditional regents insist on its use and tolerate no excuses for a breach of courtesy. It is also possible to use this ritual to request aid. The caster boils a handful of ground tamarisk root in a pot of rainwater and recites a short incantation into the vapors that form over the water, then adds a drop of galangal oil. He then speaks a brief message, which is telepathically communicated fi rst to the regent and then to the other clan members in the city according to their place in the hierarchy. The ritual allows the regent to reply telepathically, though she is bound to do so only by tradition.
Now Its Sight is Ours (1) - This ritual creates a scrying device which can be used to observe enemies and events from safety; Paul Cordwood devised it for his use and that of his spies. The ritual requires a three-inch golden pin, a length of wire, a small golden claw cast in the shape of a rooster's foot, some of the caster's vitae, and a human victim with at least one healthy eye. As the ritual begins, the victim is on her knees, bound, gagged and blindfolded. The ritualist (or an assistant; usually two helpers are required to restrain the victim during the stage to follow) removes the victim's blindfold and shines a bright light into his face. Using a caliper, the vampire plucks out the desired eye, taking care not to unduly damage it. While the assistants remove the victim, the ritualist speaks a series of incantations and pierces the eye with a pin. He attaches the pin to the wire and the wires to the claw, draws the eye through the smoke of several censers as a preservative measure and then dips it in a pool of his own vitae that rests in a golden bowl inscribed with the image of Thoth, Egyptian god of knowledge. The vitae is then drawn off, placed in a solution of preservative salts and essences and saved.
The device can now be placed in any location the vampire wishes to survey from a distance. The claw is used to secure it to a surface. Needless to say, it must be well-hidden from observant targets.
To see through the eye of the device, the user (who must be a vampire, but needn't be the original ritualist) ingests the vitae potion. The device takes over his visual perceptions; instead of what stands before him, he sees what the device sees.
Blood Mastery (1) - Whispered rumors tell that one should never allow the Tremere to gain access to the blood of another vampire. Paranoid tales in hushed tones tell of the Tremere's mastery over other Kindred through the sole use of a small quantity of vitae. While modern, cosmopolitan Kindred scoff at such tales, even they are careful not to let their blood fall into the wrong hands, just in case.
Such caution, though, is well-deserved. A Tremere with even rudimentary understanding of blood can focus its power into sympathetic forms. By destroying another Kindred’s blood, the Tremere gains symbolic power over that Kindred. This in turn allows the Tremere to manifest his supremacy over the victim.
The Open Passage (2) - Walls, locked doors and even sealed vaults cannot stop a thaumaturge with the Open Passage ritual. The caster smears snake or vermin excrement over the surface in an intricate pattern, which takes an hour to complete. Once finished, the caster becomes insumstantial with respect to that surface – she can walk through a wall or door, yet can still touch and interact with anything attached to it (like a mirror or wooden shelf).
The Veils of Kirophet (2) - This ritual causes a dark, roiling mist to obscure a given area, while at the same time allowing the caster to see through it as if it were not there – in effect, everyone within the area except the caster is physically blinded (anyone with Auspex, however, can attempt a Perception + Alertness roll [difficulty 7]). The ritual requires an Intelligence + Intimidation roll (difficulty 7). On a botch, the caster is both blinded and disoriented with the same effect that is listed next to four successes, below.
1 success Shapes appear dark and fuzzy to the target's vision, and the target can only see figures that are standing two feet away.
2 successes The target literally can only see what is under his nose.
3 successes The target cannot see at all.
4 successes The target cannot see and suffers from minor disorientation (-1 to all Wits and Orienteering rolls).
5 successes The target cannot see and suffers from major disorientation (-3 to all Wits and Orienteering rolls).
The Watcher (3) - This ritual calls to the caster a small rat who will then go where the caster tells her and look for whatever the caster tells her to look for. The rat can then return and, by pressing heads with the caster, "show" the Thaumaturgist what she saw. The rat can even be instructed to steal small items, though the caster must be very explicit as to what he wants stolen and where it is located. This little ritual takes about 20 minutes to enact and requires feeding the rat minute amounts of alcohol. This ritual was created by Victor's mentor to help him watch over other Vampires. The rat will remain in service until sunrise. It can still be affected normally by the Animalism discipline.
Eyes of the Past (3) - This ritual shows what happened in the caster's present location at a specific time in the past, up to five years ago. The caster can see what happened in the past as if she had been standing where she is now.
Invisible Chains of Binding (4) - This ritual allows the vampire to create a supernatural force that holds a victim immobile. The victim is actually chained with invisible and intangible chains that force her to remain where she is. The victim may try to move, but the chains are too strong to break unless the victim can make a simple roll using Strength (difficulty 8) and score two successes in one turn (Potence affects this roll normally). Up to four victims may be chained through the use of this ritual. The vampire Thaumaturgist must make bold hand gestures but no material component is required to cast this ritual.
Mirror Walk (4) - The vampire can step into any mirror large enough for him to crawl through, and use it as a supernatural portal and transport to the closest mirror large enough for him to exit. If no mirror is present, the vampire exits through the closest sheet of glass. The vampire may use this ritual to transport from place to place, but it is especially useful during escapes. The mirror "liquefies" when the vampire Thaumaturgist steps through, forming ripples. Once the vampire has stepped through, it reverts to its original shape, but the vampire cannot be seen.
Enchant Talisman (5) - This ritual is the first taught to most Tremere once they have attained mastery of their first path. Enchant Talisman allows the thaumaturge to enchant a personal magical item (the fabled wizard's staff) to act as an amplifier for her will and thaumaturgical might. A Tremere's talisman is a great source of personal pride, and any insult directed against a talisman is an insult at the thaumaturge herself. Many talismans are laden with additional rituals (such as every ward known to the thaumaturge). The physical appearance of a talisman varies, but it must be a rigid object close to a yard long. Swords and walking sticks are the most common talismans, but some innovative or eccentric Tremere have enchanted violins, shotguns, pool cues and classroom pointers.
BIO -
Je'Seana was born into a prominent Scandinavian family in the year 1664 in a village by the name of Kirkby. Her father was the village minister and Jes had religion thrust upon her until she knew the bible backwards and forwards and could repeat any scripture she was asked. Her father lived by the phrase "Spare the rod, spoil the child" so she didn't lack for beatings every time he thought she had transgressed. Looking back she supposes that studying the bible is what got her in to education. At that time a daughter was never educated unless it was in the bible and usually it was read to her. Jes would sneak into her parents room and grab the family bible, teaching herself how to read the words on the pages. From then on she couldn't get enough of books and learning. Her parents of course, thought it was stupid to have an educated daughter and tried to keep her from it many times until she just started hiding her books under her floorboards. Her father of course wanted to arrange a marriage and eventually he did and she married the son of one of his parishiners. She went through the motions of what a good wife should be though she did not love her husband. she gave him two children, one daughter and one son, both of whom are long gone now. Her daughter though she made sure could read and write. When the time came she married off her daughter to another in the church and well..the next year she was taken by a fever. Her son however followed in his grandfathers footsteps and became a minister.
By this time Jes had had enough of her husband so when she made breakfast every morning she slowly poisoned him. She was tired of the beatings and the abuse in the name of God to cleanse her. The worst one though was when he found out about her teaching their daughter to read and write. Back then though it was pretty normal for a man to keep his wife "in line". Jes kept reading and learning as much as she could until the fateful day she met her soon to be Sire. He was a douchebag of the highest caliber but she wanted what he promised, wanted it more than anything. She said yes, he embraced her and she left her old life, beginning her new unlife.
She was never one to whisper in peoples ears, she mainly stayed inside and just..learned. She knows a lot about some stuff, a little about others and she's a bit more social than other Tremere seem to be. She doesn't mind humans so much, some of them are pretty tasty but she had yet to find one that she would even consider embracing. Most of them have the me syndrome and that does bother her. She's working on completely mastering some paths in Thaumaturgy, though it's been slow and hard she loves the work and the dedication it takes. She's curious by nature so you never know where she might turn up.