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 Assamite Sorcery Dur-An-Ki The Hunters Wind

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PostSubject: Assamite Sorcery Dur-An-Ki The Hunters Wind   Sun Jun 21, 2015 5:31 pm

From a purely functional standpoint, the blood magic that the Assamite sorcerer caste practices differs little from that wielded by the Tremere. From a philosophical perspective, however, worlds of difference separate the two. The Tremere force every piece of knowledge they incorporate into the structured, rigid framework of high Hermetic invocation. By contrast, the sorcerer caste's practices are the result of millennia of adaptation and melding, and are too disparate to be considered "structured" in any real sense. The modern body of knowledge that is Assamite Sorcery draws its content from a wide array of magical traditions, from the ecstatic rites of Kali and Shiva's followers to the subtle precision of feng shui to the elegant symbolic and mathematical transformations of Islamic alchemists and astronomers.

Assamite Sorcery is mechanically identical to the more common Thaumaturgy. However, though they work on similar principles (the use of vampiric vitae to fuel exertions of conscious will in order to effect change upon the physical or spiritual world), the two are not cross-compatible. A Tremere strives to perform his magic the same way, all the time, every time. An Assamite might never enact the same ritual the same exact way twice in a millennium.

As may be expected, students of Assamite Sorcery have great difficulty learning the practices of other blood magic traditions. All experience points costs to learn other blood magic paths and rituals are increased by half (round up) for Assamite sorcerers. In addition, even once the sorcerer has incorporated these lessons into her repertoire, they are still alien to her. All invocations of a "foreign" path require one extra blood point and all rituals take triple the normal time and require one extra success for any desired result.

This path was originally developed by Assamite sorcerers and is rarely encountered outside of that Clan, but knowledge of it has passed into the larger pool of Dur-An-Ki lore. The Path is designed to augment a vampire's natural stealth and skill with Obfuscate. While many aspects of this Path seem redundant given the existence of Obfuscate, the Path offers a powerful advantage over that Discipline -- for example, Auspex does not automatically pierce the veil provided by The Hunter's Winds. While Auspex may add to the observer's Perception-based rolls as the Storyteller sees fit, the observer does not automatically see through deceptions just because his Auspex exceeds the ashipu's Path rating, as is the case with Obfuscate or Chimerstry.

Dur-An-Ki botches cause the ashipu to briefly become lost to the spirits from which her powers flow. The ashipu temporarily (and immediately) gains the Fugue Derangement. Assamite Sorcerers do not suffer from this effect, but all other Assamite ashipu do, as do all ashipu outside that Clan. [Rites Of The Blood -- Page 132]

*Scent Of Deception

The target of this power gains the ability to alter her scent or eliminate it completely.

System: A successful roll means that the target either leaves no scent that can be detected or tracked, or she leaves the scent of someone else known to her. A failure means nothing happens. A botch means that her scent is more easily identifiable to others (in addition to the other penalties for botching a blood magic roll).

** Chameleon's Skin

The target's skin and clothing automatically assume the coloring and texture of whatever he stands near.

System: For the duration of the scene following the activation scene, the difficulty of all Perception rolls to detect the target increase by +4 so long as he remains stationary. While he is in motion, the effect is negated, but once he comes to rest again against a different surface, he can reassert the camouflage with a successful Perception + Stealth roll (difficulty 6, or 9 if someone is actively searching for him at the time). Any texture changes are illusory; the target does not gain the durability of a brick wall just by standing near it.

***Unassuming Pose

The target effortlessly blends into any crowd of people. Everyone present will assume the target belongs there, including any pursuers.

System: If the roll succeeds, any observer will automatically assume that the target belongs in whatever location he is found. Those searching for him are incapable of perceiving that he is an intruder. However, this effect cannot fool technology, and anyone observing through CCTV, for example, can spot him as an interloper.

****Whiff Of Kalif

The target of this effect generates an aura which is physically intoxicating to anyone who directly observes her. Those affected may experience a pleasant daydream, or may just be left standing slack-jawed as the target goes on his way.

System: If the effect is successfully activated, anyone who observes the target during the rest of the scene must reflexively roll Wits + Alertness (difficulty 7) or become intoxicated for a number of hours equal to the ashipu's successes in triggering the effect. Affected individuals are incapable of taking any action beyond staring vacantly at visions only they can see or perhaps giggling from time to time. However, any direct threat to an affected individual immediately causes the intoxication to fade.

*****Ghost Body

As a particularly powerful effect, Ghost Body requires the ashipu to expend three points of blood instead of the normal one. When the effect is activated, the target becomes completely invisible, inaudible, and intangible, and she can move freely through any barriers other than wards against vampires.

System: If activated successfully, the target becomes immaterial in nearly every sense. The effect does not make her into a true ghost, and she is incapable of interacting with wraiths or spirits while in this form. She is also incapable of using any Disciplines while in this form. The effect ends as soon as the target makes the conscious decision to affect the physical world in any way.
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