Path of Inner Perfection

Level 1:            Absorb the Physical

With this, the Tremere may add an additional Bruised health level to his Health, allowing him to take one additional point of damage before negative modifiers begin to affect his rolls.  The Roll is Willpower, Difficulty 3 + Path Level (AKA 4), and the number of successes determine how many Turns this extra Bruised health level will remain active.  When it does go away, the damage is simply put in the appropriate spot below.  For instance, if the Tremere is at Hurt (3 health levels of damage, due to the extra Bruised health level, and –1 to all dice rolls), and this wears off, the damage is immediately moved to Injured (3 health levels of damage, -2 to all dice rolls).

Level 2:            Force of Will

With this, the caster can gain a certain number of Willpower and Virtue points to be added to those respective pools.  The Roll is Willpower, Difficulty 3 + Path Level (AKA 5).  The number of successes determines both how many points are gained, and how long they may be used for in any given scene.  Note here that the Tremere cannot gain more extra Willpower points than half his current Willpower pool, rounded down, nor more Virtue points than half his highest Virtue, rounded down.  One success will gain one Willpower point.  Two successes will gain one Willpower and Virtue Point.  Three successes will gain two Willpower and Virtue Points, and so on.  These points may be used for the number of rounds equal to the castor’s Thaumaturgy rating in this Path, multiplied by the number of successes.

Level 3:            Apprentice of the Trades

In this, the caster can gain a certain number of points to use in rolls concerning Abilities.  The Roll is Willpower, Difficulty 3 + Path Level (AKA 6).  For one success, the caster gains one point in any ONE area of Abilities (Physical, Mental, OR Social).  From this point on, every two successes equals one extra point.  AKA two successes is still only one point, but three successes equals two points, and so on, and so forth.  These dots can be used in ANY ability within that subsection, but only those within that subsection.  These points last the remainder of the event in question (combat, a small scene within the larger scene, etc).

Level 4:            Body, Mind, and Spirit

This is actually similar to that of Level 3, except, instead of Abilities, the caster can increase dots in his attributes.  However, this can become much more difficult.  The roll is Willpower, Difficulty 3 + Path Level (AKA 7).  The number of successes needed depends upon the type of Attribute the caster is trying to add dots too.  For Physicals, each success equals one dot, not to exceed five TOTAL (including what they already have).  For Mentals, every TWO successes, rounded down, equals one dot, not to exceed six TOTAL (including what they already have).  For Socials, every THREE successes, rounded down, equals one dot, not to exceed seven TOTAL (including what they already have).  These can be used for any of the three Attributes within that specific subsection, but ONLY for that subsection.  These points last the remainder of the event in question (combat, a small scene within the larger scene, etc).

Level 5:            Elders’ Command

Similar to Path of Blood 3, this Path allows the caster to actually increase their own potential, as if they were a lower generation.  Of course, their blood is actually no more potent; it is, in fact, their body that is more potent.  The Roll is Willpower, Difficulty 3 + Path Level (AKA 8).  The number of successes determines the number of generations lower the character can go, the lowest being 5th Generation.  The Character can, at that point, use the same amount of bloodpoints as someone of that generation, as well as increase, with blood, their physical attributes to that level.  Dominate from someone of a now “higher” generation can be overlooked as well.  For the amount of time this lasts, it is either just 1 Turn, or you can trade successes for duration, if you choose, each success making it last one more Turn.

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