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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). |
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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. |
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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). |
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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). |
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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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