Path of Blood
Path of Blood is the most basic of all Thaumaturgy. Clan Tremere uses Path of Blood to train new initiates as it is the path of thaumaturgy that comes most easily to the vast majority of kindred for reasons that should be relatively self-evident. In fact fledgling Tremere must have a pretty good reason for wanting to study a path prior to completing their studies of path of blood.
Contents
Powers (Mental - Occult)
⚫ A Taste for Blood
Challenge: N/A Cost: One Blood Duration: Action
The first power in the Path of Blood allows you to taste a small sample of another's Vitae to determine his capabilities and weaknesses. Salient characteristics you can determine include the following:
- How much vitae is in the target's system?
- Manner of creature?: mortal, kindred, lupine, etc. For extreme rarities, you'll need Lore or Occult.
- How recently the target has fed?: what the last meal was.
- If used on a Lupine: the last time they gained a Gnosis or Rage trait.
- Generation or equivalent: (you'll need Lore to know of an equivalent).
- Whether the target is a diablerist: The taint of diablerie is only strong enough to detect for three months following the act, unless the diablerist's Generation was lowered, in which case the diablerie is salient for as long as the Generational drop remains.
⚫⚫ Blood Rage
Challenge: Mentals(Occult) vs Physicals (Defense) Cost: One Blood Duration: Action
The second power in the Path of Blood allows you to engage in Challenge to touch your target, and if successful, to force them to expend a Blood Trait in a manner of your choosing. The Blood Trait you force them to spend does not count against their Generational maximum, and if used on a human the loss of one trait of blood results in one level of Lethal Damage. Using this power on a creature with a Rage, Gnosis, or other pool causes them to lose one such trait and take one Lethal Damage as they vomit up blood.
⚫⚫⚫ Blood Potency
Challenge: N/A Cost: One Blood, One Will Duration: One hour
The third power in the Path of Blood allows the Kindred to have greater control over their own Vitae. Once activated, for the next hour the Kindred may spend one additional blood per round, and may hold two additional points of vitae. The kindred may activate this power a second or third time in a night but each time the willpower cost doubles. One activation must cease before it can be activated again.
⚫⚫⚫⚫ Theft of Vitae
Challenge:Mentals ( Occult) vs Physicals (Defense) Cost:One Blood Duration: Action
The fourth level in the Path of Blood allows you to engage in a Challenge with any object or person that contains blood. If successful, you drain up to three Blood Traits from the target. When used on anything other than a Kindred, the vessel takes three levels of Bashing Damage as the blood is removed.
⚫⚫⚫⚫⚫ Cauldron of Blood
Challenge: Mentals ( Occult) vs Physicals (Defense) Cost:X Blood Duration: Action
The final power in the Path of Blood allows the kindred to boil the blood of a target while it’s still inside them. The kindred makes a test against another target that is within arms reach. If successful the Kindred may spend a number of blood up to her maximum. For each blood spent, the target loses one blood and suffers one Ag. (If the target does not have a blood pool then they lose one gnosis, pathos, etc.)