Difference between revisions of "The Green Path"
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The Green path is in many ways the most basic path of magic the world over. While the Path of Blood comes easily to Kindred, The green path comes easily to any entity living or that has ever drawn breath. Most creatures are part of the cycle of life and death, and all creatures draw sustenance from nature in some way shape or form. The Green path is perhaps the “least: guarded thaumaturgy of any path, ( that's not to say a tremere will teach you, they won't.) However the path is so ingrained into the way the world operates that even clans without a strict understanding of Thaumaturgy have managed to pick up some of its principles. Practitioners of the Green can be found within clan Gangrel in particular, much to the chagrin of the Tremere. | The Green path is in many ways the most basic path of magic the world over. While the Path of Blood comes easily to Kindred, The green path comes easily to any entity living or that has ever drawn breath. Most creatures are part of the cycle of life and death, and all creatures draw sustenance from nature in some way shape or form. The Green path is perhaps the “least: guarded thaumaturgy of any path, ( that's not to say a tremere will teach you, they won't.) However the path is so ingrained into the way the world operates that even clans without a strict understanding of Thaumaturgy have managed to pick up some of its principles. Practitioners of the Green can be found within clan Gangrel in particular, much to the chagrin of the Tremere. | ||
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== Powers (Mental - Occult) == | == Powers (Mental - Occult) == | ||
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Spend a blood and touch the plant you wish to affect. Upon successful contact with a living plant matter, it grows an additional health level and 10% of its mass. Alternatively the Kindred can will the plant life to die. If he does do the plant life takes 1 Aggravated damage. If for some reason the plant life is unwilling to be touched and capable of movement then the attacker must make a brawl attack | Spend a blood and touch the plant you wish to affect. Upon successful contact with a living plant matter, it grows an additional health level and 10% of its mass. Alternatively the Kindred can will the plant life to die. If he does do the plant life takes 1 Aggravated damage. If for some reason the plant life is unwilling to be touched and capable of movement then the attacker must make a brawl attack | ||
− | Alternatively the Thaumaturge can use this power on any wooden weapon causing it to gain 1 trait and function as though it was a | + | Alternatively the Thaumaturge can use this power in a scene on any wooden weapon causing it to gain 1 trait and function as though it was a Shaft of Belated Quiessence for the duration of the scene. |
=== ⚫⚫⚫ Dance of Vines === | === ⚫⚫⚫ Dance of Vines === | ||
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'''Duration''': Scene | '''Duration''': Scene | ||
− | The Vampire becomes one with “The Green.” For the next hour, wooden weapons only ever do bashing damage and -2 bashing damage at that, as any weapon made of wood seems to warp around the kindred. In addition, the kindred is immune to staking. This is not a subtle power as any plants within 10ft of you feel the effect of this power, at your passing and move, warp, and twist of their own accord | + | (Transformation)The Vampire becomes one with “The Green.” For the next hour, wooden weapons only ever do bashing damage and -2 bashing damage at that, as any weapon made of wood seems to warp around the kindred. In addition, the kindred is immune to staking. This is not a subtle power as any plants within 10ft of you feel the effect of this power, at your passing and move, warp, and twist of their own accord |
Latest revision as of 11:21, 9 June 2023
The Green path is in many ways the most basic path of magic the world over. While the Path of Blood comes easily to Kindred, The green path comes easily to any entity living or that has ever drawn breath. Most creatures are part of the cycle of life and death, and all creatures draw sustenance from nature in some way shape or form. The Green path is perhaps the “least: guarded thaumaturgy of any path, ( that's not to say a tremere will teach you, they won't.) However the path is so ingrained into the way the world operates that even clans without a strict understanding of Thaumaturgy have managed to pick up some of its principles. Practitioners of the Green can be found within clan Gangrel in particular, much to the chagrin of the Tremere.
Contents
Defunct
Powers (Mental - Occult)
⚫ Herbal Wisdom
Challenge: N/A Cost: One Blood Duration: Action
Caster must spend one blood and touch the plant in question. He instantly knows if it is healthy or hurt, how many traits it has, it soil type, and what the plant needs to become healthy again. If the plant matter is no longer living you can still tell what type of soil it grew in, and what type of plant life it was originally.
⚫⚫ Speed the Season's Passing/ Green Sword
Challenge: N/A Cost: One Blood Duration: Action
Spend a blood and touch the plant you wish to affect. Upon successful contact with a living plant matter, it grows an additional health level and 10% of its mass. Alternatively the Kindred can will the plant life to die. If he does do the plant life takes 1 Aggravated damage. If for some reason the plant life is unwilling to be touched and capable of movement then the attacker must make a brawl attack
Alternatively the Thaumaturge can use this power in a scene on any wooden weapon causing it to gain 1 trait and function as though it was a Shaft of Belated Quiessence for the duration of the scene.
⚫⚫⚫ Dance of Vines
Challenge: Mentals(Occult) vs Physicals (Defense) Cost: One Blood Duration: Action
The Kindred can bend plant life to his will. With outstretched hand, the kindred commands nearby plant life to reach out and strike at a target using vines, branches, or leaves. He can either attempt to grapple the target, or strike the target for 2 bashing. If the thaumaturge chooses to grapple the target then the target takes all the penalties of being grappled. The branch or vine can be destroyed by a single level of damage. The Thaumaturge may use this power multiple times to grapple a target to submission.
⚫⚫⚫⚫ Growing the Blood Mango
Challenge: N/A Cost: One Blood Duration: One Minute
In places around the world the fourth level of the Green path is known as verdant haven. This power is largely worthless in the middle of a desert as there just isn’t enough ambient plant like to generate the haven. However, long ago in the Sahara Desert, a Shango shaman developed a variant of the path that removed the Verdant Haven and replaced it with this power “Growing the Blood Mango.” The Kindred places a seed in a living mortals chest along with a point of his own blood. Over the course of a minute the seed grows rapidly into a ripe red fruit about the size of a mango. This process kills the mortal. When the fruit is consumed the person who ate it heals three health levels ( Lethal and Bashing only) or one aggravated damage. These fruits last for a year and a day
⚫⚫⚫⚫⚫ Green Heart
Challenge: N/A Cost: One Blood Duration: Scene
(Transformation)The Vampire becomes one with “The Green.” For the next hour, wooden weapons only ever do bashing damage and -2 bashing damage at that, as any weapon made of wood seems to warp around the kindred. In addition, the kindred is immune to staking. This is not a subtle power as any plants within 10ft of you feel the effect of this power, at your passing and move, warp, and twist of their own accord