New Paths not yet active

Chantry of Bloodline Travius - Journals, experiments, studies and details.

Moderator: AedanTravius[old]

Forum rules
The journals and developing paths of the Travius Chantry, bastard line of Tremere
Post Reply
User avatar
AedanTravius[old]
Methuselah
Methuselah
Posts: 825
Joined: Sat May 28, 2011 3:17 am
Clan: Tremere
Fera Tribes: Corax

New Paths not yet active

Post by AedanTravius[old] »

This is to document the custom disciplines of the bastard Tremere line Travius. In here are mostly ones that are not in effect yet, and so far only the first level of the first path, mentioned first, has been approved thus far.

Path of Mary level 1 Ritual of extract

First you must make extract of cannabis (ie, chop up, soak in 99% alc, leave in dishes for the alc to evaporate, and leaves you with pure extract, takes 24 hrs

Second, take at least three hits by bowl or joint, of no consequence, then take a drop of your blood 1 bp to 1lb of dry cannabis worth of extract and mix thoroughly,

step three, in tight glass container tap it lightly, repetively and evenly 100 times (used in alchemy, science later found it could make isotopes)

treat as hash oil to lace joints/bowls with to experience the high as you smoke it, just as you would before.


Path of Air

The player controls winds they create. To do this, they must focus the air energy in their hand, cut themselves slightly, and distribute a small amount of their blood equal to the level being cast. It's their blood mist in the air that allows them to control it. Using this gift one can put out fire of equal level by suffocation, and at level three up can suffocate anything that needs air. It can also work with fire discipline increasing its heat.

1) from your palm comes a stream of air in a circular stream up to 3 ft in diameter. it is only strong enough to knock over an empty coke can or blow out a candle

2) now 6ft in diameter, and with enough force to knock things out of peoples hands, or bring objects to your hand

3) 9ft max in diameter, enough force to knock people down, or against walls at 1 level of bashing damage. If an object is used to hit the target its 2 lvl of bashing.

4) The Thaumaturgist has gained the ability to fly by riding the wind at a speed of 55 mph. Human and kindred can be thrown against walls/ground etc at the same speed, causing 4 lvls of bashing damage

5)Gale Force winds 20 feet, flight 75 mph, throwing human/kindred 75 mph, 5 levels of bashing damage.



Path of Water

Path that will be developed as chantry members study the detailed properties of water, as well as its manipulation when mixed with kindred blood.

In order to use this power the kindred must mix in 1bp per level activated. (5bp for level 5)

1) Light Mist - With a base understanding of water, the Travius may mix 1 drop into a 20 oz drink container of water, and turn it into a mist, that can be controlled, enough to surround someone and thick enough to impair their vision

2) Hard Water- at this level you can either use 2 bloods for 20 oz, in which case you gain the ability to harden it as a knife, or 2 bp in at least a gallon to create a thick fog that fills up a room

3) Storm - you can mix 3bp with a gallon of water and evaporate it in 30 minutes, clouds will gather around that mist and the thaumaturgist can call heavy rains and just larger then golfball size hail.
Botch - the clouds just don't come. The gods hate you.
1 success - hard rain
2 success - pea size hail 1 lvl bashing\3rd turn untill under cover
3 successes - jawbreaker size hail 1 lvl bashing\every other turn till under cover
4 successes - golfball size hail - 1 lvl bashing to all fail dodge\turn until they get under cover
5 successes - small cannonball size hail (halfway mark between golfball and tennisball) 2 health lvls/turn until cover
clouds come

4) Clouds Rage - Mixing 4 pts worth of blood with a gallon, the thaumaturgist gains more control, and call evaporate it within a turn, as before it calls clouds around it, and the thaumaturgist can rub certain clouds together to create lightning.
successes same as for distance fire house rules

5) Oceans Fury - Thaumaturgist mixes 5 pt of their blood with the ocean, as long as they can see it, they can control it, causing up to 30 ft waves at a whim, 45 if used in conjunction with level 4. A stormy see already has larger waves, afterall.
Botch- sea ignores you, try again the next night.
1 success 6 ft wave (9 if after lvl 4 cast)
2 successes 12 ft wave (18 if after lvl 4 cast)
3 successes 18 ft wave (27 if after lvl 4 cast)
4 success 24 ft wave (36 if after lvl 4 cast)
5 successes 30 ft wave (45 if after lvl 4 cast)
Image
Post Reply