Path of Blood
Almost every Tremere studies the Path of Blood as her primary path. It encompasses some of the most fundamental principles of Thaumaturgy, based as it is on the manipulation of Kindred vitae. If a player wishes to select another path as her character's primary path, she'd better have a good reason (though choosing a different path is by no means unheard of).
Level 1
A Taste for Blood
This power was developed
as a means of testing a foe's might -- and extremely important ability
in the tumultuous early nights of Clan Tremere. By merely tasting the blood
of his subject, the thaumaturge may determine how much vitae remains in
the subject and, if the subject is a vampire, how recently he has fed,
his approximate generation and, with three or more successes, whether he
has recently committed diablerie.
System: The number of successes achieved on the roll determines how much information the thaumaturge gleans and how accurate it is.
Level 2
Blood Rage
This power allows a vampire
to force another Kindred to expend blood against his will. The thaumaturge
must touch her subject for this power to work; though only the lightest
contact is necessary. A vampire affected by this power might feel a physical
rush as the thaumaturge heightens his Physical Attributes, or may even
find himself on the brink of frenzy as his stores of vitae are mystically
depleted.
System: Each success forces the subject to spend one blood point immediately in the way the thaumaturge desires. Note that blood points forcibly spent in this manner may exceed the normal "per turn" maximum indicated by the victim's generation. Each success gained also increases the subject's difficulty to resist frenzy by one.
Level 3
Blood of Potency
The thaumaturge gains such
control over his own blood that he may effectively "concentrate" it, making
it more powerful for a short time. In effect, he may temporarily lower
his own generation with this power. This power may be used only once per
night.
System: Successes earned
on the Willpower roll must be spent both to decrease the vampire's generation
and to maintain the change. One success allows the character to lower his
generation by one step for one hour. Each success grants the Kindred either
one step down in Generation or one hour of effect. If the vampire is diablerized
while this power is in effect, it wears off immediately and the diablerist
gains power appropriate to the thaumaturge's actual generation. Furthermore,
any mortals Embraced by the thaumaturge are born to the generation appropriate
to their sire's original generation (e.g., a 10th Generation Tremere who
has reduced his effective generation to eighth still produces 11th Generation
childer).
Once the effect wears off,
any blood over the character's blood pool maximum dilutes, leaving the
character at his regular blood pool maximum. Thus, 12th Generation Tremere
(maximum blood pool of 11) decreased his generation to ninth (maximum blood
pool of 14), ingested 14 blood points, and had this much vitae in his system
when the power wore off, his blood pool would immediately drop to 11.
Level 4
Theft of Vitae
A thaumaturge using this
power siphons vitae from her subject. She need never come in contact with
the subject -- blood literally streams out in a physical torrent from the
subject to the Kindred (though it is often mystically absorbed and need
not enter through the mouth).
System: The number of successes determines how many blood points the Tremere transfers from the subject. The subject must be visible to the thaumaturge and within 50 feet. Using this power is like drinking from the subject -- used three times on the same Kindred, it creates a blood bond on the part of the thaumaturge. This power is obviously quite spectacular, and Camarilla princes justifiably consider its public use a breach of the Masquerade.
Level 5
Cauldron of Blood
A thaumaturge using this
power boils her subject's blood in his veins like water on a stove. The
Kindred must touch her subject, and it is this contact that simmers the
subject's blood. This power is always fatal to mortals and causes great
damage to even the mightiest vampires.
System: The number of successes gained determines how many blood points are brought to boil. The subject suffers one health level of aggravated damage for each point boiled (individuals with Fortitude may soak this damage using only their Fortitude dice). A single success kills any mortal, though some ghouls are said to have survived.