The Green Path
The Green Path deals with
the manipulation of plant matter of all sorts. Anything more complex than
an algae bloom can theoretically be controlled through the appropriate
application of this path. Ferns, roses, dandelions and even ancient redwoods
are all equally valid targets for this path's powers, and living and dead
plants matter are equally effected. While not as immediately impressive
as some other more widely practiced paths, the Green Path (sometimes disparagingly
referred to as the "Botanical Mastery") is as subtle and powerful as the
natural world which it affects.
The origins of the Green
Path are thought to lie with the Order of the Naturists (see Clanbook:
Tremere), a druid like sect within Clan Tremere. Most practitioners of
the path are members of the order, and those who are not were more than
likely mentored by one. According to those who are familiar with Tremere
history, the Green Path is a blood magic-based derivation of some magickal
workings formerly practiced by House Diedne, an order of mortal mages destroyed
by the Tremere during the Dark Ages.
Level 1
Herbal Wisdom
With but a touch, a vampire
can commune with the spirit of a plant. Conversation held in this manner
are often cryptic but rewarding -- the wisdom and experience of the spirits
of some trees surpasses that of the oracles of legend. Crabgrass, on the
other hand, rarely has much insight to offer, but might reveal the face
of the last person that tread upon it.
System: The number of successes rolled determines the amount of information that can be gained from the contact. Depending on the precise information that the vampire seeks, the Storyteller might require the player to roll Intelligence + Occult or Intelligence + Intuition in order to interpret the results of the communication.
1 success: Fleeting cryptic impressions
2 successes: One or two clear images
3 successes: A concise answer to a simple query
4 successes: A detailed response to one or more complex questions.
5 successes: The sum total of the plant-spirit's knowledge on a given subject
Level 2
Speed the Season's Passing
This power allows a thaumaturge
to accelerate a plant's growth, causing roses to bloom in a matter of minutes
or trees to shoot up from saplings overnight. Alternately, she can speed
a plant's death and decay, withering grass and crumbling wooden stakes
with but a touch.
System: The character touches the target plant. The player rolls normally, the number of successes determines the amount of growth or decay. One success gives the plant a brief growth spurt or simulates the effects of harsh weather, while three noticeably enlarge or wither it. With five successes, a full-grown plant springs from a seed or crumbles to dust in a few minutes and a tree sprouts fruit or begins decaying almost instantaneously. If this power is used in combat, three successes are needed to render a wooden weapon completely useless. Two successes suffice to weaken it, while five cause it to disintegrate in the wielder's hands.
Level 3
Dance of Vines
The thaumaturge can animate
a mass of vegetation up onto his own size, using it for utilitarian or
combat purposes with equal ease. Leaves can walk along a desktop, ivy can
act as a scribe, and jungle creepers can strangle opponents. Intruders
should beware of Tremere workshops that harbor potted rowan saplings.
System: Any total amount
of vegetation with a mass less than or equal to the character's own may
be animated through this power. The plants stay active for one turn per
success scored on the roll, and are under complete control of the character.
If used for combat purposes, the plants have Strength and Dexterity ratings
equal to half of the character's current Willpower (rounded down) and Brawl
ratings one lower than that of the character.
Dance of Vines can't make
plants uproot themselves and go stomping about. Even the most energetic
vegetation is incapable of pulling out of the soil and walking under the
effect of this power. However, 150 pounds of kudzu can cover a considerable
area all by herself…
Level 4
Verdant Haven
This power weaves a temporary
shelter out of sufficient amount of plant matter. In addition to providing
physical protection from the elements (and even sunlight), the Verdant
Haven also establishes a mystical barrier which is nigh-impassable to anyone
the caster wishes to exclude. A Verdant Haven appears as a six-foot tall
hemisphere of interlocked branches, leaves and vines with no discernible
opening, and even to the casual observer it appears to be an unnatural
construction. Verdant Havens are rumored to have supernatural healing properties,
but not Kindred have reported experiencing such benefits from a stay in
one.
System: A character must be standing in a heavily vegetated area to use this power. The Verdant Haven springs up around the character over the course of three turns. Once the haven s established, anyone wishing to enter the haven without the caster's permission must achieve more than the caster's original number of successes on a single roll of Wits + Survival (difficulty equal to the caster's Willpower). The haven lasts until the next sunset, or until the caster dispels or leaves it. If the caster scored four or more successes, the haven is impenetrable to sunlight unless physically breached.
Level 5
Awaken the Forest Giants
A master of the Green Path
can animate entire trees. Ancient oaks can be temporarily given the gift
of movement, pulling their roots from the soil and shaking the ground with
their steps. While not as versatile as the elementals or other summoned
spirits, trees brought to ponderous life via this power display awesome
strength and resilience.
System: The character touches
the tree to be animated. The player spends a blood point and rolls normally.
If the roll succeeds, the player must spend a blood point for every success.
The tree stays animated for one turn per success rolled; once this time
expires, the tree puts its roots down wherever it stands and cannot be
animated again until the next night. While animated, the tree follows the
character's verbal commands to the best of its ability. An animated tree
has Strength and Stamina equal to the caster's Thaumaturgy rating, Dexterity
2 and a Brawl rating equal to the caster's own. It is immune to bashing
damage, and all non-aggravated lethal damage dice pools are halved due
to its size.
Once the animating energy
leaves a tree, it puts down roots immediately, regardless of what it is
currently standing on. A tree re-establishing itself in the soil can punch
through concrete and asphalt to find nourishing dirt and water underneath,
meaning that it is entirely possible for a particularly sluggish sycamore
to set up shop in the middle of a road without any warning. Abuses or misuses
or this power can very easily lead to breaches of the Masquerade, and the
thaumaturge who leaves a row of maples across a major traffic artery is
unlikely to have the opportunity to make the same mistake twice.