Hands of Destruction
This Path is practiced almost
exclusively by the thaumaturges of the Sabbat. Though it is not widely
seen outside that sect, a few Camarilla Tremere have managed to learn the
secrets of this path over the centuries. The Hands of Destruction has an
infamous history, and some Tremere refuse to practice it due to rumors
that it is demonic in origin.
Brutal and painful, this
path provides thaumaturges with offensive capabilities not found in other,
less martial paths. It embodies the violent nature of its Sabbat wielders,
existing solely to cause entropy and decay.
Level 1
Decay
This power accelerates
the decrepitude of its target, causing it to wither, rot or otherwise break
down. The target must be inanimate, though dead organic matter can be affected.
System: If the roll is successful, the inanimate object touched by the thaumaturge ages 10 years for every minute the Kindred touches it. If the vampire breaks physical contact and wishes to age the object again, another blood point must be spend and another roll must be made.
Level 2
Gnarl Wood
This power warps and bends
wooden objects. Though the wood is otherwise undamaged, this power often
leaves the objects completely useless. This power may also be used to swell
or contract wood, in addition to bending it into unwholesome shapes. Unlike
other powers of this path, Gnarl Wood requires merely a glance rather than
physical contact.
System: Fifty pounds of visible wood may be gnarled for each blood point spent on this power (the thaumaturge may expend as much blood as she likes on this power, up to her per-turn generational maximum). It is also possible to warp multiple visible objects -- like all the stakes an opposing team of vampire-hunters wields.
Level 3
Acidic Touch
The thaumaturge secretes
a bilious, acidic fluid from any portion of his body. The viscous acidic
corrodes metal, destroys wood and causes horrendous chemical burns to living
tissue.
System: The player spends blood to create the acid -- the blood literally transmutes into the volatile secretion. One blood point creates enough acid to burn through a quarter-inch of steel plate or three inches of wood. The damage from an acid-augmented hand-to-hand attack is aggravated and costs one blood point per turn to use. A thaumaturge is immune to her own acidic touch.
Level 4
Atrophy
This power withers a victim's
limn, leaving only a desiccated, almost mummified husk of bone and skin.
The effects are instantaneous; in mortals, they are also irreversible.
System: The victim may resist the effects of Atrophy by scoring three or more successes on a Stamina + Athletics roll (difficulty 8). Failure means the limb is permanently and completely crippled. Partial resistance is possible: One success indicates that difficulties involving the use of the arm increase by two, though these effects are still permanent with regard to mortals. Two successes signify that difficulties increase by one. Vampires afflicted by this power may spend five blood points to rejuvenate atrophied limbs. Mortals are permanently crippled. This power affects only limbs (arms and legs); it does not work on victims' heads, torsos, etc.
Level 5
Turn to Dust
This fearsome power accelerates
decrepitude in its victims. Mortals literally crumble to dust at the mere
touch of a skilled thaumaturge, aged beyond death and into putrefaction.
System: Each success on
the roll ages the victim by 10 years. A potential victim may resist with
a Stamina + Courage roll (difficulty 8), but must accumulate more successes
that the thaumaturge's activation roll -- it's am all-or-nothing affair.
If the victim succeeds, he does not age at all. If he does not acquire
more successes then the thaumaturge, he ages the full amount. Obviously,
this power, while it affects vampires, has no detrimental effect on them
(they're immortal). At most, a Kindred victim withers slight (-1 Appearance)
for one night.