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Trilha do Fogo
Path of Flames
The Dangerous Power of Fire Magick
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Path of Flames
Original idea and basetext by: White
Wolf Game Studio © 1991-1997
The control of flames is a powerful thing, particularly
for a Cainite. Fire is one of the most effective methods by which a Cainite
can be destroyed, and it is a dangerous weapon.
Originally created by former FireWizards initiated into the House by
means of the Embrace, the Path has been heavily modified since the Dark
Ages where it saw its first use. The FireWizards were not yet used to the
limitations of the Cainite forms when they first thought up the Rego Ignis,
and thus the original method had elements which felt less than safe to
servants of Tremere more used to their new forms. The FireWizards drew
their power and vitality from flames and roaring conflagrations - indeed,
they were capable of absorbing fire, much like Cainites absorb the Blood
of the lesser mortal creatures. Sadly it was what was learned from the
demise of the FireWizards, that the more safe method of practicing the
Path of Fire began to evolve. Alas, a few things were so closely tied to
the original incantations, that it was impossible to remove them without
weakening the effectiveness of the Path of Fire.
Of course, the more experienced Masters of Fire claim that these elements
are needed, that indeed they are a Baptism of Fire which is needed to ensure
that no one less than worthy ever become fully fledged practicioners of
the Path.
As the Thaumaturgist becomes more learned in the Ways of Fire, he also
becomes less prone to the natural fear of fire that all Cainites have!
For each Level beyond 1 that is attained, the Cainite receives an extra
die to roll against Rötschrek when faced with fire AND need
only roll when he is faced by larger quantities of fire (StoryTeller's
discretion is advised). Thus, the Thaumaturgist may receive from 1-4 dice
to add to his courage when dealing with fire.
Only after the First Level can the Student be considered mentally hardened
against the instinctive fear that Fire brings in its wake.
This Path allows the Cainite to create and control flames; small ones
at first, but larger conflagrations my be created by those more proficient
with Thaumaturgy. Although various Powers exist within this Path, the character
is always able to create flames anywhere within 20 metres +10 per level
beyond Level 1, but must roll Perception+Alertness to properly place
it unless it is on his onw body. The flames created by this Path are unnatural
and cannot burn objects until they have been released by the Cainite. Therefore,
a "palm of flame" does not burn the Cainite's hand and create an aggravated
wound - it only produces light. However! The flames can only be held in
check for a number of minutes equal to the number of successes gained when
rolling Willpower against a Difficulty of 8. After that period of time
the fire will be released, and will burn as any normal fire, and the Cainite
no longer has any control over it
Each Level confers the ability to create a specific size of flames,
and thus also a specific amount of damage.
Consult the chart below for an overview:
• |
|
Candle |
|
0 dice of damage |
•• |
|
Palm of Flame |
|
1 die of damage |
••• |
|
Campfire |
|
2 dice of damage |
•••• |
|
Bonfire |
|
2-3 dice of damage |
••••• |
|
Conflagration |
|
3-4 dice of damage |
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• Extinguish
The Danger of the Fire is well-known amongst the Cainites, but a Thaumaturgist
using this Power would be able to curb the danger to a certain degree;
simply by putting out the fire.
This Power clearly demonstrate that the Creators of this Path were
FireWizards before they were Embraced; its fascination with, and need to
rule over, Fire tell of Magi not yet used to the danger Fire presented
to their new forms. Just ask this question, and it will be clear to you
as well: "What sane Cainite would voluntarily plunge His hands into
roaring Flames?" The Power deals with the problem of having an available
"water-bearer" when a such was needed. In the Dark Ages, this Power was
much valued; fires happened, and Cainites frenzied from Terror of the Flames
died in their safe Havens...of course, that was before someone thought
of putting solid carbon dioxide into metal cylindres.
System: The Thaumaturgist plunges his hand into a fire, spends
a Willpower point, and makes a Willpower Roll (Difficulty varies depending
on size of fire); If successful, he may extinguish it. To an audience,
it will seem as if the fire loses its intensity and power when his flesh
touches it - absorbing its vitality, as its flames slowly flicker and die.
As the Thaumaturgist absorbs the energy of the Flames into his own
body, he takes non-aggravated levels of damage equal to the size of the
fire.
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•• Create
Will o' the Wisp
The Cainite can produce a supernatural source of fire. This fire can
either be a ball of fire, or a creature with dimensions equal to the amount
of fire available. Some of the legend of the Infernal Servant and his Hellish
Flame Servants originates from this power. Whatever form the Thaumaturgist
choses to give his Will o' the Wisp, it corressponds in size directly to
his Level of Mastery.
System:The Thaumatugist spends one Blood Point, and makes Willpower
roll against a Difficulty of 3+Level of Fire. Should the roll botch, the
fire-manifestation will explode, and the Thaumaturgist will take an amount
of aggravated damage equal to the size of the Will o' the Wisp. Should
the roll fail normally, the fire-manifestations appears and then vanishes
as if it was blown out.
If the roll succeeds, the Thaumaturgist will control the fire-manifestation
for a number of minutes equal to the number of achieved successes. The
Cainite will be able to sense the surroundings of the Will o' the Wisp,
as if he had eyes capable of seeing 360º. He can direct the fire-manifestation
in any direction and command it to do any maneuvre. Should he desire to
attack someone with the Will o' the Wisp, he must roll Perception+Alertness
against a standard hand-to-hand blow Difficulty. The fire-creature does
no kinetic damage, but "merely" burns where it hits, for an amount of damage
equal to it size, in aggravated damage levels. When the Cainite's control
of the fire-manifestation expires, the creature simply dissolves.
Note that although this was immensely effective in the Dark Ages and
later as well, the development of modern day fire-fighting equipment has
made this Power less impressive; imaging sending a fiery eagle into your
arch-enemy's office! The manifestations blackens the glass in the panorama
windows, which runs like butter as they melt and the schreeching fire-demon
enters the office...½ a second later the immense heat of the creature
makes the sprinklers go off, and your mighty creature is little more than
the spark from a lighter as it reaches your archenemy who blows it out
like a taper, and laughs at your puny efforts!
The chart below shows the maximum size of the Will o' the Wisp available
to each Level. The Thaumaturgist is of course able to make the fire-manifestation
small as is his needs.
Level |
Result |
2 |
A candle, a flame on the tip of your finger, or a palm of flame |
3 |
Campfire sized |
4 |
Bonfire sized |
5 |
Conflagration sized |
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••• Fireball
Ahh yes, the legendary power of the mighty Wizard; the ability to hurl
flames at your opponents. A power which has been made into a kliche ever
since an uncareful Apprentice of the House wanted to impress his mortal
associates.
Although you are capable of hurling the traditional Ball of "Fire",
the more imaginative can form the physical manifestation a little different
if they please. I have seen jets of flames shooting from the tips of fingres,
carved creatures on canes breating columns of fire, and numerous other
variations, as well as variations in both colour and intensity. Of course,
the most impressive effects are those produced by the Ignis Maestros -
the Masters of the Path of Fire!
System: The Cainite may, by spending a Blood Point hurl flames
at a target as long as this is within his line of sight. This is a more
focused and much more powerful Power than the "innate" ability which a
FireWizard has regardless of Level of Mastery.
To hit, the Thaumaturgist rolls Dexterity + Occult (Difficulty 8).
The Fire does 2 levels of Aggravated Damage per Level of Mastery, i.e.
2, 4 and 6 levels, not 2, 4, 6, 8, and 10!!!!
By sacrificing 1 die from his To Hit Dice Pool, the FireWizard may
variate the FireBall in either shape, form, colour, manifestation or intensity
(always less or the same intensity). At Levels Four and Five, the Cainite
is able to variate 2 and 3 elements for the same cost in dice.
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•••• Walk
the Flames
This Power is what the Damnable Sabbat has made into a Ritual, with
their usual lack of respect and desire to master anything; where we are
the Maestros of Fire, they merely desired a tool which would enable them
to impress their fellow rabble. This lack of refinement and ambition is
why they have never been able to aspire to anything more than ruling countries
and regions as badly in need of the grace of evolution as themselves! And
on top of their lack of refinement, they did not even manage to duplicate
the effects of this Power, what they possess is merely a shadow of its
power! Hah! It makes you wonder if perhaps the rumor is true...the rumour
that states that there are no renegade Tremere, or Tremere AntiTribu
as the Sabbat calls them. There are merely specially trained, prepared
and loyal Servants of the House; servants who provide the Sabbat with flawed
magickal research, and us with a steady stream of reliable information...
To be certain, an interesting notion, but one which can only be ratified
by The Seven, or Grand Tremere Himself!
System: By spending a Willpower point, and making a Stamina
Roll (Difficulty 8), and acquiring at least 3 successes, the Cainite becomes
immune to fire for the duration of the scene.
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••••• Fires
of Judgement
This Power was first named "The Fires of Judgement" by Torg Jormundgandr
when he saw it used for the first time; although a civilized and learned
man, he still believed heavily in the Old Norse Gods, and was probably
reminded of the Fires that are supposed to consume the entire world at
Ragnarok. Having named the Power so, the name was kept - both to honour
Old Torg, but also because it is a most fitting name. To the unfortunates
who experience the effects of this Power first-hand, I believe it will
seem as if the Gods themselves passes Judgement on them!
At this Level, the Thaumaturgist attains Mastery of Flames, and is
known as a Fire Master; his knowledge of the Path is complete, and many
a Master begin to study how they may alter the various Powers, and personalize
the Powers they use.
This Mastery of Fire, is clearly seen in the raw force unleashed when
using this Power. The Thaumaturgist is actually capable of igniting the
very air molecyles, and cause a storm of fire which usually consumes any
opponents he may face - supernatural or otherwise.
When using this Power, the Thaumaturgist focuses all of his concentration
on a single point, where he compresses an enormous amount of raw power
in the form of fire. When he releases the fire, it will expand outwards
at an explosive rate, igniting the air right down to its molecyles, and
anything else in its path. The temperature goes from normal to the equivalent
of standing in front of the Gates of Hell, in an instant. The explosive
fire is carried on a shock-wave which is released instantly, and thus the
area ignited is completely enveloped in Flames in less than the flick of
an eye! And, even though some living organic organisms are capable of surviving
such an attack on their outer shell, their death is still very certain;
the most natural of responses for living organisms experiencing massive
pain is to take in breath! Taking in breath while enveloped by this boiling
cloud of Fire, will result in the creature's inside being turned into charcoal!
At this Level, as previously mentioned, the Thaumaturgist has an impressive
control of the Flames, and may create a small pocket around his body which
will be unaffected, both by the consuming fire and the shock-wave, but
also by the equally destructive rise in temperature. To say in short, he
may use this Power up close and personal without fear of Final Death. However,
although the Thaumaturgist is able to protect himself from the flames he
cause, he is not protected from any additional flames caused by his pyrotechnical
endeavors; i.e. exploding ammunition, ignited gasoline, etc. Thus, this
Power should never be used as a close-combat effort unless the Thaumaturgist
is completely certain that his immediate surroundings does not contain
such dangerous items as the above mentioned.
System: By spending a Willpower point, making a Intelligence
+ Occult roll (Difficulty 8), and achieving at least 3 successes, the Thaumaturgist
causes a 10 x 10 x 10 metres area to become instantaneously ignited, and
all within that area to be enveloped in a boiling cloud of liquid fire,
and probably also consumed by it!
The target area must be within his line of sight, i.e. he cannot ignite
the air inside a sealed-off room, even though he can see the building in
which the room is situated.
The Flames does 6 levels of aggravated damage to anyone caught within
the explosion of fire.
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