Trilha de Wotan 
Path of Wotan The Blood Magick of the Vikings of Old 
Preface A short introduction to the Path of Wotan
Tale of the Runes Learn the secrets which are at the top of your enemy's consciouss mind
•• The Red Brew A potion of Vitae which induces Berserker Rage in thos who drink it
••• Runes of Blood and Steel Runes which are inscribed upon weapons to enable the wielder to strike Bane Blows
•••• Blood Song of War A dreadded War Song of Old which induces Berserker Rage in those who hear it with a friendly ear
••••• Call Bifrost Summon the fabled rainbow bridge of the Ases Gods 
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Path of Wotan 
By: Kenneth Madsen  
MADness Ventures Design Studio 1995-1996 
This is the blood magick of the Old Vikings - the proud berserkers of the High North. They practised the Worship and Rituals of Blood long before the Tremere, and sang their songs of War and Cold Iron while the Red Rage claimed their bodies and the spirits of their enemies for their fierce Gods. Odin - the God of Death - was the King of the Gods, and also a powerful sorcerer. His Valkyries claimed the spirits of the most brave of the dead and took them to Valhalla, the Home of Odin and stronghold of the Gods, where they would drink, eat and fight until Ragnarok, the End of the World 
Odin needed the spirits of the warriors to fill his army of Einherjer, and devised both weapons and magick which would aid the Vikings in battle. Of course, he also did his part in making Kings and Jarls fight in order to gain even more spirits, and made them invent new and more deadly weaponry which to use in war. Odin's affinity for treachery was also wellknown, but none dared appose him, fearing that he would cause the tide of battle to turn in favour of their opponents. 
This Path was originally devised by the True Brujah Methuselah Braavahl, who acted as deity in the Frozen North of Old. Much of what he did was later turned into tales of the Ases Gods. The Viking-Priests also had their version of this Path, although they did not have the option of calling Bifrost, the Rainbow Bridge which leads to Valhalla. The Vikings were wellversed in the ways of Blood and Rage, and the Vampire Lords had an easy time walking amongst the Kine then. 

  • This Path cannot be learned if the character does not understand the language and Runes of the Old Vikings! 
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    • Tale of the Runes  
    How does one learn of a prisoner's current goals - very probably the very goals which brought him within your reach and later into your clutches? Torture is of course a much used method, but even then you cannot be absolutely sure of the truth of what you are told. Blood is always blood, and using this Power, the character will be able to extract the prisoners most emmediate secrets. 
    The prisoner is bled for a certain amount of blood which is gathered in a earthenware bowl. Usually those using this Power regulary will have a scrying stone to use in the next stage, but any smooth non-absorbing surface will do. The character let one hand describe patterns in the air above the surface, and pours the collected blood over his hands. While chanting the Words of Old, he activates his own power, and let it power the prisoner's blood as it washes over his hand, and drips upon the intended surface. Here the blood will gradually flow together, and form Runes in the language of the Old Vikings. Depending on the characters abilities, he will be able to extract the information he desires. 
    System: The character drains 2 Blood Points worth of blood into an earthenware bowl. Using one of his own Blood Points to activate this Power and energize the stolen blood, he lets the contents of the bowl drip over his fingers while inscribing various patterns in the air. The blood begin to form Runes when it hits the surface, and when all of the blood has been used, a complete set of Runes can be seen on the surface. Then an Intelligence + Occult/Fortune Telling must be made against a difficulty of 8. The more successes, the more information will be revealed. Name, Clan/Family/Lineage, Generation/Age, and Travel Destination (or emmediate agenda in more modern days) are amongst the information revealed, and depending on the number of successes, the StoryTeller decides what information to divulge. 
    Note that it is only information the bloodlettered prisoner is aware of that is revealed, this Power does not give access to Omniscience. 
    Historical Notes: This Power was originally intended to learn the purpose of captured spies without having to engage in longterm torture, and also proved usefull if enemy spies/assassins died before any information could be pried from them. 
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    •• The Red Brew 
    The Vikings were reknown - or more appropirately feared - for their berserker rage. In a frenzy of blood and steel they would hack away at anything moving, throwing themselves at their enemies without the protection of a shield, focused only on the kill! Oblivious to harm which would kill ordinary men, and endurable beyond their normal physical limits, the berserkers were easily the most feared warriors on the field of battle; for what is feints and parrys against a man who throws himself at you, caring nothing for himself as long as you die with him? 
    The character uses his own Vitae to create a special brew known as The Red Brew, for obvious reasons. When the Vikings drank the Brew, it was usually mixed with mead, depending on the fierceness of the Vikings who were to drink it - some cared little if they drank blood, the Rage was the important thing. Once drunk, the Red Brew induces a berserker rage in the drinker. The Red Brew is drunk from a skullcup, fashioned from the skull of the most fierce and valiant opponent the character who makes the Brew has ever slain. 
    System: The character drains some of his Vitae into the skull of which the Brew is to be drunk. One point of Vitae for every person who is to be affected with the Red Rage of the Berserker. Once the appropriate amount of Vitae has been drained into the skull, the character expends one Blood Point to start the process which will turn the Vitae into the Red Brew, and begin to chant the Old Norse Words which forms the basis of the transmutation. Holding the skullcup with both hands, he must focus all of his will to transmutate the red fluid. Make a Willpower Roll against a Difficulty of 8. The number of successes will give the number of minutes in which the Brew will induce Berserker Rage before the character who drinks it return to normal. 
    The drinker will receive an extra attack/action, +2 points worth of Strength, +2 points worth of Stamina and the ability to ignore a number of Health Box Penalties equal to his Stamina. This effect lasts solely for a number of minutes equal to the number of successes the caster had on his Willpower Roll. Once the effect wears off, the drinker will get a number of penalty dice to all his Dice Pool equal to the number of successes rolled while making the Brew. The period of time is likewise equal in hours to the initial successes. 
    Should a character wish to drink more than one portion of the Brew, he is very likely to die! Each extra point of Brew drunk will add an extra attack as well as +1 points of both Strength and Stamina. However! When the effect wears off, the drinker must roll his halved Stamina with an additional number of dice subtracted equal to the extra points worth of Brew he has drunken, against a Difficulty of 10. If less than 3 complete successes are attained, the drinker dies from the massive amount of adrenaline which has been pumped through his veins, as well as from the superhuman efforts his body has been forced to perform. Cainites will merely go in Torpor, but the effects may very well be the same when all is said and done. 
    Should a mortal survive this, he must take yet another Stamina Roll against a Difficulty of 8 when he awakes. With less than three complete successes, his brain will have taken permanent damage from the ordeal, and he loses a permanent point of Intelligence. As the Beast of Cainites are closer to the surface and far more fierce than that of the Children of Seth, the Cainite who survive may (at the StoryTeller's discretion) develop a craving for the Red Brew and the incredible Rage it produces. Cainites devote a fair amount of time battling their Beast and keeping its leash short, fearing that it might take over should it be given too much freedom. But imagine what happens when the Beast is given the sensation the Red Brew induces. Perhaps the Magickal properties of the Brew will make it stronger, and the Cainite is thus in for the fight of his life, as the Beast attempts to turn him into a Brew-addict. And what happens if the Beast is denied the Brew? Ahhh, now here is a protential over which to spin a story.... 
    Note that because of the mystic rituals used to transmute the Vitae into the Red Brew, the Vitae loses some of its normal properties: Those drinking it will not become Blood Bond no matter how much they drink! The Vitae cannot be used to refill one's Blood Pool - once the Red Brew is drunken, it transforms into the pure energy which fuels the Berserker Rage. This energy vanishes gradually as the Berserker Rage runs its course! The Red Brew cannot be used in Blood Rituals nor Magick which are designed to give the Thaumaturgist control over, or knowledge of, the donor! Why this is so, is as of yet unanswered, but rest assured that the Magi of House Tremere is doing some very focused research into the matter... 
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    ••• The Runes of Blood and Steel  
    Using his own Vitae, the character is able to inscribe highly powerful Runes on weapons of metal. Some of the most fabled warriors of the Vikings had these Runes inscribed upon their weapons before battle, by their Voelve (Sorcerer), and was thus able to deal out blows which send them straight into the immortality of the Sagas. The blows struck by weapons inscribed with these Runes were sometimes known as Bane Blows, as more than one opponent found emmediate death and a place ready for him in Valhalla. 
    System: The character uses 2 points worth of his own Vitae to inscribe the Runes upon the intended weapon. The character makes a small slash at a finger, and while he wills the Vitae to flow, he quietly hums the Runic Chant which the Dwarven Highsmiths of Old are said to have learned the creator of this Path. While he chants, the Runes will come to his mind and when they have been inscribed upon the weapon, they will disappear again. In order to be able to inscribe the Runes, the weapon must have a relatively flat surface of at least 3x10 cms (1.18x3.94 inches). If such a surface is not available, the Runes simply cannot be inscribed. If inscribed upon a firearm, the next blow struck with the weapon will be a Bane Blow, whereas the bullets will still function as normal. 
    Once the Runes have been completed, the weapon will virtually vibrate with suppressed power, and it is said that the weapon will turn upon its wielder if it does not taste blood soon afterwards. The next attack made by the weapon will be with a +2 bonus and it will be aggravated! A number of dice equal to the Willpower of the Inscriber is rolled against a Difficulty of 8. This roll is made to determine whether or not the mundane metal will be able to hold the power of the Runes; if the Roll fails, the Runes lose their energy and vaporizes from the weapon! If the Roll is botched, the weapon shatters into hundreds of fragments, as the mundane metal breaks under the power of the Runes of Blood and Steel. If the Roll succeeds, the wielder of the weapon may make yet another strike, after which a new Roll must be made, and so on. 
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    •••• Blood Song of War 
    When the character begins to sing this frightening song of weapon blows, bloodshed and courage - the very same song which some of the Viking Berserkers sang with foam about their mouths and the taste of blood in their mouths when they entered a fray - his Vitae flows varm and powerful in his throat, before it leaves as invisible magickal vapours which find all friends and true allies within range of hearing. The vapours and the battle song will induce Berserker Rage into each and everyone of them (individuals may chose to resist it. Roll Willpower against a Difficulty of 7). 
    System: In effect, this is a long-range version of the Red Brew. The character starts singing the Old Norse Battle Song, uses 2 Blood Points, and Rolls Singing + Stamina against a Difficulty of 8. Hereafter the song is in effect. Each turn, the character must spend another 2 Blood Points to keep the power in his voice (no Roll is needed), and is not himself affected by the song. 
  • Those willing to enter the Berserker Rage will receive an extra attack/action, +2 points worth of Strength, +2 points worth of Stamina and the ability to ignore a number of Health Box Penalties equal to their Stamina. This effect lasts as long as the singer continues his battle song and the individual in Berserker Rage remains within range of hearing. Once the effect wears off, the berserker will get a number of penalty dice to all his Dice Pool equal to half the number of successes which were rolled when the Blood Song of War was started. The period of time is equal in hours to the initial number of successes rolled. 
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    ••••• Call Bifrost 
    This Power allows the character to call upon the Rainbow Bridge of Bifrost which the Ases Gods used when they desired to travel on foot to other realms. The knowledge of Bifrost's True Name in Ancient Norse is a great secret, and only a very few know of it. The name is whispered softly, and the rainbow bridge will begin to appear very shortly afterwards (unless some denizen of Asgaard is using it, or the character has been forbidden access by the ruling entity of Asgaard - the Ancient Methuselah Braavalla), gliding down from the sky in all of its glorious colours. Although it is transparent, the character will not fall through, and with each step taken stardust falls from beneath his feet. Also, with each step, the rainbow bridge draws a little back, and very soon the character will have a vast gap between himself and the ground from which he entered Bifrost. 
    Although the character walks along the rainbow bridge, this is only a part of the magick at work - he does not physically walk the distance between Earth and the Umbral shadowrealm of Asgaard. 

    System: The character need only whisper the True Name of Bifrost to make it appear. However, he has to pronounce it correctly, and must make a Intelligence + Linguistics Roll against a Difficulty of 10, and attain a complete success! True Names represent Great Power, and to wield it, one need only be able to pronounce it correctly - that is the magick of True Names! 
    Normally the rainbow bridge will only lead to Asgaard, but if the character knows the exact location of another Umbral Realm he may perhaps be able to make Bifrost obey his will, and take him there instead. In such a case, the character rolls his Intelligence + Willpower against a Difficulty of 10, and must come up with 5 successes! If he fails the ruling entity of Asgaard will be made aware that an attempt has been made at forcing Bifrost from its proper destination, which usually makes Him dissolve the rainbow bridge, and leave the offending character in the Deep Umbra... 
    Even if the character arrives at Asgaard, he still has to pass Heimdal the Watcher, and convince him that he should be allowed access to Asgaard. If Heimdal is not satisfied with the character's motivations, he will cast him into the Umbra! 

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