Post by Hematite on Dec 5, 2013 8:19:25 GMT
Hermetic Thaumaturgy
Formulaic and precise, Hermetic Thaumaturgy is unique among the arts of Blood Magic for its organized structure and key defined principles. Thaumaturges perhaps among all the Blood Mages have the greatest understanding for how their arts work, and stemming from that understanding the greatest ability to alter and manipulate their arts. A Thaumaturge always strives to perform an effect the same way each time he casts a ritual. With the smallest number of variables possible, the Tremere have regulated and contained magic to more truly resemble a science. A Tremere’s Grimoire will often look far more like an organized textbook, with pages of formulas and alchemical notes than a true book of magic.
Hermetic Thaumaturges may begin with any path as their primary, though the Path of Blood is the most common primary path taught by the Tremere, both within the Pyramid and among House Goratrix.
Hermetic Thaumaturgy being the most adaptable form of blood magic, practitioners have an easier time researching new rituals than other forms of magic. Researching a ritual in Hermetic Thaumaturgy requires only 10 successes per level, rather than the usual 15.
Hermetic Thaumaturgy also has the broadest paradigm, thus allowing far more options for rituals than may be allowed in other paradigms. It is also noted that Hermetic Thaumaturgy is unique among blood magics in that it has the only defined method for creating new paths, the path known as Rego Magica. The methods used by other paradigms to create their unique paths have long since been either lost to their practitioners, or are kept as hoarded secrets of the few who remember.
Core Principles of Hermetic Thaumaturgy
Personal Object
Personal objects are any objects that the individual in question could easily and accurately identify as their own such item in a group of similar items through familiarity. A pair of shoes with telltale wear or frayed laces, a briefcase with your name etched on the handle, and certainly one's driver's license or other explicit pieces of identification would suffice. Any item made by the subject as well as any item used for magical purposes in a ritual will always count as a personal object.
A full point of blood always counts as a personal object for the purposes of magic.
Blood Sample
For the purposes of magic, unless specifically listed or clarified otherwise in an individual power, an entire blood point is necessary for any ritual or power that requires a sample of blood to direct an effect. The volume of blood can vary depending on the potency of the blood in question, but a "blood point" is necessary because that is the exact amount of blood that contains enough magical power to be useful for a vampire's abilities. For mortals, this is almost always going to be 1 pint of blood. Elder vampires or lupines may require less, as defined by their Blood Pool statistic (20 blood pool means half a pint, 40 blood pool means 1/4 a pint, etc)
True Name
True names are the extremely specific universal identity for the character or object in question, like an IP address or radio frequency. It is not the same as your "Real Name" or your birth name. The True name is a collection of everything you were, are, and will be as far as the universe is concerned, and it serves primarily as a way to "aim" magical effects at you when you are without other resources such as line of sight or a personal object in rituals and paths that call for it.
True names are difficult to transmit in verbal or written form as they are more of a mystical understanding than actual language. It requires 5 successes on an Intelligence + Expression test to successfully scribe or explain a True Name that you know to another character.
As per the passage on True Names in Blood Magic: Secrets of Thaumaturgy on page 40, knowing a target’s True Name conveys a devastating advantage. If the target’s True Name is invoked during the casting of any Path or Ritual of Blood Magic, there is no further need for a Sending to overcome the principle of Identity, thus effectively eliminating all range requirements for the power in question. This will work for any Path or Ritual of any form of Blood Magic that does not specifically have other targeting requirements such as Touch, but will overcome the need for images, personal objects, target’s blood, or any other lesser means of targeting the individual.
True Names are more than just a random set of syllables. They are an absolute identification of every facet of a person’s being. As such, researching a True Name takes far more than simply pouring through some books. To research a True Name, the researcher must become familiar with many aspects of the subject’s life, each type of investigation into them revealing hidden clues to the True Name. As researching a True Name takes real understanding of that name, an innately personal understanding, Leadership may not be used on True Name research rolls, nor may they be accumulated via shared work with another character.
Any character must have a minimum Occult score of 5 in order to make any of the following rolls. The following rolls are all made at difficulty 9. The Specialty of True Name Research may be taken for any of the relevant Abilities (but not Attributes) to apply to this process.
Each of the below checks can be made only once per appropriate subject per person making the roll and may be done over the course of scenes rather than taking Downtime Actions, unless specifically noted otherwise. The rolls listed below are examples only, not an exhaustive list. Players are free to come up with other dice pools that the ST feels are appropriate for the situation and may reveal additional details about the subject.
A botch on any of these research rolls, irreparably taints the research project, mistaking a crucial set of syllables, and rendering a false name, no matter how much additional research is done. The only way for a researcher to detect a past botch is to score a minimum of 5 successes on a reevaluation roll (see below). Even then, this does not allow the researcher to disentangle the false information from the true. The entire process was irreparably ruined by the botch and must be begun again from scratch (though as a new research project, the same rolls may be attempted a second time).
Perception + Investigation – Investigating the aftermath of a scene in which the subject was significantly involved (ST discretion as to what merits significant involvement), looking for subtle touches that betray the subject’s personality.
Manipulation + Intimidation or Subterfuge – Interrogating someone close to the subject, finding out personal details that are not generally shown.
Perception + Empathy – Investigating an important location to the subject such as a home or place of business, finding what his personal belongings and arrangements might reveal about him. Only applies to a personal location where the subject had a significant impact on the layout or arrangements.
Intelligence + Investigation – Researching all publicly available information about the subject, whether in public records, online, etc. This action may only be performed once and takes a downtime action to complete.
Intelligence + Occult (requires applicable specialty such as Numerology, Astrology, Tarot, Divination) – Some form of guided fortune telling to reveal specific details about the subject. This roll may be made once per applicable Specialty.
Certain divinatory powers can also reveal additional information and be used as part of this system to research a True Name. Each divination power may only be used once for this purpose and the successes scored on the power’s activation roll directly add to the accumulated successes necessary for researching his True Name. Some example powers that apply are Aura Perception, The Spirit’s Touch (on a personal object), Telepathy, Eyes of Chaos, Sense the Sin, and any number of Blood Magic paths or rituals. The Storyteller is the final arbiter on what constitutes an applicable divination power for this system.
The number of successes required to be accumulated varies based on several factors. Supernatural creatures are inherently more complicated than mortals, and thus require more successes just for being what they are. The more supernatural something is, the more complex its True Name becomes. The base successes required is based from the following chart:
Ordinary Mortal – 10 successes
Supernaturally affected Mortal (Ghoul, Kinfolk, Kinain, Gypsy, Sorcerer, Thrall, etc.) – 20 successes
Partially Human supernatural (Vampire, Werewolf, Mage, Kuei-jin, Mummy, Wraith, Changeling, Demon, Fomori, etc.) – 40 successes
Inhuman supernatural (Fae, Earthbound Demon, Angel, Spirit, etc.) – 60 successes
In addition to the baseline, the more connections a character makes with others and with the world around him, affect the complexity of his existence, and thus the complexity of his True Name. For every dot in Backgrounds the character possesses, increase the required successes by 2. So a Ventrue with Generation 4, Resources 5, Herd 4, and 8 dots in Allies would have a True Name requiring 82 successes (40 base + 21 Background dots x2).
On top of one’s connections to the world around oneself, the sheer amount of life one has lived has an impact, regardless of what the subject has done with that life. As such, characters with the Ancilla template require an additional 10 successes, and characters with the Elder template require an additional 25 successes on top of the usual formula. So an Elder Tzimisce with Generation 5, Herd 5, Status 4, and 10 dots of Contacts would require a total of 113 successes (40 base + 24 background dots x2 + 25 for elder)
There may be specific additional traits based on the specific sphere that may increase or decrease the required successes. These will be adjudicated on a case by case basis and then recorded for future calls.
A character never quite knows for sure whether or not they have completed research of a True Name. Additional syllables and information keeps coming up with more research. Attempting to use an incomplete or false True Name can have disastrous repercussions (treat as an automatic botch regardless of the results of the roll) on the power being used. So attempting to use an untested True Name is a dangerous endeavor that is not entered into lightly. However, there is only so much detail out there to find, and eventually repeat syllables will start appearing. At any point in the research process, the researcher can reevaluate his progress by making an Intelligence + Academics roll at difficulty 9 to attempt to determine if he has completed the process. This roll requires a number of successes equal to 10-1 per 10% additional successes (rounding down) the researcher has gained over the required amount. So if the True Name being researched required 70 successes and the researcher had scored 85 successes thus far on his research attempts, the researcher would need to score 8 successes on the reevaluation roll to spot the redundancies in his research. Unless the required successes are scored, the only answer given by the Storyteller on this roll should be “You are not sure yet, you might have a complete name or you might not.” A botch on this roll will always result in the belief that the name is complete, whether it actually is or not.
A True Name is such a strong resonance with the subject, that the subject is aware when their name is invoked. Each time the researcher attempts a Reevaluation roll, the subject may make a Perception + Awareness roll at difficulty 9 requiring a number of successes equal to 10-1 per 10% of the required successes the researcher has obtained thus far. Success on this roll will instinctively tell the subject that someone knows their True Name, though it gives no indication as to who or where.
If the subject’s True Name is ever fully invoked, the subject automatically hears the invocation of his name with no roll needed. If the subject has ever heard the voice speaking his True Name before, the subject may make a reflexive Wits + Alertness roll at a variable difficulty based on the familiarity he has with the voice (Difficulty 10 if he only heard it once in passing, Difficulty 8 for a passing acquaintance, Difficulty 6 for a close friend or enemy, Difficulty 4 for someone intimately familiar) to recognize the voice and identify the one making the invocation. Furthermore, at the time of the invocation, the subject may make a Perception + Awareness roll at difficulty 9 to attempt to determine the approximate direction and distance of the invocation. 1-2 successes gives only the approximate direction but not distance, 3-4 successes gives the approximate direction and a general distance (accurate to within 20 miles), and 5 or more successes gives the approximate direction and a more accurate distance (accurate to within 1 mile).
A True Name can and will change over time. The acquisition of new backgrounds adds more complexity to the subject’s life, and thus changes the associated True Name by adding more complexity. However, if a researcher ever begins his study on a True Name, even if that name later changes, the original research is still valid and he will only need to acquire a number of successes equal to the difference between the original and the new True Name. Furthermore, if research has been completed on a name that later changes and the previous name is invoked, the researcher will not suffer the usual automatic botch for a false name, it simply will not work as a full Sending. In fact, knowledge of a previous True Name for the subject is still potent enough that the Thaumaturge will forever after gain a -1 difficulty on all Thaumaturgy effects targeting the subject.
Real Name
The Real Name is the name of a character as the character themselves thinks of themselves. This is the name that is uncovered by telepathy or Spirit's Touch at 4 successes. Any text of a power or ritual that says is gives the "true name" in lower case vs the "True Name" in upper case instead means the real name of the subject.
Emotional Resonance
In order to create an emotional resonance to be later picked up by Spirit's Touch or similar powers, the subject must do more than simply touch it incidentally. The item has to have been used with specific and personal important intent for at least a cumulative minute, be a personal item as defined under that heading, or be involved an extremely intense emotionally charged moment, such as a cathartic murder, suicide note, self-loathing scarification, etc.
Sielanic Thaumaturgy
This bizarre art as practiced by the newly reemerged Telyavelic Tremere has baffled Hermetic Thaumaturges for over seven centuries. The Telyavelic Tremere have used Hermetic formulas to quantify Faith, and have used that to tap an unknown power source they call Telyavel, named for the Lithuanian Death God from the land of their origin.
To any other practitioner of Thaumaturgy, a Sielanic Thaumaturge’s formulas will look all wrong. This magic quite plainly SHOULDN’T work. It is like coming across a math problem where the end result of the simplified formula came out to 2 = hydrangea. This magic makes no sense to the logical mind of a Hermetic Thaumaturge.
Nevertheless, this magic does work somehow despite how traditional thaumaturges might rant about its impossibilities. What is more, it covers an incredibly wide paradigm, being one of the rarest of blood magics in its ability to touch both the Shadowlands and the Umbra, and operate on principles that cross more than 3 traditional paradigms.
Sielanic Thaumaturgy, despite its similarities to the parent paradigm, is not truly Hermetic in origin and should be recorded as a separate discipline on the character sheet. Any traditional path or ritual of Hermetic Thaumaturgy may be learned under the Sielanic paradigm, and even be taught as usual to other Thaumaturges as that part of their normal Hermetic Thaumaturgy paradigm, since all but the uniquely Sielanic paths and rituals use the same formulas and procedures as Hermetic Thaumaturgy. Practicioners of Sielanic Thaumaturgy may even teach Hermetic Thaumaturgy as usual, teaching any of the standard Hermetic Paths and rituals to the student. However, in the 700 years since the Sielanic paradigm was created, no outsider has ever managed to learn the Sielanic arts. Their magic simply does not make sense to anyone other than the Telyavelic Tremere. Those embraced of the bloodline seem to be able to learn it, but whether this is due to some secret training regimen or a blood component in the magic is anyone’s guess. The Telyavelic Tremere aren’t talking.
A practitioner of Sielanic Thaumaturgy may learn any of the 4 Elemental Paths of Koldunic Sorcery as part of their own paradigm. They may not learn Way of Spirit or Way of Sorrow as these fall too far outside the Hermetic paradigm, even for the practitioners of Sielanic Thaumaturgy to fully grasp and quantify.
Below this point is the spoiler of the true nature of Sielanic Thaumaturgy. If you do not wish to know, skip this section. This knowledge is not necessary to play a Telyavelic Tremere, and in fact there are no Telyavelic Tremere who are aware of the information below. This is entirely OOC information as to the truth behind the mystery.
The hidden truth unknown to anyone including the Telyavelic Tremere themselves is that Sielanic Thaumaturgy is not truly Thaumaturgy at all. In attempting to quantify Faith, one of the original Lithuanian Thaumaturges drew the attention of Telyavel, an Earthbound Demon bound to that region who subtly guided him in the creation of this new paradigm, and bound his blood as his cult eternally. Every practitioner of Sielanic Thaumaturgy is actually an Infernalist, though none of them know this. Due to the precise nature with which this paradigm was crafted and the rituals that go into learning it, every Sielanic Thaumaturge is considered to have the Mask of Innocence investment, hiding all signs of Infernalism in them.
Sielanic Thaumaturgy is a hybrid paradigm between traditional Hermetic Thaumaturgy and True Dark Thaumaturgy. As such, a Sielanic practitioner may teach traditional Hermetic Thaumaturgy to another with any traditional Hermetic path as their primary, as they understand that paradigm just fine and use it for all traditional hermetic paths and rituals. However they are completely unable to teach the unique paths and rituals of Sielanic Thaumaturgy to anyone other than another Telyavelic Tremere, as well as any other abilities gained outside of the usual Hermetic paradigm. Technically, a Sielanic practitioner could learn anything from any paradigm if Telyavel was willing to grant such arts, but Telyavel has thus far kept the secret well, giving only those few arts that can be justified and explained within their false paradigm to the Telyavelic Tremere and drawing Faith from them each time they use their arts.
Sielanic Thaumaturgy is a hybrid paradigm between traditional Hermetic Thaumaturgy and True Dark Thaumaturgy. As such, a Sielanic practitioner may teach traditional Hermetic Thaumaturgy to another with any traditional Hermetic path as their primary, as they understand that paradigm just fine and use it for all traditional hermetic paths and rituals. However they are completely unable to teach the unique paths and rituals of Sielanic Thaumaturgy to anyone other than another Telyavelic Tremere, as well as any other abilities gained outside of the usual Hermetic paradigm. Technically, a Sielanic practitioner could learn anything from any paradigm if Telyavel was willing to grant such arts, but Telyavel has thus far kept the secret well, giving only those few arts that can be justified and explained within their false paradigm to the Telyavelic Tremere and drawing Faith from them each time they use their arts.
Halfway Rituals
These rituals, created by the Horned Society, fall somewhere in between the "safe" magic of the Hermetic Paradigm and the infinitely more flexible but far more dangerous magic of Dark Thaumaturgy. For the purpose of Disciplines, these are considered rituals of Hermetic Thaumaturgy, although they have an unhealthy dose of Demonic power associated. These rituals are often used as a midway point while the practitioners of the Horned Society seek to convert the arts of Dark Thaumaturgy for general use by the Pyramid. Many rituals never make it past this stage as the Infernal influence proves too difficult to eradicate entirely.
Each Halfway ritual comes with a dangerous potential drawback that can only be overcome with exceptional skill. It has been postulated that these inherent drawbacks come from the resentment of the Demons at having their power so subverted. Demons, after all, hate giving away anything for free, so it makes sense that they would try to "twist" the power against the demonologist. This is generally not considered a problem, since one need only be diligent and exacting with one's rituals to stop such behavior.
System: Whenever a demon of any kind encounters someone with an active Halfway ritual effect, the demon can roll Perception + Awareness (difficulty 8). Success allows the demon to then attempt a Wits + Law check at a difficulty of the Demonologist's current Willpower (current willpower at the time the demon is attempting to pervert the ritual, not at the time of casting) to twist a single Halfway ritual away from its intended purpose. To successfully subvert a ritual, the demon must score more successes on the Wits + Law check than the Demonologist scored in casting the ritual. Over progressive rounds, the Demon can twist more and more Halfway rituals, but it can only try to subvert a given iteration of a ritual once, and it always makes attempts starting with the highest level Halfway ritual and working down. Only after it has successfully subverted a ritual does a Demon know what precisely it is (though many of the more experienced Demons can identify the particularly obvious rituals normally). The ability of Demons to affect Halfway rituals is not stopped by wards or warding circles, as the connection is already established by the Infernal power channeled by the ritual. The Thaumaturge has no way of knowing that a demon is affecting his Halfway rituals until the drawbacks manifest.
Halfway rituals are occasionally taught outside the membership, although most are considered too dangerous and unpredictable for the rest of the Pyramid.
The Sabbat knows of these rituals and they are declared absolute heresy. It was discovered after the loss of the Tremere Antitribu upon raiding their chantries that these rituals existed and the Inquisition made a public decree that even the possession of the written form of such a ritual was blasphemy and would earn a punishment of Final Death without form or trial. The Inquisition sees such rituals as a gateway to the dangers of Infernalism.
Nevertheless, despite this decree, the Inquisition themselves have appropriated knowledge of these rituals and passed the knowledge to their Demonologist sect, unbeknownst to any outside the Inquisition. The official Demonlogists are the only ones permitted by the Inquisition to practice such rituals, and they have been very firmly warned that if caught in their studies, the Inquisition heirarchy will deny all knowledge of the practice.