Path of Passion (Thaumaturgical Path)

By Mark Zaynard (mzaynard@holly.ACNS.ColoState.EDU) (30 April 1995)

Hello, everyone. I got WW Inphobia #54 a few days ago, and while flipping through the WoD/Kult crossover, I got an idea. I read the sidebar on Lore Magic and got to thinking "Hey, I really like this. Too bad I don't know squat about Kult and can't afford to buy it. Maybe it would make a good path for Thaumaturgy...." So, at three o'clock this morning, I'm sitting at my desk, writing furiously. A friend of mine suggested that I post it here, so...

Origanilly developed by a Baali Thaumaturgist long ago, this path is still favored among that bloodline. Here goes...

* See Through Passions: This power allows the Thaumaturgist to sense the true emotions of the target.

SYSTEM:The Thaumaturgist must roll Perception+Empathy against a target number equal to the targets Wits+Subterfuge. The number of successes determines the depth and accuracy of the probe, using the same scale as Aura Perception.

** Manipulate Passions: This power enables the Thaumaturgist to actually control the emotions/mood of a person, in a manner similar to the second level of Daimoinon. This power is especially effective against Toreadors and Cultists of Ecstasy, as they are creatures very much ruled by their passions.

SYSTEM: The thaumaturgist must talk to the victim, telling them how they should feel, spends a Willpower Point and rolls Manipulation+Empathy, difficulty equal to the target's Willpower. The victim resists against the Thaumaturgist's Willpower with their own. If the Thaumaturgist gets more net successes, the victim's mood changes to order. If the victim beats the Thaumaturgist, the effect is reflected back upon the Thaumaturgist. Effect lasts for a length of time determined by the number of successes:

1 SuccessOne Hour
2 SuccessesOne Day
3 SuccessesOne Week
4 SuccessesOne Month
5 SuccessesOne Year
6+ SuccessesTen Years

*** Mass Manipulation: The Thaumaturgist can now control the emotions of a group. Using this ability, the Thaumaturgist can calm a lynch mob, or incite a riot. The drawback is that the Thaumaturgist must address the group.

SYSTEM: The Thaumaturgist spends 2 Willpower points and rolls Manipulation+Psychology, target number 8.

1 SuccessTwo People affected
2 SuccessesEight People affected
3 Successes20 People
4 SuccessesEveryone in the immediate vicinity
5 Successes"To all those who can hear the sound of my Voice..."

The effect only lasts until sunrise, but for every success above 5, it is extended for another night. (You don't really think that whole L.A. thing was because of the Rodney King verdict, do you?)

**** Parthenogenesis: This power was origanally used by Baali at a Witch's Sabbat to impregnate them with "Satan's Child". Eeew!

SYSTEM: The Thaumaturgist must spend 1 Willpower and 1 Blood point a turn for three consecutive turns, then roll Thaumaturgy+Medicine, target number 8. A child thus conceived will combine the genetic traits of the mother and "father" (The Thaumaturgist need not be male to use this power.) and will have a normal gestation time. This enables vampires to sire actual children, although they still cannot bear them (a vampire is dead, after all!)

***** Fetal Corruption: This power is often used to curse a woman, sometimes in concert with Parthenogenisis. It allows the Thaumaturgist to manipulate an unborn Child on either a physical or genetic level. Despite the name, at least one Salubri uses this power to correct genetic or developmental defects.

SYSTEM:The Thaumaturgist must lay on hands, then spend one Willpower and one Blood point per turn for 4 consecutive turns and roll Thaumaturgy+ Medicine, with a target number of 9. Healing, however, is easier; the target number is only 7. Each success allows one alteration on the genetic or physical level.

BTW, all Willpower and Blood costs can and should be spent as fast as possible.