Animation

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Blood Sorcery Ritual ••••

The thaumaturge cracks open the skull (or equivalent) of a live organism and brainwashes it with surgery tools and magical energy. This imparts to it a rudimentary set of instructions. The resultant creation carries out their orders to the letter. Biothaumaturgy use this power to populate their havens with guard dogs and other, quirkier "pets". Even human and large animals may be brainwashed with this ritual. It is rumoured that one biothaumaturge in Egypt has a pair of animated elephants which he uses to terrorize his enemies.

  • Cost: 2 Rouse Check
  • Dice Pool: Intelligence + Blood Sorcery
  • System: Thaumaturgical Surgery uses the following system:
    • Ingredients: Any level surface (preferably elevated like a table), scalpel, a live organism, narcotics or other restraining methods, surgery thread and needle.
    • Process: After using the same principle for preparing the tools as the ritual Thaumaturgical Surgery, the biothaumaturge cuts open the live organism and starts to meddle with the brain (or equivalent). The surgery takes three nights, needing to dedicate two hours of chanting per night and a total of two Rouse Checks, one at the first night and one on the last.
    • System: If the ritual is successful, the animated creation may be given a one- sentence command, which it will fulfil until destroyed. Certain life forms are probably beyond the capacity of this ritual, but the only limit is what the Storyteller decides. This ritual also allows minor changes to be made to the subjects. For example, an animated human may wield a metal-hook instead of a hand. These physical changes should always be Frankensteinian in nature, meaning obtainable via crude surgery rather than mystical fleshweaving. Extra limbs or major changes to the initial for of the creature are outside of the real of this ritual. Prosthetics and similar implants might be possible at Storyteller’s discretion.

Creatures animated in this manner keep their original Physical attributes. Social and Mental Attributes are at zero. Each creation has a number of Health levels equal to those it had plus half the Medicine rating of the user (rounded up). They also gain a dot from a Physical Discipline and a single level 1 power known by the biothaumaturge as per standard ghouling rules but do not need a Rouse Check each month to maintain it.

Animations suffer damage like mortals and cannot be mentally dominated or influenced. They are effectively “meat” machines. A human animated in this manner retains none of their original "self." The biothaumaturge can maintain a number of Animations equal to their rating in Blood Sorcery, however if they wish to keep them beyond the end of the story they must invest Experience Points like any other Background, else they die of malnourishment.

  • Duration:

Related Content

This power is the second level of Rituals of Biothaumaturgy. Which also includes:

Originally from Paths of Blood Sorcery

This bizarre path reputedly has its roots in the secret tomes of the inscrutable Black Hand. Over the past few years, its esoteric secrets have spread among certain cabals of Tremere, who regard it as curious mixture of Hermetic science and genetics. Biothaumaturgy concerns itself with the manipulation of life energies. In the laboratories of inspired Biothaumaturgy may be found strange creatures almost out of myth, veritable Frankenstein's monsters and less wholesome creations. Although it is not considered a "taboo" path, Biothaumaturgy is nonetheless strange and unsettling to those who observe its results.

Biothaumaturgy also requires the thaumaturge to have a laboratory where she may conduct her experiments. This need be nothing more complex than a doctor's table and a few sharp knives, but it may be as complex as the "mad scientist" affairs of pulp fiction, with steaming alembics and crackling generators. The Storyteller should feel free to modify a character's Biothaumaturgy difficulties if she has excellent laboratory resources or her facilities are utterly lacking. Working with a crude lab may add two to the difficulty while a high-grade facility may lower his difficulties by two.

Credits

Author: Sharei

Other Credits:

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