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Originally from Find lastest version on [https://drivewww.googlestorytellersvault.com/fileproduct/d387999/18jX8wwcjyTBNeBlood-CMFrNIxfLNSorcery-M2-tXFc/view Paths Paths of Blood Sorcery]
→Rituals of Biothaumaturgy
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.
*[[Thaumaturgical Forensics]]
*[[Thaumaturgical Surgery]]
**System: Because of the severe psychological effects on a victim, even if the rituals is successful, the target may cancel its effect. First she must succeed in a roll of Intelligence + Occult against a Difficulty equal to level of the curse +1 and then spend a Willpower point per level to negate the effect. This is the victim asserting his own strength of will and personality to throw off the yoke of anathema. The thaumaturge can lift the curses that she brings down at any time she wishes, which makes and excellent bargaining chip.
Find lastest version on [https://www.storytellersvault.com/product/387999/Blood-Sorcery-Paths Paths of Blood Sorcery]*[[Stigma]]
*[[Malady]]
*[[Pariah]]