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Tremere

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0% found this document useful (0 votes)
32 views5 pages

Tremere

Uploaded by

Ikkuhyu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tremere

EXPERIENCE POINTS UPGRADE COST START XP Before FB

Traits next rating x 5 xp 120 max 1 x 4 ⚫


Skills/Knowledges next rating x 1 xp 60 max 2 x 4 ⚫

Lores next rating x 1 xp N/A After FB

Disciplines next rating x 10 xp (in-clan x8) 30 ⚫


max 1 x 3

Blood Potency next rating x 7 xp - max Gen + 2 ⚫

Willpower next rating x 5 xp - max 5 ⚫

Virtues 2 xp -

Vices - 1 xp -

Merits As listed -

Flaws none -

FREEBIES (FB) Spend as you please ⇊

Fledgeling Mortal age only (Millennial) 90 no Lores

young Neonate vampire + mortal age around 50y


120
(Oil Crisis, Recession)

Neonate
total age around 75y

-1 Virtue
150 Technology and
(Babyboomer)
Computer max 4 ⚫
aged Neonate ⚫
-2 Virtues
Technology and
total age around 100y
180
Computer max 3 ⚫
(Interbellum, WWII) No max in-clan
max 1 out-clan

young Ancilla ⚫
-3 Virtues
Technology and
total age around 125y
Computer max 3 ⚫
Science and
(Second Industrial Revolution,
WWI)
210
Medicine max 4 ⚫
No max in-clan
max 2 out-clan

outclan = caitiff discipline


Tremere Code

I, [initiate's name], hereby swear my everlasting loyalty to House and Clan Tremere and all its
members. I am of their blood, and they are of mine. We share our lives, our goals and our
achievements. I shall obey those the House sees fit to name my superiors, and treat my inferiors
with all the respect and care they earn for themselves.

I will not deprive nor attempt to deprive any member of House and Clan Tremere of his magical
power. To do so would be to act against the strength of our House. I will not slay nor attempt to slay
any member of the House and Clan except in self-defense, or when a magus has been ruled outlaw
by a properly constituted tribunal. If a magus has been ruled an outlaw, I shall bend all efforts to
bring such magus to justice.

I will abide by all decisions of the tribunals, and respectfully honor the wishes of the Inner Council of
Seven and the wishes of my superiors. The tribunals shall be bound by the spirit of the Code of
Tremere, as supplemented by the Peripheral Code and interpreted by a properly constituted body of
magi. I have the right to appeal a decision to a higher tribunal, if they should agree to hear my case.

I will not endanger House and Clan Tremere through my actions. Nor will I interfere with the affairs
of mundanes in any way that brings ruin upon my House and Clan. I will not, when dealing with
devils, or others, in any way bring danger to the clan, nor will I disturb the faeries in any way that
should cause them to take their vengeance on the House and Clan. I also swear to uphold the
values and goals of the Camarilla, and I will maintain the Masquerade. Insofar as these goals may
conflict with my goals, I will not pursue my own ends in any way that would endanger the
Masquerade. The strength of the House and Clan Tremere depends on the strength of the
Masquerade.

I will not use magic to scry upon members of the House and Clan Tremere, nor shall I use it to peer
into their affairs. It is expressly forbidden.

I will train only apprentices who will swear to this code, and should any of them turn against the
House and Clan, I shall be the first to strike them down and bring them to justice. No apprentice of
mine shall be called magus until he first swears to uphold the code. I shall treat my apprentices with
the care and respect that they earn.

I concede to my elders the right to take my apprentice should it be found that my apprentice is
valuable to an elder's work. All are members of the House and Clan and valuable first to these
precepts. I shall abide by the right of my superiors to make such decisions.

I shall further the knowledge of the House and Clan and share with its members all that I find in my
search for wisdom and power. No secrets are to be kept, or given, regarding the arts of magic, nor
shall I keep secret the doings of others which might bring harm to the House and Clan.

I demand that, should I break this oath, I should be cast out of the House and Clan. If I am cast out,
I ask my brothers to find and slay me that my life may not continue in degradation and infamy.

I recognize that the enemies of the House and Clan are my enemies, that the friends of the House
and Clan are my friends, and that the allies of the House and Clan are my allies. Let us work as one
and grow hale and strong.

I hereby swear this oath on [current date]. Woe to they who try to tempt me to break this oath, and
woe to me if I succumb to such temptation.
Structure
Acolytes
Apprentices
Magisters
Regents
Lords
Pontifices
Councilors

Houses
● House Tremere (Camarilla): Loyalists of the Pyramid, traditional Hermetics, led by Karl
Schrekt in the absence of Tremere and Etrius.
● House Etrius (Camarilla): Searching for Tremere’s whereabouts.

● House Carna (Anarch): American house that broke away from the Pyramid, pagan
nonconformists, wiccans and other modern witches, led by Carna.
● House Ipsissimus (Anarch): European house without much of a centralized leadership

● House Goratrix (Sabbat/Anarch): Thought to be destroyed for a long time, recently


resurfaced, presumably led by Goratrix.

Societies
● Brotherhood of Absinthe - those who believe in the usage of certain drugs to elevate their
consciousness and awareness in Dreams.
● Children of the Pyramid - those who revere the spiritual concept of the Pyramid.
● The Covenant - a group that seeks knowledge of Necromancy to combine it with
Thaumaturgy.
● The Elite - a group of Tremere that believe that they are the next step in vampiric evolution
and are dedicated to show the supremacy of the Clan.
● Guardians of Traditions - those who stand opposed to any change in policy and oppose all
modern technology and conventions.
● The Unbowed Mundanes - a group of Tremere that lobbies for a better inclusion of those
Tremere that show no or little aptitude for Thaumaturgy.

Offices
● Quaesitor - a remnant from House Quaesitor who act as judges.
● Astor - one responsible for hunting down traitors and infiltrators within the pyramid.
● Archivist - one responsible for maintaining and guarding the library.
● Warder - one responsible for maintaining the wards of the chantry.
● Assistant - one chosen to aid a higher ranking Tremere in their research.
● Quartermaster - one responsible for keeping the chantry’s supplies stocked.

Clan specific Merits & Flaws


Third Eye
Bound to the Clan
Mark of the Betrayer
Disciplines
Auspex
Spend 1 Vitae:
1. Heightened Senses: The vampire adds their Auspex rating to their Alertness for one scene.
This does not interfere with Blood Boost and can rise above generational maximums.
2. Spirit's Touch: The vampire can sense the emotional residue by touching: an inanimate
object from when it was used; or the ground of their present location from past visitors.
3. Aura perception: For one scene the vampire can perceive Auras (and if their auspex is
higher obfuscated vampires).
4. Telepathic Communication: Mentally speak with someone you know, even if they are a
great distance away.
5. Psychic Projection: Project your soul into the Near or Dark Umbra starting at your current
location. Your body remains in a torpid state while you do so and is connected to you like a
fetter. While there Sense the Unseen allows you to peek into the Skinlands.

Dominate (mental action)


Spend 1 Vitae:
1. Compel: The vampire can issue a short sentence command to the target.
2. Forgetful Mind: Unsubtly erase entire periods of a target's memory.
3. Mesmerize: The vampire can issue a longer, more complicated command to the target.
4. Submerged Directive: The vampire can embed delayed or triggered commands.
5. Command the Masses: (permanent) The vampire no longer requires eye contact for
Dominate and may affect multiple targets at the same time at the cost of 1 Vitae per target.

Thaumaturgy (mental action)


One dot per circle in each path, one path per circle. So the levels of the first path are available in
circles 1→5, the second path in circles 2→6 and the third in circles 3→7. All Acolyte paths are fully
available to Apprentices.

Acolyte
Path of Blood
Movement of the Mind
Path of Conjuring

Apprentice
Path of Mercury
Path of Technomancy
Path of Transmutation
Magister
Counter Thaumaturgy
Lure of Flames
Focussed Mind
Regent
Gift of Morpheus/Oneiromancy
Path of Curses
Path of Warding/Hearth Path
Rituals
Acolyte
level 1

level 2 (3rd circle)

level 3 (5th circle)

Apprentice
level 1

level 2 (3rd circle)

level 3 (5th circle)

level 4 (7th circle)

Magister
level 1

level 2

level 3

level 4 (3rd circle)

level 5 (5th circle)

Regent
level 1

level 2

level 3

level 4 (3rd circle)

level 5 (5th circle)

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