Tremere Clan Player's Packet

I. Introduction

II. Why playing a Tremere is worth it

III. History

IV. Clan Advantage

V. Clan Disadvantage

VI. Clan Loyalty

VII. Examples of different types of Tremere

            Academic types

            Socialite types

VIII. The Ranking system

            Acolyte

            Apprentices

            Regents

            Lords

            Pontifix

            Inner Council of Seven

IX. Adjustments, demotions, promotions

            Tribunals

            What you can’t get away with

            Code of Conduct

            Rogues

            Astors

X. Chantries 

XI. Secret Societies and Houses

            Houses

            Societies

XII. Gargoyles

XIII. Sabbat

XIV. Tremere opinions of other Clans

 

Appendix A: The Oath of House Tremere

Appendix B: The Oath of the Order of Hermes

Appendix C: House Titles

Appendix D: Thaumaturgical Glossaria

Appendix E: Combo Disciplines

   


"We live in a Newtonian world of Einsteinian physics ruled by Frankenstein logic."

--David Russell

Clan Tremere is strictly hierarchical, ranging from the lowliest apprentice on up to Tremere himself. Everyone in the clan knows her position, though there is usually room for advancement for those who serve the clan well. There have always been many stereotypes circulated about the Tremere; that they are all magic-throwing power mongers, that their clan is structured to a fault, and that they have always believed themselves intrinsically better than all other clans. Unlike Gangrel, for example, the Tremere has no reason to be alone, and Ventrue need to exercise their influence in plain view often where Tremere avoid such actions. Unlike Malkavians or Toreador, they have no reason to be friendly or talkative. They are an eternal sequence of intricate contradictions, built upon ravings and chantings that defy logic on a regular basis for what are always for nonsensical reasons, pursued with incredible ardor. And their presence is never met without uneasiness and distrust.

 

Even among vampires, the insular Clan Tremere bears a reputation for treachery. This reputation is well earned; the Tremere were formerly a cabal of human wizards who, hungering for immortal life, wrested the secrets of vampirism from unwilling Kindred. Such vile deeds earned the clan a sinister reputation; even today, certain vampire clans would love nothing better than to destroy the entire Tremere line.

 

Nonetheless, Clan Tremere holds a place in the Camarilla, for its members were instrumental in suppressing the Inquisition and supporting the Masquerade. Then, too, the Tremere have proved themselves dangerous enemies - and powerful allies. Tremere still practice a version of the arcane arts they studied in life, and so these "warlocks" use their sorcerous powers in service to the Camarilla almost as much as they use the Camarilla in service to themselves.

WHY PLAYING A TREMERE IS WORTH IT

 In a word, fear. People will fear and probably respect you at some base level though they will probably never let on about it. Many other clans view the Tremere as the dark side of the force. Wisely so, as most Tremere are evil creatures of darkness out to rule the world from beyond the grave, and while being able to conjure perfect margaritas at a Toreador party seems a parlor trick, being able to set blood on fire inside an enemy's veins is not.

 

Remember fear. It's a recurring theme with the Clan.

History

The Tremere are unique, their history is short but yet extensive. Their founder was not one of Caine's childer; at least not directly for the original Tremere clan did not have the use of Thaumaturgy. In the Romanian mountains, a district known as Transylvania, a group of magi were embraced by the clan leader. The newly born vampires used their new powers with their old and quickly came up with the new discipline. They turned on their leader and took control of the clan, some say they also diablerized the clan elders as well.

Clan Advantage

Because the Tremere are schooled in magic, they gain one Occult ability and one Occult Influence automatically. They can also count on the availability of instructors to aid in their studies. Any Mentor they have will always offer assistance - if they are seen fit.

Clan Disadvantage

When a Tremere is embraced, they drink from the blood of seven clan elders. This makes them one point blood bonded to their elders and the clan on the whole. If a Tremere is found lacking, they may be forced to drink this mixture again, or face an even worse punishment.

ON CLAN LOYALTY

Tremere are loyal to an authority many of them will never remember seeing, and many more hope they never do. Their hierarchy is second to none. No detail escapes their notice at some level. So when dealing with the Tremere above you, never lie, just don't do it. You can seldom gain from it, and will always lose big if caught. When dealing with Tremere below you, never let them see you sweat. Imagine the worst racist you've ever met, not the frothing ones, but the cold, calculated ones that almost make it sound like the great idea. THAT is how Tremere look at all other Clans, Camarilla or otherwise. Clan first, others second, and your Clan should be respected and/or feared by others. Within the Clan, action should be monolithic; this is not, however, to say that Tremere do not encourage free thought. Without it, all the other things are moot points.

 

The important of unity and loyalty cannot be overstated, though this is not to say personal agendas aren't important. Putting yourself in a position where you are subservient to a member of another Clan is heartily frowned upon, if not disallowed. It jeopardizes your ability to serve the Clan, right? Now, being a spy for the Clan in such a capacity, well, that's a different story...

 

Being a Tremere is a bit like being in an examination 24 hours a day, everyday, forever. It's not that bad, and it sometimes actually saves you. For example, other Tremere have an obligation to save your butt from trouble if they can because they too are being examined, and hostility within the Clan is not tolerated. You're not expected to like each other, but you better be professional about it. Personal differences are resolved in a variety of ways, but they usually are either frontal (with all Clan position is lain aside to deal with it), or subtle (within the Clan anyway). The latter is more common.

 

Now, with regard to oaths made to other authorities, including the Camarilla. Remember that duty to clan comes first, all others second. This means that if your other oaths come in conflict with the Tremere oath, or your duty to the Clan, you are expected to break the other oath.

 

The same goes for laws. If the Clan orders you to break a tradition of the Camarilla, guess what? You do it. And, if your standing is good, they will save you from any possible problems you have as a result of that, though as in any large conspiracy you should cover your proverbial ass.

It is better to be feared than loved. Trust no one, and doubt all that is doubtable about others, especially outside the Clan. On the whole, Tremere are not trusted at all, by anyone. This is not always as bad as it seems, you just have to accept it and move on. Truth is just not in the Tremere box of tools, but there are other goodies that more than make up for it.

 

People may pretend to like you, or try to befriend you; your clan always resides in their minds. It is impossible NOT to take into account that a group of people are Tremere when dealing with them. It always enters into decision making.


Examples of the Tremere academic concepts follow:

 

-PSYCHOLOGIST: Fun, but can make Malkavian dealings easier, or more frequent.. Remember how many Malkavians are institutionalized for a couple of hundred years.

 

-PROFESSOR: Any subject will typically do. God only knows what purpose the Tremere have for a walking sculpture library. University influences are also a good bet to have.

 

-MEDICAL DOCTOR: Maybe studies Kindred anatomy. Think about taking the obvious Health influence, and the not-so-obvious Street.

 

-ARCHAEOLOGIST: Vampires who survive on musty old things as much a blood soon find it easier to just bring the artifact hunters in-house.

 

-LAWYER: The Clan has its own laws and God there's a lot of 'em. Lawyers in Tremere are feared more than any other group save the Freaky Supernatural's. Be prepared to have people whisper, "The Eagle!" behind your back, and think about some political influences in addition to the obvious police ones.

 

-GHOSTBUSTER: If you can technobabble with the best of them, at least think this one over. The ability to manipulate spirits is often a boon-making machine that whirrs away in the corner with little tending.

 

-BASICALLY ANY *-OLOGIST: Save perhaps a proctologist, there are few types of study the Clan will not respect and encourage. When ignorance is a policy, knowledge of any sort, "may come in handy some day."

 

-THE WILD TALENT: You have a particularly cool latent ability the Tremere need or just plain want. It could be any of a number of things, and the merit to make it real in game terms would probably make gaining a certain type of magic easier. A possible drawback to the very powerful ability is that you haven't harnessed it yet, and sometimes it works without your say.

 

-THE OLD WORLD MAGE: You remember when mages had to walk up hill in 30-foot snowdrifts for their sulfur. Barefoot! Being anachronistic is a good bet. You're OLD, and you do magic as a mode of survival. Maybe you were bought into the Tremere as a way to continue the old ways, or more interestingly, perhaps you were forced in to it, and are simply making the best of what's here. Perhaps you're secretly bitter about not being a mage anymore (Avatars go bye-bye when vampires are made, ya know).

 

-WEIRD SCIENTIST: "It's not magic, it's SCIENCE!!!!!" What you do, SHOULDN'T work. It's theoretical garbage. Yet, for you, the whole Frankenstein thing seems natural. Strange electrical and chemical props and techno-babble are a must. Also, remember that Tremere tend to be hedge wizards, and that science is almost antithetical to them. Your view of the future may be their view of Armageddon. Watch movies like Buckaroo Bonsai, Real Genius, and Ghostbusters for ideas.

 

-THE TELEPATH: Maybe you make suggestions to people subconsciously, or maybe you are really good with reading minds. Pick up objects and gain impressions from them, like one of Dionne Warwick's Psychic Friends.

 

-RAVING SEER: This type of character is typically just disallowed. Your mind typically dwells in the future. A type of limited precognition has demonstrated itself in you, and it has taken its toll on your sanity. You make little sense at all, and usually scare other Tremere away. Maybe there is another character assigned to take "care" of you, and attempt to interpret your mad visions of the future. This ability should almost always be coupled with a derangement that is very debilitating. Seeing the future is not a gentle thing; it will screw you up.

 

-ALCHEMIST: Take out a book on the history of chemistry or on alchemy from your local library. Alchemists were also often astrologers and counselors to minor nobility. There are far cooler things than lead to gold. You might want to consider making rituals that create minor magic items or substances. Consider the path of conjuration as well, well worth porting to live-action gaming.

 

-NECROMANCER: Spirits like you. Or rather HATE you. You have a lot of interaction with the dead, and can attempt to exert some control over them. You might be able to do things with the bodies afterwards, like make friends with a WEIRD SCIENTIST. Their passion for gallstones is never fulfilled. Also, you might end up part of the great Giovanni- Tremere conflict. Fun for the whole chantry!

 

-DIABOLIST: NOT diablerist. One in league with the dark forces from the great beyond. What made the clan notice you was probably whatever gifts you got in return for your immortal soul? Remember the Tremere Oath forbids dealing with devils or demons. You kind of like them.

 

Example concept ideas for the Socialite Tremere are:

 

-HONORABLE HOUSE-MEMBER: Hard to do. Period. You were a member of one of the Houses in the Order of Hermes the Tremere converted to vampirism. This has brought you into an interesting situation; you have allies from outside the Clan INSIDE the Clan, which may have garnered you enemies inside the Clan and Mage community.

 

-THE BON-VIVANT: Having fun in high society is what it's all about baby. Think about taking Auspex really seriously, as well as the traits to back it up. Hobnobbing isn't just fun, it can also be much more useful than all that magic junk.

 

-THE URBAN LEGEND: The Nice Tremere. Girls, think of it. A Betty Crocker Tremere, perfect 1950's housewife with an evil twist. Guys, its Ward Cleaver with a dash of Satan. Or, if you're young enough, try to be the perfect little kid. Act really innocent, and don't talk too much.

 

-THE SPOILED BRAT: Who knows why the hell you're a Tremere. Maybe because it's a whole bunch of extremely powerful people telling you you're the best (like daddy did), or because they took the game you were already playing to the next level. Never whine, but pout like a stunned Toreador. Make people come to you for help however you have to, and gloat a lot about it. Monger boons.

 

-THE SOCIAL SCIENTIST: Social sciences are not really that well defined, but coupled with other Tremere disciplines they become rather formidable. Be extremely quiet and observant, and carry a little notepad and pencil with you, or a micro-cassette recorder and take notes on everybody except your fellow Tremere. They'll probably find it irritating.

 

-THE TYCOON: All vampire clans need money, and where say the Ventrue have had a couple of thousand years, the Tremere have not. The ability to wield (and first, possession of) a financial empire is nothing to shake a stick at. Money makes the world go round, and you make the money go round, so in turn....

 

-THE POLITICIAN: Where ever government takes root, crooks commonly known as politicians sprout soon after. For a politician, the Clan has infinite uses in the Camarilla government body. You will require a blend of influences OUTSIDE the Clan as well as sharp skills of leadership and perception to make this work.

 

The Ranking System:

 

Acolyte: Servants of House and Clan that are not Tremere by blood are known as Acolytes. They are most often ghouls and mortals though on occasion a fellow Kindred may enter this circle. Acolytes serve the House and Clan faithfully for an undetermined amount of time until they prove themselves worthy enough to be embraced and pulled into the fold (this does not apply to non-Tremere Kindred who never rise above Acolyte). With rare exception, Kindred not of Tremere blood are never taught the arts of magic. Those who do learn fall under heavy scrutiny by the highest-ranking Tremere and are Blood Contracted.

 

Apprentice (1-7: The Seven Circles of Mysteries): Also called neonates, they are the lowest blocks in the pyramid. All Apprentices are embraced ceremonially using the blood of the elder mixed with the blood of the Inner Council and Tremere himself. All Apprentices are servants to the Regent and respect others according to their ranking. Freedom and influence is gained as Apprentices move up through the ranks. The lowest ranks have no room to breathe other than what is provided by the Regent while the highest levels are mostly independent. All teachings granted to the Apprentices are administered and regulated by the Regent. Advancement is not based so much on Thaumaturgical merit as it is on the value of one's actions to the House and Clan as a whole. It is not uncommon for Apprentices to lose ranking due to carelessness, bringing punishment.

 

Regent (1-7): They are responsible for all activities within a region. Their base of operations is commonly known as a chantry. Their area is known as a Province. The Regent answers to the Lord concerning his own actions as well as the actions of all Tremere within his Province.

 

Lords: These individuals are the ones who control the Regents. Lords oversee an entire geographic region, such as a small group of states on the US or a small country in Europe. He is usually responsible for several regents and hundreds of apprentices. ? Currently, there is no reason for a player character to have the ranking of Lord.

 

Pontificies: Are the eyes of the Tremere across the world.? These are the individuals that control the Lords. They oversee operations in a large geographical area, a portion of a large nation, or small countries or islands.

 

The Inner Council of Seven: Undoubtedly, the Council of Seven is an assemblage known by all Tremere. They are a group no one wants to be summoned before, as such meetings usually turn out very badly for the one summoned. Each councilor has been given some portion of the planet to oversee, and this duty is taken very seriously by all of them. The leaders of the clan are based in Vienna, though they have chantries ("guild houses" for the practice of magic) on every continent of the world. A council of seven elders is said to control the entire clan from the Vienna chantry. ? The highest rank of them is Tremere, though no one really knows where he is, or at least their not letting any clue about it.

 

Adjustments, Promotions, and Demotions:

 As a reward or punishment, a Tremere can be advanced in or stripped of rank; any Tremere of higher rank may do so, though this may require a tribunal.

 

Tribunals: Most Tremere are put on Tribunal because the pose a threat to secrecy manages to seriously confound a clan important project or just needs a good public thrashing. A Tribunal is made of seven to twelve regents; the eldest ranking member is titled the Praeco and oversees the order of the Tribunal. The Tribunal itself considers evidence of the crime and then hands down a decision. The decision can mandate anything from stripping rank or status to final death.

 

What you can't get away with:

1) Studying something that your superior expressly forbids, like demonology

2) Use your influence to sabotage your superior's projects

3) Blame your contemporary for problems when your superior gets on with him better

4) Trade Thaumaturgy to non-Tremere for training

5) Support a Camarilla hierarchy that limits the Tremere

6) Dispatch rouges in a way that makes you look overzealous

7) Get caught

 

Code of Conduct: A member of House and Clan should conduct themselves as befits a member of a noble and respected Clan. It should be remembered that when dealing with outsiders, that the House and Clan?


Rogues
:
A Tremere is declared Rogue when he removes himself from the hierarchy by refusing to report to his superior. In such cases, the superior reports the Rogue up the chain of command along with the evidence. If it is determined that the Rogue cannot be taken in a more quiet manner, the local Tremere may be given permission to hunt him down. This should never be done publicly. Clan politics and problems should remain internal.  

 

Astors: Astors function as the Tremere secret police, whose identities remain secret. They are trained in thaumaturgy, investigative and interrogation techniques, and some combat skills; an Astor must be capable of hunting down any and all treachery, stopping leaks of Tremere secrets and even destroying Tremere kindred who let their personal wants lead them down the road of folly.

 

Chantries: A Tremere Chantry is a gathering place for the Clan, and in times of need, a resource many would give up just about anything to have. They are the vehicle for the Tremere to access to magical supplies and books. But more than that, the Chantry is the physical manifestation of the Tremere, mysterious and yet strangely obvious to see. That's what makes it spooky.

            A Chantry is a lot like a church, in terms of personnel holding rank/office rank and in it's structure's grand architecture. Obviously, a Chantry is only as good as the personnel in, but a Tremere Chantry always carries a certain awe and mystery all it's own.

            Some chantries are open to the public for meeting with the regent or another Tremere, with the sensitive books and areas secured separately, others are locked up and off-limits to non-Tremere. Whether a Chantry is open or closed is largely the decision of the Regent. Bringing a non-Tremere into a closed Chantry is a very serious offense, and is not recommended except in the most dire of circumstances.

            Chantries are heavily warded, and usually include as "standard equipment" the following items of interest:
1) Wards versus spirits, ghouls and lupines with an area effect surrounding the walls of the chantry about 10 feet. These wards are usually in places by an elder in the clan, often below the Regent in generation, and will not affect servants of the Clan.

2) A magical library containing rituals and reference texts usable for creating and learning standard rituals, and learning paths. It is considered good form to include discoveries here that an apprentice has made. Journals of Tremere research are also collected, as well as both Tremere and Camarilla history and law.
3) A well-supplied laboratory for projects the whole chantry is involved in, funded by the Clan.
4) A private quarters area, containing an inner library, bedroom/reading room, and front office for the Regent. The Regent may have supplemental quarters elsewhere, but his primary residence is always the Chantry itself.
5) A modest amount of servants, often a receptionist, librarian or researcher, and general security guard are kept on retainer by the Chantry, and are often ghouls. Other staff may be provided, though this varies.
6) Several prepared chambers for conducting rituals, summoning, and other such activities.
7) Training rooms are also contained within the Chantry; these are usually reserved for the training needed when being taught aggressive paths of Thaumaturgy.


Secret Societies and Houses
:
These are little more than cults of personality, but are distinct colleges of magic or philosophy. The Tremere pyramid holds layers upon layers of conspiracy. The Masquerade hides Kindred, the Tremere conceal their clan secrets within the Camarilla, and each rank in the pyramid successively holds deeper insight into the clan's overall goals. No wonder, then, that some Kindred in the clan also form additional secret groups to advance their specific agendas. The clan consists of an unknown number of houses, some claiming only a handful of members, while others-The House Tremere- claim every children of the clan. Houses theoretically grow around one central magical principle or collection of theories. By and large, houses are informal congregations, peopled by elective memberships and upheld as long as they fulfill some purpose. Listed below are a few of the more prominent or notorious- houses of clan Tremere. Not all of these are common knowledge; some exist only as rumors and may well be fictional, while others are august and prestigious.

 

Tremere Houses: These are a list of the Houses Currently established in the Habit of Being.  To join any house a Tremere must be at least an Apprentice of 3rd Circle or higher, and have an Occult specialization in that House's type of magic.

 

Houses were originally founded as secret societies with in the Tremere by Apprentices who wished to grow in power beyond they reach of their Regents.  Originally these societies were stamped out one by one.  Eventually it became clear that the trend was popular so the houses were integrated in to the Pyramid.  Today they are used as a way to focus young apprentices' skills in to specialized areas.  Generally a Chantry will try to diversify the Houses that its members make up.  A smart regent will also go out of his way to steer some Apprentices away from houses as over specialization can be a weakness.

 

House Tremere- upholds Hermetic blood magic as its fundamental doctrine, and contains all Tremere.

 

All Tremere in the Habit of Being are a part of House Tremere from the moment of their embrace, and some, even before that.  Being in House Tremere is not your House for the purposes of choosing your Specialization upon reaching the rank of 3rd Circle Apprentice. 

 

All Members of House Tremere are required to learn the Ritual – Rite of introduction, and focus on The Path of Blood.  Camarilla, Kindred and Tremere Lore x1 of one must be mastered before the Tremere is allowed to leave the Chantry.

 

House Quaesitor- upholds a code above that of the Tremere Code, the Code of Hermes (Appendix A).

 

Members of house Quaesitor tend to be Elders.  They find equals only in those that are adept at blood magic and consider that mortals are not to be associated with.  Despite their harsh attitude towards Mortals and even Kindred ignorant of Blood magic, they are very fair to any who do know the secrets of magic, seeing them as on the same level as themselves, above everyone else.  The few Neonates that find themselves in this house are used as a buffer between the Elders and the mortals, fetching blood, and running errands to repay their Elders for the wisdom they share.

 

House Quaesitor has an odd sense of honor to it.  Every member of the house goes out of their way to promote the education of younger apprentices.  And they also know that they can call on any other member of the House for assistance with almost anything.

 

To join: the requirements for joining House Quaesitor are as follows
Rituals: Basic - Communicate with Kindred Sire

Intermediate - Stolen Kisses

Advanced - Escape to a True Friend

Abilities: Instruction x 3, Leadership, Occult x 5 (Hermetic or Blood Magic Specialization), Tremere Lore x 3
Paths: Primary – Advanced
Other: To join this house you must find an elder member (rank 5 or higher) to mentor you.  They will test you in a means they find most fitting, typically this is a Mages duel between two Apprentices who wish to mentored.  The mentor and Apprentice then go to Vienna where the Apprentices loyalties are tested.  If you survive and you reach rank 5 you are expected to take on a ward of your own as soon as one worthy is available.

 

Being in House Quaesitor removes the limit on the number of Paths you can have based on Rank.  Because these are the most trusted members of House and Clan, they are those most often used to take care of rogues, and at high rank are allowed to learn Thaumaturgical Counter magic.

 

House Massimo- a social league of Italian Tremere that convenes for the purpose of trading rituals

 

The House Massimo was started by Italian Tremere to amass defenses against the Giovanni.  The group has sense expanded, and now sees members all over the world.  Rituals appeal to these Tremere because of their more persistent nature.

 

Ritual Weavers of House Massimo are very good at what they do, but little else.  They tend to spend a lot of their time pouring over books and Lores, trying to find new ways to devise rituals and improve existing ones.

 

To join: the requirements for joining House Massimo are as follows
Rituals: Basic - Deflection of the Wooden Doom, Defense of the Sacred Haven

Intermediate - Illusion of Peaceful Death, Track Transgressor

Advanced - Escape to a True Friend

Abilities: Academics x 3, Occult x 5 (Ritual or Symbol Specialization), Lore other than Kindred, Camarilla or Tremere, and Tremere Lore x 3
Paths: Primary - Advanced
Other: Those wishing to join this house must develop a new ritual of some kind to be shared with the rest of the House.  This Ritual is sent to the Highest Ranking Member or the house in your area to be reviewed.  If the Ritual proves up to par, then the Apprentice gains the Benefits of the Massimo Library.

Being in House Massimo treats you as one rank higher for the purposes of buying Rituals, but one rank Lower for the purposes of buying Paths, this includes subtracting one from the max number of paths you may know.

 

House ab Flaidd- advocates the study of Wicca as an adjunct to Hermetic Thaumaturgy.

 

In recent years, there has been a 'pagan revival' and clan Tremere has found its self home to a few of these youngsters.  They are the Witches and Warlocks you find in cities now, and a good place to look when you want to find a mortal that knows anything about the occult before you embrace them, so this house has been booming as much as any can.

 

The members of this house enjoy using their magic out doors, and in groups.  They feel that through their connection to nature, and the members of their coven, they make their blood magic more powerful.

 

To join: the requirements for joining House ab Flaidd are as follows
Rituals: Basic - Deflection of the Wooden Doom

Intermediate - the Watcher, Rending Sweet Earth

Advanced - Escape to a True Friend

Abilities: Awareness x 2, Occult x 3 (Elemental, Nature or Pagan Specialization), Survival x 1
Paths: Basic - Weather Control
Other: To be a Member of House ab Flaidd, you must be a part of a coven with at least 3 members, who taste each others blood at least once a month.  An Elder member of the House must be requested for blessing your group haven and performing a ceremony to recognize the new Members. 

House ab Flaidd makes learning the rituals Eye's of the Nighthawk at rank 4, Friend of the Trees at rank 5, and Eyes of the Beast at rank 6.

Vine of Dionysis with its rituals are open to members of this House.  Covens of this house are allowed to keep secondary communal havens, as long as they respect the Clan as usual.

 

House Trimegistus - Symbology and Numerology

 

Those Tremere that count themselves amongst House Trimegistus are some of the oldest and the youngest.  In many ways the house is the least divided by the gap between Traditionalists and Transitionalists.  They range from those that believe that only through numeric harmony can anything be done, to those that believe that the future can be predicted by calculating pi out to thousands of places. 

This house holds the Geomancers of Clan Tremere.  Geometry and 'Fungi Shi' are important to many, and the language of mathematics appeals to those that believe that the universe can be expressed in perfect whole numbers.  Members of this house tend to keep things in perfect order, lines straight and right angles everywhere.  They believe that this mathematical perfection will amplify their magic and will keep their havens as neat and clean as possible.

The common problem that most members of this house have in their theories is that they try to make things perfect in an imperfect world. 

To join: the requirements for joining House Trimegistus are as follows
Rituals: Basic - Encrypt Missive

Intermediate - The Open Passage

Advanced - Blood Contract

Abilities: Academics (Mathematics) x 3, Enigmas x 2, Occult x 3 (Specialized in Numerology, or Symbols)
Paths: Basic - Rego Motus
Other: Those wishing to join this house must display exceptional ability to calculate.  Many times this is done by forcing the initiate to make very complicated calculations under fire (only sometimes literally).  To become an Official member an Apprentice must locate a suitable place of power that a Chantry could be constructed upon. 

Being in House Trimegistus grants access to Counting Coup at rank 4, Mirror of Second Sight at rank 5, and Dominion at rank 6.

House Trimegistus is where the Practitioners of the Path of Levinbolt can be found.

 

 

 

House Electrodyne – Deals with Technology created by mortals

House Electrodyne was formed early in the 21st century.  Using Paths of Thaumaturgy That were newly developed, coupled with paths that had been long lost; this house is a bastion for Transtionalists.

 

The House bases all of its magic off of mundane sciences, which many older Tremere Shun as being weak and imperfect because they use the primitive devices created by Mortals.  Members of House Electrodyne are constantly trying to prove the validity of their magic to elders who believe that computers and electronics are a passing fad.

 

Members of this house tend to keep up on the affairs of mortal quite regularly and have a good deal of influences so that they can stay informed on the latest of everything.

 

To join: the requirements for joining House Electrodyne are as follows
Rituals: Basic - The Scribe

Intermediate - Incorporeal Passage

Advanced - Blood Contract

Abilities: Academics x 2, Computer x 4, Repair x 2, Occult x 3, (Specialized in Energy, Numerology, or Cosmology) and Science x 2
Paths: None
Other: Only Transtionalists are even remotely interested in joining this house.  It is expected that anyone who wishes to join this house owns a computer and has an Industrial influence of at least 3.  To join this House you must petition one of the Houses Founders and Demonstrate sufficient understanding of the nature of Cyber Space.

 

Membership to this House grants access to the rituals Ghost in the System at rank 4, Machine Blitz at rank 5, and Eye of the Translator at rank 6. The paths Technomancy, and the Path of Levinbolt are found within this house.

 

 

House Hashem - Kabbalah

 

Kabbalah is an aspect of Jewish mysticism. It consists of a large body of speculation on the nature of divinity, the creation, the origin and fate of the soul, and the role of human beings. It consists also of meditative, devotional, mystical and magical practices which were taught only to a select few and for this reason Kabbalah is regarded as an esoteric offshoot of Judaism. Some aspects of Kabbalah have been studied and used by non-Jews for several hundred years (taken from http://www.digital-brilliance.com/kab/faq.htm)

 

By making subtle changes in the higher, more subtle realms from which practitioners believe that the physical sphere emanates practitioners believe that a Magician can, by making slight changes in the world of formation (Olam Yetzirah), by manipulating the relm Sephirah of Yesod upon which Malkuth (the material realm) is based and where all the realms (Sephiroth) come together, then these alterations would emanate action in the form of magic (Olam Assiah). It is suggested that if you wish to play a character from this house that you do research for yourself ooc.

To join: the requirements for joining House Hashem are as follows
Rituals: Basic - The Open Passage, Whisper's of the Ghost

Intermediate - Bone of Lies, Incorporeal Passage

Advanced - Court of the Hallowed Truth

Abilities: Linguistics - Hebrew, Academics x 4, Theology x 2, Occult x 3, (specialized in Theology, Cosmology, Psychics or Kabbalah,)

Paths: Intermediate - Rego Motus, Intermediate - Auspex
Other: To join this house, you must create a lifelike creature of some sort, and maintain its well being.  It is expected that the Being will Serve you faithfully and obey all of your orders.  In order to fully join the house, an Elder member must be contacted and put your creation through trials to see if your magic is strong enough to make you worthy. 

 

Being in this House gives access to the rituals Will o' the Wisp at rank 4, Iron Mind at rank 5, and Mindcrawler at rank 6.  The path of Focused Mind can be found in this house.

 

House Horned Society- Infernalism, this house allows non-kindred members.

 

The Horned Society is perhaps the least trusted and most severely scrutinized by the clan.  These Warlocks study Demons, Infernal Magics and Infernalists themselves.  In theory, this house exists to better understand, and therefore defend against these corrupt forces, but all too often members find themselves victims of the foul taint they study.  It is in this house that any Tremere with True Faith (as rare as they are) might be found. 

 

The Horned House does not find many Transionalist Tremere, only those that uphold old ways and traditions are allowed in, as they are more trustworthy, and less likely to fall.  A rare few Tremere in this house do in fact have dealings with Demons, and Infernal Investments.  The Code of Tremere dictates that you shall make no deals with Demons that Endanger house and Clan.  This loop hole is used, but should a Zealous member of the house, or a member of House Quaesitor finds out about them, then their chance to defend themselves with words is often very short lived.

 

To Join: The requirements for joining House Horned Society are as follows

Rituals: Basic - The Imp's Affliction, Purity of Flesh
Intermediate - Protean Curse, Cleansing of the Flesh

Advanced - Blood Contract

Abilities: Linguistics: Latin, Lores: Infernal or Demon x 1, Theology x 3, Awareness, Subterfuge x 2

Paths: Primary - Advanced, Creo Ignem (Lure of Flames) - Basic

Other: To join this you must allow yourself to be investigated periodically.  New members are checked on weekly, if not nightly, while members who have stood the test of time may only bee looked in on monthly or even yearly.  This is after you have proved your loyalty to the clan thru trials. 

 

Being in this house is not without its benefits.  You gain access to Rotten Wood at rank 4, Power of the Invisible Flame at rank 5, and Eldritch Glimmer at rank 6.

 

House High-Saturday- Voudoun and necromancy; this house allows non-Tremere members.

 

House High-Saturday was created in the early 1800's by Stigmata, Pontifex of the Sixth Circle. The House serves as a library of death magics throughout the globe. All Tremere who are within House High-Saturday are of the Traditionalist order. The official House title of those who serve in High-Saturday is that of "Sciomancer."

 

Tremere who wish admittance into the House are judged and approved by Pontifex Stigmata. Those not of Clan Tremere are also carefully approved by the founder of the House. All members are expected to maintain an oath of secrecy in all affairs conducted amidst its practitioners.

 

Though the practices of death magics are expansive in House High-Saturday, it is not primarily focused on necromancy as normally possessed by the Giovanni family. The House is devoted to death magics of all kind; even those not necessarily fueled by that of vampiric nature. 


To Join: The requirements for joining House High-Saturday are as follows:

Rituals: Basic - Whisper's of the Ghost, Defense of the Sacred Haven

Intermediate - Bone of Lies, Illusion of Peaceful Death

Advanced - Ward versus Spirits (an Apprentice petitioning for this house may forsake learning any other Advanced rituals for this one once they have hit 3rd Circle.)

Abilities: Linguistics: Latin, Hebrew, and one "dead language" (Sumerian, Babylonian, etc.), Awareness x3, Empathy x3, Meditation x3, Occult x 5 (Specialized in a Death Magic)
Paths: Primary - Advanced, Elemental Mastery - Basic

Other: Approval by House Founder, Pontifex Stigmata.

 

Membership to this Elite house Grants you the ability to learn Summon Mischievous Spirit at rank 4, Spirit of Torment at rank 5, and The Haunting at rank 6.  Spirit Thaumaturgy is expected to be mastered before any instruction in the ways of true Necromancy is to begin.

 

House Auram Guild- alchemy

 

The Auram Guild is one of the oldest houses among the Tremere.  With its long standing foundations it is one of the largest houses as well.  Member from nights of old can be found sharing knowledge with younger more progressive members.  The study of Alchemy in this since is that of manipulation of Matter.  There are a few Members who treat the philosophies of the magic with a religious reverence, but those members are few and far between and tend to have been at it for a very long time.

 

The Tremere Clan's hermetic roots give the Auram Guild a lot a leeway in their magic.  As the beliefs of Alchemists are the closest of any house to the standards of Hermetic Magic.  The Guild Promotes experimentation of all kinds.

 

To Join: The requirements for joining Auram Guild are as follows:

Rituals: Basic - Sanguineous Phial, Principle Focus of Vitae Infusion

Intermediate - Stolen Kisses

Advanced - Cobra's Favor

Abilities: Enigmas x1, meditation x1, Medicine x2, Investigation x3, Science: Chemistry x3, Occult x3,  Language: Latin

Paths: Primary - Advanced, 2nd path - Basic

 

Other: To gain recognition as a member of the Auram Guild one must submit a masterpiece to the House leaders, along with a detailed write up of how the item functions, its chemical properties and how it can be manipulated.  All this needs to reflect how the Apprentice views Matter and reality, and how to manipulate it.

 

Being in the Arum Guild grants access to the Library holding Touch of Nightshade at rank 4, Sanguine Assistant at rank 5 and Thirst Unquenchable at rank 6.  The Auram Guild holds the old Secrets of the Alchemy Path.

 

House Praesidium - Defense and protection

 

House Praesidium was created in the Dark ages as a part of the Tremere plan for survival.  Many Clans find themselves unhappy with the Tremere, and if they were to all be book worms and simple occultists, they would soon find themselves wiped out.  These Tremere sacrifice some education for training.  Being highly trained in the ways of combat can make other Tremere Wary of or even look down upon members of this House.

 

These Tremere are picked from the loyalist of House Followers and trained in a style of combat that leaves them with few 'tricks' but a lot of Damage.

 

To Join: The requirements for joining Praesidium are as follows:

Rituals: Basic - Defense of the Sacred Haven, Deflection of the Wooden Doom

Intermediate - Flesh of the Fiery Touch, Track Transgressor

Advanced - Cobra's Favor

Abilities: Brawl x3, Melee x2, Dodge x3, Survival x3, Occult x 2, and Intimidation x2

Paths: Blood - Advanced, Lure of Flame - Intermediate, Elemental Mastery - Basic

Other:  In order to join an apprentice must best a Member of House Praesidium in a duel or complete a challenge set by ranking members of House Praesidium.   The applicant is allowed one defeat or failure.  If he loses or fails again the second time he may not be allowed to try again.  Once they have passed this rite, they are included in a ceremony marking their entrance to the House in which they drink once again from the blood of the Seven.

 

Members of this house are allowed to learn Physical Disciplines from outside the Clan.  Most of these are learned through deals Struck with other clans.  Even though an apprentice could learn from a Gargoyle such practice is loathed by the members of rest of the clan.  One Out of Clan can be mastered at rank 4, another at rank 5, and the last at rank 6 (of Celerity, Potence and Fortitude).  For any levels of fortitude learned by any member of clan Tremere, the student is expected to give one point of their blood to their superior.   The Praesidium Library holds Puissant Shield at rank 4, Paper Flesh at rank 5, and Lion Heart at rank 6.  The Path of Mars is the Zenith of what the Warriors of house Praesidium strive for.

 

House Rdolfo - Divination / Cursing

 

House Rdolfo is looked to by many inside the clan for advice on when certain actions should be taken, and how things should be gone about.  Many find that their advice is often unwanted, but woe be to those that should ignore it.  Some Tremere believe that the powers wielded by this house are little more that telling the future thru good observations, while other credit them with powers beyond those granted by Blood magic.  In the end both of these are true as this House contains all manner of seer's each using their own unique way of getting answers.

 

The Highest ranking among Tremere still use the Services of this house when ever they get the chance.  They are careful to not fall in to the trap of over reliance.  Some of the Best Seers in the House find themselves plagued with both unwanted requests for answers, and by unwanted visions of things to come.

 

To Join: The requirements for joining House Rdolfo are as follows:

Rituals: Basic - Blood Walk, Incantation of the Shepherd

Intermediate - Track Transgressor, Cleansing of the Flesh

Advanced - Court of the Hallowed Truth

Abilities: Cosmology x 1, Occult x 4, Awareness x 4, Enigmas x 2, Mediation x 3, Fortune Telling x 1

Paths: Primary - Advanced, Auspex - Advanced

Other: In order to become a part of this house a petitioning member must should show some sign of being able to read portents or signs of the future.  3 predictions must be made that come true.

 

Joining the ranks of this house grant you access to Widow's Spite at rank 4, Illuminate Trail of the Prey at rank 5, and Summon Guardian Spirit at rank 6.  House Rdolfo holds the secrets of the Path of Curses.

 

House Daughters of the Crone - birth and death magic

 

The Daughters are a Primarily Female house.  Male members do exist, but they are few and far between.  The Daughters study the cycle of life, and death.  Most believe in reincarnation and have little fear of death knowing that they shall soon return to earth.

 

These Tremere choose to study not only what they have become, but how they became it, but they feel to properly understand their place in the grand scheme of things now, they must understand when they came from and where they are going.  As such they make sure to be present and any embrace they can.

 

To Join: The requirements for joining House Daughters of the Crone are as follows:

Rituals: Basic -   Incantation of the Shepherd, Rebirth of Mortal Vanity

Intermediate - Illusion of Peaceful Death, Protean Curse

Advanced - Escape to a true Friend

Abilities: Medical x 3 Occult x 5, Thanotology x 1, Science: Biology x 3, Hearth Wisdom x 2,

Paths: Primary - Advanced, 2nd path at 2nd Basic.

Other:  To become a Daughter, one must maintain a female Ghoul. When apprentice is ready, they insure that the Ghoul becomes Pregnant and must perform the birth as a part of a ceremony, making the Child as a new potential member of Clan Tremere.  If something should go wrong during the Birth it is taken as a sign that the Apprentice is not worthy of joining the ranks of the house.

 

Respect of the Animals at rank 4, Recure of the Homeland at rank 5, and Thirst Unquenchable at rank 6.  The Crones are the only house that delves in to the secrets of Bio-Thaumaturgy.

 

House Politico- Politicians

 

Members of House Politico are individuals who are well versed in communications and negotiations with Clans outside of House and Clan Tremere. Those prestigious members of this House are exceptional in bargaining deals and making arrangements that benefit Clan Tremere. Politicians of House Politico are always well spoken, genial, and cordial when securing contracts with those outside of the Clan.

 

However, there is no mistaking that the members of House Politico are some of the most ruthless and shrewd members of House and Clan.

 

To Join: The requirements for joining Politico are as follows:

Rituals: Basic - Blood Walk, Impressive Visage

Intermediate - Scry, Bone of Lies

Advanced - Blood Contract

Abilities: Academics x3, Politics x3, Etiquette x3, Linguistics: Spanish, Linguistics: French, and Leadership x3, Intimidation x2, Empathy x2

Paths: Blood - Advanced, - Intermediate, Auspex (Telepathy)

 

Being in House Politico grants a member access to many contacts throughout House and Clan who study and practice politics to an extreme. Additionally, the purchasing of the Contacts Background becomes much easier as a member finds many new sources throughout the kine world.

Additionally the Tremere gains access to the rituals Domino of Life at rank 4 and Blood Rush at rank 5 and Bottled Voice at rank 6.  Politicos are the masters of the Path of Corruption.

Societies:

 

Children of the Pyramid- hold that the pyramid itself represents the material authority of a godlike entity. To this society, adherence to the pyramid is not only a sensible structure but a near-religious duty.

 

The Elite- Believe in the superiority of the Tremere over other clans and in the ultimate victory of the Tremere clan against all other Kindred in the Jyhad.

 

Traditionalists- Believe that the Tremere clan must adhere to ancient practices in order to remain strong. Such kindred shun modern technology and often retain old methods of speech or behavior.

 

Transitionalists- argue that the clan must accept and use all manner of new directions, be it computer technology, new thaumaturgical developments or adaptive social constructs.

 

Guardians of Tradition- An extremely conservative chapter of Traditionalists, they advocate the complete prevention of any modern policy shift.


Gargoyles:
First developed as servants, scouts, warriors, and sentries, who could handle the rigors of battle against other kindred. They are ritualistic creations of mixtures of other kindred such as Nosferatu, Tzimice, and Gangrel. They were a project that allowed the scholars a unique opportunity to dissect exactly how vampirism worked, what kept the undead body animated and how the curse functioned.

 

Some Gargoyles break free of their conditioning, seeking to revolt against their Tremere masters. Still, the ties of their generative magic are strong, and few can hope to escape slavery. The individual Gargoyle remains a sad and lonely figure, enthralled in servitude, lacking any but the faintest memories of a former life and driven to great rage and frustration.


Sabbat:
Tremere sabbat were marked and hunted and finally paid a horrific price for their treason.

 

Other Clans:

Assamites: Handle only with caution.


Brujah:
Provide them with challenges to test their prowess and other pointless tasks in order to keep them busy. They are easily neutralized.

 

Gangrel: Admire their independent strength, but never trust their motives. Promise them anything, but give them nothing.

 

Giovanni: Potentially our worst enemy. All Tremere should devote themselves to the eventual elimination of these degenerate and incestuous creatures.

 

Malkavians: At times entertaining, but generally disruptive.

 

Nosferatu: Do not allow appearances to deceive. Rewarded properly and they make good agents.

 

Toreador: Flattery and respect is all that is needed to please this clan. Compliment all of them, and leave them to argue about who was complimented most.

 

Ventrue: They desire control, so give it to them, but reserve the real power for us.

 

Appendix A: The Oath of House Tremere

 

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 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.

 

 

Appendix B: The Oath to the Order of Hermes

 

I, [Name] of [House], hereby swear my lifelong loyalty to the Order of Hermes and its members.

I will not deprive nor attempt to deprive any member of the Order of his or her magical power.

I will not slay nor attempt to slay any member of the Order, except in a justly executed Wizard War.

I understand that a Wizard War is an open conflict between two magi, who may slay each other without breaking this Oath, and that should I be slain in a Wizard War, no retribution shall fall on the magus who slays me.
I will abide by the decisions made by fair vote at Tribunal. I will have one vote at Tribunal, and I will use it prudently. I will respect as equal the votes of all others at Tribunal.

I will not endanger the Order through my actions

I will not interfere with the affairs of mundanes and thereby bring ruin upon my sodales.

I will not deal with devils, lest I imperil my soul and the souls of my sodales as well.

I will not molest the faeries, lest their vengeance catch my sodales also.

I will not use magic to spy on members of the Order of Hermes.

I will train apprentices who will swear to this Code, and should any of them turn against the Order and my sodales, I will be the first to strike them. No apprentice of mine shall be called magus until he or she first swears to uphold this Oath.

I shall further the knowledge of the Order and share with my sodales all that I find in my search for wisdom and power. I request that should I break this Oath, I be cast out of the Order. If I am cast out, I ask my sodales to find me and slay me that my life may not continue in degradation and infamy.

The enemies of the Order are my enemies. The friends of the Order are my friends. The allies of the Order are my allies.

Let us work as one and grow strong.

This I hereby swear on [Date].

Woe to them who try to tempt me to break this Oath, and woe to me if I fall to the temptation.

 

[Name] of [House]

 

Appendix C: House Titles

 

Many Tremere pick up a Title based on the type of Magic they wield or the house they are in.  Below is a list of titles that refer to house.  Anyone may pick up these titles provided they are in the correct house.  You may substitute your House Title for another based on personal preference of path. 

 

For Example: if your favorite path of Thaumaturgy (that you have mastered) is Lure of Flames, and you are in house Praesidium, you could go by the title, Pyromancer of House Praesidium, or if you where in house Trimegistus, and had the Path of Conjuration, you could call your self a Conjurer of House Trimegistus.  There is room for personalization, and your title and house are a good way to give other Tremere a good idea of how specialized you are.

 

1) Quaesitor - Magus (Magi), Abjurer, Ascetic

 

2) Rdolfo – Sage, Haruspex

 

3) Praesidium – Wizard, Templar

 

4) Horned Society – Warlock, Exorcist

 

5) Trimegistus – Sorcerer, Geomancer

 

6) ElectrodineTechnomancer, Cybermancer

 

7) Hashem – Mystic, Hierophant

 

8) ab FlaiddThrysus

 

9) Daughters of the Crone – Spiritualist

 

10) High SaturdaySciomancer

 

11) Arum Guild – Philosopher

 

12) Massimo – Gnostic, Adept

 

13) Politico – Cavalier, Mediator

 

14) Other – Diviner, Demonologist, Diabolist, Alchemist, Oneiromancer, Ritualist, Mentalist, Electromancer, Elementalist, Pyromancer, Occultist, Spiritualist, or Hydromancer to mention a few.

 

 

Appendix D: Thaumaturgical Glossaria


Creo -------------- "I create"

Intellego ------ "I perceive"

Muto --------- "I transform"

Perdo ------------"I destroy"

Rego ------------ "I control"

Transitus ---- "I transport"

Aquam ------------- "water"

Auram ----------------- "air"

Corporem -----------"body"

Elementum ------ "element"

Herbam ------------- "plant"

Ignem ------------------ "fire"

Imagonem --------- "image"

Magica ------------- "magic"

Malus --------------- "evil"

Materia ------------ "matter"

Mentem ------------- "mind"

Motus ------- "movement"

Sanguis ----------- "bloody"

Tempestas -------"weather"

Terram -------------- "earth"

Velociter ---------- "quick"

Vitae ----------------- "blood"

Vim ------------------ "power"


Appendix E: Combo Disciplines

 

Thaumaturgical Sight (Auspex **, Thaumaturgy - Path of Blood *****, 3 XP at purchase)

To determine the specifics of a magic, make static Mental vs. diff. 8, using the Occult ability to retest. If successful, subject must tell the name of the power in use. A loose description may be given by the ST. If the power is possessed by the Thaumaturgist, the target may also be learned. You may only examine one power per turn, so while you may notice many uses of blood magic present, you may only concentrate on one at a time, and the process cannot be sped with Celerity or other powers. If you wish to extend Thaumaturgical Sight for more than one turn, Mental Traits may be spent at the beginning of the turn in which you wish to keep power active.

Use of Thaumaturgical Sight is indicated by spreading fingers in a V to the side of the face.