ON MAGIC
To quote the penultimate guide to Tremere LARPing, the Jason's Stupid LARP
Tricks:
Jason's Stupid LARP Tricks for Clan Tremere
"5. Magic? You have three choices:
- "I have seen things that you will never see. Leave it to me." The look that says "you have no clue what's going on." The attitude that the most aloof Mages have towards Sleepers. The manner that informs the other Kindred that haven't earned your respect that you can change reality and you know it and it ain't pretty.
- "Power tools! Ruff ruff ruff!" Magic is a tool to get what you want, but it isn't intrinsically important. It's possible, however, that it's the best tool. Move with that knowledge of power. You could take them. You could take them all. And you will. And the company that'll bring it to you?
- "Naah, not important." Blow off any mention of it. Wave your hand and say things like "Piffle" and "Tchah!" Act like it doesn't interest you at all and imply that you've spent your time on better things than sitting around reading old dusty tomes of things man was not meant to know. Do it right, and you'll quickly get the reputation as the baddest magician in town."
There are many concepts which make this particular vein of Tremere
rather interesting. Some suggestions follow, though you should make any
of these known to your local storyteller first.
- 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. If you really want to have fun, don't have the storyteller let you know what it is at first.
- THE OLD WORLD MAGE: You remember when mages had to walk uphill 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 into 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 technobabble 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 Bonzai, Real Genius, and Ghostbusters for ideas.
- THE TELEPATH: Try not to think of Dianna Troy from Star Trek, eh? Maybe you make suggestions to people subconciously, or maybe you are really good with reading minds. An even freakier thing would be analagous to the the 3rd pip of Auspex in the tabletop game. 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, and frankly I say power to the storyteller who CAN allow them. Your mind typically dwells in the future. A type of limited precognition has demonstrated itself in you, and it has taken it's 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. Think of it like reading the books in Call of Cthulu, but you don't get to choose not to do it.
- ALCHEMIST: Doesn't matter what time you pick, alchemists are always really neat character concepts. 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. Plus you never need to send out for pizza again when the ghouls show up.
- 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 gall-stones is never fulfilled. Also, you might end up part of the great Giovanni- Tremere conflict. Fun for the whole chantry!
- DIABOLIST: NOT diablerist (a Kindred who commits cannibalism). 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. I personally do not advocate these characters if you intend to stay around very long. Remember the Tremere Oath forbids dealing with devils or demons. You kinda like them. Highly destabilizing to a game, maybe too much. 'Nuff said.
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