MAKING YOUR OWN KOOK
The above listed concepts are by no means a complete one, and you should
feel free to do one better and come up with your own. However, with kooks
and supernatural freaks, the question of balance is more pointed than in
other comcept types. Hence, consultation with your storyteller is MOST
important during this type of character creation. A few questions to think
about are:
- Does your character dream? If so, what about? Explain and detail these dreams and give them to your storyteller, they'll help a whole lot.
- How did your character discover their latent ability? Was it scary? Were you young, adolescent or an adult? How did those who witnessed your power react?
- You character has a gift, but gifts are not without their (sometimes hidden) costs. How does your character feel about their drawback? Is it worth it? Do they or did they ever seek normalcy? What was the outcome?
- Did your chracter hide their ability or talent? Were they ashamed or cast out of society because of it? How did the Clan discover their ability, and how is it useful enough to them to warrant embrace?
- What do other Tremere think of you? Does your ability or kookiness overrule other parts of your persona with respect to them? How does this make you feel?
Magic is what makes Tremere cool. It makes them feel wanted and
loved by other people. It is the most serious bargaining chip you can have
in any boon-mongering contest. It's also quite intimidating just because
of it's flexibility. Pour example:
TOM TREMERE: I don't think you want to do that Tonya Toreador!
TANYA TOREADOR: Oh yeah, I'll stake you so fast...
TOM TREMERE: Did I mention the setting things on fire by thinking about it
part? Or did I forget that?
TONYA TOREADOR: I may have celerity, but TOM TREMERE has a bigger mental
stick! I relent!
You get the point. People almost universally assume that all Tremere are nasty magicians. This is not always true, but it's a good front to use if you're in a bind, or need a boon to grant that's specific.
Personally, I'd rather have a boon to do magic than a universal boon card with my name on it floating around some Ventrue's place. With magic, the great amount of ignorance about Tremere magic plays into your hands, for example when Vic Ventrue says, "Blow up Bob Brujah with magic," it's easy to remind Vic that the planets won't be in alignment for another 4000 years to do that, and if you divide the number of UFO sightings by the odds of cattle mutilation... (you get the point). So, you tell Vic Ventrue that you can't blow him up, but will drive him out of town or something that requires less effort. Vic still gets his magic boon turned over, while you don't have to work nearly as hard for Vic.
Think about it. It's the Tremere advantage. Magic can be used to do almost all the same things as the other disciplines can through rituals that range from okay-keen to "YOW! That hurt, man."
Which brings us to the popular thought on teaching other clans stuff about magic.
First off, unauthorized apprenticeships are usually cause for death of the student and the teacher, but this only matters if you get caught by someone else, though you should remember that Auspex can reveal this tout suite.
Second, there are very few things that are worth Thaumaturgy in exchange. Remember, a performing a ritual for someone can be a MAJOR boon in of itself. If you have Thaumaturgy, you should guard it as if it were your life, because in most cases it will be.
Portray whatever attitude about magic you want. Jason's LARP
Tricks are a good place to start, but don't fool yourself by playing that
game. Magic is nasty, and do you really want people who are supposed to
be your antagonists roaming about with it? Didn't think so.
So magic is extremely cool and rather valuable, except where
paradoxically it is almost worthless and a waste of time. This brings us
full-circle to...
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