I've recently been invited to a Vampire Revised game wherein we are only using the core book and V20's Lore of the Clans and was wondering in what ways could I optimize thaumaturgy? The plan for the character is an archivist with Movement of the Mind that was a former Hermetic turned kindred and thus has drawn the ire of the local Order of Hermes. I understand this is fairly broad, so here are the things I'm interested in:
1) What defense would a vampire, specifically a Tremere, have with regards to awakened magics? I understand supernaturals enjoy ''natural countermagick'' and that Vampires cannot be singularly affected by Life or Matter, but are there any other avenues for making oneself an ''anti Mage'' especially when the main hunters of him will be Force slinging Hermetics?
2) What manner of difficulty reduction/mechanical benefits are available in the core book or Lore of the Clans that are specific to Thaumaturgy? Is there some sort of ability that I can take a specialization in for better rolls or mechanical benefits?
3) What exactly are the limits of Movement of the Mind besides the weight chart? For example, could you tear a pipe out of socket to dowse a fire, crush a chair with force, etc. If so, what would the roll be? I enjoy the flavor of MotM but am worried that it is not exactly a good way to defend oneself besides being able to fly away like Superman when the Order of Hermes starts waggling wands and drawing chalk runes. (I understand a lot of people are very anti-combat optimization because ''it detracts from the point of WoD'' but I promise I'm not just trying to go full munchkin, trivialize-every-challenge mode. Just looking to maintain a character that could reasonably defend themselves against Hermetics since it is a large part of the character.)
I appreciate any help!
1) What defense would a vampire, specifically a Tremere, have with regards to awakened magics? I understand supernaturals enjoy ''natural countermagick'' and that Vampires cannot be singularly affected by Life or Matter, but are there any other avenues for making oneself an ''anti Mage'' especially when the main hunters of him will be Force slinging Hermetics?
2) What manner of difficulty reduction/mechanical benefits are available in the core book or Lore of the Clans that are specific to Thaumaturgy? Is there some sort of ability that I can take a specialization in for better rolls or mechanical benefits?
3) What exactly are the limits of Movement of the Mind besides the weight chart? For example, could you tear a pipe out of socket to dowse a fire, crush a chair with force, etc. If so, what would the roll be? I enjoy the flavor of MotM but am worried that it is not exactly a good way to defend oneself besides being able to fly away like Superman when the Order of Hermes starts waggling wands and drawing chalk runes. (I understand a lot of people are very anti-combat optimization because ''it detracts from the point of WoD'' but I promise I'm not just trying to go full munchkin, trivialize-every-challenge mode. Just looking to maintain a character that could reasonably defend themselves against Hermetics since it is a large part of the character.)
I appreciate any help!
Comment