Way of the Reaper - by Telgar

The Way of the Reaper is the most common primary Path for a fledging sorcerer, for it embodies the basic tenants of Cappadocian Sorcery and is the least complex of all the various Paths. It is rumored this Path was created by Cappadocius himself.

1 - Brush of Death - When this power is active it creates an aura of death and decay around the sorcerer’s hand. When the Cainite touches a living plant with the affected hand the aura is transferred into the plant, which enters a rapid state of decay and turns into a withered husk in a few seconds.

System: Roll Strength + Science, difficulty 6. Each success subtracts one second from the number of turns it takes the plan to die (base is fifteen).

2 - Hades’ Glare - By invoking this power a Sorcerer may cause the forces of decay to permeate an object within his sight. This power can case flowers to die, milk to curdle, or wood to warp. The decay itself is quite obvious, but the source of the decay is not.

System: Spend two bloodpoints and roll Strength + Occult, difficulty 8. The number of successes are the number of targets the Glare may be used on. The Glare may not be used on living creatures. The effects of this power are permanent.

3 - Reaper’s Touch - Much the same as Brush of Death, except that this ability can affect living creatures. The aura of decay infests them and kills off the skin and muscle where it touches, spreading a zone of influence that appears to be sever frostbite and can result in loss of the limb’s use or the limb itself.

System: Roll Strength + Science, difficulty 7. The Touch does one die of aggravated damage for every two success. This process is extremely painful and will cause the target to suffer wound penalties one level above what she normal would.

4 - Fist of Charon- A refinement of Reaper’s Touch, this power allows the death aura to de channeled into a Sorcerer’s fist and maintained there to cause decay with each strike instead of defusing into the victim’s body. Each wound inflicted with this power has a fifty percent chance of becoming infected with gangrene.

System: Roll to strike normally then spend two bloodpoints. Damage done by the Sorcerer’s hands is considered aggravated for one scene. The strike causes the impacted flesh or clothing to wither and decay with age.

5 - Circle of Death - This power is probably either an early prototype for, or a bastardization of the Mortis power, Plague Wind. As the Sorcerer summons the energies of anti-life to her and spins them into a whirlwind of deadly power the very air around her glows blackly and any source of light flickers and goes out. The Circle of Death becomes just that, a ring in which only the caster stands unharmed, sometimes the only survivor.

System: Spend up to three bloodpoints and one willpower point then roll Strength + Occult, difficulty 7. The radius is equal to the amount of successes in yards. Within the circle, all creatures take one dice of aggravated damage for each bloodpoint spent. Plants will wither and die, air becomes heavy and damp, concrete or asphalt cracks as if from old age. The damage from the spell is soakable with Stamina + Fortitude (diff. 6).