Initiation

There are no mechanical prerequisites for becoming a Tremere. Any mage, even one that just Awakened, can theoretically become one. However, the Order usually only inducts people that would be an asset. They usually target experienced mages seeking immortality, or specialists with access to lore and knowledge the Order doesn’t already have. Sometimes recruitment is by invitation, and other times it is forced upon the initiate. The typical candidate has at least Gnosis 3, and at least 3 dots in two Arcana. Initiates must complete the initiation ritual as described in Left-Hand Path (being soullessly baptized in Oroboros). Mages in a Legacy lose their Legacy as part of the Hollowing. Any Experiences spent on the Legacy are refunded.

Playing as a Tremere

The general method of playing a Temere involves increasing Hollow to a high level in order to buff the mage’s capabilities. Once it’s no longer needed, the Tremere should enter short koimaomai to reduce their Hollow to a more manageable level. Thus, a Tremere needs a steady supply of souls on hand to work their most powerful magic. When things go south, the Tremere can go into longer koimaomai, hiding from the world for decades until the danger has passed.

Tremere Template

The template:

Hollow

Tremere replace their Gnosis with Hollow, a value that represents their connection to the living void of the Final Watchtower. At a high Hollow, the void consumes the Tremere, but permits access to fantastic power. At low Hollow, the mage retains more of the self, but has less access to power. At initiation, Gnosis converts into the Tremere's Ego.

Hollow Attainments

Tremere automatically gain access to Hollow Attainments as they increase in power. These generally follow the rules for Legacy Attainments, except as noted here. Fixed Reach is calculated using Hollow as effective Arcanum dots, but Potency for these effects are always equal to the dots in the lich's highest subtle Arcanum. Access to these is limited by the Tremere's Hollow. If it is less than the requirements, they cannot use the Attainment. Tremere do not need to learn these powers by spending Experiences; they are just a natural extension of the their Hollowing.

Soul Loss

A Tremere lich whose animating soul has been depleted, or one who has no animating soul at all, suffers from soul loss. They suffer in a way similar to regular mages, but it is more dangerous. Any time a Tremere regains Willpower while suffering from the Soulless or Enervated Conditions, they take one point of Resistant Lethal damage that cannot heal they regain a soul. A Tremere who manages to reach the Thrall Condition is obliterated from existence one Scene after gaining the Condition. Once the Tremere regains a soul, they start healing the resistant damage. They regain one Lethal damage suffered as a result of soul loss when they regain Willpower, in addition to healing it at the normal rate.

Houses

Houses are the conquered Reaper Legacies of the Tremere. Houses are divisions within the Order, each with unique Attainments. There are many Tremere Houses, although a few dominate the sect. Some Houses are nothing more than the princeps that created it, plus one or two custodes underneath them. Others are full-fledged societies, like well-established Legacies.

Houses are slightly different from Legacies:

House Nagaraja

The Nagaraja are the oldest House, originating out of India. The original Legacy consisted of wandering ascetics that hunted evildoers and gained spiritual strength by understanding, conquering, and discarding passions. The serpent kings treat other members of the Order with condescension, believing themselves to be at the top of the Tremere’s hierarchy in prestige, if not also power. They are kings of vice, wandering mystics who conquer sensual pleasures so that they may lay claim to others’ souls. Contrasting with regal bearing, they often wear simple clothes in emulation of the original ascetic Legacy.

Attainments

The Nagaraja are kings of vice, able to warp and twist it to any desired end.

House Heo Sel

Originating in medieval Scandinavia, House Heo Sel was one of the first targets of the Tremere crusade. The witch-priests of the goddess Hel had power to bar Viking warriors from an afterlife in Valhalla or Christian Heaven. The original Seo Hel believed that the goddess was a Supernal metaphor for physical decay, with the material and afterlife retaining a bond on death. After absorption into the Tremere, the House learned to transmute souls into matter.

Attainments

The Attainments of House Heo Sel allow them to transmute their stolen souls into matter.

House Vedmak

The Vedmak Legacy originated in medieval Poland. These mages were dedicated to fighting against supernatural evil, and with strange powers they could pursue their quarry into the spiritual world by possessing dead bodies. Volunteers would offer up their soul to protect these witchers, so that if the hero would take a death blow, the volunteer would take it for them, and they could keep on fighting. The Legacy was conquered by the Tremere after the Vedmak tried to unite and fight against the Tremere. The Diamond was deceived into destroying them. Today, the Vedmak still fight against supernatural evil, although they don’t need volunteers.

Attainments

The Attainments of House Vedmak are were originally dedicated to fighting off ghosts and other monsters, and keeping the witcher alive as a last resort. Today, the House still uses stolen souls to enhance their fight against evil, but in ways more innovative than the original Legacy could have ever thought.

House Thrax

The book says “the 9th’s commanders were Adamantine Arrow warrior-mages and used the legion’s position to investigate Pictish sorcery. Through military incursions, they forced native mystics to teach them the battle magic within human sacrifice. As the Thrax Legacy, the 9th’s officers sacrificed their own men in battle to live as war-gods beyond Hadrian’s Wall.” It also says “Their attainments channel souls into frenzied strength.” Today, the House has modified the Attainments to attract less attention. The Thrax pool together rage and strength from many souls in order to become strong warriors.

Attainments

The Thrax distill stolen souls into an “invisible legion of fury.” Every soul they take is added to the Legion, becoming an impersonal force of strength and rage that benefits the mage and his allies. Thrax are powerhouses in a combat situation, although their tendency to enter close range to make use of their great strength can be dangerous, despite their Attainments.

House Khentamenti

A House derived from an Egyptian Legacy of Anubis worshipers. In Ancient Egypt, these death priests severed the souls of the dead and dying in order to command power over death itself. By the time the Tremere conquered them, they were an obscure cult on the fringes of medieval Awakened society in Egypt. House Khentamenti’s Attainments might be responsible for the ancient legends among the Awakened conflating them with vampires. In some versions of The Suspire, the Tremere are said to have been enslaved by the Kindred for centuries, developing their predatory hunger for souls that way.

Attainments

House Khentamenti straddles the line between Awakened and vampiric with their Attainments. Their Attainments focus on draining their enemies of vitality and stealing Willpower or Mana.

House Samedi

A House derived from a Legacy of Awakened Voodoo practitioners in Haiti and Louisiana. The Voodoo Queens of New Orleans would take the souls of those they offered charms and potions, and gain power from the beliefs of those individuals. Loa, actual spirits representing the syncretic beings of the same name that Sleepers dreamed up, would feed off the Resonance created by the Voodooist’s collection of souls and grant blessings in return. The Tremere conquered this Legacy and warped it into a House that enslaves both soul and spirit.

Attainments

The spirit lords of House Samedi have departed quite far from the Legacy’s original trappings. Voodoo symbolism, terms, and rituals have been completely stripped from the House’s doctrine. They focus on only the core of the original Legacy: using the Resonance of souls to empower and enslave spirits. Beyond that, Samedi liches are varied in their beliefs and tactics.

Tremere Conditions and Tilts

These Conditions and Tilts are specific to the Tremere.

The Supreme Coin (Persistent)

The Tremere is animated by an Awakened soul. An Awakened soul is far more potent than a Sleeper’s soul when it comes to fueling a Tremere’s power. The Tremere’s persona yantra bonus increases by +1. The soul also sustains them longer than a Sleeper’s soul. For the purposes of calculating how long the soul sustains them, the lich’s effective Hollow is reduced by 3, and they ignore the age-based increase to effective Hollow.

Hollowed (Persistent)

The Tremere has allowed the living void of the Final Watchtower to fully consume them. By channeling the Truth that was locked away, the Tremere can perform wondrous feats of magic. While in this state, the Tremere adds half of their Hollow (rounded down, minimum +1) to their Persona Yantra bonus. They also add the dots of their highest subtle Arcanum to General Armor. The lich also benefits from their House Boon, if they have one. Bonuses to the persona yantra and armor are limited to a maximum of the Tremere’s Ego (for an example, a Tremere with Hollow 8 and Ego 3 would only gain a +3 bonus).

Koimaomai

The Tremere has entered the mystical sleep of death to lose Hollow or stave off injuries. The effects of all Conditions, including any soul loss Conditions, are halted. It becomes impossible to resolve or gain Beats from the suppressed Conditions. Immediately upon entering koimaomai, and every 25 years after, the lich loses 1 dot of Hollow. The actions the character can take are limited: they may spend Mana to heal, or by spending a point of Mana, they can take any actions that don’t require speech, movement, or the use of physical senses for 24 hours. A successful Resolve + Composure roll wakes the Tremere after they spend at least the minimum duration in the sleep. A failure requires waiting for the minimum duration before trying again. The lich may also be woken at any time, even before the minimum duration, by having an ally feed them a soul.

Tremere and Archmastery

Can a Tremere become an archmage? If so, no Tremere has advertised the fact. Other archmages certainly aren’t telling either. There might be some ways a Tremere could become an archmage, or something like an archmage:

Differences from First Edition

The Tremere presented here are somewhat different from the ones in first edition, both mechanically and lore-wise. From a mechanics standpoint, they are no longer a Legacy. Instead, they are a modified template. Houses replace Legacies, and Hollow replaces Gnosis. Their Attainments and abilities have been shuffled around and moved much closer to second edition mechanics.

From a lore standpoint, the notion of being a Death Legacy was discarded. Perhaps that is how the Tremere originally started, but they have since grown into a full Order, a third sect to rival the Pentacle and Seers. The Tremere in second edition are convinced that they have a monopoly on a secret truth: that the subtle Arcana are one truth of the soul, and that the divisions of the Arcana are a Lie. The gross Arcana are merely extensions of this truth.

The Final Watchtower is the most powerful Truth in the cosmos, locked away in the Abyss to prevent knowledge of it in the Fallen World. Tremere differ on whether or not it was the Exarchs, a consequence of the universe shattering, or stranger beings locking away. The key point is that the truth of the soul was hidden away, and they have found it. Most Tremere do not view their condition as a curse, nor do they think they have surrendered their being or identity to the sixth Watchtower. Instead, they view the Final Watchtower as the one true soul.

There are different views within the Order on why the Tremere must consume souls:

The second edition Tremere still abide by the Sevenfold Oath and believe that the Supernal is the ultimate truth, albeit an incomplete one. They despise things that sever a soul’s connection to the Supernal, and actively hunt down and destroy them. They also despise the Abyss, perhaps more so than the other two major sects, since they believe it holds the ultimate Truth prisoner.

In keeping with the spirit of second edition, the Atlantean themes are extremely downplayed. Some early versions of the Suspire might talk about the seventh dragon, but most Tremere today consider those to be just stories. The Suspire today is a collection of legends about the origins of the Tremere and lore regarding the Final Watchtower. Different princeps maintain different versions of The Suspire, adding their own discoveries to it based on visions, deep meditation in the astral, or what they find in ruins from the Time Before.

FAQ

Questions and answers.

More Todos/Ideas

Perhaps more interaction between Ego and Hollow? Right now Ego exists simply to not break the game balance.

Create the Order Merit for the Tremere.

A huge revamp to make things simpler and reduce the relative power of the Tremere:

Changelog

This documents the iterative changes to the mechanics.