Thaumaturgy
Paths
Biothaumaturgy
This bizarre path reputedly
has its roots in the secret tomes of the inscrutable Black
Hand. Over the past few years, its esoteric secrets have
spread among certain cabals of Tremere, who regard it as
a curious mixture of Hermetic science and genetics. Biothaumaturgy
concerns itself with the manipulation of life energies.
In the laboratories of inspired biothaumaturges may be found
strange creatures almost out of myth, veritable Frankensteins
monsters and less wholesome creations.
Although it is not considered a taboo path,
Biothaumaturgy is nonetheless strange and unsettling to
those who observe its results. Biothaumaturgy does not require
the expenditure of blood points to create its magic. Rather,
the powers of this path take one week per level to complete
at Levels One and Two, and one month per level to complete
at Levels Three through Five. Biothaumaturgy also requires
the thaumaturge to have a laboratory where he may conduct
his experiments. This need be nothing more complex than
a doctors table and a few sharp knives, but it may
be as complex as the mad scientist affairs of
pulp fiction, with steaming alembics and crackling generators.
1
Thaumaturgical Forensics
The thaumaturge
may take a tissue sample from a living, dead or undead creature
and ascertain its distinguishing characteristics. A wealth
of information may be gleaned from this sample, including
information that normal forensics and genetics
would not yield, such as age, generation, clan, etc.
2
Thaumaturgical Surgery
The thaumaturge
uses his knowledge of magic and physiology to aid a body
in its regenerative capacity. Even the most grievous wounds
may heal more quickly if aided by this sorcerous art. Aggravated
damage becomes lethal, lethal damage becomes bashing and
bashing damage becomes easily slept-off fatigue (and vanishes
completely). Note that the actual surgery does not take
the above-mentioned two weeks to finish, but recuperation
times account for that period.
3
Lesser Animation
The thaumaturge
mystically endows a dead lifeform with magical energy and
imparts to it a rudimentary set of instructions. The resultant
creations carry out their orders to the letter; biothaumaturges
use this power to populate their havens with deathless guard
dogs and other, quirkier pets.
This power affects plants and simple animals nothing
more than a single tree or dog per use. If the effect is
successful, the animated creation may be given a one-sentence
command, which it will fulfill until destroyed. Minor variations
on the subject may even be made a thorn thicket could
be animated to move slowly toward intruders to entangle
them, or an animate cat could be given a set of larger,
permanently extended claws that do additional damage. Creatures
animated in this fashion immediately crumble to dust if
stricken by sunlight, and suffer double damage from fire.
4
Greater Animation
At this
level, the thaumaturge has refined her knowledge to allow
her to animate more complex creatures. Even human corpses
and large animals may be given the spark of life
with this power. Certain lifeforms are probably beyond the
capacity of this power zombie whales sound fairly
foolish. This power also allows minor changes to be made
to the subjects, or allows major changes to be made to lesser
subjects. For example, an animate human corpse may wield
a bone-hook instead of a hand, or a rat might be able to
fly with a pair of leathery gargoyle-wings made from the
bones and skin of birds and infants.
A human animated in this manner retains none of his original
self. This power merely animates the corpse;
it does not reunite the spirit with the body.
5
Cognizant Construction
The pinnacle
of Biothaumaturgy, this power bestows a dead creature animated
through one of the lesser powers of this path with a semblance
of the intelligence it had in life. Animated animals possess
a malicious cunning while higher lifeforms gain a shrewd
ability to reason deductively rather than satisfy rote commands.
Although this power gives an animation a base intelligence,
the creature nonetheless still serves the orders it is given
by its creator. A creature animated via Cognizant Creation
has Mental Attributes of one less than it possessed in life
(but never below 1). This wont be creating any undead
geniuses, but the story effect is that it creates an animated
monster capable of reasoning. A Cognizant Construction wont
mindlessly fight to its second death if it sees a better
or cleverer way of routing foes, and it will be capable
of other deductive tasks as well.
Path of
the Levinbolt
Medieval
Tremere experimented with harnessing lightning itself, but
their understanding proved only rudimentary. Without knowledge
of electricity, thaumaturges could only rely on a simple
ability to hold and discharge energy. Furthermore, other
paths like the Lure of Flames proved more useful in their
struggle to establish the clan's place. For these reasons,
the Path of the Levinbolt faded to obscurity through the
Dark and Middle Ages, and remained hidden away in grimoires
until the Victorian Age.
The birth of science and understanding of electricity revitalized
the Path of the Levinbolt--the combination of mystical astrology
with a rational understanding allowed thaumaturges to rebuild
and rechannel its principals. No longer did thaumaturges
have only some limited skill in charging themselves with
lightning; now they could arc, focus and handle the very
elements! Older practitioners spent minutes collecting the
energy necessary to charge this Paths discharges,
but modern thaumaturges could gather the electricity in
mere seconds, to direct as they chose. As a thaumaturge
collects the energy of the Levinbolt, she often takes on
an electrical aspect: sparks my play at her fingertips,
or a purplish halo may seem to surround her hands as a warning
of storms to come. Mighty discharges often result in a sort
of flaring afterimage like a photo negative as the powerful
lightning makes a stark contrast to surrounding darkness.
Spark
Novice
thaumaturges can build up a tiny static charge, enough to
make a noticeable snap with a touch. Such a discharge poses
little threat to healthy targets, though the energy can
ruin delicate electronics or stun an unlucky victim. System:
The thaumaturge simply touches a target (after the requisite
blood expenditure and Willpower roll by the player) and
releases the spark. The electricity can snap from any part
of the casters body, so a thaumaturge might give an
unpleasant surprise to someone touching her. The resulting
discharge inflicts two dice of electrical damage (generally
lethal). The time required to draw out the electricity varies
with the successes scored: with one success, the vampire
might need a turn or three to accumulate the energy; with
three successes, only a couple of seconds; with five successes,
instantly. The caster must use the power immediately after
invoking the magic.
Illuminate
Neonates
sometimes derogatively refer to this effect as the 40-watt
Tremere, right up until theyve felt its sting.
The thaumaturge summons enough electricity to cover her
hand or arm in arcing bolts. This power can charge a battery
or briefly run a small device, or even leave a nasty burn
on a touched subject. System: Each success scored on the
players Willpower roll translates to approximately
one turn of power sufficient to run a handful of lights
or a small electrical device. Alternately, the thaumaturge
can shock someone by touch as with the Spark power, but
for four dice of (lethal) electrical damage; such a use
immediately discharges the energy. The current created with
this power is not strong enough to force its way through
less-than-ideal conductors, though, and simply inflicts
electrical damage on raw metals, woods or other matter in
the form of a burn. The thaumaturge can alternately allow
the electricity to spark about her hand, eyes, head or the
like; this creates illumination about equal to a dim light
bulb, and obviously gives a two-point bonus to Intimidation
rolls against unassuming victims (like mortals). In conjunction
with a Dexterity + Crafts roll (difficulty 7), the thaumaturge
could even use his fingers to perform crude metal welding,
though this can easily heat metal enough to inflict aggravated
damage to the caster.
Power Array
Like a
looming thundercloud, the thaumaturge holds the waiting
fury of lightning. Although the vampire cannot create or
direct a charge strongly or accurately enough to launch
actual bolts of electricity, she can conduct power through
other substances or even absorb nearby energies. System:
As with lesser levels of this path, the thaumaturge can
discharge a shock of electricity, this time up to six dice
of lethal damage; the charge remains active for a number
of turns equal to the number of successes scored by the
player on the initial roll. With this power, the thaumaturge
can also send the power through any conductive substance
touched; a metal sword (with a similarly metal handle) could
carry the thaumaturges electric touch--the bolts of
lightning would literally snap across the blade into the
target touched. The thaumaturge could also briefly power
a large device or continue to power a small device for the
duration of the effect. Though perhaps an ignominious use,
a sorcerer could conceivably find himself needing just a
minute to look into an unpowered computers files,
to override an electrical lock or to start a dead car battery.
Other power sources offer alternatives: the thaumaturge
can choose to channel other electrical energies through
herself if desired, which lets her draw power out of a car
battery or power line without injury and without counting
against her own power generation. By touching both power
source and subject, the thaumaturge can act as a near-perfect
conductor without any harm to herself.
Zeus Fury
Accomplished
thaumaturges can not only absorb electrical power, but shape
and redirect it. The vampire may arc lightning from her
body to nearby targets or hold a potent charge that raises
hair on end and sparks with suppressed energy. System: The
successes scored by the player determine the number of turns
that the vampire can harness Zeus Fury. The character
holds a total of 10 dice of electrical power, which can
be discharged through touch or in arced bolts in any combination
desired--so the player could choose to spend four dice of
damage in a touch attack, and then arc the remaining six
dice into a bolt of lightning the next turn. As with lesser
levels of power, a touch can fuel or overload electrical
devices. The thaumaturge directs hurled bolts with Perception
+ Science (difficulty of 6 plus the range in yards--up to
a maximum of 10, at the maximum range of 4 yards).
Eye of the Storm
The thaumaturge
becomes a shifting, sparking pillar of electrical power.
Her merest glance can prove dangerous, her touch explosively
fatal. The energy channeled in the Eye of the Storm can
tear apart a mortal body or spectacularly detonate all but
the most heavily shielded electrical components. Wood, metal,
plastic and similar materials combust dramatically with
contact, burn or even sublimate. System: At this level of
mastery, the vampire can discharge 14 dice of damage by
touch or launch lesser bolts of electricity as with Zeus
Fury, above. Materials or entities that come in contact
with the thaumaturge automatically suffer one die of lethal
electrical damage each turn (this does not count against
the usual dice pool, and adds to touch damage). The sparking,
glowing form of the thaumaturge becomes a veritable halo
of energy, and onlookers suffer from the excessively bright
light and flashing afterimages (which can increase the difficulty
of most tasks simply due to the distraction). The nimbus
discharges at a rate of one die per turn unless otherwise
spent, or unless a number of turns elapse equal to the successes
scored by the player on the initial roll.
Thaumaturgical
Countermagic
This is
less of a path than it is a separate Discipline, as the
power to resist Thaumaturgy can be taught independently
of Thaumaturgy., even to those Kindred who are incapable
of mastering even the simplest ritual. However, the techniques
of Thaumaturgical Countermagic are not officially taught
outside Clan Tremere for obvious reasons. Any non-Tremere
who displays the ability to resist Thaumaturgy quickly becomes
the subject of potentially fatal scrutiny from the entirety
of Clan Tremere.
System: Thaumaturgical Countermagic is treated as a separate
Discipline. It cannot be taken as a characters primary
path, and a rating in it does not allow the character to
perform rituals. The use of Thaumaturgical Countermagic
is treated as a free action in combat and does not require
a split dice pool. To oppose a Thaumaturgy power or ritual,
a character must have a rating of that power or ritual (which
means that rituals of six or greater cannot ever be countered
with this power). The player spends a blood point and rolls
the number of dice indicated by the characters Thaumaturgical
Countermagic rating (difficulty equal to the difficulty
of the power in use). Each success cancels one of the opposing
thaumaturges successes.
Thaumaturgical Countermagic can only be used against Tremere
Thaumaturgy at fool effectiveness. It works with halved
dice pools against non-Tremere blood magic and mortal "hedge
wizardry,"and is completely against non-vampiric magics
and powers.
Thaumaturgical Countermagic can be learned by characters
who are unable to learn Thaumaturgy (e.g. those with the
Merit Magic Resistance). Any non-Tremere character with
a rating in this power automatically gains the Flaw Clan
Enmity (Tremere), receiving no freebie points for it. This
power cannot be taken during character creation and cannot
be spontaneously developed. It cost the same as any other
non-Clan Discipline to use.
Two dice of countermagic. The character can attempt to cancel
only those powers and rituals that directly affect him and
his garments.
Four dice of countermagic.
Six dice of countermagic. The character can attempt to cancel
a Thaumaturgy power that affects anyone or anything in physical
contact with him.
Eight dice of coutnermagic.
Ten dice of countermagic. The character can now attempt
to cancel a power or ritual that targets anything within
a radius equal to his Willpower in yards, or one that is
being used or performed within that same radius.
Path of
Corruption
These
powers must be used on a victim within arms length.
Followers of Set may learn this path without knowing Thaumaturgy.
Contradict
Roll: Manipulation + Subterfuge, difficulty Willpower +
1
The vampire may cause a victim to do the opposite of what
she was originally going to do.
Disfiguration
Roll:
Intelligence + Disguise, difficulty 8
The vampire may alter the facial appearance of a target.
This may be used to make someone look better, worse, or
just different. The difficulty to use this power for impersonation
is 10.
Change Mind
Roll:
Manipulation + Empathy, difficulty Willpower + 1
The vampire may choose a Demeanor, and force a victim to
adopt it, for the following time periods:
1 suc. one turn.
2 suc. one day.
3 suc. one month.
4 suc. one year.
5 suc. permanently.
Cripple
Roll:
Willpower, difficulty Courage + Fortitude + 3
The vampire can make a victim effectively paraplegic, for
the following time periods:
1 suc. one turn.
2 suc. one day.
3 suc. one month.
4 suc. one year.
5 suc. permanently.
Corrupt Soul
Roll:
Charisma + Empathy, difficulty Willpower + 3
The vampire may choose a Nature, and force a victim to adopt
it, for the following time periods:
1 suc. one turn.
2 suc. one day.
3 suc. one month.
4 suc. one year.
5 suc. permanently.
Movement
of the Mind
Roll: Willpower, difficulty [level of power used] + 3
By spending a blood point, the vampire may telekinetically
lift or manipulate things as if she were holding them in
her own hands. At level three, the vampire is assumed to
be able to telekinetically move herself, even if she exceeds
200 pounds. The level of the effect (the weight of the object
being moved) is limited to the number of successes on the
Willpower roll.
one pound
twenty pounds
two hundred pounds
one quarter-ton
one half-ton
Neptunes
Might
Eyes of the Sea
Roll:
Perception + Occult, difficulty 7
By looking into a standing body of water, the vampire may
see past occurances in that body of water. The amount of
time by which the vampire can see into the past is as follows:
1 suc. one day.
2 suc. one week.
3 suc. one month.
4 suc. one year.
5 suc. ten years.
Jail of Water
Roll:
Dexterity + Survival, difficulty 6
Resist: Strength, difficulty 8
The vampire may command water to rise, and trap a target.
The vampire may dissolve the jail at will, but a target
may only be in one of these jails at a time. This power
must be used near a large amount of water.
Dehydrate
Roll: Willpower, difficulty 8
Resist: Stamina + Survival + Fortitude difficulty 9
The vampire may pull water out of a target, leaving exit
wounds. Humans so injured lose one health level per success,
and vampires so injured lose one blood point per success.
To take an action the next turn, the target must roll Courage,
difficulty 6, and score three more successes than the vampire
scored. Failure means that she is in too much pain to act.
Flowing Wall
Roll:
Willpower, difficulty 6
By spending three willpower points, and touching a standing
body of water, the vampire may make a wall of water. Supernatural
creatures must score three successes on a roll of Strength
+ Courage, difficulty 9, to cross this barrier. The vampire
may dissolve the barrier at will.
Blood to Water
Roll:
Willpower, difficulty Humanity + 3, to 10
By touching a victim, the vampire may convert one of the
victims blood points to water for each success. This
is fatal to mortals, and vampires lose one die from all
pools for each blood point lost this way. When the vampire
sleeps, the water disappears, but the blood does not return.
Lure of
Flames
Roll:
Willpower, difficulty [level of power used] + 3
By spending a blood point, the vampire may create a flame,
anywhere within line of sight, that will not burn anything
until released. She must also roll Perception + Alertness
to place it anywhere other than her own body. The level
of the effect (the size of the flame) is limited to the
number of successes on the Willpower roll.
candle flame
hand of flame
torch flame
large bonfire
large forest fire
Blood
Thaumaturgy
A Taste for Blood
Roll:
Perception + Occult, difficulty 7
By touching the blood of a vampire, the vampire may make
an approximation as to the last feeding time, the amount
of blood left in a vampire, her rough generation, etc.
Blood Rage
Roll:
Dexterity + Subterfuge, difficulty Willpower
The vampire may force a vampiric victim to spend one blood
point per success, and may decide how the blood is spent.
Blood of Potency
Roll:
Manipulation + Survival, difficulty 8
The vampire may temporarily reduce her generation. Each
success either reduces the vampires generation by
one, or adds one hour to the time period for which it is
reduced.
Theft of Vitae
Roll:
Intelligence + Medicine, difficulty Willpower
The vampire may steal blood from a victim, at a rate of
one point per success. The difficulty is to use this power
is 6 against a non-living source (IE a plasma bag).
Cauldron of Blood
Roll: Willpower, difficulty [blood points to be burned]
+ 4
The vampire may boil some of the blood of another vampire
or mortal, which will burn all at once. This causes one
aggravated wound per blood point boiled, in addition to
blood loss.
Spirit
Thaumaturgy
Evil Eye
Roll:
Manipulation + Intimidation, difficulty Humanity
The vampire may inflict one botched die per success on the
victim any time during that scene. These botches can be
accumulated, and added to any roll, in any number, but any
unused by the end of the scene are lost.
Spirit Sight
Roll:
Perception + Occult, difficulty Willpower
The vampire may see spirits in whatever form they have taken,
and may even communicate with them.
Spirit Slave
Roll:
Willpower, difficulty 6
Resist: Willpower, difficulty 6
The vampire may demand a service of a spirit in her presence,
and if the spirit is capable of this task, it must perform
it. The spirit is free to leave afterward.
Fetishes
Roll:
Willpower, difficulty Willpower
Resist: Willpower, difficulty Willpower
The vampire can force a spirit to inhabit an object, where
it will become a permanent slave. She automatically loses
one Humanity for doing this, if the spirit was not willing.
Journey
By spending
a willpower point, the vampire may leave her body, and roam
the physical world as a spirit. In this form, she may be
attacked as a spirit, but not physically, and may use mental
disciplines. She is generally visible, and appears naked,
unless she uses Obfuscate.
Weather
Control
Roll:
Willpower, difficulty [level of power used] + 3
By spending a blood point, the vampire may create weather
anomalies. She must also roll Manipulation + Survival, difficulty
dependent on the typical likelihood of the weather pattern
being perpetrated. (Lightning on a sunny day in Kenya is
difficulty 9; fog in London is difficulty 3.) In the event
of lightning, treat the strike as a firearm, doing ten dice
of damage. The level of the effect (the magnitude of the
weather anomaly) is limited to the number of successes on
the Willpower roll.
fog
rain
storm
wind
lightning
Gift of
Morpheus (Sabbat)
Cause Sleep
Roll:
Manipulation + Empathy, difficulty Willpower + 3
The vampire may put a victim to sleep. If the target is
a vampire, a willpower point must also be spent.
1 suc. the victim loses one die from all pools next turn.
2 suc. the victim loses one die from all pools next turn.
3 suc. the victim goes to sleep.
Mass Slumber
Roll:
Charisma + Leadership, difficulty 8
The vampire may affect several victims with the power Cause
Sleep. Interpret successes as per Cause Sleep.
Enchanted Slumber
Roll:
Intelligence + Subterfuge, difficulty Willpower
The vampire may put a victim to sleep, and name an event
that must occur that will enable the victim to awaken. If
the target is a vampire, a willpower point must also be
spent. If the event does not occur, the victim will stay
asleep for up to the following time periods:
1 suc. one turn.
2 suc. one night.
3 suc. one week.
4 suc. one month.
5 suc. one year.
Dreamscape
Roll:
Wits + Dreaming, difficulty Willpower
The vampire may project her own image into a dream, but
has no control over the dream other than by her own actions
within it. The vampire must have a belonging of the victim
to use this power.
Master of Dreams
Roll: Manipulation + Dreaming, difficulty 7
Resist: Manipulation + Dreaming, difficulty 7
The vampire may start changing the targets dreams,
once she has entered them by using Dreamscape. If the target
is a vampire, a willpower point must also be spent. Once
this power has been used, the target may also change her
dreams with resistance rolls, and both characters may act
in the dream as if they were awake. If either character
dies in this dream, the character also dies for real.
Biothaumaturgical
Experimentation (Black Hand)
This power
is as much science as thaumaturgy, and a laboratory, with
a lot of esoteric equipment is necessary. Assume that a
single roll represents a week of work, and an expenditure
of $1000 per level of the power being used.
Thaumaturgical Forensics
Roll:
Intelligence + Medicine, difficulty 5
The vampire can learn things about a target from a piece
of hair, skin, blood, or other tissue. Things that can be
learned by this power include age, sex, race, clan, generation,
tribe, Garou gifts, vampiric diablerie, infernal diablerie,
disciplines, Vicissitude infection, etc.
Animal Experimentation
Roll:
Intelligence + Medicine, difficulty 8
The vampire may alter an animal. Each success represents
one attribute dot, two abilities dots, one instinct, one
behavior pattern, one aspect of the creatures niche
in the ecology (such as diet or habitat), or one feature
that can be added, removed, or modified. The Storyteller
must approve all such changes.
Thaumaturgical Surgery
Roll:
Wits + Medicine, difficulty 7
The vampire may heal two levels of normal damage, or one
level of aggravated damage, done to a target, per success.
This power may not be used twice on the same injury. The
surgery takes an hour; the recovery time is one week.
Human Experimentation
As Animal
Experimentation, but may be used to alter mundane humans.
Supernatural Experimentation
As Animal
Experimentation, but may be used to alter vampires, mages,
mummies, werecreatures, spirits, faeries, etc.
Elemental
Mastery
Elemental Strength
The vampire
may spend two willpower points to increase all of her physical
attributes by one. This power costs one willpower point
per turn.
Wooden Tongues
Roll:
Wits + Linguistics, difficulty 7
The vampire may communicate with, and get the impressions
of, inanimate objects.
Animate the Unmoving
Roll:
Willpower, difficulty 7
The vampire may animate and control otherwise inanimate
objects. This power costs one willpower point per turn,
and will not make an object perform tasks of which it would
be incapable even if it could move.
Elemental Form
Roll:
Stamina + Repair, difficulty 6
The vampire may turn into an inanimate object of size roughly
equal to her own. At least three successes are required
to be able to use disciplines in this form.
Summon Elemental
Roll:
Manipulation + Science, difficulty 8
The vampire may summon an Elemental. With a roll of Charisma
+ Intimidation, it may even follow her instructions...
Path of
Conjuring
The vampire
may not summon an object larger or heavier than herself
with any power on this path.
Summoning the Simple Form
Roll:
Intelligence + [ability], difficulty 6
By spending a willpower point, the vampire may create a
simple, featureless object with no moving parts. She must
spend a willpower point each turn to prevent it from disappearing.
Permanency
Roll:
Intelligence + [ability], difficulty 6
By spending a willpower point and three blood points, the
vampire may permanently summon a simple, featureless object
with no moving parts.
Magic of the Smith
Roll:
Intelligence + [ability], difficulty 7
By spending a willpower point and five blood points, the
vampire may summon a complex object with moving parts. The
quality and functionality of the object depends on the degree
of success on the above roll.
Reverse Conjuration
Roll:
Willpower, difficulty Willpower
By spending twice as many willpower points as the target
did, the vampire may dissolve the conjuration of a target.
The above roll is used as a roll to resist the Conjuration
roll
Power over Life
Roll:
Intelligence + Empathy / Animal Ken, difficulty 8
By spending ten blood points, the vampire may summon a creature
that will intelligently follow her instructions. However,
this creature will slowly become more insubstantial, and
in a month will have faded away.
Hidea
Iman: Gifts of Faith (Possessed by the Hajj of the Middle
East)
The Hajj
use this Thaumaturgic path to emulate True Faith. It is
the only path they practice and is available to them only.
There are two rites that are unique to the Hajj as well;
both are known only to Tarique and Mazen. The first is the
ward that dampens the Keening; the second is a "blessing"
that allows an Ashirra to enter a Muslim holy site, even
Mecca and Medina, for one night.
Most Hidea Iman rituals require lenghty preparation; futhermore,
the user must be absolutely pure (he cannot even have had
a Humanity check called for during the past 24 hours).
Saut Allah
Roll:
Charisma + Leadership, difficulty 6
Through one hour of chanting the Hajj can verbally inspire
his followers and grant them an extra point of temporary
Willpower.
Nuzra Allah
Roll:
Willpower, difficulty targets Willpower.
By Maintaining eye contact the Hajj can prevent one attacker
from assaulting him.
Ruh Allah
Roll:
Charisma + Leasership, difficulty targets permanent Willpower.
The successes are subtracted from 10. Once the target's
Humanity rating is reached, the frenzy is quelled.
By reciting a prayer, the Hajj can attempt to bring someone
out of a frenzy.
Ghadub Allah
The same
as Nurza Allah, the Hajj no longer needs to maintain eye
contact in order to stop an attack. Only one opponent can
be so affected.
Kubda Allah
Roll:
permanent Willpower, difficulty targets permanent Willpower.
After establishing eye contact, the Hajj can demand that
an opponent submit. Successfully attacked opponents who
do not submit suffer 2 levels of nonaggrivated damage (they
feel an outside force crushing them) per success the Hajj
makes. If they do submit, they will no longer be able to
attack the Hajj for the duration of the evening.