Those rare Sabbat who have retained Thaumaturgical talents have turned their focus to the assistance of the Sect in times of war. This path has proven useful, turning the tides of several confrontations with elder vampires. The path adopts a very martial stance, whereas other blood magics tend to have subtler, less violent effects. It is rumored that some Camarilla Tremere have learned this path, but very few of them have the right temperament to wield this path effectively. This path can be used in the sense of self buffing one's self or buffing another. Making it valid for a badass Tremere that can fight or for them to buff their allies.
• War Cry:
A vampire on the attack can focus his will, making him less susceptible to battle fear or the powers of the undead. The vampire shouts a primal scream to start the effect, though some thaumaturges have been known to paint their faces or cut themselves open instead.
For the duration of one scene the kindred gains two dice versus Rötschreck, and both his Resolve and Composure are considered one higher for the purposes resisting mental supernatural powers (i.e. dominate or presence). A character may only gain the benefits of War Cry once per scene.
•• Strike True:
The vampire makes a single attack, guided by the unholy power of her Blood. This attack strikes its foe infallibly.
On the next attack the kindred makes during this scene subtract a number of dice from the attack equal to the cainites Resolve from the vampires attack pool afterdefense is subtracted. These dice are automatically considered successful with no roll required. If however the defense of the target lowers the cainites attack to a chance dice, this power grants him a number of equal to his Resolve dice to roll normally to attack with.
••• Wind Dance:
The thaumaturge invokes the power of the winds, moving in a blur. She gains a preternatural edge in avoiding her enemies’ blows, moving out of their way before the enemy has a chance to throw them.
The player may avoid and parry any number of attacks with her full defense or dodge regardless of how many times she is attacked in a turn. This power lasts for one scene.
•••• Fearless Heart:
The vampire temporarily augments his abilities as a warrior. Through the mystical powers of blood magic, the character becomes a potent fighting force.
Fearless Heart grants the vampire an extra point in each of the Physical Attributes (Strength, Dexterity, and Stamina). The effects last for one scene, and a character may gain its benefits only once per scene. The vampire must spend two hours in a calm and restful state following the use of Fearless Heart, or lose a blood point every 15 minutes until he rests.
••••• Comrades at Arms:
This ability extends the power of the previous abilities in the path. It allows any of the earlier effects to be applied to a group such as a pack or War Party.
The player chooses one of the lower-level powers in the path, invoking it as normal. Afterward, he touches another character and (if the roll for Comrades at Arms is successful) bestows the benefit on her as well. The same power may be delivered to any number of packmates, as long as the rolls for Comrades at Arms are successful and the thaumaturge pays the appropriate blood costs.