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Neptune's Might
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Most vampire myths don't associate vampires with the sea, and indeed, most vampires don't feel any particular connection - the sea simply means nothing to most of them. Nevertheless, Neptune's Might has always had a small but devoted following among the Tremere. Once a thaumaturge reaches the Intermediate level of Neptune's Might, she may choose to specialize in either salt water or fresh water. Such specialization grants her two extra Traits as appropriate when dealing with the water type other choice, but also forces her to bid two extra Traits when dealing with the opposite. Blood is considered to be neither salty nor fresh for this purpose, and difficulties to manipulate it are unaffected. Note that this specialization is optional. |
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basic Neptune's Might |
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Eyes of the Sea |
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You may look deep into a body of water and view events that have transpired in, on or around it from the water's perspective. Some practitioners of this path claim that the thaumaturge communes with the spirits of the water when using this power; some younger Kindred scoff at such claims, and others simply don't care. You must stare deeply into a body of water when activating this power. You may see up to one day into the past. If you wish to see more, you must start making Simple Tests; with each successful test, you may gaze further back in time. Alternately, spending a Willpower Trait counts as an automatic success. This power can only be used on standing water - lakes and puddles will do; oceans, rivers, sewers or wineglasses will not. |
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Prison of Water |
With this dramatic power you can command a sufficiently large body of water to animate itself and imprison a subject. A significant amount of fluid is required for this power to be truly effective, although even a few gallons are sufficient to form chains of animated water. Mortals who are subjected to this power may drown if you are not careful (or if you want to kill them). The extreme pressures that can be brought to bear may even crush other vampires. Upon activating this power, you must invest Blood Traits into the effect. Every Trait spent equals two Physical Traits for the prison. Your Occult rating is added to this. After that, you may form a prison of water around the subject. To break free, the subject must make a Physical Test against the Traits of the animated water. If he wins, he breaks free, breaking the animated prison and causing the water to become inanimate. If you desire, you may crush your trapped subject, again using the prison's Physical Traits against the subject's Physical Traits. Each successful challenge results in one health level of lethal damage to the subject. You may choose to automatically drown a mortal subject. A single prison may be used on a single subject, but you are free to invoke multiple prisons for multiple subjects. You must always have a line of sight to both the source of water and the subject. The prison remains in existence as long as you are in the same area and maintain a line of sight to them, unless you become unconscious or fall into sleep or torpor. If a sufficient quantity of water is not present (at least a bathtub's worth), you must bid two additional Traits when making any challenges related to Prison of Water.
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intermediate Neptune's Might |
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Blood to Water |
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You have now attained enough power to transmute other liquids into water. The most commonly seen form of this power is an assault: With but a touch, you may transmute the victim's blood into water. For a mortal, this is lethal, and vampires are weakened by it. You must touch your intended victim when activating the power. You may then spend as many Mental Traits as you please; every Mental Trait counts as one Blood Trait that becomes water. For a mortal, this means death in minutes; a vampire is weakened as the vitae in his system effectively disappears. What's more, the vampire suffers wound penalties as if he were injured, even though actual injury is not inflicted. Those with at least Basic Fortitude are unaffected by this, but still lose the Blood Traits normally. The water evaporates out of a vampire's body at a rate of one Blood Trait per hour, but the lost blood will not return. Liquids other than blood can be transmuted into water as well, as long as you either touch the liquid itself or the container it is in.
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Flowing Wall |
With this power you can command water to such an extent that you can form it into an almost impenetrable wall. You must touch the surface of a standing body of water and spend two Willpower Traits. You must then spend Mental Traits: Each Mental Trait spent in this fashion causes 10 feet of watery barrier to appear in one dimension, either in width or height. Your permanent Mental Traits are the only limit to how tall or wide a wall you can create. The wall may be placed anywhere in your line of sight and must be formed in a straight line. The wall remains in place until sunrise. It cannot be climbed, but it can be flown over. Anyone attempting to pass through the wall must make three Static Physical Challenges against your permanent Mental Traits; unless they succeed, they cannot pass through. This also applies to characters who are in astral form or in the Umbra, although those characters use their Mental Traits instead of Physical Traits.
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advanced Neptune's Might |
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Dehydrate |
Upon reaching this level of mastery, you can directly attack both mortal and supernatural targets by removing the water from their bodies. Victims who succumb to this power leave behind hideous mummified corpses. There are other, less aggressive applications for this power, such as drying out wet clothes or evaporating puddles to keep other practitioners of this path from using them. Make a Mental Challenge against the target's Physical Traits. If successful, you inflict three levels of lethal damage on the subject. Armor offers no protection against this attack, but it can be healed normally. Vampires lose Blood Traits instead of health levels; if the target has no more Blood Traits left, she will then lose health levels as normal. The victim must make a Static Courage test against the amount of health levels lost, times two; if she loses, she is overcome with agony for that turn and cannot act. Vampires who have only lost blood are not overwhelmed until they begin to lose health levels.
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