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Neptune’s Might

Level 1
Eyes of the Sea

The thaumaturge may peer into a body of water and view events that have transpired on, in, or
around it from the water’s perspective. Some older practitioners of this art claim that the
vampire communes with the spirits of the waters when using this power; younger Kindred
scoff at such claims.

■ Cost: Free
■ Dice Pools: Resolve + Neptune’s Might
■ System: The number of successes rolled determines how far into the past the character can
look.

Successes Result
1 success One day
2 successes One week
3 successes One month
4 successes One year
5 successes 10 years
The Storyteller may require a Resolve + Occult roll for the character to discern very small
details in the transmitted images. This power can only he used on standing water; lakes and
puddles qualify, but oceans, rivers, sewers, and wine glasses do not.

■ Duration: Depending on the vision

Level 2
Prison of Water

The thaumaturge can command a sufficiently large quantity of water to animate itself and
imprison a subject. This power requires a significant amount of fluid to be fully effective,
although even a few gallons can be used to shape chains of animated water.

■ Cost: One Rouse Check


■ Dice Pools: Intelligence + Neptune’s Might
■ System: The number of successes scored on the roll is the number of successes the victim
must score on a Strength + Athletics roll to break free. A subject may be held in only one
prison at a time, although the caster is free to invoke multiple uses of this power upon
separate victims and may dissolve these prisons at will. If a sufficient quantity of water (at
least a bathtub’s worth) is not present, the difficulty of the activation roll is placed at 3.
■ Duration: Until deactivated or the prisoned brakes free

Level 3
Blood to Water
The thaumaturge has now attained enough power over water that she can transmute other
liquids to this basic element. The most commonly seen use of this power is as an assault; with
but a touch, the victim’s blood transforms to water, weakening vampires and killing mortals
in moments.
■ Cost: No additional cost, but the Humanity cost is potentially severe
■ Dice Pools: Intelligence + Neptune’s Might
■ System: As extinguish vitae but the thaumaturge may now target other creatures then
vampires. A success kills a mortal within minutes he dies in excruciating pain due to total
body collapse. On a critical success they die in one turn. Other supernatural creatures can also
be damaged.

Other liquids may be turned to water with this power (the difficulty for such an action is
reduced by one unless the substance is particularly dangerous or magical in nature). The
character must still touch the substance or its container to use this power.
■ Duration: Passive
Level 4
Flowing Wall

Tales of vampires’ inability to cross running water may have derived in part from garbled
accounts of this power in action. The thaumaturge can animate water to an even greater
degree than is possible with the use of Prison of Water, commanding it to rise up to form a
barrier impassable to almost any being.

■ Cost: Two Rouse Check


■ Dice Pools: Intelligence + Neptune’s Might
■ System: The character touches the surface of a standing body of water and rolls Intelligence
+ Neptune’s Might. Successes are applied to both width and height of the wall; each success
“buys” 10 feet/three meters in one dimension. The wall may be placed anywhere within the
character’s line of sight, and must be formed in a straight line. The wall lasts until the next
sunrise. It cannot be climbed, though it can be flown over. To pass through the barrier, any
supernatural being (including beings trying to pass the wall on other levels of existence, such
as ghosts) must score more successes than the caster on the initial roll on a single Composure
+ Resolve roll. On a critical win the wall is impassable to supernatural being.

■ Duration: One night


Level 5
Dehydrate

At this level of mastery, the thaumaturge can directly attack living and unliving targets by
removing the water from their bodies. Victims killed by this power leave behind hideous
mummified corpses. This power can also be used for less aggressive purposes, such as drying
out wet clothes or evaporating puddles to keep other practitioners of this path from using
them.

■ Cost: One Rouse Check and gain one (or more) Stains
■ Dice Pools: Intelligence + Neptune’s Might
■ System: This power can be used on any target in the character’s line of sight. The player
rolls normally; the victim resists with a roll of Composure + Occult. (Vampires with Fortitude
may resist with Composure + Fortitude.). One success gained by the caster is enough to kill a
mortal. Vampires gain hunger for each success, though if a vampire is at 5 hunger it receives
unsoakable superficial damage that cannot be healed until the next scene. On a critical success
the hunger gain and damage are doubled. The victim of this attack must also roll a Fear frenzy
(difficulty equal to the number of successes scored by the caster + 3).

■ Duration: One turn

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