Nocturne V.2
A World of Darkness Sim
VAMPIRES
THE CHILDREN OF CAINE
Wicca - Old Magic
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Wicca is commonly known as a pagan magic, witch craft, nature magic, but it's practitioners often call it for what it really is, an old magic. This magic dates back ages, even millennia and is used to communicate with spirits and even control them as well as control weather itself. This magic also allows to perform dreamwalking into and intoxicate others.
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LEVEL 1
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â—‰ Elemental Strength
The vampire can draw upon the strength and resilience of the earth, or of the objects around him, to increase his physical prowess without the need for large amounts of blood.
System:
Free Action
SPEND 1 Blood Point
The player gets +1 Strength and Stamina. The buff lasts for 3 turns. This power cannot be stacked with itself, only prolonged.
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â—‰ Hermetic Sight
The vampire can perceive the spirit world, either by gazing deeply into it or by seeing the presence of nearby spirits as a hazy overlay on the material world, as well as speak to spirits. This power does not allow the thaumaturge to see into the realms of the dead or into the realms of the fae.
System:
Normal Action
SPEND 1 Blood Point
Roll Perception + Occult, Difficulty 10
Allows to see into spirit realm and to communicate with spirits.
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â—‰ Illuminate The Trail Of Prey
This ritual causes the path of the subject's passing to glow in a manner that only the vampire can see. The tracks shine distinctly, but only to the eyes of the caster. Even airplane trajectories and animal tracks shine with unhealthy light. The ritual is nullified if the target wades through or immerses himself in water, or if he reaches the destination of his journey. The caster must burn a length of white satin ribbon that has been in her possession for this ritual to take effect.
System:
Extended Action (takes 2 turns to cast)
Roll Perception + Occult, Difficulty 10
The thaumaturge must have a mental picture of or know the name of her prey. The individual's wake glows with a level of brightness dependent on how long it has been since he passed that way — old tracks burn less brightly, while fresh tracks blaze. Adds +3 to tracking rolls.
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â—‰ Eyes of the Night Hawk
This ritual allows the vampire to see through the eyes of a bird, and to hear through its ears. The bird chosen must be a predatory bird, and the vampire must touch it when initiating this ritual. At the end of this ritual, the caster must put out the bird’s eyes, or suffer blindness herself.
System:
Extended Action (takes 2 turns to cast)
Roll Intelligence + Occult, Difficulty 10
The vampire is able to mentally control where the bird travels for the duration of the ritual. The bird will not necessarily perform any other action than flight — the caster cannot command it to fight, pick up and return an object, or scratch a target. The bird returns to the vampire after finishing its flight. If the vampire does not put out the bird’s eyes, she suffers a three-night period of blindness.
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LEVEL 2
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◉◉ Wooden Tongues
A vampire may speak, albeit in limited fashion, with the spirit of any inanimate object. The conversation may not be incredibly interesting, as most rocks and chairs have limited concern for what occurs around them, but the vampire can get at least a general impression of what the subject has "experienced." Note that events, which are significant to a vampire, may not be the same events that interest a lawn jockey.
System:
Normal Action
ROLL Intelligence + Occult, Difficulty 10
The number of successes dictates the amount and relevance of the information that the character receives. One success may yield a boulder's memory of a forest fire, while three may indicate that it remembers a shadowy figure running past, and five will cause the rock to relate a precise description of a local Gangrel. While a plant might tell you whats been happening around it. (Combined with Herbal Wisdom)
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◉◉ Cause Sleep
The vampire can put several individuals to sleep at once. This power only affects those the vampire can see (kindred are immune). The person may still be awakened by loud noise or someone trying to rouse him.
System:
Resisted Action
SPEND 1 Blood Point (per person)
Roll Resolve + Occult vs Resolve + Composure
Three successes put the target to sleep, while one or two reduces the victim's rolls by 2 for the next turn.
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◉◉ Speed the Season's Passing
This power allows a thaumaturge to accelerate a plant's growth, causing roses to bloom in a matter of minutes or trees to shoot up from saplings overnight. Alternately, she can speed a plant's death and decay, withering grass and crumbling wooden stakes with but a touch.
System:
Normal Action
SPEND 1 Blood Point
Roll Resolve + Occult, Difficulty 10
Allows to decay plant life or wood with a touch, as well as make the live plants grow.
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◉◉ Impassable Trail
The vampire can travel through even the densest woods without leaving any sign of his passing. He will still leave a trail for creatures with powerful olfactory senses, but that will be all. the thaumaturge must carry an owl's feather steeped in Kindred vitae or burn the legs of a dead toad and carry the ashes with him while this ritual is in effect.
System:
Normal Action
ROLL Intelligence + Occult, Difficulty 10
Adds +2 against tracking rolls.
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LEVEL 3
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◉◉◉ Animate the Unmoving
Objects affected by this power move as the vampire using it dictates. An object cannot take an action that would be completely inconceivable for something with its form - for instance; a door could not leap from its hinges and carry someone across a street. However, seemingly solid objects can become flexible within reason: Barstools can run with their legs, guns can twist out of their owners' hands or fire while holstered, and statues can move like normal humans.
System:
Prerequisite: Wooden Tongues
Normal Action
SPEND 1 Blood Point
ROLL Intelligence + Occult, Difficulty 12
Duration: While in sight
This animates one object at the time. This could be as simple as impeding someones movement (roll Dexterity + Athletics to contest for a pass or spend an action), to lock the passage ways, to have weapons try to escape a grip of an owner (Strength + Athletics to contest). Alternatively vampire may animate something to attack something or someone (Ex: animate a chair, table, knife, vines, tree, etc).
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Anything human sized or small tree sized have stats or Regular level summon (See Bestiary)
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Anything huge sized, such as large oak tree have stats or High level summon (See Bestiary) Houses and vehicles are immune to this.
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◉◉◉ Enthousiasmos
A thyrsus may exude a pheromone into the air all about her person. Those affected fall into a druglike stupor as the empathogenic toxin induces visions of all sorts of ephemeral creatures: fauns chasing nymphs, angels in flight, sprites dancing in the comers of one's eyes, and the like. The pheromone induces a happiness within the affected targets, who are likely to dance around in glee to fictitious music with make-believe creatures.
System:
Resisted Action
Costs 1 Blood Point (per person)
Roll Resolve + Occult vs Stamina + Composure
Duration: A Scene
Penalty of - 1 penalty to Dexterity and Intelligence rolls per success scored over the victim (max -5 to both).
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◉◉◉ A Touch Of Nightshade
Legends of the deadly poison nightshade stretch back to antiquity when it was used to weaken the legions of Marcus Antonius during the Parthian Wars. This ritual builds on these stories to create a poison that can punish a single victim with only a touch.
The caster must anoint her hands with the bitter extract of nightshade before conducting this ritual, and then engage in skin to skin contact with her intended victim. Within half an hour, the victim begins to suffer effects that mirror that of actual nightshade poisoning. Some of the symptoms include dilated pupils, sensitivity to light, blurred vision, headaches, confusion, and convulsions.
System:
Normal Action
Roll Intelligence + Occult, Difficulty 12
This ritual creates a skin-contact poison that may only be used once before it turns inert. If the poison is not used by the end of the evening, the power fizzles and the poison is rendered useless.
The thaumaturge must apply the mystical poison to her own skin (which is immune to the poison) and then touch her intended target. Once per night, until the potency of the poison fades, the victim must make a Stamina roll (difficulty 18) to resist the effects of the poison. If the target resists the toxic effects of the poison, but still suffers from minor headaches and feels that something is wrong. Otherwise, the victim suffers an extreme reaction to the poison, causing sweating, blurred vision, and convulsions. The victim suffers -3 penalty to all physical rolls for the rest of the night.
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LEVEL 4
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◉◉◉◉ Bone Of Lies
This ritual enchants a mortal bone so that anyone who holds it must tell the truth. The bone in question is often a skull, though any part of the skeleton will do — some casters use strings of teeth, necklaces of finger joints, or wands fashioned from ribs or arms. The bone grows blacker as it compels its holder to tell the truth, until it has turned completely ebony and has no magic left. This ritual binds the spirit of the individual to whom the bone belonged in life; it is this spirit who wrests the truth from the potential liar. The spirit absorbs the lies intended to be told by the bone's holder, and as it compels more truth, it becomes more and more corrupt. If summoned forth, this spirit reflects the sins it has siphoned from the defeated liar (in addition to anger over its unwilling servitude). For this reason, anonymous bones are often used in the ritual, and the bone is commonly buried after it has been used to its full extent. A specific bone may never be used twice for this ritual, though different bones from the same corpse can.
System:
Normal Action
Roll Intelligence + Occult, Difficulty 12
The bone imbued with this magical power must be at least 200 years old and must absorb 10 blood points on the night that the ritual is cast. Each lie the holder wishes to tell consumes one of these blood points, and the holder must speak the truth immediately thereafter. When all 10 blood points have been consumed, the bone's magic ceases to work.
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◉◉◉◉ Dreamscape
This power lets the vampire telepathically project his own image into the mind of a sleeper. The vampire has no real control over the dream, but may utilize any Disciplines or Abilities he possesses in real life while inside the dream. The sleeper may or may nor remember the vampire in their dreams, depending on how well they usually remembers their dreams.
System:
Prerequisite: Cause Sleep
Normal Action
Roll Resolve + Occult, Difficulty 12
Allows you to enter someone's dream, however you may not control it.
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◉◉◉◉ Entrap Ephemera
This power allows a thaumaturge to bind a spirit into a physical object. This can be done to imprison the target, but is more often performed to create a fetish, an artifact that allows a user to channel a portion of the spirit's power through it to affect the physical world. Fetishes created by this power are often recalcitrant and fail at inopportune moments, as the spirits within are most displeased with their situation and will take any Opportunity to escape or thwart their captors.
System:
Prerequisite: Hermetic Sight
Normal Action
Roll Resolve + Occult, Difficulty 12
The number of successes dictates the level of the fetish that is created. Refer to Garou page for fetishes.
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LEVEL 5
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◉◉◉◉◉ Summon Elemental
A vampire may summon one of the traditional spirits of the elements: a salamander (fire), a sylph (air), a gnome (earth) or an undine (water). Some Tremere claim to have contacted elemental spirits of glass, electricity, blood and even atomic energy, but such reports remain unconfirmed (even as their authors are summoned to Vienna for questioning). The thaumaturge may choose what type of elemental he wishes to summon and command.
System:
Normal Action
SPEND 2 Blood Points
ROLL Intelligence + Occult, Difficulty 16
The character must be near some quantity of the classical element corresponding to the spirit he wishes to invoke. The spirit invoked may or may not actually follow the caster's instructions once summoned, but generally will at least pay rough attention to what it's being told to do. The number of successes gained determines the power level of the elemental.
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Successes Result
Failure Nothing happens
1 Lesser Elemental
2 Normal Elemental
3 Greater Elemental
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Once the elemental has been summoned, the thaumaturge must exert control over it. The more powerful the elemental, the more difficult a task this is. The player rolls Manipulation + Occult (difficulty 14)
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Successes Result
Botch The elemental immediately attacks the thaumaturge.
Failure The elemental goes free and may attack anyone or leave the scene at the Storyteller's discretion.
1 The elemental performs one service, within reason.
2 The elemental performs any one task for the caster that does not jeopardize its own existence.
3 The elemental performs any task that the caster sets for it; even one that may take several nights to complete or that places its existence at risk.
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◉◉◉◉◉ Master Of Dreams
The Master of Dreams controls the dreams of the sleeper shaping them as the will. The vampire is able to make the person remember or forget the dreams. They may manipulate them in any way they can imagine even to the point of inducing death to the dreamer from sheer terror. Combat can be handled normally.
System:
Prerequisite: Dreamscape
Normal Action
Roll Resolve + Occult, Difficulty 12
Allows to manipulate the dream after entering it. However vampire must succed in their Resolve + Occult roll vs Victims Resolve + Composure roll to make any dream alternations.
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◉◉◉◉◉ Duality
The thaumaturge can now fully interact with the spirit world. While using this power, he exists on both planes of existence at once. He is able to pick up objects in the physical world and place them in the spirit world and vice versa. Beings and landscape features in both realms are solid to him, and he can engage in any manner of interaction. He can even use Thaumaturgy and other Disciplines in either world. This is not without its dangers, however; One misstep and the vampire can find himself trapped in the spirit realm with no way to return home. Several incautious thaumaturges have starved into torpor while trapped on the other side of the barrier that separates the physical and spirit realms.
System:
Prerequisite: Hermetic Sight
Normal Action
Roll Resolve + Occult, Difficulty 12
On a success vampire may exist in both planes at once.
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◉◉◉◉◉ Weather Control
Command over the weather has long been a staple power of wizards both mortal and immortal, and this path is said by many to predate the Tremere by millennia. The proliferation of usage of this path outside the clan tends to confirm this theory; Weather Control is quite common outside the Tremere, and even outside the Camarilla. The area affected by this power is usually rather small, no more than three or four miles in diameter, and the changes the power wreaks are not always immediate.
System:
Normal Action
Roll Resolve + Occult, Difficulty 16
The effect of the weather depends on the number of successes scored.
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Successes Result
Failure Nothing happens
1 Summon Fog or Rain or Snow: -3 to all perception rolls.
2 High Winds stars: -3 to all physical rolls.
3 Storm stars: -3 to all physical and perception rolls.
4 Lightning Storm: -3 to all physical and perception rolls. The user may also call lightning upon a single foe at the time. Rolling bonus of +20 vs targets usual Dexterity + Athletics roll. This can only be used once per turn.
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NOTE: The effects do not stack with each other.
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