Nocturne V.2
A World of Darkness Sim
VAMPIRES
THE CHILDREN OF CAINE
Hermetic Magic
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The hermetic magic is also known as the scholarly magic that allows to reinforce ones mind, fortify objects as well as changing the complexity of the object. It is also a school of magic that deals with conjuring, teleportation, and even famed telekinesis. Some utilyze the offensive powers of this magic to hurl literal flames at their foes.
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LEVEL 1
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â—‰ Readiness
Using Readiness makes the caster able to gain a quicker understanding on a predicament. Enhanced lucidity enlightens the caster, allowing better reactions to changing situations and increased cleverness.
System:
Free Action
SPEND 1 Blood Point
Adds +1 to Wits rolls.
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â—‰ Fortify the Solid Form
By fortifying a solid object, a magus increases the strength and integrity of an item. A thaumaturge mystically transmutes a feather to become a crude blunt object, pencils become makeshift stakes, and a car becomes as tough as a tank.
System:
Free Action
SPEND 1 Blood Point
Adds +1 to a defense roll on an armor or +1 to attack rolls for a melee weapon.
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â—‰ Bind The Accusing Tongue
This ancient ritual is said to have been one of the first developed by the Tremere and a primary reason for the lack of cohesive opposition to their expansion. Bind the Accusing Tongue lays a compulsion upon the subject that prevents him from speaking ill of the caster, allowing the thaumaturge to commit literally unspeakable acts without fear of reprisal.
System:
Extended Action (takes 3 turns to cast)
SPEND 1 Blood Point
Roll Resolve + Occult vs Resolve + Composure
Duration: 1 day per success
The caster must have a picture or other image or effigy of the ritual's target, a lock of the target's hair, and a black silken cord.
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â—‰ Clinging Of The Insect
This ritual allows the caster to cling to walls or ceilings, as would a spider. She may even crawl along these surfaces (as long as they can support her). Use of this power seriously discomfits mortal onlookers. The character must place a live spider under her tongue for the duration of the ritual (though the spider may die while in the thaumaturge's mouth without canceling the power).
System:
Free Action
SPEND 1 Blood Point
Allows to walk on walls and ceiling.
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LEVEL 2
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◉◉ Centering
By invoking this power, the thaumaturge causes a sudden, intense calmness in the subject by whispering soothing words to her. While under this serenity, the target is able to better focus on tasks at hand, ignoring distractions and annoyances, including grave bodily harm.
Magi in fear of frenzy often use this power on themselves to achieve a state of tranquility, as emotions are stifled.
System:
Normal Action
SPEND 1 Blood Point
ROLL Wits + Occult, Difficulty 10
Duration: 1 turn per success
This power is usable on any subject within earshot of the thaumaturge. The target is unaffected by any effect that gives penalties. This includes wound penalties, situation modifiers and Disciplines. Modifications to difficulty numbers still apply during this time, however.
In addition, due to the unnatural serenity that this power bestows, the target receives +2 to all attempts to avoid frenzy. Lupines may even be calmed from their murderous rampage if five or more successes are scored on the activation roll.
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◉◉ Burning Blade
Developed during Clan Tremere's troubled inception, Burning Blade allows a caster to temporarily enchant a melee weapon. While this ritual is in effect, the weapon flickers with an unholy greenish flame.
System:
Normal Action
SPEND 1 Blood Point.
ROLL Blood Sorcery + Occult, Difficulty 10
Duration: A Scene
The caster cuts their hand with the melee weapon, inflicting 1 damage to themselves and igniting the blade in green flames. For the scene the weapon inflicts aggravated damage (+1 static damage), unless a vampire have a way to resist their bane via fortitude Resist Bane power. A vampire that is being attacked by such blade must also roll one time Fear Frenzy check, difficulty 14. However this weapon does not ignite the target.
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◉◉ Movement of the Mind
his path gives the thaumaturge the ability to move objects telekinetically through the mystic power of blood.
System:
Normal Action
SPEND 1 Blood Point
ROLL Resolve + Composure
The difficulty to move or to suspend the object in the air telekinetically depends on the size of the object
Size Difficulty
Hand held object 8
Chair or table sized 10
Human sized 14
Bike 16
Car 18
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When used against an individual it is a resisted roll of Resolve + Composure vs Strength + Athletics, the damage is applied as usually if the power is used to slam someone against something or throw.
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◉◉ Eldritch Glimmer
Vampire may shoot a magic missile like projectile.
System:
Normal Action
SPEND 1 Blood Point
ROLL Resolve + Composure vs Dexterity + Athletics
Damage is applied as normal.
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◉◉ Crystallize the Liquid Form
Tremere designed this power to prevent other Kindred from taking vitae. This can also be used to solidify water and molten metal. Liquids within living bodies may not be altered, though blood exiting the body may be solidified
System:
Normal Action
SPEND 1 Blood Point
ROLL Intelligence + Occult, Difficulty 10
Thaumaturge may solidify any liquid in their eye sight (blood inside someones veins can't be solidified). This can be used to create blood stones which then can be used as tracking beacons.
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LEVEL 3
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◉◉◉ Lure of Flames
This path grants the thaumaturge the ability to conjure forth mystical flames. Fire created by this path is not "natural." In fact, many vampires believe the flames to be conjured from Hell itself. Fire conjured by The Lure of Flames must be released for it to have any effect. Thus, a "palm of flame" does not bum the vampire's hand and cause an aggravated wound - it merely produces light. Once the flame has been released, however, it burns normally and the character has no control over it.
System:
Resisted Action
SPEND 1 Blood Point
ROLL Resolve + Composure vs Dexterity + Athletics
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Damage is aggravated and is applied as usually.
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Vampires must roll Fear Frenzy check, difficulty 16, when attacked by it.
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When scoring 4 or more successes on this attack the target ignites in flames. Targets on fire will take 1 point of aggravated damage every turn until fire is put out. To put out a fire the victim or their helpers have to spend a full turn. An unmodified roll of 12 is required to extinguish the flames. FULL IMMERSION in water will also extinguish flames. Characters on fire can automatically break combat and flee, vampires must make a Resolve + Composure roll when on fire or they fall subject to frenzy (difficulty 18).
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◉◉◉ Conjuring
Invoking objects "out of thin air" has been a staple of occult and supernatural legend since long before the rise of the Tremere. This Thaumaturgical path enables powerful conjurations limited only by the mind of the practitioner.
System:
Normal Action
SPEND 1 Blood Point
ROLL Resolve + Occult, Difficulty 12
This power allows to conjure objects from a thin air and then send the same object back whenever vampire desires. There are limitations of course to this power as vampire may not conjure anything large or reverse conjure objects that they did not summon to begin with.
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◉◉◉ Liquefy the Solid Form
A thaumaturge may "melt" solid objects and leave them in a liquidlike state. By employing this power, attackers could find their weapons in small pools at their feet. Stakes rot away at a rapid pace, and blades corrode into soft, nondescript puddles. Some wily thaumaturges might even transmute bullets before they impact an intended target.
System:
Normal Action
SPEND 1 Blood Point
ROLL Intelligence + Occult, Difficulty 12
The thaumaturge may transform one object (under a size of a full grown human) within his line of sight.
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◉◉◉ Amulet Of Mnemosyne
This ritual allows to keep ones secrets by removing them from the memory and placing them in an amulet.
System:
Extended Action (takes 3 turns to cast)
SPEND 1 Blood Point
ROLL Intelligence + Occult, Difficulty 12
The thaumaturge spends 1 blood point and whispers his secret to a locket, sealing the memory away in the locket and entirely removing it from their mind. To get the memory back they have to hold it to their ear and listen to it.
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◉◉◉ Incorporeal Passage
Use of this ritual allows the thaumaturge to make herself insubstantial. The caster becomes completely immaterial and thus is able to walk through walls, pass through closed doors, escape manacles, etc. The caster also becomes invulnerable to physical attacks for the duration of the ritual. The caster must follow a straight path through any physical objects, and may not draw back. Thus, a Kindred may walk through a solid wall, but may not walk down through the earth (as it would be impossible to reach the other side before the ritual lapsed). This ritual requires that the caster carry a shard from a shattered mirror to hold her image.
System:
Normal Action
SPEND 1 Blood Point
ROLL Intelligence + Occult, Difficulty 12
Duration: 1 turn per success
The caster may prematurely end the ritual (and, thus, her incorporeality) by turning the mirror shard away so that it no longer reflects her image. Once the ritual is used the mirror shard breaks.
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◉◉◉ Mirror Of Second Sight
This object is an oval mirror no less than four inches (10 cm) wide and no more than 18 inches (45 cm) in length. It looks like a normal mirror, but once created, the vampire can use it to see the supernatural: It reflects the true form of Lupines and faeries, and enables the owner to see ghosts as they move though the Underworld. The caster creates the mirror by bathing an ordinary mirror in a quantity of her own blood while reciting a ritual incantation.
System:
Extended Action (takes 3 turns to cast)
SPEND 1 Blood Point
ROLL Intelligence + Occult, Difficulty 14
The ritual requires one point of the vampire's blood. Thereafter, the mirror reflects images of other supernatural creatures' true forms — werewolves appear in their hulking man-wolf shapes, magi glow in a scintillating nimbus, ghosts become visible (in the mirror), and so on. Sometimes, the mirror also reveals those possessed of True Faith in clouds of golden light.
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◉◉◉ Soul Of The Homunculus
A thaumaturge in need of assistants for research work cannot always rely upon the loyalty of apprentices, but who doubts the loyalty of one's own flesh? A homunculus is a tiny creature crafted out of the caster's blood and tissue and invested with life via Thaumaturgy. Crafting a homunculus takes several hours of uninterrupted work, and a thaumaturge can have only one homunculus at a time.
The horrid little entity takes shape in a bubbling morass of oil, blood, denuded bone, and chunks of the caster's body. At the conclusion of the ritual, the homunculus crawls from its fatty birthing caul to serve its master. It can move about under its own power, and may be used as a spy or a means to fetch materials. The homunculus acts according to its master's orders, which may be issued by thought as long as the beast is in its creator's presence. Over time, some homunculi may develop their own personalities and goals.
System:
Extended Action (takes 5 turns to cast)
SPEND 1 Blood Point
ROLL Intelligence + Occult, Difficulty 14
A homunculus has 3 HP and two dots in each Physical Attribute. It works much like a limb of the creator, as the homunculus only moves or acts if the caster so wills it. Homunculi are damaged by sunlight and fire like Kindred. A homunculus, though created from the caster's flesh, is a separate physical entity, and thus does not count as an arcane connection, nor do its bodily fluids count as its creator's blood.
Note: A homunculus is a tiny creature crafted out of the caster's blood and tissue, shaped to perform menial tasks or to be a spy. Homunculi can have many different capacities, including limited flight, burrowing, or grunting speech. Establishing a psychic connection to a homunculus causes a link instead to the consciousness of its creator. These creatures tend to be loyal, if prone to pranks and cruel amusements. A homunculus has two health levels and two dots in each Physical Attribute. When it is destroyed, its creator takes one unsoakable point of aggravated damage. A homunculus must be fed one blood point each week, or it will wither and die.
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LEVEL 4
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◉◉◉◉ Dual Thought
With the rigors of concentration required to learn Thaumaturgy, many Tremere are able to take quick and complete control of a situation. With this power, the thaumaturge is able to divide his attentions to two completely separate tasks without problems. As One-Tracked Mind forces the subject’s attention into a single objective, Dual Thought expands the thaumaturge’s concentration to the point that focus upon two goals is possible.
System:
Free Action
SPEND 1 Blood Point
Successful use of Dual Thought allows the caster to take an extra action during his turn. This is restricted to mental actions, be it the use of Disciplines such as the use of Auspex or Thaumaturgy, or the contemplation of some problem, If the character is using both actions to solve a problem, he has two separate dice pools to draw from. These two actions happen at the same times, as determined by the initiative rating of the character.
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◉◉◉◉ Unweave Ritual
Thaumaturges have long used their powers to inflict harm upon those that have offended them or compete against their interests. Often, it is a rival thaumaturge that is the most dangerous and willing to strike out against a blood magician. Unweave Ritual allows a thaumaturge to identify the enemy ritual under which she labors and then create a countering blood magic ritual to unweave it. Thaumaturges skilled in this magic learn general principles to confound other rituals, shrug off their effects, or collapse them prematurely.
System:
Normal Action
SPEND 1 Blood Point
Roll Intelligence + Occult, Difficulty 10
Thaumaturge may undo any magic, however they must score equal amount of successes to the level of the magic cast.
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◉◉◉◉ Inanimate Form
The vampire can take the shape of any inanimate object of a mass roughly equal to her own. A desk, a statue or a bicycle would be feasible, but a house or a pen would be beyond this power's capacity.
System:
Normal Action
SPEND 1 Blood Point
The transformation takes one turn, during which the user may take no other actions unless they have extra actions from celerity.
This power lasts for the remainder of the night, although the character may return to her normal form at will.
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◉◉◉◉ Scry
Scrying is the practice of remote viewing via a reflective, translucent substance such as water. The thaumaturge must craft a wide silver bowl and then fill it with purified spring water mixed with a drop of owl's blood. Next, she must concentrate upon her intended target and gaze into the bowl. If successful, the caster can see and hear what is happening around the target as though she were personally there.
System:
Extended Action (takes 3 turns to cast)
Roll Intelligence + Occult, Difficulty 14
Once the bowl and water is prepared according to the specifications, the thaumaturge must concentrate for a minute before attempting to scry her target. This ritual lasts for a number of turns equal to the successes for the activation roll. The thaumaturge only has to concentrate during this duration to view scenes through the water. If a location is the center of the Scry, this location cannot be changed throughout the duration of the ritual. The caster cannot use Auspex powers, Thaumaturgy, or similar mental Disciplines through the Scry.
If the caster is attempting to scry an item or place, she must be familiar enough with it to have formed a psychic attachment with it. If the caster intends to scry upon a person, she might have in her possession an object with a psychic resonance with the target.
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LEVEL 5
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◉◉◉◉◉ Perfect Clarity
Perfect Clarity brings about a Zen like moment of unimpeded insight for the thaumaturge. Pure focus is achieved, thought and action become one, and the complete serenity of mind descends upon the Kindred Magus. This lucidity protects the thaumaturge from influences both internal and external; even the Beast within is unable to rage forth.
Some practitioners have likened use of this power with the state of Golconda (theoretically, of course) but the upper Tremere hierarchy denies this as much as they deride the existence Golconda itself.
System:
Normal Action
SPEND 1 Blood Point
ROLL Resolve + Composure, Difficulty 14
Duration: A Scene
All difficulties go down by -2. Kindred also gets +2 bonus to any mental or emotional resist rolls. The Kindred is also immune to frenzy and Rotschreck from all sources, even by supernatural means.
◉◉◉◉◉ Mercury
Allows vampire to use their blood to teleport themselves.
System:
Normal Action
SPEND 3 Blood Point
ROLL Resolve + Composure, Difficulty 16
This allows a teleportation around the sim to the locations that you personally been at. This does not allow to teleport others with you.
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◉◉◉◉◉ Enchant Talisman
This ritual is the first taught to most Tremere once they have attained mastery of their first path. Create Talisman allows the caster to enchant a personal magical item (the fabled wizard's staff) to act as an amplifier for her will and thaumaturgical might. Many talismans are laden with additional rituals (such as every ward known to the caster). The physical appearance of a talisman varies, but it must be a rigid object close to a yard or a meter long. Swords and walking sticks are the most common talismans, but some innovative or eccentric thaumaturges have enchanted violins, shotguns, pool cues, and classroom pointers.
System:
Extended Action (takes 3 turns to cast)
SPEND 2 Blood Points
Roll Intelligence + Occult, Difficulty 14
Over this time, the vampire carefully prepares her talisman, carving it with Hermetic runes that signify her true name and the sum total of her thaumaturgical knowledge. A completed talisman gives the caster several advantages. When the character is holding the talisman thaumaturge gets +3 to all thaumaturgy and blood sorcery rolls. If the talisman is used as a weapon, it gives the player an additional +2 to attack rolls. If the thaumaturge is separated from her talisman, a successful Perception + Occult roll (difficulty 14) gives her its location. A thaumaturge may only have one talisman at a time. Ownership of a talisman may not be transferred — each individual must create her own.
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◉◉◉◉◉ Stone Of The True Form
Stone of the True Form requires a small stone that is perfectly spherical. The caster must carefully coat it with a mixture made from a point of her blood and other eldritch compounds. Once the ritual is completed, the stone serves as an anchor to metaphorically connect the material world with Plato's world of idealized forms. If the thaumaturge has the will, she can force others to assume their natural shape.
With a single touch of the stone, the caster may engage the target into a contest of willpower to force them to assume their natural form. A thaumaturge might use a Stone of the True Form on an Obfuscated Nosferatu, force a grotesque Tzimisce into a humanoid form, or even trap an enraged werewolf in its mortal form.
System:
Extended Action (takes 3 turns to cast)
SPEND 1 Blood Points
Roll Intelligence + Occult, Difficulty 14
When holding a stone the thaumaturge may start a resisted Resolve + Composure vs Resolve + Composure roll to revert them to their original form.
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