Might of Neptune

This Discipline is based primarily around the manipulation of standing water, although some of its more disturbing effects depart from this principle. Once a vampire reaches the third level of Neptune's Might, the player may choose to specialize in either fresh water or salt water. Such specialisation lowers all Neptune's Might difficulties by one when dealing with the chosen medium, but raises them by one when dealing with the opposite. Blood is considered neither fresh nor salty for this purpose, and difficulties in manipulating it are unaffected.

Primary Discipline Flaw:

• Eyes of the Sea

The vampire 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: One blood point.

Dice Pool: Perception + Empathy.

Action: Immediate.

Roll Results

Botch: The vampire is presented with either no, or misleading information, at Storyteller discretion. She cannot attempt this power again until the following night. The blood point spent is lost.

Failure: The vampire is presented with no information, and must wait until her next turn to attempt this power again. The blood point spent is lost.

Success System

One success: The vampire may view events up to one day previous.
Two successes: The vampire may view events up to one week previous.
Three successes: The vampire may view events up to one month previous.
Four successes: The vampire may view events up to one year previous.
Five successes: The vampire may view events up to five years previous.

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