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MET LARP SRD

(2013 BNS MET System)

thaumaturgy

The Path of Neptune’s Might

Summary

Water is a fundamental component of life. For most creatures, water ranks as one of their greatest needs, second only to air. For humanity, access to water has shaped the growth of civilizations, carried the ships of war, and served as a barrier to distant and mysterious shores. It is no wonder that ancient miracle workers and modern thaumaturges alike have sought to exert mastery over water, harnessing its power for a variety of effects.

Many thaumaturge historians have argued over the origin of this ancient path. The Followers of Set claim that magicians of the pharaohs used the mystical properties of the blood and the power of the Nile to fertilize the lands of Kemet long before the burning of the Alexandrian Library. Greek historians claim that this power originated from the tributaries of the River Styx. Even more ancient Mesopotamian scholars claim this power was even older, originating from the banks of the Tigris and Euphrates in the Fertile Crescent. Whatever its origins, during the Age of Discovery thaumaturgists popularized it, renaming it after the ancient Roman god of the Oceans. It is said that this path was particularly popular amongst the great powers seeking to conquer the New World. It is no secret, however, that the Sorcerers among the Setites and Assamites blanch just a little when they hear the modern name of this particular path.

System

Neptune’s Might and Successive Applications: The powers of this path are like the sea as the storm rises – slow at first, but substantial at its peak. As such, successive applications of the same power to a target will cause either a new effect or cumulative effects. If an effect is titled “Cumulative Application” it stacks with the effects of the prior or subsequent use of the power on the same target. If the word “cumulative” is not in the title, the effects do not stack; instead, the effects of the new application apply. The effects of successive applications apply regardless of whether you or a different practitioner select the same target who is already under the effect of that same specific Neptune’s Might power. However, successive and cumulative effects do not last indefinitely; after 10 minutes have passed since the last application, any successive uses are once again considered a first application. Choosing to end a power’s effects prematurely does not reset the application counter but instead begins the 10-minute period.

Example: Tacy the Tremere targets Brittnie the Brujah for the first time that night with Prison of Water. Tacy is successful and Brittnie suffers the effects of the first application of the power. While Brittnie is suffering the effects of the first application of Prison of Water, Tyrone the Tremere successfully targets Brittnie with Prison of Water and, because the effects of this power are successive and not cumulative, Brtitnie now suffers only the effects of the second application of the power. Tacy and Tyrone then leave the area. Thirty minutes later, Brittnie encounters Tacy again, and once more Tacy successfully targets Brittnie with Prison of Water. Because so much time has passed since Brittnie was last under the effects of an application of the power, she now suffers only the effects of the first application of Prison of Water.

Quote

“Water holds many secrets. Waves and currents ensure that such things remain hidden. I suggest you reconsider your position and alter course, else you too many be lost at sea like so many before you.” — Judson Hare, Tremere

  • Water Mastery

    Level 1

    Some say the sea is the memory of the world, preserving her secrets and treasures for a future age. Many cultures hold reverence for bodies of water that sustain life and grant reprieve to the weary. You have the talent for communing with the seas, lakes, streams, and even small ponds; peering into them as you would another’s soul, learning their secrets and the truth of what is hidden within the depths, and causing them to react to your will.

    You can commune with a pool of water, causing it to obey your commands. Spend your standard action and 1 point of Blood. You may choose to pour the blood into the water in an offering to the spirits, though this is not required. The pool of water will respond to you as follows:

    First Cumulative Application: You may choose to influence the composition of the water, raising or lower its temperature. In large bodies of water, you can only alter the temperature up to one square mile in radius around you by a few degrees. In small ponds or bodies of water no larger than an olympic swimming pool you can change the temperature to a deep freeze or just below a boil or anywhere in between. This effect lasts for 1 hour. During this time, you may alter the temperature within the permissible range by spending another standard action. The temperature change occurs over the span of one turn. A character trapped in a body of water frozen with this effect must succeed in a static challenge using her Physical attribute + Brawl test pool against a difficulty of 10 to escape.

    ‡ Second Cumulative Application: You can now enter into a communion with the pool of water. You may ask the pool of water to reveal an event which took place within the past 24 hours which will be replayed in the reflection of its depths, visible to all. Alternatively, you may ask it to reveal the location of any item which may be immersed or submerged within it. In larger bodies, this ability is limited to objects and events within a single square mile of your current location.

    ‡ Third and Subsequent Cumulative Applications: To a limited extent you may command the water to animate. You may ask it to part up to 100 yards so that you and any allies may pass. Alternatively, you may direct it to surge against a vessel no larger than a fishing boat or living target that is in the water or against a living target within 5 steps of it. Initiate an opposed challenge using your Mental attribute + Occult skill versus the target’s Physical attribute + Dodge or Drive skill, as appropriate. If you succeed against a vessel it becomes capsized, and if you succeed against a living target, they are knocked prone.

    This power only functions on inanimate bodies of water. Animated bodies of water such as water spirits or elementals or water under magical applications such as Flowing Wall are not affected. Similarly, holy water blessed by individuals with True Faith cannot be affected.

  • Prison of Water

    Level 2

    Test pool: User's Mental attribute + Occult skill versus the target’s Physical attribute + Dodge skill targeting a character within your line of sight.

    Water grants buoyancy and allows for fluidity of movement within itself, yet when it comes to walking, being wet becomes harrying and cumbersome. You can conjure tendrils of water that attach themselves to your target, limiting her movement. If applied in sufficient numbers, you can cause them to harden and freeze.

    Spend 1 point of Blood and your standard action to make an opposed challenge using your Mental attribute + Occult skill versus the target’s Physical attribute + Dodge skill targeting a character within your line of sight. If you succeed, watery chains manifest and wrap themselves around your target. She is affected as follows:

  • Moment of Reflection

    Level 3

    Drawing upon the tranquil properties of water, you can immerse yourself in a sense of calm. In this meditative state, thoughts flow freely, and the body’s energies work rapidly. With enough concentration you may experience a breakthrough as the reflective property of water opens the mind to infinite possibilities.

    Spend 1 point of Blood and your simple action to activate this power as you enter a momentary state of deep thought and reflection. In this state, the body’s energies align, and healing occurs at a rapid pace. The use of this power does not require the presence of water, though thaumaturges often find it useful as a meditative focus. You receive benefits according to the following:

    You may only use this power on yourself and you can use this power in combat. Unlike other Neptune’s Might powers, this power’s applications do not reset after 10 minutes, instead resetting at the end of the night. Therefore, you may only benefit from the third application once per game session.

  • Flowing Wall

    Level 4

    Water, while inherently formless, has the capacity to resist force. It does so in part through both its mass and fluidity, which ceaselessly shifts and evades. You can conjure a watery vortex that remains suspended in the air around you. This flowing barrier deflects blows and redirects harmful forces, ultimately freezing into a protective shell.

    Spend 1 point of Blood and your simple action to conjure a swirling vortex of water. The water appears even in the absence of a nearby source and is clearly supernatural in origin. Once conjured, the Flowing Wall (and the subsequent icy barrier) is stationary and does not move. You may activate this power again over subsequent actions to achieve the following effects:

    After 3 applications the vortex hardens and turns into an icy barrier. It no longer provides a bonus to Dodge, but instead limits your vulnerability to attacks. The barrier has 4 health levels, it is affected by attacks and powers that cause physical damage, and it has a defense pool of 10. For as long as it has any health levels remaining, you cannot be affected by Physical challenges. The barrier is translucent, allowing for you to use and be targeted by powers that require line of sight. You may target others with Thaumaturgy powers such as Firebolt or Lightning Bolt; your magical projectiles pass through the barrier. However, you cannot shoot a gun through the barrier nor can you be affected by incoming uses of Firebolt or Lightning Bolt while the barrier still stands. You may not initiate Melee or Unarmed attacks against targets outside the barrier.

    Upon losing all of its health levels, the barrier shatters and you can be targeted normally. Any damage from the final blow in excess of the barrier’s health levels does not harm you. If your icy barrier shatters, you may activate Flowing Wall once again to create a new vortex, starting over with the first application. The effects of this power end after 10 minutes, when the barrier is destroyed, or until you leave the center of the vortex or freely exit the barrier.

  • Dehydrate

    Level 5

    Test pool: User's Mental attribute + Occult skill versus the target’s Physical attribute + Dodge skill, targeting a character within your line of sight.

    The average human body is over 60% water and contains 5 liters of blood, making it reliant on the flow of liquids in order to maintain its function. Like the unrelenting sun, you have the power to extract the moisture from your target’s body, leaving her weathered and debilitated. This process accelerates through reverse osmosis; but draining a target of moisture becomes difficult once moisture becomes scarce.

    Spend 1 point of Blood and your standard action to make an opposed challenge using your Mental attribute + Occult skill versus the target’s Physical attribute + Dodge skill, targeting a character within your line of sight. If you succeed, your target’s blood evaporates from her body and disappears. She is affected as follows:

    If your target is a living creature, she loses health levels in addition to points of Blood. Wraiths, certain types of spirits, and other creatures that do not have liquid anatomical components are unaffected by this power, subject to the Storyteller’s discretion.