clans & bloodlines

Caelestine

[1] Bond of Truth

With this discipline the Etherean can cause any target to tell her the truth. The target of this Celestine power is compelled to speak the truth, and can do nothing to stop herself from doing so.

System: After making eye contact, the Etherean roll her Charisma + Intimidation (difficulty of the targetÕs Willpower). With one success the target is compelled to speak the truth but can leave out information which she does not want the Angel to know. With five successes, the target will tell the Angel anything the Etherean wants to know.

The Bond of Truth can be resisted, by Vampires only, with three successes on a Willpower roll (difficulty 8), by the target. Any successes less than three do not break the spell of the Angel.

[2] Ethereal Light

With this level of Celestine, the Angel can cause her body to briefly glow in an intense, iridescent light. All who see this light are immediately blinded and awed by the purity of the light.

System: Kindred must make a Courage check (difficulty 7) or suffer the effects of Rötschrek. Mortals who see the AngelÕs light are often struck by epiphany. All in the surrounding area (approximately 30 feet) suffer a health level of damage that must be healed before their sight is returned. For supernatural creatures, treat this as aggravated damage, there is no soak roll for this damage. There is no roll to invoke the Ethereal Light, however, the Angel must spend a blood point.

[3] Celestial Bond

By using Celestial Bond, an Etherean can hold any one individual indefinitely with nigh unbreakable shackles of light. The shackles can bound around hand, foot, or inanimate object. Thus if an Angel wished to hold a victim prisoner, she could place a Celestial Bond around her target and a lamppost, thereby chaining the target to the post until the Angel desired her release.

System: There is no roll needed to create the Celestial Bonds, however, if the target is unwilling, which most are, she must be subdued before the Bonds may be placed. The Angel must spend one point each of Willpower and Blood to create the Bonds, and they will last indefinitely, until the Angel who placed them wishes the Bonds removed. The bond can be broken by a Strength (difficulty 8) roll. Ten cumulative successes are needed to break the Bonds, and each roll counts as ten minutes of struggling against the shackles.

[4] Sword of Damocleas

The Sword of Damocleas is a projection of the AngelÕs will. It is a glowing beam of energy in the form of an English broadsword. The Sword does no physical damage to the AngelÕs victim, but strips away willpower. Should the victim be reduced to zero willpower, she falls unconscious but unharmed. The Sword is effective against all creatures natural and supernatural, draining willpower from Garou, Fae, Wraiths, Vampires, and Magi alike.

System: There is no roll to invoke the Sword, but the Etherean must spend 1 blood point per turn that she wishes to use the sword. A Dexterity + Melee (difficulty 7) roll is needed to wield the sword in combat, and it invokes Strength + 2 points of Willpower loss. Wisdom is used for soak rolls, and there is no Fortitude bonus. Also, non-Etherean Kindred who face the Sword must roll Courage (difficulty 5), or suffer the effects of Rötschrek.

[5] Gift of Angelic Freedom

With this level of Celestine, the Angel may grant any creature, living or undead, the gift of flight for one night. (Note: Wraiths are not eligible for this gift.) The receiver of the gift immediately grow two large wings, similar in appearance to the AngelÕs. She is then capable of the same flight capabilities as her benefactor. The wings only last one evening, and dissolve into smoke when the sun appears.

System: The Angel must feed two blood points to the receiver for the wings to begin to grow. The wings sprout in one turn, and the transformation is excruciatingly painful. Anyone non-vampire receiving the gift must roll the appropriate statistic or fly into frenzy (if possible), or be incapacitated for five turns. Vampires must make a Self Control (difficulty 7) roll or be thrown into frenzy.

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