Monday, December 5, 2016

Heartland Orphans: The Witch

Today I feature another member of the flock of Strix from my short Vampire the Requiem Chronicle, Heartland Orphans: the Witch. This monster is both a greater and lesser danger than most. On one hand she doesn’t care about Vampires or Mortals. On the other hand, she leaves a troublesome trail of gruesome murders in her wake.

In my game, the Witch was ultimately burned alive when she was trapped by her bane.

The Witch

Strix_Artwork
Appearing as an owl composed of shadow and smoke, the Witch often seeks vampiric hosts to power her magics. When such are in short supply, she begrudgingly befriends ambitious Kindred, trading occult secrets for samples of their vitae to power her rituals.

Skilled in blood magic, the Witch seeks to find her mother, the ancient vampire known as the Antediluvian. She doesn’t believe she died and has developed a ritual that will point her toward the Kindred’s location.

Believing that she can rejoin the godhead, in this case the Antediluvian, the Witch seeks to master blood magic, uncover the location of her goddess and then merge her “soul” with what she sees as her origin.

Vice: Ritual
Aspirations:
  • Find the Antediluvian
  • Sacrifice a willing vampire to power the most powerful form of her magic
Shadow Potency: 3
Attributes: Power 4, Finesse 3, Resistance 3
Skills: Athletics 2, Brawl 2, Intimidation 2, Investigation 1, Occult 3

Corpus: 5
Willpower: 6
Size: 2
Speed: 12
Defense: 4 (typically 4 in a host)
Initiative: 6

Embodiments: Shadow Form, Possess Corpse, Possess Revenant
Dread Powers: Breath Eater, Smoke and Mirrors, Kindred Disciplines 2 (Auspex 2, Cruac 4, Nightmare 2)
Vitae: 12, 3/turn
Banes: fire, sunlight, unable to cross a line of salt

Though she rarely does so the Witch can also invoke the traits of her lair when one or more of these Tilts (or those of her siblings) is already present: Dim light, Undergrowth, Decayed.

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