Bloodline: Atargatis

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Bloodline: Atargatis

Atagartis

Adapted by Lilith using themes and inspirations from Vampire the Masquerade from White Wolf and Vampire the Requiem 2e from Onyx Path Publishing, Beast the Primordial from Onyx Path, Changeling the Lost 2e from Onyx Path,  and Onyx Path violent cohersion from Ericateachesnyc.

“He who lets the sea lull him into a sense of security is in very grave danger.” – Hammond Innes

Introduction

As long as there have been curiosity and sailors, stories of mermaids and aquatic humanoids exist in cultures worldwide. The stories of mermaids have enticed generations and some date back to oral traditions that predate most of Europe. The Kindred bloodline that is the Atargatis is one as varied in appearance as the stories from around the world, with no clear indication of which was the original. Waters vary, and aquatic kindred have thrived in them for as long as kindred have existed. 

Mechanics

Clans: Daeva or Gangrel

Nickname(s): Mermaids, Rusalka, Sirens, Sereia

Bloodline Disciplines: Majesty, Protean, Animalism, Resilience 

Bloodline Bane: Feeding from a victim that isn’t at least half submerged in any water reduces the amount of Vitae received by half, rounded down.

Background

One of the oldest stories one hears from sailors now or in times past is the stories and obsessions with the idea of half-human and half-fish-like creatures that lure unsuspecting sailors to their doom. The Sirens claim that their own heritage dates back to 1,000 B.C.E., to the mythos of the Assyrian goddess of fertility Atargatis,  who while iconography of her depicts her as a human, oral tradition rumored her to be a mermaid whose body would shift from fin to feet.  One story tells of the goddess  falling in love with a shepherd, a human, who tended to animals. She was so overcome with hunger, she accidentally killed him. Overcome with grief and despair she threw herself into a lake to hide from the shame and the guilt of having accidentally murdered the man she loved, she tried to change herself into a fish but, instead, changed only the lower half of her body. Sirens of this bloodline claim that this was the first instance of their oldest kindred ancestor. 

Such stories of their origins change depending on the member of the bloodline you ask. If there is a part of the world the myth of the mermaid or siren exists, there is a kindred of this bloodline who claims it as their heraldry.

Adjustment to Protean

Bloodline: Atargatis
Prerequisite: Protean •• (Discipline),
Cost: None*
Duration: Special*
Dice Pool: None
Description: The Atargatis are naturals in the water and while most kindred with protean can take on aquatic features, they take it to another level. They are able to move with twice as much speed as non-bloodline members.

Effects: 

  • Protean • Unmarked Grave – May sleep in water-logged materials instead of dry dirt for the same effect.
    • Cost: Varies; 0 for soil, earth, and water. 
  • Protean •• Predatory Aspect – Additional Atargatis-Only Option.  
    • Fins to Feet: As long as the Atargatis has rested for a day in water within the chapter, they can use the Aquatic feature of Protean to grow a tail. While in the water, their movement is x2 of their movement on land. Additionally, it is a vitae-free reflexive action to change their fins back to their feet when they leave the water.
  • Protean •••  Beasts Skin – Includes Aquatic predators, even those not native to the water you’re in.
"Siren's Call", Blur Added, by Artist Lercio4life on DeviantArt

Bloodline Devotions

The following is a list of custom bloodline devotions that have been prepared by the Story Teller team. More submitted by Players can be found in the Custom Content section of the Player’s Guide. While these Devotions are secrets of the bloodline, some can be taught to outsiders.

Echolocation

Echolocation

Bloodline: Atargatis
Prerequisites: Protean •• (Discipline), Animalism • (Discipline)

Requirement:
Previously tasted of subject’s blood (VtR 2e 92)
Cost: 1 Vitae
Duration: Scene
Dice Pool: None

Description: The depths of the ocean are some of the darkest places on earth, and the sea creatures that live there don’t rely on sight to navigate.

Effects: As long as the Kindred can hear, they may ignore all perception penalties from low light, darkness, or blindness. Additionally, the kindred is able to track movement in the dark as if they could see. She can even perceive creatures and objects that are invisible to the naked eye. Any attempt to hide a viable target from the Atargatis with a supernatural power initiates a Clash of Wills.

 

This Devotion costs 2 Experiences.

From the Depths

From the Depths

Bloodline: Atargatis
Prerequisites: Resilence •• (Discipline), Protean •• (Discipline)

Cost: 1 Vitae
Duration: Scene
Dice Pool: None

Description: Atargatis are known for their allure, but also their ability to shake off the most debilitating of environmental conditions.

Effects: Sirens with this devotion ignore all environmental tilts while in water and add their Blood Potency to all physical actions as a situational modifier when this Devotion is activated. Outside of water, Sirens may use this devotion to inflict Environmental Tilt: Flooded to the radius around them as long as a water source is within sight.

 

This Devotion costs 2 Experiences.

Mimicry

Mimicry

Bloodline: Atargatis
Prerequisites: Protean •• (Discipline)

Cost: 1 Vitae
Duration: Scene
Dice Pool: None*

Description: Deceit is the siren’s weapon. At its simplest, she can alter her pitch, timbre, and other vocal qualities to resemble any sound she can imagine, from another person’s voice to a weeping child to haunting and ethereal music. Her voice carries unnaturally well, too, especially over the water or through fog.

Effects: The Atargatis may precisely mimic any sound they have heard (live; recordings don’t work) that could be made by human vocal cords, including a specific person’s voice, and make it seem to come from another source. No subterfuge roll is required, but if the situation calls for it add the Atargatis’ dots in either Protean or Majesty (Whichever is higher) as a Supernatural Modifier to all rolls.

Any effect that lets one see through illusions or tricks provokes a clash of wills.

 

This Devotion costs 2 Experiences.

Piercing Scream

Treacherous Song

Credit: Adapted from Beast the Primordial Makara Atavism

Bloodline: Atargatis
Prerequisites: Majesty  ••• (Discipline), Protean •• (Discipline)

Cost: 2 Vitae and 1 Willpower Point
Duration: Instant
Dice Pool: Presence + Expression + Majesty – [Stamina + (Ear Protection Rating, if applicable)].
Action: Resisted. Each scream requires an instant action.

Description: Aquatic predators tend to have sensitive hearing due to unclear conditions in the ocean. The ability to cripple predators that may have you outnumbered with this in mind is invaluable to a siren. 

Effects: The player rolls Presence + Expression – Stamina as an attack against everyone in earshot except the Siren. This attack ignores armor and any form of supernatural protection that does not shield the victim’s senses. Supernatural protection from sound effects invokes a Clash of Wills. A successful attack inflicts 1 lethal damage per success. Kindred also take lethal damage from this attack, which can be downgraded per normal means. Anyone who takes damage from the siren’s scream suffers the Deafened Personal Tilt (BtP 328) in both ears until the wounds are healed. The shriek also shatters any fragile objects in the immediate area. However, characters who have the Deafened Personal Tilt, do not take any further damage from this attack.

 

This Devotion costs 3 Experiences.

Siren’s Call

Siren’s Call (Summoning Adjusted)

Bloodline: Atargatis
Prerequisites: Majesty •••• (Discipline)

Requirement:
Previously tasted of subject’s blood (VtR 2e 92)
Cost: 1 Vitae
Duration: 1 Night
Dice Pool: Manipulation + Persuasion + Majesty vs. Composure + Blood Potency
Action: Contested; resistance is reflexive.

Description: The bite of an Atargatis with this devotion is more dangerous than other kindred before they leave a bit of venom within their victim. This venom does not harm the victim but instead allows the vampire to call upon them again by the sheer power of will.

Effects: This devotion acts similarly to Summoning (VtR 2e 147) with the following changes. The Atargatis summons the victim to them immediately allowing the subject to know instantly what direction to go to get to the kindred. The victim is compelled regardless of their own concerns for safety or where the kindred is. Unlike Summoning, this devotion can force its victim to act in ways that might harm them. For example, someone who cannot swim will still enter the water if Summoned. This effect lasts until the Atargatis sleeps the day sleep or the victim arrives at the kindred within melee/range of touch. Unless the resistance roll is considered exceptional, nothing prevents the victim from being violent towards the kindred who summoned them.

Roll Results:

  • Dramatic Failure: With 5 or more successes greater than the Atargatis, the defender gets a picture of you in their minds, thinking of you, and instantly knows that you tried to use a supernatural ability on them.
  • Failure: The devotion fails with the vitae spent lost. Something prevents the victim from coming to the vampire’s side.
  • Success: The devotion succeeds and the contest receives the Summoned Condition. The victim knows where the vampire is and has a sudden compulsion to travel to him. She will travel to meet him by the most direct means available to her, not even stopping only for necessities. The compulsion lasts for the rest of the night from the vampire’s perspective — if he’s calling someone from the other side of the world, the effects last until sunrise wherever he is.
  • Exceptional Success: With 5 or more successes greater than the victim, the devotion succeeds and the Contestor takes the Summoned Condition as well as the Enthralled Condition (VtR 2e 303).

This Devotion costs 3 Experiences.

New Condition: Summoned

Credit to Ericateachesnyc for this condition based on their Coerced Condition.

Effect: Your character has been summoned by a character with the Siren’s Call Devotion. They’re tasked to do one specific thing, appear before the Kindred who’s called them. If he doesn’t, he knows he will be hurt.

Possible Sources: Siren’s Call Devotion

Resolution: Travel to and be within range of touch/melee of the Atargatis. If the action is refused (or simply ignored for an hour), your character takes lethal damage equal to the vampire’s Majesty Discipline.

Beat: N/A

Note: They may only be subject to one instance of Summoned from a given character at a time. However, they may be subject to different Summoned Conditions from multiple characters. Two Summoned Conditions cannot be used to contradict each other, however, the kindred Summoning with the higher blood potency will cancel the other out.

Siren's Allure

Siren’s Allure

Bloodline: Atargatis
Prerequisites: Majesty • (Discipline), Protean • (Discipline)

Cost: 1 Vitae
Duration: Scene
Dice Pool: None

Description: Sirens are known for their allure, and are able to adjust their vocal cords to entrance their victims. 

Effects: Upon a successful social maneuvering roll, apply the Charmed Persistent Condition (VtR 2e 301-302) to the contestor in the social maneuvering roll. If the social maneuvering roll was an exceptional success, automatically open an additional door. All other social maneuvering rolls gain a situational modifier of Blood Potency rating for the duration of the devotion.

 

This Devotion costs 2 Experiences.

Treacherous Song

Treacherous Song

Bloodline: Atargatis
Prerequisites: Majesty  ••• (Discipline), Protean •• (Discipline)

Cost: 1 Vitae
Duration: Scene
Dice Pool: Presence + Expression + Majesty v. Composure + Supernatural Tolerance
Action: Contested; resistance is reflexive.

Description: The Siren’s Song is hard to ignore and nearly impossible to escape once trapped by it.

Effects: Anyone who fails to contest gains the Swooned Condition (p. 345) and is rooted to the spot for as long as the Siren continues to sing; the Atargatis can take a victim’s hand and lead him along with her, but otherwise he can’t move, although he can still apply his Defense against attacks. Jarring him out of it requires an opposing power (prompting a Clash of Wills), dealing him at least as much damage as his Stamina rating, or making it impossible for him to hear the song anymore.

 

This Devotion costs 2 Experiences.

Water Superiority

Water Superiority

Bloodline: Atargatis
Prerequisites: Resilence ••• (Discipline), Protean ••• (Discipline)

Cost: 1 Vitae
Duration: Scene
Dice Pool: None*

Description: Atargatis encounter large predators constantly when spending time in open waters. They have become adept in competing with them and have adapted a way to take on their form, even in the larger creatures.

Effects: The Atargatis may add their Resilence dots to the Maximine size requirements for Protean ••• Beast’s Skin when taking the form of an aquatic predator. This allows the Siren to take the shape of a predator of the size 7+ Resilience dots, never to exceed Size 12. Aquatic Size 12 predators may include some dolphins, sharks, and baby orcas.

All other prerequisites for Protean ••• Beasts Skin must be met, including consuming the beast by feeding from it and using an aquatic unmarked grave.

This Devotion costs 2 Experiences.