Around 300 years old.Height:
58 kg.Appearance:Physical AttributesStrength:
Exceptional. Magical Scale:
Medium.Spells:Mastery of the Mortal Shell Spells: Vertigo:
The thaumaturge induces minor disorientation and dizziness through subtle manipulations in the subject’s body. The physical discomfort is temporary and minor, but a clever thaumaturge can use it on rivals at the most inopportune times, causing them to lose their aplomb. It requires touch to induce such effects.Contortion:
With a touch, the thaumaturge causes a group of her opponent’s muscles to contract involuntarily, reducing it to twitching fits. This effect is extremely disconcerting to the subject, rendering the limb or muscle group unusable. By making physical contact with one of the limbs of the target, the thaumaturge renders it useless for the duration of Contortion. A leg rendered useless makes standing difficult, and the victim suffers from increased difficulties in employing this limb, such as dancing or balancing on ledges. A contorted arm hangs lifeless at the subject’s side. A useless head causes loss of speech and makes the speaker look silly.Seizure:
Seizure causes the body to erupt into a fit of convulsions. All the muscles throughout the body tighten uncontrollably, while the victim foams at the mouth and spasms rack him with agony. A mortal may even choke to death as her tongue cuts off her air supply. A light touch from the thaumaturge forces the very unpleasant effects of this power upon the target. For the duration of the seizure, a target’s body writhes, tormenting her to the point of incapacitation. It doesn't work on muscles that are unconsciously controlled, such as the heart.Body Failure:
Thaumaturges wielding this frightful power gain devastating insights into the workings of the body, allowing a complete shutdown of its systems. This sudden biological overload often proves fatal to mortals and damaging to other supernatural beings. Body Failure has been used throughout the ages to afflict horrific ailments in inconspicuous ways that suggest stopping breathing as an example. Rather than touch, the caster must maintain visual contact to keep the spell ongoing. The thaumaturge no longer needs to touch her victim to strike out with this level of mastery of the Path. She may affect any target within her line of sight, but she must keep visual contact with the victim at all times to maintain this effect. A successful maintaining of this power grants effects similar to Seizure, except that damage is lethal due to complete mass tissue and organ failure. It may be resisted with tremendous willpower, lessening the considerable danger in this spell. As an example, to those of more tougher make than a human perhaps into realms supernatural, the damage remains proportional to their toughness, and accrues less damage the tougher the target is, up to the point at the epitome, one can say it features no effect to those that are outright godlike.Marionette:
The thaumaturge invoking Marionette gains such mastery over the body of others that she can magically seize control of another being and force her victim to act according to her own whims. This control is not as fine as the direct and personal command of the Dominate power of Possession, but the thaumaturge’s true body is not as vulnerable during the manipulation. Once established, the Marionette victim is under the complete sway of the thaumaturge, forced to perform as the thaumaturge’s macabre pawn. This spell also requires the maintaining of eye contact for it to work. The thaumaturge may affect any target within her line of sight, but she must keep visual contact with the victim at all times to maintain this effect. A subject may resist the effects of Marionette with a strong stamina and mental fortitude when the thaumaturge attempts to take control.
Victims lacking fortitude do not have the physical resistance to defy this effect. For the duration of this power, the thaumaturge can cause the victim to perform any physical action, with their own natural prowess being made us of. The concentration this power requires also increases the thaumaturge’s own difficulties with their own personal body to make do with something, as she is using two bodies at once. To extend the duration of this control, the thaumaturge must strain further of their willpower and blood. Marionette does not rob the victim of her cognizance, only physical control over her body. During this time of thaumaturge’s mastery, the target remains aware that some outside force is manipulating her physical actions, conscious that they are not her own. The victim may need to make considerable usage of their willpower to attempt to take a mental or social action, such as activating a Discipline or speaking. Thankfully this spell lasts at most, a minute, the more it is maintained, the more blood is spent in doing so, burning through the caster’s reservoir.Hands of Destruction Spells: Decay:
This power accelerates the decrepitude of its target, causing it to wither, rot, or otherwise break down. The target must be inanimate, though dead organic matter can be affected. The inanimate object touched by the thaumaturge ages 10 years for every minute the Kindred touches it. If the vampire breaks physical contact and wishes to age the object again, they’ll have to expend a bit of their blood to make use of it once more. This power does not affect vampires.Gnarl Wood:
This power warps and bends wooden objects. Though the wood is otherwise undamaged, this power often leaves the objects completely useless. This power may also be used to swell or contract wood, in addition to bending it into unwholesome shapes. Unlike other powers of this path, Gnarl Wood requires merely a glance rather than physical contact. Considerable amounts of wood may be gnarled for each blood expended on this power (the thaumaturge may expend as much blood as she likes on this power, up to her per-turn generational maximum). It is also possible to warp multiple visible objects — like all the stakes a team of vampire-hunters wields.Acidic Touch:
The vampire secretes a bilious, acidic fluid from any portion of his body. The viscous acid corrodes metal, destroys wood, and causes horrendous chemical burns to living tissue. The thaumaturge must expend a portion of their blood to create the acid — the blood literally transmutes into the volatile secretion. That same said portion creates enough acid to burn through steel plate in ample time depending on the amount caustically induced. The damage from an acid-augmented hand-to-hand attack costs blood to use for the longer it is maintained. A thaumaturge is immune to her own acidic touch.Atrophy:
This power withers a victim’s limb, leaving only a desiccated, almost mummified husk of bone and skin. The effects are instantaneous; in mortals, they are also irreversible. The victim may resist the effects of Atrophy having an Incredible constitution. Failure means the limb is permanently and completely crippled. Partial resistance is possible: the victim must be Exceptional in their Constitution. Mortals are crippled as a result. This power affects only limbs or parts of limbs (arms, legs, hands); it does not work on victims’ heads, torsos, etc. It may only work on a single limb however, and can be fixed with the usage of magic regeneration.Neptune’s Might Spells:Eyes of the Sea:
The thaumaturge 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. The extent of blood expended, all the way up to a quarter, may allow the Thaumaturge to see for up to a span of a decade. The Thaumaturge’s skill and perception may assist in sharpening their sight with this power. This power can only he used on standing water; lakes and puddles qualify, but oceans, rivers, sewers, and wine glasses do not. The extent of how far said span of seeing goes depends on how long the Thaumaturge maintains this spell, with up to half an hour for a decade’s worth of perspective.Prison of Water:
The thaumaturge can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water. The victim must be quite incredible in strength to break free without tiring themselves out, Exceptionally powerful victims on the other hand would feel fatigued typically. A subject may be held in only one prison at a time, although the caster is free to invoke multiple uses of this power upon separate victims and may dissolve these prisons at will. If a sufficient quantity of water (at least a bathtub’s worth) is not present, the user’s own willpower is required to channel the same extent with some modicum of difficulty.Blood to Water:
The thaumaturge has now attained enough power over water that she can transmute other liquids to this basic element. The most commonly seen use of this power is as an assault; with but a touch, the victim’s blood transforms to water gradually, weakening vampires and killing mortals in moments should they at their own peril, allow the touch to proceed uncontested. The caster must touch her intended victim for this to work. The water left in the target’s system by this attack evaporates out at a rate of one tenth of expended blood per hour, but the lost blood does not return. Other liquids may be turned to water with this power, though with considerable difficulty if said liquid was magical. The character must still touch the substance or its container to use this power.Rituals:Communicate with Kindred Sire:
By enacting this ritual, the caster may join minds with her sire, speaking telepathically with him over any distance. The communication may continue until the ritual expires or until either party ends the conversation The caster must possess an item once owned by her sire for the ritual to work. The caster must meditate for 30 minutes to create the connection. Conversation may be maintained for 15 minutes on activation.Oinos of Dionysus:
This ritual allows the thaumaturge to ritually brew a special cask of spiced oinos, an ancient Greek wine believed to have been created by the god Dionysus. Mortals that consume this wine feel a pleasant drowsiness, vague ethereal happiness, and arousal, until they eventually lose consciousness and sleep for the remainder of the evening. They awake to vague pleasant memories, completely forgetting the details of everything that happened the night before. A draught of the Oinos of Dionysus serves to protect the Masquerade at special parties where vampire guests wish to feed in the open. Vampires that drink from mortals tainted with the mystical oinos feel a slight buzz — not strong enough to be considered intoxicated, but just enough to get a taste of nights when they still breathed and hungered for appetites other than blood. The caster must mix at least one point of her blood with the wine and spices. Once completed, the oinos must be ingested to take effect. After imbibing the oinos, a mortal must have a considerable willpower and stamina to resist its effects, typically a constitution of Exceptional. Vampires and other supernatural creatures are unaffected by the Oinos of Dionysus, as their blood is too potent to be overpowered by this concoction. Vampires that feed from a mortal under the effects of the Oinos of Dionysus feel a similar effect, but not one that overpowers them or impairs them. They feel an artificially inflated sense of happiness and remember nights when they were a mortal. In an emergency, the vampire under these effects can expend some of their blood to flush themselves of this euphoria.Track Transgression:
Transgressor is the term for outsider thaumaturges or rogue Tremere that use blood magic to attack the Ivory Tower. Track Transgressor was designed to track these enemies of the Camarilla. Clan Tremere vigilantly hunts these enemies to protect the Camarilla from mystical assaults (or so it claims). Skeptics whisper that the Warlocks simply don’t like the competition. To cast the ritual, the thaumaturge must locate a site where Thaumaturgy has been cast within the past twenty-four hours. She must then spill her blood (spending a blood point) upon the ground while reciting the proper incantation. Bloody footprints that are only visible to the caster appear on the ground and lead away to the transgressor. After casting this ritual, the Tremere is able to flawlessly track down the transgressor until dawn. This tracking follows the exact path that the magus took after leaving the area where the magic was used. This ritual may track down only Thaumaturgy and related rituals, not Necromancy or other types of magic.Escape of a True Friend:
Escape to a True Friend allows the caster to travel to the person whose friendship and trust she most values. The ritual has a physical component of a yard-wide/ meter-wide circle charred into the bare ground or floor. The caster may step into the circle at any time and speak the true name of her friend. She is instantly transported to that individual, wherever he may be at the moment. She does not appear directly in front of him, but materializes in a location within a few minutes’ walk that is out of sight of any observer. The circle may be reused indefinitely, as long as it is unmarred. This ritual takes six hours a night for six nights to cast, reduced by one night for every two successes. Each night requires the sacrifice of three of the caster’s own blood points, which are poured into the circle. Once the circle is complete, the transport may be attempted at any time. The caster may take one other individual with her when she travels, or a maximum amount of “cargo” equal to her own weight.Other Abilities:Tremere Vampirism:
As a vampire of the Tremere clan, she shares all traits common to vampires, including having no internal organs besides her stomach, oesophagus, and heart, along with any organ that would be observable from the outside. As a result, she takes extremely reduced damage from bullets and blunt weaponry, and can regenerate wounds caused by anything she is not weak to by using her own blood.Blood Properties:Blood Binding:
An inherent property of Kindred blood, all those who drink the blood of a Kindred become bound to the Kindred in question the more and more they drink of their blood. This even applies to other Kindred, in fact, all Kindred are at least one step blood-bound to their sire, and due to the clan weakness of the Tremere, they are more easily bound, and skip the first step of Blood Binding, going directly to the second, meaning that all Tremere Childer are two steps blood bound to their sire, Sibyl especially.
After the first sip of blood, the thrall begins to develop strong feelings for the regnant, whether love or hate, though they are still free to act as they choose. Those in a one-drink bond may unconsciously seek out the regnant, seemingly accidentally running into them on a frequent basis.
After the second sip, the regnant becomes a very important person to the thrall, who may go out of their way to seek the regnant's attention or please them. It becomes difficult for the thrall to do anything that would harm the regnant, and the regnant likewise finds it easier to convince the thrall of things. Though the thrall's craving for the regent's blood increases, they still retain their free-will.
After the third sip, the blood bond is complete. The thrall is now subject to the regent completely and loves them as much as they are capable of loving anyone. The regent is the most important person in the thrall's life and takes priority over all else; sufficiently weak-willed individuals will commit any act the regnant asks of them. Furthermore, the regent may command the thrall with Dominate via voice alone. It may still be possible for the thrall to act against the regent, but only temporarily and after an extreme effort of will.
Blood bonds do decay over large periods of time if the thrall does not see their regent and does not drink their blood, however this sort of avoidance is extremely hard for a thrall, due to the nature of the blood binding.Ghouling:
This is another basic property of Kindred blood, any mortal who drinks of it not only starts the process of being blood bound to the vampire, but also becomes something known as a ghoul. They do not produce their own vampiric blood, and lose it when they use it to power disciplines or lose it over the the course of time, with one feeding usually lasting about a month, unless they partake of more. While a person has vampire blood in their system, they will not age, and they can learn vampiric Disciplines up to two points due to Sibyl’s advanced age and prowess. However, this transformation is not without drawbacks. Ghouls will frenzy like any normal vampire when exposed to fire or other triggers, and they are hopelessly addicted to the blood. Any ghoul who loses their blood supply will quickly age to their chronological age, and any ghoul over a century old will crumble to dust. as a result of this, ghouls are normally totally blood bound to their vampiric masters, and are unable to refuse their orders.The Kiss:
Another name for feeding, this is the lifeblood of vampires. Without performing this on humans, they would fall into torpor and be unable to rise. The process is extremely pleasurable for the person being drained, even more so than any sexual release. The pleasure is also quite enjoyable for the vampire, but not to the point where they are totally enraptured by it like the host. A vampire can take about 20-30% of a person's blood safely, and that is usually what they do. Rarely do vampires intentionally drain their victims dry, preferring instead to make them addicted to the kiss and having a willing herd of livestock.The Embrace:
The process of creating new vampires, and the only time it is acceptable within the Camarilla to totally drain a victim dry on purpose. In Tremere society, one must get the permission of the city's regent to create a new Childe vampire, which in this case, means Sibyl needs her Sire’s permission. After draining a victim totally dry, she would then put some of her blood into the vampire, normally a single drop, resulting in the vampire rising as a ninth generation Kindred. They are very ravenously thirsty for blood when they rise, so often the Tremere have two drinks ready for them, one to bond them totally to their sire, and another as a pre-prepared Transubstantiation of the Seven to bind them to the Inner Council of Seven, as is required of all Tremere.Dominate Abilities:Command:
When Sibyl makes eye contact with a person, she can give them a direct order, and unless it is against their nature or they are of notably strong will, they must comply with the action unless it would put their life in jeopardy.Mesmerize:
With some concentration, she can implant memories and remove them from a target, however again those of exceptionally strong will can resist. These can be either conscious or subconscious memories or commands, and can range from simple to complex.Forgetful Mind:
This ability allows Sibyl to rewrite the memories of a target she has already mesmerized, and pacifies them for the duration it takes for her to rewrite these memories, which must be done through a series of verbal commands. At her level, she can rewrite up to a few hours worth of memories for an average person, however as usual people of exceptional willpower can resist, and sometimes recover their original memories.Auspex Abilities:Enhanced Senses:
Sibyl has the ability to enhance her senses, however while she is doing so, extremes for those senses she is enhancing, such as extremely bright lights or loud noises, can temporarily damage her senses. Aura Sight:
With some concentration, she can see the aura of a person, getting general ideas about a person's mood and personality.Equipment: Surgical Implements:
The many things Sibyl has to perform experiments on the uncanny and hapless victim she captures. Typically available to modern surgeons, she has most of her kits and tools filled in a bulky suitcase.Clothing:
From her back and all that entails, she has a set of clothes that evokes the imagery of a medical practitioner on herself, despite not having a license nor being a moral authority on the life-giving practice. Worn mostly to put herself on a position of trust with context driven trust inherent in the white labcoat mantle.Origin:
Once a Mage who had been tampering with the world’s natural flow and order in order to learn more about it, Sibyl was a woman who seemed to be skirting on the edge of danger for every time she has done it, her lust for knowledge as ravenous as her love for biscuits. In spite of that, it seemed that she was not completely unknown to people around here, as the Tremere clan took interest in her early on, particularly her future Sire, Victoria, whom she’d later became a Ghoul under her service to help give her longevity in order to supplement said research. In spite of that, Sibyl paradoxed one far too many times, and ended up with a ravaged insides that her Ghoulish regeneration could not fix. Veronica would offer her a way to life, which Sibyl had gladly accepted, and ever since, she found herself sired to the woman, and inducted into the Tremer clan in 1724 C.E, well within her mid-20’s.
When she became a Tremere, she found herself a dutiful worker whose most of her projects were dedicated to flattering Veronica, which unfortunately had meant that the actually progressive projects were quite small in comparison, as she spent for better part of a century obsessing over her Sire without getting much done. It would’ve been until after another century, she found the worst of her Blood Bond waning away, as she finds herself with enough sensibilities at that point to make something out of her. Unfortunately she had much to catch up on besides personal pet projects she indulged in, and research that were in some ways, all ordered by her Sire to pursue, if only to get her out of this reverie of frantic dreaminess and idolization of her Sire.
After another good century, she has made good effort on her part to push forward her quest for knowledge, competing against fellow Fledgelings for an intangible prize which was mostly pride and approval. It was not until what Sibyl had come across being a breakthrough, albeit a macabre and almost verboten one, did she try to impress her Mistress, though only after the meeting she along with a group of vampires accompanying Veronica, had left to attend. With Sibyl in charge of the making means towards transporting them towards said meeting, it would be commonly thought that either she goofed up, or someone sabotaged her, possibly a rival, that made the transportation go awry. The portal was not exactly stable, and found itself fluctuating from an unknown reagent added to the mix, which ended up with Sibyl separated from her Sire, and awakening in a dumpster, missing her shoes, socks, and gloves, wearing only the clothes on her back, and with surgical implements brought along with herself for demonstrations, within her effects.Weakness: Sunlight:
Like all vampires, Sibyl burns in sunlight and cannot be in it without burning to ash. Deals damage that cannot be healed with blood, only time.Fire:
Like all vampires, she risks frenzy at the sight of fire and must overcome her frenzy or risk fleeing instinctually. Fire also deals damage that cannot healed with blood, only time.Inhumane:
As a result of her spending less and less time among humans, experimenting more on them without compassion, Sibyl’s sense of empathy for humankind has degraded to seeing them at best, cattle, and at worst, gnats to squash. Her opinion of them rises though in proportional to the magic prowess of the human on the other hand.Obsession:
As a result of being in a Blood Bond with her Sire, Victoria, for a long period of time, it was only recent Sibyl’s obsession over her Sire has abated enough to let her focus on other things besides her Regent and Mistress. The recent abating obsession had only receded to that of focus and inspiration, as opposed to outright following. Though it is hard to say among outside observers, as she still displays many of those tendencies with her Mistress, albeit at a far more tamer degree.Vampiric Thirst:
The crucial weakness of vampires, the need to feed on human blood. She gains no nutrition from non-human blood, and can go for only a max of two weeks without it, and is usually much shorter if she is using her vampiric powers.Likes:
Her Sire, her Sire, her Sire, her Sire, books, her Sire, research, knowledge, her Sire, experimentation, high quality blood, her Sire, forbidden knowledge, schadenfreude, and mechanics of modern technology.Dislikes:
Idiots, zealous ignorance, werewolves, tea, the Pope, Gangrel and Brujah clans.