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SETITE
PATHS
Setite sorcery
is unlike normal Thaumaturgy, in that its paths don't necessarily require
inherent vitae expenditure or Willpower rolls. The power for these paths
usually comes from the Western Lands, not from the sorcerer herself. In
fact, these paths are more like closed-ended Disciplines than more traditional
thaumaturgical paths, though they are finite and depend on the larger
theory of Setite sorcery.
THE SNAKE INSIDE
Setites love
debasement of all kinds, but have developed a special taste for the self-destruction
of others. Although the modern concept of addiction exists far from the
ancient Egyptian worldview, tonight's Setites confidently believe that
their god would approve. Even if he doesn't care for their favorite pursuit,
they're not about to stop. After all, it's habit-forming.
1- FIRST TASTE
The Setite
uses this power while his target is conducting some minor, repetitive
action. The power makes him unconsciously associate his action with pleasure,
so he'll want to do it again. And again. And again. Creative-minded Setites
can addict their victims to thoroughly bizarre substances or behaviors.
System:
The player rolls Manipulation + Seduction against a difficulty equal to
the subject's Willpower. The number of successes determines the strength
of the induced compulsion. Whenever the target sees another chance to
repeat the triggering behavior, he must make a Willpower roll (difficulty
equals the Setite's Willpower) to stop himself from doing so. The victim
loses his compulsion entirely if he scores five successes while attempting
to resist.
2 - CROSS-ADDICTION
The Setite
temporarily changes the focus of an addict or compulsive's dependency
to a substance or behavior of her own choosing. For example, a cocaine
addict could be made to crave the act of sex while on the rush, or a compulsive
gambler may become a kleptomaniac as well.
System:
While the Setite is in the victim's company, the player rolls Manipulation
+ Seduction (difficulty equals the target's Willpower.) If successful,
the target switches fixations for a number of scenes equal to the Setite's
successes. By spending a blood point, the vampire can extend the period
for the same number of scenes.
3 - THE JONES
The Setite
reinforces a victim's preexisting addiction or compulsion, so that he'll
set aside all of his moral impulses and ethical beliefs to satisfy his
craving.
System:
While the Setite is in the presence of the target, the player rolls Manipulation
+ Seduction against a difficulty equal to the target's Willpower and spends
a blood point. If successful, any qualms the victim might have about removing
the barriers to the satisfaction of her cravings melt away she may not
even spend Willpower points to overcome the addiction, and she'll gladly
leave her office during the middle of work to score a hit. The effect
lasts for one scene per blood point spent.
4 - FATAL COMPULSION
The Setite
twists a victim's dependency, turning it into a literal hunger. If the
subject doesn't satisfy his addiction, he starves to death.
System:
The Setite mus be in the target's presence, and the player rolls Manipulation
+ Seduction against a difficulty equal to the target's Willpower and spends
3 blood points. Whenever she goes for three consecutive nights without
indulging her addiction or compulsion, the subject suffers one health
level of unsoakable lethal damage. The only way to regain health levels
lost in this way is to satisfy the compulsion; the character recovers
all of them immediately and the power's influence ends.
5 - TEMPERANCE
The final
power of the Snake Inside puzzles Setites who do not fully understand
their clan's seductive ways. What's the point of preventing addictions?
Forcing an addict to abstain, however, can shatter many habits and force
a complete lifestyle (or unlifestyle) change - not just an easily visible
addiction.
Temperance renders a victim unable to take pleasure from satisfying an
addiction. The physical or psychological craving still exists, but the
substance or behavior that once gave such pleasure now provokes pain and
disgust.
System: While the character is near the target, the player rolls Manipulation
+ Seduction (difficulty of the target's Willpower) and spends a blood
point. The number of successes determines the duration of the Temperance
effect.
| 1 success |
1 scene |
| 2 successes |
1 night |
| 3 successes |
1 week |
| 4 successes |
1 month |
| 5 successes |
1 year |
The victim
suffers one health level of bashing damage from the nausea and pain of
satisfying her addiction. Storytellers may impose other problems, too,
based on the nature of the victim's addiction. For instance, an alcoholic
forced to go cold turkey might need a successful Willpower roll to avoid
vomiting when he drinks. Storytellers may also wish to impose withdrawal
symptoms on those whose addictions would likely produce such a result
for "coming off the junk."
The sorcerer's player must select one and only one craving for Temperance
to affect. The character may use the power more than once, however, to
block multiple addictions. Temperance does not work against true physiological
necessities such as food (for mortals) or blood (for vampires).
PATH OF THE DRY NILE
When the
son of Osiris killed Set, the snake god vowed that he would take his revenge
by working to destroy everything that his brother had held dear in life.
Like the god they from which they take inspiration, practitioners of this
path swear to destroy everything that makes a society work. Some accept
this task as the price of the power Set grants them. Others revel in it,
as they seek their own revenge against an uncaring universe. The Path
of the Dry Nile serves as their greatest weapon in this crusade.
Unless otherwise stated, each power requires the Setite to place a faience
(blue-glazed earthenware) amulet in the personal effects or dwelling of
a target individual. The magic lasts until the individual destroys or
otherwise gets rid of the amulet. However, it may do permanent harm while
active. A husband who leaves his wife under the influence of Love Dies,
for example, won't necessarily be able to win her forgiveness after he
discards the amulet and comes to his senses.
1 - BEAUTY FADES
The Setite
causes a work of art, such as a painting, sculpture, novel, film or live
performance, to be per-ceived by its audience as repellent, ugly, badly
executed and cruelly nihilistic. Using the power on a work of art that
already displays one or more of these qualities is redundant.
System:
The Setite rolls Wits + Manipulation (difficulty 3-9, at Storyteller's
discretion: a sitcom episode rates a 3; the Mona Lisa, a 9.) The Setite
must be in the presence of the work when he uses the power. If multiple
copies of a work exist, only the one(s) in her presence is affected. For
example, characters watching a television broadcast with her see it as
repulsive, while viewers in other households perceive it to be nothing
out of the ordinary. The effect lasts for the length of time required
to experience the work, or for one scene, whichever is greater. This power
doesn't require the amulet described above.
2 - TRUST WITHERS
The victim
begins to suspect that a specified, trusted ally or associate intends
to betray him. The victim's delusion escalates from mild unease to wild-eyed
paranoia.
System:
The Setite's player rolls Wits + Manipulation against the target's Willpower
and spends a blood point. The full process takes nine weeks minus one
week per success scored. The subject may resist on a successful Willpower
roll if he suspects that something outside may be influencing him (Storytellers,
use your best judgment) by accumulating more successes than weeks have
passed in the character's decline.
3 - LOVE DIES
The Setite
suppresses all feelings of love felt by the victim toward a specified
secondary target. The first victim feels nothing but emptiness and confusion
when he sees or thinks about the second. Love Dies counters romantic,
platonic and familial love.
System:
The Setite must be in the presence of her subject to initiate this power.
The player rolls Wits + Manipulation against the target's Willpower and
spends two blood points. Thereafter, the subject's emotional attachment
which must have been love in origin withers over the course of the next
few nights. This power does not affect blood bonds. Love Dies ends after
a number of months equal to the Setite's Willpower at the time it is used.
4 - HOPE DISSOLVES
The Setite's
victim subject can't shake the absolute conviction that a specified goal
he meant to accomplish can under no circumstances be achieved. He rapidly
grows disheartened and indolent.
System:
The Setite must be in the presence of the subject at the time he invokes
this power. The player rolls Wits + Manipulation against the target's
Willpower and spends three blood points. If the roll is successful, the
subject sinks into a deep depression over the course of one day or night,
and becomes distinctly morose. While in this state, a character may only
have a number of dice equal to her Self-Control Virtue available for dice
pools. If she wishes to use her full dice pool, she must spend a Willpower
point to undertake that action. Although this power is unlikely to drive
a character to suicidal depression, a character already predisposed toward
that end may find the urge more compelling.
The duration
of this power varies by the number of successes the Setite acquired. It
may be cured through therapy, drugs, etc., before this time period, however,
should the victim seek help.
| One
success |
One
night |
| Two
successes |
One
week |
| Three
successes |
One
month |
| Four
successes |
One
year |
| Five
successes |
Permanent |
5 - THRONES CRUMBLE
The Setite
selects an individual and causes him to reexamine his loyalty to an authority
figure. No matter why the target followed his leader admiration, ideological
fervor, fear, greed or simple ambivalence he now bitterly rejects his
allegiance. Whether the victim actively works against the former object
of his loyalty, or simply drops out of the picture, remains his choice.
System:
The Setite must see his subject to initiate this power. The player rolls
Wits + Manipulation (difficulty of the target's Willpower) and spends
three blood points. If the roll is successful, the character acquires
an active antipathy for some leadership figure who affects his life a
manager, a vicar, a king, a president, his father and reacts in order
with his Nature against that figure. This will not always result in physical
conflict; a Conformist may well "play along" grudgingly with
the authority figure, but he might seek the company of others who oppose
the leader, whereas a Rogue may make a grand show of rebellion against
the leader.
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