Thaumaturgy
Main
GttC
GttS
BM
CB:T
Assamite Sorcery
Main
Paths
Rituals
Necromancy
Main
GttS
BM
STH
Koldunic Sorcery
Main
Ways
Rituals
Player Made
Main
Paths
Rituals
Setite Sorcery
Main
Paths
Rituals

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.