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SNAKEY STUFF
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PATH OF SUTEKH Ethics of the Path of Sutekh
Virtues: Conviction and Self-Control Hierachy of Sins 10. Persuing ones own idulgences instead of anothers. 9. Refusing to aid another follower of the Path. 8. Failing to destroy a vampire in Golconda. 7. Failing to observe Setite religious ritual. 6. Failing to undermine the current social order in favor of the Setites. 5. Failing to do whatever is necessary to enlighten another. 4. Failing to persue arcane knowledge. 3.Obstructing another Setite's efforts 2. FAiling to take advantage of another's weakness. 1. Refusing to aid in Set's ressurection.
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PATH OF TYPHON Ethics of the Path of Typhon
Virtues: Conviction and Self- control Hierachy of Sins 10. Pursueing ones own indulgences instead of anothers. 9. Refusing to aid another follower of the path. 8. Failing to destroy a vampire in golconda. 7. Failing to observe Setite religous ritual. 6. Failing to undermine the current social order in favour of the setites. 5. Failing to do whatever is necessary to corrupt another. 4. Failing to persue arcane knowledge. 3. Obstructing another Setites efforts. 2. Failing to take advantage of anothers weakness. 1. Refusing to aid in Set's Resurrection.
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Path
of Ecstasy
Although Monster Island is a real place, the proprietors do not want the location to become too well known, fearing that they would then be overrun by the greatest monster of all: man. So my trip there was planned in secret and I had to remain blindfolded during my flight. But it was all worth it, Monster Island was the best vacation I've ever had. Being able to walk up to a 20 foot high bug was just about the coolest thing in the world. I thought the giant ape and other "Monsters" on the island would be in cages, or inaccessible, but they are quite friendly and accessible. |
2ND EDITION
Drug Resistance(2pt Merit)
You are unusually resistant to drugs. Alcohol, narcotics and similar addictive substances have little or no effect upon you. You can drink from winos with impunity, or pretend to be far drunker than you are in order to take advantage of opponents.
Poisonous Bite(2pt Merit)
You have developed poison glands in the of your mouth. The poison is virulent, although Kindred and other supernatural creatures are unaffected by it.You, of course, are immune. When you bite, you always inject this poison, usually killing your human victims.
Addictive Blood(3pt Merit)
Your blood is especially delicious to other, Kindred or Kine, containing a substance they find physically addictive. Once they have drunk it, they must drink again, or spread a willpower point at inconvenient moments to avoid pangs of craving. Setites with this merit find it much easier to blood bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink it again.
Scales(1-3pt Flaw)
During your embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point flaw. Having an entire, limb affected, such as an arm, forcing you to wear long gloves at all times, is a two-point flaw, while having a scaled, lipless face is a three-point flaw.
Forked Tongue(2pt Flaw)
Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, or draw blood.
Heartless(4 pt flaw)
Having removed your heart, via serpentis level 5, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possessed by some other cainite,(perhaps a setite elder or your sire) you must obey there every command. If it is lost, the anxiety this causes you interferes with your nightly existence.
Aura of the Wyrm(5pt Flaw)
You radiate corruption to such a degree that any Garou in the locale are drawn towards you. The is a serious Flaw, as your unlife is constantly threatened by frenzied attack directed against you be enraged werewolves.
True Love's Face (Obfuscate 3, Presence 3)
Through perfect combination of Mask of 1000 faces and Entrancement, the Setite can appear to another person as someone he already loves. The Setite can choose to impersonate someone she knows the victim loves. If she does not know of such a person, she can let the victim define his own "true love" and let the power do the rest. In that case, however, the Setite may have to use all her wits to discover who the victim thinks she is.
System: The setite character receives a roll of Charisma + Empathy(diff 6).Success means that the chosen victim sees the vampire as a loved one for as long as the vampire remains in her presence.
This power costs 18 experience points to learn.
Typhonic Beast (Potence 3, Serpentis 4)
Warrior Setites are most likely to learn this combination power. The vampire takes the form of the mysterious typhonic animal.
System: This power requires the expenditure of three blood points: the transformation takes three turns to complete. The transformed vampire gains one dot each of strength, dexterity and stamina, as well as the benefits of potence. The typhonic form gains the soak benefits of Skin of the Adder. The setite also gains the venomous bite of Form of the Cobra, doubles her running speed, and gains +2 dice on all Perception rolls related to smell or hearing.
This power costs 21 experience points to learn.
Weigh the Heart(Auspex 3, Serpentis 5)
The ancient Egyptians believed that conscience and judgment resided in the heart: in the afterlife the gods weighed a person's heart, the record of his deeds, against the feather of truth. A setite who has learned the heart of darkness can not only remove a vampire's heart to keep it safe, he gains a potential insight into the consciences of other. He can develop that potential through the Auspex. Like the god Thoth a vampire with this power can "weigh" another persons heart to read his character and sins. Such knowledge of another person's character makes tempting, corrupting or teaching him much easier.
System: This power calls for a Perception + Empathy roll (diff 8). Each success reveals one truth about the target's character, with particular emphasis on the persons weaknesses, passions and guilt. The first truth is allways the targets Nature. Subsequent truths might include any derangement or mental flaws, strong passions or deep-laid fears and guilts(although never specific details about specific crimes).
This power costs 24 experience points to learn.