Post by Phsycodelic on Nov 15, 2016 21:26:19 GMT
Serpentis
Followers of Set
Followers of Set
[ 1 ] The Eyes Of The Sent ( Vampire: The Masquerade 20th Anniversary Edition - Page 209 )
This power grants the vampire the legendary hypnotic gaze of the sent. The Kindred's eyes become gold with large black irises, and mortals in the character's vicinity find themselves strangely attracted to him. A mortal who meets the vampire's beguiling gaze is immobilized. Until the character takes his eyes off his victim, the person is frozen in place.
System: No roll is required, but this power can be avoided if the mortal takes care not to look into the vampire's eyes. Vampires and other supernatural creatures can also be affected by this power if the Cainite's player succeeds on a Willpower roll (difficulty 9). If attacked or otherwise harmed, supernatural creatures can spend a point of Willpower to break the spell. Note: This is different than normal eye contact. The target must be able to see the vampire's eyes for Eyes of the Sent to work.
[ 2 ] The Tongue Of The Asp ( Vampire: The Masquerade 20th Anniversary Edition - Page 209 )
The vampire may lengthen her tongue at will, splitting it into a fork like that of a sent. The tongue may reach 18 inches or half a meter, and makes a terrifyingly effective weapon in close combat.
System: The lash of the tongue's razor fork causes aggravated wounds (difficulty 6, Strength damage). If the Kindred wounds her enemy, she may drink blood from the target on the next turn as though she had sunk her fangs into the victim's neck. Horrifying though it is, the tongue's caress is very like the Kiss, and strikes mortal victims helpless with fear and ecstasy. Additionally, the tongue is highly sensitive to vibrations, enabling the vampire to function effectively in the darkness the Clan prefers. By flicking his tongue in and out of his mouth, the vampire can halve any penalties relating to darkness.
[ 3 ] Mummify ( XXX - Page X )
With this power, a vampire can assume an almost invulnerable form. The character enters a state similar to torpor. In this state the only things that can harm him are sunlight and fire. However, the character is completely incapable of any action, and may not even employ those Disciplines that are normally active during torpor. The character can only be revived from this state by the taste of blood.
System: No roll is required to assume the mummy form, but the change takes one turn.
[ 3 ] The Skin Of The Adder ( Vampire: The Masquerade 20th Anniversary Edition - Page 210 )
By calling upon her Blood, the vampire may transform her skin into a mottled, scaly hide. A vampire in this form becomes more supple and flexible.
System: The vampire spends one blood point and one Willpower point. Her skin becomes scaly and mottled; this, combined with the character's increased flexibility, reduces soak difficulties to 5. The vampire may use her Stamina to soak aggravated damage from claws and fangs, but not from fire, sunlight, or other supernatural energies. The vampire's mouth widens and fangs lengthen, enabling her bite to inflict an extra die of damage. Finally, the vampire may slip through any opening wide enough to fit her head through. The vampire's Appearance drops to 1, and she is obviously inhuman if observed with any degree of care, though casual passersby might not notice, if the vampire is in darkness or wearing heavy clothing.
[ 4 ] The Form Of The Cobra ( Vampire: The Masquerade 20th Anniversary Edition - Page 210 )
The Cainite may change his form into that of a huge black cobra. The sent weighs as much as the vampire's human form, stretches over 10 feet or three meters long, and is about 20 inches (50 cm) around. The Form of the Cobra grants several advantages, including a venomous bite, the ability to slither through small spaces, and a greatly enhanced sense of smell. The character may use any Disciplines while in this form save those that require hands (such as Feral Claws).
System: The vampire spends one blood point; the change is automatic, but takes three turns. Clothing and small personal possessions transform with the vampire. The vampire remains in sent form until the next dawn, unless he desires to change back sooner. The Storyteller may allow the Setite bonus dice on all Perception rolls related to smell, but the difficulties for all hearing rolls are increased by two. The cobra's bite inflicts damage equal to the vampire's, but the vampire does not need to grapple his victim; furthermore, the poison delivered is fatal to mortals.
[ 5 ] Cheat The Scale Of Anubis ( XXX - Page X )
Egyptian legend has it that the god Anubis weighs the hearts of the deceased on his great scale. If the heart is not in perfect balance with the feather placed on the other plate, it is considered to be weighed down by sin and the soul of the deceased is fed to the Devourer and destroyed. Setite faith sees this story as a corruption of the dark truth: Anubis acts as a gatekeeper for the tyrannical Osiris, who rules the afterlife. Those who have proven their soul's strength by being willing to reject the laws that make them slaves (hence those who have "sinned") are destroyed before they can enter the afterlife and overthrow the tyrant-god. If Set and his followers are ever to reverse the state of affairs, there must be a way for the strong to get around Anubis's scales. This power allows a master of Serpentis to do just that by removing his heart (as well as his other vital organs) from his body entirely and wrapping his flesh in a protective cocoon.
The power, more akin to a ritual, can only be performed in the dark of night - either after the moon has set, before it has risen or during the new moon - and only on oneself. It takes a few hours to complete. Once the Setite has removed his heart and other vital organs, he must place then in specially prepared clay urns (called Canopic jars). After that, servants can bury them or hide them away. After the vampire has removed all his major organs, his vitae and undead flesh combine to wrap him in a dry, scaly shroud that is nearly impenetrable. Only a small opening over his mouth remains in the shroud. The character then falls into a sort of torpor. Only feeding him his removed internal organs can awaken the character. Once that is complete, it takes about one minute for the cocoon around the Setite to crumble to dust.
The enshrouded vampire is virtually impossible to harm - no direct force, from inferno to high-noon sunlight, can do him damage while so wrapped. However, the extracted organs are vulnerable, most especially the heart. Exposing it to fire or sunlight causes the vampire's instant and terrible immolation, destroying him. Although terrible, this destruction is actually the final part of the ritual - in which the vampire's follows burn his organs before a statue of Set. By meeting the Final Death in this way, A Follower of Set reaches Anubis without a heart and is hence able to pass him without ever undertaking the test of the scales, entering afterlife as a powerful agent of his god.
It is possible to undertake this ritual only part way, something usually done for one of two reasons. The first is to assume the fully enshrouded form for protection's sake, which some Setites do when they are traveling. Their ghouls carry them as cargo in a ship or caravan and then feed their master his organs when they arrive at their destination. The other option is to stop the ritual with the removal of the heart. The vampire is perfectly able to move without his heart, but he becomes immune to standard staking or diablerie. However, if an enemy gets hold of the Canopic jar containing the extracted organ, the vampire is in serious trouble. Not only does it provide a powerful ritual connection to the vampire, but a simple flame or glint of sunlight can destroy the vampire outright, and driving a stake through the organ drives the Setite into torpor.
System: To undertake this ritual power, the vampire must have time to herself (assisted by acolytes, perhaps) and be acting on a moonless night. This power fails at any other time. The player makes an extended Dexterity + Medicine roll (difficulty 7) for the character to undertake the ritual. Each roll means an hour of activity, and the ritual ends in failure if the moon or sun rises before the player achieves the necessary successes (5 to remove a heart, 12 to achieve the mummified form). A failure on a roll has no effect other than to extend the process another hour. A botch entails a catastrophic failure that ends the ritual and causes two levels of aggravated damage to the vampire. Any vampire who witnesses the process is subject to a Rötschreck (difficulty 6).
The enshrouded body of such a Setite is completely immune to harm. No source of injury - save perhaps the might of a Methuselah or Antediluvian - can do it direct physical damage. The organs, however, are extremely vulnerable, and even the slightest sunlight or flame destroys them outright. The jars are opaque, but easily broken open. Except for the heart, destroying an organ causes an unsoakable level of aggravated damage to the vampire. Destroying the heart destroys the vampire outright.
The removed organs are rich with vitae. Most contain one blood point's worth (which reduces the vampire's overall blood pool), and that blood remains fresh indefinitely in the withered organ-meat. A ghoul or vampire who consumes a Setite's removed organ takes one step toward the blood oath as normal. The heart contains two blood points and a vampire consuming it is attempting diablerie against the Setite. Once the two blood points are drained from the heart, the attacker passes straight to the heart's blood, and her player must make a Strength roll as normal, save that the difficulty is 7. Staking the heart, stakes the Setite if he is still active.
[ 5 ] The Heart Of Darkness ( Vampire: The Masquerade 20th Anniversary Edition - Page 210 )
A Kindred with mastery of Serpentis may pull her heart from her body. She can even use this ability on other Cainites, although this requires several hours of gruesome surgery. This power can only be invoked during a new moon. If performed under any other moon, the rite fails. Upon removing her heart, the vampire places it in a small clay urn, and then carefully hides or buries the urn. While her heart is hidden, she cannot be staked by any wood that pierces her breast. Moreover, because the heart is the seat of emotion, the difficulties of all her rolls to resist frenzy are two lower while this power is in effect. Cainites are careful to keep their hearts safe from danger. If someone seizes her heart, the vampire is completely at that person's mercy. The heart can be destroyed only by casting it into a fire or exposing it to sunlight. If this happens, the Kindred dies where she stands, boiling away into a blistering heap of ash and blackened bone. Plunging a wooden stake into an exposed heart drives the vampire into instant tor. A vampire may carry her heart with her, or have several false hearts buried in different places. A smart Kindred often avoids her heart's hiding place, to deter discovery. Those wise in Setite lore whisper that the corrupt elders of the Clan often hold their underlings' hearts as yet another method of control.
System: This power requires no roll. Those who witness a vampire pull his heart from his breast (or cut the heart from another vampire) must make Courage rolls. Failure indicates anything from strong uneasiness to complete revulsion, possibly even R"tschreck.
[ 6 ] Aspect Of The God ( XXX - Page X )
To the Followers of Set, the Discipline of Serpentis is their way of coming closer to Set. With the lower levels, only relatively minor changes are possible, but once a Setite has reached this level of enlightenment, she is able to take on one of the many aspects of Set. While it is not a necessity, most Setites ritually purify themselves before enacting Aspect of the God, using scented oils mixed with beer (Set's holy drink).
System: Upon purchasing this power, the player chooses once of the aspects below as favored. Activating the favored aspect requires only the expenditure of a blood point. To activate any other aspect requires the expenditure of a Willpower point as well. If this power is acquired again, a new favored aspect may be added. Aspect of the God lasts for one scene and only one aspect can he activated at any one time. The character's hair becomes red, a sign of Set's favor, in all of the aspects but one.
Set the King: Before the joining of the two kingdoms of Egypt, Set was the king-god of Upper Egypt. When assuming this aspect, the vampire seems more imposing, regal and intimidating, and her voice takes on an aspect of command. She automatically gains three dice to all Intimidation and Leadership dice pools, as well as all dice pools regarding command or dignity.
Set the Warrior: Set was a warrior-god, and the Egyptians believed he fought the serpent Apep when it tried to swallow the sun-god Ra on his journey through the underworld. When assuming this aspect, the vampire grows some 6 inches in height and becomes more muscular. She not only gains one die to all physical Attributes, she also receives an additional soak die and two additional Hurt health levels. This power alone does not confer the ability to soak aggravated damage (but a Setite intent on entering battle may activate Serpentis 3, Skin of the Adder, in addition to Aspect of the God).
Master of Storms: In his destructive aspect, one of Set's domains is storms. When assuming this aspect, the character may mystically enhance ranged weapons with her blood. All that is required is that the character touches the weapon or projectile and spends a blood point. The weapon or projectile must be launched no later than the next round. A focused blast of wind helps guide the attack, adding two dice to the attack pool and two automatic damage successes, as well as increasing the range of the missile by 50%.
Lord of All Outside Egypt: Set's last incarnation was that of ruler of everything outside Egypt. When assuming this aspect, the character and her clothing change so that she resembles perfectly a member of whatever society she is currently in. The quality of her clothing does not change, however. For example, should a Setite find herself in England wearing Egyptian peasant clothing, assuming this aspect makes her look like a typical English person wearing English peasant clothing. The character may choose whether to retain her normal Appearance rating or have Appearance 2. She instinctually speaks the native language of the area and knows about customs and social mores. This power does not work in Egypt and, curiously, does not fool an Egyptian native. This is the only power that does not necessarily confer red hair.
Ruler of the Desert: Set was a desert god, riding over the poisonous snakes and scorpions found there. When assuming this aspect, the character becomes thin and loses all pallor, looking instead weathered and sunburned; he also assumes a normal human body temperature. In addition to the help this offers when it comes to masquerading as a human, the Setite also becomes immune to any and all poisons, natural and supernatural (including any effects of Quietus Discipline up to level 6).
[ 6 ] Breathe The Sandstorm ( XXX - Page X )
In classic Egyptian myth, Set is portrayed as a trickster god of the desert sands, master of sky and storm. An elder Setite with Breathe the Sandstorm can call a scorching sandstorm from his patron founder's source of power and expel it from his mouth. This whirling, screeching cloud of hot sand scars and pits everything in its path. The cloud is just a few feet across, but that is more than enough to catch a Cainite unaware and riddle him with deep wounds.
System: The player spends one blood point for the vampire to exhale this roiling mist. The cloud is three feet in diameter, and it can affect a target up to six feet away. To hit, the player rolls Dexterity + Brawl (difficulty 6). The opponent cannot block or parry this attack, he must dodge by diving out of the cloud's volume. Successes remaining after the opponent's Dodge roll do levels of aggravated damage that the victim can soak only with Fortitude. The cloud dissipates at the end of one turn. The sandstorm can also be used on inanimate objects, destroying roughly an inch of thickness of substance per use.
[ 6 ] Breath Of The Basilisk ( XXX - Page X )
The Setite may call on her inner corruption and spew it forth in a poisonous cloud of taint. The airborne poison is powerful enough to wither trees and even corrode stone. The breath covers an area roughly three feet across, and can catch someone's head and torso if well aimed. This power was given its current name by a horrified Toreador who watched his Lasombra patron wither and perish, eaten away by an angry Setite elder's bile.
System: The Setite spends one Blood Point to exhale in a fine mist. In melee, the Setite can roll Dexterity + Brawl (difficulty 6) to catch an opponent up to six feet away. The target may attempt to dodge the cloud (the only hope for most). Each success inflicts one Health Level of aggravated damage, soakable only by Fortitude. The targets are likely poisoned as well, and mortal victims may well die within hours. This power can also be used to corrode inanimate objects; generally speaking, one breath pits and weakens an inch's depth of stone, corrodes metal blades into uselessness (if not destroying them), or thoroughly rots wood as thick as an inch.
[ 6 ] Cobra Fangs ( Vampire: The Masquerade 20th Anniversary Edition - Page 211 )
A character using Form of the Cobra gains a venomous bite along with his sentine form. Unfortunately, huge black cobras tend to make people run away as fast as they can. This Serpentis power enables a vampire to gain the deadly bite without the full-body transformation, making it more useful for taking victims by suise. The police do ask questions when someone dies from a cobra bite under unlikely circumstances, so Cobra Fangs still requires some discretion in its use.
System: The Kindred expends one blood point, and in one turn his fangs become hollow, more slender and venomous. The vampire injects venom when he bites. He must still grapple with the victim to deliver a bite attack, and the bite does the usual amount of damage; the venom, however, kills mortals within one minute. Bitten vampires or other supernaturally resilient creatures suffer (10 - victim's Stamina and Fortitude) levels of aggravated damage over the course of five minutes.
[ 6 ] Obsession ( XXX - Page X )
This power inspires the target with an overpowering lust for a certain substance or condition as dictated by the character. The character need only speak with the target, telling him about this "lust." Whether the desire in question be money, sex or power, the target will crave it. The target must possess or experience the object of his desire at least once during t he night, or he will fall into a frenzy when dawn nears.
System: To affect the target, the character must roll his Wits + Subterfuge (difficulty 8, or 9 if the target has achieved Golconda). If the number of accumulated successes equals or exceeds the target's Humanity, the target is overcome with the lust. This effect is permanent, though the target can eventually overcome it by spending a variable number of Willpower points (often around eight), as if the target were attempting to overcome a Derangement.
[ 6 ] Ophidian Infestation ( XXX - Page X )
The Setite with this horrifying power injects a victim with her blood. The Cainite must cut herself and touch the target to apply the power. The blood later transforms into a multitude of snakes. These blood-asps quickly grow to full size, rending the victim apart from the inside. The transformation of the blood can be triggered at any time. However, the blood loses its potency after three nights it not activated.
System: The character must touch the target (a normal Dexterity + Brawl roll is needed in combat), and the player spends as many Blood Points as he desires (up to the maximum permitted by the character's generation) and makes a Manipulation + Occult roll (difficulty 6). If this roll is successful, each Blood Point later transforms into a dozen or so asps which effectively do one Health Level of damage. Stamina may not be used to soak this damage; only Fortitude can hope to save the victim as the snakes tear apart his unprotected innards and thrust their way out his body.
Needless to say, this is hideous to look upon.
[ 6 ] Temptation ( XXX - Page X )
This power lets a Setite tempt the victim into some action that he normally wouldn't do. This is usually some sinful action, but that's up to the Setite: Temptation works just as well to provoke unwonted generosity as greed, or chastity as well as lust. The Setite must talk to the victim for at least a minute and allude to the action she wants the victim to perform.
The target may even be induced to perform actions that cause her to lose Humanity.
System: To goad the victim, the character must receive a successful Manipulation + Leadership roll (difficulty of the target's Humanity or Path of Enlightenment rating). A simple success results in a change of the victim's personality and goals for a scene. If the number of successes exceeds the victim's Conscience or Conviction rating, the change lasts indefinitely (although the victim may overcome it with time and expenditure of Willpower, like a Derangement).
The Setites have created many variations on this power, such as:
Obsession: The victim suffers an overpowering lust for a certain substance, action or condition. She may fly into a rage (the victim receives a frenzy check) if she cannot possess or experience the object of his desire before his next sleep.
True Will: For a time, the victim is persuaded to act on any passing desire, or according to his Nature, without self-restraint.
[ 7 ] Divine Image ( Vampire: The Masquerade 20th Anniversary Edition - Page 211 )
Many of the low-Generation Setite elders no longer need the illusions of Obfuscate to appear as a god. Through this Serpentis power, a vampire can physically metamoose into the form of a god. Male Kindred generally take the form of Set himself: A muscular man with the head of the "Typhonic Beast," an animal with a long, narrow snout and upstanding, square-topped ears. Less often, they take the form of the crocodile-headed god Sobek, whom the Egyptians often linked to Set, or the wolf-headed war-god Wepwawet, often identified with Set's son Anubis. Female vampires generally assume the form of the cobra-headed goddess Renenet, wife of Sobek, or the hippopotamus-goddess Taweret, sometimes considered a consort of Set. Both were goddesses of pregnancy and childbirth. Setite doctrine labels all four deities as Set's eldest childer. While assuming the Divine Image, the vampire becomes stronger, tougher, and more impressive. More importantly, perhaps, the vampire's will becomes more powerful as he identifies with a divine forebear.
System: The character expends three blood points and transforms into the Divine Image in one turn. In the Divine Image, the vampire gains two dots each of Strength and Stamina and a dot each of Charisma and Manipulation, but her Appearance drops to 1. These enhancements can push the vampire over his generational limit. The character also gains two full dots of Willpower (to a maximum of 10). The Cainite can stay in the Divine Image for a full scene. A vampire has only one Divine Image form (unless the player buys this power twice). The character does not know what Divine Image he will manifest until he invokes the power the first time, although the player can freely choose the preferred form.
[ 7 ] Seed Of Corruption ( XXX - Page X )
This power originated with the Typhonic Setites of Constantinople — probably with Khay'tall himself. The more devout (or fanatical) Setites do not know about it and would consider it heretical if they did. Seed of Corruption is a powerful tool when it comes to subjugating an enemy, slowly eroding away his morals and ethics.
System: Seed of Corruption requires that the target consume at least one blood point from the Setite. Once this blood has entered the victim's system, the player must roll Manipulation + Subterfuge, with a difficulty equal to the target's Road rating (or Willpower, if the target has no Road rating). The power lasts for one lunar month per success.
The effects of Seed of Corruption are threefold. First, it delves into the subconscious of the victim and causes buried or repressed desires and hatreds to flare up suddenly from time to time. At least once per night (more frequently should the victim come face to face with an object of her desire or hatred), the victim should suddenly feel an impulse to act in a manner appropriate to her subconscious desire or hate. For example, she may find herself wanting to murder a rival's favorite ghoul, despite the possible repercussions. Generally, it requires a Willpower roll (difficulty 6) not to give in to the compulsion (though great stress or other factors might modify this at the Storyteller's discretion).
Second, Seed of Corruption increases the intensity of feelings and thoughts that the victim is trying to repress. All Conscience/Conviction rolls are at +2 difficulty.
Finally, the victim's thoughts tend to gravitate toward her greatest insecurity or point of pride, depending on the type of person the victim is. A narcissistic Toreador might find that she contemplates her own beauty quite often, being distracted even during important matters by any reflective surface; while a devout Brujah who questions his own piousness might be wracked by pangs of remorse and guilt. Whenever a situation that touches upon these insecurities or prides arises, the victim must roll Self-Control/Instinct (difficulty 7). If this roll is failed, the victim gives in to the urges. The narcissistic Toreador might spend hours pampering herself or seeking praise, while the devout Brujah might seek out a confessor or flagellate himself for his doubt.
[ 7 ] Set's Curse ( XXX - Page X )
This power enables the Setite to twist a victim's physical form into that of a gigantic python. The target's mass remains the same, but her body and mind transform into a snake that is ready to do the Canite's bidding. Rumor has if that countless mortals and even some vampires have been afflicted with this curse and remain forever changed, as protectors of Setite havens.
System: The Settle must touch the victim (a Dexterity + Brawl roll is necessary in combat situations, with a base difficulty of 4). The player spends two Willpower and three BLood Points, then rolls Manipulation + Occult (difficulty of the target's Stamina + Self-Control/Instinct). Successes determine how long the subject is a python. The transformation to and from a snake takes three turns.
Successes | Duration |
1 | One scene. |
2 | One week. |
3 | One month. |
4 | Six months. |
5 | One year. |
While in this form, the victim's mind is truly that of a snake - the target has an Intelligence of 1 for the duration of the effect. The python can still comprehend her native language, and endeavors to carry out the Setite's simple verbal commands. Obviously, the subject cannot speak, use any tools, grasp objects or utilize any Disciplines while transformed. She does however, have the ability to grab and crush opponents by wrapping her massive coils around them. The python makes a standard attack roll; one success gives her a minor hold on her opponent for Strength damage. Two or more successes puts the opponent fully in the python's grasp. Flexing powerful snake muscles inflicts Strength + 3 damage, and an opponent so entwined must make a contested Strength + Survival roll (difficulty 6) against the python to break free.
When the subject returns to her mortal form, a Wits + Empathy roll is necessary (difficulty 6) to reclaim her human mind as well. If this roll fails, the victim suffers a permanent Derangement: fear of snakes. If this roll is botched, the victim retains a snake's mind.
[ 8 ] Apep's Semblance ( XXX - Page X )
The Followers of Set developed this power to defend against the affronts of mortals and undead alike. The Setites claim that this power channels Set's own spirit, transforming them into a blend of human and snake. When a Cainite activates this power, his legs fuse together and grow into a tail that stretches over 10 feet in length. His torso and arms lose their rigidity, becoming much more limber. His fingers sprout webs. The vampire's neck thickens and stretches, gaining flexibility like his tail. His face extends out into a serpentine muzzle. His teeth grow grotesquely long. A mottled hide covers his body.
System: The player spends three Blood Points and the vampire assumes this shape, which takes three turns to develop (spending additional Blood Points reduces the time of transformation by one turn per point spent). A vampire wearing Apep's Semblance is gifted with more than a disturbing shape. The large, sinuous form can squeeze through Openings less than a foot in diameter, and it can swim twice as fast as the most accomplished human swimmer. The difficulties of Perception rolls based on smell are reduced by two due to the Cainite's acutely sensitive tongue; this tongue may also be used like The Tongue of the Asp. Furthermore, Strength and Stamina increase by two, and Dexterity by three, but Appearance drops to 0 (the vampire's Charisma and Manipulation remain the same due to the snake's hypnotic movement). The tail can strike for Strength +1 damage and may grapple an opponent to squeeze the life out of him (treat this as a grappling combat maneuver), while the Setite's bite inflicts Strength +2 aggravated damage. Finally, the vampire's tough skin adds one die to soak rolls (including those against fire and sunlight). The Setite retains this form until he wishes to change back, although the man-snake form costs twice the standard nightly blood expenditure to maintain. For example, a Setite maintaining Apep's Semblance would expend two Blood Points each night upon waking, instead of one.
[ 8 ] Body Of The Great Lord Set ( XXX - Page X )
"Your body is the house of the God." Thus say the Methuselahs of the Followers of Set and they have the power to prove it. They may call upon the sacred blood within them to grant them powers comparable to those wielded by the great god Sutekh himself. This is not something done lightly and usually, all non-believers who have witnessed this power in use are slain or enslaved, as it is blasphemy for those who do not worship Set to look upon such holiness.
System: Activating Body of the Great Lord Set requires the player to spend a point of Willpower. The character concentrates for a turn, speaking a prayer to Set. The Setite then grows to an amazing 6'6" in height and sprouts a mane of flaming red hair. Her body becomes muscular and perfectly proportioned while her face takes on a regal cast and her entire demeanor becomes self-confident and superior.
A vampire using Body of Set receives the following modifications to Attributes: +3 to Strength, Dexterity, Stamina and Charisma. Appearance becomes 9. In addition, she receives three automatic successes on all Intimidation, Leadership and Melee rolls. She may soak aggravated damage from any source except sunlight with her full Stamina + Fortitude. She radiates an aura of respect comparable to Majesty (Presence 5) - enemies are stricken with fear, while allies are bolstered by this aura, receiving an automatic success on all Virtue and Willpower rolls. While under the influence of Body of Set, the Setite also becomes immune to Rötschreck and all mind-affecting powers of level eight and lower subtract three successes when applied to her.
Body of the Great Lord Set lasts for a scene and can be combined with all other Serpentis powers except Aspect of the God, Skin of the Adder and Form of the Cobra. After it ends, the Setite must make a proper offering to Set, usually by anointing a statue of the god with beer and blood. If she tails to do so, the player must make a Conscience/Conviction roll (difficulty 9) in order for the character not to lose a point of Humanity or Path. The Setite is at -2 to all dice pools until the offering is made regardless of the result of the roll.
[ 8 ] Corruption ( XXX - Page X )
This power allows the character to flood the target's mind with memories of the moments when the Beast held sway over the target. As a result, the target becomes highly addicted to feelings of sadism. The target will lose Willpower at a rate of one point per month until he sinks into a murderous rage.
System: To corrupt a target successfully, the character must roll Manipulation + Empathy (difficulty of the target's Humanity) and accumulate a number of successes equal to the target's Humanity. Anyone using this power who has a Humanity rating higher than three loses a Humanity point for instilling the corruption.
Note: this power will not affect someone with 10 Willpower points or who has achieved Golconda.
[ 8 ] Heart Thief ( Vampire: The Masquerade 20th Anniversary Edition - Page 211 )
The Serpentis power Heart of Darkness normally takes hours to perform upon other vampires, and only works at the dark of the moon. Some elders, however, can pull the heart from another vampire's chest with a quick snatch. This does not destroy the victim, unless the attacker then destroys the stolen heart. Heart Thief is not an easy power to use despite its speed, but few Discipline effects can place one vampire in another's power so suddenly and completely.
System: The character must expend one Willpower point. Removing the heart of a reluctant vampire is a difficult feat, comparable to staking: The attacker must garner at least three successes on a Dexterity + Brawl attack (difficulty 9). The victim may use Fortitude to "soak" the attacker's successes, but mundane Stamina has no effect against this magical attack. A vampire who loses his heart this way takes one unsoakable level of aggravated damage, and receives all the benefits and drawbacks of the Heart of Darkness power. Resisting frenzy becomes easier (-2 difficulty) and he cannot be staked by wood that impales his breast. On the other hand, thrusting a stake through the removed heart will instantly force the vampire into tor and exposing the heart to fire or sunlight will bum the vampire to ash; even biting into the heart will cause aggravated wounds to the vampire in question.
[ 9 ] Form of Corruption ( XXX - Page X )
This power is exactly the same as the Level Eight power Corruption except that the corrupting evil can be "attached" to a specific object that will instill sadistic tendencies in anyone who touches it.
System: Perform an extended, resisted roll of the creator's Manipulation + Subterfuge against the target's Humanity. The user of the power loses one point of Humanity for releasing such an object into the world, but no additional points are lost unless the creator learns of those who have been affected by the evil object. In this case, additional Humanity is lost only if those affected have Humanity ratings of greater than three.
[ 9 ] Pact With Ra ( XXX - Page X )
This power is ancient, but had been lost until a few decades ago when the Setite Methuselah Nebmaatsutekh awoke from torpor and demonstrated it to the followers who flocked to her. Pact with Ra calls upon the debt incurred when Set defended Ra against the monstrous serpent Apep (also known as Apophis), who sought to devour Ra as he traveled! through the underworld. Though Osiris later commanded Ra to curse Set, Set's childer might still, it considerable cost, invoke the alliance that once existed between Ra and their sire. When this is done, the Setite is freed from the greatest curse of his kind; the pain of the sun.
System: Pact with Ra can only be invoked at sunrise or during the day. In order to do so, the player spends a permanent point of Willpower. From then until the next sunrise, the character is utterly unaffected by sunlight and daytime. She may act without any penalties to dice pools, does not suffer from the lethargy that normally affects vampires during the day, and is wounded neither by normal sunlight nor by sunlight created by magic.
[ 9 ] Shadow Of Apep ( Vampire: The Masquerade 20th Anniversary Edition - Page 212 )
Only Set and Set's own childer can perform this terrifying power. These ancient monsters can take the form of Set's defeated enemy, Apep. The vampire becomes a giant sent of fluid, glittering Darkness - not mere shadow, but anti-light, like the black force commanded by Obtenebration. In this form, physical force cannot harm the vampire: Not claws or fangs, not bullets, not explosions, nothing but fire, sunlight, or mystical powers. Physical barriers cannot easily stop the vampire, whose shadowy form can seep through even the tiniest crack. The vampire, however, can still exert physical and supernatural force quite freely.
System: Taking the form of Apep costs a Willpower point. The transformation takes three turns to complete; once the vampire has transformed, her body remains changed for one scene. In this form, the vampire takes no damage from any physical attack: Fists, weapons, or falling buildings pass through the vampire as if she were a shadow. Fire and sunlight inflict the normal aggravated damage, however, and mystical powers (such as Thaumaturgy) still affect the transformed vampire. The vampire's new body gains three dots in each Physical Attribute. Ignore generational limits for this puse. The transformed vampire can use her Strength to make normal close combat attacks and can bite for Strength + 2 dice of damage. The vampire can also employ any Discipline that does not require hands.
[ 10 ] Mark Of Damnation ( XXX - Page X )
By placing her hand on the intended target's forehead, the user of this power burns a hideous brand into the target's body and soul.
System: Anyone looking at a target marred by this hideous disfigurement must accumulate five Self-Control successes (difficulty 8) in three turns or less or wildly attack the target. This mark is so hideous that if the target looks at her own reflection she will attack the reflection until it is destroyed. The only way to resist this effect is to remain untouched by the character. To communicate with anyone, the target must remain out of sight, in complete darkness. The effects of this power can be overcome, but require powerful mystical rituals or the caster's blessing in order to do so.