The Immanence of Set

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Setite Sorcery

The Setite clan is grounded solidly in the belief that their creator is nothing less than a god, and the blood that courses through their veins is the essence of Set himself, shared amongst his followers to grant them powers over mortals and supernatural creatures alike. Along with this belief comes the sure knowledge that they have become houses of the god - they are utterly joined with their creator, and he may touch his children no matter where the are. Setites employ this sorcerous path to call upon the energies of the god for purposes of communication, manipulation, and destruction.
Unlike Thaumaturgy paths, Immanence of Set does not always require blood expenditure and a Willpower roll. Each power describes what roll and blood expenditure is appropriate.

1) Whisper of the Sands
The shared blood of Set that sings in the veins of all Setites creates a bond between them that allows a Serpent to communicate his thoughts to his servants and childer, no matter how far away they may be. This power allows the sorcerer to share news and information with his network all over the known world, and set plans in motion from hundreds of leagues away.
System: to use this power, the player spends one blood point and rolls Manipulation + Leadership (difficulty 6). If successful, the vampire may communicate with any of his progeny or ghouls, no matter how far away. For each success, one target can receive the message, although all targets receive the same message. The communication lasts for one turn, and can consist of no more than two short sentences. The player may maintain the link and have the vampire communicate further by spending a Willpower point for each succeeding turn.

2) Tongue of the Tempter
All Setites are chosen for their ability to manipulate the minds of mortal and Cainite alike, but this ability heightens these qualities to the utmost, giving their words a hypnotic sweetness that can loosen the tightest lips and release a victim's innermost desires.
System: The Setite must invoke this power immediately after sundown. the player spends two blood points and rolls Manipulation + Empahty versus the target's Willpower. That night, the Setite must seek out her victim and engage him in conversation for at least a half-hour. If the invocation was successful, the victim lets slip one of his secret fears or desires, though without remembering having done so. The number of successes can indicate the import of the secret at the Storyteller's discretion.

3) Voice of the Prophet
In ancient times, the powers of the oracle could change a mortal life forever, bringing even the greatest heroes to glory or ruin depending on how they interpreted the words of the god. The Setites were very often the serpent lingering in the shadows of oracular temples such as Siwa or Delphi, sharing the corrupting words of the god with those seeking confirmation of their fears or ambitions. when a Setite employs this power he is supposedly communicating with his akh, lingering in the otherworld and drawing on the supernatural knowledge available there.
System: The Setite must invoke this power in the presence of the intended victim. the player spends two blood points and a Willpower. If successful, the Setite delivers a cryptic message to the victim that speaks directly to his deepest desires. The nature of this message is determined by the Storyteller, and may mean little or nothing to the Setite using the power. The victim, however, will take the message as confirmation of his secret ambitions, and will be driven to acting upon them regardless of apparent risks or disadvantages. This ability can be unpredictable, turning a complacent pawn into a raging madman (or vice versa).

4) Lord of Storms
Long before his incarnation as a tempter, Set was the god of darkness and storm. This ability allows the Setite to summon up a sandstorm (or thunderstorm) of ferocious intensity, blocking out the sky and driving any sane person to cover, but allowing the Setite to move about quickly and easily.
System: The Setite's player must spend three blood points and a Willpower point, summoning a raging storm that blankets the area within a square mile of the corrupter who summoned it. The player may increase the radius of the storm by spending additional Willpower, increasing the area by 10 miles per willpower point. While the howling winds and sand (or rain) are severe enough to drive most sensible creatures to cover, the Setite (and anyone in his immediate retinue) may travel untouched by the raging weather, as though it were a calm, clear night. The effects of the storm last for at least one scene but can last much longer, at the Storyteller's discretion. More than one Setite has used this power to hinder the movements of his enemies while making a well-timed escape, most notably during the catastrophe at Tanis.

5) Dark Invocation
For thousands of years, the people of Egypt protected their tombs and treasure vaults with foul curses that called upon the gods for vengeance. this ability allows a Setite to lay a protective curse upon an object or place, or direct a damaging one against a particular enemy.
System: To lay the curse against a person, the Setite must know the victim's name, and in the case of another vampire, he must have a drop of the Cainite's blood. the Setite must first devise the nature of the curse - it must have a single, specific effect and a specific duration, no longer than a lunar cycle. The effect can be virtually anything: let his strength wither like the parched reed; let his mind be dulled as though by strong wine; let his tongue speak nothing but truth; let the skin fall from his bones.
Once the curse has been devised, the player spends four blood points and a Willpower point, then makes a Manipulation + Occult roll versus the target's Willpower. If successful, the curse takes effect immediately. In most cases, the number of successes become a difficulty penalty for the target in appropriate circumstances. In the case of a curse laid to protect a place or object, the Setite must state specific "triggers" that would activate the curse, as well as its effect and duration, and this information must be inscribed around the place or object in question.