Serpentis

The dark discipline of the Setites, Serpentis allows the user to gain snake-like traits and corrupt the minds of others. It encompasses powerful sorcery, and it's use is a closely guarded secret that the Setites share with no one.

Powers:

1 - The Eyes of the Serpent:
The user's eyes become golden with large black irisses, like the eyes of a snake, which allow the user to paralyze victims merely by looking into their eyes. (No roll is required, but the effect can be avoided if the victim takes care not to look into the user's eyes. This power also effects supernaturals, though the user must roll Willpower at diff 9 for such an attempt to succeed. If a victim is damaged or otherwise harmed, he/she may spend a Willpower point to break free from the effects. Once the effect is in place, the user can keep a victim paralyzed as long as he/she keeps his/her eyes on the victim, though not neccesarily making eyecontact).

2 - The Tongue of the Asp:
Grow an extended tongue to use as a weapon. The tongue is 18-inches long and is forked like a serpent's. (The tongue may be lengthened at will without effort. The tongue deals Aggr damage, rolling Strength at difficulty 6. The tongue may also be used to drink from victim's by licking existing wounds. Lastly, the tongue is highly sensitive to vibrations. If the user flicks it in and out, the user halves all penalties in darkness).

3 - The Skin of the Adder:
The vampire's skin turns into an armor of mottled green scales, granting many benefits but turning the user's image into that of a horrid reptilian monster. (Costs a bloodpoint and a  Willpower point to activate. While active, all soak difficulties for the vampire are reduced to 5 and the vampire may use his/her Stamina to soak Aggravated damage, exept if the Aggravated damage is a result of fire, sunlight or caused by magical energies. The user's mouth also widens and lengthens, adding one die of damage to bite attacks. The vampire's bones also become flexible and subtle, allowing the user to slip through any crack that he/she can fit his/her head through. However, the vampire's Appearence drops to 1, and unless the user is in poor lighting and heavy clothing he/she is obviously inhuman).
   - Mummify: The user goes into torpor in a mummified form, in which he/she can only be destroyed by fire or sunlight. The user can only awaken from this torpor by drinking blood (alternative power).

4 - The Form of the Cobra:
Transforms the user into a big black cobra, with a poisoned bite. (Costs a bloodpoint, takes 3 turns to fully transform. Any items the user carries transform with the user. The transformation lasts untill dawn, unless the user wishes to end it sooner. While in cobra form, the user may preform bite attacks without having to grapple their victim first. When bitting, the user also injects a poison that is fatal to mortals. The cobra is of equal weight as the transformed vampire, is over 10 feet long and about as thick as a woman's thigh. Lastly, at the Storyteller's discretion, the vampire gains a number of bonus dices on all Perception rolls that involve smell, while getting +2 difficulty on all hearing based Perception rolls).

5 - The Heart of Darkness:
The vampire may now rip out it's own heart, thusly becomming immune to wooden stakes. While this is a substantial advantages, the vampire must be extremely careful not to let the heart fall in the wrong hands. (The ritual must be conducted during the new moon, if not it fails. The vampire may even preform the ritual on another vampire, but this requires several hours of gruesome surgery. Once the heart is removed, the vampire becomes immune to wooden stakes and because the heart is the center of all emotion, gets -2 on difficulties to resist frenzy. If however, the heart falls into the wrong hands, the vampire is in great peril. If the heart is staked, the vampire instantly enters torpor. The heart can only be destroyed through fire or sunlight, and if it is destroyed the owner of the heart instantly turns to ash. Anyone who witnesses the ritual must roll Courage to avoid running away in complete revulsion, possibly even suffering Rötshreck if the victim fails the roll).

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