Post by Skir on Jul 21, 2013 21:45:31 GMT -8
Path of Corruption
• Although sharing a name with a known path of Dark Thaumaturgy (Rego Venalis), this path is not infernal. Its origins actually lie among the Followers of Set and their magic of Akhu, but has been appropriated by the Tremere in their early years as vampires. The Tremere of course vehemently deny this fact, claiming it as their own invention stolen by those untrustworthy snake-worshippers, but reports of this Path’s uses predating the appearance of clan Tremere contradict these tales.
• This Path is considered a mind-affecting discipline for other effects that grant resistance against such powers.
• Much of this path relies on the victims to appropriately roleplay the effects. As such Storytellers should keep a close eye on those who this path has been used on to ensure that the effects are being accurately portrayed.
• The effects of this Path are subtle and other than level 1 which has its own system for noticing the effects; victims of this power will need to score 3 successes on a Perception + Occult roll at difficulty 10 to notice any effect as with effects from the Presence discipline. This roll does not benefit from Auspex.
O Contradict
• The effects of this power will always take the form of a more negative action than the subject wished to perform. More negative action is subjective to the desires of the victim of the power. For a mass murderer, letting a victim go would be a more negative action. A good guideline is to perform the exact opposite of whatever the intended action was, with completely inverted thoughts on the subject as well.
• The Perception + Subterfuge roll to resist this power does benefit from Auspex.
OO Subvert
• For the duration of this power, the Storyteller should treat the victim as though he had a Path Rating of 4 or less in that he may approach the victim at any time and require him to spend a Willpower point to avoid committing some heinous act.
• The course of action followed by the victim should be one that regularly provokes Degeneration checks at least once per night as the baser instincts of the victim are brought to the forefront.
• The roll to resist this power does benefit from Auspex.
OOO Dissociate
• Similar to the Vinculum ratings reducing by three for the duration of the effect, ordinary blood bonds to the victim will seem to reduce in severity by one step during this power’s duration. This does not actually reduce the bond, only target the emotions generated by the blood tie.
OOOO Addiction
• This power must be used immediately after the victim has been exposed to the desired sensation, substance, or action.
• The dice pool penalty from not indulging in the Addiction applies to all dice pools, even reflexive checks not normally subject to penalties with the exception of damage soak, including the roll to resist indulging in the Addiction when the opportunity arises.
• Once the victim indulges in the Addiction, all previously acquired dice pool penalties fade immediately.
• A botch on the roll to attempt to break the Addiction sends the victim into a mad compulsion to indulge at any cost.
OOOOO Dependence
• A victim of Dependence halves his current Willpower to set the difficulties of mental or emotional powers used by the caster.
• Unless the victim sleeps next to the caster, he will not regain Willpower for rest during the duration of this effect.
• Although sharing a name with a known path of Dark Thaumaturgy (Rego Venalis), this path is not infernal. Its origins actually lie among the Followers of Set and their magic of Akhu, but has been appropriated by the Tremere in their early years as vampires. The Tremere of course vehemently deny this fact, claiming it as their own invention stolen by those untrustworthy snake-worshippers, but reports of this Path’s uses predating the appearance of clan Tremere contradict these tales.
• This Path is considered a mind-affecting discipline for other effects that grant resistance against such powers.
• Much of this path relies on the victims to appropriately roleplay the effects. As such Storytellers should keep a close eye on those who this path has been used on to ensure that the effects are being accurately portrayed.
• The effects of this Path are subtle and other than level 1 which has its own system for noticing the effects; victims of this power will need to score 3 successes on a Perception + Occult roll at difficulty 10 to notice any effect as with effects from the Presence discipline. This roll does not benefit from Auspex.
O Contradict
• The effects of this power will always take the form of a more negative action than the subject wished to perform. More negative action is subjective to the desires of the victim of the power. For a mass murderer, letting a victim go would be a more negative action. A good guideline is to perform the exact opposite of whatever the intended action was, with completely inverted thoughts on the subject as well.
• The Perception + Subterfuge roll to resist this power does benefit from Auspex.
OO Subvert
• For the duration of this power, the Storyteller should treat the victim as though he had a Path Rating of 4 or less in that he may approach the victim at any time and require him to spend a Willpower point to avoid committing some heinous act.
• The course of action followed by the victim should be one that regularly provokes Degeneration checks at least once per night as the baser instincts of the victim are brought to the forefront.
• The roll to resist this power does benefit from Auspex.
OOO Dissociate
• Similar to the Vinculum ratings reducing by three for the duration of the effect, ordinary blood bonds to the victim will seem to reduce in severity by one step during this power’s duration. This does not actually reduce the bond, only target the emotions generated by the blood tie.
OOOO Addiction
• This power must be used immediately after the victim has been exposed to the desired sensation, substance, or action.
• The dice pool penalty from not indulging in the Addiction applies to all dice pools, even reflexive checks not normally subject to penalties with the exception of damage soak, including the roll to resist indulging in the Addiction when the opportunity arises.
• Once the victim indulges in the Addiction, all previously acquired dice pool penalties fade immediately.
• A botch on the roll to attempt to break the Addiction sends the victim into a mad compulsion to indulge at any cost.
OOOOO Dependence
• A victim of Dependence halves his current Willpower to set the difficulties of mental or emotional powers used by the caster.
• Unless the victim sleeps next to the caster, he will not regain Willpower for rest during the duration of this effect.