By Dave Baughman (igedarkstr@aol.com)
As the glorious and inevitable awakening of Set draws closer and closer, the disciples of His magical arts are discovering new and potent applications of His power. These have not yet appeared in the New Hampshire area, but they have appeared elsewhere in the Camarilla, and their manifestation in this area is surely only a matter of time. The recent document "Guide to the Camarilla" recounts the new Setite Thaumaturgies in great detail (though it still hangs desperately onto the apocryphal heresy that Tremere was responsible for this glorious art). The new Corruption disciplines are:
Path of Corruption | ** | Basic | Subvert |
Path of Corruption | *** | Intermediate | Dissociate |
Path of Corruption | **** | Intermediate | Addiction |
Path of Corruption | ***** | Advanced | Dependence |
True, the sudden empowerment of the true Masters of the Art may slow the progression of new initiates, but in these Final Days, those who are unwilling to labor incessantly will surely be unworthy of Set's blessing. Until His return, we must all strive to reshape the world in His image, lest we lose our eternal struggle with the Antediluvians.
In the following appendix, I will detail in my own words the mechanics of these four new arts:
System: This power requires eye contact. A mental challenge is made to determine success or failure. If there is success, the victim must act out a particular desire or agenda from his character's subconscious. The actual agenda is determined by a Storyteller. The victim is not fixated completely on the objective, but the Storyteller should see to it that it periodically surfaces. Willpower may be expended without a challenge to suppress these individual cravings.
System: The user must touch the target. A mental challenge is made, and if the target loses the challenge she is down three social traits for the rest of the evening. People simply dissociate from the victim -- she seems crude and uncouth even if on her best manners, unsightly and ugly even if she is a vision of beauty. Curiously, this power also tends to reduce the effects of the Viniculum, lowering the rating by three for that evening.
System: Immediately after the target experiences the desired "fix," which can be essentially anything, the user must touch the target. A mental challenge is made. If the victim loses, he is immediately addicted to the "fix." Breaking the addiction often takes time and effort. To break the addiction, the character must succeed at three challenges against the Thaumaturge's mental traits (as they were when the Addiction was put into place). Successes are cumulative, but only three attempts can be made per game session. However, giving in to the addiction invalidates any accumulated anti-addiction successes. For each game session that the character goes without getting his "fix," he gains a temporary subhuman Control beast trait. These are lost as soon as the "Fix" is acquired, but eventually the character will simply frenzy until he gets his "Fix."
Example: Set sees Lilith shooting up heroin. After she has finished with her needle, he walks up to her and pats her on the shoulder. "Aren't drugs great?" poses Set, as he uses the power.
<<I, as the Dark God, wittily addict you to Heroin>> says Set's player.
<<Well, I'm disciplined enough not to succumb to your mischief, you slimy snake>> says Lilith's player.
The two challenges. Lilith throws a rock and Set throws paper. Lilith is addicted.
Lilith tries to break the addiction by going cold turkey (once she is off her high that is). The Storytellers decide she has to wait at least one game session to start, so she waits until the beginning of the next game.
Lilith's player gets two successes out of three at the beginning of that game -- she is still addicted, but is almost over it. However, since she is going cold turkey, she picks up a temporary subhuman beast trait. Later that evening, she bumps into Set again.
"So, want some more of my stuff?" asks Set.
"No way, you son of a bitch! I've been cranky and shitty feeling all month because of that crap!" retorts the good Dark Lady.
<<Well, I am going to Shrewdly contradict you, so there>> say Set's player.
<<I determinedly resist, you asshole>> says Lilith's player.
Lilith throws paper and Set throws scissors. Lilith is contradicted.
Uh, yeah, I love Heroin. Toss some over," says Lilith.
Lilith proceeds to get her fix, losing her Beast trait but also losing her two accumulated successes.
The next session, Lilith's player is pissed. She decides to throw caution to the wind and ends up burning 3 Willpower on the challenges before she wins them all. Nevertheless she is no longer addicted. Set, of course, is already plotting his next move >=)
System: During any conversation, the user can invoke this power. All people in conversation with the user must make mental challenges, but are down 3 traits (I could easily see this number as 1 or 2 also . . . 3 is an arbitrary conversion from the Camarilla guide). If the victims fail, they are dependent on the speaker for the evening. Despite the claims of the Tremere, Dependence is not Majesty. All it does is cause a minor psychological addiction to the user: essentially, a terribly weak blood bond. The victim is down one trait in all challenges when not in the presence of the user. Additionally, she is down half of her traits when attempting to resist Dominate, Presence, or Social challenges made by the user. Lastly, the victim cannot regain any of her Willpower when away from the Thaumaturge.