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SETHIAN
CLAN (DIS)ADVANTAGES:
(Note: The
rules below are for use under the "Minds Eye Theatre" Live Action
Role playing System, Copyright White Wolf Games, Inc.)
Clan Advantage:
Sethians are warriors and hunters first and foremost: Sethian characters
start with a free trait in Brawl and either Melee or Survival. The
Sethian philosophy deeply involves their relationship to both the
past and the future, so they may additionally gain one of the following
Abilities for free as well: Mythology (Egyptology) Setite (or Serpent
of the Light) Lore, or Noddist Lore.
Clan Disadvantage:
Further, it
would seem that, even for the Sethian Bloodline, the Apple doesn't
far very fall from the tree; Sethians are one-Trait down in all
Social Challenges involving the the Corruptive influences or Either
a Follower of a Serpent. If a Sethian Falls from grace they tend
to fall all the way, and revert to the mentality and ways of their
insidious forbears.
Clan Specific
Merits: The following two merits are available only to Sethians
due to the unique nature of the blood.
Sense Descendant:
(three point)
The Sethian is able sense the presence/identity of Setites and Serpents
of the Light (requires a challenge similar to the Snipping ability
of Ghouls). Note: the character DOES NOT automatically know if the
difference between the two, just that they are one of the above.
(Basically, that the Kindred is descended from Set).
Dual Aura:
(three point)
Because of their balanced natures, a Sethian has a "dual" aura.
The Sethians are at one with the dual sides of their nature; as
a result, a being with the ability to Sense the Wyrm will receive
whatever reading is most beneficial to the Sethian (e.g. a Shadow
Lord will read a strong Noble spirit struggling against the Wyrm,
While a Nephandus will read the raging beast entwining itself erotically
around a powerful undead soul). To a Setite or other evil being,
they will read it like any other Setite
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