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Voice of the Prophet (Setite Sorcery)

by: Benedira A Legacy Article from Sanguinus Curae

The Followers of Set pride themselves on their abilities of manipulation and subterfuge, as well as the influence they can come to wield over important figures. Indeed, so profound is the Setite's reputation for such things that it is often the first thing childer learn about the clan - beware those who would lead you astray. This focus of Setite Sorcery first appeared in Egypt, during the height of Roman occupation. It is rumored that its powers were used to sway Roman predominates and soldiers alike. The path exists to this day, and though the superstition that made this path so powerful has suffered a severe decline, it continues to have its uses.

Power of Suggestion
Using this power, the Setite can speak a single word or short phrase to her target and be confidant that the target will be psychologically impacted by it. For example, using the Power of Suggestion to inform an Elder that 'the insurrection comes' will certainly open the Elder's mind to this possibility.
System: The Player rolls Manipulation + Subterfuge against a difficulty equal to the subject's Willpower. The number of successes determines how much confidence the target places in the Setite's suggestion. A failure indicates that the target dismisses the suggestion completely, and a botch prohibits the Setite from using this power on the target again for the rest of the scene.

Signs and Portents ●●
With this power, the Setite can convince a single target to view even the most ordinary objects or occurrences as omens. The target accepts the Setite's interpretation of the omens without question, regardless of whether they are superstitious. Many a crafty Setite has orchestrated a series of events to be used with this power.
System: The Player rolls Manipulation + Subterfuge against a difficulty equal to the subject's Willpower. The number of successes determines how much confidence the target places in the Setite's interpretation of the omen. A failure indicates that the target dismisses the omen completely, and a botch prohibits the Setite from using this power on the target again for the rest of the night.

Soothsay ●●●
Employing this power, the Setite can deliver a powerful and credible prophecy or insight to one or more subjects. For all that are caught in the spell of Setite's augury, her words ring true and piercing.
System: The Player rolls Manipulation + Subterfuge against a difficulty of seven. The number of successes determines how many listeners are affected, as noted on the chart below. If there are more people present than the character can influence, Soothsay affects those with lower Willpower scores first.

1 success One person
2 successes Two people
3 successes Six people
4 successes 20 people
5 successes Everyone in the vampire's immediate vicinity
(an entire mob, an auditorium)
Those affected can use Willpower to overcome the effects of Soothsay, but must spend a number of Willpower points equal to the number of successes rolled as well as spend an equal number of terms concentrating on shaking off the power of the Setite's words. If the affected character's concentration is interrupted in any way, they must begin the process anew - including spending the Willpower points.

Divination ●●●●
The Setite must use some tool of divination with this power, whether it is tarot cards, bones, tealeaves, or even a crystal ball. The subject of this power will not only believe the Setite's interpretation of the divining tool, but see the truth of it in the 'reading' themselves - regardless of whether it is actually there.
System: The Player rolls Manipulation + Subterfuge against a difficulty equal to the subject's Willpower. The number of successes determines how much confidence the target places in the Setite's divination. A failure indicates that the target dismisses the 'reading' completely, and a botch prohibits the Setite from using this power on the target again for the rest of the night.

Oracular Dreams ●●●●●
With this power, the Setite can administer prophetic or insightful dreams to a subject. The dreams must have something to do with the message the Setite is trying to deliver, and contain relevant symbology. This most powerful manifestation of this brand of sorcery is difficult to master, as it requires that the Setite learn to create images and scenes 'on the fly'.
System: The Player rolls Manipulation + Subterfuge against a difficulty equal to the subject's Willpower. The number of successes determines how clear the dream's intended meaning is to the subject. A failure indicates that the target fails to read anything into their dream, and a botch indicates that the subject dreams of the Setite's manipulation instead - usually a costly mistake for the Setite.
The Setite must be within 100 feet of their target to use this power, though they do not necessarily have to be able to see them, and barriers (such as walls or the ground) do not inhibit them.
Because the undead mind is resistant to dream, the player must spend a willpower point if the subject is kindred.

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