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| Serpents of Light - Cobras | |
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Havoc
Posts : 111 Join date : 2010-03-19 Age : 43 Location : Ottawa
| Subject: Serpents of Light - Cobras Fri Mar 26, 2010 10:24 pm | |
| Independent and proudly heretical sect of the Followers of Set. Its pride lies within its adopted independence from the Setites; the Serpents have no affiliation with their parent clan. While many Setites trace their history to ancient Egypt, the Serpents claim they originated in the West Indies.
The Serpents of the Light came into being when the Sabbat moved into Haiti in the 1960s. Before then, the group that became the Serpents may have been a rogue cult of Setites, studying voodoun and how its mysticism could be used to its undead advantage. Until the 1970s, the Sabbat was too disorganized to pay much attention to the Caribbean, despite some degree of presence there - Sabbat activity simply lay dormant. In fact, the Sword of Caine had no idea that this "lost tribe" of Setites even existed in Haiti. Once the sect became aware of the cult, however, the Sabbat recognized the ruthless strength in the group and gave protection to it in its infancy. It is possible that the first Serpents were younger Setites, who agreed with the political philosophy of the Sabbat. When the news of the Sabbat's discovery reached the Setites' ears, their elders forbade their childer's interaction with the Sword of Caine. Citing the Sabbat's "intent to destroy the god-king," they sent emissaries to Haiti who insisted that the cult disassociate itself from the Sabbat.
Because the Serpents chose to ally with the Sabbat, they have earned the enmity of the Followers of Set, and vice versa. Hatred between these two now-separate bloodlines runs deep, and the Setites consider the Serpents traitors to their clan. Indeed, the Serpents of the Light consider Followers of Set to be abominations intent on destroying the world via the resurrection of their undead vampire god. The two groups spare no effort in antagonizing each other, playing out a deadly holy war across the distance of continents. Serpents of the Light also oppose the other Antediluvians for similar reasons, citing a Haitian Voodoo prophecy similar to the Gehenna foretold in the Book of Nod. As Sabbat, their ideology fits perfectly.
Manipulation by seduction is the tool of choice for the Serpents of Light, who play a dangerous game of attack and counterattack against their Setite rivals with mortal pawns. Members of the bloodline wield the weapons of addiction and decay. They are expert at discovering a target's weakness, and using that tool - be it drugs, sex, power or whatever - to gain control of the target. They relish the opportunity to bring down a prince's city from the inside out, like any dedicated Sabbat. A few Serpents set loose in a major metropolis can magnify the drug-trade substantially, entice many innocent victims into prostitution, and much more. They prefer to operate behind the scenes, extending their control through human and Cainite underlings, without becoming an obvious target themselves. Rooting out a Serpent of the Light from a city is much like peeling an onion - you must slice away many layers before you get to the core. They maintain an attitude of "fight fire with fire" when it comes to foiling the plans of the Setites and, to a lesser degree, the Camarilla.
Weaknesses: The Serpents of the Light share the same weakness as the Followers of Set. They both bail from primordial darkness, and thus they react identically severely to light. Serpents suffer two additional health levels of damage when wounded by sunlight. Serpents of the Light also subtract one die from all dice pools when subjected to particularly bright light, artificial or otherwise (sunlight, spotlights, chemical flares, etc.).
Clan Disciplines: Obfuscate, Presence, Serpentis. | |
| | | Havoc
Posts : 111 Join date : 2010-03-19 Age : 43 Location : Ottawa
| Subject: Re: Serpents of Light - Cobras Sat Mar 27, 2010 5:52 pm | |
| Drug Resistance (2-PT Merit) You are unusually resistant to drugs. Alcohol, narcotics and similar addictive substances have little or no effect "upon you. You can drink from winos with impunity, or pretend to be far drunker than you are in order to take advantage of an opponent.
Poisonous Bite (2-PT Merit) You have developed poison glands in the roof of your mouth. The poison is virulent, although Kindred and other supernatural creatures are unaffected by it. You, of course, are immune. When you bite, you always inject this poison, usually killing your human victims. You must learn to feed in other ways, perhaps drawing the blood you need with a syringe or razor, if you do not wish to kill every time you feed.
Addictive Blood (3-PT Merit) Your blood is especially delicious to others, Kindred or Kine, containing a substance they find physically addictive. Once they have drunk it, they must drink again, or spent a Willpower point at inconvenient moments to avoid the pangs of craving. Setites with this Merit find it much easier to Blood Bond an opponent, as once they have tasted the tainted vitae, they will do almost anything to drink it again.(Storyteller discretion if non setites can take this flaw/rare)
Scales (1-3-PT Flaw) During your Embrace, a portion of your skin became scales. If only a small area, one easily hidden, such as a patch of skin on your shoulder, this is only a one-point Flaw. Having an entire limb affected, such as an arm, forcing you to wear long gloves at all times is a two-point Flaw, while having a scaled, lipless face is a three-point Flaw.
Forked Tongue (2-PT Flaw) Your tongue is forked and flickering, like that of a snake. You speak with a hiss. Upholding the Masquerade becomes difficult for you. Note that this tongue does not inflict aggravated damage, nor draw blood.
Heartless (4-PT Flaw) Having removed your heart via the fifth level of Serpentis, you have lost it. The heart might be in the possession of a foe, or simply missing. If it is possessed by some other Cainire, (perhaps a Setite elder, or your sire) you must obey their every command. If it is lost, the anxiety this causes you interferes with your nightly existence.
Aura of the Wyrm (5-PT Flaw) You radiate corruption to such a degree that any Garou in the locale are drawn towards you. This is a serious Flaw, as your unlife is constantly threatened by frenzied attacks directed against you by enraged werewolves. | |
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