Path of Corruption
The Three Paths are a trio of distinct Aptitudes designed initially to complement the two Entropic Aptitudes (Entropic Force and Entropic Vita). However, unlike those two, the Three Paths have become more common among the Nephilim.
The Path of Corruption deals with pleasurable torment and sensual pain, and is the most twisted and frightening of the Three Paths. Victims of this Aptitude often find themselves in the worst misery, yet uncontrollably addicted to such agony, and this is why users of this Aptitude are feared so. At the heart of the Path, however, is the vile intent to gain subservience over its victims. The Path of Corruption may only be learned by characters that subscribe to the Code of Malignance.


� Cursed Caress
The Cursed Caress simply inflicts pain on a victim. The character must first succeed on a normal Dexterity + Brawl roll (difficulty 6). The victim then, upon successful physical contact, suffers a number of health levels of Lethal damage equal to the character�s Path of Corruption rating.

�� Cacophonic Aria
Bursting out into song, the character sings a terrible incantation that sounds truly horrific (even if she has an excellent singing voice). Any characters not exempted (see below) who can hear this din immediately lose half their temporary Willpower points, and must spend a further Willpower point to make any action that requires any concentration while the Cacophonic Aria is being sung, which lasts until then end of the following turn. Singing the Cacophonic Aria requires the expenditure of 1 Vita point, and the character performing it cannot do anything else while she is doing so. If the Nephilim desires to exempt one or more of her allies from the effects of this power, she must roll Wits + Quintessence (difficulty 7); for each success rolled, one character is exempted. She may choose who is exempted and who is not.

��� Acquiescence
This power affects multiple targets, stripping their mental capabilities, often until they become nothing more than babbling idiots. Acquiescence costs 2 Vita and requires a Manipulation + Performance roll (difficulty 7). Each success causes the effects to afflict one target of the character�s choice, so long as all victims are within a fifteen-foot radius. Each victim then temporarily loses one in all three Mental Attributes, until the end of the scene. Acquiescence can be used against the same target over the course of multiple turns; if any of the victim�s Mental Attributes are reduced to 0 by this power, he cannot make any rolls based on that Attribute until the effects wear off. If the character botches her Acquiescence roll, she suffers the effects herself.

���� Bondage of Vita
By summoning the mystical energies of Vita, the character is able to immobilise a victim completely. Bondage of Vita costs 3 Vita points and requires a successful Wits + Occult roll (difficulty 7). Each success renders the victim immobile for one turn or five minutes if out of combat, after which the character may re-establish the Bondage by spending 2 more Vita points and rolling again; this may be done as often as the character desires. Victims trapped by the Bondage may try to break free, by succeeding on a Strength roll (difficulty 9) and scoring more successes than were scored on the last Bondage roll. Bonuses from the
Might Aptitude may be added to this roll. While trapped a victim may do nothing that requires physical movement.

����� Dark Venom
This potent power allows the character to instigate wars between individuals, by causing intense hatred between them. Dark Venom requires that the character touch all intended victims, and within five minutes of touching the first, spend 3 Vita and roll Manipulation + Subterfuge (difficulty of the highest Willpower score of the group). One success causes discontent and suspicion between the victims for one hour, two successes for five hours, 3 for one day, 4 for one week, and 5 for an indefinite feud. These effects can eventually be overcome with Willpower rolls at Storyteller discretion, but the characters will have to be persuaded by others to even try to reach a peace.

����� � Lash of Vita
The Lash of Vita creates a mystical whip in the hands of the Nephilim, which she may use as a weapon with which she may totally subdue an enemy. Summoning the Lash costs 3 Vita, and using this power requires that the character successfully hit her opponent on a normal Dexterity + Melee roll (difficulty 6). If successful, the victim loses a number of temporary Willpower points equal to the number of successes scored, as well as the normal damage from the subsequent damage roll. In addition, the victim must then roll her current Willpower (difficulty 7); if he fails, he cannot attack or do anything detrimental to the Nephilim until the end of the scene, or until she makes any further hostile action towards him. If a victim�s Willpower is drained to zero, he instead immediately becomes incapacitated, and cannot wake again until the end of the scene. Note that the victim will still take the damage rolled from the use of the Lash.

����� �� Perversion
Perversion is a feared power that has no particular combative use, but sadistic Nephilim find it profitable nonetheless. By spending 2 Vita and rolling Manipulation + Leadership (difficulty of the victim�s Willpower), the Nephilim can force her victim to perform various perverted deeds, be they sexual, self-mutilation, or other acts of depravity, as specified by the Nephilim at the time of using the Aptitude. The victim will then be compelled to perform these vile acts for a period of time as specified by the number of successes scored on the roll:
  None     No effect
     1        One turn
     2        One hour
     3        One day
     4        One week
     5        One month
     6+      One year
If performing such acts of Perversion goes directly against the victim�s Nature, he may make a Willpower roll (difficulty 4 + the number of successes scored by the Nephilim, maximum 10) to counteract the effects. Other ways to counter the effects include certain
Mystic Touch and Blessings of Ba�ados powers, and others at Storyteller discretion. Needless to say, however, a victim of Perversion might soon find himself running short of friends, not to mention drastically tipping her Balance.

����� ��� Addiction

Using Addiction on a victim renders that character addicted, for a short while, to pain, effectively giving him the temporary Nature: Masochist. Addiction requires the expenditure of 2 Vita and a successful Manipulation + Empathy roll (difficulty of the victim�s Willpower + 3, maximum 10). The victim will then be compelled to seek out pain in all forms for a period of time as specified by the number of successes scored on the roll:
  None     No effect
     1        One turn
     2        One hour
     3        One day
     4        One week
     5        One month
     6+      One year
Note that the character is compelled to seek out pain, not death � there is a difference (although it is likely that death may come as an indirect consequence of this power).

����� ���� Slicing Shards
A deadly combative power, Slicing Shards allows the Nephilim to grow a number of claw-like projectile weapons, which she may then proceed to hurl at her victims. Growing the Slicing Shards costs 3 Vita, and requires a successful Wits + Quintessence roll (difficulty 7); one Shard is created for each success. On the character�s next turn, she may throw one of the Shards at a victim, by succeeding on a Dexterity + Athletics roll (difficulty 6) or alternatively a Dexterity + Throwing roll (at difficulty 5) if the Nephilim has that as a
Secondary Ability. Upon impact, the Shard causes a number of Lethal damage equal to the Nephilim�s Occult rating. This damage can only be soaked if the target has the Endurance Aptitude, and then only with a dice pool equal to his Endurance rating. Regardless of whether the Shard hits or misses, it shatters into a fine dust after it is thrown, as are any unused Shards at the end of the scene.

����� ����� Whisper of Temptation
The epitome of the Path of Corruption is completely enslaving a victim�s mind. Performing the power is a little complex; the Nephilim must first touch her intended victim anywhere on his head, and spend 5 Vita. She must then make an extended Intelligence + Empathy roll (difficulty of the victim�s Intelligence + Willpower, maximum 10), once every hour, until she has scored a total of 30 successes, after which the victim must make a Willpower roll (difficulty 10). If the victim succeeds, the power has failed. If the victim fails or Botches, his mind is sucked into oblivion, and he becomes the Nephilim�s unconditional and irretrievable slave, much like a
Zombi. This power cannot be reversed using the Vita Totus power: Undo.
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