Path of Disease
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 Disease deals with inflicting sickness and illness on its victims, and has been the cause of many outbreaks of plagues and diseases. Its effects have obviously been linked to the effects on Humans that the Initium Occasus produces, and not without good reason. The Path of Disease may only be learned by characters that subscribe to the Code of Malignance.


� Fly Swarm
Although Fly Swarm does not directly benefit the Nephilim, or cause any real lasting damage, it is still a horrible power to its victims, and provides good practice in harnessing the vermin that spread disease. Note that although the power is called Fly Swarm, the character may summon any kind of vermin to taunt her victim. She must spend 1 Vita and then roll Manipulation + Animal Ken (difficulty 7). The swarm will then plague the victim for five minutes per success rolled, which, if used at a critical time, can cause far worse and longer-reaching consequences.

�� Rancid Visitation
Rancid Visitation is used to create a corrosive organism on a victim�s armour, clothing or flesh, which then proceeds to eat away at the target. To summon the Rancid Visitation, the character must spend 1 Vita and roll Manipulation + Occult (difficulty 7). Each success allows the organism to eat at its target for one turn. Each turn it causes one dice of unsoakable Lethal damage. Clothes can take up to two levels of this damage before they are rendered useless, while armour can take up to twice it�s Protection rating before it too is rendered useless. If the organism is still around after clothes and/or armour have been eaten, it may proceed to eat at the victim�s flesh. Partially eaten clothing is useless unless repaired; likewise, partially eaten armour has its Protection bonus halved (round fractions down) until it is repaired.

��� Miasma of Pestilence
This power affects multiple targets, stripping their physical capabilities, and is often used in the throes of battle. Miasma of Pestilence costs 2 Vita and requires a Wits + Medicine 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 Physical Attributes, until the end of the scene. Miasma of Pestilence can be used against the same target over the course of multiple turns; if any of the victim�s Physical 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 Miasma of Pestilence roll, she suffers the effects herself.

���� Drain
Drain is an extended version of Miasma of Pestilence, and afflicts a victim with such a terrible sickness that rather than just stripping her physical capabilities, all her basic capabilities are reduced. Drain costs 3 Vita and requires a Wits + Medicine 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 nine Attributes, until the end of the scene. Drain can be used against the same target over the course of multiple turns; if any of the victim�s 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 Drain roll, she suffers the effects herself.

����� Shrivelling Pox
This power is a direct combat effect, causing devastating damage on the Nephilim�s victims. Spend 3 Vita and roll Intelligence + Medicine (difficulty 7). Each success inflicts one Lethal damage on the victim. In addition, if the victim fails to soak any of the damage caused, he will continue to suffer the same amount of damage each turn until he manages to soak at least one health level of damage, or he dies.

����� � Stream of Corruption
Stream of Corruption is one of the more sickening powers of the Path of Disease. It allows the character to belch forth a large discharge of puss, vomit, and other foul substances. The character must spend as many Vita points as she likes, up to her Vita Limit, and then make a normal Brawl attack. If she is successful, the Stream hits x victims where x is the number of Vita points spent. All damage caused in considered Aggravated. In addition, if the Nephilim was suffering from any illness or disease, she is now cleansed of the affliction as she belches out the offending virus. At Storyteller discretion, the victim(s) might even contract such diseases after being vomited on in such a manner.

����� �� Stench of Vita
The impressive yet disgusting power Stench of Vita renders its victims immobile and unable to defend themselves. The power costs 3 Vita to use, and affects an area of ten feet x (the number of successes scored on a Wits + Occult (difficulty 7) roll) radius. All characters in the affected area must then make a Stamina roll (difficulty 6, no modifications) and score more successes than the Nephilim does on an Instinct roll (difficulty 6, no modifications). Any victims who fail to beat the chatacter�s roll is rendered immobile, and unable to do anything that requires any physical movement, for a number of turns equal to the Nephilim�s permanent Willpower.

����� ��� Pillar of Putrefaction
Serving many multiple purposes, the Pillar of Putrefaction creates a large mound of rotting flesh, pestilential fluids and other nasty and foul-smelling substances to rise above the current position of the Nephilim, elevating her. This can provide a useful way to survey the scene, an effective escape route, a defensive manoeuvre, or indeed a number of other uses. For obvious reasons, the Pillar may only be used outside, or where there is a very high ceiling. The power costs 4 Vita to employ. No roll is required. The Pillar will remain in place for as long as the Nephilim desires, cannot be climbed due to its slippery composition, and has Stamina 10 and 16 health levels for the purposes of any attacks made against it.

����� ���� Plague Wind
The art of spreading disease and decay is what followers of the Path of Disease excel at. Plague Wind is the greatest instrument of this, causing illness over large areas and claiming many victims. Plague Wind costs 4 Vita and requires a Manipulation + Occult roll (difficulty 7); each success causes the Plague Wind to carry disease and pestilence for up to a mile in one direction; however, each further success allows the Plague Wind to change direction. Everyone in the affected area immediately suffers 5 Lethal damage, and must succeed on a further Stamina roll (difficulty 6), or they will contract a random disease, as indicated by the Storyteller. Plague Wind may not be used to carry the disease Vita Death.

����� ����� Vita Death
The most terrifying thing that those who can manipulate Vita and disease have produced is the fatal effects of the so-called Vita Death: the effects that the radiation of the Initium Occasus has on Humans. Its effects are fast and devastating, and are highly contagious. A Nephilim who can inflict this disease is truly a potent enemy. Inflicting Vita Death takes merely physical contact and the expenditure of 5 Vita. The effects are left in the hands of a Storyteller, but a victim of Vita Death can expect to die swiftly, but in terrible pain. Vita Death has no effect on Nephilim.
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