The Ministry: Difference between revisions
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The Blood of a Minister abhors the light. When exposed to direct illumination — whether natural or artificial — members of the clan recoil. Ministers receive a penalty equal to their Bane Severity to all dice pools when subjected to bright light directed straight at them. Also, add their Bane Severity to Aggravated damage taken from sunlight. | The Blood of a Minister abhors the light. When exposed to direct illumination — whether natural or artificial — members of the clan recoil. Ministers receive a penalty equal to their Bane Severity to all dice pools when subjected to bright light directed straight at them. Also, add their Bane Severity to Aggravated damage taken from sunlight. | ||
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<div style="font-weight:bold;line-height:1.6;">Clan Bane Variant</div> | |||
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'''Cold-Blooded:''' Often compared to that of serpents, the Blood of the Ministers runs cold in more ways than one. Without fresh, warm blood in their veins they find it impossible to mimic the breath and heartbeat of a mortal, and even then the act requires considerable effort. | |||
A vampire of the Ministry can only use Blush of Life if they have recently fed from a living vessel (in the same scene or up to roughly an hour ago, at the storyteller’s discretion), and when they do it requires a number of Rouse Checks equal to their Bane Severity rather than just one. | |||
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''<sub>Players Guide, pg. 58</sub>'' | |||
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= MUSIC FROM THE SUCCUBUS CLUB = | |||
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{{#ev:youtube|feGOsRkKeR0|x150}} |
Latest revision as of 07:30, 5 April 2023
WHO ARE THE MINISTRY?
Clan of Faith | Setites | Typhonists | Serpents | Liberators | Juadasians
Tracing their lineage from the Egyptian would-be god of deception and chaos, the clan formerly known as the Followers of Set has a reputation as motley as their history. As much cult as clan, most of the Ministry adheres to a uniquely disruptive system of beliefs, fighting a war of morality and ideas against the status quo. Known and abhorred as tricksters, enticers, and outright liars, the clan has had a history of playing all sides in conflicts of the great sects. Their entry to the Camarilla rejected, many have joined the Anarch Movement and are now arming their twin weapons of temptation and subversion to bring spiritual liberation to all descendants of Caine.
Vampires of the Ministry typically Embrace from the ranks of the irreligious, the heretical, and the corrupt. Criminals are common targets, as are con artists, stage fraudsters and self-help gurus. Likewise, the clan approaches those who seek to destroy or subvert religion. Proselytizing atheists, iconoclasts, professors and students of philosophy, and historians who seek truth behind myth are all desired by the Ministry. The clan are drawn to those who know their way around human desires and falsehoods. The Ministry does not seek to corrupt them — this is a common misnomer — but they do seek out those who know how to handle debasement, fraud, and erosion of blind belief.
As they’re inducted into the vampiric condition (or often before), clan recruits are brought into the cult of Set. To the Ministry, the clan and their secret belief are intimately entwined, though their faith takes many forms. Equal part religion and memetic instrument, it can insert itself into any creed, organised or personal, and bring it down from within. Usually taking the shape of a subtle alternative to, or outright heresy against, its parent belief system, its ultimate purpose is to erode whatever faith it clings to, liberating (as the Ministry tells it) the believer from their former chains. It is no coincidence that the rise of the Cainite Heresy follow the growing Ministry presence in vampire domains. Many of the clan keep vast libraries of philosophical and theological tracts for this very purpose, in some cases making it a nightly occupation to hunt for ancient writings and artifacts to bring home to the cult. Others take a more improvisational route, seeking out to liberate subjects, vampires and mortals alike, on a more personal level, not limited to the breaking of strictly religious convictions. Many months can be sunk into simply observing their mark, in order to deduce exactly what forbidden vices will yield the greatest temptation.
In vampire domains, the Ministry comfortably serves two purposes. On one hand they are suppliers unafraid to dirty their hands with drugs, vessels, and anything else on the desperate side of the tracks. On the other, they are the spiritual core of many coteries. This dichotomy does not pass the Ministry by. They dance with the devil and preach spiritual purity. Though some licks consider them hypocrites for this mixed message, the Ministers claim the role of martyrs: They fraternize with sin so others need not. In this way, they retain plausible deniability. Most vampire accept this explanation, as the Ministers’ usefulness outweigh most lingering suspicions.
DISCIPLINES
Obfuscate: The ability to melt into shadows, craft an illusory appearance, or vanish from plain sight. The Ministry use this to discover the beliefs, creeds, and vices of vampires and mortals alike, to facilitate their exploitation and liberation. Powerful Ministers also often wear the faces of trustworthy figures and friends to better lure prey to into their shrines and temples, or just to the nearest secluded spot.
Presence: The ability to sway the emotions of others, both to attract and repel. In these nights, this is the Ministry’s favored ability. They use it subtly, but with great prowess, with majestic gestures and resounding speeches cutting to the hearts of a congregation assembled in worship or to the lone junkie in need of a new fix.
Protean: The ability to change the body’s form, whether to extend monstrous fangs or take the shape of animals. Sometimes known as Serpentis within the clan, the Ministers use this ability to awe observers but also have use of its many novel ways of escaping harm. They will often adopt the form of a snake over that of a wolf, but can meld with the earth to avoid the sun alongside any Gangrel.
BANE
The Blood of a Minister abhors the light. When exposed to direct illumination — whether natural or artificial — members of the clan recoil. Ministers receive a penalty equal to their Bane Severity to all dice pools when subjected to bright light directed straight at them. Also, add their Bane Severity to Aggravated damage taken from sunlight.
Cold-Blooded: Often compared to that of serpents, the Blood of the Ministers runs cold in more ways than one. Without fresh, warm blood in their veins they find it impossible to mimic the breath and heartbeat of a mortal, and even then the act requires considerable effort.
A vampire of the Ministry can only use Blush of Life if they have recently fed from a living vessel (in the same scene or up to roughly an hour ago, at the storyteller’s discretion), and when they do it requires a number of Rouse Checks equal to their Bane Severity rather than just one.
Players Guide, pg. 58
COMPULSION
Transgression
Set teaches that everyone’s mind and spirit are bound by invisible chains of their own making. Their Blood chafing at these bindings, the Minister suffers a burning need to break them. The vampire receives a two-dice penalty to all dice pools not relating to enticing someone (including themselves) to break a Chronicle Tenet or personal Conviction, causing at least one Stain and ending this Compulsion.
ARCHETYPES
Faith Healer
This Minister has always found it easiest to heal people through the power of words and faith. As a mortal, they were an evangelist, therapist, or homeopath convincing others with their kindness and strength of conviction that all ills can be believed away. As one of the Damned, they aren’t too different. Now, the sin they preach against is the Beast instead of simple mortal urges. This kind of Minister acts as the spiritual guide for other members of their coterie.
Lifetime Fraud
The Ministry prizes its frauds, con artists, and charlatans, both as the front of house for the clan and for their aptitude for relieving other vampires of burdensome guilt and deviancies. As a mortal this Minister likely had a fake name, a job for which they weren’t qualified, and told more lies to their partner than truths. A real enigma who found it easy to move from city to city with just a suitcase in hand.
Conspiracy Debunker
Considering they are the Clan of Lies, the Ministry has an unkind opinion of others who would deceive the masses. This Minister was dedicated to removing the veil from over the eyes of the people by debunking fake mediums, blowing holes in conspiracy theories, or using reason to combat the logical fallacies of religion. The Ministry values such a lick for their perception, and prizes them highly when they buy the clan line.
Mouth of the Gods
This Minister was able to hear the voice of God before the Embrace. Ardent in their belief and skilled in channeling visions into action, they succeeded in life, raising a family, running a business, and were well-regarded throughout their hometown. Now Embraced, the voice of God has multiplied. Maybe it’s schizophrenia, maybe it’s the Beast and the Blood, perhaps it’s Sutekh and his family; this vampire believes all of them can be heard.
Entrepreneurial Archaeologist
Genuine archaeologists seldom get much money out of their profession. This Minister was once one, or at least an amateur enthusiast, and stumbled upon a trove of history they kept for themselves, leading their future sire to their doorstep. While they still pursue their passion for archeology to keep up a legitimate front, many pieces go missing for study, trade with other enthusiasts, or just to be added to their personal collection.
MUSIC FROM THE SUCCUBUS CLUB