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Post by Tami on Aug 5, 2006 16:57:51 GMT -5
This thread is all about paths and how they relate to vampires
Paths are Elusive- Few kindred are initiated into the secrets of the paths. Most vampires - event hose of the independent clans and sabbat - follow the ways of humanity: they simply tend to degenerate to very low levels over time. Not just anyone can follow a Path: becoming such an Inhuman creature requires discipline and spiritual strength, abeit of a distinctly alien sort. A person seeking to join a Path must have the capacity to discard her human nature, as well as the fortitude to survive the process.
Paths are utterly inhuman - Players wishing their characters to Paths of Enlightenment are in for extremely demanding role playing experiences. Absolutely nothing the player believes in will be reflected by any of these paths. these are codes of immortal ethics that Kindred have spent hundreds if not millennia, studying. It's fine and good to have as Assamite character follow the Path of Blood, but the player will have to devote an enormous amount of energy towards thinking how that character really thinks.
As a corollary to this, a path follower is treated as though he has a Humanity score of 3 when using the rules for interacting with mortals. If the path follower's Path rating is less than 3, use thats core instead.
Paths Shock Conventional Moralities this can not be stressed enough. Paths use game systems similar to humanity, but the codes that constitute these ideas emphasize such alien ideals that anyone observing them is likely to be put off. Look over at the hierarchies of sins for the paths - some of them accord prestige, honor or righteousness to behavior that would cause the gods to strike a human dead in his tracks. Some codes espouse killing, why others cannot be bothered with it. Indeed, some codes are so selfish that even thinking about helping others constitutes a moral failure.
To put it plainly, this is some heavy nuts. These paths are here to illustrate how utterly inhuman and removed the Kindred are from humankind, and to give them spiritual protection from the talons of the beast. Use the Paths when the story or character demands them, not to free the characters from penalties for wanton murder or perversion."
Straight from the Core book page 286
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Post by Tami on Aug 5, 2006 17:01:50 GMT -5
Chaining the Beast Page 13
“Few vampires in the camarilla practice Paths of Enlightenment. In fact, one of the core tenets of the Camarilla is its emphasis on retaining one’s humanity. To ascribe to a Path of Enlightenment is, in the sect’s judgment, to accept one is a monster. Most practitioners are either in the Sabbat or in one of the independent clans.
The most infamous and ardent path practitioners are found in the Sabbat. The entire sect it structured to enable vampires to “be themselves” externally the way the Paths enable Cainites to discover themselves internally. Thus, the sect compliments Paths, and Vise versa. Numerous philosophies and teaching mingle. Some adherents become rivals, while others find common ground and occasionally even develop hybrid courses. Neonates are presented with a bewildering variety of choices. Indeed, most philosophical breakthroughs about the vampire condition come from the sabbat.
This is not to say that all Sabbat practice Paths of Enlightenment. The majority still follow Humanity, albeit at low levels. It is the Sabbat, though, that exalts Paths of Enlightenment and their practitioners. Ironically, it is this act that causes many neonate members to lose themselves to the beast, attempting to adhere to a path before they are ready.”
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Post by Tami on Aug 5, 2006 17:02:17 GMT -5
Chaining the Beast
Page 15 Camarilla Path Practitioners
Not every vampire in the camarilla follows the path of humanity. Some Camarilla vampires predate the camarilla itself, and some of those predate the Camarilla itself, and some of those holdovers retain their old moral codes. Other might be spies or turncoats for the sabbat.
Those within the Camarilla who retain path from the days before they joined the sect need to walk carefully. They must still obey the six traditional laws of Caine. In many cities, if they wish to remain on the prince’s good side they must at least pay lip service to the ideals of humanity. Vampires who must follow a non-humanity path in a Camarilla-influenced town must avoid situations in which their own moral codes conflicting with Humanity. A Camarilla vampire who follows the Path of the beast should avoid the city’s Elysium for instance, lest he be drawn into politics that he can’t handle. One on the Path of Blood needs to avoid all other vampires except when absolutely necessary, lest his calling drive him to kill in a fashion that violates laws.
Camarilla Princes deal with the issues individually. Factors weighing in their decisions include their age, their own mortality, and the political standing and the utility of any offenders. Princes old enough to remember the days before the Camarilla may see path followers as less objectionable than young rulers, who have spent their whole unlives with nothing but Humanity. Very conservative, ancient princes, how ever could see a path follower as a threat, even if that Kindred is Loyal to sect and the prince himself. The rare leader with a high level of humanity might consider nothing wrong with letting another vampire find his own way, while a prince with a low humanity might consider a path follower’s presence too much of a reminder of his own temptation to Succumb tot eh beast. And, given that many successful princes are pragmatists, any of the above guidelines can be discarded for an old friend, and old enemy, or Kindred who’s proved himself trustworthy and useful. For these reasons alone, followers of the Path of Honorable Accord can sometimes find shelter among the Camarilla. In all cases, very conservative Camarilla leaders who preside on the border with Sabbat territory may find it simple to just declare a blood hunt on path followers let then chips fall where they may.
The majority of Kindred who follow Paths in the Camairlla society are old gangrel who Honor the beast (and they must remain on the outskirts of their cities), and cunning political Vampires on the Path of power and the Inner voice. Some Cainites on the Paths of Honorable Accord or Typhon can blend in with camarilla society without too much work – the corruptor because their ways encourage subtlety in action, and the knights because the Code of Milan does not wildly deviate from the traditions of Caine. The Ashirra have few problems blending in Muslim Camarilla cities. Few others can manage to function in Camarilla society. For instance, those on the Paths of Blood and Paradox have a difficult time avoiding Camarilla laws against destruction and diablerie, while those on the Paths of Metamorphosis cannot help but violate the Camarilla Masquerade if they wish to answer their calling.
No known Camarilla Vampire turns to Paths of Enlightenment and remains wholly and comfortably in the sect. they are surely unable to find a mentor, and the Sabbat trusts naught but its own with such secrets.
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Post by Tami on Aug 5, 2006 17:02:40 GMT -5
Sins of the Blood p 13
“… In the Camrilla, however, a neonate following a path is unspeakable rare. In fact, I have heard of only one such Kindred in the history of the Camarilla, a gifted philosopher and alienist (What would now be called a ‘Psychiatrist’.) Embraced into clan Toreador in the late 19th century. As I understand it, the combination of the Rose clan’s heightened perceptions and rapture, plus his own rather obtuse thought patterns, made normal comprehension and morality impossible. Within five years of his embrace, his Sire made arrangements for him to receive tutelage in the Path of Death and the Soul. The fact that his Sire was (And still is, to my knowledge) a member of a major city’s Primogen spared him some ridicule when word got around that he practiced “Necromancy”, but not much. As far as I know, he now exist as a recluse, watching humanity die around him, taking note and startling other Kindred with a fatalism that impresses even the Undead.
Following a Path in the Camarilla, therefore, definitely marks the practitioner as a kind of outsider and raises question about Sabbat influences. That makes a certain amount of sense, of course, given that the first Tradition of the Camarilla (and the one that speaks at all Kindred relationship to mortals) States that Cainites, the undead predators of the night, must blend in with those mortals. Naturally, doing so necessitates an ability to relate to mortals, so many Kindred who, in pre-Camarilla nights, might have eventually been instructed in a road of morality suited to their ideals or found their own such road, now strive to remain Humane, when they are in fact far from Human.”
Camarialla members who follow paths suffer from ridicule and persecution. It is something they need to keep secret, and if found out may they will find themselves in a very “delicate” situation. They can expect visits from the Camarilla in the form of Archons, asking ever-so-politely where the Kindred learned his ethical percepts and if, indeed, he and his mentor are members of the Sabbat. Like-wise the Sabbat may come calling wanting to know why a Kindred is practicing” their” moral codes. (And yes, the sword of Caine is that arrogant.), and they may send their own investigators.
So kindred in the Camarilla need to keep their path following a secret, or risk loosing…a lot. And this means acting contrary to the path…and yet not fall from the path. Also, path followers have a hard time dealing with Mortals, and the kine can “feel” the malignant presence of the Beast in those who follow a path.
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Post by Tami on Aug 5, 2006 18:17:29 GMT -5
Paths of Enlightenment Guide to the Sabbat p 82
Some Vampires outside of the sect believe the Sabbat has no morals. Outsiders usually only see fire, death and terror in the wake of many Sabbat Vampire’s passage. The truth of the matter, however, is that the Sabbat vampire adheres to very rigid codes of behavior based on their ideology, philosophy, and theology. These Codes are known as the Paths of Enlightenment. There are seven known Sabbat Paths, and some Vampires not affiliated with the sect are believed to uphold similar moral outlooks. While a character’s morality and actions may not make sense to outsiders (particularly those who cannot comprehend inhuman values and acts as sacred), his path strongly influences every aspect of his existence. Keep you character’s clan, pack and nature in mind when choosing a path best suited for him.
(Note paths are not recommended for beginning players)
Despite, the dehumanizing aspects of the Sabbat Embrace, however, most vampires of the sect continue to cling to vestiges of humanity, though their Humanity traits tend to erode a little more quickly than other vampires’. Particularly in the case of young Sabbat, many vampires simply haven’t had the time or environment to cast off all that was important to them before their Embrace. Neonate characters typically spend les than 25 years as a vampire, which is hardly enough time to adopt a radically different frame of mind. Nevertheless, should a player wish to portray a character who subscribes to a Path of Enlightenment, she may do so (with Storyteller approval, of course) Usually, a mentor in a character’s pack aids her in finding her path before she becomes an inhuman monster. Only the most precocious of neonates will be on a Path when the chronicle commences; typically, this individual may have had extended contact with the sabbat – as a revenant, toady, favored ghouls, etc – before she was Embraced.”
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Post by Tami on Aug 5, 2006 18:20:42 GMT -5
Switching to a path
Chaining the Beast p 26
“ A kindred seeking to switch to a Path must be in the frame of mind to do so: almost consumed, but not yet hopelessly lost. In game terms, your character must have a humanity rating of 3 or less, but not zero. She must also have Virtue scores of 1 (but not zero) in those traits that are to be “overwritten” by the Path taken. A vampire for whom conscious will be replaced by Conviction must have a Conscious of 1, for example.
No one shifts out of one mindset and onto another without going through a long night of self reflection, loathing and hope. As Card XVI of the Tarot, the tower, instructs, we must undergo a period of loss and ruin before we can rebuild. Accordingly, your character must spend a period of time in her debased state, searching for answers; She is aware of the consequences that await should she stay on the lost road of humanity. She begins to explore the teachings and practices of an alternative worldview.
In game terms, your character must undertake actions that adhere to the new tents of the new path, and you must apply Willpower to achieve success. Storytellers may deal with this initial stage as they see fit – charging Willpower points, calling for rolls or staging the entire routine purely through role-playing. The number of any successful Willpower rolls made or points spent varies. At least 10, maybe 20 constitutes an average. The vampire puts her money where her mouth is, striving to walk the straight and narrow course. That is, you make Willpower rolls or spend considerable points for you character to avoid incorrect and to practice correct (per the standards of the new path) behavior….
…. At certain points your vampire might be called on to take an action that utterly violates his old code of humanity. It might be murder or rape. In this case you cannot spend Willpower to “avoid” the deed. Instead your character should commit the acts as though on the Path of Enlightenment, and then you should make virtue rolls and role-play to mitigate the consequences.
At some point, after your character undergoes considerable spiritual trial, the storyteller allows him to attempt to ‘wake up” to the new path. This indoctrine is akin to that sudden burst of enlightenment known in Zen Circles as Satori. Your character must commit or participate in an act that violates his Humanity code but is considered “good” by the standards of his intended Path. Following the act’s completion, spend a willpower point and make a Willpower roll. If your character’s Humanity is 3, the difficulty is 9. If his current Humanity is 2, the difficulty is 8. If his current Humanity is 1, the difficulty is 6. Extra Willpower points may not be spent to modify the roll.
If the roll succeeds, your vampire hears a new calling. He loses all humanity, his human virtues are replaced with ratings of 1 in the virtues appropriate to the oath, and he has a rating of 1 in the path itself. If you get three or more successes on your Willpower roll, your character gains a rating of 2 in the Path. No matter his path rating, make degeneration, frenzy and Rotschreck checks according to his new Virtues and Path enlightenments.
If your Willpower roll fails, your character loses a point of Humanity, fails to understand the rudiments of the intended path, and must undergo the whole process again. If your vampire had a Humanity rating of one, he loses his last point and is irrevocably lost to the Beast. Failing to Comprehend, his mind simply snaps.
Sabbat instill their version of the Satori immediately upon the Embrace, via Creation Rites. Deprived of the “normal” Embrace procedure in favor of sudden assault and Burial, a victim sometimes experiences an instinctive shift from Humanity to a path while digging herself out of the ground. Indeed, Vampires who don’t quickly shed their Humanity following the Shock of creation may never emerge from the earth. The trauma drives them into maddened torpor, and they remain interred.
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Post by Tami on Aug 5, 2006 18:21:47 GMT -5
Sabbat Paths Most of these paths are well represented in the Sabbat, although some are secret factions within that sect, or are upheld soley by the Autarkis.
The Path of Caine The Path of Cathari The Path of Death and the Soul The Path of Lilith The path of the Feral Heart (Branch off from Path of the Beast) The Path of Honorable Accord The Path of Power and the Inner Voice
Other paths
The Path of Evil Revelations (infernalist path) The Path of Night (a Lasombra path) The Path of Metamorphosis (Tzimisce path) The Path of Paradox (Ravnos Path) The Path of Typhon (settite Path) Path of Blood (Assamite path) Path of Bones (Giovanni path) Path of the Beast (base path for Path of the Feral Heart)
"True Black Hand" Paths
Path of the Scorched Heart Path of Self Focus
p 32 Chaining the Beast
“A storyteller might have already created some of the philosophy or politics surrounded any of the Paths (Described here later) Players of characters already on one of these should confer with t0eh Storyteller to decide how to best reconcile what you have established with what is printed here, assuming you want to adopt any of these concepts. Do not assume that this information supersedes background or events that exist in your game. Take what fits your chronicle best, and revise or dismiss anything that doesn’t”
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Post by Tami on Aug 5, 2006 18:23:43 GMT -5
Path Ratings Chaining the Beast p 28
Obviously, there’s a tremendous amount of difference between vampires with a path score of 2 and 9. each level of progression carries its own difficulties, rewards and inspiration for stories.
Score 1-4
Most followers never make it past this range. As discussed previously, there really isn’t much difference between a vampire with a path rating of 2 and a humanity rating of 2. The same rationale presides in both cases. Why bother to behave any differently? (Why bother to go obtain a higher score?) A vampire with a 2 in any path (including Humanity), can pretty much do as she pleases, right?
There’s one thing about the beast, though: It’s perverse. It wants vampires to fall. As a player, it’s not enough to say “Okay, as long as she doesn’t’ commit Stupid Senseless atrocity X, my character won’t fall any lower on her path.” When she’s that low. She wants to commit atrocities. She craves the notion of “getting away with it.” And all those other people or Canites…well, what have they really done for her anyway? They’re all about “Thou shalt not” this and “thou shalt not” that, but the whole thing is really just a house of card built by a bunch of hypocrites who want to keep all the money and power and status for themselves. Right?
Well, fuck ‘em. Your character is going to do what she wants. And what she wants very, very badly, is to commit the very deeds “They” say she can’t, mustn’t and shouldn’t do. Simply to show that she’s better than they are.
And when she does, you shave another point off her already low trait score. Beast 1, Cainite 0. As with a human serial killer, the fact that your character got away with it once makes her want to get away with it again…and again…and again….and each time more elaborately and baroquely than before.
In game terms, when your character is confronted with a temptation towards degeneration, the Storyteller is perfectly within his rights to insist that you spend a will for your character to avoid committing the act, partial if doing it falls in line with her nature.
Further more, especially among the path eccentric cliques such as the sabbat and settites, vampires with low ratings don’t gain a lot of respect from their elders. More enlightened ones, knowing lessers’ fundamental instability, don’t trust underlings. Vampires don’t have a Geiger counter to measure path ratings. But those with 100 or more years of unlife have seen just about every shade in the spectrum of vampiric behavior. They can make pretty good guesses as to how close a Cainite is to the Beast.
At the Storytellers discretion, you can make a perception + Empathy roll (Difficulty 9) for your character to interpret another Vampires path rating. If the subject is on the same course as your character, you could get bonus die. You should also get a bonus die for a character more than 100 years old, and the Aura Sight Auspex power offers two bonus dice. One success tells your character whether the target is more or less than dedicated than he is (whether the target’s rating is higher or lower than your characters.). Two successes suggest what the target’s rating is plus or minus one point. Three successes indicates just how the target will behave (his exact rating is apparent). A manipulation + Subterfuge roll (difficulty 7) can be made in a resisted roll for a vampire who seeks to conceal his path score. He behaves inappropriately for his calling, but hopefully not in anyway that reveals his following.
Score 5-7
At this range, a vampire begins to understand the advanced tenets of the path. She presents herself as more “Socially acceptable” within the framework of her alien mindset. She is given privileges and responsibilities during path gatherings. Indeed, beginning path practitioners may look to her for advice, since she’s more approachable than inscrutable elders.
A vampire at this level behaves relatively consistently and in control, is trustworthy, and is therefore a useful pawn or ally. Elder can have some confidence that the Cainite isn’t going to break down into a ravening creature at her first spiritual trial. They employ her as an agent in subtle schemes, “testing the limits” of her resolve. If the character overcomes, she may prove useful in the nights to come. If she fails, there are other minions.
Score 8-10
Vampires with path ratings in this range have and do apply serious dedication to their spiritual development. Arriving here is an achievement, and is treated as such.
In many ways, a vampire with a rating of 9 is more stable than vampire with a humanity of 9. the latter is prone to drop through the possessor’s normal nightly activities, while the farmer’s rating represents an accomplishment of will and spirit cultivated over decades or centuries. Such a high path rating doesn’t usually rise and fall depending on when one has last fed, and how.
Keep in mind that a character at this height has a lengthy history of progression – and has probably suffered occasionally bouts of regression. This evolution can provide ideas for countless stories. How many tests did the character pass – and occasionally fail – to progress from 1-9in say, the Path of caine? What were the results of those tests? What enemies did he gain and lose throughout the climb? What allies did he bond with or betray?
Also certain Paths adherents such as those of typhon take pleasure in debasing and tearing down Vampires on other paths who have high ratings. A character with a rating of 10 is a target for rival who would see him fall due to political interest, expediency or simple jealousy. Depending on your chronicle, the target might be a victim of demonic corruption or he might be focused on by the Inquisition, which considers him an “Antichrist” among the damned.
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