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Paths of idios and egos (homebrew, revisement)
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Tangentially related, the paths of idios and egos focus on understanding the basic moralities of right and property.

Idios (Common clans: gangrel, Ravnos, malkavian) (Related paths: path of Typhon, path of the beast)

The idiots believe that words and property are the most base evils, experience can only be shared through itself, words imply a singular and shallow understanding of reality that should be shattered, but actions are sacred as they naturally speak truth, so long as a correct reading is made.

sin lvl 1 Wasting time on words in place of action.

"Peace and war are never wrought by words, but rather by actions, the lowering or raising of weapons"

Sin lvl 2 Acting in a decieving manner

"Is it not enough that honesty be discarded for false relation, now you see fit to corrupt the only guarantee?

Sin lvl 3 Making a promise

"What's done is done, what is not remains to be decided"

Sin lvl 4 Upholding the law

"That we each take what we each need and can acquire is surely the only fairness"

Sin lvl 5 Imparting information via speech when other methods are available

"A picture is worth a thousand words"

Sin lvl 6 Creating or participating in any kind of policing

"What makes your verdict on the matters of other's so important?"

Sin lvl 7 Maintaining unnecessary conditions

"Leave the unnecessary for those in need,"

Sin lvl 8 Inferring control over the actions of another

"Slaves and servants are unnatural"

Sin lvl 9 Failing to educate the curious to the best of your ability

"When lies are smothering the soul a spark of truth could set the fabric a flame"

In combat The idios are terrifyingly decisive in combat, focusing on leaving the opponent alive when possible, but not to the point of personal danger, to cripple them might be cruel, but to kill them when there was no need is the marking of entitlement.

1 point Startling honesty Your unabashed directness is startling, any opponent who receives a level of lethal damage must succeed a courage DC equal to path lvl-rounds since beginning of combat or suffer a brief bout of röttschriek

2 point Predators mercy Leaving an opponent alive affects them with the first level blood bound effect for nights equal to your path lvl

3 point Primal barrage Your attacks are relentless, until a DC is failed, an attack can continue indefinitely for one blood point each success

4 point Meaningless distractions Whenever speaking to an opponent in combat, impose your charisma score in place of an opponents reflex score (low charisma intended)

5 point: Primal sacrifice Any time you would succeed a Dodge, you may instead choose to attack, dealing the damage back to the opponent.

Egos The egotists believe that all morality is built in the foundations of property and necessity. Trespassing and theft are high heresies among these cainites who have divided there sins into two categories. (In the matters of life or death the aggressor is considered to "wager there lives" against your own.) Re

Sin impolitic and sin politic refer to sins against oneself and sins against another respectively.

The first five sins are politic,

Sin lvl 1 Unnecessary theft

"We kindred are stronger than any human, yet you can find no use for your skills?"

Sin lvl 2 Unnecessary damage to property

"To each there own, do not tarnish the fruits of anothers labor"

Sin lvl 3 Cold blooded murder

"You took what was neither necessary nor wagered, the highest theft is the loss of ability"

Sin lvl 4 Crippling an opponent

"Better they died a swift death than be crushed under the stones of charity and debt"

Sin lvl 5 Exacting an unfair toll

"A kindreds worth is defined by his own perceptions, but vanity assumes too much"

Sin impolitic

Sin lvl 6 Competing with another on unfair terms

"Yeah yeah, your a vampire, don't go telling everyone, and don't go racing the eight fifteen..." (Smiling Jack)

Sin lvl 7 Failing to acquire or perform recompense for wrongs done

"By blood or by purchase, that all should pay is fairness"

Sin lvl 8 Accepting charity

"We are the few strong among these many weak and ignorant fools, charity is slothful poison."

Sin lvl 9 Refusing to consider a bargain

"There's always something to be gained in the thoughts and purses of other's."

In combat Sin impolitic and politic alike play part in the dance if combat, complimenting and furthering one another.

1 point Know the self Your self awareness allows you to expend a blood point in order to change a number of dice equal to wits in order to succeed a Frenzy roll

2 point Crest of hubris Any time you would intentionally limit yourself for the sake of fairness, add one die to the next attack.

3 point Price of property A double edged sword, when in Combat over something you perceive as property, begin "selling" it, your tantalizing words force an opponent to succeed a charisma finance roll or suffer a derangement related to acquiring it.

4 point Suffer not the thief Any enemy that would steal during combat suffers a temporary fixation about it, worried of the consequences that come. The thief must roll courage until they have left your vicinity.

5 point Ironclad deal Opponents who choose to enter combat with you cannot escape the need to see it through, attempts to do so incur a frenzy roll equal to your dedication in this path.

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2 years ago