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Shemsu Apep

I have an eighteen-inch long tongue and I dont have to breathe.


The Followers of Apophis, also known as the Second Sons of Apep and the Apepnu are a secretive covenant focusing on vice and sin as forms of selfexpression and individuality. They are often involved in drug trade and prostitution, but any act that capitalizes on vice is equally fair game for their involvement. Among their allies number kindred of every clan, who either lived lives of false virtue or who fell quickly into debauchery after the embrace. Their history is a tricky affair, as they appear to be a relatively new phenomenon, but reference and utilize knowledge too old for them to have stumbled across it. As it stands, they arose from the Esoteric Revival of the mid to late 19th century, embraced kindred from the more debauched orders coming together in reverence to the ideal of sin as an expression of power and faith. At this point the sect was largely underground and incredibly insular. In the early 20th century, they developed a flair for the Egyptian, and took the name Sons of the Two Worlds, using the glyphs for Apophis prominently. It was around the discovery of Tutankhamens tomb that this flair became a lens to focus themselves through. Dropping the Two Worlds and becoming the Followers of Apophis, they began to move more openly, though still not so obtrusively as to be a problem. The 1960s and 1970s saw a boom for the Apepnu, as a cultural denial of social and ethical mores allowed them to operate more openly, but their operations were often the focus of many a Prince trying to discover a hidden agenda. Especially since, sometime between the 1930s and 1960s, the Apepnu had discovered a Discipline power most kindred did not recognize. Those who were questioned claimed it was revealed to them in dream by their Lord Apophis. temples and havens, killing or converting every Apepnu they came across, until nothing was left except memories. Or so they thought. The time of the pharaohs and Egyptian gods may be long past, but the Apepnu have not wholly faded into obscurity. They knew the desert and the ways of subtlety far too well for invaders ever to kill them all, and they are infused with the bloody-minded determination of their god. They have spent the last two millennia rebuilding their members and their power, waiting for the day when they can take vengeance and bring Apophis name back to glorious life among the peoples of the world.

Society and Goals


The Chosen of Apophis couldnt care less about the Carthians, except as pawns. The Circle of the Crone they see as kindred spirits, while the Ordo Dracul resonates with ancient familiarity and yet seems somehow alien. The ones they care about most, the targets of their vengeance, are the Lancea Sanctum and the Invictus. These are the vampires who rule, spiritual descendants of the Camarilla that shattered their world and their faith, and who stamp on the remains on a nightly basis. The Apepnu want to see those covenants power shattered, the vampires who belong to them humbled, and the ridiculous faith of Longinus blown like dust on the wind. To this end, the Chosen husband their strength. Their numbers are small, perhaps 500 to 1,000 vampires, many of whom are based in or near Egypt. But a good number are also scattered throughout the world, spreading the faith or performing missions they hope will assist in bringing the day of retribution closer. Apepnu (as most vampires call them) or Chosen (as they prefer to call themselves) seem to have dedicated themselves to spreading corruption. When accumulating power, their motto is, Give them what they want, and theyll give you something. Give them what they need, and theyll give you everything. Thus, they enjoy methods such as drug dealing or a combination of blackmail and bribery to gain power among mortalsmethods which reward good behavior, punish bad behavior, and leave no choice but continued service. As one might expect, Vinculum is fairly popular. Power isnt the only thing mortals are good for, though. They are also the key to reviving the old religion. Apepnu foster worship of Apophis among humans by setting up old-fashioned cults, pyramid schemes, and so forth. Culling the herd of the useless and disbelieving gives them a ready blood supply, and they skim the cream of the crop for trusted ghouls and potential childer. Among Kindred, its a different story. With mortals, its just

History
Long ago, in ancient Egypt, a faction of Kindred existed who worshipped the dark god Apophis, lord of night and chaos, as the creator of the vampires. Terrifying, powerful and mysterious, the Egyptians saw the vampires undead state and eternal life spans as at once an enticing echo and a vague perversion of everything they held most dear. Thus, they considered vampires to be Apophiss chosen: dwellers in the desert, guardians of his sacred places, and enactors of his deadly whims. When the Romans conquered Egypt, these Chosen of Apophis resisted with all their considerable might, even after the mortal struggle was ended. They would not be subdued, refused all offers of integration or surrender, so finally the Camarilla moved to put down this unruly cult. They pulled down their

business. With other vampires, its personal. Apepnu see themselves as the predators among predators, prowling among other Kindred, picking out targets to seduce, corrupt, or ruin. Apepnu infiltrate covenants to learn their secrets; befriend vampires in order to take their power. Every vampire they turn to their side is another weapon theyve won from their enemies. Every vampire they ruin is another enemy theyve brought down (usually with great pain and humiliation). Some particularly bold Apepnu dedicate themselves to years of convoluted plotting to bring down elder after elder. But no matter what they do, Apepnu keep the truth hidden from others. Elders like to remind the young that an unknown enemy is more dangerous. But also, they fear the Lancea Sanctums renewed persecution if they ever discovered that the Chosen of Apophis still exist. To prevent that from happening, the Chosen weave a web of lies, pretending to hide their existence while they form an intricate illusion by spreading their own rumors about their true nature. The well-informed of Kindred society believe that Followers of Apophis are merely a tiny, harmless remnant, who whines about the old days but really want nothing more than to indulge themselves in vice like the most pathetic Daeva. While Apepnu loathe the powermongers of Kindred society, however, they do not hate all Kindred equally. They particularly respect members of the Circle of the Crone, unless they have reason otherwise, sometimes even lending a hand if one needs help. When asked why, they say something like We pagans need to stick together, which has earned them a small amount of appreciation from that covenant. Of course, they dont trust their erstwhile allies with the truth, but some of the lessorthodox elders in the world might suspect that the Serpents have deeper depths than they show.

Beliefs
Today, the Chosen of Apophis continue worshipping their god and honoring the old ways, with ancients among them still practicing the rites as they have for millennia. But not all Apepnu are hoary beings of the ancient world. In fact, through the centuries they have continued to recruit actively, if quietly, among young Kindred all over the world, and they also Embrace mortals in order to raise them in the sect. When recruiting, Apepnu observe targets carefully, testing them in various ways before making a decision. In mortals, they search for those with a strong but flexible faith, or with a healthy knowledge and respect for ancient Egypt. Neo-pagans and Egyptologists are particularly popular, but a similar kind of strength can sometimes be found among politicians, assassins, crime lords, and others. And these darker members of society often have other qualities the Chosen of Apophis valuepower, ruthlessness, and a will to destroy the society that made them what they are. The Chosen of Apophis dont only seek vengeance and the resurrection of their gods worship. Apophis is the god of night and chaos, the desert and storms. As such, the Chosen venerate and attempt to propagate these things when and where they can. While they most often spread chaos as subtle discord and confusion, they delight in a good explosion and rampant mayhem now and again. They revere the purity of the desert at night, and many Chosen have at least once gone to stand beneath the

bright stars gleaming over empty sand. Here, they say, their gods touch can most clearly be felt. Whats more, the Chosen of Apophis still remember their proper place in the world. They are not merely hate-filled vessels of revenge. They are the clean evil that scours away corruption. They prey on the weak, the sick, and the old, leaving room for the strong. They battle both the light and, when need be, the deeper darkness that would bloat itself on the world. Furthermore, the Apepnu dedicate a fair amount of time to hunting up old relics and sacred sitesand not only those belonging to Apophis. Though they dont go out of their way, they are willing to put forth extra effort to protect what was most sacred to Hathor, Isis, and the others. A balance must be maintained, after all (of course, try getting it away from them if you have a better claim). And the Chosen have their traditional enemies as well. The mummies who follow the god Osiris have fought with the Chosen of Apophis for centuries beyond counting. Once, when two of these creatures met, the desert sky would have been lit with flame and lightning, and the air would have shaken with the glorious sound of battle. But today, the Chosen try to avoid the immortals, as such traditional warfare must take its place behind necessity and greater duty. The Apepnus current numbers are not large enough to risk their lives that way. While Apepnu like to steal secrets and use them against their enemies, they refuse to learn the ritual magics of Cruac, Theban Sorcery or the like. They feel that such things can draw the attention of enemy Powers. Cruac, especially, is the magic of a different goddess, and should be respected as such. Besides, Theban Sorcery is nothing more than a degraded perversion of the rituals the priests of Egypt once wielded. In any event, the Chosen of Apophis have their own ritual magic, passed down directly (so they believe) from their god.

Other Sects
Followers of Apophis are rarely so obvious in their reverence of their Sovereign as to be easily found among other covenants, but there are those who embrace it wholly and without any shame; these are usually found among the ostensibly unaligned. Those who are concealed within other covenants usually favor the Circle of the Crone, the Invictus, or the Lancea Sanctum. Open membership leads to suspicion and paranoia by other covenants, while secret membership leads to potential destruction if discovered. The Carthian Movement: The Carthian membership tends to avoid dual membership, as the activities of the Apepnu tend to cast a poor light on those around them, once uncovered. The Circle of the Crone: The mystical nature of the Crone enamors many Apepnu into joining, while the Crone seek to uncover the means by which this Serpentis came to be revealed. The Invictus: The Lords tend to keep close watch on the Apepnu to make sure they do not bring the law of man down on Kindred, but otherwise have little interest in the comings and goings of such a small cult. The Lancea Sanctum: The Spear considers the Followers of Apophis to be a blight on Gods Earth, to be expunged for daring to mock the Lord by reveling in their debauched sins.

The Ordo Dracul: The Dragon is curious as to the source of the sects Discipline power, but otherwise has little care for these creatures still concerned with the pleasures and past times of the past life.

The Apepnu Bloodline


After all the centuries of existence that the Chosen of Apophis have seen, it is no wonder that they have spawned a bloodline. Technically, the Followers of Apophis or the Chosen of Apophis, as they prefer to be called, are the covenant. The word Apepnu more properly refers to this ancient Daeva bloodline. Parent Clan: Daeva Nickname: Sand-Snakes, Cobras or Horned Vipers Bloodline Disciplines: Celerity, Majesty, Obfuscate, Serpentis Weakness: They suffer two additional points of damage from exposure to the sun (but not to fire, making this weakness slightly different than the Mekhet weakness) and a 1 penalty to all rolls in overly bright light.

Serpentis

Serpentis can be found on pp. 31-32 of Vampire Translation Guide. The ancient Apepnu bloodline takes the credit for inventing Serpentis, a Discipline of reptilian powers. Yet Serpentis is rumored to have spread beyond the bloodlines ranks. Only an Apepnu can teach the powers of Serpentis, however. The Discipline cannot simply be unlocked from within ones own blood, and it cannot be learned secondhand. A character must have at least one dot of Covenant Status (Followers of Apophis) in order to learn Serpentis. A player who takes at least one dot worth of that Merit at character creation may spend one of his characters three Discipline dots on Serpentis if he wishes. Any time a player wants to increase his characters Serpentis score, the vampire must still have at least one dot of Covenant Status (Followers of Apophis) to do so.

ercising this power can be risky. The rating in Senef-Hekau dictates the level of rituals the Kindred can cast. Each ritual must be bought separately. Each time the character increases his level in Senef-Hekau, he learns one ritual of that level at no additional cost. Cost: Every ritual casting requires the expenditure of one Willpower point. Unlike the usual expenditure of Willpower, this does not give a +3 dice benefit. A Willpower point may never be spent to grant extra dice on a ritual roll. In addition, SenefHekau is very strenuous, and often requires the expenditure of a point of Vitae as well, as an offering to Apophis in order to invoke his power. This is not simply spent, but must be used in a visible waytypical by cutting a wrist open or such. Alternatively, other offerings are sometimes accepted. In any case, the offering is consumed during the casting of the spell. Dice Pool: Resolve + Occult + Senef-Hekau Action: Extended. To be successful, the caster must collect a number of successes equal to the level of the ritual being cast. Each roll represents one turn of casting. If the ritual is interrupted or the caster chooses to stop, it is cancelled and nothing happens, though the Willpower point and the offering are still lost. The roll can also be modified by other conditions. Roll Results Dramatic Failure: the ritual fails spectacularly, likely backfiring upon the caster. Failure: total failure. Nothing happens, though the Willpower point and offering are still expended. Success: the effect takes place as described. Exceptional Success: the ritual takes effect as described. In addition, extra successes can be their own reward, often adding extra damage, range, duration, and so on.

Corpse Sight

Senef-Hekau
Taught only to and by the Chosen of Apophis, Senef-Hekau is said to have been given to the Chosen by their dark god himself. An ancient Egyptian ritual path, it bears passing resemblance to Theban Sorcery, which is derived from the same magical traditions. The focus, however, is somewhat different; Senef-Hekau works with the powers of desert, storm, and darkness, which Apophis rules over. Only Kindred with at least one dot of covenant Status for the Chosen of Apophis may learn or advance in Senef-Hekau. While Kindred who leave the Chosen will invariably take their knowledge with them, they cannot advance or learn new rituals. Although the path bears some thematic semblance to Theban Sorcery, they have diverged too much to be used as a basis for one another. Theban Sorcery has been informed by European and Christian tradition, while Senef-Hekau remains true to Egyptian practices. Whats more, possession of Senef-Hekau by someone who has abandoned the faith can be dangerous. While the Chosen are few in number, and cant spare many members to hunt down apostates, they will make a point of taking a shot at a nonChosen who demonstrates knowledge of the Discipline. Since one never knows when and where a Chosen might turn up, ex-

(Level-One Senef-Hekau Ritual) View the last thing a person saw before they died. By touching a corpse and casting this ritual, the caster can see the last 10 minutes of life as if through the dead ones eyes. Extra successes beyond the one needed can extend that time period, adding an extra 10 minutes for each extra success. The vision is in realtime; if the caster is disturbed while viewing (roll Composure + Resolve if the caster wishes to try and maintain concentration), the remainder of the vision is lost and the ritual must be cast again. This ritual is not contested unless the corpse belongs to a ghostin which case, the ghost may make a Resistance (Composure + Resolve) roll, if they wish. Offering: 1 Vitae, which must be spilled on the corpse.

Shadowlight

(Level-One Senef-Hekau Ritual) The caster can raise or lower the amount of light in an area. The basic amount of space affected is a 10 foot x 10 foot area; extra successes add an additional 10 feet x 10 feet each. The caster can adjust the light down to pitch darkness, or up to shadowless brightness, though this does not affect vampires as if it were sunlight. One adjustment can be made in the space of one turn. Additional successes may optionally be used to extend the rituals effectiveness by one turn per success (each success may be spent on duration OR area of effect). Offering: 1 Vitae, spilled in the space to be affected. Note that

this can be used to designate the area of effect, allowing the ritual to be cast from a distance, if so desired.

Conjure Smoke

(Level-One Senef-Hekau Ritual) Any source of smoke, no matter how small, can be used to produce enormous volumes of it. A burning cigarette can suddenly fill a room with billowing clouds. This can be useful for stealth, as well as incapacitating breathing creatures, who naturally will be struck with coughing fits and so on (see the rules for Holding Breath on page 49 of WoD core book; except smoke inhalation inflicts bashing damage rather than lethal). A 20 x 20 x 20 foot area can be filled, plus an additional 10 x 10 x 10 foot area for each additional success. Offering: 1 vitae

not past it. They suffer a -2 dice penalty to all Social rolls, and effectively have an Appearance of 0. This curse lasts until the next full moon unless it is broken before then. The easiest way to break it is to leave an offering of a bowl of milk and honey on ones doorstep, as a sign of repentance for any bad behavior that might have brought on the curse; but few today remember this bit of old wisdom. The spell is resisted with Resolve + Blood Potency. Offering: a lock of hair from a corpse

Mist of the Niles Breath


(Level-Two Senef-Hekau Ritual) The first of the weather-working rituals most Chosen learn, this spell summons fog or mist to blanket an area. Helpful for stealth, fog can also sometimes disrupt delicate electronics, and it can ease the casting of other, more powerful rituals. 20 x 20 x 20 feet of fog is conjured, with an additional 10 x 10 x 10 feet for each extra success. It lasts until the caster dispels it, the wind blows it off, or the sun burns it away. The roll is modified by prevailing environmental conditions. Offering: blessed river water (water from the Nile does not need to be blessed, and adds an additional die to the rolls for casting)

Apophis Blessing
(Level-One Senef-Hekau Ritual) Some rituals in this path require items consecrated to Apophis. Also, many Chosen use such items in their personal devotions. This is the ritual to bless such items. It requires one night of prayers said over the item, and a second night of letting the object rest, coated in Vitae, on an altar. The altar neednt be elaborate; a simple devotional space in the home or haven will do, but it must have at least a small likeness of Apophis (a plaque or statue is ideal), and some kyphi incense. One single item of any size, or one cubic foot of material (such as sand) can be blessed in a single casting of the ritual. The item may not be used for workaday purposes once it has been consecrated. Offering: 1 vitae, kyphi incense, effectively the item being consecrated (though it is not consumed).

Winds of Guilt

Breath of Desert Night

(Level-Two Senef-Hekau Ritual) Gain a +3 dice bonus on all Stealth and concealment rolls for the remainder of the scene. The Kindred moves like a cat, making little noise and slipping through shadows as if born to them. Offering: The white hair from a black cat (must have been obtained without harming the cat)

(Level-Two Senef-Hekau Ritual) A wind gusts around the target, whispering of betrayals and sinsboth real and imagined. The victim becomes terrified, and easily cowed by those who know to play on his fearsespecially the caster. The target suffers a -2 to appropriate Resolve and Composure rolls. When dealing with the caster, he suffers a -3 to all Resolve or Composure-based rolls. The base duration is one scene, but additional successes can raise that to one night, two nights, and so on. The target resists reflexively by rolling Resolve + Composure. Offering: 1 vitae, or a bit of hair, blood, or a belonging of the target (this grants +1 die to casting rolls)

Darkness of Duat

The Veils Become Opaque

(Level-Two Senef-Hekau Ritual) The caster can draw power about herself in order to thwart attempts at divination upon her person, such as scrying or aura reading. Upon completing the ritual, gain +3 dice in any roll to resist divination until the next sunrise. If a roll is not normally allowed, then the diviners roll takes a -3 dice penalty. Additional successes add extra dice on a 1 for 1 basis. Offering: a blessed veil of gauzy material

(Level-Two Senef-Hekau Ritual) The caster summons up a tiny part of the eternal darkness that is the netherworld, and casts it upon the target. The victim can see nothing as long as the caster concentrates upon him, and the lapping of the River of Death echoes in his ears. The roll is penalized by the targets Resolve. Blinded characters suffer penalties to Dexterity, combat, and sight-related rolls. Offering: 1 vitae

Deserts Forge
(Level-Two Senef-Hekau Ritual) The caster can raise or lower the temperature in a 20 x 20 foot area. She can change it by up to 20 degrees F in either direction, plus an additional 20 degrees F for each extra success she achieves on her roll. It remains that way for one scene, or until she dispels the effect. Offering: blessed sand (if it is from Egypt, gain a +1 die for rolls to cast the ritual)

Visage of Death

(Level-Two Senef-Hekau Ritual) The Chosen of Apophis do not specialize in the kinds of destructive magic that Theban Sorcery features, but they do have a collection of unpleasant curses they can level upon anyone who crosses them. Among that assortment is this ancient spell, which strikes the target with a zombie-like presence. The victims actual health is unaffected, but their skin takes on an ashy pallor; their eyes seem to darken and sink in; and a faint smell of rot hangs about them. To others, they seem to be on the verge of death, if

Embraced by the Native Earth

(Level-Three Senef-Hekau Ritual) A Chosen can use this ritual to heal herself of a limited

amount of aggravated damage. By taking a handful of earth or sand from Egyptian soil, and mixing in two Vitae, she creates a paste which she can consume to heal one level of Aggravated damage. This works once per night, and does not count toward the total she can heal with her own blood. Offering: Egyptian earth, 2 Vitae (the components of the potion)

Strength lower than 3 may need to make rolls to move or simply to remain standing. Driving becomes difficult: drive rolls suffer a -3 dice penalty. Windows and flimsy materials may be broken or torn.

Wield the Lightning

Implore the Winds Guardianship


(Level-Three Senef-Hekau Ritual) This ritual invokes the hands of the wind to speed the casters dodges. For the remainder of the scene, her Defense does not drop when dodging multiple blows, and she can apply Defense toward firearms attacks. Offering: 1 vitae

Raise Lesser Wind

(Level-Three Senef-Hekau Ritual) The caster can summon a breeze or moderate wind to her aid. This can be as little as a stirring of the air, or as much as a 30 mile per hour gust (a mild gale wind). A wind of 25-30 mph can interfere with hand-thrown missiles, rattle windows, and inflict a -1 die penalty on checks for driving and precision activities. The wind lasts for one scene. Offering: wing feathers from a bird

(Level-Four Senef-Hekau Ritual) This ritual, among the most flamboyant of all Senef-Hekau spells, calls lightning into the hands of the caster. She can choose to hold it quietly, or to let it coruscate about her form. When she performs a physical attack (brawl or melee), she adds damage dice to the pool equal to all the successes she scored in the casting of the ritual. The lightning is not spent unless a successful attack is made. It cannot be discharged by accidental contact or by an attack made upon the caster from someone else. The charge is held until she makes a successful attack. Offering: a piece of silver

Sandstorm

Becalm

(Level-Three Senef-Hekau Ritual) This ritual calms breezes and windstorms, leaving the air completely still and dead. For Apepnu, this ritual has evolved mostly for the purposes of internal conflict and for calming weather rituals that have gotten out of hand. The power lasts one scene. Offering: a piece of wet, blessed fabric

(Level-Four Senef-Hekau Ritual) The caster summons forth a savage whirlwind of blasting sand, the quintessence of Apophiss destructive power. The column rises from the ground, swirling upward out of a handful of sand tossed during the casting of the ritual. This storm is roughly one yard in diameter for each success scored. Anything caught in it is scoured for one lethal damage each turn, plus an extra damage for each additional Vitae the caster spent during the casting of the ritual. It also clogs engines, scours paint, and blinds anyone it hits for two turns, until they can clear the sand from their eyes. The sandstorm lasts as long as the caster concentrates upon it. She can control its direction and targets. Offering: a handful of sand from Egypt

Call Rain

Lighting Strike

(Level-Three Senef-Hekau Ritual) As the name indicates, this ritual summons a basic rainstorm. No wind, lightning, or other additional effects: just water falling from above. It comes in a light drizzle, or a soaking (not driving) downpour, as the caster desires. It lasts for 10 minutes, and can only be called outside. Offering: blessed water (water from the Nile does not need to be blessed, and grants a +1 die to the ritual rolls)

(Level-Five Senef-Hekau Ritual) Similar to Wield the Lighting, except that the caster can make a ranged attack with it. The range is equal to 20 feet per point of the casters Blood Potency. She can fire it from her hands, eyes, or so on, or she can call it from the skybut the target cannot be further away from her than the maximum range.

Summon Storm

Ghosts in the Mist

(Level-Three Senef-Hekau Ritual) This ritual lets the caster conjure illusions out of fog or smoke. He must cast the ritual and then roll Manipulation + Subterfuge; one success is required for each illusionary figure he wishes to create. These illusions are visual only. They make no sound, and have no physical substance. Upon interacting with one, another character may roll Wits + Composure to disbelieve (1 success necessary). Offering: 1 vitae

Raise Greater Wind

(Level-Four Senef-Hekau Ritual) This ritual is similar to Raise Lesser Wind, except that only stronger winds of up to 80 miles an hour may be conjured. Such winds make most activities impossible. Characters with a

(Level-Five Senef-Hekau Ritual) This is the whole shebang. The caster can call up a weather system akin to a powerful tropical storm or minor hurricane if he so chooses, or he can summon any lesser storm. The area of effect is a half-mile radius, and the weather lasts for one scene. An alternate, briefer but more directed use of this power can create a small tornado under the casters direction. This lasts as long as the caster concentrates upon it, plus an additional 5 rounds while it spins out of all control and slowly dissipates. The tornado affects a 5 foot area at a time, doing 6 lethal damage per round to anything caught in it. Powerful as they are, neither effect is the least bit subtle. This ritual was designed for a time long ago, when such powers were accepted in the hands of Apophis priests. Using this ritual today risks all sorts of repercussions. Offering: sand or earth from a sacred site in Egypt

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