Dark
Thaumaturgy
As a reward
for doing their bidding, Demon Lords have taught the Infernalists
Dark Thaumaturgy. Where regular Thaumaturgy draws its power
from the earth and living organisms, the power source for
Dark Thaumaturgy is the very depths of Hell. ONLY INFERNALISTS
MAY LEARN DARK THAUMATURGY. It is a closely guarded secret
that the Infernalists would NEVER allow out-side of their
demonic coteries. The Infernalist first decides what his
main path will be. Once that is done, he may learn any other
path he desires, but it may never exceed his main path in
rating. Infernalists must pay XP for Dark Thaumaturgy as
though it were an out-of-clan discipline, except they have
free access to it.
Dark Thaumaturgy
is the infernally powered Discipline similar to regular
Thaumaturgy, though they are entirely independent of each
other. The most frightening aspect of Dark Thaumaturgy is
that anyone can learn it once they have made a deal with
the Devil the power is not limited to the Baali.
DarkThaumaturgy
differs from "traditional" Thaumaturgy in that
it is not a creation of Clan Tremere, and in that it draws
on infernal power as much as it does the Blood. It is not
"interchangeable" with normal Thaumaturgy; a character
wishing to use these Paths must possess Dark Thaumaturgy,
while a character who wishes to learn "normal"
Paths must possess knowledge of normal Thaumaturgy.
Acquiring
and improving levels of Dark Thaumaturgy and its Paths and
Rituals demands a Supplicium of the student; success indicates
that the new level is learned, while failure continues the
character's inexorable slide into damnation.
DARK THAUMATURGY
PATHS
Dark Thaumaturgy
is practiced in the same manner as regular thaumaturgy is
(detailed in Dark Ages, page 164). Each time one of these
infernal powers is invoked, a Blood Point must be spent
and a Willpower roll is made against a difficulty of the
power's level + 3. A failure on the roll indicates that
the magic fails. A botch indicates that a permanent Willpower
point is lost, though the Storyteller may also wish to confront
the Dark Thaumaturgist with a visitor from the nether world....
Path of
Corruption | Path of Evil Revelations | Path of Pain | Path
of Spirit | Chains of Pleasure | Hands of Destruction |
Fires of Inferno | Path of Pestilence | Path of Phobos |
Path of Secret Knowledge | Path of Torture | Path of Hardened
Flesh
Rego Venalis--PATH
OF CORRUPTION
It is
said that this Path was developed by Set himself as a gift
to his childer. If so, they have made sure to spread it.
Level
1--Night's Terror
The Infernalist
can strike fear into opponents by reaching into the depths
of their souls and pulling forth images of personal damnation.
Even the strongest mortal can be cowed by this power.
System:
Successes gained are subtracted from all the target's Dice
Pools until the target can shake off the power's effects
with a successful Road roll (difficulty 6), which may be
attempted once per night. Vampires and other supernatural
creatures may be driven into frenzy by this power; if the
roll to shake off the effects is botched, the character
frenzies, tormented by his own inner demons.
Level
2--Poison Heart
Infernalists
believe that all beings have dark sides. With this power,
an infernalist may bring such darkness to the surface. The
Dark Thaumaturgist may cause a victim to act on her dark
impulses by meeting the victim's eyes and whispering a temptation.
System:
The number of successes gained indicates the strength of
the evil impulse. This power may be used on a Cainite, but
it costs a Willpower point to do so. The target may resist
with a successful Road roll (difficulty equal to the Dark
Thaumaturgist's Willpower).
Level
Three--Fool the Heart's Eye
The Infernalist
can assume the image of a victim's loved one by reaching
out with his thoughts. This power is used to plot betrayal
and bring about corruption.
System:
Successes gained indicate the verisimilitude of the impersonation:
One success yields a rough impression, while five successes
result in a completely convincing simulacrum.
Level
4--Name the Crime
The Infernalist
suggests a sin to the target. This sin may consist of a
single evil act, or a general attitude. Unless the target
is very strong willed, he is unable to prevent himself from
acting on the suggestion.
System:
Successes gained determine the duration of the urge to commit
sin. By spending a Willpower point, the victim may roll
his permanent Willpower (difficulty 6) to resist this urge;
successful resistance requires more successes than the Infernalist
gained.
1 success
One Turn
2 successes
One hour
3 successes
One Night
4 successes
One Week
5 successes
One month
Level
5--Unleash he Dark Soul
No longer
content to merely manipulate, the Dark Thaumaturgist with
this power the may rip the shadow from a living mortal and
imbue it with temporary, physical presence. The mortal is
destroyed by the experience, and a diabolic servant is gained
for one night.
System:
To use this power the character must slay the mortal victim
and project the remnant of the victim's anima into her shadow.
The mortal's heartblood provides the animating force for
the shadow wraith, which is under the vampire's control.
The shadow wraith is a nearly invisible servant that can
spy on enemies, pass through material objects and communicate
mentally with its creator over any distance. The shadow
wraith fades with the next day's dawn.
Those
Lasombra who are familiar with this power are unsettled
by its similarity to their own shadowy Discipline, Obtenebration.
VIDEO
NEFAS--PATH OF EVIL REVELATIONS
This Dark
Thaumaturgy Path was created to pry secrets from demons
and mortals alike. Demons are often unwilling to teach it
for that reason. Parts of this Path were taken from the
magic of pagan oracles, and there is a pagan version of
it known as Video Pellis.
This Path
will fade into obscurity in the late 1 6th century, though
it will re emerge as the Path of Secret Knowledge, under
the guidance of Sabbat infernalists. The "Path of Evil
Revelations," as practiced by the Sabbat, is a corruption
of Video Nefas' tenets, whether by intent or the ravages
of time. By the 20th century, the Path of Evil Revelations
has very little to do with Video Nefas.
Level
1--See the Unseen
The Infernalist
can gaze into the spirit world.
System:
No roll is necessary, and the Infernalist can see all nearby
spirits, including demons and wraiths, as if they were physically
manifest. Due to the mental concentration that this power
demands, all difficulties are at + 1 while gazing into the
shadow world.
Levle
2--Learn the Heart's Pain
The Infernalist
looks into someone's heart and determines what grieves him
the most. This is useful in deciding how to destroy a foe.
System:
The successes gained indicate how much knowledge reveals
itself to the infernalist; one success reveals whether or
not the target feels guilt, while five successes reveal
specific details of sins, enemies and failings.
Level
3--Seize the Moment
The infernalist
may reach into the mind of his victim and draw forth his
memories and thoughts.
System:
For each success gained, the infernalist may pull forth
one specific memory. For example, to learn the plans of
a local bishop, the infernalist Seizes the Moment. He gains
three successes and discovers the bishop's immediate plans,
what troops he has available, and whether he knows anything
of the infernalist's existence.
Level
4--Casting the Bones
This power
allows the infernalist to part the mists of time and gaze
into the future. To use this power, the infernalist must
carve runestones from the bones of a sentient being (a new
set of bones is required each time this power is used).
System:
The successes gained indicate how far into the future the
infernalist may look to find an answer to her question.
1 success
Only the immediate future can be seen
2 successes
Up to a week
3 successes
A lunar month
4 successes
A season
5 successes
A year
The future
is not fixed, so the infernalist's vision may be inaccurate
it merely shows the likeliest course of events and so is
more accurate when dealing with large groups (for example,
"Will the crusaders recapture Jerusalem?") than
with individuals.
Level
5--Recall the Bloody Deed
The infernalist
raises a spectre of vengeance to uncover past misdeeds.
This power may only be used in a place where blood has been
shed in anger.
System:
If the roll is successful, the infernalist gives physical
form to a minor demon (use the statistics for Custodes from
Chapter Seven) which appears as the victim of the violence,
and bears the victim's wounds. This demon has the power
to track "its" murderer across land and sea to
avenge itself. The only constraint on this pursuit is the
number of successes gained by the infernalist: each success
allows the demon to continue the pursuit for one day and
night.
REGO DOLOR--PATH
OF PAIN
Though
the Baali created this dark magic, the masters of Rego Dolor
are infernalists of Clan Tzimisce who use it to enforce
discipline among their twisted creations.
Level
1--Strike the Broken Limb
With this
power, the infernalist may reopen an old wound in the target
if he can touch her.
System:
If the infernalist successfully touches his target, he inflicts
one Health Level per success rolled; this damage can be
soaked. This wound appears as an older one that has reopened.
Levle
2--Phantom
The infernalist
can wrack an opponent's body with pain.
System:
The target suffers the penalties of lost Health Levels,
without actually losing those Health Levels. The successes
rolled to use this power determine the Health Levels "lost."
These phantom wounds can even knock a foe unconscious, if
the foe suffers enough of them to bring her to Incapacitated.
Vampires and other supernatural creatures can resist the
infernalist's roll by rolling Willpower as if soaking. Any
supernatural healing ( spending Blood Points or regeneration)
removes imposed penalties as if they were wounds, at a rate
of one phantom wound per Health Level. The effects of this
power last until the end of the scene.
Level
3--Curse the Senses
The infernalist
can attack a victim's senses, rendering him blind, deaf
and dumb.
System:
Each success gained temporarily deprives the victim of one
of his senses; sight is generally the first to go. This
effect lasts for one scene, though a vampire so afflicted
can spend a Blood Point to restore each lost sense. A variation
of this power allows the infernalist to numb the target's
sense of pain, reducing wound penalties by the number of
successes gained (someone under the effects of this power
may not even know he is being wounded).
Level
4--Feed the Corruption
The infernalist
calls upon minor imps and demons to infect the victim's
flesh. Flies bite at her and maggots grow in soft tissue.
System:
For each success the infernalist gains, vermin grow in the
victim's flesh for one day. (If two successes are gained,
the victim is afflicted for two days.) For each day of infection,
the victim suffers one Health Level of damage from the biting
flies, and the burrowing maggots inflict a number of Health
Levels equal to the number of days that the process has
continued (on the third day the victim suffers one Health
Level from the flies and three from the corruption). This
damage may not be soaked, and mortals are likely to be consumed,
dying in agony. Vampires are able to heal the damage with
Blood Points, but the corruption does not end until it has
run its course.
Level
5--Eternal Torment
This power
inflicts wounds that cannot be healed by normal means.
System:
The infernalist opens bleeding and pustulant sores on her
victim's body. For each success gained, one Health Level
of aggravated wounds is inflicted. Mortals cannot soak this
damage or heal the wounds, but supernatural beings can resist
with Fortitude (or similar powers) and heal as with any
other aggravated wounds. In addition, so long as the wounds
remain, the target suffers an equal amount of normal, soakable
damage each night as she sleeps (or each day, in the case
of vampires), as the wounds fester. For example, an infernalist
uses this power on the Brujah Gregor. Gregor suffers two
Health Levels worth of aggravated damage, and will suffer
two more, non aggravated Health Levels of damage (though
he may soak these additional wounds) each night until the
initial wounds heal.
Rego Manes--PATH
OF SPIRIT
This may
be the oldest of all the Paths. It dates back to pagan times
preceding civilization, when the spirit world was closer
to the physical world. Though many ancient vampires know
this Path's secrets, infernalists have turned it to its
most potent use the raising of Hell itself. A demon who
answers the infernalist's call may remain on Earth until
the sun rises or until it hears church bells.
The older,
pagan version of this Path is called Rego Mentem and allows
the summoning of the spirits of nature rather than infernal
creatures.
System:
This Path has two powers. The first allows damage to be
inflicted upon any spirit (demonic or otherwise) through
ritual incantation (the player rolls Path rating as a damage
Dice Pool against the target; this damage is resisted with
Willpower rather than Stamina). The damaging powers of this
Path take place immediately upon their use, and only require
a few spoken words to enact.
Secondly,
this Path allows the infernalist to summon beings from the
spirit world. Rego Manes rating determines the power of
a summoned demon:
Insignificant
(Attributes 4/3/2, Abilities 3/ 2/1, no Disciplines)
Least
(Attributes 5/4/3, Abilities 4/3/2, two points of Disciplines
and/or Investments)
Lesser
(Attributes 6/5/4, Abilities 5/4/3, four points of Disciplines
and/or Investments) Minor (Attributes 7/6/5, Abilities 6/5/4,
six points of Disciplines and/or Investments ) Specific
demon (such as those presented in Chapter Seven), who demands
sacrifices and serves only if it is in his interests.\
The number
of successes gained determines how much control the infernalist
has over what he calls up:
1 success
The demon attends, but listens to the infernalist only if
it can benefit. It may leave at will.
2 successes
The demon arrives and listens to requests, and answers simple
questions.
3 successes
The demon is well disposed toward the infernalist, and answers
questions withsome accuracy.
4 successes
The demon is willing to serve the infernalist on simple
tasks.
5 successes
The demon is pleased with the summoning and serves the infernalist
faithfully for the 5 sucesses night.
Failure:
The ritual is wasted and cannot be attempted again that
night.
Botch:
The demon is angered by the infernalist's clumsy attempts,
and attacks.
Chains
of Pleasure
Infernalist
have used this Path to corrupt many a soul. Some victims
become dependent upon the Infernalist for the effects of
this power. The effects are like a drug, sapping the will
of the user over time. After an individual has experienced
nthis power once, he will seek it out again and again. A
victim must roll Self Control or Instincts (difficulty of
6) to resist another chance to experience the effects. After
each subsequent subjection to this power, the difficulty
increases by one, with a maximum of 9. This Path is extremely
effective, garnering pleasure addicts who will serve the
Infernalist just for a fix.
Level
1-- Ecastasy
This power
creates intense pleasure in an individual, kine or Kindred,
simply through skin to skin contact with the Infernalist
who spends a Blood Point.
System:
The victim will feel this pleasure as long as the Infernalist
maintains contact and must make a Self Control roll (difficulty
6) to do anything but enjoy himself. This power may be used
for any length of time; however, if contact is broken, it
requires another Blood Point to reestablish Ecstasy.
Level
2--Overstimulation
This power
is a strengthened version of Ecstasy. It is so effective
that some victims perceive it as painful, and they might
be knocked unconscious by the pleasure.
System:
The victim must spend Willpower to take any action, and
then must make a Self Control roll as described in Ecstasy.
Failure means the character has lost consciousness from
resisting the pleasure.
Level
3--The Wave of Pleasure
The Infernalist
can cause pleasure in more than one victim, and no longer
requires skin contact. She merely has to make eye contact
with each victim. Once established, The Wave of Pleasure
lasts as long as that particular target is in sight and
as long as the Infernalist concentrates on maintaining it.
System:
The actual effects are the same as Ecstasy. Contact can
be made with only one person per turn and requires one Blood
Point each, but as many contacts can be made as the Infernalist
desires.
Level
4--Writhing Delights
With but
a touch, the Infernalist can send a victim into spasms of
pleasure, leave him lying on the ground shaking and squirming
uncontrollably for hours.
System:
After touching the victim, the character rolls Charisma
+ Subterfuge (difficulty of the target's Willpower). For
an amount of time depending on the number of successes,
the victim can do nothing more than writhe on the ground:
2 Successes
Five Minutes
3 Successes
Thirty Minutes
4 Successes
One Hour
5 Successes
One Night
Level
5--The Flow of a Thousand Embraces
This power
severely injures a victim, causing extreme shock to her
nervous system.
System:
The vampire must touch the victim and spend a Blood Point
and a point of Willpower. If the victim is a human, she
suffers seven levels of damage, minus one for every success
on a Stamina + Athletics roll (difficulty 7). Vampires make
the same roll, but suffer no damage. Instead, failure sends
them into torpor for as long as their Humanity mandates.
If they succeed, they must still make Self Control rolls
(difficulty 7) or go into Rotschreck.
Hands
of Destruction
One of
the most gruesome Paths, the Hands of Destruc tion provide
Infernalists with powerful offensive abilities. The Hands
of Destruction center around entropy and decay in one form
or another.
Level
1--Decay
This power
ages an inanimate object, causing it to rust, break down
or begin to corrode.
System:
Every minute the Thaumaturgist touches an object and spends
a Blood Point, the object ages 10 years. The Storyteller
can then decide what sort of awful effects this can have.
Level
2--Gnarl Wood
This power
warps and bends any wooden object the Infernalist sees.
The wood is otherwise undamaged.
System:
For every Blood Point spent, 50 pounds of an object may
be bent. This power may be used on any wooden object the
Infernalist can see, so it is possible to bend all the hunter's
wooden stakes in no time.
Level
3--Acidic Touch
This power
allows the Infernalist to produce a horrid secretion from
anywhere on her body. It is capable of burning through wood
and metal like a strong acid. It causes terrible chemical
burns to anyone touched.
System:
One Blood Point produces enough acid to burn through apiece
of quarter inch steel plate in three seconds or enough for
one attack. The acid causes any damage from a hand to hand
attack to be aggravated, though the Infernalist must spend
a Blood Point each turn she wants to use this power.
Level
4--Atrophy
This power
sucks the life from a victim's arm or leg, causing it to
become a shrunken husk of bone, skin, and little more. The
effects are instantaneous and, in mortals, irreversible.
System: The victim receives one chance to resist the effects
by rolling three successes on a Stamina + Athletics roll
(difficulty the roll means the arm is arm crippled. If one
success is rolled, then all difficulties involving use of
the arm are increased by two; if two successes are rolled,
those difficulties increase by one. Vampires can cure the
arm by spending five Blood Points on it through the course
of a night.
Level
5--Turn to Dust
This awesome
power ages a human victim so rapidly that he turns to dust
in the Infernalist hands. The Infernalist rolls Manipulation
+ Intimidation (difficulty of the victim's Humanity); every
success ages the victim by 10 years.
Fires
of Inferno
This Path
of Dark Thaumaturgy relates to manipulating a form of energy
found only in Hades. The energy looks very much like fire,
but it is supernatural fire and can affect those with protection
from normal flames.
The following
information relates how much damage the hellfire inflicts.
The higher the level of the practitioner, the hotter the
flames. Flames bum for half damage (round down) every turn
after the first until extinguished if its target is combustible
(vampires are just as combustible as humans) and cause aggravated
wounds. Hellfire can be put out in the same way as normal
flames. Hellfire appears in many different colors, not just
red.
Level
1--One die of damage
Level
2--Two dice of damage
Level
3--Four dice of damage
Level
4--Six dice of damage
Level
5--Eight dice of damage
Path of
Pestilence
This Path
focuses on the use of filth and disease as a weapon. An
Infernalist skilled in this Path is immune to her own effects,
but is not immune to other illnesses affecting vampires.
Level
1--Sickness
This power
means an Infernalist's very touch causes illness. The effects
vary, but usually include some of the following: fever,
cold chills, vomiting, diarrhea, headaches, nausea, muscle
cramps, watery eyes, open sores and stiffness in the joints.
This power only effects mortals.
System:
The exact nature of the infection varies from victim to
victim, but the number of effects equals the number of successes
the vampire haven a Strength + Intimidation roll (difficulty
of the victim's Stamina + Athletics). The sick individual
subtracts one point from each of his three Physical Attributes
for each effect. Thus, a character suffering from four illnesses
would have to subtract four points from Strength, Dexterity
and Stamina. If any is reduced to zero, the victim must
remain bedridden until recovered. A character will suffer
the effects for one day per success by the Infernalist,
but will regain one point in each Attribute per day.
Level
2-- Vampire Sickness
This power
allows the Infernalist to create the same effect as Sickness
but in vampires. Vampire victims suffer fevers, cold chills,
blood vomiting, headaches, nausea, muscle cramps, bloody
eyes, open sores and stiffness of the joints. Otherwise,
the effects and the functions are the same as those for
mortals.
System:
This power works like Sickness, but the victim can add Fortitude
to the difficulty level.
Level
3--The Swarming
This power
is similar to Animalism, allowing the Infernalist to summon
all insects within 200 feet. In urban areas, roaches are
the most numerous. The Infernalist can command the insects
to perform simple tasks, such as invade an area, eat all
food nearby, crawl down into things, climb all over people,
bite and sting everyone but the Infernalist, etc.
System:
The insects will stay in an area for an amount of time depending
on a Charisma + Animal Ken roll (diffi culty 6), though
the Thaumaturgist can dismiss them at any time:
1 Success
One Turn
2 Successes
5 Minutes
3 Successes
30 Mins
4 Successes
1 Hour
5 Successes
1 Night
Path of
Phobos
This Path
of Phobos is the Path of Fear. This Dark Path allows Infernalists
to manipulate the fears of their victims as a weapon. Almost
everyone has fears, but there are a rare few who have conquered
them and are unaffected by this power. Those with Faith
are likewise unaffected by the powers of this Path.
Level
1--Induce Fear
The Infernalist
with this power causes a victim to feel as if she is being
watched and stalked.
System:
The Infernalist can use this power on any target he can
see. It requires a Manipulation + Empathy roll (cliff culty
of the target's Courage or Morale + 3). The victim must
make a Courage or Morale roll (difficulty 5 + the number
of successes the Infernalist rolled) to take any action
against him.
Level
2--Spook
Using
this power, the Infernalist causes her victims to feel an
overwhelming sense of dread. They feel something terrible
is about to happen to them unless they get away quickly.
System:
Mortal victims must make a successful Courage or Morale
roll (difficulty 7) to keep from running away. Vampire victims
must do the same but, if they fail their roll, they suffer
Rotschreck.
Level
3--Terrorize
This power
lets the Infernalist draw a fear from the victim's mind
and present it to him. The victim will see or feel whatever
it is he fears the most. If he fears snakes, he sees big,
slimy snakes slithering around a corner just ahead of him
and constantly hears rattlesnakes behind him. To the victim,
the effects seem completely real, though they are illusions.
System:
The vampire must roll Perception + Intimidation (difficulty
of the target's Self Control + 3 ) to see how long the affects
last; it will also end if the vampire cannot see the victim.
1 Success
One Turn
2 Successes
5 Minutes
3 Successes
30 Minutes
4 Successes
1 Hour
5 Successes
1 Night
The Storyteller
will then require Courage rolls (generally against a difficulty
of 6 or 7) to allow the character to make any action.
Level
4--Immersion
This power
allows the Infernalist to call on the victim's most deep
rooted fear and force her to deal with it, face to face.
The power functions similar to Terrorize, but rather than
placing signs of the fear all around the victim, the victim
is immersed in the source of the fear. A person afraid of
snakes becomes wrapped up to her neck in pythons.
System:
This power works like Terrorize, but the victim must make
her Courage rolls against a difficulty of 8, and the effect
lasts even when the vampire cannot see the victim.
Level
5--Leech of Fear
This power
allows the Infernalist to temporarily feed on fear as though
it were blood. Many Infernalist claim this experience is
infinitely preferable to the Kiss.
System:
As long as the Infernalist maintains this power, he gains
Blood Points from the fear of others. Every time someone
he can see fails a Courage or Willpower roll, the character
gains one point of vitae. Note that the other powers on
this path will not contribute to this feeding. A Manipulation
+ Empathy roll (difficulty 8) determines how long this power
will last:
1 Success
One Turn
2 Successes
Three Turns
3 Successes
Five Minutes
4 Successes
30 Mins
5 Successes
1 Hour
Path of
Secret Knowledge
Some Infernalist
consider this the most powerful and difficult of Dark Thaumaturgical
Paths. Storytellers may wish to leave this Path out of the
game if they feel it will be too disruptive. This Path allows
the practitioner to glimpse knowledge and secrets he should
not be privy to.
Level
1--Whispers
The Infernalist
with this power can spontaneously sum mon common knowledge
on an individual from the back of her own mind, even if
she has never met that individual before. This information
includes name, occupation, age, interests, where he lives,
and if he has any family. It takes almost no time for the
vampire to discover this information.
System:
The vampire must make eye contact with the person, and the
victim can be no more than five feet away. It requires the
Infernalist make a Perception + Empathy roll (difficulty
of the target's Willpower). This power does not work on
any supernatural beings, including ghouls.
Level
2--Secrets in the Dark
Very similar
to Whispers, this power allows the Infernalist to gather
a little more knowledge about the victim, including names
of family members, their phone numbers, where they work,
and what they enjoy and hate doing.
System:
This power also requires a Perception + Empathy roll (difficulty
of the target's Willpower + 1), but allows the Infernalist
to take information from supernatural creatures. It will
not reveal deeply held secrets, such as the fact that someone
who follows the Masquerade is a vampire.
Level
3--The Hidden
This power
grants the Infernalist very private information about an
individual. She will know one minor secret the individual
is trying to hide from everyone. She will know the name
of one person the individual claims to like, but actually
dislikes. She will know the name of the last person he was
intimate with. She can also learn the individual's strongest
desire.
System:
This power also requires a Perception + Empa thy roll (difficulty
of the target's Willpower + 2), but it takes an entire turn.
Level
4--Dark Prophecy
The Infernalist
can tell the future, but these prophecies always focus on
the darkest possibilities. Information gleaned is cryptic
at best, and it is certainly possible that the future will
change.
System:
The Infernalist rolls Wits + Investigation (difficulty 8).
The resulting information should always be mysterious, but
the Storyteller can make it clearer with more successes.
One success will give the Infernalist a vision that will
be next to incomprehensible.
Level
5--Unlock the Heart of Mystery
The Infernalist
with this power holds a tremendous weapon. With it, he can
uncover any knowledge lost to the world. The locations of
hidden treasures, the secret names of demons, or the hiding
places of powerful beings all become apparent.
System:
This power requires a Perception roll (difficulty set by
the Storyteller, but usually at least 9) and will only uncover
those mysteries known by no mortals or vampires.
Path of
Torture
The Path
of Torture is just what its name implies. This Path concerns
pain and only pain. Many who practice this Path also practice
the Chains of Pleasure. Infernalist with these powers are
the most ruthless executioners and torturers.
Level
1--Hurt
The Infernalist
causes pain in a mortal through skin contact. The effects
lasts as long as the vampire maintains contact with the
victim. This pain is terribly strong and sometimes used
during interrogations. The vampire has the option of specifying
the exact nature of the pain sharp,, piercing pain; extreme
nausea; tickling; muscle cramps; etc. and whether
it will affect the victim's entire body or just a particular
part.
System:
After touching the victim, the Infernalist rolls Manipulation
+ Intimidation (difficulty 6) while the target rolls Stamina
+ Courage (difficulty 6). Every extra success the Infernalist
rolls causes the target to lose that many dice from any
pools and to suffer extreme pain.
Level
2--Hunger
This power
allows the Infernalist to cause pain in vampires. Contact
must be made with the victim for this power to function,
and the victim feels as if she is starving, having almost
no blood in her body. She will double over due to the sharp
pains.
System:
This power works in the same way as Hurt, except that most
Sabbat resist with Morale instead of cour age.
Level
3--Torment
This power
affects both mortals and supernatural beings equally. The
Infernalist causes tremendous pain in the vic tim, eventually
causing mortals to pass out and Kindred to enter torpor.
System:
The Infernalist makes skin contact and rolls Strength +
Torture (difficulty 6). Victims resist with Stamina + Athletics
(difficulty 6). Mortals beaten by this roll pass out, and
vampires enter a form or torpor. The length of this unconsciousness
is based on the number of additional successes the thaumaturgist
rolled:
1 Success
One Turn
2 Successes
Five Minutes
3 Successes
Thirty Minutes
4 Successes
One Hour
5 Successes
One Night
Level
4--Agony
This is
the same as Torment, but victims feels great pain throughout
the period of unconsciousness. They writhe on the floor,
eyes closed and a scream frozen on their lips.
System:
This follows the same system as Torment, but the victim
also suffers damage equal to the number of extra successes
the Infernalist rolled. This damage can be soaked.
Level
5--Pangs of Hell
Far worse
than Agony, the Pangs of Hell can kill mortals and send
vampires into torpor for years. The thaumaturgist actually
taps into the depths of Hades to cause this pain. Often
only death or destruction can end the pain these sufferers
feel.
System:
The Infernalist touches the target and rolls Intelligence
+ Demon Lore (difficulty 6), and the victim resists with
a Humanity or Path of Enlightenment roll (diffi culty 6).
Every additional success the Infernalist rolls causes the
victim to be incapacitated by pain for one turn and take
an aggravated level of damage.
Path of
Hardened Flesh
By Andrea
Sala (andreasa@ns.spm.it)
Description
This path
was created by the Infernalist Melkoth over the centuries
to improve his already incredible physical resistance and
to limit the effects of attacks.
Level
1-- Iron Body
The character
becomes more impervious to physical damage and can add the
rating in the Path to his soak roll, but this power doesn't
work against aggravated damage and it doesn't add to the
effect of the Discipline of Fortitude.
Level
2-- Stamina of the Beast
The character
suffers only half damage (rounded down) from every attack
after the soak roll has been made.
Level
3-- Flesh of Steel
The character
becomes more impervious to physical damage and can add the
rating in the Path to his soak roll. This power does work
against aggravated damage, but it doesn't add to the effect
of Fortitude.
Level
4-- Daemonic Health
The character
suffers only half damage (rounded down) from every attack
before the soak roll is ever made.
Level
5-- Unfailing Resistance
The character
becomes more impervious to physical damage and can add the
rating in the Path to his soak roll. This power does work
against aggravated damage and its effects add to Fortitude.