Demonic
Investments
*
See the PER
House Rules on gaining Infernal Investments.
Investments
are abilities awarded by demons to the those who serve or
enter a pact with a demon. When one enters into a pact with
a demon, the demon will give investments, wealth, personal
service, objects of desire, and more. The power of an investments
is with the demon not the receiver of the investment. A
vampire with even one investment will have a devil's mark
called a witch's nipple.
Pacts
Pacts
range from 1 to 10 pts. The various levels are described
in Pacts
Demons
cannot be blood bonded nor can one be bonded to a demon.
To drink from a demon's blood provides no nourishment to
a vampire and will either give an extremely pleasure rush
or make one very sick. If a vampire repeatedly shares blood
with a demon, one of the devil's marks will appear on her.
Apportation(4
pts)
Can enchant
a single object, binding it to herself. Then can summon
that object from anywhere in the mortal world. The item
must be small and light enough to fit in one hand, but can
be anything, magickal or otherwise.
Armor(varies)
Has scaled
skin, thick warts, leathery hide form of protection. This
Investment protects against all attacks, however there is
a price. For every 3 points in the Investment, the char
subtracts one point from her Appearance. Thus, the sinner
wears her sin in a very obvious way.
Awareness(4
pts)
With a
mind shattering shock, the demon blows open the doors of
occult perception. When the supplicant recovers, she has
the Occult Knowledge and the Awareness Talent at 3 dots
each. Or 3 more if she already had them. The diabolist enters
a Supplicium immediately and may go slightly or noticiably
insane.
Backgrounds(1
pt per dot in Background Trait)
Great
wealth, influence, or companionship. Almost any Background
can be gained or increased with a pact; except--Daemon,
Destiny and Familiar--no demon can or will provide those.
Beast
Form(3 pts)
By calling
on his Patronus, she may change into one of the meaner beasts
(rat, cat, wolf, etc.). Gains all traits and special abilities
of the animal, but restricted to a single form. Even in
this form, the Infernalist possesses the Devil's Mark and
radiates an uncanny air. Takes one turn and lasts no longer
than a night.
Bond-breaking(6
pts)
The hand
of Surgat guides this Infernalist; normal locks, knots,
bindings fall open when she caresses them. Requires an incantation
and a soft sweep of the fingers over lock. Does not work
on magickal locks of any kind.
Claws
or Horns(varies)
Claws
or horns sprout from body. For one point they inflict normal
damnage. 3 points inflict aggravated. Normally permanent,
they can be made retractable for one point extra.
Demonic
Strength(varies)
Evil vitality
flows into the supplicant's limbs. She has the strength
of a minor devil. Each dot costs 3 points and lasts til
death or revocation of pact. Each "raise" requires
a new pact. Thus one could "buy" 3 points of Strength
for a nine point pact, but would have to make another pact
for more.
Devil's
Eyes(2 pts)
With a
glance, an Infernalist can spoil milk, rot grain, and sicken
children. No effects on adults other than a feeling of being
uncomfortable.
Goat Feet(2
pts)
After
kissing his Patron (don't ask where), an Infernalist assumes
the the Devil's cloven feet. Each night, between sunset
and dawn, his legs with grow thin, long and hairy, his toes
curl into hardened hooves and tail from his rear. Painful
taking several minutes transformation. The Infernalist may
run faster than any man and kick or trample his enemies
to death with the hooves.
Hellfire(3
pts)
Can breath
gouts of fire on his enemies. Also acidic bile, hot blood,
flaming entrails, or other vile substances. Causes 3 aggravated
Health levels of damage. For every 2 extra points, can add
another Health level.
Invulnerability(3
pts)
Mortal
weapons bounce off the Infernalist's skin with little effect.
Every 3 points in the pact give the supplicant one extra
soak die, this is permanent, and allows her to soak aggravated
damage, but does not work in any way against attacks from
holy sources.
Longevity(varies)
For every
point in the pact, a supplicant can add an extra 5 years
to her life. Many Infernalists conduct rituals every 5 years,
sacrificing scores of innocents to buy a few more years.
Lucerifian
Charm(4 pts)
An Infernalist
with this Investment can get away with damned near anything.
No matter what he says or does, he awes everyone he meets.
This does not cloak the Infernalist's true nature. He just
makes sin look to enticing to resist.
Mammon's
Gift(8 pts)
Once a
night, the Infernalist may turn one small non-living (undead
creatures do not count) into gold. This will be cursed with
an eerie aura seen by those who notice such things. The
upper limit of this is roughly 13 pounds before transformation.
A collection of tiny objects (coins, pins, straws, etc.)
may count as one item as long as all items are connected
when Infernalist touchs them.
Pan-pipe
Voice(3 pts)
Simple
words or songs can enrapture her audience and will bring
her listeners' worst passions to a head. Against a stong
willed creature (magus, vampire) the difficulty is that
of the being's Willpower. Once bound, a victim loses his
good nature, becomes lustful, almost drunken in his temperment
and must spend a Willpower point to regain his senses.
Regeneration(9
pts)
This Investment
allows an Infernalist to restore herself to health with
a mere effort of will. Can heal all wounds, normal or aggravated,
except those inflicted by Prime magick, or by someone who
has True Faith or belongs to the Celestial Chorus.
Serpent
Skin(3 pts)
The Infernalist
can shed her skin and escape her bonds. This takes time,
pain, and effort; she must cut a slit in her own hide, then
slide or yank herself out of the skin. Her nerves and muscles
lie exposed. Regrowing the skin takes a week or so. Until
then the diabolist is incredibly sensitive to her environment
and really foul to look at.
Service(various)
Can "buy"
slaves from the Abyss. Certain demon-hosts and minor demons
will serve the Infernalist, so long as his purposes suit
those of Hell. Once the Foedus is sealed, these bound creatures
appear by the Warlock's side and ask, "Master, what
is thy will?" The servant's power depends on the amount
of points in the pact. One point gets a single possessed
mortal man or animal. 2 gets a demonic host beast. 3 gets
a minor servitor demon. In all cases, the "servant"
is loyal unto destruction. Devils, of course, cannot die
on the mortal plane, and if ill treated might make its "master"
very unhappy tomorrow.
Shameful
Sight(6 pts)
Gazing
into a person's eyes, an Infernalist can discern the sin
that lie closest to the surface. The most shameful a person
has done. In the Infernalist's "inner eyes", an
image of the deed wells up, clear as day. She might decide
to keep that to herself for later use, sneer openly about
it, or torment the victim with a vision of it. By chanting
to her Patrona, the Infernalist can display her vision in
a reflective surface. Anyone in the area can see it. The
Infernalist appears blameless, even to magickal tracings.
Sign of
the Inferno(5 pts)
Kissed
by Hell, this diabolist need not fear flames. No mortal
heat or fire can harm him. It may consume his cloths and
possessions, but does not scar his flesh. Magickal fires
will have normal effect.
Talons
of the Plague-Crow(8 pts)
Each night
at dusk, the supplicant's hands lengthen into bird's claws.
Although handling objects is difficult, these Talons make
vicious weapons. Raked across the skin, they inflict painful
damage, if blood wells, a virulent plague infects it. Soon
afterward, the victim will grow ill, nothing short of a
magickal healing can revive him. Death in a week or less.
Even after healing, the scars of the Plague-Crow remain
vivid and dark. Nothing the Infernalist touchs is safe from
the Plague. Any living thing she scratchs will sicken and
possibly die. Dragons, Krakens, spirits and the Undead are
immune to the Plague.
Uncanny
Beauty(varies)
In exchange
for a sin or two, the supplicant assumes an unearthly, irresistible
beauty. For every 2 points, the Infernalist raises his Appearance
trait by 1 dot to a max of 8. Even if supplicant's Appearance
remains within mortal levels, however, there's something
uncanny about him. Lasts until death, although some holy
circumstances can expose the beauty for what it truly is.
Wings(3
pts)
Uttering
a blasphemous command, the supplicant grows horrible, demonic
wings from between her shoulder blades. Allows her to fly
at roughly 13 yds per turn. For an extra point, the wings
may be barbed and inflict damage as if they were claws.
(Infernalism 73-76)
One Point
Aquatic
The Infernalist
can swim underwater as fast as he can run. With a slightly
aquatic look. If mortal, he will gain gills.
Bat Ears
The Infernalist
will gain same abilities as a bat's sonar.
Body Armor
This can
be used 5 times to take damage.
Grim Jaws
The Infernalist
receives the ability to chew through anything. And can swallow
objects up to the size of a small child. The facial features
are normal unless using this power.
Kiss of
Hades
The Infernalist
can cause aggravated damage with the touch of his lips.
The victim must first be grabbed or surprised.
Lashing
Tail
The Infernalist
grows a small tail which may be used to cause aggravated
damage like a whip. The tail must be hidden or everyone
will know you are an Infernalist.
Magic
Sense
Allows
the Infernalist to sense any use of magic within 500 yrs
of herself. The Infernalist must concentrate to use this
and it will reveal no discipline other than Thaumaturgy.
Razor
Fangs
Increases
the sharpness and size of the Infernalist's fangs allowing
aggravated damage when used. Costs one Bloodpoint.
Razor
Fingers
Identical
to Razor Fangs only with fingernails.
Smell
Fear
The Infernalist
will detect by scent if anyone is afraid within 100 feet.
Two Points
Invisibility
to Animals
The Infernalist
will be unseen to animals though some may still smell her.
They will cower in fright from the Infernalist.
Pheromone
Powers
Gives
Infernalists pheromones that make all mortals within 30
feet easier to Dominate.
Psychic
Tracker
Infernalist
can track someone and know when they are near their target.
Does not give precise location. Cost 1 Bloodpoint per hour.
Three
Points
Cause
Vertigo
The victim's
will have problems staying upright, mortals will suffer
nausea. Can be used against any number of people at 1 Bloodpoint
a person. Last 5 turns.
Magic
Portal
Allows
the Infernalist to move through solid objects. Cost 1 Bloodpoint.
Walk the
Walls
The Infernalist
can walk on walls or ceilings at a walk or crawl.
Four Points
Guardian
The Infernalist
will receive an imp for protector. The imp will serve her
and have an empathic tie so that they will know the location
and emotional state of each other.
Toxic
Blast
The Infernalist
can spew a liquid of demonic energy from their nose, eyes,
mouth or fingertips. It will disappear 5 turns after it
spurts. This is a hideous smelling, acidic, blackish green
goo. Costs 1 Bloodpoint for one blast that will cause aggravated
damage.
Two Dimensional
The Infernalist
will become two dimensional allowing him to slip through
cracks and become almost nonexistent when viewed from the
side. Cost 1 Bloodpoint.
Five Points
Hell Skinned
Grants
the Infernalist immunity from the fire and heat. But not
from sunlight or magic fire.
Life Leech
The Infernalist
can drain the willpower of mortals, ghouls, and werewolves.
turning them into Bloodpoints. Touching is required. Victims
completely drained will become catatonic until they gain
more Willpower.
Master
of the Domain
The Infernalist
will always know what is happening 500 feet inside of her
domain as if they were watching from above.
Six Points
Atrophic
Touch
Will cause
one of victim's arms or legs to wither away to nothing.
There is no pain but the limb will disappear. The Infernalist
must touch the body part to be effected.
Teleportation
At a cost
of 1 Bloodpoint and 1 Willpower, the Infernalist can use
this to go from one place to another within 100 feet. The
destination does not have to be seen.
Turn to
Toad
The power
to turn a victim into a toad. Lasts 1 night per success
and costs 1 Blood Point and 1 Willpower.
Seven
Points
Infernal
Passage
Grants
safe passage through Hell. This can only be given by extremely
power demons. Does not give the Infernalist passage to Hell.
Journey
to the Spirit Realm
The Infernalist's
body becomes a spirit to travel through the Umbra at 1 Blood
Point per hour of travel.
Summon
Hellions
3 minor
demons can be summoned by the Infernalist to protect her
from danger. The demons will not put themselves in danger
but will try to protect the Infernalist. Costs 1 Blood Point
to use.
Eight
Points
Army of
the Damned
9 minor
demons can be summoned by the Infernalist to protect her
from danger. They will fight until their forms are destroyed.
Costs 1 Blood Point.
Nine Points
Infernal
Ranking
Gives
the Infernalist minor status among the damned. The Infernalist
is superior to minor demons and can command them. They cannot
be forced but most will obey as punishing disobedience is
acceptable and expected.
Ten Points
Rejuvenation
This will
allow an Infernalist to permanently transform back to mortal
capable of aging normally. The Infernalist becomes unembraceable
and if it is forced will probably die.
BOOK OF
MADNESS 141
Lightning
Speed (variable)
The Diabolist
may take one additional action per turn without dividing
her dice pool for every 5 points placed in this Investment.
Up to 15 points may be spent this way.
Eyes of
the Abyss (4 pts)
The Diabolist
can stare into the eyes of a victim and cause him to feel
empty and void of emotion. The subject will become unable
to take any action except stare into her eyes. The effects
last for one turn per success.
Imp Familiar
(4 pts)
This Investment
grants the Diabolist a minor demonling as a familiar. Use
the Familiar Background for the creation of such creatures.
They are loyal to the Diabolist, but even more loyal to
their demonic masters.
Bestial
Form (5 pts)
The Diabolist
can shapechange into the form of one particular natural
animal. The character gains any natural abilities possessed
by animals of that sort. The effect lasts for one scene.
Hand of
the Defiler (6 pts)
The infernalists
right hand gains the power to kill plants, gnarl wood, rust
metal and rot any flesh it touches. This effect does one
level of aggravated damage per success and lasts one hour.
The Diabolist suffers intense arthritis in his hand for
a week after using this Investment.
Emotion
Projection (6 pts)
The Diabolist
can cause a subject to experience whatever emotion she wishes
them to feel by expending a point of Willpower. The effects
lasts for one scene per success.
Regeneration
(9 pts)
The Diabolist
has the power to heal all wounds, normal and aggravated,
save those inflicted by Prime magicks, mages of the Celestial
Chorus or those with True Faith, by expending one point
of Willpower per Health Level healed.
Whether
or not the pact is observed, the demon eventually collects
its due and the Infernalist joins her master in Hell. Until
then, the rites of the Church, True Faith, holy magick and
angelic powers torment her (sometimes inflicting aggravated
damage; see below). Animals and children shy away from her,
and dark vices gnaw away at whats left of her soul.
It is said that God can forgive such wretches, but few of
them are willing to bow their heads in prayer until the
fire beckons them; at that point, its usually too
late.
Some Fallen
magi shy away from the Abyss; demons are merely
their servants and mentors in the Arts. Many, however, sell
off whole portions of their souls. Mortal cultists often
do the same, desperate for any kind of power that might
lift them from their misery. For a while, these folk get
what they want. Too hungry for power to worry about its
eventual price, they barter their lives and souls for demonic
Investments inhuman talents that channel the essence
of Hell.
Investiture
requires a formal pact: A witch who wants inhuman powers
or diabolical influence petitions her patron for an audience,
then requests a pact. Once the Foedus has been struck, the
demon works its magic; depending on the Investment, an Infernalist
could find a pot of gold, sprout bony wings, or have her
mind blasted into instant awareness. At that time, a strange
Devils Mark appears somewhere on the Infernalists
person; such brands of favor depend on the demons
sense of humor and aesthetics: a succubus could make her
servant diabolically handsome (or ugly), while a swirling
cloud of chaos marks its chosen with a mangled limb. Either
way, a Devils Mark displays ownership, forging a physical
and metaphysical bond between demon and diabolist. A Supplicium
seals the pact and drives the diabolist a little bit closer
to Hell. As its name implies, an Investment displays an
odd sort of trust; the demon gives its servant a token of
esteem in return for deeds it cannot (or will not) perform
alone. If an Infernalist is foolish enough to make a pact
then break it, her Investments disappear immediately and
the chase begins. In game terms, a bargaining Infernalist
gains character points points she can spend on Backgrounds
and Investments. Such powers, we should note, fail on Christmas
day, Easter and Beltane (and, in the Middle East, during
Ramadan), when Divine might banishes the Darkness from the
Earth.
Demonic
Investments are not super-powers, nor are they employed
easily. Most require an invocation to the Patronus and some
physical effort. When a Fallen One uses an Investment, her
aura turns dark red, then black; anyone with mystic senses
(Gifts, spells, Disciplines and so forth, as well as the
Awareness Talent) can tell that dark forces are at work
in his vicinity. Even mortals feel deep chills. Most Investments
actually transform the lnfernalist, too; a diabolist with
Wings actually sprouts skeletal bat-wings from her back!
When a Fallen One calls upon her Hell-born powers, she becomes
a minor demon, and usually looks the part! Deeply corrupted
individuals can become fomori, tainted things who have surrendered
themselves to evil to such a degree that their skins literally
crawl with demonic power.