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14_Infernal Packet

14_Infernal Packet

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The Infernal Packet

Written for One World by Night June 2008 Table of Contents Section Infernalism Introduction Types of Infernalists Infernal Creatures Infernal Knowledge Types of Infernal Investments Pact Table Gaining Infernal Investments Cost of Infernal Investments Examples of Infernal Investments Demons Introduction Classes of Demons Types of Demons Demonic Manifestation Demonic Summoning Demonic Powers Demonic Ascension Dark Thaumaturgy Introduction Learning/Teaching Dark Thaumaturgy Dark Thaumaturgy Paths/Rituals Dark Thaumaturgy Path Conversions/Additions Fires of the Inferno Path of Phobos Taking of the Spirit Path of Pain Path of Pleasure Path of the Defiler Path of the Unspoken Path of Pestilence Dark Thaumaturgy Ritual Conversions Glossary FAQ Bibliography Page 1 1 1 2 5 7 8 8 9 10 21 21 21 22 23 24 25 26 27 27 27 28 29 29 29 29 29 30 31 32 34 35 37 39 41

Infernalism
Introduction So you want to go Infernal huh? Well, this is the first step. This packet is to be used as a resource to Storytellers and to Players as a guideline for using and not abusing Infernalism in OWbN. First and foremost, let me remind Storytellers and Players of one thing. Infernalism is a bad thing, not a good thing. Storytellers do not owe it to their Players to bring this aspect of the World of Darkness into their game. Players do not owe it to their Storytellers to pursue this aspect of the World of Darkness in their game either. If you do this, one way or another your Character will go to Hell, period. That being said, you have been warned. Infernal characters will routinely be hunted by just about everything that walks the night. Few things, if any, will give an Infernalist quarter should she be caught in her activities. I would also like to take this moment in time to remind Storytellers and Players of one thing. Infernalism and its powers require its possessor to be Infernal. The powers of Infernalism cannot be possessed without being Infernal. If you are not an Infernalist, you cannot have Infernal Powers, period. There are no exceptions. Types of Infernalists There are three very clear types of so-called Infernalists: Demonologists, Diabolists and Thralls. Each group, although all categorized as "Infernalists" by outsiders, is very different from the other. Demonologists are the most basic of those labeled “Infernalist” but in fact are not even Infernal! Diabolists are perhaps the most insane of Infernalists, for they do not work for Demons, Demons work for them (or rather they attempt to make Demons work for them). Thralls are your "classical" Infernalist, selling their soul and becoming a servant to a Demon. Anyone who studies Demonology, for any reason at all is a Demonologist. Informed Demon Hunters are technically Demonologists. Many of the Inquisitions are as well. Demonologists DO NOT inherently possess Infernal Taint or any Infernal powers unless they’ve made an attempt to either Summon/Bind a Demon or make a Pact with a Demon (which would make them then a Thrall or a Diabolist as well). Many, who are drawn into becoming a Demonologist for too long, eventually become a Diabolist or a Thrall due to the temptation of power. As Demonologists are not inherently possessed of Infernal Taint or Infernal Powers, Demonologists that are neither Thralls nor Diabolists as well are not truly Infernal, but are merely often mislabeled that way by others. Thralls are by far the more simplistic of the two "true" Infernalists. Thralls call forth or Summon (Thralldom) a Patron or a Patron seduces the Thrall into being her servant, either or it really matters little in the end. Pacts, Gifts and Investments are made and thus a Thrall is born. Thralls, unlike Diabolists, are quite happy being a servant to a Patron, at least for the time being, wanting nothing more than to be given power in exchange for their souls and duties to their Patron. Thralls, also unlike Diabolists, strike up Soul Pacts with their Patrons thus do they swear their souls to their Demonic Master upon their final, inevitable death. Diabolists risk everything, even more so than Thralls in their pursuit of Infernal power, for they attempt to enslave or Bind (Diabolism) Demons. Binding in this sense means capturing with intent to forge a Pact, not with intent to banish, destroy or imprison. That being said, Diabolists do not bow before a Demonic Patron, they may have once but no more, Diabolists seek to be a Patron of sorts themselves, their own master. While there are no specific rules for the effects of Mortal Rituals that can Bind or Summon Demons, they require sacrifices, foci, symbols, etc. of severe complexity, a rule set for such is included in the Demonic portion of this document with more details. Even the tiniest of slips will cause such a Ritual to fail, releasing the Summoned Demon or perhaps Summoning the wrong Demon. Diabolists barter with Demons, great and small, for Investments and Gifts for services or sacraments. Never does a Diabolist make a Soul Pact with a Demon although little does she know this only makes

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her fair game in Hell when she reaches her final death. Either way, should the Diabolist every step out of line, reach into too many pies or take too large of a bite, Demons will be very quick to drag her soul down to Hell with them, kicking and screaming the whole way. No matter how a Diabolist goes about it, becoming Infernal always but always costs her soul. By not making a Soul Pact with a Demon, this simply means the Diabolist is fair game to all Demons who wish her power because she is not marked as property to a specific Demon. Demonologists, as they possess no Infernal power granted upon them by an Infernal being, do not require Coordinator Approval or Notification per this Packet. Infernal Creatures Awakened Mages, Garou, Changelings, Kindred, Kuei-jin, Imbued Hunters and Wraiths comprise the meat of White Wolf’s World of Darkness. However which of these can, should, would or could go Infernal? And vice versa? Surprisingly the answer is just about all of them. This Packet is not constructed in a way to facilitate Demon the Fallen or its supplements. Just about any mortal can become an Infernalist as easily as an occultist Kindred or Mage; all it takes is research, time and lack of conscience. Normal mortal society will have little luck identifying or dealing with a mortal Infernalist, although there are those that do look. Organizations such as the Society of Leopold as well as other witch hunting factions do keep watch for such beings amongst society. Mortals have just as much to fear from these hunters, as would any Kindred or other creature of the night. Faith, knowledge and fanaticism guide the hand of the hunters to their quarry and if ever Infernalists have a failing, it is to that of a divine power such as True Faith. PC Mortals seeking Infernalism through any means are to be approved by the appropriate Coordinator (based upon the genre of their Home Chronicle, in the case of a Vampire game, the Sabbat Coordinator) before such permission is given; this includes Summoning/Binding a Demon or gaining any sort of Infernal power. NPC Mortal Infernalists require Council Notification. As the most likely type of supernatural creature to fall into Infernalism, Kindred are the most common Infernalists among the supernatural creatures of the World of Darkness. Kindred may seek Infernalism like any other but must rely on mundane methods to Summon or Bind Demons as until they become Infernal, Kindred do not possess any mystical ability to call forth a Demon from Hell. Additionally Kindred are the most likely to be approached by a Demon of all Creature types due to their easily corruptible natures, always lusting for power and station. Not many factions within the various organizations of the World of Darkness appreciate Infernalism; the Sabbat and Camarilla are no exception. The Inquisition within the Sabbat will bend every will to hunt down known or suspected Infernalists. They give no quarter and if found, Infernalists will be eliminated without mercy or exception. The Camarilla has its own organization, known as the Black Friars, which do about the same job as the Inquisition. In addition however, thanks to recent Justicarial Decree(s) (2006), Infernalists within the Camarilla, with the sole exception of the Tremere, will not be tolerated under any circumstances. Bloodhunts will be ordered and discovered Infernalists will be executed without question. PC Kindred seeking Infernalism through any means are to be approved by the Sabbat Coordinator (or Tremere Coordinator, if Tremere) before such permission is given; this includes Summoning/Binding a Demon or gaining any sort of Infernal power. NPC Kindred Infernalists require Council Notification. Other than Kindred or Mortals, Awakened Mages are the most likely creature type to make the leap into Infernalism. Awakened Mages are also the only creature type capable of Summoning or Binding of their own power; in this case through the use of Spheres specifically that of Spirit. All other creature types must rely on mundane methods of Summoning or Binding Demons depicted in the Demon section of this Packet. Awakened Mages may strike up Pacts, Investments and Gifts just like anything else. However as an Awakened Mage further continues her descent into Infernalism, she becomes more and more likely to follow the path of the Nephandi. While not all Nephandi are Infernal and not all Infernalists are Nephandi, a Demon stands much to gain by corrupting a Mage into a Nephandi. Such an act would require the Mage to step into a Caul and survive…

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Awakened Mages and the Technocracy are enemies of Nephandi, both of which will take steps to destroy such monsters should they receive an opportunity. While Nephandi are not direct foes of either group, they are most certainly never considered allies. Marauders however are vicious hunters of Nephandi, able to identify them on sight and always attack any they should run across with full intent to kill. PC Awakened Mages seeking Infernalism through any means are to be approved by the Mage Coordinator before any such permission is given; this includes Summoning/Binding a Demon or gaining any sort of Infernal power. NPC Awakened Mage Infernalists require Council Notification. Changelings are a middle-ground oddity when ranking likelihood by creature type of those capable of falling to Infernalism but even so such descent is rare indeed. While they normally possess no ability to Summon a Demon, those few Fae with the power of Naming are said to possess enough power over True Names to call forth such a Beast. However all things considered few Fae, if any, possess enough knowledge or skill to make such an attempt. Just like most other creature types, they must seek out and learn of mundane methods of Demon Summoning and Binding in order to call for the Host. Those Fae of the Seelie Court, while they would have much less reason to ever seek Infernalism, make much better servants than those of the Unseelie. This comes from the difference in which the two Courts value the world around them. For the Seelie, the two tenants of “death before dishonor… never forget a debt” (Rein-Hagen, 65) tend to keep them to their word once they’ve sworn it to a Demonic Master. The Unseelie also have two tenants; “change is good… passion before duty” (Rein-Hagen, 65), tend to not keep them to their word if they’ve given it to a Demon. The ones less likely to go Infernal are much more sought after than those who already partially dwell in darkness. Fae however also have two great downfalls, one that always breaks them in the end and one that always hurts in the beginning. Demons typically have enormous Banality ratings, starting usually near eight but the more powerful the Demon, the higher the number. Many times Fae who seek the power of Infernalism simply succumb to the taint of Banality, rather than the fires of Hell. Also often than not once a Fae has made a Pact with a Demon, the Demon is capable of discovering the Fae’s True Name, now that the Fae’s soul is in its hands. Should this happen, the poor Fae stands to become nothing more than a tool, a machine to the whims of its Demonic master, unable to wrest control of herself back from such an evil force of will. PC Changelings seeking Infernalism through any means are to be approved by the Changeling Coordinator before such permission is given; this includes Summoning/Binding a Demon or gaining any sort of Infernal power. NPC Changeling Infernalists require Council Notification. Changing Breeds are the second least likely type of creature to go Infernal. There are, of course, always exceptions to this rule in the grand scheme of the World of Darkness, but it is extremely uncommon to see a Garou take the plunge into Infernalism. They cannot Summon Demons through any Rite or Gift, as Demons are not Umbral spirits or Wyrm spirits by any stretch of the imagination. Therefore they would both learn and make use of mundane methods of Summoning and Binding Demons or she would have to run across one by chance. For those Changing Breeds that do go Infernal, theirs are the shortest lifespan of any Infernalist. Infernal Taint, because of its corruptive nature and malicious staining of a soul, smells similar enough to Wyrm taint that no Changing Breed would care to recognize the difference long enough to not tear the corrupted one apart. Infernal Gaian Garou are tracked are killed by their brethren, and Infernal Black Spiral Dancers often destroy themselves in the process of working for two great evils, rarely accomplishing anything for their Demonic master. Power, pride, self-sacrifice, ignorance and wrath… these are the five most common elements that lead to their own corruption. On the flip side, the most common card which Demons play upon these faults is trickery, for playing sympathy for any of these five elements has been the downfall of many. Typically Demons try to avoid dealing with Changing Breeds for several reasons. The ones most easily corrupted, the Black Spiral Dancers, are so maddeningly insane that they have little use other than being a walking machine of destruction. Often times because of this, Demons fear their tool will bring too much attention and too much death for the Demon to keep its existence hidden. The ones most useful, the Gaian Garou, are very easily tracked and hunted by their fellows. Also many times Gaian Garou mistake Demons for Wyrm tainted spirits… resulting in very few words between them. The Wyrm, the Wyld and the Weaver are more reason to avoid Infernalism for any

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An Akuma that is discovered is hunted down to the death. also known as Reckoners. when it gets down to it they are separate places and separate monsters. Chronicles making use of Akuma or Kindred of the East/MET Laws of the East mechanics for Akuma. cannot become Infernal creatures due to the nature in which their powers are granted upon them. causing Akuma to typically come to making deeper and darker deals with the Yama Kings in order to continually possess their powers. This is not limited to simply Wraiths. it matters not whether it comes from destruction. Akuma radiate no Infernal Taint whatsoever and therefore have no need of Infernal Shielding. PC Kuei-jin seeking Infernalism through any means are to be approved by the Kuei-jin Coordinator before such permission is given. becoming an Akuma is a complete and utter dharmic reversal for a Kuei-jin. NPC Changing Breed Infernalists require Council Notification. Demons crave control. with the two following exceptions. without mercy. such a thing that is so wrong to have done that it must be destroyed. Kuei-jin. NPC Kuei-jin Infernalists require Council Notification. do not and cannot consort with the Faustian Demons depicted in this Packet. a Demonic force has very little elbowroom in which to manipulate and beguile its desired minions. should use this document for Akuma as follows: For all intents and purposes the same charts may be used for an Akuma as an Infernal anything else.Garou. Infernal Kueijin or Akuma as they are called. power and domination. making them a horrible and hidden stain upon their courts. fall to damnation by striking deals with the Yama Kings of the Yomi. those of Hunter the Reckoning. they are seen by anyone else as just another Kuei-jin. Imbued Hunters may not seek Infernalism through any means. any other being native to the Shadowlands is also held to this restriction. Akuma are virtually impossible to detect as being different than any other Kuei-jin. along with spirits representing this trinity. deals and contracts with the Yama Kings just the same as any other would make a deal with a Demon. a year and a day. this includes Summoning/Binding a Demon or gaining any sort of Infernal power. Imbued Hunters. PC Changing Breeds seeking Infernalism through any means are to be approved by the Changing Breed Coordinator before such permission is given. including Summoning/Binding a Demon or gaining any sort of Infernal power (Being a Thrall or Diabolist) causes the character to fall irrevocably to Oblivion with no exceptions. ninety-nine years. if ever. Wraiths simply do not involve themselves with Demons. These shelf lives can be anything the Yama King wishes such as. one use. so long as they are masters of their domain is what matters. Although these things are comparatively the same. By definition Kuei-jin might be considered technically Infernal to begin with because they are spirits of the damned that broke free of the Yomi. Other Kuei-jin consider those who fall to this temptation an anathema upon their society. Giving into the Yama Kings goes against every teaching in which the Kuei-jin live by and to do so is to turn a back to their fight against such damnation. With these great aspects of creation constantly surrounding the fate of the Changing Breeds. Kuei-jin however are not treated as Infernal because of the difference between the Yomi and Hell as well as the difference between the Yama Kings and Demons. For these reasons Kuei-jin are not listed as a type of Infernalist. Seeking Infernalism through any means. one week.. wealth or slavery. and DO NOT inherently possess Infernal Taint or Infernal Powers. unless they become Akuma. their version of Hell. The power of the Yomi within them cannot be detected in any way. The least likely creature type to follow the path to Hell is that of the Kuei-jin. Akuma make Pacts and Investments. unlike the myriad of beings capable of Infernalism. without quarter and without hesitation. Wraiths may not seek Infernalism through any means. including Spectres and Risen. this includes Summoning/Binding a Demon or gaining any sort of Infernal power. and have come to the physical plane to possess a corpse. Although Demons can be found walking any and all of the planes of existence including the Shadowlands. 5 . etc. Also powers gifted to Akuma by the Yama Kings rarely. this includes Summoning/Binding a Demon or gaining any sort of Infernal power. this includes Summoning/Binding a Demon or gaining any sort of Infernal power. Like and unlike many other beings. have a double edge but instead have a shelf life. the spirits of the dead avoid them at all costs.

Strengths. possible Ritual components for intermediate Infernal Rituals. Taints and Failings of up to Rank four Investments for purposes of identifying Infernalists. Infernal Lore of level four includes information on things such as: well-known Infernalists as well as much more detail on Infernalists of greater power. Infernal Lore of level two includes information on things such as: very powerful Infernalists as well as a little more detail on Infernalists of greater power. lesser-known Infernal locations or Infernally tainted artifacts. Summoning and Bindings. Taints and Failings of up to Rank two Investments for purposes of identifying Infernalists. possible Ritual components for minor Infernal Rituals. Possessing it will give a character information on Infernal Investments. locations of extremely well-known Infernal Sanctums and desecrated Crays. as a sort of springboard to doom. Taints and Failings of up to Rank six Investments for purposes of identifying Infernalists. locations of less known Infernal Sanctums and desecrated Crays. Generally speaking. It does NOT in any way give a character information on how to become an Infernalist or Summon a Demon. 6 . Infernal Lore contains knowledge on Infernalists. Infernal hunters and other beings that seek out the destruction of Infernalism also commonly possess it. etc. Infernal Lore of level five or better includes information on things such as: lesser-known Infernalists as well as much more detail on Infernalists of greater power. locations of known Infernal Sanctums and desecrated Crays. lesser-known Infernal locations or Infernally tainted artifacts. Summoning and Bindings. giving the character information on historical Infernalists as well as legendary Infernalists and events both past and present of an Infernal nature. weaknesses in Infernal powers including up to Rank ten Investments. possible Ritual components for overwhelming Infernal Rituals. knowledge of the Infernal Shield. possible Ritual components for lesser Infernal Rituals. Taints and Failings of up to Rank ten Investments for purposes of identifying Infernalists. legendary Infernal locations or Infernally tainted artifacts. Summoning and Bindings. possible Ritual components for powerful Infernal Rituals. In addition. It also allows a character to find the best way to counteract such powers or how best to use such powers. weaknesses in Infernal powers including up to Rank four Investments. capabilities of Infernal powers including up to Rank six Investments. Taints and Failings of up to Rank eight Investments for purposes of identifying Infernalists. Infernal Cloak. Demonologists typically possess this lore before they actually go Infernal (if they do). capabilities of Infernal powers including up to Rank ten Investments. capabilities of Infernal powers including up to Rank two Investments. each one generally having an importance to the different aspects of Infernalism: Demonology. basic but detailed knowledge of well-known Infernal and other unholy events including prophecies and myths. Possessing it will give a character information on Demonic Powers. capabilities of Infernal powers including up to Rank eight Investments. the use of this Lore allows a character to attempt to identify Infernal powers. Summoning and Bindings. knowledge of the Infernal Shield. in addition to knowing their function and weakness. Dark Thaumaturgy. Infernal Veil. knowledge of the Infernal Shield. Infernal Masque.Infernal Knowledge Lore and other knowledge of Infernalism are split into three distinct categories. Infernal Lore of level three includes information on things such as: powerful Infernalists as well as more detail on Infernalists of greater power. well-known Infernal locations or Infernally tainted artifacts. this Lore functions like any other Lore. Demon Lore and Infernal Lore. Demon Lore contains knowledge on Demons. Summoning and Bindings. further detailed knowledge of known Infernal and other unholy events including prophecies and myths. weaknesses in Infernal powers including up to Rank six Investments. Infernal Lore of level one includes information on things such as: legendary Infernalists. weaknesses in Infernal powers including up to Rank eight Investments. weaknesses in Infernal powers including up to Rank two Investments. plain and simple. Weaknesses. very powerful Infernal locations or Infernally tainted artifacts. capabilities of Infernal powers including up to Rank four Investments.

giving the character information on historical Demons as well as legendary Demons and events both past and present of Demonic nature. In addition. knowledge of lesser-known Demonic events including Demonic possession of people. this Lore functions like any other Lore. defenses and other wards useful against Demons of Class two. Weaknesses and ways of possibly banishing Demons of Class two. much like Infernal Lore. possible research avenues on True Names of Demons of Class two. Demon Lore of level three includes information on things such as: powerful Demons such as the Demon Nobles as well as further information on very powerful Demons and additional information on greater Demons. Strengths. This also includes knowledge of Demonic etiquette as well as the rules. Weaknesses and ways of possibly banishing Demons of Class three. knowledge of well-known Demonic events including Hell Gates that may still remain open. much as Garou Lore is of a greater order of magnitude and accuracy than both Lupine and Werewolf Lores. Demonic powers of Demons of Class five. possible research avenues on True Names of Demons of Class four. Demon Lore of level two includes information on things such as: very powerful Demons such as Demon Elders as well as additional information on legendary Demons. Weaknesses and ways of possibly banishing Demons of Class four. do’s/don’t and general principles of Summoning and Binding. possible Demonic manifestations based on Demonic Class as well as Demonic Classification. This Lore as well is often possessed by the same beings that would possess Infernal Lore. In addition to the plethora of knowledge in which it contains. Consider it as you would consider it the upgraded version. Demonology encompasses all the knowledge that Infernal Lore and Demon Lore covers. Weaknesses and ways of possibly banishing Demons of Class five. It does NOT in any way give a character information of how to become and Infernalist or Summon a Demon. Infernal Lore. knowledge of major Demonic events including Demonic manifestations on planes associated with the character’s creature type. It also allows a character to find the best way to counteract such powers or how best to use such powers to her advantage. Demonic powers of Demons of Class one. knowledge of known Demonic events including Demonic manifestation and ascension as well as Demonic strongholds outside of Hell. Demon Lore of level one includes information on things such as: legendary Demons such as the Archdukes. Demon Lore of level four includes information on things such as: moderately powerful Demons such as the Pit Lords as well as further information on greater Demons and powerful Demons. further knowledge of Demonic classification concerning Demonic hierarchy as well as Demonic ascension. It includes all the information given of levels one through five in Infernal Lore and Demon Lore. allows a character to attempt to identify Demonic powers in addition to knowing their function as well as their weakness.Names. possible research avenues on True Names of Demons of Class three. defenses and other wards useful against Demons of Class five. defenses and other wards useful against Demons of Class three. Weaknesses and ways of possibly banishing Demons of Class one. etc. Demonic powers of Demons of Class four. Demonology is also the primary ability required in order to Summon a Demon (further detailed later in this document). defenses and other wards useful against Demons of Class one. Demonic powers of Demons of Class three. possible research avenues on True Names of Demons of Class five. Types of Demons. Weaknesses. This Lore also assists a character in identifying Demonic Types and Ranks as well as possible ways to banish them or otherwise entrap them in some way. Demon Lore of level five or better includes information on things such as: lesser Demons such as Servitors and those of lesser stature as well as additional information on almost every Demonic being other than those of minimal power. knowledge of legendary Demonic events including Demonic manifestations on the physical plane. possible Demonic manifestations based on Demonic Class. Demon Lore and Demonology are capable of being purchased beyond level five by those capable of 7 . possible research avenues on True Names of Demons of Class one. Demonology is the ability in which a real Infernalist must possess. The use of this Lore. Demonic powers of Demons of Class two. knowledge and understanding of the basic classification of Demons as well as how they are seated as such by the Seven Sins. places and things. possible Demonic manifestations based on all aspects of a known and identified Demon. defenses and other wards useful against Demons of Class four.

They are all however effectively the same. and often involve aspects of a Patron’s driving goals. which is a rarity. Such a Gift is not meant to save the life of the Infernalist. while this Packet’s descriptions of Demon Lore. Only by actually Summoning or Binding a Demon and/or making a Pact with a Demon does she gain the telltale Infernal taint upon her soul. Diabolists never seek to form Soul Pacts with Demons. should she be so bold. Although the Infernalist may attempt to strike a Pact with another Demon. There are two types of Pacts available from a Patron: the Soul Pact and any other Pact. which although is treated as if it were an Investment. involves no oath of servitude. When an Infernalist first summons/binds her Patron. the Infernalist should expect not to survive the night. such Pacts are nothing more long term duties given to the Infernalist by her Patron. usually occurring only a few times in the life of even the greatest of Infernalists. it can only be given as a Gift and is the only stand-alone Gift. Demons also grant Gifts when they suspect their servant to die in her task at hand. Of course. Infernalists who wish never to be caught had best earn their keep quickly for advancement in Infernal Shielding. However should either Patron hear of such betrayal. constitute being an Infernalist. Creating a list of each and every bit of knowledge that’s capable of being covered by any of these Lores would be an undertaking into ridiculousness. usually going straight for Investments. Usually this involves the Infernalist succeeding in something so effectively that it moves forward the goals of her Patron exponentially. Any Pact struck with a Demon other than a Soul Pact. Lower Rank Pacts constitute things such as simple duties of evil. Storytellers are encouraged to add as much depth and depravity to what these Lores entail as they like… so long as the information presented remains consistent with the information as it is spread across the levels of these Lores as they are written. the green glow of the damned. That being said. many of which are short-term tasks. Investments are the typical power granted upon an Infernalist by a Patron. All Pacts range anywhere from Rank one to Rank ten depending on the task(s) assigned by the Patron. the first order of business is the bartering of her soul. by itself. Gifts and Investments. this is called a Soul Pact. witness horrible acts and delve into the research of the most horrific events imaginable. the Infernalist is bound for an eternity to her Patron and will be unable to strike up a Pact (but only a Pact). while appearing identical to that of a Soul Pact. possessing any of them does NOT inherently make her Infernal. When a Gift is given. it is to enhance the power of an Investment or Pact in which the Infernalist already has. Gifts are given when an Infernalist does something above and beyond (well beyond) the call of service for her Patron. Higher rank Pacts involved leading Infernal Cults. since such duties take up a great deal of her time. Gifts on the other hand are advancements in already existing Investments and Pacts. corrupting entire cities and dedicating one's life to serving her Patron. because they view themselves as the Masters. corruption of innocents and small sacrifices. but to instead ensure she gets the job done before she dies. However her extensive knowledge on such topics may certainly earn her a reputation for being Infernal. Gifts are enhancements to pre-existing Investments. Typically an Infernalist is charged with a single Pact at a time. Those that are capable of such continue to learn more and more detailed information on Demons and Infernalism at a similarly scaled system as presented in the above sections. Soul Pacts and Pacts are longterm agreements between the Patron and the Infernalist. Investments are simply power given to the Infernalist once she has provided a service for her Patron. except for how they are given/received. Such successes are rare. Types of Infernal Investments Investments come in three different packages: Pacts. but it does not in any way confer any Infernal Taint or Infernal Powers. all of which follow the basic structure of the Pact Table below. These Investments range in power 8 . The Soul Pact is the initial Pact formed between the Infernalist and her Patron signifying her servitude to the Patron. and Demons as their servants. If an Infernalist should ever swear a Rank ten Pact to her Patron. minor sins.purchasing abilities beyond five. Therefore. The only exception to these rules is Infernal Shielding. with that Demon ever again. Diabolists however skip this first step. Although these knowledge require a character to possess terrible information. Infernal Lore and Demonology give a significant number of examples of what their various levels are capable of. Possessing any of the three above Lores does not.

9 . There are however numerous strings attached to this statement. Rank 7 – Heresy Large-scale corruption. Rank 4 – Wrongdoings Actively spreading evil or opposing religious authorities. Obviously such a list cannot possibly compile every act of evil in which the Infernalist could perform in service to her Patron. does not mean the Demon will give her an opportunity to take on an Investment.depending on the Patron as well as the actions or requests of the Infernalist. and they are expected when contacting the appropriate Coordinator to provide the details of such to support the Investment earned or expected for a PC Infernalist. Rank 3 – Immorality Extreme cruelty or acts of evil. Rank 6 – Mortal Sin Founding and leading a modest Infernal cult. founding and leading large Infernal cult(s). Rank 8 – Grand Evil Corrupting entire cities. Rank 5 – Corruption Leading others into evil. More powerful Patrons give much more powerful Investments. killing or corrupting a few innocents. Lesser Demons have very paltry goals. destroying sites and altars of good. Rank 2 – Cruelty Injuring. “Rank 1 – Malice Small tasks and minor sins. Rank 10 – Final Pact Swearing a lifetime of fealty to the Patron. Demons do not hand out power freely. therefore grant paltry Investments. Investments are received after completing short-term goals or specific requests of an Infernalist's Patron. Rank 9 – Life Bond Dedicating one's life to the Patron's every command. Pact Table These Ranks simply provide a skeleton frame of the acts of evil in which Infernalists must dedicate themselves to for their Patron. desecrating a pure Cray and dedicating it to the Patron. but then again the taint of such power is much greater than that of lesser Investments. killing a major force of good. many of which coincide with the Pact in which the Infernalist swore.” (Brucato. Note that just because an Infernalist completes a task for her Patron. found a major Infernalist Covenant or desecrated Cray. 71) Gaining Infernal Investments Gaining Investments/Pacts/Gifts requires nothing more (at first glance) than paying one's soul to a Patron. Storytellers are to decide the Rank of which an act or Investment should fall. it should be determined what sort of Demon it is in which the Infernalist has become bound to. not Players. eternally in Hell. Greater Demons have very lofty goals. Many Investments will not only come with an experience cost. and promising her your soul upon your death. sacrificing several innocents. therefore grant lofty Investments. varying from Rank one to Rank ten. which makes gaining these Investments a bit tricky. but with an Infernal Taint as well. First of all.

Class four Demons can grant Infernal Veil and Investments no more powerful than Rank eight. It should be noted that Diabolists never swear to Soul Pacts. For should someone ever attempt to diablerize her or in any way absorb her power. you are indispensable to your Patron. Class five Demons can grant any Infernal power upon their servants. regardless of their type or power." however Infernalists are never long without requiring another Patron in which to serve. however Demons do not simply hand out Infernal Investments constantly and consistently. stay on the frying pan and you may be burnt less. PCs gaining Infernal Investments. The Coordinators reserve the right to deny any/all Investments a character wishes to take should they prove too powerful. Perhaps this is why Diabolists are never long in this world. Further information on Infernal Shielding is presented later in this document. sometimes even if it doesn't. perhaps the most dangerous of all. There is no limitation to the number of Investments an Infernalist may carry. Usually such tasks double. her soul is forever tainted by the act. This involves combat with the Demon. and Demons are often hungry creatures. as it is instead drug down into the Pits of Hell. Or she may attempt to buy the Demon out. when seen. Should an Infernalist desire to break free of her Patron. not you or your goals. but they may suffer the Green Flame in their aura. When it comes down to it. are earned rather than given. Such a request is not taken lightly and the Patron will force upon her tasks that will risk her life and her cover as an Infernalist. The taint. If she completes these tasks. Remember Demons are concerned with themselves and with their goals. inappropriate or in violation of this packet. are to be approved by the appropriate Coordinator before they are granted. Class two Demons can grant Infernal Cloak and Investments no more powerful than Rank four. Being without a Patron makes the Infernalist meat to other Demons capable of coming to this realm. which is frequently the case. he does leave his mark upon his servants. possibly for all time for committing the act. Step off the frying pan and you will be burned. Class one Demons cannot grant Infernal Shielding and may only grant Investments no more powerful than Rank two. forcing the Demon back into Hell from its place of Summoning. She must overpower her Demon through sheer force of will and strength. Any additional Pact beyond the first comes with an experience cost. and is called a Soul Pact." Changing Masters is a dangerous game. literally. unless of course the Demon isn't powerful enough to grant it or the Infernalist is of little or no value to her Patron. lest Agents of Hell come to bring her back into the "fold. your Patron will throw you to the wolves if it means you or her. Class three Demons can grant Infernal Masque and Investments no more powerful than Rank six. Their servants are expendable. This Pact may come with the Gift of an Infernal Shield as well. It should be noted that once a Character has gone Infernal. 1 0 . This obviously is both a blessing and a curse to she who wishes such a thing. as no one is. not only do they not gain the power of her soul. To do so requires her to complete whatever tasks her Patron sets before her in such a request. anyone may seek to look for Infernal taint upon the victim’s soul or aura. Any supernatural power that is capable of mimicking Aura Perception. Finally. writhing and constricting the Infernalist’s soul. From that moment on. sort of like a free taste. for the most part. so don't think even for a second. Investments. Should the Infernalist get too greedy and ask too much of her Patron. the Demon will not take such greed lightly often severely punishing the Infernalist or simply killing her. This blessing is but a simple curse to her enemies. appears to be a wreath of Green Flames. in which the Infernalist may use none of her Infernal powers she has ever acquired from that Demon. if not triple the Ranks in which the Demon would normally ask of her.when empowered by the Devil. 2 Experience Traits per Rank of the Pact. Typically. Cost of Infernal Investments The initial Pact between a Patron and the Infernalist never costs experience. NPCs gaining Infernal Investments require Council Notification and are expected to keep Investments within the parameters and constraints of this Packet. she must do the impossible. thus buying out some Demons is almost literally impossible. she receives nothing in return other than her "freedom. including detecting Wyrm Taint or any other power capable of sensing evil in any way is capable of digging out this taint.

is also free to the Infernalist and is the only stand-alone Gift. due to its exception. Remember this ONLY applies to normal levels of Traits and/or powers on a character sheet the character could have learned/acquired in time without the intervention of the Demon. Nor can they be used to grant Infernalists any benefits to their character sheet that their creature type and/or appropriate genre is disallowed from 1 1 . regardless of what they do or how they do it. Gifts require the Infernalist to already possess at least one Investment or of some sort in which they can bolster. ignored or bought off. the Experience cost of the benefit gained must still be paid for. never having a Taint associated with them. they are never stand-alones. but not over the top. Infernalists should not be granted Investments that cross in this manner. Any sort of Pact or Investment that can be represented on a character sheet. if a Taint is taken that causes the Infernalist to frenzy almost at the drop of a hat and an Investment is taken that prevents the Infernalist from frenzying. Investments cannot permanently increase an Infernalist's Willpower. An PC Infernalist may. even while in Possession or other manner of concealing/absenting one’s true body/appearance. such as Abilities. Similar to Taints. Failings are manifestations of weakness in an Infernalist based upon her Patron’s weaknesses. This double-edge can never be permanently hidden. not unique powers requiring the intervention of the Demon to learn/acquire. the prevention does not function. she may find that holy water boils in her presence and burns her flesh. usually only given to the most successful of Infernalists or those on the verge of their demise. to levels restricted to NPC-only without making the Infernalist an NPC herself. Merely granting a Vampire. such as through a Soul Pact. Mage. Examples of Infernal Investments The following list is merely a few examples of the probably infinite things in which a Demon can grant. the Infernalist may manifest variations of such weaknesses instead of standard Taint. however as noted in the previous section. requires the expenditure of the experience normally required to pay for them. Of course Infernal Shielding. Each Investment comes with its own specific Taint.Gifts are always free. Supernatural Taints are nearly impossible to hide. mundane skills or control over Mortals is nothing to a Demon. They can be sometimes concealed through appropriate mundane and supernatural applications but such concealments are always short lived. as they are simply typical powers given from a Patron to the Infernalist. Even if the Investment(s) are free. Investments always cost experience. Gifts are very rare. For example. she may find that merely being touched by water of any sort robs her of her Infernal powers all together as well as burning her flesh. In fact. etc. For example. Disciplines. always come with some sort of double-edge. Investments and Taints cannot cancel each other out. If the Infernalist were to take a greater Investment such as Rank nine or ten. In addition. Merits. with the permission of her Storyteller and in association with the approval of the appropriate Coordinator choose to take on a Failing of her Patron instead of the standard Taint listed with an Investment. Players and Storytellers should be encouraged to be creative in their Investments and their Taints. dealing one level of Aggravated damage per round of exposure. Traits. Backgrounds. they always stain the Infernalist's presence. are as numerous as Taint and Investments. Virtually all Investments. dealing one level of Aggravated damage per round of exposure. The possibilities of Failings. in addition to the cost of the Investment. etc. Garou. however Failings should be as dangerous as the Taint in question tied to the Investment. Gifts do not cost experience. Such power is not intended to come without a price. any attempt to permanently or temporarily remove them fails automatically. They cost 2 Experience Traits per Rank of the Investment. more power of her own kind. which are listed with the examples of Infernal Investments in the next Section. etc. Such Investments are an exception to the rules above this paragraph. instead of Taints. not compared to some other Investments that could be granted. Gifts. Again. If the Infernalist were to take a lesser Investment such as Rank one or two. although many of the physical taints can be concealed in mundane or supernatural ways. Of course nearly all Investments come with a Taint. supernatural powers. Abilities. if an Infernalist's Patron is particularly vulnerable to water for one reason or another.

which allows the Fae to purchase her Realms up to level four. Rank three is required for learning Clan Specific Disciplines: Protean. Rank five is required for Blood Magic of any sort. Pure Breed. Gift of Reality 1 2 . etc. this Investment allows Infernal Fae to increase their skill in their Arts. Dementation. such examples include: a Silver Fang seeking a Gift of a Black Spiral Dancer. Remembrance. Auspex. beginning at Rank three. etc. Tribe or Breed may be purchased at Rank five. they must learn Out of Clan Disciplines from a Vampire who possesses that Discipline In Clan unless otherwise noted in the By Laws or Clan Genre Packets. their Court. Gift of Essence This Investment begins at Rank two. which allows them to increase their Realms. be it. powerful and/or dangerous Arts may be purchased at a Rank seven. Gift of Power With this Investment. Gift of Dreams Beginning at Rank three. a Ratkin seeking a Gift of a Kitsune. Obeah. Variable & Power Based Gift of Blood This Investment begins at Rank two. Should she wish to further increase the amount of Quintessence absorbed she may absorb one additional Quintessence per two additional Ranks. which allows the Infernal Awakened Mage to absorb one level of Quintessence from her Patron per week. Gift of Gifts Infernal Changing Breeds may purchase this Investment. Potence and Presence. allowing her to purchase her Realms up to level five. a Corax seeking a Gift of an Ananasi. when Blood/Chi/Glamour/Gnosis/Quintessence/Rage/Willpower is listed. Background(s) and/or Influence(s) she chooses. This Investment is therefore an Exception to OWbN By Law. while Rank two is required for supernatural dots. Treasures. she adds two additional Abilities. such as: Arcane. Section 7. Obfuscate. Dominate. etc. Gift of Ceremony Akuma may take this Investment at Rank three in order to purchase any Rites. Quietus. increases the Rank of this Investment to five. Any Art that is considered unusual for a Fae to possess for whatever reason. Sanctum. Rank four is required for Bloodline Specific Disciplines: Thanatosis. the creature burns the Traits most inherent to their creature type. which allows the Infernal Kindred to gain levels in any of the following Disciplines: Animalism. Any Gifts that would require a different Auspice. Tribe or Breed may be purchased at Rank three. etc. Celerity." Gift of Boundaries Infernal Fae may purchase this Investment. beginning at Rank three. Particularly rare Arts such as Chronos or Naming as well as any others classified as forbidden. this includes Merits or Flaws. Rank three allows them to increase Realms up to level three. in order to gain additional Gifts. Thus Vampires burn Blood Traits. For reference.possessing. Any Gifts that are appropriate through the Infernal Changing Breed’s Auspice. Temporis. Mytheceria. their Title or their Kith. With each additional Rank added. Storytellers are advised to be wary about allowing Infernalists to learn too many rare Disciplines. Investments that make the Infernalist invincible or unkillable will also make the Infernalist an NPC. while mortals and other beings that do not possess any such Traits must burn Willpower Traits. Backgrounds or Influences she may immediately purchase Dots in. the Infernalist may immediately purchase as many Dots of any one Ability(s). Finally any Gifts that would require the Infernal Changing Breed to be a completely different type of Changing Breed may be purchased at Rank Seven. It may also be taken at Rank seven. Mages burn Quintessence. The Infernalist may increase the cost of this Investment if she so chooses. etc. This Investment may also be taken at Rank five. Fortitude. Character Regulations. Rank one is required for mundane dots. Subsection a: "While any Vampire can learn any Discipline. including Dark Thaumaturgy.

Infernal Veil provides all the same protection as both Infernal Cloak and Masque. In addition she cannot be made to reveal her nature by any sort of power. Remember these Shields only protect the Infernalists from effects that would directly reveal their Infernal Natures. which begins at Rank two. Infernal Masque provides the same protection as Infernal Cloak. see Storyteller’s Handbook to the Sabbat. Her Infernalism may only be revealed by her own uses of her power. These Shields provide concealment of her Infernal nature to those around her. taints of other powers. becoming like the flesh of a warrior Demon. the Infernalist is obviously not human as her skin is nearly obsidian in color and texture. of her own free will or by an Agent of Heaven itself. Shintai. Gift of Supremacy Infernal Awakened Mages may take this Investment at Rank seven in order to increase their Arête. Rites that are appropriate due to the Infernal Changing Breed’s Auspice. may be purchased at Rank three. Rank One Body Armor (For the original printing of this power. but NOT from the Taints of their Investments. Infernal Masque and Infernal Veil. Tribe. Infernal Veil causes the same effect as Infernal Masque. see Storyteller’s Handbook to the Sabbat. Gift of Sacrament By purchasing this Investment. by their original Dharma. may be purchased at Rank five. causes no such feeling. Taints will override these Shields should it come to push or shove. Powers that are not attuned to the Akuma. Breed or Changing Breed type may be purchased at Rank three. by their original Dharma. etc. except by her own free will. Tribe. Akuma may purchase additional levels of their Chi Arts.Infernal Awakened Mages may take this Investment at Rank five in order to increase any of their Spheres. Of course such darkening is obvious. an Ananasi seeking a Rite of a Glass Walker. Infernal Cloak. page 59) 1 3 . such examples include: a Get of Fenris seeking a Rite of a Black Spiral Dancer. Breed or Changing Breed type may be purchased at Rank two. Infernal Cloak covers her aura from all attempts to reveal her Infernal nature. Soul Disciplines and Demon Arts. her skin will absorb one level of damage of any type. This Investment may be taken up to three times. Any Rites that would require a different Auspice. By the third repeat of this Investment. but it also shields her mind from intrusion. Any powers that are attuned to the Akuma. However Infernal Veil also prevents magical/holy artifacts. especially if the Infernalist chooses this Investment more than once. being the weakest of the Shielding. All attempts to determine if an Infernalist with Infernal Cloak is indeed Infernal through her aura reveal nothing. Shields Infernal Shielding This Gift comes three distinct levels: Infernal Cloak. Infernal Masque causes those of Humanity five or those of True Faith to sense her evil. As an Infernalist becomes more and more shielded by these powers. Any Power that fails to meet with these classifications due to things such as a balanced attunement or a Power that requires no attunement is purchased at Rank five. Each night. to some degree. This is often times the only "cookie" a Demon ever throws her servant. which makes them uncomfortable but unable to place why. And all Demon Arts may be purchased at Rank seven. Grim Jaws (For the original printing of this power. Gift of Spirit Beginning at Rank three. she begins to radiate a feeling of evil around her. spells and other supernatural effects from revealing her Infernal nature. Any attempts to invade or affect her mind in order to determine her Infernal nature reveal nothing. Infernal Changing Breeds may purchase additional Rites. except to those of Humanity four or greater. page 59) MET Alterations: The Infernalist's skin hardens and darkens.

page 59) MET Alterations: Upon gaining this power. Garou or other non-ghoul supernatural creature types in an animal form. page 59) MET Alterations: By burning a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait. The drawback being. However these claws or fangs are obviously tainted by an unholy power. Also. for the remainder of the scene the Infernalist may lay her lips upon a victim. see Storyteller’s Handbook to the Sabbat. the Infernalist may never deactivate the power. which the Infernalist must decide when she purchases it whether it affects tooth or nail by burning a Blood/Chi/Glamour/Quintessence/Rage/Willpower Trait. This sense is only capable of detecting associated with the magic associated with the creature type in question (IE: Kindred sense Blood Magic. see Storyteller’s Handbook to the Sabbat. Even when the power is not active. see Storyteller’s Handbook to the Sabbat. see Storyteller’s Handbook to the Sabbat. wood. page 59) MET Alterations: Mortals affected are much less resistant to persuasion. all other forms of magic are exempt from its notice. the Infernalist's claws or fangs twist and become serrated as well as black as her soul. Magic Sense (For the original printing of this power. as though her lips were glossed with fire. although certainly not when she makes use of the power. However while this power is in 1 4 . Razor Fangs/Talons (For the original printing of this power. dealing one additional level of Aggravated damage on the Infernalist's attacks. page 59) MET Alterations: Infernalists using this Investment may track their prey "telepathically" or more accurately. even while biting them. steel. Should said affected mortals be put into a threatening situation. "clairvoyantly" (These descriptions are not denoting the Vampiric powers of Auspex). Although this residue is obviously not as potent as normal magical residue. and other substances she normally could not. even so much as seeing its emanation. thus being of much less use and information to the Infernalist. Although she does not know what the force is. Mortals automatically lose on ties to the Infernalist in Dominate and other mindcontrolling challenges and cannot retest with Willpower. Mages sense True Magic. and add an additional two levels of Aggravated damage to her attack.). Psychic Tracker (For the original printing of this power. it does allow the Infernalist to chew through brick. see Storyteller’s Handbook to the Sabbat. impossible to mistake. This Investment has no effect on Vampires. she is invisible to all animals for all time. and they do stack with other powers such as Feral Claws or Razor Claws. plastic. but not Vampires in Shape of the Beast. see Storyteller’s Handbook to the Sabbat. specifically the powers of Dominate or any other mind-controlling power. pointed. her breath and lips are always hot. By burning a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait. page 59) MET Alterations: Normal animals simply ignore her or back away from a force they cannot sense. Kiss of Hades (For the original printing of this power. Rank Two Invisibility to Animals (For the original printing of this power. her lips appear to roll with flames. the Infernalist possessing this power becomes washed with magical power. she can detect its location." they are certainly not as sharp as they usually are. such as Ghouls. for the next hour or scene. Unfortunately. Only supernatural animals. serrated and razor-edged. appearing more like those of a shark. as once activated. but always appear somewhat more muscular than normal. Her jaws appear mostly normal. etc.MET Alterations: Although this power confers no additional damage. the Infernalist may detect magical forces of at least first Intermediate in effect within 500 feet. causing steam to rise from them in the cold. Unfortunately. this smell always arises from the Infernalist and places these Mortals in somewhat of a haze. so much so there is always residual magical residue in her aura. page 59) MET Alterations: Simply by concentrating for an action. the Infernalist may sense the general direction of her target so long as she is on the same plane as the Infernalist. These razors remain in effect for an hour/scene. may muster the courage to stand their ground to their invisible foe. Pheromone Powers (For the original printing of this power. Her teeth however are not exactly normal. they instantly "sober up" from their haze. it stains her aura nonetheless. Although they are not "drugged.

" Both of these Derangements are always active. Each time she does so. Schizophrenia. an Infernalist may burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait in order to pass through a single obstacle in her path. The change is physical in nature and is utterly impossible to detect or affect (This includes Stone of the True Form and any similar effects) once complete. although it should be of approximately the same size. for the next week as the "other self" begins to argue with her. Walk the Walls (For the original printing of this power. she takes on the Derangement. Second Self This Investment creates a second face for the Infernalist. Once the Infernalist takes on this Investment. All damage sources that affect the Infernalist are reduced in their levels of damage by one. Should she ever not burn a Willpower to make the change during any period of time in which this Schizophrenia is in effect. the length of the Schizophrenia increases by a week. Advanced in a supernatural power of sensory perception or higher. so long as the object is not bolstered by magical protections. However. Once taken. sense the use of this power and may uses its vibrations to track down the Infernalist using it. however the Infernalist's Taints remain in effect in both Selves.use. This armoring however is much more apparent than even the highest levels of Body Armor. page 73) MET Alterations: The Infernalist may transform herself into a single beast of her choosing. Rank Three Beast Form (For the original printing of this power. From then on the Infernalist must burn a Willpower Trait or the other personality takes over when she changes into her Second Self. see Infernalism: The Path of Screams. the Infernalist's skin becomes more like an exoskeleton. page 60) 1 5 . Magic Portal (For the original printing of this power. page 60) MET Alterations: At any time. which takes one round. this Second Self often times develops a will of its own. see Storyteller’s Handbook to the Sabbat. The change requires a Blood/Chi/Glamour/Quintessence/Rage/Willpower Trait and is instantaneous. this Investment allows the Infernalist to constantly ignore minimal amounts of damage brought upon her. The Infernalist loses Body Armor should she "upgrade" to Demonic Armor. For each round in which it takes the Infernalist to pass through an object she suffers one level of unsoakable Lethal. and should be run appropriate to the beast in question. without burning a Willpower Trait. but one of some supernatural legend associated with it. the Infernalist loses pieces of herself as she goes. wolf or cat. However the beast normal animals react to the Infernalist in this form as a threat as they can smell her nature beyond her appearance. Demonic Armor Unlike Body Armor. in her mind. beings of great "telepathic" skill. which simply absorbs a limited amount of damage over a night. The Player and the Storyteller should come to an agreement on who and what the Second Self is. this Investment severs that limitation. she must rely solely on her normal Traits in such challenges. regardless of their type. However because of this she also can never perform a Bunk again or increase the power of her Arts through any other supernatural means. Her form is treated as though it was a fight or flight form of Shape of the Beast. At any time she may burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait to cause the change. such as a bat. although there is no evidence of this infusion as the soul melds with the Infernalist's soul. as in doing this the Patron binds a soul with that of the Infernalist's in creating this identity. she need never perform a Bunk again even if it would normally be required to call upon the power of an Art. Unfortunately in passing through the obstacle. making it all the easier to put even more distance between herself and those who would hunt her down. The second face can be a completely different person in appearance. but receives a reduction in the experience cost in Demonic armor equal to the total cost of Body Armor. hardening like steel and darkening to a reddish-black. If at any time she makes use of this shift into the Second Self. whatever it may be. she gains the permanent Derangements of Multiple Personalities and Schizophrenia for the "other self. see Storyteller’s Handbook to the Sabbat. No need for Bunks A common Trait often sought out by Fae disinterested with the necessity of performing a Bunk whenever they desire to call upon their Arts.

requiring a supernatural mode of detection to notice. Unfortunately the constant change of gravity in which this power provides can never really be gotten used to. Should the Demon be slain. For each round of exposure. Rank Four Guardian (For the original printing of this power. the Mortal loses one Willpower Trait and the Infernalist gains one Blood/Chi/Glamour/Gnosis/Quintessence Trait.” While this includes the Infernalist's clothing and possessions. It is nothing more than a Fiend (MET: Sabbat Guide. be it out of intimidation or lust. Master of Domain 1 6 . The blast may also effects inanimate objects as much as it affects anything else. requiring a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait. requiring a Physical Challenge. as the Infernalist's supernatural presence can almost be felt. Therefore the Infernalist is always down one Dexterity related and one Stamina related Physical Trait because of the constant shifts and vertigo as well as taking the Negative Trait. she herself is in a constant state of sluggishness of the soul never possessing more than half her Willpower at any given time. So strong is this effect that Mortals with four or more Willpower (as on average a vast majority of Mortals have two Willpower) may even attempt to break the Infernalist's Obfuscate as well as other supernatural means of concealment. Those around her can feel she is bound to something unnatural and it is extremely unnerving. retested with Athletics. which must be within thirty feet.MET Alterations: Gravity means little to the Infernalist with this power. page 60) MET Alterations: She must burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait and make a Physical Challenge. Luciferian Charm (For the original printing of this power. as they will seemingly do anything to get a chance to mingle with the Infernalist. the Infernalist may drain a Mortal victim of her Willpower in order to refresh her own lost strength. see Infernalism: The Path of Screams. it does not affect other beings she may be carrying. while it reforms in Hell. Once this Investment has been taken. Any attempt to be unnoticed suffers a four Trait penalty. An almost unperceivable glow can be seen from the touch of the Infernalist while she drains a target of her will. The toxicity is so great that it can be seen in the Infernalist's veins through her skin. Since this draining is nothing at all like the true manner in which the Infernalist earns her strength. regardless of how long or how often it is used. causing anything that drinks her blood to immediately and quite violently retch it back up. The victim feels this draining. suffering one Lethal damage per Blood Trait consumed. see Storyteller’s Handbook to the Sabbat. as she finds herself slowly become weak under the touch of the Infernalist. An Infernalist may not possess more than one Investment capable of calling forth Demons. which takes one round. Unfortunately this beast is of little use as far as guarding its master. She simply cannot shake them off of her. page 60) MET Alterations: With a mere touch. Unfortunately such charm is impossible to not notice. Rank Five Life Leech (For the original printing of this power. page 108) capable of menial tasks. Mortals flock to the Infernalist at a mere sight. the Infernalist gains an unholy aura so to speak. Clumsy. in order to vomit forth a gout of ichor against her target. The blood of the Infernalist with this Investment becomes tainted with the horrific substance. which brings forth the Demon at the end of the round. page 60) MET Alterations: This is the first of many Investments which allow the Infernalist to call forth a minor Demon to aid her in times of need. She must forever leech it from the lives of Mortals. it may not be called again for one week. Toxic Blast (For the original printing of this power. Such a pact causes the Infernal nature of the Infernalist to be felt much more forcibly by those around her. see Storyteller’s Handbook to the Sabbat. the goop continues to burn for one level of Aggravated damage per round for three rounds. She suffers a one Trait penalty in Social challenges against all creatures she deals with due to this sensation. at which point it dissipates. for its pull is always in the direction in which her feet touch the "ground. The mere possession of this power renders the Infernalist incapable of gaining her power back in any other way. should she have any. Anything struck by the blast takes three levels of Aggravated damage and unless cleaned off. page 74) MET Alterations: The Infernalist is up four Charisma-related Social Traits in all Social challenges. see Storyteller’s Handbook to the Sabbat.

She is at all times wracked with spasms of pain. she gains Rage Traits equal to her current temporary Rage. As with the other forms of armoring however. The Infernalist loses Body Armor/Demonic Armor should she "upgrade" to Devil's Flesh. She may cease building her Rage Traits at any time however for the remainder of the scene she cannot gain or use any Rage Traits as her soul has quelled itself of rage. but receives a reduction in the experience cost in Devil's Flesh equal to the total cost of Body Armor/Demonic Armor. Mortals lose the limb forever. This also includes offensive powers used against the Infernalist. she can never again transubstantiate her physical flesh. With this Investment. such as Soul Steal. period. as well as Psychic Projection. other than to traveling to Hell. Her skin ripples with intangible flames. She becomes viciously protective of her domain. However while she maintains this power. She may even make use of any supernatural powers of detection through this "clairvoyance" in order to watch her territory. Each time she pulls forth a limb to Hell. Such constant strain of almost literally watching two places at once causes stress upon the Infernalist's psyche. even if she should succeed in the Self-Control check. they are blank. which can be noticed by a careful observer. Mortals and other prey can feel the eyes of a predator upon them. such as stepping sideways. which can be considered a double-edge in it of itself. Vampires and other supernatural beings may regenerate the limb after one week. What actually happens is the Infernalist pulls the limb into Hell through her own body. Such a connection to Hell itself causes constant pain to wrack the Infernalist. is also disallowed. easily felt by those within a few feet from her. Ex Nihilo or Umbra Walk. requiring them to burn one Willpower Trait per limb. causing her to take on a slight hue of a roaring fire. An Infernalist with this Investment gains an additional number of Health levels equal to her natural maximum Physical Traits. the Infernalist takes on an appearance similar to that of a Demon. Possession and Subsume the Spirit are disallowed. see Storyteller’s Handbook to the Sabbat. Each round in which the Changing Breed maintains this power. even Demonic Armor. she suffers one unsoakable level of Aggravated damage as she opens the fires within herself. Anything that would cause her to leave this physical plane. see Storyteller’s Handbook to the Sabbat. Only arms and legs may be made to disappear. she will instantly go to Hell. and she seems to radiate heat as though she were a furnace. This Investment has virtually no use to those not possessing Rage Traits. Soulless Infernalists receiving this Investment truly wish their Patron to keep a close grip on their soul at all times. whether their eyes pick up a glint of wrath or their teeth take on a slight razor’s edge. For all intents and purposes. she is unable to control or direct her fury attacking anything and everything within arm’s reach without a second thought burning through her Rage Traits as quickly as she dares. the Infernalist must dedicate its power to any one building. similar to the Territorial Flaw with the difficulty of the Self-Control check being five. requiring a Physical Challenge. the Infernalist's soul as well as their aura cannot be affected or perceived in any fashion. although similar to the Elder Auspex power of Clairvoyance. Fueling the Fires By drawing in fury and wrath. To enact this Investment the Infernalist must expend a Rage Trait and upon that expenditure. In addition those that possess this Investment also cannot hide their now furiously burning soul. she can never be surprised. the Infernalist with this fearsome Investment takes in the power to burn her inner anger to degrees of which she had never imagined. their fury beings to compile. In her domain. First of all should the Infernalist ever die. No Rest for the Wicked 1 7 . Devil's Flesh This Investment is above and beyond even more potent than any other armoring available. Anyone or anything entering or affecting her domain without her expressed permission is met with a swift death. constantly and obviously trying to avoid or appease their watcher whether they know it or not.(For the original printing of this power. page 61) MET Alterations: The Infernalist need only burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait and touch her victim. From that point on the Infernalist is in a constant state of "clairvoyance" (This power. Rank Six Atrophic Touch (For the original printing of this power. However because her Patron has such a tight grip upon her. Her touch causes the limb to disappear in a puff of smoke. is not the same) with her domain. page 61) MET Alterations: Upon taking this Investment. seeking rest from her fury.

This immunity is to Mental. She who possesses this Investment does not lose Attribute Traits risked in challenges. Should she ever reach her final. for it is her shadow which stands in her place in Hell. she may choose one of two realms. obviously exhausted from restless slumber. if she is in the Umbra or the eyes of a corpse. the Infernalist with this Investment may teleport to somewhere else but no further than 500 feet. such as through Awe. which brings forth the Demons at the end of the round. that Demon may not be called again for one week. she suffers from horrible insomnia. If she chooses the Umbra. Those around her can feel she is bound to something unnatural and it is extremely unnerving. She suffers a one Trait penalty in Social Challenges against all creatures she deals with due to this sensation. this Investment makes the Infernalist capable of going forever without rest. she must burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait. the Infernalist gains an unholy aura so to speak. Such a pact causes the Infernal nature of the Infernalist to be felt much more forcibly by those around her. Teleportation (For the original printing of this power. This payment must be at least worthy of a Rank four 1 8 . they learn to fear the power of Heaven and of divine symbols. page 108) capable of defending the Infernalist in her time of need. which does not have to be paid at the moment of their Summoning but it must be paid. she need only burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait and one Willpower Trait. only much more potent. They are instead Shades (MET: Sabbat Guide. Each time she wishes to teleport. In addition. page 61) MET Alterations: When the Infernalist buys this power. quite the opposite as it somewhat makes her a beacon of notice there. Mental. page 61) MET Alterations: By claiming this right. All true religious symbols keep her at bay. Unfortunately this power offers her absolutely no protection from any of the hazards or denizens of either realm. directing her teleportation across this world. see Storyteller’s Handbook to the Sabbat. and only to Traits risked rather than Traits expended. Should any of the Demons be slain. Infernalists claiming this power are merely one step away from being a Demon themselves. It does not prevent the Infernalist from burning Traits however. instantly disappearing in a flash of eldritch flame. If she chooses the Shadowlands. Rank Seven Infernal Passage (For the original printing of this power. dealing one unsoakable level of Aggravated damage each time she touches it. Such denizens are rarely happy to be met by the Infernalist. Once this Investment has been taken. She may now burn only one Willpower overall per night for an Attribute Trait category refresh. blessed or not. while it reforms in Hell. either the Umbra or the Shadowlands. true death all bets are off. However she seeks little rest. she need only look into a mirror and burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait to instantly enter its bounds. Summon Hellions (For the original printing of this power. Should she ever arrive there so long of course as she does nothing to disrupt the workings of Hell. in possessing this Investment. Social and Physical Attribute Trait loss. These Demons are much more powerful than that of the one called by Guardian. the Infernalist earns the ability to travel through but not to Hell. The payment varies depending on their service. Should she ever even touch a religious symbol. page 61) ME Alterations: Simply by willing herself to be somewhere else. she must look into the eyes of a corpse and burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait to instantly enter its bounds. and therefore may refresh only one such category per night.Do not be fooled by its name. it burns her with the power of the divine. requiring the expenditure of a Willpower Trait for the Infernalist to remain in their presence. see Storyteller’s Handbook to the Sabbat. although the others may. these Demons always require some sort of sacrifice or payment for their services. For each hour she spends in the realm. They cannot handle items of any religious nature. the Infernalist must give up her shadow. She travels through the realm as though a normal denizen of the realm and suffers the same limitations as well. see Storyteller’s Handbook to the Sabbat. being one Trait down in all three categories and visibly appearing at all times. if any at all due to her now incessant nature. see Storyteller’s Handbook to the Sabbat. Journey to the Spirit Realm (For the original printing of this power. who is quite the outsider in this realm. Social or Physical. the Infernalist may call forth three lesser Demons to aid her requiring a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait. In addition. Because of this. if she is in the Shadowlands. However. She may only reenter the physical realm through either a mirror. page 61) MET Alterations: Similar to Guardian.

In addition. Those around her can feel she is bound to something unnatural and it is extremely unnerving. although much more potent. only that it does. which brings forth the Demons at the end of the round. They are instead Servitors (MET: Sabbat Guide. to a maximum of five negative Scarred. thereby releasing her inner Beast and allowing it to take on a physical form. the Infernalist is capable of tearing apart her flesh and awakening the Beast within her. She suffers a two Trait penalty in Social Challenges against all creatures she deals with due to this sensation. In addition. treat this as though the Flight ability used by Gargoyles although she gains none of their special power or attacks. and all attacks retested with Brawl deal two additional Aggravated due to her demonic strength. Each wound healed by this Investment causes the Infernalist to lose one Appearance related Social Trait and gain one Scarred negative Social Trait. These Traits heal over the course of a night’s rest. while it reforms in Hell. allowing her to attack them without worry of reprisal. requiring a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait. Rank Eight Army of the Damned (For the original printing of this power. She also sprouts a tail. fangs or tail deal Aggravated damage. Her increase in size gives her greater reach her opponents. Each round. Regeneration (For the original printing of this power. By burning a Blood/Chi/Glamour/Quintessence/Rage/Willpower Trait and a Willpower Trait. Such a pact causes the Infernal nature of the Infernalist to be felt much more forcibly by those around her. Once this Investment has been taken. the Infernalist gains an unholy aura so to speak. dealing one level of Aggravated damage (plus two additional Aggravated from her strength listed above). Rank Nine 1 9 .Investment. three in each sub-category. Infernalists who take this Investment willingly allow their Beasts to always be in control. Unfortunately in this form she has willingly succumb to her rage and therefore is in uncontrolled Frenzy. see Storyteller’s Handbook to the Sabbat. which she may attack with as an additional "off-hand" action at no penalty. releasing it to war. This Regeneration takes over the Infernalist's ability to heal whether she wants it to or not. All attacks dealt by her claws. She cannot will this power not to take effect. The Infernalist's attacks are not augmented by the damage caused by touching her skin. Should any of the Demons be slain. and this damage only applies when she is struck. An Infernalist may not possess more than one Investment capable of calling forth Demons. the Infernalist may call forth nine lesser Demons to aid her. the Infernalist can never recover wounds through any other means other than Regeneration. Wings of Hades With this Investment. although it can bring her out of unconsciousness as well as torpor. An Infernalist may not possess more than one Investment capable of calling forth Demons. This payment must at least be worthy of a Rank five Investment. page 61) MET Alterations: Similar to Summon Hellions. the Infernalist must spend a round clawing apart her flesh. causing anyone who touches her to automatically take one level of Aggravated damage. Once this Investment has been taken. Her skin now seems to roil with hellfire. which no power (not even Animalism powers specifically affecting frenzy or any other similar power) can remove her from for the remainder of the scene. This form appears as though a gigantic manifestation of a Demon twisted by the Infernalist’s dark soul (think Balrog). She gains nine additional Physical Traits. see Infernalism: The Path of Screams. which does not have to be paid at the moment of their Summoning but it must be paid. She also sprouts wings. page 74) MET Alterations: Hell everlasting flows within the blood of the Infernalist who takes on this Investment. that Demon may not be called again for one week. or causing weapons that strike her to lose one bonus Trait (weapons reaching zero bonus Traits are destroyed). Of course should the Infernalist perish. causing them to lose ties in all Self-Control and Courage checks as well as anything similar to such challenges. this Regeneration will not avail her. These Demons are much more powerful than even those called by Summon Hellions. dealing three unsoakable Lethal damage. page 108) capable of defending the Infernalist in her time of need. The Infernalist now stands just over twelve feet in height and weighs nearly a ton. which are quite capable of flight. although the others may. these Demons always require some sort of sacrifice or payment for their services. the Infernalist's flesh cares little how it mends itself. the Infernalist heals a level of damage regardless of its damage type. The payment varies depending on their service. typically reaching them from three steps further away in hand-to-hand combat than otherwise possible. always appearing to be on the edge of Frenzy.

She is permanently and irrevocably Mortal until her death. requiring a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait. As effective as this sounds. Should it be slain. this one causes her much less stress amongst Mortals. see Storyteller’s Handbook to the Sabbat. this Investment gives the Infernalist the ability to stave off the effects of Paradox. In addition. She now must contend with the political and social structure of Hell as she is now seen as a Demon by the eyes of good and evil. to corrupting blessed sites to spreading evil amongst the world. page 62) MET Alterations: An Investment rarely taken by Infernalists. will the Paradox to leave her. This Demon is much more powerful than even those called by Summon Hellions. even collect souls in the name of Hell. While she can rise in power as a Demon. this Demon always requires some sort of sacrifice or payment for their services. after which the Patron(s) that contracted her claim her eternal soul. Should she fail. Do not expect to receive this power and be an Archduke in the morning. This causes a great feeling of uneasiness and agitation amongst everyone who has contact with her as reality itself seems to twist and turn at her from all angles. from selling souls to sacrificing holy artifacts. it all escapes her at once draining away an equal amount of Quintessence Traits as Paradox Traits lost. she loses all her powers unless she has 2 0 . in association with the approval of the appropriate Coordinator. Every day in which the Infernalist does not release this stored up Paradox requires a challenge of her current Quintessence rating versus her current Paradox rating. those around her Mortal or not can sense its presence. Once this Investment has been taken. Should she possess less Quintessence Traits than Paradox Traits.Infernal Ranking (For the original printing of this power. which brings forth the Demon at the end of the round. this Investment returns the Infernalist back to the mortal fold. Although she never may earn the powers of a Demon. The Infernalist is now truly a plaything of Hell. While the Infernalist carries this Paradox around in her soul. It is instead a Pit Lord (MET: Sabbat Guide Page 108) capable of defending the Infernalist in her time of need. which does not have to be paid at the moment of its Summoning but it must be paid. Rank Ten Rejuvenation (For the original printing of this power. she may also fall in power. A PC Infernalist’s rising and falling of power within Hell is governed by her Storyteller(s). see Storyteller’s Handbook to the Sabbat. actually being superior to minor Demons. the Paradox Traits explode violently from her insides causing not only its standard effects per its current total but also causing Aggravated damage equal to the total. the Paradox doesn’t simply just go away. the Infernalist gains an unholy aura so to speak. The payment varies depending on its service. earning further Investments from Hell itself rather than a Patron. Of course all of this is for naught once she succumbs to final death. possibly bearing more Paradox upon her as she bears her already heavy load. retested only by a Quintessence Trait expenditure. while it reforms in Hell. adding another Paradox Trait to the total. Should she succeed.” (Brown. An Infernalist may not possess more than one Investment capable of calling forth Demons. she suffers Aggravated damage equal to the difference as well as the standard effects of the remaining Paradox. regardless of what she once was. Those around her can feel she is bound to something unnatural and it is extremely unnerving. Should she. This payment must at least be worthy of a Rank six Investment. Any successful attempt to turn her back into what she once was results in her immediate and irrevocable death. Be aware the full effect of this Investment takes many years to come to fruition. 62) Unlike many other Infernal Investments. Such a pact causes the Infernal nature of the Infernalist to be felt much more forcibly by those around her. She suffers a three Trait penalty in Social Challenges against all creatures she deals with due to this sensation. page 62) MET Alterations: By gaining this power “…the Infernalist gains a minor status amongst those in Hell. that Demon may not be called again for one week. she can command Demons below her. Paradoxical Contradiction Relatively useless to any Infernalist other than those possessing the might of True Magic. Unfortunately since she is now a Mortal. at any time. Beings of True Faith or Agents of Heaven automatically sense the Infernalist as an Agent of Hell and always react accordingly. although much more potent. Earning Rank in Hell constitutes doing any number of evil acts. Conjuring of the Beast Similar to Army of the Damned. it’s locked away in her soul by the power of this Investment awaiting its moment to escape. the Infernalist may call forth one Demon to aid her. but one that has been called upon in the past. Demons above her may command her to do services for them in return for payment or of course may attempt to force her into servitude. the Paradox is contained but is compounded.

the Infernalist gains the chance to cheat death.. Rebirth So desperate is the Infernalist who asks of this Investment. 2 1 . Paranoia. Once she is reborn. the most common Derangement being of course. She of course is reborn naked.. forever burning with flames. the Infernalist may make use of her powers under the restrictions of her other Investment(s). Each time Rebirth is purchased and/or used by a PC requires Council Notification.Investments in place that allow her to keep her powers in some manner. marking her as property of Hell itself. She also gains two Negative Scarred Traits. her soul is spat forth from Hell back to the very spot of her death. as the marks of Hell's torments run across her body in a quite visible fashion. Once taken. it is always active. as Hell has no interest in protecting her possessions. she permanently loses three Health levels off the top. her soul is indeed claimed by Hell but for only thirteen days. Whatever the Derangement may be. does she permanently sacrifice a portion of her own life to Hell forever. ever be regained. Finally she takes on a permanent Derangement based upon the Infernalist's personal vision of Hell. If at any time the Infernalist is slain. which can never. once. which may as well be an eternity. Should this be the case. reforming amongst the remnants of her scattered ashes. However after her thirteen days are up.

They are very simple Demons. although some may represent fallen angels of various religious dogmas. with the Yomi Realm of the Yama Kings. subtle and cautious of Demons is simply fated to be sent back to Hell at the hand of a Hunter. Binding a Demon in an attempt to destroy. More importantly. page 108). and therefore Heaven by association. In addition. A proper Demon of any power is capable of crushing an entire Chronicle and just about anything in its path should Storytellers and Players allow it to do so. who are the Generals of Lucifer himself. Demons. Summoning or Binding a Demon makes the Summoner(s) Infernal as does making a Pact with a Demon. Binding a Demon in an attempt to make a deal with it in any way constitutes Infernalism. are not Wyrm creatures. even the most clever. where Demon Hunters are concerned. verging on being almost completely separate from the Umbra. although still distantly. that's just the way it is. According to White Wolf. shape or form. Any sort of Demon Hunter from any Sect of any Society or Genre type that catches wind of a Demon in the area will seek it out until it is dead or they are dead. This of course means that more than likely their servants will go down with them. This section is mostly not for Player use. Demons appear in this world based upon their power and Ranking within Hell. Accidental Summoning of any sort are almost always far worse for the Summoner(s) than purposeful Summons. This section is to be used to assist Storytellers in constructing and running Demons within their Chronicles. there is no published MET system for Demon the Fallen and therefore it is not available for use in association with this Packet. which are always NPCs. come in five Ranks or Classes. if the Summoner(s) unwillingly/unwittingly brought forth the taint might be temporary. Classes of Demons Typically Demons come in many shapes and sizes. period. very easy to serve or command and thus have very little to 2 2 . if the traveler were to survive the attempt… she would then have to survive the Demons and dangers of Hell itself as well as successfully find a way back out. have fringe connections with the Shadowlands and the Yomi… they have very minimal connection to the Umbra itself. Demons eventually attract attention. They have no association with any force of evil other than Hell itself. Taint from Summoning or Binding a Demon is almost always permanent. destroying. incapacitating or otherwise banishing it in some way. Banes or any other Spirit linked with another creature type by any means. are bad things. I cannot stress this enough. although they are classified as Spirits. Rank/Class one Demons are your basic Demon. Demons. is a splinter realm off of the Shadowlands and is very closely associated. Summoning however always constitutes Infernalism. other than Archdukes. as Hell places its mark of eldritch flame upon the souls of those who should open its doors. Hell. just as Infernalists. Demon should be treated at least the very least the same if not exponentially worse than any Infernalist. that's just how it works. Hell is not a realm of the Umbra.Demons Introduction This packet is to be used as a resource to Storytellers as a guideline for using and not abusing Demons in OWbN. Such separation makes any attempt to traverse to the planes of Hell nigh impossible. Note there is a substantial difference between Binding a Demon for purposes of making a Pact and binding a Demon for purposes of imprisoning. Storytellers should be aware that the Demons which are being discussed in this section have no relationship with Demons of Demon the Fallen. Even then. usually nothing more than an Imp or Fiend (as listed in MET: Sabbat Guide. as it involves Demons. It should also be noted that Demons. the power of these Demons is what determines their Rank and therefore what they can offer their servants. which is actually one of the several Abyss(es) in the World of Darkness. Sometimes. banish or imprison the Demon without making any attempt to make a deal with it does not constitute Infernalism. almost certainly likely to claim the life of any who make the attempt. While Hell.

they wish for whatever everyone has and they want it all. all at once and in excess of what might be required. Rank/Class five Demons are the most overwhelming Demons in which an Infernalist could ever come across other than an Archduke or Lucifer himself. such as Lesser Demon Nobles or Greater Demon Nobles (as listed in MET: Sabbat Guide. Rank/Class two Demons are slightly more powerful Demons. Demons of Envy value what everyone else has. Such Demons are very dangerous and powerful beings of Demonic force. page 108). These Demons may offer Infernal Cloak and may only offer up to Rank four Investments. are such beasts content with what they have. for many times emotions. be all. Demons of Gluttony desire everything. Because of this they have much to offer their servants or masters. 2 3 . these beings are the Demonic Overlords (as listed in MET: Sabbat Guide. A classical example of a Demon of Gluttony is Beelzebub. skills or memories are things some value more than gold. Demons of each type value different things and have drastically different goals in their spider web of schemes. if they need a servant they take one. even those wishing to serve such beings had best be skillful beyond all others should they wish to live. Gluttony. Attempts to command such beings almost always end in death. They are beings such as Pit Lords or Minor Demon Nobles (as listed in MET: Sabbat Guide. Wealth is the end all. however their Demonic powers give much in return. A classical example of a Demon of Greed is Mammon. however it is the continued desire for but one thing that defines Greed. Masque and Veil and may offer up to Rank eight Investments. Overindulgence runs the mindset of these Demons. page 108).offer their servants or masters. These Demons may grant forth any sort of Infernal Power. Offering them things in which no one possesses or things no one cares about is fruitless and often punished. are somewhat easy to please and/or command. as they care little for anything other than sating whatever their desire may be for. to them all is the same and they shall have it all. they are not easily sated and are very difficult to command. Archdukes and Lucifer himself are not Demons that Infernalists should Summon. always scouring for more. Traits. only that they have it. They. Such things do not have to be objects. Sometimes such Demons are mistaken as one of the other two types. Greed. Attempts to Summon or Bind such beings will always result in almost an immediate and painful death. like lesser Demons. These beasts often times look at nothing greater than anything else. they do not seek to be Summoned or Bound. These beasts desire material possessions in the form of wealth be they art. Rarely. They command much of their servants as well as their masters. such as Shades or Servitors (as listed in MET: Sabbat Guide. These beings are the pinnacle of Demonic power. Archduke of Hell. Archduke of Hell. These beasts are more powerful and can grant substantially more upon their servants compared to lesser Demons. A classical example of a Demon of Envy is Leviathan. power so great in fact an Infernalist will likely never see its rival. There are seven types in which Demons can fall into: Envy. even when they have no need of more. These beasts are terribly powerful and only Infernalists of great skill will survive serving or mastering them. These Demons may offer Infernal Cloak. page 108). To them. Pride. Lust. gold or gems such Demons care not what their wealth entails. These Demons may offer Infernal Cloak or Masque and may offer up to Rank six Investments. Typically they are more interested in taking whatever everyone else values. Demons of Greed are very similar to those of Envy and Gluttony. Their gifts upon their servants rival gifts from the Dark Prince. others' possessions are more valuable in some cases than Souls. Archduke of Hell. page 108). Rank/Class three Demons are the first step towards the more potent Demons. let alone even attempt to Summon. These Demons may not offer Infernal Shielding and may only offer up to Rank two Investments. Sloth and Wrath. Rank/Class four Demons are some of the most dangerous Demons any Infernalist could hope to come across or pray to never find. Types of Demons Demons are broken up into types based upon their desires or goals within the worlds around them. if ever.

These Demons would brutally rip apart their friends as quickly as anything else. These Demons rarely desire anything. its appearance to its Summoner or Binder is much less important than when a Demon seeks to draw a minion into its clutches. Storytellers are advised to form a personality profile for Demons they control based off of this list in order for their servants or masters to correctly pay tribute or provide services appropriate to the Demon's type. for they desire nothing more than power. A classical example of a Demon of Lust is Asmodeus. Lord of Hell. Although possibly the most dangerous.Demons of Lust require the continued ecstasy of sexual pleasure. Demons often time appear as Elder Kindred in order to establish their superiority and authority. they revel in it and in turn so must everyone and anyone around them. These beasts have few allies and even fewer friends. such Demons often wallow in their dehumanizing of others in order to draw them into their eternal embrace. Often times a Demon prefers to blend in to its surroundings as to not draw attention to itself. A classical example of a Demon of Pride is Lucifer. it is rarely advantageous to a Demon to modify its shape from what its classical description has been recorded as. Depending on the Kindred’s Path 2 4 . often appearing as loved ones or other such people of importance to the Binder just to further show their disdain for their Binding. Of course Demons do take particular delight in toying or at the very least irritating those who’ve Bound them. valuing everything about themselves above the qualities of others. Most other things require much more care and attention to detail. These Demons are often the most narcissistic of any other. These beasts encompass the ideas of apathy. The most important choice a Demon makes usually involves its decision as to how it will appear to its servants or future servants. Due to this. only the bliss of their sexual advances matter to these Demons. many are capable of appearing however they like given the circumstance. some take on forms completely unlike what their servants claim to have expected. Demons of Sloth are often regarded as the least dangerous Demons when it all comes down to it. All Demons always fall into one category. However when a Demon takes the time to search out its servants. Station. be such action flight or fight. They are by far the most focused and therefore possess the shortest patience but the grandest schemes. despair and neglect. They take enjoyment in seeing others despair. Although a Demon typically takes a fancy to a particular shape or at least some attachment to a specific identity. Because of this. It may make use of its shape in order to terrify or incite its enemies into action. the first several meetings are integral to a Demon’s attempt at coercing a new minion. A classical example of a Demon of Sloth is Belphegor. it surely is important to their survival. These beasts may appear lazy and often are as their schemes take years to manifest. Those who’ve taken enough time to do the research and find what information is needed to call forth a particular Demon likely knows already what it’s traditional shape is. importance. Anything that will further their drive to the top is not beneath their notice. Their driving focus is to continue their cycle of pleasure for all of time. Demons of Pride are often considered the most dangerous and greatest of all Demons. When a Demon is Summoned or Bound. often such Demons have little direction or goals making them more of a loose cannon. These beasts are only concerned with their desire to dole out their endless vengeance upon anything in their path. Archduke of Hell. Mortals require little effort on the part of the Demon and therefore require little imagination or creativity in creating a persona or appearance to best suit the corruption of a simple human. power. its enemies or its servants. the Fallen Angel. Archduke of Hell Demons of Wrath are quite possibly the most dangerous of Demons. which governs their overall schemes in this world and the next. When dealing with Kindred for example. if they ever manifest at all. A classical example of a Demon of Wrath is Satan. Typically a Demon will take on an appearance most suitable to its location. Those of lust care little for the emotions surrounding those they ensnare. but when they do. Demonic Manifestation Demons aren’t all fire and brimstone. control are all things that matter to these beasts. suffer and fall apart of their own accord. most of those they enlist they control out of fear or pain. next to those of Pride.

she must do things the old fashioned way. desecration is involved. Sometimes other things. Most often the components required to call forth a Demon somehow relate to the Demon's type. Enigmas x4. no less than Demonology x4. unless of course the Demon was banished by a source of divine power. seeking to become a Patron to an entire Hive or Caern instead of just one wayward Werewolf. additional sacrifices. Failure to complete the Summoning or provide the proper components for the Summoning may prevent it from functioning. offering the Garou direction and Gifts in order to combat her enemies. period. etc. are needed in order to call forth the Demon in question. These Summonings require a more substantial amount of skill with Demonology. desecration. Linguistics x4 and Occult x4. These Summons call forth Demons of Class one. The most complex of Summonings require multiple sacrifices. Some even have limitations on these times. flame. pentagrams and sacrifices. which complicates their banishment. sacraments of various types and several Summoning circles of simple complexity or one very complex circle. Demons destroyed are sent back to Hell often times banished for indeterminate periods of time before they can find their way back to this world. unholy artifacts. Sacrifices for these Summons usually are rather specific and in great number. Linguistics x3 and Occult x3. Enigmas x3. usually the sacrament of blood and a simple Summoning circle. in the case of the latter. Linguistics x5 and Occult x5. often lengthening it exponentially. sacraments of countless types and multiple Summoning circles of extreme complexity. call forth the wrong Demon or enrage the correct Demon once it's been called forth. They cannot be truly killed. Although these Summoning still require a small amount of knowledge of Demonology. All Hallows Eve. Usually such notes will only allow the Infernalist to call forth minor Demons. They always require complex chanting and complex inscriptions upon the circle(s). some things might include. More complex Summoning often require several sacrifices. Sacraments for these circles are at least as complex as those for previous circles. etc. supernatural artifacts or beings. as Demons do not take failure or incompetence lightly. Should a Demon ever wish to coerce a Garou. Of course this entails simple chanting and simple inscriptions upon the circle. such as the virgin Arabic women. Demonic Summoning Summoning a Demon isn't all blood.or Sect. such as ash. They have a limitation of the amount of time in which the Summoning must take and may require as much as several years or several minutes. These Summons always require ridiculously intricate chanting as well as extremely precise inscriptions upon and around the circles. These Summons bring forth Demons of Class two and three. Demons brought forth to this plane are nothing more than manifestations of their eternal soul within Hell. no less than Demonolgy x3. mother(s) of a stillborn. if not more so. These Summoning require a deep understanding of Demonology. no less than Demonology x2. they usually take the form of a powerful spirit of some sort. Simple Summoning require a sacrifice. Calling forth the wrong Demon or enraging the right Demon almost always result in death or some sort of punishment for the Infernalist. Summoning lesser Demons. Simple Summoning very rarely have anything to further complicate the ritual. Other times a Demon may attempt to reveal itself as a Totemic spirit to the Garou. These Summons call forth Demons of Class four 2 5 . often they are places of evil or good. Sacraments for more complex circles may include. Languages and Occult to enact. etc. Demons also may appear before Kindred as a figure of monumental importance to said Path or Sect. as listed above. Languages and Occult to correctly complete. etc. which require them to be completed in several nights or in several hours. Languages and Occult to properly conduct. midnight. Whatever the case. betrayer(s) of her own blood. These Summoning always have a specific time and usually a place to accompany the time. Enigmas x5. father(s) of a murderer. until an Infernalist becomes a Dark Thaumaturgist (should she be Kindred). Demons normally never appear before their prospects as a Demon unless they simply wish to force their will and intimidate or cow a being into service through terror. objects of inherent evil. nothing more. Typically this requires the Infernalist to find materials that detail a method in which to call forth a Demon. Many times these Summoning often require specific times such as an eclipse. etc. Usually weaker Demons are banished for much longer than Demons of great power. objects of divine nature. More often than not. However if the Infernalist delves deeply enough. darkness. she may come across ways of Summoning forth much more powerful Demons. if she does at all.

taking her to and from the fires of Hell. etc. Generally speaking. but do require any other cross-genre expenditures such as Willpower. its presence on this world is permanent unless the Summoning itself was designed as a temporary gate to Hell. etc. etc. the Infernalist overthrowing the Demon's grip upon her thus becoming a Diabolist or reversing the Ritual which Summoned the Demon may seal the path permanently. Obeah and Valeren. Remember Demons are beings of unbelievable power. Demons may also bring into being any number of their powers as often as they like. Further examples of possible Demonic powers can be found in numerous White Wolf publications. etc. Gnosis. suffering no limitation as to the number of powers they may manifest at once. Gifts. For example. Demons have access to any powers in which a Chronicle allows. require no activation cost. however powers that inherently cannot be simultaneously possessed. however they also possess the equivalent of Disciplines. such as those above. the door remains. regardless of what the power may be. Gifts for a Werewolf LARP. Even if the site is destroyed and the Demon banished. Gifts. Storytellers are encouraged to be creative with the creation of Demonic powers. Otherwise. Just because an Infernalist has high levels of the required abilities does not in any way automatically give her the knowledge on how to Summon a Demon. Hopeful Infernalists should expect to wait anywhere from several months (for very weak Summons) to as long as several years (for very powerful Summons) of careful study before finding the appropriate rites for Demonic Summoning. possess powers greater than Demons of greater power. as well. Only the consecration of the site by those of faith. Demons of lesser power occasionally. Disciplines. or Celerity and Temporis. Rituals. Demons generally possess only Dark Thaumaturgy and Hermetic Thaumaturgy. such as Nobles or Overlords may use them for their own means should they wish it. although they themselves may become entrapped by the Infernalist’s call as well. Demons normally possess powers in relation to their Type. Such powers also have no limitation as to the number of which may be activated at once for Demons. Spheres. one that only the Demon may open and close. a Demon of Gluttony might be able to consume anything with but a single bite. after having sex with another. Once a Demon is called forth. such as.and five. role-play. As far as Blood Magic is concerned. making them as powerful or as weak as the Demon that possesses them. patience and more than anything else. The numbers indicated for each Demonic type is merely a template. Normally it is suggested to limit a Demon to powers based upon the largest percentage of Genre Types in a Chronicle. the location in which the Summoning occurs becomes like a door. Standard powers such as. Of course before any sort of Summoning can occur. Attribute Traits. The Table found in the MET: Sabbat Guide. such as Disciplines for a Vampire LARP. It should be noted that the Table in the MET: Sabbat Guide lists the total number of Powers the Demon possess. Demonic powers. A Demon of Pride might constantly generate an effect similar to Father Knows Best. 2 6 . A Demon of Wrath might grow in strength. There should be no restriction on Rarity on what powers a Demon has access to. power and enormity as a fight with it lengthens. similar to a Blood Bond. Demonic Powers Demons possess a wide array of powers that give them a nearly infinite arsenal from which to draw upon. they are not something that should be taken lightly or something that is even capable of being taken lightly. albeit extremely rarely. Very rarely however. A Demon of Lust might be able to generate infatuation. including: Devil's Due and Infernalism: The Path to Screams. the hopeful Infernalist had best have obtained the materials and knowledge required to even know of the particular Summoning. cannot be simultaneously possessed for Demons either. however Demons of substantial power. etc. require no Genre-specific expenditure such as Blood. Quintessence. Such knowledge requires time. does a Demon of lesser power have a greater amount of anything than a Demon of greater power. not the total number of Dots. Demons possess powers that cannot be depicted on a character sheet as Dots. page 108 gives a basic table in which to base Demons upon. more or less what the minimum numbers for what a Demon of that Class should have. These Hell Gates are typically only able to be used by the Demon originally brought forth from them. Spheres.

much like everything else. countless things can project a Demon forward in her power within Hell. Their successes or failures may cause them to rise and fall within the ranks of Hell. Holy power is a universal bane to Demons. Lucifer. Ranks are constantly changing. which means even Archdukes are capable of falling out of Hell's favor. Demons always have an Achilles’ heel to something. places. Gifts. While there will not be any concrete conversions of what must/can be done to become more powerful in Hell. No Demon suddenly rises in power without a vast amount of notice from all of Hell itself. the Summoning itself and the creation of a Demon require Council Notification. do not always remain as weak or as powerful as they started out. etc. Because of this. people. such effects are simply equivalent Demonic Powers represented on the Demon's Character Sheet to allow for an easy translation into a Chronicle. Whatever the weakness is. which is almost worse than rising slowly behind the scenes. 2 7 . Demonic powers and Ranking of any Demons Summoned. this includes destroying items. Demonic Ascension Demons. just representations of them. Demons in Hell are countless and each one wishes to rise in power for one reason or another. Rituals. Some Demons fear certain things. With great power comes great weakness. save for those very secure in their position. In addition to Souls. Rising in power in Hell takes time. just about any act or item of evil will increase a Demon's stature among her peers. they are not actually those powers. Rank in Hell.It should be noted that although Demons are capable of manifesting effects that take on the appearance and effects of Disciplines. are subject to this section as well as any other Demon. more so than perhaps necessary. eternities of time. etc. A Demon of Fire may be severely harmed by even a single drop of water. Spheres. The one exception to this is of course the Lord of Hell. Infernalists who take the Investment. A Demon of Shadow will more than likely have a terrible aversion to light. it is absolute. place or beings of good. Demons always have something that represents their bane in this world. For whatever reason(s). which is not what a weakness if referring to.

Dark Thaumaturgy is therefore not included on the list of Blood Magic types in OWbN Character Regulation Bylaw 8. let me remind Storytellers and Players of one thing.. Then you are well on your way. It normally requires an Investment of some sort in order to begin learning its secrets or the tutelage of another Infernalist. However. the Infernalist is required to learn the primary Path of her teacher. find a Patron. Dark Thaumaturgy is learned at varying lengths of time. Pacts and Gifts that do not work in the same way as Clan restrictions. Pay tribute to it. Players do not owe it to their Storytellers to pursue this aspect of the World of Darkness in their game either. Pay your dues also known as your soul. There are no exceptions. the Infernalist must study for a year and a day before she can learn her first dot. you have been warned. Dark Thaumaturgy is a bad thing. And so on and so forth. because earning it requires Investments. The standard primary Path of Dark Thaumaturgy is Fires of the Inferno if she learns from her Patron. no ifs ands or buts. If it is learned from another Infernalist. one way or another your Character will go to Hell. It should be noted that an Infernalist willing to teach Dark Thaumaturgy must possess no less than three Paths at Advanced. Etc. Dark Thaumaturgy requires its students to be Infernal. there are no standard modes in which to research new Paths and Rituals either. Although noted in the Introduction. Once the 2 8 . Dark Thaumaturgy and those who possess it will routinely be hunted by just about everything that walks the night. I would also like to take this moment in time to remind Storytellers and Players of one thing. not a good thing. If you do this. First and foremost. not to say a Demon wants anything less. The Sabbat hate it.E. There are no rarities for Dark Thaumaturgy as there are with other Blood Magic. That being said. Learning/Teaching Dark Thaumaturgy First. Summon/Bind it. Dark Thaumaturgy is not something that is merely happened upon either. Expect to be on the receiving end of a lot of grief should you make the attempt to acquire Dark Thaumaturgy. it can be learned by anyone crazy enough to take on the risks involved with obtaining its tainted power. period. you cannot have it or any of its Rituals. Make a Pact. she earns one free ritual of the appropriate level. An Infernalist will likely have to dedicate tremendous amounts of research as well as possibly additional Investments into Dark Thaumaturgy to learn beyond her first Path. Dark Thaumaturgy is not classified as Blood Magic for purposes of limiting the number of Blood Magic types a character may possess. period.Dark Thaumaturgy Introduction This packet section is to be used as a resource to Storytellers and to Players as a guideline for using and not abusing Dark Thaumaturgy in OWbN. nor is it included in the limitation of a single type of Blood Magic per Player Character under Character Regulation Bylaw 8. Storytellers do not owe it to their Players to bring this aspect of the World of Darkness into their game. If it is learned through an Investment of some sort.. The Garou hate it. Other Infernalists always and I do mean always. With each level of the Infernalist's Primary Path. want something you won't want to be paying in return for any favors they pay you. There are no exceptions. The Camarilla hates it. In this case. If you are not an Infernalist. it is instead learned at Out of Clan learn times.A. It cannot be possessed without being Infernal. Dark Thaumaturgy requires its possessor to be Infernal. The Hunters hate it.

Each level of Dark Thaumaturgy is always bought at the following costs. Dark Thaumaturgical Paths/Rituals Paths MET: Guide to the Sabbat: Fires of the Inferno – Page 100 Path of Phobos – Page 102 Taking of the Spirit – Page 103 Sins of the Blood: Path of Pain – Page 86 Path of Pleasure – Page 87 Path of the Defiler – Page 89 Path of Pestilence – Page 91 Path of the Unspoken – Page 93 Rituals MET: Laws of the Night Revised: Nectar of the Bitter Rose – Page 187 MET: Guide to the Sabbat Revised: Call Forth the Host – Page 105 Bind the Interloper – Page 106 Curse of Oedipus – Page 106 Video Nefas – Page 106 Felis Negrum – Page 107 Plague's Secret Domain – Page 108 Close the Ways – Page 110 Into the Abyss – Page 110 Laws of Elysium: Eldritch Glimmer – Page 90 Storyteller's Handbook to the Sabbat: Aport Object – Page 51 Spectral Mask – Page 51 Haunting Memories – Page 52 Sign of the Moon – Page 52 Sign of the Wraith – Page 52 Turn to Toad – Page 52 The Inner Furnace – Page 53 Soul Leech – Page 53 Sins of the Blood: 2 9 . she may then learn any level of her other Paths. Dark Thaumaturgy is not naturally In Clan for anyone although it is considered In Clan for those who’ve taken the time to possess it.Infernalist learns the first Intermediate of her Primary Path. IE: one experience for Basics. she may learn the First and Second Basics of other Paths. Rituals are purchased for one experience per level of the Ritual. four experience for Intermediates and six experience for Advanced. IE: two experience for Basics. two experience for Intermediates and three experience for Advanced. Once the Infernalist learns the Advanced of her Primary Path.

page 87) MET Alterations: The Infernalist must touch her victim. page 86) MET Alterations: This Price is earned upon learning the first Basic. see Sins of the Blood. however. This does apply to the damage inflicted upon her by the Path of Pain. see Sins of the Blood. the victim suffers three unsoakable levels of Lethal. for each round of maintained contact. Path of Phobos (For the original printing of this power. Other than a 3 0 . If the Challenge is successful. If the Infernalist wins the Challenge. the victim takes one level of Lethal damage. The Lethal damage dealt by Anguish dissipates when the Infernalist releases her grasp unless the victim is incapacitated. page 96) Path of Pain (For the original printing of this power.Spite of the Harridan – Page 96 Dark Thaumaturgical Path Conversions/Additions Fires of the Inferno (For the original printing of this power. see Sins of the Blood. requiring a Mental versus Physical Challenge. killed or torpored by it. Basic Numbing (For the original printing of this power. she gains the effects of Basic Fortitude: Endurance. Intermediate Shattering (For the original printing of this power. page 96) Taking of the Spirit (For the original printing of this power. page 102) Price: Nightmares (For this Price’s original printing. see MET: Sabbat Guide Revised. page 103) Price: Arrogance (For this Price’s original printing. The Infernalist will not incapacitate or torpor herself with this Price. Invoking Shattering requires the Thaumaturge burn a Blood Trait. thereby requiring a Physical Challenge. which requires no concentration to maintain. page 86) Price: Pain Addiction (For this Price’s original printing. In addition. she must expend a Willpower Trait in order to not partake in the source twice more. see Sins of the Blood. see Sins of the Blood. see Sins of the Blood. see Sins of the Blood. Anguish (For the original printing of this power. page 86) MET Alterations: The Infernalist must burn a Blood Trait and for a scene or an hour. to channel the effect. outside of combat rounds. which may be tested down with Fortitude. and burn a Blood Trait. see MET: Sabbat Guide Revised. the victim is wracked with such staggering pain she loses on all ties in all Challenges. Anguish requires no visible casting. In addition she suffers one level of Lethal damage. so long as she maintains a hold of the target. page 100) Price: Hell's Aura (For this Price’s original printing. page 87) MET Alterations: The Thaumaturge may use this power on a target in line or sight. see Sins of the Blood. Numbing requires no visible casting. page 96) MET Alterations: This Price is earned upon learning the first Basic. see MET: Sabbat Guide Revised. Anytime the Infernalist takes a single level of damage other than Aggravated. or touching the target via a Physical Challenge.

After the initial Self-Control check. requiring a Mental versus Physical Challenge or touch her target. Invoking Agony Within requires the Thaumaturge to burn a Blood Trait. Advanced Hundred Deaths (For the original printing of this power. For each level of Bashing the caster chose to suffer. This requires a Courage check. The Thaumaturge must make a Social Challenge against her target. and a Blood Trait. Intrusion (For the original printing of this power. retested with Vamp. Once the Thaumaturge releases her touch. see Sins of the Blood. she is rendered helpless for an equal number of rounds. thus requiring a Physical Challenge. page 88) MET Alterations: Unlike any other Dark Thaumaturgical Path. for each level of successful Aggravated damage the victim takes. page 88) MET Alterations: Once affected. Hundred Deaths requires no visible casting. Additional Blood Traits are only lost if the additional Lethal is successfully dealt. Ecstasy requires no visible casting. page 88) MET Alterations: Infernalists who practice the Path of Pleasure suffer a one Trait penalty to Self-Control and Courage checks. Path of Pleasure (For the original printing of this power. see Sins of the Blood. which may be tested down with Fortitude. the victim takes an additional level of Lethal damage and loses an additional Trait of Blood. which may be tested down with Fortitude. each time they are affected. and loses three Traits of Blood. requiring a Mental versus Physical Challenge or touch her target. each individual action requires an identical Self-Control check or the victim just sits back and enjoys the ride. see Sins of the Blood. see Sins of the Blood. uncaring and unnoticing the world around her. Hundred Deaths requires the Infernalist to burn a Blood Trait. three Traits. Basic Ecstasy (For the original printing of this power. thus requiring a Physical Challenge. Shattering requires no visible casting. Ecstasy requires no concentration to maintain. Mortals may not soak any damage caused by Hundred Deaths. page 86) MET Alterations: The Thaumaturge may use this power on a target in line or sight. difficulty three or the Infernalist cannot will herself to activate Hundred Deaths. an unwilling target must make a Self-Control check difficulty four. Agony Within requires no visible casting. If the Challenge is successful. the victim remains affected for the duration of the scene but difficulty of the Self-Control check is reduced to two Traits (instead of four). she becomes addicted to the vice she was bound to for one week. in order to bring about the 3 1 . Due to the horrible pain of Hundred Deaths. Other than a single word to invoke its power. The effects of Ecstasy break should the victim's life come into peril. the Path of Pleasure has its victims coming back for more. willing targets are automatically affected while her grasp is maintained. In addition she suffers one level of Lethal damage. which can be tested down with Fortitude. page 87) MET Alterations: The Thaumaturge may use this power on a target in line or sight. to channel the effect. or be locked in the pleasure created by Ecstasy unable to do anything but enjoy herself. she causes three levels of Aggravated damage to her victim. Agony Within (For the original printing of this power. Should she succeed in the Challenge and the Courage check. the victim suffers three unsoakable levels of Lethal. possibly requiring a Physical Challenge. page 87) Price: Desires Sated (For this Price’s Original Printing. page 89) MET Alterations: This power functions identically to that of Ecstasy except it may be used at line of sight. In addition she suffers one level of Aggravated damage. see Sins of the Blood. by a touch. Side Effect: Addiction (For this Side Effect’s Original Printing.single word to invoke its power. Other than a single word to invoke its power. see Sins of the Blood. Should the victim fail. Anyone affected by a power of Path of Pleasure must make a Self-Control check vs. see Sins of the Blood. She may also suffer one but up to three health levels of Bashing. to channel the effect.

see Sins of the Blood. Blood Bond(s) (Who they are bound to or Who is bound to them). she need not concentrate to maintain the effect. retested with Vamp. Flaw(s). Courage Rating. each victim of Daisy Chain also spreads the effects to those in which they touch. Any attempt to harm. as though their victims were their own property. The Garden of Earthly Delights requires no visible casting. No Social Traits are earned against the target from the use of this power. Advanced The Garden of Earthly Delights (For the original printing of this power. see Sins of the Blood. She must wait for the duration to end to rise from her bliss. she need not concentrate to maintain the effect. difficulty four. Basic Call the Weakness (For the original printing of this power. see Sins of the Blood. She may spend a Willpower Trait to override this urge for each infraction. 3 2 . Demeanor. Path/Humanity Rating. Deadening (For the original printing of this power. page 90) MET Alterations: The Thaumaturge must engage the target in no less than a few minutes of conversation. page 89) MET Alterations: To use The Garden of Earthly Delights. page 89) MET Alterations: This power functions identically to that of Ecstasy. Her Most Valued Possession/Quality or Her Darkest Secret. although a direct threat of the victim's life will negate the effect. The Thaumaturge is immune to her own Daisy Chain. Path/Humanity. If the victim is affected by any of these powers. she may burn one to three Social Traits and ask an equal number of questions from the following list of her target: Nature. For each additional five minutes spent in the same conversation with the victim. Willpower Rating (Permanent or Temporary). save Deadening. Should she succeed in the Challenge. Conscience/Conviction Rating. Daisy Chain requires no visible casting. the Thaumaturge may burn one additional Social Trait to ask another question without a Challenge. Deadening requires no visible casting. see Sins of the Blood. although a direct threat of their lives will negate the effect. the target may not expend temporary Willpower Traits and loses on ties on all Virtue Challenges for the remainder of the night. trapped in the power. and is unconscious. the victim effectively falls into torpor/Mortally Wounded. The effect lasts so long as the Thaumaturge is within line of sight of her target. For the duration of the scene. continued contact is not required to maintain its effects. the Thaumaturge must burn a Blood Trait and make a Social Challenge. once per round. Intrusion requires no visible casting. seduce. Should she succeed. she may burn up to three Social Traits to cause her victim an equal amount of Bashing damage. page 89) MET Alterations: The Thaumaturge may use Deadening upon any target within her line of sight. Derangement(s). Nothing can bring the victim out of this state. Should she succeed. page 90) MET Alterations: As Defilers debase their victims they grow attached to them. Path of the Defiler (For the original printing of this power. These effects last so long as the Thaumaturge is within line of sight of her targets. help or in general get to comfortable with the current victim of her powers by another requires a Self-Control check. retested with Empathy. page 89) Price: Jealousy (For this Price’s Original Printing. SelfControl/Instinct Rating. see Sins of the Blood. the Thaumaturge may spread the effects of Daisy Chain to another victim with but a touch. see Sins of the Blood. Each question receives one answer. Intermediate Daisy Chain (For the original printing of this power. requires the victim to be within line of sight and already be under the effects of a power of Path of Ecstasy. She must burn a Blood Trait and make a Social Challenge. The Garden of Earthly Delights lasts for one night per Social Trait expended after the initial Challenge. The Daisy Chain is spread by even the slightest touch. then burn a Blood Trait and make a Social Challenge. once per round at no additional cost. possibly requiring a Physical Challenge. retested with Vamp. In addition. In addition. possibly requiring a Physical Challenge. Call the Weakness requires no visible casting.effect.

All Humanity/Path losses caused directly by Poisoned Soul are temporary. see Sins of the Blood. the victim temporarily loses one Humanity/Path Rating per night affected. see Sins of the Blood. she must burn a Blood Trait and make a Social Challenge. Should she succeed. Tainted requires no visible casting. page 91) MET Alterations: Should the Defiler know her victim’s Humanity/Path and its Rating. She must also bring up in the conversation the target Nature or target Derangement she wishes to infect the victim with. the victim takes on the target Nature or target active Derangement. Other than the conversation concerning the Possession/Quality. page 90) MET Alterations: Should the Defiler know her victim’s Nature or Derangement. Path of the Unspoken (For the original printing of this power. retested with Empathy. although actions taken while under the effects of Poisoned Soul potentially lead to permanent Humanity/Path loss. She simply cannot recall the specifics amongst her vast and virtually infinite memory. she must bring this up in at least a few minutes of conversation with the victim and once this is done. Chancrous Blossom requires no visible casting. retested with Empathy. see Sins of the Blood.Tainted (For the original printing of this power. Poisoned Soul requires no visible casting. The victim cannot heal these wounds or Traits for an equal amount of nights. page 91) Price: Memory Lapse (For this Price’s Original Printing. page 90) MET Alterations: Should the Defiler know her victim’s Most Valued Possession/Quality. Degradation requires no visible casting. page 91) MET Alterations: Merely learning this Path means its practitioners are willing to part with their own memories and knowledge for the power of the all-seeing eyes of the unspoken. Tainted lasts for one night per Social Trait expended after the initial Challenge. Advanced Chancrous Blossom (For the original printing of this power. Intermediate Degradation (For the original printing of this power. all Lore related static difficulties are increased by two. The victim takes an equal amount of unsoakable Aggravated damage and loses an equal amount of appearance related Social Traits. she may burn one to three Social Traits and for an equal number of nights. Other than the conversation concerning their Humanity/Path. she must burn a Blood Trait and make a Social Challenge. retested with Empathy. only able to be brought about again for a scene by expending a Willpower Trait. The victim's temporary Humanity/Path loss fully refreshes the night after Poisoned Soul's effects wear off. Should her permanent or temporary Willpower ever reach zero. she must bring it up in at least a few minutes of conversation with the victim and once this is done. For every level in which the Infernalist possesses in Path of the Unspoken. Poisoned Soul (For the original printing of this power. page 91) 3 3 . which the victim is required to immediately begin to role-play. see Sins of the Blood. she must bring this up in at least a few minutes of conversation with the victim and once this is done. see Sins of the Blood. the Possession/Quality is lost to the victim’s depression. If she succeeds. If she succeeds. she must burn a Blood Trait and make a Social Challenge. she falls into a state of total amnesia until her Willpower rating is greater than her rating in Path of the Unspoken. When the Thaumaturge does. retested with Empathy. If she succeeds. see Sins of the Blood. Basic Whispers of the Unborn (For the original printing of this power. she may burn one to three Social Traits. Degradation lasts for one night per Social Trait expended after the initial Challenge. she must burn a Blood Trait and make a Social Challenge. page 91) MET Alterations: The Thaumaturge must catch her victim doing something that would call for a Humanity/Path check. starting with the next. see Sins of the Blood. Other than the conversation concerning their Nature or Derangement(s). She also suffers effects similar to the Flaw AbsentMinded.

existed. this includes the when the sun rises. which are quite obvious. If the caster is disturbed during her trance. If she succeeds. So long as the Forsaken thing does nothing to draw attention to itself. such objects may be no larger than a person. Combat is an extenuating circumstance. which are quite obvious. at one time. Or the Thaumaturge may use Fragments of the Forgotten to predict the future. against her victim. Advanced Forsaken (For the original printing of this power. Or she may use these whispers to gain Danger Sense/Immunity to Surprise for the next hour or scene. The Player should never know.. depending on the length of the document. she must reactivate the power again to complete the document. Scribing the Unknown (For the original printing of this power. however such answers are cryptic in nature. She may then ask a single question aloud from which the Storyteller gives her an answer. see Sins of the Blood. causing a permanent loss of one health level so long as the power of the Forsaken remains in effect. If the caster is disturbed during her trance. which means much more room for error. unless of course she can stay awake during the day. Anything that is Forsaken is then forgotten by the world. retested with Academics. Whispers of the Unborn requires no visible casting. On a win or a tie. the accuracy of the document. retested with Academics. so long as she knows of it. Forsaken requires ritualistic chanting and motions. Each Simple Challenge. she may relive any scene her victim was present up to one year ago. until she places it upon a new target or until her demise. the Forsaken may not attempt to declare Surprise and use that as an excuse to instantly be forgotten. Fragments of the Forgotten (For the original printing of this power. increases the accuracy by five percent. except the Thaumaturge may transcribe anything that. page 93) MET Alterations: The Thaumaturge must burn a Blood Trait and also burn a permanent Willpower. page 92) MET Alterations: The Thaumaturge must burn a Blood Trait and Storytellers should make ten Simple Challenges for her. Fragments of the Forgotten requires no visible casting. Other than the trance and the subsequent scribing. never really answering the question exactly as intended. page 92) MET Alterations: Fragments of the Forgotten works almost identically to Scribing the Unknown. Shadow Thoughts requires no visible casting. she increases the accuracy of the document by ten percent. it goes unnoticed by the world. page 92) MET Alterations: The Thaumaturge must burn a Blood Trait and make a Mental Challenge. Intermediate Shadow Thoughts (For the original printing of this power. Forsaken is not meant to be an assassin's tool. Scribing the Unknown requires no visible casting. she must reactivate the power again to complete the document. see Sins of the Blood.MET Alterations: The Thaumaturge must burn a Blood Trait and one Mental Trait. Any existing document may be copied so long as the Thaumaturge knows of it. those in which it has drawn the attention of may act normally to it so long as they do not lose sight of it for more than a moment. normally associated with Thaumaturgy. she may remember but only for the night for upon the dawn of a new day. must make a static Mental Challenge against the Mental Traits of the Thaumaturge at the time of Forsaken's activation and against all her available retests as well. Other than asking a question aloud. She may affect a person or a thing. This power is much like Whispers of the Unborn. see Sins of the Blood. depending on the length of the document. the veil of Forsaken takes hold once more. Such an attempt is only allowed once per night. A Thaumaturge will likely have to try numerous times to collect enough information to even attempt to piece together the "true" document. The number of Simples won or tied by the Thaumaturge determines the accuracy and preciseness of the answer. but much more potent. at least at this point. Forsaken remains in effect for as long as the Thaumaturge desires. Forsaken may only affect one thing at a time. All such documents require at least a few minutes to as much as several nights to complete. see Sins of the Blood. win or tie. She must then ritualistically disembowel herself. Anytime anyone wants to attempt to remember that which is Forsaken. All such documents require at least a few minutes to as much as several nights to complete. for then Forsaken falls again upon them. She must then peer into the victim's shadow and for that moment. The answer is always short and annoyingly cryptic. Or she may use these whispers to win on ties on any one non-combat & non-discipline Challenge in the next hour or scene. this includes the when the sun rises. However if the Forsaken does draw attention to itself. Other than the trance and the subsequent scribing.. 3 4 .

There is no limit to the number of beings she may possess at any given time and her control requires no concentration. other than the Thaumaturge. Vampires may heal the lost Traits. and gains no experience from it. page 93) MET Alterations: The Thaumaturge must burn a Blood Trait and touch her victim. Infection requires no visible casting. Any attempt to permanently or temporarily remove them fails. her victim takes a number of levels of Aggravated damage equal to the amount of damage she currently has. Any living creature within the cloud take that many levels of Bashing damage per round of exposure. all of which are readily apparent as being particularly diseased beyond the norm. The Traits will naturally regenerate after the hour or scene at a rate of one per hour. regardless of their target. One Trait is required for a small animal. she takes on a Flaw from the following list. may not resist the effects of Miasma. causing her target to lose an equal number of Physical Traits or appearance-related Social Traits for an hour or scene. is under the effects or damaged by any power of Path of Pestilence. Willpower cannot refresh these Traits. Parasitic Possession (For the original printing of this power. page 94) MET Alterations: The Thaumaturge must burn a Blood Trait and touch her victim. page 93) MET Alterations: Upon learning the first basic and advanced levels of the Path of Pestilence. except of course for the expulsion of the gases. Miasma requires no visible casting. require Council Notification. Basic Illness (For the original printing of this power. Other than a single word to invoke its power. see Sins of the Blood. page 94) MET Alterations: The Thaumaturge must burn a Blood Trait and take a round to breathe forth a cloud of filth and sickness. she may burn one to three Mental Traits based upon the size of her target. due to the target. see Sins of the Blood. see Sins of the Blood. which immediately spreads fifteen feet around her in all directions. Monstrous or Flesh of the Corpse. Intermediate Miasma (For the original printing of this power. Use of Forsaken may require Council Vote. These Flaws cannot be bought off. Note that Nosferatu. infection or Flaw listed among The Rot as well as any other "diseased" Flaw. against her victim. see Sins of the Blood. two Traits for a human and three Traits for animals up to the size of a large horse. Disease Carrier. If she succeeds. thus requiring a Physical Challenge. see Sins of the Blood. retested with Medicine. Samedi. Illness requires no visible casting. So long as her target is infested with some sort of disease. thus requiring a Physical Challenge. Disease Carrier must be taken upon learning the first intermediate of Path of Pestilence. as well the Physical Trait loss. If successful she may burn one to three Mental Traits. Infectious Bite. she may 3 5 . page 93) Price: The Rot (For the original printing of this power. Infection (For the original printing of this power. Gargoyles. Harbinger of Skulls may not take Monstrous and/or Flesh of the Corpse or any other Kindred possessing similar automatic negative Appearance related Traits including those that already possess Monstrous and/or Flesh of the Corpse.All uses of Forsaken. Other than a single word to invoke its power. Creatures within the cloud. page 95) MET Alterations: The Thaumaturge must burn a Blood Trait and make a Mental Challenge. Path of Pestilence (For the original printing of this power. see Sins of the Blood. Attempting to leap out of the cloud to avoid its initial effects requires a static Physical Challenge against the Thaumaturge's static Mental Traits. The lost Traits will naturally regenerate after the hour or scene virtually immediately. Such damage must be from the same scene in which Infection is activated upon the victim. She may burn one to three Mental Traits. she cannot opt for that same Flaw. at a rate of one Trait per Blood point. causing anyone other than herself within the cloud to lose that number of Physical Traits per round of exposure. If successful. except in the case of Disease Carrier in which case they must choose a different disease. If the Character already possesses a Flaw on this list.

The target instantly gains an active disease of the Thaumaturge's choice. all she need do is scratch the symbol into her palm. Vector requires no visible casting. Other than having to issue commands aloud. 3 6 . page 52) System: Once cast. Advanced Vector (For the original printing of this power. Mortals. Such victims appear to be under the influence of some malevolent force. If the Thaumaturge wishes to raise a corpse. Dark Thaumaturgical Ritual Conversions Basic Aport Object (For the original printing of this power. She must burn a Blood Trait and make a Mental Challenge. thus requiring a Physical Challenge. taking a mere moment. see Storyteller’s Handbook to the Sabbat. at no Trait risk. all that is required is to simply touch the victim. Should she require the item. ten Traits each scene/hour of exposure. Storytellers are VERY seriously warned to be cautious with this power. such as a Vampire. Other than a single word to invoke its power. seemingly zombies because of their rigid movements. including by the burning of Blood. receive no test and are affected in a manner similar to Delirium. Nothing can prevent the object from reaching the Infernalist. etc. she must make a Courage check. toads. after which the disease has washed completely out of her system. as such outbreaks are capable of Chronicle Resets. The caster must concoct an elixir derived from bits of animals of children's nightmares. thus requiring a Physical Challenge. In addition. which cannot be ignored in any fashion. see Storyteller’s Handbook to the Sabbat. This control is limited to normal functions and actions. she cannot force her victims to use their supernatural powers. If the target is dead. two Traits summons a few hundred and three Traits summons a few thousand. she takes four levels of Bashing that cannot be soaked and takes one Bashing per day until she is dead or healed through supernatural means. which causes powerful waves of sadness to wash over the victim for a week. The Infernalist may also use this power to summon swarms of insects and vermin. the Infernalist must burn a lock of hair from a widow over a black candle. Haunting Memories (For the original printing of this power. anyone touching the victim becomes infected with the normal version of her disease and anyone coming even within ten feet of the victim must make a static Physical Challenge vs. such as crows.affect that target. it as well must be infested with some sort of disease or rot in some way. Such raised dead are under the Thaumaturge's control until sunrise. she must make a static Mental versus Mental Challenge. retested with Medicine and burn one to three Mental Traits. Only one object may be enchanted with this Ritual at one time. One Trait summons a few dozen creatures. which she must drink at its casting. page 95) MET Alterations: The Thaumaturge must burn a Blood Trait and touch her victim. although she must burn the appropriate Traits as listed above. she loses four Blood Traits and loses one Blood Trait per day for as many days as she possesses total Blood Traits minus four. The first time a victim sees the mask in a night. against her target. The Thaumaturge need not make a Challenge to raise the dead and need not make Challenges to control them. To enact this Ritual. page 51) System: The Infernalist must carve an Infernal rune upon the object in question. or become infected by a normal version of the disease. Once she has affected a target. which can be no larger than the Infernalist. She must also soak the object in a Trait of her Blood under the light of a New Moon. These effects are purely role-play and cause no Trait loss whatsoever. see Sins of the Blood. page 51) System: This Ritual creates a terrible mist over the Caster's face for an hour or scene causing those who see it to run in horror. Anytime the Thaumaturge wishes her victim to perform an action. whichever comes first. however. Parasitic Possession requires no visible casting. bats. If the target is alive. Her victim may resist that action by burning a Willpower. wolves. Supernatural healing may only overpower Vector if its user possesses a skill of greater than or equal to Vector. typically at a difficulty of ten. difficulty three or run in terror. see Storyteller’s Handbook to the Sabbat. the victim is under her command for a scene or hour or so long as she maintains eyesight. The Thaumaturge is immune to her own Vector. be it mundane or magical. Spectral Mask (For the original printing of this power.

Sign of the Moon (For the original printing of this power. see Sins of the Blood. The Ritual lasts for ten minutes or scene. For each successful Challenge. see Storyteller’s Handbook to the Sabbat. page 52) System: A mere glance is all this Ritual requires to render the foe of an Infernalist a helpless. page 96) Intermediate Sign of the Wraith (For the original printing of this power. harmless toad. all physical attacks of tooth and nail made upon the Infernalist by Lupines deal Lethal damage instead of Aggravated damage for one night. in which the Infernalist must consume an object beloved by a Wraith. page 53) System: By calling upon the souls of her victims. page 52) System: Similar to the Sign of the Moon but much more potent. page 53) System: After the preparation. causing one level of Aggravated damage. the Infernalist may heal her wounds and restore her Blood Traits. except the victim is a toad instead of a bat. She must speak a litany. the Infernalist need only make a Mental versus Mental Challenge against her victim to enact its effects. this Sign renders the Infernalist completely immune to the powers and attacks of Wraiths. she is completely consumed in its flames. page 52) System: Once cast. 3 7 . Turn to Toad (For the original printing of this power. This Ritual's effects are very similar to that of Protean Curse. Once cast. see Storyteller’s Handbook to the Sabbat. she must stand if the center of the array and give glory to Hell. the Caster initiates a set of extended static Mental versus Physical Challenges. The Infernalist must carry with her a live toad. Once she is done. leaving nothing after her death. see Storyteller’s Handbook to the Sabbat. This Ritual requires the Infernalist to draw in a candle's flame by breath. it may be activated at any time. Activating the sign requires only an action. as she speaks the names of those she condemns to its gates. and bow in recognition of her Patron. If the victim is killed by this power. she may revert back to normal at any time in the night. The souls are ripped from these victims terrible agony as their screams can be heard trailing behind them on their way to Hell. regardless of its type and restores three Blood Traits. which she must crush at the final activation of the Ritual. After which. If the Infernalist chooses to affect herself. Mortal victims remain affected for one week. retested with Occult. the victim takes one level of unsoakable Aggravated damage. Advanced The Inner Furnace (For the original printing of this power. while any other being only for one night. see Storyteller’s Handbook to the Sabbat. she need only make a Mental versus Physical Challenge against a mortal. against a victim within her line of sight until she loses or the victim dies. although she cannot affect them either. in which the Infernalist must look upon the Moon. Soul Leech (For the original printing of this power. dealing one level of Aggravated damage. leaving a slight green glow in the back of her throat. which may be tested down. Spite of the Harridan (For the original printing of this power. Any object in which a Wraith was attached to in life or in death will do. Fetters work quite well for this and of course the object may be regurgitated later. Activating this Ritual requires a single action. Once cast. which may be tested down. The power of Soul Leech cast them into Hell. see Storyteller’s Handbook to the Sabbat. Each soul consumed through this Ritual heals the Infernalist of one health level. verses of blasphemy in the name of her Patron while drawing a pentagram around her victims in iron fillings. The Infernalist must gather the bodies of her victims. within the same scene or hour of their death. speak a word of damnation and stab herself with a shard of silver. This Ritual does not retain the souls.

Infernal Shield – Although classified as a Gift. a Gift is just that. Dark Thaumaturgy always comes with a Price. other than Infernal Shielding. Usually Infernalists target Crays because of the power in which their desecration brings their Patron. is a Demonologist. yet shortest living Infernalists. The term Investments also covers the Infernal Powers in which a Demon grants upon an Infernalist whether they come from an Investment or a Pact. However a Gift requires a pre-existing Investment or Pact to bolster as Gifts. Investments range in power from very weak to overpowering and are capable of manifesting powers beyond imagination. Unlike all other powers of Blood Magic. They are also the only Gifts that are stand-alones. These Shields give the Infernalist a sort of barrier that prevents their Infernal nature from being revealed to others. etc. one that represents everything Christian and Catholic doctrine has to say concerning Lucifer. Investment – The standard mode of payment in which a Demon or Patron rewards or pays an Infernalist. Diabolists are often the most powerful. These Infernalists seek to Bind. manipulate or otherwise control Demons in order to coerce power from them. Infernal Taint – The eldritch flames of Green Fire which can be seen through the use of Aura Perception and other similar ability that can detect Banality. It must be given to an Infernalist by her Demon or Patron. Dark Thaumaturgical Ritual – A Ritual of Thaumaturgy exclusive to Practitioners of Dark Thaumaturgy. Infernal Shielding is only a Gift because it cannot be purchased. rather than simply serving them. but instead of being directly related to the Investment in question. even in the pursuit of hunting it. Investments almost always come with some sort of Taint due to their Hellish nature unless they can be represented as simple Dots on a character sheet. 3 8 . Dark Thaumaturgy cannot be manifested through any other means than from a being drawing her strength from Hell. a being or Agent of Hell. Masque and Veil are the three types of Infernal Shields. for the power of Hell is more often than not double-edged. Demon – A being of great evil. Gift – Similar to an Investment. these scholars are not necessarily Infernal. Infernalist – The overriding category in which those who delve into the study of all things Hellish. A Failing is the manifestation of the weaknesses of an Infernalist's Patron upon the Infernalist. are never stand-alone powers. They too hinder the Infernalist. Anyone who studies Infernalism or Demonology. Usually these are granted for short-term goals and plans. which costs her nothing and brings upon her no Taint or Price. It is a gift of power laid upon an Infernalist by her Demon or Patron. Failings have more to do with the Infernalist's Patron. Diabolists have thrown off the shackles of their former masters in pursuit of their own power. Satan. Crays are vast sources of magical and supernatural energy that are capable of being defiled by Infernalists in order to draw dark energy in which to provide their Demon or even open Gateways to Hell. Infernalists are typically viewed as those who've sold their souls in one way or another to a Demon or other Agent of Hell in pursuit of power. Demonic or Infernal are shuffled into. Dark Thaumaturgy – Thaumaturgy granted by Demonic or Infernal will. Hell. Dark Thaumaturgical Path – A Path of Thaumaturgy exclusive to Practitioners of Dark Thaumaturgy.Glossary Cray – An innate or natural Holy Location often called a Node by True Mages or a Caern by Garou. Diabolist – Certainly the most insane or the boldest of all Infernalists. imprison. Failing – Similar to a Taint in that Investments may come with a Failing instead of a Taint. Demonologist – Although a type of Infernalist by classification only. bribe. Infernal Cloak. Wyrm taint or overwhelming evil that writes across the soul of all Infernalists.

Pacts. thus binding himself or herself to a Patron. Thrall – This is stereotypical Infernalist. 3 9 . usually through a Soul Pact. Taint – The drawback of an Investment. the Patron is the Infernalist's master. are long term goals some of which are so long the Infernalist never completes hers before she dies. unlike Investments. usually they work with or directly against the Investment in order to hinder the Infernalist in some way. that Demon is then classified as that Infernalist's Patron. Thralls call forth a Demon intending to sell away their soul in payment for some sort of Infernal power.Pact/Soul Pact – When an Infernalist first Summons a Demon she must give up her soul in a Soul Pact with that Demon except for Diabolists who seek no such Soul Pact. Pacts taken after the initial Soul Pact are simply referred to as Pacts. However just because they are willing to bow before a Master does not make them any less than any other Infernalist who does no such thing. is often the first Pact an Infernalist every strikes up with a Demon. Once an Infernalist has sworn herself in some way to a Demon. although repeatable with multiple Demons. Patron/Patronus – Whereas a Demon is simply Summoned and does not necessarily have to become an Infernalist's master. This Soul Pact. Diabolists do not take on Patrons as they see themselves as a Patron in a way. Almost all Investments that cannot be represented on a Character Sheet as a Dot carry some manner of Taint. They are quite capable of receiving the same Investments and powers as Diabolists.

if you make a Pact with a Demon. if you sign on into Infernalism. they either have it or they don’t. Infernalists may trick their targets into giving up their Soul to their Patron or drag their victim before their Patron for sacrifice. This means that if you’ve made Pacts or deals with multiple Demons. except for the fact that they receive some protection by their Clan as the Tremere are. To simply answer the question. when it comes down the mechanics of the game system… they are not normally Infernal in any way. Against Infernalists however. Technically they are a Demon-like spirit. etc… you’re Soul is now in the hands of a Demon. Infernalists are middlemen. with the exception of an Infernalist with the Rank in Hell Investment. Such Tremere are treated as any other Infernalist. Sebau. instead of the Sabbat Coordinator. Q: It is often the opinion that Dur-An-Ki and Koldunism are linked with Infernal Thaumaturgy. of a difference between storyline and mechanics. Black Spiral Dancers are not Infernal. but are not Demons. Souls are pretty much all or nothing. True Faith can force Demons to flee. some are in fact Diabolists or Thralls. harm them or outright banish them back to Hell. being neither Umbral Spirits. In general True Faith has an upper hand on Infernalism. they may certainly form Pacts with their victims or minions. and/or subject to Infernal Taint from such. but in the end they themselves cannot steal their victim’s Soul. most notably Clan Novels. Dur-An-Ki practitioners. it can do all these things as well except for banishment. Q: Hold the phone. However Tremere also receive an exemption because of their legendary ties to Infernalism as noted throughout this Packet. they report to the Tremere Coordinator for their approval on their Infernalism. Q: What about Tremere who practice Infernalism? Do they count as Infernalists too? A: Although many Tremere are simply Demonologists. So what about other things that are Infernal according to White Wolf? Like Black Spiral Dancers? A: While things like Black Spiral Dancers are. Q: So do Souls come in percentages? Can a Demon only have say. Mechanically. Are they actually Dark Thaumaturgy? A: No. Infernalists are not typically creatures 4 0 . Kindred of the East and even Salubri. which are quite different Out of Character. according to storyline. Other examples of this include Kolduns. Summoning Sebau is not subject to the rules in The Infernal Packet for Summoning Demons. your soul is going to be claimed by multiple Demons perhaps even before you’re dead. There is no way that any sort of Demonic or Infernal being can take a percentage. Wraiths nor Demons. they often times do not cross and sometimes even contradict. although they do not get the powers and literal immortality of a Demon. allowed to "research" Demonology. often considered to be Infernal. Infernalists with the Rank in Hell Investment are treated as though a Demon.FAQ A: In the Setite Sorcery material it describes Sebau in Demonic terms and with sheets constructed from the Demon templates in the MET: Sabbat Guide Revised. it may appear at certain points that both of these forms of Blood Magic are Dark Thaumaturgical in nature. half of my soul? A: No. Dur-An-Ki and Koldunism are not Dark Thaumaturgical by any means and therefore are not subject to or benefit from the rules of this packet. If you turn over your Soul. and the unique Demon-like spirits with serve the god Sutekh. Although Sebau is the Egyptian word for Demons. not strictly speaking. blurring these two types of creatures together is simply an In Character failing to differentiate between true Demons. like so many White Wolf has created. Although in some White Wolf publications. They are constructed using the Demon template in the MET: Sabbat Guide Revised for ease of Character Sheet use. but instead something unique and different. yes they are Infernalists too. Are Sebau a form of Demons? A: No. Q: Can Infernalists make Soul Pacts with their victims or prospects like Demons? A: No. When you take into account the difference between fictional literature of a book and mechanics of a game. keep them at bay. per their own Oath as well as Justicarial Edict. Q: What exactly does True Faith do to Infernalists and/or Demons? A: That is up to the Chronicle and its Storytellers. While all of these beings are thought to be Infernal and even in some story material written by White Wolf appear to be Infernal. however they are most certainly not. This is an example. nor does trafficking with Sebau make one an Infernalist. where noted.

4 1 . Note the above Q&A question relating to gaining R&U things via Infernalism. If you take a Soul Pact of Rank six and choose an Investment of Rank four as well as one of Rank three. Through Infernal Investments and Pacts you can get anything or at least close enough to anything. If a Demon takes control of your Soul. OWbN does not uniformly make use of its materials. Storytellers however should monitor how often this occurs with an Infernalist because Demons don’t like giving out more power than they intend. in association with the appropriate Coordinator. any being of Demonic or Infernal power will have to go through the rules and regulations of this Packet to keep what they possess or be in violation of the material presented. Q: I don’t see any information in the Packet concerning Grandfathering. why not? A: As Demon the Fallen has no published MET book. but not enough for an Investment I want. that’s really up to the Chronicle and its Storytellers. Therefore Demon the Fallen material is not covered in this Packet because it is available only at the discretion of individual chronicles and storytellers. etc. Infernalism is a one-way street. Q: Are there actually any standards for Demons? Immunities? Resistances? Etc? A: Well. However if you are interested in acquiring something that requires say… a Council Vote… Coordinator Approval. Many have numerous additional health levels. as outlined in this packet. that will cost you two XP as you have one Rank sitting over that must be paid for. because their bound Plane is the one they’re already in. Doing so consistently will likely anger the Patron in question. interact with OWbN Character Regulation Bylaw 7. then you still have to go through the proper bureaucracy in order to acquire said something. There really are no “standard” powers for any one Demon because Demonic Powers are as numerous as the stars. therefore you can’t banish them back to their bound Plane. which says disciplines must be learned from vampires who have them in-clan? A: That Bylaw allows for exceptions in genre packets. so do I get to keep my stuff? A: This Packet has been/will be introduced with a No Grandfathering Clause. Q: So Infernalism lets me get anything right? Like anything. anything? Even if it’s R&U? A: Yes… and No. can I cut the experience cost of the Investment by the remaining “points” of the Soul Pact? A: Yes. for whatever reason… it’s gone for good. Some have overwhelmingly fast regeneration. can I get my Soul back? A: No. via the rules in this packet. Q: If I still have “points” remaining from a Soul Pact. Q: I also don’t see any rules about Demon the Fallen in the Packet or at least any additional information on that genre. resulting in bad things for the Infernalist. Infernalism does not give someone the ability to circumvent out of character R&U rules and restrictions.from any Plane other than this one. You can never get it back by any means. however as R&U regulations apply normally to any Disciplines learned from Demons. an explicit exception to Character Regulation Bylaw 7 for the purpose of allowing characters to learn/gain Disciplines from Demons rather than vampires possessing the Disciplines in-clan. Often they are immune to Social and Mental Challenges of the emotion/mind-controlling sort. Q: Once I’ve gone Infernal or had my Soul turned over to a Demon. the Physical. Q: How does learning or gaining powers from demons. and all processes for learning/gaining disciplines from Demons via the rules in this packet which would otherwise violate this bylaw constitute. it’s up to those controlling the Demon to draw up that particular Demon and all of its capabilities.

Storyteller's Handbook to the Sabbat. Materials in this Packet. Justin. and Mind’s Eye Theater: The Shining Host. McCoy. © 1990-2008 White Wolf Publishing. Stone Mountain: White Wolf Publishing. Brown. Clarkston: White Wolf Publishing. Sins of the Blood. 1998. Devil’s Due. because without them. Goodwin. Therefore the following books are very highly recommended for use with this Packet. This Packet is merely an attempt to put forth a set of rules regarding Infernalism. this Packet is incomplete. Michael A. Angel. it is not meant to be used without the material in which it is based upon. Mind's Eye Theater: Laws of the Night: Sabbat Guide Revised. Demons and Dark Thaumaturgy in a Live Action Role-playing Setting. Joshua Mosqueira-Asheim. All references. 1995. and Storyteller’s Guide to the Sabbat. Sam Chupp. Clayton Oliver and Ree Soesbee." Infernalism: The Path of Screams. Aaron Tosenberg and Lucien Soulban. Ian Lemke. Demons and Dark Thaumaturgy for use in a Live Action Role-playing setting that were otherwise not included as a whole or otherwise converted to the Mind’s Eye Theater system. undermine or in any way illegally make use of material owned by White Wolf. Joshua Gabriel Timbrook. Mark-Hagen. All rights reserved. a division of CCP North America. Mind’s Eye Theater: Laws of Ascension Revised. 1993. This Packet is in no way at attempt to steal. Matthew McFarland. Brucato. are the copyrighted and/or trademarked property of White Wolf Publishing Company. Mind’s Eye Theater: Laws of the East. including words under the intellectual control of White Wolf.Bibliography Books meant to be used with this document and used for this document: Achilli. Morgan A. Clarkston: White Wolf Publishing. Stone Mountain: White Wolf Publishing. Rein. Devil's Due. Mind’s Eye Theater: Laws of the Night: Camarilla Guide Revised. Mind’s Eye Theater: Laws of the Wild Revised. Infernalism: The Path of Screams. 2000. Mind’s Eye Theater: Laws of the Night: Vampire Storyteller’s Guide Revised. Bruce Baugh. Clarkston: White Wolf Publishing. Steven C.. This Packet is meant to be used as a resource in order to run Infernalism. Changeling: The Dreaming. Phil "Dante. McLaughlin and Patrick O'Duffy. 2001. 4 2 . Sins of the Blood. Clarkston: White Wolf Publishing. quotes and citations in this packet coming from any White Wolf sourcebooks and materials are copyrighted and/or trademarked by White Wolf Publishing Company. 2004. Mind’s Eye Theater: Laws of the Night: Sabbat Guide Revised. Other books recommended for a Live Action Role-Playing Setting include: Mind’s Eye Theater: Laws of the Night Revised.

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