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The Infernal Packet

Written for One World by Night

June 2008

Table of Contents

Section Page
Infernalism 1
Introduction 1
Types of Infernalists 1
Infernal Creatures 2
Infernal Knowledge 5
Types of Infernal Investments 7
Pact Table 8
Gaining Infernal Investments 8
Cost of Infernal Investments 9
Examples of Infernal Investments 10
Demons 21
Introduction 21
Classes of Demons 21
Types of Demons 22
Demonic Manifestation 23
Demonic Summoning 24
Demonic Powers 25
Demonic Ascension 26
Dark Thaumaturgy 27
Introduction 27
Learning/Teaching Dark 27
Thaumaturgy
Dark Thaumaturgy Paths/Rituals 28
Dark Thaumaturgy Path 29
Conversions/Additions
Fires of the Inferno 29
Path of Phobos 29
Taking of the Spirit 29
Path of Pain 29
Path of Pleasure 30
Path of the Defiler 31
Path of the Unspoken 32
Path of Pestilence 34
Dark Thaumaturgy Ritual 35
Conversions
Glossary 37
FAQ 39
Bibliography 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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Garou. With these great aspects of creation constantly surrounding the fate of the Changing Breeds, along with
spirits representing this trinity, a Demonic force has very little elbowroom in which to manipulate and beguile its
desired minions. Demons crave control, power and domination, it matters not whether it comes from destruction,
wealth or slavery, so long as they are masters of their domain is what matters.

PC Changing Breeds seeking Infernalism through any means are to be approved by the Changing Breed
Coordinator before such permission is given; this includes Summoning/Binding a Demon or gaining any sort
of Infernal power. NPC Changing Breed Infernalists require Council Notification.

The least likely creature type to follow the path to Hell is that of the Kuei-jin. Kuei-jin, unlike the myriad of beings
capable of Infernalism, do not and cannot consort with the Faustian Demons depicted in this Packet. Infernal Kuei-
jin or Akuma as they are called, fall to damnation by striking deals with the Yama Kings of the Yomi. 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, their version of Hell, and have come to the physical plane to possess a corpse. 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. Although these things are comparatively the same, when it gets down to it they are
separate places and separate monsters. For these reasons Kuei-jin are not listed as a type of Infernalist, and DO
NOT inherently possess Infernal Taint or Infernal Powers, unless they become Akuma.

Akuma are virtually impossible to detect as being different than any other Kuei-jin, making them a horrible and
hidden stain upon their courts. Like and unlike many other beings, becoming an Akuma is a complete and utter
dharmic reversal for a Kuei-jin. 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. Other Kuei-jin consider those who fall to this
temptation an anathema upon their society, such a thing that is so wrong to have done that it must be destroyed. An
Akuma that is discovered is hunted down to the death, without mercy, without quarter and without hesitation.

Akuma make Pacts and Investments, deals and contracts with the Yama Kings just the same as any other would
make a deal with a Demon. Chronicles making use of Akuma or Kindred of the East/MET Laws of the East
mechanics for Akuma, 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, with the two
following exceptions. Akuma radiate no Infernal Taint whatsoever and therefore have no need of Infernal
Shielding. The power of the Yomi within them cannot be detected in any way, they are seen by anyone else as just
another Kuei-jin. Also powers gifted to Akuma by the Yama Kings rarely, if ever, have a double edge but instead
have a shelf life. These shelf lives can be anything the Yama King wishes such as; one use, one week, a year and a
day, ninety-nine years, etc., causing Akuma to typically come to making deeper and darker deals with the Yama
Kings in order to continually possess their powers.

PC Kuei-jin seeking Infernalism through any means are to be approved by the Kuei-jin Coordinator before
such permission is given; this includes Summoning/Binding a Demon or gaining any sort of Infernal power.
NPC Kuei-jin Infernalists require Council Notification.

Imbued Hunters, those of Hunter the Reckoning, also known as Reckoners, cannot become Infernal creatures due to
the nature in which their powers are granted upon them.

Imbued Hunters may not seek Infernalism through any means; this includes Summoning/Binding a Demon
or gaining any sort of Infernal power.

Wraiths simply do not involve themselves with Demons. Although Demons can be found walking any and all of the
planes of existence including the Shadowlands, the spirits of the dead avoid them at all costs. This is not limited to
simply Wraiths, any other being native to the Shadowlands is also held to this restriction, including Spectres and
Risen. Seeking Infernalism through any means, 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.

Wraiths may not seek Infernalism through any means; this includes Summoning/Binding a Demon or gaining
any sort of Infernal power.

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Infernal Knowledge

Lore and other knowledge of Infernalism are split into three distinct categories, each one generally having an
importance to the different aspects of Infernalism: Demonology, Demon Lore and Infernal Lore.

Infernal Lore contains knowledge on Infernalists, plain and simple. Possessing it will give a character information
on Infernal Investments, Dark Thaumaturgy, Weaknesses, Strengths, etc. It does NOT in any way give a character
information on how to become an Infernalist or Summon a Demon. Demonologists typically possess this lore
before they actually go Infernal (if they do), as a sort of springboard to doom. Infernal hunters and other beings that
seek out the destruction of Infernalism also commonly possess it. Generally speaking, the use of this Lore allows a
character to attempt to identify Infernal powers, in addition to knowing their function and weakness. It also allows a
character to find the best way to counteract such powers or how best to use such powers. In addition, this Lore
functions like any other Lore, giving the character information on historical Infernalists as well as legendary
Infernalists and events both past and present of an Infernal nature.

Infernal Lore of level one includes information on things such as: legendary Infernalists, legendary Infernal
locations or Infernally tainted artifacts, weaknesses in Infernal powers including up to Rank two
Investments, capabilities of Infernal powers including up to Rank two Investments, Taints and Failings of
up to Rank two Investments for purposes of identifying Infernalists, possible Ritual components for minor
Infernal Rituals, Summoning and Bindings, locations of extremely well-known Infernal Sanctums and
desecrated Crays.

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, very powerful Infernal locations or Infernally tainted
artifacts, weaknesses in Infernal powers including up to Rank four Investments, capabilities of Infernal
powers including up to Rank four Investments, Taints and Failings of up to Rank four Investments for
purposes of identifying Infernalists, possible Ritual components for lesser Infernal Rituals, Summoning and
Bindings, basic but detailed knowledge of well-known Infernal and other unholy events including
prophecies and myths.

Infernal Lore of level three includes information on things such as: powerful Infernalists as well as more
detail on Infernalists of greater power, lesser-known Infernal locations or Infernally tainted artifacts,
weaknesses in Infernal powers including up to Rank six Investments, capabilities of Infernal powers
including up to Rank six Investments, Taints and Failings of up to Rank six Investments for purposes of
identifying Infernalists, possible Ritual components for intermediate Infernal Rituals, Summoning and
Bindings, knowledge of the Infernal Shield, Infernal Cloak, locations of known Infernal Sanctums and
desecrated Crays.

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, well-known Infernal locations or Infernally tainted artifacts,
weaknesses in Infernal powers including up to Rank eight Investments, capabilities of Infernal powers
including up to Rank eight Investments, Taints and Failings of up to Rank eight Investments for purposes
of identifying Infernalists, possible Ritual components for powerful Infernal Rituals, Summoning and
Bindings, knowledge of the Infernal Shield, Infernal Masque, further detailed knowledge of known Infernal
and other unholy events including prophecies and myths.

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, lesser-known Infernal locations or Infernally
tainted artifacts, weaknesses in Infernal powers including up to Rank ten Investments, capabilities of
Infernal powers including up to Rank ten Investments, Taints and Failings of up to Rank ten Investments
for purposes of identifying Infernalists, possible Ritual components for overwhelming Infernal Rituals,
Summoning and Bindings, knowledge of the Infernal Shield, Infernal Veil, locations of less known Infernal
Sanctums and desecrated Crays.

Demon Lore contains knowledge on Demons. Possessing it will give a character information on Demonic Powers,

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Names, Types of Demons, Weaknesses, Strengths, etc. It does NOT in any way give a character information of
how to become and Infernalist or Summon a Demon. This Lore as well is often possessed by the same beings that
would possess Infernal Lore. The use of this Lore, much like Infernal Lore, allows a character to attempt to identify
Demonic powers in addition to knowing their function as well as their weakness. It also allows a character to find
the best way to counteract such powers or how best to use such powers to her advantage. 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. In addition, this Lore functions like any other Lore, giving the character information on historical
Demons as well as legendary Demons and events both past and present of Demonic nature.

Demon Lore of level one includes information on things such as: legendary Demons such as the Archdukes,
Demonic powers of Demons of Class one, Weaknesses and ways of possibly banishing Demons of Class
one, possible research avenues on True Names of Demons of Class one, defenses and other wards useful
against Demons of Class one, possible Demonic manifestations based on Demonic Class, knowledge of
legendary Demonic events including Demonic manifestations on the physical plane.

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, Demonic powers of Demons of Class two,
Weaknesses and ways of possibly banishing Demons of Class two, possible research avenues on True
Names of Demons of Class two, defenses and other wards useful against 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, knowledge of major Demonic events including Demonic manifestations on planes associated
with the character’s creature type.

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, Demonic powers of Demons of Class three, Weaknesses and ways of possibly banishing Demons
of Class three, possible research avenues on True Names of Demons of Class three, defenses and other
wards useful against Demons of Class three, possible Demonic manifestations based on Demonic Class as
well as Demonic Classification, knowledge of well-known Demonic events including Hell Gates that may
still remain open.

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, Demonic powers of
Demons of Class four, Weaknesses and ways of possibly banishing Demons of Class four, possible
research avenues on True Names of Demons of Class four, defenses and other wards useful against Demons
of Class four, further knowledge of Demonic classification concerning Demonic hierarchy as well as
Demonic ascension, knowledge of known Demonic events including Demonic manifestation and ascension
as well as Demonic strongholds outside of Hell.

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, Demonic powers of Demons of Class five, Weaknesses and ways of possibly
banishing Demons of Class five, possible research avenues on True Names of Demons of Class five,
defenses and other wards useful against Demons of Class five, possible Demonic manifestations based on
all aspects of a known and identified Demon, knowledge of lesser-known Demonic events including
Demonic possession of people, places and things.

Demonology encompasses all the knowledge that Infernal Lore and Demon Lore covers. Consider it as you would
consider it the upgraded version, much as Garou Lore is of a greater order of magnitude and accuracy than both
Lupine and Werewolf Lores. It includes all the information given of levels one through five in Infernal Lore and
Demon Lore. In addition to the plethora of knowledge in which it contains, Demonology is also the primary ability
required in order to Summon a Demon (further detailed later in this document). This also includes knowledge of
Demonic etiquette as well as the rules, do’s/don’t and general principles of Summoning and Binding. Demonology
is the ability in which a real Infernalist must possess.

Infernal Lore, Demon Lore and Demonology are capable of being purchased beyond level five by those capable of

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purchasing abilities beyond five. 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.

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. Therefore, while this Packet’s descriptions of Demon Lore, Infernal Lore and
Demonology give a significant number of examples of what their various levels are capable of, 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.

Although these knowledge require a character to possess terrible information, witness horrible acts and delve into
the research of the most horrific events imaginable, possessing any of them does NOT inherently make her Infernal.
However her extensive knowledge on such topics may certainly earn her a reputation for being Infernal, but it does
not in any way confer any Infernal Taint or Infernal Powers. 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, the green glow of the
damned.

Possessing any of the three above Lores does not, by itself, constitute being an Infernalist.

Types of Infernal Investments

Investments come in three different packages: Pacts, Gifts and Investments, all of which follow the basic structure of
the Pact Table below. They are all however effectively the same, except for how they are given/received. When an
Infernalist first summons/binds her Patron, the first order of business is the bartering of her soul; this is called a Soul
Pact. Diabolists however skip this first step, usually going straight for Investments. Soul Pacts and Pacts are long-
term agreements between the Patron and the Infernalist. Gifts are enhancements to pre-existing Investments.
Investments are simply power given to the Infernalist once she has provided a service for her Patron, many of which
are short-term tasks.

There are two types of Pacts available from a Patron: the Soul Pact and any other Pact. All Pacts range anywhere
from Rank one to Rank ten depending on the task(s) assigned by the Patron. Lower Rank Pacts constitute things
such as simple duties of evil, minor sins, corruption of innocents and small sacrifices. Higher rank Pacts involved
leading Infernal Cults, corrupting entire cities and dedicating one's life to serving her Patron. Typically an
Infernalist is charged with a single Pact at a time, since such duties take up a great deal of her time, and often
involve aspects of a Patron’s driving goals. If an Infernalist should ever swear a Rank ten Pact to her Patron, the
Infernalist is bound for an eternity to her Patron and will be unable to strike up a Pact (but only a Pact), with that
Demon ever again. Although the Infernalist may attempt to strike a Pact with another Demon, should she be so
bold. However should either Patron hear of such betrayal, the Infernalist should expect not to survive the night. The
Soul Pact is the initial Pact formed between the Infernalist and her Patron signifying her servitude to the Patron.
That being said, Diabolists never seek to form Soul Pacts with Demons, because they view themselves as the
Masters, and Demons as their servants. Any Pact struck with a Demon other than a Soul Pact, while appearing
identical to that of a Soul Pact, involves no oath of servitude; such Pacts are nothing more long term duties given to
the Infernalist by her Patron.

Gifts on the other hand are advancements in already existing Investments and Pacts. When a Gift is given, which is
a rarity, 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. Usually this
involves the Infernalist succeeding in something so effectively that it moves forward the goals of her Patron
exponentially. Such successes are rare, usually occurring only a few times in the life of even the greatest of
Infernalists. Of course, Demons also grant Gifts when they suspect their servant to die in her task at hand. Such a
Gift is not meant to save the life of the Infernalist, but to instead ensure she gets the job done before she dies. The
only exception to these rules is Infernal Shielding, which although is treated as if it were an Investment, it can only
be given as a Gift and is the only stand-alone Gift. Infernalists who wish never to be caught had best earn their keep
quickly for advancement in Infernal Shielding.

Investments are the typical power granted upon an Infernalist by a Patron. These Investments range in power

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depending on the Patron as well as the actions or requests of the Infernalist, varying from Rank one to Rank ten.
Investments are received after completing short-term goals or specific requests of an Infernalist's Patron, many of
which coincide with the Pact in which the Infernalist swore. More powerful Patrons give much more powerful
Investments, but then again the taint of such power is much greater than that of lesser Investments. Note that just
because an Infernalist completes a task for her Patron, does not mean the Demon will give her an opportunity to take
on an Investment. Demons do not hand out power freely.

Pact Table

These Ranks simply provide a skeleton frame of the acts of evil in which Infernalists must dedicate themselves to
for their Patron. Obviously such a list cannot possibly compile every act of evil in which the Infernalist could
perform in service to her Patron.

Storytellers are to decide the Rank of which an act or Investment should fall, not Players, 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 1 – Malice
Small tasks and minor sins.

Rank 2 – Cruelty
Injuring, killing or corrupting a few innocents.

Rank 3 – Immorality
Extreme cruelty or acts of evil; sacrificing several innocents.

Rank 4 – Wrongdoings
Actively spreading evil or opposing religious authorities.

Rank 5 – Corruption
Leading others into evil; killing a major force of good.

Rank 6 – Mortal Sin


Founding and leading a modest Infernal cult; desecrating a pure Cray and dedicating it to the Patron.

Rank 7 – Heresy
Large-scale corruption; founding and leading large Infernal cult(s); destroying sites and altars of good.

Rank 8 – Grand Evil


Corrupting entire cities; found a major Infernalist Covenant or desecrated Cray.

Rank 9 – Life Bond


Dedicating one's life to the Patron's every command.

Rank 10 – Final Pact


Swearing a lifetime of fealty to the Patron, and promising her your soul upon your death, eternally in Hell.”
(Brucato, 71)
Gaining Infernal Investments

Gaining Investments/Pacts/Gifts requires nothing more (at first glance) than paying one's soul to a Patron. There are
however numerous strings attached to this statement, which makes gaining these Investments a bit tricky. First of
all, it should be determined what sort of Demon it is in which the Infernalist has become bound to. Lesser Demons
have very paltry goals, therefore grant paltry Investments. Greater Demons have very lofty goals, therefore grant
lofty Investments. Many Investments will not only come with an experience cost, but with an Infernal Taint as well,

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when empowered by the Devil, he does leave his mark upon his servants.

Typically, Class one Demons cannot grant Infernal Shielding and may only grant Investments no more powerful
than Rank two. Class two Demons can grant Infernal Cloak and Investments no more powerful than Rank four.
Class three Demons can grant Infernal Masque and Investments no more powerful than Rank six. Class four
Demons can grant Infernal Veil and Investments no more powerful than Rank eight. Finally, Class five Demons can
grant any Infernal power upon their servants. Further information on Infernal Shielding is presented later in this
document.

There is no limitation to the number of Investments an Infernalist may carry, however Demons do not simply hand
out Infernal Investments constantly and consistently. Investments, for the most part, are earned rather than given.
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. Remember Demons are concerned with themselves
and with their goals, not you or your goals. Their servants are expendable, so don't think even for a second, you are
indispensable to your Patron, as no one is. When it comes down to it, your Patron will throw you to the wolves if it
means you or her, sometimes even if it doesn't. Step off the frying pan and you will be burned, stay on the frying
pan and you may be burnt less.

Should an Infernalist desire to break free of her Patron, she must do the impossible, literally. She must overpower
her Demon through sheer force of will and strength, forcing the Demon back into Hell from its place of Summoning.
This involves combat with the Demon, in which the Infernalist may use none of her Infernal powers she has ever
acquired from that Demon. Or she may attempt to buy the Demon out. To do so requires her to complete whatever
tasks her Patron sets before her in such a request. Usually such tasks double, if not triple the Ranks in which the
Demon would normally ask of her, thus buying out some Demons is almost literally impossible. 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. If she
completes these tasks, she receives nothing in return other than her "freedom," however Infernalists are never long
without requiring another Patron in which to serve, lest Agents of Hell come to bring her back into the "fold."
Changing Masters is a dangerous game, perhaps the most dangerous of all. Being without a Patron makes the
Infernalist meat to other Demons capable of coming to this realm, and Demons are often hungry creatures. Perhaps
this is why Diabolists are never long in this world.

It should be noted that once a Character has gone Infernal, her soul is forever tainted by the act. From that moment
on, 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, including detecting Wyrm Taint or any other power capable of sensing evil
in any way is capable of digging out this taint. The taint, when seen, appears to be a wreath of Green Flames,
writhing and constricting the Infernalist’s soul. This obviously is both a blessing and a curse to she who wishes
such a thing. This blessing is but a simple curse to her enemies. For should someone ever attempt to diablerize her
or in any way absorb her power, not only do they not gain the power of her soul, as it is instead drug down into the
Pits of Hell, but they may suffer the Green Flame in their aura, possibly for all time for committing the act.

PCs gaining Infernal Investments, regardless of their type or power, are to be approved by the appropriate
Coordinator before they are granted. The Coordinators reserve the right to deny any/all Investments a
character wishes to take should they prove too powerful, inappropriate or in violation of this packet. NPCs
gaining Infernal Investments require Council Notification and are expected to keep Investments within the
parameters and constraints of this Packet.

Cost of Infernal Investments

The initial Pact between a Patron and the Infernalist never costs experience, sort of like a free taste, and is called a
Soul Pact. It should be noted that Diabolists never swear to Soul Pacts. This Pact may come with the Gift of an
Infernal Shield as well, unless of course the Demon isn't powerful enough to grant it or the Infernalist is of little or
no value to her Patron, which is frequently the case.

Any additional Pact beyond the first comes with an experience cost, 2 Experience Traits per Rank of the Pact.

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Gifts are always free, however as noted in the previous section, they are never stand-alones. Gifts require the
Infernalist to already possess at least one Investment or of some sort in which they can bolster. Again, Gifts are very
rare, usually only given to the most successful of Infernalists or those on the verge of their demise. Of course
Infernal Shielding, due to its exception, is also free to the Infernalist and is the only stand-alone Gift. Gifts do not
cost experience.

Investments always cost experience, as they are simply typical powers given from a Patron to the Infernalist.
They cost 2 Experience Traits per Rank of the Investment.

Of course nearly all Investments come with a Taint. Virtually all Investments, regardless of what they do or how
they do it, always come with some sort of double-edge. This double-edge can never be permanently hidden, ignored
or bought off. They can be sometimes concealed through appropriate mundane and supernatural applications but
such concealments are always short lived. Each Investment comes with its own specific Taint, which are listed with
the examples of Infernal Investments in the next Section.

Similar to Taints, Failings are manifestations of weakness in an Infernalist based upon her Patron’s weaknesses. For
example, if an Infernalist's Patron is particularly vulnerable to water for one reason or another, the Infernalist may
manifest variations of such weaknesses instead of standard Taint. If the Infernalist were to take a lesser Investment
such as Rank one or two, she may find that holy water boils in her presence and burns her flesh, dealing one level of
Aggravated damage per round of exposure. If the Infernalist were to take a greater Investment such as Rank nine or
ten, 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, dealing one level of Aggravated damage per round of exposure. The possibilities of Failings,
instead of Taints, are as numerous as Taint and Investments, however Failings should be as dangerous as the Taint in
question tied to the Investment.

An PC Infernalist may, 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.

Any sort of Pact or Investment that can be represented on a character sheet, such as Abilities, Gifts, Disciplines,
Backgrounds, Merits, etc. requires the expenditure of the experience normally required to pay for them, in addition
to the cost of the Investment. Even if the Investment(s) are free, such as through a Soul Pact, the Experience cost of
the benefit gained must still be paid for. Such Investments are an exception to the rules above this paragraph, never
having a Taint associated with them. Merely granting a Vampire, Garou, Mage, etc. more power of her own kind,
mundane skills or control over Mortals is nothing to a Demon, not compared to some other Investments that could
be granted. 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, not unique powers requiring
the intervention of the Demon to learn/acquire.

Examples of Infernal Investments

The following list is merely a few examples of the probably infinite things in which a Demon can grant. Players and
Storytellers should be encouraged to be creative in their Investments and their Taints, but not over the top.

Investments and Taints cannot cancel each other out. For example, 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, the
prevention does not function. In fact, Infernalists should not be granted Investments that cross in this manner. Such
power is not intended to come without a price. In addition, although many of the physical taints can be concealed in
mundane or supernatural ways, any attempt to permanently or temporarily remove them fails automatically.
Supernatural Taints are nearly impossible to hide, even while in Possession or other manner of concealing/absenting
one’s true body/appearance; they always stain the Infernalist's presence.

Investments cannot permanently increase an Infernalist's Willpower, Abilities, Traits, supernatural powers, etc. to
levels restricted to NPC-only without making the Infernalist an NPC herself. 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

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possessing. Investments that make the Infernalist invincible or unkillable will also make the Infernalist an NPC.

For reference, when Blood/Chi/Glamour/Gnosis/Quintessence/Rage/Willpower is listed, the creature burns the


Traits most inherent to their creature type. Thus Vampires burn Blood Traits, Mages burn Quintessence, etc. while
mortals and other beings that do not possess any such Traits must burn Willpower Traits.

Variable & Power Based


Gift of Blood
This Investment begins at Rank two, which allows the Infernal Kindred to gain levels in any of the following
Disciplines: Animalism, Auspex, Celerity, Dominate, Fortitude, Obfuscate, Potence and Presence. Rank three is
required for learning Clan Specific Disciplines: Protean, Dementation, Quietus, etc. Rank four is required for
Bloodline Specific Disciplines: Thanatosis, Obeah, Mytheceria, Temporis, etc. Rank five is required for Blood
Magic of any sort, including Dark Thaumaturgy. Storytellers are advised to be wary about allowing Infernalists to
learn too many rare Disciplines.

This Investment is therefore an Exception to OWbN By Law, Character Regulations; Section 7, Subsection a:
"While any Vampire can learn any Discipline, 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."

Gift of Boundaries
Infernal Fae may purchase this Investment, beginning at Rank three, which allows them to increase their Realms.
Rank three allows them to increase Realms up to level three. This Investment may also be taken at Rank five, which
allows the Fae to purchase her Realms up to level four. It may also be taken at Rank seven, allowing her to purchase
her Realms up to level five.

Gift of Ceremony
Akuma may take this Investment at Rank three in order to purchase any Rites.

Gift of Dreams
Beginning at Rank three, this Investment allows Infernal Fae to increase their skill in their Arts. Any Art that is
considered unusual for a Fae to possess for whatever reason, be it; their Court, their Title or their Kith, increases the
Rank of this Investment to five. Particularly rare Arts such as Chronos or Naming as well as any others classified as
forbidden, powerful and/or dangerous Arts may be purchased at a Rank seven.

Gift of Essence
This Investment begins at Rank two, which allows the Infernal Awakened Mage to absorb one level of Quintessence
from her Patron per week. Should she wish to further increase the amount of Quintessence absorbed she may absorb
one additional Quintessence per two additional Ranks.

Gift of Gifts
Infernal Changing Breeds may purchase this Investment, beginning at Rank three, in order to gain additional Gifts.
Any Gifts that are appropriate through the Infernal Changing Breed’s Auspice, Tribe or Breed may be purchased at
Rank three. Any Gifts that would require a different Auspice, Tribe or Breed may be purchased at Rank five.
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, such examples include: a Silver Fang seeking a Gift of a Black Spiral
Dancer, a Corax seeking a Gift of an Ananasi, a Ratkin seeking a Gift of a Kitsune, etc.

Gift of Power
With this Investment, the Infernalist may immediately purchase as many Dots of any one Ability(s), Background(s)
and/or Influence(s) she chooses, this includes Merits or Flaws. Rank one is required for mundane dots, while Rank
two is required for supernatural dots, such as: Arcane, Remembrance, Pure Breed, Sanctum, Treasures, etc. The
Infernalist may increase the cost of this Investment if she so chooses. With each additional Rank added, she adds
two additional Abilities, Backgrounds or Influences she may immediately purchase Dots in.

Gift of Reality

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Infernal Awakened Mages may take this Investment at Rank five in order to increase any of their Spheres.

Gift of Sacrament
By purchasing this Investment, which begins at Rank two, Infernal Changing Breeds may purchase additional Rites.
Rites that are appropriate due to the Infernal Changing Breed’s Auspice, Tribe, Breed or Changing Breed type may
be purchased at Rank two. Any Rites that would require a different Auspice, Tribe, Breed or Changing Breed type
may be purchased at Rank three, such examples include: a Get of Fenris seeking a Rite of a Black Spiral Dancer, an
Ananasi seeking a Rite of a Glass Walker, etc.

Gift of Spirit
Beginning at Rank three, Akuma may purchase additional levels of their Chi Arts, Shintai, Soul Disciplines and
Demon Arts. Any powers that are attuned to the Akuma, by their original Dharma, may be purchased at Rank three.
Powers that are not attuned to the Akuma, by their original Dharma, may be purchased at Rank five. And all Demon
Arts may be purchased at Rank seven. 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.

Gift of Supremacy
Infernal Awakened Mages may take this Investment at Rank seven in order to increase their Arête.

Shields
Infernal Shielding
This Gift comes three distinct levels: Infernal Cloak, Infernal Masque and Infernal Veil. This is often times the only
"cookie" a Demon ever throws her servant. These Shields provide concealment of her Infernal nature to those
around her, to some degree.

Infernal Cloak covers her aura from all attempts to reveal her Infernal nature. All attempts to determine if an
Infernalist with Infernal Cloak is indeed Infernal through her aura reveal nothing.

Infernal Masque provides the same protection as Infernal Cloak, but it also shields her mind from intrusion. Any
attempts to invade or affect her mind in order to determine her Infernal nature reveal nothing.

Infernal Veil provides all the same protection as both Infernal Cloak and Masque. However Infernal Veil also
prevents magical/holy artifacts, spells and other supernatural effects from revealing her Infernal nature. In addition
she cannot be made to reveal her nature by any sort of power, except by her own free will. Her Infernalism may
only be revealed by her own uses of her power, taints of other powers, of her own free will or by an Agent of
Heaven itself.

As an Infernalist becomes more and more shielded by these powers, she begins to radiate a feeling of evil around
her. Infernal Cloak, being the weakest of the Shielding, causes no such feeling. Infernal Masque causes those of
Humanity five or those of True Faith to sense her evil, which makes them uncomfortable but unable to place why.
Infernal Veil causes the same effect as Infernal Masque, except to those of Humanity four or greater. Remember
these Shields only protect the Infernalists from effects that would directly reveal their Infernal Natures, but NOT
from the Taints of their Investments. Taints will override these Shields should it come to push or shove.

Rank One
Body Armor
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 59)
MET Alterations: The Infernalist's skin hardens and darkens, becoming like the flesh of a warrior Demon. Each
night, her skin will absorb one level of damage of any type. Of course such darkening is obvious, especially if the
Infernalist chooses this Investment more than once. By the third repeat of this Investment, the Infernalist is
obviously not human as her skin is nearly obsidian in color and texture. This Investment may be taken up to three
times.

Grim Jaws
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 59)

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MET Alterations: Although this power confers no additional damage, it does allow the Infernalist to chew through
brick, steel, wood, plastic, and other substances she normally could not. Her jaws appear mostly normal, although
certainly not when she makes use of the power, but always appear somewhat more muscular than normal. Her teeth
however are not exactly normal, appearing more like those of a shark, pointed, serrated and razor-edged.

Kiss of Hades
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 59)
MET Alterations: By burning a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait, for the remainder of the
scene the Infernalist may lay her lips upon a victim, even while biting them, and add an additional two levels of
Aggravated damage to her attack. Even when the power is not active, her lips appear to roll with flames, as though
her lips were glossed with fire. Also, her breath and lips are always hot, causing steam to rise from them in the cold.

Magic Sense
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 59)
MET Alterations: Simply by concentrating for an action, the Infernalist may detect magical forces of at least first
Intermediate in effect within 500 feet. Although she does not know what the force is, she can detect its location,
even so much as seeing its emanation. This sense is only capable of detecting associated with the magic associated
with the creature type in question (IE: Kindred sense Blood Magic, Mages sense True Magic, etc.); all other forms
of magic are exempt from its notice. Unfortunately, the Infernalist possessing this power becomes washed with
magical power, so much so there is always residual magical residue in her aura. Although this residue is obviously
not as potent as normal magical residue, it stains her aura nonetheless.

Razor Fangs/Talons
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 59)
MET Alterations: Upon gaining this 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. These razors remain in
effect for an hour/scene, dealing one additional level of Aggravated damage on the Infernalist's attacks, and they do
stack with other powers such as Feral Claws or Razor Claws. However these claws or fangs are obviously tainted
by an unholy power, as once activated, the Infernalist's claws or fangs twist and become serrated as well as black as
her soul, impossible to mistake.

Rank Two
Invisibility to Animals
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 59)
MET Alterations: Normal animals simply ignore her or back away from a force they cannot sense. Only
supernatural animals, such as Ghouls, but not Vampires in Shape of the Beast, may muster the courage to stand their
ground to their invisible foe. The drawback being, the Infernalist may never deactivate the power, she is invisible to
all animals for all time. This Investment has no effect on Vampires, Garou or other non-ghoul supernatural creature
types in an animal form.

Pheromone Powers
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 59)
MET Alterations: Mortals affected are much less resistant to persuasion, specifically the powers of Dominate or any
other mind-controlling power. Mortals automatically lose on ties to the Infernalist in Dominate and other mind-
controlling challenges and cannot retest with Willpower. Unfortunately, this smell always arises from the Infernalist
and places these Mortals in somewhat of a haze. Although they are not "drugged," they are certainly not as sharp as
they usually are, thus being of much less use and information to the Infernalist. Should said affected mortals be put
into a threatening situation, they instantly "sober up" from their haze.

Psychic Tracker
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 59)
MET Alterations: Infernalists using this Investment may track their prey "telepathically" or more accurately,
"clairvoyantly" (These descriptions are not denoting the Vampiric powers of Auspex). By burning a
Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait, for the next hour or scene, the Infernalist may sense the
general direction of her target so long as she is on the same plane as the Infernalist. However while this power is in

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use, beings of great "telepathic" skill, Advanced in a supernatural power of sensory perception or higher, sense the
use of this power and may uses its vibrations to track down the Infernalist using it.

Rank Three
Beast Form
(For the original printing of this power, see Infernalism: The Path of Screams, page 73)
MET Alterations: The Infernalist may transform herself into a single beast of her choosing, but one of some
supernatural legend associated with it, such as a bat, wolf or cat. Her form is treated as though it was a fight or
flight form of Shape of the Beast, and should be run appropriate to the beast in question. The change requires a
Blood/Chi/Glamour/Quintessence/Rage/Willpower Trait and is instantaneous. However the beast normal animals
react to the Infernalist in this form as a threat as they can smell her nature beyond her appearance.

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, this Investment severs that limitation. Once the Infernalist takes on this Investment, she need
never perform a Bunk again even if it would normally be required to call upon the power of an Art. However
because of this she also can never perform a Bunk again or increase the power of her Arts through any other
supernatural means, she must rely solely on her normal Traits in such challenges.

Magic Portal
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 60)
MET Alterations: At any time, an Infernalist may burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait
in order to pass through a single obstacle in her path, so long as the object is not bolstered by magical protections.
Unfortunately in passing through the obstacle, whatever it may be, the Infernalist loses pieces of herself as she goes.
For each round in which it takes the Infernalist to pass through an object she suffers one level of unsoakable Lethal.

Demonic Armor
Unlike Body Armor, which simply absorbs a limited amount of damage over a night, this Investment allows the
Infernalist to constantly ignore minimal amounts of damage brought upon her. All damage sources that affect the
Infernalist are reduced in their levels of damage by one, regardless of their type. This armoring however is much
more apparent than even the highest levels of Body Armor. Once taken, the Infernalist's skin becomes more like an
exoskeleton, hardening like steel and darkening to a reddish-black. The Infernalist loses Body Armor should she
"upgrade" to Demonic Armor, but receives a reduction in the experience cost in Demonic armor equal to the total
cost of Body Armor.

Second Self
This Investment creates a second face for the Infernalist, making it all the easier to put even more distance between
herself and those who would hunt her down. At any time she may burn a
Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait to cause the change, which takes one round. The second
face can be a completely different person in appearance, although it should be of approximately the same size. 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, however the Infernalist's Taints remain in effect in both Selves. However, this
Second Self often times develops a will of its own, as in doing this the Patron binds a soul with that of the
Infernalist's in creating this identity, although there is no evidence of this infusion as the soul melds with the
Infernalist's soul. If at any time she makes use of this shift into the Second Self, without burning a Willpower Trait,
she takes on the Derangement, Schizophrenia, for the next week as the "other self" begins to argue with her, in her
mind. Each time she does so, the length of the Schizophrenia increases by a week. Should she ever not burn a
Willpower to make the change during any period of time in which this Schizophrenia is in effect, she gains the
permanent Derangements of Multiple Personalities and Schizophrenia for the "other self." Both of these
Derangements are always active. From then on the Infernalist must burn a Willpower Trait or the other personality
takes over when she changes into her Second Self. The Player and the Storyteller should come to an agreement on
who and what the Second Self is.

Walk the Walls


(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 60)

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MET Alterations: Gravity means little to the Infernalist with this power, for its pull is always in the direction in
which her feet touch the "ground.” While this includes the Infernalist's clothing and possessions, it does not affect
other beings she may be carrying. Unfortunately the constant change of gravity in which this power provides can
never really be gotten used to, regardless of how long or how often it is used. 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, Clumsy.

Rank Four
Guardian
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, 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, requiring a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait, which brings forth
the Demon at the end of the round. Unfortunately this beast is of little use as far as guarding its master. It is nothing
more than a Fiend (MET: Sabbat Guide, page 108) capable of menial tasks. Should the Demon be slain, it may not
be called again for one week, while it reforms in Hell. 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. 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. An
Infernalist may not possess more than one Investment capable of calling forth Demons.

Luciferian Charm
(For the original printing of this power, see Infernalism: The Path of Screams, page 74)
MET Alterations: The Infernalist is up four Charisma-related Social Traits in all Social challenges. Unfortunately
such charm is impossible to not notice. Mortals flock to the Infernalist at a mere sight, be it out of intimidation or
lust. She simply cannot shake them off of her, as they will seemingly do anything to get a chance to mingle with the
Infernalist. Any attempt to be unnoticed suffers a four Trait penalty, as the Infernalist's supernatural presence can
almost be felt. 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, should she have any.

Toxic Blast
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 60)
MET Alterations: She must burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait and make a Physical
Challenge, retested with Athletics, in order to vomit forth a gout of ichor against her target, which must be within
thirty feet. The blast may also effects inanimate objects as much as it affects anything else. Anything struck by the
blast takes three levels of Aggravated damage and unless cleaned off, which takes one round, the goop continues to
burn for one level of Aggravated damage per round for three rounds, at which point it dissipates. The blood of the
Infernalist with this Investment becomes tainted with the horrific substance, causing anything that drinks her blood
to immediately and quite violently retch it back up, suffering one Lethal damage per Blood Trait consumed. The
toxicity is so great that it can be seen in the Infernalist's veins through her skin.

Rank Five
Life Leech
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 60)
MET Alterations: With a mere touch, requiring a Physical Challenge, the Infernalist may drain a Mortal victim of
her Willpower in order to refresh her own lost strength. For each round of exposure, the Mortal loses one
Willpower Trait and the Infernalist gains one Blood/Chi/Glamour/Gnosis/Quintessence Trait. The victim feels this
draining, as she finds herself slowly become weak under the touch of the Infernalist. An almost unperceivable glow
can be seen from the touch of the Infernalist while she drains a target of her will, requiring a supernatural mode of
detection to notice. The mere possession of this power renders the Infernalist incapable of gaining her power back
in any other way. She must forever leech it from the lives of Mortals. Since this draining is nothing at all like the
true manner in which the Infernalist earns her strength, she herself is in a constant state of sluggishness of the soul
never possessing more than half her Willpower at any given time.

Master of Domain

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(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 61)
MET Alterations: Upon taking this Investment, the Infernalist must dedicate its power to any one building. From
that point on the Infernalist is in a constant state of "clairvoyance" (This power, although similar to the Elder Auspex
power of Clairvoyance, is not the same) with her domain. She may even make use of any supernatural powers of
detection through this "clairvoyance" in order to watch her territory. In her domain, she can never be surprised.
Such constant strain of almost literally watching two places at once causes stress upon the Infernalist's psyche. She
becomes viciously protective of her domain, similar to the Territorial Flaw with the difficulty of the Self-Control
check being five. Anyone or anything entering or affecting her domain without her expressed permission is met
with a swift death, even if she should succeed in the Self-Control check.

Soulless
Infernalists receiving this Investment truly wish their Patron to keep a close grip on their soul at all times. First of
all should the Infernalist ever die, she will instantly go to Hell, period. With this Investment, the Infernalist's soul as
well as their aura cannot be affected or perceived in any fashion. For all intents and purposes, they are blank, which
can be considered a double-edge in it of itself. However because her Patron has such a tight grip upon her, she can
never again transubstantiate her physical flesh. Possession and Subsume the Spirit are disallowed, as well as
Psychic Projection. Anything that would cause her to leave this physical plane, other than to traveling to Hell, is
also disallowed, such as stepping sideways, Ex Nihilo or Umbra Walk. This also includes offensive powers used
against the Infernalist, such as Soul Steal.

Rank Six
Atrophic Touch
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 61)
MET Alterations: The Infernalist need only burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait and
touch her victim, requiring a Physical Challenge. Her touch causes the limb to disappear in a puff of smoke.
Mortals lose the limb forever. Vampires and other supernatural beings may regenerate the limb after one week,
requiring them to burn one Willpower Trait per limb. Only arms and legs may be made to disappear. 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. She is at all times wracked with spasms of pain, which can be noticed by a
careful observer. Each time she pulls forth a limb to Hell, she suffers one unsoakable level of Aggravated damage
as she opens the fires within herself.

Devil's Flesh
This Investment is above and beyond even more potent than any other armoring available, even Demonic Armor.
An Infernalist with this Investment gains an additional number of Health levels equal to her natural maximum
Physical Traits. As with the other forms of armoring however, the Infernalist takes on an appearance similar to that
of a Demon. Her skin ripples with intangible flames, causing her to take on a slight hue of a roaring fire, and she
seems to radiate heat as though she were a furnace, easily felt by those within a few feet from her. The Infernalist
loses Body Armor/Demonic Armor should she "upgrade" to Devil's Flesh, but receives a reduction in the experience
cost in Devil's Flesh equal to the total cost of Body Armor/Demonic Armor.

Fueling the Fires


By drawing in fury and wrath, the Infernalist with this fearsome Investment takes in the power to burn her inner
anger to degrees of which she had never imagined. This Investment has virtually no use to those not possessing
Rage Traits. To enact this Investment the Infernalist must expend a Rage Trait and upon that expenditure, their fury
beings to compile. Each round in which the Changing Breed maintains this power, she gains Rage Traits equal to
her current temporary Rage. However while she maintains this power, 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. 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, seeking rest from her fury. In addition
those that possess this Investment also cannot hide their now furiously burning soul, whether their eyes pick up a
glint of wrath or their teeth take on a slight razor’s edge. Mortals and other prey can feel the eyes of a predator upon
them, constantly and obviously trying to avoid or appease their watcher whether they know it or not.

No Rest for the Wicked

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Do not be fooled by its name, this Investment makes the Infernalist capable of going forever without rest. She who
possesses this Investment does not lose Attribute Traits risked in challenges. It does not prevent the Infernalist from
burning Traits however, such as through Awe. This immunity is to Mental, Social and Physical Attribute Trait loss,
and only to Traits risked rather than Traits expended. However she seeks little rest, if any at all due to her now
incessant nature. She may now burn only one Willpower overall per night for an Attribute Trait category refresh,
and therefore may refresh only one such category per night; Mental, Social or Physical. In addition, she suffers
from horrible insomnia, being one Trait down in all three categories and visibly appearing at all times, obviously
exhausted from restless slumber.

Teleportation
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 61)
ME Alterations: Simply by willing herself to be somewhere else, the Infernalist with this Investment may teleport to
somewhere else but no further than 500 feet. Each time she wishes to teleport, she need only burn a
Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait and one Willpower Trait, instantly disappearing in a flash
of eldritch flame. However, in possessing this Investment, the Infernalist must give up her shadow, for it is her
shadow which stands in her place in Hell, directing her teleportation across this world.

Rank Seven
Infernal Passage
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 61)
MET Alterations: By claiming this right, the Infernalist earns the ability to travel through but not to Hell. Should
she ever arrive there so long of course as she does nothing to disrupt the workings of Hell. Should she ever reach
her final, true death all bets are off. Infernalists claiming this power are merely one step away from being a Demon
themselves. Because of this, they learn to fear the power of Heaven and of divine symbols. They cannot handle
items of any religious nature, blessed or not. All true religious symbols keep her at bay, requiring the expenditure of
a Willpower Trait for the Infernalist to remain in their presence. Should she ever even touch a religious symbol, it
burns her with the power of the divine, dealing one unsoakable level of Aggravated damage each time she touches it.

Journey to the Spirit Realm


(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 61)
MET Alterations: When the Infernalist buys this power, she may choose one of two realms, either the Umbra or the
Shadowlands. If she chooses the Umbra, she need only look into a mirror and burn a
Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait to instantly enter its bounds. If she chooses the
Shadowlands, she must look into the eyes of a corpse and burn a
Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait to instantly enter its bounds. She travels through the
realm as though a normal denizen of the realm and suffers the same limitations as well. She may only reenter the
physical realm through either a mirror, if she is in the Umbra or the eyes of a corpse, if she is in the Shadowlands.
For each hour she spends in the realm, she must burn a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait.
Unfortunately this power offers her absolutely no protection from any of the hazards or denizens of either realm,
quite the opposite as it somewhat makes her a beacon of notice there. Such denizens are rarely happy to be met by
the Infernalist, who is quite the outsider in this realm.

Summon Hellions
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 61)
MET Alterations: Similar to Guardian, only much more potent, the Infernalist may call forth three lesser Demons to
aid her requiring a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait, which brings forth the Demons at the
end of the round. These Demons are much more powerful than that of the one called by Guardian. They are instead
Shades (MET: Sabbat Guide, page 108) capable of defending the Infernalist in her time of need. Should any of the
Demons be slain, that Demon may not be called again for one week, while it reforms in Hell, although the others
may. 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. 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. In addition, these Demons always require some sort of
sacrifice or payment for their services. The payment varies depending on their service, which does not have to be
paid at the moment of their Summoning but it must be paid. This payment must be at least worthy of a Rank four

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Investment. An Infernalist may not possess more than one Investment capable of calling forth Demons.

Regeneration
(For the original printing of this power, see Infernalism: The Path of Screams, page 74)
MET Alterations: Hell everlasting flows within the blood of the Infernalist who takes on this Investment. Each
round, the Infernalist heals a level of damage regardless of its damage type. She cannot will this power not to take
effect. Of course should the Infernalist perish, this Regeneration will not avail her, although it can bring her out of
unconsciousness as well as torpor. This Regeneration takes over the Infernalist's ability to heal whether she wants it
to or not. Once this Investment has been taken, the Infernalist can never recover wounds through any other means
other than Regeneration. In addition, the Infernalist's flesh cares little how it mends itself, only that it does. Each
wound healed by this Investment causes the Infernalist to lose one Appearance related Social Trait and gain one
Scarred negative Social Trait, to a maximum of five negative Scarred. These Traits heal over the course of a night’s
rest.

Rank Eight
Army of the Damned
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 61)
MET Alterations: Similar to Summon Hellions, although much more potent, the Infernalist may call forth nine
lesser Demons to aid her, requiring a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait, which brings forth
the Demons at the end of the round. These Demons are much more powerful than even those called by Summon
Hellions. They are instead Servitors (MET: Sabbat Guide, page 108) capable of defending the Infernalist in her time
of need. Should any of the Demons be slain, that Demon may not be called again for one week, while it reforms in
Hell, although the others may. 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. Those
around her can feel she is bound to something unnatural and it is extremely unnerving. She suffers a two Trait
penalty in Social Challenges against all creatures she deals with due to this sensation. In addition, these Demons
always require some sort of sacrifice or payment for their services. The payment varies depending on their service,
which does not have to be paid at the moment of their Summoning but it must be paid. This payment must at least
be worthy of a Rank five Investment. An Infernalist may not possess more than one Investment capable of calling
forth Demons.

Wings of Hades
With this Investment, the Infernalist is capable of tearing apart her flesh and awakening the Beast within her,
releasing it to war. By burning a Blood/Chi/Glamour/Quintessence/Rage/Willpower Trait and a Willpower Trait,
the Infernalist must spend a round clawing apart her flesh, dealing three unsoakable Lethal damage, thereby
releasing her inner Beast and allowing it to take on a physical form. This form appears as though a gigantic
manifestation of a Demon twisted by the Infernalist’s dark soul (think Balrog). The Infernalist now stands just over
twelve feet in height and weighs nearly a ton. She also sprouts wings, which are quite capable of flight, treat this as
though the Flight ability used by Gargoyles although she gains none of their special power or attacks. She gains
nine additional Physical Traits, three in each sub-category. All attacks dealt by her claws, fangs or tail deal
Aggravated damage, and all attacks retested with Brawl deal two additional Aggravated due to her demonic
strength. Her skin now seems to roil with hellfire, causing anyone who touches her to automatically take one level
of Aggravated damage, or causing weapons that strike her to lose one bonus Trait (weapons reaching zero bonus
Traits are destroyed). The Infernalist's attacks are not augmented by the damage caused by touching her skin, and
this damage only applies when she is struck. Her increase in size gives her greater reach her opponents, allowing
her to attack them without worry of reprisal, typically reaching them from three steps further away in hand-to-hand
combat than otherwise possible. She also sprouts a tail, which she may attack with as an additional "off-hand"
action at no penalty, dealing one level of Aggravated damage (plus two additional Aggravated from her strength
listed above). Unfortunately in this form she has willingly succumb to her rage and therefore is in uncontrolled
Frenzy, 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. Infernalists who take this Investment willingly allow their Beasts to
always be in control, causing them to lose ties in all Self-Control and Courage checks as well as anything similar to
such challenges, always appearing to be on the edge of Frenzy.

Rank Nine

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Infernal Ranking
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 62)
MET Alterations: By gaining this power “…the Infernalist gains a minor status amongst those in Hell, actually
being superior to minor Demons.” (Brown, 62) Unlike many other Infernal Investments, this one causes her much
less stress amongst Mortals. Beings of True Faith or Agents of Heaven automatically sense the Infernalist as an
Agent of Hell and always react accordingly. 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. Although she never may earn the powers of a Demon, she
can command Demons below her, even collect souls in the name of Hell, earning further Investments from Hell
itself rather than a Patron. While she can rise in power as a Demon, she may also fall in power. Earning Rank in
Hell constitutes doing any number of evil acts, from selling souls to sacrificing holy artifacts, to corrupting blessed
sites to spreading evil amongst the world. 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. Be aware the full effect of this Investment takes
many years to come to fruition. Do not expect to receive this power and be an Archduke in the morning. The
Infernalist is now truly a plaything of Hell. Of course all of this is for naught once she succumbs to final death, after
which the Patron(s) that contracted her claim her eternal soul.

A PC Infernalist’s rising and falling of power within Hell is governed by her Storyteller(s), in association with
the approval of the appropriate Coordinator.

Conjuring of the Beast


Similar to Army of the Damned, although much more potent, the Infernalist may call forth one Demon to aid her,
requiring a Blood/Chi/Glamour/Gnosis/Quintessence/Willpower Trait, which brings forth the Demon at the end of
the round. This Demon is much more powerful than even those called by Summon Hellions. It is instead a Pit Lord
(MET: Sabbat Guide Page 108) capable of defending the Infernalist in her time of need. Should it be slain, that
Demon may not be called again for one week, while it reforms in Hell. 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. Those around her can feel she is bound to something unnatural and it is extremely
unnerving. She suffers a three Trait penalty in Social Challenges against all creatures she deals with due to this
sensation. In addition, this Demon always requires some sort of sacrifice or payment for their services. The
payment varies depending on its service, which does not have to be paid at the moment of its Summoning but it
must be paid. This payment must at least be worthy of a Rank six Investment. An Infernalist may not possess more
than one Investment capable of calling forth Demons.

Paradoxical Contradiction
Relatively useless to any Infernalist other than those possessing the might of True Magic, this Investment gives the
Infernalist the ability to stave off the effects of Paradox. As effective as this sounds, the Paradox doesn’t simply just
go away, it’s locked away in her soul by the power of this Investment awaiting its moment to escape. 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, retested only by a Quintessence Trait expenditure. Should she succeed, the
Paradox is contained but is compounded, adding another Paradox Trait to the total. Should she fail, 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. Should she, at any time, will the Paradox to leave her, it all escapes her at
once draining away an equal amount of Quintessence Traits as Paradox Traits lost. Should she possess less
Quintessence Traits than Paradox Traits, she suffers Aggravated damage equal to the difference as well as the
standard effects of the remaining Paradox. While the Infernalist carries this Paradox around in her soul, those
around her Mortal or not can sense its presence. 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, possibly bearing
more Paradox upon her as she bears her already heavy load.

Rank Ten
Rejuvenation
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 62)
MET Alterations: An Investment rarely taken by Infernalists, but one that has been called upon in the past, this
Investment returns the Infernalist back to the mortal fold, regardless of what she once was. She is permanently and
irrevocably Mortal until her death. Any successful attempt to turn her back into what she once was results in her
immediate and irrevocable death. Unfortunately since she is now a Mortal, she loses all her powers unless she has

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Investments in place that allow her to keep her powers in some manner. Should this be the case, the Infernalist may
make use of her powers under the restrictions of her other Investment(s).

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

Each time Rebirth is purchased and/or used by a PC requires Council Notification.

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Demons
Introduction

This packet is to be used as a resource to Storytellers as a guideline for using and not abusing Demons in OWbN.
This section is mostly not for Player use, as it involves Demons, which are always NPCs.

This section is to be used to assist Storytellers in constructing and running Demons within their Chronicles.
Demons, just as Infernalists, are bad things, I cannot stress this enough. 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.

Demon should be treated at least the very least the same if not exponentially worse than any Infernalist, where
Demon Hunters are concerned. 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. Demons eventually attract attention,
even the most clever, subtle and cautious of Demons is simply fated to be sent back to Hell at the hand of a Hunter,
that's just the way it is. This of course means that more than likely their servants will go down with them.

Summoning or Binding a Demon makes the Summoner(s) Infernal as does making a Pact with a Demon, that's just
how it works. Taint from Summoning or Binding a Demon is almost always permanent, as Hell places its mark of
eldritch flame upon the souls of those who should open its doors. Sometimes, if the Summoner(s)
unwillingly/unwittingly brought forth the taint might be temporary. Accidental Summoning of any sort are almost
always far worse for the Summoner(s) than purposeful Summons.

Note there is a substantial difference between Binding a Demon for purposes of making a Pact and binding a Demon
for purposes of imprisoning, destroying, incapacitating or otherwise banishing it in some way, shape or form.
Binding a Demon in an attempt to make a deal with it in any way constitutes Infernalism, period. Binding a Demon
in an attempt to destroy, banish or imprison the Demon without making any attempt to make a deal with it does not
constitute Infernalism. Summoning however always constitutes Infernalism.

Storytellers should be aware that the Demons which are being discussed in this section have no relationship with
Demons of Demon the Fallen, although some may represent fallen angels of various religious dogmas, there is no
published MET system for Demon the Fallen and therefore it is not available for use in association with this Packet.

It should also be noted that Demons, although they are classified as Spirits, are not Wyrm creatures, Banes or any
other Spirit linked with another creature type by any means. They have no association with any force of evil other
than Hell itself. In addition, Hell is not a realm of the Umbra. According to White Wolf, Hell, which is actually one
of the several Abyss(es) in the World of Darkness, is a splinter realm off of the Shadowlands and is very closely
associated, although still distantly, with the Yomi Realm of the Yama Kings. While Hell, and therefore Heaven by
association, have fringe connections with the Shadowlands and the Yomi… they have very minimal connection to
the Umbra itself, verging on being almost completely separate from the Umbra. Such separation makes any attempt
to traverse to the planes of Hell nigh impossible, almost certainly likely to claim the life of any who make the
attempt. Even then, 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.

Classes of Demons

Typically Demons come in many shapes and sizes. Demons appear in this world based upon their power and
Ranking within Hell. More importantly, the power of these Demons is what determines their Rank and therefore
what they can offer their servants. Demons, other than Archdukes, who are the Generals of Lucifer himself, come in
five Ranks or Classes.

Rank/Class one Demons are your basic Demon, usually nothing more than an Imp or Fiend (as listed in MET:
Sabbat Guide, page 108). They are very simple Demons, very easy to serve or command and thus have very little to

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offer their servants or masters. These Demons may not offer Infernal Shielding and may only offer up to Rank two
Investments.

Rank/Class two Demons are slightly more powerful Demons, such as Shades or Servitors (as listed in MET: Sabbat
Guide, page 108). These beasts are more powerful and can grant substantially more upon their servants compared to
lesser Demons. They, like lesser Demons, are somewhat easy to please and/or command. These Demons may offer
Infernal Cloak and may only offer up to Rank four Investments.

Rank/Class three Demons are the first step towards the more potent Demons. They are beings such as Pit Lords or
Minor Demon Nobles (as listed in MET: Sabbat Guide, page 108). Such Demons are very dangerous and powerful
beings of Demonic force, they are not easily sated and are very difficult to command. Because of this they have
much to offer their servants or masters. These Demons may offer Infernal Cloak or Masque and may offer up to
Rank six Investments.

Rank/Class four Demons are some of the most dangerous Demons any Infernalist could hope to come across or pray
to never find, such as Lesser Demon Nobles or Greater Demon Nobles (as listed in MET: Sabbat Guide, page 108).
These beasts are terribly powerful and only Infernalists of great skill will survive serving or mastering them. They
command much of their servants as well as their masters; however their Demonic powers give much in return.
These Demons may offer Infernal Cloak, Masque and Veil and may offer up to Rank eight Investments.

Rank/Class five Demons are the most overwhelming Demons in which an Infernalist could ever come across other
than an Archduke or Lucifer himself, these beings are the Demonic Overlords (as listed in MET: Sabbat Guide, page
108). Attempts to command such beings almost always end in death, even those wishing to serve such beings had
best be skillful beyond all others should they wish to live. Their gifts upon their servants rival gifts from the Dark
Prince, power so great in fact an Infernalist will likely never see its rival. These Demons may grant forth any sort of
Infernal Power.

Archdukes and Lucifer himself are not Demons that Infernalists should Summon, let alone even attempt to Summon.
These beings are the pinnacle of Demonic power, if they need a servant they take one, they do not seek to be
Summoned or Bound. Attempts to Summon or Bind such beings will always result in almost an immediate and
painful death.

Types of Demons

Demons are broken up into types based upon their desires or goals within the worlds around them. There are seven
types in which Demons can fall into: Envy, Gluttony, Greed, Lust, Pride, Sloth and Wrath. Demons of each type
value different things and have drastically different goals in their spider web of schemes.

Demons of Envy value what everyone else has. Typically they are more interested in taking whatever everyone else
values. Offering them things in which no one possesses or things no one cares about is fruitless and often punished.
To them, others' possessions are more valuable in some cases than Souls. Such things do not have to be objects, for
many times emotions, Traits, skills or memories are things some value more than gold. A classical example of a
Demon of Envy is Leviathan, Archduke of Hell.

Demons of Gluttony desire everything, all at once and in excess of what might be required. These beasts often times
look at nothing greater than anything else, to them all is the same and they shall have it all. Overindulgence runs the
mindset of these Demons, as they care little for anything other than sating whatever their desire may be for. Rarely,
if ever, are such beasts content with what they have, always scouring for more, even when they have no need of
more. A classical example of a Demon of Gluttony is Beelzebub, Archduke of Hell.

Demons of Greed are very similar to those of Envy and Gluttony, they wish for whatever everyone has and they
want it all. Sometimes such Demons are mistaken as one of the other two types; however it is the continued desire
for but one thing that defines Greed. Wealth is the end all, be all. These beasts desire material possessions in the
form of wealth be they art, gold or gems such Demons care not what their wealth entails, only that they have it. A
classical example of a Demon of Greed is Mammon, Archduke of Hell.

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Demons of Lust require the continued ecstasy of sexual pleasure. Their driving focus is to continue their cycle of
pleasure for all of time, they revel in it and in turn so must everyone and anyone around them. Those of lust care
little for the emotions surrounding those they ensnare, only the bliss of their sexual advances matter to these
Demons. Because of this, such Demons often wallow in their dehumanizing of others in order to draw them into
their eternal embrace. A classical example of a Demon of Lust is Asmodeus, Archduke of Hell.

Demons of Pride are often considered the most dangerous and greatest of all Demons, for they desire nothing more
than power. They are by far the most focused and therefore possess the shortest patience but the grandest schemes.
Station, power, importance, control are all things that matter to these beasts. Anything that will further their drive to
the top is not beneath their notice. These Demons are often the most narcissistic of any other, valuing everything
about themselves above the qualities of others. A classical example of a Demon of Pride is Lucifer, the Fallen
Angel.

Demons of Sloth are often regarded as the least dangerous Demons when it all comes down to it. These beasts
encompass the ideas of apathy, despair and neglect. These beasts may appear lazy and often are as their schemes
take years to manifest, if they ever manifest at all. They take enjoyment in seeing others despair, suffer and fall
apart of their own accord. These Demons rarely desire anything, but when they do, it surely is important to their
survival. A classical example of a Demon of Sloth is Belphegor, Archduke of Hell

Demons of Wrath are quite possibly the most dangerous of Demons, next to those of Pride. These beasts are only
concerned with their desire to dole out their endless vengeance upon anything in their path. These beasts have few
allies and even fewer friends, most of those they enlist they control out of fear or pain. These Demons would
brutally rip apart their friends as quickly as anything else. Although possibly the most dangerous, often such
Demons have little direction or goals making them more of a loose cannon. A classical example of a Demon of
Wrath is Satan, Lord of Hell.

All Demons always fall into one category, which governs their overall schemes in this world and the next.
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.

Demonic Manifestation

Demons aren’t all fire and brimstone, some take on forms completely unlike what their servants claim to have
expected. Although a Demon typically takes a fancy to a particular shape or at least some attachment to a specific
identity, many are capable of appearing however they like given the circumstance.

Typically a Demon will take on an appearance most suitable to its location, its enemies or its servants. Often times a
Demon prefers to blend in to its surroundings as to not draw attention to itself. It may make use of its shape in order
to terrify or incite its enemies into action, be such action flight or fight. The most important choice a Demon makes
usually involves its decision as to how it will appear to its servants or future servants.

When a Demon is Summoned or Bound, its appearance to its Summoner or Binder is much less important than when
a Demon seeks to draw a minion into its clutches. 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. Due to
this, it is rarely advantageous to a Demon to modify its shape from what its classical description has been recorded
as. Of course Demons do take particular delight in toying or at the very least irritating those who’ve Bound them,
often appearing as loved ones or other such people of importance to the Binder just to further show their disdain for
their Binding.

However when a Demon takes the time to search out its servants, the first several meetings are integral to a Demon’s
attempt at coercing a new minion. 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. Most
other things require much more care and attention to detail. When dealing with Kindred for example, Demons often
time appear as Elder Kindred in order to establish their superiority and authority. Depending on the Kindred’s Path

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or Sect, Demons also may appear before Kindred as a figure of monumental importance to said Path or Sect. Should
a Demon ever wish to coerce a Garou, they usually take the form of a powerful spirit of some sort, offering the
Garou direction and Gifts in order to combat her enemies. Other times a Demon may attempt to reveal itself as a
Totemic spirit to the Garou, seeking to become a Patron to an entire Hive or Caern instead of just one wayward
Werewolf. Whatever the case, 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.

Demonic Summoning

Summoning a Demon isn't all blood, pentagrams and sacrifices. Sometimes other things, such as ash, flame,
darkness, etc. are needed in order to call forth the Demon in question. Most often the components required to call
forth a Demon somehow relate to the Demon's type, as listed above. Failure to complete the Summoning or provide
the proper components for the Summoning may prevent it from functioning, call forth the wrong Demon or enrage
the correct Demon once it's been called forth. Calling forth the wrong Demon or enraging the right Demon almost
always result in death or some sort of punishment for the Infernalist, as Demons do not take failure or incompetence
lightly.

More often than not, until an Infernalist becomes a Dark Thaumaturgist (should she be Kindred), if she does at all,
she must do things the old fashioned way. Typically this requires the Infernalist to find materials that detail a
method in which to call forth a Demon. Usually such notes will only allow the Infernalist to call forth minor
Demons, nothing more. However if the Infernalist delves deeply enough, she may come across ways of Summoning
forth much more powerful Demons.

Demons brought forth to this plane are nothing more than manifestations of their eternal soul within Hell. They
cannot be truly killed, period. 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. Usually weaker Demons are banished for much
longer than Demons of great power, unless of course the Demon was banished by a source of divine power, which
complicates their banishment, often lengthening it exponentially.

Simple Summoning require a sacrifice, usually the sacrament of blood and a simple Summoning circle. Of course
this entails simple chanting and simple inscriptions upon the circle. Simple Summoning very rarely have anything
to further complicate the ritual. Although these Summoning still require a small amount of knowledge of
Demonology, Languages and Occult to enact, no less than Demonology x2, Enigmas x3, Linguistics x3 and Occult
x3. These Summons call forth Demons of Class one.

More complex Summoning often require several sacrifices, sacraments of various types and several Summoning
circles of simple complexity or one very complex circle. They always require complex chanting and complex
inscriptions upon the circle(s). Sacraments for more complex circles may include; unholy artifacts, additional
sacrifices, objects of inherent evil, desecration, etc. Many times these Summoning often require specific times such
as an eclipse, midnight, All Hallows Eve, etc. Some even have limitations on these times, which require them to be
completed in several nights or in several hours. These Summonings require a more substantial amount of skill with
Demonology, Languages and Occult to correctly complete, no less than Demonolgy x3, Enigmas x4, Linguistics x4
and Occult x4. These Summons bring forth Demons of Class two and three.

The most complex of Summonings require multiple sacrifices, sacraments of countless types and multiple
Summoning circles of extreme complexity. These Summons always require ridiculously intricate chanting as well
as extremely precise inscriptions upon and around the circles. Sacrifices for these Summons usually are rather
specific and in great number, such as the virgin Arabic women, mother(s) of a stillborn, father(s) of a murderer,
betrayer(s) of her own blood, etc. Sacraments for these circles are at least as complex as those for previous circles,
if not more so, some things might include; supernatural artifacts or beings, objects of divine nature, Summoning
lesser Demons, etc. These Summoning always have a specific time and usually a place to accompany the time,
often they are places of evil or good, in the case of the latter, desecration is involved. 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 Summoning require a deep understanding of Demonology, Languages and Occult to properly conduct, no less
than Demonology x4, Enigmas x5, Linguistics x5 and Occult x5. These Summons call forth Demons of Class four

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and five.

Of course before any sort of Summoning can occur, the hopeful Infernalist had best have obtained the materials and
knowledge required to even know of the particular Summoning. 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. Such
knowledge requires time, patience and more than anything else, role-play. 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.

Once a Demon is called forth, its presence on this world is permanent unless the Summoning itself was designed as
a temporary gate to Hell. Otherwise, the location in which the Summoning occurs becomes like a door, one that
only the Demon may open and close, taking her to and from the fires of Hell. Even if the site is destroyed and the
Demon banished, the door remains. Only the consecration of the site by those of faith, 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. These Hell Gates are typically only able to be used by the Demon originally brought forth
from them, however Demons of substantial power, 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.

Demonic Powers

Demons possess a wide array of powers that give them a nearly infinite arsenal from which to draw upon. Generally
speaking, Demons normally possess powers in relation to their Type. Demons possess powers that cannot be
depicted on a character sheet as Dots, however they also possess the equivalent of Disciplines, Gifts, Spheres, etc. as
well.

For example, a Demon of Gluttony might be able to consume anything with but a single bite. A Demon of Lust
might be able to generate infatuation, similar to a Blood Bond, after having sex with another. A Demon of Wrath
might grow in strength, power and enormity as a fight with it lengthens. A Demon of Pride might constantly
generate an effect similar to Father Knows Best. Further examples of possible Demonic powers can be found in
numerous White Wolf publications, including: Devil's Due and Infernalism: The Path to Screams.

Demonic powers, such as those above, require no activation cost, regardless of what the power may be. Demons
may also bring into being any number of their powers as often as they like, suffering no limitation as to the number
of powers they may manifest at once. Storytellers are encouraged to be creative with the creation of Demonic
powers, making them as powerful or as weak as the Demon that possesses them. Remember Demons are beings of
unbelievable power, they are not something that should be taken lightly or something that is even capable of being
taken lightly. Demons of lesser power occasionally, albeit extremely rarely, possess powers greater than Demons of
greater power.

Standard powers such as; Disciplines, Rituals, Gifts, Spheres, etc. require no Genre-specific expenditure such as
Blood, Gnosis, Quintessence, etc. but do require any other cross-genre expenditures such as Willpower, Attribute
Traits, etc. Such powers also have no limitation as to the number of which may be activated at once for Demons.
The Table found in the MET: Sabbat Guide, page 108 gives a basic table in which to base Demons upon. The
numbers indicated for each Demonic type is merely a template, more or less what the minimum numbers for what a
Demon of that Class should have. Very rarely however, does a Demon of lesser power have a greater amount of
anything than a Demon of greater power. It should be noted that the Table in the MET: Sabbat Guide lists the total
number of Powers the Demon possess, not the total number of Dots.

Demons have access to any powers in which a Chronicle allows. There should be no restriction on Rarity on what
powers a Demon has access to, however powers that inherently cannot be simultaneously possessed, such as; Obeah
and Valeren, or Celerity and Temporis, cannot be simultaneously possessed for Demons either. As far as Blood
Magic is concerned, Demons generally possess only Dark Thaumaturgy and Hermetic Thaumaturgy. Normally it is
suggested to limit a Demon to powers based upon the largest percentage of Genre Types in a Chronicle, such as
Disciplines for a Vampire LARP, Gifts for a Werewolf LARP, etc.

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It should be noted that although Demons are capable of manifesting effects that take on the appearance and effects
of Disciplines, Rituals, Gifts, Spheres, etc. such effects are simply equivalent Demonic Powers represented on the
Demon's Character Sheet to allow for an easy translation into a Chronicle, they are not actually those powers, just
representations of them.

With great power comes great weakness. Demons always have something that represents their bane in this world.
Holy power is a universal bane to Demons, which is not what a weakness if referring to. Some Demons fear certain
things, places, people, etc. more so than perhaps necessary. For whatever reason(s), Demons always have an
Achilles’ heel to something. A Demon of Shadow will more than likely have a terrible aversion to light. A Demon
of Fire may be severely harmed by even a single drop of water. Whatever the weakness is, it is absolute.

Demonic Ascension

Demons, much like everything else, do not always remain as weak or as powerful as they started out. Their
successes or failures may cause them to rise and fall within the ranks of Hell. The one exception to this is of course
the Lord of Hell, Lucifer, which means even Archdukes are capable of falling out of Hell's favor. Infernalists who
take the Investment, Rank in Hell, are subject to this section as well as any other Demon.

While there will not be any concrete conversions of what must/can be done to become more powerful in Hell,
countless things can project a Demon forward in her power within Hell. In addition to Souls, just about any act or
item of evil will increase a Demon's stature among her peers; this includes destroying items, place or beings of good.

Rising in power in Hell takes time, eternities of time. Demons in Hell are countless and each one wishes to rise in
power for one reason or another. Because of this, Ranks are constantly changing, save for those very secure in their
position. No Demon suddenly rises in power without a vast amount of notice from all of Hell itself, which is almost
worse than rising slowly behind the scenes.

Demonic powers and Ranking of any Demons Summoned, the Summoning itself and the creation of a Demon
require Council Notification.

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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.

First and foremost, let me remind Storytellers and Players of one thing. Dark Thaumaturgy 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. Dark Thaumaturgy and those who possess it will routinely be hunted by
just about everything that walks the night. The Sabbat hate it. The Camarilla hates it. The Hunters hate it. The
Garou hate it. And so on and so forth. Expect to be on the receiving end of a lot of grief should you make the
attempt to acquire Dark Thaumaturgy.

I would also like to take this moment in time to remind Storytellers and Players of one thing. Dark Thaumaturgy
requires its possessor to be Infernal. It cannot be possessed without being Infernal, no ifs ands or buts. If you are
not an Infernalist, you cannot have it or any of its Rituals, period. There are no exceptions.

Dark Thaumaturgy is not classified as Blood Magic for purposes of limiting the number of Blood Magic types a
character may possess, it can be learned by anyone crazy enough to take on the risks involved with obtaining its
tainted power.

Dark Thaumaturgy is therefore not included on the list of Blood Magic types in OWbN Character Regulation
Bylaw 8.A, nor is it included in the limitation of a single type of Blood Magic per Player Character under
Character Regulation Bylaw 8.E.

Learning/Teaching Dark Thaumaturgy

First, find a Patron. Summon/Bind it. Pay tribute to it. Make a Pact. Etc. Pay your dues also known as your soul.
Then you are well on your way. Dark Thaumaturgy is not something that is merely happened upon either. It
normally requires an Investment of some sort in order to begin learning its secrets or the tutelage of another
Infernalist. Other Infernalists always and I do mean always, want something you won't want to be paying in return
for any favors they pay you... not to say a Demon wants anything less.

There are no rarities for Dark Thaumaturgy as there are with other Blood Magic, because earning it requires
Investments, Pacts and Gifts that do not work in the same way as Clan restrictions. However, there are no standard
modes in which to research new Paths and Rituals either. 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.

The standard primary Path of Dark Thaumaturgy is Fires of the Inferno if she learns from her Patron.

Dark Thaumaturgy is learned at varying lengths of time. If it is learned from another Infernalist, the Infernalist must
study for a year and a day before she can learn her first dot. In this case, the Infernalist is required to learn the
primary Path of her teacher. If it is learned through an Investment of some sort, it is instead learned at Out of Clan
learn times. It should be noted that an Infernalist willing to teach Dark Thaumaturgy must possess no less than three
Paths at Advanced. Although noted in the Introduction, Dark Thaumaturgy requires its students to be Infernal.
There are no exceptions.

With each level of the Infernalist's Primary Path, she earns one free ritual of the appropriate level. Once the

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Infernalist learns the first Intermediate of her Primary Path, she may learn the First and Second Basics of other
Paths. Once the Infernalist learns the Advanced of her Primary Path, she may then learn any level of her other
Paths.

Each level of Dark Thaumaturgy is always bought at the following costs, IE: two experience for Basics, four
experience for Intermediates and six experience for Advanced. 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.

Rituals are purchased for one experience per level of the Ritual, IE: one experience for Basics, two experience for
Intermediates and three experience for Advanced.

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:

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Spite of the Harridan – Page 96

Dark Thaumaturgical Path Conversions/Additions

Fires of the Inferno


(For the original printing of this power, see MET: Sabbat Guide Revised, page 100)

Price: Hell's Aura


(For this Price’s original printing, see Sins of the Blood, page 96)
MET Alterations: This Price is earned upon learning the first Basic.

Path of Phobos
(For the original printing of this power, see MET: Sabbat Guide Revised, page 102)

Price: Nightmares
(For this Price’s original printing, see Sins of the Blood, page 96)

Taking of the Spirit


(For the original printing of this power, see MET: Sabbat Guide Revised, page 103)

Price: Arrogance
(For this Price’s original printing, see Sins of the Blood, page 96)

Path of Pain
(For the original printing of this power, see Sins of the Blood, page 86)

Price: Pain Addiction


(For this Price’s original printing, see Sins of the Blood, page 86)
MET Alterations: This Price is earned upon learning the first Basic. Anytime the Infernalist takes a single level of
damage other than Aggravated, outside of combat rounds, she must expend a Willpower Trait in order to not partake
in the source twice more. This does apply to the damage inflicted upon her by the Path of Pain. The Infernalist will
not incapacitate or torpor herself with this Price, however.

Basic
Numbing
(For the original printing of this power, see Sins of the Blood, page 86)
MET Alterations: The Infernalist must burn a Blood Trait and for a scene or an hour, she gains the effects of Basic
Fortitude: Endurance. Numbing requires no visible casting.

Anguish
(For the original printing of this power, see Sins of the Blood, page 87)
MET Alterations: The Infernalist must touch her victim, thereby requiring a Physical Challenge, and burn a Blood
Trait. If the Infernalist wins the Challenge, so long as she maintains a hold of the target, which requires no
concentration to maintain, the victim is wracked with such staggering pain she loses on all ties in all Challenges. In
addition, for each round of maintained contact, 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, killed or
torpored by it. Anguish requires no visible casting.

Intermediate
Shattering
(For the original printing of this power, see Sins of the Blood, page 87)
MET Alterations: The Thaumaturge may use this power on a target in line or sight, requiring a Mental versus
Physical Challenge, or touching the target via a Physical Challenge. Invoking Shattering requires the Thaumaturge
burn a Blood Trait. In addition she suffers one level of Lethal damage, which may be tested down with Fortitude, to
channel the effect. If the Challenge is successful, the victim suffers three unsoakable levels of Lethal. Other than a

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single word to invoke its power, Shattering requires no visible casting.

Agony Within
(For the original printing of this power, see Sins of the Blood, page 87)
MET Alterations: The Thaumaturge may use this power on a target in line or sight, requiring a Mental versus
Physical Challenge or touch her target, thus requiring a Physical Challenge. Invoking Agony Within requires the
Thaumaturge to burn a Blood Trait. In addition she suffers one level of Lethal damage, which may be tested down
with Fortitude, to channel the effect. She may also suffer one but up to three health levels of Bashing, which may
be tested down with Fortitude. If the Challenge is successful, the victim suffers three unsoakable levels of Lethal,
and loses three Traits of Blood. For each level of Bashing the caster chose to suffer, the victim takes an additional
level of Lethal damage and loses an additional Trait of Blood. Additional Blood Traits are only lost if the additional
Lethal is successfully dealt. Other than a single word to invoke its power, Agony Within requires no visible casting.

Advanced
Hundred Deaths
(For the original printing of this power, see Sins of the Blood, page 86)
MET Alterations: The Thaumaturge may use this power on a target in line or sight, requiring a Mental versus
Physical Challenge or touch her target, thus requiring a Physical Challenge. Hundred Deaths requires the Infernalist
to burn a Blood Trait. In addition she suffers one level of Aggravated damage, which can be tested down with
Fortitude, to channel the effect. This requires a Courage check, difficulty three or the Infernalist cannot will herself
to activate Hundred Deaths. Should she succeed in the Challenge and the Courage check, she causes three levels of
Aggravated damage to her victim. Due to the horrible pain of Hundred Deaths, for each level of successful
Aggravated damage the victim takes, she is rendered helpless for an equal number of rounds. Mortals may not soak
any damage caused by Hundred Deaths. Other than a single word to invoke its power, Hundred Deaths requires no
visible casting.

Path of Pleasure
(For the original printing of this power, see Sins of the Blood, page 87)

Price: Desires Sated


(For this Price’s Original Printing, see Sins of the Blood, page 88)
MET Alterations: Infernalists who practice the Path of Pleasure suffer a one Trait penalty to Self-Control and
Courage checks.

Side Effect: Addiction


(For this Side Effect’s Original Printing, see Sins of the Blood, page 88)
MET Alterations: Unlike any other Dark Thaumaturgical Path, the Path of Pleasure has its victims coming back
for more. Anyone affected by a power of Path of Pleasure must make a Self-Control check vs. three Traits, each
time they are affected. Should the victim fail, she becomes addicted to the vice she was bound to for one week.

Basic
Ecstasy
(For the original printing of this power, see Sins of the Blood, page 88)
MET Alterations: Once affected, by a touch, possibly requiring a Physical Challenge, and a Blood Trait, an
unwilling target must make a Self-Control check difficulty four, or be locked in the pleasure created by Ecstasy
unable to do anything but enjoy herself, uncaring and unnoticing the world around her, willing targets are
automatically affected while her grasp is maintained. After the initial Self-Control check, each individual action
requires an identical Self-Control check or the victim just sits back and enjoys the ride. Once the Thaumaturge
releases her touch, 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). Ecstasy requires no concentration to maintain. The effects of Ecstasy
break should the victim's life come into peril. Ecstasy requires no visible casting.

Intrusion
(For the original printing of this power, see Sins of the Blood, page 89)
MET Alterations: This power functions identically to that of Ecstasy except it may be used at line of sight. The
Thaumaturge must make a Social Challenge against her target, retested with Vamp, in order to bring about the

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effect. In addition, she may burn up to three Social Traits to cause her victim an equal amount of Bashing damage.
The effect lasts so long as the Thaumaturge is within line of sight of her target, she need not concentrate to maintain
the effect, although a direct threat of the victim's life will negate the effect. Intrusion requires no visible casting.

Intermediate
Daisy Chain
(For the original printing of this power, see Sins of the Blood, page 89)
MET Alterations: This power functions identically to that of Ecstasy. For the duration of the scene, the
Thaumaturge may spread the effects of Daisy Chain to another victim with but a touch, once per round at no
additional cost, possibly requiring a Physical Challenge. In addition, each victim of Daisy Chain also spreads the
effects to those in which they touch, once per round, possibly requiring a Physical Challenge. The Daisy Chain is
spread by even the slightest touch; continued contact is not required to maintain its effects. The Thaumaturge is
immune to her own Daisy Chain. These effects last so long as the Thaumaturge is within line of sight of her targets,
she need not concentrate to maintain the effect, although a direct threat of their lives will negate the effect. Daisy
Chain requires no visible casting.

Deadening
(For the original printing of this power, see Sins of the Blood, page 89)
MET Alterations: The Thaumaturge may use Deadening upon any target within her line of sight. She must burn a
Blood Trait and make a Social Challenge, retested with Vamp. Should she succeed in the Challenge, the target may
not expend temporary Willpower Traits and loses on ties on all Virtue Challenges for the remainder of the night.
Deadening requires no visible casting.

Advanced
The Garden of Earthly Delights
(For the original printing of this power, see Sins of the Blood, page 89)
MET Alterations: To use The Garden of Earthly Delights, requires the victim to be within line of sight and already
be under the effects of a power of Path of Ecstasy, save Deadening. If the victim is affected by any of these powers,
the Thaumaturge must burn a Blood Trait and make a Social Challenge, retested with Vamp. Should she succeed,
the victim effectively falls into torpor/Mortally Wounded, and is unconscious, trapped in the power. Nothing can
bring the victim out of this state. She must wait for the duration to end to rise from her bliss. The Garden of
Earthly Delights lasts for one night per Social Trait expended after the initial Challenge. The Garden of Earthly
Delights requires no visible casting.

Path of the Defiler


(For the original printing of this power, see Sins of the Blood, page 89)

Price: Jealousy
(For this Price’s Original Printing, see Sins of the Blood, page 90)
MET Alterations: As Defilers debase their victims they grow attached to them, as though their victims were their
own property. Any attempt to harm, seduce, help or in general get to comfortable with the current victim of her
powers by another requires a Self-Control check, difficulty four. She may spend a Willpower Trait to override this
urge for each infraction.

Basic
Call the Weakness
(For the original printing of this power, see Sins of the Blood, page 90)
MET Alterations: The Thaumaturge must engage the target in no less than a few minutes of conversation, then burn
a Blood Trait and make a Social Challenge, retested with Empathy. Should she succeed, she may burn one to three
Social Traits and ask an equal number of questions from the following list of her target: Nature, Demeanor,
Willpower Rating (Permanent or Temporary), Derangement(s), Blood Bond(s) (Who they are bound to or Who is
bound to them), Path/Humanity, Path/Humanity Rating, Courage Rating, Conscience/Conviction Rating, Self-
Control/Instinct Rating, Flaw(s), Her Most Valued Possession/Quality or Her Darkest Secret. Each question
receives one answer. For each additional five minutes spent in the same conversation with the victim, the
Thaumaturge may burn one additional Social Trait to ask another question without a Challenge. No Social Traits
are earned against the target from the use of this power. Call the Weakness requires no visible casting.

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Tainted
(For the original printing of this power, see Sins of the Blood, page 90)
MET Alterations: Should the Defiler know her victim’s Most Valued Possession/Quality, she must bring it up in at
least a few minutes of conversation with the victim and once this is done, she must burn a Blood Trait and make a
Social Challenge, retested with Empathy. If she succeeds, the Possession/Quality is lost to the victim’s depression,
only able to be brought about again for a scene by expending a Willpower Trait. Tainted lasts for one night per
Social Trait expended after the initial Challenge. Other than the conversation concerning the Possession/Quality,
Tainted requires no visible casting.

Intermediate
Degradation
(For the original printing of this power, see Sins of the Blood, page 90)
MET Alterations: Should the Defiler know her victim’s Nature or Derangement, she must bring this up in at least a
few minutes of conversation with the victim and once this is done, she must burn a Blood Trait and make a Social
Challenge, retested with Empathy. She must also bring up in the conversation the target Nature or target
Derangement she wishes to infect the victim with. If she succeeds, the victim takes on the target Nature or target
active Derangement, which the victim is required to immediately begin to role-play. Degradation lasts for one night
per Social Trait expended after the initial Challenge. Other than the conversation concerning their Nature or
Derangement(s), Degradation requires no visible casting.

Poisoned Soul
(For the original printing of this power, see Sins of the Blood, page 91)
MET Alterations: Should the Defiler know her victim’s Humanity/Path and its Rating, she must bring this up in at
least a few minutes of conversation with the victim and once this is done, she must burn a Blood Trait and make a
Social Challenge, retested with Empathy. If she succeeds, she may burn one to three Social Traits and for an equal
number of nights, starting with the next, the victim temporarily loses one Humanity/Path Rating per night affected.
All Humanity/Path losses caused directly by Poisoned Soul are temporary, although actions taken while under the
effects of Poisoned Soul potentially lead to permanent Humanity/Path loss. The victim's temporary Humanity/Path
loss fully refreshes the night after Poisoned Soul's effects wear off. Other than the conversation concerning their
Humanity/Path, Poisoned Soul requires no visible casting.

Advanced
Chancrous Blossom
(For the original printing of this power, see Sins of the Blood, page 91)
MET Alterations: The Thaumaturge must catch her victim doing something that would call for a Humanity/Path
check. When the Thaumaturge does, she must burn a Blood Trait and make a Social Challenge, retested with
Empathy. Should she succeed, she may burn one to three Social Traits. The victim takes an equal amount of
unsoakable Aggravated damage and loses an equal amount of appearance related Social Traits. The victim cannot
heal these wounds or Traits for an equal amount of nights. Chancrous Blossom requires no visible casting.

Path of the Unspoken


(For the original printing of this power, see Sins of the Blood, page 91)

Price: Memory Lapse


(For this Price’s Original Printing, see Sins of the Blood, 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. For every level in which the Infernalist possesses
in Path of the Unspoken, all Lore related static difficulties are increased by two. She simply cannot recall the
specifics amongst her vast and virtually infinite memory. She also suffers effects similar to the Flaw Absent-
Minded. Should her permanent or temporary Willpower ever reach zero, she falls into a state of total amnesia until
her Willpower rating is greater than her rating in Path of the Unspoken.

Basic
Whispers of the Unborn
(For the original printing of this power, see Sins of the Blood, page 91)

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MET Alterations: The Thaumaturge must burn a Blood Trait and one Mental Trait. She may then ask a single
question aloud from which the Storyteller gives her an answer. The answer is always short and annoyingly cryptic.
Or she may use these whispers to gain Danger Sense/Immunity to Surprise for the next hour or scene. Or she may
use these whispers to win on ties on any one non-combat & non-discipline Challenge in the next hour or scene.
Other than asking a question aloud, Whispers of the Unborn requires no visible casting.

Scribing the Unknown


(For the original printing of this power, see Sins of the Blood, page 92)
MET Alterations: The Thaumaturge must burn a Blood Trait and Storytellers should make ten Simple Challenges
for her, retested with Academics. The Player should never know, at least at this point, the accuracy of the document.
On a win or a tie, she increases the accuracy of the document by ten percent. Any existing document may be copied
so long as the Thaumaturge knows of it. All such documents require at least a few minutes to as much as several
nights to complete, depending on the length of the document. If the caster is disturbed during her trance, she must
reactivate the power again to complete the document, this includes the when the sun rises, unless of course she can
stay awake during the day... Other than the trance and the subsequent scribing, which are quite obvious, Scribing
the Unknown requires no visible casting.

Intermediate
Shadow Thoughts
(For the original printing of this power, see Sins of the Blood, page 92)
MET Alterations: The Thaumaturge must burn a Blood Trait and make a Mental Challenge, retested with
Academics, against her victim. She must then peer into the victim's shadow and for that moment, she may relive
any scene her victim was present up to one year ago, so long as she knows of it. Shadow Thoughts requires no
visible casting.

Fragments of the Forgotten


(For the original printing of this power, see Sins of the Blood, page 92)
MET Alterations: Fragments of the Forgotten works almost identically to Scribing the Unknown, except the
Thaumaturge may transcribe anything that, at one time, existed. Each Simple Challenge, win or tie, increases the
accuracy by five percent. A Thaumaturge will likely have to try numerous times to collect enough information to
even attempt to piece together the "true" document. All such documents require at least a few minutes to as much as
several nights to complete, depending on the length of the document. If the caster is disturbed during her trance, she
must reactivate the power again to complete the document, this includes the when the sun rises. Or the Thaumaturge
may use Fragments of the Forgotten to predict the future. This power is much like Whispers of the Unborn, but
much more potent, which means much more room for error. The number of Simples won or tied by the
Thaumaturge determines the accuracy and preciseness of the answer, however such answers are cryptic in nature,
never really answering the question exactly as intended. Other than the trance and the subsequent scribing, which
are quite obvious, Fragments of the Forgotten requires no visible casting.

Advanced
Forsaken
(For the original printing of this power, see Sins of the Blood, page 93)
MET Alterations: The Thaumaturge must burn a Blood Trait and also burn a permanent Willpower. She must then
ritualistically disembowel herself, causing a permanent loss of one health level so long as the power of the Forsaken
remains in effect. She may affect a person or a thing; such objects may be no larger than a person. Anything that is
Forsaken is then forgotten by the world. Anytime anyone wants to attempt to remember that which is Forsaken,
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. Such an attempt is only allowed once per night. If she
succeeds, she may remember but only for the night for upon the dawn of a new day, the veil of Forsaken takes hold
once more. So long as the Forsaken thing does nothing to draw attention to itself, it goes unnoticed by the world.
However if the Forsaken does draw attention to itself, 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, for then Forsaken falls again upon them.
Combat is an extenuating circumstance, the Forsaken may not attempt to declare Surprise and use that as an excuse
to instantly be forgotten. Forsaken is not meant to be an assassin's tool. Forsaken remains in effect for as long as
the Thaumaturge desires, until she places it upon a new target or until her demise. Forsaken may only affect one
thing at a time. Forsaken requires ritualistic chanting and motions, normally associated with Thaumaturgy.

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All uses of Forsaken, regardless of their target, require Council Notification. Use of Forsaken may require
Council Vote, due to the target.

Path of Pestilence
(For the original printing of this power, see Sins of the Blood, page 93)

Price: The Rot


(For the original printing of this power, see Sins of the Blood, page 93)
MET Alterations: Upon learning the first basic and advanced levels of the Path of Pestilence, she takes on a Flaw
from the following list, and gains no experience from it. Infectious Bite, Disease Carrier, Monstrous or Flesh of the
Corpse, all of which are readily apparent as being particularly diseased beyond the norm. Note that Nosferatu,
Samedi, 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. Disease Carrier must be taken upon learning the first intermediate of Path of Pestilence.
If the Character already possesses a Flaw on this list, she cannot opt for that same Flaw, except in the case of
Disease Carrier in which case they must choose a different disease. These Flaws cannot be bought off. Any attempt
to permanently or temporarily remove them fails.

Basic
Illness
(For the original printing of this power, see Sins of the Blood, page 93)
MET Alterations: The Thaumaturge must burn a Blood Trait and touch her victim, thus requiring a Physical
Challenge. If successful she may burn one to three Mental Traits, causing her target to lose an equal number of
Physical Traits or appearance-related Social Traits for an hour or scene. Vampires may heal the lost Traits, at a rate
of one Trait per Blood point; Willpower cannot refresh these Traits. The Traits will naturally regenerate after the
hour or scene at a rate of one per hour. Other than a single word to invoke its power, Illness requires no visible
casting.

Infection
(For the original printing of this power, see Sins of the Blood, page 94)
MET Alterations: The Thaumaturge must burn a Blood Trait and touch her victim, thus requiring a Physical
Challenge. If successful, her victim takes a number of levels of Aggravated damage equal to the amount of damage
she currently has. Such damage must be from the same scene in which Infection is activated upon the victim. Other
than a single word to invoke its power, Infection requires no visible casting.

Intermediate
Miasma
(For the original printing of this 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, which immediately spreads fifteen feet around her in all directions. She may burn one to three Mental
Traits, causing anyone other than herself within the cloud to lose that number of Physical Traits per round of
exposure. Any living creature within the cloud take that many levels of Bashing damage per round of exposure, as
well the Physical Trait loss. Attempting to leap out of the cloud to avoid its initial effects requires a static Physical
Challenge against the Thaumaturge's static Mental Traits. Creatures within the cloud, other than the Thaumaturge,
may not resist the effects of Miasma. The lost Traits will naturally regenerate after the hour or scene virtually
immediately. Miasma requires no visible casting, except of course for the expulsion of the gases.

Parasitic Possession
(For the original printing of this power, see Sins of the Blood, page 95)
MET Alterations: The Thaumaturge must burn a Blood Trait and make a Mental Challenge, retested with Medicine,
against her victim. If she succeeds, she may burn one to three Mental Traits based upon the size of her target. One
Trait is required for a small animal, two Traits for a human and three Traits for animals up to the size of a large
horse. There is no limit to the number of beings she may possess at any given time and her control requires no
concentration. So long as her target is infested with some sort of disease, infection or Flaw listed among The Rot as
well as any other "diseased" Flaw, is under the effects or damaged by any power of Path of Pestilence, she may

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affect that target. Once she has affected a target, the victim is under her command for a scene or hour or so long as
she maintains eyesight, whichever comes first. Anytime the Thaumaturge wishes her victim to perform an action,
she must make a static Mental versus Mental Challenge, at no Trait risk, against her target. Her victim may resist
that action by burning a Willpower. This control is limited to normal functions and actions; she cannot force her
victims to use their supernatural powers. Such victims appear to be under the influence of some malevolent force,
seemingly zombies because of their rigid movements. If the Thaumaturge wishes to raise a corpse, it as well must
be infested with some sort of disease or rot in some way. The Thaumaturge need not make a Challenge to raise the
dead and need not make Challenges to control them, although she must burn the appropriate Traits as listed above.
Such raised dead are under the Thaumaturge's control until sunrise. The Infernalist may also use this power to
summon swarms of insects and vermin. She must burn a Blood Trait and make a Mental Challenge, typically at a
difficulty of ten, retested with Medicine and burn one to three Mental Traits. One Trait summons a few dozen
creatures, two Traits summons a few hundred and three Traits summons a few thousand. Other than having to issue
commands aloud, Parasitic Possession requires no visible casting.

Advanced
Vector
(For the original printing of this power, see Sins of the Blood, page 95)
MET Alterations: The Thaumaturge must burn a Blood Trait and touch her victim, thus requiring a Physical
Challenge. The target instantly gains an active disease of the Thaumaturge's choice, which cannot be ignored in any
fashion, including by the burning of Blood. If the target is alive, 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. Supernatural healing
may only overpower Vector if its user possesses a skill of greater than or equal to Vector. If the target is dead, such
as a Vampire, she loses four Blood Traits and loses one Blood Trait per day for as many days as she possesses total
Blood Traits minus four, after which the disease has washed completely out of her system. In addition, 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. ten Traits each scene/hour of exposure, or become infected
by a normal version of the disease. The Thaumaturge is immune to her own Vector. Other than a single word to
invoke its power, Vector requires no visible casting. Storytellers are VERY seriously warned to be cautious with
this power; as such outbreaks are capable of Chronicle Resets.

Dark Thaumaturgical Ritual Conversions

Basic
Aport Object
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 51)
System: The Infernalist must carve an Infernal rune upon the object in question, 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. Should she require
the item, all she need do is scratch the symbol into her palm, taking a mere moment. Nothing can prevent the object
from reaching the Infernalist, be it mundane or magical. Only one object may be enchanted with this Ritual at one
time.

Spectral Mask
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, 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. The first time a victim sees the mask in a night, she must make a Courage check, difficulty three or run in
terror. Mortals, however, receive no test and are affected in a manner similar to Delirium. The caster must concoct
an elixir derived from bits of animals of children's nightmares, such as crows, wolves, bats, toads, etc. which she
must drink at its casting.

Haunting Memories
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 52)
System: Once cast, all that is required is to simply touch the victim, thus requiring a Physical Challenge, which
causes powerful waves of sadness to wash over the victim for a week. These effects are purely role-play and cause
no Trait loss whatsoever. To enact this Ritual, the Infernalist must burn a lock of hair from a widow over a black
candle.

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Sign of the Moon
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 52)
System: Once cast, all physical attacks of tooth and nail made upon the Infernalist by Lupines deal Lethal damage
instead of Aggravated damage for one night. Activating this Ritual requires a single action, in which the Infernalist
must look upon the Moon, speak a word of damnation and stab herself with a shard of silver, dealing one level of
Aggravated damage, which may be tested down.

Spite of the Harridan


(For the original printing of this power, see Sins of the Blood, page 96)

Intermediate
Sign of the Wraith
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 52)
System: Similar to the Sign of the Moon but much more potent, this Sign renders the Infernalist completely immune
to the powers and attacks of Wraiths, although she cannot affect them either. The Ritual lasts for ten minutes or
scene. Activating the sign requires only an action, in which the Infernalist must consume an object beloved by a
Wraith. 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.

Turn to Toad
(For the original printing of this power, 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, harmless toad. Once
cast, the Infernalist need only make a Mental versus Mental Challenge against her victim to enact its effects. This
Ritual's effects are very similar to that of Protean Curse, except the victim is a toad instead of a bat. Mortal victims
remain affected for one week, while any other being only for one night. If the Infernalist chooses to affect herself,
she may revert back to normal at any time in the night. The Infernalist must carry with her a live toad, which she
must crush at the final activation of the Ritual.

Advanced
The Inner Furnace
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 53)
System: After the preparation, she need only make a Mental versus Physical Challenge against a mortal. Once cast,
the Caster initiates a set of extended static Mental versus Physical Challenges, retested with Occult, against a victim
within her line of sight until she loses or the victim dies. For each successful Challenge, the victim takes one level
of unsoakable Aggravated damage. If the victim is killed by this power, she is completely consumed in its flames,
leaving nothing after her death. This Ritual requires the Infernalist to draw in a candle's flame by breath, causing
one level of Aggravated damage, which may be tested down, leaving a slight green glow in the back of her throat.
After which, it may be activated at any time.

Soul Leech
(For the original printing of this power, see Storyteller’s Handbook to the Sabbat, page 53)
System: By calling upon the souls of her victims, the Infernalist may heal her wounds and restore her Blood Traits.
This Ritual does not retain the souls. The power of Soul Leech cast them into Hell. Each soul consumed through
this Ritual heals the Infernalist of one health level, regardless of its type and restores three Blood Traits. The
Infernalist must gather the bodies of her victims, within the same scene or hour of their death, and bow in
recognition of her Patron. She must speak a litany, verses of blasphemy in the name of her Patron while drawing a
pentagram around her victims in iron fillings. Once she is done, she must stand if the center of the array and give
glory to Hell, as she speaks the names of those she condemns to its gates. The souls are ripped from these victims
terrible agony as their screams can be heard trailing behind them on their way to Hell.

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Glossary
Cray – An innate or natural Holy Location often called a Node by True Mages or a Caern by Garou. Usually
Infernalists target Crays because of the power in which their desecration brings their Patron. 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.

Dark Thaumaturgy – Thaumaturgy granted by Demonic or Infernal will. Dark Thaumaturgy cannot be manifested
through any other means than from a being drawing her strength from Hell. Unlike all other powers of Blood
Magic, Dark Thaumaturgy always comes with a Price, for the power of Hell is more often than not double-edged.

Dark Thaumaturgical Path – A Path of Thaumaturgy exclusive to Practitioners of Dark Thaumaturgy.

Dark Thaumaturgical Ritual – A Ritual of Thaumaturgy exclusive to Practitioners of Dark Thaumaturgy.

Demonologist – Although a type of Infernalist by classification only, these scholars are not necessarily Infernal.
Anyone who studies Infernalism or Demonology, even in the pursuit of hunting it, is a Demonologist.

Demon – A being of great evil, a being or Agent of Hell, one that represents everything Christian and Catholic
doctrine has to say concerning Lucifer, Satan, Hell, etc.

Diabolist – Certainly the most insane or the boldest of all Infernalists, Diabolists have thrown off the shackles of
their former masters in pursuit of their own power. These Infernalists seek to Bind, bribe, imprison, manipulate or
otherwise control Demons in order to coerce power from them, rather than simply serving them. Diabolists are
often the most powerful, yet shortest living Infernalists.

Failing – Similar to a Taint in that Investments may come with a Failing instead of a Taint. They too hinder the
Infernalist, but instead of being directly related to the Investment in question, Failings have more to do with the
Infernalist's Patron. A Failing is the manifestation of the weaknesses of an Infernalist's Patron upon the Infernalist.

Gift – Similar to an Investment, a Gift is just that. It is a gift of power laid upon an Infernalist by her Demon or
Patron, which costs her nothing and brings upon her no Taint or Price. However a Gift requires a pre-existing
Investment or Pact to bolster as Gifts, other than Infernal Shielding, are never stand-alone powers.

Infernalist – The overriding category in which those who delve into the study of all things Hellish, Demonic or
Infernal are shuffled into. 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.

Infernal Shield – Although classified as a Gift, Infernal Shielding is only a Gift because it cannot be purchased. It
must be given to an Infernalist by her Demon or Patron. 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. Infernal
Cloak, Masque and Veil are the three types of Infernal Shields.

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, Wyrm taint or overwhelming evil that writes across the soul of all
Infernalists.

Investment – The standard mode of payment in which a Demon or Patron rewards or pays an Infernalist. Usually
these are granted for short-term goals and plans. Investments range in power from very weak to overpowering and
are capable of manifesting powers beyond imagination. 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. 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.

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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. This Soul Pact, although repeatable with multiple
Demons, is often the first Pact an Infernalist every strikes up with a Demon. Pacts, unlike Investments, are long
term goals some of which are so long the Infernalist never completes hers before she dies. Pacts taken after the
initial Soul Pact are simply referred to as Pacts.

Patron/Patronus – Whereas a Demon is simply Summoned and does not necessarily have to become an Infernalist's
master, the Patron is the Infernalist's master. Once an Infernalist has sworn herself in some way to a Demon, usually
through a Soul Pact, that Demon is then classified as that Infernalist's Patron. Diabolists do not take on Patrons as
they see themselves as a Patron in a way.

Taint – The drawback of an Investment, usually they work with or directly against the Investment in order to hinder
the Infernalist in some way. Almost all Investments that cannot be represented on a Character Sheet as a Dot carry
some manner of Taint.

Thrall – This is stereotypical Infernalist. Thralls call forth a Demon intending to sell away their soul in payment for
some sort of Infernal power, thus binding himself or herself to a Patron. 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. They are quite
capable of receiving the same Investments and powers as Diabolists.

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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. Are Sebau a form of Demons?
A: No, not strictly speaking. Technically they are a Demon-like spirit, being neither Umbral Spirits, Wraiths nor
Demons, but instead something unique and different. They are constructed using the Demon template in the MET:
Sabbat Guide Revised for ease of Character Sheet use, but are not Demons. Summoning Sebau is not subject to the
rules in The Infernal Packet for Summoning Demons, nor does trafficking with Sebau make one an Infernalist,
and/or subject to Infernal Taint from such. Although Sebau is the Egyptian word for Demons, blurring these two
types of creatures together is simply an In Character failing to differentiate between true Demons, and the unique
Demon-like spirits with serve the god Sutekh, which are quite different Out of Character.

Q: It is often the opinion that Dur-An-Ki and Koldunism are linked with Infernal Thaumaturgy. Are they
actually Dark Thaumaturgy?
A: No. Although in some White Wolf publications, most notably Clan Novels, it may appear at certain points that
both of these forms of Blood Magic are Dark Thaumaturgical in nature; however they are most certainly not. When
you take into account the difference between fictional literature of a book and mechanics of a game, they often times
do not cross and sometimes even contradict. 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.

Q: What about Tremere who practice Infernalism? Do they count as Infernalists too?
A: Although many Tremere are simply Demonologists, some are in fact Diabolists or Thralls. Such Tremere are
treated as any other Infernalist, except for the fact that they receive some protection by their Clan as the Tremere
are, per their own Oath as well as Justicarial Edict, allowed to "research" Demonology. 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, where noted, instead of the Sabbat Coordinator. To
simply answer the question, yes they are Infernalists too.

Q: Hold the phone. So what about other things that are Infernal according to White Wolf? Like Black Spiral
Dancers?
A: While things like Black Spiral Dancers are, according to storyline, often considered to be Infernal. This is an
example, like so many White Wolf has created, of a difference between storyline and mechanics. Mechanically,
Black Spiral Dancers are not Infernal. Other examples of this include Kolduns, Dur-An-Ki practitioners, Sebau,
Kindred of the East and even Salubri. While all of these beings are thought to be Infernal and even in some story
material written by White Wolf appear to be Infernal, when it comes down the mechanics of the game system… they
are not normally Infernal in any way.

Q: So do Souls come in percentages? Can a Demon only have say, half of my soul?
A: No. If you turn over your Soul, if you sign on into Infernalism, if you make a Pact with a Demon, etc… you’re
Soul is now in the hands of a Demon. Souls are pretty much all or nothing, they either have it or they don’t. There
is no way that any sort of Demonic or Infernal being can take a percentage. This means that if you’ve made Pacts or
deals with multiple Demons; your soul is going to be claimed by multiple Demons perhaps even before you’re dead.

Q: Can Infernalists make Soul Pacts with their victims or prospects like Demons?
A: No. Infernalists are middlemen, with the exception of an Infernalist with the Rank in Hell Investment.
Infernalists may trick their targets into giving up their Soul to their Patron or drag their victim before their Patron for
sacrifice, but in the end they themselves cannot steal their victim’s Soul. Infernalists with the Rank in Hell
Investment are treated as though a Demon, although they do not get the powers and literal immortality of a Demon,
they may certainly form Pacts with their victims or minions.

Q: What exactly does True Faith do to Infernalists and/or Demons?


A: That is up to the Chronicle and its Storytellers. In general True Faith has an upper hand on Infernalism. True
Faith can force Demons to flee, keep them at bay, harm them or outright banish them back to Hell. Against
Infernalists however, it can do all these things as well except for banishment. Infernalists are not typically creatures

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from any Plane other than this one, the Physical, therefore you can’t banish them back to their bound Plane, because
their bound Plane is the one they’re already in.

Q: Are there actually any standards for Demons? Immunities? Resistances? Etc?
A: Well, that’s really up to the Chronicle and its Storytellers, in association with the appropriate Coordinator. Often
they are immune to Social and Mental Challenges of the emotion/mind-controlling sort. Many have numerous
additional health levels. Some have overwhelmingly fast regeneration. There really are no “standard” powers for
any one Demon because Demonic Powers are as numerous as the stars; it’s up to those controlling the Demon to
draw up that particular Demon and all of its capabilities.

Q: If I still have “points” remaining from a Soul Pact, but not enough for an Investment I want, can I cut the
experience cost of the Investment by the remaining “points” of the Soul Pact?
A: Yes. If you take a Soul Pact of Rank six and choose an Investment of Rank four as well as one of Rank three,
that will cost you two XP as you have one Rank sitting over that must be paid for. Storytellers however should
monitor how often this occurs with an Infernalist because Demons don’t like giving out more power than they
intend. Doing so consistently will likely anger the Patron in question, resulting in bad things for the Infernalist.

Q: So Infernalism lets me get anything right? Like anything, anything? Even if it’s R&U?
A: Yes… and No. Through Infernal Investments and Pacts you can get anything or at least close enough to
anything. However if you are interested in acquiring something that requires say… a Council Vote… Coordinator
Approval, etc. then you still have to go through the proper bureaucracy in order to acquire said something.
Infernalism does not give someone the ability to circumvent out of character R&U rules and restrictions.

Q: Once I’ve gone Infernal or had my Soul turned over to a Demon, can I get my Soul back?
A: No. Infernalism is a one-way street. If a Demon takes control of your Soul, for whatever reason… it’s gone for
good. You can never get it back by any means.

Q: I don’t see any information in the Packet concerning Grandfathering, so do I get to keep my stuff?
A: This Packet has been/will be introduced with a No Grandfathering Clause, 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 also don’t see any rules about Demon the Fallen in the Packet or at least any additional information on
that genre, why not?
A: As Demon the Fallen has no published MET book, OWbN does not uniformly make use of its materials.
Therefore Demon the Fallen material is not covered in this Packet because it is available only at the discretion of
individual chronicles and storytellers.

Q: How does learning or gaining powers from demons, via the rules in this packet, interact with OWbN
Character Regulation Bylaw 7, which says disciplines must be learned from vampires who have them in-clan?
A: That Bylaw allows for exceptions in genre packets, and all processes for learning/gaining disciplines from
Demons via the rules in this packet which would otherwise violate this bylaw constitute, as outlined in this packet,
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. Note the above Q&A question
relating to gaining R&U things via Infernalism, however as R&U regulations apply normally to any Disciplines
learned from Demons.

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Bibliography
Books meant to be used with this document and used for this document:

Achilli, Justin, Bruce Baugh, Clayton Oliver and Ree Soesbee. Mind's Eye Theater: Laws of the Night: Sabbat
Guide Revised. Clarkston: White Wolf Publishing, 2000.

Brown, Steven C. Storyteller's Handbook to the Sabbat. Stone Mountain: White Wolf Publishing, 1993.

Brucato, Phil "Dante." Infernalism: The Path of Screams. Clarkston: White Wolf Publishing, 1998.

Goodwin, Michael A., Morgan A. McLaughlin and Patrick O'Duffy. Devil's Due. Stone Mountain: White Wolf
Publishing, 2004.

McCoy, Angel, Matthew McFarland, Joshua Mosqueira-Asheim, Aaron Tosenberg and Lucien Soulban. Sins of the
Blood. Clarkston: White Wolf Publishing, 2001.

Rein, Mark-Hagen, Sam Chupp, Ian Lemke, Joshua Gabriel Timbrook. Changeling: The Dreaming. Clarkston:
White Wolf Publishing, 1995.

This Packet is meant to be used as a resource in order to run Infernalism, Demons and Dark Thaumaturgy in a Live
Action Role-playing Setting, it is not meant to be used without the material in which it is based upon. Therefore the
following books are very highly recommended for use with this Packet, because without them, this Packet is
incomplete; Devil’s Due, Infernalism: The Path of Screams, Mind’s Eye Theater: Laws of the Night: Sabbat Guide
Revised, Sins of the Blood, and Storyteller’s Guide to the Sabbat.

Other books recommended for a Live Action Role-Playing Setting include: Mind’s Eye Theater: Laws of the Night
Revised, Mind’s Eye Theater: Laws of the Night: Camarilla Guide Revised, Mind’s Eye Theater: Laws of the Night:
Vampire Storyteller’s Guide Revised, Mind’s Eye Theater: Laws of the Wild Revised, Mind’s Eye Theater: Laws of
Ascension Revised, Mind’s Eye Theater: Laws of the East, and Mind’s Eye Theater: The Shining Host.

All references, quotes and citations in this packet coming from any White Wolf sourcebooks and materials are
copyrighted and/or trademarked by White Wolf Publishing Company. Materials in this Packet, including words
under the intellectual control of White Wolf, are the copyrighted and/or trademarked property of White Wolf
Publishing Company. This Packet is in no way at attempt to steal, undermine or in any way illegally make use of
material owned by White Wolf. This Packet is merely an attempt to put forth a set of rules regarding Infernalism,
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.

© 1990-2008 White Wolf Publishing, a division of CCP North America. All rights reserved.

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