Post by Phsycodelic on Oct 19, 2016 23:57:29 GMT
Dark Thaumaturgy: The Path Of Phobos
Baali, Tremere
Baali, Tremere
"Infernalist" is a generic term, applied on a broad scale by those with limited understanding. Technically, an infernalist is anyone who studies, worships, or willingly interacts with demons. In the Dark Ages, true scholars and enemies of the infernal classified these mortal demonists so that they could better understand (and destroy) each type.
A demonologist studies demons and demonic powers. Typically, such an individual is interested in the theoretical, spiritual or intellectual science involved. A demonologist does not necessarily practice magic, has no demonic Investments or bargains, and may not have any intention to summon or interact with a demon. However, it takes only a slight change of perspective for a researcher to become an active practitioner.
A second type of infernalist is known as a thrall. A thrall is anyone who makes a pact with a demon, whether as a single exchange of power or as part of becoming a long-term servitor. A thrall does not necessarily have any great knowledge of demonology. Either way, she is trapped; all demonic bargains are permanent and cannot be undone. Because she is already damned, a thrall often slides further into the infernal as time goes by. Drawn again and again by the lure of greater power, the thrall simply decides she has nothing left to lose.
Diabolists are the third, and most dangerous type of infernal practitioner. Knowledgeable, cunning, and ruthless, a diabolist actively chooses to summon demons in an attempt to control (or worship) them. Most diabolists have a wide breadth of information about demonology, but some are specialists, trained and dedicated in the worship and summoning of one specific demonic entity. A practicing diabolist is powerful, with great knowledge of Dark Thaumaturgy and usually some Investments on the side. These individuals are also connected to the system. They can feed the demon souls other than their own to maintain power, and by converting others to the demon's cause, they gain favor - and even greater reward.
Infernalists know the power of fear and the leverage of desperation. Practitioners of this path mystically tap into the depths of their victims' psyches, prying the terrors from their minds and making them appear real. Sophisticated Sabbat infernalists prefer this path, as they enjoy the sublime effects of using the subjects' own fears against them rather than vulgar, brutal displays of fire and demonic servants.
Infernalists that inflict nightmares upon others risk consuming the horrible memories that have leached from their victims, only to relive them later. Storytellers should force a Manipulation + Empathy roll (difficulty 7) on any character that utilizes the Path of Phobos more than once in a given story.
Each evening while reliving the nightmares of her victims, she will wake soaked with blood; effectively costing an extra point of blood to wake due to the lack of sound sleep. Such is the price of hellish insight. The number of successes indicates how long the character must cope with the sea of stolen terrors rampaging in her mind.
Successes | Duration |
1 | One week. |
2 | Five days. |
3 | Four days. |
4 | Two Days. |
5 | One day. |
[ 1 ] Induce Fear ( Rites Of The Blood - Page 168 )
The infernalist harnesses the power of Hell to twist the mind of her victim, leaving her to feel paranoid. Subtle shapes and shadows shimmer at the edge of the victim's vision, tormenting her by lurking just beyond her range of sight.
System: The infernalist may target any subject within her line of sight. She must concentrate, gesture toward the victim, and chant the proper invocation to Hell. Should she succeed, the victim becomes noticeably upset and preoccupied, which should be role-played. To resist, the victim must make a Courage roll (difficulty 4 + the number of successes achieved on the activation roll, to a maximum of 9) to take any action other than looking for the imagined stalker.
All of the victim's dice pools for the duration of this power are automatically reduced by one. The duration of this power is limited by the number of successes achieved on the activation role:
Successes | Duration |
1 | One turn. |
2 | Five turns. |
3 | One hour. |
4 | One night. |
5 | Two nights. |
[ 2 ] Spook ( Rites Of The Blood - Page 168 )
This power transforms suspicion to dread, as the flitting shadows become frightening threats. The victim senses something terrible is about to happen to him unless he immediately flees the area. He might imagine she sees the flash of a gun barrel or hears the clicking of hard-soled shoes on the pavement just behind her. He might even believe she smells her pursuer's sweat or feels his damp breath on the back of her neck.
System: The infernalist must see her victim and whisper a prayer to Hell for this power to work. The nagging sense of discomfort in the back of the character's mind becomes more tangible. Mortals must make a successful Courage roll (difficulty 7) to keep from fleeing the area in terror. Vampires must make the same roll, but if they fail they enter Rötschreck.
[ 3 ] Terrorize ( Rites Of The Blood - Page 169 )
The infernalist can draw out his victim's fear and present her with it. The victim sees that which terrifies her the most. If she fears spiders, she may imagine spider webs brushing her face and hands as thousands of illusory arachnids scuttle across her flesh. She may hear them skittering across the floor or clicking their horrid chelicerae. To the victim, the effects seem very real, though they are simply illusions and invisible to onlookers.
System: The infernalist must concentrate for a moment and then gesture toward her victim. Should she succeed, the terrorized subject must succeed in a Courage roll (difficulty 7) to shake off her fear in order to act. Otherwise she simply cowers, feebly hiding from her imagined object of terror. Botching this Courage roll results in a derangement, preferably suited to the fear visiting the victim. The duration of this power is limited by the number of successes achieved on the activation role:
Successes | Duration |
1 | One turn. |
2 | Five turns. |
3 | 30 minutes. |
4 | One hour. |
5 | One night. |
[ 4 ] Fear Plague ( Rites Of The Blood - Page 169 )
The infernalist can now taste her victim's most deep-rooted fear. She can force her subject to plunge deep into this phobia every waking moment. A person afraid of drowning would feel the air thicken and coagulate in his throat and lungs until he cannot take a breath, while a person afraid of vampires may see fanged nemeses in his coworkers or lurking behind every corner. Eventually, the victim becomes so exhausted that he is unable rise and face a new night of swarming horrors.
System: The infernalist must see and then loudly curse her victim for this terrible power to take effect. Once cursed, this power lasts for a week. The victim is constantly harassed by his fear every moment. For the duration of this power, all Willpower rolls are made as though the character's permanent rating is three lower than normal (to a minimum of 1).
[ 5 ] Leech Of Fear ( Rites Of The Blood - Page 170 )
This power enables the infernalist to temporarily feed on fear as though it was blood. This experience gives a euphoric high stronger than conventional feeding, but it is a dangerous practice if used too frequently. The infernalist converts the pure emotional charge drawn from the victim's terror into a mystical substitute for vitae.
System: As long as she has her subject in sight, the infernalist may attempt to gain sustenance from any fear that the victim might be currently suffering. Naturally, the victim must have cause to be afraid of something or someone while the infernalist practices this power. These fears may not be caused by other applications of this path.
The number of successes achieved on the activation roll determines the number of points transmuted into the infernalist's "fear pool." Each point in this "fear pool" may be spent exactly like a blood point, beyond normal Generation limits. However, this extra source of power must be utilized before sunrise or it will disappear.
In addition to the lost Willpower point, a botch means that the infernalist gets no "fear pool" from the victim, and cannot use the power on that victim again for 24 hours.