There are seven known Paths of Dark Thaumaturgy, but there
are most assuredly more because the powers of the Infernal are cunning and
varied. As with Thaumaturgy, the Infernalist chooses one Path at second
level to be the primary Path. The Infernalist may then learn new ones later.
The cost for raising the ratings in these Paths is handled exactly like
Thaumaturgy.
Chains of Pleasure
Infernalists have used this Path to corrupt many a soul.
Some victims become dependent upon the Infernalist for the effects of this
power. The effects are like a drug, sapping the will of the user over time.
After an individual has experienced this power once, he will seek it out
again and again. A victim must roll Self-Control or Instincts (difficulty
of 6) to resist another chance to experience the effects. After each subse
quent subjection to this power, the difficulty increases by one, with a
maximum of 9. This Path is extremely effective, garnering pleasure addicts
who will serve the Infernalist just for a fix.
· Ecstasy
This power creates intense pleasure in an individual, kine
or Kindred, simply through skin-to-skin contact with the Infernalist who
spends a Blood Point.
System:The victim will feel
this pleasure as long as the Infernalist maintains contact and must make
a Self-Control roll (difficulty 6) to do anything but enjoy himself. This
power may be used for any length of time; however, if contact is broken,
it requires another Blood Point to reestablish Ecstasy.
·· Overstimulation
This power is a strengthened version of Ecstasy. It is
so effective that some victims perceive it as painful, and they might be
knocked unconscious by the pleasure.
System: The victim must spend
Willpower to take any action, and then must make a Self-Control roll as
described in Ecstasy. Failure means the character has lost consciousness
from resisting the pleasure.
··· The Wave of Pleasure
The Infernalist can cause pleasure in more than one victim,
and no longer requires skin contact. She merely has to make eye contact
with each victim. Once established, The Wave of Pleasure lasts as long as
that particular target is in sight and as long as the Infernalist concentrates
on maintaining it.
System:The actual effects
are the same as Ecstasy. Contact can be made with only one person per turn
and requires one Blood Point each, but as many contacts can be made as the
Infernalist desires.
···· Writhing Delights
With but a touch, the Infernalist can send a victim into
spasms of pleasure, leave him lying on the ground shaking and squirming
uncontrollably for hours.
System: After touching the
victim, the character rolls Charisma + Subterfuge (difficulty of the target's
Willpower). For an amount of time depending on the number of successes,
the victim can do nothing more than writhe on the ground:
1 Success One Turn
····· The Glow of a
Thousand Embraces
This power severely injures a victim, causing extreme shock
to her nervous system.
System: The vampire must touch
the victim and spend a Blood Point and a point of Willpower. If the victim
is a human, she suffers seven levels of damage, minus one for every success
on a Stamina + Athletics roll (difficulty 7). Vampires make the same roll,
but suffer no damage. Instead, failure sends them into torpor for as long
as their Humanity mandates. If they succeed, they must still make Self-Control
rolls (difficulty 7) or go into Rötschreck.
Hands of Destruction
One of the most gruesome Paths, the Hands of Destruction
provide Infernalists with powerful offensive abilities. The Hands of Destruction
center around entropy and decay in one form or another.
· Decay
This power ages an inanimate object, causing it to rust,
break down or begin to corrode.
System: Every minute the Thaumaturgist
touches an object and spends a Blood Point, the object ages 10 years. The
Storyteller can then decide what sort of awful effects this can have.
·· Gnarl Wood:
This power warps and bends any wooden object the Infernalist
sees. The wood is otherwise undamaged.
System: For every Blood Point
spent, 50 pounds of an object may be bent. This power may be used on any
wooden object the Infernalist can see, so it is possible to bend all the
hunter's wooden stakes in no time.
··· Acidic Touch
This power allows the Infernalist to produce a horrid secretion
from anywhere on her body. It is capable of burning through wood and metal
like a strong acid. It causes terrible chemical burns to anyone touched.
System: One Blood Point produces
enough acid to burn through a piece of quarter-inch steel plate in three
seconds or enough for one attack. The acid causes any damage from a hand-to-hand
attack to be aggravated, though the Infernalist must spend a Blood Point
each turn she wants to use this power.
···· Atrophy
This power sucks the life from a victim's arm or leg, causing
it to become a shrunken husk of bone, skin, and little more. The effects
are instantaneous and, in mortals, irreversible.
System: The victim receives
one chance to resist the effects by rolling three successes on a Stamina
+ Athletics roll (difficulty 8). Failing the roll means the arm is permanently
crippled. If one success is rolled, then all difficulties involving use
of the arm are increased by two; if two successes are rolled, those difficulties
increase by one. Vampires can cure the arm by spending five Blood Points
on it through the course of a night.
····· Turn to Dust
This awesome power ages a human victim so rapidly that he turns
to dust in the Infernalist's hands. The Infernalist rolls Manipulation +
Intimidation (difficulty of the victim's Humanity); every success ages the
victim by 10 years.
Fires of Inferno
This Path of Dark Thaumaturgy relates to manipulating a
form of energy found only in Hades. The energy looks very much like fire,
but it is supernatural fire and can affect those with protection from normal
flames.
The following information relates how much damage the hellfire
inflicts. The higher the level of the practitioner, the hotter the flames.
Flames burn for half damage (round down) every turn after the first until
extinguished if its target is combustible (vampires are just as combustible
as humans) and cause aggravated wounds. Hellfire can be put out in the same
way as normal flames. Hellfire appears in many different colors, not just
red.
· One die of damage
Path of Pestilence
This Path focuses on the use of filth and disease as a
weapon. An Infernalist skilled in this Path is immune to her own effects,
but is not immune to other illnesses affecting vampires.
· Sickness
This power means an Infernalist's very touch causes illness.
The effects vary, but usually include some of the following: fever, cold
chills, vomiting, diarrhea, headaches, nausea, muscle cramps, watery eyes,
open sores and stiffness in the joints. This power only effects mortals.
System: The exact nature of
the infection varies from victim to victim, but the number of effects equals
the number of successes the vampire has on a Strength + Intimidation roll
(difficulty of the victim's Stamina + Athletics). The sick individual subtracts
one point from each of his three Physical Attributes for each effect. Thus,
a character suffering from four illnesses would have to subtract four points
from Strength, Dexterity and Stamina. If any is reduced to zero, the victim
must remain bedridden until recovered. A character will suffer the effects
for one day per success by the Infernalist, but will regain one point in
each Attribute per day.
·· Vampire Sickness
This power allows the Infernalist to create the same effect
as Sickness but in vampires. Vampire victims suffer fevers, cold chills,
blood vomiting, headaches, nausea, muscle cramps, bloody eyes, open sores
and stiffness of the joints. Otherwise, the effects and the functions are
the same as those for mortals.
System: This power works like
Sickness, but the victim can add Fortitude to the difficulty level.
··· The Swarming
This power is similar to Animalism, allowing the Infernalist
to summon all insects within 200 feet. In urban areas, roaches are the most
numerous. The Infernalist can command the insects to perform simple tasks,
such as invade an area, eat all food nearby, crawl down into things, climb
all over people, bite and sting everyone but the Infernalist, etc.
System: The insects will stay
in an area for an amount of time depending on a Charisma + Animal Ken roll
(difficulty 6), though the Thaumaturgist can dismiss them at any time:
1 Success One Turn
···· Diseased Breath
The Infernalist exhales terribly stale breath that reeks
of rotting flesh. The power only effects mortals and supernatural creatures
that must breath (including ghouls and lupines). The nature of the disease
is left up to the Storyteller.
System: The Infernalist rolls
Stamina + Medicine (difficulty 6), and everyone within 15 feet must roll
Stamina + Survival (difficulty 6). Every additional success the Infernalist
rolls causes the victims to increase the difficulties of all their rolls
by one. Every two successes causes one level of damage. Those victims who
roll the same number of successes as the Infernalist (or more) suffer no
effects.
····· Cause Plague
This power allows the vampire to infect an individual with
a virus transmittable to others through the air or by physical contact.
The sickness has the same effect in all victims it has in the first victim.
System: This power works the
same as Sickness, but can be transmitted in any way the Storyteller likes.
Path of Phobos
This Path of Phobos is the Path of Fear. This Dark Path
allows Infernalists to manipulate the fears of their victims as a weapon.
Almost everyone has fears, but there are a rare few who have conquered them
and are unaffected by this power. Those with Faith are likewise unaffected
by the powers of this Path.
· Induce Fear
The Infernalist with this power causes a victim to feel
as if she is being watched and stalked.
System: The Infernalist can
use this power on any target he can see. It requires a Manipulation + Empathy
roll (difficulty of the target's Courage or Morale + 3). The victim must
make a Courage or Morale roll (difficulty 5 + the number of successes the
Infernalist rolled) to take any action against him.
·· Spook
Using this power, the Infernalist causes her victims to
feel an overwhelming sense of dread. They feel something terrible is about
to happen to them unless they get away quickly.
System: Mortal victims must
make a successful Courage or Morale roll (difficulty 7) to keep from running
away. Vampire victims must do the same but, if they fail their roll, they
suffer Rötschreck.
··· Terrorize
This power lets the Infernalist draw a fear from the victim's
mind and present it to him. The victim will see or feel whatever it is he
fears the most. If he fears snakes, he sees big, slimy snakes slithering
around a corner just ahead of him and constantly hears rattlesnakes behind
him. To the victim, the effects seem completely real, though they are illusions.
System: The vampire must roll
Perception + Intimidation (difficulty of the target's Self-Control + 3)
to see how long the affects last; it will also end if the vampire cannot
see the victim.
1 Success One Turn
The Storyteller will then require Courage rolls (generally
against a difficulty of 6 or 7) to allow the character to make any action.
···· Fear Immersion
This power allows the Infernalist to call on the victim's
most deep-rooted fear and force her to deal with it, face to face. The power
functions similar to Terrorize, but rather than placing signs of the fear
all around the victim, the victim is immersed in the source of the fear.
A person afraid of snakes becomes wrapped up to her neck in pythons.
System: This power works like
Terrorize, but the victim must make her Courage rolls against a difficulty
of 8, and the effect lasts even when the vampire cannot see the victim.
····· Leech of Fear
This power allows the Infernalist to temporarily feed on
fear as though it were blood. Many Infernalists claim this experience is
infinitely preferable to the Kiss.
System: As long as the Infernalist
maintains this power, he gains Blood Points from the fear of others. Every
time someone he can see fails a Courage or Willpower roll, the character
gains one point of vitæ. Note that the other powers on this path will
not contribute to this feeding. A Manipulation + Empathy roll (difficulty
8) determines how long this power will last:
1 Success One Turn
Path of Secret Knowledge
Some Infernalists consider this the most powerful and difficult
of Dark Thaumaturgical Paths. Storytellers may wish to leave this Path out
of the game if they feel it will be too disruptive. This Path allows the
practitioner to glimpse knowledge and secrets he should not be privy to.
· Whispers
The Infernalist with this power can spontaneously summon
common knowledge on an individual from the back of her own mind, even if
she has never met that individual before. This information includes name,
occupation, age, interests, where he lives, and if he has any family. It
takes almost no time for the vampire to discover this information.
System: The vampire must make
eye contact with the person, and the victim can be no more than five feet
away. It requires the Infernalist make a Perception + Empathy roll (difficulty
of the target's Willpower). This power does not work on any supernatural
beings, including ghouls.
·· Secrets in the Dark
Very similar to Whispers, this power allows the Infernalist
to gather a little more knowledge about the victim, including names of family
members, their phone numbers, where they work, and what they enjoy and hate
doing.
System: This power also requires
a Perception + Empathy roll (difficulty of the target's Willpower + 1),
but allows the Infernalist to take information from supernatural creatures.
It will not reveal deeply held secrets, such as the fact that someone who
follows the Masquerade is a vampire.
··· The Hidden
This power grants the Infernalist very private information
about an individual. She will know one minor secret the individual is trying
to hide from everyone. She will know the name of one person the individual
claims to like, but actually dislikes. She will know the name of the last
person he was intimate with. She can also learn the individual's strongest
desire.
System: This power also requires
a Perception + Empathy roll (difficulty of the target's Willpower + 2),
but it takes an entire turn.
···· Dark Prophecy
The Infernalist can tell the future, but these prophecies
always focus on the darkest possibilities. Information gleaned is cryptic
at best, and it is certainly possible that the future will change.
System: The Infernalist rolls
Wits + Investigation (difficulty 8). The resulting information should always
be mysterious, but the Storyteller can make it clearer with more successes.
One success will give the Infernalist a vision that will be next to incomprehensible.
····· Unlock the Heart
of Mystery
The Infernalist with this power holds a tremendous weapon.
With it, he can uncover any knowledge lost to the world. The locations of
hidden treasures, the secret names of demons, or the hiding places of powerful
beings all become apparent. This power requires a Perception roll (difficulty
set by the Storyteller, but usually at least 9) and will only uncover those
mysteries known by no mortals or vampires.
Path of Torture
The Path of Torture is just what its name implies. This
Path concerns pain and only pain. Many who practice this Path also practice
the Chains of Pleasure. Infernalists with these powers are the most ruthless
executioners and torturers.
· Hurt
The Infernalist causes pain in a mortal through skin contact.
The effects lasts as long as the vampire maintains contact with the victim.
This pain is terribly strong and sometimes used during interrogations. The vampire has the option of specifying
the exact nature of the pain - sharp, piercing pain; extreme nausea; tickling;
muscle cramps; etc. - and whether it will affect the victim's entire body
or just a particular part.
System: After touching the
victim, the Infernalist rolls Manipulation + Intimidation (difficulty 6)
while the target rolls Stamina + Courage (difficulty 6). Every extra success
the Infernalist rolls causes the target to lose that many dice from any
pools and to suffer extreme pain.
·· Hunger
This power allows the Infernalist to cause pain in vampires.
Contact must be made with the victim for this power to function, and the
victim feels as if she is starving, having almost no blood in her body.
She will double over due to the sharp pains.
System: This power works in
the same way as Hurt, except that most Sabbat resist with Morale instead
of Courage.
··· Torment
This power affects both mortals and supernatural beings
equally. The Infernalist causes tremendous pain in the victim, eventually
causing mortals to pass out and Kindred to enter torpor.
System: The Infernalist makes
skin contact and rolls Strength + Torture (difficulty 6). Victims resist
with Stamina + Athletics (difficulty 6). Mortals beaten by this roll pass
out, and vampires enter a form or torpor. The length of this unconsciousness
is based on the number of additional successes the thaumaturgist rolled:
1 Success One Turn
···· Agony
This is the same as Torment, but victims feels great pain
throughout the period of unconsciousness. They writhe on the floor, eyes
closed and a scream frozen on their lips.
System: This follows the same
system as Torment, but the victim also suffers damage equal to the number
of extra successes the Infernalist rolled. This damage can be soaked.
····· Pangs of Hell
Far worse than Agony, the Pangs of Hell can kill mortals
and send vampires into torpor for years. The thaumaturgist actually taps
into the depths of Hades to cause this pain. Often only death or destruction
can end the pain these sufferers feel.
System: The Infernalist touches
the target and rolls
Intelligence + Demon Lore (difficulty 6), and the victim resists with a
Humanity or Path of Enlightenment roll (difficulty 6). Every additional
success the Infernalist rolls causes the victim to be incapacitated by pain
for one turn and take an aggravated level of damage.
2 Successes Five Minutes
3 Successes Thirty Minutes
4 Successes One Hour
5 Successes One Night
·· Two dice of damage
··· Four dice of damage
···· Six dice of damage
····· Eight dice of damage
2 Successes Five Minutes
3 Successes Thirty Minutes
4 Successes One Hour
5 Successes One Night
2 Successes Five Minutes
3 Successes Thirty Minutes
4 Successes One Hour
5 Successes One Night
2 Successes Three Turns
3 Successes Five Minutes
4 Successes Thirty Minutes
5 Successes One Hour
2 Successes Five Minutes
3 Successes Thirty Minutes
4 Successes One Hour
5 Successes One Night