The Paths of Dark Thaumaturgy

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
2 Successes Five Minutes
3 Successes Thirty Minutes
4 Successes One Hour
5 Successes One Night

····· 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
·· Two dice of damage
··· Four dice of damage
···· Six dice of damage
····· Eight dice 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
2 Successes Five Minutes
3 Successes Thirty Minutes
4 Successes One Hour
5 Successes One Night

···· 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
2 Successes Five Minutes
3 Successes Thirty Minutes
4 Successes One Hour
5 Successes One Night

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
2 Successes Three Turns
3 Successes Five Minutes
4 Successes Thirty Minutes
5 Successes One Hour

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
2 Successes Five Minutes
3 Successes Thirty Minutes
4 Successes One Hour
5 Successes One Night

···· 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.