Demonic Investments

Powers granted by demons to those who serve them or who enter into pacts with them are referred to as Investments. The power source for Investments lies within the demons themselves, not the ones who use the new ability. Powers are referred to as Investments because the power is an actual investment by which the demon receives the individual's soul at the end of the investment period.

Investments are the most common demonic gifts, but there are others. Curses placed upon enemies, wealth, political power, luck, personal service, valuable secrets and objects of desire are also possible trade-offs. Some of these, such as luck, valuable secrets and curses, are very subtle, leading to suspicions without any proof. Because of this, some of these other possibilities can be better than Investments, depending on the situation.

Investments have ratings that roughly refer to their power level. Gaining a power means the individual is under a formal arrangement, called a Pact. The wording in these Pacts is always exact, and the document is full of fine print. The demon may ask for things other than a soul in return, but that is uncommon.

Keep in mind that there are no hard and fast rules for making Pacts with demons; it is better to roleplay this type of activity. The following is meant as a guideline for granting Investments. An Infernalist does not actually sign over his soul until the more extreme Pacts have been written.

Size of the Pact Investment Points Gained

Minor 1
Average favor 2-3
Important 4-6
Important and dangerous 7-8
Give soul freely 9-10

The following list of Investments provides Storytellers with basic values for certain types of powers. They should feel free to change what they do not like and add those they create. Some demons can only offer certain Investments, based on their own powers and position.

A vampire who acquires even a single Investment develops what is referred to as a Witches' Nipple. This is the place through which the demon pours the hellacious force, thus granting the Investment.

Investments

One Point

Aquatic: This Investment allows the Infernalist to move about as freely underwater as a fish. He can swim as fast as he can run and has his full Dexterity score. The Infernalist takes on a slightly aquatic look, reducing his Appearance by one. If the Infernalist is a mortal, he also acquires gills, making him amphibious.

Bat Ears: This simple Investment gives the Infernalist sonar like a bat's. The Infernalist can "see" via reflected sound waves. Accordingly, there must be sound for this Investment to work, but the sound does not have to be loud or ubiquitous.

Body Armor: This Investment grants the Infernalist an extra die with which to soak damage. It can be taken up to five times.

Grim Jaws: This odd Investment increases the strength of the Infernalist's jaws and teeth to a remarkable level, letting the Infernalist chew through practically anything. Certain versions of this Investment make it possible for the Infernalist to stretch her jaws so far that she can swallow objects as large as a child within two turns. Despite the connotations of this Investment, the Infernalist's face and mouth appear normal except when this power is in use.

Kiss of Hades: The Infernalist with this Investment can burn flesh with his kiss. It requires one Blood Point to do so, but the Infernalist causes three dice of aggravated burn damage with the touch of his lips. As with biting, the victim must first be grappled or surprised.

Lashing Tail: The Infernalist gains an actual tail from this Investment. The tail is small, but can be used as a whip at short range, causing two dice of aggravated damage. However, the tail must remain well hidden, or everyone will know the Infernalist's secret.

Magic Sense: This Investment allows the Infernalist to sense any reasonably large expenditure of magical energy within 500 yards of her person. This power costs nothing to use, but the Infernalist must concentrate for it to work. This power will not pick up any Disciplines other than Thaumaturgy.

Razor Fangs: Much like the Protean power Wolf's Claw, this Investment increases the size and sharpness of vampire's fangs, though it costs one Blood Point to do so. The vampire is able to cause terrible aggravated wounds with the fangs and adds an extra die to damage caused by them.

Razor Fingers: This power is just like Razor Fangs above but functions on the vampire's fingernails. This also requires one Blood Point to use.

Smell Fear: The vampire can smell if someone within 100 feet is afraid. This Investment costs one Blood Point and requires intense concentration.

Two Points

Invisibility to Animals: The Infernalist becomes completely invisible to animals, though some will still smell the Infernalist at the Storyteller's option. Such animals will cower in fright before Infernalists with this power.

Pheromone Powers: The Infernalist's body exudes strange pheromones that make mortals more susceptible to Dominate, reducing their current Willpower rating by half when determining the difficulty numbers for the Discipline. It effects all mortals within 30 feet of the Infernalist.

Psychic Tracker: Infernalists with this Investment can track someone using clairaudience. This power will not give them the location of their target, but they will know when they are getting closer to him. This power costs one Blood Point per hour used.

Three Points

Cause Vertigo: This Investment allows the Infernalist to influence a victim's sense of balance. The victim suffers great difficulty in standing, much less moving, and mortals feel nauseous. The victim must make a Dexterity + Athletics roll (difficulty 5 to stand up, difficulty of 7 to move about or take any action). This power can be used against any number of opponents, but requires one Blood Point per victim. The affects last five turns.

Magic Portal: An Infernalist using this Investment creates a dimensional alteration that allows her to pass through a solid object as if it were not there. Using this power costs one Blood Point.

Walk the Walls: The Infernalist with this Investment can walk or crawl on any surface capable of supporting her weight, including walls and ceilings. The Infernalist moves at normal walking or crawling speed. It seems like the center of gravity shifts for the vampire, making the desired surface pull on the Infernalist as if it were the ground.

Four Points

Guardian: The Infernalist with this Investment is gifted with a demonic protector of some sort. The creature is a petty thing of limited ability, such as an imp. The creature will serve the vampire, offering whatever protection it can. The Infernalist has an empathic tie to the creature so each knows where the other is at all times, along with each other's current emotional state.

Toxic Blast: The Infernalist with this Investment can spew forth a foul liquid blast of demonic energy. The blast originates from one chosen source, such as the mouth, eyes, nose, or fingertips. The liquid disappears five turns after it jets. Until that time, it is a foul-smelling, acidic, blackish-green goop. It costs one Blood Point to cast a single blast of the energy that is broad enough to coat a human-sized object. The toxic blast hits on a Perception + Firearms roll (difficulty 6) and causes five dice of aggravated damage.

Two Dimensional: This Investment allows the Infernalist to lose all width, becoming nonexistent from the side. The Infernalist can move through small cracks using this power and appear invisible if viewed only from the side. Note that while the character is two dimensional, he can still interact with three-dimensional space normally. It costs one Blood Point to utilize this power.

Five Points

Hell Skinned: This Investment grants the Infernalist immunity to natural flames and all natural heat. It does not protect against magical fire or sunlight.

Life Leech: The Infernalist with this Investment can drain the Willpower of mortals (including ghouls and lupines), converting it to Blood Points. This requires physical contact and a Manipulation + Subterfuge roll difficulty of the target's Conscience + 3). Every success converts a point of Willpower to vitæ. Victims reduced to 0 Willpower through this Investment become catatonic until they can regain a point of Willpower - an unlikely proposition at best.

Master of the Domain: With this Investment, the Infernalist knows of anything happening within his domain as soon as it happens. He can mark off a 500-square-foot area, and will always be aware of what happens there as if he were watching it from above.

Six Points

Atrophic Touch: A Infernalist can cause one of a victim's extremities to wither away to nothingness. The victim loses no Health Levels and feels no pain, but the limb disappears. It costs a Blood Point and a point of Willpower to use this power, and the Infernalist must touch the limb to be effected; she must then succeed in a resisted Willpower roll (both against a difficulty of 6).

Teleportation: The Infernalist can use Teleportation to immediately pop from one location into another. The range on this Investment is 100 feet, but the Infernalist does not necessarily have to see his target location. It costs one Blood Point and a point of Willpower to use this Investment.

Turn to Toad: This Investment allows the Infernalist to turn her victim into a toad. The effects last for one night per success on a Wits + Animal Ken roll (difficulty of the target's Willpower). It costs a Blood Point and a point of Willpower to use this power.

Seven Points

Infernal Passage: This Investment grants the Infernalist the right to pass through the realms of Hades without fear of harm. This Investment can be given only by extremely powerful demons. This Investment does not provide the Infernalist with a means of entering this realm.

Journey to the Spirit Realm: The Infernalist with this Investment can travel through the spirit realms known to the lupines as the Umbra. It costs one Blood Point per hour of travel. The vampire's body actually becomes noncorporeal for the journey.

Summon Hellions: This Investment allows the Infernalist to summon three minor demons to provide immediate protection from danger. The demons will not put their own forms in danger, but they will try to protect their charge as well as they can. It costs one Blood Point to use this Investment.

Eight Points

Army of the Damned: This awesome Investment allows the Infernalist to call forth nine minor demons to fight for the character until their earthly forms are destroyed. It costs a Blood Points to use this power.

Nine Points

Infernal Ranking: This Investment grants the Infernalist a minor status among the truly damned. The Infernalist is a superior to minor demons, but she cannot force them to do anything they refuse to do. However, punishing a disobedient underling is accepted and expected, so those of lesser power usually do as they are told.

Ten Points

Rejuvenation: This Investment permanently transforms a vampiric Infernalist into a mortal. The Infernalist is immune to any further attempts to Embrace her and will most likely die if it is forced upon her. The Infernalist will now age normally.