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Daimoinon

1. SENCE THE SIN

By making a Perception + Empathy roll against a difficulty of the target's Self-Control + 4. The Baali can sence the subject's greatest character flaw - be it a low Virtue, a weak Will, a Derangement, or whatever.

2. FEAR OF THE VOID BELOW

The Baali must first use Sence the Sin (above) to descern the tragic flaw of the target. He must then speak to the target, telling him of his inevitable damnation and lack of any hope for redemption. If the Baali makes a Wits + Intimidation resisted rol against the target's Courage + 4, the victim will fly into a Terror frenzy; if the Baali scores three or more successes, the target will collapse in a useless panic.

3. FLAMES OF THE NETHERWORLD

The Baali may hurl blasts of flame which do one die of damage per Blood Point spent; the Baali must roll Dexterity + Occult, with a difficulty dependent on range, to hit.

4. PSYCHOMACHIA

The Baali is able to summon the Beast in an individual. After using Sence the Sin (above) to descern weakness, the Baali can actually coax the Bgeat to the surface. The victim must roll against his greatest wakness (i.e. lowest Virtue) with a difficulty of 8 or fly into a frenzy; any Derangements possessed by the victim will be in evidence.

5. CURSE

By making an Intellgence + Occult roll against the target's Willpower, the Baali mat cast a curse on the target. One of the target's Traits, chosen by the Baali, will drop to zero for the duration, depending on thenumber of successes:
One Success One night.
Two Successes One week.
Three Successes One month.
Four Successes One year.
Five successes Permanent.

6. IGNORETHE SERING FLAMES
Fire no longer affects the Baali.

7. SUMMON THE HERALD OF HELL

This power requires a one-hour ritual, three Blood Points' expenditure and a human sacrifice. The Baali may summon a lesser demon from Hell to do his bidding. Demons vary in abilities and form, but will usually be built on somehting approximating to following statistics: Attributes: 10/7/3, Abilities: 15 point worth, Willpower 8, Disciplins: 10 points wrth, as well as a Fortitude o at lest 3 and the ability to heal like a pupine. Form can vary wildly - some are beautifull seductresses, others reptilian horrors. The demons may be summond without the hour-long ritual or the sacrifice, buyt the Baali mut spend six Blood Points and the demon will be uncontrolled - it may decide to drap the Baali down to Hell with it for his temerity.

8. GREAT CURSE

his curse is more subtle than the level three power, and affects a much wider area. With this curse, the Baaliaffects an entire city or province with a feeling of gloom, despair and malaise. The more successes rolled on the Baali's Inteligence + Occult against a difficulty of 9, the greater the effect. Crime and violence soar,petty angers become hatreds, the economy takes a downward spiral, marriages break up over trivial causes, and the would organizations become more fractious and less efficient - thus, this power is ideal for undermining Camarilla power structures in a city. A successful use of Auspex 9 or above will enable the user to determine that there is a molevolent outside aura on the region affected; othewise, the populace will simply assume that the times, they are a-changin' - for the worse.

9. CALL THE GREAT BEAST

This ritual takes four hours to cast and requires the sacrifice ot 50 victims (kindred or kine) with at least 4 Humanity each. One of the Great Demon Lords of the Netherworld will thereupon erupt from Hades; the details are up to the Storyteller, but it is safe to say that such entities are more powerful than any vampire, and that the would is in serious trouble. this is presented more as a plot device than a way for sadistic Storytellers to waste the Troupe.


 

 

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