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.