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Disciplines

Maleficia
The Maleficia Discipline is the power to use the evil eye, to bestow curses and to invoke plagues. Maleficia inflicts madness and misfortune on its targets. It is said that infernalist Malkavians developed this Discipline with the aid of demonic patrons. Maleficia’s effects may be turned on the infernalist if the victim knows that she is being afflicted and can confront the infernalist. Likewise, if the inferalist’s attempt botches, she suffers the effect herself. The victim can also flee to the Church, where an exorcism or blessing ritual will free her from a curse. All of the powers of Maleficia are dispelled if the infernalist is killed.
These particular disciplines are normally known by those who were active during the Dark Ages.

1 Evil Eye
This power allows the infernalist to afflict someone’s life with a minor mishap. This may prove fatal in combat. Costs a Blood Point.

2 Minor Curse
This power causes the victim a string of mishaps and accidents. Costs one Blood Point. Lasts from one to several hours.

3 Psalm of the Damned
By chanting strange verses, the infernalist causes her foes to be distracted and unable to concentrate. Once begun, the psalm is heard by the victim wherever he flees, so long as the infernalist keeps chanting. The victim must be within earshot of the infernalist when the power is activated, but as long as the infernalist chants, the victim remains penalized. This power may be used on a group.

4 Barreness
The target of this power is rendered barren. Given the importance of children to medieval people, this power is dreaded by all. This power affects even vampires, rendering them unable to sire, and so is greatly feared. The effect may be removed only through exorcism, high-level Thaumaturgical Rituals, or the slaying of the caster.

5 Greater Curse
The target of this power suffers torments night and day; her skin breaks out in boils and she is shunned by others. The curse is invoked with the expenditure of three Blood Points. The effects of which last for one year. During this year the victim is unable to sleep comfortably, takes on the appearance of a leper (Appearance drops too), and suffers all the effects of a Minor Curse. Vampires are able to resist the effects of a Greater Curse by spending an extra four Blood Points as they sleep each day.

Striga
This Discipline is associated with secret witch-cults of Europe. It draws on traditional folk powers and twists them to evil purposes. Its practitioners are often called strigmaga, or “nightwalkers,” and they virtually comprise a bloodline unto themselves among infernalists.

1 Strix
The reputation of the strigmaga for knowing all things is based on this simple power of governing the night winds to carry gossip to the infernalists. System: The infernalist calls the night winds. The winds will transmit the words of anyone talking in the open air within one mile. The strigmaga does not necessarily understand the language in which the words are spoken (she is limited by her own knowledge).

2 Scobax
The strigmaga is able to influence the actions of swarms of vermin and insects. This power neither calls nor controls the vermin, but incites them to harass others. The vermin are incapable of doing any real damage, but are greatly distracting. The response can be insects and vermin swarming, biting or attacking.

3 Masca
The name of this power derives from both the Latin for eating and from the word for a mask. By drinking the blood of a bird or beast, the infernalist can mask herself in the creature’s form and carry out her dark business. The transformation lasts until the next dawn, and the infernalist gains all the advantages of the animal form. However, the infernalist cannot use any other Disciplines while wearing the mask. Transforming into a small creature such as a bird or mouse costs only one Blood Point, whereas changing into a large beast like a wolf costs three. Becoming a huge animal such as a bear costs five or more Blood Points. Only animal forms may be assumed, though any inherent traits of a beast (claws, poisonous bite) are available to the strigmaga.

4 Hexe
This power curses a single individual. It is said that in ancient times, this power was strong enough to strike a person dead. The infernalist must spit blood on the target inflicting one Health Level of aggravated damage. This damage manifests in a hideous fashion as the victim’s body twists and mutates. On a botch, the strigmaga swallows her own poisonous blood and suffers three levels of aggravated damage.

Fractura
This power allows the strigmaga to control her own blood in strange ways. Her vitae bubbles out of her skin to form barbed tentacles that surround and protect her. Costs one Blood Point and enables one tentacle to be extruded. Each tentacle is six feet long and has Strength and Dexterity scores of 5. Additional Blood Points may be “fed” to the tentacles to increase these parameters (each Blood Point spent increases either Strength or Dexterity by one). A tentacle does Strength + 2 slashing damage and has four Health Levels (though the “parent” does not suffer any wound penalties from damage suffered by the tentacles). The blood spent on creating tentacles does not return to the infernalist’s Blood Pool when the power ends. There are rumors that a infernalist can be diablerized via her tentacles, but few are willing to test the theory.
(VDA Companion 109-111)