Pacts
Demons cannot be blood bonded nor can one be bonded to a demon. To drink from a demon's blood provides no nourishment to a vampire and will either give an extremely pleasure rush or make one very sick. If a vampire repeatedly shares blood with a demon, one of the devil's marks will appear on her.
Apportation(4 pts)
Armor(varies)
Awareness(4 pts)
Backgrounds(1 pt per dot in Background Trait)
Beast Form(3 pts)
Bond-breaking(6 pts)
Claws or Horns(varies)
Demonic Strength(varies)
Devil's Eyes(2 pts)
Goat Feet(2 pts)
Hellfire(3 pts)
Invulnerability(3 pts)
Longevity(varies)
Lucerifian Charm(4 pts)
Mammon's Gift(8 pts)
Pan-pipe Voice(3 pts)
Regeneration(9 pts)
Serpent Skin(3 pts)
Service(various)
Shameful Sight(6 pts)
Sign of the Inferno(5 pts)
Talons of the Plague-Crow(8 pts)
Wings(3 pts)
One Point
Aquatic
Bat Ears
Body Armor
Grim Jaws
Kiss of Hades
Lashing Tail
Magic Sense
Razor Fangs
Razor Fingers
Smell Fear
Two Points
Invisibility to Animals
Pheromone Powers
Psychic Tracker
Three Points
Cause Vertigo
Magic Portal
Walk the Walls
Four Points
Guardian
Toxic Blast
Two Dimensional
Five Points
Hell Skinned
Life Leech
Master of the Domain
Six Points
Atrophic Touch
Teleportation
Turn to Toad
Seven Points
Infernal Passage
Journey to the Spirit Realm
Summon Hellions
Eight Points
Army of the Damned
Nine Points
Infernal Ranking
Ten Points
BOOK OF MADNESS 141
Eyes of the Abyss (4 pts)
Imp Familiar (4 pts)
Bestial Form (5 pts)
Hand of the Defiler (6 pts)
Emotion Projection (6 pts)
Regeneration (9 pts)
Whether or not the pact is observed, the demon
eventually collects its due and the Infernalist joins her
master in Hell. Until then, the rites of the Church, True
Faith, holy magick and angelic powers torment her (sometimes inflicting aggravated damage; see below). Animals
and children shy away from her, and dark vices gnaw away
at what’s left of her soul. It is said that God can forgive such
wretches, but few of them are willing to bow their heads in
prayer until the fire beckons them; at that point, it’s usually
too late.
Some Fallen magi shy away from the Abyss; demons are
“merely” their servants and mentors in the Arts. Many,
however, sell off whole portions of their souls. Mortal
cultists often do the same, desperate for any kind of power
that might lift them from their misery. For a while, these
folk get what they want. Too hungry for power to worry
about its eventual price, they barter their lives and souls for
demonic Investments — inhuman talents that channel the
essence of Hell.
Investiture requires a formal pact: A witch who wants
inhuman powers or diabolical influence petitions her patron for an audience, then requests a pact. Once the Foedus has been struck, the demon works its
magic; depending on the Investment, an Infernalist could
find a pot of gold, sprout bony wings, or have her mind
blasted into instant awareness. At that time, a strange
Devil’s Mark appears somewhere on the Infernalist’s person; such “brands of favor” depend on the demon’s sense of
humor and aesthetics: a succubus could make her servant diabolically handsome (or ugly), while a swirling cloud of
chaos marks its chosen with a mangled limb. Either way, a
Devil’s Mark displays ownership, forging a physical and
metaphysical bond between demon and diabolist. A
Supplicium seals the pact and drives the diabolist a little bit closer to Hell.
As its name implies, an Investment displays an odd sort
of trust; the demon gives its servant a token of esteem in
return for deeds it cannot (or will not) perform alone. If an
Infernalist is foolish enough to make a pact then break it,
her Investments disappear immediately and the chase begins.
In game terms, a bargaining Infernalist gains character
points — points she can spend on Backgrounds and Investments. Such powers, we should note, fail on Christmas day,
Easter and Beltane (and, in the Middle East, during
Ramadan), when Divine might banishes the Darkness from
the Earth.
Demonic Investments are not super-powers, nor are
they employed easily. Most require an invocation to the
Patronus and some physical effort. When a Fallen One uses
an Investment, her aura turns dark red, then black; anyone
with mystic senses (Gifts, spells, Disciplines and so forth, as
well as the Awareness Talent) can tell that dark forces are
at work in his vicinity. Even mortals feel deep chills. Most
Investments actually transform the lnfernalist, too; a diabolist with Wings actually sprouts skeletal bat-wings from
her back! When a Fallen One calls upon her Hell-born
powers, she becomes a minor demon, and usually looks the
part!
Deeply corrupted individuals can become fomori,
tainted things who have surrendered themselves to evil to
such a degree that their skins literally crawl with demonic
power.
(VDA Companion 72)
Pacts range from 1 to 10 pts. The various levels are described in
Pacts
Can enchant a single object, binding it to herself. Then can summon that object from anywhere in the mortal world. The item must be small and light enough to fit in one hand, but can be anything, magickal or otherwise.
Has scaled skin, thick warts, leathery hide form of protection. This Investment protects against all attacks, however there is a price. For every 3 points in the Investment, the char subtracts one point from her Appearance. Thus, the sinner wears her sin in a very obvious way.
With a mind shattering shock, the demon blows open the doors of occult perception. When the supplicant recovers, she has the Occult Knowledge and the Awareness Talent at 3 dots each. Or 3 more if she already had them. The diabolist enters a Supplicium immediately and may go slightly or noticiably insane.
Great wealth, influence, or companionship. Almost any Background can be gained or increased with a pact; except--Daemon, Destiny and Familiar--no demon can or will provide those.
By calling on his Patronus, she may change into one of the meaner beasts (rat, cat, wolf, etc.). Gains all traits and special abilities of the animal, but restricted to a single form. Even in this form, the Infernalist possesses the Devil's Mark and radiates an uncanny air. Takes one turn and lasts no longer than a night.
The hand of Surgat guides this Infernalist; normal locks, knots, bindings fall open when she caresses them. Requires an incantation and a soft sweep of the fingers over lock. Does not work on magickal locks of any kind.
Claws or horns sprout from body. For one point they inflict normal damnage. 3 points inflict aggravated. Normally permanent, they can be made retractable for one point extra.
Evil vitality flows into the supplicant's limbs. She has the strength of a minor devil. Each dot costs 3 points and lasts til death or revocation of pact. Each "raise" requires a new pact. Thus one could "buy" 3 points of Strength for a nine point pact, but would have to make another pact for more.
With a glance, an Infernalist can spoil milk, rot grain, and sicken children. No effects on adults other than a feeling of being uncomfortable.
After kissing his Patron (don't ask where), an Infernalist assumes the the Devil's cloven feet. Each night, between sunset and dawn, his legs with grow thin, long and hairy, his toes curl into hardened hooves and tail from his rear. Painful taking several minutes transformation. The Infernalist may run faster than any man and kick or trample his enemies to death with the hooves.
Can breath gouts of fire on his enemies. Also acidic bile, hot blood, flaming entrails, or other vile substances. Causes 3 aggravated Health levels of damage. For every 2 extra points, can add another Health level.
Mortal weapons bounce off the Infernalist's skin with little effect. Every 3 points in the pact give the supplicant one extra soak die, this is permanent, and allows her to soak aggravated damage, but does not work in any way against attacks from holy sources.
For every point in the pact, a supplicant can add an extra 5 years to her life. Many Infernalists conduct rituals every 5 years, sacrificing scores of innocents to buy a few more years.
An Infernalist with this Investment can get away with damned near anything. No matter what he says or does, he awes everyone he meets. This does not cloak the Infernalist's true nature. He just makes sin look to enticing to resist.
Once a night, the Infernalist may turn one small non-living (undead creatures do not count) into gold. This will be cursed with an eerie aura seen by those who notice such things. The upper limit of this is roughly 13 pounds before transformation. A collection of tiny objects (coins, pins, straws, etc.) may count as one item as long as all items are connected when Infernalist touchs them.
Simple words or songs can enrapture her audience and will bring her listeners' worst passions to a head. Against a stong willed creature (magus, vampire) the difficulty is that of the being's Willpower. Once bound, a victim loses his good nature, becomes lustful, almost drunken in his temperment and must spend a Willpower point to regain his senses.
This Investment allows an Infernalist to restore herself to health with a mere effort of will. Can heal all wounds, normal or aggravated, except those inflicted by Prime magick, or by someone who has True Faith or belongs to the Celestial Chorus.
The Infernalist can shed her skin and escape her bonds. This takes time, pain, and effort; she must cut a slit in her own hide, then slide or yank herself out of the skin. Her nerves and muscles lie exposed. Regrowing the skin takes a week or so. Until then the diabolist is incredibly sensitive to her environment and really foul to look at.
Can "buy" slaves from the Abyss. Certain demon-hosts and minor demons will serve the Infernalist, so long as his purposes suit those of Hell. Once the Foedus is sealed, these bound creatures appear by the Warlock's side and ask, "Master, what is thy will?"
The servant's power depends on the amount of points in the pact. One point gets a single possessed mortal man or animal. 2 gets a demonic host beast. 3 gets a minor servitor demon. In all cases, the "servant" is loyal unto destruction. Devils, of course, cannot die on the mortal plane, and if ill treated might make its "master" very unhappy tomorrow.
Gazing into a person's eyes, an Infernalist can discern the sin that lie closest to the surface. The most shameful a person has done. In the Infernalist's "inner eyes", an image of the deed wells up, clear as day. She might decide to keep that to herself for later use, sneer openly about it, or torment the victim with a vision of it. By chanting to her Patrona, the Infernalist can display her vision in a reflective surface. Anyone in the area can see it. The Infernalist appears blameless, even to magickal tracings.
Kissed by Hell, this diabolist need not fear flames. No mortal heat or fire can harm him. It may consume his cloths and possessions, but does not scar his flesh. Magickal fires will have normal effect.
Each night at dusk, the supplicant's hands lengthen into bird's claws. Although handling objects is difficult, these Talons make vicious weapons. Raked across the skin, they inflict painful damage, if blood wells, a virulent plague infects it. Soon afterward, the victim will grow ill, nothing short of a magickal healing can revive him. Death in a week or less. Even after healing, the scars of the Plague-Crow remain vivid and dark.
Nothing the Infernalist touchs is safe from the Plague. Any living thing she scratchs will sicken and possibly die. Dragons, Krakens, spirits and the Undead are immune to the Plague.
Uncanny Beauty(varies)
In exchange for a sin or two, the supplicant assumes an unearthly, irresistible beauty. For every 2 points, the Infernalist raises his Appearance trait by 1 dot to a max of 8. Even if supplicant's Appearance remains within mortal levels, however, there's something uncanny about him. Lasts until death, although some holy circumstances can expose the beauty for what it truly is.
Uttering a blasphemous command, the supplicant grows horrible, demonic wings from between her shoulder blades. Allows her to fly at roughly 13 yds per turn. For an extra point, the wings may be barbed and inflict damage as if they were claws.
(Infernalism 73-76)
The Infernalist can swim underwater as fast as he can run. With a slightly
aquatic look. If mortal, he will gain gills.
The Infernalist will gain same abilities as a bat's sonar.
This can be used 5 times to take damage.
The Infernalist receives the ability to chew through anything. And can
swallow objects up to the size of a small child. The facial features are
normal unless using this power.
The Infernalist can cause aggravated damage with the touch of his lips.
The victim must first be grabbed or surprised.
The Infernalist grows a small tail which may be used to cause aggravated
damage like a whip. The tail must be hidden or everyone will know you are an
Infernalist.
Allows the Infernalist to sense any use of magic within 500 yrs of herself.
The Infernalist must concentrate to use this and it will reveal no
discipline other than Thaumaturgy.
Increases the sharpness and size of the Infernalist's fangs allowing
aggravated damage when used. Costs one Bloodpoint.
Identical to Razor Fangs only with fingernails.
The Infernalist will detect by scent if anyone is afraid within 100 feet.
The Infernalist will be unseen to animals though some may still smell her.
They will cower in fright from the Infernalist.
Gives Infernalists pheromones that make all mortals within 30 feet
easier to Dominate.
Infernalist can track someone and know when they are near their target.
Does not give precise location. Cost 1 Bloodpoint per hour.
The victim's will have problems staying upright, mortals will suffer
nausea. Can be used against any number of people at 1 Bloodpoint
a person. Last 5 turns.
Allows the Infernalist to move through solid objects. Cost 1 Bloodpoint.
The Infernalist can walk on walls or ceilings at a walk or crawl.
The Infernalist will receive an imp for protector. The imp will serve
her and have an empathic tie so that they will know the location and
emotional state of each other.
The Infernalist can spew a liquid of demonic energy from their nose, eyes,
mouth or fingertips. It will disappear 5 turns after it spurts. This
is a hideous smelling, acidic, blackish green goo. Costs 1 Bloodpoint
for one blast that will cause aggravated damage.
The Infernalist will become two dimensional allowing him to slip through
cracks and become almost nonexistent when viewed from the side. Cost
1 Bloodpoint.
Grants the Infernalist immunity from the fire and heat. But not from
sunlight or magic fire.
The Infernalist can drain the willpower of mortals, ghouls, and werewolves.
turning them into Bloodpoints. Touching is required. Victims completely
drained will become catatonic until they gain more Willpower.
The Infernalist will always know what is happening 500 feet inside of
her domain as if they were watching from above.
Will cause one of victim's arms or legs to wither away to nothing. There
is no pain but the limb will disappear. The Infernalist must touch the
body part to be effected.
At a cost of 1 Bloodpoint and 1 Willpower, the Infernalist can use this
to go from one place to another within 100 feet. The destination does
not have to be seen.
The power to turn a victim into a toad. Lasts 1 night per success and
costs 1 Blood Point and 1 Willpower.
Grants safe passage through Hell. This can only be given by extremely
power demons. Does not give the Infernalist passage to Hell.
The Infernalist's body becomes a spirit to travel through the Umbra at
1 Blood Point per hour of travel.
3 minor demons can be summoned by the Infernalist to protect her from danger.
The demons will not put themselves in danger but will try to protect
the Infernalist. Costs 1 Blood Point to use.
9 minor demons can be summoned by the Infernalist to protect her from
danger. They will fight until their forms are destroyed. Costs 1
Blood Point.
Gives the Infernalist minor status among the damned. The Infernalist
is superior to minor demons and can command them. They cannot be forced
but most will obey as punishing disobedience is acceptable and expected.
Rejuvenation
This will allow an Infernalist to permanently transform back to mortal
capable of aging normally. The Infernalist becomes unembraceable and
if it is forced will probably die.
Lightning Speed (variable)
The Diabolist may take
one additional action per turn without dividing her dice
pool for every 5 points placed in this Investment. Up to 15
points may be spent this way.
The Diabolist can stare into
the eyes of a victim and cause him to feel empty and void
of emotion. The subject will become unable to take any
action except stare into her eyes. The effects last for one turn per success.
This Investment grants the Diabolist a minor demonling as a familiar. Use the Familiar
Background for the creation of such creatures. They are loyal
to the Diabolist, but even more loyal to their demonic masters.
The Diabolist can shapechange
into the form of one particular natural animal. The
character gains any natural abilities possessed by animals of that sort. The effect lasts for one scene.
The infernalist’s right
hand gains the power to kill plants, gnarl wood, rust metal
and rot any flesh it touches. This effect does one level of
aggravated damage per success and
lasts one hour. The Diabolist suffers intense arthritis in his
hand for a week after using this Investment.
The Diabolist can cause
a subject to experience whatever emotion she wishes them
to feel by expending a point of Willpower. The effects lasts for one scene per success.
The Diabolist has the power to
heal all wounds, normal and aggravated, save those inflicted by Prime magicks, mages of the Celestial Chorus or
those with True Faith, by expending one point of Willpower per Health Level healed.