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DEDICATIONS

For all the Baali fans out there and for the love of the game.

DESIGNS

WRITTEN BY - The many creative creatures over the years, most of this book is a collaboration of the Baali Clanbook and other Vampire the Masquerade Source-books (With a little creativity on my part). EDITED BY - Jasin Holliday, so any mistakes blame him.

ART

COVER ART DESIGN BY - Jasin Holliday | Vampire the Masquerade Logo by Chris Elliott, Tomas Arfert. BOOK DESIGN AND LAYOUT - Jasin Holliday PHOTOGRAPY - iStock | ShutterStock Original Baali Clanbook Cover by John Bolton.

THE CONTENT WITHIN THIS BOOK IS TO BE USED FOR PERSONAL USE ONLY NOT FOR SALE.

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Baali

Devils, Demons, Infernalists, Shaitan

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Baali The Destroyers - Servitors of the Void "For while they sit contriving, shall the rest, Millions that stand in Arms, and longing wait the Signal to ascend, sit lingering here Heaven's fugitives, and for their dwelling place accept this dark opprobrious Den of Shame, the Prison of his Tyranny who Reigns by our delay? No, let us rather choose armed with Hell flames and fury all at once over Heaven's high Towers to force resistless way, turning our Tortures into horrid Arms against the Torturer; when to meet the noise of his Almighty Engine he shall hear Infernal Thunder, and for lightning see black fire and horror shot with equal rage..." -- John Milton (Paradise Lost)

"You walk in darkness so others can see the light." 6

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the conflict greatly reduced their numbers and power as well. The Banu Haqim holy war closely followed the Salubri assault, which further weakened the bloodline. Diminished in numbers and in strength, the Baali suffered correspondingly greater persecution by the other Kindred, mortal witchhunters, as well as conflicting Baali factions. forcing them to go into hiding in order to survive.

Who are the Baali?

The origins of the Baali are unclear, but they are as ancient as any of the Clans. The Baali are as old as the first dark rites held around a primitive campfire, designed to take control of the forces at work in the world, rather than be forever at their mercy. An ancient tribe of humans desired power and so made a pact with darkness and the night. Over time, these dark forces acquired have had many names and forms – the Children of the Outer Darkness, The Lords, and other much stranger names. The Lords were called Ba’al in the language of the time, and so their servitors came to be known as Baali, and later the Shaitan then simply Demons and Infernalists. The transmutation of the mortals into Kindred is an event shrouded in mystery. The two constants in the stories of the Baali bloodline’s creation are hubris and foolishness. As the stories have it, A vampire toyed with the Baali – for fun, to teach them the foolishness of their ways, or to teach them how pathetic their attempts at “evil” were, depending on the tale. Whether it was deliberately or accidentally, he touched them with his blood. The three who survived his attentions became the founders of this tainted line; Moloch, Nergal and one only known as the Nameless.

The Baali in Kindred Society “Just a little farther now, a little farther, and you will know the truth….”

The sane Baali stay inconspicuous, staying out of sight and avoiding obvious positions of power. They operate outside the normal parameters of the Kindred feudal system or pass themselves off as members of other Clans; their existence is a masquerade within the masquerade. The low profile gives the Baali considerable opportunities to do valuable research. They collect information, worm their way into unassuming positions of influence over those in power, seduce those they can, and in other ways set themselves up for later advances.

The Baali see existence as a struggle between two great powers. For lack of better identifications, they call these sides good and evil, or light and dark. Much greater than the petty wars and sins of Kindred, these powers encompass all existence. Everything and everyone are a part of this conflict; to the Baali, the only measure of worth is in whether you can participate in the game.

The major obstacle for the bloodline currently is their own bloodline. Sects within the Baali disagree about the end of the world, the followers of Moloch’s teaching fight to prevent the Sleeper from waking and devouring the world, then there are the others who wish to hasten the end by waking the Sleepers. The Order of Moloch goes to great lengths to stop their fellow bloodline form waking the Sleepers, sometimes destroying entire Nest's.

The Baali were doing well for themselves and might have come into their own as a clan of power, but an ancient clan of vampire, known as the Salubri, long ago took up arms against them, crusading to wipe out the "Infernalists". Although the Baali brought low most of the best the Kindred warriors,

Typically the only time other Kindred ever notice the Baali are when the Order of Moloch have failed in their duty.

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The Embrace Your new gods, your new ways All seek to dispel me With doctrines of fear built on lies The hidden one, no longer I claim my dominion To the sun of your age, I arise Cernunnos – Faith and the Muse

Childer are usually indoctrinated into their sire’s cult upon their Embrace and are expected to follow his dictates. After five to ten years they’re allowed to strike out on their own, although they often return to report to their sires, just as each sire must report back to his sire, and so on back to the Baali’s infernal masters. Baali value loyalty greatly in their childer, but they do not value blind loyalty, which they see as a sign of a weak mind. The Baali feed upon the weak-willed, but they Embrace the strong. They try to avoid self-serving, prideful manipulators, instead preferring mortals who have glimpsed the larger conflict of the universe and been drawn toward the darkness?

of Christianity. It also includes scholars who seek meaning in the universes. The Embrace is preceded by a long process of indoctrination and culminates in the induction into the sire’s cult as one of his favoured acolytes. The Baali traditionally Embrace by pouring their vitae into an eviscerated heart and forcing their chosen to claw through a pit of dead and decaying bodies to reach it. This also make the Baali one of the only clans that give their progeny a choice of becoming a vampire. They believe this guarantees that only the strongest candidates make it into the clan. The Baali also know how to Embrace members of other clans into their own by means of a ritual called Rite of Apostasy.

This includes people who have dabbled in the occult or who keep faith with the older gods in the face of

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Elders’ havens are known as nests, and their childer spend server years with them in that nest before striking out on their own. Although childer usually remain loyal to their sires, it is common to see competition and sometimes even war between different nests. Different Baali worship different aspects of the demonic powers; because of this, their agendas and practices differ as well. Such differences often cause them to fight among themselves.

They squander the wealth they have accumulated, they make deals they cannot possible hope to live up to, and they do so with no apology and no attempt at excuse. Most Baali know they are in decline, and that their bloodline is disappearing into the mists of time The bloodline has enemies, after all. Infernalists 'those who call up and worship demons' are one of the very few beings that can be called “common enemies” by most of the denizens of the World of Darkness, Kindred and otherwise.

‘And

behold, a pale horse, and his name that sat on him was Death, and Hell followed with him.’ Ever noticed it’s in past tense? That’s not a mistranslation.

Despite their small numbers and host of enemies, the Baali are still dangerous. The majority of the Baali are not Faustian bargainers, looking for comfort or even knowledge. Most do not wish to reign in Hell. They believe they know that the world is doomed. The End Times are here, and every sacrifice they make, every murder they incite, is one more chink in the dam holding back the deluge of blood called Gehenna. If they have to die to break that dam, so be it. They die knowing that what they do is what must be done.

Our History Or legend, perhaps — there are many stories of the Baali, perhaps you could say the History of the Baali is the History of the Kindred. The Baali's ledgends go back as far as the first tribe or men which they say they originated from. One story says that the childe of an Antediluvian made a pact with forces beyond human understanding in order to make war on the thirteen Clans. He took the name Baal-the-Destroyer, and he led his apostles against the Second City. The battle was terrible, and none caught in its wake were spared — Demon and Kindred alike perished. But the Baali and their unholy allies were routed and fled, and over the millennia, they faded from memory, to legend, to cautionary tale.

Mortal Cults The Baali prefer to draw cults of weak-willed mortals around them to feed upon and to use for their deprave rituals. The typical cult follow the ideological and philosophical beliefs based on Satanism, however there are maybe cults based on other religions, however most are pagan so they can perform their depravity. The trappings of religion fascinate them, and they often take up residence in abandoned churches and other places of worship that no longer feel the touch of faith.

The Baali do still exist, the First Inquisition weeded out the stupid and the careless, but left the clever and the patient. Some went into torpor, while others simply claimed membership in another Clan and begged for sanctuary. Now, in modern nights, the bloodline sees more concentrated activity than it has for centuries. Baali are explorers and seekers of secrets. They will do almost anything and sacrifice almost anyone to gain access to occult mysteries.

Osiris is the most common Predator Type for the Baali but others feeding practices are not uncommon.

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The Factions

The Destroyer Those who follow the Ba'al-called-the Destroyer seek an end to all things, that their masters might enter this world and begin again. They do not seek the wanton slaughter of innocents, but rather to inherit the legacy of incessant chaos, and to grant a birth right to the next turning of the cycle of oblivion.

There are factions and there are cults. Factions are the teachings of the Three Baali Methuselahs that all Baali has descended. One does not have to of descended from a specific Methuselah to follow the faction, but the majority of Baali do fallow the teachings of the one they descended from. Baali who fallow a faction agree through action that there are certain ways to do things. There are four main factions of Baali but lesser known faction do exist.

Many among the Baali bloodline who deserve the "bloodthirsty cultist" stereotype with which they are so frequently identified are these "Servitors of the Void," as many are wont to call themselves. Militant disciples of ultimate destruction, they have been behind assorted fabrications and folktales about depraved infemalists and demon worshippers throughout history. In the past they would muster great armies in misguided attempts to slaughter entire cities as sacrifice. Today they have learned to orchestrate from the shadows as puppet masters and ring leaders. Many of the devoted in modern times have been drown in by unreasonable hatred and bloodlust and have lost sight of the true goal. They became inextricably entangled with Satanic hordes, diabolical host, and other conceptions of infernal. The Destroyer’s welcome the coming of their venerated Masters, they engage in blatantly obscene rites and rituals using Dark Blood Sorcery, learned from there demonic Lords, to open to Void and bring chaos and destruction into this world.

The Celestial Many Baali insist that sages such as Solomon, beneath their Gnostic, Kabbalist and mystical trappings, all served the same masters -- lofty powers beyond angel and demon, beyond Heaven and Hell, beyond even such meaningless distinctions as "good" and "evil." Over these beings, in a place none can follow, their creator rules, a nameless, omnipotent entity akin to the God of modern religions.

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Following in the footsteps of their predecessors and parent cultures, angelic and demonic scholars use millennia of compiled charms and circles to yoke otherworldly beings to their will. These Baali do not often make their presence known in Cainite power struggles; such temporal concerns are unimportant to them. They are more concerned with the lifetime of lifetimes they have with which to acquire knowledge -- with the ultimate goal of using that knowledge to achieve godhead. Occasionally one such creature (or, more likely, her summoned minions) emerges from solitude to acquire some trinket or grimoire her circle does not already possess, but such occasions are few and far between.

These "Celestial" idolaters, with their thousand names, credos and magics, are among the most difficult of the Baali to identify, much less hunt down. They do not acknowledge a common name or pantheon of godlings; such names are known to have true power in the hands of those suitably informed (or indiscreet). Celestials are often found in association with mortal and Cainite occultists, many of whose beliefs and theories intermesh perfectly with their own -- disparate parts in an unholy union.

The Swarm Some Baali claim to hear the siren song of their masters much more clearly than the rest of their brethren. To them, the world stirs with a secret symphony, the strains of which have long been chittered by some of its oldest inhabitants -- insects. Avatars of the Swarm (for their ideology admits none of the familiar Cainite concepts of siring or generation) unfailingly cling to a single unifying principle. Their sole purpose, or so they claim, is perpetuation of the swarm from whence they were born, and promulgation of the sweet songs that issue therefrom. To this end, the insect-beings employ mortal prisoners as grotesque birthing-flesh for their larvae, defy traditional conceptions of death through the cultivation of gargantuan organpits, and gather in great subterranean hives, the better to perfect their unity. Ironically, these servitors -- drones in service to their progenitor, who is king, queen, mother, father, and shelter to them all at once -- are among the most tolerant of Baal's children, for they work to unify all oppositions into their vision. Theirs are the parts made strong in a seamless whole. Theirs is the secret that has slept since the birth of the world. And theirs is the great rebirth that will herald the return of darkness, under a sky blackened by billions of beating wings.

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The Mystery

The Multitude

It is not known which of the faces of the Children are, or might be, the "original," but Scholars of the Enigma of Existence have been a part of human society for as long as human society has existed. The same holds true for vampiric philosophers of the primal urge, and especially for the Baali. For as long as the bloodline has existed, certain of its members have pursued that ultimate Why. The Baali most devoted to the question are alien creatures, who have turned their unflinching attentions away from the lesser concerns of society, solidarity and even survival in contemplation of their Masters' mysteries. Theirs is the secret at the centre of existence, the riddle that has plagued the universe since the beginning of time. Such ancients have forsaken everything petty and temporal in their single-minded quest for the ultimate answer and will let nothing stand in their way of their plan to uncover it -- or crack the world trying.

Some of those few who have heard more than old wives' tales about the Baali believe internecine squabbles rooted in individual (and often irreconcilable) philosophies, practices, and political divisions to be the sole reason the Baali have not triumphed. The more energy they expend on internal strife, the less is available to use to summon the universal demiurge. Despite their fervour and fanaticism, it is clear that a fundamental division of ideology and practice strikes at the heart of these perverse practitioners, leading to vicious battles between nests, and even the occasional betrayal of the odd infernal school to mortal hunters.

The greatest trick the devil ever pulled was convincing the world that he does not exist.

Driven by motivations even they do not fully understand, these "Children of the Enigma" frequently regard as earth shattering that which seems inconsequential to others. Indeed, some younger Baali dismiss these scholars as being more Hecate ideology than Baali. They prize nothing so much as enlightenment -- however alien the notion might seem to others of their kind -- and thrive on fierce intellectual debate over the smallest matters. A coven of Children of the Enigma may convene to plan for a ritual sacrifice one night, concentrate their attentions on corrupting clergy the next, and then abandon both courses of action in the interests of arguing the implications of some obscure Sumerian prophecy. As irregular as they are insidious, the Children may hold the key to the bloodline's ultimate triumph -- or they may be ineffective, deluded fools.

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Baali Archetypes

Clan Compulsion

The Baali do their best to blend in wherever they are, and so they dress in modern fashion typical of the country or region. Since the Baali enjoy influence over others, their clothing is usually of good quality. Baali however, can be found in all walks of life from all over the globe. Mental or Social Attributes are usually primary, with the other being secondary. Knowledges of all kinds are common, particularly Occult and Academics. Skills such as Intimidation, Subterfuge and Leadership also show up quite often

BAALI: DEFILEMENT The vampire is compelled to corrupt or defile innocence. They will do this physically or mentally depending on the situation. Their desire to defile is so strong they will receive a two die penalty on any roll not involved with the corruption or defilement of others. This will continue until they are satisfied with corrupting the body or soul of an innocent.

Disciplines

ENTREPRENEUR

You have always been a people person. When it came to grade school, you were always picked first and never disparaged any opportunity to get up in front of the class and give a speech. After graduation, you were on the fast track to success, always the talk of the town. And then, you were chosen by the Baali to become their face to the masses.

Presence: The ability awe or cause dread in their victims. The Baali use Presence to terrify and seduce their victims. When feeding, the Baali use this power so their favoured vessels will always come back for more more, or to create a specific Resonance in the blood to feed on.

CLAN MIMIC

You have infiltrated a clan. You have learned to impersonate someone from another Clan that shares similar Clan Disciplines (Toreador, Malkavian, The Ministry). You may have come from a line of Clan Mimic to completely cover your origin story.

Obfuscate: The ability to melt into shadows, craft an illusory appearance, or fade from plain sight. The Baali spy on their prey clad in shadow, whether to feed discreetly or learn a targets sins and vices from the shadows.

RELIC HUNTER

Some would say you watched way too many Indiana Jones movies.

Daimonion: The Baali use this dark power to peer into the souls of their victims soul, cause pain and to curse. With Daimonion the Baali can learn others weaknesses and exploit it or corrupt them to feed the Children's Dreams.

OCCULT SCHOLAR

The Baali have some of the best occult knowledge in the world. In life you may have studied the occult and in unlife you continue to do so.

Daimonion

Daimonion is a diabolic power practiced by the Baali, they powers were taught to them by The Children to harness the corruptive powers of the Outer Darkness. ƒ Type: Sorcery ƒ Masquerade Threat: Low-High The individual level of Daimonion very in effect.

Bane

The Baali are particularly vulnerable to religious symbols; unless those symbols have lain abandoned for a least half a century, the Baali are repelled. Crosses, Stars of David, chants of verses from the Qur’an – all repel the Baali as the Flaw Folklore Block to Holy Symbols. The Baali also suffer double damage from any Faithbased power.

ƒ Blood Resonance: Choleric. The blood calls out for fear and and terror.

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 System: The Baali must first be able to speak to the target, playing upon his inadequacies and the inescapable consequences of his shortcomings. For the duration of the scene, the user may attack a single individual each turn in a Daimonion + Manipulation vs Composure + Intelligence conflict, causing Mortal victims into fits of terror, mindless panic-borne flight like Rötschreck. Vampires effected by Fear the Void Below feel their pending doom and

Daimonion These are the mysteries of the Baali, black arts torn whole and beating from the sorcerer-kings of ancient cultures and prehistoric civilizations, incoherent memories passed from tome to tongue, hearkening to times of oblivion. They are sibilant secrets in which all begins to end and begin again. With every new night and novice brought into the circle, the telling grows shorter.

Level 1 SENCE THE SIN

can only act in their own defense for a turn. If the Mortal cannot escape the presence of the Baali they will pass out for three turns. Kindred targets may resist after the first turn with a Willpower roll equal to the Baali's margin of win. If the Kindred target garners more successes than the Baali did on her original roll, he resists the power completely.

A real mark always convinces himself. The most dangerous Baali aren’t the ones that use extortion, threats, or over displays of power; the most dangerous Demons simply know how to talk their victims into cutting their own throats. This power allows the Baali to find a target’s vice.  Cost: One Rouse Check  Dice Pools: Daimonion + Insight vs Composure + Subterfuge  System:The player rolls Daimonion + Insight vs the subjects Composure + Subterfuge. If successful, the Baali can sense the subject’s greatest weakness. The significance of this information is dictated by the degree of success: One success might determine a low Humanity, weak Willpower, or a poorly defended avenue of approach, while two might yield a closely guarded secret or conversational misstep. Three or more yields a central derangement or formative trauma from the subject’s past.

Level 3 CONFLAGRATION

Not all of the Baali’s powers are designed for manipulation and subtlety. The Demons can also call up the fire from the realms of their infernal patrons, hurling it at their enemies in exultation of the Outer Dark. This fire spreads and burns normally, but when it is first created it is black and cold, as though drawn from a place where terrestrial physics do not apply.

Level 2

 Cost: One Rouse Check  Dice Pools: Daimonion + Occult  System: The player burns their own vitae making a Rouse Check, this creates a bolt of black flame that inflicts one die of aggravated damage; more Rouse Checks may be made to increase the size and damage of the flame. Such fires are fleeting and dissipate at the end of the turn, unless the Baali continues to make Rouse Checks on Conflagration over several turns, gradually creating a larger flame.

FEAR THE VOID BELOW

Once the Baali has mastered reading a subject’s darkest secrets, he can reach into the victim’s mind and twist what he finds there. The shock of feeling one’s sends the victim into catatonia or fits of panic.  Cost: One Rouse Check  DicePools: Manipulation + Daimonion vs Composure + Intelligence

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BAALI

The player also rolls Dexterity + Occult (difficulty 6) to hit his target, who may dodge as normal. Vampires confronted with this black fire make Rötschreck tests as if confronted with a similar quantity of normal flame.

ll injuries sustained by the target in such an encounter are illusory (substitute catatonia or torpor for death as appropriate) and vanish upon the phantasm’s defeat or the Baali’s loss of concentration.

Level 4 Level 5

PSYCHOMACHIA

With this power, the Baali combines his ability to read the psyche of a victim with the ability to summon up matter from the Outer Dark. Psychomachia pits a victim against the most dangerous, shameful parts of her own subconscious.  Cost: One:Rouse Check  Dice Pools:Daimonion + Manipulation vs Composure or Resolve  System: The vampire, after learning the targets tragic flaw (such as after using Sense the Sin), forces the subject’s player to roll her Resolve or Composure (difficulty 6). Failing this roll pits, the target against an apparition summoned from her darker self, perceptible to the subject only. The target may see or feel his abusive father, a long-dead lover, a childhood bogeyman, or (for Kindred victims) even the Beast itself. A botch indicates the target has been overwhelmed and frenzies — or, worse, becomes possessed by his inner demons. This imaginary antagonist may be wholly narrated or assigned Traits equivalent or slightly inferior to the victim’s, at the Storyteller’s option. A

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CONDEMNATION

The Baali levies a curse upon the victim. The more skillful in her dark studies the Baali has become, the direr the curse is likely to be. Legend states that some Baali can wield curses so foul that the victims attempt suicide after a single night — only to find that they can no longer die.   

Cost: One Rouse Check Dice Pools: Daimonion + Occult System: A Daimonion + Occult roll (difficulty equal to the subject’s Willpower) dictates the length and severity of the curse. Successes must be split between both these effects, as per the sidebar below. The player must split successes between effect and duration – curses with zero successes allotted to duration last for one night. For example, if the Baali’s player rolls four successes, she can inflict a two-success curse for one month, a three-success curse for up to week, or a four-success curse for one night. At any time, the Baali may choose to end the curse. Storytellers should feel free to invent creative or story-appropriate curses.

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BAALI

The Children of the Outer Darkness The Children are ancient beings who sleep deep in an incoherent maze known as the Labyrinth waiting for Oblivion to consume everything. They are known by many other names; Neverborn, Malfeans, Primordials, Never Dead and Decani. Whatever name they go by they are being with almost god-like powers, which have been around since the creation of the world. No one truly knows how they came into existence was unknown, and they were thought to have simply been around since the creation of the world. The scholars of the Baali have a few theories about the Children’s origin, the most common theory is that The Children are the cosmic pain taken form of flesh and soul when life and death were separated. These beings have physical bodies in self-created tombs in the earth, when the flesh body of one of the Children is found the Baali build a pit known as Wells of Sacrifice on that spot. These Well’s are used as a conduit to commune with the Children. The physical body is linked to the Children’s souls and minds which exist in the Labyrinth on the edge of Oblivion. The Children are forever dreaming, but that doesn’t stop them from interacting with the world. Many of them have legions of dead souls following and worshiping them, these souls are known as Spectres. They carry out their masters will to hasten the end of all creation. The Baali believe that if the Children’s soul is reunited with their body, they will bring the end to all creation. Some Baali wish to waken the Children from their slumber to bring on the end. However, some Baali wish to keep the Children asleep in their torpor by performing rituals of depravity and sacrifice they lull the Children to sleep, dreaming of the depravity and corruption they crave. The first Baali wars were fought between sects because of these two views, one side lead by Nergal and the other Moloch.

Oh my time is up I know you’re going to burn me Your judgment coils just like a snake Around my neck My destiny is certain Your curse floats above me Like a melody I hear And Heaven’s gates are bolted But now I’m not even sure If they want me down in Hell Let me know, lest we rest Sing me this song of death

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THE TAKING OF THE SPIRIT

Dark Thaumaturgy

By calling upon the power of Hell, this path allows the infernalist to strip away the temporary Willpower of her victim, leaving an almost soulless automaton ready to serve the infernalist without question. Some fiendish vampires have built entire legions of servants for themselves with this power. This fearsome path works on vampires and kine alike. ■ Cost: One or more Rouse Checks ■ Dice Pools: Willpower vs Willpower ■ System: The infernalist loudly calls forth the legions of Hell to steal away the spirit of her target and then touches her target. Depending upon the circumstances, the Storyteller may require a successful Dexterity + Brawl roll for the thaumaturge to make contact with the intended victim. Once contact is made, the infernalist must engage in a contested Willpower roll against the subject. If the victim accumulates more successes on this contested Willpower roll before being reduced to zero Willpower, he resists the powers of Hell. In addition, the suffering he endured hardens his mind, and this infernal path may not be used against him again a full year. If the victim is reduced to zero Willpower, he must do the vampire’s bidding, not speaking, staring blankly forward, in a state much like a zombie until he has regained one dot of Willpower, as per the chart below. If the infernalist is killed, the victim regains all of his lost Willpower immediately. A Beastial Failer on the part of the infernalist has unique results: He loses a number of temporary Willpower points that corresponds with his mastery of said path. These Willpower points return at a rate of one per night. If all points are lost, he may come under the control of otherworldly forces.

There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy. — Hamlet, I.5, 166-167. The Baali have been diabolists longer than any other creature on the planet, and were gathering infernal lore even before their progenitor cast them down into the ancient well. With the True Names taught to them by the Children they called upon the hosts of Hell to teach them the rites and rituals of the damned. ■ Nickname: Infernalism, Dark Thaumaturgy, Dark Sorcery. ■ Characteristics: Dark Thaumaturgy is expressly defined as sorcery taught by demons. Rather than the vampire utilizing magic inherent in her blood, she calls out to the demon and it allows her to utilize its infernal energy. Dark Thaumaturgy is absolutely, unashamedly, viciously evil. Dark Thaumaturgy requires the user to call out demonic names and speak infernal blessings, is infernal and corrupts the user’s soul with each use. All of these powers require a point of morality loss when they are first used and continuing tests against a character’s Humanity each time they are used after the first. ■ Type: Sorcery ■ Masquerade Threat: Low-High. The individual appearance of the powers and Rituals in Dark Thaumaturgy varies as widely as their effects. ■ Blood Resonance: Sanguine. Although not inherent in the Blood itself, Dark Thaumaturgy responds eagerly to blood from human occultists, sorcerers, and cult leaders, as well as murders and sinners.

■ Duration: The Willpower siphoned by this power returns at a rate determined by the Dark Thaumaturgy’s rating: • Return of 3 Willpower points per day’s rest •• Return of 2 Willpower points per day’s rest ••• Return of 1 Willpower point per day’s rest •••• Return of 1 Willpower point per week’s rest ••••• Return of 1 Willpower point per two week’s rest

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BIND THE INTERLOPER (LEVEL 1-5)

Rituals

This ritual allows a vampire to force a demon summoned by another infernalist into servitude, allowing him to command the demon as if he summoned it himself. Some methods may include promising a bounty of souls to the infernal in payment, knowledge of the demon's True Name (which probably differs from its summoning name) or a sacrifice of a valuable object or commodity like the caster's blood. The ritual's level varies depending on the potency of the entity being bound (see the table below), and the ritual requires 10 minutes per level to perform. The vampire must know the demon's name and achieve more successes on the roll than the original summoner accumulated when calling the demon forth. Should the binding succeed, the demon serves the vampire for the remainder of its servitude period, without beginning a new one. Level Demon 1 Imp (a mindless, slave demon -- Physical Attributes of 1, Intelligence 1). 2 Shade (a tormented soul -- Physical Attributes of 2, Mental Attributes of 2). 3 Pit Lord (a demonic sergeant-at-arms -Physical Attributes of 3, Social and Mental Attributes of 2). 4 Lesser Demon Noble (a ruler of some territory in Hell -- all Attributes of 3 or greater, likely with 10 - 12 points in Disciplines). 5 Greater Demon (All Attributes of 5 or greater (though these may rise to godlike levels), with a daunting array of Disciplines).

Unless otherwise noted, performing a ritual, wards or warding circles are the same as in the core book .

Level 1 CALL FORTH THE HOST (LEVEL 1-5)

This ritual draws forth a demon or tortured spirit from the Inferno. The creature appears through the power of the ritual and follows the vampires’ instructions to the letter (but not the spirit -- demons are known for warping their orders to serve their own ends). Note that most demons resent being summoned and ordered around in this way; they may return later of their own volition to torment the would be sorcerer. The character must know the name of the demon she wishes to summon for this ritual to take effect. Demons take many forms, though they may generally disguise themselves to walk unnoticed among humankind. System: This ritual requires one hour per level to perform (for example, summoning an imp takes only one hour, while summoning a shade takes three). The summoned demon serves the character for a number of hours equal to 10 minus the level of the ritual (again, by way of example, an imp would serve for nine hours while a shade would serve for only seven). During this period of servitude, the demon may not harm the caster, and it must follow her instructions exactly. When the duration of servitude expires, the demon vanished in a puff of sulfur and returns to Hell (though it may return of its own accord later to even the score).

RITE OF CONTACT

This is a method by which Baali can announce their presence to others of their clan in a city. When a half hour incantation is recited, with the Baali enveloped in total darkness, a telepathic message is sent to the oldest Baali in the area and then to all others in order of age. The ritual allows a one minute dialogue with each individual, contacted at their discretion. This ritual has also been used as a distress call.

Level Demon 1 Imp (a mindless, slave demon -- Physical Attributes of 1, Intelligence 1). 2 Shade (a tormented soul -- Physical Attributes of 2, Mental Attributes of 2). 3 Pit Lord (a demonic sergeant-at-arms -- Physical Attributes of 3, Social and Mental Attributes of 2). 4 Lesser Demon Noble (a ruler of some territory in Hell -- all Attributes of 3 or greater, likely with 10 - 12 points in Disciplines). 5 Greater Demon (All Attributes of 5 or greater (though these may rise to godlike levels), with a daunting array of Disciplines).

APORT OBJECT

This ritual allows the practitioner to magically enchant an object. The next time the Infernalist desires the object in her hand, all she has to do is speak a magic word and the object appears. This ritual takes several nights to complete. The infernalist must spend hours holding the object and repeat the magic word that will be spoken to summon it. ■ Ingredients: The vampires Blood and a bit of her flesh.

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BAALI

KINDRED BLOODLINE

VERITAS LOQUI/ SPEAK TRUE

BIND THE FAMILIAR

The caster entreats demons to answer his questions, revealing secret knowledge or unearthing mysteries. Most demons are not omniscient, however, and this ritual's effectiveness is limited by the demon's knowledge. This ritual has no visible effect, but individuals with Auspex sometimes claim to have seen imps or homunculi whispering into the vampire’s ear. The number of successes accumulated on the roll determines the extent of the information the demon must reveal. The caster may ask only one question of the demon, but he may cast this ritual as many times as he wants.

The Ritual calls a binds a familiar to the infernalist. This hour-long ritual calls up a minor imp that possesses an animal's body and serves the infernalist faithfully. ■ Ingredients: The freshly dead corpse of animal to be possessed. THE KNOTTED CORD

This Ritual has saved many an infernalist from trial and execution, by silent accusers. The infernalist must knot a length of rope while reciting the name of whomever she wishes to silence. Unless the target beats the infernalist in an opposed Willpower roll, he is unable to denounce her. ■ Ingredients: A length of rope DOMIOE OF LIFE

Many Baali have low Humanity and cannot use the Blush of Life as effectively as others, this Ritual allows the vampire to simulate one aspect of humans. The vampire can eat, drink or breathe just as a mortal can. The vampire can assume the flesh tone of a mortal, her body temperature to rise, make her heart beat, or anything else she desires. The effects last for one entire night.

Successes Amount of Information 1 Yes or No. 2 A short sentence. 3 A descriptive synopsis (3 - 4 sentences). 4 A complete answer. 5 An encyclopedic answer, which may include the topic's history, interesting personages’ involved or even apocryphal lore never before known to mortals or Cainites. ■ Ingredients: The caster must break a dried bone in two for this ritual to take effect.

CURSE OF OEDIPUS

This ritual blinds the target - who need not be seen, though the caster must know her name or what she looks like - for a number of hours equal to five minus her Stamina. ■ Ingredients: Burn a stick of heavy incense

Level 2

Level 3

HAUNTING MEMORIES

WARD AGAINST DEMONS

A Baali can maintain his Humanity through this ritual, the practitioner creates painful images and transfers their Stains to the next person touched. The victim will be haunted by these reoccurring, demoralizing images until they roll to remove the Stain from their Humanity. The vampire can transfer all their Stains with this Ritual if they wish, however only one can be transferred per turn.

This Ritual wards an item against demons, in spirit form and in possession or a body or item. Any attempt by them to manipulate or pass through the item triggers the effect. This ward uses the standard rules for Wards (Core Book p. 275). ■ Ingredients: A handful of powdered bone mixed with the Blood.

BRING FORTH THE HELL BEAST

Through the use of this Ritual, an infernalist may infuse an animal with corruption and rage. The beast becomes twisted and evil, seeking to wreak the Devil's own havoc on humanity. An infernalist who knows this ritual merely needs to lay his hands on any beast and thereby infuse it with a little of his blood (one Rouse Check). The animal flies into a rage and attempts to kill anyone and anything it encounters, until slain. This trace of infernal taint provides increased strength (Potence 1), and the animal becomes so frenzied that it feels no pain (and is not affected by wound penalties).

SIGN OF THE DEMONIC

This ritual makes the Infernalist immune to the attacks of all spirits – demonic or otherwise – for one scene, though she cannot affect them for the same period. By remaining absolutely motionless, the Infernalist may extend its duration three fold. Movement after the first scene automatically dissolves the protection.

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BAALI

KINDRED BLOODLINE

THE LEADEN HEART

VILE SWARM

An infernalist uses this Ritual to bind a target to the spot so he cannot flee the fate in store for him. After a 10minute Ritual, the victim finds himself unable to flee the area, unless he can beat the Infernalist’s successes in a Willpower roll. Should the victim botch this roll, he grows paralyzed with fear and cannot act in any way until the magic expires. The Ritual's power ends either at cockcrow (dawn/dusk). This Ritual is not limited by any distance; as long as the infernalist has a personal token she may affect her subject. Luckily for that subject, the token is consumed each time this Ritual is enacted. ■ Ingredients: Targets name and a personal token (a piece of clothing, a lock of hair)

This Ritual allows entire swarms of vermin to be commanded and used on missions of destruction. The infernalist performs the Ritual to summon a horde of creatures (insects, bats, or rats) and then feeds them her blood. These bound creatures swarm at the Infernalist’s command, overwhelming foes and destroying crops and property. As long as the infernalist concentrates, the swarm is disguised (such intense concentration requires the player to spend one Willpower point each hour). Hundreds, even thousands of creatures compose the swarm, and only fire or some other form of destruction can halt its rampage.

LETHEAN CHAINS

The infernalist may erase memories from his target by using a special potion, thereby concealing his evil actions. This Ritual allows the infernalist to distill a potion that causes the imbiber to forget all that happens for the space of one night - in her amnesiac state the victim is easily led astray and can even be blamed for the crimes of the infernalist. The Ritual itself is simple, taking only a few minutes of preparation time. ■ Ingredients: The potion's ingredients include the tears of a demon or water from an Underworld, so are hard to obtain. Each preparation of the potion contains a number of doses equal to the Infernalist’s successes.

Level 4 WARDING CIRCLE AGAINST DEMONS

This Ritual creates a circular Ward on the floor or ground, intended to prevent the passage of spirits. Although more difficult than some Warding circles, it is one of the most commonly found in grimoires and other sources. A human occultist could potentially reconstruct a functioning version of this Ritual with an Intelligence + Occult test (Difficulty 6), although they could not cast it without vitae or some other supernatural aid or element. This ward uses the standard rules for Warding circles found in the core book. ■Ingredients: The caster draws the Warding circle with an iron knife dipped in powdered bone and Blood.

Level 5

BALEFIRE

This ritual allows the Baali to draw upon the Balefires of Hades to bathe her body in a sickly blue green glow. The Baali is able to throw bolts of this toxic energy at her enemies. Any number of bolts may be thrown, at the rate of one per turn, but each costs the Baali one Rouse Check. Hitting requires a Perception + Occult roll; he takes three points of aggravated damage. Any non-living material hit by the Balefire decays; wood warps, metal rusts, stone becomes soft and crumbs. ■ Ingredients: The material component is a piece of radioactive waste or raw uranium.

SOUL LEECH

The Infernalist with this power can draw souls out of the recently deceased with a successful Wits + Occult roll (difficulty of the soul's Willpower). The Infernalist cannot retain the souls, but drawing them out with this ritual destroying them while replenishing the Infernalist. Each soul thus absorbed gives the Infernalist five Rouse Checks worth of blood and heals one wound or slack Hunger. The Infernalist also receives a rush, stronger than any blood drinking could give. Souls go through complete agony during these few moments. They appear as vapour cloud of swirling light wisping around the Infernalist, making terrible moaning sounds for the entire duration. The face of the victim can be seen in the vapour.

21

BAALI

KINDRED BLOODLINE

INTO THE ABYSS

This ritual allows the vampire to step into Hell itself. Why anyone would want to do this is unknown, but some say that ancient artifacts lie among the hoards or Hell. This ritual requires 24 hours to cast, during which the vampire must remain awake. At the end of the ritual, the portal opens, and it will remain so for a number of hours equal to the caster's Willpower. Denizens of Hell may not escape through this portal, though they may attempt to deny exit to any vampires who have invaded their realm of eternal torture. ■ Ingredients: To enact this ritual, the caster must wash an entire wall with the blood of children; the wall then becomes the portal into Hell. OF FILTH AND FLIES

More than any other Kindred the Infernalists have every reason to fear final death. Not only are they hated by most other Cainites, some have even sold their souls to demonic forces in exchange for vast power. This ritual was developed so Infernalists could ensure continued service under their demonic masters as well as postponing the inevitable loss of their soul. This ritual turns the infernalist or his chosen subject into a huge swarm of flies in the face of imminent death. Within the next 24 hours after the ritual has been performed, whenever the subject hits Incapacitated or below when taking damage he will instead burst into a sentient swarm of flies. When the swarm returns to the circle the subject will awaken the next evening buried in the soil where the carcass was, incapacitated but with a Hunger points total reflecting how much of the swarm managed to return. If the swarm fails to return within the 24 hour limit it will transform back into the subjects physical body without blood and Incapacitated at the spot where the largest part of the swarm is located. ■ Ingredients: The Infernalists needs a mammal corpse, the size of a pig, dog or human kid, and bury it in loose soil. He then needs to mix three Rouse Checks worth of Vitae with faeces and draw a wide circle with it around the spot where the carcass is buried. The infernalist or a subject of his choice then sits in the middle of the circle and paints an X with the mixture on the forehead. The subject then has to consume two handfuls of maggots. These will be absorbed by the subjects’ Vitae and won't result in vomiting. TRANSFER ESSENCE

This ritual has save many Baali from which hunters and their many enemies. The ritual transfers the Infernalists soul into a new body. The casters old body crumbles to dust. This ritual requires a Stamina + Occult roll. All mental and social skills and attributes and are transfered, the physical statics are the same as the dead had in life. All vampiric Disciplines and Blood Potencies are transfered as well. If the corpse is more than human werewolf or changeling -the vampire may be gaining new powers as well, becoming an Abomination or Maeghar (Storytellers discretion). ■ Ingredients: A fresh new human corpse, no more than ten hours dead.

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LORESHEET

Sahar-Hannibaal

A

fter his grandsire Tanit, went into torpor he became the leader of the Order of Moloch.

The Baali that are the descendants of the Methuselah known as Moloch, who was also called Andramelech by the Cainites of ancient Phoenicia and Ba’al-Hammon by the Cainites of Carthage, where he was worshiped openly as a god. Subtle, seductive and cruel beyond human imagination, Moloch devoted his existence to controlling the sleep-cycle of the powerful entities known primarily as the Children. Moloch’s descendants follow his teachings, committing horrors and atrocities by defiling humanity, lulling the Children down with a symphony of horrors to prevent them from waking and ending the world.

Lore ● Occult Library: Your connection to Sahar-Hannibaal and his followers gives you access to a secret library somewhere close to your domain, or the domain you are visiting. You know from rumour or reliable sources where one of these libraries should be located. Once per chronicle you can use this knowledge to study in this library and develop your Occult Knowledge. When you have access to the library any Occult Roll has a 2-dot bonus, subject to the Storyteller’s approval. ● ● Order Member: Sahar-Hannibaal leads the cult known as the Order of Moloch. You are either a member of the Order or have a close bond to those who are.

+o† 1-m |-h; ou; |_u;; 7o|v -ѴѴo1-|;7 |o ѴѴb;vķ om|-1|vķ -m7 ;m|ou -m7 -vvb]m |_;l |omembers of the Extended Cult, who may assist you, or school you. Note that unlike regular Backgrounds, use of these dots require a Boon in return.

● ● ● Occult Relic: You have in your possession or know the location of an Occult Relic. You can trade this relic for three dots in Resource or for a boon from a prominent member of the order of Moloch, including Sahar-Hannibaal. Possessing this relic gives you a Status bonus of one die to Social rolls when you are among other Baali.

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The exact nature of the Occult Relic is subject to the Storyteller’s approval. ●●●● Defender: The Order of Moloch are the secret defenders of the world, keeping the Children slumbering. Either you were taught the ways of The Order by SaharHannibaal, or his cult taught you Moloch's dictates. But Baali respect your knowledge and will contact you for knowledge, in return you can ask for boons and favours. ●●●●● Personal Favour: Your relationship with Sahar-Hannibaal is such degree that he has agreed to come to your aid when you are in need. You have been taught a ritual that will show him your location and visions of your soroundings. This can be used once be story.