Daimoinon
The foul discipline of the Baali clan, this discipline draws directly from the Baali's connection to the Dark Gods that the Baali serve, allowing them to cast some of the most vile powers on this world known to vampires. Whenever someone emplores Daimoinon, reports speak that the user feels a cold hollow feeling fill their being, or the feeling of a painfull light piercing their essence.
Powers:
1 - Sense the Sin:
By merely observing a victim, the user may seek for any weakness that the subject may possess, wether corrupt Virtue, a dirty secret or a gap in his/her haven's defences that he/she is desperately trying to fill. (As the user closely observes the subject, the user rolls Perception + Empathy against a difficulty of the victim's Self-Control + 4 or Instinct + 4. The Storyteller determines exacly what the user learns, but as a general guideline:
Success effect chart:
1 Success: Reveals a low Willpower, Virtue or recent violation of Humanity's or a Path's Heirarchy of Sins.
2 Successes: Reveals a closely guarded secret or the darker paths the subject may occasionally travel.
3 Successes: Reveals the exact nature of a Derangement that a victim suffers from, or a secret entrance into the victim's haven.
The user may even get several pieces of information from a single victim, but this requires one turn of concentration extra while observing the victim. Regardless of wether or not this power succeeds, it may only be used on a single victim per night.)
2 - Fear of the Void:
This power terrifies a victim with fear of the void. As the user speaks to the victim about their weaknesses or past crimes, the user reminds the victim of their unescapable fate to end in the Void, invoking a primordial fear in the victim that would make even an undead heart sick with dread. Even other Baali are not safe from this power. (The user must have user Sense the Sin on the subject prior to being able to use this power on the subject, and the user must have done this in the same scene as attempting to use Fear of the Void. There is no limit to the exact number of people that can be effected by this power at once, merely that the user has used Sense the Sin on each of them in the same night. The user rolls Wits + Intimidation against a difficulty of the character's Courage + 4. If the victim is supernatural the victim may resist by rolling Courage against a diff of the user's Willpower to substract successes from the user's roll, mortals however cannot resist this power at all. At the Storytellers discretion, Ghosts or Fae that are ruled by strong emotions may be unable to resist this power as well.
Success effect chart:
1 Success: The victim is struck by a fit of fear, thusly losing 2 dices in all dice pools.
2 Successes: A vampire is send in Rötshreck, any other victims flee in fear.
3 Successes: Victims are send into a hopeless panic, in which they may fall to the ground, incapacitated by blind fear, or become immobilized while jittering madly and shaking uncontrollably.)
3 - Essence of the Netherworld:
Through force of will, the user may snatch a small part of the darkness that lies beyond God's creation. This darkness is a natural antisis to all that exists, allowing it to deal massive and unnatural damage to anything it hits. Wood crumbles to ash, metal twists and flesh melds under it's influence. The most common form this power has been reported is as a black flame that reeks of brimstone, though it has been seen in other more exotic forms, such as lightning bolts flashing in sickly green hues, barely noticiable ripples of energy flying through the air to hit their target or even large swarms of alien insects that attack unwitting victims with a vengeance. (The user spends 1 bloodpoint to make a small bolt in the palm of his/her hand that deals 1 die of Aggravated damage upon hitting anything. The user may then fling the bolt at the target, or spend another bloodpoint to further increase the size and damage of the bolt by 1 die of Aggravated damage, limited only by the user's maximum pool of Vitae or time permitted. The user rolls Dexterity + Occult at diff 6 to throw the bolt which may travel up to 15 yards, and dissapates after 1 turn of being thrown. The bolt may be dodged normally, but anything the user hits will suffer massive damage. Lastly, any vampire who faces this power in it's black fire form must roll to resist Rötshreck with a difficulty apropriate to the size of the flame they are confronted with. If they are faced by other powers, the vampire must roll to resist Rötshreck upon being damage at diff 8.)
4 - Psychomania:
The Psychomania of Prudentius, a religious poem speaking of the war between virtue and vice was the foundation of this power. By concentrating, the user can call an enemy's vice to take shape and confront the victim, thusly forcing the victim to fight the worst parts of him/herself. Should the victim lose to his/her vice, the experience may be so traumatic that it scars the victim for the rest of his/her existance. (Before using this power, the user must have used Sense the Sin on his target in the same scene as when attempting to use this power on the intended victim. The user must spend a full turn in concentration when attempting to cast this power, after which the victim rolls his/her lowest Virtue against a diff of the user's Willpower. Only one success is needed to fully resist the effects, but the user may continue to attempt to cast this power on every following turn after the first attempt, untill he/she stops concentrating. Botching on the Virtue roll causes the victim to fly into frenzy, or his/her vice may even possess the victim, forcing a derangement on the victim. If successfully cast, the victim is confronted by an incarnation of his/her worst vice. (which is usually one of the big 7, pride, greed, envy, anger, sloth, gluttony, averice, though the Storyteller may pick any vice that is more apropriate to the character in question) This vice will usually appear as a person out of the victim's life, such as an abusive parent, a crushed opponent, a scorned lover or in the case of vampiric victims it may appears incarnate as the Beast itself. Though the vice will only be visible to the victim, to them it's solid and painfully real. The victim must defeat his/her vice, though not neccesarily through combat. The user may also chose to cow or outwit his/her vice, but regardless of the method the victim uses to confront his/her vice, actually defeating it is never easy, for the vice knows all the tricks and strategies the victim would normally attempt. The Storyteller may opt to give the vice it's own attributes, but may also decide to give the vice it's own effects and powers. In general, those who's sins far outweigh their virtues wil have a much harder time defeating their vice then a saintly mother theresa type character. Should the victim while under the effects of this power turn his/her attention to the user instead of to his/her vice, then the vice will immediately attack. Any wounds inflicted by the vice are illusionairy, but they will be so real to the victim that the wounds can bring a victim to incapacitation or even torpor. The wounds caused by the vice will only dissapear once the vice is defeated or the Baali stops concentrating on the attack. Note that if you're Storyteller a game and you have a character in it that has this power, then prepare a vice for each character that is likely to become targetted by this power beforehand.)
5 - Curse:
At this point the user has gained so much favor with whatever dark diety he/she worshippes that that diety(s) will bestow it's aid whenever the user calls for it. By invoking their master's power in this way, the Baali have cursed many of their opponents with curses ranging from minor nuisances lasting a night, to permanent curses of such magnitude that they rival the stuff legends are made off. (The user rolls Intelligence + Occult at a diff of the victim's Willpower. Successes must be split evenly between increasing the power of the effect of the curse to increasing it's duration, so the user must score at least 2 successes for the curse to have any effect at all.
Succes effect chart:
Successes: Duration: Effect: Incantation:
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Note: The user may invoke any viable curse and place them in this chart as apropriate. A permanent curse cannot be removed unless the user wishes it to end, even the death of the caster cannot unmake the curse. However, the user may invoke disfavor with the dark gods he/she serves if the user invokes this power more then is neccesary, such as if the user abuses this power or simply overuses it. In this case, curses may unexpectely fail, or even alter in unexpected ways.