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Sanguinus Curae http://www.sanguinus.com
Article By: Reno Camilani |
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| Dark Faith: Infernalist Merit
It is possible for people in the World of Darkness to have True Faith, a profound belief and conviction in the power of an 'Almighty' figure. Whether the figure exists or not is irrelevant; the individual has such a burning zeal that she gains some power over supernaturals, as laid out in True Faith. On the other side of the coin, what about the darker aspects of faith? Can't mortal Infernalist, Baali, and other harbingers of evil have faith too? Dark Faith is the manifestation of this belief. It gives an Infernalist some powers over their "good" counterparts (mostly individuals with True Faith and Hunters). It only makes sense, after all, some Baali believe so strongly in their masters that it would put the Pope to shame. Storyteller Note: Dark Faith can quickly unbalance a chronicle if used improperly. Storytellers should generally only use it with antagonists, like if the coterie or pack is going to stop some Baali in the area, and the Infernalist pulls out a pentagram and starts muttering Aramaic. Giving Dark Faith to characters is a quick and easy way to watch them abuse it against Hunters. Dark Faith shows up in an Infernalist's aura as blackish-red hellfire. The more flames there are, the more belief the person has in the power of Hell. Dark Faith is powerful, but it exposes the Infernalist to demonic influence and depravity even more. Every month, the devil-worshipper must succeed on a Conviction roll or lose a dot in their path.
Level 1: This is the infernal equivalent of the level 1 True Faith power. Level 2: The Infernalist may detect a Hunter or individual with True Faith within a ten-foot radius. Level 3: At level 3, the diabolist and her haven become tainted with a contagious disease. Plants wither and die, tempers flare easily, pregnant mortal mothers are in danger of having their baby be stillborn, etc. This power is similar to the Dark Thaumaturgy level 3 ritual Bloody Bones, but is only in place for 20 around where the Diabolist sleeps and/or does his research, and for 10 feet around his person. Level 4: At this level, the diabolist may ignore the True Faith level 1 power and any True Faith possessed by buildings or areas. Whenever she is in this area, however, the Infernalist is limited to dice pools of 10-minus the area's Faith rating, as she tries to resist the inherent good around her. Level 5: A person at level 5 or higher subconsciously erodes the beliefs of others in their vicinity. This aura of corruption surrounds the diabolist in a ten-foot radius. Hunters roll their Willpower against difficulty 3+the Infernalist's Dark Faith rating. If they succeed, they retain their convictions. If they fail, one of their Numinas (Storyteller's choice) is reduced by one for the remainder of the scene. If they botch, they lose the dot and are not able to use Willpower for the rest of the scene. A person with True Faith rolls their Faith against a difficulty of 8-minus their Faith rating (this power doesn't work on creatures with True Faith higher than 5, rare as they might be). The outcomes of the roll are reflected on the following chart:
Any person with Dark Faith higher than 5 is seriously evil. These people measure right up there with Anton LaVey and Aleister Crowley. They are incredibly rare, hard to find, and powerful. |
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