Dark Ages Companion (pg 167)
Set is a jealous god, and He does not allow his childer to follow another. There are few sights more terrifying in the Dark Medieval world than a Setite hunt for a fallen Serpent. The torments inflicted on such a renegade are said to rival the fires of Hell themselves – and to last almost as long.
However, the promise of even darker power tempts a few of the Followers, and small dens of infernal Setites lie scattered across the fringes of Europe.
Dark Ages Companion (pg 104)
Combining the worst of both infernal taint and Cainite blood magic, Dark Thaumaturgy is similar to regular Thaumaturgy, though the two Disciplines are entirely independent of each other. The most frightening aspect is that anyone can learn it once they have made a deal with the Devil – this power is not limited to the Baali.
Dark Thaumaturgy differs from “traditional” Thaumaturgy in that it is not a creation of Clan Tremere, and it that it draws on infernal power as much as it does the Blood. It is not “interchangeable” with normal Thaumaturgy; a character wishing to use these Paths must possess Dark Thaumaturgy, as a character wishing to use “normal” Paths must possess knowledge of normal Thaumaturgy.
Acquiring and improving levels of Dark Thaumaturgy and its Paths and Rituals demands a Supplicium of the student; success indicates that the new level is learned, while failure continues the character’s inexorable slide into damnation.
Rules for Supplicii may be found in Chapter Seven of the Dark Ages Companion.
Set & Satan
Dark Ages Companion (pg 178)
The Followers of Set know the tricks of demons very well; indeed, they use many of them for their own purposes. This is not to say that the Followers are servants of Hell. Setite legends say that Jehovah, Christ, Allah and all the other gods are but trinkets held up to pacify humanity, and that the various devils are merely terrors to frighten them. Their dedication is to their Lord Set and they will not be swayed from His path.
Rego Venalis : The Path of Corruption
Dark Ages Companion (pg 105)
It is said that this Path was developed by Set Himself as a gift to His childer. If so, they have made sure to spread it…
Dark Thaumaturgical Paths
Dark Ages Companion (pg 105)
Dark Thaumaturgy is practiced in the same manner as regular Thaumaturgy (detailed in Vampire: The Dark Ages, page 164). Each time one of these infernal powers is invoked, a Blood Point must be spend and a Willpower roll made against a difficulty of the power’s level + 3. A failure on the roll indicates that the magic fails. A botch indicates that a permanent Willpower point is lost, though the ST may also wish to confront the Dark Thaumaturgist with a visitor from the nether world…
• Night’s Terror
The infernalist can strike fear into opponents by reaching into the depths of their souls and pulling forth images of personal damnation. Even the strongest mortal can be cowed by this power.
System : Successes are subtracted from all the target’s Dice Pools until the target can shake off the power’s effects with a successful Road roll (diff 6), which may be attempted once per night. Vampires and other supernatural creatures may be driven into frenzy by this power; if the roll to shake off the effects is botched, the character frenzies, tormented by his own inner demons.
• • Poison Heart
Infernalists believe that all beings have dark sides. This power brings such darkness to the surface. By meeting the victim’s eyes and whispering a temptation, the Dark Thaumaturgist may cause the victim to act on his dark impulses.
System : Successes indicate the strength of the evil impulse. This power may be used on a Cainite, but it costs a Willpower point to do so. The target may resist with a successful Road roll vs. the infernalist’s Willpower.
• • • Fool the Heat’s Eye
The infernalist can assume the image of a victim’s loved one by reaching out with his thoughts. This power is used to plot betrayal and bring about corruption.
System : Successes indicate the verisimilitude of the impersonation: One success yields a rough impression, while five successes result in a completely convincing simulacrum.
• • • • Name the Crime
The infernalist suggests a sin to the target. This may consist of a single evil act, or a general attitude. Unless the target is very strong-willed, he is unable to prevent himself from acting on the suggestion.
System : Successes determine the duration of the urge to commit sin. By spending a Willpower point, the victim may make a Willpower roll (diff 6) to resist this urge; successful resistance requires more successes than the infernalist gained.1 success one turn
2 successes one hour
3 successes one night
4 successes one week
5 successes one month
••••• Unleash the Dark Soul
No longer content to merely manipulate, the infernalist with this power may rip the shadow from a living mortal and imbue it with temporary, physical presence. The mortal is destroyed by the experience, and a diabolic servant is gained for one night.
Those Lasombra who are familiar with this power are unsettled by its similarity to their own shadowy Discipline, Obtenebration.
System : The character must slay the mortal victim and project the remnant of the victim’s anima into her shadow. The mortal’s heartblood provides the animating force for the shadow-wraith, which is under the vampire’s control. The shadow is nearly-invisible, and can spy on enemies, pass through material objects and communicate mentally with its creator over any distance, fading with the next day’s dawn.