Daimonion
Daimonion is a direct connection to the Outer Dark, the domain past the Abyss and farthest from reality, which most Kindred dismiss as rumor, myth, or just someone else's problem. Every use of Daimonion is a transaction with something older and hungrier than you or anyone you know. Sometimes you understand what it says. Sometimes you understand what it wants. Sometimes you open the door just wide enough to let a little of it through, and then you spend the rest of the night wishing you hadn't.
The Discipline operates on two axes. The first is communion: sensing moral vulnerability, reading desire, understanding forbidden languages, and receiving whispers from entities that don't think the way you do. The second is devastation: Balefire, flesh-born parasites, insect swarms, area denial, and the destructive output of channeling energy from a place that hates all of creation. Communion Powers tend to be quiet and deceptive in nature. Devastation Powers tend to leave evidence, Stains, and lots of screaming; these are the ones that risk a Masquerade breach.
Humanity Gating: Daimonion Powers are gated by low Humanity, not Blood Potency. Each level requires your Humanity to be at or below a threshold to learn and use. If your Humanity rises above a Power's threshold, you lose access until it drops again. Level 1 requires 6 Humanity or lower, level 2 requires ≤5, level 3 requires ≤4, level 4 requires ≤3, and level 5 requires ≤2 Humanity. It's scary down there.
Infernal Taint: When you roll a Fanged Failure on any Daimonion roll, the Storyteller can choose 1 infernal complication from the list in your Devil's Bargain Compulsion. This happens whether or not you're currently under its effects.
Holy Vulnerability: Items and effects with the Holy tag deal 2× Harm to any Kindred who has learned at least one Daimonion Power. This vulnerability is permanent, even if they later lose access to the Power. Nobody harnesses the infernal unscathed.
There is no inherent counter to Daimonion, but it can't hurt to hang religious symbols everywhere and add a couple drops of holy water to every bath you take. You know, just in case.
It Calls and It Answers (Discipline Perk)¶
You carry an open line to the Outer Dark, and the things on the other end are always listening.
When you witness an act of cruelty or moral compromise, no matter how small, you may ask the Storyteller one question about the situation, the people involved, or the circumstances. The answer comes from something in the Outer Dark; a whisper at the base of your skull, a flash of alien insight, letters rearranging themselves, an animal talking only to you for a moment, or a sudden gut feeling you can't explain but know to be correct. The answer is always true, always relevant, and always colored by an agenda you can't fully grasp. The Storyteller determines the tone and framing. Demonic sources are not known for their warmth or their straightforward delivery.
Additionally, when you focus on someone within Close Range, you can clearly sense their most pressing unfulfilled desire without rolling. You learn the thing they'd kill for, the need they're pretending doesn't exist, the itch they can't quite scratch. This is not emotional reading (that's Auspex) nor sin detection (that's keen observation; just sniff them and draw your own conclusions). It works on mortals and vampires alike, though older or more guarded subjects may present murkier readings.
Level 1¶
Cypher Lingua (Passive)¶
Your mind absorbs languages with unnatural speed. When you spend at least one scene of focused exposure to a mortal language you don't already speak, you permanently learn whatever components you were exposed to. Reading a manuscript grants literacy in its language, while an evening spent listening to a native or well-studied speaker grants fluency. The more immersive the exposure, the more complete the knowledge. Passive exposure (background chatter, a song on the radio, language learning podcasts while you slumber, etc.) doesn't count; you need to actively engage with intent.
When you encounter supernatural writing, symbols, or markings and attempt to decipher their meaning, make a Hunger Check and roll the stat that the Storyteller tells you most closely matches the tradition: +Blood for Blood Sorcery sigils and thaumaturgical inscriptions, +Shadow for Oblivion runes and Abyssal script, or +Wits for anything else arcane that doesn't fall cleanly into either category.
On a 10+, you understand the full meaning, purpose, and approximate power level of what you're reading. You can reproduce the symbols accurately from memory on-demand.
On a 7–9, you grasp the general intent (protective, destructive, binding, communicative), but the Storyteller chooses 1 complication:
- The finer details are garbled; you understand what it does but not how, or how but not what
- Reading the inscription draws the attention of whatever placed or empowered it; you sense it stir
- You misidentify one critical element; the target, the trigger condition, the source tradition, etc.
On a 6-, you misread it entirely but believe you understood. The Storyteller provides a plausible but incorrect interpretation. You won't discover the error until you act on the information and it goes sideways.
Rancorous Redress (Passive)¶
Pain sharpens your connection to the Outer Dark. Once per scene, when you suffer Harm that you inflicted on yourself (whether deliberately or as the cost of a Power or Sacrament), take a Forward bonus equal to your Blood Potency (minimum 1) on your next Discipline roll. Every agony has its purpose.
Duress¶
When you pull the oppressive weight of the Outer Dark into the air around you to smother every supernatural spark, make a number of Hunger Checks equal to the number of other Discipline users within Close Range, then roll +Shadow. While Duress is active, all Discipline rolls within Close Range (including yours) have Disadvantage.
If you have access to level 4 of Daimonion or higher, the cost drops to 1 Hunger Check per two Discipline users (rounded up).
On a 10+, the suppression field holds steady. It persists until you choose to drop it, you leave the affected area, or the scene ends.
On a 7–9, the field takes hold, but the Storyteller chooses 1 complication:
- The suppression hits you harder than anyone else; your own Disadvantage cannot be flattened by Advantage from any source for the duration
- The field flickers; it drops entirely for one turn at the worst possible moment (the Storyteller decides when)
- Everyone in range feels exactly where the dampening is coming from; they know it's you and will come for you first
On a 6-, the field collapses inward. You have Disadvantage on all Discipline rolls for the rest of the scene. Nobody else is affected. You can hear something laughing from far away, but it sounds like it's right behind you. Or is it the other way around?
Surge of Tenacity (Passive)¶
When you activate a Blood Surge, the infernal Vitae coursing through you bleeds outward. Every ally within Close Range gains Advantage on their next +Blood or +Shadow roll this scene. You can't choose who benefits and you can't suppress it; the boost just happens. They might feel it as a sudden surge of confidence, a sharpening of the senses, or an unexpected warmth somewhere that isn't entirely unpleasant.
Gnaw¶
When you let the dormant critters that writhe beneath your skin come out to play, take 1 Superficial Harm (Ignore-Armor) as a gnawing swarm tears its way free from your flesh, then make a Hunger Check and roll +Blood. The swarm is a churning mass of carnivorous arthropods (or worse; the Outer Dark isn't picky about aesthetics) that relentlessly pursues the target you designate at the moment of release. You cannot redirect it once launched. The swarm is mindless, has no care for self-preservation, and disperses into blood and smoke after 3 turns or when the target dies, whichever comes first.
On a 10+, the swarm locks onto the target and deals 1 Superficial Harm per turn for its full duration. If the target flees on foot, the swarm follows at their speed.
On a 7–9, the swarm finds the target and deals its Harm, but the Storyteller chooses 1 complication:
- The swarm is much bigger and louder (and/or more demonic) than intended; if mortals are present, the Masquerade Clock advances
- The eruption leaves a gaping wound on your body that won't close until the swarm disperses; the Superficial Harm you took becomes Aggravated instead
- The swarm's appetite is indiscriminate; after it finishes with the target (or if the target escapes), it turns on the nearest warm body for its remaining duration
On a 6-, the swarm erupts but you can't aim it at all. The Storyteller chooses a random target within Close Range (ally, bystander, your actual enemy, someone's emotional support animal). It deals its Harm to the wrong target for the duration. If nobody else is in range, the swarm turns on you and deals 2 Superficial Harm (Ignore-Armor) before dispersing with a disappointed skittering sound.
Level 2¶
Kiss of the Molochim (Passive)¶
When you successfully Feed on someone who could potentially threaten you or your allies, you may choose to forfeit all benefits of the Feeding (no Hunger slaked, no Blood Resonance absorbed, no other effects) to leave a mark of infernal submission in their blood.
For a number of nights equal to your current Humanity (ending at dawn on the final night), the target has Disadvantage on all rolls involving aggression toward you or any member of your Coterie: attacking, threatening, scheming against, giving damning testimony, sabotaging your plans, any of it. They can still defend themselves if cornered (in a dark alley or in court), but their instincts scream at them not to start anything.
If you or a known ally provokes or attacks the target at any point during this period, the effect ends immediately and permanently. They become immune to this Power for the remainder of the story. You had your window.
Incite Sin (Passive)¶
Your blood carries something a little extra spicy. When someone ingests your Vitae for any reason, they experience a sharp, intoxicating rush of euphoria followed by creeping intrusive thoughts that nudge them toward their worst impulses. This effect lasts until the next dawn.
You can also trigger this deliberately through external contact. When your blood touches someone's bare skin and seeps right into their cardiovascular system, make a Hunger Check. If they were cut open by you first, no check is needed; you've already done the hard part.
If the victim acts against their own moral code or Convictions while under the effects of this Power, both you and the victim gain an Ongoing bonus equal to whichever Blood Potency is higher (yours or theirs, minimum 1) on all rolls until the scene ends. You'll know when it happens. Something in the blood sings.
Vampiric Vehemence (Passive)¶
When you channel infernal energy into a melee weapon you're holding, make a Hunger Check. The weapon crackles with infernal energy. On your next swing, you can project the strike as a ranged attack at a target within Far Range using whatever Move you'd normally use (most likely Dirty Your Claws). The weapon deals its normal Harm plus extra Harm equal to whatever you rolled on the d6 for this Power's Hunger Check. One charge, one shot. After the projectile fires, the weapon returns to normal.
If you also have Knight of Teeth: weapons you create with it can be charged with this Power.
Knight of Teeth¶
When you violently reshape your own flesh into implements of war, declare how many weapons you want to create (melee, ranged, or a mix; your call) to a maximum equal to your Blood Potency, then take 2 Superficial Harm per weapon (Ignore-Armor). Make a Hunger Check and roll +Blood. The quality of what erupts from your body depends on how well you channel the chaos. The good news is that they always deal Aggravated Harm to mortals regardless of your roll.
On a 12+, each weapon deals 4-Harm. Their form is almost beautiful, in a wet and red and horrible sort of way. Any Tremere who can see you instantly want to know the hell how you did that.
On a 10+, each weapon deals 3-Harm. They look gnarly and terrifying, exactly as you'd expect.
On a 7–9, each weapon deals 2-Harm. You decide which of them didn't come out quite right.
On a 6-, each weapon deals 1-Harm, and the Harm you took to create them becomes Aggravated instead of Superficial. The Outer Dark gives you what you ask for, but it charges full price plus tax.
Weapons created by this Power are grotesque, obviously supernatural, and unmistakably organic. They last until the end of the scene or until you dismiss them (as a Free Action). They cannot be removed, concealed, mistaken for mundane equipment, or explained away to anyone with functioning eyes and common sense.
Sealing Antiphon¶
(Requires: Duress)
When someone activates a Discipline Power in your presence and you whisper a sealing hymn in response, make a Hunger Check and roll +Shadow. The sealed Power crystallizes into a small talisman (a bead, a tooth, a knot of hair, a cyst on a chain, a scrap of smoking paper, a shard of something not of this world) that appears somewhere on your person. While you hold it, the target cannot use that specific Power.
On a 12+, the seal takes hold silently. The target knows their Power isn't working but has no idea who did it or how. They will likely panic, since this doesn't happen often.
On a 10+, the seal locks in. The target can feel it tear away their ability and knows you did it.
On a 7–9, the seal holds, but the Storyteller chooses 1 complication:
- The talisman is conspicuous; it glows, hums, smokes, or otherwise draws attention to you
- The sealing strained your connection; you have Disadvantage on your next Daimonion roll
- The target felt the seal form; they know exactly what it looks like and where on your body it is
On a 6-, the seal misfires. One of your own Discipline Powers (the Storyteller chooses which) is sealed instead, and the talisman appears on the target's person instead. Better go get that back.
The seal lasts until the next dawn or until the target physically reclaims the talisman from you. How they get it is their problem and your opportunity.
Carrion Banquet (Passive)¶
When you slay a living creature of at least human size, you can make a Hunger Check to violently detonate the fresh corpse. The body ruptures outward, painting everything and everyone within Close Range in a fine mist of blood, viscera, and the faint scent of sulfur (for seasoning).
You and any other vampires caught in the splash zone may immediately attempt to Feed reactively. On a 7+, instantly slake 1 Hunger from the airborne gore and describe how sick it looks (gaining no other benefits). On a 6-, you get a mouthful of something yucky that doesn't sit right; slake no Hunger, and the Storyteller decides how that mouthful manifests. It won't be pretty.
If any mortals witness this, it is an automatic, non-negotiable, spectacular Masquerade breach. The Masquerade Clock advances by 2 segments. There is nothing subtle about a person exploding and everyone nearby trying to catch a piece on their tongue.
Level 3¶
Coiling Spite¶
When you crack open the door to the Outer Dark and let its vitriol flood outward in a psychic lash, make a Hunger Check and roll +Shadow. Every supernatural creature except yourself within Close Range (including allies) takes 3 Aggravated Harm (Ignore-Armor). Mortals are completely unaffected; this Power targets the supernatural spark itself, and mortals don't have one. The damage is indiscriminate and cannot be aimed, reduced, or selectively applied.
On a 12+, every supernatural creature that takes Harm from this Power must immediately Stay Chill or buckle under the psychic weight. You gain Temporary HP equal to the total Harm dealt to those who fail. The Outer Dark preys on weakness, and it shares the scraps.
On a 10+, the lash fires cleanly. There are no additional consequences beyond the usual nastiness.
On a 7–9, the lash fires, but the Storyteller chooses 1 complication:
- The psychic shockwave echoes through supernatural frequencies; every Kindred within Distant Range feels the distant spite and may come to investigate
- One of your allies takes the brunt; they suffer 1 additional Aggravated Harm on top of the base 3 (if none are in range, you take this Harm instead)
- Your connection to the Outer Dark stays pried open longer than you intended; you gain +1 Hunger
- The lash carries your signature darkness; anyone with Auspex access who was hit can now identify the Discipline responsible beyond a shadow of a doubt
On a 6-, the lash whips around without a care in the world, and you take 3 Aggravated Harm along with everyone else. Additionally, the psychic feedback crashes back into you; you must immediately Stay Chill or Frenzy and flee from the Outer Dark's disapproval.
Eternal Damnation¶
When you lock eyes with someone who is already wounded and speak a curse that no living language should allow, make a Hunger Check and roll +Blood. The curse binds their injuries in place. All Harm the target has marked cannot be mended, healed, regenerated, or reduced by any means while the curse holds. Vampiric healing, medical attention, Discipline Powers, prayer, wishful thinking... none of it works.
On a 12+, the curse is indefinite. It lasts until you choose to lift it, you meet Final Death, or somebody finds a way to break it that the Storyteller deems sufficient. The name of this Power is not figurative.
On a 10+, the curse lingers for a number of nights equal to twice your Blood Potency.
On a 7–9, the curse holds only while you concentrate on it. You cannot use any other Discipline Power while maintaining Eternal Damnation, though everything else functions normally. The moment your focus breaks (you use another Power, die, or enter Torpor), the curse lifts.
On a 6-, the curse lands on you instead. Your own marked Harm cannot be healed for a number of nights equal to your Blood Potency, and you hear demonic voices mocking you during quiet moments.
Parasitic Bore¶
(Requires: Gnaw)
When you retch up a horrible parasitoid from deep inside your chest and launch it at a target, make a Hunger Check and roll +Blood. The parasite is a single writhing organism (part lamprey, part tick, all demon) that bores into the target's flesh and begins to consume it. Once burrowed, the parasite spreads its tendrils inward and becomes exceedingly difficult to remove.
On a 12+, the parasite bores in instantly on impact. John Carpenter would be proud.
On a 10+, the parasite latches on and tears its way in by the start of the target's next turn. It looks awful.
On a 7–9, the parasite latches and digs in by the end of the target's next turn, and the Storyteller chooses 1 complication:
- The parasite hits the wrong target; it locks onto whoever is closest to the intended target instead
- The burrowing takes 1 additional turn beyond what the result indicates; it has to get comfy first
- The parasite detonates on impact instead of burrowing, dealing 2 Aggravated Harm but providing no ongoing drain
On a 6-, the parasite twists around and bores into you instead. You are now the host. All the mechanics below apply to you, and removing it from yourself requires the same choices.
Once burrowed, the parasite gorges itself on its host for up to 3 turns. When it finishes, vampires gain +1 Hunger and mortals take 1 Aggravated Harm. You can recall the parasite at any time (it slithers back at the same speed as you). If it has gorged, recalling it and slurping it up slakes Hunger equal to the number of turns it spent consuming its host.
Removing the parasite is the host's problem. They have two options: Stay Chill and rip it out at once, taking 3 Aggravated Harm plus Superficial Harm equal to your missing Humanity regardless of the result, or spend a full scene carefully extracting it, taking 5 Superficial Harm. Once it's out, the parasite only has 1 HP. Better grab it quick!
Balefire Ignition¶
When you expose your Vitae to open air and speak the words that set it ablaze, gain +1 Hunger automatically. If you have already taken Harm this scene, the infernal blood ignites eagerly on its own and no Hunger is gained. Either way, two sickly green-black whips of Balefire now extend from your wrists.
While the Balefire burns, your unarmed Dirty Your Claws rolls can target anyone within Close Range. The attack deals Aggravated Harm equal to 3 + your Blood stat. Anyone damaged by the Balefire (other than you) ignites; they take 1 Aggravated Harm at the start of each of their turns until the scene ends or the fire is extinguished by supernatural means.
When a target's total Aggravated Harm meets or exceeds half their maximum HP, they must immediately Stay Chill or Frenzy, fleeing from your hellish presence at top speed on a failure. If you slay someone with Balefire, you instantly slake 1 Hunger as it vaporizes their blood and passes it along to you.
The Balefire lasts for the rest of the scene or until you choose to extinguish it. On a 6- when you Dirty Your Claws, the Storyteller may rule that the green flames gutter and die as one of the complications.
Nightmare Theatre¶
(Requires: Oblivion access)
When you reach into a target's mind and dredge their worst fears from its darkest corners, make a Hunger Check and roll +Shadow. While this Power is active, you cannot use any other Discipline Powers; your concentration is entirely consumed by the psychic channel. Everything else functions normally.
Against unprepared mortals, a result of 6- is treated as a 7–9 instead. Nightmares almost always find purchase in the feeble mortal mind.
On a 12+, the target's psyche cracks open like a dropped egg. They take Aggravated Harm equal to 3 + your missing Humanity from the psychic assault and are left shaking, incoherent, and traumatized. The 10+ results also apply.
On a 10+, the nightmares take root. The target suffers an Ongoing penalty equal to your Blood Potency (minimum 1) on all rolls and takes 1 Aggravated Harm at the start of each of their turns while you maintain concentration.
On a 7–9, the nightmares take hold as above, but the Storyteller chooses 1 complication:
- The nightmares leak back into you; you take −1 Forward and catch glimpses of the target's deepest fears, which are not pleasant
- Your concentration is fragile; any Harm you take while maintaining the channel breaks it immediately
- The target screams, convulses, or otherwise makes it very obvious that something supernatural is happening to them; this may draw unwanted attention from elsewhere
- The nightmares pull imagery from your own psyche; the target learns something about you that you would very much prefer they didn't know
On a 6-, the channel reverses. You see your own worst nightmare, vivid and inescapable. Take 3 Aggravated Harm and −1 Forward. You and your Storyteller collaboratively describe what horrors you saw. The target knows exactly what you just tried to do and is now fully aware that it didn't work.
Level 4¶
Hell Warden¶
When you spread your arms and seal every exit in an enclosed space with your fiendish authority, make 2 Hunger Checks and roll +Demeanor. Every door, window, vent, crawlspace, and opening within the building or enclosed area you occupy warps into something impassable. You decide what they look like: Balefire roaring behind every window, nightmarish forms scratching at every door, exits that seem to recede infinitely on approach, brickwork that was never a door at all, or whatever other horrors you can imagine. Unprepared mortals cannot pass through or open the sealed exits under any circumstances.
Supernatural creatures and anyone who was somehow ready for this can attempt to escape. First, they must Catch the Scent to identify which exits are real beneath the warding. Then, they must successfully roll +Resolve (7+) to force one open. The hellish seal lasts until you leave the enclosed space or choose to end it.
On a 12+, the seal is airtight. Supernatural creatures have Disadvantage on both their Catch the Scent and +Resolve rolls to escape. The space is yours to decorate with their insides as you see fit.
On a 10+, the seal holds as described.
On a 7–9, the seal takes hold, but the Storyteller chooses 1 complication:
- One exit is weaker than the others; anyone who finds it can force it open without the +Resolve roll
- Maintaining the seal is taxing; you have Disadvantage on all other rolls while it persists
- The seal has a tell; one detail is wrong enough that one suitably sharp individual notices the illusion without needing to Catch the Scent
On a 6-, your seal works a little too well. You are subject to your own warding; you cannot find or open the exits either without making the same rolls as everyone else. The denizens who watch you from afar think this is hilarious.
Crown of the Lost Clan (Passive)¶
(Requires: Oblivion access and your Dark Sacrament dedicated to the Outer Dark that night)
A faintly luminous ring of pale green light, visible only to those with supernatural sight, hovers and flickers above your brow. It marks you as worthy of recognition by the entities beyond creation, and they extend a measure of deference whether they want to or not.
While your Dark Sacrament is dedicated to the Outer Dark, you gain the following benefits:
- You can clearly perceive Wraiths, Shades, Ghosts, and other incorporeal entities that are not actively concealing their presence, regardless of whether Abyssal Sight or similar Powers are active.
- You sense when Blood Sorcery, Oblivion, or Daimonion Powers are activated within Distant Range and can identify the general direction and relative threat level of the source compared to yourself.
- You gain an Ongoing bonus equal to your Blood Potency (minimum 1) on all social rolls involving entities not native to the mortal realm. This applies to Ghosts, Wraiths, Shades, summoned entities, demonic manifestations, and anything else that doesn't belong here.
If you change your Dark Sacrament dedication to the Beast or your Coterie, Crown of the Lost Clan goes dormant until you return to the Outer Dark dedication.
Sanguine Bond¶
When you lock eyes with a target and forge a link between your wounds and theirs, make a Hunger Check and roll +Resolve. While the bond holds, every point of Harm you heal (either type and by any means) is simultaneously inflicted on the cursed target as the same type of Harm.
On a 12+, the bond snaps into place and all Harm you currently have marked is instantly transferred to the target. Your Harm track clears; theirs fills. If this kills the target, mark 1 Stain. You probably enjoy it.
On a 10+, the bond holds until dawn. Every point of Harm you heal is mirrored onto the target with no limit on the number of transfers.
On a 7–9, the bond holds for a number of scenes equal to your Blood Potency. Transfers work as above within that window.
On a 6-, the bond reverses. Every point of Harm the target heals is mirrored onto you instead. The bond lasts until dawn. You can feel them getting better while you get worse. Why did you think this would work?
If you also have Fortitude: if the transferred Harm kills the target, you instantly heal all remaining Harm of any type. Every scratch, bruise, and broken bone mends at once.
Soul Swap¶
When you reach across the Veil and silently switch a target's essence with your own, make a Hunger Check and roll +Shadow. Your supernatural aura and the target's are swapped. Anyone who uses Auspex, Blood Sorcery, or any other method of reading supernatural identity sees you as the target and the target as you. Your Hidden Devil cover Clan is overridden for the duration; you read as whatever the target actually is.
The swap lasts until dawn.
On a 12+, the swap is seamless. The target cannot detect it by any means available to them, and neither can anyone else. Even dedicated rituals designed to pierce supernatural disguises fail. They should worry.
On a 10+, the swap is clean. The target can only detect that something is wrong by rolling 12+ on a relevant Auspex Power used on themselves; others cannot detect it at all.
On a 7–9, the swap takes hold, but the Storyteller chooses 1 complication:
- The swap is slightly imperfect; one supernatural detail doesn't transfer cleanly (a specific Discipline signature, the smell of a Bane, a certain quality of the aura, or something equally obtuse and mystical) and thorough investigator could spot the discrepancy
- The target feels something drastically shift within them; they don't know what changed, but they know something is different and will investigate rigorously
- Your own aura leaves a faint echo on the target; anyone who reads both of you in the same night might notice the resemblance and put two and two together
On a 6-, the swap fails catastrophically. The target feels you reach into their supernatural essence and they know exactly what you are. No ambiguity, no cover story, no plausible deniability. If they know what Baali are, congratulations: you just outed yourself! If they don't know what Baali are, they're about to start asking questions you can't afford to have answered. Better take care of that, and quickly.
Level 5¶
Mitosis¶
When you spend a full, uninterrupted scene tearing yourself in half, make a Hunger Check and roll +Blood. Your body violently convulses, splits, and produces a near-exact replica of yourself. You take Aggravated Harm equal to your missing Humanity (Ignore-Armor). The copy emerges with HP equal to half your maximum HP (rounded down), your stats, your memories, your knowledge, your Discipline Powers up to level 4, most (but not all) of your opinions, and something very close to your personality. It is, for all intents and purposes, another you. You control both versions of your character.
The duplicate lasts until it is slain (same rules as usual) or until you heal all the Aggravated Harm this Power dealt to you, whichever comes first. When the copy expires, anything it learned floods back into you.
The Storyteller may step in to temporarily pilot and/or speak as the copy when it would be funnier, more dramatic, or more practical to do so (particularly if you're arguing with yourself, which you will).
On a 7+, the split works as described. Two of you now exist. The world is likely worse for it.
On a 6-, the duplicate emerges believing it is the original and that you are the imposter. It will attempt to stake you, absorb you, and replace you (ideally without anyone noticing). If it succeeds, your original self is utterly subsumed, becoming a weakened Wight under the Storyteller's control. Your duplicate inherits your full capabilities, all your knowledge, and your conviction that it is real. It will be very persuasive about this. Sorry, you'll be very persuasive about... what, exactly? Is something different? Is it the hair?
Born Again¶
When you call upon the Outer Dark to claim the vessels you've prepared for its coming incursion, make a Hunger Check and roll +Demeanor. Every mortal who ingested your Vitae since the last dawn is eligible. Upon activation, each chosen mortal is violently transformed into a minor demon for the remainder of the scene. Their skin splits, their bones crack and resettle, and something awful from the Outer Dark fills the space where their humanity used to be. These demons are not subtle in the slightest, and are an instant Masquerade breach if/when spotted, but they may not be traceable back to you, depending on your position.
The demons are not directly controllable but take general direction from you. Point them at a problem and they'll handle it with extreme prejudice, though "handle it" may not look quite how you expected. They prioritize threats to you but are not above collateral damage. In fact, they revel in it.
When the scene ends, the demons depart in a shower of Balefire and gore. Blood Bonded Ghouls who transformed survive the exit, though they will be traumatized and very upset with you. Average mortals are turned inside-out and splatter all over the damn place; mark 1 Stain per mortal who dies this way.
On a 12+, the demons are powerful and attentive. They inherit your stats, follow your directions fairly precisely, and deal Aggravated Harm equal to 3 + your missing Humanity when they Dirty Their Claws.
On a 10+, the transformation works as described. Each demon can deal Aggravated Harm equal to your missing Humanity.
On a 7–9, the transformation works, but the Storyteller chooses 1 complication:
- One or more demons fixate on targets you didn't choose; they have priorities of their own
- The transformation is incomplete in at least one host; that demon is weaker, erratic, and may turn on the nearest person regardless of affiliation
- The Outer Dark sent something extra along for the ride; one of the demons is markedly different from the others and acts with complete independence
On a 6-, the demons arrive and they don't recognize your authority. They attack everything, including you and your Coterie. The Stains from dead mortals still apply. You deserve it. You literally asked for this.
Hell's Yawning Maw¶
When you rip open a screaming wound in reality and let the Outer Dark pour through, make 2 Hunger Checks and roll +Blood or +Shadow (use higher). A portal manifests as a churning tear in the air, ringed with sickly green Balefire and leaking something that sounds (optimistically) like screaming.
All creatures within Far Range except you are affected — even a momentary glimpse is enough — and takes Aggravated Harm equal to your missing Humanity. Those killed by this Harm are immediately and involuntarily used to incubate and birth a legion of Balefire Hellions: burning, shrieking, and endlessly cruel semi-corporeal entities of green-black flame that claw their way out of the strewn corpses and begin defiling or destroying whatever's closest to them.
Hellions have HP equal to your Blood Potency, deal 3 Aggravated Harm per attack, are immune to Superficial Harm, and are extinguished only by sunlight or Holy effects. They will not attack you or your Coterie, but they will attack literally everything else they can find without hesitation or mercy.
The rift stays open until someone closes it. A practitioner of Blood Sorcery, Oblivion, or Daimonion can attempt to close the rift by rolling with the stat you didn't use and aiming for a 12+; anything less simply isn't strong enough. If they succeed and the rift closes, you gain Stains equal to the closer's current Humanity. At 2 Humanity, that almost certainly means the end for your conscious mind.
On a 12+, the rift is enormous and stable, extending to Distant Range instead. Your Hellions are relentless, and anyone trying to close the rift has Disadvantage. Something on the other side is very pleased with what you've done.
On a 10+, the rift opens as described. Lilith save us all.
On a 7–9, the rift opens, but the Storyteller chooses 1 complication:
- Your Coterie exemption is imperfect; they take half the Aggravated Harm (rounded down) from the initial blast
- The rift is unstable; it flickers and shifts, and the Hellions are weaker (half HP, only deal 2-Harm)
- Something squirms through the rift that definitely isn't a Hellion; the Storyteller determines what it is but doesn't have to tell you, but it looks at you with gratitude before it acts, leaves, or worse
On a 6-, the rift opens but it just won't close. It is, for the moment, permanent. The Harm still happens, the Hellions still spawn, but the rift persists until someone finds a way to seal it that the Storyteller deems sufficient. You have created a lasting and extremely obvious supernatural disaster. The domain will never be the same. Neither will you, assuming you survive what (or who) comes next.
Daimonion Sacraments¶
[PLS HOLD, THEY'RE COOKIN' I PROMISE!!! :) THEY'RE YUCKY!]
For details on how to learn Sacraments, see the Discipline General Rules.