inferno - Ty Carey

Transcription

inferno - Ty Carey
I N F E R N O
I N F E R N O
or
TO REIGN IN HELL
I N F E R N O
FIRST DRAFT
MYTHOPOETIC
Here at least
We shall be free; th' Almighty hath not built
Here for his envy, will not drive us hence:
Here we may reign secure; and, in my choice,
To reign is worth ambition, though in Hell:
Better to reign in Hell than serve in Heaven…
Paradise Lost
I N F E R N O
Table of Contents
MYTHOPOETIC.................................................2 I. The Concept...............................................28
References.......................................................5 1. Caste .........................................................28
BOOK OF LIES...................................................6 2. Aspects......................................................29
The Great Dragon............................................7 3. True Form..................................................29
Conclave..........................................................7 II. Draw Significator.....................................29
Pandæmonium.................................................8 III. Choose Cardinal Sin................................30
The Great Houses............................................8 IV. Forces.......................................................30
House Morningstar..........................................9 1. Assign Forces............................................30
House Gula......................................................9 2. Choose Force Distinctions........................30
House Avarita..................................................9 V. Proficiencies..............................................30
House Luxuria.................................................9 VI. Choose Distinctions................................33
House Invidia..................................................9 VII. Infernal Spread.......................................33
House Ira.........................................................9 VII. Calculate Scores.....................................34
House Acedia...................................................9 VIII. Choose Vices and Note Power.............35
Crowned Princes of Hell...............................10 The Fallen .....................................................38
Lucifer...........................................................10
......................................................................39
Beezlebub......................................................10 Hellborn ........................................................41
Mammon.......................................................10 Primordials ...................................................44
Asmodeus......................................................10 Outsiders .......................................................46
Leviathan.......................................................10 Force Distinctions.........................................47
Amon.............................................................10 Form Distinctions..........................................48
Belphegor......................................................10 Social Distinctions.........................................49
Other Demons of Note .................................10
Adramelech ..................................................11 Mental Distinctions.......................................50
Nergal............................................................11 Combat Distinctions......................................50
Verdelet .........................................................11
Mulciber........................................................11 Infernal Distinctions......................................51
Baalberith .....................................................11
Thamuz..........................................................11 Story Distinctions..........................................52
Ukobach ........................................................11 Domain Distinctions......................................53
Church of the Dragon....................................12 House Linage Distinctions............................54
The Abyss......................................................14 Marital School Distinctions...........................54
The Worm Star .............................................16 BOOK OF LAW................................................55
Eternal Damnation.........................................17 Golden Rules ................................................56
Demonic Sigils..............................................18 Forces Master Table......................................56
May Eternal Lie.............................................19 Time Keeping................................................57
THE BOOK OF POWERS................................20 Action Tests...................................................58
The Four Forces............................................21 Playing Hand Cards.......................................59
Reverence......................................................23 Torment ........................................................60
The Hand.......................................................24 Margin of Success ........................................60
Cardinal Sins.................................................25 Margin of Failure...........................................60
Proficiencies..................................................26 Multiple Actions............................................60
Distinctions....................................................26 Consequences................................................62
Linage Packages............................................26 Court Cards...................................................64
Martial Traditions..........................................26 The Cabal Hand.............................................64
BOOK OF FIENDS...........................................27 Lore Tests......................................................64
Character Generation Outline........................28 Grimoires.......................................................64
I N F E R N O
Aiding............................................................64 The Defence..................................................82
Random Target Numbers...............................65 Damage..........................................................82
Afflictions......................................................65 Consequences in Combat..............................83
Item Quality...................................................65 Grievous Wounds..........................................83
Exhaustion.....................................................65 Destruction....................................................83
THE BOOK OF CARTOMANCY....................67 Resurrection..................................................83
The Fool's Journey........................................68 Falling............................................................84
Historical Tarot..............................................68 BOOK OF DIABLeRIE.....................................86
The Infernal Tarot..........................................68 The Dark Arts................................................87
Minor Arcana.................................................68 Narrating the Dark Arts.................................87
Court Cards ..................................................70 Consequences with Magic.............................87
The Major Arcana..........................................72 Major Arcana as Magic.................................87
The Dark Hand..............................................73 Types of Magic..............................................87
The Cabal Hand.............................................73 Infernal Invocations.......................................89
Story Cards....................................................74 Common Invocations....................................89
Refreshing Hand Cards.................................74 Infernal Rituals..............................................91
Card 0 – The Fool .........................................75 Learning the Dark Arts..................................91
Card 1 – The Magus (Pride)..........................75 Grimoires.......................................................91
Card 2 – The High Priestess .........................75 Relics and Artefacts.......................................91
Card 3 – The Empress (Lilith).......................75 THE BOOK OF REPROBATES.......................92
Card 4 – The Hierophant (Greed)..................75 Special Ecclesiastic Titles.............................93
Card 5 – The Lovers (Lust)...........................76 The Ministerium ...........................................93
Card 7 – The Chariot (Wrath).......................76 THE BOOK OF DOMINIONS.........................94
Card 8 – Justice (Conclave)..........................76 Dominion Scale.............................................95
Card 9 – The Hermit (The Guide).................76 Tenure............................................................95
Card 10 – Wheel of Fortune (The Damned)..77 Ascendancy...................................................95
Card 11 – Strength (Authority).....................77 Dominion Standing.......................................95
Card 12 – The Hanged Man (Heretics).........77 Dominion Forces...........................................95
Card 13 – Death (Oblivion)...........................77 Schemes.........................................................96
Card 14 – Temperance (Dark Arts)...............77 Gambits.........................................................96
Card 15 – The Devil (Church).......................78 Statecraft........................................................96
Card 16 – The Tower (The Abyss)................78 Ventures.........................................................97
Card 17 – The Star (The Wormstar)..............78 Dominion Distinctions.................................97
Card 18 – The Moon (Beasts).......................78 Might.............................................................97
Card 19 – The Sun (Hell)..............................79 Diplomacy.....................................................98
Card 20 – Judgement (The Fallen)................79 Holdings........................................................98
Card 21 – The World (Infinity).....................79 BOOK OF THE BEAST....................................99
BOOK OF WRATH...........................................80 Minions........................................................100
Gears of War..................................................81 Building a Minion Squad............................100
Combat..........................................................82 Minion Distinctions.....................................100
Initiative........................................................82 Mounts.........................................................101
The Attack.....................................................82 Lore Tests....................................................101
I N F E R N O
References
Inspiration
Inferno, Dante Alighieri
Barlowe’s Inferno, Wayne Douglas Barlowe
Brushfire, Wayne Douglas Barlowe
God's Demon, Wayne Douglas Barlowe
Dictionary of Angels, Gustav Davidson
Dictionnaire Infernal, Collin De Plancy
Hero with A Thousand Faces, Joseph Campbell
Hellblazer, DC Vertigo Comics
Hellboy, Mike Mignola
Shadows in the Fog RPG, Chris Lehrich
Call of Cthulhu RPG,
Mage, Whitewolf
Tarot Decks
Finding a moody Tarot Deck is difficult … most have poor artwork and don't reflect the nature of
Infero. These are the best I could find, but it seems obvious that we should make our own Inferno
Tarot.
McKean – Pollack Vertigo Deck (By far the best artwork by Dave McKean)
Crowley-Harris Thoth Deck (Probably the coolest because … well it's Crowley)
Rider-Waite-Smith Deck (The BEST deck for beginners)
Gothic Bohemian Deck
Dark Grimoire Deck
Bosch Tarot Deck
I N F E R N O
BOOK OF LIES
I N F E R N O
BY THE SIN FELL THE ANGELS
"And his tail drew the third part of the stars of heaven and did cast them to earth...and Satan, which
deceiveth the whole world; he was cast out into the earth and his angels were cast out with him."
Revelation 12
The Great Dragon
Satan. It all started with the Arch-Angel, one of the Throne's highest and most respected. How
Satan had loathed man-kind when God had turned his attention to it. He would not bow his knee to
a creation of dust and mud as it was demanded; He, and the host, were made of fire.
Only to the Throne would he bow. Such was the love and respect of Satan amongst the host that his
impassioned speeches roused many of them to action. He was flung into Hell along with them,
condemned to exist there for eternity, apart from his love.
When Satan fell, he shook the Abyss with his fiery rage for nine days, a flaming comet brighter than
any light the underworld had ever seen. Those already on the ground braced themselves and
trembled. But there was no impact – Satan the Adversary simply vanished, leaving no clues to his
disappearance.
Conclave
After the Fall and Wars of Succession, the dust settled enough for the emerging powers to see some
sense in cooperation. It was deemed prudent that a council should be created in order to bring order
to the chaos and bloodshed. It was clear Satan wasn't returning any time soon, and the most
powerful of the Fallen could see what they stood to gain by uniting; the ability to consolidate and
begin soaking up smaller factions.
The first meeting of the council involved the seven Archdemons, who agreed to form a Conclave of
Hell, it's purpose to bring stability to the new kingdoms and re-unite the armies of the Fallen back
under one banner to continue the Divine War, as it was commonly believed would continue in those
early days. After much backstabbing and intrigue Lucifer was declared head of the council and
named Emperor. In reality, his power is checked by the six other Arch Princes.
The Conclave rules on all matters between houses, and tightly controls their activities and disputes.
Wars between houses are permitted if the Conclave votes positively on them, but they are tightly
controlled by laws of warfare and short lived – the Conclave never allows any conflict that could
risk engulfing the Empire in open warfare. The Conclave also votes on all matters of state that
effect the Empire; taxes and economy, law, threats and disputes.
Most Houses, Minor and Major, have representation at the Conclave. Administrators, Magistrates,
Orators, Tribunes and officials bustle about the capitol attempting to promote the causes of their
masters while ensuring their opponent's are foiled.
I N F E R N O
Pandæmonium
The Seven Demon Lords, under the direction of great architect Mulciber, built the city of
Pandæmonium upon the banks of the River Styx to be the capitol of hell and house their grand
council chambers. Lucifer, as Emperor and First Amongst The Fallen, resides in Pandæmonium
surrounded by the elite Stygian Guard, who stoically protect it's titanic halls.
The great sigil of the Conclave hovers above Pandæmonium, basking Hell in it's baleful red light,
visible for countless leagues.
The Great Houses
Seven Major Houses have emerged from the chaos, each representing one of the Cardinal Sins and
controlled by their Arch-Prince. Their holdings are vast but their power is kept in check by each
other and the order of the Conclave. Open warfare is common but highly controlled, usually over
border Cantons or third party Houses Minor.
I N F E R N O
Seven Great Houses and their Arch Princes
Lord
House
Vice
Lucifer
Superbia / Morningstar
Pride
Beelzebub
Gula
Gluttony
Mammon
Avaritia
Greed (Avarice)
Asmodeus
Luxuria
Lust
Leviathan
Invidia
Envy
Amon
Ira
Anger
Belphegor
Acedia
Sloth
House Morningstar
House Gula
House Avarita
House Luxuria
House Invidia
House Ira
House Acedia
I N F E R N O
Crowned Princes of Hell
Lucifer
First Among the Fallen and Emperor of the Infernal Kingdom, Light Bringer, Lord of
Hypocrites, Master of Sacrilege
Beezlebub
Lord of the Flies, Lord of the Air
Mammon
Lord of Usury, Keeper of Debts, Prince of Tempters
Primordial, Banker
Asmodeus
Prince of Lust, The Grand Tempter, Chief Reprobate
second level of hell, gambler
Leviathan
The Gate Keeper, The Unclean, Great Tiamat, The Crooked Serpent
Controls the Hellmouth, is rumoured to freely travel to Earth
Was Seraphim
Amon
Lord Carnifex, The Great Lion, Bringer of Despair, The Fury
Amon, the Warlord Butcher, is a relatively new addition to the Crowned Princes of Hell.
Belphegor
Lord of the Opening , Lord Baal of Mt. Phegor,
Beautiful Female or Old bearded demon, gives knowledge and invention
Other Demons of Note
I N F E R N O
Adramelech
Chancellor of Hell and President of the High Council of Devils.
Fallen
Nergal
Chief of Conclave Secret Police
Secret Agent of Beelzebub
Verdelet
Master of Ceremonies in the Conclave.
Mulciber
Count, Commander of the Stygian Guard and Grand Architect of Pandæmonium
Beelzebubs second in command.
Baalberith
Chief Secretary and Great Archivist of Hell
Thamuz
Head of the Inquisition
Lilith
The White Witch, Hell's Harlot, Queen of Lilim, The Provocateur
A Primordial, bred with Angels to make Hellspawn
Ukobach
Engineer of Hell
I N F E R N O
Church of the Dragon
The Church ensures the Empire of Hell adheres to the tenets of the Unholy Bible; they keep alive
the name of Dragon and the spirit of his war. Any deviation from the original intention of the War in
Heaven is considered Heresy. Entertaining any notion of redemption or reconciliation with the
Throne, or Mankind and the souls of sinners, is heretical and likely fatal.
The Church of the Dragon has a difficult relationship with the Conclave and the two bodies often
struggle for dominance. The Church sees itself as the guardians of the moral fibre of Hell, and
make it their business to ensure the Conclave adheres to religious strictures, and that it continues to
work in the Church's favour. Many of the Conclave are devout, or fear the Church's power, and do
their bidding – some fight it's strong influence but always do so in clandestine ways to avoid the
gaze of the Inquisition.
The Church is headed by The Hierophant, currently His Unholyness Humbuba the Terrible, a
monstrous and grotesque giant of flatulent, hulking fat. His Unholyness is probably the most
powerful individual within the Empire save for the Emperor of Hell himself, Lucifer, and Humbuba
considers himself both Lucifer's, and the rest of the Infernal Conclave's, superior. Curiously, The
Hierophant is a Primordial who inhabited the Abyss before the Fall, and claims to have seen and
converted to Satan's cause on the night his body plummeted and vanished into the Pit. As one could
imagine, nobody dares questions the sanity of a Primordial in charge of the Church.
Proscriptions
The Church has proscribed a great number of ideologies and behaviours. A short list of the most
grievous heresies follows;
 Being sympathetic to Human Souls, or treating them in any other way that might suggest
tolerance.
 Claiming the Church and it's teachings are not truth.
 Doubting the validity of The War in Heaven.
 Being of a heathen faith.
 Preaching reconciliation or being a 'redemptionist'.
 Denial of the Demonic Urges and Spirit.
 Writing or speaking in the forbidden, Angelic tongue.
 Using Angelic powers or affectations.
 The trade in Holy or Unholy Relics.
I N F E R N O
ABYSS
KINGDOM of HELL
ABYSS
SEVEN DEMON PRINCES
HOUSES MAJOR
CHURCH
DOMAINS
CONCLAVE
HOUSES MINOR
ABYSS
BLASPHEMER
REALMS
ABYSS
I N F E R N O
The Abyss
Hell is situated within the great Abyss, an eternal and timeless pit that's the counterpoint and
anathema of Heaven – indeed the furthest point away from it. The outskirts of the Abyss are
guarded by a special host of Seraphim, angelic warriors who guard the verge and make sure none
will ever escape, as remote as that possibility will ever be.
The Abyss is abstract in nature, a spiritual realm that seems to have it's own malicious intent. It
could be thought of as an in-comprehensively large cave, one with no limit to it's depth.
The ground is dead and grey, formed by cooled lava, blasting heat and intense cold. This monotony
is broken by great pits, razor sharp rocks, ash fields, titanic mountains like teeth and rivers of lava,
blood and tears. Even stranger anomalies await; forests of bone trees, flesh-like blisters and ooze,
swamps of ichor and impossible regions where common physics seems to bleed away.
The Abyss has always existed, and for most of eternity has been isolated and forgotten, save for
strange creatures and outcasts who have somehow found a living here. These creatures, called the
Primordials, are alien and unfathomable, and pre-date humanity and the Angels themselves. The
Abyss has long been a place for the Throne to banish unwanted or rebellious spirits – and some old
and hideous long forgotten Gods. It is a place of punishment, a malicious realm designed only to
make it's inhabitant's eternal life a living hell.
I N F E R N O
Topography of Hell
Hell is somewhat abstract – movement is often a force of will rather than simple point to point
movement. Hell is alive and can stretch and warp unrepentantly. However, there are grand roads
paved with souls that crunch under-hoof that can guide a traveller between major territories and
cities.
Making your own path across Hell outside of the Empire can be a dangerous affair as many entities,
such as those Primordials, the spirits that inhabited Hell before the Fall and Hell's gentrification,
enjoy snaring and consuming unwary travellers. The labyrinthine geo-politics of Hell make for
interesting jaunts, where going out of your way is preferable to traipsing over your adversary's
home ground.
Judgement is used when deciding where to go, knowing the locations of given places and the
nature of what is to be encountered. Obscure destinations may evoke high Difficulties. Some
places in Hell are malevolence and hostile, these must be navigated with the Force of
Wickedness.
I N F E R N O
The Worm Star
High above the floor of hell hangs Wormwood, the balefire star, the only suggestion of sky or space
in Hell. It travels slowly across the vast abyss projecting a red, melancholy light barely tinting the
landscape below. It's perhaps the only suggestion of time passing, or the only form of orientation in
Hell. When Wormwood dips below the horizon not much changes, except perhaps that another
cycle of eternity has finished. Before long it will reappear again on the other side. Often it's
completely obscured by the storms that lash Hell.
The position of Wormwood is important for the invocation of certain rituals; it's place in the 'sky'
bringing about certain shifts within the spiritual fabric of Hell. Some say that the Star is the Eye of
the Throne, reminding the sinful of their separation from the divine; always observing, always
judging.
Often the name of the star is said as Worm Star. Demons mark time with the Worm star; typical
phrases include Star Rise, Star Fall, Star High or Star Down. Sometimes Worm High or Fall.
Cosmology
malebolge
I N F E R N O
Eternal Damnation
The Abyss is a place of punishment; impure human souls are passed into the Pit from Earth upon
the body's death. There's a constant stream of sinners into Hell. Dumbfounded, mouths agape and
staring incomprehensibly at the new nightmare about them, they're easy targets for the awaiting
predators.
Torment
Torment is the fuel, lifeblood and currency of Hell – an occult force of misery that powers the
infernal machine. Torment is harvested from agonised souls, extracted via ingeniously cruel tortures
in terrible places called Harrows. This energy has many purposes for the Infernal; it powers their
magic, thus allowing them to manipulate the fabric of hell itself. Torment is sustenance; it extends
life and heals the corporeal form. It's also delicious, and very addictive.
The Princes and Lords of Hell maintain their realms on the stuff, and herds of Torment-excreting
souls are a symbol of power and control in the underworld. There is an active trade in Hell for
different types of Torment and souls, and it is taxed by governing Demons such as the Conclave.
Torment is referred to in the old tongue as Supplicium.
There are four types of Torment that can be derived, Pain, Fear, Sorrow and Corruption. Torment
acts like a pool of points that can be used to increase a score when attempting to succeed in a test.
I N F E R N O
They are also used to power diabolical rituals and traded for goods.
Types of Torment
Supplicium
Associated Force
Extraction
Pain
Anger
Physical torture
Fear
Deceit
Fear and hatred
Sorrow
Judgement
Realisations, forlorn emotion
Corruption
Wickedness
Compliance, traitorous behaviour
Demonic Sigils
Sigils are magical symbols or glyphs. They're drawn from the ambient power of hell whenever
diabolic powers are used, and are the seal that can perpetuate an ongoing magical effect. Sigils
typically exist as a glowing, complex symbol, either magically suspended in mid air, scribed onto
parchment or crafted into materials. Each sigil is a lock, key and code that can only be understood
with the right training. The creator imbues the sigil with with his own personality, and like finger
prints, no two Sigils are alike.
Demons have many uses for sigils and this magical language permeates it’s society. At a simple
level, sigils are used as symbols of authority or warning. A sigil may be left over a gate to a city to
display ownership, or an demon might display his Sigil like a badge of authority. At a higher level,
Sigils control and lock enchantments, such as a seal of protection on armour. If the Sigil is
destroyed, usually the magical effect is as well.
Most Demons of sufficient rank can manipulate and interpret Sigils. Many used to empower diabolical
Dark Arts are very complex and begin to fall outside of common understanding.
I N F E R N O
May Eternal Lie
Noteworthy Demons never truly die; when ‘destroyed’ they reside in a state of torpor, or coma,
where only a vague part of the spirit survives; even if they're drawn, quartered and scattered to the
four corners of Hell, they can maintain a terrible tendril of consciousness.
Destroyed Fiends may attempt to regenerate their form, or construct a new one by leaching off the
ambient Torment that saturates Hell. This could potentially take thousands of years. Faithful
disciples or entrepreneurs may attempt resurrection rituals – something that is much easier if they're
in possession of their master's remains.
I N F E R N O
THE BOOK OF POWERS
I N F E R N O
The Four Forces
Demons are creatures of spirit and will, despite appearing physical in their own realm of Hell. The
four characteristics, or Forces, of a Fiend correspond to different types of activities they might
undertake, as well as corresponding to a particular suit of the Tarot. The numeric value of a Force
indicates how powerful it is; higher the better.
Anger is the physical manifestation of a Demon’s will through his body, and is used for all physical
actions such as attacking, endurance and movement. It is represented by the suit of Staves.
Deceit is a Demon’s social ability and charisma, and is used for interaction, courtly intrigue and
lying. It’s also used to indicate how clever the Fiend is at fooling opponents – even in a physical
sense. It is represented by the suit of Cups.
Judgement is a Demon’s cold logic, wits, recall and knowledge, as well as a measure of his
Willpower. It is represented by the suit of Swords.
Wickedness allows the Demon to manipulate occult forces while casting spells and rituals. It’s also
an indication of a Demon’s natural malice and eeriness. The Greater a Fiend's Wickedness, the
stronger his vices. Greatly Wicked Fiends also tend to show their corruption physically; it’s
excreted by their form in terrible ways. It is represented by the suit of Pentacles.
The Forces and associated Tarot Suit
FORCE
Associated Tarot Suit
Actions Covered
Anger
Staves
Physical
Deceit
Cups
Social
Judgement
Swords
Mental & Willpower
Wickedness
Pentacles
Dark Arts
I N F E R N O
Force Distinctions
As Force is developed, the Fiend may choose specific Force Distinctions that act as a bonus to Tests
in certain situations, typically called Boons. The exception is Wickedness, where the Fiend earns
more Vices. Force Distinctions act as keywords; If called into play they give a further +2 to the
Test. There are certain circumstances where a Force Distinction might act as a penalty instead, for
example a Large Anger Distinction might act as a -2 penalty instead if the Demon was attempting to
squeeze through a tight spot.
FORCE
Force Distinctions
Force Distinctions
FORCE
Number of Distinctions
0–4
None
5–7
1
8 – 11
2
12
3
FORCE
An Example of a Force Distinction
Anger
Fast, Tough, Strong, Agile, Dexterous, Broad , Small
Deceit
Charming, Humorous, Forceful, Intimidating, Coercive
Judgement
Insightful, Will-full, Perceptive, Wits, Careful, Knowledgeable
Wickedness
See Cardinal Sins.
I N F E R N O
Reverence
Reverence is a Demon’s reputation, legend and renown in the Underworld. The larger his
Reverence, the more power he has to command, and with greater authority. The nature of Hell
implies that fear means power, and fear is earned by a reputation for greatness, ferocity and
deceitful genius. In order to ascend the ranks of the Infernal Kingdom, a Fiend must prove he’s
worthy.
Prestige points are used to track Reverence. For every 10 points of Prestige earned the Fiend gains
one point of Reverence. Prestige can ebb and flow with the Fiend’s conduct, so it’s possible to lose
Reverence and station as well.
This value can be used to enhance social or courtly ventures, and in some instance intimidate foes.
Generally the Fiend will subtract his adversary’s Reverence from his own, and use that as a
modifier to the Challenge.
Reverence is used to climb Hell's hierarchy. Attaining a new rank does not instantly adjust the
Fiend’s title, however – they’ll need to have the upgrade approved by their lord, or attain it via
intrigue or assassination. When the Fiend has enough Reverence to acquire a new title, it only
means he’s ready for it, or has some right to his claim.
Lastly, Reverence is used to calculate a Fiend’s Hand of playing cards. The exact number a Fiend
can hold at a given time is equal to his Reverence.
TITLE
Reverence Hierarchy
Reverence Score
Emperor/Hierophant
20
Arch-Prince
16
Prince
12
Arch-Duke
9
Duke
8
Marquise
7
Count
6
Baron
5
Lord or Knight
4
Agent
3
Servant
2
Sycophant
1
Neophyte
0
I N F E R N O
The Hand
A Hand is the amount of cards drawn from a Tarot Deck (henceforth called the Infernal Tarot) and
held by a Fiend. These cards are used for succeeding at tasks, and controlling the plot and flow of
the story itself. A clever Fiend will carefully conceal his hand for there are both strengths and
weaknesses revealed within. As the amount of Hand cards is limited, the player must be tactical
about which cards to hold onto for the long term. There is a balance between hoarding good cards
and waiting for opportune moments to use them, and limiting your options by reducing the flow of
cards through your hand.
Numbered Minor Arcana cards bolster the value of the Fiend's Forces and Proficiencies; The
Major Arcana, or Trumps, are special cards used to directly alter or affect the story, normally in
some benefit to the fiend. A typical starting Hand has around 5 cards; however the actual amount is
directly correlated with the Fiend’s Reverence score.
Hand can be reduced when Grievous Wounds are incurred; if a Fiend has no ability to hold cards, he
has been destroyed. Note that characters with low Reverence exist with one or no Hand cards altogether
– these unfortunates are still alive, but any Grievous Wound will destroy them instantly.
I N F E R N O
Cardinal Sins
Each Fiend is associated with a Cardinal Sin that advocates his motivation, power and vices. This
Sin provides the underlying foible of the Fiend, and should guide his modus operandi.
Cardinal Sins and Motivation
SIN
Motiviation
Pride
You are superior, and will be the victor.
Greed
Take what you want; you can have it all and more.
Lust
Possess what you most desire; don't deny your senses.
Envy
Deny others those things you want; enjoy their misfortune.
Gluttony
Take, consume, debauch. Don't hold back your appetite.
Wrath
Destroy your enemies; let them know your might.
Sloth
Convince your foes that nothing is worth worrying about.
Vices
The Cardinal Sin also dictates what Vices the Demon will suffer. These are character traits or
foibles that can be triggered by the Player, Fellow Fiends or the Arch-Fiend – when they're triggered
the player must role-play his Fiend's behaviour along the line of his Vice. As Fiends grow more
wicked, their vices expand and threaten to consume them.
When a Vice is triggered , the player draws an immediate Story Card and adds it to his Hand. A
player or the Arch-fiend can opt to trigger another player's Vice – in this case, the Story Card still
goes to the player who's character's Vice is triggered.
The player must choose a Vice from the given list for every 3 points of Wickedness they possess.
Cardinal Sins and Vices
SIN
Vices
Pride
Controlling, Vain, Proud, Arrogance, Cruel, Loquaciousness
Greed
Selfish, Disloyal, Deceitful, Reckless
Lust
Desirous, Vain, Indulgent, Abusive
Envy
Suspicious, Vain, Jealous, Loquaciousness
Gluttony
Indulgent, Dull Witted, Buffoon, Loquaciousness, Scurrilous, Uncleanness
Wrath
Vengeful, Brutal, Reckless, Cruel, Self-Destructive
Sloth
Lazy, Apathetic, Indifferent, Dull Witted, Cowardly, Scurrilous, Uncleanness
I N F E R N O
Power
Each Fiend derives a special power from his Cardinal Vice. Powers may only be triggered once per
Scene.
Cardinal Sins and Powers
SIN
Power (once per Scene)
Pride
Consider any card a Swords suit if you are using it display your superiority.
Greed
Consider any card a Pentacles suit if you are using it to steal or acquire.
Lust
Consider any card a Cups suit if you are using it to seduce or influence.
Envy
When a Fiend's card is played, you may claim it before it's effects take place.
Gluttony
When you draw a card, drawn two and keep one.
Wrath
Consider any card a Stave suit if you are using it to inflict physical damage.
Sloth
When you play a card, you may immediately draw another to your Hand.
Proficiencies
Demons have all of eternity to get good at things, and these are represented by Proficiencies. These
are the Talents and Skills of a Demon, and add directly to the Forces when being Tested.
Proficiencies generally fall under larger categories such as Physical, Arcane, Knowledges, Social.
Distinctions
Distinctions are things that set the Demon apart from others; special characteristics and features that
effect game play. They fall under specific categories such as Form, Martial, Social, Mental,
Infernal, Story, etc. Most distinctions are taken when conjuring a new fiend (char gen) by spending
Distinction Points.
Linage Packages
When a Fiend is conceived the player has the option of spending points on a Linage; it's a bundle of
pre-set Distinctions that will generally be cheaper than taken separately, but come with story
connotations. For example, Order of the Fly is a House Linage Package that represents an Agent
belonging to the House of Beelzebub. The player gets some cheap distinctions and advantages,
however has some obligations to his order.
Martial Traditions
Hell is full of warfare, and many traditions of combat have arisen from the Training Barracks of the
Houses, some famous, some infamous. Taking a Martial Tradition costs the Demon substantial
Distinction points, however it starts the Demon down a path of Combat Distinctions that are
eventually cheaper than purchasing them individually, and offers some other benefits.
I N F E R N O
BOOK OF FIENDS
I N F E R N O
Character Generation Outline
I.
Concept: create an idea of what type of Fiend you wish to play.
1.
Choose Caste
2.
Select 3 Aspects
3.
Choose True Form
II.
Draw Significator from Infernal Tarot
III.
Cardinal Sin: Choose what sin lies at the heart of your Demon.
IV.
Forces: Spend 12 Points across all four.
1.
Assign Points
2.
Choose Force Distinctions if allowed
V.
Proficiencies: Spend 14 Points on Proficiencies.
VI.
Distinctions: Spend 14 Points on Distinctions.
1.
Check Linage Packages
2.
Check Martial Schools
3.
Choose individual Distinctions
VII.
Infernal Spread: Assign bonus points.
VIII.
Calculate Prestige, Reverence and Hand.
IX.
Choose Vices and Note Power.
X.
Cabal: create background with troupe.
I. The Concept
1. Caste
Not all demons were created equal. Caste indicates what social order of hell the Fiend belongs.
There are four, each offering different abilities and story-telling potential. Each Caste is aligned to
one of the Forces; Anger, Deceit, Judgement and Wickedness – and gives that Force a bonus when
the Fiend’s created. A complete description of the Castes can be found at the end of this chapter.
The Fallen
Judgement
+2
Noble Class. Once part of the heavenly choirs, these rebel angels were cast into the Abyss and
became the dreamers of Hell.
Hellborn
Deceit
+2
I N F E R N O
These Demons were born under the will of the Fallen, forged in the fires of Hell under their
inflection, and being entities of malice have since raised their own empires.
Primordials Anger
+2
Ancient beasts that lurk within the Abyss, pre-dating the Kingdom of Hell, these spirits are
ferocious and alien.
Outsiders
Wickedness
+2
Human sorcerers and outsiders who have, despite all attempts to thwart them, earned a station in
hell.
2. Aspects
Choose three keywords that broadly describe your Fiend – they don't have to be linked in any way,
and it's best not to over-think here; grab whatever terms you find cool at the time. If it helps, choose
an animal, a sensation, sense or emotion, and an object they associate with. This will help guide the
Fiend's flavour – the paradigm that shapes his presence, and magical powers.
Rich is playing an Outsider, a former human known as Lago, a diabolical human sorcerer who has
carved out a position in hell. Rich thinks about it briefly and chooses three aspects – tentacles, contempt
and sacrificial knives.
3. True Form
This is the original body of the Demon. Fiends often choose to masquerade in different forms, but
this is how the Demon looked when he came into existence, or in the case of The Fallen, how they
were transformed when they plunged into the Abyss. True forms and their qualities are dictated by
the Caste of the Demon.
Checking the description of the Caste, he sees that all Corrupted begin with an original Human form –
simple enough. He'll get to add Distinctions (form qualities) and extra forms down the track. Rich
decides that Lagos is a thick set, elderly bald man with a long moustache (Ming the Merciless style). His
entire body is covered in evil looking tattoos, the largest a black frog on his chest.
II. Draw Significator
The Major Arcana should be separated from the Inferno Deck and a random card drawn – this card
represents the Fiend's essence, and should be used as a storytelling guide for the character's
underlying spirit. When the Fiend plays this card from his hand the effects should be powerful
indeed – they immediately gain a Story Card.
I N F E R N O
Lago's player shuffles the Major Arcana and draws Temperance. He interprets the card as meaning
scrupulous scientific progression – Lago is an alchemist and hermetic who uses stringent scientific
methods and goes about his dark work with absolute caution, the reason he's managed to find himself
immortalised in Hell. Rich also decides Lago has another side that betrays his sneering and demonic
nature – he's capable of being watchful for his companions.
III. Choose Cardinal Sin
Each Fiend is associated with a Cardinal Sin that advocates his motivation and weaknesses. Choose
it now and note it down.
Rich decides Lago's cardinal sin is Pride – a good fit for a ex-human diabolist.
IV. Forces
1. Assign Forces
Assign 12 Points across all Forces; Anger, Deceit, Judgement, Wickedness. Add the free points
from your Caste.
Lago distributes his points to Lago's Forces the following way; Anger 2, Deceit 4, Judgement 3,
Wickedness 3. He receives a bonus Wickedness from his Corrupted Caste, bringing it to 5.
2. Choose Force Distinctions
If your Forces qualify by having enough points, choose and note down Force Distinctions.
Lago does not qualify for any Force Distinctions – his high Wickedness means he'll have Vices instead.
V. Proficiencies
Proficiencies are skills and abilities that the Fiend has learned. They're added to the associated
Force when the Fiend sums up a Test.
The Fiend may spend 10 Points on Proficiencies from the list. Each point grants +1 whenever using
that Proficiency on a Test. You may only spend 2 Points on a Proficiency.
A Fiend may choose to Specialise a Proficiency with 1 point. This narrows the focus of the skill, but
I N F E R N O
increases overall score. If you Specialise, choose a focus listed under the Proficiency. You gain +3
points on that Proficiency, however you only gain that bonus when using that speciality. It's worth
noting that it's much easier to improve specialities once the game has commenced.
Proficiencies are grouped together under the four Forces, however that does not restrict their use to
them.
Lago chooses to take Apothecary, Awareness, Scribe, Rituals, Diabolism, Lore 2 all as base Proficiencies.
He has +1 in all of these.
He chooses as Specialities: Evade (melee), Coercion (Lying), Artificing (Talismans), Leadership
(Command). These are all +3.
I N F E R N O
Proficiencies
ANGER
JUDGEMENT
Acrobatics
Jumping, Balance, Contortionist
Administration
Accounting, Business,
Merchant, Politics, Law
Athletics
Running, Swimming, Endurance
Apothecary
Poisons, Surgery,
First Aid
Block
Shields, Improvised
Awareness
Scrutinise, Alertness,
Navigation, Duelling
Climbing
Rope, Mountain, Urban
Battle
Strategy, Sieges, Frey, Unit
types
Evasion
Melee, Ranged, Thrown
Craft
Weapon-smith, Armourer,
Mason, Tailor, Carpentry,
Cartography, Cooking,
Painting, Magic Circles
Flight
Wings, Beast, Siege
Lore
History, Artefacts, Dark
Arts, Abyss, Cosmetology,
Church, Philosophy
Melee
Blade, Pole-arm, Chain,
Bludgeoning
Mechanical
Sapper, Locks, Machines,
Sabotage, Traps, Siege
Parry
Blade, Bludgeoning, Improvised
Linguistics
Abyssian, Anglicana,
Stygian, Terrestrial
Ranged
Bow, Crossbow, Siege
Scribe
Calligraphy, Illumination,
Book Binding, Writing
Riding
Chariot, Mount, Siege
Survival
Scouting, Prospecting,
Wilderness, Urban
Thrown
Spear, Net, Blade, Improvised
Training
Beast, Study, Instruction
Unarmed
Claws, Brawling, Wrestling,
Improvised
Sciences
Chymist
DECIET
WICKEDNESS
Charm
Seduction, Persuasion, Ingratiate
Artificing
Talismans, Weaponry
Coercion
Intimidate, Interrogation, Lying,
Taunt
Rituals
By Discipline
Courtesan
Carousing, Conduct, Fashion,
Gambling
Sigils
Identification, Creation,
Unweaving
Deception
Bribery, Filching, Cheating,
Disguise, Duelling
Diabolism
By Infernal Power
Authority
Diplomacy, Bargain, Oratory,
Command
Soulcraft
Beast Shaping,
Objectification
Perform
Dancing, Singing, Acting,
Instrument
Alchemy
Elixirs, Serpentine,
Transmutation
Stealth
Sneak, Hide, Shadow, Conceal,
Ambush
I N F E R N O
VI. Choose Distinctions
You can choose up to 14 points of Distinctions across all categories. Some Distinctions are flaws
that have negative effects in game; these contribute points instead of removing them. You cannot
take more than 8 points of Flaws.
Make sure to peruse the Linage and Martial School Packages – these are cheap ways of getting
more than buy individual distinctions, however they usually come with a hook.
Distinctions are listed at the end of this Chapter.
VII. Infernal Spread
It's time to shuffle the Infernal Deck back together and have some real fun; by reading a Tarot
Spread that describes the past, present and future fates of the Demon. The Tarot cards can be
interpreted to derive these character points.
INFERNAL
TAROT SPREAD
House
Cabal
Past
Present
Future
Skeleton
Draw one card from the Infernal Tarot Deck and place them in the formation shown. Interpreted for
the Fiends' connection and relationship to his House and Cabal. The horizontal cards are the Fates
… the Demon's Past, Present and Future. Lastly, the Skeleton is should be interpreted as something
that the Fiend does not want us to know … a secret or dark past.
I N F E R N O
Additionally, different drawn cards give the player extra points to spend on the Fiend's abilities:
Rewards During Infernal Spread
Drawn Card
Bonus Reward
Ace
+1 Force represented by that Suit
Minor Arcana
+1 Torment token of the drawn suit's type.
Major Arcana, Cards 0 – 12
+1 Prestige
Major Arcana, Cards 13 - 22
+1 Distinction Point
Court Card:
Each indicates an NPC Contact that the Fiend has some influence
Lago's Player draws for each placement on the Infernal Spread. He draws;
House: 5 of Swords. He gains 1 Sorrow Torment.
Rich translates the card as Lago having aggressively won his status at Court, but he's also
made a lot of enemies.
Cabal: The Chariot VII. He gains 1 Prestige.
Lago has once again earned his position in the Cabal by beating off competitors.
Past: 7 of Pentacles (reversed): He gains 1 Corruption Torment.
Lago spent his human life trying to attain power in the Underworld; he's realised that the
consequence was perhaps not worth it when the gates of Hell opened and he stepped through.
Present: 8 of Staves. He gains 1 Pain Torment.
Lago's Plans are currently working excellently – he's helped defeat his enemies via a terrible
betrayal and now he intends to attain their positions and power.
Future: The Tower XVI. He gains 1 Distinction Point
There's a lot of change coming; there's going to be blood, and if Lagos isn't careful his careful
plans will crash down about his ears.
Skeleton: King of Staves. He gains a Contact, and binds the King of Staves to it.
Lagos has called a favour with a powerful ruler of another house to get where he is – one day
soon this warlord will call in the debt.
VII. Calculate Scores
Torment
Torment is gained from the Infernal Spread.
I N F E R N O
From the Infernal Spread Lago ends up with 1 Pain, Sorrow and Corruption Points.
Prestige
All Demon's start with a base of 25 prestige. Check the Caste and Distinctions purchased to see
what else will contribute to Prestige.
Reverence and Hand
When Prestige is totalled divide it by 10 and round down; this is the Demon's Reverence score. Any
remaining points remain as Prestige and are filled in as dots on the Character Sheet.
Lagos is an Outsider, and his Caste instructs him to triple his Wickedness, equalling 15. He has the
Social Distinction of Positive Reputation, he took it twice, giving him +6 Prestige, plus he earned
another 1 point in the Infernal Spread. Totalled with his base of 25 he has a final Prestige of 48. His
Reverence score is 4, and the 3 remaining points are noted as Prestige on his Character Sheet.
VIII. Choose Vices and Note Power
The player must choose a Vice from the list associated with his Cardinal Sin for every 3 points of
Wickedness they start with, rounded down. Note down the Power that is given for the Cardinal Sin.
Lago's final Wickedness ends up as 5, so he has to select one Vice, which he writes down as Arrogance.
Whenever his Arrogance is activated in game he'll get a Story Card. Lago also notes down his Power on
the character sheet: Once per scene he can treat a card as a Swords suit if it's in pursuit of proving
himself superior.
I N F E R N O
Lord
Title
Temerance
Significator
pride
Cardinal Sin
inferno
LAGO
Name
outsider
Caste
tentacles, knives, contempt
Aspects
Arrogance
Vices
any card into swords when acting superior
Power
phoenix
Cabal
Vorax
The UNCLEAN intruder
House
Pretentions
anger
2
wickedness
4
deceit
4
4
5
judgement
3
Hand
distinctions
He adstr ong - 2
sa nctum - 3
Pa th (Divinatio n) -2
R eno wn 2, - 2
Infer na l Pow er (free)
Sum monin g ra nk 2 r itual -1
Ob liga tion +2
Pa th (s ummo ning) -2
Bo nus pr oficie ncy 2, -2
Pa th (W ar ds ) -2
proficiencies
ev ade ( melee) +3
co ercion (lying) +3
Ritua ls + 2
ap othecar y +1
aw ar ene ss +1
Dia bolism +1
aw ar ene ss +1
SCRIB E +1
Lore +2
leader ship ( Comma nd) +3
ar tificing (Talism ans ) +3
forms
Human - bald aging man with long black beard / tattoos
EXHAUSTION
AFFLICTIONS
torment
1
PA IN
1
FEAR
SOR ROW
1
COR RUPTION
I N F E R N O
THE FALLEN
I N F E R N O
The Fallen
Judgement +2
Noble Class. Once belonging to the heavenly choirs, these rebel angels were cast into the Abyss and
became the dreamers of Hell.
Long ago, the Fallen were once Angels of the Celestial Choir. When Satan lead his uprising in the
War of Apostates, those who sided with the Usurper where cast from Heaven and banished to the
Abyss, left to lament their decision in the bottomless pit for all eternity. Having nothing but their
sorrow and rage, they raised empires and fought their own wars in that dark place, all the while
cursing God and his creation; man-kind.
You are a Fallen Angel. You are naturally superior, and have been wronged terribly by Heaven. You were
born divine, and demand the respect you deserve. Deep down inside you may wish to see Heaven and
Man destroyed for this crime, or perhaps you’re deeply regretful and secretly dream of the penance you
know will never come. For now you plan to make something of yourself in the only place you’ll ever
know; Hell.
True Form
When the rebel Angels lost the War of Apostasy, they were cast from Heaven by the Host and fell
banished into the Abyss. During their Fall, bodies wracked by immeasurable agony, their once
angelic forms were burned and twisted. As punishment their bodies changed to reflect their inner
malice. Some fared better than others, the change occurring seemingly at random.
The Fallen’s True Forms vary widely; some only show the wounds they suffered in the Great Battle,
while others have become twisted, hideous and unimaginable beings. All of the Fallen lost their
ability to naturally fly, wings burned off during their meteoric decent and left with only blackened
stumps. Some grew bats wings to replace them, others used infernal powers to regain flight.
Many choose to display their vulgarity with pride, others desperately try to recapture their former
beauty. It is popular among the fallen to taken on the heads and forms of savage looking animals.
The different ranks of the Celestial Choir retained some characteristics of their specific, previously
held forms. Fore example, the the Seraphim had fiery forms with six wings, and the Cherubims had
the bodies of lions and four varying animal head.
I N F E R N O
Choir
All Fallen once belonged can increase his standing within the Hierarchy by expending Distinctions
and also during the Fortune Spread section of character creation.
Advancement Ranks
Celestial Hierarchy
SPHERE
Prestige Bonus
First Sphere
8
Seraphim
25
7
Cherubim
22
6
Ophanim
(Thrones)
20
5
Dominions
18
4
Virtues
16
3
Powers
14
Principalities
12
Archangels
Not Allowed
Angels
10
Second Sphere
Third Sphere
2
1
Starting Prestige
Judgement x 3 + former ranking in the Celestial Hierarchy (extra ranks are bought with Distinctions
– 1pt per rank increase)
Starting Distinctions
The Word: The Fallen start with the Sigils Infernal Power
Magister: The Primordial may take one Judgement Force Distinction at half cost
Seraphim 6 wings
Cherubim lion bodies with human face
Ofanim - 'wheels'
Each Celestial Sphere imparts a special form.
I N F E R N O
HellBORN
I N F E R N O
Hellborn
Deceit +2
These Demons were born under the will of the Fallen, forged in the fires of Hell under their
inflection, and being entities of malice have since raised their own empires.
It is said the Hellspawn were the result of interbreeding between The Fallen and the Primordials of
the Abyss. What is known is that the Hellspawn arose after the Army of Apostasy had arrived in
Hell, and that somehow their arrival either triggered or heralded the rise of these new beings of
malice. Used primarily as servants and guardsman by The Fallen, the Hellspawn have thrived,
eventually raising their own Kingdoms and attaining high positions within the Houses Major and
Conclave.
Hellspawn are mortal, they are born, feed to live, age and have limited lifespans. However, by
feeding off Torment and amassing Reverence the Demons can live for near aeons. For this each
Hellspawn's desire is to climb the infernal ranks to become immortal – those who fail to do so end
up falling by the way-side as wretched, aging servants.
Familia is a crucial facet of these Demon's culture. Because they're born they have brothers, sisters
and relatives. These families form very tight clans and cooperate for the their own good. Many
Houses and Kingdoms are ruled by such families; loyalty is tight however Deceit is in the heart of
every Hellspawn and progression means to deceive, or murder, your way to the top – and often
those victims are your own flesh and blood. Such is the strange duality and complex politic of the
Hellspawn.
You are Hellspawn, born and raised in Hell. You and your kin were born to serve the Nobles, but
immortality and power await for those with ambition. You intend to claw your way to the top and carve
your own portion from the carcass of Hell. You can rely on your familia for protection, but you know full
well that eventually you must choose between servitude, and the well-being of those kin stationed above
you.
Forms
Hellspawn are rugged creatures of varying size and shape. Each familia seems to develop it's own
particular forms; scales, horns, and texture. Interestingly, many seem to have developed terrestrial
animal features which helps reinforce the notion that Hellspawn were created by The Fallen.
Hellspawn tend to employ second forms which they use for intimidation or combat. These second
forms are often frightening and hideous versions of themselves, adorned with horns, talons and
spikes. Culturally, these second forms are used as an indication of power.
Starting Prestige
(Deceit x 3) +5
I N F E R N O
Starting Distinctions
Shape of Fear: When a Hellspawn purchases the New Form Distinction he gains a bonus pool of
3DP's to spend immediately on Form Distinctions. This is a once off bonus for the first purchase of
that distinction.
Hellborn: The Demon starts with Immunity (Fire), and Sigils Infernal Power (should his
Wickedness equal 3 or greater)
Brood: The Demon pays half DP's for Familia Contacts, Allies, Retainers and Minions.
I N F E R N O
PRIMORDIALS
I N F E R N O
Primordials
Anger +2
Ancient beasts that lurk within the Abyss, pre-dating the Kingdom of Hell, these spirits are
ferocious and alien.
The False Gods.
Starting Prestige
(Wrath x 3) +3
Starting Distinctions
Fury: The Primordial may take one Anger Force Distinction at half cost.
The Unknown: The Primordial can purchase Form Distinctions at -1 cost.
Abyssian: The Demon starts with Survival (Abyss) +3 for free and the Armour (Scales) Distinction
at 1pt.
Ancient Evil: The Demon can take 3 points of Infernal Invocations whose rank are under his
Wickedness.
I N F E R N O
THE OUTSIDERS
I N F E R N O
Outsiders
Wickedness +2
Human sorcerers and others who have, despite all attempts to thwart them, earned a station in hell.
Starting Prestige
Wickedness x 3
Starting Distinctions
The Corrupt: Outsiders can purchase Infernal Diabolism and Rituals at -1 cost (minimum 1 pt).
Sorcerer: The Fiend may spend points on Infernal Invocations equal to his Wickedness Force – this
is counted as an extra pool of Distinction points just for buying ranks of these Invocations.
I N F E R N O
Force Distinctions
ANGER
Slow +2
The Fiend is lumbering or uncoordinated in his movement. Perhaps something terrible happened to
his body during the Fall.
Fast -4
The Fiend is blindingly quick, often out-pacing his opponents.
Tough -4
The Demon is unusually resistant to physical punishment.
Strong -4
The Demon is either bulging with muscle or conceals some great internal strength.
Feeble +2
The Demon is unusually weak, a unfortunate proposition in Hell.
Agile -4
The Demon sure can hop around; he's good on his feet.
Large -4
The Demon is BUILT.
Dexterous -4
The Demon is good with his hands.
Small +2
The Demon is pint size. The good news is that he might be hard to hit.
DECIET
Charming -4
In civil situations, the Demon can be pretty smooth.
Humorous -2
Good at party jokes, often good for breaking the ice.
Frightening -4
The Demon can use his manner and presence to really bully and intimidate.
Headstrong -2
The Demon is good at getting his own way at winning arguements.
Deceptive -4
The Demon's a natural liar.
Cruel -4
The Demon is good at Taunts and upsetting his targets.
Boring +2
The Demon's a crashing bore and a snore fest.
I N F E R N O
Obstinate +3
The Demon has some manner about him that just makes people angry.
Glib +2
The Demon is flippant and talks too much.
JUDGEMENT
Insightful -4
The Demon makes good logical connections and is a good problem solver.
Wilful -4
The Demon is hard to break; trying to control him is difficult.
Perceptive -4
Not much escapes the Demon's keen attention.
Creative -3
The Demon is artistic and great at crafting.
Careful -4
The Demon always watches his step, and does things precisely.
Knowledgeable -4
There's not much that the Demon doesn't know, or at least pretends to.
Oblivious +2
The Fiend tends to walk into trouble.
Naive +3
The Fiend doesn't tend to know a lot.
Form Distinctions
New Form -4
The Demon can swap to a second form; this is an original shape and it can be up to the Fiend how it
looks. The Form has identical Forces to the original, however he may buy individual Force or Form
distinctions between them.
Infernally Grotesque
The Demon is bizarrely formed, even for the standards of hell. Perhaps he’s comprised of maggots,
dung or his body is inside out. It could be a nauseating conglomeration of snakes with animal heads.
Social Tests are at -2, however his attempts at Intimidation are +2.
Natural Armour -1 to -5
The Demon is plated with natural armour strong enough to stop the blows of weapons. Each point
spend gives the Demon +1 Armour that has no encumbrance or movement penalties.
Natural Weapon -1 to -5
The Demon has natural weaponry that it can use in combat – be they teeth, claws, barbed tail or
horns. Each point taken gives +1 Damage to the attack.
I N F E R N O
Wings -3
The Demon gains the Flight quality (see movement).
Angelic Beauty -5
The Demon has a radiant beauty that is rarely seen in Hell. The Demon gains +2 in social tests, and
+4 in seduction, but can be mistrusted by those fanatics of the Church or those who are strong
Apostates.
Extra Limbs -3
The Demon has extra limbs – he can still only attack with one pair a turn, however he may carry
other weapons or items at the same time.
Vulnerability +3
The Demon is particularly vulnerable to a type of damage or material; he suffers -2 to all Tests
when exposed or confronting it, and damage is doubled. Examples include Steel, Bone, Fire, Cold,
Lightning, Balefire, Rituals (by type).
Immunity -3
The Demon gains a +2 test against a certain type of damage or maerial; damage is halved from it.
Slow Metamorphosis +2
The Demon requires an extended time to alter Forms (if he has multiple ones). He cannot instantly
chance shape, but needs at least 4 Turns to do so.
Social Distinctions
Renown – 1 to -5
The Demon’s name is well known and respected; perhaps for battle, cruelty or intrigue. Add +3
Prestige for every point taken.
Disgraced +1 to +5
The Demon's past is checked; he loses 3 prestige for every point taken in Disgraced.
Fallen Choir Ranks (Fallen Only) -1
Each point placed into Fallen Choir Ranks increases the Fallen's rank by one in the Celestial Choir,
improving his Prestige and standing amongst the Fallen.
Deacon -3
The Demon is a consecrated Deacon in the Church of the Dragon.
Agent +2
The Demon is secretly an Agent for another power, who he is obliged to work for.
Tribune -3
The Demon has progressed within the administration of the Conclave representing his House.
Priest -3
The Demon holds position in the Church of the Dragon. He uses the Church Reverence Ranks
instead.
Wealthy -1 to -5
I N F E R N O
For every point taken, the Demon has piles of Gold, Gems and Treasures the equivalent of 100
Tokens.
Sacrosanct -5
For some reason the Fiend has been declared a sacrosanct member of the Conclave – it is
punishable by death to kill him.
Ally -1, -3, -5
Points spend on the influence and relationship of an Ally.
Contact -1, -2, -3
Points spend on the relationship strength of a contact at court; acquaintance, fellow, loyal.
Retainer -3
You have a loyal, Reverence 3 Retainer.
Minions -4
You have a loyal cohort of Ten Rank 2 minions.
Mental Distinctions
Phobia +1
Choose a Phobia. When confronting this Phobia you must make a Fear test.
Insanity +2
Choose an Insanity. It may be evoked by the Archfiend or Cabal.
Bloodthirsty +2
You must test your Judgement to avoid slaying opponents in battle.
Sadistic +2
You must test your Judgement to avoid torturing or hurting victims when the chance arises.
Flagellant -1
You must punish the flesh! In order to gain this bonus, you spend time punishing yourself – you
suffer 1 constant point of Exhaustion. However, whenever you make a Judgement Test to overcome
the effects of pain, you gain a boon of +2. Flagellants tend to wear their piercings like badges of
honour.
Heretical Belief +3
The Fiend believes with all of his heart in a proscribed cause, and will go out of his way to secretly
promote it's cause. Some Heretical Beliefs; Reformist, Redemptionist, Sanguinist.
Combat Distinctions
Feint -4
You may use your Deceit in place of Anger when Evading against a Melee attack. If you attacker
misses, you gain a +2 on your subsequent attack upon him.
Riposte -4
If your defence Test has a positive consequence, you may damage your opponent by the defence
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test's Margin of Success.
Lunge -4
The Demon has learned to make a rapid, penetrative strike. When used with impaling weapons, the
opponent suffers a -2 Penalty to his defence test. If the Lunging Demon suffers a negative
consequence he's caught off balance and suffers a -2 to defence for the rest of the round, and the
next.
Taunt -4
The Fiend excels at infuriating his opponent with insults and slurs, slowly goading him to make
mistakes as his fury rises. He may make a Deciet + Coercion (Taunt) against his opponent's
Judgement + Awareness (Scrutinise) (this is a social roll so Reverence will act as a modifier). If
he succeeds, his opponent loses 1 point from his next Defence Test for every 3 MOS he has
achieved.
Power Blow -4
The Demon puts his effort into one almighty power blow offsetting safety for damage. Should he
connect, he doubles the damage score of the weapon he's using. He immediately suffers 1 point of
Exhaustion and his defence test in the next turn is halved.
Armour Trained -4
The Demon has been ruthlessly trained in fighting in heavy armour. He knows how to economically
move himself to save energy. He only suffers from half penalty for wearing armour.
Bind -4
Bind requires the use of a shield or off-hand weapon. You may bind or smother your opponent's
ability to freely attack you. You may bind an opponent's weapon causing him a -2 Penalty by
spending a 2pt Affliction, or -3 for a 5pt Affliction.
Two Handed -4
The Demon can fight with two hands equally well, allowing him to use his off-hand for extra
defence. He adds +2 to his Defence Test score when wielding two appropriate weapons.
Pain Inured -1 to -3
The Demon has been subjected to brutal physical training … he can ignore penalties for Exhaustion
equal to the rating he takes in this Distinction.
Assassin's Blow -4
The Demon has perfected the art of killing blows when attacking a surprised foe. When successfully
used in a suprise attack he may treat a 5pt Affliction as a Grievous Wound.
The Little Sting -4
The Demon has perfected the art of cheating; he conceals a barb or spike on his person that's used to
unexpectedly jab an opponent. This barb does little damage, but often is coated in Poison. The
practice is dangerous as you must let your opponent get close. Your defence suffers -2 when
attempting to sting. If you are successful, your MOS must be more than the attacker's armour rating.
Disarm -4
You may disarm your opponent by spending a 5pt Affliction.
Entrapment -4
You may fully entrap your opponent in a net by spending a 5pt Affliction.
Expert Parry -4
I N F E R N O
You may use the Parry Skill against Ranged Attacks.
Weakening -4
The demon has become an expert in wearing his opponent down in combat, forcing his opponent to
keep moving and dodging, never giving a moment's respite. This relentless postulating causes
opponents to suffer 1 point of exhaustion for every round after the first that they're in combat with
this demon.
Infernal Distinctions
Infernal Force -4 per point
Add 1 to a Force: Anger, Deceit, Judgement or Wickedness.
Infernal Proficiency: -2 per point
The Fiend can add 1 to a non-specialised Proficiency, or take a new non-specialised Proficiency.
Infernal Power -Power Rank Cost
The Demon can choose an Infernal Power at a rank equal to or lower than his Wickedness. The cost
in equal to the Rank of the power.
Ritual Path -3
The Demon can choose a Ritual path, and receives one first rank Ritual from it.
New Ritual -Ritual Rank
The Demon can choose to learn a new Ritual. He must have paid the cost for the Ritual Path first
(above) to purchase a new ritual within it. To learn a higher rank in a Path, you must know at least
one Ritual from the rank below it (to get a second rank Ritual, you need to know one first rank).
Dark Disciple -4
The Demon has knelt before an Arch-Prince of Hell, sworn a sacred vow and, via ritual magic,
created a sympathetic link between himself and his master. In doing so, the Demon has sacrificed a
part of himself forever and become a slave, however there are benefits in doing so. The master
Demon Lord gains a strong attachment to the servant, and can detect if the agent is destroyed, and
vaguely his whereabouts and intentions. Once per Chapter the Fiend may call on his master for aid
– he can either instantly refresh his Hand up to maximum, or double one of his Forces for a single
Test. When he does so, the dire presence of the Arch-Prince is felt, and although the link is all but
undetectable, there are powerful Divination spells that might discover it.
Mark of Lamentation +1
The Demon changes uncontrollably according to his mood – for example fire may pour from his
eyes when angry, or may swell up and contort.
Mark of the Heretic +2
The Demon is branded with an unwanted and potentially dangerous Sigil bound to his person that
he cannot remove. The Demon can try to hide it normally with the Sigils Infernal Power.
Mark of the Leper +2
The Demon's form is always rotting in a necrotic, disgusting manner. He suffers from 2 Exhaustion
which he cannot shed, and has -2 to Charm Tests.
Mark of Cain +2
The Demon suffers uncontrollable urges to murder his opponents – he must make Judgement Tests
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to avoid it where appropriate. He can murder in ways that are pre-meditated and shift the blame.
When he does so he gains a Story Card.
Mark of Obedience +3
The Demon has been conditioned via training and the Dark Arts against ever harming or acting
against the interests of creator of the Mark. He'll never do so willingly.
Manifest Destiny -10
The Demon is destined for greatness and is protected by the powers for an unknown reason. He
cannot be destroyed - Oblivion cannot claim him. He’ll reincorporate much faster than normal,
sometime within the space of months - with no penalty to his Forces. He should reappear at an
appropriate time
Doomed +6
The Demon is fated to a horrific conclusion, far sooner than he’d probably like. The Archfiend
should plan to have him be destroyed, or worse, sometime near the end of the Story. He should
never come back from this, ever. The Fiend can try to escape this fate by buying off this Distinction.
Equipment Distinctions
Rare Mundane Item -1
Poison -1 per 3 doses
Good Quality Weapon -1
Good Quality Armour -1
Exceptional Quality Weapon -3
Exceptional Quality Armour -3
Talisman -1 per rating
Trained Mount -3
Story Distinctions
Story Distinctions have an extra benefit to the Fiend. Whenever the distinction is first used in play
as part of the story, the Demon receives a Story Card. You may only take one Story Distinction.
Obligation +2
Nemesis +2
Hunted +2
Outcast +2
Blood Feud +2
Lost Love +2
Domain Distinctions
I N F E R N O
Inner Sanctum, -1 to -6, Penetralia
The Demon has an inner sanctum, laboratory or private place of contemplation that is prepared for
Rituals and the Dark Arts. The rating of the Sanctum indicates the sophistication of the chamber, it's
resources, tombs and magical paraphernalia. The Sanctum is protected by a Ward of Isolation equal
to twice the sanctum’s rating.
Harrow -2, Domus
The demon has a Harrow in his Domain that he can access; choose one of the Four Torments. When
the Demon spends a scene or downtime at this place of suffering, he can claim 1 Torment of that
type.
Domain Guard -2, Domus
The Demon has a small detachment of Guards who are tasked to protect the Domain. The Guards
are loyal to the Demon, but will not venture from the Domain for other tasks lightly. The Guards are
considered a Minion Pack of value 3.
Sacred Edifice -5, Temenos
The Demon's Ward contain an ancient place of renown or infamy; while he's appointed guardian of
it he gains 10 prestige and a pretension.
Grand Chambers -3, Domus
The Demon's abode has impressive, luxurious chambers for entertaining and doing business, giving
a Boon for these purposes.
Vault, Penetralia
The Demon has a deep Vault in his Domain used for the safe keeping of treasure and artifacts, or
even victims if he wishes it. The Vault is protected by a gigantic stone and metal door that has been
crafted with a rating of 16.
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House Linages
Order of the Fly -8pts
House Gula (Beelzebub)
Proficiencies: Stealth +1, Coercion +1, Apothecary (Poisons) +3
Social: Agent (Beezlebub), Fellow Contact (Ranking Member of Order)
Martial: Start the Gula Deceptus Martial Path
Infernal: Mark of the Heretic (Beelzebub … a fly Sigil), Dark Disciple of Beelzebub.
Equipment: 6 doses of Poison (Letho)
The Order of the Fly work as Beelzebub's spys and assassins within the Empire, operating
clandestine operations for their terrible master. They have the reputation for particularly deceitful
and unfair behaviour.
Stygian Guard -8pts
Conclave
Proficiencies: Block +1 or Thrown (Spear) +3, Awareness +1,
Social: Contact (Conclave) Fellow, Renown 2 (+6 Prestige)
Martial: Start the Stygian Guard Martial Path
Infernal: Mark of Obedience (The Conclave),
Equipment: Good Quality Shield and plumed Helm of the Stygian Guard (both +1 quality, helmet
also gives +1 for Social Tests)
The Demon once was a chosen protector of Pandaemonium; the elite Stygian Guard. Known for
their loyalty conditioning and fierce battle skills, they are the ultimate body guards.
Order of the Star -8pts
House Morningstar (Lucifer)
Proficiencies: Deception +1, Diabolism +1, Lore (Church) +3
Social: Agent (Morningstar), Ally (Order Fellow), Enemy (Church)
Martial: Start the Warlock Martial Path
Infernal: Mark of the Heretic (Morningstar … the Star sigil), Ritual Path: Divination,
Equipment: Talisman: Ward of Protection against Diabolism (3)
The Star, otherwise known as The Light Bringers, are an elite order of agents directed by Lucifer
himself, aimed solely at undermining the power of, and gathering intelligence on the Hierophant
and the Church.
Order of the Worm
Marital School Distinctions
At rank 3 and 6 you receive special School Abilities that are unique to that school.
Gula Deceptus -4pts
House Gula Martial School (Beelzebub)
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Rank 1: Feint
Rank 2: Taunt
Rank 3: The Grinning Knife
Rank 4: Assassin's Blow
Rank 5: The Little Sting
Rank 6: Death To Fools
Favoured Poisons: Letho (Drug that makes your opponent docile), Quietus (killing).
Ira Gladiator School -4pts
House Ira Martial School (Amon)
Block (Small shield) +3 or Thrown (Net) +3 or Melee (Polearm) +3
Rank 1: Pain Inured -1 per School Rank
Rank 2: Entrapment
Rank 3: Gladiator's Defence
Rank 4: Power Blow
Rank 5: Combat Invocatoin
I N F E R N O
BOOK OF LAW
I N F E R N O
“Do what thou wilt,
that shall be the whole of the law”
Golden Rules
Rule 1: … do what thou wilt.
By all means ignore, or change the rules. The most important outcome is your game table having
fun. Inferno is intended to be rules-light and engender player's creativity and story telling over page
flipping.
Rule 2: The players are the storytellers too.
The story is controlled by all participants, and all players should take Narration to heart … and take
some risks! Make some assertions that change the plot when playing Major Arcana; introduce new
characters or events – let your imagination go wild.
Rule 3: Simple Actions Just Happen
Simple and routine actions automatically succeed when it’s the Fiend’s turn, period. Unless there’s
compelling reasons to question an outcome, the action should be described by that Fiend and the
game continued. Try to leave challenges for important and dramatic moments – if a Fiend fails it
shouldn't be over trivial matters unless it might somehow propel the drama.
Rule 4: Automatic Victory
During a Test the Fiend will succeed if his Force and Modifications already exceed a given Target
Number – no card plays are necessary unless the Fiend wants to improve the result, and the game
should kick on without delay.
Forces Master Table
Master Table for Forces and their associated Traits
FORCE
Tarot Suit
Actions
Torment
Anger
Staves
Physical
Pain
Deceit
Cups
Social
Fear
Judgement
Swords
Mental & Willpower
Sorrow
Wickedness
Pentacles
Infernal Arts
Corruption
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Time Keeping
Basic game-play should be broken down into Scenes, Exposition and Downtime. Generally
Exposition is when the Archfiend is describing the situation and world, keeping the ball running
along. Fiends have the opportunity to interrupt him at any time to play their Major Arcana cards if
they choose – they can take over the Narration at this point.
Scenes
A Scene is framed by the Archfiend whenever there's an opportunity for drama. A scene will
generally be one encounter, or one event. The time frame is purposely elastic, and it's up to the
Archfiend to determine when a Scene has run it's course and the game has returned to Exposition.
Dramatic Rounds
Sometimes a Scene may be broken down further into Rounds, particularity when it suits a blow-byblow situation such as a melee, chase or social confrontation. Each character will get a Turn during
a round in which to act – sometimes in an order determined by their initiative. Once all Turns have
ended, so has the round, and then a new one begins.
The Chronicle
Each session of play, be it a few hours to a day, is considered a Chapter. At the end of a Chapter the
Archfiend generally hands out rewards in the form of Gnosis points. A number of Chapters come
together to form a Chronicle.
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Action Tests
A Test occurs when the Fiend's abilities are challenged and when there's a chance of dramatic
failure or success – usually there's something important at stake. It could be casting a spell, crafting
an object or attempting to spread lies about a political rival in court. A Test might represent the
efforts of the Fiend over an entire Scene, or the blow for blow moments of a battle.
There are two types of Tests: Trials and Contests.
Action Total
A Demon's total score for a Test is equal to his appropriate Force plus Proficiency. The Arch-fiend
may add or subtract a modifier depending on circumstances. The type of Force used in the Test is
determined by what type of action is being attempted;
Forces used on Actions
FORCE
Action Types
Anger
Physical Actions, Combat, Endurance
Deceit
Social Interaction, Lying, Deceptions, Concealment
Judgement
Logic and Knowledge, Perception, Willpower
Wickedness
Infernal Arts, Material Possessions, Fear
Trials
When the Fiend is not in direct competition with anyone other than his own abilities, a Target
Number (TN) is used to signify how difficult a given action is.
Forces used on Actions
Difficulty Rank Target Number (TN)
Basic
3
Moderate
6
Hard
9
Difficult
12
Arduous
16
Diabolical
20
Legendary
26
The Arch-fiend can use his discretion to set the TN here, looking at factors in play. Players should
keep a close eye on their Fiend's condition and contribute to the decision. The Archfiend may
decide to randomly determine the TN by drawing a card from his Archfiend's Deck. He may also
decide to add one of his Dark Hand cards to make the task harder.
I N F E R N O
Contests
Two or more characters are competing against each other. All competitors tally their Action Scores,
and the Fiend with the highest score wins, and may narrate the outcome. You may play cards or
Torment to improve your situation at any time, but when you choose not to do so you must Concede
and take any Afflictions that are heaped upon you.
Some Contests may also have a Target Number indicating that both parties may fail the task at hand
– this is set by the Arch-fiend.
Consequences are still determined during Contests, for all parties taking place within them.
Boons and Penalties
Boons are given to a player as a positive number to add to their Action Total. They can come from
the Arch-Fiend's decisions, or from claiming the bonus from a Force Distinction. Generally one
Boon will give +2.
Penalties can also be given by the Archfiend. Another penalty comes from being Exhausted.
Typically, a Penalty will be -2 to the Action Total.
Playing Hand Cards
If the Fiend's Action Total is not equal to or greater than the TN, he has failed. The Fiend may then
decide to play any Minor Arcana cards from his Hand that may boost the Action Total, directly
adding the score written on the card to it. Hand cards represent special and prophetic turns of events
– they represent the inner forces of the Demon. The Fiend must always narrate what has happened
to warrant the expenditure.
If a Fiend plays a card whose value is ABOVE the Force he's testing and it's an incorrect suit for
the type of action being attempted, he may not play any more cards and the Action Test ends.
This is called the Force Cap.
Any Minor Arcana card can be played in this manner, however playing the correctly suited card to
the situation is the best way to succeed. If you play a card who's suit does not match the action type,
you must take a Consequence (below).
A card that is of the correct suit to the action is referred to as being “Attuned”. Incorrect suits are
non-attuned.
I N F E R N O
Torment
Demons may increase their Action scores by expending Torment – normally the torment they've
stored inside their own bodies. Only the appropriate type of Torment (Pain, Fear, Sorrow or
Corruption) can be used on the Action.
When a Demon spends a point of Torment they draw from the Infernal Deck and may play that card
on their current action. If the card is not played, it is discarded afterwards.
Margin of Success
Knowing how much you beat the Target Number can tell you how well you've achieved your goal.
Exceeding by many points would indicate a grand success, hitting the exact TN would infer a close
scrape. The MOS is important when purchasing Afflictions in combat or social rolls, and is used as
a general role-playing guide.
Margin of Success (MOS) is the difference between the TN and Demon's Action Total when the
Demon's score is higher. In some cases, an ongoing Boon is awarded to the victor equal to the MOS
divided by 3, rounded up. For example, Lago is creating a Talisman of Protection and achieves a MOS
of 5. Divided by 3, and rounded up, this is equal to a +2 Boon on the Talisman.
Margin of Failure
Inversely, failing to hit your Target Number can suggest a greater misfortune, or a narrow defeat.
Margin of Failure (MOF) is the difference between the TN and Demon's Action Total when the
Demon's score is lower. Similarly to a MOS Boon, you can receive a MOF Penalty, but the resultant
number is a negative Test penalty.
The MOS is important when purchasing Afflictions in combat or social rolls, and is used as
a general role-playing guide.
Multiple Actions
A Demon can declare that he wants to try to try two or more things at once. Divide the lowest Force
used in the Actions amongst all of them, and add proficiencies as per normal. Cards must be played
separately across all actions.
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Lago wants to jump over a pit while evoking an infernal power. His lowest force is Anger 4 which is
used for physical actions; there fore he splits it 3 for the jump, and 1 on the invocation. He has no
Athletics Proficiencies, but adds his Sorcery of 4 to the 1 allotted to the cast, making it 5. He then plays
the 3 of Pentacles on the cast, and a 7 of Cups on the jump; he successfully invokes his sorcery while
jumping the pit, however he jumped with a negative consequence (non suited card) and stumbles over on
the other side...
I N F E R N O
Consequences
Consequences are minor but important story-telling moments that can affect the Fiend after he has
been Tested. Consequences are Positive or Negative, and are designated by what types of cards the
Fiend played during the Test, and whether or not they are attuned. A Consequence may only be
temporary but may alter the course of a scene and the story.
It's up to the Archfiend or the Fiend themselves to determine the exact nature of Consequences – it's
an opportunity for creative narration and role-playing.
Determining Consequences
After the Fiend has totalled his Action Total, check to see what cards he has used;
Consequences
If you win and played ONLY the correct, attuned suit, you Succeed with a Positive Consequence.
If you win by playing a mix of cards, however the first played was attuned, you succeed normally.
If you win but only played an un-attuned suit, you Succeed but with a Negative Consequence.
If you fail but played a card of the attuned suit, you Fail with a Positive Consequence.
If you failed without playing any cards, it is a regular run-of-the-mill goof up.
If you fail and played a card of an incorrect suit, you Fail with a Negative Consequence.
Negative Consequences
Negative Consequences represent eventualities that were unforeseen and will complicate the scene.
It's possible to succeed at an action but come out with a negative consequence, this represents
something that's happened as a consequence of the action that doesn't quite work in the Fiend's
favour. Generally speaking a negative consequence will not directly injure anyone outside of actual
melee, but it might lead to a escalating situation where that might occur.
Examples
Positive Consequences
Inversely, Positive Consequences represent an additional gain for the Fiend. This can occur, even in
failure. The gain is usually minor, but noteworthy.
Examples
I N F E R N O
An Example of Consequence
Lago attempts to summon a Storm to slow down an attachment of guards who are flying after his
companions.
Success with a Positive Consequence
Lago only plays the correct attuned suit for summoning; Pentacles, and exceeds his TN. He
summons the storm and not only slows the pursuing guards down, but forces them to ground with
the brute force of the storm.
Success with a Negative Consequence
Lago succeeds by playing a card of the wrong suit, and summons the storm which slows down the
Guards. However, as a negative consequence he decides that the storm was too powerful, spewing
ash and lightning upon his party.
Success with No Consequences
Lago initially plays a Pentacles card whose value is below his Wickedness but doesn't beat the TN,
so he can play another card – he chooses another suit and succeeds at beating his TN. As he's played
a mix of cards, but first played the correct suit, he has succeeded normally.
Failure with a Positive Consequences
Lago fails to summon the storm, but decides to put down a Pentacles card anyhow, so decides that
although he's failed the guards have not spotted their location.
Failure with a Negative Consequence
Lago tried to play a non-suit card on the Test, and the cruel Archfiend decides to up the TN with one
of his own, making him fail with non-suit cards. He not only fails to summon the storm but releases
a flash of infernal energy, altering the Guards to their exact location.
Faliure with No Consequences
Lago's ritual fails and his companions roll their eyes. The Guards are closer still...
I N F E R N O
Court Cards
Court Cards, the Page, Knight, Queen and King cards of the Inferno Deck, represent NPCs within
the Chronicle. When they are played, they indicated that the influence of this NPC is felt - it can
represent the NPC turning up of the scene, or a situation where his his influences are felt and
directly affect the story. See The Book of Fools for a full explanation of the use of Court Cards.
The Cabal Hand
The player's Cabal, when formed, is given it's own hand – one card per Fiend at the table. These
cards sit in the middle, and can be used by any members of the Cabal at any time. The Cabal should
vote whether or not a Fiend can use a card for any given Test. The cards are gone once spent, and
they are only refresh at the start of each Chapter.
Lore Tests
When a Fiend Tests to see how much he understands on a subject, the Target Number can depend on
how common or obscure the knowledge would be.
Common
3
Infrequent
6
Rare
9
Obscure
12+
The MOS would indicate how knowledgeable the Fiend is on that creature.
Grimoires
Grimoires can add to the Fiend's Test if it is accessible and the Demon has the time to look through
it. Generally a Grimoire will add between +1 and +6 depending on it's quality and correctness. Each
Grimoire
Aiding
Fiends working together on a task can donate their Hand cards to a single task. The active fiend still
makes his Action Total, and suffers and consequences as per usual. Note that this kind of
coordination between Fiends can only occur when they've had the time to organise it.
Two Demons are working to break down an old but sturdy door into their victim's filthy
Domain. The Arch-Fiend has set the TN at 9, which is too much for the active Demon – with
his Anger 4 and 3 of Staves he's two points off. His companion declares that he helps throw his
shoulder against the door and contributes a 7 of Swords – more than enough to belt down the
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door. Because a non-suit card was played on a physical action, there is no Positive Consequence.
Random Target Numbers
If the difficulty of an action is somewhat random, the Arch-fiend can draw a card from his Infernal
Deck to determine the TN randomly. In the case of Major Arcana cards where a TN over Hard (9) is
not desired, the numeric values can be added together to determine a nominal TN, for example, 13
becomes 4 (1+3), 16 becomes 7 (1+6).
Afflictions
Afflictions are caused where there’s a chance of harm; be it the physical, mental or social. They are
conditions on the character that affect them in negative ways. They're 'bought' with Margin of
Success or Faliure.
For example, Lago is under attack in the Blood Court by an Unholy Bishop, in the form of a
massive public admonishment. The Bishop, if successful, is going to cause Social Afflictions on
Lago that will affect him while he's still in Court.
Item Quality
Items can be crafted at different quality; the better ones might bestow a bonus to a Test.
Quality
Bonus
Item Quality
Crafting
Broken
-2
Generally this is used for crummy old items
Worn
-1
Crafting Test Pass, with Negative Consequence
Common
0
Crafting Test Pass
Good
1
Crafting Test Pass, with Positive Consequence
Exceptional
2
MOS of 10+
When a Fiend fashions an item, he Tests his Judgement + Crafting. Record the value of this Action
Total; this is a number that indicates it's Craftsmanship and it's value.
Exhaustion
Exhaustion is a state of health that measures fatigued and damage. When the Fiend is injured with
Flesh Wounds, uses the Dark Arts or partakes in any other strenuous activity, exhaustion points are
added to the total. Once he has suffered as many points of Exhaustion as his Anger Force, he suffers
a -1 to ALL Tests. Points keep adding up, so eventually the Exhaustion Penalty will increase
resulting in a character who has a large Penalty modifier and fails most tests.
I N F E R N O
Armour can help prevent Flesh Wounds, however fighting in heavy armour gives a once-off penalty
of Exhaustion.
Knocked Out
When the Exhaustion Penalty equals the Fiend's Anger, he must make an Easy (3) Judgement test to
prevent being Knocked Out – he must make this every time he takes more Exhaustion points at this
point. Being Knocked Out doesn't necessarily mean the Demon's unconscious – he's just not
capable of doing anything – but most of the time it does indicate he's passed out.
The Demon will not regain consciousness until the Exhaustion penalty dips back below his Anger.
Recovery
Healing from flesh wounds is easy in Hell; physical forms tend to knit themselves back together, if
only so suffering can continue longer.
Typically, after a Scene ends the Demon will recover all of his Exhaustion; this might not be the
case if the Archfiend decides that another Scene occurs immediately after it.
For Dramatic Time, the Demon recovers his Judgement rating in Exhaustion every ten minutes. If
he's resting and catching breath he can recover twice that; no strenuous activity is allowed.
I N F E R N O
THE BOOK OF CARTOMANCY
I N F E R N O
The Fool's Journey
Inferno uses Tarot Cards for it's game system and resolution. Tarot cards are perfect for a dark,
hellish game like Inferno because the cards carry, somewhat unfairly, sinister occult undertones,
thanks largely to spiritualists of the 19th century who used them for divination and the god-fearing
zealous that feared them.
Tarot is a representation or metaphor for the 'Fool's Journey' – each card progressively increases in
value, often interpreted as gaining of understanding and knowledge. By the end the Fool has
discovered all there is in the world, and all of it's pitfalls, and has ascended.
Ready to strike out into unknown territory, fool?
Historical Tarot
Tarot was first known as trionfi and used from the mid 15th century in Europe for card games. The
occult connotations of the tarot formed much later in the late 18th century, where it was used by
mystics as a form of divination, and later as a tool to map the inner psych using archetypes
displayed on the cards.
The real power of the tarot is that the archetypes can mean something to everyone; the way they're
interpreted is quite personal and the meanings will vary depending on the querent's point of view.
The Infernal Tarot
The Infernal Tarot, a standard tarot deck of 78 cards, is used of Inferno. The deck is comprised of
Minor Arcana (56 cards), Major Arcana (22 cards) and Court Cards (16 cards)
The Minor Arcana consists of 4 suits (types) of 14 cards, each having a number and value of 1 to
14 written upon it. The exception are the Ace cards, which have no number but count for a value of
1.
The Major Arcana are numbered 0 – 21, and each card displays a word. These words represent the
underlying gist and meaning of the card, although the name is just a starting point for their
interpretation. The imagery on the cards are also open to interpretation, however historically there
are some common conventions of their meanings.
The Court Cards consist of four personality cards; Page, Knight, Queen and King, each of which
has four suits. These represent actual people as opposed to the metaphorical Arcana cards.
Minor Arcana
Cards of the Minor Arcana are simple to use. You just play the cards as numerical bonuses when
making Tests – whatever is on the card is added to your Action Total. Each Minor Arcana card does
have a meaning and interpretation, but besides the suit of the card, it's not important. Just play and
move on, otherwise the game will grind to a halt. An advanced player certainly could flavour his
descriptions depending on the meanings of the Minor Arcana if wants to, but don't let it hold up the
game play.
What's important to remember about Minor Arcana;
I N F E R N O
Attuned Cards
Staves, Cups, Swords or Pentacles. Each suit is best applied to different type of action as outlined in
The Book of Law. When a suit matches the type of action involved, it's called being attuned, and
this is good! Playing attuned or non-attuned cards can change the Consequences of an Action Test.
Lago is out of his element, desperately attempting to pry open a hatch to escape a torture chamber. This is
a physical action, so he's best to play a card from the Staves suit. Unfortunately he has none, and will
doubtlessly incur a Negative Consequence if he can get it open at all. If he did have a card of the Staves
suit and played it to open the hatch, it would be attuned and could have awarded him a positive
Consequence.
Force Cap
You can't play another card in a Test if the card you played previously has a value higher than the
Force you're Testing. The exception here is if you play a card whose suit is attuned to the type of
action being attempted. There'll be situations where you'll have to be tactical about what you play,
sometimes choosing lower valued cards first to get an attuned suit.
Mixlplix is a Hellborn who's attempting to distort the opinions of his Lord towards his political
rival, Gorg the Heavy. He's speaking flagrant lies, and is Testing his Deceit + Coercion (Lie).
His Lord has reason to be suspicious as Gorg has already spoken to the Lord, being cleverer
and one step ahead.
Mixlplix's TN is equal to the Lord's Judgement + Scrutinise which is 8, plus the Lord plays a 7
of Staves, a non-attuned suit. This exceeds the Lord's Judgement of 6, and preventing him, due
to Force Cap, from playing any more cards. It also means that if he succeeds he'll still have a
Negative Consequence (succeeding with non-attuned cards). Regardless, the TN to fool the
Lord is now 15. No small feat for the wretched Mixlplix.
Mixlplix's Deciet (5) and Coercion (+2) give him an Action Total of 7. He looks at this Hand
and sees that he has three Minor Arcana to play; the 4 of Cups, 3 of Cups and the 8 of
Pentacles. The only way to avoid the Lord's suspicions completely is to play the 4 of Cups first,
and then the 8 of Pentacles – this will give him an AT of 19, and a regular success as far as
Consequences are concerned (played mixed cards).
Note that Mixlplix could not have succeeded by playing the 8 of Pentacles first; that exceeds his Deceit,
and evoked the Force Cap, preventing him from playing any more cards. If his TN had been one point
lower at 14 he could have used the 8 of Pentacles to equal the TN without having to play any more
cards, but would have succeeded with a Negative Consequence. Otherwise, he could have played the 3
and 4 of Cups, and equalled the TN with a Positive Consequence (success with only attuned cards).
I N F E R N O
Play Limitation
Officially you can play as many cards as you have in your Hand, unless a Force Cap is evoked. You
can wait until your opponent ups his Action Total before playing more cards – eventually a player
will have to concede, and accept defeat as they've run out of cards or Torment. It's also fine to
concede at any time, but cards you've played are still spent.
Court Cards
Binding Court Cards
The Court Cards are the Page, Knight, Queen and King cards in the Infernal Tarot Deck – each has
it's own suit. When a Court Card is first played, it can be assigned to an existing NPC (called
'binding'). The essence of the card should be compatible to the nature and stature of the NPC. At
this point, whenever the card shows up and is played, it represents that NPC. The Binding should be
noted for future reference.
An option the Fiend can make when playing the card is to create a new NPC; it's composition
should be influenced by the type of Court Card played. They can ease the NPC into the story
however they deem fit.
A Binding can only be altered via the Dark Arts; otherwise, and sometimes even after the NPC is
destroyed, it continues throughout the Chronicle.
I N F E R N O
For example, the players Bind the Knight of Staves court card to a particularly nasty Demon General in
the employ of their grand Nemesis. They eventually destroy him; but later that card is played again and
his infamous, infernal blade Vorpus turns up in the hands of his vengeful kin...
Assigning Court Cards
Court Cards should used to bring those figures into play in interesting ways; they'll arrive on the
scene to help or hinder the players, or their influence will be felt in some indirect manner.
The type of Court Card suggests what type of character it will or could be. Although there are
Queen cards, either gender can be attributed to any of the Court Cards.
Page
Supporting characters, usually of lower rank. Often, the Page is looking for help themselves.
Staves – soldier, newly discovered power
Cups – socialite, recently out in society
Swords – intellectual or scholar, new ideas or at the beginning of his journey.
Pentacles – a novice who has gained something new; a power or item.
Knight
Typically a proponent of direct action, a warrior, not a thinker
Staves – acting with physical purpose
Cups – on a moral or ethical quest
Swords – motivated by an ideology
Pentacles – motivated by resources and gains.
Queen
Generally helpful and insightful person of power.
Staves – powerful, protective
Cups – seductive, advisor
Swords – naturalistic, learned
Pentacles – productive, efficient
King
Authority figures with high influence, often out of the Fiend's league.
Staves – mighty ruler, acts with absolute purpose
Cups – arch diplomat and manipulator
Swords – great or ancient keeper of wisdom and knowledge
Pentacles – great wealth or mystical power
I N F E R N O
The Major Arcana
The Major Arcana are used by the player to alter or forward the game story. They allow the player
to take control of the narrative in a manner that befits the card he's playing – the word and picture
on the card, and the interpretation of it, are used as a basis on which to frame the new twist, moment
or direction.
When a Fiend plays a card from the Major Arcana, something heavy is happening; he's bending the
nature of the story to suit his purposes for good or bad. This could be considered an infernal power
at work, although no fiend of Hell is aware that this is what's actually happening.
INVOKING: When you play a Major Arcana Card from your Hand, it's called 'Invoking'. For
example, you'd be “Invoking The Empress” when you played that card.
Player Narration
Playing a Major Arcana card turns the narrative power over to the player; they can narrate how the
turn of events and how it's derived from the interpretation. This could be a fairly rapid commentary,
or somewhat drawn out if the situation calls for it. It's always preferable for players to narrate the
story as if they were reading from a book. They should avoid the use of 'I' at all costs, and use
character names and the third person. This may initially make players uncomfortable, and take some
getting used to - in most role playing games it's up to the Game Master to shoulder this kind of
work. Inferno, on the other hand, wants to draw the best ideas out of each player and let them make
a solid contribution to the story.
Card Scope
The use of Major Arcana could be severely abused by clever or immature players. Players must
remember that the purpose of Inferno is to tell a great story. Arguing about the finer points of card
meanings is not permitted; do it in off-time.
Interpretation can be a very personal thing, and this must be accommodated. However, the basic
premise of the player's change must hinge on the nature of the card played. A list of 'tight'
requirements for each card of the Major Arcana can be found last in this chapter.
Even though players get much more power to influence the story in Inferno and are encouraged to
do so, the Archfiend has final say if the player's description of events is true. He should never abuse
this power, and should be pleasantly surprised when events begin to fall out of his grasp and take a
life of it's own.
Basic Tenents
•
You cannot use Major Arcana to simply hand yourself something valuable. The exception of
this could be very common items that might turn up anywhere. You might state that there
could be something of value somewhere that would need to be discovered.
•
You cannot simply Kill another character (player or NPC), or harm them in a serious way.
Placing them in precarious positions is fine, but there must always be an 'out'.
I N F E R N O
•
You can make an assertion if the Archfiend is in Exposition or Downtime. For example, the
Archfiend has been describing a terrible plague that is cursing the kingdom. You play the
Knight of Staves, and state how a mysterious Knight of Belphegor was seen shortly before
the plagues arrival and that he was rumoured to be staying in the fief of a nearby Baron.
•
You can frame a scene if the Archfiend is in Exposition or Downtime. In the above example,
another player immediately puts down the Wheel of Fortune. He frames a scene that will be
played out, starting with his coincidental visitation to the Baron's Wards, where he will have
a chance encounter with this mysterious Knight.
Trumps
If two or more Fiends are trying to use Major Arcana simultaneously outside of Dramatic Time –
where the Major Arcana cards can only be played on your Turn, the card with the lowest numerical
value is played and narrated first. Afterwards, the next highest card is played.
Altered Meanings on Trump Order
Higher valued Trump cards to not negate what has occurred before them in any way, they must
account for it or be withdrawn. Advanced play can account for the sequence of placed Tarot cards in
this way and how card order changes interpretation.
Inverted Major Arcana Cards
Traditionally an inverted card represents a negative connotation. A Fiend can play an inverted
version of his card – he flips it onto the table upside down and can evoke that negative
interpretation. Often these negative connotations can be useful for the story, particularly when
facing a tenacious foe.
But beware! In Hell, bad fortune is contagious and indiscriminate: If you choose to play a card
inverted expect some of the bad mojo to rub off! Whenever you evoke an Inverted Major Arcana
card the Fiend to immediately draw from his deck and add it to his Dark Hand.
I N F E R N O
The Dark Hand
The Archfiend has a pool of cards called the Dark hand. He may play cards from his Dark Hand at
any point in order to make the life of the players harder, or easier if he so chooses. He can increase
or decrease a Target Number, or any Action Total, simply by taking one of his cards and applying it
positively or negatively.
The Archfiend's Dark Hand starts at 4, with an additional one for each player sitting at the table.
The Dark Hand is only refreshed at the start of each Chapter; at the end of the Chapter the cards are
discarded.
The Dark Hand may be increased with no limitations. The Arch-Fiend is awarded a card when;
•
An Adversary’s Vice is triggered
•
A Fiend plays an inverted Major Arcana card.
•
A Major Adversary is Grievously Wounded.
•
Some Dark Arts are evoked.
The Cabal Hand
The player's Cabal, when cemented by graven oath, is given it's own Cabal Hand – one card per
Fiend at the table. These cards sit in the middle, and can be accessed by any member of the Cabal,
at any time. A player who's turn it is can simply choose one card to use in an Action Total.
The Cabal should vote whether or not a Fiend can use a card for any given Test, but it's up to the
Active Fiend to take it or not – he can choose to ignore his companions. The cards are gone once
spent, and they are only refresh at the start of each Chapter.
Story Cards
Story Cards are special rewards for players, for excellent role-playing, narration and story building.
The Archfiend can award a Story Card at any time to a Fiend for excellent role-playing. Likewise, if
the Cabal all agree that an individual has done well they can also call for one to be awarded. A Story
Card is either handed to the player directly from the Archfiend's Dark Hand, or is rewarded by
drawing from the Inferno Deck. This card may exceed the player’s Hand limit, but once played is
never redrawn. It is not a permanent increase, merely temporary. Story cards last for the remainder
of a Chapter (gaming session).
Story Cards can be triggered by Story Distinctions; when the matter of the Distinction arises in play,
the Fiend immediately gets to draw a Story Card.
Vice Rewards
When a Demon's Vice is triggered he must role-play how this flaw affects the story or the scene. If
the consequences of this are substantial, he is rewarded a Story Card. It's up to the Archfiend to
decided if the Vice deserves a Story Card – trivial ramifications of the vice should not garner a
reward.
Refreshing Hand Cards
A Demon can draw cards back to his hand in a number of ways;
I N F E R N O
•
Draw cards, up to your Hand maximum, when a new Scene starts and ends.
•
Draw 1 card to your Hand, up to your Hand Maximum, at the end of a Round during
Dramatic Timekeeping.
•
Special Distinctions and Infernal Powers can allow Draws at certain times.
•
Excellent Role-playing
•
Triggering a Vice that has important game ramifications.
I N F E R N O
Major Arcana
of the
Inferno Deck
MAIN KEYWORD
Keys: A list of keywords that can be used to flavour the card's specific evocation.
Inverted: A list of keywords that can be used if the card is played inverted.
Infernal: Specific subjects relating to the game's world.
I N F E R N O
Card 0 – The Fool
The price paid for freedom.
RISKS
Keys: Potential, Innocence, Wild, Lurking Dangers , Rebellion, Risk
Inverted: Recklessness, Naivety, Traps, Hesitation, Dangerous Territory
Infernal: Upstarts, Neonates, Revelations and Surprises
Card 1 – The Magus (Pride)
The Magician: equal measures of power and hubris.
GENIUS
Keys: Enlightenment, Creativity, Talents and Knowledge, Motivation,Power, Magic
Inverted: Hubris, Manipulation, Corruption, Diabolical Forces
Infernal: Powerful Sorcerers, Occult Knowledge, Master Manipulators, Key Players.
Card 2 – The High Priestess (Succubus)
You are a Demon, do not deny your nature.
SENSES
Keys: Sensuality, Gratification, Fertility, Expression, Nature, Support.
Inverted: Compromise, Smothering, Obsession, Desecration, Sterility
Infernal: Awakenings, Possessiveness, Physical Senses (Gluttony)
Card 3 – The Empress (Lilith)
The mystic keeper of the emotional interior.
DEPTH
Keys: Inner Secrets, Intuition, Wisdom, Dreams, Rumours, Subconsciousness, Calmness
Inverted: Nightmares, Repression, Dissonance, Insanity, Paranoia.
Infernal: Hidden Agendas, Cults, Plots, Secrets, The Unknown
Card 3 – The Emperor (Lucifer)
It's tough at the top.
I N F E R N O
RULE
Keys: Control, Leadership, Protector, Structure, Recognition
Inverted: Corruption, Opposition, Bondage, Rebellion, Neglect
Infernal: Kings and Rulers, Authorities, Orders, Status, Administration
Card 5 – The Hierophant (Greed)
Belief that binds.
FAITH
Keys: Faith, Divinity, Empowerment, Order.
Inverted: Constraint, Persecution, Tyranny
Infernal: Priests, Relics, Heresy, Ministerium
Card 6 – The Lovers (Temptation)
The apple and the snake.
DESIRE
Keys: Desire, Relationships, Bonds, Passion
Inverted: Objectification, Defilement, Jealousy, Guilt
Infernal: Scandal, Depredation, Possessiveness, Consorts, Succubus
Infernal Deck Title: Lust
Card 7 – The Chariot (Wrath)
Behold the mighty conqueror atop his beast; see the dead at his wheels.
ACTION
Keys: Transport, Authority, Conquest, Victory
Inverted: Uncontrolled Ambition, Pretension, Laziness
Infernal: Warfare, Crusaders, Travel and Transport, Arrogance, Nobles
I N F E R N O
Card 8 – Justice (Conclave)
Justice is a form of tyranny.
LAW
Keys: Laws, Contracts, Responsibilities, Judgement, Punishment
Inverted: Dishonesty, Injustice, Revenge, Bureaucracy, Bias
Infernal: Conclave, Magistrates, Torment, Red Tape, Harrows, Vengeance
Card 9 – The Hermit (The Ferryman)
The Ferryman will take you across the River Styx – for the right price.
KNOWLEDGE
Keys: Introspection, Reclusion, Distance, Study, Expertise, Insight.
Inverted: Isolation, Loneliness, Decay, Insanity, Delusion, Greed
Infernal: Mystic, Outcast, Wanderer, Pilgrims
Infernal Deck Imagery: The Ferryman takes an Outcast across the Styx – filled with flailing souls.
Card 10 – Wheel of Fortune (The Damned)
What goes around, comes around.
FATE
Keys: Cycles, Opportunity, Chance, Fate, Change
Inverted: Misfortune, Powerlessness, Bad Decisions, Determinism
Infernal: Sudden or Chance Encounters, Fortunes, Karma, Souls
Infernal Deck Imagery: Soul on a Wrack, a demon twisting a Wheel.
Card 11 – Strength (Authority)
Power first comes from the ego.
WILL
Keys: Determination, Spirit, Overcoming Personal Weaknesses, Courage
I N F E R N O
Inverted: Weakness, Panic, Cowardliness, Doubt.
Infernal: Nobility, Pride, Leaders, Warriors, Self Control, Leadership
Card 12 – The Hanged Man (Heretics)
Hell can look different from this way up.
DEVIATION
Keys: Sacrifice, Changed perspectives, Pushing Boundaries, Surrender, Renunciation
Inverted: Loss, Stagnation, Indecision, Conformism
Infernal: Martyrs, Heretics, Deviants & Blasphemers
Card 13 – Death (Oblivion)
Death is only the beginning.
DEATH
Keys: Endings, Renewal, Difficult Transformations and Choices, Finality.
Inverted: Denial, Grief, Decline, Death
Infernal: Oblivion, Revolution, Murder, Death, Annihilation, Awakening.
Infernal Deck Title: Oblivion
Card 14 – Temperance (Dark Arts)
Two can make Three.
PATIENCE
Keys: Balance, Creation, Patience, Adaptation, Control
Inverted: Imbalance, Short-sightedness, Mistakes,
Infernal: Diplomacy, Creation, Artifice, Crafting, Alchemy, Carefulness, Insight,
Card 15 – The Devil (Ur-Adversary)
The road to hell is paved with good intentions. Also, screaming faces.
POWER
Keys: Materialism, Power, Submission, Shadow, Repression, Desires, Control,
I N F E R N O
Inverted: Dispassion, Sloth, Corruption, Fear, Detachment
Infernal: Obedience, Obsession,The Church, Tyranny, Power, Addiction, Fanaticism
Card 16 – The Tower (The Abyss)
Shaken to your very foundation; the ego.
RUIN
Keys: Physical Destruction, Fallen Ambition, Lost Causes, Epiphany, Crisis
Inverted: Denial, Fear of Change, Repression
Infernal: Failure, Catastrophe, Crisis of Faith or Confidence, Terrible Realisations
Infernal Deck Imagery: Falling Angels being cast down pillars of clouds with lightening.
Card 17 – The Star (The Wormstar)
A Hope in Hell?
HOPE
Keys: Trust, Optimism, Renewal, Inspiration
Inverted: Despair, Negativity, Overwhelmed,
Infernal: New Opportunities, Courage, Bargains, Gains
Infernal Deck Title: The Wormstar
Card 18 – The Moon (Beasts)
All was dark and terrible, but then the moon illuminated something far worse.
FEAR
Keys: Dark Side, Fear, Inner Self, Subconscious, Anxiety, Repression
Inverted: Cowardice, Lost Hopes, Falling to Temptation, Misunderstanding
Infernal: Evil, Beasts, Deception, Illusion, Dark Urges
Infernal Deck Title: The Shadow
Card 19 – The Sun (Hell)
I N F E R N O
The air of Hell crackled with terrible energy and purpose.
ENERGY
Keys: Growth, Dynamism, Spirit, Enlightenment, Simplicity
Inverted: Reluctance, Blockages, Unrealistic
Infernal: Abyss, Clarity, Magical Energies, The Wyrd, Enthusiasm
Infernal Deck Title: The Inferno
Card 20 – Judgement (The Fallen)
The Heralds sounded the trumpets and it was the end of the War.
RETRIBUTION
Keys: Epiphany, Evaluation, Renewal, Absolution
Inverted: Self Doubt, Distracted, Hesitant, Haunted, Sorrow
Infernal: Consequences, The Throne, The Fallen, Exorcists, Digressio, Powers, Laws, Sanguinists
Card 21 – The World (Eternity)
The last key was simply to hold the whole of endlessness.
FULLFILLMENT
Keys: Mastery, The Destination, Success, Rewards, Understanding, Clarity
Inverted: Foolishness, Demotivation, Entrapment
Infernal: The Cosmos, Plans, Achievements.
Infernal Deck Title: Eternity
I N F E R N O
BOOK OF WRATH
I N F E R N O
Gears of War
Weapons
There's every form of weaponry in hell; the more common being melee weaponry, as the materials
used in ranged weaponry are difficult to find. Weapons can have Distinctions, called Weapon Traits.
These are keywords similar to Force Distinctions that will add a Boon or Penalty if they're called
into play. Weapons also have a Damage rating which is used to calculate Flesh Wounds. We also
find an availability and typical cost rating.
Weapons can also be given Infernal Distinctions via Rituals and crafting that empower them with
special infernal effects.
Weapon
Typical Damage Values for Weapons
Damage
Weapon
Damage
Fists
0
Bone Sword
4
Claws
1
Iron Mace
5
Teeth
2
Great Warhammer
6
Steel Dagger
3
Bone Bow
4
Armour
Armour has a rating that is subtracted from any Flesh Wounds that are taken as physical, direct
damage. Should the Armour block the damage completely, the wound bounces off it harmlessly.
Wearing and fighting in heavier armour can be exhausting; the wearer is afflicted by a number of
Exhaustion points equal to the Armour Rating he's wearing because of the encumbrance. This might
mean a Fiend immediately starts with a Penalty to his Forces because of the weight and effort
required to move in it.
Typical Armour Values
Armour
Armour
Value
Value
Soft Leather
1
Half Plate
5
Hardened Leather
2
Full Plate
6
Studded Leather
3
Helm
+1 to Armour Value
Scale or Chain
4
Shield, small
+2 to Block Defence
It's not normally possible to use Parry against ranged attacks – you can Block them with a Shield.
I N F E R N O
Combat
Hell is in a constant state of violence. One cannot exist in the underworld and miss it. Violence of
all forms touches everything, and one had best be prepared for it. Combat is simply a series of
Contests between Attacker and Defender.
Initiative
Generally, it will be obvious who has the drop on another person from a story-telling perspective
and the Archfiend can rule on the order of play. However, sometimes initiative is important in
situations where it's important to know exactly who has acted first. It's mainly a consideration
within Dramatic Timekeeping.
Firstly, a person with the Fast Distinction will always go first. Those with Slow will go last.
Everyone else will go in order of Judgement. In regards to ties, the Archfiend can adjudicate or
randomly draw from the Infernal Tarot to see who goes first.
Initiative Bidding
If a player chooses he can bid a Hand card to win Initiative. Only Minor Arcana cards can be bid in
this way. Bid cards are placed on the table in front of the player. The player who has bid the
LOWEST valued card will win Initiative. In this case, the ACE is the most powerful card. This bid
card MUST be the first card played in the Fiend's Test for that Turn.
In regards to ties, default back to the standard manner of determining initiative (above).
The Attack
When a Demon attacks, he Tests his Anger and adds his Proficiency in the type of weapon he's
using. In some cases, the Attacker can declare the use of a Combat Distinction or School Abilities
that add a bonus to the Attacking Action Total, or provide some other game effect.
The Defence
When a Demon is attacked, he should defend himself. The typical method is to use Anger and add
the Proficiency of Evasion (dodging), Parry (blocking with a weapon) or Blocking (with a shield).
There are defensive Combat Distinctions that could also help the Defensive Action Total, as well as
some forms of Armour such as Shields.
Every consecutive Defence Test in one round suffers a Penalty of -1. If a defender not aware that
the attack is being made, such as being ambushed, he cannot play cards on his Defence.
Damage
If the Attacker beats his opponent's Defence Total, take note of both the Margin of Success and if
any Consequences were evoked.
The Attacker has an option to spend his MOS in a number of ways; Damaging his opponent, or
purchasing Afflictions.
Damaging your Opponent
Apply your MOS as direct physical damage against your target in the form of Flesh Wounds; these
I N F E R N O
increase the Demon's Exhaustion. Add the MOS to the weapon's Damage Rating - both combined
are referred to as Flesh Wounds - and subtract the opponent's Armour rating. Any remaining Flesh
Wounds are added to the Fiend's Exhaustion points.
Purchasing Afflictions
MOS can be used to directly purchase special conditions called Afflictions which are used against
your opponent. Afflictions can be Minor, Major and Critical, and each have a different cost.
Minor Afflictions (2pts) are annoyances that generally don't harm the defender.
•
Marking, or Nicking your opponent as a Taunt
•
Cutting off a segment of opponent's garb
•
Ruining a nearby item that has some small value to the victim.
•
Delivering a 'Touch' Attack that does no damage
Major Afflictions (5pts) are disadvantages that may endanger the defender but rarely directly harm
them;
•
Knocked off balance, or stumbled
•
Shepherding towards a cliff edge
•
Denying them movement to a particular point
•
Grabbing an item off of their garb
Critical Afflictions (10pts) are disastrous situations for the defender; most commonly a Grievous
Wound is delivered.
•
Concussed
•
Smashed Back
•
Disarmed
•
Entrapping
•
Blinded
•
Grievous Wound
Consequences in Combat
If the Attacker managed to get a Positive Consequence on a SUCCESSFUL attack, he immediately
gets a Grievous Wound against a Defender who fails to evade, parry or block. Note that it's entirely
possible to get a Grievous Wound this way, and also purchase one with Afflictions with your MOS.
If the Defender manages to block or parry this blow with a shield or weapon, it's entirely likely that
that weapon might break.
A Negative Consequence can suggest combat fumbles – losing grip on a weapon, stumbling, etc.
The seriousness of this can be measured by the Fiend's MOF – the lower his total compared to his
opponent, the worse the consequence.
I N F E R N O
Grievous Wounds
Grievous wounds make your skin crawl; mutilation and the body parts are starting to fly. A massive
open wound sprays blood and gristle. Some apt wounds descriptions would be; severed fingers,
disembowelled, smashed jaw, spitting teeth, eye extracted, arm lopped. Let the player who's been
grievously wounded describe the gore himself; it's probably his only consolation. Note that truly
hideous killing blows, i.e. his head is completely crushed, should be kept for when a Demon is
destroyed outright.
The Fiend immediately loses one from the total Hand Cards he can hold. If he's holding more than
that new total, he must discard a card. The Grievous Wound should be noted under Afflictions on
the character sheet.
Penalties
Additionally, the Arch-Fiend should dish out additional penalties that match the wound; a severed
arm would obviously drop the weapon, a smashed foot would prevent the Demon from fast
movement, etc. At a bare minimum, the affected Demon should suffer -2 to his tests for each
Grievous Wound, and some actions will just be impossible. If there's any doubt, have the wounded
Demon make a Judgement Test to see if has the willpower to achieve them.
Healing
Grievous Wounds heal much slower than Exhaustion. A Grievous Wound will not heal during a
Scene without Diabolical aid, and generally Downtime is needed to heal them; a day should pass at
a minimum. Some cruel wounds may be so severe that they won't heal without help.
Having an Apothecary or Necromancer mend the wound can speed up the healing process and the
Apothecary skill is generally required for re-attaching limbs, severed parts and horribly damaged
organs.
Completely destroyed or missing limbs can only be repaired through the Dark Arts; many
Apothecaries know rituals for replacing them but charge hefty fees.
Once a wound is considered healed, the wound is struck off the Fiend's character sheet, and he
regains his lost Hand Card.
Destruction
If the Demon takes enough Grievous Wounds, he'll eventually run out of Hand. At this point, he's
destroyed, his body smashed and spent. Generally he's out of game and will spend eternity in the
deep Abyss in a vague state of awareness; still aware enough of the terrible fate that has befallen
him, or of his gloating nemesis who keeps his skin as a tapestry on his Keep wall.
Resurrection
Any character with Reverence less than 4 is destroyed with almost no chance of resurrection;
they've met Oblivion and dwell in the lowest regions of hell as a vague suggestion for all eternity –
they're powerless to return and are gone forever. A dedicated Sorcerer might attempt to resurrect his
disciple, but this would be a lengthy, arduous task and is below most nobles to bother.
Generally speaking a destroyed Demon is gone for now but might reform at a later date –
significant time should have passed and at least 3 or more Chapters with some serious Downtime.
I N F E R N O
The player can make a new Fiend in the meantime. The Demon tends to reform faster if his body
has any cohesion; if he's scattered or burned away it can take literal ages for one remaining
component to start to reform.
Importantly, all of the Demon's Forces are equal to 1 when reconstituted. He can increase each
Force by 1 for each appropriate Torment he consumes – if he's acting alone this might take many
months or even years. If he does find a good source of Torment, from his Cabal for example, he
could potentially return fairly quickly to full strength at this point.
Falling
If the Demon plummets without any method of slowing his descent he will take 1 Exhaustion Point
of Flesh Wounds per 5 meters fallen. Dying is unlikely, but to simulate random conditions draw 1
card from the Inferno Deck for every 20m and count the result as MOS … for every 10 points the
Demon takes a Grievous Wound. The numbers on Major Arcana count … Court Cards are safe.
Armour reduces damage normally.
Burning
Despite living in hell, fire and brimstone still injure a Demon. Many have resistances, or Wards that
protect them from it. Fire and Heat is measured by it's Intensity, this is the amount of Exhaustion
the demon will take every Turn when subjected to it. A Fiend may subtract his Armour from the
total. For every 10 Flesh Wounds a Demon takes, he suffers a Grievous wound.
Intensity
Fire Intensity
Flesh Wounds
Candle Flame
1
Torch
2
Heated Tongs
3
Balefire
4
Hellfire
8
Boiling Ichor
6
Lava
10
Volcanic
20
I N F E R N O
Ritual Duelling: Calumny
Judicium, Duellum, Talio
Duelling Spread: 3 Piles – speed, attack, defence – 1 card is dealt to each from the Inferno Deck.
Confrontation: Contestants may attempt to cower each other; Social rolls may be made taking
Reverence into consideration. The loser takes a penalty to his Circling Test equal to the MOS
divided by 3 (rounded up).
Circling: Deal one card from the Inferno deck to the Duelling Spread. Participants Test Judgement
+ Awareness (Duelling) against a TN equal to his opponent's Deceit + Deception (Duelling). This
is not a Contest. The amount they exceed the TN is their Edge.
Manoeuvring: Edge points can be spent at any time to;
•
Centre: Draw a new card (up to Hand maximum)
•
Insight: Look at a card in the opponent's Duelling Spread
•
Cunning: Move one card from one Duelling Spread pile to another
•
Invest: Play a card from your Hand to the Duelling Spread.
•
Fool: Can place Court or Major Arcana as 'tricks'; count for nothing opponent doesn't know
this.
•
Catch Breath: Recover 1 point of Exhaustion
Points are spent in turns between duelling participants. Once all Edge points are spent the Death
Blows begin.
Strike: A player can choose to attack at any time by calling “Strike”! This combatant has attacked
early, and opened himself to defeat – he discards his highest Defence card. The opponent may then
spend one more Edge point, and then the next stage begins.
Death Blows: Lowest speed card attacks first. Attack vs Defence. Defender gets to retaliate if still
standing.
Withdrawl: The combatants can then either continue combat as normal rules, or if both agree,
return to Circling.
I N F E R N O
BOOK OF DIABOLISM
I N F E R N O
The Dark Arts
The Dark Arts, sometimes refereed to as Maleficium or Diabolism, is the collective term for all of
the occult and infernal powers within Hell, and their study and manipulation.
The Dark Arts draw their power directly from the ambient substance of Hell, sometimes known as
the Wyrd. This ambient power can be enhanced by Torment, so Maleficium can be powered and
enhanced with it.
All Maleficium invocations and rituals are given a Rank that indicates how powerful the magic is,
and how difficult it is to learn.
Types of Magic
There are two main disciplines of the Dark Arts called the Major and Minor Maleficium, or Infernal
Invocations and Rituals.
Infernal Invocations
Infernal Invocations, or Powers, are spells that can be invoked with a few words and effort of will.
These Invocations are widely known across hell, but often only taught to the ruling elites. The
highest circle that can be invoked is limited by the Fiend's Wickedness.
INVOCATION LIMIT
Wickedness
Invocation Circle
1
1
2 to 3
2
4 to 5
3
6 to 7
4
8 to 9
5
10
6
Infernal Rituals
Rituals are complex rites and ceremonies that invoke greater, far reaching effects. They often take
much effort and time, a lot of energy and resources; the cost is often in Torment, Souls, and
Sacrifice. More than one warlock can partake in the ritual to help empower it.
You cannot conduct a Ritual from a Circle that's above your Reverence, but you can still learn it.
I N F E R N O
The Diabolic Circles
Powers within these two disciplines are broken up into Circles; this refers to how powerful and
difficult the power is to use and learn. It's another word for a Rank; a spell from the first Circle of
Conjuration is weaker than a spell from the forth circle. As a sorcerer gains in power, he progresses
through these Circles of Power.
The Paths of Magic
The Dark Arts are generally broken into overarching spheres or disciplines, each one offering a
scaling level of powerful rituals and effects.
The major paths are;
Conjuration Molier (corruption)
The ability to alter or create
Destruction Exitium (Pain)
The ability to harm
Divination Divinare (Sorrow)
The ability to detect and foresee
Enchantment Phasma (Fear)
The ability to control minds
Fate Fatum (Sorrow)
The ability to control destiny
Necromancy Mortis (Pain)
The ability to manipulate souls and Torment
Summoning Invito (Corruption)
The ability to call and bind
Wards Contego (Fear)
The ability to counter spells and shield against harm
Narrating the Dark Arts
It's important to avoid magic a stagnant list of spells and rote spell-casting. Fiends should colour
their magical descriptions with as much flavour as possible, and always consider their Aspects when
imagining how they look and feel. Spells can manifest in widely differing ways per use so don't fall
into the trap of always using the same descriptions while casting favoured spells. It doesn't matter
that the way a spell happens changes all of the time; the final result is the same.
Players who really embellish their castings should receive Boons.
I N F E R N O
Consequences with Magic
Casting is an effort to bend and control generally malignant forces. This force likes nothing better
than to teach a puny necromancer a rough lesson about who's in charge. Because of this, protecting
yourself is an important step in Ritual casting to prevent the force from lashing out at you.
Just because the Fiend was casting magic when a Consequence arises, doesn't mean that it will
definitely be about the magic. The Consequence could serve the story in any other way, of course,
but it would also be thematically appropriate to make it about the casting.
Failure with Negative Consequences
This is obviously the worst situation a Sorcerer can be in – he's unleashed forces that he's
completely failed to control. This can mean that he's drawn forth an a malignant incarnation that
attacks him, or the power he was evoking completely turns against him.
Major Arcana as Magic
The Major Arcana are invoked to take control of the Narrative, and the Dark Arts can certainly be a
part of that manipulation. Played cards can involve a player's infernal abilities in ways that are quite
unique compared to the presented lists of spells – it's okay to throw in the occasional effect out of
'Felix's bag of tricks'. This should not happen constantly, and these kinds of effects should not be
the kind that drastically effect characters, such as by instantly destroying them.
I N F E R N O
Infernal Invocations
Infernal Invocations are typically cast using Wickedness + Diabolism. A target may resist their
effects, usually using Wickedness + Wards they possess, but resistance may vary from Power to
Power.
Torment must be spent to empower an Invocation. Each Path dictates what that torment is, and the
actual spell the amount – generally it will be equal to the Circle, but not as a strict rule.
Power Duration
Some powers have a duration. Usually they're immediate, but some can be sustained by
concentration. While concentrating on a Sustained Power, the caster suffers -2 to all Tests for each
concurrently active spell. The caster can keep a Power sustained for free by spending an appropriate
point of Torment to the Sphere of the Power that will empower it for a Random Draw's worth of
Turns. Having a Familiar is also useful to pass off sustained effects to.
Consequences with Infernal Powers
If there's a negative consequence on the casting, Drain is doubled.
Spending MOS
Similarly to Combat, MOS can be spent on additional effects.
Common Invocations
FIRST CIRCLE
Light
Conjuration
TN: 3
Torment: 1 Corruption
Duration: Sustained
Effect: Each MOS illuminates 10m square.
Create Sigil
Conjuration
TN: None
Torment: 1 Corruption
Duration: Immediate
Effect: The caster summons a common Sigil with Wickedness + Sigils (Creation) and attaches it to
a place or object. The MOS equals the strength of the Sigil for the purposes of Un-weaving.
Unwilling entities can attempt to resist this if they choose.
SECOND CIRCLE
Watchful Eye
Divination
I N F E R N O
TN: Variable
Torment: 2 Sorrow
Duration: Sustained
Effect: For every TN level achieved in the casting, the sorcerer gains +1 to the Awareness Skill and
he is granted a 360 degree field of vision.
Darkness
Conjuration
TN: 6
Torment: 2 Corruption
Duration: Sustained
Effect: Each MOS darkens 10m square.
Control Sigils
Conjuration
Torment: 1 Corruption
Duration: Immediate
Effect: The sorcerer attempts to either control another conjured Sigil using Wickedness + Sigils
(Manipulate), or Wickedness + Sigls (Unweave) to destroy one. The TN is equal to the Sigil's
Strength.
Succour
Necromancy
TN: 3
Torment: 2 Pain
Duration: Sustained
Effect: Each MOS temporarily removes 1 Exhaustion while the effect is sustained.
THIRD CIRCLE
Hellbolt
Destruction
TN: 6
Torment: 2 Destruction
Duration: Instant
Effect: This power spews forth scolding green fire from the caster. Each MOS empowers the
projectile with 1 Damage. The Caster then Tests his Wickedness + Ranged proficiency, and treats
the attack as per normal – it can be blocked with armour and shield.
Material Shield
Wards
TN: 3
Torment: 2 Fear
Duration: Sustained
I N F E R N O
Effect: Each MOS temporarily gives the caster 1 point of armour. These points are consumed when
soaking damage.
Fear
Enchantment
TN: Variable
Torment: 3 Fear
Duration: Sustained
Effect: TN is determined by the level of fear: -1 is 6, -2 is 9 etc.
FORTH CIRCLE
Wrack
Necromancy
TN: Wickedness of Target
Torment: Variable Pain
Duration: Sustained
Effect: The Necromancer scourges the victim with debilitating pain. The target suffers -1 to all Tests
for each point of Pain the caster decides to spend.
Binding Chains
Summoning
TN: 6
Torment: Corruption 4
Duration: Sustained
Effect: The Devil summons bonds that wrap around the victim, preventing any action. The victim
can attempt to break the bonds with Anger against a TN equal to the MOS achieved in the casting.
FIFTH CIRCLE
HellFire
Destruction
TN: 6
Torment: 5 Pain
Duration: Instant
Effect: The Demon invokes a furnace of fire that sweeps over an area equal to the MOS, squared.
Any unfortunates inside this area fire damage equal to 8 + the MOS, minus armour.
I N F E R N O
Infernal Rituals
The first part of conducting a ritual is the preparation. All ritual components need to be accounted
for as described in the Ritual. One sorcerer is declared leading the ceremony – this individual will
empower and direct the casting with the other participants helping.
Generally a Ritual Circle or Pentagram is required. One must be prepared with a Judgement +
Crafting (Rituals).
The ceremony is then conducted, and the instructions carried out. Some rituals can be exhausting
and dangerous; the participants may be subjected to grueling forces and worse.
At the end of the ritual, the leader makes a Empowerment Test with Wickedness + Ritual. The TN is
dependent on the Ritual and it's requires, as well as common modifiers found in the list below. The
MOS determines how well the ritual is executed, and also how powerful or difficult the effect is to
break, or resist.
The time the ritual takes can be reduced by spending MOS.
Sometimes, secondary Tests are required. For example, when magically forming a Soul Artefact, the
Fiend would then Test Judgement + Soulcraft to see how well made that artefact is.
Aiding in Rituals
The Leader of the ceremony can utilise use up his Reverence + Leadership (Command) of
additional participants.
Extra Ritual participants who do not know the Ritual must have a Wickedness Force equal to the
Rank of the Ritual to be effective. If they do, they can only offer +1 to the Leader's Test.
Participants who do know the Ritual can add any Hand cards they see fit, or can donate any torment
needed to be sacrificed.
Sacrifice
A demon may sacrifice to gain benefits during a ritual. There are a number of rituals that call for
sacrifice; others do not but can be aided by it.
Force: one of the heaviest forms of sacrifice. The Fiend reduces one of his Forces by 1 – typically
the force that is aligned to the Path the ritual belongs to. There are no benefits to this, besides the
casting of the actual Ritual.
Souls: one or more souls must be destroyed to empower the ritual. Extra souls may provide some
benefit. Typically it takes at least 10 souls to get a +1 to the Ritual Empowerment Test if they are
destroyed in a befitting way. Souls with particular value, such as Shades, add their rating.
Demons: destroying an actual demon to power your magic is considered heretical, but is probably
fairly common. The Reverence of the Demon destroyed is added as a bonus to the Test.
I N F E R N O
Ward Rituals
SECOND CIRCLE
Ward of Isolation
Wards
Intonement: Scene
TN: 6
Sacrifice: 1 Fear and Sorrow for every 10ft
Physical Components: Inscribing on a physical surface to demarcate the protected area.
This Ritual encloses a space with a protective ward that prevents any Divination rituals from
effecting it. The MOS becomes a Penalty for the Divination Ritual Caster – it makes it more
difficult to succeed when the Divining magus attempts to 'see' into and past the ward with his spells.
If the Demon wishes he may make a secondary Crafting (Magic Circles)
I N F E R N O
Alchemy
Elixirs
Panacea
Transmutation
Philosopher's Stone
Learning the Dark Arts
Scrolls and Grimoires
Training
Grimoires
Relics and Artefacts
I N F E R N O
THE BOOK OF REPROBATES
I N F E R N O
TITLE
CHURCH Reverence Hierarchy
Reverence Score
Pontifex Maxiumus - Hierophant
20
Patriach
16
High Cardinal
12
Cardinal
9
Primate (Arch Bishop)
8
Bishop
7
Rector
6
Vicar
5
Priest
4
Lector
3
Acolyte
2
Famulus
1
Neophyte
0
Special Ecclesiastic Titles
Deacon – unordained servant
Exorcist – fights incursions of Heaven
Inquisitor – searches for signs of digressio
Decimator – collects Tithe
The Ministerium
I N F E R N O
THE BOOK OF DOMINIONS
I N F E R N O
Resources
Brimstone – used to make Serpentine: laced with demon's urine.
Ichor – black ooze that can be purified and ignited (like oil)
Bonewood – similar to wood, flexible
Stone, Marble, Iron, Gold, Silver
Dominion Scale
Domain, House Minor, House Major
Tenure
Demesne : Fief, Circle, Barony, Wards, Cantons, Demesne
Ascendancy
1-6
Domain
7-13
Houses Minor
14-19 Houses Major
20
Conclave, Church
Prestige is lowered by Discord annually.
Dominion Standing
Ascendancy (ascending, stagnation, decline)
House Prestige
Hand (based off Ascendancy)
Discord: Unrest and Corruption
Dominion Forces
Might: The military strength and security of the dominion
Diplomacy: The Political influence of the dominion and Leadership
Administration: The infrastructure and management
Holdings: The size and wealth of the dominion
Discord
This rating suggests unrest and disquiet within the domain; it could be corruption, dissatisfaction, a
I N F E R N O
lack of discipline or inhospitable conditions. Discord can rise and fall with the Dominion's fortunes;
often if it rises too high there will be internal strife, like uprisings or corruption.
Might
0
Unrest
1
Rioting
2
Uprising
3
Rebellion
Schemes
Ventures, Gambits, Intrigues, Management
Gambits
Infernal Attack
Assassination
Annex
Sabotage
Skirmish
Slander
Statecraft
Policing
Reducing Discord
I N F E R N O
Management
Moving one point from one attribute to the other.
Training
Adding points to Might, or moving Distinction Points around.
Approval
Antagonize
Diplomatic Endeavour
Ventures
Legitimate Business in Hell
Merchantile
Harvest
Growth
Dominion Distinctions
Dominions can have Distinctions; indeed most of the possessions and assets of a Dominion are
treated as such. Each point in a Dominion Force gives you one DD to immediately spend on them
within that type of Distinction. For example, Having a Might of 3 gives you 3 points to spend on
Might Distinctions.
Might
Bodyguards
2
Scouts
3
Internal Security
2
Insurgents
3
Guardsman
1
Sappers
3
Cohort – infantry
3
Siege Engine
4
Cohort – bowmen
4
Beast Handlers
4
Cohort – cavalry
4
Aerial Riders
4
I N F E R N O
Cohort – mahout
5
Cohort – infernal
6
Abyssian Serpents
6
A unit can be designated as auxiliary at -1 and heavy at +1. It can also be given the Distinction of
Experienced +1 and Elite +3.
(heavy cavalry called Cataphracts)
Diplomacy
Scourge
1
Thaumaturge
3
Administrator
2
Chancellor
4
Diplomat
2
Hero – Combat
4
Agent
3
Hero – Infernal
5
Diablerist
3
Hero – General
6
Man at arms
3
Holdings
Insulae
1
Forge
1
Villa
2
Stables
1
Manor
3
Ichor
3
Tower
4
Tannery
2
Castle (small)
5
Relic
4
Castle (large)
7
Library
1–3
Citadel
8
Temenos
4
Keep
5
Mine
3
Barracks
1
I N F E R N O
BOOK OF THE BEAST
I N F E R N O
Minions
Minions are the hordes of underlings in the employ of their demon lords; individually they're no
match for a Demon of note, but together in number they begin to pose a threat. Minions do not have
Reverence in general, but they have a Minion Hand that represents their strength. For each point of
hand they draw Tarot card to use in combat. They may draw one card per turn as per normal. Only
Minor Arcana are useful to them; Court Cards and Major Arcana count as zero, but can only be
discarded from their Minion Hand and if the Minions 'regroup' (taking a turn).
Minions get a number of attacks per turn equal to their Hand. Minions never use MOS to cause
Grievous Wounds, this only happens if they successfully attack with a positive consequence. All of
their wounds just cause Exhaustion – they treat their Weapons Rating as Damage.
When minions are attacked, the MOS achieved by the attacker is used to determine the effect upon
them. The attacker can knock out or destroy one minion by spending Flesh Wounds equal to the
Minion Hand Rating of the pack.
When Minions take a Gratuitous Wound, they lose a Hand card . This represents a massive blow to
their morale, and indicates that they could break depending on their discipline. If their Hand is
reduced to zero, they automatically route.
Duke's Guard, 10 minions
Hand 2
Anger 4
Deceit 2
Judgement 2
Wickedness 2
Flying, Armour 1, Weapon Damage 1, Alertness 2
Building a Minion Squad
When Fiends take a Minions Distinction they are given a pack of rating 2 Minions. All Forces are
start at a rating of 2; they may then add the Minion Rating points to any of the Forces they want,
and shuffle points between Forces, although a Force cannot exceed their Rating x 2. They can also
purchase Minion Distinctions (below).
Minion Distinctions
Minions come with Distinction Points to spend equal to their Hand x 2.
If the Minions are purchased when the character is created, extra Minion Distinctions can be
purchased by using the Fiend's DPS instead.
Flying 2pts
Weapon Damage 1pt each
Armour 1pt each
Melee 1pt each
Ranged 1pt each
Defence 1pt each
Alertness 1pt each
Infernal Invocation as Power Rank
I N F E R N O
Disciplined 1pt each
Force Increase 2pts each.
Mounts
Abyssian florna has long been used for many purposes, chief among them are as mounts for riding.
Generally an untrained beast will not allow anything even close to him, instead time must be
invested to both capture and discipline the creatures. Securing and raising Abyssian mounts from
birth is the most ensured method of training a mount.
Soulcrafted mounts have similar temperaments despite being vastly different in nature.
Lore Tests
When a Fiend wants to identify Abyssian creatures, he makes a Lore (Abyssian) Test;
Common
3
Infrequent
6
Rare
9
Unique
12+
The MOS would indicate how knowledgeable the Fiend is on that creature. Carried Grimoires can
add Boons.
Necroptic Weaver, 6 minions
“The Araneae scurried excitedly skyward, dragging the souls up into the vast web cathedral set
amongst the black rocks. They were rapidly suspended and embalmed; that despised necrotic
poison making short work of them. Only a few unfortunates moaned pathetically as their interiors
began to liquefy. As I watched this grizzly activity I could not make sense of the Necroptic Weaver's
hideous, misshapen bodies; they only appeared a mess of limbs and fangs.” - Excerpt from the
Experiments of Melforax.
Hand 3
Anger 5
Attack +2
Deceit 0
Judgement 0
Wickedness 4
Alertness +5
Distinctions: Armour 2, Weapon Damage (razor pincers) 3, Necrotic Poison, Fast
Spinneret: May spend a 5pt Affliction to Entrap a victim with a Strength equal to the MOS.
Necrotic Poison: The poison prevents healing. Draw from the Infernal Deck – this is the amount of
extra Flesh Wounds the fiend will suffer, one per 12 hours, before the poison runs it's course. This is
a once off effect for being bitten; multiple bites do not contribute to it. If he suffers over ten Flesh
Wounds from the Poison, he takes a Gratuitous Wound, a hideous, open, festering sore. Only strong
invocations can prevent this; there is no alchemical anti-venom.
Frequency: Rare
I N F E R N O
Draconcopede, Abyssian Serpent
“By the uncountable wounds of the Apostates, the hordes of Lord Ornias trembled and cursed their
lives when the great Draconcopede broke the ash cloud and spread it's fine leathery wings. I saw
them scatter in mad panic, wailing and tearing at their own hair and skin. A nearby captain raised
his lash in protest when a pillar of sparkling death descended upon their Legions. Through the
greasy black smoke of a thousand smouldering corpses I saw it's cackling face.” - Testament of
Geen on the massacre at Stigmata Loam
Hand 3
Anger 9
Attack +4
Ranged +4
Deceit 0
Judgement 3
Wickedness 8
Alertness +4
Sorcery
(Destruction) +5
Distinctions: Armour (Scales) 6, Weapon Damage (Teeth) 8, Claws 5, Flight, Mount, Fear, Slow,
Immunity (Fire), Multiple Attacks 2.
Infernal Power: Hellfire (1 Corruption to cast). The Draconcopede blasts an area equal to it's MOS
squared. Everyone within this area suffers 8 fire damage plus the MOS.
Torment: Anger 3, Corruption 3
Frequency: Rare
I N F E R N O
Aquaducts of fire
Ichor can burn like oil
“Everyone carries a shadow,” Jung wrote, “and the less it is embodied in the individual’s conscious
life, the blacker and denser it is”
Rota Fortunae