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 I N F E R N O 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 I N F E R N O 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. I N F E R N O 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) I N F E R N O 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 I N F E R N O 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. I N F E R N O 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. I N F E R N O 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 I N F E R N O 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