Baali

This page was originally authored by Andrew Cram and is also available on his site as a PDF.


The Dance of Corruption

    "But thou shalt flourish in immortal youth,
    Unhurt amidst the wars of elements,
    the wrecks of matter,
    and the crash of worlds."
      -- Joseph Addison (1672-1719)

Chapter One: History of Clan Baali

    "The backward look behind the assurance of recorded history, the backward half look over the shoulder, toward the primitive terror."
      -- T.S.Eliot, 1941

    Demon worshippers, serial killers, diabolists, and traitors -- the Baali are all these things and more. The Baali represent the darkest side of the kindred and provide a mirror which reflects our darkest desires. They live a life of fear, forever hiding from vampiric society, pretending to conform, just as many of us do every day of our own lives.


A Brief History of the Baali

    "History, n. An account mostly false, of events mostly unimportant, which are brought about about by rulers mostly knaves, and soldiers mostly fools."
      -- Ambrose Bierce (1906)

    (A knowledge of the Clan's early history was gained by Baali using the Dark Thaumaturgical path of Secret Knowledge. It may have been deeply corrupted, or indeed be truly falsified, by the infernal powers for their own reasons).


Origins

    "Nemo repente fuit turpissimus." ('No one ever became thoroughly bad in one step.')
      -- Juvenal (A.D. 60-130?), Satires, 2, 83

    The Baali believe that the Clan arose in the mythical first city. Their sire, Baal, was one of the third generation, and was the younger brother of Saulot in both the mortal and vampiric sense. Both brothers were scholars, and maintained a highly competitive relationship. Each sought to show up the other and win the favor of Caine. Each delved into great mysteries, communed with ancient spirits, and sought the council of moonbeasts. One night Saulot came to Baal with a plan to contact the infernal powers. Baal initially resisted, but finally the lure of knowledge swayed him and he collaborated with Saulot in a series of rituals. Saulot however had betrayed him, the next night when Baal began the ritual, Saulot arrived with Caine and the Second and Third Generations. Caine was horrified by these dealings and before Baal could raise a word in his own defense Caine, father of all kindred, slew him . Caine cursed all of Baals' offspring (for he had sired in order to gather information from around the world) to forever live in fear of the one above's true sign, creating the clan's weakness.


Mesopotamia

    "And there was war in heaven."
      -- Revelation 12:7

    When the Third Generation came together after the flood, the children of Baal were not among them. Instead they founded cities in what was to become Mesopotamia, flourishing with the passing years and gaining great strength from the infernal powers. When the Second City fell, the cities of the Baali still thrived, but several centuries later, a coalition of clans attempted to destroy the Baali, each for their own reason. The Capadoccians (forerunners of the Giovanni) led the assault, hoping to gain the dark knowledge of death and the afterworlds that the Baali possessed. They were supported by the Followers of Set who sought to expand their own powers of corruption, the Brujah (True Brujah?) who sought, for their histories, the ancient records of the cities, and the Tzimisce whose goals remain unknown. The Salubri did not participat, Saulot apparently having had a change of heart after his brother's destruction (he had apparently only expected a punishment of banishment).

    The battles raged for decades, with the vastly outnumbered Baali losing ground with each year. Just before the final assault, the Baali decided to win the war in the only way they were able: from within. They put in place the mechanism for the great dispersal whereby the surviving members of the clan would infiltrate the other clans from within and slowly corrupt them. They also swore undying revenge against the five clans (including the Salubri) that had attempted to destroy them. When the allied clans attacked the next evening they found only a few newly embraced kindred and a handful of ghouls. They declared the war over, the Baali destroyed and their dark knowledge forever lost. The Baali were stricken from the vampiric histories and in a few centuries forgotten.


The Ancient World

    The first taste of revenge on the Baali's lips was the destruction of the Brujah city of Carthage by the Ventrue led coalition of Clans. Much of the 'evidence' the Ventrue used to prove Carthaginian demon worship was fabricated by the Baali (for who else had a better knowledge of demonic practices?) With Carthage's destruction the Brujah degenerated into the fractious rebels that they are today. The Baali had gained there first success.


The Middle Ages

    "In revenge, there is something that satisfies one's sense of justice. Our sense of revenge is as exact as our mathematical faculty, and until both terms of the equation are satisfied, we cannot get over the sense of something left undone."
      -- Inazo Nitobe c.1900

    The Baali gained a fair portion of the revenge they sought during the Middle Ages. By now firmly entrenched in all the Clans (and some other organisations), the Baali began a series of great schemes which were to have incredibly far-reaching results. They ultimately culminated in the formation of the Giovanni (and the consequent destruction of the Capadocians), the rise of the Tremere (which both hurt the Tzimisce and resulted in the destruction of Saulot and most of his offspring), and the Anarch revolt which was not started by the Baali but which was certainly helped along by them (and which destroyed virtually all of the Old Clan Tzimisce and hurt almost all of the other clans). The formation of the Sabbat gave the Baali a fertile ground from which to corrupt, and the clan truly flourished.


The Age of Reason

    "Ubi solitudinem facuint pacem appellant." ('They create desolation and call it peace.')
      -- Tacitus (AD 55?-117?), Agricola, 30

    Wherever the other Clans went so to did the Baali; they spread into the New World with the great vampiric sects. During this period they created several minor incidents but did not instigate any sweeping changes. They did, however, found the Path of Evil Revelations (see: Players and Storytellers handbook to the Sabbat) which has since become one of the central precepts of Baali 'morality'.


The Modern Age

    "Remember them as they were; and write them off."
      -- Ernest Hemingway

    In the modern era the Baali continue to infiltrate and corrupt the other clans, playing the role of devil's advocate with great skill. None outside the Clan know the full extent of their power, and few are even aware of their existence. They remain the expression of ultimate evil in the kindred, while possessing a measure of the power that could stave off Gehenna.


Around the World

    "If you ain't were you is, you're no place."
      -- 'God', Robert Rankin, They came and ate us.

    Almost anywhere you can find a group of kindred you find a Baali. They are, however, more active in some areas than others.


North America

    The Baali have infiltrated American kindred society to a greater degree than any other; they hold places of power and authority in the Camarilla, Sabbat, Anarchs, and even Inconnu, and are thought to make up almost 10 percent of the kindred of this continent.


South and Central America

    Sabbat run Mexico has a large number of Baali, but most of the rest of the area only has a few of the Dark Clan. They have found it hard to infiltrate the scattered and untrusting kindred of the South, and prefer to concentrate on the more populated North.


Europe

    The Baali account for around 5 percent of Europe's kindred. They find it harder to infiltrate the more established areas, but some ancient members of the clan have long established identities on the continent, thus providing the Clan with an entry point into the close knit society of the European Damned.


Eastern Europe and the Commonwealth of Independant States

    The current turmoil in the eastern states caught the Baali as much by surprise as the Brujah council, and many clan members met with similar fates under the claws of Baba Yaga. Many clan members are being sent to the area to try and make a truce with the night hag, but none, so far, have been successful.


Africa

    The Baali are strong in the far north and south of the dark continent, although they struggle to maintain a foothold in the so called dark heart of Africa.


The Middle East

    The Clans' former homeland holds very few members of the Baali. Some infiltrators within the Assamites make this area their home, and there are persistent rumors amongst the clan hold that an elder sleeps in torpor under the ruins of Megido (Armagedon).


Asia

    Less than one percent of Asia's kindred are Baali; the Clan has had some success in the island states (Japan, Taiwan, and the Phillipines) but has largely failed to infiltrate the Asian kindred of the mainland.

Australia

    With around ten percent of the continent's kindred being Baali, Australia is infiltrated to the same degree as North America. The clan has met some resent problems with spirits, and has lost most of its influence with the Black Spiral Dancers however, and is currently trying to regroup.


Views on Others

    Mortals: Pawns and nothing more. Corrupt, kill, or aid them as you see fit -- they are of know value.

    The Inquisition: A reminder of the danger mortals can pose. They would surely destroy us if they knew of out existence.

    The Camarilla: It is easy enough to corrupt these petty kindred. They lack real cohesion. Many are still manipulated by the third generation, and for that reason they must be destroyed.

    The Sabbat: Evil is strong in these children. We have fostered it over the years. Of all the Sects, theirs is most under our control, even the Regent knowingly follows our commands.

    The Inconnu: These elders have long memories. They still remember us, and hate us. We will defeat them, eventually, but now is not the time.

    Black Hand: They do our work for us. By following the Aralu, they walk the same road as we do.

    Giovanni: This clan is a testament to ourselves. We created them and in the process destroyed Capadocius and his wretched childe. By their very nature they serve the darkness.

    Setites: Fools in the dark. They have not yet grasped the power of Hades. Still, in time they will serve us well.

    The Daughters of Cacophony.: The Baali know more about this bloodlines origin than any other group. The reason for this is quite simple -- the Daughters are not (regardless of what anyone believes) a bloodline of the Toreador or Malkavian Clans. They are, in truth, a Bloodline of the Baali. The fact that other kindred have not realized this shows the current lack of knowledge about the Baali. (Note: most Daughters of Cacophony are unaware of this heritage; and hence are no more corrupt than the other clans.)


Chapter Two: Dark Culture


The Life of the Corrupter

    "'And were you pleased?' they asked Helen in Hell.
    'Pleased?' answered she, 'When all Troy's towers fell;
    And dead were Priam's sons, and lost his throne?
    And such a war was fought as none had known;
    And even the gods took part; and all because of me alone! Pleased?
    I should say I was!"
      -- Lord Dunsany

    The Baali are the darkest of the kindred. They serve the darkest powers in existence and strive to create a world of corruption, ruled directly by the great infernal Demon Lords. They are not, however, senseless killers. Rather they are the gentle corrupter who tempts mankind. They are the serpent in the garden, the dark voice in us all, whose tool is temptation. The Baali maintain a great masquerade, greater than that of all other clans. They survive only by hiding amongst their enemies, slowly manipulating others to do their will.

    The Baali value this charade greatly, for it literally is the only thing that keeps them alive. They carefully maintain false identities, secret havens, cover stories, and hidden contacts. They are part of kindred society while forever being debarred from it. They can never drop their guard lest they be found out. They cannot trust those who trust them, nor can they even rely on others of their kind. Amongst the Baali it is survival of the fittest; and the weaklings do not survive long.


Playing the Innocent

    Baali carefully create identities beyond suspician. They play the role of Caregiver, Loyalist, Traditionalist, and Mediator. Only those who infiltrate the darkest groups (such as the Minions of Set, or Black Spiral Dancers) allow even a fraction of their dark soul to show. They nurture friendships with kindred and kine alike, often going out of their way to help others. They commit selfless deeds, shy away from brutality, and advocate peace, but all with the goal of eventual corruption. They pursue the most far-sighted of plans, and are meticulous plotters. The effectiveness of this strategy is shown by the conspicuous absence of their greatest enemies, the Salubri.


Organisation

    "Know thy enemy and know thyself; in a hundred battles you will never be in peril."
      - Sun Tzu c. 500BC

    Since the Great Dispersal, the Baali have held a very open structure. They are organized into Orders which fall into two main catagories: the Loyalist Orders and the Infiltrator Orders. The Loyalist Orders bind the Baali in corruption, each revelling in one dark power/emotion. They are the basic structure of Baali society. The Infiltrator orders were established to aid clan members in their masquerade amongst the other Clans.


The Loyalist Orders

    All Baali are members of one and only one of the loyalist orders.

    The Pleasurists

    "The devil halth power. To assume a pleasing shape."
      -- William Shakespeare

    These Baali corrupt through pleasure. They are masters of the Dark Thaumaturgical path of Pleasure and are allied with Lucricia the Succubus (see Storytellers Handbook to the Sabbat) or Empress Aliara, the Maeljin Incarna of Desire (see Book of the Wyrm) whom the Baali see as aspects of the same dark being. This is the most popular of the loyalist orders.

    The Seekers

    Those Baali who seek Dark Knowledge above all else are members of this order. They are masters of the Dark Thaumaturgical path of Secret Knowledge. They are allied with Grantel the Mandragora (see Storytellers Handbook to the Sabbat) or, less commonly, with Mahsstrac, the Urge Wyrm of Power (see Book of the Wyrm). This is the second most popular Loyalty Order, and the most ancient.

    The Terrorists

    Baali who revel in fear are most often members of this order. They are masters of the dark Thaumaturgical path of Phobos. They are allied with Hakaken, the Bane-Totem of Fear (see Book of the Wyrm)

    The Bringers of Pain

    The Order for torturers, the members of this dark order are all skilled in the Dark Thaumaturgical path of Torture. Their dark allies are Lady Aife, the Maeljin Incarna of Pain (see Book of the Wyrm) and Tivilio, the Injurer of Cats (see Storytellers Handbook to the Sabbat). Many elder members of the clan see this order as a bit juvenile as it seldom manages to corrupt the innocent.

    The Bearers of Pestilence

    These Baali delight in the spreading of disease. They are allied with Thurifuge, Maeljin Incarna of plagues; Collum, Lord of Sludge; and Lady Yul, Mistress of Toxins (all see Book of the Wyrm). This order has been instrumental in the rising disunity and paranoia within the Sabbat.

    The Harbingers of Decay

    Baali masters of the Hands of Decay. These Baali revere Knight Entropy, the Maeljin Incarna of decay (see Book of the Wyrm) although they have never managed to fully ally with it.

    Bearers of the Inferno

    The smallest of the Loyalty Orders, these Baali are masters of the Fires of the Inferno. They have no specific ally although they have been attempting to make contact with Kerne, the Maeljin of Hellfire (see Book of the Wyrm).

    The Summoners

    Specializing in the Path of Summoning (see Book of Madness for Mage), these Baali are few and far between. Their powers are amongst the most indirect of all the orders. Although they can call on great power through their contact with Banes, Wraiths, and Demons, they are not allied to any specific individuals.

    The Corrupters

    Whilst corruption is the heart of Baali life, this is a small and powerless group within the clan. This is largely due to the fact that its members specialize in the Path of Corruption, which is both a Path of Thaumaturgy and Dark Thaumaturgy.


Infiltrator Orders

    "All the world's a stage,
    And all the men and women merely players;
    They have their exits and their entrances,
    And one man in his time plays many parts."
      --As you like it, Act 2 Sc 7, William Shakespeare

    As well as being members of the loyalist orders, most Baali are also members of an Infiltrator Order which helps them blend in with those around them. Most orders have several sub-orders based on the political separation of the clan/group in question.

    Assamite Order

    The Baali had tried for years to gain a toe hold amongst the assassins. They finally managed it during the Anarch revolt and now maintain a small but strong presence in the clan. The only sub-order is that of the Assamite

    antitribu.

    Brujah Order

    Set up to allow members to gain power within the rebel clan, they revel in corrupting the rebels and fostering friction between Brujah and other clans.

    The main sub-orders are; Brujah

    antitribu
    , and Anarchs.

    Gangrel Order

    Not the most popular of clans for infiltration, the Gangrel still offer a wide variety of possibilities. Members of this order often go on to be members of the shapechanger orders. Sub-Orders include; City Gangrel

    antitribu
    , Country Gangrel
    antitribu
    , and Ahrimane.

    Giovanni Order

    One of the great monuments to the Baali was the Giovanni destruction of the Capadocians. They have maintained a small presence amongst the Giovanni ever since. This is the smallest and most closed of the Baali Infiltrator Orders, and most members are elders.

    Lasombra Order

    One of the hardest clans to infiltrate due to their weakness, the Baali have nonetheless been able to riddle the Lasombra with infiltrators. They are currently debating whether or not to set up a Lasombra

    antitribu
    sub-order.

    Malkavian Order

    One of the smallest infiltration orders, the Malkavians have proven difficult to infiltrate, but the rewards are great for those who do manage it. The only known Sub-Order is the Malkavian

    antitribu
    .

    Nagaraja Order

    One of the oldest of the infiltrator orders, the Nagaraja order is a perfect example of just how far the Baali have seeped into kindred power structures. This order (together with the True Brujah and Old Tzimisce Sub-Orders) have gained moderate power within the true Black Hand, although they are far from controlling that body.

    Nosferatu Order

    Members of this order have all had their appearance altered by Vicissitude or the Path of Corruption. The Nosferatu's clannishness has proven a great boon to the Baali as has their love of information. Sub-Orders are Nosferatu

    antitribu
    , and Gargoyle.

    Pander Order

    The newest order, this group has been set up to gain control of this new Sabbat "clan." A Caitiff sub-order exists, although most Caitiff infiltrators do not bother to join.

    Ravnos Order

    The trickster clan is the most popular independent clan amongst infiltrators although a great percentage of members are part of the Ravnos

    antitribu
    sub-order.

    Setite Order

    The minions of Set are not a popular infiltration target. There is no challenge, and Serpentis is a difficult power to mask. The recently instigated Serpents of Light sub-order is proving a more popular group.

    Toreador Order

    One of the more popular orders amongst the Baali, it delights in perversion of all types. Some of the greatest elders of the Baali control this order. The only real sub-order is that of the Toreador

    antitribu
    .

    Tremere Order

    The Baali are partially responsible for the rise of the Tremere and it is rumored that the head of this order is one of the circle of seven. Only the Tremere

    antitribu
    have a sub-order.

    Tzimisce Order

    Most Baali see the score with the Tzimisce settled but some still carry a grudge, and these make up the majority of this order. They spend most of the time trying to find out the true fate of Tzimisce himself (they do not believe the official stories of his final death). There is an Old Clan Tzimisce sub-order, although there are currently only a handful of members at any one time.

    Ventrue Order

    Legendary manipulators, the Ventrue present a tempting challenge to the Baali, especially as this clan controls so much power. Very few members of the order belong to the Ventrue

    antitribu
    sub-order due to its lack of temporal power.

    Shapechanger Order

    One of the smallest and most prestigious of orders, these Baali masquerade as one of the changing breed (most commonly Garou). Very few are neonates and most have been members of other infiltrator orders before joining this one. The largest sub-order is that of the Black Spiral Dancers whom the Baali consider to be useful tools.

    Other Orders

    Rumors of other micro-orders exist, including those for magi. Quiet rumors tell of elders who have infiltrated the order of Mummies, the Society of Leopold, and the Arcanum, amongst others. At some point in the distant past there may have been an Osiran Order that has since become defunct.


Banned Order: Inner Light

    "Even while a thing is in the act of coming into existence, some part of it has already ceased to be"
      -- Marcus Aurelius, Meditations, 2nd Century AD

    This order is outlawed and reviled by the Baali. Its followers believe in the use of dark powers for the greater good. They hide amongst the other Baali, professing alliegence to the Loyalty and Infiltration Orders whilst secretly trying to convert their kin. Virtually none of its members hold much power among the Baali as the great dark powers are supremely corrupting; still they maintain enough power to survive under the noses of their dark kin. This order had an hand (albeit hidden) in the creation of the Daughters of Cacophony.


Chapter Three: Playing the Baali


The Nature of Darkness

    "The mind is it's own place, and in itself can make a Heaven of Hell, and a Hell of Heaven."
      -- John Milton, Paradise Lost

    Pure, unremitting evil is rare, and so are the Baali. They are not by any means stupid. They tempt others to let their dark side free. To just give in; after all it's so much easier. Baali players should be rare; they exist to try to corrupt kindred and kine alike to the dark powers without ever revealing their true identities. By playing a Baali we vent these dark desires, and thank every good power we know that such beings do not really exist. By looking at our own dark sides we can better ward against those of others, and become more aware of the danger of "just giving in." It is suggested that most player character Baali be followers of the Inner Light, the small seed of hope in the heart of darkness.


Baali Endowments

    The Baali have a greater connection to the powers of darkness than any other kindred and this is reflected by several unique Disciplines, Merits, Flaws, and Rituals.


Semi-Disciplines

    Because of the structure of the Baali, different clan members have affinity with different disciplines which help them in their masquerade. All clan members have Obfuscate, Presence, and Daimoinon as their clan disciplines. In addition, all members also have two semi-clan disciplines. Semi-Disciplines are easier to learn than non-clan disciplines but harder to learn than clan disciplines (6 x current level). All Baali have Dark Thaumaturgy (see Storytellers Handbook to the Sabbat) as one of these Semi-Disciplines, with the primary path determined by membership in one of the loyalty orders. Each Baali also possesses a second semi-discipline which is determined by membership in the Infiltrator Orders as follows:

    Assamite Quietus
    Brujah Celerity
    Gangrel Protean
    Giovanni Necromancy
    Lasombra Obtenebration
    Malkavian Dementation
    Nagaraja Nihilistics
    Nosferatu Animalism
    Gargoyle Viceratika
    Ravnos Chimersty
    Setite Serpentis
    Toreador Auspex
    Tremere Thaumaturgy
    Tzimisce Vicissitude*
    Old Tzimisce Animalism
    Ventrue Dominate
    Shapechangers Protean
    * the Tzimisce Order does not treat Vicissitude as a semi-clan discipline, rather it is treated as a disease as described in the Storytellers Handbook to the Sabbat.


Changing Infiltrator Orders (and hence Semi-Disciplines)

    To change Semi-Disciplines a Baali must pay experience points to convert the old Semi-Discipline into a non-clan discipline and then purchase the first level in the new Semi-Discipline (if not already possessed). The experience cost is the quantity of experience points saved by the semi-discipline above and beyond what would have been saved as a non-clan discipline.

    e.g A member of the Ravnos Infiltrator Order with Chimerstry 3 wishes to join the Gangrel order. To convert Chimerstry to a non-clan discipline will cost 3xp (1 for the second level and 2 for the third level). It will cost the Baali a further 10xp to gain the first level of Protean as a Semi-Discipline (on the assumption that the Baali does not already possess Protean) for a total xp cost of 13. Had the Baali possessed Chimersty 5 (and no Protean) the whole thing would have cost 20xp. A large proportion of the Baali change Infiltrator orders at least once during their unlives.


Merits and Flaws

    Clear Sighted (3 point Merit)

    Because of their connection with the powers of darkness, some Baali gain the ability to see through Obfuscate. The individual can see through any level of Obfuscate with a Perception+Alertness roll against a level of Obfuscate + 3.

    Dark Faith (7 point Merit)

    The opposite of true faith, Dark faith is the Baali's faith in the infernal powers. It may pre-date the individual's embrace or be an effect of it. The Baali now has a rating of one in Dark Faith, which adds to all willpower and virtue rolls. The exact nature of Dark Faith varies, although its relation to True Faith is constant. If a Baali tries to use Dark Faith against an individual with True Faith he must subtract the True Faith rating from the Dark Faith rating, this is the effective rating for all purposes. If the result is negative (True Faith greater than Dark Faith) then the Baali is susceptible to the wielder of True Faith. It takes experience equal to the current rating times three to gain Dark Faith up to rating five and rating by five from then on. The maximum rating in Dark Faith is ten.

    Note: an individual with Dark Faith may enter a building/area with True Faith (such as a religious site) if her rating is higher than or equal to the area True Faith rating.

    Piggy-Backer (1 point Flaw)

    You have a small demon or imp along for the ride. Only you can see it and it is never of any help; in fact it is totally insane. This demon takes over at certain times and is quite a hinderance to you. Choose the occasion; it can be anything from "on the night of the full moon" to "whenever someone mentions avacado." Create the demon: give it a name, detail his madness, and give him some abilities. Play this out to the max when the situation arises. If the storyteller deems that you are not playing this well, he can declare that you have spent a willpower point to suppress the little imp.


Daimoinon

    The Baali clan discipline holds great power and great limitation. Daimoinon is a true Discipline, although few know of its sole 10th level power.

    Demonic Assension (Level 10)

    On achieving this power the Baali follows in Baal's footsteps (or is it hoof-prints?), ascending to become a True Demon (although one of only moderate power). At least one Baali (apart from Baal) has achieved this power, although there is great argument as to which demon this is. Common concensis tends most often to rest at the feet of Nubaris, Grand Vizier of Hades...


Dark Thaumaturgic Rituals

    Dark Thaumaturgy has many rituals, some of which are detailed here, although more are being created every day and many more are sure to exist.

    Level One

    Rite of Contact: This is a method by which Baali can announce their presence to others of their clan in a city. When a half hour incantation is recited, with the Baali enveloped in total darkness, a telepathic message is sent to the oldest Baali in the area and then to all others in order of age. The ritual allows a one minute dialogue with each individual, contacted at their discretion. This ritual has also been used as a distress call.

    Level Two

    Power of the Invisible Flame: as the Thaumaturgical ritual, Players Guide to the Sabbat except that it effects the Dark Thaumaturgical path Fires of Inferno.

    Level Three

    Summon Gremlins: This simple ritual sends one chosen machine of small size haywire. This is especially damaging to computers which are usually irrevocably damaged, all their data corrupted and their hardware beyond repair.

    Shaft of Belated Quiescence: as the Thaumaturgical ritual, Vampire Players Guide.

    Level Four

    Balefire: This ritual allows the Baali to draw upon the Balefires of Hades to bathe her body in a sickly blue green glow. The Baali is able to throw bolts of this toxic stuff at her enemies. Any number of bolts may be thrown, at the rate of one per turn, but each costs the Baali one blood point. Hitting requires a Perception+Firearms roll (difficulty 6); he take three points of aggravated damage and in addition mortal victims must roll stamina+4 and match the Baali's number of successess or suffer a damaging mutation (storytellers discretion).

    The material component is a piece of radioactive waste or raw uranium.

    Drawing upon the Bound: as the Thaumaturgical ritual, Players Guide to the Sabbat.

    Unlock Dormant Wisdom: This ritual allows the caster to gain some part of the knowledge of a dead being by consuming her brain. The age of the corpse is irrelevant, so long as some part of the brain is intact. The castr must role Intelligence+Occult versus a nine. The number of Successes indicate the degree of transfer (one for minor/most recent, five for total recall).

    This ritual can be performed on any being with a physical form (vampires, garou, mortals, etc.) except mummies (including bane mummies) but is ineffective on such creatures as demons or other spirits.

    Level Five

    Bone of Lies: as the Thaumaturgical ritual, Vampire Players Guide.

    Thirst Unquenchable: as the Thaumaturgical ritual, Players Guide to the Sabbat.

    Level Seven

    Shadow of the Wolf: as the Thaumaturgical ritual, Players Guide to the Sabbat. This is used by the masters of the Shapechanger Order.

    Level Eight

    Form Theft: The Baali have found it useful to take the forms of others. This ritual is a higher level version of Transfer Essence (see Storytellers Handbook to the Sabbat). It allows the Baali to steal the body of a recently slain human, vampire, or shapechanger using the same system as Transfer Essence.


Bargaining with your Soul

    The Soul is a valuable, although often undervalued resource. The Baali value souls more than any other kindred, whilst often giving them away in exchange for temporal power. All human based individuals (including Kindred, Lupines, Magi, and changelings) possess 10 soul points at birth. They may be sold off, (either whole or piecemeal) for worldly power. The most commonly granted powers are Investments, Disciplines and Paths, and Backgrounds.

    Note: Each soul point bargained has a cost. The individual's Corruption Rating (number of Soul points used) affects her Humanity (or path of Enlightenment). Any individual with a Corruption Rating must make rolls for infringements of the Hierarchy of Sins of the Path of Evil Revelations, even if following another path. For example a Baali on the Path of Ecstasy with a Corruption Rating of 4 must make a Path Loss roll for any infringment of the Hierarchy of Sins for the Path of Evil Revelations rated at 4 or below. This is independent of the actual Path of Enlightenment, which may or may not have been infringed. This is the reason most Baali follow the Path of Evil Revelations.


Demonic Investments

    The Baali's connection to demons gives them a source of power largely unavailable to the other clans. This power does not come without cost howeve; the Baali literally sell their souls for this power. As well as the Demonic Investments presented in The Storytellers Guide to the Sabbat, the Baali have been known to gain other powers more closely suited to there lifestyle of infiltration. Each point of Investment costs 1 soul point (of the individual gaining the powers souls unless they are a Devil's Advocate -- see below).

    1 Point Investments

    Aura Perception: The infernalist can see auras of other beings, the colours indicate their moods, identities and levels of hostility. This power operates in all ways as the second level Auspex power of the same name with one exception, the Auras of individuals with True Faith, or vampires in Golconda will blind a Baali viewing them for 1-10 turns.

    Eyes of Hades: For the expenditure of 1 bloodpoint the Infernalist's eyes glow with hellfire (red if not observed closely). The Infernalist may then see objects via heat rather than by light (allows vision in total darkness). Anyone looking directly into the eyes will see dancing flames, and feel distinctly uneasy at the sight. The power may be 'turned off' at any time with no cost.

    False Purity: The infernalists aura is permanently set at one specific colour, masking true feelings and diabolic taints.

    Gaseous Form: The Infernalist is able to diffuse her body into a gaseous state; this takes only 3 seconds. However, the infernalist must expend one bloodpoint to become gaseous and expend another point to become solid again. The gaseous form remains cohesive in a strong wind. The infernalist emits a horrible stench while in this form.

    2 Point Investments

    Begin Decent: With the expenditure of one blood point the infernalist decends into the earth, thereby moving closer to hell. The infernalist can rest during the day without fear of exposure to sunlight. The power can only be used in soil or other loose material. It has no effect on stone or concrete surfaces. The infernalist can choose to end the power at any time, rising from the earth.

    5 Point Investments

    Devil's Advocate: One of the most subtle and devious of investments, Devil's Advocate allows the infernalist to act as a type of middle-man in the soul trade. By finding individuals willing to bargain away their souls the infernalist may receive a percentage of the take in the form of investments. Most often Baali form cults, and double the cost of investments received by their mortal followers. The remaining soul points are used by the Baali themselves to gain more powers. The other party must sign a contract in her own blood for this power to work. Some Baali are known to collect soul points for such things as fleshcrafting, or wealth, thereby insuring a larger profit margin for themselves.

    8 Point Investments

    Ignore the Blinding Light: This grand investment gives the Baali some degree of resistance to sunlight. In an area of high smog, or on days with significant cloud cover, the Infernalist has only to wear high SPF sunscreen on any exposed skin. In all other situations the infernalist takes only one aggravated wound per turn in sunlight (rather than the usual three).


Disciplines and Paths

    Demons find it easy to improve an individual's Disciplines and or Paths through the mortgaging of the Soul. Disciplines can be gained, and improved at an initial cost of 1 point. Advancment is at a rate of New Level -- hence Potence 3 for an individual without Potence would cost 1+1+1 or 6 of an individuals 10 soul points. Paths of Dark Thaumaturgy and Thaumaturgy are far less expensive, costing 1 point per dot, regardless of level. For some reason, Demons cannot, or will not, grant power with the Disciplines of Bardo, Obeah, and Temporis.


Backgrounds

    Demons offer mortals many things that are seen as Backgrounds -- the most common being Resources, Status, and Prestige. These cost 1 point per dot regardless of level.


Paths of Enlightenment

    Many Baali had abandoned their Humanity well before the Embrace, and none maintain it afterwards. All Baali, therefore, follow Paths of Enlightenment. Currently, only three such Paths are sanctioned by the Baali council. These are; The Path of Evil Revelations ( see The Storytellers Handbook to the Sabbat), The Path of Ecstasy ( see Clanbook Settites), and the Path of Baal.


Character Generation Rules

    Baali undergo an embrace not too dissimilar to the creation rites employed by the Sabbat (who inherited the practise from the Baali regardless of the beliefs of the True Black Hand). This is reflected in the point allocation during character generation. Baali characters have the following point allocation during creation:

    Attributes: 7/5/3 (Mental usually primary)
    Abilities: 13/9/5 (Talents usually primary)
    Disciplines: 4
    Backgrounds: 1
    Virtues: 5 (Demonic virtues, Treachery/Cruelty/Courage)
    Freebie Points: 14 (7/5/2/1)

    Baali do not have humanity; instead they follow Paths of Enlightenment. Only the Paths of Evil Revelations, Ecstacy, and Baal are condoned by the clan although members of the Inner Light (the majority of player characters) frequently follow the Path of Death and the Soul or other less 'Evil' paths.

    Virtually all Baali have the Autocrat, Bon vivant, Bravo, Conniver, Critic, Deviant, Fanatic, or Sychophant natures but may (and usually do) have any Demeanor.

    Baali have certain minimum requirements. They must have an Occult of at least one, a Linguistics of one (Latin), and must possess the Background: Alternate Identity. Also during character generation the Baali must choose a loyalty order and corresponding primary path of Dark Thaumaturgy (even if the individual does not have any rating in Dark Thaumaturgy). All Baali must have a rating of at least one in either Daimoinon or Dark Thaumaturgy. Mental Attributes and Talents are usually primary. Many Baali also know the Dragon Tongue of the Nephandi.

    Baali have a Corruption rating from 0 to 10 that represents how much of their soul has been given over for investments (0 indicates a normal human, 10 is a totally corrupted soul). All Baali must have at least 1 investment, and some have several. No player Baali can start with more than seven points of investments, and most have between 1 and 4.


Chapter Four: Baali Templates

    It may be that the stars of heaven appear fair and pure simply because they are so far away from us, and we know nothing of their private life."
      -- Heine, The Romantic School, 1853

    Being purely evil doesn't make the Baali dull or uncreative. Indeed because of their lifestyles they are amongst the most varied of all the clans. The Baali use the character generation sytem detailed in the Players Guide to the Sabbat and follow the Paths of Evil Revelations, Ecstasy, or Baal (or the Path of Death and the Soul if a member of the Order of the Inner Light). Any templates that follow can be used for a Light as well as a true Baali.

    Feel free to alter the numbers, Nature, Demeanor or any other aspect of the character you would like to. Templates are guidelines, the best characters are those which spring from your own imagination.


Aristocrat

    "A prince should therefore have no other aim or thought, nor take up any other thing for his study, but war and its organization and discipline, for that is the only art that is necessary to one who commands."
      -- Machiavelli


Quote

    "It's always nice to see when someone of that class makes good of themselves. After all it happens so rarely; now where did that naughty fox go? "


Prelude

    You grew up in the minor aristocracy. Your parents were nice enough when you saw them, but that wasn't very often. You went to all the right schools, were seen at all the right engagements, and had all the right interests. You were unfulfilled though. You quite enjoyed hunting, as befitted your station, but didn't really enjoy much else.

    When you were twenty, you fell in love with a lower class girl. Although you knew it would cost you standing, you pursued her, and eventually the two of you began dating. A few months later you found out that she had worked as a prostitute. You were livid, and the next time you saw her you beat her into a near coma before she managed to escape. You fled to the family's summer home in the highlands.

    The old house hadn't been used for quite a while and there was very little to do so you began reading some old tomes you found in the library. You found that one of them dealt with demon pacts. You read the spell aloud, promising your life for the power to find your ex-girlfriend and punish her. It was then that the demon appeared and granted you your wish by leading your sire to you.


Concept

    You are the ultimate snob. You feel no remorse for your life, and feel that your new life only elevates you above even the kindred masses. You play the part of a Ventrue well, and have even managed to bring some of that clan closer to damnation. You secretly wish to become one of the Dukes of Hell and will find a way to do so.


Roleplaying Tips

    You feign interest in the unlives of other Ventrue and upper-class Toreador. Sneer at those of lower birth and/or status than yourself. You are cultured and make sure everyone around you knows it. A stereotypical Ventrue (apart from the small fact of your true clan).


Equipment

    A classic sports car. A wardrobe of conservatively tailored suits. A silver cigarette case with your family crest. A signet ring bearing the family arms.


    Nature: Autocrat
    Demeanor: Director
    Concept: Aristocrat
    Generation: 13
    Loyalty Order: The Harbingers of Decay
    Infiltrator Order: Ventrue
    Physical: Strength 2, Dexterity 2, Stamina 2
    Social: Charisma 3, Manipulation 5, Appearance 2
    Talents: Acting 1, Alertness 1, Dodge 1, Empathy 3, Leadership 3, Subterfuge 5
    Skills: Drive 1, Etiquette 3, Firearms 1 Knowledge: Bureaucracy 2, Finance 2, Investigation 1, Law 1, Linguistics 1, Occult 1, Politics 1
    Disciplines: Dark Thaumaturgy 1 (Hands of Destruction 1), Dominate 3
    Backgrounds: Alternate Identity 2, Resources 4, Status 1
    Virtues: Treachery 2, Cruelty 2, Courage 4
    Path of Evil Revelations: 4
    Willpower: 10
    Corruption: 2
    Investments: Psychic Tracker


Dark Warlock

    "Where shall we meet again. In thunder, lightning or rain?"
      -- Shakespeare, Macbeth.


Quote

    "Non erravi perniciose!"


Prelude

    You grew up in a family devoted to the dark powers. Your parents were both demon worshippers and had sacrificed your younger sister to the dark powers. When you weren't with the coven, you were at school. So good were you at hiding your family's secret that you were made president of the school's inter-faith society.

    You learned all you could from your family's own coven, and then began searching further afield. During these apprenticeships you gained much ability but little in the way of real power. You dreamed of the day you could toss a fireball at your high school.

    One night you participated in a dark rite with a new group. They were Baali and one of them embraced you after you had managed to summon an Imp from the abyss.


Concept

    Brought up around magic, you are still fascinated by it. You don't like to 'waste time' however and take shortcuts in your magical learning. So far these have not affected you but...


Roleplaying Tips

    You are facinated by magic, the flashier the better. You pretend to support House and Clan Tremere but in reality consider them a pack of doddering old fools of no value as anything except food. You do, however, go out of your way to learn new rituals from any source.


Equipment

    Spellbook, libation cup, black robes, and of course an imp (who masquerades as an homonculus).


    Nature: Deviant
    Demeanor: Traditionalist
    Concept: Dark Warlock
    Generation: 13
    Loyalty Order: Bearers of the Inferno
    Physical: Strength 2, Dexterity 3, Stamina 3
    Social: Charisma 1, Manipulation 3, Appearance 2
    Mental: Perception 3, Intelligence 5, Wits 2
    Talents: Intimidation 3, Subterfuge 2
    Skills: Drive 1, Etiquette 3, Melee 1, Stealth 2, Survival 2
    Knowledge: Computer 1, Law 1, Investigation 1, Medicine 1, Occult 3, Politics 2, Tremere Lore 1
    Disciplines: Dark Thaumaturgy 3 (Fires of Inferno 3), Thaumaturgy 3
    Backgrounds: Alternate Identity 1
    Virtues: Treachery 2, Cruelty 3, Courage 3
    Path of Evil Revelations: 5
    Willpower: 3
    Corruption: 5
    Investments: Magic Sense, Guardian


The Disturbed Child

    "There is a pleasure sure in being mad, which none but madmen know."
      -- Dryden


Quote

    "These big kids came up and started hitting Terry all over. I tried to stop them but they were too big. How come I'm not hurt?... They held me down, just like Daddy does when I'm naughty..... Oh Daddy says I can't tell you, otherwise I might get hurt."


Prelude

    You were brought up in a loving household. Nothing bad ever happened to you but something was wrong with you. When you were six you convinced your best friend to drink some chemicals in the garage and sat enthralled as he writhed in agony and died. After that a series of 'accidents' followed you. It wasn't until your eighth birthday that you got caught in the act. You were attempting to burn down the neighbours' house while they were in it.

    After a lengthy period of psycho-analysis you were diagnosed with a mental disorder. The psychologists were horrified by the stories of physical and sexual abuse you told them. Your parents were sent to jail on your 'evidence' and nobody ever realized that the stories were just that, stories.

    You were placed in a mental hospital, and it was here that a Baali masquerading as a Malkavian found you. She could see why you were so evil; you had a malicious imp following you who was the cause of your 'temporary insanity' but you still seemed to enjoy the evil it created. She saw your potential and embraced you then and there.


Concept

    You are an unbalanced individual. No longer mentally a child, you still inhabit a child's body and don't really mind; after all, everyone is so careless around you.


Roleplaying Tips

    Play up the child angle. Make everyone believe you are a victim, that others are being nasty and trying to hurt you. Never admit guilt. Accidentally give away 'information' that you "don't understand". And always act the innocent.


Equipment

    Oversized childs clothing, matches, and a bottle of cleaning solvent.


    Nature: Conniver
    Demeanor: Child
    Concept: Disturbed child
    Generation: 8
    Loyalty Order: The Bearers of Pestilence
    Infiltrator Order: Malkavian
    Physical: Strength 3, Dexterity 1, Stamina 2
    Social: Charisma 2, Manipulation 3, Appearance 3
    Mental: Perception 4, Intelligence 3, Wits 3
    Talents: Acting 3, Alertness 2, Brawl 1, Dodge 2, Empathy 2, Streetwise 1, Subterfuge 2<
    Skills: Melee 2, Stealth 3, Survival 3
    Knowledge: Linguistics 1, Occult 1, Malkavian Lore 2, Medicine 1
    Disciplines: Dark Thaumaturgy 2 (Path of Pestilence 2), Dementation 2, Obfuscate 1
    Backgrounds: Generation 5, Alternate Identity 1, Status 2, Resources 1
    Virtues: Treachery 5, Cruelty 1, Courage 2
    Path of Evil Revelations: 6
    Willpower: 5
    Flaws: Child, Piggy-Backer
    Corruption: 3
    Investments: Grim jaws, Invisibility to Animals


Family Member

    "I deal with the dead as though they were living, and similarly the living as though they were dead."
      -- Gilbert Lely


Quote

    "I've got an offer you can't refuse."


Prelude

    You had an unusual upbringing. Born into the Giovanni Family, your earliest memories are of crime-lords, and your uncle who was a Vampire. You spent years as an apprentice to the family. You learnt how to kill, steal, and rob-graves -- all important family skills. Your whole life was spent surrounded by the undead members of the family, but the only one you really got on with was your uncle. The two of you held many long discussions into the early mornings. Your discussions frequently dwelt on the darkest side of death. After one particularly dark discussion on demons, he embraced you.


Concept

    For the first time in your life you have some power and status in your family, while at the same time no longer really being one of the family. Your uncle is still around although he does not wield much power. He has helped you in your demonic abilities, and you enjoy them very much.


Roleplaying Tips

    You seek power within your family, although you never do anything to indicate you are anything but Giovanni. Still a few allies outside the family wouldn't hurt.


Equipment

    Italian suit, briefcase, cellular phone, European sports car, and more gold and platinum credit cards than most medium sized corporations.


    Nature: Sychophant
    Demeanor: Architect
    Concept: Family member
    Generation: 13
    Loyalty Order: Terrorist
    Infiltrator Order: Giovanni
    Physical: Strength 2, Dexterity 2, Stamina 2
    Social: Charisma 3, Manipulation 2, Appearance 2
    Mental: Perception 3, Intelligence 4, Wits 3
    Talents: Acting 1, Empathy 1, Alertness 2, Subterfuge 1
    Skills: Drive 2, Etiquette 3, Music 2, Security 1, Stealth 1
    Knowledges: Bureaucracy 2, Finance 2, Linguistics 2, Occult 5, Politics 1, Giovanni Lore 1
    Disciplines: Daimoinon 1, Dark Thaumaturgy 1 (Path of Phobos 1), Necromancy 3
    Backgrounds: Alternate Identity 2, Mentor 1, Resources 4, Retainers 2
    Virtues: Treachery 3, Cruelty 3, Courage 2
    Path of Evil Revelations: 6
    Willpower: 2
    Corruption: 1
    Investments: Smell Fear


The Glamour Queen

    "Fashion, A despot whom the wise ridicule and obey."
      -- Ambrose Bierce


Quote

    "Thank you. You're too kind....I think it's simply wonderful...it's fabulous darling...I know, what rock did she crawl out from under?"


Prelude

    The ultimate blonde. You grew up never particularly worried about money. Your parents provided what you wanted, with a minimum of stylish pleading. You drifted through school and university without ever really paying attention; after all nothing except your appearance was important. You had a number of relationships with both men and women, but never really cared about any of them, and quickly dumped them when they became inconvenient.

    One night, when you were leaving a club you saw a small child bleeding in the gutter. Instead of going to its aid or calling for help you began to walk away; after all you couldn't get all messed up could you?. The Baali who had caused the child's discomfort liked your blase attitude, and embraced you on the spot. You haven't looked back since.


Concept

    You are the blaze glamour queen. To you appearance is everything. You have started to enjoy manipulating others and quite enjoy the Baali lifestyle; although you lack any real commitment to the clan. You are
    never
    impressed by anything or anyone.


Equipment

    Whatever is the cutting edge in fashion.


    Nature: Bon-Vivant
    Demeanor: Praise Seeker
    Concept: Glamour Queen
    Generation: 13
    Loyalty Order: Pleasurists
    Infiltrator Order: Toreador
    Physical: Strength 2, Dexterity 2, Stamina 2
    Social: Charisma 2, Manipulation 2, Appearance 4
    Mental: Perception 3, Intelligence 4, Wits 3
    Talents: Acting 3, Athletics 2, Brawl 1, Dodge 1, Empathy 2, Seduction 1, Style 3
    Skills: Drive 1, Etiquette 3, Firearms 1
    Knowledge: Linguistics 1, Occult 4, Demon Lore 2, Toreador Lore 2, Investigation 1
    Disciplines: Daimoinon 1, Dark Thaumaturgy 2 (Chains of Pleasure 2), Presence 2
    Backgrounds: Alternate Identity 1, Resources 3
    Virtues: Treachery 3, Cruelty 2, Courage 3
    Path of Evil Revelations: 5
    Willpower: 3
    Merits/Flaws: Blase, Deep Sleeper
    Corruption: 3
    Investments: Kiss of Hades, Pheromone Powers


Light Bearer

    "I have loved righteousness and hated iniquity, therefore I die in exile."
      -- Pope Gregory VII, 1085


Quote

    "Well that is one way of looking at it, I'd prefer to think of it as a slightly dubious action. Now let's get right down to it: where did you say that ritual was?"


Prelude

    You were the quiet neighbour. Nobody really knew you and you didn't really socialize much. You lived with your parents until your mid twenties when they both died. You stayed in the same house, and didn't go out much.

    A series of mysterious disappearances led the police to you. When they dug up the back yard they found more than 30 bodies, all victims of rather gruesome murders. You were thrown in jail, but were freed by a group of Setites; one of whom embraced you. Later you found out that your sire was really a Baali. Nothing could have been better. You loved the power that the demons promised and revelled in the evil around you.

    One night while you were hacking into a pregnant mother, you had a sudden attack of conscience, and since that time have begun to doubt the point of your existence.

    A few weeks ago you received a visit from a strange vampire who helped you break from your old nature. You now try to purify your darker kin, and try to learn as much as possible to achieve this end.


Concept

    The image of evil. You aren't. Try to lead others into the light without letting them connect this to your actions. Try to gain others trust, but do not let your true self show to anyone else of your clan.


Roleplaying Tips

    You aren't ultra friendly to anyone. In fact you're really a bit cold. Deep down you desire friendship. You help others in the background but rarely can these forms of aid be traced back to you, and that is how you prefer it. If you encounter others of your true clan you try to fit in but would rather not deal with them. If anyone presents a source of knowledge to you, you will pursue it regardless of its flaws.


Equipement

    A large library crammed into your small haven.
    Nature: Architect
    Demeanor: Deviant
    Concept: Light Bearer
    Generation: 13
    Loyalty Order: Seekers (Inner Light)
    Infiltrator Order: Setite
    Physical: Strength 3, Dexterity 1, Stamina 2
    Social: Charisma 2, Manipulation 3, Appearance 3
    Mental: Perception 3, Intelligence 4, Wits 3
    Talents: Acting 3, Alertness 1, Dodge 1, Empathy 3, Intimidation 3, Subterfuge 3
    Skills: Animal Ken 1, Drive 2, Melee 1, Stealth 3
    Knowledge: Linguistics 3, Medicine 1, Occult 3, Setite Lore 2
    Disciplines: Dark Thaumaturgy 1 (Secret Knowledge 1), Obfuscate 1, Serpentis 2
    Backgrounds: Alternate Identity 1, Resources 1
    Virtues: Callousness 1, Instincts 5, Courage 2
    Path of Death and the Soul: 6
    Willpower: 9
    Corruption: 1
    Investments: Bat Ears


The Mentor

    "It is not an open enemy that has done me this dishonour, for then I could have bourne it. It was even thou, my companion, my guide and my own familiar friend."
      -- Lord Henry Darnley, 1567


Quote

    "There, there, its all right. Now, just relax. O.K. What's up?... now what exactly did he say?.... Look, don't worry, just do what seems natural... Don't worry about the rules, rules are only made to be broken aren't they?"


Prelude

    You were always a shoulder to cry on for all your friends. You despised them for their weakness but never let it show. The losers who cried on your shoulder did provide you with valuable information that you used to bribe a number of minor personalities. Unfortunately one of them proved to be a Baali.

    After a short time of moderate wealth, your new 'friend' closed down your business and you went totally broke. You didn't see this Baali again for almost a year when she stumbled upon you as you were stealing money from a sleeping drunk, it was then that she chose to make you one of the truly damned.


Concept

    You are the confidant of the younger members of the clan (Nosferatu not Baali) and provide aid and information from the goodness of your heart. Every thing you do, though, either builds your power or serves to subtly corrupt others. You have even begun corrupting the ghouls who serve the Nosferatu of your city.


Roleplaying Tips

    Never be judgemental or condescending. Appear to be genuinely interested in the unlives of others. Give advice often, although make sure it's good advice when it might be checked up on, so that if anything is ever traced back to you, you smell of roses.


Equipment

    Just your comfortable, lived in clothes.
    Nature: Conniver
    Demeanor: Care-giver
    Concept: Mentor
    Generation: 8
    Loyalty Order: Seeker
    Infiltrator: Nosferatu
    Physical: Strength 3, Dexterity 2, Stamina 3
    Social: Charisma 2, Manipulation 3, Appearance 0
    Mental: Perception 4, Intelligence 3, Wits 3
    Talents: Acting 1, Alertness 3, Empathy 3, Intimidation 1, Streetwise 3, Subterfuge 2
    Skills: Drive 2, Etiquette 1, Firearms 3, Melee 1, Stealth 1, Survival 1 Knowledge: Linguistics 1, Occult 1, Nosferatu Lore 3
    Disciplines: Dark Thaumaturgy 2 (Secret Knowledge 2), Obfuscate 2
    Backgrounds: Alternate Identity 4, Generation 5, Status 3
    Virtues: Treachery 3, Cruelty 1, Courage 4
    Path of Evil Revelations: 7
    Willpower: 4
    Corruption: 4
    Investments: Disgusting, Grim Jaws, Razor Fangs


Orphan Garou

    "Whenever you observe an animal closely, you feel as if a human being sitting was inside there making fun of you."
      -- Elias Canetti, The Human Province, 1978


Quote

    "I'm so glad I found you guys. I thought I was some kind of freak. Its such a relief to know I'm not. I gladly offer my services to defeat the forces of corruption that are all around us."


Prelude

    You grew up on a small farm. You never knew your birth parents having been put out for adoption. The couple who adopted you did so only to get some cheap labour; they worked you like an animal, for that was all you were to them.

    You spent years slaving on the farm until a strange man arrived one day. He went and saw your 'parents;' there was a loud argument and a fight broke out. You hid in the roof and watched the fighting; the stranger had turned into a huge man-wolf. His fur was black and green and he tore savagely into your 'parents.' He heard a noise you had made, and stared straight at you. You presented yourself to him, showing no sign of fear. He was surprised by your behaviour and forced you into his car with him.

    During the drive he told you of the Garou, and of his tribe -- the Black Spiral Dancers. He said you must be kinfolk to have behaved as you did. After an intense examination at his house he declared that you were not a werewolf, rather you were a distant decendent of one.

    That night he delivered your semi-conscious body to an ally in the Sabbat, and you received your induction into the unlife of the Baali.


Concept

    You hate the fact that you are not a true werewolf. You use your vampiric qualities to appear to be a member of the changing breed. You find the Black Spiral Dancers wonderful, and the other tribes disgusting. Still, what's the fun corrupting a Dancer? Now one of those Children of Gaia is another matter all together. Isn't it?


Roleplaying Tips

    You find it easiest to convince the Garou that you are a newly changed orphan still trying to get his feet. You try to play the wolves against each other and work with the Black Spirals to bring about their downfall. However you are not beyond betraying the odd dancer; it is not in your interest for the tribe to grow too strong.


Equipment

    Revolver with silver bullets hidden on your person. Otherwise nothing to endanger your cover.


    Nature: Bravo
    Demeanor: Deviant
    Concept: Orphan Garou
    Generation: 13
    Loyalty Order: The Bringers of Pain
    Infiltrator Order: Shapechangers
    Physical: Strength 2, Dexterity 4, Stamina 4
    Social: Charisma 2, Manipulation 2, Appearance 2
    Mental: Perception 3, Intelligence 2, Wits 3
    Talents: Acting 2, Alertness 2, Brawl 5, Dodge 3, Subterfuge 2
    Skills: Animal Ken 3, Etiquette 1, Stealth 3, Survival 2
    Knowledges: Linguistics 1, Lupine Lore 1, Occult 2, Wyrm Lore 1
    Disciplines: Dark Thaumaturgy 1 (Path of Phobos 1), Protean 4
    Backgrounds: Alternate Identity 2
    Virtues: Treachery 3, Cruelty 1, Courage 4
    Path of Evil Revelations: 4
    Willpower: 4
    Merits/Flaws: Gift of Proteus (2), Baby Face, Ruse of Wolf's Clothing
    Corruption: 7
    Investments: Journey to the Spirit Realm


The Twisted Psycho-Therapist

    "Mens cuiusque is est quisque." ('The mind of each man is the man himself.")
      -- Cicero (106-43 B.C.)


Quote

    "Now just lie back and tell me about your childhood; did you have any dreams about being in confined spaces? So you are quite sure that you weren't abused? I think you might be just blocking it out; don't you think that's the most probable conclusion? Now let's talk about those dreams, shall we."


Prelude

    You always got a perverse joy out of sick mind games. You loved making people doubt themselves, but for most of your life didn't have a real outlet for this vice. You were driven, however, and decided early on that you wanted to be paid to screw around with other people's brains. So you studied hard and went to one of the country's best psychology schools, graduating with top honours. You set up your own practice and soon had a string of clients.

    After much experimentation you settled on helping people to "remember" their parents as Satanists, and ritual abusers. This gave you a perverse thrill for three reasons: first it destroyed the life of your patients. Secondly, it destroyed the lives of the patients' families, often leading to suicides. And third, in the long term it would hurt those few people who had actually suffered this type of abuse.

    The party did not last long. After two years you were under investigation by the federal courts and your practise was bankrupt. It was then that your sire embraced you, opening up to you a whole new group of beings to play your little mind games with.


Concept

    A medical professional out for some fun. You cared nothing about the people whose lives you destroyed and feel much the same way about those who you currently deal with.


Roleplaying Tips

    You are basically sick. Constantly try to get others to doubt each other, those they deal with, and even themselves, all the while portraying yourself as the voice of all reason.


Equipment

    Everything that is appropriate for a professional. You always carry a gold fob-watch for those episodes of 'hypnotherapy.'


    Nature: Deviant
    Demeanor: Architect
    Concept: Twisted Psycho-Therapist
    Generation: 13
    Loyalty Order: Bringers of Pain
    Infiltrator Order: Tzimisce
    Physical: Strength 2, Dexterity 2, Stamina 2
    Social: Charisma 3, Manipulation 4, Appearance 2
    Mental: Perception 3, Intelligence 4, Wits 3
    Talents: Alertness 1, Dodge 1, Empathy 1, Intimidation 3, Subterfuge 2, Body Alteration 1
    Skills: Drive 2, Etiquette 1, Firearms 1, Survival 1
    Knowledges: Finance 1, Investigation 3, Linguistics 3, Occult 4, Politics 2, Science 1, Tzimisce Lore 1
    Disciplines: Daimoinon 1, Dark Thaumaturgy 1 (Path of Torture 1), Vicissitude 2
    Backgrounds: Alternate Identity 1, Resources 2, Status 1
    Virtues: Treachery 3, Cruelty 2, Courage 3
    Path of Evil Revelations: 5
    Willpower: 8
    Corruption: 3
    Investments: Razor Fangs, Razor Fingers, Smell Fear


Rebel Arsonist

    "A great flame follows a little spark."
      -- Dante Alighierei

Quote

    "In everything, burn, burn, burn..."


Prelude

    There was nothing out of the ordinary about your childhood. Your parents loved you but didn't spoil you. You lived in a medium sized house in a nice suburb. You weren't one of the 'in' crowd in school but neither were you a nerd. You got average marks, had average relationships, and were generally average.

    You did have one unusual hobby though. You enjoyed lighting fires. Something about the way flames consumed things fascinated you. You used to sneak out to the edge of town and light small fires whenever you could. After a while the small fires held no fascination for you and you moved on to bigger things. You burnt down an abandoned house, and that made you really happy. So you moved on to even bigger things. During your last year of school you started two major fires. The first one burnt out several acres of National Park. The second burned down half a city block and unknown to you, killed the city's vampire prince.

    After the second fire you met a strange woman who offered you the chance to light as many fires as you wished. You readily accepted, and love every minute of your new unlife.


Concept

    Whilst most members of your clan are subtle, you certainly aren't. Your greatest joy is starting fires. Preferably under some stuffy vampire who thinks you're a common thug. You don't use your supernatural powers to start fires where others can see you. At least not without burning them down as well.


Roleplaying Tips

    You act the rebel to the hilt. Your only real interest is fire. You are not scared of it, and in fact have mused that if you die you will get to spend a lot of time with it. That makes you happy. Still, you are not in any hurry, after all there is nothing flammable in Hades.


Equipment

    Your most treasured possession is your grandfather's silver cigarette lighter that has help make the happiest moments of your life.


    Nature: Bravo
    Demeanor: Cavalier
    Concept: Rebel Arsonist
    Generation: 13
    Loyalty Order: Bearers of the Inferno
    Infiltrator Order: Brujah
    Physical: Strength 4, Dexterity 3, Stamina 3
    Social: Charisma 2, Manipulation 2, Appearance 2
    Mental: Perception 3, Intelligence 3, Wits 2
    Talents: Alertness 2, Athletics 2, Brawl 5, Dodge 2, Intimidation 1, Streetwise 1
    Skills: Drive 2, Firearms 5, Melee 3, Stealth 2, Survival 1
    Knowledge: Linguistics 2, Brujah Lore 1, Occult 2
    Disciplines: Daimoinon 3, Dark Thaumaturgy 2 (Fires of the Inferno 2), Presence 1
    Backgrounds: Alternate Identity 1
    Virtues: Treachery 4, Cruelty 1, Courage 3
    Path of Evil Revelations: 5
    Willpower: 3
    Corruption: 4
    Investments: Toxic Blast


Appendix: Baali of Note

    "I was not born to live a man's life but to be the stuff of future memory."
      -- 'King Arthur', R. Rankin.


Commodus Antoninus

    The son of Marcus Antoninus the so-called philosopher emperor of Rome, Commodus embodied all the worst aspects of the Roman character. He was, in life, base, shameless, cruel, lecherous, and debauched. He was removed from power by a great conspiracy of individuals who were horrified by his wanton cruelty. He was then embraced by the Baali who replaced him with a flesh-crafted ghoul who was then put to death by the conspirators. His years as a Baali have been unusual. At first he reveled in his newfound powers, cavorted with demons, and increased his cruelty tenfold. However deep down in his soul was a small part of his father's goodness. After centuries of revelling, Commodus grew bored. It was then that the seed of goodness started to grow within him. The lessons of his long dead father began to make sense. He founded the secret order of the Inner Light, trying to sway other members of the Clan to the side of good. He is now a fugitive amidst a clan of fugitives, and has remained in hiding for many years. He can appear as anyone, male or female, and has been known to visit those Baali who are beginning to have second thoughts to persuade them to embrace the inner light.


Gilles de Rais

    The famous medieval torturer of small boys was one of the vilest Baali. He committed most of his known crimes during life and was snatched away from his final doom by a group of Baali who embraced him. His reign of terror continued for years, and he became head of the Bringers of Pain. All this ended when a Baali tribunal (a rare thing indead) declared his evil "too obvious" and called a blood hunt on him. It is unclear if he was destroyed or not, but none have heard of him since the early 1700's.


Rasputin

    The Mad Monk of Russia is the source of much kindred gossip. Some claim him as a Malkavian, others as a Ventrue, and still others as a Nosferatu. In truth he is one of the most successful Baali Infiltrators. He has managed to infiltrate all three clans (and possibly others) without having to change identity. His flamboyant nature and visibility has led several Baali elders to consider him something of a liability to the clan, which may explain something of his current silence.

    He is known to possess the Merit: Dark Faith and it is rumored that he has attained the maximum level possible in this field.


Semiramis

    In life Semiramis was Queen of Assyria. She conquered Egypt, Libya, and most of Ethiopia. She built great walls around Babylon, built two mighty palaces and conected them via a magnificent tunnel, dug under the Euphrates. After a failed attack on India she handed the kingdom over to her treacherous son Adadnirari III, and withdrew from public life. It was then that she became one of the Baali.

    Since her creation she has been one of the most important Baali elders. She has been a member of almost all the infiltration orders and is the current head of the Pleasurists. Her current identity is unknown as is her location. All that we know is that wherever she is she's up to no good.


Shaitan

    Not a true Baali, Shaitan is one of the rare converts to the Baali cause. He is, in truth, a Capadocian, although even he barely remembers this fact. He is one of the most ancient of the 'Baali', and represents the brief time long ago, when the Baali actually recruited amongst the other clans (a practise long since abolished). For more information see: Chaos Factor.


Veronica Iscariot

    Barely more than a Neonate, Veronica is one of the most successful Baali of recent years. She has gained great power from trafficking souls (rumored to be in excess of 300 within her first two years) to hell. Her current goal is to corrupt a group of Mages in order to improve both her own power, and to gain greater Prestige. She is nearing her goal of becoming a true demon (at least that is what she thinks...).

    Through extensive missuse of Sanguinus, Serpentis, Visceratika, and Vicissitude she has changed her true form to that of a beautiful six armed woman, with the lower body of a serpent. Huge bat wings rise from her back. She rarely appears in this form though, as she can change her form at will (Vicissitude 9).


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