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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."
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."
(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."
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."
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."
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!"
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."
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."
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."
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?"
Quote 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."
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."
Quote
"I've got an offer you can't refuse."
PreludeYou 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.
ConceptFor 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.
EquipmentItalian 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."
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.
EquipmentWhatever 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.
ConceptThe 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.
EquipementA 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."
PreludeYou 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 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 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 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).
Legal Stuff
World of Darkness content & materials is copyright 1990-2003 White Wolf Publishing, Inc.
All rights reserved.
This page is an entirely unofficial use of the Vampire: The Masquarde and A World of Darkness gaming materials published by White Wolf Publishing, Inc. and not intended as an official or profit making venture in any way, shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. This page is not affiliated with White Wolf Publishing, Inc. in any way and should not be viewed as such. This page are freely available for viewing and personal use, but are, under no circumstances whatsoever, to be sold for profit.
This page was originally authored by Andrew Cram and was found on the Internet.
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