1 • Strike the Broken Limb
With this power, the infernalist may reopen an old wound
in the target if he can touch her.
System: If the infernalist successfully touches his target,
he inflicts one Health Level per success rolled; this damage
can be soaked. This wound appears as an older one that has
reopened.
2 • Phantom Pain
The infernalist can wrack an opponent’s body with pain.
System: The target suffers the penalties of Lost Health
Levels, without actually losing those Health Levels. These phantom wounds can even knock a foe unconscious, if the foe suffers enough of them to bring her to
Incapacitated. Vampires and other supernatural creatures can
resist.
Any supernatural healing (spending Blood Points or regeneration) removes imposed penalties as if they were wounds, at a
rate of one phantom wound per Health Level. The effects of
this power last until the end of the scene.
3 • Curse the Senses
The infernalist can attack a victim’s senses, rendering
him blind, deaf and dumb.
Sight is generally the first to go. This
effect lasts for one scene, though a vampire so afflicted can
spend a Blood Point to restore each lost sense. A variation of
this power allows the infernalist to numb the target’s sense of
pain, (someone under the effects of this power may not even
know he is being wounded).
4 • Feed the Corruption
The infernalist calls upon minor imps and demons to
infect the victim’s flesh. Flies bite at her and maggots grow in
soft tissue.
For each day of
infection, the victim suffers one Health Level of damage from
the biting flies, and the burrowing maggots inflict a number of
Health Levels equal to the number of days that the process has
continued (on the third day the victim suffers one Health
Level from the flies and three from the corruption). This
damage may not be soaked, and mortals are likely to be
consumed, dying in agony. Vampires are able to heal the
damage with Blood Points, but the corruption does not end
until it has run its course.
1 • Eternal Torment
This power inflicts wounds that cannot be healed by
normal means.
The infernalist opens bleeding and pustulant sores
on her victim’s body. One Health Level
of aggravated wounds is inflicted. Mortals cannot soak this
damage or heal the wounds, but supernatural beings can resist
with Fortitude (or similar powers) and heal as with any other
aggravated wounds. In addition, so long as the wounds remain,
the target suffers an equal amount of normal, soakable damage
each night as she sleeps (or each day, in the case of vampires), as
the wounds fester. For example, an infernalist uses this power on
the Brujah Gregor. Gregor suffers two Health Levels worth of
aggravated damage, and will suffer two more, non-aggravated
Health Levels of damage (though he may soak these additional
wounds) each night until the initial wounds heal.
(VDA Comp)