| This is the power to use the evil eye, to bestow curses
and to invoke plagues.
Maleficia inflicts madness and misfortune on its targets. It is said that infernalist Malkavians developed this Discipline with the aid of demonic patrons. Maleficia's effects may be turned on the infernalist. Should the target of this Discipline realize she is being affected, she may make an opposed Wits + Occult roll (difficulty of the infernalist's Willpower); if the roll is successful, the infernalist suffers the effects of the Discipline. This can only be done if the victim knows that she is being afflicted and can confront the infernalist. Likewise, if the infernalist's attempt botches, she suffers the effect herself. The victim can also flee to the Church, where an exorcism or blessing ritual will free her from a curse. All of the powers of Maleficia are dispelled if the infernalist is killed. BASIC
System: The player must roll Wits + Occult (difficulty 6) and spend a Blood Point. Each success cancels one success from the victim's next die roll. LEVEL 2 Minor
Curse
System: The player rolls Intelligence + Occult (difficulty 6) and spends one Blood Point. For each success gained, the target suffers the curse for one hour. Ignore the highest die on any roll that the affected character makes for the duration of the curse. This can be disastrous for characters with low levels in critical abilities. INTERMEDIATE
System: The player rolls Manipulation + Music (difficulty 6); each success reduces the victim's Dice Pool by one. The victim must be within earshot of the infernalist when the power is activated, but as long as the infernalist chants, the victim remains penalized. This power may be used on a group, in which case the infernalist's successes indicate how many individuals lose one die from their Dice Pools. LEVEL 4 Barrenness
System: The player rolls Charisma + Occult (difficulty equal to the victim's Stamina). If the roll is successful, the target is stricken barren, unable to produce children. This power affects even vampires, rendering them unable to sire, and so is greatly feared. The effect may be removed only through exorcism, high-level Thaumaturgical Rituals, or the slaying of the caster. ADVANCED
System: The curse is invoked with the expenditure of three Blood Points. This power requires a resisted Willpower test (difficulty 8) between the infernalist and victim. Whoever loses is afflicted by the curse, the effects of which last for one year. During this year the victim is unable to sleep comfortably (suffers + 1 to all difficulty numbers), takes on the appearance of a leper (Appearance drops to 0), and suffers all the effects of a Minor Curse. Vampires are able to resist the effects of a Greater Curse by spending an extra four Blood Points as they sleep each day. LEVEL 6 No Powers of this level currently known or have been discovered. LEVEL 7 No Powers of this level currently known or have been discovered. LEVEL 8 No Powers of this level currently known or have been discovered. LEVEL 9 No Powers of this level currently known or have been discovered. LEVEL 10 No Powers of this level currently known or have been discovered. |