Pray on the Soul's Fear
Mortals fear the shadows that cross their paths. They treat softly through the night hopoing not to wake the demons that surround them. The Tremere take full advantage of this superstition to send peasants scurring to their churches when ever it suits the vampires needs. Vampires can be as irrational as the human stock from which they hail, through. This power affects Cainites as well as mortals.
By the 18th century, this Path falls into ill-repute and is absorbed by the Dark Thaumaturgy of the Sabbat as the Path of Phobos.
Path of Phobos
This Path of Phobos is the Path of Fear. This Dark Path allows Infernalists to manipulate the fears of their victims as a weapon. Almost everyone has fears, but there are a rare few who have conquered them and are unaffected by this power. Those with Faith are likewise unaffected by the powers of this Path.
1 Induce Fear
The Infernalist with this power causes a victim to feel as if she is being watched and stalked.
System: The Infernalist can use this power on any target he can see. It requires a Manipulation + Empathy roll (cliff culty of the target's Courage or Morale + 3). The victim must make a Courage or Morale roll (difficulty 5 + the number of successes the Infernalist rolled) to take any action against him.
2 Spook
Using this power, the Infernalist causes her victims to feel an overwhelming sense of dread. They feel something terrible is about to happen to them unless they get away quickly.
System: Mortal victims must make a successful Courage or Morale roll (difficulty 7) to keep from running away. Vampire victims must do the same but, if they fail their roll, they suffer Rotschreck.
3 Terrorize
This power lets the Infernalist draw a fear from the victim's mind and present it to him. The victim will see or feel whatever it is he fears the most. If he fears snakes, he sees big, slimy snakes slithering around a corner just ahead of him and constantly hears rattlesnakes behind him. To the victim, the effects seem completely real, though they are illusions.
System: The vampire must roll Perception + Intimidation (difficulty of the target's Self Control + 3 ) to see how long the affects last; it will also end if the vampire cannot see the victim.
1 Success One Turn
2 Successes 5 Minutes
3 Successes 30 Minutes
4 Successes 1 Hour
5 Successes 1 Night
The Storyteller will then require Courage rolls (generally against a difficulty of 6 or 7) to allow the character to make any action.
4 Immersion
This power allows the Infernalist to call on the victim's most deep rooted fear and force her to deal with it, face to face. The power functions similar to Terrorize, but rather than placing signs of the fear all around the victim, the victim is immersed in the source of the fear. A person afraid of snakes becomes wrapped up to her neck in pythons.
System: This power works like Terrorize, but the victim must make her Courage rolls against a difficulty of 8, and the effect lasts even when the vampire cannot see the victim.
5 Leech of Fear
This power allows the Infernalist to temporarily feed on fear as though it were blood. Many Infernalist claim this experience is infinitely preferable to the Kiss.
System: As long as the Infernalist maintains this power, he gains Blood Points from the fear of others. Every time someone he can see fails a Courage or Willpower roll, the character gains one point of vitae. Note that the other powers on this path will not contribute to this feeding. A Manipulation + Empathy roll (difficulty 8) determines how long this power will last:
1 Success One Turn
2 Successes Three Turns
3 Successes Five Minutes
4 Successes 30 Mins
5 Successes 1 Hour
5 Demonic Horde ((WW2804))
The Trmere who has mastered this level of power can create horrific images and implant them in her victim's minds. Victims flee from winged demons or cower before the face of death itself. Powerful Tremere can incapacitate entire armies. Tremere also use this ability to cow mortal servants and to keep the masses in line.
System: The number of successes determines the number of people affected, and the intensity of their visions. Victims who do not flee from the vampire's mental assault must make Courtage rolls (difficulty 8) and must make more successes then did the Tremere.
1 success
Two people
Victims can not advance
2 successes
Five people
Cowers and flees
3 successes
10 people
freezes with panic
4 successes
15 people
fall uncounscious
5 successes
20 people
Courage or lose perment willpower point