True Diabolists
By Chris Mangum Revised RulesLike many, I picked up the Book of Madness and said "cool!" And, also like others, I was disappointed by some sections; in my case, the section on Diabolism was the biggest problem. The line about "worst stereotypes of the gaming community" just broke the last straw: I got a sub-par product because White Wolf is afraid of the Religious Right! What a crock! It gave no ideas for tempting and corrupting player mages, even warned against it. Plus, there seemed to be no built-in reason for becoming a diabolist in the first place. According to the rules given, a mage didn't get anything out of it anyway, so why sell your soul for a familiar?
So, like many others in the past, I'm putting my money where my mouth is. What follows are revised rules for the Infernalist in your chronicle, including extensive notes on what a diabolist gets out of his pacts, as well as some brief philosophy on three general types of Infernal mages. Some may find what follows a bit rules heavy but this happens to be my style for dealing with this. If it weren't, my "organizational" skills would have completely ruined its usefulness for me. Anyway, I thought Book of Madness had plenty of philosophy to go around.
Please note that these changes were heavily suggested by the work done in The Maleficium, the guide to the infernal for Ars Magica. No copyright infringement is intended, and all trademarks belong to their rightful owners. This is strictly created as a supplement for play and not for profit. So don't sue me, White Wolf Game Studio and Wizards of the Coast. Editor's Note: Atlas Games now owns Ars Magica.
And now, on with the show.
New Rules
Infernalists don't seem to get much out of their ties to Hell, especially power-wise. To fix this, I introduce the following:
Hierarchy
Hierarchy acts as a sort of Infernal Arete score. Not a true measurement of enlightenment but a gauge of the mage's link to Hell. Hierarchy functions thus: When Hierarchy is greater than Arete, the mage may use their Hierarchy score instead of Arete for casting spells. They may even use Hierarchy when casting vulgar magick! However, there is a catch. In order to gain this advantage the mage must invoke the infernal powers when casting the spell. Thus, the mage may always gain this advantage when summoning, binding or dismissing demons.
Why would a mage want to use Hierarchy? Two reasons: it allows for higher rolls when using vulgar magick (of course, with a corresponding high chance of rolling a botch and thus gaining mucho paradox) and Hierarchy is easier to gain that Arete. No seeking, no epiphany is necessary. Just a continual exposure to the Infernal.
Drawbacks
First of all, since Hierarchy does not measure enlightenment, a mage who gives up the path of evil will find that they have spent years, possibly even decades, neglecting the search for Ascension. Many mages, realizing this fact, return disheartened to the infernal. At least that way they have some power.
Secondly, there is the addictive quality of Hierarchy. Whenever the mage with Hierarchy is exposed to an infernal text, or otherwise reminded of the lures of Hell, and the player wishes the character to avoid said knowledge, they must make an extended Willpower roll versus a difficulty equal to the mage's Hierarchy score + 3 (max 10) and must gain a number of successes equal to the Hierarchy score. Failure means they jump right in. Thus, as the mage falls deeper under the influence of the powers of Hell, he finds it harder and harder to escape.
The third, and most subtle, effect: Paradigm engineering. As the mage continues to use Hierarchy, the infernal paradigm begins to subtly infect his surroundings. Neighborhoods get meaner, pollution gets worse, etc. This is a prime example of resonance in play and, besides gaining prestige in the Infernal hierarchy, is the prime reason demons corrupt mortals: to create Hell on earth.
Gaining Hierarchy
In using the Infernal, the mages gains infernal points. These points function much like study points but with two differences: a mage can spend up to 3/4 of the experience cost in infernal points and infernal points can only be used for increasing Hierarchy. To raise Hierarchy, the mage must spend current rating x 8. The initial level of Hierarchy costs 8 xp (some or all of this cost can be provided in the initial pact of an Infernalist). I'd suggest Infernal points can be gained for the following acts (point values suggested only):
| Action | Infernal Points Gained |
|---|---|
| Reading of Infernal Texts | As study points (see M:tA) |
| Summoning and Binding Demon | Magnitude of Demon (Power ÷ 5) |
| Learning Demon's True Name | Magnitude × 2 |
| Learning Demon Summoning Rote | Magnitude ÷ 2 |
| Discovering Infernal Node | Quintessence output ÷ 4 |
| Creating an Infernal Node | Quintessence output ÷ 2 |
| Creating an Infernal Horizon Realm | Storyteller's discretion (lots) |
| Creation of an Infernal Talisman | Rank of Talisman × 2 |
| Learning an Infernal Sphere | Rating × 2 |
The Storyteller, of course, can add to this list as he sees fit. Anders suggested granting infernal points for evil acts, especially those done either as part of a pact or for an infernal master and I think this is a great idea. Point values for this would definitely have to be on a case-by-case basis.
Other Uses for Hierarchy
Hierarchy can also be used as a sense of demonic lore and, as its name suggests, a diabolist's place in Hell's regime. Hierarchy may also be used in talisman construction and the creation of Horizon Realms. Talismans created thus will always be subtly cursed in some way and Horizon Realms will be warped in disturbing and dangerous ways.
Hierarchy, like Arete, can also be a measure of the maximum Sphere ratings a mage can possess. However, any Sphere knowledge gained over Arete are termed infernal Spheres and can only be used with Hierarchy. If a mage gives up his infernal ties, he must also relearn these Spheres. Cost for Infernal Spheres is normal. Please note, this applies even if the mage raises his Arete for some reason while using Hierarchy. For example: a mage has Arete 3, Hierarchy 4 and Forces 3. If the mage studies to raise his rating in Forces to 4, this level is an Infernal sphere and this must be noted. Now, even if the mage raises his Arete to 4, the 4th level of Forces is still Infernal and can only be used with Hierarchy-based Infernal magick. If the mage now wants a normal rating of Forces 4, he must spend the experience needed again, as if he were still only Forces 3.
Notes
Yes, the above rules can make true diabolists almost obscenely powerful. However, there are ways the Storyteller can control this. All the below suggestions are to be picked carefully, based on the tone and usual power level of the chronicle. Since Hierarchy is Infernal power channeled through the mage, it's possible, if he angers his master, for that power to be temporarily cut off. You may also want to increase paradox gained from infernal botches or slip in small inconveniences and curse-like effects when using Hierarchy. No good can come from this power in the end and the Storyteller should reflect this. An example: a diabolist is injured in a fight with some Choristers. He uses Hierarchy and Life to heal himself quickly. Perhaps the scars form in demonic sigils or the flesh that regenerates is monstrous in some way. Just get creative.
Another note: Though only briefly mentioned, please re-read Storyteller Hints (pg. 109) in the Infernal section of the Book of Madness. This is the only place it really lists what an Infernalist can get out of the pacts he signs. To restate, they include: Knowledges and Skills, study points for Spheres (my interpretation, I doubt a demon could just grant a level of a Sphere), Investments (per Book of Madness), expansion of certain Backgrounds, gaining a demonic familiar and certain Merits (Storyteller's discretion). There's another possibility not really mentioned: service. The Infernalist may require the summoned being to perform some service. Examples include the location and return of magickal texts or talismans, the slaying of an individual or to remain "on call" when needed. I'm sure you can think of a million others.
Infernal Philosophies
The other serious lack in the Book of Madness was examples of the reasons why Diabolists become and remain tied to Hell. I've provided some below. Hope they spark some more ideas.
Resignation
"I have tried. Honestly, I have tried. But it is of no use. Too many years have been spent in my unlawful pursuits, to the neglect of the Art. It is now my only source of power and in these times, to be powerless here in Doisettep is to be dead. May God have mercy on my soul."
— From the diary of Poltius of House Tremere, 1052 AD
They say the road to hell is paved with good intentions and for many diabolists, this is true. Often, mages come into infernal power unknowingly or think they're just doing harmless research into the enemy. Other times, they are misled by disguised demons (my favorite ploy, actually), tricked into accepting their offers of "help." And in yet other circumstances, the mage finds himself in a position where the only way out is to accept infernal help, help which more often than not created the situation that forced the mage into Descension.
At any rate, they eventually learn the true source of their newfound power. Many try to give up and then the horrors of Hierarchy loom in the path. Many things can draw the diabolist back to evil. The three most common are threats, addiction and despair.
The demon who tempted the diabolist in the first place, upon finding their charge is threatening to return to the path of righteousness, will often create obstacles and threats in the path of the mage, conflicts which (the mage believes) can only be solved by further diabolic involvement. The demon may also use threats, mentioning that the loss of reputation may destroy the good that the mage works for (see Piers Anthony's For Love of Evil).
Then there is the addiction to Hierarchy. This has been more fully explained in the new rules section but is often evoked by the demon in charge of the Infernalist's soul. Maybe he just leaves diabolic texts lying about all over the place, driving the diabolist mad with temptation.
The third most common cause of a return to the Infernal is despair. Having learned that they have wasted years in the search for Ascension, many mages return to Hierarchy with a sense of inevitability. This is the ultimate in angst — using evil itself because nothing else is left to them.
Lust for Power
"Burn, baby, burn!"
— Hot Shot, Virtual Adept Barabbi
For them, the path to Hell is the quest for easy power. Whether fueled by jealousy, revenge or plain madness (and you can be sure the demon will fan these flames most vigorously), these mages care little for the lack of true enlightenment in the Infernal. Power is what they seek, and power is what they get. These are the diabolists who are the most obvious, and often the most dangerous, since their quest for power leads them to powerful talismans and magick. Those who worship evil itself can fall into this category.
Hubris
"Don't worry, I've got everything under control..."
— Democritus, Order of Hermes (Deceased)
This is the path of Faust: not the Faustus of Marlowe, with his party tricks and low buffoonery but the intellectual everyman of Goethe. Believing they control the powers they summon, they fall into the trap of Hubris. Remember, even mages are human: one slip and the demon has your soul. These mages are often the most cunning in hiding the source of their power and these are perfect as the sly, cunning, repeating villain of a chronicle. No one can ever quite pin down that smell. Is it brimstone, perhaps?
The following three examples are by Dek.
Vengeance
"Look, I tried to be a pristine, pious little magus for God but one little mistake and my powers were gone! I figured, there must be an easier way. So sure, I had to deal with the element I hated most but now I can use them to hunt them!"
— Travis MacLeod house Tremere AD 1016. Well known deamon hunter, now known to have been in league with dark powers.
Some magi turn because of some terrible event that made them doubt the existence of anything better than the dark forces. Some turn because no matter how hard they try, nothing goes their way. Travis MacLeod hated deamons all of his life and because of it, he became a pious mage. The life was much too hard for him, though, and he sought the easier path of diabolism (he is now thought to have a very high rank in Hell but to be a mad and incredibly corrupt monster).
Bad Seed
"Red blood. Bitter blood. Drink the blood. Pretty blood. Blood from flesh. Pale flesh. Thin flesh. Flay the flesh. Bones under flesh. Yellow bones. Hollow bones. Break the bones. Lovely snap. Hee hee..."
— Niles, Verbena Barabbi
Some people are just plain evil. A path with the evil one is just more fun than being a pious, innocent person. When someone has evil in their veins, being a monster, commiting vile acts and the like become everyday things.
Impressario
"Ah, you poor innocent thing! My name? Ah no, I think I shan't tell you. To see it would drive you mad, to hear it would soil your soul for eternity and to say it would kill you."
Some people just figure it's cool to be bad. I dunno... wierd.
Even More Insidiousness
While not originally in this writeup, during the course of response Jean-Paul Molyneaux had a truly diabolical thought. His suggestion was that as Hierarchy increased, a sort of "virtual Arete" decreased. Hence, as you fell under the sway of greater and greater evil, your true understanding atrophies due to lack of use and more and more of your Sphere levels become infernal Spheres. He also suggested this "drop" in Arete take place when Hierarchy increased but I'd say you could do it any time. He was measuring this drop by the number of infernal points gained. Hence for Arete to drop from 3 to 2, you'd have to have gained 16 infernal points, the same amount of experience it took you to gain that level.
I didn't originally think this was a good idea until Anders Sandberg wrote the following. Now, infernalists beware (at least in my chronicles)!
"Actually, if a mage starts to deal with (or serve) the demons, he has strayed from the path to Ascension. He will gradually lose the real understanding of the world and have it replaced by the infernal lie (Hierarchy), which appears just as potent and much more enticing... "
"If the diabolist repents, he has to regain his inner knowledge and free himself from the lies which he has been fed (both by demons and by his ego). This is painful and takes a long time."
Well, I hope that was useful for somebody. Of course, the philosophy section was not meant to be all-encompassing. There are as many reasons for embracing the Infernal as there are Infernalists.
If you want more reading on Infernalism, and a great game-system treatment of it, go pick up The Maleficium for Ars Magica. A great read: stuff of the hierarchies of hell, lots on the motivations of demons and some really good stuff on their mortal pawns. After a read, you'll notice the influence immediately.
Also, check out The Screwtape Letters by C.S. Lewis.
