verdant emptiness endoWment (•••••)
Even the damned pray, and the Infernal may choose to answer these prayers. When the Infernal hears another being express a wish to be something they currently are not (stronger, smarter, more beau- tiful, more wealthy, and so forth), she may reach out with her Essence to grant the stated wish, even if the wish was not uttered in serious expectation of fulfill-
ment. There is, of course, a price.
System: Upon hearing an uttered wish, the Infernal
may spend 5 Essence to grant it. The world conspires to bring about the Infernal's blessing as soon as possible, usually within the same scene. The beneficiary knows only that the hand of fortune is upon them, and they may accept or reject it. Rejection costs a point of Will- power. Sensing the sinister price attached to the gift re- quires a Perception + Awareness roll against difficulty 8.
The Infernal can grant any of the following: a dot of an Attribute; a dot of an Ability; a dot of a Background; a Merit; or she can remove a Flaw. No character can have more than one wish granted in the course of a year.
There are two hidden prices to the Infernal's gift.
First: At any point after granting a wish, the In- fernal may approach the beneficiary and ask them to perform one task on her behalf. The task may be as involved or lengthy as the Infernal desires, so long as it isn't impossible or utterly suicidal, and so long as it has some defined end-point within a year and a day. If the beneficiary refuses or shirks the Infernal's task, he is ripped from the world and cast into the Hell of Bur-
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rowing Maggots... and he is instinctively aware of the wages of disobedience, once the task has been spoken. Second: After accepting three gifts from the Infer- nal, the beneficiary becomes a creature of darkness, instinctively loyal to the Infernal, who reduces the dif-
ficulty of all social rolls against the character by three.