I β When Light Diminished
He FREED us. And now, Los Santos belongs to whoever is ruthless enough to claim it.
II β The Nature of Sin
Your Vice must be upheld, fed, and expressed because an Infernal who starves their nature begins to split, becoming unstable, erratic, or hollow. Each Sin feeds differently.
- Pride feeds on admiration and domination.
- Wrath feeds on violence and vengeance.
- Lust feeds on dependency and obsession.
- Greed feeds on accumulation and the desire for more.
- Envy feeds on comparison and resentment.
- Gluttony feeds on excess, indulgence, jealousy, control
- Sloth feeds on decay, apathy, surrender, and the slow death of ambition.
III β The Infernal Classes
Each Aspect governs specific Sins more naturally, though overlap is possible. All Infernals can fall into one or more of these through time and hardship.
π₯ Infernals of Hellscape β The Abyssal Choir
Hellscape Demons are the loudest kind of evil. Unmistakable, catastrophic, and unapologetic.
Core Sins:
- Wrath
- Pride
- Greed
Conquerors, tyrants, infernal generals and flame hearted monarchs of destruction. Their mere presence warps reality like heat distortion. Where they walk, the world becomes harsher, air thickens, fear rises, and violence becomes easier.
π Infernals of Deception β The Veil of Lies
The Veil of Lies does not conquer kingdoms. We infect them.
Core Sins:
- Envy
- Sloth
- Lust
These Infernals are seducers, manipulators, and soul merchants. They do not arrive as monsters but rather as miracles. They lure by soft speak, promised comforts. Offering love, an escape, validation and even secrets mortals were never meant to hear.
π©Έ Infernals of Destruction β The World Breakers
World Breakers are the embodiment of ruin. Not temptation nor seduction. BUT Impact.
Core Sins:
- Wrath
- Gluttony
- Pride
These Infernals are often heavy built, brutal, and overwhelming. Living siege weapons forged from violence and hunger. Known to be warlords, gladiators, and executioners. Channeling sin like scripture inverted, turning pain into ritual and destruction into devotion.
IV β Special ToTM abilities
For ALL Infernal these will be based on staff oversight as well as rank, besides Corruption. No as a new Infernal you cannot just do all of these.
V β Infernal Ranks & Ascension
Before we get into the ranks we should discuss the different types born of ash and hellfire. Many are classified and named differently due to religious and cultural ties. But none the less all are valid and have a connection to a Vice. We are all Infernal to our core,
Sin becomes law in their territory
Can establish cult like influence
Commands Lords and those beneath them
Their name carries weight like a contract.
π₯ArchInfernal
Can corrupt crowds, not just individuals
Capable of shaping βVice Domainsβ (nightclubs, dens, casinos, dream-houses, etc.)
Staff oversight required
VI β Pacts & the Exploitation of Sin
Infernals tempt through Sin. Some offer revenge, others offer fulfillment of desire and more offer power and conquest. They identify a being's dominant Sin and nurture it. Every pact strengthens that Sin. (Pacts will not be available until month 2, as people need to meet others and get settled into the city. Pacts will be available once you hit your first Progression. You will be able to maintain 1 contract and add(+1) as you progress.) WARNING: IF YOU SIGN AN OATH, YOU ARE ENTERING A CONTRACT WITH A PERMACLAUSE.
Pacts are made between Infernal and other races, some may not be able to form pacts based on what they are. In a sense this is giving your soul, to the Infernal in exchange for favors, wealth, fame, power etc. In order for an oath to be made both the Infernal and the person in the pact must have progressed at least once in their given race. Pacts do come with downsides.
Your race may ostracize you for making a deal with Infernal.
If the pact is broken, you will lose the powers bestowed upon you and anything else offered. (This can vary from demon to demon)
Celestial | β |
Infernal | β (SILLY!) |
Human | β |
Vampire | β* |
Werewolf | β* |
Werebear | β |
Fae | β* |
Goblin | β* |
Mage | β* |
Witch | β |
Kitsune | β* |
Nogitsune | β |
Merfolk | β |
β - CANNOT make pacts
β - CAN make pacts
β* - CAN make pacts, however, may have consequences or other forfeits.
VII β Weaknesses
Each Sin has a counterforce and should be humbly balanced in life. We weaken when our vice is denied fuel for its growth, but in that same belief if you overconsume you can go out in a blaze of glory.
Pride β Humility
Wrath β Forgiveness
Greed β Charity
Envy β Gratitude
Lust β Discipline
Gluttony β Restraint
Sloth β Purpose
As well Infernal's have other weaknesses that can affect them besides their vice. Such as
Sanctified ground weakens and destabilizes them over time
Divine energy (especially from higher-ranking angels) suppresses their abilities
Overindulgence in their vice can cause loss of control or instability
True names can bind, weaken, or control them if discovered
Lack of access to their vice reduces their strength and effectiveness
VIII β Do's and Don'ts
Infernal beings can do many of things, and in that same breath can NOT do others. Attached below will be a required and respected amount of information on what you may DO and NOT Do.
Do
Regenerate over time and endure extreme damage, though can be weakened or destroyed under specific conditions.
Sense vice, temptation, emotional weakness, and corrupted or vulnerable souls.
Influence mortals through temptation, manipulation, persuasion, or emotional pressure.
Feed on their assigned vice/sin to restore energy and strengthen abilities.
Form binding contracts with willing mortals, creating consequences for both sides.
Imbue objects with infernal energy (corruption, influence, decay).
Alter souls to a limited degree (weaken, corrupt, or destabilize).
Perform minor TOTM healing tied to their vice (often comes with a cost or side effect).
Thrive in chaos, conflict, and emotionally charged environments.
Resist small purification and endure limited divine presence, though it causes discomfort.
Act freely according to desire, instinct, or personal goals.
Don't
Mind control without proper RP or pact agreement
Possession (unless explicitly allowed via pact/event rules)
Create full-scale illusions that override reality
Instantly kill, overpower, or dominate without buildup
Ignore consequences of contracts or deals
Perform major healing (no restoring limbs, fatal wounds, etc.)
Grant true divine blessings or miracles
Break severe balance for the sake of chaos
Control another playerβs character without consent
IX β Roleplay Philosophy
"Desire is truth."
Infernal are not simply "Demons," "Yokai," "DΓ€mon" Or "Demonio" with claws and violence. They are living manifestations of vice, born from the faults in mortal will and the ancient hunger that pressed against the Veil.
To play an Infernal is to understand one core truth:
What someone desires is who they are when no one is watching. And desire, once awakened, rarely stays contained.
Infernal do not exist to destroy the world overnight. They exist to reshape it slowly, one weakness at a time. Because the greatest corruption is not forced, it is chosen.
Infernal Birth:
Infernal are created in several ways.
- Born from Sin resonance
Infernals form when a mortal vice becomes so strong it creates a resonance wound. That emotional energy condenses over time into a living entity. They are literally made from the echo of mortal weakness.
EX:
- A city full of greed births greed born Infernal
- A battlefield full of wrath can birth a Wrath Infernal
- A cult obsessed with devotion can birth a Lust bound Infernal.
2. Forged through pact binding
Certain powerful entities (ArchInfernal, Lords, or Ancient unnamed Infernal) can forge an Infernal through binding rituals. A pact so great it was everlasting, the Infernal giving its newfound project the time to grow in the depths of hell, fighting their way up. Or by ceasing their existence and giving a portion of their vice to the new host it was in binding with. (These souls work their way up for hundreds of years.)
3. Spawned from Existing Infernals (Imps and other lower classed demons)
Some demons reproduce, some like mortals and others not so much. The one's who do not, create their offspring by splitting their essence or cultivating a portion of themselves into a new being.
- Feeding on a specific emotion long enough.
- Consuming another Infernal.
- Claiming a mortal's soul as an egg vessel. (This cannot be a backstory unless the Infernal already exists.)
4. The "First" Origin (LEAD OR STORY TELLERS ONLY)
Some of our kind are ancient, created the moment a concept was born. Some are tired of existence and others seek to just watch from the shadows unless they are bored.
Ex:
- The first betrayal
- The first act of cruelty
- The first act of betrayal
- The first time desire became addiction.
10. Ascension into Infernal
Some beings aren't born Infernal, they become one. This can happen when a mortal or supernatural being embraces a vice so fully that they cross a spiritual threshold and "invert"
This would require:
- Committing an unforgivable act willingly (Heinous acts beyond mortal belief.)
- Sacrificing something sacred.
- Devouring another Infernal (certain rank)
Infernal Philosophy
"Desire is not a flaw. It is a doorway."
What mortals want defines their behavior, their loyalty, their betrayals, and their breaking points. An infernal does not need to invent evil, mortals already carry it, buried beneath fear, pride, love, or loneliness.
Infernal belief:
- Power is meant to be used. Restraint is not required but is often the smartest weapon.
- Mortals are opportunities, not responsibilities. Every soul is a story waiting to be rewritten.
- Nothing is freely given. Everything is taken, traded, earned, or owed.
- The veil is not a wall, it was a challenge.
How Infernal Should Be Played
Charisma before chaos, and temptation before destruction.
An Infernal should feel like a problem that smiles. You are encouraged to be manipulative, charming, seductive, or predatory but never mindlessly random. Chaos without purpose is weak. A true Infernal always has a goal, even if it's hidden beneath games and deception.
Play your Infernal like:
- A negotiator who always wins the deal.
- Predator who doesn't need to chase.
- Beautiful poison offered willingly.
- A whisper that ruin's someone's sleep
- A friend who gives the worst advice in the sweetest voice.
Your presence should create tension even when you're calm.
Golden Rules
- Create Temptation, Not Instant destruction.
Infernal don't burn cities for fun. They build pressure until the city burns itself.
Corruption is a slow burn arc:
Start with curiosity, then indulgence, then craft dependency. Allow rationalization, then obsession and end with ruin.
That pacing is what makes Infernal rp feel great.
2. Use words before force
The strongest Infernal does not need to fight. They convince others to fight for them. Infernal influence is most terrifying when it feels like it might not even be magic. A well spoken sentence can be deadlier than claws.
Dialogue should feel like:
- Offers that sound generous
- Threats disguise as compliments
- Truth mixed with lies
- Kindness that costs something
- "help" that comes with a hook.
3. Always have a motive tied to your vice.
Every Infernal is bound to a sin, vice, or hunger. Your character should always be acting in alignment with it.
Ex:
- Lust wants obsession, dependence, temptation.
- Greed wants ownership, leverage, debt.
- Wrath wants escalation, conflict, retaliation.
- Pride wants worship, dominance, recognition.
- Envy wants status, love, theft of desire.
- Gluttony wants excess, addiction, consumption
- Sloth wants surrender, apathy, decay of ambition.
Even if you're being nice, it should still server your nature.
4. Make every interaction feel like a game
The roleplay is not a brawl, it's a chess match. Every conversation should carry subtle stakes.
What does the mortal want? What are they afraid of? What are they missing? What lie do they tell themselves? What should they do if they stopped pretending?
Infernals don't ask "How do I kill them?" They ask, "What do I offer them that they can't resist?"
5. Corruption should feel personal
The best isn't global destruction, it's personal collapse. An Infernal should learn someone's weakness and press it slowly until the person breaks themselves open. This creates long lasting storylines. It can aid in betrayal arcs, addiction, forbidden romance, power hunger, guilt and redemption and deals that spiral out of control. You use this to your advantage on how you want verbal and signed contracts to hold out and eventually unfold.
All of these are great bases for your roleplay to flourish. Just as well remember your storylines should center on.
Temptation rooted in Sin
Slow corruption and escalation
Political maneuvering and leverage
Emotional manipulation and consequences.
Consent (OOC and IC boundaries matter)
Fallout and long-term effects.
What makes your Infernal rp good is that you are not here to "win" encounters. You are here to build narrative. Influence outcomes but not steal agency. You should be terrifying because you make others choose the wrong path. Your power is shown through restraint, not dominance. A demon who can destroy you is obvious. A demon who can destroy you but chooses not to, because they want you to beg first is unforgettable.
Rule of Consequence
Every Infernal action should create:
Reaction > Fallout > Opportunity
If you offer a deal, it should echo later. If you plant temptation, it should bloom later. And if you push someone too far, it should leave scars. This is not a sprint, its a slow poison rotting and breaking a core.
X β Final Record
You are not chaos. You are hunger given purpose, desire shaped into will and will sharpened into choice. You are not the scream in the dark, you are the thought that arrives before it. You are the mirror that teaches lust what it wants, the flame that tempts pride to prove itself. The whisper that turns envy into need. The hand that offers comfort...and makes it cost. The blade that answers wrath when patience is no longer entertaining. Sin did not merely create you. Sin named you. And you, in return, learned how to cultivate it.
You do not ruin mortals by force, you ruin them by invitation. By giving them the illusion of control. By making their fall feel like freedom. By making the wrong choice feel like the only chloice worth making. And when they finally break, when they finally kneel, betray, indulge, or destroy, they rarely notice the truth. The first step was never theirs. It was yours.
So take what you are owed. Take what they offer willingly, take what they swear they never wanted. Because here, mortals do not fall all at once. They fall one craving at a time. And you are the one who teaches them how.