Faith
Faith represents an Elohim's strength of being and authority over Creation. All the Fallen are painfully aware of how weak they are compared to their time in the First Age, for while many aspire to regain enough strength to wage war against the angels of Heaven again, not even the most powerful demons today come close to the world-shaking glory once wielded by the seraphim. Still, the Fallen have many plans and face many dangers, and even the most reclusive or benevolent aim to rebuild their levels of Faith lest their freedom be taken from them again.
All Fallen begin with Faith 1 for free. During character creation, 5 of a character's 10 Merit dots can be exchanged for Faith 2, or 10 of their 10 Merit dots can be exchanged for Faith 3. During play, dots of Faith can be purchased for 5 Experience.
As a character's Faith rises, they have more power at their disposal and are able to perform more supernatural feats at the same time or in quick succession. The total number of Numen points that they can have at any given time increases, and the number of Numen points they can spend in a turn rises. Once their Faith dots reach 6 or higher, the higher their Attribute and Skill dots can go as well.
In order to hold on to such power the demon must have a larger and larger cult dedicated to their name. Their effective number of dots in the Cult Merit drops by one dot at Faith 6, two dots at Faith 8, and three dots at Faith 10. If this would reduce their Cult rating to zero or less, their Faith rating drops to the highest level supported, along with their Attribute and Skill rating.
Faith |
Attribute/Skill Max |
Max Numen/Per Turn |
Cult Reduction |
1 |
5 |
10/1 |
— |
2 |
5 |
11/2 |
— |
3 |
5 |
12/3 |
— |
4 |
5 |
13/4 |
— |
5 |
5 |
15/5 |
— |
6 |
6 |
20/6 |
1 |
7 |
7 |
25/7 |
1 |
8 |
8 |
30/8 |
2 |
9 |
9 |
50/10 |
2 |
10 |
10 |
75/15 |
3 |
Numen
As the architects of Creation, demons possess a special authority over reality. They measure the energy it takes to shape the world as Numen, the embodiment of their divine supremacy. Before the War, the Elohim received near endless amounts of Numen from the Creator, albeit directed through the First House and filtered down the celestial hierarchy. Now each Fallen must find their own sources from which to draw strength or be left even more vulnerable and powerless than they were in the Abyss.
The Numen Advantage is rated in points rather than dots. Numen points measure the reserves of power the demon has available within themselves. Character spend Numen to perform various miracles, but they can only hold and spend a certain number of points per turn as determined by their Faith.
Uses for Numen
- Apocalyptic Form: Demons may adopt their Apocalyptic Form as an instant action instead of it taking a full minute by spending a point of Numen. An exceptional success on the transformation roll makes it a reflexive action.
- Defy Gravity: Demons may reflexively spend a point of Numen to alter gravity's effect on their body for one round per dot of Faith. This eliminates situational modifiers to Climbing rolls, allowing them to climb surfaces with ease and even hang from ceilings. Jumping distances are also multiplied by 5. Finally, they can move across thin or weak surfaces—even run on water—as if it were flat ground.
- Divine Impetus: With a simple touch demons may stop a moving object dead or grant it incredible force. By reflexively spending a point of Numen, the demon treats any objects caught, lifted, or thrown in a round as if its Size is reduced by 3 × the demon's Faith. This does not apply to objects wielded by others, but works on driven vehicles or collapsing structures.
- Healing: Demons can reflexively spend one point of Numen to heal their body of two bashing damage or one lethal damage. Aggravated damage can be healed by spending five points, which may be spread out over multiple rounds so long as the demon takes no other action. They may even recover after their host has "died" so long as it remains reasonable intact and at least one health level is recovered within a number of minutes equal to 10 × the demon's Faith.
- Miracles: Demons must spend a point of Numen to perform most Miracles, and three points of Numen for Greater Miracles.
Duty and Urge
This system replaces the Virtue and Vice of the Fallen.
Angelic Duty: The Elohim were each created to fill a particular role. Though possessed of free will and some degree of individual creativity, they ultimately had a calling that justified their existence and connected them to the Creation that they loved. Choose a particular duty that the Fallen held when they were at their best. It should be something broad, such as protect mortals, ensure justice, or maintain Creation. Then interpret it through one's House and Primary Lores: defend one's pack and their territory, set the threads of fate based on virtue or vice, or seal gates to the Abyss. The duty must reflect a long-term goal and speak of the Fallen's better nature. Whenever they devote at least a scene of time during a session to their Angelic Duty and achieve something meaningful, the Fallen regains a number of Willpower points equal to their Grace, as well as one point of Numen.
Demonic Urge: The Fallen are pained individuals, constantly fighting off memories of the Abyss and the desire to take out their misery on everything around them. Though they risk losing Grace and falling into madness, by acting on their worst instincts they gain a reprieve from their own suffering. Choose some bizarre, cruel, or destructive act that the Fallen truly enjoys whether they like it or not, such as hurting mortals, gorging themselves on food or drugs, seducing and rejecting others, or destroying faith. Every scene in which they successfully act out their Demonic Urge, the Fallen regains a number of Willpower points equal to their Torment, as well as one point of Numen.
Grace
Grace is an Advantage ranked 0-5 which replaces Integrity. It measures an Elohim's connection to Creation, the sanctity of their spirit, and their faith that there is meaning in the world. As their Grace falls, an individual becomes less a divine being and more an infernal spirit, gaining the properties and weaknesses of such. When a character experiences a breaking point of their Grace level or lower, as listed below, they make a degeneration roll with the number of dice equal to the breaking point. Willpower cannot be spent on this roll. Regardless of the result, take a Beat.
Dramatic Failure: The character rages against what the world has done to them. They lose a dot of Grace, gain three temporary Torment, and gain the Damned Condition.
Failure: The character becomes bitter and frustrated with what they have been reduced to. They lose a dot of a Grace and gain three temporary Torment.
Success: The character is anguished by their actions, but remains resolute. They gain three temporary Torment.
Exceptional Success: The Fallen weighs the wickedness of the act against their inherent nobility, and comes out more determined than ever. They gain the Righteous Condition.
Effects of Grace
Rapture: Low-Grace demons inspire fear, revulsion, and insanity while those with high Grace ratings evoke calm reverence. When a Rapture roll is made, mortals add or subtract automatic successes based on the Fallen's Grace as listed below.
Spirit Weaknesses: As a Fallen loses Grace, they find it increasingly difficult to assert their divine nature and become more like base spirits. Details for specific Spirit Weaknesses are found under Special Rules.
Grace |
Rapture |
Spirit Weaknesses |
Breaking Point |
5 |
+2 |
|
Putting one's interests above the greater good. Disobeying the will of Heaven. Forming a pact with a mortal. |
4 |
+1 |
Holy Bane |
Undermining love, beauty, or human potential. Treating another unjustly or betraying their trust. Enslaving someone's will. |
3 |
0 |
|
Neglecting duties or responsibilities to one's community, faction, or house. Breaking your sworn oath. Significantly harming an innocent. |
2 |
0 |
House Bane |
Acting counter to one's Angelic Duty. Displaying great cowardice to the detriment of others. Treating mortals as toys, tools, or worse. |
1 |
-1 |
|
Destroying something of great cultural value. Living without a cause beyond oneself. Intentionally harming members of one's community. |
0 |
-2 |
Consumption |
None. Damned through and through. |
Torment
Torment represents the insane pain, anger, and isolation brought on by the war with Heaven and imprisonment in the Abyss. It haunts all the Fallen to this day, at the very least as a reminder that they shadows of their former glory, at worst as an irrepressible urge to inflict their misery on everything around them. Torment has a permanent rating ranked from 0-5 as well as temporary points which are accrued. Characters begin each chapter with zero points of temporary Torment. Each time they perform a sin of their permanent Torment rating or lower, they gain between one and three points of temporary Torment. The Storyteller assesses how much temporary Torment based on the severity and circumstances of the transgression.
At the end of a chapter, each character makes a Torment check by rolling a number of dice equal to their accrued temporary Torment. This roll is made without the 10-again rule. If the number of successes scored is greater than the character's permanent Torment, they gain the Damned Condition. If they already had the Damned Condition, their permanent Torment rating increases by one and the Damned Condition is resolved.
Effects of Torment
Demonic Traits: As Torment increases, the descent is marked in the demon's Apocalyptic Form. They gradually lose the beauty and majesty of the Elohim, and instead become a monstrous aberration of terror and wrath. At each level above Torment 1, one of their Celestial traits is replaced by a Demonic trait of the Storyteller's choice.
Miracles: Torment impacts the manifestation of a demon's Miracles, making them more difficult to counter but also increasing the likelihood that the effect will twisted into something dark and blasphemous. Details are found in the Powers section.
Torment |
Demonic Traits |
Sins |
0 |
0 |
Harming or worsening Creation by any means. Pretending to be a mortal. Not preventing an act which undermines one's Angelic Duty. |
1 |
0 |
Accidental harm of another. Having members of one's Community or Cult express lack of faith in them. Fulfilling one's Demonic Urge. |
2 |
1 |
Intentional harm of another, accidental harm of an ally, impassioned murder. Suffering an embarrassment or failing an objective. Ravaging a thrall. |
3 |
2 |
Premeditated murder, systematic destruction of another, long-sought revenge. Losing a thrall, ally, or loved one. Performing a Blasphemy. |
4 |
3 |
Mass murder, rape, thoughtless cruelty and torture. Being subjected to an exorcism or losing a host. Adopting additional Demonic traits. |
5 |
4 |
Destruction on a massive scale. Acting in a scene without physical form. Using a Dread Lore or otherwise perverting an aspect of Creation. |
Community
The Fallen are aliens to the modern world, confused by the changes to Creation and uncertain of their place in human society. Most retreat into the habits and routines of their mortal host while they get their bearings, and in doing so they also come to experience emotions and bonds with other people that they never knew during the First Age. The small acts of kindness by neighbors, the laughter and support of friends, and the intimacy of loved ones become a powerful anchor, reminding the Fallen of their Grace and what matters in the world. But these bonds are also a source of great strain as they feel compelled to maintain the facade of their host identity, to protect loved ones, and to live as both human and Elohim.
Fallen characters choose up to two Communities that their mortal host belonged to. The first is typically family, church, or a close circle of friends. The second Community tends to less intimidate but just as engrossing, such as work, a fraternity or sorority, or a local club. The people in these Communities are both a resource and a burden. Effort must be put into maintaining the connections, and questions might be asked when the character is acting strangely.
Benefits
Resolve: The Fallen find the affection of mortals and the ease of slipping into routine interactions reaffirming. It reminds them of the Age of Wonders, when demons and mortals walked side by side in harmony. Whenever they spend a scene interacting with their Community in a non-stressful manner, they regain a point of Numen.
Sanctuary: Should the Fallen find themselves in desperate straits, they can find aid and shelter in their Community. Like emergency Allies, the individuals of the Community will first protect one of their own before asking any questions. They can also be asked to perform tasks for the character, but to do so without offering explanation or compensation may risk the character's future standing in the Community.
Drawbacks
Duty: The principles of Grace resonate much more keenly in one's Community. Failure to live up to the Community's needs and expectations can violate the Fallen's sense of duty and prompt degeneration rolls. Any degeneration rolls related to their Community incur a -1 penalty.
Normalcy: When the character is acting strangely or disappears for a length of time, members of their Communities become concerned. This may result in friends poking around one's work or home, calling on the authorities to look into matters, or even institutionalization should they prove frightened by the Fallen's talk of Hell and possession.
Merits
Community Investment (● to ●●●●●)
Effect: It is a sad fact that when they put their minds to it, the Fallen are often better able to develop, take advantage of, and appreciate human associations than their hosts ever were. Most find it easy to manipulate mortals to their own ends, yet at the same time they also have the perspective to realize just how special their host's relationships were. As they establish themselves within a community, they find members of it turning to them more and more, offering trust, loyalty, and aid.
● Connections: It is much easier for the Fallen to establish resources and influence through people in their Community. Choose two of the following as Community Merits: Allies, Anonymity, Contacts, Cult, Resources, Staff, or Status. The Merits chosen must be something that could reasonably be gained through their Community. When purchasing dots in those Merits, they are acquired at a two to one rate. Extra Dots cannot be used to raise a Merit above the demon's Community Investment.
●● Supportive: The Fallen's associates are genuinely concerned about their well-being and readily available when they need moral support. By spending a scene with their associates, the character regains a point of Willpower as well as a point of Numen.
●●● Outreach: As the Fallen becomes more ingrained in a Community, it becomes easier and easier for them to turn the resources of their associates to their own ends. Choose a third Community Merit listed above.
●●●● Loyalty: At this level the Fallen is such a trusted and valued member of the Community that their associates will rise to their defense even in the face of physical threats or legal action. All efforts to cause individuals to abandon or betray the character, whether mundane or supernatural, suffer a five dice penalty.
●●●●● Guardian Angel: At this point the character has become the soul of their Community, and nothing can shake their associates faith in their divine majesty. So long as they know the Fallen is near, members of the character's Community do not suffer the effects of Rapture.
Cult (● to ●●●●● ●●●●●; special)
Effect: As a demon's power increases so too does their need for worship. While cults cannot provide the degree of energy that pacts can, the ceremony and doctrines that arise from them cement the Fallen's place in the world. Demons may also draw additional power from their worshipers through veneration rituals. The value of one's cult is split between its zeal, prominence, and ceremony. Players who choose this Merit must also choose how to allocate these factors when spending points. For instance, one point may be spent on Zeal and two on Ceremony.
Cult Zeal measures the strength of its member's conviction, the degree to which they will hold to their beliefs in face of persecution, and how willing they are to offer their faith to their demon master. Each dot provides four points of Numen at an interval determined by the Cult Ceremony. This provides a reserve the demon can draw from to replenish their energy, but they cannot call on more than the Cult Zeal per scene. Furthermore, the Cult Zeal is added as bonus dice to follower's rolls to resist any supernatural control other than the Fallen's.
Cult Prominence establishes how much practice of the cult religion is accepted by mainstream society. Members of a cult with no dots in Prominence would be shunned and possibly prosecuted should their beliefs become known, even if they don't do anything illegal. Cults with five dots in Prominence are familiar to common people, if still not widely practiced or understood. A cult's Prominence is added as bonus dice to any efforts to convert individuals, deal with authorities, uncover infiltrators, and keep illicit activities secret.
Cult Ceremony determines how frequently the members of one's cult meet for worship and communal service. If a cult has no dots in Ceremony its holidays are incredibly rare or celebrated so dispassionately by worshipers that Numen can only be drawn on special occassions under the Fallen's supervision. By spending points on Cult Ceremony, a player ensures that the religious services of the cult are more varied, frequent, and important to its congregation.
X Religious ceremonies do not provide Numen regularly. Veneration rituals require ten minutes.
● Religious ceremonies provide Numen once a story. Veneration rituals require one hour.
●● Religious ceremonies provide Numen every other chapter. Veneration rituals require three hours.
●●● Religious ceremonies provide Numen once a chapter. Veneration rituals require require six hours.
●●●● Religious ceremonies provide Numen once a day. Veneration rituals require eight hours.
●●●●● Religious ceremonies provide Numen twice a day. Veneration rituals require twelve hours.
Veneration rituals are cult ceremonies that break the usual routine and are called on by the demon when they need power for a special occasion. This can be done once per story and requires an Presence + Expression + Cult by the cult leader. Once complete, the demon receives a number of Numen points equal to the successes rolled. However, as the cult doctrine becomes more complex, its veneration ritual must necessarily become more elaborate and prolonged to be felt as a special occasion by those involved. If interrupted before completion, no Numen is gained from the effort.
Special: It's possible for the Cult Merit to be shared among characters in a close-knit group. They might trust one enough to develop a shared congregation, or perhaps the feel pressured to band together in order to hold out against other religious organizations. To share this Merit, two or more characters simply have to be willing to pool their dots for greater capability. A shared rating in the Cult Merit cannot rise higher than five dots in any of the three aspects of the trait. Once a demon reaches Faith 6 or higher their need for worship makes it impossible to share a Cult, forcing them to split off and form their own with their share of contributed dots.
Legacy (● to ●●●●●)
Effect: Most of the Fallen can only remember generalities of their time before returning to Creation, constrained as they are by the limitations of human minds and the torment they suffered in the Abyss. Players may choose how the personalities of the mortal and the demon are reconciled, and whether the character is fully aware of their true nature, without regard to this Merit. Legacy instead measures in how much detail they can recall of their past.
Roll Faith + Legacy to remember things such as a demon's Title or Celestial Name, their past feats and accomplishments, and details about their personality or relationships. Likewise, you can roll to recall particular events, the meaning or use of artifacts from the War, and insights into the workings of Creation. Add your rank in Legacy to any rolls for dealing with objects from before the Imprisonment.
Pacts (● to ●●●●●)
Effect: After the Fall, those Elohim that rebelled against their Creator needed a new source of Numen to sustain them. They found it in the human masses, who buoyed all the Fallen with praise, ritual offerings, and worship. In the modern times mankind's faith is too weak for such impersonal veneration to have much effect, so demons must form direct relations with individual mortals in the form of pacts. Pacts direct some of the mortal's energy to the demon, providing them a reliable source of Numen.
When entering into a pact, the mortal grants permission for their soul to be altered such that it is bound to the demon. It relies upon the mortal having a belief in the divinity of the Fallen, a personal connection to the Fallen or their host, and some sort of service provided to the mortal in exchange for their worship and service. An individual must willingly enter the pact, and cannot be forced to through coercion or simple trickery. Once formed, the pact can only be broken if the demon releases the mortal, the demon fails to uphold their end of the bargain, or the mortal's belief in the pact fades away.
When entering into a pact, it is important that the person not only believe that they are dealing with the supernatural, but that their life is directly and meaningfully impacted by it. The bargain struck between the Fallen and thrall aims to meet this requirement. The demon must either permanently empower the mortal or offer some continual service. Though an agreement can be made around a single act, such as making them incredibly wealthy or getting them a job they want, unless the Fallen follows up with future divine aid that reaffirms the mortal's belief that their life and prosperity is tied to the pact, it will eventually weaken and break.
Every dot of this Merit represents a pact which provides the Fallen a point of Numen once per chapter, generally provided at sunrise wherever the mortal is. The demon may have other pacts which do not generate Numen represented by other Merits such as Allies or Cult.
The demon may also ravage their thralls, drawing extra Numen to spend on their abilities as they need them at a rate of one point per thrall per turn. This is incredibly taxing on the thrall, and repeated ravages can inflict mental trauma or death. When ravaged, the thrall loses half their current temporary Willpower. If ravaged a second time before they've had chance to recover, they lose all temporary Willpower and fall unconscious. After that, they lose one Willpower dot and suffer a point of lethal damage. Numen points taken in this manner cannot be added to the demon's Numen pool; they must be spent immediately or are wasted.
Paragon (●● or ●●●●)
Effect: The demon is gifted with their Primary Lore, and find their Miracles succeeding much more brilliantly. The two-dot version grants the 9-Again rule to the character's use of their Primary Lore. The four-dot version grants the 8-Again rule.
Lores
In the beginning, the Lores were expressed many ways on different layers of reality, such as through words, inscriptions, motions, or states of being. Each was a means of touching and changing the world, while obeying different laws and routes. In the modern world, the Fallen best remember the Lores as aspects of Enochian, ways to speak with and influence specific elements of Creation. The Lores are constrained by three general laws:
The Law of Noble Artistry: The celestial Lores are means by which to build and enrich Creation. They are not well-suited to creating things that are hideous, harmful, or alien, nor can they take something which exists and render it void. A Miracle of Flame and Supply may hold a fire still and cause it to die out quickly, but it does so through natural processes. For effects that create monsters, destruction, or suffering, see Blasphemies below.
The Law of Exclusive Dominion: Each Lore should be focused on its own domain and not create effects better suited to other Lores. The Lore of Winds controls the motion of air and can create cyclones, while the Lore of Storms governs rain, lightning, and hurricanes. The Lores of Awakening and Flesh may both be capable of physical healing, but no other Lores are. Likewise, the Lore of Celestials may influence Numen and Miracles, but it cannot simulate the effects of another Lore on it's own.
The Law of Divine Evolution: Though they possessed enormous power at the dawn of Creation, even then the Elohim focused on small, gradual changes to the world for fear of damaging their work or impeding that of their peers. With only a fraction of their former glory and the weakened faith of humanity, the Fallen can no longer shatter mountains or forge new dimensions. As a general rule, a Miracle can only affect a single target or reasonably sized object at one time. Anything larger requires a Greater Miracle, and even then is typically limited to the Fallen's Faith in tens of yards. The ST might allow for larger effects, though no more than a number of miles, in appropriate situations. The exception to this rule are the Lores of Humanity and Radiance, which are designed to deal with crowds of mortals.
As the Fallen gain greater proficiency in a Lore, they recall groups of syllables and expressions, called Miracles, which allow them to create different effects. Upon learning the first dot of a Lore, the Fallen is able to perform a Miracle of Knowing, the simplest and most intuitive of all Miracles. At each further dot of proficiency, the Fallen chooses another of the Miracles to learn with that Lore. Each Miracle governs a specific intention for a Lore, and allows the Fallen to create near any effect that fits the combination of Lore and Miracle. A Miracle of Supply and Flame could be used to shape a sword or fire or cause a campfire to dance, while a Miracle of Preservation and Flame could enchant a flame to burn brighter or encircle someone in a protective aura. Truly powerful effects must be performed with a Greater Miracle, which requires the fourth dot a Lore. The Miracle of Knowing has no Greater Miracle application.
Increasing Lore rating cost 3 Experience.
Miracles
Knowing: The first step in altering a facet of Creation is to be able to Name it, to know its nature and purpose in the world. Miracles of Knowing allow the Elohim to sense, study, and perhaps speak with those things governed by a Lore. They can also influence them in small ways that come naturally to the facet involved; the wind might be asked to blow a certain direction, fire to spontaneously ignite an object, or wild beasts to stalk other prey.
Dominion: Miracles of Dominion assert the Elohim's authority over and connection to the aspects of a Lore. They can instill trust, fear, or obliviousness, call creatures to them, and influence in other subtle ways. In some instances they allow the Elohim to transform their form or possess another's. Greater Miracles can control minds directly or influence large groups of people at once, even grant expertise and dispositions where none existed before.
Exaltation: These Miracles governs imbuing people or objects with properties or powers related to a Lore. They make the impossible possible, and fuel legends of blessed sites and people gifted by angels. Anything which leaves a subject innately supernatural, gives it characteristics it would not normally possess, or simply changes it completely from what it was can be considered a Miracle of Exaltation.
Preservation: Effects which provide protection, concealment, healing, or greater potency are all Miracles of Preservation. They can make an aspect of Creation stronger or more durable, or shape it into a defensive shield around themselves or others. Greater Miracles can decree that someone be unharmed by rocks and metals, heal aggravated damage, close all entryways to an area, or render a building invisible.
Providence: Miracles of Providence work through chance to reward or punish based on one's actions, to create signs and portents, and to arrange moments of destiny and happenstance. Curses can be levied that cause the wind to blow harshly when one lies, or a door enchanted to open only for the innocent. While not as quick or powerful as Miracles of Preservation or Supply, Providence can be used to set events in motion so that a person comes across a new pet or their car breaks down at a certain street. Greater Miracles can ensure that a single home is unharmed by a devastating storm or that an individual falls dead should they ever enter a particular building.
Revelation: These Miracles govern communication, divination, and moments of inspiration. They touch upon the Divine Plan and secret truths of Creation, granting foresight, skill, and wisdom. They can also allow one to communicate regardless of distance or barriers, and to gain far greater knowledge of a subject than possible through a Miracle of Knowing. Greater Miracles can strip away all falsehoods and delusions, create messages that spread through a community and beyond, and reveal major events days or weeks in advance.
Supply: These provide what is needed, either by creating objects from nowhere, shaping materials into a needed form, or giving motion to matter. Miracles of Supply bring the aspects of a Lore into existence, whether it is igniting a flame, forging a path through a wall, or forming bonds of friendship with perfect strangers. Greater Miracles might create large and complex machines like cars or trucks, give birth to new life in someone's womb, or give rise to earthquakes.
Performing Miracles
Performing a Miracle is an instant action rolled with Faith + Attribute + Lore or Skill. The Storyteller chooses the Attribute based on whether the effect is Mental, Physical, or Social and whether it is requires or enhances Finesse, Power, or Resistance. The player may choose to use either their Lore rating or a Skill related to the effect being produced. Miracles cost one Numen to perform, with the exception of the Miracle of Knowing, which is free. When performing a Greater Miracle, the Numen cost increases to three.
Only one success is needed to perform a Miracle, but additional successes may increase potency at Storyteller's discretion. The Storyteller may apply a circumstance penalty if attempting to perform a Miracle with incomplete knowledge of the target, such as scrying for a demon known only by their host name, or if it requires a great deal of precision, such as raising the earth into the shape of a statue.
Fallen that have some degree of permanent Torment must count the number of dice on their Lore rolls that come up equal to or lower than their Torment rating. Should the number of such dice outnumber the number of successes rolled, the effect manifests as a Blasphemy. Alternatively, a demon may choose to perform the Blasphemy, though doing so typically generates temporary Torment.
When a Miracle is directly opposed by another Miracle, such as treating a disease another demon created, a Clash of Wills occurs. All characters using conflicting powers enter a contested roll-off using their Faith + Lore + Torment. Ties reroll until one character has accrued more successes than all others. The effect invoked by that character wins out an resolves as usual, while all others fail. Characters may spend Willpower to bolster the contested roll, but only if they are physically present and aware that powers are clashing.
Lores of the First House
Celestial
Knowing: Detect nearby demons and mortals as well as a general sense of their Grace/Integrity. Blasphemy: Sense demons' degree of Torment and mortals with hollowed or corrupted souls.
Dominion: Strip a demon of one of their Celestial Traits for a scene. Blasphemy: Instead, strip the demon of one of their Demonic Traits.
Preservation: Empower a Miracle being cast by another demon, adding successes as bonus dice. Blasphemy: The affected Miracle manifests in its Blasphemy form.
Revelation: Send visions that convey information instantly to a number of individuals equal to the demon's Faith anywhere in the world. Blasphemy: The vision causes severe migraine; successes over victim's Resolve become bashing damage.
Supply: Generate up to the demon's Faith in Numen in another, though no more than once per demon per story. Blasphemy: The recepient demon gains one point of temporary Torment per point of Numen.
Flames
Knowing: Cause a flammable material within sight to spontaneously ignite. Blasphemy: Materials within the demon's Torment in meters ignite.
Dominion: Become as mesmerizing as fire, subtracting the demon's Faith in dice from perception rolls of those nearby and forcing them to make a Composure + Resolve roll to look away. Blasphemy: Briefly become as blindingly radiant as the sun, blinding those who do not look away.
Exaltation: Capture the energy of a fire in a gem that can later be used to provide light, heat, or ignite touched objects. Blasphemy: The gem is volatile and can be remotely triggered to explode.
Preservation: Create an aura of flame that inflicts one level of lethal damage to anyone who approaches. Blasphemy: Touched objects catch fire or are superheated and begin to melt.
Revelation: Produce a flame whose light extinguishes illusions and reveals active supernatural effects. Blasphemy: The demon can cause the flame to lie, excluding known effects or inventing others.
Supply: Cause flames to grow or shrink, form into unnatural shapes, or arise from nothing. Blasphemy: Flames created or influenced increase in intensity by one degree, inflicting more damage.
Kings
Knowing: Speak with clarity and divine authority, causing a mortal to obey a simple command.
Dominion: Rally nearby mortals to the demon's side, causing them to instinctively fight assailants and obey reasonable orders.
Preservation: Provide confidence and guidance to a group of mortals, granting 8-again and empowering one of their Skills for a scene.
Revelation: Compel a mortal to answer questions truthfully, confess sins, and share doubts. Blasphemy: Mortal reveals deepest shames, vices, and vulnerabilities.
Supply: Brand a mortal's aura so that others instinctively react to them in a predefined manner.
Lores of the Second House
Awakening
Knowing: Sense the health and mental state of an individual. Locate those nearby in need or pain.
Dominion: Become a wellspring of vitality, easing the stress of those nearby and filling mortals with peace and serenity.
Preservation: Heal bashing or lethal wounds. Remove poisons, common diseases, or minor physical ailments.
Revelation: Give a mortal insight into their potential and purpose in life, restoring their Willpower.
Supply: Animate non-living objects or unconscious creatures to act as extensions of the Elohim's will.
Bonds
Knowing: Locate a known individual within a couple of miles, or a bonded individual anywhere in the world.
Dominion: See, hear, and speak through a bonded individual.
Preservation: Shield a bonded individual from physical injury or mental trauma, transferring it to the Elohim. Allow the Elohim to spend Willpower on their resisted rolls.
Revelation: Scry upon an individual using something with which they have a strong bond.
Supply: Create a temporary, Pact-less bond between the Elohim and a present individual.
The Wind
Knowing: Create a strong gust of wind in a specific direction. Blasphemy: The controlled wind becomes a foul miasma which inflicts one bashing damage per round to mortals in the area.
Dominion: Move as fast as a hurricane, multipling speed by the demon's Faith for the scene. Blasphemy: Create a continuous sonic boom while moving, damaging nearby objects and deafening those with Stamina equal to or less than the demon's Torment.
Preservation: Form a barrier of rushing wind that impedes passage and blocks projectiles as cover with Durability equal to half the demon's Faith. Blasphemy: Individuals moving through the barrier have the air pulled from their lungs and cannot draw breath for one turn per the demon's Torment.
Revelation: Recreate a conversation previously spoken in a room. Speak to individuals miles away. Blasphemy: The voices are haunting and seem to linger long after the scene; listeners gain the Shaken Condition during the scene and the Spooked Condition afterwards.
Supply: Shape wind to strike, crush, or loosely manipulate objects from afar. Blasphemy: The controlled wind cuts like knives, inflicting lethal damage instead of bashing.
Lores of the Third House
The Earth
Knowing: Detect the location of nearby creatures touching the ground. Sense hidden passageways or buried objects. Blasphemy: Pits or gaps up to one cubic meter per the demon's Torment may be ripped open in the ground or walls.
Dominion: Become an unmoving and unmovable statue, capable of absorbing extreme levels of damage such as being struck by an SUV. Blasphemy: The demon may sink into the earth and travel at half their Speed for one round per the demon's Torment, passing through most physical materials like it were water.
Preservation: Repair holes, rot and rust, frayed wires, and other damage to a building. Increase a structure's Durability. Blasphemy: The restoration is temporary and will fall into an even worse state after either weeks, days, or hours depending on the extent of the demon's Torment.
Revelation: Divine the layout and security systems of a building. Blasphemy: The halls of the building become unnatural confusing, causing those who fail a roll of Wits + Composure - the demon's Torment to become lost and trapped inside.
Supply: Cause the earth to rise as a barrier, create an opening in a wall, or ensnare an individual's legs. Blasphemy: Affected earth becomes muddy and acidic for one round per the demon's Torment, inflicting one lethal to anyone in contact with it.
The Forge
Knowing: Determine what materials something is made of or how to use it.
Dominion: Bind a small number of objects to the Elohim so that they always know where they are and can summon them into hand instantly.
Preservation: Restore an object to pristine condition. Increase a tool's quality, raising it's die bonus and Durability.
Revelation: Learn the history of an item, such as who made it, who owns it, who last used it, or any other significant moments in its use.
Supply: Create an object out of raw materials or make slight alterations to an existing object.
Paths
Knowing: Detect a path to a destination meeting certain criteria, such as remaining unnoticed or avoiding environmental hazards. Blasphemy: The path visibly crackles with demonic energy, making it easy for others to notice and follow.
Dominion: Cause a known individual to always travel towards the demon no matter what path they take for one day. Blasphemy: Rather than lead to the demon, the target's paths lead no where for one hour per the demon's Torment.
Preservation: Conceal a door, alleyway, or other path into an area for one day per the demon's Faith such that only particular individuals can find it. Blasphemy: Instead of being concealed, the path is trapped and inflicts bashing damage equal to the demon's Torment to all who enter.
Revelation: Detect a path to something needed or someone sought, even if its location is changing. Blasphemy: Anyone attempting to interfere with the demon's pursuit must succeed on a Resolve + Composure roll or gain the Lethargic Condition.
Supply: Create a pathway with unique characteristics, such as decreased traversal time, ability to pass through barriers, or that requires a special key. Blasphemy: The path is twisted and hard to follow; those who fail a Wits + Survival - demon's Torment roll become lost and exit at a random point.
Lores of the Fourth House
Ciphers
Knowing: Intuit surface secrets, such as a computer password, safe combination, or a name to give in order to establish credentials. Torment: Learn the brutally effective means to interrogate someone or break into something.
Dominion: Alter a mortal's recent memories. Torment: Wipe memories of the last several days.
Preservation: Encrypt a message or make a piece of information temporarily obscure and buried. Torment: Cause unintended readers to suffer a breaking point and go insane for a time.
Revelation: Assess whether intel or research is legitimate, fabricated, or of value. Divine leads for who to talk to or where to go to obtain information. Torment: Divine the information gaps or possible treacheries in data or leads.
Supply: Fabricate keys, badges, paperwork, or evidence linking someone to a crime. Torment: Fabrications instill dread, causing others to view subject as dangerous or unstable.
Harmonies
Knowing: Fill an area with lights or simple sounds. Torment: Produced light or sound is powerful enough to stun individuals.
Dominion: Momentarily become a wave of light capable of traveling vast distances in a blink of an eye. Torment: Teleportation produces a rift in space that multiple individuals may pass through, though it leaves them disoriented.
Preservation: Render an individual invisible to visible light, sound, and electromagnetic detection. Torment: Rather than being invisible, individual exudes inky darkness that obscures sight and muffles sound.
Revelation: Send or intercept messages sent via radio, television, or wireless computer. Torment: All signals to a target or in an area are blocked by random static, screams, and horrifying images.
Supply: Create a phantasmal image that follows a routine or moves as dictated. Torment: Image is disturbing and causes others to flee in terror.
Patterns
Knowing: Divine information about an upcoming event, such as when or where a ritual will take place.
Dominion: Step into an individual's past, witnessing an event as if there and allowing them to relive it.
Preservation: Anticipate threats to an individual in the near future. In combat, act as an interrupt after another character declares an action.
Revelation: Divine the events leading up to a particular event in the past.
Supply: Retroactively have prepared in the past for a situation in the present.
Lores of the Fifth House
Longing
Knowing: Divine an individual's desires or goals, from most immediate to long-term. Blasphemy: Additionally, learn the details of the character's last degeneration roll and any mental Conditions they are suffering from.
Dominion: Make a mortal temporarily infatuated with the demon, giving them the Charmed Condition. Blasphemy: The target becomes completely subservient, and gains the Enthralled Condition instead.
Preservation: Allow an individual to fade into the background, ignored by mortals until they do something that would draw a lot of attention. Blasphemy: Upon being noticed, the demon's Torment is added as bonus dice on an action passing blame to someone else.
Revelation: Heighten a mortal's ability to pursue one of their desires and focus them upon obtaining it, giving them the Obsession Condition. Blasphemy: The subject must spend a point of Willpower per scene in which they eat, sleep, or do anything other than pursue their obsession.
Supply: Take a mortal's real desire and create a physical manifestation of it such as jewelry, narcotics, or the portrait of a loved one. Blasphemy: The created object is cursed such that it brings despair, madness, or misfortune to the recepient before being destroyed.
Masks
Knowing: Sense the social hierarchy in a room, such as who has the most authority, who is out of favor, and so forth. Blasphemy: Tension, rivalry, or hostility between individuals become apparent as well.
Dominion: Enhance the reputation of an identity or organization in the public eye, bestowing Fame for a number of days up to the demon's Faith. Blasphemy: When the fame ends, it comes crashing down, bestowing the Notoriety Condition for a number of days equal to the demon's Torment.
Preservation: Construct a perfect lie, adding Lore rank as automatic successes to a Subterfuge roll and requiring those without supernatural detection to spend a Willpower point to see through it. Blasphemy: The lie is viral and can be passed on a number of times equal to the demon's Torment.
Revelation: Automatically know the right thing to say or do in order to gain the trust of those nearby, gaining the Connected Condition for a day. Blasphemy: While Connected, can lower the group's Social Impression of another individual or organization by one for a number of days equal to the demon's Torment.
Supply: Take on a false identity, with appearance, mannerisms, and personality appropriate for a desired role. Blasphemy: The persona comes off as incredibly creepy; add the demon's Torment as bonus dice when Forcing Doors in a Social Maneuvering effort.
Storms
Knowing: Divine the next several days of weather. Create fog, rain, or a freezing chill.
Dominion: Transform into a body of water capable of rapid motion.
Preservation: Grant the ability to breathe underwater for a time. Solidify moisture into a thin wall of ice.
Revelation: Transform a body of water into a scrying pool that shows the surroundings of a recently touched individual.
Supply: Cause a body of water to move in waves, solidify into ice, or evaporate. Alter the weather forecast for the next couple of days.
Lores of the Sixth House
The Flesh
Knowing: Alter an individual's body chemistry, purging toxins or making them feel intoxicated, rousing them to full alertness or putting them to sleep.
Dominion: Control an individuals' nervous system, flooding them with pain or pleasure, sharpening or disabling senses, inflicting seizures, or increasing reaction time.
Preservation: Heal bashing or lethal damage. Eliminate exhaustion, hunger, thirst, stress, and addiction.
Revelation: Divine the family members, loved ones, intimate enemies, and recent contacts of an individual.
Supply: Make minor alterations to a person's appearance. Temporarily move dots between an individual's Attributes.
The Hunt
Knowing: Sense feelings of anger, fear, or predatory hunger, and amplify or negate them in a mortal.
Dominion: Cause a group of mortals to be cowed, run in fear, or be incited to violence against a specific target.
Preservation: Enhance an individual's Dodge and Speed. Provide an opportunity to escape confinement.
Revelation: Divine the strengths, weaknesses, and physical state of an opponent.
Supply: Convert a Miracle into a trap that triggers when enemies approach.
The Wild
Knowing: Sense the wildlife in an area. Commune with animals in concepts they understand. Cause minor plantlife to grow spontaneously.
Dominion: Summon nearby animals of a specific species to defend the Elohim or perform a task.
Preservation: Create a barrier or shelter made of thick branches, vines, and leaves.
Revelation: Extend the Elohim's senses through a group of animals or the plants within a couple miles.
Supply: Alter the instinctual patterns of wildlife in an area, changing what animals consider their territory, when plants bloom, etc. Cause plants to rapidly grow in a specific configuration.
Lores of the Seventh House
Death
Knowing: Divine how a corpse died or the most likely way a mortal will perish. Numb a person's limb or render a mortal listless.
Dominion: Raise a corpse as a zombie under the demon's control. Render a mortal languid, nearly lifeless.
Exaltation: Enchant a mask to shield its wearer from the mental trauma or spiritual taint that comes from killing a living being. Blasphemy: The mask causes individuals to become obsessed with death.
Preservation: Alter a corpse to appear to have died at a different time or manner. Keep an individual alive past the point of death.
Revelation: Send a terrifying vision of death to a nearby individual, sapping their Willpower. Create omens of impending doom.
Supply: Accelerate the process of decay in organic or inorganic matter.
Spirit
Knowing: See and touch ephemeral beings such as ghosts and unbound demons. Blasphemy: Sense the current strength of mortal souls and whether they are or ever have been possessed by a demon, ghost, or other ephemeral being.
Dominion: Summon a nearby ghost and issue a command for them to perform for one day. Blasphemy: The target is commanded for additional days equal to the demon's Torment, but their darkest aspects are brought to the fore.
Preservation: Restore an individual's Corpus. Shield a ghost from being summoned or commanded, or a mortal from being possessed, for one week. Blasphemy: The subject feels the pull of the Abyss and gains the Spooked Condition.
Revelation: Ask a question of the Underworld powers and receive a (cryptic) answer. Blasphemy: Force a vision from the minds of the Underworld powers, though it may have distored information.
Supply: Force a ephemeral being to materially manifest. Create a new fetter for a ghost or spirit. Blasphemy: The target is wracked with pain, taking Torment dice as bashing damage if they failed (or did not make) a contested roll.
The Realms
Knowing: Sense the strength of the Gauntlet or where a gate leads. Seal or open standard locking mechanisms.
Dominion: Become an ephemeral being capable of moving into and out of Twilight, as well as taking small objects along.
Preservation: Create a ward over an area or on a container blocking access to those not specified.
Revelation: Sense the location of nearby entryways to other realms. Divine the properties and rules of a realm.
Supply: Create a portal that allows near instance travel anywhere in the world. Strengthen or weaken the local Gauntlet.
Apocalyptic Form
Though trapped in a mortal body, the Fallen possess the power to appear as they once did for a short time. The transformation is both physical and spiritual; dust and debris form ashy wings, eyes burn with fire, skin begins to glow. As the demon fully assumes their Apocalyptic Form, the mortal body disappears completely and is replaced by an awe-inspiring divine figure. Whether that visage is glorious or terrifying depends on the level of the Fallen's Torment.
System: Adopting one's Apocalyptic Form takes around one minute and a successful Stamina + Faith + Legacy roll. The character takes a -2 penalty to this roll when in city suburbs or large towns, and a -3 penalty when in dense urban areas. An additional -2 penalty applies when the act would be witnessed by particularly cynical or areligious individuals. A point of Numen can be spent to quicken the process so that it takes a single action. Once transformed, the Fallen remains in their Apocalyptic Form for the duration of the scene or until they choose to drop it. During this time they do not suffer from human limitations such as the need to breathe or eat, and as their composition is more spiritual than physical, mundane weaponry such as guns and swords deal bashing damage to them instead of lethal damage.
Each visage has four celestial and four demonic traits, but only four are ever active. Fallen of Torment 1 or lower manifest their celestial abilities unless they purposefully invoke their Torment, which allows them to use one or more of their demonic abilities instead. At Torment 2 and every rank higher the demon loses access to one of their celestial traits and replaces it with a demonic trait chosen by the Storyteller. This change is permanent until their Torment is lowered.
Conversion Notes
Difficulty Modify - Increases or decreases in difficulty translate into two dice for one difficulty shift, and five dice for two. If any Form has two abilities that provide overlapping bonuses, it is recommended that one be replaced.
Armor - Armor provided by one's Apocalyptic Form has a rating of 3/0.
Attacks - Form abilities that gave the demon a natural attack deal lethal damage. Any damage modifier is halved and rounded up. For instance, if it says "Strength + 3", its damage rating is 2.
Appearance - A bonus of +1 translates to the two dot version of Striking Looks, +2 translates to the four dot version of Striking Looks.
Awareness - Bonuses are added to Lore rolls for Miracles of Knowing and are added to the demon's Faith rating for purposes of their supernatural awareness.
Dodge - Bonuses are added to the demon's Defense rating.
Intuition - Bonuses are added to Lore rolls for Miracles of Revelation.
Leadership - Bonuses are added to Expression rolls.
Perception - Bonuses are added to Wits + Composure rolls to notice things.
Extra Actions - Replace this ability with another one.
Extra Limbs - This provides a +3 bonus to Brawl and a +2 Defense.
Aura of Misfortune - Enemies within one meter per the demon's Torment subtract one success for each die that came up a 1 on all rolls.
Chimerical Attack - Once per round an attack roll is made against an enemy in melee reach using a dice pool equal to the demon's Torment. Defense does not apply. The phantoms inflict lethal damage with a +0 modifier.
Chimerical Aura - Attack rolls against the demon suffer a -3 penalty.
Dread Gaze - Make Faith + Intimidation versus Faith + Composure; if the victim fails they gain the Frightened Condition.
Hypnotic Visions - The first time an individual attacks the demon in a round, they must make a Resolve + Composure - demon's Torment roll or gain the Stunned Tilt for one round.
Venom - Victim touched must succeed on Resolve + Stamina - demon's Torment or gain the Intoxicated Condition.
Divine Will
As weak as they have become and as far as they have fallen, demons are still living instruments of Heaven. As such, their minds cannot be penetrated or compelled by even the greatest supernatural powers, nor can control of their host be wrested from them by other beings capable of possession. Their emotions can be read and manipulated, however, and they can be forced to act by spirit laws as described below.
First Tongue
Demons are all fluent in the First Tongue, the language of perfect communication spoken before their imprisonment. After the fall of Babel, the ability to comprehend the First Tongue was stripped from humanity, condemning them to centuries of conflict borne of miscommunication and isolation. Whenever hearing the First Tongue, mortals instead perceive musical instruments, sounds from nature, or someone "speaking in tongues". When presented with its written form, they simply fail to see it. Only a mortal with Occult 3 and a specialty in Demonology can learn to understand the First Tongue. This provides the Fallen with a means of covertly communicating amongst themselves. Additionally, since all languages are but broken versions of the First Tongue, demons are automatically fluent in all languages, including those of dead cultures or used by occult societies.
Names and Titles
The Fallen's knowledge of the First Tongue provides the means to perfectly describe their nature and place in Creation. When sharing a portion of themselves in this way, they are expressing a True Name. This word is a spiritual anchor for them in the world; when mortals offer worship or perform occult rituals using one of a demon's True Names, they make use of a mystical conduit that reaches the Fallen wherever they may be. Even speaking a True Name is enough to draw the demon's attention, and with a thought they can ascertain who said it as well as hear what the speaker says afterwards and even reply if they so desire.
In the First Age, each Elohim had at least one True Name known publically by the rest of the Celestial Host. This Celestial Name was employed to converse with each other across any distance. During the war, it also became a means by which to spy on those who accidentally spoke their name aloud. For this reason, it became common practice for the Elohim to refer to one another using their Celestial Titles so as not to alert the subject of a conversation. These titles had no real power; angels used their rank and purpose within their House, while demons developed sobriquets reflecting their deeds during the war.
A True Name can be expressed either verbally or as a personal seal, both of which have intrinsic power:
Spoken: A demon automatically knows the identity of someone who speaks their True Name and may converse with them verbally. Additionally, rolls to perform summoning rituals and veneration rites receive a +2 bonus for each of the demon's True Name used.
Seal: Placing a demon's seal somewhere creates a mystical link that they can use. Correctly inscribing it requires a Wits + Occult roll with a penalty equal to the demon's Faith. If successful, the demon may later perform a single Miracle as if they are in place of their seal.
A demon has as many True Names as they do facets of their soul. Other than their Celestial Name, they guard these carefully, for greater knowledge of the demon's essence grants power over them. Yet even if they might aim to only ever employ one True Name, the nature of the First Tongue is that the intention and medium of its expression says as much any combination of syllables. To learn a True Name as it is shared with allies, as it is whispered by a demon's cult, and as it is used as a conduit for their rage is really to learn three of the Fallen's True Name. In fact, those versed in the First Tongue can uncover True Names by learning a demon's Duty and Urge, studying their deeds and Miracles, and observing their relations with others.
Rapture
The Fallen are divine beings walking the Earth performing Miracles. With only small effort they can assume their Apocalyptic Form and present themselves to mortals as undeniable proof of the existence of God, angels, and demons. Sadly, most mortals, even those of devout belief, have great difficulty reconciling divine manifestations with their perceptions of the world. When demons appear in their Apocalyptic Form or perform Miracles blatantly, they induce a state of Rapture in mortals present. Contrary to common usage of the term, Rapture is not always a joyous and beneficial condition. Presence of the divine is deeply shocking, even more so when it comes in the shape of a monstrous demon. To determine how a mortal reacts, they must make a Rapture roll.
Dice Pool: Resolve + Composure. Mortals in crowds are greatly influenced by the reaction of others and more susceptible to panic. They suffer a -1 penalty when with a handful of people up to a -5 penalty when in a tightly-packed crowd. Furthermore, automatic successes are added or subtracted based on the Fallen's Grace.
Action: Instant
Roll Results
Dramatic Failure: The mortal goes catatonic. They may gain a derangement or even die from the shock, at the ST's discretion.
Failure: The mortal is overwhelmed and loses all rationality. They may collapse into tears or start gibbering madly, run away, stare silently in awe unable to make sense of what they see. If armed, they may even attack the demon out of fear or a violent need to destroy the cause of their confusion. Later on they suppress or rationalize the memory away.
Success: The mortal maintains some sense and is capable of interacting with the Fallen. The Rapture instills in the mortal a belief in the divine and a world with meaning. The degree to which they are affected by this revelation and the time it takes before it begins to lose authenticity and relevance to their life depends on successes scored. At 1 success, the mortal is overcome with joy or fear, barely able to think or act clearly, but the feeling passes and is largely forgotten as soon as the scene ends or the demon leaves their presence. At 2-3 successes the mortal is affected by the Rapture but remains mentally present, though they are still dazed and may miss details of the situation. They strongly remember the experience for at least a few days or weeks, after which it becomes a thing of the past. At 4 successes the mortal is fully alert and capable of relating the experience months or years later.
Exceptional Success: The mortal recognizes and accepts the revelation almost immediately. They will never forget the moment of Rapture or have it lose meaning in their life, and they do not suffer from the effects of Rapture for the remainder of the story.
Spirit Qualities
Naming
All spirits possess names in the First Tongue by which their nature and place in Creation can be understood. They are also a weakness, a link to the spirit's innermost being through which they can be controlled and even changed. None are more cognizant of this than the Fallen, who were brought into existence when the Creator spoke their full name. During the war, knowing just a handful of an enemy's Names was often enough to gain a decisive advantage over them, for one need only speak to rob them of their strength or will.
All spirits and demons can be bound through a naming, though those with greater power are harder to control. The speaker rolls with a dice pool equal to half the number of the target's True Names known, with a penalty equal to the target's Rank/Faith. The naming itself is an instant action where the speaker must say one of the target's True Names in their presence. Successes
Rebuking
Upon their return to the world, the Fallen found themselves strangely weakened by displays of defiance from mortals. God may have left humanity with a defense in anticipation of the Fallen's escape or perhaps imprisonment in the Abyss has left their spirits' irreparably broken. Regardless, a mortal who acknowledges a demon's nature but has the courage to rebuke them to their face gains supernatural protection and may even force the demon to flee.
Rebuking a demon is an extended action using the mortal's Presence + Academics (if they have a Specialty in Religion) or Occult (if they have a Specialty in Spirits). The difficulty penalty is equal to the demon's Grace, and equipment bonuses are granted for holy relics or appropriate occult instruments. The mortal also receives a +1 dice bonus for each Integrity dot above 7 or a penalty per Integrity dot below 6.
Each round the mortal makes a successful roll the target demon is unable to approach or use hostile Miracles on them. The demon can still use their abilities to learn information about the mortal or deceive them with illusions, and may attempt to distract or dishearten them with social manipulation. If the mortal accumulates total successes equal to 5 + twice the demon's Faith, the demon is forced to flee from the mortal for one hour. On an exceptional success the demon is banished for an entire day. If the effort comes up short, however, the demon is free to act and cannot be rebuked by that individual for one day.
Banes
Demons who have declined in Grace find objects or locations with religious significance disturbing and even dangerous. When In order to voluntarily touch a blessed item or step onto holy ground they must spend a Willpower point and succeed on a Stamina + Composure roll. Failure means the demon suffers 1 level of lethal damage per turn they remain in contact and are unable to perform Miracles. Success means they take no damage, while an exceptional success allows them to use their Lores. If a demon is forcibly touched by a bane they are not allowed a roll to resist.
While even minor holy objects or locations are harmful to newly returned demons, as their Faith increases the Fallen become resistant to greater amounts of holiness. A demon with 1 or 2 dots of Faith treats ordinary rosaries or religious scripture as banes, while a demon with 3 or 4 dots would not be affected unless it was actually blessed by a spiritual leader. At 5 or 6 dots of Faith the demon is harmed only by holy items of importance to numerous people, such as a temple attended by hundreds or the bone of a saint. At 7 dots and up the requirements become increasingly stringent and esoteric.
When a demon Grace falls to 2 dots or lower they gain additional banes of the Storyteller's devising based on their house. For a Scourge this might be the laughter of children or disinfectants, while for a Devourer it could the bones of a large predator or wood from an ancient tree. Like holy banes, these house banes become more specific as the Fallen gains dots of Faith, but should remain common enough that an enemy who discovers a demon's bane can reasonably exploit that knowledge.
Dispossessed
When a demon's host is mortally wounded and they are unable to heal it, their spirit becomes untethered and manifests as their Apocalyptic Form above the body. The pain of death is only made worse by the Abyss, which they can feel pulling at them. They temporarily lose one dot of Faith, which does not return until the end of the story. While dispossessed, the Fallen has the traits of a spirit, with Power, Finesse, and Resistance attributes equal to 1 + half their Faith. Devils, Devourers, and Slayers have one higher Power, Fiends and Defilers have one higher Finesse, and Scourges and Malefactors have one higher Resistance. Regardless, they are unable to touch the material world and cannot perform Miracles, but also cannot be affected by anything other than banes or powers specifically designed to affect spirits.
Obtaining a New Host
The demon cannot sustain themselves as pure spirits for long. Each minute they are without a host, the demon suffers a point of lethal damage. They may use what Numen they have to heal, but cannot ravage thralls or otherwise gain Numen. Once they take their Corpus in lethal or aggravated damage, the demon falls back into the Abyss. In order to avoid this fate, the demon must find a new suitable host—one that is too spiritually weak or mentally dead to struggle—and possess them quickly or fall back into the Abyss.
A Finesse + Resistance roll can be made to sense a suitable host within a number of miles equal to their Faith, with whatever penalty the ST feels is appropriate to find someone suitable in the area. If successful, the demon must travel towards them and attempt possession. Upon reaching a target, the demon can claim the body with a Power + Finesse roll; anyone who might conceivably be able to resist the possession attempt cannot be targeted by the demon. If they fail, they may try again, but at a cumulative -2 penalty. If the victim is a thrall that willingly accepts the possession, no roll is necessary.
Possessing a new body is a traumatic experience for the Fallen. Their memories and personality are once again melded with that of the host, often leading to crises of identity as priorities and beliefs shift. Pacts may break and even knowledge of Lores forgotten. The mortal world naturally rejects any connection between the Fallen's old persona and their new one, leading to the loss of Community and other Merits. ST and player are advised to stat the Fallen as a brand new character with the same amount of experience allocated to reflect the skill set and background of the new host, but keeping the demon's (modified) Faith, Grace, and Torment.
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Close previewWow Super nicely made, Just what i was looking for XD