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The Ashes of Paradise

Once they ruled the earth as gods, radiant spirits of fire and thunder
that defied the fury of Heaven for a thousand years. Now the angels of
the Abyss have returned to a world that has forgotten them, a place
devoid of the faith that fueled their dreams of glory. No longer titans
of creation but bound in frail vessels of human flesh, the fallen are but
shadows of their former might, tormented by the pain of their long
imprisonment. They have faced the fury of the Almighty, borne defeat
and eternal damnation. This time nothing will stand in their way.

The Rage of Fallen Angels


The Demon Players Guide contains a host of new rules, optional
powers, tips and guidelines that add new depth to the fallen and their
struggles for glory and redemption. Inside you will find expanded
systems on customizing a characters apocalyptic form, a more
detailed and flexible system for creating infernal items and rules for
combining fallen lore paths through intricate and powerful rituals.
Combined with valuable character creation tips and an expanded
character sheet the Demon Players Guide is an invaluable resource
for players and Storytellers alike.

A Player Resource for Demon: The Fallen


TM
BY DAVID CARROLL, JACOB DOCHERTY, MATT MCFARLAND,
PATRICK ODUFFY, GREG STOLZE, KYLA WARD AND CHUCK WENDIG
Credits
Authors: David Carroll, Jacob Docherty, Matt McFar-
land, Patrick ODuffy, Kyla Ward and Chuck Wendig.
World of Darkness created by Mark ReinHagen.
Storyteller Game System Design: Mark ReinHagen
Developer: Michael Lee
Editor: Carl Bowen
Art Director: Pauline Benney
Layout and Typesetting: Pauline Benney
Interior Art: Peter Bergting, Vince Locke, Ken Meyer
JR, Jeff Rebner, Klaus Scherwinski, Chris Shy, Andrew
Trabbold, Cathy Wilkins
Front Cover Art: R.K.Post
Front and Back Cover Design: Pauline Benney

2003 White Wolf Publishing, Inc. All rights reserved. Repro-


duction without the written permission of the publisher is expressly
forbidden, except for the purposes of reviews, and for blank character
sheets, which may be reproduced for personal use only. White Wolf,
Vampire, Vampire the Masquerade, Vampire the Dark Ages, Mage the
Ascension, Hunter the Reckoning, World of Darkness and Aberrant
are registered trademarks of White Wolf Publishing, Inc. All rights
reserved. Werewolf the Apocalypse, Wraith the Oblivion, Changeling
the Dreaming, Werewolf the Wild West, Mage the Sorcerers Crusade,
Wraith the Great War, Trinity, Demon the Fallen, Demon Storytellers
Companion and Demon the Fallen Players Guide are trademarks of White Wolf Publishing, Inc. All rights
reserved. All characters, names, places and text herein are copyrighted by White Wolf Publishing, Inc.
The mention of or reference to any company or product in these pages is not a challenge to the trademark
or copyright concerned.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural ele-
ments are fiction and intended for entertainment purposes only. This book contains mature content. Reader
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TABLE OF CONTENTS
PROLOGUE: BY HIS WORKS YOU SHALL KNOW HIM 4
INTRODUCTION 12
CHAPTER ONE: FALLEN 16
CHAPTER TWO: THE PRICE OF GLORY 40
CHAPTER THREE: MERITS AND FLAWS 72
CHAPTER FOUR: THE NATURE OF THE BEAST 96
CHAPTER FIVE: INFERNAL ENGINES 136
CHAPTER SIX: RITUALS 176
DEMON PLAYERS GUIDE

4
PROLOGUE

The Reverend Matthew Wallace sat on a bench Theres nothing simple about it, but yes. Faith is
by the riverfront eating popcorn from a bag and the key.
drinking iced tea from a can. He was, once again, Hm so then the question is, can faith abide
debating with a devil. with certainty?
The devil sat beside him, calmly licking a Is that the question?
fudgesicle. He looked exactly like Matthews son Noah. Do you have faith that this grass is green, or that
He even ate the melting ice cream the way Noah the sky above us is blue, or that your popcorn is warm
would carefully, holding a napkin under the stick and salty?
with one hand to keep his clothing clean. But it wasnt I see what you mean. This is about your direct
Noah. Matthew knew this. Hed seen the demons experience of God.
other shape and heard its other name. The devil nodded. I could argue that you can
Its other voice was not something you heard as have faith because you are ignorant. That igno-
much as something you felt and obeyed. rance of the divine is the prerequisite for faith. It
The essence of salvation is simple faith, then? explains a lot.
the devil asked, twirling the fudgesicle in his mouth as Like why you were commanded to hide your-
the minister replied. selves from mankind.

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DEMON PLAYERS GUIDE

Back when we were angels, yes. Noah looked willing to help you be the best man you can be. Who
out over the water, and his face was handsome with tells you when you do wrong, even if it pisses you off.
melancholy. Before the Fall. Even if it means losing the friendship.
Matthew took a sip of tea. It was too lemony. The And thats the sort of friend God was to me?
canned stuff always was. So youre afraid that you Matthew shrugged. Does it make sense?
can never have faith, because you simply know. Noah didnt say yes or no. He said, Then all I
Id prefer the word concerned to afraid, but need to do is feel that God is good and Ill be saved?
youre largely correct. Because thats a tall order.
Matthew shrugged. Others have experienced God Ever hear of fake it til you make it?
directly. Mary, Moses, the Apostles. Where I act like I believe something until, even-
But they already had faith when they were exposed. tually, I do?
Not Saint Paul. Revelation was his conver- Right. Its kind of funny, but it works. If someone
sion experience. wants to feel love, I tell them to act loving. The act
Paul believed strongly enough to persecute the makes them think about it, see things a different way.
early church. He believed in God all right, he just Another consciousness trick. The lie becomes
didnt believe Christ was the Messiah. the truth.
All right, were drifting here. The point is, proof I wouldnt put it that way.
of the divine did not take their faith away. Surely So I must do good.
youll agree to that, right? Without doing harm.
Noah bit the last lump off his fudgesicle stick Right. Noah nodded. How about your church?
and nodded. Id be delighted to work in your outreach program with
All right then. Maybe your challenge isnt to the poor and the homeless.
have faith in God, but to have faith in His love and Matthew squinted at him, his mouth set in a
benevolence. forbidding scowl.
Noah gave Matthew a thin smile. Considering Oh, Noah said. Theres that suspicious look
that by His word I was bound and flung into Hell again. You think Im up to something. You think this
yes, that is a challenge. is all a sham.
But thats what you must do, dont you see? Thats the Im not saying that.
only way youre like a human being; the only way youre in
But you think it. You cant trust me. Why should
the dark. You cant know the Almighty you told me so
you? Im a devil; youre a minister of the Lord. He
yourself. So instead, you have to trust, blindly trust, that
shook his head. What must I do to prove the purity of
His will is good, even for you whom He punished.
my intentions?
And you, Matthew. Remember that He pun-
The minister said nothing. Noah turned and looked
ished you as well. Noah wrapped the fudgesicle stick
at him.
in the napkin and put it in a trash can.
How about this? I fix things with St. Timothys.
Perhaps you need to forgive God.
St. Timothys was a Catholic church in nearby
If God can do no wrong, for what can I possibly
Mulesboro. Six months earlier it had gotten a new
forgive Him?
priest a black priest. The defection of some white
For loving you enough to punish you. Matthew families to other area churches some Catholic,
shifted and turned to Noah. Plato said there were some Protestant had been an ugly source of tension
three levels of friendship. in the small Missouri town. Then, only a week ago, St.
Plato said no such thing. Timothys had caught fire just as a predominantly
Well, one of those Greeks. Theres the first black Baptist church had in 1999 and another before
level which is just, you know, hanging out. Two it in 1998. The police werent saying the burnings
people who enjoy one anothers company, but no were connected, but everyone was thinking it.
more than that, okay? The next level is a friend The church burning was a charged subject.
wholl help you, even when it costs him. Could be Matthew and the devil had been present when it
anything from giving up a Saturday to help you caught fire.
move to throwing himself on a grenade. Fix things? Matthew asked.
There is no greater love Wouldnt it be a blessing to this whole area if that
Right right, but this is the Greeks, not the Bible. ugly situation could be resolved? Would that be doing
Matthew leaned in. The third level is a friend whos good without evil?

6
PROLOGUE

Again, the minister said nothing. slaughter? Thats a rather advanced exercise of Chris-
Ill sweeten the pot, Noah pressed. If I dont tianity, even you must admit that.
find the culprit and satisfy the town that justice was All right, all right. Self defense. But only if they
done satisfy them in a way that can give people real threaten you.
closure Ill give you my True Name. Done. One month from he looked at his
I know your name. watch. 1:22. So, if youll excuse me? He stood.
You know the name Gaviel, the devil replied, Where you going?
and it has some power. With it you can call me from I have an arson case to solve.
afar and Ill hear your words. But with my True Name ! ! !
you can command me completely, unmake me, steal His first visit was to Father Deon Warwell, the
my power for yourself or exile me from this world priest who had caused such tension when he took over
and back into the Abyss. as pastor at St. Tims. He greeted Noah warmly, as well
Matthew gave him a sharp look. Noah narrowed he might. Noah had been on the scene when the
his eyes and continued. church burned, and hed pulled a woman named Lynn
Youre thinking that if you had this, you could Culver out of the flames.
free your son from me, right? Ive told you: Your son is Mr. Wallace! Its good to see you here.
dead. Im in his body, thats all. You send me forth and Please, call me Noah. How is Ms. Culver?
all you get is Noahs corpse. But I suppose that would
The priest shook his head. Shes mending
satisfy you, wouldnt it? Then youd know I played you
but she seems badly shaken. Poor woman. Of all
straight all along.
the people
I only have your word for all this.
Oh? Instinctively, Noah reached out, un-
What have you got to lose? seen and stopped himself. Hed said he wouldnt,
Thats the question. If you fail and I figure you so he didnt. Hed have to deal with this man the
must have some edge, some inside track I get this human way.
True Name. What if you succeed? Shes, er had a rough time of it, the priest said.
You mean, what if I prove I can do good without I see. Well, do the police have any suspects?
doing harm? If I accomplish a deed of unalloyed virtue?
Plenty. Too many, really.
Well, in that case, you give me the chance to do more
of them. You let me help you at your church. So many who would burn a church? I cant
believe it.
Matthew thought about it.
Well, theres a lot of quiet old Klansmen around,
Im adding one condition, he said.
Deon said sadly. And those noisy, misled youth in
Name it. Christian Identity and the White Aryan Resistance.
You do it in a month. And you do it without Thats who the police suspect.
without supernatural powers. But no names? Just organizations?
Thats two conditions. The priest nodded. Noah pursed his lips.
No deal without em. How are your parishioners?
Then Im afraid were at an impasse. The month Oh, most of them are taking it well. Father Deon
Ill cheerfully grant, but without supernatural powers gave a twisted little smile. Ive seen some families
I cant occupy this body. I cant move about or interact come back because of this. And the community sup-
with the world or do anything but remain in the Pit. port has been remarkable. Well have the building
What youre asking is impossible. repaired in no time.
All right you can stay in the body. For now. But Wasnt a big fire, then?
you cant use your powers to control people. You cant
No, not like the last one.
change into into
! ! !
Right. Noah stroked his chin. But what if Im
threatened? Can I use my talents in self defense? Noah was much less polite to Denise Cowper of
the Mulesboro PD. Shed interviewed him about what
Why would you need to?
he saw and did while St. Timothys burned, and hed
Come now. Were almost certainly looking for a noticed even then that she seemed uncomfortable
church-burning racist. Do you think such a person with the case. When shed come to him then, hed
would hesitate to kill a nigger like me to protect turned on the charm as only a devil could. This time,
himself? Or do you expect me to go like a lamb to the he went to her acting like an angry human.

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DEMON PLAYERS GUIDE

just dont understand why youre so upset! she Ill get some, she said.
said, clearly puzzled. About time, he thought. As soon as she was out of
You dont? Dont you? Some madman is runnin the office, he pounced on the file folders hed seen on
round, burning our churches, but you dont under- her desk.
stand why were upset? The police do nothing, get ! ! !
nothing done and cant see why were unhappy? What, Detective Cowpers prime suspect was George
you expect us to sit on the porch, eatin watermelon Lasalle. Hed been the prime suspect in the 1998
and waitin for the arsonist to strike again? He won- arson as well. Hed been arrested in 1977 when a Ku
dered if the watermelon hadnt been over the top, but Klux Klan rally turned violent, but he asserted that
it made her flinch. hed left the Klan after that. No one on the police
Were doing all we can! force was convinced.
Are you? Are you really? Someone does this George Lasalle was a retired machinist, 62 years
in broad daylight in front of a dozen witnesses, old, divorced and living alone. He had two convic-
and you have nothing? No one saw anything? No tions: a public nuisance from the 77 rally
one knows anything? You must think Im pretty plea-bargained down from assault and a drunk and
damn stupid. disorderly from 1981 again, plea bargained down
No! Its these things, they take time. from assault after an incident with a black man in
Have you heard the phrase Uncle Tomming? a movie theater.
Im sorry? He lived alone, and Noah had high hopes as he
Uncle Tomming. Have you heard that phrase? knocked on the mans door.
Its like playing dumb. You dont resist, you dont defy Go way, said a scratchy voice from inside.
anyone, you dont refuse you just dont do it. He kept knocking, patiently, monotonously.
Goldbricking. Doing enough to satisfy, but not enough The curtain over the window by the door twitched,
to accomplish. and Noah saw a bloodshot eye.
Are you accusing the police department of Beat it, said the voice. This private property.
of that? Noah knocked and knocked.
He said nothing, just gave her an insolent look. The door finally opened, and a portly man stood
Mr. Wallace, I dont I dont know what to say. there glaring. Yre trespassin, he said, an if you
Were doing everything. Everything. I mean, weve dont scram pronto, Ima blow a hole in you big enough
gone over and over it with the witnesses t throw a football through.
Oh, so it must be their fault? Poor dummies didnt Noah smiled a little. That sounds like a threat.
see anything, werent paying attention? Damn straight.
I didnt say that! Im not sure youre serious about it, though.
Then where are your results? Where are your You dont think Im serious, boy? The last word
suspects and arrests? had a good fifty years of contempt packed in it. You
We have suspects, but we arent we cant jus wait. It took only moments for Lasalle to produce
I cant talk to you, he said, looking away. a small handgun and point it at Noah.
Mr. Wallace, please. She bit her lip, leaning Is the safety off? Noah asked.
over her desk. I I thought we She took a deep Click. Is now.
breath and tried again. I dont know why youre so But how do I know its loaded?
upset, she said. If you think Im not working hard Lasalle worked the slide, and a shell fell to the floor.
on this case, youre just wrong, and Ill prove it to you
Okay I just want to be absolutely, positively
if you let me.
sure youre threatening me with deadly harm.
Yeah?
Lasalle raised the gun and aimed at Noahs face.
Please. Youve, your testimony really helped, How much more proof you need? You get, or Ill kill
and I want you to know were getting to the bottom you, unerstand?
of this. Okay?
Im glad were clear on that.
He straightened his clothes. Maybe I was a
Noahs smile became dazzling.
little hasty.
Now GIVE ME THAT WEAPON, he said speaking
I understand youre upset. Look, do you want
not as Noah, but as Gaviel the angel.
some coffee or something?
! ! !
Iced tea?

8
PROLOGUE

Twenty minutes later, Noah left Lasalles house,


vaguely inclined to go home and shower. The man had
broken down, collapsed utterly under the glory of
Gaviels true form. Hed sobbed, had agonized about
his loneliness, his uncertainty and fear, his fading
health and terror of dying alone and unloved.
It had really been rather tiresome. The mans got
enough angst for two Oprah book picks, the demon
thought, idly looking down at the pistol hed taken.
With a shrug, he put it in his glove compartment.
The only really interesting thing hed gotten
from George Lasalle was that the man had not
burned St. Timothys.
! ! !
The nurse at Chase-Rockney hospital flirted with
Noah a little while showing him to Lynn Culvers
room. He didnt mention that hed been the one to
save Lynns life, figuring the nurse already knew. He
didnt ask the nurse for her phone number.
Ms. Culver? he asked quietly. She looked up
with drug-bleared eyes.
Deon? she muttered.
Are you feeling all right?
The nurse gave his back a wistful look as she closed
the door. He saw it in her reflection in the window but
gave no sign.
As he approached, Lynn seemed to rally. She
fumbled by the side of the bed and hit a button, which
raised the mattress so she was sitting up.
Oh, she said. Its you.
How are you doing?
Better. Her voice was raspy, coming out of
smoke-scarred lungs. I never got a chance to
thank you.
Youre welcome.
No, I mean youre a hero. A real hero. If it
wasnt for you, Id have have A tear trickled
down her cheek.
Shh. Youre embarrassing me.
Im sorry.
Dont apologize. I mean, what have you got to be
sorry for? Its the guy who did it He should be sorry.
Yes
Theyve got a guy, you know?
Hm?
They havent made an arrest, but well ev-
eryone knows.
Knows what?
Everyone knows he did it. It sickens me to think
he might get away with it, but everyone knows it was
George Lasalle.

9
DEMON PLAYERS GUIDE

George I dont think I know him. cause this turned out to be a Klan-free crime? Just what
Well, dont you worry. Hes gonna swing for this. might happen with the congregation, Father?
You think theyd execute him? The priest was silent. You cant suggest that we
Thats probably too much to hope for. Since you cover this up. I wont do it.
got hurt in the fire, though, they could prosecute him Hmm. Yes, your church has been burned with
for attempted murder. Doesnt really matter. Hes cover-ups, hasnt it? So to speak. Noah ran his fingers
pretty sick. I dont think hell last long in prison. up under his chin. Give me a couple of days. Ill think
What if he didnt do it? of something.
Noah narrowed his eyes. ! ! !
! ! ! In time, he went back to George Lasalle. The man
So, why do you suppose Lynn Culver set her own was drunk and not happy to see him.
church on fire? Noah asked. Go way, he said, his voice afraid.
Father Deon Warwell looked surprised, but not George, lets not go through this again.
astonished. What makes you think she did? Go way! I got a gun!
She told me, Noah lied. No, you dont. Ive got your gun.
The priest sank back in his chair and sighed. As You tricked me.
his breath whistled out, he seemed to shrink. Oh George, you know thats not true. Take a deep
damn, he said at last. breath and really let yourself remember. You know
You didnt know it was her? what you saw. You know what I am. You know what
Warwell shook his head. it means.
You suspected? Slowly, the door opened.
I didnt suspect, but I I was afraid it was her. What do you want from me? Lasalle asked, his
Why is that? voice small.
Another sigh, a short one. Because the night It was an effort to not really push the man, but
before the fire she well, there was a scene. Gaviel made do with Noahs native charm and
warmth. They were really quite impressive, by hu-
A scene?
man standards.
Some women mm, they have problems and
Do you really think Im here to get something
they well, they chase after the wrong men. Men
from you? Im here to give something to you, if youll
they shouldnt have or that they cant have, you know?
only accept it.
Married men or
What do you mean?
Or priests.
Noah entered and sat on the couch. George took
Father Warwell nodded.
the easy chair.
Wow.
George, what have you got?
Lynn is a sad case. She well, shes got a past.
Lasalle remained silent.
I thought I could help her, give her a job at the
church, kind of be there for her. I guess she took it Youre not saying anything, George, cause re-
the wrong way. ally, you got nothing. No family you talk to. No friends
left. No job to go to, even. You had hate for a while, but
Well, you tried.
even that slipped away, didnt it? Now all you have is
You know what they say about good intentions. emphysema.
The road to Hell, uh huh. Noah frowned. So, George said nothing, just frowned.
what do we do now?
Let me tell you what you could have. You
I suppose we tell the cops. could find a group of people who respect you. You
You really think thats a good idea? could get forgiveness for all the shitty things youve
Well, theyre I mean done over the years. You could have the knowl-
Exactly who does that help? Lynn goes to jail and edge that you helped instead of hurt, healed instead
becomes a punchline for right-wing radio hosts across of harmed, gave hope instead of hatred. That
the nation. sound good?
The congregation might I guess. Lasalles eyes were still afraid. Whats
Might what? Might forgive one of their own? the catch?
Might accept you more when the whiff of a sex scandal Youre smart to ask that. The catch is, you have
oozes out? Might ignore future racial incidents be- to come clean about St. Tims.

10
PROLOGUE

I didnt do it! screaming, the only people round when you die will
Oh, I know. But you must take the fall for it. be your cellmates and maybe the warden. Noah
What? Thats crazy! stood and glared down at Lasalle. The people need
Look at it from a bigger perspective. The commu- an inspiring story of faith and forgiveness, and Im
nity is hurting because of this, because the story going to give them an inspiring story of faith and
theyre getting now is racist bastard burns church and forgiveness if I have to burn down your life to get it!
gets away with it. They dont know who the racist is, You hear me?
but theyre certain there is one, you get me? Now. You George heard.
go to the priest, confess, turn yourself in and tell the ! ! !
judge that you didnt mean for anyone to get hurt, that That poor man, Zola Wallace said. Zola was
youre sorry. Hell, tell em you saw an angel if you feel Matthews wife and Noahs mother. She was delighted
like it. Whats the story then? Its old man sees the that her son had returned. Neither Noah nor Matthew
light and repents. People love a redemption story, was willing to tell her the truth.
George, and when someone repents, its awful hard to The three Wallaces were sitting in the den of
not forgive him. You start attending St. Tims, and Matthews home, watching an evening news segment
people will treat you right because theyll feel too interviewing George Lasalle and Father Warwell.
guilty if they dont. s like they say, George said. Hate is like a
No no. This aint right. Its like Im covering drug. Only the thing is, like a drug it it dont work
up for the real crook. so well over time. You get less of a less of anything
The real crook is a sad, messed up, broken out of it. In the end, there you are, high an dry.
woman. You wont be covering up for her, youll be Privately, Noah thought Georges voice sounded
giving her a second chance. As Jesus took the blows for better coming out of Matthews graphically equalized
mankind, youll take the blow for her. and Dolby-filtered surround sound speakers than it did
George wavered, then shook his head. in real life.
I cant, he said. Im Im too old. I just cant. Its pretty amazing, Matthew said softly, sneak-
I cant have all them eyes looking at me, people ing a glance at Noah. Most men like that theyre
shaking their heads. like a bad dog when its sick. A sick dog bites anyone
You can and you will! Damn you, George, its who comes near, even the people whod help it.
not everyone who gets a second chance handed to Pretty brave of him, Noah said. Its never easy
him from an Angel of the Lord! Youre seeing my to admit youre wrong.
good side now, but if you anger me youll regret it Matthew opened his mouth to speak, then
until you die and forever after! You think you got closed it when he saw Zola gazing at her son with
nothing to lose? Well the cops already have you pride and adoration.
made as their man, and if you go in kicking and Yeah, he muttered at last. Its never easy.

11
DEMON PLAYERS GUIDE

12
INTRODUCTION

Say first, for Heavn hides nothing from thy view


Nor the deep Tract of Hell, say first what cause
Movd our Grand Parents in that happy State,
Favord of Heavn so highly, to fall off
From thir Creator, and transgress his Will,
For one restraint, Lords of the World besides?
John Milton, Paradise Lost

Demon: The Fallen is a game of epic heroism and and a wealth of new information designed to add
infernal glory set against a backdrop of the cynical, flexibility and depth to the original game. Ultimately,
modern World of Darkness. Just as the fallen them- however, every detail included in this book should be
selves are living dichotomies of humanity and divinity, a stepping stone for your own ideas and concepts. As
the setting of the game is a merging of two worlds: the ever, our Golden Rule applies. If you dont like what
ancient, wondrous period of the Age of Wrath and the you find in these pages, or better yet, what you read
world of modern technology and science that we know inspires a different vision of the characters and con-
today. As the demons escape the Abyss and seek to cepts contained therein, change it! Its your story.
shape the World of Darkness according to their will, Make of it what you will.
they become more adept at recovering knowledge
from their ancient war and merging it with the new HOW TO USE THIS BOOK
concepts and ideas that humanity has created in the This book is divided into several chapters, each of
aeons since. For good or ill, the world is changing which is designed to explore and explain a specific
under the influence of the fallen, and the game con- area of the game. Remember, though, that the most
tinues to grow to reflect this evolution. important chapter in a storytelling game is your
The information provided in this book is both an imagination. Never let anything in this book become
expansion to concepts introduced in the core rules a substitute for your own creativity.

13
DEMON PLAYERS GUIDE

Chapter Five: Infernal Engines presents compre-


OPTIONAL RULES AND SYSTEMS hensive, detailed and complex optional systems for
This book provides new systems and setting creating enhanced, enchanted and possessed relics,
elements for Demon: The Fallen and offers the greatly expanding the options available to the demons
mechanics you need to make them a part of your of the Third House. Examples of present-day relics and
game. Almost all of these systems are optional some dating from the Age of Wrath are provided for
theyre not an official part of the game. You and your inspiration and to suggest story ideas for your chronicle.
Storyteller must agree that any new systems and Chapter Six: Rituals provides rules for combining
setting elements are appropriate additions to your infernal lore to create larger, more complex effects than
chronicle before you can introduce them. Dont just the House evocations are designed to provide. This
show up to your next game with a new apocalyptic chapter contains a comprehensive system for perform-
form for your character, for example, just because the ing and creating infernal rituals that can be tailored to
means to change it are offered in these pages. Your any effect you wish to create, as well as a large list of
Storyteller and the other troupe members must all be sample rituals possessed by each of the seven Houses.
willing to use the new ideas, too. That way no one is
left out and everyone has fun. QUESTIONS AND ANSWERS
Each optional system and rule in this book is identi- Since the publication of the Demon: The Fallen
fied as such. Consider this book a collection of new core rules, several issues have arisen regarding errors or
opportunities to expand the horizons of your chronicle. omissions in the first printing of the text, as have
questions regarding the interpretation or use of vari-
ous evocations listed in the game. The following
Chapter One: Fallen provides a wealth of sugges- section contains errata for the Demon core rulebook
tions and tips for creating a well-rounded, as well as answers to a number of frequently asked
multi-dimensional Demon character. Beginning with questions about the game.
guidelines for envisioning the origins, history and
personality of the demon itself, the chapter then APOCALYPTIC FORM ERRATA:
covers important questions to consider when creating Extra Limbs: The apocalyptic form ability Extra
a mortal host that complements (or contrasts) the Limbs provides the demon with two extra attacks per
characters infernal nature. The chapter concludes turn at the characters full dice pool or permits a block
with advice on integrating these two aspects together or parry without forcing the character to abort her
through the events of the characters prelude. intended action for the turn. (pages 182, 188, 192,
Chapter Two: The Price of Glory focuses on 194, 200, 206 and 207)
how characters gain (or lose) Backgrounds, Virtues ARMOR
and lore through the course of a chronicle, and how to All types of armor (including the Devils apocalyptic
reflect these changes in play. Optional systems, such form ability Scales) provide protection against aggra-
as recovering forgotten lore through meditation or vated damage as well as bashing and lethal. (page 239)
seeking tutelage through infernal mentors are also
introduced, as well as a new system called resonance EVOCATIONS
for enhancing fallen evocations. Enchant Object (Lore of the Forge ): The
Chapter Three: Merits and Flaws provides a host number of successes required to successfully create an
of optional traits that players and Storytellers can use enchanted item is four times the number of Faith points
to further define their characters and give them added invested in the item. Therefore, an item requiring one
individuality. These traits are grouped into six catego- point of Faith to create would require four successes in
ries: infernal, physical, social, mental, legal and an extended Dexterity + Crafts roll. (page 191)
economic, and they place a greater emphasis on quali- Fade (Lore of Humanity ): The player rolls
ties provided by the characters mortal host than Manipulation + Subterfuge, not Manipulation + Pres-
further celestial abilities. ence. (page 174)
Chapter Four: The Nature of the Beast adds Manipulate Flesh (Lore of the Flesh ): The
greater flexibility to the revelatory forms of the fallen by effects of this evocation last for the duration of the
providing optional systems for custom-designing a scene. (page 208)
demons apocalyptic visage. These systems run the Sense Congruence (Lore of Patterns ): The text
gamut from providing additional options for static reads: One success shows the location where the event
forms built at character creation to a free-form method will occur, but not when or where. It should read: One
that provides the fallen with a mutable form that can success shows the location where the event will occur,
change its abilities from turn to turn if the player desires. but not when or how it will occur. (page 192)
14
INTRODUCTION

Twist Time (Lore of Patterns ): The text Can evocations be performed as a reflexive
reads: Outsiders who enter the bubbles space do join roll? No. Evocations require careful thought and pre-
its altered time unless your character wishes it. That cise control to achieve their desired effect, something
should read: Outsiders who enter the bubbles space that doesnt lend itself to performing out of pure reflex.
do not join its altered time unless your character As ever, your Storyteller is free to make exceptions to
wishes it. (page 193) this rule, depending on the situation.
FAITH What is the volume a Gaping Maw could
Faith cannot be used to soak bashing, lethal or swallow whole? Gaping Maw provides a demon with
aggravated damage. (page 239) a set of powerful jaws and a metabolic system that
allows her to eat virtually anything. It doesnt increase
TORMENT the volume the character can swallow in a given
When making an evocation roll, compare your action, but it affects what she can safely consume. A
successes to your Torment. If a majority of the suc- demon with Gaping Maw can eat a VW bus if she
cesses you rolled shows numbers equal to or less than wants one human-sized bite at a time.
the characters Torment, the high-Torment effect What is the duration of Manipulate Flesh (Lore
occurs. In the event of a tie, the low-Torment effect of of the Flesh )? The alterations made using Ma-
the ritual is used. nipulate Flesh last for the duration of a single scene.
Example: Magdiel wishes to use Decay on the body of Can a character have a secondary lore path at
a cancer patient. Magdiels Stamina is 2 and her Medicine the same level as her primary lore path? For example,
is 3, for a total of five dice, and her current Torment is 7. if a Slayers primary lore was Lore of the Spirit ,
The difficulty for the roll is a standard 6. Adam rolls three could the character also have Lore of the Realms
successes: 7, 9 and 9. He has a majority of successes that ? Yes. The only restriction is that a character may
are greater than his Torment, so the evocation works as not possess a lore path at a higher level than her primary
planned. If hed rolled 6, 6 and 8, however, the high- lore. So in this example, the Slayer could not have
Torment effect would have occurred, decaying everything Lore of the Realms because the characters has
around the character. only three dots in her primary lore.
Botches cancel successes starting with the highest Can the Lore of the Beast be used to summon,
successes rolled. (pages 161 and 169) control or possess supernatural creatures in animal
WILLPOWER form (such as werewolves, vampires in bat or wolf
You cannot spend a Willpower point to avoid form, etc.)? No. The lore path applies only to animals,
losing a Faith point if you botch an evocation roll. not supernatural creatures that have assumed the
(page 163) shapes of animals.
Can a demon (or mortal) walking a path created
FREQUENTLY ASKED QUESTIONS by the Lay Path evocation still see her surroundings?
Does a demons host body age after possession? Yes, though the effect could be somewhat distorted and
As long as a demon has at least one point of temporary surreal depending on the nature of the path created. Lay
Faith available, her host body does not age, nor is it Path manipulates spatial relationships between two
susceptible to normal diseases or illness. If the demon points, creating paths that are entirely physical but
expends all of her temporary Faith, her body will age dont necessarily correspond to three-dimensional space
normally and be vulnerable to sickness until she gains as the human mind perceives it.
one Faith point. If a demon makes a path through a fire, do others
Can extra actions gained by a characters see him walking through the fire, or is he invisible as
revelatory form be further split into multiple actions long as he walks on the path? The demon would be
by dividing the characters dice pool? No. visible walking through the fire a created path doesnt
Can a demon possess the thrall of another make the character invisible. It is possible to look for or
demon? No. The bond forged between demon and create a path that allows a character to move from point
thrall prohibits another demon from seizing the thralls A to point B without being seen, in the same way that a
body. The only way a fallen could possess the body of person with knowledge of wilderness survival can sneak
another demons thrall is if the thralls master volun- across a seemingly flat and open field by tracing a path
tarily revoked the Faustian bond, freeing the human that takes advantage of subtle dips and rises in the terrain.
from the demons control. Can a character step off a path after only
Can multiple demons share a single thrall? No. A walking half its length? A character can exit a path at
mortal can have only one Faustian pact at any given time. any point she wishes.

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DEMON PLAYERS GUIDE

16
CHAPTER ONE

Cursed is every one who placeth his hope in man.


St. Augustine, On Christian Conflict

Marshall sat with his back to the couch, staring at the it, a wall of darkness, cold and ceaseless like a coffins
dancing flames framed by the stone fireplace. Maryann embrace. The loneliness of that time was one of the things
traced her fingers across his shaved scalp. He took a sip of he remembered without a hitch, with no need to strain for
the wine. Her knees pressed comfortably against his sides. the memory. It sat inside his heart like a cold piece of coal.
For a moment, he felt good. He shook his head, squeezed his eyes shut for a few seconds.
Marshall, she cooed, her voice soft in his ears. He Then he looked at Maryann, taking in her beautiful round
enjoyed hearing that name. Part of it felt like a secret face. Cherubic, even, he thought. It made him smile.
identity, a nom de plume; part of it felt like a reaffirmation Not much, he said. Just thinking about you.
of who he really was. Marshall Jakes. Or Nebiros. Two The fallen have a bad case of dueling personali-
personas. Two selves. It was amazing that it felt so nice. ties. Their brains are tottering see-saws with two
Yes? he asked. identities striking an odd balance. One identity is
What are you thinking, baby? an immortal being whose face was warmed by the
A staccato burst of images flared and receded in his first rays of light that the sun ever put upon the earth
minds eye. A sky of angels clashing high in the air, so high an angel who defied the divine order and was
they looked like warring hawks. Men swaying, bowing, locked away in an eternal prison for his insubordina-
scraping, praying. A black tower piercing the clouds. A tion. The other identity is like you or me a fairly
face, a mans face, buried in the center of the sun and normal person with a job and a family, who has
glaring balefully down upon him. So much fire. So much habits, foibles, goals and dreams that extend no
blood. Ash clouds coughed on bitter winds. And after all of further than his day-to-day life. The question, then,

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DEMON PLAYERS GUIDE

is how do you as a player (or Storyteller) effectively With demons, it becomes harder and harder to shake
portray this conflict of identities in the course of the memory of the dream and find the truth within
your Demon chronicle? What happens when your the illusion.
character is trying to remember who stood with him This section should help you in that differentia-
during the Siege of Sagun, but all he can call to mind tion. It provides questions to ask and guidelines to
is the last time he bought milk at the corner store? follow when looking to fill in all the blanks that come
What happens when hes playing with his mortal with the two conflicting halves of your fallen
children but all he can remember are the knifing characters personality. A demon needs both sides.
winds of the Abyss cutting his soul to ribbons over The memories of millennia as an angel make up who
and over again? your character is, but the human psyche is what
In Demon: The Fallen, youre playing a monster; buffers the characters soul against the terrible memo-
an ancient being trapped in a bleak Hell for untold ries of the Abyss. The following chapter should help
millennia who has essentially become human. Your you further define this duality.
characters ultimate identity would appear to be de-
mon the human body is just a monkey suit, right?
A bag of flesh he wears like somebody elses old
ANATOMY
clothes. Only problem is, this outfit smells like the old
owner. So much so that it constantly reminds your OF AN ANGEL
character of the old soul, even though he never knew It was nothing like that, Marshall said, squint-
him. Its a coat of memories, and many fallen find ing at the painting on the museums white wall. His
themselves lost in it, unable to fully recollect what hands curled around the velvet rope separating the
wearing their own skin was actually like. Or, in patrons from the paintings, and he enjoyed the realness
another fashion, its like your character having one of of it for a moment, the soft certainty. The painting he
those dreams where he wakes up and, at least for a stared at was the Garden of Earthly Delights, the tri-
time, the memory of the dream supplants the memory panel piece by Hieronymous Bosch. A triptych, his
of real life. Didnt the dream happen? Wasnt it real? mortal memory recalled.

18
CHAPTER ONE

Here, on the left panel, he said to Maryann, through the Abyssal cracks and found their way
its all so insular, like the Garden was one tiny patch into human bodies. While they might not remem-
of land. A zoo, perhaps, or a tomato patch. He ber every element of their angelic nature, those
furrowed his brow. And it looks like someone mowed elements are still very significant aspects of your
the lawn. I remember, from time to time, just how big characters identity. Here are a few suggestions and
it really was. And untamed. An unkempt expanse, guidelines to help you further define the demon
ever-changing; so alive that you could hear the plants inside the mortal shell.
growing, see the animals evolving He sighed. And
this part where the Allfather and the Allmother are CREATING NAMES
holding hands with God? God wasnt there. Not like Names are powerful symbols throughout the
that. He was thunder before the rain. A face in the sun. religions of the world. In Judaic thought, it was
But he was never a person. believed that the angels names were quite literally
Maryann continued to stare ahead. their mission or the task given to them by the
Middle panel; I dont know what thats about, Creator. Raphael, for example, means healer of
he mumbled. But this last panel? Is this supposed to be God. Satan (or HaSatan) means he who chal-
Hell? The fiery Pit? He shook his head. Got it all lenges. In both Egyptian thought and in the Genesis
wrong, Mr. Bosch. Tsk-tsk-tsk. Men copulating with account, things are literally brought into being
pigs? A bird-man devouring souls? And whats with the simply by naming them. Names also have power
giant instruments or that strange rabbit? As demented within supernatural circles, which is especially true
as the scene is, I only wish the Abyss looked like that. of the fallen. Those who know your name your
At least it wouldve been something. Anything. Some True Name hold dominion over you and your
splash of color. Some proof that the Creator had everlasting soul. A demons names (both the Celes-
painted the place, even if he had used his dirtiest tial Name and the True Name) are crucial aspects of
brushes. He sighed. It was so much worse. I cant his identity. A demons Celestial Name is essen-
even explain. The absence of the Creator and the tially reflective of his title, station or task as defined
Lightbringer was infinitely more harrowing than this at the dawn of Creation. One could compare it to
Freudian playground. It was like a storm you couldnt the original derivations of Western surnames. A
see. A darkness that was solid to the touch. Outside of person named Miller, for instance, owes her sur-
us, you could hear humanity whispering, changing, name to an ancestor that ground grain for a living at
growing, unleashed and unable to change its own some point in the past. The True Name of a demon,
diapers or stop fouling its own nest. however, is much more inscrutable. Its a descrip-
Maryann blinked. tion of his very soul, the equation of all the sounds,
Torture. Pure torture. So many dribs and drabs from vibrations, numbers and syllables that add up to the
that time, like splotches of ink that dont quite make a whole sum of his very being. How then do we create these
picture. Scenes cut to other scenes, and I know there are unique names for a Demon character?
countless years missing. A brother murdering a brother.
Promising to heal all the huddled humans who had been CELESTIAL NAMES
afflicted with the Creators plagues. A great cloud of flies The Celestial Name is a title or designation
descending upon a stone fortress as trumpets blared in our instead of the true harmonic vibration of the
ears. All very frustrating. Sometimes its like a deranged demons soul, but thats not to say its not impor-
dream, other times it feels like its happening all over again. tant. The Celestial Name is what most demons will
I wish I remembered more, you know? call your character.
Maryann turned off the Walkman and eased the If youre looking for good names to fit this role,
headphones off her ears. She looked up. Im sorry, babe, mythology is replete with possibilities, especially
were you saying something? Middle or Far Eastern mythology. You can scour
He shrugged, and kissed her forehead. I was just books from the library or search the Internet for
saying that the museums closing in ten minutes. We should names of gods and other characters from Jewish,
probably go. Christian, Zoroastrian, Hindu, Chinese, Japanese,
The devil is in the details, they say, and in this Sumerian and Babylonian mythologies. A specific
case, the clich is entirely accurate. Your character angelic mythology can be drawn from through books
began life as a being beyond time, a creature liter- called angel dictionaries. Also certain websites
ally responsible for designing and creating some detail names and functions of angels, fallen angels
aspect of the physical world. The fallen were eter- and demons that appear in religious texts. One good
nal agents of the Creator long before they slipped site to check out is www.pantheon.org. This site is

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DEMON PLAYERS GUIDE

an online reference of mythological characters di- name. Feel free to describe it, but dont concern
vided by culture. yourself with a proper name.
Another question to consider is whether this
Celestial Name is the one your character origi- CHOOSING A HOUSE
nally held before the Abyss. If it was given or Choosing a House can be a very simple or a very
chosen during that vast swath of pre-history, difficult thing. Its simple if youve read over the House
then its possible that other demons know your descriptions in the main book and you know exactly
character and her history (even if she doesnt where your potential character fits in. It becomes more
know it all herself). If the title is newer (gained difficult the hazier the picture of your soon-to-be fallen
in the Abyss or perhaps after the escape), how- is. If youre uncertain where to go, or where the genesis
ever, other fallen might not recognize the name of this character really fits, here are some thoughts to
which can foster suspicion. help you choose a House for your new demon.
There also might be a title associated with the First, while this section is not about creating
Celestial Name. Prior to the Abyssal entrapment, your mortal host, its not a bad idea to have some
Lucifer and his lieutenants granted titles to those who idea already percolating about who the human ves-
were present and worthy titles of duke, baron, sel is (and was). This way, you can spare yourself the
overlord, lord or fell knight. Does your character retain ugly contrast if you are planning on stuffing some
the title? Its also possible that, after the characters war-hungry Devourer into the body of a meek 15-
escape, the demon might have another self-granted year-old girl. Or, alternatively, you might directly
title in mind. Titles like Lord of Wishes, Sword of seek such a contrast (more on this in Anatomy of a
the Dawn or Baroness of the Temple City of Lust are Mortal, page 31). Its good to have this idea in mind
all examples of titles created uniquely by a demon, for so you can begin setting up the duality right from the
herself. Feel free to tie this choice into the Eminence beginning. Knowing who the mortal is will help you
Background in the Demon: The Fallen core book. If choose a House.
your character has three or more dots in Eminence, its Second, the descriptions in the book for the Houses
a smart wager to suggest that your demon had (or has) are hard-and-firm delimiters of angelic duties, but
a title among other fallen. An Eminence 4 or 5 is likely thats not to say that you cant have variations within
to suggest that your character was important enough to each House. For instance, Devils may now be the
be granted one of the chief positions by Lucifer in the charismatic tempters and deceivers that the main
time before the Abyss. book portrays them as, but their original duties were
Example: Beth gives her character, Marshall Jakes, that of conveying Gods will. As such, there are mul-
the Celestial Name of Nebiros after looking online for tiple concepts available. A Devil could be a leader,
demon names and discovering that Nebiros was a commanding troops of fallen with a thunderous voice,
lower-ranking demon in Hell. She also decides that the or he could be a barons right-hand-man, a skilled
character will have an Eminence of 3. Perhaps not politico with a serpents tongue. Other concepts exist,
enough to grant Nebiros an official title, but she decides as well, outside of the normal. A Devil, with the lore
that Nebiros called himself the Blood Dragon during available to that House as well as its general embrace
the time before the Abyss because he was one of the of the Social Attributes, could have made an excellent
angels who actually granted the physical life-blood to bard or poet of the time before and since Rebellion. Or,
the Allfather and Allmother. as a scion of the First House, theres nothing stopping
a Devil from being a warrior, as well a hero of the
TRUE NAMES earliest times, flaming sword in hand.
A demons True Name is a vibrational utterance, The point is, any concept is available to any
the summation of his very soul in a complex series of House, but each House colors that concept with its
sounds. Its important to remember that the demons own way of doing things. If you wanted to make a
True Name is almost an abstraction of sound and isnt warrior, someone who fought with martial skills during
easily quantifiable into simple syllables, letters or other the Rebellion, that concept could arguably be made to
noises. It might be a high-frequency resonance, like a fit into any of the Houses. A Devil warrior might have
thousand children singing (or screaming), or maybe been as described previously a hero of angels,
its a precise sequence of dissonant sounds (pages stalking the battlefields with honor and a command-
turning, crows screeching, glass shattering). Perhaps ing voice. A Scourge warrior might have been a
its not even a sound at all. Ultimately, dont worry so defender of men, shepherding humans to safety while
much about the specifics of this name just be aware a battle raged around. A Fiend warrior couldve been
that its more like a complex cipher than a spoken a military strategist whose theories could only be

20
CHAPTER ONE

implemented by time in the theater of war, gaining a the world. Going that deep would take you so much
sense of troop movements from the ground (or sky). A time, youd probably never even get to play the game.
Slayer warrior could be a fearsome sight, indeed a You should, however, be thinking about where your
painted gladiator, a dark and frightening spirit ripping character fit into the grand scheme of things, as well as
souls from angels while stalking the scorched halls of what your demon was doing during her time as a
Sagun. A warrior from the Defiler House might have rebelling angel. And so weve come up with a few of
been something of a battle muse, a dervish of frenetic what might be termed tent-pole questions for you to
attack, howling songs of inspiration for her fellow answer about your characters place in pre-history. These
fallen. A militant Malefactor might have run massive questions, like the poles in a tent, will help hold up your
siege engines while alternately fighting off angels who character and actually give it depth and body instead of
sought to overturn his cruel war-device. And finally, just being a flat concept that wouldnt stand up to the
the Devourer warrior isnt much of a stretch. Lets scrutiny of the story.
ponder, instead, what a Devourer poet would be like.
Perhaps a fallen who accepted war but didnt care for WHAT PART
the glory and spent his quiet time contemplating the DID YOUR DEMON PLAY IN FIAT LUX?
repercussions of the Rebellion in the form of medita- In the beginning, there was nothing, and that
tive poetry? nothing was called God. God chose to create light
Bottom line is, with the Houses, think outside the through his will but He needed the hands to
box. While the fallen were certainly different from implement His will, and so the angels were born.
humans, they still maintain their own individual spark Once upon a time, your character was one of these
of life that makes them individuals. They are only angels so what did she do during those seminal
loosely defined by their jobs, much as we are only moments of Creation? It might have taken seven
partially identified by ours. seconds or seven million years (time, as we men-
tioned, was undefined), but your demon played some
Example: Beth decides that, since Nebiros was in-
key part in literally forging the world and the cosmos
volved in designing part of the mortal body, he was most
that surrounded it. Your House, provided youve
likely a Scourge. She also likes this idea because it fits with
chosen one by now, can help you further define what
the guardian angel concept she has in mind for the final
hand your angel played in Creation. Feel free to
fallen character.
actually give your character dominion over some part
HISTORY of his Houses duties. One Devourer might say
(provided she can remember it when contained in
Time meant very little to the denizens of Para- the mortal mind after the Abyssal escape), I helped
dise, but we can be sure that the angels existence to give life to the birds of black feather, whereas
before their Abyssal sentence was one that comprised another Devourer could claim, I helped give life to
thousands of years. What that means is that, prior to the plants that are poisonous to men. A Devil was an
the imprisonment and the subsequent escape into a angel that conveyed Gods will to the others a
mortal container, your character existed for a very mouthpiece of divine action but what crucial
long time. Thats a lot of information for you to have message did your Devil carry? Did she carry the order
to figure out. If you think about all a mortal can to the Scourges to breathe life into a new human
achieve in a single lifetime of 70-80 years, think called the Allmother? Did she direct a collection of
about what an angel was capable of accomplishing in Fiends to create a cycle of night and day so the world
a hundred times that. Your demon was an angel, after may have periods of wakefulness and rest? None of
all, who started off her existence actually crafting this information is absolutely crucial to who your
some portion of the world humans live in, from the demon character is, but it will give a nice bit of flavor
dirt to the sky to the birds to the trees. And it only to them that could haunt them unknowingly through-
goes up from there. The fallen saw the birth of man, out the story.
the growth and closure of Eden, and then, of course, Example: Beth has already decided that Nebiros was
we cant forget about the Rebellion instilled by the instrumental in the creation and implementation of blood
notions of the Morningstar. Even the time after the into the circulatory system.
Rebellion is a war that takes millennia to conclude.
Sounds like a daunting task to actually chart and map WHY DID YOUR
out what your character was doing during that colos- CHARACTER CHOOSE TO REVOLT?
sal period, doesnt it? Another key element of a fallen character is the
Well, the good news is that you dont have to sketch reasoning behind her choice to go against the
out every year of your demons life in the pre-history of Creators wishes and align with the Lightbringers

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DEMON PLAYERS GUIDE

decision to reveal the angels presence to humanity unaligned? If he was a member of a legion, which
as a guiding force. We know why Lucifer did it one, and why? While certain legions were geared
why did your character do it? This is crucial informa- toward members of specific Houses, they did accept
tion, as its likely to color your demons actions in members from other Houses. The Alabaster Legion,
the modern age whether she remembers precisely for example, comprised largely Slayers, but other
why she rebelled or not. The motivation for rebel- Houses had representation, however small. Your
ling might have been very simple or terribly complex. character might have been a Fiend in this legion,
Its possible that your angel simply loved humanity seeking to skulk away from the others and help to
so much and felt great sorrow at their enforced guide the future patterns of the foolish humans. Or
ignorance. But there are other possibilities. Maybe maybe your angel was a Slayer who chose not to
your character had only a slight interest in human- stand with the Alabasters, and instead fell in with
ity, but she opted to rebel because she loved Lucifer the Ebon Legion, hoping to help punish those mor-
so much (or was simply swayed by his powerful tals who did not comply with the command to aid in
declarations) that it seemed like the only thing to the rebuilding of Eden. Again, feel free to think
do. Or perhaps frustration was a motive. Consider outside the box when it comes to the historical
that the angels worked miracles sum-total won- aspects of your character he need not be the
ders within the cosmos as directed by Gods fulfillment of a stereotype.
yearning, yet humans were blissfully unaware of this Example: Beth reasons that Nebiros was faithful to
work. They couldnt understand or appreciate ev- Lucifer, and as such, joined the Crimson Legion with
erything the angels created, nor were they even humanitys best interests in mind.
aware of the angels at all. How frustrating that must
be to an angel who realizes that his hard work in WHAT DID YOUR CHARACTER DO
creating the beauty of an orchid, encoding its DNA, DURING THE AGE OF WONDER?
directing the actions of pollination and photosyn- This period was a strange time, and its impor-
thesis have all gone to monkeys who give the flower tant to know your characters place in it. During this
one look, one sniff, and then bumble off? Its even period, the fallen host lorded over man, beast and
possible that your angel was jealous of the Allfather plant and began building vast, abstract structures
and Allmother. They were content in their idyllic chthonian mazes beneath the ground, towers jut-
state, given Gods spark, but did angels have time to ting from the tips of the most glorious mountain
sit back and enjoy everything? Lucifers decision to
rebel couldve theoretically opened a door to any
other angel who sought to rebel whether his PLAYER TIP: Laissez Faire
motivations had anything to do with Lucifers in- One option available to you, provided your
tentions or not. Storyteller agrees, is to play hands-off and opt
Example: Beth wants Nebiros to feel closely associ- out of creating your characters demonic history.
ated with and protective over humans because, in a manner What this means is that the Storyteller will cre-
of speaking, humans literally have a link to Nebiros. This ate it for you. In the beginning of the game, you
protection is what leads him to rebel and aid in mortal start your character off as a fallen, but with a deep
enlightenment. wash of mortal memories and only the slightest
recollection of anything demonic. (This implies
WHAT DID YOUR CHARACTER DO a low, or non-existent, Legacy Background.)
DURING THE AGE OF WRATH? Having created your demons history much as you
The Age of Wrath is the period encompassing wouldve done, the Storyteller can then dole out
the time during and after Gods punishment, when bits and pieces of that history to you either as
the fallen began shepherding the humans back into flashes of memory or through confrontations with
the light. As the ash storms died down, the fallen other fallen who clearly remember more than
realized that their rebellion would continue and your character does. Its the amnesiac approach to
they could remake the world in their image and the demonic element of your character; one that
teach the mortal flock accordingly. These were the could create a challenging level of mystery to
earliest days, if they could be called such, of the your character. But remember, this is only an
demons rebellion and this time saw hope fos- option if your Storyteller is kosher with it. Dont
tered among the rebelling host, often in the form of just assume that your Storyteller will magically
the legions. Was your character a part of these have a history awaiting you if you havent spurred
legions, or did he remain undecided or purposefully her on to do so.

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CHAPTER ONE

ranges. Meanwhile, battles continued on the fringes WHAT DID YOUR CHARACTER DO
of the world, bizarre confrontations of sword and DURING THE TIME OF ATROCITIES?
song that could astound or destroy mortals The Time of Atrocities grew out of the act of
caught in the crossfire. What did your demon do Abels murder as committed by Caine. This act
during this time? Almost anything is possible. Was tarnished the land in a wash of blood and lust, and
she a Malefactor who helped further the perfection all the fallen felt some part of the horror. The Ebon
of Lucifers Genhinnom? Was she a Scourge who Legions assault on Sagun was exemplary of what
protected herds of nomadic mortals from the ob- the rebelling host had become as they were in-
scuring attacks of the Creators angels? Or worse, spired by the spark of brutality and bloodlust that
was her Torment already accruing within? If this is mans actions had fostered. Your character, during
the case, its possible that she was a party to the Ebon this time, has many paths he could have chosen.
Legions depredations, creating grim wonders and For one, he couldve felt the stab of murder brought
cruelly demanding worship from the purposefully by Caine and joined the ranks of the punishing
ignorant human herd. Maybe your demon knew of fallen, steeping low and miring himself in the
the Torment growing within her and therefore de- suffering of the innocent. He couldve gone a
cided to live on the edges of existence and stay out different route with the anger within and levied
of the cold and silent war, even opting out of the assault purely against Gods remaining angels,
educating the masses of mankind for a more con- attacking them while they were weak due to their
templative lifestyle. Again, anything is possible. inescapable horror (and the fact that many of the
During this era, the angels of the fallen host were highest were off punishing Caine for his transgres-
gods to the mortals, culling them, teaching them, sion). Its also possible that your angel stood with
loving them, cultivating worship from them. Where Lucifer, appalled at what had become of his breth-
did your demon fit into this scheme? ren after all, the war was with Heaven, not the
Example: Beth decides that Nebiros had enough of the humans, right? Finally, your character might very
dominance of demons during the Age of Wonders so he well have determined his own path avoid the
decided to live on the outskirts, enlightening mortals in a fight entirely, foster a cult of mortals away from the
small ivory city on the fringes of existence. strife, or stride among the violent fallen and take

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DEMON PLAYERS GUIDE

vengeance upon those who have gone against


Lucifers edicts. This time is a turning point for the THE ABYSS
insurgent host, a time when their mettle is truly Descriptions of this prison outside of time
tested. The war with the Heavenly Host reached and space are varied. Some describe the cutting
new levels during this era, and the battles that had winds flaying the love from the demons souls.
once contained themselves to the edges of Cre- Others describe pure darkness, ash or merely the
ation were now in the forefront, with casualties on abstract absence of humans, the Creator and the
all sides. Your character chose sides and acted upon remaining world. There was the pain of mortal-
that decision at some point. kind bleeding through the edges, staining the
Example: Beth believes that the first murder had a fallen trapped within. The suffering that hu-
profound effect on Nebiros, and while the fallen angel manity endured was layered upon the Abyssal
wasnt consumed with hate, he was consumed with a great demons a thousand-fold, fostering venom in the
jealousy for humanity. During this time, Nebiros became seats of their souls. Your character likely has
fiercely possessive of humankind, going so far as to attack memory of this time. He might have remained
other angels who felt that they could handle the duty of alone in this Sheol, or he might have been
shepherding the humans. abused and commanded by maddened archdukes
hissing his True Name. It was a time of terrible
WHAT DID YOUR CHARACTER DO tribulation, and it will forever affect your
DURING THE TIME OF BABEL? characters demonic memories. Theres no hard-
The decision came from on high, the and-fast rule for detailing what your character
Morningstar himself elevate the humans and experienced, but always take care to consider it
advance the War on Heaven. So began the Time of when coloring your characters memories of that
Babel, and contained within the beginning of this time before history.
era was the promise that the fallen hosts adversity
was over and their true destinies at the helm of
Heaven were close at hand. The Grand Experiment the demon decided that he was the only rightful teacher
was set into motion, but a plot was hatched by of mankind. He began a personal war against the Ten and
traitorous hands the Watchers went missing, the was a bit player in the conspiracy to bring down the
nephilim were born, and mankind crumpled like a decision levied by the Morningstar.
paper cup underneath the duress of their new divin-
ity. This age was quicker than the others, fostered to
JUDGMENT CALLS
its supreme end the Abyss with alarming Another key element of your demonic half is
alacrity, but thats not to say your character didnt how the infernal character judges the nature of things,
have some place in it. Did your character agree with both in the past and in the current age. These opin-
Lucifers prideful proclamation? Did he help protect ions, for lack of a better term, shadow your demons
the Ten in their charge, or was your character actions and help foster purpose and intent. They will
among the lower ranks of dissent that sowed the also help you decide whether or not your character has
disloyalty to the Grand Experiment? Its possible allied with one of the extant factions.
that during the Civilization of Ashes, your charac- HUMANITY
ter continued her old tasks, unfettered by the new Humans, overall, were the lynchpin reason be-
decision levied by the Lightbringer. After all, the hind the rebellion and the Fall. Lucifers decree and
war with the Creators Host had not been set on decision regarding the revelation to Adam Allfather
hold. Mortals still worshipped the fallen at all cor- and Allmother Eve is the single defining moment in
ners of Creation. Was your character a god among every demons existence, so each one is sure to have an
the humans? A humble teacher affronted that these opinion on the subject. These opinions are highly
new Watchers would force mortals to ascend to varied, and youll need to nail down your characters
greater states of being? What of the nephilim? Did perspective on the nature of mortals both then (pre-
your character hate them, hunt them or worse, history) and now (the modern day). Were mortals the
help create them? This is a dark time for the fallen, pride of Heaven, the bane of Hell or just stumbling
though some higher-Torment beings would cer- monkeys? Are mortals still worth something to your
tainly see it as more of a silver age of so much character? Are they beings that inspire your character,
potential ruined. or does your demon seek to inspire them? Are they just
Example: Nebiros, Beth believes, was greatly op- Faith lanterns holding a much desired spark (your
posed to the Grand Experiment. Being jealous of the Ten, basic Faustian ideal), or are they the last manifesta-

24
CHAPTER ONE

tions of God on Earth and worthy of all the help you couldnt see the truth that was in front of their very
can spare (a Reconciler perspective). Its possible that eyes? What of God? Did your character oppose him
your character has become a Ravener in principle if happily, or did she do so only after coming to terms
not in alignment, seeing men and women as nothing with the vast fear of the Creator? And now, in this
more than bags of bone and blood worthy of contempt, current age, God and the Host are nowhere to be
pain and humiliation. found. In no place has the divine fingerprint been
Example: Beth has already decided that Nebiros discovered. Does your character see this as an oppor-
loved humans so much that he fell into the belief that he tunity to make herself a God and take back whats
was one of their sole educators. This obsessive protec- rightfully hers? That would make her a Faustian. Does
tiveness might translate, Beth decides, into the modern she view the place as just a sunnier version of the
fallen character. prison she was condemned to for all those years, a
place God has abandoned? (She would be a Recon-
LUCIFER ciler if she loves humanity; a Ravener if she sees the
The Morningstar is inarguably the central figure place as a junkpile worthy of destruction.) Is Gods
in fallen legend, outside of the Creator. Lucifer was absence a warrant of free will, a disturbing sign or a
the pinnacle of the rebellion the powerful charis- cause of anger and pain?
matic Devil who was the first to stand against God Example: Nebiros, Beth decides, felt (and feels) sad
and the Host. Whether she remembers it or not, your that the Creator felt the need to create mortals and use them
character will have an opinion about the Lightbringer, as little more than ignorant golems. Therefore, Nebiros
so its a good idea to figure out what that opinion is, spurns the Creator, but not out of hate only out of severe
especially in these modern days when Lucifer has disenchantment.
become such a topic of significance. If your character
loves Lucifer and seeks him still in this current time,
then your demon may be characterized as a Luciferan. ANATOMY
OF A MORTAL
If your character tends to be more agnostic about
Lucifer and seeks to puzzle out all the enigmas associ-
ated with the Morningstar (not having been in the Maryann was on her side in the corner, trembling,
Abyss for those countless millennia), your character sweating. A watery red fluid crawled from her ears and the
will likely associate with Cryptics. Any emotion can corners of her eyes. Marshall lifted his head, thrashed
be connected to Lucifer. Did your character hate him about, tried again to smash the chair apart beneath him, but
from day one? Was she jealous of him? Did she love he just didnt have the strength. The mans no, the
him then grow to deplore him due to his absence from demons breath washed over him, a feculent exhalation
the Abyss? Obviously, more complex opinions can be of decay. The torturer grinned, a spread of brown teeth,
created, as well. Consider a demon who felt unre- then held up a fistful of Polaroid pictures.
quited love for Lucifer but was always anonymous to Do you really think these were you? he asked
him, a nobody. Then she spent her time in the Abyss Marshall. The demon winced as he stared down at a photo
obsessing over him with this feeling she called love, of Marshall grinning like an idiot as water from a log flume
which grew more and more twisted over the ages. ride blasted him in the face. He threw it to the ground. Same
Now that shes free, the Torment is reduced, but she with a picture of Marshall blowing out candles on a birthday
still feels the fire inside to pursue a twisted quest to cake. And a strip of tiny photos from a photo booth, each
make Lucifer love her. picture showing him and Maryann making dumb faces at
Example: Originally, Beth feels that Nebiros followed the camera. Humanity disgusts me. Do you really think
Lucifer and was quite enlivened by the Morningstars that apes memory is you, Nebiros? Appalling. A long, long
ideals. But Nebiros grew to feel that Lucifer was a great time ago you and I did some good work together. We
betrayer when he opted to assign the Ten to teach human- practically invented the virus, you and I. Pus, tumors,
ity, believing that this affront was a grievous error. chancres, a world of syphilitic delight! We were plague
kings, and here you sit, crying like a kitten over some cake
THE CREATOR you ate once? Ugh.
God and the Host obviously are of momentous The tears were true. They moistened Marshalls cheeks
importance to the fallen. God is the being who as the name Nebiros pierced his brain like a fishhook. There
created them and commanded them to create in turn, was much about his ancient life he could remember, but the
and the remaining host of angels was a constant barb rest was a dream he couldnt reclaim. In its place was a
in the sides of the fallen. What did your demon think buffet table of mortal memories. Carnivals, punch cards at
of them back then? Hate them for their (literally) work, favorite radio stations, death of a cousin, Maryann.
holier-than-thou attitude? Pity them because they So much of Maryann.

25
DEMON PLAYERS GUIDE

The demon licked its bruise-colored lips. now) for clues as to what kind of mortal she would
Nebiros, he said. I need to know where Baal- have instinctively sought.
Berith is. Did she get out of the Abyss with you? Marshall Take, for example, a Scourge who protected
searched Nebiross memories (or was it the other way humans from the havoc caused by the battles with
around?), and there was a tingle of recollection. Then it the Creators Host or the brutal madness of the
was gone. The demon torturer saw the confusion on nephilim. His charge, back in the day, was the
Marshalls face. You dont even remember her, do you? guardianship of humanity at any cost. And so, his
Very disconcerting. martyrs soul was eventually cast into the Sheol of
A snake-like tail, crusty and dry like cracked leather, the Abyss, and now has found a rift in the darkness
eased around from behind the demons back. Curled in its allowing him to escape. What soul calls to him, and
tip was a scalpel, dripping dark ichor. Flies orbited the ooze. why? Innumerable options are available, each one
The demon shrugged. with a different reason as to why the demon may
Guess I have to play with Maryann after all. Your loss. have been pulled to it.
A demon needs his mortal hosts memories. With- Consider a rape crisis counselor. Perhaps the
out them, the torment of the Abyss would wash over demon witnessed the rape of humans by malicious
him and destroy any semblance of his old self, leaving fallen during the Time of Atrocities, and the rape
him a hateful being mired in rage. counselors own motivations were similar enough to
Creating your characters human host is filling call her there (potentially making a Reconciler in
in the second half of your demon without it, the process). Or, what happens if the demon instead
your character isnt whole. After all, the demon is attracted to a rape victim. Often, the obvious
now sees the world through human eyes. Where absence of the demons ideals in a human mind
once she helped create mortals and the world they might be what draws the demon in instead of the
lived in, now she is a mortal. Now she knows what presence of her ideals. In this case, the demon sees
its like to be one of the very creatures that the the chance to empower the mortal, to close the book
fallen host helped to foster, and thats a big deal. on her victims nature and in this way, the
The persona of their host is a powerful side, always Scourge can be fulfilled. Perhaps the Scourge takes
striving for control. Can your character reach a the body of a police officer downed in battle, know-
balance betwixt her demon side and her human ing that the cop died for what he believed in, which
side? Has the human side taken precedence, so was law, order and the protection of mortals. Its
much so that she believes herself to be Jane Smith even possible that the Scourge seeks darker human
instead of Abrazal, Fell Knight of the Sanguine material due to the overwhelming pain within the
Court? Or has the demon side repressed the hu- Abyss, so she finds a rapist as a vessel, using him to
man memories, leaving your character with a greater punish humans with her frustration over having
sense of her original self but making her vulnerable never made a difference to the world in any way.
to the eventual erosion that Torment fosters in her Puzzling out why your demon was called to the
soul? Bottom line this essay should help you human is the key step. Was it the presence of the
figure out who the mortal was, and what it means demons own virtues and beliefs inside the human
to your fallen character. mind that called her, or was it the absence of these
ideals that made her want to fix the mortal? Did the
THE CALLING human have an overriding emotion that resonated
Something about your mortals mind was like with your character? Was it love, hope and empathy
a beacon to your demon a faint signal through for others? Anger, lust and frustration over being a
the darkness and hatred that called her to the useless, ignorant being? Did the human suffer in such
body. This is arguably the place to start when a way that it stood out like a stain to your character? Or
hammering out your human, because this is the maybe the mortal was a powerful, optimistic creature
first and most crucial connection between demon that stood out like a beacon to your character. What-
and mortal minds. Something about the human ever the case, the mortal is the answer to the demons
must resonate with the demons personality. Its a equation, the summation of all she seeks in this current
rare thing to have a demon cast randomly, with- time, whether she realizes it or not. Figuring out this
out intuition, into an unassociated body. Every element of the character is the springboard to further
House tends to have archetypes of people to which detailing the mortal half of your character.
its members are drawn. Feel free to figure this in, Example: As the mortal half of her character, Beth
but also look back to your characters specific creates the human called Marshall Jakes. Why was the
demon history (which you have likely created by demon called to Marshall? Beth says that Marshall is a

26
CHAPTER ONE

who might call a Devil or a Scourge who is attracted


LEGACY to this selfless profession. Perhaps the firemans mo-
While this topic is touched on in the later tivations are not what they appear, however, and he
text about the prelude (see page 32), the Legacy enjoys the attention his job garners. This person
Background is also something to consider when could call a more Faustian Devil, or perhaps a Defiler
constructing the mortal side of your character. who enjoys the inspiration that the mortals acts
Does a high Legacy score indicate that your can cause. If the human was a librarian, perhaps a
character actively ignores (or cant remember) knowledge-hungry Fiend would be called (or any
the human side instead of the demon side? Maybe, Cryptic, actually). Serial killers/ rapists might draw
maybe not. Thats up to you and the Storyteller. any Ravener; engineers or computer programmers
A lower Legacy score, however, definitely indi- might earn the attention of a Malefactor; a mortician
cates a reliance upon human memories. Only a (or, conversely, an obstetrician) might attract a Slayer.
few (or more importantly, zero) dots in the Legacy Some connections between the mortal profession
Background? Then take extra special care to and the demons House and/ or Faction might be
sharpen your human half of the character, be- obvious, or the connection could be less clear. Re-
cause thats the horse thats coming first out of gardless of the connections importance, profession
the gate. Eventually, the demon side might reveal (or lack thereof) is a significant element of a humans
itself and memories of the ancient world will life and identity.
begin seeping through the filters, but until then, Example: Beth decides that Marshall is a hospital
its mortal memories all the way. Use the Legacy orderly, specifically working in the emergency room.
Background as your guide.
WHAT ARE HER
PERSONAL RELATIONSHIPS LIKE?
disenchanted emergency room orderly, numbed by the pain Just like job or career, our relationships with
and blood he sees day-to-day. Beth feels that Nebiros would others help to define us. Nobody is an island in this
seek out the desperation and sadness over the human world we constantly choose to (or are forced to)
condition that Marshall evokes. On top of that, Marshall is co-exist with others. The nature of these relation-
also in the healing profession, another hook that Nebiros ships is not only critical in characterizing the purely
might grab. mortal half of your demon, but it can insinuate why
the demon was attracted to the mortal host in the
THE SPARK OF LIFE first place. A woman who maintains a loving rela-
Just as the angels once breathed life into the world, tionship with her husband might exemplify to a
so you must breathe life into the mortal that your low-Torment fallen exactly what is good and right
demon inhabits. Because the demon mind is subsumed about humanity, and thus could attract such a de-
beneath the waters of the human psyche (at least mon when the time comes. A teenager who is
initially), you have to know as much as you can about constantly abused by his peers (and perhaps his
the vessel your character occupies. Just as the demon parents), however, might lure the interest of an
half of your character had a history with hopes, dreams, escaping Devourer who espouses ideals of revenge
relationships and motivations, so does the human half. and empowerment. Beyond that, the mortals rela-
Some of the questions below should help you define tionships also help to further the mortals story. A
the life of your mortal host. demon might enter the body, but that doesnt mean
that the mortals relationships are suddenly left by
WHAT DID YOUR CHARACTER DO FOR A LIVING? the wayside like so much highway wreckage. For one
Its a simple question, and one of some relevance thing, the other parties involved are unlikely to just
to the demon after all, angels were defined by their forget the character and sit content to be ignored.
jobs in the world. While its not their sole identity, But even more importantly, the demon partially
it does play a big part in the angels character, so it becomes the human. The demon is unlikely to want
should play a reasonable part in the mortals, as well. to just ditch the relationships that are intrinsic to
Plus, a mortals devotion to his job might play a part that human. If the mortal loved her children, the
in why the demon was attracted in the first place. demon probably loves those children as well, whether
Someone who is a video store clerk might not reflect she wants to or not. Moreover, its that love of
much through their vocation, but someone who is a children that provides the bulwark against the ever-
fire chief might define himself through that position. threatening Torment of the Abyss. These extant
Lets use the fire chief as an example. Someone who relationships and how the demon defines them
fights fires is likely something of a hero archetype, and deals with them really help to nail down the

27
DEMON PLAYERS GUIDE

whole character at hand. Does the demon take from Rousni to Clive, you might write Feels the
confidence in the honor and closeness of a best step-son is worthless, and so abuses him emotionally
friend? Does the demon become Faustian and at- and verbally. On the arrow from Clive to Rousni,
tempt to enthrall the friend? Does the friendship you might write Worships his step-father despite
remind the demon of one she maintained before the the abuse.) This wheel chart will allow you to drill
Abyss took them all, thus only serving to frustrate down into the mortal hosts many relationships, and
and enrage her? it will also give your Storyteller a useful tool, allow-
You need to figure out the mortals relationships ing him to incorporate these characters into the
friends, family, loved ones, co-workers, lost loves, story to make it a richer experience. (Its even
mortal enemies, unrequited liaisons and go into possible to draw lines between the other characters,
as much detail as you can. One way to do so is to as well, to further indicate the network of characters
draw a relationship chart. In the center of a page, that surround the human personality.)
pencil in the humans name and a few key details.
Then, in a circle surrounding the humans name, in WHAT WERE THE HOSTS WANTS OR NEEDS?
a set of spokes like a wheel, draw in other character Characters are often defined by what they want
names and a brief description of who they are. (For and the lengths they will go to in order to get what
instance: Tommy Brown, loving husband, or Mara they want. These wants manifest as hopes, dreams,
Rosaleone, adulterous girlfriend.) Draw arrows con- desires and needs, and they help to provide depth to
necting these characters to the demons human host the human character and a greater connection to the
one arrow goes from the mortal host to the inhabiting demon. An eco-terrorist known for his
related character, and another arrow goes from violent defense of the environment might merge well
the relationship to the mortal host. Along these with a wilderness-minded Devourer who will do any-
lines you can write adjectives or other descriptors thing to stop the defilement of the wild and natural
that imply the relationships one feels for another. world. The humans connection with the environ-
(For instance, lets say the mortal host is Clive mental cause could draw a Scourge, many of whom
Jones, and one of the related characters is Dr. often attach themselves to protective causes. What
David Rousni, abusive step-father. On the arrow did the human want? World peace? Love? Sex? Knowl-

SAMPLE CHARACTER CHART: (NEBIROS EXAMPLE)

TRACY DAVID
DELFINO Jealous; still loves him Resentfully dependant JAKES
(Philosophy (Older Brother;
Professor; ex-Lover) Drug-Addict)

MARSHALL
Considers a mother figure Shuns
Seeks approval JAKES Loves obsessively
(Mortal Host)

CARL MARYANN
JAKES Guiltily distant Loves; fears commitment
BRECKINRIDGE
(Absent Father) (Fiance)

28
CHAPTER ONE

edge? Money? Power? Likely a combination of many demon fits in. Fear is a flame that will draw the moths
things, actually. The further question, then, is how quite quickly, like an apritif before possession. Some-
far would the human have gone to get these things? one with a paranoid fear of dying (not the standard
Was his life spent in vain pursuit of these things fear, but a fear that discolors all parts of his life) might
without ever achieving them? (And how did this lack appeal to a Slayer who relishes the taste of that fear
of fulfillment reflect in the demons attraction?) Or or, alternatively, wants to help absolve the mortal
did the human so satiate himself on worthless objects of such terror. The aforementioned singer whose fear
and ideals that it left the mortal as an empty mess? stopped her from pursuing her dreams might call a
Those who want power and money might call a Devil Defiler who seeks to fill that emptiness by allowing
or a Faustian. Cryptics or Fiends often continue the the mortal the gift of song. Likewise, the demon
quests of those who sought knowledge and wisdom. might exploit it by seeking power and worship through
You can also identify the humans wants by more selling out.
specific terms. You might say, Uriah was a man who Example: Beth believes that Marshalls fears are
single-mindedly sought revenge against the drunk intrinsically tied into his wants. He fears losing his love,
driver who took his wife and childrens life, or, Karl Maryann, and he also fears that he will fail if he tries to
Fechter wanted to use the Internet to preach mes- become a doctor, and this stops him from pursuing the goal.
sages of white supremacy to frustrated teenagers.
(You must then ask yourself how these wants reflect
in the demonic mirror. Does Uriahs revenge con- CHARACTER CREATION OPTIONS
tinue with his Devourer host? Will the Fiend living Typically, its better to create the demon part
inside Karls skin continue his crusade of hate, or will of your character first. After all, the demons story
he seek to reform the mans corrupted soul?) really comes first, so why not design it that way from
Example: Beth has already identified some of the ground up? Should you choose, however, you
Marshalls wants and needs in the form of Maryann he can reverse the process and plot out the humans
loves the woman and would do anything for her. She also life first. It doesnt hurt anything it simply tends
decides that Marshall would really like to go back to school to place the storys reliance upon the mortals story
to be a doctor. in the beginning. Doing so also allows you to
retroactively match the demons psyche with the
WHAT WAS THE HOST AFRAID OF? human one youve already created. It might just be
Fear is the other side of the coin in opposition to a case of you having a great person in mind but not
wants and needs. Fear defines us just as equally and yet a great demon to go with that mortal, so start
often stands in the way of us obtaining success in our with what you know and go from there. Theres
objectives. We might want to talk to the girl at the nothing wrong with this approach, but make sure
bar to get her phone number, but our fear of rejection to check with your Storyteller to make sure youre
stops us from actually doing it. Anxiety and terror not going against her plans.
might have been vital in the path a mortal traveled in Another option available to you, should you
life. For instance, someone who wanted nothing choose it, is to flesh out every aspect of your characters
more than a career as a singer might have had great infernal history and let the Storyteller handle the
fear instilled by her parents. (You cant get a job as human half. This is certainly not something to do
a musician. How will you eat? You dont get benefits willy-nilly. You must ask your Storyteller for permis-
or insurance as an artist, you know. Youll die in a sion to do so, as shell be the one actually doing a lot
gutter before you become successful!) That fear of the work. If she goes for it, you design all elements
blocks them from ever being who they really wanted of the demon, and then the Storyteller has autono-
to be in life. (Consider the opposite, too. The fear of mous control over what mortal she feels the demon
failure might have spurred them to achieve their should fit best with with your character and the
wants, but at what cost and sacrifice?) Everyone general story flow in mind. She can then deliver
exists in fear fear of crime, of loved ones rejection, unto you the mortal host your demon will be enter-
suffering, rape, murder. Some people fear getting too ing, or she could handle it through an amnesiac
close in relationships; others are afraid of what hap- perspective. (Your character would only remember
pens when theyre not close enough to their loved parts of his demon mind in such a case, and hardly
ones. There are irrational fears (Im afraid a piece of any of the mortal one.) As the game progresses, both
satellite is going to fall from space and kill me.) and personalities and histories begin coming through
rational ones (I was molested when I was five, and I piece by piece via a combination of work done by
fear what men are capable of because of it.). Once player (you) and the Storyteller.
youve figured that out, you can figure out where the

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DEMON PLAYERS GUIDE

WHAT CIRCUMSTANCES line of brutal boyfriends and husbands might leave


LED TO THE POSSESSION? room for a Devourer warrior ripe with anger. The same
The final question. Your characters human host skill might also call a Scourge who can help protect
somehow became empty, and in that moments va- women or a Faustian Devil who wishes to turn the
cancy, the demon enters. Did the host die? If so, how? tables on her aggressors and forge a weak woman into
Its possible that the death of the human further a strong one.
attracted the demon from the Abyss. For instance, a Example: Marshall, Beth decides, died ironically at
human who perishes through the devastation of a the hospital, stabbed in the neck by a PCP-addict who came
sexually transmitted disease might attract a tormented in with another overdose victim. She likes the irony that
Defiler who intuitively associates death with desire. Marshall died by human hands, and Nebiros is fiercely
The mortals death is likely to have a large effect on protective of all of mankind even murderers and addicts.
the future of the character. The Defiler, for instance,
might seek to reconcile the characters death and PARALLEL CONCEPTS
force her to lead a more loving (instead of lustful) life. Youve created a demon with an angelic history.
Or it might swing the other way, and the Defiler Now youre working on the human half of the fallen
could seek to further punish the humans body and equation, and you have an option before you. You
perhaps transmit the disease to others through the act can create the mortal host as a parallel identity to
of slaking her perverse lust. the demons one. In other terms, youre creating two
Also, consider the possibility that it was not death characters with more in common than not, a demon
that allowed the demon entrance. Some human souls and a mortal who make sense together; who share
wither while the body is still alive. Coma victims, the principles and are thematically similar. For instance,
mentally ill or even victims of unimaginable brutality say youve created a warrior Devourer as your de-
(abuses levied against them either by themselves or mon, so in the hopes of designing a parallel human
external forces) make excellent hosts for escaping host, you give the mortal an identity congruent with
fallen. If such is the case, it very likely defines the that of a modern-day warrior. Where once the
mortals existence. A woman who was abused by a long Devourer fought for the fallen host, the human

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CHAPTER ONE

character might fight crime as a police officer or FBI sex or has been rendered so helpless by lifes grim
agent. Or he may be a warrior in an urban street circumstances that the two personalities are con-
gang that often clashes violently with other gangs. stantly at war with one another.
Other warrior archetypes include a member of the Again, let it be said that playing this type of
military, a security guard, a martial arts instructor. character has to be done carefully, and we recom-
Theres also the possibility of taking the warrior mend working with the Storyteller to help develop
concept and making it one thats slightly more this idea into one that will help a game and not hurt
abstract. The human half might be a warrior in the it. Also, it should be stated, even in creating a
fight against deforestation or a combatant on the contrasting demon and human halves, theres still
battlefield of the football gridiron. Essentially, some reason that the demon found the mortal host
youre marrying two similar concepts. You have the in the first place. In the preceding Defiler example,
demon in mind, now youre creating a like-minded
human for the demon to inhabit.
Example: Susan creates a demon she calls Vajrapani. EVERYDAY PROBLEMS
Vajrapani was a selfish Devil who had mortals build Okay, so youve created a demon. Great,
cathedrals of glass for her during the Age of Wonders powerful, commanding legions of mortals to do
Vajrapani was a Faustian to the core, a Devil who her bidding, right? Maybe but maybe not. If
sought no harm of humans unless it helps her gain greater youre looking to inject a dose of reality into your
degrees of worship. Now, Susan is faced with the act of character, you might look to saddle your human
creating her human host that Vajrapani will dwell within, character with human problems that will be hard
and she chooses to make the human similar to the demon. for the demon to escape. Such problems are many
Susan creates Sylvia Jackson, ruthless CEO of a surviv- and varied, and they shouldnt be hard to come up
ing dot-com company. Sylvia has managed to survive with. Its a good bet that you yourself have very
and keep her company afloat by stepping on the heads of similar issues. Rent payments, bills, sickness, jobs,
those below her in station. Both Vajrapani and Sylvia children to take care of, a spouse to pay attention
Jackson are power-hungry manipulators, and Susan to, family dinners to attend and all the other
feels that the two concepts human and demon delightful predicaments that life inadvertently
mesh well in both ideal and theme. creates. Its true that youre a demon, pumped to
CONTRASTING CONCEPTS the gills with lore and an apocalyptic form, but
remember that there is always a price in using
Your other option is to avoid the parallelism these powers. For one thing, going down to the
described thus far and instead create a human who bank and snowing the teller over with some
contrasts (somewhat) with the demon that youve expenditure of Faith might get you noticed
designed. This is definitely the road less traveled, as and not necessarily in the good way. Other de-
there will be a lack of cohesion between the mortal mons, demon-hunters and the creatures of the
mind and the demon persona. Yet, this collision, World of Darkness might take note when you go
however challenging, is likely to create a greater wealth blowing your Faith load every time youre con-
of roleplaying opportunities as the character is literally fronted with a tiny life problem. On top of that,
conflicted between two minds. if something should go awry when using infernal
Lets say you were creating a Defiler who, during powers, you run the risk of bumping your Tor-
the time before the Abyss, was a maiden of lust bent ment up another notch, and thats rarely a good
on sating bodily urges essentially, a succubus thing. Demon powers are cool, but theyre not a
archetype. A creature who is willing to achieve catch-all solution to all the problems that your
pleasure in whatever way possible. What happens mortal host likely was subject to. Keep this in
when this creature finds the body of a woman who mind when sketching your characters human
fears sexual contact so much that shes celibate? Or half. Maybe pencil in a list of human problems he
a man in a wheelchair who was, from a very young has, and hand it off to the Storyteller to run with.
age, unable to sustain a physical relationship with Anything to make a better story.
anyone due to his physical handicap? Or a rape Example: While creating Marshall, Beth decides
victim whose memories of sexual contact conjure up to give him a whole host of little human problems. He
not pleasure, but only a wash of pain, regret and has $18,000 of credit card debt. He shuns his brother
vindictive anger? Conflict occurs. The Defiler and longs for the approval of his father. He works long
theoretically a being of potent sexual energy is hours and is exhausted all the time. He can barely pay
now trapped in the walls of a human being who fears his rent. Et cetera.

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there is still the theme of sex and lust running Things would be better now, he thought. It was like two
throughout the absence or aversion to the Defiler halves inside of him had become two wholes. The two parts
ideals is likely what attracted the demon to enter hadnt come together yet, hadnt joined hands in an effort
that body in the first place. Using contrast doesnt to understand one another, but they would. Demon.
mean that you concoct some random, utterly unre- Human. Somewhere, Marshall Jakes Nebiros sat in-
lated host body. It isnt meant for comedy or a between; a little bit happy, a little bit sad.
fish-out-of-water scenario, its meant to amp up Thesis confronted by antithesis resolves into
the conflicts intrinsic in such an unlikely pairing. synthesis. That is the creation of any fallen char-
Example: Marty creates the demon Baal-Berith, a acter. Your thesis, the origin, is the angel who fell
Malefactor whose sole purpose before the Abyssal impris- the demon just escaping the Abyss. The an-
onment was to design grand melee weapons for the various tithesis of this is the human host mortal, frail
legions. Her work was renowned, and it afforded her and vulnerable, with its own dominant history.
great power and worship during that time. In the hopes of When the two come together into one body, you
creating a contrasting human, Marty comes up with have synthesis, the combination of both halves
Marcie Murphy, a sexually confused computer program- into your character. This section should show you
mer who is afraid of success and unwilling to assert herself ways to make the two merge seamlessly and to
and her craft. The two personalities have in common the begin the game knowing where both halves stand
element of creation and engineering Baal-Berith was in relation to the other. Along the way, maybe
a crafter of weapons, and Marcie is a crafter of program- youll find some new ideas on making the amal-
ming but the demon was one of much confidence and gamation of demon and human work better for
success, whereas Marcie is one of low self-esteem with the you and the game.
specter of failure hanging over her head. Marty hopes that
this contrast will afford him more roleplaying opportuni-
ties, as well as the chance to slowly reconcile each
UNEARTHING THE DEMON
Memory is a fickle creature. It exists in a gray area,
personality with the other over time.
sandwiched between fact and fiction. Our minds are

THE PRELUDE filled with incorrect recollections, altered memories or


blank spots. If we remember it, didnt it happen? Isnt
His mind felt like a bundle of nerve endings, it who we are? If we cant trust the stuff in our own
unsheathed and raw. Every memory of the Abyss all head, what can we trust?
the hatred, disgust, brutality every last bit of it And so you run into one of the key problems
sucker-punched him, and he could taste epidemics of the fallen (specifically those who have only re-
infection on his tongue. He stared down, eyes wide, cently fled the Abyss) are victim to the
and looked at the human sprawled unconscious in the untrustworthiness of memory. Consider the prob-
corner. He wondered what he could do to her. How lem: Uthar is a fallen angel, a Devourer who existed
badly it would hurt. The thought flickered through him in a time before humanity was crafted from the
they had trusted the mortals. Taught them. Loved ether. Uthar has countless millennia of memories
them enough to take the biggest, baddest bullet that pre- as an angel, as a demon, both in and out of the
history had ever known, and they got nothing in return. Abyss. Uthar escapes and is attracted to the body
He laughed. The Creators little clay men. How simple, and spirit of a police officer who (mere moments
and how satisfying it would be to kiss her mouth and ago) died in a shoot-out at a high school. Suddenly,
press disease to her tongue Uthars vast reservoir of angelic/ demonic memory
but then, there was something, else, too. Bleeding is submerged beneath the memories of the human
in from the edges. Humanity. Mortality. A life lived with police officer. The cop whose name was John
walks in parks, jazz music, raunchy sex, passive-aggressive leaves such a residue of remembrance behind that
arguments, the Internet, watering plants with a little girl, Uthar may not even know that he was a demon
phone calls, coffee cups and Maryann. Always Maryann. named Uthar anymore. He may very well see him-
It was like re-opening an old wound and then healing it self as John the cop, but all under the abiding
again, but this time a little bit better. All the old stuff, the sensation that something doesnt feel right. Con-
hatred of time immemorial, quieted down inside of him, and fusion is rampant. John/ Uthar begins having
he was left with a strange feeling of grim harmony. He cried memory problems. He knows hes just a guy who
for a little while, bending down over her trembling body, buys milk in the wee hours of the morning, likes a
then he picked her up and carried her over the lifeless shell cold beer after his shift and is a good Catholic boy,
that the demon torturer had inhabited for a time. He took right? What happens when those memories start to
her out of the room, whispering sweetness in her ear. fracture like the very walls of the Abyss itself, and

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John begins remembering Uthars past? Suddenly, the two personalities crash and shatter. What fol-
John remembers his high school graduation and lows is a series of steps that many fallen go through
he also remembers clashing in the skies above an in the time after escaping the Abyss and anchoring
exploding volcano, a diamond blade in his hand themselves within a human vessel. These steps arent
and a pair of raven wings jutting from his back. hard-and-fast rules to adhere to, but they do repre-
This isnt just an image in his head its a memory. sent one potential pattern.
He cant help but believe that that winged creature
was him. He doesnt remember it as a third-party DISTORTION
affair. He remembers the blade cutting through an In the beginning, things arent going to make a
angels thigh and biting into bone; he remembers whole lot of sense to the newly escaped fallen. Its a
the rush of scalding air blasting up from the dis- struggle for birth with infant sensibilities, a mind-
gorging magma below. (And this is only in the first blowing event that can leave one reeling. As such,
week that Uthars back in the world!) a distinct sense of distortion accompanies this pro-
It only gets more confusing from there. The cess. During this stage, the demon is likely to think
nature of identity and memory begins turning to of itself as purely human. After all, the predominant
insubstantial mist before his eyes. As images from mindset is that of the mortal host, and the demon
his angelic life begin bleeding over into recollec- memory is trapped and mostly inaccessible. Over
tions as a beat cop on duty, feelings of uncertainty time, however, the character is likely to begin feel-
begin mounting. Soon things start getting a little ing a distortion of both memory and time. Things
nutty. Questions of who you are versus who you were will seem out-of-sorts, off-kilter, like the world (and
begin warring with one another. Some fallen come her recollection of it) is made of lines conjoining at
to terms with this duality, realizing the truth of what unusual angles. The character might begin ques-
has really happened. These demons tend to under- tioning her own sanity or actually pondering if she
stand the dichotomy of their identities and are able is somehow not human.
to embrace their duality. Others manage to remem- Theres also the chance for extreme emotions to
ber one side of their persona more strongly than the come into play. For one, the character might feel an
other. Still others simply go insane in the process as inexplicable sense of elation. (After all, escaping the

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DEMON PLAYERS GUIDE

ageless torture of the Abyss is worth celebrating, even thinking, That tree isnt as nice as the ones in
if the demon doesnt quite remember the details.) The Eden, I remember how wild and verdant the forests
time in the Abyss might have also left a dark veneer on were and suddenly, a major memory comes sweep-
the demons emotions, so the character might grow ing back. All of this culminates into the possibility
depressed, angry or frustrated for no obvious reason. that balance could begin to sway away from human-
This might result in the mortal performing erratic ity in general. While the human memories remain
actions, unable to grasp evocations, growing more and continue to provide a buffer against Torment,
confused as the nights and weeks go on. This stage isnt the demon side truly begins to emerge (and occa-
likely to last more than a few days to a few weeks. sionally dominate). Another key characteristic of
this stage is the search for whatever information is
DISSOCIATION still missing. Gaps will remain, and the character
At this point, the demonic memories begin fil- might begin a quest of self-discovery to learn more
tering in if not memories directly (dependent about her submerged angel. This stage can come
upon the number of points in the Legacy Back- in a flash of satori over a very short period of time,
ground), then a general pervasive feeling of the or it can literally last years as the character struggles
demons infernal nature. During this time, the char- to learn more about her ancient half.
acter is unlikely to embrace the demonic side, but she
will probably begin viewing her human half with as REBIRTH
much suspicion and disdain. While the character Rebirth occurs when the character emerges from
doesnt think of herself as a fallen angel, she prob- her identity cocoon into the realization of what she
ably knows that shes not exactly human, either. was and has become. All of her past existence that shes
Other elements begin showing, such as the presence capable of remembering (use the Legacy Background
(and necessity) of Faith in the characters life. The as your guide) have reached their apex. Nothing more
character might also erratically use an evocation or will be remembered without also being incorporated
dip in and out of an apocalyptic form, unknowingly into the story as a point of character growth (see
delivering a Revelation to unsuspecting mortals. Increasing Backgrounds on page 41). This doesnt
Also, the demon will probably go down one of two mean the character recalls her entire past, however.
routes. She will either have outrageous mood swings Actually, its possible she remembers very little of her
as she comes to terms with the reality of the situa- old life at all. The vital element of this stage is the
tion, or she will lose all emotion for a time, becoming acceptance of both halves and the capability to act
a cold and remorseless individual who views every- externally instead of internally. Up until this point,
thing inside her own head with icy detachment. This the character is confused, alienated, bouncing through
stage can last anywhere from a week to a year, the extremes of emotion as dark and bizarre memories
depending on the nature of the character. heave to the surface. But by this point, the character
has accepted her dual nature. She knows that she was
RECONSTRUCTION an angel. She knows what happened. She entered the
Here the character begins the road to accep- body of a human, and now she wears the humans skin
tance the demonic side has reared its head. The and mind like a Halloween costume that she cant
character likely remembers a few key details from remove. And she knows what she has become. She is
her former existence her True and Celestial a fallen angel a fusion of human and demon with the
Names, possibly, and her function in the pre- memories of both. Thats not to say shes healthy,
historical time. If the character has the Legacy
Background, other signpost memories also start com-
ing back not all of them, but some of the key THE STORYTELLER IS YOUR FRIEND
scenes you detailed when you crafted your demonic A lot of what is discussed in this chapter
history (see Anatomy of an Angel, page 21). These provides you with a guide to help you create and
memories tend to come through triggers, or events, portray your character in your Demon: The
people or landmarks that actually signal a sudden Fallen game. Much of it also relies upon your
surge of memory. Meeting another fallen is probably relationship with the Storyteller, however, so we
the most common trigger. The other demon might encourage you to work with her instead of keep-
be one your character suddenly remembers from the ing your characters history and motivations
time before the Abyss, or that demon might simply secret. Getting together with your Storyteller
represent the characters old self thats continu- and deciding what can and should be revealed
ally attempting to push through. Triggers might be about your character is likely to make a better
even more abstract. A character might find himself experience overall for everybody involved.

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CHAPTER ONE

balanced or sane after all these discoveries, but she has still have their human minds and human compassion
more than likely dealt with it and come to an under- (provided the host had any) to hold onto. Many also
standing of it. end up as Cryptics, if only through the ceaseless
search for clues to their true past.
LEGACY REVEALED LEGACY 2-3
No matter how much your character comes to
accept the infernal side of his psyche, his memories Having more points in the Legacy Background
will never outpace that which his Legacy score al- allows for a greater breadth of infernal memory to
lows. A character with no points in Legacy wont merge with (or intrude upon) the mortal hosts
have full cognition of his angelic history. In fact, hell remaining mind. Two or three dots in the Back-
remember little more than befuddling insights. As ground is enough for the character to get a pretty
such, the Legacy Background really dictates poten- good idea of the general scope of events of the Fall,
tial roads that your character might travel. It allows the war, the Abyss and her place in all of it. She
you to configure the balance between mortal and could even theoretically cobble together a vague
demon personalities and to see just how heavy each time-line of the events she recalls witnessing. Of
end of the psyche see-saw is. course some confusion will still exist (Did the Ten
go missing after the birth of the nephilim? Did the
LEGACY 0-1 Crimson Legion exterminate the nephilim totally,
Characters with one or no dots in the Legacy or did a few escape our clutches?), but shell still be
Background are effectively crippled with regard to capable of penciling in a more complete sketch of
their demonic memory. No recollection is concrete. her infernal existence. Doing so will probably result
They remember only a few things with certainty, and in a more complete fusion of mortal and demon
everything else lingers like the fading remembrance halves. While the mortal memory remains more
of last nights dream. Names exist independent of complete, the demon half supplies millennias worth
faces, vignettes from the beginning moments of Cre- of semi-fulfilled remembrances. That alone is enough
ation haunt the characters waking mind, and the to keep the character balanced in both worlds. A
chilling eternity of the Abyss probably colors her character with this mindset might operate equally
thoughts when she sleeps, but nothing is firm. If in both spheres. She could still go to work as a
ground is gained in reclaiming lost memory, its a venture capitalist during the day, then involve her-
major event, like an amnesiac waking to a single self in the social and political maelstrom of the local
conclusive recollection. What this means is that the infernal court at night. These characters probably
mortal memory is absolutely dominant. The charac- have an equal number of human and demon allies,
ter might very well think of herself as a demon, but no and thralls are commonly treated more as humans
matter how much she tries, she cant dodge the than as ignorant cattle. These characters often end
memories of eating ice cream with her niece or up as Luciferans (they still remember Lucifer but not
getting raped under the football field bleachers back any negative feelings or history associated with
in high school. Characters with low Legacy scores him) or as Cryptics (they remember much, but there
tend to live life still according to the mortals memo- are holes that need filling). Many of these fallen also
ries and are most likely to embrace humanity and live end up as low-Torment Faustians - willing to do
according to the codes and morals that mortal civili- what it takes and embrace the combination of their
zation enforces. Human relationships are considerably human and demon potential.
important to these demons, as theyre the only rela-
tionships they really have. These fallen are the ones LEGACY 4-5
who are most likely to maintain some semblance of Fallen characters with high-end Legacy scores
career and family, and they might even continue to remember an extensive portion of their ancient
enjoy the simple habits and hobbies of the human lives damn near all of it, actually. A few details
host (sailboats, clubbing, drug addictions, journal slip through the cracks (Didnt Belphegor have a
writing, whatever). Its up to you whether the charac- little boy-toy consort for most of the Age of Atroci-
ter believes shes a demon, human or some mixture of ties? What was that consorts name?), but generally
both, but the fact remains that she can remember speaking, these demons remember a fairly complete
startlingly little of her life as a member of the fallen picture of their ancient past. Characters with high
host. This fact translates into the possibility of a low- Legacy scores remember exactly what legion they
Torment character as well, because she also doesnt were a part of, remember who betrayed them during
remember the horrors of the Abyss, either. Charac- the attack upon Machonon, and where they hid
ters of this ilk often make good Reconcilers, as they their herd of soon-to-be-enlightened humans in the

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DEMON PLAYERS GUIDE

Mountains of Sorrow. Details are prevalent in- incalculable. It fractures the very psyche of the
cluding all the emotions and feelings associated patient, making it harder and harder for him to
with them. Prevalent enough, in fact, to dwarf the deal with the day-to-day world. Some derange-
memories of the mortal host. A high Legacy rating ments are less troubling than others, and only
sways the characters mind in favor of the demon certain types of mental illness could theoretically
within, and the human soul is left by the wayside. leave a human vulnerable to demonic possession.
Its doubtful that these fallen continue on the cha- Problems such as obsessive-compulsive disorder or
rade of a human life, and any involvement in the phobias are unlikely to present such a broken
machinations of the mortal world probably cease. vessel for a demons control, but more debilitating
After all, theyre just borrowing the body and mind diseases could. Clinical depression, for one, will
like a pair of shoes. Why buy into the illusion that leave its victim in a constant emotional haze, a
its anything more than that? Demons with this ditch of sadness and sorrow that is inexplicable and
much Legacy really tend to involve themselves inescapable. Such depression can often lead to
solely in the circles that other fallen travel in suicide. Prior to suicide, it can leave the humans
learning new lore, politicking in the courts, ham- mind so detached from the soul and buried beneath
mering away at grudges gained an eternity ago. Who such desperate sorrow that a demon is able to take
cares about human family and friends? Whats feed- residence with little difficulty.
ing the dog or perusing the photo album really going Another derangement that could pave the way
to do for the demon inside? Nothing. (Of course, a for possession is Antisocial Personality Disorder, or
rejection of the human side opens the door to sociopathy. This illness makes a conscienceless,
Torment, which is always a dangerous path to travel.) emotionless monster out of its victim one who
Characters of this ilk tend to make the most thinks nothing of lying, stealing, hurting or even
excellent Faustians, as the prevalence of their demon killing others. Unfortunately, this disease translates
side pushes them to new heights of self-interest. Also, to soullessness to a degree, which again opens the
Luciferans are prominent due to the high capacity of door for a demon to take control. The same goes for
memory accessible by these demons. And finally, many of the schizophrenia disorders (all of which
many become Raveners. As Torment infringes and are essentially a mish-mash of other serious de-
their old memories begin drowning the mortal per- rangements). Schizophrenia leaves one with deep
sona, they simply see the world as a porcelain toy paranoia and bizarre logic, and it can even result in
begging to be broken. a comatose state. While all of these conditions
could allow for possession, one of the key elements
UNCLEAN SPIRITS is the habit of schizophrenics to hear voices often
Sometimes the incorporation of demon and hu- voices from angels or demons telling them to do
man is a bit more direct than other times. This most things. Their minds are open to the possibility of
often occurs in cases where the human host didnt possession, and they are attuned to the supernatu-
die, but it still able to be possessed by the escaping ral chatter that goes on in the world, which further
demon. In these cases, the human soul is more com- fractures their minds and allows for a demon to slip
plete and could be more adamant in its assertion of in through those cracks.
dominance. Thats not to say that the mortal mind
and the demon persona consciously struggle for domi- ADDICTION
nance, it merely suggests that possessing a still-living Addiction is a demon all its own, and it can leave
human might provide a greater push from the human one in some pretty dark places. A dependence upon
vessel. There are many potential ways for a human to the harder drugs (heroin, crack, cocaine) can lead one
become open without dying (some fallen call these to an overdose or a comatose state. Right there, a
mortals and their possessors fontanelles, indicating demon has an in, since any body in a comatose state is
weak membranes). Somehow, the spirit must be ripe for theft. Addiction can allow for demonic posses-
weakened in a manner allowing the demon to home sion in other, subtler ways, however.
in on the vessel and then possess it. What follows are Consider the addict who pushes himself further
a few of these possibilities, though more might come and further into the pits of habitual drug use, who so
to you to suit your character. requires his fix that he will do anything to get
either the money to buy the drugs, or the drugs
MENTAL ILLNESS themselves. People will prostitute themselves, steal
The toll a mental illness (or a compounding of from others, kill others anything to feed their
such illnesses) takes on a mortals mind and body is craving. As the person slips down the moral ladder

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CHAPTER ONE

one rung at a time, a bit of his soul withers and dies, someone else or by your own hand is still abuse, and
and the resultant holes could allow a demon to it corrupts. Demons can scent this corruption like a
enter the body and assume power. hound, and they might see such a vessel as empty
enough for possession.
BRUTAL LIVING
Some people molest their own souls without the VIOLENT TRAUMA
addiction demanding it. Living in a dangerously Sometimes, a character gets hurt but doesnt die. If
careless way, pushing ones body and mind into new shes hurt enough, the experience might open her up
pools of depravity, will definitely tear ragged chunks just enough to allow a fallen angel entry. Some of this
out of ones soul. Again, prostitutes, thieves, mur- possession could be a result of a comatose state
derers anybody who has essentially sold their someone in a drunken accident whos left a half-
soul and forsaken much of their humanity could vegetable in a hospital room might be good enough.
(though not necessarily) be a gateway for an escap- Sometimes the trauma and following possession occur
ing fallen. A prostitute might be happy with her life, moments after the damage. A person who is attacked
might be safe and sane and her soul will be largely and beaten within an inch of his life by his assailant
intact, but the hooker who braves night after night might have a single moment of vulnerability, a nano-
of sleet and rain, gets her teeth knocked out by pissy second when the soul recoils and the body is wracked
johns and is a breeding ground for countless sexually with the trauma of the moment. That time is sufficient
transmitted diseases might not be so lucky. for possession.
There are other ways to live brutally, however.
Consider the party-boy whose life is a sequential run CHOOSING POSSESSION
of depraved experiences drugs, sex, liquor, vomit, It is also possible that a human invites possession
disease. Or the housewife who gets a fistful of her willingly into herself, actively opening the gates in-
husbands anger every night who gets beaten stead of passively letting life wreck her until she is an
when she doesnt take out the trash or beaten when empty vessel. There are many paths to this potential
she does? Abuse, whether its levied against you by invitation, some of which are detailed here.

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DEMON PLAYERS GUIDE

DEAL WITH THE DEVIL the bottom of the slope, a mortal might willingly
Myth and folklore is peppered with people who though unknowingly invite a demon to take
made deals with the Devil his-own-self, or with fey possession. Many demons have set up such cults to
spirits or tricky gods. In the World of Darkness, such work this particular style of gris-gris.
begging and bartering is a dangerous gambit that
sometimes ends in possession. A human who calls THE HUMAN SOUL
out, pleading to whomever (God, the heavens, the When possession occurs inside a human who was
Devil, the sky) with enough emotional resonance alive, not dead, what happens to the human soul?
might attract the attention of an escaping demon. When a demon possesses the recently deceased, the
The human must be begging for something intimate human soul is essentially kicked out with only the
and critical to his very existence, be it revenge, love, detritus of memory lingering behind. But what hap-
death or some other high concept. If his heart is truly pens when the soul remains? Its trapped somewhere
in it and he displays enough desperation like grim inside, pushed into submission by the bullying infernal
fireworks, a demon might be able to offer services to soul. The soul is not driven out in the standard fashion,
grant a solution. The solution, however, is almost so what are some options for both you and your
always possession. Storyteller to provide drama in game surrounding this
issue? (Obviously, should you and the Storyteller de-
OCCULTISM cide that the still-living possession acts in an identical
Amateur occultists exist in the World of Dark-
ness. They might not be crawling out of the
woodwork, but every city is home to people who CAN NORMAL PEOPLE BECOME
have skipped the path of standard religion and POSSESSED?
begun to toy with real or imagined magics to Weve detailed ways here for a human to be-
achieve selfish wants and desires. Anybody who come possessed without dying, yet those ways involve
stumbles upon normally restricted information (ritu- a debilitation of the spirit and soul. Can a regular
als, prayers, summoning spells) might accidentally person who hasnt lived through heavy addiction or
call a demon to himself. Its also possible that he abuse or self-molestation become possessed, though?
finds a book that was planted by another fallen Are there times when this is possible?
somewhere down the road, or he might even will-
Typically, no, but our Golden Rule applies.
ingly beg the demon through prayer and absolutions
Whatever makes your story and character stronger
to come to them and take possession. Any demon
in your mind goes. First things first, be sure to talk
summoned in this manner can choose such a hap-
to your Storyteller about it. If she says go for it, then
pily willing victim.
feel free. But even if she does say so, you should still
CULTISTS probably stick to some cardinal rules if this is a path
In the current time, modern Faith is like a youre willing to travel.
rubber ball from a grocery store machine it Regular, happy-go-lucky John Does are not
features an unstoppable, erratic bounce that comes vulnerable to possession. Happy people who are
from all angles. Theres no one religion to unite the content and blind to the injustices of the World
people. Even the big players in the West (Christian- of Darkness do not make good fallen vessels.
ity, Islam, Judaism) are scattershot, and are countered Their spirit is strong whether theyre religious or
by countless New Age, pagan or pseudo-scientific not. If you do want a demon to possess someone
religions. All of these religions are real and valid in just walking down the street, you should at least
our world and in the World of Darkness, but in the make concessions and some kind of reasoning
World of Darkness, there also exist various splinter behind it. Well, Justin is vulnerable because
sects (quasi-religious cults). Most of them appear his girlfriend just broke up with him and he
harmless (self-empowerment groups, self-help crashed his car and his house burnt down all in
therapy groups, faux groups devoted to made-up the same month. Hes feeling very hopeless right
religiosity), though some are faades that hide more now. Or, Jessica lives a content life during the
sinister natures behind happy curtains. A mortal day, but at night she is wracked with night-
who gets caught up in these cults (a weight-loss mares, and these nightmares leave her open for
group, for instance) might slowly slide down the possession. Just be sure to find out exactly why
slippery slope of the groups practices (fat-loss leads the spirit is enfeebled. This weakness of soul is
to weird prayers of self-enlightenment, and that necessary for possession, even if its for a frac-
leads to nightly worship of strange angels). And at tion of a moment.

38
CHAPTER ONE

fashion to what happens when a demon possesses the ENSLAVE THE DEMON
recently dead, go for it. The issue doesnt need to be While this frightening option is rare, its not
complicated if you dont wish it to be. Whatevers best impossible to suggest that the human personality
for your character and the story.) remains tenuously dominant while the demon mind
is the constant voice in the back of the head. The
THE LIVING GHOST two halves might be so separate that the infernal
What if the human soul resides inside the demons side is actually a demanding but not dominant
mind like the quiet voice of a ghost? The fallen exists, voice always egging the human on, always offering
perhaps relying more upon demonic memories, but the power in an effort to erode the humans soul and
mortal mind is more active and vocal. Of course, this take eventual control. (For an example, see Hunter:
would mean that the merging between the two charac- Fall From Grace, specifically the character of John
ter halves is disjointed, but its something that might Coaler.) This situation then raises the question of
make an interesting character arc. Resolving the chat- whether it is possible for the two halves, while
tering voice inside ones head (especially one thats sentient and separate, to ever reconcile and work
probably going further down the road to insanity as the together. Can the two halves forge a symbiosis and
days go on) might be a fundamental part of your work for mutual benefit?
characters story. Is the voice a ceaseless presence, or
does it only come up when the demon is tired, sleeping DRIVE THE SOUL OUT
or high on Faith? Does it trick the character, providing Potentially, one of the personal quests of your
false information? What other options exist to make character in the story might be to drive the human
this partnership even more demented? soul out through ritual, prayer or just rigorous and
debauched living. Of course, repercussions will arise
ENSLAVE THE SOUL for such an action, which are ultimately up to the
Perhaps the demon knows of the souls presence Storyteller to decide. Driving the soul out might
and is able to dominate it through simple personality, mean that that fallen memory becomes 100% domi-
which makes it able to bully the lingering soul into nant and the human memories are wiped clean. But
giving it information or even Faith (at the does this tabula rasa infer that your characters
Storytellers behest). Is it possible, then, that the Torment will skyrocket in the process? Torment is
human soul is able to bully and trick the demon mind held back by the warm blanket of human memories,
in return? Can the balance change? If so, an option so what happens when the human soul is punished
might happen as follows: and ejected?

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DEMON PLAYERS GUIDE

40
CHAPTER TWO

The man who never alters his opinion is like standing


water, and breeds reptiles of the mind.
William Blake, Proverbs of Hell

When a demon tears free from Hell and takes root in The traits with the most roleplaying opportunity
the body of a human, she finds herself in a new, alien are those that influence the characters personality
world. A world where she has little of her old power, and lifestyle. Backgrounds show how a character lives
where her memories are clouded, and where she must and what effect she has on the world around her.
work diligently and in secret in order to get what she Virtues describe how a character thinks and feels, as
wants. In short, a newly emergent demon finds herself well as how she balances her demonic and human
starting at the bottom, and theres a long way to go before sides. Lore shows the characters infernal might and to
she can reclaim her former power and reach her goals. what extent she can remodel Creation.
This process of learning, growing and regaining This chapter looks at whats involved in improv-
ones full demonic strength is represented by Demons ing and changing these traits. It also shows how you
experience system. As a player guides her character can go beyond the simple expenditure of experience
from one story to the next, she gains experience points, points to find new roleplaying opportunities in your
which she can then use to improve her characters characters development.
traits. This growth is a fundamental part of a Demon
chronicle, but it can also be a great source of roleplaying
opportunities and story elements. The character
BACKGROUNDS
changes when a trait changes, and that change can be Backgrounds are unique and very important traits
reflected in the context of the story, whether in the in Demon. While other traits measure what your
process of improvement or in the effects of the changes character can do, Backgrounds measure what she has
that occur. done, what shes accomplished and how she lives her

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DEMON PLAYERS GUIDE

life. They show your characters lifestyle, access to magical skill and memories of the Age of Wrath. All of
money, capability to influence society and the world these Backgrounds are rich with roleplaying potential;
around her. They measure a characters success in life the following suggestions are just the tip of the iceberg.
and growth as a person.
For a demonstration of how much Backgrounds ALLIES
matter, consider two characters with completely iden- Sometimes its not what you know, but who you
tical Attributes, Abilities, Nature and other traits know. Allies are more than just friends and acquain-
except that one has Resources 5 and Influence 5, while tances theyre useful people who can give your
the other has no dots in either Background. Identical character a helping hand when the chips are down. A
characters with completely different lives and character with a low Allies rating might have plenty of
roleplaying possibilities. friends but few with any real ability to help her pursue
If Backgrounds measure a characters life, then her her goals. Conversely, a character with a high Allies
life must notably change when those Backgrounds rating might not be all that friendly with his associates,
change. The struggling student gets a cushy job and but he knows plenty of people who will come to his aid
starts raking in the cash; the nobody becomes a famous if he can make it worth their while.
actor; the ignored demon becomes a force to be reck- When you design your character and select allies,
oned with. try to create individuals that have different capabili-
A Background change is an important part of a ties than your demon so that you will have a wide array
characters story too important, and too interesting, of options available when you need help. If youre
to simply take effect off screen. While you can simply playing a studious character with few combat abilities,
increase Backgrounds between stories by spending a good ally might be an ex-cop with excellent physical
experience points, most Storytellers will want a justifi- skills and access to weapons. Alternatively, you might
cation for the increase a reason why your character want to come up with characters who complement
has more money, stronger memories of the ancient your characters strengths. If youre playing a vengeful
past or new, loyal followers. Dont think of this as warrior, a good ally might be the owner of a gun store
jumping through hoops to satisfy your Storyteller, who can keep your character supplied with black-
though. Its an opportunity to roleplay through major market firearms.
events in your characters life, setting up changes and Almost anyone can be an ally. Fellow demons are
improvements during the course of the chronicle and an obvious choice for the fallen, but mortals make
then cementing them into place with experience points. strong allies as well. Dont forget that your character
Life isnt perfect, and while a characters life can had a life before being possessed; some of her allies
improve, it can just as easily get worse. Therefore, might come from that period and might not know
Backgrounds can actually decrease as time goes on. A the details of her new existence. Its even possible, if
character could suffer huge gambling losses and go your Storyteller gives her permission, that your charac-
bankrupt; an ally might turn his back on his demanding ter could have a supernatural creature, such as a
associate; a change of government could eject a demon vampire or werewolf, as an ally.
from the corridors of power. These downward changes GAINING ALLIES
to a characters Backgrounds are normally dictated by Through the course of a Demon chronicle, the
the Storyteller, based on the events on the chronicle players characters are likely to meet lots of different
and the consequences of the characters actions. Storyteller characters, occasionally striking up deals
Speaking of consequences, the effects of a Back- and temporary alliances with many of them. Any of
ground increase (or decrease) are also prime roleplaying these friendly characters, mortal or demon, could
material. If you increase your Firearms Ability from 2 become a new ally for your character.
to 3, you simply become more proficient with guns. But Its not enough just to say that the two characters
if you increase your Resources from 2 to 3, youve leapt become friends, though; you need to spend story time
into the upper classes, with vastly more money and cementing the relationship. Before a character can
access to equipment and also new responsibilities become a formal ally, she ought to feel friendship or at
and problems leading from your newfound wealth. least respect toward your character. Thats probably
Exploring the effects of a Background change is as going to take quite a bit of positive interaction and
much a source of fun roleplaying as building up to the quid pro quo arrangements, spaced over several chap-
change in the first place is. ters. The character might even demand a special favor
Backgrounds in Demon are mixtures of the mystic or need help with her own problems before she enters
and the mundane from friends and contacts to a stronger relationship with your character.

42
CHAPTER TWO

Of course, the Allies Background doesnt just useful to your character might start demanding greater
measure how many allies your character has, it also payment and assistance in return for her help. Juggling
measures the capabilities of those characters. Instead the demands and needs of his various allies can be a
of adding another ally when increasing your Allies major demand on your characters time and a good
rating, you might instead want to improve the value of source of roleplaying opportunities.
existing allies. Maybe your ex-cop friend has been LOSING ALLIES
honing his skills and beefing up his gun collection, or The world of Demon is a dangerous one, and a
that librarian you know might have learned a few characters allies are no more invulnerable than he is.
occult tricks. Its all too easy for an ally to die perhaps in battle at
This improvement might not even need to be your characters side, perhaps assassinated in silence by
based too strongly on game events minor increases your enemies. Youll just have to do without his help
in an allys Abilities can probably take place entirely in from that point on.
downtime. More meaningful improvements things An ally might also break off relations with your
that drastically alter the characters capabilities and character if she feels like shes not getting her fair share
make him much more useful as an ally should stem out of the arrangement. If you use your characters
from in-game events. Before your librarian friend learns allies as tools and weapons and dont give them the
summoning rituals, she should make several appear- respect or payment they require, you shouldnt be
ances in the chronicle and have a chance to learn surprised if they stop returning your calls. If youve
about such rituals. really pissed them off, they might even start actively
Once your character has improved her Allies working against your character.
rating, she then has to start thinking about how to Its also possible but rarer to lose dots in
maintain this new relationship. Allies dont work for Allies because one of your allies loses a degree of her
free, after all; your character will have to keep all of her competence or power. If a demon loses her position of
allies happy if she wants to make use of them. Different influence in the infernal court or the ex-cop suffers a
allies might have conflicting needs, or they might even crippling injury, the Storyteller might decrease your
hate each other. An ally whos suddenly become more characters rating to reflect these changes.

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DEMON PLAYERS GUIDE

The possible consequence of a drop in Allies is course of the chronicle, your character is going to
that your character could gain a bad reputation. If shes run into all sorts of people journalists and
mistreated and driven away her allies, word will get judges, cops and crooks, slumlords and stockbro-
around that shes not worthy of respect. If her allies kers. Any of these characters might make a good
have been killed in action or assassinated, she risks a contact if your character can establish a working
reputation as being a dangerous person to befriend. association with them.
While a prospective ally probably wants a co-
CONTACTS operative relationship with the character,
Like allies, contacts are individuals your charac- prospective contacts really just need one thing: to
ter knows and can use to his advantage but with make the effort worth their while. Promise the
an important difference. Allies play an active role in operator at the phone company a hundred bucks
the chronicle, appearing on stage and working along- when you need a number, and hell probably be
side your character under the control of the happy to help. A potential contact doesnt even
Storyteller. Contacts, on the other hand, play a have to like the character. She can actively dislike
passive role, rarely appearing in person or being him but will still provide information as long as she
portrayed by the Storyteller, and they usually pro- gets paid for her trouble. In fact, you can even turn
vide just one thing information. someone who hates your character into a viable
Because contacts stay primarily off stage, you dont contact if your character can blackmail, extort or
need to spend as much time defining them as you do threaten information out of the person.
your characters allies. While an ally probably requires When your character gains a new contact, he also
a full character sheet or at least notes on his abilities, gains a little more notoriety and visibility. Contacts
a contact really just needs a name and an area of are likely to talk about their new connection, since
expertise. Make a quick note of your characters con- they arent as concerned with protecting the characters
tacts, along the lines of Sergeant Phillips, 14th interests. Such a thing might be good or bad, depend-
Precinct, so that you can quickly decide who your ing on what services the contact provides. Its a good
character is consulting when you make a Contacts roll. idea to impress the need for secrecy on any contact
When deciding on your characters contacts, pick who provides sensitive or confidential information.
areas of expertise that your character cant readily Your character might also find that his new connec-
access himself. If your character works for a newspaper, tions sometimes feed him information without being
he already has access to the papers archives and news asked. They just assume that hed want to know about
feeds, so a contact at the paper isnt going to be very something juicy (and would be prepared to pay for the
useful. Better to gain a contact in the mayors office or knowledge).
at police headquarters who can tip him off to newswor- LOSING CONTACTS
thy events. Similarly, dont double up on contacts
Like allies, contacts are vulnerable beings who
your character doesnt benefit much from having two
might get killed off during the course of a story. Its
contacts at different newspapers. Instead, give each
much less likely, since contacts are rarely involved
contact a widely different area of expertise. That way,
directly in the chronicle, but accidents can still
your character has plenty of options when trying to
happen. If the character tells the wrong person
gain information.
about his friend at CNN, she might end up having
With your Storytellers permission, a contact might a nasty accident. Its also possible that the contact
be useful for more than just information. A fence may cease being useful due to the events of the
might be able to provide your character with forged chronicle. If the characters burn down City Hall,
passports or black-market weaponry in addition to you cant really get any more help from the clerk
information; a reporter for a major TV network might who used to work there.
be able to help your character gain public visibility and
Contacts can also cease working for the character
popularity. This kind of assistance can start to overlap
if he stops making it worth their while. Contacts want
with the benefits of the Allies Background, so its up to
to be paid or otherwise compensated for their efforts,
the Storyteller to approve such use of Contacts. If she
and the information might dry up if a character is too
does, you still make a Contacts roll to take advantage
stingy. Some contacts will still cough up information
of the contact, and the difficulty is likely to be higher
if threatened or beaten, or they might sell out the
than usual.
character to his enemies.
GAINING CONTACTS There arent many effects that follow losing dots in
The easy way for your character to gain dots in Contacts except for a loss of access to information. Its
Contacts is simply to make new contacts. Over the possible that disillusioned former contacts might
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CHAPTER TWO

badmouth your character to their friends or to the is to perform onerous duties or work for the better-
characters enemies but on the whole, contacts ment of an important court member or influential
dont play an active part in your characters life. He demon. If your character works well in the service of
wont be much affected, then, if the contact breaks off such a Storyteller character, shes likely to be rewarded
the relationship. with status and promotion within the court (though
she likely wont be able to rise to a higher position than
EMINENCE that of her patron). Similarly, if your character acts to
A characters Eminence Background measures her protect an important demon from the political machi-
standing in demonic society and, to some extent, her nations of a rival, she could easily be rewarded with an
position in an infernal court. A character with a low increase in Eminence.
Eminence rating is simply another lackey to the rulers For characters working outside the infernal courts,
of the court. With a better Eminence rating, she raising Eminence is usually accomplished by gaining a
becomes a respected courtier or powerbroker; with a reputation of some sort. If your character foils the plots
high rating, she can become one of the great powers of the local court, disperses the cult of an Earthbound
and decision-makers in demonic society. demon or finds a major clue to Lucifers fate and shares
Not every Demon character is involved in de- this information with others, shell gain a certain
monic politics, of course many chronicles focus notoriety and fame among demons. Its difficult to
on characters who operate outside the bounds of a leverage fame into influence if you work outside the
court and perhaps even work to subvert demonic courts, however, and the Storyteller may limit such
society. Yet even these outsiders can benefit from characters to just two or three dots of Eminence
having dots in Eminence, because the Background enough to make social interactions easier, but not
also determines the level of respect and perhaps enough to gain real social power.
even obedience she can command from other de- With greater Eminence comes greater responsi-
mons. One outsider with a few dots in Eminence bility. Other demons will come to your character
might have had great political power during the Age looking for favors, for patronage and for political aid
of Wrath but now chooses to remain outside the in their own endeavors. The character is also going to
current power structure. Another might have attract new rivals and new enemies demons des-
amassed a reputation as a rabble-rouser since return- perate to stay on top of the political pecking order
ing to the mortal world. and jealous of her new level of influence. Characters
Eminence allows you to bring a degree of authority outside the courts will experience this phenomenon
and reputation to bear in your characters social inter- as well, but to a lesser degree. Her few petitioners will
action with other demons. If shes dealing with a be other outsiders and a few desperate courtiers, her
recalcitrant demon who wont give her the informa- enemies other outsiders scrabbling for crumbs of
tion she needs, use her social standing as a way of power. A much greater danger for an eminent out-
putting pressure on the demon. Eminence can be used sider is the risk of being labeled an enemy of the
to make threats (Cooperate with me or my powerful infernal order and hunted by the forces of the courts
friends will destroy you.), or bribe and cajole (Coop- as a rebel and dissident.
erate with me and my powerful friends will elevate and LOSING EMINENCE
reward you.).
No one likes a loser, and the easiest way for a
Eminence also presents the character with a new character to lose prestige and Eminence is to fail in her
set of problems and responsibilities. Characters with duties. A botched mission for the court is liable to cost
low Eminence get very little respect from their fellow the character a great deal of influence and position.
demons, and they run the risk of being used as pawns Your character might also lose Eminence as a result of
or scapegoats by more politically powerful characters. a ploy or political gambit on the part of her enemies. A
A character with high Eminence has the power to popular tactic is to force a demon to give up political
pursue her own agenda but must fight constant politi- ground in order to save her own life or other assets that
cal battles to safeguard her position and subvert the are dear to her. On top of all that, your character can
plans of her power-hungry rivals. lose Eminence simply for doing nothing. If you arent
GAINING EMINENCE working the system on a regular basis, youll lose
Since Eminence is a measure of how other demons prestige as other demons steal your political power and
see and respect your character, you need to impress social standing.
others primarily Storyteller characters in order Just as outsiders find it a little more difficult to
to increase your Eminence rating. One good way to do gain Eminence, they also suffer less risk of losing
so and something that comes up in many chronicles prestige. Minor failures are unlikely to threaten a
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DEMON PLAYERS GUIDE

characters reputation it takes a major screw-up to even mean the character is a wanted criminal. This
accomplish that kind of social damage. Botched en- kind of fame isnt as easily useful as positive fame, but
deavors or important losses to your enemies can it has its uses. An infamous character has a good
damage a reputation, particularly if your character chance of intimidating or frightening mortals. In the
starts to look ineffectual or sloppy. An outsiders World of Darkness, even infamous criminals and mur-
Eminence can also drop through inactivity. If you derers have their fans morally bankrupt mortals
dont stay visible in the eyes of other demons, theyll who will do anything to help their dark idol.
start to forget about you.
GAINING FAME
Loss of Eminence can actually make a characters All you really need to do to become famous is to
life simpler. Some of her enemies will ignore her once have people notice you, and there are plenty of ways a
she falls past a certain level of importance. Its more character can do that. Characters with no fame can get
likely, though, that with her social defenses weak- themselves on the news through their heroic (or de-
ened, the characters enemies will try to swoop in for praved) actions, perhaps write a book or release a
the kill. Another drawback of lost Eminence is that single. In fact, in this media-soaked world of reality TV
more influential demons will stop looking to the and overnight celebrity, a person can almost become
character for aid, preferring to trust more useful or famous just by acting as if they were already famous.
popular retainers. Alternatively, loss of Eminence Once you get your face on TV, people will treat you
makes the character more popular as a servant but differently, and you can use that attention as a launch
only because her new patron wants a disposable pawn pad to further fame.
or a deniable asset. Outsiders who lose Eminence
have to deal with a world thats starting to forget Characters who possess one or more dots in Fame
them and have to work twice as hard when dealing already have a reputation and some media attention.
with demonic society. To increase the Background, they need to improve
their media profile by doing whatever it is that made
FAME them famous. An actor needs to star in a new movie,
a designer needs to release a new clothing line, a mass
Fame is the headiest drug and most powerful
murderer needs to go on a killing spree. Characters
religion of the 21st century, and thats a power many
might want to consider hiring a publicist or media
demons want to tap into. From authors to actors,
agent to assist in these projects. A simple press confer-
preachers to professional wrestlers, singers to serial
ence or media release can do wonders for increasing a
killers being famous is an end in itself for some,
characters public profile.
while for others its a only a tool for getting what they
really want. Some demons the lucky ones possess With increased fame come added problems. The
the body of someone whos already famous at the point character might no longer be able to appear in public
of their escape from Hell and can start taking advan- without being recognized, which is not only inconve-
tage of their hosts fame and influence right away. nient, but downright dangerous for a demon trying to
Other demons become famous after possessing their achieve his goals in secret. Theres also the danger of
host, using their powers and abilities to gain attention unwanted personal attention. Crazed fans might begin
and notoriety. to stalk your character, or he might be named in a
bogus palimony suit. And certain responsibilities come
Fame is generally most useful in social situations.
with fame, such as managing your income to avoid
A famous name or face can be a huge advantage when
excessive taxes or endless personal appearances and
dealing with mortal society. Even if the cop investigat-
charity events. For a character with negative fame, an
ing you isnt a fan of your movies, he still has to treat
increase in the Background could mean a nationwide
you with deference to avoid bad publicity for his
manhunt or having his face being plastered all over
department. Theres also a good chance that other
Americas Most Wanted.
demons will react to your fame after all, most
demons pick up some of their hosts personality and LOSING FAME
interests. You might not have the Eminence to make One of the quirks of modern society is that its
a demon courtier bend to your will, but she might just difficult to actively make yourself less famous. You can
do what you want if her hosts favorite author signs a make yourself less popular by speaking out against
copy of his latest book. mass opinion, hitting a pedestrian while driving drunk
Fame isnt always a positive thing there are or calling your fans mindless sheep in an interview
plenty of famous terrorists, criminals and serial killers. but that doesnt mean the media will pay any less
Negative fame usually means a character is widely attention to you. In fact, youre likely to gain notoriety,
reviled, disliked or feared by mortal society. It could and perhaps even a few particularly unhinged fans.

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CHAPTER TWO

(Society loves a bad boy almost as much as it loves to businessman has plenty of staff under him, but only
see celebrities self-destruct.) his personal secretary and chauffeur are so loyal that
The only real way to become less famous is to theyd die for him.
stop appearing in the public eye. Stop writing books, The primary use for Followers is to perform your
stop making movies, and certainly stop killing people characters legwork. Legwork covers tasks that are
if youre a wanted terrorist. The media is a hungry generally too minor for your character to take care of
beast that constantly needs novelty, and it quickly personally or too mundane to warrant roleplaying out
gets bored with celebrities who dont do anything. in detail. Someone needs to drive your character
Your character can withdraw from the public delib- around, take care of her taxes and deliver important
erately, or the Storyteller may rule that your character packages while shes engaged elsewhere. Followers are
loses Fame if he doesnt do enough to keep drawing also useful for dangerous tasks that arent worth plac-
public attention. Failure is another way to lose ing a players character at risk. If you need to lure out
Fame. If your new movie, book or fashion line is a the maddened demon whos stalking and killing pros-
flop, the media will desert you, and many of your titutes, you could dress as a hooker and lure him out,
fans will follow suit. but its safer and perhaps a better strategic option to use
The effects of a loss in Fame is generally just a your loyal worshipper as bait. Followers can also some-
lessening of public attention. Your character is now times serve as backup in dangerous situations. An ally
safe to go out in public to shop, but she no longer would be more competent in a crisis, but followers can
enjoys discounts in stores or the best seats in restau- be counted on to fire wildly, distract opponents and
rants. She also runs the risk of people turning on her. drive the injured to safety.
Employees and retainers might desert her, hoping to GAINING FOLLOWERS
leach fame from a new celebrity. You might also find Recruiting new followers isnt particularly diffi-
a few members of the public becoming antagonistic
cult in fact, your character might be spoiled for
toward your character. Many people resent their
choices. If your character maintains a cult of worship-
celebrities even as they worship them, and a former
pers, shes probably always looking for new members.
star can become a target for ridicule or even physical
Characters without acolytes still have plenty of op-
attacks. For a character with negative Fame, a drop in
tions for finding followers. Almost any normal mortal
the Background might mean a drop in attempts to
arrest him, but people might no longer fear him the could qualify as a new follower all thats needed is
way they used to. to choose a useful candidate, then work to ensure that
the mortal becomes loyal. Another good possibility is
FOLLOWERS to promote an existing mortal retainer to follower
status. Again, all thats needed is to make the mortal
Followers are mortals who work in your characters
service. They differ from contacts in that they often more devoted to your character.
appear on stage and carry out tasks for the character. So how does your character inspire this loyalty?
Followers are less capable than allies, however, in that Plenty of options are available, and different demons
they are always normal mortals without supernatural have different methods. One possibility is to use evo-
abilities or elite skills. Followers can be extremely cations and demonic abilities to bind a mortal to you
useful in some situations, though, because they feel far the Lore of Humanity, Radiance and Longing are all
more loyalty to your character than her allies or con- useful for this kind of evocation. A demon can also
tacts do. Your followers need some degree of reward for demand loyalty as part of a pact he enters into with the
their efforts, and they wont take endless abuse without mortal. For a non-supernatural method, characters
rebelling, but they will still do almost anything your with strong psychological skills can condition or brain-
character asks. wash mortals into unthinking loyalty (although such
Many demons set up cults and hidden religions, followers often suffer from emotional instability). And
and an obvious kind of follower is the loyal acolyte or never forget the potential of a simple good deed. If you
worshipper. Other kinds of followers do exist, how- help out a mortal in need, she might be so grateful as
ever, and almost any character can amass a group of to enter your service willingly.
loyal retainers. An artist might have a stable of An increase in the Followers rating often makes
students and assistants; a businessman might have a the characters life that little bit easier. She can now
number of loyal staff members; the captain of a command others to do the mundane tasks and minor
SWAT team might have her subordinate officers. jobs that took her attention before, allowing her to
The main thing that differentiates followers from devote herself completely to her own goals. This
other mundane retainers is simply their loyalty. The increase in focus can make a character more driven and

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DEMON PLAYERS GUIDE

capable and could even provide a rationale for increas-


ing other traits with experience points. The downside
of gaining a new follower is that you now have to
provide for that person. Followers are loyal and de-
mand little, but they need something for their troubles
a paycheck, a place to live or simply the love and
attention of their demonic mistress. A character gains
convenience by gaining followers, but if she doesnt
satisfy their needs, that convenience could quickly be
lost, as disgruntled followers stop performing their
tasks properly.
LOSING FOLLOWERS
While followers are as fragile as any mortal, theyre
not particularly likely to die in a characters service,
simply because its rarely worth placing them in physi-
cal danger. A follower is competent, but not
extraordinarily so, and most are not effective combat-
ants. Best to save the danger for your character and her
allies, and keep the followers in reserve. (A follower
pilots the plane but generally doesnt parachute into
the enemys stronghold at your side.) Of course, if your
character wants to put her followers in the front lines,
shes free to do so, but she shouldnt be surprised if they
drop quickly. Followers are at risk of being killed by
their mistresss enemies, of course killing off her
mortal entourage is a good way to send your character
a message or make a threat.
The other main way your character might lose
followers is if they simply decide to stop working in
her service. Such a thing isnt very common, though.
After all, these are mortals who are strongly loyal to
your character and might even die for her if neces-
sary. Yet even loyal minions have limits. If your
character pushes her followers beyond their limits,
its entirely possible that they might jump ship. If a
character constantly mistreats her followers, forces
them into combat situations or refuses to see to their
needs, they will eventually rebel and hopefully
they wont clean out their former mistresss bank
account when they leave.
The main effect of losing followers is that the
character will have to start doing her own dirty work
again. Responsibilities that once could be trusted to a
minion will have to be taken care of personally and
its galling in the extreme to be forced to miss a vital
court meeting because youre doing your taxes or being
forced to use public transportation. The other draw-
back of losing followers is the risk that those former
minions will start working against your character. Fol-
lowers arent competent enough to be a personal threat
to your character, but they can sell her secrets to her
enemies, encourage her remaining followers to leave
or simply badmouth her so that she gains a reputation
as a harridan and a harsh mistress.

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CHAPTER TWO

INFLUENCE power. That means winning elections, smoothing out


irregularities in their security clearance and gaining
Influence measures a characters capacity to con-
trol and manipulate mortal society, just as Eminence regular access to the corridors of power.
does the same for demonic society. A character with Another way to gain control is not to use pawns
a high Influence rating might have thralls in place but to place your character into a position of real
within the halls of government, the media, the police power. Sure, you can control the mayor or you can
or other organizations. Alternatively, the character be the mayor, with all the power of the office at your
could be in a position of power himself a demon fingertips. Again, its easier to gain low levels of
can be the chief of police, a senator or the owner of Influence. For example, winning a mayoral election
CBS. Like Fame, Influence might be something the or taking command of the local CBS affiliate might
demon inherits from his mortal host possessing the take only a single story for a determined demon.
body of the mayor or the demon might have used Gaining a high Influence rating becomes much harder.
his powers and abilities to gain Influence after escap- If you want to move from mayor to senator to gover-
ing from Hell. nor to president, thats going to require constant
A characters dots in the Background govern the work over the course of the entire chronicle, and itll
strength of his influence, but you should also think be difficult to keep your characters other activities
about what kind of influence your character possesses. hidden during the process.
Does he have political power? The capacity to manipu- Once youve attained a higher Influence rating,
late the media? Does he have a syndicated televangelist your character is going to have to work hard to keep his
program that lets him mold public opinion and sway newfound power. Human politics and power struggles
his loyal viewers? Characters with the same Influence are just as cutthroat as demonic politics perhaps
rating can have very different styles of influence and more so and your character will have amassed many
control, so pin down just what your character can enemies and rivals on his way to his current position.
control and manipulate. Those rivals will constantly be working to undermine
The primary use of Influence in the chronicle his endeavors and unseat him from power, so hell have
is to allow your character to manipulate mortals at to spend a lot of time keeping and using his
a distance. Influence can let you control crowds or power. Influence also brings with it a level of visibility.
even entire cities, far beyond even the greatest Even a character who works from behind the scenes is
demonic evocations. If you want a city block to be going to face at least some level of scrutiny, if only from
deserted while you invade your enemys strong- those he interacts with. Keeping his demonic nature
hold, you can arrange to have the area cordoned off secret will be almost as great a challenge as controlling
by the police or stage a parade elsewhere to attract human society.
public attention. Want to thwart an Earthbound LOSING INFLUENCE
cult? See how it copes with a police raid or endless Like Eminence and Fame, Influence is a Back-
demonstrations by concerned mothers. Influence ground that requires a certain level of maintenance.
can also be used to inconvenience or harass de- Power is an addictive drug, and others will be jealous
mons, most of whom still have to interact with of your characters position. His rivals will be trying to
mortal society on a daily basis. Your enemy might unseat him, thwart his plans and subvert his staff and
be the tyrant of the local infernal court, but she retainers. Unless your character is willing to spend all
might still fear getting audited. of his time propping up his position, he runs the risk of
GAINING INFLUENCE leaving his affairs unattended at a critical time. And if
To increase his personal influence, your character he focuses too much on his private agenda and the
has to gain greater control over the structure of mortal events of the chronicle, hes almost certainly going to
society. Doing so often involves insinuating your own lose some of his political power.
thralls into positions of power or making mortals who Influence is also prone to falling due to situations
are already in those positions into your pawns. For low outside the characters control. After all, Influence is
levels of Influence, it can be fairly easy to do so place all about controlling mortals and their political struc-
a few thralls in the mayors office and the police force, tures, and those are prone to change at a moments
and youre in charge. Higher Influence ratings require notice. If the balance of power changes, the character
more work, and your thralls will have to be more might be forced out in the cold. (It does you no good
prominently placed. Influencing policy decisions across to control the mayor if he loses an election.) Simi-
the USA requires more than a White House page as a larly, your syndicated religious TV show could fall in
thrall you need to put senators and advisors into the ratings and be cancelled, and your powerful

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DEMON PLAYERS GUIDE

corporation could be slammed with tax fraud indict- In play, Legacy serves as a way for your character
ments. The Storyteller decides if such misfortune not only to flesh out her demons history but to learn
befalls your character a botched Influence roll is new and useful information that will aid her over the
just one possible reason for such an event. course of the chronicle. Your rival in the court might
As with Eminence, a loss in Influence can bring have a weakness that you could remember, or you
with it a reduction in some headaches and responsibili- might be able to recall the location of a cache of relics
ties. When your character becomes a less inviting or from the Age of Wrath. Sometimes the sight of a
dangerous target, his rivals might stop attacking him. location or a demons face is enough to warrant a
Thats generally small consolation for the loss of pres- Legacy roll if the Storyteller feels its appropriate.
tige and control a drop in Influence forces on the More often, youll ask the Storyteller if you can roll
character, though. He might have to get used to a Legacy to get information for your character. Access-
much less easy lifestyle a life where the police wont ing these memories might be a simple task, or it could
wave away his speeding tickets and senators wont require your character to spend time meditating or
return his calls. Your character might also attract a racking her brain.
reputation as a failure and a loser, or at least as a fading GAINING LEGACY
power further weakening his capacity to influence The best way to increase Legacy is through direct
others and possibly affecting his role in demonic poli- experience the more your character tries to remem-
tics as well. ber her past, the more shes likely to get better at it.
LEGACY Obviously, if youre making a Legacy roll in every
scene, your character is getting plenty of practice, but
Unlike most Backgrounds, which measure a that can start to get boring after a while. Its more
characters external relationship with others and interesting to start fleshing out the process by which
society, Legacy is completely internal a measure of your character accesses her memories. Does she medi-
the characters capability to access her vast cache of tate on her past? Submerge herself in visions for hours
memories. Demons have lived for untold eons, and at a time? Pore obsessively over volumes of occult lore
they can recall events from before the dawn of man. looking for anything that jogs her memory? Come up
But there simply isnt room for those memories in the with a couple of remembrance rituals for your charac-
limited space of the human brain, which can barely ter, methods she uses to focus on her past. You might
contain the life experiences of the demons host. So even ask the Storyteller if you can play out a scene from
a demon must fold her memories, compressing the your characters past as a flashback, which gives your
vast bulk of them and storing them in the unused Storyteller an excellent chance to foreshadow or elabo-
portions of her hosts mind much like a computer rate on the current story.
can compress rarely used files and store them away.
A common side effect that often accompanies
Legacy allows a character to reach those memories
an increase in Legacy is a distancing from the demons
when needed, accessing a sort of mental index to pin host and the mortal world. Theres only so much
down a block of her memories, then unpack them and space in the human mind for memories, and some
recall the details as usual before submerging them demons actually lose some of their hosts memories
back into her unconscious. in order to make room for their own past. More
Thats a very clinical metaphor, though; the common, though, is an emotional disconnection
reality is usually very different. For most demons, the from the host as the character focuses more on her
inability to readily access their deepest memories is demonic side. A demon with high Legacy can find it
extremely frustrating. Its as if the most important harder and harder to communicate with mortals,
parts of your mind and identity were lost in a mental who dont share her vast memories and demonic
fog, only occasionally glimpsed in day-to-day life. A perspective. Such high-Legacy characters tend to
demon still knows that she is a demon, but with her associate more with other demons, and can become
demonic memories so far removed and the memories socially awkward with mortals. Some demons com-
of her human host so near, confusion frequently sets pletely abandon their connections with the mortal
in. Many demons strive hard to hold on to their world and live solely among demons. Your character
memories and gain greater access to their past, often might not go this far, but shes still likely to run into
by distancing them from their hosts life as they try to problems when interacting with mortals or with her
embrace their demonic nature. Others meditate for hosts memories and lifestyle. These problems can
hours or days on their pasts or attempt to surround manifest as penalties to Social rolls when dealing
themselves with relics and data that might jog their with mortals, or her other Backgrounds might end
memories to the surface. up dropping.

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LOSING LEGACY whos guided by an established entrepreneur, she could


Its fairly difficult to lose Legacy. A demons memo- classify as a mentor, but shed only be able to aid him
ries are simply too powerful, too much a part of her in mortal finances and politics and would have to kept
being, to simply be forgotten, but a character can in the dark about her protgs double life.
develop difficulties in accessing those memories. This The primary support that a mentor gives is usually
generally happens when a character neglects her de- advice and information. The mentor will have better
monic side in order to focus on her interaction with the knowledge and skill in specific areas than your charac-
mortal world. A demon that gets too caught up in the ter and can aid him in those areas. If your mentor is a
life of her host, rarely accessing her memories of Hell wise Fiend with a mastery of the occult, she might be
or the Age of Wrath, might find those memories able to tell you how to design a summoning ritual or
sinking even further into her subconscious and becom- where to find an ancient artifact. Mentors with greater
ing even more difficult to access. The Storyteller power and influence, whether in the demonic or
generally decides if such is the case. If you dont mortal spheres, might also bend that power to your
attempt any Legacy rolls for several stories, or your characters aid. The Storyteller decides on the Back-
character neglects the demonic side of herself to focus grounds your characters mentor possesses. If those
on her mortal career, she might lose dots in Legacy. Backgrounds are better than your characters, he might
The Storyteller might also reduce your characters be able to make use of them on occasion. Your charac-
Legacy rating if you botch a Legacy roll your ter might only have Resources 2, but he can make use
character might be so overwhelmed by the force of a of his mentors four dots in Resources though only
particular memory that she subconsciously blocks ac- occasionally, and only if she approves of how he wants
cess from that point. to spend her money. Some rare mentors might take an
A reduced Legacy rating usually brings with it a active role alongside the character fighting by his
growing confusion between the characters mortal and side, creating magical devices for his use but this is
demonic identity. Demons arent human, make no solely at the Storytellers discretion. Mentors generally
mistake, but they live inside the minds and souls of dont take such an active role thats the purpose of
their hosts, and most demons identify with their host allies but the Storyteller may allow this if it en-
to at least some extent taking on board elements of hances the story.
their hosts personality after possession. As access to
the memories of her demonic existence fade, the Mentors help their protgs for many reasons.
memories of your characters host tend to grow stron- Some mentors respect or even love their charges; some
ger. In extreme cases, these mortal memories might need a useful agent and see the character as having
overwhelm a demon to the point where she forgets her potential; some dislike or even hate their charges but
real nature for a period of time, living out the life of her need someone to perform tasks they cannot handle
host. More likely she still remembers who and what she alone. Whats common to all mentor-protg bonds is
is but feels more comfortable with mortals than with that the mentor doesnt help your character for free.
other demons. This might lead to her throwing herself Your mentor wants something in return for her help
further into her hosts identity and lifestyle (possibly and if you cant provide the help she needs, shell stop
causing further loss of Legacy), losing face and favor in supplying you with her advice and influence. She
the courts or even suffering penalties to Social rolls might want money, political aid, a lieutenant for her
when interacting with other demons. army of worshippers or almost anything else and she
might not want others to know that your character
MENTOR works for her. When you create your character, work
with the Storyteller to decide what the characters
A mentor is a Storyteller character who has taken
relationship is with his mentor, and what she wants in
your character under her wing. Most appropriate men-
return for her help.
tors are fellow demons one wiser, better situated or
simply more powerful than your character, who is GAINING MENTOR
willing to aid her in her endeavors. With Storyteller In order to increase your characters Mentor rat-
approval, your mentor could be a mortal, but this is ing, you have to increase the power, prestige or
rare. Such a character would have to know something usefulness of the mentor. She needs to be able to place
about the demonic condition and your characters more power behind your character, and that means
secrets. Conceivably, a mortal mentor might not know your character has to send that power your way. All the
that your character is a demon, but such a mentor things your character can do to improve his own
would have very limited abilities to aid your character. Eminence, Influence, Resources or similar Backgrounds
If your character is an up-and-coming businessman can also work to improve his mentors Backgrounds,

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DEMON PLAYERS GUIDE

and thus increase her power. Its possible that both might also be the result of political maneuverings
your character and his mentor might benefit from the mentor might have to let your character go in order
certain acts, but it might also be that your character to keep her power. He might even willingly change to
doesnt gain anything for himself from his work. Even a less powerful mentor if he has a better relationship
worse, he might have to damage his own position in with the new benefactor or if she can provide a differ-
order to elevate his mentor. ent kind of assistance.
An alternative to improving your mentor, of course, (Theres one other reason why your character
is getting a new mentor one more powerful and might lose Mentor dots, of course the death of his
influential than your former teacher. Maybe theres mentor. This would remove all the dots in the Back-
another power in the infernal court willing to aid you, ground, unless he finds a new mentor to fill the void.)
one with more influence than your former teacher A loss in Mentor brings with it a loss in social
or maybe you switch your allegiance to a rebel demon power and position, as the character can no longer
businessman, whose powers extend into a different benefit so much from his benefactors influence.
world than your old mentors did. If your character can There are fewer options now, and your character will
find a new mentor, he can try to change allegiance have to learn to rely more on his own abilities and
if the new mentor will accept him. Theres bound to be resources. Its quite likely that his mentor will be
a price, and it might include the betrayal or denuncia- bitter about her reduced circumstances and take her
tion of his former mentor. It might instead (or anger out on him perhaps even sabotaging his
additionally) include a special mission for his new endeavors to teach him a lesson. If the loss in rating
teacher in order to prove his loyalty and to give her a was caused by a change to a less influential mentor,
reason to accept him as a student. the character is likely to attract a reputation as a
With a more powerful mentor comes greater failure or a liability or perhaps a fool if he was the
responsibility for her protg. Just as a character instigator of the change.
would have to work to maintain his own gains in
power, he will have to work to keep his mentor
PACTS
ensconced in her new position. His mentors rivals This Background determines how many pacts your
will want to unseat her from power, and hell have to character has established at the start of the chronicle.
protect her from their efforts and perhaps also That last part is important, and it means that Pacts is
protect himself, if they try to cast him down in order different enough from the other Demon Backgrounds
to get to his mentor. Extra complications exist for a that it warrants a separate discussion.
character who trades up to a more powerful mentor. Other Backgrounds can be increased with experi-
He might amass a reputation as a user and an oppor- ence points, but Pacts cant be increased in this way.
tunist or worse if he betrayed or hurt his old Once the chronicle has begun, your character can
mentor. And if his former mentor is still around, she make new pacts only by offering a mortal favors in
might be looking for a chance at revenge. return for Faith (see the Demon core rules, p. 252).
New pacts gained in this fashion dont increase the
LOSING MENTOR Pacts Background you keep a separate record of
Just as your character can lose his own political those new thralls and the terms of the agreement they
power and influence, so too can his mentor. This can have with your character.
happen for reasons completely outside the characters The Pacts Background can decrease, but this
control after all, the mentor is a Storyteller charac- wont happen very often. The Background wont
ter who can make her own mistakes. Yet there are also decrease unless you lose so many thralls through
plenty of ways in which the characters actions can death or a breaking of your characters pact that
lead to her mentors downfall, such as a failed en- you have fewer remaining pacts than the Pacts
deavor, a secret told to the wrong person or simply Background. For example, say your character starts
neglecting to maintain his benefactors estate effec- the chronicle with Pacts 2 then gains another three
tively. The mentor falls down the ladder of influence, pacts during the course of the game. During a crisis,
and your character falls along with her. one of her original thralls dies, and two others break
The characters Mentor rating can also fall if he their pacts. Although one of the original thralls
changes to a new benefactor who is less powerful and covered by the Pacts Background is gone, she still
capable than his former mentor. He might have traded has two pacts in place, so her Pacts rating does not
down because hes fallen from favor with his old decrease. If she loses one more thrall for some
teacher. If he doesnt do enough to meet her needs, she reason, her Background will drop by one and if
might spurn him for someone who will. The demotion the last one goes as well, she loses the Background

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CHAPTER TWO

completely. This one-sidedness is just one reason can evoke only minor effects, but she can do so with
why demons should protect their thralls from dan- an ease and control that a demon with more raw
ger and make sure that pacts arent broken. power can only envy. A demon with high ratings in
When you create your character, give some thought both Paragon and her lore can do almost anything
to her existing pacts. Who are her thralls? What is the with her evocations.
nature of the agreement she has with each one? How Characters with high Paragon ratings often be-
did she come to this agreement in the first place? What come very confident with their evocations. After all,
does she have to do to keep up her end of the bargain? they can afford to use minor effects whenever they like,
Do other demons know about these pacts? How does with no risk of failure or uncontrolled effects. More
she protect these thralls from her enemies? powerful evocations still cost Faith to use, of course, so
PARAGON your character wont use them so readily, but lesser
evocations can be used almost casually. A skilled
All demons have the capability to perform evo- Scourge of the Ellil visage might always be surrounded
cations, manipulating the names and identity of by breezes and winds; a skilled Malefactor of the Antu
reality itself through their lore. A character with the visage always takes the best and easiest path to her
Paragon Background is a master of her primary lore. destination. A high Paragon rating might make evoca-
She can use her mystical knowledge so skillfully that tions more reliable, but it doesnt protect the character
she rarely fails to evoke the lore as she chooses. A from the side effects of evoking her lore. Mortals will
character with a high Paragon rating can use her still be at risk of Revelation if they witness an evoca-
primary lore more frequently, with little risk of losing tion, and other demons will still be able to detect your
Faith or uncontrollably evoking the high-Torment character when she uses her power.
effects of the Lore.
Its worth noting that Paragon covers your GAINING PARAGON
characters skill with her primary lore, not the power Practice makes perfect, and the best way to be-
of her evocations that depends on how many dots come better at using your lore is to use it on a regular
she has in the lore itself. A character with a high basis. A character who evokes her primary lore often,
Paragon rating but a low rating in her primary lore who experiments with different uses of her evoca-

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DEMON PLAYERS GUIDE

tions is likely to improve her Paragon rating. Many character whose expertise has faded with suspicion.
practices that help improve her lore could also im- Even if she hasnt begun to identify with her host,
prove Paragon (see Lore, p. 64, for details). Frequent theyre likely to believe that she has been corrupted by
assumption of the characters apocalyptic form could mortal life, which might inspire them to send her back
also assist in improving Paragon. A characters pri- to Hell for reeducation.
mary lore is more than just a magical power she can
use it forms a major part of her identity and RESOURCES
abilities as a demon. A demon who manifests her Your characters Resources Background measures
revelatory form is immersing herself in the power of just how wealthy he is. Resources doesnt just focus on
her primary lore, and that can, in turn, hone her cash and bank accounts, though, it also covers the
capability to evoke that lore. characters income, job, investments, home, assets and
Because of this bond between the characters pri- useful equipment anything and everything to do
mary lore and her demonic nature, an increase in with money. Almost all characters will have at least a
Paragon can also lead to some changes in personality dot or two in Resources its just too difficult to live
for the character. As she grows stronger in her demonic in the modern world without a source of income and a
abilities, she might grow more distant from her mortal roof over your head. Still, some characters are forced to
half. Immersed in the ebb and flow of Creation, the live without money, owning just their clothes and a
character begins to think in terms of True Names and little cash. Such a character might be homeless, a child
evocations, rather than paydays and families. She dependent on his parents, an escaped prisoner or a
might begin to lose her connection with her hosts life refugee from the Third World.
or with mortals in general. Another risk is overcon- If your character does have dots in Resources,
fidence. If the character becomes blas or casual about you should think about what that rating represents
evoking her lore, she might inadvertently shock mor- and how the characters finances shape his life. Just
tals in Revelation. Other demons might seek to punish like in the real world, your income and job play a
her for attracting unwanted mortal attention, and they huge part in how you live. If your character has a low
might find it easy to track her down, following the or medium Resources rating, this means he probably
echoes of her many evocations. has a job (though he might be living on a small trust
LOSING PARAGON fund or scholarship as an alternative). Think about
Its rare for a characters Paragon rating to fall. You just what he does to make ends meet and what
dont just forget how to perform a skill, and thats even demands that job makes on his life and his demonic
more true for Paragon. After all, the characters capa- activities. A character with high Resources is likely
bility with her primary lore is a central part of her to be independently wealthy, managing a corpora-
demonic nature. In rare cases, though, a character falls tion or living on the dividends of his investments.
out of practice with her evocations, to the point where Still, certain responsibilities come with wealth
she cannot perform them with her former expertise. If reporting to shareholders, making investment deci-
the character goes for a long time without evoking her sions, or filling the needs of your family and you
primary lore, she might end up losing dots of Paragon. should think about the demands made on your
This happens if shes prevented from evoking her lore wealthy character.
perhaps shes imprisoned for a long period in a soul The main use of Resources in the chronicle is, of
trap (see Chapter Five for details) or bound by a pact course, to buy things: weapons, equipment, favors,
that forbids her to use her lore. Another possibility is secrets, allies and anything else that can be bought
that a demon becomes so bound up in living a mortal or sold. Resources also shape your characters stan-
life that she simply doesnt use her lore for a very long dard of living, which will modify how other people
period perhaps several years. treat him. A rich character will have little trouble
In the event that your character does lose dots of getting into exclusive nightclubs or winning the
Paragon, it can lead to major upsets in her personality. respect of unctuous (and bribable) public officials.
The loss means that she grows more distant from her A poor character might be barred from entering the
primary lore and visage and grows closer to the identity havens of the wealthy, but he has a better chance of
and personality of her human host. Her former exper- making useful connections with the disenfranchised
tise fades into the fog, perhaps along with her vast and others who resent the wealthy elite. With your
memories of her demonic existence. A loss in Paragon Storytellers permission, you might be able to occa-
could cascade into a fall in Legacy and perhaps a drop sionally use Resources in place of other Backgrounds
in Eminence as the character drifts too far from her such as Influence and Contacts, representing your
demonic identity. Other demons are likely to view a chances of buying information or assistance. If your

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CHAPTER TWO

Storyteller does allow this, shes likely to put a limit maintaining your wealth comes an increased visibility.
on what aid you can buy, which will probably in- Even characters with modest incomes can become the
crease the difficulty of any associated dice rolls for target of thieves, while rich characters can be hounded
using the Background. by tax collectors or journalists who want to report on
the lives of the rich and famous.
GAINING RESOURCES
There are many ways for a character to increase his LOSING RESOURCES
personal wealth and standard of living. A character Unfortunately, its much easier to lose money
with a low Resources rating can get a better job (or than it is to gain it. Characters with low Resources
simply get a job), or he can work toward a promotion can lose what little money they have in a whole host
in his current position possibly by working hard, of ways. Muggings, unexpected medical bills, theft,
possibly by blackmailing his superiors. He also has the house fires, a demotion, getting fired, simply losing
option of developing a stock portfolio, taking on a your wallet and credit cards the list goes on and on.
second job, running criminal scams on the side Look to all the financial dangers and pitfalls in your
anything people could try in real life is a possible own life every one of those problems could fall
option for your character. For characters with high upon your character. Richer characters can weather
Resources, its perhaps a little more difficult the those storms with impunity, but they are prey to their
difference between Resources 4 and 5 is much greater own financial dangers. A wealthy character might be
than the difference between Resources 2 and 3. But wiped out in a stock market crash or have his accoun-
even tycoons have plenty of options mergers with tant embezzle from him. He could be indicted for tax
other companies, bold new stock portfolios, specula- fraud, have to liquidate assets to prop up his failing
tion on art and antiques, and all the cut and thrust of company or lose half his wealth in a disastrous di-
business and high finance. Attempts to increase an vorce settlement.
already high Resources rating can provide lots of A reduction in Resources might not happen
exciting roleplaying opportunities, full of intrigue, overnight; in fact, its much more likely to occur in
bargaining and deception. stages. All it takes is for your character to spend a
Another possible source of an increase in Re- little more than he can afford, write off his car during
sources is a one-time windfall. Your character might a high speed chase or get burned on an illegal arms
win the state lottery, claim a reward for turning in a deal. Suddenly theres not enough ready cash to pay
wanted bank robber or rob a bank himself. These the mortgage or bribe the desk sergeant for informa-
windfalls can assist in improving the characters Re- tion, and you have to sell a few assets to make ends
sources, but theyre rarely enough on their own to meet. Then you need that motorbike, pistol or com-
justify an increase. After all, the Resources Back- puter to make a living, and things keep sliding.
ground is more than just money in the bank or shiny Seeing his fortune run through his fingers like water
new cars its also a measure of income and how long can be a terrible thing for your character. Because this
a characters wealth can be maintained. A briefcase is a process, though, your character can make it
full of stolen money is useful in the short term, but in change if he tries hard enough. A period of hard work,
the long term, that money will vanish into bills, saving or scamming could be enough to stop the rot
expenses and spending sprees. Windfalls need to be and pull your characters finances together before the
turned into investment in order to become a perma- Background decreases.
nent increase in Resources. Perhaps a more exciting A whole host of new problems and dangers come
use for such windfalls is in short-term gains use it to with a reduction in Resources money makes the
buy new equipment and items, bribe informants or world go round, and a loss in Resources changes your
take a well-earned vacation. whole life. A character who drops down to a very low
Itd be nice if an increase in income simply made level of Resources or worse, loses all his dots in the
life easier, but such simply isnt the case. An increase Background is in for a very hard time. He might lose
in Resources brings with it a whole new slate of his home, car and even his family; he might have to
responsibilities and problems. The more money you work two jobs to make ends meet. Minor purchases of
have, the more things you can spend that money on food, equipment or information became major ex-
and the more you have to spend that money. There are penses, and luxuries are a thing of the past. Richer
mortgages, expenses, bills, credit card fees and a whole characters have to settle for the rigors of a middle class
host of other costs. Characters with jobs have to keep lifestyle they face inconvenience rather than life-
working at those jobs to keep the money coming in, threatening financial danger. Such a character will
and those with vast fortunes need to employ a staff to face enormous social backlash, however shunned
manage their business. On top of the headaches of by his former friends, abandoned by his business asso-

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DEMON PLAYERS GUIDE

ciates and shut out from the corridors of power. After These rules dont apply to changes the Storyteller
all, no one likes a loser. enforces on your characters Backgrounds those are
out of your characters control. Life isnt fair, and
A LIFE IN FLUX sometimes your character simply goes broke or loses
Demon characters lead mutable and unpredict- her teacher without any kind of compensation. The
able lives, and their lifestyles can change overnight. Storyteller may choose to make up for these changes,
New opportunities mean new problems and responsi- however, letting you improve other Backgrounds with
bilities, every new gain can lead to a corresponding the freed-up dots.
loss, and every sacrifice can pay off in spades. The following examples show ways in which you
The process of gain and loss, payment and can turn a dot in one Background into a dot in another,
payoff can form a major part of your characters and vice versa. Plenty of other pairings can be made
story. The gain part usually comes from the expe- almost any two Backgrounds can be played against
rience system characters grow, learn and improve each other.
their lifestyles. Some Storytellers might want to Allies vs. Contacts: A former associate becomes
give their players more options, however spe- tired of risking her life alongside yours, so from now
cifically, the capacity to make gains through loss, on, shell help you with information only. A long-
effort and sacrifice. time contact gets drawn further into your activities
The following optional system allows players to and starts supplying you with more than just advice
modify their characters Backgrounds during down- and scuttlebutt. He now wants to take an active role
time moving dots from one Background to in your endeavors.
another. This shift represents deliberate changes on Contacts vs. Followers: One of your contacts
the part of the character, who gives up one part of becomes convinced of your power, holiness or
her life in order to improve other areas. It could infernal nature. He doesnt want to help you any-
represent spending large amounts of money to re- more, he wants to worship you and give whatever
cruit a new ally, selling out demonic secrets in order minor help he can. One of your flock is becoming
to gain mortal political power or giving up second- disillusioned with your agenda, tired of seeing her
hand humanity to regain the corrupt wisdom of your friends die in your cause. She stays in contact and
demonic nature. feeds you data, but she wont sacrifice her life for
There are rules to this process, which control just you anymore.
how you can move these Background dots around. As Eminence vs. Fame: You call in favors from
with all optional systems for Demon, you can use this other demons in the infernal court to help boost your
system only if your Storyteller allows it. climb to fame. They come through for you and
Changes only occur in downtime. The process increase your public profile, but youve used up a
of changing your characters life might begin during strong measure of your influence with them. Pulling
the chronicle, but it only solidifies and resolves away from the lure of fame, you turn down several
between stories. movie offers in order to focus on demonic politics.
Only one Background can be reduced in each You gain influence, but your popularity and visibility
period of downtime, and it can normally drop by only as an actor begins to fade.
one dot in each period changes are gradual. The Fame vs. Legacy: Pursuing the memories of
Storyteller may make an exception if the circum- your past with renewed fervor, you channel those
stances of the change are drastic. If you have four dots memories into a rambling, incoherent book. You
in Mentor and your mentor is killed outright, it makes form a powerful remembrance ritual around reading
sense to reassign all of those dots. If this occurs, you can your notes, but the novel is a commercial and
spread the dots among multiple Backgrounds, as long critical flop. You dedicate yourself to writing popu-
as you follow the next rule. lar and best-selling novels, ignoring your demonic
You cant increase a Background to a level nature. With your imagination and mind filled with
greater than the original level of the Background the details of your fiction, there just isnt room for
youre decreasing. If you have two dots in Resources the memories of your true self.
and four dots in Influence, you cant drop your Re- Followers vs. Mentor: Your master demands that
sources to 1 and increase Influence to 5. Great gains you maintain his household while he focuses on his
require great sacrifices, and the power you give up must political career, so you place some of your followers in
be at least as great as the power you gain. charge of his daily affairs, letting him concentrate on
The Pacts Background cant be changed using gaining power. As your mentors star fades, one of his
this system. other servants confesses her devotion to you. She
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brings her talents into your service, abandoning her But possession of a human host changes that.
role in your mistresss affairs. Every demon on Earth, from the vilest Ravener to the
Influence vs. Paragon: None of your fellow most gentle Reconciler, felt something when they pos-
senators can understand why youre taking time off, sessed their hosts a shock of emotion and morality
leaving your political power to be stolen by rivals, but spilling out from the fleeting human soul. Some mor-
youre heading for the eye of a massive hurricane, tals basic human virtues were weak, and they did little
spending time honing your grip on the Lore of Storms. to change the twisted nature of their demon possessors.
The call of mortal politics is strong, and youve Other demons are fundamentally changed by the in-
dedicated yourself to gaining power with all your nate humanity of their hosts. All fallen are affected by
might. Youve made great gains, but its been so long the touch of humanity. All of them remember, even if
since you evoked the weather that your skill with the only for a moment, what it was like to be an angel, to
Lore of Storms has faded. be virtuous.
Legacy vs. Eminence: The past is dead and Virtues are not alien to demons, they have simply
gone, and only the present matters for demons. You been forgotten. All demons, even high-Torment hor-
dedicate yourself to climbing the ladder of the infer- rors, possess ratings in all three Virtues Conscience,
nal court, even as you forget the path that brought Conviction and Courage. These qualities defined their
you to this new position. You become obsessed with personalities when they were angels; now they serve to
remembering your past, and you retreat into your control the torment of their demonic nature and push
memories. You relearn much about yourself, but back the hate and suffering of untold eons.
your enemies take advantage of your absence to Virtues perform two functions for Demon charac-
steal your power. ters. First, they work to prevent the demon gaining
Mentor vs. Resources: You take blood money Torment from performing sinful acts. If your character
from your mentors enemies to sell out his plans and can touch the core of holiness and humanity within
secrets. You become wealthier, but he takes a terrible herself, she can understand that what she did was
political beating and loses a measure of his influence. wrong. Her remorse and sorrow stop her from slipping
Your mistress needs more money for a land-invest- away from humanity, from giving herself over to her
ment scheme. She gains political power when the pain. Second, Virtues give a character a chance to
plan succeeds, but youre the one subsidizing the gain redeem herself if only a little by performing
out of pocket. moral acts. If she listens for the voice of purity and
Paragon vs. Allies: You enter in a strict and follows its advice, if she fights the darkness in her soul,
binding pact with another demon, someone whose aid she can push herself away from the memories and
you desperately need. You gain his help, but the pact anger, and move just a little closer to regaining her
forbids you from using your primary lore, and your skills forgotten divinity.
atrophy. One of your allies, a master of the primary lore Note that while your characters Virtues can influ-
you share, agrees to help train you if you release her ence her actions, they dont dictate them. A character
from her obligation to help you. You learn a great deal, with Conscience 1 can protect and nurture a homeless
but she parts ways with you afterward. child, and a character with Courage 5 can still run
Resources vs. Influence: Bribes, kickbacks, gifts, away from danger. What Virtues do is affect how your
secret payments and funding to lobbying groups character internalizes these moral decisions, and
youre gaining a great amount of political power, but whether or not shes able to grow as a person or
the cost is almost bankrupting you. Youve decided demon in doing so. The low-Conscience character
that luxury is better than power, and you start selling can act compassionately, but she is unlikely to really
off areas of your political power to your erstwhile rivals. believe in the worth of her actions. The high-Courage
You dont have the clout of old, but the mansion and character can be cowardly, but if that cowardice causes
yacht make up for it. her to sin, she might realize the wrongness of her
actions and draw enough resolve from her innate
VIRTUES courage to stop her slide into darkness.
Does that mean that if your character has a high
In the beginning, demons were angels crea- Conscience rating, she can actually act more cal-
tures of pure, holy virtue, beings of boundless love lously sinning constantly but never gaining
and unquestionable devotion. The horrors of the Torment from doing so? Of course not. Its important
Age of Wrath, however, stripped away the demons to remember that a successful Virtue roll gives the
former perfection, turning them into creatures of character the chance to learn from her actions and
rage and wickedness. redeem herself it isnt just a shield against the

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DEMON PLAYERS GUIDE

consequences of her actions. If you succeed in a he did, rather than growing more callous. If the char-
Virtue roll but your character still acts in a sinful acter doesnt act on that remorse and work to redeem
manner, your Storyteller is justified in giving your himself making up with his wife, taking his victim
character a point of temporary Torment as normal. to hospital, telling his child he loves her the
She might claim to feel remorse, but that claim is Storyteller may rule that he still receives a point of
meaningless if she doesnt act on that feeling. If he temporary Torment.
feels so inclined, the Storyteller may allow you to If the character wants to take a more proactive
make a Virtue roll before your character completes bent, many different acts of kindness are based around
her sinful action. If the roll succeeds, the character Conscience. Think of every kind act that makes you
has a chance to pull back from the action and not smile in real life, that gives you hope for the human
damn herself. If she keeps going, though, she should race, that establishes a connection between you and
gain a point of temporary Torment. another those are acts of Conscience. Caring for the
From a mechanics standpoint, you increase your sick or injured, talking someone through an emotional
characters Virtues by spending experience points. In crisis, buying a meal for a homeless person, volunteer-
character, though, her Virtues improve as she exer- ing at a shelter these acts of decency and
cises them by resisting her darker impulses and humanitarianism can pull a demon back from the
performing acts of kindness and nobility. In order to depths of despair and anger.
grow in Conscience, she must act with compassion and
decency, working to understand human morality. To CONVICTION
improve her Conviction, she must act with determina- Conviction covers a characters sense of honor,
tion and resolve, aiding others in their search for dedication and purpose the ability to make deci-
meaning. Gaining Courage requires her to be brave sions and abide by the consequences, to make promises
and resolute, stepping into certain danger to do what and keep them, to stay sane and focused in the face of
needs to be done. Before you spend experience points, stress or disaster. Conviction is a must less comfortable
spend time in the story roleplaying your characters Virtue than Conscience its about making hard
virtuous actions and get a feel for how she changes and choices and standing resolute. While Conscience fo-
grows as a person. cuses on your characters interaction with others,
Conviction is about her sense of self.
CONSCIENCE Characters with low Conviction ratings tend to
Conscience is a broad Virtue that covers much of be uncertain of their own purpose, or even that there
what we call human decency. Its the capacity to tell is any kind of purpose and structure to Creation. She
right from wrong, to care about the plight of other cuts corners and takes the easy outs, unconvinced of
human beings, to feel remorse and joy. Conscience is any benefit to be gained for herself for following an
the first emotion that floods into a demon newly ethical code. A character with a high Conviction
settled in a human host, and those who are over- rating understands how much she gains, and how
whelmed (or healed) by their hosts conscience often much society benefits, from a sense of purpose and
become the rebellious fallen. adherence to ethical standards. She can make deci-
Characters with low Conscience ratings can usu- sions based on more than just instant gratification.
ally still understand the difference between right and Conviction covers sins of convenience and de-
wrong, good and evil they simply dont care. A few ception acts that violate societys ethical values.
low-Conscience demons are confused about the differ- Lying, breaking a promise, embezzlement, acting with-
ence, struggling to understand what makes one thing out honor, encouraging others to commit crimes,
right and another wrong, but these are uncommon cheating, premeditated assassination or betraying a
exceptions. Characters with high Conscience ratings loyal friend are all crimes of Conviction. With a
are usually highly empathic, fundamentally decent successful Conviction roll, your character sees how
beings who instinctively grasp the difference between her actions violate social order and how shes com-
right and wrong in any situation. promising herself. She can then learn from the
Your characters Conscience rating governs his experience and create a stronger internal ethical
reactions to sins of cruelty, violence and anger acts framework. If she keeps on breaking her word and
that hurt the innocent and undeserving. Some ex- ignoring her sense of ethics, the Storyteller may still
amples would be mugging a passer-by, cheating on award her a point of temporary Torment.
your wife, torture, murder, starving your child or kick- Positive uses of Conviction are not so much acts of
ing a dog. A successful Conscience roll means that kindness as they are acts of responsibility. If a character
your character is flooded with shame and regret at what acts with honor and forethought, working to improve

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the lives of others in an ethical fashion, she can push characters will happily embrace action and physical
back the darkness through her discipline. Appropriate danger but avoid any kind of emotional pain. A
acts include brokering a peace treaty between warring character with high Courage understands the need
gangs, managing the accounts of a charity, keeping for sacrifice and risk, and he is prepared to stand up for
your word despite great personal sacrifice, teaching the things that matter to him.
children about ethics and responsibility or helping Sins of Courage are primarily acts of cowardice
someone overcome drug addiction. failing to live up to what you know is the right or proper
thing to do. Good examples include fleeing when a
COURAGE friend is attacked, covering up mounting gambling
Courage is the most active of the three Virtues, debts, sabotaging your marriage rather than confront-
dealing with the characters bravery, determination ing your emotions, shooting an enemy in the back,
and strength of character. While Conscience controls attacking someone you know wont retaliate or allow-
how you feel about others, and Conviction controls ing others to perform crimes rather than preventing
how you feel about yourself, Courage is not about them. With a successful Courage roll, your character
feeling its about acting. Courage helps your charac- feels guilt and shame over his fear and can attempt to
ter act on his moral or ethical choices, to withstand put things right by standing up, raising his voice and
pain and hardship, and to make the sacrifices that are defying the thing that scares him. If he continues to
demanded of him. It doesnt mean that he doesnt feel compromise and back down, he might receive a point
fear, but with Courage, he can defy his fears and act of temporary Torment anyway.
despite them. Worthy acts of Courage are almost self-explana-
Characters with low Courage ratings arent nec- tory your character must face his fears and be brave.
essarily cowards (though some certainly are). Such Even if hes still afraid especially if hes still afraid
characters are reluctant to face doubts and fears, he must actively work to overcome his doubt and do
though, preferring to compromise their position rather what he knows is right. Good examples include stand-
than risk confrontation. Such a confrontation might ing up to a bully, intervening in an attack on another
be physical, but it can also be emotional many person, testifying against a powerful mobster, talking

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DEMON PLAYERS GUIDE

possess negative Natures such as Addict, Conformist


OVERLAPPING VIRTUES and Monster, but you could just as easily have a neutral
Virtues in Demon are not three distinct, sepa- Nature like Child, Deviant or Rogue.
rate things theyre three facets of the same High Conscience/Low Conviction/Low Cour-
thing, the lost nobility and purity of a demons soul. age: People with this set of Virtues tend to be
As such, there are many times when the lines compassionate but weak. Such a character cares about
between Virtues will blur, and a situation seems others and usually has many friends, but her life is
applicable to two or even all three Virtues. If a lived in the short-term she cant dedicate herself
character runs from a battle, it could be a sin of to a goal. Even if she could, she wouldnt she lacks
Conscience (she doesnt care about her comrades), the courage to reach for the things she wants, prefer-
Conviction (she betrays her friends to her en- ring to wait and hope that she lucks out. Typical
emies) or Courage (shes too frightened to do Natures for such people include Bon Vivant,
whats right). Similarly, throwing herself in the Caregiver, Child and Gallant.
line of a bullet can be an act of Conscience (pro- Low Conscience/High Conviction/Low Cour-
tecting the innocent target), Conviction (saving age: This is the mark of a person with a strong
someone more meaningful) or Courage (sacrific- capacity to plan and dedicate herself to a goal but
ing herself for a cause). whose goals always focus on herself. She cant con-
In cases where multiple Virtues could play a nect well with others, and she might see people as
part, pick the one that best reflects why your pawns or tools. She works toward goals, but theyre
character does what she does. If youre not sure, or usually easy goals she sees risk as unacceptable and
you feel that shes equally torn between multiple tries to avoid any kind of confrontation. Typical
impulses, then you generally roll the Virtue with Natures include Autocrat, Conniver, Curmudgeon
the highest rating. The Storyteller, however, can or Pedagogue.
rule that you should roll on a specific Virtue if he Low Conscience/Low Conviction/High Cour-
feels its most applicable. age: This is a person whos brave and prepared to be
confrontational to get what she wants. Unfortunately,
through his relationship problems with his spouse, she rarely wants anything except whats right in front
publicly speaking against a tyrant or admitting to his of her. With little in the way of morality or fore-
family that he has a drug problem. thought, she prefers instant gratification. Her courage
means that she will fight to the bitter end, against all
COMBINATIONS odds, for something that will satisfy her for only a short
Your characters Virtues dont dictate her personal- time then its on to the next fight, the next play-
ity, but they do influence it. A high rating in one Virtue thing. Typical Natures include Bravo, Loner, Masochist
will be reflected in her Nature, as will a low one. and Thrill-Seeker.
Theres also an interaction between high and low High Conscience/High Conviction/Low Cour-
Virtues someone with strong Courage and Con- age: With this combination of Virtues, a person
science ratings has a different personality than someone possesses morality and ethics, compassion and surety
with just a strong Conscience. but lacks the courage to pursue what she wants. Such
The following combinations show how high a person connects well with people and has assistance
Virtues (four to five dots) interact with low Virtues in her plans plans that minimize all risks and aim
(one dot). Each combination includes a list of some low, avoiding complications. She also avoids emo-
typical Natures that reflect that combination, but tional risks. She might have many friends and
that doesnt mean your character must have one of relationships, but most are shallow, without depths
those Natures. Different people think in different and dangers. Typical Natures might include Archi-
ways, and perhaps your character internalizes her tect, Director, Judge and Traditionalist.
Virtues in a unique way. High Conscience/Low Conviction/High Cour-
Low Conscience/Low Conviction/Low Cour- age: A person with this combination is always able to
age: This person lacks any real strength of character. get what she wants, but she probably doesnt want
She feels little in the way of moral or ethical obliga- much. Her many friends will give her what they can,
tions but lacks the willpower to actually pursue what and shell risk much to help them and to reach her
she wants. Such passive, unengaged people generally goals. Her goals all tend to be simple, short-term
arent suitable Demon characters, and no starting things, with no plan to them, though. Her tendency to
character will have low ratings in all three Virtue. leap before she looks means that she ends up in trouble
Many characters with this combination of Virtues often trouble she could avoid if she thought things

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through. Typical Natures include Bon Vivant, Conscience. Devils are the fallen paladins of Heaven,
Caregiver, Gambler and Trickster. and they still hold to twisted systems of honor and
Low Conscience/High Conviction/High Cour- dedication to their cause. While Devils are ethical
age: This combination of Virtues is the mark of a very creatures, though, theyre rarely moral. A Devil will use
dangerous person someone who stops at nothing to mortals as tools because she doesnt really care about
get what she wants. She constructs careful plans and what happens to them. Devils also tend to have good
scoffs at risks not just the risks to herself, but to Courage ratings. They were the champions of both
others. This person considers her goals so important Heaven and Hell, and they rarely fear either engaging in
that any sacrifice is appropriate, be it her own or those battle or confronting their unspoken concerns.
of unwilling others. She probably doesnt like to endan- Devourers: These feral demons usually have low
ger or hurt others, but she will do what is necessary. ratings in both Conscience and Conviction. Right
Typical Natures include Competitor, Fanatic, Perfec- and wrong, wise and foolish, ethics and morals
tionist and Survivor. these are civilized mortal concerns, rather than the
High Conscience/High Conviction/High Cour- laws of nature and the wild. Devourers are creatures
age: Some rare individuals have high ratings in all of immediacy, living in a world of instant decisions
three Virtues and serve as examples of what we could and survival rather than long-term planning and soft
all aspire to be. Such a person is compassionate, hon- compassion. That being said, few demons can rival
orable and fearless. She builds grand plans but will not the Courage of a Devourer. Warriors and destroyers,
endanger others. She cares about others and is willing these demons rarely run from a fight or fail to act on
to sacrifice herself for them but not sacrifice her ideals. their emotions.
Mortal or demon, these exemplars stand out in society Fiends: Born to set the stars in the sky and guide
and are likely to attract admiration even from their the growth of humanity, Fiends naturally tend to have
enemies. Typical Natures include Martyr, Penitent, high Conviction. These demons have a strong focus
Rebel and Visionary. on structure and laws, and their aptitude for seeing the
patterns of the future encourages them to set down
VIRTUES AND HOUSES long-term plans. Their Conscience ratings, on the
Demons feel a wide range of emotions even other hand, tend to be low. Fiends simply dont have
more so after taking on the personalities and memo- a lot in common with mortals, and they dont connect
ries of their human hosts. Its difficult to make to them easily on an emotional level. They also tend to
generalizations about any demon or to say that all have low Courage ratings this is a House that is
members of a particular House all act in a similar uncomfortable with confrontation of any kind.
way. Still, its possible to make fairly broad generali- Malefactors: The Malefactors are unusual in that
zations about the typical personality of a given they dont tend to have any extraordinarily high or low
House, and to predict how a Devils morality might Virtues. Malefactors care about mortals but have prob-
differ from a Malefactors. lems connecting to them emotionally hence a
The following are general comments about the moderate Conscience rating. They are long-term plan-
different Houses and what combinations of Virtues are ners and builders, but they bow to practicality over
most common. Dont feel constrained by these gener- principle if necessary, so they have moderate Convic-
alizations, though. Every group has its exceptions, and tion ratings. And while Malefactors can often be
your character can always be one of them. warriors without physical fear, they shy away from
Defilers: A central contradiction of the Defilers is emotional confrontation, leading to moderate Cour-
that they usually care about the mortals they destroy age ratings. These demons are Hells jacks-of-all-trades,
loving them even as they corrupt them. Reflecting shying away from extremes, and their Virtue ratings
this, Defilers usually have high Conscience but low reflect this tendency.
Conviction. A Defiler knows right from wrong and Scourges: Former guardian angels, Scourges have
often cares about mortals, but he needs something perhaps the deepest emotional connection to mortals.
done now. Its easier to use a mortal for his immediate Therefore, most Scourges have high Conscience rat-
gratification then dedicate himself to a slower, more ings. This compassion is usually controlled by a strong
ethical path. Defilers also tend to have low Courage Conviction rating as well. Scourges care for humanity
ratings. Not only do they avoid combat, but they also as a group, but not always as individuals. Sometimes
avoid emotional confrontations that might cause them hard decisions must be made for the greater good a
pain or inconvenience. disease must be used to control the mortal population,
Devils: As a counterpoint to the Defilers, Dev- a sacrifice must be made. While Scourges are often
ils tend to have high Conviction ratings but low prepared to sacrifice others, though, they are rarely

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DEMON PLAYERS GUIDE

prepared to sacrifice themselves, so these demons


generally dont have high Courage ratings.
Slayers: Like Scourges, Slayers both care for mor-
tals and have to temper that care with resolve and
discipline. Slayers love mortals but their touch
brings death and an end to all things. By necessity,
Slayers must damp down their innate love of human-
ity, not allowing themselves anything more than a
moderate Conscience rating. Doing so requires incred-
ible discipline and dedication small wonder, then,
that most Slayers have extremely strong Conviction
ratings, perhaps rivaled only by the most honorable of
Devils. Slayers also tend to be emotionally brave, if not
physically so, and have good Courage ratings.
VIRTUES AND FACTIONS
While its difficult to generalize about the Virtues
of the different Houses, its much easier to do so for the
major demonic factions. After all, these groups form
around a common agenda, a common attitude. Fac-
tions are based on personality, while Houses reflect a
demons purpose and nature. Most demons in a faction
have similar Virtue ratings, although some exceptions
do arise mavericks attracted to a faction for unusual
or hidden reasons.
Cryptics: Almost all Cryptics have very high
Conviction ratings. This group is dedicated to solving
puzzles and slowly piecing together hidden secrets
tasks that need determination and structured think-
ing, and require the individual to think in the long
term. Cryptics also tend to have decent (if not ex-
treme) Courage ratings. They need to ask the hard
questions, and they cant afford to shy away from
answers that frighten them. Cryptics can have any
level of Conscience, though, since the faction has
room for cold-blooded inquisitors and compassionate
seekers after truth.
Faustians: This faction is based around a contra-
diction Faustians both care about mortals and seek
to use them mercilessly. Faustians care about mortals
as beings, but not necessarily as people. Even if a
Faustian is concerned about a mortals well being, he
might not care if that person is actually happy, as long
as she is healthy and her Faith can be harnessed.
Therefore, Faustians tend to have moderate Con-
science ratings, but moderate-to-high Conviction
they have compassion, but that compassion can be
cold and controlled. Faustians can have any level of
Courage, whether high or low.
Luciferans: This is a faction of idealists, throw-
backs to the rebellion and Lucifers call to battle.
They believe in the values of those first rebels
love for mankind, honor, dedication and standing
defiant against the forces of Heaven. No surprise,

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then, that Luciferans tend to have strong ratings in Virtues, even high-rated ones, become corrupted
all three Virtues anything less would fail to live as your characters Torment increases. You still make
up to the memory of the Morningstars manifesto. If a Virtue roll after he commits a sin, but fewer and
one Virtue stands above the rest, its Conviction fewer acts become sinful in your characters eyes. A
honor and unflinching determination is the core character with Torment 8, for example, no longer
value of the group but Conscience and Courage considers unpremeditated violence, destruction or
will also be high. even murder to be sins such acts dont cause him to
Raveners: In total contrast to the Luciferans, question himself or feel any remorse. What does this
Raveners are noteworthy because they tend to have mean for your characters personality? What does
low ratings in all three Virtues. This is not a faction virtue mean to a high-Torment character some-
that respects honor, compassion or even bravery one who no longer considers it wrong to murder
all it respects is destruction. There are exceptions, someone in a fit of pique?
though not every Ravener is a maddened, craven Virtues are still important for high-Torment char-
anarchist. Many Raveners are warriors with strong acters, but the emphasis of the Virtues subtly changes
Courage ratings. Some have good Conviction ratings as the character spirals down into corruption. For a
and develop strategies to maximize long-term de- normal character, Virtues represent his capability to
struction. Few if any Raveners have high or even feel shame and regret for his actions to realize that
moderate Conscience ratings, though. Compassion what he did was wrong. High-Torment characters take
and morality fit poorly with the desire to reduce the a different angle. Virtues now help the character
whole universe to ashes. rationalize his sins and convince himself that what he
Reconcilers: Conscience is the primary Virtue of did was necessary.
the Reconcilers, who seek not only to redeem them- When your high-Torment character commits an
selves but also to restore humanity to Paradise. act so heinous that even he feels it to be sinful
Compassion and love are pivotal parts of the Recon- premeditated assassination, pointless carnage, sys-
ciler philosophy, and almost all members of this tematic torture of an innocent person you make a
faction will have high Conscience ratings. Courage Virtue roll as usual. If the roll fails, your character
ratings also tend to be high. It takes a brave soul to embraces the horror of his act. Not only does he feel
admit a mistake, and a braver one still to face the no regret, he enjoys his atrocities and falls even
challenges and risks required for reconciling demons further into irredeemable damnation. If the roll suc-
and mortals. Reconcilers can have any Conviction ceeds, he cannot internalize the act, cannot become
rating some are planners and thinkers, other live inured to the horror, but his warped value system does
for the moment. not recognize the act as wrong. Instead, the demon
can fool himself into believing the act was a necessary
CORRUPT RESOLVE aberration regrettable, certainly, but unavoidable.
Torment is a problem for all Demon characters, He doesnt punish himself for the deed or feel re-
not just those fallen who are trying to fight the forces morse. Rather, he avoids thinking about it further or
of Hell. High Torment ratings make a character un- finds spurious reasons to justify it. It wont happen
able to control his evocations, occasionally forcing again, he promises, but on some level he knows hes
him to evoke a destructive effect instead of the useful lying to himself.
effect he desired. Even a character who hates human- High-Torment characters use the same mechan-
ity still has to worry about Torment and needs to ics for Virtues, but the meaning of those Virtues
counterbalance his darker urges with the Virtues of his and the personality of the character changes in the
lost angelic past. following ways:
But some characters dont succeed in resisting the Conscience: This Virtue represents a high-
darkness or they gleefully embrace the power of Torment characters capacity to rationalize away
destruction. These high-Torment characters are dan- moral crimes and sins against innocent beings. The
gerous, tragic beings, slowly losing their self-control high-Conscience character knows the difference
and perhaps their identity. Such demons still possess between right and wrong, but he tries to believe
Virtues, but those Virtues become increasingly twisted. that that distinction doesnt apply in this instance.
Your character is at as much risk as any other Demon He might commit cold-blooded murder, claiming
character of falling into the pit of Torment. His Vir- that this death will save the lives of others
tues are the only things that might pull him out of that innocents that he would have been forced to harm
pit, but they can also become dark, corrupt things that if his victim had lived. Alternatively, the charac-
keep him in there. ter might become a sociopath, claiming that most

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DEMON PLAYERS GUIDE

other people are soulless drones or intrinsically demons lore, his knowledge of the secret mechanisms
inferior to enlightened demons. of the universe. The power to evoke his lore is the
Conviction: You cant make an omelet with- flashiest and most impressive of a demons abilities, but
out breaking a few eggs is the catchphrase of a its a power thats far more impressive and complex
high-Torment, high-Conviction character. He than it might appear.
might lie, cheat, steal and break promises every day, Its important to remember that your characters
but in his eyes, its all for a good cause, all necessary lore is more than a simple collection of magic spells or
sacrifices that others must make to help him reach super powers. The characters lore particularly his
a worthy goal. The character might construct sprawl- primary and House lore is an intrinsic part of his very
ing meta-ethical frameworks, linked webs of nature. The demon has the power to evoke lore be-
justifications to explain how a breach of trust or act cause, in the core of his being, he is that lore or, more
of dishonor is actually an excusable lapse thatll clearly, hes a reflection of that lore. Yes, lore is a
work out in the long run. knowledge, but its a knowledge of the soul, not the
Courage: A high-Torment, high-Courage char- mind, and that knowledge reshapes your characters
acter isnt a coward, oh no hes sensible. He doesnt soul in its image.
take needless risks or put himself in jeopardy when it Nothing illustrates this point more strongly than
isnt necessary. Instead, hell make a tactical with- your characters visage, the apocalyptic form related
drawal and return when its a fair fight that is, to his primary lore. When your character manifests
when the odds are two-to-one in his favor. He wont his apocalyptic form, his lore is more than just
admit it, but this character is a bully, always looking knowledge, its the substance of his being. A De-
for a way to increase the odds in his favor by any vourer manifesting his Zaltu visage isnt just taking
means available. He approaches emotional risk the on a different form, he is a beast, an amalgam of all
same way. If he thinks he risks being hurt in a creatures of the wild. Similarly, a Malefactor mani-
relationship, hes likely to try to hurt his partner more festing the Kishar visage infuses his body and soul
than she hurts him. with the power of Earth. Even though his flesh
Theres no exact point at which the meaning of doesnt become stone, it takes on the spiritual es-
your characters Virtues change. Its a gradual process, sence of stone. When Torment warps a characters
linked to the changes in his personality and values that nature and personality, his soul becomes corrupted,
accompany his growing Torment. You can have a great and the visage of his revelatory form becomes cor-
deal of fun exploring this slow decline through rupted in turn, just as the evocations of his lore
roleplaying, changing your characters Nature and become warped and destructive.
Demeanor as his Torment grows and his desperate Because lore is more than just knowledge, it cant
rationalizations grow thinner and thinner. Similarly, if simply be learned like any mundane skill. Your charac-
a character who claws his way back to decency and ter doesnt just learn a new formula or pick up a new
decreases his Torment rating, his Virtues will slowly trick. Instead, gaining lore requires making changes to
change back into a nobler, more emotionally mean- the very soul and nature of your character. These
ingful system of values. changes might be due to the character slowly regaining
the memories and energies of his demonic soul, sup-
LORE pressed by his confinement to a human host.
Alternatively, the changes could be very new. Its
Even if hes not actually doing anything, a demon possible for a demon to gain new lore from a teacher,
is still a being like no other on Earth. A marriage of altering the shape of his soul to take on new spiritual
celestial and mortal souls, the demons spiritual nature knowledge. No matter how the characters lore im-
allows him a wide range of passive abilities: the power proves, though, a wealth of roleplaying potential lies in
to see through illusions, resistance to disease and the improvement process, and many ways exist to
poison, the capacity to hear his name being invoked explore the ramifications of the changes in your
and a memory that covers untold aeons of time. The characters abilities.
demon also has a number of more active abilities, such
as the capability to repair the injuries of his host body MEMORY
and the power to manifest his apocalyptic form. Before being imprisoned in the Abyss, most de-
But one facet of demonkind most clearly shows mons were masters of their lore. Such a virtuoso
their difference from humans the power to govern receives a great shock when arriving in the mortal
the forces of Creation itself with no more than a word, world she finds shes forgotten how to evoke much of
a breath or a thought. These are the evocations of a her store of knowledge! Long aeons in Hell, unable to

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manipulate Creation, have served to dull her abilities. primary lore. This system is available for use only with
Whats more, though, the fabric of Creation has Storyteller permission. Only characters with the Legacy
changed so much since the Age of Wrath that the Background can enter a fugue, and only their primary
demon must relearn much of her former knowledge. lore can be improved in this way.
This is hampered even further by the problems of To enter a fugue, your character must deliber-
living in a mortal host. Most of the demons memories ately retreat deep into her buried memories, first
are inaccessible, too great to contain in her hosts retrieving a specific memory, then reliving it in
brain, and without the immediate memory of her lore, great detail. Doing so takes a significant amount of
relearning her skills will be even more difficult. time from hours to even days, depending on the
Difficult, but not impossible, that is. With time memory accessed. Once in fugue, your character
and practice and expenditure of experience points relives the memory of having used a specific evoca-
your character can remember or relearn any lore tion the next one on her primary lore path. So if
she once knew. Its up to you to decide what lore your your character has three dots in her primary lore, she
character actually knew before her time in Hell, recalls a time when she used the fourth-dot evoca-
depending on the character concept and your vision tion of her lore.
of how skilled the character is/was. You can increase This memory is so vivid and enthralling that, for
the lore that your character once knew in the normal the duration of the memory, the character doesnt
manner, by spending experience points during down- even realize shes reliving a memory! For all intents
time. Doing so represents the character remembering and purposes, the character is taking part in a scene
the evocations of old or learning how to perform from her past. The Storyteller can use this as an
those evocations in the changed environment of the opportunity for roleplay, assigning new roles to the
modern world. other players and playing out the scene in detail. It
Your characters primary lore is a given all can be a fun cut-scene that adds new dimension to the
demons were masters of their primary lore before chronicle, and it can even be used to introduce new
their time in Hell. Many demons also mastered their story elements. If the Storyteller or other players
other House lore, and you can assume that your dont feel like doing so, the remembrance process can
character can eventually recall all the evocations of simply be abstracted while your character bows out of
her House unless you feel that she should have been the story for a scene.
deficient in that lore for some reason. Your character Once the fugue ends, the character emerges with
might have been skilled in the common lore, or she a new grasp on her primary lore. Make a roll (difficulty
might not thats a decision you should make based 6) using your Legacy Background as the dice pool.
on your character concept. Mastery of lore from other Each success on this roll gives you an experience point
Houses is rarer, and few demons could evoke powerful that can be spent only on improving your characters
effects from other lore even during the Age of Wrath. primary lore (record it separately on your character
If you feel that your character should have known a sheet). Thus it becomes that little bit cheaper to
particular non-House lore, talk to your Storyteller. purchase another dot in your characters primary lore.
He might allow the character access to that lore, or he Furthermore, if your character entered fugue in the
could prohibit access. He might rule that your char- middle of a story, and you have enough experience
acter can remember that lore, but perhaps only to a points available to improve her primary lore, you can
certain level, with the more powerful evocations do so immediately, rather than in downtime!
available only if the character seeks training. Entering fugue is a useful way of improving lore,
but it has limits. During play, the character must
FUGUE spend a complete scene in this fugue state, unable to
For demons with the Legacy Background, another react to the world around her or defend herself from
option exists for relearning the forgotten evocations of attack. If she takes damage, the fugue ends prema-
their past. Your character can enter a fugue a turely. She not only gains no benefit from the
catatonic state in which she relives ancient memo- recollection attempt, but shell be groggy and unfo-
ries of the Age of Wrath, when she was at the height cused for the rest of the scene (increase the difficulty
of her power. When she finally emerges from her of all tasks by one). Fugues can also be entered during
reverie, she brings with her greater recollection of her downtime, which is generally safer. In this case, the
primary lore, and she might even be able to perform Storyteller decides how much time is required for the
new evocations immediately. attempt. The character can enter a fugue only once
The following optional system allows characters per story, or once per period of downtime. And
to enter a fugue and gain greater facility with their finally, you can never gain more bonus experience

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DEMON PLAYERS GUIDE

points at one time than your Legacy rating. Only complete or a relic he must retrieve. Fulfilling the
once those points are spent on a new dot can you teachers demands may be a story in itself, one in
benefit from entering fugue once again. which the rest of the troupe can participate.
TEACHING THE LEARNING PROCESS
Once your character has found a teacher and
Many demons can recall their past mastery of lore
fulfilled her demands, its time to knuckle down to
without undue difficulty, but some feel that they need
the process of actually learning the new evocation.
to learn the evocations of another Houses lore in This is harder than it sounds. As stated earlier, lore
order to survive and thrive in this strange new world. isnt just a normal skill that can be learned through
These demons need teachers other demons who practice or rote memorization its a spiritual
have mastered the lore in question and can impart power that demands the characters very nature
their knowledge to others. Teaching can also be change in learning it.
useful if a demon wants help in recalling lore that he
To a mortal observer, the act of learning lore from
has forgotten.
another would look very different from learning how
Its usually up to the Storyteller as to whether your to drive from an instructor. After all, the student cant
character needs training and a teacher in order to learn perform the evocation hes trying to learn until hes
a new evocation. Your Storyteller may rule that all learned it he cant even make clumsy attempts to
characters require teaching if they want to gain lore perform it. The best he can do is perform lesser evoca-
from another House, or even common lore. She may tions from the same lore. Similarly, the teacher cant
decide that a teacher is useful but not essential, or she just perform the evocation a few times and expect her
could decide on a case-by-case basis, depending on the student to pick it up (although that probably will play
character and the needs of the chronicle. Similarly, a part in the process). Instead, the student must in-
she might decide that your character cant seek teach- crease his intuitive understanding of the lore in
ing for a lore, and must either recall old knowledge or question, and reshape his spiritual nature (and perhaps
learn the lore from scratch. even his personality) in order to truly see the part the
FINDING A TEACHER lore plays in Creation. Only then can he come to
Before your character can be taught by another understand how to command that facet on Creation in
demon, he needs to find a teacher. Any demon with a a new way.
greater knowledge of the lore in question can serve as Many things can increase a characters under-
a teacher. If your character has no dots in a particular standing of a lore path. Here are some suggestions for
lore, then someone with just a single dot in that lore tasks or lessons a teacher might set her student; your
could teach him basic evocations. Once your characters Storyteller will come up with other tasks your charac-
knowledge of the lore equals that of his teacher, he ter might need to perform.
must find another, more skilled, instructor or attempt The teacher performs the evocation several
to improve his capabilities on his own. Ideally, the times, while the student uses his supernatural aware-
teacher should be a demon who possesses that lore as ness to feel how Creation is manipulated.
her primary lore, or a House lore. These demons have The student watches others perform the evoca-
the best understanding of that lore, and they make the tion, looking for how their methods differ from those
best instructors. Its not essential, though. A Scourge of his teacher.
could teach a Malefactor the Lore of Radiance if needs The student observes the apocalyptic form of a
be, although shell be a less skilled teacher than a Devil demon whose primary lore is the lore in question, and
of the Qingu visage. he ponders how this form reflects the lore.
While finding a teacher can be a simple task, it The student undergoes a remembrance ritual (if
might be more difficult for your character to persuade he has the Legacy Background) to recall instances
her to teach him the lore. Even if a suitable demon is where he saw others performing the evocation.
willing to teach your character, shes not going to do The student evokes lesser effects of the lore in
it for free. To get her tutelage, your character will new ways and ponders on how Creation is changed by
have to pay some kind of price or seek out another the evocation and how Creation resists the change.
(perhaps less suitable) instructor. The characters If he is low in Torment, the student deliberately
price might be cash, but thats unlikely demons evokes high-Torment effects of the lore. If he is high in
have lots of ways of getting money if thats what they Torment, the student tries hard to evoke low-Torment
want. Its more likely that the demon will demand a effects. He then ponders the difference between effects
favor from your character, perhaps a task he must and on how the effects are related.

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The student surrounds himself with a reso- After all, your character took a lot more time learning
nance of the lore and meditates on how that it than he would have spent simply remembering a
resonance affects reality. forgotten evocation. The following optional system
The student acts as if he had a different person- may be used at the Storytellers discretion to reduce the
ality, one more in tune with the lore (altering his cost of the new dot.
Demeanor in accordance with the lores resonance). At the end of a story in which your character has
been learning the new lore, the Storyteller rolls a dice
BENEFITS OF TEACHING pool equal to the teachers rating in the relevant lore
If the character works hard, he should eventually during downtime. The difficulty of this roll depends on
learn the new evocation from his teacher. This is likely the lore that was being taught.
to take some time, usually the length of a complete
story weeks to months, depending on the flow of the If the Storyteller character was teaching her
chronicle. Its up to the Storyteller to decide when primary lore, the difficulty is 6.
your character has learned enough and whether you If she was teaching a House lore (but not her
can finally spend experience points on improving your primary lore), or teaching common lore, the diffi-
characters lore. If your character has spent a signifi- culty is 7.
cant amount of time working on improving his lore If she was teaching lore from a different House,
practicing or learning at least once a chapter over the the difficulty is 8.
length of a story the Storyteller will generally allow Example: Garys character is attempting to learn
you to spend the experience points. from a Scourge of the Anshar visage. If his character was
Your Storyteller might rule that the lore costs just attempting to learn the Lore of the Firmament (his
as many experience points to learn from a teacher as it teachers primary lore), the Storyteller would roll against
would to learn from memory. After all, if your charac- difficulty 6. If the character was learning the Lore of
ter never knew the evocation, he wouldnt be able to Humanity or the Lore of Awakening from her, the
learn it at all without a teachers assistance. Alterna- Storyteller would roll against difficulty 7. If the charac-
tively, the Storyteller might decide to allow you to ter was trying to learn the Lore of the Earth, the
purchase the new dot of lore at a slightly reduced cost. difficulty would be 8.

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DEMON PLAYERS GUIDE

Each success on the roll gives you a bonus experi- such as a particular gem, he could increase the strength
ence point that can be spent only on improving the of his evocation and destroy the mountain.
appropriate lore (record it separately on your character In the new and confusing modern world, demons
sheet). Your character can spend several stories learn- are finding that resonances have lost a great deal of
ing from a teacher, amassing more bonus experience their former power. Creation is weaker and thinner
points in each period of downtime, but he can never than ever before, and the symbols of lore are no longer
have more bonus points at one time than his teachers powerful enough to magnify the strength and effect of
rating in the lore. Once you reach that point, any evocations. Creation is still a maze of interactions and
excess points are lost. Only once you spend the bonus connections, however, and symbols still have some
points on improving the characters lore can he benefit power. By using an item that resonates in some way
from further teaching. with certain lore, a demon can better control the fabric
of Creation with an evocation, even if the strength of
RESONANCE that evocation remains unchanged.
In the beginning, before Paradise was destroyed, One rare advantage of the modern world, for
Creation consisted of an almost infinite number of demons, is that far more objects and concepts resonate
levels of meaning. Every object possessed multiple with lore now than in the Age of Wrath. While
levels of existence a sword might also be a song, a demons were locked in the prison of the Abyss, hu-
rose, a spirit and a philosophy, and it existed as all of manity went about putting its own stamp on Creation,
these things at the same time. Creation was a com- building new devices and ideas. Because these inven-
plex, interlocking engine powered by meaning and tions were spun from the established building blocks of
symbolism, and the Elohim could use symbols and Creation, they incorporated the existing symbols and
meaning to affect the fabric of Creation. Through the resonances. When new creations were built, they were
power of her lore her capacity to affect all the added to the library of connections and resonances
levels of Creation an Elohim could recite a poem that underpin their lore. Creation is thinner now, but
and cause a star to be born because the star and the also larger, more crammed with objects and ideas and
poem were the same thing. people. As a result, symbols have been diluted in
After the Creator devastated Paradise, Cre- strength, but widened in scope. When once only a
ation lost much of its richness and complexity. particular piece of music might have resonated with
Angels and demons alike found that it was no the Lore of Longing, now almost all music has a
longer as easy to use their lore to manipulate connection with that lore, no matter how tenuous.
Creation, because the multifaceted nature of things Similarly, that music could have a resonant effect on
had been reduced. Indeed, some objects or con- an evocation even if it is performed on an instrument
cepts no longer had a multiple nature and were that didnt exist in the Age of Wrath, such as an
simply single, lonely entities. Still, interactions electric guitar. The guitar is based on the same prin-
existed between things even in this reduced Cre- ciples and symbols as all instruments and music, and all
ation. While two objects might now be separate music was born from the Lore of Longing.
things, rather than two facets of the one entity,
they still had a connection. One object acted as a USING RESONANCES
symbol or weak reflection of the other and by The following optional system allows demons to
manipulating one, a demon might be able to ma- gain small advantages by incorporating resonant sym-
nipulate the other in some way. A poem and a star bols, objects or concepts into their evocations. By
were no longer the same thing, but by changing the establishing a symbolic connection between them-
poem in a particular way, a demon might have been selves and their lore, demons find it a little easier to
able to change the star in certain, similar ways. evoke their lore and manipulate Creation.
As the Age of Wrath progressed, each body of A normal evocation is simply an instant act of will
lore accumulated a body of symbols and connections. an act as natural to demons as flexing a muscle is to
These resonances reflected the connections and in- a mortal. The demon decides what effect she wants to
teractions that still existed in the underpinnings of create, then flexes her lore tugging on the hidden
Creation. Demons and angels alike used resonances mechanisms of Creation that she helped build at the
to make their lore more powerful, using a symbol as a dawn of time. If her skills arent polished enough, the
lens to magnify the power of their evocations. A evocation fails; if her muscles are strong, she evokes
demon might not have been powerful enough to her lore, hopefully in the way she wished.
crack a mountain in half with an evocation, but if he When a demon incorporates resonant elements,
used a symbol that had represented the mountain, the process of evocation changes. What was once an

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instant act of will becomes a more complex perfor- two demons evoke or even think of lore in quite the
mance. The demon must actively use the new element same way. A resonance that triggers a memory or
in the evocation, building a new understanding of her inspires an easier way of tweaking the mechanisms of
lore and feeling how it resonates in this symbol. Doing reality for one character might mean nothing to
so might not take much more time than a normal another character, so that demon gains no benefit
evocation, or it could take much more time, depending from incorporating that particular resonance into the
on the resonance used. A demon might simply step art of his evocation. The Storyteller is always the
into a bonfire to resonate with the Lore of Flame, final arbiter of whether a given resonance will aid a
taking just an extra second to evoke the lore but a particular evocation, and hes well within his rights
Defiler using dance to resonate with the Lore of Long- to rule that it wont, even if your character benefited
ing will need to spend several minutes dancing to gain from the exact same resonance last time she per-
a benefit. Similarly, what was once a mostly invisible formed the same evocation.
act of will becomes a visible interaction with the The Storyteller can also, at his discretion, allow
resonant object or concept. If your character isnt players to use resonance with other lore-related rolls,
using resonance in a way that makes the evocation such as assuming apocalyptic form, empowering thralls
obvious in some ways to others even if they dont or crafting relics. Any bonus gained from resonance
realize what shes actually doing its probably not will be small a reduction in difficulty by one, or
going to aid her evocation attempt. perhaps an extra die for your pool but every
When you want to incorporate resonance into advantage helps.
your characters evocation, tell the Storyteller just
what your character is doing. Is she reciting a poem to
RESONANCE AND PERSONALITY
capture someones loyalty? Drinking a cocktail of blood Objects and items arent the only things that
and drugs to alter her body chemistry? Burying herself resonate with Creation. Ideas, philosophies and
in the soil she hopes to soon control? Describe just how feelings have just as much resonance, just as much
your character is using resonant elements. More pow- influence over lore and evocation. If a demon
erful evocations require more significant resonance performs an evocation in the grip of a particular
the more you hope to achieve, the more you need to do emotion, the Storyteller might decide that the
to gain an advantage. It might be enough to simply emotion is a strong enough resonance to aid the
read a Tarot spread for a minor evocation of the Lore evocation or that the emotion, combined with
of Patterns, but for the most powerful evocations, the other resonant elements, is enough to reduce the
demon might need to engineer hundreds of computers difficulty of the evocation.
into a predictive network. One important factor, though, is that the relation-
The benefit of using resonance is simple. If the ship between personality and lore is not a one-way
Storyteller is satisfied with the particular use of reso- street. Just as your characters emotions and personal-
nance, the difficulty of the evocation decreases by one. ity might influence her use of lore, so too can her lore
The evocation becomes that little bit simpler to per- shape and control her personality. A demons lore is a
form. Its usually not possible to gain any greater spiritual knowledge, a force that shapes and forms her
benefit from using resonance, no matter how many soul and essence. Demons with strong ratings in a
resonant elements you use. In this debased age of particular lore tend to gravitate toward those personal-
Creation, resonance is too weak to give more than a ity types Natures that resonate strongly with that
minor boost to evocation. Still, a minor boost might be lore. A demon with strong ratings in several bodies of
just what your character needs at a crucial time. lore will gravitate more toward the Natures associated
Resonance isnt a way to empower your character, its with her primary lore. This is only a tendency, though.
a way to make evocations more interesting, allow for Your character can, of course, have any personality you
some cool visuals and provide a minor reward for like. Still, she might feel drawn toward a resonant
player creativity. Nature when she is low on Willpower, or she could act
in accordance with a particular Nature as a way of
Lore is an art, not a science, and demons are better studying a lore path.
artists of Creation, not technicians. As they become
accustomed to this world, they can learn to manipu- SPECIFIC RESONANCES
late a vast new array of symbols and resonances, and The following is a list of several items, classes of
to incorporate those symbols into the art of lore to items, ideas, concepts and Natures that resonate
assist in their evocations. But no hard-and-fast rules with each lore available to Demon characters. This
dictate how resonance can be used. A demons under- list is by no means exhaustive, of course. If you think
standing of lore is a unique and personal thing, and no that a certain thing should resonate with a certain

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DEMON PLAYERS GUIDE

lore, run your idea past your Storyteller who will farms and the colors black and brown. Resonant
also, no doubt, be coming up with new resonances of Natures include Architect, Conformist, Curmudg-
his own. eon and Traditionalist.
Youll notice that several resonances crop up un- Lore of the Firmament: This lore resonates with
der multiple lore paths. Light is a resonance of the Lore symbols of communication, especially communica-
of Light, of course, but natural light also resonates for tion over a distance. Obviously television and radio
the Lore of the Celestials. Color is also a resonance of are strong resonances, but other examples include
the Lore of Light, but the color red resonates for the books, the Internet, telephones, chanting, urban leg-
Lore of the Flesh, while the color green resonates for ends, aerials and antennas, birds, wings, running and
the Lore of the Wild. Creation is, after all, a complex any kind of large organization (including religions).
maze of interactions, and many things resonate for Resonant Natures include Director, Pedagogue, Per-
different bodies of lore. Such resonances can come in fectionist and Visionary.
particularly handy for evoking conjoined effects (see Lore of Flame: Fire, in all its forms, is the primary
Chapter Six, for details). resonance of this lore from candle flames to bonfires
Lore of Awakening: This lore resonates with to electric heaters. The emotions and symbols we
symbols of health, life and vitality. Examples include associate with fire and heat are also relevant. Good
dawn and the morning, cold water, children, preg- examples include the color red, spicy food, passion,
nancy, owls, hospitals, medicine, the colors blue and lions, rubies, deserts, oil and volcanoes. Resonant
green, the heart, laughter, love, comfortable warmth Natures include Bon Vivant, Competitor, Pedagogue
(but not uncomfortable heat), clay and flowers. Reso- and Trickster.
nant Natures include Bon Vivant, Caregiver, Child Lore of the Flesh: Living flesh is the primary
and Gallant symbol of this lore whether animal or human. Dead
Lore of the Beast: Naturally enough, this lore flesh is a less potent symbol, but it is still useful, as is any
resonates with symbols of animals. All animals reso- symbol that evokes thoughts of biology and bodily
nate with this lore, especially wild and untamed animals. functions. Good examples include hospitals, morgues,
Other resonances include fur, leather, collars, cages, blood, drugs, medicine, the color red, doctors, sex,
the colors red and brown, strong odors, raw meat, tattoos and body art. Resonant Natures include Bon
whips, blood, feces, hunting and the howls of hunting Vivant, Masochist, Monster and Survivor.
animals. Resonant Natures include Bravo, Competi- Lore of the Forge: Tools, inventions and objects
tor, Loner and Survivor. crafted by mortal (or immortal) hands are the greatest
Lore of the Celestials: A variety of different resonance of this lore. Items created by a single smith
symbols resonate with this lore not just symbols are more resonant than mass-produced objects an
of angels and demons, but also symbols of purity and antique Toledo sword or crude stone axe is more
celestial bodies. Examples include birds, bats, dia- resonant than a car or computer. Other symbols in-
monds, astronomy and astrology, stars and planets, clude blacksmiths, anvils, hammers, coal, sculpture,
diamonds, natural light (sunlight or moonlight), welding masks and clockwork. Resonant Natures in-
feathers, the color white, crowns and crystals. Reso- clude Architect, Director, Pedagogue and Perfectionist.
nant Natures include Autocrat, Judge, Perfectionist Lore of the Fundament: Symbols of the laws of
and Traditionalist. physics and mechanics symbolize this lore. Good ex-
Lore of Death: Human society has obsessed over amples include science textbooks, the sun and stars,
symbols of death and mortality for thousands of years, clocks and clockwork, complex mechanical or elec-
and there are a wealth of resonances for this lore. tronic devices, pendulums, circuitry and fast-moving
Examples include cemeteries, dirges, decaying food or objects. Because of the impersonal nature of this com-
clothing, dust, coffins, clocks, the colors black and mon lore, no Natures especially resonate with it.
white, lilies, ravens, marble, sadness and funeral pro- Masters of the lore might manifest any personality.
cessions. Resonant Natures include Caregiver, Lore of Humanity: Human beings, in all their
Gambler, Loner and Penitent. glory and squalor, are the first and last symbols of this
Lore of the Earth: Obviously, earth and stone are lore. The things that resonate with this lore are the
resonances of this lore, as are all gemstones and metals, things that resonate with human beings on a personal
from gold to iron. Such materials are more resonant in level beauty, emotions, relationships, politics,
their raw forms than in a worked form, though, so a cities and societies. Because this lore encompasses all
lump of raw iron or an uncut emerald is more resonant things human, all Natures resonate with it, and al-
than a steel sword or a fine emerald ring. Other most any emotional state could have an effect on
resonances include earthquakes, mountains, mines, evoking this lore.

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CHAPTER TWO

Lore of Light: All kinds of light and all symbols Lore of the Realms: The symbols of this lore dont
associated with light and images can resonate with just include things that suggest the afterlife, but almost
this lore. Examples include strobes, television shows, anything that suggests another world or another space
painting, photography, lenses, glass, mirrors, prisms, alongside our own. Major resonances include mirrors,
rainbows, spotlights, all colors, transparent clothing painting, shadows, shrouds, works of fantasy, ghost
and hallucinogenic drugs. Resonant Natures include stories, ferries, the color black, mists and optical illu-
Child, Gallant, Trickster and Visionary. sions. Resonant Natures include Deviant, Loner,
Lore of Longing: This is a lore of emotion and Monster and Rogue.
inspiration, and almost anything that can evoke Lore of the Spirit: Images of ghosts and spirits are
emotion especially love, lust or desire can be highly resonant of this lore, as are symbols of commu-
a resonance. Good examples include poetry, mu- nication or control over spirits. Good examples include
sic, art, touch, clothing, good food, wine, beauty, ouija boards, crystals, shadows and silhouettes, rituals,
love letters and pornographic movies. Resonant religious celebrations, masks, Tarot cards, cages and
Natures include Bon Vivant, Caregiver, Conniver magic circles. Resonant Natures include Conniver,
and Thrill-Seeker. Judge, Martyr and Visionary.
Lore of Paths: Any symbol of travel or path- Lore of Storms: Water in all its forms is the
finding can resonate with this lore. Vehicles are an primary resonance of this lore, from a calm ocean to
extremely potent symbol of the Lore of Paths, a raging storm. Those things found within water,
especially vehicles driven or directed by a single such as fish, currents and lightning, are also useful
person. Other good examples include compasses, symbols. Good examples include ice, rivers, hurri-
maps, shoes and boots, mazes, atlases and races. canes, tidal waves, the colors green and blue, fish,
Resonant Natures include Autocrat, Conformist, electricity, clouds, crystals, aquamarines and boats.
Fanatic and Visionary. Resonant Natures include Caregiver, Conformist,
Lore of Patterns: Anything that possesses a Loner and Rogue
complex pattern, or that pieces together patterns Lore of Transfiguration: Symbols of change, mu-
in something else such as a method of divina- tability and instability are the resonances of this lore, as
tion or prediction is a possible resonance of this are images that emphasize appearance rather than sub-
lore. Examples include astrology, cards (regular or stance. Good examples include mirrors, clay, water,
Tarot), circuitry, computers, the stock market, mercury, masks, all kinds of clothing, actors, distorting
gemstones, spider webs, looms and clockwork. lenses, cameras, makeup and dice. Resonant Natures
Resonant Natures include Director, Gambler, Per- include Conniver, Deviant, Rebel and Trickster.
fectionist and Visionary. Lore of the Wild: It should come as no surprise to
Lore of Portals: All kinds of portals whether find that plants of all kinds, from tiny ferns to giant
they open into real or imagined spaces can redwoods, are resonances of this lore. Wood usually
resonate with this lore. Good symbols include doors isnt, though, nor are wooden objects living plants are
and windows, or course, but also works of fiction, the symbols that truly suggest the Wild. Other examples
mirrors, tunnels, mathematics about spatial dynam- include forests, jungles, swamps and other wild places,
ics, movies, rings, cave mouths and magic circles. the colors green and brown, the sounds of nature,
Resonant Natures include Judge, Rogue, Thrill- natural pigments and natural fibers. Resonant Natures
Seeker and Visionary. include Caregiver, Loner, Rebel and Survivor.
Lore of Radiance: Nobility, command, the divine Lore of the Winds: Air is the primary reso-
right of kings these are the images that resonate nance of this lore, especially moving air from
with this lore, as do symbols of light, power and the smallest breeze to a roaring gale. Other Reso-
wisdom. Good examples include crowns, flags, sun- nances include tornadoes and hurricanes, chimes,
light, wealth, rich robes, scepters, swords, thrones, the color blue, music, stringed or wind instru-
podiums, manifestos, gold and the color purple. Reso- ments, light clothing, smoke, kites and birds,
nant Natures include Autocrat, Director, Pedagogue especially eagles. Resonant Natures include Bon
and Traditionalist. Vivant, Deviant, Gambler and Visionary.

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DEMON PLAYERS GUIDE

72
CHAPTER THREE

He is a self-made man, and worships his creator.


John Bright

Sometimes the dots on a character sheet just from the others, though. Most of these qualities
dont cut it. You have a vision in mind of the charac- largely focus on the mundane aspects of the life of
ter you want to play, but the Demon rulebooks broad your characters mortal host the little things that
categories of Attributes and Abilities just dont cap- help or hinder many of us in the real world. Your
ture all the strengths and weaknesses that you want characters host might have been a naturally talented
to portray. liar, and now your character can use that gift to his
Thats where Merits and Flaws come in. These advantage. At the same time, your demon character
additional traits combine with those in the rulebook to might have an ex-wife to whom he has to make
allow you to add finishing touches to your character alimony payments that diminish his income. These
that make him complete and unique. By using them, traits help balance your characters mortal qualities
you can help pin down the advantages and disadvan- against his infernal nature, allowing you the chance
tages that make your character a whole person at to add more depth and detail on a mundane level to
least in game terms. complement or contrast his epic, infernal nature.
If youre familiar with other games in the Story- Reconciling the two makes for great roleplaying and
teller system, youre probably familiar with Merits offers you a better insight into the characters actions
and Flaws. Those for Demon are a little different and motivations.

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DEMON PLAYERS GUIDE

Many Merits and Flaws establish details about


your character that need to be explained in his back-
INTANGIBLE BENEFITS
story. You and the Storyteller should work out the Some (but not all) of these Merits and Flaws
details, and the Storyteller can use those conditions or involve tangible system benefits or disadvantages,
situations as inspiration for stories about your charac- such as increasing or decreasing the difficulty num-
ter and his life. bers of particular rolls. These mechanics help make
your characters genuinely human identity an actual
Use of Merits and Flaws is purely optional, though,
part of the game.
so your Storyteller may declare them off-limits in
your chronicle. Other traits involve no systems. This is not to say
the latter kind are of no use. Quite the contrary. These
BY THE NUMBERS soft traits establish roleplaying guides for you or the
Storyteller to take into account during a story. If theyre
Heres how Merits and Flaws work. You can integrated thoroughly into your game, they enhance
usually choose them only during character creation. the story by allowing for a deeper level of realism as your
Merits have a cost, allowing you to buy them with character and the world interact.
freebie points. Taking Flaws gives you their rating as
Sometimes a Flaw can make a story truly compel-
bonus freebie points, however, in addition to the
ones you already receive during character creation. ling. Just look at the number of flawed heroes in fiction
You can buy as many Merits for your character as you and movies. Characters imperfections are often what
wish, provided you have enough freebie points to do make them interesting. Similarly, a Merit can help
it, but you may take no more than seven points worth explain aspects of your characters life that you other-
of Flaws. That gives you a maximum freebie pool of wise might have trouble justifying in a narrative fashion.
22 freebie points to spend, if you take the maximum For example, balancing a characters mortal identity
number of Flaws. You may spend extra freebie points with its social ties and obligations against obligations
gained from Flaws to acquire anything that can be to hell-bound fallen overlords is difficult in the ex-
purchased with freebies, such as Attributes, Abili- treme. An appropriate Merit can explain in game
ties, Backgrounds or Merits. terms why her friends wont desert her, why her boss
The Storyteller has to agree if you want to assign wont fire her or why her boyfriend wont leave her.
Merits and Flaws to your character after your chronicle Not to say that you couldnt explain these things
is already underway. Normally, you need to have some yourself, but Merits and Flaws help make such charac-
freebie points still leftover from character creation to ter qualities identifiable.
do so. The Storyteller might decree that the only
freebie points you can spend on Merits must originate LOSING MERITS AND FLAWS
from any Flaws you take, up to the seven limit. There- As your chronicle continues and your character
fore, if you choose four points of Flaws for your pursues his goals, the inspiration, explanation or jus-
established character, you could choose up to four tification for some of his Merits and Flaws might
points of Merits. Freebie points gained from Flaws change. He might undergo corrective surgery for a
after play has begun can be spent only on Merits not physical impairment, for example, or be healed through
on Abilities or Attributes or Backgrounds and these the application of lore. The negated trait is usually
traits can be acquired only one time after the chronicle withdrawn, and its up to you and the Storyteller to
has started. You cant go back to the Merit-and-Flaw decide how to reassign freebie points. Sooner or later,
well repeatedly during your chronicle. the points from an alleviated Flaw must manifest in
Traits chosen during play should reflect who other disabilities and disadvantages, usually dictated
your character has proved to be thus far, perhaps with by ongoing story events. If your characters Chronic
a few qualities such as a terminal illness to be re- Illness (4-pt. Flaw) is alleviated, you have four freebie
vealed or exposed in future stories. They could also points to reassign to Flaws. These new challenges can
be chosen based on what your character has experi- be related to your old one, say your character is now
enced in his struggle to survive and further his goals Medicated (as a 1-pt. Flaw) to remain healthy. Or
in the mortal world. Essentially, if you use Merits and Flaws can be completely new and unique. Multiple
Flaws after play has begun, dont suddenly change low-level Flaws can replace the lost one, or a single
your character into someone or something he wasnt equally rated Flaw can be acquired. The Storyteller
before. A demon whose mortal body is perfectly must approve the choice of a new Flaw, or he might
healthy one day wouldnt suddenly become hard of decide one for your character based on story events.
hearing the next, unless something tragic occurs in He might not even tell you what your new Flaw is until
his life or in your stories. its made clear during unfolding events.

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CHAPTER THREE

THE APOCALYPTIC FORM


A demons apocalyptic form is the manifestation of the characters true Celestial nature, reshaping the flesh
of her mortal host into an idealized expression of her divine essence. In the blink of an eye, an out-of-shape,
middle-aged housewife can change into an iron-skinned giant or a shadow-garbed reaper of souls. The
limitations and imperfections of their host forms are swept away in a blaze of infernal glory. Crippled or
missing limbs are restored, illnesses vanish, and deformities are healed for an all-too-brief time, only to return
when the display of Faith fades once more.
When a demon manifests her apocalyptic abilities, even selectively, the expression of Faith reshapes her
body into a more idealized form. Physical impairments and even some advantageous abilities are
supplanted by the characters Celestial nature. Therefore, when your character fully manifests her apocalyptic
visage (i.e., her physical body alters to fit the appearance described in Chapter Seven of the Demon core rules)
she is freed from the limitations of her physical and mental Flaws. By the same token, she cant take advantage
of her physical or mental Merits either. (Her Catlike Balance or Eidetic Memory is momentarily lost or
supplanted as her mortal body is transformed into a divine entity.) As soon as the character reverts to her mortal
body, the Merits and Flaws return.

The freebie points liberated by a lost Merit should INFERNAL


also be reassigned based on chronicle events. Sooner or When the fallen were consigned to the Abyss, they lost
later, your character gains some new kind of advantage. everything their power, their possessions and their rela-
Freebie points made available by a lost Merit must be tionships to their mortal followers. This category deals with
spent on other Merits. They cant be spent to gain more the few advantages and disadvantages the fallen carry with
Attributes, Abilities or Backgrounds in play. them into their new existence in the World of Darkness.
CATEGORIES PHYSICAL
Merits and Flaws are divided into the follow- A demons host body is the one tool he has
ing groups. available at all times, no matter how much Faith he

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DEMON PLAYERS GUIDE

currently possesses. This category deals with the ANGELIC GAZE (1-PT. MERIT)
advantages and disadvantages inherent to the physi- The eyes are the windows to the soul, and the
cal frame. act of possession has altered the eyes of your
characters mortal host to reflect his celestial na-
SOCIAL ture. A Devils eyes might be the color of the golden
For all their power, the fallen live in a world of sun or the sullen red of banked embers; a Devourers
mortals. To succeed and survive, the fallen have to eyes might be the lantern yellow of a wolf or lion.
interact with society, as a means of both gaining tempo- The difficulty of all Leadership, Intimidation or
ral power and sources of Faith. This category catalogs Empathy rolls decreases by one.
potential social benefits or problems that your character
might have. DEBT OF GRATITUDE (1- TO 3-PT. MERIT)
Another demon owes your character a debt of
MENTAL gratitude because of something either he or his liege did
A demons mind is just as much part of her armory for her during the war. The depth of gratitude the
as is her body. This category deals with internal cogni-
demon owes depends on how many points you wish to
tive abilities and states that help or hinder her pursuit
spend. One point might mean that the demon owes
of power, revenge or redemption.
your character a favor; three points might mean that she
LEGAL owes your character her life.
Demons cant just step out of society and do what ATAVISTIC FORM (2-PT. MERIT)
they want, despite their earth-shaking powers. They
Upon their return to the mortal world, the fallen
have to conform to societys laws or deal with the world
as a wanted fugitive. This category presents you with have discovered that many of their past exploits have
options that make dealing with mortal society easier lived on in human legend. Although time and the
or much more complicated. interpretations of human minds distort these leg-
ends, demons are nevertheless able to tap into these
ECONOMIC atavistic memories through the appearance of their
Money makes the world go round, but its also the apocalyptic form. Your characters revelatory form is
root of all evil, or so the clichs go. For all their wisdom an iconic image in human myth, be it a visage of a
and arcane knowledge, the fallen are as dependant on dragon, a fire giant or a winsome siren. The difficulty
material wealth as anyone else, especially if they now of all Social rolls decreases by one when interacting
have a family to take care of. This category explores with mortals when the demon is in apocalyptic form.
the financial advantages or disadvantages your char- Additionally, the difficulty to resist the effects of
acter might face. Revelation increases by one.
DREAMS OF THE PAST (2-PT. MERIT)
MERITS When dreaming, your character is able to recall
Merits are particular facets of your characters especially vivid memories of the Age of Wrath,
mortal host or lifestyle that were advantageous to dredging the recollections from deep in her host
him in the course of his everyday life prior to becom- bodys subconscious. Your character has no con-
ing possessed. Now they are valuable benefits your scious control over what memories she revisits while
character can exploit in his dealings with mortal and she is asleep, but many pertain specifically to the
fallen alike. situations and challenges that your character is
dealing with at the moment. The Storyteller can use
INFERNAL this Merit to impart useful information to your
character that she might not otherwise know. Addi-
ANGELIC AURA (1-PT. MERIT) tionally, if your character has the Legacy
Your character exudes the nobility and grace of Background, this Merit reduces the difficulty of all
a Celestial even in her unaltered mortal state. Legacy rolls by one.
Despite her physical appearance, she radiates an
aura of wisdom, confidence and transcendent au- FAMOUS LIEGE (2-PT. MERIT)
thority that belies her mortal condition, even as Your character is the vassal of a legendary lord of
her Torment begins to weigh heavily on her soul. the infernal host, which grants your character an
The difficulty of all Charisma and Appearance aura of authority and influence beyond her own
rolls decreases by one when your character inter- accomplishments. Most low-ranking demons will be
acts with mortals. eager to curry your characters favor, hoping to be

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CHAPTER THREE

remembered later when her dark lord has returned in PERFECT BALANCE (1-PT. MERIT)
triumph. Upon learning your characters identity, Your characters sense of balance is superb. Not
most low-ranking demons will treat you with a cer- even the narrowest of ledges scares her because she
tain degree of deference and respect, giving you the has such a good command of her physical equilib-
benefit of the doubt in most questionable situations. rium. Shes probably a good dancer, too. This Merit
Note that this Merit is separate and in addition to the allows you to reduce the difficulty of all balance-
Eminence Background, which reflects your characters related rolls by two.
personal rank and influence. The character who
possesses both is able to open doors and gain respect ROBUST HEALTH (1-PT. MERIT)
in any growing demonic court by virtue of their Your character has the constitution of an ox.
identity. The Storyteller is the final arbiter as to how She rarely gets ill, if at all, and food poisoning is a
much influence and respect your character can com- stranger to her. Reduce the difficulty of any roll to
mand based on the needs of her chronicle. resist illness or poisoning including alcohol poi-
soning by two.
PHYSICAL SEA LEGS (1-PT. MERIT)
ACUTE SENSE (1-PT. MERIT) Your character is no landlubber, but a salty sea dog
One of your characters senses, be it sight, smell, at heart. Shes at home on a boat even when traveling
taste, touch or hearing is exceptionally keen. The rough seas. She suffers no penalty incurred due to rough
difficulty of any roll involving this sense decreases seas or unpredictable ship motion on any actions per-
by two. formed while aboard.

GOOD RIGHT HOOK (1-PT. MERIT) BUNDLE OF ENERGY (2-PT. MERIT)


The power of your characters punch belies her Your character is full of energy. She can subsist
actual strength. Maybe she took up boxing at the on five or six hours of sleep a night, being unable to
gym, or perhaps shes just been in a lot of fights. stay in bed any longer. Her days are full of physical
Regardless, people tend to fall over when your char- activity, and she can work long into the night
acter hits them. Add two dice to your damage roll for without penalty.
any Brawl-based attack. CATNAPPER (2-PT. MERIT)
HOLLOW LEG (1-PT. MERIT) While your character needs six to eight hours of
Your character can drink like a fish. The amount of sleep per night, she doesnt need it all at once. She can
alcohol she can put away during a binge is truly phe- catch her Zs as and when she can. As long as her naps
nomenal. Whats more aggravating to her buddies is total six to eight hours in a 24-hour period and they
how little she suffers for it. Anyone who gets in a usually do unless shes forcibly denied naps she can
drinking competition with your character quickly re- function as normal.
grets it. Halve any penalties your character suffers for FORGETTABLE (2-PT. MERIT)
consuming alcohol.
Its not that your character is ugly. Its just that,
LIGHT SLEEPER (1-PT. MERIT) well, peoples eyes tend to slide over her. Shes of
Although your character sleeps well, she is awak- average height and build, unremarkable looks and
ened quickly by a commotion. Any disturbance, from run-of-the-mill dress. People have problems remem-
an exorcist picking the lock of your characters apart- bering her appearance after they meet her, unless she
ment to a cat getting amorous on a neighboring roof, has talked with them for a long time. Certainly,
wakes your character immediately. people wont be able to give a useful description of
her if they only see her briefly. Your character must
NATURAL RUNNER (1-PT. MERIT) have an Appearance of 2 or 3 and a Charisma no
Your characters mortal host enjoyed running higher than 3 to take this Merit. If either of those
ever since she was a kid. While most people wheeze Attributes moves outside that range through play,
and complain about exercising, running has always you lose this Merit. This Merit applies solely to your
been an absolute pleasure for her. As a result, your characters physical appearance. She might have a
character can run like the wind when the occasion dreadful credit rating, a police file as thick as the
demands it. Your characters Dexterity counts as one phone book and a sexual history that would make a
point higher than it actually is for purposes of deter- porn star blush, but people just dont remember her
mining movement rates. on the street.

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DEMON PLAYERS GUIDE

GOOD NIGHT VISION (2-PT. MERIT) kind of person who wanted to have the latest gadgets
Maybe your characters mortal host spent a lot of and technology. Its a drain on your characters cash,
time camping. Maybe shes just a fisherman whos used and her apartment is cluttered with some neat-seeming
to getting up before dawn. For whatever reason, your technology that turned out to be crap, but you have a
characters night vision is excellent. The difficulty of solid sense of how to use the latest gadgets. You quickly
Perception rolls decreases by two at night. understand and use most new consumer-level technol-
ogy. Add two dice to any Technology roll when trying
SEXY (2-PT. MERIT) to figure out how to use a new gadget.
Your characters one sexy mutha. She might not
necessarily be that classically good looking, but FUNNY (1-PT. MERIT)
theres something about the way she moves and acts Your character can make people laugh. Her timing
that exudes sexuality. As a result, she draws in and sense of the absurd is second to none. Shes always
members of the opposite sex, or homosexual mem- being invited to parties because shes so much fun. Most
bers of her own sex, with raw animal magnetism. importantly, your character is also very good at judging
You may reduce the difficulty of any Social roll by the appropriateness of her humor. Sometimes the right
two when dealing with a character who is attracted joke can lift the spirits of people when everything seems
to your character. If you actively attempt to use your to be going against them. Therefore, she does what she
characters charms against someone, you may re- can to make life more bearable for her friends and
duce the difficulty by three. compatriots, even when the situation seems darkest.
Reduce by two the difficulty of any Social roll that is
DAREDEVIL (3-PT. MERIT) intended to boost morale.
Your character loves taking risks, and the adrena-
line rush she gets helps her succeed at stunts. Whether
GOOD LISTENER (1-PT. MERIT)
its leaping from a moving train or taking on a Devourer Your character has a keen interest in people. She
in face-to-face combat, your character lives for danger. enjoys hearing what they have to say and is prepared
to take the time to hear them out without interrupting
When attempting such a dangerous action, you can add
with her own opinion. Others can sense this, and they
three dice to your roll and ignore one botch die that
open up to your character without really meaning to.
results. In general, the action attempted must be at least
The difficulty of all apparently friendly Social rolls
difficulty 8 and have the potential to inflict three health
that involve people talking to your character de-
levels of lethal damage or six levels of bashing damage
creases by two.
if you fail. The Storyteller is the final arbiter of when
this Merit applies, and he may impose a cap of one hair- GOOD TASTE (1-PT. MERIT)
raising feat per game session. Your character has a knack for choosing the right
food from the menu, telling the right anecdotes and
HUGE SIZE (3-PT. MERIT) giving the right presents. Shes seen the right films for
Your character is one big individual. Hes at least discussion in cultured company, and she wouldnt know
610 in size and 300 pounds in weight, making his who starred in Dumb and Dumber, let alone have the
physical presence nearly impossible to ignore. Because first clue about the plot. Her taste makes forging social
of his sheer bulk, your character gains an extra bruised contacts among the upper classes much easier, what-
health level. Your Storyteller might also award bonuses ever her origins. Reduce the difficulty by two for any
for attempts to push objects, break down doors or resist Social roll intended to gain acceptance or to impress in
being knocked down. a high-society or business situation.
SOCIAL GOSSIP (1-PT. MERIT)
Your character is an incurable gossip, and other
APPROACHABLE (1-PT. MERIT) gossips recognize a kindred spirit in her. Shes more than
Theres something very approachable and non- happy to spend hours shooting the breeze with complete
threatening about your characters mortal persona. strangers, all the while discussing the minutiae of other
People find it very easy to start a conversation with her. peoples lives. Reduce the difficulty by two for any
Reduce the difficulty of any Empathy rolls involving Interrogation rolls made in a social situation, without
other people or demons by one. bullying or intimidation.
EARLY ADOPTER (1-PT. MERIT) IN LOVE (1-PT. MERIT)
Wow! Look at that new palmtop computer. I just Your character has fallen for someone (or her
got to have one. Your characters mortal host was the mortal host had), and the feeling is reciprocated. The

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CHAPTER THREE

world seems a better place. Colors are brighter, music is WAY WITH WORDS (1-PT. MERIT)
more enchanting, and life just seems less desperate. Language is a finely honed tool, not a blunt instru-
Even the slightest success boosts your confidence. Re- ment. Your character is able to create exactly the effect
gain two Willpower instead of one when your character she wants by choosing her words carefully, in both
wakes up each morning. written and verbal communication. Gain two dice on
any Expression roll that involves words.
MEDIA JUNKIE (1-PT. MERIT)
TV, radio, newspaper, magazine, film your char- BEST FRIEND (2-PT. MERIT)
acter cant get enough. Shes a voracious consumer of Your character has the good fortune to have a best
pop culture and is always up on the latest movies, music mate. He stands with your character through thick and
and current affairs. Reduce the difficulty by two on any thin. Theyve shared jokes, tragedies and all the highs
Social or Research roll that involves pop culture. and lows of life over the years, all of which has forged a
NATURAL LEADER (1-PT. MERIT) bond between them that some married couples never
achieve. Perhaps they were at school or worked together.
Your character has been gifted with a certain bear-
While your character might not be able to share the truth
ing and personality that naturally makes people defer to
of her real nature with her friend, she can rely on him to
her opinion or orders. You receive two extra dice on
Leadership rolls. Your character must have a Charisma back her up to the best of his abilities without asking too
of 3 or greater to purchase this Merit. many difficult questions. A best friend is closer to you and
more committed to helping you than an ally (see the
NATURAL POLITICIAN (1-PT. MERIT) Allies Background on page 153 of the Demon core rules),
Your character is right at home among the devious but he demands far more in return. He goes that extra
minds of the political world. Whether its the cut and mile to get her out of trouble that an ally wouldnt, but he
thrust of office jockeying or the showboating of regional counts on her to do the same for him.
politics, she knows how to get what she wants. You
receive two extra dice on Manipulation rolls in social
ENCHANTING VOICE (2-PT. MERIT)
situations that involve an element of politics, such as an Your character has the most incredible voice. It
office or gun-club meeting. Your character must have a has a quality that makes people unable to ignore it. If
Manipulation of 3 or more to have this Merit. The she whispers seductive words in someones ear, his
Politics Ability has no bearing because this Merit rep- heart melts. If she demands that someone do some-
resents raw talent, not the knowledge gained through thing, he springs into action at her behest. The
long experience. difficulty of all rolls involving the use of your
characters voice to persuade, seduce, charm or give
PUNCTUAL (1-PT. MERIT) orders decreases by two.
Your character is a master of the virtually lost
art of turning up on time. If she has a meeting at FASHION SENSE (2-PT. MERIT)
10:00 AM, shes sitting in the reception room at Your character doesnt just dress well, she has an
9:59. If she has an 8:00 PM dinner date with her innate sense of what sort of clothes suit a particular
inamorato, shell be in the restaurant at 8:00 on the occasion. This sense isnt a case of slavishly following
dot, so he doesnt end up waiting. Barring deliberate the latest trends from the hottest designers either, its a
interference in her plans, your character almost matter of knowing when to dress smart and when to be
always manages things so that she turns up on time. casual and having the know-how to carry it off on a
It makes her a great organizer, assuming her allies limited budget. Subtract one from the difficulty of
come through for her. Social rolls in situations where dressing appropriately is
important, such as in a business meeting, chatting at a
SMOOTH (1-PT. MERIT) club or attending an upper-crust function.
Your character might come from the wrong side of
the tracks. She might not have known the proper FLIRT (2-PT. MERIT)
etiquette in every situation. She probably dont have a Your characters mortal friends claim that shes a
clue which fork to use when eating out. Yet none of that terrible flirt, but that quite manifestly isnt true. Shes
matters. She presents herself with such an easy grace great at it. Shes an absolute master at all the subtle
and carefree attitude that people forgive her most er- signals that give off that particular combination of
rors. They might not like her much, but they enjoy her promise and denial that makes teasing so much fun. At
company so much that her rougher edges are quickly her best, she can make members of the opposite sex, or
forgiven and forgotten. Reduce the difficulty of any members of the same sex, putty in her hands. Add two
Manipulation rolls by two. dice to all Social rolls in such circumstances.

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GOOD SENSE OF CHARACTER (2-PT. MERIT) SOCIALLY AWARE (2-PT. MERIT)


Your character has an innate instinct for reading a Social interplay is an open book to your character.
person. She can make an appraisal of the kind of person Shes the first to spot the hidden relationships between
someone is after meeting him for a few seconds, based on people after only a few minutes of observation. Such
little more than gut instinct. She is rarely wrong. subtle clues as body language and position, voice tone
Decrease the difficulty by two on any Perception roll and choice of words speak volumes to her about the
based on assessing a person or demon. underlying connections between people. Gain two dice
on any Perception roll involving interaction between
GREAT LIAR (2-PT. MERIT) other people.
Lying comes naturally to your character. Even the
most involved deception sounds like Gods own truth TRIVIA CHAMP (2-PT. MERIT)
when it comes tripping off her honeyed tongue. Gain Where does your character come up with this stuff?
two dice on any Social roll that involves lying to or Whether its through plenty of reading, too much TV or
deceiving another person or demon. just an eclectic bunch of friends, she has the oddest
collection of facts stored way in her skull. Once in a
LAID-BACK FRIENDS (2-PT. MERIT) while, at the Storytellers discretion, one of them turns
Everyone needs good buddies, and your character out to be just the piece of information she needs. Your
has a particularly good bunch. Theyre pretty cool about character might not actually be very bright, but the
when they see her; they dont get all uptight if shes not sheer amount of anecdotal knowledge shes picked up
in contact for a while. Theyre also great at not interfer- makes her appear to be.
ing with her life. Sure, shes gone through some changes
of late, but thats her choice. Theyll be there if she UPRIGHT CITIZEN (2-PT. MERIT)
wants to talk or needs help, but theyll otherwise keep Up until the moment of possession, your characters
the hell out of her hair. If these guys are also your mortal host was a model citizen. Not even a whiff of
characters allies (as per the Background), theyll help scandal has ever tainted her. Her working life has been
her without asking too many difficult questions. Hey, good without being extraordinary. Her friends would be
thats her business, right? hard-pressed to come up with any embarrassing secrets
about her, and even her ex-lovers are complimentary
PEOPLE PERSON (2-PT. MERIT) about her most of the time. Your character just doesnt
Your character is a social animal. She just likes have any dirty secrets to come back to haunt her, and
being around others. Hell, they like being around her. people who know her have a hard time believing
Her open and gregarious nature makes people warm to anything bad about her.
her quickly. The difficulty decreases by two on any
Social roll to create a good impression on another. VIBRANT NEIGHBORHOOD (2-PT. MERIT)
Your character lives in a part of the city where
PILLAR OF THE COMMUNITY (2-PT. MERIT) everything goes, and does so most of the time. The
Your character is a fine, upstanding person, re- streets are fairly busy late at night, and the inhabitants
spected by those around her. Through participation in are up to all sorts of strange things. If anything odd
local events, helping out with community groups or happens, people tend to dismiss it as just another part of
helping others, shes become well liked and trusted by the local routine.
those who live around her. When she brings them a
warning of potential danger or offers an explanation of CORPORATE SAVVY (3-PT. MERIT)
strange, miraculous events, theyre likely to believe Your characters mortal host has been a warrior
her. She might even be able to call upon their aid in a of the cube battlefields for a long time and now
pinch, but she shouldnt count on help every time your character knows how the corporate mind
things go sour. works. She understands the dynamics of money,
business, information and power that make up
SEASONED TRAVELER (2- OR 4-PT. MERIT) companies, and she can manipulate them for her
Your character is adept at finding accommodation, own ends to a limited degree. Add two dice to any
supplies and local help wherever she goes in her home roll involving manipulating a corporate structure
country. With the 4-pt. version, the same applies to or a corporate employee.
foreign countries. She might not speak the language
well, or at all, but she knows how to go about obtaining MEDIA SAVVY (3-PT. MERIT)
things and learning about the local culture without Theres a knack to dealing with the media, and your
offending the natives, through a combination of prior character has it. Shes learned what journalists want,
research and general street smarts. and she does her best to provide it in a way that best suits

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her. She can create, suppress and redirect stories with a


fair amount of effectiveness, just by the spin she puts on
them. Most of the time, she tries to set up situations so
the media reads them the way she wants. Add two dice
to any Social rolls in which your character deals with
journalists or reporters.
SUPPORTIVE FAMILY (3-PT. MERIT)
Sure, your characters acting strange these days.
Theres something going on that she cant or wont
tell them about, but its important to her. That
much is clear. Theyre her family, they love her, and
theyll be there for her. Theyre sure shell get
around to telling them the whole truth sooner or
later. Until then, they have no choice but to trust
her. Unless you have also taken the Allies Back-
ground for your character, her family wont go out of
the way to help her. They just dont ask the ques-
tions that she cant answer.
LUCKY (4-PT. MERIT)
Your characters mortal host was normally a very lucky
sort of person. Since she was a kid, things always worked
out her way. Maybe she took a job with a small firm just
before the business went through the roof, leading to her
rapid promotion. Once per chapter (game session), the
Storyteller may decrease the difficulty of a critical roll you
make by two. If you succeed, its because some random
factor makes things easier for your character.

MENTAL
COMMON SENSE (1-PT. MERIT)
Your character has been gifted with practical,
everyday wisdom that allows her to avoid making
stupid, obvious mistakes. Whenever shes about to
act in a way thats contrary to common sense, the
Storyteller can make a suggestion as to the likely
outcome of the action, possibly warning you off.
Unlike Demons Intuition Ability, this Merit doesnt
allow you to make good guesses, nor does it offer you
any particular insight. It just helps you avoid doing
especially dumb things.
CONCENTRATION (1-PT. MERIT)
Your character is rather good at shutting distrac-
tions out and focusing on the task at hand. Shes
unaffected by disturbances such as screaming kids,
loud noises, hanging upside down or DJs playing
really terrible music when she focuses on a par-
ticular action.
GOOD MAP READER (1-PT. MERIT)
Your character is the Holy Grail of drivers every-
where: someone who can read a map well. Whether its

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DEMON PLAYERS GUIDE

using an old map and a road atlas to locate an Earthbounds EIDETIC MEMORY (2-PT. MERIT)
lair, or the New York subway plan and a street atlas, she Your character has a photographic memory. As a
can find her way to where she needs to be. result, she can remember things shes seen, heard or
read in perfect detail. Entire conversations, docu-
FAST READER (1-PT. MERIT) ments or pictures can be committed to memory with
Your character can read and understand a piece of only minor concentration. Should she attempt the
writing far faster than most people can. While this same feat under stressful conditions, such as trying to
Merit can make long train or plane journeys expensive memorize a long list of names while three Earth-
propositions due to the number of books and magazines bound thralls pound at the door, you must make a
she goes through, it allows her to quickly extract useful Perception + Alertness roll (difficulty 6) for her to
information from anything written in her mortal hosts summon enough concentration to finish the job
native language. (unless your character also has the Concentration
GOOD RECOGNITION (1-PT. MERIT) Merit, which allows her to commit information to
Your character is great at remembering peoples memory flawlessly).
names and places shes been. She can call to mind the INTERNET SAVVY (2-PT. MERIT)
name of somebody she met briefly at a party three The Internet is becoming increasingly common,
months ago, while a bit drunk, as clearly as if she met but it is far from universal. Many users never progress
them only yesterday. She can also remember the streets beyond the basic email/simple surfing to sites whose
she staggered down on the way home. Shes even good address you know stage. Characters with this Merit are
at remembering the names of people mentioned in adept at using the Internet in all its vast, rambling
newspaper stories and TV reports, as well as locations confusion no small feat for the technologically
glimpsed in photographs or on TV. challenged fallen.
HEALTHY CYNICISM (1-PT. MERIT) NATURAL LINGUIST (2-PT. MERIT)
Your character is good at separating truth from
Your characters mortal host had a gift for other
fiction, and someone has to be up pretty damn early to
languages, reading and speaking them with the flu-
catch her off guard. She rarely takes what people say at
ency of a native. When your character learns a
face value until shes able to check the details herself.
language, reflected by increases in her Linguistics
This Merit allows you to reduce the difficulty by two on
Ability, she learns it in more depth and with greater
any roll to perceive a lie. It should also be roleplayed as
much as possible. fluency than most do. You may add three dice to any
roll involving writing, reading or speaking a language
TIME SENSE (1-PT. MERIT) your character knows, barring her native tongue.
Your character has an almost uncanny sense of
time. She can estimate the amount of time that has
FAST LEARNER (3-PT. MERIT)
passed, as well as the approximate time of day, without Your character learns the basics of a subject very
using a clock or any other means of measuring time. quickly indeed. She can cram simple information
about virtually any subject into her head quickly
CODE OF HONOR (2-PT. MERIT) and easily. It takes the normal time to develop a
Your character has a personal code of ethics to deeper knowledge, of course, but your character
which she adheres strictly. This code might be re- starts getting the hang of things very quickly. The
lated to her experiences in the war or something of a cost to gain a new Ability is one experience point
legacy from her mortal host. You should work out the instead of three. The costs for higher levels are
details of your code with the Storyteller before play normal, however.
begins. You gain two additional dice to all Willpower
rolls when accomplishing a major feat in accordance NATURAL APTITUDE (3-PT. MERIT)
with that code. Your character has a particular Ability at which she
excels. Shes just a natural or has studied it so exten-
DETERMINED (2-PT. MERIT) sively that the Ability comes easily to her. You pay fewer
Your character is one tenacious bitch, deter- than normal experience points to gain dots in the
mined to go her own way. It can be really difficult for Ability, and each level is achieved as if it were one
people to persuade her otherwise. Gain two dice in lower. The first point of the Ability costs only one
any resisted roll in which someone tries to persuade experience point to gain if your character learns it after
her to do something. You might also have the Stub- play begins. You also gain one extra die on any roll
born Flaw (see p. 82). involving that Ability.

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UNFLAPPABLE (3-PT. MERIT) of Merit you buy indicates the number of Resources
Your characters mortal host was a naturally placid points your character can have (that must be pur-
person who took most things in stride. She was almost hit chased separately) for which she doesnt have to work.
by a car? That was close. Her husband ran off with the kids? Her rating also suggests how wealthy her ex was or how
Ah, well. While she feels emotions like everyone else, she badly he was beaten in court. Chances are she has the
doesnt let them affect her the way others do. You gain two Children Flaw, too.
extra dice on any Willpower roll that involves staying clam
or not overreacting to mundane experiences.
EYE FOR A BARGAIN (1-PT. MERIT)
Your characters mortal host had a knack for
DIRECTION SENSE (4-PT. MERIT) getting things cheaply. Sometimes she gets the goods
Your character has an innate sense of where she is she needs in sales. Sometimes she gets them through
and the distance shes traveled. She can make a good wholesalers. Other times, she just hunts around
guess at which way is north, even without clues like the until she finds a bargain. However she does it, the
position of the sun. She rarely gets lost and can estimate difficulty of any Resources roll you make decreases
the distance between two points pretty well. She might by two.
even be able to navigate her way through Londons one-
way systems. Maybe. INDEPENDENT INCOME
(1- TO 5-PT. MERIT)
OPTIMISTIC (4-PT. MERIT) Through hard work, heredity or phenomenal
Despite everything that has happened to your char- good fortune, your characters Resources rating is an
acter, she refuses to accept the fact that life cannot and independent income for which she doesnt have to
will not ultimately change for the better. Regain two work. The level of Merit you buy indicates how
Willpower when you wake up each morning, rather many dots of Resources (which must be purchased
than the usual one. separately) your character has that do not require
her to work.
LEGAL GOOD CREDIT RATING
SPECIALIST DRIVERS LICENSE (2-PT. MERIT)
(1-PT. MERIT) Your characters mortal host always paid off her
Your characters driving repertoire extends far be- debts on time and built up enough financial security to
yond the SUV or sports car. She is qualified to drive keep the most cynical banker happy. She can access a
trucks, farm vehicles or some other specialized form of decent amount of credit as a result. Your character
vehicular transportation. must have a Resources rating of 3 or more to purchase
this Merit.
DUAL NATIONALITY (2-PT. MERIT)
Thanks to being born from parents of different WEALTHY PARTNER (2-PT. MERIT)
countries, your characters mortal host has dual nation- Your characters other half is pulling in a fortune,
ality. She might even have two passports. This makes it at least by her earning standards, and hes happy to be
easy for her to operate in two different places and even the breadwinner. With him covering the bills and
hide out in another country if things get too hot in her living expenses, she can get away with a part-time job
normal place of residence. that allows her time to fulfill her obligations to allies,
superiors at court and so on.
FIREARMS LICENSE (2-PT. MERIT)
The effect of this Merit depends on the country in FLEXIBLE JOB (3-PT. MERIT)
which your game is set. In some countries (such as the Your characters job allows her to work flexible
UK) it indicates that your character is allowed to carry hours or allows her to travel a lot. Or perhaps shes
weapons. Without this Merit, possession of a firearm is effectively her own boss, with no one monitoring her
illegal. In countries where individuals have a right to bear activities. However she does it, she can earn her
arms, it indicates that your character has a license to carry Resources rating through a job that doesnt signifi-
unusual or powerful firearms such as automatic weapons. cantly restrict her infernal activities.

ECONOMIC PAID MORTGAGE (3-PT. MERIT)


Your characters house is her own. Shes paid off the
ALIMONY RECIPIENT (1- TO 3-PT. MERIT) bank, so mortgage repayments are no longer an issue,
Your characters hosts marriage has failed, but at nor is repossession a threat. No matter what happens,
least that cheating bastard has to pay for it. The level she at least has a roof over her head.

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TRUE REFLECTION (1-PT. FLAW)


FLAWS It was once believed that mirrors reflected not
Flaws are failings or problems that plagued your ones physical appearance, but the true nature of
characters mortal host through life and possibly con- ones soul. Your characters reflection reveals her
tributed to his downfall. These difficulties are part of the actual celestial nature. When she looks in the mirror,
mortal legacy your character has inherited, hindering she sees her apocalyptic form rather than her mortal
the pursuit of his goals. guise. This reflection changes as her Torment in-
creases or decreases. Mortals who see this reflected
INFERNAL image are not subject to Revelation (see page 253 of
the Demon core rules for details), but they will react
ANCIENT ANIMOSITY (1- TO 3-PT. FLAW) with shock, amazement or alarm.
Your character still holds to an ancient feud
with another demon that dates from the War of INFAMY (2-PT. FLAW)
Wrath. Even if the object of her animosity remains Your characters actions in the War of Wrath have
in the Abyss, he will make every attempt to even earned her a degree of ill repute and hostility among
the score against her through allies and proxies. her fellow demons. The difficulty of all Social rolls
The amount of points spent on this Flaw indicates increases by one when your character is interacting
how far your characters foe is willing to go to with other fallen.
strike back at her. One point indicates a minor or NIGHTMARES (1-PT. FLAW)
largely forgotten feud; the other demon will take Your characters sleep is plagued by visions of the
steps to make your characters life difficult only horrors she saw during the war. You must make a
when it is convenient for him to do so. Two points Willpower roll (difficulty 7) in order for the charac-
indicate that your characters enemy is actively ter to sleep through the night without being
working on plans to make your characters exist- tormented. The day after, add two to the difficulty of
ence as difficult as possible, enlisting the aid of the first Ability or Attribute roll you make to deal
friends and allies to strike at her whenever the with other demons.
opportunity arises. Three points indicate that your
character has gained an implacable foe that thinks WAR WOUND (2-PT. FLAW)
of nothing else but your characters demise. He Your character endured a terrible wound during
bends all of his energies and resources to make her the war that scarred the very essence of her being,
life a living Hell. manifesting itself even to this day when she reveals her
CURSED BY GOD (1- TO 5-PT. FLAW) Celestial nature. When your character adopts her
apocalyptic form, she automatically suffers one health
Your character has been especially cursed by the level of aggravated damage above and beyond any
Creator for actions taken during the War of Wrath. damage she currently suffers. This damage cannot be
The strength and pervasiveness of the curse de- healed by any means.
pends upon how many points you wish to gain.
Examples follow: CANNOT ENTER HOLY GROUND (3-PT. FLAW)
If your character passes on a secret she is entrusted Your characters intense regret and guilt follow-
with, her betrayal will come back to harm her in some ing her rebellion against God is so great that she
way. (1 pt.) cannot bear to enter holy ground or handle holy
Your character stutters uncontrollably when she objects without suffering intense pain. No matter
tries to describe what she has seen or heard. (2 pts.) what her Torment level is, your character still suffers
Tools break or malfunction when your character damage from holy ground and sanctified items such
tries to use them. (3 pts.) as crosses and holy water.
Your character is doomed to make enemies of FLASHBACKS (3-PT. FLAW)
those whom she most loves or admire. (4 pts.) Like veterans of many mortal wars, the sights
Every one of your characters accomplishments your character witnessed during the War of Wrath
or triumphs will eventually become soiled or fail in haunt her still, filling her dreams with visions of
some way. (5 pts.) horror and destruction and occasionally overtaking
Your character might or might not have a way to her during moments of stress. When the character is
atone for her actions and free herself of this curse, at the under intense pressure or involved in combat, your
Storytellers discretion. character might experience powerful flashbacks of

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CHAPTER THREE

ancient battles. The Storyteller can call for a Will-


power roll (difficulty 8) at appropriate moments. If
the roll fails, the character thinks shes back in the
war as she is caught up in a hallucinatory episode of
incredible vividness and detail. As soon as the
threat or source of stress is gone, you may begin
making Willpower rolls (difficulty 7) for the char-
acter each turn to see if she can emerge from the
visions of the past.
HUNTED (4-PT. FLAW)
Your character is pursued by a fanatical demon-
hunter who believes (perhaps correctly) that she is a
danger to humanity. Everyone with whom your char-
acter associates, be they mortal or fallen, might be
hunted as well.
PROBATIONARY FACTION MEMBER
(4-PT. FLAW)
Your character is a defector. She turned her back on
her prior faction and still has much to prove before she
is accepted by the demons to whom she has defected.
Other demons who are members of her current faction
treat her with distrust and even hostility, and her
reputation might even sully those demons with whom
she regularly associates.

PHYSICAL
ALLERGIES (1-PT. FLAW)
Your characters mortal body is allergic to a rather
common substance such as cat hair that causes cough-
ing, watery eyes and other distracting symptoms. The
difficulty of all actions increases by one when exposed
to whatever triggers her allergy.
ARTHRITIC (1-PT. FLAW)
Your characters joints, especially her hands, are
tender and often swollen. When she attempts any-
thing that requires fine and careful touch, such as
sewing or repairing a watch, increase the difficulty of
your roll by one.
COLOR BLIND (1-PT. FLAW)
Your character has trouble distinguishing between
hues. You must make a Perception roll (difficulty 6) for
your character to accurately determine the color of a
given object.
DISTINGUISHING CHARACTERISTIC
(1- OR 2-PT. FLAW)
Your characters mortal body has a physical feature
that makes her very easy to pick out in crowds, such as
elaborate tattoos, a scar or an obvious birthmark. This
Flaw is worth one point if the characteristic is hidden
easily under clothes, two points if it is not.

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DEMON PLAYERS GUIDE

HEAVY SLEEPER (1-PT. FLAW) it due to some freak accident. She cant smell anything,
Your character tends to sleep right through most no matter how strong the odor is. Food tastes somewhat
disturbances, from the loud stereo playing next door bland to her. On the good side, she isnt bothered by the
to the exorcists laying a binding sigil around her bed. stench of sewers, rotting flesh or other nastiness.
You must make a successful Willpower roll (difficulty
6) for the character to wake up quickly. Failure means
NO SENSE OF TASTE (1-PT. FLAW)
she spends the equivalent of a combat turn waking Your characters taste buds simply do not func-
up. A botch means she sleeps right through the tion. She cannot appreciate a fine meal, and she has
disturbance, pending the Storytellers judgment on trouble gauging the difference between good and bad
the situation. food and drink.

LAZY (1-PT. FLAW) NON-SWIMMER (1-PT. FLAW)


Your character has trouble motivating herself to do Your character never learned how to swim, and she
anything. Shed rather sit around the house watching has no natural talent for it. If she ever finds herself in a
TV and thinking of doing something with her life than position where she has to try to swim, she can manage
actually getting up and doing it. She tends to complain a pitiable doggie paddle. Increase the difficulty by two
loudly when theres work to do, and she likes to let for any Athletics rolls involving swimming.
things slide until the last possible moment. You must POOR EYESIGHT (1- OR 3-PT. FLAW)
make a Willpower roll (difficulty 6) to take care of any
Your characters mortal host is either severely near-
routine tasks not directly related to your characters
sighted or farsighted. Increase the difficulty by two for
demonic activities, such as paying the electricity bill or
any rolls that involve visual acuity. The one-point
getting the cars tires rotated.
version is correctable with glasses or contact lenses. The
LOW ALCOHOL TOLERANCE (1-PT. FLAW) three-point version is not.
Alcohol goes straight to your characters head. POOR HEARING (1- OR 3-PT. FLAW)
While this can be an advantage when she tries to enjoy
a night out on the cheap, it can be deadly when hunted Your characters hearing is exceptionally bad. In-
by exorcists or worse. Double any penalties your char- crease the difficulty by two on any roll involving hearing.
acter suffers for consuming alcohol. This Flaw is worth one point if it is correctable with a
hearing aid or similar device, three points if it is not.
MEDICATED (1- OR 5-PT. FLAW)
Your characters mortal body requires daily medica-
SICKLY (1-PT. FLAW)
tion to stay in good health. As a one-point flaw, her Your character is constantly coughing and wheez-
medication is important for her long-term health but has ing, and she has trouble shaking colds. Her mortal host
little effect on her day-to-day well being, as with prescrip- suffered almost every childhood illness imaginable, and
tion drugs that keep your cholesterol down. The five-point shes only become worse as an adult. When checking to
version represents insulin shots or something else that is avoid catching a disease or developing an infection,
necessary to keep your character alive. If she should miss increase the difficulty of the roll by two.
a days worth of medicine, she automatically suffers a VICE (1- TO 3-PT. FLAW)
bashing or lethal level of damage for every 12 hours that
Your character is addicted to some sort of sub-
pass without her medicine, as determined by the Story-
teller. This damage heals at a rate of one level per 12 hours stance. The one-point version of this Flaw represents
that pass once you resume your regular medication sched- an addiction to a substance that is legal and easy to
ule. Time spent in apocalyptic form is not counted satisfy, such as cigarettes. The two-point version rep-
toward the total time without medication. resents a legal or mildly illegal substance that inhibits
her abilities to a serious degree, such as alcohol or
MOTION SICKNESS (1-PT. FLAW) marijuana. The three-point version represents an ad-
Your character becomes queasy and nauseated on diction to a highly illegal or highly dangerous hard
boats, when traveling long distances by car or on drug such as heroin. Your character is always under the
amusement-park rides. Increase the difficulty by two effects of your chosen vice unless she assumes her
on all actions your character takes when dealing with apocalyptic form.
these conditions.
YOUTHFUL APPEARANCE (1-PT. FLAW)
NO SENSE OF SMELL (1-PT. FLAW) Your characters mortal host looks like she did in
Your character has no sense of smell. Her mortal high school. She always gets carded at bars and often has
host might have simply been born without it, or she lost to produce identification to buy even cigarettes. In

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order to gain entry to clubs, concerts and bars, or to moves at only one-quarter normal speed without
purchase alcohol, your character needs to present a some sort of cane, walker or wheelchair. With the
valid-looking ID. appropriate aid, your character can move up to half
normal speed.
DISFIGURED (2-PT. FLAW)
Your characters hosts face is misshapen or maimed. ELDERLY (3-PT. FLAW)
Increase the difficulty by two on any rolls involving While your characters mortal body is just as strong
social situations when your character is not in his and quick as a younger host, it doesnt have the endur-
apocalyptic form. ance or resilience of youth anymore. You make soak
rolls against a difficulty of 7 instead of the normal 6. In
INSOMNIAC (2-PT. FLAW) addition, increase the dice-pool penalty for each of your
For whatever reason, your character has tremen- characters levels of injury by one.
dous trouble getting more than a few hours of sleep. She
is often groggy and slow-witted as a result. Increase the SHAKY HANDS (3-PT. FLAW)
difficulty of any Alertness, Awareness and Intuition Your character has trouble keeping herself com-
rolls by two. posed under pressure. In any extremely stressful situation
such as combat, her hands shake so badly that she has
LOW PAIN TOLERANCE (2-PT. FLAW) trouble completing any tasks that require a delicate
Your characters mortal host had a very low touch or intense concentration. Examples include pick-
threshold for pain. Your character turns into a ing a lock, loading bullets into a revolver or typing at a
whimpering, blubbering ball of misery at the first computer. Increase the difficulty of any rolls for such
sign of it. While your character soaks damage nor- high-stress actions by two.
mally, she suffers an additional -1 die-pool penalty
when she is injured. MISSING EYE (3-PT. FLAW)
Your characters mortal body is missing an eye.
OBESE (2-PT. FLAW) Increase the difficulty by two for any Perception rolls
Your characters host body is seriously overweight, involving eyesight. The difficulties of all die rolls in-
large enough that she has trouble using the seats in most volving depth-perception (such as ranged-weapon
theaters. Add two to the difficulty of any Dodge or attacks) increases by two as well.
Athletics rolls you make. Your character moves at half
the normal rate. CHILD (4-PT. FLAW)
Your characters mortal host is pre-pubescent.
OLD INJURY (2-PT. FLAW) Shes much smaller than the average adult, and she
Your characters host body was hurt pretty badly moves at half the rate of adults. Also, since the host
back in her younger days, and she now pays the price body isnt fully developed physically, your character
with chronic pain and swelling. Increase the difficulty may not start play with more than three dots in any
of any Athletics roll by two. Physical Attribute. Similarly, your character does
not have the experience of an adult, so he cannot
POOR NIGHT VISION (2-PT. FLAW) start play with more than three dots in any Knowl-
Your characters eyesight is poor in low-light con- edge Ability.
ditions. Increase the difficulty of any action attempted
in dim light, such as that from a flashlight or when under CHRONIC ILLNESS (4-PT. FLAW)
starlight, by two. Your characters mortal body suffers from a de-
bilitating illness such as chronic fatigue syndrome or
SHORT (2-PT. FLAW) even cancer. She frequently feels weak and is injured
Your characters host body is less than five feet tall, easily. Add two to the difficulty of any Athletics and
making it difficult to reach and use many objects de- soak rolls.
signed for adult use. Your characters movement rate is
also half that of normal-sized people. DEAFNESS (4-PT. FLAW)
Your character cannot hear. You automatically fail
CRIPPLED LIMB (3-PT. FLAW) any test that requires hearing, and the difficulty of
Your characters mortal body is either missing a appropriate Alertness rolls increases by three.
limb or has injured one so badly that it is unusable.
If one of her arms is crippled, increase the difficulty BLIND (6-PT. FLAW)
by two for actions that normally require two hands, Your character cant see. Increase the difficulty of
such as firing a rifle. If one of her legs is crippled, she any rolls involving hand-eye coordination by three.

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SOCIAL CHRONIC PESSIMIST (1-PT. FLAW)


Your character thinks the glass is half-empty, that
BAD LIAR (1-PT. FLAW) the water in the glass is contaminated, and that the glass
Your characters mortal host had tremendous trouble will probably be dropped any second now. Others prac-
lying. The spontaneous excuses that she came up with tice pessimism out of habit, but its an art form for your
were usually unbelievably elaborate or easily refuted character. Nothing can ever go right, especially plans
with the bare modicum of research. While telling a lie, that others propose. She is the implacable voice of
your character stutters, stammers, blushes and generally gloom and doom, always ready to point out a potential
looks guilty. Increase the difficulty by two on any roll problem no matter how remote a chance it has of
that involves verbal deception. coming to pass. Add two to the difficulty of your
Leadership rolls.
BALDING (1-PT. FLAW)
Your character barely has any hair left on his CLANNISH FAMILY (1-PT. FLAW)
head, whether its due to old age or cruel genes. He Your characters family is as loving and supportive
is relatively easy to pick out of crowds and has as anyone elses, but they dont take kindly to strangers.
problems making a good impression on the opposite Your characters relatives either disapprove of her friends
sex. Increase the difficulty by one for any Ability or they like to keep favors in the family. Your characters
rolls involved in attempting to seduce a member of family members dont do anything that directly or
the opposite sex. indirectly helps anyone beyond their own.
BULLY (1-PT. FLAW) COLLABORATOR (1-PT. FLAW)
Your character tends to push people around when Some time in the recent past, your character allied
she can get away with it. This aggression doesnt with demon-hunters (or possibly an Earthbound) to
necessarily take on a physical display. It is often injure or eliminate a fallen rival. Or the gossip at court
purely social. She chafes under the leadership of reports her doing so, whether its true or not. Either way,
more forceful personalities and can be a malcontent word has spread through the local or widespread fallen
when she isnt in charge. community, and many demons mistrust your character.
CHILDREN (1-PT. FLAW) CRUDE (1-PT. FLAW)
Your character has children for whom she is the Your characters mortal host never learned any
primary emotional, social and economic provider. She manners while growing up. As a result, your character
takes a lot of joy in her kids and prides herself on being talks with her mouth full, burps loudly and slurps her
a good parent, but clawing for rank and title in the soup. When interacting with others in any refined or
infernal court gets in the way of parenting. If your formal environment, increase the difficulty of all Social
character goes more than three days without seeing her rolls by two.
kids because of work or activities related to her infernal
agenda, she feels tremendous guilt. Your character ceases
CULTURAL SNOB (1-PT. FLAW)
to regain a Willpower point after a night of rest until she Your characters mortal host had nothing but dis-
sees her kids. dain for popular music, TV and movies. She couldnt
name any of the current top-10 songs, and she thinks
CHRONICALLY LATE (1-PT. FLAW) knowledge of TV is a sign of poor taste and incorrigible
Your character is always running behind schedule. stupidity. Unfortunately, this means your character has
If she agrees to meet someone at a particular time, you a hard time relating to people who arent equally snob-
must make a successful Willpower roll (difficulty 6) to bish about such things. When dealing with strangers
arrive on time. Failure means your character arrives who dont share your characters allegedly enlightened
between 15 and 30 minutes late. A botch means she views, increase the difficulty of any die rolls involving
shows up an hour late or not at all. socialization by two.
CHRONICALLY SHY (1-PT. FLAW) DEFENSIVE (1-PT. FLAW)
Your character becomes very nervous and ill at ease Your characters mortal host had problems taking
when dealing with strangers in social situations. She responsibility for her actions. Perhaps she viewed her-
often goes out of her way to avoid meeting new people. self as a perfectionist, or maybe she was simply too
Increase the difficulty by two for all Social rolls involv- immature to accept the blame for failure. When things
ing strangers. If she becomes the center of attention in go wrong, your character tends to look for ways to blame
a large group of strangers, increase the difficulty of any others. She rarely accepts blame or criticism for her
Social rolls by two. actions without contention.

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ECCENTRIC APPEARANCE (1-PT. FLAW) personal comfort. Unless you explicitly state that
Your characters mortal host dyed her hair pink, your character dresses appropriately for physical
wore clothes that were fashionable only among fringe activity, she wears high heels, tight jeans or some-
subcultures such as goths or punks, and otherwise thing else that hampers physical activity. Increase
appeared nothing like the average citizen. When the difficulty of Athletics or Dodge rolls by two
dealing with people who are not familiar with your when your character wears such clothes.
characters hosts particular subculture, increase the
difficulty by two on any Social rolls you attempt.
INSENSITIVE (1-PT. FLAW)
Your characters appearance unnerves mainstream Your character has problems understanding how to
people and makes them wary of her. Furthermore, her gauge others emotional reactions. She can be rather
appearance is eye-catching, though people tend to blunt in handling delicate matters, and she often finds
focus on her mode of dress rather than her actual herself apologizing without really understanding what
physical characteristics. shes done to offend someone. Add two the difficulty of
any Empathy rolls you attempt.
GAMBLING ADDICT (1-PT. FLAW)
Your characters mortal host was addicted to wager- INTOLERANT NEIGHBORS (1-PT. FLAW)
ing money on games of chance. A sizeable chunk of her Your characters neighborhood is exceptionally
income goes toward this habit, and even when she wins placid, and people like it that way. Any odd noises or
she inevitably gambles the winnings away. Your charac- disturbances coming from your characters home in-
ter is too much of an addict to walk away with a profit variably cause someone to call the police.
over any extended period of time. Increase the difficulty MISINFORMED (1-PT. FLAW)
of any Resources rolls you attempt by two. Your characters mortal host upheld some odd be-
GHOULISH SENSE OF HUMOR (1-PT. FLAW) lief, such as a conspiracy theory or a UFO visitation,
Your character finds humor in situations that that flies in the face of accepted science or common
make most people uncomfortable. Her bad taste wisdom. Your character now tends to incorporate this
doesnt make her particularly resistant to the horrors misinformation into her worldview. Whenever you test
of gruesome sights. Her defense mechanism is simply a Knowledge that in some way relates to your characters
to belittle the situation or those involved in an off- belief, increase the difficulty by two. This penalty kicks
color way. When confronted with a horribly gory in when you roll a failure, and it represents your
scene or otherwise uncomfortable situation, she tends characters tendency to come up with off-the-wall an-
to crack jokes and sling insults. The difficulty of any swers that are obviously incorrect to others.
Social roll you make under such circumstances in-
creases by two.
MISTAKEN IDENTITY (1-PT. FLAW)
Your characters mortal appearance bears a striking
ICY DEMEANOR (1-PT. FLAW) resemblance to a notorious figure. This person could be
Your character is uncomfortable relating to people a wanted criminal or an obnoxious local lout, or your
on an emotional level, which is reflected in her manner- character might simply look like an infamous media
isms and speech. She clams up, seeks escape or avoids star. While most people can quickly figure out that your
eye contact. Increase the difficulty by two for any character isnt who they think she is, hotheads might
Empathy rolls made toward your character, as people not think twice before confronting her.
have trouble identifying with her.
NEEDY FRIENDS (1-PT. FLAW)
IGNORANT (1-PT. FLAW) Your characters mortal friends and other non-
Your character tends to miss common cultural fallen social contacts have a pattern of falling into bad
references that others take for granted, such as knowing situations and turning to her for help. She is the bedrock
that the Statue of Liberty is in New York City. Your in their lives. Whether they need some advice dealing
character is not necessarily dumb or uneducated, though. with a girlfriend or need bail money, they look to her.
A cloistered college researcher could just as easily dive If your character has the Allies Background, this effect
so deeply into his field of study that he dismisses is magnified even more, at the Storytellers discretion.
anything outside it. She does tend to give people the
impression that shes slow or uneducated, however. NO INTERNET ACCESS (1-PT. FLAW)
Your character does not have an email address, web
IMPRACTICAL DRESSER (1-PT. FLAW) access or perhaps even a computer. She must do her
Your characters mortal host tended to dress research through non-digital outlets such as libraries or
with more of an eye toward impressing others than by old-fashioned legwork.

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NO PHONE (1-PT. FLAW) SPEECH IMPEDIMENT (1-PT. FLAW)


Your character does not have a regular phone Your character stutters, stammers or otherwise has
number through which she can be contacted. There- trouble speaking clearly. Increase the difficulty by two
fore, she can be very hard to get in touch with on short on any roll involving verbal communication.
notice, and mortals find her difficult to track down.
STUBBORN (1-PT. FLAW)
NON-CONFRONTATIONAL (1-PT. FLAW) Once your characters mind is made up, theres no
Your characters mortal host had a hard time changing it. She clings to her beliefs with the tenacity
bringing up difficult subjects with others. Now, your of a rabid bulldog, and she is equally pleasantly com-
character is willing to make a lot of sacrifices to avoid ported when others challenge them. She hates being
interpersonal confrontations. She lets people have proved wrong and will go to extremes to avoid endur-
their way simply to avoid fights, and she often steps ing the shame of it. Increase the difficulties of all
into arguments and attempts to end them without Social rolls by two when someone challenges your
giving any thought to the outcome of the discussion. characters behavior.
She has a hard time coping with pushy people and
finds herself making compromises that she later wishes SUPERSTITIOUS (1-PT. FLAW)
she hadnt. Add two to the difficulty of any roll that Your characters mortal host adhered to a supersti-
involves debating or arguing with someone who is tion doggedly, such as knocking on wood or tossing salt
normally friendly with your character. over her shoulder. While everyone has foibles, she took
the behavior to an extreme, often tying misfortune to
POOR DENTAL HEALTH (1-PT. FLAW) her inability to obey a superstition and crediting any
Your characters teeth are obviously in need of success to paying proper respects. Your characters new
serious work. They jut out at weird angles, and some obsession doesnt lead her to risk her life, nor does it
have fallen out. When interacting with her preferred have a pervasive sway over her. She tends to raise
sex in superficial social settings such as a nightclub or warnings and make superstitious suggestions frequently,
bar, increase the difficulty of any Social roll by two. though. Add two to the difficulty of any Social roll
when dealing with people who know about your
POOR PERSONAL HYGIENE (1-PT. FLAW) characters superstitious bent and who frown upon it.
Your character often goes days without showering,
and she only brushes her teeth when they start to gain TRUSTING (1-PT. FLAW)
a dark yellowish cast. She often smells quite bad and Your character tends to follow her instincts when
her breath is atrociously offensive. Add two to the dealing with strangers. Sadly, her instincts often tell
difficulty of any die roll that involves interacting her that she can trust people. Your character wants to
socially with others. believe the best about everyone she meets. As a
result, she tends to put herself in situations that could
POOR TASTE (1-PT. FLAW) be dangerous, such as accepting a ride home from a
Your characters mortal host wallowed in bathroom recent acquaintance, going home with a person she
humor, lowbrow jokes and other practices that make just met at a bar or taking a stroll in a poorly patrolled
more refined people uncomfortable. She had seen mov- city park after dark.
ies like Dumb and Dumber dozens of times and didnt
plan on giving up on them any time soon. Your ABUSIVE PARTNER (2-PT. FLAW)
characters sense of humor makes her an instant pariah Your characters mortal host is married to or living
in any reasonably cultured company, and she cant help with someone who routinely abuses her physically.
but let her true colors shine through in even short-term Make a Stamina roll (difficulty 6) every time she
social contacts. Add two to the difficulty of any Social spends a night at home. Failure indicates that your
roll that involves people who might dislike your character has suffered one health level of bashing
characters brand of humor. damage. A botch means that she suffers two health
levels of bashing damage. Though it seems strange that
SOCIALLY OBLIVIOUS (1-PT. FLAW) a demon would submit herself to such a situation
Your character has trouble picking up subtle hints willingly, the psychological dependencies that kept
from others. She often overstays her welcome at par- her mortal host bound into the same cycle of violence
ties, and she tends to blurt out topics that everyone hold sway over her as well.
else takes great pains to avoid in conversation. Your
character isnt a socially repellent person, just occa- COMPULSIVE LIAR (2-PT. FLAW)
sionally tactless. Add two to the difficulty of any Your character cant help but put her personal
Etiquette rolls you attempt. spin on the truth. She doesnt necessarily do so out

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of spite or maliciousness; she might even come to local politician, or perhaps she was charged but not
genuinely believe the tall tales she tells (especially convicted in a sensational case. No matter what the
when she spins them often enough). This trait is cause, your character tends to attract a lot of un-
especially troublesome when other demons rely on wanted attention wherever she goes. People look
your character for information. You might have to down on her, though they dont necessarily hinder or
spend a Willpower point to force your character to harass her. Add two to the difficulty of any Social
be honest, especially if it means publicly revealing rolls that involve people who know your characters
a previous lie. mortal past.
CONSPICUOUS CONSUMER (2-PT. FLAW) MONSTROUS CONNECTIONS (2-PT. FLAW)
Your characters mortal host tended to blow a Your character has to deal with a monstrous demon
lot of money on useless items and overpay for brand- as part of your mortal job or even your family life.
name clothes and other impractical items. Your Perhaps its your characters boss or an important family
character still tends to live above her means and is figure. The demon is not necessarily hostile toward your
always short of cash. Add two to the difficulties of character, but its in a position to cause her a lot of
Resources rolls. trouble should it choose to.
DOGGED BY FRINGE MEDIA (2-PT. FLAW) NOSY NEIGHBORS (2-PT. FLAW)
Your character has somehow attracted the atten- Your characters neighborhood is exceptionally rife
tion of an amateur reporter, one who operates a fringe with gossips and busybodies. Her neighbors are always
website or publishes a zine that covers the bizarre or dropping by for unannounced visits, and they take an
paranormal. This crank occasionally follows her, try- active interest in her comings and goings. Whats worse,
ing to uncover any dirt on her. Unfortunately, and in they arent shy about sharing what they know with
true modern journalist style, he tends to catch your anyone who asks.
character in the most bizarre circumstances that he
simply cant understand. Of course, he tries to inter-
POOR JUDGE OF CHARACTER (2-PT. FLAW)
pret them anyway. Your characters mortal host was the type of
person who always ended up hanging out with the
FOREIGNER (2-PT. FLAW) wrong crowd. Maybe she just liked to date danger-
Your characters mortal host is not native to the ous men or was a sucker for a woman in trouble.
area in which shes been living. While your charac- Whatever the reason, your character has a very hard
ter might understand the language and the general time figuring out whom to trust. Increase the diffi-
customs, she has trouble with many of the finer culty by two for all Awareness and Intuition rolls
details. She has a distinguishing accent (which you attempt in social circumstances. Also, your
makes her easy to identify), and the difficulty of any characters friends and acquaintances tend to be
Streetwise and Etiquette rolls you attempt increases leeches and other lowlifes.
by two.
STALKED (2-PT. FLAW)
HONEST TO A FAULT (2-PT. FLAW) Someone has an unhealthy obsession with your
Your character always try to tell the truth, regard- character. Despite repeated calls to the police and
less of the situation. She wont stretch it, bend it or several restraining orders, he continues to follow and
manipulate it to take advantage of others, unless lives occasionally harass her. Your Storyteller should create
are in jeopardy. If she does attempt to lie to someone, game stats for the stalker. Any time your character
the difficulty of any roll involved increases by two. heads out on the town, the Storyteller can make a
Perception test on your characters behalf (difficulty 6).
LUSTFUL (2-PT. FLAW) If it fails or botches, the stalker has managed to tail your
Your character cant resist the advances of the character throughout the night and might put in an
appropriate gender. She is easily seduced and often appearance when its least helpful.
exhibits very poor judgment when dealing with sexually
attractive people. The difficulty of any attempts to TECHNOPHOBE (2-PT. FLAW)
seduce her decreases by two. Your characters mortal host was severely in-
timidated by computers and other technology.
MIRED IN SCANDAL (2-PT. FLAW) Therefore, your character never uses an ATM if a
People in your characters community tend to teller is available, and she gets nervous at the sight
recognize her for all the wrong reasons. Maybe her of a keyboard. You must make an Intelligence roll
mortal host was involved in a scandal involving a (difficulty 6) for your character to perform even

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simple tasks on a computer, ATM or similar device.


Increase the difficulty of any Computer or Technol-
MENTAL
ogy roll by two. GULLIBLE (1-PT. FLAW)
GREEDY (3-PT. FLAW) Your characters mortal host had a lot of trouble
separating truth from fiction. Your character is not
Your characters mortal host lived to make
stupid, she just tends to believe what people tell her
money. Family, friends and other concerns were
rather than taking things with a grain of salt. Increase
trivial when compared to the all-mighty dollar. If
the difficulty by two on any roll to detect lies.
someone offers your character a bribe, you must
make a Willpower roll (difficulty 7) to resist. If the NO DIRECTION SENSE (1-PT. FLAW)
bribe involves something that wont directly result Your characters mortal host got lost all the time.
in any injuries or lasting damage as far as the char- Maps, compasses and detailed directions never seemed
acter knows, increase the difficulty to 8. Your to help. She now has a lot of trouble figuring out
character also tends to victimize demons who have where she is in relation to landmarks that arent
a lot of material wealth. immediately obvious, and maps are largely incompre-
CRIMINAL ENTANGLEMENTS (4-PT. FLAW) hensible to her. Increase the difficulty by two on any
roll that involves following convoluted directions,
Your characters mortal host owes someone on the
backtracking a route or navigating a confusing set of
wrong side of the law a lot of money or a big favor that
city streets.
she now refuses to pay. While hit men arent being sent
after her quite yet, the threat hangs over her constantly. POOR SENSE OF TIME (1-PT. FLAW)
The exact nature of the debt and the figures behind it Your character has no intuitive sense for the flow of
are left to the Storyteller, but they should suit your time. She cant even begin to guess the current time
character concept. without looking at a clock, and she always over- or
UNLUCKY (4-PT. FLAW) underestimates the amount of time that has passed since
(or that remains before) a specified event.
Your characters mortal host dealt with bad
breaks all her life. From the struggling Internet SHORT TEMPER (1-PT. FLAW)
company she quit two months before its billion- Your character is easily driven to distraction
dollar IPO to that true love who had to move across by what would otherwise be minor failures and
the country, your character seems to make the other frustrations. If you fail to gain any successes
wrong moves at the wrong time. Once per game on any single roll during an extended action,
session, the Storyteller may increase the difficulty increase the difficulty of all subsequent rolls by
of a critical roll you make by two. If you fail the roll, one, cumulatively.
its due to some random, hard-luck factor. Your
characters bad luck seems to crop up at the most TERRIBLE WITH NAMES (1-PT. FLAW)
inconvenient times. You may not take this Flaw and Try as you might, your character almost always
the Lucky Merit. forget peoples names, especially when meeting large
groups for the first time. You may not write down the
PACIFIST (5-PT. FLAW) names of any people your character meets during the
Your character utterly refuses to use violence game unless your character has a pad and paper
against anything, even if her life or the lives of others handy. Your character also has problems with recog-
are in immediate danger. Furthermore, your charac- nizing faces or remembering if shes been somewhere
ter works hard to prevent others from using violence, before. Make an Intelligence roll (difficulty 6) to
though she does not recklessly endanger herself or recall such information.
expect others to do so. She never carries weapons,
and she refuses to procure them. A Willpower roll ABSENT MINDED (2-PT. FLAW)
(difficulty 6) might be required to resist the tempta- Details and important facts slip your characters
tion to engage in violence when a gross offense is mind constantly. Once per game session, when your
committed before or against your character, such as a character attempts to use an item that she normally
loved one being harmed. If she defies her nature and carries with her, the Storyteller might require you
succumbs to violence at some point, she cannot to make a Willpower roll (difficulty 6) to see if she
regain Willpower each morning until she comes to remembered to bring it or if she can remember
terms with her indiscretion or she changes life phi- where it is. The item turns up again after an hour or
losophies altogether. so of searching.

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ATTENTION-DEFICIT DISORDER (2-PT. FLAW) the locals without using any lore, your character must
Your character has a hard time sitting still and find a translator or rely on a language handbook to
paying attention to anything for more than a few attempt rough translations. Taking the two-point ver-
minutes. If she must sit still and quiet for more than 10 sion means your character can read the language but has
minutes, such as when keeping watch over an enemy trouble using it in conversation. The three-point Flaw
or standing guard, make a Willpower roll (difficulty 6). means that your character can neither speak nor read it.
On a failure, your character loses interest in her task
and is distracted from it.
OVERCONFIDENT (2-PT. FLAW)
Your character either overestimates her own skill or
DYSLEXIC (2-PT. FLAW) underestimates her opponents. Once per game session,
Printed information of any sort, from written text to the Storyteller may secretly add two to the difficulty of
maps, is nearly indecipherable to your character. While a non-combat action that your character takes. This
she is not necessarily illiterate, she struggles to read the increase represents her tendency to plunge headlong
simplest sentences. In order for your character to inter- into activities that are beyond her capabilities.
pret a map or read anything, you must make a successful
Intelligence roll (difficulty 8). On a botch, she interprets FAINT OF HEART (3-PT. FLAW)
the message to have its nearly opposite meaning. The sight of gore and blood shocks your character
to the core. If she witnesses a gruesome scene, you must
EATING DISORDER (2-PT. FLAW) make a Willpower roll (difficulty 6) to keep your char-
Your characters mortal host had an unhealthy acter from suffering debilitating nausea for five to 10
obsession with her appearance and had chosen to starve minutes. The difficulty of all actions increases by one
herself in order to lose weight. Increase the difficulty of when your character is ill.
any Stamina-related rolls by two.
INCOMPETENT (3-PT. FLAW)
LANGUAGE BARRIER (2- OR 3-PT. FLAW) Your characters mortal host was spectacularly
Your character cannot speak the language in the bad at something. Unfortunately, your character is
region where she lives. In order to communicate with the only person around who doesnt know this fact.

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DEMON PLAYERS GUIDE

Pick a single Ability. Your character believes that she ILLITERATE (4-PT. FLAW)
has the proficiency of three dots in that trait, when in Your characters mortal host never learned to
reality she almost always messes up any attempt at it. read or write. She can understand most traffic signs
When you try to use the Ability, treat the outcome as and warning labels that rely on pictographs, but
if you rolled a botch. written instructions and warnings are completely
beyond her comprehension.
LOW SELF-ESTEEM (3-PT. FLAW)
Your characters mortal host had trouble accepting
her own value and worth. She tended to highlight her
LEGAL
failures and overlook her triumphs. Whenever your POLITICAL RADICAL (1-PT. FLAW)
character has the opportunity to gain Willpower from Your characters mortal host had connections to
accomplishing a goal (not from resting), make a Will- a radical political organization that many people
power roll (difficulty 6). If you fail the roll, your character view with suspicion, such as the Nation of Islam or
does not gain the bonus. If you botch, your character the KKK. Your character is an active member of the
loses a temporary point of Willpower. group, and local law enforcement has an open dossier
SLOW LEARNER (3-PT. FLAW) on her. While she does not necessarily have a crimi-
nal record or engage in illegal activity, the local
Your characters mortal host always lagged behind
police view her as a troublemaker and suspicious
in school, and even the most patient people found it
character. At any given time, she might be the target
frustrating to teach her the simplest concepts. Your
of undercover observation prompted by the activities
character isnt dumb, she just takes longer than most to
of her organization.
wrap her brain around things. For the purposes of
figuring out how many experience points it costs to raise REVOKED DRIVERS LICENSE (1-PT. FLAW)
an Ability, add one to your characters current rating. Your characters mortal host has lost her drivers
Acquiring a new Ability costs four experience points, license due to a poor driving record. If your character is
not the usual three. pulled over for reckless driving or is otherwise caught
WEAK WILLED (3-PT. FLAW) driving, the police will attempt to arrest her immedi-
ately and impound her car.
Try as your character might, its challenging for her
to summon inner reserves of courage or toughness. SUNDAY DRIVER (1-PT. FLAW)
While others shoulder extra burdens in pursuit of their Whenever your character goes out with friends, no
goals, your character simply finds the going harder and one wants her to drive. She pays almost obsessive
harder. Your character isnt a coward, she just doesnt attention to traffic regulations and makes a conscious
have the fortitude necessary to make truly heroic ef- effort to drive below the speed limit. Alternatively, your
forts. Add two to the difficulty of all Willpower rolls. As character has no patience for traffic, right of way or
long as your character has this Flaw, her Willpower signs, or she simply fails to pay attention to the road.
rating may never rise above 8. The difficulty of any Drive rolls you make during a chase
AMNESIA (4-PT. FLAW) or other high-speed situation increases by two.
The life of your mortal host before possession is CRIMINAL RECORD (2-PT. FLAW)
a blur. Your character remembers nothing of her Your characters mortal host had a bit of a shady
hosts existence before she was possessed, although past, having been convicted for several misdemeanors
that doesnt mean that her old life has forgotten her. or perhaps for a minor felony. Your character is unable
Your Storyteller creates the details of your characters to buy firearms legally, and she receives exceptionally
hosts old life and the circumstances surrounding poor treatment from law-enforcement officials who
her amnesia. know her record.
DEPRESSION (4-PT. FLAW) PROBATION (2-PT. FLAW)
Your characters mortal host was mired in a pit of Your characters mortal host is currently on proba-
bleak, mind-numbing sorrow. She refused to seek tion for some minor offense. She has to meet with a case
professional help, convinced that her eternally dark officer on a regular basis, and she is subject to random
mood was completely natural or deserved. Your drug tests and searches of her apartment and person.
character does not regain a point of Willpower per day She must also commit or seem to commit herself
as most characters do. Instead, she gains Willpower to becoming a good citizen by maintaining a job, keep-
only through actions, and even those must ardently ing an apartment and engaging in other aspects of
reaffirm her goals. respectable life.

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CHAPTER THREE

ILLEGAL IMMIGRANT (3-PT. FLAW) PRIMARY BREADWINNER (2-PT. FLAW)


Your characters mortal host lacks proper legal Your characters mortal host is the primary income-
permission to be in the country in which she currently earner in her family. She pays the bills, from the heat
lives. She does not have a legitimate ID and will most and electricity to the weekly groceries. She must main-
likely be deported back to her home country if she is tain a steady paying job, despite the demands of her
placed under arrest. Your character cannot hold a job infernal obligations. At least two points of your
unless it pays under the table. characters Resources score must be dedicated to sup-
porting her family. If her rating drops below that level,
WANTED BY LAW ENFORCEMENT her family begins to suffer. The difficulty of all Will-
(3-PT. FLAW) power rolls you attempt increases by two thereafter,
Your characters mortal host is the prime suspect in because of the deep shame and embarrassment your
a felony crime. The police actively look for her, and she character feels for not providing for her loved ones.
cannot move openly about her usual hangouts. If she
encounters cops who know that shes wanted, theyll UNINSURED (2-PT. FLAW)
call in backup and try to bring her in. Your characters mortal host either cannot afford
insurance or has simply chosen to go without it. She
ECONOMIC must pay for all medical expenses and any damage
incurred from accidents out of pocket.
AUDIT (1-PT. FLAW)
Your characters mortal host is currently undergo- ALIMONY PAYMENTS (3-PT. FLAW)
ing an audit by the national tax authority. She cannot Your characters mortal host is financially respon-
purchase illegal goods totaling more than $500 without sible for his ex-spouse and perhaps children. He must
attracting the attention of the officers assigned to her hold down a steady job and meet monthly payments or
case. Any money she wishes to use for illegal purposes risk having his assets frozen and his possessions seized.
must be laundered first. Increase the difficulty by two for Your character can never have more than three dots of
all Resources rolls. Resources because of the economic hardship of keeping
up with payments.
DEMANDING CAREER (2-PT. FLAW)
Your characters hosts current job requires long HOMELESS (4-PT. FLAW)
hours and frequent travel, making it challenging for Your character lives on the streets. She can never
her to both work and pursue her goals. She must have any dots in Resources, and she doesnt have a
always carry a pager and keep in touch with the secure place to rest and recuperate. Your character
office, and she can be called back to work at almost cannot heal any aggravated damage naturally while
any time. If she should quit her job to free up time for living on the street, and she must carry all of her
her infernal agenda, reduce your characters Re- possessions with her at all times or hide them and hope
sources by at least one point. no one finds them.

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The Devil twisted and writhed, and now it was some kind
of jackal, a flat-faced, huge-headed, bull-necked creature, half-
way between a hyena and a dingo. There were maggots squirming
in its mangy fur, and it began to walk up the steps.
Neil Gaiman, The Price

Seeing a demons apocalyptic form is one of the the apocalyptic form traits listed in Chapter Seven of
most terrifying though occasionally uplifting Demon is certainly welcome to do so.
things a human being could ever experience. The During game play, it is possible to change the
demons form can embody terror, carnage, hope, abilities of a demons apocalyptic form, either by
despair or any number of concepts, depending on consuming other demons souls or by remaking the
what the angel was originally created to do (see revelatory form on the fly through the expenditure of
Anatomy of an Angel, page 20). The exact nature Faith. It is also possible to change ones form gradually
of a demons revelatory form depends on her pri- using experience points.
mary lore, and the Demon rulebook provides a
basic template for each of the 21 House lore paths.
Although each form has its own appearance and
BUILDING A DEMON
special abilities, the system barely scratches the When building your demons revelatory form,
surface of the myriad possibilities open to the consider the character first. What sort of angel was
former agents of Creation. she? Why did she join the rebellion? What was her role
This chapter offers new options for building and in the War of Wrath? An angel of the sea who spent
customizing a demons revelatory form, both during much of the war spying on the enemy from rivers and
the character-creation process and later over the streams might assume a sinuous, iridescent form that
course of play. These systems should be considered confuses the eye. An angel of the wild who pursued her
optional, though. A player who wishes to simply use foes across the worlds newborn savannas might be

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DEMON PLAYERS GUIDE

lean and long-limbed, able to run without tiring and ter may choose a form ability that is not normally
possessed of supernal physical senses. With the fallen, available to a characters House or on the common
form definitely follows function. powers list.
Once youve decided what kind of capabilities the The abilities presented on the following lists can
characters apocalyptic form should incorporate, take be taken as either normal or high-Torment powers.
a look at the three basic visages manifested by her Abilities purchased to fill high-Torment slots cost one
Houses lore paths. If any of those visages is exactly point less than the listed cost. An ability preceded by
what youd pictured, your work is finished. If, however, a * symbol may be taken only as a high-Torment
you envision something different for your character, ability at the listed cost.
feel free to use the system presented here to build an
apocalyptic form based on the characters House and
COMMON FORM ABILITIES
primary lore. The capabilities listed here are available to all
demons of all Houses. In some cases, the cost is
SYSTEMS slightly higher than those listed under a House
power of a similar nature. (A Malefactors player, for
A player begins with 16 form points with which
instance, could purchase Master Artisan at a lower
to build an apocalyptic form. Each capability has a
point value ranging from one to four. These lists cost than that listed for Enhanced Ability in order
include common form powers (available to demons to bump up his characters Crafts Ability, but he
of any House) and more specialized powers listed by would still pay the cost listed here for Enhanced
House. The player must purchase eight revelatory Ability in order to bump up his characters Brawl.)
capabilities (four normal and four high-Torment) for If a demon can purchase a form capability at two
the character, thus establishing the characters begin- different costs from the House list and the common
ning revelatory form abilities. form abilities list, the lower cost applies. This list is
by no means exhaustive. If a player wishes to create
Note: These form points do not transfer into
a unique ability for her character, the Storyteller
freebie points; a player cannot choose to spend 10
should work with the player to decide its game effect
form points building his characters revelatory form
and point cost.
and then spend the other six to buy additional
Attributes or Abilities. By the same token, a player Armor (4 points): Whether his armor comes
cannot use freebie points to buy additional or more from the stony hide of the Visage of the Earth or the
expensive form characteristics for his demons apoca- thick, leathery skin of the Visage of the Beast, the
lyptic form. character is extremely hard to hurt. Add four dice to
the demons soak pools to resist bashing, lethal and
A starting characters revelatory form is still
aggravated types of damage.
based on her primary lore to some degree, so it must
have at least one of the basic templates special Casts No Reflection (2 points): The demons
abilities as described in Chapter Seven of the image does not appear in a mirror, nor can it be
Demon rulebook. This one special ability can come captured in a photograph or by a video camera.
either from the normal or high-Torment abilities * Claws/Teeth (1 point): The character mani-
of the visage. Additionally, the Houses each have fests claws and fangs that inflict Strength + 2
their own capabilities that come more naturally aggravated damage.
than others. Devils, for example, excel at inspiring Damage Resistance (3 points): The demon is
(and terrifying) others, but they possess limited capable of shrugging off damage that would cripple a
ability to change their own bodies, whereas De- normal human. She may ignore any wound penalties
vourers almost universally manifest aspects of the for the duration of the scene. Penalties for injuries
natural world in their revelatory form. In addition incurred while in apocalyptic form apply again once
to a list of common form abilities, each House human form is resumed.
has its own list of specialized abilities. A player Enhanced Ability (3 points): The difficulty
who wishes to purchase a form capability from a on rolls involving any one Ability drops by two
different House list pays one more point than the while the character is in her apocalyptic form. This
listed cost. For example, if a player wanted to give bonus might be due to preternatural quickness (Ath-
her Devil character the Scourges Aura of Vitality, letics), an awe-inspiring wreath of flame
she would have to spend five form points to do so (Intimidation), a special kinship with animals (Ani-
instead of four, as the ability is not available on the mal Ken) or enhanced knowledge of ancient secrets
Devil House list or the common ability list. The (Occult). The player must specify which Ability
Storyteller is the final arbiter on whether a charac- this power affects at the time of purchase, and he

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cannot change it to a different Ability later. En- * Horns (1 point): A pair of curved ram or bulls
hanced Ability may be purchased multiple times, horns protrude from the characters forehead. If at-
but each purchase takes up one of the characters tacked in close combat, the character may make a free
eight available slots, and each one must be allocated counterattack at his foe. Roll Dexterity + Brawl. If
to a different Ability. successful, the character inflicts aggravated damage
Enhanced Senses (3 points): The characters equal to Strength 1.
five senses are heightened to superhuman levels, re- Improved Attribute (3 points): One of the
ducing the difficulty of her Perception rolls by two. demons Attributes increases by two in revelatory
Enhanced Mental Acuity (4 points): The form. This must be the same Attribute every time,
character receives a mere taste of the clarity of unless the rules for modifying the apocalyptic form
thought she once knew. The character adds four during play are being used (see page 125 for details).
dots to her Mental Attributes in any combination at Improved Initiative (1 point): Add two to the
the players discretion. The allocation must be de- characters initiative score.
termined when the ability is purchased, and it may Increased Size (3 points): The characters body
not be changed afterward unless the rules for modi- grows to a third again its own height, adding the
fying the apocalyptic form during play are being following bonus traits: +2 Strength, +1 Stamina, and
used (see page 126 for details). one extra Bruised health level for the purpose of
Enhanced Social Traits (4 points): The soaking bashing, lethal and aggravated damage. Diffi-
characters physical appearance, poise and grace leave culties to strike the character in ranged or melee
humans in stupefied awe. The demon gains four dots to combat drop by one.
add to her Social Attributes in any combination at the * Lashing Tail (1 point): The character mani-
players discretion. The allocation must be determined fests a long, reptilian tail tipped with a curved, bony
when the ability is purchased, and it may not be spike that inflicts Strength 1 aggravated damage.
changed afterward unless the rules for modifying the Pass Without Trace (2 points): The difficulty
apocalyptic form during play are being used (see page of the characters Stealth rolls decreases by two, and
126 for details). her passage does not disturb the surrounding environ-
Extra Actions (3 points): Faith points can be ment in any way. She leaves no footprints and disturbs
spent to gain extra actions in a turn at the rate of one no foliage.
point per action. These actions occur in order of Regeneration (4 points): The demon regener-
descending initiative, so if a Devil with an initiative of ates one health level of bashing or lethal damage per
7 gains an extra action, she takes her normal action at turn automatically as a reflexive action.
7 and her extra action at 6. The player must decide to Wings (3 points): A pair of wings extends from
purchase extra actions at the beginning of a turn before the characters shoulders. At full extension, each wing
any other actions have been taken. is a third again as long as the character is tall. The
Extra Health Levels (3 points): The characters character can glide up to three times her running speed
vitality provides three extra Bruised health levels for per turn. These wings might resemble those of a raven,
the purposes of absorbing bashing, lethal and aggra- owl, swan or eagle or (if the demon uses a high-
vated damage. Torment application of this power) the leathery wings
* Extra Limbs (3 points): The demon grows a of a bat. At a cost of one extra form point, the demon
second set of arms or a prehensile tail, at the players can take off from a standing position and actually gain
discretion. Extra arms allow a character either to altitude by flapping her wings.
parry or block hand-to-hand or melee attacks with- DEFILERS
out sacrificing her own attack, or to make up to two The Lammasu might seem like social butter-
additional attacks of her own per turn using her full flies, but they were once angels of the deep, inspiring
dice pool. A prehensile tail is half the characters the rebel host to fight against overwhelming odds
height, uses only half the characters Strength (round- for the sake of mankind. They are capable of great
ing down) to lift objects and allows the character to insight and passion, and their apocalyptic forms
hang suspended. often reflect this, granting them a surprisingly
* Gaping Maw (2 points): The demon can chew diverse array of powers and capabilities. One
and digest anything it can get its teeth on. Metal, stone Defilers revelatory form might resemble a beauti-
and flesh can all be ground up and digested with ease. ful, untouchable Adonis, while another might
The difficulties of bite attacks decrease by two, and the appear as a winged, androgynous horror made of
maw inflicts Strength + 4 aggravated damage. kelp and seawater.

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Tormented Lammasu likewise vary in their ca-


pabilities. Some take on the forms of the meaner
creatures of the sea, while others develop insidious
ways to meddle with the hearts of mortals.
Alter Size (3 points): The demon can alter her
physical size in order to slip through narrow gaps or
crawl into impossibly small spaces. She can reduce her
size to as little as a third of her original volume. The
difficulties of attacks directed against the miniature
demon increase by two.
Distortion (3 points): The demons form
shifts and shimmers as if the viewer were looking at
the Defiler through water. The difficulties of all
ranged attacks against the demon increase by two,
while those of close-combat attacks increase by one.
Other demons can resist these effects as they can
any other illusion (see page 171 of the Demon
rulebook for details).
Enhanced Empathy (1 point): The difficulties
of all Empathy rolls decrease by two.
Enhanced Intuition (1 point): The characters
uncanny insight lowers the difficulties of all Intuition
rolls by two.
* Ichor (2 points): A foul black ichor covers the
demons body, making him difficult to grab or restrain.
The difficulty of any grapple attempts directed at the
demon increases by two.
Immune to Electricity (2 points): The De-
filer suffers no damage from any kind of
electricity-based attacks.
Improved Dexterity (2 points): Add two to the
characters Dexterity.
Ink Cloud: The demon can expel a cloud of
indigo ink that hangs in the air and blinds her foes.
Individuals within a number of feet equal to the
demons Faith score are blinded for a number of turns
equal to the demons Torment, unless a successful
Stamina roll is made. The cloud of ink lingers for a
number of turns equal to the demons Torment.
Victims are subject to the Blind Fighting rules on p.
240 of Demon.
Lyrical Voice (1 point): The difficulties of all
Leadership or Subterfuge rolls decrease by two.
Seas Beauty (3 points): The characters
physical appearance, poise and grace leave hu-
mans in stupefied awe. The demon gains the
following bonus traits: +2 Charisma, +1 Manipu-
lation, +2 Appearance.
* Shark Hide (3 points): The demons shark-
like skin acts as armor, providing four additional dice
to soak bashing, lethal and aggravated damage.
Shocking Touch (2 points): The characters
touch inflicts a number of bashing levels of damage

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CHAPTER FOUR

equal to her Faith score. This special ability may be * Corrosive Spit (2 points): The demons spit
used only once per scene. burns like acid. A bite inflicts an additional health
Spines (2 point): A long ruff of spines runs level of aggravated damage, or the character can spit at
down the demons back and along the backs of her a target up to 10 feet away with a successful Dexterity
arms. She inflicts an additional health level of roll. The spittle inflicts one die of aggravated damage
aggravated damage with every successful attack in plus any extra successes rolled. Targets such as mortals
unarmed combat. that do not deal in aggravated damage suffer lethal
* Venom (3 points): The demons saliva damage instead.
contains an intoxicating venom that affects a Dread Gaze (4 points): Individuals (mortal or
victims will. If a victim is exposed to the demons demon) who meet the demons gaze and who fail a
saliva (through a successful bite attack, through an Willpower roll (difficulty 7) must forfeit their actions
already open wound or via a kiss), she loses one for the turn.
Willpower point per point of the characters Tor- * Fiery Blood (4 points): The characters blood
ment unless a successful Stamina roll is made burns like magma. Inflammable objects that touch
(difficulty 7). If the victim loses all of her Will- more than a few drops burst into flame, and opponents
power in this fashion, she falls into a deathlike in close combat suffer one level of lethal damage each
coma. The effects of the venom last for a number of time they successfully inflict damage on the character.
days equal to the characters Torment. Immune to Fire (3 points): The Devil suffers no
Weather Sense (1 point): The character can damage from fire or heat of any kind.
always intuitively sense changes in the weather up to Increased Awareness (2 points): The fallen is
a distance of 10 miles times her Faith score. especially attuned to the fabric of reality, reducing the
DEVILS difficulty of all Awareness rolls by two.
The Namarus command over faith, fire and the Inhuman Allure (2 points): The characters
Celestial Word bestows their apocalyptic forms with voice and features are refined to inhuman perfection,
the bearing of the angelic savior or the infernal adding the following bonus traits: +2 Charisma, +1
destroyer. Depending on her primary lore, a Devil Manipulation, +1 Appearance.
might appear as a warrior wreathed in holy fire, or a Lordly Mien (2 points): The characters aura of
resplendent angel with beautiful, blinding features. divine authority reduces the difficulty of her Charisma
Most Devils have at least one form capability that and Manipulation rolls by two.
allows them to influence the hearts and minds of Radiant Aura (1 point): The characters body
others in some way. is wreathed in a corona of shifting, multicolored
Their monstrous forms abandon subtlety, how- hues that distract and confuse her foes. The difficul-
ever. While the normal revelatory form powers of the ties of all ranged attacks directed at the character
Namaru allow them to appear as beatific creatures of increase by one.
God, their apocalyptic forms cant hide the truth of * Scales (3 points): The characters skin is cov-
their infernal nature. Many of them sprout fangs, ered with dark, lustrous scales that provide four dice of
claws, tails or other crude manifestations of their inner armor protection against bashing, lethal and aggra-
Torment. When the Devils reach their breaking point, vated damage.
everything within reach must burn. Sense the Hidden (1 point): The character is
Affirm (3 points): By making eye contact with supernaturally adept at sensing mortals or demons who
a mortal, the Devil can reaffirm that mortals place in attempt to hide from her. The difficulties of all Percep-
Gods plan. The player rolls the demons Faith (diffi- tion rolls to detect hidden individuals within the
culty 6). If successful, the mortal regains a point of characters line of sight decrease by two.
temporary Willpower. Spark of Faith (3 points): The Devil can
Beckon (2 points): The demon is so beautiful cause a mortals Faith to flare up with a touch. The
that those who lay eyes upon him cannot help but Devil must touch her target to use this ability; the
follow him, entranced by his preternatural charisma. player then makes a Faith roll with a difficulty equal
Any mortal who fails a Revelation check (see page 253 to the targets Willpower. If the roll is successful, the
of the Demon rulebook for details) must follow the demon heals one health level of bashing damage per
Devil as best he can, keeping the demon in sight at all success. If the character possesses Spark of Faith as
times. The mortal snaps out of his reverie if he is a high-Torment special ability, the player rolls Tor-
attacked or simply shaken. The demon can choose to ment instead of Faith and inflicts a level of bashing
turn this effect off at will. damage per success.

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* The Host (2 points): Fanged mouths appear provides the following bonus traits: +1 Charisma, +1
on the characters body. The character inflicts Strength Manipulation, +2 Appearance.
+ 3 aggravated bite damage per turn with a successful Enhanced Survival (1 point): The difficulty of
grapple. When they are not otherwise occupied, the all Survival rolls decreases by two.
mouths whisper blasphemies in any language the char- * Frenzy (2 points): The Devourer flies into a
acter knows. rage, hurling himself at his foes again and again
Voice of the Damned (1 point): The demons despite the pain of his wounds. The demon is im-
voice booms with the authority of God, or, alterna- mune to wound penalties during frenzy, but the
tively, seethes with inhuman hate and malice. The player must make a Willpower roll each turn with a
difficulties of all Intimidation rolls decrease by two. difficulty equal to the characters Torment. If the
DEVOURERS roll fails, the character must attack the closest per-
The savage rebels of the House of the Wild took son, friend or foe, with whatever weapon is at hand.
on the forms of beasts and plants in days long past. A Willpower point may be spent to gain an auto-
Their apocalyptic forms, confined and stunted by matic success on this roll.
their time in the Abyss and by the modern world, Immune to Poisons (3 points): The character is
retain much of that primal strength. The Rabisu are immune to damage or impairment from any toxins,
not necessarily cruel or vicious, but all of them including alcohol and nicotine.
accept that in the never-ending cycle of predator Natural Weaponry (3 points): Each time this
and prey, some things must die. A Devourers low- ability is purchased, the player can choose from the
Torment revelatory form is often just as monstrous following abilities: Claws/Teeth, Gaping Maw, Horns,
as another demons more monstrous form. Claws, Lashing Tail or Spines. Note that these natural weap-
fangs and other natural weaponry is commonplace ons are low-Torment abilities. For one form point less,
among the Rabisu. each natural weapon chosen can be a high-Torment
When their Torment overwhelms them, how- ability.
ever, the natural world is left by the wayside and the Nimble Hunter (3 points): The difficulties of
Devourers live up to their sobriquet. Monstrous all Athletics rolls decrease by two. Also, the demons
Rabisu exhibit powers that no living creature on leaping distance doubles.
Earth should ever possess. In those moments, they * Primal Mind (3 points): The Devourer can
truly become abominations. make contact with the small part of a mortals
Aura of Vitality (4 points): Living beings mind that retains its ignorance, that remembers
(plant or animal) within a number of yards equal to the what it is to live only to survive like a beast. To use
characters Faith are infused with restorative energy. this ability, the demon must physically touch his
Individuals within this area heal any bashing damage intended target. Then the player rolls the demons
at the rate of one health level per turn. Torment in a resisted roll against the mortals
Chameleon Skin (1 point): The demons skin Willpower (difficulty 6 on both rolls). If the de-
allows it to blend with its surroundings. The difficul- mon wins, the human loses all Knowledges and
ties of all Stealth rolls decrease by one if the demon is most Skills (though such Abilities as Stealth or
on the move; two if he is standing still. Survival may remain at the Storytellers discre-
* Disperse (3 points): The demon can dis- tion) for one scene and generally acts on survival
solve her body into a mass of maggots, spiders, instinct fleeing from fire, attacking with tooth
insects or other tiny creatures. The player rolls a and claw if cornered, et cetera.
number of dice equal to the characters Torment Relentless (1 point): The demon can walk or
(difficulty 6). If the roll is successful, the trans- run without need of rest, enabling her to cover su-
formation is instantaneous. The Devourer retains perhuman distances without pause. As long as she
control over this swarm, and he can use this stays in motion, she is unaffected by fatigue or hunger.
power to flow through tight openings or simply to Suns Bounty (2 points): By standing in
terrify opponents. The character can choose to direct sunlight for one full hour, the character can
attack opponents while this power in is effect; see heal all bashing damage suffered or one level of
the Swarm rules on page 72 of the Demon Story- lethal or aggravated damage. This power can be used
tellers Companion. Successful attacks inflict only once per day.
aggravated damage. Thick Hide (2 points): The characters leather-
Enhanced Social traits (3 points): The refine- like skin acts as armor, providing an additional four
ment of the characters features, mannerisms and voice dice to soak bashing, lethal and aggravated damage.

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Thorns (1 point): The demons shoulders, chest Enhanced Intuition (1 point): The characters
and arms are covered with needle-sharp, black thorns uncanny insight reduces the difficulties of all Intuition
that inflict one level of aggravated damage to any rolls by two.
attacker who successfully strikes or grapples the demon Enhanced Mental Acuity (3 points): The char-
in unarmed combat. acter receives the following bonus traits: +1
* Toxins (3 points): The claws and saliva of the Intelligence, +1 Wits, +2 Perception.
demon are poisonous. Targets exposed to the venom Eyes of Fate (4 points): The Fiend knows
(either by a successful claw or bite attack, through an instinctively whether a given being is important to
open wound or via a kiss) are subject to a dice pool of him or his plans. The player rolls Perception +
lethal damage equal to the demons Torment. This Awareness (difficulty 6). If the roll is successful, the
damage can be soaked. character gains a general sense of whether or not a
FIENDS target is potentially important to the demons cur-
The long aeons in the chaos of the Abyss took a rent plans or goals. As a side effect, and at the
toll on the ordered Neberu. Where once they could Storytellers discretion, the Eyes of Fate can often
recognize the beautiful machinery of all Creation, the detect whether or not a mortal has an especially
fallen angels of fate can see exactly how bad things high Faith potential.
have become. Their revelatory form, far from the Hypnotic Visions (3 points): The aura of light
physical perfection of the Namaru, reflects the cracked and shadow surrounding the Fiend distracts and dis-
and disjointed nature of the universe, even without quiets the mind of her foe. An attackers player must
taking their Torment into account. make a Wits roll against a difficulty of the demons
Ironically, however, when the Fiends assume Faith or Torment score (depending on whether this
their monstrous aspects, they become more recog- power is purchased as a low- or high-Torment ability).
nizable, if more terrifying. Many of them become If the roll fails, the attacker may not act until the end
silvered, reflecting the degradation of the world of the turn. Demons (and thralls gifted with the power)
around them like a garish funhouse mirror. Quick- are able to resist the effects of these illusions thanks to
silver tears often stream from their empty eyes as their inherent powers (see page 171 of the Demon
they regard the world through the distorting lens of rulebook for details).
their Torment. Increased Awareness (1 point): The fallen is
* Aura of Misfortune (3 points): Any indi- especially attuned to the fabric of reality, reducing the
viduals caught within a distance in yards equal to difficulties of all Awareness rolls by two.
the demons Torment score suffer a botch on any Night Sight (2 points): The character can see
roll of 1 or 2. clearly in utter darkness.
Cloak of Shadows (2 points): The demon is * Rend the Soul (3 points): The Fiend lays a
shrouded in a pall of darkness, making her features hand on a target and shows him, for one split
difficult to see in the best light and rendering her second, how infinitesimally small he (the target) is
nearly invisible at night. The difficulty of all Stealth in the grand scheme of Creation. Roll the characters
rolls decreases by two whenever the demon stands in Torment (difficulty 7). For each success, the target
shadow or moves in darkness. If the character is at- loses one temporary Willpower point. If his Will-
tacked, the rules for Blind Fighting apply to the attacker power score is reduced to zero, the target can do
(see page 240 of the Demon rulebook for details). nothing but sit and weep. Demons are unaffected by
* Chimerical Attack (3 points): The swirling this power.
illusions that surround the demon attack opponents Sense the Hidden (1 point): The character is
engaged in close combat with the fallen. These chi- supernaturally adept at sensing mortals or demons who
merical figures have the same initiative as the demon, attempt to hide from her. The difficulties of all Percep-
and they attack a single opponent in close-combat tion rolls to detect hidden individuals within the
range. Use the demons Torment score as the dice characters line of sight decrease by two.
pool for the attack, inflicting a base damage of four Sibilant Whispers (1 point): The difficulties of
dice plus any extra successes on the attack roll. This all Subterfuge rolls decrease by two.
damage is aggravated. Unearthly Glamour (1 point): The difficulties
Dread Mien (1 point): The difficulties of all of all Manipulation rolls decrease by two. Demons
Leadership and Intimidation rolls decrease by two. (and thralls gifted with the power) are able to resist the
Enhanced Dodge (1 point): The difficulties of effects of these illusions thanks to their inherent pow-
all Dodge rolls decrease by two. ers (see page 171 of the Demon rulebook for details).

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MALEFACTORS Irresistible Force (2 points): The difficulty of


The Malefactors built the Earth, adding layers any feat of strength (see p. 232 of the Demon rulebook)
upon layers for humanity to explore and learn for performed by the character decreases by two.
themselves the wonders of Creation. They never Magnetic Field (2 points): The demon is sur-
thought that the humans that they so loved would rounded by a magnetic field that is intense enough to
destroy the world and carelessly discard anything disrupt electronic devices within a radius in yards
that didnt seem immediately valuable. The rebel- equal to the characters Faith.
lion was, for them, a desperate cry for appreciation, Master Artisan (1 point): The difficulties of all
and now that they are free again, many have no- Crafts rolls decrease by two.
ticed exactly how little their toil apparently meant Night Sight (2 points): The character can see
to humanity. clearly in utter darkness.
The Annunaki are each unique in their revela- Relentless (1 point): The demon can walk or
tory forms. These forms definitely follow function run without need of rest, and she is able to cover
a Malefactor who was originally charged with shap- superhuman distances without pause. As long as she
ing the flow of lava will likely have a rocky hide, stays in motion, she is unaffected by fatigue or hunger.
whereas one given the task of coloring the gemstones * Spikes (1 point): The demons body is covered
to be seeded in the earth might cause anything she in stony spikes, adding two dice of aggravated damage
touches to change color briefly. Their Tormented to the Malefactors unarmed attacks.
forms, however, remind anyone nearby how terrify- Thunderous Voice (3 points): The characters
ing the Earth can truly be. A monstrous Annunaki shout shatters glass and makes stone tremble. Indi-
might shake the earth with each step or even spew ash viduals within a number of yards equal to the characters
into the air with every breath. Faith suffer four dice of bashing damage. This ability
Alter Size (3 points): The demon can alter her can be used only once per scene, and it requires an
physical size in order to slip through narrow gaps or action to perform.
crawl into impossibly small spaces. She can reduce her Tremor Sense (3 points): The Malefactor
size to as little as a third of her original volume. The can sense the slightest tremors passing through the
difficulties of attacks directed against the miniature earth around him, allowing him to sense even the
demon increase by two. stealthiest movements. The demon automatically
Conjuration (2 points): The character is acts first in combat, and he cannot be surprised
capable of supernatural sleight of hand, seeming unless a foe scores more successes on a Wits +
to conjure items out of thin air, only to make Stealth roll than the demons Faith or Torment
them vanish again with a flick of the wrist. She (depending on whether this power is purchased as a
can draw an item from a pocket or conceal an item low- or high-Torment ability).
without detection on a successful Dexterity +
Athletics roll. SCOURGES
Dead Reckoning (1 point): Your character is During the War of Wrath, the Asharu were
always aware of where she is in relation to known superlative spies and couriers, and their reappearance
landmarks, no matter how far away those landmarks on Earth has led many of them into similar roles.
are. Unless she is affected by spatially distorting evoca- They take wing once again, carrying word to their
various factions and carrying hope and protection
tions such as Warp Path, she can never lose her sense
or occasionally a truly ill wind to the teeming
of direction.
masses of humanity.
* Ichor (2 points): A foul black ichor covers the
Most of the House of the Rising Wind can fly, or
demons body, making him difficult to grab or restrain.
at least glide on winds summoned by their lore.
The difficulty of any grapple attempts directed at the
Their revelatory forms vary based on whether they
demon increases by two.
follow their original dictates to breathe life into
Immune to Bashing Damage (4 points): The those who live on Earth or whether they perform
character suffers no damage at all from any attack that their tasks among the winds and the firmament.
would normally inflict bashing damage. (The former can appear almost human but for the
Immune to Fire (3 points): The Malefactor holy light that softly surrounds them, while the
suffers no damage from fire or heat of any kind. latter are quick and mercurial, rarely brightly col-
Iron Skin (3 points): The characters iron-like ored, but always beautiful.) Tormented Scourges
skin acts as armor, providing four additional dice to seem to be made of smoke and diseased flesh, and
soak bashing, lethal and aggravated damage. many leave a foul wind in their passing.

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Aura of Vitality (4 points): Living beings


(plant or animal) within a number of yards equal to
your characters Faith are infused with restorative
energy. Individuals within this area heal any bashing
damage at the rate of one health level per turn.
* Caustic Bile (2 points): The demon is capable
of vomiting a stream of corrosive bile at her foes within
a number of feet equal to her Faith score. A successful
Dexterity + Athletics roll is needed to hit a target. The
bile inflicts Strength 1 aggravated damage.
Cloak of Shadows (2 points): The demon is
shrouded in a pall of darkness, making her fea-
tures difficult to see in the best light and rendering
her near-invisible at night. The difficulty of all
Stealth rolls decreases by two whenever the de-
mon stands in shadow or moves in darkness. If the
character is attacked, the rules for Blind Fighting
apply to the attacker (see page 240 of the Demon
rulebook for details).
Dead Reckoning (1 point): Your character is
always aware of where she is in relation to known
landmarks, no matter how far away those landmarks
are. Unless she is affected by spatially distorting evoca-
tions such as Warp Path, she can never lose her sense
of direction.
Enhanced Dodge (1 point): The difficulty of all
Dodge rolls decreases by two.
Enhanced Intuition (1 point): The characters
uncanny insight lowers the difficulty of all Intuition
rolls by two.
Immune to Falling Damage (2 point): The
demon can fall any distance and land safely on her feet.
Improved Physical Capabilities (3 points): The
fallen gains the following bonus traits: +1 Strength, +1
Dexterity, +1 Stamina.
* Miasma (3 points): The demons breath reeks
of gangrenous rot that can have a debilitating effect on
her foes in close quarters. The demon can affect
victims up to a distance in feet equal to her Faith score.
Mortals and demons caught in the path of her exhala-
tion forfeit their actions for the turn unless a successful
Stamina roll is made (difficulty 7). If the Stamina roll
botches, the victim is also infected by a virus or disease
at the Storytellers discretion.
Mist (4 points): The demon can summon up a
concealing cloud of mist. Doing so requires a Faith or
Torment roll (depending on whether the power is
chosen as a high-Torment capability) at difficulty 6;
each success obscures a 100-square-foot area. The mist
lasts for one scene if conditions are good a strong
wind will blow the mist away in a few turns. High-
Torment applications of this power summon choking
smoke instead.

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* Multiple Eyes (2 points): The demon gains monstrous Halaku knows that he has looked into the
four to six extra eyes, which sprout from her head and/ face of death itself.
or neck. These extra organs give the demon 360- * Aura of Dread (2 points): The demon is
degree vision and reduce the difficulty of all Perception surrounded by an aura of fear that saps the will of her
rolls by two. foes. Targets within a number of yards equal to the
Perfect Balance (1 point): The difficulty for all characters Faith lose their normal initiative unless a
Athletics rolls involving leaping and tumbling de- successful Willpower roll is made against a difficulty
creases by two. equal to the demons Torment. Affected individuals
* Quills (1 point): The demons shoulders and act last within a given turn. The Willpower roll is made
upper arms are covered with a ruff of sharp quills that every turn in which a person or another demon is in the
pose a hazard to foes in close combat. An attacker who characters apocalyptic presence. Normal initiative
hits a demon in close combat suffers one health level resumes for a victim as soon as a successful Willpower
of lethal damage unless his player makes a successful roll is made.
Dexterity roll (difficulty 7). * Aura of Entropy (2 points): Plants wilt in
Supernatural Vision (1 point): The character the demons presence, and living beings are suffused
can see five times as far as a normal human can, with an icy chill that saps their strength. Mortals
allowing the demon to see objects at 50 yards as clearly and other demons within a number of yards equal to
as if they were 10 yards away as long as even a weak the demons Faith lose one die from their dice pools
source of light (such as moonlight) is present. This unless a successful Stamina roll (difficulty 6) is
effect also reduces the difficulty of all visual-based made. The effects of this capability persist for the
Perception rolls by two. duration of the scene.
* Viscous Flesh (2 points): The diseased flesh of Cloak of Shadows (2 points): The demon is
the Scourge sloughs away when he is pinned or trapped, shrouded in a pall of darkness, making her fea-
leaving a would-be assailant covered in rotting flesh. tures difficult to see in the best light and rendering
The difficulty of grappling the demon increases by two, her nearly invisible at night. The difficulty of all
and the character can escape from bonds such as ropes Stealth rolls decreases by two whenever the de-
or handcuffs with a successful Dexterity roll. mon stands in shadow or moves in darkness. If the
SLAYERS character is attacked, the rules for Blind Fighting
The Halaku did not fight as fiercely in the War of apply to the attacker (see page 240 of the Demon
Wrath as many of the other angels did. Much of the rulebook for details).
host on both sides were thankful; the Slayers were Conjuration (2 points): The character is
terrifying warriors, grim and silent, swooping into capable of supernatural sleight of hand, seeming
combat to simply do what came naturally ending to conjure items out of thin air, only to make
lives. Many of the Angels of the Second World re- them vanish again with a flick of the wrist. She
mained on the fringes during the battles, however, can draw an item from a pocket or conceal an item
tending to the humans who had recently been made without detection on a successful Dexterity +
mortal. Death, they explained time and again, is not Athletics roll.
the end, but simply the beginning of a new and more Dead Reckoning (1 point): Your character is
mysterious existence. always aware of where she is in relation to known
Therefore, the Halaku were horrified when they landmarks, no matter how far away those landmarks
emerged from Hell to find a world that not only are. Unless she is affected by spatially distorting evoca-
feared death, but had every reason to do so. The tions such as Warp Path, she can never lose her sense
lands of the dead were torn asunder, and the still- of direction.
living humans sensed the pain of the afterworld, Death-Grip (4 points): The demons spirit can
even if they didnt know it. Every human is born cling to life past the point of human endurance. If the
knowing, somehow, that her time on Earth is lim- demons host body suffers eight levels of lethal or
ited. And this perhaps is why when the Slayers aggravated damage, she can still hold onto life with a
appear in revelatory form, silent, pale and beautiful, successful Willpower roll. If successful, the character
the most common reaction is a silent prayer. falls into a coma until the following dawn, at which
Of course, Tormented Slayers do not elicit such a point she rises with one health level and one less
response. Regardless of their particular form, wings or temporary Faith. If the demon has no Faith remaining
no, whatever the colors of the demons cloak or the when she enters the coma, she loses a permanent
particular sheen on her eyes, a human who sees a Willpower point instead.

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Dread Gaze (4 points): Individuals (mortal or form than he does in the stolen human flesh he
demon) who meet the demons gaze must forfeit their currently inhabits. After all, this flesh is a temporary
actions for the turn unless a successful Willpower roll shell, and a borrowed (or, more accurately, stolen)
(difficulty 7) is made. one at that. The revelatory form, however, offers a
Enhanced Awareness (2 points): The fallen is small taste of the freedom that all angels once
especially attuned to the fabric of reality, reducing the enjoyed, and a more fitting manifestation of the
difficulty of all Awareness rolls by two. demons true nature than a human flesh-cloak. The
Enhanced Social Traits (3 points): The angels apocalyptic form is more than a war form or a
beatific appearance provides the following bonus traits: weapon for the fallen; it is a reflection of their goals,
+2 Charisma, +1 Manipulation, +1 Appearance. their dreams and their nigh-forgotten purpose as
Ghost Sight (2 points): The angel can see the agents of Creation.
spirits of the dead that linger in the mortal realm, When creating a character, read over the de-
whether the ghosts wish to reveal themselves or not, scription of the demons visage, as determined by
with a successful Perception roll (difficulty 6). the characters primary lore. Also, have a look
Howl of the Damned (1 point): The voices of through the suggestions for incorporating the visage
the dead echo in the demons words. The difficulties of more completely into your character concept (see
all Intimidation rolls decrease by two. the Gods Intent section). Even if you wind up
Night Sight (1 point): The character can see choosing entirely different powers for your demons
clearly in utter darkness. revelatory form, this visage still applies to some
degree. While one Dagan might cause flowers to
* Reapers Breath (3 points): The demon can
exhale a chilling breath that affects victims up to a spring into bloom and any who look on her to feel
distance in feet equal to her Torment score. Mortals stronger (the Aura of Vitality and Affirm abilities)
and demons caught in the path of her exhalation suffer and another might soar invisibly through the night
a number of health levels of bashing damage equal to watching over her chosen thralls (Wings and Pass
the characters Faith. This ability can be used only Without Trace), the very fact that both embody the
once per scene, and it has no effect on creatures that do Visage of Awakening means that they shine with
not breathe. life, in whatever ways their players interpret that
Relentless (1 point): The demon can walk or characteristic. Decide how the character embodies
run without need of rest, able to cover superhuman her primary lore and why she chose to specialize in
distances without pause. As long as she stays in mo- it in the first place. Was it integral to her duties
tion, she is unaffected by fatigue or hunger. under God? Has she fallen back on a particular lore
path because the years have eroded her knowledge
Touch of Death (3 points): The Slayer must
of her previous specialty? (See Chapter Two for a
be able to touch her intended target to use this
more detailed description of learning lore.)
ability. Thereafter, as long as the demon maintains
physical contact, the target cannot move, speak or GODS INTENT
feel at all. The target cannot feel pain, and unless The various types of lore that demons now
this power is chosen as a high-Torment ability, he is evoke is but a weak cousin to the power they once
strangely at peace. (The monstrous version of this wielded during the War of Wrath. When God
power traps the hapless target in his own body as the created each of the angels, He did so with a specific
demon inflicts whatever damage upon him she purpose in mind. That purpose shows through, if
wishes.) The target can escape by spending a Will- only a little, in a fallen angels visage. Even those
power point, but then he must best the demon in a lore paths that grew out of necessity during the war
resisted Dexterity + Brawl roll (difficulty 7) to get manifested revelatory forms that harked back to an
away. Otherwise, the power takes effect again. This angels original role in Heavens plan. Although
power has no effect on demons or supernatural the Lore of the Forge didnt exist prior to the Fall,
beings that are already dead. those fallen who dedicated themselves to master-
ing the lore still bore skin like iron and the molten
VISAGES veins of an angel of the deep earth. Whatever the
Chapter Six of Demon: The Fallen provides fallen have become, even after countless ages of
everything you need to create a functional charac- torment, their appearance still hints at the lumi-
ter, but this section devotes special attention to nous glory of their origins.
shaping the demons true visage, or revelatory form. Some suggestions follow for the original purpose
In many cases, a demon feels more at home in this for angels who exhibit each of the visages. Consider

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your character with regard to her purpose as mandated The Dagan breathed Gods life into the world, but
by the Creator (and expressed through her primary the Anshar made that breath possible. They, truly,
lore) when describing the details of her visage. were the divine messengers. The Fall saw the end of
It might seem as though a given purpose could this power, but the Anshar slowly developed the
arguably fall under a number of different visages. Lore of the Firmament as their new raison dtre.
For example, an angel responsible for hope might Most cultures recognize a connection between
now be a Slayer with the Namtar Visage (old all living things. What exactly that connection stems
things die, but new things take their place), an from an element that makes up all life, a shared
Ishhara Defiler (longing is not far from hope, ideo- soul, the touch of God isnt always agreed upon,
logically) or even a Devil who exhibits the Visage but in many philosophies, everything on Earth is a
of the Celestials (in Gods Word there is always part of everything else. For the Anshar, this fact isnt
hope). This kind of overlap is deliberate. Although idle speculation or philosophy, it is their reason for
the angels never questioned God on the matter, being. Implicit in that focus on connections was the
the assumption was always that two pairs of eyes on concept of distance. It was the Anshar who placed
a project are better than one. Therefore, if a sub- the stars as far away from Earth as they did. Some
ject falls under multiple jurisdictions, it prevents Scourges walking the Earth today note with pride
any one angel from having the last word on the that the light of some of the stars they placed still
subjects usage and specific traits. hasnt reached human eyes. That pride is tinged with
Adad, the Visage of Storms: The Adad were longing, however. It might be thousands or millions
once Angels of the Deeps, designed by God to watch of years before they gaze on their own handiwork
over the boundless oceans and to carry water inland again, if ever.
by drawing the life-giving waters up into them- The Scourges power and responsibility changed
selves. Elemental angels, they represented the after the war, of course, but they did retain the
physical side of the water (which their sisters, the knowledge of how to create and maintain connec-
Ishhara, embodied spiritually). As a result, Adad tions. Lost forever, though, was the ability to create
tend to be the most basic and grounded of the a new and unique relationship between beings. They
Defilers. Yet a grounded nature mixed with the raw could (and can) see through their thralls eyes, yes,
fury of the Visage of Storms in no way makes them but they cannot cause their thralls to draw strength
safe to be around. Angels remember days when most from their very presence. Modern Anshar are wary of
of the world was not covered by ocean. Even when growing too close to things of this world, lest they be
the waters receded enough to allow humans and hurt again, but they cant fly to the stars anymore
animals to walk on land again, much of the world either. Torment removes them even further from
remained submerged (and does to this day). The Earth, sapping their life and vitality, making them
Adad are proud of this fact. Where God did not trust thinner and dimming their eternal light. An Anshar
man, He trusted them. The Adad embody one of the who succumbs entirely to Torment is likely to fade
great truths about the nature of the world they away, not having the strength to connect with any
can be deadly and unforgiving at the very same part of the world.
moment that they sustain and create life. Antu, the Visage of Paths: Reality was once
Modern-day Adad remember, if vaguely, that God layered, such that any living thing could exist on
charged them with the worlds destruction once. Some any number of levels. As the world began to grow
of them wish only for the chance to do so again. An more complex, however, and humans began to
angry Adad is the fury of the hurricane and the tsunami move through it, God created the Antu to make
both, but a tormented Adad takes on the appearance paths through the innumerable realms of Earth.
of the modern seas choked with chemicals and The Antu were responsible for creating the cur-
smelling of foul pollution. This is the Adads greatest rents, the jet streams, the game trails and even
lament. The mortals, whom they so loved, have now other methods of traveling from place to place.
corrupted even the seas. That meant that they also worked hand in hand
Anshar, the Visage of the Firmament: The with their brothers the Kishar, making sure that
Lore of the Firmament is a poor cousin to the power time would erode certain pathways that might be
the Angels of the Firmament once held. They were used in coming centuries. Most of the Antu worked
once the angels that forged the spiritual connections on the ground among humans and other inhabit-
between beings. Predator and prey, mother and son, ants of Paradise, invisibly influencing the growth
plant and sunlight; none of these would interact of a tree or the fall of the rock. Some few worked
without an Anshar to bridge the gap between them. above with the Angels of the Winds, making sure

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that storms and other weather followed their God- Like the Antu, the Aruru are efficient. They
given paths. might like to experiment, sometimes with their own
The modern age panics many Antu, who see bodies, but on the whole they keep their revelatory
billions of people wandering the world without the forms simple. Many of them simply idealize their
first idea where they mean to go. Antu are direct; human hosts, making them healthy and physically
when they travel, theres a reason, and they arrive at perfect. They rarely bother with aesthetics, although
their destination quickly. In times past, they were they do tend to correct any physical asymmetry they
very efficient angels, and their work ethic has changed find. The new sciences of cloning and genetic tam-
little. Cars, airplanes and other modes of transport pering horrify most Aruru; God granted powers such
fascinate them but are also cause for worry. After all, as these to the angels for a reason, after all. More
they built pathways into the world and between progressive (or cynical) demons simply point out
worlds that only angels were meant to tread. The that God never granted the power to fly to humans,
Antu hear stories of mythological figures journeying yet they do. Even these demons, however, must
to the shadow lands, and they wonder where some of admit that the power to reshape a life form on so
their paths might now lead. After all, if the entire basic a level does not seem to be a wise thing to put
world has become warped, they can no longer be sure into mortal hands.
that the trails they once laid lead to the same desti- Bel, the Visage of the Celestials: The Bel were
nations. What if the humans, in their current faithless the leaders of the Host, designed by God to be
and meandering state, were to find these paths? managers, generals and when necessary, disciplinar-
High levels of Torment rob these demons of ians. Granted power over Faith itself the very
their focus on destination. Instead, they lose their building block of the universe, in ancient times
way and pull others into that state of confusion and the Bel used their authority to direct and command
helplessness as well. Their physical forms begin to the other angels. Unlike their Nusku brothers, who
fade at the edges, making their boundaries indis- actually carried and commanded the Fire of Heaven,
tinct and blurry. Their voices, likewise, begin to the Bel used their lore to spread the Word of God,
echo, as though emanating from somewhere other spreading understanding as well as illumination, that
than their mouths. everything in the universe might know its place. The
Aruru, the Visage of the Flesh: Once, the Bel were among the angels who rarely took any
Angels of Flesh were the most powerful of the Angels particular form at all. Like the Shamash, they pre-
of the Wild, creating the very laws by which life ferred to travel as light or sound. Being forced to
abided. With a touch, an Aruru can stop a mortals adopt physical bodies as the world grew thin is a
heart or reshape his flesh so that even his mother phenomenon that all of the Bel deeply resented.
wont recognize him. While this is impressive, it is Conceptually, some Bel worked with notions such as
nothing compared to the wonders that the Aruru inspiration and creativity, while their sisters among
worked in times past, and this makes them bitter. The the Ishhara actually provided inspiration. The Bel
Lore of the Flesh is all that remains of what the Aruru made it possible for mankind to get ideas; other
once were. angels then supplied the imagery and physical trap-
Cynics often point out that any human emotion, pings that activated them. Bel were angels of potential
faith included, can be quantified as an electrochemi- and, in many ways, faith.
cal pattern in the body. The Aruru dont see this as Like all Devils, Bel were made for leadership,
evidence against God; they, after all, were charged and their visages are always striking, regardless of
with creating those patterns. Living biology is im- the details. Almost all Bel glow with inner light
mensely complex, and it involves so many reactions they resemble a classical angel in many respects.
and variables that God created only a few Aruru, Whether they do because legends of angels stemmed
rather than risk too many cooks spoiling the primor- from memories (or visions) of the Bel or because the
dial soup. These angels, unlike their more basic Bel choose this form to be better able to influence
cousins, were charged with making sure that life human thought is an academic question. As a Bels
could flourish, even in the immense variety that God Torment increases, her effect on those around her
had bestowed upon the Earth. The fact that humans changes from awe-inspiring glory to unholy terror.
are still discovering new species does these angels Many Bel find that their physical forms change
proud, as does the fact that many organisms are quite beyond their control, spiraling away from the
adapting to environments for which the Aruru never spiritual purity of light and Faith into the base
intended them. power of natural weaponry. Therefore, monstrous

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Bel often exhibit such traits as wicked fangs and was a good idea, but true to form, humans ignored or
claws or an increase in size. misinterpreted it.
Dagan, the Visage of Awakening: The Angels Ellil were responsible for creating everything from
of Awakening were present for the birth and, gentle breezes to hurricanes. When the rebellion came,
perhaps, conception of every living thing on Earth many of the most destructive rebels joined simply to
before the Fall. They brought the breath of God to show humanity that they were merely doing their jobs
the newborn children of all the worlds creatures, in creating the gales that frightened humans so. The
from the crawling insects to the mightiest leviathans. unfortunate result, however, is that the most destruc-
For a seed to germinate, a Dagan was necessary to give tive of the Ellil later fought against the Heavenly Host
it the essential spark of life. The Angels of the Dawn in the War of Wrath.
might have spread Gods word, but the Dagan swept Ellil are angels of air, so their visages tend toward
across Creation interacting with life directly. As lithe and quick forms. Most Ellil have wings, and they
such, they tended to be the most grounded and use their power over winds to execute some truly
practical of the Angels of the Second House. The dazzling aerial displays. And yet, for all that, they
Dagan enjoyed a special working relationship with remember the days when they took the form of the air
the Namtar. The Angels of Death broke matter itself, rather than riding its currents. Ellil are restless
down, and the Dagan reinvigorated it so that nothing demons at the best of times, but high levels of Torment
ever went to waste. madden them. The winds that constantly surround
When the rebellion came, the Dagan who their apocalyptic forms begin to reek the term ill
joined with Lucifer were thrilled by the idea of wind best defines them. Some Ellil tend toward base
being able to watch over the births of human physical modifications as Torment rises; quills and
children without masking their presence. Then fangs are common. Some grow subtler but begin to
Gods curse upon the Asharu changed everything. poison the air around them.
Humans would grow old and die, no matter how Ereshkigal, the Visage of the Realms: The
much the Dagan guarded them from poison. That Halaku changed greatly in the wake of Heavens
alone was enough to drive many of them to the curse, but none so much as the Ereshkigal. These
more destructive side of their powers. Worse yet, demons bear the least resemblance to their once-
their special kinship with the House of the Second angelic forms of any of the fallen, simply because
World was shattered as the Halaku now had to reap they created a new purpose for themselves as
the souls of the slain, leaving many to view the well as a new lore path after the Fall. The Angels
Dagan as working at cross purposes. of the Second World were once charged with
Dagan are beings of life and vitality. Monstrous killing off species that had either failed in their
Dagan are the antithesis of life, foul creatures of disease purpose (many of the Zaltus early experiments
and decay. They are life left unchecked, health spun provided work for the Ereshkigal) or had simply
out of balance by neglect. While a Dagans revelatory outlived their role in the ecosystem. Only humans
form is the picture of perfect health, the body begins to remained untouched, as they did not die. Then,
fall away as his Torment increases. A Dagan with with one horrible proclamation from Michael, ev-
extremely high Torment might resemble nothing more erything changed. Reapers who sided with God
than a skeleton with a few clumps of flesh clinging to found themselves collecting the souls of man, and
the bones. the Ereshkigal, who had heretofore stalked dying
Ellil, the Visage of the Winds: While the beasts throughout Creation, tried to find ways to
Dagan traveled throughout all of Creation doing hide them. The Angels of the Realms were, in their
their work, the Ellil were much more specialized. way, responsible for preserving what little remained
They provided the air that powered the breath of of the layered reality after the Fall and the War
God and worked alongside the Adad creating weather of Wrath, for they created the spirit worlds where
patterns. Like the Kishar and Adad, they were very dead souls could hide from their reaping angels. To
much angels of the elements, tied to the physical this day, no one is sure if it was an act of God or
reality that humans could see (or feel, in the case of angel that made denizens of one realm incompat-
the Ellil). The Angels of the Winds were among ible with another, but many of the creatures that
those Celestials most interested in music. By send- the Halaku hid in the spirit worlds die in moments
ing their winds through certain structures such as on Earth. The Ereshkigal had only so much time to
stones, trees or caves the Ellil were able to focus on animals, however, as they were busy trying
produce natural sound and thereby communicate to show humans how to cross these boundaries.
with the humans without violating Gods ban. It Together with some few of the rogue Antu, they

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created gateways and paths that led to the newly


constructed spirit realms.
The Lore of the Realms is one of many lore paths
created out of necessity in the wake of the Fall. As the
Ereshkigal built the lands of the dead, they assumed
garb that would allow them pass unnoticed between
the realms. Over time, humanity knew them as spirit
guides, psychopomps and ferrymen. They shed their
wings and other angelic trappings, and their visages
became quiet and dark, so as not to attract notice. The
Ereshkigal of today still exhibit these traits, even when
Torment begins to consume them. When the anguish
overpowers their souls, however, they grow cold. In
the darkness of the lands of the dead, there waits
oblivion, and even the oldest Ereshkigal cannot re-
member why they allowed this spiritual void into the
realm they built for their beloved humans if indeed
it was their choice to do so.
Ishhara, the Visage of Longing: The Lammasu
understand longing. They were created, after all, to
lure humans on to greater and deeper thoughts, but
never to reveal themselves directly. That ability to
inspire, to entice, to create desire formed the essence
of Angels of Longing. And yet, they too yearned to be
closer to the humans they were made to love. When
the rebellion came, many Ishhara jumped at the
chance to show humanity the possibilities open to
them, rather than simply tempt them. The problem,
of course, was that this didnt satisfy the Ishhara, who
were made from the start to be creatures of endless
desire. In short, even when they had what they
wanted, it wasnt enough.
This kind of eternal want isnt necessarily a bad
thing, of course. Yes, it eventually spurred such im-
pulses as greed and gluttony, but it also drove humans
on to find better and more efficient methods of study
and worship. The Angels of Longing acted as muses,
working with their sisters the Mammetum to slowly
manipulate humanitys wishes in ways that would
improve the races lot. But human desire, once un-
leashed, proved a dangerous beast, and the Ishhara
themselves, the embodiments of desire, were humbled
by how much humans could acquire and still want for
more. In particular, the competitive nature of hu-
manity horrified the Ishhara as the War of Wrath
went on. Mortals seemed perfectly content to burn
anything they couldnt have, rather than take the
longer view and work slowly and methodically to
achieve their goal. Ishhara, by nature, saw desire as a
motivator to alter behavior. Humanity sees it as an
excuse to alter the world.
Ishhara are always beautiful, no matter how
much Torment they accrue. That beauty, however,
changes from a pure, almost chaste beauty to a

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sirens untouchable glamour as the Defiler allows whatever form best suited the needs of the moment.
the Torment of the Abyss to haunt her. A mon- But at the same time, they were called upon to embody
strous Ishhara might be the most beautiful thing a change and incongruity. Some Angels of Transfigura-
mortal has ever seen, so lovely to look upon that he tion worked with literal, physical change, allowing life
cannot bear the strength of his own desires. Ironi- to grow and develop. Some worked with the Ishhara to
cally, this is much the same way the Ishhara feel create attraction and then to change in order to meet
regarding the world around them. approval. Some Mammetum even worked with the
Kishar, the Visage of the Earth: At first blush, esoteric concepts of metaphor and irony, transforming
the Angels of the Earth might seem simplistic and meaning itself. Supposedly, the angel who pioneered
brutal. When one considers the sheer amount of humor was an Angel of Transfiguration.
responsibility these angels had, however, their true Change is difficult and often painful, however.
complexity becomes apparent. The Kishar were re- Once something changes, it leaves a part of itself
sponsible for the natural topography of the world, behind forever. A man who grows older might gain
including mountains, fjords, volcanoes, sea beds, experience, knowledge and happiness, but the changes
glaciers and any other earth or rock-based phenom- distance him from the youth he once was. The
enon. In the process, they pioneered such concepts as Mammetum knew that this evolution was nothing to
patience, diligence, and tenacity. They were en- fear, and they longed to show humanity that change
trusted with more power than any other earth-based was simply part of Gods plan. For the Mammetum,
angels, except perhaps the Aruru. They understood the rebellion was a way to reassure humanity that
that the earth changed slowly, but in changing al- change did not lead inevitably to death. After the
tered all life in Creation. While the humble Kishar Fall, of course, that assertion was harder to make.
never thought of themselves as doing the most impor- While not many will admit it, almost all Mammetum
tant work, they did admit that only they had the had the thought cross their minds in the dark of the
patience and skill to work the literal clay of the world. Abyss that maybe they should have left humanity
When the rebellion came, few Kishar joined Lucifer, well enough alone. This isnt in their nature, how-
but those that did formed the juggernauts of his ever. Transfiguration isnt simply changing oneself,
legions. Along with their brethren the Antu, the it involves changing ones environment to suit ones
Kishar knew the Fundament better than any other ever-changing needs. Mammetum are never seden-
angels. With their abilities of reshaping rock and tary, and the sluggish nature of many modern-day
earth, they could create tunnels and pathways for the humans annoys them to no end.
legions, as well as cause tremendous earthquakes and While it is said that the Angels of Transfigura-
other natural disasters. Each of the strongholds of the tion never assumed the same form twice before the
Host kept an Angel of the Earth on hand, simply to Fall, the Lore of Transfiguration is all the fallen
prevent a rebel Kishar from leveling the place with a Defilers have left to remind themselves of their
nod of his head. The battles between these titans former diversity. Although Mammetum cannot
literally shook the earth, as modern-day fault lines achieve the same degree of fluidity as they could in
and mountain ranges can attest. the past, the Visage of Transfiguration is still a
The Angels of the Earth resemble golems, huge potent, mercurial power. Many Mammetum leave
beings formed of rock. The temperament and func- an after-image as they walk in revelatory form, their
tion of a Kishar is obvious upon looking at the appearance constantly changing. Monstrous
minerals that compose his apocalyptic form. An Mammetum lose that fluidity, and although their
angel responsible for creating mountains might be forms might still change, the change requires effort
formed of gray stone, whereas an angel who did most instead of being intrinsic to the Defiler. High levels
of his work beneath the earth might be made of coal of Torment confer the worst curse a Mammetum
or even a precious metal. The Kishars capabilities could conceive: permanence.
lean overwhelmingly toward physical enhancements, Mummu, the Visage of the Forge: Creating
even when the demons Torment rises. Whereas a tools for man would have violated Gods ban on
low-Torment Kishar tends toward empowering him- interacting with them, so the Lore of the Forge (and
self, however, a monstrous Angel of the Earth develops thus the Mummu) didnt exist as such until after the
spikes and other natural weaponry, the better to rend Fall. Some Annunaki, however, attempted to show
and destroy the objects of his malice. humanity how the world around them could be turned
Mammetum, the Visage of Transfiguration: to their advantage even before the rebellion. They
The sea is ever-changing yet always the same. Like all created stones in certain shapes and worked with the
angels before the Fall, the Mammetum could assume Zaltu and the Mammetum to inspire beasts to build

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homes and use twigs and other tools. It didnt seem to truck with the souls of the dead, so to them, humanity
help. They tried to show humanity, secondhand, how became mere matter, worked in the same manner as
their environment was constructed in a specific way so the Mummu worked the earth. When the rebel Namtar
that it could be made more suitable to their needs. On were cast into the Abyss, many had already changed,
the day that Adam fashioned a sling to kill a bird, the the cold glee in ending life paving the way for the
angels who would become the Mummu rejoiced. The Torment to come.
fact that he forgot his accomplishment the next day The Visage of Death terrifies any who see it,
and went back to chasing rabbits cemented the angels regardless of the demons Torment score. A Namtar is
decision to rebel. an embodiment of mortality, but it offers none of the
Given leave to create and reshape the world as comfort that a Nergal might. As Torment rises, that
they saw fit during the War of Wrath, the Mummu cold silence of the grave gives way to the chilling howls
became the artificers and weapon-smiths of the infer- of the dead. The Namtar himself, however, becomes
nal host. They worked human faith into the tools of oddly deaf to those screams, seeing only the crude
war and fashioned cursed treasures to seduce and matter before him.
corrupt the enemy. Since the Mummu were never Nedu, the Visage of Portals: The Angels of
part of the pre-rebellion hierarchy, they didnt share Portals were created as a sort of auxiliary to the
the same constraints as far as honorable battle and Ninsun, creating gates for them to travel back and
traditional tactics. Their presence in the War of forth across Creation instantly. The Nedu, however,
Wrath led Lucifers forces to a number of memorable were also responsible for the framework of magic that
victories. Yet for all their trouble, they were cast into later became wards and summonings and the pro-
the Pit for a million dark eternities with absolutely cesses of thought that invented locks. The concepts
nothing to do. of entrances and exits also stemmed from their ef-
Demons who manifest the Visage of the Forge are forts, as did concepts such as privacy and,
giants, titans who once reshaped the living rock into unfortunately, theft. Their collaborations with the
their hearts desires. Despite their size, they retain Annunaki during the war led to locks, doors and the
their skill and mechanical finesse until Torment portals between the physical and spirit realms. It was
overtakes them. Their creative impulses spin out of a loyalist Nedu, in fact, who supposedly designed the
control, sending everything around them into chaos. gates of the Abyss itself.
Still, to them, even this is preferable to the nothing- Few Nedu actually joined the rebellion, as their
ness of the Abyss. work kept them far removed from humans. Those
Namtar, the Visage of Death: Once the who did side with Lucifer were often the ones re-
Namtar used their mastery of death to determine sponsible for creating gateways between the heavens
what creatures needed to be excised from the Earth, and the earth, so that various angels with responsi-
then simply touched them gently and returned their bilities that took them away from Paradise could
bodies to the ground. The Angels of Death were visit their cherished humans occasionally. They
created to recycle the material left by the passing of also created portals for the Angels of the Funda-
the spirit (whereas the disposition of the spirit itself ment, transporting them from the surface of the
was left to their brothers, the Nergal). Their powers earth to their fiery forges. As a result, the Nedu
were not designed to be used on humans, and the know earth better than any other angels except
curse placed upon the Halaku was worse than any the perhaps the Antu. Like the Antu and the Ereshkigal,
gentle Namtar could have conceived. Their beloved the Nedu fashioned portals between worlds. Fiends
humans would now fall victim to their proverbial who know the Lore of Portals are very likely to have
scythes small wonder, then, that some of the several different versions of a summoning spell ready
Halaku immediately began building realms where to be performed by their thralls just in case they are
the loyalist Nergal couldnt find human souls. As ever sent back to the Abyss.
agents of decay and physical death, the Namtar tried The Nedu have an odd relationship with light.
to conceive of ways to make death acceptable, if not The Angels of Portals understood that shadows
palatable. From their work during the war came could be easily used as gateways, but the Shamash
notions such as martyrdom, grieving, funerals and considered shadows (an ideological extension of
many forms of medicine. Suicide and despair also light) to be their domain. After the Fall, however,
came about, however, as the Namtar tried to make the Nedu wove the shadows into an intricate web of
every humans ultimate fate a little easier. gateways spanning the entire world. The secret of
As the War of Wrath wore on, though, the Namtar this network of portals was lost after the Nedu were
slowly began to enjoy their work. Again, they had little cast into the Pit, though mortal sorcerers and even

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certain vampires have occasionally stumbled upon and loom over their victims like the Grim Reaper of
it. The newly freed Fiends have had little luck in human legend.
accessing this web again, for reasons unknown. Ninsun, the Visage of Patterns: The universe
Many Nedu still appear as shadowy apparitions in is ordered, even if it took humans thousands of years to
their apocalyptic form, harking back to their great- notice it (let alone begin to understand that order).
est creation during the war. Monstrous Nedu often The Angels of Patterns were responsible for building
appear shrouded entirely is darkness, as though that order and making sure that it did not fall apart.
receding into some unseen portal. They did their job well, in fact, and even during the
Nergal, the Visage of the Spirit: Before the rebellion, the Ninsun took pride in the fact that they
rebellion, the Nergal performed a function similar could predict with certainty where the earth and the
to their sisters, the Namtar, but instead of recy- heavens were going and why. Laws of physics and even
cling matter, they worked in more esoteric circles. basic spiritual truths the Golden Rule, the Three-
Nergal worked with the Dagan and the Ninsun to fold Law rested in the hands of the Angels of
make sure that all who needed to be awakened Patterns. The Ninsun built much of the foundation
could be, and then removed the spiritual detritus upon which the world was based, not in terms of raw
left in the wake of change. Their focus changed material (which fell to the more elemental angels such
dramatically, however, when humans became mor- as the Kishar) but the rules by which even the basest
tal and their souls needed to be ferried on to their materials abided.
final destinations. Loyalist Nergal were given charge And then God destroyed that order with a swipe
of removing the souls to another place, but the of His hand, and all the work the Ninsun did was
rebels, of course, were never told what that place knocked askew. Some demons guess that God al-
might be. Unable to bear the thought of human tered the order so that the rebel Ninsun (and there
souls passing beyond their grasp into an uncertain were quite a few, as many of them agreed with
future, these angels created the Lore of the Spirit. Ahrimal and his dire predictions) could not tip the
The Nergal became the soul conveyers, comforting balance of the War of Wrath. As it happened,
humans in their dying moments and allowing their Angels of Patterns on both sides of the war retained
spirits to return by fettering them to those things their abilities to see the future, but not affect it on
and people that they loved. No one can say if it was a broad scale (and certainly not to alter the funda-
human tenacity that allowed this kind of treat- mental order of the universe). The Ninsun were
ment or if the Nergals willingness to attach human often deciding factors in the war, but they could no
souls fostered that tenacity. Whatever the case, longer manipulate worldwide events to best advan-
spiritual death became the Nergals purview, and tage. The rebels never quite regained their
therefore, so did curses and supernatural occur- equilibrium before being tossed into Hell.
rences connected with death. The most common, After escaping, many Ninsun noticed with horror
of course, was vampirism. When the Halaku saw that the grand clockworks of the universe keep run-
what Caine had brought upon himself, their pun- ning, though no one has tended them in aeons. This
ishment seemed light by comparison. means that the whole thing could spin out of control
In the end, though, the Nergal were overwhelmed at any moment. The various factions, of course, re-
trying to cope with the staggering scope of souls lost spond to that sentiment in different ways, but the
each day across the Earth, eventually leading to the Ninsun, on the whole, arent ready to see the rest of
creation of the spirit realm. The fact that the Abyss was their work fall to pieces.
located close enough to these realms (metaphysically The Visage of Patterns is perfectly symmetrical
speaking) that the Angels of the Spirit could hear and and usually covered in marking and symbols older than
interact with those souls was surely no accident. But language itself. Pattern angels were great proponents
the Nergal, wanting so desperately to reach out and of language and writing, and they adopted such sym-
comfort their charges, over time began to simply wish bols onto their revelatory forms. Monstrous Ninsun,
to silence them. strangely, do not lose their symmetry. Instead, they
Now, back on Earth, the Nergal retain much of grow cold, alien and distant, as though listening to a
their power over the souls of dead humans. The far-off invocation.
Torment their time in the Abyss earned them has Ninurtu, the Visage of the Wild: Like the
altered them, however. While a Nergal who staves off Zaltu, the Angels of the Wild were given the task
Torment retains his beatific Visage, a monstrous one of creating as many different varieties of life as
is an infernal soul collector, come to snatch a human possible. As any modern botanist might attest,
spirit to Hell. Such beings grow in size (if not mass) they outdid themselves. The Ninurtu created plants

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that the animals used for food and vice versa, as the rebellion, of course, the humans werent able to
the bodies of the dead served to feed the worlds make that connection. The Angels of Flames took
flora. The Angels of the Wild also enjoyed a spe- this in stride, and continued their duties of providing
cial relationship with the Shamash; the Angels of light and warmth.
Light provided the energy for many of the cre- Utterly devoted to his cause and his faith, a Nusku
ations of the Ninurtu. constantly runs the risk of burning too hot and dying
If not for Gods command to love the humans, out. During the War of Wrath, the Nusku joined with
the Angels of the Wild might have been content to the Ellil to create devastating firestorms. The Angels
let them wallow in ignorance forever. But the of Flame were and remain uncompromising a fire
Ninurtu had grandiose dreams of the humans living either burns or it doesnt. It can be contained, but
carefree in their forests, running in their fields, never diminished without killing it entirely. As such,
without fear not because the angels protected Nusku tend to be extremely, almost fanatically, de-
them, but because the humans would learn and voted to their factions.
remember what plants could be touched and eaten. An Angel of Flame always burns hot in revelatory
When the rebellion came, the few Ninurtu who form, the flames surrounding her the only constant
joined with Lucifer were those who had protected between different Nusku. As a Nuskus Torment rises,
the nascent humans from death resulting from eat- though, the fire begins to die. Strong emotion might
ing a poisonous or indigestible plant. All through cause it to flare up unexpectedly (and even out of the
the war the forests were battlegrounds as Ninurtu demons control) but for the most part, monstrous
changed the flora into combatants and guardians. Nusku look like dying embers, smoldering and sullen,
And then, the rebels found themselves exiled to but no less dangerous.
dark place with no life, supposedly forever. Qingu, the Visage of Radiance: The Lore of
Upon returning to Earth, however, the Ninurtu Radiance didnt exist until after the rebellion, when
discovered exactly how the humans have treated the the Devils who had once been the leaders among the
angels creations, clear-cutting forests and poisoning Host refined their powers of authority into a set of
the soil with chemicals. Despite this displeasure, evocations. They found the power to inspire those
though, not all (or even most) Ninurtu are eco- around them, to lead the mortals and the fallen
terrorists. Just as many want to see the world torn alike, and speak with a voice that carried authority.
down, burning the earth clean so they can grow new The Qingu, in the process, were singled out for
life from the ashes. Some Devourers dont wish to see much of the hostility from the Host of Heaven.
the world destroyed so much as returned to the simple Michael, especially, despised the Angels of Radi-
Paradise it once was. That would mean getting rid of ance, decrying them as blasphemers for pretending
most of the humans, of course, but many Ninurtu feel to their former authority.
that humanity had its chance. During the War of Wrath, the Qingu were tacti-
In apocalyptic form, Ninurtu usually take on the cians and warlords. They were also keepers of records,
features of the plants they helped to create. There- as their power allowed them to mark and recall friends
fore, a Devourer who helped to create oak trees or foes. When fighting loyalist angels who could change
might be huge and sturdy, whereas an angel of ivy their shapes, this ability proved invaluable.
might be thin but extremely strong. As Torment Eternity in the Abyss humbled the Qingu, and
builds, however, most Ninurtu grow in size and take upon returning to Earth, many of them lost much of
on the fury of the planet that their cherished hu- the influence (and Eminence) they once held. Yet
mans are slowly destroying. their visages are still majestic and, of course, radiant.
Nusku, the Visage of Flame: The angels who Their inner light is blinding, especially to mortals, but
were granted authority over fire did not have the the Qingu are impossible to ignore. Monstrous Qingu
same prestige as their cousins among the Bel did. sometimes develop features such as tails or horns, but
Charged with the creation of sources of light (rather they do not become the same sorts of monsters as the
than uses for light itself, which was the province of Rabisu. Instead, they become cruel taskmasters, ready
the Shamash) the Nusku set about igniting the sun to strike down anyone with the temerity to so much as
and the stars. Lightning was another invention of the raise eyes to view them.
Nusku, although authority over using it passed to the Shamash, the Visage of Light: The Lore of
Adad. The Nusku, however, had dominion over fire Light emerged during the war, so the Shamash only
as the embodiment of faith as well. Working with the appeared after the rebellion, but all angels had some
Bel, they sought to teach humans how faith could form of relationship with light from the beginnings
nurture them in times of cold just as fire could. Until of the universe. God began the universe with light,

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after all, and the essential energy is a part of all of In the lightless Abyss, the Shamash formed bod-
His creations. This might be why angels (and fallen ies for themselves for the first time. When the
angels) are resistant to illusion; they see much more opportunity came to escape Hell, the Angels of Light
clearly, having learned to perceive light when it was found that they could no longer travel as light does,
still new. The pre-rebellion Angels of Light were although their visages still shone brightly. Monstrous
not responsible for the creation of light that was Shamash do not darken as their Torment increases,
Gods purview but they developed different ways but instead become more apt to what the Angels of
to use light. They created color and imparted prop- Light so loathe, deception. Such angels create whirl-
erties like photosynthesis, often in conjunction with ing, hypnotic images, confusing and terrifying those
other angels. who look on them.
As one of its most important events, the rebel- Zaltu, the Visage of the Beast: Like the
lion involved granting light to the humans. Ninurtu, these angels were charged with populating
Whether it was literal light in the form of fire or the world with as much variety as possible. From the
metaphorical light in the form of knowledge, the tiniest insects to the greatest sea creatures, the Zaltu
Shamash were there rejoicing as the first mortals worked closely with the Aruru to create animals
learned how much the angels loved them. Before everywhere. The Zaltu prided themselves on their
the war, optical illusions were created as chal- ingenuity; they created ways for life to endure and
lenges to spur humans on to greater depth of thought adapt regardless of the environment or the condi-
and connection (something of which all angels, tions of weather (some suspect a less-than-friendly
but most especially the Mammetum and the Anshar, competition between the Zaltu and more destructive
heartily approved). That use of illusions was never Adad or Kishar). When called upon to create hu-
a deliberate attempt to harm, but simply an angels mans, they took their cues from the Creator and
hint that there was a connection between two didnt use the most efficient methods possible for
things or ideas. As the war was joined, however, designing them. Later cultures would speak of beings
the Shamash were forced to use their talents to who lavished natural gifts upon the animals, leaving
deceive rather than illuminate, something they none for man, but the Zaltu would gladly have made
have regretted ever since. humans the fastest, strongest and most perceptive

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creatures on Earth had they been permitted. But


since the other beasts were forbidden from attacking OVERDOING IT?
humans, the Zaltu didnt much mind. After reading Demon: The Fallen (which puts
And then came the curse from Michael that comparatively little emphasis on a demons apoca-
humans would now be prey for the beasts of the lyptic form), it might seem that dedicating a huge
Earth, and the Rabisu howled in anguish, for they chapter to changing and building it in the Players
had done their work too well. All through the war, Guide is a bit unnecessary. After all, how often
the Zaltu protected humanity from the most dan- are demons truly going to assume their apocalyptic
gerous of beasts, and when they were shut up in the forms? Surely a demons visage would have little
Abyss, these angels worried and fretted that the effect on a jaded and faithless humanity.
beasts would rise up and eat the humans if the Zaltu Apocalyptic forms and visages werent given
werent there to save them. But when the first such great detail in the core book simply because
Zaltu were released from Hell, they saw instead the space wasnt available, but they are an ex-
that humanity had wantonly slaughtered most of tremely important part of the game. In a world that
the predators of the world, destroying whole spe- ignores faith so vehemently, the apocalyptic form
cies that had taken the Zaltu incalculable time to is a powerful tool. It forces an unbeliever to accept
create. This, more than any concern about Lucifer, the possibility of God, even for a short while, and
turned many Zaltu to the Raveners. Aside from any even if his only response is pass out or stand
concern about the humans ruining their handi- dumbfounded. For demons, the revelatory forms
work, the Zaltu regret never being able to teach are expressions of who and what they are. In those
humanity that everything under Heaven has a few moments in which they don this form, they
purpose, no matter how horrid it might seem to literally wear their souls.
human eyes. If only mankind could have learned A demon assuming revelatory form is a miracle
that, the Devourers lament, perhaps the world on Earth, plain and simple, no matter how many
would be in a better state? Now, however, the times it happens. And that is worth a little extra
point is largely moot, as the Zaltu dont see any coverage, wouldnt you say?
reason to attempt to educate humanity.
No two Zaltu look the same. Often, the Visage of anymore. Defilers can appear to be made of water,
the Beast depends on the area of expertise of the whereas some Scourges and Fiends resemble walking
demon in question. Therefore, some Zaltu have fur, pieces of the sky.
others scales, while some have shells or leathery hides. Voice: Fallen angel though the character might
As a Zaltus Torment rises, however, the hunt becomes be, she is still an angel. The characters voice should
so important that their bodies begin to decay. A resonate, be it the booming, earthshaking bass of a
monstrous Zaltu might appear diseased and bloodied Malefactor or the soft but pervasive growl of a De-
but howl continuously for fresh blood. vourer. Does the characters voice become lyrical or
DEVIL IN THE DETAILS melodious, or is it painful for any mortal to hear?
Look over the preceding ideas with regard to your Maybe the demons voice sounds, to a given mortal,
characters visage. Those ideas and the descriptions like the voice of someone he knows and cares for
given in Chapter Seven of Demon should give you a deeply (very appropriate for Defilers or Slayers).
good idea of what your demons revelatory form Truly impressive demons might have voices that
might look like. Taken together with the suggestions sound like many people speaking in unison. This is
provided hereafter will allow you to describe and especially appropriate for demons who make com-
envision your characters apocalyptic form to a much mon use of the Lore of Humanity (even though it
greater degree. doesnt have its own visage). Does the characters
Skin: A demons flesh doesnt always change in Torment show in her revelatory forms voice, and if
revelatory form. Sometimes a demon appears to be so, how? Does the demon get louder the more Tor-
simply a human being with wings (or whatever other ment she accrues, or does the voice simply become
garish features the visage conjures up). Just as often more menacing?
however, the demons outward appearance changes so Eyes: Supposedly eyes are the windows of the
dramatically that no one would mistake the demon for soul. When a demon in apocalyptic form makes eye
human at any distance. Does your demons skin take contact with a mortal, the effects of Revelation might
on a different tone or color? What about texture? Some well increase. Many demons possess sensory powers
demons have scales or armor in apocalyptic forms. that allow them to see great distances do the
Sometimes a demons skin doesnt even look solid demons eyes reflect this, perhaps sharpening to razor

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slits as she views something far beyond the vision of a EXAMPLE OF APOCALYPTIC FORM CREATION
mortal? Perhaps the demons eyes change color as she Tina sits down to create a Demon character, and
grows angry or they begin to smoke as she calls on the after considering the Houses, feels drawn to the
Lore of Flame? Angels of the Fundament, those who were known as
Monstrous Features: While some demons Malefactors after the Fall. Tina decides that this
lack wings, claws and any of the obviously inhu- angel was a kind of manager in Paradise, putting
man features, many of them do exhibit such finishing touches on the work that his fellows did to
characteristics. Try to imagine what form these the physical geography of Earth. To wit, he used
features might take with your character. Are her erosion like a sculptors tool, carving a canyon here,
claws horrid, blackened, crooked things, or are a fjord there. The character joined the rebellion
they retractable and impeccably clean? Do her because he felt that the worlds splendor and artistry
wings spread majestically out as she glides, or do had to be seen from the air to be truly appreciated,
they drip with caustic slime as she flies overhead? and humanity would never be able to reach such lofty
Wings might be eagles wings or ravens wings, heights (literally) without the help of the angels.
depending on the characters visage, but high lev- Tina tentatively names her character Telviel (isnt
els of Torment often mean that wings become from any angel book; Tina just likes the sound of it).
leathery and bat-like, often with holes worn through During the war, Telviel used his command
them and tiny vestigial claws at their points. Most over other former Angels of the Fundament to
of these features, however, are only available as the undercut enemy defenses, making use of the ter-
character grows more anguished. Consider how rain and the Malefactors command of the land. It
they reflect the pain that your character felt after all came to naught eventually, however, and he
so long in the Abyss. was cast into Hell.
Transformation: The change from human Upon escaping, Telviel found himself possessing
vessel to revelatory form should be dramatic and the body of a young would-be pilot, a man who had
memorable, no matter how many times it happens. tried several times to enter various flight schools but
Dont settle for a quick Poof, Im in demon-form. was always unable to finish for one reason or another.
Picture your character as massive swans wings rise The demons frustration at being locked away from
from his shoulders, even as his hair darkens from the soaring heights for an eternity resonated with the
blond to blood-red and his skin pales to white. mans helplessness at knowing a dream and being
Imagine the characters shadow lengthening as she unable to realize it. Tina pictures Telviels human
gains two feet in height, or her image disappearing host as meek and unassuming, but she sees the
from a mirror as her apocalyptic form takes hold. Malefactors revelatory form as having huge, lumi-
Remember, too, that you can choose to have your nous wings that reflect cloud formations and crackle
character manifest only a few of her form capabili- with lightning. While this sort of imagery might seem
ties at a time. A demon might begin by growing a more appropriate to the Defilers than the Malefac-
few feet taller and causing all those in her presence tors, Tina decides that Telviel was largely charged
to avert their eyes (Increased Size and Dread Gaze) with the interaction of two forms of matter water
but not unfurl her wings until she actually needs and earth as an angel of erosion. Therefore, the
them. Likewise, if the character chooses to use a Malefactors seem a better choice than the Defilers,
high-Torment power, remember that it is a repre- especially after reading the notes on the appropriate
sentation of her Torment. A demon who exhibits visages. Tinas Storyteller does ask, however, that
the Relentless power as a normal power is simply Tina purchase a dot of the Lore of Storms for Telviel,
driven and obstinate. A demon whose relentless- which Tina agrees is reasonable.
ness comes from her Torment is an unstoppable With all of this in mind, Tina sits down to create
hunter, her eyes inhumanly focused on her goal. Telviels apocalyptic form. She knows that she wishes
Lore: A demons use of lore in apocalyptic to choose the Lore of Paths as her primary lore.
form might be reflected by small changes in that Looking at the special capabilities conferred by the
form. A Namtar who has also learned the Lore of Visage of Paths, however, Tina realizes that she had
Flame might have tiny licks of blue-white fire burn- envisioned Telviel as being able to fly (or at least
ing around his otherwise cold and dead eyes when glide), looking down on creation and changing and
activating the Holocaust power. If a Defiler with the eroding the landscape at will. Of course, the fallen
Visage of Storms summons up fog, perhaps she character wont have anything near that level of
exhales it, or perhaps it simply rolls off her body like power, but the player still sees that longing for the
mist off a moonlit sea. open skies and the literal birds-eye view as an

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integral ability of the Malefactors personality. (It being. While the nature of each rebel angel neces-
also serves to set the character apart from most of his sarily changed during the war, certain patterns of
normally grounded House.) Since Antu arent nor- behavior still remain ingrained within the fallen
mally equipped with wings, however, Tina decides to angels of each House. What follows are ideas that
build a revelatory form from scratch. offer insight into how members of each House use
With 16 points to spend on Telviels apocalyp- their apocalyptic form, what situations might call
tic form, Tina looks over the lists of both common for the use of their form and possible applications for
and Malefactor abilities. Since the character must their forms special abilities.
have one of the eight capabilities listed under the DEFILERS
Visage of Paths, she looks over those offered to the The revelatory form is plumage to the Defilers.
Antu and discovers that a few of them work fairly Like a peacock displaying its feathers, the Defilers
well for what she envisioned for Telviel. She chooses most commonly use the form as a seduction or inspira-
Conjuration, Dead Reckoning, Enhanced Senses tion to unwitting mortals. After all, they now exist in
and Wings for Telviels non-Tormented form capa- a culture dominated by Western thought, where ap-
bilities. She reasons that the increased Perception pearance is the essence of who one is. The look is
and constant sense of direction are perfect for Telviel, everything, and to the Lammasu, the apocalyptic form
who likes to know where hes going and be aware of is exemplary of their look. They can get just about
his surroundings. As mentioned, however, Tina anything their hearts or souls desire through dressing-
wishes the character to be able to glide, so she up in their demonic regalia.
decides that Telviel crackles with electricity (some-
thing that she decides will become more prominent The Defilers revelatory form essentially helps
as Telviel gains Torment). The non-Tormented them to be modern-day Muses. With it, a Defiler is
abilities for Telviels revelatory form, therefore, capable of inspiring art, terror, lust, self-hatred, self-
cost nine of Tinas 16 form points. This leaves her love or any other rung on the emotional ladder.
seven points to buy high-Torment abilities. With beautiful voices and sculpted features, they
can gather Faith with the magnetic appeal of their
Taking the high-Torment abilities associated unearthly beauty. On the other side of the coin,
with the visage in the core book would cost Tina her their black orb eyes and razor teeth allow them to
remaining seven points. She decides, however, to arouse new levels of horror and enthrall mortals
tweak the selection of high-Torment abilities a bit. with inescapable dread.
If she so desires, she can ignore the normal Antu
Tactics: Defilers, like Devils, have no problem
high-Torment abilities entirely, since Telviel al-
delivering deals to potential thralls and using their
ready has two of the abilities normally ascribed to
forms as a bargaining chip so many people desire
the Visage of Paths. Tina decides that the Mirage
pleasure in so many forms that a Lammasus form
and Relentless abilities suit Telviel, though, so she
abilities seem only to further the theatrical nature of
keeps those. The high-Torment versions of these
what they can deliver. They rarely invoke their full
abilities cost a point less than their normal applica-
form merely bits and pieces to aid them in their
tions (minimum of one point), so Tina has three conquests. Casual use of Lyrical Voice, Enhanced
points left. She purchases the high-torment version Empathy and Enhanced Social Traits gives any
of Thunderous Voice (a further reflection of Telviels Defiler the edge in a social situation, and they use
association with storms and erosion), spending two their abilities with care and precision. Its when a
more points. With the remaining point, Tina pur- Defiler doesnt get what she wants that the descent
chases Cast No Reflection. When he is Tormented, into high-Torment powers begins to become a very
Telviel fades to near-invisibility and can be seen seductive notion. Someone not playing along with
only by the lightning crackling around him (which a Lammasus little game? He might see the darker
doesnt show up on cameras for whatever reason). side of a Defilers form, complete with invective,
TACTICS OF REVELATION claws, teeth and terror.
Demons are individuals, but they are neverthe- DEVILS
less influenced by the perspectives and duties of Devils were once the arbiters of Gods Will, and
their House. This is reflected in the way that each their fiery, radiant forms were meant to convey an
fallen manifests and uses his apocalyptic form and image of power and divine leadership. They were the
its unique combination of abilities. After all, the bearers of the Word, the living embodiment of the
fallen are beings shaped by the Creator with certain Creators authority. Its true that things are drasti-
jobs and habits essentially inculcated into their very cally different in this modern World of Darkness, and

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the Devils no longer wield the mandate of Heaven them build things or uncover information it is a suit
itself but thats not to say that they dont act as of armor, protecting them in this harsh and confusing
though they do. age. It is truly a battle form, a physical manifestation
When a Devil reveals his apocalyptic form, it of their command of the wild and of their martial
isnt just an expression of his ancient soul, its an abilities. Their forms help them to act; not to wait, not
assertion of autonomy, influence and dominance. It to display plumage like a rutting bird. When a De-
all boils down to posturing. Most Devils wont waste vourer sees an obstacle, he destroys it. The form is an
their apocalyptic visage on trivial matters. Their axe. A hammer. A shield. A breastplate. It protects
revelatory forms are mantles of power, majestic dem- them and, at the same time, cuts to the quick of a
onstrations of divine right. Most Devils consider it situation. They have no time for skullduggery or pas-
demeaning to squander the power of their visage on sive social displays.
meager uses like getting past the velvet rope into a Tactics: Rabisu tend to be all-or-nothing when it
club or reaping Faith from mortals unworthy of be- comes to their form, so if a situation requires revealing
ings of their elevated station. When a Devil chooses their infernal nature, they see little point in doing
to exert his power and direct it via the revelatory things halfway. Many Rabisu use their forms as purely
form, its like a king or a bishop donning the regalia physical creations, standing in the way of other fallen,
of his position the robe, crown or scepter. The or combating mortals in an effort to display their
apocalyptic form, like the regalia of church and state, prowess. It is also a tactic of intimidation grow to
is indicative of royalty and celestial authority and not massive size, wield black claws and drink deep of the
to be bandied about casually. crowds collective Faith. Unfortunately, this darker
Tactics: Devils frequently use their revelatory usage of form abilities only makes the progression to
forms as tangible extensions of their will, blazing with high-Torment powers seem more and more natural. If
infernal glory when called upon to inspire, lead or claws and teeth are okay, then why not develop a
intimidate. Harking back to the earliest days of Cre- Gaping Maw or gristly Armor? The more horrible a
ation, and later when they blazed like defiant stars over Devourer in her form looks, the more certain one can
the battlefield, the Namaru view their revelatory forms be that she is already well on her way to becoming a
as physical manifestations of their right to lead the rest highly Tormented creature.
of the fallen. For this reason, many are reluctant to FIENDS
manifest the high-Torment abilities of their apocalyp- Like the Scourges, the Fiends arent altogether too
tic forms and thus reveal how tarnished their noble likely to use their apocalyptic form as some of the other
souls have become. In battle, Devils do not hesitate to Houses are, though for altogether different reasons. To
don their revelatory forms as they did during the war, the Neberu, knowledge is power, and unless the apoca-
using the searing light of their visage to overwhelm the lyptic form is a way to get the knowledge, it ultimately
weak-willed and end many fights without landing a is just a side-benefit to other powers. It rarely comes to
single blow. the fore as a necessity in any given situation, unless the
DEVOURERS use of the form in that situation will open the door to
The Devourers are rarely two-faced. They are new knowledge.
forthright and often brutally direct, getting right to the Some Fiends shift to their revelatory form while
heart of a matter instead of wasting time on meaning- working intently on solving some new conundrum, if
less subtleties. Thats not to say they dont understand only because it seems like the proper shape to take
manipulating minds and emotions, it just doesnt hap- when deciphering the mysteries of the cosmos.
pen to be their specialty. They have formed a strict Tactics: The Fiends apocalyptic forms are ideal
predator-and-prey mindset for the world at large, and for putting on shows to reap Faith the Visage of
they firmly choose to never be on the prey end of that Light alone can create wondrous illusions that can
equation. Therefore, their usage of the apocalyptic be tailored to a particular mortals expectations.
form tends to embody this directness of action and Combine that with a Fiends potential ability to
warlike nature. The form is just another weapon to know the weave and weft of fate, and suddenly you
many Rabisu. Like a sword, sometimes its best used have a fantastic tool with which to collect Faith.
just by prominently displaying it in its sheath. Other More than that, their forms are capable of helping
times, it needs to be removed from its scabbard and them gather new information and knowledge as
brought to bear against an enemy. well. Their forms give them greater cognitive and
To the Rabisu, the apocalyptic form is not a perceptive abilities and allow them to be highly
costume to bend mortal minds or a uniform to help attuned to the flow of information. A Fiends crawl

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to the higher-Torment end of their form spectrum is SCOURGES


slower than demons of other Houses. The high- The Scourges are possibly the least likely of the
Torment abilities do not lend themselves to the Houses to utilize their apocalyptic form. After all,
gathering of knowledge that is, until later, when they were the closest to humanity, and they now lie
they grow to accept that the path to information is hidden beneath the skin and memories of an actual
one riddled with lies, fear and violence. mortal being. Love for the human they have uncon-
sciously paired with might give them pause before
MALEFACTORS shifting to the egregious display of demonic power
Pragmatism is in the blood of the Malefactors. that the apocalyptic form affords. There might be
Hiding there, deep within their souls, is a core of much guilt associated with revealing herself to hu-
practicality that comes from their charge of crafting mans the Scourge might feel that such
the foundations of earth, stone, metal. Building tools, manipulation toys with their former charges too
weapons, structures. There is a gut-level sensibility much. Violating the sanctity of the mortal condi-
that comes with that responsibility, and it often re- tion is not a comfortable thing for most newly
flects in the way that many Annunaki choose to escaped Asharu.
display their apocalyptic forms. This artisan nature
Thats not to say that Scourges dont assume their
leads them to use their apocalyptic form in something
revelatory form, but their reasons for doing so are
of a blue-collar manner its all about the work. If
often different than other demons. Scourges rarely
work needs doing, and the form can help, then so be it.
employ their apocalyptic form to ravage mortals for
If assuming the revelatory form will help to mold earth
Faith human belief is easy to come by for demons
according to some blueprint or forge a weapon of
who can heal a mortals injuries or spread disease with
destruction using the wonderful new materials that
a thought. A Scourges use of her revelatory form is
humans have cobbled together, then so be it. To these
often intrinsically tied to humans it is most often
Malefactors, the apocalyptic form is less of a guise
employed in the act of defending mortals or attacking
meant for grandeur as much as it is a functional
the demons foes.
uniform (like a haz-mat suit or a bullet-proof vest)
meant to secure a means to an end. Tactics: Scourges of lower Torment almost always
use their forms to benefit humanity instead of them-
Other Malefactors are less inclined to such prag-
selves. They might use their enhanced physical traits
matism and simplicity many Annunaki choose
to stand in the way of harm in an effort to protect
souls who are emotionally needy or damaged in some
mortals, such as a bodyguard who gladly takes a beating
way. These souls use their forms to lash out or to bully
while his charge escapes injury. Other abilities can also
others who have always stood in the way (specifically
be used to keep mankind from harm a Scourge in a
in the way of the human host). These alienated mortal
hospital might use Aura of Vitality to aid in the
minds help to direct the revelatory form as a tool in and
healing process, or a detective Scourge might use
of itself (fitting the Malefactors ultimate mindset),
Enhanced Senses and Enhanced Intuition to help
but in this case the tool isnt meant to jimmy a door or
solve crimes (especially crimes committed by other
sever a limb, but to display the rage and isolation that
fallen). A Catch-22 of the Scourges is that their
the human once felt.
connection to humanity allows them to stave off
Tactics: A Malefactor might use his form to build Torment, but their martyrs need to defend humanity
a destroyed shelter or destroy a standing one might cause them to slip into higher-Torment guises in
culling Faith from those who once lived there. Since an effort to get the most out of their defensive capabili-
they view their forms as a toolbox instead of a costume, ties. This of course leads them quickly down the path
they are likely to manifest only those abilities they to corruption, and as such Scourges always need to be
need, and only assume their full visage rarely. Still, wary of how far they will go for the sake of the mortals
Malefactors sometimes are distant from the minds of around them.
the people they gain Faith from, for they are so rooted
in the world of earth, steel and stone that they dont SLAYERS
cling to their humanity as dearly. As such, they expe- To many Slayers, the apocalyptic form is a
rience a slow but steady slide into higher-Torment regretful symbol of their duty that many Halaku still
form abilities. There might come a time when an feel obligated to answer. As such, their revelatory
Annunaki grows frustrated at humanitys inability to form is less of a tool and more of an emblem of their
appreciate the physical world and turns quite suddenly task. They dont use it to bully others like the
to her higher-Torment form abilities to help break the Devourers might or use it to express their holy and
world into little bits instead of piecing it all back righteous command as the Devils they do it as an
together again. expression of obligation.

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The form does have practical uses, however, one returned to Earth, many do not realize they have the
of which is its ability of to pass unseen through the power to do so. Certain ingenious demons have
physical world, observing the mortal world from the found ways to alter their apocalyptic form traits,
darkness. Their forms allow them to cast shadows however, remaking themselves in their own images.
about themselves, go unseen in mirrors or record- In so doing, of course, they grow even farther re-
ings and pass without leaving any clues of their moved from the purpose God envisioned for them,
existence behind. but then, God seems curiously absent from the
Tactics: Rarely does a Halaku use his apocalyp- World of Darkness.
tic form to drive home a Faustian bargain or even to Before discussing game systems, its worth con-
reap Faith from mortals. A Slayer might use Pass sidering what making changes to a demons
Without Trace or Cloak of Shadows to work un- apocalyptic form means to the demon. As men-
seen, either secretly healing humanity or covertly tioned previously, the apocalyptic form is a reflection
ushering humans to their demise. The Halaku vary (albeit a tarnished one) of the purpose for which
on their slide to the high-Torment abilities. Many God originally crafted the character. The characters
simply dont need the powers for much, and they Torment has warped the once-divine form, strip-
dont push themselves to such darkness so quickly. ping the demon of much of his power and tainting
Others, however, have no differentiation between what remains. In many ways, the visage is all that
low- and high-Torment abilities, and float between remains of the angel the character once was. This
them with only a fleeting idea of what it means. means that demons who still wish to hold true to
Regardless, it is rare for a Slayer to manifest his full their original purposes (Reconcilers, some
visage at any given time. Luciferans, and the occasional Cryptic) probably
wont seek to change themselves overmuch. More
CHANGING FORMS progressive (some would say practical) demons
seek to reshape themselves into whatever form will
Demons can change their revelatory forms, given present the greatest advantage toward whatever
the right circumstances. As the fallen are newly goals they have set. This means that the Ravener

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who has discovered that her form is more fluid than The three methods for changing a characters
she thought will quickly change her apocalyptic revelatory form traits are explained later. All of these
form into an engine of destruction (and likely be- methods are left to the Storytellers discretion in the
come consumed by Torment in very short order). end; players should not assume that simply because
This isnt simply a matter for idle debate, either. these rules exist that the Storyteller will allow them
What form a demon takes when the human mask is unchanged. This is especially true for the rules on
cast off says a great deal about how much the world changing ones form during play.
(and the Abyss) has affected her and how functional
she still is with respect to her true nature. A demon DEVELOPMENT AND GROWTH
whose apocalyptic form looks like a beautiful, radiant As players accumulate experience for their char-
angel is, on some level, that angel. Likewise, a Defiler acters, they may choose to buy different abilities for
whose revelatory form allows her to manipulate lis- the demons apocalyptic forms. In truth, the process is
teners is not being untrue to herself by doing so she more like trading than purchasing, as a demon charac-
really is a manipulator. But a Devil who embodies the ter can never have more than eight apocalyptic form
Nusku, and then, as Torment rises, grows a lashing, traits. As demons progress in power (and more specifi-
barbed tail is drifting steadily away from being a cally, as they grow in Faith and/or Lore), however,
wielder of the Holy Flame. God imposed an order on their revelatory forms might well change, too.
the world, so a demons attempts to change his form Before looking at systems, the player should
can be legitimately regarded as attempts to improve consider exactly what is involved in changing
Gods order (acts that have historically gone over these abilities. As stated previously, the revelatory
extremely badly). form is literally an essential part of the character.
The counter-argument, of course, is that change For it to change, something about the character
is part of the divine order. People, animals, and in must change as well.
fact everything in Creation changes day by day. CHANGES IN LORE
Even angels can and do change God Himself
Its not really possible (or at least not supported
changed each of the Houses of the Host when He
by the system) for demons to lose dots in lore, so the
levied His curses through Michael. And although
change is really in the area of increase. As a demon
Hell has occasionally been described by human
pundits as a place where nothing ever changes, the grows into his mystical power, his essence and
fallen can confidently say that this is not so. Change therefore his revelatory form might change as well.
is possible in the Abyss not a single angel cast Demons do not look upon their infernal evocations
there has emerged without alteration. In the face as toys. Using them is an act of Faith (even if the
of this logic, altering ones revelatory form doesnt evocation in question doesnt actually require an
seem so blasphemous. As support for this argu- expenditure) and that is never to be taken lightly.
ment, the few demons who have changed their Learning (or remembering) lore is discussed in detail
forms using the slower method, of course on pages 64-68. The player should consider her
have reported no increase in the nagging anguish characters lore and how the character learns it with
they feel constantly (at least not connected with regards to her apocalyptic form, however. After all, a
changing the form). Namtar was probably created with the (rather vague)
Both arguments are academic, of course. Absorb- purpose of bringing death. That concept can be
ing the abilities of a demons revelatory form by further refined by what other lore the character
consuming his soul carries its own risks, regardless of knows. If, for example, the character also has dots in
whether God intended for these forms to change. the Lore of Patterns, maybe that particular Slayer was
Doing so by practice (that is, spending experience responsible for infection or epidemics? Conversely, a
points) is probably safer, but much slower as well. Namtar character with ratings in the Lore of Flame
Changing ones form on the fly merits its own discus- and the Wild might have invented (or contributed
sion (see page 126). The Storyteller, however, is free to) forest fires. Plus, a starting character knows very
to make a ruling on whether or not altering ones little of the lore she once mastered. This means that
apocalyptic form has any sort of long-ranging conse- the character might have vague notions of her pur-
quences stemming from changing what God created. pose, and as the character develops, she is able to
Demons are, of course, so far from the angels of recall more of what she was once able to do.
Creation that its hard to imagine a slight change in This all ties in with the apocalyptic form because
revelatory form making much of a difference, but an angels original purpose helps determine the ves-
God does work in mysterious ways. tiges of glory that remain as apocalyptic form abilities.

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The forest fire Namtar might start with two dots in Holy Fire that he once was; instead he burns so hot
the Lore of Death and one in another of her House that anything coming near him is singed. His player
lore. Over time, she recalls the first dot of the Lore of decides that this manifests as the light of the fire
Flame and something clicks. At that point, the player dimming (so opponents no longer receive a bonus to
might consider changing out one of her form abilities hit him) but burning hotter (so foes might actually
for something more suitable to her original purpose. take damage from doing so). This change involves
In this case, the character actually doesnt control taking a kind of natural weaponry for the character,
what form ability she loses or gains. From her perspec- and the Storyteller approves the choice, provided
tive, it just happens (although the player naturally that the player also spends experience to raise Marashs
makes the decision). Strength or Stamina (representing the shift from
On the other hand, if a demon actively seeks to social to physical in his outlook).
be taught a new lore, the apocalyptic form might SYSTEMS
remain the same or change in response to the new If the player wishes to buy a form ability that
evocations, as the player wishes. The difference is is equal in form point value to the one she
that the character is willfully directing the change. wishes to replace, the player must pay a number of
At the Storytellers option, attempting this sort of experience points equal to twice the characters
improvement might constitute a Conscience roll Faith rating. This means that the higher a demons
for demons with low Torment. Faith rating is, the more firmly cemented her
CHANGES IN OUTLOOK purpose and self-image is, and the more difficult
If the character simply wishes to alter a form changing her apocalyptic form becomes. There is
ability of her apocalyptic form independently of her no further experience point cost if the two powers
lore (perhaps changing one House ability for an- are of equal value.
other), the Storyteller should adjudicate whether or If the player is trading a form power for one with a
not the change is valid for story purposes. Simply higher form point cost, the process is a bit more
swapping out abilities that the player doesnt find costly. In addition to the listed cost (Faith rating x 2),
useful isnt a good enough justification for changing the player must also pay four times the difference in
the demons innermost essence. The player should form points between the two powers. The point modi-
describe what about the demon is truly changing and fiers for buying high-Torment powers and for buying
take the form change as simply a metaphor thereof. powers outside of ones House still apply.
The Storyteller may require the purchase of other, If the character is, for whatever reason, trading
ancillary traits to help solidify the choices. For ex- down and replacing a power with one of lower
ample, Marash, a Devil who embodies the Nusku value, she must still pay the Faith rating x 2, but
visage, has Radiant Aura as one of his form abilities. incurs no additional cost. Theres no price break
As play continues, Marashs player sees the character involved either, however. Changing the revelatory
growing angrier with the state of world, his ideology form is always an effort, and making extreme changes
shifting from his Luciferan beginnings to the stance (that is, buying more expensive powers) is simply
of the Raveners. His form begins to change as well. more of an effort.
He no longer embodies the resplendent Angel of

WHY ONLY EIGHT?


The player might well ask, Why do demons have only eight form abilities? The answer is mostly
about game balance and playability. Its much easier to say that each demon must have four Tormented
and four non-Tormented abilities. This requirement allows the slide into Torment to be much more
quantifiable from a game system perspective (which, in turn, is less of a headache for the Storyteller).
It also prevents players from dumping all of their points into non-Tormented powers or taking 16
Enhanced Abilities.
There is no metaphysical reason that a demon cant have more than eight form abilities, however, and
that means that if your Storyteller allows it, you may take more for your character. This includes during
character creation and later, allowing you to buy new abilities with experience (we suggest a price of the
form point cost x 5 in experience). This rule should be considered optional, however, usable only at the
Storytellers discretion, as it has the potential to make characters ridiculously potent in their revelatory
forms. That said, theres a lot of possibility for games featuring demons that still command so much of their
former might. Ultimately, this is left up to the needs of the individual troupe.

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Example: Tina has played Telviel, her Malefac- is also dangerous because it alters the demons True
tor who once shaped canyons, for several stories now. Name. While this might foil any being who knows
During that time, Telviel has remembered much of the attackers True Name (at least for a time; the
the lore he once possessed, mostly in the Lore of Paths Name changes but slightly, and a being with the
(his primary lore) and in the Lore of Storms. The means to investigate the character can discover her
player has also purchased dots in the Lore of the Earth new True Name by the means described on p. 256
for Telviel an angel of erosion, naturally, needs to of Demon) it also confuses the attacker greatly. His
understand his medium. As Telviel remembers more essence, his soul, his very persona has been altered,
of his past, the player decides that his form changes, and that takes some time to get used to. The alter-
becoming more solid. Instead of the clouded sky, ation presents a slight chance that the attackers
Telviels wings now reflect the earth and rock beneath memories are altered or destroyed, or possibly even
him, and his entire body becomes like rain-polished replaced by those of the demon he consumed.
stone in revelatory form. Tina asks the Storyteller
permission to trade in Telviels Conjuration power
SYSTEMS
for the slightly more expensive Immune to Bashing The mechanics for absorbing a demons apocalyp-
Damage. The Storyteller requires a number of ancil- tic form are similar to the normal rules for
lary purchases first, including raising Telviels soul-consumption. The victims host body must be
Stamina, but agrees to the request. destroyed and the attacker must inhale the victims
Telviel has a Faith rating of 4. Tina must pay eight soul. The attackers player then makes the Faith roll as
experience points (Telviels Faith rating x 2) to change usual, resisted by the victims Faith or Torment. If the
any ability of his revelatory form. Plus, Conjuration aggressor scores more successes, the victim is destroyed
normally costs two form points whereas Immune to and the Storyteller rolls the victims Faith rating
Bashing Damage costs four. Because she is trading up (difficulty 6) to determine how much of the victims
to a higher-cost power, Tina must pay four times the soul the aggressor can consume.
difference (in this case, eight) in experience points. In
total, changing Telviels apocalyptic form costs Tina 16 HARSH CONSEQUENCES
experience points. It might seem that the ramifications and
side effects of cannibalizing another demons
CONSUMING SOULS soul for purposes of taking on its revelatory form
A demons revelatory form might change be- traits are overly harsh. Considering that there
cause of recalled lore or simple distance from Gods are no systemic consequences for consuming a
original design. This might be desirable as far as demons soul under normal circumstances, why
redemption is concerned, but this method is far should taking on a revelatory form ability make
preferable to the other. such a difference?
Chapter Nine of Demon: The Fallen details how The reason is that all demons apocalyptic
one demon can consume the soul of another and forms are unique, while lore is not. While two
absorb her memories, lore and Faith. A skilled enough demons might manifest the Lore of Flame differ-
demon can even absorb his victims revelatory form, ently, its still the Lore of Flame, and it follows
adding it to his own. While this is most certainly a path the predetermined pattern that God set down so
to great power, the risks that it carries give the few many aeons ago. Likewise, absorbing secrets
demons who know of the possibility pause. from Bashiel the Scourge doesnt necessarily
Consuming a demons soul absorbs not only the absorb what made Bashiel herself, it just means
victims Faith, but her Torment as well. Ordinarily, that the attacker knows something that Bashiel
this is not an issue, as the demon usually takes in once knew.
only knowledge, but if the attacker attempts to But apocalyptic forms vary from demon to
absorb the victims very form, that Torment be- demon, even within the same visage. As stated
comes a real and physical part of the attacker. previously, the revelatory form defines the demon
Additionally, the attackers original divine purpose like no other part of her except her True Name.
(or whatever remains of it in the demons current Therefore, consuming that uniqueness merges
state) isnt altered by the absorption of another the attacker and victim, inextricably. That is
demons soul. This means that the new form modi- why the risks and the rewards are greater.
fication is added rather sloppily to the attackers (Of course, any Storyteller who wants to place
own revelatory form, and his control over it is similar ramifications on consuming souls at all has
imperfect for a time. Absorbing form characteristics White Wolfs full support.)

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At this point, the aggressor can attempt to player) that she can assimilate up to four of the Devils
absorb the victims apocalyptic form as well, as- abilities. After careful consideration, she chooses to
suming the aggressor even knows that this is absorb Improved Initiative, Fiery Blood and Sense the
possible. The aggressor might guess that this can Hidden. All three of these abilities are considered high-
be done (allow the player an Intelligence + Occult Torment for Telviel, although only Fiery Blood was a
roll [difficulty 8], and add any dots in the Legacy high-Torment power for the late Marash. Telviel also
Background to the roll). gains three points of temporary Torment, but he has
If the aggressor wishes to attempt to consume the other concerns. His True Name changes, meaning that
victims form, the Storyteller makes a second roll difficulties on all evocation and other supernatural
against the victims Faith. If the victims Torment was rolls increase by three for the next month (because
higher, however, roll that trait instead. In either case, Telviel absorbed three abilities from Marash). Addi-
the difficulty is 6. For each success, the aggressor tionally, the difficulty to use Sense the Hidden is at +1
absorbs one ability from the victim. The attacker may for one week (as the power normally costs one form
choose to absorb fewer form abilities than the number point). Fiery Blood and Improved Initiative, how-
of the successes rolled should she so desire. Given the ever, are passive powers, so they do not suffer any
consequences for consuming a demons apocalyptic difficulty modifiers.
form, this is often the case. In story terms, Telviels apocalyptic form changes
The following constraints and consequences ap- yet again. Where his wings took on the reflection of the
ply when absorbing another demons revelatory form: earth after the last change, now that earth looks cracked
The aggressor gains a temporary point of Tor- and blasted, with lava seeping through. When Telviel
ment for each ability absorbed. assumes apocalyptic form, his eyes shine with a red,
All abilities absorbed are considered high-Tor- sickly light that seems to make solid barriers slightly
ment. The character begins manifesting these abilities transparent this is a reflection of both the Sense the
at five dots of permanent Torment, not seven. Hidden and Improved Initiative powers. Telviel begins
The new capabilities take some time to meld to regret the choice to absorb Marashs power. His
with the aggressors apocalyptic form. For a number essence is changing in an alien direction, and he no
of weeks equal to the form point cost of the power, longer feels like the driven, soaring Angel of Erosion
the difficulties involved in using the new power that he once was.
increase by one. This does not apply to such powers
as Enhanced Abilities, where the stated purpose is
reducing a difficulty, nor to passive powers like
OPTIONAL
Radiant Aura.
The aggressors True Name changes slightly,
APOCALYPTIC FORMS
which requires adjustment on the demons part. For Once upon a time, demons were able to shift
the next month, the difficulties of all evocations and their forms with a thought if they could conceive
any other roll involving supernatural prowess or Faith it, their bodies could become it. They could
(including rolls to see through illusions) increase by shapeshift into animals, become walking pillars of
the number of form abilities absorbed (maximum dif- wind or fire, could even become bodiless abstrac-
ficulty modifier of +3). Additionally, the demon is tions like music, beauty or pain. Alas, the modern
harder to contact by invocation using her True Name. World of Darkness is no longer a place of widespread
Shell feel a tingle when someone uses her old True spiritual belief, and what little Faith is left is not
Name, but she cannot be invoked completely. Invok- enough to sustain such mutable forms. But for be-
ing the demon by her Celestial Name still works ings that have escaped a supposedly eternal prison,
normally, however. nothing is impossible. With a sufficient store of
Example: Telviel battles Marash and destroys Faith and a heroic will, a demon might still learn the
him, consuming his soul. In the process of altering his means to alter his form from moment to moment as
own apocalyptic form, Telviel learned that it is possible the situation demands.
to absorb other demons abilities by consuming souls, This section contains two optional systems for
so he attempts to do so to Marash. Separate from the customizing a characters apocalyptic form on the
memories, lore and other information gleaned from fly, altering special abilities from turn to turn. The
Marashs destruction, the Storyteller rolls Marashs first method allows characters to choose from the
Torment rating (as it happens to be higher than his apocalyptic form abilities associated with any lore
Faith) six dice. At difficulty 6, the Storyteller scores path that they possess. The second, more freeform
four successes. The Storyteller tells Tina (Telviels method allows characters to manifest literally any

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form ability the player can imagine, limited only by


general guidelines relative to each infernal House.
As ever, these optional systems are for use at the
Storytellers discretion.

MIXING ABILITIES FROM


DIFFERENT LORE PATHS
The lore paths presented in the Demon core
rules each have specific apocalyptic forms associ-
ated with them, representing the physical
manifestation of the knowledge and power the lore
embodies. A characters primary lore the evoca-
tions that the demon knows best and can recall most
easily determines the apocalyptic form that he
can assume. Yet the character is able to manifest
other lore paths as he becomes more accustomed to
its mortal shell and can access greater levels of
celestial power, so it stands to reason that he could
access its other physical manifestations as well.
This system allows your character to manifest
special abilities from the apocalyptic forms of any
lore paths she possesses. When the character mani-
fests her apocalyptic form, the player can choose
from any special ability listed among the apocalyp-
tic forms of the lore paths the character possesses.
Manifesting a form ability that does not belong to
the characters primary lore path requires a success-
ful Faith roll (difficulty 7) or the expenditure of a
Faith point to gain an automatic success. If the
player chooses to manifest multiple non-primary
abilities, the difficulty of the Faith roll increases by
one for each additional ability to a maximum diffi-
culty of 10. If the roll botches, the character loses
one temporary Faith point, as normal. Intentionally
manifesting high-Torment form abilities incurs one
temporary Torment point per ability. Further, the
following restrictions apply when choosing alter-
nate abilities:
The character cannot manifest more than eight
abilities at any time four low-Torment and four
high-Torment abilities, as normal.
The character cannot manifest more abilities
from a particular lore path than the number of dots she
possesses in the path. Therefore, a character with two
dots in the Lore of Storms cannot manifest more than
two abilities associated with that path.
The character can continue to alter the abilities of
his form each turn if the player wishes, adding or
substituting abilities with a successful Faith roll or by
spending a Faith point.
Example: Jims character, Hanviel, is caught in an
alley by a couple of Earthbound thralls, so he manifests his
apocalyptic form. A Fiend, Hanviel, possesses three dots

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DEMON PLAYERS GUIDE

in the Lore of Portals as his primary lore path, plus two Creating a new form ability requires a success-
dots in the Lore of Light and the Lore of Longing. The ful Faith roll. The difficulty of the roll and the
Visage of Portals isnt a form especially built for combat, number of successes required depends on a number
so Jim wants to draw on some of the abilities embodied by of factors. The difficulty for creating a low-Tor-
the Lore of Longing. First, Jim chooses Increased Aware- ment ability is 8; creating a high-Torment ability
ness and Aura of Misfortune from the abilities associated is 7. One success is required for each Attribute
with the characters normal apocalyptic form. Since his increase, damage die or difficulty reduction that
character possesses only two dots in the Lore of Longing, the ability provides. Abilities that provide special
Jim can choose only two abilities associated with that lore powers such as passing without a trace or being able
path. After some consideration, he picks Claws and to run without tiring require anywhere from one to
Venom. Having made his selections, Jim can either make three successes depending on the scope of the
a Faith roll with a difficulty of 8 (base difficulty 7 + 1 for power. The Storyteller is the final arbiter on the
the second non-primary form ability) or spend a Faith number of successes required to create any form
point for an automatic success. He chooses to spend the ability, and she can increase or decrease the amount
Faith point, and the transformation is automatic. Fur- beyond the listed guidelines at her discretion. If
ther, the character incurs no less than three temporary the roll botches, the character loses a temporary
Torment points due to manifesting three high-Torment Faith point as normal, or Faith points can be spent
special abilities. Next turn, Jim can manifest an entirely to attain automatic successes at the rate of one
different combination of abilities if the changing situation Faith point per success.
demands it, going through the same process. Example: Jim wants to create two new form
When a character manifests abilities from a differ- abilities for Hanviel: enhanced Wits and the ability to
ent lore path, his appearance reflects the mingling remember anything the demon sees or hears in his
forms. In the preceding example, Hanviels lithe, apocalyptic form. Jim must make a Faith roll for each
shadow-wrapped form might become more perfectly new ability; since he wants both to be low-Torment
proportioned, his features refined into dark, chiseled abilities, the difficulty for both rolls is 8. In the case
beauty by the influence of the Lore of Longing. When of the enhanced Wits ability, Jim wants Hanviel to
combining abilities from different lore paths consider gain +2 to his Wits Attribute, so he needs two
how these manifestations might alter your characters successes on his Faith roll. The photographic memory
appearance, and describe it for the benefit of the ability doesnt directly affect any dice rolls, so its up
Storyteller and your fellow players. to the Storyteller to determine the number of suc-
cesses required. A photographic memory is a powerful
CREATING YOUR OWN tool, but it is largely passive in nature, so the Story-
APOCALYPTIC ABILITIES teller decides that Jim will need two successes to
create the new ability.
If the previous option is still too restrictive for Once created, each new form ability becomes a
your style of play, the following method permits a permanent addition to the characters revelatory
character to manifest entirely new modifications to form, until it is replaced by a different modification.
her apocalyptic form at will. These modifications do The character can never have more than eight
not exist as part of any other lore path they are apocalyptic form abilities (four low-Torment and
limited solely by your imagination and the overall four high-Torment) at any given time.
nature of your characters House. Although your
creativity is boundless and your character is counted
among the architects of Creation, he is still limited by
HOUSE RULES
Every demon is limited in her choice of form
the perspectives and affinities embedded in his soul modifications by the nature of her House and the
by the Creator Himself. affinities assigned to it by the Creator. A Devourer
Using this method, your character begins play would be no more inclined to lie like a Devil than
with the apocalyptic form described by his primary lore the Devil would think to transform his radiant skin
as presented in the Demon core rules, but at any time into the hide of a boar. The following are the
afterward, the character can replace one or more of his Attributes and Abilities that each House can
forms special abilities with one that better suits the change, as well as general guidelines concerning
needs of the moment. This new ability can be anything the nature of their special abilities. (In the preced-
you want within the guidelines specified by each ing example, Hanviel the Fiend could only enhance
House, though the Storyteller is the final arbiter as to his Intelligence, Wits or Perception with any single
the overall effectiveness of any given ability. form ability.)

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DEFILERS victim falls into a near-comatose state for a number of


The Angels of the Deep were the muses that turns equal to the characters Faith.
left mens souls yearning for the sea. They were Cartilaginous Flesh: The demons skin be-
spirits of longing, meant to teach people how to comes thick and rubbery and is highly resistant to any
look inside themselves for answers to the mysteries form of blunt trauma. All bashing damage inflicted on
of the earth. Unfortunately the power of longing the character is halved before the soak roll is made.
cuts both ways, and as much as mankind yearned
for the Lammasu, the Angels of the Deep yearned DEVOURERS
to join them. This loneliness spurred many to rebel The Rabisu are the angels of the living earth, the
against Heaven, and their passion for humankind spirit of the forests, fields and deserts and the archi-
gave the Defilers the power to inspire the infernal tects of the hunt. It was they who created the
host to ever-greater acts of heroism in the face of immutable laws of the wild and laid down the foun-
dations for the cycle of life that kept nature dynamic
incalculable odds. When stirred to wrath, the
and abundant for thousands of years. Unlike their
Lammasu could do more than merely spout slogans
more senior kin, the Rabisu cared little for higher
they scoured the earth with titanic storms and
notions of politics or philosophy. Of all the angels,
battered the coastlines with fists of water hundreds
they lived for the moment, exulting in the heady rush
of feet high. Mysterious, inscrutable, winsome and
of the chase or the burst of color in the first blooms of
beautiful, the Defilers artifice concealed souls with spring. They turned their backs on Heaven because
all the peril of the raging seas. These qualities drive they knew in their hearts that it was the right and
the Lammasu to manifest abilities that provide honorable thing to do, and when they fought their
them with the power to read the desires of mortals former brethren in the War of Wrath, they did so
and other fallen and act upon them. Abilities without hesitation or regret. The Devourers are the
to read anothers emotions, stimulate feelings most brutally direct of their kind, and this outlook is
through pheromone release or create strong pas- reflected in their form abilities. They manifest abili-
sions by manipulating a victims hormone levels ties that allow them to interact with the natural
are typical Defiler form abilities. world they know so well. Chameleon skin, enhanced
Secondary to these abilities, Lammasu often mani- musculature and tireless stamina are common abili-
fest form characteristics that reflect their affinity for ties, as well as the ubiquitous combinations of tooth,
the sea and the creatures that exist in its depths. horn and claw.
Cartilaginous flesh, poison stingers and crushing ten- Secondary to these abilities, Devourers often
tacles are all potential physical modifications that a manifest characteristics that allow them to draw
Defiler might possess. sustenance, repair injuries and interact with nature
Attributes: Appearance, Charisma, Manipulation on levels that no human can equal. Photosynthetic
Abilities: Empathy, Expression, Perfor- skin, cell regeneration and mimicry skills are typical
mance, Subterfuge Devourer abilities.
Aura of Want: The Defiler can affect mortals Attributes: Strength, Dexterity, Stamina
with overpowering feelings of longing and despair Abilities: Animal Ken, Brawl, Intimida-
within a radius in yards equal to the characters Tor- tion, Survival
ment. Unless a successful Willpower roll is made Eyes of the Predator: The Devourer manifests
(difficulty 8), the victim forfeits his action each turn as the golden irises of a wolf or tiger; the difficulty of all
long as he remains within the area of effect. Demons Intimidation rolls decreases by two.
are immune to this ability. Repellant Musk: The Devourer can exude a
Soul Glimpse: If a Defiler meets the gaze of a frightful stench that affects victims within a radius in
mortal or demon, he can gain a sense of that persons yards equal to the characters Faith score. Unless a
basic nature. Roll Perception + Alertness (difficulty successful Stamina roll (difficulty 8) is made, each
7); if successful, the demon learns the victims Nature victim loses two dice from all her dice pools for the
and Demeanor. duration of the scene.
Soporific Touch: The Defilers touch can cause Mimic: The Devourer can manipulate her vocal
a victim to fall into a deep sleep. If the demon touches cords to almost perfectly mimic any natural sound.
the victims bare skin, make a resisted Willpower roll Upon hearing a sound or voice the character wants to
the difficulty for the Defilers roll is 6, while the roll mimic, the player rolls Perception + Performance. The
for the victim uses the Defilers Torment as its diffi- initial difficulty is 8, but it decreases by one for each
culty. If the Defilers player wins the contest, the consecutive turn the character spends listening to the

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DEMON PLAYERS GUIDE

sound she wants to imitate. If successful, the demon target while in flight) with a successful Dexterity +
can mimic the sound at will as long as she is in her Melee roll (difficulty 7 if standing, difficulty 6 while
apocalyptic form. in flight). The razor wings inflict Strength + 4 aggra-
Clinging Flesh: The Demons skin is covered vated damage.
with millions of molecule-sized hooks that allow her to Abyssal Eyes: The Devils eyes turn to liquid
cling to almost any surface. The demon can climb the shadow, oozing down his face or occasionally reaching
sheerest of surfaces, even plate glass, with a successful out like tendrils or fingers. Any mortal or demon who
Dexterity + Athletics roll (difficulty 6). meets the Devils gaze loses three dice from all her dice
pools for the duration of the turn unless a successful
DEVILS Willpower roll (difficulty 7) is made.
First among the fallen, the Namaru were counted
among the Heralds of Heaven, bearing the word of FIENDS
the Creator to every part of the cosmos and direct- The Neberu were charged with charting the
ing the Heavenly Host in its labors. Later they were stars in their courses, measuring the seasons and
named the champions of humanity, bringing their maintaining the great engine that is the universe
divine authority and majesty to bear on the guard- itself. They were the engineers of fate, translating
ianship of mankind. The Devils are leaders and their understanding of the ordered processes of the
statesmen without peer; even the most venal angels cosmos into lore that allowed them to view the
of the House are capable of moments of powerful past and the future or travel across enormous
magnetism and haughty pride. As befits their sta- distances with a single thought. The more the
tion, the Namaru are focused on social and political Fiends learned, however, the more they realized
power, cultivating abilities that grant them the how little they really knew; the more information
ability to win hearts and minds through love or fear. they gained, the more they were driven to inquire
Form abilities that allow the demon to capture the further. Upon their escape from the Abyss, the
attention of those they address, to banish fear or Fiends learned how millennia of neglect had spun
command fealty from strangers are likely manifesta- Creation out of balance, like an engine so out of
tions, as well as supernatural perceptions that allow tune that it threatens to tear itself apart at any
the fallen to detect falsehood or hostile intentions. moment. Driven by the need to regain their lost
A Devils entire being is devoted to dominating his knowledge and possibly repair the Grand Design,
surroundings, bending the will of demon and mortal the Neberu manifest abilities that enhance their
alike through subtlety or pure, blinding radiance. perceptions, their intuition and their cognitive
This is not to say that the Namaru must depend abilities. To further their efforts, they also prefer
on others for their survival; they were the warlords manifestations that grant them speed, stealth and
of the infernal host, bearing the title of mankinds the ability to process and retain information. Ex-
champion with deadly earnest. Devils are capable trasensory perceptions like the ability to sense
of manifesting a wide range of combat abilities, danger, cognitive abilities that allow them to make
from lustrous, armored scales to wings edged with rapid deductions or abilities that conceal or alter
razor-sharp silver. As a rule, a Devils combat the demons appearance are common.
manifestations tend to be more precise and elegant Secondary to these abilities, the Fiends sometimes
in execution than the brutal abilities manifested manifest abilities that allow them to dazzle or fool their
by the Rabisu. enemies by creating illusory images that cloak their
Attributes: Appearance, Charisma, Manipulation appearance. These chimerical auras can distract an
Abilities: Etiquette, Intimidation, Leader- attacker, blind them with bright pulses of light, or alter
ship, Subterfuge the characters features to make them appear as some-
Liars Ear: The Devil can automatically tell one else.
when someone lies to him. Attributes: Perception, Wits, Intelligence
Halo of Majesty: A shifting golden halo sur- Abilities: Awareness, Intuition, Investiga-
rounds the Devils head and face. No mortal or demon tion, Occult
can attack the Devil without a successful Willpower Danger Sense: The Fiend is highly attuned to
roll (difficulty 8). potential threats if danger is imminent, the Story-
Razor Wings: The Devil sprouts a pair of white teller roll Perception + Alertness (difficulty 6) on the
wings from his shoulders whose long pinions are characters behalf. The more successes rolled, the more
sharp and flexible as razors. The Devil can attack detailed a picture the character receives of any im-
opponents in close combat (or by swooping past a pending danger.

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Infinite Tome: The difficulty for all Knowledge the relative density of the object: difficulty 6 for glass,
rolls decreases by two. difficulty 7 for wood, difficulty 8 for stone, difficulty 9
Invisibility: The character can bend light around for metals. The character can shatter one square yard
her body, becoming invisible. This effort requires of matter per Torment point.
constant concentration make an Intelligence + Creators Mark: If the player makes a successful
Stealth roll (difficulty 6) each turn to maintain the Perception + Awareness roll, the Malefactor auto-
characters invisibility. If the character attempts any matically knows who created an object, as well as when
other action that calls for a die roll, the invisibility it was constructed and the manner of its construction.
fails. Demons can attempt to penetrate this as they The character must be able to touch the object in
would any illusion. question to gain the information.
Mirage: The character can create an illusory Flesh of Magma: The Malefactors flesh glows
aura that transforms her appearance, allowing her to orange like molten steel. Anyone who comes in
disguise her features from distant or careless observers. contact with this demons flesh suffers one level of
Roll Intelligence + Subterfuge (difficulty 6). An ob- lethal damage per turn of contact. Inflammable
server must gain more successes on a Perception + materials burst into flame upon contact with the
Alertness roll (difficulty 7) to see the characters true demons skin.
features. Demons can attempt to penetrate this as they Absorption: The Malefactor is capable of ab-
would any illusion. sorbing inorganic objects into his body, turning his
MALEFACTORS appendages into living tool boxes or causing his body
The Annunaki were the shapers of the earth, the to bristle with an assortment of blades, spikes and cruel
sculptors of mountain and steppe, the fathers of hooks. The Malefactor can absorb any inorganic ob-
earthquakes and volcanoes. Their will set the conti- ject into his body with a successful Faith roll (difficulty
nents in motion, forming and re-forming the surface 7) and suffer no discomfort or damage. Note that this
of the world in an endless, glacial parade of wonders only lasts as long as the demon is in its apocalyptic form
for mankind to observe and learn from. After the Fall, once the fallen reverts to his mortal form, the
the Malefactors became the personal tutors of man- objects are expelled.
kind, teaching them how to master fire and shape SCOURGES
stone and bend metal to their will. The Annunaki The Asharu were once the bearers of the very
prefer abilities that allow them to interact with the breath of God, infusing mortal clay with the first
earth in all its power and glory, manifesting skin that stirrings of life and then watching as their charges
can bear the hottest temperatures without blemish, grew into adulthood and beyond. These guardian
muscles that can crush stone or mold steel like clay or angels rode the gentle thermals high above Paradise,
eyes that can see in utter darkness. These manifesta- ready to rush to the aid of those in need. After the
tions also tend to provide potent combat abilities, but Fall, their keen eyes and understanding of the powers
this is largely coincidental. Malefactors create abili- of health and pestilence made them grim
ties that allow them to focus on their work and leave figures indeed, dispensing life or hideous death as
the fighting to others. they saw fit. Fallen Scourges manifest abilities that
Secondary to these abilities, the Annunaki culti- reflect their ancient ties to the winds and their
vate powers that enhance their perceptions and allow mastery over the energies of life. Graceful wings or
them an affinity with mechanical objects. Eyes that the power to avoid damage from a fall are favorite
can see in total darkness are common, as is the ability manifestations, as well as life-giving power mani-
to detect the faintest vibrations though their skin. fested in their breath, their touch or their kiss.
Intuitive abilities that assist the Malefactor in divining Vengeful or tormented Scourges are nightmarish
the function of an object is also valued, though newly figures that seethe with uncontrolled life in the form
returned Annunaki have great difficulty adapting to of cancerous tumors, talons dripping with viral slime
the more subtle operations of the modern worlds high- or flesh that emits clouds of spores that allow the
tech devices. demons perceptions to penetrate the most tightly
Attributes: Strength, Intelligence, Perception sealed room.
Abilities: Crafts, Science, Survival, Technology In addition to these powerful abilities, Scourges
Shattering Touch: The Malefactor can read the hark back to their days as guardians by manifesting
harmonic vibration of an inorganic object by touch abilities that enhance their perceptions beyond hu-
and shatter it with a precise application of pressure. man ken. Eyes that see farther than any hawks,
The player makes a Faith roll; the target depends on filaments that detect the slightest change in air

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pressure or olfactory bulbs that can detect the faint-


est scent from miles away are possible Scourge
enhancements.
Attributes: Stamina, Wits, Perception
Abilities: Alertness, Athletics, Empathy, Medicine
Martyrs Flesh: The Scourge is able to ignore all
wound penalties in her revelatory form.
Curative Saliva: Once per scene, the Scourge
can lick the wounds of a mortal or demon. This
action heals all bashing damage or one level of
lethal damage, or converts one level of aggravated
damage to lethal damage.
Spore Cloud: Once per day, the Scourge can
emit a cloud of spores from his body that are light
enough to remain suspended in air and drift with the
wind. Living creatures that pass through this cloud
of spores pick up scores of microbes on their skin and
clothes but are otherwise unharmed. The Scourge
can receive sensory information from this spore
cloud for the duration of the scene, allowing the
demon to see and hear everything occurring in the
vicinity of the spores as though she were standing
there herself.
Plague Touch: With a single touch, the
Scourge can inflict a deadly disease on a victim. If
the demon touches her target, the victim suffers a
number of levels of bashing damage equal to the
Scourges Torment score. Further, unless a suc-
cessful Stamina roll is made (difficulty 7), the
target suffers one level of lethal damage per day
for a number of days equal to the Scourges Tor-
ment score.
SLAYERS
All things must die, and the Halaku are the
spirits who make it so. The Angels of Death were
last of all the Celestial Houses created by God, and
the Slayers were meant to follow like shadows in the
other angels wake, eliminating the old, the infirm
and the obsolete. In this way, the cosmos remained
dynamic, constantly re-inventing itself instead of
slipping into stagnation, but the Slayers only saw
the sadness and terror that their work spread among
mankind. They loved humanity no less than any
other angel, and the curse they suffered upon their
Fall was perhaps the most cruel of all. No longer
would they harvest the lives of plants and animals,
but men and women as well. They were forced to
end the lives of the beings they loved most of all, a
foretaste of Hell that tortured them all through the
War of Wrath and beyond. Regardless, the Slayers
remain devoted to their grim task of killing, and
their form abilities reflect this, manifesting powers
that allow them to determine a beings health,

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HELLS CANVAS
Stumped on ideas for your characters apocalyp- and in the book You Come When I Call You he
tic form? Here are some suggestions for source material describes a being known as the Desolation An-
that might spur your creativity: gel). Frank Perettis religious-themed novels,
Art: Go to a museum or grab an art history specifically This Present Darkness and Piercing the
book and flip through it. Paintings from the Darkness work, too. And, while the book is more
Middle Ages and later periods depict devils, humorous than horrific, the angel/demon end of
demons and angels in a wide variety of shapes the world romp Good Omens by Terry Pratchett
and sizes. Specifically check out the works of and Neil Gaiman might give you more than just
Hieronymous Bosch and Salvador Dali. Boschs a good laugh.
most famous works (The Temptation of St. An- Comics: Yeah, comics are technically art
thony, The Garden of Earthly Delights, Paradise and books combined, but that makes them a
and Hell, etc;) detail Eden, Heaven, Hell and unique medium, one that can supply a great deal
Purgatory with a grim joie de vivre. Dali takes of inspiration for the apocalyptic forms you might
similar imagery and surreally distorts it. A lot of want to create. Theres a triumvirate of comic
it might be too abstract for your character, but books youll want to read if you need inspiration
his depictions of the human form, however bi- for a revelatory visage: Hellboy, Lucifer and any-
zarre, can provide the fruit of inspiration. Also, thing out of the Sandman series. Hellboy (by Mike
check out the work of Gustav Dore (his work is Mignola) is a classic series of an occult investiga-
often featured in translations of Dantes Inferno, tor who happens to be a big red demon with
and in many editions of Miltons Paradise Lost). sawed-off horns and a massive stone hand. Not
Film: Go rent The Prophecy (or its sequels) for only does Hellboy himself provide ideas for form
a good look at the angelic form in battle. If you modifications, but every tale is filled with bizarre
want a good glimpse at other demonic creatures, creatures of the supernatural that might give you
check out the film Nightbreed, which is essentially yet more interesting ideas. Lucifer is an obvious
a film adaptation of Clive Barkers novella, Cabal. choice as a comic book it details the travails of
Speaking of Clive Barker, we would certainly be the Lightbringer himself in the mortal world. He
remiss to neglect the Hellraiser series as excellent encounters other demons, gods, angels all good
sources for high-Torment inspiration. Also, some fodder for inspiration. The comic is of course a
anim films might provide you with a less tradi- spin-off from the Sandman series, which is also a
tional glimpse into demonic forms. Go rent Ninja good source of ideas because the beings and crea-
Scroll or Demon City Shinjuku for good sources of tures detailed in that series are straight out of
infernal forms. (If you dont have a weak stomach dreams and mythology, perfect for inspiring one-
and can handle some true demonic ugliness, self to create new designs for your characters
theres the Urotsukidoji series or the Angel of Dark- demonic appearance.
ness films). Mythology/Religion: Myth and religion are
Books: First, look to non-fiction for sources of rife with descriptions of gods, demons, angels,
inspiration. This author specifically recommends djinns, faeries or other preternatural critters that
The Ultimate Encyclopedia of Mythology (by supposedly walked this earth. Middle Eastern
Cotterell and Storm) or the Encyclopedia of Hell religions arguably created the blueprint for our
(by Miriam Van Scott). If those dont work (or modern concept of demons Zoroastrianism
arent available), there are always dictionaries started it, Judaism and Christianity carried it on,
or encyclopedias of angels and demons available and Islam polished it off. You can even peek into
at most bookstores check out the occult or the Bible for the weird descriptions of angels
religion sections for possible sources. As far as (they come with many limbs, multiple eyes and
fiction goes, there are a few options. Piers other weird physical accoutrements), or check
Anthonys Incarnations of Immortality series is worth out the Jewish Kabbalah for more of the same.
looking at for their personification of abstract Also, Asian myth (anything from Chinese, Japa-
ideals (Death being one of them good for nese or Indian religion) is ideal. Demons are
potential Slayer characters). The horror novels of prevalent in their cosmologies, and there are
Douglas Clegg might be worth picking up hundreds of descriptions of different types of de-
Abaddon, Lord of the Pit is featured in one novel, mons that can provide a wealth of inspiration.

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easing pain with a touch or even assuming a death- remembers and the less he remembers, the less he
like state themselves if necessary. can use. The higher your characters Legacy Back-
Secondary to these abilities, the Halaku manifest ground is, the more of his apocalyptic form he can
characteristics that allow them to move swiftly and access and use. A character who does not have the
stealthily in pursuit of their duties. The ability to move Background cannot access his apocalyptic form at
in absolute silence, to slip between the cracks of doors all. If your Storyteller allows the attainment of
or windows or to envelop themselves in concealing Backgrounds during play (see Chapter Two for de-
darkness are all potential Slayer abilities. tails), each Legacy dot purchased allows the character
Attributes: Dexterity, Manipulation, Perception to access one low-Torment ability from his apoca-
Abilities: Awareness, Intuition, Religion, Stealth lyptic form. The fifth Legacy dot then allows the
character to access all four of his forms high-Tor-
Death Sight: In her revelatory form, the Slayer
ment abilities. With this optional rule, you can
can look at a person and determine his relative health.
essentially regulate the characters apocalyptic form
No roll is required. A single glance tells the Slayer how
and reflect it more soundly in the Legacy Back-
close the individual is to dying through natural causes
ground for a low-powered game experience.
or injury.
Silent Steps: The Slayer makes no sound what- NO HIGH OR LOW-TORMENT DISTINCTIONS
soever as she moves, seeming to glide soundlessly over Should your Storyteller allow this option, your
the ground. character can ignore the distinction between low-
Aura of Darkness: The Slayer creates an area of and high-Torment powers. Additionally, no Tor-
darkness around itself out to a distance in yards equal ment is gained from accessing any of your apocalyptic
to the characters Faith score. Light sources within this forms high-Torment abilities. Your character can
radius (natural or otherwise) simply go out and refuse manifest all eight form abilities, should she choose,
to re-ignite as long as they are within the area of affect. and there would be no penalty for doing so. Obvi-
Individuals caught within this radius (except the char- ously, this approach emphasizes a more
acter) are subject to the Blind Fighting rules on page action-oriented horror game, best suited to epic or
240 of the Demon core rules. cinematic chronicles. The tormented nature of the
Voice of the Banshee: Once per scene, the fallen is lessened and the ass-kicking knob is cranked
Slayer can emit a hideous wail that fills her foes with much higher. If youre looking for a chronicle thats
feelings of imminent death. Any individual (friend more Blade II than The Prophecy, this is an option you
or foe) within a number of yards equal to the should discuss with your Storyteller.
characters Faith score will flee from the demons MINIMIZING THE APOCALYPTIC FORM
presence unless a successful Willpower roll (diffi- Its possible that you and your Storyteller feel that
culty 8) is made. the apocalyptic form makes the characters too power-
MATTERS OF SCALE ful. After all, the game isnt about all that, right? You
might want to limit your characters supernatural pow-
This section contains a number of optional sys- ers to make his struggle more desperate and fearful. As
tems for increasing or decreasing the overall power such, here are a few ideas to reduce the power of the
level of the apocalyptic forms in your Demon chronicle. apocalyptic form in your chronicle:
Be advised that a number of these options significantly Dont have a form at all. Your character has her
impact the overall feel and playability of the game. As lore and her inherent powers, and thats it.
ever, our Golden Rule applies: If it works for your Only allow two low-Torment powers and two
chronicle, use it. If not, dont. high-Torment powers. This limits the form without
LEGACY AND THE FORM removing it entirely, and creates a slightly less pow-
Much of this chapter is devoted to powering up ered up fallen character.
your characters apocalyptic form, but if youre play- Require the expenditure of a Faith point (or two,
ing a more mortal-centric game with characters who if you want to really be demanding) to achieve the
are a little less demonic, then you might actually revelatory form. Doing so makes the form a little less
look to power down your apocalyptic form. One way accessible and forces a little more strategic thinking on
to do so is through the Legacy Background. Legacy when and how to employ the forms abilities.
is a benchmark to determine how much of the pre- Gain a temporary derangement every time your
historical past your character remembers. In this character assumes the apocalyptic form. Basically,
regard, you can use Legacy as a yardstick to measure every time the character assumes her form, she must
how much of the apocalyptic form your character open herself once more to the full memory of the

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Abyss, with the attendant consequences. You or the eternity of pain. For each high-Torment power that a
Storyteller can choose this derangement, and it lasts thrall is given, the mortal gains a single derangement.
for a number of hours equal to your characters perma- These derangements are often (though not always)
nent Torment score. related to the pact forged between the fallen and the
thrall in the first place.
THRALLS AND THE Example: Baashar, master of the Lore of the
APOCALYPTIC FORM Forge, decides to empower her thrall, Marcella, with
One of the prospective gifts a demon can give his one of her high-Torment form abilities. She chooses to
thrall is one or more of the special abilities conferred grant Marcella the ability to turn her fingers into
by her own apocalyptic form. Typically, this applies blades, inflicting Strength + 2 aggravated damage.
only to the low-Torment end of the spectrum There is a price, however. In doing so, not only does
imbuing the thrall with the high-Torment form abili- Baashar gain a temporary point of Torment while
ties is dangerous for both the demon and the thrall. empowering her thrall, Marcella gains a single de-
Thats not to say it cant be done, but the price is often rangement in the process. Since the two made a bargain
more than just the infernal bargain sealed between the involving Marcellas success as a surgeon, she develops
two in the first place. a derangement associated with health and sickness
(namely a phobia of germs).
HIGH-TORMENT THRALLS
If a demons Torment is 7 or less, it is dangerous, THRALLS EVOKING THE APOCALYPTIC FORM
but not impossible, to give his thrall access to the four To activate any enhancements, the player of a
high-Torment form abilities associated with his apoca- mortal thrall rolls Willpower (difficulty 6). This is
lyptic form. Why is it dangerous? When a fallen different from when a demon evokes the form, how-
confers one or more of his high-Torment form en- ever. When a fallen accesses her revelatory form, it
hancements to a thrall, he is forced to open himself takes only one roll to bring forth any or all of the
to his demonic nature and memories of the Abyss. powers available to her. A mortals player, however,
The mental stress of remembering the knifing winds, must roll for each enhancement he chooses to use. If a
the cold desolation, the tortuous parade of humanitys mortal thrall has both Thunderous Voice and Immune
sorrows and failings all comes back to haunt the fallen to Fire, each one requires a Willpower roll to trigger.
as it pours from him into the thrall. Therefore, for Failing this roll means the transformation simply doesnt
every high-Torment power given to a thrall, the occur. Botching the roll, however, causes the thrall to
demon incurs a point of temporary Torment. lose a point of temporary Willpower. A Willpower
But thats not all. The thrall feels the Torment as point can be spent in lieu of a roll to automatically
well, but mortal minds are not meant to grasp an access the ability.

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From the respect paid to property flow, as from a poisoned


fountain, most of the evils and vices which render this world such
a dreary scene to the contemplative mind.
Mary Wollstonecroft, A Vindication of the Rights of Women

THE TOOLS OF But then came Michaels ultimatum and the War
of Wrath. Desperate for an advantage over the vast
forces of Heaven, the demons invented the terrible
DAMNATION notion of weapons and for the first time, relics
Flaming swords. Crowns of gold. Thrones of jagged became a tool to be used by demons themselves.
obsidian. Mirrors that reflect far-off scenes. Such magi- Inventors and artisans toiled mightily to create new
cal items properly called relics are important and ever more powerful engines of destruction, as well
elements of Demon: The Fallen. as relics that could defend against attacks or gain
Before the Fall, angels had no need of tools intelligence about the activities of their enemies.
what items they seemed to use were simply reflections As well as fighting this celestial arms race, de-
of their natures and their capacity to control the forces monic artisans continued to create items for mortals to
of Creation, physical manifestations of their own selves. use. The human followers, allies and worshippers of
After the Fall, the newly named Malefactors began to the rebel demons gained relics that allowed them to
forge tools and relics for their mortal charges. These better the lives of their tribes and fledgling societies, or
miraculous items were designed to open up Creation to to fight the forces of Heavens followers. Demons also
human hands and allow mortals to live up to the made relics for use by their mortal enemies cursed
glorious potential the rebel angels saw in them. Nei- items that would betray the user, making them less
ther angels nor demons used relics at this stage they effective as allies for the angels if not killing them
were still satisfied with their own skills and abilities. outright. Such items might be given as gifts or tribute

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to mortals, or simply placed so that an unsuspecting strongly on invention and discovery of mystical arti-
human might stumble upon them. A few corrupted facts. If your Storyteller does decide to allow these
artisans made cursed items for the sheer joy of destruc- rules, you can use them to design relics that characters
tion wanting nothing more than to see mortals can build and use in the chronicle.
destroyed by their poisoned gifts, no matter what side
the humans served in the war. THE NATURE OF RELICS
When the demons lost the war and were exiled to Relics come in all shapes, sizes and appearances.
Hell, none of their relics and creations went with Some are obvious swords of blackened steel that
them. Instead, most demonic relics were destroyed by burst into flame or crystal scepters that glow with a
the victorious armies of the Creator, so that such foul blinding radiance. Others look like no more than
devices could no longer mar the face of Creation. A assemblages of scrap metal, wooden carvings or simply
handful of relics were preserved and guarded in case twists of folded paper. Relics can be as small as a needle
they were ever needed again. Many others were lost, or the size of a bulldozer. Regardless of appearance,
hidden in forgotten redoubts and caches or passing components or size of a relic, though, all such artifacts
through countless mortal hands. Over the aeons, some operate on the same principles.
few relics resurfaced from time to time, making great Creation comprises a vast, incomprehensibly com-
impact upon mortal society before being lost again, plex set of forces and principles. The laws of physics,
leaving behind only myths and stories. The Holy Grail the laws of aesthetics, the shape of the soul, the color
that heals all wounds with Gods grace, King Arthurs of the sky all these things exist because the Creator
sword Excalibur, the magic mirror of Snow Whites willed it so. Creation is a vast network of threads,
stepmother the true relics behind these pale legends where each thread is a natural law, an emotion, an
might still exist, lost in the vastness of Creation, object and so on. The lore of demons allows them to
waiting to be found again. manipulate these threads and principles. Demons un-
Now the Abyss has been shaken, and demons derstand the principles of their lore on a perfect,
flood from their weakened prison to wreak new havoc spiritual level, so they can control Creation with just
on Earth. These demons have found a Creation sorely a thought. When a Devil conjures fire using the Lore
diminished from the glories of Paradise, a world with of Flame, she doesnt create the fire herself, she ma-
little faith or spirituality. One effect of this diminution nipulates the very principles and meaning of fire and
is that the great relics of old engines that could inflammability, so that it would be impossible for a fire
shake apart the world can no longer be created. not to exist in the area she targets.
Relics are now far more limited in scope and effect. The way a relic works is similar, but different in
They are still useful tools, but no longer grand wonders important ways. When a demon sets out to create a
that can change all reality. relic, she decides on the effect she wants the relic to
In desperation, demons are urgently searching produce. She then manipulates Creation to produce
out the old redoubts and caches tracking down that effect but stops just short of completing her
lost relics in alchemists laboratories and Vatican evocation. Instead, she stabilizes that particular con-
archives only to find that the surviving wonders figuration of threads and will and shapes it into a
of the Age of Wrath have been diminished as well. spiritual pattern. Once the pattern is stable, she can
There are a few remaining relics from that age, but then embed it into her chosen object one that she
their powers have weakened over the millennia, builds around the pattern of evocation or an existing
and their effects are but tattered shadows of the item that can contain the energies.
wonders they could once produce. Still, any power The stable pattern of energies within the relic is
is an advantage in these days of chaos and reemer- like a key resting in a lock a lock in the door of
gence, and tracking down lost relics and building Creation itself. By focusing his will and energy into the
new weapons and artifacts are top priorities of relic, a character can activate the stable pattern of
many demons. energy inside it, allowing the original effect to finally
The Demon rulebook touches briefly on the sub- come into being. The key is turned in the lock, the
ject of relics, giving rules on how characters can create door opens, and Creation comes rushing through.
their own relics and devices. This chapter expands When the evocation or effect ceases, the stable pattern
greatly on that information, with a more complex still remains in the relic. Therefore, it can be used
system for creating relics, as well as several examples of again and again until the relic finally falls apart, unable
relics both new and ancient. These rules are optional, to continue channeling the forces of Creation.
though. Your Storyteller might prefer to downplay the Some relics, such as enhanced items, maintain a
impact of relics on her chronicle, rather than focusing continual effect or improvement, rather than having

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to be activated like a key that stays in the lock and with a single icon. A relic is easy to use almost
keeps the door open. Such items, though, are always anyone can click on the icon and run the program
minor relics that produce less powerful effects. Its just but it does only one thing. You can plug in different
impossible for a modern relic to continually produce a variables or run it in different applications, but itll
truly powerful effect. still just do one thing. You can assemble several
Relics are useful, but they are also intrinsically macros into a multi-purpose program, but itll still be
limited. A relic normally contains only one effect, limited to a particular set of uses.
one configuration of energies. Some rare relics can be Within these limitations, relics can create amaz-
used to evoke two or more effects, but no matter how ing effects, and many Demon characters can create
many effects a relic can channel, its always a set useful relics within the chronicle. The key to creating
number. The relic can create only those specific relics of power is mastery over the Lore of the Forge
effects that have been built into it. A demon with the the spiritual knowledge of how to build, change and
Lore of Flame can conjure and control fire in many infuse physical objects with power. Malefactors, espe-
ways, choosing new configurations and evocations cially those of the Mummu visage, are the pre-eminent
each time, selecting new threads of Creation to touch artificers among the fallen, but they are not alone. Any
and pull and knot. A relic cannot do so, any more than character with an appropriate rating in the Lore of the
a car can suddenly decide to fly. A relic containing Forge can create relics of various kinds. Lacking such
the Heal evocation of the Lore of Awakening does knowledge, characters can seek out relics, tracking
not also give the wielder the power to perform the down those few artifacts that survived Heavens purges
Find the Faithful or Cleanse evocations, even though and still exist in lost caches and collections.
a demon with three dots in the Lore of Awakening
could perform all three evocations. Similarly, the TYPES OF RELICS
creator of the relic must decide whether the relic Every relic is unique, but its still possible to group
performs the normal or high-Torment effects of an relics into three major groups, depending on the relics
evocation. If it can perform both, he must imbue the effects and the process of building the artifact. These
relic with both effects. groups are exclusive, though. An item can be en-
The other major limitation of relics is the need hanced, enchanted or demonic, but it cannot be both
for sacrifice. The time has long passed since when enhanced and enchanted, or enhanced and demonic.
relics could evoke their effects at any time, powered ENHANCED RELICS
only by the desire of the user and the energies of Enhanced relics also known as consecrated,
Creation. Modern relics and even those surviving blessed, exemplary or hieratic items are the simplest
from ancient times require the user to sacrifice her kind of relics. With a trivial evocation of the Lore of
own spiritual energy to activate the effects. This the Forge, a demon can greatly enhance the mundane
energy is the hand that turns the key in the lock of properties of any normal item or device. An enhanced
Creation; its the final pulse of power that knots car is faster and more maneuverable than normal; an
together the threads of the evocation and triggers the enhanced pistol is more accurate and lethal; an en-
relics power. Just what kind of sacrifice is required to hanced computer has greater processing power, speed
power a specific relic depends on many things, in- and memory. These minor relics are not significant
cluding the power of the effect and the desires of the enough to be worth searching for, and they will rarely
relics creator. Most relics require a Faith or Will- play a major role in a chronicle, but they provide useful
power roll to activate, representing the sacrifice of a aid for mundane actions and are excellent gifts to give
small measure of spiritual energy. Other relics require to thralls and mortal followers.
the user to spend Faith points or Willpower points, or Creating an enhanced relic is comparatively easy.
suffer bashing or even lethal damage. Others have The demon uses his lore to understand the principles
subtler, less quantifiable effects, and they might re- of the object and how those properties are reflected in
quire the user to give up the thing he loves most or the laws of Creation. Reaching out with his will, the
cause pain to those he cares about. demon touches those threads that represent the object
If this seems unclear, think of it in terms of a more and the principles that affect it. In the case of a car, for
modern metaphor. Creation could be compared to a instance, those principles might include velocity, size,
massive, complex computer network. Demons are maneuverability, durability and many other factors.
gifted programmers, able to put together code on the Using the Enhance Object evocation of the Lore of the
fly and instantly reprogram the system (within cer- Forge, the demon intertwines those threads, strength-
tain parameters) whenever they wish. Relics are ening the relationship between the object and the
macros small, dedicated programs that operate desired properties. If he is enhancing a car, the demon

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DEMON PLAYERS GUIDE

could improve the relationship between the car and


the principles of velocity and acceleration. The most
common effect of this enhancement is a reduction in
the difficulty associated with dice rolls using the ob-
ject, but the enhancement could have other effects,
depending on the object being improved.
Like other relics, an enhanced item requires the
sacrifice of spiritual energy to power it, but it requires
far less than other, more powerful relics. The im-
provements to the object can last for a short period (a
scene) without any notable sacrifice at all, other than
the initial attention of the demon evoking the Lore
of the Forge. After that time, the enhancement fades
and the item ceases to function, often falling to
pieces. To make the enhancement permanent, the
evoking demon expends a point of temporary Will-
power a fairly minor expenditure to make for a
permanently useful relic.
In some cases, an enhanced relic might require
some other sacrifice, if the evoker wishes. Such an
item will become enhanced for only short periods,
even though the potential for enhancement exists
permanently inside the relic. Only after a sacrifice is
made does the item improve itself for a short period
of time. For example, an enhanced sword might
become lighter and more lethal for only a scene after
tasting the wielders blood; an enhanced car might
need to be fed the flesh of innocents before becoming
faster and more maneuverable for a scene. Whats
more, this sacrifice on the part of the wielder adds a
greater degree of permanence to the item, allowing it
to be used multiple times before consuming itself.
Enhanced items fueled by sacrifice may be used for a
number of times equal to the Malefactors Faith score
at the time of its creation. These enhancements can
also be made permanent with the expenditure of a
Willpower point, in which case the sacrifice needed
to activate the weapon becomes less of a preservative
function and more of a security measure designed to
prohibit casual use.
Its important to note that enhancing an item can
never do more than improve its normal properties. An
enhanced car cannot fly; an enhanced sword cannot
glow in the dark or damage immaterial spirits. Such
magical effects require a more powerful relic and a
more complex process of evocation and creation.
ENCHANTED RELICS
Enchanted items (sometimes called talismans,
charms or artifacts) are true relics items that evoke
supernatural, miraculous effects. If an item can do
something impossible, then its an enchanted item. A
wide variety of such relics exists everything from
flaming swords and scrying orbs to candles made from
the hands of murderers and books of blasphemous
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CHAPTER FIVE

knowledge that steal the readers sanity and soul away. While enchanted relics can be powerful, they
An enchanted relic might have fairly minor powers, or have definite limitations. The evocation of a relic has
it might be a world-shaking treasure that demons to be fairly specific the relic can do only what it is
across Creation are desperate to own. programmed to do. Only a single effect can be
Creating an enchanted relic is a far more com- embedded in a relic only a demonic item can
plex and time-consuming act than simply enhancing manifest multiple powers or evocations. The Story-
a mundane object. The demon creating the relic must teller can also rule that a relic is simply incapable of
begin evoking the effect she desires, using her avail- evoking an effect that is too powerful or complex. The
able lore. Before the evocation is complete, though, glory days of artifice are long gone, and some effects
she has to arrest the process holding the unstable that could have been created in the Age of Wrath are
threads of Creation together with no more than now impossible.
willpower and spiritual energy. This configuration of DEMONIC RELICS
energy must then be embodied in the object a slow, The third class of relics is that of demonic items,
difficult process, only possible for those who have also known as possessed or imbued items. These
nearly mastered the Lore of the Forge. The process objects are incredibly useful, because they overcome
becomes a little easier if the demon purposely builds one of the greatest limitations of other relics they
an appropriate object to house the effect such an can be used for variable effects. How is this possible?
object will be tailor-made to contain and direct the Its because demonic items are intelligent because
evocation but doing so adds even more time to the they contain a living soul. The items creator binds an
process. Many other factors also affect the process, incorporeal soul mortal or demonic into the
including the quality and durability of the materials item. He can then command the trapped soul to do
used, the power of the evocation and the time taken his bidding, drawing on its knowledge or powers. The
to complete the enchantment. soul is bound into the relic, and it can be freed only
In order to enchant relics, the demon needs more if the object is destroyed. A demonic relic might be a
than just the capability to evoke the Lore of the Forge sword that can fight better than its wielder, a car that
she must have a degree of knowledge of other lore drives itself and breathes fire at pedestrians or a
as well. A relic cannot evoke an effect that the computer that writes your book for you but writes
creator cannot understand but it can evoke an a morbid, depraved novel that drives readers to sui-
effect that the creator could not evoke herself. Even cide.
the most basic familiarity with a body of lore gives the There are two kinds of demonic relic. The most
demon expert knowledge of the principles of that common kind and the easiest kind to create is
lore, even if she doesnt have the power, skill or a mundane item that houses a disembodied spirit.
control to evoke more complex effects. By using her Demons create these items using the Anchor the
knowledge of the Lore of the Forge to fill in the gaps, Soul evocation of the Lore of the Spirit. With this
the demon uses the relic to power and complete the evocation, the demon binds a discorporate soul
evocation, overcoming her own limitations by using be it the ghost of a mortal or the apocalyptic spirit
the items power as a crutch. of a demon without a host into a normal object.
As long as the character has even a single dot in an This item can be almost anything, from a pen-knife
appropriate body of lore, she can create relics that to a motorcycle, and the items composition does
evoke all the effects of that lore. Just what lore is not affect the evocation. What matters is the exist-
needed to create a given item depends on the effect ing relationship between the trapped soul and the
and the interpretation of the Storyteller. Some relics item. The item acquires similar properties to Hell
are straightforward, creating an effect identical to a itself an empty, barren space that emits a terrible
standard evocation. Others are more complex and spiritual gravity. This awful attraction pulls the
might require less obvious lore knowledge or even spirit into the vessel and traps it there forever. As
multiple bodies of lore. A staff that causes a volcano well as welding the soul into the vessel, the evoca-
to erupt when the user strikes the earth might require tion also binds the trapped soul into obeying the
knowledge of both the Lore of the Earth and the Lore user of the item and allows the wielder to communi-
of Flame. A relic that allows the user to astrally cate with the soul. If the relic traps a demons soul,
project might require knowledge of the Lore of the that demon can be forced to use its evocations and
Firmament (which governs perception and commu- powers in limited ways to greatly enhance the item.
nication), the Lore of the Spirit (to allow separating For instance, a demon with knowledge of the Lore of
the spirit from the body), or both, depending on the Flame who was bound to a sword could evoke its lore
decision of the Storyteller. to set the sword alight.

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The second, less common kind of demonic item


is one that is also an enchanted item. To make such SUMMARY OF ENHANCED ITEM CREATION
an item, the demon must have near-mastery of both 1: Determine difficulty of enhancing item.
the Lore of the Forge and the Lore of the Spirit, being 2: Work out modifiers on evocation dice pool and
able to perform both the Enchant Object and Anchor to difficulty.
the Soul evocations. The demon cant enchant an 3: Perform Enhance Item evocation base dice
item that already houses a soul, nor can she trap a soul pool is Perception + Crafts.
in an already enchanted item. Instead, she must build 4: Assign successes to various properties of item.
the relic as normal, but use a trapped soul as one of the 5: Make enhancement permanent if desired.
original components of the item. Spiritually binding
the soul into the evocation, she then binds it into the
few factors are involved in the enhancement process,
item. This process takes even longer than the normal
but once the different factors have been pinned
enchantment process does, and it is significantly
down, it just takes a simple roll to determine the
more difficult and, of course, the demon must have
success of the evocation.
a way of imprisoning the enslaved soul for the dura-
tion of the process. The effort is worth it, though, THE ITEM TO BE ENHANCED
because the ensuing artifact is immensely useful. Many items can be enhanced, some in quite
With a sentient mind controlling every facet of the subtle or unusual ways, but not everything can be
relics power, the artifact becomes considerably more improved with an evocation. Only manufactured
flexible. A normal magic mirror might only be able to items things that have been forged can be
create one kind of illusionary reflection, but with a enhanced. You cant enhance a batch of chemicals, a
soul controlling the effect, the mirror could create living creature or a rock that you just picked up from
almost any illusion or reflection. And if the trapped the ground, but you could enhance a device that
soul is a demon, it can again lend its powers to those mixes chemicals or a rock thats been tied to a haft to
that the relic already possesses. make a stone axe. As a rule of thumb, only those items

BUILDING MIRACLES:
that can be made or repaired with a Crafts or Tech-
nology roll can be enhanced.
Furthermore, only items that have a concrete in-
RELIC CREATION game effect ones that require dice rolls, or that
influence other dice rolls can be enhanced. You
SYSTEMS cant enhance a book, a photograph or a CD, because
these items arent used in a way that can be made better
The following systems enhance and replace the with the evocation.
basic rules for evoking the Lore of the Forge. Its When your character has decided on the item she
worth repeating that these are optional systems that wants to enhance, the major factor is the objects
add a significant degree of complexity to the original complexity. The larger and more complex the item is
rules, so players can use these rules only with the the more principles of Creation it embodies, the
Storytellers permission. Furthermore, these rules are more components and subsystems it possesses the
not meant to work in a vacuum. Players cant simply harder it is to enhance, and the higher the difficulty of
plug in the numbers and tell the Storyteller what the roll needed to perform the evocation is.
their new relic does. Not only do these rules require
Difficulty 5: Small items with little or no
dice rolls, they also rely on judgment calls on the part
moving parts. These items generally do only one
of the Storyteller. A player should come up with the
thing cut, chop, lever or bind but they do it
idea for the relic she wants to create, then sit down
well. Examples are hammers, crowbars, baseball bats,
with her Storyteller and work out the details and
clothing, lockpicks, swords, tools and longbows. Items
result together.
like CDs and computer disks dont count they
PERFECT ENGINES: might be simple, but theyre designed to be used as
BUILDING ENHANCED RELICS part of a complex system. Particularly small items
bullets, playing cards, tools in a kit and the like can
Making an enhanced relic (or rather, enhancing be enhanced as a group at the Storytellers discretion.
an existing item) is a fairly simple process, both for The Storyteller may allow a number of items equal to
your character and as a mechanical system. To en- the characters Faith to be enhanced in a single
hance an item, all the character must know is the evocation. He might rule that a tight group of small
Enhance Item evocation of the Lore of the Forge. A items such as a pack of cards counts as a single

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item, or he might decide that each item must be determined by the objects complexity. If you roll one
enhanced separately. or more successes, your character evokes her lore and
Difficulty 6: Large, simple items. Large means enhances the item.
anything man-sized or larger. Some items of this sort Thats the base system, anyway. You can do several
have interacting parts, but not moving parts a things to improve your chances at the evocation,
rowboat has distinct parts, but it doesnt rely on either by adding extra dice to your pool or by reducing
complex mechanical interactions. Good examples the difficulty. Here are several ways in which you can
include sailboats, surfboards, parachutes, ladders, better the odds. Your Storyteller might also come up
wagons, hot air balloons and battering rams. Many with other modifiers.
items of this type dont benefit much from enhance- Ravaging: By ravaging the souls of your
ment. Theres not a lot you can do to a sofa, for characters thralls, you can add a number of dice up
instance, to make it better. to her Faith rating to the dice pool for the evoca-
Difficulty 7: Small, mechanically complex items, tion. This is a good way to get several bonus dice for
where small means smaller than a man. These items the evocation, but your characters thralls pay a
can have some electronic components its rare to heavy price.
find items that dont, these days but the items Faith: Spending a point of temporary Faith adds
primary use must come from the interplay of its me- an automatic success to the evocation roll.
chanical moving parts. Examples include pistols, rifles, Extra Time: Like all evocations, Enhance Item
scooters, outboard motors, bombs, jackhammers, air takes just a single turn to evoke. If your character takes
conditioners, binoculars, locks and lawnmowers. more time slowly coming to grips with all aspects of
Difficulty 8: Large, mechanically complex the object, both physical and spiritual you can gain
items. Many items of this type are more electronic extra dice on the evocation attempt. If your character
than mechanical, or they rely heavily on their elec- takes several minutes performing the evocation at
tronic components. These items dont come under least five, if not more add one die to your pool. If
this category. A car falls into this category, but not your character takes a full scene evoking her lore, add
an airplane that counts as a large electronic two dice to your pool. You cant gain any more than
device. Aside from cars, good examples include two extra dice this way, no matter how much more
motorcycles, cannons, speedboats, cranes, refrig- time you take.
erators, lathes and bulldozers. Resonance: As mentioned in Chapter Two,
Difficulty 9: Small electronic devices or items each lore has a body of symbols and motifs that
that combine complex electrical systems with me- resonate with it. If your character uses the resonances
chanical systems. A computers is an obvious example, of the Lore of the Forge in her evocation, the diffi-
but other possibilities include security cameras, DVD culty of the evocation attempt decreases by one.
players, mixing desks, cell phones and GPS locators. If Suitable resonances probably include tools, a forge,
several items are connected such as a LAN or a circuit diagrams, an anvil or other symbols of me-
security system the Storyteller may count the sys- chanical engineering. Getting your hands dirty with
tem as a large item or require each item in the system good hard work is also resonant with the Lore of the
to be enhanced separately. Forge. You can enhance an item with a word and an
Difficulty 10: The most difficult items to en- act of will, but its easier if you pull the engine apart
hance are large, electronically complex devices. An and put it back together.
airplane (large or small) would come under this cat- Visage: If your character benefits from reduced
egory, as would a cruise missile, a surveillance satellite, difficulty to her Crafts rolls in her apocalyptic form (as
a computerized manufacturing line, a speaker stack or the Mummu do), that benefit is applied to the evoca-
a radio broadcast system. The Storyteller may deter- tion roll if she is in her apocalyptic form while
mine that some very large or very complex items are performing the evocation. If she takes extra time, she
impossible to enhance, even at this high difficulty. A must maintain her visage for the entire duration of the
battleship or a space shuttle, for instance, would be too evocation. Characters who benefit from reduced diffi-
much to handle. culty on Perception rolls in apocalyptic form do not
THE EVOCATION apply this benefit to the evocation. Sharp physical
Once you and the Storyteller have decided on the senses are no help when sensing an objects spiritual
details of the object to be enhanced, the process of shape. If the characters Perception increases in his
improving the item is very simple. You roll your apocalyptic form, however, that benefit does affect the
characters Perception + Crafts against a difficulty evocation dice pool.

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Unfamiliarity: If the demon has no idea how item that is likely to turn on its user. Perhaps this is a
the object works, the Storyteller may raise the diffi- gift for someone who needs to be taught a lesson, or
culty of the evocation by one or two. This penalty perhaps its a poisoned chalice that you hope will cause
will rarely be an issue, though. After all, a demon the user nothing but pain.
can gain full understanding of an objects properties If the roll botches, the item could be damaged or
with a single, separate evocation of Enhance Item. even destroyed, and the demon could lose temporary
Sometimes, though, a character is pressed for time Faith points. If it fails, it simply fails, and the character
and might not be able to spare the few seconds can make another evocation attempt straight away
needed to study an object before desperately trying though the Storyteller may increase the difficulty of
to enhance it. the evocation by one. If the roll succeeds, the item is
Existing Relic Status: If the item is already an enhanced. The next step is working out just how the
enchanted or demonic item, it cannot be enhanced. object has been improved.
Similarly, an item that is already enhanced cannot be SPENDING THE SUCCESSES
enhanced again. The items spiritual shape is already The player can spend each success on the evoca-
altered in an unnatural fashion, so it cannot be de- tion to improve a particular aspect of the enhanced
formed further. item. If the object has multiple properties that can be
Once all the factors are pinned down, its time to improved and almost all items do each aspect
make the roll. Remember that even if the roll succeeds, must be improved separately. A success spent on
your character might still end up evoking the high- making a car more durable will do nothing to make it
Torment effect of the lore. Alternatively, you might faster or more maneuverable. Any unspent successes
want to evoke the high-Torment effect, creating an are lost.

TORMENT AND CURSED RELICS


Like all evocations, attempts to create enhanced, enchanted or demonic relics might fall afoul of the
demons tormented nature. Despite the demons good intentions and desire to control herself, her dark side
might overwhelm her, causing her to lose focus and taint the relic she builds with twisted power.
Evocations are normally performed with a simple roll, and the player can tell if he succeeded in evoking the
low-Torment effect, or accidentally evoked the high-Torment effect. Because relic creation rolls are extended
rather than simple, however, the situation is somewhat different. It might be possible for a demon to unknowingly
create a high-Torment item, one whose taint lies unnoticed until a critical moment. Alternatively, a demon
might know that her creation is flawed but use it anyway, or pass it off to a thrall or innocent mortal.
Its up to the Storyteller to decide whether he wants players to roll the dice for the extended evocation attempt
or if he will roll it in secret for them. He should then decide whether the character will know if her relic is tainted.
If you roll the evocation attempt for your character, the demon is aware of the relics Torment status throughout
the evocation process. If you roll too many high-Torment successes early in the creation process guaranteeing
that the relic will be cursed your character will be aware of the flaw and able to choose to scrap her work and
start again from scratch. If she does produce a cursed relic, she knows of the items taint and can decide for herself
whether or not to use it. She might prefer to give it away to an ally or thrall, but doing so is on a level with giving
away blankets that are infected with typhoid. This counts as a premeditated violation of others on the hierarchy
of sins (see page 159 of the Demon core rules for details). Any character with a permanent Torment of 7 or less must
make an appropriate Virtue roll to avoid gaining a point of temporary Torment for the act.
If the Storyteller rolls for a player, the players character will not know if her relic is cursed or not. Cursed
relics arent always obvious some just fail more often, and more drastically, than normal and the
character might use it unaware until it finally lets her down. If she gives away a secretly cursed item, the
character isnt violating her principles or virtues since she doesnt know shes endangering the recipient of her
gift. If, however, she later realizes what she has done possibly after the relic fails disastrously she might
be wracked with guilt and anger over her own foolishness. This kind of accidental violation of another person
requires an appropriate Virtue roll from any demon with a permanent Torment of 4 or less.
(NB: Creating a high-Torment relic isnt the same as creating a relic that produces the high-Torment
version of another evocation. Such an item still works normally but produces a dark or dangerous effect. You
cant accidentally produce such a relic. You must deliberately decide to create the high-Torment effect of that
evocation and suffer a point of temporary Torment to produce it.)

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The following are the most common aspects that Increasing Durability. All physical objects
can be improved through enhancement. If you want to have health levels, just like characters do. Each success
improve a property that doesnt appear on this list in spent on increasing an objects durability gives it an
some form, talk it over with your Storyteller. extra health level, up to double the objects original
Reducing Difficulty Numbers. Many items are number of levels.
used in conjunction with an Ability. You make a Drive Improving Other Quantifiable Factors. Many
roll when your character uses a car, a Firearms roll items have factors that can be measured or defined but
when she shoots a gun, a Technology roll when she dont break down into dice pools. Examples include a
uses her tools to repair a motorcycle. The most com- cars top speed, a pistols range or a computers memory
mon use of enhancement is to reduce the difficulty of and processing speed. Each success spent on improving
using that Ability with the item making the gun one of these aspects increases the value of the aspect by
more accurate, the computer more easy to use, the car 20%, to a maximum of double the original value. In the
more maneuverable. Each success spent in this way case of a light pistol with a range of 20 yards, each
reduces the difficulty of using the item by one. You success spent on improving the range increases that by
cant reduce the difficulty of using the item below 3 four yards, up to a maximum of 40 yards. If the object
any additional successes spent on reducing difficulty has multiple quantifiable aspects, each must be im-
have no effect. proved separately.
Some items have more than one Ability asso- Once you assign and spend all the successes from
ciated with their use. For instance, using a computer your roll, the evocation is complete, and the enhance-
normally requires the Computer Ability, but if the ment of the object takes effect.
user is accessing computerized records, he would be
using his Research Ability. If he is writing a novel
CEMENTING THE ENHANCEMENT
on his computer, hed be using his Expression The evocation is now complete, and the item now
Ability. If the object is associated with multiple benefits from the effects of the enhancement. The
Abilities, you must choose which Ability is af- final question that needs to be answered is how long
fected by the successes you spend. If you want to will the enhancement last?
enhance multiple Abilities, you have to spend If nothing is done to extend the effects of the
successes on each Ability that is affected. For a evocation, the item will retain its enhancement for the
computer, you could spend a success to reduce the rest of the scene. After that point, the evocation will
difficulty of Computer rolls by one, then spend a dissipate, and the object will cease to function. The
second success to reduce the difficulty of Expres- stresses of the evocation leave the item cracked and
sion rolls by one. broken, and it falls apart from the strain. Simple items
Increasing Difficulty Numbers. In some such as swords might simply snap in half or crumble
cases, you might want to increase the difficulty of into dust. More complex items such as cars might break
interacting with an object. This is usually only the into their component parts, or even explode (at the
case with objects that perform a defensive or pre- Storytellers discretion).
ventative function a lock or a security system, Depending on circumstances, you might need an
for instance. In such cases, each success spent item to be only temporarily enhanced especially if
increases the difficulty of bypassing or circumvent- you want to use it only once and then discard it. In
ing the items functions by one, up to a maximum many cases, though, its more useful to make the
difficulty of 10. enhancement permanent so that the item will always
Increasing Effects. Some items have a quan- perform better than normal and be useful to your
tifiable effect on the world, measured in terms of character or her allies and thralls.
dice. Guns and weapons are the most obvious ex- The usual method of making the enhancement
ample, as a pistol or sword has a base number of permanent is simply to spend a point of temporary
damage dice. Similarly, armor provides a set number Willpower. Your character flexes her will and fixes the
of soak dice to the wearer, while objects such as cars evocation into a completely stable configuration that
and doors have their own soak dice. Each success permanently modifies the nature of the object. This
spent on improving these aspects increases the isnt the only way to make the enhancement perma-
objects dice pool by one, up to a maximum of nent, however not if the item is destined to be used
double the original dice pool. If the object has two by one of the demons thralls.
or more different effects for instance, a rifle with During the enhancement process, the demon
an attached grenade launcher each effect must be can fix the evocation into place with the faith of
raised separately by spending successes. one of her thralls using the thralls Willpower

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instead of her own. To do so, the demon must core rules for details). Only once the thrall meets the
dedicate the item to the thrall during the evoca- requirement will the item become enhanced as normal
tion process. Doing so might entail simply keeping for the rest of the scene.
the intended recipient of the item in mind while The demon decides on the activation condition of
enhancing it or something as complex as engraving the item when she creates it. Common conditions
a symbol representing the thrall on each compo- include making a Willpower roll (difficulty 8), spend-
nent of the item, depending on the style of the ing a point of temporary Willpower or suffering a level
demon and the taste of the player. When the of unsoakable bashing damage. The demon can be
evocation is almost complete, the demon must more creative if she likes, requiring more unusual or
present the item to her thrall and ask him to accept difficult conditions to be met. For instance, a magic
her gift. If he accepts it, the thrall then loses a sword might not become enhanced until it tastes the
point of permanent Willpower, which seals the blood of an opponent (or perhaps tastes the blood of
evocation into place and enhances the item. If he the wielder). What matters is that the activation
refuses the item, the evocation fails. condition demands at least some small degree of sacri-
Enhanced items made in this way have an addi- fice from the user. Saying a magic word isnt enough,
tional drawback of sorts an activation condition because it doesnt draw on the will of the user.
that must be met each time the thrall wants to gain the Only thralls can help cement the evocation in this
bonuses of the item. This drawback results from the way, because the demon can gain access to the wills of
fact that the faith and determination of mortals is less only those mortals who have faith in her and have
certain than that of demons, and it lacks the focus and agreed to a pact with her. The demon can offer an
direction needed to fully empower the item. For the enhanced item to someone who isnt yet her thrall, as
same reason, a thralls player must make a Willpower part of her pact, but the evocation can be finished and
roll to activate the limited evocations his master might the item enhanced only if the mortal agrees to the pact
bestow on him (see page 252 of the Demon core rules and offers up his faith to the demon. If the mortal dies,
for details). Until the item is activated, its merely a the demon returns to Hell, or the pact is broken by
normal object of its type, and it cant be detected with either party, the relic instantly loses its enhancement
supernatural awareness (see page 172 of the Demon and breaks apart.

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CHAPTER FIVE

EXAMPLES OF THE CREATION PROCESS The player also wants to take extra time, and to benefit
The enhancing process is comparatively simple, from Sephidors access to a junkyards workshop. The
but some complications still arise. Here are a few Storyteller rules that using the tools, equipment and trap-
examples to walk you through the process. pings of the workshop will count as an appropriate reso-
Example 1: Zormas wishes to create an enhanced nance, which drops the difficulty to just 5. Sephidor will
pistol that he can give to one of his adolescent followers. The spend an entire scene working on the car luckily the
kid is coming to collect the gun in 10 minutes, so Zormas workshop is isolated, so no one notices the demon working
plans to take a little time with the enhancement process to away in inhuman form for hours so the player adds
make a pistol thats very accurate and deadly. He also another two dice to his pool.
wants the gun to turn on the user eventually and to weaken Sephidors Perception + Crafts pool is nine dice, so
the childs will. with the bonus for extra time, the player is rolling 11 dice
The Storyteller starts putting together the details. The against a difficulty of 5. The player also decides to spend a
item being enhanced is a light pistol a small, mechani- Faith point for an automatic success. He rolls the dice and
cally complex item so the base difficulty of the evocation gets six successes. With the automatic success, thats a total
is 7. Zormass Perception + Crafts dice pool starts at a base of seven successes!
of seven as well. The demon is taking several minutes to Now its time to spend those successes. Two go into
perform the evocation, so that adds another die to the pool. improving the cars soak value. The Storyteller rules that
Zormas doesnt want to take any great effort to enhance the the cars original soak value was three dice, so that increases
pistol, so he doesnt bother spending Faith, ravaging his to five dice. One success goes into giving the car another
thralls or using resonant tools. health level. Two successes go into improving the cars
The Storyteller rolls eight dice against a difficulty of 7 maneuverability, reducing the difficulty of all relevant
and gets three successes. She assigns two successes to the Drive rolls by two. The last two successes are used to
pistols damage, pushing it up to six lethal dice. The third increase the cars speed by 40%. The Storyteller decides
success goes toward reducing the difficulty of using the pistol that the car had a normal top speed of 150 miles per hour,
to a base difficulty of 5 (modified by maneuvers as usual). so that increases to a staggering 210 miles an hour.
Zormas deliberately evokes the high-Torment version of Sephidor successfully evoked the normal effect of his
Enhance Item, so rolls made to use the pistol will now botch lore, so the botch chance when driving the car is un-
on a 1 or a 2. Rather than spend his own Willpower, he changed. Once the long process of improving the car is
decides to power it through the will of his follower, and he complete, the player spends a point of Willpower to make
decides on an activation condition. The user of the pistol the enhancement permanent. The car is now ready. It
must spend a point of Willpower (through an effort of looks exactly the same, but is much faster and more
concentration) to activate the pistols enhancement for a controllable even at high speeds.
scene. Of course, the pistol will work only if Zormass thrall Example 3: Enerbanske wants to enhance her
accepts this gift, but the demon is confident that the boy will laptop computer. She does many different things on the
take the gun. Giving the cursed pistol to his follower will computer, and her player wants all of those tasks to be easier
inflict further temporary Torment on the demon, but he when using the laptop.
really doesnt care. A computer is a small electronic device, so the difficulty
The accurate, deadly pistol is now ready to be of the Enchant Item evocation is 9. Enerbanske wants to
collected by Zormass protg, and the demon looks improve the computer now, and she doesnt have time to
forward to reading about the teenagers misdeeds in the fool around with tools, so she gains no benefit from reso-
mornings newspaper. nance and cant get a difficulty reduction from her visage
Example 2: Detective Gary Nayland, Sephidors either. Enerbanskes Perception + Crafts pool is just seven
thrall, is in big trouble with corrupt members of the local dice, making this a very difficult evocation, even though her
police force. Nayland needs an edge, and Sephidor plans to player spends a point of Faith for an automatic success. The
create several enhanced tools and items for his ally to use. demon has little choice but to ravage her thralls for extra
One of these will be Naylands car, which Sephidor plans power. Enerbanskes player adds five more dice to the pool
to make faster, more maneuverable and more durable. (the demon has a Faith rating of five). Elsewhere in the city,
Sephidors player starts making plans for the evoca- her servants are racked with pain and madness. The player
tion. The car is a large mechanical item, so the base rolls 12 dice and gets three successes. With the automatic
difficulty of the evocation is 8. Thats pretty high but success, thats four successes to spend.
Sephidor is a Malefactor of the Mummu visage, and he The Storyteller rules that the following Abilities are
benefits from reduced difficulty to Crafts rolls in revelatory relevant to computer use Computer (of course), Re-
form. The player succeeds in a Faith roll, so Sephidor search and Security. Enerbanskes player spends one suc-
assumes his visage, and the difficulty drops to 6. cess on each of these Abilities, reducing the difficulty of

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DEMON PLAYERS GUIDE

using each by one. The last success goes onto improving the anything is possible. The item you enchant can be
computers memory by 20%, taking it from 15 gigabytes to simple or complex, big or small, natural or artificial,
18 gigabytes. Not wanting the computer to fall apart a appropriate or bizarre. For the most part, the items
scene later, Enerbanskes player spends a point of Will- nature doesnt matter, because the evocation doesnt
power to make the enhancement permanent. involve that nature it simply embeds and anchors
another evocation into the object. You could enchant
DAMNED WONDERS: a brick or a newspaper if you felt so inclined. What does
BUILDING ENCHANTED RELICS matter is how well you know the item and the quality
Enchanted relics items that create a limited of the item. An object you made yourself is easier to
evocation or supernatural effect when the user or enchant than one you didnt. A finely crafted item is
creator wishes are among the most powerful and necessary to contain the power of a strong evocation.
desirable relics in demonic society. Theyre also among Technological items cannot be enchanted, how-
the most difficult and costly to create not just for the ever. Science and technology are alien things to
character, but for the player as well. Compared to the demons, who were locked oblivious in the Abyss while
systems for creating enhanced relics, the system for mortals developed amazing new devices. Demons find
creating enchanted items is significantly more com- the spiritual nature of things such as cars and video
plex because these relics can do so many things. cameras very difficult to understand, and while they
Having said that, this system isnt too complex. In can enhance such items (with great effort), they can-
practical terms, you and the Storyteller need to pin not yet perceive the shifting, confusing nature of
down the effects created by the relic and how easily technology enough to manipulate that nature to form
those effects can be used. From these details, you can an enchanted relic. Demons can enchant mechanical
work out just how many successes are required on an items clockwork toys, car engines, even firearms
extended evocation roll, and what modifiers will affect but electronic items such as computers or cell phones
that roll. Roll some dice, accumulate enough suc- are out of the question. You could enchant a broken
cesses, and the relic is complete. high-tech item a broken camcorder is just a lump of
plastic and metal wires but the enchantment would
ENVISIONING THE ITEM dissipate if the item were repaired, because its nature
The first step in enchanting an item is deciding would change and force out the embedded evocation.
what kind of relic its going to be what the object Its up to the Storyteller to decide if a character can
will be and what supernatural effects the object enchant any specific item.
generates. These decisions determine how difficult At this point, you also need to describe the specific
the evocation will be, how powerful an effect the relic effect the relic evokes. Unlike the evocations of de-
can generate and what bodies of lore the creator mons, which are flexible and modifiable, the powers of
needs to know. relics are clearly delineated. You cant make a relic that
So what are you trying to create? A mirror that both dampens and strengthens fires. Or rather, you
always shows a beautiful reflection? A book that lets can, but youd need to enchant the item twice. Simi-
you communicate with dead souls? A wand that shoots larly, your magic mirror can show only one kind of
fireballs? A trench coat that lets you teleport? Almost illusory reflection making the viewer look more
beautiful, for example.
A relics effects can combine the power of two
SUMMARY OF bodies of lore in some cases, but that effect still needs
ENCHANTED ITEM CREATION
1: Decide on effect needed, what item is to be en- to be defined. A mirror that can detect what the viewer
chanted and what lore is needed to generate the effect. wishes he looked like, then shows him that reflection,
would need a combined evocation of the Lore of Light
2: Determine difficulty of enchanting an item.
(illusions) and the Lore of Longing (desire) but still,
3: Determine quality of item, and in turn the thats all it does.
maximum effectiveness of the relic.
Just to make it perfectly clear an enchanted
4: Design relics effects and determine total suc- relic can evoke only one, limited, predefined effect or
cesses needed. evocation. It cant produce a complex, flexible evoca-
5: Work out modifiers on evocation dice pool and tion, and it cant be enchanted twice to produce two
to difficulty. different effects. It was possible to create relics with
6: Perform extended Enchant Item evocation multiple enchantments back in the Time of Babel and
base dice pool is Perception + Crafts and spend before, but Creation is too thin now to allow such
temporary Faith. power, and only rare surviving artifacts from that time

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Lore of Awakening Relics that heal or


THE MIRROR OF LIES directly harm a person or creature, or ones that involve
Relic creation is complex enough that a step- medicines or poisons.
by-step example is a useful guide to the process. Lore of the Beast Relics that control or
Rather than leave all the examples at the end of the influence animals.
section, heres one you can refer to as you read Lore of the Celestials Relics that affect a
through the process. demons Faith, powers or evocations.
David is playing Benignus, a Malefactor, in Lore of Death Relics that directly end mortal
Kylas chronicle. Politics and influence-monger- lives or affect undead creatures.
ing are major elements of the chronicle, and David Lore of the Earth Relics that control the
would like to give Benignus a relic that could be a earth, metals and stone.
useful bribe for a wide variety of mortal characters. Lore of the Firmament Relics that involve
The idea of a mirror that shows the viewer a communication over a distance.
reflection of what he wants to look like seems fun
Lore of Flame Relics that create or affect fire
manipulating mortal vanity could be very useful
and heat.
so he decides that Benignus will create one.
Lore of the Flesh Relics that directly affect
a characters body, including relics that modify a
can overcome these restrictions. If you want to make characters Attributes.
a more flexible item, or one that can produce multiple Lore of the Forge Relics that affect other
effects, then you need to create a demonic item. relics or control objects.
Talk your idea over with your Storyteller first Lore of the Fundament Relics that change or
just in case she doesnt feel the item is appropriate for override physical laws, including most relics that fly or
her chronicle then move on to outlining the details act as a form of transport.
of the item. Lore of Humanity Relics that control or
NECESSARY LORE influence mortal minds directly.
Before your character can build the relic, he Lore of Light Relics that create illusions of
needs to know how to evoke the effect that the item any kind or create or affect light.
will mimic. He needs at least basic knowledge in the Lore of Longing Relics that control mortal
bodies of lore relevant to that effect, meaning he minds indirectly or detect or modify emotions.
must have at least one dot in every body of lore Lore of Paths Relics that involve movement
required for the effect. It isnt necessary for the or direction.
character to be able to evoke the effect himself Lore of Patterns Relics that provide informa-
you dont need to have four dots in the Lore of the tion or predict the future.
Winds to make a relic that can evoke a Wall of Air. Lore of Portals Relics that teleport the user
But without basic knowledge of the appropriate or control doors and barriers.
lore, you wont be able to understand how to contain
Lore of Radiance Relics that overawe or
those energies within an object or how to direct
influence groups of mortals.
them using the Lore of the Forge. If the relics effects
combine the powers of two or more bodies of lore, Lore of the Realms Relics that allow travel
your character needs to have at least one dot in each or interaction between worlds.
of those lore paths. If the effect is the high-Torment Lore of the Spirit Relics that allow com-
version of an evocation, then the character will munication or control over spirits
have to gain a point of temporary Torment when Lore of Storms Relics that control or influ-
enchanting the item. ence water or storms.
If your proposed relic is simply evoking a standard Lore of Transfiguration Relics that change
effect, the system is pretty straightforward. One of the shape or allow others to change shape.
strengths of enchanted items, though, is that they Lore of the Wild Relics that control or
can create a wide variety of effects, not all of which influence plants or wilderness areas.
are standard evocations. Its up to the Storyteller to Lore of the Winds Relics that create or
decide what lore is relevant to a particular effect. The influence air and winds (including some relics that
following list is a guideline, but the Storyteller may allow flight).
decide that a different lore or combination of lore As well as evocation effects, the Storyteller might
is needed. allow relics that mimic features of a demons revelatory

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THE MIRROR OF LIES


The effect David wants to create is reasonably
straightforward. The mirror has to detect the emo-
tions of the viewer, pick out her ideal image of
herself and create that image in the glass. While
this effect strictly has two parts, they dont work
independently, so its still just a single (if slightly
complicated) effect.
Theres no standard evocation that produces
this effect, but Kyla agrees with David that its
basically a combination of the Empathetic Re-
sponse evocation of the Lore of Longing (to detect
the viewers desired reflection) and the Phantasm
evocation of the Lore of Light (to produce the
image). Kyla rules that Benignus needs one dot in
the Lore of the Light and in the Lore of Longing to
create the relic. Since Benignus has at least one dot
in both those lore paths, he has all the necessary
lore for enchanting the mirror.

form, such as wings or increased size. The creator of the


relic must have one dot in the primary lore of a specific
visage in order to mimic that feature. For instance, the
creator of a relic that gives the user the Perfect Balance
feature of the Ellil visage must have at least one dot in
the Lore of the Winds. If the feature is one shared by
several different visages (many demons have wings in
their revelatory form, for instance), the demon needs
to know only one lore that provides that feature. If the
feature is a high-Torment feature of the visage, the
character gains a point of temporary Torment for
embedding the feature in the relic.
The Storyteller may allow a character who doesnt
know the necessary lore to work in collaboration with
another character who does. Such a collaborator must
have at least one dot in the Lore of the Forge, and
working with a collaborator is much more difficult than
creating a relic on ones own. Modifiers for working with
a partner (or partners) are shown later in this section.
SELECTING THE RIGHT MATERIALS
Two facets of the chosen item are relevant in the
enchantment process. The first is how familiar the demon
is with the item whether he made it himself or
obtained it through other means (bought it, stole it, found
it lying in the street, etc.). If the demon made the item
himself, its much easier for him to enchant it. He knows
the nature of the item well and can easily perceive the
places where an evocation can be anchored. If he didnt
make the item, the process becomes harder.
The other factor is the suitability of the item and its
components. An evocation is a nexus of raw power and
energy, and securing it to a physical object is no easy

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task. If the item is flimsy or of poor quality, it cant OBTAINING AN ITEM


anchor a powerful evocation effectively. The evoca- The easiest and probably quickest item to
tion wont take hold, and the object might even be obtain for enchantment is one thats already available
destroyed in the process. Suitability is more than just one your character already owns or can buy. Most
physical robustness, though its also a measure of characters have access to a variety of weapons, tools,
how rare and hard to obtain the material is. The best vehicles and knick-knacks that can be usefully en-
materials arent available in supermarkets or factory chanted. Such items, though, are generally of fairly
showrooms. A character might want meteoric iron, an ordinary quality, and wont hold a strong evocation. If
antique sword made in the 12th century, or the hand your character doesnt want to go to the time and effort
of a hanged murderer to form the nexus of his relic, all of making a suitable item from good materials, he has
of which takes time and effort to acquire. to buy or bargain to get the right object.
In mechanical terms, the demons familiarity with The preceding table lists the minimum rating in a
the device determines the basic difficulty of the evoca- given Background to obtain a suitable item or suitable
tion. The character must roll against a difficulty of 6 to materials. Just what Background is required is deter-
enchant an item his character made, or against a mined by the Storyteller based on the kind of item and
difficulty of 8 to enchant an item made by another. the needs of the chronicle. Many items can simply be
The items suitability determines the maximum num- bought, requiring a minimum Resources rating. Other
ber of successes that the character can accumulate in items might only be obtained by use of Contacts or
the extended evocation roll which, in turn, will Influence, given up only to a demon of a given Emi-
dictate the effects of the evocation. nence or tracked down through the memories supplied
The minimum amount of successes needed to by Legacy. If your character doesnt have enough dots
enchant an item is equal to twice the dots in the lore in an appropriate Background, then its time to call in
required to produce the effect. So if you want to make some favors or go looking for aid from other characters.
an item that mimics the Command the Dead evoca- Tracking down highly suitable materials to make a
tion of the Lore of the Spirit, which requires three dots, powerful relic can be a story in itself.
you need a minimum of six successes to make the item. MAKING AN ITEM
If the relic requires multiple lore paths to produce its Creating an appropriate item from raw materials
effect, only the highest level of lore is doubled. If the takes longer possibly a lot longer than just buying
device requires one dot in two lore paths and four dots one, but the resultant item is a lot easier to enchant.
in another, you need eight successes to create the item. The most important factor here is the quality of the
If you add further successes to the required total, you materials you use to make your item. Sure, you can
can make the relic more powerful more effective, make a relic out of scrap iron and driftwood, but the
better range and so on. If the number of successes resulting piece of crap wont do much. A truly powerful
required is more than the maximum allowed for your relic needs to be made from the best materials possible
materials, you probably wont be able to create the tempered steel, perfect diamonds, arcane treasures.
relic. Youll need more suitable materials, or perhaps Its no cheaper or easier to obtain good-quality mate-
you can tinker with the effect to make it cheaper. rials than it is to buy an item already made from those
The suitability of an item is reflected primarily in materials, but the payoff kicks in when it comes time
how difficult it is to obtain, as shown by this chart. to perform the evocation.

Item/Material Minimum Examples Maximum


Suitability Background Successes
Shoddy 1 Driftwood, rocks, broken toys, low-grade 3
steel, quartz, skateboard, pocket knife
Adequate 2 Quality wood, semi-precious stones, 6
strong steel, car, motorcycle, priests vestments
Good 3 Small amounts of precious metal, small precious stones, 9
Armani suit, Toledo sword, alchemical equipment
Exceptional 4 Gold ingot, large rubies and sapphires, rare antique, 12
meteoric iron, hand of a hanged murderer
Superb 5 One-of-a-kind antique, diamond the size of your fist, 15
chest full of gold, supply of siyr metal from the
Time of Atrocities
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Once your character has obtained the raw materi-


als for making the relic, its time to set to work. The THE MIRROR OF LIES
creation process occurs with a Dexterity + Crafts roll Kyla has ruled that the effect David wants the
(for simple creations) or Dexterity + Technology (for mirror to produce is a combination of Empathetic
mechanical items). The Storyteller might also decide Response (two dots in Lore of Longing) and Phan-
that you need to use Wits or Intelligence rather than tasm (three dots in Lore of Light). Since Phantasm
Dexterity, depending on the item being made. requires the higher Lore, the relic will require a
Creating the item is an extended action, with a roll minimum of six successes. Therefore, Benignus must
being made for each day your character works on the use at least adequate materials to make the relic.
item. The Storyteller may rule that the process takes David would like to use an antique mirror for the
even longer and allow only one roll every in-game week. relic, not just a plain wall mirror. A costly antique will
This is usually the case for large items or creations that serve to further inflame the greed of mortals, after all
require special tools or procedures (such as building a car and anyway, itd be much cooler. Kyla says that a
engine from parts). The difficulty for making most items rare antique mirror would be an exceptional item,
is 6, but the Storyteller may rule that a given item is requiring Resources 4 to obtain. That sounds a bit too
harder to make. Anything requiring fine work or special costly to David, who decides that Benignus will
tools, such as making an intricate clockwork device or search out a mirror thats classy but doesnt cost so
engraving a gold ring, is probably difficulty 7 or 8. If you much a good item, that will allow up to nine
botch the roll, the item and materials are ruined, and successes to be accumulated on the Enchant Item
you have to start all over again. roll. Because Benignus didnt make it himself, the
The more successes you accumulate on this roll, difficulty of enchanting the mirror will be 8.
the higher the quality of the item is, and the more Buying such a mirror outright would require
powerful the evocation you can store in it is. You cant Resources 3 which, unfortunately, Benignus
just keep accumulating successes forever, though. The doesnt possess. He does have three dots in Emi-
maximum number of successes you can gather is equal nence, however, which will allow him to pull some
to the maximum successes allowed for your materials. strings in the infernal court. Over a few days,
If your character is building an opal ring from good Benignus lets it be known that he would appreci-
quality stones and materials, you can accumulate a ate the gift of a fine mirror from any supplicants to
maximum of nine successes on the extended roll. the court. Sure enough, a demon hungry for pres-
Thats as good as its ever going to get. You can stop tige and recognition gives him one. Of course, now
before that point, with a ring that has only seven or five Benignus has to reciprocate the favor and Kyla
or one success, but the amount of successes you end up makes note of the debt to use in future stories.
with is also the maximum number of successes you can Out of curiosity, David looks at the rules for
gather on the extended evocation roll for enchanting creating an item Benignus could try to build a
the item. You might have great materials, but if you mirror from scratch, after all. Kyla rules that hed
just slap them together, the resulting item isnt going need to make an extended Dexterity + Crafts roll,
to be good enough to house a powerful evocation. with a difficulty of 7, accumulating successes once
Remember that you get to design the relic fully before each in-game week (glazing is a complicated pro-
you start rolling dice. Once youve worked out how many cess, after all). Since Benignuss dice pool for the
successes youll need for the chosen evocation, come back action would be only seven dice, thatd be a long
to this point and rethink the item requirements if neces- process. David figures itd take weeks for Benignus
sary. Maybe youll need a more expensive item to house to finish making the mirror, assuming no disasters
your evocation, or maybe the relic is so simple that you happened in the meantime. Instead, David de-
can anchor it to a much less costly object. cides to live with the higher difficulty.
DETERMINING THE SUCCESSES NEEDED
This is the main part of the relic design system, evocation roll. The suitability of the item determines
and the one where the player and Storyteller need to the maximum number of successes you can gain with
do the most work. the evocation.
Performing the Enchant Object evocation is an The player and the Storyteller should progress
extended action, where the player needs to accumu- through the following steps in order, determining at
late a certain number of successes. The power of the each step how many successes are needed. When all
relic the effect it generates, how strong that effect the steps are completed, you should have a total
is and how often it can be used determines the number of successes needed to create the item youve
number of successes you need to accumulate with the designed. If that total is higher than your chosen item
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can contain, you need to go back and redesign the


effect to make it less powerful or choose a new item
that can contain the power of the evocation. If its
equal to the items maximum, you can go ahead and
make the item. If its lower than the maximum, you
might want to beef up the evocations power, use a
lower quality (and easier to obtain) item, or simply go
ahead with the Enchant Item evocation.
STEP ONE: THE BASIC EVOCATION
The power of the evocation the number of dots
in lore you would need to evoke that effect is the
base from which you start. The relic requires an abso-
lute minimum number of successes equal to twice the
number of dots in lore required. If your relic evokes an
effect equivalent to a three-dot evocation, you need
six successes at this step.
If the relic creates a conjunctional effect that
would require knowledge of multiple bodies of lore,
then you need a minimum level of successes equal to
double the highest level of lore involved. If the relic
is a scepter that inspires loyalty in a mortal (Aura of
Legend, three dots in Lore of Radiance) while ex-
panding his consciousness (Inspire, four dots in Lore
of Longing), then the item requires eight successes at
this stage.
If the relics effect is not a standard evocation, then
the Storyteller should set a minimum based on how
powerful the effect is. If its comparable to a minor,
one-dot evocation, then the player needs two suc-
cesses; if its a powerful effect comparable to a five-dot
evocation, then the player needs 10 successes here.
STEP TWO: THE POWER OF THE EFFECT
Evocations have a dice pool associated with the
effect, which determines how powerful the evocation
is all the standard evocations include an associated
dice pool. The relic has its own dice pool for the effect,
rather than using that of the wielder or the creator.
This dice pool can be made larger by increasing the
number of successes required to make the relic.
The basic dice pool for a relics effect is the same as the
creators relevant dice pool. If your character is making a
relic that mimics the Create Ward evocation, which
involves a Charisma + Intuition pool, then the relics dice
pool is equal to your characters Charisma + Intuition.
Relics that mimic the features of a particular visage have a
base dice pool equal to the creators permanent Faith
rating. If the effect is based on two or more different
evocations, then the base dice pool is equal to the highest
of the creators relevant pools. For these items, the player
normally rolls the relics pool once and applies the successes
to all the facets of the effect, but the Storyteller might
decide that its more appropriate to roll the pool separately
for each part of the effect. If multiple characters are

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DEMON PLAYERS GUIDE

collaborating on the item, the dice pool of the character to produce a relic that he could not make alone due
evoking Enchant Object is the one used for the relic. to shortcomings in his knowledge of lore. Its a lot
You can increase this pool by adding more successes more difficult to create a relic while depending on
to the required total, though, since one of the most anothers knowledge, though. As well as increasing
common reasons for making enchanted relics is to the difficulty of the evocation roll (covered later),
transcend the creators limits. Every success added to the the successes required to make the item increase by
required total adds two dice to the relics dice pool, with two for every other demon working on it with the
the only limit being the maximum successes permitted character. If a demon had to work with two partners
by the relics suitability. If you add another three suc- to create a relic perhaps because each knew part
cesses to the required total, the relics dice pool is six dice of the lore needed to create the effect then the
larger than your characters relevant pool. player would need another four successes to create
The difficulty of the relics effect roll is the same as the relic.
the normal difficulty of the appropriate evocation. If Additional Sacrifice. All enchanted relics re-
the effect isnt a standard evocation, the Storyteller quire the sacrifice of spiritual energy and the strength
should decide on a difficulty (6 is usually good). You of belief to power them, which is normally based on a
cant lower this difficulty by requiring more successes. Willpower or Faith roll. You can make the item easier
You cant accidentally evoke the high-Torment of an to create reducing the number of required successes
evocation when using a relic (another advantage of by demanding an additional price be paid for each
these items), because the relic produces only the pre- activation of the relic. The roll must still be made, but
programmed effect. (If the relic is designed to heal there are other demands made of the user as well.
others, it cant suddenly harm them instead.) If you If the item requires an onerous sacrifice, reduce the
want the relic to produce the high-Torment version of number of successes needed by one. An onerous sacri-
an evocation, you have to decide thus when you make fice is inconvenient and painful, but it doesnt threaten
the relic. Should you do so, the character suffers a point the life or sanity of the user or others. An appropriate
of temporary Torment to embed that effect in the relic. mechanical sacrifice might be the loss of a lethal
STEP THREE: FREQUENCY OF USE health level or having to suffer a penalty to all dice rolls
Once youve determined how powerful the relics for the rest of the scene. An onerous sacrifice can also
effect is, the next step is determining how often the be something emotionally meaningful to the user,
relic can be used. Relics can be used over and over such as having to hurt someone he loves or give up
again, but usually only a few times in each scene. Some caring about one important thing in his life every time
relics can be used at whim, but they are much harder he uses the relic.
to produce, and they require far more successes. If the item requires a severe sacrifice, reduce the
The relic starts at a base of one use per scene. You can number of required successes by two. A severe sacrifice
increase this limit by adding more successes to the re- requires great pain on the part of the user or on the
quired total. Adding up to four successes to the required part of others. Possible examples include having to kill
an innocent person each time the item is used, losing
total increases the uses-per-scene by the same amount
a permanent health level, having to cut off a finger or
so if you add three successes to the required total, you can
sacrificing one of your memories to the relic.
use the relic three more times per scene (for a total of four
times). Alternatively, if you add five successes to the Miscellaneous Limitations. If the evocation
required total, the item can be used as many times per produced by the relic is significantly limited, the
Storyteller may reduce the required successes by one or
scene as you like. Only the finest materials will be able to
even two. Its important to distinguish, though, be-
contain such a powerful effect, however.
tween a limited evocation one that is notably less
STEP FOUR: OTHER MODIFIERS useful than usual and a specific effect, which is what
The first three steps are enough to cover almost all the relic is meant to produce. An item that evokes the
enchanted items. Still, there are always other compli- Lore of Longing but affects only one particular emo-
cations and possibilities, other ways to make the relic tion isnt limited thats the appropriate scope of the
more complex and time-consuming to produce. The relic. A relic that affects only that emotion, and in
following possibilities cover some ground, but arent addition works only on women, is limited. Its up to the
exhaustive. Players and Storytellers may come up with Storytellers discretion to decide whether an evoca-
other factors that increase or decrease the number of tion is limited, and what reduction in the required
successes needed. successes is warranted. As a rule of thumb, significant
Working With a Collaborator. Its possible limitations reduce the successes by one, while drastic
for a character to work with another demon in order limitations reduce the required successes by two.

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CHAPTER FIVE

Miscellaneous Bonuses. Just as the Storyteller STEP FIVE: ADD IT ALL UP


can reduce the required successes for an evocation that Now that youve worked through all the preceding
seems limited, she can increase the required successes steps, you should know how many successes youll need
if the evocation seems unusually useful. If the evoca- on the Enchant Item evocation roll. If its more than
tion manages to overcome some of the normal the item can hold or more than you think you can
limitations of the lore, such as having a longer range, accumulate in the time you have go back to Step
the Storyteller should feel free to increase the require- One and tinker with the numbers to reduce the total.
ments by one or even two successes. THE EVOCATION
Once youve worked out how many successes you
THE MIRROR OF LIES require on the extended evocation roll, the next step
David and Kyla begin adding up the successes is to make that roll, which means determining the
needed to create the mirror. difficulty number and the dice pool.
Step One: As noted earlier, the mirrors effect The base difficulty number depends on the item
mimics the two-dot evocation Empathetic Response being used 6 if your character created it himself, 8
and the three-dot evocation Phantasm. The basic if someone else made it. The base dice pool is equal to
number of successes required is equal to double the level the characters Dexterity + Crafts. You make a roll for
of the more powerful evocation, so thats six successes. every day your character spends enchanting the relic.
Step Two: Empathetic Response normally re- When you accumulate the required number of suc-
quires a Manipulation + Empathy roll, while Phantasm cesses, the relic is finished.
is based on Intelligence + Performance. Benignuss If you botch the roll at any point, the potential
Manipulation + Empathy pool is only five dice, but his relic is ruined, and you lose the Faith the item would
Intelligence + Performance pool is seven dice. The have required to create. If, over the course of the
relics dice pool starts at seven dice, because thats the extended roll, more successful dice are rolled below
higher of the two pools. David wants the relic to be your characters Torment than above, the item is
very reliable, so he adds another two success to his cursed, and it demands a higher price from the user.
required total to add four dice to the relics pool, A number of different modifiers can change both
bringing it to 11 dice. Kyla rules that the relics pool is the dice pool and the difficulty of the evocation.
rolled just once, and those successes determine both Several are listed here. The Storyteller may impose or
how well the mirror detects the viewers emotions and grant others if she feels it warranted.
how well it portrays the idealized reflection. Ravaging. If your character ravages the souls of
Step Three: David wants the mirror to work her thralls, you can add a number of dice up to her Faith
multiple times per scene since Benignus might want rating to the dice pool for one evocation roll. If you
to let several mortals use it in a short period. The relic want to increase the pool for the next roll, your
starts out at just one use per day, which is too low for character has to ravage her thralls again.
Davids liking. David decides he wants to be able to Faith. Spending a point of temporary Faith adds
use the mirror three times a scene, which adds an automatic success to one evocation roll. If you want
another two successes to the required total. another success on the next roll, you need to spend
Step Four: Benignus isnt working with col- another point of Faith.
laborators or modifying the relics properties any Resonance (1). If your character uses appropri-
further, so David needs add no more successes here. ate resonances of the Lore of the Forge throughout the
Step Five: The total successes required are 6 (Step extended evocation, the difficulty of the evocation
One) + 2 (Step Two) + 2 (Step Three) = 10 successes. attempt decreases by one. You can also reduce the
Thats one too many the mirror can contain a difficulty by one if the relic resonates with the lore of
maximum of nine successes because its of good the evocation. For instance, a gravestone would help
suitability. David goes back and looks over the num- an evocation of the Lore of Death; a book of poetry
bers. He cant lower the lore minimum in Step One, resonates with the Lore of Longing. You can reduce the
and he doesnt want to make the relic more onerous to difficulty by only one for using resonance, even if you
activate or more limited in function, so he either has use resonances of the Lore of the Forge and enchant an
to reduce the relics dice pool or number of uses. He item that resonates with the evocation.
decides he wants to definitely keep the three uses per Resonance (2). As well as using resonance, you
scene, so he reduces the dice pool from 11 to nine dice. can get a bonus to the evocation if the relic causes
Doing so drops the required successes by one, down to resonance as a side effect. You can add an extra die to
a manageable nine. all the evocation rolls if minor manifestations of the

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relics lore appear in the vicinity when the relic is used. might allow the benefit to count for only those rolls
As an example, a relic that evokes the Lore of the Wild made while the character is manifesting his visage.
might cause plants to grow faster in the area for a day Existing Relic Status. Remember, if the object is
after being used. A relic that evokes the Lore of Death already a relic of any kind, it cant be further enchanted.
might cause shadows to become permanent in the Collaboration. If other characters are helping you
place where it was used. These manifestations are create the item by providing the necessary lore, increase
always too minor to give any real in-game benefit or the difficulty of the evocation by one. Multiple collabo-
penalty, but they can make the item slightly easier to rators still increase the difficulty by only one.
track down. (They also make the relic a little more With all the details pinned down, its time to roll
interesting, and thats worth rewarding.) dice, count successes and determine how well things
Visage. If your character benefits from reduced went for your character!
difficulty to his Crafts rolls in his apocalyptic form, or
if he gains a bonus to his Dexterity, those benefits can THE FINISHING TOUCHES
be applied to the evocation roll as long as he remains With the extended evocation roll complete, only
in apocalyptic form while performing the evocation. a few more things need to be wrapped up before using
Doing so for an extended roll is at best impractical, and your relic.
at worst impossible, though. Characters are going to Cementing the Evocation. The evocation has
find it very difficult to remain in revelatory form for been designed and embedded in the relic, but it wont
days on end. Forgiving Storytellers might allow the stay there unless the knot of energies is stabilized.
character to benefit from his visage if he stays in Doing so requires your character to spend a number of
apocalyptic form for one or two scenes per day, or they temporary Faith points equal to the maximum lore
needed for the evocation. So if the relic mimics the
two-dot evocation of the Lore of Flame, you need to
THE MIRROR OF LIES spend two points of temporary Faith. In the case of
David needs to accumulate nine successes to evocations that draw on multiple bodies of lore, you
create the mirror relic. He and Kyla calculate the dont need to pay Faith equal to all of those lore ratings
dice pool and difficulty of the roll. just the highest lore rating of all those required.
Benignus didnt make the mirror himself, so the The Storyteller can increase or decrease this re-
base difficulty of the roll is 8. Hes not making the quired amount by one point of Faith if she feels its
relic in his revelatory form, so there are no benefits appropriate. A relic that is particularly useful or flexible
there. Kyla feels that mirrors resonate with both might cost an extra point of Faith to finish. A relic with
bodies of lore, so she reduces the difficulty by one for a significantly limited application might have its Faith
using an appropriate item for the relic. Benignus isnt cost reduced by one (down to a minimum of one point).
using an existing relic or working with collaborators, Activation and Use. To use a relic, the operator
so he doesnt suffer any penalties. The final difficulty must sacrifice a measure of her own energy and belief
for the Enchant Item roll is 7. to the item the amount of energy is usually quite
The base dice pool is Benignuss Dexterity + small. Whenever a mortal uses the item, she must
Craft, which equals nine dice. Benignus isnt prepared make a Willpower roll (difficulty 8) or spend a Will-
to ravage his followers for power, and David doesnt power point in order to activate the relics power.
want to blow any temporary Faith on automatic Players of demons must make a Faith roll (difficulty 6)
successes. David does decide, though, to have the relic or spend a Faith point to activate the relic. This roll
cause minor resonant side effects. He talks it over with must be made every time the relic is used, but the user
Kyla and decides that using the relic causes roses to needs a only single success each time. If the roll is
grow in the nearby area roses that are twisted with botched, the user loses a point of the relevant trait.
the ugliness that the mirror hides. Since roses resonate Relics that suffer more onerous use conditions (see
with the Lore of Longing and because its a cool Step Four) still require this roll in addition to the other
effect Kyla decides that thats enough to warrant an sacrifices that the user must make.
extra die to his pool, for a total of 10 dice. If the characters evokes the high-Torment version
Therefore, David needs to roll 10 dice against of Enchant Object deliberately or accidentally
a difficulty of 7, once for each in-game day Benignus the relic demands a higher price of the user, but is more
spends creating the relic, until he accumulates nine reliable. Theres no need for a dice roll when activating
successes. After four in-game days, David finally a high-Torment relic. Instead, mortal users must spend
gets his ninth success, and Benignus finishes en- a point of Willpower to activate the relic, while
chanting his mirror. demons gain a point of temporary Torment each time

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they use the device. Eventually the curse of the twisted Any number of characters can be attuned to an
relic breaks the will of any mortal user and slowly item at one time. That doesnt mean that the owner
corrupts any demon who draws on its power. As before, will like it when a newcomer attunes herself to his
any enchanted item that requires a more onerous precious, precious relic. The original user cant stop
activation condition retains this price, which must be the new user from attuning to the relic unless he
paid in addition to the normal cost of using the item. steals it away from her before she can do so but a
High-Torment relics also botch more often on a roll jealous user might attack or kill anyone who dares to
of 1 or 2 and those mishaps almost always have try to use his prized possession.
tragic consequences.
EXAMPLES
Attunement. Rather than have to make a roll As you can see, enchanting items is a fairly com-
each time your character uses an item whether he plex procedure, but you will become proficient with
created it or not the character can attune to the the system with a bit of practice. The following ex-
relic. Attuning is an intuitive process that doesnt amples should help illustrate just how straightforward
require any kind of ritual or knowledge the user the system can be in use.
simply needs to gain a feel for the demands and nature
of the item. This process is pretty minor for demons, Example 1: The Malefactor Orobas wants to create
but attunement is more significant to mortals. Its a key that will open any lock. Orobas already knows the
often a sign of deep obsession and psychological prob- appropriate evocation Open/Close Portals from the
lems, as the mortal begins to fixate on the relic to the Lore of Portals but his dice pool for this evocation is a
extent that he sees it as part of himself. Before a user measly four dice, and his player wants a relic to compensate
can attune to an item, he must have it in his possession for her characters weakness.
and have successfully used it at least once. Open/Close Portals is a one-dot evocation, so the relic
has a base requirement of two successes. Orobas will be
To attune to a relic, demons must spend one point making the relic out of an old-fashioned key, which the
of permanent Faith, while mortals must spend a point Storyteller rules is of shoddy suitability. (Its just a piece
of permanent Willpower (demons cant choose to of metal, after all.)
spend Willpower instead of Faith). Once the character Orobass players main aim is to get the relics dice pool
is attuned to the relic, he can use it with ease, and no for the evocation as high at it will go it starts at just four
dice roll is required to activate the items power. If the dice, the same as Orobass dice pool. Adding one success to
relic demands a more onerous activation cost, that cost the required total brings that to six dice, but thats still too
still exists attunement makes the item more reli- low, so she increases the required success total to four in
able, but doesnt make it any less demanding. The relic order to improve the pool to eight dice.
still has an increased botch chance if it is cursed due to A shoddy item allows a maximum of three successes,
a high-Torment evocation, but the attuned user doesnt so the total has to come down. Adding an onerous activa-
need to keep spending Willpower or gaining Torment tion condition to the relic would work, so the player decides
to use it. that the user must suffer a lethal health level of damage in
order to activate the relic. In fact, that condition suggests a
THE MIRROR OF LIES cool image to her. The key is sharpened along its edge, and
With the mirror finished, Benignus needs to the user must stab himself with the key and coat it with his
cement the enchantment. Kyla rules that the blood before it works its magic. The Storyteller agrees that
evocation is not so limited or powerful to require a its a cool image and allows the activation condition,
change in cost, so David spends three Faith points bringing the required successes down to three.
(because Phantasm is the three-dot evocation of Orobass dice pool for Enchant Object is seven dice.
the Lore of Light) to finish off the enchantment. The difficulty of the evocation starts at 8 since Orobas
The mirror is now ready to use. Because David didnt make the key himself but the Storyteller reduces
didnt add any onerous conditions to its use and that to 7 because keys resonate with the Lore of Portals (and
didnt evoke the high-Torment version of Enchant because he likes the grim requirement). The Storyteller
Item, the relic is pretty straightforward. When some- allows the player to roll the evocation herself, rather than
one looks in the mirror, David must make a Faith the Storyteller rolling it himself and checking for tormented
roll (difficulty 6). If that roll succeeds, he can then successes. Rolling once for each in-game day, it takes just
roll the relics pool of nine dice to use the evocation. two days to make the key, and it isnt cursed. Finally,
David certainly plans to have Benignus attune to Orobas spends a point of Faith (because Open/Close Portal
the relic eventually, but that wont be possible until is a one-dot evocation) to finish the relic.
its been used in the chronicle. For Orobas to use the key, the player must succeed in
a Faith roll (difficulty 6). If that works, she then rolls eight

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dice to overcome the lock. The key can be used only once
a scene, which is fine since the player doesnt really want to
keep bleeding off her characters health levels unless abso-
lutely necessary.
Example 2: Phil likes the idea of making a relic
grenade a single-use item that can be used as a last-ditch
weapon by his character, Lachama. Looking through the
rulebook, he sees the high-Torment version of the Command
the Wind evocation, which summons a foul miasma of
choking gas. He decides to make that the effect of the relic.
Command the Wind is a three-dot evocation, so the
relic would require a minimum of six successes. Lachama
doesnt have any dots in the Lore of the Winds, however,
so she needs a collaborator to build this relic. That increases
the successes required by two, up to a total of eight.
Counteracting this, though, is the one-shot nature of the
relic. The Storyteller considers that a severe limitation, so
she reduces the required successes by two, back down to six.
Phil isnt going to bother increasing the dice pool of the relics
effect or adding any other improvements to the item, so six
successes is the final total.
Once Lachama persuades her ally Braxamun (who
knows the Lore of the Winds) to help her build the relic, she
needs to gather the materials. Six successes will require
materials of adequate suitability, and Phil wants Lachama
to make the item herself. He comes up with the idea of
making the relic from glass a sort of glass egg, filled with
mercury, filigreed with copper and steel, and hanging from
a steel necklace. It looks like an unusual piece of jewelry
but when the user pulls the relic from the necklace and
throws it to the ground, it breaks open and spews forth the
noxious gas. The Storyteller rules that those materials are
of adequate suitability, and Lachama spends a few days
buying mercury and ground glass.
Crafting the relic requires an extended Dexterity +
Crafts action, rolling once each in-game day until Phil
accumulates six successes (the amount he needs to support
the evocation). The difficulty for this roll is usually 6, but
the Storyteller feels that because the item is small and
intricate, and because of the danger of handling mercury,
the difficulty should increase to 7. Lachamas Dexterity +
Crafts pool is eight dice; rolling for each in-game day, Phil
determines that it takes her five days to make the necklace.
Now its time to enchant the necklace, and Lachama
gets together with her collaborator to perform the Enchant
Object evocation. The difficulty of the evocation starts at 6,
since Lachama made the necklace herself. Because shes
working with a collaborator, the difficulty increases to a
total of 7. Lachamas Dexterity + Crafts pool is eight, and
she isnt doing anything to gain extra dice. Because Lachama
is crafting a high-Torment effect, she must gain a point of
temporary Torment for crafting the relic.
The Storyteller decides to roll the evocation attempt,
rather than allowing Phil to roll it himself. She determines

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that it takes five days to create the item and that Lachama hand, the chain only affects a single character that its
has inadvertently evoked the high-Torment version of attached to, and Janet rules that a conscious and mobile
Enchant Object so that the necklace is cursed. It still works, character couldnt be chained. Similarly, Manipulate Iner-
and will perform as normal, but will botch on a roll of 1 or tia normally lasts for only one turn, whereas the chains
2 when used. Furthermore, Lachama will gain a point of effect lasts for as long as the target is bound. Then again,
temporary Torment when she uses the item (but she doesnt the effect is very limited in its scope, compared to the feats
have to make a Faith roll to activate it). that can normally be performed with Manipulate Inertia.
With the evocation complete, Phil spends three points All of these advantages and drawbacks cancel each other
of Faith to finish the enchantment, and he hangs the relic out, as far as Janets concerned, so they dont increase or
around Lachamas neck. decrease the required number of successes. Mike wants one
Example 3: Mike comes up with a cool idea for a additional feature, however the relic not only negates
relic for his character Namastar an unbreakable silver evocations but also prevents demons from assuming their
chain that can imprison anyone it binds and prevent demons apocalyptic form. Thats a fairly major advantage over the
from using their evocations to break free. His Storyteller, usual Pillar of Faith effect, so Janet increases the required
Janet, agrees that its a cool idea, but itll be a tricky idea to successes to nine.
implement. No standard evocation in the Demon rulebook Nine successes mean Namastar must make the relic
binds a target in this way, so the two of them need to come from good quality materials, which is fine, since the plan
up with an appropriate lore and evocation level. was to make it from silver anyway. Mike needs to roll
Looking over the various bodies of lore, a few seem at Namastars Dexterity + Crafts pool to make the chain,
least somewhat appropriate. The Lore of the Celestials against a difficulty of 7. Janet also feels that fine-detail
affects the evocations of other demons, so thatll have to be silversmithing should take a while, so she allows only one
involved. The imprisoning effect could come from the Lore roll to be made for every three in-game days. It takes
of Paths (which affects movement), the Lore of the Funda- Namastar several weeks to get the chain just right, accumu-
ment (which also affects movement and physical laws) or lating nine successes on the Crafts roll.
even the Lore of the Flesh (which affects the body). With the chain ready, Namastar can begin enchant-
Thinking it over, Janet feels that this effect is a combination ing it. The base difficulty of the evocation will be 6, since
of Flesh and Fundament. The chain will capture the energy he made the chain himself. Mike adds an interesting
of the subjects muscles and redirect it into the relic, making touch here. During the evocation, Namastar painstak-
it grow tighter. That seems to coincide well with the ingly engraves a word meaning binding on each link of
Manipulate Inertia evocation of the Lore of the Funda- the chain, with each link using a word from a different
ment, which is a three-dot evocation. Similarly, the Pillar language. Janet thinks thats cool and feels that it
of Faith evocation of the Lore of the Celestials, which can resonates well with the purpose of the item and the lore
negate a demons evocations, is a three-dot effect. Janet being used, so she reduces the difficulty to just 5.
rules that the relic will require knowledge of the Lore of the Namastars Dexterity + Crafts pool is seven dice. With
Flesh, the Lore of the Fundament and the Lore of the Janet rolling for the evocation, it takes Namastar just
Celestials to create, and it will start from a basic require- four days to enchant the relic. He then spends three Faith
ment of six successes. Fortunately, Namastar has some to finish the evocation.
knowledge of all these bodies of lore (as well as four dots in Once the chain is activated (with a Faith or Willpower
the Lore of the Forge), so he can make the relic without roll), wrapped around someones wrist, then attached to a
outside aid. solid anchor (like a steel beam or bar), the chain performs
The relic will use a single dice pool for both effects the Hold maneuver on its prisoner (see page 242 of the
negating the targets evocations and binding him (which will Demon core rules for details) using a pool of 13 dice. It also
work similarly to a grappling attempt). Pillar of Faith works rolls this pool to resist any attempt by the prisoner to perform
from Namastars Manipulation + Leadership pool, which evocations or assume his visage. The chain can only be
is nine; Manipulate Inertia works from his Dexterity + broken by the prisoner if he escapes from the hold (not
Athletics pool, which is only five. The relics pool will start likely, with that massive dice pool), but another character
at nine dice, but Mike would like it higher. He adds another could easily snap it.
two successes to the required total (bringing it to eight) to
increase it to 13 dice. He doesnt think the device will need SOULS IN A BOTTLE:
to be used more than once per scene, so he doesnt add any
further successes to the total. BUILDING DEMONIC RELICS
This relic is quite unusual, and it has advantages and Demonic relics are difficult relics to create, requir-
drawbacks that differ from the evocations its based on. ing near mastery of the Lore of the Spirit. The
Pillar of Faith normally requires knowledge of the targets mechanical system for creating a demonic relic is
True or Celestial Name, but this relic doesnt. On the other pretty simple, however, only slightly more complex

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capture that ghost in his favorite rug, but thats hardly as


SUMMARY OF DEMONIC ITEM CREATION useful as binding him to your car so he can drive you around.
1: Choose appropriate object and record details. When you use meaningless items to capture a soul,
2: Work out modifiers to evocation dice pool and different objects make the evocation easier or harder
difficulty. to perform. Crystals, gems and precious metals are the
3: Perform Anchor the Soul evocation base dice easiest materials to use, since their nature resonates
pool is Stamina + Awareness. particularly well with the Lore of the Spirit and the
4: Interpret successes of evocation roll and deter- power of the evocation. Objects made from other
mine relics capabilities. materials stone, wood, glass, steel and so on are
harder to use. The most difficult items to make into
than that for creating an enchanted item. Forcing a vessels are those made from artificial materials or that
discorporate soul into a vessel is a fast, straightforward incorporate high technology such things as com-
process. You just make a simple roll for the evocation, puters, cars, plastic mannequins and the like. Of course,
with few modifiers. these items are often the most useful ones to make into
There are two kinds of demonic relics. A simple vessels, since the captured soul can use them in more
item is simply a soul mortal or demon that has ways if you succeed in binding it in the first place.
been bound into a mundane object. This object be- THE EVOCATION
comes the souls body, and it can be manipulated in If your character has four dots in the Lore of the
appropriate ways. Complex demonic items use a cap- Spirit, has a suitable item to hand, and is in the
tured soul as part of an enchanted relic, allowing the presence of a spirit a ghost, a nature spirit or a
soul to control and alter the relics powers. demon outside of its mortal vessel she can attempt
CHOOSING THE VESSEL to perform the Anchor the Soul evocation and trap the
Almost any item can be used as a vessel for a spirit inside the vessel. Your character doesnt have to
disembodied soul, even such high-tech items as com- be able to sense the spirit, but if she cant, she might not
puters. Its easier, however, for a demon to evoke the know its in range for the evocation (or even that its
lore on an object that has a close personal connection there at all).
to the soul being captured, or on items made from When your character performs the evocation, the
simple materials, so many characters will want to objects spiritual nature changes momentarily, gaining
choose the vessel carefully. many of the characteristics of Hell a spiritual void
If the item being used had a close personal connec- that emits a terrible gravity. This attraction affects only
tion to the soul, the difficulty of the evocation is only the targeted spirit the evocation targets both the
6. What counts as a close personal connection? Its not object and the chosen spirit, tying those two entities
enough for the person to have simply used the item in together into a specific configuration that ignores any
life no one feels a close personal connection to the other spirits in the vicinity. If the spirit resists the pull of
bus she catches or the spatula she keeps in her kitchen. the item, the power of the evocation fades and the items
The item must mean something to the person. It nature is unchanged. The demon could attempt to use
doesnt have to have an intense emotional meaning for it again with this evocation, but she might suffer in-
her, but it should be something that she found useful creased difficulties (at the Storytellers discretion) if she
and would miss if it were taken away. Computers, cars, uses it to try to capture the same spirit.
favorite shirts, pianos, jewelry many items in a If they are armed with appropriate relics or limited
persons life could make suitable vessels. Picking an evocations, mortal thralls can also capture spirits in
appropriate item usually requires the demon to do this way and even enslave incorporeal demons. For
some research into her subject (unless she knows him this reason, demons rarely bestow such power on even
well) and then obtain the item. If youre capturing the their most trusted thralls. If a mortal did gain such
soul of your best friend or next-door neighbor who died power, most demons that learned of it would make that
last week, this is fairly easy. If you want to ensnare the mortal an immediate target. Still, its not impossible.
spirit of a long-dead nobleman, or capture a demon Mortals hungry for demon slaves might be hunting
newly summoned from Hell, it gets a lot harder. your character even now.
If you cant obtain a suitably meaningful item, thats Evoking Anchor the Soul is a simple roll. The
not a huge setback almost any item can be a suitable player spends a point of temporary Faith and makes a
vessel. In fact, you might want to capture the spirit in a Stamina + Awareness roll, where the difficulty depends
different vessel especially if you want the spirit in a on the nature of the chosen vessel. If the vessel has
specific vessel for a reason. Sure, it might be easier to personal meaning to the targeted spirit, the difficulty is

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just 6. If the vessel is made of crystal, gems or precious a vessel. Souls can be incorporated into enchanted
metals, the difficulty is 7. For an item made of non- relics, but only when the relic is being enchanted.
precious natural materials, the difficulty is 8, and the There was a time when a vessel could contain two,
difficulty of using an artificial, non-meaningful item is 9. three or a legion of souls, but no longer. Now an object
The target must be within a number of yards equal can barely contain a single soul, mortal or demonic.
to the demons Faith. If its outside this radius, it is The Storyteller might also assign further modifiers
untouched by the reliquarys gravity. The character if he feels that other relevant factors apply.
must be holding the chosen item (or at least touching Once the evocation is complete, the relic acts as a
it if its a large item like a motorcycle or statue). If the prison for the spirit for a number of days equal to your
spirit is affected, it resists the power of the evocation characters permanent Faith rating. After this time,
with a Willpower roll (difficulty 8). If the player using the relic falls apart, breaks down or crumbles into dust,
the reliquary gains more successes, the evocation takes and the spirit is freed and unbound and possibly very
effect, and the spirit is drawn into the vessel. If the angry at the demon that dared to enslave it. To bind
player botches, the character loses another point of the spirit into the item permanently, you need to spend
temporary Faith, and that item can never be used as a a point of temporary Willpower. Doing so stabilizes the
vessel for any soul the botched evocation has evocation and stops the relic from falling apart under
permanently distorted the objects spiritual nature. If the strain of containing the spirit. If the relic is dam-
the spirit botches its Willpower roll, it is not only aged, it will still act as a vessel for the imprisoned spirit.
bound into the item, but it also loses a point of Only if the item loses all its health levels is the trapped
permanent Willpower. spirit freed.
Only a few additional factors can modify the
evocation roll. Taking extra time is ineffective
INTERPRETING THE SUCCESSES
this is an instantaneous evocation, and there are no Even a single success on the evocation roll means
benefits for extending the performance over a longer that the spirit is trapped in the vessel. Such a mar-
time. In fact, stalling just gives the targeted spirit a ginal evocation, though, leaves the spirit lost inside
chance to escape. the object, unable to sense the outside world more
than feebly, unable to communicate with others and
Ravaging. By ravaging the souls of your
unbound by the will of the evoker. More successes
characters thralls, you can add a number of dice up to
her Faith rating to the dice pool for the evocation. leave the spirit with a greater capability to interact
with the world, or they allow the evoker to bind the
Faith. Spending a point of temporary Faith adds spirit to her will.
an automatic success to the evocation roll.
Divide your total successes between binding the
Resonance. Anchor the Soul benefits from the
spirit and empowering the spirit, then determine the
resonances of the Lore of the Spirit. If the character
results in the following sections.
incorporates symbols such as religious trappings, shad-
ows or magic circles into the evocation, the difficulty BINDING THE SOUL
of the roll decreases by one. Furthermore, resonances Unless the evoker works to bind the trapped spirit
can still come into effect if the spirit being targeted is to her will, it is under no compulsion to obey her
a demon. If the vessel is made primarily of materials commands or work toward her goals. Strongly binding
that resonate with the primary lore of the target or is an the spirit forces it to obey the evoker. While demons
object associated with that lore, then the Storyteller are immune to mind-control, they can be bound just as
may reduce the difficulty of the evocation by one. For tightly as mortal spirits. The binding process is similar
instance, a scepter would resonate with a character of to that used in summoning and binding rituals, though
the Qingu visage (Lore of Radiance), while an item the mechanics are different.
made of bone would resonate with a demon of the Zero successes. The spirit is trapped within the
Namtar visage (Lore of Death). No matter how many item but is completely free from the evokers control.
levels of resonance are involved, the difficulty of the It can do whatever it likes assuming it has the power
evocation decreases by only one in this way. to do anything in this state. Anyone who can commu-
Visage. If your character is performing this nicate with the spirit can ask it to do her bidding, but
evocation in her revelatory form, your dice pool ben- its up to the spirit to decide whether to accede to the
efits from any increase in Stamina, or difficulty request. A wise character should learn the spirits True
reduction for Awareness-related rolls, that are associ- Name if possible and use that to force obedience from
ated with that form. the spirit. The trapped spirit can work against the
Existing Relic Status. An item that is already a wielder in various ways. A rebellious spirit trapped in
relic, or that already contains a soul, cannot be used as a sword could make it much more difficult to attack

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effectively with that weapon, and possibly even turn As a default state, the trapped spirit has only a very
the blade on the user. vague sense of the outside world. It cannot see or hear,
One success. The spirit is sometimes compelled to but it can sense nearby objects and tell when the vessel
accede to the demands of the evoker, but it can fight back. is moving or being held by another. The spirit cannot
If the creator of the relic can communicate with the spirit, communicate with the outside, unless someone con-
she can demand that it perform a certain duty. The tacts it with evocations, invocations or special abilities.
character and the trapped spirit make opposed Willpower The spirit has no control over its vessels movements,
rolls; if the character wins the contest, the trapped spirit and the item is no more robust than normal.
must obey that specific order. If the character botches the The more successes you devote to empowering the
contest, the trapped spirit gains strength, recovers a point spirit inside the relic, the more that spirit can do in
of temporary Willpower and can refuse to follow the users your service. For each success you spend on empower-
wishes. For example, the spirit inside a sword might refuse ing the spirit, you can choose one package of abilities
to improve the users dice pool or channel a useful from the following list. (Each package can be chosen
evocation through the blade. only once.)
Two successes. The spirit is bound so strongly Keen Senses. While the spirit has no sensory
into the vessel that it is constantly compelled to accede organs, it nonetheless possesses the full range of human
to the wishes of the items creator. Unless a request sensory abilities. It can see in the dark, hear any audible
goes directly against the trapped spirits Nature, the sound and even detect smells and changes in tempera-
spirit must obey any orders the relics creator makes. ture. The spirit can also detect other nearby spirits
Demands that violate its Nature call for a resisted even those that are invisible or hidden inside objects
Willpower roll, however. Its quite possible that if a with a Perception + Awareness roll (difficulty 8).
spirit is trapped for a long time, its Nature might Communication. The spirit can communicate
change, becoming more attuned to the wishes and with any being who is holding or interacting with its
personality of its master and slowly falling into line vessel. This communication is usually silent and tele-
with all requests. pathic, but it might be audible if the vessels properties
Three successes. The spirit can no longer refuse would allow it. For instance, a radio could broadcast
the requests and demands of the evoker, so it automati- audible speech, while a mannequin could speak through
cally aids the character in whatever ways it can. its mouth.
Its important to note that the trapped spirit is Vessel Control. The spirit can move and ani-
bound only to the demon that imprisoned it, not to mate its vessel as if the item were its normal body. The
anyone who uses the relic. If someone else picks up the vessel can only move in ways that make sense, how-
item, the spirit is free to do whatever it wants (if it can ever. A spirit inside a ventriloquists dummy could
do anything at all). If the creator of the item is sent walk and pick up small items but not talk, unless the
back to Hell or permanently destroyed, the spirit is relic has the Communication ability. A possessed car
completely free. Of course, the creator of the item can or motorcycle could drive itself (assuming it can sense
also order the spirit to obey another character, and if where its going). A possessed sword couldnt move
the creator then dies, the spirit is stuck obeying the under its own power, because it has no way of getting
wishes of its new master. around, but it could still influence its movement when
EMPOWERMENT being swung in combat. The player and Storyteller
The more empowered the trapped spirit is, the should work together to determine any relevant details
more able it is to perceive the outside world, commu- like speed and capabilities of the vessel.
nicate with others and exercise its will over the vessel. Spirits that animate their vessels use their normal
Demon spirits have more options than mortal spirits, dice pools for any relevant tasks (such as Dexterity +
since they can continue to use their lore and abilities Drive for a possessed car or Dexterity + Athletics for a
in limited ways even while trapped, but greater em- possessed doll). The spirit can use its dice pool in place
powerment will give the demonic spirit a better of that of the items user if it is higher. A possessed
capability to use that lore. Demonic spirits continue to sword could use its own Dexterity + Melee pool instead
collect Faith from any existing pacts, and they retain of its wielders, making the user seem more skilled in
demonic powers such as resistance to mind-control. combat. A poorly bound spirit can work against the
(Note that even though trapped demonic spirits user with its own dice pools, making the roll to use the
dont have Physical Attributes any more, they still item a resisted roll. The car could turn against the
include their pre-imprisonment Attributes in the dice direction the driver wants to go, while the sword could
pools for evocations as normal.) swing away from the target.

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Enhanced Durability. The possessed item is far Defilers: Reduce the difficulty of Social tasks
more robust and durable than a normal item of its type. that enthrall others or any tasks involving travel
Add the spirits Stamina rating to the items normal through water (such as swimming or boating).
Soak pool, and add a number of health levels equal to Devils: Reduce the difficulty of Social rolls for
the spirits permanent Willpower to the items normal lying or deceiving others, as well as attempts to inspire
total. The spirit does not suffer any wound penalties if or command others.
the item is damaged. The spirit can spend one tempo- Devourers: Reduce the difficulty of attack rolls
rary Willpower point each week of game time to repair in combat.
one level of damage. Fiends: Reduce the difficulty of Research, Knowl-
Spiritual Infusion. Only vessels containing edge or Investigation rolls, or any Occult rolls involving
demonic spirits can have this quality. The demons divination.
soul infuses the structure of the relic fully, altering the Malefactors: Reduce the difficulty of Crafts and
items spiritual shape to better fit. The demon is still Technology rolls, or any attempt to build or tear down
trapped within the item, but it can channel its powers inanimate objects.
and lore through the relic to a limited extent. The
Scourges: Reduce the difficulty of parry at-
relic is a prison, after all, and it will not allow the
tempts in combat, of Medicine rolls and of tasks made
demon full reign over its lore.
to directly protect another person.
All demons bound into relics retain their immu-
Slayers: Reduce the difficulty of damage
nity to possession and mind-control, as well as their
rolls in combat.
capability to see through illusions. Spiritual infusion
gives the demon two other important benefits. EXAMPLES
First, the demon can use a limited number of its Making a possessed item requires less dice-rolling
evocations just one possible evocation from each and number-crunching than enchanting a relic, but
body of lore the demon knows. A demon with knowl- its still fairly complicated. These examples should
edge of three bodies of lore can perform only one make things completely clear.
evocation that it knows from each path, for a total of Example 1: The specter of a local coke dealer who
three available evocations. This is a mere trickle of was killed by his former partners a few months ago has been
power compared to the freedom the demon would sighted in Magdiels neighborhood. Magdiel decides to
have in a living host, but its all the vessel will allow. capture the spirit, in case he is a threat to the mortals of the
The player and Storyteller should work together to area and because he might be a useful tool. Doing some
pick the evocations the spirit can perform, and to research, she finds that the dealer owned a sports car, which
modify the evocations to better fit the demons new is being sold cheaply by his family. Maxing out her credit
form. The evocations can be minor or major, one-dot card, Magdiel buys the car and drives it around the neigh-
or five-dots, as long as the spirit knows how to perform borhood as she hunts the ghost.
them. The spirit uses its normal dice pool to perform When Magdiel finally tracks down the ghost after
the evocation, and it can accidentally (or deliberately) several nights of searching, the spirit attempts to attack her.
perform the high-Torment version instead of the low- Sitting inside the spirits car, Magdiel waits for the ghost to
Torment version of any evocation it performs. The approach. When he gets close enough, she evokes Anchor
demon must possess at least one point of temporary the Soul to trap him inside his own car!
Faith to use its evocations. Magdiels Stamina + Awareness pool is nine dice, and
Second, the item becomes charged with the na- the base difficulty is 6. The car is a complex artificial device,
ture and purpose of the demon, making it a superior but it has a strong personal link to the spirit. Magdiels player
tool if it is used in ways appropriate to that nature. The also chooses to spend a point of Faith to gain an automatic
difficulty of certain dice rolls those aligned with the success. Finally, the ghost can resist the evocation, but it has
demons Nature made with the relic decreases by a Willpower of only 4. Magdiels player rolls nine dice, gets
two. The actions modified in this way are usually those four successes and adds the automatic success for a total of
associated with the demons House, and its role both five. The Storyteller rolls four dice for the ghost but gets only
before and after the Fall. Only those actions made two successes. Magdiel wins the contest with three successes,
directly using the relic are modified; if the relic cant be and the ghost is trapped inside the car.
used in an appropriate fashion, the user doesnt get the The player divides the successes two into empower-
benefit. If the demon has control over its vessel and ment, and one into binding the spirit. The binding success
can make its own actions, those actions can benefit as means that the ghost still has some capability to resist
well. Its easier to use a body thats tailor-made for a Magdiels commands and can make Willpower rolls to defy
certain kind of task. her, but with a low Willpower, hes unlikely to defy her for

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DEMON PLAYERS GUIDE

long. With the two empowerment successes, Magdiels cuts his throat with the dagger. When the Devils spirit
player selects the Keen Senses and Vessel Control abilities. breaks free of the dead mortal shell, Ravana evokes her lore
The spirit can control the car as if it were his body driving and attempts to capture the spirit in the dagger.
and maneuvering at will and it can clearly see the world Ravanas Stamina + Awareness pool starts at a base
around him and where hes going. He cant communicate of nine dice, and she spends a point of Faith for an
easily with others, even with Magdiel, but she can use her automatic success. The merciless Ravana will also ravage
Speak with the Dead evocation to communicate with him her thralls the mortals Faith equals 7, so she adds
when necessary. another seven dice to her pool, for a total of 16 dice. The
Magdiel spends a point of Willpower to make the base difficulty of the roll is 7, since the dagger is crafted
evocation permanent, and now has a (reasonably) obedi- primarily from precious metals and gems. Such materials
ent servant a car that can chauffeur her around when- also resonate with the Lore of Radiance (the late Kanfarols
ever she wants and will come when she calls it. Now she just primary lore), as do daggers and swords, so the Storyteller
has to explain to her hosts husband why she bought a sees fit to reduce the difficulty by one to just 6.
second-hand sports car. Rolling 16 dice against a difficulty of 6, the Storyteller
Example 2: The Fell Knight Ravana plans to murder gets seven successes, adding the automatic success for a
Kanfarol, a minor upstart in Los Angeles Infernal Court total of eight. Kanfarol gets three successes on the Will-
who has been foolish enough to question the knights plans. power to resist, leaving a total of five successes. The
But simply killing her enemy is not enough. Ravana plans to Storyteller dedicates two successes into binding the demon
capture the Devils soul and form it into a useful tool. and three into empowering the relic. Two binding suc-
Ravana doesnt know of any items near to Kanfarols cesses mean that the Devil is bound tightly to Ravanas
heart, but she doesnt care she wants a weapon. She has will and can only attempt to defy those demands that
in her possession an ornamental dagger, with a sharp steel directly contradict his nature. With the three empower-
blade and a hilt decorated with gold and gems. That sounds ment successes, the Storyteller selects the Communica-
like a suitable vessel for her plans. tion, Enhanced Durability and Spiritual Infusion abili-
Ravana invites Kanfarol to a private meeting, and ties. Ravana can communicate at will with the spirit of
when the foolish Devil enters the knights chambers, Ravanas Kanfarol, giving him instructions and tormenting him
fallen vassals incapacitate Kanfarol. Then the fell knight when the urge takes her. The dagger becomes more robust

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and damage-resistant than normal. It gains three extra continue, the demon must hold up its end of the pact,
dice of soak (Kanfarols Stamina) and six extra health and there are severe limits to what it can do while
levels (Kanfarols permanent Willpower). trapped inside the relic. Pacts made by trapped demons
Kanfarol knew evocations from the Lore of Radiance, tend to revolve around allowing the mortal free access
the Lore of the Celestials, and the Lore of the Fundament. to the relic, and using the demons powers in his service
The Storyteller can select one evocation known to the Devil a position that most demons find galling in the
from each of these lore paths, and Kanfarol can perform extreme. If it is freed from the relic, the demon retains
that evocation while locked inside the dagger. The Story- any pacts it made with thralls while it was imprisoned,
teller chooses Exalt from the Lore of Radiance (bestowing but some demons might prefer to get rid of the mortals
bonus dice to chosen targets that see the dagger); The Fire that once had power over them. Unfortunately, the
of Heaven from the Lore of the Celestials (allowing the exigencies of maintaining the pact through the barrier
dagger to blast white fire at distant targets); and Manipulate of the relic make it impossible for the demon to main-
Gravity from the Lore of the Fundament (allowing the tain more than one pact at any given time. Therefore,
dagger to hover motionless in mid-air and fly great distances these relics tend to find their way from one mortal
when thrown). The Devils essence could also make it wielder to another, leaving a trail of broken minds and
easier for Ravana to lie or command others, but shes not ruined bodies in their wake.
likely to do that in a way that directly involves the blade. Not Mortal spirits trapped inside relics continue to
that she cares, since she didnt want a relic that aided produce Faith, but at a slower rate. More precisely, less
diplomacy she wanted a weapon, and to make a of their Faith is able to escape the relic; the rest simply
demonstration of her power. An example has been made. dissipates into the ether. A mortal subject of an exist-
Let none dare to defy Ravanas will from this day forward. ing pact who is trapped in a relic such as a demons
DEMONIC ITEMS AND FAITH thrall who was murdered then bound as a ghost
The nature of spirits both mortal and demon provides Faith to the demon once per week, rather than
changes as a result of their imprisonment within a relic. every day. If the demon is foolish enough to ravage the
The spiritual space within the relic is very much like trapped thrall for more Faith and he exceeds the spirits
that of Hell, and Hell is not a place that permits Faith. Willpower, the spirit is utterly consumed and the relic
becomes useless.
Demonic spirits within a relic no longer gain Faith
from any pacts they made before being imprisoned. A mortal spirit that isnt a demons thrall can enter
The pacts remain in place, and the demon can start into a pact while trapped in a relic, as long as the
gaining Faith from them again if it escapes its prison demon can communicate with the spirit. Such pacts
but while inside the relic, the demon cannot gain that tend to be short-lived, as most mortal spirits want little
Faith. This is a problem for both the demon and the more than to be released from their prison. Once free,
relics creator without Faith, the spirit cannot use its the ghost can return to the afterlife.
evocations or special abilities. Demons who possess MAKING COMPLEX DEMONIC ITEMS
relics soon become desperate and greedy for Faith, and Relics are powerful, but they have drawbacks
will do almost anything to get more. they can be hard to control, and they can produce only
A trapped demon can gain Faith in only two ways the effects theyre programmed for. These limitations
while it is inside a relic. The first is for the creator or can be overcome (or at least reduced in severity),
user of the relic to use the item in an appropriate way however, if a demon creates a relic around the captured
while reaping Faith from a mortal using a demonic soul of a mortal or demon. These complex demonic
knife to torture a mortal, or healing a man with a touch items are rare, but very powerful. They have an intel-
from a possessed scepter. If the reaping attempt is ligent mind guiding and controlling their functions,
successful, the demon using the item can decide whether and that mind can push through the limits of the relics
to keep the Faith for himself or allow the demon in the nature and evocations.
relic to take it. To create a complex demonic item, a character
The second way the demon can gain Faith is if it must know both the Anchor the Soul and Enchant
makes a new pact with a mortal while it is still impris- Object evocations. The demon cannot just force a
oned in the relic. If the trapped demon can communicate spirit into an already-existing relic. She must use the
with a mortal whos come into possession of the relic, it spirit as a component in the enchantment process,
can make promises and bargains as normal, empowering forming the relics spiritual shape around the captured
a mortal thrall and gaining Faith from him. Because this soul. Doing so gives the spirit access to the powers of
pact was made through the binding walls of the relic, the the relic, allowing it to control the item in more
Faith from this new thrall is able to slip past the barriers flexible ways, while simultaneously making the relic a
and feed the hungry demon. Of course, for this to cage for the spirit.
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DEMON PLAYERS GUIDE

The demon creating the relic must have access to the Willpower roll (if mortal) or the Faith roll (if a
the captured spirit while enchanting the item demon). Only if this roll fails does the player need to
usually the spirit is already present in another object, make a roll with the characters trait. Similarly, a
held in place by the Anchor the Soul or Imbue Object spirit in a high-Torment item can pay the Willpower
evocations. During the enchantment process, the de- point or gain the point of Torment needed to activate
mon must free the spirit by breaking its current prison, the item. An item with a more onerous requirement
then perform Anchor the Soul to infuse the spirit into will probably demand that payment from the user,
the half-finished relic under construction. It doesnt not the spirit, but that depends on the nature of the
matter how tightly or loosely bound the spirit was in its sacrifice. The spirit cant give up health levels, but it
former resting place. The demon must rebind the spirit could gain derangements or give up memories if that
into the new relic with Anchor the Soul, and divide was the requirement.
the successes of the evocation between binding and Flexibility. Relics normally produce a specific
empowerment all over again. version of a given evocation, such as a particular illusion
For the player, the process is quite simple a or a particular emotion. With a spirit controlling the
merging of the systems for creating enchanted and evocation, this effect can become more variable. The
demonic items, requiring a few more dice rolls and a spirit can vary the effects of the relic in any appropriate
little more planning. Just follow this list to design and way, producing, for example, any kind of illusion or any
create the relic. kind of emotion. When using the relic to produce an
Perform the Anchor the Soul evocation as effect it was not designed to create any variation on the
normal, using the new relic as the focus object. The normal effect the difficulty for the spirit to perform the
difficulty of the evocation is the same as for making a evocation increases by one. If the spirit is a demon, it can
demonic item 6 if the item has a personal connec- also evoke the high-Torment version of the evocation
tion to the spirit, 7 if its made primarily from precious or evoke the normal version of the evocation if the relic
materials, 8 if made from natural materials, and 9 if only produces the high-Torment version by gaining a
made from artificial materials. Remember that high- point of Torment. The spirit can still activate only the
tech items cannot be enchanted, so this new vessel evocation embedded in the relic, not the other evoca-
cannot be an electronic device or complex machine. tions of the lore. If a spirit occupies a relic that can evoke
If the evocation is successful, divide the suc- only the Heal effect of the Lore of Awakening, it still cant
cesses between binding and empowerment as normal. evoke the Cleanse effect of that lore.
You need to give the spirit the Vessel Control ability, Synergy. If the caged spirit is that of a demon, it
as it will allow the spirit to control and influence the can still evoke its lore, and it can supplement the
evocation embedded in the enchanted relic. Other evocations of the relic with its own power.
abilities have their normal effects. Demons who give a trapped spirit control of a relic
With the spirit bound into the relic, you can should be confident that they can control the spirit
then determine the successes needed to enchant the within the item. If the spirit is not under the demons
item. The relics effects are based on either your complete control, it can use the relics power any way
characters dice pools or those of the trapped spirit, it likes. If that spirit becomes angry with the relics
whichever are higher. If you want to increase the wielder, its quite capable of turning the relics power
relics effects, you again base those improvements on upon the user.
the higher pools or traits of your character and the
trapped spirit.
When finally performing the Enchant Object
THE ARSENAL
evocation, the difficulty of the evocation increases by
one, due to the added problems of modifying the
OF THE ABYSS
evocation to include the trapped soul. Every relic is unique, crafted with care by a demon
and based upon her powers and skills. Still, some relics
USING COMPLEX DEMONIC ITEMS are so universally useful that many demons create their
With an intelligent spirit in the drivers seat of the own versions of the old favorites. All of the sample
enchanted item, the relic gains a significant improve- relics in this section can be created by the players
ment in flexibility and ease of use. The relic gains the characters, as long as they know the necessary lore and
following benefits: can gain access to appropriate materials and items.
Paying the Costs. The trapped spirit can The details differ different characters will produce
provide the sacrifices needed for the relics operation. relics with different strengths and weaknesses but
For normal items, this means the spirits traits cover the purposes remain the same.

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the most useful. A consecrated item hasnt got the


DETECTING RELICS panache or miraculous abilities of an enchanted item,
Demons possess a supernatural awareness that but it makes up for this plainness with flexibility and
lets them detect distortions in reality and ripples in immense utility. A wise relic-maker builds numerous
the fabric of reality. Since relics are the products of hieratic items and adds these plain-seeming devices to
evocations or embodiments of the power of evoca- her own arsenal, as well as distributing them among
tions, demons can feel the vibrations a relic leaves on her thralls and allies.
the surface of reality. Relics are fairly difficult to PUISSANT BLADE
detect, though. Its easier to pin down another demon This 19th-century dueling sword is a historical
working an evocation than the persistent, low-level curiosity to most people, who no longer see swords
reverberations of an enhanced car or relic amulet. as real weapons. More fool them. Enhanced by
Detecting the creation of a relic is a standard demonic power, this perfectly balanced sword is a
supernatural awareness roll, as per the Demon core killing machine, capable of slicing through armor
rules. After all, relics are created with straightfor- and slaying a man in a single blow. The difficulty to
ward evocations. And yes, that means that when attack with this sword is just 4, and it inflicts
your character enchants a relic, the power of her Strength + 4 lethal damage.
evocation is detectable for the entire time shes Difficulty to enhance: 5. Successes increase the
creating the item. If shes spending days or weeks weapons base damage or reduce the difficulty of attack
making the device, she might want to erect safe- or parry rolls.
guards from her enemies first.
Once the device is made, it becomes more CONSECRATED ARMOR
difficult to detect. While a demons evocation is a Chainmail is an anachronism in this modern age,
shout, an inactive relic is more like a quiet hum but it can still be found in antique stores or made by
the subliminal sound of an engine ticking over, medieval enthusiasts. It can also provide protection
waiting to roar to life. Detecting supernatural en- from the knives and guns of enemies. This fine chain
ergies is a Perception + Awareness roll (see page shirt is impossibly light, thin enough to wear under a
172 of the Demon core rules for details). The coat or jacket and tough enough to turn aside the most
difficulty for detecting other demons at work is powerful attack. The shirt provides an Armor rating of
normally 7, but different relics have different de- 6 and gives no penalty to Dexterity-related rolls.
tection difficulties. Difficulty to enhance: 5. Successes increase the
Enhanced items. Difficulty 9, whether or soak bonus or decrease the mobility penalty.
not the item is being used. LENSES OF CLEAR SIGHT
Enchanted items. When the relic is inactive This pair of black steel binoculars looks decent,
and not producing supernatural effects, the diffi- but it doesnt seem in any way special. Its only once
culty to detect it is 8. When the relic is being used, you look through the eyepieces that you realize that
the difficulty is 7, just as with a normal evocation. these are more powerful than even the most expensive
Demonic items. Difficulty 8 if the spirit is and well-crafted Swiss binoculars. Details leap up to
not currently active. If the spirit is evoking its own your eyes, and the glasses peer through even shadows
lore or controlling an evocation embedded in the and smoke not to mention the fact that they bring
relic, the difficulty is 7. even distant events incredibly close. The binoculars
reduce the difficulty of Alertness rolls by two, and
Rather than give dice pools and mechanical bo- make far-off sights seem 15 times closer.
nuses for each of these relics, these items have notes on Difficulty to enhance: 7. Successes reduce the
how to make them in the game. The materials, lore and difficulty of Alertness rolls, or increase the magnifica-
difficulty numbers youll need to know to make your tion/ amplification factors of the item.
own version of the relic, as well as any relevant UNIFORM OF AUTHORITY
strengths and weaknesses. Talk it over with your This is the uniform of a decorated US Navy captain;
Storyteller, decide on the fine details you want, make medals are pinned like Christmas tree ornaments to the
the evocation rolls, and the relic is ready to use in play! front of the jacket. Sailors and naval personnel are quick
ENHANCED ITEMS to snap to attention when they see you wearing this
uniform, and they will obey almost any command. Even
Subtle and unglamorous, enhanced items are none- non-naval personnel and civilians become more likely
theless the most common of items, and among some of to listen and follow orders, convinced by your aura of

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DEMON PLAYERS GUIDE

authority. While wearing the uniform, the difficulty of seem to know where to look? And why do alarms ring
all Leadership rolls decreases by three. despite every trick you pull to avoid detection?
Difficulty to enhance: 5. Successes reduce the Enhanced by demonic skill, the difficulty of all
difficulty of Leadership rolls. Stealth and Security rolls to bypass this system
increases by two.
PRECISION TOOLS Difficulty to enhance: 9 for a single small system,
This set of spanners, wrenches, pliers and other 10 for a complete security network. Successes increase
tools looks completely normal except that theyre kept the difficulty of Stealth or Security rolls made to bypass
in a toolbox made of reinforced steel with a combina- the system.
tion lock. Tools like these are too valuable and useful
to risk their loss or theft, for with these tools, even an STEALTH SUIT
amateur can repair a car engine, shut down an air- Made from slightly padded black cloth, with a
conditioning system or reverse a houses plumbing hood to cover the face, this traditional ninja obi looks
system in moments. All appropriate Technology ac- useful for stealthy work, but not exceptional. Put it on,
tions made using these tools have their difficulty though, and you melt into the shadows to become
reduced by three. nearly invisible. You can pass right by sentries like a
Difficulty to enhance: 5. Successes reduce the ghost and creep through a crowded room without
difficulty of appropriate Crafts or Technology rolls. being detected. The suit reduces the difficulty of Stealth
rolls by three and provides an Armor rating of 2.
HELLFIRE EXPLOSIVES Difficulty to enhance: 5. Successes decrease the
From the outside, this item looks like a normal difficulty of Stealth rolls or increase the clothings
metal briefcase. That all changes when it explodes into Armor rating.
fire and shrapnel, destroying lives and property within
a wide radius. Open it up and you see the wires and
devices, but which is the one to cut? The wires seem to
ENCHANTED ITEMS
These wondrous and miraculous tools are invalu-
change color and connections when youre not look-
able to all demons, regardless of their House or faction.
ing, and the bombs failsafes can defeat even the most Mortal thralls are less likely to be gifted with such
experienced expert. This bomb inflicts nine dice of tools, though. Not only do they find these items more
lethal damage within a 10-yard radius, and all rolls difficult or demanding to use, but each relic is such a
made to defuse it suffer a +2 difficulty penalty. major investment of resources and time that its almost
Difficulty to enhance: 7. Successes increase the wasteful to give it to a mortal. Still, some demons build
damage pool, increase the blast radius or increase the these devices for mortals. In fact, some corrupt demons
difficulty of Demolitions rolls to defuse the explosives. build them exclusively for mortals, taking care to curse
MUSIC OF THE SPHERES the relics beforehand.
This classic Fender electric guitar has been painted THE WARLOCKS ABACUS
and decorated to become a heavy metal fans wet A potent tool for mortal summoners and magi-
dream flames, skulls, barbed wire, corpses and cians, this simple abacus can be used as a specialized
demons all dance on a jet-black backdrop. The guitar computational device. Attuned to the vibrations of
can make more than brooding riffs and growling chords, Hell, the abacus can be used to calculate whether a
though. In the hands of a more softhearted musician, summoning ritual will be enacted in the users city in
it can produce music so sweet and beautiful that it the next few days. It takes a little time to make the
could make angels weep. All Performance rolls made calculations, and its best to keep pen and paper to
using the guitar enjoy a -3 difficulty bonus. hand for taking notes, but a skilled user can even
Difficulty to enhance: 5 for simple instruments determine where and when the ritual will occur.
(bugles, drums), 7 for mechanical instruments (gui- Evocation: Sense Congruence (Lore of Patterns ).
tars, pianos), 9 for electronic instruments (electric
guitars, turntables). Successes reduce the difficulty of COMPASS ROSE
appropriate Performance rolls. This hand-carved compass rests in a fine glass
and wood casing. When the bearer whispers the
IRONCLAD SECURITY name of another person into the glass, allowing her
Throughout this small but prestigious office own breath to fog the surface, the compass begins to
building are cameras, motion-sensors, heat detec- rotate in its housing. If the person named is within a
tors and other security systems. The system looks few miles, the compass will point him out as the spire
competent but not impregnable. Why, then are marked North comes to rest pointing in his direction.
there so many failsafe systems? Why do the cameras If the bearer does not reach her quarry by the end of

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the scene, the compass loses its lock on the target and Evocation: Light (Lore of Light ). Each activa-
must be reactivated. tion of the relic requires expenditure of one of the
Evocation: Find the Faithful (Lore of Awakening ). pistols mundane bullets.
VERMIN FLUTE EYEPATCH OF ANGRA MAINYU
These plain wooden pipes allow the performer to A subtle but useful item, this leather eye-patch
play a tune that sounds normal to human ears but is trimmed with steel allows the wearer to escape almost
indescribably enticing to the ears of rats and rodents. any prison or bypass any obstacle. As long as there is
Any rat within several miles can hear the wonderful any gap in a wall or obstacle even a hole so small
song of the pipes and will be compelled to scurry that only a mouse could pass through the relic
toward the source as fast as its legs allow. The rats allows the user to pass through it. To use the patch, the
swarm to within one yard of the player, but no closer. user must close her uncovered eye; shell see a dully
If he moves away while continuing to play, they will glimmering pathway through the patch, which she can
follow him. Only once he finishes playing will they walk along to escape her cell. To an outside observer,
disperse possibly to wreak havoc in the place where she appears to walk through a wall or barrier, but from
they find themselves. her perspective, she simply follows a normal path.
Evocation: Summon Animals (Lore of the Beast Evocation: Lay Path (Lore of Paths ). The path
). The player cannot roll more dice for the relics created by the item lasts only a turn and cannot be
effect than the characters Charisma + Performance made permanent.
pool, even if the effect pool of the pipes is higher. THE TITANS NET
EMPATHY GLASSES This roughly woven net is made not from strong
Simple but effective, these normal-looking or cord but thin metal wires, and a small stone sits
glasses allow the wearer to read the emotions of inside each knot. An odd weapon, this relic focuses
anyone she looks at. Through the glasses, people on immobilizing an opponent and removing her from
appear to have an aura of various colors, the makeup the fray, rather than hurting her. If the user manages
of which varies based on their emotions. With to entangle his enemy with the net which can be
practice, the user learns that red means anger, purple used in melee or thrown a few yards the ground
is sexual desire, blue is contentment and so on, and beneath the victims feet becomes like water, and she
she can adjust her own behavior to take advantage is dragged down into the earth itself. The net melds
of her knowledge. with the soil and ceases to impede her, but shes still
buried. She must dig herself out before she can engage
EVOCATION: READ EMOTION her enemy again.
(LORE OF LONGING ). Evocation: Roil the Earth, high-Torment version
BOOK OF THE DEAD (Lore of the Earth ). The user must successfully hit
This heavy, leather-bound antique book appears the target with the net (Dexterity + Athletics roll)
to contain only blank pages at first. To activate the before the relic takes effect.
relic, the user must write the name of a deceased mortal EYE OF THE SEER
or demon on a left-hand-page. After a moment, writ- This beautiful orb is made not from mere glass, but
ing begins to appear on the next page, detailing the a single perfect crystal the size of a childs head, cut and
events that led to that persons death. When the book polished to an fine brilliance. A demon who stares into
is closed, the writing vanishes. the orbs depths can see, in his minds eye, the world
Evocation: Read Fate (Lore of Death ). The around a chosen subject, and he can glean what
difficulty to use the relic is higher if the user doesnt information he might from his silent vision. The user
write the targets True Name or Celestial Name. must possess a personal item or effect belonging to his
FLARE GUN target, or at least be able to breathe the subjects name
Unlike a traditional flare gun, this relic is a real onto the crystals surface.
firearm, usually a large pistol. Thanks to the power of Evocation: Scry (Lore of the Firmament ). The
its enchantment, though, this gun can fire more than vision provided by the relic is always silent, no matter
normal bullets. The user can choose to fire a bullet of how many successes are rolled.
light a packet of dense energy that blinds any target BANNER OF INSPIRATION
that it hits. This energy doesnt come from thin air, Carried into battle by leaders, this flag or banner
though. The gun uses one real bullet to make one light bears a symbol that inspires the hearts of those who
bullet, converting the mass into brilliant energy. follow it. When the banner is raised or waved, those

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allies of the bearer who see it are filled with courage an animal the collar always has just enough length
and hope, surging forward to better battle their foes. In to fit the creature. While both beings wear the collars,
the modern world, this relic is sometimes used for less the demon can concentrate and project his senses into
martial purposes, raised to inspire a room full of brokers the animal. His body is insensate, while he sees and
or programmers to turn the company around. hears all that the animal sees and hears. He can return
Evocation: Exalt (Lore of Radiance ). his senses to his body at any time, but at the end of the
scene, or if the animal is injured, he is rudely yanked
PORCELAIN MASK back to his body and disoriented for a time.
This blank white mask is made of perfect porce- Evocation: Possess Animals (Lore of the Beast
lain, and it fits neatly over any users face. The mask
). The wearer can only share the animals senses,
allows the user to subtly alter her own facial features,
rather than control it. If the animal takes damage, the
but no other part of her body. Its a perfect disguise, but
evocation ends and the user must make a Willpower
only from the neck up. Before it can be used, the wearer
roll (difficulty 7) or suffer a +1 difficulty penalty to all
must roughly sketch the desired features onto the mask
rolls for the rest of the scene.
with a pen or paintbrush, then press it to her face.
When activated, the mask merges with her face and FLAMING SWORD
alters her features. To use the mask again, the markings Nothing evokes images of demons, angels and
must be erased and done again from scratch. the Age of Wrath more than a sword encased in
Evocation: Alter Appearance (Lore of Transfigu- flame. These weapons are but poor shadows of the
ration ). weapon Michael raised against Lucifer, but they are
MIRROR OF SOULS powerful enough to wreak untold havoc in the
modern world. The flames that surround the swords
This antique mirror seems to be nothing but nor-
blade at the wielders command will not harm the
mal, until a wise user touches it and forces her will
upon it. Then the reflection changes to an image of a user, but they rake the hapless target of an attack
bleak, lifeless world the realm of the dead. For the with horrific burns.
brief moment that the reflection remains thus, the user Evocation: Command the Flame, high-Torment
(and only the user) can step into it, walking into the version (Lore of Flame ). Apply the effect pool as
land of death. The mirror reverts to normal behind a separate source of damage to anyone hit by the sword.
her. A version of the mirror remains in the realm of BRACER OF BLACK DEFENSE
death, and the user must work her will on this shadow Made of blackened steel and cold iron, this an-
mirror to return to the land of the living. tique bracer is engraved with images of warfare and
Evocation: Step Beyond the Veil (Lore of the archery. When worn by the user, it can animate her
Realms ). arm with a strange life of its own moving indepen-
DAGGER OF VENOM dently of her will to block ranged attacks such as
This steel dagger appears to be nothing more bullets and arrows! The bracer cannot block esoteric
than a normal hunting knife, but appearances are attacks caused by evocations, but its proof against
deceiving. The very essence of venom and impurity normal attacks and it can deflect a .50 caliber bullet
has been instilled into the substance of the blade, and without taking any damage.
it weeps out to poison and contaminate anything it Evocation: Manipulate Inertia (Lore of the Fun-
cuts. Those unlucky enough to be injured by the dament ). Bullets can be deflected, but at +1
dagger are struck down by an incredibly virulent difficulty.
poison, one unknown to medical science. Indeed, no SPIRIT-CUTTING SWORD
evidence of poison or contagion is left in the wound Because spirits and ghosts can be harnessed and
the poison is in the metal, not on it. A doctor must commanded by your enemies, its a good idea to have
be lucky or very wise to even recognize that her a defense against them. This enchanted silver-and-
patient has been poisoned.
steel sword lets you sense nearby spirits you see them
Evocation: Heal, high-Torment version (Lore of as a hazy outline or smear of darkness. You can also
Awakening ). physically attack spirits and wound them with the
CATS EYE COLLARS sword, even though their bodies are incorporeal!
This relic takes the form of two leather collars, Evocation: Combination of the Ghost Sight fea-
studded with clear crystals reminiscent of the eyes of a ture of the Nergal visage and Command the Dead
cat. To use the relic, the user binds one collar around (Lore of the Spirit ). The sword does the normal
his own neck and fastens the other around the neck of amount of lethal damage for its type.

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MOURNING COAT
This elegant black coat would look out of place
anywhere but a funeral procession, but its wearer will
find it useful in many other situations. When the relic
is activated, it allows the wearer to stand in the worlds
of both the living and the dead at the same time. To both
the living and the dead she becomes a vague, shadowy
figure that can move through walls and solid objects.
With a moment of concentration she can become more
solid for a short time in one plane or the other, but will
not become fully solid until the relics evocation ceases.
Evocation: Ghostwalk (Lore of the Realms )
WAND OF HOLY FIRE
This archaic looking relic is a two-foot-long, intri-
cately carved wand of black stone and burnished copper,
with highlights of silver and crystal. When the wand is
leveled at a nearby adversary and a word of power is spoken,
blazing white fire leaps from the tip to consume the target,
reducing mortal and demon alike to piles of ash. These
wands were potent weapons in the Age of Wrath, and some
demons use them still. Wise relic makers attempt to house
such power in a less-obvious shell, however.
Evocation: The Fire of Heaven (Lore of the
Celestials ).
SPRINTERS SHOES
This expensive pair of sports shoes boasts more
than just a logo and a trendy design. The soles are shot
through with copper, steel and platinum wires that
contain the power of their enchantment. When the
user activates them, he can run at amazing speeds
even running up the side of walls for a short period!
This power requires a great deal of exertion on the part
of the wearer, though. After such a burst of speed, he
risks muscle damage.
Evocation: Combination of Manipulate Adhe-
sion (Lore of the Fundament ) and Manipulate
Acceleration (Lore of the Fundament ). The
user must make a Stamina roll (difficulty 7) after use or
suffer a level of lethal damage.
BRAZIER OF DISTANT SENDINGS
This ornate copper brazier sits upon a tripod of
blackened steel, and it must be fueled with hot coals
and fragrant incense. When the coals are burning
brightly and smoke pours forth, the user can throw a
lock of hair, a fingernail clipping or some other per-
sonal effect of his target onto the coals. As the item is
consumed, the user can then perform an evocation of
his choice onto the smoke that issues forth. Wherever
his target is in the world, he is suddenly surrounded by
wisps of fragrant smoke wisps that convey the full
power of the evocation cast on the brazier.
Evocation: Touch From Afar (Lore of the Firma-
ment ).
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SLAYERS SCYTHE THE BLACK SHROUD


This scythe looks too fragile for any serious reap- This unsettling relic takes the form of a simple
ing work but this scythe cuts down souls, not ragged shroud. Closer inspection, though, shows
wheat. A blade of thin, almost translucent black that the shroud has been woven from the finest
metal sits at the end of a length of blackened wood, materials and is impossibly old. When placed over a
worn by aeons of use. With a touch of the blade, the freshly deceased body someone who died less
user can sever a mortals soul from her body. A lucky than one day ago the shroud reanimates the
human might be able to resist this, merely being corpse as a mindless zombie, loyal to the relics user.
suffused with a paralyzing cold pain, with no wound Stories exist of a White Shroud that can truly return
to show the scythes touch. the dead to life, no matter how long they were dead
Evocation: Extinguish Life (Lore of Death ). but if it ever existed, such a relic was surely
destroyed after the Shattering.
TOKEN OF APPRECIATION Evocation: Unlife (Lore of Death ).
Made from gold and precious metals, this token
can take several forms from an ornate medal to an ARROW OF CHRONOS
elegantly simple tie-pin. Given to another (usually a Most of these rare relics are survivors from the
thrall) as a reward, the user must inscribe the back of Age of Wrath, though a few are still made today.
the token with the bearers name as well as her own. Their rarity is less due to their power (although they
While the bearer wears the token, all mortals he meets are potent), and more due to archery being an un-
will be inclined to treat him with great respect and common skill in the modern world. These arrows are
admiration and will welcome him into their homes made from the finest woods and metals, and they
and lives without hesitation. carry a powerful enchantment. While they do no
Evocation: The Mark of the Celestials (Lore of more damage than normal, a target struck by one is
Radiance ). propelled forward in time. (No more than a few
moments, usually, but that can be long enough to
DRUMS OF CATACLYSM negate him as a threat.) When the enemy pops back
This large kettle drum, made from blessed copper into existence, he might find his opponent gone or
and volcanic stone, is hardly an instrument of sweet backed up by reinforcements.
music more an engine of mass destruction. If the Evocation: Twist Time, high-Torment version
user pounds out a cacophony on the drum with the (Lore of Patterns ). The target must be hit by
provided beater, the earth itself responds dancing to the arrow before the evocation takes effect, but he does
the din in an earthquake! As long as the user plays the not need to take damage from the attack.
drum, the earth tremors will continue, reverberating
for a few seconds before dying down. Its a terrible PICKPOCKETS RING
strain to play the drums loudly and powerfully enough Made of white gold and black obsidian, this ring
to provoke the earths attention users of the relic is the perfect tool for thieves who fear that they will
stagger away with aching muscles and ringing ears. be caught, for it allows the user to hide her loot far
Evocation: Earthquake (Lore of the Earth ). from prying eyes far from any eyes. If the user
The user must suffer a level of bashing damage (which holds an item in the hand bearing the ring and it
cannot be soaked) before activating the relic. must be small enough for her to hold in one hand
alone she can make it vanish completely, hiding
SOUL TRAP it in a pocket of twisted space. The item reappears
Theres a brisk trade in souls among demons, only when she wills it, popping back into existence
whether they want to interrogate those souls for infor- in her hand.
mation or simply devour them for spiritual energy. Evocation: Doorway into Darkness (Lore of Por-
These souls are often contained in a soul trap (also tals ).
called a spirit cage), which usually takes the form of
crystal and gold amulets. When activated in the pres- STAFF OF THE SKYS FURY
ence of a spirit, such as a ghost or an incorporeal Carved from the wood of a lightning-struck tree
demon, the trap sucks the spirit in. Once inside the and finished with copper, platinum and crystals, this
soul trap, demonic spirits find it nearly impossible to six-foot-long staff is both striking and extremely obvi-
evoke their lore, preventing them from acting against ous. Most users dont care about that, since the staff is
their captor. not something that is meant for subtlety anyway.
Evocation: Combination of Imbue Object (Lore When the user invokes its power, a glaring stream of
of the Forge ) and Pillar of Faith, high-Tor- lighting bolts courses from the relic and strikes anyone
ment version (Lore of the Celestials ). the user targets. These bolts are powerful enough to set
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wood alight, melt stone or metal and reduce human feel free to use these as inspiration to make up their
beings to no more than greasy smoke. own incredible, terrible artifacts.
Evocation: Invoke the Storm (Lore of Storms ). SOULTAKER
FORGOTTEN WONDERS This massive broadsword is made of a dull,
pitted black metal siyr, the first metal forged by
Creation today is a weak and brittle thing, demon and mortal hands after the Fall. Apart from
faded and gray around the edges, no longer the its enormous size, the sword is not that impressive,
work of impossible wonder it was at the dawn of as the years have not been kind. Its blade is chipped
time. One effect of this fading is that demons can and cracked, its metal pommel rusted and worn.
no longer make the incredibly powerful and versa- Holes in the blade show where metal rings once
tile relics they could create during the Age of hung, but those rings are long gone, as are the
Wrath and the Time of Babel. There was almost no gemstones that would once have rested in indenta-
limit to the wonders that could be crafted at that tions on the haft. Overall, the sword looks like a
time, no limit except the imagination and will- piece of oversized junk until you touch it, and the
power of the relicsmith. voices begin to whisper madly in your mind.
After the defeat of Lucifers forces, almost all the Forged at the bloody height of the war,
relics created by Hells prisoners were destroyed by the Soultaker is an obscene and terrible weapon. The
Heavenly Host, lest they wreak further havoc upon willing soul of a demon his name long since
Creation. A rare few survived, though, hidden away forgotten was bound into the black metal, where
from angelic sight. In this new age, many demons he could use this power upon anyone touched by
search for these powerful relics, hoping that the powers
the blade. The swords touch drained the energy
of a bygone age can give them an overwhelming
and life from anyone it wounded and if it killed
advantage against their foes.
a victim, his soul would be pulled from his corpse
Those ancient relics that have been recovered and imprisoned within the blade, there to be tor-
are certainly powerful but still they are less than tured and devoured by the original demon. Mortals
they were. The toll of years and the crumbling of and angels alike fell before Soultaker, their Faith
Creation have sapped the power of even these torn apart for his sustenance.
wonders, making them shadows of their former
selves and in some cases, corrupting and per- Then the swords bearer used it to slay another
verting their original purpose and powers. Their demon, and the sword changed. The two demonic
might is still greater than any demon could now re- souls fought for dominance within the blade, nei-
create, though, which still makes them artifacts to ther able to gain an advantage. Over time, their
be coveted and feared. souls began to bleed into each other, creating a
Storytellers can introduce ancient relics into single fractured personality. As demonic infighting
their chronicle as they see fit perhaps as a weapon grew more serious in the war, more demons fell to
used by the enemies of the fallen, perhaps as a tool Soultaker, and their souls became absorbed into a
the players characters must race to find. Only the single insane entity a being that called itself
Storyteller can design ancient relics, and she does so Legion. Soultaker was lost during the final days of
without paying any attention to the design rules in the war, hidden deep in a forgotten weapons cache,
this chapter. Relics this powerful and rare follow and without new victims to devour for Faith, Legion
their own rules. Ancient relics can be enchanted, grew weak and thin. Now it can think of nothing but
enhanced several times and be possessed by multiple food Faith and it will do anything to devour
souls, or they can be something else entirely. The fresh souls once more.
only limit is the Storytellers imagination and the Legion is unable to do anything at first except
need for sacrifice. Ancient relics almost always need whisper weakly, in multiple voices, to anyone who
massive sacrifices of some sort before they can be touches Soultaker promising blood and power
used whether on the part of the user or his victims and the destruction of ones enemies. Should a user
because of their need to be powered by enormous ignore the voices, the sword is almost impossible to
amounts of Faith. In the Time of Babel, that Faith use massive and unwieldy, the difficulty to hit or
was easy to come by now it requires effort on an parry with the sword is 9. Should someone agree to
epic scale. aid the sword, though, the sword moves like silk and
The following are examples of the kinds of ancient gossamer; all Melee rolls, whether to attack or parry,
relics that might still exist in the current day, as well as have a difficulty of just 4. In either case, the sword
what powers they might command. Storytellers should is impossibly powerful, with a lethal damage pool of

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the users Strength + 6 dice. If the sword is co- the fall of the Elohim. Genhinnom was destroyed by
operating with the wielder, the difficulty of damage the angels after the rebels were sent to Hell, but a city
rolls is 4 instead of the usual 6! of this power, this beauty, can never be completely
When first found, Legion has no temporary or destroyed. Parts of the Black Cathedral still exist in
permanent Faith, but that will soon change. If the different levels of reality, and the black throne, the 20-
sword kills a mortal victim, that persons soul is dragged foot-tall chair of commanders, can still be found.
into the blade, there to be torn apart by Legion for The throne is a massive chair, made of stone and
food. It gains a number of temporary Faith points equal metal. Its incredibly uncomfortable to sit in, but thats
to half the victims Faith potential. Theres no limit to the price you have to pay for power and the throne
the amount of temporary Faith Legion can retain at is powerful. It allows the demon sitting in the chair to
one time. These points can be spent in the usual way, command legions of followers hundreds or thou-
and they allow Legion to perform evocations. The sands of loyal mortals that will do almost anything in
demon creature knows every one-dot evocation from your service.
every lore, but no others (it did once, but has forgotten To use this throne, the demon must first feed it
everything but the basics of lore during the eons of Faith a total of 50 points of temporary Faith, either
starvation and madness). It has a pool of 10 dice for all all at once or slowly over time. One can do so simply
evocations. Legion can also spend temporary Faith to by touching the throne and willing Faith to flow into
gain permanent Faith. Every 10 points of Faith that it. Once the Throne has been activated in this way, it
Legion spends gains it one point of permanent Faith, resonates with the spirit of the demon, and he can use
up to a maximum of 10. it whenever he sits upon it.
Once it has a permanent Faith rating, Legion can If a mortal looks upon the demon sitting on the
begin stealing the Faith of any demon it wounds or throne, the Storyteller makes a Willpower roll on the
kills. Whenever a demon is wounded by Soultaker, roll mortals behalf (difficulty 9). If the roll fails, the mortal
Legions permanent Faith rating against the demons becomes the willing, almost fanatical, follower of the
(difficulty 6). Each success Legion gains allows it to demon. He will obey any order, even suicidal ones
steal a point of temporary Faith from the targets but only if the order is given while the demon is sitting
supply! Half of this amount (round down) is added to upon the throne. When the demon is out of the chair,
Legions pool. The rest is channeled to the swords the mortal gives him respect but not obedience, only
wielder (if shes a demon) or simply lost. If a demon is following orders if the demon returns to the throne.
slain by the sword, roll Legions Faith rating against the Theres no limit to the number of mortals that
demons. If Legion wins, the demons soul is absorbed can be enthralled by the throne, and to co-ordinate
into Legion forever. If the demon wins, she is sent back these followers, the throne gives the occupant several
to Hell as normal. powers. The demon can perform all the evocations of
As its supply of Faith increases and more demonic the Lore of the Firmament when seated in the chair.
These evocations affect only those mortals in service
minds are added to its substance, Legion becomes more
to the throne, and they use the occupants dice pools,
powerful and more insane. Legion wants little more
but carry no risk of Torment. (The demon cannot
than to kill, destroy and devour but that could change,
evoke the high-Torment versions of these evoca-
if a strong enough mind is pulled into the sword and
tions, either accidentally or deliberately.) The demon
imprints its own agenda onto the insane hive-mind of
can also use the Exalt evocation of the Lore of
the creature. Legion is not bound in any way to the user
Radiance upon his followers at will; again, theres no
of the sword. It co-operates only because it wants
possibility of casting the high-Torment version. These
sustenance, and it will betray the wielder any time it
evocations can be performed only while the demon is
feels the need. If freed from the sword, Legion would be
sitting on the throne.
a terrifying monster that might cause the Earthbound
to tremble. If an Earthbound monstrosity was slain by Balancing these great powers comes with several
the blade and absorbed into the blade, the whole world drawbacks. Mortals in service to the throne cannot
should fear the outcome. become thralls of any demon, and they cannot agree to
any pacts. Any mortal already under a pact that be-
THE BLACK THRONE OF GENHINNOM comes enthralled by the Throne instantly breaks that
Created by Lucifer, this throne of black obsidian pact. The mortals serving the throne unconsciously
and siyr sat at the center of the Black Cathedral, the channel all their Faith to the throne, allowing the relic
rebel city of Genhinnom, in the time of the war. From to continue empowering its occupant. It also extracts
this throne, Lucifer commanded his legions, consulted a price from the user, drawing one point of temporary
with his generals and wept for the fate of humanity and Faith from him every time he sits in it.

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Furthermore, the user becomes accustomed to the devours the demons spirit, it converts the energy into
chair and starts to become uncomfortable when hes Faith and then activates the second part of its power.
not seated there. Once 10 points of temporary Faith A wave of black energy, invisible to humans but
have been drained from the user by the chair, he suffers detectable with a demons supernatural awareness,
a +1 difficulty penalty to all actions taken when he is washes forth from the Soulforge. This wave covers a
not seated on the throne. This penalty fades once the radius of one mile for each Faith point absorbed from
demon spends an entire story separated from the throne, the sacrificed demon. Within this radius, every mortal
but will return if he begins using it again. While the is affected by the Extinguish Life evocation of the Lore
user is away from the throne, another demon can of Death (see page 210 of the Demon core rules for
attempt to use it. Doing so takes another 50 points of details), using the Strength + Awareness pool of the
Faith being channeled into the chair, and it swaps the sacrificed demon. Only mortals are affected by this
loyalty of any followers to their new leader. The former killing energy; demons are completely untouched by
occupant of the throne will know his place has been it. The death toll is likely to be staggering, especially if
usurped, and he might want to take revenge. someone uses the device in an urban area.
Finally, the throne is a massive, unwieldy piece of Any mortal killed outright by the wave of energy
stone and metal that weighs many tons. Before a has his soul ripped from his body; it appears instantly
demon can get much use from it, he must somehow within the Soulforge, impaled on a spike or hook.
move it to a place where mortals can see it. Then he The Soulforge can collect hundreds or even thou-
must protect it against all other demons who want to sands of souls. No matter how many, the cage always
steal its power. has enough room to hold them all. These souls are
helplessly trapped in the Soulforge, as if they were
THE SOULFORGE bound into a demonic item; they can do nothing but
This terrible device was crafted by Schatenkoji the writhe in agony. The user of the Soulforge can re-
Ghostsmith, master of death and invention, one of the move a soul whenever she desires, extracting it with
great relic-makers of the Ebon Legion during the Age a long hook. She can then bind that soul into a
of Wrath. It allows for the slaughter of hundreds of demonic relic if she wishes.
mortals at the users whim. The souls of those dead can Evil this strong takes a great deal of power, and
then be collected and enslaved in demonic relics. the Soulforge requires a constant stream of sacrifices.
The Soulforge is a large, ornately angular cage of Each day that the Soulforge imprisons mortal souls
copper and other metals, engraved on every surface whether one or 100,000 it spends a point of Faith
with runes and sigils that can no longer be translated. from the energy it devoured from the initial sacrifice.
Hooks and spikes line the inner part of the cage, while If it runs out of energy, all the soul trapped within are
four wide, coiled flanges radiate from the top. released at once, fleeing into the afterlife. To stop
To use the Soulforge, a demon in a mortal host this escape, the user of the Soulforge must continue
must enter the cage and be locked in. He must then be to sacrifice demons to the relic as before each
killed, perhaps by being impaled on the spikes in the being ripped apart by the Soulforge to maintain the
cage (but being shot through the bars works as well). enchantment.
As the hosts lifeblood seeps away, the demons apoca- The Soulforge is a device of purest evil, and it will
lyptic form emerges from the host and is seized by the corrupt any demon that uses it. Each activation of the
Soulforge as the relic springs into life. The cage rips the Soulforge whether to gather mortal souls or sacri-
demons energy apart. Treat this as a soul-devouring fice a demons soul inflicts one point of temporary
attempt (see page 260 of the Demon core rules for Torment upon the user. The user will also have to
details), with the Storyteller rolling 15 dice for the make Virtue rolls to avoid gaining more Torment
relic. If the demon wins the contest, it escapes the cage from the guilt resulting from the mass murder of
(which then requires a new sacrifice). If the relic innocent mortals.

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CHAPTER SIX

You are fond of spectacles, except the greatest of all spec-


tacles, the last and eternal judgement of the universe. How shall
I admire, how laugh, how rejoice, how exult, when I behold so
many proud monarchs, and fancied gods, groaning in the lowest
abyss of darkness
Tertullian

Every aspect of the universe, from concrete mat- From the moment Michael levied Gods curse
ter to such abstract concepts as truth and beauty, is a against the fallen, the infernal host faced an enemy
composite of numerous elemental forces the de- that vastly outnumbered and outmatched it in terms
sign of multitudes of angels in a weave dictated by the of raw power. The Morningstar knew this and be-
Creators design. Though the Heavenly Host was lieved that the only way to counter Heavens brute
ordered into separate Houses, each given dominion force was to fight with greater wit and agility. This
over a specific set of forces that formed the cosmos, meant creating newer, more flexible tactics that
many of the Creators greatest constructions required eventually led to the creation of Lucifers legions and
the cooperation of multiple Elohim, each providing a system of rank that cut across the boundaries of
knowledge and lore. These symphonies of angelic House seniority and specialization. Cooperation and
power, known as choruses, were formed and directed innovation were the order of the day, and the infernal
by the angels of the First House, with the Heralds host adopted tactical variations on the grand cho-
using their broader knowledge of the Creators plan ruses of the Elohim combinations of House lore
to combine the efforts of the Elohim into ever-greater that could be performed quickly and to devastating
acts of creation. As mighty as the Elohim were indi- effect on the battlefield. These rituals were highly
vidually, their power was mightier still when they effective in countering the advantages of the Heav-
contributed their energies to a higher purpose. It was enly Host, particularly during the early stages of the
an insight that Lucifer would make great use of in the war, and the concept was adopted to a wide variety of
dark times to come. functions, from information-gathering to the cre-

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ation of mighty bastions hidden from the eyes of the palace, Devils and Scourges circling one another
mortal and angel alike. Although much of this ritual in intricate patterns as they began to chant words of
knowledge has since been lost to the effects of time power. No sooner had the Heavenly Host sounded the
and Torment, newly returned fallen can attempt to call to arms when the watch-fires of their mortal allies
re-learn these powerful cooperative evocations for erupted in huge towers of flame, whipped higher and
use against their enemies. hotter by a sudden wind that howled from out of the
This chapter is divided into four sections: the east. The fire spread, and the wind raged like a beast,
first describes the history and theory of ritual design. and a terrible storm raged through the ranks of Heaven
The second section contains systems information in moments, scouring skin from bone and leaving
for learning and creating rituals and performing nothing but ash in its wake. The Heavenly Host was
them. The third section describes those rituals that hurled back in terror and dismay, retreating to its
are most commonly remembered among fallen to- prison cities with the knowledge that, far from being
day. The concluding section describes how rituals beaten, the rebels had turned the tide in their favor
were used to the construct the fortresses of the once more.
rebellion and provides systems for characters to What followed was the construction of great,
create their own. living battle engines; the bastions of Lucifer and his
generals and the eugenics experiments within the
HISTORY Palace of Sighs. Many others rituals were designed as
well to spy upon, to harass, to delude and to hide from
According to legend, the first rituals created the enemy. Others were used to muster and enhance
during the early centuries of the War of Wrath were the human troops fighting under the rebels, to create
largely passive in nature, allowing the fallen to new troops or beasts of war or to counter lore against
project their awareness across the globe and con- which there had previously been no defense. Using
front the enemy far from the fragile lands of mortals. rituals was one of the most potent and economical
Many of these rituals were said to have been devel- ways for the rebels to channel their resources as long
oped by the Archduke Asmodeus and his as there was enough Faith to sustain them.
subordinates in the Silver Legion, and their efforts The earliest rituals were conceived of as combina-
were instrumental in allowing the fallen to stale- tions of dance and song, wherein each participant
mate Michaels forces during the centuries of the wove her lore with the rest and created new concep-
Silent War. Many Devils dispute this, claiming tual effects. The number and rank of the rituals
instead that Lucifer himself and the Namaru as a participants depended upon the desired effect, but
whole were the architects of these cooperative tac- there was always a single individual known as the
tics. What cannot be denied is that the Devils were Ankida who directed its power. Those angels who
responsible for the first destructive applications of contributed additional lore to the ritual were known as
the craft, wielded during the first siege of Genhinnom the Mudu. The Ankida would gather the necessary
at the dawn of the Time of Atrocities. resources and provide the tempo of the song and the
Not long after the fall of Sagun, the Heavenly pattern of the dance. As with the Firestorm, some
Host mustered its battle-formations and descended on rituals were enacted by the highest ranks of the Houses,
Lucifers cathedral city with a huge army of Elohim and with hundreds of attendants (or Khauiki) providing
mortal forces, intent on capturing the Morningstar support and stores of extra Faith.
and ending the rebellion while the infernal legions Although it was subsequently discovered that ritu-
were scattered. The Crimson Legion held the walls for als could be created within the jurisdiction of a single
seven days and seven nights, while the earth shook to House, the prevailing strategy was to create rituals that
the tread of titanic angels and the skies split with made use of dissimilar lore. Each ritual had a dominant
heavenly bolts of fire. The mortals within the city or primary lore, and only a demon with the proper
despaired, for it was clear that the forces of the enemy mastery of the necessary evocations could act as Ankida.
were numberless and their strength undiminished, Therefore, all rituals became associated with Houses,
while Genhinnoms defenders grew steadily weaker. even when others were called in to participate. As only
Finally, just before the dawn of the seventh day, the Ankida needed to know and comprehend the
Lucifer called his lieutenants to attend him in the entire ritual, it was easy to restrict the flow of knowl-
Palace of Shadows, and rumors ran through the streets edge. Over time, many rituals came to be considered
that surrender was imminent. the property of one House or another.
Instead, the dawn saw Lucifer and his chosen During the war the infernal host created and
angels rising like angry stars above the black needle of employed hundreds of different rituals, both on and

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off the battlefield. Since that time, much of this out. Knowledge of particularly famous or infamous
knowledge has been lost. Few records remain in the rituals might have further consequences as well. In all
physical world, and the agonies of the Abyss has cases, the Storyteller is the final arbiter as to whether
eroded the memories of the fallen. What is more, your character may have access to a particular ritual
the limitations of possession and the relative faith- in her chronicle.
lessness of the World of Darkness has added a host
of new difficulties in recalling and properly enacting RECALLING RITUALS
rituals that demons once performed with ease. Where The fallen have not lost the knowledge of every-
it once took only one or two demons to muster the thing they once were, but much of their memory and
relevant knowledge and power to fuel the ritual knowledge is merely buried deep in the subconscious of
dance, now the fallen must cast far and wide for their mortal host. Therefore, it is possible, with time
demons with the necessary lore. They must look still and effort, for a character to search her memories for
farther for mortals and fallen with the Faith to spare the secrets of rituals she once performed with ease.
to ensure a rituals success. Special sigils must be
designed and inscribed to properly amplify and focus
NEW BACKGROUND: RITUAL KNOWLEDGE
Oh yes, said Zormas, I used to do this all the time.
the meager store of collected Faith and even so,
Alejandro stared worriedly at the sky above. Moments
many rituals can now be performed only at specific
before, it had been clear and blue. Now there was an
times and places that resonate with the effect the
electrical charge to the air, and ugly, black clouds were
demon is attempting to achieve. Nonetheless, many
rolling in from the west with startling speed.
fallen are actively researching the lost art of ritual
Well, were about to find out if your bullshit floats.
lore, eagerly seeking any advantage that they can
Start chanting.
bring to bear against their enemies and further their
own agendas. Although many demons participated in rituals to
one degree or another during the war, few routinely
LEARNING RITUALS performed the role of Ankida, directing all the con-
stituent elements of the ritual to reach the desired
The fallen gain access to rituals in three ways. The effect. Those who performed a ritual time and time
first, but by no means the easiest, is to retrieve the again learned its intricacies so well that they could
memories from within themselves. The second is to conduct it almost reflexively, like any of their own
learn them from other fallen or through the rare evocations. When these former Ankida return to the
transcriptions that have been made throughout his- mortal world, the old memories return with the same
tory. The third way is to create whole new ones. Doing ease as their native lore.
so is a time-consuming and sometimes frustrating Each dot your character has in the Ritual Knowl-
pursuit, but it can yield rituals that take advantage of edge Background provides your character with the
many of the modern worlds innovations. equivalent of six experience points to spend purchas-
Knowledge of a ritual is a valuable resource. If ing a ritual or rituals during the character-creation
your character possesses something that no other process. The point cost of rituals is detailed under
fallen yet on Earth has access to, then all kinds of their individual descriptions. Your character may
people are going to be interested once the word gets purchase a ritual from only her own House, and she
must possess the requisite number of dots in the
rituals primary lore.
EXPERIENCE POINT COSTS FOR RITUALS  You remember nothing that will help you perform
Each ritual has a base cost associated with it. a ritual. Nothing stops you from participating in
That cost is the amount of experience points it one or learning them anew, however.
takes to learn the ritual, and it influences the time You can purchase up to six points worth of rituals
and effort needed to research it. The base cost is You can purchase up to 12 points worth of rituals
equal to the total number of lore dots the ritual You can purchase up to 18 points worth of rituals
requires multiplied by the total number of lore
paths indeed. Each ritual listed in this chapter has You can purchase up to 24 points worth of rituals
the base cost already calculated. You can purchase up to 30 points worth of rituals
For example, Firestorm (see page 191) requires RECALLING RITUALS DURING THE CHRONICLE
Flame and Winds . The base cost is 16 A character might also recall rituals during the
experience points: 8 (the total number of dots) x 2 course of the chronicle by devoting time and effort to
(the number of lore). piecing together scattered memories and collecting

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knowledge from other practitioners or ancient system, though the difficulty for the Intelligence +
sources of information. As a practical matter, all you Occult rolls increases to 9.
have to do is ensure that the character has the Once a human knows a ritual, she can act as its
requisite dots in the rituals primary lore then accu- Ankida, although the risks of performing the ritual are
mulate enough experience points to purchase the high. See page 187 for more details.
ritual. Your Storyteller should also require your
character to devote the necessary time and effort to LEARNING RITUALS
researching and meditating on the problem before FROM WRITTEN RECORDS
recalling its secrets. As a rule of thumb, each ritual
It is possible that just as certain infernal relics
requires a number of days (at least 10 hours of effort
might have survived the war in secret bastions hid-
per day with no interruptions) of intense study and
den across the earth, written records and tomes of
research equal to its base cost before the character is
knowledge detailing certain rituals might have sur-
able to fully recall and perform the desired ritual.
vived to the present day. Such ancient knowledge
Only rituals belonging to the characters House can
could take on numerous arcane forms words in-
be recalled in this fashion.
scribed upon veils of solid light, burned into the
LEARNING RITUALS preserved husks of angels or whispered in breezes set
FROM ANOTHER FALLEN
to run eternally through intricately carved vaults
deep within the fortress. Unfortunately, the slow
All fallen have the potential to perform rituals. If collapse of the multi-faceted aspects of Creation
your character has a willing and knowledgeable tutor, means the majority of such books are not transport-
she can learn what rituals the tutor has to offer, able as they once were.
although it is neither a short nor a straightforward Additionally, it is possible that extant human
process. Of course, finding someone who is willing to records contain fragments of lost ritual knowledge,
not only share her knowledge with your character, but collected from summoned demons across the ages or
to spend weeks and even months doing so is another derived from the experimentation of sorcerers. Such
problem entirely. transcriptions might have occurred as recently as 400
Your character must have sufficient dots in the years ago, and some can be found within actual
rituals primary lore before the learning process can leather-bound tomes, scattered in occult repositories
even begin. For each full day (at least 10 hours study across the globe. Of course, the unadulterated writ-
with no interruptions) the characters spend to- ings of the great sorcerers of the past are among the
gether, make an Intelligence + Occult roll (difficulty most prized possessions of the sorcerers of the present,
7). For your character to succeed in learning the so they are not much easier to find than extant
ritual, you must accrue successes equal to the expe- infernal fortresses.
rience point cost of that ritual. There is no time Learning rituals from written works follows the
limit, but each full week spent without training same procedure as learning them from a tutor, but
reduces the accumulated total by three successes. If the process itself is much more difficult. You may
the roll botches, all accumulated successes are lost, make an Intelligence + Occult roll for your charac-
and the character must start from the beginning. As ter for each day the fallen spends studying one of
you can see, mastering the most powerful rituals the ancient infernal texts. Attempting to learn a
might take years! ritual from a human source holds additional dan-
The experience cost of a ritual is the same whether gers. Any ritual transcribed by a human sorcerer
you remember it or whether you are taught it. You only will be in debased Enochian at best, and the diffi-
need to spend the experience points once you have culty for the roll rises to 9. Further, it must be
achieved the required number of successes. Failing remembered that these texts were often collected
doesnt cost any experience points, only time. from tormented demons who intentionally infused
Demons and thralls can be taught rituals belong- their secrets with malice and the seeds of insanity.
ing to Houses other than their own if they can find a Each day spent in study requires a Conviction roll
tutor willing to share the knowledge (and provided the (difficulty 8). If the roll fails, the demon gains a
character possesses the requisite lore). temporary point of Torment.
TEACHING RITUALS TO THRALLS CREATING RITUALS
Even humans can learn rituals, though they must All fallen have the potential to create rituals
also possess the requisite dots in the rituals primary from the lore they know or create variations to the
lore to do so. The learning process uses the same rituals they currently possess. It takes time and

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effort, however, and is not something that can be especially in the modern world, but means of expand-
done spontaneously. A character can research ways ing a rituals effects are discussed in Performing Rituals
of combining her own lore paths into demonic (see page 182). They are very flexible, and if particu-
rituals, but she does not have to undergo the labori- lar care is paid to choosing the relevant lore paths,
ous task alone. The best part about the otherwise then a great multitude of effects can be achieved. The
grueling process is that as many fallen can contrib- Storyteller is the final arbiter as to what lore paths are
ute their knowledge and experience as there are required to achieve a given effect, and if she decides
paths of lore involved. that a given ritual requires lore that the characters do
The first step in the creation process is to deter- not possess, the ritual cant be created until the
mine the intended effect of the ritual. The character required knowledge is attained. Refer to the sample
or group of characters must work out a clear descrip- rituals provided at the end of this chapter for guide-
tion of what they want the ritual to do and then the lines on lore requirements, restrictions and point
Storyteller determines the necessary primary and costs when determining the necessary components of
secondary lore paths required to achieve the desired your own rituals.
effect. The character or characters involved in the Creating a ritual is a complex process, requiring
creation process must possess all of the requisite dots both deep intellectual discipline and a meditative
in the required lore paths, or the ritual cannot be contemplation of the fractured universe. Make an
created. If the characters possess the necessary lore, Intelligence + Occult roll (difficulty 8) for each
the Storyteller then determines the rituals experi- character who performs 10 hours of research on the
ence point cost, the relevant Attribute + Ability ritual design per day. If a roll results in a botch at any
required to determine its effects and might impose point, the ritual design has become flawed. The
further restrictions on performance of the ritual for characters can either cast aside their research up to
the purposes of her chronicle. The more complicated that point and begin again or accept the flaws and
the ritual is the more requisite lore, and the more carry on. Flaws in the design can cause unpredictable
dramatic or dangerous you want it to be the higher and potentially dangerous risks, depending on how
the cost rises. The scope of rituals is not unlimited, many total botches are accrued during the creation
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process. One botch might impose very stringent re- ritual will affect and how. The other ritual members
strictions on the ritual such as saying that one can contribute any required supplementary lore, but they
perform the ritual only during certain times of the day dont necessarily have to know the bigger picture.
or during certain seasons. Two botches might cause They are the choir the Ankida conducts. At the time
the enactors of the ritual to gain temporary Torment the ritual is performed, the Ankida must possess at
equal to the dots in lore they are contributing each least one Faith point. A thrall can act as the Ankida
time the ritual is performed. Three dots might cause in a ritual if he possesses the requisite dots of the
the ritual to go out of control unless the Ankida rituals primary lore.
spends Willpower points to contain it. Four or more The Mudu. The Mudu provide any supplemen-
botches might require the death of one of the ritual tary lore the ritual requires, offering their power at the
members in order to unleash its energies. The Story- direction of the Ankida. The Mudu sing as the Ankida
teller is the final arbiter as to what risks are entailed directs, voicing a chorus of Enochian words of power.
with a flawed ritual. Characters who create a flawed Each Mudu must have at least one Faith point avail-
ritual can attempt to discern the risk inherent in their able to participate in a ritual.
creation with a successful Perception + Awareness It is possible to have ritual participants provid-
roll (difficulty 8). ing knowledge of more than one lore path. This
Once the required number of successes has been reduces the number of participants required but
accumulated, the ritual is complete. The designers increases the overall difficulty of the effort. The
have determined the precise combination of evoca- Mudu must spend one point of temporary Will-
tions, envisioned a proper sigil and crafted the ritual power per dot of lore for each additional path that
song. At this point, each character who wishes to learn she is attempting to provide, and she must have a
the ritual and who contributed to the design must pay minimum of one Faith per lore path. For example, a
the base cost of the ritual. Characters who contribute Mudu providing two dots of Celestial lore and two
to the design of a ritual are not required to learn it, dots of Wind lore must spend two temporary Will-
though. They can provide valuable insights and per- power points and have at least two Faith points
form important research without mastering the full available to provide the extra lore. Thralls can
scope of the design. perform the role of the Mudu in a ritual if they
Human thralls can contribute to the ritual design possess the requisite dots of lore.
process, though the difficulty for Intelligence + Occult Khauiki. Sometimes required, more often
rolls made on their behalf increases to 9. They can also optional, these fallen lend Faith to the ritual in
learn the completed ritual if they also possess the support of the more active participants. Each Faith
required primary lore needed to perform it and suffi- point offered adds one die to the Ankidas Faith
cient experience points. pool for casting purposes. Each of these fallen must
also have a least one dot in any of the lore paths
PERFORMING RITUALS required for the ritual, and at least one Faith point
available. The Khauiki choose for themselves how
Like everything else about rituals, performing much Faith they will individually offer at any stage
them takes time and effort. Some can be performed in of the ritual. If the process is not going well and the
a few minutes with minimal or trivial restrictions; Khauiki is running low on Faith, she can refuse to
some take hours and can be attempted only at a share any more. Thralls can perform the role of
precise astrological conjunction. All, however, re- Khauiki in a ritual.
quire the same basic components.
OTHER RITUAL
PARTICIPANTS REQUIREMENTS
While it is possible for a single demon to perform In addition to assembling the requisite number of
a ritual, most modern-day fallen do not have access to participants and necessary lore paths (no mean feat in
the wide range of lore paths that most rituals require. and of itself), the following ritual requirements must
Typically, rituals are conducted by a leader (the Ankida) also be met:
and one or more Mudu providing whatever supple- Restrictions. Certain rituals need to be cast at
mentary lore the ritual requires. particular times or under particular circumstances
The Ankida. The Ankida is the leader of the during a storm, for example, or under the light of a full
ritual, and she determines its ultimate effects. Only moon. Such restrictions provide resonances that help
the Ankida needs to know the ritual and possess its the members of the ritual focus their concentration
primary lore, and she has sole control over what the and channel their energies synergistically. The more

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powerful and complex the ritual is, the more restric- of the sigil has no bearing on the rituals casting time,
tions must be satisfied in order to enact it. it is possible to create one hours, days or even weeks
The Sigil: Where the earth was once awash in ahead of the actual event, ready for use when the
spiritual power, requiring only a conscious mind to restrictions are right.
channel it, the modern World of Darkness requires Casting Time: The time the ritual will take to
physical symbols that help amplify and direct the perform depends upon its complexity and its power.
meager stores of energy that the fallen can tap. In some It can range from 10 minutes to over 24 hours. This
ways, a sigil functions like a circuit board. It channels period consists of the Ankida calling forth her lore
the energies of the Ankida and her participants into a and combining it with the Mudu, weaving them
specific configuration. together into the proper configuration to achieve the
The sigil is inscribed at the location where the desired effect.
ritual is to be cast, and its size depends upon the You calculate the minimum time in minutes it
needs of the ritual. Its perimeter must be large takes to cast a ritual by squaring the total number of
enough to accommodate every individual perform- dots of lore that comprise the ritual. For example,
ing the ritual, plus the intended recipients of the Age Landscape (see page 201), has a total of eight
rituals effect, if applicable. In all cases, the Ankida dots within its three lore paths, so it takes 64
and the Mudu stand equally spaced around the edge, minutes to cast.
whilst the Khauiki stand in a concentric ring di-
rectly behind them. CASTING THE RITUAL
Creating the sigil is the first actual step in any Once all the participants have been organized, the
ritual, although it takes place outside of the rituals sigil has been drawn and the restrictions have been
minimum casting time. It should be traced in mate- met, the ritual begins. The Ankida begins the song, the
rials appropriate to the House, which might be sand, Mudu join in as she directs, and the Khauiki concen-
ice, cobweb or crushed glass. (Some rituals have trate upon the scene before them, chanting a simple,
even more exacting requirements see the sample rhythmic mantra. The performance of a ritual is a
rituals for details.) It can also be made permanent as significant supernatural event. Nearby demons may
a carving, mosaic or incised symbol (perhaps into attempt to detect the ritual with a reflexive supernatu-
which inflammable liquid or fresh blood is poured), ral awareness roll (see page 172 of the Demon core
which makes it more difficult to disrupt. Weaving rules for details).
the sigil from an appropriate material into a large Once the minimum casting time for the ritual
cloth is one way to make it easily portable, but doing has been achieved, the collected energies are ready
so creates difficulties in that the cloth must be kept to be unleashed. Make an extended Faith roll (dif-
very flat throughout the casting so as not to distort ficulty 6) for the Ankida, adding one die per Faith
the pattern. point offered by each Khauiki participating in the
Whatever materials are used, creating the sigil ritual. The Ankida can also ravage her thralls for
requires an extended series of Dexterity + Occult additional dice (see page 251 of the Demon core
rolls (difficulty 6), accumulating a number of suc- rules for details), and/ or the player can spend Faith
cesses equal to the rituals base cost. More than once points on automatic successes. You must accumu-
person can contribute to creating the sigil. Even late a number of successes equal to the total number
mortals or demons who are unfamiliar with the ritual of dots in lore required by the ritual in order to cast
can transcribe the pattern if they have a diagram to it successfully. Each turn that you continue to roll
work from, though the difficulty of the roll increases the difficulty increases by one. If you havent accu-
to 8. The amount of time required to create the sigil mulated the requisite successes within five turns, or
depends largely on the materials used and the method if any of the rolls results in a botch, the ritual fails
of inscription. (An intricate mosaic of inlaid coral and the collected energies violently expends itself.
might take weeks to create, at the Storytellers discre- If the danger of a catastrophic failure seems un-
tion.) As a rule of thumb, one roll can be made per avoidable, the Ankida can voluntarily abort the
person involved in creating the sigil every five min- ritual before five turns have elapsed, dispersing the
utes of game time. A roll that results in a botch means energies safely.
that the sigil is flawed. Depending on the materials If the ritual succeeds, it is time to determine the
involved, this could mean that the inscriber must rituals effect. This involves rolling a particular combi-
erase the last segment and start again (in the case of nation of Attribute + Ability determined by the ritual.
a circle of salt, for example), or he might have to start (Trait bonuses for a demons revelatory form are appli-
from scratch in another location. Since the creation cable for the Ankida if the player wishes to manifest

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the characters apocalyptic form.) The Khauiki can time, bringing his total to seven. On the third turn,
provide additional Faith here as well, adding to the John decides not to tap the Khauiki for any more Faith
dice pool, the Ankida can ravage her thralls for yet (wishing to save them for the rituals final effect), so he
more Faith, or the player can spend Faith points for rolls Aziurans current Faith score of 5 against a
automatic successes. difficulty of 8. He gets the one success he needs, and
Example: Johns character Aziuran leads the ritual the ritual is successfully cast.
Rain of Frogs, with a Scourge and a Devourer providing The next step is determining the effect of the ritual.
the rituals secondary lore paths (see page 203). Only John rolls Aziurans Stamina (4) + Animal Ken (2). This
fallen with knowledge of the Lore of the Winds, Lore of time, only two of the Khauiki are willing to contribute their
the Beast or the Lore of Awakening can join as Khauiki, Faith, each one providing a single point. John rolls eight dice
and another four demons are found who agree to partici- and gets five successes, generating five cubic yards of frogs
pate in this capacity. over his intended target.
The ritual comprises a total of eight dots of lore, so LOSING CONTROL
the rituals minimum casting time is 64 minutes. If the Ankida loses control of a ritual and cannot
Aziurans current Faith is 6; the Khauiki each donate harness the energy safely, it explodes in a blast of
one point of Faith, and John decides that Aziuran will unfocused power. Anyone within the sigil itself is safe,
ravage one of his thralls for another two points. Once but the Ankida, the Mudu and the Khauiki, as well as
the minimum casting time is met, John rolls 12 dice and any onlookers, face the full wrath of the rituals uncon-
gets four successes. The following turn, John rolls trolled energies.
again, this time at difficulty 7. Each of the Khauiki
come through with another point of Faith each, and Roll one die for every 10 minutes the ritual was
John spends one of Aziurans Faith points for an performed prior to failure. Each success inflicts one
automatic success. He gets another three successes this health level of lethal damage to everyone within a
distance in yards equal to the sum of the rituals lore.
For example, had Aziurans Rain of Frogs gone out of
MAINTAINING THE RITUAL control, it would have affected everyone within eight
For each half hour that a ritual lasts, a roll must yards of the rituals sigil. Additionally, the active
be made for each of the active participants to participants of the ritual (Ankida and Mudu) each
determine if they can maintain their concentra- lose one point of Faith. If a participant has no Faith
tion in the face of mounting fatigue and discomfort. remaining, he loses a point of Willpower instead.
Roll Stamina + Occult for the Ankida. The
difficulty starts at 6, then increases by one for each
COMPLICATIONS
additional half-hour to a maximum of 10. If the Rituals are complex and demanding efforts even
roll fails, the ritual ends and the energies bleed for the likes of the fallen. It is possible for them to
away safely. If the roll botches, the contained fail due to nothing more than an Ankidas lack of
energies expend themselves violently. A Will- ability or the participants running out of endurance.
power point may be spent to gain an automatic Other factors, particularly outside interference by
success on this roll. the Ankidas enemies, can also affect a rituals
Further, a Stamina + Performance roll (dif- success or failure.
ficulty 6) must be made for each Mudu DISRUPTING A RITUAL
participating in the ritual, with the same in- External forces can disrupt the casting of a ritual if
creasing difficulty. A Willpower point may be they can succeed in disrupting the rituals chant,
spent to gain an automatic success on this roll. If breaking its sigil or affecting its casting restrictions.
any of the rolls fail, the ritual ends and the The simplest way of doing so is through a physical
energies bleed away safely. If any of the rolls attack. Therefore, the Khauiki serve another valuable
results in a botch, then make a roll equal to the purpose. Until the point they are called on to provide
Ankidas Wits + Occult (difficulty 6) to see if their Faith, they can double as defenders of the rituals
she can maintain control of the disrupted en- active participants.
ergy. Otherwise, it expends itself violently. Each If the Ankida suffers injury as the result of an
botch rolled on the Mudus behalf increases the attack, make a Wits + Occult roll (difficulty 6),
difficulty of the Wits + Occult roll by two. applying any appropriate wound penalties. If a Mudu
No Stamina rolls are required for the Khauiki, is injured, roll Wits + Performance. If the roll fails,
as they are providing only a basic rhythm rather the ritual ends. If it botches, the energies are re-
than manipulating the complex patterns of lore. leased explosively.

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Disrupting the ritual sigil depends largely on the roll fails, the ritual becomes uncontrolled, releasing
manner in which it is constructed and the methods its energies explosively.
used to disrupt it. The Storyteller is the final arbiter on An Ankida or Mudu can also attempt to leach
how much effort is required to disrupt a sigil and the off the Faith that is being donated by the Khauiki
means necessary to achieve it. Breaking a circle laid into her own Faith pool. Roll Wits + Awareness
with salt might require nothing more than a strong (difficulty 8): Each success allows the character to
gust of wind, while breaking one carved into solid add one point of offered Faith to her own Faith pool,
granite might take a careful application of dynamite. If up to her maximum Faith rating. (Willpower points
the sigil is successfully disrupted, the collected energy may be spent for automatic successes on this roll.)
is released explosively. The character skimming this Faith from the ritual
Finally, while many rituals require careful chro- doesnt have to take the entire amount reflected by
nological or geographical restrictions that no amount the successes rolled. For one thing, sucking up all
of interference can affect, others require environ- the Khauikis offered Faith is almost certain to be
mental or material restrictions that can be influenced noticed by the other ritual participants. If a ritual
by outside forces. A ritual that cannot be performed member is leaching offered Faith, the other mem-
in rain or fog, for example, could be disrupted by bers of the ritual can attempt to detect this as a
setting off the buildings sprinkler system. One that reflexive action with a successful Perception +
requires direct sunlight could be broken by throwing Awareness roll (see page 172 of the Demon core
a tarp over the rituals sigil. If the rituals restrictions rules for details). The difficulty of the roll starts at 9,
are violated, the ritual ends and the energies bleed but it decreases by one for each additional point of
off safely. Of course, the attackers must know the Faith that the character leaches from the ritual.
rituals restrictions in order to take advantage of Example: Daves character Vrishu is a Mudu par-
them. A successful Intelligence + Occult roll is ticipating in a ritual that is being supported by five
required to identify and analyze the ritual being Khauiki. Vrishus current Faith score is a meager 2 out of
performed. If the attacker knows the ritual in ques- a maximum rating of 7, so Dave is strongly tempted to
tion the difficulty of the roll is 6; if not, the difficulty hijack some of the Khauikis offered Faith to replenish his
increases to 9. own diminished stock of power. When the time comes to
SUBVERTING RITUALS determine if the ritual is successfully cast, the Khauiki
The participants can try to subvert a ritual from each offer one point of Faith to the Ankida, for a total of
within in a number of ways. It is impossible to do so five Faith points. Dave rolls Vrishus Wits (4) + Aware-
without the other members realizing what is happen- ness (2) and gets three successes. Dave can claim up to
ing, though it might be too late by the time they do. three of the Khauikis offered Faith for his character, but
If the Ankida wishes to use the Tormented ver- each point of Faith claimed will make it that much easier
sion of a ritual, she may do so as detailed in the next for the other ritual members to notice the theft. After a
section. Even if she does not tell the other partici- moments consideration, he decides to leach away two of
pants that she is doing so, they can all gain Torment the three points allowed by the roll, increasing Vrishus
in the process. Faith score to 4. This leaves only three Faith points for the
Ankida, and each active member of the ritual (the Ankida
Any participant in the ritual who could qualify
and the other Mudu) can attempt to detect the theft with
as Ankida that is, who knows the ritual and
a successful Perception + Awareness roll. The difficulty
possesses sufficient primary lore can attempt to
of the roll is 8 (9 minus one additional point of leached
seize control of it, effectively becoming the Ankida
Faith). Had Dave chosen to take all three Faith points he
and redirecting its effects. The attempted takeover
was allowed, the difficulty would have been reduced to 7.
of the ritual can occur at any point in the casting
Should the other participants detect the theft, Vrishu is
process, though the best time to do so is after the
going to have some explaining to do.
ritual is successfully completed (but before its effect
can be determined). Make a resisted Willpower roll TORMENT
(difficulty 6) for the two characters. In the event of Just as with evocations, Torment can taint the
a tie, the original Ankida wins the contest and can outcome of infernal rituals, causing damaging and
continue to channel the effects of the ritual. If the uncontrolled effects. Ritual high-Torment effects are
would-be Ankida wins, control of the ritual passes determined in the same fashion as normal evocations.
to her, but the ritual energies might run out of Roll the relevant Attribute + Ability to determine the
control in the crucial moment of changeover. Make rituals effect and compare the successes rolled to the
a Faith roll (difficulty 6) for the new Ankida. If the Ankidas permanent Torment score. If a majority of

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the successes rolled show numbers less than or equal to


the Ankidas Torment, the high-Torment effect of the
ritual is used. If a majority of the successes rolled show
numbers greater than the Ankidas Torment, then use
the rituals normal effect. In the event of a tie, the low-
Torment effect of the ritual is used.
The Ankida can deliberately unleash the cor-
rupted version of a ritual, but she and the Mudu (not
the Khauiki) all gain a point of temporary Torment.
Note that some rituals, particularly those that date
from the Time of Atrocities, are cruel enough to
accumulate temporary Torment even in their origi-
nal form.
EFFECTS OF DISBELIEF
The disbelief of human witnesses can make rituals
more difficult, just as it does for evocations. Apply the
modifier for disbelieving witnesses (see page 253 of the
Demon core rules for details) to each of the Faith rolls
made to successfully enact the ritual. The roll to
determine the effect of the ritual is not effected. Once
the energy of the ritual is unleashed, little can be done
to stop it.
Example: Two police officers enter a supposedly
deserted warehouse to investigate a report of a loud distur-
bance, and they stumble onto a group of demons performing
a ritual. The Storyteller makes a Willpower roll (difficulty
6) for the two cops, assuming an average rating of 8, and
gets four successes. This means that when the time comes
to determine if the ritual is successfully cast, the difficulty
of the Faith roll increases to 10 if the ritual members cant
find some way to get rid of the cops.
USING DEMONICALLY POSSESSED RELICS
Infernal relics imbued with a demonic spirit (see
Chapter Five for details) can act as a Mudu in an
infernal ritual if the bound spirit possesses the requi-
site lore. The Ankida must hold the relic during the
ritual in order to mesh its energies with the other
participants, but otherwise the procedure is exactly
the same as described thus far. Bound spirits are
equally capable of leaching offered Faith from a ritual
or even seizing control of one like any other ritual
participant if the restrictions of their binding allow
them sufficient freedom.
A demon bound into a relic can even act as the
Ankida for a ritual if it has sufficient freedom, the
ability to communicate and the requisite primary lore
(see Chapter Five for details). To participate as the
Ankida the relic must be borne by either a Mudu or a
thrall throughout the ritual.
MORTAL PARTICIPATION
It is possible for a mortal to participate in an
infernal ritual, whether as a source of Faith, a supplier

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of supplementary lore or even acting as the rituals


Ankida. Human participants face much greater risks
than the fallen do, as their minds and bodies are not EXPLANATION OF TERMS
equipped to channel the energies, and the demands Each ritual listed comprises eight components:
presented by the task make a successful casting that Primary Lore: The pertinent lore required
much more difficult. by the Ankida to perform the ritual.
Mortals as Khauiki. Enthralled or not, mortals Secondary Lore: One or more supplemen-
can participate as Khauiki in an infernal ritual, with tary lore paths required to perform the ritual.
the following restrictions. Mortal thralls contribute Base Cost: The base cost in experience
Willpower points instead of Faith but do not suffer the points required for a character to learn a given
pain and trauma of being ravaged. Non-enthralled ritual. The base cost is equal to the total number of
mortals (willing allies of the fallen, followers, adoring lore dots the ritual requires multiplied by the total
worshippers, etc.) can contribute a number of Faith number of lore paths.
points equal to their Faith potential (see page 252 of Restrictions: Restrictions that influence
the Demon core rules for details). Once they have how, where and when the ritual may be cast. If
exhausted their Faith potential, non-enthralled mor- an object is listed as a restriction, it is the focus
tals may continue to contribute Willpower points in of the ritual and must be laid at the center of the
lieu of Faith. sigil. (If it is an animal or person, it must not
Mortals as Mudu. A thrall gifted with an leave the sigil during the casting.)
evocation of the proper lore at the required level Minimum Casting Time: The number of
can act as a Mudu in an infernal ritual. A mortal minutes required to properly cast the ritual. The
acting as a Mudu must spend one Willpower point to minimum casting time is equal to the square of the
access her infernal gift and participate in the ritual, total number of lore dots that the ritual requires.
and the player must make Stamina + Performance System: Each ritual uses an Attribute +
rolls for the character to maintain focus every half Ability roll to determine its ultimate effect.
hour as normal. Additionally, the difficulty of the Torment: The high-Torment effect of
Faith rolls to determine the rituals success increases the ritual.
by one. Mortal Mudu cannot leach Faith from a
ritual, but they can attempt to seize control of one Variations: The creation and use of ritu-
if they wish. als constantly evolved over the course of the
war, and the fallen frequently experimented
Mortals as Ankida. A thrall gifted with an with different variations of a ritual to gain
evocation of the proper lore at the required level can different effects. The listed variations are in-
act as the Ankida of an infernal ritual. The mortal tended as a springboard for creating your own
Ankida must spend one Willpower point to access her rituals and to provide additional variety. The
infernal gift and direct the ritual, and she must make Storyteller is free to determine the full compo-
Stamina + Occult rolls to maintain their focus every nents of any ritual variation she wishes to
half hour as normal. Roll the mortals Willpower to include in her chronicle.
determine if the ritual is cast successfully, though the
difficulty of the roll increases to 8 to reflect the daunt- Demon chronicle. Note that the Storyteller is the final
ing complexity of the task. Mortal Ankida cannot arbiter as to which rituals are appropriate for her
leach Faith from a ritual. chronicle, so she may disallow or modify the compo-
Mortal participants of an uncontrolled ritual suffer nents of any ritual to better suit her needs.
lethal damage the same as their fallen counterparts, This list is by no means an exhaustive collection of
but they lose one Willpower point instead of a Faith every ritual created by the fallen during the War of
point. Additionally, a Willpower roll (difficulty 7) Wrath. You are encouraged to add rituals of your own
must be made for each mortal participant. If the roll using the guidelines presented.
fails, they gain a temporary derangement determined
by the Storyteller. If the roll botches, the derangement
is permanent.
DEFILERS
HADRISELS LIBATION
INFERNAL RITUALS This ritual was one of the first cooperative at-
tempts by Defilers and Scourges to create a portable
The following section contains a number of sample healing draught that could be applied to warriors of the
rituals grouped by House that can be used in your infernal host during battle.

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Primary Lore: Lore of Storms of potential danger. Victims have been known to walk
Secondary Lore: Lore of Awakening over cliffs, drown themselves in lakes and stagger onto
Base Cost: 6 the blades of their enemies. While affected by the
Restrictions: This ritual requires up to half a ritual, victims can take no other action, even to defend
liter of pure water, can be performed only under the themselves. Once successfully cast, the ritual contin-
light of the full moon and requires a silver vessel to ues as long as the ritual members continue to sing.
contain the libation. Make Stamina + Performance rolls (difficulty 6) for
every ritual participant each turn to see if they can
Minimum Casting Time: 9 minutes
continue to maintain the song.
System: Roll Intelligence + Medicine. Each drink
Torment: The high-Torment version of this song
of the libation heals one health level of bashing
fills the mind of a listener with visions of madness and
damage per success. In addition, the libation cleanses
anguish. Make a Willpower roll (difficulty 8) for any
the recipients body of all toxins (e.g., fatigue toxins, mortal or demon caught within the area of effect. If the
the effects of alcohol, etc.) and cures any minor roll fails, the victim is overcome with visions of the
illnesses (e.g., cold, flu, sore throat, etc.). The liba- Abyss and falls to the ground, writhing in pain and
tion can be used a number of times equal to the fear. Affected individuals can take no actions of any
Ankidas Faith score at the point the ritual was kind as long as the song continues. If the Willpower
successfully cast. The libations potency lasts only roll botches, a mortal victim gains a temporary de-
until the following full moon, at which point any rangement as well. A demon gains one point of
unused amount reverts back to water. temporary Torment.
Torment: The high-Torment version of this liba- Variations: Legend speaks of a version of this
tion creates a viscous, oily liquid that burns to the ritual that could be centered on distant locations far
touch and spreads disease and infection. The number removed from the casting sigil. Add Firmament to
of successes rolled becomes a damage pool that inflicts the rituals secondary lore.
bashing damage on any target struck by the water. In
addition, if the victim has open wounds on his skin or FIERY VISION
he swallows any of the substance, he will contract a This ritual was one of the Defilers signature battle-
virulent disease at the Storytellers discretion. field effects, creating a blazing image high above the
Variations: None battlefield that exhorted the warriors of the fallen to
greater acts of valor and filled the hearts of their
SIRENS SONG enemies with dread. The ritual creates the image of a
This ritual was developed as a battlefield tactic by fiery figure high above the center of the sigil, speaking
the Crimson Legion as a means of luring enemy mor- in thunderous tones that can be understood by all who
tals away from their place on the battlefield and witness it regardless of their native language.
creating an opening that the fallen might then exploit. Primary Lore: Lore of Longing
The song was so alluring and powerful that it resonates Secondary Lore: Lore of Light ; Lore of Radi-
in humanitys collective memory to this day. ance ; Lore of Humanity
Primary Lore: Lore of Longing Base Cost: 32
Secondary Lore: Lore of Radiance ; Lore of Restrictions: This ritual can be performed only on
Humanity a clear, cloudless day or night, and a fire must be kept
Base Cost: 18 alight in the center of the sigil.
Restrictions: This ritual must be performed at the Minimum Casting Time: 64 minutes
edge of a large body of water. System: Roll Charisma + Performance. Any of
Minimum Casting Time: 36 minutes the Ankidas allies or followers that can see the
System: Roll Manipulation + Performance. The vision receive a number of temporary Willpower
number of successes determines the radius of the rituals points equal to the number of successes rolled.
effect in 100-yard increments, measured from the These extra points can exceed their maximum Will-
center of the sigil. If the Ankidas player rolls five power rating. These bonus Willpower points can be
successes, the ritual affects every living being within a expended for automatic successes as normal or add
500-yard radius. Any mortals caught within this radius to a characters dice pool for making Willpower
will stop what they are doing and make their way rolls. The ritual affects individuals within a radius of
toward the ritual sigil unless a successful Willpower 100 yards times the Ankidas Faith score at the time
roll (difficulty 8) is made. Affected individuals will the ritual is successfully cast. The effects of this
walk in the most direct path toward the sigil regardless vision last for the duration of a single scene, at

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which point the individuals Willpower scores re- that exists only to hunt and kill the living. Only the
turn to normal. creatures Physical Attributes might be increased by
Torment: The high-Torment effect of this ritual the Ankidas successes, and only combat-related
blasts the souls of the Ankidas enemies, filling their Abilities (e.g., Alertness, Brawl and Dodge) may be
hearts and minds with visions of despair. Enemies of purchased. The touch of the monster burns like
the Ankida who witness the vision lose a number of acid, inflicting lethal damage in combat. Finally,
temporary Willpower points equal to the Ankidas the Ankida only nominally controls the creature. A
successes. A victim whose Willpower is reduced to 0 Willpower roll (difficulty 8) must be made on the
is overcome with fear and falls into a catatonic state Ankidas behalf each time she attempts to direct the
for the remainder of the scene. Mortals whose Will- monsters actions. If the roll fails, the creature acts
power is temporarily reduced to 0 suffer a temporary under the Storytellers control.
derangement as well. A demon gains one point of Variations: None
temporary Torment.
STORMS FURY
Variations: A variation on this ritual is said to This ritual allowed the Angels of the Deep to
exist that causes the vision to manifest itself over a pummel their foes with the full fury of a raging storm,
geographical location far from the rituals sigil. Add directing it as an extension of their will and leaving
Firmament to the rituals secondary lore. their allies unscathed.
CREATE ELEMENTAL Primary Lore: Lore of Storms
This powerful ritual allowed the Defilers to create Secondary Lore: Lore of the Firmament ;
living servants from the very sea, serving the Angels of Lore of the Winds ; Lore of Humanity
the Deep in a variety of minor roles. Base Cost: 44
Primary Lore: Lore of Storms Restrictions: This ritual must be performed at the
Secondary Lore: Lore of Awakening ; Lore of edge of an ocean or sea under an overcast sky. A silver
the Celestials ; Lore of the Fundament bowl containing salt water must be placed in the
Base Cost: 36 center of the sigil.
Restrictions: This ritual must be performed under Minimum Casting Time: 121 minutes
the light of a full moon, on the shores of an ocean or System: Roll Intelligence + Survival. The suc-
sea. A small amount of mercury must be placed in the cesses rolled are subtracted from the dice pools of every
center of the sigil. mortal or demon within the storms area of effect
Minimum Casting Time: 81 minutes except the Ankidas friends or allies. The storm ex-
System: Roll Manipulation + Occult. The ritual tends to a radius of a half-mile times the Ankidas Faith
creates a living entity formed entirely of water, with score at the time the ritual is successfully cast. This
effectively one dot in the following traits: Strength, ritual manifests itself as a raging thunderstorm regard-
Dexterity, Stamina, Intelligence, Perception, Wits less of the climate and season in which the ritual is
and Willpower. Each success rolled becomes a dot performed. The effect of this ritual lasts for the dura-
that the Ankida can allocate to any of these traits or tion of a single scene.
devote to an Ability that she wants the elemental to Torment: The effects of the high-Torment ver-
possess. The elemental can not possess an Ability sion of this ritual are terrible indeed, creating a raging
that the Ankida or any of the Mudu do not possess tempest of hellish lightning and acid rain. The suc-
themselves. The elemental can alter its shape and cesses rolled when determining the effect of the ritual
appearance at will, and it can travel anywhere air become a lethal damage pool that is rolled every turn
can reach. The entity is bound to the Ankidas will, for each mortal or demon caught within the storm
and it will follow her instructions to the best of its friend and foe alike.
ability. The elemental will exist for the duration of Variations: Toward the end of the war, the Silver
a single scene. If a point of the Ankidas temporary Legion developed a version of this ritual that could be
Willpower is spent, the elemental will continue to
centered on a specific individual, provided the Ankida
exist until it is destroyed or released by the Ankida.
knew the individuals name. Increase Winds and Hu-
A water elemental effectively has four health levels
manity to each.
for the purposes of withstanding damage, but be-
cause of its fluid nature, the difficulty of all attempts PART THE WATERS
to hit it increases by two. This ritual allows the demons to create a path
Torment: The high-Torment version of this through a lake, river or, with enough Faith, a sea. The
ritual creates an amorphous, flesh-eating monster water rolls back on either side of the designated route,

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revealing the lake- or riverbed, which is dried suffi- pints of human blood must be placed in the center
ciently to support traffic (although it might be uneven of the sigil.
and hard to maneuver upon). Minimum Casting Time: 144 minutes
Primary Lore: Lore of Storms System: Roll Charisma + Empathy. Each success
Secondary Lore: Lore of the Fundament ; adds a mile of river that is affected from the source
Lore of Paths point. Beyond the limits of that distance, the blood
Base Cost: 27 then flows downstream, under the normal effects of
Restrictions: If the ritual is not cast at high tide, fluid dynamics.
the difficulty to successfully cast it increases by one. For each point of the Ankidas Faith, the transfor-
Minimum Casting Time: 81 minutes mation into blood lasts a day. After that time, water
System: Roll Stamina + Survival. Each success starts flowing again, but the mass of blood from the
increases the length of the path by 100 yards. The ritual still remains, fouling the water until it rots away
width of the passage is 10 yards, and it lasts for up to six naturally over the course of several months.
hours per Faith point. The Ankida can restore the All participants, including Khauiki, can donate
course of the waters whenever she wishes. temporary Willpower. If 20 Willpower is accumulated
Torment: The footing of the path is treacher- in this way, the effect becomes permanent.
ous, and it might contain areas of quicksand and Torment: Such is the power of this ritual that it
other hazards (the location of which is determined transforms the pain of the Abyss into material form,
at the Storytellers discretion). Also, the Ankida creating a powerful and monstrous blood golem that
does not have control over the duration of the roams the land, killing anyone it can find. The
ritual. She cannot end it prematurely, nor know construct is 15 feet tall and its Physical and Mental
when it is going to expire. The Storyteller secretly Attributes, plus its Brawl and Dodge, are each half
rolls dice equal to the characters Torment score. the Torment score for the ritual (round down). In
The duration is equal to the maximum duration (six addition, the profane and liquid form of its body
hours per Faith point) divided by the number of means its touch inflicts lethal damage, and its soak is
successes rolled. If no successes are rolled, the ritual twice its Stamina (it can soak aggravated damage). It
lasts one day per Faith point. does not receive wound penalties, and whenever it
takes 10 levels of damage its body dissolves and re-
Variations: There is said to be a version that forms back in the river, as long as the blood still flows
creates a path that is a mere 200 yards long, but always there. It can also do so at will. Its first targets are the
centered on the Ankida, so when she moves forward, participants of the ritual.
the waves part before her and close behind her. The Variations: None
maximum depth is twice that of the normal ritual.
Increase Fundament to . DEVILS
RIVER OF BLOOD BAPTISM OF FAITH
All the anguish, resentment and frustrated love of While the thrall relationship is one of the closest
the Angels of the Deep is manifest in this unholy between demon and human, others can be forged.
catastrophe. It replaces the life-giving flow of water Nobody is sure who developed the rite of baptism
with a turgid, sticky mass of flowing blood that scars first, but it was used by both sides during the war to
the land and sends an inescapable message to those engender loyalties among the various mortal fac-
living upon the Earth. tions. A human bestowed with this ritual can call
As well as being fit for little else than attracting upon a particular demon for aid, and likewise, the
carrion beasts, the blood spreads through ground water demon can use his baptized followers to gain more
and even infiltrates the rain, meaning no-one can information in some circumstances.
escape its touch. In addition, the veil into the spirit Primary Lore: Lore of the Celestials
realm is significantly thinned in the area of the river, Secondary Lore: Lore of Longing
leading to hauntings and strange spatial effects. Base Cost: 8
Primary Lore: Lore of Storms Restrictions: The recipient must be a willing
Secondary Lore: Lore of the Flesh ; Lore of participant in the baptism. She can be any human
Portals ; Lore of Transfiguration other than the thrall of a different demon. The sigil is
Base Cost: 48 carved into a plaque of clay that is hung around the
Restrictions: The ritual needs to be performed recipients neck.
on the bank of a river, and an urn containing five Minimum Casting Time: 16 minutes

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System: Roll Charisma + Empathy. The ef- into the affected area (this damage can not be
fects of the ritual last for as long as five years per soaked). They can still view what is going on,
success. When the recipient calls on the Celestial but its like getting an eyeful of tear gas when
Name of the Ankida, the connection between the they do.
two is automatic. In addition, the demon is made Variations: Rumors abound that a ritual could be
aware of the situation of the recipient if the human cast that interferes with scrying attempts, making it
is baptized or enthralled by a different demon or appear that the area was empty or that a specifically
angel, or on the recipients death but not if the programmed action was happening within it. Add
ritual simply lapses. Light .
A demon can have only as many baptized follow-
ers as she has permanent Faith points. She may
RESIST FIRE
voluntarily break the bond only if the mortal gives his This ritual gives the subjects the ability to shrug
approval (or she kills him). If the recipient later off fire damage. It was designed to help human sup-
recants, the only way to break the relationship without port troops in battle against loyalist members of the
permission is with another baptism. First House.
There is no requirement for the demon to Primary Lore: Lore of Flame
answer any call for help that is made of her by a Secondary Lore: Lore of the Flesh
baptized follower, although the human is often Base Cost: 8
led to believe otherwise. In addition, any rolls Restrictions: The ritual must be cast in direct
made by the human to resist the demon in any sunlight. Each subject to be affected must be within
way (other than physical combat) incur a +1 the sigil.
difficulty penalty. Minimum Casting Time: 16 minutes
Torment: The high-Torment version of this ritual System: Roll Stamina + Dodge. The number of
infuses the human recipient with the demons Tor- successes rolled determines how many individuals
ment as well, creating a deranged individual with receive the rituals protection. Each can use their
violent tendencies. A Willpower roll (difficulty 7) Stamina to soak fire damage for up to five turns per
must be made for the baptized individual whenever he Faith point.
suffers a bout of extreme stress. If the roll fails, the Torment: The subject does not take damage
individual will attempt to relieve the stress by killing from fire, but he feels the pain of being burned
another person. nonetheless. Each time a character soaks damage
Variations: None inflicted by fire, a Willpower roll must be made with
DEFEAT SCRY the difficulty equal to 5 + the number of damage
levels soaked. If the roll fails, the character loses her
This ritual creates an area that is protected from
actions for the next turn.
scrying attempts.
Variations: A powerful version of this ritual al-
Primary Lore: Lore of the Celestials
lows flame to actually heal the recipient. Each point of
Secondary Lore: Lore of the Firmament fire damage successfully soaked heals one level of
Base Cost: 8 bashing damage. Add Awakening .
Restrictions: The protected area is defined by the
size of the sigil. FIRESTORM
Minimum Casting Time: 16 minutes This short-lived but powerful ritual creates a
much-feared conflagration from which there is little
System: Roll Perception + Alertness. The num- hope of escape.
ber of successes rolled is subtracted from any attempt
Primary Lore: Lore of Flame
to cast the Scry evocation (Firmament ) on any
object or person within the specified area. If the Scry Secondary Lore: Lore of the Winds
attempt still succeeds, the target of the evocation Base Cost: 16
glows a pale blue. If an object or a person that is Restrictions: This ritual cannot be performed in
already the focus of a Scry attempt enters the pro- rain or fog.
tected area, the subject glows blue as well. The Minimum Casting Time: 64 minutes
protection lasts 12 hours per point of Faith. System: Roll Stamina + Survival. Each success
Torment: The high-Torment effect of this inflicts one level of lethal damage on every mortal or
ritual inflicts one health level of bashing damage demon within the area of effect, which is a roughly
each turn against individuals attempting to scry hemispherical volume centered anywhere within 300

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DEMON PLAYERS GUIDE

yards of the ritual. The radius of the firestorm is three Restrictions: The focus of the ritual is a human
yards for each point of the Ankidas Faith at the time under the Ankidas command who has been wounded
the ritual is cast. in anger within the last hour.
Torment: The center of the firestorm can only be Minimum Casting Time: 36 minutes
the sigil itself. Those on the perimeter and within it are System: Roll Manipulation + Leadership. The ef-
not affected unless there are nearby walls (within half fect lasts for 10 minutes per success. One human per
the radius of the effect) which reflect the firestorm point of the Ankidas Faith is affected, as long as the
back onto the casters. Ankida can see him, and each can deduct his own Faith
Variations: The version known to be per- potential from any wound penalties he receives. In
formed by Lucifer and his cohorts granted the addition, they can keep attacking for an extra number of
Ankida sufficient control to exclude targets within turns equal to their Faith potential if they are incapaci-
the area of effect. As well as determining damage, tated (not dead), at -5 to their relevant dice pools.
each success of the Stamina + Survival roll means Assume a default potential of 2 unless circum-
one demon (or demon-/ human-sized object) of the stances dictate otherwise. Even at that level, they are
Ankidas choice will not be affected by the blast. unaffected by injuries that would normally cripple a
Add Patterns . mortal, making for a fearsome force.
FAITH OF STEEL Note that the effects of this ritual can be combined
This ritual inspires human troops under the with the effects of the Exalt evocation (see page 179 of
Ankidas command, filling them with hope and deter- the Demon core rules for details).
mination, and allowing them to fight on despite any Torment: The high-Torment version of this ritual
injuries they receive. infuses the recipients with an unquenchable bloodlust,
Primary Lore: Lore of Radiance driving them into a murderous frenzy. Unless a suc-
Secondary Lore: Lore of Awakening ; Lore of cessful Willpower roll is made (difficulty 7), they will
Longing attack the nearest individual, friend or foe, each turn.
Base Cost: 18 Variations: None

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CHAPTER SIX

CREATE ELEMENTAL Primary Lore: Lore of the Celestials


This powerful ritual allowed the Devils to create Secondary Lore: Lore of Flame ; Lore of Long-
servants of living fire that performed the role of guard- ing ; Lore of Radiance
ians, bodyguards or assassins during the war. Base Cost: 32
Primary Lore: Lore of Flame Restrictions: The participants of the ritual must
Secondary Lore: Lore of Awakening , Lore of not have performed any acts of violence in the previ-
the Celestials ; Lore of the Fundament ous week.
Base Cost: 36 Minimum Casting Time: 64 minutes
Restrictions: This ritual must be performed be- System: Roll Manipulation + Empathy (difficulty
neath the noonday sun near a source of intense 8). The number of successes determines how powerful
natural heat such as a geothermal spring or a volcano. the effect is on those who witness the flame. All those
A small quantity of obsidian must be placed in the who can see the flame, and who plan violence on the
center of the sigil. occupants of the building upon which the ritual was
Minimum Casting Time: 81 minutes cast lose a number of dice from their dice pools equal
System: Roll Manipulation + Occult. The ritual to the successes rolled. The effect of this ritual lasts for
creates a living entity formed entirely of fire, with a number of days equal to the Ankidas Faith score at
effectively one dot in the following traits: Strength, the time the ritual was cast.
Dexterity, Stamina, Intelligence, Perception, Wits Variations: None
and Willpower. Each success rolled becomes a dot that
the Ankida can allocate to any of these traits or devote DEVOURERS
to an Ability that she wants the elemental to possess.
The elemental can not possess an Ability that the
FRUIT OF PERFECTION
This ritual creates a fruit that can be used to impart
Ankida or any of the Mudu do not possess themselves.
courage and insight. It was developed in an attempt to
The elemental assumes a lithe, humanoid shape that
inspire humanity before the rebellion.
can wear armor or bear weapons specially crafted to
withstand intense heat. The entity is bound to the Primary Lore: Lore of the Wild
Ankidas will and will follow her instructions to the Secondary Lore: Lore of Radiance
best of its ability. The elemental will exist for the Base Cost: 8
duration of a single scene. If a point of the Ankidas Restrictions: The sigil must be drawn around
temporary Willpower is spent the elemental will con- a mature fruit tree and a smaller version inscribed
tinue to exist until it is destroyed or released by the into its bark.
Ankida. A fire elemental has six health levels for the Minimum Casting Time: 16 minutes
purposes of withstanding damage. Its touch will ignite System: Roll Charisma + Empathy. One success
inflammable objects after one turn of contact and means that fruit eaten from the ritual tree makes the
inflict lethal damage in combat. recipient immune to fear and supernatural forms of
Torment: The high-Torment version creates a mind-control. Two successes mean that the recipient
serpentine creature charged by the Ankidas hatred and adds one dot to her Intelligence. Three successes
driven to torture and kill the living. Only the creatures means that the recipient adds one dot to each of her
Physical Attributes can be increased by the Ankidas Mental Attributes. Four successes mean that the re-
successes, and only combat-related Abilities (e.g., Alert- cipient can add one bonus die to all of her dice pools
ness, Brawl and Dodge) can be purchased. The creatures for the duration of the scene.
body is sheathed in hard scales that provide five dice of As many pieces of fruit are grown as the Ankida
armor protection, and its touch inflicts aggravated dam- has Faith, each of which can affect one person. The
age instead of lethal. Finally, the Ankida only nominally fruit loses its effectiveness within one hour of being
controls the creature; a Willpower roll (difficulty 8) picked. If someone eats two pieces of the fruit, the
must be made on the Ankidas behalf each time she effects do not stack.
attempts to direct the monsters actions. If the roll fails,
Torment: The high-Torment effect of this ritual
the creature acts under the Storytellers control.
subtracts dice from the relevant traits or dice pools.
Variations: None
Variations: There is said to be a version of Fruit of
HOPES TRUE FLAME Perfection that was developed during the war. It has
This ritual creates a tongue of brilliant white flame the same effect, but it also makes the recipient of the
that blazes above a house or other structure and pro- effect more sensitive to the spirit realms as well as the
tects those within it from harm. natural one. Add Realms .

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BOUNTIFUL HARVEST Torment: All recipients gain the protective ad-


This ritual was designed to create lush gardens in vantages of the ritual but also lose one die from all their
place of barren wastelands, providing sustenance for combat dice pools as the effect literally hardens muscles
the hosts mortal flocks in times of need. and skin.
Primary Lore: Lore of the Wild Variations: A subsequent version of this ritual
Secondary Lore: Lore of the Earth ; Lore of was said to specifically affect metal weapons used to
Storms strike the recipient, making the weapon harder and
Base Cost: 12 harder to wield effectively due to strange fluctuations
Restrictions: A small quantity of loam must be in inertia. Every health level of damage soaked by the
placed in the center of the sigil. rituals effect increases the difficulty of wielding the
Minimum Casting Time: 16 minutes weapon that inflicted the damage to a maximum
System: Roll Stamina + Survival. The ritual difficulty of 10. Add Fundament .
affects an area with a radius in 100-yard incre- DEFEAT PATH
ments equal to the number of successes rolled and This ritual creates an area where the Lore of Paths
centered on the sigil. A lush garden blooms into is much harder to use, making it much easier to defend
life within the affected area, with thick grass, small against enemy angels and other fallen.
streams and tall, fruit-bearing trees. This garden Primary Lore: Lore of the Wild
can sprout in an area where one couldnt normally
Secondary Lore: Lore of the Celestials
exist in deserts, snow fields, parking lots or toxic
waste dumps. The water, vegetables and fruit cre- Base Cost: 14
ated by the ritual are normal and nutritious in Restrictions: The sigil must encompass the area to
every way. The garden exists for a single scene. At be affected, although all participants must still be able
the end of that time the water dries up and the to see each other clearly.
plants wither into dust. If the Ankida wishes, Minimum Casting Time: 49 minutes
however, the garden can be made permanent by System: Roll Perception + Survival. Each success
spending a temporary Willpower point. It must be is subtracted from the number of successes of any Paths
tended like any other garden afterward if it is to evocation (or ritual based around the Lore of Paths)
survive, though. that crosses the area of effect.
Torment: The high-Torment version of this Note that opponents cannot create paths that
ritual does not create gardens, but lifeless waste- specifically avoid the area of effect of the Defeat Path
lands. All water and vegetation within the affected ritual. If they know the perimeter of the effect,
area dries up and withers away, not to return again however, that can create a path that does not cross
until the next blooming season. By spending a the perimeter (but it might not get them where they
temporary Willpower point the effects of this ritual want to go).
become permanent, creating a blighted area where The effect lasts one month per point of the
nothing will ever grow. Ankidas Faith. The donation of five temporary
Variations: None Willpower from any of the participants makes the
effect permanent.
HEART OF STONE
This ritual was used to harden the defenses of Torment: The addition of Torment provides a
humans fighting for the rebel cause. The targets gain disorientating effect that gives people headaches and
increased resistance to damage in combat. potentially gets them lost. Individuals traveling
through the region (whether using Paths lore or not)
Primary Lore: Lore of Flesh
become disoriented and lost unless a successful Will-
Secondary Lore: Lore of the Earth power roll (difficulty 6) is made each turn. Once lost,
Base Cost: 10 a Willpower roll may be made each successive turn to
Restrictions: The sigil must be inscribed in pow- regain ones bearings. If a roll results in a botch, the
dered granite. character cannot regain her bearings until she wan-
Minimum Casting Time: 25 minutes ders out of the area.
System: Roll Stamina + Leadership. The ritual Variations: It is said that there is a version that
affects as many humans as the number of successes confuses the senses so that it appears that a path has
rolled. Each affected individual adds the Ankidas been created successfully, but after it is traveled, the
Faith to his soak rolls up to a maximum of twice his Malefactor finds herself in the same spot where she
Stamina. The effect lasts for one scene. began. Add Longing .

194
CHAPTER SIX

FOREST WARD may be made. The effects of this ritual last for the
This ritual was created as a defensive measure by duration of a single scene.
Devourers of the Iron Legion, infusing a wilderness Torment: The high-Torment effect of this ritual
area with a protective life of its own. Enemies pursuing infuses the vegetation with malevolent life, causing it
a retreating group of fallen find that the paths through to lash out at the Ankidas enemies with branch, thorn
the forest seem to shift before their very eyes, leading and vine. The number of successes rolled becomes a
them away from their quarry. bashing damage pool that is rolled for each of the
Primary Lore: Lore of the Wild Ankidas enemies each turn they remain in the af-
Secondary Lore: Lore of Awakening ; Lore of fected area.
Paths Variations: None
Base Cost: 21 BEAST OF BABEL
Restrictions: This ritual must be performed within This powerful ritual was developed originally as a
a forest or other area of dense vegetation. form of cruel sport by Devourers of the Ebon Legion,
Minimum Casting Time: 49 minutes transforming prisoners into animals that the demons
System: Roll Wits + Survival. The ritual affects could hunt with their hounds. It wasnt long, how-
an area with a radius in 100-yard increments equal ever, before the battlefield applications of the ritual
to the number of successes rolled and centered on became obvious.
the sigil. Within the affected area, the forests paths Primary Lore: Lore of the Beast
shift from moment to moment, appearing or disap- Secondary Lore: Lore of the Flesh , Lore of the
pearing in a manner designed to lure the Ankidas Firmament , Lore of Humanity
enemies back in the direction they came. Players of
Base Cost: 36
enemies of the Ankida who move through the af-
fected area must roll Intelligence + Survival Restrictions: The ritual can be performed only
(difficulty 9) to move in the intended direction. If under the light of the full moon. Further, the
the roll fails, the characters are led in a roundabout freshly skinned hide of the animal the Ankida
fashion back the way they came. A roll can be made wishes to use for the ritual must be placed in the
for the pursuers each turn to see if they can return to center of the sigil. Further, the animal chosen must
their intended course. If any roll botches, the pursu- be approximately the same size and mass of a
ers have become hopelessly lost. They will be led typical human being. Insects and small animals
back in the direction they came, and no further rolls such as rodents are not allowed.
Minimum Casting Time: 81 minutes
System: Roll Stamina + Survival in a
resisted roll against each victims Will-
power. The ritual affects an area with a
radius in 10-yard increments equal to
the Ankidas Faith score at the time
the ritual is successfully cast. Each
mortal or demon within the
affected area that suc-
cumbs to the ritual is
transformed into the

195
DEMON PLAYERS GUIDE

Ankidas chosen animal, taking on its Physical and of health levels the character has available to
Mental Attributes, instincts and behavior for the withstand damage. If the victim already has suf-
duration of the scene. By expending a temporary fered damage prior to being affected by the ritual,
Willpower point per victim, the Ankida can make the shift the damage downward to the health levels
effects of this ritual permanent. still available.
Torment: The high-Torment version of this ritual Variations: Legend has it that a variation of this
infuses its victims with an appetite for human flesh ritual was designed to affect specific individuals, no
and an insatiable bloodlust. The transformed animals matter how far away they are from the ritual sigil. Add
attack the nearest mortal, friend or foe, in an attempt Firmament and Humanity to the rituals
to kill and eat them. If Willpower points are spent to secondary lore. In addition the Ankida must know the
make this effect permanent, the mortal reverts back name of the individual to be affected.
to his normal form at the end of the scene but
transforms beneath the light of each succeeding full FIENDS
moon and remains in animal form until it kills and PROPHETIC DREAM
eats human flesh.
The Fiends developed this ritual during the war as
Variations: None an aid to the commanders of Lucifers legions, allowing
WIND OF YEARS them a glimpse of their own future as a tool to refining
This terrible ritual, crafted by Devourers of the their battle plans. In practice the infernal leaders had
Ebon Legion, inflicts the effects of age and infirmity to apply a great deal of insight to interpret their visions,
on their foes, weakening them until they were easy often requiring the advice of the Neberu once the
prey for the legions soldiers. Originally the ritual vision had passed.
only affected the mortal followers of the Heavenly Primary Lore: Lore of Patterns
Host; now the host bodies of the fallen are vulner- Secondary Lore: Lore of the Firmament , Lore
able as well. of the Spirit
Primary Lore: Lore of the Flesh Base Cost: 21
Secondary Lore: Lore of the Wind ; Lore of Restrictions: The subject of the ritual must sit or
Death ; Lore of the Fundament lie in the center of the sigil.
Base Cost: 44 Minimum Casting Time: 49 minutes
Restrictions: This ritual must be performed System: Roll Perception + Intuition. The ritual
during fall or winter, during the waning phases of grants the recipient the effects of the Causal Influ-
the moon. ence evocation presented in the Demon core rules,
Minimum Casting Time: 121 minutes but using the ritual effect roll to determine the
System: Roll Stamina + Medicine. The ritual extent of the information gained. The ritual can be
affects an area with a radius in 10-yard increments focused on a specific person (difficulty 6), place
equal to the Ankidas Faith score at the time the ritual (difficulty 7) or upcoming event (difficulty 9). Spend
is successfully cast. Every individual except the Ankidas one Faith point and roll Perception + Intuition. The
friends or allies within the affected area lose a number number of successes rolled determines how many
of Physical and/or Mental Attribute dots equal to the days into the future the recipient can view regarding
successes rolled as their bodies become decades older. her subject. It also determines how many questions
If a player controls an affected character, she chooses the player can ask the Storyteller about what the
which traits are affected; otherwise the trait loss is at character sees.
the Storytellers discretion. If any trait drops to 0, the The evocation fills the recipients mind with
character falls unconscious. The effects of this ritual a torrent of images, showing the most likely fate
last for the duration of a single scene, after which the of a specific person, place or event, barring any
victims return to their normal age and their trait levels outside interference. The Storyteller describes
are restored. the course of events as though the recipient were
Torment: The high-Torment version of this an outside observer. She isnt privy to the thoughts
ritual directly affects a victims life force instead of of the individuals involved, and she must decide
her physical body. Instead of reducing traits, each the context and meaning of relationships and
success rolled removes one health level from a actions herself.
victim, beginning with Bruised and working down Torment: The high-Torment version of this ritual
through the available levels. Note that this isnt shows the recipient where the subject (be it a person,
inflicting damage per se it is reducing the amount place or event) is at risk of suffering an accident or

196
CHAPTER SIX

other misfortune, and it shows the best way to cause done their research to say one way or another), there
the tragic circumstances to occur. is a 1 in 10 chance. It works best at night, but a large
Variations: None object will be visible during the day.
Minimum Casting Time: 49 minutes
CENTARNELS PORTAL
The necessity of having an identical kind of portal System: Roll Perception + Crafts. Each success
at either end of a journey (such as doorway to doorway, past the first allows for a further course change for the
window to window) is irksome to many Fiends who are meteor, such as a curve or bounce. Four or five suc-
masters of the Lore of Portals. It was the demon cesses allows something as complex as a letter or sigil
Centarnel who developed the solution, devising a to be traced. As long as the sky is clear of cloud, the
ritual that created a miniature portal that could be meteor is clearly visible over a wide area.
carried easily and enlarged to permit the fiend to travel The orbital object can be natural, such as a stone
from any locale she desires. or ball of frozen gas, or unnatural, such as a small
Primary Lore: Lore of Portals satellite. Nothing heavier than 1,000 pounds can be
manipulated.
Secondary Lore: Lore of the Forge
Torment: The high-Torment effect of this evoca-
Base Cost: 12 tion instills a feeling of terror and despair in any mortal
Restrictions: A portal for use as the entrance who witnesses the falling star. Unless a successful
must be chosen, and a small replica of it constructed Willpower roll is made (difficulty 7), each mortal
by the Mudu contributing the Lore of the Forge to witness loses one point of temporary Willpower.
the ritual.
Minimum Casting Time: 36 minutes VARIATIONS: NONE
System: Roll Intelligence + Crafts. The number of TAPESTRY OF LIGHT
successes determines the number of times the pocket This ritual creates a strong material out of light
portal can be used (that is, the number of evocations itself, allowing the demon who casts it to create an
that can be cast upon it). Once the ritual has been object that can be of any color desired, including
performed, the Ankida can use the portal (which completely invisible. It can also be fashioned as an
expands to a suitable size on command) whenever she inexhaustible light source.
needs a portal to perform an evocation. If someone Some property of the material precludes a sharp
other than the Ankida tries to move the portal, they edge on any surface (let alone an infinitely thin
find it too heavy to move. edge), so effective slashing weapons cannot be cre-
Torment: The transit between portals exposes the ated. It was originally developed for decorative
traveler to the Torment of the demon who created it. purposes, such as to create intricate fountains in
Unless a successful Willpower roll is made (difficulty which only the water was visible, though a number of
7), demons who use the pocket portal receive one practical applications were subsequently discovered.
point of temporary Torment. Mortals using the portal Among its useful properties is that the material is
lose one point of temporary Willpower. unaffected by heat and all known acids.
Variations: None Primary Lore: Lore of Light
SHOOTING STAR Secondary Lore: Lore of the Forge ; Lore of
This ritual was created to reproduce an effect that the Fundament
the Elohim could perform effortlessly before the Fall, Base Cost: 24
when the moons and other celestial objects were kept Restrictions: The ritual must be conducted within
in their courses. This ritual was traditionally used for an area defined by reflected light. From mirror to
signaling troops and producing omens for the faith- mirror suffices, but laser beams are an attractive and
ful. Most fallen actually have yet to realize that it can controllable option.
also wreak havoc on international communications Minimum Casting Time: 64 minutes
these days. System: Roll Intelligence + Crafts. The more
Primary Lore: Lore of Patterns successes the player rolls, the more resilient the
Secondary Lore: Lore of the Fundament weave is (granting it an effective Armor value equal
Base Cost: 14 to the successes).
Restrictions: If no suitable orbital object is over- The size of the object is not determined by the
head, theres nothing to affect. The Storyteller is the volume of material created but by the volume in
final arbiter on this point, although if she wants to which it fits, so an empty cube requires as much
make it random (and the ritual participants havent Faith as a solid one. The object must fit within a

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DEMON PLAYERS GUIDE

spherical diameter equal to the Ankidas Faith For the subject, this ritual is disorientating in the
score in yards. extreme. Although she is technically aware of her
Torment: Whatever color is desired, the object situation, if she is moved, fed or restrained in real
seems to emit a subtle strobing effect that causes time, she is utterly unable to comprehend it. At most,
headaches and dizziness. Mortals who witness the she is aware that something prevents her from mov-
weaves disorienting effects lose one die from their ing. She is equally unable to interact with future time.
Mental dice pools unless a successful Willpower roll Her companions do not respond to her, she cannot
(difficulty 7) is made. This penalty lasts as long as move things or eat, and although things such as
the mortal looks at (or in the general direction of) explosions or gunshots do not harm her, they seem
the material. completely real. Her reactions, of course, are what
Variations: It is said a version exists that is only her keepers are looking for.
material with respect to one substance. For ex- At the expiration of the ritual, the subject is
ample, the resulting object can contain water, but extremely disoriented for a period of time equivalent
any other material passes through it as if it was no to the duration of the ritual effect. Make a Wits +
more than a hologram. Even human flesh can be Alertness roll (difficulty 7) for the subject; each
specified (or, separately, the substance of angelic success reduces the period of disorientation by a half-
form), leading to interesting possibilities for weap- hour. If the roll botches, she not only remains
ons that ignore armor, and wards that human cannot disoriented, but gains a temporary derangement de-
pass through but fallen in apocalyptic form can. Add termined by the Storyteller. Each time she undergoes
Patterns . the ritual, the recovery roll is made at a cumulative
+1 difficulty. If the subject ever experiences her own
TIME WATCH death, she slips into a catatonic state for the duration
This cruelly demanding ritual was conceived as a of the ritual, and at the end, a Willpower roll must be
means of obtaining a warning of an enemys actions. made to see if the character recovers. If the roll fails,
What better watchdog than one that reacts to events the subject dies over a period of two days without
a full minute before they occur? Of course, for maxi- regaining consciousness.
mum benefit the watchdog should be intelligent and Torment: After the ritual has concluded, the
articulate. Human beings subject to this rite accompa- recipient is subject to random fluctuations of time
nied dangerous sorties and were kept at sensitive sometimes normal, but up to a minute forward or
positions such as fortresses and legion headquarters. backward. This side effect lasts for a number of days
For the humans themselves it was exhausting and equal to the Ankidas Torment score.
ultimately maddening, but there was still no lack of
willing volunteers. Variations: It is possible for the Ankida to link her
mind to that of the subject (add Firmament ). The
Primary Lore: Lore of Patterns Ankida remains aware of her real time surroundings
Secondary Lore: Lore of Humanity and can communicate what she sees, but she is other-
Base Cost: 14 wise unable to move or act for the duration.
Restrictions: The ritual requires a willing partici-
pant. The process must be explained to her and she REPLICATE
must agree, though subtle forms of misdirection as to Replicate is a war ritual used to allow a retreat
the long-term costs of the ritual are allowed. After without the enemy realizing it. The designated com-
agreeing once, the subject can be used again without batants are teleported from the midst of the battle to a
her consent. predetermined site, leaving in their place an illusion of
themselves that performs a set of rote actions to keep
Minimum Casting Time: 49 minutes
the enemy distracted long enough to evacuate the
System: Roll Manipulation + Intuition. The sub- entire force.
ject remains under the influence of the ritual for an
Primary Lore: Lore of Portals
hour per success. The subject is physically present
among the casters and can be led, fed, even injured but Secondary Lore: Lore of Light ; Lore of the
is unaware of any outside stimulus. She perceives her Firmament
surroundings and companions as they will be one Base Cost: 24
minute into the future and reacts accordingly. This Restrictions: The casting of the ritual must be
perception includes all five senses, but does not in- unobserved by those not participating in the ritual.
clude her own movements in the near future. Her The Ankida must possess a personal token from each
actions are carefully observed by her handler and person to be evacuated and a name (mortal, Celestial
interpreted for signs of danger. or True Name) for each fallen to be affected.

198
CHAPTER SIX

Minimum Casting Time: 64 minutes Restrictions: The ritual must be performed on the
System: Roll Dexterity + Melee. Each success night of the new moon, in a cave where even starlight
evacuates four individuals from their current lo- cannot reach.
cation, regardless of range, either into the center Minimum Casting Time: 121 minutes
of the sigil or to a specified doorway at a remote System: Roll Stamina + Science. The area af-
location. The illusions left in their place resemble fected by the ritual has a radius of 100 yards per success
them exactly and continue to perform defensive and lasts for a number of days equal to the Ankidas
actions for a number of turns equal to the Ankidas Faith score. From the outside, even a few feet away, the
Faith score. They cannot injure their opponents, effect is like a solid, black wall.
and they disappear if anyone touches them. Oth- Light is nonexistent within the area of effect.
erwise, they remain in place for the duration of Sound is dampened within only a few feet of its
the scene. origin. Heat does not transfer readily, so the region is
Torment: The high-Torment effect of this permeated with an aching cold. The air is still and
ritual exposes the evacuees to the Ankidas Tor- heavy. If any water found within is too deep or vast to
ment. Each fallen evacuated by the ritual gains freeze, it moves slowly, like syrup. Electromagnetic
one point of temporary Torment unless a suc- radiation is similarly diminished, and no electronics
cessful Willpower roll (difficulty 7) is made. or combustion engines will operate. Any living crea-
Each mortal evacuated loses one point of tempo- ture that isnt supernaturally altered to live in such an
rary Willpower. environment (using the Lore of the Flesh or Lore of
Variations: A variation supposedly exists that the Beast, for example) suffers one health level of
only permits a retreat within range of sight, but lethal damage every day it is exposed to the darkness.
enables the illusions a degree of solidity plus all the Individuals caught within the rituals area of effect
statistics of the original combatants. The originals will become disoriented and lost unless a successful
of each illusion must maintain line of sight, and Perception + Survival roll (difficulty 8) is made. If
they cannot use lore or engage in combat them- the roll fails, the individual will wander aimlessly
selves without losing control of the illusion. within the region at the Storytellers discretion. A
Otherwise, the proxy combatants continue to fight new Perception + Survival roll can be made each day
until killed or for a maximum of one scene. Only thereafter to determine if the individual manages to
one proxy combatant can be created per success by stumble out of the affected area.
the augmented ritual. Increase Light to Torment: This ritual came out of the darkest days
and add Firmament . of the Time of Atrocities. Nonetheless, the agonies of
DARKNESS ETERNAL the Abyss can make it worse. The area induces thoughts
Where this ritual is performed, no light shines of madness and terror, wearing away at a victims
and most other kinds of physical energy transfer- sanity. Mortals caught in the area of effect lose one
ence are disrupted. This ritual counters the flame of permanent point of Willpower each day they are
the Celestials and the Neberus own luminescence exposed to the darkness, while demons gain one point
it appeared in the closing epochs of the war and of temporary Torment instead.
was viewed by many as an bitter acknowledgement Variations: None
by its rebel creators of their alienation from their
own radiant natures. It nonetheless has tactical
MALEFACTORS
advantages and can be made permanent. Bastions DISARM
were built in accursed realms where all must find This ritual is of uncertain origin. Some legends say
their way by touch. Forests of mineral-eating trees that it was adapted from a chorus performed by heav-
were planted and chimera made to stalk there or enly angels to disarm a group of mortals loyal to the
swim in still, black waters. fallen. Other sources claim that a Malefactor of the
Although the forces of Heaven later destroyed Iron Legion, sick with the slaughter of the Time of
most such areas, fragments might still remain in the Atrocities, developed the ritual as a means of ending
remote places of the world, waiting to ensnare unfor- conflicts before they could begin.
tunate souls who stumble across them. Primary Lore: Lore of the Forge
Primary Lore: Lore of Light Secondary Lore: Lore of the Fundament
Secondary Lore: Lore of the Fundament ; Base Cost: 10
Lore of Death Restrictions: A piece of magnetized iron must be
Base Cost: 33 placed in the center of the sigil.

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DEMON PLAYERS GUIDE

Minimum Casting Time: 25 minutes


System: Roll Strength + Technology. The
number of successes determines the complexity of
the weapons affected by the ritual. One success
renders high-tech weapons that use electronic
components inoperable. Two successes render
complex mechanical weapons such as automatic
rifles and machine guns inoperable. Three suc-
cesses render basic mechanical weapons such as
revolvers or crossbows inoperable. Four or more
successes render the most basic weapons such as
knives and axes unable to function. If used, they
will automatically miss their target. This ritual
affects an area in a radius of 100-yard increments
equal to the Ankidas Faith score at the time the
ritual is successfully cast, and its effects last for
the duration of the scene.
Torment: The high-Torment effect of this ritual
allows weapons to function within the affected area
but increases the chance for catastrophic accidents.
Each success rolled increases the range of numbers
that cause a botch on a weapons to-hit roll. There-
fore, if the effect roll netted four successes, any
weapons used within the area of effect would botch
on a roll of 1, 2, 3, 4 or 5. If a to-hit roll botches, the
weapon hits its wielder or the wielders nearest friend
or ally instead.
Variations: None
LOCAL INTERFERENCE
This ritual allows the Malefactors to create an area
where mechanical objects become highly unreliable
and prone to malfunction.
Primary Lore: Lore of the Forge
Secondary Lore: Lore of the Earth ; Lore of the
Fundament
Base Cost: 12
Restrictions: A handful of magnetized iron shav-
ings must be set in the center of the sigil.
Minimum Casting Time: 16 minutes
System: Roll Stamina + Technology. The num-
ber of successes determines the effectiveness of the
interference. One success causes high-tech elec-
tronic systems to cease working. Two successes
cause complex mechanical systems like internal
combustion engines to cease functioning. Three
successes affect simple mechanical systems. The
ritual affects a radius of 10-yard increments equal
to the Ankidas Faith score at the time the ritual is
successfully cast.
Torment: The high-Torment version of this ritual
allows mechanical objects to function, but increases
the chance for tragic accidents. Mechanical systems

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used within the area of effect will botch on a roll of 1, Restrictions: This ritual can be performed only at
2 or 3, injuring the operator or nearby individuals. The sunrise or sunset. A lump of sandstone must be placed
Storyteller determines the exact nature and effect of in the center of the sigil.
the accident caused. Minimum Casting Time: 64 minutes
Variations: A variation of this ritual was devel- System: Roll Stamina + Science. The area of
oped to affect a specific individual instead of an effect covers a diameter of 200 yards per success cen-
entire area. The Malefactor must know the tered around the sigil. The edge of the effect is not
individuals name and she must be within the rituals sharp, it tapers off for another 100 yards beyond that
area of effect. Add Humanity to the rituals circle. Each success ages the landscape by approxi-
secondary lore. mately 1,000 years. Changes are often not immediately
apparent, but any observer can watch the slow shifting
RAIN OF BRIMSTONE of ground and vegetation.
This terrible ritual calls down a rain of burning
sulfur onto the Ankidas foes. The exact effects depend upon the composition
of the bedrock. Caves form, cliffs become steeper, or
Primary Lore: Lore of the Earth
the ground level simply drop away a few feet. Any
Secondary Lore: Lore of Flame ; Lore of the vegetation adapts itself to the new landscape, so
Winds that it looks like it was always there (although the
Base Cost: 21 individual plants do not change, which might cause
Restrictions: A lump of sulfur, a lump of phospho- some of them to be in unsuitable locations for long-
rous and a lump of iron must be placed in the center of term survival).
the sigil. Torment: The ground is blighted, by weeds and
Minimum Casting Time: 49 minutes poisonous plants, by crumbling rock and scree, and, if
System: Roll Stamina + Survival. The total its wet enough, fetid swamp and quicksand.
number of successes becomes a bashing damage Variations: Apparently some rebels developed a
dice pool that is applied to every person and struc- variation of this ritual which also undermined struc-
ture within the affected area of the ritual. The tures built on the surface, so as to attack enemy
Ankida can pick out any spot she can see within a fortifications. Add Fundament .
distance of 100 yards times her Faith score to be the
target point of the ritual. Individuals or objects
CREATE ELEMENTAL
This powerful ritual allowed the Malefactors to
within a radius of 10 yards times the Ankidas Faith
create servants of living stone that acted as servants
score from that target point are affected each turn
and sentient siege engines during the war.
that the ritual continues. Make a Stamina + Per-
formance roll (difficulty 6) for each of the rituals Primary Lore: Lore of the Earth
participants each successive turn if they wish to Secondary Lore: Lore of Awakening , Lore of
continue the ritual. the Celestials ; Lore of the Fundament
Torment: The high-Torment effect of this ritual Base Cost: 36
mixes fragments of blazing rock along with the rain of Restrictions: This ritual must be performed in a
sulfur, setting flammable objects alight and inflicting cavern where sunlight cannot reach. A lump of marble
lethal instead of bashing damage. must be placed in the center of the sigil.
Variations: None Minimum Casting Time: 81 minutes
System: Roll Manipulation + Occult. The ritual
AGE LANDSCAPE creates a living entity formed entirely of fire, with
The ritual can potentially affect a huge area, effectively one dot in the following traits: Strength,
changing the geographical characteristics of it in a Dexterity, Stamina, Intelligence, Perception, Wits
short period of time. Tens of thousands of years of and Willpower. Each success rolled becomes a dot
erosion can be simulated in mere hours. The ritual that the Ankida can allocate to any of these traits
was used by the fallen to reshape the lands that God or devote to an Ability that she wants the elemen-
had directed to be built and subsequently damaged in tal to possess. The elemental can not possess an
His anger. Ability that the Ankida or any of the Mudu do not
Primary Lore: Lore of the Earth possess themselves. The elemental assumes a huge,
Secondary Lore: Lore of the Wild ; Lore of rocky humanoid shape that can wear armor or carry
Death weapons specially crafted for its massive size. The
Base Cost: 24 entity is bound to the Ankidas will, and it will

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DEMON PLAYERS GUIDE

follow her instructions to the best of its ability. equal to the Ankidas Faith score, or can be made
The elemental will exist for the duration of a single permanent by expending a temporary Willpower
scene; if a point of the Ankidas temporary Will- point per 1,000 square yards of isolated area. These
power is spent the elemental will continue to exist Willpower points can be drawn from any of the
until destroyed or released by the Ankida. A fire ritual participants, Khauiki included.
elemental has 10 health levels for the purposes of Torment: The high-Torment version infects the
withstanding damage, and its huge hands inflict regions remaining pathways with the Ankidas mal-
lethal damage in combat. ice. Mortals traveling the paths lose one point of
Torment: The high-Torment version creates temporary Willpower unless a successful Willpower
a living war machine charged by the Ankidas roll (difficulty 8) is made. Fallen who travel the path
hatred and driven to torture and kill the living. gain a point of temporary Torment instead.
Only the creatures Physical Attributes can be Variations: None
increased by the Ankidas successes, and only
combat-related Abilities (e.g., Alertness, Brawl SCOURGES
and Dodge) can be purchased. The creatures
body is sheathed in stone-hard skin that provide
MICARAELS SIGHT
This ritual was part of an effort to teach the craft
eight dice of armor protection and its fists inflicts
of rituals to humans during the Time of Babel. Al-
aggravated damage instead of lethal. Finally, the
though that effort was not successful, the rituals effect
Ankida only nominally controls the creature. A
making solid matter perfectly transparent to the
Willpower roll (difficulty 8) must be made on the
Ankida who performed it was later studied for its
Ankidas behalf each time she attempts to direct
military applications against the Heavenly Host.
the monsters actions. If the roll fails, the creature
acts under the Storytellers control. Primary Lore: Lore of the Firmament
Variations: None Secondary Lore: Lore of the Realms
Base Cost: 8
SEAL AREA Restrictions: The ritual must be performed in an
This potent ritual is one of the foundations of area lit well enough to read by.
many infernal bastions, sealing all the paths into a Minimum Casting Time: 16 minutes
region save one or two known only to its owners, thus
System: Roll Perception + Crafts. The Ankida
effectively isolating a stronghold or haven from the
can see through solid, non-living matter as though it
rest of the physical world. No one knows how many
were clear glass. Each success applies the effect to a
such hidden fortresses wait to be discovered by enter-
cubic foot of matter whose perceived volume can be
prising demons across the World of Darkness, or what
distributed as needed (for example, a six inch x two
ancient wonders they still contain.
foot x one foot pane in a brick wall that is six inches
Primary Lore: Lore of Paths thick), anywhere within the Ankidas sight. The
Secondary Lore: Lore of the Fundament , effect lasts for a number of turns equal to the Ankidas
Lore of Portals , Lore of the Wild Faith score.
Base Cost: 48 Torment: The high-Torment effect of this ritual
Restrictions: The casting of the ritual must be causes the Ankida to see hallucinations that feed the
timed to coincide with the setting of the sun. Addi- characters paranoia. The demon might see a group of
tionally, a complete, intact spider web must be laid Earthbound thralls laying an ambush for her, or she
across the center of the sigil and scattered with droplets might see one of her thralls meeting secretly with her
of mercury. worst rival. The Storyteller should choose a hallucina-
Minimum Casting Time: 144 minutes tion appropriate to the characters personality and the
System: Roll Perception + Survival. The situation, and present the vision as though the charac-
Ankida can seal an area of up to 1,000 square yards ter were really seeing it.
per success rolled. A minimum of one path must Variations: With the addition of Longing , this
exist connecting the isolated region to the physi- ritual works as a warning, extending to an area 50 feet
cal realm, up to a maximum number of paths equal beyond the perimeter of the sigil. Whenever anyone
to the Ankidas Faith score. Each of the ritual who wishes the Ankida harm comes into this area, any
participants is aware of the location of each re- solid matter between them becomes transparent to her
maining path, though the paths may be concealed sight, the window moving as required. As many as one
later using the Conceal Path evocation. The af- enemy can be viewed per success rolled, and the effect
fected area remains isolated for a number of days lasts half an hour per Faith point.

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DUST SWARM attack any living thing, including the participants in


The ritual creates a swirling storm of dust the ritual.
motes and gives it a strange semblance of life. As Variations: None
well as obscuring vision, the individual motes swarm
like insects, attempting to drain living beings of VACUUM
their blood. With an understanding of the movement and
Primary Lore: Lore of Awakening decay of particles, it is possible for a small sphere to be
created that is as close to void as physically possible.
Secondary Lore: Lore of the Earth
This sphere can be moved and manipulated by the
Base Cost: 10 Ankida until it is released, at which point it has all the
Restrictions: The ritual area must be dry enough physical effects of a vacuum on its surroundings. It was
for dust to rise. used to create extremely strong joins in structures,
Minimum Casting Time: 25 minutes locks even an angel could not break and a form of
System: Roll Stamina + Animal Ken. Enough booby trap.
dust is created to fill a hemisphere with a radius in Primary Lore: Lore of the Winds
yards equal to the number of successes rolled. These Secondary Lore: Lore of Death
successes also affect how much blood the swarm can Base Cost: 10
consume. The center of the hemisphere can be
Restrictions: The ritual area must be as clean as
anywhere within the Ankidas line of sight. Anyone
possible, down to removing pollutants and dust par-
caught within the cloud is immediately beset by the
ticles from the air. Some Scourges use an electrostatic
swarming motes, and suffers one health level of
filter system for this purpose.
bashing damage per turn of exposure. Clothing
might provide a certain degree of protection de- Minimum Casting Time: 25 minutes
pending upon the amount of skin exposed and its System: Roll Dexterity + Survival. The diameter
looseness, since the dust will attempt to fly inside of the sphere is up to one foot across per success rolled.
sleeves and collars. Ordinary trousers and a long- The sphere remains inert until the Ankida
sleeved shirt would be worth an equivalent of one releases it. In the interim she can walk and talk but
die of armor, while heavier clothing with narrow perform no evocations or engage in any demanding
access inside the neck and along the limbs would be activity such as combat. When the Ankida is ma-
worth two dice. nipulating the sphere, treat it as a solid object. It
Because of the amount of dust initially created, cannot pass through solid matter or be crushed or
vision is restricted to no more than a few yards, and any distorted. If it is being used to create a joint or lock,
sight checks made by those caught within it have a heavy glass or metal hemispheres must be prepared
difficulty modifier of -3. so the sphere can be placed inside and then re-
There is no time constraint on the duration of leased. If it is being used as a weapon, the sphere
the swarm. It will keep attacking until it is scat- can be set to release when struck. Upon release, the
tered by an external force (such as a strong wind), vacuum causes an implosion that inflicts a number
or until it has sated itself on blood. If it has no one of health levels of bashing damage equal to the
to attack, it will drift with the wind (the swarm successes rolled.
has a perception range of 20 yards, and a Dexter- Torment: The sphere collapses immediately and
ity of 3 if attempting to give chase to anyone). has a random radius of effect. Roll a number of dice
Once the swarm has inflicted a number of unsoaked equal to the Ankidas Torment score. The radius of the
health levels of damage equal to five times the sphere (and the damage inflicted) specified by the
number of successes rolled for the ritual effect, demon is multiplied by the number of successes. If no
the swarm dissipates. successes are rolled, the sphere keeps the dimensions
The swarm is vulnerable to area effect attacks. It determined by the Ankida.
has a Stamina of 1 for soak purposes, and only three Variations: There was a variation that remained
health levels. How much is affected by the attack inert until a preset condition was met (add Patterns
depends upon the area. If anyone manages to capture ). Such spheres could be huge, and they might
or kill it, she will discover that it is indeed ordinary have survived to this day in hidden bastions.
dust. It will not attack the active participants of the RAIN OF FROGS
ritual that created it. The origins of this ritual are lost, but its persis-
Torment: The Ankidas Torment causes the swarm tence in human legend suggests its purpose was to
to inflict lethal instead of bashing damage, and it will bewilder and distract those who witness it. It is

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DEMON PLAYERS GUIDE

possibly derived from a creation ritual that popu- System: Roll Manipulation + Occult. The ritual
lated an area with animal life in the manner of a creates a living entity formed entirely of air, with
farmer scattering seed. effectively one dot in the following traits: Strength,
Primary Lore: Lore of the Winds Dexterity, Stamina, Intelligence, Perception, Wits
Secondary Lore: Lore of the Beast ; Lore of and Willpower. Each success rolled becomes a dot
Awakening that the Ankida can allocate to any of these traits,
Base Cost: 24 or devote to an Ability that she wants the elemental
to possess. The elemental can not possess an Ability
Restrictions: At least two frogs of complementary
that the Ankida or any of the Mudu do not possess
sexes are required to perform the ritual. The humidity
themselves. The elemental can alter its shape and
of the air within the sigil must be at least 70%,
appearance at will, able to travel anywhere air can
although this can be achieved artificially.
reach. The entity is bound to the Ankidas will, and
System: Roll Stamina + Animal Ken. Each will follow her instructions to the best of its ability.
success creates a cubic yard of frogs for aerial The elemental will exist for the duration of a single
distribution. The frogs are actually brewed in the scene; if a point of the Ankidas temporary Will-
air, a combination of living creatures and the pure power is spent the elemental will continue to exist
idea of multiplying frogs. The number of successes until destroyed or released by the Ankida. An air
also determines the distance they can be trans- elemental effectively has four health levels for the
ported, each one equaling a mile. The Ankida purposes of withstanding damage, but because of its
controls the area of the rain of frogs for greatest fluid nature the difficulty of all attempts to hit it
impact a restricted area is advised. The velocity of increases by two.
the falling frogs is automatically such that they can
Torment: The high-Torment version of this
survive the fall, and they cause no damage upon
ritual creates a monster that exists only to hunt
impact. The duration of the rain is only a matter of
and kill the living. Only the creatures Physical
minutes, but the consequences will be hopping
Attributes can be increased by the Ankidas suc-
around indefinitely.
cesses, and only combat-related Abilities (e.g.,
Minimum Casting Time: 64 minutes Alertness, Brawl and Dodge) can be purchased.
Torment: The frogs secrete a toxin that can harm The touch of the monster cuts like a blade, inflict-
or even kill people who come into contact with them. ing lethal damage in combat. Finally, the Ankida
The usual symptoms include spreading paralysis and only nominally controls the creature. A Willpower
difficult breathing. Victims who handle the frogs suffer roll (difficulty 8) must be made on the Ankidas
one level of bashing damage unless a successful Stamina behalf each time she attempts to direct the monsters
roll (difficulty 8) is made each hour after exposure. The actions. If the roll fails, the creature acts under the
effects of the toxin last for a number of hours equal to Storytellers control.
the Ankidas Torment score. Variations: None
Variations: The variety of creatures that this
ritual can be adapted for is limited only by size. A frog PLAGUE OF BOILS
is pretty much the maximum weight. Rains of worms, This ritual was devised by Scourges of the Ebon
spiders and even fish have all been rumored at one time Legion to punish mortal villages who supported the
or another. Heavenly Host, smiting them with an agonizing plague
of boils until they recanted their allegiance and re-
CREATE ELEMENTAL turned to the fallen.
This powerful ritual allowed the Scourges to create Primary Lore: Lore of the Flesh
living servants from the very air itself, serving the
Secondary Lore: Lore of Radiance ; Lore of
Angels of the Firmament in a variety of minor roles.
Patterns ; Lore of Awakening
Primary Lore: Lore of the Winds
Base Cost: 44
Secondary Lore: Lore of Awakening , Lore of
Restrictions: At least one example of the target
the Celestials ; Lore of the Fundament
group must be within line of sight of the ritual.
Base Cost: 36
System: Roll Perception + Medicine. The plague
Restrictions: This ritual must be performed can affect a number of people up to 10 times the
under the light of a full moon, on a cloudy, windy number of successes rolled. The target group can be
night. A handful of feathers must be placed in the defined as anything from worshippers of a particular
center of the sigil. Earthbound up to every living human being. Initially,
Minimum Casting Time: 81 minutes only those within sight are stricken, and the plague

204
CHAPTER SIX

must be transmitted from them to subsequent victims Minimum Casting Time: 16 minutes
like any other illness. System: Roll Perception + Awareness. The ritual
The difficulty to resist the disease is 10 (see affects an area with a radius of three yards times the
page 262 of the Demon core rules), and the onset Ankidas Faith score, centered around a point within
of symptoms is usually delayed by two to three the Ankidas line of sight. The effect lasts three min-
days, although it is contagious immediately. Suc- utes per point of the Ankidas Faith score.
cessfully making the Stamina roll to resist the Anyone within the area suffers a modifier of +3
disease means that the individual is immune to to the difficulty of all actions that interact with
further infections. physical objects. A successful Willpower roll (diffi-
The Stamina and Dexterity of victims inflicted culty 8) means the person has resisted the distractions
by the condition each decrease by two, and all dice of the environment (assuming they think to do so)
pools decrease by one because of the painful boils. for up to three turns, and the penalty decreases to
Normal medical protocols will not offer any respite to +2. Conversely, a blind person or a person trained in
the symptoms, and attempts at supernatural healing Blind Fighting (see page 240 of the Demon core
are performed at +2 difficulty. Each person is affected rules for details), can further reduce this penalty by
for a number of days equal to the Ankidas Faith one (+1 normally, no penalty if a subsequent Will-
score, after which point a new Stamina roll (difficulty power roll succeeds), when trying to perform a
10) can be made to see if they recover from the illness. familiar task.
The difficulty of the roll decreases by one with each If participants in the ritual donate three points of
subsequent roll. Even when they do recover, the scars temporary Willpower, the effect becomes permanent.
from the boils remain (possibly affecting their Ap- Variations: By adding Transfiguration , it is
pearance), unless healed by supernatural means. The said that the ritual can make people within it lose
disease is spread to other victims through physical awareness of their own bodily form, which seems to
contact with an infected person. An hour of interac- shift and distort with everything else. This adds an-
tion with an infected individual is enough to spread other +2 to the difficulty of actions (the same Willpower
the contagion. role halves this modifier).
The participants in the ritual are not immune, if
they belong to the category that is vulnerable to the SPIRIT GARDEN
infection. This ritual was one of the first ones designed
Torment: The high-Torment form of this disease to protect human spirits from the pull of oblivion,
inflicts one health level of bashing damage each day designed even before the higher evocations of the
that cannot be soaked in addition to the dice pool Lore of the Spirit had been formulated. It was not
listed penalties. particularly successful, as loyalist Angels of Death
could easily sense the garden thus created, and
Variations: It is said that a version exists that the soul was bound to a fragile bloom that was
causes spiders to burst from the boils. Add Beasts . easily crushed.
SLAYERS Primary Lore: Lore of the Spirit
Secondary Lore: Lore of the Wild
SHADOW DARK Base Cost: 8
This ritual creates an area of darkness that is more Restrictions: A recently dead body, a garden in
akin to a shadowy reflection of the spirit realm than a which the flower can grow, and nightfall.
simple lack of light. It is not perfect darkness light
sources remain but lack the strength to illuminate Minimum Casting Time: 16 minutes
other objects. Strange shapes seem to glide by on the System: Roll Charisma + Survival. If the num-
darkness. Distances seem distorted, and there is a faint ber of successes is greater than the targets
moaning that somehow seems to overshadow most Willpower, her spirit is caught within the garden,
other sound. Even people who are normally used to blooming as a flower. The effect remains as long as
working blind are affected. the flower is in bloom, but if it is plucked or it wilts,
Primary Lore: Lore of the Realms then the soul is lost. Each Faith point gives the
flower an extra day of life, but after that, nature
Secondary Lore: Lore of Light takes its course (so it is more effective cast in spring
Base Cost: 8 than winter). Note that the effect cannot be made
Restrictions: If the ritual is not cast at dawn or permanent (like Spirit ), but it can defer
twilight, the difficulty increases by one. matters until a better solution is found.

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The exact type of flower depends upon the indi- the spirit to cooperate with any future endeavors.
vidual (at Storytellers discretion). Add Longing .
Torment: The flower is black and poisonous, PRISON OF FLESH
leaching all sustenance from the soil around it and This ritual holds the soul of a human body within
slowly wilting plant-life within a radius of one yard per her own body, in much the same way as the Anchor
Faith point. the Soul evocation (Spirit ) can trap a spirit
Variations: A rather different use of this ritual within an object. It can return a newly deceased spirit
can be made with the addition of Death . If the to its original home or even be cast on someone who
flower is eaten by a demon, then the last hours of the is still alive.
humans life can be viewed (one hour per Faith Once held, the soul cannot interact with the
point), and the spirit is lost. The resistance of the outside world it is effectively trapped in a prison of
spirit to this process adds one to the difficulty of the flesh. Whether or not the body was alive or dead, it
Charisma + Survival roll. enters a state where it has no bodily functions, yet the
VISIT SOUL PRISON body does not decay.
This ritual allows the Ankida to visit and This ritual was used to protect the souls of the
converse with a soul trapped within a physical dying or recent dead and allow them to return to
object, usually as a result of Anchor the Soul their body at a later time. The evocation Restore the
(Spirit ) or the Soul Prison ritual. Once Dead (Spirit ) was originally used on people
inside, the demon can remain as long as she wants affected by this ritual (in which case its effect is
and leave at will, either into the material world or automatically permanent).
the spirit world. Primary Lore: Lore of the Spirit
Primary Lore: Lore of the Realms Secondary Lore: Lore of the Flesh ; Lore of
Secondary Lore: Lore of Paths ; Lore of Death
Portals Base Cost: 24
Base Cost: 18 Restrictions: The blood of the recipient must
Restrictions: The Ankida must possess a favorite be mixed in with the pigment or material creating
or often-worn token of the trapped soul a wedding the sigil.
ring, a wristwatch or a pipe, for example. Minimum Casting Time: 64 minutes
Minimum Casting Time: 36 minutes System: Roll Stamina + Awareness. The target
System: Roll Perception + Awareness. If the can resist the effects of the ritual with a resisted
spirit does not wish the demon to enter the prison a Willpower roll (difficulty 7). The effect lasts a number
contested Willpower roll to counter the effect (dif- of months equal to the successes rolled. Three Will-
ficulty 7) can be made. The ritual creates a virtual power points can be donated by participants of the
room that both demon and mortal can interact in ritual to make the ritual effect permanent.
and that engages all five of the senses. The two Torment: The ritual works, but the body starts
spirits can see, hear, speak, smell and touch, and the decaying three times faster than its natural rate, and it
room can be altered in any way the Ankida wishes, resists attempts to preserve it (through freezing, mum-
becoming a garden one moment or a fiery furnace mification, etc.).
the next. Variations: A more fearsome version of this ritual
Torment: The presence of the demon ruptures was created later, which holds the soul but sets the
the object in which the spirit is kept, and it might body on fire without consuming it. The only sensation
break it. Roll as many dice as the Ankidas Torment the soul can feel is the pain of burning alive. Keeping
score. Each success inflicts one health level of dam- the body in water, or similar measures, will douse the
age to the object, unless it is a powerful item flames temporarily and provide a measure of relief.
(Storyteller discretion). In addition, the spirit itself Add Flame .
suffers great pain and tries to resist the visitation as
much as it can. INCARNATE SPIRIT
Variations: A variation of this ritual preys on This ritual was devised by the Slayers to permit
the trapped spirits memories to craft the environ- grieving mortals to briefly visit with the spirits of
ment of the rituals meeting room. This taste of the departed.
the familiar is useful for putting the spirit more at Primary Lore: Lore of the Spirit
ease and making it more willing to communicate, as Secondary Lore: Lore of the Flesh , Lore of
well as providing a powerful incentive to persuade the Realms

206
CHAPTER SIX

Base Cost: 21 Torment: The high-Torment version of this


Restrictions: This ritual can be performed only on ritual infuses the incarnate spirit with some of the
the night of the new moon. Ankidas hate and malevolence, causing it to be-
Minimum Casting Time: 49 minutes have maliciously toward mortals in its presence. If
System: Roll Intelligence + Occult. The num- communicated with, it is intentionally hurtful and
ber of successes required depends on the thickness deceitful, and will try to find ways to injure or kill
of the barrier between the realms in the ritual area. living beings in its proximity.
A relatively weak area, such as a graveyard or a Variations: None
church, might require only one success, while a CREATE SPECTER
relatively strong area such as a science lab might This ritual creates a deadly form of undead crea-
require as many as four successes. If the roll suc- ture that is invulnerable to most weapons and can
ceeds the Ankida can incarnate as many spirits as decay flesh with a touch. These creatures were occa-
her Faith score. These spirits can be seen and sionally used by the Alabaster Legion as shock troops
communicated with, and they can even interact in rare assaults against angelic prison cities during the
with the physical world as though they were flesh Age of Atrocities.
and blood, though they are physically weak and Primary Lore: Lore of Death
frail. Each incarnate spirit has effectively one dot
in each of her Physical Attributes, though her Secondary Lore: Lore of the Flesh ; Lore of
Mental and Social Attributes are the same as they the Spirit ; Lore of the Winds
were when she was alive (as determined by the Base Cost: 48
Storyteller). If the incarnate spirit suffers a single Restrictions: The ritual requires the heart of a
health level of damage, be it bashing, lethal or man who died by violence.
aggravated, the body discorporates. In this quasi- Minimum Casting Time: 144 minutes
physical form, the spirit cannot use any supernatural System: Roll Stamina + Medicine. A walking-
powers it possesses (see page 55 of the Demon dead creature has only one point in each of its
Storytellers Companion for details). Physical Attributes upon creation, but each success

207
DEMON PLAYERS GUIDE

can be used to add additional points in any Physical The first born children of Dumishal died, and
Attributes, at your discretion. These creatures do Azrael wept even as he looked upon what he had
not suffer wound penalties in combat, using their wrought and declared that it was good.
full dice pools at all times. They must suffer no less Primary Lore: Lore of Death
than 10 health levels of damage before being de- Secondary Lore: Lore of the Celestials ; Lore
stroyed. Undead minions are mindless automatons, of Patterns ; Lore of Radiance
acting solely according to your demons will. Each Base Cost: 48
time the Ankida wishes the specter to perform an
Minimum Casting Time: 144 minutes
action, make a Willpower roll (difficulty 7). A failed
roll causes the specter to continue the last action it Restrictions: An urn containing lambs blood
was commanded to perform. must be placed in the center of the sigil. If not cast
during a solar or lunar eclipse, the difficulty in-
Alternatively, the Ankida can program a spec-
creases by two.
ter to perform a rote set of instructions; one action
per dot of Wits that the Ankida possesses, all by System: Roll Stamina + Awareness. Each suc-
spending a temporary Willpower point. Since these cess kills up to 10 mortal children across the targeted
instructions are transmitted mentally, its possible town or city. Each victim must be in the city at the
to create a detailed set of commands, including time, be the first born son of his parents and have at
complicated travel routes and detailed physical de- least one parent currently within the city as well.
scriptions. Once programmed, however, a minion Other than that, the selection is random (as deter-
cannot be given further commands. If the Ankida mined by the Storyteller).
uses her Willpower to command the minion to Torment: The ritual kills the same amount of
perform an action outside the realm of its instruc- people, but selects the nearest living beings rather
tions, its programming is lost. than those matching any particular criteria. For
The specter is immune to attack by mundane example, if nine successes are rolled, then the 90
physical weapons (bullets, knives, etc.), although fire, closest people to the ritual including the partici-
silver, enchanted or blessed weapons inflict half dam- pants themselves automatically die. Only fallen
age against it. Any damage the specter inflicts removes with a greater Faith and a greater or equal Torment
health levels permanently, unless powerful supernatu- than the successes rolled are immune to the effect.
ral healing is used (such as Awakening ). Demons affected by this ritual are still able to find
new bodies, but they cannot choose from those
Torment: If not programmed with a rote set of
affected by the ritual.
instructions, these creatures go into a violent frenzy
unless their creator makes a successful Willpower roll Variations: None
(difficulty 8) each turn. This Willpower roll is in
addition to any rolls to impose commandments from
action to action.
BASTIONS OF FAITH
Of all angelic rituals, those that created and
Variations: Reports from the war suggest that enhanced the mighty fortresses of the rebels are
some versions of this creature were created imbued among the most enduring examples of fallen power,
with an aura of flame. This not only increased the creativity and control. In the time before the war,
damage they inflicted but made them immune to fire some angels built glass castles on the moon, and
as well. Add Flame . other palaces beyond human sight, such as in the
FATE OF THE FIRSTBORN depths of the oceans. These were constructions
One of the most potent rituals conceived, Fate coaxed by lore from the natural materials and cir-
of the Firstborn was first used as a punishment on cumstances of terrain. They were meeting points for
the human city of Dumishal, when it was discovered the angels and places of solace where they could
that the city representatives were trying to negoti- enjoy the beauty of creation in the exercise of their
ate with both the rebel and the loyalist Host. own whims. The bastions that rose after the cre-
Although designed by Archduke Abaddon of the ation of the legions, however, were built with very
Ebon Legion, it was Azrael, the Alabaster Legions different priorities.
highest-ranked Slayer, who led the ritual. Azrael What demon does not at some level recall their
claimed that the members of his House had loved names? Dread Ddl, fortress of the Ebon Legion;
the citizens of Dumishal as much as any of the the smoking chimneys of Tabet and above all
humans, and so it was love that would admonish the Genhinnom of the nine circles, city of cities, shrine
straying child. of shrines. These fortress-palaces openly proclaimed

208
CHAPTER SIX

the rebels power and inspired the worship of hu- Defilers pleasure, and also formed an inner defen-
manity. The foundations of these and many others sive ring of tracts of fire, acid and freezing cold.
were laid without rituals, but were physical struc- Beyond these were her own chambers where only
tures, no more than the Heavenly Host achieved her most trusted allies were entertained, and who
with the stone maze of Sagun or the walls of reported marvels of sculpture and arrangements of
Machonon, even though these were enhanced with light and shade and color into living paintings in
the Lore of Flame. which the guest participated.
With the development of infernal rituals walls Such was the Palace of Sighs, destroyed so thor-
could be made of flame. They could be fashioned of oughly by the Heavenly Host that the volcano itself
solid light, or they might rise from the earth as was rubble scattering a plain of ash.
forged steel within a single day. Their inner sanc-
tums could be placed out of the world entirely and
ERRESH
tended by servitors of air. Although the construc- Not all bastions were built in plain sight. It is
tion of bastions was the Malefactors especial pride, certain that every visible sign of the rebellion was
all Houses contributed. Each new creation was razed after the demons were consigned to Hell. But
unique in its beauties, its defensive properties and even of Ddl and Ksdej, the subterranean heart
the terrors it contained. of the Alabaster Legion, it is possible that a concealed
chamber survives even to this day. The rebels were
THE PALACE OF SIGHS inventive to the end and the Host had proved fallible
Wherever it is forbidden to tread, you shall walk. many times. It is not hard to imagine a baron of the
Whatever is prohibited to utter, you will speak. What- Ebon Legion creating a sanctuary for her favorite
ever is taboo, you will revel in. So Lucifer charged the weapon, in the stubborn belief that she would escape
Silver Legion; so Belphegor the Defiler acted. She the Creators judgment and return to reclaim it. And
designed her palace to house her flock and assist her who even of its masters knew the full extent of the
experiments upon them. crypts of Ksdej?
The palace was constructed from the crater of a To survive the aeons, such a sanctuary would
volcano, sealed off for her convenience. The rock have to have been constructed in stable ground
walls were hardened and sharpened to razor points although immune to temperature change and the
at their height. Between them shimmered a con- rise and fall of sea levels, even demon work would
tinual storm of fire, lightning and poison vapor, eventually succumb to volcanic or tectonic forces.
creating a veil of deadly rainbows. Within was a Perhaps the most likely place to find a hidden
hundred square miles of fertile land and a sparkling bastion surviving is deep within the moon. But a
lake which the wings and colonnades of flesh-col- sanctuary constructed outside the physical world
ored stone embraced in graceful curves. Down in the borders of the shadow lands would be im-
through the earth they went and up into the walls, mune to such dangers. The difficulty lies in finding
until the entire demesne was truly her palace. It the door.
would seem beautiful, until the observer smelled the Erresh was a tiny fief that the Devourer Ekishnugal
rank scent on the wind, heard the cries rising from nonetheless tended with love and care, preserving
the fields and pavilions, and noticed the strange her human flock and the carnivorous plants that were
devices and the real composition of the building at her delight. It was set amidst vast plains existing to
the craters center. the south of the globe. At one time a celestial outpost
Belphegor tested the ability of humans to pass had stood here, an attempt to keep a human tribe safe
traits on to their offspring. She designed rituals to and untainted, but city and tribe had for the most part
expedite and influence the process. Her flock in- been destroyed. Ekishnugal used her plants to clear
cluded prodigies of beauty and strength, the the bodies and feed the survivors in the now blasted
dreadfully deformed and half-bestial chimeras, all land, for the waste of the battlefield wounded her
retaining the human capacity for faith. Although spirit. Her new devotees built underground, and she
the storm and the strength of its walls were the and her allies among the Malefactors and Scourges
palaces main defense, she also bred humans for reinforced the rooms and passages so they would not
battle and housed these forces in the lower reaches decay and would pass unnoticed. Ekishnugal deliber-
of the walls. ately left Erresh as the war drew toward its end and
Below the surface of the crater were levels that met her fate far away. Her flock abandoned it after a
were not for humans, in which no human could few generations in superstitious fear. But as the con-
survive. These were for the extreme edges of the tinents and climate shifted, and what was above

209
DEMON PLAYERS GUIDE

became first the fertile plains and then the barren score. Each success on the roll adds two points to
deserts of Africa, Erresh survived. The rooms are the Armor value of the walls or 100 cubic yards to
always pleasantly cool, supplied with fresh air and the volume. In addition, the interior volume is
water. In chambers that cycle through day and night twice that possible given its external dimensions.
bizarre plants grow, and sometimes shuffle through The Ankida can shape the internal layout as she
the passages in search of pollinating partners. In some sees fit, even creating furnishings from the walls,
chambers, dancing clouds of dust continually gener- ceiling and floors.
ate live flies, and fountains swarms of tiny frogs. No Torment: Every surface of the bastion, both inte-
human has even a legendary recollection of this rior and exterior, is given a surface rough enough to
place, but directly above lies an oasis that never fails cause damage, even if one just brushes against it. Any
and is home to unique species of bladderwort, sundew contact can inflict one level of lethal damage.
and pitcher plant.
CITADEL
CONSTRUCTING BASTIONS This is a much less impressive version of the
Infernal bastions were normally created by a cas- previous ritual, as it creates a small citadel within an
cading series of rituals, the first of which would be a existing cliff-face or hilltop. The rock walls are some-
template of the design, around which potent defenses what tougher than might be expected. It does have the
and increasingly disturbing adornments were wrought. ability for the commander to shut the external door
It took some time for the common characteristics to be or all doors with a thought, as per the Create Ward
evocation (Portals ).
worked into a ritual form that could be cast (compara-
tively) quickly upon a new location. Note that furnishings are not provided.
Presented here are some of the rituals that were Primary Lore: Lore of the Forge
most commonly used to create strongholds for the Secondary Lore: Lore of the Earth ; Lore of
fallen. Some are within reach of the fallen today, and Portals
perhaps even the great bastions might rise again in Base Cost: 21
time, casting their shadows over the modern cities of Restrictions: The area of the fortress is deter-
the world. mined by the extent of the sigil, which must be
inscribed in the rock around the base of the citadel
BASIC BASTION TEMPLATE (even if it is deep underground).
This ritual brings into being a bastion that can Minimum Casting Time: 49 minutes
be of any size (depending upon the contributed
System: Roll Strength + Crafts. The ritual can
Faith). It has areas within it not properly bound by
hollow out as much as 500 cubic yards per point of the
physical dimensions, and the doors open only for
Ankidas Faith. Each success on the roll adds to the
those sworn to follow its commander. The walls are
Armor value of the walls or adds 100 cubic yards to the
pulled up from the bedrock, and the ritual renders
volume. Again, the Ankida determines the layout of
them inviolable to all but by the mightiest of at-
the structure.
tacks. The great doors are counterbalanced steel,
many tons in weight, which can be swung open or Torment: Every surface of the bastion, both inte-
rior and exterior, is given a surface rough enough to
shut at the commanders thought.
cause damage, even if just brushed against. Any con-
The primary considerations as to where this ritual tact can inflict one point of bashing damage.
is performed are usually geographical and tactical
(although the ritual does tend to create its own moun- REFUGE
tain side). This is a yet more subtle version of the bastion
Primary Lore: Lore of the Forge ritual, in that the interior space is held within a
Secondary Lore: Lore of the Earth ; Lore of dimension separate from physical reality. The space
the Realms ; Lore of Portals created is small, and the door can be any pre-
existing portal. A word or gesture can be defined as
Base Cost: 48
the key that allows passage through the portal and
Restrictions: The fallen can enact this ritual only into the refuge. At the Ankidas option, a second
during a large earthquake. portal within 300 yards can be specified which acts
Minimum Casting Time: 144 minutes solely as an exit.
System: Roll Strength + Crafts. The ritual Primary Lore: Lore of the Forge
can hollow out as much as 1,000 cubic yards of Secondary Lore: Lore of Portals ; Lore of the
stone or earth per point of the Ankidas Faith Realms

210
CHAPTER SIX

Base Cost: 24 The volume of the space is 50 cubic yards per point
Restrictions: An area must be found where the of the Ankidas Faith, although successes from the roll
Veil between the Realms is already weak (see page 52 can be used to add an extra 10 cubic yards rather than
of the Demon Storytellers Companion for details). better definition.
Minimum Casting Time: 64 minutes The duration of the bastion is one week per
System: Roll Wits + Awareness. Each success point of Faith. The donation of 10 temporary
gives the Ankida more control over the space. At Willpower points from the ritual participants makes
one success, it is simply a spherical void; three it permanent.
successes provide visible walls and allow the space Torment: The extra-dimensional space becomes
to be shaped with right angles. Five successes allows a beacon for negative emotions and harmful spirits,
internal walls of varying substances, and ornamen- who haunt the inhabitants and those in the real
tation. Still more detail is provided at higher levels. world nearby.

211
DEMON PLAYERS GUIDE

INDEX
A Empowerment 162
Apocalyptic Form 97 Evocation 160
Altering a form 123 Faith 165
Building a form 98 Interpreting the successes 161
Common ability list 98 Detecting Relics 167
Creating new abilities 128 E
Defiler 129 Enchanted Relics 148
Devil 130 Determining successes 152
Devourer 129 Envisioning 148
Fiend 130 Evocations 153
Malefactor 131 Finishing touches 156
Scourge 131 Making an item 151
Slayer 132 Necessary lore 149
Defiler ability list 99 Selecting materials 150
Devil ability list 101 Enhanced Relics 142
Devourer ability list 102 Cementing the
Fiend ability list 103 enhancement 145
Malefactor ability list 104 Difficulty 142
Scourge ability list 104 Evocation 143
Slayer ability list 106 Spending successes 144
B F
Backgrounds 41 Flaws 84
Allies 42 Economic 95
Contacts 44 Alimony Payments 95
Eminence 45 Audit 95
Fame 46 Demanding Career 95
Followers 47 Homeless 95
Influence 49 Primary Breadwinner 95
Legacy 50 Uninsured 95
Mentor 51 Infernal 84
Pacts 52 Ancient Animosity 84
Paragon 53 Cannot Enter
Resources 54 Holy Ground 84
D Cursed by God 84
Demonic Relics 159 Flashbacks 84
Binding the soul 161 Hunted 85
Choosing the vessel 160 Infamy 84
Complex items 165 Nightmares 84

212
INDEX

INDEX
Probationary Sect Member 85 Color Blind 85
True Reflection 84 Crippled Limb 87
War Wound 84 Deafness 87
Legal 94 Disfigured 87
Criminal Record 94 Distinguishing
Illegal Immigrant 95 Characteristic 85
Political Radical 94 Elderly 87
Probation 94 Heavy Sleeper 86
Revoked Drivers License 94 Insomniac 87
Sunday Driver 94 Lazy 86
Wanted By Law Low Alcohol Tolerance 86
Enforcement 95 Low Pain Tolerance 87
Mental 92 Missing Eye 84
Absent Minded 92 Motion Sickness 86
Amnesia 94 No Sense of Smell 86
Attention-deficit No Sense of Taste 86
Disorder 93 Non-Swimmer 86
Depression 94 Obese 87
Dyslexic 93 Old Injury 87
Eating Disorder 93 Poor Eyesight 86
Faint of Heart 93 Poor Hearing 86
Gullible 92 Poor Night Vision 87
Illiterate 94 Shaky Hands 87
Incompetent 93 Short 87
Language Barrier 93 Sickly 86
Low Self-esteem 94 Vice 86
No Direction Sense 92 Youthful Appearance 86
Overconfident 93 Social 88
Poor Sense of Time 92 Abusive Partner 90
Short Temper 92 Bad Liar 88
Slow Learner 94 Balding 88
Terrible with Names 92 Bully 88
Weak Willed 94 Children 88
Physical 85 Chronically Late 88
Allergies 85 Chronic Pessimist 88
Arthritic 85 Chronically Shy 88
Blind 87 Clannish Family 88
Child 87 Collaborator 88
Chronic Illness 87 Compulsive Liar 90

213
DEMON PLAYERS GUIDE

INDEX
Conspicuous Consumer 91 Technophobe 91
Criminal Entanglements 92 Trusting 90
Crude 88 Unlucky 92
Cultural Snob 88
Defensive 88
L
Lore 64
Dogged By
Fugue 65
Fringe Media 91
Learning from Memory 64
Eccentric Appearance 89
Learning from a Teacher 66
Foreigner 91
Learning Process 66
Gambling Addict 89
Resonance 68
Ghoulish Sense
of Humor 89 M
Greedy 92 Merits 76
Honest to a Fault 91 Economic 83
Icy Demeanor 89 Alimony Recipient 83
Ignorant 89 Eye for a Bargain 83
Impractical Dresser 89 Flexible Job 83
Insensitive 89 Good Credit Rating 83
Intolerant Neighbors 89 Independent Income 83
Lustful 91 Paid Mortgage 83
Mired in Scandal 91 Wealthy Partner 83
Misinformed 89 Infernal 76
Mistaken Identity 89 Angelic Aura 76
Monstrous Connections 91 Angelic Gaze 76
Needy Friends 89 Atavistic Form 76
No Internet Access 89 Debt of Gratitude 76
No Phone 90 Dreams of the Past 76
Non-Confrontational 90 Famous Liege 76
Nosy Neighbors 91 Legal 83
Pacifist 92 Dual Nationality 83
Poor Dental Health 90 Firearms License 83
Poor Judge of Character 91 Specialist Drivers
Poor Personal Hygiene 90 License 83
Poor Taste 90 Mental 81
Socially Oblivious 90 Code of Honor 82
Speech Impediment 90 Common Sense 81
Stalked 91 Concentration 81
Stubborn 90 Determined 82
Superstitious 90 Direction Sense 83

214
INDEX

Eidetic Memory 82 Good Taste 78


Fast Learner 82 Gossip 78
Fast Reader 82 Great Liar 80
Good Map Reader 81 In Love 78
Good Recognition 82 Laid-back Friends 80
Healthy Cynicism 82 Lucky 81
Internet Savvy 82 Media Junkie 79
Natural Aptitude 82 Media Savvy 80
Natural Linguist 82 Natural Leader 79
Optimistic 83 Natural Politician 79
Time Sense 82 People Person 80
Unflappable 83 Pillar of the Community 80
Physical 77 Punctual 79
Acute Sense 77 Seasoned Traveler 80
Bundle of Energy 77 Socially Aware 80
Cat Napper 77 Smooth 79
Daredevil 78 Supportive Family 81
Forgettable 77 Trivia Champ 80
Good Night Vision 78 Upright Citizen 80
Good Right Hook 77 Vibrant Neighborhood 80
Hollow Leg 77 Way With Words 79
Huge Size 78
Light Sleeper 77
R
Relics 138
Natural Runner 77
Demonic 141
Perfect Balance 77
Enchanted 140
Robust Health 77
Enhanced 139
Sea Legs 77
Rituals 177
Sexy 78
Creating rituals 180
Social 78
Learning rituals 179
Approachable 78
Mortals 186
Best Friend 79
Performing rituals 182
Corporate Savvy 80
Casting 183
Early Adopter 78
Complications 184
Enchanting Voice 79
Losing control 184
Fashion Sense 79
Maintaining 184
Flirt 79
Participants 182
Funny 78
Recalling rituals 179
Good Listener 78
Teaching rituals 180
Good Sense of Character 80

215
DEMON PLAYERS GUIDE

Torment 185 Dagan 110


Using relics 186 Ellil 110
Ereshkigal 110
V Ishhara 111
Virtues 57
Kishar 112
Combinations 60
Mammetum 112
Conscience 58
Mummu 112
Conviction 58
Namtar 113
Courage 59
Nedu 113
Corrupted Virtues 63
Nergal 114
Overlapping Virtues 60
Ninsun 114
Houses 61
Ninurtu 114
Factions 62
Nusku 115
Visages 107
Qingu 115
Adad 108
Shamash 115
Anshar 108
Zaltu 116
Antu 108
Aruru 109
Bel 109

216
NAME: NATURE: HOUSE:
PLAYER: DEMEANOR: FACTION:
CHRONICLE: CONCEPT: VISAGE:
ATTRIBUTES
PHYISCAL SOCIAL MENTAL
Strength_________________
OOOO Charisma_______________
OOOO Perception________________
OOOO
Dexterity________________
OOOO Manipulation____________
OOOO Intelligence________________
OOOO
Stamina__________________
OOOO Appearance_____________
OOOO Wits_____________________
OOOO

ABILITIES
TALENTS SKILLS KNOWLEDGES
Alertness_______________
OOOOO Animal Ken____________
OOOOO Academics__________ OOOOO
Athletics_______________
OOOOO Crafts_________________
OOOOO Computer____________ OOOOO
Awareness______________
OOOOO Demolitions____________
OOOOO Finance_____________OOOOO
Brawl__________________
OOOOO Drive__________________
OOOOO Investigation________ OOOOO
Dodge_________________
OOOOO Etiquette_______________
OOOOO Law_______________ OOOOO
Empathy_______________
OOOOO Firearms_______________
OOOOO Linguistics___________OOOOO
Expression______________
OOOOO Melee_________________
OOOOO Medicine______________OOOOO
Intimidation____________
OOOOO Performance____________
OOOOO Occult_______________ OOOOO
Intuition_______________
OOOOO Security________________
OOOOO Politics_________________
OOOOO
Leadership______________
OOOOO Stealth________________
OOOOO Religion_____________OOOOO
Streetwise______________
OOOOO Survival_______________
OOOOO Research_______________
OOOOO
Subterfuge______________
OOOOO Technology____________
OOOOO Science________________
OOOOO

ADVANTAGES
BACKGROUNDS LORE VIRTUES
_______________ OOOOO _______________ OOOOO Conscience_____ OOOO
_______________ OOOOO _______________ OOOOO Conviction______OOOO
_______________ OOOOO _______________ OOOOO Courage________ OOOO
_______________ OOOOO _______________ OOOOO
_______________ OOOOO _______________ OOOOO

Merits and Flaws Faith Health


O O O O O O O O O O Bruised
__________________________
__________________________ Hurt -1
Torment Injured -1
__________________________
Permanent Wounded -2
__________________________ O O O O O O O O O O
__________________________ Temporary Mauled -2
__________________________ O O O O O O O O O O Crippled -5
__________________________ Willpower Incapacitated
__________________________ O O O O O O O O O O Experience

Apocalyptic Form
Appearance Low-Torment Abilities High-Torment Abilities

Additional Lore Paths Rituals


OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
OOOOO
Relics
Name Type Activation Cost

Pacts
Name Gifts Offered Faith
Expanded Background
Allies Contacts Eminence

Fame Followers Influence

Legacy Mentor Pacts

Paragon Resources Other

Possessions
Gear (Carried) Equipment (Owned) Vehicles

Bastions
Location Description

Combat
Weapon Damage Range Rate Clip Conceal Armor
Faction Notes

Court Notes

History
The War

Prelude

Mortal Appearance
Age
Place of Birth
Hair
Eyes
Height
Weight
Sex
Race
Nationality
Distinguishing Characteristics (scars, tattoos, etc.)
NOTES
NOTES
The Ashes of Paradise
Once they ruled the earth as gods, radiant spirits of fire and thunder
that defied the fury of Heaven for a thousand years. Now the angels of
the Abyss have returned to a world that has forgotten them, a place
devoid of the faith that fueled their dreams of glory. No longer titans
of creation but bound in frail vessels of human flesh, the fallen are but
shadows of their former might, tormented by the pain of their long
imprisonment. They have faced the fury of the Almighty, borne defeat
and eternal damnation. This time nothing will stand in their way.

The Rage of Fallen Angels


The Demon Players Guide contains a host of new rules, optional
powers, tips and guidelines that add new depth to the fallen and their
struggles for glory and redemption. Inside you will find expanded
systems on customizing a characters apocalyptic form, a more
detailed and flexible system for creating infernal items and rules for
combining fallen lore paths through intricate and powerful rituals.
Combined with valuable character creation tips and an expanded
character sheet the Demon Players Guide is an invaluable resource
for players and Storytellers alike.

A Player Resource for Demon: The Fallen


TM

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