Shadows on the Horizon

Fallen and True Angels

Based on Demon: the Fallen and converted to MET by our staff.

Character Cretion

Tempers
Innate Powers
Lores
Relic Creation
Elohim/Angels

Character Creation

Overview

Step One

Choose a concept, House, Faction, Nature and Demeanor

Step Two

Prioritize Attributes (7/5/3)

Step Three

Choose 5 Abilities (No Ability can be above three at this point)

Step Four

Step Five

Trait Maximums

Backgrounds

Virtues

Conscience, Conviction, Courage

Houses

Defiler

Strengths: Gain a permanent appearance related trait and a bonus trait of Empathy, Intuition, Subterfuge or Survival. Starting Torment: 3 House Lores: Lore of Longing, Lore of Storms, Lore of Transfiguration Weakness: Can get caught up in cons or deception, taking it well past necessity or even reason, a Willpower check is required to call an end to one or stop trying to recover one that has been exposed.

Devil

Strengths: Gain a permanent manipulation related trait and a bonus trait of Subterfuge or Followers. Starting Torment: 4 House Lores: Lore of the Celestials, Lore of Flames, Lore of Radiance Weakness: Prone to foolish acts of bravery and quixotic courage, a Willpower check is required to resist such an act of chivalry.

Devourer

Strengths: Gain a permanent physical trait and a bonus trait of Alertness, Animal Ken, Brawl, Dodge, Intimidation, Survival or Stealth Starting Torment: 4 House Lores: Lore of the Beast, Lore of the Flesh, Lore of the Wild Weakness: Gain two permanent Tactless or Gullible traits, or one of each.

Fiend

Strengths: Gain a permanent Knowledgeable Mental trait or Manipulative Social trait and a bonus trait of Investigation, Academics, Linguistics, Occult or Research. Starting Torment: 3 House Lores: Lore of Light, Lore of Patterns, Lore of Portals Weakness: Equivalent of the Curiosity Flaw

Malefactor

Strengths: Gain a permanent Wits related Mental trait and a bonus trait of Crafts or Subterfuge. Starting Torment: 3 House Lores: Lore of the Earth, Lore of the Forge, Lore of Paths Weakness: Sickened by and even fearful of humanity you are down three traits on all social interactions with them.

Scourge

Strengths: Gain a permanent Stamina or Wits related trait and a bonus trait of Dodge, Medicine, Lore or Resources. Starting Torment: 3 House of Lores: Lore of the Winds, Lore of Awakening, Lore of Firmament Weakness: Either gain the Life Saver Flaw or two of the following (Callous, Condescending)

Slayer

Strengths: Gain a permanent Attribute trait and a bonus trait of Awareness, Intuition, Stealth, Intimidation or Investigation. Starting Torment: 4 House Lores: Lore of Death, Lore of the Realms, Lore of the Spirit Weakness: Despite sharp mind they find humanity alien and any attempt to understand human customs or motivations is never automatic and down 3 traits.

Purchases

Freebies

• Attribute 1 • Ability 1 • Lores (In House) 3 Basic • (Out of House) 4 Basic • Background 1 • Virtue 1 • Willpower 1 • Faith 2

Experience

• Attribute 1 • Ability 1 • Lores (In House) 4 Basic 7 Intermediate 10 Advanced • (Out of House) 5 Basic 8 Intermediate 11 Advanced • Background 1 • Virtue 2 • Willpower 3 • Faith 3 • Torment (reduction) 4

Tempers

Faith

Reaping
The demon must make a target truly believe they are interacting with a demon or angel, once this is truly inspired the demon must choose how to reap the Faith, then make a Willpower challenge against them. Success gains the demon a point (or at the STs discretion 2 for truly inspired interaction).
Offered
Comes from pacts, where a mortal is groomed to truly believe in the demon/angel. The mortal gains something from the demon (power, gifts, evocations) and they offer Faith back to the demon. Thralls offer 1-5 Faith at the STs discretion and only half can be gained by the demon per day (rounded up) and the rest goes to empowering the Thrall. This faith is generated each time dawn comes to the mortal. Some Thralls can be deemed as unsuitable sources of Faith and so may only be used to be empowered.
Ravaging
More Faith can be taken from Thralls in times of crisis, but this is not without danger. Up to the demon’s Faith in traits can be added to an evocation, but the same number will be lost in Willpower from Thralls, should all be drawn from them in this way they get a permanent Derangement, each trait past the Thrall’s Willpower drawn deals a level of Lethal to the Thrall. This can reduce or even get rid of the Faith the demon can normally draw from this Thrall in the future.
Nonbelievers
Their presence can make use of Faith harder, each one with Willpower of five or more can increase Faith costs and difficulty of using celestial powers per the ST’s discretion.
Revelations
When a demon uses their Faith, mortals who see it may make a Mental test against 13 traits minus the number of Faith spent and retested with Awareness. Each additional use of power removes an additional point of difficulty to this during a scene and at 0 all mortals automatically perceive the demon’s true nature, this is also automatic if the demon chooses to reveal themselves or they take on their apocalyptic form. At this time test the mortal’s Willpower against the demon’s Faith score, failure has the mortal in great awe or horror so they are unable to act (if threatened by the demon they will flee and likely explain away what they saw later if not forget about it), those that succeed may still be in awe or horror but may still act rationally (which often involves running away) and they remember some or all of what happened
Empowering a Thrall
The Faith they have that the demon does not expect to get out of the deal (up to half rounded down) determines how much the demon can empower the Thrall. • A point can repair chronic injuries or impairments. • A point can convert into 10 freebies to improve Attributes, Abilities and Willpower. • A point can impart one of the demon’s inherent powers (they activate them by a Willpower test against 7 traits). • A limited evocation can be given to the mortal at one point per level of the evocation (to activate it the mortal must make a Willpower test against 8 traits, spending appropriate traits where needed). • A point in bestow an enhancement of the demon’s apocalyptic form (activated for a scene with a Willpower test against 6 traits). (The Thrall can only get more if their Faith potential increases, which is at the STs discretion based on the situation. A new Faustian deal must also be made to reshape the soul.)

Torment

Chose to take a point of Torment and use the high-Torment effect of a Lore If your Torment is higher than your Willpower you automatically use the high-Torment effects of a Lore If Torment is equal or less than your Willpower your apocalyptic form is glorious and if it is greater than it is terrifying.

Willpower

In addition to normal uses you can spend a Willpower to regain Faith spent on a successful use of Lores.
Finding a new Host
When the current host dies the apocalyptic demon emerges from the body inbetween worlds, unable to affect them and seeing things only by their spirit and soul. Each turn in this state requires a Willpower test against 5 traits or the demon is sucked back to hell. A new body must be found whose mind or soul is so diminished that it is barely human/alive. To possess the body requires a Willpower check against 8 traits (6 if it is a Thrall of the demon), if a Thrall is willing then no test is required it is automatic, should a suitable body not be located the demon can enter an object and become an Earthbound, these objects must have some resonance with humanity (ST has discretion over what is suitable), for this a Willpower test is needed against 9 traits (6 if the object has a close affinity with the demon’s personality or House, whenever a new Host must be found the demon loses a level of Faith and gains one of Torment (permanent), the demon must come to terms in merging with the new mind whish may require movement of points (with ST approval).

Final Destruction

When inbetween Hosts another Demon who can get close enough can attempt to consume them by inhaling their energies, that demon challenges their Faith against the target’s Faith or Torment (their choice), if the demon knows the target’s true name add a number of traits equal to the target’s Faith score to the test, if the target wins they take a number of Faith from the aggressor equal to half their Willpower rounded up, if the aggressor wins then the demon consumes the target’s energies and destroys them, upon destruction the aggressor gains their Faith in points to spend the following ways: 1 point for 5 freebies to spend on attributes, abilities and Willpower (these cannot be usaed to raise something higher than the consumed demon had and must be traits possessed by them) 1 point to gain a major point of knowledge from the consumed demon (STs discretion based on what the demon is looking for) 2 points each to raise Faith or level of a Lore known by the consumed demon (MUST be a House Lore of that demon)

Innate Powers

A Demon always has these abilities so long as they have at least one point of Faith in their pool.

Immune to Mind Control

(and supernaturally induced fear)

Immunity to Possession

(if done while devoid of Faith this expels the Demon from the dead body)

Resistance to Illusions

(Mental challenge against 7 traits, retest Awareness to see through all illusions)

Resist to Lethal Damage

(In an apocalyptic form Lethal damage is treated like Bashing and Aggravated damage can be soaked like with Werewolves)

Healing Physical Damage

(1 Faith heals all bashing damage and 1 per Lethal healed)

Invocations

(You name has power that calls to you, if a mortal uses your Celestial or true name you can gain information about them. Make a Faith test against 6 traits for Celestial name and 4 traits for true name. Success gives a mental picture of the person who spoke it. Spending an extra Mental traits shows their immediate surroundings as well. Two traits includes what the speaker is saying for the turn and the ability to continue listening with a Willpower check against 7 traits each turn you wish to listen *hearing only the invoker's voice*. This has no distance limitation, even between the realms. This also allows communication between demons and demons and their thralls. For this make a Faith check against 6 traits allowing you to be heard by the one invoked and they may make a reply so long as they also have at least one point of Faith. This lasts for a turn unless successive Willpower tests are made against 6 traits. This can also be used among groups without any adjustment to the tests required. A Demon can automatically communicate with their thralls without test, and a Demon can speak to as many thralls as he has levels of Faith at any one time. A thrall cannot initiate this invocation unless specifically gifted.)

Supernatural Awareness

(Mental challenge varying difficulty, can sense supernatural resonance of an area or use of powers within their Faith score in miles. For just emotional imprints to past consistent use of magic’s or rituals in an area difficulty can range from 4-6 and retest with Awareness. For active detection of the use of supernatural powers it is 7 for those using reality distorting powers *True Magic, Garou Gifts, Vampire Disciplines, etc.* and 8 for more subtle powers *Hedge Magic, Gypsy Affinities, Psychic Powers, etc.* and retest with Alertness. Success of active detecting let the Demon know something has happened, spending another Mental trait they can gain a direction, two gains you know the exact direction and a rough distance, and three you know the exact direction and distance and a sense of what type of power was used *proper Lores can give more detailed information with tests*.

Apocalyptic Form

Demons may take on this form with a Faith test against 6 traits or by spending a Faith. This form and the powers that come with it are based on that Demon's primary Lore and are described below each Lore as follows...

Lores

Common Lores

Lore of Fundament
Basic Fundament Manipulate Gravity Static Physical Challenge (6), leap/climb/drop 20 yds. (+20 for each additional Physical spent), lasts one turn. (Torment: A destructive wake of gravity disturbance is left up to Torment in yards away, ST discretion for the chaotic effects on people and things) Manipulate Adhesion Physical challenge against a number of traits depending on the surface and retesting with Athletics (6 for a steep slope, 7 vertical, 8 inverted), move three yards per turn plus another three for each Physical spent on this Lore. This lasts one round. (Torment: The surface becomes warped, heating and leaving marks of their movement; those that come into contact with that surface in the same turn take a level of Lethal damage) Intermediate Fundament Manipulate Inertia Physical challenge against a variable number of traits retesting with Athletics. Against 6 traits to throw an object up to 30 yards regardless of strength. Against the traits of the thrower to catch a thrown object. The demon must be able to see the projectile to catch it, so only in certain circumstances might a bullet be caught. (Torment: Objects affected by this become unstable, for a number of turns equal to the demon’s Torment any user of such an item automatically fails on ties.) Manipulate Acceleration Physical challenge retesting with Athletics against 6 traits, walk 10 yards per turn, jog 20 yards or run 40 yards stacking this for each Physical spent into this power. If used in combat this becomes additional levels of damage (1 to start and 1 for each Physical after) done per turn (this can be slip among targets). This lasts a single turn. (Torment: A blast of blistering heat emanates from the demon during this out to a number of yards equal to their Torment score and anything living caught in this blast takes a level of bashing damage. Advanced Manipulate Cohesion This requires physical contact with the material and spending a Faith make a Physical challenge retesting with Science. Changing matter by one reasonable state has a difficulty of 6 +1 for each after, holding a liquid or gas to support your weight in some way is 7, vaporizing a low density material like wood or cloth is 8, doing so to a high density material like metal or stone is 9. This can alter one cubic foot of matter, plus one for each Mental invested into this Lore, the change lasts one turn and then reverts to normal (they can sometimes remain in this state if it would be natural for the material to be so) and living beings affected by this take a level of Lethal plus one for each additional Faith spent. (Torment: The material remains inherently unstable for a number of turns equal to Torment, changing states randomly.)
Lore of Humanity
Basic Humanity Translate Social challenge against 5 traits (+1 for each individual after the first included in the evocation) retest with Empathy, the demon can understand and be understood by an individual or group no matter what language they are speaking, this does not allow others in the group to understand each other however. (Torment: The words heard are filtered by your Torment, you must test Willpower against your Torment and failure means you will heard things skewed as the ST pleases turning greetings into threats and honesty sounds evasive. At the STs discretion they can make a secret Willpower test for the character and not let them know if they succeeded.) Insinuate Social test against the highest Willpower of all mortals to be affected by this plus one for each after the first retest with Empathy, creatures that are still mortal but may be aware of the Demon's intent (especially those like Kinfolk and Sorcerers) can spend a Willpower to ignore this evocation, those affected will talk openly and freely with the demon giving him a free retest on all Social challenges for the scene. (Torment: Mortals test their Willpower against the demon's Torment, failure drives them to anger or revulsion, treating the demon with apprehension and fear. All attempts by the Demon to intimidate them automatically succeed. Those mortals that are aware may still spend Willpower to ignore the effect.) Intermediate Humanity Fade Social test against variable traits depending on the ease of going unnoticed (from 4 for a heavy crowd to 9 or more for a prison yard with spot-lights looking for an escapee), mortals will choose not to seen the demon unless they succeed at a Willpower test against 8 traits unless the demon purposefully calls attention to themself, this lasts the scene or until willed to cease. Mortals who can resist illusions can see through this. (Torment: These demons still fade from view but stand out like beacons to those consumed by anger or a lust for violence.) Confess Spend a Faith and make a Social Challenge retested with Subterfuge, success allows you to ask a number of questions equal to your Faith score and get truthful answers however they must be asked quickly or the effect will fade, the subject will not remember their confessions, this can be resisted only by those with a resistance to mind control like other demons.(Torment: These demons can only reveal a person's dark nature, learning of secret animosities, lusts and ambitions.) Advanced Humanity Alter Memory Spend one Faith point (if the target is not mortal you must succeed in a Social challenge against their Mental, retested with Subterfuge), make a Willpower test against traits based on what it being done (alter an existing memory is 6 traits, removing a memory is 7, and planting a completely false memory is 8), a variable number of social traits must be spent depending on the length of memory to be altered (a brief encounter is 1, days is 2, weeks is 3. (Torment: Those affected by this demon are also affected by sleeplessness, anxiety and despair that can take weeks to subside. Nightmares persists for a number of nights equal to your Torment score, each night the subject must test their Willpower against your Torment every night and upon failure loses a Willpower. If they lose all their Willpower they gain a temporary derangement.

Devil Lores

Lore of the Celestials
Basic Celestials Lamp of Faith Mental test against 6 traits retested with Alertness to see those with Faith in an area as well as the intensity of that Faith, this can detect other Demons but they may contest the challenge, this can see through obstacles but the demon must spend varying Mental traits (1 for a door, 2 for a brick wall, three for a thick metal bulkhead), this has a range of their Faith in yards and those of Faith glow to varying degrees against a darkened background. (Torment: These Demons actually see the opposite, those whose souls have been hollowed out by evil acts and leave a void a spiritual energy *this includes demons with Torment 9 or more* and appear as blackness against the world) Send Vision Social challenge retest with Expression, send a vision to up to your Faith in recipients that are within line of sight, send a vision/illusion of up to a turn worth of action (spending Mental traits can extend this to multiple turns per trait spent), this can disrupt concentration and distract but it is more often used to convey messages as it can be ignored by spending a Willpower. (Torment: These are more like an attack, sending horrific visions to the recipient and doing an unsoakable level of Bashing damage, additional Bashing can be inflicted by spending additional Faith and if the damage exceeds the target's Willpower they suffer from a temporary derangement) Intermediate Celestials Pillar of Faith Social test against the target's number of Social traits retested with Leadership, this demon must know the other demon's true or celestial name and draw line of sight on them, and success allows the target demon a retest on his next evocation. (Torment: This demon hinders another's evocations, putting them down 4 traits on their next one and should this put them at or below zero traits it will automatically fail.) The Fire of Heaven Spending a Faith it changes into a ball of white hot fire, it is a Physical challenge retested with Athletics, the target takes a level of Aggravated damage if struck, and it has a range of 1 yard per point in Faith. (Torment: Here it will erupt from the demon in a fiery wave dealing an aggravated damage to everything within a range of yards equal to their Faith.) Advanced Celestials Hand of Faith Spend a Faith and make a Social challenge retested with Leadership, you must know the target demon's true or Celestial name, if successful upon a future evocation within that scene you can test Faith against theirs and take control of it directing it as though you were there in the evoker's place, this cannot be stacked, held on multiple targets or used reflexively. (Torment: These demons actually turn the power back on the demon who originated it.)
Bel, The Visage of the Celestials
Luminous, lordly angel, radiating divine grandeur and authority. Wreathed in a golden light that shifts intensity depending on their mood. Eyes blaze with the cold light of the stars and they seem to tower over all around them regardless of stature. • Wings: Eagle's wings extended from shoulders a third again long as the character is tall. Glide at up to three times their normal running speed per turn. • Lordly Mien: Gain a free retest on all Social challenges (against other demons their Eminence must be equal or higher) • Enhanced Senses: All perception-related tests are up 2 traits. • Increased Awareness: Gain a bonus level of Awareness. (Torment: Glows a dim and sullen red, wings turning leathery and eyes becoming black as the void. The noble authority becomes that of a haughty tyrant gaining him the negative traits Bestial and Tactless. • Claws/Teeth: 1 Aggravated damage. • Scales: Gain a bonus Healthy level. • Increased Size: Gain Brawny, Quick x2 and Rugged • Dread Gaze: Making eye contact make a Willpower challenge, success means the character is frozen for a turn, they lose all but reflexive/defensive actions, however they cannot run away.)
Lore of Flame
Basic Fuel- Physical test against 6 traits retested with Survival, any fire within your Faith in yards is increased by one square foot plus one square foot per Physical spent.(Torment: These demons fuel the strength of the fire rather than the size, add a lethal damage to the fire's intensity plus one per Physical spent for the turn.) Ignite- Physical test retesting with Survival against a variable difficulty based on the flammability of the target (ex. 5 for Gasoline/Gunpowder, 7 for Wood/Paper, 13 for an inert metal, and nonflammable materials cannot be ignited), damage inflicted is as from natural flames. (Torment: All such or lesser materials within a range of Faith score in yards.) Intermediate Command the Flame- Mental test against 8 traits retesting with Survival and upon success spend a variable number of Mental traits up to your Faith score, for that scene or until dedicated traits are exhausted the demon can control flames, each trait can increase or decrease flames by a square foot and move flames a yard in any direction by a yard, the pool can be refreshed with a new test at any point but failure at any point sets the flames to burn out of control for the next turn. (Torment: Half the pool rounded up still goes to control of the flames, but the other half adds to the intensity/damage of the flames so long as the demon has control.) Holocaust- Spend one Faith and make a Physical challenge retested with Survival to touch your target, success converts a point of their Faith into holy flame dealing them a level of Aggravated damage, most inanimate objects only have one level of Faith and any such object so affected burns quickly to ash. (Torment: These Demons use up all their Faith in this and do as many Aggravated levels to their target as it has Faith, but any Faith this demon has in excess of the target’s Faith is done back upon itself. Advanced Ride the Flames- Spend a Faith and make a Physical test retested with Survival against 7 traits, you may join with an existing source of fire or turn into a pillar of flame. Each additional Faith increases your size by 1 square foot, you are a formless mass that shifts size and shape at your will, in this form are tests are based on your Willpower traits rather than normal attributes, but you can travel anywhere that air can go (under doors and through crevices), your attacks do half your Torment score (rounded up) in aggravated damage, your flame is not affected by water or normal fire suppression of any sort, each turn make a Willpower test against four traits failure causes your flames’ size to reduce by a square foot at the end of the turn and once it shrinks below a square foot you revert to your physical form, this fire does not spread as normal fire does remaining self-contained and only leaves charred remains of what it consumes. (Torment: These become fiery, skeletal figures, blackened bones wreathed in flame and howling their rage and pain with tongues of fire. The main differences are that they continue to use normal attributes but cannot shift and move with the freedom of true fire. Furthermore their bodies are wracked with agony. If they do not inflicted at least one level of damage or combust at least one foot of material (with a successful Willpower test), they suffer one level of Lethal damage as the fire feeds upon their physical bodies.
Nusku, The Visage of the Flames
Skin glows with the seething brilliance of the sun and their image shimmers like a mirage. Their eyes take on a burnished gold and when angers they give off palpable waves of heat. Their hair becomes a deep red or reddish-gold, and thickens into a leonine mane. Open flames flare brightly in their presence and seems to bow to them. Shroud of Flames: All ranged or melee attacks directed at them are down 4 traits. Immunity to Fire: Suffer no damage from normal heat or fire. Extra Actions: Faith can be spent for extra actions at the beginning of turns, these happen on consecutive initiatives after that of the demon’s first action. Improved Initiative: Up 5 traits when determining initiative. (Torment: Skin becomes black like smoke and seems to seeth with patterns of sullen red that pulse with the demon’s beating heart. Eyes glow like coals and thick hair writhes in a spectral wind. Claws/Teeth: 2 Aggravated damage Lashing Tail: A long reptilian tail tipped with a curved, bony spike that inflicts a level of Aggravated damage. Increased Size: Gain a Brutal, Brawny, Agile and Energetic. Fiery Blood: It burns like magma and even a few drops ignite flammable objects, anything that inflicts Lethal damage to the demon is burnt with a level of Lethal itself.)
Lore of Radiance
Basic Voice of Heaven- Social test retested with Leadership. Against 8 traits to affect all within a range of 10 x their Faith score in yards or against 6 traits to affect one target. Success allows the demon to issue a single command and the victim or victims may resist by making a Willpower challenge against the demon, all affected can hear the demon’s voice clearly regardless of ambient noise. This of course does not affect those protected from mind-control. (Torment: These mouth a furious stream of blasphemy and hatred hitting their targets like a blow, victims can still resist by testing their Willpower against the demon’s Torment. If the demon is successful the victims suffer a level of Bashing damage. This is not a mind-controlling power and demons successfully affected by this must test their Courage against the Torment or gain a Torment themselves. Exalt- Social test retested with Leadership against 7 traits, the demon can utter words of inspiration and up to her Faith in mortal or thralls gain a number of bonus traits on their actions for the next turn equal to a number of Social traits spent by the demon. (Torment: Their seething tone has the opposite effect, reducing these mortal’s actions for that turn by the same number of traits. If their traits are effectively reduced to zero during this time they cannot act.) Intermediate Aura of Legend- Social challenge against the Mentals of a number of mortals equal to your Faith rating, retested with Leadership. The mortals that fail are filled with a sense of loyalty to the demon, defending them and following mundane/reasonable orders. Thralls affected by this may use their master’s Mental traits instead. This affect lasts for a scene and can only be used on any given target once per scene. (Torment: These fill their targets with hate and violence causing them to succumb to a murderous frenzy, attacking the nearest living beings within reach.) The Mark of the Celestials- Spend a Faith and make a Social test retested with Expression (you must touch the target and know their name, in the case of another demon their celestial or true name), against 6 for it to last a day, 8 for it to last a week, 10 for it to last a month and 12 for a year. Spend a number of Social traits and pronounce the nature of the mark bestowed so that the fortunate subject can hear it. For mortals who encounter them if the traits exceed their Willpower they will automatically react accordingly to them and if equal or less they can make a Willpower test against the demon’s traits to resist the compulsion. Demons with at least one Faith and thralls resistant to mind control can chose how they react. (Torment: Their marks promise only violence and misfortune to their bearers, and Willpower challenges can be made by mortals against the demon’s Torment to resist.) Advanced Revelation- Spend a Faith and make a Mental challenge against the target’s Willpower, retested with Intuition. The demon sees the true Nature, attitudes and beliefs of the target, that target not able to resist being truthful with the demon. Ultimately that individual must face their true self as well, at the end of the scene they make another Willpower test against 7 traits. If successful they gain a permanent Willpower, losing having the opposite effect. If they lose they must make a further simple test, losing that garners them a temporary derangement. Being a mind controlling affect this cannot affect other demons. (Torment: These emphasize the subject’s worst qualities, making them take over their personality. Their impulses will override their actions for the scene.)
Qingu, The Visage of Radiance
An incandesant figure wreathed in a jewel-like color, looking like smooth marble perfection and voices of pure crystal that cuts through the din of the mortal world. Wings: Eagle’s wings a third again as long as the character is tall, allowing them to glide at three times their normal running speed per turn. Inhuman Allure: Gain a Dignified, Eloquent, Beguiling and Alluring. Radiant Aura: All ranged attacks directed at them are down 4 traits. Sense the Hidden: Gain a retest on all Perception-related tests to detect those who are hiding from the demon. (Torment: The colors become muted, flaring up in angry reds and blues when you grow angry, their marble features now expressing cold menace and cruelty. Voice of the Damned: Gain a retest on all Intimidation tests. Casts No Reflection: Image not reflected in mirrors, photographs, videos, etc. Corrosive Spit: Causes a bite to inflict an additional level of Aggravated damage or spit up to ten feet away with a Physical challenge, doing a level of Aggravated damage. Horns: Curved ram’s or bull’s horns from forehead, when attacked this demon may make a free, reflexive counter attack that will inflict a level of Aggravated damage.

Scourge Lores

Lore of Awakening
Basic Find the Faithful- Mental test retested with Awareness against traits based on how well you know the target you seek (10 for mundane name, 8 if you know their Celestial name, 6 if you know their True Name). This finds targets within a number of miles up to your Faith score, this can be noticed by the target with Supernatural Awareness and if so by a demon avoided with a Willpower challenge against the seeker. (Torment: These demons can only seek out spiritual decay and corruption, finding those who's Faith or Willpower has been reduced to zero.) Cleanse- Physical challenge retested with Medicine, difficulty depends on the virulence/scope of the disease/toxin (4 traits for alchahol/natural intoxicants, 5-6 traits for ordinary poisons/toxins, 7-8 traits for ordinary diseases, 9-10 for more virulent diseases like Cancer or HIV and for fatal poisoning like Arsenic or Black Widow Venom, touch is required and can only be done once per demon per person per ailment, if successful it will come out as a black ichor from the body. (Torment: These demons actually spread disease, initially this does two Bashing to the victim, each day after they take another Bashing and lose a temporary Willpower as it spreads, it lasts a number of days equal to the demon's Faith score.) Intermediate Heal- Physical test against 7 traits retested with Medicine, heals all Bashing damage, 1 Lethal per Physical spent or 1 Aggravated per Faith spent. (Torment: These demons poison the body taking away one Physical trait per Torment rating and then an additional trait for each Physical they spend, should this reduce them below zero traits the victim falls into a coma and take a level of Aggravate damage per hour per the demon's Torment rating unless they get medical attention, for a number of days after equal to the demon's Faith score only one trait will come back per day and Willpower will only restore one trait per expenditure.) Animate- Touch the object to be animated, spend a Faith and make a mental test against 7 traits, retested with Crafts, this animates an non-living object, the demons spends Physicals and/or Mentals to determine what traits object moves and acts with for the duration of the effect, a demon can animate a number of objects up to their permanent Faith score and it lasts for a scene, the demon must maintain line of sight. (Torment: Objects are animated as easily but without constant concentration they simply lash out at all near them, test Willpower against your Torment score each turn to maintain control (if that's what you want), otherwise it simply lashes out at all nearby living beings.) Advanced Restore Life- Spend a Faith and make a Physical test retested with Medicine (against 6 traits for a freshly dead corpse, 8 for older up to a week, older cannot be brought back), body restored to full life though without a soul it is merely a mindless zombie at the demon's full command, it can be given to a disembodied demon or they can try to take it with a Willpower challenge, this lasts for a scene unless a Willpower is spent to make it permanent, up to the demon's Faith score in bodies can be restored at once and they must be within their Faith score in yards to be affected. (Torment: Bodies are animated as easily but without constant concentration they simply go berserk, test Willpower against your Torment score each turn to maintain control (if that's what you want), otherwise it simply lashes out at all nearby living beings.)
Dagan, the Visage of Awakenings
Shows the mortal body with a blush of youth and vibrant health, at the peak of physical condition, moving with inhuman grace, speed and strength. It gives off a palpable warmth like a sun beam and this vibrant life spreads to everything it touches, restoring wilted flowers and allowing the infirm to forget their frailties. Aura of Vitality: Living things within a number of yards equal to the demon's Faith are infused with restorative energy, they also heal Bashing at a rate of one per turn. Pass Without Trace: Gain a free retest on all Stealth checks and your passage does not disturb the surrounding environment in any way. Improved Physical Capabilities: Gain a Wiry, Dexterous and Energetic trait. Wings: A pair of owl wings a third again long as you are tall allowing you to glide at three times your normal running speed per turn. (Torment: The body shows clear signs of disease and cancerous tumors and sores, the flesh becomes clammy and spongy to the touch. Miasma: Anything living within their Faith score in feet must make a Physical test each turn or forfeit their actions, and should they fail they must make a second simple test or else be infected with a disease of the Storyteller's discretion. Extra Health Levels: Gain three extra Bruised health levels. Viscous Flesh: Their flesh sloughs away easily leaving bits of rotted flesh behind, attempts to grapple them are down three traits and a Physical test against 4 traits can be made to escape any normal restraints. Extra Limbs: Can grow a second set of arms and a prehensile tail at the players discretion. The arms allow for a free defensive action in melee/brawl combat or up to two additional attack actions each following the decreasing order of offhand actions (so for all four to be used -4, -5, -6, -7 traits or with Ambidexterity -0, -1, -2, -3 traits). The tail is half the character's height and half their Physical traits *rounded down* allowing them to do things like lift objects and hang suspended.)
Lore of the Firmament
Basic Remote Viewing- Mental test against 6 traits, retested with Empathy, you can see through the eyes of one of your Thralls for a number of turns equal to your Faith score, plus one per mental trait spent, this is strictly passive viewing just taking the demon along for the ride. (Torment: When this demon uses this the blood vessels in the human's eyes start to burst and afterward the mortal must make a Physical test against the demon's Torment score or be blinded for a number of days equal to the round the demon stayed viewing. Upon failure a second simple test is made, if that is failed as well they are blinded permanently.) Scry- With the name of possession of the target make a mental tests retested with Empathy (8 traits with a mortal name/possession, 6 traits for a celestial name, 4 traits for a true name), upon success spend a variable number of mental traits to get information (1 for a visual image of the immediate area, 2 for an image of the area out from the subject up to your Faith in yards, 3 to hear the target's voice, four to hear everything that occurs around the subject), this lasts for a number of turns equal to your Faith and can be voluntarily cut off at any time. (Torment: The subject of this demon will get a terrible headache and have feelings of paranoia and aggression. The subject makes a Willpower test against 5 traits each round this lasts and suffers a bashing damage each time they fail, they also become more angry and aggressive toward those around them putting them down on Social tests a trait each time for the remainder of the scene.) Intermediate Mouth of the Damned- Make a Social test against 7 traits, retested with Leadership. For a number of turns equal to your Faith score you can cause a Thrall to speak with your voice, expressions and mannerisms, you can directly control their actions making tests on their behalf and can spend your own traits to replenish those of the Thrall (but only those they are normally capable of). (Torment: With these demons the thrall must make a Physical test against their Torment score each turn the demon controls their physical actions, each failure will permanently sap them of one of their attribute traits *usually related to the situation at hand* and for each turn they only use the Thrall to speak it must make a Willpower test against 4 traits or permanently lose a Mental trait.) Touch from Afar- Make a Social test retested with Awareness (against 9 with a mortal name/possession, 7 with a Celestial name 5 with a True Name and 3 for a Thrall of the demon's) and you can affect this target up to ten times your Faith in miles away, you can use any of your powers as if you were standing in the place of the target, on the target or others around. (Torment: The target sees visions of horror and madness, they must challenge their Willpower against the demon's Torment. If the target fails they gain a temporary derangement, and after this they make a simple test, failure of which makes the derangement permanent. This all of course in addition to the evocation used by the demon.) Advanced Many Places at Once- Similar to mouth of the Damned but you can act through as many Thralls as you have Permanent Faith (though you must leave one of these open to continue to act through your own body or else fall into a coma for the duration), make a Social test against 7 traits, retested with Leadership. For a number of turns equal to your Faith score you can cause these Thralls to speak with your voice, expressions and mannerisms, you can directly control their actions making tests on their behalf and can spend your own traits to replenish those of the Thralls (this counts for all at once, but only those they are normally capable of), additionally the demon many perform an evocation through any one of these Thralls once per turn. (Torment: With these demons the thralls must make a Physical test against their Torment score each turn the demon controls their physical actions, each failure will permanently sap them of one of their attribute traits *usually related to the situation at hand*, for each turn they only use the Thrall to speak it must make a Willpower test against 4 traits or permanently lose a Mental trait, and each time the demons sends an evocation through them they must make a Physical test against the demon's Torment score or take a level of Lethal damage.)
Anshar, Visage of the Firmament
Lithe, ethereal figures with pale skin and large gray eyes. Their voices echo faintly like from a distance and they alternate between bouts of quiet distraction and periods of intense, disquieting scrutiny. Enhanced Senses: Gain a retest on all Perception-related tests. Wings: Owl's Wings a third again long as the character is tall and they are able to glide at three times their running speed per turn. Enhanced Intuition: gain a retest on all Intuition tests. Enhanced Dodge: Gain a retest on all Dodge tests. (Torment: These become shrouded in a disturbing mantle of shadow and mist, their skin turning an almost translucent gray and their bodies becoming bony and emaciated, skin stretched taught over their faces until they resemble leering skulls. Cloak of Shadows: Shrouded in a pall of darkness, they are difficult to see in light and nearly invisible at night. Gain a retest on all Stealth tests where you can stand in shadows or move in darkness and when you are attacked your opponent is subject to Blind Fighting rules. Multiple Eyes: 4-6 extra eyes, sprouting from your head and/or neck giving you 360 degree vision making it impossible for someone to sneak up on you and putting you up two traits on all sight-related perception tests. Improved Initiative: Up 5 traits when determining initiative. Claws: Deal 1 Aggravated level of damage.
Lore of the Winds
Basic Summon Wind- Physical test against 7 traits retested with Survival, Mental traits spent determine the strength of the wind, it is any direction the demon chooses and seems to come from nowhere, the strength traits can add to things like athletics tests when jumping or pushing a heavy object and using the wind to push him along or take away from tests like thrown weapons or charging attacks going against the wind at you, the wind can be applied anywhere within line of sight. (Torment: Their winds reek of a charnel house, stinking of death and decay. Those caught in it must make a Physical test against 7 traits or suffer a level of Bashing from the stench that cannot be soaked. If this is failed another simple test is made and failure means they forfeit all actions due to the nausea for the turn.) Fist of Air- Physical test against 7 traits retested with Survival, you manipulate air pressure to crush objects and stun living beings even causing them to burst apart from within, this causes a Bashing to living targets adding one for each Faith spent, this can also act to crush an inanimate object by spending a number of Physical traits depending on the item (glass/fragile items are 1, breakable items like thin plastics are 2, tougher soft items like wood boards particle board are 3, and 4 can crush things of metal like or fiberglass like parts of car frames and so on up at the ST’s discretion). (Torment: Damage become Lethal and effectiveness is doubled for non-living items for these demons as they pour their hate into the pressure.) Intermediate Command the Wind- Physical test against 7 traits retested with Survival, a swirl of wind rises around the demon that he spends Mental traits to determine the degree of control and force he has with them, these winds can affect things up to the demon’s Faith score in yards away, the traits spent act as Physical traits for using it to manipulate things (anything requiring fine motor control like typing or putting a key in a lock is automatically tested against 9 traits or higher), this lasts for a scene. (Torment: These create a foul miasma that chokes the lungs of anyone touched by them, all living beings within range suffer an unsoakable level of Bashing each turn, this can be soaked with gas masks or other breathing apparatus.) Wall of Air- Spend a Faith and make a Physical test against 7 traits retested with Survival and upon success spend a variable number of Mental traits, a condensed wall of air forms covering a 10 square foot area times the demon’s Faith score shaped at the demon’s will anywhere within his line of sight up to the demon’s Faith score in yards and lasts for a scene unless willed away, anything or anyone that needs to push through this wall needs to test against the wall to penetrate it and also against the target beyond if there is one, this wall fades immediately if your character is Incapacitated. (Torment: Their walls resemble weaves of writhing gray mist and sear the flesh like acid, those passing through it suffer Lethal equal to half the demon’s Torment score rounded down with a minimum of 1.) Advanced Cyclone- Spend a Faith and make a Physical test against 7 traits retested with Survival, once again the number of Mental traits spent into it determines the strength of the wind that arises affecting everything out to a distance of your Faith score in yards, this tosses light objects about, blows doors open, breaking windows, the traits determine the winds ability to Physically test against anything within the range at the demon’s will, with a Willpower test against the Cyclone’s traits it can be focused against a single target within line of sight, each turn the storm inflicts a Bashing to anything within its range or to the singled out target ( when a single target is chosen Faith can be spent to add Bashing to this), this storm never harms you and each turn after its creation it loses a trait and shrinks by one yard (it can be restored with another Faith and test). (Torment: This demon’s storm sucks the very air from the lungs of the living to empower itself, all within its range suffer from a Lethal damage each turn as they struggle for air, but if the storm’s traits are more that the demon’s Willpower it spiral’s out of control affecting everything including the demon.)
Ellil, the Visage of the Winds
Tall and lithe, with large eyes and swift, graceful movements and are constantly surrounded by shifting winds that ebb and flow with the intensity of their emotions. Any smoke or steam in the area is often sucked by these winds into a swirling vortex that circles their heads and shoulders like an ominous halo. Supernatural Vision: Can see five times as far as normal humans and they gain a retest on all sight related Perception tests. Wings: A pair of owls wings a third again as long as the demon is tall allowing them to glide up to three times running speed per turn. Perfect Balance: Gain a retest on all Athletics tests. Immunity to Falling Damage: No damage is suffered from a fall regardless of height. (Torment: These grow lean and hatchet-featured, their faces dominated by their large, unblinking eyes. Their wings become mangy and they become stooped, preferring to crouch rather than stand. They are always restless, unable to sit in any one place for more than a few minutes at a time. Claws: Thick curved talons on hands and feet, dealing an Aggravated level of damage. Extra Actions: Faith can be spent for extra actions at the beginning of turns, these happen on consecutive initiatives after that of the demon’s first action. Quills: Shoulders and upper arms are covered in sharp quills, When an attacker makes a successful close combat attack they must then make a Physical test against 7 traits or suffer a Lethal damage. Caustic Bile: A stream of corrosive bile with a range of your Faith score in feet, hitting is a Physical challenge against the target doing a level of Aggravated damage.)

Malefactor Lores

Lore of the Earth
Basic Earth Meld- Physical test against 7 traits retested with Survival, cannot be moved from the spot you stand or knocked over unless you wish to be. (Torment: These demons may actually travel beneath the surface, the demon must succeed at the test every turn or be forced back to the surface, they move at normal speeds but can spend Physical traits to double their movement each turn.) Roil the Earth- Make a Physical test against 7 traits retested with Survival and spend Physical traits (each one spent adds a yard to the radius this can effect, including depth, the initial range determined by the demon's Faith score), if the object or material sought is within that range it will be quickly forced to the surface. (Torment: These demons create a sort of vortex to suck things down into the earth, this makes the Physical test a challenge against the target(s) and the physicals spent after add to their Torment score to determine how many feet they are buried into the earth, digging out required a Physical challenge against 8 traits retested with Athletics every minute, they can spend Physical traits to dig up an equivalent number of feet, so long as their head is below ground they suffer in the same manner as though they were drowning.) Intermediate Mold Earth- Make a Physical test retested with Crafts against traits depending on what is being molded (5 for unpacked dirt, 6 for granite, 7 for processed materials like concrete), Physicals spent determines the number of square feet that can be affected, it can be directed to take any shape or form the demon desires, it must be within a range of the demon's Faith score in yards and the changes are permanent. (Torment: These demons turn the affected materials toxic in addition to manipulating them, anything living that comes in contact with them suffers a level of Lethal damage per turn of exposure.) Earth Storm- Spend a Faith and make a Physical test against 7 traits retested with Survival and spend a variable number of Mentals to determine the strength of the vortex, a swirling vortex of earthen shards and projectile forms around the demon with a radius of yards equal to their Faith score, anyone caught in the general radius is pelted about and down 2 traits on all tests, any projectiles or thrown item damage can be reduced by the demon sacrificing traits from the vortex for each level they want soaked, the demon may also sacrifice a trait to target an individual with a clump of earth making a Physical challenge retested with Athletics to hit and do Bashing equal to half their Faith score rounded up. (Torment: These create something more akin to a sand storm, flaying victims alive, it cannot soak or be targeted for direct damage, instead all those within save for the demon suffer half the demon's Torment rounded up in lethal damage each turn lasting for a number of turns equal to the traits it has, additionally it conceals the demon putting all attempts to strike from a range down 2 traits.) Advanced Earthquake- Spend a Faith and make a Physical test against 7 traits retested with Survival, then spend Mental traits to divide among the intensity and extent of the tremor, those put into intensity are subtracted from the actions of those beings affected by the tremor for its duration and half that rounded down in structural is taken by all physical structure each turn, the extent determines radius of effect starting with 1 affecting a number of square feet equal to the demon's Faith score (2 turns that into square yards and 3 into square miles), each turn after the first a trait is taken from the intensity until all traits are expended. (Torment: The quakes caused by these demons spews toxic clouds thick with ash and that reek of brimstone, in addition to aforementioned effects the stinging cloud reduces all Perception-related tests in the area by 2 traits and victims suffer a level of Bashing each turn they are affected by the fumes)
Kishar, the Visage of the Earth
Towering figures with dark skin ranging from creamy brown to utter black and their bodies appear as though hewn from stone, with muscle and bone etched in sharp relief of a frame devoid of soft flesh or fat. They are hairless and the irises of their eyes have the clarity and color of gemstones: ruby, sapphire, emerald, garnet, topaz and diamond. The air about them smells of freshly turned earth, rich with the promise of life. Increased Size: Gain a Brutal, Brawny, Steady and Stalwart trait. Immune to Bashing Damage: As stated. Irresistible Force: Gain a retest on all feats of strength. Night Vision: Can see in total darkness though in daylight. (Torment: Huge and misshapen, stone-like skin covered in sharp-edged nodules and spikes, and fissured with deep cracks that ooze black, oily ichor. Extra Limbs: They grow a second set of arms. The arms allow for a free defensive action in melee/brawl combat or up to two additional attack actions each following the decreasing order of offhand actions (so for all four to be used -4, -5, -6, -7 traits or with Ambidexterity -0, -1, -2, -3 traits). Gaping Maw: The metabolism of a blast furnace, able to consume almost any material (metal, stone or flesh), gain a retest on all bite attacks and it does 2 Aggravated damage. Spikes: These sharp, stony spikes do a level of Aggravated damage in unarmed combat. Ichor: Grabbing or restraining them is difficult, all attempts are down 3 traits.
Lore of Paths
Basic Find Path- First set the criteria for the path you seek then make a Mental test against 6 traits retested with Survival, the number of mentals you must spend is determined by the type of path needed (through an impenetrable forest or swamp is one, a field unobserved is 2, unharmed through a raging house fire is 3, etc.), the demon can reveal this path to any that they touch and it appears light a soft, silvery moon glow. (Torment: If their Torment is higher than the trait difficulty it is the new difficulty.) Lay Path- Make a Physical test retested with Survival against traits based on the complexity of the path starting at 4 and adding for each criteria (1 to be unobserved, 1 to cut travel time in half, 1 for each person after you, 1 or more to avoid hazards), a Mental trait must be spent per hundred yards that the path traverses, the path is only immediately known to the creator but Find Path can reveal it to others and it remains usable for a number of days equal to your Faith score, spending a Willpower will make it permanent. (Torment: These demon's paths are unstable and one must make a mental test against their Torment retested with Alertness for every 100 yards they travel in it, failure means they become lost until they can find the path again, upon failure a second simple test is made and if that is failed the path will shunt them out at a random point along its length *very bad when it goes through a mountain or under a lake*) Intermediate Conceal Path- make a Mental test against 7 traits retested with Survival and spend a number of Mental traits, any attempting to find the concealed path are down that many traits should this bring them to zero they automatically fail to find it, this lasts a number of days equal to the demon's Faith score or is made permanent with a Willpower. (Torment: These demons lay a trap rather than hide a path which does half their Torment rounded down in bashing to those who step on it, this can be noticed with Supernatural Awareness but cannot be avoided or disarmed, this only lasts a number of days equal to the demon's Torment score.) Close Path- Spend a Faith and make a Physical test against 7 traits retested with Survival, then spend a number of Mental traits per hundred yards the path covers (if they cannot accomplish this in one turn successive tests can be made allowing the demon to refresh traits and build up enough), those outside cannot enter the path and those inside cannot exit the path until it is opened again, with a point of Willpower you can create a Keyword allowing entry and exit at each end, these can be forced open by other demons with a Willpower test against the closing demon's Willpower score at the time of closing and spending a number of mentals equal to the demon's Faith score at that time which can also be one as successive tests over turns. (Torment: These demons outright destroy the paths, those traveling within at the time must make a Physical test against 8 traits retested with Survival success shunting them out at a random point on the path's length, failure means they are essentially buried alive suffocating (per standard rules) able to make an additional escape test every minute, if they die within their body never returns.) Advanced Warp Path- Much like creating a path this will alter an existing one, spend a Faith and make a Physical test against 7 traits retested with Survival, spend a number of Mental traits depending on the extent of the changes (increase/decrease travel time by a factor of traits allocated to this, changing the destination or causing it to loop back on itself needs a number of traits per hundred yards of the path's length, this lasts a number of days equal to the demon's Faith score or is made permanent with a Willpower. (Torment: These paths are altered the same way but also prey on traveler's minds, upon reaching their destination they must make a Willpower test against your Torment, failure garners them a temporary derangement and the failure of a second simple test will make that derangement permanent.)
Antu, the Visage of the Paths
Resembling mortals at first glance they have deeply tanned skin, and the skin around their eyes is deeply lined casting their orbits in permanent shadow. Upon closer look those lines are intricate patterns radiating from the eyes and run across the plane of the face, disappearing into the scalp and circling their throat in intricate tattoos. At night these lines reflect moonlight in ghostly tracieries that seem to shift and realign themselves as the angel speaks. Dead Reckoning: Always aware of where they are in relation to known landmarks, no matter how far away. Can never lose their sense of direction unless affected by spatially distorting powers. Enhanced Perception: gain a retest on all Perception-related tests. Improved Initiative: Up 5 traits when determining initiative. Flashing Fingers: Capable of supernatural slights of hand making things appear and disappear from their hand with a Physical test against 6 traits retested with Athletics, these things still come from and go to places close at hand like pockets or jackets. (Torment: The lines on their face cannot be concealed looking like angry cuts of black and red, the air shifts and trembles around them, waxing and waning depending on the intensity of their emotions. Pass Without Trace: Gain a free retest on all Stealth checks and your passage does not disturb the surrounding environment in any way. Alter Size: As little as a third of original volume, when fully shrunken tests to attack them are down 2 traits. Mirage: Air warps around the demon, creating an optical illusion that misleads an opponent as to how far away they really are. All ranged attacks against the demon are down 3 traits and all close combat attacks are down 2. This does not affect other demons. Relentless: Needs no rest running or walking, so long as they stay in motion they are unaffected by fatigue or hunger.
Lore of the Forge
Basic Enhance Object- Make a Mental test retested with Crafts against a difficulty based on the items complexity (4 for a hammer, 7 for a normal car, 10 for a computer...), success grants the demon an innate understanding of how the object is constructed and the way it works so she is able to operate it with a basic familiarity of its capabilities, if the object is damaged the demon can repair it by spending a Mental trait, additional Mental traits puts use of that item up that many traits, this lasts for the scene unless made permanent with a Willpower, this can only be done once per item. (Torment: Upon failure of the use of these items by anyone a second simple test is made, if that is failed the item will do something harmful, most likely to the wielder or those around them, this is at the STs discretion.) Activate Object- Make a Mental test retested with Crafts against traits depending on the complexity of the simple machine (4 for door hinges, 7 to chamber a round in a gun) but the item must operate by some simple mechanical means, a single object can be affected within a number of yards equal to the demon's Faith score. (Torment: These machines will often break or go out of control, ultimately a number of damage is done to the object equal to half the demon's Torment rounded up.) Intermediate Shape Object- This is a Physical test against 7 traits retested with Crafts, a number of Mental traits are needed depending on the complexity of what is being formed (1 for a hammer, 5 or 6 for a clock, etc.), this can be done as an extended test spending new Mentals to form highly complex items allowing the demon to refresh his traits but he must continue to succeed on tests or wait to fix what they have done wrong and this extension need not be consecutive allowing the demon the be though rough taking even days if they like (as it takes time to recover Mental traits), high tech items such as computers are tested against 10 traits and require 15 traits or more, however these items become permanent once made. (Torment: These objects are dangerous and unpredictable, any failure on their use calls for a second simple test that if failed causes the object to inflict harm to the user or those around them at the ST's discretion.) Enchant Object- Determine what you want the item to do be it requiring a Lore of a certain level or a combination of Lores and you must possess all required, make a Physical test retested with Crafts against 7 traits for objects created for enchantment or 9 for existing items, then a number of Mental traits must be spent depending on the complexity of the item being created (a knife that never loses its edge would be 1, a key that opens any lock would be 5, a magic mirror showing a mortal attaining her deepest desire would be 10, etc.), this can be extended out like with Shape Object as long as the demon likes but failure calls for a second simple test failure of which destroys the item forcing him to start over, to use these items mortals must make Willpower tests against 8 traits and demons must make a Faith test against 6, if a mortal invests a permanent Willpower or a demon invests a permanent Faith that item become permanently attuned to them allowing them to use its abilities without an activation test. (Torment: These objects are dangerous and unpredictable, any failure on their use calls for a second simple test that if failed causes the object to inflict harm to the user or those around them at the ST's discretion which can be far worse than Shaped Objects since these cast evocations, furthermore no test will activate these items instead requiring a Willpower be spent by mortals or a Torment be gained by demons.) Advanced Imbue Object- A suitable vessel for a spirit must be made, made of natural materials and shaped by hand, if made by the demon difficulty traits are 6 and otherwise 8, with this vessel the evocation can be cast on any disembodied spirit (even that of another demon) within a number of yards equal to their Faith score, spend a Faith and make a Physical challenge against the spirit (or their equivalent of ‘Physical’ traits’, often Willpower and magic ability) retested with Crafts, if successful the spirit is bound into the vessel, mortal souls cannot interact with the physical world but other things including demons can still use their supernatural powers, the only way to free the spirit is to destroy the vessel. (Torment: These demons taint the spirit they bind, maddening it into malevolence, mortals gain a permanent derangement and demons gain a permanent Torment.)
Mummu, the Visage of the Forge
Giants hammered of iron, their powerfully muscled forms lit with veins of hot magma and their eyes shining like disks of burnished brass. Their voices are deep and thunderous like a furnace. They immune to extremes of temperature or pressure able to handle hot coals like ice cubes. Master Artisan: Gain a retest on all Crafts tests. Increased Size: Gain a Brutal, Brawny, Lithe and Stalwart. Thunderous Voice: Their shouting causes even buildings to shutter, all within a number of yards equal to their Faith score suffer a number of Bashing equal to half their Faith score rounded up. This can only be used once per scene and requires an action to perform. Immune to Fire: As stated. (Torment: Nightmarish creatures of iron skin and serrated blades, surrounded by a haze of smoldering brimstone. Their eyes are twin orbs of roiling fire and where ever they go electrical devices go berserk, lights flicker and televisions go to static. Blades: Fingers end in curved blades of iron that inflict a level of Aggravated damage. Extra Limbs: They grow a second set of arms. The arms allow for a free defensive action in melee/brawl combat or up to two additional attack actions each following the decreasing order of offhand actions (so for all four to be used -4, -5, -6, -7 traits or with Ambidexterity -0, -1, -2, -3 traits). Magnetic Field: Surrounded by this field intense enough to disrupt electronic devices within a radius of their Faith score in yards. Iron Skin: Grants two extra Healthy levels.)

Fiend Lores

Lore of Patterns
Basic Sense Congruence- The demon determines what event they are trying to detect then makes a Mental test against 7 traits retested with Intuition, they can follow a pattern up to their Faith score in days ahead of the event's occurrence getting a general location with success, additional information can be obtained by spending Mental traits (1 will narrow the location a bit a give a general time and 2 will show the where when and give images of people involved. (Torment: These demons can only search for impending events of violence or destruction.) Trace Pattern- Standing in the place where an event occurred the demon can make a Mental test against 7 traits retested with Intuition, success gives the demon a general impression of the immediate circumstances that surrounded that event, spending mental traits will give more detail (1 will reveal events from the moments leading to the event and 2 will show events a quarter of an hour or so leading up to it. (Torment: These demons can only focus on the sources of violence or injury that pertain to the event they are tracing.) Intermediate Foresee- Make a mental test against 7 traits retested with Intuition and spend a variable number of Mental traits which determine how long the effect lasts, the demon is removed from normal initiative during this time and instead as others declare their actions the demon can interject theirs as though they occur just before that declared action. (Torment: These demons are less subtle, their evocation lasts one turn but the mentals spent translate to a free defensive action each for that turn.) Casual Influence- Difficulty is based on the focus of this evocation (5 traits for a specific person, 7 for an upcoming event), spend a Faith and make a Mental test retested with Intuition, the number of mental traits spent on a successful use determines how many days into the future the demon can see and how many questions he can ask about it, the ST gives the target's most likely fate for that period of time to the demon in flashes of images as though he were a casual observer and the demon may ask their questions of those events able to find out more about why what happens happens, the images are very general and the questions are what allow the demo information that lets them influence those events. (Torment: These demons can use this for insight into the dangers surrounding a target and ask questions allowing them to influence events to cause harm to it, essentially showing the most likely bad events and allowing information so that those events can be more certain to happen.) Advanced Twist Time- Spend a Faith and make a Physical test retested with Intuition against traits based on the alteration being done to time within the bubble of space chosen (speeding up time in the bubble is 7, slowing down time is 9 and removing it from time otherwise causing everything outside it to freeze in relation is 11), the demon and those in the bubble disappear from the rest of the world and within actions are taken as normal, people and things can leave or be forced out but if the demon leaves the evocation automatically ceases, when those outside the bubble enter it's area they do not join the evocation unless the demon wishes, speeding up or slowing down time is done by a factor of the demon's Faith score, the bubble can have a diameter of up to the demon's Faith score in yards and once created does not move. (Torment: These demons throw their victims out of phase with the time stream, for them it is instantaneous and horrifying, it affects all those within the demon's Faith score in yards, demons can resist the effects by testing their Willpower against the castor's Torment, victims still disappear in the bubble but when they return they lose a temporary Willpower for each turn they were out of phase and if this reduces them to zero they gain a permanent derangement.)
Ninsun, the Visage of Patterns
Hairless bodies with indigo skin covered in intricate lines and patterns of silvery blue light that shift an realign with the light and the demon's mood. Their eyes are like bright sapphires, casting the cold light of the stars. Wings: A pair of swan's wings a third again as long as the demon is tall. Glide at up to three times their normal running speed per turn. Improved Initiative: Up 5 traits when determining initiative. Enhanced Intuition: gain a retest on all Intuition tests. Enhanced mental Acuity: gain a Wise, Observant, Vigilant and Cunning trait. (Torment: Their skin becomes black as the void, their patterns turning to quicksilver and their eyes becoming empty globes of darkness. An extra pair of spindly arms gives them an arachnid appearance. Aura of Misfortune: Anyone within a number of yards equal to the demon's Torment are affected, when they fail any test they must make a second simple test, failure of this causes a botch at the STs discretion. Extra Actions: Faith can be spent for extra actions at the beginning of turns, these happen on consecutive initiatives after that of the demon’s first action. Extra Limbs: They grow a second set of arms. The arms allow for a free defensive action in melee/brawl combat or up to two additional attack actions each following the decreasing order of offhand actions (so for all four to be used -4, -5, -6, -7 traits or with Ambidexterity -0, -1, -2, -3 traits). Sibilant Whispers: gain a retest on all Subterfuge tests.
Lore of Portals
Basic Open/Close Portals- Make a Social test against traits retested with Intuition, this will automatically lock or unlock simple residence locking mechanisms or just to open/close a door, for more complex ones Social traits must be spent (1 for a car lock, 2 for a prison cell, 3 for a simple digital lock, etc.), upon success the door unlocks and opens or closes and locks by itself. (Torment: These demons slam, smash and jam doors, a number of structural damage is done to the door in question equal to half the demon's Torment rounded up.) Create Ward- Inside the area to be sealed the demon must make a Social test against 7 traits and retested with Intuition, all entrances become impassable even open doorways are covered with wisps of fog that feel like a solid barrier, this even block powers from allowing entrance requiring those who would try to contest their Willpower or equivalent against the demon's to penetrate, this remains for a scene. (Torment: Those passing through these demon's ward will not be blocked but rather struck, they take half the demon's Torment rounded down in bashing and then they must make a Physical challenge against a difficulty of the demon's Torment, failure means the pain was so much that they lose all actions for the next turn after entry.) Intermediate Teleport- Make a Mental test against 7 traits retested with Intuition, if they are intimately familiar with the destination they may cross through one portal and exit through a portal at that location, for less know locales the demon must spend Mentals to succeed (1 for a place frequently visited and 2 for a place they have only visited once or twice), the demon must have been there at some point there must be a doorway at the destination and the exiting portal must be close to identical to the one they are entering through, the demon can travel up to their Faith score in 100s of miles using this power. (Torment: If successful these demons must make a Willpower test against their Torment score or else they are teleported to a random but familiar location of the STs choice.) Co-locate- Spend a Faith and make a Physical test retested with Intuition against a number of traits depending on their familiarity with the location they are connecting a portal to (5 for a location the demon is intimately familiar with, 7 if they have been there numerous times, 9 if they have only been there once and 11 if they have never been there and are acting on the guidance of another), then the demon must spend a number of Mental traits for the number of turns they wish the two portals to be tied together, the demon must still use two similar portals at each location but for the duration anyone can pass between them, the demon can travel up to their Faith score in 100s of miles using this power. (Torment: Those others passing through these portals are exposed to the demon's Torment, they must make a Willpower test against the demon's Torment and if they fail they gain a temporary derangement.) Advanced Doorway to Darkness- Spend a Faith and make a Physical test against 7 traits retested with Awareness to use an existing portal to open into the dark lifeless space between the physical and spiritual worlds for one turn, it is a bleak, desolate mirror of the physical world wracked by howling winds, mortals who cross over lose one Willpower per turn they are there and once that is gone they gain a temporary derangement and take a bashing each turn after, demons can remain in this realm for a number of turns equal to their Faith score before they begin suffering ill effects and after that they begin suffering Bashing each turn as well, once shut the evocation must be performed again but can be done from either side if a demon is in this realm. (Torment: These demons risk losing focus and allowing some of the other side into this one, upon success they must they make a Willpower test against their Torment score, if it fails some of that realm seeps into the physical one and all mortals in the immediate area must make a Willpower check against 8 traits or else flee in abject terror, when they fail they must make a second simple test and should that fail they also gain a temporary derangement.)
Nedu, the Visage of Portals
Tall ethereal figures with long limbs and lean bodies wreathed in a veil of shifting shadow, their movement are fluid and soundless and their feet leave no impression or sign of their passing. When in darkness their eyes shine with a cold, blue light. Pass Without Trace: Gain a free retest on all Stealth checks and your passage does not disturb the surrounding environment anyway. Enhanced Perception: Gain a free retest on all Perception-elated tests. Increased Awareness: Gain a retest on all Awareness tests. Wings: A pair of swan's wings a third again as long as the demon is tall. Glide at up to three times their normal running speed per turn. (Torment: Living shadows, ebon and ephemeral. Their voices are like the keening of wind over jagged stones and their touch is colder than ice. Cloak of Shadows: Shrouded in a pall of darkness, they are difficult to see in light and nearly invisible at night. Gain a retest on all Stealth tests where you can stand in shadows or move in darkness and when you are attacked your opponent is subject to Blind Fighting rules. Multiple Eyes: 4-6 extra eyes, sprouting from your head and/or neck giving you 360 degree vision making it impossible for someone to sneak up on you and putting you up two traits on all sight-related perception tests. Improved Initiative: Up 5 traits when determining initiative. Enhanced Dodge: Gain a retest on all Dodge tests. Casts No Reflection: Image not reflected in mirrors, photographs, videos, etc.
Lore of Light
Basic Light- Make a Physical test against 7 traits retested with Science,, success illuminates 1 cubic yard plus one per Mental spent lasting a number of turns equal to the demon's Faith score with a silvery moon-like light, this can instead be concentrated into a single, unidirectional flash doing a number of Bashing to any who look into it equal to half the Mental traits rounded up but this lasts only one turn. (Torment: These demons fill an area with an inky darkness instead of light, they are unhindered but others are effectively blind.) Bend Light- Make a Physical test against 7 traits retested with Survival, each Mental they spend into this effect reduces the traits of perception tests toward the demon for the scene, this makes them effectively invisible to those who this brings down to zero traits, other demons can resist this thanks to their inherent abilities. (Torment: These demons distort light into crazed, eye-straining patterns, the Mentals spent now reduce traits on any tests for attacks directed against the demon, ranged or otherwise instead of perception tests.) Intermediate Phantasm- Make a mental test retested with Performance against difficulties depending on the level of illusion being created (5 for a single ghostly figure, 7 for a small scene, and so on up), then spending Mental traits to determine how many looped actions can be programmed into the illusion, it can persist up to a number of days equal to the demon’s Faith score, demons obviously have an innate ability to see through these illusions. (Torment: These demon’s illusions always have a disturbing undercurrent no matter how benign the scene, individuals viewing the scene must make a Willpower test against 8 traits and failure causes them to flee in abject fear.) Illusion- Spend a Faith and make a Mental test retested with Expression to make an illusion that seems real until touched, the difficulty is based on the complexity of the illusion (5 for a static object like a table, 7 for a mobile object like a thrown rock, 9 or more for living beings depending on the detail), then the demon must spend a number of Mental traits to test for actions or make changes to the illusion (test with these traits for anything you want the illusion to do and spend a trait whenever you need to modify the illusion, a failure on such a test however will cause the illusion to disappear), these illusions cannot speak, the demon must maintain line of sight with the illusion at all times or it will disappear and a number of illusions can be maintained equal to the demon’s Faith score, demons of course have a natural ability to resist illusions. (Torment: All their illusions are overtly unsettling, those who see it must test their Willpower against 9 traits or else flee in terror, upon failure a second simple test is made and failure causes a temporary derangement.) Advanced Coherent Light- Spend a Faith point and make a Mental test restested with Expression, the difficulty of this test is based on the complexity of the formed light (5 for a table, 7 for a dog, 9 for a human), then the demon must spend Mental traits to determine the light’s actions and to make later alterations (test with these traits for anything you want the illusion to doincluding physical actions and spend a trait whenever you need to modify the illusion), these formations cannot speak but can interact seamlessly with the physical world and the demon must maintain line of sight with it to maintain it, if the formation would suffer a single health level of damage it disappears, the demon can maintain a number of these formations and can maintain them for a number of turns equal to their Faith score, demons have a natural ability to see through these illusions. (Torment: These demon’s illusions can go out of control, the demon must test their Willpower against their Torment each turn and failure will cause the illusion to lash out destructively at their surroundings for that turn most often attacking the nearest living thing save for the demon themselves.)
Shamash, the Visage of Light
Their bodies are painted in patterns of shadow and pale, silvery light causing hypnotic images that draw the eye an beguile the senses, at times hinting at subtle flashes that reflect the demon’s inner thoughts. They are alluring, chimerical, deceptive, terrifying or achingly beautiful, often from moment to moment. Enhanced Mental Acuity: Gain a Cunning, Reflective, Alert and Insightful trait. Night Sight: Can see clearly in utter darkness. Chimerical Aura: Gain a retest on all Dodge tests except for those who can see through illusions. Unearthly Glamour: Gain a retest on all Manipulation-related tests except for those who can see through illusions. (Torment: Surrounded by chimerical forms that reflect demon’s hatred and despair, creating a horror show of monstrous apparitions that whirl and snap at one another in increasing ferocity depending on the being’s mood. Hypnotic Visions: Attackers must make a Mental test against the demon’s Torment and if they fail they cannot act until the end of the turn, other demons have an ability to resist these illusions. Dread Mien: Gain a retest on all Intimidation and Leadership tests. Chimerical Attack: The figures around the demon attack others engaged in close combat with the demon, they act on the demon’s initiative and go after a single target in close-combat range, attacks are tested with the demon’s Torment score and inflict 2 levels of Aggravated damage. Casts No Reflection: Image not reflected in mirrors, photographs, videos, etc.

Defiler Lores

Lore of Longing
Basic Read Emotion- On any one mortal at a time make a Mental test against 7 traits retested with Empathy and then spends number of Mental traits, these traits add to all Social challenges with the target for the scene or until another target is chosen, this is not a form of mind reading but rather a supernatural sense of body language and expressions. (Torment: When targeted by these demons mortal’s behavior starts to change, their dark natures being brought out, they must test their Willpower against the demon’s Torment, if they fail they are driven to act on their darkest desires for a number of days equal to the demon’s Faith score.) Empathetic Response- Make a Social challenge against the subject’s Mentals retested with Empathy, if successful the demon falls into natural actions that convey trust and empathy to the target, the target will act with complete trust toward the demon fllowing reasonable requests without question, this can only be used on one target at a time and lasts for the scene. (Torment: These demons inspire fear instead of affection, if successful the target is intimidated by the demon taking no actions against them and leaves the area if possible, gain a free retest on all Intimidation tests that are required.) Intermediate Manipulate Senses- Touching the target make a Mental test against 7 traits retested with Intuition, each Mental spent by the demon adds a trait to all Perception tests made by the target for a number of turns equal to the demon’s Faith score but also adds to all wound penalties suffered by the character, demons can resist this by testing their Willpower against 7 traits, after the effects wear off the target must make a Willpower test against 7 traits and if they fail the number of bonus traits they got now becomes a penalty to Perception tests for the rest of the scene, this effect is stimulating and potentially addictive. (Torment: These demons inflict searing agony and warp the awareness of their targets, the traits take away from Perception tests of the target for a number of turns equal to the demon’s Faith score.) Obsession- The demon must know at least one of the target’s inner-most desires or long held interests and be within a number of yards equal to the demon’s Faith score to the target, make a Social challenge retested with Empathy, the subject becomes fixated on the chosen desire knowing no peace unless taking reasonable steps to make their desires reality, they must make a Willpower test against 7 traits to take any actions away from their obsession or may spend a Willpower to ignore it for 10 minutes, they cannot eat or sleep until their desire is fulfilled, this lasts a number of days equal to the demon’s Faith score or until the desire is attained. (Torment: These demons make their targets psychotically obsessive, removing inhibitions and exaggerating the victims need to the point of physical pain, the victim will now take destructive or dangerous actions to fulfill their desire, failing to do so gives a one trait penalty to all tests every hour until they can make constructive effort toward their goal.) Advanced Inspire- Spend a Faith and make a Mental test against 7 traits retested with Medicine, Mentals can then be spent to add to the target’s Mental or Social attributes (up to three traits can be spent this way for each point of the demon’s Faith score and this can go well above the target’s normal maximums), this inspired height of mental or social acuity can have a hard fall as it wears off, the target must then make a Willpower test against 7 traits or else lose a permanent Willpower. (Torment: These demon’s push their targets to mad dness in their genius, a temporary derangement is caused to the target and failure of the Willpower test makes it permanent.)
Ishhara, the Visage of Longing
Visions of beauty over all other angels with golden hair and perfectly sculpted features, they are the romantic ideal spoken of in mortal poetry and prose, and their honeyed voices melt even the hardest hearts. Enhanced Social Traits: Gain a trait of Alluring, Charismatic, Gorgeous, Beguiling and Seductive. Lyrical Voice: Gain a retest on all Leadership and Subterfuge tests. Enhanced Senses: Gain a retest on all Perception-related tests. Enhanced Intuition: Gain a retest on all Intuition tests. (Torment: Retaining their dazzling beauty but darkened by malice that darkens their eyes and deepens their voices. What was once inspirational is now a siren’s call to drag mortals to ruin. Claws: Do a level of Aggravated damage. Venom: Administered by claws or kiss it does a number of Bashing equal to half the demon’s Torment rounded down, this can only be used a number of times equal to their Faith per scene. Extra Limbs: They grow a second set of arms or a set of tentacles. These allow for a free defensive action in melee/brawl combat or up to two additional attack actions each following the decreasing order of offhand actions (so for all four to be used -4, -5, -6, -7 traits or with Ambidexterity -0, -1, -2, -3 traits). Casts No Reflection: Image not reflected in mirrors, photographs, videos, etc.
Lore of Storms
Summon Water- Make a Physical test against 7 traits retested with Survival, spend a variable number of Physical traits depending on the quantity of water needed, (1 for a thick fog decreasing sight-related perception tests by 4, 2 to douse the area with a sudden shower, 3 for a raging torrent of water, 4 or more for a raging flood), it needs to come from an existing source of water within the demon’s Faith score in yards, those caught in a flood can be drowned and knocked over if they fail a Physical test against 8 traits retested with Athletics, this lasts for a number of turns equal to the demon’s Faith score. (Torment: This water becomes slimy and foul spreading sickness and disease, those exposed to it for more than a turn must make a Physical test against the demon’s Torment or else become sick within days or weeks, the level of Torment determines the virulence of the sickness, physically effecting and lethal diseases don’t occur until it is 7 or above.) Water Form- Make a Physical test against 7 traits retested with Medicine, the demon transforms into water (liquid or mist), cloths and possessions are left behind and the demon can go anywhere water or air can, the demon is immune to damage but also cannot inflict any and it lasts a number of turns equal to it’s Faith score. (Torment: Polluted by it’s Torment this form causes chemical burns doing a Lethal on contact.) Intermediate Manipulate Weather- Make a Mental test against 7 traits retested with Science, a number of Physical traits spent determines the level of control the demon has, the demon can manipulate existing weather patterns to pull them in or push them away (1 trait needed for a minor rain storm, 2 for a thunderstorm, 3 for a major storm and 4 or more for more powerful phenomenon like tornados or hurricanes), alternately the demon can raise or lover the temperature by a degree per trait spent, this affects an area of the demon’s Faith in miles, this power does not create new weather. (Torment: These demons actually increase the intensity of the weather by a degree based on the traits spent, turning a shower into a tornado or a flurry into a blizzard.) Command Storm- Spend a Faith and make a Mental test retested with Science, test against traits based on the environment and the type of weather to be created (A thunderstorm near an ocean is 5 but in the Arizona dessert it would be 9, banishing existing patterns is 7), Physical traits are spent to determine the strength of the weather that can be created or banished (1 for a rainshower or flurry while 4 or more are needed for a tornado or massive hurricane), this effects a radius of the demon’s Faith in miles, once summoned or banished normal weather patterns take effect allowing the storm to dissipate normally or return if the season calls for it unless affected by additional evocations. (Torment: These demons’ effect are always inimical, storms bring damaing wind/hail/lightning and even clear skies can invoke extreme temperature changes or suffocating humidity.) Advanced Invoke the Storm- Spend a Faith and make a Physical test retested with Survival, this is against traits based on the environment (5 for a stormy day while it’d be 9 for an air-conditioned office), Mental traits are then spent to determine the control the demon has over the personal storm created, to knock people down or blow open doors/windows they are used as traits in tests, calling down lightning the demon must test these against 9 traits (damage done by the lightning is half the demon’s Torment rounded down in Lethal with a minimum of 1), this can be held tight around the demon or spread to a number of yards equal to the demon’s Faith, it also lasts a number of turns equal to Faith unless banished. (Torment: These storms lash out indiscriminantly, each turn make a hard test and if successful it will strike someone of the ST’s choosing within the radius with a bolt of lightning, furthermore anyone within the radius is down 2 traits on all tests for the buffeting winds.)
Adad, the Visage of the Storms
Statuesque figures with skin that glistens like opal and their dark hair tinged with the deep green of the ocean depths. Blue flickers of ball lightening writh and dance across their bodies, forming an angry nimbus surrounding their head and shoulders when their fury is aroused. Weather Sense: The demon can always intuitively sense changes in the weather up to ten times their Faith score in miles away. Immune to Electricity: As stated. Improved Initiative: Up 5 traits when determining initiative. Schocking Touch: Once per scene the demon can inflict a number of Bashing equal to their Faith with a touch. Torment: Develop a rough, gray hide and triple row of razor-edged teeth. Their eyes are featureless black orbs, devoid of warmth or compassion. Teeth: Deal a level of Aggravated damage. Spines: A long ruff of spines runs down the demon’s back and along the back of their arms. In unarmed combat they inflict an additional level of Aggravated damage. Shark Hide: Like an armor provides 2 additional Healthy levels. Ink Cloud: An indigo ink that hangs in the air and blinds foes, those within a number of feet equal to the demon’s Faith score are blinded for a number of turns equal to their Torment unless they make a successful Physical test against 8 traits. The ink itself lingers for a number of turns equal to the demon’s Torment and victims are subject to Blind Fighting rules.
Lore of Transfiguration
Mimic- Must spend at least one hour in close company with the target individual, the target can be mimicked exactly, anyone who has never met the target will automatically believe the demon is them, otherwise the demon can make Social challenges retested with Performance against other’s Mentals retested with Alertness, this lasts for a number of turns equal to the demon’s Faith score, there is no illusion here as the demon’s actual body changes of mannerisms and vocal patterns. (Torment: With Torment bleeding through this unsettles those who see the demon causing discomfort and paranoia, they must make a Willpower test against the demon’s Torment. If they fail the immediately flee the demon’s presence. Alter Appearance- Make a Social test against 7 traits retested with Subterfuge, each Social spent after success allows the demon to make one cosmetic change (eye color, hair color, skin color, scars), they remain for a number of turns equal to the demon’s Faith or can be made permanent with a Willpower, a target other than the demon must be touched to be affected, this is not an illusion but rather actual changes of the body. (Torment: These demon’s Torment can cause disturbing deformities, each time it is used make a Willpower test against their Torment, failure garners them an unsettling deformity that puts them down 2 traits on all Social tests.) Intermediate Alter Shape- Make a Social test against 7 traits retested with Subterfuge, one of your own features can be altered per Social spent (height, weight, shoulder width and girth), these last for a number of turns equal to the demon’s Faith or made permanent with a Willpower, again there is no illusion at work here. (Torment: Again each use of this requires a Willpower test against the demon’s Torment and failure causes a deformity, these are crippling taking away one Attribute trait for the duration of the effect (cannot be refreshed). Doppelganger- Spend a Faith and make a Social challenge retested with Empathy against the target, success allows the demon to take on the physical form/voice/mannerisms of the person the victim expects to see within the context of the scene, the demon can dig into the target’s memories to take on a more specific form of someone they have strong feelings for with a 2 trait penalty on the test, this can also be used on a group of individuals with a 3 trait penalty, this lasts a number of turns equal to the demon’s Faith score unless dismissed, again this is not an illusion but physical changes. (Torment: This version of the expected individual is dark and sinister, gain 2 bonus traits on all Social tests against the target as as innapropriate feelings or urges that the onlooker has toward the demon may be indulged.) Advanced Shapechange- Spend a Faith and make a Mental test (against 7 traits on self or touched willing subject and contested for another touched unwilling subject who can retest with Willpower) retested with Medicine, upon success the demon can change their or the subject’s form to anything the demon wishes, if the demon wishes to change a target to their own desires rather than the demon’s wishes the difficulty is raised by 2 traits, by spending Mental traits you can increase or decrease Appearance traits (limited to five in either direction and cannot be reduced below zero), this lasts a number of turns equal to the demon’s Faith score and made permanent with a Willpower, there is no illusion here, all changes are physical. (Torment: These demons risk forming their Torment instead of their will, if successful test Willpower against the demon’s Torment, upon failure the subject becomes a hideous monster, mortals who witness it must test their Willpower against 8 traits or else run in terror, upon failure they must make a simple test and failure garners them a temporary derangement.)
Mammetum, the Visage of Transfiguration
Luminescent figures devoid of identifying feature or expression, haunting in their silence and deliberate grace. Their entire body is a mirror reflecting the moods and thoughts of those around them, shifting like quicksilver amid a riot of conflicting feelings and expressions. Enhanced Empathy: Gain a retest on all Empathy tests. Casts No Reflection: Image not reflected in mirrors, photographs, videos, etc. Pass Without Trace: Gain a free retest on all Stealth checks and your passage does not disturb the surrounding environment in any way. Improved Dexterity: Gain a retest on all dexterity-related Physical tests. (Torment: Losing their luminescence they reflect their pain and hatred in a series of horrific visions of the Abyss. They are a walking panorama of tortured spirits clawing silently at the wall separating them from the physical world. Claws/Teeth: Deal a level of Aggravated damage. Improved Initiative: Up 5 traits when determining initiative. Venom: Coated on teeth and claws administered so long as the demon does at least one level of damage to the target with them, the target must make a Physical test against 7 traits every turn after for a number of turns equal to the demon’s Torment, failure inflicts a level of Lethal damage. Extra Actions: Faith can be spent for extra actions at the beginning of turns, these happen on consecutive initiatives after that of the demon’s first action.

Devourer Lores

Lore of the Beast
Summon Animals- Make a Mental test against 6 traits retested with Animal Ken, gain a detailed sense of the varied animal life in the area (insects to mammals) with a radius of the demon’s Faith scores in miles, the demon can summon a animal of one type with this knowledge up to a number of Mentals spent (or sqare yards of a swarmed insect), they flock to the demon’s side as quickly as possible and circle protectively attacking anyone who threatens the demon for the duration of the scene. (Torment: These demons can summon only carnivorous animals sending them into a murderous frenzy, a Willpower test against the demon’s Torment must be made every turn to keep control of them or they attack the nearest human or demon (including the summoner) for that turn.) Command Animals- Mak a Social test against 7 traits retested with Animal Ken, spend a number of Mental equal to the number of animals you wish to control, the animals must already be in the demon’s presence, this enhances the animal’s intelligence as well and commands are sent mentally, this lasts for a day. (Torment: These demons can command only carnivorous animals and they become murderously aggressive, unless in the demon’s presence they attack any mortal or demon they encounter if they fail a Mental test against 7 traits.) Intermediate Possess Animals- Make a Mental test against 7 traits retested with Animal Ken, the demon can possess a number of animals equal to a number of Physicals he spends (should this exceed the demon’s Willpower the demon’s body falls to a comatose state, otherwise the demon can operate at half their normal attributes rounded up), they can be controlled up to a number of miles equal to the demon’s Faith and for the same number of turns. (Torment: These can only possess carnivores and make a Willpower test against their Torment each turn or succumb to the animal’s feral instincts for the duration, when the demon fails they must make a second simple test the failure of which will end the possession sending them back into their body and gaining them a Feral or other appropriate Negative trait given by the ST as they become more like the animals they just possessed.) Animal Form- Taste the flesh of any animal and spend a Faith, make a Physical test against 7 traits retested with Animal Ken, the demon takes one turn to turn into that animal staying in that form for the scene or until ended. (Torment: These demons must make a Willpower test against their own Torment each turn or else the character succumbs to the instincts of the animal form the demon assumed and is under ST control until the evocation expires.) Advanced Create Chimera- Spend a Faith and make a Mental test against 7 traits retested with Animal Ken, each Mental spent allows you to add a specific trait or alter a specific feature of the animal’s form, the laws of physics and the conservation of mass do not apply, too many changes too fast can put a tremendous strain on the animal’s psyche, add the total number of changes to the demon’s Torment and test Willpower against it, failure means the animal become dangerously unstable (exact behavior determined by the ST), the effects of this evocation last a number of days equal to the demon’s Faith score or made permanent by spending a Willpower. (Torment: These demons infuse their Torment into their creations, creating pain-maddened murderous beasts. They are automatically deranged and rabid beasts that exist only to kill and maim the living.)
Zaltu, the Visage of the Beast
The angels of the hunt are fearsome in their strength and majesty, stalking invisibly through the darkness with the panther-like strength and supple grace. The physical appearances of these fallen are many and varied, but most are powerfully muscled and covered in a pelt of fur, with large, golden eyes that glow like coals in the moonlight. They speak in low, liquid rumble, and their howls chill the blood for miles when they hunt. Increased Size: Gain a trait of Brawny, Wiry, Graceful, Lithe and Rugged Enhanced Senses: Senses enhanced to super human levels, gain a retest on all perception-related Mental tests. Claws/Teeth: Deal a level of Aggravated damage. Extra Actions: Faith can be spent for extra actions at the beginning of turns, these happen on consecutive initiatives after that of the demon’s first action. (Torment: They look emaciated and diseased, their fur missing in patches or matted with filth or blood. Flecks of foam drip from their gaping jaws, and their skin thickens into a tough hide of gristle and nerveless flesh. Thick Hide: Gain two additional Healthy levels. Gaping Maw: Bite does 2 Aggravated levels and they can digest anything they can get their teeth on (metal, stone, flesh). Extra Limbs: Can grow a second set of arms and a prehensile tail at the players discretion. The arms allow for a free defensive action in melee/brawl combat or up to two additional attack actions each following the decreasing order of offhand actions (so for all four to be used -4, -5, -6, -7 traits or with Ambidexterity -0, -1, -2, -3 traits). The tail is half the character's height and half their Physical traits *rounded down* allowing them to do things like lift objects and hang suspended.) Chameleon Skin: Shifts with their surroundings putting them up 2 traits on all Stealth checks (4 if standing still).
Lore of the Wild
Basic Wilderness Sense- Make a Mental test against 7 traits retested with Survival, gain a complete mental map of your surroundings along with approximate locations of animals and people, this works normally in wilderness areas but can work in urban areas against 9 traits, demons can resist being detected by making a Willpower test against 7 traits, the area covered is miles equal to your Faith score. (Torment: These demons transmit their murderous nature to the surrounding area, the flora and fauna react inimically to human trespassers, animals becoming aggressive and attack them.) Quicken Growth- Make a Physical test against 7 traits retested with Survival, then spend a number of Physical traits to determine the amount of growth you can create within a single turn, these traits determine how much structural damage vines can do or the like, objects caught within the growth radius are swallowed up, this continues for a number of rounds equal to traits spent. (Torment: When these demons cause plants to grow they entwine any living beings within reach to strangle or rip them apart, the plants use the demon’s Willpower to make grapple attempts, if successful they will do half the demon’s Torment rounded down in Lethal damage.) Intermediate Command the Wild- Make a Mental test against 7 traits retested with Survival, you can affect a number of plants up to your Faith score, spend Physical traits to determine the number of cubic yards the plant’s growth can take in any direction or configuration of the demon’s choosing, the traits also are used to determine feats of strength the plants can perform when formed into practical structures. (Torment: The demon’s plants become inimical to flesh and blood, sprouting needle-like thorns and poisonous sap, anyone moving through that area must make a Physical test against the demon’s Torment each turn or take a level of Lethal damage.) Possess Plant- Spend a Faih and make a Physical test against 7 traits retested with Survival, this allows control of a plant for every Mental trait spent, the plants affected by this must be rooted in place but can perform any other action within the limits of their physical composition and size, the effects last for the scene and their Physical traits are based on the demon’s Willpower plus the Mental traits spent (Torment: Each plant possessed by this demon suffer a level of damage each turn, assume each one has one health level per cubic foot of volume, once consumed it leaves a dead lifeless husk.) Advanced Mutate Plant- Spend a Faith and make a Mental test against 7 traits retested with Survival, each Mental trait spent allows a trait of a plant to be altered (metabolism, bark, thorns, sap), this can be extended over multiple days (with only one test/expenditure per day), these changes last for a number of days equal to the demon’s Faith score unless made permanent with a Willpower. (Torment: Plants made by this demon have a taste for blood, the demon must make a Willpower test against their Torment or else the plant mutates spontaneously with a natural weapon to kill or feed on living beings including the demon, the plant will act accordingly for the duration.)
Ninurtu, the Visage of the Wild
Look like an amalgam of the flora that thrive beneath their aegis, skin covered in a thin deer-like pelt and often possess hooves instead of feet. Powerfully-muscled bodies, eyes that change colors with the seasons ranging from pale gray to deep summer green. Enhanced Senses: Senses enhanced to super human levels, gain a retest on all perception-related Mental tests. Chameleon Skin: Shifts with their surroundings putting them up 2 traits on all Stealth checks (4 if standing still). Pass Without Trace: Gain a free retest on all Stealth checks and your passage does not disturb the surrounding environment in any way. Extra Health Levels: Three extra Bruised levels. (Torment: A darker hue and eyes take on the color of the silver moon, much larger with a forbidding menace of the deep forest or the high mountains. Thorns: Shoulders, chest and arms covered with needle-sharp, black thorns that inflict one level of Aggravated damage to any attacker who successfully strikes or grapples the demon in unarmed combat. Increased Size: Gain a Brutal, two Lithe and a Steady trait. Extra Limbs: Can grow a prehensile tail that is half the character's height and half their Physical traits *rounded down* allowing them to do things like lift objects and hang suspended.) Venom: Intoxicating venom that affects the victim’s will and when delivered through an open wound or kiss the victim must make a Stamina test against the demon’s Torment or else lose a Willpower trait for a number of turns equal to the demon’s Torment, should the victim lose all their Willpower this way they fall into a death-like coma, the lost Willpower or the coma last a number of days equal to the demon’s Torment.)
Lore of the Flesh
Basic Body Control- Make a Mental test retested with Medicine, the difficulty is based on the metabolic change (5 for purging fatigue poisons, 7 for clearing out alcohol, 9 for a death-like coma), to perform this on another the demon much touch them and if the target is unwilling the test becomes a contested Mental challenge, this lasts for a scene but any individual toxin can be removed permanently with a Willpower. (Torment: These demons put a terrible strain on the target, each point of the demon’s Torment over Willpower of the target is taken as Bashing damage.) Manipulate Nerves- Make a Mental test retested by Medicine, the difficulty is determined by the complexity of the intended effect (5 for reducing pain, 7 for increasing the speed of reflexes, 9 for sharpening/dulling senses), each Mental trait spent increases or decreases traits/penalties affected by the evocation, this lasts for the scene and to affect a target other than themselves the demon must make physical contact, if the target is unwilling it becomes a contested Mental challenge. (Torment: This demon inflicts sever physical damage, each trait spent on this in excessof the target’s Willpower is suffered as lethal damage.) Intermediate Manipulate Flesh- Make a Mental test against 7 traits retested with Medicine, each Mental or Physical trait spent adds to the target’s Physical or Mental traits (do not have to be direct conversions so a demon who uses this on themselves can move Mental traits to Physical and visa versa), this is a shock to the system however so every trait spent on this over the target’s Willpower deals them a Bashing damage as well, performing this on another person requires touch and an unwilling subject makes this a contested Mental challenge. (Torment: This alters flesh and bone without reguard to the subject’s frailties, if performed on another the subject needs to make a Willpower test against the demon’s Torment and failure causes a temporary derangement that makes them uncontrollably paranoid and prone to violence. Restore Flesh- Spend a Faith and make a Mental test against 7 traits retested with Medicine, each Physical trait spent heals a level of Lethal or all Bashing damage, lost limbs/organs are restored completely and illness/poison is purged from the body, touch is required to affect another target. (Torment: Those healed by these demons must test their Willpower against 7 traits, if successful they get a temporary derangement, if they fail the derangement is permanent, upon failure a second simple test is made and if that is failed it becomes a soulless/mindless killing machine.) Advanced Shape Flesh- Spend a Faith and make a Physical challenge retested with Medicine against the target’s Mentals, this can form flesh into any shape and relavent physical capabilities the demon wishes, this is determined fbeofre starting and the ST determines how many Mental traits the demon must spend to accomplish it, the test is extended testing and spending traits once each day until the goal is reached, each trait generally coincides with a changed trait or feature of the target, once done this lasts a number of days equal to the demon’s Faith score or can be made permanent by spending a Willpower, subjects other than the demon themself require touch. (Torment: Warped by Torment these demon’s creations are walking nightmares, the victim gains a temporary derangement and takes a Lethal every day for the terrible strain on their bodies, mortals who see this monster are subjected to Revalations.)
Aruru, the Visage of Flesh
Idealized versions of their human bodies, removing all blemishes/deformities/ and refining their original features to perfection, this can be just an alien seeming as any angel. Enhanced Social Traits: Gain a Eloquent, Beguiling, and two Gorgeous traits. Immune to Poisons: As stated, no damage or impairment. Improved Initiative: Up 5 traits when determining initiative. Casts No Reflection: Image not reflected in mirrors, photographs, videos, etc. (Torment: They become a swollen mound of undulating flesh with bone, muscle and organs roiling and shifting from moment to moment without the demon’s conscious control. Extra Health Levels: Gain three extra Bruised levels. Armor: Gain four Healthy levels from the mounds of gristle and flesh. Gaping Maw: Gaping Maw: Bite does 2 Aggravated levels with a free retest on all bite attacks and they can digest anything they can get their teeth on (metal, stone, flesh). Regeneration: Regenerates 1 Bashing or Lethal level of damage per turn automatically.

Slayer Lores

Lore of Death
Basic Read Fate- Make a Mental test against 7 traits retested with Awareness, looking into a body’s eyes you gain a picture of the moment of the body’s death, additional Mentals can be spent to get more detail with each one (1 minutes, 2 hours, 3 days), they also provide broader context around the death. (Torment: These demons can only use this if the body died a violent death.) Decay- Touch the intended target and make a Physical test retested with Medicine (against 7 traits for flesh or wood, 9 for plastic, 11 for metal and 13 for stone), each Physical spent inflicts a level of Aggravated damge to an inanimate object and every two will inflict a level of Lethal to a living target, when done to a dead body each one removes 2 remaining Physical traits and when all are gone it is reduced to dust, similarly inanimate objects are reduced to their component parts with each trait decaying a cubic foot of material. (Torment: These demons affect everything in an area rather than a single target, everything with a radius Faith score in yards.) Intermediate Visions of Mortality- Make a Social challenge retested with Intuition against the target, success causes the target to abandon their actions and flee from the demon, the target must be with the demon’s Faith score in yards, if the target succeeds it cannot be used on them again that scene. (Torment: These demons affect all within range.) Extinguish Life- Touch the target, spend a Faith and make a Physical test against 7 traits retested with Awareness, the strength is sapped from the target, spend a variable number of Physical traits, if twice the target’s Willpower is spent they automatically die, if it is less each acts as a Bashing damage, if this is against another Demon and it is twice their Willpower they are dealt half as many Aggravated damage (rounded up) where less still inflicts Bashing. (Torment: These demons do not need to touch their targets, it affects every living being within the demon’s Faith in yards.) Advanced Unlife- Spend a Faith and make a Physical test against 7 traits retested with Medicine, a soulless and unliving creature completely under the demon’s control with 2 Physical traits, each Mental spent into this evocation will add more Physical traits to the creature, they suffer no wound penalties and do not lose attributes, they must suffer no less than 10 wound levels before they are destroyed, mindless automitons acting solely on the demon’s will and each time the demon wants them to do something they must make a Willpower test against 7 traits (controlling multiple creatures requires Willpower traits to be divided among tests for multiple instructions), failing causes the creature to continue on with it’s previous instructions, spending a Willpower allows a rote set of instruction to be programmed however once other instructions are given these are lost, they can raise and control a number of these creatures per point of Faith at a time and the bodies must be within Faith in yards to be raised, this lasts for a scene or can be made permanent with a Willpower, a minion that has been destroyed cannot be raised again, disembodied demons can possess these animated corpses with the demon’s permission or by beating them in a Willpower challenge however the body remains an undead corpse in appearance/smell/physical limitations. (Torment: These demon infuse their creatures with an unnatural craving for violence and flesh eating, if not programmed with a rote set of instructions these creatures go into a violent frenzy unless the creator makes a successful Willpower test against 8 traits each turn, this test is in addition to any to impose commandments from action to action and if they do go into a frenzy the demon is just as likely a target.)
Namtar, the Visage of Death
Shadowy figures wreathed intendrils of ghostly mist that shift and writh from moment to moment, occasionally reflecting the angel’s thoughts in strange, symbolic forms. A pall of silence follows them and their feet never seem to touch the ground. Their skin is as pale as alabaster and their faces are constantly hidden in deep shadow. Wings: Raven’s wings that are a third again as long as the demon is tall letting you glide at up to three times their running speed per turn. Improved Initiative: Up 5 traits when determining initiative. Pass Without Trace: Gain a free retest on all Stealth checks and your passage does not disturb the surrounding environment in any way. Casts No Reflection: Image not reflected in mirrors, photographs, videos, etc. (Torment: Cold aura of death surrounds them indiscriminately draining the life from everything around them. But otherwise they look the same. Cloak of Shadows: Shrouded in a pall of darkness, they are difficult to see in light and nearly invisible at night. Gain a retest on all Stealth tests where you can stand in shadows or move in darkness and when you are attacked your opponent is subject to Blind Fighting rules. Death-grip: The demon can cling to life past the point of human endurance, even if the body suffers 8 levels of Aggravated/Lethal damage the demon can make a Willpower test against 7 traits to simply go into a coma until the next dawn, at this time they rise again with one Health level and one less Faith point. Aura of Entropy: Plants wilt and living beings feel the life sapped from them in the demon’s presence. Mortals and other demons within the demon’s Faith in yards lose a Physical or Mental trait every turn unless they make a Physical test against 5 traits, the effects last for the scene. Damage Resistance: Can ignore wound penalties while in this form.
Lore of Spirit
Basic Speak with the Dead- Make a Social challenge against a spirit retested with Awareness, if the demon succeeds the spirit must answer them truthfully, this affects any spirit within the sound of the demon’s voice and it last for a number of turns equal to the demon’s Faith. (Torment: Afterward the spirit becomes inimical to living beings, they become restless and hostile for a number of days equal to the demon’s Torment unless they can succeed at a Willpower test against 9 traits.) Summon the Dead- Make a Social test against 7 traits retested with Leadership, each Social spent can summon one spirit within the demon’s Faith score in 10s of square yards, these spirits are drawn to the demon’s presence immediately and remain for the scene or until dismissed, any spirit with more Willpower than the demon or such entities as Ferrymen and Death Lords can contest this turning it into a Social challenge against them, if they win then no spirits are summoned (so the demon should be prudent about what they summon). (Torment: Beings summoned in this way become inherently hostile to living beings for a number of days equal to the demon’s Torment if they fail a Willpower test against 9 traits.) Intermediate Command the Dead- Make a Social challenge against the spirit retested with Leadership (affects any spirit that can hear the demon’s voice), if the demon succeeds the spirit must follow the command to the best of their ability, this lasts a number of turns equal to the demon’s Faith score. (Torment: The demon maddens the spirits, making them violent lashing out at the living, after the effect is over the spirit must make a Willpower test against 8 traits, if successful the spirit must spend a number of mentals equal to the turns they were under control, otherwise (or if failed) they become malevolent and hostile toward the living for a number of days equal to the demon’s Torment.) Anchor the Soul- Spend a Faith and make a Physical challenge against the disembodied soul or demon retested with Awareness, certain items being used give the demon bonuses (0 from plastic or high-tech items, +1 trait from natural objects like wood/glass/bone, +2 from precious metals or crystals or gems, +3 from items close to the person in life), once anchored the spirit cannot interact with the outside world unless properly attuned (as noted in Lore of the Forge), anchored demons can still use their inherent powers and Lores, this lasts a number of days equal to the demon’s Faith score or made permanent by spending a Willpower, the spirit is freed immediately if the anchor is destroyed. (Torment: These spirits are anchored in a shroud of suffocating darkness akin to the Abyss, their torment and madness fills the air around the object putting all who touch or carry it down two traits on all tests.) Advanced Restore the Dead- Spend a Faith and make a Physical test against 7 traits retested with Awareness, the soul to be restored must be in the vicinity and the demon must be touching the body, the body must have died within 48 hours and if successful the body is healed of all injuries and the soul is restored to a living state within, the Physical traits are those the body had in life and the Mental/Social traits are those of the spirit, this last for a number of days equal to the character’s Faith or made permanent by spending a permanent point of Willpower, demon spirits can be placed into bodies through this evocation. (Torment: When these demons place a soul into a body they tend to twist it, the spirit must make a Willpower test against the demon’s Torment, if they succeed they only get a temporary derangement, if they fail it is permanent and when they fail they must make a second simple test, failure of this will turn the person into a frenzied monster that attacks the living until destroyed, when done to a demon success brings their Torment up to one below the demon using the power, failure makes them equal and the second failure will make it one above.)
Nergal, the Visage of the Spirit
Pale, serene figures reminiscent of the images of human saints, beautiful, silent and remote. They move without noise or effort, seeming to glide along the ground and only their eyes, colored in shifting patterns of gray and black, hint at the bleak world beyond the mortal realm. Ghost Sight: See into the Shadowlands with a Mental test against 5 traits. Enhanced Social Traits: Gain a Eloquent, Dignified, Commanding and Magnetic trait. Pass Without Trace: Gain a free retest on all Stealth checks and your passage does not disturb the surrounding environment in any way. Wings: Raven’s wings that are a third again as long as the demon is tall letting you glide at up to three times their running speed per turn. (Torment: Stained with blood of the dead, their alabaster skin streaked with lines of crimson and black. Eyes are orbs of clotted blood, and when they speak, their voices howl like the spirits of the damned. Cloak of Shadows: Shrouded in a pall of darkness, they are difficult to see in light and nearly invisible at night. Gain a retest on all Stealth tests where you can stand in shadows or move in darkness and when you are attacked your opponent is subject to Blind Fighting rules. Howl of the Damned: Gain a retest on all Intimidation tests. Aura of Dread: Targets with in a number of yards equal to their Faith score must make a Willpower test against the demon’s Torment or else lose their normal initiative this turn, they go last for each turn they lose that test. Damage Resistance: So long as the demon is in this form they can ignore all wound penalties.
Lore of the Realms
Basic Sense the Barrier- Make a Mental test against 6 traits retested with Awareness, if successful the demon can sense the strength of the Shroud in an area of Faith in 10 square yards, they can zero in on unusual strengths or weaknesses in the barrier. (Torment: These demons can sense only where the barrier is weak.) Step Beyond the Veil- Make a Physical test against the strength of the Shroud wherever the demon is retested with Awareness, when there the demon can fly with the speed of thought making a Physical test against 6 traits and spending a Mental trait for each mile they want to cover per turn (lasting until the demon arrives at their destination or otherwise stops), once at the demons destination they can can instantly cross back to the living realm if they wish, while there they can be effected by the other things that exist there such as the Maelstroms/tempest/Wraiths/Specters/etc, being hurt there takes away Willpower instead of Health levels and when it is all gone they are ripped from their mortal bodies which return to the Skinlands and the demon must fight the Abyss. (Torment: For a number of days equal to this demon’s Torment the location of their scrossings leaves a seam that draws spirits to it and makes for temporary but intense hauntings.) Intermediate Ghostwalk- Make a Physical test against the strength of the Shroud wherever the demon is retested with Awareness, if successful the demon exists on both sides of the Shroud at once becoming a hazy, insubstantial form, able to see and bee seen by individuals on both sides, pass through objects without harm but be able to interact with one side or the other with a Willpower test against 8 traits, this evocation lasts for a number of turns equal to the demon’s Faith score. (Torment: These demons cause effects from the spirit world to leak into the physical world, causing wild and unpredictable spirit manifestations and hauntings.) Reach Across the Barrier- Spend a Faith and make a Physical test against the strength of the Shroud and retested with Awareness, if successful the demon can see into and reach across the Shroud, this allows them to place or remove any item that can be easily lifted with one or two hands, mortals and demons cannot be moved across in this way, reguardless of where the item comes from it is just as physical and usable on the side it is left on. (Torment: Again these demons cause the spirit realm to leak into the physical one, after use the demon must test their Willpower against their Torment, failure automatically forces all mortals in the immediate area to make a Willpower test against 8 traits or else flee in terror, all mortals who fail must make a second simple test and failure causes a temporary derangement.) Advanced Pierce the Barrier- Spend a Faith and make a Physical test against the strength of the Shroud retested with Awareness, if successful the demon can create a doorway into the Shadowlands they they or any other demons can pass through (up to a number of other demons per Mental traits spent on the doorway), living mortals and Thralls cannot pass, non-Slayers are at a distinctive disadvantage being more susceptible to the Maelstrom and without this Lore cannot travel with any swiftness through the realm and their attributes are halved (rounded up), these other demons also lose a Willpower each day they stay there and when exhausted they become catatonic losing one Physical trait each day thereafter, once gone the mortal body dies and the demon is drawn back toward the Abyss, the doorway only lasts one turn and is one way (spirits cannot usually use it to enter the living world). (Torment: These demons let the spirit world into this one, drawing spirits and causing horrible manifestations to linger for a number of days equal to the demon’s Torment.)
Ereshkigal, the Visage of the Realms
Shadowy figures whose features are hidden in perpetual darkness. The air itself seems to wrap around them like a robe of night, conjuring images of the cowled ferrymen of human myth. Their hands are white and bony, like a skeleton’s, and they move without effort and sound. Dead Reckoning: Always aware of where they are in relation to known landmarks, no matter how far away. Can never lose their sense of direction unless affected by spatially distorting powers. Pass Without Trace: Gain a free retest on all Stealth checks and your passage does not disturb the surrounding environment in any way. Increased Awareness: Gain a retest on all Awareness tests. Conjure from Nothing: Capable of supernatural slights of hand making things appear and disappear from their hand with a Physical test against 6 traits retested with Athletics, these things still come from and go to places close at hand like pockets or jackets. (Torment: Walking portals to the land of the dead, exuding an aura of loss and despair that chills mortal hearts and their voices are bleak and sepulchral, their eyeless stare giving the boldest heart pause. Cloak of Shadows: Shrouded in a pall of darkness, they are difficult to see in light and nearly invisible at night. Gain a retest on all Stealth tests where you can stand in shadows or move in darkness and when you are attacked your opponent is subject to Blind Fighting rules. Relentless: Needs no rest running or walking, so long as they stay in motion they are unaffected by fatigue or hunger. Voice of the Grave: Gain a retest on all Intimidation tests. Dread Gaze: Anyone who meets this demon’s gaze and fail a Willpower test against 7 traits must forfeit their actions for that turn.

Manifesting Abilities from other Lores

When you have fully mastered your Primary Lore you may manifest abilities from the Forms of other Lores that you have learned (a number up to the level you have achieved in that Lore). You are essentially swapping abilities as your total can never exceed eight and normal/high-Torment abilities always remain thus. These can be exchanged one at a time in one of two ways: 1) By making a Faith test against 7 traits or 2)Spending a point of Faith.

Relic Creation

Relic Creation These rules replace those under Lore of the Forge, but as always ST has final approval on anything to be created. Enhance Object: Item must be manufactured (forged) and cannot be say a batch of chemicals, a rock or a living creature. Good rule of thumb is that this can only be used on something that can be repaired with Crafts or Technology. They must also be items that require tests to use, not say a book or a photograph or even a CD. Rules for Enhancement are as listed in the power, but here we add some modifiers: The Ups- Ravaging: By ravaging the souls of your character’s thralls you may add your Faith rating to the traits you can bid in the test. Faith: Spending a point of Faith allows for a retest upon a failure. Extra Time: By taking extra time to examine the object you can gain bonuses for the test. Taking a full ten minutes you can add 2 extra traits on ties and by taking an hour you can gain a retest (these do not stack). Resonance: If the object is worked with symbols, motifs or actions that resonate with the Lore of the Forge (fully rebuilding an engine, using an anvil, engraving symbols of circuitry or tools, etc) will lower the Enhancement difficulty by one. Visage: If your character benefits from reduced difficulties to Crafts in your Apocalyptic Form they also apply to Enhancement. If taking time on the Enhancement you must remain in this form the whole time to gain benefit from it. This does not apply to difficulty modifiers to Perception-related tests, however increase in mental traits does. The Downs- Unfamiliarity: The ST can decide to add one or two traits to the difficulty if the Demon has little or no idea how an object works beforehand. Existing Relic Status: If it is already a enchanted or a demonic item, it cannot be enhanced. Nor can it be further enhanced if it already has been. If it is already shaped in an unnatural fashion it cannot be deformed further. Upon failure the evocation can be retried at +2 traits difficulty. This is cumulative and if the traits can ever overbid you, failure (before or after the overbid) will destroy the item. Upon success however a variable number of Physical traits can be spent to enhance a particular aspect of the item up to your Faith rating. Only one aspect can be improved by individual points (durability, speed, maneuverability, etc). This works in reverse if the Torment version of the power is evoked, lowering it’s capabilities or cursing it otherwise. Here are some ways this can be used: Reducing Difficulty Numbers: Each trait can be spent to reduce the traits in the difficulty of using a particular Ability with that object. Even if multiple Abilities can be used with an item, the traits can only be reduced for use of one Ability each. Increasing Difficulty- This is the reverse of the previous capability. You can for example make a security system harder bypass using Security or Computers, or some combination thereof. Increasing Effects/Durability: For every two traits spent you can increase the amount of damage an object can cause or take before being destroyed. This can apply to something like a gun however to increase damage the effect would have to be placed on individual bullets. Damage and Health levels can never more than double the objects normal rating. Improving Other Quantifiable Factors: There are other effects objects can have that can be measured or defined. Like a car’s top speed, a pistol’s range, a computer’s processing capability, etc. Each trait spent increases these by 20%, up to a maximum of double it’s normal capability. As per above, each aspect must be increased separately. Normally enhancements only last a scene. After this the stress of the evocation leaves the object broken, cracked, or just plain causes it to fall apart. If a Willpower is spent in its creation, it will become permanent. If the item is to be used by a Thrall the Demon can use one of the Thrall’s Permanent Willpower to make it permanently used by them. The Thrall must accept this for it to be completed and they lose the Willpower. When made for Thralls it must be personalized to them and a set requirement must be met by them to be able to use the enhancement, otherwise it is a normal object of its type and cannot be detected as supernatural. The Demon can set any requirement, even if it is something like a Willpower test or even spending a Willpower. It is required to be some sort of sacrifice from the user, not just saying some sort of magic word. If the Thrall’s Pact is broken in any way the enhancement no longer works and the object breaks. Enchanted Object: Unlike enhancement, the object used can be nearly anything (though not living). Having made the object yourself will make it easier, but technological items cannot be enchanted (clockwork and mechanics are ok, but computers and modern cars aren’t). Enchantment allows the object to have the effect of an evocation, but the use has to be specific and each enchantment must be clearly delineated. So for objects to both dampen an strengthen fire, two enchanted objects must be made. Effects can combine two Lores, but the effect still must be specific. The only way an object can be more flexible or have multiple powers, you must create a demonic item… The effects to be had must be Lores that you already possess, at least basically. If the effect is a high-Torment effect the enchantment will always gain the maker a temporary point of Torment for each Lore used. Effects for enchantments can break the Lores’ normal limitations to a degree, at the ST’s discretion. (This can be used for powers of an Apocalyptic Form (normal or Tormented as well). Here is a chart to generally define the parameters of items or materials used in the Enchantment: Item/ Material Minimum Max Suitability Background Traits Examples Shoddy 1 3 Driftwood, rocks, broken toys, low-grade steel, quartz, skateboard, pocket knife Adequate 2 6 Quality wood, semi-precious stones, strong steel, car, motorcycle, priest robes Good 3 9 Small amounts of precious metal, small precious stones, Armani suit, Toledo sword, alchemical equipment Exceptional 4 12 Gold ingot, large rubies and sapphires, rare antique, meteoric iron, hand of a hanged murderer Superb 5 15 One-of-a-kind antique, diamond the size of your fist, chest full of gold, supply of siyr metal from the Time of Atrocities (Min Background is generally the level of some Background the ST may require to obtain the materials or item) You can obtain an item made with the quality or history already to contain the power or create your own out of the required level of materials. Creating your own item, after obtaining the materials First needed is a Physical test using Crafts or Technology (depending on the item). In some cases the ST may require a Mental test, depending on the item as well. Most items are tested against between 6 and 8 traits to create, depending on the complexity. It is an extended test, one made per game session and each successful allows a number of Mental traits to be spent into its creation up to the number of traits they have in the Ability they are using. This can be built up to the Max Traits available per the materials used in the creation (defined above). The advantage here is that you generally define the final enchantment before creation and know how many traits you’ll need to have available. The actual evocation is also an extended test. The base difficulty for creation is twice the highest level of Lores required to have the effect, plus one for every Lore needed after the first. Suitability of the item is based on the rarity, strength and history of the item used and limits how many traits can be spent later in determining what the item is ultimately capable of. First you must determine how many traits you will need, which is limited by the item created for the enchantment: 1 per Dot of Lore being used (if a single Lore is used) 2x the Dots of the highest Lore being used (if multiple Lores are used) Multiply the above number by two if the effect is non-standard (this is based on the level the ST determines the effect would be under in the needed Lore(s)) 1 per two trait added to the base for the item’s tests (the base is the creator’s traits at the time of the enchantment’s creation for whatever test is needed for the evocation) 1 per two traits that can be put freely into empowering the evocation per scene (otherwise evocations that require traits must be given from the wielder, most power comes with a price) 1 per use of the item per scene (starts with a base of one and spending five into this makes it useable as many times per scene as you like.) 2 if you have to work with someone to embed a Lore you do not possess yourself The number of traits required can also be reduced. Subtract one for each point of Willpower, Faith or Level of Health the user must spend to activate it Subtract one for each two traits the user will be down for the scene/hour after the item is used (this would be cumulative for multiple uses) Subtract one for each onerous price the user must pay to activate the item (it must be emotionally meaningful to the user like hurting someone they love or give up caring about something important, all based on the STs discretion) Subtract two for each sever sacrifice required (usually a part of the user or others like killing an innocent, taking off a body part, losing a memory or losing a permanent health level, again up to the STs discretion) Subtract one or two per the STs discretion for a miscellaneous limitation (it must be beyond the normal limiting scope of an item, like affecting a specific gender or race.) Subtract two if the item will cause some minor side effect based on the Lore(s) bound into it upon every use (like plants grow faster for a day for one with the Lore of Wild or the Shadows of an area become permanent for the Lore of Death) Note that the ST can choose to increase the required traits if the evocation is particularly useful like overcoming normal Lore limitations or longer ranges. An existing item cannot be further enchanted. The Demon can add free traits in the evocation of the item by spending Faith or Ravaging their Thralls for it. Additionally if the item uses particular resonance of the Lore of Forges or one of the Lores being bound into the item throughout creation they gain a free retest on each of the extended evocation tests. To finish the evocation you must spend a number of Faith points equal to the highest Lore used in it’s creation (so make sure you have enough) or else it will fade quickly (the ST can increase or decrease this if they feel it appropriate). To activate it regardless of the evocation’s ultimate requirements a mortal must make a Willpower test against 6 traits and a demon must make a Faith test against 4 traits (or spend a Faith). If the effect is High Torment then a mortal only needs to spend a Willpower to activate it and a demon does not need to make any test either but they will gain a Temporary Torment point. One can instead choose to attune the item to themselves, by using it at least once and spending a permanent Willpower trait for mortals and Faith trait for Demons. At this time the item can be used without testing or spending (this does not preclude onerous sacrifices). Multiple users can be attuned to an item. (Another advantage to enchanted items is that the High Torment power related to the evocation cannot be accidentally called.) Demonic Relics:

Elohim/Angels

Quick NPC Creation Process Step One: Inspiration Choose a concept Choose a Nature and Demeanor Choose a House Choose a Rank Step Two: Attributes Assign Traits: Maximum in each category (10+Faith) Step Three: Advantages Choose five Abilities Assign Lores (From Common or House Lores) Angels: 15 levels Powers, Virtues & Dominions: 20 levels Thrones, Seraphim, & Archangels: All Common & House Lores at 5 Choose five Backgrounds Step Four: Last Touches Assign Faith based on Rank Angel: 10 Faith Power: 15 Faith Virtue: 25 Faith Dominion: 35 Faith Throne: 45 Faith Seraph: 50 Faith Archangel: 65 Faith Assign seven Virtues Assign Willpower (ten) Assign Health Levels Angels: 10 Health Levels Powers, Virtues & Dominions: 15 Health Levels Thrones, Seraphim & Archangels: 25 Health Levels Choose Negative Traits and Flaws (if any) Spend five (or more) Free Traits and choose Merits (if any) Attributes: Angels receive maximum attributes, to a trait maximum of 10 + Permanent Faith Score in each category. Abilities: Angels receive Abilities only if they are possessing a human body; otherwise, they use Faith in place of abilities. See below for more details. Backgrounds: Angels receive 5 points to distribute into available Backgrounds; their choices are heavily restricted, unless they are possessing a human body. Lores: Characters a number of levels (based on rank) to distribute among their House Lores and the two Common Lores. Characters must select one of their House Lores to be their Primary Lore, and may not have any other Lore that exceeds their Primary Lore. Additional Lores may be purchased at a cost of 3 Free Traits or Experience for Basic levels, 6 for Intermediate levels, and 9 for the Advanced level. Virtues: Characters receive one free point each in Conscience, Conviction, and Courage, and receive seven additional points to distribute among them. Additional Virtues can be purchased at a cost of 2 Free Traits or Experience points each (Maximum level 5). Faith: Characters begin with a starting Permanent Faith score based on their rank. Players may raise their permanent Faith score at a cost of 6 Free Traits or Experience per point, but may never reach the starting Faith of the next Rank unless promoted. Willpower: Characters begin play with 10 permanent Willpower, and may raise their permanent Willpower at a cost of 3 Free Traits or Experience per point, to a maximum permanent Willpower score of (ten plus Rank). Torment: Characters begin play with zero Torment. Should an Angel’s permanent Torment Score ever reach 1, they Fall. Freebies: Characters receive 5 Free Traits at character creation. For each Negative Trait (up to five) and Flaw (up to seven points worth) taken, this number is increased Abilities Angels don’t generally have abilities on their own; only when possessing human bodies to they gain the ability to learn, grow and change from the purpose they were given at their creation. In place of an ability retest, an Angel may spend a point of Faith to retest a Challenge. Furthermore, Angels do not need to possess an ability to attempt a Challenge, gain Bonus Traits from weapons, or the like. Intuition Angels are intimately tied to the very nature of reality, and that tie occasionally manifests as an uncanny ability to guess or have a ‘gut feeling’ about current events. This ability may only be taken by Fallen or Angel characters. The Intuition ability allows the player to make a Mental challenge against the storyteller in order to gain some kind of clue or insight into a given situation. This can be as simple as simply knowing something is fishy about a given situation, or as complex as knowing which wire to cut to disarm a bomb. It is up to the storyteller how much information is gained, and such information is not guaranteed to be entirely accurate, but should point somewhat towards the better choice between a few options. Linguistics Any Angel may take The First Tongue with the Linguistics ability. In any scene in which The First Tongue is spoken, Mortal listeners must make a Mental Challenge (retest Linguistics) against a difficulty of 8. If they succeed, they learn The First Tongue, and lose the ability to speak or understand all other languages, permanently. Such mortals do gain several benefits, however, including a bonus trait to resist all attempts to control their minds or emotions, immunity to Revelation, resistance to illusions identical to the Fallen innate ability, and the ability to command other mortals with The First Tongue by spending a point of Willpower and winning a contested Social Challenge (retest Leadership). Once a listener learns the First Tongue, they are immune to such commands. Backgrounds Banned: Cult, Pacts, Thralls Only if possessing: Allies, Contacts, Influence, Resources Allowed: Eminence, Fame, Followers, Legacy, Mastery, Paragon Eminence PLACEHOLDER See 'Eminence, Rank and Positions’ on page XX Followers This Background is identical to the Retainers Background, save that the servants it provides do not require an upkeep in vitae, as they are not ghouls. Legacy Legacy is essentially a measurement of the Angel’s recollections about their long existence. The player may expend a level of this Background and call for a Legacy Test under two circumstances: First, when confronted with something that might trigger a memory, such as the handiwork of a foe from the Age of Wrath. On a win or tie (retest Legacy), the Storyteller should narrate a flash of memory relevant to the events at hand. Secondly, if the character needs an Ability they do not possess, or has expended all levels of a relevant ability, they may make a Legacy test. One a win or tie (retest Legacy), if the Storyteller agrees the ability is appropriate to their experiences during the Age of Wrath, they may act as if they had the needed Ability for this challenge only, including calling it as a retest. Mastery The Mastery Background allows Angels to spend additional points of Faith to enhance their Evocations. Angels may purchase a number of levels of this Background up to their Rank: one level for an Angel, two levels for a Power, and so on. For each level of this Background, the Angel may spend a single point of Faith to enhance each aspect of their Evocations, increasing one of the following by a factor of ten: Range Area of Effect Number of targets Duration (unless the base Evocation already lasts a Scene) If multiple such aspects of an Evocation can be enhanced, a point of Faith must be spent on each before a second point of Faith may be spent to multiple an aspect by an additional factor of ten. In other words, you can’t increase the area of effect by x100 until both range and number of targets, if applicable, have already been multiplied by x10. Damage may never be increased with the Mastery Background. Paragon Paragon represents an Angel’s skill with their Primary Lore, their mastery of the facet of Creation they are responsible for. A single level of this Background may be spent on any given Challenge when using the character’s Primary Lore, providing either a Paragon retest, or a single additional grade of success. No character may ever possess this Background for more than a single Lore. Innate Abilities Fallen Innate Abilities: Angels receive all the Innate Abilities Fallen receive, including resistance to illusion, Immunity to Mind Control, and the like. Incorporeal: Angels do not require physical bodies; they are beings of pure light. So long as an Angel has at least one point of Faith, it may physically manifest in its Apocalyptic Form. If an Angel chooses not to manifest, it is unable to be perceived or detected by any means, save by other Angels, without its consent. Apocalyptic Form: Angels have the normal Apocalyptic Form for their Visage, but do not have Tormented Form powers. Damage Resistance: Unless possessing a human, Angels are immune to Bashing and Lethal Damage completely. They do not heal naturally while Incorporeal, but may heal Aggravated Damage for 5 Faith. Faith: Angels completely refill their Faith points every day at dawn (local time). Servitors can be drawn on for Faith in times of great need, but this is seen as weakness and rarely used. Gracing a Servitor Unlike the Fallen, Angels do not seek to harvest Faith from mortals, but they can still Bless them. This is limited to one point for most mortals, but those with True Faith can garner up to that many points for a Blessing. In some cases other supernatural creature that are inherently monotheistic in their paradigm may garner more based on their own power level (such as a Celestial Chorister and their Arete) A point can repair chronic injuries or impairments. A point can convert into 10 freebies to improve Attributes, Abilities and Willpower. A point can impart one of the demon’s inherent powers (they activate them by a Willpower test against 7 traits). A limited evocation can be given to the mortal at one point per level of the evocation (to activate it the mortal must make a Willpower test against 8 traits, spending appropriate traits where needed). A point in bestow an enhancement of the demon’s apocalyptic form (activated for a scene with a Willpower test against 6 traits). (The Thrall can only get more if their Faith potential increases, which is at the STs discretion based on the situation. A new Faustian deal must also be made to reshape the soul.) Immunity to Summoning and Binding: While an Angel’s True Name may be learned just as may a Demon’s, their connection to their Creator renders them completely immune to any kind of Summoning or Binding. An Angel may choose to answer a Summoning voluntarily, for their own reasons, but may leave whenever they choose. Possession: Angels may only possess humans of great Faith who voluntarily accept the possession, out of a desire to serve the Creator. The level of True Faith required increases based on the Rank of the Angel: True Faith 1: Angels & Powers True Faith 2: Virtues True Faith 3: Dominions True Faith 4: Thrones True Faith 5: Seraphim Archangels are too powerful to possess a human body. Holy Ground, Relics, and True Faith Angels find the presence of True Faith, Holy Relics, and Holy Ground comforting. Once per scene, an Angel may recover a number of points of Faith equal to the level of a Holy Relic or the Holy Ground in their presence. A Character with True Faith may choose to channel it, gifting points of Faith to an Angel on a one for one basis. What About True Faith and Miracles? Some Storytellers may desire Angels to perform the sort of effects listed in various sources under True Faith; after all, Lores are a bit more narrow in their scope, and don’t necessarily cover all of the things we imagine an Angel might be able to do. If you want your NPCs to be able to work more traditional miracles, consider the following Optional Rule: Angelic Miracles: Angels may perform the following effects as if they had True Faith, as described on pages 269-271 of Laws of the Hunt: Revised and on page 106 of Laws of the Hunt, subject to the modifications as noted below. To do so, they must have a number of points of Faith in their pool equal to the level of the effect. Any effects which would require an expenditure of True Faith Traits instead require an expenditure of Faith points. 1: Regaining Willpower: Angels may spend Faith as Willpower if they run out of Willpower points; the meditation rules, however, are not appropriate. Repel Vampires: Angels may repel vampires, infernalists and demons with a Social Challenge, as described. 2: Holy Resistance: Generally superseded by Angels innate Resistance to Mind Control, but may be used as printed if there is a doubt Faith Healing: Angels may use this ability as printed 3: Sense Unholy Presence: Angels may use this ability as printed 4: Holy Invulnerability: Generally not needed, but may be used if you are in doubt of whether the Angel is vulnerable to such an effect 5: Blessing: Angels may use this ability as printed. This is a good way to give your Angel NPCs a Flaming Sword, if they don’t otherwise have one. 6: Miracle: Angels may use this ability as printed in Laws of the Hunt, page 106. This is a good catch-all for whatever divine intervention the Storyteller may need. Under no circumstances may this Optional Rule be used by PCs, even if a Fallen managed to atone and regain their Angelic nature. Merits and Flaws Infernal Merits Angelic Aura (1 point Merit) The character gains one bonus trait on all Social challenges with Mortals. Angelic Gaze (1 point Merit) The character gains one bonus trait on all Challenges involving the following abilities: Empathy, Intimidation, Leadership. Note that this Merit, as described on page 76 of the Demon Player’s Guide, comes with clearly unnatural eye color. Atavistic Form (2 point Merit) When in your Apocalyptic Form, you gain one bonus Traits on all Social Challenges with Mortals; additionally, the Difficulty for Mortals to resist Revelation is increased by one. Dreams of the Past (2 point Merit) Storytellers may use this merit to impart knowledge your character may not know. This Merit also provides a single retest on a Legacy challenge, once per session. Famous Liege (2 point Merit) As written on page 76 of the Demon Player’s Guide. Social Merits Good Sense of Character (2pt Merit) As per Good Judge of Character, on page 153 of Laws of the Reckoning. Mental Merits Code of Honor (1pt Merit) As written on page 144 of Laws of the Hunt: Revised Higher Purpose (1pt Merit) As written on page 144 of Laws of the Hunt: Revised Supernatural Merits Loyalty (1pt Merit) As written on page 150 of Laws of the Hunt: Revised Miracles of the Faith (5pt Merit) As written on page 93 of Cainite Heresy Blessed (7pt Merit) As written on page 102 of Sins of the Blood Fist of God (7pt Merit) As written on page 155 of Laws of the Hunt: Revised, save that it functions so long as you have no permanent Torment. Infernal Flaws Ancient Animosity (1-3 point Flaw) As written on page 84 of the Demon Player’s Guide. True Reflection (1 point Flaw) As written on page 84 of the Demon Player’s Guide. Infamy (2 point Flaw) You are two traits down on Social Challenges against demons. Merits from Devil’s Due Penitent (7pt Merit) You gain two bonus traits on all Virtue Challenges to resist gaining Torment. Additionally, you regain a point of Faith every time you perform an act that strongly fulfills your original angelic purpose. Characters may not take this Merit if they possess the Cult or Pacts Backgrounds, or indeed any Thralls at all, nor may they have a Torment greater than two. If the Character stops meeting these conditions during play, they lose the benefits of this Merit until such time as this is rectified. Flaws from Devil’s Due Known Name (1,3, or 5 pt Flaw, pr 1pt Merit) As printed on page 99 of Devil’s Due. Out of Touch (3pt Flaw) As printed on page 99 of Devil’s Due. Strong Host (4pt Flaw) When encountering a situation that the host body feels strongly about, the storyteller may require you to make a Static Faith Challenge, Difficulty 8, in order to control your actions. The difficulty of this challenge is reduced to a 6 if they are beating the host soul into submission rather than stoically resisting. Success means the angel can act normally for the rest of the scene. If the host soul was beaten down, the angel must immediately make a Conscience test for Torment. Lores Angels may only ever use non-Tormented Lores, and are at no risk of their Lores going out of control. Specific modifications for certain Lores are listed below. Lore of the Firmament Remote Viewing: As printed, save that it may be used on any human possessing True Faith or any Imbued possessing Conviction. Mouth of the Damned: As printed, save that it may be used on any human possessing True Faith or any Imbued possessing Conviction. Many Places at Once: As printed, save that it may be used on any human possessing True Faith or any Imbued possessing Conviction. Experience • New Attribute Trait: One experience per Trait • New Ability: One Experience per Trait • New Background: One Experience per Trait • New Lore: Three Experience for Basic Lores, Six for Intermediate Lores, and Nine for Advanced Lores. Add an additional point to the cost of Lores outside of the Character’s House or the Common Lores • New Ritual: As listed by Ritual • New Faith: Six Experience Traits • New Willpower: Three Experience Traits • New Merit: Double the listed cost of the Merit • Buy off Negative Trait: Two Experience • Buy off Flaw: Double the cost of the Flaw, with Storyteller approval Sample Characters Coriel (Corael) Coriel serves under the Virtue of the Seventh Hour of the Night, and is responsible for helping the unconscious minds of humanity to grapple with the healthy expression of their desires in their dreams, so as to not be overwhelmed by those desires when awake. Recently, she found herself unexpectedly drawn to earth by the prayers of a college student, dying in an ER from Leukemia. Corey Sanders, as she now calls herself, is both fascinated and horrified by the ways in which the World of Darkness has changed in the ages since its creation. She has resolved to help innocent people in any way she can until her superiors note her absence and call her back. Human Form: A fresh faced college girl, Corey’s hair has grown back to a pixie cut since she’s gotten off the chemo. She still wears a golden cross, and is often in pajama pants for early morning classes (she’s a night person). Visage: As one of the Ishhara, Coriel’s Apocalyptic form is a radiant vision of beauty, with perfectly sculpted features and a honeyed voice. Built of pure, unearthly light, she is the romantic ideal that inspires anyone who sees her or hears her voice. House: House of the Restless Deeps (Lammasu) Rank: Power of Night Desires Faith: 15 Willpower: 10 Attributes: Physical 25, Social 25/30, Mental 25 Abilities: Academics 2, Athletics 5, Computers 1, Drive 1, Empathy 5, Intuition 3, Linguistics 1 (First Tongue), Performance: Dancing 1 & Singing 5, Research 1, Science 5, Streetwise 1, Subterfuge 1 Backgrounds: Eminence 2, Fame 1, Legacy 5, Mastery 2, Paragon: Longing 5 Merits: Angelic Gaze, Blessed, Higher Purpose Flaws: Known Name 1, Out of Touch 3 Lores: Fundament 4, Humanity 3, Longing 5, Storms 5, Transfiguration 3 Virtues: Conscience 4, Conviction 3, Courage 3 Health: Healthy x15, Destroyed

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