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Carnamagos
Vice Captain

PostPosted: Wed May 14, 2008 2:18 pm


LORE OF LONGING

• READ EMOTIONS
This evocation allows the Defiler to draw a person's deep-seated emotions to the surface, allowing the demon to gain greater insight into the subject's thoughts and desires by studying her body language and expressions. The victim is completely unaware that she is being "studied" in this way. To her, it is as if the Defiler is reading her mind.
System: This evocation works on only one mortal at a time. Roll Perception + Empathy. Each success is a bonus die added to all Social rolls directed at the mortal for the duration of the scene, or until the demon switches her attention to a new victim.
Torment: Monstrous demons are more adept at drawing out a victim's dark nature and fueling it in the process. The subject comes away from an exchange entertaining thoughts she hadn't dared contemplate before. A resisted Willpower roll is made for mortals targeted by the high-Torment effect of this evocation, with the difficulty equal to the Defiler's Torment score. If the roll fails, the mortal is driven to act on her darkest desires (making her boss pay for all the years of verbal abuse, for example, or entertaining the affair with a co-worker she's resisted for so long). The effects of this evocation last a number of days equal to the Defiler's Faith score.

• • EMPATHETIC RESPONSE
This evocation permits the demon to read a subject's emotions and desires and react to them without thinking, molding her behavior to conform perfectly to the subject's expectations. The subject thinks the demon is everything she expected or dreamed of, banishing any suspicion, hesitation or fear.
System: Roll Manipulation + Empathy. If your total successes equal or exceed a mortal's Wits score, the mortal reacts to your character with complete trust, obeying any reasonable request your character makes. This evocation can be directed at only a single individual at a time. The effects last for the duration of the scene or until your demon turns his attention to a new victim.
Torment: Monstrous demons use this evocation to inspire fear instead of affection. They mold their behavior to speak to a victim's worst fears, becoming the type of person that the mortal dreads most. If your successes equal or exceed the target's Wits, the mortal is completely intimidated by your Defiler. She takes no action against your character, and she leaves the area if at all possible. Any Intimidation rolls directed at the target are resolved with a difficulty of 4.

• • • MANIPULATE SENSES
With a touch, a Defiler can manipulate a person's nerves, enhancing perceptions and heightening sensation. The effect can be as broad or as subtle as the demon wishes, and the effects are often addictive unless the victim possesses a will of iron.
System: The Defiler must be able to touch her intended target to use this evocation. Roll Intelligence + Intuition. Each success adds one bonus die to the target's Perception rolls, but by the same token, all wound penalties the target suffers are similarly increased. Demons can resist the effects of this evocation if they wish by making a resisted Willpower roil (difficulty 7). The effects of this evocation last for a number of turns equal to the Defiler's Faith score.
After the effects of the evocation wear off, a Willpower roll must be made for the target. If it fails, take the number of bonus dice the evocation generated and apply them as a penalty to all the mortal's Perception rolls for the remainder of the scene. If the roll botches, this penalty is permanent. In the case of a botch, the victim is addicted to the thrill of the evocation and can regain full use of her senses only by receiving the power's effects again.
Torment: Monstrous demons use this evocation to inflict searing agony or to warp the awareness of their victims. Subtract the total number of successes achieved from the victim's Perception dice pools for a number of turns equal to the Defiler's Faith score.

• • • • OBSESSION
This evocation allows a demon to take one of a subject's interests or desires and heighten its allure to the point that the victim can think of nothing else. This obsession can be about a person, an idea or a project. During the War of Wrath, many Defilers used their wiles to become objects of desire to mortals, and then used this evocation to create legions of fanatically loyal followers.
System: To enact this evocation, the demon must first know one of her victim's long-held interests or desires and be within a number of yards of the subject equal to her Faith rating. Spend one Faith point and roll Manipulation + Empathy. The mortal can attempt to resist the evocation's effects with a Willpower roll ( difficulty 8 ). If your roll succeeds, the mortal's desire becomes a source of obsession.
He knows no peace unless he takes reasonable steps to make his desire a reality. A Willpower roll (difficulty 7) is made for him to undertake any action that strays from his obsession, and he is not able to eat or sleep until his desire is fulfilled. This evocation lasts for a number of days equal to the Defiler's Faith score, or until the mortal succeeds in sating his obsession, whichever comes first.
Torment: Monstrous demons use this evocation to make a victim psychotically obsessive, removing all inhibitions and exaggerating the victim's need to the point of physical pain. The victim does anything within his power to fulfill his desire, no matter how destructive or dangerous it is. Failing to do so reduces all dice pools by one until the subject can make a constructive effort toward his goal.

• • • • • INSPIRE
This potent evocation literally expands a subject's consciousness, permitting him to achieve heights of insight and awareness that border on the inhuman. The subject is able to draw upon the fullness of his mental potential, but when the power fades, the return to reality can be a blow for the person's sense of self-worth.
System: Spend one Faith point and roll Intelligence + Medicine. Each success allows you to add a point to a mortal's Mental or Social Traits, up to a five-point maximum. These bonus points persist for a number of days equal to the Defiler's Faith score. When the effects of the evocation wear off, however, the mortal loses one point of Willpower permanently unless a successful Willpower roll is made (difficulty 7).
Torment: Monstrous demons use this evocation in a similar fashion, but they push the victim over the edge from genius to madness, creating talented but dangerous lunatics. The high-Torment effect of this evocation provides bonus points to Mental or Social Traits and causes a temporary derangement. If the subsequent Willpower roll fails, the mortal loses a Willpower point permanently and the derangement becomes permanent.

ISHHARA, THE VISAGE OF LONGING

The angels of inspiration are visions of beauty, compared to whom even the radiant angels of the Namaru pale. Their golden hair and perfectly sculpted features are the romantic ideal spoken of in mortal poetry and prose, and their honeyed voices melt even the hardest hearts.
The Visage of Longing confers the following special capabilities:
• Enhanced Social Traits: The character's physical appearance, poise and grace leave humans in stupefied awe. The demon gains the following bonus traits: + 2 Charisma, +1 Manipulation,+2 Appearance.
• Lyrical Voice: The difficulties of all Leadership or Subterfuge rolls decrease by two.
• Enhanced Senses: The character's five senses are heightened to superhuman levels, lowering the difficulties of Perception rolls by two.
• Enhanced Intuition: The character's uncanny insight lowers the difficulty of all Intuition rolls by two.
Torment: Monstrous Ishhara retain all of their dazzling beauty. If anything, their allure only deepens with the hint of shadowed malice that darkens their eyes and deepens their voices. What was once a source of inspiration is now a siren song that lures mortals to her.
The Visage of Longing confers the following high-Torment special capabilities:
• Claws: The character manifests claws that inflict Strength +2 aggravated damage.
• Venom: The claws and saliva of the Ishhara are poisonous. Targets exposed to the venom (either by a claw mark or a simple kiss) are subject to a dice pool of bashing damage equal to the demon's Torment. This damage can be soaked.
• Extra Limbs: The demon grows a second set of arms or a set of tentacles, at the player's discretion. Extra limbs allow a character to parry or block close-combat attacks without sacrificing her own attack, or make up to two additional attacks of her own per turn (which are considered multiple actions).
• Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
PostPosted: Wed May 14, 2008 2:20 pm


LORE OF STORMS

• SUMMON WATER
The demon can summon water from any nearby source, causing anything from a sudden, concealing fog to a torrential flash flood.
System: Roll Stamina + Survival. The number of successes required depends on the amount of water the Defiler wishes to summon. If the demon wants to call up a thick fog (increasing the difficulty of all Perception rolls by two), one success is sufficient. If she wants to douse the area with a sudden shower, two successes are required. If she wants a torrent of water, three successes are necessary. A raging flood demands four successes or more. Individuals caught in such a torrent or flood suffer the effects of drowning unless a successful Dexterity + Athletics ( difficulty 8 ) roll is made. There has to be a water source of some kind within Faith in yards, no matter how small, for this evocation to work. The effects of this evocation continue for a number of turns equal to the character's Faith score.
Torment: The water that a monstrous demon summons is slimy and foul, spreading sickness and disease. Victims exposed to this polluted water risk developing deadly diseases that manifest within days or weeks.
Mortals and demons exposed to this tainted water for more than one turn risk becoming infected unless a Stamina roll is made, with the difficulty equal to the Defiler's Torment. Also use the Defiler's Torment to gauge the relative virulence of any diseases. A Torment score of 7 inflicts a minor disease that might lower the character's dice pools, while a Torment of 10 imposes a lethal (and possibly highly contagious) disease that inflicts lethal damage.

• • WATER FORM
This evocation allows the Defiler to transform her physical body into water, either as a liquid or a mist.
System: Roll Stamina + Medicine. Once transformed, the character leaves her clothes and possessions behind. She can travel anywhere water or air can reach while in water or mist form, and she is immune to any damage. The Defiler can remain in this form for a number of turns equal to her Faith score.
Torment: The water form of a monstrous demon is polluted by its Torment, and contact with it causes chemical bums. For each turn that a victim is exposed to the Defiler's "body," she suffers one health level of lethal damage.

• • • MANIPULATE WEATHER
This evocation allows the Defiler to nudge existing weather patterns, pushing away storm fronts or drawing them to her with surprising speed, and altering the local temperatures.
System: Roll Intelligence + Science. The number of successes achieved determines the severity of the weather pattern that the Defiler can manipulate. Affecting a minor rainstorm requires only one success, while affecting a thunderstorm requires two. Major storms require three successes to manipulate, and truly powerful phenomena such as tornadoes or hurricanes require four or more. Alternatively, the Defiler can raise or lower the temperature in her area by a degree per success rolled.
This evocation affects an area with a radius in miles equal to the demon's Faith score. Note that all weather manipulated must be present. This power cannot spontaneously create new weather effects.
Torment: Monstrous demons increase the intensity of local weather patterns rather than alter their course, turning a spring shower into a raging tornado or a light snowfall into a blizzard.

• • • • COMMAND THE STORM
A Defiler can use this evocation to create weather patterns at will, conjuring a storm out of thin air or banishing a hurricane with a wave of her hand.
System: Spend one Faith and roll Intelligence + Science. The difficulty is determined by the environment and the type of weather the Defiler wishes to create. Calling up a thunderstorm near the ocean is difficulty 6. Creating one in the middle of the Arizona desert is difficulty 9. Banishing existing weather patterns is resolved with a difficulty of 7. The number of successes rolled determines the intensity of the weather pattern that the Defiler can create or calm. A rain shower or a light snowfall requires only one success, while a tornado or a massive hurricane requires four or more. This evocation affects an area with a radius in miles equal to the demon's Faith score. Once summoned, the weather effect runs its natural course unless affected by additional evocations.
Torment: Monstrous demons can command the weather with equal ease, but their effects arc always inimical. Storms bring damaging wind, hail and lighting. Even creating clear skies can invoke extreme temperature changes or suffocating humidity.

• • • • • INVOKE THE STORM
The Defiler can surround herself with a raging storm at will, creating wind, water and lighting in an area as small as a room or as large as a city block. The heart of the storm is centered on the demon, and it moves as she moves. It causes her no harm, though.
System: Spend one Faith point and roll Stamina + Survival. The difficulty is determined by the environment the Defiler is in. Conjuring a storm outside, with rain clouds overhead, is difficulty 6. Conjuring a storm in the air-conditioned environment of an office is difficulty 9.
The successes form a dice pool that you roll while your character directs the effect of the storm. If she wishes to use wind to knock someone down or blow open doors and windows, roll this d ice pool in lieu of Strength. If she wants to fire lightning at a target, roll the pool against a difficulty of 9. Each success generates one lightning bolt that strikes the target automatically and imposes a number of lethal damage dice equal to the Defiler's Torment score. The storm affects an area with a radius in yards equal to the character's Faith score and lasts for an equal number of turns unless banished.
Torment: Monstrous Defilers raise storms that lash out indiscriminately at any living being caught in the area, punishing them with fierce winds and lightning. Each turn, roll a single die (difficulty 9) for each person within the storm's radius. If a roll is successful, someone is struck with a bolt of lightning. Furthermore, the buffeting winds increase the difficulties of all subjects' actions by two.

ADAD, THE VISAGE OF STORMS

The angels of the storm are tall, statuesque figures, their skins glistening like opal and their dark hair tinged with the deep green of the ocean depths. Blue flickers of ball lightning writhe and dance across their bodies, forming an angry nimbus surrounding their head and shoulders when their fury is aroused.
The Visage of Storms confers the following special capabilities:
• Weather Sense: The character can always intuitively sense changes in the weather up to a distance of 10 miles times her Faith score.
• Immune to Electricity: The character is immune to damage inflicted by electrocution.
• Improved Initiative: Add two to the character's initiative.
• Shocking Touch: The character's touch inflicts a number of bashing levels of damage equal to her Faith score. This special capability may be used only once per scene.
Torment: Angels of the storm who lose themselves to their demonic nature develop a rough, gray hide and triple rows of razor-edged teeth. Their eyes are featureless black orbs, devoid of warmth or compassion.
The Visage of Storms confers the following high-Torment special capabilities:
• Teeth: The demon manifests fangs that inflict Strength +2 aggravated damage.
• Spines: A long ruff of spines runs down the demon's back and along the backs of her arms. She inflicts an additional health level of aggravated damage with every successful attack in unarmed combat.
• Shark Hide: The demon's shark-like skin acts as armor, providing four additional dice to soak bashing, lethal and aggravated damage.
• Ink Cloud: The demon can expel a cloud of indigo ink that hangs in the air and blinds her foes. Individuals within a number of feet equal to the demon's Faith score are blinded for a number of turns equal to the demon's Torment, unless a successful Stamina roll is made. The cloud of ink lingers for a number of turns equal to the demon's Torment. Victims are subject to the Blind Fighting rules.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Wed May 14, 2008 2:22 pm


LORE OF TRANSFIGURATION

• MIMIC
This evocation allows the Defiler to assume the exact mannerisms and vocal patterns of a subject, allowing her to disguise herself enough to fool a distant observer.
System: This evocation requires the Defiler to have spent at least an hour in close company with the individual she seeks to mimic. Roll Manipulation + Performance in a resisted roll against another person's Perception + Alertness.
If you get more successes, the target believes that the Defiler is the person she attempts to mimic. Encountering someone who has never met the mimicked subject succeeds automatically. The effects of this evocation last for a number of turns equal to the character's Faith score. There is no illusion at work here—your character's body actually changes—so other demons may be fooled with this power.
Torment: Monstrous demons can mimic the voice and mannerisms of others, but their Torment invariably bleeds through the disguise and unsettles any witnesses, inspiring feelings of discomfort and paranoia. Roll Willpower for someone who encounters the disguised demon, with a difficulty equal to the Defiler's Torment. If the roll fails, the mortal is so unsettled by the Defiler's presence that she flees the demon's presence.

• • ALTER APPEARANCE
The Defiler can use this evocation to alter cosmetic features of herself or others. She can change eye color, hair color, skin color and remove scars.
System: Roll Charisma + Subterfuge. The Defiler can alter one cosmetic feature per success rolled. The alterations remain for a number of turns equal to the Defiler's Faith score, or they can be made permanent by the expenditure of one Willpower point. Your character must touch a subject if another being is changed. There is no illusion at work here — your character's body or that of another actually changes — so other demons may be fooled with this power.
Torment: Monstrous demons can alter the features of themselves or others almost, but unless they maintain strict control, their Torment can cause disturbing deformities.
When your character performs this evocation successfully, make a Willpower roll with a difficulty equal to his Torment. If the roll fails, he or his subject suffers a subtle but unsettling deformity. The difficulties of all Social rolls increase by two due to this deformity.

• • • ALTER SHAPE
The Defiler can alter his own physical shape and dimensions, increasing or decreasing height, weight, shoulder width and girth.
System: Roll Charisma + Subterfuge. The Defiler can alter one physical feature per success rolled. Alterations persist for a number of turns equal to the Defiler's Faith score, can be dismissed prematurely or can be made permanent by the expenditure of one Willpower point. There is no illusion at work here — your character's body actually changes—so other demons may be fooled with this power.
Torment: Monstrous demons are capable of performing the same evocation, but the potential exists for deformities to warp their appearance. When your character performs this evocation successfully, roll Willpower against a difficulty equal to his Torment. If the roll fails, the Defiler suffers a crippling deformity and losing one point from a Physical Attribute for the duration of the evocation. You choose which Attribute is affected.

• • • • DOPPELGANGER
This evocation allows the Defiler to alter her appearance completely, based on the expectations of her victim. She assumes the form of the person that the victim expects or wants to see.
System: Spend one Faith point and roll Manipulation + Empathy. The roll is resisted by the target's Willpower ( difficulty 8 ). If your roll succeeds, your character assumes the physical form, voice and mannerisms of a person whom the victim expects to see within the context of the scene. If you wish, your demon can dig deeper into the victim's memories and assume the form of a specific individual for whom that the victim has strong feelings, but doing so increases the difficulty of your roll to 8. If your character attempts to use this evocation on a group of individuals, assuming a form that all of them might expect to see in a given situation, the difficulty increases to 9. The effects of this evocation last for a number of turns equal to your character's Faith score, unless terminated prematurely. There is no illusion at work here—your character's body actually changes — so other demons may he fooled with this power.
Torment: When monstrous Defilers perform this evocation, the result is a dark, sinister version of the victim's expectations. The difficulties of all Social rolls to manipulate the subject decrease, by two as any inappropriate feelings or urges that the onlooker has toward the demon may be indulged.

• • • • • SHAPECHANGE
This evocation gives the Defiler complete mastery over the physical features of herself or others. She can transform herself or someone else into the apex of human beauty. She can also condemn those who displease her to a nightmare of twisted flesh.
System: Spend one Faith point and roll Intelligence + Medicine. Your character must touch a subject. A resisted Willpower roll ( difficulty 8 ) is made for a target who refuses the change. If your roll succeeds, your character can alter her (or another's) physical appearance to anything she wishes. If she wants to alter another person's appearance to meet their own specific desires (as opposed to a willing subject's), the difficulty increases to 7. The Appearance Attribute is increased or decreased by one per success achieved in your roll, within the limits of 5 and zero for a mortal. Your character's or a subject's other Attributes and Abilities remain the same, no matter what shape is assumed. The effects of this evocation last for a number of turns equal to your Defiler's Faith score, or they can be made permanent by expending one temporary Willpower point. There is no illusion at work here — the body actually changes—so other demons may be fooled with this power.
Torment: Monstrous demons must exercise careful control when performing this evocation, or they risk creating a reflection of their Torment instead. If the evocation is performed successfully, make a Willpower roll with the difficulty equal to your character's Torment. If the roll fails, the subject assumes the form of a hideous monster. Mortals who witness this nightmarish figure flee in terror without a successful Willpower roll ( difficulty 8 ). If a Willpower roll botches, the witness suffers a temporary derangement.

MAMMETUM, THE VISAGE OF TRANSFIGURATION

The angels of transfiguration reveal themselves as 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.
The Visage of Transfiguration confers the following special capabilities:
• Enhanced Empathy: The difficulties of all Empathy rolls decrease by two.
• Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
• Pass Without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.
• Improved Dexterity: Add two to the character's Dexterity.
Torment: Angels of transfiguration who are lost to their Torment lose their luminescence, reflecting their pain and hatred in a series of horrific visions of the Abyss. The creature is a walking panorama of tortured spirits clawing silently at the wall separating them from the physical world.
The Visage of Transfiguration confers the following high-Torment special capabilities:
• Claws/Teeth: The character manifests claws and fangs that inflict Strength +2 aggravated damage.
• Improved Initiative: Add two to the demon's initiative.
• Venom: The demon's claws and teeth are coated with venom. If the Defiler inflicts at least one health level of damage (bashing, lethal or aggravated) in an unarmed attack, a Stamina roll (difficulty 7) is made for the victim every turn thereafter for a number of turns equal to the Defiler's Torment score. If a roll fails, the victim suffers one additional health level of lethal damage.
• Extra Actions: Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative, so if a Defiler with an initiative of 7 gains an extra action, she take her normal action at 7 and her extra action at 6. You must decide to purchase extra actions at the beginning of a turn before any other actions have been taken.
PostPosted: Wed May 14, 2008 2:25 pm


LORE OF THE BEAST

• SUMMON ANIMALS
This evocation allows the Devourer to detect the presence of animal life in the surrounding area and to summon those creatures to his side. These animals instinctively protect the demon.
System: Roll Perception + Animal Ken. If your roll succeeds, your character gets a detailed sense of the varied animal life in her area, from insects to mammals. The Devourer's awareness extends in a radius in miles equal to her Faith score. Armed with this knowledge, the Devourer can choose which animals of a single type she wishes to summon, up to the number of successes rolled. If the Devourer wishes to summon a swarm of vermin or insects, instead, the number of successes rolled determines the number of square yards that the swarm covers. These animals flock to the Devourer's side as quickly as possible and circle her protectively, attacking anyone who threatens. The effects of this evocation last for the duration of the scene or until the demon frees the animals.
Torment: Monstrous demons can summon only carnivorous animals, their Torment driving the creatures into a murderous frenzy. A Willpower roll must be made each turn with a difficulty equal to the Devourer's Torment.
If the roll fails, the animals turn on the nearest human or demon, including the Devourer himself. The Devourer can attempt to regain control of frenzied animals with another Willpower roll in a subsequent turn.

• • COMMAND ANIMALS
This evocation extends the Devourer's influence over the beasts of the earth, allowing her to command one or more animals to do her bidding.
System: Roll Manipulation + Animal Ken. The Devourer can command a number of animals equal to the successes you roll. The animals must be in her presence already for this power to work. The evocation enhances the intelligence of these animals, as well. Assume that the creatures have an effective Intelligence of 1, though exceptional breeds may have ratings of 2 at the Storyteller's discretion. The Devourer does not have to speak to the animals to issue commands. Instead, she imparts her desires by placing them directly in the animals' minds. The effects of this evocation last for a single day.
Torment: Monstrous demons can command only carnivorous animals, and the weight of the demon's Torment makes them murderously aggressive. Unless they are in the Devourer's presence, they attack any mortal or demon they encounter if they fail an Intelligence roll (difficulty 7).

• • • POSSESS ANIMALS
The demon is capable of possessing one or more animals and acting through them as an extension of her will. During the War of Wrath, many Devourers went to war possessing entire packs of terrible beasts that wrought havoc among the Host's human allies.
System: Roll Intelligence + Animal Ken. The Devourer can control a number of animals equal to the successes rolled. If this number is greater than the demon's Wits, her mortal body falls into a comatose state. Otherwise, she can still move and act with all her dice pools halved. Your character can control the animals up to a number of miles equal to her Faith score. This evocation lasts for a number of turns equal to your character's Faith score.
Torment: Monstrous demons can possess only carnivores, and Devourers must exercise iron will to avoid losing themselves to the feral nature of their hosts. Make a Willpower roll each turn, with a difficulty equal to the Devourer's Torment, If a roll fails, your demon succumbs to the animals' instincts. Her mind is subsumed completely into their will, and control of the character (and her animals) passes to the Storyteller until the evocation expires. If the roll botches, the evocation expires and the demon herself takes on the nature and instincts of the animals, becoming feral in her own behavior.

• • • • ANIMAL FORM
The Devourer can take the form of any animal whose blood or flesh she has tasted. Conservation of mass does not apply, so a 95-pound woman can become an 800-pound tiger if the demon desires.
System: Spend one Faith point and roll Stamina + Animal Ken. If successful, the transformation takes a single turn. The effects of this evocation last for the duration of the scene, unless intentionally terminated prematurely.
Torment: Monstrous Devourers must exercise iron will to avoid losing themselves to the feral nature of the creatures they become. Make a Willpower roll each turn, with a difficulty equal to the Devourer's Torment. If the roll fails, the demon succumbs to the feral instincts of the animal form she has assumed, and control of the character passes to the Storyteller until the evocation expires.

• • • • • CREATE CHIMERA
The Devourer is capable of manipulating an animal's physical body, enhancing its capabilities or mutating it into a hideous, fantastic creature that combines characteristics of numerous different animals.
System: Spend one Faith point and roll Intelligence + Animal Ken. Each success allows the Devourer to add one point to a specific trait, or to alter a specific feature of the animal's physical form. The laws of physics and the conservation of mass do not apply, so if the Devourer wants to make a winged tiger, she can. Too much change too fast can put a tremendous strain on the animal's psyche, though. Total up the number of trait points and alterations that have been added to the animal and make a Willpower roll for your character. If you get more successes than the total number of modifications applied, the animal comes through the process unharmed. If the roll fails, the animal becomes dangerously unstable. The Storyteller determines the specifics of the animal's altered behavior, and in the interests of creating tension can make the Willpower roll on your behalf, keeping the result secret until the animal's true nature manifests. The effects of this evocation last for a number of days equal to your character's Faith score, or can be made permanent with the expenditure of one Willpower point.
Torment: Monstrous demons invariably infuse their creations with the taint of their own Torment, creating pain-maddened, murderous beasts. No Willpower roll is necessary to determine the mental state of these creatures. They are invariably deranged, 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 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 a low, liquid rumble, and their howls chill the blood for miles when they hunt.
The Visage of the Beast confers the following special capabilities:
• Increased Size: The character's body grows to a third again its own height, adding the following bonus traits: +2 Strength, +2 Dexterity, +1 Stamina.
• Enhanced Senses: The character's five senses are heightened to superhuman levels, lowering the difficulties of her Perception rolls by two.
• Claws/Teeth: The character manifests claws and fangs that inflict Strength +2 aggravated damage.
• Extra Actions: Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative, so if a Devourer with an initiative of 7 gains an extra action, she take her normal action at 7 and her extra action at 6. You must decide to purchase extra actions at the beginning of a turn before any other actions have been taken.
Torment: Zaltu who are lost to their Torment 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.
The Visage of the Beast confers the following high-Torment special capabilities:
• Thick Hide: The character's iron-like skin acts as armor, providing an additional four dice to soak bashing, lethal and aggravated damage.
• Gaping Maw: The demon can chew and digest anything it can get its teeth on. Metal, stone and flesh can all be ground up and digested with ease. The difficulties of bite attacks decrease by two, and a bite itself inflicts Strength +4 aggravated damage.
• Extra Limbs: The demon grows a second set of arms or a prehensile tail, at the player's discretion. Extra arms allow a character to parry or block close-combat attacks without sacrificing her own attack, or to make up to two additional attacks of her own per turn (which are considered multiple actions). A prehensile tail is half your character's height, uses only half his Strength (rounded down) to lift objects and allows your character to hang suspended.
• Chameleon Skin: The demon's skin allows it to blend with its surroundings. The difficulties of all Stealth rolls decrease by one if the demon is on the move; two if it's standing still.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Wed May 14, 2008 2:28 pm


LORE OF THE WILD

• WILDERNESS SENSE
The Devourer gains an immediate sense of the surrounding area, building a map in her mind of the region's natural features, the plants and animals that inhabit the place, as well as the location of any interlopers that the local fauna consider a threat.
System: Roll Perception + Survival. Demons in the area can attempt to avoid detection through a resisted Willpower roll (difficulty 7). If your roll succeeds, your character gets a detailed mental map of her surroundings to which she can refer as needed, along with the approximate locations of nearby animals and people. Although this evocation works best in wilderness areas, it can also be used in urban settings at a difficulty of 8. Your Devourer can gain insight into a given area within a radius of miles equal to her Faith score. The effects of the evocation last for the duration of the scene.
Torment: Monstrous demons who perform this evocation transmit their murderous nature to the surrounding area, causing the flora and fauna to react inimically to human trespassers. Any animals in the area react aggressively to trespassers, attacking them if they are able. Athletics or Survival rolls must be made for intruders to avoid harm or to escape attack, using the Devourer's Torment score as the difficulty.

• • QUICKEN GROWTH
The Devourer can fuel rapid and unchecked growth in the local plant life. Trees shoot skyward, vines swell, fissures spread through any object to which they are rooted and briars envelop their surroundings.
System: Roll Stamina + Survival. The Devourer focuses on a specific plant and causes it to increase in size by a number of cubic yards equal to the successes you rolled, all within the space of a single turn. Vines or roots inflict a like number of damage points to physical structures with which they are in contact (consider each success a Strength point and compare the results to the Feats of Strength chart. Objects caught within the growth radius are swallowed up. The plant remains overgrown and causes damage for a number of turns equal to the successes you rolled.
Torment: Monstrous demons cause a plant to grow and entwine any living beings within reach, strangling or ripping them apart. For every living being within the plant's growth area, roll a number of dice equal to your Devourer's Willpower.
Treat this as a grapple attempt, which victims can attempt to parry or dodge as normal. If the attack is successful, roll a number of damage dice equal to the Devourer's Torment. Each success inflicts a level of lethal damage.

• • • COMMAND THE WILD
The Devourer can direct the rapid growth of local plants by force of will, affecting the environment in specific ways according to the demon's plan.
System: Roll Intelligence + Survival. Your character can affect a number of plants equal to her Faith score. Each plant grows a number of cubic yards equal to the successes you rolled, and expands in the direction and configuration specified by your character. If plant growth is directed at a specific structure, take the number of successes rolled and compare them to the Feats of Strength chart to determine the damage inflicted on objects.
Torment: In addition to directing their growth, monstrous demons cause the affected plants to become inimical to flesh and blood, sprouting needle-like thorns and poisonous sap. The exact manifestation is determined by the Storyteller, but a successful Dexterity + Athletics (or Survival) roll must be made for anyone attempting to move through the area, lest they suffer a number of dice of lethal damage equal to the demon's Torment.

• • • • POSSESS PLANT
The demon can take over the living essence of one or more plants, making them extensions of his will. The plants move with supernatural speed and strength, performing any action the Devourer desires.
System: Spend one Faith point and roll Stamina + Survival. The Devourer can control a number of plants equal to the successes rolled. Plants affected by this evocation must remain rooted in place, but they can perform any other action within the limits of their physical composition and size. A rose bush can entangle a victim, or ivy can pull apart the wall to which it's anchored. The effects of the evocation last for the duration of the scene. Consider the plants to have a Strength score equal to your demon's Willpower and refer to the Feats of Strength chart to determine the damage the plants can do to items. That same number of dice is used to make attack and damage rolls when the plants attack living targets, doing bashing damage.
Torment: Monstrous Devourers spread the taint of their Torment through any plants they control, destroying them from within and reducing them to lifeless husks within minutes. Each possessed plant suffers one health level of damage per turn that cannot be soaked. As a rule of thumb, assume that a given plant has one "health level" per cubic foot of volume. When all the plant's health levels have been consumed, the plant dies.

• • • • • MUTATE PLANT
The Devourer can manipulate a plant's composition and form at will, creating new, specialized breeds according to her desires.
System: Spend one Faith point and roll Intelligence + Survival. Your character can alter or add a new plant characteristic per success rolled. Alterations include increased metabolism (heightened speed of growth), thick bark or tough skin and thorns. These successes can be generated as part of an extended roll over a period of days (one roll per day), as the demon "tinkers" with her creation.
The effects of the evocation persist for a number of days equal to your character's Faith score, or they can be made permanent by expending one temporary Willpower point.
Torment: Monstrous demons who use this evocation create plant life with a taste for blood. Make a Willpower roll with the difficulty equal to your character's Torment. If the roll fails, the plant's metabolism mutates spontaneously, developing natural weapons that allow it to kill and feed on living beings — including the demon herself. The plant's attack and damage dice pools equal your character's Torment, and damage is lethal.

NINURTU, THE VISAGE OF THE WILD

The angels of the wilderness manifest as an amalgam of the flora they command and the fauna that thrive beneath their aegis. Their skin is commonly covered by a fine pelt similar to a deer's, and they often possess hooves instead of feet. Their bodies are powerfully muscled, and their eyes change colors like the seasons, ranging from pale gray to deep summer green.
The Visage of the Wild confers the following special capabilities:
• Enhanced Senses: The character's five senses are heightened to superhuman levels, lowering the difficulties of Perception rolls by two.
• Chameleon Skin: The demon's skin allows it to blend with its surroundings. The difficulties of all Stealth rolls decrease by one if the demon is on the move; two if it's standing still.
• Pass Without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.
• Extra Health Levels: The character's vitality provides three extra Bruised health levels for the purposes of absorbing damage.
Torment: Monstrous Ninurtu are darker of hue, and their eyes take on the color of the silver moon. They swell in size, and their appearance exudes the kind of forbidding menace of the deep forests or the high mountains.
The Visage of the Wild confers the following high-Torment special capabilities:
• Thorns: The demon's shoulders, chest and arms are 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: The character's body grows to a third again its own height, adding the following bonus traits: +1 Strength, +2 Dexterity, +1 Stamina.
• Extra Limbs: The demon grows a prehensile tail. A prehensile tail is half your character's height, uses only half his Strength (rounded down) to lift objects and allows him to hang suspended.
• Venom: The demon's saliva contains an intoxicating form of venom that affects a victim's will. If a victim is exposed to the demon's saliva (through an open wound, a kiss), she loses one Willpower point per point of the demon's Torment unless a successful Stamina roll is made (difficulty 7). If the victim loses all of her Willpower in this fashion, she falls into a death-like coma. The effects of the venom last for a number of days equal to the character's Torment.
PostPosted: Wed May 14, 2008 2:30 pm


LORE OF THE FLESH

• BODY CONTROL
This evocation allows the Devourer to alter the body chemistry of her host body and others. She can purge poisons (both natural and manmade) and increase or reduce metabolism.
System: Roll Intelligence + Medicine. The difficulty depends on the complexity of the metabolic change. Purging the body of fatigue poisons is difficulty 6. Forcing alcohol out of a person's system is 7 or greater, depending on the level of intoxication. Putting the body into a deathlike coma is difficulty 9 or more. To perform this evocation on another, the demon must be able to make physical contact, and the individual can attempt to counteract the effort with a successful resisted roll using the victim's Willpower ( difficulty 8 ). The effects of this evocation last for the duration of the scene, after which poisons removed or normal metabolism takes effect again, This evocation can alleviate one instance of poisoning altogether if a temporary Willpower point is spent.
Torment: Monstrous demons use a brute-force approach when performing this evocation, putting a terrible strain on a subject. After rolling, total successes are compared to the subject's Stamina. Successes that exceed the target's Stamina are suffered as bashing damage, which may not be soaked.

• • MANIPULATE NERVES
Like Body Control, this evocation allows the demon to manipulate a subject's nervous system. Strength and reflexes can be enhanced, senses can be dulled or sharpened, or the person can be subjected to waves of intense pleasure or pain.
System: Roll Intelligence + Medicine. The difficulty is determined by the complexity of the intended effect. Reducing the effects of pain is difficulty 6, while increasing the speed of a person's reflexes (increasing his Dexterity) is 7 or 8. Sharpening a person's senses (or dulling them) might require a difficulty of 9 or more.
Each success increases or decreases a relevant physical trait or wound penalty by one, as appropriate for the effort. The effects of this evocation last for the duration of the scene. To perform this evocation on another individual, the demon must be able to make physical contact, and a resisted Willpower ( difficulty 8 ) can be made to counteract your character's effort.
Torment: A monstrous demon risks inflicting severe physical damage to a subject by crudely manipulating the victim's nervous system. After rolling, the total successes are compared to the subject's Stamina. Successes that exceed the target's Stamina are suffered as lethal damage.

• • • MANIPULATE FLESH
This evocation allows the demon to manipulate a subject's physical form (be it her own or another's), adding muscle mass, increasing bone density or expanding mental faculties.
System: Roll Intelligence + Medicine. Each success is a point that can be added to any of the subject's Physical or Mental Attributes, There is a risk, however. Compare the total number of successes to the subject's Stamina. Any excess successes are suffered as bashing damage due to system shock. This damage cannot be soaked. To perform this evocation on another individual , the demon must be able to make physical contact, and the individual can attempt to counteract its effects — the Storyteller makes a Willpower roll ( difficulty 8 ).
Torment: Monstrous demons alter flesh and bone without regard for their subjects' frailty. If performed on another, a Willpower roll is made for the subject, with a difficulty equal to the demon's Torment. If the roll fails, the subject suffers a temporary derangement that makes him uncontrollably paranoid and prone to violence. If the roll is botched, the derangement is permanent.

• • • • RESTORE FLESH
The demon is capable of restoring an animal or person's body to its original form, no matter how torn or mutilated it has become.
System: Spend one Faith point and roll Perception + Medicine. Each success heals one level of lethal damage or all levels of bashing damage that the subject has suffered. Lost limbs or organs are restored completely, and any illness or poisons are purged from the body. Aggravated damage cannot be healed with this evocation, nor can the power resurrect someone who is already dead. The Devourer must be able to touch the subject to perform this evocation.
Torment: Monstrous demons are capable of performing this evocation as well, but their ministrations are invariably tainted by hatred and pain. The Storyteller makes a resisted Willpower roll (difficulty 7) for the subject. If successful, the subject gains a temporary derangement. If the roll fails, the derangement is permanent.
If the roll botches, the subject becomes a mindless, psychotic killing machine.

• • • • • SHAPE FLESH
The demon is capable of transforming human flesh into any shape desired. Mortals or fallen can become monstrous creatures straight out of legend.
System: Spend one Faith point and roll Dexterity + Medicine in a resisted roll against the target's Willpower (difficulty 7). The player decides the form she wishes to create, along with its relevant physical capabilities, and the Storyteller determines the number of successes necessary to make the form a reality.
These successes can be generated as part of an extended roll over a period of days (one roll per day) as the demon "tinkers" with her creation. As a rule of thumb, assume that each success confers or removes one Physical Attribute point or physical feature. The effects of this evocation last for a number of days equal to the character's Faith score, or they can be made permanent by expending one temporary Willpower point. Devourers can use this evocation on themselves or others, as long as they can touch a subject.
Torment: Monstrous demons' alterations are invariably warped by their Torment, creating grotesque deformities that transform victims into walking nightmares.
Such a hideous metamorphosis causes the victim to gain a temporary derangement and to suffer a level of lethal damage each day as a result of the intolerable strain placed on his body. Mortals who witness these creatures suffer the effects of Revelation.

ARURU, THE VISAGE OF FLESH

The angels of the flesh, who can alter their forms more completely than even the Defilers, manifest themselves as idealized versions of their own mortal forms.
Their power exalts the mortal shells that they inhabit, removing any blemishes or deformities and refining their original features to perfection. In a way, this makes their appearance just as alien and wondrous as the shimmering apparitions of their Celestial kin.
The Visage of Flesh confers the following special capabilities:
• Enhanced Social Traits: The refinement of the character's features, mannerisms and voice provides the following bonus traits: +1 Charisma, +1 Manipulation, +2 Appearance.
• Immune to Poisons: The character is immune to damage or impairment from any toxins, including alcohol and nicotine.
• Improved Initiative: Add two to the character's initiative.
• Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
Torment: High-Torment Aruru bear little resemblance to human beings, their original shape being lost in a swollen mountain of undulating flesh. Muscle, bone and organs roil and shift from moment to moment without the demon's conscious control.
The Visage of Flesh confers the following high-Torment special capabilities:
• Extra Health Levels: The demon gains three extra Bruised health levels for the purposes of absorbing damage.
• Armor: The demon's undulating mass of gristle and flesh provides four levels of armor for the purposes of soaking bashing, lethal and aggravated damage.
• Gaping Maw: The demon can chew and digest almost anything — metal, stone or flesh. The difficulty of bite attacks decrease by two, and a bite itself inflicts Strength +4 aggravated damage.
• Regeneration: The demon regenerates one health level of bashing or lethal damage per turn, automatically as a reflexive action.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Wed May 14, 2008 2:32 pm


LORE OF DEATH

• READ FATE
This evocation allows the demon to look into the eyes of a dead body and see the manner in which he or she died.
System: Roll Perception + Awareness. The number of successes achieved determines the amount of detail your character can determine about the mortal's fate. One success provides a picture of the moment of death. Each additional success goes further back in time, from minutes at two successes, hours at three and days at four. It also provides a broader context for the circumstances behind the person's passing.
Torment: Monstrous demons are able to discern a subject's fate only if that person died as a result of violence, whether accidental or intentional.

• • DECAY
One of the Reaper's primary powers, this evocation accelerates the process of decay, reducing living and non-living matter to its component particles.
System: Your Slayer must be able to touch his intended target to perform this evocation. Roll Stamina + Medicine. Each success inflicts one health level of aggravated damage (lethal damage to a mortal). If performed on a dead body, each success removes a point from the body's Stamina.
When all the dots have been eliminated, the body is reduced to dust. The process works in a similar fashion on inanimate objects, but the difficulty varies depending on an object's composition. Decaying an article of wood or cloth, for example, is difficulty 7, white decaying a piece of plastic is difficulty 8. Decaying metal is difficulty 9, and stone is 10. Each success decays one cubic foot of material.
Torment: Monstrous demons affect people and objects in an area as opposed to single targets. Everything within a radius of yards equal to the character's Faith score is affected.

• • • VISION OF MORTALITY
This evocation saw frequent use in the War of Wrath, permitting Slayers to fill the minds of their foes with visions of impending death. Even battle-hardened angels found their mettle sorely tested by these bone-chilling sights, throwing down their arms and fleeing before the Halaku's remorseless advance.
System: Roll Manipulation + Intuition. The target resists the evocation with a Willpower roll, using the Slayer's Faith as the difficulty. If you succeed, the target abandons her action and flees from your demon's presence. If the target's Willpower roll botches, he flees and suffers a temporary derangement. This evocation can target individuals up to a number of yards away equal to your character's Faith rating. A target who wins the resisted roll cannot be subjected to this evocation again for the remainder of the scene.
Torment: Monstrous demons affect every living being around them as opposed to a specific target. The demon affects targets within a number of yards equal to their Faith score, and resisted Willpower rolls are made for each potential victim.

• • • • EXTINGUISH LIFE
The Reaper's touch means death. By placing a hand on a living body and exerting her will, a demon can sever a victim's soul from his body, killing him instantly. This capability can be used on the fallen as well, but rather than cause instant death, the evocation produces an icy chill that saps the vitality from a demon's body.
System: The Slayer must be able to physically touch her intended target to perform this evocation. Spend one Faith point and roll Strength + Awareness. Compare your successes to the target's Stamina. If your successes exceed the target's Stamina, he is killed instantly. If your successes are less than the target's Stamina, each one inflicts a level of bashing damage as the Slayer's icy touch saps the strength from the mortal's body. If this evocation is employed against another demon and the successes exceed the target's Stamina, each success inflicts a level of aggravated damage. If the successes are less than the demon's Stamina, apply them as levels of bashing damage.
Torment: Monstrous demons do not need to touch their victims to employ this evocation. Their icy hatred radiates from them in all directions, stilling the hearts of living beings. The high-Torment version of this evocation affects every living being within a number of yards equal to your character's Faith score.

• • • • • UNLIFE
This powerful evocation allows a living body to function without the presence of a soul or vital spirit, creating an unliving creature completely under the Slayer's control.
System: Spend one Faith point and roll Stamina + Medicine. A walking-dead creature has only one point in each of its Physical Attributes upon creation, though each extra success can be used to add additional points in any Physical Attributes, at your discretion. These creatures do not suffer wound penalties in combat, using their full dice pools at all times. They must suffer no less than 10 health levels of damage before being destroyed. Undead minions are mindless automatons, acting solely according to your demon's will. Each time your character wants one of her minions to perform an action, make a Willpower roll (difficulty 7). If your character controls more than one creature at a time, you must divide your Willpower pool among them per turn. A failed roll causes a zombie to continue the last action it was commanded to perform.
Alternatively, a Slayer can program a minion to perform a rote set of instructions; one action per point of Wits that your character has, all by spending a temporary Willpower point. Since these instructions are transmitted mentally, it's possible to create a detailed set of commands, including complicated travel routes and detailed physical descriptions. Once programmed, however, a minion cannot he given further commands. If the demon uses her Willpower to command the minion to perform an action outside the realm of its instructions, its programming is lost Slayers can raise and control a number of minions equal to their Faith at one time. The bodies must be within Faith in yards to be affected. The effects of the evocation last for the duration of the scene. If your character wishes, the effects can be made permanent by the expenditure of a temporary Willpower point per body. A permanent minion remains until destroyed, and it cannot be raised again thereafter, disembodied fallen may possess animated corpses with the Slayer's permission, or they can try to wrest control of programmed corpses from the demon with a resisted Willpower roll. Unless transformed by use of other lore, the demon's host remains a dead body with all due appearances, smell and physical limitations.
Torment: Monstrous demons cannot prevent their Torment from infusing creations with an unnatural craving for violence, raising flesh-eating monsters that must be held in check constantly or they attack any living thing they can reach, including the Slayer herself.
If not programmed with a rote set of instructions, these creatures go into a violent frenzy unless their creator makes a successful Willpower roll ( difficulty 8 ) each turn. This Willpower roll is in addition to any to impose commandments from action to action.

NAMTAR, THE VISAGE OF DEATH

These angels manifest as shadowy figures wreathed in tendrils of ghostly mist that shift and writhe from moment to moment, occasionally reflecting the angels' thoughts in strange, symbolic forms. A pall of silence surrounds these figures, 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.
The Visage of Death confers the following special Capabilities:
• Wings: A pair of raven's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn.
• Improved Initiative: Add two to character's initiative.
• Pass Without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way — she leaves no footprints and disturbs no foliage.
• Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
Torment: Monstrous Namtar exude the cold aura of death, indiscriminately draining the life of every living thing around them. Flowers wilt in their passing, children grow glassy-eyed, and the old feel mortality grip their heart.
The Visage of Death confers the following high-Torment special capabilities:
• Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best of light, and rendering her near-invisible at night. The difficulties of all Stealth rolls are lowered by two whenever the demon stands in a pool of shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker.
• Deathgrip: The demon's spirit can cling to life past the point of human endurance. If the demon's host body suffers eight levels of lethal or aggravated damage, she can still hold onto life with a successful Willpower roll. If successful, the character falls into a coma until the following dawn, at which point she rises with one health level and one less temporary Faith.
Aura of Entropy: Plants wilt in the demon's presence, and living beings are suffused with an icy chill that saps their strength. Mortals and other demons within a number of yards equal to the demon's Faith lose one die from their dice pools unless a successful Stamina roll (difficulty 6) is made. The effects of this capability persist for the duration of the scene.
• Damage Resistance: The demon is capable of shrugging off damage that would cripple a normal human. She may ignore any wound penalties for the duration of the scene. Penalties for injuries incurred while in apocalyptic form apply again once human form is resumed.
PostPosted: Wed May 14, 2008 2:34 pm


LORE OF THE SPIRIT

• SPEAK WITH THE DEAD
This evocation allows the Slayer to communicate with spirits roaming the physical or spirit world. Spirits addressed in this way are compelled to respond, and they must answer the demon's questions to the best of their ability.
System: Roll Manipulation + Awareness. The spirit can attempt to avoid the evocation's compulsion with a resisted Willpower roll (difficulty 9). If the evocation is successful, the spirit must answer the Slayer's questions truthfully. The Slayer can affect any spirit within reach of her voice, and the effects of the evocation persist for a number of turns equal to the character's Faith score.
Torment: Monstrous demons can perform this evocation as well, but the spirits they contact become warped by the demon's Torment and grow inimical to living beings for days afterward. Spirits affected by this evocation become restless and hostile to the living for a number of days equal to the demon's Torment score if a Willpower roll (difficulty 9) fails.

• • SUMMON THE DEAD
Slayers can use this evocation to summon spirits to their presence, their influence reaching across entire city blocks. Spirits summoned in this fashion must come to the demon whether they wish to or not, and they remain until dismissed.
System: Roll Manipulation + Leadership. The Slayer can summon one spirit per success rolled, if any are present in the area. The evocation affects 10 square yards times the character's Faith score, and spirits within the affected area are drawn to the Slayer's presence immediately. They remain until the effects of the evocation expire or the demon dismisses them. The effects of this evocation last for the duration of the scene. At the Storyteller's discretion, a particularly potent or willful spirit could try to break the demon's control with a resisted Willpower roll (difficulty equal to the demon's Faith score) made against your Manipulation + Leadership successes.
Torment: Monstrous demons can summon spirits, but the effects of their Torment cause the beings to become inherently hostile to the living for a number of days equal to the character's Torment score if a Willpower roll (difficulty 9) is failed.

• • • COMMAND THE DEAD
A Slayer may command a spirit of the dead to do her bidding, forcing the ghost to perform any actions that the demon desires if her will proves greater than its.
System: Roll Manipulation + Leadership. The Slayer may command any single spirit that can hear her voice. The spirit may attempt to counteract the effect with a resisted Willpower roll ( difficulty 8 ). If the spirit's roll fails, it must obey the demon's commands to the best of its ability. The effects of this evocation last for a number of turns equal to the character's Faith score.
Torment: Monstrous demons can command spirits as well, but they warp any beings by the force of their Torment, causing ghosts to become maddened, violent entities that lash out at the living at the first opportunity. Once the evocation's effects expire, the Storyteller makes a Willpower roil ( difficulty 8 ) for an affected spirit. The roll requires a number of successes equal to or greater than the number of turns that the ghost spent under the demon's control. If the roll fails, the spirit becomes malevolent and hostile toward the living for a number of days equal to the demon's Torment score. If the roll botches, the change is permanent.

• • • • ANCHOR THE SOUL
This powerful evocation allows a Slayer to anchor a disinterred mortal soul (or a demon's spirit) to a physical object, creating a haunted artifact that traps the spirit in the physical world. In the darker days of the War of Wrath, Slayers used this evocation to bind the souls of mortals and angels to fuel powerful weapons and tools crafted by the Annunaki.
System: Spend one Faith point and roll Stamina + Awareness. The difficulty is determined by the nature of the object being used as an anchor. Binding a soul to something that was close to the person in life (difficulty 6) is the most effective kind of anchor, while foreign objects prove more challenging depending on their composition.
Crystal, gems or precious metals are useful (difficulty 7), while natural objects such as wood, glass or bone are less so ( difficulty 8 ). Synthetic objects such as plastic or high-tech items such as computers are challenging to use (difficulty 9). Your character must be within a number of yards of the spirit equal to his [your character's] Faith rating in order to affect it, and he must hold the intended anchor. The spirit can resist imprisonment with a resisted Willpower roll ( difficulty 8 ). If you get more successes, the spirit is trapped within the anchor and cannot interact with the outside world unless the object has been properly attuned.
Demons bound to an attuned item can still access their inherent powers (including their lore paths), provided they have Faith available. (Any existing pacts with mortal thralls remain in effect). This evocation persists for a number of days equal to your character's Faith score, or it can be made permanent by expending a temporary Willpower point. If an anchor is ever destroyed, the spirit is freed immediately. Freed mortal souls disappear forever or become ghosts haunting a locale, at the Storyteller's discretion. Freed demons must resist the pull of the Abyss and attempt to locate another host body or physical anchor.
Torment: Monstrous demons bind spirits with a shroud of suffocating darkness, imposing the slightest taste of the agony suffered in the Abyss. These trapped souls are so frenzied by their hardship that their despair leaks into the physical realm, surrounding their anchors with an aura of ill fortune. Individuals touching or carrying such a spirit anchor botch their actions on a roll of 1 or 2.

• • • • • RESTORE THE DEAD
This evocation allows a Slayer to anchor a spirit into any soulless physical body. This effort returns the ghost to the land of the living, at least for a short time.
System: Spend one Faith point and roll Stamina + Awareness. The Slayer must have the soul she wishes to restore in her immediate vicinity and be able to touch the body she wants it to possess. The body in question must have died only recently (i.e., within the last 48 hours). If successful, the soul is anchored to the body, healing any injuries the body may have had and returning the spirit to the land of the living. The new person has the same Physical Attributes that the body had in its former life, and the Mental and Social Attributes and Abilities of the new soul. The effects of this evocation last for a number of days equal to your character's Faith score, or it can be made permanent by expending one point of permanent Willpower. Demon spirits without hosts can be placed into bodies through this evocation.
Torment: Monstrous demons who perform this evocation invariably taint the spirit with their own Torment, leaving the soul twisted by hate and pain. Once the soul has been restored, the Storyteller makes a Willpower roll for it with a difficulty equal to your character's Torment. If the roll is successful, the restored person suffers a temporary derangement. If the roll fails, the derangement is permanent. If the roll botches, the restored person becomes a frenzied monster, attacking the living until it is destroyed.
If a disembodied demon spirit is put into a body with the high-Torment version of this evocation, a Willpower roll is made for it, too. If the roll is successful, the possessing demon has a Torment score that's one point less than your character's. If the Willpower roll fails, the possessing demon's Torment score equals your character's.
And, if the Willpower roll botches, the possessing demon's Torment score exceeds your character's by one point.

NERGAL, THE VISAGE OF THE SPIRIT

The angels of the spirit world appear as pale, serene figures reminiscent of the images of human saints, beautiful, silent and remote. Like others of their House, the Nergal move without noise or effort, seeming to glide along the ground as they move. Only their eyes, colored in shifting patterns of gray and black, hint at the bleak world beyond the mortal realm.
The Visage of the Spirit confers the following special capabilities:
• Ghost Sight: The angel can see the spirits of the dead that linger in the mortal realm, whether the ghosts wish to reveal themselves or not, with a successful Perception roll (difficulty 6).
• Enhanced Social Traits: The angel's beatific appearance provides the following bonus traits: +2 Charisma, +1 Manipulation, +1 Appearance.
• Pass Without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.
• Wings: A pair of raven's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn.
Torment: Monstrous Nergal are stained with the blood of the dead, their alabaster skin streaked with lines of crimson and black. Their eyes are orbs of clotted blood, and when they speak, their voices howl like the spirits of the damned.
The Visage of the Spirit confers the following high-Torment special capabilities:
• Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best of light and rendering her near-invisible at night. The difficulties of all Stealth rolls decrease by two whenever the demon stands in a pool of shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker.
• Howl of the Damned: The difficulties of all Intimidation rolls decrease by two.
• Aura of Dread: The demon is surrounded by an aura of fear that saps the will of her foes. Targets within a number of yards equal to the character's Faith lose their normal initiative unless a successful Willpower roll is made against a difficulty equal to the demon's Torment. Affected individuals act last within a given turn. The Willpower roll is made every turn in which a person or another demon is in the Nergal's apocalyptic presence. Normal initiative resumes for a victim as soon as a successful Willpower roll is made.
• Damage Resistance: The demon is capable of shrugging off damage that would cripple a normal human. She may ignore any wound penalties for the duration of the scene, although penalties return and apply normally when human form is resumed.

Carnamagos
Vice Captain


Carnamagos
Vice Captain

PostPosted: Wed May 14, 2008 2:37 pm


LORE OF THE REALMS

• SENSE THE BARRIER
The Slayer is able to sense the relative strength of the barrier between the physical and the spirit realms in an area as large as a city block, allowing the demon to home in on regions where the boundary is exceptionally thick or thin.
System: Roll Perception + Awareness. If your roll is successful, your Slayer can zero in on any regions of unusual strength or weakness in the barrier between the realms. As a rule of thumb, the barrier between realms tends to be strongest in areas where the influence of human faith is weakest. Therefore, a science lab that promotes cold intellect over intuition might have a strong barrier, while a graveyard or a church might have a weak barrier. Your demon can read an area that's 10 square yards multiplied by his Faith score.
Torment: Monstrous demons can sense only areas where the barrier is weak, drawn by the call of the spirit storm raging just beyond.

• • STEP BEYOND THE VEIL
This evocation allows the Slayer to physically cross the barrier into the shadow world, a lifeless mirror image of the mortal world. Doing so allows the demon to travel vast distances in the shadow realm at the speed of thought and return to the physical world at a corresponding location. Crossing over also allows a demon to interact with the spirits of the dead that linger on the other side.
System: Roll Dexterity + Awareness. The difficulty is determined by the relative strength of the barrier in the area where your Slayer tries to cross. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8.
Once in the shadow land, your character can fly across the bleak landscape with the speed of thought. Roll Dexterity + Athletics ( difficulty 8 ), allowing the demon to cover a mile each turn per success rolled. The roads and buildings in the shadow realm are just as real to your demon as are their physical-world counterparts. She must traverse any physical obstacles and find her way to her destination just as she would in the mortal world. Upon reaching her destination, the demon can return automatically to the corresponding place in the physical realm, appearing as if from nowhere.
All other actions are performed as normal in the spirit realm, but the furious storm raging there increases difficulties to 8, at the least. Furthermore, your Slayer loses a point of temporary Willpower each time a roll botches. If the demon loses all her Willpower, she is torn from her mortal host. The body is returned to the physical realm and the disembodied soul must fight the pull of the Abyss while searching for another anchor.
Your character cannot take passengers with her to or from the spirit or living realms. Encountering and communicating with spirits in the dead lands is similar to meeting people in the living world. Spirits have their own identities and agendas and may be willing or unwilling to interact with visitors. Demons can use Lore of the Spirit to encourage such interaction.
Torment: Monstrous demons that cross into the spirit world create a "seam" in the barrier that draws restless spirits into the physical world, resulting in temporary but intense hauntings. This seam remains in the area for a number of days equal to the demon's Torment score.

• • • GHOSTWALK
This evocation allows the demon to exist simultaneously in both the physical and spirit realms. She can interact with both mortals and spirits, and pass through objects in both places.
System: Roll Stamina + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8.
If your roll is successful, your demon becomes a hazy, insubstantial form, able to see and be seen by individuals on both sides of the barrier. She passes through objects without harm, and vice versa, though she can interact with one realm or the other in a given turn with a Willpower roll ( difficulty 8 ). If the roll succeeds, the Slayer can speak to individuals, handle objects, attack or be attacked in the realm to which she has attuned herself, just as if she were solid. The effects of this evocation last for a number of turns equal to the character's Faith rating. Your character cannot take any other beings with her to this "middle ground" between realms.
Torment: When monstrous demons perform this evocation, it causes the energies of the spirit storm to leak into the physical realm around her, causing wild and unpredictable spirit manifestations and hauntings.

• • • • REACH ACROSS THE BARRIER
The Slayer can peer into and reach across into the spirit realm the same way a mortal retrieves something from a cupboard, placing or retrieving items between the realms at will. During the War of Wrath, this evocation was used extensively to place powerful weapons or other items beyond the reach of the Slayers' enemies. Many still remain there to this day, waiting to be found.
System: Spend one Faith point and roll Dexterity + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8.
If your roll is successful, your character can see into and "reach" across the barrier between realms—her hand and arm literally vanishes from mortal eyes until she withdraws it again. She can place or remove any item that can be easily Lifted with one or two hands. Mortals or demons cannot he forced across the barrier using this evocation. Items can be hidden away from the spirit world, however, placing them in the material world, out of reach from dead-land inhabitants. (But, of course, that might mean that real-world beings could find the items.)
Torment: Monstrous demons who perform this evocation risk allowing traces of the spirit storm to leak through into the physical world, causing surreal and terrifying side effects. If the evocation succeeds, the Storyteller makes a Willpower roll with the difficulty equal to your Slayer's Torment. If the roll fails, the winds of the storm seep through, subjecting all mortals in the immediate area to Willpower rolls ( difficulty 8 ).
If their rolls fail, they flee in terror. If their rolls botch, they also suffer a temporary derangement.

• • • • • PIERCE THE BARRIER
This evocation enables the Slayer to create a temporary doorway between the living and dead realms, allowing other demons to cross into the shadow lands if the portal's creator wishes.
System: Spend one Faith point and roll Stamina + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8.
If your roll succeeds, your Slayer creates a portal that other demons may bodily pass through into the shadow realm, allowing them to interact with the spirits of the dead and to travel through the dead lands. As many other demons may enter as you get successes on your roll. Living mortals and thralls cannot pass. Non-Slayers who make the transition are at a considerable disadvantage compared to the Halaku, being more susceptible to the ravages of the Maelstrom than those of the Seventh House.
Furthermore, they cannot travel as quickly across the shadow realm as the Slayers can. They cover distances only as fast as they could in the physical realm. The dice pools for all actions taken by uninitiated demons are halved (rounded up), and these fallen lose one temporary Willpower point each day that they remain in the spirit realm. When their Willpower is exhausted, the demons become catatonic. Their bodies lose one point of Stamina each day thereafter. When a demon's Stamina is exhausted, her mortal body dies and her spirit is drawn back into the Abyss. The doorway created by this evocation lasts for only a single turn, and it is one-way. Spirits from beyond cannot normally use it to enter the living world.
Torment: Monstrous demons who perform this evocation cause the effects of the spirit storm to rage in the physical world in the immediate vicinity of the doorway, drawing spirits and causing horrifying manifestations to linger for a number of days equal to your character's Torment.

ERESHKIGAL, VISAGE OF THE REALMS

Angels of the Second World manifest as shadowy figures whose features are hidden in perpetual darkness. The air itself seems to wrap about them like a robe of night, conjuring the image of the cowled ferryman of human myth. Their hands are white and bony, like a skeleton's, and they move without effort or sound.
The Visage of the Realms confers the following special capabilities:
• Dead Reckoning: The character always knows where she is in relation to known landmarks, no matter how far away those landmarks may be. Unless affected by spatially distorting evocations such as Warp Path, she can never lose her sense of direction.
• Pass Without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.
• Increased Awareness: The fallen is especially attuned to the fabric of reality, lowering the difficulties of all Awareness rolls by two.
• Conjure from Nothing: The character is capable of supernatural sleight of hand, seeming to conjure items out of thin air only to make them vanish again with a flick of the wrist. She can draw an item from a pocket or conceal an item without detection on a successful Dexterity + Athletics roll (difficulty 6).
Torment: Angels of the Realms who surrender themselves to their Torment are walking portals to the land of the dead, exuding an aura of loss and despair that chills mortal hearts. Their voices are bleak and sepulchral, and their eyeless stare gives the boldest heart pause.
The Visage of the Realms confers the following high-Torment special capabilities:
• Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best of light, and rendering her near-invisible at night. The difficulties of all Stealth rolls decrease by two whenever the demon stands in a pool of shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker.
• Relentless: The demon can walk or run without need of rest, able to cover superhuman distances without pause. As long as she stays in motion, she is unaffected by fatigue or hunger.
• Voice of the Grave: The difficulties of all Intimidation rolls decrease by two.
• Dread Gaze: Individuals (mortal or demon) who meet the demon's gaze and who fail a Willpower roll (difficulty 7) must forfeit their actions for that turn.
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