rpgs:demon:lores_of_the_sebettu
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| - | ====== Lores ====== | ||
| - | ===== Common Lores ===== | ||
| - | |||
| - | ====Lore of Fundament==== | ||
| - | |||
| - | ==Manipulate Gravity== | ||
| - | The demon can alter the way gravity affects her body, allowing her to leap enormous distances, hang suspended in the air or plunge at her foes like a meteorite. | ||
| - | |||
| - | **System**: Roll Strength + Athletics. The demon can leap (or climb) up to 20 yards per success, or fall a similar distance without suffering injury. Completely canceling the effect of gravity requires a number of successes equal to the character' | ||
| - | |||
| - | **Torment**: | ||
| - | |||
| - | **Manipulate Adhesion** | ||
| - | |||
| - | The demon can affect her body's adhesion to physical objects. She can run up walls, hang from a ceiling or cling to the side of a moving car like a spider. | ||
| - | |||
| - | System: Roll Dexterity + Athletics. The difficulty is determined by the angle of the surface relative to the earth. Running up a steep slope is difficulty 6, while a vertical surface is 7. Moving along an inverted plane (like a ceiling) is difficulty 8. The character can move up to three yards along such a surface per success rolled. The effects of this evocation last for a single turn. | ||
| - | |||
| - | Torment: When a monstrous demon performs this evocation, the surfaces with which she interacts are warped by her passing, causing them to radiate waves of intense heat and leave patterns of the demon' | ||
| - | |||
| - | **••• Manipulate Inertia** | ||
| - | The demon can affect the inertia of anything she touches, stopping it dead or granting it irresistible force. She can snatch projectiles out of the air (providing she can see them), or throw an object farther than any human could imagine. | ||
| - | System: Roll Dexterity + Athletics. The demon can throw an object up to 30 yards per success rolled, regardless of her Strength. Snatching a projectile out of the air requires rolling a number of successes equal to or greater than the projectile' | ||
| - | Torment: Items affected by a monstrous demon become inherently unstable for a period of time, creating potential for disaster for the next person who tries to use them. For a period of turns equal to the character' | ||
| - | |||
| - | **•••• Manipulate Acceleration** | ||
| - | The demon can affect the acceleration of her own body, granting her supernatural speed and force. | ||
| - | System: Spend one Faith point and roll Dexterity + Athletics. Each success allows your demon to walk up to 10 yards per success per turn, jog 20 yards per success or run 40 yards per success per turn. If used in combat, treat these successes as automatic levels of damage for hand-to-hand, | ||
| - | Torment: The accelerations of a monstrous demon so disturbs the air around her that she is surrounded by an aura of blistering heat that radiates out a number of yards equal to the character' | ||
| - | |||
| - | **••••• Manipulate Cohesion** | ||
| - | The demon can manipulate the state of any inanimate matter she touches. She can walk on water or air or break down solid objects into their component particles. | ||
| - | System: The demon must be able to physically touch the matter she wishes to affect. Spend one Faith point and roll Stamina + Science. The difficulty depends on the matter involved and the degree to which it is affected. Changing water to ice or steam is difficulty 6. Increasing the cohesion of water or air to the degree that it briefly supports the demon' | ||
| - | Torment: Matter affected by a monstrous demon remains inherently unstable for a number of turns equal to the character' | ||
| - | The Storyteller is free to use her discretion when describing the chaotic effects that occur in the wake of the demon' | ||
| - | |||
| - | ==== Lore of Humanity ==== | ||
| - | |||
| - | **• Translate** | ||
| - | The demon can understand (and be understood by) mortals, regardless of what language they speak. | ||
| - | System: Roll Manipulation + Empathy. The evocation affects a number of people equal to the successes rolled. The demon can understand the speech of each affected individual and he understood in turn, even if all of the individuals involved speak completely different languages. | ||
| - | The effects of this evocation last for the duration of the scene. People who speak different languages do not understand each other when this power is used on them. | ||
| - | Torment: Monstrous demons must overcome the obstacle of their own Torment, or the words they hear are filtered through their own anger and obsessions. After the evocation is used successfully, | ||
| - | |||
| - | **•• Insinuate** | ||
| - | This evocation causes mortals to instinctively regard the demon as a potential friend, allaying any initial feelings of distrust or suspicion and engaging their interest in her. Unless gifted with a demon' | ||
| - | System: Roll Manipulation + Empathy. The evocation affects a number of individuals equal to the successes rolled. Each person resists the evocation with a Willpower roll. If the Willpower roll fails, affected individuals trust the demon within reason and talk freely and openly with her, lowering the difficulty of any of the demon' | ||
| - | Torment: Monstrous demons who perform this evocation have the opposite effect on the mortals they encounter. Affected individuals use the demon' | ||
| - | |||
| - | **••• Fade** | ||
| - | Demons using this evocation literally fade into the background. Mortal eyes simply pass over them unless the demons choose to call attention to themselves. Demons (and thralls who have been gifted with the demon' | ||
| - | System: Roll Presence + Manipulation. Mortals resist with a Willpower roll ( difficulty 8 ). If successful, the demon goes unnoticed by mortals unless she does something to call attention to herself such as make physical contact or speak to them directly. These effects persist for the remainder of the scene or until the demon wills them to cease. | ||
| - | Torment: Monstrous demons who perform this evocation fade from the sight of ordinary mortals, but stand out like beacons for those consumed by anger or a lust for violence. | ||
| - | |||
| - | **•••• Confess** | ||
| - | Mortals engaged in conversation with the demon respond to his questions with complete candor. Unless made aware of it later with direct questions about events, the mortal affected by this evocation does not remember the details of the conversation. Unless gifted with a demon' | ||
| - | System: Spend one Faith point and roll Manipulation + Subterfuge. The target resists with a Willpower roll (difficulty 7). If your roll is successful, the demon can ask the mortal any questions she wishes, and the mortal answers with complete honesty. The effects of this evocation last for a number of turns equal to your character' | ||
| - | Torment: Monstrous demons are able to draw out only a mortal' | ||
| - | |||
| - | **••••• Alter Memory** | ||
| - | The demon is able to manipulate a mortal' | ||
| - | System: Spend one Faith point and roll Manipulation + Subterfuge, If your character attempts to alter or remove an existing memory, the difficulty is 7. Planting a completely false memory is difficulty 8. A resisted Willpower roll is made for the target (difficulty 7). You must achieve a number of excess successes determined by the Storyteller, | ||
| - | Torment: Monstrous demons who perform this evocation also cause bouts of sleeplessness, | ||
| - | |||
| - | ===== Lore of the Namaru ===== | ||
| - | |||
| - | ==== Lore of the Celestials ==== | ||
| - | |||
| - | |||
| - | **• Lamp of Faith** | ||
| - | This evocation, allows a Devil to detect the presence of mortals or other demons in her vicinity by causing their store of Faith to flare like a beacon that only she can see individuals glow with a pale blue light, varying in intensity depending on the strength of their Faith, while non-living objects lose color, fading into dark silhouettes. | ||
| - | System: Roll Perception + Alertness. This evocation affects all living beings within a radius in yards equal to the character' | ||
| - | Torment: Monstrous Devils receive the opposite effect of this evocation; their eyes see only those individuals whose souls have become so hollowed out by their evil acts that they are literal voids of spiritual energy. These soulless individuals (including other demons with a Torment of 9 or more) appear to the demon as patches of blackness against the dark background of the physical world. | ||
| - | |||
| - | **•• Send Visions** | ||
| - | In their former role as the Creator' | ||
| - | System: Roll Manipulation + Expression. Devils may use this evocation to send complex instructions to fellow demons at the speed of thought. Unlike an invocation, this vision fills the recipient' | ||
| - | Torment: Monstrous demons use this evocation to shock or frighten their foes in battle. The sender can affect a number of targets equal to her Faith, as long as they are within her line of sight. Each success generated by your roll inflicts a level of bashing damage against the targets as they are struck with terrifying visions of the Devil' | ||
| - | |||
| - | **••• Pillar of Faith** | ||
| - | Throughout the birth of the cosmos and the early days of Paradise, the Heralds were at the forefront of every major effort mandated by Heaven, bolstering the energies of other Celestials wherever necessary. | ||
| - | System: Roll Manipulation + Leadership. This evocation allows the Devil to add her Faith to the efforts of another, as long as the Devil knows the demon' | ||
| - | The user of Pillar of Faith does not lose any Faith when " | ||
| - | Torment: Monstrous demons may use this evocation only to block or negate the efforts of another. This phenomenon works like any other resisted dice roll, with the Devil' | ||
| - | |||
| - | **•••• The Fire of Heaven** | ||
| - | This evocation allows the Devil to channel her Faith as a withering blast of pure white fire, smiting her target with the wrath of a fallen angel. | ||
| - | System: Spend one Faith point and roll Dexterity + Athletics. The character may target any individual or object within a range in yards equal to her Faith score. | ||
| - | Every success generated by the roll inflicts one level of aggravated damage (or lethal damage if the target does not deal in aggravated damage). | ||
| - | Torment: Monstrous demons are unable to focus the fiery power of their Faith in a concentrated bolt. It erupts from them in all directions as a storm of raging energy instead. When a high-Torment demon uses this evocation, the infernal fire strikes everything within a number of yards equal to the character' | ||
| - | |||
| - | **••••• Hand of Faith** | ||
| - | The mandate of the first Celestial House was to act as the voice of the Creator and to ensure that His Grand Design was fulfilled within the bounds of angelic free will. | ||
| - | If one of the Celestials deviated too far from the Creator' | ||
| - | System: Spend one Faith point and roll Manipulation + Leadership. Hand of Faith allows a Devil to usurp another Celestial' | ||
| - | When used in combat, the Devil must have a higher initiative than the demon performing the evocation — Hand of Faith cannot be performed as a reflexive action. | ||
| - | Torment: Monstrous Devils are not able to manipulate other demons' | ||
| - | Again, you must generate more successes on your roll than the demon performing the evocation in order to succeed. If successful, apply the effects of the evocation against the initiator (if the evocation has an area effect, center it on the initiator). The Devil must know the initiator' | ||
| - | |||
| - | **Bel, The Visage of the Celestials** | ||
| - | |||
| - | The apocalyptic form of the Lore of the Celestials reveals the fallen as a luminous, lordly angel, radiating divine grandeur and authority. Her skin literally glows, wreathing her in an aura of golden light that shifts in intensity depending on her mood. Her eyes blaze with the cold light of the stars. Despite her actual physical appearance, the fallen seems to tower over everyone around her. | ||
| - | The Visage of the Celestials confers the following abilities: | ||
| - | *Wings: A pair of eagle' | ||
| - | *Lordly Mien: The character' | ||
| - | *Enhanced Senses: The character' | ||
| - | *Increased Awareness: The fallen is especially attuned to the fabric of reality, lowering the difficulty of all Awareness rolls by two. | ||
| - | Torment: As the character loses herself to her dark nature, her authority remains as strong as ever, but the glow that suffused her dims to a sullen red. Her wings turn leathery, and her eyes become as black as the void. Where she was once a vision of nobility, she now carries herself as a haughty tyrant. | ||
| - | The Visage of the Celestials confers the following high-Torment abilities: | ||
| - | * Claws/ | ||
| - | * Scales: The character' | ||
| - | * Increased Size: The character' | ||
| - | * Dread Gaze: Individuals (mortal or demon) who meet the demon' | ||
| - | |||
| - | ==== Lore of Flame ==== | ||
| - | |||
| - | **• Fuel** | ||
| - | The Devil' | ||
| - | System: Roll Stamina + Survival. If there is a source of fire or heat within a number of yards equal to her Faith score, the Devil can increase its size by one square foot per success. | ||
| - | Torment: Monstrous Devils fuel the strength of an existing blaze rather than its dimensions. Each success increases the fire's lethal damage rating by one. | ||
| - | |||
| - | **•• Ignite** | ||
| - | A Devil' | ||
| - | System: Roll Stamina + Survival, This evocation allows the Devil to cause flammable objects to burst into flame. The character may attempt to ignite any object within a number of yards equal to her Faith score, and you must obtain a number of successes in excess of the target' | ||
| - | Torment: Monstrous Devils are too fueled by hatred to perform this evocation with precision. All flammable objects within a radius in yards equal to the character' | ||
| - | |||
| - | **••• Command the Flame** | ||
| - | The Devil' | ||
| - | System: Roll Wits + Survival and total the number of successes achieved. The successes form a pool that you use in subsequent turns to control the progress of the fire. Rolls to control the fire are made against a difficulty of 8, although that may increase depending on circumstances such as active sprinklers and fire-retardant materials, at the Storyteller' | ||
| - | Successes generated by the roll allow your character to cause the fire to grow by one square foot per success, shrink by the same amount or spread in a specific direction up to a yard per success. The player may add to this pool with subsequent Wits + Survival rolls on successive turns, if desired, but the pool can never exceed the character' | ||
| - | Torment: High-Torment Devils have less facility in controlling fire's movements, but their rage increases the flames' | ||
| - | |||
| - | **•••• Holocaust** | ||
| - | This evocation is the ultimate expression of the power of fire. It consumes in order to make way for new life by transforming divine energy into cleansing flames. | ||
| - | System: Spend one Faith point and roll Stamina + Survival, although your dice pool for the roll cannot exceed the target' | ||
| - | Torment: Monstrous demons delight in feeding the cosmos to the flames. Roll• your full dice pool, although damage levels inflicted in excess of the target' | ||
| - | |||
| - | **••••• Ride the Flames** | ||
| - | By performing this potent evocation, a Devil does not merely command the fire, she is the fire, transforming her physical body into flame and directing it by the power of her will. | ||
| - | System: Spend one Faith point and roll Stamina + Survival. A Devil has two options when employing this power: She can either join her essence with an existing blaze or become a pillar of fire by converting her available Faith. In either case, your demon' | ||
| - | Once transformed, | ||
| - | One success is sufficient. Failing that, her flame shrinks by one square foot at the end of the turn. The fire does not spread like a normal fire; it remains a self-contained entity, leaving only charred remains of the matter it consumes. If the fire shrinks to less than one square foot or you botch a Willpower roll at any point, your character transforms back into her physical form. | ||
| - | Torment: Monstrous demons are unable to fully realize the transformation into flame. These fallen become fiery, skeletal figures, instead, their blackened bones wreathed with flame, and howling their rage and pain with tongues of fire, High-Torment demons use their normal Attributes and Abilities to move, attack and otherwise act in a given turn, but they cannot move with the speed or ease of true, mutable flame. Furthermore, | ||
| - | |||
| - | **Nusku, The Visage of Flames** | ||
| - | |||
| - | These demons reveal themselves in a blaze of yellow-orange light. Their skin glows with the seething brilliance of the sun, and their image shimmers like a mirage. Their eyes take on the color of burnished gold, and when angered, the Nusku radiate palpable waves of heat. | ||
| - | An angel' | ||
| - | The Visage of the Flames confers the following capabilities: | ||
| - | * Shroud of Flames: The angel is surrounded in a nimbus of supernatural flame that distracts and confuses her foes. The difficulty of all ranged or melee attacks directed at the character increases by one. | ||
| - | * Immunity to Fire: The character suffers no damage from heat or fire. | ||
| - | * 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 Devil with an initiative of 7 gains an extra action, she take her normal action at 7 and her extra action at 6. The player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken. | ||
| - | * Improved Initiative: Add two to the character' | ||
| - | Torment: As the fallen becomes consumed by her demonic nature, her skin turns black like smoke and seems to seethe with patterns of sullen red that pulse with the demon' | ||
| - | The Visage of the Flames confers the following high-Torment capabilities: | ||
| - | * Claws/ | ||
| - | * Lashing Tail: The character manifests a long, reptilian tail tipped with a curved, bony spike that inflicts Strength -1 aggravated damage. | ||
| - | * Increased Size: The character' | ||
| - | * Fiery Blood: The character' | ||
| - | |||
| - | ==== Lore of Radiance ==== | ||
| - | |||
| - | **• Voice of Heaven** | ||
| - | This evocation allows a demon to speak with a voice like thunder or with the clear, perfect tones of a crystal bell. The clarity and power of the demon' | ||
| - | System: Roll Manipulation + Leadership. A Devil may use this evocation to affect everyone up to a distance of 10 yards times her Faith ( difficulty 8 ), or focus on a single individual (difficulty 6). The player may issue a single command to the target, who may then attempt to resist the command with a Willpower roll. If the victim scores fewer successes than the Devil, he must obey the demon' | ||
| - | Torment: Monstrous demons use this evocation to mouth a furious stream of blasphemy and hatred that is so charged with power that it strikes the minds of mortals and thralls like a physical blow. Each success inflicts one level of bashing damage to targets, though they can attempt to resist this damage by making a Willpower roll with a difficulty equal to the demon' | ||
| - | |||
| - | **•• Exalt** | ||
| - | The power of the demon' | ||
| - | System: Roll Manipulation + Leadership. Each success is a bonus die that the target may add to a single dice pool for that turn. The demon may affect a number of mortals (including thralls) up to her Faith rating. | ||
| - | Each individual benefits from the full amount of bonus dice. Demons cannot be affected by this evocation. | ||
| - | Torment: The sneering tone of a monstrous Devil has the opposite effect on mortals. Each success is subtracted from the mortals' | ||
| - | |||
| - | **••• Aura Of Legend** | ||
| - | This evocation awakens atavistic memories buried deep in the human subconscious, | ||
| - | System: Roll Manipulation + Leadership. The Devil can affect a number of mortals equal to her Faith, as long as they are within line of sight and able to hear the demon' | ||
| - | Torment: Monstrous demons do not inspire loyalty. They fill their victims with urges of hate and violence. Mortals affected in this way succumb to a murderous frenzy, attacking the nearest living beings within reach. | ||
| - | |||
| - | **•••• The Mark of Celestials** | ||
| - | During the War of Wrath, both angels and demons found ways to signify their friends and enemies, subtly altering auras to make subjects easier to find or as marks of anger and shame so that anyone who encountered subjects would know their crimes and treat them accordingly. | ||
| - | System: Spend one Faith point and roll Manipulation + Expression. The Devil must know her target' | ||
| - | One success allows the mark to last for a single day. Two successes give it a life span of a week. Three allow it to last for a month. Four or more successes cause it to remain for a year. Whenever another person encounters the marked individual, the total number of successes is compared to the person' | ||
| - | Torment: Monstrous demons can create only marks that promise violence and misfortune for the bearer, and a Willpower roll is made for mortals who try to resist the mark's command (difficulty equals the Devil' | ||
| - | |||
| - | **••••• Revelation** | ||
| - | Although mortals and demons alike use artifice to conceal their true natures, this evocation allows a Devil to strip away a mortal' | ||
| - | System: Spend one Faith point and roll Perception + Intuition in a resisted roll against the target' | ||
| - | At the end of the scene, the target must make a second Willpower roll (difficulty 7). If successful, the target gains a permanent point of Willpower, having faced the worst aspects of her identity and accepted them. If the roll fails, the target loses one permanent Willpower. If the target botches the roll, the individual loses three permanent Willpower and acquires a temporary derangement. | ||
| - | This power has no effect on other demons, but it does affect thralls. | ||
| - | Torment: Monstrous Devils are not interested in revealing a mortal' | ||
| - | |||
| - | **Qingu, The Visage of Radiance** | ||
| - | |||
| - | The apocalyptic form of the masters of Radiance is an incandescent figure wreathed in a corona of jewel-like color. Their physical features have more in common with the smooth perfection of marble than with human skin. Their voices are pure as crystal, and they cut through the petty din of the mortal world like a razor. | ||
| - | The Visage of Radiance confers the following capabilities: | ||
| - | * Wings: A pair of eagle' | ||
| - | * Inhuman Allure: The character' | ||
| - | * Radiant Aura: The character' | ||
| - | * Sense the Hidden: The character is supernaturally adept at sensing mortals or demons who attempt to hide from her. The difficulties of all Perception rolls to detect hidden individuals within the character' | ||
| - | |||
| - | Torment: As the angel gives in to her demonic nature, the colors of her aura become muted, flaring up in angry reds and blues when she grows angry. Her features retain their alabaster perfection, but where they once inspired wonder, they now radiate an air of cold menace and cruelty. | ||
| - | The Visage of Radiance confers the following high-Torment capabilities: | ||
| - | * Voice of the Damned: The demon' | ||
| - | * Casts No Reflection: The demon' | ||
| - | * Corrosive Spit: The demon' | ||
| - | * Horns: A pair of curved ram or bull's horns protrude from the character' | ||
| - | |||
| - | ===== Lores of the Asharu ===== | ||
| - | |||
| - | ==== Lore of Awakening ==== | ||
| - | |||
| - | **• Find the Faithful** | ||
| - | This evocation allows a Scourge to locate specific individuals, | ||
| - | System: Roll Perception + Awareness. The difficulty depends on how much information your character has concerning the subject. If she has the subject' | ||
| - | Torment: Monstrous demons can detect only sources of spiritual decay or corruption. They may use this evocation to seek out individuals whose Faith or Willpower has been reduced to zero. | ||
| - | |||
| - | **•• Cleanse** | ||
| - | Scourges use this evocation to purify a living being, be it plant, animal or human. By focusing their Faith on a target, any poisons, infections or diseased tissue are literally expelled from the body, emerging as a black, viscous fluid. | ||
| - | System: Roll Stamina + Medicine. The difficulty of the roll depends on the virulence and scope of the disease or poison. Cleansing a body of the effects of alcohol is difficulty 6, while a virulent disease such as tuberculosis or cancer is difficulty 8 or higher. The process is all or nothing. The evocation overcomes the illness or it doesn' | ||
| - | Torment: Monstrous Scourges use this evocation to spread sickness and corruption. Each success generated by a Faith roll inflicts one level of bashing damage to a living victim. What's more, the victim suffers an additional level of bashing damage and loses one temporary Willpower point each day thereafter as the corruption spreads through the victim' | ||
| - | |||
| - | **••• Heal** | ||
| - | This evocation allows the Scourge to heal even the worst injuries of demon and mortal alike. | ||
| - | System: Roll Stamina + Medicine. The Scourge can heal all of a target' | ||
| - | Torment: Monstrous Scourges use this evocation to poison a victim' | ||
| - | |||
| - | **•••• Animate** | ||
| - | This powerful evocation allows a Scourge to infuse non-living objects with the breath of God, giving them a form of rudimentary life. | ||
| - | System: Spend one Faith point and roll Intelligence + Crafts. The total number of successes achieved forms a dice pool that you roll for any actions that the animated object performs in a given turn. The object is not intelligent or self-aware, it is an extension of the demon' | ||
| - | Torment: A monstrous Scourge is capable of animating an object as easily as her low-Torment peers, but the objects she touches are filled with the taint of her anger and pain. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe. | ||
| - | Make a Willpower roll for each object per turn. The difficulty of the roll is equal to your demon' | ||
| - | |||
| - | **••••• Restore Life** | ||
| - | This potent evocation allows a Scourge to breathe life into the bodies of the dead, restoring their vitality if not their souls. Unless a soul is available to be connected to the body, the result is a mindless zombie under the demon' | ||
| - | System: Spend one Faith point and roll Stamina + Medicine. The difficulty depends on how long the body has been deceased. A freshly dead corpse is difficulty 6, while one dead for several days or as long as a week might be difficulty 7 or higher. Older bodies cannot be restored. If successful, the body is returned to life, but unless the Scourge is also able to furnish the body with a soul, the result is a mindless zombie that the demon can control. Disembodied fallen may possess these animated corpses with the Scourge' | ||
| - | Torment: A monstrous Scourge is capable of restoring life as easily as her low-Torment peers, but the bodies she raises are filled with the taint of her anger and pain. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe. Make a Willpower roll for each raised body per turn. | ||
| - | The difficulty is equal to your demon' | ||
| - | |||
| - | **Dagan, The Visage of Awakening** | ||
| - | |||
| - | The apocalyptic form of the masters of animation infuses the angel' | ||
| - | The Visage of Awakenings confers the following special capabilities: | ||
| - | * Aura of Vitality: Living beings (plant or animal) within a number of yards equal to your character' | ||
| - | * Pass Without Trace: The difficulty of the character' | ||
| - | * Improved Physical Capabilities: | ||
| - | * Wings: A pair of owl's wings extends from the character' | ||
| - | Torment: As the Dagan become consumed by their demonic nature, their command of life and vitality turns in upon itself, transforming their mortal bodies into a breeding ground for disease and cancerous tumors. They are covered with misshapen growths and weeping sores, and their flesh is damp and spongy to the touch. | ||
| - | The Visage of Awakenings confers the following high-Torment special capabilities: | ||
| - | * Miasma: The demon' | ||
| - | * Extra Health Levels: The demon gains three extra Bruised health levels for the purposes of sustaining bashing, lethal and aggravated damage. | ||
| - | * Viscous Flesh: The diseased flesh of the Dagan sloughs away when pinned or trapped, leaving a would-be assailant covered in rotting flesh. The difficulty of grappling the demon increases by two, and the character can escape from bonds such as ropes or handcuffs with a successful Dexterity roll. | ||
| - | * Extra Limbs: The demon grows a second set of arms or a prehensile tail, at the player' | ||
| - | |||
| - | ==== Lore of Firmament ==== | ||
| - | |||
| - | |||
| - | **• Remote Viewing** | ||
| - | This evocation allows a Scourge to sec through the eyes of one of her thralls. This form of viewing is strictly passive; the demon is merely a spectator along for the ride. | ||
| - | System: Roll Perception + Empathy. The Scourge may see through her thrall' | ||
| - | Torment: When a monstrous demon uses this evocation, it causes blood vessels to burst in the mortal' | ||
| - | If the roll fails, the thrall is blinded for a number of days equal to the total number of turns the evocation was in effect. If the roll botches, the thrall is blinded permanently. | ||
| - | |||
| - | |||
| - | ** •• Scry ** The Scourge must know one of the names of her intended subject or be able to hold one of the subject' | ||
| - | System: Roll Perception + Empathy. The difficulty depends on the level of connection to the subject: Using a mortal' | ||
| - | Two successes expand the visual sphere out from the subject to a distance in yards equal to the Scourge' | ||
| - | Torment: The weight of a monstrous demon' | ||
| - | |||
| - | **••• Mouth of the Damned** | ||
| - | This evocation allows the Scourge to speak and act through the body of one of her thralls. This is more like a form of remote control than outright possession, though. The demon remains firmly ensconced in her host body and simply directs her will through the bond between herself and her thrall, and he may do so at any distance. | ||
| - | System: Roll Manipulation + Leadership. The number of successes determines how many of the thrall' | ||
| - | Torment: Monstrous demons have few scruples about a thrall' | ||
| - | |||
| - | **•••• Touch from Afar** | ||
| - | Scourges can use this evocation to direct their powers at a target outside their line of sight, as long as they know one of the target' | ||
| - | System: Spend one Faith point and roll Manipulation + Awareness. Your demon can affect targets as far away as 10 miles times the character' | ||
| - | Torment: The searing focus of a monstrous demon' | ||
| - | |||
| - | **••••• Many Places at Once** | ||
| - | This evocation is similar to Mouth of the Damned, except that the Scourge is capable of speaking and acting through multiple thralls at the same time. | ||
| - | System: The demon can affect a number of thralls equal to her Wits score, though if she affects fewer targets than her total Wits, she can also control her own body at the same time. Otherwise, the demon' | ||
| - | Torment: Each turn the demon performs an action with a thrall' | ||
| - | Additionally, | ||
| - | |||
| - | **Anshar, The Visage of the Firmament** | ||
| - | |||
| - | These Angels of the Firmament reveal themselves as lithe, ethereal figures with pale skin and large gray eyes. When they speak, their voice echoes faintly, as if from a great distance, and they alternate between bouts of quiet distraction and periods of intense, disquieting scrutiny. | ||
| - | The Visage of the Firmament confers the following special capabilities: | ||
| - | * Enhanced Senses: The character' | ||
| - | * Wings: A pair of owl's wings extends from the character' | ||
| - | * Enhanced Intuition: The character' | ||
| - | * Enhanced Dodge: The difficulty of all Dodge rolls decreases by two. | ||
| - | Torment: Monstrous Anshar seem to retreat even further from the physical realm, shrouded in a disturbing mantle of shadow and mist. Their skin turns an almost translucent gray, and their bodies become bony and emaciated, the skin stretched taught over their faces until they resemble leering skulls. | ||
| - | The Visage of the Firmament confers the following high-Torment capabilities: | ||
| - | * Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best light and rendering her near-invisible at night. The difficulty of all Stealth rolls decreases by two whenever the demon stands in shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker. | ||
| - | * Multiple Eyes: The demon gains four to six extra eyes, sprouting from her head and/or neck. These extra organs give the demon 360-degree vision and lower the difficulty of all Perception rolls by two. | ||
| - | * Improved Initiative: The character adds two to her initiative. | ||
| - | * Claws: The character manifests claws that inflict Strength +2 aggravated damage. | ||
| - | |||
| - | ==== Lore of the Winds ==== | ||
| - | |||
| - | **• Summon Wind** | ||
| - | This evocation allows the demon to call up a wind seemingly from nowhere. The Scourge can control the wind's general direction and use it to gain increased distance on a leap or hamper the effectiveness of ranged weapons. | ||
| - | System: Roll Stamina + Survival. The total number of successes rolled determines the strength of the wind summoned. Depending on how the wind is used, this strength can be added as a number of automatic successes to an Athletics roll (to leap a long distance, for example), it can increase the difficulty of a ranged attack staged against your character, or it can be used as a dice pool to exert force against an object (such as pushing open a door, knocking a person over). The wind persists for only a single turn. Increased winds can be applied across any distance that your character can see. | ||
| - | Torment: When monstrous demons summon up a wind, it is tainted with the reek of a charnel house, stinking of death and decay. Anyone caught in this blast must make a successful Stamina roll (difficulty 7) or suffer one level of bashing damage that may not be soaked. If such a roll botches, the victim forfeits all actions that turn due to extreme nausea. | ||
| - | |||
| - | **•• Fist of Air** | ||
| - | This evocation allows a demon to manipulate air pressure, allowing her to crush objects, stun living beings or cause them to burst apart from within. | ||
| - | System: Roll Stamina + Survival. Each success inflicts one health level of bashing damage to living beings. If directed at non-living objects, successes rolled are considered Strength points on the Feats of Strength chart to determine how much effect the blast of air has on a target. | ||
| - | Your character must be able to see her target to use this evocation on it, and the effects persist for one turn, | ||
| - | Torment: Monstrous demons are capable of drawing on their hate to intensify the force of this evocation to the degree that it inflicts lethal damage on living targets. | ||
| - | |||
| - | **••• Command the Wind** | ||
| - | When a Scourge uses this evocation, he is surrounded by swirling winds that become extensions of his will. He can use these gusts of air to manipulate objects. | ||
| - | System: Roll Dexterity + Survival. The total number of successes achieved forms a dice pool that you can roll for your character to perform any action that involves moment or control of objects or targets. The difficulty of actions that require fine motor control (typing, putting a key in a lock) is 9. The Scourge can affect objects up to a distance in yards equal to her Faith score. The effect of this evocation lasts for the duration of the scene. | ||
| - | Torment: The winds stirred by a monstrous demon become a foul miasma that chokes the lungs of anyone touched by them. Every living being within the range of the demon' | ||
| - | |||
| - | **•••• Wall of Air** | ||
| - | While Scourges can stir air into an angry gale with but a word, they can also condense it into an impenetrable barrier, stopping solid objects as though they'd struck a stone wall. When this evocation is performed, the air visibly distorts, like old, wavy glass. The stronger the barrier is, the more opaque it becomes. | ||
| - | System: Spend one Faith point and roll Stamina + Survival. The total number of successes achieved is a dice pool that can be used to soak all ranged attacks (as if it were armor) or to make resisted rolls against all close-combat attacks. The wall covers 10 square feet times the character' | ||
| - | The wall remains in place for the duration of the scene unless removed sooner at your character' | ||
| - | Torment: Monstrous demons create walls of air that resemble weaves of writhing gray mist and sear the flesh like acid. Individuals who attempt to force their way through the barrier suffer a number of lethal damage dice equal to the demon' | ||
| - | |||
| - | **••••• Cyclone** | ||
| - | This potent evocation allows the Scourge to infuse the air with the power of his Faith, stirring up a raging whirlwind in the time of a heartbeat. This furious storm affects everything it touches, but the demon can focus it against a specific target if desired. | ||
| - | System: Spend one Faith point and roll Stamina + Survival (difficulty 7). The total number of successes achieved determines the Strength of the wind that your character summons that turn. The storm affects everything out to a distance in yards equal to your character' | ||
| - | If your character wishes, he can focus the effect of the cyclone against a specific target with a successful Willpower roll (difficulty equal to the cyclone' | ||
| - | Once per turn, roll a number of dice equal to the Strength of the storm. Each success inflicts one level of bashing damage to living beings caught within, or on whom the storm is targeted. Your character can make the storm center upon himself, or he can center it elsewhere when targeting it, without personal harm in either case. | ||
| - | On each turn after the first, the storm loses one point of Strength and its radius shrinks by one yard, unless your character wishes to sustain it (make another Stamina + Survival roll and spend another Faith point). | ||
| - | Torment: The hungry heart of a monstrous demon' | ||
| - | If the storm' | ||
| - | |||
| - | **Ellil, The Visage of the Winds** | ||
| - | |||
| - | The monarchs of the air reveal themselves as tall and lithe, with large eyes and swift, graceful movements. When in revelatory form, the Ellil 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.The Visage of the Winds confers the following special capabilities: | ||
| - | |||
| - | * Supernatural Vision: The character can see five times as far as a normal human, allowing the Ellil to see objects at 50 yards as clearly as if they were 10 yards away as long as there is even a weak source of light (such as moonlight) present. This effect also lowers the difficulty of all visual-based Perception rolls by two. | ||
| - | * Wings: A pair of owl's wings extends from the character' | ||
| - | * Perfect Balance: The difficulty for all Athletics rolls involving leaping and tumbling decrease by two. | ||
| - | * Immune to Falling Damage: The character does not suffer damage of any kind incurred as the result of a fall, regardless of the height. | ||
| - | |||
| - | Torment: Ellil who succumb to their demonic nature grow lean and hatchet-featured, | ||
| - | The Visage of the Winds confers the following high-Torment special capabilities: | ||
| - | |||
| - | * Claws: The demon' | ||
| - | * 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 demon with an initiative of 7 gains an extra action, she takes her normal action at 7 and her extra action at 6. The player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken. | ||
| - | * Quills: The demon' | ||
| - | * Caustic Bile: The demon is capable of vomiting a stream of corrosive bile at her foes, able to strike targets up to a number of feet away equal to her Faith score. A successful Dexterity + Athletics roll is needed to hit a target. The bile inflicts Strength -1 aggravated damage. | ||
| - | ===== Lore of the Neberu ===== | ||
| - | |||
| - | ==== Lore of Patterns ==== | ||
| - | |||
| - | **• Sense Congruence** | ||
| - | |||
| - | This evocation allows a Fiend to sense localities or people that are at the heart of a convergence of consequential forces. By reading the forces at work in the great design, the Fiend can use this power to always be in the right place at the right time. | ||
| - | System: Your character must specify what kind of event she tries to detect (e.g., the invocation of a summoning ritual, a car accident), and you roll Perception + Intuition. Your character can sense the pattern a number of days into the future equal to her Faith score. The number of successes determines how much information the Fiend receives. One shows the location where the event will occur, but not when or where. Two successes show the location and give an idea of when it will happen. Three successes show where and when the event will occur, as well as images of the people involved. | ||
| - | Torment: Monstrous demons are able to use this evocation to search only for impending events of violence and destruction. | ||
| - | |||
| - | **•• Trace Pattern** | ||
| - | This evocation allows the Fiend to view a particular event and analyze the various forces that caused it to occur. This insight comes in the form of vague impressions that sharpen into detailed images as the demon devotes her unblinking attention to them. | ||
| - | System: Your character must be at the location where the event in question occurred to work this evocation. Make a Perception + Intuition roll. The number of successes rolled determines how detailed the picture of a particular event is. One success depicts the immediate circumstances surrounding the event. Two reveal a few minutes preceding the event. Three successes might take the demon back a quarter of an hour to give a broader idea of the forces leading up to the event. | ||
| - | Torment: Monstrous Fiends can attempt to trace any pattern they wish, but they can focus on only sources of violence or injury that pertain to the event. | ||
| - | |||
| - | **••• Foresee** | ||
| - | This potent evocation allows the Fiend to read the tides of fate in her immediate area and predict events and actions that are about to occur. | ||
| - | System: Rolls Wits + Intuition. The evocation takes effect for a number of turns equal to the successes rolled. This evocation protects the Fiend from being taken by surprise and takes the character out of the normal initiative system. As the other players and the Storyteller announce actions in Initiative order, you can interject your character' | ||
| - | Torment: Monstrous demons are less interested in viewing the subtle shifts of patterns as they are in inflicting misery on their victims. The duration of the high-Torment version of this evocation is a single rum, but each success gives the demon a free dodge action that can be used against any attacks directed at the Fiend regardless of her own initiative. | ||
| - | |||
| - | **•••• Casual Influence** | ||
| - | A Fiend can use this powerful evocation to gain insight into events up to several days into the future, and depending on her intentions, she can home in on which causal threads she must affect to achieve a desired result. It's worth noting that this power provides the demon with information only; it's up to her (or her pawns) to shift fate in her favor. | ||
| - | System: This evocation can be focused on a specific person (difficulty 6), place (difficulty 7) or upcoming event (difficulty 9). Spend one Faith point and roll Perception + Intuition. The number of successes rolled determines how many days into the future the Fiend can view regarding her subject. It also determines how many questions the player can ask the Storyteller about what the character sees. | ||
| - | The evocation fills the Fiend' | ||
| - | For example, say a demon wants to observe the fate of one of her thralls. The player rolls Perception + Intuition and gets one success. She sees the events of the next day in the thrall' | ||
| - | Torment: Monstrous demons use this evocation to gain insight into the dangers surrounding an individual, and how to manipulate these risks to cause injury or misfortune. The high-Torment version of this evocation shows the Fiend where the subject (be it a person, place or event) is at risk of suffering an accident or other misfortune, and it shows the best way to cause the tragic circumstances to occur. | ||
| - | In the example with the thrall and the bus, above, the high-Torment version of the evocation provides the same images, but the vision of the distracted driver indicates what must happen for the tragedy to occur. Because it's often difficult to tell the difference between a viewing that warns of a tragedy or that hints at causing one, the Storyteller has the option of making the Perception + Intuition roll on the player' | ||
| - | |||
| - | **••••• Twist Time** | ||
| - | This powerful evocation allows the Fiend to alter the flow of time within a small area, shifting it out of phase with the rest of the cosmos. The Fiend and anyone else within this bubble of distorted time may act faster or slower than the normal flow of the universe. | ||
| - | System: Spend one Faith point and roll Stamina + Intuition. The difficulty is determined by the effect the Fiend wishes to achieve. If she wants to speed time up (everything within the bubble moves faster than the world around it), the difficulty is 7- If she wants to slow time (everything within the bubble moves slower than the world around it), the difficulty is 8. If she wants to stop time (the outside world freezes in relation to the bubble) the difficulty is 9. The number of successes determines how many turns the evocation lasts. When the evocation is in effect, nothing and no one inside the bubble can interact with the world beyond, and vice versa. To the outside world, the demon and everyone within the bubble simply disappears. Within the bubble, actions may be taken as normal. Objects and individuals can exit the bubble (or be forced out), in which case they return to the normal time stream. If the Fiend herself exits the bubble, it collapses, returning the time stream to normal. Outsiders who enter the bubble' | ||
| - | The maximum amount of temporal distortion is determined by a multiple or factor of the character' | ||
| - | Torment: Monstrous demons use this evocation to hurl unsuspecting victims out of phase with the time stream. To the victim, the experience is instantaneous and horrifying, a momentary brush with the void between realms that leaves terrible scars on a person' | ||
| - | |||
| - | **Ninsun, The Visage of Patterns** | ||
| - | |||
| - | The angels of the great pattern have skins of indigo. Their hairless bodies are covered with intricate lines and patterns etched in silvery blue light that shifts and realigns depending on the angle of light and the intensity of the angel' | ||
| - | The Visage of Patterns confers the following special capabilities: | ||
| - | * Wings: A pair of swan's wings extends from the character' | ||
| - | * Improved Initiative: The character adds two to her initiative. | ||
| - | * Enhanced Intuition: The character' | ||
| - | * Enhanced Mental Acuity: The character receives the following bonus traits: +1 Intelligence, | ||
| - | Torment: Monstrous Ninsun lose their indigo hue and become as black as the void. The patterns covering their bodies take on the color of quicksilver, | ||
| - | The Visage of Patterns confers the following high-Torment special capabilities: | ||
| - | * Aura of Misfortune: Any individuals caught within a distance in yards equal to the demon' | ||
| - | * 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 one of the Ninsun with an initiative of 7 gains an extra action, she takes her normal action at 7 and her extra action at 6. The player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken. | ||
| - | * Extra Limbs: The demon grows a second set of arms. 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). | ||
| - | * Sibilant Whispers: The difficulties of all Subterfuge rolls decrease by two. | ||
| - | |||
| - | ==== Lore of Portals ==== | ||
| - | |||
| - | **• Open/Close Portals** | ||
| - | This evocation gives a Fiend complete control of the portals she encounters. Doors and windows unlock, open or close at her command. | ||
| - | System: Roll Manipulation + Intuition. The number of successes required is determined by the complexity of the portal and its attendant locking mechanisms. A simple residence requires one success, while a prison cell door might require as many as three. If successful, the portal unlocks and opens or closes and locks at the character' | ||
| - | Torment: Monstrous demons do not open or close portals so much as they smash them open or jam them shut. When a high-Torment demon affects a portal with this evocation, the number of successes rolled is also applied as Strength points to the portal in question, doing damage to its materials as if performing a feat of Strength. | ||
| - | |||
| - | **•• Create Ward** | ||
| - | This evocation allows the Fiend to seal off the portals in an area, making it inviolable to outside forces. | ||
| - | System: The character must be inside the area she wishes to seal with this evocation. Roll Charisma + Intuition. If successful, all the entrances to a given area become impassable. Even open doorways become clouded with wisps of fog, and what feels like a solid barrier of air prevents anything from passing through. | ||
| - | Once sealed, the area cannot be entered, even through the use of another lore (such as Paths or Realms). To penetrate the ward, an intruder must exceed the number of successes you achieved, rolling against a difficulty equal to your character' | ||
| - | Torment: Monstrous demons are capable of creating wards, but their energies do not restrict invaders so much as they inflict pain on those who attempt to enter a protected space. When an intruder crosses a warded portal, he suffers a number of bashing levels of damage equal to the successes you achieved on your roll. This damage may be soaked, but the difficulty of the Stamina roll is equal to your character' | ||
| - | |||
| - | **••• Teleport** | ||
| - | This evocation allows a Fiend to use an existing portal to transport herself instantly to a similar portal at another location, potentially hundreds of miles away. | ||
| - | System: Roll Intelligence + Intuition, The number of successes required depends on your character' | ||
| - | Torment: Monstrous demons performing this evocation are severely hampered by their lack of focus. If the evocation is successful, a Willpower roll must be made with a difficulty equal to the Fiend' | ||
| - | |||
| - | **•••• Co-Locate** | ||
| - | Akin to Teleport, this evocation allows a Fiend to use a doorway to tie two locations together for a short time, allowing others to pass through from one place to another. | ||
| - | System: Spend one Faith point and roll Stamina + Intuition. The difficulty is determined by your character' | ||
| - | Torment: Monstrous demons can create co-locations, | ||
| - | |||
| - | **••••• Doorway into Darkness** | ||
| - | This powerful evocation allows a demon to create a doorway into the shadowy space between the physical and spirit realms — a dark, lifeless reflection of the world. Demons can cross over into this bleak realm for a short time or hide items from prying eyes and then retrieve them later. | ||
| - | System: Spend one Faith point and roll Stamina + Awareness. The evocation requires a portal — door or window — to form the threshold between realms, and the opening remains for only one turn. Individuals who pass bodily through find themselves in a bleak, desolate mirror image of the physical world, one wracked by howling winds that wear away at living minds. Mortals who cross over into this realm lose one Willpower point for each turn that they are there. Once their Willpower is gone, they gain a temporary derangement and suffer one level of bashing damage per turn that may not be soaked. Demons can remain in this shadow realm for a number of turns equal to their Faith score without ill effects. After that point, they begin to surfer bashing damage as well. This evocation must be performed again to open a doorway that allows a Fiend or another to return to the physical realm. Such a " | ||
| - | Torment: When a monstrous demon opens a portal to the shadow lands, she risks losing focus and allowing some of the energies from beyond to slip into the physical realm. If the evocation succeeds, make a Willpower roll with the difficulty equal to the Fiend' | ||
| - | |||
| - | **Nedu, The Visage of Portals** | ||
| - | |||
| - | The angels of the threshold are tall, ethereal figures, their long limbs and lean bodies wreathed in a veil of shifting shadow. Their movements are as fluid as they are soundless, and their feet leave no impression to mark their passing. When they pass into deep shadow, their eyes shine with a cold, blue light. | ||
| - | The Visage of Portals confers the following special capabilities: | ||
| - | * Pass Without Trace: The difficulties of the character' | ||
| - | * Enhanced Perception: The difficulties of all Perception rolls decrease by two. | ||
| - | * Increased Awareness: The fallen is especially attuned to the fabric of reality, lowering the difficulties of all Awareness rolls by two. | ||
| - | * Wings: A pair of swan's wings extends from the character' | ||
| - | Torment: Monstrous Nedu are like living shadows, ebon and ephemeral. Their voices are like the keening of wind over jagged stones, and their touch is colder than ice. | ||
| - | The Visage of Portals 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. | ||
| - | * Improved Initiative: Add two to the character' | ||
| - | * Enhanced Dodge: The difficulties of all Dodge rolls decrease by two. | ||
| - | * Casts No Reflection: The demon' | ||
| - | |||
| - | |||
| - | ==== Lore of Light ==== | ||
| - | |||
| - | **• Light** | ||
| - | This simple evocation allows a demon to fill an area with pale silvery light, akin to moonlight. The light seems to emanate from the area's surroundings, | ||
| - | System: Roll Stamina + Science, The evocation illuminates one cubic yard per success rolled, centered on the character. The light persists for a number of turns equal to the demon' | ||
| - | When used tactically, the intense flashes of light can be focused in a single direction. Any individuals, | ||
| - | Torment: Monstrous demons fill their surroundings with inky, suffocating darkness, affecting an area as above. They can move unhindered though this darkness. Other individuals within the area of effect are effectively blind. | ||
| - | |||
| - | **•• Bend Light** | ||
| - | By exerting her will and manipulating the properties of light, the Fiend can bend waves around her body instead of reflecting them, giving her a powerful form of camouflage. | ||
| - | System: Roll Stamina + Science. The number of successes gained increases the difficulties of any Perception rolls or ranged attacks directed at the character for the rest of the scene. Melee attacks are resolved as normal. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers. | ||
| - | Torment: Monstrous demons do not bend light so much as they distort it into crazed, eye-straining patterns. The number of successes rolled increases the difficulties of all attacks directed against the demon, ranged or otherwise, but do not affect others' | ||
| - | |||
| - | **••• Phantasm** | ||
| - | This evocation allows a Fiend to create ghostly images that perform a rote set of actions as directed by the creator. | ||
| - | System: Roll Intelligence + Performance — the difficulty is determined by the complexity of the illusory form created. A single, ghostly individual is difficulty 6, while a whole scene with various individuals is 8 or more. The number of successes generated determines how many actions the demon can program the image to perform. Once the image and actions are set, a loop is created that runs when the demon wishes, and that persists for a number of days equal to the character' | ||
| - | Torment: A monstrous demon' | ||
| - | |||
| - | **•••• Illusion** | ||
| - | This evocation is a refinement of Phantasm, allowing the demon to create images that seem completely real until touched. What's more, the demon is capable of directing her illusions and altering their appearance on the fly. | ||
| - | System: Spend one Faith point and roll Intelligence + Expression. The difficulty of the roll is determined by the complexity of the illusion the demon wishes to create. Creating the illusion of a static object such as a table is 6. A simple but more mobile object such as a thrown rock is difficulty 7. Living beings have a difficulty of 8 or higher depending on the level of detail. The successes rolled form a dice pool that is rolled thereafter to direct the actions of the illusion (e.g., to stage an " | ||
| - | Torment: A monstrous demon' | ||
| - | |||
| - | **••••• Coherent Light** | ||
| - | The pinnacle of this lore path allows a Fiend to compress light to the degree that it assumes a degree of physical solidity, allowing her constructs to interact almost seamlessly with the physical world. Like Illusion, the images created by this evocation can be controlled directly by the demon, and its appearance can be altered from moment to moment. | ||
| - | System: Spend one Faith point and roll Intelligence + Expression. The difficulty of the roll is determined by the complexity of the illusion that your character wishes to create. A table is difficulty 6, a dog is 7, and a human is 8 or more. The successes rolled form a dice pool that is rolled thereafter to direct the actions of a construct or alter its appearance. Illusions created in this way cannot speak, and the Fiend must maintain a line of sight with the image at all times or the illusion disappears. If a construct is attacked or would otherwise suffer one health level of damage (hashing or lethal), the creation vanishes. A Fiend can maintain a number of illusions equal to her Faith score at the same time, but the dice pool to control each illusion is reduced by one for each extra image created after the first, to a minimum of one die per illusion. The effects of this evocation last for a number of turns equal to the character' | ||
| - | Torment: The constructs fashioned by a monstrous demon are shaped in part by her hatred and despair, and unless they are controlled carefully, the illusions act on their own, lashing out destructively at their surroundings. A Willpower roll must be made each turn for each construct, with the difficulty equal to the Fiend' | ||
| - | |||
| - | **Shamash, The Visage of Light** | ||
| - | |||
| - | The apocalyptic form of the masters of this lore paints a demon in shifting patterns of shadow and pale, silvery starlight. These hypnotic images draw the eye and beguile the senses, at times hinting at subtle flashes that reflect the demon' | ||
| - | The Visage of Light confers the following special capabilities: | ||
| - | * Enhanced Mental Acuity: The character receives the following bonus traits: +2 Intelligence, | ||
| - | * Night Sight: The character can see clearly in utter darkness. | ||
| - | * Chimerical Aura: The difficulties of all Dodge rolls decrease by two. Other demons and thralls with the capability are able to resist the effects of this benefit thanks to their inherent powers. | ||
| - | * Unearthly Glamour: The difficulties of all Manipulation rolls decrease by two. Other demons and thralls with the capability are able to resist the effects of this effect as well. | ||
| - | |||
| - | Torment: Shamash who lose themselves to their Torment are surrounded by chimerical forms that reflect the demons' | ||
| - | The Visage of Light confers the following high-Torment special capabilities: | ||
| - | * Hypnotic Visions: The aura of light and shadow surrounding the demon distracts and disquiets the mind of her foe. Attackers must make a Wits roll against a difficulty of the demon' | ||
| - | * Dread Mien: The difficulties of all Leadership and Intimidation rolls decrease by two, | ||
| - | * Chimerical Attack: The swirling illusions surrounding the demon attack others already engaged in close combat with the fallen. The chimerical figures have the same initiative as the demon, and they attack a single opponent in close-combat range. Use the demon' | ||
| - | * Casts No Reflection: The demon' | ||
| - | |||
| - | =====Lore of the Annunaki===== | ||
| - | |||
| - | ====Lore of the Earth==== | ||
| - | |||
| - | **• Earth Meld** | ||
| - | This evocation allows the demon to bond her physical body with the earth beneath her feet. As long as the evocation is in effect, she cannot be moved or picked up or knocked down unless she wishes it. | ||
| - | System: Roll Strength + Survival. If successful, the Malefactor is bound to the earth and cannot be moved from that spot unless she wishes. | ||
| - | Torment: Monstrous demons can sink into the soil and move beneath the earth in any direction they wish. The number of successes rolled determines how many yards the demon can cover in linear travel. Each turn of movement requires a Strength + Athletics roll. If the roll fails, the demon is forced back to the surface. | ||
| - | |||
| - | **•• Roll Earth** | ||
| - | This evocation allows a Malefactor to cause the earth to give up its buried secrets. By concentrating on a particular kind of object (e.g., gold, iron, corpses), the demon causes the earth around her to roil and churn, forcing the objects of her desire to the surface. | ||
| - | System: Your character determines what she seeks within the earth, and you make a Strength + Survival roll. The number of successes rolled determines the radius in yards — including depth — from your character that is affected by the evocation. If the object or material is within that area, it is forced to the surface. | ||
| - | Torment: Monstrous demons can use this lore to create a kind of vortex that sucks objects below the surface. Demons or humans affected by the evocation may attempt to dodge its effects if they have an available action that turn. The target is buried a number of feet equal to the total number of successes that you roll. Digging out of the tomb of dirt requires an extended Strength + Athletics roll ( difficulty 8 ), rolled per minute. Until the victim gains more successes than you rolled, she remains buried and suffers damage in the same manner as if she were drowning. | ||
| - | |||
| - | **••• Mold Earth** | ||
| - | This potent evocation allows the Malefactor to cause the earth to move and mold itself according to her whim, With a sweep of a hand, a wall of earth or stone can leap from the ground to shelter her, or a building' | ||
| - | System: Roll Strength + Crafts. The difficulty is determined by the type of material affected (unpacked dirt is difficulty 5; granite, difficulty 6; processed materials like concrete is difficulty 7). The number of successes rolled determines how many square feet of the material the demon can manipulate. The affected material can be directed to assume any shape or form the demon desires within those parameters. The material affected must be within a number of yards equal to the character' | ||
| - | Torment: Monstrous demons can affect the earth in the same fashion as less tormented demons, but the material manipulated is incredibly toxic. Living beings that make contact with this tainted earth suffer one level of lethal damage per turn of exposure. | ||
| - | |||
| - | **•••• Earthstorm** | ||
| - | This evocation causes clods of earth and shards of stone or concrete to tear free of the ground and form a whirling storm of deadly projectiles surrounding the Malefactor, providing protection from attacks and supplying the demon with missiles to hurl at foes. | ||
| - | System: Spend one Faith point and roll Strength + Survival. The number of successes achieved forms a dice pool that is rolled as armor to soak damage from any attacks directed at the Malefactor. The storm itself is centered on the fallen, and it moves as she moves. If the Malefactor wishes, she can sacrifice a die from her pool during any given turn to hurl a fist-sized projectile of earth or stone at a target. As with any ranged attack, roll Dexterity + Athletics to hit the target, with bashing damage dice pool equal to the character' | ||
| - | The evocation' | ||
| - | Torment: The barrage invoked by a monstrous demon is more akin to a sandstorm, flaying living beings alive and wearing inanimate objects away in moments. The high-Torment version of this evocation does not provide extra soak dice or ranged attacks, but inflicts lethal damage dice equal to the character' | ||
| - | Additionally, | ||
| - | |||
| - | **••••• Earthquake** | ||
| - | By focusing the power of her will, the Malefactor can stir the pent-up energies deep below the earth' | ||
| - | System: Spend one Faith point and roll Strength + Survival, and then allocate successes rolled between the intensity and extent of the tremor. The intensity of the tremor is added to the difficulty of any person' | ||
| - | Torment: A high-Torment demon causes the earth to heave and spew toxic clouds that are thick with ash and that reek of brimstone. In addition to the previously detailed effects, the stinging air increases the difficulty of all Perception rolls made within the affected area by two, and victims suffer one level of bashing damage each turn they are exposed to the fumes. These effects continue for a number of turns equal to the earthquake' | ||
| - | |||
| - | ** Kishar, The Visage of Earth ** | ||
| - | |||
| - | These angels manifest as towering figures with dark skin that ranges from a creamy brown to utter black, and their bodies appear as though hewn from stone, with muscle and bone etched in sharp relief on a frame devoid of soft flesh or fat. The Kishar 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. | ||
| - | The Visage of the Earth confers the following special capabilities: | ||
| - | * Increased Size: The character' | ||
| - | * Immune to Bashing Damage: The character is immune to attacks that inflict bashing damage alone. | ||
| - | * Irresistible Force: The difficulty of any Feats of Strength performed by the character decrease by two. | ||
| - | * Night Vision: The character can see in total darkness as though it were daylight. | ||
| - | Torment: Monstrous Kishar are huge and misshapen, their stone-like skin covered in sharp-edged nodules and spikes, and fissured with deep cracks that ooze a black, oily ichor. | ||
| - | The Visage of the Earth confers the following high-Torment special capabilities: | ||
| - | * Extra Limbs: The demon grows a second set of arms. Extra arms 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). | ||
| - | * Gaping Maw: The demon' | ||
| - | * Spikes: The demon' | ||
| - | * Ichor: A foul black ichor covers the demon' | ||
| - | |||
| - | ====Lore of Paths==== | ||
| - | |||
| - | **• Find Path** | ||
| - | This evocation permits the Malefactor to determine if a path exists between herself and a destination that fits the criteria she requires. The path is visible to only the demon and anyone she touches, revealing itself as a faint, silver-blue line, like a ray of moonlight. | ||
| - | **System**: Your character sets the criteria for the path she seeks, and you make a Perception + Survival roll. The number of successes required depends on the criteria set and the distance covered. For example, if your character wants to find a path through a stretch of impenetrable forest or swamp, you might need only one success. If she wants a path across an open field that allows her to move unobserved, you might need two or more successes. A path that leads her unharmed through a raging house fire might require three or more successes. If the roll fails, the path cannot be found. | ||
| - | **Torment**: | ||
| - | |||
| - | **•• Lay Path** | ||
| - | At this level, a Malefactor doesn' | ||
| - | **System**: The demon determines the criteria of the path she wishes to lay, and the distance it is to cover. You make a Dexterity + Survival roll. The difficulty of the roll increases according to the complexity of the path. A shortcut that reduces travel time, allows the user to pass unobserved, and is wide enough to permit multiple people to walk it at once is very complex, and it could have a difficulty as high as 9 or 10. You must gain a number of successes equal to the length the path covers in hundreds of yards. These successes can be gained through an extended action, but they must be gathered over successive turns. Using the previous example, if your Malefactor wanted to lay such a path between two points that were 500 yards apart, you would need to gain five successes at a difficulty of 9 or 10. The path, once laid, is visible to only the Malefactor (though successful use of the Find Path evocation can detect it like any other path), and remains usable for a number of days equal to your character' | ||
| - | **Torment**: | ||
| - | |||
| - | **••• Conceal Path** | ||
| - | Paths, once formed, can be found and followed by any demon who has the eyes to look for them — unless they are camouflaged by the demon that made them. | ||
| - | **System**: Roll Perception + Survival. Any demon who attempts to find the path later must gain more successes than the Malefactor when searching for the hidden route. This concealment lasts for a number of days equal to the character' | ||
| - | **Torment**: | ||
| - | |||
| - | **•••• Close Path** | ||
| - | This evocation allows a Malefactor to seal both ends of a path, denying its use to both friend and foe until it is opened again. Paths closed in this way are often " | ||
| - | **System**: Spend one Faith point and roll Dexterity + Survival. You must gain a number of successes equal to the length the path covers in hundreds of yards, and the effort can be accomplished in an extended roll over a period of successive turns. If successful, the path is closed. If travelers walk the path at the time, they are trapped within until the demon chooses to open it again. You can. spend a temporary point of Willpower and for your character to create a keyword that other demons (and thralls) can use to unlock and travel the path. | ||
| - | Paths closed with this power can be forced open with a successful Willpower roll. The difficulty is equal to the Willpower that the Malefactor had when he closed the path, and the roll must net a number of successes equal to the closer' | ||
| - | **Torment**: | ||
| - | |||
| - | **••••• Warp Path** | ||
| - | This evocation allows a Malefactor to warp the nature of an existing pathway, altering one or many of its parameters. The path can be traveled in a shorter or longer period of time, it can lead travelers back to their point of origin, it can lead to a different destination entirely, or it can simply loop back upon itself without end. | ||
| - | **System**: Spend one Faith point and roll Dexterity + Survival. If your character wishes to increase or decrease the time to travel the path, travel time is altered by a factor equal to the successes rolled. If she wants to change the destination of the path or cause it to loop back on itself, you must roll a number of successes equal to the length of the path in hundreds of yards. The duration of the effect is a number of days equal to your character' | ||
| - | **Torment**: | ||
| - | |||
| - | **Anti, The Visage of the Paths** | ||
| - | |||
| - | The angels of the pathways closely resemble mortals at first glance. Their skin is deeply tanned, as though they'd spent a lifetime in the sun, and the skin around their dark eyes are deeply lined, casting their orbits in permanent shadow. It is only on closer inspection that the worry lines are revealed as intricate patterns that radiate from the angel' | ||
| - | The Visage of the Paths confers the following special capabilities: | ||
| - | * Dead Reckoning: Your character is always aware of 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. | ||
| - | * Enhanced Perception: The difficulties of all Perception rolls decrease by two. | ||
| - | * Improved Initiative: Add two to your character' | ||
| - | * Flashing Fingers: The character is capable of supernatural sleights 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. | ||
| - | Torment: Monstrous Antu cannot conceal the path lines crisscrossing their faces — they stand out as angry cuts of black and red against their tanned skin. The air shifts and trembles around them, waxing and waning depending on the intensity of their emotions. | ||
| - | The Visage of the Paths confers the following high-Torment special capabilities: | ||
| - | * Pass Without Trace: The difficulties of the character' | ||
| - | * Alter Size: The demon can alter her physical size in order to slip through narrow gaps or crawl into impossibly small spaces. She can reduce her size to as little as a third of her original volume if desired. The difficulties of attacks directed against the miniature demon increase by two. | ||
| - | * Mirage: Air warps around the demon, creating an optical illusion that misleads an opponent as to how far away the being really is. The difficulties of all ranged attacks against the demon are increased by two, while those of close-combat attacks are increased by one.Other demons can resist these effects as they can any other illusion. | ||
| - | * 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. | ||
| - | ====Lore of the Forge==== | ||
| - | |||
| - | **• Enhance Object** | ||
| - | This evocation allows a Malefactor to gain an innate understanding of an object and its intended function, simply by running her hands over it or working its moving parts. What's more, she can repair damaged objects or make adjustments that cause them to work better than before. | ||
| - | **System**: Roll Perception + Crafts. The difficulty is determined by the relative complexity of the object: A hammer is difficulty 5, while a car is difficulty 8. High-tech objects such as a computer are difficulty 10. A single success grants the demon an innate understanding of how the object is constructed and the way it works; she can operate it as though she possessed a basic familiarity with its capabilities. If the object is damaged, the demon can repair it with a single success. If she wants to improve the way it works, each success lowers the difficulty needed to use the device. This method of refinement can be done only once to any given item, and it normally lasts for the duration of the scene. The demon can make the effects permanent, if she wishes, by expending a temporary Willpower point. | ||
| - | **Torment**: | ||
| - | |||
| - | **•• Activate Object** | ||
| - | With this evocation, the demon can cause mechanical objects to operate by simple force of will. | ||
| - | **System**: Roll Intelligence + Crafts. The difficulty is determined by the complexity of the object. Causing a door to open is difficulty 5, while making a pistol chamber a round and fire is 8. This evocation works only on objects that operate by simple, mechanical means. Hinges move, levers operate, but hammers don't pick themselves up and start banging away at nails. An elevator button could depress or a computer' | ||
| - | **Torment**: | ||
| - | |||
| - | **••• Shape Object** | ||
| - | This evocation allows a Malefactor to take matter and work it with ease. A wooden board can be worked into a model ship, a plate glass window can be worked into a delicate glass crown or a steel pipe can be shaped by the Malefactor' | ||
| - | **System**: Roll Dexterity + Crafts. You must gain a number of successes depending on the complexity of the item your character wishes to create. A hammer requires one success, while a clock could require five or more. These successes can be gained through an extended action, allowing the character to work on an item, set it down and come back to it hours or even days later. The difficulty to create sophisticated machines, such as internal-combustion engines or electrical generators is 9 and could require 10 or more successes to complete. High-tech items such as computers pose a difficulty of 10 and could require as many as 15 or more successes to complete. Items created exist permanently unless destroyed. | ||
| - | **Torment**: | ||
| - | |||
| - | **•••• Enchant Object** | ||
| - | This powerful evocation is the one most often associated with the angels of the earth: the ability to infuse objects with supernatural qualities that can make ordinary mortals into heroes — or monsters. Many such objects are specifically created for that purpose, but Malefactors are also adept at taking pre-existing items and infusing them with frightening new capabilities. | ||
| - | **System**: Creating an enchanted object is a laborious and expensive process, requiring substantial investments of time and energy. If the Malefactor creates the object intended for enchantment, | ||
| - | For example, if the demon wants to create a magic mirror that shows an illusion of perfect beauty to whomever looks into its depths, she needs to possess at least one dot in the Lore of Light, the path governing illusions. More complex effects could conceivably require a combination of pertinent lore. If the demon wanted the mirror to sense a mortal' | ||
| - | Mortals (including thralls) require a successful Willpower roll ( difficulty 8 ) to access an object' | ||
| - | Alternatively, | ||
| - | If the demon possesses the required knowledge, make an extended Dexterity + Crafts roll and expend a Faith point. The number of successes required depends on the power and scope of the enchantment. A simple creation such as a knife that never loses its edge requires one success. A key that opens any lock requires five. A magic mirror that shows a mortal attaining her deepest desire requires 10. If a creation roll botches, the item is destroyed. This evocation cannot be used on high-tech items such as computers or other electronic hardware. | ||
| - | **Torment**: | ||
| - | |||
| - | **••••• Imbue Object** | ||
| - | While the ability to enchant objects made the Annunaki much sought after among the fallen, this evocation made them equally feared as well, allowing a Malefactor to bind a soul — mortal or demon — into a specially prepared reliquary or object. | ||
| - | **System**: Your character must prepare a suitable vessel to hold the spirit in question. This vessel must be made of natural materials and be shaped by hand. If the Malefactor made the vessel herself, the difficulty to perform the evocation is a 6. Otherwise, it's 8. With this vessel in hand, your character can use this evocation on any disinterred spirit (such as a demon stripped of its host body or a ghost) within a number of yards equal to her Faith score. Spend one Faith and roll Stamina + Crafts in a resisted roll versus the target' | ||
| - | Mortal souls bound this way cannot interact with the physical world. Demons, on the other hand, can still use their inherent powers and their lore paths, provided they have available Faith, (Any existing pacts with mortal thralls remain in effect). The only way to free a soul thus bound is to destroy the vessel that contains it. | ||
| - | **Torment**: | ||
| - | |||
| - | **Mummu, The Visage of the Forge** | ||
| - | |||
| - | The angels of the forge appear as giants hammered from the black iron of the earth, 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 the roar of a furnace. When in their apocalyptic form, these fallen are immune to extremes of temperature and pressure. They can handle hot coals as mortals do ice cubes. | ||
| - | The Visage of the Forge confers the following special capabilities: | ||
| - | * Master Artisan: The difficulties of all Crafts rolls decrease by two. | ||
| - | * Increased Size: The character' | ||
| - | * Thunderous Voice: The character' | ||
| - | * Immune to Fire: The character is immune to damage from fire. | ||
| - | |||
| - | Torment: High-Torment Mummu are nightmarish creatures of iron skin and serrated blades, surrounded by a haze of smoldering brimstone. Their eyes are twin globes of roiling fire, and wherever they go, electrical devices go berserk: lights flicker and televisions and radios are afflicted with static. | ||
| - | The Visage of the Forge confers the following high-Torment special capabilities: | ||
| - | * Blades: The fingers of the Mummu end in curved blades of razor-sharp iron, inflicting Strength +2 aggravated damage. | ||
| - | * Extra Limbs: The demon grows a second set of arms. Extra arms allow a character to parry or block hand-to-hand or melee attacks without sacrificing her own attack, or make up to two additional attacks of her own per turn (which are considered multiple actions). | ||
| - | * Magnetic Field: The demon is surrounded by a magnetic field intense enough to disrupt electronic devices within a radius in yards equal to the character' | ||
| - | * Iron Skin: The character' | ||
| - | |||
| - | |||
| - | =====Lammasu Lores===== | ||
| - | ====Lore of Longing==== | ||
| - | ====Lore of Storms==== | ||
| - | ====Lore of Transfiguration==== | ||
| - | |||
| - | =====Rabisu Lores===== | ||
| - | ====Lore of the Beast==== | ||
| - | ====Lore of the Wild==== | ||
| - | ====Lore of the Flesh==== | ||
| - | |||
| - | =====Halaku Lores===== | ||
| - | ====Lore of Death==== | ||
| - | ====Lore of the Spirit==== | ||
| - | ====Lore of the Realms ==== | ||
rpgs/demon/lores_of_the_sebettu.1710965575.txt.gz · Last modified: by michaelsd
