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rpgs:demon:character_creation

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Character Creation

Quick reference

Step One: Character Concept

Choose concept, House and Faction

Step Two: Select Attributes

Assign Attribute dots — 5/4/3. Your character automatically has one dot in each Attribute.

Step Three: Select Skills and Specialities

Assign Skill dots — 11/7/4. Choose 4 Skill Specialties. No Ability rating can be higher than 3 at this stage.

Step Four: Select Merits, Embeds/Exploits

10 dots. Merits dots may be spent to increase Faith (5 Merit dots = a dot of Faith). Choose 4 Embeds/Exploits from the Fallen's house lore.

Virtues (3). Your character automatically has one dot in each Virtue.

Step Five: Select Merits

Step Five: Finishing Touches Record starting Faith (3), Torment (based on demonic House) and Willpower (equal to sum of two highest Virtues). Spend freebie points (15).

House Conditions (Weakness)

Defiler

  • Beat: Take a Beat when the character strikes off on his own or does something rash that puts herself or her companions in greater danger.
  • Resolution: As adaptive and open to changing tides as the sea, the character thrives in unfamiliar situations. The character may resolve this Condition during any scene she enters without any detailed knowledge of the situation to gain a +3 bonus on a single roll. A turn or two of studying the scene before acting is acceptable, but extensive reconnaissance or a detailed briefing does not permit the necessary degree of randomness the Defiler needs to be at her best.

Devil

  • Beat: Take a Beat when the character’s uncertainty causes him or his companions to hesitate or dissemble at a moment that calls for decisive action.
  • Resolution: Although frequently plagued with doubts, a Devil who has decided on a course of action is difficult to dissuade from it even when his odds of success are small. The character may resolve this Condition when he is reduced to a chance die (before any Willpower expenditure). If he does so, the player rolls three dice for that action instead and may spend Willpower to add three additional dice.

Devourer

  • Beat: Take a Beat when the character says something tactless that significantly complicates a tense social situation for herself or her allies.
  • Resolution: The character may resolve this Condition when someone attempts to use Social maneuvering to convince her to take an action that would constitute a breaking point, preventthe resolution of one of her Aspirations, or involve her acting contrary to her Virtue. The character’s impression of the person attempting to coax her into doing his bidding immediately becomes hostile until the end of the scene, forcing him to either give up or force the Devourer’s Doors.

Fiend

  • Beat: Take a Beat when the character becomes so distracted by a trivial object of curiosity that it prevents him from making progress on a more relevant line of investigation.
  • Resolution: The Fiend’s investigations almost always bear fruit, and oftentimes they uncover knowledge that no one else can. When performing an extended Mental action, after rolling the dice, the Fiend’s player may resolve this Condition either to achieve an exceptional success on three successes instead of five or to score a single success on a failed roll.

Malefactor

  • Beat: Take a Beat when the character speaks or acts without considering how a human is likely to respond and it creates a complication for herself or her allies.
  • Resolution: Malefactors possess great aptitude with tools and machines, especially when no one is watching over their shoulders. Upon resolving this Condition the character receives a +3 bonus to a Mental or Physical Skill roll (not a power roll) that does not require any face-to-face interaction — human or otherwise. Performing an autopsy (Medicine) can benefit from this, for example, but administering first aid cannot.

Scourge

  • Beat: Take a Beat when the character makes known an unfounded assumption about someone’s motives or future behavior and is proven completely wrong such that it creates a complication for himself or his companions.
  • Resolution: Paradoxically, a Scourge’s vocal cynicism seems to inspire people to surprise him. Resolve this Condition when another character takes an action that is radically different from one the Scourge predicted to grant that character a +3 bonus to a roll related to pursuing the unexpected course of action.

Slayer

  • Beat: Take a Beat when the character refuses to change her point of view or admit she was wrong in spite of the evidence if this causes a complication for herself or her allies.
  • Resolution: Slayers take very little for granted, so they frequently notice details that others lose in the noise. Resolve this Condition to gain the rote quality on a Wits roll or to achieve an exceptional success on three successes instead of five when making a Wits roll. The first must be declared before the dice are rolled, but the second may be invoked after the dice are rolled.
rpgs/demon/character_creation.1661504791.txt.gz · Last modified: by michaelsd