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rpgs:demon:mundane_systems

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Mortal Coils: Mundane System

Attributes to Attributes

  • Substitute Presence whenever a roll would call for Appearance or Charisma.
  • Whenever a character would be called upon to make Willpower roll, roll Resolve + Composure instead.
  • Whenever a character would be instructed to make a Perception + Alertness roll, roll Wits + Composure instead.
  • Willpower is not based on Virtues. Instead, it is equal to Resolve + Composure.

Abilities to Skills

For most Abilities, use the equivalent Skill. Most other Abilities can be converted using the following table:

Backgrounds to Merits

Most Backgrounds in Fallen have equivalents in Descent with the same name. The following do not but can easily be replaced by similar Merits:

  • Eminence (p. 154): Replace with Status: Demons.
  • Followers (p. 155): Replace with Cult.
  • Influence (p. 155): Replace with Status appropriate to the demon’s area of influence.

Others can be used as written or with a few mechanical changes:

  • Legacy (p. 156): This works fine as is, but instead of changing difficulty, add or subtract dice depending on the obscurity of the desired information.
  • Pacts (p. 156): This is fine as is.
  • Paragon (p. 157): Before making an evocation roll of his primary Lore, the demon’s player may choose to gain he rote quality on the roll. Alternately, the player may choose to reroll all dice on a primary Lore evocation roll after the dice are rolled, but he must accept the second result. The demon can benefit from this a number of times each chapter equal to his Paragon dots.

Merits to Merits

  • Angelic Aura (p. 76): The demon achieves an exceptional success on three successes instead of five on Presence rolls against mortals. 1 dot.
  • Angelic Gaze (p. 76): The demon achieves an exceptional success on three successes instead of five on Empathy, Intimidation, and Persuasion rolls. 1 dot.
  • Atavistic Form (p. 76): The demon achieves an exceptional success on three successes instead of five on Presence rolls made when in her demonic form. 1 dot.
  • Dreams of the Past (p. 76): Use as written. 2 dots.
  • Famous Liege (p. 76): Choose Social Merits equal to twice the Famous Liege dots, at least one of which must be Status. Your character can access these Merit dots so long as she’s willing to name drop her liege and live with the consequences. Drawback: Powerful demons have powerful enemies, and using this Merit may attract the attention of vassals of your liege’s rivals. 1 to 5 dots.
  • Acute Sense (p. 77): The demon receives a +2 bonus on Perception rolls with the chosen sense. 2 dots.
  • Light Sleeper (p. 77): Use as written. 1 dot.
  • Bundle of Energy (p. 77): Use as written. 1 dot.
  • Catnapper (p. 77): Use as written. 1 dot.
  • Forgettable (p. 77): Prerequisite: Cannot have Striking Looks. Rolls to positively identify the character suffer a penalty equal to her Forgettable dots. 1 to 3 dots.
  • Good Night Vision (p. 78): The demon receives a +2 bonus to visual Perception rolls at night or in dim light. 2 dots.
  • Daredevil (p. 78): Prerequisite: Composure 3. Once per scene, when the character would be reduced to a chance die on a Physical action, you may spend a point of Willpower to instead roll dice equal to your Composure for the action regardless of the penalties levied against you. 3 dots.
  • Enchanting Voice (p. 79): Your character receives a +1 bonus to Social rolls that would be influenced by the sound of her voice. For 2 dots, the benefit increases to +2. Depending on the circumstances, this might affect
  • Animal Ken, Expression, Intimidation, Persuasion, Socialize, or Subterfuge rolls. 1 or 2 dots.
  • Vibrant Neighborhood (p. 80): Prerequisite: Safe Place or Bolthole. Use largely as written. Police and other emergency services are especially slow in arriving at the scene of any disturbance. 1 dot.
  • Supportive Family (p. 81): Use as written. 1 dot.
  • Lucky (p. 81): Before making any roll, the demon’s player may choose to gain the rote quality on the roll. Alternately, the player may choose to reroll all dice on a roll after the dice are rolled, but he must accept the second result. The character may benefit from this once per chapter at 2 dots of Lucky and twice per chapter with 4 dots. 2 or 4 dots.
  • Good Recognition (p. 82): As Encyclopedic Knowledge (Descent p. 288), but instead of being tied to a Skill it allows the character to remember a relevant name or recognize a face on a successful Intelligence + Wits roll. 2 dots.
  • Time Sense (p. 82): Use as written.
  • Code of Honor (p. 82): Prerequisites: Resolve 3 or Composure 3. Any time a character uses Social actions or supernatural powers to influence your character to do something contrary to her Virtue, you gain one automatic success on any relevant contested rolls. If the roll is resisted, instead subtract one success from the character’s roll. 2 dots.
  • Fast Learner (p. 82): Prerequisite: Intelligence 3. You do not suffer the untrained penalty to Mental Skill rolls. In addition, you receive a free Specialty in each Mental Skill for which you have at least 3 dots. If you raise a new Mental Skill to 3, you immediately receive a free Specialty in that Skill. 3 dots.
  • Optimistic (p. 83): Use as written. 2 dots.
  • Eye for a Bargain (p. 83): As Fixer (Descent p. 294), but it applies to the Availability of goods relevant to your Contacts instead. 2 dots.

Experience and Experiences

Characters in Descent earn Beats that can be exchanged for Experiences on a 5-to-1 basis. The cost of each dot of a trait is the same whether the character is learning the basics or achieving mastery. Use the following table for these Experiences costs.

Experience Cost Fallen to Descent
Trait Cost
Attribute 4
Ability 2
Lore 1 (2 for first dot of a Lore not from the character’s House)
Torment 3 (This decreases the character’s permanent Torment by 1 point)
rpgs/demon/mundane_systems.1661395499.txt.gz · Last modified: by michaelsd