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rpgs:demon:notes

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Demon notes for rpg.net

Greg Stolze on Torment

rpg.net

“…and to correct what seems to be fated to be a common misperception about D:tF…

You do NOT need to get 'more evil' to become more powerful. There's a measure of how generally pissed off your character is – a trait called (wait for it) “Torment”.

Demons with high Torment can more easily access some of the mayhem-oriented powers of their Apocalyptic Form. However, high Torment demons also have trouble using OTHER powers in ways that are subtle or require fine control. A high-torment demon could (conceivably) try to light a cigarette with his powers and wind up setting everything he's touching on fire. (It's a bit of a silly example, but it gets the point across.)

Generally speaking, high-Torment = more damage, less control. Low-Torment = less damage, more control.

-G.”

Miss Atomic Bomb on Lores

https://forum.rpg.net/index.php?threads/demon-the-fallen-a-fallen-classic-or-a-lost-soul.881104/page-14#post-23900192

I think you could do something like Nobilis' Domain, where a Lore's dot rating indicates what you can do with it for free, but you can increase your effect by spending Faith. The scale could be something like:

  • Sense things related to your Lore, like when someone within [some distance] endangers it, or doing psychometry-type reads when you encounter it. “Parlor tricks” involving the Lore.
  • Manipulating or shaping the subject of your Lore – shaping precise fires with Lore of Flames, for example.
  • Creating the subject of your Lore – igniting things that shouldn't burn with Lore of Flames, summoning ghosts with Lore of Death, etc.
  • Destroying the subject of your Lore – stopping an inferno with Lore of Flames, preventing a ghost from moving on with Lore of Death.
  • Sensing the subject of your Lore on a broad scale, teleporting bodily to its location.

Obviously, this makes demons a lot more powerful with Faith spends, but I would be okay with that.

rpgs/demon/notes.1710502396.txt.gz · Last modified: by michaelsd