Mostrando entradas con la etiqueta Saberes. Mostrar todas las entradas
Mostrando entradas con la etiqueta Saberes. Mostrar todas las entradas

miércoles, 29 de julio de 2015

Saber del Ánima


Saber no oficial escrito por Steven Markley. A mi no me gusta.

Por lo que se refiere al Saber del Ánima, asumo que tienes algún tipo de familiaridad con el plano de la Umbra presentado en Hombre Lobo: el Apocalipsis y Mago: la Ascensión (o el Mundo Yang de Estirpe de Oriente) y estás dispuesto a incorporar elementos del mismo en una Crónica de Demonio: la Caída. Si no estás familiarizado ni interesado en la Umbra, no te será muy útil. La información sobre la Umbra ya está disponible en otros suplementos y no es necesario repetirla, aunque existen algunas precisiones.

Leer más... Las estadísticas de los espíritus de la Umbra permanecen estables salvo por los siguientes cambios: Rabia se convierte en Tormento y Gnosis en Fe. La naturaleza de estos rasgos no cambia (por ejemplo, se hacen tiradas de Fe cuando se necesitan tiradas de Gnosis), pero reflejan los elementos de Demonio y permiten una interacción más fluida entre los personajes y los espíritus.


ESTE SABER APESTA…
Sí, en gran parte. El Saber del Ánima es ineficiente, poco fiable y sólo tiene tres niveles de Evocaciones. Los poderes de Tormento elevado también tienen efectos muy desagradables. Y sólo unos pocos demonios lo conocen y pueden enseñarlo. ¿Qué demonio querría aprender este Saber?
Recuerda que el Saber del Ánima ha sido desarrollado a partir de otros Saberes, el estudio de la magia espiritual humana y la observación empírica (a menudo peligrosa) a lo largo de varios años. Utiliza el conocimiento angelical como apoyo, no como fundamento, y no se basa en las leyes del universo creadas por los propios ángeles. Considerando todo esto, podría parecer que el Saber del Ánima todavía incompleto sería muy impresionante. Además, la mayoría de los Caídos no comprenden la Umbra ni sus habitantes ni tienen habilidades para defenderse de ellos, pero una herramienta defectuosa es mejor que nada. Y como el mundo espiritual de los vivos es un ámbito infrecuente de estudio, los demonios con el Saber del Ánima y la habilidad para utilizarlo tienen una gran ventaja sobre los demás demonios.

Cuando los Elohim crearon el universo, su propia Creación estaba viva. El acto de unir energía y materia en el vacío mediante la voluntad de Dios y la esencia de los ángeles, dio a todo lo creado una cierta fe ambiental, una “huella digital” de la Divinidad. Esta resonancia espiritual se extendió por toda la Creación, uniendo todas las cosas entre sí y a las entidades que la habían creado.

Cuando el último de la Hueste Infernal (con la notable excepción de Lucifer, claro está) fue arrojado al Abismo, el mundo todavía seguía en gran parte intacto en su esencia básica, a pesar de las cicatrices de la Guerra de la Ira y el toque entrópico de la mano de Dios. Sin embargo, las maldiciones de Dios sobre la humanidad, y especialmente las maldiciones de los Devoradores y los Lammasu tuvieron un efecto imprevisible (salvo quizás para el propio Dios).
La humanidad comenzó a sentirse separada de la Creación, percibiendo el mundo como “lo otro” o una amenaza activa. Aunque esta sensación hizo que los humanos se distanciaran del mundo y se aislaran sobre sí mismos, también provocó que buscaran protección en seres superiores. Sin embargo, la hueste de los Caídos ya no estaba presente en el mundo, y Dios ya no respondía a sus plegarias –al menos directamente.
Así que la humanidad comenzó a venerar a las fuerzas naturales y poderes que los rodeaban, orientando su Fe hacia el sol, el viento, los animales que cazaban, e incluso las emociones, conceptos abstractos y atributos que deseaban. Y también temían la muerte, lo desconocido y las cosas que no podían controlar. Finalmente el animismo primitivo se sofisticó y las fuerzas naturales se convirtieron en dioses, héroes y monstruos, ocultos bajo capas de ceremonias, rituales y religión.

La creencia de la humanidad en una existencia aislada del mundo circundante, así como el daño sutil provocado por Dios, ayudaron a alterar el tejido del universo y a separar el alma de la Creación de su forma física. En cualquier caso, el poder residual de la Divinidad comenzó a alejarse, haciendo que el mundo físico quedara sin vida y estático. Sin embargo, la Fe de la humanidad y la adoración de los elementos del mundo dieron forma y propósito a la energía divina, creando formas discretas y entidades dentro de las hebras del espíritu.

Con el tiempo la Fe generada en el mundo se acumuló en capas adyacentes de realidad que habían sobrevivido al colapso de la Creación, creando un reflejo vital y animista del mundo físico que conservaba y personificaba los secretos primordiales de la Creación. Dentro de este reino los espíritus formados de la Fe efímera interactuaban con el mundo, con sus papeles y reacciones definidos por generaciones de adoración, creencia y ritual. De alguna forma muchos de esos espíritus se convirtieron en seres conscientes, vinculados a sus papeles pero desarrollando identidades distintivas, reflejando los deseos y naturaleza de los humanos que los habían creado. Se formaron jerarquías de esas identidades y pronto el reino de los espíritus se desarrolló en niveles y mundos con sus propias leyes, topografía y secretos.

Todo esto ocurrió mientras los Elohim caídos se encontraban atrapados en el Abismo, donde sólo conocían la oscuridad y los ocasionales tumultos en los reinos de los muertos. Cuando los Caídos escaparon al mundo, lo encontraron cambiado, en su mayor parte yermo y sin fe. Lo que no percibieron es que gran parte de la fe ambiental se había separado y acumulado, formando el reino de los espíritus. Pocos demonios percibieron este nivel de realidad y ninguno estaba preparado para interactuar con él, porque no habían participado activamente en su creación.

Los Caídos son criaturas dinámicas en algunos aspectos, pero en esencia son criaturas de rutina eterna. La mayoría de los Saberes de los ángeles Caídos les fueron concedidos por Dios y han existido desde el comienzo del Tiempo y sólo unos pocos Saberes fueron desarrollados por los propios rebeldes durante la guerra contra el Cielo. La hueste de los Caídos creó y refinó sus nuevos Saberes a lo largo de los siglos, colaborando para diseñar nuevas formas de adaptar las leyes del universo a su visión. Por este motivo puede decirse que los demonios no son muy buenos innovadores, especialmente cuando se encuentran dispersos y se les niega el acceso a la mayor parte de sus recuerdos y sabiduría angelical, existiendo en un mundo del que saben relativamente poco. Sin embargo, la innovación es posible cuando el impulso y el conocimiento arcano de un Demonio se combinan con la adaptabilidad de un anfitrión humano.

Después de haber sufrido varios ataques de espíritus malignos que no procedían del Inframundo, el chamán Grusulkis, un Perverso, y Atoht’ra el Verdugo se encontraron y compararon notas sobre la naturaleza de sus atacantes y del extraño reino del que procedían. La habilidad del Verdugo con el Saber de los Reinos y el conocimiento espiritual del Perverso, varios poderosos rituales y una valiosa información procedente de un hechicero esclavizado dieron lugar a una nueva serie de principios mediante los cuales los Caídos podrían comprender e influir sobre el nuevo y extraño mundo de los espíritus –El Reino del Ánima. El resultado final fue el Saber del Ánima, hasta el momento un reflejo incompleto y burdo de los demás poderes demoníacos, aunque para ser justos, Grusulkis y Atoth’ra sólo lo han estado desarrollando durante dos años. A medida que el Saber del Ánima se extiende lentamente entre la comunidad de los Caídos, será refinado mediante el uso y la práctica, perfeccionado por sus creadores e incorporado al cuerpo de conocimiento de los Caídos. Atoth’ra cree que el Saber del Ánima será un Saber completo y establecido en pocos años, mientras que Grusulkis se encuentra preocupado ante la enormidad del Reino del Ánima y considera que la predicción de su compañero es demasiado optimista.

Se cree que algunos Encadenados disponen de poderes similares que pueden afectar a este extraño mundo espiritual. Sin embargo, ambos Caídos niegan firmemente haber pactado con sus enemigos para desarrollar el Saber del Ánima.

O VISIÓN DEL ÁNIMA

La evocación más básica proporciona al Caído la capacidad para percibir el paisaje del mundo efímero, permitiéndole contemplar lo que ocurre en él. Aunque no le permite comunicarse o influir sobre ese Reino, ser capaz de ver amenazas que de otra forma pasarían desapercibidas a menudo resulta valioso.

Sistema: El jugador del Caído tira Percepción + Ocultismo contra una dificultad basada en la fuerza de la energía espiritual y la fe ambiental de la zona; una zona natural protegida o una vieja iglesia tendrían una dificultad de 6, una zona rural 7, una ciudad 8 y un laboratorio de ciencias 9. Cada éxito en la tirada proporciona un turno de percepción espiritual. Sin embargo, cuando se perciben elementos del Reino del Ánima, el Caído ignora lo que le rodea en el mundo físico.

Tormento: El demonio sólo puede percibir corrupción espiritual y espíritus Atormentados y ese tipo de entidades se sienten atraídos por él.

OO LENGUAJE ESPIRITUAL

Aunque son muchos los que debaten la naturaleza y el propósito de los espíritus, los eruditos Caídos saben que están compuestos de Fe destilada. Dirigiéndose a los espíritus en Enoquiano, un lenguaje que resuena en la esencia de cada ser, un Demonio puede hablar con ellos. Además comprender a estos espíritus es más sencillo cuando sus respuestas son traducidas al Enoquiano (sin importar el lenguaje que hable naturalmente el espíritu).

Sistema: Cuando el Caído ha localizado un espíritu con el que quiere conversar, el jugador debe hacer una tirada de Carisma + Ocultismo (dificultad 8) para activar esta evocación durante una escena. Trata las conversaciones con los espíritus como si fueran personajes del Narrador; por lo general los que tienen puntuaciones elevadas de Fe son conscientes y están dispuestos a conversar, mientras que los que tienen un Tormento elevado son agresivos. Ten en cuenta que los espíritus no están obligados a conversar con el Demonio o a contar la verdad, y son libres de insultar, acosar e incluso atacar.

Tormento: El Demonio ataca al espíritu con un torrente de maldiciones y blasfemias surgidas de su período de tortura eterna en el Abismo, inflamando su Tormento y obligándolo a atacar a la criatura viva más próxima (que podría ser el propio evocador).

OOO DANZA DE LAS BARRERAS

A este nivel del Saber del Ánima, el Demonio es lo bastante hábil para abrir un pequeño agujero temporal en la barrera entre este mundo y el Reino del Ánima (que los magos chamánicos llaman la Celosía) y pasar a través de él. Ahora puede moverse y actuar en el Reino del Ánima. Los espíritus con los que interactúa son considerados criaturas físicas. Puede incluso tomar Fe directamente del rico ambiente espiritual, pero hacerlo alimenta sus impulsos más oscuros.

Sistema: El jugador del Demonio debe gastar un punto de Fe y tirar su Fuerza contra una dificultad apropiada para la zona en función de su Fe ambiental (como en el poder Visión del Ánima); una tirada exitosa permite al Demonio entrar en el reino de los espíritus. El personaje utiliza sus reservas de dados normales en ese lugar excepto que su Tormento es la dificultad mínima para cualquier actividad realizada en el Reino del Ánima (De esta forma un Demonio con Tormento 7 siempre tiene dificultades de 7 o más, y cualquier dificultad normal de 6 o menos por defecto se eleva a 7).

Tormento: Un Demonio en el Reino del Ánima puede cosechar Fe de los espíritus o del propio Reino. Para cosechar Fe de un espíritu el personaje tira su Tormento (dificultad 6) y cada éxito le proporciona un punto de Fe y un punto de Tormento (además del punto de Tormento obtenido por activar la habilidad de Tormento de este poder). Los espíritus pueden resistirse con una tirada de Fe opuesta (con una dificultad igual a la Fe del Demonio). Finalmente un Elohim Atormentado puede añadir su Tormento a su reserva de daño cuando ataque a los espíritus.
Cosechar Fe directamente del Reino del Ánima en sí requiere una tirada de Tormento (con una dificultad basada en la Fe ambiental). De la misma forma que ocurre con los espíritus, cada éxito proporciona un punto de Fe y un punto de Tormento (más un punto de Tormento por activar la Habilidad de Tormento de la evocación). Cualquier ser que intente moverse a través del lugar espiritual donde la Fe ha sido cosechada recibe un punto de daño letal por punto de Fe cosechado; incluso el propio Caído que roba la Fe es vulnerable a este efecto, por lo que debe moverse rápidamente después de cosechar la Fe. El “daño” causado al mundo espiritual se recupera lentamente, con un punto de daño recuperado cada pocos días.

sábado, 5 de junio de 2010

Saber del despertar - Animar


















Tengo una astilla clavada. (Y no es la de Saevior, aunque reconozco que todavía lo estoy asimi- lando...) Hay algo a lo que no dejo de darle vueltas; animar.

Leer más...Las reglas están claras, pero aunque en el pasado lo hablé en el foro, no lo veo. Para mi es una cuestión visual, de estética. Veo este árbol animado, veo un látigo, veo incluso una cádena del bater (de esas de tirar) estrángulándote cual serpiente, y eso que podria parecer estúpido, ridículo, inmaduro, pero no veo claro p.ej una alabarda ondeando como si fuese de goma para cortarte, o una espada tirada en el suelo actuando como si fuese una cobra. Igual que no veo (ni claro, ni oscuro, directamente no veo) una farola que se anime como si fuese de goma (me parece muy Mortadelo)

Y es que aquí he hablado del ataque, pero los objetos animados no solo atacan, hacen también cosas, empeando por moverse (digo yo) ¿O quizás no lo hacen? Por que p.ej una estatua, o algo humaniforme, veo que pueda moverse, pero ¿un coche? Bien, un coche también lo tiene facil, ¿pero un látigo, una espada, un candelabro, una escoba?

Una forma humaniforme, puede manipular objetos, ¿pero un perchero animado?

Esto no debería ser un debate sobre "este caso es así", "este otro caso es así", el poder debería tener definido que propiedades imbuye el poder en el objeto, que grado de elasticidad, movilidad... El jugador deberia conocer los resultados (o tener una idea aproximada) de animar un objeto dado sin necesidad de debatir con el master ese caso concreto, y sin tener que dejar de animarlo para no causar debates.

Es un fallo del manual no hablar de esto, pero es tarea de cada mesa definir el trabajo que WW dejó a medias si queremos cerrar este agujero. Este es un tema curioso, subjetivo, no determinado en reglas claramente, con una redaccion rápida y poco trabajada. ¿Quereis opinar en el foro?

domingo, 12 de abril de 2009

Lores de La Creación

El nombre de la entrada es un juego semantico.
Saber, en inglés, es Lore, a la par que "Lores de" hace referencia a "Los señores de", en su sentido nobiliario británico.

Lores de la creación. ¿Hablamos de los Elohim, como señores de la creación? ¿O hablamos de sus saberes?

Hablamos de los dos, mas bien.

En ocasiones me he preguntado, y he visto que otros por la red se lo preguntaban también, como es posible que los demonios, justo los demonios, tengan una lista de poderes tan reducida. No por que haya pocos poderes (115 poderes, 23 saberes, a 5 niveles cada uno) si no porque como diseño, ¿por que dar a los demonios listas cerradas?
Incluso los vampiros tienen los llamados "poderes" que aunque luego erealmente no se usen, como concepto te dicen que existen otras habilidades mas allá de las básicas. Los demonios solo tienen su ritualística, y no les compensa todo ese poder... si en el momento en que lo necesiten no se demuestra que son los lores de La Creación.

Leer más... He pensado como se podría mejorar esto sin entrar en conflicto con lo escrito, y la mejor opción a la que he llegado, es a la que paso a sugerir.

Consideremos que existe un nivel de maestria por encima del manejo básico de los saberes.
Consideremos que un demonio pueda aprender esta soltura, esta maestria con los saberes, al precio de 10 px. Esta maestria le permitiria utilizar los saberes conjuntamente, como si de esferas (nunca mejor dicho) se tratase. Todas las reglas son de aplicación a este uso experto de los saberes (incredulidad de testigos, expolio, potenciación con fé, trasfondo maestria para quien lo posea...)

10 px es un precio humilde, es lo que cuesta aprender un nuevo Saber a su primer nivel.
Se considera que con este precio, es viable que varios demonos se acojan con rutina a esta regla, y pase a ser una parte relativamente cotidiana del escenario, un cambio en las reglas, con eco en el escenario de juego. Elevar el precio a 20 px, p.ej, haría más exótica esta habilidad, estaría mas apartada de la normalidad, y cobrarla a 30 px, la dejaría fuera de la experiencia real de nuestra mesa, quizás El narrador decida que es lo que busca. Todo esto siempre hablando de un reparto de experiencia comedido.

Invertir experiencia en esto, no reporta nada, mas que la posibilidad de permutar saberes para lograr efectos originales mezclando las áreas de competencia de cada saber. No se trata de aprender un nuevo saber, se trata de aprender una nueva forma de usarlos.

P.ej, Krum el Asharu tiene Saber del despertar a 4, y saber del viento 3, y quiere innovar un poder, hacer algo más allá de los usos tipicamente atribuidos a estos dos saberes. Desea crear un pequeña brisa que no cause efecto alguno (mas que erribar unos folios y golpear las ventanas) pero qe a los presentes les trnasmita enfermedades y pestes. Como domina esta maestria, tiene un poder del Despertar que es precisamente eso, y el narrador determina que ese será el poder que se use, teniendo en cuenta, que unto a su viento 3, tendrá area de efecto a los presentes. El narrador considera que si ademas quisiera que el viento fuese violento, no podría acumular los dos efectos a la vez con viento a 3. Acuerdan llamar a este uso del poder "Viento de plaga" considerándolo una evocación atormentada, y lo dejan definido para usos posteriores. Solo un Elohim que domine esta maestria podrá usar el viento de plaga, ya que es u poder combinado, y no existe publicado como tal. Aunque se tuviesen todos los saberes a 5, nngún poder tiene unos efectos como el indicado.

Procede avisar, lo que los jugadores de Mago ya saben, el grado de entendimiento que se necesita entre jugador y narrador para que los efectos buscados se amolden a la interpretacion del reglamento del narrador. El equilibrio nace de la práctica. Los jugadores intentarán permutaciones de efectos, que el narrador no verá, por conceptos tan abstractos coo equilibrio de reglas, espiritu del reglamento, munchkineada... La experiencia en una mesa es lo que te permite cuadrar un efecto a la primera (o en un par de minutos de charla con el narrador) en lugar de discutir y parar la partida.

jueves, 19 de marzo de 2009

Evocaciones atormentadas


En ocasiones, el Tormento de un demonio puede pervertir su propio control de la Creación cuando está realizando una evocación, arrojando resultados diferentes a los que él pretendía.

Cuando esto sucede, es el efecto atormentado de la evocación el que sucede, en lugar del normal, pero, ¿cuando sucede? Cuando, la mayoría de los éxitos de la tirada de evocación son inferiores (o iguales) a la puntuacion de Tormento del demonio.

P.ej, Krum, el Asharu, desea curar a un aliado, para lo que usa el Saber del Despertar, en su nivel 3. Tiene Medicina 2 y Resistencia 3, por lo que lanza 5 dados. Su Tormento es 7, así que lanza los dados y obtiene 1, 9, 7, 7, 4. La dificultad es 6, por lo que hay 3 éxitos, pero como el 1 empieza cancelando éxitos por el mas alto, nos quedan 2, los cuales (7 y 7) son inferiores o iguales al Tormento de Krum. La mayoria de éxitos son menores que su tormento (en verdad, todos) luego el efecto atormentado se produce, y cuando Krum toca a su compañero para sanarle, lo que hace es corromperle con podredumbre, aunque no era su intención.

Una versión atormentada de una evocación, además de producirse por error, puede ser premeditada, en cuyo caso, se reibo un punto temporal de Tormento.

martes, 30 de septiembre de 2008

Saberes XVII: Saber de los reinos


Leer más...

Sense the Barrier (1 Dot)

The Slayer is able to sense the relative strength of the barrier between the physical and the spirit realms in an area as large as a city block, allowing the demon to home in on regions where the boundary is exceptionally thick or thin.

System: Roll Perception + Awareness. If your roll is successful, your Slayer can zero in on any regions of unusual strength or weakness in the barrier between the realms. As a rule of thumb, the barrier between realms tends to be strongest in areas where the unfluence of human faith is weakest. Therefore, a science lab that promotes cold intellect over intuition might have a strong barrier, while a graveyard or a church might have a weak barrier. Your demon can read an area that's 10 square yards multiplied by his Faith score.

Torment: Monstrous demons can sense only area where the barrier is weak, drawn by the call of the spirit storm raging just beyond.

Step Beyond the Veil (2 Dots)

This evocation allows the Slayer to physically cross the barrier into the shadow world, a lifeless mirror image of the mortal world. Doing so allows the demon to travel vast distances in the shadow realm at the speed of thought and return to the physical world at a corresponding location.

Crossing over also allows a demon to interact with the spirits of the dead that linger on the other side.

System: Roll Dexterity + Awareness. The difficulty is determined by the relative strength of the barrier in the area where your Slayer tries to cross. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8. Once in the shadow land, your character can fly across the bleak landscape with the speed of thought. Roll Dexterity + Athletics (difficulty 8), allowing a demon to cover a mile each turn per success rolled. The roads and buildings in the shadow realm are just as real to your demon as are their physical-world counterparts. She must traverse any physical obstacles and find her way to her destination just as she would in the mortal world. Upon reaching her destination, the demon can return automatically to the corresponding place in the physical realm, appearing as if from nowhere. All other actions are performed as normal in the spirit realm, but the furious storm raging there increases difficulties to 8, at the least. Furthermore, your Slayer loses a point of temporary Willpower each time a roll botches. If the demon loses all her Willpower, she is torn from her mortal host. The body is returned to the physical realm and the disembodied soul must fight the pull of the Abyss while searching for another anchor.

Your character cannot take passengers with her to or from the spirit or living realms.

Encountering and communication with spirits in the dead lands is similar to meeting people in the living world. Spirits have their own identities and agendas and may be willing or unwilling to interact with visitors. Demons can use Lore of the Spirit to encourage such interaction.

Torment: Monstrous demons that cross into the spirit world create a "seam" in the barrier that draws restless spirits into the physical world, resulting in temporary but intense hauntings. This seam remains in the area for a number of days equal to the demon's Torment score.

Ghostwalk (3 Dots)

This evocation allows the demon to exist simultaneously in both the physical and spirit realms. She can interact with both mortals and spirits, and pass through objects in both places.

System: Roll Stamina + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8.

If your roll is successful, your demon becomes a hazy, insubstantial form, able to see and be seen by individuals on both sides of the barrier. She passes through objects without harm, and vice versa, though she can interact with one realm or the other in a given turn with a Willpower roll (difficulty 8). If the roll succeeds, the Slayer can speak to individuals, handle objects, attack or be attacked in the realm to which she has attuned herself, just as if she were solid. The effects of this evocation last for a number of turns equal to the character's Faith rating. Your character cannot take any other beings with her to this "middle ground" between realms.

Torment: When monstrous demons perform this evocation, it causes the energies of the spirit storm to leak into the physical realm around her, causing wild and unpredictable spirit manifestations and hauntings.

Reach Across the Barrier (4 Dots)

The Slayer can peer into and reach across into the spirit realm the same way a mortal retrieves something from a cupboard, placing or retrieving items between the realms at will. During the War of Wrath, this evocation was used extensively to place powerful weapons or other items beyond the reach of the Slayers' enemies. Many still remain there to this day, waiting to be found.

System: Spend one Faith point and roll Dexterity + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8.

If your roll is successful, your character can see into and "reach" across the barrier between realms --- her hand and arm literally vanishes from mortal eyes until she withdraws it again. She can place or remove any item that can be easily lifted with one or two hands. Mortals or demons cannot be forced across the barrier using this evocation. Items can be hidden away from the spirit world, however, placing them in the material world, out of reach from dead-land inhabitants. (But, of course, that might mean that real-world being could find the items.)

Torment: Monstrous demons who perform this evocation risk allowing traces of the spirit storm to leak through into the physical world, causing surreal and terrifying side effects. if the evocation succeeds, the Storyteller makes a Willpower roll with the difficulty equal to your Slayer's Torment. If the roll fails, the winds of the storm seep through, subjecting all mortals in the immediate area to Willpower roll (difficulty 8). If their roll fails, they flee in terror. If their rolls botch, they also suffer a temporary derangement.

Pierce the Barrier (5 Dots)

This evocation enables the Slayer to create a temporary doorway between the living and the dead realms, allowing other demons to cross into the shadow lands if the portal's creator wishes.

System: Spend one Faith point and roll Stamina + Awareness. The difficulty is determined by the relative strength of the barrier in the area where the Slayer performs the evocation. Doing so at a weak point (a church or graveyard) is difficulty 6. Crossing over in an old house or apartment building that has seen generations of occupants is difficulty 7. Crossing from a shopping mall is 8.

if your roll succeeds, your Slayer creates a portal that other demons may bodily pass through into the shadow realm, allowing them to interact with the spirits of the dead and to travel through the dead lands. As many other demons may enter as you get successes on your roll. Living mortals and thralls cannot pass. Non-Slayers who make the transition are at a considerable disadvantage compared to the Halaku, being more susceptible to the ravages of the maelstrom than those of the Seventh House. Furthermore, they cannot travel as quickly across the shadow realm as the Slayers can. They cover distances only as fast as they could in the physical realm. The dice pools for all actions taken by uninitiated demons are halved (rounded up), and these fallen lose one temporary Willpower point each day that they remain in the spirit realm. When theyr Willpower is exhausted, the demons become catatonic. Their bodies lose one point of Stamina each day thereafter. When a demon's Stamina is exhausted, her mortal body dies and her spirit is drawn back into the Abyss. The doorway created by this evocation lasts for only a single turn, and it is one-way. Spirits from beyond cannot normally use it to enter the living world.

Torment: Monstrous demons who perform this evocation cause the effects of the spirit storm to rage in the physical world in the immediate vicinity of the doorway, drawing spirits and causing horrifying manifestations to linger for a number of days equal to your character's Torment.



Ereshkigal, The Visage of the Realms

Angels of the Second World manifest as shadowy figures whose features are hidden in perpetual darkness. The air itself seems to wrap about them like a robe of night, conjuring the image of the cowled ferryman of human myth. Their hands are white and bony, like a skeleton's, and they move without effort or sound.

The Visage of the Realms confers the following abilities.

  • Dead Reckoning: The character always knows where she is in relation to known landmarks, no matter how far away those landmarks may be. Unless affected spatially distorting evocations such as Warp path, she can never lose her sense of direction.
  • Pass without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way --- she leaves no footprints and disturbs no foliage.
  • Increased Awareness: The fallen is especially attuned to the fabric of reality, lowering the difficulties of all Awareness rolls by two.
  • Conjure from Nothing: The character is capable of supernatural sleight of hand, seeming to conjure items out of thin air only to make them vanish again with a flick of the wrist. She can draw an item from a pocket or conceal an item without detection on a successful Dexterity + Athletics roll (difficulty 6).

Torment: Angels of the Realms who surrender themselves to their Torment are walking portals to the land of the dead, exuding an aura of loss and despair that chills mortal hearts. Their voices are bleak and sepulchral, an their eyeless stare gives the boldest heart pause.

The Visage of the Realms confers the following high-Torment abilities.

  • Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best of light, and rendering her near-invisible at night. The difficulties of all Stealth rolls are lowered by two whenever the demon stands in a pool of shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker.
  • Relentless: The demon can walk or run without need to rest, able to cover superhuman distances without pause. As long as she stays in motion, she is unaffected by fatigue or hunger.
  • Voice of the Grave: The difficulties of all Intimidation rolls decrease by two.
  • Dread Gaze: Individuals (mortal or demon) who meet the demon's gaze and who fail a Willpower roll (difficulty 7) must forfeit their actions for that turn.

Saberes XVI: Saber de los espíritus


Leer más...

Speak with the Dead (1 Dot)

This evocation allows the Slayer to communicate with spirits roaming the physical or spirit world. Spirits addressed in this way are compelled to respond, and they must answer the demon's questions to the best of their ability.

System: Roll manipulation + Awareness. The spirit can attempt to avoid the evocation's compulsion with a resisted Willpower roll (difficulty 9). If the evocation is successful, the spirt must answer the Slayer's questions truthfully. The Slayer can affect any spirit within reach of her voice, and the effects of the evocation persist for a number of turns equal to the character's Faith score.

Torment: Monstrous demons can perform this evocation as well, but the spirits they contact become warped by the demon's Torment and grow inimical to living beings for days afterward. Spirits affected by this evocation become restless and hostile to the living for a number of days equal to the demon's Torment score if a Willpower roll (difficulty 9) fails.

Summon the Dead (2 Dots)

Slayers can use this evocation to summon spirits to their presence, their influence reaching across entire city blocks. Spirits summoned in this fashion must come to the demon whether they wish to or not, and they remain until dismissed.

System: Roll Manipulation + Leadership. The Slayer can summon one spirit per success rolled, if any are present in the area. The evocation affects 10 square yards times the character's Faith score, and the spirits within the affected area are drawn to the Slayer's presence immediately. They remain until the effects of the evocation expire or the demon dismisses them. The effects of this evocation last for the duration of the scene. At the Storyteller's discretion, a particularly potent or willful spirit could try to break the demon's control with a resisted Willpower roll (difficulty equal to the demon's Faith score) made against your Manipulation + Leadership successes

Torment: Monstrous demons can summon spirits, but the effects of their Torment cause the beings to become inherently hostile to the living for a number of days equal to the character's Torment score if a Willpower roll (difficulty 9) is failed.

Command the Dead (3 Dots)

A Slayer may command a spirit of the dead to do her bidding, forcing the ghost to perform any actions that the demon desires if her will proves greater than its.

System: Roll Manipulation + Leadership. The Slayer may command any single spirit that can hear her voice. The spirit may attempt to counteract the effect with a resisted Willpower roll (difficulty 8). If the spirit's roll fails, it must obey the demon's commands to the best of its ability. The effects of this evocation last for a number of turns equal to the character's Faith score.

Torment: Monstrous demons can command spirits as well, but they warp any beings by the force of their Torment, causing ghosts to become maddened, violent entities that lash out at the living at the first opportunity. Once the evocation's effects expire, the Storyteller makes a Willpower roll (difficulty 8) for an affected spirit. The roll requires a number of successes equal to or greater than the number of turns that the ghost spent under the demon's control. If the roll fails, the spirit becomes malevolent and hostile toward the living for a number of days equal to the demon's Torment score. if the roll botches, the change is permanent.

Anchor the Soul (4 Dots)

This powerful evocation allows a Slayer to anchor a disinterred mortal soul (or a demon's spirit) to a physical object, creating a haunted artifact that traps the spirit in the physical world. In the darker days of the War of Wrath, Slayers used this evocation to bind the souls of mortals and angels to fuel powerful weapons and tolls crafted by the Annunaki.

System: Spend on Faith point and roll Stamina + Awareness. The difficulty is determined by the nature of the object being used as an anchor. Binding a soul to something that was close to the person in life (difficulty 6) is the most effective kind of anchor, while foreign objects prove more challenging depending on their composition. Crystal, gems or precious metals are useful (difficulty 7), while natural objects such as wood, glass or bone are less so (difficulty 8). Synthetic objects such as plastic or high-tech items such as computers are challenging to use (difficulty 9). Your character must be within a number of yards of the spirit to equal to his [your character's] Faith rating in order to affect it, and he must hold the intended anchor. The spirit can resist imprisonment with a resisted Willpower roll (difficulty 8). If you get more successes, the spirit is trapped within the anchor and cannot interact with the outside world unless the object has been properly attuned. Demons bound to an attuned item can still access their inherent powers (including their lore paths), provided they have Faith available. (Any existing pacts with mortal thralls remain in effect). This evocation persists for a number of days equal to your character's Faith score, or it can be made permanent by expending a temporary Willpower point. If an anchor is ever destroyed, the spirit is freed immediately. Freed mortal souls disappear forever or become ghosts haunting a locale, at the Storyteller's discretion. Freed demons must resit the pull of the Abyss and attempt to locate another host body or physical anchor.

Torment: Monstrous demons bind spirits with a shroud of suffocating darkness, imposing the slightest taste of the agony suffered in the Abyss. These trapped souls are so frenzied by their hardship that their despair leaks into the physical realm, surrounding their anchors with an aura of ill fortune. Individuals touching or carrying such a spirit anchor botch their actions on a roll of 1 or 2.

Restore the Dead (5 Dots)

This evocation allows a Slayer to anchor a spirit into any soulless physical body. This effort returns the ghost to the land of the living, at least for a short time.

System: Spend one Faith point and roll Stamina + Awareness. The Slayer must have the soul she wishes to restore in her immediate vicinity and be able to touch the body she wants it to possess. The body in question must have died only recently (i.e., within the last 48 hours). If successful, the soul is anchored to the body, healing any injuries the body may have had and returning the spirit to the land of the living. The new person has the same Physical Attributes that the body had in its former life, and the Mental and Social Attributes and Abilities of the new soul. The effects of this evocation last for a number of days equal to your character's Faith score, or it can be made permanent by expending one point of permanent Willpower.

Demon spirits without hosts can be placed into bodies through this evocation.

Torment: Monstrous demons who perform this evocation invariably taint the spirit with their own Torment, leaving the soul twisted by hate and pain. Once the soul has been restored, the Storyteller makes a Willpower roll for it with a difficulty equal to your character's Torment. If the roll is successful, the restored person suffers a temporary derangement. If the roll fails, the derangement is permanent. If the roll botches, the restored person becomes a frenzied monster, attacking the living until it is destroyed.

If a disembodied demon spirit is put into a body with the high-Torment version of this evocation, a Willpower roll is made for it, too. If the roll is successful, the possessing demon has a Torment score that's one point less than your character's. If the Willpower roll fails, the possessing demon's Torment score equals your character's. And, if the Willpower roll botches, the possessing demon's Torment score exceeds your character's by one point.



Nergal, The Visage of the Spirit

The angels of the spirit world appear as pale, serene figures reminiscent of the images of human saints, beautiful, silent and remote. Like others of their House, the Nergal move without noise or effort, seeming to glide along the ground as they move. Only thier eyes, colored in shifting patterns of gray and black, hint at the bleak world beyond the mortal realm.

The Visage of the Spirit confers the following abilities.

  • Ghost Sight: The angel can see the spirits of the dead that linger in the mortal realm, whether the ghosts wish to reveal themselves or not, with a successful Perception roll (difficulty 6).
  • Enhanced Social Traits: The angel's beatific appearance provides the following bonus traits: +2 Charisma, +1 Manipulation, +1 Appearance.
  • Pass without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way --- she leaves no footprints and disturbs no foliage.
  • Wings: A pair of raven's wings extends from the character's shoulders. At full extension, each wing is a third gain as long as the character is tall. The character can glide up to three times her running speed per turn.

Torment: Monstrous Nergal are stained with the blood of the dead, their alabaster skin streaked with lines of crimson and black. Their eyes are orbs of clotted blood, and when they speak, their voices howl like the spirits of the damned.

The Visage of the Spirit confers the following high-Torment abilities.

  • Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best of light, and rendering her near-invisible at night. The difficulties of all Stealth rolls are lowered by two whenever the demon stands in a pool of shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker.
  • Howl of the Damned: The difficulties of all Intimidation rolls decrease by two.
  • Aura of Dread: The demon is surrounded by an aura of fear that saps the will of her foes. Targets within a number of yards equal to the character's Faith lose their normal initiative unless a successful Willpower roll is made against a difficulty equal to the demon's Torment. Affected individuals act last within a given turn. The Willpower roll is made every turn in which a person or another demon is in the Nergal's Apocalyptic presence. Normal initiative resumes for a victim as soon as a successful Willpower roll is made.
  • Damage Resistance: The demon is capable of shrugging off damage that would cripple a normal human. She may ignore any wound penalties for the duration of the scene. Penalties for injures incurred while in apocalyptic form apply again once human form is resumed.

Saberes XV: Saber de la muerte

Leer más...

Read Fate (1 Dot)
This evocation allows the demon to look into the eyes of a dead body and see the manner in which he or she died.
System: Roll Perception + Awareness. The number of successes achieved determines the amount of detail your character can determine about the mortal's fate. One success provides a picture of the moment of death. Each additional success goes further back in time, from minutes at two successes, hours at three and days at four. It also provides a broader context for the circumstances behind the person's passing.
Torment: Monstrous demons are able to discern a subject's fate only if that person died as a result of violence, whether accidental or intentional.

Decay (2 Dots)
One of the Reaper's primary powers, this evocation accelerates the process of decay, reducing living and non-living matter to its component particles.
System: Your Slayer must be able to touch his intended target to perform this evocation. Roll Stamina + Medicine. Each success inflicts on health level of aggravated damage (lethal damage to a mortal). If performed on a dead body, each success removes a point from the body's Stamina. When all the dots have been eliminated, the body is reduced to dust. The process works in a similar fashion on inanimate objects, but the difficulty varies depending on an object's composition. Decaying an article of wood or cloth, for example, is difficulty 7, while decaying a piece of plastic is difficulty 8. Decaying metal is difficulty 9, and stone is 10. Each success decays one cubic foot of material.
Torment: Monstrous demons affect people and objects in an area as opposed to single targets. Everything within a radius of yards equal to the character's Faith score is affected.

Vision of Mortality (3 Dots)
This evocation saw frequent use in the War of Wrath, permitting Slayers to fill the minds of their foes with visions of impending death. Even battle-hardened angels found their mettle sorely tested by these bone-chilling sights, throwing down their arms and fleeing before the Halaku's remorseless advance.
System: Roll Manipulation + Intuition. The target resists the evocation with a Willpower roll, using the Slayer's Faith as the difficulty. If you succeed, the target abandons her action and flees from your demon's presence. If the target's Willpower roll botches, he flees and suffers a temporary derangement. This evocation can target individuals up to a number of yards away equal to your character's Faith rating. A target who wins the resisted roll cannot be subjected to this evocation again for the remainder of the scene.
Torment: Monstrous demons affect every living being around them as opposed to a specific target. The demon affects targets within a number of yards equal to their Faith score, and resisted Willpower rolls are made for each potential victim.

Extinguish Life (4 Dots)
The Reaper's touch means death. By placing a hand on a living body and exerting her will, a demon can sever a victim's soul from his body, killing him instantly. This capability can be used on the fallen as well, but rather than cause instant death, the evocation produces an icy chill that saps the vitality from a demon's body.
System: The Slayer must be able to physically touch her intended target to perform this evocation. Spend one Faith point and roll Strength + Awareness. Compare your successes to the target's Stamina. If your successes exceed the target's Stamina, he is killed instantly. If your successes are less than the target's Stamina, each one inflicts a level of bashing damage as the Slayer's icy touch saps the strength from the mortal's body. If this evocation is employed against another demon and the successes exceed the target's Stamina, each success inflicts a level of aggravated damage. If the successes are less than the demon's Stamina, apply them as bashing damage.
Torment: Monstrous demons do not need to touch their victims to employ this evocation. Their icy hatred radiates from them in all directions, stilling the hearts of living beings. The high-Torment version of this evocation affects every living being within a number of yards equal to your character's Faith score.

Unlife (5 Dots)
This powerful evocation allows a living body to function without the presence of a soul or vital spirit, creating an unliving creature completely under the Slayer's control.
System: Spend one Faith point and roll Stamina + Medicine. A walking-dead creature has only one point in each of its Physical Attributes upon creation, though each extra success can be used to add additional points in Physical Attributes, at your discretion. These creatures do not suffer wound penalties in combat, using their full dice pools at all times. They must suffer no less than 10 health levels of damage before being destroyed. Undead minions are mindless automatons, acting solely according to your demon's will. Each time your character wants one of her minions to perform an action, make a Willpower roll (difficulty 7). If your character controls more than one creature at a time, you must divide your Willpower pool among them per turn. A failed roll causes a zombie to continue the last action it was commanded to perform.
Alternatively, a Slayer can program a minion to perform a rote set of instruction; one action per point of Wits that your character has, all by spending a temporary Willpower point. Since these instructions are transmitted mentally, it's possible to create a detailed set of commands, including complicated travel routes and detailed physical descriptions. Once programmed, however, a minion cannot be given further commands. If the demon uses her Willpower to command the minion to perform an action outside the realm of its instructions, its programming is lost.
Slayers can raise and control a number of minions equal to their Faith at one time. The bodies must be within Faith in yards to be affected. The effects of the evocation last for the duration of the scene. If your character wishes, the effects can be made permanent by the expenditure of a temporary Willpower point per body. A permanent minion remains until destroyed, and it cannot be raised again thereafter.
Disembodied fallen may possess animated corpses with the Slayer's permission, or they can try to wrest control of programmed corpses from the demon with a resisted Willpower roll. Unless transformed by use of other lore, the demon's host remains a dead body with all due appearances, smell and physical limitations.
Torment: Monstrous demons cannot prevent their Torment from infusing creations with an unnatural craving for violence, raising flesh-eating monsters that must be held in check constantly or they attack any living thing they can reach including the Slayer herself. If not programmed with a rote set of instructions, these creatures go into a violent frenzy unless their creator makes a successful Willpower roll (difficulty 8) each turn. This Willpower roll is in addition to any to impose commandments from action to action.


Namtar, The Visage of Death
These angels manifest as shadowy figures wreathed in tendrils of ghostly mist that shift and writhe from moment to moment, occasionally reflecting the angels' thoughts in strange symbolic forms. A pall of silence surrounds these figures, and their feet never seem to touch the ground. Their skin is as pale as alabaster, and their faces are constantly hidden in deep shadow.
The Visage of Death confers the following abilities.
  • Wings: A pair of raven's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn.
  • Improved Initiative: Add two to character's initiative.
  • Pass without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way --- she leaves no footprints and disturbs no foliage.
  • Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
Torment: Monstrous Namtar exude the cold aura of death, indiscriminately draining the life of every living thing around them. Flowers wilt in their passing, children grow glassy-eyed, and the old feel mortality grip their heart.
The Visage of Death confers the following high-Torment abilities.
  • Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best of light, and rendering her near-invisible at night. The difficulties of all Stealth rolls are lowered by two whenever the demon stands in a pool of shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker.
  • Deathgrip: The demon's spirit can cling to life past the point of human endurance. If the demon's host body suffers eight levels of lethal or aggravated damage, she can still hold onto life with a successful Willpower roll. If successful, the character falls into a coma until the following dawn, at which point she rises with one health level and one less temporary Faith.
  • Aura of Entropy: Plants wilt in the demon's presence, and living beings are suffused with an icy chill that saps their strength. Mortals and other demons within a number of yards equal to the demon's Faith lose one die from their dice pools unless a successful Stamina roll (difficulty 6) is made. The effects of this capability persist for the duration of the scene.
  • Damage Resistance: The demon is capable of shrugging off damage that would cripple a normal human. She may ignore any wound penalties for the duration of the scene. Penalties for injures incurred while in apocalyptic form apply again once human form is resumed.

Saberes XIV: Saber de la transfiguración


Leer más...

Mimic (1 Dot)

This evocation allows the Defiler to assume the exact mannerisms and vocal patterns of a subject, allowing her to disguise herself enough to fool a distant observer.

System: This evocation requires the Defiler to have spent at least an hour in close company with the individual she seeks to mimic. Roll Manipulation + Performance in a resisted roll against another person's Perception + Alertness. If you get more successes, the target believes that the Defiler is the person she attempts to mimic. Encountering someone who has never met the mimicked subject succeeds automatically. The effects of this evocation last for a number of turns equal to the character's Faith score. There is no illusion at work here --- your character's body actually changes --- so other demons may be fooled with this power.

Torment: Monstrous demons can mimic the voice and mannerisms of others, but their Torment invariably bleeds through the disguise and unsettles any witnesses, inspiring feelings of discomfort and paranoia. Roll Willpower for someone who encounters the disguised demon, with a difficulty equal to the Defiler's Torment. If the roll fails, the mortal is so unsettled by the Defiler's presence the she flees the demon's presence.

Alter Appearance (2 Dots)

The Defiler can use this evocation to alter cosmetic features of herself or others. She can change eye color, hair color, skin color and remove scars.

System: Roll Charisma + Subterfuge. The Defiler can alter one cosmetic feature per success rolled. The alteration remain for a number of turns equal to the Defiler's Faith score, or they can be made permanent by the expenditure of one Willpower point. Your character must touch a subject if another being is changed. There is no illusion at work here --- your character's body or that of another actually changes --- so other demons may be fooled with this power.

Torment: Monstrous demons can alter the features of themselves or others almost, but unless they maintain strict control, their Torment can cause disturbing deformities. When your character performs this evocation successfully, make a Willpower roll with a difficulty equal to his Torment. If the roll fails, he or his subject suffers a subtle but unsettling deformity. The difficulties of all Social rolls increase by two due to this deformity.

Alter Shape (3 Dots)

The Defiler can alter his own physical shape and dimensions, increasing or decreasing height, weight, shoulder width and girth.

System: Roll Charisma + Subterfuge. The Defiler can alter one physical feature per success rolled. Alterations persist for a number of turns equal to the Defiler's Faith score, can be dismissed permanently or can be made permanent by the expenditure of one Willpower point. There is no illusion at work here --- your character's body actually changes --- so other demons may be fooled with this power.

Torment: Monstrous demons are capable of performing the same evocation, but the potential exists for deformities to warp their appearance. When your character performs this evocation successfully, roll Willpower against a difficulty equal to his Torment. If the roll fails, the Defiler suffers a crippling deformity and losing one point from a Physical Attribute for the duration of the evocation. You choose which Attribute is affected.

Doppelganger (4 Dots)

This evocation allows the Defiler to alter her appearance completely, based on the expectations of her victim. She assumes the form of the person that the victim expects or wants to see.

System: Spend one Faith point and roll Manipulation + Empathy. The roll is resisted by the target's Willpower (difficulty 8). If your roll succeeds, your character assumes the physical form, voice and mannerisms of a person whom the victim expects to see within the context of the scene. If you wish, your demon can dig deeper into the victim's memories and assume the form of a specific individual for whom that the victim has strong feelings, but doing so increases the difficulty of your roll to 8. If your character attempts to use this evocation on a group of individuals, assuming a form that all of them might expect to see in a given situation, the difficulty increases to 9. The effects of this evocation last for a number of turns equal to your character's Faith score, unless terminated prematurely. There is no illusion at work here --- your character's body actually changes --- so other demons may be fooled with this power.

Torment: When monstrous Defilers perform this evocation, the result is a dark, sinister version of the victim's expectations. The difficulties of all Social rolls to manipulate the subject decrease by two as any inappropriate feelings or urges that the onlooker has toward the demon may be indulged.

Shapechange (5 Dots)

This evocation gives the Defiler complete mastery over the physical features of herself or others. She can transform herself or someone else into the apex of human beauty. She can also condemn those who displease her to a nightmare of twisted flesh.

System: Spend one Faith point and roll Intelligence + Medicine. Your character must touch a subject. A resisted Willpower roll (difficulty 8) is made for a target who refuses the change. If your roll succeeds, your character can alter her (or another's) physical appearance to anything she wishes. If she wants to alter another person's appearance to meet their own specific desires (as opposed to a willing subject's), the difficulty increases to 7. The Appearance Attribute is increased or decreased by one per success achieved in your roll, within the limits of 5 and zero for a mortal. Your character's or a subject's other Attributes and Abilities remain the same, no matter what shape is assumed. The effects of this evocation last for a number of turns equal to your Defiler's Faith score, or they can be made permanent by expending one temporary Willpower point. There is no illusion at work here --- the body actually changes --- so other demons may be fooled with this power.

Torment: Monstrous demons must exercise careful control when performing this evocation, or they risk creating a reflection of their Torment instead. If the evocation is performed successfully, make a Willpower roll with the difficulty equal to your character's Torment. If the roll fails, the subject assumes the form of a hideous monster. Mortals who witness this nightmarish figure flee in terror without a successful Willpower roll (difficulty 8). If a Willpower roll botches, the witness suffers a temporary derangement.



Mammetum, The Visage of Transfiguration

The angels of transfiguration reveal themselves as luminescent figures devoid of identifying feature or expression, haunting in their silence and deliberate grace. Their entire body is a mirror reflecting the moods and thoughts of those around them, shifting like quick-silver amid a riot of conflicting feelings and expressions.

The Visage of Transfiguration confers the following abilities.

  • Enhanced Empathy: The difficulties of all Empathy rolls decrease by two.
  • Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
  • Pass Without Trace: The difficulties of all character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.
  • Improved Dexterity: Add two to the character's Dexterity.

Torment: Angels of transfiguration who are lost to their Torment lose their luminescence, reflecting their pain and hatred in a series of horrific visions of the Abyss. The creature is a walking panorama of tortured spirits clawing silently at the wall separating them from the physical world.

The Visage of Transfiguration confers the following high-Torment abilities.

  • Claws/Teeth: The character manifests claws and fangs that inflict Strength +2 aggravated damage.
  • Improved Initiative: Add two to the demon's initiative.
  • Venom: The demon's claws and teeth are coated with venom. If the Defiler inflicts at least one health level of damage (bashing, lethal or aggravated) in an unarmed attack, a Stamina roll (difficulty 7) is made for the victim every turn thereafter for a number of turns equal to the Defiler's Torment score. If a roll fails, the victim suffers one additional health level of lethal damage.
  • Extra Actions: Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative, so if a Defiler with an initiative of 7 gains an extra action, she take her normal action at 7 and her extra action at 6. You must decide to purchase extra actions at the beginning of a turn before any other actions have been taken.

Saberes XIII: Saber de las tormentas


Leer más...

Summon Water (1 Dot)

The demon can summon water from any nearby source, causing anything from a sudden concealing fog to a torrential flash flood.

System: Roll Stamina + Survival. The number of successes required depends on the amount of water the Defiler wishes to summon. If the demon wants to call up a thick fog (increasing the difficulty of all Perception rolls by two), one success is sufficient. If she wants to douse the area with a sudden shower, two successes is required. If she wants a torrent of water, three successes are necessary. A raging flood demands four successes or more. Individuals caught in such a torrent or flood suffer the effects of drowning unless a successful Dexterity + Athletics (difficulty 8) roll is made. There has to be a water source of some kind within Faith in yards, no matter how small, for this evocation to work. The effects of this evocation continue for a number of turns equal to the character's Faith score.

Torment: The water that a monstrous demon summons is slimy and foul, spreading sickness and disease. Victims exposed to this polluted water risk developing deadly diseases that manifest within days or weeks. Mortals and demons exposed to this water for more than one turn risk becoming infected unless a Stamina roll is made, with the difficulty equal to the Defiler's Torment. Also use the Defiler's Torment to gauge the relative virulence of any diseases. A Torment score of 7 inflicts a minor disease that might lower the character's dice pools, while a Torment of 10 imposes a lethal (and possibly highly contagious) disease that inflicts lethal damage.

Water Form (2 Dots)

This evocation allows the Defiler to transform her physical body into water, either as a liquid or a mist.

System: Roll Stamina + Medicine. Once transformed, the character leaves her clothes and possessions behind. She can travel anywhere water or air can reach while in water or mist form, and she is immune to any damage. The Defiler can remain in this form for a number of turns equal to her Faith score.

Torment: The water form of a monstrous demon is polluted by its Torment, and contact with it causes chemical burns. For each turn that a victim is exposed to the Defiler's "body," she suffers one health level of lethal damage.

Manipulate Weather (3 Dots)

This evocation allows the Defiler to nudge existing weather patterns, pushing away storm fronts or drawing them to her with surprising speed, and alternating the local temperatures.

System: Roll Intelligence + Science. The number of successes achieved determines the severity of the weather pattern that the Defiler can manipulate. Affecting a minor rainstorm requires only one success, while affecting a thunderstorm requires two. Major storms require three successes to manipulate, and truly powerful phenomena such as tornadoes or hurricanes require four or more. Alternatively, the Defiler can raise or lower the temperature in her area by a degree per success rolled. This evocation affects an area with a radius in miles equal to the demon's Faith score. Note that all weather manipulated must be present. This power cannot spontaneously create new weather effects.

Torment: Monstrous demons increase the intensity of local weather patterns rather than alter their course, turning a spring shower into a raging tornado or a light snowfall into a blizzard.

Command the Storm (4 Dots)

A Defiler can use this evocation to create weather patterns at will, conjuring a storm out of thin air or banishing a hurricane with a wave of her hand.

System: Spend one Faith and roll Intelligence + Science. The difficulty is determined by the environment and the type of weather the Defiler wishes to create. Calling up a thunderstorm near the ocean is difficulty 6. Creating one in the middle of the Arizona desert is difficult 9. Banishing existing weather patterns is resolved with a difficulty of 7. The number of successes rolled determines the intensity of the weather pattern that the Defiler can create or calm. A rain shower or a light snowfall requires only one success, while a tornado or a massive hurricane requires four or more. This evocation affects an area with a radius in miles equal to the demon's Faith score. Once summoned, the weather effect runs its natural course unless affected by additional evocations.

Torment: Monstrous demons can command the weather with equal ease, but their effects are always inimical. Storms bring damaging wind, hail and lighting. Even creating clear skies can invoke extreme temperature changes or suffocating humidity.

Invoke the Storm (5 Dots)

The Defiler can surround herself with a raging storm at will, creating wind, water and lightning in an area as small as a room or as large as a city block. The heart of the storm is centered on the demon, and it moves as she moves. It causes her no harm, though.

System: Spend one Faith point and roll Stamina + Survival. The difficulty is determined by the environment the Defiler is in. Conjuring a storm outside, with rain clouds overhead, is difficulty 6. Conjuring a storm in the air-conditioned environment of an office is difficulty 9. The successes form a dice pool that you roll while your character directs the effect of the storm. If she wishes to use wind to knock someone down or blow open doors and windows, roll this dice pool in lieu of Strength. If she wants to fire lightning at a target, roll the pool at against a difficulty of 9. Each success generates one lightning bolt that strikes the target automatically and imposes a number of lethal damage dice equal to the Defiler's Torment score. The storm affects an area with a radius in yards equal to the character's Faith score and lasts for an equal number of turns unless banished.

Torment: Monstrous Defilers raise storms that lash out indiscriminately at any living being caught in the area, punishing them with fierce winds and lightning. Each turn, roll a single die (difficulty 9) for each person within the storm's radius. If a roll is successful, someone is struck with a bolt of lightning. Furthermore, the buffeting winds increase the difficulties of all subjects' actions by two.



Adad, The Visage of Storms

The angels of storms are tall, statuesque figures, their skins glistening like opal and their dark hair tinged with the deep green of the ocean depths. Blue flickers of ball lightning writhe and dance across their bodies, forming an angry nimbus surrounding their head and shoulders when their fury is aroused.

The Visage of Storms confers the following abilities.

  • Weather Sense: The character can always intuitively sense changes in the weather up to a distance of 10 miles times her Faith score.
  • Immune to Electricity: The character is immune to damage inflicted by electrocution.
  • Improved Initiative: Add two to the character's initiative.
  • Shocking Touch: The character's touch inflicts a number of bashing levels of damage equal to her Faith score. This special capability may be used only once per scene.

Torment: Angels of the storm who lose themselves to their demonic nature develop a rough, gray hide and triple rows of razor-edged teeth. Their eyes are featureless black orbs, devoid of warmth or compassion.

The Visage of Storms confers the following high-Torment abilities.

  • Teeth: The character manifests fangs that inflict Strength +2 aggravated damage.
  • Spines: A long ruff of spines runs down the demon's back and along the backs of her arms. She inflicts an additional health level of aggravated damage with every successful attack in unarmed combat.
  • Shark Hide: The demon's shark-like skin acts as armor, providing four additional dice to soak bashing, lethal and aggravated damage.
  • Ink Cloud: The demon can expel a cloud of indigo ink that hangs in the air and blinds her foes. Individuals within a number of feet equal to the demon's Faith score are blinded for a number of turns equal to the demon's Torment, unless a successful Stamina roll is made. The cloud of ink lingers for a number of turns equal to the demon's Torment. Victims are subject to blind fighting rules.

Saberes XII: Saber de la añoranza


Leer más...

Read Emotion (1 Dot)

This evocation allows the Defiler to draw a person's deep-seated emotions to the surface, allowing a demon to gain greater insight into the subject's thoughts and desires by studying her body language and expressions. The victim is completely unaware that she is being "studied" in this way. To her, it is as if the Defiler is reading her mind.

System: This evocation works on only one mortal at a time. Roll Perception + Empathy. Each success is a bonus die added to all Social rolls directed at the mortal for the duration of the scene, or until the demon switches her attention to a new victim.

Torment: Monstrous demons are more adept at drawing out a victim's dark nature and fueling it in the process. The subject comes away form an exchange entertaining thoughts she hadn't dare contemplate before. A resisted Willpower roll is made for mortals targeted by the high-Torment effect of this evocation, with the difficulty equal to the Defiler's Torment score. If the roll fails, the mortal is driven to act on her darkest desires (making her boss pay for all the years of verbal abuse, for example, or entertaining the affair with a co-worker she's resisted for so long). The effects of this evocation last a number of days equal to the Defiler's Faith score.

Empathetic Response (2 Dots)

This evocation permits the demon to read a subject's emotions and desires and react to them without thinking, molding her behavior to conform perfectly to the subject's expectations. The subject thinks the demon is everything she expected or dreamed of, banishing any suspicion, hesitation or fear.

System: Roll Manipulation + Empathy. If your total successes equal or exceed a mortal's Wits score, the mortal reacts to your character with complete trust, obeying any reasonable request your character makes. This evocation can be directed at only a single individual at a time. The effects last for the duration of the scene or until your demon turns his attention to a new victim.

Torment: Monstrous demons use this evocation to inspire fear instead of affection. They mold their behavior to speak to a victim's worst fears, becoming the type of person that the mortal dreads most. If your successes equal or exceed the target's Wits, the mortal is completely intimidated by your Defiler. She takes no action against your character, and she leaves the area if at all possible. Any Intimidation rolls directed at the target are resolved with a difficulty of 4.

Manipulate Senses (3 Dots)

With a touch, a Defiler can manipulate a person's nerves, enhancing perceptions and heightening sensation. The effect can be as broad or as subtle as the demon wishes, and the effects are often addictive unless the victim possesses a will of iron.

System: The Defiler must be able to touch her intended target to use this evocation. Roll Intelligence + Intuition. Each success adds one bonus die to the target's Perception rolls, but by the same token, all wound penalties the target suffers are similarly increased. Demons can resist the effects of this evocation if they wish by making a resisted Willpower roll (difficulty 7). The effects of this evocation last for a number of turns equal to the Defiler's Faith score. After the effects of the evocation wear off, a Willpower roll must be made for the target. If it fails, take the number of bonus dice the evocation generated and apply them as a penalty to all the mortal's Perception rolls for the remainder of the scene. If the roll botches, this penalty is permanent. In the case of a botch, the victim is addicted to the thrill of the evocation and can regain full use of her senses only by receiving the power's effects again.

Torment: Monstrous demons use this evocation to inflict searing agony or to warp the awareness of their victims. Subtract the total number of successes achieved from the victim's Perception dice pools for a number of turns equal to the Defiler's Faith score.

Obsession (4 Dots)

This evocation allows a demon to take one of a subject's interests or desires and heighten its allure to the point that the victim can think of nothing else. This obsession can be about a person, an idea or a project. During the War of Wrath, many Defilers used their wiles to become objects of desire to mortals, and then used this evocation to create legions of fanatically loyal followers.

System: To enact this evocation, the demon must first know one of her victim's long-held interests or desires and be within a number of yards of the subject equal to her Faith rating. Spend one Faith point and roll Manipulation + Empathy. The mortal can attempt to resist the evocation's effects with a Willpower roll (difficulty 8). If your roll succeeds, the mortal's desire becomes a source of obsession. He knows no peace unless he takes reasonable steps make his desire a reality. A willpower roll (difficulty 7) is made for him to undertake any action that strays from his obsession, and he is not able to eat or sleep until his desire is fulfilled. This evocation lasts for a number of days equal to the Defiler's Faith score, or until the mortal succeeds in sating his obsession, whichever comes first.

Torment: Monstrous demons use this evocation to make a victim psychotically obsessive, removing all inhibitions and exaggerating the victim's need to the point of physical pain. The victim does anything within his power to fulfill his desire, no matter how destructive or dangerous it is. Failing to do so reduces all dice pools by one until the subject can make a constructive effort toward his goal.

Inspire (5 Dots)

This potent evocation literally expands a subject's consciousness, permitting him to achieve heights of insight and awareness that border on the inhuman. The subject is able to draw upon the fullness of his mental potential, but when the power fades, the return to reality can be a blow for the person's sense of self-worth.

System: Spend one Faith point and roll Intelligence + Medicine. Each success allows you to add a point to a mortal's Mental or Social Traits, up to a five-point maximum. These bonus points persist for a number of days equal to the Defiler's Faith score. When the effects of the evocation wears off, however, the mortal loses one point of Willpower permanently unless a successful Willpower roll is made (difficulty 7).

Torment: Monstrous demons use this evocation in a similar fashion, but they push the victim over the edge from genius to madness, creating talented but dangerous lunatics. The high-Torment effect of this evocation provides bonus points to Mental or Social Traits and causes a temporary derangement. If the subsequent Willpower fails, the mortal loses a Willpower point permanently and the derangement becomes permanent.



Ishhara, The Visage of Longing

The angels of inspiration are visions of beauty, compared to whom even the radiant angels of the Namaru pale. Their golden hair and perfectly sculpted features are the romantic ideal spoken of in mortal poetry and prose, and their honeyed voices melt even the hardest hearts.

The Visage of Longing confers the following abilities.

  • Enhanced Social Traits: The character's physical appearance, poise and grace leave humans in stupefied awe. The demon gains the following bonus traits: +2 Charisma, +1 Manipulation, +2 Appearance.
  • Lyrical Voice: The difficulties of all leadership or Subterfuge rolls decrease by two.
  • Enhanced Senses: The character's five senses are heightened to superhuman levels, lowering the difficulty of her Perception rolls by two.
  • Enhanced Intuition: The character's uncanny insight lowers the difficulties of all Intuition rolls by two.

Torment: Monstrous Ishhara retain all of their dazzling beauty. If anything, their allureonly deepens with the hint of shadowed malice that darkens their eyes and deepens their voices. What was once a source of inspiration is now a siren song that lures mortals to ruin.

The Visage of Longing confers the following high-Torment abilities.

  • Claws: The character manifests claws that inflict Strength +2 aggravated damage.
  • Venom: The claws and saliva of the Ishhara are poisonous. Targets exposed to the venom (either by a claw mark or a simple kiss) are subject to a dice pool of bashing damage equal to the demon's Torment. This damage can be soaked
  • Extra Limbs: The demon grows a second set of arms or a set of tentacles, at the player's discretion. Extra limbs allow a character to parry or block close-combat attacks without sacrificing her own attack, or make up to two additional attacks of her own per turn (which are considered multiple actions).
  • Casts No Reflection: The demon's image does not appear in a mirrow, nor can it be captured in a photograph or by a video camera.