martes, 30 de septiembre de 2008

Saberes XI: Saber de la luz


Leer más...

Light (1 Dot)

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, allowing individuals to move and act in the illuminated area without penalty. This evocation also has a more tactical application, permitting the demon to stun or disorient opponents with intense, blinding flashes.

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's Faith score. When used tactically, the intense flashes of light can be focused in a single direction. Any individuals, friend or foe, who look in that direction at the time of the flash suffer a number of levels of bashing damage equal to the successes rolled. Flashes of light only appear for only a turn.

Torment: Monstrous demons fill their surroundings with inky, suffocating darkness, affecting an area as above. They can move unhindered through this darkness. Other individuals within the area of effect are effectively blind.

Bend Light (2 Dots)

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' Perception rolls.

Phantasm (3 Dots)

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's Faith score. Other demons and thrall with the capability are able to resist the effects of these illusion thanks to their inherent powers.

Torment: A monstrous demon's phantasms, no matter how simple or apparently benign they are, remain subtly disturbing, even on a subconscious level. A Willpower roll (difficulty 8) is made for individuals viewing one of these illusions. If a roll fails, the individual flees the area. If the roll botches, the individual flees and gains a temporary derangement.

Illusion (4 Dots)

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 actions of the illusion (e.g., to stage an "attack" on someone, to leap from one building to another) or alter its appearance. If a roll to direct or alter an illusion botches, the image disappears. Illusions created in this way cannot speak, and the Fiend must maintain a line of sight with a creation at all times or the illusion disappears. A Fiend can maintain multiple illusions at the same time equal to her Faith score, but the dice pool to control each illusion is reduced by one extra image created after the first, to a minimum of one die per illusion. The effects of this evocation last for the duration of the scene. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers.

Torment: A monstrous demon's illusions are overtly unsettling, reflecting the demon's inner corruption in subtle but frightening ways. A Willpower roll (difficulty 9) must be made for individuals who witness these illusions. If a roll fails, a victim flees from the sight of the illusion. If the roll botches, he gains a temporary derangement.

Coherent Light (5 Dots)

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 (bashing 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 controll 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's Faith score. other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers.

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's Torment score. If a roll fails, an illusion attacks the nearest living being (save the Fiend herself) using its full dice pool. Note that the Fiend doesn't have to exert control over her constructs --- she can simply create them and turn them loose on her enemies if she wishes, leaving her mind free for other tasks.



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's inner thought. The Shamash are alluring, chimerical, deceptive, terrifying or achingly beautiful, often from moment to moment.

The Visage of Light confers the following abilities.

  • Enhanced Mental Acuity: The character receives the following bonus traits: +2 Intelligence, +1 Wits, +1 Perception
  • 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' hatred and despair, creating a horror show of monstrous apparitions that whirl and snap at one another in increasing ferocity depending on a being's mood.

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

  • 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's Torment score. If the roll fails, the attackers may not act until the end of the turn. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers.
  • 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 as a single opponent in close-combat range. use the demon's Torment score as the dice pool for the attack, inflicting a base damage of four aggravated damage dice.
  • 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.

Saberes X: Saber de los portales


Leer más...

Open/Close Portals (1 Dot)

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's touch.

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 materials as if performing a feat of Strength.

Create Ward (2 Dots)

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's Willpower. The area remains sealed for the remainder of the scene.

Torment: Monstrous demons are capable of creating of 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's Torment.

Teleport (3 Dots)

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's familiarity with her destruction. If it is somewhere with which she is intimately familiar, such as a doorway in her own home, only one success is required. If it is somewhere she has visited frequently, two successes are necessary. if the destination is somewhere that the Fiend has only recently visited for the first time, three successes are required. The demon must have visited her destination at least once before to be able to travel there with this evocation, and there must be a portal there identical to the type she enters. If she steps through a doorway, there must be a doorway at her destination. The Fiend can travel up to 100 miles for each point of Faith she has. Therefore, a Fiend with 10 Faith could travel up to a thousand miles away.

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's Torment. if the roll fails, the Fiend is transported to a random (but familiar) location as determined by the Storyteller.

Co-Locate (4 Dots)

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's familiarity with the location she wishes to reach. If she is intimately familiar with the location, the difficulty is 6. If it's a location she has visited numerous times, the difficulty is 7. If she's been there only once, it's 8. If she's never been there before and goes merely by the guidance of another, the difficulty is 9. The doorway remains open for one turn per success achieved. Like Teleport, the demon must use an existing portal (doorway, window, manhole) to cross between two locations. As many others can cross through (or back again) as may walk through the portal in the time that is available. The Fiend can travel up to 100 miles for each point of Faith she has.

Torment: Monstrous demons can create co-locations, but those passing through are momentarily exposed to the demon's Torment, and risk severe psychological trauma or madness as a result. A Willpower roll must be made for individuals passing through the portal, the difficulty of which equals the Fiend's Torment. If a roll fails a victim gains a temporary derangement.

Doorway into Darkness (5 Dots)

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 suffer 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 "return" opening can be created on either side.

Torment: When a monstrous demon open 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's Torment. If the roll fails, the winds of the cosmic storm seep through, causing all Mortals in the immediate area to make a Willpower roll (difficulty 8). If their rolls fail, they flee in terror. If a botch results, the victims suffer a temporary derangement.



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 abilities.

  • 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.
  • 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's shoulders. At full extension, each wing is a third again long as the character is tall. The character can glide up to three times her running speed per turn.

Torment: Monstrous Nedu are like living shadows, ebon and ephemeral. Their voices are like keening of wind over jagged stones, and their touch is colder than ice.

The Visage of Portals 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 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's Initiative
  • Enhanced Dodge: The difficulties of all Dodge 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.

Saberes IX: Saber de los patrones


Leer más... Sense Congruence (1 Dot) 

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 recieves. 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 occurr, 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 (2 Dots) 

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 the pattern they wish, but they can focus on only sources of violence or injury that pertain to the event.

Foresee (3 Dots) 

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: Roll Wits + Intuition. The evocation takes the 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 the Initiative order, you can interject your character's action at any point during the turn.

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 turn, 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 (4 Dots) 

A Fiend can use this powerful evocation to gain insight into events up to several days in the future, and depending on her intentions, she can home in on which casual threads she must affect to acheive a desired result. It's worth noting that this power provides the demon with the informaiton 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's mind with a torrent of images, showing the most likely fate of a specific person, place or event, barring any outside interference. The Storyteller describes the course of events as though the demon were an outside observer. She isn't privy to the thoughts of the individuals involved, and she must decide the context and meaning of relationships and actions herself. As the player listens to the Storyteller's description, however, she can ask specific questions about why a particular action happens the way it does. This can provide clues to the demon that she can then use to infiltrate the situation. 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's life and sees that he will be hit by a bus. Since the player rolled one success, she can ask one question of the Storyteller: Why does the bus hit the thrall? She then gets an image of the bus driver moments before the accident and sees that he is distracted by one of the passengers. Armed with this information, the demon can decide how she wants to try and affect the outcome according to her desires.

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's behalf, presenting the information and letting the player decide what to do with it.

Twist Time (5 Dots) 

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 on Faith point and roll Stamina + Intuition. The difficulty is determined by the effect the Fiend wishes to acheive. 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 evocations 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's space do join its altered time unless your character wishes it. The maximum amount of temporal distortion is determined by a multiple or factor of the character's Faith score. For example, if the Fiend performing the evocation has a Faith of 5, she could choose the distortion to be as great as five to one: five turns for every one turn spent in the bubble, or vice versa. The bubble is centered on the Fiend and has a diameter in yards equal to the character's Faith score. Once created, the bubble does not move.

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's sanity. The evocation affects every individual within a number of yards equal to the character's Faith score. Demons can resist the effects by making a resisted roll using their Willpower, with the difficulty equal to the Fiend's Torment. Victims knocked out of phase disappear for a number of turns based on how fast or slow time passes in the bubble compared to the outside world. When they return to the normal time flow, victims lose one temporary Willpower for each turn they were out of phase. If this loss reduces their Willpower to zero, victims suffer a permanent derangement.



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 intensity of the angel's mood. Their eyes are like bright sapphires, casting a cold light of the stars.
The Visage of Patterns confers the following abilities.
  • Wings: A pair of swan's wings extends from the character's shoulders. At full extension, each wing is a third again long as the character is tall. The character can glide up to three times her running speed per turn.
  • Improved Initiative: The character adds two to her initiative.
  • Enhanced Intuition: The character's uncanny insight lowers the difficulties of all Intuition rolls by two.
  • Enhanced Mental Acuity: The character receives the following bonus traits: +1 Intelligence, +1 Wits, +2 Perception.
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, and their eyes are nothing but empty globes of darkness. An extra set of spindly arms gives these demons a distinctly arachnid appearance.
The Visage of Patterns confers the following high-Torment abilities.
  • Aura of Misfortune: Any individuals caught within a distance in yards equal to the demon's Torment score suffer a botch on any roll of 1 or 2.
  • 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.
  • 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 on all Subterfuge rolls decrease by two. 

Saberes VIII: Saber del viento


Leer más...

Summon Wind (1 Dot)

This evocation allows the demon to call up a wind seemingly from nowhere. The Scourge can controll 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 persist 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 (2 Dots)

This evocation allows a demon to manipulate the 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 (3 Dots)

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 a 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's evocation suffers one level of bashing damage per turn that cannot be soaked using armor. Filtration or breathing apparatus such as gas masks provides the only source of protection form this poisonous air.

Wall of Air (4 Dots)

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's Faith score, and your Scourge can make the wall any size or shape desired within that limit. A resisted Strength + Athletics roll (difficulty 7) must be made versus the wall's dice pool to push through it. The wall can be placed anywhere within the Scourge's line of sight up to a distance in yards equal to her Faith score. The wall remains in place for the duration of the scene unless removed sooner at your character's will. The wall fades immediately if your character is Incapacitated.

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's Torment.

Cyclone (5 Dots)

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's current Faith pool: Light objects are tossed about, doors are blown open, windows are broken. Compare the Strength of the storm to the Feats of Strength chart to determine how much force the wind can exert. 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's Strength). A storm can be targeted within the range of your character's line of sight.

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's storm sucks the very air from the lungs of the living to add to its strength. Every living being (save your character) within the radius of the cyclone suffers one level of lethal damage each turn as they struggle for air. If the storm's Strength exceeds the demon's Willpower it spirals out of control, affecting everything it touches including the demon herself.



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 are 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 abilities.

  • 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'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.
  • 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, their faces dominated by their large, unblinking eyes. Their once-magnificent wings grow ragged and mangy, and their tall figures become stooped; they prefer to crouch rather than stand. They are always restless, unable to sit in any one place for more than a few minutes at a time.

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

  • Claws: The demon's fingers and toes are tipped with thick, curved talons that inflict Strength +2 aggravated 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 demon with an initiative of 7 gains an extra action, she takes her normal 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's shoulders and upper arms are covered with a ruff of sharp quills that pose a hazard to foes in close combat. An attacker who successfully hits a demon in close combat suffers one health level of lethal damage unless a successful Dexterity roll (difficulty 7) is made.
  • 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.

Saberes VII: Saber del Firmamento


Leer más...

Remote Viewing (1 Dot)

This evocation allows a Scourge see 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's eyes for a number of turns equal to the successes rolled. There is no range limitation for this evocation.

Torment: When a monstrous demon uses this evocation, it causes blood vessels to burst in the mortal's eyes. When the demon breaks contact, the mortal must make a Stamina roll with a difficulty equal to the Scourge's Torment. 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 (2 Dots)

The Scourge must know one of the names of her intended subject or be able to hold one of the subject's possessions: car keys, an article of clothing. The demon can observe the subject and her surroundings, no matter how far away.

System: Roll Perception + Empathy. The difficulty depends on the level of connection to the subject: Using a mortal's name or a physical possession is difficulty 8. A demon's Celestial Name is difficulty 7. A True Name is difficulty 6. The amount of detail gained depends on the number of successes rolled. One success provides only a visual image of the immediate area around the subject. Two successes expand the visual sphere out from the subject to a distance in yards equal to the Scourge's Faith score. Three successes adds audio; the demon can hear the subject's voice, but no one else. Four or more successes allow the Scourge to hear everything that occurs around the subject. This evocation lasts a number of turns equal to your character's permanent Faith score, or the connection can be broken voluntarily at any point.

Torment: The weight of a monstrous demon's attention causes a severe headache in the subject, as well as feelings of mounting paranoia and aggression. The Storyteller must make a Willpower roll (difficulty 6) for the subject in each turn that she is observed. If a roll fails, the subject suffers a level of bashing damage and reacts with increasing anger and aggression toward the people around her, increasing the difficulty of all Social rolls by two for the duration of the scene. If the roll botches, the subject gains a temporary derangement as well.

Mouth of the Damned (3 Dots)

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's dice you can roll for any given action during a turn. This dice pool cannot be greater than the maximum number of dice the thrall would normally get for an action. When your demon speaks through her thrall, voice, expressions and mannerisms are the Scourge's. The effects of this evocation last for a number of turns equal to your character's permanent Faith score.

Torment: Monstrous demons have few scruples about a thrall's faculties; an unfortunate mortal risks permanent brain damage when controlled. Each turn the demon performs an action with the mortal's body, the Storyteller makes a Stamina roll for the thrall. If the roll fails, the mortal loses on point from the relevant Attribute permanently. If the demon uses the thrall only to speak, the Storyteller makes a Willpower roll instead. If the roll fails, the thrall loses one point of Intelligence.

Touch from Afar (4 Dots)

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's names or possess an article of great personal attachment to the target, such as a treasured possession or a lock of hair.

System: Spend one Faith point and roll Manipulation + Awareness. your demon can affect targets as far away as 10 miles times the character's current Faith pool. Then follow the system for performing whatever evocation your character uses, but the difficulty of the roll is determined by the amount of information she has on her target. if she only has the target's mundane name or a personal possession, the difficulty is 9. If the target is a demon and she has his Celestial name, the difficulty is 8; if she has the target's True Name, the difficulty is 7. If the demon targets one of her own thralls, the difficulty is reduced to 6. Area-effect evocations are centered on the individual targeted.

Torment: The searing focus of a monstrous demon's attention fills a subject with visions of horror and madness. When a high-Torment demon uses this evocation, the Willpower roll is made for the target with a difficulty equal to the demon's Torment. if the roll fails, the target gains a temporary derangement. If the roll botches, the derangement is permanent. These effect are in addition to the results of whatever evocation the Scourge directs at the target.

Many Places at Once (5 Dots)

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 score, she can also control her own body at the same time. Otherwise the demon's body falls into a deep coma until the evocation expires. Spend one Faith point and roll Manipulation + Leadership. Successes achieved form a dice pool to roll for each of the thralls under the character's control. In addition, the character may perform an evocation through one of the thralls under control each turn, using her own dice pool. Multiple thralls can be controlled over a number of turns equal to your character's permanent Faith score.

Torment: Each turn the demon performs an action with a thrall's body, the Storyteller makes a Stamina roll for the mortal. If the roll fails, the subject loses one point from the relevant Attribute permanently. If the demon uses the thrall only to speak, the Storyteller makes a Willpower roll instead. If the rolls fails, the thrall loses on point of Intelligence. Additionally, if a monstrous demon performs an evocation through the body of one of her thralls, the thrall gets a Stamina roll with a difficulty equal to the demon's Torment. If it fails, she suffers one level of lethal damage.



Anshar, The Visage of the Firmament

These Angels of the Firmament reveal themselves as lither, 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 intense, disquieting scrutiny.

The Visage of the Firmament confers the following abilities.

  • Enhanced Senses: The character's five sense are heightened to superhuman levels, lowering the difficulty of perception roll by two.
  • Wings: A pair of owl'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.
  • Enhanced Intuition: The character's uncanny insight lowers the difficulty of all Intuition rolls by two.
  • 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 abilities.

  • Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best light and rendering ehr near invisible at night. The difficulty of all Stealth rolls decreases by two whenever the demon stands in shadows 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.

Saberes VI: Saber del Despertar


Leer más...

Find the Faithful (1 Dot)

This evocation allows a Scourge to locate specific individuals, mortal or demon, by homing in on their store of Faith.

System: Roll Perception + Awareness. The difficulty depends on how much information your character has concerning the subject. If she has the subject's mundane name, the difficulty is 8. If the subject is a demon and the character knows the subject's Celestial name, the difficulty is 7. If she knows the demon's True Name the difficulty is 6. The Scourge can detect and home in on an individual up to a number of miles away equal to her permanent Faith score. Demons being actively sought in this manner can use their supernatural awareness to detect the search as a reflexive action (see the section on inherent powers for details). If a demon detects the search, he may avoid detection with a Willpower roll (difficulty 8). If he gets more successes than the Scourge, he evades the search.

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 (2 Dots)

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't, and only one attempt may be made by a single demon on a single subject for a specific instance of an ailment or poison. A Scourge must be able to touch her target in order to perform this evocation.

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 on temporary Willpower point each day thereafter as the corruption spreads through the victim's system. The sickness cannot be cured with medical attention. It continues to affect the victim for a number of days equal to the Scourge's Faith score

Heal (3 Dots)

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's bashing damage or one health level of lethal or aggravated damage per success. The Character must be able to touch her target to perform this evocation.

Torment: Monstrous Scourges use this evocation to poison a victim's body. Each success lowers a target's Stamina temporarily. if the target loses all of her Stamina, she falls into a coma and suffers on health level of aggravated damage ( or lethal if a victim is not subject to aggravated damage) per hour per success remaining unless she recieves medical attention immediately. Stamina is lost for a number of days equal to the demon's Faith score.

Animate (4 Dots)

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 a demon's will. The demon may animate a number of objects equal to her permanent Faith score at one time. The effects of the evocation last for a single scene. A demon must first touch an object in order to animate it, but he can control it from a distance as long as he can see it.

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's Torment. If a roll fails, your demon loses control of that object for the duration of the turn and it goes beserk, attacking the nearest living being it can reach. If the demon is content to allow an object to run amok, no roll is needed.

Restore Life (5 Dots)

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's complete control.

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's permission, or they can try to wrest control from the demon with a resisted Willpower roll. The effects of this evocation last for a single scene, unless you wish to spend a temporary Willpower point to make the restoration permanent. Your demon may restore a number of bodies at any given time equal to her Faith score. Subjects must be within your character's Faith score in yards to be affected.

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's Torment. If a roll fails, the demon loses control for the duration of the turn, and the body goes berserk, attacking the nearest living being it can reach. If your character is content to allow the body to run amok, no roll is needed.



Dagan, The Visage of Awakening

The apocalyptic form of the masters of animation infuses the angel's mortal body with the blush of youth and vibrant health --- even the oldest mortal vessel appears to be in the prime of life and moves with with inhuman grace, speed and strength. This aura of life and vitality radiates as a palpable sense of warmth, like a beam of sunlight, and every living being touched is temporarily suffused with its power. Wilted flowers return to full bloom, the injured gain strength and the old forget their afflictions.

The Visage of Awakenings confers the following abilities.

  • Aura of Vitality: Living beings (plant or animal) within a number of yards equal to your character's Faith are infused with restorative energy. Individuals within this area heal any bashing damage at the rate of one health level per turn.
  • Pass Without Trace: The difficulty 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.
  • Improved Physical Capabilities: The fallen gains the following bonus traits: +1 Strength, +1 Dexterity, +1 Stamina.
  • Wings: A pair of owl'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: 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 abilities.

  • Miasma: The demon's breath reeks of gangrenous rot that can have a debilitating effect on her foes in close quarters. The demon can affect victims up to a distance in feet equal to her Faith score. Mortals and demons caught in the path of her exhalation forfeit their actions for the turn unless a successful Stamina roll is made (difficulty 7). If a roll botches, a victim is also infected by a virus or disease at the Storyteller's discretion.
  • Extra Health Levels: The demon gains three extra Bruised health levels for 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 rottning 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's discretion. Extra arms allow a character to parry or block hand-to-hand or melee attacks without sacrificing her own attack, or make up to additional attacks of her own per turn (all which are considered multiple actions). A prehensile tail is half the character's height, uses only half the character's Strength (rounding down) to lift objects and allows the character to hang suspended.

Saberes V: Saber del resplandor


Leer más...

Voice of Heaven (1 Dot)

This evocation allows a demon to speak with a voice like thunder or with clear, perfect tones of a crystal bell. The clarity and power of the demon's words command instant attention, forcing even the most frenzied mind to pause and consider what the ancient spirit has to say.

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's command. When the Devil speaks, her voice can be heard clearly regardless of the level of ambient noise. She could speak into a raging typhoon and still sound as though she were speaking directly into the recipient's ear. This evocation has no effect on other demons or thralls with protection from mind-control effects.

Torment: Monstrous demons use this evocation to mouth a furious stream of blasphemy and hatred that is so charged with power that it strike 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's Torment. Demons can be affected by this form of evocation and can resist its effects using Willpower as well. If any damage is suffered, they must also make a Courage roll to avoid gaining a temporary point of Torment.

Exalt (2 Dots)

The power of the demon's commanding voice is enough to instill hope in the weakest of hearts, spurring mortals to put aside their fears and steal triumph from the jaws of defeat.

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' dice pools for actions taken in a single turn. If a target's dice pool is reduced to zero or below, the mortal may not act in that turn.

Aura of legend (3 Dots)

This evocation awakens atavistic memories buried deep in the human subconscious, renewing the ancient bonds of fealty that once bound humanity and the fallen in the face of heaven's tyranny. The ties run so deep that when they arise, it can sometimes drive all other thoughts from a mortal's mind, leaving only the urge to fulfill the ancient duty once more.

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's voice. If the number of successes rolled exceeds a target's Wits, she is immediately filled with a sense of devotion and loyalty toward the demon. She instinctively defends the demon from attackers, and follows reasonable orders without question. If your successes are less than the target's Wits, that target's player can resist the power's effects with a successful Willpower roll (difficulty 8). Thralls of other demons targeted with this evocation use their demonic masters' Willpower to resist its effects. Thralls with mind-control resistance can automatically resist the evocation's effects by spending one Willpower point. Mortals remain loyal to the demon for the duration of the scene. A person can be a target of this power only once per scene.

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 the Celestials (4 Dots)

During the War of Wrath, both angels and demons found ways to signify their friends and enemies, subtly altering their 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's name (in the case of a demon, the Celestial or True Name is necessary), and be able to touch him. She must then pronounce the nature of her mark so that the subject can hear is (e.g. "Let every man give him shelter no matter where he travels"). The number of successes achieved determines the potency and the effectiveness of the mark. 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's Wits. If the successes exceed the newcomer's Wits, the person behaves as directed toward the subject without hesitation. If the successes are less than the person's Wits, she may make a Willpower roll (difficulty 7) to resist the imperative. Demons with at least one Faith point and thralls with immunity to mind-control are able to make their own judgments on a subject.

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's Torment).

Revelation (5 Dots)

Although mortals and demons alike use artifice to conceal their true natures, this evocation allows a Devil to strip away a mortal's layers of deception and reveal them for who they really are. It's a moment of truth that many do not have the heart to endure.

System: Spend one Faith point and roll Perception + Intuition in a resisted roll against the target's Willpower. If you win the roll, your character sees the individual for who he really is --- his nature, attitudes and beliefs. If questioned, the individual cannot lie or be indirectly deceitful; his answers are direct and straightforward, sparing no detail. By the same token, the individual himself must face the harsh, unyielding truth about his strengths, weaknesses, virtues and faults. 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's personal virtue. They wish to only crush egos to render victims more malleable, or to stoke the fires of dark impulses. When a high-Torment demon performs this evocation, the effect exaggerates a subject's worst qualities, giving them greater emphasis than the rest of the individual's personality. If the mortal fails her initial Willpower roll to resist the evocation, the character's impulses override her identity for the duration of the scene.



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 pretty din of the mortal world like a razor.

The Visage of Radiance confers the following abilities.

  • Wings: A pair of eagle'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.
  • Inhuman Allure: The character's voice and features are refined to inhuman perfection, adding the following bonus traits: +2 Charisma, +1 Manipulation, +1 Appearance.
  • Radiant Aura: The character's body is wreathed in a corona of shifting, multicolored hues that distract and confuse her foes. The difficulties of all ranged attacks directed at the character increase by one.
  • 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's line of sight decreases by two.

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 abilities.

  • Voice of the Damned: The demon's voice seethes with inhuman hate and malice. The difficulties of all Intimidation 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.
  • Corrosive Spit: The demon's spit sears like acid. A bite inflicts an additional health level of aggravated damage, or the character can spit at a target up to 10 feet away with a successful Dexterity roll. The spittle inflicts one die of aggravated damage, plus any extra successes rolled. Targets such as mortals that do not deal in aggravated damage suffer lethal damage instead.
  • Horns: A pair of curved ram or bull's horns protrude from the character's forehead. If attacked in close combat, the character may make a free counterattack at his foe. Roll Dexterity + Brawl. If successful, the character inflicts aggravated damage equal to Strength -1.