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Demon the Fallen Systems

The document outlines the mechanics of demons in a role-playing game, detailing their health recovery, use of Faith for healing, and the benefits of their Apocalyptic Form. It describes various abilities and powers that demons can manifest based on their Faith and Torment levels, including healing, damage resistance, and unique attacks. Additionally, it covers the experience costs associated with improving traits and abilities within the game system.

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Emmett Morris
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0% found this document useful (0 votes)
17 views7 pages

Demon the Fallen Systems

The document outlines the mechanics of demons in a role-playing game, detailing their health recovery, use of Faith for healing, and the benefits of their Apocalyptic Form. It describes various abilities and powers that demons can manifest based on their Faith and Torment levels, including healing, damage resistance, and unique attacks. Additionally, it covers the experience costs associated with improving traits and abilities within the game system.

Uploaded by

Emmett Morris
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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HEALTH, HEALING, AND SOAKING

Demons have Wound Levels exactly as mortal do. Demons add their permanent Faith score as
additional Bruised Health levels. However, at dawn a Demon recovers from all wounds, no matter how
severe. Demons may also spend Faith to heal suffered damage. One point of Faith may be spent to
recover all Wound Levels of Bashing damage or one level of Lethal damage. Aggravated damage may
not be healed in this manner. Demons can soak damage with Stamina as mortals do. In their
Apocalyptic Form they may soak even Aggravated damage with their Stamina.

FAITH
Consult the following for determining Faith benefits;

Permanent Faith Trait Maximum Lore Mastery


1 5 0
2 5 0
3 5 0
4 5 0
5 5 0
6 6 1
7 7 2
8 8 3
9 9 4
10 10 5

Reaping Faith
Whenever the Fallen convinces a mortal (including supernatural mortals) that they are indeed a Fallen
Angel, they have a chance to reap Faith. The player of the demon and the Storyteller for the NPC, both
make contested Willpower rolls (both at difficulty 7). Should the demon’s player roll more successes
than the Storyteller for the NPC, the player’s demon gains Faith. This is usually one point, but more
impressive displays with more viewers may produce significantly more Faith points.

Infernal Pacts
Demons can make pacts with mortals. Half the Faith score (rounded up) assigned to any character must
be spent on Investments, while the remainder goes to the demon. Demons can attempt to ravage a
mortal vessel who they have engaged in a pact with. This calls for a reaping roll (as above), with the
demon’s player receiving an additional number of dice equal to their character’s Faith score. However,
for every net success rolled by the demon’s player, the victim of this act loses one temporary Willpower
(or suffers lethal damage equal to the remainder if the target is depleted of temporary Willpower
points).

Tapping the Host's Body


Demons can ravage their own mortal host's body for Faith. Taking one un-soakable Health Level of
Lethal damage per point of Faith desired. This damage, like all other forms, heals at Dawn.

Reliquaries:
Should a Fallen inhabit a Reliquary they can store up to their Followers in temporary Faith in addition
to their normal pool. They have their [Faith + Willpower] x2 in Health levels, with as many points per a
Level as their highest Virtue/Urge. Any and all attempts to harm them loose a number of damage
successes equal to the Fallen's Willpower.

APOCALYTIC FORM
Demons have 10 total Apocalyptic Form benefits... five Torment benefits and five normal benefits. For
each Torment dot above five, the Demon manifests one Torment benefit. Demons automatically have
one innate benefit. For every other dot of Faith above 1 the Demon possesses they gain one additional
benefit. Thus;

Faith Rating Benefits


1 1
3 2
5 3
7 4
9 5

All ten benefits are chosen at character creation. Marked for when they Manifest.

Common Form Benefits:


Armor of Faith – The demon adds her own Faith rating to soak all forms of damage (save those that
are normally unsoakable).

Armor of Torment – The demon is covered in spikes, thorns, broken glass, or some other sharp
material which harms attackers. A Damage roll of dice equal to the demon's Torment is rolled against
any enemy struck or who strikes the demon. The damage causes is Lethal.

Aura of Dread – The demon projects an aura of menace. Individuals within her Faith score in yards
must make a Willpower roll (difficulty of her Torment). Failure on this roll forces the target to pass on
any and all actions for the turn.

Aura of Fury – The demon is surrounded in an aura which lashes out at her enemies each turn. All
enemies within the demon's Faith score in yards are struck by this aura. The demon rolls Torment as a
dice pool for each enemy hit, dealing Bashing damage.

Aura of Vitality – The demon projects an aura which heals all targets within her Faith score in yards.
Recovering one point of Bashing per turn.

Aura of Misfortune – The demon rolls her Torment in dice against all rolls made within her Faith
score in yards. Each success the demon rolls removes one from any targeted roll. Should the demon
succeed over the victim, the targeted roll is considered to have been a botch.

Burning Blood – The demon's blood burns whatever it touches. This could take the form of magma or
acid, yet the effect remains the same. Each turn anything remains in contact with the demon's blood
takes a single point of Lethal damage.
Celestial Weapon – The demon manifests a weapon of Faith when she enters her Apocalyptic form.
Such weapons have a Damage bonus equal to the character's Faith and deal Aggravated damage. The
demon cannot be disarmed of this weapon, nor can it be destroyed.

Cloak of Shadows – The demon is surrounded in shadows which make her nearly impossible to see.
The difficulty of all her Stealth rolls are halved and should she stand in darkness she becomes invisible.

Conjuration – The demon is capable of stealing, hiding, or pulling objects out unseen. The demon
makes a simple Dexterity + Athletics roll to do so and only a single success is required.

Corrosive Spit – The demon is capable of spitting a corrosive substance a number of yards equal to her
Faith score. This spit has a Damage dice pool equal to the demon's Strength + Torment (dealing Lethal
damage). The demon makes a Dexterity + Athletics roll in order to target this spit and it can be dodged
as a standard attack.

Damage Resistance – The demon cannot be incapacitated through damage alone, nor can she be
stunned by attacks which deal more damage then her Stamina rating.

Dead Reckoning – The demon always knows exactly where she is in relation to landmarks and can
find her way to any specific location with a simple Wits + Alertness roll.

Deadly Touch – The demon can harm enemies with a mere touch. This attack can take any form, but
always deals the demon's Torment in point of Bashing damage (which cannot be soaked). This attack
can be made only once per target per scene.

Divine Strength – The demon multiplies her own lifting and carrying capacity by her own Faith rating.
In addition, she gains four additional dots of Strength.

Dread Gaze – Individuals who meet the demon's gaze must succeed on a Willpower roll vs. the
demon's Torment or back down from attempts to fight her. Individuals who fail this roll are scared out
of the prospect of attempting to harm her for the remainder of the scene.

Enhanced Capabilities – The demon chooses two Traits (Attributes or Abilities) which both benefit
from a -2 difficulty modifier. These dual modifiers do stack with all other modifiers (including each
other).

Extra Limbs – The demon gains a number of additional limbs (of any type) which may possess unique
capabilities. Regardless, the demon gains two additional actions per turn that these limbs can
undertake.

Gaping Maw – The demon can chew and digest anything which she can get her teeth on. Metal, stone,
and flesh can all be ground up and digested with ease. The difficulty of all bite attacks is decreased by
two and the demon's own bite has a Damage dice pool of Strength + 4 (Aggravated).

Ichor – The demon is coated in a thick black liquid which allows the demon to reflexively attempt to
escape any and all grapple attempts. In addition, she may add her Torment in dice to such rolls.

Immunity – The demon chooses a single source of damage (fire, electricity, or even Bashing) to which
she is immune.
Improved Initiative – The demon gains two additional d10s to roll when determining Initiative.

Increased Size – The demon's form can increase up to twice her normal height. Her huge size lowers
the difficulty to hit her with all attacks by one. However, her massive form halves the dice pool of all
attempts to grapple or move her by force.

Legendary Attributes – The demon gains eight dots to distribute among her Attributes as she sees fit.

Lightning Speed – The demon multiplies her base movement speed by her own Faith rating. In
addition, she may take two additional actions per turn that may be used to perform purely physical
actions. However, they cannot be used solely for movement.

Natural Weaponry – The demon manifests horns, claws, fangs, or other assortment of natural
weaponry. Such weapons have a Damage dice pool of Strength + 2 (Aggravated).

Pass Without Trace – The demon casts no reflection, cannot be recorded on video camera, and leaves
no direct evidence of her passing.

Ranged Defense – The demon (through some means) is protected against ranged attacks. The dice pool
of all Ranged Attacks directed at the demon are halved (rounded up).

Regeneration – The demon recovers from one point of either Bashing or Lethal damage each turn.
This is done reflexively and the demon cannot recover from Aggravated damage in this manner.

Relentless – The demon cannot become fatigued or slowed down while in her Apocalyptic Form. She
moves at her normal rate for as long as she desires.

Supernatural Vision – The demon can see five times as far away as a normal human can and her
vision is unaffected by conditions such as darkness or concealing mist.

Venom – The demon carries some sort of toxin, poison, or caustic bile in her fangs (or possibly talons).
Such venom deals one full Wound level of unsoakable Lethal damage per turn to any mortal target it is
injected into. This lasts for a number of turns equal to the demon's Torment. Multiple applications of
this venom do not stack, however. The duration is simply refreshed with each following application.

Wings – The demon possesses a number of wings of various design which grant her the capacity to fly
at three times her normal running speed.

Defilers;

Alter Size – The demon can reduce her own size to a third or increase it to three times normal (can be
altered once per turn).

Ink Cloud – The demon can expel a cloud of indigo ink that hangs in the air and blinds her foes.
Individuals with the demon's Faith score in yards are rendered blind for a number of turns equal to the
demon's Torment.
Weather Sense – The demon is aware of the current state of Weather within 10 times her Faith score in
miles. She also is immediately aware of any changes to this state by powers.

Devils;

Affirm – By making eye contact with a mortal, the demon can reaffirm that mortal's place in God's
plan. The player rolls the demon's Faith. If successful, the mortal regains all his temporary willpower.

Beckon – The demon is so beautiful that those who fail revelation checks against her are automatically
enthralled. Affected individuals follow the demon wherever she goes and attempt to keep within sight
of her at all times.

Spark of Faith – The demon can cause the Faith in a mortal to flare up with a mere touch. The demon
rolls her Faith (difficulty of the target's Willpower) and each success automatically recovers one Wound
Level from Bashing or Lethal damage. If the demon rolls Torment she inflicts Lethal damage instead.

Devourers;

Disperse – The demon can dissolve her body into a mass of maggots, spiders, insects, or other tiny
creatures. The player rolls a number fo dice equal to her Faith or Torment (whichever is higher). If the
roll is successful, the transformation is instantaneous. The demon retains control over this swarm, and
she can use this power to flow through cracks or simply terrify opponents. The demon can even attack
enemies as a swarm, inflicting Aggravated (Bane) damage.

Frenzy – The demon flies into a rage, hurling herself at her foes again and again despite the odds
against her. The demon adds her own Torment in dice to all attack rolls she undertakes while in this
state. However, the demon must roll Willpower (difficulty of her own Torment) each turn to keep
control. Failure on this roll forces the demon to attack the nearest individual regardless of who it is.

Primal Mind – The demon can make contact with the small part of a mortal's mind that retains its
ignorance, that remembers what it is like only to survive as a beast. To use this ability the demon must
make physical contact with her victim. She then rolls Torment vs. the victim's Willpower. If successful
the victim loses all Knowledge(s) and most Skill(s) for the remainder of the scene and acts purely on
instinct.

Fiends;

Eye of Fate – The demon instinctively knows whether individuals are important to herself or her plans.
The demon makes a Perception + Awareness roll. If the roll is successful the demon knows within a
general sense how important an individual is. Additional successes make the sense more accurate and
may give an indication of the Faith potential of the target.

Hypnotic Visions – The demon is surrounded in chimerical illusions which entrance onlookers.
Individuals who look at the demon must make a Wits roll (difficulty of her Torment) each turn. Failure
on this roll indicates the victim has been entranced by the illusions the demon generates and is unable
to act.

Rend the Soul – The demon can (for a brief moment) show a target just how insignificant he really is.
The demon touches her target and makes a Torment roll (difficulty of her victim's Willpower). For each
success the victim loses one point of temporary willpower. Victims of this power who are reduced to
zero temporary willpower collapse and weep, unable to take any action until they regain a single point
of temporary willpower.

Malefactors;

Magnetic Field – The demon is surrounded in a magnetic field intense enough to disable electronic
devices within her Faith in yards.

Thunderous Voice – Once per scene the demon can shout with incredible force dealing her Torment in
Bashing damage to everything within hearing range (this damage cannot be soaked).

Tremor Sense – The demon can sense the slightest tremors passing in the earth around her. This allows
her to see through all attempts to sneak past her by those who touch the ground and the demon always
acts first in a turn.

Scourges;

Miasma – The air around the demon carries the stench of rot. Individuals within the demon's Faith
score in yards must make a Stamina roll (difficulty 8) each turn they remain in her presence. Failure on
this roll forces the target to take three points of Bashing damage and act last in the turn. Individuals
who stay too long in the demon's presence may develop strange and potentially fatal (even for
supernatural creatures) illnesses.

Mist – The demon can summon up a concealing cloud of mist. The demon rolls her Torment or Faith
(which ever is higher). For each success the mist stretches out a 100 feet from the demon's current
position. The mist lasts for one scene. The Torment version of this mist extends only 50 feet, but
reduces the dice pools of all within it by her Torment rating.

Viscous Flesh – The diseases flesh of the demon sloughs away when she is pinned or trapped. Leaving
would be assailants covered in rotting flesh. The demon need make only a successful Dexterity +
Athletics roll to escape any grapple or bond.

Slayers;

Death Grip – Even if the demon loses her last health point in the Incapacitated Wound Level from
Lethal damage her body does not immediately die. Should the demon be reduced to no health she
makes a Willpower roll (difficulty 8). If successful she does not die (though she does appear to).
Coming back from death the following dawn with all health points up to the Injured Wound Level
restored and minus one point of temporary faith.
Ghost Sight – The demon automatically can see any Ghost within her line of sight regardless of what
powers the spirit may be using to hide.

Reaper's Touch – The demon must be able to touch her intended target to use this ability. As long as
the demon maintains contact with her target he will be unable to speak, move, feel, or act at all. The
target is suspended in a strange state of quiet peace. The target can attempt to break this effect by
spending a point of willpower and then breaking free with a Dexterity + Brawl roll opposed by the
demon. Victims who fail to escape immediately fall back into the state of peace. This power has no
effect on other demons or supernatural beings which are already dead.

TYPE OF TRAIT EXPERIENCE COST


Attribute Dot Level x4 XP
Ability Dot Level x2 XP

New Expertise 2 XP
New Specialty 1 XP

Background Dot Level x2 XP

Merit Dot [Rating] XP


Flaw Dot Grants [Rating] XP

Raise Faith Level x8 XP


Lower Torment Level x3 XP

In-House Lore Dot Level x5 XP


Out-of-House Lore Dot Level x7 XP

Rituals Level x3 XP

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