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DEMONS OF THE INDUSTRIAL REVOLUTION

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DEMONS OF THE INDUSTRIAL REVOLUTION Empty DEMONS OF THE INDUSTRIAL REVOLUTION

Post by Admin Sun Aug 06, 2017 9:35 am

Aster
DEMONS OF THE INDUSTRIAL REVOLUTION 80fdae_ea8af3058f4d45e58e81734c7d129a5b~mv2
Virtue: Logical
Vice: Dispassionate
Incarnation: Destroyer
Agenda: Inquisitor
Concept: Undercover Agent
Primum: 7
Aether: 20
Glitches: 1
Speed:
19 (Flight: 29 w/ Wing Species Factor)
Cover: 5
Size: 5
Defense: 13 {Imposing Defense: Can sacrifice Defense to cause anyone who attacks her w/ Brawl/Weaponry to take 3L for 1 round}{Add +3 (16) if both Hell Chains are armed}
Armor: 3/2
Initiative Mod:  11 (-1 included because of Armor){-3 when armed with Hell Chains}
Health: 12
Willpower: 11
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ATTRIRBUTES

Intelligence: 4, Wits: 6, Resolve: 4 {Supernatural Resistance: +2 vs any supernatural mental assaults}

Strength: 7 (Inhuman Strength: +2 to all Strength Rolls), Dexterity: 7 (Inhuman Reflexes: +2 all Dex Rolls), Stamina: 7

Presence: 3, Manipulation: 5, Composure: 5 {Supernatural Resistance: +2 vs any supernatural mental assaults}
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SKILLS

Mental (-3 Unskilled)
Academics: 0000
Computer: 000 (Machine Devices +1)
Crafts: 000 (Gear Repair +1)
Investigation: 00000
Medicine: 00
Occult: 0000000 (Unchained +1)
Politics: 0000 (Demons +1)
Science: 000

Physical (-1 Unskilled)
Athletics: 0000000
Brawl: 0000000
Drive: 0
Firearms: 0
Larceny: 00000
Stealth: 000000
Survival: 000
Weaponry: 0000000 (Chain Weapons +2 w/ Area of Expertise)

Social (-1 Unskilled)
Animal Ken: 0
Empathy: 0
Expression: 0
Intimidation: 000000
Persuasion: 000
Socialize: 00
Streetwise: 00000 (Downtown London News +1)
Subterfuge: 0000000 (Long cons +1)
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MERITS
Language, Machine Algorithm: N/A
Language, English: 0
Language, Aramaic (Ancient Hebrew): 0
Language, French:0
Language, Spanish: 0

Versatile Transformation: 0
Effect: When you partially transform into your demonic form (p 196) it costs 1 Aether per two form abilities manifested. You don't have to manifest two if you don't want to.

Area of Expertise, Chains (•)
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty, in exchange for a +2.

Ambidextrous (•••)
Effect: Your character does not suffer the -2 penalty for using his off hand in combat or to perform other actions. Available only at character creation.

Chain Weapons (••)
Prerequisites: Strength •••, Dexterity •••, Athletics ••, Weaponry ••
Style Tags: Flexible
Effect: Your character knows how to use a length of chain as a weapon. These maneuvers require at least a yard’s (or meter’s) worth of chain and can be any design from a martial artist’s chain whip to one ripped off the sprocket of a motorcycle. The Style is taught among traditional Chinese weapon styles but is also favored among everyday street gangs.
Imposing Defense (•): Your character spins her chain around, creating a whirling metal barrier between her and her opponent. Sacrificing her Defense, and she inflicts her weapon damage rating + 1 in bashing damage to any opponent who attempts an unarmed or melee attack against her that turn.
Bring Down the House (••): Handy in rooms with chandeliers or dodgy support beams, your character lashes her chain around some part of the environment over an op- ponent’s head and then gives it a good yank. She makes an attack against an object with a penalty for the object’s Size.

Two Weapon Fighting ••••)
Prerequisites: Wits •••, Fighting Finesse ••, Weaponry ••• Style Tags: Flexible, Light Melee
Effect: Your character fights with a weapon in each hand.
She can amplify her attacks by using them together or balance between attack and defense by using one weapon for each. Different martial arts focus on different sets of weapons. Some employ a rapier and dagger, or a katana and wakizashi, while others use sticks or two light swords. This Style can be used to replicate any of them. Unless your character possesses the Ambidextrous Merit she takes the usual –2 penalty for using a weapon in her off-hand. Neither weapon can be above Size 2 for performing these maneuvers.
Balanced Grip (•): Your character knows how to use her weapons so they’re not awkward to hold. Your character does not count her weapons’ Initiative penalties as long as her off-hand weapon’s rating is the same or the lower of the two.
Protective Striking (••): Your character uses her off-hand weapon to deflect attacks. She adds her off-hand weapon’s bonus to her Defense for the first attack made against her in a turn. If her off-hand weapon has no bonus then add +1 instead.
Dual Swipe (•••): Your character attacks with both of her weapons simultaneously against one target. As part of an all-out melee attack, add her off-hand weapon’s bonus to her attack roll and reduce her target’s Defense by 1. If her off-hand weapon has no bonus then add +1 instead.
Double Strike (••••): Your character attacks two different targets simultaneously. Spend a point of Willpower and designate two targets in close range of your character. Take the highest Defense and –1 to the dice pool. Choose which weapon’s damage applies to which target. This maneuver cannot be used with Dual Swipe.
For example, if you’re up against two opponents with 4 and 6 Defense, and you have a 2L and 1L weapon, you would take –7 to Double Strike (the 6 Defense, with an additional –1). If you rolled three successes, one opponent would take five points of lethal damage, and the other four points of lethal damage — your choice which.
________________________________________________________________________________
AGENDA CONDITION

ConDition: PrepareD For AnyThing
A Watcher is always planning and preparing, analyzing edge cases and counter measure and performing statistical analyses — all in her head. Other demons are frequently impressed by the Inquisitors’ preparedness for events they believe nobody could have predicted, but which the Inquisitors would point out was a simple matter of statistics.
Beat: The Inquisitor gains a Beat when the character poses a question to one or more members of his ring that leads them to reconsider or change their course of action“What if we try going in through the roof” or “How did the angel know we’d switched cars?” are possible examples.
Resolution: The character can make a leap of logic, connecting disparate clues into a revelatory truth. Resolve this Condition to gain information from the Storyteller about how the current situation — how two plot threads tie together, what a good next step would be, or something that the character saw but just didn’t connect until now. If no such element presents itself, the player can instead resolve this Condition to gain a +3 on any Mental Skill roll (Embeds and Exploits included).
________________________________________________________________________________
EMBEDS
All starting demons have four Embeds and/or Exploits. One Embed must be from their Incarnation's favored category. Embeds are subtle ways to use demon magic to have effects that appear coincidental.

COOL HEADS PREVAIL (DESTROYER)
The best way to survive a fight is not to have one. With this Embed, the demon reduces the amount of chaos and destruction, taking the desire to fight away from the targets. It doesn’t make them like each other any better, but it does make them less likely to kill each other.
Dice Pool: Manipulation + Empathy – highest Composure present
Action: Instant
Roll Results
Dramatic Failure: The targets come to blows immediately. Combat begins as normal. If combat has already started, the participants become willing to Go for Blood (p. 317).
Failure: The Embed has no effect. If combat has already started, it continues as normal.
Success: The participants calm down and are unwilling to become physically violent. They might still yell or threaten, but no one affected by the Embed will throw the first punch. If combat has already started, everyone involved surrenders (p. 317; the participants must spend a Willpower point to take further violent action).
Exceptional Success: As above, except that the characters also become receptive to suggestion on how to end their beef. If he wishes to mediate, the demon receives a +2 bonus to any Social rolls made during this scene to help the parties come to an agreement.

HESITATION (DESTROYER)
In a crisis situation, a second’s delay can make a huge difference. Using this Embed, the demon injects a momentary doubt or fear into a target’s mind, causing him to pause. By the time he regains his composure, the fight may already have been lost. This Embed can only be used before the intended target has taken his first action and before the demon has taken hers. As such, it is possible to use Hesitation on multiple targets in a turn if the initiative order favors the demon.
Example: A group of three threatening individuals confronts a demon. Everyone rolls for initiative; the demon has initiative 10 and her assailants have 11, 9 and 5. She can’t use Hesitation on the opponent with initiative 11 (as he acts before the demon), but she can use the Embed on the other three before she takes her action.
Hesitation cannot be used past the first round of combat.
Dice Pool: Manipulation + Intimidation - Resolve Action: Reflexive
Roll Results
Dramatic Failure: The demon hesitates, losing her action for the first turn of combat, or the target acts decisively, enjoying a +2 modifier on this first action (player’s choice).
Failure: The Embed fails against the intended target. The demon can use Hesitation on other eligible targets during the same combat.
Success: The target hesitates, pausing slightly before acting. The demon can reassign the target’s initiative to any value she wishes, provided it is later in the combat order than the target’s player rolled. The demon cannot force a target to miss an action (that is, the target’s modified initiative value must be at least 1).
Exceptional Success: As above, except that the demon can force the target to miss his action on the first turn of combat. The demon specifies where the target acts in the initiative order for the next turn.

KNOCKOUT PUNCH (DESTROYER)
Despite what popular media would have people believe, getting “knocked out” usually indicates a serious injury, often with accompanying brain damage. If it doesn’t cause such damage, a sharp blow to the head is usually just painful. A demon operates under different constraints. With this Embed, a demon can knock a target unconscious and specify when the target will revive.
Dice Pool: Dexterity + Brawl – Defense Action: Instant
Roll Results
Dramatic Failure: The punch misses. If the target makes an unarmed attack on the demon, the demon falls victim to this Embed. The Storyteller determines when the demon wakes up.
Failure: The punch misses. Any further attempts to use this Embed in the same scene suffer a cumulative –1 penalty, to a maximum of –5.
Success: The demon makes an unarmed attack on the target (despite the name, kicks work just as well as punches). The demon does not inflict any Health damage, but the victim is knocked unconscious until a specified amount of time or a specified condition come to pass. That is, the demon might stipulate that the target remains unconscious “for an hour” or “until I leave this building.” The victim can be brought around early, however, if anyone finds his body and makes even a cursory attempt to revive him. The demon can, of course, choose to murder the target while he is unconscious. Doing so is always a risk to Cover (breaking point with a –3 modifier).
Exceptional Success: As above, except that reviving the victim requires a roll of Presence + Medicine.
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EXPLOITS
SyStemS: Exploits do not fall into categories the way Embeds do, nor do they require conceptual underpinnings. They rely on the demon forcing the mystical power of Aether into the same subroutines that allow Embeds, and then keeping that burst of power under control. They are more overtly powerful than Embeds, but they draw attention. Every use of an Exploit causes a roll to avoid breaking Cover. The Storyteller should add modifiers to this roll based on how blatantly the character is acting out, how many people (not demons) can see the action, whether any angels can see the action, and whether or not any other Exploits have taken place during the scene. The player can spend a point of Willpower to avoid this roll.

BEHIND THE CURTAIN
This is a risky endeavor, but a useful one at times. The demon can call upon his memories of service to the God-Machine, enter a section of Infrastructure, then travel to another section of Infrastructure anywhere in the world. Since all Infrastructures are connected in the sense that they all use the same power sources, traveling between them is a simple metaphysical exercise (angels do it frequently). Unfortunately, doing so for a demon carries a greater-than-usual risk of compromise. Demons can use the Spoof ability when entering Infrastructure and are well-advised to do so in this case. Spoofing is described on p. 112. Successfully Spoofing adds two dice to this Exploit’s roll.
Example Prerequisites: Interference, Last Place You Look
Dice Pool: Intelligence + Computer + Primum
Action: Instant
Cost: 2 Aether
Roll Results
Dramatic Failure: The character’s attempt sets off a warning system. If the character successfully Spoofed the God-Machine (see p. 112), then he can escape, but gains the Hunted Condition. If not, he is immediately attacked by angels appropriate to the importance of the Infrastructure.
Failure: The demon fails to step between Infrastructures but has not yet been discovered.
Success: The demon vanishes and reappears at another Infrastructure. The demon can choose which one, but unless he knows where it is and what form it takes before using this Exploit, he’s firing blind. The demon can only name an approximate distance and type of Infrastructure (“100 miles away, Concealment Infrastructure”) and hope that this takes him to a relatively safe locale. The demon gains the Flagged Condition (p. 120).
Exceptional Success: As above, but the demon does not gain the Flagged Condition.

BREAK TO HEAL
The principle of “as above, so below” is one that demons understand well, as is the notion of conservation of energy. Every object in the world — in the universe — is made up of the same energy, and so transferring that energy from one form to another should be simple. In practice, demons can’t perform the metaphysical calculations necessary to performing world-altering feats of physics, but they can break one object and transmit that energy to living tissue, healing damage or illness. This Exploit requires that the demon touch the intended target and break an object at the same time.
Example Prerequisites: On the Mend, Shift Consequence Dice Pool: Strength + Medicine + Primum
Action: Instant
Cost: 1 Aether
Roll Results
Dramatic Failure: The demon accidentally reverses the flow of energy, inflicting lethal damage equal to her Primum rating to the target and “healing” the object (any structural damage is fixed and the object winds up looking like new). The damage thus inflicted is extremely painful and takes the form of tiny cuts appearing in the flesh, then widening into deep gouges.
Failure: The demon fails to heal the target, though the object is still broken.
Success: The demon heals the target of all bashing damage, or lethal damage equal to the Structure rating of the broken object. If the target has suffered aggravated damage, this Exploit changes the damage to lethal (and the demon must use Break to Heal again if she wishes to mend it entirely). If the target has a mix of different damage types, the demon can specify which type of damage she wishes to heal.
Exceptional Success: Instead of converting aggravated damage to lethal, the demon can instead heal a number of aggravated damage equal to her Primum.

DISINTRIGRATE
With a single touch, the demon can turn a solid object into dust and vapor. The object vibrates for a moment, and then cracks and disappears with a faint glow. The object in question can be no larger than the demon herself (usually Size 5). This Exploit does not work on living or undead matter. It does function on magical or enchanted items, but the player
subtracts the item’s rating from the dice pool. If the target object is being held by another character, the demon must make a touch attack against the character (p. 157 of the World of Darkness Rulebook).
If the item’s Durability is higher than the demon’s Primum, the player must spend an additional point of Aether for the Exploit. The Demolisher Merit (p. 291) mitigates this effect.
Example: Tom’s character, Will Jericho, has Primum 1 and the Demolisher Merit at three dots. He uses the Disintegrate Exploit on a stone statue (Durability 2). Normally Tom would have to spend two points of Aether on this Exploit, because the statue’s Durability is higher than the character’s Primum, but because Will knows exactly where the statue’s weak points are (a result of the Demolisher Merit), he doesn’t have to.
Example Prerequisites: Shatter, Tools Into Toys Dice Pool: Strength + Brawl + Primum
Action: Reflexive
Cost: 1 Aether + 1 additional Aether (see above) Roll Results
Dramatic Failure: The Exploit backfires, disintegrating anything the character is holding or wearing. The demon can choose to suffer aggravated damage equal to his own Primum and contain the effect instead.
Failure: No effect; the object does not disintegrate.
Success: The object disintegrates as described above. If the object was part of a larger whole (a part of a machine, or a beam of a house), additional effects might occur. These are up to the Storyteller to adjudicate.
Exceptional Success: The demon uses his energy extremely efficiently. Regain one point of Aether.

FROZEN IN TIME
With a glance, the demon alters a target’s relationship with time. From the victim’s perspective, everything around her speeds up, passing by in a blur as she watches helplessly. To the demon (and anyone else), the victim stands stock-still, a living statue. While the victim is frozen, she cannot be harmed. Her body does not interact with the rest of the world (rather, it does, but so slowly that she suffers no ill effects), which means the demon can use this Exploit to save a person who is dying from a poison or a wound. Gravity doesn’t affect the character, either, meaning a target frozen in time while falling does not travel through space.
Example Prerequisites: Ellipses, Living Recorder
Dice Pool: Intelligence + Science + Primum – Stamina Action: Instant
Cost: 1 Aether
Roll Results
Dramatic Failure: The demon speeds up the target instead. To the target, everything moves in extreme slow motion. Her senses are hyper-acute. In a fight, she is able to enact a Killing Blow (p. 324) on any target she chooses. Outside of a combat situation, she moves faster than anyone eyes can follow — but she can’t open doors or move obstacles (she can exert force upon them, but they move at a speed too slow, relative to her, to get out of the way). This effect lasts for a number of turns (combat) or minutes (non-combat) equal to the demon’s Primum.
Failure: No effect; time does not slow.
Success: The target is frozen in time as described above. During this time, the target does not suffer damage, either from attacks, bleeding out, or extreme environments (p. 335), but can also take no actions. The effect lasts for a number of turns (in combat) or minutes (outside of combat) equal to the demon’s Primum; the demon can extend the Exploit’s effects for the same amount of time if the player spends a point of Aether when the Exploit ends (that is, if the demon has Primum 2, the player can spend a point of Aether every two turns/minutes to keep the effect going). No roll is required for this.
Exceptional Success: The demon can keep the target frozen for an entire scene with no further expenditure.

INCENDIARY
The demon summons up fire from nothing and hurls it at a target. This flame can ignite anything flammable it touches in addition to the harm it causes to a living creature. The demon can use her mastery over the fire to gain temporary immunity to it, but she must leave the area quickly or be consumed as well.
Example Prerequisites: Combustion, Raw Materials Dice Pool: Strength + Science + Primum
Action: Reflexive
Cost: 1 Aether + 1 Aether/turn of immunity
Roll Results
Dramatic Failure: The demon summons the fire but it immediately burns out of control, engulfing her and inflicting four points of lethal damage per turn. The player cannot spend Aether to mitigate this damage. She can prevent further damage by immediately assuming demonic form, which extinguishes the fire.
Failure: The demon fails to call up the flames.
Success: The demon’s hands become surrounded by flames. She can now throw fire at any target within range (5/10/15). This requires a roll of Dexterity + Athletics – the opponent’s Defense; the fire blast has a damage rating equal to the demon’s Primum (7L). If the blast strikes something flammable, the target catches fire (and continues to burn normally (though it burns blue as long as the demon is present). If the demon is trapped in the inferno, the player can spend 1 Aether per turn to ignore the damage.
Exceptional Success: The demon is immune to the fire without further expenditure of Aether, for the remainder of the scene.
BURNING CONDITION:  
You have been set ablaze and will continue to burn until you somehow douse the flames.
Effect: You take automatic damage each turn equal to the 1 + the heat level of the fire, in addition to suffering the Blinded Tilt.
Ending the Tilt: You must take at least a turn to douse yourself in water or some suitable substance. You can drop and roll on the ground, which lessens the heat of the fire by one level of intensity each turn you do so until it’s finally out. Others can put out the fire by smothering it or beating it out with rugs or the like, taking an instant action to do so and reducing the heat by one level of intensity each turn

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DEMONIC FORM
The creature's flesh is warped, sinewy and mauve. His armor has stained charcoal with sharp gears that spin and razor sharp instruments that hang from him. His wings are leathery and veined. His hands and feet are clawed, his teeth shark like and eyes a flushed viper-gold. He has ribbed horns that stand guard on his head, catered scars pulsating magma from his chest, biceps and neck, and a billow of nauseous smoke fumes from his frame.
DEMONS OF THE INDUSTRIAL REVOLUTION 80fdae_4eb684c2a5cd4430a4a40f4ddd51012f~mv2
(p. 196) With concentration, a demon can assume aspects of her demonic form without undergoing a full transformation. this type of transformation is as unnatural for the demon as being in her human form. Changing this way requires the expenditure of one Aether per form ability assumed in the transformation, and another Aether to completely revert back to human form. If the demonn cannot spend enough Aether in a round to complete the transformation at once, then none of the form abilities can be accessed until all Ather has been spent for the transformation, as she is in deep concentration while manifesting them. Once the demon has partially transformed form abilities, she cannot manifest additional form abilities unless they first revert completely back to human. Changing only partially into demonic form is not the same as a complete transformation. The demon does not heal or gain Aether during a partial transformation. Partially transforming into demonic form is still a compromise fore the demon, yet not a s severe as full transformation. The roll gains a bonus equal to the number of form abilities not being accessed for the transformation. this means that if a demon with seven form abilities uses a partial transformation to manifest just one, the resulting compromise roll gets a +6 modifier.


CLAWS AND FANGS
Some angels are made for the gruesome task of maiming and killing. Often they look like horrible biomechanical creatures with sharp steel for fangs and claws, able to rip and tear their victim. Many demons keep these aspects for self-defense. Some more aggressive demons choose to adopt this form ability as a way to intimidate others.
Appearance: Metal or bone claws protrude from the demon’s fingers and fangs extend beyond the demon’s lips. They don’t always look like their organic equivalents. A demon might well sport claws like threshing blades or teeth like needles.
System: The claws and teeth function as small weapons with a damage rating of 2L and can be used while in a grapple. The weapons do not impose an Initiative modifier.

DEMONIC HORNS
Some angels look the part of the mythical demons and angels to improve or build upon certain types of Infrastructure. Angels with horns are often intimidating creatures built to instill fear and religious fervor into people. These angels are not only frightening but formidable opponents.
Appearance: The demon has large horns growing from his forehead. The horns could be normal looking horns, from some iconic reference, or metallic in nature.
System: The demon can make a head butt attack as a melee attack using Strength + Brawl. The attack has a damage rating of 1L and inflicts the Stunned Tilt.

WINGS
Angels have wings for a variety of reasons, whether it’s the need to get to high places or to have the ability to survey large areas quickly. Some are more subtle in their functionality, such as to instill awe or a sense of majesty in those the angel interacts with. Demons concerned with fast unnoticed travel find the ability to fly extremely useful.
Appearance: Large wings sprout from the demon’s back. These wings can take on any appearance the player wishes. They could be thick and leathery, downy white feathers, or bits of cloth stretched over a mechanical flying apparatus.
System: The demon is capable of flight and adds a species factor of 10 to his Speed while flying.

ARMORED PLATES
Angels built to defend the God-Machine and its creations move easily within suits of plated armor. The armor is both protective and well-articulated to allow the angel a range of mobility and dexterity not normally found in such armor. Demons who often deal with combat situations feel that this ability is a necessity.
Appearance: Plates cover the demon from head to toe. These could be made of metal, hard chitin, or sheets of thick plastics. The joints are well hinged allowing for mobility in an otherwise fully encased suit of armor.
System: The demon cannot shed this armor as it is part of his body, but it has more mobility than most heavy types of armor. The armor covers the demon’s entire body and has no unarmored areas to target. The armor has a rating of 3/2 and has a Defense and Speed modifier of –1.

INHUMAN STRENGTH
Angels that are tasked with working on physical Infrastructure are often lifting and moving heavy machinery. Some of these angels are expected to also defend the Infrastructure and are equipped with exceptional strength, making them brutally effective. Any demon that wishes to have an advantage in close combat is likely to keep or take this form ability.
Appearance: Muscles bulge and strain under the demon’s surface. The demon could have obvious steel cables instead of musculature, or they may be replaced by a hydraulic system.
System: The demon’s raw power increases. Gain a +2 bonus to all Strength rolls.

INHUMAN REFLEXES
Angels required to hunt, stalk, abduct, or kill people are enhanced with supernatural reflexes. These angels understand the concept of precision and skill and prefer this to the use of brute force. Demons who prefer precision and speed tend to keep or adapt this ability.
Appearance: The demon is lean and wiry. His joints may be well-oiled mechanical hinges and gears, or he may have pistons driving his muscle’s movements.
System: The demon’s speed and mobility increase. Gain a +2 bonus to all Dexterity rolls.

NIGHT VISION
Angels who perform their missions at night or in darkened areas are built with night vision, allowing them to see normally. Demons often adopt this form ability as a way to handle night- time fighting as well as delving in the darker corners of the God-Machine’s Infrastructures.

TOUGH AS STONE
Some Infrastructure is so vital that it requires constant guardianship. Angels designed for these tasks are statues, set in a place and left to guard the area without drawing any attention. They are made of marble and come to life to defend the Infrastructure whenever it is threatened. Demons who are better at taking a hit than avoiding one often adopt this form ability.
Appearance: The demon’s surface turns hard and impenetrable. The skin is comprised of granite or marble.
System: The demon can spend one Aether to convert all damage from a single attack from Aggravated to Lethal or from Lethal to Bashing. Once the damage has been downgraded once, it cannot be downgraded again; Aggravated damage can never become Bashing damage through the use of this power. The demon can spend multiple Aether this way to downgrade damage from multiple attacks in a round.

ENVIRONMENTAL RESISTANCE
Angels are often on missions that require them to interact with the raw elements. A mission may require a trip to the core of the Earth or to Antarctica to install necessary pieces of Infrastructure. These angels are fortified with an outer layer that protects them from the ravages of these elements. Demons adapt this ability to protect themselves from the elements.
Appearance: The demon’s surface is covered in a thin coating that changes to match his environment, always providing protection. This coating often looks a bit like Teflon.
System: The demon is immune to any adverse effects from all Environmental Tilts.

WOUND HEALING
Some angels are designed for endurance in combat. Usually, these angels are charged with protecting an individual or an item of importance to the God-Machine. While these angels may be strong and fast, multiple combats can be deadly, even for a tireless angel. These angels have special hardware that allows them to heal damage over time, making them tremendously hard to destroy. Demons adapt this form ability if they are often engaged in combat.
Appearance: The demon is riddled with scars. These could be weld lines on metallic surfaces, or red welts along the demon’s skin.
System: The demon can heal wounds reflexively. On his turn the demon heals the right most filled Health Box as long as it is filled with Bashing or Lethal damage.

TELEPORTATION
An angel that is required to travel to many different locations in order to perform its mission is built to move quickly and with the least amount of effort. Demons find the ability to teleport from one location to another to be convenient both for transportation and to escape predators.
Appearance: The demon has a fine tracery of veins all along his body that react when he activates the teleport. They may glow with color, or shift and move about his body in preparation for the move.
System: As a reflexive action on his turn, the demon can spend one Aether to teleport to any place within his line of sight. The demon can only teleport himself and any small items he is carrying with him. He cannot carry anyone with him when he teleports.

RAIN OF FIRE
Sometimes the God-Machine needs to destroy swaths of land, raze entire cities, or otherwise decimate large areas. Angels whose job it is to carry out these tasks have installations that allow them to call fire and lightening from the sky to quickly destroy the area. Demons use this ability sparingly, knowing the destruction they cause could draw the attention of the human authorities if not the God-Machine.
Appearance: The demon’s body radiates heat. Maybe fine tendrils of smoke emanate from his body, thin flames dance across his fingertips, or napalm drips from his body, leaving smoldering footprints in his wake.
System: The demon can bring fire down from the sky in a ten- yard diameter, making it look as though it is raining napalm. Fire sticks to anything it touches and quickly turns to conflagrations.
Cost: 1 Aether
Dice Pool: Intelligence + Primum Action: Instant
Roll Results
Dramatic Failure: The demon calls the fire but cannot control it. The fire burns out of control around the demon, endangering him. Apply the Inferno Tilt (p. 386) to the area.
Failure: There is no fire and the temperature of the area does not increase.
Success: Fire rains from the sky creating small pockets of fire across the area. The demon can attempt to direct the fire at targets. The player rolls Wits + Occult – Defense. Anyone caught by the fire suffers 3L damage automatically. The fires do not last and only remain for one turn / Primum dot.
Exceptional Success: Apply the Inferno Tilt to the area, but the demon can control where and how much the fire spreads.

MENTAL RESISTANCE
Some missions require an angel to interact with other supernatural creatures. These angels are forged with natural defenses to mental effects in order to prevent the angels from being subverted or stolen. A demon that deals with mental stress on a regular basis might adopt this ability.
Appearance: The demon’s surface turns a faint blue color and is icy cold to the touch.
System: The demon is capable of resisting supernatural influence. When rolling to resist a supernatural power, add +2 dice to the roll.

FIRE RESISTANCE
Not all angels are created to fulfill missions on Earth’s surface. Some are required to do work in or around its core. These angels are resistant to heat and fire, allowing them to work without fear of injury. Guardians especially adapt this form ability to prevent damage in an explosion, or while moving through a burning building.
Appearance: The demon’s surface shows signs of his supernatural resistance. His skin may be dark and hard with red showing beneath, like lava stone, or it may be made of a heat resistant metal such as tungsten or rhenium.
System: The demon is completely immune to the effects of high temperatures and fire. He does not take damage from fire, and does not suffer from heat related Environmental Tilts.
_____________________________________________________________________________
EQUIPMENT

(2) Hell Chains
Description: These thick chains have massive curved blades at the end. Users can inflict melee damage or grapple their opponent.
Damage: +3
Initiative: -3
Strength: 5
Size: 4
Availability: N/A
Special: Grapple 9-Again, (Grapple: Add the chain’s weapon bonus to your dice pool when grappling.)
DEMONS OF THE INDUSTRIAL REVOLUTION Latest?cb=20080224153711&path-prefix=en

_____________________________________________________________________________
DICEPOOL

Hell Chains: +18 to attack w/ 9-Again, Can grapple with them instead
Damage: 3L

Dual Swipe (•••): Your character attacks with both of her weapons simultaneously against one target. As part of an all-out melee attack, add her off-hand weapon’s bonus to her attack roll and reduce her target’s Defense by 1. If her off-hand weapon has no bonus then add +1 instead.
Double Strike (••••): Your character attacks two different targets simultaneously. Spend a point of Willpower and designate two targets in close range of your character. Take the highest Defense and –1 to the dice pool. Choose which weapon’s damage applies to which target. This maneuver cannot be used with Dual Swipe.
For example, if you’re up against two opponents with 4 and 6 Defense, and you have a 2L and 1L weapon, you would take –7 to Double Strike (the 6 Defense, with an additional –1). If you rolled three successes, one opponent would take five points of lethal damage, and the other four points of lethal damage — your choice which.


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DEMONS OF THE INDUSTRIAL REVOLUTION Empty Re: DEMONS OF THE INDUSTRIAL REVOLUTION

Post by Admin Sun Aug 06, 2017 7:48 pm

MARA
DEMONS OF THE INDUSTRIAL REVOLUTION 80fdae_61cd42990a384aa5bf8e0c4cab947d47~mv2
Virtue: Calm
Vice: Independent
Incarnation: The Messengers (favor Vocal Embeds)
Agenda: Saboteur-Tempters (Wields their clout as a weapon in the war against the God-Machine)).
Beat: Gain a Beat when character delegates a task, talks someone into taking a risk on their behalf, or otherwise aoids getting their hands dirty directly.
Resolution: Character enjoys +3 Social roll where VIP status would be a significant benefit such as cutting red tape or being admitted into an establishment
Concept: Wealthy Socialite & Elder Demon
Primum: 7
Aether: 20
Glitches: 1
Speed:
15 (25 when flying)
Cover: 5
Size: 5
Defense: 12
Armor: 0/0
Initiative Mod: 11
Health: 8
Willpower: 8
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ATTRIRBUTES

Intelligence: 000
Wits: 00000
Resolve: 0000

Strength: 000
Dexterity: 0000000-00
Stamina: 000

Presence: 0000000
Manipulation: 0000000
Composure: 0000
________________________________________________________________________________
SKILLS

Mental (-3 Unskilled)
Academics: 000
Computer:
Crafts: 000
Investigation: 00000
Medicine: 00
Occult: 0000000
Politics: 0000 (Demons +1)
Science: 000


Physical (-1 Unskilled)
Athletics: 0000000
Brawl: 000
Drive: 0
Firearms: 00
Larceny: 00000
Stealth: 000000
Survival: 000
Weaponry: 000

Social (-1 Unskilled)
Animal Ken: 0
Empathy: 0000000 (Buried Feelings +1)
Expression: 0000 (Speeches +1)
Intimidation: 00
Persuasion: 0000000 (Seduction +2)
Socialize: 0000000 (Formal Clubs +1)
Streetwise: 000
Subterfuge: 0000000 (Long cons +1)
_________________________________________________________________________________
MERITS

Language, English: 0

Bolthole: 000000
Effect: Your character has a safehouse they can hold up in when things get bat. It is part of an Infrastructure that maintains your Cover, which means it doesn't exist entirely in the physical world. It has an entrance anchored to a specific pointing the real world, but the location itself exists outside 3-deminsional space. Boltholes are neither spacious nor luxurious- at best they're a dingy, dirty windowless space the size of a bedroom. All Boltholes have the following benefits...
Wards: They are warded against angels indefinitely, though it can be broken.
Stasis: Time doesn't exist inside a bolthole. People don't age, hunger or thirst, which makes it theoretically possible to stay forever. This status also means that injuries and illnesses don't heal without supernatural intervention. Moreover, the isolation effects take toll on the mind: a human who spends more days in a bolthole than their Resolve + Composure must roll for a breaking point at a -2 penalty.
Unnoticed: Boltholes are hard to notice for anyone besides the owner. Any roll to find a bolthole entrance, suffer a penalty equal to character's dots in the merit. You can negate it by telling someone where the entrance is, but they can tell anyone.
Self Destruct 0: The character can inflict point of lethal damage per dot to everyone inside. Any survivors have 1 round to get out before the bolthole vanishes and they are lost forever in the depths of time. Your character doesn't have to be within the bolthole to activate this effect.
Trap Door 00: As long as your character is inside, the entrance from the physical world doesn't exist. Ephemeral beings who know where the entrance is can still try to pass through, but not even knocking down the wall of the door should be on allows physical access to the bolthole.
Easy Access 000: By spending a pain of Aether, your character can turn any door into the access point for their bolthole. Only one door can lead to the bolthole at a time, but the change lasts till your character sets a new door. Whenever anyone leaves the bolthole, its' always from the last door they entered through.

Multiple Agendas (p.121): 00
Effect: Your character is a complicated soul; she ascribes to the philosophies of 2 Agendas. More to the point, she gets both of the Angenda Conditions associated with her Agenda.

Terrible Form: 00000
Effect: Your character's demonic form is exceptionally potent and versatile. See p. 196 for more information on demonic form.
Body Modification 0: Your form has one extra Modification
Technological Advancement 00: You have one extra Technology
Jet Propulsion 000: Your demonic form has Jet Propulsion
Dual Processors 0000: Your demonic form has Dual Processors.

Versatile Transformation: 0
Effect: When you partially transform into your demonic form (p 196) it costs 1 Aether per two form abilities manifested. You don't have to manifest two if you don't want to.

________________________________________________________________________________
EMBEDS AND EXPLOITS
All starting demons have four Embeds and/or Exploits. One Embed must be from their Incarnation's favored category.

Vocal Embeds: Demons use these Embeds to exert influence over people and other thinking beings. Conceptually, they relate to communication, revelation and realization. Messengers make easiest use of Vocal Embeds.

Heart's Desire (Wits + Empathy - Composure, Instant Action)
Success: The demon knows one of the target's Aspirations for every dot of Primum the demon possesses. She learns short term first. If the demon has more Primum than the target's Aspirations, they also learn Virtue or Vice (or comparable).

Muse (Manipulation + Expression - Resolve, Action: Instant)
Success: The target experiences the idea that the demon intends. That can be anything from inspiration for a creative work t a craving for a given food or activity. The demon can instill suicical ideation or the notion of calling an estranged family member. Muse does not force the target to act on this idea, but a clever demon follows this Embed up with a well-timed conversation and nurtures the ida. Once the idea is in place add the dmeon's Primum rating to any attempts to convince the target to act on it (+7).
Exceptional Success: As above, but the target becomes fixated on the idea. The target's player must roll Resolve + Composure every day for a number of days equal to the demon's Primum. If this roll fails, the target immediately acts on the idea.


Exploits: Addictive Presence
The story of the succubus- a demon that feeds on sexual attention, is well known. Demons aren't above using sex as a means to enforcing or sealing bargains, a mean of persuasion or just for fun, but some demons perfect the art of eliciting pleasure from their victims with every glance, touch and movement. In this way, the demon can create an addict to her very presence, someone who will do almost anything for a few moments with her regardless of whether the relationship is sexual. This Exploit only feeds off of living humans. Any supernatural being gets to add their Supernatural Tolerance trait to the number of successes required. Many of them also have ways to break addictions that are not available to humans.
Dice Pool: Presence + Socialize + Primum
Action: Extended (target number = target's Willpower in intervals)
Cost: 1 Aether/roll
Success: This Exploit uses some of the sam systems as Social maneuvering. Instead of opening a number of doors, the player attempts to accumulate a number of successes equal to the target's Willpower. The rest of the systems are the same  however. Once the number of successes are required, the target gains the "Addicted" Condition (p.307). His drug is simply being in the character's presence. If it is a Player Character, they get a Beat whenever he misses an obligation or complicates things in order to serve or be with the demon.  If the target achieves an exception success on a breaking point due to a Demon's actions, they resolve the Addiction. Though nothing is stopping the Demon from doing it again.
Exceptional Success: The player can choose one of the options on p. 313 or can choose to lower the target's Integrity by one when the Addiction is complete.
__________________________________________________________________________________
DEMONIC FORM
(p. 196) With concentration, a demon can assume aspects of her demonic form without undergoing a full transformation. this type of transformation is as unnatural for the demon as being in her human form. Changing this way requires the expenditure of one Aether per from ability assumed in the transformation, and another Aether to completely revert back to human form. If the demonn cannot spend enough  Aether in a round to complete the transformation at once, then none of the form abilities can be accessed until all Ather has been pent for the transformation, as she is in deep concentration while manifesting them. Once the demon has partially transformed form abilities, she cannot manifest additional form abilities unless they first revert completely back to human. Changing only partially into demonic form is not the same as a complete transformation. The demon does not heal or gain Aether during a partial transformation. Partially transforming into demonic form is still a compromise fore the dmon, yet not a s severe as full transformation. The roll gains a bonus equal to the number of form abilities not being accessed for the transformation. this means that if a demon with seven form abilities uses a partial transformation to manifest just one, the resulting compromise roll gets a +6 modifier.

BLADE HAND, HELLBLADE: 4L, -3 to Demon's Initiative
INHUMAN REFLEXES: Gain +2 bonus to all Dexterity rolls.
MENTAL RESISTANCE: Gain +2 to all supernal power resistances.
NIGHT VISION: Can see normally in the dark, gaining +2 to perception rolls. Can see in dark as if it were broad daylight.
SENSE THE ANGELIC: Demon can sense angelic powers on people or places for 24 hours with a Wits + Investigation check to notice Numina used.
TOUGH AS STONE: Can spend one Aether to convert all damage from a single attack from Aggravated to Lethal or from Lethal to Bashing. Once all damage has been downgraded once, it cannot be downgraded again. Aggravated damage can never become Bashing. The demon can spend multiple Aether this way to downgrade damage from multiple attacks in a round.
DEMONIC HORNS: Can head butt for 1L and inflicts the Stunned Tilt.
INHUMAN BEAUTY: Gain +2 bonus on any Social rolls due to looks and can activate her aura as a reflexive action, causing anyone who sees her to become subersveient to her awesome visage. The player rolls Presence + Intimidation vs . Composure and on a success, onlookers gain Inspired Condition or the Swooning Condition. The demon decides.
MIRRORED SKIN: As long as demon is standing still, they are completely invisible to the naked eye. The ndemon is moving, they gain +2 to Stealth rolls vs Wits + Composure -1.
PHASING: The demon can spend 1 Aether to transition from corporeal to incorporeal, allowing them to travel through solid objects at half Speed. They can not carry anyone or anything with them. All attack rolls suffer -2 penalty against the demon at this time.
WINGS: The demon is capable of flight and adds a species factor of 10 to their Speed while flying
RAIN OF FIRE (Cost 1 Aether, Dice Pool: Intelligence + Primus, Action: Instant, Success: Fire rains from the sky creating small pockets of fire across the area. The demon can attempt to direct the fire at targets. Players roll Wits + Occult - Defense. Anyone caught by the fire suffers 3L automatically. The fires do not last and only remain for one turn/Primus dot. Exceptional Success: Apply the Inferno Tilt to the area, but the demon can control where and how much the fire spreads.
_____________________________________________________________________________
EQUIPMENT

Nylora
DEMONS OF THE INDUSTRIAL REVOLUTION Heartfullofwine_by_fdasuarez-d799f3q


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DEMONS OF THE INDUSTRIAL REVOLUTION Empty Re: DEMONS OF THE INDUSTRIAL REVOLUTION

Post by Admin Sun Aug 06, 2017 8:02 pm

Adaranth
DEMONS OF THE INDUSTRIAL REVOLUTION 80fdae_7eb45c3a171245debb33a82bd8f2fc3d~mv2
Adaranth was charged by the god-machine to protect one of its major institutions in Madrid, Spain during the 18th century. The Real Basilica San Francisco el Grande Church was an Infrastructure that kept the god-machine thriving in the European metropolis, and Adaranth's duty was to keep its ministry safe. As he watched from the shadows, Adaranth became fond of a particular devotee, Sister Leona Dominguez. He followed her regularly, and during one jeopardizing night while she was giving alms after curfew, he appeared in order to shield her against ruffians.

Sister Dominguez took this as a holy sign. She felt the heavens advocated her courage as a woman, and began a feminist movement within the church. Enamored by the nun, Adaranth didn't realize that he was slipping away from his autonomous mindset inherited by the god-machine. The angel's visits to Sister Dominguez became more frequent, and soon, the two developed an ardent, yet unsullied love. But only a short time after the pair constituted their relationship was Sister Dominguez accused of heresy. She was imprisoned for her feminism and sentenced to death.

Torn by his absolute commitment to his duties and his newfound ardor, Adaranth accompanied Sister Dominguez in prison. Each day she petitioned for Adaranth's rescue, but the angel could not swallow disobedience to the god-machine's obligations. He allowed for the diocese to drag Leona to the stake and burn her. It was not until the screams of agony that Adaranth shattered, beginning his descent. His late attempts to rescue Sister Dominguez created a spectacle in front of the holy yards, but it was too late. Sister Leona Dominguez died from her wounds. Meanwhile, the god-machine sent its loyal followers to destroy Adaranth. In order to salvage his existence, Adaranth disguised himself as a mortal, and fled. His demonic appearance, winged with plates of armor soddened with blood, protruding veins and a mechanical heart that ticks offbeat, are an afterbirth from when Adaranth ripped at his body in anguish.
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INCARNATION: Guardians (Embeds: Instrumental)
AGENDA: Saboteurs (An Eye for Disorder: Gain a Beat when character draws attention to themselves by destroying or destabilizing a system).
CATALYST: Lost Love
SIZE: 5
SPEED: 11 (12 Demon Form: -1 Armor, but +2 Inhuman Reflexes)[Flight 22}
DEFENSE: 9 {Can't be surprised by anyone within his vicinity with "Read Hostility"}{+2 Reflexively for Shield due to Aegis Protocol}{Pin Weapon: If character misses w/ Melee weapon, they are automatically disarmed by your shield}{Tortoise Shell: If shield is out, -2 to anyone shooting at him}
ARMOR: 3/2 (w/ Armor Form) {Can spend 1 Aether w/ Aegis Protocol to give +2/2 additional Armor (5/4)}
INITIATIVE MOD: +8 _-3 when Blade Hand activated) {Can go first in the first round w/ "Strike First", Reflexively Roll Wits + Brawl, 1 Success needed}
HEALTH: 10
WILLPOWER: 6
COVER: 7
PRIMUM: 5 (Max Attribute 5, Max Aether 14/5, Max Cover 5, Glitches 0)
AETHER: 14
______________________________________________________________________________________
ATTRIBUTES

INTELLIGENCE: 3, WITS: 3, RESOLVE:3

STRENGTH:5 (+2 to all Strength checks w/ Inhuman Strength), DEXTERITY: 5 (+2 to all DEX checks w/ Inhuman Reflexes), STAMINA:5

PRESENCE:3, MANIPULATION:3, COMPOSURE: 3
________________________________________________________________________________________
SKILLS

MENTAL(-3 UNSKILLED)
Academics: 0
Computer:0
Crafts:0
Investigation: 00
Medicine:
Occult: 000 (Religion +1)
Politics:0
Science:

PHYSICAL (-1 UNSKILLED)
Athletics:0000
Brawl: 000
Drive:
Firearms: 0000
Larceny:
Stealth:00
Survival:
Weaponry: 00000 (Swords +1)

SOCIAL (-1 UNSKILLED)
Animal Ken:0 (Horses +1)
Empathy:0
Expression: 0
Intimidation:00
Persuasion: 00
Socialize:0
Streetwise:00
Subterfuge: 000 (Aloof +1)

________________________________________________________________________________________
MERITS

*Multilingual, English & Spanish 0: Can speak both and read the basics with an Intelligence + Academics roll

Ambidextrous (•••)
Effect: Your character does not suffer the -2 penalty for using his off hand in combat or to perform other actions. Available only at character creation.

Weapon and Shield (••••)
Prerequisites: Strength •••, Stamina •••, Weaponry •• Style Tags: Light Melee
Effect: Your character knows how to fight from behind
a shield with a one-handed weapon. These maneuvers strike a balance between protection and offense and are used in tandem with others, such as in a Viking shield wall or riot police formation.
Shield Bash (•): Your character slams her shield into an oncoming opponent, disrupting his attack. When Dodging add her shield’s Size to her pool. If she reduces an opponent’s attack successes to 0 then any additional successes inflict bashing damage.
Boar’s Snout (••): Your character throws everything into a forward charge, trusting in her shield to protect her. Using a weapon and shield, your character can all-out attack and retain her shield’s Size bonus to Defense for the turn. If this maneuver is used the same turn by other allies with shields, then add an additional +1 to Defense for each.
Pin Weapon (•••): Your character uses her shield to trap an opponent’s weapon. If an opponent misses a melee attack against your character he is automatically disarmed.
Tortoise Shell (••••): Your character knows how to position herself so that she’s completely protected by her shield. When using a shield she is considered behind cover with Durability equal to the shield’s size plus one for each shield-wielding ally in her immediate vicinity.
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EMBEDS & EXPOLOITS

EMBED: CHECK BACKDROP (p.133 Demon)
Dice Pool: Manipulation + Firearms
Action: Instant
Success: For the  duration of the combat, any character that makes an attack w/ a firearm but does not take at least one turn to aim automatically misses. The bullet doesn't strike a random target, but sites a wall or the ground harmlessly. If a character does aim, the player gets the Aiming bonus as usual.  This Embed affects all participants in the combat regardless of whether or not the demon is aware of them. The Embed can't be activated unit the first turn of combat however.

EMBED: TURN BLADE (p. 139 Demon)
Dice Pool: Wits + Weaponry
Action: Reflexive
Success: The demon must invoke this Embed before an attack roll. The attacker must be in sight and the demon must know the track is coming. The demon's player chooses either to remove the weapon's damage rating for this track, or for the attack to inflict bashing damage.
Exceptional Success: The demon removes the damage rating of the weapon and makes all the damage bashing.

EMBED: BEHIND THE CURTAIN (p. 161/162)
Dice Pools: Intelligence + Composure + Primum
Action: Instant
Cost: 2 Aether
Success: Demon must be in a type of Infrastructure, then vanishes and reappears at another Infrastructure. The demon can choose which, but unless he knows where, he's firing blind. The demon can only name an approximate distance and type of Inffracustructure (100 miles away, Concealment Infrastructure) and hope that this takes him to a relatively safe locale. The demon gains the Flagged Condition on p. 120.
Exceptional Success: As below, but the Demon does not gain "Flagged."

FREEZE ASSETTS (Guardian)
An opponent with money can make all manner of obstacles go away. A rich individual can afford lawyers, security, weapons and assistants, but more than that, he can afford to live in such a way that those around him defer to him. Money is just one more tool, though, and that means it can be made useless. This Embed allows a demon to stop the target from using his resources, at least for a short time.
Dice Pool: Manipulation + Academics – target’s Resources Action: Instant
Roll Results
Dramatic Failure: The character sends up a red flag somewhere. Although the Embed doesn’t require the character to steal money from the target or even to interact with him in any meaningful way, the character’s meddling manifests as getting the wrong kind of attention. For the rest of the day, the character suffers from the Wanted Condition (–3 to any dealings with official personnel, can be resolved by getting detained or arrested).
Failure: No effect. The demon can try again, but the roll suffers a cumulative –1 penalty for each subsequent attempt against the same target on the same day.
Success: The target is unable to spend money for the next 24 hours. He finds that he has no cash on hand (maybe his wallet has been lifted or he simply has no cash in it), his credit cards are declined, and no one will take his check. Internet payment options don’t work, and of course an IOU is right out. For a short time, the target cannot buy his way out of trouble.
Exceptional Success: Not only is the target unable to spend money, but his friends and employees desert him as well. The demon’s player can choose to temporarily eliminate a number of the target’s other Social Merits equal to the demon’s Primum rating. Eligible Merits include Staff, Retainer, Allies and Contacts, plus any others that the Storyteller feels appropriate.

READ HOSTILITY (Guardian)
A Guardian needs to be able to recognize a potential threat before it becomes an actual threat. One way of doing this is simply to attune oneself to the concept of hostility or intended harm. A demon with this Embed can do exactly that — anyone entering the area with meaning to hurt the demon or a chosen target finds that her baleful intentions betray her.
Dice Pool: Wits + Subterfuge
Action: Instant
Roll Results
Dramatic Failure: The character reads a threat coming from a random, uninvolved person.
Failure: No effect; the character must rely on his natural instincts to suss out any incoming threats.
Success: Once activated, this Embed remains so for the rest of the scene. The demon can center the effect on himself, a single target, or a group of targets, but anyone affected by the Embed must be within the demon’s line of sight. Once the Embed is in effect, the demon automatically recognizes harmful intent from anyone entering the scene. Any attempts to ambush or surprise the demon automatically fail. If the aggressor tries to surprise a target of this Embed (that is, if the demon uses it on a third party), the demon’s player may roll for initiative without checking for surprise, adding the demon’s Primum to the initiative roll. This power detects intent, not danger. As such, if someone out of the demon’s line of sight were to snipe at the target, Read Hostility would be of no help.
Exceptional Success: As above, except the demon automatically takes her action first in an ensuing combat (no initiative roll required on the first turn).

STRIKE FIRST
No one likes to be sucker-punched, especially not a demon. With this Embed, the demon can always be prepared for a fight, no matter how cleverly the enemy sneaks up on him. The character can use this Embed even if he is surprised.
Dice Pool: Wits + Brawl Action: Reflexive
Roll Results
Dramatic Failure: The character loses his action for the first turn of combat and cannot use his Defense for that turn. He watches as all other combatants move dizzyingly quickly around him.
Failure: No effect. The player rolls initiative or suffers the effects of being surprised as usual.
Success: The character acts first in the combat regardless of whether or not he was surprised. This bonus only extends to the first turn of combat, after which the player rolls initiative normally, but adds the successes on this roll to the character’s initiative for the combat. If the character has a concealed or holstered weapon, he can draw it without penalty.
Exceptional Success: As above, but the player does not need to roll initiative. The character acts first for the rest of the combat.
________________________________________________________________________________________
DEMONIC FORM (3 Modifications, 2 Technologies, 1 Propulsion, 1 Process)
DEMONS OF THE INDUSTRIAL REVOLUTION 80fdae_61924147132145d4a903840ecd765c26~mv2

ARMORED PLATES (p.196 Demon)
Armor has a rating of 3/2 and has a Defense and Speed modifier of -1

NIGHT VISION (p. 196)
The demon can see in the dark and gains +2 bonus to Perception rolls. In the dark, he can see details as though it were broad daylight.

INHUMAN STRENGTH
Angels that are tasked with working on physical Infrastructure are often lifting and moving heavy machinery. Some of these angels are expected to also defend the Infrastructure and are equipped with exceptional strength, making them brutally effective. Any demon that wishes to have an advantage in close combat is likely to keep or take this form ability.
Appearance: Muscles bulge and strain under the demon’s surface. The demon could have obvious steel cables instead of musculature, or they may be replaced by a hydraulic system.
System: The demon’s raw power increases. Gain a +2 bonus to all Strength rolls.

INHUMAN REFLEXES (p.196)
Demon's speed and mobility increase. Gain +2 bonus to all Dexterity rolls.

AURA SIGHT (Guardian) (p.199/200)
Cost: None
Dice Pool: Wits + Investigation
Action: Reflexive
Success: Player asks storyteller one question per success about the the person's body language and soul such as "What is this person's mood?" or "Is this person a supernatural creature- and if so, have I seen them before?"

MIRRORED SKIN (Guardian) (p. 203)
As long as the demon is standing still, he is completely invisible to the naked eye. He can still be detected by devices, powers, etc. This works even if they have a glow or electricity. When the demon is moving, he is still nearly invisible, but the shifting of the mirrors might give them away. The demon gains +2 Stealth rolls and any passive observers as -1 to notice them with Wits + Composure.

WINGS (p. 205)
The demon is capable of flight and adds a special factor of 10 to his Speed while flying.

BLADE HAND
Angels designed for warfare and killing people are often equipped with blades or other melee weapons. Instead of having to re-equip lost pieces, the weapons are forged into the flesh of the angel, preventing loss or theft of the weapon and allowing for nothing more than routine maintenance to keep them well- honed. Martial demons often keep or pick up this form ability to ensure that they are always armed in any situation.
Appearance: A large weapon grows from one of the demon’s hands, taking whatever shape the demon wishes. It could be as archaic as a long sword or as modern as a collapsible steel baton and is part of the demon’s body.
System: The demon can summon the weapon to replace his hand or dismiss the weapon as a reflexive action. While using the weapon, he cannot be disarmed without removing the limb. The weapon has a rating of 4L and gives a –3 penalty to the demon’s Initiative. The demon can utilize any Fighting Merits he may have that would normally apply to such a weapon, such as Armed Defense or Heavy Weapons.

ENVIRONMENTAL RESISTANCE
Angels are often on missions that require them to interact with the raw elements. A mission may require a trip to the core of the Earth or to Antarctica to install necessary pieces of Infrastructure. These angels are fortified with an outer layer that protects them from the ravages of these elements. Demons adapt this ability to protect themselves from the elements.
Appearance: The demon’s surface is covered in a thin coating that changes to match his environment, always providing protection. This coating often looks a bit like Teflon.
System: The demon is immune to any adverse effects from all Environmental Tilts.

WOUND HEALING
Some angels are designed for endurance in combat. Usually, these angels are charged with protecting an individual or an item of importance to the God-Machine. While these angels may be strong and fast, multiple combats can be deadly, even for a tireless angel. These angels have special hardware that allows them to heal damage over time, making them tremendously hard to destroy. Demons adapt this form ability if they are often engaged in combat.
Appearance: The demon is riddled with scars. These could be weld lines on metallic surfaces, or red welts along the demon’s skin.
System: The demon can heal wounds reflexively. On his turn the demon heals the right most filled Health Box as long as it is filled with Bashing or Lethal damage.

AEGIS PROTOCOL
An angel in charge of defending an important cog or piece of Infrastructure for the God-Machine must be able to withstand all types of onslaught. The angel is equipped with defensive gear that is adaptable to all types of attacks, allowing the angel to be prepared for anything. Demons with this ability often find themselves on the front lines of combat.
Appearance: A small shield grows from one of the demon’s hands, taking whatever shape the demon wishes. It could be a small round disk made of wood or metal, or look like a giant flat bone protruding from the demon’s arm.
System: The demon calls upon a small shield as a reflexive action. The shield grants the demon partial concealment and gives a +2 bonus to his Defense, but does not impart any penalty to his Initiative. The shield can be used as a weapon with a rating of 1L. In addition, the demon can reflexively spend one Aether to have the shield expand to create an armored barrier around him, giving him an additional armor rating of 2/2 which stacks with any other armor he may have, either from a power or from clothing.

RIVET ARM
Building Infrastructure is sometimes as fundamental as paving a road or building a structure. Angels in charge of overseeing or constructing structural Infrastructure are modified to have tools always at hand. Demons have found that this form ability works just as well as a weapon as it ever did as a tool to build.
Appearance: One entire arm transforms into some kind of tool, such as a nail gun or a riveter.
System: The demon can summon the weapon to replace his hand as a reflexive action. It is part of the demon’s body and cannot be dropped or taken away. The gun shoots projectiles that are manifested within the demon, so he does not have to worry about ammunition or reloading. The demon can make an attack with the gun using his Wits + Firearms. The gun has a damage rating of 3L and does not penalize the demon’s Initiative.
If used as a tool for relevant building projects, the gun gives a +2 bonus to the roll. The demon can utilize any gun Merits he may have with this weapon, such as Firefight or Marksmanship.
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EQUIPMENT

***All equipment, Armor, Sword, Shield and Rivet gun, are part of the character's Demonic Form.
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Dice pools

Blade Hand: +13 to Attack
Damage: +4L

Shield Attack: +12
Damage: +1L

Rivet Gun: +7
Damage: +3L


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DEMONS OF THE INDUSTRIAL REVOLUTION Empty Re: DEMONS OF THE INDUSTRIAL REVOLUTION

Post by Admin Sun Aug 06, 2017 8:08 pm

Rubio
DEMONS OF THE INDUSTRIAL REVOLUTION 80fdae_9dca4a0416154f3c995ccaec033e40dc

Virtue: Eccentric
Vice: Selfish
Incarnation: Messenger
Agenda: Tempter
Concept: Manipulative Politician
Primum: 8
Aether: 30
Glitches: 2
Speed: [/b] 14
Cover: 5
Size: 5
Defense: 8
Armor: 0/0
Initiative Mod: +10
Health: 9
Willpower: 10
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ATTRIRBUTES

Intelligence: 8 (+2 w/ Inhuman Intelligence), Wits: 5, Resolve: 6 {Trained Observer: 8-Again for Perception Checks}{Indomitable: +2 to Mental Attacks}

Strength: 4, Dexterity: 5, Stamina: 4

Presence: 8, Manipulation: 8, Composure: 5 {Trained Observer: 8-Again for Perception Checks}{Indomitable: +2 to Mental Attacks}
________________________________________________________________________________
SKILLS

Mental (-3 Unskilled)
Academics: 00000
Computer: 00
Crafts: 0
Investigation: 000000
Medicine: 000
Occult: 0000000 (Angels +1)
Politics: 00000000 (Demon Politics +1)
Science: 000

Physical (-1 Unskilled)
Athletics: 000
Brawl: 000
Drive: 0
Firearms: 0
Larceny: 0
Stealth: 0000
Survival:00
Weaponry: 000

Social (-1 Unskilled)
Animal Ken: 0000 (Lions +1)
Empathy: 0000
Expression: 000000 (Oratory +1)
Intimidation: 00
Persuasion: 0000000
Socialize: 000000
Streetwise: 00000
Subterfuge: 00000000 (Lies +2 w/ Area of Expertise)
_________________________________________________________________________________
MERITS
Language, Aether: N/A
Language, English: 0
Language, French: 0
Language, German: 0
Language, Spanish: 0
Language, Portuguese: 0
Language, Latin:0
Language, Greek: 0
Language, Japanese: 0
Language, Chinese: 0
Language, Arabic: 0
Language, Welsh: 0

Resources: 0000

AREA OF EXPERTISE, LIES •
Prerequisite: Resolve •• and one Skill Specialty
Effect: Your character is uncommonly specialized in one area. Choose a Specialty to assign to this Merit. Forgo the +1 bonus afforded by a Specialty in exchange for a +2.

EIDICT MEMORY (••)
Effect: Your character recalls events and details with pinpoint accuracy. You do not have to make rolls for your character to remember past experiences. When making Intelligence + Composure (or relevant Skill) rolls to recall minute facts from swaths of information, take a +2 bonus.

INDOMINDABLE (••)
Prerequisite: Resolve •••
Your character possesses an iron will. The powers of the supernatural have little bearing on her behavior. She can stand up to a vampire’s mind control, a witch’s charms, or a ghost’s gifts of fright. Any time a supernatural creature uses a power to influence your character’s thoughts or emotions, add two dice to the dice pool to contest it. If the roll is resisted, instead add +2.

TRAINED OBSERVER (•••)
Prerequisite: Wits ••• or Composure •••
Effect: Your character has spent years in the field, catching tiny details and digging for secrets. She might not have a better chance of finding things, but she has a better chance of finding important things. Any time you make a Perception roll (usually Wits + Composure), you benefit from the 9-again quality. With the three-dot version, you get 8-again.

BOLTHOLE (••••••••••+)
Effect: Your character has a safehouse she can hole up in when things get bad. The bolthole is part of the Infrastructure that maintains your character’s Cover (though the demon can access it no matter what Cover she wears), which means it doesn’t exist entirely in the physical world. It has an entrance anchored to a specific point in the real world, but the location itself exists outside three-dimensional space. Boltholes are neither spacious nor luxurious — at best, they’re a dingy, dimly- lit windowless space about the size of a one bedroom apartment with enough space to house three or four people. That’s not the point of a bolthole, though. The point is safety and security.
All boltholes have the following benefits:
Wards: The bolthole is warded against angels (see Warding, p. 353). The wards have an indefinite duration, but can be broken.
Stasis: Time doesn’t exist inside a bolthole. People (including demons) inside don’t age, hunger, or thirst, which makes it theoretically possible to stay in a bolthole indefinitely. However, this stasis also means that injuries and illnesses don’t heal without supernatural intervention. Moreover, the isolating effects of stasis take a toll on the mind: a human character who spends more days in a bolthole than her Resolve + Composure must roll for a breaking point at a –2 penalty.
Unnoticed: Boltholes are hard to notice for anyone other than their owner. Any roll to find a bolthole entrance, whether by mundane investigation, occult powers, or simple direct observation, suffers a penalty equal to your character’s dots in the Merit. Your character can negate this penalty merely by telling someone where the entrance is, but once someone knows the bolthole’s location (either by being told or overcoming the penalty), they can tell anyone.
Dots in this Merit are used to purchase additional effects:
No Twilight (•): Within the bolthole, the state of Twilight does not exist. Any ephemeral being that comes inside is automatically fully Manifested. This only applies once they’re inside (so, for example, they can still get in if the bolthole also has a Trap Door).
Self-Destruct (•): The last resort of a desperate demon: your character can sacrifice her bolthole, losing all dots she has in the Merit to inflict a point of lethal damage per dot to everyone and everything inside. Any survivors have one turn to get out before the bolthole vanishes and they are lost in the depths of spacetime forever. Your character does not have to be within the bolthole to activate this effect. You may reallocate any dots assigned to the destroyed bolthole (see Sanctity of Merits, p. 287).
Trap Door (••): As long as your character is inside the bolthole, the entrance from the physical world doesn’t exist. Ephemeral beings who know where the entrance is can still try to pass through, but not even knocking down the wall the door should be on allows physical access to the bolthole.
Easy Access (•••): By spending a point of Aether, your character can turn any door into the access point for her bolthole. Only one door can lead to the bolthole at a time, but the change lasts till your character sets a new door. Whenever anyone leaves the bolthole, it’s always from the last door they entered through.

__________________________________________________________________________________
Agenda Condition

VERSATILE TRANSFORMATION (•)
Effect: When you partially transform into your demonic form (see Partial Transformation, p. 196), it costs 1 Aether per two form abilities manifested. You don’t have to manifest two if you don’t want to.
______________________________________________________________________________
EMBEDS
Embeds (MESSENGER), Vocal: Messengers excel at Embeds based on communication and its core concepts.

TAG AND RELEASE
Life as a demon is an exercise in patience. A demon needs to know when to approach a target, when to strike (for whatever value of “strike” is appropriate) and when to leave well enough alone. This Embed makes this kind of patience easier; the demon can mystically mark a target so that he can find it later. The demon must touch the target to mark it.
Dice Pool: Dexterity + Expression Action: Instant
Roll Results
Dramatic Failure: The demon obliterates the target from his memory. Once the target leaves his immediate presence, he cannot find it againno matter how hard he looks. He remembers that he is looking for someone, but cannot remember who or why. This effect lasts for a number of days equal to the demon’s Primum rating.
Failure: No effect; the demon can attempt to mark the target again, but suffers a cumulative –1 penalty to do so for each attempt within the same scene.
Success: The demon places a mystical mark on the target. This target can be a person, a building, or an object. For a number of days equal to the demon’s Primum rating, the demon can find the target no matter where it is. If the target dies or is destroyed, the demon senses this immediately.
Exceptional Success: As above, and in addition the demon gains a bonus on one action involving the target. The bonus is equal to the demon’s Primum rating, and can be anything from research to persuasion to an attack.

ALIBI
A person being in two places at once is generally a violation of the laws of physics, and yet demons manage. This power doesn’t actually enable the demon to duplicate himself, but rather to shift his Cover so that people see it in another place. If a demon has multiple Covers, he can choose which one establishes the Alibi (it doesn’t have to be the Cover he’s currently using). In either case, the “duplicate” can’t take meaningful action — nothing that would require a dice roll — but the power makes for a good way for a demon to establish plausible deniability or lose a tail.
Dice Pool: Manipulation + Stealth
Action: Instant
Roll Results
Dramatic Failure: The demon’s Cover appears somewhere other than his current location, but not anywhere useful for
establishing an alibi. It might appear in a restricted area on an Army base, at a drug buy, or somewhere far away from any witnesses. The demon has no idea where it appeared or what the consequences might be, but the Storyteller is encouraged to make them interesting.
Failure: No effect. The demon cannot use this Embed to establish and alibi for the target scene.
Success: The demon separates himself from his Cover for a short time (one scene). The Cover appearing is able to make small talk, but not to make dice rolls or take significant action. Worse, if by some strange chance the Cover “dies,” the demon immediately drops to Cover 0 (see p. 115) unless he has another Cover to shift to or a pact to call in. During the scene, the demon can take any actions he wishes without fear that his deeds will be traced back to his Cover. As such, during that scene the demon cannot be compromised by taking actions antithetical to that Cover (though activating Exploits or demonic form powers still causes compromise normally).
Exceptional Success: As above, but the Cover possesses a slightly greater degree of self-awareness. If threatened, the Cover leaves the area and vanishes when it is out of sight. This might threaten the character’s alibi, but it won’t leave the demon with no Cover.

AUTHORIZED
People don’t generally enjoy confrontation, and most of them fold in the face of authority. With this Embed, the demon shows a symbol to a witness — it might be a costume sheriff’s badge or just a quick flip of the demon’s wallet — and the witness believes that the demon has the legal and societal right to be where she is, doing what she is doing.
Dice Pool: Manipulation + Intimidation – highest Intelligence present
Action: Instant
Roll Results
Dramatic Failure: The witness knows immediately that the demon has no authority and can order her to leave. The demon must either meekly obey or reveal herself as a demon (activating her demonic form — p. 195).
Failure: No effect. The witness might ask to see the demon’s “badge” or otherwise verify her credentials. The demon might still be able to talk her way out of this, but she must do it through mundane means.
Success: The witness believes whatever cover story the demon offers and allows her to remain or to pass. This can allow demons access to locked rooms, files, closed meetings and exclusive clubs. It does not, however, allow the demon to exert any undue influence over the witness. If a demon uses this Embed to gain access to a man’s office while he isn’t there, it doesn’t prevent his secretary from calling the man to alert him.
If the witness catches the demon doing something that would be a breaking point for him (the witness, that is), the effects of the power end. A demon might be able to get into the man’s office, to continue the example, but if the secretary catches the demon setting the place on fire the Embed no longer applies.
Exceptional Success: In addition to the above, the demon can give the witness one simple command. This command cannot force the witness to do something that would cause a breaking point, but “stay out here” or “don’t tell anyone I was here” are probably reasonable examples.

IDENTITY THEFT
Becoming another person for purposes of using their money, insurance, or credit is simple enough for anyone with a computer and a little con artistry. A demon, however, can do so much more by playing on the notion of “identity” at a conceptual level. She can become someone else in more than just name, wearing her target’s face and seeing with her eyes. The effect doesn’t last very long, but a careful demon can build up a “stable” of identities that she uses frequently, allowing her to escape from pursuers quickly ... or even to strike at her foes using her co-opted identity’s resources.
Dice Pool: Manipulation + Subterfuge
Action: Instant
Roll Results
Dramatic Failure: The demon inadvertently gives her identity to the target, but keeps none for herself. This has a number of unpleasant effects. First, the demon has no identity at all and wanders, dizzied and confused, until the power’s effects wear off. She is unable to spend Aether or use her other Embeds, and has no clear idea who she is. This effect lasts for a number of hours equal to (10 – Cover), using the Cover the demon was using when she used this Embed.
Failure: No effect; the demon retains her own identity, as does the target. The demon can try again (apply a cumulative –1 penalty for each successive attempt against the same target in the same day).
Success: The demon takes the target’s identity. The demon’s face subtly shifts to resemble the target, her voice and mannerisms change, and she slips into the character’s life. The demon gains access to the target’s Social Merits, including Resources, Allies, Retainers and so forth, for a number of hours equal to the successes on the roll. Meanwhile, the target loses her identity entirely and succumbs to lethargy — she sleeps while the demon is using her persona, or sometimes wanders in a daze. If the target dies while the demon is using her identity, the demon must release the identity immediately. The player makes a compromise roll, with a negative modifier equal to the number of hours that the demon has already used the identity on this occasion. The demon must touch the target in order to use this power, but once she has made contact, she can use the power on the target within a number of miles equal to her Primum. Identity Theft does not work on supernatural characters (any character with a Supernatural Tolerance trait).
Exceptional Success: The theft lasts for up to 24 hours, though the demon is free to cancel the effect at any time. The demon is advised to keep close tabs on the target during this time, though, since the longer the theft continues, the more dangerous it becomes for the demon if the target dies.

LIVING RECORDER
The best recorder of data is a human brain. While it suffers from limited visual angles, it also records information of a tactile, auditory, and olfactory nature and even has the ability to interpret that information. A demon with the right knowledge can use a target person as a living recording device, accessing the data at leisure. This is a very useful way to obtain someone’s password or case a building — simply turn someone into a recorder and let everyday life do the rest. The demon must touch the target to turn her into the Living Recorder.
Dice Pool: Manipulation + Investigation
Action: Instant
Roll Results
Dramatic Failure: The demon immediately receives all of the data that the target has accumulated over the last few months, all at once. The rush of information isn’t useful — it’s all body feelings, random snippets of songs or episodes of the target’s favorite show. The demon gains the Distracted Condition (–2 to Perception and meditation rolls, can resolve by choosing to fail a Perception or Mental Skill roll).
Failure: No effect; the target is not a Living Recorder. The demon can try again (apply a cumulative –1 penalty for each successive attempt against a given target in the same scene).
Success: The demon turns the target into a Living Recorder. The demon can specify when the recording starts and ends, but must specify a time relative to the activation of the Embed (“12 hours from now”). The target can record a number of scenes equal to the demon’s Primum. The demon must make physical contact with the target again to “download” the information, at which point the demon has the same access to the data as he would if he’d experienced it directly.
Exceptional Success: As above. In addition, the demon can force the target to forget any sections of the information that he wishes to “edit out.”

EVERYBODY KNOWS
Rumors take on their own lives, and a demon can spread rumor like a disease. The demon creates the rumor, the more general and destructive the better, and places it on a target. From then on, anyone the target speaks with “contracts” the rumor and starts acting on it — even if the character has never actually heard the rumor or even met the target. This Embed allows a demon to drive a target to ruin and loneliness, because by reaching out for help, the target just makes things worse.
Dice Pool: Manipulation + Subterfuge
Action: Instant
Roll Results
Dramatic Failure: The rumor attaches itself to the demon as well. The parameters of the rumor are as described for “Success,” below, except that in addition to the rumor’s other effects, it risks compromise once per week. The demon can shift into a new Cover and stay away from the “tainted” one for a week to shed the rumor and resolve the Condition.
Failure: No effect; the rumor doesn’t take. The demon can try again (apply a cumulative –1 penalty for each successive attempt against the same target).
Success: The demon crafts a rumor (the player describes it to the Storyteller; it needs to be plausible, based on the target) and tells one person of the target’s acquaintance. The target then spreads the rumor by coming into contact with people — everyone he meets or talks to believes they have already heard the rumor, and this colors how they interact with the target. In game terms, the target gains an appropriate Condition (probably Notoriety, but the Storyteller or the player can craft a new one — maybe Shamed or Shunned). The target can shed this Condition by isolating himself for a number of days equal to the demon’s Primum, regardless of the normal resolution circumstance.
The rumor can only be spread face to face, meaning that while isolating himself, the target can use technological means of communicating with the outside world.
Exceptional Success: As above, except the rumor is virulent enough to spread through Internet or phone line. Just sending an email to someone is enough to spread the rumor. Also, the target must spend twice as long in isolation before the rumor fades.

I KNOW SOMEONE
The character is a member of the Tempters and probably an associate of one of their secret societies. Through this membership, he has access to the Decadents’ extensive network of friends and favors owed, giving him threads to pull all over the city.
Beat: Gain a Beat when the character delegates a task, talks someone into taking a risk on his behalf, or otherwise avoids getting his hands dirty directly.
Resolution: The character knows someone everywhere. With a single phone call or a word in the right ear, the character can gain instant VIP treatment. He enjoys a +3 bonus to a Social roll where VIP status would be a significant benefit, such as being admitted into an establishment that caters to a restricted clientele, cutting red tape, or similar.
Concepts: Compulsive gambler, college student raver, business tycoon, drug dealer, rock star, secret agent, frat boy, homeless junkie, occult scholar, wealthy socialite.
Dramatic Failure: The demon immediately receives all of the data that the target has accumulated over the last few months, all at once. The rush of information isn’t useful — it’s all body feelings, random snippets of songs or episodes of the target’s favorite show. The demon gains the Distracted Condition (–2 to Perception and meditation rolls, can resolve by choosing to fail a Perception or Mental Skill roll).
Failure: No effect; the target is not a Living Recorder. The demon can try again (apply a cumulative –1 penalty for each successive attempt against a given target in the same scene).
Success: The demon turns the target into a Living Recorder. The demon can specify when the recording starts and ends, but must specify a time relative to the activation of the Embed (“12 hours from now”). The target can record a number of scenes equal to the demon’s Primum. The demon must make physical contact with the target again to “download” the information, at which point the demon has the same access to the data as he would if he’d experienced it directly.
Exceptional Success: As above. In addition, the demon can force the target to forget any sections of the information that he wishes to “edit out.”

ANIMAL COMMUNICATION
Animals are obviously capable of communication, but are they capable of language? Linguists and animal behaviorists have struggled with the question (and how to define language) for years, but demons know the truth — animals can, at the very least, understand language if it’s presented in a pure enough form. Demons, of course, can use that form.
Dice Pool: Manipulation + Animal Ken Action: Instant
Roll Results
Dramatic Failure: The demon triggers the animal’s primal fear responses. It immediately either flees the demon’s presence or, if it cannot flee, attacks.
Failure: No effect; the demon cannot communicate with the animal. The demon can try again (apply a cumulative –1 penalty for each successive attempt with the same animal).
Success: The demon can give the animal instructions, which it follows to the best of its ability. The animal will not do anything outside of its nature, but the demon can manipulate the animal’s perceptions somewhat. That is, a squirrel would not normally enter an open window and steal a jump drive, but it would certainly swipe popcorn or some other such treat from a distracted person and that’s close enough. A dog won’t attack a person for no reason, but the demon can give the dog a reason — since the dog would attack a person under the right circumstances (starving to death, feeling threatened, protecting its pups), the demon can force the issue.
The demon can only issue one task to the animal, but he can use this Embed again once the task is complete.
Exceptional Success: The demon can gain information from the animal, learning what it has seen or experienced in addition to giving it a command.

TRUST NO ONE
Someone with a strong social support system is less likely to believe an angelic vision or prophecy. This is why Messengers understand how to cut those support systems, removing important or useful people from a target’s life, at least for a short time. The demon must touch the target in order to activate this Embed, but using it doesn’t require that the demon know the particulars of the social circle he is disrupting.
Dice Pool: Manipulation + Subterfuge – Resolve Action: Instant
Roll Results
Dramatic Failure: The target immediately reaches out to someone in his social circle for reassurance or aid and receives it. What effect this has on the demon and his plans varies based on the situation, but the target is less isolated than before, which is probably contrary to the demon’s intent. Apply a penalty equal to the demon’s Primum to any rolls attempting to rattle, disturb, or interfere with the target’s social life for the next day.
Failure: No effect; the target still has full access to all his Merits. The demon can try again (apply a cumulative –1 penalty to each successive attempt against the same target on the same day).
Success: An insidious paranoia grips the target and he refuses to reach out to any friends or allies. For the rest of the day, the target may not make use of Merits such as Staff, Mentor, Retainer, Allies, Contacts, True Friend or Hobbyist Clique, nor may he reach out to more casual friends not represented by Merits.
Exceptional Success: In addition to the above, the demon can make use of the target’s paranoia. Add the demon’s Primum rating to any roll to intimidate, frighten, or manipulate the emotions of the target.

VOICE OF THE MACHINE
This is a dangerous Embed, but demons find it useful. All machinery carries with it the reflection of the God-Machine. This is why demons feel the strange attraction to mechanical apparatus that they do (p. 184). The hum of motors and the grind of gears is the voice of the God-Machine and carries hints of the Machine’s plans. A demon can listen to this voice and gain some insight into what is going on around him, but he must be careful that the machinery does not betray him.
Dice Pool: Wits + Crafts Action: Instant
Roll Results
Dramatic Failure: The character must immediately check for blown Cover at a –5 modifier. If the roll fails, not only do the usual consequences apply, but an angel is immediately dispatched to deal with the demon. The angel might or might not be capable of dealing with the demon, but the demon gains the Known Condition (the God-Machine knows where he is and will send agents to follow him; switching Covers resolves the Condition).
Failure: No effect. The player must immediately check for compromise (–1 penalty).
Success: The demon listens to the voice of the God- Machine and gains some hint as to the Machine’s plans in the area, or some useful bit of information. This information is at the Storyteller’s discretion, but it might be worth, at most, a +3 modifier to a roll when it becomes relevant. This Embed serves as a useful way to move the plot along, however, so the modifier may or may not be necessary.
In any case, the player must roll to avoid compromise (+1 modifier).
Exceptional Success: As above, except that that the character does not risk breaking Cover.
__________________________________________________________________________________
EXPLOITS
SyStemS: Exploits do not fall into categories the way Embeds do, nor do they require conceptual underpinnings. They rely on the demon forcing the mystical power of Aether into the same subroutines that allow Embeds, and then keeping that burst of power under control. They are more overtly powerful than Embeds, but they draw attention.
Every use of an Exploit causes a roll to avoid breaking Cover. The Storyteller should add modifiers to this roll based on how blatantly the character is acting out, how many people (not demons) can see the action, whether any angels can see the action, and whether or not any other Exploits have taken place during the scene. The player can spend a point of Willpower to avoid this roll.


FORCE RELATIONSHIP
The demon can change the connections between people, forging a kind of temporary Cover between them. She can make two people into lovers, enemies, friends, or family. This Exploit doesn’t actually change the targets physically, meaning that if the demon turns two people into “brothers,” they think of themselves as brothers but a DNA test will not show them to be related. This Exploit allows a demon to get around the drawbacks of a low Cover, at least for a short while.
This Exploit can be used to alter preexisting relationships, but this is actually more difficult than just creating a relationship out of nothing. This is because human relationships are a tangled web of past events, impressions, brain chemistry, and possibility, putting many more variables in play.
Example Prerequisites: Homogenous Memory, Shifty Eyes Dice Pool: Presence + Empathy + Primum
Action: Extended (5 or 10 successes, one roll per hour) Cost: 1 Aether
Roll Results
Dramatic Failure: The targets develop a relationship, but it is that they are united in hatred of the demon (or rather, her current Cover). The characters might never discover this mutual animosity, but if they do, they will plot against the demon. Depending on what kind of people they are, this might take the form of following the character around, trying to discredit her, or just attempting to murder her.
Failure: The character can choose to abandon the Exploit or accept a Condition (as described on p. 313).
Success: The character either forges a new relationship between two characters who have never met (which requires five successes) or alters an existing relationship (which requires 10). The relationship can be anything that the character specifies: lovers, friends, casual acquaintances, enemies, rivals, and so forth. The relationship is reciprocal (that is, if the demon decides the targets are friends, then they both feel the friendship), as long as both targets are not demons. If one target is a demon, the relationship is established but the demon doesn’t necessarily feel one way or another about the target. The demon can Force Relationships using herself as a target, which is a good way to shore up a Cover and throw off an investigator. Characters trying to investigate a Cover suffer a –3 penalty as long as this Exploit remains in effect.
The effects of Force Relationship last for a number of days equal to the demon’s Primum. If the demon forged the relationship between herself and a human target and she raises her Cover before the Exploit wears off, she can choose to make the relationship true (that is, the power doesn’t wear off, though the relationship might change or degrade normally).
Exceptional Success: The player can choose one of the options on p. 313 or can convert the amount of time that the Exploit stays active to a number of weeks equal to the demon’s Primum rating, not days.

HELLHOUNDS
The demon infuses an animal with Aether, turning it into a nightmarish mesh of biomachinery and flesh. The creature is not long for this world (unless the demon wishes to supply it with the Aether it needs to live), but while it lives, it obeys the demon unquestioningly. Example Prerequisites: Animal Messenger, Right Tools, Right Job
Dice Pool: Intelligence + Animal Ken + Primum Action: Instant
Cost: Animal’s Size in Aether
Roll Results
Dramatic Failure: The animal becomes a nightmarish hell- beast but immediately attacks the demon, attempting to eat his flesh and consume his Aether. If the character can escape, the Hellhound hunts down whatever source of Aether it can find.
Failure: The animal does not become a Hellhound.
Success: The animal twists, mutates and reshapes itself into a cryptid (p. 228). It retains its basic form, but fur often becomes metallic and shiny, eyes become glass and wires and a dog’s panting gives way to mechanized gear-grinding.
The traits of such a creature vary depending on its base animal, but the dog traits on p. 203 of the World of Darkness Rulebook work nicely to simulate such creatures with little to no alteration. For other animals, use the traits of the animal (or a similar animal; the raven’s traits work for most birds, for example) and add the demon’s Primum + successes on the Exploit roll in dots at the player’s discretion. Or, if the player has some time to think ahead, use the cryptid creation rules on p. 228 to come up with a Hell-beast that the Storyteller and the player agree upon.
The creature can communicate with the demon, meaning that if the demon grants his creation the Eidetic Memory Merit, he can send it out to spy and then “download” the information his pet has recorded.
The Hellhound lives for one scene. After that, it requires Aether to keep it alive. It must consume one point of Aether per day per point of Size (so Hell-rats are much easier to maintain than Hellhounds, long term). If the creature doesn’t get his daily diet of Aether, he dies. Note, too, that Hell-beasts cannot pass for normal animals — they are obviously supernatural creatures. The demon can have as many Hell-beasts at a time as he wants to maintain.
Exceptional Success: No additional effect beyond the superior capabilities that multiple successes grant.

LIVING SHADOW
The demon changes her form into a self-aware shadow, able to follow a person anywhere so long as enough ambient light is around to let him cast a shadow. The demon can switch “hosts” as well, following on the heels of one person after another to gain entrance to heavily secured areas.
While in shadow-form, the character can see and hear normally, but cannot speak, feel or otherwise interact with the world.
Example Prerequisites: Eavesdrop, Miles Away Dice Pool: Intelligence + Stealth + Primum Action: Instant
Cost: 1 Aether
Roll Results
Dramatic Failure: The character becomes a shadow and attaches to the target host, but cannot detach herself or change hosts. She is stuck as the person’s shadow until that person no longer has one (which might not happen until that person goes to bed at night). The demon can escape this predicament by entering demonic form, but that might cause its own problems.
Failure: The demon fails to become a shadow.
Success: The character becomes a living shadow as described and attached herself to a target host (human, demon, animal — it doesn’t matter, so long as the target casts a shadow). The demon can switch targets reflexively as her shadow form touches either the new target or the new target’s shadow. As such, switching being targets in a crowd on a sunny day is easy and allows the character to travel great distances in seconds.
The character can reform at any time as an instant action, but is advised to do so when the target is looking away — or use an Embed like Hush (p. 128).
Exceptional Success: The demon can detach from her host and move up to a number of yards equal to her Primum before she must attach to a new host. During this time, she can slip under doors or through transparent surfaces.

MURDER BY IMPROBABILITY
The universe has a million ways to kill, even without involving intent from others or infirmity of the human body. Freak accidents claim thousands of lives every day; a demon with the right mystical understanding can snatch some of that lethal improbability from the universe and aim it at a victim. The unfortunate victim might be struck by a falling chunk of blue ice, trip and fall off a platform in front of a train, or stumble through a Rube Goldberg-esque configuration of accidents that leaves him lying on a sidewalk with scissors between his ribs.
Against some targets, this Exploit kills instantly and surely. Against others, it makes the world more dangerous, but does not automatically result in death. Demons are unsure what the difference is, but note that the Exploit is useless against the Unchained and beings with strange, otherworldly natures are more resistant to it.
In game terms, this Exploit counts as an attack and can be used to kill a human target under the Down and Dirty Combat rules (p.317). If the target is touched by the supernatural in any way, however, then Murder by Improbability does not function in this manner. Instead, it makes the character extremely, possibly fatally, unlucky — but the demon still needs to nudge that character’s fate in the direction of death.
Example Prerequisites: Lucky Break, Strike First
Dice Pool: Intelligence + Academics + Primum vs. Presence
+ Supernatural Tolerance Action: Instant
Cost: 1 Aether
Roll Results
Dramatic Failure: The demon miscalculates and carries the miasma of ill luck with her. The Exploit doesn’t affect the demon directly, but alters the probability of events around her. She gains the Jinx Condition — before every roll another character makes affecting the demon (helpful or harmful), the Storyteller rolls a single die. If it comes up odd, the character adds the demon’s Primum to the roll. If it comes up even, the character subtracts the demon’s Primum from the roll. The demon can shed this Condition by choosing to change a failure to a dramatic failure (she still gets the Beat for doing so; see p. 287).
Failure: The character fails to alter probability.
Success: If the demon is using this Exploit against a human being with no ties to the supernatural and no extraordinary fate (this is at the Storyteller’s discretion; demons occasionally try to kill world leaders with this Exploit and usually fail), the target suffers a freak accident and dies within the next scene.
For supernatural characters or character whose fates are too complicated to be snuffed out so easily, all attacke against the character during the next combat scene he experiences add the demon’s Primum to any weapon bonus.
This Exploit does not work against demons.
Exceptional Success: No additional effect against human characters. Against supernatural characters, the demon places the Sword of Damocles Condition on the character. The character suffers a penalty to his Defense equal to the demon’s Primum. He can resolve this Condition by willingly suffering damage equal to the demon’s Primum (this damage takes the form of an accident — tripping and falling on his own weapon, a stray bullet strikes the character, etc.). Since Storyteller characters don’t usually track Beats or resolve Conditions, the player can decide when this damage is applied.

PLAY ON WORDS
A particular collection of sounds can have many different meanings in a language. For instance, /rait/ can be “write” (to produce a graphic representation of words), “right” (correct or just) or “rite” (a ceremony or ritual). In French, the words “cent,” “sans” and “sang” all sound very much alike, but mean “100,” “without” and “blood,” respectively. In Spanish, the sentence “Está esposado can either mean “He’s married” or “He’s in handcuffs.” A demon using this Exploit can shift the meaning of such a word, and change the situation in the process.
Note: This Exploit is challenging to use. It requires that the player pay attention to what other characters are saying and jump on the opportunity to activate the power. It’s perfectly acceptable for a player whose character has this Exploit to have a list of multiple meaning words (do an online search for that phrase; teacher resource websites have them) to keep handy. The Storyteller should not allow players to use this power on phrases more than a sentence or two back in the conversation (though the player is allowed to ask for a “time out” in the conversation while she briefly considers whether and how to use this Exploit).
The compromise roll for using this Exploit suffers a –2 penalty.
Example Prerequisites: Common Misconception, Meaningless
Dice Pool: Presence + Expression + Primum Action: Reflexive
Cost: 2 Aether
Roll Results
Dramatic Failure: The demon fails to shift the meaning of the word, but does impact her own ability to communicate. For the remainder of the scene, the demon’s natural ability to use language leaves her; she functionally has the Mute Condition (p. 310). She can still write or gesture, but speaking produces only gibberish.
Failure: The power fails.
Success: This power works on spoken words only. The demon might see a character having a shot of vodka, but cannot change it into a shot of penicillin unless the drinker actually uses the word “shot.” When the demons hears an appropriate phrase, the player activates the Exploit and suggests to the Storyteller what happens.
The potential uses for this Exploit are quite beyond the scope of this book to list, given that words with multiple meanings vary between languages and even regions (a “crick” might be a pain in the neck or a small stream in the woods, depending on where you live). Instead, here are a few suggestions:
• Damage: The demon changes reality so that a target suffers damage (the aforementioned shot of vodka could be changed to “shot by a gun”). The target suffers one point of lethal damage per success on the Exploit roll.
• Incapacity: The demon shifts meaning to inconvenience or incapacitate a character (the Spanish-speaking victim says “estoy esposado” — “I am married” — but winds up in handcuffs). The victim is immobile until the Exploit wears off or the demon releases him.  
General Strangeness: The victim says that he will “write” something down, only to wind up performing a “rite.” Another refers to the right to “bear” arms and looks down to discover his shirt sleeves missing (“bare” arms), or that they have grown thick fur and claws (“bear” arms). Effects like this might have any number of consequences, but for truly drastic ones, the Storyteller is justified in asking for a second compromise roll.
If Play on Words is not meant to cause direct damage, the effects last successes + Primum rating in hours.
Exceptional Success: The demon regains the Aether spent on this Exploit, absorbing it from the chaos around him.

RAIN OF BLOOD
The demon raises her hands to the heavens and calls down rains of blood, hailstorms of teeth or tiny screws, lighting storms punctuated with the grinding sounds of gigantic gears or any number of bizarre and inexplicable weather phenomena. The residual effects of this weather evaporate into Aether within an hour after the storm stops, and people rarely believe that anyone actually saw a storm of blood — not without evidence, surely.
The immediate effects of the storm can be incredibly damaging, depending on how powerful the demon is. The demon can, however, opt to minimize damage to living creatures, conjuring the storm for property damage alone.
Example Prerequisites: Cuckoo’s Egg, Tower of Babel
Dice Pool: Strength + Occult + Primum
Action: Instant
Cost: 3 Aether
Roll Results
Dramatic Failure: The storm appears, but only as a completely mundane and unimpressive rain shower (if the character uses this Exploit somewhere dry, then it might just be a bout of strong winds). The God-Machine notices the attempt, however, and sends agents to find the demon. The demon gains the Hunted Condition.
Failure: The storm fails to occur.
Success: The demon calls up a violent and supernaturally incredible storm. Any of the examples described above are appropriate and the player can probably dream up all kinds of unpleasant and bizarre manifestations appropriate to her character. The storm counts as an extreme environment (p.335) of a level equal to the demon’s Primum (maximum 4) or less. The player decides the level of the storm, but cannot change it once she makes this decision. The storm damages property and the surrounding area at its full value, regardless of whether it is harmful to humans. In addition, human characters that witness the storm may, at the Storyteller’s discretion, become stigmatics.
The storm lasts for a number of hours equal to the demon’s Primum.
Exceptional Success: As above, except that the demon can change the storm’s level (from 0 to a maximum of her Primum) any time during the storm.

RIOT
The demon stands in the midst of a group of people and screams in defiance to the God-Machine (what words she uses are irrelevant). The people around her rise up in revolt, but it is a rebellion with no focus. They simply riot, attacking the world around them, breaking windows, tearing down statues, and looting whatever is nearby.
This Exploit can only be used in a group of 20 people or more. The demon herself is not safe if she remains in the group. While the rioters won’t go out of their way to attack her, they won’t spare her, either.
Example Prerequisites: Devil’s Advocate, No Quarter
Dice Pool: Presence + Persuasion + Primum
Action: Instant
Cost: 1 Aether
Roll Results
Dramatic Failure: The demon immediately assumes demonic form (p. 195). The crowd runs in terror from her, but does not riot in a destructive way. The player needs to make a compromise roll, as usual, for the character taking demonic form.
Failure: No effect. The crowd does not riot.
Success: The crowd raises up its collective voice echoing the demon’s defiant scream and gets down to breaking The area gains the Riot Tilt: Every turn, all characters present, including the demon, are bumped, struck and pushed by the maddened crowd. Roll Stamina + Athletics (reflexive action) each turn; failure on this roll means the character suffers two points of bashing damage. Any other effects — smashed storefronts, destroyed public property, beaten/murdered public figures — depend on the location of the riot and are left to the discretion of the Storyteller.
Exceptional Success: As above, but the demon suffers no damage from the riot. The rioters ignore her entirely and she can walk serenely through the chaos, gazing what she has wrought.

RIP THE GATES
The demon can tear open the fabric of reality, traveling to planes of existence unknown to most humans. The demon rips a literal hole in thin air, making a portal that anyone can travel through for as long as it remains open.
Demons with this Exploit can automatically open gateways to the Hedge, the Shadow, the Underworld and the Astral Realms (see sidebar). These planes of existence each pose their own particular challenges for demons, but one advantage they do have is that the God-Machine is much more limited in these places. As such, a demon with this Exploit can provide a safe place for demons to meet. Many Tempters believe that the path to Hell will be found in one of these strange realms.
Example Prerequisites: Synthesis, Voice of the Machine Dice Pool: Strength + Occult + Primum
Action: Extended (3 successes required, one turn/roll)
Cost: 1 Aether
Roll Results
Dramatic Failure: The character fails to open the gate and gains the Hunted Condition (p. 119). Normally, this Condition indicates angelic attention, but if the Storyteller so desires, the character’s attempted intrusion might result in a pack of werewolves, a malevolent spirit, or a motley of changelings following her around.
Failure: The character must either abandon the attempt or accept a Condition as described on p. 313.
Success: The character opens the gateway into the realm of her choice (see the sidebar for some brief information on these realms). The character can hold the gate open for a number of turns equal to her Primum, and thereafter every turn that the gate remains open requires the expenditure of one point of Aether. Once the gate closes, the character (and anyone she brings with her) are stuck in the realm until they can get out again. This is easier for some realms than others.
Exceptional Success: The player may select from the options on p. 313, or can stipulate that the character(s) arrive in the realm unnoticed. Nothing will bother them in the realm for the next hour, giving them time to regroup and come up with a plan.

SUMMON
Some intrepid souls believe they can summon demons. What they probably don’t realize, though, is that demons can summon them. A demon with this Exploit can call upon any human being she has met, and that human finds that circumstances, snap decisions and luck bring her to the demon.
This doesn’t happen instantly; the farther apart the demon and the target are, the longer it takes. If they are in the same city, the target might find that that she chooses a new restaurant on a whim and finds the demon eating there as well. If they live in different regions, a missed flight or a rerouted train might be to blame.
This Exploit doesn’t make the target well-disposed to deferent to the demon; in fact, unless the demon tells her, the target probably has no reason to assume the demon was responsible at all. Example Prerequisites: Left or Right?, Trick of the Light Dice Pool: Presence + Streetwise + Primum
Action: Instant
Cost: 1 Aether/day (if the trip requires multiple days) Roll Results
Dramatic Failure: The demon sends out a beacon to anyone who can perceive Aether, alerting all such beings as to her location. The demon gains the Hunted Condition.
Failure: The demon fails to summon the target.
Success: The summoning begins successfully. If the target is far enough away that it would take more than a day to reach the demon, the player must spend a point of Aether per day to maintain the Exploit. Otherwise the target winds up in the demon’s presence by the end of the day.
Exceptional Success: The target arrives in the demon’s presence in half the time it would normally take. The demon can specify exactly when the target arrives (and the target has no clear recollection of how she got there).

SWARM
Folklore is replete with stories of demons summoning up plagues of flies, worms and other horrible creatures. And, indeed, the Unchained are quite capable of doing so. With merely a gesture to the air, the little beasts appear, boiling out of holes in the earth, from underneath cars or porches, or out of the demon’s pockets or sleeves.
The swarm will obey the demon’s commands, but the commands can’t be any more complicated that “attack that target” or “fly into that window.” Depending on the creatures summoned, the swarm can inflict minor amounts of damage to living targets, but their true value is in their ability to distract or terrify. Demons, of course, consistently find other creative uses for this Exploit.
Example Prerequisites: Animal Communication, Diversion Dice Pool: Presence + Animal Ken + Primum
Action: Instant
Cost: 1 Aether
Roll Results
Dramatic Failure: The swarm appears, but wants nothing more than to return to the bizarre other-space from whence it came. Unfortunately, the only gateway they can find is the demon. The swarm attempts to cover the demon and find a way to crawl through him, which is, needless to say, an uncomfortable and painful proposition. The demon suffers a –5 on all actions until he can disperse the swarm (reflexive Manipulation + Animal Ken + Primum roll each turn).
Failure: The swarm does not appear.
Success: The swarm appears as described above. The demon can create a swarm of any animal of size 1 or less (frogs, bats, insects, small birds, etc.). The demon can use the swarm to attack a single target (in which case the target suffers bashing damage every turn equal to the demon’s Primum) or spread the swarm out over the area, creating the Swarm Tilt (see sidebar). In either case, being attacked by the swarm might be cause for a breaking point, especially for characters with appropriate phobias.
Exceptional Success: The animals called up by the swarm are especially vicious. All damage inflicted by this Exploit is lethal rather than bashing.
__________________________________________________________________________________
DEMONIC FORM
Inhuman InTellIgence
Angels are intelligent and cunning creatures, intent on completing their missions. Especially in cases where the mission is to analyze, categorize, or collate data, some angels are imbued with supercomputing capabilities that far exceed the normal intelligence level of most other angels. Demons with this ability connect momentarily with the vast resources of information stored within the God-Machine’s agents, providing them with a semblance of the superior computing ability of the angels.

NIGHT VISION
Angels who perform their missions at night or in darkened areas are built with night vision, allowing them to see normally. Demons often adopt this form ability as a way to handle night- time fighting as well as delving in the darker corners of the God-Machine’s Infrastructures.

TOUGH AS STONE
Some Infrastructure is so vital that it requires constant guardianship. Angels designed for these tasks are statues, set in a place and left to guard the area without drawing any attention. They are made of marble and come to life to defend the Infrastructure whenever it is threatened. Demons who are better at taking a hit than avoiding one often adopt this form ability.
Appearance: The demon’s surface turns hard and impenetrable. The skin is comprised of granite or marble.
System: The demon can spend one Aether to convert all damage from a single attack from Aggravated to Lethal or from Lethal to Bashing. Once the damage has been downgraded once, it cannot be downgraded again; Aggravated damage can never become Bashing damage through the use of this power. The demon can spend multiple Aether this way to downgrade damage from multiple attacks in a round.

ACID SPIT
This ability is usually provided to an angel sent to destroy an entire building or structure without leaving a trace. The angel dissolves the structure within a matter of hours until all that is left is a dark stain in the space the structure once occupied. Demons can also use the acid in combat against agents of the God-Machine.
Appearance: The demon has acidic mucous. It might be a black ichor that sizzles and hisses when it hits the ground or a green substance that lines his mouth and eyes.
System: The demon excretes a noxious acid that burns through most substances. The demon can spit the acid up to 10 yards away. This is a ranged attack using Dexterity + Athletics – Defense. The acid has a weapon rating of 0A and does 2 Durability Damage to any armor the victim is wearing. The demon can also apply this acid when biting as a damage move while in a grapple.

BLIND SENSE
Angels manufactured to hunt people down have extra sensory hardware installed allowing them to feel and sense movements around them. These angels are frightening to be pursued by, since no barrier or obstacle seems to thwart them once they have sensed their prey. Demons concerned with finding hidden people or dealing with situations in the dark often have this form ability.
Appearance: The demon’s eyes turn black. He may have shadows that darken his eyes, or the entire eye may fill in with a slick black substance. Some demons with this form ability may not even have eyes at all. Regardless, he can see normally.
System: The demon can sense anything moving within twenty feet of his location. He can feel these vibrations despite any physical barrier between him and the thing that is moving. He can see anyone who is invisible to the eye, but otherwise not hidden or obscured. This also allows him to sense people who are making an effort to hide, even with supernatural means. The player rolls Wits + Investigation + Primum vs. Dexterity + Stealth to discover the exact location of someone deliberately trying to hide. If the hidden person is using a supernatural power, this form ability works as a Clash of Wills.

DEMONIC HORNS
Some angels look the part of the mythical demons and angels to improve or build upon certain types of Infrastructure. Angels with horns are often intimidating creatures built to instill fear and religious fervor into people. These angels are not only frightening but formidable opponents.
Appearance: The demon has large horns growing from his forehead. The horns could be normal looking horns, from some iconic reference, or metallic in nature.
System: The demon can make a head butt attack as a melee attack using Strength + Brawl. The attack has a damage rating of 1L and inflicts the Stunned Tilt.

ENVIRONMENTAL RESISTANCE
Angels are often on missions that require them to interact with the raw elements. A mission may require a trip to the core of the Earth or to Antarctica to install necessary pieces of Infrastructure. These angels are fortified with an outer layer that protects them from the ravages of these elements. Demons adapt this ability to protect themselves from the elements.
Appearance: The demon’s surface is covered in a thin coating that changes to match his environment, always providing protection. This coating often looks a bit like Teflon.
System: The demon is immune to any adverse effects from all Environmental Tilts.

FIRE RESISTANCE
Not all angels are created to fulfill missions on Earth’s surface. Some are required to do work in or around its core. These angels are resistant to heat and fire, allowing them to work without fear of injury. Guardians especially adapt this form ability to prevent damage in an explosion, or while moving through a burning building.
Appearance: The demon’s surface shows signs of his supernatural resistance. His skin may be dark and hard with red showing beneath, like lava stone, or it may be made of a heat resistant metal such as tungsten or rhenium.
System: The demon is completely immune to the effects of high temperatures and fire. He does not take damage from fire, and does not suffer from heat related Environmental Tilts.

PHASING
The God-Machine is pervasive all over the world. Bits and parts of machinery extend both in and out of the world in multiple areas. Angels designed to maintain such areas are able to transition between the Earth and the realm of the God- Machine at will. Demons with this ability rarely transition fully out of the world, afraid to draw too much attention from the God-Machine. Instead they move just far enough out of the world to become intangible.
Appearance: The demon’s body emits a low hum of electricity and partially transparent as he fades in and out of view.
System: The demon can spend one Aether to transition from corporeal to incorporeal, allowing him to travel through solid objects at half Speed. Once he is through the object, he reverts back to his corporeal form. The demon cannot hold onto or carry objects while Phasing, though any clothing still on his form phases with him. The demon also cannot take anyone with him through a solid object, and cannot confer his Phasing ability to anyone else.
Phasing affords the demon some degree of protection from attacks, as anything physical has the chance to pass right through him. The demon can activate Phasing to give all attack rolls against the demon a –2 penalty.

CAVERNOUS MAW
Sometimes the God-Machine wants humans dead. Usually this just includes letting them die in some accident, or killing them quickly to further some other plan. But every now and then the death itself is the plan. Sometimes the God-Machine must consume a human, maybe to lubricate a gear or increase output for a particular piece of Infrastructure. Either way, the God-Machine must send an angel to eat the person. It isn’t just enough to kill and eat them though, they must kill them in the process of eating them, chomping down on their screaming bodies. Demons with this form ability are more than happy to turn their vicious bite against agents of the God-Machine.
Appearance: The demon’s mouth thins and stretches to open from ear to ear. When she opens her mouth, the jaws unhinge allowing maximal opening capacity. The inside is lined with concentric rows of razor sharp steel teeth.
System: The demon can eat almost anything as long as she can get her mouth on it. For larger objects, she can take bites dealing 2 Structure Damage until the item or building is completely destroyed. If the bite is turned onto a fleshy creature, it works as a weapon with a rating of 2A.

WOUND HEALING
Some angels are designed for endurance in combat. Usually, these angels are charged with protecting an individual or an item of importance to the God-Machine. While these angels may be strong and fast, multiple combats can be deadly, even for a tireless angel. These angels have special hardware that allows them to heal damage over time, making them tremendously hard to destroy. Demons adapt this form ability if they are often engaged in combat.
Appearance: The demon is riddled with scars. These could be weld lines on metallic surfaces, or red welts along the demon’s skin.
System: The demon can heal wounds reflexively. On his turn the demon heals the right most filled Health Box as long as it is filled with Bashing or Lethal damage.
_____________________________________________________________________________
EQUIPMENT
Depending on the Cover

_____________________________________________________________________________
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