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APOCALYPTIC FORM

The apocalyptic forms of demons are in fact partial memories of their true forms from the Age of Wrath and their time prior to the Fall. Given that Apocalyptic Forms are memories, they can resurface and change over time. Likewise, new traits can be picked up by the devouring of other's souls, allowing the victor to absorb the traits of their victim. The system for changing your apocalyptic form is based upon your Faith score. The cost of changing your form in experience is two times your Faith score, minus the number of traits the original apocalyptic form is valued at, plus the number of traits the new ability is worth. These costs are affected by whether they are high-torment or low torment abilities. Abilities with a * can only be high-Torment, while others may be either high or low-Torment. These traits cost one trait less if chosen as high-Torment powers. For example, if you take Wings as a high-Torment power, it is worth 2 traits (or 3 if the more powerful optional version), when calculating the experience cost. If the same demon buying high-Torment Wings (worth two traits) has a Faith score of 3, and they are replacing Claws/Teeth (worth one trait), the cost would be 7 experience traits (2x3-1+2=7). It is important to note that except for the case of purchasing the forms from a devoured foe, the demon may only purchase traits associated with their House, and the Common choices available to all. Common Form Abilities:

be captured in a photograph, or by a video camera. *Claws/Fangs (1 trait): The demon manifests claws and fangs that inflict one level of aggravated damage, with one bonus trait for test resolutions. Damage Resistance (3 traits): The demon is able to shrug off the effects of terrible amounts of damage. Demons with this ability ignore wound penalties while in Apocalyptic Form. Enhanced Ability (3 traits): The demon is up two traits on any challenge involving a specific Ability. Enhanced Mental Acuity (4 traits): The demon gains three additional Mental traits chosen at character creation, while in Apocalyptic Form. Enhanced Senses (3 traits): The character's five senses are heightened to supernatural levels, putting the demon up two traits on all Perception related tests. Enhanced Social Traits (4 traits): The demon gains three additional Social traits chosen at character creation, while in Apocalyptic Form. Extra Actions (3 traits): The demon may spend faith points to gain extra attacks in a combat round. This costs one faith, plus one additional faith cumulatively for each additional action (1 Faith for the first extra attack, 2 Faith for the second additional attack, 3 Faith for the next, etc). Extra Health Levels (3 traits): The demon gains three extra Bruised health levels for the purposes of sustaining damage. *Extra Limbs (3 traits): The demon grows a second set of arms. Extra arms allow a character to make an additional attack per turn. *Gaping Maw (2 traits): The demon can chew and digest anything he can fit into his mouth. Bite attacks cause one additional level of aggravated damage. *Horns (1 trait): If attacked (successfully or not) the demon may make a free, additional,

Armor (4 traits): Whether this armor comes from the stony hide of the Visage of the Earth or the thick, leathery skin of the Visage of the Beast, the character is extremely hard to hurt. When she suffers aggravated damage, the player may immediately make a Simple Test to try to reduce the severity of the damage. If you succeed, you reduce the injury to lethal damage. Before making the test, you may choose to expend a stamina-related Physical Trait, allowing you to reduce injury on a win or a tie. Otherwise, you must win the test outright. Use of this power is reflexive; it does not count as an action. You may only attempt to use this ability once on any given attack. Thus, if you suffer two or more levels of aggravated damage from a particular attack, you may test to reduce only one level to lethal damage. Casts No Reflection (2 traits): The demons image does not appear in a mirror. Nor can it

and immediate counterattack against that foe with their horns. The horns cause one health level of aggravated damage, with no additional bonus traits.

demon.

Improved Initiative (1 trait): The demon acts first in combat, unless another possesses this ability. If so, then they act simultaneously. Improved Physical Capabilities (4 traits): The fallen gains three Physical traits chosen at character creation, whenever in Apocalyptic Form. Increased Size (3 traits): The demon grows in size and strength, gaining 1 Bruised Health Level and two bonus Physical Traits: Brawny & Resilient. *Lashing Tail (1 trait): The demon manifests a long, reptilian tail tipped with a curved, bony spike. This tail may be used for attacks, causing one level of aggravated damage, but with no bonus traits. Pass Without Trace (2 traits): The demon is two traits up on all stealth tests, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage. Regeneration (4 traits): While in Apocalyptic Form, the demon regenerates one health level of lethal or bashing damage each round automatically, though they must heal aggravated damage normally. Wings (3 or 4 traits): A pair of eagles/ravens/owls/swans (or even bats, if a high-torment power) wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn. For an additional trait, the wings can actually allow true flight, up to three times her running speed per turn, and allows lift-off from standing still.

Distortion (3 traits): The demons form shifts and shimmers as if the viewer were looking at the Defiler through water. All ranged attacks against the demon are down two traits, while all close-combat attacks are down one trait. Other demons resist these effects normally, like any other form of illusion. Enhanced Empathy (1 trait): The demon is 2 traits up on any Empathy tests. Enhanced Intuition (1 trait): The demon has uncanny insight and puts her up 2 traits on all Intuition tests. *Ichor (2 traits): The demon is covered in a slimy, black ichor. Any Physical challenge to grapple the demon is down two traits. Immune to Electricity (2 traits): The demon cannot be harmed by any source of electricity, natural, artificial, or supernatural. Improved Dexterity (2 traits): The fallen gains three Dexterity-based Physical traits: Dexterous, Graceful, & Lithe. Ink Cloud (3 traits): The demon can, as an action, expel a cloud of ink which hangs in the air around them, covering an area around them equal to their Faith score in steps. Attacks into, inside of, or out of the cloud of ink follow Blindfighting rules. Lyrical Voice (1 trait): up two traits on all Leadership or Subterfuge tests. Seas Beauty (3 traits): The characters physical appearance, poise and grace leave humans in stupefied awe. The demon gains the following bonus Social Traits: *Shark Hide (3 traits): The demon manifests gray, shark-like skin all over its body. When the demon suffers aggravated damage, the player may immediately make a Simple Test to try to reduce the severity of the damage. If you succeed, you reduce the injury to lethal damage. Before making the test, you may choose to expend a stamina-related Physical Trait, allowing you to reduce injury on a win or a tie. Otherwise, you must win the test outright. Use of this power is reflexive; it does not count as an action. You may only

Defilers:

Alter Size (3 traits): The demon can alter its physical size in order to slip through narrow gaps or crawl into impossibly small places. The demon can reduce its size to as little as a third of its original size. When this size, all opponents are down one trait to hit the

attempt to use this ability once on any given attack. Thus, if you suffer two or more levels of aggravated damage from a particular attack, you may test to reduce only one level to lethal damage.

resolving such attacks.

Shocking Touch (2 traits): Once per scene, the demon can shock an opponent with a successful brawl attack, causing the demon's Faith score in bashing damage to their opponent. This attack causes no other damage. Spines (2 traits): A long ruff of spines runs down the demon's back and the back of their arms. Grapple (Brawl) attacks cause one aggravated level of damage each round while maintained. *Venom (3 traits): The claws and saliva of the demon are poisonous. Either through a kiss, or by clawing an opponent, a victim is forced to make a static Physical test, at the difficulty of the attacking demons Torment, or suffer one level of bashing damage. This, in the case of claws, is additional to the actual damage caused by the claws themselves. Weather Sense (1 traits): The demon can sense changes in the weather as far as ten miles per level of Faith score in a radius around them.

Dread Gaze (4 traits): The demons countenance is so terrifying that her very gaze strikes terror in her opponents. By making a Social Challenge against your foe, you strike terror into your victim. If you succeed, the subject flees your presence and tries to avoid you for the rest of the scene or hour. If cornered, the victim will still defend himself, but he will do his best to escape you. The subject defends himself normally, but he must risk an additional Trait if he wishes to attack or act against you, just as if he were wounded. *Fiery Blood (4 traits): The demons blood burns like magma. Anyone who succeeds in damaging the demon suffers one automatic level of lethal damage from the spray. Immunity to Fire (3 traits): The demon cannot be harmed by any flame, natural, artificial, or supernatural. Increased Awareness (2 traits): The character is up two traits on any Awareness related tests. Inhuman Allure (2 traits): The demons voice and features become so refined they appear inhuman. The demon gains the Social Traits: Charismatic, Beguiling, & Alluring. Lordly Mien (2 traits): The character gives off an aura of authority, making controlling others even easier. She is up two traits on any Social challenges. Radiant Aura (1 trait): The demons body is wreathed in a shifting corona of light, forcing ranged attackers to bid an additional trait to attack. *Scales (3 traits): The demon manifests iron, snake-like scales all over her body. When she suffers aggravated damage, the player may immediately make a Simple Test to try to reduce the severity of the damage. If you succeed, you reduce the injury to lethal damage. Before making the test, you may choose to expend a stamina-related Physical Trait, allowing you to reduce injury on a win or a tie. Otherwise, you must win the test outright. Use of this power is reflexive; it does not count as an action. You may only attempt to use this ability once on any given attack. Thus, if you suffer two or more levels of

Devils:

Affirm (3 traits): By making eye contact with a mortal, the Devil can reaffirm that mortals place in Gods plan. Make a simple test, and on a success or tie, the mortal gains a temporary Willpower. This may be done once a day per mortal. Beckon (2 traits): The demon is so beautiful that those who lay eyes upon him cannot help but follow him, entranced by his preternatural charisma. Any mortal who fails a Revelation test must follow the Devil as best he can, keeping the demon in sight at all times. The mortal snaps out of his reverie if he is attacked or simply shaken. The demon can choose to turn this effect off at will. *Corrosive Bile (2 traits): The demons spit is acidic, and can be spit as a ranged attack, against those within six steps of the player. The spit causes one health level of aggravated damage, and has one additional bonus trait for

aggravated damage from a particular attack, you may test to reduce only one level to lethal damage.

bonus to Stealth checks.

Sense the Hidden (1 trait): The demon can sense those hidden in their line of sight. The character gains a free Retest against anyone attempting to use Stealth or another supernatural ability. Shroud of Flames (2 traits): The demon is surrounded by a nimbus of flame which confuses his opponents. All opponents must bid one extra trait to attack the demon with both melee and ranged attacks. Spark of Faith (3 traits): The Devil can cause a mortals Faith to flare up with a touch. The Devil must touch her target to use this ability; the player then makes a contested challenge against the mortal, comparing the demons Faith to the mortals Willpower if there is a tie. If the demon is successful, the mortal heals one bashing damage per Faith point the demon possesses. If this is a high torment ability, the demon uses their Torment, rather than their Faith, and they inflict one bashing damage per Torment score if successful on the mortal. *The Host (2 traits): Fanged mouths appear on the characters body. The character automatically inflicts two levels of aggravated damage on anyone they are grappled with, at the beginning of each turn. When they are not otherwise occupied, the mouths whisper blasphemies in any language the character knows. Voice of the Damned (1 trait): The demons voice seethes with inhuman malice, granting a two trait bonus to any Intimidation tests.

*Disperse (3 traits): The demon can dissolve her body into a mass of maggots, spiders, insects, or other tiny creatures. Make a Simple test (Survival). If successful, the change is immediate, if a tie, it takes three turns. The demon can control the swarm, and can use them to fly (if capable of flying), to flow through small openings, or simply to terrify opponents. Attacks made in this form cause one Lethal damage. While in this form, bladed weapons and firearms cause bashing damage, while weapons such as clubs, which usually cause bashing damage, cause Lethal instead. Enhanced Survival (1 trait): The demon is 2 traits up on all Survival tests. *Frenzy (2 points): The Devourer flies into a rage, hurling himself at his foes again and again despite the pain of his wounds. The demon is immune to wound penalties during frenzy. The player must make a Simple test (no retest) or attack the closest person to them that round, friend or foe. This may automatically be avoided by spending a Willpower trait before the test. Immune to Poisons (3 traits): The demon cannot be harmed or affected by any source of toxin, natural, artificial, or supernatural. This includes alcohol, nicotine, etc. Natural Weaponry (3 traits): When purchased, choose between the following abilities: Claws/Fangs, Gaping Maw, Horns, Lashing Tail, or Spines. These are low torment form abilities, rather than the usual high-torment. You may buy high-torment versions normally. Nimble Hunter (3 traits): The demon is 2 traits up on all Athletics tests. In addition, the demons leaping distance doubles. *Primal Mind (3 traits): The Devourer can make contact with the small part of a mortals mind that retains its ignorance, that remembers what it is to live only to survive like a beast. To use this ability, the demon must physically touch his intended target. Then the player makes a challenge against the target, comparing the demons Torment to the targets Willpower if there is a tie. If the demon wins, the target loses access to all of their Abilities, except for Brawl, Dodge,

Devourers:

Aura of Vitality (4 traits): Living beings (plant or animal) within a number of yards equal to your character's Faith are infused with restorative energy. Individuals within this area heal any bashing damage at the rate of one health level per turn. Chameleon Skin (1 trait): The demon's skin changes to match its surroundings. If moving, they receive a one trait bonus to Stealth tests, while if holding still, they gain a two trait

Stealth, Survival, and other such related Abilities, for the rest of the scene. In addition, they react on instinct fleeing fire, attacking with tooth and claw if cornered, etc.

Torment score, suffers a one trait penalty on any challenge.

Relentless (1 trait): The demon can walk or run without need of rest, able to cover superhuman distances without pause. As long as the demon stays in motion, the demon is unaffected by fatigue or hunger. Suns Bounty (2 traits): By standing in direct sunlight for one full hour, the character can heal all bashing damage suffered, or one level of lethal or aggravated damage. This power can be used only once per day. Thick Hide (2 traits): The characters leathery skin acts as armor. When the demon suffers aggravated damage, the player may immediately make a Simple Test to try to reduce the severity of the damage. If you succeed, you reduce the injury to lethal damage. Before making the test, you may choose to expend a stamina-related Physical Trait, allowing you to reduce injury on a win or a tie. Otherwise, you must win the test outright. Use of this power is reflexive; it does not count as an action. You may only attempt to use this ability once on any given attack. Thus, if you suffer two or more levels of aggravated damage from a particular attack, you may test to reduce only one level to lethal damage. Thorns (1 trait): The demon is covered with sharp, black thorns all over its body, which pose a hazard to foes in close combat. Any attacker who hits the demon in melee must make a Static Physical Challenge against six traits, or take one level of lethal damage from the thorns. *Toxins (3 traits): The claws and saliva of the demon are poisonous. Either through a bite, or by clawing an opponent, a victim is forced to make a static Physical test, at the difficulty of the attacking demons Torment, or suffer one level of lethal damage. This, in the case of claws, is additional to the actual damage caused by the claws themselves.

*Chimerical Attack (3 traits): Once per scene, the demons control of illusions causes illusory forces to strike out at opponents in combat. As many chimerical assaults on a single target can happen as the demon has in Faith score. Each attack can be resisted by the victim (if they are demon or thrall) following the usual rules for resisting illusion. Each chimerical attack causes one health level of aggravated damage, though the chimerical attacker always loses on ties, and cannot retest an attack. Each attacker lasts as long as the victim fails to disbelieve them. They cannot be targeted, and only the victim can see them. Chimerical Aura (1 trait): The demon is up two traits to Dodge, though demons and thralls can resist normally. Cloak of Shadows (2 traits): The demon is shrouded in a pall of darkness, making her features difficult to see in the best light and rendering her near-invisible at night. The demon is 2 traits up on all stealth challenges whenever the demon stands in shadow or moves in darkness. If the character is attacked in shadow, the rules for Blind Fighting apply to the attacker. Dread Mien (1 trait): The demon is up two traits in Leadership and Intimidation tests. Enhanced Dodge (1 trait): The demon is 2 traits up on all Dodge tests. Enhanced Intuition (1 trait): The demon has uncanny insight and puts her up 2 traits on all Intuition tests. Enhanced Mental Acuity (3 traits): The demon gains Discerning, Cunning, and Wily Mental traits while in Apocalyptic Form. Eyes of Fate (4 traits): The Fiend knows instinctively whether a given being is important to him or his plans. Make a simple test (Intuition) and if successful, the demon can determine if the target is somehow important for the demons current plans or goals. Hypnotic Visions (3 traits): The aura surrounding the demon is confusing, causing attackers to falter in their actions. Any

Fiends:

Aura of Misfortune (3 traits): Anyone caught within as many steps as the demons

attacker must make a Static Mental test versus the demons Torment, or lose their action that round. This can be resisted normally by demons and thralls.

Increased Awareness (2 traits): The character is up two traits on any Awareness related tests. Night Vision (2 traits): The demon can see in total darkness as though it were daylight. *Rend the Soul (3 traits): The Fiend lays a hand on the target (and therefore must make a touch attack if necessary), and shows him, for one split second, how infinitesimally small he (the target) is in the grand scheme of Creation. Make a Mental challenge (Intimidation) versus the target. If successful, the target loses a number of temporary Willpower traits equal to half the demons Torment score. If this takes the target down to or below one trait of Willpower, the target can only sit and weep, and run from combat rather than fight if attacked. Demons are unaffected by this power. Sense the Hidden (1 trait): The character is supernaturally adept at sensing mortals or demons who attempt to hide from her. The demon is up two traits on any Perceptionbased Mental challenge, against anyone in the demons line of sight who is hidden or attempting to hide. Sibilant Whispers (1 trait): The demon is up two traits on any Subterfuge challenge. Unearthly Glamour (1 trait): The demon is up two traits on any manipulation based Social challenge. This can be resisted by other demons and thralls normally.

only to make them vanish again with a flick of the wrist. To do this, the demon makes a static Physical challenge versus six traits to make an object disappear into an extra-dimensional pocket, or to draw such an object back from a pocket. Objects must fit in the demon's hand to be made to disappear, and cannot be living.

Dead Reckoning (1 trait): The demon always knows where she is in relation to known landmarks, no matter how far away those landmarks may be. Unless effected by spatially distorting evocations such as Warp Path (Lore of Paths ), they can never lose their sense of direction. *Ichor (2 traits): The demon is covered in a slimy, black ichor. Any Physical challenge to grapple the demon is down two traits. Immunity to Bashing Damage (4 traits): The demon is immune to any source of bashing damage. Immunity to Fire (3 traits): The demon cannot be harmed by any flame, natural, artificial, or supernatural. Iron Skin (3 traits): The demon manifests smooth iron skin all over its body. When the demon suffers aggravated damage, the player may immediately make a Simple Test to try to reduce the severity of the damage. If you succeed, you reduce the injury to lethal damage. Before making the test, you may choose to expend a stamina-related Physical Trait, allowing you to reduce injury on a win or a tie. Otherwise, you must win the test outright. Use of this power is reflexive; it does not count as an action. You may only attempt to use this ability once on any given attack. Thus, if you suffer two or more levels of aggravated damage from a particular attack, you may test to reduce only one level to lethal damage. Irresistible Force (2 traits): The demon may make one retest on every Strength-based Physical challenge, even if another ability based retest has already occurred. This retest is the final retest of the challenge. Magnetic Field (2 traits): The demon is surrounded by a magnetic field in a radius of their Faith score in steps, which disrupts or damages any electronic equipment within range.

Malefactors:

Alter Size (3 traits): The demon can alter its physical size in order to slip through narrow gaps or crawl into impossibly small places. The demon can reduce its size to as little as a third of its original size. When this size, all opponents are down one trait to hit the demon. Conjure from Nothing (2 traits): The demon is capable of supernatural sleight-ofhand, seeming to conjure items out of thin air

resolving such attacks.

Master Artisan (1 trait): The demon is up two traits on any Crafts challenge while in Apocalypse Form. Mirage (2 traits): Air warps around the demon, creating an optical illusion that misleads an opponent as to how far away the demon really is. All ranged attacks to hit the demon are down by two traits, and all melee attacks are down by one trait to hit the demon. Demons can resist this illusion as they do any other. Night Vision (2 traits): The demon can see in total darkness as though it were daylight. Relentless (1 trait): The demon can walk or run without need of rest, able to cover superhuman distances without pause. As long as the demon stays in motion, the demon is unaffected by fatigue or hunger. *Spikes (1 trait): The demons body is covered with sharp, stony spikes. Grapple (Brawl) attacks cause one aggravated level of damage each round while maintained. Thunderous Voice (3 traits): The demons shout shatters glass and makes stones tremble. Once per scene, the demon may shout and cause two levels of bashing damage to everyone within its Faith score in steps around them. Tremor Sense (3 traits): The Malefactor can sense the slightest tremors passing through the earth around him, allowing him to sense even the stealthiest movements. The demon automatically acts first in combat, and he cannot be surprised.

Cloak of Shadows (2 traits): The demon is shrouded in a pall of darkness, making her features difficult to see in the best light and rendering her near-invisible at night. The demon is 2 traits up on all stealth challenges whenever the demon stands in shadow or moves in darkness. If the character is attacked in shadow, the rules for Blind Fighting apply to the attacker. Dead Reckoning (1 trait): The demon always knows where she is in relation to known landmarks, no matter how far away those landmarks may be. Unless effected by spatially distorting evocations such as Warp Path (Lore of Paths ), they can never lose their sense of direction. Enhanced Dodge (1 trait): The demon is 2 traits up on all Dodge tests. Enhanced Intuition (1 trait): The demon has uncanny insight and puts her up 2 traits on all Intuition tests. Immune to Falling Damage (2 traits): The demon does not suffer any damage from falling from any height whatsoever. Improved Physical Capabilities (3 traits): The fallen gains the following bonus physical traits: Powerful, Graceful, Resilient. *Miasma (3 traits): The demons breath reeks of gangrenous rot that can have a debilitating effect on her foes in close quarters. The demon can affect victims up to a distance in feet equal to her Faith score. Mortals and demons caught in the path of her exhalation forfeit their actions for the turn unless they make a static physical challenge difficulty 7. If they fail the test, they immediately must make a simple test, if this fails; they are also infected by a virus or disease at the storyteller's discretion. Mist (4 traits): The demon can summon up a concealing cloud of mist. Doing so requires a Simple test. The demon man obscure up to 100-square feet per Faith trait they possess. The mist lasts for the scene if conditions are good a strong wind will blow the mist away in a few turns. The high-torment version of this power creates a choking smoke, which causes suffocation to those trapped within.

Scourges:

Aura of Vitality (4 traits): Living beings (plant or animal) within a number of yards equal to your character's Faith are infused with restorative energy. Individuals within this area heal any bashing damage at the rate of one health level per turn. *Corrosive Bile (2 traits): The demons spit is acidic, and can be spit as a ranged attack, against those within six steps of the player. The spit causes one health level of aggravated damage, and has one additional bonus trait for

*Multiple Eyes (2 traits): The demon gains four to six extra eyes, sprouting from her head and/or neck. These extra organs give the demon 360-degree vision, making them impossible to surprise. Perfect Balance (1 trait): Up two traits on all Athletics based Physical tests.

shrouded in a pall of darkness, making her features difficult to see in the best light and rendering her near-invisible at night. The demon is 2 traits up on all stealth challenges whenever the demon stands in shadow or moves in darkness. If the character is attacked in shadow, the rules for Blind Fighting apply to the attacker. Conjure from Nothing (2 traits): The demon is capable of supernatural sleight-ofhand, seeming to conjure items out of thin air only to make them vanish again with a flick of the wrist. To do this, the demon makes a static Physical challenge versus six traits to make an object disappear into an extra-dimensional pocket, or to draw such an object back from a pocket. Objects must fit in the demon's hand to be made to disappear, and cannot be living. Dead Reckoning (1 trait): The demon always knows where she is in relation to known landmarks, no matter how far away those landmarks may be. Unless effected by spatially distorting evocations such as Warp Path (Lore of Paths ), they can never lose their sense of direction. Deathgrip (4 traits): The demon may cling to life beyond the limits of mortals or other supernaturals. If they suffer lethal or aggravated damage to the point of death, they may spend one permanent willpower trait, and wake up the next dawn with a single health level. Dread Gaze (4 traits): The demons countenance is so terrifying that her very gaze strikes terror in her opponents. By making a Social Challenge against your foe, you strike terror into your victim. If you succeed, the subject flees your presence and tries to avoid you for the rest of the scene or hour. If cornered, the victim will still defend himself, but he will do his best to escape you. The subject defends himself normally, but he must risk an additional Trait if he wishes to attack or act against you, just as if he were wounded. Enhanced Social Traits (3 traits): The demon gains Commanding, Intimidating, and Magnetic Social traits while in Apocalyptic Form. Ghost Sight (2 traits): Demons with this ability may see the spirits of the dead which reside in the mortal world. This does not

*Quills (1 trait): The demons shoulders and upper arms are covered with a ruff of sharp quills that pose a hazard to foes in close combat. Any attacker who hits the demon in melee must make a Static Physical Challenge against six traits, or take one level of lethal damage from the quills. Supernatural Vision (1 trait): The demon has the sight of an eagle, allowing them to see five times farther than any mortal can (they can see at 50 yards as well as another sees at 10 yards), so long as there is even a weak source of light (such as moonlight). The character is up two traits on any perception related tests. *Viscous Flesh (2 traits): The diseased flesh of the demon sloughs away when pinned or trapped, leaving a would-be assailant covered in rotting flesh. The demon is two traits up when defending against grappling type attacks, and the demon can escape from bonds such as ropes or handcuffs with a successful physical challenge (difficulty 6)

Slayers:

*Aura of Dread (2 traits): The mere presence of the demon is disquieting, causing those within the Faith score of the demon to act last in combat, unless they succeed in a static Mental challenge versus eight traits. Once they succeed, they are no longer affected by the power for the remainder of the scene. *Aura of Entropy (2 traits): Demons with this power are surrounded by an aura of cold death, which wilts plants, sickens animals, and makes mortals and demons around them weak. Anyone within a number of steps equal to the demon's Faith score, is down one trait on all tests, except for the demon in question. Cloak of Shadows (2 traits): The demon is

allow them to see into the underworld.

Increased Awareness (2 traits): The character is up two traits on any Awareness related tests. Night Vision (2 traits): The demon can see in total darkness as though it were daylight. *Reaper's Breath (3 traits): The demon can exhale a chilling breath that affects victims up to a distance in feet equal to her permanent Torment score. Mortals and demons caught in the path of her exhalation suffer half the demon's Faith score in health levels of bashing damage. This ability can only be used once per scene, and has no effect on creatures that do not breathe. Relentless (1 trait): The demon can walk or run without need of rest, able to cover superhuman distances without pause. As long as the demon stays in motion, the demon is unaffected by fatigue or hunger. Touch of Death (3 traits): The Slayer must be able to touch her intended target (this may require a physical challenge) to use this ability. Thereafter, as long as the demon maintains physical contact (this will require additional physical challenges if others try to separate you from the victim or the victim attempts to escape) the target cannot move, speak or feel at all. The target cannot feel pain, and unless this power is chosen as a high-Torment ability, he is strangely at peace, (The monstrous version of this power traps the hapless target in his own body as the demon inflicts damage upon him she wishes, feeling pain normally.) The target can escape by spending a Willpower trait. They may then make a Physical challenge to break away as per grapple. If they fail to do so, they are unable to escape, and the power takes hold again at the end of the turn. This power has no effect on demons or supernatural beings which are already dead. Voice of the Grave (1 trait): The demon's voice echoes with the suffering of human souls. The demon is up two traits in Intimidation challenges.

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