Demon the Fallen
An unofficial set of rules for the new World of Darkness
This is a document in the process of being created, regarding mechanics for running Demon in the new World of Darkness. If you have any comments, please leave them on the various forums linked below (or just email).
Step 1: Choose Background
Choose a character concept, a House and a faction. Consider the background of your human form, and how she came to be in such dire straits. What did your character represent as an Angel of the host? Did she do anything important in the First War? How much background detail you create for the demonic side of the character may be reflected in the Legacy Merit.
See the Demon core rules (chapter Six) for more detailed notes of character concept.
Step 2: Select Attributes
Prioritise the three categories and assign attributes (5/4/3). You start with one dot in each Attribute. The fifth dot in any Attribute costs two dots to purchase.
See The World of Darkness (chapter two), for more information.
Step 3: Select Skills
Prioritise the three categories and assign skills (11/7/4). The fifth dot in any Skill costs two dots to purchase.
See The World of Darkness (chapter 3), for more information.
Step 4: Select Skill Specialties
Take three skill specialties of your choice, whether in a single skill, or spread among several. See The World of Darkness (chapter 3) for more information.
Step 5: Add the supernatural template
Favoured Attribute: Every House has two favoured attributes. You may add a dot to your character's rating in one of those Attributes.
Grace: Grace represents your ability to throw off the torment of the Abyss -- without it, you will be nothing but a mindless monster intent on destruction. It replaces the Morality advantage in The World of Darkness. Your starting Grace depends upon your House. Unlike other Advantages with temporary points, temporary Grace can exceed your current Grace score. When it is reduced to 0, your character loses a point of permanent Grace. Characters start with a temporary Grace of 10,
Faith: This represents the character's faith his herself and humanity, a confidence which directly represents how much influence she has over creation. Demons start with a score of 3.
Primary Lore: Choose one of the three Lore paths from your characters House as your primary Lore. Then allocate three dots into the paths from either the Common Lore, or that from your own House. The three dots can be put into one Lore, or spread among several, but at least one must be in your primary Lore.
See the Demon Core Rules (chapter Seven) for detail on Lore.
Visage: Your primary Lore determines your visage. You can opt to use the special abilities listed for that visage in the Demon Core Rules, or customise it using the information in chapter four of the Demon Players Guide (note that it must still be based on your primary Lore to some degree).
Step 6: Choose Merits
You have 7 dots to assign to the character's Merits. As well as the ones listed in the World of Darkness, you may select from the following list of Demon-specific Merits. Most are described as Backgrounds in the Demon Core Rules, chapter six. See chapter two of the Demon Players Guide for guidelines about gaining or losing these Merits.
Step 7: Determine Advantages
Determine the character's Defence, Health, Initiative, Size, Speed, Willpower and her Virtue and Vice.
Step 8: Choose Flaw
Optionally select a flaw from the list in the World of Darkness book (flaws from Demon are being considered).
This is the experience point table for further development.
Grace and Torment
Still a subject of discussion...
These are the powers Demons can draw upon, assuming they still have points of temporary Faith. The following are unchanged from the original ruleset:
As usual, a demon can assume her apocalpytic form by rolling a successful Faith roll, or by spending a point of Faith to do it automatically. When Grace reaches 4, she may choose a high-torment power of the form, and accesses an additional power for each level below that.
Resistance to Illusion
Roll Wits + Composure to see through illusions and supernatural concealment. If the effect was created by another demon, then the dice pool is modified by the difference in Faith between the two (positiive or negative).
Make a Faith roll if your character's Celestial or True Names is spoken, and she wants to discover how and why that happened. If the True Name is used, add 2 to the dice pool.
Roll Wits + Occult to sense supernatural emanations in the area. The range of the senses is unchanged from the original rules.
This is a table without a function yet, but I've put it here to think about how it could be used for relationships with mortals (and presumably the gaining of faith).
This list covers all the evocations in the Demon core rules, giving new Attribute/Skill combinations to match the current version. I have had a couple of different (sometimes contradictory) concerns in creating this list. One of them is trying to ensure the amount of attributes or skills required to master the different paths is a bit more evenly matched than previously, and also take into account the Favoured Attributes of the various Houses.
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