Memories of Glory, Broken Wings

Memories of Glory, Broken Wings
Echoes of Glory, Broken Wings
Demon Merits & Flaws

Not that I thought the list of Merits and Flaws in the Demon Players Guide was too sparse, I felt the need to create some new ones anyway. There seemed to be a distinct lack of traits that applied to characters' Celestial natures, and far too many "gumby" and "crutch" traits that could just as easily been fulfilled through existing traits, personality quirks and skilled roleplaying. But, who am I to judge? I hope you find this list of traits useful for your Demon chronicles. But be sure to check with your Storyteller before taking any of these Merits or Flaws and unleashing their effects in-game, okay?


Berserker (3-pt. Mental Flaw)
The Elohim afflicted with this Flaw was likely a foot soldier or guerrilla fighter during the Age of Wrath and Time of Atrocities, a vicious killer long before being cast into Hell. Or perhaps her interminable entrapment in the Abyss wore away her sanity. Even more so than that of other demons, the fallen's Torment is a force of roiling rage and hatred, and is powerful enough to drive her into uncontrollable rampages. In addition to likely netting temporary Torment for her actions during the rage, a berserking demon isn't in a rational state, and will do things like assume apocalyptic form, burst into flame, or enhance physical capabilities -- all to the detriment of foes and bystanders and the horror of witnesses. While the Berserker Flaw almost assures that the character isn't long for this world (due to the actions of other fallen, mortal hunters or others), she will cause a great deal of damage while she's around. Despite the stereotype, this Flaw isn't quite as common among Raveners as one might think; however, to no one's surprise, many Devourers are berserkers. However, the passions that drive Devils and Defilers overwhelm some of them during battle...
Whenever the character feels genuine rage or fear (when in mortal danger or attacked in earnest), the character's player must make a Virtue check (difficulty of his permanent Torment score or 5, whichever is greater). The Virtue rolled depends on the trigger event or emotion: when enraged, Conviction is rolled to avoid frenzy, an angel in the throes of fear checks Courage, and moral outrage requires a Conscience roll. If the player fails to attain a success on this roll, the Elohim automatically assumes apocalyptic form and uncontrollably attacks the source of her consternation, or barring that the nearest living thing, for as long as the Storyteller decrees; a botch means the character rampages for the duration of the scene. During this time, she is immune to fear, mind control, and pain; ignore wound penalties. While Willpower may be spent on the Virtue roll to avoid rampage, it's not so easy to extricate oneself from it once in that state; the character must spend a number of Willpower points equal to half her permanent Torment (rounded up) to pull herself from frenzy, though a botched Virtue roll demands that one permanent Willpower point be spent to regain control.
Unless the player finds some way to buy off this Flaw, the character's permanent Torment can never be lower than 3.

Celestial Correspondence (1- to 5-pt. Infernal Merit or Flaw)
The character's power is linked to some sort of event, and his power either waxes or wanes when it comes to pass. There are many different manifestations of such mystic connections, but are always tied in some way to the duties of the angel's House in Creation. For example, Defilers are often tied to the tides and sea, Scourges have powerful connections to weather and wind, and Fiends are affected by the movement of planets and stars. What follows are only general guidelines; Storytellers should tailor costs and benefits to their chronicles.
As a Merit, the cost of Celestial Correspondence is based on the frequency of the trigger. An event that occurs often (such as noon, high tide, the spilling of fresh blood) will cost 4 or 5 freebie; one that occurs less frequently (full moon, thunderstorms, or menstruation) costs 2 or 3; and triggers based on rare events (solar eclipses, volcanic eruptions, equinoxes) cost but one freebie. The benefits the demon receives as a result of the event may be any one of the following: permanent Faith increases by 1 for event's duration; permanent Torment decreases by 1 for event's duration; invocation difficulties for House Lores decrease by 1 for event's duration; gain two points of temporary Faith or Willpower at beginning or end of event; lose two points of temporary Torment at beginning or end of event; the effects of two revelatory characteristics are enhanced for event's duration; heal all bashing and lethal damage at beginning or end of event; heal one level of aggravated damage at beginning or end of event.
When taken as a Flaw, Celestial Correspondence inflicts some penalty on the character when the event occurs. Use the above guideline for frequency of triggers, but instead award more freebie for more common events (so a noon trigger is worth five freebie, and an eclipse one). Choose one of the following penalties to be associated with the trigger event: permanent Torment increases by 1 for event's duration; permanent Faith decreases by 1 for event's duration; invocation difficulties for House Lores increase by 1 for event's duration; gain two points of temporary Torment at beginning or end of event; lose two points of temporary Faith or Willpower at beginning or end of event; suffer one level of aggravated damage at beginning or end of event (unsoakable); the effects of revelatory characteristics are weakened for event's duration; the fallen must assume his visage for event's duration; the character can't assume apocalyptic form for the event's duration.

Controlled Torment (5-pt. Infernal Merit)
Due to rigorous meditations, intimate understanding of her Torment, or a strong bulwark of Faith, a character with Controlled Torment possess a remarkable degree of control over her darkest urges, allowing her to channel Torment with less risk to her soul. While the demon feels Torment as keenly as any other demon, she's somewhat less subject to it, and more able to steer it in the direction she needs it to go. However, this is akin to throwing a hornets' nest at someone and hoping not to get stung; the roiling energy of Torment can backfire on those who would use it to their own ends. No fallen angel can claim to truly control her anguish.
The effects of Controlled Torment are as follows. First, the Elohim's initial permanent Torment score is increased by 1; even as she reigns it in, her familiarity with her inner darkness lends it strength. She may resist the temporary Torment gain associated with channeling the high-Torment version of evocations with a successful Faith roll (difficulty 8); however, a botch on this roll nets her two points of Torment instead of one. The fallen also channels high-Torment apocalyptic form characteristics with less risk; when in revelatory form, she starts gaining free Tormented characteristics at Torment 5 instead of 7, and the player may manifest two tormented characteristics instead of one at the sufferance of one temporary Torment. Finally, the fallen's Torment is treated two points lower than its actual rating when determining the appearance of her visage, as her Torment doesn't ravage her spiritual identity quite so badly.

Crisis of Faith (4- or 7-pt. Infernal Flaw)
The eons in the Abyss weren't kind to the angel with this Flaw, eroding resolve and sense of purpose before it spat the crippled spirit back into the world. The character's beginning Faith is reduced to 2 for 4 freebie; for an award of 7 points, his initial Faith is but 1.

Diverse Lore (2-pt. Infernal Merit)
The fallen angel made strong connections, either honorable or treacherous, with another fallen House, and she learned their secrets. Or, perhaps God's role for her in Creation was somewhat different than for most of her House, such as a sea-manipulating Rabisu charged with protecting marine life. Pick one House other than that the character belongs to. The demon may treat lore associated with that House as if they were common lore and invest in them at character generation, though she must have at least one dot of lore from her House (her primary lore).

Divine Bane (1- to 5-pt. Flaw)
(Created by Jagash)
There is faith in superstition, dwindling but very real power coupled with ancient memories of specific Celestial weaknesses, passed down in apocryphal accounts. It is for that reason that certain substances are said to be bane to the demons. Gold is fabled to be close to the Divine, a reflection of God's light on earth. Silver is known for purity, while cold-forged iron cuts the bond of infernal magic binding the fallen to their hosts. The simple symbol of a cross might be endowed with the latent faith. Pretty much any substance or item with a mythological demon-warding effects could be applicable: including the certain precious metals, salt, spring water, dogwood, certain crystals or the like. Whatever substance the character purchases this Flaw for is treated as a sacred object. The amount of Faith Potential associated with those items is equal to the point value of this Flaw.

Focused Mind (3-pt. Mental Merit)
The character is confident and sure of her abilities, and knows when to exert herself and when to hold back her reserves. Up to three times per day, the player may choose to spend one of her character's Willpower points after the roll is made, rather than having to call the expenditure beforehand. This allows more efficient use of Willpower, allowing players to cancel unexpected botches and not waste Willpower points on rolls where the extra success isn't needed. A character can still only spend one Willpower per turn this way.
A player may not choose to spend Willpower based on the results of others' rolls, only that of his character. For example, he can choose to spend a Willpower after his character attains only a marginal success on an attack roll, but he can't spend a Willpower to cancel an opponent's single Dodge success after seeing the results of the Dodge roll.
A character must have at least a Willpower of 5 and a Wits of 3 to possess this Merit.

Known True Name (3-pt. Social Flaw)
Somehow someone got a hold of the character's True Name (maybe through her own carelessness), and that person can't keep his yap shut. Or perhaps it was recorded in some well-read demonic tome. Now it's floating around out there, and the hapless character is bullied by other demons (or God forbid, Earthbound) that have her name, is summoned by mortal magicians at the most inconvenient times, and often hears people talking about her (which is distracting). Despite the demon's efforts at damage control (such as killing those who know it), her Name is in occult circulation and someone always knows it. Some fallen talk about methods of changing one's True Name either partially or totally (like eating the souls of other fallen, finding a legendary archmagus and allowing him to "rewrite" your soul, or swearing fealty to an Earthbound), and the character likely researches these possibilities with abandon.
This Flaw is certain to delight Storytellers, who will no doubt make sure some nemesis will have and use the character's True Name. To determine randomly if a character that might justifiably know the Elohim's True Name actually does, the Storyteller may roll Occult by itself (difficulty 8 for demons, 9 for sorcerers, Tremere, Baali and others); demons may add their Legacy to this roll. (The Knowledge: Demon Lore may be substituted for Occult; in this case, lower difficulties by 1.) A successful roll indicates part of the Elohim's True Name is known to that individual, with the successes gained determining how many syllables of her Name is known; three or more successes indicates knowledge of the Full Name. How exactly the individual in possession of this information uses it is up to him, though it certainly won't be pleasant.

Legacy of the Abyss (3-6 pt. Infernal Flaw)
The character was especially vulnerable to the horrors of Hell, or perhaps he has an especially monstrous nature. Whatever the reason, his starting permanent Torment (by House) is increased by one for 3 freebie, or by two for 6 freebie.

Locked Visage (2-pt. Infernal Flaw)
It's hard for the fallen to manifest her revelatory form. She must spend a point of Faith to assume her visage (a Faith roll won't cut it), and it takes a full turn to manifest it. While the character can act normally during the turn she assumes her apocalyptic form, she doesn't gain its benefits until the turn after its activation.

Mark of the Beast (2-pt. Infernal Flaw)
Something of the demon's Torment leaks to the surface, which unnerves humans and prevents gainful interaction with them -- unless his definition of "gainful" is scaring the wits out of them (which is just fine with many demons). While a blood-soaked Ravener, bestial Rabisu or bookish Fiend occultist may never bemoan or even notice Mark of the Beast, those of the First and Fifth Houses who bear it are at a particular disadvantage, and must take special care to keep their Torment low.
The character's Social roll difficulties are increased by 1 for every three full dots of Torment he has. Also, his Revelation inspires only creates terror, and unable to inspire such things as simple awe.

Pious Sacrifice (3-pt. Merit)
(Created by Jagash)
Genesis speaks of the the nature of angels, how they feast not upon mortal fare but upon manna alone. "If you detain me, i will not eat of your food; but you make ready a burnt offering, then offer it to the Lord." This scrap of wisdom holds greater significance for some fallen then mere parable. The act of meaningful sacrifice in the name of a Celestial can provide them with faith equal to the mortal's faith potential. What qualifies as being meaningful varies of course, upon the Faith Potential of the mortal as well as the House of the demon it is offered to. A Rabisu Ravener might benefit from bloody animal sacrifice, while throwing a valued item of artwork into the ocean might grant Faith to a less Tormented Lammasu. (See pg. 75 of Damned and Deceived for the level of sacrifice appropriate for each level of Faith Potential.)

Reduced Traits (Variable)
You can sacrifice points from your character's initial spread to gain points to spend elsewhere. Note that the freebie granted for dots don't match up to their costs; i.e., you won't get the same freebie for sacrificing a dot as you would have to pay to get it. Them's the breaks; if you want that fifth dot of Lore of the Flame bad enough, you won't mind being average or inept at everything else, right? Keep in mind the 7-point limitation on Flaws.
One dot of Attribute = 3 freebie; one dot of Ability/ Virtue = 1 freebie; two dots of Backgrounds = 1 freebie; one dot of Lore = 4 freebie.

Reflexive Revelation (2-pt. Infernal Flaw)
When in danger, surprised, or witnessing manifestations of Celestial power, the fallen Elohim has a tendency to assume his revelatory form, which can trigger mass Revelation and panic when, say, he's in a crowded subway. This quirk also attracts the attention of demon hunters, other Elohim or worse things. When a trigger event occurs (as determined by the Storyteller), the player may make a Willpower roll (difficulty 6); if she succeeds, her character avoids assuming apocalyptic form, though he's free to do so willingly. A failed Willpower roll forces the player to immediately make a Faith roll for the character to assume his visage (and no, the player can't choose to fail the roll!), while a botch forces the fallen to assume revelatory form, and remain in that shape for a number of turns equal to his permanent Faith.

Residual Soul (2- to 6-pt. Infernal Flaw)
Something went wrong when the demon entered the host. The host's soul, weakened and battered as it is, still clings to its former body, refusing (or perhaps unable) to release its hold and just die. Most likely, the soul's tie to the body was stronger than the demon originally thought; she moved in too quickly, and by the time she realized her error, it was too late to leave the body and find another -- and any body, even a shared one, is better than being pulled back into the Abyss. Now that the Sebettu has set up house, she can control the body normally... most of the time. However, the soul makes a point to assert itself in situations in which the demon's actions deeply offend it (which may well be quite often). While moving on to another body is a possibility, that carries its own set of problems. Until the character finds a Slayer proficient enough with the Lore of Death to sever the soul from its moorings (or learns it herself) -- options themselves full of risk -- she's stuck sharing the body with this mortal's soul. This predicament is often terribly amusing to other demons, who will consider the fallen weak for being unable to wrest the body from its former owner, and even the least cruel fallen respond to her with pity rather than respect. Add 1 to Social roll difficulties when the character interacts with other demons who know of her condition.
The soul has a Willpower score and a Nature; Willpower is equal to the freebie granted by this Flaw, minus one (rating of 1 to 5), and the Nature is usually chosen by the Storyteller (though she may trust a player not to abuse the privilege of picking it himself). The soul shard has no Faith and can't become a thrall, nor does it have any other relevant statistics; it isn't a full spirit, just the shell of an identity clinging to its body, unable to act other than to occasionally harry the resident Sebettu's efforts. When the demon acts in a way that contradicts or violates the soul's Nature (as determined by the Storyteller), the Storyteller may roll the spirit's Willpower (difficulty of the demon's Willpower), with each success on the roll canceling one of the character's successes. The spirit's temporary Willpower may be spent as well, with each point canceling one success the fallen's player rolled; the soul fragment's Willpower pool recovers at a rate of one per night. This resistance can only be applied when the demon acts in a way directly contrary to the soul's Nature -- for example, a Caregiver might subvert attempts to attack someone, but wouldn't interfere with the character's Subterfuge or Drive attempts. The soul shouldn't make more than three or four Willpower rolls/ point expenditures per day.
The demon, on the other hand, can cancel the residual spirit's Willpower successes and point expenditures by spending her own Willpower, with each point canceling a success or spent point. While this may work for the short-term, this has the effect of gradually wearing down the fallen's psyche and resolve --- which is exactly what the soul wants. If a fallen ever falls to zero Willpower for any reason, the host's soul can temporarily take control of its former body for a scene by spending a temporary Willpower. While directing its body, the fragmentary spirit acts according to its own Nature and desires; while the Storyteller normally controls the spirit's actions while controlling its body, he may allow the play to portray if he feels she's objective enough to do so. While the soul may well do things the demon doesn't approve of (turnabout is fair play, after all!), it lacks the focus and self-determination to do anything drastic such as commit suicide or kill the demon's thralls.
The soul is resistant to manipulation via Lore of the Spirit, as it's not technically a ghost; it's still connected to its body, and thus alive. It's possible to use Extinguish Life (Lore of Death ●●●●●) to sever the mortal's soul from its body, but this is tricky because the division between the dual souls is indistinct, and it's possible for the operating demon to cut into the wrong soul with the evocation. While even one success on the evocation roll is enough to rip the soul away (and thus freeing the character from the effects of this Flaw), the soul is allowed a Willpower roll (difficulty of the acting Elohim's Willpower); if the spirit's successes exceed the demon's evocation successes, the spirit manages to shunt the effects of Extinguish Life onto the demon residing in its body! In this case, the acting demon's successes are calculated against the fallen normally... with nasty results.
Storytellers, beware those players who will take Residual Soul with the intention of getting rid of it in the first few sessions. Make it difficult for them to find someone qualified to help them. If they do manage to rid themselves of the pesky soul, feel free to make the character pay through the nose either in-game (such as being indebted to the demon or other creature that helped them), forcing them to spend accumulated exp, or through assigning other Flaws to make up the difference (namely Haunted). This Flaw is meant to be a roleplaying opportunity and unique character facet, though some players won't see it that way. Some Storytellers may spot problem players and deny them the Flaw outright, but more sinister ones will give it to them anyway and let them reap its rewards...

Ritual Worship (4- or 6-pt. Infernal Merit)
(Created by Jagash)
The fallen learned the elder times that the faith of humanity is mighty, and that worship clad in ritual has great power. Some select fallen are able to profit from this ritual devotion. When a number of mortals work their devotion, that Faith is fed to their patron. The fallen character is able to purchase the Cult and Worship Backgrounds from Earthbound (pgs. 75-77), and use that Faith source in addition to that received from pacts and reaping. The 4-pt version only permits normal faith-giving ritual while the 6pt version of the Merit also allows veneration rituals to be preformed. Please note that the Backgrounds must be purchased separately from the cost of Ritual Worship.

Strong Visage (3-pt. Infernal Merit)
The character has one more revelatory characteristic than normal, either normal or Tormented, which may be chosen from any visage -- pending the Storyteller's discretion, of course. (If the player is using the point-based method for building characters presented in the Demon Players Guide, then he has 3 additional points, for a total of 19, to buy abilities.) This Merit may only be taken once.

Weak Visage (2-pt. Infernal Flaw)
The Elohim has one less revelatory characteristic than normal, either normal or Tormented, player's choice as to which is lost. (If the player is using the point-based method for building characters presented in the Demon Players Guide, then she has 3 less points to spend, for a total of 13.) A character can have no less than one ability of either the normal or Tormented variety, however.


To the Demon: the Fallen index.