You are on page 1of 19

Faith 

Faith represents an Elohim's strength of being and authority over Creation. All the Fallen are
painfully aware of how weak they are compared to their time in the First Age, for while many
aspire to regain enough strength to wage war against the angels of Heaven again, not even the
most powerful demons today come close to the world-shaking glory once wielded by the
seraphim. Still, the Fallen have many plans and face many dangers, and even the most
reclusive or benevolent aim to rebuild their levels of Faith lest their freedom be taken from them
again.

All Fallen begin with Faith 1 for free. During character creation, 5 of a character's 10 Merit dots
can be exchanged for Faith 2, or 10 of their 10 Merit dots can be exchanged for Faith 3. During
play, dots of Faith can be purchased for 5 Experience.

As a character's Faith rises, they have more power at their disposal and are able to perform
more supernatural feats at the same time or in quick succession. The total number of Numen
points that they can have at any given time increases, and the number of Numen points they
can spend in a turn rises. Once their Faith dots reach 6 or higher, the higher their Attribute and
Skill dots can go as well.

In order to hold on to such power the demon must have a larger and larger cult dedicated to
their name. Their effective number of dots in the Cult Merit drops by one dot at Faith 6, two dots
at Faith 8, and three dots at Faith 10. If this would reduce their Cult rating to zero or less, their
Faith rating drops to the highest level supported, along with their Attribute and Skill rating.

Faith Attribute/Skill Max Max Numen/Per Turn Cult Reduction

1 5 10/1 -

2 5 11/2 -

3 5 12/3 -

4 5 13/4 -

5 5 15/5 -

6 6 20/6 1

7 7 25/7 1
8 8 30/8 2

9 9 50/10 2

10 10 100/15 3

Numen 
As the architects of Creation, demons possess a special authority over reality. They measure
the energy it takes to shape the world as ​Numen​, the embodiment of their divine supremacy.
Before the War, the Elohim received near endless amounts of Numen from the Creator, albeit
directed through the First House and filtered down the celestial hierarchy. Now each Rebel
angel must take the divine energy that exist within the world, and the souls of men.

The Numen Advantage is rated in points rather than dots. Numen points measure the reserves
of power the demon has available within themselves. Character spend Numen to perform
various miracles, but they can only hold and spend a certain number of points per turn as
determined by their Faith.

Uses for Numen


● Mortal’s Mask​: Elohim may adopt a mortal form to better walk among the flock. Spend 1
Numen, and for a scene the Elohim loses all their Visage traits to take on the form of a
mortal. The appearance of the form is chosen as it is adopted. The Elohim can shift back
into their normal form as a Reflexive action.
● Healing​: Elohim can reflexively spend one point of Numen to heal their body of two
bashing damage or one lethal damage. Aggravated damage can be healed by spending
five points, which may be spread out over multiple rounds so long as the demon takes
no other action.
● Evocations​: Elohim must spend a point of Numen to perform most Evocations, and
three points of Numen for Greater Evocations.
Realm Shifting​: The Elohim is a creature that exists on many layers of the universe.
With the Elohim can shift themselves up or down one Realm, transmuting their form to
the proper matter of the realm.

Duty and Urge 


This system replaces the Virtue and Vice of the Fallen.
Angelic Duty​: The Elohim were each created to fill a particular role. Though possessed of free
will and some degree of individual creativity, they ultimately had a calling that justified their
existence and connected them to the Creation that they loved. Choose a particular duty that the
Fallen held when they were at their best. It should be something broad, such as protect mortals,
ensure justice, or maintain Creation. Then interpret it through one's House and Primary Lores:
defend one's pack and their territory, set the threads of fate based on virtue or vice, or seal
gates to the Abyss. The duty must reflect a long-term goal and speak of the Fallen's better
nature. Whenever they devote at least a scene of time during a session to their Angelic Duty
and achieve something meaningful, the Fallen regains a number of Willpower points equal to
their Grace, as well as one point of Numen.

Demonic Urge​: The Fallen are pained individuals that desire to take out their misery on
everything around them. Though they risk losing Grace and falling into madness, by acting on
their worst instincts they gain a reprieve from their own suffering. Choose some bizarre, cruel, or
destructive act that the Fallen truly enjoys whether they like it or not, such as hurting mortals,
gorging themselves on food or drugs, seducing and rejecting others, or destroying faith. Every
scene in which they successfully act out their Demonic Urge, the Fallen regains a number of
Willpower points equal to their Sin, as well as one point of Numen, and Torment.

Grace
Grace is an Advantage ranked 1-10 which replaces Integrity. It measures an Elohim's
connection to Creation, the sanctity of their spirit, and their faith that there is meaning in the
world. As their Grace falls, an individual becomes less a divine being and more an infernal spirit,
gaining the properties and weaknesses of such. When a character experiences a breaking point
of their Grace level or lower, as listed below, they make a degeneration roll with the number of
dice equal to the breaking point. Willpower cannot be spent on this roll. Regardless of the result,
take a Beat.

Dramatic Failure: The character rages against what the world has done to them. They lose a dot
of Grace, gain three temporary Torment, and gain the Damned Condition.
Failure: The character becomes bitter and frustrated with what they have been reduced to. They
lose a dot of a Grace and gain three temporary Torment.
Success: The character is anguished by their actions, but remains resolute. They gain three
temporary Torment.
Exceptional Success: The Fallen weighs the wickedness of the act against their inherent
nobility, and comes out more determined than ever. They gain the Righteous Condition.

Effects of Grace

Rapture: Low-Grace demons inspire fear, revulsion, and insanity while those with high Grace
ratings evoke calm reverence. When a Rapture roll is made, mortals add or subtract automatic
successes based on the Fallen's Grace as listed below.
Spirit Weaknesses: As an Elohim loses Grace, they find it increasingly difficult to assert their
divine nature and become more like base spirits. Details for specific Spirit Weaknesses are
found under Special Rules.

Divine Will
As weak as they have become and as far as they have fallen, demons are still living instruments
of Heaven. As such, their minds cannot be penetrated or compelled by even the greatest
supernatural powers, nor can control of their host be wrested from them by other beings
capable of possession. Their emotions can be read and manipulated, however, and they can be
forced to act by spirit laws as described below.

First Tongue
Demons are all fluent in the First Tongue, the language of perfect communication spoken before
their imprisonment. After the fall of Babel, the ability to comprehend the First Tongue was
stripped from humanity, condemning them to centuries of conflict borne of miscommunication
and isolation. Whenever hearing the First Tongue, mortals instead perceive musical
instruments, sounds from nature, or someone "speaking in tongues". When presented with its
written form, they simply fail to see it. Only a mortal with Occult 3 and a specialty in Demonology
can learn to understand the First Tongue. This provides the Fallen with a means of covertly
communicating amongst themselves. Additionally, since all languages are but broken versions
of the First Tongue, demons are automatically fluent in all languages, including those of dead
cultures or used by occult societies.

Names and Titles


The Fallen's knowledge of the First Tongue provides the means to perfectly describe their
nature and place in Creation. When sharing a portion of themselves in this way, they are
expressing a True Name. This word is a spiritual anchor for them in the world; when mortals
offer worship or perform occult rituals using one of a demon's True Names, they make use of a
mystical conduit that reaches the Fallen wherever they may be. Even speaking a True Name is
enough to draw the demon's attention, and with a thought they can ascertain who said it as well
as hear what the speaker says afterwards and even reply if they so desire.

In the First Age, each Elohim had at least one True Name known publicly by the rest of the
Celestial Host. This Celestial Name was employed to converse with each other across any
distance. During the war, it also became a means by which to spy on those who accidentally
spoke their name aloud. For this reason, it became common practice for the Elohim to refer to
one another using their Celestial Titles so as not to alert the subject of a conversation. These
titles had no real power; angels used their rank and purpose within their House, while demons
developed sobriquets reflecting their deeds during the war.
A True Name can be expressed either verbally or as a personal seal, both of which have
intrinsic power:

Spoken: A demon automatically knows the identity of someone who speaks their True Name
and may converse with them verbally. Additionally, rolls to perform summoning rituals and
veneration rites receive a +2 bonus for each of the demon's True Name used.

Seal: Placing a demon's seal somewhere creates a mystical link that they can use. Correctly
inscribing it requires a Wits + Occult roll with a penalty equal to the demon's Faith. If successful,
the demon may later perform a single Miracle as if they are in place of their seal.

A demon has as many True Names as they do facets of their soul. Other than their Celestial
Name, they guard these carefully, for greater knowledge of the demon's essence grants power
over them. Yet even if they might aim to only ever employ one True Name, the nature of the
First Tongue is that the intention and medium of its expression says as much any combination
of syllables. To learn a True Name as it is shared with allies, as it is whispered by a demon's
cult, and as it is used as a conduit for their rage is really to learn three of the Fallen's True
Name. In fact, those versed in the First Tongue can uncover True Names by learning a demon's
Duty and Urge, studying their deeds and Miracles, and observing their relations with others.

Rapture
The Fallen are divine beings walking the Earth performing miracles. Sadly, most mortals, even
those of devout belief, have great difficulty reconciling divine manifestations with their
perceptions of the world. When Elohim appear in their Apocalyptic Form or perform Miracles
blatantly, they induce a state of Rapture in mortals present. Contrary to common usage of the
term, Rapture is not always a joyous and beneficial condition. Presence of the divine is deeply
shocking, even more so when it comes in the shape of a monstrous demon. To determine how
a mortal reacts, they must make a Rapture roll.

Dice Pool: Resolve + Composure. Mortals in crowds are greatly influenced by the reaction of
others and more susceptible to panic. They suffer a -1 penalty when with a handful of people up
to a -5 penalty when in a tightly-packed crowd. Furthermore, automatic successes are added or
subtracted based on the Fallen's Grace.
Action: Instant
Roll Results
Dramatic Failure: The mortal goes catatonic. They may gain a derangement or even die from
the shock, at the ST's discretion.
Failure: The mortal is overwhelmed and loses all rationality. They may collapse into tears or
start gibbering madly, run away, stare silently in awe unable to make sense of what they see. If
armed, they may even attack the demon out of fear or a violent need to destroy the cause of
their confusion. Later on they suppress or rationalize the memory away.
Success: The mortal maintains some sense and is capable of interacting with the Fallen. The
Rapture instills in the mortal a belief in the divine and a world with meaning. The degree to
which they are affected by this revelation and the time it takes before it begins to lose
authenticity and relevance to their life depends on successes scored. At 1 success, the mortal is
overcome with joy or fear, barely able to think or act clearly, but the feeling passes and is largely
forgotten as soon as the scene ends or the demon leaves their presence. At 2-3 successes the
mortal is affected by the Rapture but remains mentally present, though they are still dazed and
may miss details of the situation. They strongly remember the experience for at least a few days
or weeks, after which it becomes a thing of the past. At 4 successes the mortal is fully alert and
capable of relating the experience months or years later.
Exceptional Success: The mortal recognizes and accepts the revelation almost immediately.
They will never forget the moment of Rapture or have it lose meaning in their life, and they do
not suffer from the effects of Rapture for the remainder of the story.

Lores 
In the beginning, the Lores were expressed many ways on different layers of reality, such as
through words, inscriptions, motions, or states of being. Each was a means of touching and
changing the world, while obeying different laws and routes. In the modern world, the Fallen
best remember the Lores as aspects of Enochian, ways to speak with and influence specific
elements of Creation. The Lores are constrained by three general laws:

The Law of Noble Artistry: The celestial Lores are means by which to build and enrich Creation.
They are not well-suited to creating things that are hideous, harmful, or alien, nor can they take
something which exists and render it void. A Miracle of Flame and Supply may hold a fire still
and cause it to die out quickly, but it does so through natural processes. For effects that create
monsters, destruction, or suffering, see Blasphemies below.

The Law of Exclusive Dominion: Each Lore should be focused on its own domain and not create
effects better suited to other Lores. The Lore of Winds controls the motion of air and can create
cyclones, while the Lore of Storms governs rain, lightning, and hurricanes. The Lores of
Awakening and Flesh may both be capable of physical healing, but no other Lores are.
Likewise, the Lore of Celestials may influence Numen and Miracles, but it cannot simulate the
effects of another Lore on it's own.

The Law of Divine Evolution: Though they possessed enormous power at the dawn of Creation,
even then the Elohim focused on small, gradual changes to the world for fear of damaging their
work or impeding that of their peers. With only a fraction of their former glory and the weakened
faith of humanity, the Fallen can no longer shatter mountains or forge new dimensions. As a
general rule, a Miracle can only affect a single target or reasonably sized object at one time.
Anything larger requires a Greater Miracle, and even then is typically limited to the Fallen's Faith
in tens of yards. The ST might allow for larger effects, though no more than a number of miles,
in appropriate situations. The exception to this rule are the Lores of Humanity and Radiance,
which are designed to deal with crowds of mortals.

As the Fallen gain greater proficiency in a Lore, they recall groups of syllables and expressions,
called Miracles, which allow them to create different effects. Upon learning the first dot of a
Lore, the Fallen is able to perform a Miracle of Knowing, the simplest and most intuitive of all
Miracles. At each further dot of proficiency, the Fallen chooses another of the Miracles to learn
with that Lore. Each Miracle governs a specific intention for a Lore, and allows the Fallen to
create near any effect that fits the combination of Lore and Miracle. A Miracle of Supply and
Flame could be used to shape a sword or fire or cause a campfire to dance, while a Miracle of
Preservation and Flame could enchant a flame to burn brighter or encircle someone in a
protective aura. Truly powerful effects must be performed with a Greater Miracle, which requires
the fourth dot a Lore. The Miracle of Knowing has no Greater Miracle application.

Increasing Lore rating cost 3 Experience.

Miracles

Knowing: The first step in altering a facet of Creation is to be able to Name it, to know its nature
and purpose in the world. Miracles of Knowing allow the Elohim to sense, study, and perhaps
speak with those things governed by a Lore. They can also influence them in small ways that
come naturally to the facet involved; the wind might be asked to blow a certain direction, fire to
spontaneously ignite an object, or wild beasts to stalk other prey.

Dominion: Miracles of Dominion assert the Elohim's authority over and connection to the
aspects of a Lore. They can instill trust, fear, or obliviousness, call creatures to them, and
influence in other subtle ways. In some instances they allow the Elohim to transform their form
or possess another's. Greater Miracles can control minds directly or influence large groups of
people at once, even grant expertise and dispositions where none existed before.

Exaltation: These Miracles governs imbuing people or objects with properties or powers related
to a Lore. They make the impossible possible, and fuel legends of blessed sites and people
gifted by angels. Anything which leaves a subject innately supernatural, gives it characteristics it
would not normally possess, or simply changes it completely from what it was can be
considered a Miracle of Exaltation.

Preservation: Effects which provide protection, concealment, healing, or greater potency are all
Miracles of Preservation. They can make an aspect of Creation stronger or more durable, or
shape it into a defensive shield around themselves or others. Greater Miracles can decree that
someone be unharmed by rocks and metals, heal aggravated damage, close all entryways to an
area, or render a building invisible.
Providence: Miracles of Providence work through chance to reward or punish based on one's
actions, to create signs and portents, and to arrange moments of destiny and happenstance.
Curses can be levied that cause the wind to blow harshly when one lies, or a door enchanted to
open only for the innocent. While not as quick or powerful as Miracles of Preservation or Supply,
Providence can be used to set events in motion so that a person comes across a new pet or
their car breaks down at a certain street. Greater Miracles can ensure that a single home is
unharmed by a devastating storm or that an individual falls dead should they ever enter a
particular building.

Revelation: These Miracles govern communication, divination, and moments of inspiration. They
touch upon the Divine Plan and secret truths of Creation, granting foresight, skill, and wisdom.
They can also allow one to communicate regardless of distance or barriers, and to gain far
greater knowledge of a subject than possible through a Miracle of Knowing. Greater Miracles
can strip away all falsehoods and delusions, create messages that spread through a community
and beyond, and reveal major events days or weeks in advance.

Supply: These provide what is needed, either by creating objects from nowhere, shaping
materials into a needed form, or giving motion to matter. Miracles of Supply bring the aspects of
a Lore into existence, whether it is igniting a flame, forging a path through a wall, or forming
bonds of friendship with perfect strangers. Greater Miracles might create large and complex
machines like cars or trucks, give birth to new life in someone's womb, or give rise to
earthquakes.

Performing Miracles

Performing a Miracle is an instant action rolled with Faith + Attribute + Lore or Skill. The
Storyteller chooses the Attribute based on whether the effect is Mental, Physical, or Social and
whether it is requires or enhances Finesse, Power, or Resistance. The player may choose to
use either their Lore rating or a Skill related to the effect being produced. Miracles cost one
Numen to perform, with the exception of the Miracle of Knowing, which is free. When performing
a Greater Miracle, the Numen cost increases to three.

Only one success is needed to perform a Miracle, but additional successes may increase
potency at Storyteller's discretion. The Storyteller may apply a circumstance penalty if
attempting to perform a Miracle with incomplete knowledge of the target, such as scrying for a
demon known only by their host name, or if it requires a great deal of precision, such as raising
the earth into the shape of a statue.

Fallen that have some degree of permanent Torment must count the number of dice on their
Lore rolls that come up equal to or lower than their Torment rating. Should the number of such
dice outnumber the number of successes rolled, the effect manifests as a Blasphemy.
Alternatively, a demon may choose to perform the Blasphemy, though doing so typically
generates temporary Torment.
When a Miracle is directly opposed by another Miracle, such as treating a disease another
demon created, a Clash of Wills occurs. All characters using conflicting powers enter a
contested roll-off using their Faith + Lore + Torment. Ties reroll until one character has accrued
more successes than all others. The effect invoked by that character wins out an resolves as
usual, while all others fail. Characters may spend Willpower to bolster the contested roll, but
only if they are physically present and aware that powers are clashing.

Common Lores

Fundaments

Humanity

Anima

Lores of the First House

Celestial

Knowing: Detect nearby demons and mortals as well as a general sense of their Grace/Integrity.
Blasphemy: Sense demons' degree of Torment and mortals with hollowed or corrupted souls.

Dominion: Strip a demon of one of their Celestial Traits for a scene. Blasphemy: Instead, strip
the demon of one of their Demonic Traits.

Preservation: Empower a Miracle being cast by another demon, adding successes as bonus
dice. Blasphemy: The affected Miracle manifests in its Blasphemy form.

Revelation: Send visions that convey information instantly to a number of individuals equal to
the demon's Faith anywhere in the world. Blasphemy: The vision causes severe migraine;
successes over victim's Resolve become bashing damage.

Supply: Generate up to the demon's Faith in Numen in another, though no more than once per
demon per story. Blasphemy: The recepient demon gains one point of temporary Torment per
point of Numen.

Flames
Knowing: Cause a flammable material within sight to spontaneously ignite. Blasphemy:
Materials within the demon's Torment in meters ignite.

Dominion: Become as mesmerizing as fire, subtracting the demon's Faith in dice from
perception rolls of those nearby and forcing them to make a Composure + Resolve roll to look
away. Blasphemy: Briefly become as blindingly radiant as the sun, blinding those who do not
look away.

Exaltation: Capture the energy of a fire in a gem that can later be used to provide light, heat, or
ignite touched objects. Blasphemy: The gem is volatile and can be remotely triggered to
explode.

Preservation: Create an aura of flame that inflicts one level of lethal damage to anyone who
approaches. Blasphemy: Touched objects catch fire or are superheated and begin to melt.

Revelation: Produce a flame whose light extinguishes illusions and reveals active supernatural
effects. Blasphemy: The demon can cause the flame to lie, excluding known effects or inventing
others.

Supply: Cause flames to grow or shrink, form into unnatural shapes, or arise from nothing.
Blasphemy: Flames created or influenced increase in intensity by one degree, inflicting more
damage.

Kings

Knowing: Speak with clarity and divine authority, causing a mortal to obey a simple command.

Dominion: Rally nearby mortals to the demon's side, causing them to instinctively fight
assailants and obey reasonable orders.

Preservation: Provide confidence and guidance to a group of mortals, granting 8-again and
empowering one of their Skills for a scene.

Revelation: Compel a mortal to answer questions truthfully, confess sins, and share doubts.
Blasphemy: Mortal reveals deepest shames, vices, and vulnerabilities.

Supply: Brand a mortal's aura so that others instinctively react to them in a predefined manner.

Lores of the Second House

Awakening
Knowing: Sense the health and mental state of an individual. Locate those nearby in need or
pain.

Dominion: Become a wellspring of vitality, easing the stress of those nearby and filling mortals
with peace and serenity.

Preservation: Heal bashing or lethal wounds. Remove poisons, common diseases, or minor
physical ailments.

Revelation: Give a mortal insight into their potential and purpose in life, restoring their
Willpower.

Supply: Animate non-living objects or unconscious creatures to act as extensions of the


Elohim's will.

Bonds

Knowing: Locate a known individual within a couple of miles, or a bonded individual anywhere in
the world.

Dominion: See, hear, and speak through a bonded individual.

Preservation: Shield a bonded individual from physical injury or mental trauma, transferring it to
the Elohim. Allow the Elohim to spend Willpower on their resisted rolls.

Revelation: Scry upon an individual using something with which they have a strong bond.

Supply: Create a temporary, Pact-less bond between the Elohim and a present individual.

The Wind

Knowing: Create a strong gust of wind in a specific direction. Blasphemy: The controlled wind
becomes a foul miasma which inflicts one bashing damage per round to mortals in the area.

Dominion: Move as fast as a hurricane, multipling speed by the demon's Faith for the scene.
Blasphemy: Create a continuous sonic boom while moving, damaging nearby objects and
deafening those with Stamina equal to or less than the demon's Torment.

Preservation: Form a barrier of rushing wind that impedes passage and blocks projectiles as
cover with Durability equal to half the demon's Faith. Blasphemy: Individuals moving through the
barrier have the air pulled from their lungs and cannot draw breath for one turn per the demon's
Torment.
Revelation: Recreate a conversation previously spoken in a room. Speak to individuals miles
away. Blasphemy: The voices are haunting and seem to linger long after the scene; listeners
gain the Shaken Condition during the scene and the Spooked Condition afterwards.

Supply: Shape wind to strike, crush, or loosely manipulate objects from afar. Blasphemy: The
controlled wind cuts like knives, inflicting lethal damage instead of bashing.

Lores of the Third House

The Earth

Knowing: Detect the location of nearby creatures touching the ground. Sense hidden
passageways or buried objects. Blasphemy: Pits or gaps up to one cubic meter per the demon's
Torment may be ripped open in the ground or walls.

Dominion: Become an unmoving and unmovable statue, capable of absorbing extreme levels of
damage such as being struck by an SUV. Blasphemy: The demon may sink into the earth and
travel at half their Speed for one round per the demon's Torment, passing through most physical
materials like it were water.

Preservation: Repair holes, rot and rust, frayed wires, and other damage to a building. Increase
a structure's Durability. Blasphemy: The restoration is temporary and will fall into an even worse
state after either weeks, days, or hours depending on the extent of the demon's Torment.

Revelation: Divine the layout and security systems of a building. Blasphemy: The halls of the
building become unnatural confusing, causing those who fail a roll of Wits + Composure - the
demon's Torment to become lost and trapped inside.

Supply: Cause the earth to rise as a barrier, create an opening in a wall, or ensnare an
individual's legs. Blasphemy: Affected earth becomes muddy and acidic for one round per the
demon's Torment, inflicting one lethal to anyone in contact with it.

The Forge

Knowing: Determine what materials something is made of or how to use it.

Dominion: Bind a small number of objects to the Elohim so that they always know where they
are and can summon them into hand instantly.

Preservation: Restore an object to pristine condition. Increase a tool's quality, raising it's die
bonus and Durability.
Revelation: Learn the history of an item, such as who made it, who owns it, who last used it, or
any other significant moments in its use.

Supply: Create an object out of raw materials or make slight alterations to an existing object.

Paths

Knowing: Detect a path to a destination meeting certain criteria, such as remaining unnoticed or
avoiding environmental hazards. Blasphemy: The path visibly crackles with demonic energy,
making it easy for others to notice and follow.

Dominion: Cause a known individual to always travel towards the demon no matter what path
they take for one day. Blasphemy: Rather than lead to the demon, the target's paths lead no
where for one hour per the demon's Torment.

Preservation: Conceal a door, alleyway, or other path into an area for one day per the demon's
Faith such that only particular individuals can find it. Blasphemy: Instead of being concealed, the
path is trapped and inflicts bashing damage equal to the demon's Torment to all who enter.

Revelation: Detect a path to something needed or someone sought, even if its location is
changing. Blasphemy: Anyone attempting to interfere with the demon's pursuit must succeed on
a Resolve + Composure roll or gain the Lethargic Condition.

Supply: Create a pathway with unique characteristics, such as decreased traversal time, ability
to pass through barriers, or that requires a special key. Blasphemy: The path is twisted and hard
to follow; those who fail a Wits + Survival - demon's Torment roll become lost and exit at a
random point.

Lores of the Fourth House

Ciphers

Knowing: Intuit surface secrets, such as a computer password, safe combination, or a name to
give in order to establish credentials. Torment: Learn the brutally effective means to interrogate
someone or break into something.

Dominion: Alter a mortal's recent memories. Torment: Wipe memories of the last several days.

Preservation: Encrypt a message or make a piece of information temporarily obscure and


buried. Torment: Cause unintended readers to suffer a breaking point and go insane for a time.
Revelation: Assess whether intel or research is legitimate, fabricated, or of value. Divine leads
for who to talk to or where to go to obtain information. Torment: Divine the information gaps or
possible treacheries in data or leads.

Supply: Fabricate keys, badges, paperwork, or evidence linking someone to a crime. Torment:
Fabrications instill dread, causing others to view subject as dangerous or unstable.

Harmonies

Knowing: Fill an area with lights or simple sounds. Torment: Produced light or sound is powerful
enough to stun individuals.

Dominion: Momentarily become a wave of light capable of traveling vast distances in a blink of
an eye. Torment: Teleportation produces a rift in space that multiple individuals may pass
through, though it leaves them disoriented.

Preservation: Render an individual invisible to visible light, sound, and electromagnetic


detection. Torment: Rather than being invisible, individual exudes inky darkness that obscures
sight and muffles sound.

Revelation: Send or intercept messages sent via radio, television, or wireless computer.
Torment: All signals to a target or in an area are blocked by random static, screams, and
horrifying images.

Supply: Create a phantasmal image that follows a routine or moves as dictated. Torment: Image
is disturbing and causes others to flee in terror.

Patterns

Knowing: Divine information about an upcoming event, such as when or where a ritual will take
place.

Dominion: Step into an individual's past, witnessing an event as if there and allowing them to
relive it.

Preservation: Anticipate threats to an individual in the near future. In combat, act as an interrupt
after another character declares an action.

Revelation: Divine the events leading up to a particular event in the past.

Supply: Retroactively have prepared in the past for a situation in the present.

Lores of the Fifth House


Longing

Knowing: Divine an individual's desires or goals, from most immediate to long-term. Blasphemy:
Additionally, learn the details of the character's last degeneration roll and any mental Conditions
they are suffering from.

Dominion: Make a mortal temporarily infatuated with the demon, giving them the Charmed
Condition. Blasphemy: The target becomes completely subservient, and gains the Enthralled
Condition instead.

Preservation: Allow an individual to fade into the background, ignored by mortals until they do
something that would draw a lot of attention. Blasphemy: Upon being noticed, the demon's
Torment is added as bonus dice on an action passing blame to someone else.

Revelation: Heighten a mortal's ability to pursue one of their desires and focus them upon
obtaining it, giving them the Obsession Condition. Blasphemy: The subject must spend a point
of Willpower per scene in which they eat, sleep, or do anything other than pursue their
obsession.

Supply: Take a mortal's real desire and create a physical manifestation of it such as jewelry,
narcotics, or the portrait of a loved one. Blasphemy: The created object is cursed such that it
brings despair, madness, or misfortune to the recepient before being destroyed.

Masks

Knowing: Sense the social hierarchy in a room, such as who has the most authority, who is out
of favor, and so forth. Blasphemy: Tension, rivalry, or hostility between individuals become
apparent as well.

Dominion: Enhance the reputation of an identity or organization in the public eye, bestowing
Fame for a number of days up to the demon's Faith. Blasphemy: When the fame ends, it comes
crashing down, bestowing the Notoriety Condition for a number of days equal to the demon's
Torment.

Preservation: Construct a perfect lie, adding Lore rank as automatic successes to a Subterfuge
roll and requiring those without supernatural detection to spend a Willpower point to see through
it. Blasphemy: The lie is viral and can be passed on a number of times equal to the demon's
Torment.

Revelation: Automatically know the right thing to say or do in order to gain the trust of those
nearby, gaining the Connected Condition for a day. Blasphemy: While Connected, can lower the
group's Social Impression of another individual or organization by one for a number of days
equal to the demon's Torment.

Supply: Take on a false identity, with appearance, mannerisms, and personality appropriate for
a desired role. Blasphemy: The persona comes off as incredibly creepy; add the demon's
Torment as bonus dice when Forcing Doors in a Social Maneuvering effort.

Storms

Knowing: Divine the next several days of weather. Create fog, rain, or a freezing chill.

Dominion: Transform into a body of water capable of rapid motion.

Preservation: Grant the ability to breathe underwater for a time. Solidify moisture into a thin wall
of ice.

Revelation: Transform a body of water into a scrying pool that shows the surroundings of a
recently touched individual.

Supply: Cause a body of water to move in waves, solidify into ice, or evaporate. Alter the
weather forecast for the next couple of days.

Lores of the Sixth House

The Flesh

Knowing: Alter an individual's body chemistry, purging toxins or making them feel intoxicated,
rousing them to full alertness or putting them to sleep.

Dominion: Control an individuals' nervous system, flooding them with pain or pleasure,
sharpening or disabling senses, inflicting seizures, or increasing reaction time.

Preservation: Heal bashing or lethal damage. Eliminate exhaustion, hunger, thirst, stress, and
addiction.

Revelation: Divine the family members, loved ones, intimate enemies, and recent contacts of an
individual.

Supply: Make minor alterations to a person's appearance. Temporarily move dots between an
individual's Attributes.

The Hunt
Knowing: Sense feelings of anger, fear, or predatory hunger, and amplify or negate them in a
mortal.

Dominion: Cause a group of mortals to be cowed, run in fear, or be incited to violence against a
specific target.

Preservation: Enhance an individual's Dodge and Speed. Provide an opportunity to escape


confinement.

Revelation: Divine the strengths, weaknesses, and physical state of an opponent.

Supply: Convert a Miracle into a trap that triggers when enemies approach.

The Wild

Knowing: Sense the wildlife in an area. Commune with animals in concepts they understand.
Cause minor plantlife to grow spontaneously.

Dominion: Summon nearby animals of a specific species to defend the Elohim or perform a
task.

Preservation: Create a barrier or shelter made of thick branches, vines, and leaves.

Revelation: Extend the Elohim's senses through a group of animals or the plants within a couple
miles.

Supply: Alter the instinctual patterns of wildlife in an area, changing what animals consider their
territory, when plants bloom, etc. Cause plants to rapidly grow in a specific configuration.

Lores of the Seventh House

Death

Knowing: Divine how a corpse died or the most likely way a mortal will perish. Numb a person's
limb or render a mortal listless.

Dominion: Raise a corpse as a zombie under the demon's control. Render a mortal languid,
nearly lifeless.

Exaltation: Enchant a mask to shield its wearer from the mental trauma or spiritual taint that
comes from killing a living being. Blasphemy: The mask causes individuals to become obsessed
with death.
Preservation: Alter a corpse to appear to have died at a different time or manner. Keep an
individual alive past the point of death.

Revelation: Send a terrifying vision of death to a nearby individual, sapping their Willpower.
Create omens of impending doom.

Supply: Accelerate the process of decay in organic or inorganic matter.

Spirit
Knowing: See and touch ephemeral beings such as ghosts and unbound demons. Blasphemy:
Sense the current strength of mortal souls and whether they are or ever have been possessed
by a demon, ghost, or other ephemeral being.

Dominion: Summon a nearby ghost and issue a command for them to perform for one day.
Blasphemy: The target is commanded for additional days equal to the demon's Torment, but
their darkest aspects are brought to the fore.

Preservation: Restore an individual's Corpus. Shield a ghost from being summoned or


commanded, or a mortal from being possessed, for one week. Blasphemy: The subject feels the
pull of the Abyss and gains the Spooked Condition.

Revelation: Ask a question of the Underworld powers and receive a (cryptic) answer.
Blasphemy: Force a vision from the minds of the Underworld powers, though it may have
distored information.

Supply: Force a ephemeral being to materially manifest. Create a new fetter for a ghost or spirit.
Blasphemy: The target is wracked with pain, taking Torment dice as bashing damage if they
failed (or did not make) a contested roll.

The Realms

Knowing: Sense the strength of the Gauntlet or where a gate leads. Seal or open standard
locking mechanisms.

Dominion: Become an ephemeral being capable of moving into and out of Twilight, as well as
taking small objects along.

Preservation: Create a ward over an area or on a container blocking access to those not
specified.

Revelation: Sense the location of nearby entryways to other realms. Divine the properties and
rules of a realm.
Supply: Create a portal that allows near instance travel anywhere in the world. Strengthen or
weaken the local Gauntlet.

You might also like