The Infernal Court of Seattle, Washington.
Unlike many other Courts, the Court of Shi'Rath, the Fountain of Lost Dreams, follows an odd policy, no longer will the Ministries and Nobility be divided. To establish yourself and move up in the ranks here in this Domain. You must be both. The overlapping power structure within this court is likely why it has remained strong and has not fallen despite the dangers lurking in the world. Learn well from the lessons the Court of Fractured Light has to teach.
The Ministries
The Court is basically a city-state, autonomous body of Demonic government headed by the Tyrant and his Ministers but acknowledges the Right to Rule of the Nobility which was established by the Morningstar as leaders and administrators of the Legions, while the Tyrant and their Courts managed the duties of the areas vital to the Elohim forces during the War. What follows in this compilation is the arrangement of both the Court of the Ministries and the make up of the Nobility.
Courtier: These Fallen are members of the Court, holding no rank. They make up the main body of the Ministries of the Tyrant. The Nobility draws forth those deemed worthy of fulfilling various tasks and assignments and perhaps after they have proven themselves worthy to Noble, Minister, and perhaps even Tyrant, they may acquire a rank that makes use of their talents.
Minimum Eminence: 0
Maximum Eminence: 5
Tyrant: This Fallen is the preeminent among the Fallen of the Court, having enough power, connections and clout to claim and hold an area determined to be their Domain. Their word is law to those who are members of their Court, which is every Fallen who resides within their Domain. They manage and maintain their territory, relying on and appointing Ministers and no small amount of Nobility to aid in this goal, to serve the Tyrant and the ideals of the Court, considered the penultimate authority within their Domain though there are higher ranking Nobles in the far flung and myriad Courts convened across the world.
Minimum Eminence: 6
Maximum Eminence: ?
Retinue: 3 Commoners, 1 Page, 2 Esquires, 3 Fell Knights, and 2 Lords as well as the entirety of the Ministries and Courtiers of the Court.
Ministry of Eagles: The Watchers
Symbol: Stylized Eagle.
Scouts, being the first rank among this particular Ministry, are prolific and sharp eyed and eared, as they represent the eyes and ears of the Court, and therefore the Tyrant. Scouts are typically the first to hear certain rumors, including but not limited to, real estate deals, fragments of lore leading to a cache of lost knowledge, acquiring new technology or similar stuffs which strengthen the Court.
Minimum Eminence: 1
Maximum Eminence: 2
Called Spies, despite the connotations of such a title, these Ministers search out every bit of available information associated with rumors that swirl about the Court and report directly to their Watcher. These Fallen search out dissidents, infiltration and search for whispers in legends and myths, leading to forgotten knowledge and changes in the world that have happened during the absence of the Fallen, almost completely ignoring the modern age as they search out remnants of the Ancient.
Minimum Eminence: 2
Maximum Eminence: 3
Watchers, Ministers of this level direct the activities of the Scouts and Spies. All bits of information collected by the lower ranks eventually cross their hands making them among the most formidable of the Fallen, for there is little telling what sorts of secrets they know; though of course they will presumably pass on, whatever is important to the Most Vigilant Watcher, who will in turn inform the Tyrant, if necessary.
Minimum Eminence: 3
Maximum Eminence: 4
Librarians are quite reclusive though held in great esteem by the rest of the Court, for they are both the collectors of ancient texts and the maintainers of computer databases of modern and ancient knowledge. Compiling all knowledge brought to them by the Watchers, Scouts and Spies is archived for later use by the Court, with reason to look. Their knowledge of many things, relic, lost lore, history and modern advancements are renowned throughout the Court, and their mandate is to teach those who come to them, if it is within their power, and the subject deemed trustworthy enough not to abuse the knowledge.
Minimum Eminence: 4
Maximum Eminence: 5
The Most Vigilant Watcher is the best informed of all Fallen associated with the Court. He or she decides what knowledge is shared with the members of the Court and even how to disseminate information to the Tyrant, all others are careful with their words and dealings when there is this figure involved, there is no telling just what they may known or be able to discern from any one Fallen's words and actions.
Minimum Eminence: 5
Maximum Eminence: 6
Ministry of Aurochs: The Warders
Symbol: Stylized scales
Enforcers are the first rung in the Ministry of Aurochs, teachers of the laws and most prolific of the Ministry. Minor disputes can be settled on the spot by an Enforcer between those of the Court, when it comes to the Laws of the Tyrant. They report on demonic movements in the Domain of the Tyrant.
Minimum Eminence: 1
Maximum Eminence: 2
Warders, are the most vigilant of the officers of the peace within the Court. They maintain and correlate all the laws of the Court and act as bureaucrats and scribes for the laws made by both the Ministries and Nobility within a Domain so as not to have misunderstandings between the Nobility and the Ministries. They make sure all know the laws and that those gathered do not conflict with one another.
Minimum Eminence: 2
Maximum Eminence: 3
A Warden's duty is to organize Enforcers and Warders and other Ministry Fallen in the defense of the Court itself against any threat, mortal or otherwise. In making sure that the mortal and Fallen of a Domain can coexist in an area. Any trouble on the horizon is usually heralded by the presence of these formidable keepers of law and their martial prowess.
Minimum Eminence: 3
Maximum Eminence: 4
Judges interpret and actually write many of the Laws that govern the Court and those subject to it within its Domain, as well as any proclamations given to them by the Tyrant. Scholars of Law and Tradition, they stand ready to explain the laws to those who ask and enforce them when necessary. Judges, as the name implies, also are the ultimate authority for settling Minor and most major disputes when it comes to the letter of the law, passing judgment and punishment impartially to those they are called upon to sit in judgment over. When any two Ministers have a dispute it is these solid keepers of law that are called upon to settle the matter, unless it is two Judges in dispute, in which case the Honored Warder is called upon to pass judgment.
Minimum Eminence: 4
Maximum Eminence: 5
The Honored Warder is the last rung on the ladder of the Fallen justice system within a Domain. It is his or her responsibility to implement and write new laws as situations arise and to keep conflict that arises from legal clashes and claims under control and dealt with in a timely manner, he also may mobilize the entire Ministry when a threat is perceived to battle this threat with arms, or words when the occasion arises.
Minimum Eminence: 5
Maximum Eminence: 6
Ministry of Lions: The Swords
Symbol: Stylized sword
Scabbards, these formidable warriors are the backbone of the Ministry. As their name implies they are the protectors of those with no martial skills of their own, and serve as escorts to the others of the Court on dangerous missions, be they to acquire a bit of forgotten lore, a lost relic or a mission of diplomacy from the Court of their Tyrant to the far flung Courts establishing themselves among the mortal populations of the world. Often on their own home ground the Scabbards also serve as a political body to safeguard those marked by the Court as useful allies, or armed surveillance on those who might pose a threat.
Minimum Eminence: 1
Maximum Eminence: 2
The Blades are the elite warriors of the Court, tasked with protecting the Court in a much more physical way then the other ranks of this Ministry or the rest of the Pentarchy. Blades are bound with ties far more effective then the laws of the land, requiring an order from either the Praetors, any of the Highest Ranking Ministers, or the Tyrant himself before they may respond to the threats to the Court with their bloody skills.
Minimum Eminence: 2
Maximum Eminence: 3
Praetors are the commanders of the Blades, tasked with the imperative that no foray against the enemies of the Court can be traced back to its members. Known to manipulate events so skillfully that no attack, or reprisal can be seen as anything other then gang violence, terrorist attacks or random street violence, be they bar brawls that got out of hand or even a well-bred fist fight among the wealthy. Praetors walk a fine line because each incident has the potential to blow up in the collective face of the Fallen so the turn over rate for this position is quite high.
Minimum Eminence:3
Maximum Eminence: 4
Masters at Arms maintain, provide, acquire and at times, create weaponry, providing tools of a bloody trade that are deemed necessary to the Fallen of Seattle. At times they work hand in hand with the Ministry of Eagles to recover lost relics, procure new rituals to enhance weapons already at their disposal, or even modern weaponry that is deemed more suitable for certain tasks. They bear this burden as well as being tasked with instructing other members of the Court with the combat skills required to use the items needed, all in the defense of the members of the Court and the Court itself.
Minimum Eminence: 4
Maximum Eminence: 5
The Fiery Sword is a fearsome opponent and a valuable ally. Foremost among those in the Ministry of Lions on battle prowess and strategic and tactical thinking, The Fiery Sword is the weapon in the right hand of the Tyrant, at their whim they may mobilize the entire Ministry to eliminate any threat to the Court, all the while maintaining it in mortal eyes as nothing more then violence of some mundane agency. The focuses of their attacks are external threats to the Tyrant's rule within their Domain. Fallen of this rank also typically cultivate relations with police, the military, terrorists, gangs, and militant extremists, so to be able to buttress demonic strength with mortal numbers.
Minimum Eminence: 5
Maximum Eminence: 6
Ministry of Dust: The Guides
Symbol: Stylized Tower
Visionaries, are the many Fallen of the Ministry of Dust who insinuate themselves among mortal society to foster a greater understanding of how times have changed since the exile of the Fallen into the Abyss. Searching to understand the cultural differences so as not to foster ill will towards Fallen from any known society within the mortal world.
Minimum Eminence: 1
Maximum Eminence: 2
Seers seek to relieve the burden of Fallen dependency on Humanity as well as defend it from those among Humanity who would cause the Court harm. They typically foster connections with the media, social workers, lawyers and other mortals who are deemed useful for the purposes of the Fallen.
Minimum Eminence: 2
Maximum Eminence: 3
Oracles both organize the Seers and Visionaries into efficient networks, but also to act as diplomats and possibly spot fixers to ensure that when a problem with a mortal does crop up that it is handled with the utmost care without jeopardizing the Court by any means necessary. Oft times when the situation is considered at a point where there is no choice but to eliminate or take direct action against such a mortal, the Ministry of Lions is found to be working with the Oracles hand in hand.
Minimum Eminence: 3
Maximum Eminence: 4
The Guides have the rather unique job of cultivating the flame of belief in humans by promoting worship of various types in many cultures, as well as giving those Fallen, who find themselves unable to establish a supply of Faith for themselves, a source of the much needed flame of divine belief to replenish themselves. Fostering faith in humans is a tricky business at best, performing small "miracles" before a tent revival or other such happenstance can be dangerous to both the Guide and the Court they are a member of so usually the Ministry of Lions is involved in some manner when the Guides go out about their performances.
Minimum Eminence: 4
Maximum Eminence: 5
The Guide to the Blind's sphere of influence extends through many levels of the mortal world, from politicians and foreign ambassadors to street rats and bums. They have a frightening amount of power to cover up potentially disastrous events, which might be seen by mortals, and thereby endangering the Court and its members to the full scrutiny of Humanity, as well as instituting policy changes on things as minor as how a particular shelter handles abuse cases and where potential soup kitchens open within the slums of the city. This particular Fallen has the Tyrant's ear on any issue concerning mortals, and is responsible with acquiring thralls for the Tyrant when he requires them.
Minimum Eminence: 5
Maximum Eminence: 6
Ministry of Dragons: The Censors
Symbol: Stylized Dragon
The Deacons, seem to do nothing, but this is only to those who do not know the true nature of the Ministry of Dragons. Deacons have one duty, to watch the other Ministers of the other Ministries do their jobs, and make reports to the Censors and Inquisitors about the activities they see.
Minimum Eminence: 1
Maximum Eminence: 2
Censors, a mere step above the Deacons, seem to be the public face of the Ministry as they make tacit suggestions to the other ministries as to how things can be handled with more efficiency, and with better results in any area they deem fit as well as the criticisms on how operations were handled if a mission or project backfires on the Minister in question. Censors also herald an in-depth investigation into matters that have potential to harm the Court through missteps and mistakes made by its members and seek to head off these situations.
Minimum Eminence: 2
Maximum Eminence: 3
Inquisitors are the organizers of and directors of the reports and actions given to them by the Deacons and Censors. Compiling all the information that crosses their desk into recognizable order to pass on to the Lord. They are also allowed the leeway to make suggestions to those under investigation on superior ways of going about their Ministerial duties prior to handing their records over to the Lord Inquisitor.
Minimum Eminence: 3
Maximum Eminence: 4
The Cathari represent an entire arm of the Ministry of Dragons that solely exists to ensure loyalty and reinforce the oaths given to the Tyrant. If it comes to light to the Ministry via any agency that a member of the Court is suspected of being a traitor or to have sympathies for those who are known enemies of the Court, the Cathari investigate the matter further, as well as researching methods of eliminating the suspected Fallen as a threat, by any means necessary should it prove needful.
Minimum Eminence: 4
Maximum Eminence: 5
The Lord Inquisitor, is the ultimate secret keeper and a position of great responsibility. They disseminate information needed to the Tyrant and make sure the subjects of their investigations if proven innocent are not defamed due to misinformation. Among these responsibilities they also advise the Tyrant and other Heads of the Ministries on findings of their Ministers on how to improve operations and greater effectiveness in attaining certain goals.
Minimum Eminence: 5
Maximum Eminence: 6
The Nobility
Commoners are the lowest rank of the Nobility, usually are populated by Fallen who don't desire to deal with the responsibilities that come with joining the Ministries, and are the workforce of the Nobles. They do all the little tasks that ensure that their Liege’s Domain runs smoothly and are responsible for whatever the Noble they are oath bound to, asks of them, from the menial tasks of watching over a building, ensuring the stability of a business of one of their thralls or taking up arms to defend their Noble from attacks, or their properties.
Minimum Eminence: 1
Maximum Eminence: 2
Retinue: None
Pages, these proven servants have many of the same duties as the Commoners, though they are entrusted with more important missions and jobs. When their master is targeted by an attack, it is their responsibility to take up arms to defend them, and their property. Though the total numbers of Pages permitted within any given Court is limited, there is a reason for this; only those deemed worthy of becoming a higher rank of Noble are promoted after a time of testing of all their talents and morals.
Minimum Eminence: 2
Maximum Eminence: 3
Retinue: None
The Esquires are capable warriors or deft administrators in the service of a Fell Knight. They usually maintain a small Domain, inside or adjacent to the Domain of their master. Esquires are generally granted a certain level of autonomy to see to their Domains, though they must always obey their master when demands for tithe or service are demanded, or the call to arms goes out, as well as answer to all the laws that their master implements until they prove themselves and are granted higher rank and responsibility.
Minimum Eminence: 3
Maximum Eminence: 4
Maximum Retinue: 1 Commoner
Fell Knights are the Fallen who have risen from the lower ranks by virtue of skill of heroism on the fields of war, they are also commonly found as champions of Fallen Lords within the retinues of the Court, serving their masters faithfully. They generally are found in a myriad of functions employed by the Court system, suave diplomats, fearsome warriors, stalwart tacticians and strategists, dread assassins and steadfast guardians. Fell Knights are esteemed Fallen who have proven themselves time and again through various baptisms of fire, the backbone of the Nobility, these Fallen are frighteningly skilled, oath bound Elohim who see the needs of the Court and act accordingly. Typically they hold a Domain one fourth the size of the Tyrant's Domain and are completely autonomous within their own Domains as long as they do not break the laws of the land, they also lead the lower ranks of the Nobility when the call to arms is issued by their Liege. Fallen of this rank and below of the Nobility are encouraged to participate within the Ministries to ensure better cooperation within the Courts of the Fallen and further honing of their abilities.
Minimum Eminence: 4
Maximum Eminence: 5
Maximum Retinue: 2 Commoners, 1 Page, and 2 Esquires
During the War, Lords commanded the loyalty of hundreds of Fallen, a number of fortresses and watchtowers spreading out over enough land to consist of several small countries, but now they have usually a city, several small towns or an area within a city under their command and their retinues have shrunk considerably, most typically hold Domains fully one half the size of the Tyrant's Domain. Though some do establish Courts of their own within their Domains, not all do as they either are oath bound to a Tyrant or Overlord.
Minimum Eminence: 5
Maximum Eminence: 6
Maximum Retinue: 3 Commoners, 1 Page, 2 Esquires, and 2 Fell Knights
Overlords are often the Lords of a particular part of their Domain, making them "first among equals" of the Lords of the region. Should more then one Lord exist in a Domain, the most capable and deserving of them becomes the Overlord. This Fallen controls territory equal to as much as three times and a half again the size of the Tyrant's Domain and is answerable only to the Tyrant. They oversee disputes between the nobles under them within their Domain and organize them as he or she sees fit. Should the Tyrant not be available to rule, his trusted Overlord makes decisions concerning the realm in his stead; though the Council may overturn his decisions by a majority vote. Frequently the Tyrant of a Domain is the most influential and strongest of the Overlords within an area, claiming a retinue that consists of much more then a normal Overlord and commanding the oaths of fealty of all who serve them.
Minimum Eminence: 6
Maximum Eminence: ?
Maximum Retinue: 3 Commoners, 1 Page, 2 Esquires, 3 Fell Knights, and 2 Lords
Advancement, laws and discipline within the Court
Within the seemingly Byzantine workings of the Infernal Court system there are two ways to advance in rank and power. The first path is the most often chosen, promotion to the higher ranks of Court comes at the pleasure of a Fallen's superiors, who may grant virtually any rank below their own, although the decision can always be reversed by a higher ranking Fallen, if it meets with their disapproval. The higher ranks hold out the possibility of reward to keep their underlings loyal and hardworking.
Specifically, the Ministries, Ministers within the same Ministry, though higher in rank or the Tyrant may promote commoners into the higher ranks within their own Ministry. The Tyrant or higher ranking Noble elevates worthy champions in his or her name to the rank of Fell Knight, who are then allowed to name their Pages, Commoners, and Vassals. Only the Tyrant or Overlord may name one of their Fell Knights to the position of Lord, but that Lord may then name Fell Knights and lower ranking fallen into his retinue.
This method is informal, and may sometimes be completely ignored in situations where a reward for great achievement is called for, such vagaries vary from Fallen to Fallen. Methods of knowing the time to promote a Fallen to a new rank or keep a rival confined to lower ranks is a tricky proposition, as the second path to rank and power becomes evident. This second path to power is staging a coup and seizing power from a ranking Fallen and taking by force or guile their position. The only way to pull this off successfully, is to garner enough popular support within the other Fallen in the Court, those in power have no choice but to accept the upstart's claim to a position of power and influence, though this has been known to backfire more often then it succeeds and few Fallen are brave enough, or ambitious enough to attempt this route.
This is where the laws of the Court come into play, while each Court has its own laws, depending on the disposition of the Tyrant and those in authority in the area, though there are three laws which are universal throughout Fallen society, they are stated as follows. Obey the will of your superiors. Respect the territory of others. Protect the security of the infernal courts. While these laws are simple and universal, they are of course, open to interpretation to each of those in the position of authority to make a judgment based upon them.
Punishments for infractions of these laws are also universal, depending the degree of the crime. These punishments are as follows: Demotion, Compensation, Torture, and finally Exile. The degree of punishment is decreed by those who sit in judgment of the one who broke the laws, the severity of the occasion will decide who is the party sitting in judgment and if the incident is dealt with in public or private.
Mortals and the Court
- The Allies
Although the Court exists to serve the needs of the Fallen, it cannot and does not overlook the teeming masses of Humanity that the Demons walk amongst on a nightly basis. It was love of Humanity, above all other things, that led the Fallen to rebel and brought about the War, with all its atrocities and triumphs, and feelings towards mortals run strongly within those of Fallen society. By no means are any of the Fallen in total agreement as to what they should do about Humanity, they only know that mortals are important to them for various reasons, some dark while others darker still, not the least of these reasons is the divine spark of Faith, and all the power that entails, that they can provide the Lords and Ladies of Creation.
The following three descriptions are not only for those who are Thralls, but Vassals as well, as the terms are similar in definition, the actual social definition is far greater. Where Thralls know of at least their Fallen master, Vassals have no mystical bond to the Fallen they serve, instead providing the Fallen with temporal power in lieu of Faith. While it is not imperative for any Fallen to introduce their Thrall or Vassal to the Court, and in most cases its far better not to, though this varies in opinion from Court to Court, if the mortal does realize the Court exists and is exposed to it the following applies to them.
An Aide of the Court is named by a Page or second tier Minister of the Court, this mortal has proven trustworthy and useful to the Fallen in such a capacity, as to be permitted within the Court’s inner workings to observe and be assigned tasks by the Court, even going so far as to become a part of the various Ministries or even join the lower ranks of the Nobility. As such, these mortals are expected to know and follow the laws of the Court above those of Humanity and their master is directly responsible for any consequences they may cause for the Court, good or ill.
Minimum Eminence: 0
Maximum Eminence: 3
A Familiar is appointed by either an Esquire or a third tier Minister, this mortal has proven themselves as loyal above all else to the Court and its precepts and as such is allowed further responsibilities and rank within the Court. For all appearances a Familiar is treated as another of the Fallen with all the rewards and consequences of this status that comes with it.
Minimum Eminence: 0
Maximum Eminence: 3
Aegis is the term used for those mortals who are so vital and valuable to the workings of the Court that they are deemed to be worth the manpower and resources to devote to keeping them safe from all harm, even at the expense of the hosts of the Fallen, this mandate for protection can be issued only by those of the highest ranks of a Domain, Tyrant, Overlord or Lord. Traditionally a mortal is named an Aegis if they are the thralls of the Tyrant, Overlord or Thrall but this is also given to those who are in service as allies, as a political maneuver to show favor upon a Fallen, or on the former servants of an enemy that has been defeated to prevent further reprisals. While they must abide by the same guidelines as the Familiars do, those named Aegis are forbidden to participate in missions or Ministries that would place them in harm’s way.
Minimum Eminence: 0
Maximum Eminence: 3
- The Enemies
The Fallen are well aware that they are not universally welcome in the world, there are many forces that oppose the release of the Fallen that escaped the prison of the Abyss. Many still feel the sting of Humanity's rejection from untold millennia ago, after all. The Infernal Courts have many potential enemies waiting in the wings of the world stage, although many of those potential foes are, thus far, ignorant of the full extent of the power and influence, not to mention, in most cases, the existence of the Fallen. The following descriptions are precautionary and reactionary measures taken by the Courts in finding and dealing with these beings that could or do pose a threat to the safety of the existence of the Courts and the Fallen world wide. The Eminence given with these titles are added to the intimidation pools of those so called when dealing with the Fallen and are subject to change as the ST sees fit.
The Marked are those who have proven adept, in some ways, in thwarting or disrupting the plans of the Fallen. Any third tier Minister or Esquire may declare a person as Marked, what this means is this person is to be watched, not harmed, and no direct action taken against them until they are judged as a being who acts knowingly or through plain dumb luck against the Fallen. They are to be treated as wayward children or as the Fallen would any other mortal, in the hope that if they are a knowing opponent, the kindness and consideration shown them will shame them into more tractable behavior towards the Fallen.
Minimum Eminence: 0
Maximum Eminence: 1
Cursed, this is the term used for those who have actually destroyed not only the machinations of the Fallen but eliminated their hosts as well, whether through accidental circumstances or with purpose and careful planning, these beings are named so because this is what their existence is to become. The Court seeks to nullify these beings on all levels of their existence, be it via destroying their home life, causing strife at work leading to termination or by breaking their very souls and minds into shadows of their former selves, all of this without obvious machinations of the Fallen themselves, it simply seems as if their lives are falling apart in subtle ways until most are driven either insane or to suicide. It is rare for a mortal being to hold up under the strain of this treatment and surviving with mind intact, much less alive, those who do garner a frightening reputation among the Courts of the Fallen. Only a Fell Knight or fourth tier Minister, or higher rank, may name any being as a Cursed.
Minimum Eminence: 0
Maximum Eminence: 2
Abomination is the term granted to those beings that are ruled to be a threat beyond the more gentle measures the Courts have taken so far. Everything about this being must be eradicated and they may also be captured and tortured for information before they are eliminated in such a way to leave no trace of the Fallen's involvement. These beings are marked for violent deaths at the hands of the Fallen be it Noble or the Ministry of Lions. While it is rare for one to escape this kind of attention it does happen and all Fallen of the Court are called upon to eliminate the one bearing this designation as they are a direct threat to Fallen everywhere. Only the Tyrant or Overlord may name a mortal as an Abomination, and those who serve them are expected to carry out the order this title designates as soon as possible but to cover it up as well for many of those who earn this title do not work alone.
Minimum Eminence: 0
Maximum Eminence: 3
House Rules: Demons
Demon to Demon Interaction
When two Demons, a Demon and Thrall or two Thralls [if one or both have Awareness or Supernatural Awareness] are in an area with line of sight of each other, they may both roll Perception + Awareness at difficulty 6, for Thrall vs. Thrall or Thrall vs. Demon the difficulty is 6 to know that they are encountering either a Demon or a Thrall. If the Demon’s roll results in any successes, they realize what they are dealing with, if they score at four successes for Demons and two successes for against Thralls, they get the Celestial Name of the Demon or the patron Demon of the Thrall. Thralls merely know they are dealing with another Thrall or a Demon, no additional information.
Demonic Awareness
Awareness rolls for Demon are triggered by the following:
Line of Sight on a Demon or Thrall
Line of Sight of anything blatant, vulgar or just plain not normal.
Just because you have a success, no matter how many successes, on one or more of these things, does not mean you know what it is, unless you have the appropriate lore of that type of character. Changeling powers and treasures do not call for an awareness roll as awareness and kenning are not interchangeable.
Legacy
Remembering a Demon’s Celestial Name is only the first step on the road to remembrance of that particular Demon in relation to the character’s memory of them and their accomplishments, upon remembering or discovering another Demon’s Celestial Name, the character rolls Intelligence + Legacy roll difficulty 8 minus the target’s Eminence. Unless the character’s Legacy increases or the target’s Eminence increases you may only roll this once. If you wave this at the time of discovering their Celestial Name, you must wait until these requirements have passed to roll for that particular Demon again. What the number of successes of this roll reveals in memory is detailed as follows:
One success gives the demon's House, Legion, and Eminence rating
Two successes grants knowledge of the demon's remarkable achievements and scandals during the War of Wrath (including the Infamy Flaw)
Three or more successes grants knowledge of the demon's Faction and more in-depth background knowledge. If a demon is of the same House, Legion, or Faction as the target demon, and remembers such, she is allowed to try to remember part of the demon's True Name (see next section).
True Name
To know a Demon’s True Name is to have power over them. When a Demon’s True Name is used as part of a ritual, the Demon falls under the control of the person performing the ritual. They retain their will and sense of self but are compelled to follow the commands of the one who enacts this rite.
Even without such a ritual, knowing a Demon’s True Name is useful. By speaking a Demon’s True Name, one can instantly gain their attention, no matter if they are separated by continents or just across town, and communicate verbally with them. This can also be used as a goad to intimidate or manipulate said Demon, as the person or being who speaks a True Name gains a number of dice to use in Mental and Social rolls against that particular Demon, equal to the Demon’s permanent Faith rating.
Every demon starts with a True Name score of 10 at character creation, and this score may increase, making it more difficult to acquire by other demons, depending on the demon's actions; each of the following actions increases the score by 1:
Torment increases to 7
Torment lowers to 1
Acquires a particular different House's Lore for the first time (may happen once per Lore learned per House not one's own)
Devours another demon's Apocalyptic Form (this is in addition to the other negative effects)
Changes host bodies
Becomes an Earthbound's slave (does not affect that particular Earthbound from knowing the True Name, as the change is actually imposed by the creature)
Changes Nature
Effects are cumulative, so if a demon gains Torment 7, loses a point of Permanent Torment, and then gains it right back, the net result is a shift of two to the True Name rating. There is no way of knowing if you have the complete True Name of a Demon nor is there a way to be sure that you don’t have duplicates of the same piece, you can try using it….and hope for the best, but be ready for the consequences if you misspeak it or fail in your attempt to call a certain Demon.
Obviously, there is no easy way to learn a Demon’s True Name without them actually giving it to someone willingly, but there are other methods where the those who wish to play in this dangerous yet inherent part of Demon politics can go about learning the True Names of their rivals. Some methods and requirements are as follows:
Looking thru occult texts to find names of demons and matching them up with your subject’s acts. [Intelligence + Occult difficulty 9]
Investigating a crime scene, looking for the subtle touches that betray the criminal Demon’s personality. [Perception + Investigation difficulty 9]
Interrogating the Demon’s Followers, finding out how they address them in their blasphemous rituals. [Manipulation + Intimidation difficulty 10]
Ransacking the Demon’s sanctum, finding their personal belongings and seeing what they say about them. [Perception + Empathy difficulty 8]
Observing the Demon’s handiwork. Every time a Demon performs an invocation, they leave an imprint in the fabric of reality, similar to a fingerprint. [Perception + Occult difficulty 9]
While these are not the only methods, only the most often suggested and practiced, there may be more, for more information see Succubus, Vynier or Slave as justification and all rolls must be witnessed by an ST.
Summoning/Binding Rituals
All throughout history legends exist about those who summon forth Demons they bend to their will or, more often then not, are destroyed by the very ones they summon, for these beings are beyond their control. There is more then a small amount of truth in these myths of erstwhile people, as some of those summoned exist today as Earthbound Demons. What separates those ancient failures from the legendary successes are seemingly simple things, one is the fact while one may craft from scratch a ritual to summon a Demon, either at random from a specific House, a particular Demon, or just any Demon from either the lands of Creation or the Abyss, as difficult as this first step is, the second is even more perilous, they must possess a second ritual to bind the Demon to their will.
While ancient texts abound with treatise and rites to summon forth a Demon…not many actually work, which means the would be sorcerer is left standing with the trappings of his occult endeavors hanging about him, looking quite foolish after all the effort they put into the attempt. Those few that do work, and they are extremely rare and jealously guarded by those who possess them, will not bring positive results against every Demon, as they are rather specific in what House, or who it is exactly, that they summon up.
For those brave and perhaps foolhardy souls who dare to try the following requirements must be met, be they mortal or Demon themselves:
The researcher must know something about the Demon they mean to summon – preferably their True Name and House. Details are above for such an endeavor, though non-Demons must have an Occult rating of 4 and Demons Legacy of 3 or higher.
Once the House type and True Name are obtained, they may now make an extended Intelligence + Occult roll difficulty 7, they must attain at least 20 successes, though this is subject to change pending on the target of the ritual, to obtain either the Summoning or Binding rituals, but they will not know which it is. This is left up to the ST.
Another way to acquire this ritual is to craft one from scratch themselves – tailored specifically for the Demon they have in mind, though simpler this is far more riskier. Creating the ritual requires an extended Intelligence + Occult roll difficulty 8, rolling once per month with an ST witness until at least 25 successes is accrued, again the amount of successes is subject to change pending the target at ST discretion.
Once the ritual is performed the researcher rolls Wits + Occult base difficulty 6, modifiers change at ST discretion, failure means it doesn’t work, botches mean something backfires….and the consequences are unexpected. If successful, the Demon is brought to the summoner, in their apocalyptic form, leaving hosts in a coma, summoning the Demon from the Abyss, or in the case of Earthbound, pulled free of their physical vessels. The researcher, if mortal is then required to make a roll against Revelation. If they do not suffer the effects…they may proceed to interact or commit the second ritual, at this point the Demon and the one who summoned them, make contested Willpower rolls. If the Demon’s True Name is not known…..the Demon gains bonus dice equal to their permanent Faith rating, if it is known the researcher gains dice equal to the Demon’s permanent Torment rating. After that what happens is questionable.
Relics
All Relics must be acquired during game play, no one may start with a Relic, though they may be found, gifted as a reward, or more often then not, created in character by PC’s in play…..for a price.
Every Relic is unique, but its possible to group them into 3 separate classes, pending their effects and the process used to build the item. These groups are exclusive, though, they can be either, Enhanced, Enchanted or Demonic, but no one item can be more then one type.
The guidelines for crafting these items are found in Chapter 5 of the Demon Players Guide, this book is required to craft these items. All rolls and materials used for the crafting of these items must have ST approval, and one roll per day may be made towards the successes of their crafting.
Lore Use: Please note that when the book states the effect works on humans, this is considered to be any non-Demon type creature. When an object or person is subject to the effects of a Lore it is considered to be an ongoing magical effect for the purposes of Awareness they can be detected at difficulty 10 [ - 1 difficulty for Demons and Thralls]
Enhancements made permanent through Shape Flesh are considered to be an ongoing magical effect for the purposes of Awareness; like an Enhanced Object, they can be detected at difficulty 10 [ - 1 difficulty for Demons, Exorcists and Thralls].
This will be noted on the Demon’s sheet. Additions to a character’s attributes must be purchased with XP; the price of this modification is halved, however [going from Strength 2 to Strength 3 using Shape Flesh, for example, would cost 5 instead of 10.]
Lore of Forge 5 & Lore of Spirit 4: These Lores may both be used to create Demonic Relics; Lore of the Spirit 4 may also be used to create perfect reliquaries for the earthbound.
The Shadowlands
For the reactions to Demons who can traverse the Veil between the lands of Creation and the Lands of the Dead, aka The Shadowlands, the Wasteland, the Spirit World or Haven, please refer to the setting information relating to the Necropolis of Seattle included with this document. As for the guidelines for difficulties for passing into the Shadow lands for those with the ability, they are put here as follows:
Mass grave from the slaughter of native peoples, at 3 a.m.: 4
Most graveyards at night or the site of a gruesome murder: 5
Graveyard during the day, office building at night, unused industrial lot: 6
Police Station, office building during the day, vibrant street corner at night: 7
Family home, swimming pool during a summer day, popular restaurant at dinnertime:8
Busy nightclub, kindergarten classroom, high school sports event: 9
Newborn ward at the hospital: 10
Because the shadow world that corresponds to Seattle is mostly spared from the Maelstrom, there is normally no increased difficulty in taking actions in the Wasteland unless they leave the area, though botches do still remove a temporary Willpower point, and losing all Willpower, by any means, is a one-way ticket back to the Abyss. Non-Slayers in the Wasteland do not suffer the die pool penalties, but they do still lose a Willpower point each day they remain and suffer the other effects listed under Realms 5, Pierce the Barrier.
Relics brought through to the physical world immediately become insubstantial and invisible, and may be picked up by a projected entity as normal.
Apocalyptic Form
Shedding the mortal host’s form in favor of a Demon’s Apocalyptic Form is considered a reflexive action which happens on the character's initiative, whether the character spends a Faith or rolls his Faith pool difficulty 6 to shift from one form to the other as is the return to the host form from Apocalyptic Form. Leaving or changing the selected features of an Apocalyptic Form from low Torment to high Torment traits is also reflexive.
Partial Apocalyptic Form shifts: We do not allow nor recognize partial Apocalyptic Form uses, its all or nothing for the Visage your Demon has, you may pick and choose between which traits you use, 4 is the limit for total traits active, but you always look like a divine being of some sort and will take the risk of Revelation.
Alternate Apocalyptic Forms
Alternate Apocalyptic Forms are allowed but subject to ST approval, submit all potential Apocalyptic Forms on the background form for character background approval. Guidelines for this are in the Demon Players Guide [WW8221].
With appropriate justification and XP expenditure, an existing PC may upgrade his Apocalyptic Form by exchanging one power for another. Sufficient justification is determined by the ST, preferably upon witnessing the role playing of the demon PC in question.
[2 x Permanent Faith Rating] + [4 x Form Point difference] (if new power's cost is higher)
Also, if a demon is in the process of devouring another demon's essence, she may roll Intelligence + Occult + Legacy difficulty 8, to figure out that she is able to consume the other demon's Apocalyptic Form powers as well as its Faith and knowledge; once the demon figures this out, she need not ever roll again to take a similar action. This process, and its severe consequences, is described on pg. 126 of the Demon Player's Guide.
Re-Possession
If a Demon loses their host and they are free to find a new one, i.e.: they have not been devoured or imprisoned within a relic, they must play out a scene with an ST to see if they can actually find and possess a new host. Each Turn a Demon is not within a Host body they must make a Willpower roll difficulty 6, if they fail this roll they are sucked back into the Abyss, presumably howling and screaming the whole way, Willpower may be spent on this roll so that the PC may remain in play.
If a suitable host body is nearby, the act of possession requires a Willpower roll difficulty 8, though this can be lowered to 6 if the Demon possesses one of their NPC Thralls. PC Thralls may not be possessed by the Demon. If the Thrall willingly accepts the Demon, however, no roll is required; Possession is automatic. If the roll is required, however, the Demon must succeed, if they fail they have to resume the search until they are sucked back into the Abyss [A botch results in the loss of a permanent Willpower point.], unless they willingly enter an object, becoming an Earthbound and therefore unplayable as these character types are not permitted to be PC’s.
If the Demon successfully finds a new host, the player and ST who ran the scene will settle on who the new host is, what their abilities are, and the new host may spend the XP spent on their old host on their new one [at XP costs not Freebies] to re-buy the levels lost in Out of House Lores acquired with the lost host, or buying higher levels of In House or Common Lores, or Legacy background then previously acquired, all unspent XP is lost. Pacts and Eminence backgrounds remain the same, though the Pacts background may drop if a Thrall is possessed.
Demons and the Abyss
If a demon fails to repossess before being sucked back to the Pit, and no mortal uses a summoning ritual within one week to bring the demon back to the physical world, she is consumed by Torment and becomes unplayable. The character is retired. If the demon is summoned back to Creation, she has another opportunity to possess a human host; preferably one provided by the summoner.
Resonance
If all players involved with a scene, or a ST present, are familiar with the Resonance rules starting on pg. 68 of the Demon Player's Guide, they may be used spontaneously to garner a -1 difficulty on a PC demon's Lore evocation if the action or object seems to qualify. A Charisma+[Ability] roll difficulty 7, is used to determine whether the right Resonance can be drawn out on the spur of the moment. The [Ability] used here is the Ability utilized in the associated evocation. Alternatively, the player may request a Resonant object to be put in her Equipment list. This object will have an associated Lore, the maximum Lore level which it is useful for, and a small bonus (typically +1 die or -1 difficulty). No roll to draw out the resonance is necessary with this method. The item must be used explicitly and obviously during the Lore use to have any effect, and may be consumed or “burnt out” by the evocation, at the ST's discretion.
Faith
A demon must have at least 1 point of Temporary Faith to use her Apocalyptic Form. Innate Abilities available to all Demons, may still be used even while “empty of Faith.” Ravaging allows the use of the Apocalyptic Form, and Lores.
House Rules: Thralls
Thrall Gifts
All PC mortals start with Faith Potential 2 as a default unless they spend 7 freebie points to raise it to 3, the cap for starting PCs. Faith Potential may be raised via XP at the cost of Current Rating x 10. This takes extensive role play and displays of devotion to a higher ideal outside of themselves to justify the increase. As noted in Damned and Deceived. [WW8221].
Thralls are immune to Revelation of any and all Fallen.
The following is the listing of gifts a Demon may confer upon their thrall at the moment of thrilling or when the pact is revised due to an increase in Faith Potential:
Correct chronic injuries or impairments: includes things such as congenital disorders, mental illness or birth defects.
10 Freebie points: may be used for Abilities, Attributes, or Willpower only.
Innate Demonic Ability: Immunity to Mind Control, Immunity to Possession, Resistance to Illusion, Resistance to Lethal, Healing Physical Damage, Supernatural Awareness, Immunity to Disease, Resistance to Poisons and Drugs.
Apocalyptic Form trait: One of the demon’s Visage abilities, which can be activated reflexively on a successful Willpower roll, difficulty 6, or a Willpower point may be spent to shift automatically. If the bonus given is a Torment trait, then the thrall gains a Derangement related to the power given or the demon master until such time as the pact ends.
Lore: The demon may grant a particular Lore evocation by using one Faith Potential per level of the Lore. Only that level, and not the levels before it, if any, is gained. This Lore is activated with a Willpower roll, difficulty 8, with the successes determining the scope of the invocation; one Willpower point may be spent for one automatic success on this roll.
Any Faith not taken up by gifts will be granted to the demon making the pact on a daily basis.
Ravaging Thralls
When Ravaging, effects beyond what are mentioned in the core book may be achieved. Convert the number of Willpower and/or Health Levels Ravaged from the thrall(s) into a pool of “Ravaging Points” which may be used to purchase the following effects in the round that the Ravaging takes place:
Points and Effects
- 1 +1 die on an evocation used that round
- 2 Enter Apocalyptic Form without a die roll or expended Faith
- 2 Use Innate Powers for one scene even if Faith pool is empty
- 2 Heal one Lethal or all Bashing damage only as it is received that round
- 3 Gain one Temporary Faith point
- 4 Heal one Aggravated damage only as it is received that round
Please note that Ravaging thralls is considered a sin against Conscience for demons of 6 or less Torment (though a ST may rule Ravaging a sin regardless of Torment for a particularly frivolous instance of such a violation. A demon may choose not to gain any benefit from Ravaging; this is certainly considered a sin against Conscience regardless of Torment rating.
Thralls Ravaged to 0 Willpower gain a Temporary Derangement. If the same thrall is Ravaged to 0 Willpower three times, he loses one point of Faith Potential and gains a Permanent Derangement.
Ravaging is a reflexive action which can take place at any time during a round, as many times during the round as the player wishes, so long as no more than Ravaging Points equal to the demon's Faith rating are taken each round.
Thralls and Awareness
A thrall may justify spending XP to purchase the Awareness Talent to a level of up to their Faith Potential. They are considered to be demons with regards to the difficulty of detecting crossover powers.
Pacts Background and PC thralls
Only NPC thralls are gained through the Pacts Background which costs 3 XP. Player Character Thralls are noted separately in the Notes section of the Character sheet, along with the details of their pact. PC Thralls cost 3 XP. If the thrall is killed or otherwise removed from play, the XP spent is refunded to the demon. There is no XP cost to the Thrall.
Thralls with Numina
Although Sorcerers and Psychics cannot become thralls, Thralls may learn Numina with proper training, if the player owns Sorcerer Revised. Demons, if they can remember the Babel Project, Legacy roll difficulty 8 required, and its results may in turn teach their Thralls, or those of others if given permission by their master, the results of many years of work before the Babel Project was betrayed and destroyed. This results in Numina, while Demons cannot learn these talents they can awaken the ability within mortals of their choosing, usually only taught to their own or other trusted Thralls for many reasons, for some; protection, others as an experiment and yet still more for their own nefarious reasons. Any Thrall which learns a Numina is bound by the rules from within the Sorcerer Revised book. A demon may teach a Numina dependant on which Lores they possess and the level of their Legacy. Thralls can only learn as much Numina as they have Faith Potential, meaning a Thrall with 3 dots of Faith Potential may only have 3 total dots of Numina.
Finally, the Resonance trait for the new thrall magician or psychic depends on the demon teaching the magic:
Devils, Devourers, Defilers, and Scourges grant Dynamic
Fiends and Malefactors grant Static
Slayers grant Entropic
Demons with Torment 7 or higher only grant Qlippothic Resonance. Every time a Thrall gains a path level from a new demonic tutor, he gains a dot of Resonance of the appropriate type.
Sorcery
Alchemy- Forge
Conjuration- Portals
Conveyance- Paths
Divination- Patterns
Enchantment- Forge
Fascination- Longing
Fortune- Patterns
Healing- Awakenings, Flesh
Hellfire- Flames, Earth, Storms, Death
Mana Manipulation- Celestials
Oneiromancy- Firmament
Shadowcasting- Light
Shapeshifting- Beast
Summoning, Binding, and Warding- Any demon may teach this up to their Legacy rating
Weather Control- Storms
Psychic Phenomena
Animal Psychics- Beast
Anti-Psychic- Celestials
Astral Projection- Realms
Biocontrol- Flesh
Channeling- Spirit
Clairvoyance- Firmament
Cyberkinesis- Forge
Cyberpathy- Forge
Ectoplasmic Generation- Spirit
Psychic Hypnosis- Radiance
Mind Shields- any demon may teach this up to their Legacy rating
Precognition- Patterns
Psychic Healing- Awakenings
Psychic Invisibility- Humanity
Psychic Vampirism- Longing
Psychokinesis- Fundament
Psychometry- Patterns
Psychoportation- Portals
Pyrokinesis- Flame
Synergy- Celestials
Telepathy- Humanity
Supernatural Thralls
No supernatural PC may become a thrall, this includes but not limited to, kinain, pre-chrysalis fae, who have had a scene run for them, kinfolk, psychics, sorcerers, ghouls and bystanders. In short, if the PC is not a “vanilla mortal” it will not happen, though you are free to try, just be ready for the consequences of the attempt will generate.
House Rules: Crossover
For purposes of easing confusion that some of these situations describe this is made available for players to help guide them thru the confusion, though if anything relating to most of these instances occurs, please contact Succubus and an ST from the relevant opposing Venue immediately. While this seems to condone crossover, it does not, but here is an example of what is and is not acceptable.
Example: “Hi, my name is Bob” is peachy vs. “ Hi, my name is Bob the Almighty and now I will use my ungodly powers on you!” is worthy of a Darwin Award.
– Example is a paraphrased quote from Nightstar, Changeling ST.
- Please note that while this document details crossover, until you actually run into these beings and have experienced these situations for yourself in character, your PC remains ignorant of the other supernaturals.
Lore of Death 4: Other super naturals are, for the most part, considered “demons” for determining the effects of this power. The exceptions are ghouls, sorcerers, psychics, thralls, and kinfolk, who are all considered mortals.
Lore of Spirit and Astral Projection: Lore of the Spirit affects these who astral project their spirits the same way it would affect wraiths, as that Lore pre-dates the Shadow lands and is more concerned with the stuff of the human soul than anything else.
Any other projecting entity, such as a vampire using Auspex 5 may also be affected, though at +2 difficulty for the demon’s evocation rolls.
Lore of Spirit 4-5 /Lore of Forge 5: These Lore levels will affect any disembodied spirit, including nature spirits from the Werewolf venue. It is unlikely; however, that a demon will be able to successfully trap such spirits unless they manifest physically, as demons have no method of seeing into the Middle Umbra.
Demons vs. Changeling
Changelings thru their very nature are immune to possession.
The majority Changeling Arts are ineffective against a Demon as per their innate abilities of simply being a Demon. However, if a Changeling is Wyrding an object or cantrip, or some such, treat these as if they are lore/sphere use, or real items. They are real, they happen though the Demon may not understand how it happened.
Demons have an equivalent Banality rating of 6.
Demons may not be Enchanted.
Kenning is not a substitute for Awareness when it comes to detecting Demon Relics or powers, nor is Awareness a substitute for detecting Changeling powers or Treasures. If a use of Demon Lores or Changeling powers occurs contact an ST from either venue immediately.
Demons vs. Hunter
The Imbued have several innate abilities and in relation to Demon abilities this is how they relate, the following is a list of how each of these powers affect Demons and their innate abilities in terms of Demon: the Fallen mechanics:
A form of Immunity to Possession is an innate ability possessed by these fearsome Imbued foes. No Hunter may be Possessed.
Immunity to Mind Control in a form is an innate Hunter ability. The Hunter’s will cannot be overridden with such evocations as Insinuate, Confess or Obsession. Evocations that attempt to influence or control the Hunter’s actions fail automatically.
Hunters do not suffer the effects of Revelation.
When Second Sight is active, Hunters see through any illusions created by Lore of Light or Lore of Transfiguration, evocations that create concealment [such as Fade] or special abilities granted by apocalyptic forms [such as Cloak of Shadows].
Demons must roll Perception + Alertness, difficulty 10, to notice any Hunter Code. If a Demon does see a bit of Code, they won’t forget seeing it, but they also won’t be able to read it unless a Hunter has taught them how. If a Hunter does teach a Demon the Code, each symbol costs 4 XP individually to learn and both parties must make a note in their XP thread to be reviewed by both ST Teams for the respective Venues. Please note that Hunters teaching Demons how to read the Code will very likely find that other Hunters take a rather dim view of the practice, and are likely to end up the subject of the Hunt as well as the Demon they've taught. As well as the hunted Demons taking a very proactive outlook against the Demons associating with those who would hunt them. Knowledge is a double bladed sword after all.
Demons vs. Mage
Regarded as usurpers, and rapists of Creation by many Fallen, repositories of knowledge by others, tormentor by those unlucky enough to be chained to them, and a plague that must be eradicated by others, the Fallen’s opinions of Mages and their existence are as varied as the views on Humanity itself as a whole. The following addresses some issues that may arise when these two types of creatures meet.
Mages, though they have the abilities of low Torment Demons, are immune to Possession.
Demons are not affected by Arcane’s stealth-enhancing effects, as per their innate ability Immune to Mind Control. They also never forget that they saw the character with Arcane.
The Enochian spoken by Demons is much more advanced and dynamic language than that used by Hermetic Houses and other mortal magicians; for students of Enochian, which is considered a dead language, listening to Demons speak it is like someone from the Dark Ages England trying to keep up with American television. A Perception + Linguistics roll, difficulty 10, is required to grasp the basics of what the other party is saying. A demon with Legacy 2 may teach their version of Enochian, and only if they know it. It is considered a separate language from the older version listed in Mage: the Ascension.
Demons vs. Mortals
When a demon uses a Lore effect or attempts to roll to enter her Apocalyptic Form in the presence of mortals (assume 10 NPC mortals per PC in a public room), roll a number of dice equal to the highest mortal Willpower at the scene (if no PC mortals are present, assume this number is 3), plus one per 5 mortals present, difficulty 8. The number of successes is added to the difficulty of the evocation or the attempt to assume Apocalyptic Form. Thralls and those who believe completely in demonic powers are not counted in this roll.
Further, during a scene, each time a demon uses Faith points, mortals present, including thralls and exorcists, may roll Perception + Awareness, difficulty of 10 minus the number of Faith points spent by all demons involved in the scene until that roll was made. Success on this roll indicates that the mortal in question catches a glimpse of the demon’s true nature.
Any PC who is considered immune to the Delirium is also immune to Revelation, as is any character considered Awakened by Mage standards. The character must make a Willpower roll, difficulty of the demon’s Faith. If this roll is botched, the character must make a stamina roll results to be determined by the ST present, fail and the character is incapacitated with awe; the only action she may take is to flee if threatened. The character will later pass it off as a dream or hallucination, or forgets about it altogether.
One success allows the character to take action normally and remember that something exceptional happened, though not the details, two successes provides basic details, and three successes allows the character to remember everything that took place with crystal detail.
Any character vulnerable to Revelation is also vulnerable to Reaping, such as thralls, and hunters without active Second Sight.
Any mortal PC (and some super naturals) may turn their Faith against a demon for a variety of effects through prayer. To determine if the prayer is successful, the mortal rolls their Faith Potential in a resisted roll against the demon’s Willpower.
Mortals with religious Concepts (such as priests, rabbis, etc.) and exorcists may roll their Charisma + Religion, difficulty 7 when using prayer against a demon; for every two successes, they increase their effective Faith Potential by 1 for that particular prayer. In addition, more than one mortal may combine their Faith Potential if they are using their prayers in concert.
If the devout character gains more successes than the demon, the prayer’s effect happens immediately. The effects of successful prayers are listed on page 255 of the core book, and work normally, except as noted here:
Abjuration: The demon cannot enter, or use supernatural powers upon any character within, a radius of the total Faith potential of the praying characters in yards, for a number of hours equal to the demon’s Torment.
Binding: If the binding lasts over an hour, a Stamina + Religion roll, difficulty 6 (+1 per hour after the first), is required each hour to continue the prayer.
Exorcism: See ST for details on exorcising demons.
Demon vs. Vampire
Though Undead, Vampires are Immune to Possession.
Vampires are considered to be living beings for the purposes of Lore of Death 2. It does not simply remove their Stamina and disintegrate them.
Immunity to Mind Control negates the following disciplines on Demons and those Thralls gifted with this innate ability; Presence, Obfuscate, Dominate, Animalism, certain levels of Serpentis, certain levels of Auspex, Chimerstry, and Dementation.
Demons vs. Werewolf
Werewolves are immune to Possession.
Immunity to Mind Control confers upon Demons and those Thralls gifted with this innate ability, immunity to The Curse and Delirium upon seeing a Werewolf in Crinos form, though this should not override common sense, nor a healthy sense of self preservation.
While there are those who can cross into the Shadow Lands among the Demon numbers, and all Werewolves have the ability to go into the Umbra to speak with assorted spirits, this is not the same realm that they enter. So a Werewolf who enters the Umbra escapes the tracking abilities of any Demon, and vice versa. The presence of unmanifested spirits are also beyond the abilities of most Demons to sense, the requirements for sensing those spirits is detailed above in the astral projection section of this compilation.
When the Garou use their Gifts to Sense Wyrm, Wyld, Weaver etc, Demons of certain Houses detect as certain things, the following is a more detailed account of who is revealed as what as long as their Torment allows; Devourers and Malefactors detect as Gaian creatures, Fiends detect as Weaver creatures, while Devils, Defilers, Scourges, and Slayers detects as Wyld creatures, Demons who have Torment of 7 or higher detect as Wyrm creatures.