Demon General Help: Difference between revisions

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+reapmenu -->displays the following in-game:<br><br> The +reap commands are used by Demons to replenish faith. There are four methods for reaping faith - these are listed below. Use the method that best suits your character.<br><br> This system uses the core rulebook mandate: an opposed Willpower roll. It has, however, been adapted to simulate actual stats on the target. It is possible to Botch, Fail and Succeed an attempt to reap. Should you receive a Botch, you will be prevented from using the +reap system until you role-play the Botch with a Judge (they will be notified when this occurs). A Failure merely reveals the situation by which you failed. Please role-play this scenario as seems best for your character. A Success reveals the scenario and transfers 1 or 2 points of Faith to your character sheet. Please also role-play this situation according to the dictates of your character concept.<br><br> Valid Reaping Methods: +reap <method><br><br> '''Torment''': Evoke your Torment form to brutally reap faith from a mortal victim<br> '''Divine''': Use your Angelic Form and goodwill to generate faith in your target<br> '''Terror''': Use your Demonic Visage and hatred to terrify a mortal into True Belief<br> '''Inspire''': Use your beautific nature to convert your target into a True Believer<br><br>
 
+reapmenu -->displays the following in-game:<br><br> The +reap commands are used by Demons to replenish faith. There are four methods for reaping faith - these are listed below. Use the method that best suits your character.<br><br> This system uses the core rulebook mandate: an opposed Willpower roll. It has, however, been adapted to simulate actual stats on the target. It is possible to Botch, Fail and Succeed an attempt to reap. Should you receive a Botch, you will be prevented from using the +reap system until you role-play the Botch with a Judge (they will be notified when this occurs). A Failure merely reveals the situation by which you failed. Please role-play this scenario as seems best for your character. A Success reveals the scenario and transfers 1 or 2 points of Faith to your character sheet. Please also role-play this situation according to the dictates of your character concept.<br><br> Valid Reaping Methods: +reap <method><br><br> '''Torment''': Evoke your Torment form to brutally reap faith from a mortal victim<br> '''Divine''': Use your Angelic Form and goodwill to generate faith in your target<br> '''Terror''': Use your Demonic Visage and hatred to terrify a mortal into True Belief<br> '''Inspire''': Use your beautific nature to convert your target into a True Believer<br><br>
 
Staff Info: <br><br>
 
+BOTCH shows online players with botched hunt or reap rolls. <br>
 
+UNBOTCH <player> removes the botch condition from <player>. <br>
 
   
 
= Court =
 
= Court =
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decree, or may even hold a spot on the Ministries.
 
decree, or may even hold a spot on the Ministries.
   
= Surviving Death =
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= Finding A New Host =
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hen a demon character is reduced below incapacitated by lethal or aggravated damage
 
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the host body dies. In the next turn the demon manifests in his apocalyptic form
When a demon character is reduced below incapacitated by lethal or aggravated damage the host body dies. In the next turn the demon manifests in his apocalyptic form hovering over the former host. The demon cannot physically affect anything by normal means. Nor can he be affected, with a few exceptions (Spirit rites/magics/spheres/awakened talismans ect are a few which can) The Demon's perceptions are altered; they can see living beings by their souls but can perceive inanimate objects only dimly. The Demon form is unaffected by gravity walls or other obstacles it can move in any direction flying willpower x5 miles each turn. <br><br>
 
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hovering over the former host. The demon cannot physically affect anything by normal
 
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means. Nor can he be affected, with a few exceptions
While the demon is unaffected by the physical world it is hardly in a good position. The moment the demon is severed from the physical host it immediately suffers the terrible pull from the abyss trying to draw it back into it's eternal prison. '''Each turn the demon exists in the physical world without a host the player must roll willpower vs 6 if he fails this roll the demon is sucked back into the abyss. Willpower may be spent to grant successes as normal. If the demon is sucked back the character is lost.''' <br><br>
 
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(Spirit rites/magics/spheres/awakened talismans ect are a few which can) The Demon's
 
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perceptions are altered; they can see living beings by their souls but can perceive
To survive the demon must find a new host. Yet doing so is difficult because the same restrictions apply when it escaped from Hell. It must possess a living body. The mind of the new host must be so far gone or the will to live no longer there to make a host body possessable, also it must be compatible with the demon's own resonance. <br><br>
 
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inanimate objects only dimly. The Demon form is unaffected by gravity walls or other
 
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obstacles it can move in any direction flying willpower +5 miles each turn.<br><br>
'''The act of possession requires a willpower roll against a difficulty of 8'''. Though the number '''drops to a 6 if the person is also one of the demon's thralls'''. The distance requirement is also not an issue if the person is a thrall. If the thrall accepts the demon willingly no roll is required. Note only a success is needed in this. '''This is why it sucks to be a thrall. If you are so possessed you loose your '''character immediately to the demon. Nothing can be done as your soul is pushed out '''and you 'die'. A permanent torment is gained by the demon from this and permanent '''faith point is lost.'''
 
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For every turn the non-incorporated demon wants to stay in the world to find a new
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host they must make a '''Willpower diff 6'''.<br><br>
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'''HOUSE RULE''': In addition to the above roll, we are capping the number of
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turns that they can attempt to find a new host to your Willpower rating. The Abyss
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is a very real threat to all demons, even a Willpower 10 one. If you fail a roll,
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or reach your cap without finding a host, you are pulled back to the Abyss.<br><br>
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'''HOUSE RULE: Act of Possession'''<br><br>
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'''Available Host''': The demon must roll Willpower diff 8 to find a potential host within
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Willpower+5 miles of them. If the target is a thrall, distance does not apply and the
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diff drops to 6.<br><br>
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'''Possession Rolls''': This is a contested roll. The thrall/target has to accept the
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possession. Thrall/target makes the same roll the demon made. If the Thrall/target
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earns more successes than the Demon, they do not accept the possession. Nothing
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more can be done. The Demon is kicked out of the body. The Demon gains a permanent
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torment and a permanent Faith is lost.<br><br>
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If it becomes desperate, the demon may try to inhabit an inanimate object with a
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Willpower roll diff 9 (or diff 6 if the item resonants with the demon's affinities).
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If this roll succeeds, the demon has a new vessel. If they fail, they have to keep
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looking till condition above are met. On a Both the demon looses a point of
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permanent Willpower.
   
 
= Empowering Thralls =
 
= Empowering Thralls =

Latest revision as of 18:19, 16 February 2025

Reaping

+reapmenu -->displays the following in-game:

The +reap commands are used by Demons to replenish faith. There are four methods for reaping faith - these are listed below. Use the method that best suits your character.

This system uses the core rulebook mandate: an opposed Willpower roll. It has, however, been adapted to simulate actual stats on the target. It is possible to Botch, Fail and Succeed an attempt to reap. Should you receive a Botch, you will be prevented from using the +reap system until you role-play the Botch with a Judge (they will be notified when this occurs). A Failure merely reveals the situation by which you failed. Please role-play this scenario as seems best for your character. A Success reveals the scenario and transfers 1 or 2 points of Faith to your character sheet. Please also role-play this situation according to the dictates of your character concept.

Valid Reaping Methods: +reap <method>

Torment: Evoke your Torment form to brutally reap faith from a mortal victim
Divine: Use your Angelic Form and goodwill to generate faith in your target
Terror: Use your Demonic Visage and hatred to terrify a mortal into True Belief
Inspire: Use your beautific nature to convert your target into a True Believer

Court

We will accomodate a Demon sphere not larger than 20 active character at any given time. This will allow the court to consist of 1 Lord, 5 Ministries and 10 others. See Lord below.

The Infernal Court

   When the Legions where created, Lucifer developed a strict Hierarchy system that was followed religiously. Rank and prestige was extremely important to all of the Fallen and still remained so in the Abyss and even now that those fallen have escaped. Once the fallen made there way from the Abyss, falling back into there rolls of rank became easy. Many would simply give themselves titles since their infernal lords were unable to escape the Abyss, whether it was to continue to serve that lord in his name, or your own deeds didn't matter. The ranking system much resembles the Feudal Nobility System:

Archduke - Overlord

All ranks in this section are NPC only

Only the 5 Archdukes hold this title appointed by Lucifer and no one dares contest to that. The five Archdukes: Belial, Asmodeus, Abbadon, Dagon, and Azreal.

Duke

Each Archduke had a council of Dukes who would help be advisors and control hundred of thousands of there own forces beneath them. To this day no Fallen has claimed the rank of Duke outside of the Abyss. There are no known Dukes from the fall that have escaped the Abyss.

Baron

  • Watch over the land of Dukes
  • lead thousands of Fallen in defense and battle of there lands
  • were responsible for the watch of the mortals in there care.
  • An average Baron has at least 10 Fallen who have complete loyalty to him, as well as many as 50-75 more to his disposal.

Overlord

  • commanders of most of the forces Battalions and defenders of the Bastions created over the lands
  • responsible for hundreds of miles of land around them.
  • To this date no Overlord from the rebellion has escaped the Pit
  • that may control numerous towns in a region, or granted this position by a Baron.
  • personal Retinue of 8-10 Fallen, and the influence to command another 15 to 25 more.

Lord - Fell knight

Lord

Note: This is the current highest level of the Court on the game..

In the war the Lords where considered the Backbone of the ruling class. They headed the various watchtowers along the lands and commanded small forces reporting to their Overlords. They controlled land equal to a small country. In these times the Lord usually controls a large city or a number of smaller towns. He is supported by the 5 Ministries as his council. This title is also known as Regent or Tyrant in Modern times. A typical lord has up to 5 Fallen as his personal retinue and can command another 10-15 demons if needed.

Fell knight

The lowest of the ranks in the court. They proved themselves through Heroism and skill. Most Fell knights may have been given control over small locations, acting as Marshals. In modern times Fell knights could be given control of a Neighborhood or District under the Lord's decree, or may even hold a spot on the Ministries.

Finding A New Host

hen a demon character is reduced below incapacitated by lethal or aggravated damage the host body dies. In the next turn the demon manifests in his apocalyptic form hovering over the former host. The demon cannot physically affect anything by normal means. Nor can he be affected, with a few exceptions (Spirit rites/magics/spheres/awakened talismans ect are a few which can) The Demon's perceptions are altered; they can see living beings by their souls but can perceive inanimate objects only dimly. The Demon form is unaffected by gravity walls or other obstacles it can move in any direction flying willpower +5 miles each turn.

For every turn the non-incorporated demon wants to stay in the world to find a new host they must make a Willpower diff 6.

HOUSE RULE: In addition to the above roll, we are capping the number of turns that they can attempt to find a new host to your Willpower rating. The Abyss is a very real threat to all demons, even a Willpower 10 one. If you fail a roll, or reach your cap without finding a host, you are pulled back to the Abyss.

HOUSE RULE: Act of Possession

Available Host: The demon must roll Willpower diff 8 to find a potential host within Willpower+5 miles of them. If the target is a thrall, distance does not apply and the diff drops to 6.

Possession Rolls: This is a contested roll. The thrall/target has to accept the possession. Thrall/target makes the same roll the demon made. If the Thrall/target earns more successes than the Demon, they do not accept the possession. Nothing more can be done. The Demon is kicked out of the body. The Demon gains a permanent torment and a permanent Faith is lost.

If it becomes desperate, the demon may try to inhabit an inanimate object with a Willpower roll diff 9 (or diff 6 if the item resonants with the demon's affinities). If this roll succeeds, the demon has a new vessel. If they fail, they have to keep looking till condition above are met. On a Both the demon looses a point of permanent Willpower.

Empowering Thralls

This can also apply to the any NPC pacts you start the game with.
Demons can can only impart power or abilities they possess themselves.
The demon can give four kinds of gifts — Attributes, innate abilities, the enhancements of his apocalyptic form and evocations.

The Demon and Thrall will need to coordinate their contract with staff. Some "gifts" may not be allowed, or may need to be reduced in power, or may required a greater cost depending on the circumstances.

Attribute: The demon can increase the thrall’s Attribute ratings, making her stronger or smarter. A thrall’s Attributes cannot rise above 5, however.
<br.

Enhancements: The demon can impart one of the eight enhancements of his apocalyptic form to a thrall, giving her the ability to grow fangs, soak lethal damage and more. Low-Torment demons can impart one of their high-Torment special abilities if desired at the cost of a temporary Torment point.

Evocations: The demon can even imbue a thrall with a weaker version of one of his evocations. The demon must decide on a specific evocation to bestow upon his servant.

Other Abilities: Demons enjoy many special abilities, such as their immunity to possession. The demon can impart one of these advantages to a thrall. Similarly, the demon can bestow a gift of a more general nature, such as the ability to see or walk again.

Once the demon has decided on what abilities to bestow upon the thrall, the two enter into a pact. The demon agrees to imbue the thrall with power, while the mortal agrees to serve in whatever way the two agree upon. At the Storyteller’s discretion, the mortal might qualify as a source of offered Faith, but there are many other ways in which a mortal can help her master.

With the pact finalized, the deal is sealed with the demon’s gift. Imparting a gift to a mortal requires nothing more than a turn’s concentration. Many demons, however, like to add ritual and ceremony to the procedure in order to impress their new thralls. After concentrating, the demon mentally reshapes the thrall’s soul, using the mortal’s Faith as a tool. The stronger the thrall’s Faith is, the greater the changes the demon can make to her essence, and the more powerful the gifts the demon can bestow upon her.

No rolls are needed to reshape the mortal’s soul (but staff approval is). The mortal’s Faith rating is used as a “pool” of points for buying effects and gifts that benefit the thrall, according to the following guidelines:
• A point of Faith can be used to repair chronic injuries or impairments — allowing a paralyzed character to walk or giving sight to a blind thrall. If the mortal is missing lethal health levels as an effect of his condition, they are converted into bashing levels, which can then heal normally.
• A point of Faith can be converted into 10 freebie points. These points can be used to buy or improve traits such as Attributes, Abilities or Willpower. They cannot be used for improving Backgrounds. • One point of Faith can be used to impart one of the demon’s inherent powers, such as immunity to mind control. The thrall permanently benefits from this power, rolling Willpower (difficulty 7) to activate its effects. • One or more points of Faith can be used to give the mortal a limited evocation from the demon’s lore. This gift costs one to five Faith points, depending on the level of the evocation in question (i.e., a three-dot evocation would cost the mortal three of her Faith points.) To perform the evocation, the thrall must make a Willpower roll (difficulty 8), with the number of successes determining the scope and effect of the evocation. • One point of Faith bestows one of the enhancements of the demon’s apocalyptic form on the thrall. To benefit from the enhancement, the thrall must make a Willpower roll (difficulty 6). Success allows the thrall to use the enhancement for a scene. The demon can bestow more than one enhancement, but he must spend a point of Faith on each. • Up to half of the thrall’s Faith potential can be used to make the mortal a source of offered Faith, if the Storyteller approves.