By Christopher Blankley
First Revision by Damien Hunt and Justin Killam
Second Revision by Darcy Martin
Realm: Luna
Realm Powers: Entrance, Departure, Purse of Heaven
Realm: Purgatory
Realm Powers: Possession, Release, Purse of Hell
Realm: Luna
Realm Powers: Entrance, Departure, Purse of Heaven
Realm: The Deep Umbra
Realm Powers: Entrance*, Departure*, Home
*These may be substituted for the sphere powers of the demons if they can find a demon to teach them. This will only quicken the Fallen Angel's descent to the nether regions, however.
Note: These characters are a possiblity like no other, the Demons trying to redeem themselves for eons of corruption. The role-playing possibilities are almost limitless.
Realm: The Deep Umbra
Realm Powers: Possession*, Release, Home*
*These powers may be substituted for the sphere powers of the angels, if they can find an angel to teach them.
An angel gains back his Willpower at a much accelerated rate compared to mortals: one dot for every hour of rest/sleep. They also gain back all their Willpower every time they return to their realms. Their Willpower will never be raised above their base value by either method. Anytime an Angel drops to zero Willpower he no longer has enough power to maintain his link to his host. He will exit immediately, returning to his realm until he totally recuperates. This is considered an automatic Departure (see below) and there is no chance of botching.
Realm | Difficulty | Entrance Requirements |
Luna | 4 | Entrance can only be to a mortal of honor and virtue (Humanity 8). |
Venus | 5 | Entrance to mortals not of evil intent (Humanity 6). |
Mercury | 6 | Entrance to mortals not truly evil (Humanity 4). |
Sol | 7 | Entrance can be to any mortal. |
Mars | 8 | May enter Eden without a mortal host for 1d10 hours, but is ghost like and ethereal. |
Jupiter | 9 | May enter Eden without a mortal host at will, solid in form. |
Saturn | 10 | May enter Eden without a mortal host at will, completely alive. |
Note: If a character of a high realm enters a host that fits the description of a lower sphere he does not get to roll against the lower difficulty. Entrance becomes harder as you raise through the realms. The Storyteller will inform the player how many hosts there are at that particular location that he may enter. The player then chooses the one he wishes to enter, rolls a number of dice equal to his present Willpower against the difficulty listed above. After determining the number of successes refer to the chart below.
Successes | Result | Willpower Lost |
Botch | Attempt has resulted in a mortal fusion and target suffers damage from the experience, equal to the number of botches scored | 5 |
None | Attempt has failed, target feels that he has had a bad dream | 4 |
1-2 | Attempt successful but the target's personality is totally suppressed | 2 |
3-4 | Attempt successful, minor integration of personality. You will recognize family. | 2 |
5-6 | Attempt successful, integration of most important memories and major skills | 1 |
7 | Attempt successful, complete intergration of all memories and skills. Host is partially aware and responsive. The angel will have accesses to any abilities that the host has at two dots or higher | 1 |
8+ | Attempt successful, target is fully aware. No Willpower lost. The Angel will have access to all skills the host has that the angel does not. (e.g., the host has empathy 1, but the angel does not, while in this host the angel will have access and be able to use empathy 1 as long as they are in this host. Also, if the host has any special abilities, the angel may attempt to learn them with this level of intergration | 0 |
If the attempt has failed the character may not retry to enter that individual for at least a day, if at all. If the attempt was successful, contact has been made. The Storyteller will determine what the Strength, Stamina, Dexterity, and Appearance is for this particular host. He will also tell the player what abilities and advantages intergrated (if any, must have gotten 7 plus successes to intergrate abilities)
What is it like for two personalities to merge? That's a tough question to answer, and I'm sure every Storyteller will have his own interpretation on this. The major advantage to the character is that he will have the memories of the host, and he will not have to frantically scramble around trying to find out who and what he is. You should keep in mind, however, that the Angel is still in control of the situation. The Storyteller should not pull such dirty tricks as: "Well, the host doesn't want to go do that." or "Just at the critical moment, your host decides to pull the trigger." The host is simply along for the ride.
Successes | Result | Willpower Lost |
Botch | The attempt failed; the angel is sent back to its realm along with much of host's personality. The character gains the Demeanor of the mortal for a number of days equal to the number of botches scored | All* |
None | The attempt is successful but the host is left feeling dizzy and sick and has no memory of the incident | 2 |
1-2 | The attempt is successful and the host has some fragmented memories of the whole incident | 2 |
3-4 | The attempt is successful and the host has some memory of the encounter | 2 |
5-6 | The attempt is successful and the host has some concept of what was going on | 1 |
7 | The attempt was successful and the host feels that he has had a spiritual experience | 1 |
8+ | The attempt is successful and the host is so profoundly affected by the experience that he feels he must tell the world | 0 |
*Must also spend a number of days equal to half the character's Willpower recovering.
Once the Cherub is detached he is free to enter into another host or return to his realm as he wishes. If the Cherub is lowered to zero Willpower he must return to his realm. Again, he must be careful. The Departure power should not be used lightly; failure can be very dangerous to the mortal.
Realm | Difficulty | Entrance Requirements |
Purgatory | 4 | Entrance to mortals who are evil and corrupted (Humanity 4) |
Styx | 5 | Entrance to mortals not of good intent (Humanity 6) |
Erebus | 6 | Entrance to any mortal not of Honor and Virtue (Humanity 8) |
Tartarus | 7 | Entrance to any mortal |
Hades | 8 | Enter Eden without a host for 1d10 hours, but is ghostlike and ethereal |
Sheol | 9 | Enter Eden without a host at will, solid in form |
In all other respects the power is exactly the same as the Cherubim power of Entrance.
Successes | Result | Willpower Lost |
Botch | The attempt has failed and the Belial is sent to his realm with a large portion of the host's personality. The character gains the Demeanor of the mortal for a number of days equal to the number of botches scored | All* |
None | The attempt is successful, but the host is left feeling dizzy and sick, having no memory of the experience | 3 |
1-2 | The attempt is successful and the host is left in a hazy daze, with fragmented memories of the incident | 2 |
3-4 | The attempt is successful, and the host is left with some memory of the encounter | 2 |
5-6 | The attempt is successful. The host has some concept of what was going on and will be tortured by the experience for the rest of his life | 1 |
7 | The attempt is successful. The host is left with full recognition of the encounter and is a drooling madman | 1 |
8+ | The attempt is successful and the host is so remorseful he commits suicide | 0 |
*Must also spend a number of days equal to half the character's Willpower recoverying.
Angel Realm | Demon Realm | Choir Power Limit |
Luna | Purgatory | 5 |
Venus | Styx | 5 |
Mercury | Erebus | 5 |
Sol | Tartarus | 6 |
Mars | Hades | 6 |
Jupiter | Sheol | 6 |
Saturn | 7 |
Level | Points Lost |
* | One point from an attribute |
** | Two points from an attribute |
*** | Three total points from attributes (e.g., 2 from Str, 1 from Dex) for one scene |
**** | Four total points from attributes or one attribute lowered to one |
***** | Five total points from attributes as above or lose one point in an attribute permanently |
****** | Six total points from attributes as above or has one attribute reduced to one permanently |
Level | Points Gained |
* | One dot in one attribute |
** | Two dots in one attribute |
*** | Three dots in one attribute |
**** | Four dots in one attribute |
***** | Four dots to split among multiple attributes (e.g., 1 in Strength, 2 in Dexterity, and 1 in Stamina) |
****** | Five dots to split among multiple attributes |
******* | Six dots to split among multiple attributes |
* | The angel can recognize any falsehoods uttered by the mortal. |
** | The angel can cause the mortal to speak the truth for one time. |
*** | The angel can cause the mortal to speak the truth for up to five times. |
**** | The angel can cause the mortal to speak the truth for up to ten times. |
***** | The angel can cause the mortal to speak the truth for the scene. |
****** | The angel can read the surface thoughts of the target mortal. |
******* | The angel can tell the Mortal's real intentions without the mortal speaking. |
The power only works for the caster. A target may not be able to lie to the Angel, but he could still lie to anyone else who asks him a question.
Level | Penalty |
* | -1 |
** | -2 |
*** | -3 |
**** | -4 |
***** | -5 |
****** | * |
*The target fall unconscious from pain.
Level | Soak Die (Normal) | Soak Die (Aggravated) |
* | 1 | 0 |
** | 2 | 0 |
*** | 3 | 0 |
**** | 3 | 1 |
***** | 4 | 2 |
****** | 4 | 3 |
******* | 5 | 4 |
Level | Points Drained | Dice Penalty | Area of Effect |
* | 1 | 0 | Target only |
** | 2 | 1 | Target only |
*** | 3 | 2 | Target only |
**** | 3 | 2 | 10' diameter |
***** | 3 | 3 | 20' diameter |
****** | 4 | 3 | 30' diameter |
Level | Levels Healed (Normal) | Levels Healed (Aggravated) |
* | 1 | 0 |
** | 2 | 0 |
*** | 3 | 1 |
**** | 4 | 2 |
***** | 5 | 3 |
****** | 6 | 4 |
******* | 7 | 5 |
Multiple Willpower may be spent for multiple healings. Rumors persist about the healing powers of angels able to cure the curse of Caine, but yet, they still are rumors.
Modifications* | ||
Level | (Angels) | (Demons) |
* | +1 Str, Sta, and Dex | +2 Str, Sta, and -1 Dex |
** | +1 Str | +1 Str |
*** | +1 Sta | +1 Sta |
**** | +1 Dex | +1 Str |
***** | +1 Sta | +1 Sta |
****** | +1 Str | +1 Str |
******* | +1 Dex | +1 Sta |
Level | Willpower Required | Effect |
* | 1 | Force compliance to one command per success. |
** | 1 | Take control of a mortal for a scene. |
*** | 1 | Take control of a mortal for a day. |
**** | 3 | For one scene control one mortal per success rolled. |
***** | 3 | For one day, control one mortal per success rolled. |
****** | 3 | For one month, control one mortal per success rolled. |
Level | Traits Lost | Dice Penalties (Pain) |
* | 1 | 0 |
** | 2 | 1 |
*** | Str +1 | 2 |
**** | Str +2 | 3 |
***** | Str +3 | 4 |
****** | Str +4 | 5 |
******* | Str +5 | 5 |
Level | Effect |
* | Make a mortal do one action. |
** | Make a mortal do a few simple actions. |
*** | Make a mortal take a series of actions. |
**** | Make a mortal take a series of actions requiring imagination or interpretation. The character may implant a post hypnotic suggestion instead if she desires. |
***** | Make a mortal engage in virtually any action no matter how complex. |
****** | Make up to 10 mortals take a series of actions. |
******* | Give up to 10 mortals a post hypnotic suggestion. |
Level | Speed (mph) | Speeds (yards/turn) |
* | 20 | 30 |
** | 40 | 60 |
*** | 60 | 90 |
**** | 80 | 120 |
***** | 100 | 150 |
****** | 120 | 180 |
******* | 140 | 210 |