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Demons are a class of semi-corporeal beings which
feed on Humanity. In
their search for 'food', they are responsible for much of the
anguish
and suffering in the world. They consider mortals (and Kindred)
their
unending herd of cattle, to be fed on and discarded at their
leisure.
NATURE OF DEMONS
Demons do not have physical bodies. They are purely creatures of
intellect and emotion. Despite this, they cannot travel through
anything solid; Even a pane of glass is impenetrable for them
(see
WEAKNESSES). Demons move by levitation, traveling typically at
about
walking speed, although a few are known to be able to travel much
faster.
Each demon has its own Visage, which humans see when looking at
it.
This varies from demon to demon and is usually based on past
experiences.
For example, a demon who had spent its time around Medieval
churches might
look like a gargoyle, while one who had spent time with the
Mayans would
take the form of a feathered snake. The Visage is translucent and
obviously not solid, so most people ignore them as product of
their
imagination. If a demon has learned Obfuscate (see POWERS), then
it may
use that Discipline to turn invisible, change its Visage freely,
etc.
Visages tend to be about a foot in diameter.
Animals are very uncomfortable around demons, and will act
strangely in
their presence.
Demons can be hurt by physical weapons, but may be immune to fire or other
things of their nature.
they do have special weakness' (see
WEAKNESSES). Their bodies are again not naturally solid so
even in corporeal form they do not have true lungs, heart, blood. So for the
sake of fair rp, once their
hit points are gone, you will take the head or heart and it will remain in
corporeal form.
FEEDING HABIT
Demons gain their nourishment from corruption and anguish around them. In
many
situations, such as battle fields and brothels, they can simply
hang out
and feed. Many gluttonous demons do this, but most find it much
more
satisfying to have caused the humanity loss themselves (home-made
meal
as opposed to going out to eat). Some prefer certain types of anguish and so
will
specialize in certain types of corruption, like hate or greed.
The rate at which a demon needs to feed is approximately 1 at least once per
week, though this may be adjusted as necessary. This means
that there
is a limit to the amount of time that a demon can dedicate to a
particular
person before moving to easier prey.
PSYCHOLOGY
Although they act calm and and calculating, at 'heart' demons are
petty,
emotional, and lazy. If made fun of, insulted, ignored, they will
sulk,
plan elaborate revenge, whine, etc. They are very much like the
school
bully, who acts like king of the mountain until someone beats
him, and
then goes crying to mommy. For this reason, it is very uncommon
for
demons to work together, since they always end up fighting with
each
other.
Although years of exposure have given them human-like qualities,
it is
important to remember that they aren't truly human. They have no
humanity,
no honor, no pity, no conscience. They lie freely and often if it
is to
their advantage.
ORIGINS OF DEMONS
This is an area of great debate among Occultists. Each 'expert'
has his
or her own theory. Some say they have existed since the beginning
of time.
Others claim that they are the spirits of the residents of Sodom
and Gomorrah,
cursed to forever repeat their wicked acts. The scientific-minded
say
they are a simply a different race. Religious folk say they were
created
to tempt the weak and test people's faith. When asked, demons
typically
says whatever they think will give them an advantage.
MODUS OPERANDI
The greatest tool of demons is their knowledge. Their long
existences
have given them knowledge of many things forgotten by man. They
are very
willing to trade this knowledge for something they want. Due to
their nature,
it is easy for them to spy and eavesdrop, giving them access to
countless
secrets.
Sometimes demons will simply give away their secrets. Telling a
woman
the time and location of her husband's next rendezvous with his
lover
may be all that is necessary for a quick snack. This type of
advising
is tricky because the demon must be careful that the advisee
doesn't
guess its ulterior motives. It is best to mix in enough helpful
suggestions that the advisee thinks the demon is on his side.
Other times, demons will make trades. Usually, the demon will
offer
something the character desires, like stock tips, the identity of
an
enemy, or a treasure map, in exchange for doing things which
lower humanity.
These acts will be cloaked in reasonable explanations, like
stealing some
ancient art that the demon wants to possess. For example, a
Kindred/Magi/
Lupine wants to learn Blood magics from a demon. The demon would
explain
that they need fresh learning materials to study with, in time
getting
more specific and more heinous. "Get the life's blood of a
couple that
has been married for at least 50 years so I can show you how
proximity
can make people more and more the same." "Get me
someone's arm, still
filled with blood." "Bring a healthy person so that we
can slowly
remove all of his blood and watch the effects." If the
'student' isn't
careful, she will have no morality left by the time she finishes
learning.
Legend has it that the oracle at Delphi was a demon Prince of
epic proportions,
who loved to prophesize people killing their fathers or requiring
people to
sacrifice their own children. It made dire warnings about all of
the
awful things that would happen if it wasn't listened to (and
which it
would try to arrange if it was ignored).
STRENGTHS
Metamorphism 1. Can mimic the voice of someone they know sounding very close
to the person (roll at least a 3)
2. Facial features can be made to look like someone with in their
view or if they have a picture. (roll at least a 5)
3. Can change appearance to anyone they have picture, or can view
this can last only a short time. (roll of 7)
4. Can Change appearance to any animal. (roll of 10)
5. Can change appearance to any other person or normal creature. (roll of 13)
6. Can change appearance to any mythical or imagined creature (without inheriting it’s powers IE if a demon changed into a basilisk it would not be able to kill with a glance) (roll of 15 on higher)
7. Can now change appearance to resemble inorganic objects. A demon that transforms to a rock will have no detectable life signs or anything that gives it a way. roll of 17 or higher)8. Can change appearance to something seen before and replicate it right down to fingerprints and voices. roll of 19 or higher)9. The demon has truly mastered him self and can into anything possible, Yet will still not possess the powers of the thing they have transformed into.
Ademon as a lightning elemental may spark and sizzle, but cannot control electricity. (roll 0f 21 or higher) Energy Manipulation
1. Can create small amounts of energy (run a flash light) (roll of 3)
2. Can tolerate very high temperatures (auto)
3. Can Create send small energy balls at another target. roll 4)
4. The demon may send bolts of any natural energy at a target (roll of 8 must & out roll the target)5. The demon is resistant to any natural
energy. roll 1 above opponent)6. The demon may send bolts of unnatural energy at
a target such as hellfire. roll of at least 13 and 3 higher then opponent)7. The demon may control and direct all the energy
in the area he occupies. (may have to battle with another creature able to
do the same) roll of at least 15)8. The demon may expand his elemental protection
to other people and objects. (roll of 18 anyone rolling higher will see true) Healing arts 1. Can heal minor cuts and
abrasions on another demon. (roll of 3)
2. Can heal minor cuts on self (roll of 6)
3. Can heal Large wounds can not heal broken bones (roll 9)
4. The demon may heal all natural wounds and damage done to a body (roll of 12)5. The demon may heal unnatural wounds to a
body, though this ability costs more power and is painful to the target (roll of 14 must not be life threatening)6. The demon cleanse and purifies a target of
all toxins natural and unnatural (if found before major
damage occurs) (roll of 16)
7. The demon cleanse and purifies a target of all toxins natural and unnatural (roll of 18)8.The demon may heal mental and physical
deformities not caused by birth or missing parts (limbs fingers etc)
(roll of 20 or higher)
9. The demon may heal mental and physical deformities either brought about by time or by birth.10. The demon is adept at the healing arts and
may restore a body to the picture of perfect health, curing any diseases, wounds and damage by natural
and unnatural sources. This is a long process and the creature must be focused solely on this
task. roll of 22) Mind Magicks 1. The demon may browse surface thoughts and feelings of
his target. Contact with the target is required for this power (roll of at least 3 and a higher roll then
the target)
2. The demon may browse surface thoughts and feelings of his target. Contact with the target is required
for this power to enact, but does not have to be maintained. (roll of at least 5 and a higher3. The demon may delve deeper into his target’s
mind probing about for more information such as what the target has done last week and such, hidden secrets
or desires. Eye contact must be made with the target for this power to work. roll
of 7 and a roll of 3 higher
then the target)4. The demon may communicate telepathetically with a target. The demon must know the target and have
met him for this ability to be used. roll of 8 or higher)5. The demon is now powerful enough to
start manipulating a targets mind planting subtle messages and urges along with emotional manipulations.
Physical contact with the target must be made, and maintained
for this to work. ( roll of 10, must roll higher then target)
6.The demon can manipulate a targets mind planting subtle
messages and urges along with emotional manipulations.
Physical contact with the target must be made, but not maintained for this to work. roll
of 12 must be 2 higher then
target)7. The demon can create mental issues, and images that
the target will believe as real. They must have an object
of the target. Effect will wear off in a short time. roll 16
must roll at least 3 higher then target)
8. The Demon can cause serious mental issues in the targets
mind and create very real scenarios in targets mind.
Must have an object of person effect lasts for several days.
(roll of at least 19 must be 3 higher then target)
9. The demon is a master of mental manipulations and can control a person through their mind,
essentially like possession, but the demon’s essence does not inhabit his body. (roll of 21 must roll 3 higher then target)
WEAKNESSES
By their very nature, demons cannot force people to do things.
They
must tempt them instead. Demons are careful to hide this fact or
many
of their threats would be seen as lies.
People with high Humanity can be painful to demons by their
presence,
especially if they are convinced of their ability to drive off
evil.
They can often repel a demon with their faith alone. On the other
hand, if they every loose their faith, they make the best meal of
all!
Another weakness is that demons cannot cross boundaries. Although
their
lack of physical form would allow them to go under doors, the
door is
a barrier and therefore cannot be passed through. On the other
hand,
an open window is an open barrier and can be gone through without
hindrance.
They cannot even pass over the tops of cubicles, but instead must
go
through the entrance. Anything treated as a barrier will stop
them. An
uninterrupted trail of salt or sand across a doorway works as
well as a
door, IF there are no gaps to squeeze though and if it is treated
like
a barrier. If anyone steps through the doorway, then there isn't
a
barrier and the demon can freely pass. A pentagram or circle
drawn in
chalk may as well be a column of plexi-glass as long as anyone
inside
doesn't reach or step across it. A common way to trap a demon is
to
lure it into an unfinished circle of sand and then close it
behind it.
The demon is then trapped until someone breaks or crosses the
boundary.
Running water forms a self-renewing boundary that a demon cannot
cross
on its own. It must follow a person, who by traveling across it
temporarily
breaks the boundary, or be carries across, typically by carriage
or car.
Anyone on the opposite side of a boundary can invite a demon
through it.
Legends of vampires needing to be invited into houses and not
being able
to cross running water unaided may well have come from the
actions of
possessed vampires.
SUMMONING
Occultists have long known methods for summoning demons. These
rituals
usually involve animal or human sacrifice, because committing
these acts
causes humanity losses in the new members. This 'food' is
consumed by
the summoned demon and whets its appetite for more. Naturally,
cults
will need a continuous in-flow of new members who are horrified
by these
acts in order to maintain a steady supply of food.
There are two types of summoning: open and named. In an open
summoning,
any demon in the area is being invited to consume the 'food' that
is being
provided. The cultists will typically choose a place likely to
hold demons,
like an abandoned prison or the site of a gruesome murder. Once
the demon(s)
have arrived, the cultists hope that they can make a deal. In
comparison,
a named summoning is much more difficult. A specific, 'named'
demon is being
summoned, while keeping the others out. This requires making a
boundary
around the 'food' (and typically the cultists too, since others
demons might
be offended that they are being left out). The summoning gives
the named
demon permission to cross the boundary (in or out), while leaving
it intact
against others. This kind of summoning will draw the demon to it
no matter
where it was before, EVEN if it was in Torpor. This is the sole
hope of
forgotten demons, lost in abandoned mine shafts or buried in old
pyramids.
There should be limits on summoning. More powerful demons may
require
higher level rituals, or perhaps a custom ritual solely designed
for summoning
a specific demon. If there is a barrier in its way, the demon may
not
be able to reach the Summoning site, though the ritual may allow
communication
so the demon can tell the summoners how to get the boundaries out
of its way,
or even how to travel to it. Each particular summoning should
have it own
requirements, components, strengths, and weaknesses (i.e. a
shaman does it
differently than a hermetic mage or a voodoo priestess).
Demons can use points from their Humanity Pool to resist summoning. A good
rule of thumb is they will need consume as many points as are
offered them
by the summoners (resisting the offered 'food' by eating what
they already
have). Demons that have almost been trapped before may well
resist all
summoning (for a human lifetime or two) just to make sure it
doesn't happen
again.
BINDING
With enough magical knowledge and skill, a demon can be bound to
an object.
Most binding rituals are slow, so the demon must either be
willing or be
trapped. The object the demon is to be bounded to must be present
for the
entire ritual. Typically, it can be no larger than a person. If
it wishes,
the demon can resist, using the points in its Humanity Pool to
slow or even
break the binding (the mechanics of this is up to the
Storyteller). If the
spell is successful, the demon is bound to the object until it is
unbound
or the object is destroyed.
The immediate result of this is that the demon loses the freedom
of movement.
It is at the mercy of whoever is carrying it. On the other hand,
the demon
no longer has to use its energy to levitate or to maintain a
semi-corporeal
form, so it needs to feed half as often (i.e. every other week).
Demons
retain their ability to speak and sense and are the most common
'sentient'
magical objects found. Some demons find this form relaxing, since
many
'collectors' will kill each other over these objects without any
prompting
from the demon. In time, the demon will tend to develop abilities
that match
the object it resides within: a violin will create beautiful
music no matter
who plays it, a crystal ball will show peoples auras and
potential fates, etc.
Of course to use its abilities, the demon will still need to be
fed, so it
is business as usual.
A demon bound in an object is vulnerable to destruction. If its
container
is destroyed, so is it. This is a fact that the demon will hide
at all
costs! For each point in its Humanity Pool, it can make its
object
temporarily invulnerable to ANY damage. At this point it becomes
a game
of nerves as the demon laughs at the person's useless attempts to
harm it
as it rapidly runs out of the ability to defend itself.
Fortunately, most
people will give up after one or two futile attempts (would you
keep trying
if you ran over a glass statue with a steam roller and nothing
happened?).
If the demon realizes that the person knows that she can
eventually destroy
it, it will become desperate and promise the sun, moon, and stars
to make
her stop (and probably have to deliver, since there is nothing
stopping the
person from trying to destroy it again).
A demon can be unbound by a ritual similar to the one that bound
it, though
this requires it to give out its name, which could also be used
to destroy
it. No one said it was easy being a demon!
DESTROYING
Demons are notoriously hard to kill. If the person or object they
possess
is destroyed, so are they, if they can't escape before it happens
(see
STRENGTHS: POSSESSION). There are certain magical rituals which
will kill
a demon, but they require it to be present (and usually trapped)
and its
name to be known. If the Storyteller uses the Faith option, then
a Miracle
can destroy one, though the demon will probably run when it sees
the Faithful
person coming. A demon can hurt and kill another demon, so a
weapon with
a demon bound to it can harm another demon, though both demons
will fight
against this every step of the way. Demons can be fought
astrally, but they
should be very tough to fight this way. In most cases, it is
easier for a
person to get a demon bored with her than destroying it.
NAMES
With the potential for being bound and destroyed, one would
wonder why a
demon would tell anyone its name. In many cases, it didn't have a
choice.
Someone threatened to leave it trapped in a pentagram in a sealed
room
forever if it didn't tell what its name was. All it takes is one
Magi
knowing, and it will eventually get passed around. Often, having
its name
known and available is a good business tactic, since cultists are
always
looking for powerful creatures to get favors from.
LOCATIONS
Some areas are more likely to contain demons than others. Not
surprisingly,
they like to hang out where they are likely to find food or a new
victim.
Las Vegas is the Mecca of demons. In contrast, demons avoid, and
even feel
pain, in places where Humanity is restored. Examples of these are
homes of
honestly loving families, self-help meetings (perhaps like
Alcoholics
Anonymous), and some (but not all) churches.
SUGGESTIONS
The motivations of demons should be kept secret. Players should
always wonder
what a demon is up to, why it gives them information for nothing
one time and
charges them heavily the next, etc. Once they figure it out,
though, the
demon's actions should make perfect sense.
Demons are a role-playing creature. They exist to tempt people
and talk them
into doing things they normally wouldn't do. They shouldn't be
like D&D
Demons/Daemons/Devils, which were for beating up with your Holy
Avenger.
There are rumors of creatures just like demons, Hunters except that they
feed on the
increase of Humanity and good doings instead of its lowering.
Every demon should have its own personality. I usually give mine
Demeanors.
Their Natures are uniformly Sadist (enjoying the suffering and
corruption
of individuals).
Demons can be classed in clan-like groups: Guardian (who
specialize in
fear/paranoia), Vengeance (hate), Wealth (greed), Pleasure
(gluttony & lust),
etc.