The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.
Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by rpg.corner.of.saur, 2023-10-14 07:39:59

Demon - the Fallen

Demon - The Fallen - Core

Demon: The Fallen 300 hunting PartieS For the Earthbound, the sudden influx of new demons into the waking world is both a blessing and a curse. These newcomers are poised to interfere with plans and schemes that have been developed over centuries, and that cannot be borne. But in this faith-starved world, the fallen represent something more than just obstacles. They are sources of precious energy, ones that must be exploited to lend the Earthbound the power they need to survive and prosper. Sending a single thrall, though, is a waste of resources. No thrall, no matter how enhanced, can measure up to the sheer power of a demon. What’s needed is a hunting party — a group of thralls handpicked by their master to effectively take down fallen targets. The exact nature and style of a hunting party depends entirely on the Earthbound that controls it and the thralls that comprise it. The following material is meant as a guideline to help Storytellers design hunting parties that fit the needs of their chronicle. Storytellers should ask the following questions about a hunting party: What is its purpose? Parties are usually either kill squads — sent to destroy a threat to the Earthbound quickly and decisively — or capture squads — sent to imprison a fallen target so that the Earthbound can use him as a source of Faith. How does it operate? Subtle parties spend a lot of time and energy pinpointing a target in secret, then operating without leaving evidence. Overt parties are more likely to make sudden, noisy attacks on their target, then clean up any evidence and witnesses afterward. What tools does the team use? Does the party focus on occult tools such as rituals and artifacts? Do they use heavy firepower and high-tech equipment? Does it prefer to work at a remove, using other agents and mundane groups like the police as their puppets? How many are there in the group? A small group must be careful and make clever use of limited resources. A large group can afford to take bigger risks, and it can survive the loss of a few members. The Storyteller characters in a hunting party usually fall into one of four categories: Thinkers: The people who plan the attacks, organize the other thralls and make sure everything works. Hitters: The thralls who actually fight the demons, whether with guns, bombs or supernatural powers. Talkers: Because hunting parties operate in secret, they need members who can fool the police, fast-talk their way past neighbors and generally smooth the way for the rest of the group. Support: Drivers, medics, occultists with binding rituals — any thrall who’s charged with assisting the project is classed as support. A “typical” kill squad would consist mainly of hitters, with a thinker in charge and perhaps a few support people for backup. A capture squad might have only one hitter, relying instead on talkers and support personnel.


Index 301 index a Abilities 140 Knowledges 148 Academics 148 Computer 149 Finance 150 Investigation 150 Law 150 Linguistics 150 Medicine 151 Occult 151 Politics 151 Religion 152 Research 152 Science 152 Skills 144 Animal Ken 144 Crafts 145 Demolitions 145 Drive 146 Etiquette 146 Firearms 146 Melee 147 Performance 147 Security 147 Stealth 147 Survival 148 Technology 148 Talents 140 Alertness 140 Athletics 141 Awareness 141 Brawl 141 Dodge 142 Empathy 142 Expression 142 Intimidation 143 Intuition 143 Leadership 143 Streetwise 144 Subterfuge 144 Actions 219 Extended 223 Multiple 222 Resisted 223 Apocalyptic Forms 170 Visage of Awakenings 182 of the Beast 205 of the Celestials 176 of Death 211 of the Earth 188 of the Flames 178 of the Firmament 184 of Flesh 209 of the Forge 191 of Light 198 of Longing 199 of Paths 189 of Patterns 194 of Portals 196 of Radiance 180 of the Realms 215 of the Spirit 212 of Storms 201 of Transfiguration 203 of the Wild 207 of the Winds 185 Archetypes 132 Addict 133 Architect 133 Autocrat 133 Bon Vivan 133 Bravo 133 Caregiver 133 Child 133 Competitor 133 Conformist 134 Conniver 134 Curmudgeon 134 Deviant 134 Director 134 Fanatic 134 Gallant 134 Gambler 134 Judge 134 Loner 134 Martyr 135 Masochist 135 Monster 135 Pedagogue 135 Penitent 135 Perfectionist 135 Rebel 135 Rogue 135 Survivor 135 Thrill-Seeker 135 Traditionalist 136 Trickster 136 Visionary 136 Armor 239 Armor Chart 244 Attributes 136 Mental 139 Intelligence 139 Perception 139 Wits 140 Physical 136 Dexterity 137 Stamina 137 Strength 136 Social 138 Appearance 139 Charisma 138 Manipulation 138 b Backgrounds 153 Allies 153 Contacts 154 Eminence 154 Fame 155 Followers 155 Influence 155 Legacy 156 Mentor 156 Pacts 156 Paragon 157 Resources 157 Blessed Items 254 Botches 221 C Character Creation 122 Chart 123 Combat 236 Attacking 237 Close Combat 242, 244


demon: the Fallen 302 Combat Terms 225, 241 Initiative 237 Ranged Combat 242, 245 Resolution 238 Combat Maneuvers 239 Maneuver Table 244 Summary Chart 239 d Damage 239 Aggravated 239, 247 Bashing 239, 247 Lethal 239, 247 Derangements 260 Dice 220 Difficulties 220 Disease 262 e Electrocution 262 Experience 164 Experience Costs 164 F Failure 221 Faith 159, 249 Falling 263 Final Destruction 258, 260 Finding A New Host 259 Fire 263 Freebie Point Cost 124 Freebie Points 128 h Healing Times 248 Health 164, 245 Health Chart 245 Health Levels 245 Hierarchy of Sins 159 Holy Ground 254 i Innate Powers 171 Immunity to Mind Control 171 to Possession 171 Invocations 171 Resistance to Illusion 171 Supernatural Awareness 172 l Lore of Awakening 181 of the Beast 204 of the Celestials 175 of Death 209 of the Earth 186 of the Flame 176 of the Firmament 182 of the Flesh 207 of the Forge 190 of the Fundament 172 of Humanity 173 of Light 196 of Longing 198 of Paths 188 of Patterns 192 of Portals 194 of Radiance 179 of the Realms 213 of the Spirit 211 of the Storms 200 of Transfiguration 202 of the Wild 206 of the Winds 184 m Melee Weapons Chart 244 Movement 231 Mental Feats 235 Hacking 235 Investigation 236 Repair 236 Research 236 Tracking 236 P Physical Feats 231 Climbing 231 Driving 231 Encumbrance 232 Intrusion 232 Jumping 232 Lifting/Breaking 232 Opening/Closing 233 Pursuit 233 Shadowing 234 Sneaking 234 Swimming 234 Throwing 234 Poisons and Drugs 263 Prayers 255 Prelude 128 r Ranged Weapons Chart 245 Revelation 253 S Soak 239 Social Feats 234 Carousing 234 Credibility 234 Interrogation 235 Intimidation 235 Oration 235 Performance 235 Specialties 136 Storytelling 266 Success 221 Automatic Success 222 Degree of Success 221 Summoning and Binding 256 Systems 230 t Temperature Extremes 263 Thralls 252 Empowering Thralls 252 Taking Too Much 251 Time 218 Torment 160 Traits 120 Ratings 220 True Names 255 v Virtues 158 Conscience 158 Conviction 158 Courage 158 W Willpower 162 index


Index 303


Click to View FlipBook Version