In this chapter we will discuss the two points where Angel/Demon differs from the normal Storyteller systems. If something is not covered here refer to the books Vampire: The Masquerade, Werewolf: The Apocalypse, or Mage: The Ascension for the answer.
The Cherubim are the most common angels, and the what will be the most common character. The are sent to Eden to battle the corrupting forces of Lucifer. The Cherubim are given free will to work within the realm of mankind; they are restricted by only one rule: Do not let the fate of a mortal change because of your presence there. This rule being rather loose has been a great source of debate. Only one implication of it seems to be clear: Don't end the life of any mortal, no matter what the reason. This rule is followed by all the Cherubim to the letter, violation of it brings swift retribution.
Sphere: Luna
The sphere powers of the Cherubim are:
The suggested choir powers of the Cherubim are:
The Belial are the eternal enemies of the Angels, and of all humanity. Their only purpose is to corrupt, twist and defile the souls of humanity and then send them down to hell. They have no rules or guidelines, and find happiness in chaos.
Sphere: Purgatory
The sphere powers of the Belial are:
The Uriel are an elite choir of angels, they follow the same rules as angels, but there purpose in Eden is different. They are coming to Eden not to battle the Demons, but to battle the rest of the Supernatural menace that continues to hunt, kill, and corrupt the mortal population. Most recently, the Uriel have found out about the Shadowlands, and are trying to find ways to enter it, and save the souls of those lost within.
Sphere: Luna
The sphere powers of the Uriel are:
The suggested choir powers of the Uriel are:
The Fallen are a pseudo-choir, it is a general name given to those angels that have killed a mortal and fallen from the spheres of heaven. These angels have killed only by accident (those that murder mortals fall to hell, where they become demons). The Fallen find themselves stranded in "The Between". A pseudo-sphere that falls into place between Heaven and Hell. This is the sphere that the Demons and Angels use to go between the Spheres and to Eden (see description ELSWARE). The Fallen have lost the favour of Heaven yet they haven't yet plunged into Hell. They travel to Eden to try to gain Heavens favour again, or to attract the favour of Hell. Most Fallen are dark and sorrowful, immersed in depression by the guilt of their deeds. Although they try to gain Forgiveness, most succumb to their urges and fall completely into hell.
Sphere: The Deep Umbra
The sphere powers of The Fallen are:
* Note - These may be substituted for the sphere powers of the demons if they can find a demon to teach them, although this well only quicken the fallen angels descent into the nether regions.
The suggested choir powers of The Fallen are:
The Sundered are Demons that have escaped from the spheres of hell. These Demons may want to become forgiven, or just don't like being influenced by the generals of the infernal. Either way they now reside within The Between. Their demeanor is varied, being demons, as is their reasons for being sundered. If they go back to Hell (Or are captured by demons) they become pathetic slave souls of the generals of Hell. If they ever gain forgiveness for their crimes (Not likely) then they gain entrance to Heaven where they become Angels.
Sphere: The Deep Umbra
The sphere powers of The Sundered are:
* Note - These may be substituted for the sphere powers of the angels if they can find an angel to teach them.
The suggested choir powers of The Sundered are:
An Angel gains back his Willpower at a much accelerated rate compared to mortals: One dot for every hour they rest/sleep. They also gain back all their willpower every time they return to their sphere. 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 sphere until he totally recuperates. This is considered an automatic Departure (see below) and there is no chance of botching.
A basic description of the powers of the Cherubim/Belial has been given already, but here we will get into the game mechanics of each power. How the play can use it, and what is its effect.
Power of Entrance
This, with the power of exit, is the most used of all the powers of the Cherubim. It is the power of the Cherubim to Enter into the body of a mortal, and join minds with the person living there. This is not a power that should be used lightly by a Cherub, for failure can leave possible target injured, or even worse. When a player wishes to enter into a body at a particular location, he must first find a suitable host. The restrictions on a Cherub are listed bellow by sphere:
If the attempt has failed the player many not retry to enter that individual for at least a day, if at all (Storyteller's decision). 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 they have also integrated (if any, got 7+ success).
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 player 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 cannot 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.
Power of Departure
You will see that the power of Departure is just as important as the power of Entrance. It is just as hard to brake the link forged between a Cherub and his host than it is to make one. When a player decides that he wishes to leave his present host he must roll a number of dice equal to his present Willpower; difficulty is the same as the difficulty of Entrance (see above). After determining the number of success refer to the chart below.
Once the Cherub is detached he is free to enter into another host or to return to his sphere as he wishes. If the Cherub is lowered to zero Willpower she must return to her sphere. Again, he we must not that the power of Departure should not be used lightly, for failure can be very dangerous.
Power of Possession
For game purposes this power is almost identical to the Cherubim power of Entrance. To the host though, the differences are like night and day. While the Cherubim Entrance is a melding of minds and a spiritual uplifting, the Belial Possession is an all out assault and rape. They tear free the mortal's mind from his body and insert their own. If the mortal is lucky, the Belial isn't powerful enough to torture them, and must suppress them completely. If the mortal is unlucky, his mind will meld with that of the Belial, and he will be force to watch helplessly as the Belial goes about his bitter business. Refer to the Entrance chart for the Cherubim power of Entrance to determine the result of the number of successes rolled. Refer to the chart bellow to see how the power increase through the spheres.
Power of Release
In all respects this power is the same as the Cherubim power of Departure. The Exit Chart must be modified a little to reflect the evil effect of the Belial.
The Power of the Home
This power allows the Pseudo-choirs to create a pocket sphere within the Deep Umbra. To do this a number of fallen or sundered must combine their powers. It requires a total of 100 Willpower points to create a pocket sphere.
Purse of Heaven
This power is the Cherubim's only real weapon in their fight against the Belial. It is neither offensive or defensive, but is a weapon all the same. The Belial have the power Purse of Hell, it is best to describe the Purse of Heaven in reference to that. With the power of Purse of Hell the Belial can `buy' the soul of a mortal. This is to say, at the day of Judgement Satan would get first refusal on this particular soul (And as it is widely known, Satan doesn't refuse anyone.) The Purse of Heaven is pretty much the same power for the Cherubim. Though the major difference being that a soul `bought' with the Purse of Heaven is not guaranteed entrance, it simply gives God first refusal. Of course, all of this is unimportant in the actual workings of this game. The major effect that Purse of Heaven will have on actual play is that once a mortal has taken a coin from one of the sides, the other side can never get his soul. The effect of this power is permanent and can never be rescinded. With the expenditure of a Willpower point the Cherubim can create a `coin' of heaven. This materializes into reality in the shape of a real coin. Once it is taken by a mortal it disappears in a flash of light. A coin of heaven must be taken willingly by a mortal; it cannot be forced upon them. A word of warning. Passing out these coins like candy is a bad idea. Even though there are no restrictions on who can be given a coin, the act of giving a mortal a coin means the Cherub will be a `character witness' for the mortal at judgement day. If you give out lots of coins to mortals who don't really deserve it, then creating a lot of trouble for yourself later. This power does not change as a Cherub raises through the spheres.
Purse of Hell
This is the power that the Belial use to `buy' the souls of mortals. Refer to the Cherubim power of Purse of Heaven for a the discussion of how this power works. In the past the Belial have been known to develop very intricate plans and schemes to trick mortals into taking their coin. Virtually anything goes in this effect, the only rule is that the coin my be taken by the mortal willingly. The coin loses its effectiveness if it is forced upon its intended reviver. Most Belial fall back on to the most tried and true method for distributing these coins: The classic `Sell Your Soul to the Devil' ploy. In return for fulfilling some wish the mortal has, the mortal agrees to sell his soul to the devil. The Belial almost always fulfil their half of the bargain (It's not good to get a bad reputation in that respect), but almost always make sure that the mortal takes the coin first. Remember, once the coin has been taken the deal cannot be broken -- not by anyone in heaven or earth. If the mortal has taken a coin of heaven before his encounter with the Belial, then the coin given by the demon will be completely useless. A smart mortal maybe able to use this fact to his advantage, but that would be bad form. This power does not change as the Belial raises through the spheres.
Blasphemy
This power is used to affect the will and body of a mortal.
* For the price of one Willpower point the Belial may make a target lose one success.
** For the price of one Willpower point the Belial may make a target lose two successes.
*** For the price of one Willpower point the Belial may make a target lose four successes, one of which may count toward a botch, or weaken one of the mortals attributes by one for an hour.
**** For the price of one Willpower point the Belial may make a target lose five successes, two of which may count toward a botch, or weaken one of the mortals attributes for a day.
***** For the price of one Willpower point the Belial may make a target lose six successes, three of which may count toward a botch, or weaken one of the mortals attributes by one permanently.
****** For the price of one Willpower point the Belial may make a target lose all his successes, and botch, or lose one willpower point permanently.
Blasphemy is restricted to one use per individual per day.
Bless
This power is used to affect the will or body of a mortal. Cherub may use this power to strengthen a mortal's will or body.
* At the cost of one Willpower the Cherubim may grant a mortal one Willpower for an hour. If it is not used within that time it is lost.
** At the cost of one Willpower the Cherubim may grant a mortal one Willpower for a day. If it is not used within that time it is lost.
*** At the cost of one Willpower the Cherubim may grant a mortal one Willpower permanently, or at the cost of three Willpower the Cherubim may raise one of a mortal's attributes by one dot for one hour (this can raise an attribute over five).
**** At the cost of three Willpower the Cherubim may raise one of a mortal's attributes by one dot for one day.
***** At the cost of three Willpower the Cherubim may raise one of a mortal's attributes by one dot permanently.
****** At the cost of five Willpower the Cherubim may raise a mortal's attributes by any amount for an hour.
******* At the cost of one willpower the Cherubim may raise a mortal's attributes by any amount for the day.
Eyes of the Profit
This power allows the Cherubim to glean the truth from a mortal, even if he wishes to lie. If the target says the required phrase (see bellow) he is unable to lie to the Cherubimin any matter.
* If the Cherub can get his target to repeat the Lord's prayer, and spends one Willpower, then that mortal cannot lie.
** If the Cherub can get his target to repeat the first line of the Lord's prayer, and spends one Willpower, then that mortal cannot lie.
*** If the Cherub can get his target to simply say the first two words of the Lord's Prayer (Our father), and spends one Willpower, then that mortal cannot lie.
**** If the Cherub can get his target to say any of the names of God (Christ, Jahova, etc), and spends one Willpower, then that mortal cannot lie.
***** On command, and the expenditure of one Willpower point, the Cherub may make a mortal incapable of lying.
****** Does no longer need to command, with the expenditure of one Willpower the Cherubim may read the surface thoughts of his target.
******* With the expenditure of one Willpower point a Cherub may find out his targets true motives and intent.
The target of this power does not have to know the purpose he is reciting such a phrase. In fact, if a Cherub overhears someone saying the required phrase he can spend his Willpower point and use this power. The power only works for the caster. A target may not be able to lie to the Cherub, but he could still lie to anyone else who asks him a question.
Giving of Pain With this power the Belial can inflict pain upon a target. With the expenditure of a Willpower point and a successful attack,the Belial can inflict penalties as shown below.
* Causes a -1 Penalty from Pain.
** Causes a -2 Penalty from Pain.
*** Causes a -3 Penalty from Pain.
**** Causes a -4 Penalty from Pain.
***** Causes a -5 Penalty from Pain.
****** Causes the target to fall Unconscious from Pain.
Halo
This power envelopes the angels host with an aura of holy might. This aura will protect the host from attacks by absorbing the damage. The angel spends one will power point per scene of duration.
* Absorbs 1 level of damage from one attack.
** Absorbs 2 levels of damage from one attack.
*** Absorbs 3 levels of damage from one attacks.
**** Absorbs 3 levels of damage from two attacks.
***** Absorbs 4 levels of damage from two attacks.
****** Absorbs 5 levels of damage from two attacks.
******* Absorbs 5 levels of damage from all attacks.
Hell Fire
This creates a blast of hellish fire. Although it well cause pain, it doesn't do any damage. Its purpose is to drain the willpower from supernatural creatures. It will not affect normal mortals. The flame lasts for one scene per willpower point spent.
* Attacks will drain one willpower point per dot rating.
Laying of Hands
This is the power to heal the injured. Pure and simple. The players will get a lot of use out of this power if they get a little over zealous in their mission. With the expenditure of Willpower a Cherub may heal health levels of any mortal. Yes, this power will work on a Cherub's present host.
* At the cost of one Willpower the Cherubim may raise the health level of a mortal by one level.
** At the cost of one Willpower the Cherubim may raise the health level of a mortal by two levels.
*** At the cost of one Willpower the Cherubim may raise the health level of a mortal by three levels, or may raise one level of aggravated wounds in a Vampire/Werewolf.
**** At the cost of one Willpower the Cherubim may raise the health level of a mortal by four levels, or may raise two levels of aggravated wounds.
***** At the cost of one Willpower the Cherubim may raise the health level of a mortal by five levels, or may raise three levels of aggravated wounds.
****** At the cost of one Willpower the Cherubim may raise the health level of a mortal by six levels, or may raise four levels of aggravated wounds.
******* At the cost of one Willpower the Cherubim may raise the health level of a mortal by seven levels, or may raise five levels of aggravated wounds.
Multiple Willpower points can be spent for multiple levels of healing. Rumours abound that through this power the Cherubim are able to make a Vampire mortal once again. Of course, this is just a rumour...
Mesmerize
With this power a Belial can turn mortals into their slaves.
* At the cost of one Willpower the Belial can take control of one mortal for a period of an hour.
** At the cost of one Willpower the Belial can take control of one mortal for a period of one day.
*** At the cost of one Willpower the Belial can take control of one mortal indefinitely.
**** At the cost of three Willpower the Belial can take control of a group of mortals (up to 10) for a period of about an hour.
***** At the cost of three Willpower the Belial can take control of a group of mortals (up to 10) for a period of a day.
****** At the cost of three Willpower the Belial can take control of a group of mortals (up to 10) indefinitely.
The target of this power does have a chance to avoid domination. Both parties roll their Willpower against 7. The one who gets the most successes is in control.
Sword of Michael
This creates a flaming sword of holy energy. Although it well cause pain, it doesn't do any damage. Its purpose is to drain the willpower from supernatural creatures. It will not affect normal mortals. The sword lasts for one scene per willpower point spent.
* Attacks well drain one willpower point per dot rating.
Trumpet of Gabriel
With this power a Cherub can make a mortal obey him for a short period of time.
* At the cost of one Willpower the Cherubim may make a mortal take one action. This must be delivered through one or two words (Jump! Charge! Get up! etc).
** At the cost of one Willpower the Cherubim may make a mortal take a few simple actions (Put that over there! Shut up and sit down! Get me that gun! etc).
*** At the cost of one Willpower the Cherubim may make a mortal take a series of actions (Go to the store and get me some milk and eggs! Go and tell Bobby not to arm the bomb! etc).
**** At the cost of one Willpower the Cherubim may make a mortal engage in an action that would require interpretation or imagination (Grab that err... thingy and put it with the doohickey! Write a book! Go make money on the stock market! etc). May also program a few simple actions that may be triggered later by a single word.
***** At the cost of one Willpower the Cherubim may make a mortal engage in virtually any action no matter how complex (Get married, settle down, and have a family! etc). May also program a series of actions to be triggered later.
****** At the cost of one Willpower the Cherubim may make a group of mortals take a series of actions (All of you go other there! Fiends, Romans, Countrymen! etc).
******* At the cost of one Willpower the Cherubim may program a group of mortals to take a series of actions that can be called up later by a single word (Okay, when I say fish, all of you run for your lives).
If the Storyteller feels that what the Cherub wants the mortal to do is against the mortals best judgement, have both the Cherub and the mortal roll there Willpower. The Cherub against 8, the mortal against 6. Whoever gets the most success is in control.
Wings of Flight
With wings of flight the angel or demon can fly at will. The duration is one hour per willpower point spent.