Angel/Demon: Chapter 4 - Traits

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.

Choirs

There are five choirs discussed in this game, but there are lots more, some of which well be later supplements. The five choirs that are discussed are The Cherubim, The Belial, The Uriel, The Fallen, and The Sundered.

The Cherubim

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:

  1. The Power of Entrance - The power to enter the body of a mortal.
  2. The Power of Departure - The power to exit the body of a mortal.
  3. Purse of Heaven - Ability to keep a mortal's soul for God.

The suggested choir powers of the Cherubim are:

  1. Bless - The power to strengthen a mortals body or will.
  2. Laying of Hands - The power to heal.
  3. Eyes of the Profit - The power to see the truth.
  4. Trumpet of Gabriel - The power to make a mortal obey.

The Belial

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:

  1. Power of Possession - The ability to take control of a mortals body.
  2. Power of Release - The ability to exit the body of a mortal.
  3. Purse of Hell - The ability to buy a mortal's soul for the devil
  4. The suggested choir powers of the Belial are:

  5. Blasphemy - The power to weaken a mortals will.
  6. Giving of Pain - The power to inflict pain.
  7. Mesmerize - The power to make a mortal a slave.

The Uriel

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:

  1. The Power of Entrance - The power to enter the body of a mortal.
  2. The Power of Departure - The power to exit the body of a mortal.
  3. Purse of Heaven - Ability to keep a mortal's soul for God.

The suggested choir powers of the Uriel are:

  1. Bless - The power to strengthen a mortals body or will.
  2. Wings of Flight - The power to fly.
  3. The Sword of Michael - The power of the Soul Fire.
  4. Halo - The ability to use the power of the pure heart to protect ones host.

The Fallen

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:

  1. The Power of Entrance - The power to enter the body of a mortal.*
  2. The Power of Departure - The power to exit the body of a mortal.*
  3. The Power of the Home - The power to create a pocket sphere deep within the Deep Umbra.

* 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:

  1. Bless - The power to strengthen a mortals body or will.
  2. Laying of Hands - The power to heal.
  3. Eyes of the Profit - The power to see the truth.
  4. Trumpet of Gabriel - The power to make a mortal obey.

The Sundered

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:

  1. Power of Possession - The ability to take control of a mortals body.*
  2. Power of Release - The ability to exit the body of a mortal.*
  3. The Power of the Home - The power to create a pocket sphere deep within the Deep Umbra.

* 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:

  1. Blasphemy - The power to weaken a mortals will.
  2. Giving of Pain - The power to inflict pain.
  3. Mesmerize - The power to make a mortal a slave.

Willpower

Willpower is used in Angel/Demon not only for the standard purposes detailed in the normal Storyteller systems but also as the source of the Angel's power. Angels do not channel and use Quintessence as mages do; they are of a realm outside the Tellurian and there patterns are not formed from its stuff. The Cherubim and the Belial manifest their powers through total force of will. They are not Mages or Technomancers, and use none of their knowledge or skills. Angels can use their Willpower to produce the powers detailed below.

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.

Powers

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.

I. The Sphere Powers

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:

Note: If a character of a high sphere 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 spheres. 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 success refer to the chart bellow.

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.