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== Lores == Essentially the Disciplines of the Demons; their magical powers. Lores are interesting in the sense that there are typically two versions of all powers: one for Low-Torment Demons and one for High-Torment Demons. The former tend to be more benevolent and fit for doing the tasks their Houses were once up to, such as healing injuries or shaping the earth, while the latter is more malevolent and damaging. Using the High-Torment versions of the Lores grant Temporary Torment, but sometimes it might be worth it. If you become too far lost in Torment you may start using the High-Torment versions automatically which is bad unless you don't care about turning into an Earthbound. Each of the Houses has three Lores to call their own, and are the only ones who can use them (without certain merits, anyway). All Houses have access to the two common Lores, giving any given Demon a total of 5 lores. Upon creation a character has to have a primary Lore, which determines the maximum level for all other Lores. This has to be one of the House Lores: a common Lore cannot be a primary Lore. A Fallen's primary Lore also determines what their Apocalypse Form is like, which is kinda a divine [[Werewolf: The Apocalypse|Crinos]] shape. === Common Lores === '''Lore of the Fundament:''' The ability to fuck with gravity and/or the laws of physics. You can for example make yourself capable of running up walls, sticking to things like glue or walk on water. High-Torment tend to either leave the effects lingering for anyone else unfortunate enough to come across it or create demonic "I was here" marks such as warm footprints that burns. '''Lore of Humanity:''' This Lore is built around interacting with humans. The first power allows you to speak and understand any language the one you talk to speak and top-tier lets you alter people's memories. High-Torment either hamper the Demon's ability to use this Lore properly or adds nasty side effects to the person by making them anxious, insomniac or induce nightmares. The third ability, Fade, normally makes you blend in with crowds without anyone taking notice, but for High-Torments they stand out like beacons to anyone who really wants to bash some heads. === Devils === Devils are leaders, working best with either Fallen companions or Thralls to achieve the best possible result: fitting, given their status as the firstborn leaders amongst the Elohim. '''Lore of the Celestials:''' You know when an Angel appears to you in a vision? Or when they smite evil with holy fire? This is that Lore. They can also to some extent manipulate their fellow Demon's Lores at top-tier by modifying outcomes to whatever effect which their others tend to be pissed about. High-Torment tend to do what you'd expect; their visions become terror, manipulating other's Lores becomes sending them flying back at the caster and where Low-Torment casts bolts of holy fire, High-Torment becomes a huge inferno of holy fire which inflicts Aggravated Damage on everything in the radius. '''Lore of Flame:''' No more original than the name implies. You can play with fire. Top-Tier lets you ride flames. High-Torment makes the fires more dangerous, possibly to the Demon itself as well. '''Lore of Radiance:''' What the Devils use to look glorious and appear powerful and like 'the leader'. Abilities ranges from thundering voice to creating instant morale (or terror) or bestow Marks upon people, an example given being "('Let every man give him shelter no matter where he travels.'). The number of successes achieved determines the potency and the effectiveness of the mark." High-Torment makes the Devils look terrorizing and demonic rather than majestic and angelic and turns their inspiration from say loyalty and morale to violence and fear. === Scourges === Scourges have Lores that work well in conjuncture with Thralls. By guiding them through the Lore of the Firmament they can support them with the Lores of Awakening to keep them in good shape and the Lore of the Winds to deal some serious damage. '''Lore of Awakening:''' The Scourges were originally designed, among other things, to ease human's sufferings. Some eyebrow raising on how they were meant to do that without interacting with said humans aside, this is the Lore they would use for it, capable of purging illnesses, healing injures and even perfect resurrection (but you'll need the deceased's soul) at top-tier, which is EXTREMELY rare in World of Darkness. The High-Torment versions venerate [[Nurgle]] and creates diseases, pain etc rather than curing it. '''Lore of the Firmament:''' What the Scourges do to look at you when you shower. This allows them to see through the eyes or speak through the mouth of their thralls (see below) to scrying and being at multiple places at once. The High-Torment versions are largely identical but tend to have very nasty effects for the thrall such as bleeding from the eyes and ears or cause brain damages and so on. '''Lore of the Winds:''' Pretty easy to guess what this does. You get to control wind! Ranges from making casual breezes that can help you pick up speed to creating massive cyclones or solidifying air into instant-walls. The two-dot version allows you to [[Star Wars|go Darth Vader on your enemies and Force Choke them with air]]. The High-Torment versions actively damages those it touches and smells very badly; for example touching a High-Torment air-wall will sear the flesh from your body and a cyclone might start draining the air from your lungs even at a distance. === Malefactors === Malefactors excel at working with solid matter. The Lore of the Earth is one of manipulation rather than outright damage, and Lore of the Forge allows you to interact with machinery, shape matter and even make magical items. Combined with the Lore of Paths this allows the Fallen to travel on the ground with ease and greatly hinder enemies. '''Lore of the Earth:''' Also not much more original than the name suggests. Meld into the earth early and causes earthquakes late. The High-Torment versions of the abilities are for the most part useful additions unless you're not trying to hurt someone by rupturing the ground beneath them, but can be a bit risky. High-Torment Earth Meld for example allows you to move beneath the ground, which you cannot normally do, but if you fail the roll you're forced back to the surface. '''Lore of the Forge:''' Allows you to create and enhance objects to whatever effects. Maybe a tad boring on the surface but doubtlessly useful with the right mind behind it; a pencil that can double as a flamethrower might come in handy in a place like the World of Darkness, as could a secret drawer only you can open. The High-Torment of this Lore basically turns it into a [[Dark Mechanicus]] sort of deal where everything becomes weaponized and out to harm or kill everything it interacts with, possibly including the wielder. '''Lore of Paths:''' Have you ever wanted to be a walking GPS? Maybe make some new paths when the outline of a neighborhood or wilderness tries to force you through a long and tedious detour? NOW YOU CAN! You can also hide or warp paths, the latter meaning "change their directions." This is pretty much the divine version of the [[Mage: The Ascension|Sphere of Correspondence]]. High-Torment ranges from getting in the way of the abilities to making them more dangerous. For example, instead of concealing a path, you set a trap. Instead of removing a path, you collapse it and so on. === Fiends === Fiends can use their lores to create illusions, manipulate fate and teleport. At high levels you can freeze time, step out of reality and create illusions powerful enough to kill. This makes Fiends real bitches to deal with. '''Lore of Light:''' Think 'Light' in the more scientific sense of the word and you're right on. Ranges from, unsurprisingly, creating light to being able to form optical illusions and even to a degree solidifying light itself and hamper people. High-Torment makes it fear-inducing, mind fuckening and, in the case of the 'solidifying light' one, makes said light lash out against anything getting too close. '''Lore of Patterns:''' What the Fiends used to see the future. Ranges from that to being able to influence it and downright twist time at top-tier (which is the actual name for the ability), allowing you to [[JoJo's Bizarre Adventure|stop time, throw a staggering number of knives at people then let time resume for massive damage]]. High-Torment becomes very obsessed with negative outcomes and may either just show that or actively push towards one even where there otherwise would be none. '''Lore of Portals:''' Take a wild guess. No really. (It creates Portals.) At one dot you can manipulate basic portals (like doors). Can also make wards on their portals to keep others out. When induced with High-Torment the wards don't restrict invaders but do induce a shitload of pain on them, portals aren't opened but rather smashed or ripped open which might cause damage to anything too close when one is brought up or down, and the powers in general become less reliable. === Defilers === Defilers love Humanity more than any other of the Houses, and it shows. The Lores of Longing and Transfiguration are well-suited for pleasing humans, by altering their perceptions or the Fallen's own form. While this makes them unparalleled in social interactions, their combat abilities are limited to trying to drown people with the one-dot Lore of Storms power. '''Lore of Longing:''' What the Defilers use when they want to be muses. It ranges from reading emotions to being able to create obsessions. The three-dot ability is interesting because a botch on behalf of the receiving party will get them addicted to the power. The High-Torment abilities typically put a dark twist on everything; reading emotions becomes drawing out dark desires, inspiring with great creativity turns genius to madness and manipulating senses are restricted to agony. '''Lore of Storms:''' The Defilers were Angels of the Oceans and this is what they used for it. Ranges from being able to create water with a thought to invoking huge storms befitting of the name. Summon Water is something of a misnomer: you'll still need a water source or some kind nearby like a [[Avatar: The Last Airbender|Waterbender]]. High-Torment versions tend to make everything worse; someone who likes stormy weather will find that the storms they make are specifically out to damage everything around them rather than being just a force of nature, water they create becomes polluted and can create chemical burns and so on. '''Lore of Transfiguration:''' Chameleon: The Power. Allows you to change your physical features in a slightly more effective, if cosmetic, way than the [[Vampire: The Masquerade|Tzimisce]] can. Unlike the Lore of Flesh, they cannot say add a bunch of arms or replace limbs; they can only make it seem like they had. High-Torment tend to either make it difficult to perform without strict focus or it invariably creates some manner of deformity in the victim whether the Demon wants to do it or not. === Devourers === Devourers have Lores best described as [[Vampire: The Masquerade|one part Gangrel, one part Green Path Tremere, two parts Tzimisce and four parts whoop-ass.]] While they can be very benevolent the Devourers' Lores are quite useful when used in High-Torment mode: healing starts doing damage and makes your patient go violent, the wild rises up and hates your guts and animals... well, [[Homestuck|caw caw motherfucker]]. '''Lore of the Beast:''' Animalism with a small spice of Protean in it for Demons. Allows you to summon, command, possess and become animals. The top-tier allows you to make mythical beasts. High-Torment, unsurprisingly, makes either them or you violent. Go figure. '''Lore of the Flesh:''' Think the same vein as the Tzimisce with Vicissitude. Want to alter appearance? Can do. Fix up some nerves, add body parts or make bodily functions, ranging from sneezing to adrenaline surges to boners trigger? All there and possible. Has about the same amount of practical freedom as Vicissitude. The High-Torment makes nerve-fuckery straining on the victim, appearances inhuman and scary and new limbs potentially strangle whatever they're attached to, or otherwise lash out against those around said victim. Not the sort you want plastic surgeries from. '''Lore of the Wilds:''' Power over plants to various extents, ranges from the casual to rapid growth, possession and mutations. High-Torment makes the plants more violent and bloodthirsty. === Slayers === Slayers have spooky powers. They deal with the dead and ghosts, making them the go-to House when you got a body you need to work with. They also work well with the afore-mentioned Lore of Awakening to bring the dead back, or they can do so on their own. It is wise to be careful though because not all ghosts like the living and will either be uncooperative or outright hostile, which can be a problem [[Shadowrun|when you're in another reality than the rest of the party is]]. '''Lore of Death:''' Ranges from the standard applications like decaying objects and seeing how someone died to creating images of death in their enemies to traumatize them and creating zombies under the Slayer's command. We're not even on the High-Torment versions yet by the way; that tends to spiral the powers out of control. For example, trying to kill a specific individual becomes difficult because nearly all of your powers becomes Area of Effect and start fucking with everything nearby, including the likes of grass and housecats, and zombies becomes feral. A High-Torment Demon trying to see how someone dies can only see it if the person died violently. '''Lore of Realms:''' Pretty much the ability to go into the Underworld where the Ghosts hang out, or what's left of it after the Sixth Maelstrom. High-Torment tend to create ripples where Spirits get through and/or agonize said Spirits and cause unsettling effects on both side of the realms they travel between. '''Lore of the Spirit:''' Slayers use this to interact with Ghosts and Spirits, whether that means simply speaking with them, commanding them or helping them possess a soulless husk like the Demons themselves do. High-Torment may either spread the Demon's Torment onto the Ghost or cause suffering when trying to anchor them to the mortal world. === Earthbound === These Lores are notable in that they did not originate from God but rather were developed by the Earthbounds themselves in their quest to rule/ruin creation somewhere after getting tossed in the Abyss. As a result of that, the Earthbound Lores do not have a Low-Torment version of their abilities but always cause utter agony upon everything they touch. The Earthbounds themselves are already lost to Torment, but a Fallen using them would automatically cause Torment spikes everytime. Mind you, the Earthbound are rather protective about their Lores and are unlikely to share them without trading say, your True Name. '''Lore of Chaos:''' The ability to massively fuck shit up quickly, randomly and in true [[40k]] [[Warp]] fashion. Ranges from violating the laws of reality by making houses cry blood or make people's reflections try to bite them to summoning fuck knows what from fuck knows where to mess shit up. Notable in that everything they do is very real and not, in fact, an illusion. '''Lore of Contamination:''' More long-term and probably more controlled than the Lore of Chaos. Ranges from tainting the land and putting it under the Earthbound's control as if it was its body to corrupting objects, shooting its essence into people to make them die of agony and so on. Fun stuff. '''Lore of Violation:''' Notable that the second power in this is literally called 'Mind Rape' to give you an idea of what the theme is. And it's not talking about rape in the kinky sense either. Ranges from sending nightmares to enslaving people to devouring their souls either for Faith or temporary stat increases. Scary in theory but more tame than the other two Earthbound Lores.
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