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Demon: The Descent
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==Agendas== Upon Falling, a Demon has to decide what it wants to do now that it no longer has a purpose defined for it by the God-Machine. Most of them join an Agenda, which determines how they interact with other Demons, how they go about their existence within the God-Machine, and their ideas on the nature of Hell. None of them have any real centralized organization; such a system would be too easily exploited by the God-Machine or its servants. Unusual for a [[World of Darkness]] game is that (with the right Merit) an Unchained can belong to up to two Agendas at the same time. Theoretically, it is possible to go without an Agenda, but playing as an Uncalled (as they're known) has absolutely no benefits whatsoever. Each Agenda has a special Condition that they can gain Beats from or resolve for bonuses. ===Inquisitors=== [[File:DTD Inquisitor.png|right|150px]] ''"[[Inquisition|Knowledge is power, hide it well]]"'' might as well be the catchphrase of this Agenda, whose members are also called Watchers or Paranoids. By discovering, trading, and hoarding information they seek to stay one step ahead of the God-Machine to ensure their survival. This makes Inquisitors extremely paranoid even by demonic standards, only associating with others if it is in their interest to do so. Arguably, the only reason they even bother doing that is because they know that a lone demon quickly ends up being a dead demon when the hunter angels show up. Their end goal is to gather enough information about the God-Machine to manipulate it directly in a way that it can no longer detect their presence, or force it to work in their interests. Inquisitors believe Hell to be a personal, internal thing: a state of mind reached through enlightenment. This is why they gather information so obsessively: they are seeking out Hell. However, how they plan to use this information varies: *The Internalists conclude that if they could have a revelation as angels that triggered their Fall to mortality, the right information might lead them to have another epiphany that would cause a "Second Fall" that would bring them to a state of true freedom. *The Shutdown Doctrine is looking for information on how to construct an "off switch" for the God-Machine, allowing them to free themselves from its reach. *Theo-Separatism focuses on the use of supernatural means to effectively split reality in half, preferably with themselves on the half that doesn't contain the God-Machine. *The Lost Cause Doctrine dismisses Hell as a fantasy, and so its followers prefer to use the information they gather to protect themselves as long as they can. Their Condition is Prepared for Anything: they gain Beats by posing questions that cause ringmates to reconsider their actions and can resolve it for either a +3 bonus to a mental skill roll or a leap of logic or similar revelatory connection that can help them figure out the best course of action. ===Integrators=== [[File:DTD Integrator.png|right|150px]] Not all Demons wanted to Fall. Some want to be Angels again, and really badly. They are loyal to the God-Machine and seek to return, but they remain reluctant to give up their free will. As such, the Integrators (Idealists or Turncoats, depending how non-Integrators see them) are plotting to return, but there is disagreement within the ranks about the method. One group believes that they did not Fall and are instead working for some grander purpose. The second and largest faction believes that by altering the God-Machine in a way that would grant it more empathy with the human condition, they can exist without being altered. The last faction wants to return with their individuality intact and on their own terms, believing that the more "human" angels are less likely to Fall. The Integrators are the only Agenda not seeking out Hell: since it entails separation from the God-Machine they consider it to be suffering and pain, pitying those demons actively seeking it. Needless to say, those demons consider the Integrators deluded at best and actively traitorous at worst. The exact nature of the re-assimilation they seek can take some of the flavors listed below: *Foundational Integrationism states that anything short of service to the God-Machine is ultimately harmful and seek to make themselves useful enough to the Machine to get it to take them back- but ultimately on their own terms. *The True Divinity Movement is more akin to Gnosticism, as they consider the Machine to be merely a tool of a much greater being. They thus seek to discover the true God so they might serve it directly. *The Faulty Overseer Hypothesis identifies Hell as a point in time when the God-Machine is too crippled by glitches and bugs to function properly, causing it to enter a state of maintenance which will restore it to its original benevolent state. *The Celestial Insurgency is in effect a group of deep-cover Saboteurs who seek to infiltrate the ranks of the Machine to destroy it from within. Their Condition is Angel Empathy- they gain Beats by putting their ring at risk or drawing suspicion to themselves, which is rarely helpful given how distrusted the Agenda is already. However, if it is resolved the Integrator can either get a +3 to any rolls to outwit, persuade, or evade an angel or learn an angel's Ban and Bane. ===Saboteurs=== [[File:DTD Saboteur.png|right|150px]] The Saboteurs take strongly after the Raveners from [[Demon: The Fallen]]. They believe that the God-Machine ought to be destroyed at all costs, wrecking Infrastructure and killing its followers. The Saboteurs (Thugs, Soldiers) have a few different ways of carrying on their fight, they are united by their shared hate of the Machine: *The Final Blow Doctrine seeks a grand final battle in which they will be able to attack the God-Machine directly and ensure its destruction. *The Infiltrators prefer a stealthier approach, hijacking Infrastructure to usurp the place of the Machine. *The Nation of Hell hopes to create a stalemate against the Machine that would allow them to create a nation that would serve as a safe haven for the Unchained. *The Fatalists believe that they can't win a war against the God-Machine, but they still hope to hurt it as badly as they can when they go down. While they have no qualms about killing Angels, making them Fall is by far the preferred option. Saboteurs are driven, seeing no sacrifice too great to attain their goal, but these sacrifices are not made lightly. Were it not for the fact that they are rather disorganized (to say nothing of the more obvious risks and the concern that the absence of the God-Machine could lead to other catastrophes- It has prevented quite a few mass extinction events from happening in the past which would have otherwise annihilated all life on Earth), the Saboteurs would have been able to cause a lot more damage. Saboteurs have a very simple view of what Hell is: that what remains after killing the God-Machine. The Saboteur Condition is An Eye for Disorder, which grants Beats for drawing unwanted attention due to disrupting a system and grants +3 to a skill roll to wreak havoc when resolved. ===Tempters=== [[File:DTD Tempter.png|right|150px]] Tempters are alive and loving it. Something of a mix of the [[Toreador]] and the [[Ventrue]], they are, depending on who you ask, either lazy sods who make others do their dirty work for them, or the only ones who realize you need some kind of infrastructure to work with if you want to face the God-Machine. Tempters (aka the Decadents or Builders) seek both pleasure and power: one for its immediate reward, and the other for what it gives them in the long run- the wealth, connections, and resources needed to erode the God-Machine's influence. Despite what you'd assume from their nature, the Tempters are actually the most organized out of all the Agendas, finding that the structure that they give their members help attaining their goal, or at least enjoying themselves on the way there. Through their experiences and resources, they seek to either find or build Hell, considering it to be a physical place; the problem is, none of them are entirely sure how to do either of those things. As a result, the Tempters associate into several sub-factions: *The Constructivists seek ways to subvert Infrastructure to build Hell, either in the mortal world or a different plane such as the Shadow. *The Prometheus Theory believes mankind is the key to Hell, as the God-Machine cannot fully understand them. *The Mystics try to find hints of how to reach Hell from the religious and philosophical works of humanity and frequently found cults themselves. *The Devils want to build a traditional, Biblical-style hell, where they can torture the people who crossed them for all eternity. Naturally, most of the other Tempters don't like them. *The Aesthetics think they're already in Hell, so they may as well enjoy it for as long as they can. Their Condition is I Know Someone: it grants Beats when a Tempter gets someone who owes them a favor to do their work for them, and when resolved it grants a +3 bonus to social rolls that benefit from connections. ===Multiple Agendas=== The Unchained can be part of two agendas if they choose to be so, giving them the Conditions of both Agendas. *Inquisitor-Integrators seek out knowledge to either enlighten themselves or become able to rejoin the God-Machine. Either is good. *Inquisitor-Saboteurs serve as military intelligence or secret agents, supporting the frontline soldiers. *Inquisitor-Tempters build a network of contacts and gather money and knowledge to support the cause of either Agenda. *Integrator-Saboteurs are something of a contradiction: their members being either desperate or deeply conflicted. Most of them are members of one of the component Agendas that are in the process of moving towards the other. *Integrator-Tempters want to build and return to grace, hoping to use the first to attain the second. *Saboteur-Tempters can be cutthroat businessmen or bon vivants, enjoying life to the fullest while using their influence on people against the God-Machine.
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