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	<title>2d4chan - User contributions [en]</title>
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	<updated>2026-04-26T17:36:46Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demon&amp;diff=174012</id>
		<title>Demon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demon&amp;diff=174012"/>
		<updated>2016-07-19T22:10:24Z</updated>

		<summary type="html">&lt;p&gt;2001:1C03:1001:E300:8BF:765E:EBEF:3C8C: Added the WoD Demon games.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
{{NeedsImages}}&lt;br /&gt;
&lt;br /&gt;
A &#039;&#039;&#039;demon&#039;&#039;&#039; is some kind of evil spiritual entity. It&#039;s different in just about every setting&#039;s fluff, but usually sports horns and/or a tail (at least when they take. Makes a great antagonist, villain, or monster of the week.&lt;br /&gt;
&lt;br /&gt;
Most of this stuff starts with Judeo-Christian mythology. The old and new testaments have a few vague references to various evil others (one of which being named satan) who tries to screw with humanity and god by deceiving and tempting people with various degrees of success. After Christianity got popular, various bits of other religions and their iconography got labeled demonic, such as Venus&#039;s Pentagram or the imagery of the half goat god Pan. Eventually in the middle ages the church decided that these evil beings were fallen angels.&lt;br /&gt;
&lt;br /&gt;
In addition you get things from other mythologies which are supernatural, not gods (or at most are minor ones) and are malicious, which get lumped in as Demons. Such as Yokai from Japan. &lt;br /&gt;
&lt;br /&gt;
If you&#039;re looking for the warhammer equivalent, then you should probably go to the page for either [[daemon]] or [[daemonette]] .&lt;br /&gt;
Why the fuck is there an extra &#039;a&#039;? &amp;lt;s&amp;gt;Who the fuck knows.&amp;lt;/s&amp;gt; It&#039;s greek. The E comes from the word &#039;&#039;dæmon&#039;&#039; which comes from trying to translate the greek word for godlike power, fate or just god.&lt;br /&gt;
&lt;br /&gt;
Or rather, Daemon (with the a) is synonymous with a lesser god. Given that the daemons in Warhammer are actually merely small parts of their god that have been split off to do shit on their own, as well as their power, it makes some sort of sense.&lt;br /&gt;
&lt;br /&gt;
Be cautious when using Demons as characters, for Demons are beloved of Mary Sues and the teenage landwhales that tend to write them. If a pimply 14-year-old wants their character to have wings, and also be [[edgy]], said character will no doubt be a demon. If a character has to have magic? Demonic pact. Evil father? He&#039;ll be a demon - well, Raven from Teen Titans is done well but apart from that Demon parents are a minefield.&lt;br /&gt;
&lt;br /&gt;
So, yeah. Exercise caution.&lt;br /&gt;
&lt;br /&gt;
==In D&amp;amp;D==&lt;br /&gt;
Demons and devils have been part of the [[Dungeons &amp;amp; Dragons]] mythos since the beginning, although the precise distinction between the two has usually boiled down to the ever-trying matter of [[alignment]] - demons as [[Chaotic Evil]], devils as [[Lawful Evil]].&lt;br /&gt;
&lt;br /&gt;
In 2e, due to the legendary Satanic Panic of 80s DnD, they were renamed as [[Tanar&#039;ri]] (demons) and [[Baatezu]] (devils). This was also the edition of [[Planescape]] and the [[Blood War]], a huge philosophical conflict that devoured worlds and was basically fought because demons and devils were determined to prove their kind of evil was the only true face of evil.&lt;br /&gt;
&lt;br /&gt;
In 4e, demons and devils underwent a huge revamp to finally make them more than just alignment-distinctions. In the 4e mythos, demons are elemental embodiments of corruption, madness and destruction, spawned by the last remaining shard of a dead universe destroyed by entities of pure evil polluting the Elemental Chaos. This means they want to destroy the entire multiverse, than leap into the next reality and destroy it as well, and so on in adfintinum. Devils, meanwhile, are fallen angels who betrayed their own god and were twisted into monsters before being locked up in their ex-master&#039;s domain, which they have converted into a hellish prison. Their goals are to get out of their prison and take over the entire multiverse.&lt;br /&gt;
&lt;br /&gt;
==In the [[World of Darkness]]==&lt;br /&gt;
&#039;&#039;Demon&#039;&#039; is the name carried by two RPGs by [[White Wolf]]: one in the Classic World of Darkness and one in the Chronicles of Darkness (or the Old and the New World of Darkness:&lt;br /&gt;
&lt;br /&gt;
*[[Demon: The Fallen]] is a game of angels and demons, of redemption and debasement. Players take on the roles of the Fallen, demons recently escaped from the Abyss (Hell) and finding a world where God and His angels are absent. It is up to the demons what to do with this world and if they seek redemption or revenge on an absent God, as well as deal with the Earthbound, demons that were summoned to Earth centuries or millenia before they did and have turned to inhuman monsters.&lt;br /&gt;
*[[Demon: The Descent]] is a game of techgnostic espionage, kinda like The Matrix meets Dogma. Players take on the roles of the Unchained, angels employed by the God-Machine that keeps the world running (for better or worse). These demons are required to take the identities of people to avoid detection by the God-Machine and its agents. With these new forms they seek to either create their own Hell on Earth (the old-fashioned meaning, as in a place devoid of God) or return to the God-Machine on their own terms. Intensely interwoven with the God-Machine Chronicles meta setting.&lt;br /&gt;
&lt;br /&gt;
[[Category:Races]][[Category:Monsters]]&lt;/div&gt;</summary>
		<author><name>2001:1C03:1001:E300:8BF:765E:EBEF:3C8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Template:Dark_Eldar-Forces&amp;diff=578253</id>
		<title>Template:Dark Eldar-Forces</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Template:Dark_Eldar-Forces&amp;diff=578253"/>
		<updated>2016-07-19T21:52:45Z</updated>

		<summary type="html">&lt;p&gt;2001:1C03:1001:E300:8BF:765E:EBEF:3C8C: Retooled the template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed table&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;margin: 1em; border: 2px solid black;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!align=center colspan=4 bgcolor=&amp;quot;Purple&amp;quot; | &amp;lt;span style=&amp;quot;color:white&amp;quot;&amp;gt;Forces of the [[Dark Eldar]]&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=9 | [[Image:Dark_Eldar_Symbol.png|150px]] || align=right|&#039;&#039;&#039;Command:&#039;&#039;&#039; || [[Archons]] - [[Haemonculus]] - [[Kabalite Trueborn]] - [[Lhamaean]] - [[Succubus]] || rowspan=8 | [[Image:Dark_Eldar_Symbol.png|150px]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Troops:&#039;&#039;&#039; || [[Beastmaster]] - [[Grotesque]] -[[Hellions]] - [[Incubi]] - [[Kabalite Warriors]] &amp;lt;br&amp;gt; [[Mandrakes]] - [[Medusae]] -  [[Scourges]] - [[Sslyth]] - [[Wracks]] - [[Wyches]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Beasts:&#039;&#039;&#039; || [[Clawed Fiend]] - [[Khymerae]] - [[Razorwing Flock]] - [[Ur-Ghul]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Pain Engines:&#039;&#039;&#039; || [[Cronos Parasite Engine]] - [[Talos Pain Engine]]&lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Support:&#039;&#039;&#039; || [[Reaver Jetbike]] - [[Venom]] &lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Vehicles:&#039;&#039;&#039; || [[Raider]] - [[Reaper]] &lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Flyers:&#039;&#039;&#039; || [[Raven Fighter]] - [[Razorwing Jetfighter]] &lt;br /&gt;
|-&lt;br /&gt;
| align=right|&#039;&#039;&#039;Super Heavy:&#039;&#039;&#039; || [[Ravager]] - [[Tantalus]] - [[Voidraven Bomber]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>2001:1C03:1001:E300:8BF:765E:EBEF:3C8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Yugoloth&amp;diff=572367</id>
		<title>Yugoloth</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Yugoloth&amp;diff=572367"/>
		<updated>2016-07-19T21:46:32Z</updated>

		<summary type="html">&lt;p&gt;2001:1C03:1001:E300:8BF:765E:EBEF:3C8C: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Image:Yugoloths.png|400px|thumb|right]]&lt;br /&gt;
Also known as daemons (no, [[Daemon|not &#039;&#039;those&#039;&#039; Daemons]]), Yugoloths are the [[Alignment|neutral evil]] equivalent of the devils and demons in [[Dungeons &amp;amp; Dragons]]. Just like the [[Baatezu]] and [[Tanar&#039;ri]], they had their name changed to its current form in [[2e]], because the ancient Greek word for “spirit” is FAR too [[Lorraine Williams|satanic]] to put in an [[RPG]]. Yugoloths aren&#039;t nearly as popular as the two other major fiendish races, nor are they as well known. Yugoloths are originally from the Gray Waste of [[Hades]], though nowadays most of them live in [[Gehenna]].&lt;br /&gt;
&lt;br /&gt;
Yugoloths embody the platonic idea of Evil itself. Not “evil”, mind you, but captial-e Evil. They lie, cheat, and betray for its own sake, and generally seek to cause as much suffering and hate as possible to everyone. They&#039;re kind of dicks like that. They act as mercenaries in the [[Blood War]], constantly switching sides between the Baatezu and the Tanar&#039;ri (this can happen multiple time in a single battle). In fact, there&#039;s conspiracy theories that &#039;&#039;they&#039;&#039; are the original fiends and/or that they&#039;re the ones who started the Blood War and are playing it to their own end.&lt;br /&gt;
&lt;br /&gt;
Because of this, Yugoloths haven&#039;t fared too well in the post AD&amp;amp;D editions. With [[Planescape]] not getting an official 3.x release, and the Blood War thusly getting a lot less shilling, they were mostly forgotten aside from the occational update in a [[Monster Manual]]. In [[4e]] they lost their whole reason to exist with the almost non-existant Blood War and were instead made a subtype of Demon. The  jackal-like Arcanoloths were even divorced entirely from the Daemon family tree and made an entirely new species of scheming, manipulative evil immortals called Ravasta. Thus far [[5e]] hasn&#039;t paid any attention to them at all, and it remains to be seen if it will.&lt;br /&gt;
&lt;br /&gt;
==The Truest Fiends==&lt;br /&gt;
The Yugoloth maintain a number of strongholds on the Lower Planes. Their biggest one is the Crawling City making its way on the slopes of Gehenna. Here the General of Gehenna, the leader of the Yugoloth, holds his court and plots against the Multiverse itself. Also on Gehenna is the Tower Arcane, where the Arcanoloth record all the deals made with mortals and Outsiders alike. Hades houses Khin-Oin, a massive tower allegendly made from the spine of a deity the Yugoloth killed. Here many of the soldiers of the Yugoloth armies live and train. Finally there is the Tower of Incarnate Pain, which is still under construction in [[Carceri]]. Made from the screaming bodies of petitioners and the skin of a dead god, the Yugoloth intend to use the tower to link their two other towers and obtain considerable power that way. The native inhabitants of Carceri, the [[Gehreleth]] do not agree with this and frequently attack the tower to tear it down. Without their attacks the Yugoloth would have been done centuries ago, but because of the actions of the Gehreleth they are far behind on schedule. While the fiends are very limited in number and the Yugoloth could easily crush them with a superior force, they do not do this because it would draw too much attention to their secret project.&lt;br /&gt;
&lt;br /&gt;
==The Shapes of Evil==&lt;br /&gt;
&lt;br /&gt;
===Yugoloth Creations===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Canoloths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Guardian Yugoloths&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Lesser Yugoloths===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mezzoloth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Dergholoth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Piscoloth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Hydroloth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Yagnoloth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Marraenoloth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Greater Yugoloths===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Nycaloth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Arcanaloth&#039;&#039;&#039;: Probably the most famous of the Yugoloth species, Arcanloths look like anthropomorphic jackals and are known for managing the mercenary contracts that are the lifeblood of the Yugolothic personal involvement in the blood war. In essence, all contracts to hire Yugoloths ultimately get approved by these guys. These guys are perhaps best known because they have two representative characters living in [[Sigil]]; A&#039;kin the Friendly Fiend, a seemingly benevolent (not that anyone buys it) merchant, and Shemeshka the Marauder, aspiring to be the biggest wheeler-dealer in the Cage, who calls herself &amp;quot;King of the Crosstrade&amp;quot; and is famous as one of the first canonical genderconfused NPCs -- she calls herself female, but her profile in the Sigil bigwig NPC splat &amp;quot;Uncaged: Faces of Sigil&amp;quot; depicts her with a &#039;&#039;male&#039;&#039; symbol, implying she&#039;s trans. Of course, according to &#039;&#039;Faces of Evil&#039;&#039;, all Yugoloths are hermaphrodites, so that means she&#039;s actually a [[dickgirl]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Ultroloth&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Baernaloths===&lt;br /&gt;
&lt;br /&gt;
===Altraloths===&lt;br /&gt;
If they are willing to serve the [[Night Hag]]s for a specific purpose, a Yugoloth can choose to undergo a ritual to become a powerful new being: an Altraloth. In a long and painful ritual any Yugoloth from Mezzoloth to Ultraloth can be turned into a new creature of superior power, but to do this they will have to enter a contract with the Night Hags and complete its terms before being freed. Most Yugoloth chafe at this because they are not able to betray their new mistresses: hurting them will result in unspeakable pain for the Altraloth, and if one of them were to die for any reason the Altraloth perishes as well. As such, they are invested to the wellbeing of their masters and will do anything to protect them.&lt;br /&gt;
&lt;br /&gt;
==Yugoloth Lords==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apomps the Three-Sided&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Anthraxus the Decayed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bubonix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cholerix&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The General of Gehenna&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Helekanalaith&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mydianchlarus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Taba&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Typhus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Xengahra&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Dungeons &amp;amp; Dragons]][[Category:Dungeons &amp;amp; Dragons Races]][[Category:Monsters]][[Category:Planescape]]&lt;/div&gt;</summary>
		<author><name>2001:1C03:1001:E300:8BF:765E:EBEF:3C8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Omegon&amp;diff=366050</id>
		<title>Omegon</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Omegon&amp;diff=366050"/>
		<updated>2016-07-19T21:45:03Z</updated>

		<summary type="html">&lt;p&gt;2001:1C03:1001:E300:8BF:765E:EBEF:3C8C: Removed the bs and unfunny part in the opening.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{heresy}}&lt;br /&gt;
{{Wh40k-stub}}&lt;br /&gt;
The twin brother of [[Alpharius]]; collectively, they are the [[Primarchs]] of the [[Alpha Legion]]. People know less about this guy than they do about Alpharius, [[Bear Lore|so that&#039;s pretty much less than jack squat.]] In fact, people know so little about this guy and his brother that it isn&#039;t even known [[What|if they are one person or two.]] This is leveraged by the fact that everyone is either one of these guys or the other, [[Just as planned|including themselves.]]&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t know anybody who is secretly Alpharius or Omegon, you probably are him (or the other one (or both (or neither (or all at the same time)))).&lt;br /&gt;
&lt;br /&gt;
==Conspiracies within Conspiracies (as usual)==&lt;br /&gt;
Alpharius/Omegon despite being twin primarchs have been shown to be at odds with each other, both helping and hindering the Horus Heresy to varying degrees. Therefore it is possible that one is a loyalist while the other is a traitor. Consider the following evidence:&lt;br /&gt;
&lt;br /&gt;
===Undermining Horus and the Traitor cause===&lt;br /&gt;
The Alpha Legion&#039;s first victory in the [[Horus Heresy]] was claiming the Forge World of Paramar, which was left in such a state that Horus had to garrison the world with substantial forces earmarked for warzones elsewhere just to maintain control over it. When [[Horus]] called Alpharius out on this bullshit, the encrypted response was &#039;&#039;&#039;&amp;quot;The Devil is not Mocked&amp;quot;&#039;&#039;&#039; which is an oblique reference to a proverb (the full saying of which goes &amp;quot;When evil faces evil, the Devil is not mocked&amp;quot;); the moral being just because they&#039;re both evil doesn&#039;t mean they&#039;re on the same side, and that a major evil badass won&#039;t automatically consider a smaller, also evil upstart his equal.&lt;br /&gt;
&lt;br /&gt;
When the White Scars eventually left the Chondax system, an Alpha Legion &amp;quot;fleet&amp;quot; &#039;&#039;(actually made up of several &amp;quot;fake&amp;quot; battlecruisers with no real teeth)&#039;&#039; arrived to hold them in position long enough to receive orders from [[Rogal Dorn]] to return to Terra. Mortarion has no idea what that was meant to achieve (the mission was apparently to give them misinformation about Prospero and con them into helping a different, non-toothless Alpha fleet to wipe out the Space Wolves) and comments that Alpharius will end up &amp;quot;throttling&amp;quot; himself with all his schemes. Given that the other fleet did its best to wipe out the Wolves, it suggests two Primarchs working two different goals.&lt;br /&gt;
&lt;br /&gt;
Someone in the Alpha Legion saved Corax and the survivors of Istvaan from the World Eaters. If Corax died, the Raven Guard would have been finished and out of the war for good &#039;&#039;(much like the Salamanders were)&#039;&#039; instead they went on to rebuild and rejoin the war towards the end and still have enough marines left over to split into successor chapters.&lt;br /&gt;
*Also the Raven Guard being saved allowed Alpha Legion Infiltrators to steal Primarch Gene Tech which they were forewarned of by the Cabal.&lt;br /&gt;
&lt;br /&gt;
===Alpharius vs Omegon===&lt;br /&gt;
Alpharius/Omegon sided with [[Horus]] despite being explicitly told by [[The Cabal]] prior to the Heresy that if Horus won it would mean the end of the human race but the ultimate victory against Chaos. While if the Emperor won it would mean the decay and eventual death of the galaxy, but humanity survives. A Catch 22 with &#039;&#039;&#039;two&#039;&#039;&#039; undesirable outcomes, but hey, the Alpha Legion has two Primarchs, go figure?&lt;br /&gt;
*By the time of &#039;&#039;Vulkan Lives&#039;&#039;, the Cabal have apparently written off their &amp;quot;Alpharius Gambit&amp;quot; as a failure, despite from all appearances that the Alpha Legion joined Horus just like they wanted.&lt;br /&gt;
&lt;br /&gt;
Omegon discretely plotted against Alpharius to destroy an Alpha Legion facility which was causing warp storms and preventing the [[White Scars]] from returning to Terra. If this facility was not destroyed the White Scars would not have been present during the final battle.&lt;br /&gt;
*Evidence of one brother conspiring against the other? Just like the rest of the Horus Heresy. Just because they are twins it doesn&#039;t mean they are always of the same mindset.&lt;br /&gt;
&lt;br /&gt;
In &#039;&#039;&#039;Seventh Serpent&#039;&#039;&#039; by Graham McNeill, a sizable fleet of Alpha Legion Loyalists was preparing to join the war effort, until Traitor-Alpharius manipulates the Shattered Legion Loyalists into destroying them, under the ironic pretext of assassinating &amp;quot;Alpharius&amp;quot;.&lt;br /&gt;
*Alpharius refers to himself here as &#039;&#039;&amp;quot;the one and only&amp;quot;&#039;&#039;, which at a stretch might be a subtle hint that he has done away with his twin. As the existence of his twin is a monumental secret that there would be no need to draw attention to the fact there is only one of him, short of ego that is.&lt;br /&gt;
*The Loyalist Alpha Legionnaires queried &#039;&#039;&amp;quot;which one of them is it?&amp;quot;&#039;&#039; upon realising that other Alpha Legionnaires were in orbit. Then later determined &#039;&#039;&amp;quot;You&#039;re one of &amp;lt;u&amp;gt;his&amp;lt;/u&amp;gt;&amp;quot;&#039;&#039; as if the distinction between the two Primarchs mattered at this point.&lt;br /&gt;
&lt;br /&gt;
===Formation of Malcador&#039;s Grey Knights===&lt;br /&gt;
Despite the Alpha Legion stealing the ORIGINAL genetic template of the Primarchs, they handed false information to Horus which would never have resulted in anything useful.&lt;br /&gt;
&lt;br /&gt;
The said stolen genetic information was never utilized by the traitor Alpha Legion either, even after 10,000 years, even when they could have been producing &amp;quot;[[Mary Sue|super]]&amp;quot; space marines!&lt;br /&gt;
But hey? aren&#039;t [[Grey Knights]] an &amp;quot;original&amp;quot; space marine chapter with NO known Primarch? with psychic powers? AND an unusual resistance to corruption? And [[Matt Ward|supposedly]] improved genetic template?&lt;br /&gt;
*Also 7th edition Grey Knights Codex hints that it has traits that none of the Legions Gene-Seed has &#039;&#039;(such as making the purer/more resilient to Warp Corruption (read Castellan Crowe&#039;s entry)&#039;&#039; which would mean that they are an entirely new strain of Gene-Seed and someone would have needed the knowledge/data to be able to create it.&lt;br /&gt;
&lt;br /&gt;
===Is Omegon Janus?===&lt;br /&gt;
Omegon kept a hidden suit of armour on board his battle barge in addition to his &amp;quot;normal&amp;quot; legionary armour, one which he had planned a hidden purpose for to &amp;quot;strike unexpectedly like a serpent&amp;quot;. This other suit was plain and unadorned... &#039;&#039;(unpainted power armour is grey, also it&#039;s what Malcador&#039;s Knight-Errant wore.)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first Grand Master of the Grey Knights was named &amp;quot;Janus&amp;quot;. &#039;&#039;(the Roman god with two faces of &amp;quot;&#039;&#039;beginnings &amp;amp; endings&amp;quot;&#039;&#039; i.e.: &#039;&#039;&#039;Alpha &amp;amp; Omega)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Furthermore, in Mortarion&#039;s Heart Mortarion claimed that he knew &amp;quot;Janus&amp;quot; this could imply that Janus was either a Death Guard (perhaps Garro) or one of his brother Primarchs. &lt;br /&gt;
Though as the series is progressing it is becoming [[Knights-Errant#Grey Knight Grand Masters|increasingly evident]] that Garro will not be one of the First Grand Masters, so that&#039;s leaving us with fewer contemporaries of Mortarion that we know of.&lt;br /&gt;
&lt;br /&gt;
Additionally, during the the Primarchs anthology book we get another hint that this might actually be the case. During the Iron Hands portion of the book while Ferrus Manus is tripping on Eldar psychic-fuckery he walks through a hallway filled with statues. While the book doesn&#039;t describe every statue in detail it becomes pretty clear quickly that each statue represents a Primarch. Ferrus Manus confirms this himself when he realizes one of the statues is supposed to be Fulgrim. Why does this shit matter? Because one of the statues that is gone into with some depth is the one that Ferrus recognized as being the Roman god Janus. Oh boy. The book makes it clear that this statue is supposed to represent Alpharius and Omegon (I mean, what other Primarch could you describe as having &amp;quot;twin-faces&amp;quot;?). So in short, in a hallway of statues that represent the Primarchs the one that seems to represent Alpharius Omegon, is straight up called Janus. Holy shit.&lt;br /&gt;
&lt;br /&gt;
Let&#039;s just pray to the Emperor that this is not all just coincidence.&lt;br /&gt;
&lt;br /&gt;
==Which Alpha Legionaire Are You?==&lt;br /&gt;
[[Black Library]] has an [http://www.blacklibrary.com/Home/alpha-legion-quiz.html Alpha Legion quiz] on their site.  About half the answers seem to lead to Alpharius, and the other half lead to Omegon (fitting for the two Primarchs). If you get &amp;quot;I am Alpharius&amp;quot; for your result, there&#039;s a description of him that basically encompasses all answers (but does tellingly say &amp;quot;You are absolutely loyal to your legion&amp;quot;) whereas Omegon&#039;s description says he answers to no one in pursuit of his mysterious goals and will kill anyone in the way... Actually, we kind of already knew that, but at least this confirms it.&lt;br /&gt;
&lt;br /&gt;
==Tabletop==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;5&amp;quot; align=&amp;quot;left&amp;quot;&lt;br /&gt;
! || WS || BS || S || T || W || I || A || Ld || Sv&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;Omegon:&#039;&#039;&#039; || 7 || 7 || 6 || 6 || 6 || 6 || 5 || 10 || 2+/4++  or is it??&lt;br /&gt;
|}&amp;lt;br style=&amp;quot;clear: left; height: 0px;&amp;quot; /&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
While not a monster of close combat like other primarchs, Omegon gives candy to his army while fucking whith the opponent&#039;s like no one but him can (That being said, even the worst of combat primarchs will whomp just about anything else). Sire of the Alpha Legion grants all Alpha Legion units Preferred Enemy ([[Rape|Everything]]) and gives Omegon Preferred Enemy (Everything), Counter attack, Move through Cover, Scout, and Crusader- but not right away. You see, after both sides deploy he can opt out of deploying normally or via deep striking and choose to hide in any Alpha Legion Infantry unit which is part of the Primary Detachment, disguised as a rank-and-file model, but can reveal himself starting at turn 2 (and does so automatically at turn 5) replacing a model and gaining all of the above buffs. If the unit he&#039;s hiding in is &amp;quot;falling back&amp;quot; when he reveals himself, it auto-rallies, and if it&#039;s destroyed while he&#039;s still hiding (or if it is in a Transport and there is no space for him), he just goes into reserves (you must write which unit is hiding Omegon you&#039;re a true Alpha legionnaire you&#039;d have 6 different notes, &#039;&#039;none of them with your actual handwriting style&#039;&#039;). Be careful though: remember that he is Bulky and that he can only be revealed at the beginning of your own turn, so if he is hiding in a transport at full capacity he could be impossible to place (for example in a ten man Breacher squad inside a Rhino) unless you already disembarked the Squad on the previous turn, so plan accordingly.  He can also Seize the Initiative on a 4+, give units arriving via Outflank a +D3 movement bonus and, best of all, [[Troll|if an enemy unit is successfully brought in from reserves and your army has an identical version of that same type also in reserve, roll a D6: on a 4+, the opponent brings in your unit instead]]. &#039;&#039;Combine him with his Legion RoW to almost guarantee going first and almost completely negate your enemy&#039;s reserves&#039;&#039;. On defense,&#039;&#039;&#039;The Pythian Scales&#039;&#039;&#039; gives him 2+ armour save and 4+ invulnerable save and also ignores the effects of Poison and Fleshbane. Not bad. His weapon, &#039;&#039;&#039;The Pale Spear&#039;&#039;&#039; doesn&#039;t boost his Strength, but it does have AP1, Armourbane, and Instant Death along with Two-Handed. He also has the following equipment: &#039;&#039;&#039;Venom Spheres&#039;&#039;&#039;, &#039;&#039;&#039;Master-Crafted Plasma Blaster&#039;&#039;&#039;, &#039;&#039;&#039;Cognis Signum&#039;&#039;&#039;, &#039;&#039;&#039;Nuncio Vox&#039;&#039;&#039; and &#039;&#039;&#039;Camelioline&#039;&#039;&#039;, making him quite the force multiplier and perfectly capable to adapt to a variety of circumstances, like he should be.&lt;br /&gt;
&lt;br /&gt;
{{template:Primarchs}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Imperial]][[Category:Chaos]]&lt;/div&gt;</summary>
		<author><name>2001:1C03:1001:E300:8BF:765E:EBEF:3C8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Template:Infobox_Spess_Mahreen_Chapter&amp;diff=579383</id>
		<title>Template:Infobox Spess Mahreen Chapter</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Template:Infobox_Spess_Mahreen_Chapter&amp;diff=579383"/>
		<updated>2016-07-19T21:33:24Z</updated>

		<summary type="html">&lt;p&gt;2001:1C03:1001:E300:8BF:765E:EBEF:3C8C: Added categories to the template.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
&amp;lt;table style=&amp;quot;width:20em; border:1px solid #aaaaaa; float: right; clear: right; margin: 0.5em 0 0.5em 1em; padding: 0.2em&amp;quot;&amp;gt;&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align: center; background: lightsteelblue&amp;quot;&amp;gt;{{#if:{{{Name|}}}|&#039;&#039;{{{Name}}}&#039;&#039;|Name}}&amp;lt;/th&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
{{#if:{{{Heraldry|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;3&amp;quot; style=&amp;quot;text-align:center&amp;quot;&amp;gt;{{{Heraldry}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Battle Cry|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Battle Cry&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Battle Cry}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Number|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Number&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Number}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Founding|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Founding&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Founding}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Successors of|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Successors of&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Successors of}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Successor Chapters|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Successor Chapters&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Successor Chapters}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Chapter Master|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Chapter Master&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Chapter Master}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Primarch|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Primarch&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Primarch}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Homeworld|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Homeworld&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Homeworld}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Strength|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Strength&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Strength}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Specialty|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Specialty&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Specialty}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Allegiance|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Allegiance&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Allegiance}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Colours|}}}|&lt;br /&gt;
    &amp;lt;tr&amp;gt;&lt;br /&gt;
        &amp;lt;th style=&amp;quot;width:8.2em; text-align:left; vertical-align: top&amp;quot;&amp;gt;Colours&amp;lt;/th&amp;gt;&lt;br /&gt;
        &amp;lt;td colspan=&amp;quot;2&amp;quot; style=&amp;quot;width:11em&amp;quot;&amp;gt;{{{Colours}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
    &amp;lt;/tr&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Ultrasmurfs&lt;br /&gt;
|Heraldry = [[Image:Big Gay Purple d4.png|40px]]&lt;br /&gt;
|Battle Cry = dongs&lt;br /&gt;
|Number = 69&lt;br /&gt;
|Founding = 21&lt;br /&gt;
|Successors of = n/a&lt;br /&gt;
|Successor Chapters = Marinemarines&lt;br /&gt;
|Chapter Master = Mattius Warden&lt;br /&gt;
|Primarch = Girlyman&lt;br /&gt;
|Homeworld = Gallifrey&lt;br /&gt;
|Specialty = Bumming&lt;br /&gt;
|Strength = 1&lt;br /&gt;
|Allegiance = GamesWorkshop&lt;br /&gt;
|Colours = Blue&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&amp;lt;pre style=&amp;quot;overflow: auto&amp;quot;&amp;gt;&lt;br /&gt;
{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = Chapter name&lt;br /&gt;
|Heraldry = Picture goes here&lt;br /&gt;
|Battle Cry = HERESY&lt;br /&gt;
|Number = Chapter number&lt;br /&gt;
|Founding = Founding number&lt;br /&gt;
|Successors of = Parent chapter&lt;br /&gt;
|Successor Chapters = Babby chapters&lt;br /&gt;
|Chapter Master = The master of chapter&lt;br /&gt;
|Primarch = Girlyman&lt;br /&gt;
|Homeworld = Their loveshack&lt;br /&gt;
|Specialty = What they specialise in&lt;br /&gt;
|Strength = Number of marines&lt;br /&gt;
|Allegiance = Imperium/Chaos/Something else&lt;br /&gt;
|Colours = Livery&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
(All fields are optional)&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Warhammer 40,000]][[Category:Imperial]][[Category:Space Marines]]&lt;/div&gt;</summary>
		<author><name>2001:1C03:1001:E300:8BF:765E:EBEF:3C8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Deathwatch&amp;diff=171598</id>
		<title>Deathwatch</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Deathwatch&amp;diff=171598"/>
		<updated>2016-07-19T21:33:07Z</updated>

		<summary type="html">&lt;p&gt;2001:1C03:1001:E300:8BF:765E:EBEF:3C8C: Those categories were added via the template and are therefore not needed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox Spess Mahreen Chapter&lt;br /&gt;
|Name = The Deathwatch&lt;br /&gt;
|Heraldry = [[Image:DW_Shoulder_Pad_final.jpg|center|140px]]&lt;br /&gt;
|Battle Cry = &amp;quot;Suffer not the Alien to live!&amp;quot; / Various battle cries from the Marine&#039;s parent chapter.&lt;br /&gt;
|Founding = Around M32&lt;br /&gt;
|Chapter Master = None - Lead by Watch Commanders&lt;br /&gt;
|Primarch = Varies&lt;br /&gt;
|Homeworld = Various Watch Fortresses around the galaxy, but officially Talasa Prime&lt;br /&gt;
|Specialty = Killing Xenos, Kill-team strikes, being every Chapter at once.&lt;br /&gt;
|Strength = Exact number varies - Probably around 2-3000 Marines at most&lt;br /&gt;
|Allegiance = [[Imperium]]&lt;br /&gt;
|Colours = Black, with a silver left arm and right pauldron bearing the colors and iconography of the Marine&#039;s parent Chapter&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;&amp;quot;Ooh ooh ooh! &#039;&#039;&#039;DEATH-WATCH!&#039;&#039;&#039; Ooh ooh ooh! &#039;&#039;&#039;DEATH-WATCH!&amp;quot;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
::- An [https://www.youtube.com/watch?v=B60gnOiHDfw&amp;amp;index=16&amp;amp;| unorthodox battle cry], which has gained popularity among the more musically inclined in the Deathwatch. &lt;br /&gt;
&lt;br /&gt;
[[image:Deathwatch-large.jpg|left|250px|thumb|The old but still-used front for the [[Deathwatch (RPG)]] core rules... [[Rogue Trader|Well, at least it&#039;s kinda goofy.]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This article is about the organization.  If you were looking for a different Deathwatch, see [[#See Also|below]].&lt;br /&gt;
&lt;br /&gt;
The Deathwatch is the chamber militant of the [[Alienhunters|Ordo Xenos]] and is composed of the most badass [[Space Marines]] from every [[Space Marine Chapter|chapter]] who are deployed according to their skills and which specific kind of [[Xenos|xeno]] they are the most experienced at facing. If they have a [[Devastator Squad|devastator squad]] composed of ten [[Bolter#Heavy Bolter|heavy bolter]]-equipped [[Space Marines]] who are sent to fight the [[Tyranid]]s, then you can bet that those heavy bolter-equipped marines will be the best shots with a heavy bolter the [[Inquisition]] could get their hands on and know everything there is to know about fighting the space bug lizards, loaded with all the best toys for Tyranid killing.  &lt;br /&gt;
&lt;br /&gt;
Their [[Power Armour#Space Marine Power Armour|armor]] is painted black save for one [[Pauldrons|pauldron]] which remains painted in the chapter colors to avoid pissing off the [[Machine Spirit|machine spirit]]. The other pauldron gets replaced entirely with a superfancy silver one. Surprisingly this paint job actually manages to look really badass even if it ends up being totally pointless with the [[Black Consuls]], [[Black Templars]], [[Raven Guard]], and anyone else wearing black. They get their shit done and get it done quickly and the only conceivable reason that they don&#039;t have their own [[codex]] is that they tend to be deployed in singular squads rather than fighting large scale battles. There are a few fan-made codices for them as well as an [[RPG]] where they star as player characters though. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[image:Deathwatchgetallthebitches.jpg|right|250px|thumb|Sister Carmella appreciates Battle Brother Bellephoron&#039;s screening for Genestealer contamination a bit too much. The outrage and jealousy offer Brother Seraphicus a perfect distraction to slip away from the team, seeking objectives unknown.]]&lt;br /&gt;
&lt;br /&gt;
In short, [[awesome|Space Marine Special Forces.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Breaking news!&#039;&#039;&#039; Apocalypse: War Zone Damnos gives Deathwatch official rules as a Space Marine formation: 1 Captain and 2 Sternguard/Vangaurd Veteran squads gain Preferred Enemy (one Xenos codex of your choice) and Aniphase Bolter Rounds (24&amp;quot; range, S4 AP4, forces Necrons to reroll successful Reanimation Protocols).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Ultramarines|ULTRA]]- BREAKING NEWS!&#039;&#039;&#039;: &#039;&#039;&#039;Deathwatch: Overkill&#039;&#039;&#039;, a board game featuring a Kill Team of the Deathwatch led by none other than [[Ortan Cassius|Cassius]] aganist [[Genestealer Cult|some really old fellas]] is incoming un March 2016.&lt;br /&gt;
UPDATE - [https://www.games-workshop.com/resources/PDF/Deathwatch/40k-rules-deathwatch-en.pdf Here&#039;s the rules.]&lt;br /&gt;
&lt;br /&gt;
Tactics for Overkill&#039;s Deathwatch have been assembled here: [[Warhammer 40,000/Tactics/Space Marines|Tactics/Space Marines]] and here: [[Warhammer 40,000/Tactics/Inquisition(7E)|Tactics/Inquisition]], since it&#039;s not entirely clear which the Overkill dataslate is a supplement for.&lt;br /&gt;
&lt;br /&gt;
==Origins==&lt;br /&gt;
&lt;br /&gt;
While the ordo xenos was founded right after the Horus Heresy, the same cannot be said about its chamber militant. The story goes way back in time, still. During the days of the WAAAGH! Beast, the orks were an almost unstoppable force and many marine chapters were slaughtered. The Imperial Fists chapter master of the time (whom was BBF with Vangorich-yes, the dude that killed all the High-Lords) decreed that many chapter mixed units were formed and have their armor painted black. Thus they forgoed their allegiance to the chapter and most importantly, its dogma. With this concept the space marines would have an extremely flexible force: from the melee prowess of the Blood Angels, to the stalwart defense of the Dark Angels. It was a specialist force, but all the specialists were mixed in giving each unit an edge on every possible situation.&lt;br /&gt;
&lt;br /&gt;
== Induction and Training ==&lt;br /&gt;
Calling on ancient oaths and debts of honor from hundreds of Space Marine Chapters, the Inquisition &amp;lt;s&amp;gt;(forces)&amp;lt;/s&amp;gt;&#039;&#039;asks&#039;&#039; each Chapter to volunteer a handful of its best marines to be conscripted into the Deathwatch. This usually occurs when the old Deathwatch-conscripted marine dies in battle, or in rare cases, actually returns after he fulfills his term of service to the Ordo Xenos. Some Chapters view recruitment into the Deathwatch as a great honor, with the warrior both envied and revered by his battle brothers for being chosen. Others, either view the conscription as little more than an inconvenience as it robs them of their best warriors or as a chance to get rid of marines too insubordinate to mix with the battle companies but too [[Awesome|well-celebrated]] to be demoted.&lt;br /&gt;
&lt;br /&gt;
The Inquisitorial [[Black Ships]] bring the potential inductees to secret Watch Fortresses scattered along the outer rims of the galaxy. As these are full-fledged space marines and not mere neophytes, they usually believe they have some idea what to expect; most assume that they will be brought to a heavily-fortified space station where they will be trained much in the same way they are [[Derp|already trained]], but with more specialized weapons (after all, Space Marine training is already [[Rip and tear|quite intense]] and [[grimdark|comprehensive]]). This notion [[troll|is immediately proven wrong]] as the inductees first gaze upon a Watch Fortress. What greets them is a systemless [[Death World|planet]] floating in the middle of nowhere, encircled by a [[Halo|colossal artificial ring, supposedly built millions of years ago by an ancient alien civilization]]. It is on this ring, bristling with Imperial gun batteries and missile defenses, that the Deathwatch and its private fleet of warships make their home.&lt;br /&gt;
&lt;br /&gt;
[[File:Tumblr m3en0pFje01rq1yzso1 1280.jpg|thumb|400px|left|Deathwatch Marines with Bolt Pistols only? The Deathwatch know how to conserve for the [[Tyranids|really]] [[Orks|big]] [[Chaos Space Marines|things]].]]&lt;br /&gt;
&lt;br /&gt;
The ring station is so large that the Imperium has built entire orbital cities into their ancient superstructure; including individual quarters for thousands of space marines and inquisitorial serfs, vast [[Games Workshop|customizable]] training fields, including artificially-recreated planetary environments. The recruits are sworn into the Deathwatch and are forced to undergo hypno-indoctrination to put the Watch above all their old loyalties, and then undergo months of intensive retraining in [[Reasonable Marines|unconventional tactics]]. They are divided into 6-man Kill Teams, no two members being from the same chapter. The inductees are also introduced to their new arsenal; each of them is given a [[Combi-weapon]] built to accept a range of attachments and ammunition, for every Deathwatch space marine must have a secondary and tertiary weapon for [[Just_As_Planned|any eventuality]]. Their armor is painted black except for their right pauldron (which was transferred from their left), and the Deathwatch&#039;s silver pauldron and arm is attached in its place.&lt;br /&gt;
&lt;br /&gt;
As part of the training, each marine is forced to watch endless hours of vid-recordings of space marines &#039;&#039;losing&#039;&#039; battles against Xenos. The lesson there is two-fold, one is to understand Xenos strategies, tactics, and weaponry, including all their strengths and weaknesses. The other is that though the Deathwatch marines come from diverse backgrounds, apparently nothing creates better unit cohesion and hatred against the Xenos than for a Space Marine [[Rage|to watch helplessly as another space marine fights a desperate and ultimately doomed last stand]], again and again across thousands of battles. At that point the point is pressed home--it does not matter what chapter you are from, the Space Marines in the recordings were mercilessly slaughtered and you must now [[Exterminatus|avenge them with extreme prejudice]]. The experience is so realistic that all inductees must be physically restrained to their seats prior to donning the vid gear (which in all likelihood includes a Pain Glove nicked from the [[Imperial Fists]], so that the Deathwatch trainees get to feel the pain the Astartes victims of Xenos likely felt in those recordings, which must be especially unnerving if the recording a trainee is watching came from a helmet cam mounted to an unfortunate Astartes being disemboweled and then beheaded by a [[Genestealer]] or certain [[Dark Eldar]]).&lt;br /&gt;
&lt;br /&gt;
At the end of their training, every Deathwatch Space Marine has not only been reforged into an unparalleled Xenocide machine, but a Deathwatch Kill Team as a whole will royally fuck up the shit of their target. Though extremely rare as Deathwatch is more of a small unit spec-ops force meant to infiltrate and eliminate specific objectives and targets instead of fighting all-out battles, the arrival of additional Deathwatch Kill Teams typically spells the end of whatever unlucky Xeno son of a bitch is on its receiving end. And if the shit has hit the fan to the extent that one hundred or so deathwatch members have to deploy to just one battle, and organized into an actual company, it probably means that the [[Imperium of Man|Imperium]] is going to be sending a [[Titan|lot more than just the space marines]].&lt;br /&gt;
&lt;br /&gt;
== So, where&#039;s their Codex? ==&lt;br /&gt;
&lt;br /&gt;
[[image:Cautious approach by diegogisbertllorens-d5p1452.jpg|right|thumb|200px|No danger here, just a bunch of old ruins. Sure to be a lot of loot for the Inquisitor in there, don&#039;tcha think?]]&lt;br /&gt;
&lt;br /&gt;
Nowhere. For reasons unknown to man, woman and genderless warrior monk, the Deathwatch haven&#039;t got any official support like the other Inquisition chambers militant, the Grey Knights and Sisters of Battle - Or at least not in the way they got it. So, if you want to play Deathwatch, you have three options: Count-as, homebrew and unofficial rules.&lt;br /&gt;
&lt;br /&gt;
*The easiest way to get Deathwatch on the table without screwing around, unfortunately, really only applies to users of Codex: Space Marines and [[Blood Angels]] (the other flavors of Marines have too much cool stuff already), and armies that can take an allied detachment of them. Construct your Deathwatch Squad. When it comes time to use them in an army, count them as Sternguard (Sternguard&#039;s special ammo comes from old Deathwatch rules) or Vanguard Veterans. This of course requires a bit of Count As, but as long as you weren&#039;t longing for unique rules, you&#039;ll be fine... But then again, you want Deathwatch because of the flavour, right? It used to be the case that, if you played Black Templars, one of the champion&#039;s vows gave the entire army something similar to Preferred Enemy. That changed with the [[Warhammer 40,000 6th edition|6th Ed]] FA; now it just gives Rage. [[Rage|To both the models and the players.]]&lt;br /&gt;
&lt;br /&gt;
*If you still feel as if this isn&#039;t enough, increase their Ballistics skill, Weapons skill, Initiative and Leadership by 1, give them Preferred Enemy (if you&#039;re playing Blood Angels, Captain Tycho has this against [[Orks]] automatically), increase their point cost somewhat and ask your opponent if you can use them.&lt;br /&gt;
&lt;br /&gt;
*If you want actual rules for the Deathwatch, there used to be an Apocalypse Formation from the Fall of Damnos, which is basically two Sternguard Squads with Anti-Phase Bolts (Necrons must re-roll RP and EL rolls) and Preferred Enemy (Xenos). Wether this is still usable or not is a bit up in the air.&lt;br /&gt;
&lt;br /&gt;
*Then, there&#039;s Kill Team: Heralds of Ruin, which has a list for Deathwatch, with unique units, artefacts and rules, that allow each Marine to have its own Chapter Tactics. The Veteran Marine is basically the most costumizable of all unit entries in the entire game.&lt;br /&gt;
&lt;br /&gt;
Then came [[Deathwatch: Overkill]]. While not a full army, it did give a small set of special units using the packaged models, each of which was based on the hero of a story written by [[Black Library]] and led by a younger, un-nommed [[Ortan Cassius]]. Each model has their own Chapter Tactics (or equivalent thereof), but don&#039;t officially have it, so they can fit in any other Marine army without complaint. A good majority of the units also have Sternguard ammo, making them far more useful than their Damnos forebears.&lt;br /&gt;
&lt;br /&gt;
== Deathwatch Space Marines Proposed Stats ==&lt;br /&gt;
&lt;br /&gt;
DEATHWATCH KILL TEAM&lt;br /&gt;
&lt;br /&gt;
A Deathwatch Kill Team is an Elites Choice with the Space Marines faction&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Deathwatch Space Marine &#039;&#039;&#039;WS&#039;&#039;&#039; 4 / &#039;&#039;&#039;BS&#039;&#039;&#039; 4 / &#039;&#039;&#039;S&#039;&#039;&#039; 4 / &#039;&#039;&#039;T&#039;&#039;&#039; 4 / &#039;&#039;&#039;W&#039;&#039;&#039; 1 / &#039;&#039;&#039;I&#039;&#039;&#039; 4 / &#039;&#039;&#039;A&#039;&#039;&#039; 2 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 9 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 3+&lt;br /&gt;
&lt;br /&gt;
Deathwatch Alpha            &#039;&#039;&#039;WS&#039;&#039;&#039; 5 / &#039;&#039;&#039;BS&#039;&#039;&#039; 4 / &#039;&#039;&#039;S&#039;&#039;&#039; 4 / &#039;&#039;&#039;T&#039;&#039;&#039; 4 / &#039;&#039;&#039;W&#039;&#039;&#039; 1 / &#039;&#039;&#039;I&#039;&#039;&#039; 4 / &#039;&#039;&#039;A&#039;&#039;&#039; 2 / &#039;&#039;&#039;Ld&#039;&#039;&#039; 9 / &#039;&#039;&#039;Sv&#039;&#039;&#039; 3+&lt;br /&gt;
&lt;br /&gt;
;Composition&lt;br /&gt;
&lt;br /&gt;
4 Deathwatch Space Marines&lt;br /&gt;
&amp;lt;br&amp;gt;1 Deathwatch Alpha&lt;br /&gt;
&lt;br /&gt;
;Unit Type: &lt;br /&gt;
*Deathwatch Space Marines: Infantry&lt;br /&gt;
*Deathwatch Alpha: Infantry (Character)&lt;br /&gt;
&lt;br /&gt;
;Wargear&lt;br /&gt;
* Power Armor&lt;br /&gt;
* Boltgun&lt;br /&gt;
* Bolt Pistol &lt;br /&gt;
* Krak Grenades&lt;br /&gt;
* Plasma Grenades&lt;br /&gt;
* Special Ammunition&lt;br /&gt;
&lt;br /&gt;
;Cost: 120 points&lt;br /&gt;
&lt;br /&gt;
;Special Rules&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;And They Shall Know No Fear&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;&#039;&#039;Stealth&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Preferred Enemy (Xenos)&#039;&#039;&#039;&#039;&#039; - Deathwatch Space Marines have the &#039;&#039;Preferred Enemy&#039;&#039; USR against all units from the following Factions: Craftworld Eldar (Including Eldar Corsairs), Harlequins, Dark Eldar, Tau Empire, Orks (including Ork Dreadmobs), Tyranids, and Necrons (as well as Necrons included in a Dark Harvest army). &lt;br /&gt;
&lt;br /&gt;
;Options:&lt;br /&gt;
* May Include up to seven additional Deathwatch Space Marines for &#039;&#039;24 points per Model&#039;&#039;&lt;br /&gt;
* Any model may replace their Boltgun for the following :&lt;br /&gt;
** Combi-Plasma.................................................10 Points&lt;br /&gt;
** Combi-Flamer..................................................10 Points&lt;br /&gt;
** Combi-Melta....................................................10 Points&lt;br /&gt;
** Combi-Grav.....................................................10 Points&lt;br /&gt;
&lt;br /&gt;
* For every four models in a Kill Team, one Deathwatch Space Marine may replace their Boltgun with one option from the Heavy Weapons list, the Special Weapons list, or the Melee Weapons list in Codex: Space Marines&lt;br /&gt;
* For &#039;&#039;55 Points&#039;&#039;, the Deathwatch Alpha may be upgraded to be a Deathwatch Librarian, gaining the Psyker (Mastery Level 1) special rule and +1 Wound. The Deathwatch Librarian must replace his Boltgun with a force weapon. A Deathwatch Librarian may roll for powers from the Biomancy, Pyromancy, Daemonology, Divination, Telekinesis, and/or Telepathy disciplines.&lt;br /&gt;
* The Deathwatch Alpha or Librarian  may take items from the Melee Weapons and/or Ranged Weapons lists in Codex: Space Marines&lt;br /&gt;
* The Deathwatch Alpha or Librarian may select items from the Special Issue Wargear list in Codex: Space Marines&lt;br /&gt;
* The Deathwatch Alpha or Librarian may have one of his weapons Master-Crafted for 5 Points.&lt;br /&gt;
* The Deathwatch Alpha or Librarian may take Haywire Grenades for 5 Points.&lt;br /&gt;
&lt;br /&gt;
;Dedicated Transports&lt;br /&gt;
A Kill Team may take a Drop Pod, Rhino, Razorback, Stormraven Gunship, Land Raider, Land Raider Crusader, or Land Raider Redeemer as a Dedicated Transport.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
*[[Cyrus]] - A fellow deathwatch and a well known scout sergeant.&lt;br /&gt;
*[[Ortan Cassius]] - Another Deathwatch Alum and current [[Chaplain|Master of Sanctity]] of the [[Ultramarines]]&lt;br /&gt;
*[[Alienhunters]]&lt;br /&gt;
*[[Deffwotch]]&lt;br /&gt;
*[[Deathwatch (RPG)]], part of [[Fantasy Flight Games]]&#039; [[Warhammer 40,000 Roleplay]] system. You get to be a Deathwatch marine and kill [[xenos]].&lt;br /&gt;
*[http://heralds-of-ruin.blogspot.com/p/kill-team-rules.html Heralds of Ruin] You get to be Deathwatch and play kill team! We even have tactics for both the [[Warhammer 40,000: Kill Team (HoR)/Tactics/Deathwatch|Deathwatch]] and [[Warhammer 40,000: Kill Team (HoR)/Tactics|general tactics]] for the game, for your pleasure!&lt;br /&gt;
*[https://www.games-workshop.com/resources/PDF/Deathwatch/40k-rules-deathwatch-en.pdf Deathwatch: Overkill] Rules for the Deathwatch units from Deathwatch: Overkill&lt;br /&gt;
*[https://www.youtube.com/watch?v=nodA5bxueyo A vid-recording likely included in the Deathwatch &amp;quot;compulsory viewing&amp;quot; curriculum for trainees.] Yes, this is from an official 40k product. &lt;br /&gt;
&lt;br /&gt;
{{Template:Marines-Official}}&lt;/div&gt;</summary>
		<author><name>2001:1C03:1001:E300:8BF:765E:EBEF:3C8C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Demon:_The_Fallen&amp;diff=174260</id>
		<title>Demon: The Fallen</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Demon:_The_Fallen&amp;diff=174260"/>
		<updated>2016-07-19T21:31:32Z</updated>

		<summary type="html">&lt;p&gt;2001:1C03:1001:E300:8BF:765E:EBEF:3C8C: /* Factions */ Notes on the Angels.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
|name=Demon: the Fallen&lt;br /&gt;
|picture = [[File:DtF_logo.png|200px]]&lt;br /&gt;
|type = [[Role-playing game]]&lt;br /&gt;
|system = [[Storyteller System]]&lt;br /&gt;
|publisher = [[White Wolf]]&lt;br /&gt;
|authors = William Brinkman, David Callor, Steve Kenson, [[Greg Stolze]] et al.&lt;br /&gt;
|year = 2002&lt;br /&gt;
|books = Demon: The Fallen Rulebook&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:175px&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;Demon Storytellers Companion&#039;&#039;&lt;br /&gt;
*&#039;&#039;City of Angels&#039;&#039;&lt;br /&gt;
*&#039;&#039;Fear to Tread&#039;&#039;&lt;br /&gt;
*&#039;&#039;Saviors and Destroyers&#039;&#039;&lt;br /&gt;
*&#039;&#039;Demon Players Guide&#039;&#039;&lt;br /&gt;
*&#039;&#039;Damned and Deceived&#039;&#039;&lt;br /&gt;
*&#039;&#039;Demon: Earthbound&#039;&#039;&lt;br /&gt;
*&#039;&#039;Houses of the Fallen&#039;&#039;&lt;br /&gt;
*&#039;&#039;Demon: Days of Fire&#039;&#039;&lt;br /&gt;
*&#039;&#039;World of Darkness: Time of Judgement&#039;&#039;&lt;br /&gt;
*&#039;&#039;Demon Translation Guide&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The penultimate game set in the old [[World of Darkness]] and the last using the title layout of X: The Y ([[Orpheus]] was the last game set in oWoD), in this game you and your friends take on the role of demons, fallen angels who have escaped Hell and now live among humans. The premise is pretty cool and the lore and mythos behind it is for the most part well written and with a great deal of interesting ideas and an interesting story. A notable criticism of where the game fucks up is how it&#039;s heavily centered around Abrahamic religions. This is rather odd given the number of pagans working for White Wolf at the time, and their love for the non-Abrahamic faiths clashes with the fact that one supplement almost outright states that every other religion were created by Earthbound, creating cults around themselves and are thereby false.&lt;br /&gt;
&lt;br /&gt;
== Background ==&lt;br /&gt;
In the beginning, there was God and despite being all powerful, he got lonely so he fashioned beings who were like him yet unique, the first beings known as Elohim, or Angels. Creating seven Houses, each with specific skills, objectives and powers they helped God in His works, preparing for the arrival of the epitome of God&#039;s work, His most glorious creation, humanity.&lt;br /&gt;
&lt;br /&gt;
When He was finished and created Adam and Eve (after some drama involving Lilith getting tossed out), leaving them content in the Garden of Eden, he made two decrees to his Firstborn. They would only observe Man and never interfere for doing so would irrevocably alter his precious creations. The Elohim were at first disappointed, for they all were in awe of Man and wanted to befriend and help them achieve their divine potential, nevertheless they heeded God and obeyed.&lt;br /&gt;
&lt;br /&gt;
For a while things were calm and peaceful, however an Angel named Ahrimal foresaw a terrible catasrophe that would befall the world and undo all the hard work the Angels had done to help Man and forever mar the race of Man. Even worse God, would allow this to happen either unintentionally or otherwise. Those Angels who went to God to voice their grievances were never seen again and so the remaining Elohim began a great debate as to whether or not they should interfere and help save Mankind from this impending cataclysm. It was the favored son and mightiest of the Archangels, Lucifer Morningstar who rallied an third of the Elohim and left Heaven to finally interact with Humans. This of course angered the other angels so when the Archangel Michael arrived and told Lucifer to return and face punishment, he flatly refused and this began the thousand year lasting civil war of the Horus Heresy... ahem I mean the War in Heaven.&lt;br /&gt;
&lt;br /&gt;
After the rebels were defeated they were subsequently banished to the Abyss, the lowest corner of creation and farthest from the light of Heaven, and suffered greatly from the Torment becoming monstrous demons. All except for Lucifer who for whatever reason was never sent down himself and has roamed the Earth alone ever since. And that was the last anyone heard from the Fallen, until...&lt;br /&gt;
&lt;br /&gt;
== Happy New Year! ==&lt;br /&gt;
The year 1999 was a major turning point for the settings of WoD. Due to all the magical shenanigans caused by vampires, werewolves, mages, ghosts and so on the magical backlash resulted in a spiritual storm in the Afterlife. The rather unpopular [[Wraith: The Oblivion]] was nixed so hard it, alongside creating [[Mummy: The Resurrection]] and [[Orpheus]], weakened the walls of the Abyss, allowing the Fallen Elohim to escape and for the first time in millennia walk the Earth. What they do with their new lives is up to the PCs and storyteller.&lt;br /&gt;
&lt;br /&gt;
== Important Aspects of being a Demon ==&lt;br /&gt;
=== Possession ===&lt;br /&gt;
The Fallen feel the pull of the Abyss on their essence and must possess a physical object to remain in the mortal world. The most common vessel is a spiritually-damaged person, one who has little grasp of what makes them &amp;quot;human,&amp;quot; such as a coma patient, burned-out drug addict, or someone on the verge of suicide. A thrall may allow its master to possess him, in which case the possession automatically succeeds. Upon possession, the Fallen comes into contact with the host&#039;s memories and emotions, two things the Fallen never experienced before. The Fallen must somehow reconcile its own existence and torment with a sudden rush of love, hate, fear, and recollections in order to integrate with the host, survive on Earth, and find a path to forgiveness.&lt;br /&gt;
&lt;br /&gt;
It is possible to possess an inanimate object. The Earthbound have done so. The vessel-to-be must have a strong &amp;quot;resonance&amp;quot; with humanity; for example, a typewriter on an office clerk&#039;s desk is insufficient, but the typewriter of a struggling novelist is. As well, the Fallen&#039;s personality influences how well it can integrate with its object vessel. Taking an object as a vessel is quite limiting, so the Fallen use it as a last resort.&lt;br /&gt;
&lt;br /&gt;
=== Faith ===&lt;br /&gt;
od supplied his angels with the resources they needed to use their powers in the creation of the world. After the Fall, the rebel angels were cut off from this power. The ones who escape the Abyss find that human souls, made in his image, can substitute for the power of God. There are two ways that the Fallen can extract this power from humans: reaping it or making Pacts.&lt;br /&gt;
* Reaping souls requires the Fallen to reveal themselves as explicitly supernatural entities while interacting with the targets, such as intervening in a fight while wearing the Apocalyptic Form and tearing the skin from an attacker. This is a short-term quick fix of Faith that tends to cause hunters and other supernatural powers to start asking questions.&lt;br /&gt;
* Pacts are made with willing humans by exchanging a service for a continual trickle of Faith. It takes time to set up a Pact, which involves the demon fulfilling the mortal&#039;s wish and the mortal accepting the gift in return. Once established, only the demon can end a Pact and the mortal becomes a thrall.&lt;br /&gt;
&lt;br /&gt;
=== Torment ===&lt;br /&gt;
After being subjected to countless millennia of torture and horror, the Fallen Elohim have been reduced to Demons. The more evil the demon acts on Earth the more Torment he accumulates, this can be both good and bad as it grants both strengths and weaknesses. In game mechanic terms, you typically have to fill out a bar of Temporary Torment before you gain a dot of Permanent Torment, the former which can be ridded by doing good and selfless deeds and the latter with experience, though Permanent Torment is hardcapped at 1. You gain Torment in both shapes by being evil. Once you hit 10 Torment, you&#039;re essentially one of the Earthbound. Holding such anger means any living host you take rapidly falls apart, forcing you to possess an object instead. In short, it&#039;s not meant for players to indulge and is typically answered with a &amp;quot;game over&amp;quot; akin to when Vampires lose all their Humanity/Path of Enlightenment score and become a mindless beast.&lt;br /&gt;
&lt;br /&gt;
=== Supernatural Awareness ===&lt;br /&gt;
Demons are inherently attuned to the fabric of reality and they&#039;re sensitive to energies and influences beyond the awareness of mortals. Players can make a Perception + Awareness rolls for Demons to get a &amp;quot;feel&amp;quot; of the supernatural qualities of a given area. A hospital room might emanate a sense of pain and loss, imprinted by the emotions of the patients and doctors who&#039;ve struggled and died within its walls. An otherwise unassuming basement might reek of the foul rituals performed there days before. Additionally, an alert Demon can sense the use of supernatural energies within their general vicinity. The fabric of reality distorts momentarily when powers are used, and Demon can feel the ripples caused by this brief disturbance. Highly perceptive Demons can draw extensive information from these ripples, gaining a sense of where the supernatural event took place. Yes that was a copy-paste. Sue me.&lt;br /&gt;
&lt;br /&gt;
=== Names ===&lt;br /&gt;
Demons all have three names: Host Name, Celestial Name, and True Name. Host Names, if you didn&#039;t figure, are the names of the people whose identity Demons steal when possessing someone. The Celestial Names tend to be &amp;quot;angel-styled&amp;quot; such as Michael, Gabriel, Raphael and Uriel. Their True Names are eldritch and nearly unpronounceable, if at all: any given demon&#039;s partiuclar True Name can contain things like rustling of paper, or a choir of a thousand children chanting in adoration. Knowing someone&#039;s Celestial Name gives you an uncomfortable catalyst by which to reach or empower effects of supernatural funsies you may wanna use against them and knowing someone&#039;s True Name gives you heavy amounts of influence over them letting you easily hold them by a leash, so long as you&#039;re careful with keeping a steady grip and close track of said leash.&lt;br /&gt;
&lt;br /&gt;
== Houses ==&lt;br /&gt;
So The Fallen obviously used to be angels before the little... incident. God may have done the heavy lifting on creating the universe but He wasn&#039;t big on sweating the details. So instead of missing His Murder She Wrote marathon, He made the Angels to handle all the time consuming bitch work that He didn&#039;t want to do. The Angels were divided into seven Houses who each handled an aspect of Creation. They are, in order of creation:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Devils&#039;&#039;&#039; (formerly the Namaru, the House of the Dawn)&lt;br /&gt;
:The very first House and therefore very first Angels made by God, these guys are the leaders of both Angels and Demons, Lucifer unsurprisingly came from this House and half rebelled against God. As leaders they are extremely charismatic and possess great powers of persuasion and manipulation. They are the most stereotypical Demon, commanding control over Fire and being very powerful.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Scourges&#039;&#039;&#039; (formerly the Asharu, the House of the Firmament)&lt;br /&gt;
:The Asharu were the Guardian Angels. One wonders exactly how hard it was to be a guardian angel in the Garden of Eden but apparently they were needed. Of all the Angels, the Asharu loved Humanity the most and were dedicated to making sure no harm came to them. This dedication caused them no small amount of grief as they knew humans would never know how much they loved and protected them. Their boss Lailah sided with God in the Great Debate but a lot of the Asharu joined the rebels. This ended up really costing Humanity as they were the ones who kept Humanity immortal and the Asharu&#039;s part in the Rebellion ended up making Humans able to die. The took this development... poorly.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Malefactors&#039;&#039;&#039; (formerly the Annunkai, the House of the Fundament)&lt;br /&gt;
:The Annunkai were the builders and craftsmen of Heaven and Hell, responsible for building the physical world and mastering the arts of the forge and working with metals of any kind. They faced the classic STEM major&#039;s dilemma, they wanted to understand and be loved by Humanity but were terrible at things like &amp;quot;Emotion&amp;quot; or &amp;quot;Social Skills&amp;quot;. It wasn&#039;t their fault, they were just made to understand how the physical world and machines worked and fit together. Not how to socialize with primitive cavemen. Lead by Toguiel, over half joined the Rebellion because they were dissatisfied that their work on Creation was cut off before they felt it was done and to try to earn the love of Humanity. In Modern Times many Annunkai [[RAGE]] at humans for buttfucking the planet they put so much effort into making, and thus desire to &#039;cleanse&#039; the Earth so that it may be healed and repaired.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Fiends&#039;&#039;&#039; (formerly the Neberu, the House of Spheres)&lt;br /&gt;
:The Neberu were the seers but unlike the old &amp;quot;gypsy&amp;quot; fortune-teller that suckers waste their money on, they actually could see the future. They also were in charge of the movement of the heavens and the flow of time. They were the most distant from Humanity and joined the Rebellion in fewer numbers and with more reluctance then other Houses. Which is ironic as it was one of their number, Arhimal, who caused the Rebellion by foretelling that a great catastrophe would come to Humanity if the Angels did not act. Of course, because Fate is a spiteful bitch, the catastrophe was caused by the Angels acting.&lt;br /&gt;
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* &#039;&#039;&#039;The Defilers&#039;&#039;&#039; (formerly the Lammasu, the House of the Deep) &lt;br /&gt;
:These guys were in charge of the sea and poetry, art, and dancing. They had a intense fascination for humanity and chafed hard against God&#039;s decree of non interference since they were pretty distant from humanity being bound to the sea and all. Other Angels tended to mock the Lammasu for being useless as their sphere of influence was limited to being limp wristed poets and glorified pool boys. Belial was of this House and was the one who initiated the Great Debate that kicked off the whole Rebellion. More Lammasu joined the Rebels than any other House.&lt;br /&gt;
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* &#039;&#039;&#039;The Devourers&#039;&#039;&#039; (formerly the Rabisu, the House of the Wilds)&lt;br /&gt;
:The nature loving animal activists of the Angels. These guys weren&#039;t your soft Patchouli smelling tree hugger types though, they were the old school nature red in tooth and claw breed. The Rabisu created all the lower animals, ecosystems, and plant life and were charged with protecting them and Humanity from them. They designed the human form and considered it the pinnacle of their creations. They followed Lucifer with slavish loyalty during the rebellion and took his defeat the hardest. Which is probably why so many of them are raging blood crazed Raveners in modern times.&lt;br /&gt;
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* &#039;&#039;&#039;The Slayers&#039;&#039;&#039; (formerly the Halaku, the House of the Second World/Afterlife/Death)&lt;br /&gt;
:The Halaku were the Grim Reapers of the Angels. While this sounds badass and you would think that they would be be respected and feared by their brethren for their awesome power over life and death, it turned out more like being the acne ridden goth kid in high school that no one likes. The other Angels resented and disliked the Slayers for even existing and shunned them at every opportunity. The Halaku themselves were unsure of their purpose as God had cryptically mentioned a Second World they were to be vital to but as always was infuriatingly vague and smugly silent about the whole deal. They loved Humanity just as fiercely as the other Houses and were pretty bothered that Adam and Eve would cry and curse them for reaping their pets and such when they just wanted to do their jobs in peace like everyone else were. This sadness lead a great number of the Halaku into joining the Rebellion even if their leader Usiel was too wishy washy to join. One of their number named Madisel was the one who gave Lucifer her scythe so he could defend himself against Michael in the first time a Angel raised hand against another.&lt;br /&gt;
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== Factions ==&lt;br /&gt;
Being a diverse group of beings, the Fallen have had a long time to think in the Abyss, and over time various factions have emerged which represent their opinions on God, Mankind, the World and themselves. Upon possessing a host Demons usually seek out their own kind and join these factions, which are in a sense political parties for the Damned.&lt;br /&gt;
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=== Cryptics ===&lt;br /&gt;
The Cryptics have used their time in Hell to think. They feel that if God is omniscient, then his creations would be as perfect as reality would allow, and since Lucifer was God&#039;s highest angel, then his rebellion was a part of God&#039;s plan. The philosophers of the Fallen, the Cryptics gather knowledge to determine what is really going on and what they should do next. They dislike the Luciferans and the Faustians, approve of the Reconcilers asking questions, and dislike Raveners&#039; destructive tendencies. They were initially to be called &#039;Inquisitors&#039;, but this was changed during production, although there are occasional references to them under this name in some books due to editing errors.&lt;br /&gt;
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=== Faustians ===&lt;br /&gt;
The Faustians lust for revenge against God, whom they believe unjustly exiled them from Heaven. Even without the leadership of Lucifer, they still try to awaken the human race to its true potential, but only so humanity can be used as a potent weapon in yet another war against Heaven. The plots and intentions of a Faustian are often as subtle as they are dangerous. They have no patience for the Cryptics, their goals are directly opposite to those of the Raveners, Reconcilers can be friend or foe, and they can work with Luciferans.&lt;br /&gt;
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=== Luciferans ===&lt;br /&gt;
The Luciferans still believe that Lucifer was right to rebel against God. Even though Lucifer cannot be found, they still follow what they feel to be his directives. Their leadership has divided them into three legions: the Legion of Majestic Liberation (who are searching for and attempting to free Lucifer), the Legion of Glorious Victory (who were organized to fight the Heavenly Host, but found no angels to oppose them), and the Legion of Stark Defiance (who secure supplies, resources, and safe havens for the rest of the faction). They dislike the Cryptics, can work with Faustians, consider the Reconcilers to be traitors, and consider Raveners to be enemies.&lt;br /&gt;
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=== Raveners: ===&lt;br /&gt;
The nihilistic Raveners look at the broken world and wasted potential of humanity and believe there&#039;s only one option left: destroy everything. Some see it as a way to finally lure out God and his Angels; others see it as an act of mercy to a near-dead world; and many just don&#039;t care at all. They are enemies with all the other factions of demons, though they can tolerate the Cryptics (as the Raveners assume they will eventually stop asking questions and start breaking stuff).&lt;br /&gt;
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=== Reconcilers ===&lt;br /&gt;
The Reconcilers have used their time in Hell to reconsider their actions and the punishment that God meted out to them. Many have come to the conclusion that they were punished justly and that they must atone for their misdeeds; others simply feel that there is no point in continuing to fight a war they lost long ago against an omnipotent enemy. Now that they are free they wish to do some good, thinking that God might forgive them and allow them to return to Heaven. Even if he won&#039;t they might be able to help the humans, even fix things so the humans can have what they themselves can&#039;t. They are on good terms with the Cryptics and the Faustians, but are diametrically opposed to the goals of the Luciferans and the Raveners.&lt;br /&gt;
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=== The Earthbound ===&lt;br /&gt;
Now these are the really bad demons. After their imprisonment in the War in Heaven, many human magi wanted to learn more about the universe and so started using the magic they had learned from Lucifer to summon Demons. Instead of offering a living host, they created a device known as a reliquary, which was a powerful magical artifact capable of containing the demon. However, without any humanity to block out their Torment, these Demons, now known as Earthbound became even more corrupted and monstrous, becoming something which even demons fear. Most of them were sent into slumber, as without Faith from their worshipers, their powers faded and they lost their influence over humanity. However, now thanks to the return of the Fallen, the Old Ones have started to awaken, and they have a very poor view on both humanity and their fellow Fallen.&lt;br /&gt;
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=== Angels ===&lt;br /&gt;
Those angels who had stayed loyal to God seem to have vanished from the face of the Earth. In the eyes of many of the Fallen this is just fine because they are in no shape to fight them.&lt;br /&gt;
&lt;br /&gt;
Time of Judgement suggests a scenario in which they make their return, as well as their rules. And as it turns out Angels are BADASS. They are always in their low-Torment Apocalyptic form and are immune to all things that would affect their physical forms (such as the Lore of Flesh). When built from scratch they can spend 10 points on their four abilities as per the DIY Apocalyptic Form. They have 0 Torment, 10 Willpower and &#039;&#039;&#039;25&#039;&#039;&#039; Faith points that automatically restore each day. And that 25 is for the LOW-RANKING angels. Mid-ranking ones have around &#039;&#039;&#039;40&#039;&#039;&#039; and the highest level ones are in the &#039;&#039;&#039;50 to 65&#039;&#039;&#039; range. They have five dots in their Attributes but have no Abilities. Instead they can spend any number of Faith points for their rolls to pretty much do whatever they want. The low-ranking Angels have 15 dots amongst the Common Lores and their three House Lores, aka an average of 3 per lore. Mid-ranking ones have 20 dots (average of four) and the high-ranking ones have the full five on all the Lores. They are flat-out IMMUNE to bashing and lethal damage, and can heal aggrevated damage at the cost of 5 Faith per point. On top of that, low-ranking Angels can take 10 aggrevated damage before discorporating and being forced to return to Heaven. Mid-ranking ones can take 15 and the high-ranking ones can take a staggering 25. And if you do somehow manage to kill one it returns to Heaven, where it has to spend its Faith to return to maximum power and return to the world. The only way to permanently kill one is to destroy its body and consume its essence just like Fallen can consume one another.&lt;br /&gt;
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All this makes even a single Angel a significant threat to a group of Fallen, but they are highly unconventional enemies and can only be used in games with truly epic plot lines.&lt;br /&gt;
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== Lores ==&lt;br /&gt;
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&#039;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. 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&#039;s primary Lore also determines what their Apocalypse Form is like, which is kinda a divine [[Werewolf: The Apocalypse|Crinos]] shape.&lt;br /&gt;
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=== Common Lores ===&lt;br /&gt;
&#039;&#039;&#039;Lore of the Fundament:&#039;&#039;&#039; 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 &amp;quot;I was here&amp;quot; marks such as warm footprints that burns.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Humanity:&#039;&#039;&#039; 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&#039;s memories. High-Torment either hamper the Demon&#039;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.&lt;br /&gt;
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=== Devils ===&lt;br /&gt;
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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Celestials:&#039;&#039;&#039; 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&#039;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&#039;d expect; their visions become terror, manipulating other&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Flame:&#039;&#039;&#039; Also 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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Radiance:&#039;&#039;&#039; What the Devils use to look glorious and appear powerful and like &#039;the leader&#039;. Abilities ranges from thundering voice to creating instant morale (or terror) or bestow Marks upon people, an example given being &amp;quot;(&#039;Let every man give him shelter no matter where he travels.&#039;). The number of successes achieved determines the potency and the effectiveness of the mark.&amp;quot; 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.&lt;br /&gt;
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=== Scourges ===&lt;br /&gt;
Scourges have Lores that work well in conjecture 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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Awakening:&#039;&#039;&#039; The Scourges were originally designed, among other things, to ease human&#039;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&#039;ll need the deceased&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Firmament:&#039;&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Winds:&#039;&#039;&#039; 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.&lt;br /&gt;
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=== Malefactors ===&lt;br /&gt;
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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Earth:&#039;&#039;&#039; 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&#039;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&#039;re forced back to the surface.&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Forge:&#039;&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Paths:&#039;&#039;&#039; 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 &amp;quot;change their directions.&amp;quot; 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.&lt;br /&gt;
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=== Fiends ===&lt;br /&gt;
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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Light:&#039;&#039;&#039; Think &#039;Light&#039; in the more scientific sense of the word and you&#039;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 &#039;solidifying light&#039; one, makes said light lash out against anything getting too close.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Patterns:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Portals:&#039;&#039;&#039; 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&#039;t restrict invaders but do induce a shitload of pain on them, portals aren&#039;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.&lt;br /&gt;
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=== Defilers ===&lt;br /&gt;
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&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Longing:&#039;&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Storms:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Transfiguring:&#039;&#039;&#039; 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.&lt;br /&gt;
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=== Devourers ===&lt;br /&gt;
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&#039; 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]].&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Beast:&#039;&#039;&#039; 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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Flesh:&#039;&#039;&#039; 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&#039;re attached to, or otherwise lash out against those around said victim. Not the sort you want plastic surgeries from.&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Wilds:&#039;&#039;&#039; 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.&lt;br /&gt;
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=== Slayers ===&lt;br /&gt;
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&#039;re in another reality than the rest of the party is]].&lt;br /&gt;
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&#039;&#039;&#039;Lore of Death:&#039;&#039;&#039; Ranges from the standard applications life, decaying objects and seeing how someone died to creating images of death in their enemies to traumatize them and creating zombies under the Slayer&#039;s command. We&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Realms:&#039;&#039;&#039; Pretty much the ability to go into the Underworld where the Ghosts hang out, or what&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of the Spirit:&#039;&#039;&#039; 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&#039;s Torment onto the Ghost or cause suffering when trying to anchor them to the mortal world.&lt;br /&gt;
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=== Earthbound ===&lt;br /&gt;
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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Chaos:&#039;&#039;&#039; 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&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Contamination:&#039;&#039;&#039; More long-term and probably more controlled than the Lore of Chaos. Ranges from tainting the land and putting it under the Earthbound&#039;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.&lt;br /&gt;
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&#039;&#039;&#039;Lore of Violation:&#039;&#039;&#039; Notable that the second power in this is literally called &#039;Mind Rape&#039; to give you an idea of what the theme is. And it&#039;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.&lt;br /&gt;
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== Books ==&lt;br /&gt;
Being released near the end of the old World of Darkness, Demon did not see a lot of books released for itself. It still has a fair deal of the things to make for a concise setting, unlike [[Mummy: The Ressurected]]. The books are:&lt;br /&gt;
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*&#039;&#039;&#039;Demon: The Fallen Rulebook&#039;&#039;&#039; is the core rulebook and has everything you need to play. It describes the Houses, the Factions and all the rules you need to play. Curiously the book contains all the Lores that are usable by players: no other powers were added in later books.&lt;br /&gt;
*&#039;&#039;&#039;Demon Storytellers Companion&#039;&#039;&#039; give more background for the Storyteller to work with, basic rules for the Earthbound and rules for the other monsters in the World of Darkness.&lt;br /&gt;
*&#039;&#039;&#039;City of Angels&#039;&#039;&#039; is a lore book detailing Los Angeles and its importance to the metaplot of the game. It details Lucifer revealing himself, the events preceeding and following this action as well as the numberous Fallen that have flocked to the City of Angels. It also details the makeup of the Infernal Courts, which take after the Domains used by [[Vampire: The Masquerade|vampires]].&lt;br /&gt;
*&#039;&#039;&#039;Fear to Tread&#039;&#039;&#039; is a chronicle book, detailing events that have to do with those that transpired in LA.&lt;br /&gt;
*&#039;&#039;&#039;Saviors and Destroyers&#039;&#039;&#039; details demon hunters, mostly in the style of fiction rather than rules or regular text.&lt;br /&gt;
*&#039;&#039;&#039;Demon Players Guide&#039;&#039;&#039; gives advice to players on building their characters, has the merits and flaws of the system, has rules for creating your own Apocalypse Form, creating relics infused with Lores, powerful rituals and rules for building your very own angelic/fiendish bastion.&lt;br /&gt;
*&#039;&#039;&#039;Damned and Deceived&#039;&#039;&#039; is all about those who make Pacts with the Fallen, hints on how the Fallen can get the most out of their Pacts, rules for building Thralls and how to run games as Thralls.&lt;br /&gt;
*&#039;&#039;&#039;Demon: Earthbound&#039;&#039;&#039; details the Earthbound and their cults, how to build Earthbound characters, the powers that their Lores grant them, their Apocalypse Forms, special rules for Earthbound Thralls, relics and rituals for the Earthbound as well as tips on how to use them and a number of example Earthbound.&lt;br /&gt;
*&#039;&#039;&#039;Houses of the Fallen&#039;&#039;&#039; is the splatbook of all seven Houses rolled into one. It details all seven houses, notable fallen amongst them, relics and rituals unique to those houses and various roleplaying and character building hints. It also describes the basics for political games between Houses.&lt;br /&gt;
*&#039;&#039;&#039;Demon: Days of Fire&#039;&#039;&#039; is a bit of an odd book: it describes the Fallen in an in-universe way, much like the Book of Nod did for [[Vampire: The Masquerade]]. In-universe it was translated at the behest of Lucifer himself.&lt;br /&gt;
*&#039;&#039;&#039;World of Darkness: Time of Judgement&#039;&#039;&#039; details the end of the World of Darkness for Demon: The Fallen. There are three possible endings described: Twilight of the Gods details the war between Earthbound and other Fallen to see who gets to rule the world, Better to Rule on Earth pits the players against one of the Archdukes and Paradise Won has Lucifer reveal himself and lead the war against the Earthbound,  possibly even leading into a new Age of Wonder. Notable for having its proglue and epilogue told from Lucifer&#039;s point of view.&lt;br /&gt;
*&#039;&#039;&#039;Demon Translation Guide&#039;&#039;&#039; was released more than a decade after the last Demon: The Fallen book. It details how to cross over the elements of the two games, to pit the Fallen against the God-Machine, the Unchained against the fun things found in the old World of Darkness or have Earthbound try and invade Infrastructure for the hell of it. It has rules for borrowing Merits, Powers and how to make characters for the other story. It also details what the God-Machine might be in the context of Demon: The Fallen.&lt;br /&gt;
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{{WoD-Games}}&lt;/div&gt;</summary>
		<author><name>2001:1C03:1001:E300:8BF:765E:EBEF:3C8C</name></author>
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