1. Notes

Apocalypse Forms

In Low Torment4 or lower they represent your time as a Celestial. Hight Torment 6-10 they represent your time as a  Demon. At Torment 5 you choose what aspect they take on. Choose 4 traits that mechanically work the same no matter your Torment only change narratively. 

1. Roll Paragon + Torment, each success forms one trait. Exceptional call all four as a reflexive action. 2. Spend 1 faith per trait (up to maximum per turn)

When activated Creation has a environmental effect equal to the Paragon of all Fallen who manifest and 1 additional per faith spent while manifested. Dramatic failure means its permanent. 

Ancient Presence - +2 Persuasion, +2 Intimidation, and +2 Expression.

Angelic Beauty - +1 Presence & +1 Manipulation. Gain two ranks (four dots) in Striking Looks merit.

Armor - Every instance of Lethal damage has the first 3 points get downgraded to Bashing.

Aura of Dread - Every would be attacker must roll Willpower, if they fail they cannot attack the Slayer this turn but may perform a different action.

Aura of Entropy - Plants wilt. People are suffused with icy chills that sap their strength. Mortals within yards equal to Torment lose 2 dice on all actions. Supernaturals only lose 1 dice for all actions.

Aura of Vitality - Non-Demon life forms within yards equal to Paragon heal a point of Bashing every turn.

Cast No Reflection - The Demon’s image is not visible in any reflective surfaces or caught on any type of camera.

Caustic Bile - Once per scene. Instant Action. Project a stream of acidic bile. Range is ft. equal to Torment +5. Roll Dexterity + Athletics – Defense. If hit, the target  takes 2 Aggravated this turn, then 1 on the next turn and then finally 1 more Aggravated on the third turn. (Totaling 4.)

Chameleon Skin - 1 automatic success on Stealth rolls (2 automatic, if standing still) (does not include Evocations).

Chimerical Attack -  Forms appear around Demon and can attack foes as their own action. Same initiative (the forms can attack either before or after the Fiend’s action). It can attack one victim in melee range using Torment dice +2 (max of 10). Lethal.

Claws & Fangs - Vicious looking claws &  fangs. Biting first requires grappling the target. Strength + Brawl + 2. Lethal.

Conjuration - Anything Size 1 (or smaller) can be stored away in a hidden pocket dimension and retrieved at will (seemingly from thin air, like a magician’s trick). The weight of the object still weighs down on the Malefactor. Items appear on Malefactor if he dies.

Damage Resistance - Ignore wound penalties. Remain active even if health boxes are filled with Bashing and/or Lethal.

Death Gaze - Twice per scene. Reflexive Action. A mortal who meets the Slayer’s eyes lose their next action.

Disperse * Instant Action. Dissolve body into mass of hornets, spiders, or other tiny creatures (instant action to revert back to normal). Dice pool while a swarm is Torment + Paragon (Max 10). The Devourer can flow through cracks or attack. ST decides rules.

Distortion - The Defiler is distorted in ways making it difficult to strike them. 8’s Do not count as a success when physically striking or shooting the Defiler. Venom - Saliva contains intoxicating venom that affects a victims Willpower. Administer with a bite attack, licking an open wound, or kissing on the mouth. Victim loses Willpower points equal to the Demon’s Torment, they contest with Stamina + Paragon, each success prevents 1 loss. If this depletes the victim’s Willpower, they fall into a coma for a number of days (against a mortal) or hours (against a supernatural) equal to Torment. It takes an hour before another dose of the venom can affect the same target again.

Dead Reckoning  - Perfect sense of location, direction and distance.

Enhanced Perception - Senses are magnified x2. (e.g. see/hear details from x2 distance [does not help with lowlight], smell/taste weak odors/chemicals, feel the differences of one person’s skin from another’s). +3 to Perception rolls.

Enhanced Intuition - +2 Empathy, +2 Subterfuge and +2 Socialize.

Enhanced Mental Acuity - +4 dots to Mental Attributes (selected at creation).

Enhanced Social Traits - +4 dots to Social Attributes (selected at creation).

Extra Action - Reflexive Action: Spend a Faith point. Gain one extra action. This action takes place at the end of the turn.

Extra Health Levels - +4 Health boxes. (When this Form ends, any wounds suffered remain and may cause incapacitation/death.)

Extra Arms - Arms give an extra attack only action at -2 dice. The extra action takes place at the end of the turn.

Eyes of Fate - Once a scene. Instant Action. Select a mortal within sight to learn their real name and faith rank. Also, learn how the mortal is likely to die before any interference from the Fiend (information gained is the cause of death and one additional detail [e.g. “pneumonia, and very lonely” or “stabbed in the chest, by a friend]). If the selected target turns out not to be a mortal, then  only discovers what they are.

Gaping Maw - Hideous, fanged and distended mouth. Biting does not require grappling. Can potentially bite through and digest any material. Strength + Brawl + 2. Lethal.

Ghostly Reach - Instant Action. While in material realm only, pull objects (Size 4 or less) from Twilight into material realm, or place a Size 4 or less object into Twilight.

Gills - The Defiler gains the ability to breathe underwater.

Horns - Attack dice pool is Strength + Size. Lethal. (After each attack, the Demon takes a -5 to her Initiative score for the combat, if this reduces it to 0 then instead of receiving -5 she loses her next action.)

Howls of the Damned - Eerie sounds emanate around the Slayer. 2 automatic successes on Intimidation rolls (this does not include Evocations).

Improved Initiative - +4 Initiative.

Immune to Bashing - Immune to all Bashing damage, although the Malefactor still suffers Bashing damage that was downgraded down from Lethal damage.

Immune to Falling Damage - This specifically only prevents damage the Demon would have acquired from falling to the ground. (e.g. Doesn’t work against getting hit by a car, having something dropped on self ect...)

Immune to Poisons - Immune to any toxin/bacterium/virus (e.g. alcohol, hemlock, tear gas, HIV, common cold).

Increased Size - Size +1, Strength +1, 1 extra health box from size

Ink Cloud - Once per scene. Instant Action. Ink sprays from the Demon in all directions. Radius is in yards equal to Demon’s Torment. Those close enough must make a successful Stamina roll or are blinded for a number of turns equal to Torment (if successful, they are still blinded for one turn.)

Irresistible Force * +4 to Strength but only in relation to the Feats of Strength (both for the baseline Strength and the roll to increase it).

Lashing Tail - Long reptilian tail tipped with a curved barb. 1 Free attack with tail (at end of turn). 6 dice pool. Lethal.

Lyrical Voice - +2 automatic successes on all Persuasion and Expression rolls (does not include Evocations

Magnetic Field - Disrupt all electronic devices within yards equal to Paragon 

Master Artisan -  +5 dice to non-Evocation Craft rolls. Also acts as if she has the proper training and knowledge for any Craft related roll.

Miasma - Twice per scene. Instant Action. Exhale breath that smells of gangrenous rot. Feet equal to Torment +5, (Width is equal to Torment) all living, breathing creatures in path of exhalation lose 2 turns if they do not roll successful: Stamina + Paragon - 2. May cause disease (ST discretion).

Mist - Instant action. Mist appears at the beginning of the next turn, heavily obscuring a 200 yard radius for 1 scene. It only lasts 2 minutes if there is a strong wind. Torment form makes it a slightly cough inducing smoke (does not cause suffocation).

Night Sight -  See in any darkness as if it were daylight.

Nimble Hunter (2) +2 to Athletics. +7 to Speed. Jumping quadrupled (determine distance then multiply by 4).

Pass Without Trace - +5 Stealth. Leave nothing to track, not even smell.

Primal Mind * Mortal’s only. Instant Action. Willpower + Paragon Vs. Willpower. Touch target, their higher thoughts shut down and they will obey the first command they hear (targets cannot be made to commit suicide or kill another person). Effect lasts for 1 scene. This can only be attempted on each individual once per scene. Memory is unaffected.

Regeneration - Heal 1 Bashing at the beginning of each turn. Also, each Faith point can now be used to heal 2 Lethal.

Relentless - +5 dice when resisting fatigue, illness, poison, drugs, drowning or going unconscious.

Quills - Each turn, one opponent within feet equal to Torment at the end of turn takes 1 Lethal damage as a Quill shoots off the Scourge's body and into a victim, though damage will be prevented if they have 2 points or more of ballistic armor. (Scourge selects the target.)

Reaper’s Breath - Once a scene. Instant Action. Exhale chilling breath that brings all things, living and dead, closer to true death. Demon exhales out in a cone shaped projection with the length in yards equal to Torment +5, width is yards equal to Torment (at its farthest point). Victims caught within the breath suffer bashing damage equal to Torment (Max = 7) 

Sense the Hidden - +5 dice to find (perception/tracking) any who have spoken the Demon’s Celestial/True Name before.

Sibilant Whispers - 1 automatic success on any Subterfuge or Persuasion roll (does not include Evocations).

Spines - Any successful unarmed attack against the Demon takes 1 Aggravated damage

Sun’s Bounty * Once per day. must be relaxing (generally taking it easy) and in direct sunlight for one hour (partially cloudy still works). Become nourished and rested as if eaten a full meal and slept 4 hours. Heal 2 Lethal damage.

Superior Endurance - +4 Stamina.

Thunderous Voice - Instant action. Once per scene. Everything within yards equal to Paragon take 3 Bashing damage.

Touch of Death - Once a scene. Touch attack. Lasts one scene. Them target collapses and cannot move or sense anything. They show no signs of life. They feel peaceful and have little to no thought during the effect. If this is a Torment form, the experience is horrifying instead. It works differently on Demons and Supernaturals, they do not become comatose, instead they have -3 to dice rolls for the duration.

Tremor Sense - The Demon becomes intuitively connected to the subtle vibrations in the ground. +6 Initiative. Sense any (macro scale) movement or vibration within yards equal to Paragon + 4. (e.g. mice moving, the beating heart of someone on the other side of a wall, someone undoing the safety on their gun.) Also, the Demon knows what is hidden in the earth around her (this range is 10 yards).

Toxins - All clawing and biting attacks receive bonus dice equal to Torment (Maximum of 5 bonus dice). (Does not work with “Disperse”.)

Venom - Saliva contains intoxicating venom that affects a victims Willpower. Administer with a bite attack, licking an open wound, or kissing on the mouth. Victim loses Willpower points equal to the Demon’s Torment, they contest with Stamina + Paragon, each success prevents 1 loss. If this depletes the victim’s Willpower, they fall into a coma for a number of days (against a mortal) or hours (against a supernatural) equal to Torment. It takes an hour before another dose of the venom can affect the same target again.

Viscous Flesh - Foul diseased flesh sloughs off the Scourge. Any who come in skin to skin contact or breath within 3 feet of the rotting flesh (up to one hour after being shed) rolls Stamina + Paragon, if they fail they contract the black plague (or another plague).

Wings- Ability to fly. Maneuverability is equivalent to a very large eagle. Taking off from a standing position is possible if there is ample room. Hovering for longer than one turn does not typically work unless there is a strong wind. Speed can be up to 3x the Demon' s speed trait at max. At full extension of each wing is a third again the character’s height (e.g. 6 feet tall person would have two 8 feet wings)

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