Grey
Dialectical Hermeticist
Your Demons start at Resonance 4, as Counts.
That means they have four signature Powers, and all four of their Circle Blasphemies.
You have 81 XP for Attributes.
Circle Attributes cost 0/0/3/6/9/12, regular Attributes cost 0/3/6/9/12
You have 72XP for Skills. Circle Skills are 1/0/1/2/3/6.
Out of Circle Skills are priced as standard at 2/1/2/3/6/9
Pride & Wrath Demons receive 2 dice from Training.
Sloth & Greed Demons receive 2 dice from Knowledge.
Lust & Envy Demons receive 2 dice from Familiarity.
As Counts, you treat Administration as a Circle Skill
Circle Attributes
Pride: Bearing and Dexterity
Sloth: Intellect and Guile
Wrath: Strength and Fitness
Greed: Intellect and Composure
Lust: Fitness and Guile
Envy: Guile and Intuition
All Attributes
Strength
Dexterity
Fitness
Intellect
Intuition
Willpower
Bearing
Guile
Composure
Circle Skills
Pride - Melee, Athletics, Persuasion, Defense, Perform, Artisan
Sloth - Subterfuge, Lore, Academics, Empathy, Stealth, Investigation
Wrath - Unarmed, Athletics, Craft, Survival, Awareness, Animal Handling
Envy - Subterfuge, Mingling, Persuasion, Ranged, Stealth, Craft
Lust - Athletics, Mingling, Medicine, Animal Handling, Perform, Empathy
Greed - Ranged, Craft, Artisan, Lore, Investigation, Academics, Defense
All Skills
Physical
Athletics
Awareness
Defense
Melee
Ranged
Stealth
Unarmed
Social Skills
Animal Handling
Empathy
Mingling
Persuasion
Perform
Subterfuge
Mental Skills
Academics
Administration
Artisan
Craft
Investigation
Lore
Medicine
Survival
Signature Powers
Demons possess unique powers which express their personal theme and legend. You're free to come up with your own, but they should be thematically in-keeping with your Circle and concept. I'll handle the mechanics. You get 1 Signature Power per Resonance.
That means they have four signature Powers, and all four of their Circle Blasphemies.
You have 81 XP for Attributes.
Circle Attributes cost 0/0/3/6/9/12, regular Attributes cost 0/3/6/9/12
You have 72XP for Skills. Circle Skills are 1/0/1/2/3/6.
Out of Circle Skills are priced as standard at 2/1/2/3/6/9
Pride & Wrath Demons receive 2 dice from Training.
Sloth & Greed Demons receive 2 dice from Knowledge.
Lust & Envy Demons receive 2 dice from Familiarity.
As Counts, you treat Administration as a Circle Skill
Circle Attributes
Pride: Bearing and Dexterity
Sloth: Intellect and Guile
Wrath: Strength and Fitness
Greed: Intellect and Composure
Lust: Fitness and Guile
Envy: Guile and Intuition
All Attributes
Strength
Dexterity
Fitness
Intellect
Intuition
Willpower
Bearing
Guile
Composure
Circle Skills
Pride - Melee, Athletics, Persuasion, Defense, Perform, Artisan
Sloth - Subterfuge, Lore, Academics, Empathy, Stealth, Investigation
Wrath - Unarmed, Athletics, Craft, Survival, Awareness, Animal Handling
Envy - Subterfuge, Mingling, Persuasion, Ranged, Stealth, Craft
Lust - Athletics, Mingling, Medicine, Animal Handling, Perform, Empathy
Greed - Ranged, Craft, Artisan, Lore, Investigation, Academics, Defense
All Skills
Physical
Athletics
Awareness
Defense
Melee
Ranged
Stealth
Unarmed
Social Skills
Animal Handling
Empathy
Mingling
Persuasion
Perform
Subterfuge
Mental Skills
Academics
Administration
Artisan
Craft
Investigation
Lore
Medicine
Survival
Signature Powers
Demons possess unique powers which express their personal theme and legend. You're free to come up with your own, but they should be thematically in-keeping with your Circle and concept. I'll handle the mechanics. You get 1 Signature Power per Resonance.
Blasphemies
Pride:
Excellence – Spend 5 Essence to add Training specific to any weapon when you pick that weapon up. If you already have Training for that weapon, spend 2 Essence per die to reroll failed dice up to your Resonance when using that weapon.
Brilliance – Spend 5 Essence to add a bonus die, up to your Resonance to rolls with a weapon in which you have Training.
Dominance – Spend 10 Essence per die to convert Bearing dice to automatic successes
Blinding – Spend 2 Essence to apply +1 difficulty to enemy efforts to hit you, up to your Bearing. Spend 5 to deal Condition damage equal to your Bearing in searing radiance to anyone within your Bearing x2 in feet, damage decreasing by 1 the further from you they are.
Sloth
Hallucination – Inflict Hallucinations on enemies, 5 Essence per internal penalty applied
Telekinesis – Manipulate objects with your mind with an effective Strength equal to your Resonance. 1 Essence per use/per turn to maintain. 5 to strike a telekinetic blow.
Telepathy – Read minds or communicate with them by rolling Intuition + Resonance against the target’s Willpower; spend 5 Essence per die to convert them to successes
Teleportation – 5 Feet per Resonance, any direction, no line of sight. 5 Essence per Resonance increment traveled
Wrath:
Resurgence – Regenerate (Resonance) Condition per turn. 5 Essence per point
Rage – Boost Physical Attributes by (Resonance) for two turns. Can be divided between multiple Attributes, 10 Essence per use.
Retribution - On taking a hit, spend 5 Essence to deal a fiery burst of damage equal to the severity of the wound to anyone within three feet of the wound.
Steelburn – Conjure fire and molten steel, Taint by GM discretion
Envy:
Venom – Blood can be converted to supernatural venom, 2 Points of effect per Resonance, 5 Essence per point, or 2 Essence and spend a point of Health.
Spite – When anyone beats your roll, they suffer an Attribute penalty equal to your Resonance, 10 Essence.
Curse - Apply external penalties equal to your Resonance to specific person in a chosen Skill. 5 Essence per penalty. Spend 5 Essence each hour the Curse is maintained.
Tearstorm – Project spikes of ice and icy water, 2 Essence for each expected 5 Damage capped by Resonance
Lust:
Mutation – Make physical adjustments to your own body. 2 Essence per point value of the mutation - see page xx for examples, The mutations last until dismissed.
Progeny – Create temporary symbiotic or parasitic servitors. Spend Essence equal to the Condition of the creature. They survive a number of hours equal to Resonance unless fed Health or Essence.
Sufferwell – Receive wound bonuses instead of penalties. Spend 5 Essence per die restored.
Consumption – Recover Condition by serving your desires, such as gorging on food or drugs, 2 Essence per point.
Greed:
Hyper-Appraisal – Spend 5 Essence to add your Resonance in dice to any roll to assess value or detect weakness
Craft-Savant – Spend 10 Essence to add a Craft Focus and Knowledge for a specific project, or 2 Essence for a bonus die on an existing Craft Focus for every hour spent on a project. This allows you to use materials which shouldn’t be fit for the purpose, such as swords of bone.
Integration – Integrate devices and objects into the body. 1 Essence per Condition replaced with machine.
Rendering – Rip Attributes, Skills, and Advantages from other characters. They will be reified as physical symbols which can then be Integrated or fashioned into items. 10 Essence a point.
Pride:
Excellence – Spend 5 Essence to add Training specific to any weapon when you pick that weapon up. If you already have Training for that weapon, spend 2 Essence per die to reroll failed dice up to your Resonance when using that weapon.
Brilliance – Spend 5 Essence to add a bonus die, up to your Resonance to rolls with a weapon in which you have Training.
Dominance – Spend 10 Essence per die to convert Bearing dice to automatic successes
Blinding – Spend 2 Essence to apply +1 difficulty to enemy efforts to hit you, up to your Bearing. Spend 5 to deal Condition damage equal to your Bearing in searing radiance to anyone within your Bearing x2 in feet, damage decreasing by 1 the further from you they are.
Sloth
Hallucination – Inflict Hallucinations on enemies, 5 Essence per internal penalty applied
Telekinesis – Manipulate objects with your mind with an effective Strength equal to your Resonance. 1 Essence per use/per turn to maintain. 5 to strike a telekinetic blow.
Telepathy – Read minds or communicate with them by rolling Intuition + Resonance against the target’s Willpower; spend 5 Essence per die to convert them to successes
Teleportation – 5 Feet per Resonance, any direction, no line of sight. 5 Essence per Resonance increment traveled
Wrath:
Resurgence – Regenerate (Resonance) Condition per turn. 5 Essence per point
Rage – Boost Physical Attributes by (Resonance) for two turns. Can be divided between multiple Attributes, 10 Essence per use.
Retribution - On taking a hit, spend 5 Essence to deal a fiery burst of damage equal to the severity of the wound to anyone within three feet of the wound.
Steelburn – Conjure fire and molten steel, Taint by GM discretion
Envy:
Venom – Blood can be converted to supernatural venom, 2 Points of effect per Resonance, 5 Essence per point, or 2 Essence and spend a point of Health.
Spite – When anyone beats your roll, they suffer an Attribute penalty equal to your Resonance, 10 Essence.
Curse - Apply external penalties equal to your Resonance to specific person in a chosen Skill. 5 Essence per penalty. Spend 5 Essence each hour the Curse is maintained.
Tearstorm – Project spikes of ice and icy water, 2 Essence for each expected 5 Damage capped by Resonance
Lust:
Mutation – Make physical adjustments to your own body. 2 Essence per point value of the mutation - see page xx for examples, The mutations last until dismissed.
Progeny – Create temporary symbiotic or parasitic servitors. Spend Essence equal to the Condition of the creature. They survive a number of hours equal to Resonance unless fed Health or Essence.
Sufferwell – Receive wound bonuses instead of penalties. Spend 5 Essence per die restored.
Consumption – Recover Condition by serving your desires, such as gorging on food or drugs, 2 Essence per point.
Greed:
Hyper-Appraisal – Spend 5 Essence to add your Resonance in dice to any roll to assess value or detect weakness
Craft-Savant – Spend 10 Essence to add a Craft Focus and Knowledge for a specific project, or 2 Essence for a bonus die on an existing Craft Focus for every hour spent on a project. This allows you to use materials which shouldn’t be fit for the purpose, such as swords of bone.
Integration – Integrate devices and objects into the body. 1 Essence per Condition replaced with machine.
Rendering – Rip Attributes, Skills, and Advantages from other characters. They will be reified as physical symbols which can then be Integrated or fashioned into items. 10 Essence a point.
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