Innate Abilities

All demons posses s the following innate powers, regardless of dieir House. These capabilities are unaffected by Torment, and they are always active as long as a character at least one point remaining in her Faith pool. If a character has exhausted her Faith pool, she may still take advantage of these innate powers by drawing Faith from her mortal thralls

  • Resistance to Mind-Control: Demons are immune to any form of mind-control and to supernaturally induced fear.
  • Resistance to Possession: For obvious reasons, the fallen cannot be possessed, but if an attempt at possession occurs while the character is devoid of Faith, it is possible to force the demon from its mortal host. In this case, the player is able to resist the attempt with a resisted Willpower roll. If the roll fails, the demon is forced out of its host body and must find another anchor immediately or be drawn back into the Abyss. See page 258 of the Systems chapter for more details on dispossessed demons.
  • Resistance to Illusion: Demons are especially adept at discerning the real from the illusory, and they may attempt to penetrate illusions or supernatural forms of concealment regardless of the source. When confronted by an illusion or in the presence of a person or thing that is supernaturally concealed, the character can see past the artifice with a successful Perception + Alertness roll (difficulty 7). If the source of the illusion or concealment is another demon, the difficulty of the roll is equal to the opposing demon's Faith or Torment score, whichever is greater.
  • Lethal Damage: When in their apocalyptic forms, demons can use their Stamina to soak lethal damage.
  • Healing Physical Damage: Demon characters may use Faith to heal bashing or lethal damage. You can spend one Faith point to heal all of your character's bashing damage, while lethal damage is healed at the rate of one health level per point spent. Separate Faith points must be used to recover from bashing and lethal damage. Aggravated damage cannot be healed in this fashion.
  • Invocations: The power of a demon's name is such that invoking it, even in conversation, is enough to draw that spirit's attention, no matter how far away he may be. What's more, the subject can attempt to ascertain who is speaking about him, where that being is and even what is said. Demons take notice whenever their Celestial or True Names are spoken. The feeling manifests differently for each. Some experience a chill that races across their skin or down their spine, while others feel an invisible pull that tugs at their mind. If a character concentrates, she can attempt to detennine who is using her name and why. Make a Faith roll (difficulty 7 if the Celestial Name is invoked, difficulty 6 if the True Name is used). The amount of detail gained depends on the number of successes rolled.
Successes Result
One success The character receives a mental picture of the person who invokes her name.
Two successes The character receives a mental picture of the speaker and his immediate surroundings, including the individual(s) he addresses.
Three or more successes The character can hear what the speaker is saying for the duration of a single turn. If she wishes, the character may continue to eavesdrop on the conversation, though she hears only the voice of the individual who invokes her name. Eavesdropping on the conversation requires a successful Willpower roll (difficulty 8) in each successive turn. If the roll fails, contact is lost.

There is no distance limitation on this ability, not even between the physical and spirit realms. The capacity to establish a connection between individuals by invoking names of power also allows demons to communicate with one another and their thralls no matter how far apart diey are. To communicate with another demon, the character needs either the recipient's Celestial or True Name, and must have at least one point of temporary Faith available. Make a Faith roll (difficulty 7 if using a Celestial Name, 6 ifusingaTrueName), and if successful, whatever the character says is heard by the recipient. Once this connection has been made, die recipient can reply if she has at least one point of Faith available in her Faith pool.

Note that the recipient doesn't have to know the speaker's name to reply. Once the link has been established, it can be used by both parties. Contact lasts for the duration of a single turn. If the speaker (or the recipient of the invocation) wishes to continue the conversation, you must make a successful Willpower roll (difficulty 6) in each successive turn of communication. If the roll fails, contact is lost. This ability is not limited to one-on-one communication. A demon can direct her message to multiple recipients in different locations up to a number equal to her Faith rating. The player need make only one Faith roll to send a message, and the difficulty is 7 regardless of the names used for the invocation. Otherwise, group communications use the same rules already described. In the case of thralls, communication is automatic. The bond that already exists between mortal and demon provides the needed link, allowing a demon to contact her thralls without requiring a Faith roll. Additionally, a demon may address multiple thralls at once equal to her Faith score. Unless a thrall is specifically gifted with the ability to perform an invocation, though, she cannot initiate contact with the demon. In most cases, thralls speak only when spoken to.

Though there is no known way for an outside party to "tap into" this form of supernatural communication, nearby demons can detect its use as they would any other use of supernatural power. Likewise, since the participants must physically say what they want to convey, even as a whisper, it's possible for sharp ears to overhear at least a part of what is said.

  • Supernatural Awareness: The fallen are inherently attuned to the fabric of reality, and they are sensitive to energies and influences beyond the awareness of mortals. Players can make a Perception + Awareness rolls for demons to get a "feel" 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'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 her general vicinity. The fabric of reality distorts momentarily when powers are used, and the fallen 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.

Demons can sense supernatural energies at work within an area equal to their Faith score in miles (so a fallen with a Faith of 5 can sense energies within five miles). If a character wishes to sense the energies at work in her area, make a successful Perception + Alertness roll (difficulty 7). If the roll succeeds, your character detects the momentary distortion caused by these energies. Additional successes provide further detail.

Successes Result
One success The demon knows that something has occurred (or is occurring) in the vicinity and a general idea of how powerful the effect was or is.
Two successes The demon gains a rough idea as to the direction from which the distortion emanates.
Three successes The demon knows without a doubt the direction from which the distortion emanates, and he has a rough idea of the distance.
Four or more successes The demon knows precisely how far away the disturbance is, and in what direction. If she knows the area well, she can work out exactly where the event took place or now occurs. While demons can gain a sense of where an event occurs, it's impossible to tell from a distance exactly what kind of power or evocation is used. If they want more details they must investigate in person or send their agents to learn what they can.

While a demon's supernatural awareness usually functions only when the character actively searches for signs of distortion, the Storyteller can, at her discretion, make a reflexive roll on the character's behalf in the event of an exceptionally large flare of power in the vicinity.