The Apocalyptic Form

During the Age of Wrath, the fallen could alter their physical form at will. When they battled the Host of heaven, they could be titans of living iron or horrors wreathed in raging fire. Among humans, they often assumed the forms of men and women, luminous and terrible to behold, or wore the guise of animals that best suited their needs. The modern World of Darkness does not possess the atmosphere of Faith to allow such effortless transformation from spirit to flesh, but the fallen can use their stores of Faith to alter their host bodies temporarily and gain superhuman capabilities. This Apocalyptic or revelatory form is a reflection of a demon's true nature, and its capacities vary depending on the character's primary lore (see the Lore section for details). When a character takes on her apocalyptic form, mortal witnesses suffer the effects of Revelation, with reactions ranging from terror to rapturous wonder.

A character's primary lore dictates which apocalyptic form she can manifest. In order for the transformation to occur, you either roll a number of dice equal to your character's current Faith pool against a difficulty of 6, or spend a point of Faith to gain an automatic success. If the roll is successful, your character's transformation occurs instantaneously.

When your character manifest her apocalyptic form, she gains access to a number of special capabilities ranging from trait increases to physical capabilities such as wings and claws. Each apocalyptic form provides eight special powers, but only four are available to characters with a Torment of 6 or less. The remaining four manifest when your character loses part of herself to her demonic nature. When your character's permanent Torment score reaches 7, you may select one of the form's four high-Torment powers and add it to her apocalyptic form. When her permanent Torment reaches 8, you may add another, and so on. If your character's permanent Torment is reduced later, her high-Torment powers are lost at the rate of one per point, in the reverse order in which they were gained. So, the power gained most recently is the first one lost when permanent Torment is reduced. Characters retain their low-Torment special abilities regardless of their Torment score.

In times of peril, a demon can tap into her dark nature and temporarily manifest a high-Torment power. The capability persists for the duration of a single scene, and your character gains a point of temporary Torment. Finally, your character doesn't have to manifest all of her special abilities when invoking her apocalyptic form. (A set of eagle's wings might be inconvenient in a crowded elevator, for example.) Declare which powers you want your character to invoke before making your Faith roll. If she wants to manifest different or additional abilities later she can, but another roll is required. There is no penalty for failing a Faith roll, but a character loses a point of Faith if the roll botches.

One's apocalyptic form persists for the remainder of the scene, or it can be "turned off" at any point before then that your character wishes.

A Player's Guide to the Apocalyptic Form

Seeing a demon's apocalyptic form is one of the most terrifying - though occasionally uplifting - things a human being could ever experience. The demon's form can embody terror, carnage, hope, despair or any number of concepts, depending on what the angel was originally created to do. The exact nature of a demon's revelatory form depends on her primary lore. Although each form has its own appearance and special abilities, the system barely scratches the surface of the myriad possibilities open to the former agents of Creation.

During game play it is possible to change the abilities of a demon's apocalyptic form, either by consuming other demons' souls or by remaking the revelatory form on the fly through the expeniture of Faith. It is also possible to change one's form gradually using experience points.

Building a Demon

When building your demon's revelatory form, consider the character first. What sort of angel was he? Why did he join the rebellion? What was his role in the War of Wrath? An angel of the sea who spent much of the war spying on the enemy from rivers and streams might assume a sinuous, iridescent form that confuses the eye. An angel of the wild who pursued his foes across the world's newborn savannas might be lean and long-limbed, able to run without tiring and possessed of supermal physical senses. With the fallen, form definitely follows function.

Systems

A player begins with 16 "form points" with which to build an apocalyptic form. Each capability has a point value ranging from one to four. These lists include "common" form powers (available to demons of any Hous) and more specialized powers listed by House. The player must purchase eight revelatory capabilities (four normal and four high-Torment) for the character, thus establishing the character's beginning revelatory form abilities.

Note: These "form points" do not transfer into freebie points; a player cannot choose to spend 10 form points building his character's revelatory form and then spend the other six to buy additional Attributes or Abilitis. By the same token, a player cannot use freebie points to buy additional or more expensive form characteristics for his demon's apocalyptic form.

A starting character's revelatory form is still based on her primary lore to some degree, so it must have at least one of the basic template's special abilities in the Demon core rulebook. This one special ability can come either from the normal or high-Torment abilities of the visage. Additionally, the Houses each have their own capabilities that come more naturally than others. Devils, for example, excel at inspiring (and terrifying) others, but they possess limited ability to change their own bodies, whereas Devourers almost universally manifest aspects of the natural world in their revelatory form. In addition to a list of "common" form abilities, each House has its own list of specialized abilities. A player who wishes to purchase a form capability from a different House pays one more point than the listed cost.

The abilities presented on the following lists can be taken as either normal or high-Torment powers. Abilities purchased to fill high-Torment slots cost one point less than the listed cost.

An ability preceded by a "^" symbol may be taken only as a high-Torment ability at the listed cost.

The capabilities listed here are available to all demons of all Houses. In some cases, the cost is slightly higher than those listed under a House power of a similar nature. (A Malefactor's player, for instance, could purchase Master Artisan at a lower cost than that listed for Enhanced Ability in order to pump up his character's Crafts Ability, but he would still pay the cost listed here for Enhanced Ability in order to bump up his character's Brawl.) If a demon can purchase a form capability at two different costs from the House list and the common form abilities list, the lower cost applies. This list is by no means exhaustive . If a player wishes to create a unique ability for her character, the Storyteller should work with the player to decide its game effect and point cost.

• Armor (4 points) : Whether his armor comes from the stony hide of the Visage of the Earth or the thick, leathery skin of the Visage of the Beast, the character is extremely hard to hurt. Add four dice to the demon's soak pools to resist bashing, lethal and aggravated types of damage.

• Casts No Reflection (2 points): The demon's image does not appear in a mirror, nor can it lie captured in a photograph or by a video camera.

• Claws/Teeth (1 point): The character manifests claws and fangs that inflict Strength + 2 aggravated damage.

• Damage Resistance (3 points) : The demon is capable of shrugging off damage that would cripple a normal human. She may ignore any wound penalties for the duration of the scene. Penalties for injuries incurred while in apocalyptic form apply again once human form is resumed.

• Enhanced Ability (3 points): The difficulty on rolls involving any one Ability drops by two while the character is in her apocalyptic form. This bonus might be due to preternatural quickness (Athletics), an awe-inspiring wreath of flame (Intimidation), a special kinship withanimals (Animal Ken) or enhanced knowledge of ancient secrets (Occult). The player must specify which Ability this power affects at the time of purchase, and he cannot change it to a different Ability later. Enhanced Ability may be purchased multiple times, but each purchase takes up one of the character's eight available slots, and each one must be allocated to a different Ability.

• Enhanced Senses (3 points): The character's five senses are heightened to superhuman levels, reducing the difficulty of her Perception rolls by two.

• Enhanced Mental Acuity (4 points): The character receives a mere taste of the clarity of thought she once knew. The character adds four dots to her Mental Attributes in any combination at the player's discretion. The allocation must be determined when the ability is purchased, and it may not be changed afterward unless the rules for modifying the apocalyptic form during play are being used.

• Enhanced Social Traits (4 points): The character's physical appearance, poise and grace leave humans in stupefied awe. The demon gains four dots to add to her Social Attributes in any combination at the player's discretion. The location must be determined when the ability is purchased, and it may not be changed afterward unless the rules for modifying the apocalyptic form during play are being used.

• Extra Actions (3 points): Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of defending initiative, so if a demon with an initiative of 7 gains an extra action, she takes her normal action at 7 and her extra action at 6. The player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken.

• Extra Health Levels (3 points): The character's vitality provides three extra Bruised health levels for the purposes of absorbing bashing, lethal and aggravated damage.

^ • Extra Limbs (3 points): The demon grows a second set of arms or a prehensile tail, at the player's discretion. Extra arms allow a character either to parry or block hand-to-hand or melee attacks without sacrificing her own attack, or to make up to two additional attacks of her own per turn using her full dice pool. A prehensile tail is half the character's height, uses only half the character's Strength (rounding down) to lift objects and allows the character to hang suspended.

Gaping Maw (2 points): The demon can chew and digest anything it can get its teeth on. Metal, stone and flesh can all be ground up and digested with case. The difficulties of bite attacks decrease by two,and the maw inflicts Strength + 4 aggravated damage.

^ • Horns (1 point): A pair of curved ram or bull's horns protrude from the character's forehead. If attacked in close combat, the character may make a free counter attack at his foe. RollDexterity + Brawl. If successful, the character inflicts aggravated damage equal to Strength - 1.

• Improved Attribute (3 points): One of the demon's Attributes increases by two in revelatory form. This must be the same Attribute every time, unless the rules for modifying the apocalyptic form during play are being used.

• Improved Initiative (1 point): Add two to the character's initiative score.

• Increased Size (3 points): The character's body grows to a third again its own height, adding the following bonus traits: +2 Strength, +1 Stamina, and one extra Bruised health level for the purpose of soaking bashing, lethal and aggravated damage. Difficulties to strike the character in ranged or melee combat drop by one.

^ • Lashing Tail (1 point): The character manifests a long, reptilian tail tipped with a curved, bony spike that inflicts Strength - 1 aggravated damage.

• Pass Without Trace (2 points): The difficulty of the character's Stealth rolls decreases by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.

• Regeneration (4 points): The demon regenerates one health level of bashing or lethal damage per turn automatically as a reflexive action.

• Wings (3 points): A pair of wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn. These wings might resemble those of a raven, owl, swan or eagle or (if the demon uses a high-Torment application of this power) the leathery wings of a bat. At a cost of one extra form point, the demon can take off from a standing position and actually gain altitude by flapping her wings.

Tactics of Revelation

Demons are individuals, but they are nevertheless influenced by the perspectives and duties of their House. This is reflected in the way that each fallen manifests and uses his apocalyptic form and its unique combination of abilities. After all, the fallen are beings shaped by the Creator with certain jobs and habits essentially inculcated into their very being. While the nature of each rebel angel necessarily changed during the war, certain patterns of behavior still remain ingrained within the fallen angels of each House. What follows are ideas that offer insight into how member s of each House use rheir apocalyptic form, what situations might call for the use of their form and possible applications for their form's special abilities.

Th e revelatory form is plumage to the Defilers. Like a peacock displaying its feathers, Defilers most commonly use the form as a seduction or inspiration to unwitting mortals. After all, they now exist in a culture dominated by Western thought, where appearance is the essence of who one is. The look is everything, and to the Lammasu, the apocalyptic form is exemplary of their "look." They can get just about anything their hearts or souls desire through dressing-up in their demonic regalia.

The Defilers' revelatory form essentially helps them to be modern-day Muses. With it, a Defiler is capable of inspiring art, terror, lust, self-hatred, self-love or any other rung on the emotional ladder. With beautiful voices and sculpted features, they can gather Faith with the magnetic appeal of their unearthly beauty. On the other side of the coin, their black orb eyes and razor teeth allow them to arouse new levels of horror and enthrall mortals with inescapable dread.

Tactics: Defilers, like Devils, have no problem delivering deals to potential thralls and using their forms as a bargaining chip so many people desire pleasure in so many forms that a Lammasu's form abilities seem only to further the theatrical nature of what they can deliver. They rarely invoke their full form — merely bits and pieces to aid them in their conquests. Casual use of Lyrical Voice. Enhanced Empathy and Enhanced Social Traits gives any Defiler the edge in a social situation, and they use their abilities with care and precision. It's when a Defiler doesn't get what she wants that the descent into high-Torment powers begins to become a very seductive notion. Someone not playing along with a Lammasu's little game? He might see the darker side of a Defiler's form, complete with invective, claws, teeth and terror.

Changing Forms

Demons can change their revelatory forms, given the right circumstances. As the fallen are newly returned to Earth, many do not realize they have the power to do so. Certain ingenious demons have found ways to alter their apocalyptic form traits, however, remaking themselves in their own images. In so doing, of course, they grow even farther removed from the purpose God envisioned for them, but then, God seems curiously absent from the World of Darkness.

Before discussing game systems, it's worth considering what making changes to a demon's apocalyptic form means to the demon. As mentioned previously, the apocalyptic form is a reflection (albeit a tarnished one) of the purpose for which God originally crafted the character. The character's Torment has warped the once-divine form, stripping the demon of much of his power and tainting what remains. In many ways, the visage is all that remains of the angel the character once was. This means that demons who still wish to hold true to their original purposes (Reconcilers, some Luciferans, and the occasional Cryptic) probably won't seek to change themselves overmuch. More progressive (some would say "practical") demons seek to reshape themselves into whatever form will present the greatest advantage toward whatever, goals they have set. This means that the Ravener who has discovered that her form is more fluid than she thought will quickly changc her apocalyptic form into an engine of destruction (and likely become consumed by Torment in very short order).

This isn't simply a matter for idle debate, either. What form a demon takes when the human mask is cast off says a great deal about how much the world (and the Abyss) has affected her and how functional she still is with respect to her true nature. A demon whose apocalyptic form looks like a beautiful, radiant angel is, on some level, that angel. Likewise, a Defiler whose revelatory form allows her to manipulate listeners is not being untrue to herself by doing so — she really is a manipulator. But a Devil who embodies the Nusku, and then, as Torment rises, grows a lashing, barbed tail is drifting steadily away from being a wielder of the Holy Flame. God imposed an order on the world, so a demon's attempt s to change his form be legitimately regarded as attempts to improve God's order (acts that have historically gone over extremely badly).

The counter-argument, of course, is that change is part of the divine order. People, animals, and in fact everything in Creation changes day by day. Even angels can and do change — God Himself changed each of the Houses of the Host when He levied His curses through Michael. And although Hell has occasionally been described by human pundits as a place where nothing ever changes, the fallen can confidently say that this is not so. Change is possible in the Abyss — not a single angel cast there has emerged without alteration. In the face of this logic, altering one's revelatory form doesn't seem so blasphemous. As support for this argument, the few demons who have changed their forms — using the slower method, of course — have reported no increase in the nagging anguish they feel constantly (at least not connected with changing the form).

Both arguments are academic, of course. Absorbing the abilities of a demon's revelatory form by consuming his soul carries its own risks, regardless of whether God intended for these forms to change. Doing so by practice (that is, spending experience points) is probably safer, but much slower as well. Changing one's form on the fly merits its own discussion. The Storyteller, however, is free to make a ruling on whether or not altering one's apocalyptic form has any sort of long-ranging consequences stemming from changing what God Created. Demons are, of course, so far from the angels of Creation that it's hard to imagine a slight change in revelatory form making much of a difference, but God does work in mysterious ways.

The three methods for changing a character's revelatory form traits are explained below. All of these methods are left to rhe Storyteller's discretion in the end; players should not assume that simply because these rules exist that the Storyteller will allow them unchanged. This is especially true for the rules on changing one's form during play.

Development and Growth

As players accumulate experience for their characters, they may choose to "buy" different abilities for the demons' apocalyptic forms. In truth, the process is more like trading than purchasing, as a demon character can never have more than eight apocalyptic form traits. As demons progress in power (and more specifically, as they grow in Faith and/or Lore), however, their revelatory forms might well change, too.

Before looking at systems, the player should consider exactly what is involved in changing these abilities. As stated previously, the revelatory form is literally an essential part of the character. For it to change, something about the character must change as well.

Changes in Lore

It's not really possible (or at least not supported by the system) for demons to lose dots in lore, so the change is really in the area of increase. As a demon grows into his mystical power, his essence — and therefore his revelatory form — might change as well. Demons do not look upon their infernal evocations as toys. Using them is an act of Faith (even if the evocation tn question doesn't actually require an expenditure) and that is never to he taken lightly. The player should consider her character's lore and how the character learns it (finding new lore or remembering his old lore) with regards to her apocalyptic form, however. After all, a Namtar was probably created with the (rather vague) purpose of bringing death. That concept can be further refined by what other lore the character knows. If, for example, rhe charactcr also has dots in the Lore of Patterns, maybe that particular Slayer was responsible for infection of epidemics? Conversely, a Namtar character with ratings in the Lore of Flame and the Wild might have invented (or contributed to) forest fires. Plus, a starting character knows very little of the lore she once mastered. This means that the character might have vague notions of her purpose, and as the character develops, she is able to recall more of what she was once able to do.

This all ties in with the apocalyptic form because an angel's original purpose helps determine the vestiges of glory that remain as apocalyptic form abilities. The forest fire Namtar might start with two dots in the Lore of Death and one in another of her House lore. Over time, she recalls the first dot of the lore of Flame and something clicks. At that point, the player might consider changing out one of her form abilities for something more suitable to her original purpose. In this case, the character actually doesn't control what form ability she loses or gains. From her perspective, it just happens (although the player naturally makes the decision).

On the other hand, if a demon actively seeks to be taught a new lore, the apocalyptic form might remain the same or change in response to the new evocations, as the player wishes. The difference is that the character is willfully directing the change. At the Storyteller's option, attempting this sort of "improvement " might constitute a Conscience roll for demons with low Torment.

Changes in Outlook

If the character simply wishes to alter a form ability of her apocalyptic form independently of her lore (perhaps changing one House ability for another), the Storyteller should adjudicate whether or not the change is valid for story purposes. Simply swapping out abilities that the player doesn't find useful isn't a good enough justification for changing the demon's innermost essence. The player should describe what about the demon is truly changing and take the form change as simply a metaphor thereof. The Storyteller may require the purchase of other, ancillary traits to help solidify the choices. For example, Marash, a Devil who embodies the Nusku visage, has Radiant Aura as one of his form abilities. As play continues, Marash's player sees the character growing angrier with rhe state of world, his ideology shifting from his Lucifcran beginnings to the stance of the Raveners. His form begins to change as well. He no longer embodies the resplendent Angel of Holy Fire that he once was; instead he burns so hot that anything coming near him is singed. His player decides that this manifests as the light of the fire dimming (so opponents no longer receive a bonus to hit him) but burning hotter (so foes might actually take damage from doing so). This change involves taking a kind of natural weaponry for the character, and the Storyteller approves the choice, provided that the player also spends experience to raise Marash's Strength or Stamina (representing the shift from social to physical in his outlook).

Systems

If the player wishes to buy a form ability that is equal in "form point" value to the one she wishes to replace, the player must pay a number of experience points equal to twice the character's Faith rating. This means that the higher a demon's Faith rating is, the more firmly cemented her purpose and self-image is, and the more difficult changing her apocalyptic form becomes. There is no further experience point cost if the two powers are of equal value.

If the player is trading a form power for one with a higher "form point" cost, the process is a bit more costly. In addition to the listed cost (Faith rating x 2), the player must also pay four times the difference in form points between the two powers. The point modifiers for buying high-Torment powers and for buying powers outside of one's House still apply.

If the character is, for whatever reason, "trading down" and replacing a power with one of lower value, she must still pay the Faith rating x 2, but incurs no additional cost. There's no "price break" involved either, however. Changing the revelatory form is always an effort, and making extreme changes (that is, buying more expensive powers) is simply more of an effort.

Consuming Souls

A demon' s revelatory form might change because of recalled lore or simple distance from God's original design. This might be desirable as far as redemption is concerned, but this method is far preferable to the other. Chapter Nine of Demon: The Fallen details how one demon can consume the soul of another and absorb her memories, lore and Faith. A skilled enough demon can even absorb his victim's revelatory form, adding it to his own. While this is most certainly a path to great power, the risks that it carries give the few demons who know of the possibility pause.

Consuming a demon's soul absorbs not only the victim's Faith, but her Torment as well. Ordinarily, this, is not an issue, as the demon usually takes in only knowledge, but if the attacker attempts to absorb the victim's very form, that Torment becomes a real and physical part of the attacker. Additionally, the attacker's original divine purpose (or whatever remains of it in the demon's current state) isn' t altered by the absorption of another demon's soul. This means that the new form modification is added rather sloppily to the attacker's own revelatory form, and his control over it is imperfect for a time. Absorbing form characteristics is also dangerous bccause it alters the demon's True-Name. While this might foil any being who knows the attacker's True Name (at least for a time; the Name changes but slightly, and a being with the means to investigate the character can discover her "new" True Name with methods discussed elsewhere) it also confuses the attacker greatly. His essence, his soul, his very persona has been altered, and that takes some time to get used to. The alteration presents a slight chance that the attacker's memories are altered or destroyed, or possibly even replaced by those of the demon he consumed.

Systems

The mechanic s for absorbing a demon's apocalyptic form are similar to the normal rules for soul-consumption. The victim's host body must be destroyed and the attacker must inhale the victim's soul. The attackcr's player then makes the Faith roll as usual, resisted by the victim's Faith or Torment. If the aggressor scores more successes, the victim is destroyed and the Storyteller rolls the victim's Faith rating (difficulty 6) to determine how much of the victim's soul the aggressor can consume.

Harsh Consequences

It might seem that the ramifications and side effects of cannibalizing another demon's soul for purposes of taking on its revelatory form traits are overly harsh. Considering that there are no systemic consequences for consuming a demon's soul under normal circumstances, why should taking on a revelatory form ability make such a difference?
The reason is that all demons' apocalyptic forms are unique, while lore is not. While two demon s might manifest the Lore of Flame differently, it's still the Lore of Flame, and it follows the predetermined pattern that God set down so many aeons ago. Likewise, absorbing secrets from Bashiel the Scourge doesn't necessarily absorb what made Bashiel herself, it just means that the attacker knows something that Bashiel once knew.

But apocalyptic forms vary from demon to demon, even within the same visage. As stated previously, the revelatory form defines the demon like no other part of her except her True Name. Therefore, consuming that uniqueness merges the attacker and victim, inextricably. That is why the risks — and the rewards — are greater. (Of course, any Storyteller who wants to place similar ramifications on consuming souls at all has White Wolfs full support)

At this point, the aggressor can attempt to absorb the victim's apocalytpic form as well, assuming the aggressor even knows this is possible. The aggressor might "guess" that this can be done (allow the player an Intelligence + Occult roll, difficulty 8), and add any dots in the Legacy background to the roll.

If the aggressor wishes to attempt to consume the victim's form, the Storyteller makes a second roll against the victim's Faith. If the victim' Torment was higher, however, roll that trait instead. In either case, the difficulty is 6. For each success, the aggressor absorbs one ability from the victim. The attacker may choose to absorb fewer form abilities than the number of the successes rolled should she so desire. Given the consequences for consuming a demon's apocalyptic form, this is often the case.

The following constraints and consequences apply when absorbing another demon's revelatory form:

• The aggressor gains a temporary point of Torment for each ability absorbed.
All abilities absorbed are considered high Torment. The character begins manifesting these abilities at five dots of permanent Torment, not seven.
• The new capabilities take some time to meld with the aggressor's apocalyptic form. For a number of weeks equal to the "form point" cost of the power, the difficulties to use the new power(s) increase by one. This does not apply to such powers as Enhanced Abilities, where the stated purpose is reducing a difficulty, nor to "passive" powers like Radiant Aura.
• The aggressor's True Name changes slightly, which requires an adjustment on the demon's part. For the next month, the difficulties of all evocations and any other roll involving supernatural prowess or Faith (including rolls to see through illusions) increase by the number of form abilities absorbed (maximum difficulty modifier of +3). Additionally, the demon is harder to contact by invocation using her True Name. She'll feel a tingle when somebody uses her "old" True Name, but she cannot be invoked completely. Invoking the demon by her Celestial Name still works normally, however.

Thralls and the Apocalyptic Form

One of the prospective gifts a demon can give his thrall is one or more of the special abilities conferred by her own apocalyptic form. Typically, this applies only to the low-Torment end of the spectrum — imbuing the thrall with the high-Torment form abilities is dangerous for both the demon and the thrall. That's not to say it can't be done, but the price is often more than just the internal bargain sealed between the two in the first place.

High Torment Thralls

If a demon's Torment is 7 or less, it is dangerous, if not impossible, to give his thrall access to the four high-Torment form abilities associated with his apocalyptic form. Why is it dangerous? When a fallen confers one or more of his high-Torment form enhancements to a thrall, he is forced to open himself to his demonic nature and memories of the Abyss. The mental stress of remembering the knifing winds, the cold desolation, the tortuous parade of humanity's sorrows and failings all comes back to haunt the fallen as it pours from him into the thrall. Therefore, for every high-Torment power given to a thrall, the demon incurs a point of temporary Torment.

But that's not all. The thrall feels the Torment as well, but mortal minds are not meant to grasp an eternity of pain. For each high-Torment power that a thrall is given, the mortal gains a single derangement. These derangements are often (though not always) related to the pact forged between the fallen and the thrall in the first place.

Thralls Evoking the Apocalyptic Form

To activate any enhancements, rhe player of a mortal thrall rolls Willpower (difficulty 6). This is different from when a demon evokes the form, however. When a fallen accesses her revelatory form, it takes only one roll to bring forth any or all of the powers available to her. A mortal's player, however, must roll for each enhancement he chooses to use. If a mortal thrall has both Thunderous Voice and Immune to Fire, each one requires a Willpower roll to trigger. Failing this roll means the transformation simply doesn't occur. Botching the roll, however, causes the thrall to lose a point of temporary Willpower. A Willpower point can he spent in lieu of a roll to automatically access the ability.