Apocalyptic Forms

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  • "Apocalyptic form", "revelatory form", and "visage" are all the same thing.
  • Even if you only manifest one effect, you still count as taking your apocalyptic form.
  • While in your apocalyptic form, physical and mental merits/flaws do not apply. (DPG 75) We interpret "fully" as "to any degree whatsoever".
  • Custom apocalyptic forms:
    • Demons can replace up to two low-torment and two high-torment effects of their apocalyptic form.
    • Costs are per DPG chapter 4. (Some are clearly different names for the same thing. Shroud of Flames and Ink Cloud don't appear to be in DPG at all, they're both rated at 2.)
    • XP cost is (10*difference) XP if the new effect is more points, free if it's same or fewer.
    • Demons whose total is under 16 can add effects. XP cost for going above 16 total and/or 8 low-torment is 10 per dot over.
    • Multiple form powers that improve the same stat cannot be stacked.
    • Multiple form powers that improve two stats used together (probably attribute+ability) can be stacked.
    • These XP costs override DPG page 124. Changes with a non-zero XP cost are not available during chargen.

Contents

Custom

Modifiers:

  • -1 if high-torment (exception: effects marked with * can only be high-torment)
  • +1 if out-of-house

"Grapple" includes both clinch/grapple (restrain and cause damage) and hold (restrain only)

Common

Cost Ability Description
4 Armor +4 soak, including agg
2 Casts No Reflection Affects cameras
1* Claws/Teeth Str+2 agg
3 Damage Resistance No wound penalties until human form resumed
3 Enhanced Ability -2 diff one ability
3 Enhanced Senses -2 diff Perception
4 Enhanced Mental Acuity +4 mental attributes in some pre-selected combination
4 Enhanced Social Traits +4 social attributes in some pre-selected combination
3 Extra Actions Spend Faith at start of turn, +1 action per point
3 Extra Health Levels +3 Bruised
3* Extra Limbs Extra arms or prehensile tail (tail is half the demon's height and Strength rounded down)
2* Gaping Maw Chew and digest anything, -2 diff bite, Str+4 agg
1* Horns Free counter-attack if attacked in close combat, Str-1 agg
3 Improved Attribute +2 one attribute
1 Improved Initiative +2 init
3 Increased Size 1/3 taller, +2 Strength, +1 Stamina, +1 Bruised, -1 diff to hit demon in ranged or melee (not unarmed)
1* Lashing Tail Str-1 agg
2 Pass Without Trace -2 diff Stealth, no footprints or other physical evidence
4 Regeneration Heal 1 bashing/lethal per turn as automatic reflex
3-4 Wings Extend to 1/3 longer than demon's height, glide at 3x running speed, 4 = take off from standing position and gain altitude

Defilers (Lammasu)

Cost Ability Description
3 Alter Size Down to 1/3 normal volume, +2 diff to hit the demon
3 Distortion +2 diff to hit the demon with ranged attacks, +1 diff with close (unarmed/melee) attacks; demonic resistance to illusion neutralizes this
1 Enhanced Empathy -2 diff Empathy
1 Enhanced Intuition -2 diff Intuition
2* Ichor +2 diff to grapple the demon
2 Immune to Electricity Negate all damage
2 Improved Dexterity +2 Dexterity
2 Ink Cloud Targets within (Faith) feet roll Stamina to avoid being blinded for (Torment) turns, cloud lingers for (Torment) turns
1 Lyrical Voice -2 diff Leadership, Subterfuge
3 Sea's Beauty +2 Charisma, +1 Manipulation, +2 Appearance
3* Shark Hide +4 soak, including agg
2 Shocking Touch (Faith) bashing once per scene
2 Spines Unarmed +1 level agg
3* Venom Bite / open wound / kiss: roll Stamina to avoid losing (Torment) Willpower, lose all Willpower this way = coma, effects last (Torment) days
1 Weather Sense Sense changes within Faith*10 miles

Devils (Namaru)

Cost Ability Description
3 Affirm Roll Faith, success = target mortal (eye contact) gains 1 Willpower
2 Beckon Mortal fails Revelation check = tries to follow the demon and keep them in sight until attacked or shaken
2* Corrosive Spit Bite (+1 level agg) or spit up to 10 feet (roll Dexterity, 1 agg per success)
4 Dread Gaze Target (eye contact) rolls Willpower vs 7 or loses actions that turn
4* Fiery Blood Flammable objects burn on contact, opponent damaging demon in close combat takes 1 level lethal
3 Immune to Fire Negate all damage from fire/heat
2 Increased Awareness -2 diff Awareness
2 Inhuman Allure +2 Charisma, +1 Manipulation, +1 Appearance
2 Lordly Mien -2 diff Charisma, Manipulation
1 Radiant Aura +1 diff to hit the demon with ranged attacks
3* Scales +4 soak, including agg
1 Sense the Hidden -2 diff Perception to spot targets hidden within line of sight
3 Spark of Faith Faith vs target (touch) mortal's Willpower, heal 1 bashing per success; if high-torment, roll Torment instead and inflict damage
2* The Host Str+3 agg per turn during grapple
1 Voice of the Damned -2 diff Intimidation

Devourers (Rabisu)

Cost Ability Description
4 Aura of Vitality Living things within (Faith) yards heal 1 bashing per turn
1 Chameleon Skin -1 diff Stealth while moving, -2 while still
3* Disperse Roll Torment to transform, attacks as a swarm of small bugs (Demon Storytellers Companion page 72) that does agg
3 Enhanced Social Traits +1 Charisma, +1 Manipulation, +2 Appearance
1 Enhanced Survival -2 diff Survival
2* Frenzy No wound penalties, each turn roll Willpower vs Torment (may spend Willpower for auto-success) or attack nearest person (friend or foe) with whatever's handy
3 Immune to Poisons Negate all damage/impairment from toxins, including alcohol/nicotine
3 Natural Weaponry Claws/Teeth, Gaping Maw, Horns, Lashing Tail, or Spines; may be low-torment
3 Nimble Hunter -2 diff Athletics, x2 leaping distance
3* Primal Mind demon rolls Torment, target (touch) mortal rolls Willpower, demon gets more successes = target loses all knowledges and most skills (may exclude e.g. Stealth/Survival) for the scene and acts on survival instinct
1 Relentless Walk/run indefinitely without fatigue/hunger
2 Sun's Bounty Once per day, stand in direct sunlight for an hour to heal all bashing or 1 lethal/agg
2 Thick Hide +4 soak, including agg
1 Thorns Opponent striking unarmed or grappling demon takes 1 level agg
3* Toxins Claw / bite / open wound / kiss: (Torment) lethal, soakable

Fiends (Neberu)

Cost Ability Description
3* Aura of Misfortune Anyone within (Torment) yards botches on 1 or 2
2 Cloak of Shadows -2 diff Stealth while in darkness, opponents attack the demon as if blinded
3* Chimerical Attack Nearby chimera do one close combat attack per turn; initiative = same as demon, attack pool = Torment, base damage = 4 agg
1 Dread Mien -2 diff Leadership, Intimidation
1 Enhanced Dodge -2 diff Dodge
1 Enhanced Intuition -2 diff Intuition
3 Enhanced Mental Acuity +1 Intelligence, +1 Wits, +2 Perception
4 Eyes of Fate Roll Perception + Awareness to detect whether target is potentially important to demon's current plans/goals
3 Hypnotic Visions Opponent attacking the demon rolls Wits vs Faith (vs Torment if high-torment) or loses actions that turn; demonic resistance to illusion negates this
1 Increased Awareness -2 diff Awareness
2 Night Sight See clearly in complete darkness
3* Rend the Soul Roll Torment vs 7, target (non-demon) loses 1 Willpower per success, lose all Willpower this way = do nothing but sit and weep
1 Sense the Hidden -2 diff Perception to spot targets hidden within line of sight
1 Sibilant Whispers -2 diff Subterfuge
1 Unearthly Glamour -2 diff Manipulation, demonic resistance to illusion negates this

Malefactors (Annunaki)

Cost Ability Description
3 Alter Size Down to 1/3 normal volume, +2 diff to hit the demon
2 Conjuration Dexterity + Athletics to draw an item from a pocket or conceal an item without detection
1 Dead Reckoning Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
2* Ichor +2 diff to grapple the demon
4 Immune to Bashing Damage Negate all bashing damage
3 Immune to Fire Negate all damage from fire/heat
3 Iron Skin +4 soak, including agg
2 Irresistible Force -2 diff feat of strength
2 Magnetic Field Disrupt electronic devices within (Faith) yards
1 Master Artisan -2 diff Crafts
2 Night Sight See clearly in complete darkness
1 Relentless Walk/run indefinitely without fatigue/hunger
1* Spikes Unarmed +2 agg
3 Thunderous Voice 4 bashing to anyone within (Faith) yards once per scene
3 Tremor Sense Always go first in initiative order, cannot be surprised unless opponent rolls more successes on Wits + Stealth than demon rolls on Faith (Torment if high-torment)

Scourges (Asharu)

Cost Ability Description
4 Aura of Vitality Living things within (Faith) yards heal 1 bashing per turn
2* Caustic Bile Range = (Faith) feet, Dexterity+Athletics, Str-1 agg
2 Cloak of Shadows -2 diff Stealth while in darkness, opponents attack the demon as if blinded
1 Dead Reckoning Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
1 Enhanced Dodge -2 diff Dodge
1 Enhanced Intuition -2 diff Intuition
2 Immune to Falling Damage Land on feet
3 Improved Physical Capabilities +1 Strength, +1 Dexterity, +1 Stamina
3* Miasma Anyone within (Faith) feet rolls Stamina vs 7 or loses actions that turn
4 Mist Roll Faith (Torment if high-torment), 100 square feet per success, lasts a few turns to a scene depending on wind, choking smoke if high-torment
2* Multiple Eyes 360-degree vision, -2 diff Perception
1 Perfect Balance -2 diff Athletics for leaping/tumbling
1* Quills Opponent hitting demon in close combat rolls Dexterity vs 7 or takes 1 level lethal
1 Supernatural Vision x5 distance with even a weak light source (e.g. moonlight), -2 diff Perception based on vision
2* Viscous Flesh +2 diff to grapple the demon, roll Dexterity to escape bonds such as ropes/handcuffs

Slayers (Halaku)

Cost Ability Description
2* Aura of Dread Anyone within (Faith) yards rolls Willpower vs Torment or goes last in initiative order
2* Aura of Entropy Anyone within (Faith) yards rolls Stamina or loses 1 die for rest of scene
2 Cloak of Shadows -2 diff Stealth while in darkness, opponents attack the demon as if blinded
2 Conjuration Dexterity + Athletics to draw an item from a pocket or conceal an item without detection
1 Dead Reckoning Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
4 Death-Grip Willpower to avoid dying (coma until dawn, 1 health, -1 Faith, if 0 Faith at start then -1 perm Willpower)
4 Dread Gaze Target (eye contact) rolls Willpower vs 7 or loses actions that turn
2 Enhanced Awareness -2 diff Awareness
3 Enhanced Social Traits +2 Charisma, +1 Manipulation, +1 Appearance
2 Ghost Sight Roll Perception to see ghosts
1 Howl of the Damned -2 diff Intimidation
1 Night Sight See clearly in complete darkness
3* Reaper's Breath Anyone within (Torment) feet takes (Faith) bashing once per scene, targets that don't breathe are unaffected
1 Relentless Walk/run indefinitely without fatigue/hunger
3 Touch of Death Target can't move, speak, or feel (including pain) while contact is maintained; spend Willpower and win resisted Dex+Brawl vs 7 to escape; demons and dead targets are unaffected

Standard

Defilers (Lammasu): Ishhara (Longing), Adad (Storms), Mammetum (Transfiguration)

Ishhara (Longing)
Cost Ability
3 Enhanced Social Traits (Sea's Beauty)
1 Lyrical Voice
3 Enhanced Senses
1 Enhanced Intuition
High-torment
1 Claws
3 Venom
3 Extra Limbs
1 Casts No Reflection
Adad (Storms)
Cost Ability
1 Weather Sense
2 Immune to Electricity
1 Improved Initiative
2 Shocking Touch
High-torment
1 Teeth
1 Spines
3 Shark Hide
1 Ink Cloud
Mammetum (Transfiguration)
Cost Ability
1 Enhanced Empathy
2 Casts No Reflection
2 Pass Without Trace
2 Improved Dexterity
High-torment
1 Claws/Teeth
0 Improved Initiative
3 Venom
2 Extra Actions

Devils (Namaru): Bel (Celestials), Nusku (Flame), Qingu (Radiance)

Bel (Celestials)
Cost Ability
3 Wings
2 Lordly Mien
3 Enhanced Senses
2 Increased Awareness
High-torment
1 Claws/Teeth
3 Scales
2 Increased Size
3 Dread Gaze
Nusku (Flame)
Cost Ability
2 Shroud of Flames
3 Immunity to Fire
3 Extra Actions
1 Improved Initiative
High-torment
1 Claws/Teeth
1 Lashing Tail
2 Increased Size
4 Fiery Blood
Qingu (Radiance)
Cost Ability
3 Wings
2 Inhuman Allure
1 Radiant Aura
1 Sense the Hidden
High-torment
0 Voice of the Damned
1 Casts No Reflection
2 Corrosive Spit
1 Horns

Devourers (Rabisu): Zaltu (Beast), Ninurtu (Wild), Aruru (Flesh)

Zaltu (Beast)
Cost Ability
3 Increased Size
3 Enhanced Senses
2 Claws/Teeth (normally only high-torment for 1)
3 Extra Actions
High-torment
1 Thick Hide
2 Gaping Maw
3 Extra Limbs
0 Chameleon Skin
Ninurtu (Wild)
Cost Ability
3 Enhanced Senses
1 Chameleon Skin
2 Pass Without Trace
3 Extra Health Levels
High-torment
0 Thorns
2 Increased Size
3 Extra Limbs
4 Venom
Aruru (Flesh)
Cost Ability
3 Enhanced Social Traits
3 Immune to Poisons
1 Improved Initiative
2 Casts No Reflection
High-torment
2 Extra Health Levels
3 Armor
2 Gaping Maw
3 Regeneration

Fiends (Neberu): Ninsun (Patterns), Nedu (Portals), Shamash (Light)

Ninsun (Patterns)
Cost Ability
3 Wings
1 Improved Initiative
1 Enhanced Intuition
3 Enhanced Mental Acuity
High-torment
3 Aura of Misfortune
2 Extra Actions
3 Extra Limbs
0 Sibilant Whispers
Nedu (Portals)
Cost Ability
2 Pass Without Trace
3 Enhanced Perception (Enhanced Senses)
1 Increased Awareness
3 Wings
High-torment
1 Cloak of Shadows
0 Improved Initiative
0 Enhanced Dodge
1 Casts No Reflection
Shamash (Light)
Cost Ability
3 Enhanced Mental Acuity
2 Night Sight
1 Chimerical Aura (Enhanced Dodge, demonic resistance to illusion negates it)
1 Unearthly Glamour
High-torment
2 Hypnotic Visions
0 Dread Mien
3 Chimerical Attack
1 Casts No Reflection

Malefactors (Annunaki): Kishar (Earth), Antu (Paths), Mummu (Forge)

Kishar (Earth)
Cost Ability
3 Increased Size
4 Immune to Bashing Damage
2 Irresistible Force
2 Night Vision (Night Sight)
High-torment
3 Extra Limbs
2 Gaping Maw
1 Spikes
2 Ichor
Antu (Paths)
Cost Ability
1 Dead Reckoning
3 Enhanced Perception (Enhanced Senses)
1 Improved Initiative
2 Flashing Fingers (Conjuration)
High-torment
1 Pass Without Trace
2 Alter Size
3 Mirage (Distortion)
0 Relentless
Mummu (Forge)
Cost Ability
1 Master Artisan
3 Increased Size
3 Thunderous Voice
3 Immune to Fire
High-torment
1 Blades (Claws)
3 Extra Limbs
1 Magnetic Field
2 Iron Skin

Scourges (Asharu): Dagan (Awakening), Anshar (Firmament), Ellil (Winds)

Dagan (Awakening)
Cost Ability
4 Aura of Vitality
2 Pass Without Trace
3 Improved Physical Capabilities
3 Wings
High-torment
3 Miasma
2 Extra Health Levels
2 Viscous Flesh
3 Extra Limbs
Anshar (Firmament)
Cost Ability
3 Enhanced Senses
3 Wings
1 Enhanced Intuition
1 Enhanced Dodge
High-torment
1 Cloak of Shadows
2 Multiple Eyes
0 Improved Initiative
1 Claws
Ellil (Winds)
Cost Ability
1 Supernatural Vision
3 Wings
1 Perfect Balance
2 Immune to Falling Damage
High-torment
1 Claws
2 Extra Actions
1 Quills
2 Caustic Bile

Slayers (Halaku): Namtar (Death), Nergal (Spirit), Ereshkigal (Realms)

Namtar (Death)
Cost Ability
3 Wings
1 Improved Initiative
2 Pass Without Trace
2 Casts No Reflection
High-torment
1 Cloak of Shadows
3 Deathgrip
2 Aura of Entropy
2 Damage Resistance
Nergal (Spirit)
Cost Ability
2 Ghost Sight
3 Enhanced Social Traits
2 Pass Without Trace
3 Wings
High-torment
1 Cloak of Shadows
0 Howl of the Damned
2 Aura of Dread
2 Damage Resistance
Ereshkigal (Realms)
Cost Ability
1 Dead Reckoning
2 Pass Without Trace
2 Increased Awareness (Enhanced Awareness)
2 Conjure from Nothing (Conjuration)
High-torment
1 Cloak of Shadows
0 Relentless
0 Voice of the Grave (Howl of the Damned)
3 Dread Gaze