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== Demon Rules Cheat Sheet == *Cover (pg 155) **You can use Cover instead of Primum as resistance to supernatural powers. **You can use Spoof to fool anything that would reveal you are not human. (157) **You can use Legend by spending an Aether and rolling your Cover. This allows you to fake having skills or merits appropriate to your cover, and gives yout he Impostor condition. (157) **Going Loud: You can utterly destroy your cover in order to be incredibly powerful for a short time. (158) *Compromise (159) **A Compromise Roll is Wits+Manipulation **Assuming demonic form is a compromise roll with a -3 penalty. Staying in your demonic form for more than a scene is another compromise roll, with a cumulative -1 modifier per scene. **Some Embeds cause compromises, all exploits do. You can spend a willpower to avoid this for an exploit. **Information about your true nature being revealed to humans THAT BELIEVE IT can cause Compromises. See the section for details. **Taking actions grossly out of character for your cover cause compromise. **You can investigate a Demon using Wits + Occult, requires a number of successes equal to their Cover, one day per roll. **Compromise rolls are modified by the current strength of your Cover: 8-10 +2; 6-7+1; 4-5 +0; 2-3 -1; 1 -2. **Compromise rolls can be modified by circumstances. If witnessed by an angel, it is penalized by the angel's Rank. If humans see an overt supernatural act, it is -2. If all witnesses are drunk/high, you have +1. **Rules for Cover rolls are found on pg 161. **Improve cover by living it (162) or via Pacts (163 & 286). Soul pacts require a DOT of Willpower. Lesser pacts require Points of willpower, and give Cover XP. *Agendas **Your Agenda gives you the appropriate condition at the start of each Chapter. You can gain the Beat once per chapter and Resolve it once per chapter, which removes the condition. You regain it at the start of the next chapter. **Inquisitors are Prepared for Anything. Beat: Make someone question their assumptions or course of action. Resolve: Connect disparate facts with a leap of logic, or +3 to any mental skill roll. **Integrators have Angel Empathy. Beat: Put the Ring at risk or make them suspicious of his motives. Resolve: Gain a +3 bonus to any roll to evade, outwit, persuade, or learn the bane/ban of an angel. This bonus does not apply to combat rolls made against angels, however. **Saboteurs have An Eye For Disorder. Beat: Draw attention to yourself by destroying, disrupting, or destabilizing a system. Resolve: When performing an action intended to create chaos, take a +3 on the skill roll. **Tempters tend to Know Someone. Beat: Delegate a task or a risky endeavor, so that you don't get your own hands dirty. Resolve: Gain a +3 bonus to a social roll where VIP status is the goal or would be a benefit. *Conditions. New Conditions are described starting on pg. 167. **This includes conditions like blown, hunted, impostor, etc. *Special Demon Powers (274) **Total Control. Rolls to ascertain a demon's true emotional state automatically fail. **Natural Aptitude. Demons are fluent in all living languages and have eidetic memory. **Other powers exist as well, and are described in this section. Such as Aetheric Resonance. **The ability to make Pacts is described on 286. *Glitches are described on 278. They are permanent or temporary supernatural flaws on your character. *Gadgets are permanently useful devices that any Demon can make. They are described on pg. 282, and cost a DOT of willpower to create. **Embedded gadgets use modified embeds and are subtle. **Exploited gadgets are bizarre devices that use Exploits. *Demonic Forms are how a demon can change into a biomechanical badass. They are described on 278. **Demons in Demonic Form use different Conditions. See page 320. **Captivated & Disoriented are on pg. 324. *Ciphers are described on 367, with mechanical information on 230. **When you gain a beat from your Agenda Condition, you may roll to advance your cipher. **Advancing through your Cipher is supposed to help increase Primum? **During the game, if you gain a beat in a scene involving angels, demons, stigmatics, or the God-Machine, the player makes a reflexive Intelligence + Wits roll. You can add your Primum if you are also following your Agenda. **On a success, you may ask one of the following questions, which must be asked in order: **Do I already know my next key? **What attribute does my next key use? **What category is my next key? **What is my next key? **On an exceptional success, you instead advance two questions.
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