Ah, y'know. This guy.
Demon: The Descent
OF FAITH, POWER AND GLORY
OF FAITH, POWER AND GLORY
Last month I grabbed a chance to run Demon: The Descent, with a mix of players familiar with the World and Chronicles Of Darkness and entirely new ones, but none of us had had a chance to try Descent before. The plan was for a shortish game over the summer, which got shorter than intended for external reasons, so the initial adventure became rather more high-stakes than it might have otherwise...
With four players, I suggested going with one each of the four demonic Incarnations, while having the same political Agenda, suggesting Inquisitor because I had a game of pursuing mysteries in mind. As such they have some concepts that would fit a longer chronicle better than a miniseries. So there may be more to come...
Each has a single human Cover identity. (The ability to maintain extra Covers is attached to the “power stat” Primum.)
Demonic powers are a mix of Embeds, which let them do things super-spies can do with gadgets (one of the characters can bug people by touching them, another can knock people out with a single strike) and Exploits, which are more mystical reality hacking. There was some delighted “whaaaaat?!” at what some of the Exploit powers could do. We left Demonic Form for the second session so that we could get started, and there was another round of delighted “whaaaaat?!” when we got there. “Do I want Long Limbs or a Plasma Drive? Hmm. Thing is, though, the mechanics are balanced!”
Argos, Psychopomp, once a many-eyed angel observer and now the owner and bartender of the Four Seasons in Chicago, someone that people can’t help sharing their secrets with. He fell when he received impossible orders, and came to believe that the God-Machine is fundamentally flawed.
Notable powers: Living Recorder (Embed, allows him to ‘bug’ someone’s senses and play them back later), Clairvoyant Sight (Demonic Form), Advanced Optics (Demonic Form)
Magnus/Opus, Messenger, a taxi driver with an uncanny knack of being in the right place at the right time - and the ability to manifest his cab around him and turn it into a tank. He fell after talking too long to those who rode his cab and seeing too much of their lives.
Notable powers: Soup Up (Embed, allows altering vehicle stats), Demon Car (Exploit, allows him to possess his car), Electrical Sight (Demonic Form), Electrical Resistance (Demonic Form)
The Undermining Whisper, Destroyer, a debunker of fraudulent psychic phenomena with a particular skill at having useful sources back him up by the time people go to look. He fell after discovering something he was meant to debunk was real and dangerous to the people he was lying to.
Notable powers: Eavesdrop (Embed, listening in on any conversation he can see), Left or Right? (Embed, influences binary decisions), Everybody Knows (Embed, spread rumours virally), Find The Leak (Embed, detects disloyal behaviours)
---- (Arne), Guardian, a bouncer with various frightening combat abilities including armour and fangs in demonic form, and a Knockout Punch all the time. He’s also the only one with a healing power. He fell after saw angels working at cross purposes, and stepped in to protect a target against a fellow angel.
Notable powers: Knockout Punch (Embed, does exactly what it says on the tin), Break To Heal (Exploit, symbolically destroy an object to heal an injury), Claws And Fangs (Demonic Form), Tough As Stone (Demonic Form)
All episode titles, and two character names, borrowed from VNV Nation. This tradition goes back to the tagline for Rose Bailey’s Strange As Angels, because about three quarters of their song titles sound like adventure titles for games about heroic demons and/or spies.