Empyrean Possessed v.01
Empyrean Possessed v.01
Empyrean Possessed v.01
Introduction
World of Darkness: Inferno includes a sidebar titled “Empyrean” that briefly
discusses alternative Possessed characters, in particular those that are possessed by an
angelic being instead of a demonic one. Empyrean Possessed is a fan supplement that
attempts to present the author’s vision of how to translate the abilities and mechanics
presented for Inferno’s Possessed to best represent Empyrean. In a nutshell, Empyrean
Possessed details mortals that have become possessed by an inscrutable alien from
another world, an angel in fact, complete with strange abilities and cryptic agendas.
Before we can get in to much depth about this form of Possessed, a brief primer on
what an angel actually means in this context is probably a good idea. There are untold
volumes of vague, incorrect, and even intentionally misleading lore on angels. Even in
the real world, millions of people claim that angels are real and have an impact on their
daily lives. From a certain perspective, you could take that as either definitive proof that
angels exist, or that mass hysteria is alive and well in the world. Either way, the problem
with learning accurate angelic lore does not lie with finding subject matter, but with
sorting through the overload of information that can be found at the touch of a button
or by driving to the local library.
Due to the nature of such a wide variety of source material, it is no surprise that
no two works treat the nature of the Heavenly Host in the same way. Most of the best
works do agree on a few points, however. Angels exist, and they serve a higher power.
There is a Plan, a Great Plan, and they are an integral part of it. Angels themselves do
not, really, understand the Plan, but they are absolutely certain of their place in it. There
are many kinds of angels, including but not limited to Cherubim, Seraphim, and
Valkyries. Qashmalim do resemble some descriptions of angels to a close degree. For
the purposes of this work they are not precisely angels (as described in Empyrean and
Summoners), but can take Supreme Possession Numina and create Possessed
characters according to either these rules or those found in World of Darkness: Inferno,
as determined by the Principal (read: The Storyteller). It is safe to assume that the rest
of Empyrean Possessed is referencing both the creatures of the Aether in Summoners
and those mentioned in the Empyrean Sidebar (World of Darkness: Inferno, page XXX)
when it refers either to angels or to the Heavenly Host. One of the many conceits
outlined in this document is the idea that, except for a few noted exceptions, most
supernatural texts in the World of Darkness that refer to angels are, in fact, talking
about the same sorts of beings. Like demons, ghosts, and other spirits, angels are
versatile and varied enough in form that they can account for almost all of the
mythology about them.
Even with what little individual angels may know about the greater cosmology of
the World of Darkness, they have little to no interest in sharing that information with
mortals. Instead, they are bound to individual, specific tasks regardless of whether the
Great Plan is actually dictated from God or from stranger, unknowable plane of
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existence beyond the Aether (some might call it the Divine Fire). The fact remains, all
true angels are committed to a Directive that comes from a higher power.
A Directive includes both a core Virtue and some indication of the angels role in the
Great Plan. Angels can take possession of mortals and must struggle to control their
host bodies, just like demons. Empyrean Possessed are those who have been possessed
by angels with the Supreme Possession Numina. The angels are incomprehensible, and
rarely explain their motives or intentions, but they do sometimes communicate to their
host. Such communication is in broken messages and strange speech, weird sounds and
confused, contradictory ideas.
The Possessed character is at the mercy of an angel, which sometimes demands
truly bizarre tasks. A man possessed by an angel of Charity might be forced to give away
everything he owns, whether he wanted to or not. Another man is urged to prepare for
the coming of the apocalypse. He is forced to sell his house and stock a shelter with
firearms, then to kidnap various individuals the angel tells him are blessed to survive the
coming of Revelations, and they are being given no choice in the matter. Another angel,
driven by Faith, destroys its host, dragging her through a gauntlet of mind-shattering
religious experiences.
Becoming Possessed
While there are many ways to become possessed by an angel, one most often
first draws a Messenger, which is the weakest form of angel. A Messenger follows the
host around, urging it to ever more virtuous acts, and gain a little bit more of a foothold
in the world each time such an act is committed. Eventually it will become strong
enough to transform into another form of angel, often a Cherubim (or “Lesser Angel”).
Such an angel would then leave the host to pursue its own agenda in the world, or
maybe even serve as its Guardian Angel if they were important enough to the Great
Plan. But sometimes the Messenger has a more direct purpose, and needs to act overtly
in the mortal realm. When this is the case, the angel’s Directive supplies it with the
Supreme Possession Numina to directly inhabit the new host, securing itself a more
permanent place in the world. Others summon an angel only to discover their reach has
exceeded their grasp and now the angel is using them to pursue its purposes.
The following are characters that are particularly likely to become Possessed.
The Chosen
There are those few who have a destiny. A legitimate prophecy, no matter how obscure,
details that they will somehow be important to the Great Plan. Angels often seek out
these individuals, and sometimes Possess them for a time to keep them ‘safe’ until they
can fulfill their destiny.
The Innocent
The truly innocent are essentially wide open to Possession from all sorts of beings, and
angels are no exception. Children are more likely than adults to have a guardian angel
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(or cherubim) that protects them, and in some cases the cherubim must possess the
child to save its life.
The Penitent
Sometimes those who have fell the hardest repent the most sincerely. Whenever a
character spends experience points to raise their Morality as a result of Virtuous Action
they may attract the attention of an Angel.
The Unlucky
In the ‘field,’ that is, when actually operating in the mortal world, angels must often take
whatever means are necessary to fulfill their Directive, lest they lose their grip on the
material realm and return to the Heavens. A character might become Possessed just by
having the wrong Virtue at the right time, a convenient vessel for an angel on a mission.
The Virtuous
Characters of exceptionally high Morality ratings (8 and up) often draw the attention of
the Heavenly Host.
Possession
An angel that attempts possession will benefit from having a sympathetic connection to
its potential host. The angel’s Directive includes a Principle and a Virtue, either one of
which could aid the angel in possessing a potential target. The angel may attempt to
possess someone who is not included within his Directive, but doing so suffers a -3 die
penalty to the Possession roll. Even if successful, the angel still suffers a -5 penalty to
any rolls for control of the host body.
Resisting Possession
Dice Pool: Resolve plus Composure versus the angel’s Power Finesse. If the angel is in
corporeal form, it instead rolls Presence plus Manipulation.
Action: Reflexive and Extended. The target number of successes equals the character’s
Morality score. Each roll represents one minute of conflict.
To attempt this type of possession, the angel must have the “Supreme Possession”
Numina. The target of possession will be aware that some unknown presence is invading
both body and soul. Some may dismiss the possession as the onslaught of some form of
illness or a brief bout of madness. During the attempt, the character feels anxious and
ill. They may experience hot flashes, cold sweats, minor hallucinations, or even vomit.
Other than looking sick, the character displays no outward signs of supernatural attack,
though anyone with the appropriate Unseen Sense or similar ability will be aware that
something is wrong at the least. During the actual moment of possession, stranger
things many occur. A witness might swear they hear bells in distance, or the smell of
chocolate, or even a strange pillar of light haloing the character as clouds just happen to
part above.
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Suggested Modifiers
Character has a mild derangement (–1), character has a severe derangement
(–2), character is attempting to do anything other than be still and resolve the threat (–3
to the character); note that an angel gains 9-Again to its attempt when attempting to
possess any of the character types noted in “Becoming Possessed,” above.
Roll Results
Dramatic Failure: The character’s will crumples like a paper cup under the invisible
angelic intrusion. The character loses all Willpower points in the process.
Failure: The angel reaches the target successes first—the character is now one of the
Possessed.
Success: The character reaches the target successes first—the character rebuffs the
angel’s attempt at possession. The angel may make another attempt after 24 hours
have passed, though at a cumulative –1 penalty.
Exceptional Success: The character not only reaches the target first, but manifests a
surprising rally of internal strength. The angel is pushed out and away, and may never
again attempt possession of this character.
Character Creation
Creating an Empyrean Possessed generally follows the standard character creation rules
starting on page 34 of The World of Darkness Rulebook. The following are rules detailing
how to adapt the Empyrean Possessed template to otherwise mortal characters.
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Virtues
Virtue and Vice fall under Step Seven: Determine Advantages, but it’s necessary to
consider Virtue now.
If you look at the character sheet, you’ll note that all seven of the Heavenly Virtues, are
listed. Each gets 3 empty dots, meaning that for Empyrean Possessed, Virtues have a
numerical rating. One dot represents an innate connection to a particular Virtue. Two
dots represents a lesser connection to that Virtue. Three dots represents a greater
connection to that Virtue. Use these to determine your character’s Vestments, the
supernatural aspects of the angel that the character may access.
You begin with 3 dots to distribute across all seven Virtues. Your character’s primary
Virtue (the one written at the top of the character sheet) is also the primary Virtue trait
to determine advantages. Your character may never have more dots in another Virtue
than those in the primary Virtue. If your character’s Primary Virtue is Temperance and
you distribute 1 dot to that Virtue, no other Virtue may have 2 dots until you raise your
dots in Temperance. You could put 2 dots in Temperance and one in Justice, but you
could not do the reverse (2 in Justice, 1 in Temperance) because Justice is not your
character’s primary Virtue. It is important to see dots in these Virtues as more than
numbers, something beyond just cool new traits that give your character access to
angelic powers.
Vestments
Vestments are ways the angel’s powers manifest themselves. They represent abilities
the Possessed character can bring to bear at any time. Many of them are always active
and cost nothing. Vestments are the angelic being literally brimming to the surface. At
character creation, choose Vestments based on the dot ratings you placed in Virtues.
For each dot in a Virtue, gain one Vestment of the appropriate dot rating. Vestments,
like the Virtue ratings, are delimited by Innate, Lesser and Greater powers.
So, a character with Justice ••• chooses one Innate (1-dot) Justice Vestment, one Lesser
(2-dot) Justice Vestment, and one Greater (3-dot) Justice Vestment.
Alternately, if your Possessed has Justice •, Temperance •, and Faith •, then you choose
one Innate (1-dot) Vestment for each of those three Virtues.
Willpower
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Willpower in Empyrean works much as it does in Inferno, substituting ‘Blessed Will’ for
Infernal Will.
Morality
Your character begins with a Morality of 7, just like everybody else.
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under ‘Virtue.’ Virtues are rated from one dot to three dots, and add to
all rolls to resist supernatural effects. Dots in Secondary Virtues cannot
exceed the dots possessed by the character in its Primary Virtue.
Empyrean Merits
Twilight Familiar OOO
Enochian OO
Empyrean Vestments
The following Vestments are geared toward each Virtue the character may possess.
Empyrean Vestments are listed for the one dot (Innate), two dot (Lesser) and three dot
(Greater) versions of the Vestments. Having one dot in Justice does not mean your
character has access to all Innate Justice Vestments. You must choose one for your
Possessed character. However, you may replace one Vestment for another of equal
Virtue and dot rating.
To do so requires self sacrifice. Your character must cause a number of lethal points of
damage themselves equal to 10 minus Morality. Yes, this indicates that characters of
higher Morality can get away with sacrificing less than those with lower Morality. You
must then spend half of the experience point cost to gain a new Vestment. When both
demands have been met the character must sleep for at least eight hours. Then, the old
Vestment will have vanished, replaced by the new one.
• Innate Vestments (one dot) cost nothing to manifest. They are always active.
• Lesser Vestments (two dots) cost 1 Willpower point, their effects last for a full scene.
• Greater Vestments (three dots) cost 2 Willpower points to activate, and their effects
last for a number of turns equal to the total number of Virtue dots the character
possesses in all Virtues. A character can continue it indefinitely, but doing so is bad for
the mind, body and soul. In this way a Possessed character may suffer Burnout.
Charity
“Charity rejoices in our neighbor’s good, while envy grieves over it.”
-Thomas Aquinas
Truly charitable individuals are compelled by their compassion to share what they have
in order to improve the lives of those around them. They treat others as they would
themselves, and the gifts they give often return to them in their hour of need.
Possessed characters with Charity as their primary Virtue are known as Samaritans.
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Innate Vestments O
Gift
Gifts of the charitable are precious indeed. Any item the character freely gives to
another gain +1 Durability and +3 Structure so long as the character never takes it back.
The character may only use this ability once per session.
Lean On Me
Whenever the character is in physical contact with another being, they will not fall
unconscious due to damage taken nor do they suffer wound penalties.
Team Player
The charitable play well with others, and this Vestment magnifies that tendency. The
Possessed truly excels when working as part of a team. In game terms, the character
adds his Charity dots to his dice pool whenever assisting in a Teamwork action.
Pass it Forward
The character finds that charitable actions seem to be repaid in the form of random,
sincere generosity from others. The Resources cost of the character’s purchases are
considered to cost one dot less than normal.
Sacrifice
The character sacrifices a dot of resources to grant one of the following effects to
another character - refill all lost Willpower points, heal all bashing damage, or gain +1
defense for the remainder of the chapter.
Sincerity
As long as the Possessed is telling the truth (telling the truth includes not intentionally
leaving out important or relevant information), they score an exceptional success on 3
successes, not 5, on all Persuasion rolls.
Lesser Vestments OO
Give Skill
If another character within his line of sight attempts to perform a task using a Skill the
character himself possesses, the Possessed may sacrifice his dots in the Skill to give that
character a number of bonus dice to that Skill up to the dots possessed. The lost dots
(and bonus dice) return to normal at the end of the scene.
Good Fortune
Those characters near the Possessed character gain the 9-Again rule on rolls. This
happens to those characters within a number of yards equal to the sum of all the
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Possessed character’s Virtue dots. The character may exclude any individuals it wishes
from this effect.
Encouragement
The Possessed grants an Initiative bonus equal to his dots in Charity to all allies within a
number of yards equal to his total dots in all Virtues. During this time, the Possessed
suffers a penalty to initiative equal to the bonus gained.
Respite
Characters within a number of yards equal to the Possessed character’s dots in Charity
do not suffer from their Derangements for the duration of the scene.
Blessing
The character may touch one person per dot in Charity and offer a blessing, giving that
person +1 to all rolls for the remainder of the scene. That character’s physical attacks
(brawl and melee) are also considered Blessed attacks during this time.
Confession
The character speaks to any character who has recently (within 24 hours) suffered a loss
of Morality, and if that character confesses their sins and genuinely (at the Storyteller’s
discretion) asks for forgiveness, they may re-roll the Morality check, potentially negating
the loss of Morality (and any derangements gained therein). This Vestment may only
be employed once for any given sin committed.
Compassion
The Possessed can dispel supernatural compulsions and influences on himself and
others, either reflexively (if the Possessed is the target) or actively (if using this
Vestment on another). The character rolls Resolve + Charity, and must score a number
of successes equal to the level of the effect to be dispelled.
Forgiving Aura
While active, this Vestment affects anyone within one yard of the Possessed for each
Virtue dot the character possesses. Any character within the aura of Charity who rolls a
failure or dramatic failure may re-roll their last action. The results of the second roll
stand, even if they are actually worse than the first. The character may exclude
anyone they wish from this aura.
Helping Hands
While this Vestment is active, the Possessed gains the power of telekinesis. The
character can lift objects of up to Size 5 that weigh 200 lbs or less. Skill rolls to
manipulate objects with telekinesis replaces Physical Attributes with corresponding
Mental Attributes (Intelligence for Strength, Wits for Dexterity, Resolve for Stamina).
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Unarmed physical attacks made with telekinesis deal bashing damage and ignore
Defense, but not Armor.
Faith
The universe is ordered by a higher power. Everything has its place in the Great Plan,
and ultimately serves that Greater Purpose. The Virtue of Faith exemplifies these
beliefs, and those with Faith as their primary Virtue are strengthened by them. They are
called The Faithful.
Innate Vestments O
Conviction
Those within sight of the character have an easier time resisting morality loss when the
action that triggers the Morality roll was driven by their Virtue. They receive a bonus
to their Resolve + Composure rolls equal to the dots the character possesses in her
primary Virtue. This bonus does apply to the character herself.
Blessed Hands
All of the character’s unarmed and melee attacks are considered Blessed attacks.
Devotion
At the time this Vestment is purchased, the character must choose one Skill sphere:
Mental, Physical or Social. The character’s Faith in her abilities is such that, when the
Possessed succeeds on a roll utilizing a Skill from that sphere, the character gains a point
of Willpower (2 points on an exceptional success). However, if the character fails a roll
using a Skill from that sphere, she loses a point of Willpower (2 points on a dramatic
failure).
Oracle
With this Vestment, a character gains a bonus to Expression, Persuasion, and Socialize
rolls equal to dots possessed in the Virtue when speaking about the character’s Faith.
Clarity of Action
The character adds his dots in Faith to his Initiative.
Eviction
The Possessed adds his Faith to any Exorcism rolls. The entity being exorcised also
suffers a penalty to all rolls equal to the character’s Faith while being exorcised.
Lesser Vestments OO
Armor of Faith
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When this Vestment is activated, the skin of the Possessed is transformed from pliant
flesh into a white marble-like substance.
The new skin of the Possessed reduces the total amount of any damage taken
(regardless of source) by 2 (minimum of 1 point of damage taken) and the host body
doesn’t suffer wound penalties.
Clarity of Purpose
With this Vestment, the host finds Perception rolls are made easier, gaining a bonus
equal to the
sum total of all Virtue dots possessed.
Piety
When this Vestment is activated, anyone who wishes to attack the Possessed must roll
Resolve
+ Composure minus the Faith of the Possessed. If the roll is failed, the character may not
attack and loses her action for the turn. If the roll succeeds, the character may attack
normally but suffers a –1 penalty from that brief second of hesitation.
Shield of Faith
The character’s dots in the Faith Virtue are added as Armor against both bashing and
lethal damage for the remainder of the scene. This does not stack with other forms of
mundane armor.
Angelic Grandeur
The character manifests his Faith in all its glory (the player should have a hand in
designing exactly what this means visually). The character gains a lethal Brawl attack
(+2), can add his Faith dots to any Social roll involving Intimidation or Persuasion, and
anyone who attacks the character suffers a halved (round up) Defense score.
Bolster Faith
Empyrean can channel that Faith into a weapon when facing off against agents of the
darkness. The Possessed finds solace and power in the light. Any character with Morality
3 or lower within three yards of the Possessed or who attempts to move within three
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yards has her Speed reduced to one. Holy or blessed weapons have their bonus
increased by one die. This aura manifests as a glowing halo that backlights the
character from any direction the character is viewed.
Chain of Command
While this Vestment is active, empyrean and demons of Rank 2 or less are forced to
comply with any command issued by the Possessed. Even lesser empyrean and demons
don’t appreciate a mortal lording power over them, however, and smart Possessed keep
that in mind when issuing their “requests.”
Lay on Hands
Unlike other Vestments, Lay on Hands requires no Willpower expenditure to activate.
Instead, the Possessed spends Willpower to heal wounds. One point of Willpower can
heal either 2 points of lethal damage or 4 points of bashing damage. 5 points may be
spent to heal one aggravated level. Wounds healed leave no scars and the newly
repaired skin takes on the rosy bloom of health. The Possessed may use this Vestment
on himself or others.
King of Kings
While this Vestment is active, everyone within five yards of the host hears a whispering
in their minds. The voice of the empyrean speaks to the subconscious. The voice can be
blocked out with a Resolve + Composure roll at a –3 penalty. If the roll fails, that
individual becomes a willing slave to the Possessed. He will follow any command, even
sacrifice his own life to protect him. When the duration ends, those people who fell
under the sway of the Possessed will have no memories of their actions.
Fortitude
Innate Vestments O
Breath of Life
The Possessed gains the ability to hold his breath indefinitely.
Constitution
Subtract 5 from the rating of any Toxin or Disease affecting the character. If this
reduces the toxin or disease’s rating to 0 or below, the Possessed is immune.
Insulation
If the character takes damage from fire, assume the fire’s Size and Intensity are one less
(can be reduced to zero) per dot of Fortitude for the purpose of determining damage.
Rebound
The character heals Bashing and Lethal damage at twice the usual rate.
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Toughness
The Possessed gains +1 to her Health score.
Immaculate
The Possessed ignores one point of wound penalties per dot in Fortitude.
Lesser Vestments OO
Indomitable Will
The Possessed gains an additional die to resist mental compulsion (or an additional die
of penalty is applied to the attacker, as appropriate) for each dot in Fortitude. This
bonus stacks with the usual bonus granted by the character’s Primary Virtue (even if
that Primary Virtue is also Fortitude).
Iron Will
The character may impress his will upon a given Skill. That Skill gains a bonus equal to
dots possessed in Fortitude and gains the 9-Again quality for the rest of the scene.
However, for the remainder of the day any rolls thereafter utilizing either the Skill suffer
the following effect: failures are now automatically considered dramatic failures.
Lucky Break
God helps those who help themselves. So long as the Possessed never gives up,
eventually his fortune will turn for the better. The enemy swings a camping hatchet and
misses… severing his own thumb in the process. A monster tries to flee, but her ankle
wrenches into a hard twist and she topples. Any enemy within the sum of the Possessed
character’s Virtue dots in yards suffer the following effect: all failed Physical rolls are
now to be treated as dramatic failures instead.
Survivor
The character adds their Fortitude dots to their Athletics and Survival Skills for the
remainder of the scene.
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Makes me stronger. Each time the Possessed takes damage, he may convert the
incoming damage on a one-to-one basis to Empyrean Will. If the character’s Empyrean
Will is full, they may not benefit from this Vestment, which is otherwise always active.
Relentless
When this Vestment is activated, the Possessed gains an amount of temporary Health
equal to her Fortitude. Any damage suffered by the Possessed is first subtracted from
this temporary Health before carrying over to her normal track. At the end of the
Vestment’s duration, all damage absorbed by temporary Health vanishes and no longer
affects the host.
Juggernaut
The Possessed becomes an implacable agent of heaven, an unstoppable force that
sneers at injury, slowed only by death. While this Vestment is active, the skin of the
Possessed is covered in scales of a pearly white color. Upon activating the Vestment, the
Possessed chooses one type of damage (bashing, lethal or aggravated) and becomes
immune to that type of damage for the scene. Additionally, the host never suffers from
wound penalties. Rollover damage is exempt as well; if a character is immune to lethal
damage but takes enough bashing damage that lethal damage begins to roll over, he
would take that lethal damage normally. Being immune to blades doesn’t prevent one
from being beaten to death.
Steal Vitality
Sometimes the best way to get the strength to carry on is to take it from that which is
holding you back. Each time the Possessed inflicts physical damage with her bare hands
or a melee weapon she can choose to steal an amount of Stamina from her target equal
to the amount of damage rolled instead of inflicting normal damage. Witnesses to this
kind of attack see an ephemeral taloned claw overlaying the hand or weapon of the
Possessed that reaches into the victim and yanks out energy. The Possessed adds the
Stamina to her own as temporary dots (ignoring the normal human maximum), but
victims may not be reduced below one dot of Stamina. Recalculate any traits (such as
Health) for both the Possessed and her target after a successful attack. Stolen Stamina is
returned when the Vestment ends.
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Hope
The hopeful believe that evil cannot prevail, no matter how dire the situation. They
maintain a steadfast belief in the ultimate triumph of morality and decency over
malevolence. A Possessed character with Hope as their primary Virtue may be called an
Optimist.
Innate Vestments O
Enthusiasm
Your character’s good attitude is infectious. The character gains +1 to all social rolls, and
anyone within the sum of their Virtue dots in yards gains +1 to any rolls to resist
manifesting any existing derangements.
Innocence
Children are often the most hopeful, and this character can relate to them better than
anyone. The Possessed with this Vestment gains +1 die per dot in Hope to Social rolls
when dealing with children.
Fresh Start
Any who slumber within a hundred yards of her gain an additional Willpower point upon
waking.
Good Start
Gain the 8 again rule on the first action taken in each scene.
Martyr‘s Blessing
In combat, any penalties suffered by the character due to health loss are also suffered
by anyone attacking the character (maximum of -3).
Aura of Innocence
Anyone who engages in close combat with the character suffers –1 to Attack Rolls,
Defense and Initiative per dot the character possesses in Hope due to this pervading
aura.
Invigorate
The optimist triumphs even in the face of adversity. For the duration of this Vestment,
Whenever the character is struck in unarmed combat the attacker loses one Willpower
point and the Possessed gains one (first Blessed Will, then Willpower). If the attacker is
reduced to 0 Willpower during this scene, they gain a mild derangement, which is
permanent unless solved through therapy or other appropriate means.
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With Merit
The grass is always greener around the hopeful, the possibilities seem endless. This
Vestment heightens the impact of some Social Merits on those around the Possessed
character. For the remainder of the scene, those within a ten yards per dot of Hope of
the character gain a bonus to appropriate Social Merits (Allies, Contacts, Fame, Mentor,
Resources, Retainer, Status) equal to the character’s primary Virtue dots. The bonuses
may not take the effective merit rating above 5. If the Possessed has a primary Virtue of
Faith and has 2 dots in it a nearby character with Resources oooo now has access to
Resources ooooo for the remainder of the scene, or until he leaves the radius of effect.
He tries to call his bank, and a bank error lists his funds incorrectly or goes to purchase a
new car and finds out the dealer has a huge sale. Alternately, a character with Status o
in, say, the Catholic Church suddenly is treated with the utmost respect and deference.
Leaving the radius of effect or waiting until the scene is done ensures the Merits return
to normal.
Rally
When the character activates this Vestment, they may restore one lost Willpower point
to one person within sight and hearing range per dot possessed in all Virtues. This
Vestment may only be used once per chapter.
Optimism
While this Vestment is active, any roll made by the Possessed that ends in failure or
results in only a single success can be bolstered. The character may roll up to 5
additional dice and add any successes to his initial roll. However, if the secondary roll
turns up more 1’s than successes the action results in a dramatic failure. The angel
inside, in its enthusiasm, can sometimes hinder more than helps.
Hard to Stop
While this Vestment is active, the Possessed can dodge as a reflexive action,
her Defense is never penalized by multiple attackers and she can apply her full Defense
against ranged attacks. Other than dodging and moving, the character can perform no
other actions for the duration of the Vestment.
Remorse
Dashing the hopes of the Possessed is much more difficult than normal. While this
Vestment is active, each point of damage taken by the host acts as a negative modifier
to subsequent attacks that target the Possessed (to a maximum of –5). It just keeps
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becoming harder and harder to inflict harm on the character
Martyr
When this Vestment is activated the host gains a pool of bonus dice equal to the
amount of damage he’s taken. The type of damage doesn’t matter. A Possessed with 3
points of bashing damage on his Health track creates the same 3-dice pool as a
Possessed with 3 points of lethal damage. The pool of bonus dice can be used to
increase any roll made by the Possessed. Each time a die is removed from the pool it’s
replaced only if the Possessed takes more damage and only recent, still painful
wounds—i.e., those inflicted in the same scene—contribute to the pool.
Light of Day
It is said that Lucifer was the wisest and most powerful of the empyrean host. God
granted him the honor of shining the first light of day over the Earth, driving back the
hidden dangers of the night. In time, Lucifer grew proud and sought to overthrow God
and supplant Him on His throne. Defeated by the archangel Michael, Lucifer was cast
from heaven, his light bursting to create the flames of the Inferno. But before he was a
rebel, he was an angel, and angels still possess the ability to summon a radiant, holy
light.
When this Vestment is activated the Possessed begins to shine with a bright white light.
The light glows brightly enough to illuminate a thirty yard radius. The luminescence cuts
through any attempt at disguise (even disguises created through preternatural means)
and reveals hidden objects or characters. The Possessed is assumed to succeed at any
Perception test (including contested rolls) and automatically succeeds at penetrating
disguises or obscurations of any kind. Further, this light counts as natural daylight to
supernatural creatures who are affected by it.
Justice
The just believe that wrongs cannot go unpunished, that it is the responsibility of every
righteous individual to confront inequity wherever they may find it. Empyrean
Possessed with Justice as their primary Virtue are often called Judges.
Innate Vestments O
Authority
When determining Defense, the character chooses the higher of Wits and Dexterity, not
the lesser of the two.
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Litany of Sins
By calling out the crimes of their target, the Possessed with this Vestment may make a
ranged attack against a single individual (range equal to target’s hearing radius) using
Presence + Intimidation. It hits like a fist or a kick; successes gained manifest as bashing
damage. Unless the Possessed already knows of any crimes the target has committed,
it is probably necessary to use Sense the Unrighteous (below) on the target first.
Swift Intercession
As it has been said before, Justice can be swift indeed. The Possessed character can
add dots possessed in the Virtue of Justice to his Initiative score.
Clear Conscience
The character gains the benefits of a full night’s sleep (such as avoiding fatigue and
regaining a willpower point) in one hour less than normal per dot in Justice.
Lesser Vestments OO
Retribution
Any damage (bashing or lethal) done to the Possessed during this scene is mirrored
upon the attacker. That attacker takes the same type and amount of damage caused
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The Possessed with this Vestment can add half his Morality dots (round down) to Brawl
rolls made during this scene as bonus dice.
Fueled by Injustice
Whenever the character fights an opponent with a lower morality score, not only does
the character gain a number of dice to Physical attacks (Brawl, Weaponry) equal to dots
possessed in Justice, but any lethal damage incurred to the opponent is transmuted to
Willpower for the Possessed (It first fills Empyrean Will, then spills over into refilling lost
Willpower).
Guilt
Whenever struck by the character, a foe relives his most recent sin, however briefly, and
may feel they deserve the punishment. Each time a character is wounded by the
Possessed he must succeed at a Resolve + Composure roll or forfeit his Defense for the
following turn.
Plague of Locusts
The great plagues of Egypt were just one example of biblical justice. While on a smaller
scale, the Just may call on these means to dispense their own brand of divine
retribution. On the first turn this Vestment is active, a swarm of locusts pours forth from
the mouth and nose of the Possessed, filling the air with a terrible buzzing noise. On the
following turn, once the swarm has formed up, it can divide itself and attack anyone
within five yards of the Possessed. The Size of the swarm is equal to the total number of
dots in Virtues the character possesses. When attacking multiple enemies, divide the
total Size of the swarm by enemies present (round up) to determine the Size of the
swarm attacking each individual. When the Vestment ends, the locusts flow back into
the body of the host, healing her for half the total amount of damage (by type) caused
by the swarm’s attacks.
Retaliation
An eye for an eye, a tooth for a tooth. Sometimes the oldest testaments are the very
best. If someone injures you, the only just response is to answer in kind. While this
Vestment is active, any time the Possessed suffers even a single point of damage he may
make a retaliatory attack as a reflexive action, ignoring the standard turn sequence. The
retaliatory attack is carried out with whatever weapon is at hand and obeys all standard
rules. The reflexive action does not allow the Possessed a free move; he can strike at
only those characters within range of his weapons. Retaliatory attacks do not exhaust
the standard action of the Possessed; he may move and act normally during his turn.
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Righteous Fury
There is such a thing as Holy Wrath, not a sin but the embodiment of God’s will when
directed against the unrepentant. While this Vestment is active, any weapon (or the
knuckles of the host, if unarmed) wielded by the Possessed turns red-hot and smoking.
In the case of firearms, bullets erupt into flame as they leave the barrel, leaving trails of
smoldering sparks in their wake. Successful attacks deal an automatic 2 points of lethal
damage in addition to roll results. The clothing and equipment of opponents that take
more than 5 points of damage in any turn begin to smolder and burn. Characters can
beat out the blossoming flames with a successful Wits + Dexterity roll. If the roll is failed,
the flames are considered torch-sized for purposes of damage (see the World of
Darkness Rulebook, p. 180).
Prudence
Those who counsel prudence value restraint and acting on wisdom, condemning
thoughtless and rash behavior. The prudent choose wisely, advancing in life slowly but
surely. They are called The Vigilant.
Innate Vestments O
Acquired Wisdom
At the time this Vestment is purchased, the character must pick one Skill (combat Skills
excluded: no Brawl, Firearms or Weaponry). Any time that character uses this Skill to
pursue her primary Virtue or to perform an action specifically in line with the
empyrean’s wishes, that action becomes a rote action (see p. 134, World of Darkness
Rulebook).
Empirical Knowledge
It helps to know one’s adversary inside and out. Simply by touching a target, the
Possessed may know the exact dots that subject possesses in one Skill without having to
roll any dice. The Possessed chooses which Skill to examine, and may only use this ability
on a given individual once.
Inherited Wisdom
Any experience point costs are reduced slightly for the character. Each cost is one less
than normal. I.E. If the final cost for purchasing a new Skill dot is 15, it’s now only 14; a
new Specialty costs 2 instead of 3 experience points.
Patience
The character doesn’t suffer as swiftly from the effects of starvation or thirst. The
character may go an additional number of days without food or drink equal to dots
possessed in his primary Virtue.
Thorough Study
With this Vestment, the time ascribed to any extended Academics or Investigation rolls
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is doubled (so if a roll would normally equal five minutes of time, that same roll equals
ten for a character with this ability), however all successful results are automatically
considered exceptional successes. The Possessed may choose not to benefit from this
Vestment on any given Academics or Investigation task in order to save time.
Vigilance
The Possessed adds his dots in Prudence to Perception rolls.
Lesser Vestments OO
Steward of Beasts
God created man to be the steward of the Earth, with dominion over all the lesser
animals. The wisdom of the Vigilant allow them to exercise this dominion. The
Possessed may speak to any one animal in that animal’s tongue for the remainder of the
scene. In addition, the Possessed may command that animal to do his will (necessitating
success on a Manipulation + Animal Ken + Pride roll), even if the command demands the
animal put itself in harm’s way.
Practical Wisdom
The character may add his dots in Prudence to all Academics and Occult rolls.
Reason
The character may add the sum of all her Virtue dots to any rolls utilizing the Persuasion
skill.
Restrain
Grappling is a common means of neutralizing a foe without harming them, and the
prudent are extraordinarily skilled at this. The character gains bonus dice when
attempting to establish or maintain a grapple or immobilize with an overpower roll
equal to their dots in Prudence.
Restraint
As long as the character is not attacking during a turn, they gain +3 to Defense.
Lamb’s Protection
He who is without sin may cast the first stone. While this Vestment is active, any
character with a Morality score equal to or lower than the Possessed who attempts to
attack the character with a firearm, thrown, or melee weapon finds his attacks stymied.
Guns run out of ammo, knives lose tensile strength and snap, and clubs shatter when
they strike. Objects or weapons with supernatural qualities do not break, but the
damage of their strike is reduced to zero.
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Empyrean Diplomat
For the Possessed, making a bargain with an empyrean, infernal, or other spirit is less a
contest of wills and guile than it is a business deal. The possessing empyrean speaks
directly through the host, setting terms, offering compromises and keeping a weather
eye for treacherous loopholes. Activating this Vestment requires the expenditure of 2
Empyrean Will, but the effect remains active for a scene. The Possessed gains a bonus to
the Negotiations roll equal to his total dots of Virtue.
Size Matters
As with Napoleon, it is often said that the shortest men have the most to prove and
therefore behave the most rashly. Whether this is true or not, the Vigilant have nothing
to prove. With this Vestment, the Possessed may add dots in the Prudence Virtue to her
Size (which also adds to her Health score and Speed) for the duration of this ability.
This Vestment has little effect upon supernatural powers that could be considered
innate to a creature’s nature. Thus, a vampire doesn’t fall over dead because the magic
sustaining its frame is banished, a werewolf can still shift forms, etc. However, the
vampire may find his hypnotic thrall over a minion disrupted and the werewolf would
lose the effects of a Gift heightening his strength.
Vow of Peace
Anyone who makes an attack roll within five yards of the Possessed suffers 1 point of
bashing damage each turn and must succeed on a Strength + Athletics roll with a -3
penalty or be knocked down (see the World of Darkness Rulebook, p. 168).
Temperance
Those who embody the Virtue of Temperance demonstrate moderation in all things. It’s
all about balance. Everything has its place, from anger and lust to forgiveness and
chastity. The temperate do not deny their urges, but neither do they revel in them. They
are called The Frugal.
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Innate Vestments O
Economy of Thought
The Possessed gains a number of bonus dice to resist mental compulsion and other
mental effects equal to dots in the Temperance Virtue. This bonus stacks with the
normal bonus allowed by the character’s Primary Virtue (even if it is also Temperance).
Balance of Effort
Each morning when the character awakens, the player chooses a bonus from +1 to +5;
this bonus applies for the next 24 hours toward all Physical or Mental rolls.
Unfortunately, during this time the bonus becomes a penalty against all Mental rolls (if
they chose to add bonus dice to Physical) or Physical rolls (if they chose to add dice to
Mental)— If the character chooses +1 to Physical, he suffers –1 to all Mental rolls during
this time (whereas +3 becomes –3, and +5 becomes –5) and vice versa. Derived
statistics, such as Initiative and Defense, are also affected by these bonuses and
penalties.
Moderation
The character generates an aura that reduces extremes of emotion. Anyone within a
few yards (one yard per dot in all of the character’s Virtues) may not regain willpower
from fulfilling their Vice.
Nevertheless
The character will never go last in Initiative order. If the character’s Initiative score for
the round puts him last, he is bumped up one rank so he now goes second-to-last. The
drawback of this Vestment is that the character may never go first, either, as long as
there are more than two characters rolling for initiative.
Liar’s Eyes
When looking into the eyes of another character, the Possessed gains a bonus to
Empathy rolls equal to the dots in Charity for the purposes of detecting lies and
falsehoods.
Lesser Vestments OO
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True Sight
The character never suffers penalties to Perception rolls. This does not allow the
character to automatically pierce magical illusions, but if such illusions allow a
perception roll to penetrate them the Possessed would roll Wits + Composure without
any penalties.
Bless Item
The character may touch an object, which becomes Blessed for the scene. The Blessed
Rating of the item is equal to the character’s dots in Temperance.
Humility
The Character may add 6 minus his Resources dots to any rolls involving Persuasion or
Socialize.
No Rush
The character emanates an aura in a radius of yards equal to 5 times her Morality score.
Thus, if a character’s Morality is 7, then the radius of effect would be equal to 35 yards.
Those caught in this aura feel as if there is no need to hurry, as if rushing about were
simply uncalled for. Everyone within the radius suffers a penalty to their Speed scores
equal to twice the character’s dots in Temperance. The character himself is immune to
this effect.
Angelic Flight
Upon activating this Vestment, the host body sprouts wings large enough to bear him
aloft. The appearance of the wings varies from host to host. For the duration of the
Vestment, the Possessed can fly at three times his normal Speed.
Mercy
While this Vestment is active, the Possessed will never inflict more damage than he
chooses against a target. After any attack rolls are made the character may choose to
reduce the damage he inflicts on others by any number he wishes.
Perfect Poise
The Possessed may balance and walk across any surface, even those that should not
possibly support his weight (such as thin ropes, water, snow, mud, etc), without leaving
any tracks of any kind.
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Turn the Other Cheek
While this Vestment is active, the character ignores the first three points of damage
inflicted by all incoming attacks.
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