Demon

Demons are fallen angels who chose to side with Lucifer and humanity rather than with God in the first days of Creation. As punishment for their rebellion and disloyalty, the Archangel Michael cast these angels out of Heaven and into the Abyss.

Many, especially those who fear or revile them, refer to them as the Fallen or the Damned.

As spiritual beings, the Fallen need an anchor to the physical world if they wish to remain there. To continue existing, a demon must find a suitable host for itself: bodies with weak souls, for example: comatose patients, severe drug addicts or suicidal people. The demon severs the weakened soul from the body and takes its place inside the host, merging with the host's memories and emotions, and continues existence on Earth to follow its own personal agenda. While the mortal body provides the Fallen with a shield against the full memory of their torment in Hell, they are sometimes hindered by the memories and feelings the mortal soul left behind.

Those who take a soulless human host become the True Fallen, while those whose existence has greatly degraded that they can only reside in inanimate objects become the Earthbound. A human host has the disadvantage of being unable to hold all the Fallen's memories, and also only allows a trickle of power compared to what the Fallen used to be able to accomplish. On the upside, however, the lingering memories and values of some hosts can restore the Fallen to sanity and help them restore and nourish their Faith after their long imprisonment.

As their mortal hosts are already possessed in a manner of speaking, it is almost impossible for a Fallen's host to be possessed by another; however, especially strong acts of will may be able to push a demon out, in which case they must find another host or be returned to the Abyss.

Demons can have three names: the name given to their human form, the Celestial Name which is what other demons tend to know them as, and the True Name, which is abstract and utterly unspeakable by mortal tongues. Some Fallen go so far as to shed their mortal name when they gain enough power and memory to reestablish their Fallen identity.

  • The House of the Dawn became the Namaru, the Devils.
  • The House of the Firmament became the Asharu, the Scourges.
  • The House of the Fundament became the Annunaki, the Malefactors.
  • The House of the Spheres became the Neberu, the Fiends.
  • The House of the Deep became the Lammasu, the Defilers.
  • The House of the Wild became the Rabisu, the Devourers. And
  • the House of the Second World became the Halaku, the Slayers.

During their time in the Pit, the demons had fractured into five factions, which came to color their philosophies now that they were free: those who wish to destroy all of creation to spite an absent God (Raveners), those who see Lucifer as the Messiah of both mankind and angels (Luciferians), those who want to fashion mankind into a weapon to destroy God (Faustians), those who seek redemption and repentance (Reconcilers), and those who have come to the sinking realization that all of this was probably what God wanted to happen (Cryptics), and want to figure out why God would want this, of all things?

Powers and Abilities


Once possessing a vessel, demons endow their hosts with demonic physiology. This gives them subtle abilities that give them advantages over humans. They may soak lethal damage with their stamina, and may also use Faith to heal lethal and bashing damage. Sources of aggravated damage are rare, but when encountered may not be healed by Faith. Aggravated damages sources include another demon's claws, and certain artifacts, evocations, and items. Demons with high Torment can also take lethal damage from holy ground and sacred relics.

All fallen are gifted with an Apocalyptic Form, or Visage that grants certain innate abilities. In addition, demons have powers known as Lores, which reflect what the fallen's House in Heaven was before they rebelled. A Fallen's primary Lore will always coincide with their Visage; in addition, a demon may never take a secondary Lore rating higher than their primary Lore, though it can be equivalent.

The Fallen also have another advantage that their former divine nature grants them. All Fallen are immune to all forms of mind control, including supernatural ones such as Lores, Disciplines, Arcanoi, Spheres, etc. As a side effect, this also makes it easy for a fallen to discern any illusionary or concealing effects.

Naming


Demons can have three names: the name given to their human form, the Celestial Name which is what other demons tend to know them as, and the True Name, which is abstract and utterly unspeakable by mortal tongues. Some Fallen go so far as to shed their mortal name when they gain enough power and memory to reestablish their Fallen identity.

House


A House, also called the Sebettu (translated as "the Seven"), is one of the divisions of Fallen society. The seven ages of Creation spawned the seven Celestial Houses of angels, each one created to govern its own facet of the cosmos. Fire and wind, the Earth and the stars, the seas, the wilds, and even life itself was governed by a host of angels mandated by God.

The House of a Fallen dictates what type of job that he or she had in Heaven before they joined Lucifer's Rebellion and what kind of Lores they have an affinity with.

The seven houses of the Fallen are:

  • The Namaru, the First House, who were once the flag bearers of God and bringer of his word.
  • The Asharu, the Second House, who once watched over humanity like their own children.
  • The Annunaki, the Third House, who created the world and the tools for those upon it to use.
  • The Neberu, the Fourth House, who set the universe running like clockwork and could read its movements like no other.
  • The Lammasu, the Fifth House, whose job was to inspire humanity to the heights of pure truth.
  • The Rabisu, the Sixth House, who created and oversaw the plants and animals that were to serve under humans.
  • The Halaku, the Seventh House, who destroyed when what was created by the other houses was out of time and use.

Factions


Upon their escape from the Abyss, the Fallen divided their society into five Factions based on their outlook on humanity, God, and themselves. Each Faction is composed of like-minded demons who, although from different Houses, share similar goals.

  • Faustians - Their goal is to foster humanity's divine potential, the divine spark that burns in every human and then turn it against God; whether they intend to be the ones who encourage that potential, or the ones who enslave it, depends on each member's opinion.
  • Cryptics - These demons stand for the search for knowledge. This allows for a variety of options and no single way to classify them as long as the demon claims the search for information about the Fall and their imprisonment as their goal.
  • Luciferans - Lucifer's standing army, their goal is to find their Morningstar and ensure that they are at a strategic advantage when the time comes to pick up the reins of the war once more.
  • Raveners - Nihilists of the highest order, these demons stand for nothing at all except for the destruction of everything that is Creation. They feel that if they've lost the war, then no one deserves to hold the prize.
  • Reconcilers - For the most part standing against the stated goals of demon society as a whole, these demons are penitents who search for redemption from God or humanity in some fashion.

In Seattle


Anyway, on to Seattle. Seattle is a chaotic, unplanned city that was built as needs arose, never to a plan. It resists change and practicality. It is full of engineers and programmers and medical professionals, and the God-Machine has many hooks in the area to control them and the systems around them. However, as a result of an untended experiment, the city has become a point of instability for the Machine. This has resulted in a number of locations discreetly detaching from reality. See, back before the Great Fire of 1889, the Machine's agents completed a project that allowed the timeline - at that point, there was just one in the region - to splinter and branch, creating a limited version of 1889 Seattle that never moves forward, rather like a save state. The fire destroyed the city, but led to a massive growth period in which the city doubled in size and technological capacity in two years. The need for the bubbled time was gone and the process of creating it was forgotten, but the machines used to do it werre never removed. It is unclear whether it was intended to be undone or if it was just put in reserve. Either way, 1889 Seattle's splinter reality still exists, and it's not the only temporal splinter any more.

Ever since the creation of the 1889 splinter, the reality of Seattle has become rather unstable. Every few decades, a new splinter shows up, generally at the same time some new piece of Infrastructure is installed or a new fracture in reality is found. It is unclear what the splinters are for or why they exist, and it's likely not even the Machine knows, or at least not all parts of it. It may be planned…but on the other hand, the Machine seems far less present in the older splinters, and some of their Infrastructure is broken or cut off. Demons thrieve in the splinters. No one knows why. Angels in Seattle seem to Fall faster than elsewhere, and demons show up in Seattle more often than most cities, even if they Fell elsewhere. The general hope is that the fracturing of reality keeps the Machine's vision poor.

Generally speaking, the game divides Seattle (modern day) into five areas: the four quadrants (Northeast, Southeast, Southwest and Northwest) and the East Side across the lake. Each quadrant is home to a different splinter timeline, all of which coexist and are layered over each other, though each is centered in a different area. They all cover the core Seattle metropolitan area…and nothing at all beyond. Whatever knowledge of the rest of the world existed at the time remains, but you can't exit Seattle. Any attempt causes you to somehow reenter the city. Any vehicle leaving Seattle just loops back around, even trains. You can go anywhere in the city at the given time period, but can only cross between splinters if you find the correct fracture points in the correct quadrant, which may or may not be fixed in location or time. Most connections seem to run from a splinter to the modern timeline and back, leaving each splinter largely independent of the others. There's no evidence to suggest they can't connect to each other - they just haven't. Each splinter remains part of the World of Darkness, with monsters and strangeness, just at different points in history. The timeline within these splinters does not advance - days pass, things get done, but the time never really changes. Thus, they are more limited than the modern timeline. Most cover a very limited span - no more than a year - at the end of which, the clock resets and everything within is put back at the beginning of the splinter timeline, with no memory of the process. Demons are immune to the changes, as are stigmatics, but that's about it. The native inhabitants of the splinter are less real than the mainstream timeline's inhabitants, not in the same way. Their nature prevents them from ever realizing the shift…but, like normal humans, they can enter pacts or become stigmatic, and can even leave their timeline if they somehow gain the knowledge and awareness to do so. Two versions of the same person can coexist, though it's likely to be dangerous for their sense of identity. The rest of the universe doesn't especially care, for the most part.

There are connections between the splinters and mainline reality. If you go to a splinter and make a pact with someone there, it echoes back in the real world. It becomes part of history in the dominant timeline and other, future splinters - a pact with Tom in 1962 remains happened in the real world. In practice, this is not especially useful more than a generation or two back, and there is a minor risk of unpredictable (if small) changes to the present. However, clever use of this trait can make Cover much easier to get. Generally speaking, patch job pacts will be more useful this way than soul pacts - especially in further back splinters.

The East Side refers to the literal east side of Lake Washington, which is not, strictly speaking, part of Seattle proper. It's like miniature Seattle, less diverse and more insular, but higher income. It's where the tech companies keep their campuses, and it tends to be more religious and conservative than Seattle proper. The East Side is also where the God-Machine is strongest in Seattle. The entire thing is somewhat like a circuit, strategically designed and built for conformity. It is composed of a number of planned communities, the most prominent of which are Bellevue and Redmond, where the wealthy live. Bellevue is highly regulated and monitored, full of angels traveling where they need to be, and human works are closely observed. However, this is really home for the Machine's organic assets rather than any sensitive Infrastructure…but it's a great place to go if you need to spy on or ambush an angel and are strong enough to get back out. Redmond, on the other hand, is full of the tech campuses, including one owned by the Deva Corporation. Despite all this, it feels like a suburb, with few tall buildings and a decent amount of trees. The Machine ensures an atmosphere of conformity and work towards the greater good. Redmond is the Machine's heart in the Seattle area, and it's very hard to mvoe around without drawing notice. There's a ton of facilities, and this'd be the place to target if you wanted to really hurt local Command and Control Infrastructure…but figuring out which parts that is is a bit of a challenge.

While technically not a part of the East Side, Mercer Island at the center of Lake Washington is full of wealth and privilege, and so leans more towards the east than the west. It is also the God-Machine's favored home for those it wants to reward. It is the safest place in the entirety of the Seattle area - an expensive holding cell for those the Machine wants comfortable but accessible and isolated. Nearly everyone there works for the Machine in some way, though most don't know it. It's a small and insular community of ultra-wealthy people, and strangers stick out. There is, however, very little Infrastructure on the island, and what is there is meant to protect the Machine's property - organic and non-organic. The bridge crossing Lake Washington, however, is an extremely important piece of Logistical Infrastructure - it contains a number of mechanisms which supply mystic power to Infrastructure across the East Side by absorbing the kinetic energy of the cars on the bridge. There is a drawbridge halfway across the bridge, with a powerful angel named Drawbridge stationed there to protect the bridge, should it come under attack or otherwise be endangered. The Linchpin is a black food truck with 'Cupcake Cuties' written on it in pink. The truck drives across the bridge regularly. It has no cupcakes to sell and no store to go home to - instead, it serves as a maintenance check for the bridge's Infrastructure.

There is no splinter timeline in the East Side.


  • Rachel Fearson, Process Manager - An Angel assigned to oversee operations at the Blue East campus for the Deva Corporation.
  • Drawbridge - An Angel assigned to protect the 520 Floating Bridge from weather, structural damage, and Demons.
  • Dizang - An Exiled Angel assigned to teach mortals and demons to give themselves to the God-Machine.
  • Comrade West - A Demon who tries to be a Welcoming Commitee to other Demons. He acts as a fixer for other Demons trading in Pacts and information.
  • Y2K (Angel) - An Angel that was created to make sure the Y2K catastrophy didn't happen New Year's Day 2000. In the main timeline it was successful.

1889 Seattle

  • Chief of Police W.J. Fletcher - A Stigmatic who runs the police department and is devoted to Mother Damnable.
  • Captain Bruce "Devil" Pendergast - A mortal who is knowledgable in the illegal activity going on in Seattle.
  • Father Francious Valancourt - A Stigmatic allied with the God-Machine and preaches to the masses.
  • Mrs. Lee - A Chinese mortal who runs the Jade Prosperity Pawn Shop.
  • Mother Damnable - The Demon who runs the 1889 Splinter.

1999 Seattle

  • Y2K (Demon) - The Demon version of Y2K that Fell before saving the world on New Year's Day 2000. Because he fell no Angel can save humanity and the timeline resets.
  • Simon Flannery - A Demon who was supposed to fall from the top of the Space Needle in 1961, but failed to do so and Fell in a completely different way.
  • Regina Donahue - A Stigmatic that is obsessed with destroying the Infrastructure on the George Washington Bridge.
  • Isaac Donahue - The Ghost of Regina's brother who committed suicide on the George Washington Bridge.
  • Marchosias - A mindless Cryptid that was once a dog named Freddy. A Demon named Blaylock tried to use Freddy to message an ally to rescue him, but the dog fell into Infrastructure and was transformed. He is currently trapped in Infrastructure in order to keep his destructive nature contained.
  • The Lambent - An Angel assigned to destroy the 1962 Seattle splinter
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