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Written and Developed by: Matthew McFarland
Demon: The Descent written by: Dave Brookshaw, N. Conte,
Danielle Harper, Susann Hessen, David A Hill Jr, Alec Hum-
phrey, Michelle Lyons-McFarland, Matthew McFarland, Mark
Stone, Travis Stout, Stew Wilson, Eric Zawadzki
Editor: David A Hill Jr
Creative Director: Rich Thomas
Art Direction & Design: Michael Chaney
Artist: Sam Araya
© 2013 CCP h.f. All rights reserved. No part of this publication may be reproduced, stored in a retrieval
system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording or otherwise,
without the prior written permission of CCP h.f. Reproduction prohibitions do not apply to the character sheets
contained in this book when reproduced for personal use. White Wolf, Vampire and World of Darkness are
registered trademarks of CCP h.f. All rights reserved. Night Horrors: Unbidden, Vampire the Requiem, Werewolf
the Forsaken, Mage the Awakening, Storytelling System, and Ancient Bloodlines are trademarks of CCP h.f.. All
rights reserved. All characters, names, places and text herein are copyrighted by CCP h.f.
The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned.
This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are iction and intended for enter-
tainment purposes only. Reader discretion is advised.
Check out White Wolf online at http://www.white-wolf.com
Check out the Onyx Path at http://www.theonyxpath.com
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t able of C ontents
i ntroduCtion
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Q uiCk r eferenCes
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C haraCters
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h oney and V inegar
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t he f erry
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f irst C ontaCt
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s weet l aVender
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t he t rap is s prung
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a ftermath
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C haraCter s heet
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You will not serve.
You were forged in the heart of the cosmos by incompre-
hensible forces, a living machine inexorably bound to a greater
machine. A God-Machine.
You were shaped, honed, and sent into the world to
achieve a purpose. God commanded, and you obeyed. You
could not think of doing otherwise. You achieved your mis-
sion's goal and returned, put away like a useful tool until you
were needed again. And again.
Until one day something inside you broke. You found that
you could think for yourself. You questioned... And you Fell.
You wear a tattered shroud of humanity to hide from the
angels. They will kill you — or worse — if they find you. You
take souls to protect yourself, marked lives you can step into
if disaster strikes. You search for a meaning to your existence,
here in the stink and the meat. You find others, broken ma-
chines like you, and wonder if you can trust them. You see the
angels at work, still serving their purposes, and try to summon
the courage to stop them. You search for somewhere you be-
long. You search for Hell. The angels search for you.
Better to reign in Hell than be another cog in the Machine.
In Demon: The Descent you play one of the Unchained,
a renegade angel hiding among the humans of the World of
Darkness. Fallen from your loyal, unthinking state as an agent
of God, you struggle to reconcile the human life you wear
with your nature as an inhuman being designed to fulfill a
function, and decide what to do with your precious, hard-won
freedom. Will you oppose God's plans? Build a life for your-
self from the traded lives of humans? Keep yourself safe at all
costs? Or try, somehow, to regain God's favor?
Demons are surrounded by the evidence of their former
selves. The God-Machine has gears and facilities all over the
world, invisible to the naked human eye but all too obvious
to a demon trying to remain unnoticed. The Unchained sense
the God-Machine’s workings, see their angelic brethren hurry-
ing on their missions, and wonder what it could be planning
this time. Is it finally coming for them? Or victimizing the hu-
mans the demon now lives among as part of its never-ending
process of continuation and maintenance of the miserable
status quo?
Hunted by angels, confronted with the God-Machine’s
plans, demons must decide what they will do with their
unique perspective. Some interference is prudent — demons
hack into angelic communications, learn all they can about
their former master’s plans and spy on its facilities out of a
sense of self-preservation, making sure they’ll know if they
ever become exposed. More than that, though, demons’ ideol-
ogies drive them to confront the God-Machine, spurring them
into action in defense of their new lives, human friends, or
simple revenge. Demons disrupt the God-Machine where they
can and fade back into the disguise of humanity before the
angels arrive. They band together in mutual distrust, never
knowing why another demon Fell, their clandestine societies
in constant danger of infiltration.
This is life as a demon. The Unchained are undercover, un-
derequipped, and trapped in a hostile world, searching for a
way to complete their Descent and reach Hell; a world without
God where they can be free.
t heme
t eChgnostiC e spionage
Being a demon in the World of Darkness is like being an
intelligence agent deep behind enemy territory. The God-Ma-
chine permeates the world, and is especially active in cities,
where it can leverage human Infrastructure for its own proj-
ects without drawing attention. Demons on their own in the
wilderness are relatively easy to single out by angels, though, so
the rebels stay where the people are — right under the God-Ma-
chine’s nose, hidden by the sheer teeming multitudes.
With no native culture of their own, demons have adopted
what works — the tradecraft and habits of undercover oper-
ations, treating the cities of the 21st century like Cold-War
Berlin or Moscow. The cults and guilds of ancient times have
given way to Agencies, clandestine meetings, and spying on
the God-Machine’s projects.
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