Danse Macabre The Sacvral and the Lost


The Sacvral and the Lost
A Supplement for the Danse Macarbe
Dean Suter Chris Johnstone
1
The Content
Introduction 3
Pacts with Angels 3
Sanctimony 4
White Goetry 7
Copyright: Danse Macarbe is copyright 2004 Dean Suter and Christopher Johnstone. Written, designed and illustrated
by Dean Sutter and Christopher Johnstone, unless otherwise stated. Permission is given for this version,  Danse
Marcarbe (core rules) (PDF), to be copied, printed and distributed freely on the condition that no version of this
PDF (whether electronic, print or other) is sold. Cover art  Winterreise by Caspar David Friedrich (September 5,
1774  May 7, 1840). A 19th century German Romantic painter.  Leaf and Garland Border (on cover) and  Ivy Border
on contents page sourced from www.webclipart.com
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Introduction
Part One
The following is a short optional supplement detailing some of the little that is known about  white magic such as it
is. The spells and charms contained herewith are now extremely rare in Benighted Europe and it is exceedingly unlikely
that a Player Character would have access to any of these magics, at least during the process of Character Creation.
Possibly, later, such magics may come to attention of the Players, but there should be considerable forethought as to
how and when such arts should be introduced to the game. They are potentially very powerful, and could possibly
unbalance the horror theme of the game.
Pacts with Angels
Part Two
Although exceedingly uncommon, Angels have been
Beggar s Friend
known to make Pacts with mortals, much as demons will.
You will spend one hour a week distributing money to
The Background Pact is needed to make a Pact with an
the poor.
Angel. The powers that Angels are capable of gifting to
mortals are similar to those that Demons can give, but the
Chivalry
Vows demanded by an Angel will be quite different.
You will always act with kindness towards the innocent
and the weak: mothers, children and elderly.
Hallowed Vows
Confessor
The agents of the Hallowed Beyond, angels, Angels,
You will always be ready to listen to and advise anyone
the souls of saints returned to earth, will enter into bargains
who comes to you seeking to lighten a guilty conscience,
with mortals and gift such powers that men call miracles or
or simply in need of talk.
thaumaturgy in return for service and oaths. In truth the
devout priest or farm girl who can call upon the miraculous
Gentle of Charms
is a white sorcerer whose powers come from the angelic
You will neither learn nor use harmful magics, curses or
kingdom.
hexes.
Hallowed beings never ask for a piece of the mortal s
soul in return, they take only vows. Treat the following
Giver of Aid
vows as a list of suggestions only.
You will go to the aid of any person who sends you or
presents to you a plea for help.
An Open Door
You will never turn away a person in need, be they sick
Mercy
or poor, if they arrive at your door seeking help.
You will always show mercy to defeated enemies.
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for any signs of having slipped into darkness.
Poverty
Sanctimony is only taught by the Catholic Church and
You swear to never own more than what you need to live
is only available to Nuns, Monks or Priests of the faith
a simple, untroubled life. You will never amass gold or
who have sufficiently convinced the papacy that they are
riches.
less likely to fall to temptation than their peers.
Sanctimony spells are termed Rites. For each rank your
Restraint
take in Sanctimony you gain the knowledge and use of an
You will never raise you voice in anger, demonstrate
additional Rite of Sanctimony.
fury or wrath or strike a physical blow against a defenceless
SanctimonyRites
person.
Rank One One
Rank Two One
Verity
Rank Three Two
You will never tell a knowing lie.
Rank Four Two
Rank Five Three
Rank Six Three
Now a dwindling and much maligned caste of magic,
Sanctimony encompasses a range of evolved, highly
Sanctimony
developed Hedge Magic spells that were traditionally kept
secret and taught only within the confines of the church.
Sanctimony has over the years been allowed to fall into
further and further disuse. Those few practitioners left are
kept under strict control by Popes and the council of
Cardinals. Most Bishophorics retain one or two priests
Part Three
trained in Sanctimony to be called upon if needed. Even
the discussion of this magic is, however, frowned upon
and many in the ranks of the church believe that
Sanctimony
practitioners of Sanctimony risk purgatory merely through
its use.
The second living Tradition is Sanctimony, the last
Typically trained priests are taught only one, sometimes
vestige of the once great and expansive trove of magic
two Sanctimony Rituals. A priest is then called upon, from
devised by Solomon the Great. Sanctimony is a closely
time to time, to perform a ritual when the need arises.
held secret of the Church, its practitioners of watched and
Sanctimony is a very involved and protracted form of
guarded by superiors, and with every passing generation
magic, involves a great deal of ritual and is best performed
fewer and fewer are taught this art. Sanctimony is, if not all
in silence and with a contemplative mind.
but dead, at the very least a moribund Tradition.
Sanctimony, the hallowed magic of the priesthood, is a
Starting Out
dying and disused tradition. Priests who decide to take up
New Sanctimony Priest characters know a number of
its study are viewed by their peers with suspicion and
Rites based on their rank in the Sanctimony Skill.
seen as needing special attention from their superiors
SanctimonyRites
because of the increased chance of falling to temptation
Rank One One
and shadow. The common folk view the Priest who works
Rank Two One
Sanctimony as a safe but frightening worker of miracles or
Rank Three Two
channelling of the power of Heaven rather than a sorcerer,
Rank Four Two
per say.
Rank Five Three
Rank Six Three
Sanctimony (Arcane)
A form of Hedge Magic, somewhat evolved and reduced
Learning Rites
in scope, that is aligned with the Kingdom of Hallows and
You may spend five Fate Points to learn a new Hedge
taught only by the Catholic Church. To have learnt
Magic Charm. The process of learning a new Rite will take
Sanctimony as a skill you must be either a priest or nun of
about a month.
the church and also one of great respect and rank.
Sanctimony, like all magic, is considered an unclean art by
Example of Sanctimony
the Church and is only taught to those who are considered
Bartholomeus has an Esotery Skill of Rank Three. He
pious enough to resist its temptations.
already knows Seven Wisdoms but has not yet chosen to
Sanctimony represents the last vestigial remnants of the
study and learn the additional two Wisdoms that would
magic of the holy church passed down through the ages
take him to the maximum Nine that he is currently
from Solomon the Great. It is a much-mistrusted practise,
allowed.
both within the church and without, and exorcists and
His skill now Advances to Rank Five and the maximum
priests of the art are watched carefully by their superiors
4
number of Wisdoms he can learn increases to Twelve. He magic.
now has five spare slots into which he can fit new Wisdoms. The faithful will be afflicted by dreams indicating
sometimes in so many plain words sometimes in a more
riddling way that they should converge towards the place
Trauma
in where the Convocation was performed.
Working magic of any sort is an unnatural experience
Only those with Purity of Three or more are affected.
and can cause the magician to suffer a little in the mind and
Refusing to answer the call drops your Purity by one rank.
soul. The more disturbing and unnatural Sanctimony Rites
cause Trauma to the worker of the magic. If you are a
Eulogium
practitioner of Sanctimony and have a Nature of 3 or less
Average (0 trau.)
(i.e. 1, 2 or 3 ranks away from Hallowed) you may choose
Said over a grave, be it recent or age old, an Eulogium
to suffer a Corruption (see below) instead of suffering a
puts to rest souls that are troubled. If the grave contains
Delirium when you reach Ten Ranks of Trauma.
the body of a person whose soul has returned as a
wandering shade then the shade must make a Test of
Obsession (dif. Average) to remain upon the mortal earth.
Difficulty
If the shade is able to resist the power of the Eulogium
Different Sanctimony Rites have different Difficulties that
then a second attempt cannot be made to banish the ghost.
need to be passed on a Test of Skill in order to properly
summon up enough power and divine will. Make sure to
Exaltatio
take into account the Difficulty of the Rite you are trying
Average (3 trau.)
to perform when using Sanctimony.
An Exaltation is a powerful, but tiring religious chant
that appeals directly to the wrath of the Kingdom of Hallows
and opens the priests own body to the power of the divine.
Failed Magic
But the price of the attention of the princes of heaven is
Much as with Hedge Magic, a Failed attempt at a
pain. Performing an Exaltation causes a Priest s eyes and
Sanctimony Rite indicates that the Priest has simply been
nose to bleed, stigmata may appear on the flesh of the
unable to work enough power into the ritual. The rite fails,
Priest, and injuries so severe they can cause death may
but the Priest will not know this until the magic is actually
result.
put to the test. As far as he is aware it has probably worked.
For each level of success the Priest scores he also takes
one wound. One success causes one level of injury. Two
causes two levels and so on.
Rites
An Exaltation causes all permanent or semi-permanent
The following is a guide to the few Sacntimony Rites
magic within sight of the Priest to be dispelled. Demons
that have survived in a few rare and hidden collections of
and Faerie that are present must make a Test of Willpower
arcana.
versus the Priest s successes or fly from the mortal world.
Wild or Dark Incarnate must make a Test of Willpower
Abjurare
versus the Priest s successes or flee in terror.
Difficult (1 trau.)
Abjurations take about half an hour of prayer and ritual
Exorcizare
to perform upon a person, animal, object or place. An
Opposed (3 trau.)
Abjuration will annul any permanent Curses that may be
A long and protracted ritual that is used to cast out
upon the subject. During this time the person under the
demons or shades that have possessed a person, animal,
rite will speak in tongues and struggle and try to escape
thing or place. Performing an Exorcism requires that the
the power as the minor spirit that is in possession of the
Priest enter into a prolonged Contest of Exorcism opposed
character tries to resist the magic.
either by the Demon s Manifestation or the Shade s
Obsession.
Benedictio
But performing an Exorcism makes soft and defenceless
Average (0 trau.)
the priest to the invisible claws of the possessing spirit.
The Rite of Benediction takes a few minutes or ritual
Each round the Priest loses; he suffers one level of injury
work, requires some recital of prayer, and an anointing
as the raking red marks of unseen claws appear on his
with oils and performing of holy gestures.
flesh.
A Benediction when performed over a person, object or
a place any and all Folk Magic cantrips that may be present
Favere
are lifted and dispelled, be they good or evil.
Difficult (0 trau.)
A prayer intended to ask for a specific favour from the
Convocatio
divine in the hopes of achieving a safe and successful
Average (0 trau.)
outcome to some dangerous or perilous time. A Favour
A simple rite that must be performed over an altar, shrine
may be asked to make a deathly ill child well again, help a
or on holy ground. A Convocation sends out a please for
woman through child birth, deliver a ship through a storm,
help through the ethereal plane and into the dreams of all
make safe a man who has marched to battle.
those who are truly faithful within ten leagues or so of the
5
If successful the subject of the Favour is allowed one The Rite of Sacrare takes about an hour to perform and
extra die in their relevant skill pools during the perilous requires prolonged reciting of prayers and psalms as well
time. A woman granted Favour to help her through as sprinkling of holy water and the burning of censures.
childbirth would gain an extra die when Testing her The Rite makes an area of ground no larger than a small
Fortitude, but not for skills unrelated to the birthing. Note chapel hallowed. Hallowed ground cannot be entered by
that favours asking for protection over periods longer than either Wild or Dark Incarnate, nor can it be entered by
a few hours are never granted. Faerie or Demons. An extra hour can be spent to make an
area the size of a church Hallowed. Five hours can be spent
Oculus Veritas in order to make Hallowed an area of ground equal to the
Difficult (1 trau.) size of a cathedral.
A rite of Sanctimony that can be invoked in order to find The Hallowing endures for a week and then fades. It can
out secrets and truths. be made to endure as long as someone, not necessarily
A sorcerer-priest who works the Veritatas rite will, for the original priest, says a prayer over the ground each
about an hour or so, be able to tell immediately if those evening, or by interning in the ground a relic that has
spoken to during this time are speaking truth or lies. acquired some hallowed touch of magic of its own.
Whenever a lie is spoken small, hissing voices whisper The Difficulty of this Tire varies depending on the size
accusingly in the priest s ear, informing him of the untruth. of the area to be made sacred. A chapel is Average, a large
The experience is, to say the least, unsettling, and causes church is Difficult and a cathedral or basilica would be
no small about of strain to the mind of the priest. Very Difficult.
In addition, if under the power of Veritatas you can see
through possession. You are able to see the demon or
Hallowed Corruptions
spirit as it would normal manifest instead of the possessed
person. You are also able to see normally invisible spirits
Roll 2d6 on the following chart to determine the
and shades, although only as phantom shapes  ghostly
Hallowed Corruption acquired.
but certainly very real. In both cases the small whispering
voices turn crazed and louder, ranting and snarling s if the
2 Cold Darkness: You find darkness and shadow,
presence of a spirit causes whatever the voices are pain.
even shade on a hot summer s day, as chill and cold as ice.
3 Tongues: Occasionally you are overcome by a
Perditio
trance and start speaking in tongues. What you say is a
Extremely Difficult (3 trau.)
mystery to anyone who doesn t speak ancient Hebrew or
A very powerful but difficult and tiring work of magic
Hittite.
that will utterly destroy Dark Incarnate and minor Demons.
4 Peaceful Walls: You find the interior of churches,
For the charm to work on a Demon the entity must be no
cathedrals and monasteries extremely restful. If idle in
greater than of Ascendancy Rank One.
thought or prayer you regain Effort as if sleeping.
To begin the charm you must draw a clean line in chalk
5 Tears of Blood: If you see someone wrongly or
that has been caked with gold and the blood of a mortal of
unjustly executed (even if you are unaware that the person
Purity of Four or greater. The line does not have to make a
is innocent) you begin bleeding from the eyes.
circle, but a circle is generally considered the proper form.
6 Visions: You are occasionally transfixed by a vision
Once the line is drawn and the chant is begun the Dark
of Heaven. During these episodes you stare unblinking
Incarnate or minor Demon is no longer able to leave cross
and find it increasingly difficult to breath. The visions come
the line.
without warning and leave you wracked and exhausted.
Or every half hour that you remain in the chant the entity
Nothing transpires except the relentless vision itself.
looses a rank of Health. The flesh withers, blackens and
7 Voices Above: Occasionally you catch songs
flakes away as oily ashes. If you remain at the chant long
drifting into your mind from another world. They are songs
enough the creature will eventually disintegrate, the flesh
of angelic voices and choirs of heavenly creatures.
turns to rotten, filthy ash and falls away. When the spell is
8 Alms and Aid: You feel physically ill and begin to
done nothing but a smoking pile of dust and bone is left.
be overcome with trembling and pain if you ignore a
The spell however leaves the sorcerer very vulnerable.
genuine plea for help.
While working the chant you cannot take your eyes off
9 Life in the Paint: Occasionally while looking at a
the target, and sounds become very faint and vague. A
religious carving, painting or tapestry the object comes to
simple blow to the back of the head will bring you low. If
life and looks at you in an intense and knowing way. Saints,
the chant is disturbed in any way before the creature is
martyrs, angels and demons all watch as you pass. No one
destroyed then the magic is broken. The incarnate or demon
else can see this vision.
remains injured and weak until it is able to recover, but it
10 Fire of Flesh: You feel a painful burning sensation
will be able to flee the circle and if not too severely injured
if you come within a dozen paces of Dark or Wild Ground.
it is likely to turn on the chanter with immediate and
11 Hear no Evil: If you hear a gross and malicious lie,
vengeful abandon.
one intended to do terrible harm, you begin bleeding from
the ears and nose.
Sacrare
12 Linger-of-Roses: The smell of flowers subtly wafts
Varies (0 trau.)
into a room after you leave. People may or may no notice
6
the scent and are unlikely to think much of it. It never Manifestation: 3
arises when you are present, only in the moments after Aspect: Prudence 4, Diligence 3, Compassion 2
you depart. Skills: Supernatural
Attack: Rank = Manifes3t
Armour: 3
Substance (Health): 15
Fear: Difficult
Trauma: Two
Might: 5
Deft: 5
White
Wits: 5
Will: 5
Sigil of Ariael
Ariael appears as a terrifying angel with silver-grey wings
and eyes alight with lightning. All about her a storm wind
Goetry
roars catching up her hair and robes alike in a constant
tempest. Ariael can calm and raise storms, summon bolts
of lightning from the blue sky and effect wondrous and
miraculous changes in the weather over the course of a
few minutes.
Part Three Ascendancy: 5
Manifestation: 5
Aspect: Diligence 6, Devotion 5, Charity 4
Skills: Supernatural
There were once many orders of magician who dealt
Attack: Rank 5
only with the summoning of Angels and the enquiry
Armour: 5
therewith. Following the purges and witchcraft trials of
Substance (Health): 17
recent centuries most, if not all, of these orders have been
Fear: Difficult
decimated or destroyed utterly, and their knowledge has
Trauma: Two
been largely lost. The following Grimoires are exceedingly
Might: 7
rare and treasured, and the arts they detail: the summoning
Deft: 7
of Angelic powers, is all but gone from the world.
Wits: 7
Be warned, of course, that summoning Angels is not in
Will: 7
any particular way safer than summoning Demons. The
Host do not take kindly to their shimmering kin being
Sigil of Azaziel
dragged out of the Land of Hallows by the uncouth arts of
Appears as a beautiful young woman with wings of rose
some petty mortal magus. Be wary& Angels can be just as
and dusk, and kind, knowing eyes. Azaziel has a particular
deadly as demons, and more cruel.
kindness towards lovers and will often help those in love
without promise of oaths or fealties.
White Magic Grimoires
Azaziel can tell you immediately where your love is now,
The Key of Solomon Rank 6
and how best to reach him or her. She can also conjure for
Hermetic Arcorum Rank 4
you a pair of gold and red rings that when worn by two
Sworn Book of Honorius Rank 3
lovers will always allow the one to know in what direction
The Lemegeton Codex Rank 3
the other lies. If one of the lovers dies then both rings turn
Claviculae Rank 1
black for seven days. The rings have no powers if not
Noven Candariis Solomonus Rank 1
worn by lovers. They, however, can be given by one couple
to another.
Sigil of Abdiel
Ascendancy: 4
One of the lesser of the Angels of Light. Abdiel appears
Manifestation: 4
in the form of a youth with gold and tawny hair and
Aspect: Devotion 6, Compassion 3, Diligence 3
glimmering bronze eyes. His wings are also of a gilded hue
Skills: Supernatural
with touches of red running through them.
Attack: Rank 4
Abdiel has the power to put fine protections on a person,
Armour: 4
shields from harm and injury for a time. Treat a Shield of
Substance (Health): 16
Abdiel as an extra layer of armour with three die. Scores of
Fear: Difficult
Five and Six count as successful blocks of an attack.
Trauma: Two
Abdiel s unseen armour lasts for an hour after the Angel
Might: 6
leaves your presence.
Deft: 6
Ascendancy: 3
Wits: 6
Will: 6
7
Sigil of Azreal Sigil of Gabriel
Called by the common folk, the Angel of Death, Azreal Gabriel appears as a tall youth with wings as pale and
appears always swathed in black. Her beautiful face is ivory silvery as benighted clouds and an aura of moonlight
white and her eyes are black as night. Azreal has the power forever bathing her. She has the power to command mercy
to take into her arms any ghost or departed soul and bear from even the most hardened warrior or king, working a
it away to the Hallowed Otherworld where it may dwell in charm that subverts the mind to thoughts of clemency and
eternal light. She can cross into the Netherworld and has pardoning.
powers over all shades and ghosts. She can command a She is also the herald of heaven and can by a simple
wandering ghost to depart the mortal world and flee to the charm make her voice resound anywhere, by which means
Netherworld, and can fetch shades from the Netherworld without travel Gabriel may deliver messages to all and
and set them upon the mortal earth - although this runs sundry.
against her nature and she will resent being commanded Ascendancy: 5
or tricked into this act. Manifestation: 5
Ascendancy 5 Aspect: Compassion 6, Temperance 4, Charity 3,
Manifestation: 4 Humility 2
Aspect: Diligence 4, Prudence 4, Temperance 4, Skills: Supernatural
Humility 3 Attack: 5
Skills: Supernatural Armour: 5
Attack: 4 Substance (Health): 17
Armour: 4 Fear: Difficult
Substance (Health): 16 Trauma: Two
Fear: Difficult Might: 7
Trauma: Two Deft: 7
Might: 6 Wits: 7
Deft: 6 Will: 7
Wits: 7
Will: 7
Sigil of Israfel
Israfel appears a young woman in the robes of a harpist
and surrounded by a constant, subtle sound of wandering
Sigil of Chamuel music. Israfel has to power to grant for a time Uncanny
Chamuel appears as a youth wrapped in gold and silver skills in the musical arts, and so it is said can conjure up
robes and bearing wings that are full of glowing light. Her instruments that will play grand and sorrowful and joyous
eyes are like shimmering sapphires and her hair is the colour music at the command of their master and of their own
of flowing amber. accord.
Chamuel has great power of regenerative and reviving She has also fine healing and protective powers and is
magics. By her touch or breath a person will recover from said to be able to cure any disease by the touch of her
all Fatigue and Doubt that haunts him in a matter of hand and ward away all evil from a place or person. The
moments. Chamuel will also make a gift if so bargained or ancients worshipped Israfel as the Goddess Isis.
demanded of a charmed wine that when drunk removes Ascendancy: 4
one level of Fatigue and Doubt. The wine is provided in an Manifestation: 6
ivory goblet that crumbles to dust once the wine is either Aspect: Devotion 4, Diligence 3, Charity 2
drunk or poured into another container. Chamuel would Skills: Supernatural
have to be hard pressed or deeply moved to give over Attack: Rank 6
more than one goblet of wine to a mortal sorcerer for she Armour: 6
guards her powers with judicious care. Substance (Health): 18
Ascendancy: 5 Fear: Difficult
Manifestation: 4 Trauma: Two
Aspect: Prudence 5, Temperance 5, Compassion 3, Might: 8
Charity 2 Deft: 8
Skills: Supernatural Wits: 6
Attack: 4 Will: 6
Armour: 4
Substance (Health): 16
Sigil of Ithuriel
Fear: Difficult
Ithuriel appears as an angel wrapped in silver armour
Trauma: Two
with an expression most stern and a great spear in her
Might: 6
hand, aflame and glowing. Her wings are set with a pattern
Deft: 6
much like those of a peacock s tail except that Ithuriel s
Wits: 7
eyes blink now and again. In the presence of Ithuriel all
Will: 7
mortals must make a Difficulty Four Test of Willpower to
lie. On failure a mortal simply blurts out the truth, despite
8
what they wished to say. when evil draws near and will tell you if any evil things
Ithuriel can also aware of all persons who have used may be lurking within a days walk and what their stations
disguises, trickery, deceit or the similar within a day s travel and powers are in the dark hierarchy.
at all times. She is aware of who has tricked who, how, Jophiel is also able to restore a person s Effort to its full
when and to a limited extent why. rank by gentle touching him or her. She may, if so pressed
Ascendancy: 4 or bargain with, provide a single drop of her blood. If mixed
Manifestation: 5 with wine such a potion temporarily adds an additional
Aspect: Prudence 5, Diligence 4, Humility 3 great vigour and life to a person, adding to their pool of
Skills: Supernatural Effort by fifteen points. If at the end of half an hour the
Attack: Rank 5 drinker s Effort has not dropped below their normal natural
Armour: 5 limit, then it returns to that mundane level.
Substance (Health): 17 Ascendancy: 5
Fear: Difficult Manifestation: 6
Trauma: Two Aspects: Compassion 6, Charity 5, Diligence 4
Might: 7 Skills: Supernatural
Deft: 7 Attack: Rank 6
Wits: 6 Armour: 6
Will: 6 Substance (Health): 18
Fear: Difficult
Trauma: Two
Sigil of Jerahmeel
Might: 8
Appears as a great shimmering angel with eyes that shift
Deft: 8
colour like a living rainbow, wings like feathers of paradise
Wits: 7
and skin that holds the hue of bronze, silver and other fine
Will: 7
and unearthly tints.
Jerahmeel can conjure up a swarm of minor servant
Hallowed sprites that take the form of supernatural Sigil of Kafziel
gleaming butterflies. These are physically harmless, but Appears as a youth with a dark and swarthy appearance.
when swarming together they are capable of ensnaring, Her wings are the colour of lead and silver, and her eyes
entrapping and captivating a small crowd of people. have a dark and eerie glow to them.
Anyone caught in a swarm of Jerahmeel s sprites must Kafziel has fine powers over all the things that make a
make a Test of Willpower or remain gaping and captivated mortal s life easier. He can repair and make as good as new
until the sprites vanish. The sprites remain only so long as tools, clothing and weapons by simply glancing upon them.
Jerahmeel wishes them too. His touch will make a weapon or tool unbreakable and
Jerahmeel can also provide for you a glass bottle full of untarnished throughout all time and will add a rank to
swirling shapes and dazzling colours. If uncorked or armour.
shattered a swarm of illusory birds, butterflies and other If you are so fortuneate as to be given a tool or weapon
weirder and more wonderful creatures burst forth. The crafted by Kafziel as a gift, you shall find it almost willing
swarm of colours is very confusing for all caught in it but to do the work on its own. Add a rank to your appropriate
lasts on a few minutes before the half-real visions flit back skill while using a tool made by Kafziel.
to the Kingdom of Hallows. Ascendancy: 4
Ascendancy: 4 Manifestation: 5
Manifestation: 6 Aspects: Diligence 5, Charity 5, Humility 2
Aspects: Charity 5, Compassion 3, Devotion 2, Skills: Supernatural
Prudence 2 Attack: Rank 5
Skills: Supernatural Armour: 5
Attack: Rank 6 Substance (Health): 17
Armour: 6 Fear: Difficult
Substance (Health): 18 Trauma: Two
Fear: Difficult Might: 7
Trauma: Two Deft: 7
Might: 8 Wits: 6
Deft: 8 Will: 6
Wits: 6
Will: 6
Sigil of Methaton
So called the Mouthpiece of God, Methaton appears as
Sigil of Jophiel a blinding angel full of light and fury but having little detail
A grand angel with fine powers. Jophiel appears most or form. His voice rings clear as a thousand bells and is
commonly as a young princess dressed in the harness of thought to be the most pure distillation of the desires and
war and having wings of scarlet and silver. She is capable plans of the Kingdom of Hallows.
of blessing weapons so that they grow warm to touch Any who hear Methaton speak, including a sorcerer who
9
summons this Angel, must make a Difficult Test of Fortitude reach the Netherworld, the Kingdoms of Wilds and
or begin bleeding from the ears and eyes. Methaton can Darkness, too, but his directions are more likely to be
gift a person the power of authority for a time making all vague.
believe the charmed mortals words - although typically Raphael will if so asked put a protective charm on a child
Methaton will refuse to perform such a deed unless the protecting him or her from evil. Dark Ones, Spirits of
mortal vows to say only what Methaton whispers in the Shadow, Incarnate and creatures such as werewolves will
ear. no be able to approach such as blessed child for one week
Ascendancy: 8 after the incantation is performed.
Manifestation: 1 Ascendancy: 4
Aspect: Diligence 6, Devotion 6, Prudence 6 Manifestation: 4
Skills: Supernatural Aspects: Compassion 5, Charity 4, Diligence 3
Attack: Rank 1 Skills: Supernatural
Armour: 1 Attack: Rank 4
Substance (Health): 13 Armour: 4
Fear: Difficult Substance (Health): 16
Trauma: Two Fear: Difficult
Might: 3 Trauma: Two
Deft: 3 Might: 6
Wits: 10 Deft: 6
Will: 10 Wits: 6
Will: 6
Sigil of Mirael
Appears as a youth dressed in gold armour and bearing Sigil of Raguel
both shield and sword. Mirael is the lord of the warrior Appears as a youth with emerald eyes, robes the hue of
ranks of the Angels of Light and his sword is both sharp old willow leaves and hair that drifts like sunlit silk.
and powerful. Raguel has grand power over diseases and their
Mirael s sword has the power to slice through any prevention. He can place a charm on a person to protect
substance be it flesh or lead. He deals not one wound per him or her from disease for a year. Likewise he can protect
success but three. He also has the power to grant mortals a field or orchard from blights, pests and pestilence for a
an Uncanny skill in any given warlike talent, be it Affray, year.
Affray or others. He can grant courage too, and is able to Raguel can lift a disease from a person already beset by
work a charm that lifts all of a person s fears for one hour. sickness but needs to place a kiss to their person s brow
During this time the character automatically passes any to work this power. Being kissed by an angelic being is not
fear checks, but will still take trauma outside of fear rolls. the most pleasant of things  it causes the ill person five
Ascendancy: 5 Trauma.
Manifestation: 6 Ascendancy: 4
Aspects: Prudence 6, Diligence 5, Devotion 4 Manifestation: 5
Skills: Supernatural Aspects: Prudence 5, Compassion 5, Charity 2
Attack: Rank 6 Skills: Supernatural
Armour: 6 Attack: Rank 5
Substance (Health): 18 Armour: 5
Fear: Difficult Substance (Health): 17
Trauma: Two Fear: Difficult
Might: 8 Trauma: Two
Deft: 8 Might: 7
Wits: 7 Deft: 7
Will: 7 Wits: 6
Will: 6
Sigil of Raphael
Appears as a youth dressed in the grey and homespun Sigil of Samael
garb of a pilgrim. He carries a pilgrims staff and wears worn Appears as a young woman with skin of a roan hue, hair
and dusty sandals. Raphael s wings are the colour of the that is a fiery red and wings as crimson as the brightest of
polished oak run through with amber, his hair has to it a cardinal s robes.
chestnut hue and his eyes glow like sunset. Samael can cure any person suffering from poison by
He has a love for pilgrims, all travellers and children and touch and can produce for you a liquor in a pale blue flask
may help any of these without promise or fealty if feeling that when drunk will save a poisoned person. She can also
so inclined. put a ward upon a mortal so that he cannot be poisoned
Raphael can give clear directions and suggest safest for a year, although she must place a kiss upon the flesh to
road to take to get to any place known to men and Angels so do.
upon the earth. He has some limited knowledge of how to Ascendancy: 4
10
Manifestation: 4 mountain a hundred leagues away. Her sense of smell,
Aspect: Compassion 5, Prudence 5, Devotion 2 hearing and touch as also paranormal.
Skills: Supernatural Ascendancy: 5
Attack: Rank 4 Manifestation: 6
Armour: 4 Aspects: Devotion 5, Prudence 5, Diligence 5
Substance (Health): 16 Skills: Supernatural
Fear: Difficult Attack: Rank 6
Trauma: Two Armour: 6
Might: 6 Substance (Health): 18
Deft: 6 Fear: Difficult
Wits: 6 Trauma: Two
Will: 6 Might: 8
Deft: 8
Wits: 7
Sigil of Suriel
Will: 7
Appears as a graceful, tender woman draped in robes of
ivory and possessing always a gentle, loving gaze. Her
wings are a pearly shimmer of white and other soft and Sigil of Zadkiel
subtle colours. Appears as a young woman in plain robes with ivory
Suriel can by touch heal any wound done to a mortal, wings and an aura of benevolence, grace and piety.
though this power suffuses the mortal flesh with such a Zadkiel devotes great attention to the allotting of justice
force and flood of power that the subject is driven into for those who have had none. If able to convince Zadkiel
unconscious delirium for a full day afterwards. Her breath that she would help a worthy cause, right wrongs or put
can cleanse a person of any disease, although again the right injustice she may be inclined to help without
subject succumbs to a long and unwaking sleep for a day. demanding vows of service in return. Be aware that Zadkiel
Suriel can also bless food so that it is cleansed both of is able to know immediately if she is being told the truth or
disease and of poison and can conjure up an ivory cup a lie. She also knows if anyone within a day s walk has
that does the same for any liquid poured into it. wronged another within the last week, be it by petty theft
A single drop of Suriel s blood if mixed with wine is or murder. She wears ever a grave and tired expression,
enough to make an old man shed all his years and return to burdened forever by this constant and intimate knowledge
full youth. Two drops will make an elderly man into a toddler. of man s inhumanity to man.
Three drops and the drinker vanishes into a newborn babe. Zadkiel can work a charm that causes a person s ill-
More drops of blood have no further affects. gained wealth to escape and flee if livestock, or crumble to
Ascendancy: 5 dust if gold or goods. She has been known also to mete
Manifestation: 4 out somewhat more severe justice, summoning up unseen
Aspects: Compassion 6, Temperance 5, Humility 4 hands to inflict upon a maligning mortal the very crime he
Skills: Supernatural perpetrated upon another.
Attack: Rank 4 Ascendancy: 4
Armour: 4 Manifestation: 4
Substance (Health): 16 Aspect: Prudence 6, Diligence 6
Fear: Difficult Skills: Supernatural
Trauma: Two Attack: Rank 4
Might: 6 Armour: 4
Deft: 6 Substance (Health): 16
Wits: 7 Fear: Difficult
Will: 7 Trauma: Two
Might: 6
Deft: 6
Wits: 6
Sigil of Uriel
Will: 6
Called by the common, the Flame of God, Uriel appears
in the shape of a young woman wreathed in a robe of flame
and with wings that though solid, flare and shimmer as if
afire. One of her feathers shed and dropped to earth will Zephon
burn with a terrible intensity for a hundred years. A slender, almost fragile looking Angel with hair the colour
Uriel can cause an inanimate flammable thing that is of shadow and wings like dusk. Zephon has a great distaste
within her sight, including clothing, to start smouldering for the unnatural and unearthly let loose on the mortal
and then burst into flame within 1 to 6 rounds. She can world.
quench fires, cause them to flare up or die low and turn She is able to lift curses and remove unkind magics by
smoky. laying a hand upon the affected. She is also able to destroy,
The sharpest sighted of spirits, Uriel can see vast rendering utterly to dust, any object or relic that has been
distances. She can make out sparrows fighting on a enchanted in some way with magic. Places made enchanted
11
by Wild or Dark magic lose their sorcerous air simply by
her passing over the enchanted ground. Zephon dislikes
even Hallowed unnatural things, seeing them also as
perversions of the mortal world, and may take the
opportunity to destroy hallowed relics and places, too, if
not prevented by another Angel. As such she chooses to
visit the mortal world herself very seldom.
Enchanted creatures and Incarnate beings she has no
power to utterly destroy but is always aware where they
are within a day s journey, and is often willing to offer that
knowledge to others who offer to hunt out the Incarnate
and destroy them.
Ascendancy: 5
Manifestation: 4
Aspect: Humility 6, Prudence 5
Skills: Supernatural
Attack: 4
Armour: 4
Substance (Health): 16
Fear: Difficult
Trauma: Two
Might: 6
Deft: 6
Wits: 7
Will: 7
12
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