Shelters Demons

Published September 24, 2014 by


Inside of your soul lies a chorus of voices who constantly contend for control of your body. These voices whisper, cajole, scream and seduce you towards the dark. These demons are both your curse and the source of your power. Their mere presence allows you to accomplish amazing feats, but their strength often comes with price. Too many dead lay behind you from the times you have lost control and set the demons free. This may haunt you, or maybe you have accepted your lot – perhaps even relish it. In the end the demons are your protectors, your greatest foe, your damnation. All those who travel with you beware, for the demons ever hunger for the taste of extinguished life.

Before voting, please leave a comment on what should be fixed. I will endevour to incorporate all suggestions.


GM Intrusion: In a welling tide, the demons crash through your mental defenses and take control of you for a single round. Follow the Possession ability given in Tier 2.


Pick one other PC. This PC has seen you when control has been lost and the demons reign free. This experience has armed them for when it happens again. The PC is treated as trained when trying to call you back to self awareness when you have become possessed.

Additional Equipment:

A strange mirror (or mirror fragment) that when you, and only you, look into it a swirling cloud of darkness and light is reflected back. The voices seem to make more sense when you stare at the maddening patterns. When looking directly into the mirror you gain an asset on controlling your inner demons.

Esotery Effects:

Your esoteries are the stuff of nightmares. In all cases, your esoteries are thick with the screams of the damned and carry a terrifying persona about them. For instance your force blast from Onslaught might take the form of a screaming skull, or your Ward deflecting a blow might be a tortured “soul” taking the hit for you. This counts as an asset towards intimidation rolls while using your esoteries.

Minor Effect Suggestions:
You scar the mind of your target and daze them for a single round.
Major Effect Suggestions:
You tap into the greater power of you inner demons and deal an additional 6 points of damage.
Tier 1:

Incredible Power: The demons strengthen you even when they are quiet and docile. You gain and additional 6 points to spend into your Pool maximums. Enabler.

Tier 2:

Possession: The dark within your soul has taken hold! Whenever you have dropped a step down the damage track you must roll against a level 6 intellect task, or be consumed by the demons. If the roll is failed (or electively forgoed) then the PC becomes possessed by the GM. The GM will have the ability to manifest a GM Intrusion for no rewarded XP once a round and can attack every creature within short range of the possessed PC at the same time. These attacks and the intrusion should be shows of dramatic, esoteric forces unleashed by the PC’s demons. It should be noted that these attacks have no cost to the player’s stat pools Every round, the Player is allowed to make a single intellect based roll to try and regain control. This task is set at level 6.

Tier 3:

Telepathic Destruction (4+ Intellect points): You reach out with your mind and, for a split second, allow the demons to touch another’s soul. Even this passing touch can leave people scarred for their entire lives. Causes 6 points of intellect damage to a single target within short range. Instead of spending levels of Effort on damage, you can apply them towards lowering the level of the creature by one step for ever level applied. This effect only lasts for 1 round. Action.

Tier 4:

Wail of the Damned (5 Intellect points): Images of a world erased of all life, your loved ones destroyed and everything that is good extinguished flash before your eyes as the voices whisper of your damnation and that of everything you touch. Your throat contorts in a horrible cry for mercy, revenge, love and desolation as your are assaulted by the images. Your wail carries to anyone within immediate range and paralyzes them (in utter fear) for a single round. Everyone within a mile can hear the scream, but only those within immediate range are affected. Action.

Tier 5:

Resistance: Your mind has grown resilient, if not numb, to the constant cries of the dark within yourself. When you become possessed by the demons as per tier two ability it now only a level 3 task to reign back control of yourself. Enabler.

Tier 6:

Demonic Form  (12 Intellect points): You have finally gained a form of mastery over the demons within. Delving deep within you unlock the chains holding the darkness in check. The demons rush to be released, but through indomitable will you are able to restrain and coax them to do as you please (this power should be accompanied by a transformation of sorts for the character, taking on demonic aspects such as horns, claws, a tail, maybe even glowing eyes). The PC is granted the ability to affect reality on a basic level and can create effects similar to GM intrusions every round. These effects require GM consent and should be themed appropriately, to not imbalance the game. Each round that Demonic Form is active you must pass a level 3 intellect based task to remain in control. If the roll is failed the PC will move one step down the damage track.