Post by Annabelle Devonshire on May 8, 2020 2:36:19 GMT -5
List of Apocalyptic Form Traits
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Note: Traits marked with an asterisk "*" are high-Torment Traits
Common Traits
The capabilities listed here are available to all demons of all Houses.
Armour: Whether his armour comes from the stony hide of the Visage of the Earth or the thick, leathery skin of the Visage of the Beast, the character is extremely hard to hurt. They may better resist bashing, lethal and aggravated damage with this trait.
Casts No Reflection: The demon’s image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
*Claws/Teeth: The character manifests claws and fangs that inflict aggravated damage.
Damage Resistance: The demon is capable of shrugging off damage that would cripple a normal human. They may ignore the pain of their wounds for the duration of the scene.
Enhanced Ability: The difficulty of certain abilities drop whilst the character is in their Apocalyptic Form. This bonus might be due to preternatural quickness (Athletics), an awe-inspiring wreath of flame (Intimidation), a special kinship with animals (Animal Ken) or enhanced knowledge of ancient secrets (Occult). The player must specify which ability this power affects at the time of purchase, and he cannot change it to a different ability later. Enhanced Ability may be purchased multiple times, but each one must be allocated to a different ability.
Enhanced Senses: The character’s five senses are heightened to superhuman levels
Enhanced Mental Acuity: The character receives a mere taste of the clarity of thought she once knew.
Enhanced Social Traits: The character’s physical appearance, poise and grace leave humans in stupefied awe.
*Extra Limbs: The demon grows a second set of arms or a prehensile tail, at the player’s discretion. Extra arms allow a character either to parry or block hand-to-hand or melee attacks with-out sacrificing her own attack, or to make up to two additional attacks at the same time. A prehensile tail is half the character’s height, uses only half the character’s strength to lift objects and to allow the character to hang suspended.
*Gaping Maw: The demon can chew and digest anything it can get its teeth on. Metal, stone and flesh can all be ground up and digested with ease. Bites inflict aggravated damage.
*Horns: A pair of curved ram or bull’s horns protrude from the character’s forehead. Horns inflict aggravated damage.
Improved Attribute: One of the demon’s attributes increase in revelatory form. This power can be bought multiple times, but a different attribute must be given for each time it is bought.
Increased Size: The character’s body grows to a third against it’s own height.
*Lashing Tail: The character manifests a long, reptilian tail tipped with a curved, bony spike that inflicts aggravated damage.
Pass Without Trace: The character become extremely stealthy, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage.
Regeneration: The demon regenerates Bashing or Lethal damage automatically as a reflexive action.
Wings: A pair of wings extends from the character’s shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed. These wings might resemble those of a raven, owl, swan or eagle or )if the demon uses a high-Torment application of this power) the leathery wings of a bat. The demon can also take off from a standing position and actually gain altitude by flapping her wings.</li>
Defilers (Lammasu)
The Lammasu might seem like social butterflies, but they were once angels of the deep, inspiring the rebel host to fight against overwhelming odds for the sake of mankind. They are capable of great insight and passion, and their apocalyptic forms often reflect this, granting them a surprisingly diverse array of powers and capabilities. One Defiler’s revelatory form might resemble a beautiful, untouchable Adonis, while another might appear as a winged, androgynous horror made of kelp and seawater.
Tormented Lammasu likewise vary in their capabilities. Some taken on the forms of the meaner creatures of the sea, while others develop insidious ways to meddle with the hearts of mortals.
Alter Size: The demon can alter her physical size in order to slip through narrow gaps or crawl into impossibly small spaces. She can reduce her size to as little as a third of her original volume.
Aura of Want: The Defiler can affect mortals with overpowering feelings of longing and despair within a radius in yards equal to their Torment. Demons are immune to this ability.
Cartilaginous Flesh: The demon’s skin becomes thick and rubbery and is highly resistant to any form of blunt trauma.
Distortion: The demon’s form shifts and shimmers as if the viewer were looking at the Defiler through water. Other demons can resist these effects as they can any other illusion.
*Ichor: A foul black ichor covers the demon’s body, making him difficult to grab or restrain.
Immune to Electricity: The Defiler suffers no damage from any kind of electricity-based attacks.
Ink Cloud: The demon can expel a cloud of indigo ink that hangs in the air and blinds her foes.
Lyrical Voice: The difficulty of the demon’s attempts at leadership and subterfuge are reduced
Sea’s Beauty: The character’s physical appearance, poise and grace leave humans in stupefied awe.
*Shark Hide: The demon’s shark-like skin acts as armour, providing additional protection against bashing, lethal and aggravated damage.
Shocking Touch: The character’s touch creates a damaging spark to the recipient. This can only be used once per scene.
Soul Glimpse: If a Defiler meets the gaze of a mortal or demon, he can gain a sense of that person’s basic nature.
Soporific Touch: The Defiler’s touch can cause a victim to fall into a deep sleep. If successful, the victim falls into a near-comatose state for a short period of time.
Spines: A long ruff of spines runs down the demon’s back and along the backs of her arms. They inflict additional aggravated damage with every successful attack in unarmed combat.
*Venom: The demon’s saliva contains an intoxicating venom that affects a victim’s will. If a victim is exposed to the demon’s saliva (through a successful bite attack, through an already open wound or via a kiss), they either lose willpower or all into a death-like coma for a few days.
Weather Sense: The character can always intuitively sense changes in the weather up to a distance of over 10 miles.</li>
Devils (Namaru)
The Namaru’s command over faith, fire and the Celestial Word bestows their apocalyptic forms with the bearing of the angelic saviour - or the infernal destroyer. Depending on her primary lore, a Devil might appear as a warrior wreathed in holy fire, or a resplendent angel with beautiful, blinding features. Most Devils have at least one form capability that allows them to influence the hearts and minds of others in some way.
Their monstrous forms abandon subtlety, however. While the normal revelatory form powers of the Namaru allow them to appear as beatific creatures of God, their apocalyptic forms can’t hide the truth of their infernal nature. Many of them sprout fangs, claws, tails or other crude manifestations of their inner Torment. When the Devils reach their breaking point, everything within reach must burn.
Abyssal Eyes: The Devil’s eyes turn to liquid shadow, oozing down his face or occasionally reaching out like tendrils or fingers.
Affirm: By making eye contact with a mortal, the Devil can reaffirm that mortal’s place in God’s plan. The mortal regains temporary willpower.
Beckon: The demon is so beautiful that those who lay eyes upon him cannot help but follow him, entranced by his preternatural charisma. Any mortal who does not faint must follow the Devil as best he can, keeping the demon in sight at all times. The mortal snaps out of his reverie if he is attacked or simply shaken. The demon can choose to turn this effect off at will.
*Corrosive Spit: The demon’s spit burns like acid. A bite inflicts aggravated damage, or the character can spit at a target up to 10 feet away. The spittle also inflicts aggravated damage on impact. Targets such as mortals that do not deal in aggravated damage suffer lethal damage instead.
Dread Gaze: Individuals (mortal or demon) who meet the demon’s gaze and who fail to keep their wits about them are unable to move or do anything for a split second.
*Fiery Blood: The character’s blood burns like magma. Inflammable objects that touch more than a few drops burst into flame, and opponents in close combat suffer lethal damage in addition for every successful attack.
Halo of Majesty: A shifting golden halo surrounds the Devil’s head and face. No mortal or demon can attack the Devil without a successful Willpower roll.
Immune To Fire: The Devil suffers no damage from fire or heat of any kind.
Increased Awareness: The fallen is especially attuned to the fabric of reality, reducing the difficulty of sensing alterations to it.
Inhuman Allure: The character’s voice and features are refined to inhuman perfection.
Liar’s Ear: The Devil can automatically tell when someone lies to him.
Lordly Mien: The character’s aura of divine authority increases her charisma and manipulation.
Radiant Aura: The character’s body is wreathed in a corona of shifting, multi-coloured hues that distract and confuse her foes.
Razor Wings: The Devil sprouts a pair of white wings from his shoulders whose long pinions are sharp and flexible as razors. The Devil can attack opponents in close combat (or by swooping past a target whilst in flight). The razor wings inflict aggravated damage.
*Scales: The character’s skin is covered with dark, lustrous scales that provide armour against bashing, lethal and aggravated damage.
Sense the Hidden: The character is supernaturally adept at sensing mortals or demons who attempt to hide from her.
Spark of Faith: The Devil cause a mortal’s Faith to flare up with a touch. The Devil must touch her target to use this ability. If successful, the demon can heal the mortal. If the character possesses Spark of Faith as a high-Torment special ability, the demon can inflict damage instead.
*The Host: Fanged mouths appear on the character’s body. The character inflicts aggravated damage with a successful grapple. When they are not otherwise occupied, the mouth whisper blasphemies in any language the character knows.
Voice of the Damned: The demon’s voice booms with the authority of God, or, alternatively, seethes with inhuman hate and malice. This can prove to be extremely intimidating, for mortal or supernatural alike.</li>
Devourers (Rabisu)
The savage rebels of the House of the Wild took on the forms of beasts and plants in days long past. Their apocalyptic forms, confined and stunted by their time in the Abyss and by the modern world, retain much of that primal strength. The Rabisu are not necessarily cruel or vicious, but all of them accept that in the never-ending cycle of predator and prey, some things must die. A Devourer’s low-Torment revelatory form is often just as monstrous as another demon’s more monstrous form. Claws, fangs and other natural weaponry is commonplace among the Rabisu.
When their Torment overwhelms them, however, the natural world is left by the wayside and the Devourers live up to their sobriquet. Monstrous Rabisu exhibit powers no living creature on Earth should ever possess. In those moments, they truly become abominations.
Aura of Vitality: Living beings (plant or animal) within a number of yards are infused with restorative energy. Individuals within this area heal much quicker than humanly possible.
Chameleon Skin: The demon’s skin allow it to blend with its surroundings.
Clinging Flesh: The demon’s skin is covered with millions of molecule-sized hooks that allow her to cling to almost any surface. The demon can climb the sheerest of surfaces, even plate glass.
*Disperse: The demon can dissolve her body into a mass of maggots, spiders, insects or other tiny creatures. The Devourer retains control over this swarm, and he can use this power to flow through tight openings or simply to terrify opponents. The character can choose to attack opponents while this power is in effect as well. Attacks inflict aggravated damage.
Eyes of the Predator: The Devourer manifests the golden irises of a wolf or tiger, reducing the difficulty of all Intimidation attempts.
*Frenzy: The Devourer flies into a rage, hurling himself at his foes again and again despite the pain of his wounds.
Immune to Poisons: The character is immune to damage or impairment from any toxins, including alcohol and nicotine.
Mimic: The Devourer can manipulate her vocal cords to almost perfectly mimic any natural sound. The demon can mimic the sound as long as they are in their Apocalyptic Form.
Natural Weaponry: Each time this ability is purchased, the player can choose from the following abilities: Claws/Teeth, Gaping Maw, Horns, Lashing Tail or Spines. Note that these natural weapons are low-Torment abilities.
Nimble Hunter: The demon becomes increasingly athletic. In addition, their leaping distance doubles.
*Primal Mind: The Devourer can make contact with the small part of a mortal’s mind that retains its ignorance, that remembers what it is to live only to survive like a beast. To use this ability, the demon must physically touch his intended target. If successful, the human loses all knowledge and most skills for the rest of the scene and generally acts on survival instinct - fleeing from fire, attacking with tooth and claw if cornered, et cetera.
Relentless: The demon can walk or run without need of rest, enabling her to cover superhuman distances without pause. As long as she stays in motion, she is unaffected by fatigue or hunger.
Repellent Musk: The Devourer can exude a frightful stench that affects victims within a radius in yards equal to the demon’s Faith.
Sun’s Bounty: By standing in direct sunlight for one full hour, the character can heal damage inflicted on them. This include aggravated damage. This power can be used only once per day.
Thick Hide: The character’s leather-like skin acts as armour, providing protection against bashing, lethal and aggravated damage.
Thorns: The demon’s shoulders, chest and arms are covered with needle-sharp, black thorns that inflict aggravated damage to any attacker who attempts to strike or grapple the demon in unarmed combat.
*Toxins: The claws and saliva of the demon are poisonous. Targets exposed to the venom (either by a successful claw or bite attack, through an open wound or via a kiss) are subject to lethal damage.</li>
Fiends (Neberu)
The long aeons in the chaos of the Abyss took a toll on the ordered Neburu. Where once they could recognise the beautiful machinery of all Creation, the fallen angels of fate can see exactly how bad things have become. Their revelatory form, far from the physical perfection of the Namaru, reflects the cracked and disjointed nature of the universe, even without taking their Torment into account.
Ironically, however, when the Fiends assume their monstrous aspects, they become more recognisable, if more terrifying. Many of them become silvered, reflecting the degradation of the world around them like a garish funhouse mirror. Quick-silver tears often stream from their empty eyes as they regard the world through the distorted lens of their Torment.
*Aura of Misfortune: Any individuals caught within a distance in yards equal to the demon’s Torment suffer increasing misfortunes.
Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best light and rendering her nearly invisible at night.
*Chimerical Attack: The swirling illusions that surround the demon attack opponents engaged in close combat with the fallen. These chimerical figures have the same initiative as the demon, and they attack a single opponent in close-combat. Their attacks inflict aggravated Damage.
Danger Sense: The Fiend is highly attuned to potential threats.
Dread Mine: The difficulty of a demon’s attempts at leadership and intimidation are reduced
Eyes of Fate: The Fiend knows instinctively whether a given being is important to him or his plans. With a look, the character gains a general sense of whether or not a target is potentially important to the demon’s current plans or goals. As a side effect, and extremely infrequently, the Eyes of Fate can detect whether or not a mortal has an extremely high Faith potential.
Hypnotic Visions: The aura of light and shadow surrounding the Fiend distracts and disquiets the mind of her foe. Demons (and thralls gifted with the power) are able to resist the effects of these illusions thanks to their inherent powers.
Increased Awareness: The fallen is especially attuned to the fabric of reality and can detect subtle changes to it within the immediate area.
Infinite Tome: The difficulty for all Knowledge rolls decreases by two.
Invisibility: The character can bend light around her body, becoming invisible. This effort requires constant concentration. Demons can attempt to penetrate this as they would any illusion.
Mirage: The character can create an illusory aura than transforms her appearance, allowing her to disguise her features from distant or careless observers. Demons can attempt to penetrate this as they would any illusion.
Night Sight: The character can see clearly in utter darkness.
*Rend the Soul: The Fiend lays a hand on a target and shows him, for one split second, how infinitesimally small he (the target) is in the grand scheme of Creation. The target’s reaction depends on their willpower… some will simply be shocked at the revelation whilst others will be able to do nothing but sit and weep. Demons are unaffected by this power.
Sense the Hidden: The character is supernaturally adept at sensing mortals or demons who attempt to hide from her.</li>
Malefactors (Annunaki)
The Malefactors built the Earth, adding layers upon layers for humanity to explore and learn for themselves the wonders of Creation. They never thought that the humans that they so loved would destroy the world and carelessly discard anything that didn’t seem immediately valuable. The rebellion was, for them, a desperate cry for appreciation, and now that they are free again, many have noticed exactly how little their toil apparently meant to humanity.
The Annunaki are each unique in their revelatory forms. These forms definitely follow function - a Malefactor who was originally charged with shaping the flow of lava will likely have a rocky hide, whereas one given the task of colouring the gemstones to be seeded in the earth might cause anything she touches to change colour briefly. Their Tormented forms, however, remind anyone nearby how terrifying the Earth can truly be. A monstrous Annunaki might shake the earth with each step or even spew ash into the air with every breath.
Absorption: The Malefactor is capable of absorbing inorganic objects into his body, turning his appendages into living tool boxes or causing his body to bristle with an assortment of blades, spikes and cruel hooks. The Malefactor can absorb any inorganic object and suffer no discomfort or damage. Note that this only lasts as long as the demon is in its apocalyptic form – once the fallen reverts to his mortal form, the objects are expelled.
Alter Size: The demon can alter her physical size in order to slip through narrow gaps or crawl into impossibly small spaces. She can reduce her size to as little as a third of her original volume.
Conjuration: The character is capable of supernatural sleight of hand, seeming to conjure items out of thin air, only to make them vanish again with a flick of the wrist.
Creator’s Mark: On a successful Awareness roll, the Malefactor automatically knows who created an object, as well as when it was constructed and the manner of its construction. The character must be able to touch the object in question to gain the information.
Dead Reckoning: Your character is always aware of where she is in relation to known landmarks, no matter how far away those landmarks are. Unless she is affected by spatially distorting evocations such as Warp Path, she can never lose her sense of direction.
Flesh of Magma: The Malefactor’s flesh glows orange like molten steel. Anyone who comes in contact with this demon’s flesh suffers lethal damage. Inflammable materials burst into flame upon contact with the demon’s skin.
*Ichor: A foul black ichor covers the demon’s body, making him difficult to grab or restrain.
Immune to Bashing Damage: The character suffers no damage from any attack that would normally inflict bashing damage (closed fists, blunt instruments, etc)
Immune to Fire: The Malefactor suffers no damage from fire or heat of any kind.
Iron Skin: The character’s iron-like skin acts as armour, providing protection against bashing, lethal and aggravated damage.
Irresistible Force: The difficulty of feats of strength for the demon are decreased
Magnetic Field: The demon is surrounded by a magnetic field that is intense enough to disrupt electronic devices.
Night Sight: The character can see clearly in utter darkness
Relentless: The demon can walk or run without need of rest, and she is able to cover superhuman distances without pause. As long as she stays in motion, she is unaffected by fatigue or hunger.
Shattering Touch: The Malefactor can read the harmonic vibration of an inorganic object by touch and shatter it with a precise application of pressure.
*Spikes: The demon’s body is covered in stony spikes, causing aggravated damage in the Malefactor’s unarmed attacks.
Thunderous Voice: The character’s shout shatters glass and makes stone tremble. Individuals within a number of yards to the character suffer bashing damage. This ability can be used only once per scene.
Tremor Sense: The Malefactor can sense the slightest tremors passing through the earth around him, allowing him to sense even the stealthiest movements.</li>
Scourges (Asharu)
During the War of Wrath, the Asharu were superlative spies and couriers, and their reappearance on Earth had led many of them into similar roles. They take wing once again, carrying word to their various factions and carrying hope and protection - or occasionally a truly ill wind - to the teeming masses of humanity.
Most of the House of the Rising Wind can fly, or at least glide on winds summoned by their lore. Their revelatory forms vary based on whether they follow their original dictates to breathe life into those who live on Earth or whether they perform their tasks among the winds and the firmament. (The former can appear almost human but for the holy light that softly surrounds them, whilst the latter are quick and mercurial, rarely brightly coloured, but always beautiful.) Tormented Scourges seem to be made of smoke and diseased flesh, and many leave a foul wind in their passing.
Aura of Vitality: Living beings (plant or animal) within a number of yards of the demon are infused with restorative energy. Individuals within this area heal at a geometric rate.
*Caustic Bile: The demon is capable of vomiting a stream of corrosive bile at her foes. The bile inflicts aggravated damage.
Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best light and rendering her near-invisible at night.
Curative Saliva: Once per scene, the Scourge can lick the wounds of a mortal or demon. This action heals all bashing damage or one level of lethal damage, or converts one level of aggravated damage to lethal damage.
Dead Reckoning: Your character is always aware of where she is in relation to known landmarks, no matter how far away those landmarks are. Unless she is affected by spatially distorting evocations such as Warp Path, she can never lose her sense of direction.
Immune to Falling Damage: The demon can fall any distance and land safely on her feet.
Martyr’s Flesh: The Scourge is able to ignore all wound penalties in her revelatory form.
*Miasma: The demon’s breath reeks of gangrenous rot that can have a debilitating effect on her foes in close quarters.
Mist: The demon can summon up a concealing cloud of mist in a 100 square-foot area. The mist lasts for the whole scene if conditions are good - a strong wind will blow the mist away in a few minutes. High-Torment applications of this power summon choking smoke instead.
*Multiple Eyes: The demon gains four to six extra eyes, which sprout from her head and/or neck. These extra organs give the demon 360-degree vision.
Perfect Balance: The demon’s leaping and tumbling abilities increase.
Plague Touch: With a single touch, the Scourge can inflict a deadly disease on a victim.
*Quills: The demon’s shoulders and upper arms are covered with a ruff of sharp quills that pose a hazard to foes in close combat. An attack who hit’s a demon in close combat suffers lethal damage.
Spore Cloud: Once per day, the Scourge can emit a cloud of spores from his body that are light enough to remain suspended in air and drift with the wind. Living creatures that pass through this cloud of spores pick up scores of microbe on their skin and clothes but are otherwise unharmed. The Scourge can receive sensory information from this spore cloud for the duration of the scene, allowing the demon to see and hear everything occurring in the vicinity of the spores as though she were standing there herself.
Supernatural Vision: The character can see five times as far as a normal human can, allowing the demon to see objects at 50 yards as clearly as if they were 10 yards away as long as even a weak source of light (such as moonlight) is present.
*Viscous Flesh: The diseased flesh of the Scourge sloughs away when he is pinned or trapped, leaving a would-be assailant covered in rotting flesh.</li>
Slayers (Halaku)
The Halaku did not fight as fiercely in the War of Wrath as many of the other angels did. Much of the host on both sides were thankful; the Slayers were terrifying warriors, grim and silent, swooping into combat to simply do what came naturally - ending lives. Many of the Angels of the Second World remained on the fringes during the battles, however, tending to the humans who had recently been made mortal. Death, they explained time and again, is not the end, but simply the beginning of a new and more mysterious existence.
Therefore, the Halaku were horrified when they emerged from hell to find a world that not only feared death, but had every reason to do so. The lands of the dead were turn asunder, and the still-living humans sensed the pain of the afterworld, even if they didn’t know it. Every human is born knowing, somehow, that her time on Earth is limited. And this perhaps is why when the Slayers appear in revelatory form, silent, pale and beautiful, the most common reaction is a silent prayer.
Of course, Tormented Slayers do not elicit such a response. Regardless of their particular form, wings or no, whatever the colours of the demon’s cloak or the particular sheen on her eyes, a human who sees a monstrous Halaku knows that he has looked into the face of death itself.
Aura of Darkness: The Slayer creates an area of darkness around itself out to a distance in yards equal to the character’s Faith score. Light sources within this radius (natural or otherwise) simply go out and refuse to re-ignite as long as they are within the area of affect.
*Aura of Dread: The demon is surrounded by an aura of fear that saps the will of her foes.
* Aura of Entropy: Plants wilt in the demon’s presence, and living beings are suffused with an icy chill that saps their strength. The effects of this capability persist for the duration of the scene.
Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best light and rendering her nearly invisible at night.
Conjuration: The character is capable of supernatural sleight of hand, seeming to conjure items out of thin air, only to make them vanish again with a flick of the wrist.
Dead Reckoning: Your character is always aware of where she is in relation to known landmarks, no matter how far away those landmarks are. Unless she is affected by spatially distorting evocations such as Warp Path, she can never lose her sense of direction.
Death-Grip: The demon’s spirit can cling to life past the point of human endurance. If the demon’s host body suffers damage that would otherwise cause death, she can still hold onto life. If successful, the character falls into a coma until the following dawn, at which point she rises from the dead.
Death Sight: In her revelatory form, the Slayer can look at a person and determine his relative health. A single glance tells the Slayer how close the individual is to dying through natural causes or injury.
Dread Gaze: Individuals (mortal or demon) who meet the demon’s gaze and who fail to keep their wits about them are unable to move or do anything for a split second.
Enhanced Awareness: The fallen is especially attuned to the fabric of reality, allowing them to better perceive alterations in the immediate area.
Enhanced Social Traits: The character’s physical appearance, poise and grace leave humans in stupefied awe.
Eyes of the Reaper: When looking at another person‘s face, the character can see their real name and their estimated remaining lifespan. This power can only work if the Slayer sees the target’s whole face. When used on supernaturals who are technically dead, the estimated remaining lifespan is listed as “zero”.
Also this power only produces the name of that Fallen’s mortal host, and not the Fallen possessing them. It cannot be used to find out another Fallen’s Celestial or True Name.
Ghost Sight: The angel can see the spirits of the dead that linger in the mortal realm, whether the ghosts wish to reveal themselves or not.
Howl of the Damned: The voices of the dead echo in the demon’s words. This can prove to be extremely intimidating.
Night Sight: The character can see clearly in utter darkness.
*Reaper’s Breath: The demon can exhale a chilling breath. Mortals and demons caught in the path of her exhalation suffer bashing damage. This ability can be used only once per scene, and it has no effect on creatures that do not breathe.
Relentless: The demon can walk or run without need of rest, able to cover superhuman distances without pause. As long as she stays in motion, she is unaffected by fatigue or hunger.
Silent Steps: The Slayer makes no sound whatsoever as she moves, seeming to glide soundlessly over the ground.
Touch of Death: The Slayer must be able to touch her intended target to use this ability. Thereafter, as long as the demon maintains physical contact, the target cannot move, speak or feel at all. The target cannot feel pain, and unless this power is chosen as a high-Torment ability, he is strangely at peace. (The monstrous version of this power traps the hapless target in his own body as the demon inflicts whatever damage upon him she wishes). This power has no effect on demons or supernatural beings that are already dead.
Voice of the Banshee: Once per scene, the Slayer can emit a hideous wail that fills her foes with feelings of imminent death.