Whenever a Daemon desires, his
skin may singe anything it touches, including opponents. This alone does
three dice of damage for every turn the Daemon touches the skin of his
opponent. This will be painful, and all normal physical attacks such as
punching have a damage of plus one when this power is in progress.
Clearly this power does aggravated damage to Kindred.
The art of shaping souls is
another power of the Daemons. Shaping souls, the very things which give
Daemons status and power among their peers, allow Daemons to improve
their wealth greatly. Without the Investment Boon however, a Daemon
cannot get a soul to shape, unless one is given to the Daemon.
Also, the Daemon has the power to
heal like a Garou, in that every round the Daemon heals a health level.
Also, Daemons only suffer aggravated damage from True Faith attacks.
Daemons also receive physical advantages when in their True Form. Since
most Daemons have fangs, claws, etc., their attacks can be more varied
and lethal.
The last of these powers, is the
power of immortality. Although Daemons are not actually immortal, they
are in a sense. In Hel, Daemons age, although on earth and in some
Umbral Realms they do not. When killed in such places, the Daemon does
not actually die, rather they become incorporeal, as their body fades
out of existence, only to reappear in Hel within their Lair. In Hel and
many other Umbral Realms however, when killed, the Daemon is killed for
good. If a Daemon has no followers or souls, and has not yet undergone
the Lair of the Daemon Ritual, the Daemon is sent to her Ilk's Universal
Lair, a place set up where "slain" Daemons reappear. This is humiliating
for Daemons, and many are scorned if sent here. For this reason, few
risky acts are done on the Daemons part when on earth or in the Umbra,
until his own Lair has been set up.