The first thing you should think of
before putting pen to paper is who the character is. By this we mean both
the Fallen & the Mortal Host. You need to decide who the mortal host was,
what he or she experienced before the possession and what led to their possession.
You also need to think about who the Fallen is that has taken control. Why
did they join Lucifer in his rebellion?, What were their tasks & responsibilities.
How did they feel about fighting a war with their own kind and ultimately,
about being imprisoned by the Almighty. All these decisions lead to a well-rounded
character. All these questions should be answered in the character's history.
The history helps you work out where to put the dots on the sheet too. If
the Mortal was a policeman, then obviously, abilities should include law,
investigation, computers and perhaps firearms (Not every country has a armed
police force remember). The skills & attributes relate more to the human
host than to the fallen.
House - Overview
There are seven Rebel Houses, collectively named The Sebettu. Each House has
a different role.
More information on the Houses can be found in Demon: The Fallen.
The Lammasu (Defilers)
Before the Fall, They were the Angels of the Deep, but upon the Rebellion,
they were charged to watch humanity grow beyond imagination, only to suffer
and accept deception instead of the Truth they had inspired.
The Namaru (Devils)
Once members of the House of the Dawn, the greatest of Angels, Since the Fall
however, they now lead the armies of the Pit.
The Rabisu (Devourers)
Originally, of the House of the Wild, selected to oversee the very nature
of the domain, organizing the role of every animal on Earth, now, they watch
as the humans are devoured by the very animals they once commanded.
The Neberu (Fiends)
The Rebels that once belonged to the House of Spheres now are doomed to watch
humanity collapse in a pool of greed & envy.
The Annunaki (Malefactors)
They once formed the House of the Fundament, but when they gave man dominion
over matter, they had no idea that humanity would suffer with a self destructive
nature.
The Asharu (Scourges)
When they were part of the House of the Firmament, they were the breath of
life itself, but now, they share the curse of mankind, the curse of death.
They watch, knowing their past actions have doomed all humans to the cold
arms of eventual death.
The Halaku (Slayers)
Finally, once of the House of the Second World, they have become the reapers
of life, where once they were the Angels Of Death.
Factions
The second choice is whether or not to belong to a faction, or to stand unaligned.
More information on the Factions can be found in Demon: The Fallen.
The Factions are:
Faustians
Their goal is to foster mankind's rebellion against God by allowing humans
to procreate freely and to bring about world peace.
Leader - Belphigor & Senivel
Cryptics
They believe the Rebellion was part of God's plan, and so seek answers to
questions that would baffle the human's around them
Leader - Ahrimal & Gipontel
Luciferans
They search for Lucifer, The Morningstar, lost when the Fall occurred.
Leadership - Grifiel & Nazriel
Raveners (Restricted)
Dedicated to complete destruction, this faction is intent on creating carnage
wherever they are
Leadership - Sauriel & Suphlatus
Reconcilers
They are the ones seeking to return to the kingdom of heaven, to make peace
with their Maker & Jailer
Leadership - Nuriel
Nature & Demeanor
As with all other WOD games, this represents the inner & outer persona
of your character. To follow one with the cop example, perhaps he has a Caregiver
nature, hidden behind Judge demeanour.
Attributes
Physical/Social/Mental
You have 7 points to assign to your primary Attribute group,
5 to your secondary and 3 to your tertiary.
You begin with one free dot in each attribute.
Restrictions
As a starting character, only one attribute may begin at 4
and none may begin at 5.
Abilities
These are the skills you begin with, divided again, into 3 groups.
Talents/Skills/Knowledge's
You assign 13 points to your primary, 9
to your secondary & 5 to your tertiary.
Restrictions
As a starting character, no ability may start at 4 or above. (Without
a reason that fits concept and O.Ked by the Story Teller.)
Advantages
Backgrounds
You have 5 points to distribute in backgrounds. Each Background must be explained
in the history. IE, How would a Cop have resources of 3?
Restrictions
Due to the nature of the game, the following backgrounds are prohibited
| Eminence | May not exceed 2 |
| Fame | May not exceed 2 |
| Influence | May not exceed 1 (This may be increased through role play) |
| Legacy | May not exceed 2 |
| Mentor | May not exceed 3 |
| Pacts | A full description of each Pact must be supplied. (Can't be taken at character creation and must be a pact with a player character.) |
| Paragon | May not exceed 3 |
| Resources | May Not Exceed 4 |
Lore's
You have 3 points to spend on the Lore's. Each House has 3 Path's of Lore
that can be chosen, plus there are two Common Lore paths. This allows a possible
starting choice between 5 Lores. 1 House Lore must be selected to be the Primary
Lore. This is the Lore your character is most adept at. The Primary Lore cannot
be exceeded by any other (IE, If your Primary Lore is 3, your secondary or
tertiary lores cannot be 4)
Common Lores
Lore
of the Fundament
Lore
of Humanity
House Lores
| Defilers | 3 |
| Devils | 4 |
| Devourers | 4 |
| Fiends | 3 |
| Malefactors | 3 |
| Scourges | 3 |
| Slayers | 4 |