BASIC RITES
• Spend six hours observing the passage of time (listen- ing to a clock tick, watching a second hand spin, etc.).
• Prevent someone from achieving his destiny. • Help someone meet his fate.
CHANCE OF INVOCATION:
1
INVOCATION MODIFIERS
+1 A quartz watch
+2 A wind-up clock
+3 A hand-written autobiography
+4 A century-old grandfather clock in working order
+5 An incredibly large clock (Big Ben, etc.)
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DE M O N PR I N C E S
MaLPhaS
PrInCe
oFFaCTIonS
The world is a chaotic patron of factions within factions – but in the end, we have no allies at all. Each of us is a faction of one.
Malphas, a Shedim, presents himself as an older man of mean disposition. He could easily be mistaken for a war criminal or a deposed tyrant. The Adversary uses Malphas and his servants for diplomatic missions of the greatest importance.
He is in favour with Lucifer, and liked by almost all the other Princes. He does not return this affection. Malphas practices his art among his peers as much as he does on earth. Lucifer approves; in fact, that’s one reason Malphas keeps his high state. As long as Malphas is playing his games, the Demon Princes will never unite against Lucifer . . . they’ll be squabbling among them- selves.
Malphas is cordial with his servants, willing to listen to the complaints of even the least of them. This is not kindness, of course; it’s the faction game. Each of his demons is convinced that Malphas is a tough but fair boss; each one thinks he has a special “in” with Malphas. His organization is not especially efficient . . . none of his demons trust one another enough to cooperate really well . . . but it’s completely reliable. His demons are always alert for excuses to denounce each other to their immediate boss or to Malphas himself.
Malphas is never violent except in the last extremity of self-defence, and insists that his minions follow his example. Inciting violence is fine; using it directly is the mark of a failure. (And Malphas secretly believes that most of his fellow Princes are clumsy dolts.)
DISSONANCE
It’s dissonant for the Servitors of Malphas to go more than a day without creating division between two people. A missed day can be made up for by starting two fights on the next day . . . but after a day, the note becomes permanent and must be worked off another way.
BAND ATTUNEMENTS
Balseraphs
Malphas’ Balseraphs shine in the modern age as the ultimate talk-show hosts. These divisive liars can make one person at a time take the demon’s opinions as their own for a number of hours equal to his Ethereal Forces.
Djinn (restricted)
Djinn working for Malphas can make a person to whom they’re attuned hate any person or object which the demon points out, for a number of hours equal to the demon’s Ethereal Forces.
Calabim (restricted)
Malphas’ Calabim can destroy relationships by making their resonance roll. Their victims won’t care about a relationship of the demon’s choosing for a number of hours equal to the demon’s Ethereal Forces plus the check digit of the resonance roll. They may resist with their Will minus the demon’s Celestial Forces.
Habbalah
“These Habbalah can make a person take an unwaver- ing stand on any of his opinions for a number of minutes equal to the demon’s Ethereal Forces. Anyone who dis- agrees during this time will stiffer a violent response – physically violent if the target can’t make a Will roll.
Lilim (restricted)
A Lilim who serves Malphas can use her resonance to distract a target’s attention for a number of minutes equal to her Ethereal Forces. The victim will have no time for anything but the demon . . . ignoring spouse and friends, which may cause all kinds of trouble.
Shedim (restricted)
Malphas’ Shedim drive away their host’s minds entirely and need no Will rolls to assert control, but they retain access to the host’s memory while possessing him. (They must still perform diabolical acts, but need not struggle with their hosts over it.)
Impudites (partially restricted)
An Impudite of Factions can make a Perception roll to discover how to destroy a person’s trust in anyone or anything. The check digit of the successful Perception roll reflects the importance of the trust, and the amount of work it will take to break. This may require some work on the demons part, but after doing so he may steal from his victim an amount of Essence equal to the check digit of the original Perception roll!
SERVITOR ATTUNEMENTS
Imbroglio
While this power is active, everyone in range will take everything said to them in the worst possible way – every compliment is misunderstood as sarcasm, every compliment as disagreement. Victims must make Perception rolls to avoid miscommunication.
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DE M O N PR I N C E S
This power has a range in yards equal to the demon’s Ethereal Forces, and lasts a number of minutes equal to the Essence spent to activate it.
Polarize
The demon may ignite conflict between any two peo- ple – they find, guess, or imagine something to fight about. (For example, a father suddenly “realizes” that his daughter is pregnant, or a child decides that one of his friends stole his crayons.) Only one of the victims need be within the demon’s sight.
Essence spent on this roll adds to the check digit as well as the demon’s Will. The check digit determines the seriousness and duration of the argument, but the demon may choose a lesser effect than indicated.
The victim with the higher Will may try to resist. Check Digit Type of Polarization Duration
1-2 Cold separation 1 day
3-4 Argument 3 hours
5-6 Screaming argument 1 hour
7-8 Punch, slap, scratch 6 minutes 9 Any weapon that’s handy 6 seconds