By J Loustaunau (lugaru@yahoo.com)
Well, let me start out with two warnings. One, English is not my first language, so this may contain a few errors, especially since Mexican software usually doesn't have anything to check my mistakes in English.
Two, my angel "class" is for a different game system than the White Wolf one, so there might be a few glitches in the conversion. You do the math and give or take whatever is necessary to make it fair. But remember they are supposed to be pretty potent to make up for the fact that they can't take a bullet as well as most other denizens of the night, so try to keep em' a nudge above other creatures.
Disciplines: Harmony, Radiance, Shape and Travel.
Advantages: They have 2 extra dots for their social traits when created. They also have a +1 with all rolls related to music and the arts.
Angelic advantage: "Inspire." This is similar to the first level of Harmony. By spending one mana point when creating his art he can impregnate it with an emotion. All he has to do is roll the appropriate skill (such as performance, painting, etc) and each success is one level of "intensity." This Intensity rating will be experienced every time some one admires the work of art (such as reading the book, looking at the painting or listening to the song) and it will work such as being affected by the first level of Harmony, or in other words success means more intense feelings and it will be longer lasting. The work of art will keep putting off the vibe until destroyed. One time shows like theater and concerts won't of course.
Demoniac advantage: "Flaws." By rolling a Perception roll at seven difficulty you can notice one flaw per success of the victim. This costs one mana point to perform. Now, using a Charisma roll you can mock the victim to the effect of enraging or breaking their self confidence.
Disadvantage: "Enrapture." When something catches their eye they must own it and will spend any amount of time and/or resources to acquire it. This is left up to the Storyteller and shouldn't happen more often than every 3 scenes.
Character concepts: Painter, jazz/pop/80's metal/glam/progressive musician, club owner, art patron, rebel, protester.
Disciplines: Celerity, Plague, Vital, Form.
Advantages: All Azrael have a -1 difficulty on all combat related rolls and a +2 advantage on stealth-related. One must also reflect that they are unaffected by the horror of war. This means that the Storyteller should keep the character's Humanity pretty stable no matter what as long as the character doesn't kill any targets they deem innocent.
Angelic advantage: "Avenger." By spending one mana point they may find out the exact origin of people's problems after touching their foreheads. They must also make an oath to remedy or at least avenge the ill deed done to the victims. Failing to do so causes a temporary loss of two mana points and one Willpower point per week. To accomplish this task grants a "rush" or to recover one mana point and Willpower point. Demoniac advantage: "Ignore flesh." Demoniac Azrael angels are more resistant to pain than their siblings, giving them the skill to soak one die and act as if their health was one level higher (because they barely feel pain).
Disadvantage: They are very alien when it comes to treating other people, so they have extra difficulties on Empathy rolls, especially when it comes to "civilians." They are also quite morbid and have a -1 to social rolls, so they tend to themselves and don't speak much. Also because of their sense of justice you must select 2 target prototypes that the angel will never kill (such as innocents, family, other angels, children, defenseless people, etc).
Character concepts: Assassin, mercenary, bounty hunter, monster hunter, body guard, occultist, vigilante, etc.
Disciplines: Celerity, Travel, Harmony, Sentience.
Advantages: They start with 1 automatic point on occult. They have an extra 2 points for knowledge. When searching for something (like investigating, researching, asking around, etc) they receive a -1 difficulty thanks to their systematic thought pattern.
Angelic advantage: "Heavenly knowledge." They have one dot for knowledge that they can put on any particular knowledge. It may be changed from one knowledge to another by meditating one hour or spending one point of mana. Only one such dot may exist; a character cannot have two or more "interchangeable dots" from this power under any excuse.
Demoniac advantage: "Rumors." They can on sight make a Perception roll. Each success means they can make a yes/no question about the character to learn their secrets. This skill costs one mana point to perform.
Disadvantage: Much like the Israfel blood line, they may become obsessed with one particular question, and will not rest until they know the answer. This may be any thing from "who sent those killers?" to "why do angels exist?"
Character concepts: Occultist, investigator, advisor, teacher, leader, scientist, messenger, etc.
Disciplines: Potency, Flame, Shape, Celerity
Advantages: They have a +1 to all combat rolls and besides a +1 when trying to improve the morale of their fellow combatants.
Angelic advantage: "Vigor." They receive one automatic success on all endurance rolls. This means they can often do an activity for hours and are unstoppable in combat.
Demoniac advantage: "Titan." They receive one automatic success on all strength rolls. This also means one success in melee combat and lifting or crushing rolls.
Disadvantage: Impatient. They must select this flaw and play it out well, always being the first to rush into combat. This is twice as strong when their mana pool is completely full, because they become over energetic and frantic.
Character concepts: Soldier, mercenary, gang leader, guerrilla leader, rebel, anarchist, athlete, etc.
Disciplines: Harmony, Shape, Vital and Sentience.
Advantage: +1 on all social rolls, with a +2 on seduction. They also have one extra dot in appearance when they start out. Because of their beautiful wings they gain a +1 in appearance when they are extended.
Angelic advantage: "Strike a pose." This means they start with one extra level of acting and have an automatic success to convince someone of something related to themselves (make people think they are sad, angry, fierce, calm, smart, etc). This can be used on intimidating also. Using it costs one mana.
Demoniac advantage: "Tempt." By spending one mana point they are allowed to make an empathy roll to guess what things the target loves. This will allow a -1 difficulty manipulating that target by offering such things or threatening to harm them.
Disadvantage: Vain. Not only will they spend great effort in preserving their looks but will also become infuriated (maybe even frenzy) when insulted or damaged in a scar-producing way.
Character concepts: Artist, model, actor, plastic surgeon, writer, secret agent, professional assassin, prostitute/gigolo, art patron, club owner, etc.
Disciplines: Shape, Flame, Potency and Vital.
Advantages: They have one automatic success in combat situations and one extra health level.
Angelic advantage: "Brass skin." They may soak one die of damage, two if its flames. Spending one mana point doubles this armor for one minute.
Demoniac advantage: "Rage." They may go into a berserker rage by spending one mana point. This rage is semi-controlled and can be aborted whenever.
Disadvantages: They must select two social flaws upon creation.
Character concepts: Mercenary, Mafia boss, serial killer, drug lord, violent police officer, guerrilla soldier, etc.
Disciplines: Plague, Vital, Shape and Flame.
Advantages: They have one automatic success when attempting to survive poison, sickness and other similar attacks. They also have one extra level in Wits and Manipulation upon creation.
Angelic advantage: "Information." Spending one mana point they may make a perception roll. Each success means they receive one word of answer to a question they make about something. The difficulty depends on how little people know the answer. This must be done in a dreaming or sub conscious state.
Demoniac advantage: "Lord of flies." They have one extra success when manipulating vermin. This can be used with their "plague" skill or with animal kin. By spending one mana point they may also have a limited conversation with one vermin (rat, fly, worm, etc.).
Disadvantage: "Lies." An angel of this race must make a Wits roll to give a straight answer. If this fails he will lie or tell the truth in the form of a riddle.
Character concepts: Con man, informer, street urchin, drug dealer, researcher, mad scientist, etc.
Disciplines: Form, Sentience, Radiance and Vital.
Advantages: They have a +1 on building, creating, inventing and on economic rolls. Also they have two extra points for skills and one extra dot their physical attributes to reflect how their labor tones them.
Angelic advantage: "In only 6 days." They can create anything they are working on in only half the time by spending one mana point and will per every two days. By spending an extra mana point and taking the normal time they can create an object with +1 attribute.
Demoniac advantage: "Midas touch" By spending one mana point they may gain an automatic success on any business, game of chance, investing or any other wealth related roll.
Disadvantage: Greed. They must make a roll to avoid any action that involves profit. They also must make a roll to give large amounts of money or personal possessions.
Character concepts: business man, Mafia boss, weaponsmith, antique dealer, contrabandist, artist, gambler, banker, etc.
Disciplines: Vital, Harmony, Potency and Celerity.
Advantages: They are strong-willed and very purebred angels, giving them one extra level of Willpower and mana upon creation. They also have a +1 on survival related rolls (such as not passing out, resisting pain or hunger, resisting intimidation, etc.).
Angelic advantage: "Earth mother." This power allows angels to use their harmony skills on plants and animals too, getting them to follow their commands. It is -1 difficulty when the angel is in a calm state of mind.
Demoniac advantage: "Unbalance." They may steal one mana point from their surroundings per turn, but this causes plants to wilt, animals to flee, objects to rot and water to foul. It can't be used for more than 3 turns in one place without cutting off the mana flow (this lasts one week, no angel can regain mana when in this place).
Disadvantage: The angel must gain one social flaw such as stubborn, cocky or rebellious because of her nature.
Character concepts: New ager, feminist, environmentalist, soldier, assassin, bounty hunter, monster hunter, athlete, anarchist, etc.
* Transmit Emotion: This can be used to communicate ones feelings to others. It is especially useful in intimidation (giving a +1) and to let others know your presence. It can also be used to gain a +1 on seduction rolls. It lasts for one scene and costs one mana.
** Subliminal Effect: This can be used to pump an emotion or feeling into a victim's mind. This can be such as friendship (7), love (8), anger (6), depression (7), fear (7), etc. It is accomplished by rolling Manipulation + Performance against the victim's Perception (see if he notices that he's being manipulated). Each success can be used to either make the emotion stronger (like level one fear would be just being creeped out, while level two might make the character flee from any situation) or to set duration (1= one hour, 2= 6 hours, 3= a day, 4= a week). This costs one mana and each extra point you spend adds one die to the results.
*** Overload: This works exactly like "subliminal effect" only the object is to overload the victim's mind with too much stimuli causing him to slip into a berserker state. You roll Performance + Manipulation against the victim's Perception. Each success is one turn that the victim will spend attacking random targets in a berserk state. The victim will also after the first turn begin to lose one health level per turn both from exhaustion and from the damage caused by the noise in his head. This power costs two mana per blast and you can ad one die by spending one mana point.
**** Possess: This works exactly much like subliminal effect but each success is one level of control -- level one would be follow a few normal commands, level two would be stuff more out of their way or dangerous, level three is total control and level four lets you enter the victim's mind and use his body (even though every 5 health levels that you suffer in that body will take away one temporary Willpower point from your own). That or you may use your successes to make it last longer as with subliminal effect. For instance 5 successes may be used to attain a level 3 control for six hours.
***** Destroy: This is the most potent level of Harmony, where you can use it to alter matter causing things to crack, shatter and explode. Simply per each mana point spent you can do one three levels of damage to one target. It is non-aggravated and can be soaked by vampires, werewolves and the like. It can also be used in an explosive blast of waves that cause one damage per dot of mana spent to every thing in the room.
* Alter: This level can be used to alter existing flames such as burn them faster or put them out. It spends no mana and the difficulty depends on the size the flames already have.
** Empower: This level allows you to add one level of fire damage to a weapon per point of mana spent. It can be used on anything from guns to swords, even on your own fists without doing you any harm. This lasts one turn per level mana point spent (in other words the fire goees, disappearing one level per turn). For instance you are pummeling a vampire with a baseball bat. You spend 3 mana points to empower it with 3 points of fire damage. Next turn it will only have two points left and the third turn it will only do one point. This flame does not burn the weapon its activated on and only the damage caused by the fire is aggravated (unless the weapon already was claws, fangs other aggravated weapons).
*** Blast: This level allows you to shoot a ball of flames (or any other sort of flame attack). Per every mana point spent it will do two points of damage. The full range is 5 meters but another five can be added per each dot of mana spent on range.
**** Create: At this point you can create a weapon made of flames. Per each mana point spent it will do one level of damage (for instance, for a sword that does 5 damage you have to spend 5 mana). This weapon will not disappear until you let go of it for some reason. Guns cost an extra dot of mana to give them range.
***** Combust: By touching an object you can cause 3 levels of flame damage by spending one of mana. As long as you keep on holding the object (or victim) you can keep on spending mana to do an extra 3 levels until it (or he) is turned to ashes.
* Fast Travel: When an angel's wings are extended he can now move at twice his normal speed (about 80 mph). He can travel this way for an indefinite amount of time.
** Flaming Wings: By spending one point of mana and making a Stamina roll (difficulty six) you can fly at about 160 mph for one hour per success. Even without wings you can still fly at about 40 mph. When using this power an angels wings appear to be covered in a slight fiery glow.
*** Teleport: By spending two mana points (plus one per every extra person transported with you) you can transport yourself to any place within your field of vision instantly. This is an instant power and may be used to dodge an attack.
**** True Teleportation: You can teleport yourself to any spot on the earth as long as you have been there. This costs 3 mana points plus two per each person transported with you.
***** Plane Shift: By spending 4 mana points you can shift into a different plane (such as become intangible, enter the Umbra or the spirit world). Shifting back is free and will occur if you suffer any damage on that plane. You will lose mana in stead of health on that plane.
* Convert: This allows the simple conversion of one health level into one mana point or one mana point into one health level.
** Transfer: When touching someone you can take or give mana and health points. This can be used to heal your allies or feed off your enemies.
*** Empower: At this level you can transfer two points at a time and if you so wish you can give someone a level of angelic power per every 2 mana points you spend on it. For instance you can give someone Potency by spending two mana points. You can also transfer them mana for them to use this power, like giving them Flame 2 (that would take 4 mana points) and 3 points for them to spend on it. This empowerment lasts for only 10 minutes per success (level of power + empathy vs. difficulty 7).
**** Touch of Death: Now with a single touch you can kill an opponent. By spending 3 mana points and touching your opponent you can roll Dexterity + Medicine + 2 per extra mana point spent. The difficulty is your opponent's Stamina +3. Each success does 1 health level worth of damage. 3 successes paralyzes any opponent and if your success actually goes over the victim's stamina you have stopped its heart. This is lethal to mortals and it sends undead into torpor.
***** Vitalis: This is the highest level and it allows you to transfer vital energy into inanimate objects. On the recently deceased this would animate the corpse for one hour per success (Wits + Medicine difficulty seven). This corpse is mindless but can be controlled using Harmony at no cost. You can also charge the atmosphere with mana. Even though the mana will disappear at the speed of one point per day you can use transfer to bring it back into yourself (like for instance charge a room with mana in case you may need it later).
* Alter: Using this skill an angel can alter two features (such as eyes, hair, lips, etc.) per each mana point spent. It cannot be used to raise appearance but instead to hide ones looks.
** Improve: By spending two mana points one can improve your looks in one level. Also at the cost of two mana you can gain one physical merit or flaw. This is done by rolling Shape + Medicine. Each success means it lasts one hour.
*** Change: This can be used to create one alternate form. To create this form you must pick a shape (in angelic cases its usually an improvement and in demonic cases it is usually a more horrible form). Per each level you have in Stamina you can select one attribute/power of the ones below:
You may also move around 4 points of your attributes. Switching back and forth costs 2 mana points.
Examples: A demonic Moloch angel takes his "other" form. For this form he has taken two from Appearance and put them in Strength. Also one from Wits and put it on Stamina and lastly one from Intelligence and put it on Dexterity. For his 4 changes he picks the physical attribute Huge size, Spikes, Razor wings and Resistance 1. This means he becomes big, ugly and strong even thought he is more stupid in this state. Another example is a Belial taking a beautiful body, changing one from Strength and Stamina into Wits and Perception. As for attributes he takes (can only have 3) Razor wings and Silver skin. He looks perfectly angelic except for the sharp wings. This form is also smarter even thought it's weaker.
I also recommend the Storyteller to pay some attention to the form created to avoid munchkinism.
**** Extend: You can use the first two disciplines on other people.
***** Empower: You can use all your disciplines on other people and you may now select two alternate forms. When creating an alternate from for some one else they need you to change them back and forth -- if you want to change them back that is.
* Insects: You can use this skill to conjure up a swarm of insects. Different insects have different effects, from spiders to locusts to bees. Per each success (Plague + Animal Ken) you can conjure up a good hundred of them. This costs one mana.
** Rodents: This level works the same, only that it is used to conjure small mammals. Also by spending another point of mana and making another roll (Animal Ken + Plague vs. 6) you can bind them to one person so they follow/attack/annoy them.
*** Disease: By touching someone you can make a Medicine + Plague roll vs. the victim's Stamina + 3. Each success will do one health level of damage and make the disease last one day. Under this disease one can't use their normal healing and will lose one health level per night. This costs 2 mana points to use.
**** Mark for Death: It works just like disease but each success will cause one day of being cursed. This manifests itself by raising all difficulties by one and causing one life threatening situation per day.
***** Plague: You can now bond a disease to a plague of rodents or mammals at the cost of an extra mana point. These will run around spreading it at will. Also the disease skill becomes more potent doing 3 health levels per night and lowering all physical attributes in one until it is healed. This more potent disease can only be spread by touch.
* Impress: By spending one mana point the angel will start to emanate a slight (almost undetectable) glow that will go straight to the subconscious minds of all in the room. This will open them up to suggestion and give you a -2 difficulty on all social rolls for the next 5 turns.
** Awe: By spending one mana point you can let loose a blast of light energy. All those in visual range must make a Willpower test vs. 7 difficulty (9 if you spend two mana points). If they don't succeed they stay paralyzed in awe for two turns. One success means one turn and two successes means losing an action. Three or more means they are unaffected. All those affected temporarily lose their ability to frenzy and activate derangements for two turns.
*** Control: Conrol works like above but when in awe you can make a simple one word command to one target. You can make one per action you have. Commands can be such as attack, sleep, run, leave, hide, etc. Restrictions apply towards doing actions such as attacking one you love or things like that.
**** Halo: You can create a halo around your head. This energy not only adds one to your Dexterity/Wits rolls, but also adds one die of aggravated damage to any attack you do. Lastly it is pure light and will do one health level of damage to vampires or other beings sensitive to sunlight who are a few meters away. This power costs 2 mana points and lasts 4 turns.
***** Radiate: This final power surrounds the angel in multicolored light. Not only does this create a +1 difficulty to hit the angel (because of blinding) but it gives the angel one extra die to any action it does because of the power boost. Also vampires should treat this radiance as direct sunlight. This costs 3 mana points and lasts for 5 turns. You can also at this point make short blasts of radiance (causes one health damage to normal people or sunlight damage to vampires) at the cost of one mana point per blast.
* Open: This makes you more open to stimuli and notice more than most people. You have a permanent extra die to Perception rolls and also gives you a -1 difficulty on split second decisions.
** Fast Thought: You can now consider all mental attributes one level higher, and your senses are now enlightened. You can smell, hear, taste and see 50% better than normal humans.
*** Templace: At this point you have complete knowledge of your own body and this gives you the skill to soak one die of damage by controlling your body. You also act if you were at one health level higher thanks to improved pain resistance. Lastly this gives you perfect balance. You can easily stand on a phone wire for hours, make handstands on the tip of a pole and other such feats at no real difficulty (unless in a storm or such). You also aren't affected by Delirium and other mind altering instincts.
**** Transcend: At this point your way of thought has become more efficient and you gain new powers such an "virtual" extra level on all mental attributes, an extra level of Dexterity, one level of Celerity and the ability to see auras at will.
***** Next plane: You can now sense the whole area where you are giving you 360o vision, the skill to sense vibrations, etc. making it impossible to sneak up on you. You don't forget things and can recall anything (like the text of a whole book) instantly. Lastly by spending two points of mana you can send your mind into a state of "mathematical thinking" that is much more efficient than normal thought. This gives you an extra die on any kind of roll (even strength), you do not feel the effects of pain, you can't be mind controlled (because your mind does not work as by normal thought anymore) and you move at twice your normal speed when running and flying. This lasts for 4 turns, and you can make it last another four turns by spending one mana on the last turn. As a drawback since you thought transcends speech you can't talk or communicate mentally in this state.
Werewolf: Werewolves usually don't fight angels on sight, even thought angels are just as often against werewolves than with them. Angels (mostly Lilith and Azrael) have been known to ally with werewolves in their battle against the Wyrm, while on the other hand many demonic angels have allied with the Wyrm as its willing soldiers. Now I seriously doubt an angel can also be a werewolf but angelic kinfolk are not unheard of.
Vampires: Well, in general angels are the antithesis of vampires and both will attack each other on sight, even though angels may sometimes have vampire employers. When embraced an angel must make a Stamina roll at 7 difficulty. If he gets 2 successes he will simply die in peace. But if he only gets one or less he will become a "morbid angel." Morbid angels are very powerful but also bitter reflections of what they once were. Upon becoming one they automatically lose one point of appearance (for their wings become tattered and they lose that "full of life" beauty that characterizes angelic breed). Not all powers are compatible with their new vampiric self so powers such as Radiance, Form and Flame lose one level that can't be regained. Travel, Harmony, Vital and Sentience stay stuck and can't be improved. Lastly skills such as Plague, Celerity and Potency can still advance as a vampire and can be accessed with either mana or blood points. Morbid angels can't generate mana to use their powers but can convert health levels to mana using vital or create a mana point spending two blood points if they don't have this skill. Lastly they gain all the advantages/flaws of their vampiric clan besides their own angelic breed. Note: one must be careful using Radiance at this point of existence considering that the light can be damaging to oneself.
Wraith: Well, since some angels are fond of contacting spirits wraiths come in play often. Also when an angels dies (who does not have true faith) they may become a wraith but will keep at least a few angelic powers intact (up to the Storyteller's decision), especially since a few azrael have been known to become a form of grim reapers.
Mortals: Mortals will mostly worship an angel after finding about its true self, so angels usually don't have much trouble finding followers or even forming cults. On the other hand this is not very advisable because it calls attention and is bad for keeping your identity safe.
Mage: Even though an angel can't awaken (would be like awakening again) they can use hedge magic and thaumaturgy. Mana can be spend on these actions.
Psychic powers: They may have them, but just make 'em expensive as usual.
Merits and Flaws: Well, I was a bit lazy to work 'em out. Since the angel thing is genetic there should be certain cases of degeneration like "wingless" (4 point flaw) or stuff like that. Of course Wingless can be slightly lessened by skills like "Travel" and such. Merits would be like "Full of Life" giving an extra mana point to your pool. I will leave these up to the players and its all the Storyteller's call.