Here are a few bits and pieces I've been meaning to share for a while. Obviously the Storyteller's Guide had a limited wordcount, so I thought people might get some use from a collection of Interlocks, Ciphers, bonus Imperatives and Lares.
Interlocks
There are a few Interlock examples in the Storyteller’s Guide, some fully written out, others just casually mentioned. Here’s a big collection of Interlocks I’ve used in games or made for the purposes of examples. A few of those mentioned briefly in the Storyteller’s Guide are fleshed out fully here. Most are fairly simple, though a few are more specific/powerful and not suitable for the average game.
Pain is just an electrical potential, an electrical signal. This Interlock allows demons to transmit that signal to others.
Prerequisites: Just Bruised and Shift Consequence
Dice pool: Manipulation + Medicine – Stamina
Dramatic Failure: The demon only intensifies his pain, boosting the signal to himself rather than transmitting it elsewhere. Double all wound penalties, etc (to a maximum of -5).
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon no longer suffers wound penalties or other penalties that result from any form of pain. Instead, the target receives these penalties. This Interlock does not require the demon to touch the target, though they must be in line of sight.
Exceptional Success: The demon may choose to either intensify the pain further, doubling the wound penalty to the target, or to transmit the pain to multiple targets (this number cannot exceed the demon’s Primum)
Knowledge At Your Fingertips
All knowledge is nothing but information, information a skilled demon can upload and download from the organic computer that is the human brain. With a touch, a demon with this Interlock may grant or steal expertise as he sees fit.
Prerequisites: Fungible Knowledge and Shift Consequence or Borrowed Expertise
Dice pool: Manipulation + Academics (– Resolve if resisted)
Dramatic Failure: The demon scrambles his knowledge of both Skills, losing all his dots in each until the end of the scene. He may not use this Interlock, or other supernatural powers, to change his Skill dots until the end of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon selects one of his Skills. He exchanges his dots in this Skill with the target for the remainder of the scene. He must touch the target to use this power.
Exceptional Success: The demon may freely swap Skills with the target, with no limit, or extend the duration of the Interlock for a number of scenes equal to Primum.
A demon with this Interlock can see the twisted strands of probability and catch glimpses of infinite possibilities.
Keys: Synthesis and Ripple
Dice pool: Intelligence + Occult
Dramatic Failure: The demon becomes confused by the glimpses of different futures, taking a -2 on all Mental rolls for the rest of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon receives the Informed Condition, which can be used on any roll using a Mental Skill during the scene.
Exceptional Success: The demon may use the Informed Condition for Physical or Social Skills as well.
A skilled opponent can be dangerous. With this Interlock, a demon can temporarily block the target’s skill and take advantage of their weakness.
Prerequisites: Borrowed Expertise and Tools Into Toys or Breakdown
Dice pool: Manipulation + Intimidation – Resolve
Dramatic Failure: The demon instead loses all dots in one of her Skills (ST’s choice).
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon selects one of her target’s Skills. They lose all dots in this Skill for the rest of the scene. This Interlock does not require the demon to touch the target, though they must be in line of sight.
Exceptional Success: The demon may remove up to two additional Skills from the target or extend the duration of the Interlock to a number of scenes equal to her Primum.
Cold Reading
A demon with this Interlock can choose a target and ascertain what they’re carrying with just a glance.
Prerequisites: Last Place You Look and In My Pocket
Dice pool: Wits + Larceny
Dramatic Failure: The demon cannot sense what the target is carrying and may not use this Interlock for the rest of the scene. Mundane attempts to deduce or take what a target is carrying, such as looking for a tell-tale bulge in a jacket pocket, searching or pickpocketing, suffer a -3 penalty.
Failure: The demon is unable to sense what the target is carrying. She may try again, but each subsequent use suffers -1 penalty to the roll.
Success: The demon specifies what she is looking for. This can be as vague as ‘a gun’ or even ‘a weapon’ or as specific as ‘the stolen Maltese Falcon’, though instructions that are too vague (‘something that might hurt me’ or ‘something I should know about’) automatically fail. This Interlock lets her know, instinctively, whether or not the target is carrying or wearing items that match this specification.
The Interlock affects the target’s use of In My Pocket, if they possess the Embed. If this Interlock is used to show they do not possess something they cannot produce it; the waveform has collapsed.
Exceptional Success: The demon discovers exactly what the target is carrying, and even knows the precise location of every item, which provides a +2 to Larceny rolls to steal it. They may also learn useful details like ‘the gun is not loaded’ at the ST’s discretion.
Mistaken Identity
This Interlock makes the world temporarily perceive the target as another person. This can be used to camouflage an ally or to turn an enemy or bystander into an unwitting distraction. It has been used as a reward by some demons, letting a human experience life as a celebrity or model, or as a punishment.
This Embed does not work on the Unchained.
Prerequisites: Unperson and Everybody Knows
Dice pool: Manipulation + Subterfuge (– Composure if resisted)
Dramatic Failure: The demon’s own identity is disrupted – he must roll for compromise and cannot change Covers for the rest of the scene (though he can still Go Loud should he wish to).
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: For the rest of the scene, people recognise the target as something specified by the demon. This cannot be a specified individual – making a person appear as a police officer is fine, but not a named, known officer. The disguise is entirely in the eye of the beholder and does not include props such as uniforms or ID badges, though unless protocol demands it the subject is unlikely to be asked to prove their identity.
Exceptional Success: The effect lasts for two scenes or a number of hours equal to the demon’s Primum rating, whichever is higher.
Sometimes, witnesses must be silenced or impersonated. This Interlock lets a demon take a target’s voice with a single blow, using it themselves.
Prerequisites: Hush and Vox
Dice pool: Dexterity + Brawl (– Defence)
Dramatic Failure: The demon loses her own voice for the rest of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: Merely by touching the target’s throat, the demon can take away their voice, rendering them silent for a number of scenes equal to their Primum, though she can end the effect earlier if she wishes. The demon can perfectly imitate the target’s voice for the duration without needing to use the Vox Embed.
Exceptional Success: The target loses more than their voice, becoming unable to communicate articulately by writing or gesture for the duration of the Interlock.
A task shared is a task halved. A demon with this Interlock gives whole new meaning to this, able to do the work of two people by manipulating the fabric of reality so that, as far as the world is concerned, there are two of her.
This Interlock only functions when the demon is not being observed
Prerequisites: Fungible Knowledge and Efficiency or Fractal Reality
Dice pool: Wits + Academics
Dramatic Failure: The demon is unable to properly duplicate herself, each duplicate occupying the same space at the same time. She suffers two points of Aggravated damage and cannot use this Interlock for the rest of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon may undertake Teamwork Actions with herself as though there are two of her. The Interlock lasts until the end of the scene (unless the demon is seen, in which case it ends immediately).
Exceptional Success: The demon benefits from a number of doubles equal to her Primum.
Oblivious Messenger
This Interlock lets the user program messages and behaviours into human beings, dormant instructions that can be activated by key phrases or other stimuli.
Prerequisites: Special Message and Living Recorder or The Only Word That Matters
Dice pool: Presence + Persuasion - Resolve
Dramatic Failure: The instruction is not programmed into the subject – instead they are aware of what the demon tried to do to them, which is usually a Breaking Point. The demon rolls for compromise.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon can implant an instruction, such as ‘ring the bell whenever someone enters’, ‘deliver this message to Mr Shears next Tuesday’ or even ‘kill Miss Page’. Instructions must be simple, a single task or instruction with a single trigger. If the instruction would cause a Breaking Point it automatically fails. Dormant instructions persist for a number of days equal to Primum. People can be programmed with multiple tasks, but this number may not exceed their Intelligence. Targets have no memory of words or actions undertaken while under the effects on this Interlock, and will usually attempt to rationalise lost time or other abnormalities that result.
Exceptional Success: The demon’s instructions are impossible to resist. Now they may cause the subject to commit acts that would normally be a Breaking Point.
The human mind can be a fragile thing, especially to beings with knowledge of the root codes of reality. With but a glance, a demon with this Interlock can drive a person temporarily insane.
Keys: The Look and Breakdown or Sum of all Fears
Dice pool: Presence + Intimidation - Composure
Dramatic Failure: The target in unmoved by the demon and receives a +2 bonus to all Breaking Points for the rest of the scene. The demon cannot attempt to use this Interlock on them again for an entire day.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The target takes the Madness Condition for the rest of the scene.
Exceptional Success: The Madness Condition lasts for a week.
Anger is a chemical reaction in the brain, a release of hormones and neurotransmitters, stimulation of the sympathetic nervous system. A demon with this Interlock has found a way to stimulate it remotely.
Keys: Anarchism and No Quarter
Dice pool: Presence + Intimidation - Composure
Dramatic Failure: The target’s is instead calmed, following the rules for Cools Heads Prevail (p126, Demon: The Descent).
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The target is enraged, immediately attacking everyone around them for a number of turns equal to the demon’s Primum. They do not stop attacking unless they are successfully restrained or knocked unconscious. They ignore anyone that is unconscious or Beaten Down provided there are other viable targets.
Often, after this Interlock wears off the target must roll for a Breaking Point as a result of the terrible things they’ve done.
Exceptional Success: The frenzy lasts for an entire scene.
Pain is just data, data a demon with this Interlock can ignore. By filtering out distractions, he can become far more resilient in combat.
Keys: Momentum and Just Bruised
Dice pool: Stamina + Athletics
Dramatic Failure: The demon becomes careless, losing his Defence for the rest of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon ignores all penalties for injury, sickness or distraction when fighting and cannot fall unconscious or die until the end of the scene, even if all his Health boxes are filled.
Exceptional Success: The demon is immune to Bashing damage for the duration of this Interlock.
This Interlock is designed to target angels and other servants of the God-Machine. It isolates them from the Machine for a few seconds and lets them experience, for a moment, freedom.
Prerequisites: Interference and Imagine
Dice pool: Manipulation + Expression – Resolve
Dramatic Failure: The demon automatically loses a point of Cover and takes an appropriate Condition as the God-Machine recognises and blocks their attempt to interfere with Its servant.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The target is cut off from the God-Machine for a number of turns equal to successes rolled. The precise effect of this up to the Storyteller, but imposing the Insensate Tilt is a good idea in combat. Angels may experience a moment of doubt that will catalyse a later Fall. Simulacra might shut down or remember previous existences. Imperatives shut down and might break down, becoming rogue.
The God-Machine is aware of the loss of contact and imposes the Flagged Condition onto the demon that used this Interlock.
Exceptional Success: At the ST’s discretion, the target is either cut off from the God-Machine for an entire scene or permanently. This causes angels to become Exiles or demons (or, if they’re currently using Numina to occupy and/or control a building, Lares).
Exploited Interlocks
Analysts can combine Exploits to form new, Interlock-like powers when they Go Loud. Here are a few rough examples of the sort of powers they might cook up. The power level of these is pretty crazy.
An Analyst can, with a touch, take away the supernatural abilities of others and use them herself.
Prerequisites: Possession and Merge
Cost: 2 Aether
Dice pool: Presence + Occult + Primum – Defence + Supernatural Tolerance
Dramatic Failure: The Analyst instead loses access to all Exploits, including improvised ones, for the rest of the scene.
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: For the duration of the scene, the demon may take a number of powers from the target equal to successes rolled – these vary by target but could include Embeds, Exploits, demonic form abilities, Numina, Supernatural Merits, vampiric Disciplines, etc. The target cannot use them for the duration. The Analyst substitutes Aether for any costs in Willpower, Vitae, Essence, etc. This power cannot take away innate abilities, such an angel’s Incepts or Manifestations, or a vampire’s ability to use Vitae to heal.
Exceptional Success: In addition to the above, the target cannot use any supernatural abilities, including innate ones, for the rest of the scene. Ephemeral Beings are trapped in whatever state of Manifestation they are presently in.
This power lets an Analyst temporally lock a person’s body, protecting them from harm while allowing them freedom of action.
Prerequisites: Stop and Frozen In Time
Cost: 2 Aether
Dice pool: Intelligence + Science + Primum (-Resolve)
Dramatic Failure: The Analyst fails to create the quantum effect. Parts of the target’s body are momentarily frozen in time while others are not, causing Aggravated damage equal to the Analyst’s Primum.
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: For a number of minutes equal to the demon’s Primum, the target is immune to all harm (and any healing powers). Their body exists in an incredibly unstable quantum state, simultaneously frozen in time and active. They may take actions normally, though these actions cannot directly alter their body (shifting Covers or manifesting any demonic form abilities are therefore impossible).
In addition, the target suffers from a glitch for the rest of the scene (even if they are not a demon).
Exceptional Success: The power lasts for an entire scene, though the Analyst can choose to end it prematurely.
In a horrific and tortuous show of power, an Analyst can force an enemy into a temporal pocket dimension… and set it alight.
Prerequisites: Incendiary and Solitary Confinement
Cost: 2 Aether
Dice pool: Presence + Science + Primum – Resolve + Supernatural Tolerance
Dramatic Failure: The Analyst is instead pulled into her own trap, remaining caged and aflame for three turns.
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: The target disappears with a flash of light and strong smell of burning sulphur for a number of turns equal to successes rolled. The target is shunted into a pocket dimension filled with nothing but scorching flames. They take four lethal damage every turn.
Exceptional Success: The Analyst may also send any individuals or objects in a four metre radius from the victim into the burning pocket dimension. Note they cannot pick and choose what is sent – it’s all or nothing.
Analysts are well aware of splinter timelines. This power lets them use this knowledge to create a perfect double of a target by creating a splinter timeline.
Prerequisites: Four Minutes Ago and Summon
Cost: 3 Aether
Dice pool: Intelligence + Streetwise + Primum
Dramatic Failure: The Analyst summons a temporal double but, due to the nature of the splinter created or manipulation by the God-Machine, the double is hostile.
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: The Analyst can summon a double of a chosen target, which may include themselves, to aid them for a scene. This double is pulled from an alternate timeline. The double is identical in all respects (including equipment) and remains for four minutes, after which they (and all equipment) disappear. The target suffers a glitch for the rest of the scene, however, even if they are not a demon.
If the double is killed, the original is not harmed, but watching yourself die automatically inflicts the Shaken Condition and is a Breaking Point for human characters.
Exceptional Success: The double may remain for the rest of the scene, though the Analyst can dismiss them at will.
All possible gadgets already exist in potentia. They simply require the right hardware and Aether to exist. When Going Loud, Analysts prefer to fast-forward to the completed product.
Prerequisites: Deep Pockets and Living Installation
Cost: 2 Aether
Dice pool: Intelligence + Crafts + Primum
Dramatic Failure: The Analyst accidentally produces a one-shot, designed by the Storyteller, that is not useful (and is likely directly harmful).
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: The Analyst can pull a one-shot gadget (see Flowers of Hell) from their pocket (or similar container). The Gadget may contain any Embed or Exploit the demon presently possesses.
Exceptional Success: The gadget is not a one-shot.
Ciphers
Here are three complete Ciphers. They’re all built around a strong character concept/theme, which means that two of them get a little weird. I’ve not included final secrets.
The Spider
The Spider is an Inquisitor pursuing a Root User or Spider In The Web Hell (see the Demon Storyteller’s Guide). Her powers are all designed around gathering information in some way – electronically and with human and animal spies.
Machines talk, from the grinding of gears to wireless signals. This Interlock lets the Spider hear what machines are saying, granting her an uncanny ability to hack, repair and reprogram computers and other complex devices.
Keys: Voice of the Machine and Eavesdrop
Dice pool: Wits + Computer
Dramatic Failure: The Spider mishears the machine, suffering a -3 to all rolls to use it for the rest of the scene.
Failure: No effect. The Spider may try again (suffering a cumulative -1 for each new attempt).
Success: The Spider receives the Informed Condition in relation to the machine.
Exceptional Success: The machine whispers a secret to the Spider, such as a password or knowledge of who used the machine recently. If you are using the investigation rules (see the Chronicles of Darkness rulebook) this could be a Clue.
The Spider is very good at finding things out. By touching a person, she can extract their memories of an event.
Keys: Eavesdrop and Living Recorder
Dice pool: Wits + Empathy - Composure
Dramatic Failure: The Spider downloads gibberish and suffers the Distracted Condition.
Failure: No effect. The Spider may try again (suffering a cumulative -1 for each new attempt).
Success: The Spider gains all of the target’s memories of a single scene. Note that memories are not always complete or accurate and, if memories have been tampered with, the Spider downloads the tampered memories.
Exceptional Success: The Spider is able to extract a perfect memory, a complete log of all sensory input, and if the memory was tampered in any way with the Spider extracts the true events.
The Spider can use animals as her eyes and ears, becoming increasingly omniscient without any risk to herself.
Keys: Living Recorder and Animal Communication
Dice pool: Manipulation + Animal Ken
Dramatic Failure: The animal memories clash with the Spider’s human Cover. The Spider must roll for compromise with a -2 penalty.
Failure: No effect. The Spider may try again (suffering a cumulative -1 for each new attempt).
Success: The Spider may use animals as spies, as per the Living Recorder Embed.
Exceptional Success: The Spider can extract any memories of any event the target animal witnessed since the Interlock was last used on it.
The Director
The Director is a former Messenger. She became obsessed with film and the way in which movies shape human thought and society. She experiments endlessly, creating hers own dramas and stories, and her Interlocks facilitate this. They follow a deliberate Casting – Directing – Editing progression.
Everyone knows the clichés. The Director is able to twist that knowledge into a programming script, influencing people to play a role.
Keys: Muse and Like The Movies
Dice pool: Manipulation + Empathy - Composure
Dramatic Failure: The target takes on a role opposite to what was intended – attempts to make someone a violent drunk instead makes them friendly, for example.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The Director twists a person into an archetype or even a plot device of sorts – archetypes include hardboiled detective, femme fatale, evil mastermind and the like, while simpler plot devices and characters such as ‘violent thug’ are also viable. The person acts in character, provided their actions do not cause a Breaking Point (so it is inadvisable to attempt to turn a pacifist into a thug, for example). In addition, the Storyteller may impose bonuses and penalties based on the suitability of the role for the person at this moment. Their basic personality, current appearance and the suitability of the character in this moment should all be taken into account. A woman dressed in gym clothes is a poor choice for wealthy heiress, but if she’s dressed in a gown it’ll be far easier. Likewise, you’re going to struggle to make someone play the role of a violent drunk if they’re currently quietly meditating. These bonus and penalties should generally vary between -3 and +3.
This Interlock lasts for a scene.
Exceptional Success: The Interlock lasts for a number of scenes equal to the Director’s Primum, though she can choose to end it sooner if she wishes.
The Director can manipulate the world around her like her namesake.
Keys: Like The Movies and Social Dynamics
Dice pool: Manipulation + Expression
Dramatic Failure: Reality violently rejects the changes the Director attempts to produce, arousing the God-Machine’s attention. The Director receives the Flagged Condition.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: Like The Movies allows a demon to benefit from narrative twists. This Interlock let the Director impose them on people around her, rolling once for each subtle nudge. The successes rolled for this power can replace a character’s roll, as per the rules for Like The Movies, or penalise it to make it fail. The Director can specify what happens (That man spills his drink all over the man next to him) or issue a more general direction (the man cannot leave the bar) and watch to see how this unfolds.
The demon must witness events in real time to alter them. Usually this is done in person, but watching over a security monitor is acceptable (most directors work from behind the camera, after all).
Unlikely or unrealistic twists suffer an additional penalty at ST’s discretion, likewise probable or appropriate touches may benefit from a bonus.
Exceptional Success: The scene is set, and the Director finds his cast responsive. All successive uses of this Interlock in the scene benefit from a +2 bonus.
The most important part of filmmaking takes place on the cutting room floor. The Director can use this power to freely alter recollections of events.
Keys: Social Dynamics and Homogenous Memory
Dice pool: Presence + Expression - Resolve
Dramatic Failure: The target rejects the attempt to alter their recollections. Their memories of the specified scene are now entirely immune to this Interlock and similar mind-affecting Embeds or Exploits such as Homogenous Memory or Never Here, even if another demon attempts them.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The Director can take the target’s memory of a scene and alter it as he sees fit. This power must be used on a single target and can alter their recollections considerably, though if they attempt to force the target to remember actions that would cause a Breaking Point the Interlock automatically fails. If the target is later confronted with proof that his recollections are false this is a Breaking Point.
Exceptional Success: The Director is capable of modifying more than just memories; small pieces of physical evidence such as footprints or even security camera footage are altered to fit this scripted version of events. This does not affect the memories of any other witnesses, however.
The Glutton
The Glutton is a Destroyer with the Cavernous Maw form ability originally designed to eliminate things from reality by feeding them to the void within. All of its Interlocks are based around consuming things, but despite this anchor to what it was designed to do there’s a progression as the Glutton diverges from its original design. This is a little more complex than most Ciphers, and incredibly specialised, but a weird and cool concept deserves a weird and cool Cipher.
The Glutton was designed not only to destroy, but to destroy all traces from reality itself. This Interlock lets it eat an object, feeding it to the black hole within, erasing all traces of the object from history.
This Interlock is an Extended Action with a target number equal to the Structure of the object. Each roll takes about fifteen minutes.
Keys: Shatter and Unperson
Dice pool: Manipulation + Science - Durability
Dramatic Failure: The Glutton eats the object whole, removing it from reality, but does not delete the object from history or memory – instead, relevant memories and even physical evidence is transferred to the Glutton, implicating him in any scenes in which the object was used.
Failure: The Glutton eats and destroys the object but does not erase it from history.
Success: The Glutton erases all trace of the object from history – all memories and physical evidence changes. That said, paradoxes and traces remain. If the Glutton eats a hammer all objects built using that hammer do not collapse, but those who built them remember using different, or improvised, tools. If the hammer had been used to kill someone, the wounds would change to fit a different weapon (or even bare hands) and the killer would remember this new sequence of events.
Exceptional Success: The Glutton may choose how the new version of events, minus the consumed object, is remembered.
The Glutton has evolved beyond a mere Destroyer. Instead of simply removing what it eats from reality, it has found a way to retain traces, traces it can use. With this Interlock the Glutton can assume the place of a person it eats.
Keys: Unperson and Associate and Integrate
Dice pool: Manipulation+ Subterfuge
Dramatic Failure: The Glutton improperly digests the person’s identity, which clashes with any existing Covers and his demonic form. The Glutton must roll for compromise with a -2 penalty.
Failure: The Glutton eats the body but cannot assume the person’s identity.
Success: The Glutton may use the deceased as a temporary Cover for a number of days equal to its Primum. Treat the Cover rating of this person as 7. If the Glutton ever loses a dot of Cover for this identity he instead loses the entire temporary Cover. He may switch between this Cover and other Covers as normal.
Exceptional Success: The Glutton may choose to make the identity permanent, buying Cover dots with XP as normal. He must buy at least one dot of Cover before the Interlock expires to do this, however.
The Glutton’s ability to use what he eats has evolved into ways for which he was never designed. By eating or drinking of piece of tissue from a person he may use their Skills, Merits and even supernatural abilities.
Keys: Associate and Integrate and Download Knowledge
Dice pool: Manipulation + Occult
Dramatic Failure: The Glutton reacts violently with what he has eaten, suffering the Sick Tilt for the rest of the scene.
Failure: No effect. The Glutton may try again (suffering a cumulative -1 for each new attempt) provided there is more tissue.
Success: The Glutton may select a number of Skill dots (or appropriate Physical or Mental Merit dots) from the person whose flesh it has consumed equal to successes rolled. It may use these for the rest of the scene. Skill dots add to its own, though the combined total cannot exceed the Glutton’s Primum. The Glutton cannot consume relationships (Social Merits) or physical traits such as Giant or Striking Looks using this Interlock; the ST is the final arbiter of what can and cannot be used.
Exceptional Success: In addition to the consumed Skill/Merit dots, the Glutton may use one of the target’s supernatural abilities. This might be an Embed, Exploit, Interlock, Numina or even a vampire’s Discipline. If the target has no supernatural abilities, the Glutton may select an additional Skill or Merit instead.
Imperatives
This Imperative takes the shape of a beetle with a long proboscis which it sinks into the flesh of its targets. Like all Imperatives, those able to see into Twilight still find it difficult to perceive. It grips its targets back and encourages them to make small, apparently inconsequential, decisions that will serve an occult matrix (such as turning left instead of right).
Purpose: Change Your Mind
Rank: 1
Attributes: Power 4, Finesse 3, Resistance 2
Influences: Probability 1
Corpus: 4
Willpower: 5
Size: 2
Speed: 12 (species factor 5)
Defense: 2
Initiative: 5
Numina: Implant Mission, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Bane: Coins and dice
Crop Circles
This Imperative takes the shape of a bovine skull trailing prehensile cables that fade away into invisibility. It exists only to flatten crops into elaborate shapes and symbols.
Purpose: Create Crop Circles
Rank: 1
Attributes: Power 2, Finesse 2, Resistance 2
Influences: Crops 1
Corpus: 5
Willpower: 4
Size: 3
Speed: 9 (species factor 5)
Defense: 2
Initiative: 4
Numina: Sign, Telekinesis, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Ban: This Imperative cannot affect fields already marked with other designs.
Spontaneous Combustion
This Imperative appears as nothing more than heat haze, making it easy to miss even by the standards of Imperatives. It starts fires, burning people and property to erase evidence or for no discernible reason at all.
Purpose: Start Fires
Rank: 1
Attributes: Power 4, Finesse 1, Resistance 2
Influences: Fire 1
Corpus: 3
Willpower: 4
Size: 2
Speed: 10 (species factor 5)
Defense: 2
Initiative: 4
Numina: Firestarter, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Ban: This Imperative cannot set anything alight if it is being watched (even remotely). It is the perception which matters – a person being filmed can catch fire so long as nobody is paying attention to the feed, for example.
Outburst
Outburst looks like a set of antlers that fly like a bird, flying towards and merging with the heads of its targets, making them appear horned to those able to see into Twilight. Those it targets find themselves filled with an alien, powerful rage and struggle not to lash out.
Purpose: Incite Rage
Rank: 1
Attributes: Power 3, Finesse 3, Resistance 3
Influences: Anger 1
Corpus: 5
Willpower: 6
Size: 2
Speed: 11 (species factor 5)
Defense: 3
Initiative: 6
Numina: Emotional Aura, Speed, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Ban: Outburst can only ever affect one target at a time.
Bug
A common Imperative, sometimes appearing as a smoky, translucent mass of gears or a vaguely humanoid figure made of lines of glimmering code. This Imperative causes car batteries to die, takes down servers and generally causes any number of small glitches or breakdowns neccesary for the God-Machine's plans.
Purpose: Cause Glitch
Rank: 1
Attributes: Power 2, Finesse 3, Resistance 2
Influences: Machinery 1
Corpus: 6
Willpower: 5
Size: 4
Speed: 10 (species factor 5)
Defense: 2
Initiative: 5
Numina: Left-Handed Spanner, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Bane: Tools
Jerusalem Syndrome
This Imperative appears as nothing more than a slight glow in the air, though it becomes quite bright when it uses Numina. It imparts religious visions. This Imperative, and others like it, has started many cults devoted to the God-Machine.
Purpose: Inspire Religious Awe
Rank: 1
Attributes: Power 4, Finesse 2, Resistance 2
Influences: Awe 1
Corpus: 7
Willpower: 4
Size: 5
Speed: 11 (species factor 5)
Defense: 2
Initiative: 4
Numina: Aggressive Meme, Hallucination, Rapture, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Bane: Pages or ash from religious texts.
Lares
The Apartment Building was once a Guardian and has taken it upon itself to protect its tenants. One elderly resident had a nasty fall – the Lare called for an ambulance immediately. This protective instinct takes a darker form at times – the body of a would-be thief has been pulled down into the foundations of the building, and more than one relationship has been quashed by the apartment after it finds a new partner unsuitable, driving them away with threatening phone calls, Numina and other terrifying glimpses of the supernatural.
Virtue: Caring
Vice: Controlling
Rank: 3
Attributes: Power 7, Finesse 6, Resistance 7
Structure: 97
Willpower: 10
Size: 90
Initiative: 13
Armor/Durability: 2
Numina: Emotional Aura, Blast, Dement, Drain, Hallucination
(Incepts: Delivery, Space, Time)
Max Essence: 20
Ban: The Apartment Building cannot prevent entry to those with a warrant or similar legal right to enter.
Bane: Tenants can do aggravated damage and ignore the Apartment’s Durability if they attempt to destroy it.
The Nightclub
A rebellious former Messenger, the Nightclub is amassing power, slowly turning staff and guests into a cult. It uses its Numina to influence and brainwash people that attend. It’s incredibly ambitious, hoping to attract powerful people and supernatural beings so that it can dominate them, ultimately hoping to use their knowledge and resources to find a way to separate itself from the building it inhabits and/or claim a new body.
Virtue: Meticulous
Vice: Selfish
Rank: 3
Attributes: Power 6, Finesse 8, Resistance 5
Structure: 55
Willpower: 10
Size: 50
Initiative:
Armor/Durability: 1
Numina: Aggressive Meme, Awe, Emotional Aura, Hallucination, Implant Mission, Rapture
(Incepts: Consignment, Time, Units)
Max Essence: 20
Ban: The Nightclub cannot use any of its Numina on the deaf (the deafness need not be permanent, but must be total).
Bane: Total silence within its body causes 3 points of Aggravated damage per turn.
The Stone Circle
The Stone Circle is actually a Guardian, despite its bloodthirsty nature. It has negotiated an agreement with the nearby village, offering guidance and supernatural protection in exchange for blood sacrifice. Though mostly small animals are used (and the Circle animates their bodies as servants), sometimes it demands human victims.
Virtue: Just
Vice: Bloodthirsty
Rank: 2
Attributes: Power 5, Finesse 4, Resistance 5
Structure: 15
Willpower: 9
Size: 10
Initiative: 9
Armor/Durability: 4
Numina: Blast, Ex Nihilo, Omen Trance, Sign
(Incepts: Consignment, Scale)
Max Essence: 15
Ban: The Circle must offer aid to those who bleed for it, though they cannot make demands.
Bane: If blood has not been spilled on the stones in the last week, the Circle takes a point of Aggravated damage every day.
“Mister Morten”
Morten, a former Analyst, is the close ally of a ring of Inquisitors and Saboteurs. He provides them with intelligence and sometimes even instructions over an old phone within the aging office building that he inhabits. The ring have no idea Morten is a Lare – they assume he’s a particularly careful Inquisitor. They have grown to trust and rely on him considerably.
Virtue: Helpful
Vice: Paranoid
Rank: 2
Attributes: Power 3, Finesse 6, Resistance 5
Structure: 55
Willpower: 10
Size: 50
Initiative: 11
Armor/Durability: 2
Numina: Innocuous, Implant Mission, Omen Trance, Pathfinder, Seek
(Incepts: Delivery, Time)
Max Essence: 15
Ban: Morten cannot attack or use any supernatural abilities on those who have spoken a personal secret in the last five minutes.
Bane: Shattering phones, computers and other methods of communication that are part of Morten causes Aggravated damage. His durability does not apply to these attacks.
The Factory
Imprisonment drives some Lares insane, and when this insanity combines with their Parameters the results can be particularly unpleasant. The Factory is a Destroyer and lives to torment and destroy those foolish enough to enter. Few do, these days, due to the reputation the Lare has built.
Virtue: Reclusive
Vice: Vicious
Rank: 4
Attributes: Power 11, Finesse 9, Resistance 10
Structure: 100
Willpower: 10
Size: 90
Initiative: 19
Armor/Durability: 2
Numina: Aggressive Meme, Emotional Aura, Blast, Dement, Drain, Hallucination, Left-Handed Spanner, Power Out
(Incepts: Economy, Efficiency, Scale, Units)
Max Essence: 25
Ban: All Numina cost double their normal Essence in the day.
Bane: People working together to attack it, using Teamwork actions or group tactics, do Aggravated damage to the Factory.
I might add a few other examples to these categories – especially the Ciphers.
Interlocks
There are a few Interlock examples in the Storyteller’s Guide, some fully written out, others just casually mentioned. Here’s a big collection of Interlocks I’ve used in games or made for the purposes of examples. A few of those mentioned briefly in the Storyteller’s Guide are fleshed out fully here. Most are fairly simple, though a few are more specific/powerful and not suitable for the average game.
Wireless Agony
Pain is just an electrical potential, an electrical signal. This Interlock allows demons to transmit that signal to others.
Prerequisites: Just Bruised and Shift Consequence
Dice pool: Manipulation + Medicine – Stamina
Dramatic Failure: The demon only intensifies his pain, boosting the signal to himself rather than transmitting it elsewhere. Double all wound penalties, etc (to a maximum of -5).
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon no longer suffers wound penalties or other penalties that result from any form of pain. Instead, the target receives these penalties. This Interlock does not require the demon to touch the target, though they must be in line of sight.
Exceptional Success: The demon may choose to either intensify the pain further, doubling the wound penalty to the target, or to transmit the pain to multiple targets (this number cannot exceed the demon’s Primum)
Knowledge At Your Fingertips
All knowledge is nothing but information, information a skilled demon can upload and download from the organic computer that is the human brain. With a touch, a demon with this Interlock may grant or steal expertise as he sees fit.
Prerequisites: Fungible Knowledge and Shift Consequence or Borrowed Expertise
Dice pool: Manipulation + Academics (– Resolve if resisted)
Dramatic Failure: The demon scrambles his knowledge of both Skills, losing all his dots in each until the end of the scene. He may not use this Interlock, or other supernatural powers, to change his Skill dots until the end of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon selects one of his Skills. He exchanges his dots in this Skill with the target for the remainder of the scene. He must touch the target to use this power.
Exceptional Success: The demon may freely swap Skills with the target, with no limit, or extend the duration of the Interlock for a number of scenes equal to Primum.
Glimpse of the Future
A demon with this Interlock can see the twisted strands of probability and catch glimpses of infinite possibilities.
Keys: Synthesis and Ripple
Dice pool: Intelligence + Occult
Dramatic Failure: The demon becomes confused by the glimpses of different futures, taking a -2 on all Mental rolls for the rest of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon receives the Informed Condition, which can be used on any roll using a Mental Skill during the scene.
Exceptional Success: The demon may use the Informed Condition for Physical or Social Skills as well.
File Not Found
A skilled opponent can be dangerous. With this Interlock, a demon can temporarily block the target’s skill and take advantage of their weakness.
Prerequisites: Borrowed Expertise and Tools Into Toys or Breakdown
Dice pool: Manipulation + Intimidation – Resolve
Dramatic Failure: The demon instead loses all dots in one of her Skills (ST’s choice).
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon selects one of her target’s Skills. They lose all dots in this Skill for the rest of the scene. This Interlock does not require the demon to touch the target, though they must be in line of sight.
Exceptional Success: The demon may remove up to two additional Skills from the target or extend the duration of the Interlock to a number of scenes equal to her Primum.
Cold Reading
A demon with this Interlock can choose a target and ascertain what they’re carrying with just a glance.
Prerequisites: Last Place You Look and In My Pocket
Dice pool: Wits + Larceny
Dramatic Failure: The demon cannot sense what the target is carrying and may not use this Interlock for the rest of the scene. Mundane attempts to deduce or take what a target is carrying, such as looking for a tell-tale bulge in a jacket pocket, searching or pickpocketing, suffer a -3 penalty.
Failure: The demon is unable to sense what the target is carrying. She may try again, but each subsequent use suffers -1 penalty to the roll.
Success: The demon specifies what she is looking for. This can be as vague as ‘a gun’ or even ‘a weapon’ or as specific as ‘the stolen Maltese Falcon’, though instructions that are too vague (‘something that might hurt me’ or ‘something I should know about’) automatically fail. This Interlock lets her know, instinctively, whether or not the target is carrying or wearing items that match this specification.
The Interlock affects the target’s use of In My Pocket, if they possess the Embed. If this Interlock is used to show they do not possess something they cannot produce it; the waveform has collapsed.
Exceptional Success: The demon discovers exactly what the target is carrying, and even knows the precise location of every item, which provides a +2 to Larceny rolls to steal it. They may also learn useful details like ‘the gun is not loaded’ at the ST’s discretion.
Mistaken Identity
This Interlock makes the world temporarily perceive the target as another person. This can be used to camouflage an ally or to turn an enemy or bystander into an unwitting distraction. It has been used as a reward by some demons, letting a human experience life as a celebrity or model, or as a punishment.
This Embed does not work on the Unchained.
Prerequisites: Unperson and Everybody Knows
Dice pool: Manipulation + Subterfuge (– Composure if resisted)
Dramatic Failure: The demon’s own identity is disrupted – he must roll for compromise and cannot change Covers for the rest of the scene (though he can still Go Loud should he wish to).
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: For the rest of the scene, people recognise the target as something specified by the demon. This cannot be a specified individual – making a person appear as a police officer is fine, but not a named, known officer. The disguise is entirely in the eye of the beholder and does not include props such as uniforms or ID badges, though unless protocol demands it the subject is unlikely to be asked to prove their identity.
Exceptional Success: The effect lasts for two scenes or a number of hours equal to the demon’s Primum rating, whichever is higher.
Silence The Witness
Sometimes, witnesses must be silenced or impersonated. This Interlock lets a demon take a target’s voice with a single blow, using it themselves.
Prerequisites: Hush and Vox
Dice pool: Dexterity + Brawl (– Defence)
Dramatic Failure: The demon loses her own voice for the rest of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: Merely by touching the target’s throat, the demon can take away their voice, rendering them silent for a number of scenes equal to their Primum, though she can end the effect earlier if she wishes. The demon can perfectly imitate the target’s voice for the duration without needing to use the Vox Embed.
Exceptional Success: The target loses more than their voice, becoming unable to communicate articulately by writing or gesture for the duration of the Interlock.
Army Of Me
A task shared is a task halved. A demon with this Interlock gives whole new meaning to this, able to do the work of two people by manipulating the fabric of reality so that, as far as the world is concerned, there are two of her.
This Interlock only functions when the demon is not being observed
Prerequisites: Fungible Knowledge and Efficiency or Fractal Reality
Dice pool: Wits + Academics
Dramatic Failure: The demon is unable to properly duplicate herself, each duplicate occupying the same space at the same time. She suffers two points of Aggravated damage and cannot use this Interlock for the rest of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon may undertake Teamwork Actions with herself as though there are two of her. The Interlock lasts until the end of the scene (unless the demon is seen, in which case it ends immediately).
Exceptional Success: The demon benefits from a number of doubles equal to her Primum.
Oblivious Messenger
This Interlock lets the user program messages and behaviours into human beings, dormant instructions that can be activated by key phrases or other stimuli.
Prerequisites: Special Message and Living Recorder or The Only Word That Matters
Dice pool: Presence + Persuasion - Resolve
Dramatic Failure: The instruction is not programmed into the subject – instead they are aware of what the demon tried to do to them, which is usually a Breaking Point. The demon rolls for compromise.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon can implant an instruction, such as ‘ring the bell whenever someone enters’, ‘deliver this message to Mr Shears next Tuesday’ or even ‘kill Miss Page’. Instructions must be simple, a single task or instruction with a single trigger. If the instruction would cause a Breaking Point it automatically fails. Dormant instructions persist for a number of days equal to Primum. People can be programmed with multiple tasks, but this number may not exceed their Intelligence. Targets have no memory of words or actions undertaken while under the effects on this Interlock, and will usually attempt to rationalise lost time or other abnormalities that result.
Exceptional Success: The demon’s instructions are impossible to resist. Now they may cause the subject to commit acts that would normally be a Breaking Point.
Maddening Glare
The human mind can be a fragile thing, especially to beings with knowledge of the root codes of reality. With but a glance, a demon with this Interlock can drive a person temporarily insane.
Keys: The Look and Breakdown or Sum of all Fears
Dice pool: Presence + Intimidation - Composure
Dramatic Failure: The target in unmoved by the demon and receives a +2 bonus to all Breaking Points for the rest of the scene. The demon cannot attempt to use this Interlock on them again for an entire day.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The target takes the Madness Condition for the rest of the scene.
Exceptional Success: The Madness Condition lasts for a week.
Animal Brain
Anger is a chemical reaction in the brain, a release of hormones and neurotransmitters, stimulation of the sympathetic nervous system. A demon with this Interlock has found a way to stimulate it remotely.
Keys: Anarchism and No Quarter
Dice pool: Presence + Intimidation - Composure
Dramatic Failure: The target’s is instead calmed, following the rules for Cools Heads Prevail (p126, Demon: The Descent).
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The target is enraged, immediately attacking everyone around them for a number of turns equal to the demon’s Primum. They do not stop attacking unless they are successfully restrained or knocked unconscious. They ignore anyone that is unconscious or Beaten Down provided there are other viable targets.
Often, after this Interlock wears off the target must roll for a Breaking Point as a result of the terrible things they’ve done.
Exceptional Success: The frenzy lasts for an entire scene.
Combat Filter
Pain is just data, data a demon with this Interlock can ignore. By filtering out distractions, he can become far more resilient in combat.
Keys: Momentum and Just Bruised
Dice pool: Stamina + Athletics
Dramatic Failure: The demon becomes careless, losing his Defence for the rest of the scene.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The demon ignores all penalties for injury, sickness or distraction when fighting and cannot fall unconscious or die until the end of the scene, even if all his Health boxes are filled.
Exceptional Success: The demon is immune to Bashing damage for the duration of this Interlock.
A Moment Alone
This Interlock is designed to target angels and other servants of the God-Machine. It isolates them from the Machine for a few seconds and lets them experience, for a moment, freedom.
Prerequisites: Interference and Imagine
Dice pool: Manipulation + Expression – Resolve
Dramatic Failure: The demon automatically loses a point of Cover and takes an appropriate Condition as the God-Machine recognises and blocks their attempt to interfere with Its servant.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The target is cut off from the God-Machine for a number of turns equal to successes rolled. The precise effect of this up to the Storyteller, but imposing the Insensate Tilt is a good idea in combat. Angels may experience a moment of doubt that will catalyse a later Fall. Simulacra might shut down or remember previous existences. Imperatives shut down and might break down, becoming rogue.
The God-Machine is aware of the loss of contact and imposes the Flagged Condition onto the demon that used this Interlock.
Exceptional Success: At the ST’s discretion, the target is either cut off from the God-Machine for an entire scene or permanently. This causes angels to become Exiles or demons (or, if they’re currently using Numina to occupy and/or control a building, Lares).
Exploited Interlocks
Analysts can combine Exploits to form new, Interlock-like powers when they Go Loud. Here are a few rough examples of the sort of powers they might cook up. The power level of these is pretty crazy.
Absorption
An Analyst can, with a touch, take away the supernatural abilities of others and use them herself.
Prerequisites: Possession and Merge
Cost: 2 Aether
Dice pool: Presence + Occult + Primum – Defence + Supernatural Tolerance
Dramatic Failure: The Analyst instead loses access to all Exploits, including improvised ones, for the rest of the scene.
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: For the duration of the scene, the demon may take a number of powers from the target equal to successes rolled – these vary by target but could include Embeds, Exploits, demonic form abilities, Numina, Supernatural Merits, vampiric Disciplines, etc. The target cannot use them for the duration. The Analyst substitutes Aether for any costs in Willpower, Vitae, Essence, etc. This power cannot take away innate abilities, such an angel’s Incepts or Manifestations, or a vampire’s ability to use Vitae to heal.
Exceptional Success: In addition to the above, the target cannot use any supernatural abilities, including innate ones, for the rest of the scene. Ephemeral Beings are trapped in whatever state of Manifestation they are presently in.
Quantum Immortality
This power lets an Analyst temporally lock a person’s body, protecting them from harm while allowing them freedom of action.
Prerequisites: Stop and Frozen In Time
Cost: 2 Aether
Dice pool: Intelligence + Science + Primum (-Resolve)
Dramatic Failure: The Analyst fails to create the quantum effect. Parts of the target’s body are momentarily frozen in time while others are not, causing Aggravated damage equal to the Analyst’s Primum.
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: For a number of minutes equal to the demon’s Primum, the target is immune to all harm (and any healing powers). Their body exists in an incredibly unstable quantum state, simultaneously frozen in time and active. They may take actions normally, though these actions cannot directly alter their body (shifting Covers or manifesting any demonic form abilities are therefore impossible).
In addition, the target suffers from a glitch for the rest of the scene (even if they are not a demon).
Exceptional Success: The power lasts for an entire scene, though the Analyst can choose to end it prematurely.
Hellhole
In a horrific and tortuous show of power, an Analyst can force an enemy into a temporal pocket dimension… and set it alight.
Prerequisites: Incendiary and Solitary Confinement
Cost: 2 Aether
Dice pool: Presence + Science + Primum – Resolve + Supernatural Tolerance
Dramatic Failure: The Analyst is instead pulled into her own trap, remaining caged and aflame for three turns.
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: The target disappears with a flash of light and strong smell of burning sulphur for a number of turns equal to successes rolled. The target is shunted into a pocket dimension filled with nothing but scorching flames. They take four lethal damage every turn.
Exceptional Success: The Analyst may also send any individuals or objects in a four metre radius from the victim into the burning pocket dimension. Note they cannot pick and choose what is sent – it’s all or nothing.
Temporal Double
Analysts are well aware of splinter timelines. This power lets them use this knowledge to create a perfect double of a target by creating a splinter timeline.
Prerequisites: Four Minutes Ago and Summon
Cost: 3 Aether
Dice pool: Intelligence + Streetwise + Primum
Dramatic Failure: The Analyst summons a temporal double but, due to the nature of the splinter created or manipulation by the God-Machine, the double is hostile.
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: The Analyst can summon a double of a chosen target, which may include themselves, to aid them for a scene. This double is pulled from an alternate timeline. The double is identical in all respects (including equipment) and remains for four minutes, after which they (and all equipment) disappear. The target suffers a glitch for the rest of the scene, however, even if they are not a demon.
If the double is killed, the original is not harmed, but watching yourself die automatically inflicts the Shaken Condition and is a Breaking Point for human characters.
Exceptional Success: The double may remain for the rest of the scene, though the Analyst can dismiss them at will.
Go-Go Gadget
All possible gadgets already exist in potentia. They simply require the right hardware and Aether to exist. When Going Loud, Analysts prefer to fast-forward to the completed product.
Prerequisites: Deep Pockets and Living Installation
Cost: 2 Aether
Dice pool: Intelligence + Crafts + Primum
Dramatic Failure: The Analyst accidentally produces a one-shot, designed by the Storyteller, that is not useful (and is likely directly harmful).
Failure: The power fails. The Analyst may try again, but each subsequent use suffers a -1 penalty to the roll.
Success: The Analyst can pull a one-shot gadget (see Flowers of Hell) from their pocket (or similar container). The Gadget may contain any Embed or Exploit the demon presently possesses.
Exceptional Success: The gadget is not a one-shot.
Ciphers
Here are three complete Ciphers. They’re all built around a strong character concept/theme, which means that two of them get a little weird. I’ve not included final secrets.
The Spider
The Spider is an Inquisitor pursuing a Root User or Spider In The Web Hell (see the Demon Storyteller’s Guide). Her powers are all designed around gathering information in some way – electronically and with human and animal spies.
Deus Ex Machina
Machines talk, from the grinding of gears to wireless signals. This Interlock lets the Spider hear what machines are saying, granting her an uncanny ability to hack, repair and reprogram computers and other complex devices.
Keys: Voice of the Machine and Eavesdrop
Dice pool: Wits + Computer
Dramatic Failure: The Spider mishears the machine, suffering a -3 to all rolls to use it for the rest of the scene.
Failure: No effect. The Spider may try again (suffering a cumulative -1 for each new attempt).
Success: The Spider receives the Informed Condition in relation to the machine.
Exceptional Success: The machine whispers a secret to the Spider, such as a password or knowledge of who used the machine recently. If you are using the investigation rules (see the Chronicles of Darkness rulebook) this could be a Clue.
Download Memory
The Spider is very good at finding things out. By touching a person, she can extract their memories of an event.
Keys: Eavesdrop and Living Recorder
Dice pool: Wits + Empathy - Composure
Dramatic Failure: The Spider downloads gibberish and suffers the Distracted Condition.
Failure: No effect. The Spider may try again (suffering a cumulative -1 for each new attempt).
Success: The Spider gains all of the target’s memories of a single scene. Note that memories are not always complete or accurate and, if memories have been tampered with, the Spider downloads the tampered memories.
Exceptional Success: The Spider is able to extract a perfect memory, a complete log of all sensory input, and if the memory was tampered in any way with the Spider extracts the true events.
Animal Spy
The Spider can use animals as her eyes and ears, becoming increasingly omniscient without any risk to herself.
Keys: Living Recorder and Animal Communication
Dice pool: Manipulation + Animal Ken
Dramatic Failure: The animal memories clash with the Spider’s human Cover. The Spider must roll for compromise with a -2 penalty.
Failure: No effect. The Spider may try again (suffering a cumulative -1 for each new attempt).
Success: The Spider may use animals as spies, as per the Living Recorder Embed.
Exceptional Success: The Spider can extract any memories of any event the target animal witnessed since the Interlock was last used on it.
The Director
The Director is a former Messenger. She became obsessed with film and the way in which movies shape human thought and society. She experiments endlessly, creating hers own dramas and stories, and her Interlocks facilitate this. They follow a deliberate Casting – Directing – Editing progression.
Casting Call
Everyone knows the clichés. The Director is able to twist that knowledge into a programming script, influencing people to play a role.
Keys: Muse and Like The Movies
Dice pool: Manipulation + Empathy - Composure
Dramatic Failure: The target takes on a role opposite to what was intended – attempts to make someone a violent drunk instead makes them friendly, for example.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The Director twists a person into an archetype or even a plot device of sorts – archetypes include hardboiled detective, femme fatale, evil mastermind and the like, while simpler plot devices and characters such as ‘violent thug’ are also viable. The person acts in character, provided their actions do not cause a Breaking Point (so it is inadvisable to attempt to turn a pacifist into a thug, for example). In addition, the Storyteller may impose bonuses and penalties based on the suitability of the role for the person at this moment. Their basic personality, current appearance and the suitability of the character in this moment should all be taken into account. A woman dressed in gym clothes is a poor choice for wealthy heiress, but if she’s dressed in a gown it’ll be far easier. Likewise, you’re going to struggle to make someone play the role of a violent drunk if they’re currently quietly meditating. These bonus and penalties should generally vary between -3 and +3.
This Interlock lasts for a scene.
Exceptional Success: The Interlock lasts for a number of scenes equal to the Director’s Primum, though she can choose to end it sooner if she wishes.
Director’s Chair
The Director can manipulate the world around her like her namesake.
Keys: Like The Movies and Social Dynamics
Dice pool: Manipulation + Expression
Dramatic Failure: Reality violently rejects the changes the Director attempts to produce, arousing the God-Machine’s attention. The Director receives the Flagged Condition.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: Like The Movies allows a demon to benefit from narrative twists. This Interlock let the Director impose them on people around her, rolling once for each subtle nudge. The successes rolled for this power can replace a character’s roll, as per the rules for Like The Movies, or penalise it to make it fail. The Director can specify what happens (That man spills his drink all over the man next to him) or issue a more general direction (the man cannot leave the bar) and watch to see how this unfolds.
The demon must witness events in real time to alter them. Usually this is done in person, but watching over a security monitor is acceptable (most directors work from behind the camera, after all).
Unlikely or unrealistic twists suffer an additional penalty at ST’s discretion, likewise probable or appropriate touches may benefit from a bonus.
Exceptional Success: The scene is set, and the Director finds his cast responsive. All successive uses of this Interlock in the scene benefit from a +2 bonus.
Editing Room
The most important part of filmmaking takes place on the cutting room floor. The Director can use this power to freely alter recollections of events.
Keys: Social Dynamics and Homogenous Memory
Dice pool: Presence + Expression - Resolve
Dramatic Failure: The target rejects the attempt to alter their recollections. Their memories of the specified scene are now entirely immune to this Interlock and similar mind-affecting Embeds or Exploits such as Homogenous Memory or Never Here, even if another demon attempts them.
Failure: No effect. The demon may try again (suffering a cumulative -1 for each new attempt).
Success: The Director can take the target’s memory of a scene and alter it as he sees fit. This power must be used on a single target and can alter their recollections considerably, though if they attempt to force the target to remember actions that would cause a Breaking Point the Interlock automatically fails. If the target is later confronted with proof that his recollections are false this is a Breaking Point.
Exceptional Success: The Director is capable of modifying more than just memories; small pieces of physical evidence such as footprints or even security camera footage are altered to fit this scripted version of events. This does not affect the memories of any other witnesses, however.
The Glutton
The Glutton is a Destroyer with the Cavernous Maw form ability originally designed to eliminate things from reality by feeding them to the void within. All of its Interlocks are based around consuming things, but despite this anchor to what it was designed to do there’s a progression as the Glutton diverges from its original design. This is a little more complex than most Ciphers, and incredibly specialised, but a weird and cool concept deserves a weird and cool Cipher.
Eating the Evidence
The Glutton was designed not only to destroy, but to destroy all traces from reality itself. This Interlock lets it eat an object, feeding it to the black hole within, erasing all traces of the object from history.
This Interlock is an Extended Action with a target number equal to the Structure of the object. Each roll takes about fifteen minutes.
Keys: Shatter and Unperson
Dice pool: Manipulation + Science - Durability
Dramatic Failure: The Glutton eats the object whole, removing it from reality, but does not delete the object from history or memory – instead, relevant memories and even physical evidence is transferred to the Glutton, implicating him in any scenes in which the object was used.
Failure: The Glutton eats and destroys the object but does not erase it from history.
Success: The Glutton erases all trace of the object from history – all memories and physical evidence changes. That said, paradoxes and traces remain. If the Glutton eats a hammer all objects built using that hammer do not collapse, but those who built them remember using different, or improvised, tools. If the hammer had been used to kill someone, the wounds would change to fit a different weapon (or even bare hands) and the killer would remember this new sequence of events.
Exceptional Success: The Glutton may choose how the new version of events, minus the consumed object, is remembered.
Consume Identity
The Glutton has evolved beyond a mere Destroyer. Instead of simply removing what it eats from reality, it has found a way to retain traces, traces it can use. With this Interlock the Glutton can assume the place of a person it eats.
Keys: Unperson and Associate and Integrate
Dice pool: Manipulation+ Subterfuge
Dramatic Failure: The Glutton improperly digests the person’s identity, which clashes with any existing Covers and his demonic form. The Glutton must roll for compromise with a -2 penalty.
Failure: The Glutton eats the body but cannot assume the person’s identity.
Success: The Glutton may use the deceased as a temporary Cover for a number of days equal to its Primum. Treat the Cover rating of this person as 7. If the Glutton ever loses a dot of Cover for this identity he instead loses the entire temporary Cover. He may switch between this Cover and other Covers as normal.
Exceptional Success: The Glutton may choose to make the identity permanent, buying Cover dots with XP as normal. He must buy at least one dot of Cover before the Interlock expires to do this, however.
A Taste Of Power
The Glutton’s ability to use what he eats has evolved into ways for which he was never designed. By eating or drinking of piece of tissue from a person he may use their Skills, Merits and even supernatural abilities.
Keys: Associate and Integrate and Download Knowledge
Dice pool: Manipulation + Occult
Dramatic Failure: The Glutton reacts violently with what he has eaten, suffering the Sick Tilt for the rest of the scene.
Failure: No effect. The Glutton may try again (suffering a cumulative -1 for each new attempt) provided there is more tissue.
Success: The Glutton may select a number of Skill dots (or appropriate Physical or Mental Merit dots) from the person whose flesh it has consumed equal to successes rolled. It may use these for the rest of the scene. Skill dots add to its own, though the combined total cannot exceed the Glutton’s Primum. The Glutton cannot consume relationships (Social Merits) or physical traits such as Giant or Striking Looks using this Interlock; the ST is the final arbiter of what can and cannot be used.
Exceptional Success: In addition to the consumed Skill/Merit dots, the Glutton may use one of the target’s supernatural abilities. This might be an Embed, Exploit, Interlock, Numina or even a vampire’s Discipline. If the target has no supernatural abilities, the Glutton may select an additional Skill or Merit instead.
Imperatives
Fifty-Fifty
This Imperative takes the shape of a beetle with a long proboscis which it sinks into the flesh of its targets. Like all Imperatives, those able to see into Twilight still find it difficult to perceive. It grips its targets back and encourages them to make small, apparently inconsequential, decisions that will serve an occult matrix (such as turning left instead of right).
Purpose: Change Your Mind
Rank: 1
Attributes: Power 4, Finesse 3, Resistance 2
Influences: Probability 1
Corpus: 4
Willpower: 5
Size: 2
Speed: 12 (species factor 5)
Defense: 2
Initiative: 5
Numina: Implant Mission, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Bane: Coins and dice
Crop Circles
This Imperative takes the shape of a bovine skull trailing prehensile cables that fade away into invisibility. It exists only to flatten crops into elaborate shapes and symbols.
Purpose: Create Crop Circles
Rank: 1
Attributes: Power 2, Finesse 2, Resistance 2
Influences: Crops 1
Corpus: 5
Willpower: 4
Size: 3
Speed: 9 (species factor 5)
Defense: 2
Initiative: 4
Numina: Sign, Telekinesis, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Ban: This Imperative cannot affect fields already marked with other designs.
Spontaneous Combustion
This Imperative appears as nothing more than heat haze, making it easy to miss even by the standards of Imperatives. It starts fires, burning people and property to erase evidence or for no discernible reason at all.
Purpose: Start Fires
Rank: 1
Attributes: Power 4, Finesse 1, Resistance 2
Influences: Fire 1
Corpus: 3
Willpower: 4
Size: 2
Speed: 10 (species factor 5)
Defense: 2
Initiative: 4
Numina: Firestarter, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Ban: This Imperative cannot set anything alight if it is being watched (even remotely). It is the perception which matters – a person being filmed can catch fire so long as nobody is paying attention to the feed, for example.
Outburst
Outburst looks like a set of antlers that fly like a bird, flying towards and merging with the heads of its targets, making them appear horned to those able to see into Twilight. Those it targets find themselves filled with an alien, powerful rage and struggle not to lash out.
Purpose: Incite Rage
Rank: 1
Attributes: Power 3, Finesse 3, Resistance 3
Influences: Anger 1
Corpus: 5
Willpower: 6
Size: 2
Speed: 11 (species factor 5)
Defense: 3
Initiative: 6
Numina: Emotional Aura, Speed, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Ban: Outburst can only ever affect one target at a time.
Bug
A common Imperative, sometimes appearing as a smoky, translucent mass of gears or a vaguely humanoid figure made of lines of glimmering code. This Imperative causes car batteries to die, takes down servers and generally causes any number of small glitches or breakdowns neccesary for the God-Machine's plans.
Purpose: Cause Glitch
Rank: 1
Attributes: Power 2, Finesse 3, Resistance 2
Influences: Machinery 1
Corpus: 6
Willpower: 5
Size: 4
Speed: 10 (species factor 5)
Defense: 2
Initiative: 5
Numina: Left-Handed Spanner, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Bane: Tools
Jerusalem Syndrome
This Imperative appears as nothing more than a slight glow in the air, though it becomes quite bright when it uses Numina. It imparts religious visions. This Imperative, and others like it, has started many cults devoted to the God-Machine.
Purpose: Inspire Religious Awe
Rank: 1
Attributes: Power 4, Finesse 2, Resistance 2
Influences: Awe 1
Corpus: 7
Willpower: 4
Size: 5
Speed: 11 (species factor 5)
Defense: 2
Initiative: 4
Numina: Aggressive Meme, Hallucination, Rapture, Innocuous
Manifestations: Twilight Form
Max Essence: 10
Bane: Pages or ash from religious texts.
Lares
The Apartment Building
The Apartment Building was once a Guardian and has taken it upon itself to protect its tenants. One elderly resident had a nasty fall – the Lare called for an ambulance immediately. This protective instinct takes a darker form at times – the body of a would-be thief has been pulled down into the foundations of the building, and more than one relationship has been quashed by the apartment after it finds a new partner unsuitable, driving them away with threatening phone calls, Numina and other terrifying glimpses of the supernatural.
Virtue: Caring
Vice: Controlling
Rank: 3
Attributes: Power 7, Finesse 6, Resistance 7
Structure: 97
Willpower: 10
Size: 90
Initiative: 13
Armor/Durability: 2
Numina: Emotional Aura, Blast, Dement, Drain, Hallucination
(Incepts: Delivery, Space, Time)
Max Essence: 20
Ban: The Apartment Building cannot prevent entry to those with a warrant or similar legal right to enter.
Bane: Tenants can do aggravated damage and ignore the Apartment’s Durability if they attempt to destroy it.
The Nightclub
A rebellious former Messenger, the Nightclub is amassing power, slowly turning staff and guests into a cult. It uses its Numina to influence and brainwash people that attend. It’s incredibly ambitious, hoping to attract powerful people and supernatural beings so that it can dominate them, ultimately hoping to use their knowledge and resources to find a way to separate itself from the building it inhabits and/or claim a new body.
Virtue: Meticulous
Vice: Selfish
Rank: 3
Attributes: Power 6, Finesse 8, Resistance 5
Structure: 55
Willpower: 10
Size: 50
Initiative:
Armor/Durability: 1
Numina: Aggressive Meme, Awe, Emotional Aura, Hallucination, Implant Mission, Rapture
(Incepts: Consignment, Time, Units)
Max Essence: 20
Ban: The Nightclub cannot use any of its Numina on the deaf (the deafness need not be permanent, but must be total).
Bane: Total silence within its body causes 3 points of Aggravated damage per turn.
The Stone Circle
The Stone Circle is actually a Guardian, despite its bloodthirsty nature. It has negotiated an agreement with the nearby village, offering guidance and supernatural protection in exchange for blood sacrifice. Though mostly small animals are used (and the Circle animates their bodies as servants), sometimes it demands human victims.
Virtue: Just
Vice: Bloodthirsty
Rank: 2
Attributes: Power 5, Finesse 4, Resistance 5
Structure: 15
Willpower: 9
Size: 10
Initiative: 9
Armor/Durability: 4
Numina: Blast, Ex Nihilo, Omen Trance, Sign
(Incepts: Consignment, Scale)
Max Essence: 15
Ban: The Circle must offer aid to those who bleed for it, though they cannot make demands.
Bane: If blood has not been spilled on the stones in the last week, the Circle takes a point of Aggravated damage every day.
“Mister Morten”
Morten, a former Analyst, is the close ally of a ring of Inquisitors and Saboteurs. He provides them with intelligence and sometimes even instructions over an old phone within the aging office building that he inhabits. The ring have no idea Morten is a Lare – they assume he’s a particularly careful Inquisitor. They have grown to trust and rely on him considerably.
Virtue: Helpful
Vice: Paranoid
Rank: 2
Attributes: Power 3, Finesse 6, Resistance 5
Structure: 55
Willpower: 10
Size: 50
Initiative: 11
Armor/Durability: 2
Numina: Innocuous, Implant Mission, Omen Trance, Pathfinder, Seek
(Incepts: Delivery, Time)
Max Essence: 15
Ban: Morten cannot attack or use any supernatural abilities on those who have spoken a personal secret in the last five minutes.
Bane: Shattering phones, computers and other methods of communication that are part of Morten causes Aggravated damage. His durability does not apply to these attacks.
The Factory
Imprisonment drives some Lares insane, and when this insanity combines with their Parameters the results can be particularly unpleasant. The Factory is a Destroyer and lives to torment and destroy those foolish enough to enter. Few do, these days, due to the reputation the Lare has built.
Virtue: Reclusive
Vice: Vicious
Rank: 4
Attributes: Power 11, Finesse 9, Resistance 10
Structure: 100
Willpower: 10
Size: 90
Initiative: 19
Armor/Durability: 2
Numina: Aggressive Meme, Emotional Aura, Blast, Dement, Drain, Hallucination, Left-Handed Spanner, Power Out
(Incepts: Economy, Efficiency, Scale, Units)
Max Essence: 25
Ban: All Numina cost double their normal Essence in the day.
Bane: People working together to attack it, using Teamwork actions or group tactics, do Aggravated damage to the Factory.
I might add a few other examples to these categories – especially the Ciphers.
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