Guidelines for Demons

Description: Information and rules for playing demons

Categories: Characters, Supernatural Guidelines


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[url=https://nevernm.com/app.php/kb/viewarticle?a=11&sid=1d23064b7513fdca9c30d3113768f1b5]Almanac - Guidelines for Demons[/url]

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[Almanac - Guidelines for Demons](https://nevernm.com/app.php/kb/viewarticle?a=11&sid=1d23064b7513fdca9c30d3113768f1b5)
The demons in Never — Much like their angelic brethren — are neither the most powerful nor influential of their kind. They stay near town because the walls between worlds are thin and the battle for souls is nearer the surface. People in Never don’t need to be convinced that the supernatural world exists. They make far simpler subjects for contracts.

For the sake of simplicity, the game's demons are largely based on Christian theology and the Ars Goetia.

Characteristics

This is not meant as a list of requirements, just as a general starting point. Like humans, demons should be imagined as individuals! However, some personality traits and trends may include:
  • Self-interest
  • Ambition
  • Curiousity and a questioning nature
  • Tendency toward a belief in free will
  • Positive response to flattery, potential bargains (of variable quality), outright bribery, and the smell of desperation

Powers

Primary Power

Demons can enter into contracts. In game, a contract is defined as a single act for another character (usually a human, witch, or spirit). In theory, it is meant to bind that character’s soul to Satan; in practice, it may serve the demon’s selfish purposes to sow chaos or expand power.

Contracts have the following characteristics. They are:
  • Reality-altering
  • Temporary (in that they end if one side or the other reneges, but the bar is extremely high--no easy outs for either side)
  • Truly a contract--the demon is bound as much as the person (but like bargains with the fae, there will be tricks)
  • Can transcend death, so spirits can still make and be bound by them
  • Whatever is given must be worth a human soul (whatever that would mean to the human involved)
  • As narrative-altering powers, contracts must be purchased with points from the shop.

Additional Powers

Demons may have one additional power chosen from the following:
  • Silvertongue (convince someone of something - but a being will not injure or destroy itself)
  • Pestilence (poison/putrefy a specific being or location; cause temporary derangement to a specific being)
  • Damnation (inflict non-corporeal damage on a spirit)
  • Destruction (special talent at fucking shit up, albeit in a limited fashion)
Further powers from this list can be purchased from the shop with points.

Weaknesses

It can’t be all satanic rituals all the time, of course. Demons are bound by the following list of restrictions and likely personality flaws. They are:
  • Unable to cast off their human shape inside the boundaries of Never (meaning no wings)
  • Prone to thinking they are more clever than they are
  • Trapped by their own bargains more often than they would like (certainly more than they would like to admit)
  • Bound to protect the person with whom they’ve made the bargain, to avoid sacrificing their investment
  • Always, always hungry (metaphorically but possibly literally, too)
  • Particularly weak to the powers of angels (obviously enough)

We realize that the existence of angels and demons as playable characters in Never creates a higher-than-usual potential for godmoding (behaviour that gives one's own character an unfair advantage) and powerplaying (controlling another roleplayer's character without permission). Neither of these are fun for anyone! They are also explicitly not allowed. The powers given to demons do not constitute any ability to control the actions of another character or dictate the outcome of a scene. You are still expected to communicate with other players and reach agreement about the narratives you wish to create. The watchword of this game is collaboration.