





                           Angel/Demon

                           The Rapture

                A Game for the Storyteller System


Prologue

Don't be afraid child.  Nothing is wrong.

My name is Simon, and I am from a realm far beyond the one you
can understand.  I mean you no harm.  I have been sent here to
help you.

You see child, there are many things in this universe that you
are not yet able to understand.  From the Vampires to the
Werewolves.  From the Mages to the Fairies.  But do not fear that
which you do not understand in this realm.  For if you fear it,
you can never understand it.

There are beings that walk among your kind, but they are not of
your world.  They are not of flesh and blood, though they inhabit
it like leeches.  These creatures have come to Eden in search of
only your destruction.  They would drag you down into the
bottomless void and feast upon your soul.  These creatures are
not of your universe, and you can never understand them.  These
creatures are only to be feared.

Know them as the Belial.  Though no name can deliver the true
depth of their evil.  Know that they have no body of their own,
and must work from within your kind.  Know that I come here to
combat them, and that I am their brother in form.  Know me as the
Cherubim, and know that I am your only defense against this
invasion.  For only I can understand them, only I can perceive
their evil.

Understand also that I love you, and he who has sent me loves you
greater.  Our blades are sharpened, and our eyes turned towards
the horizon.  We are ready to do battle, and no price is to great
for victory.

For we will never let you go without a fight.






Introduction


Welcome to Angel/Demon: The Rapture.  A public domain supplement
to the Storyteller system.  After being inspired by the
professional quality of the public domain supplement `Highlander'
for the same system, I decided to modify a game I had developed
for my own Reflex system `Angel/Demon'  to the Storyteller
format.  Thus we have Angel/Demon: The Rapture.  I hope in doing
this I have make a useful addition to the World of Darkness, that
can be enjoyed by all roleplayers.  For I believe this game will
add a new dimension to any World of Darkness game that you might
be playing.  Be it Vampire, Werewolf, Mage, etc.

What exactly is Angel/Demon: The Rapture. and how does it
interface with the rest of the World of Darkness?  Well,
Angel/Demon chronicles the battle that exists between the first
born of god, Angels, and the minions of Lucifer, Demons.  Or as
they know themselves:  The Cherubim and the Belial.  The
mythology surrounding these beings is probably known to most of
you, being of Judo-Christian backgrounds, and no matter what your
feelings about their true existence we must all understand that
in the World of Darkness they are very, very real.

These are the final days.  The end of the world is near, and soon
all of virtue will be taken up in the Rapture.  But Satan's power
has grown strong, and his minions, the Belial, move upon the
surface of Eden.  Corrupting, twisting, defiling.  But laking
physical forms of their own, these beasts must take the bodies of
humans if they are to continue their evil works.  Possessing the
body, suppressing the mind, corrupting all those around it.
Leaping from body to body they continue their destruction, bring
more and more mortals one step closer to eternal damnation.  But
this evil does not go unchecked, for God also has his agents
working amongst his children.  These creatures, The Cherubim,
move through humanity by the same method as their enemy.  From
body to body, person to person.  There mission, though, is not
the anti-thesis of the Belial.  They are not sent to earth to
save humanity, that is not within their power.  They are upon the
surface of Eden in a desperate holding action against the Belial.
They are buying time until the Judgement day.  Facing and
defeating the Belial where every they encounter them.  It is to
this desperate battle for time that the two sides raise their
forces.  Will the Cherubim drive back the Belial and allow the
final days to came, or will the Belial swallow up the souls of
all the mortals and leave no one to be taken up in the Rapture?
Only the players of Angel/Demon: The Rapture. will know for sure.







Chapter 1 - The Good Fight

As mentioned above, these are the final days.  The devil has the
world by the throat, and his fingers dig in deep.  His powers
have grown strong and if his actions were to go unchecked the
world would fall into the pit with a year.  We sit at the edge of
oblivion, and all that is required is one strong push.  You are
the Cherubim, Angels, older than time itself, created before
there was even a world to be defended.  It is your brothers, the
Belial, the fallen angels, who you battle.  And the greatest
among their kind:  Lucifer.

You are without a physical form on earth (or Eden as it is known
to the angels) your only means of entering into the mortal domain
is through the body of a mortal.  With the Belial it is known as
possession, with the Cherubim it is know as entrance.  Even these
two powers achieve the same purpose, it is done in a very
different manner.  With the Cherubim, Entrance is a meeting of
minds, a profound experience with beautiful implications.  With
the Belial, Possession is mental vivisection.  The subject of
Possession is subjugated to his own miniature hell for the length
of the encounter, and is usually left a blathering mass of evil.

Within the Mortal domain the Cherubim are granted seven powers,
the Belial six.  One should not confuse these powers with the
actual power if the angels.  For the domain of man is very far
from their own domains, and to maintain the connection to their
realms requires most of their energy and power.  The seven powers
of the Cherubim are:

1.   The Power of Entrance:  The power to enter the body of a
     mortal.

2.   The Power of Departure:  The power to exit the body of a
     mortal (You will see that this is just as important as
     Entrance).

3.   Bless:  The ability to strengthen a mortal's will and body.

4.   Laying of Hand:  The ability to heal the sick and injured.

5.   Trumpet of Gabriel:  Command mortals through force of will
     for short periods of time.

6.   Eyes of the Profit:  Ability to find out the truth from
     mortals .

7.   Purse of Heaven:  Ability to keep a mortal's soul for God.






The powers of the Belial are simpler:

1.   Power of Possession:  The ability to take control of a
     mortals body.

2.   Power of Release:  The ability to exit the body of a mortal.

3.   Blasphemy:  The ability to weaken a mortal.

4.   Giving of Pain:  Inflict damage and suffering.

5.   Mesmerize:  To take control of a mortal's mind.

6.   Purse of Hell:  The ability to buy a mortal's soul for the
     devil.


Though the Cherubim are divided into different choirs, each
granted with a different duty in heaven, Angel/Demon just deals
with the choir of angles that directly interfaces with the mortal
realm (Guardian Angels also deal with humanity though to a much
lesser extent.  They will be covered in a later supplement).
Each choir is divided into seven spheres relating to their
closeness to God.  As a Cherub raises through these spheres he
increases in power but his like to Eden weakens, effectively
making it harder for him to Enter and Depart mortals.  Hell is
arranged in the same fashion as heaven, except in the negative.
Of Hell there are six levels, and the distance from Eden effects
the Belial as it does the Cherubim.

Here is the Tellurian from the perspective of the Cherubim and
the Belial:

The 7 spheres of Heaven:      7. Saturn
                              6. Jupiter
                              5. Mars
                              4. Sol
                              3. Mercury
                              2. Venus
                              1. Luna

The Tellurian:                Deep Umbra
                              Near Umbra
          Mundane Reality:    Eden
                              Near Umbra
                              Deep Umbra

The 6 spheres of Hell:        1. Purgatory
                              2. Styx
                              3. Erebus
                              4. Tartarus
                              5. Hades
                              6. Sheol

What lies beyond the seventh sphere of heaven, and what lies
bellow the sixth level of hell is beyond the perception of the
angels.

The Cherubim are given free will to work within the realm of
mankind, they are restricted by only one rule:  Do not let the
fate of a mortal change because of your presence there.  This
rule being rather loose has been a great source of debate.  Only
one implication of it seems to be clear:  Don't end the life of
any mortal, no matter what the reason.  This rule is followed by
all the Cherubim to the letter, violation of it brings swift
retribution.

The Belial, of course, have no such restrictions.  There are free
to do what they want as long as the souls keep coming down...

Chapter 2 - Character Creation

Note:  This discussion assumes that the players will be playing
Cherubim characters.  Will this is suggested quite strongly,
there is nothing in the rules that stops a player from playing a
Belial character.  It is up to the Storyteller if he really wants
characters like that running around in his game.

Playing Angel/Demon characters will present itself as a new
challenge to even the most experienced roleplayer.  Unlike the
other World of Darkness games the players are not playing
characters brought up in human society.  Vampires, Werewolves,
Mummies, Immortals, and Mages, although supernatural, are
basically human.  The Cherubim were born before the birth of
time, their intellect and wisdom exceeds far beyond even a
mortals wildest dreams.  They are, in short, the perfect being.
Luckily this is not the characters that the players must play.
Like the powers of the Cherubim, much of their intellect is taken
up in maintaining the link to heaven.  When in Eden they are
bounded by the physical and mental limitations of humanity.  They
are not the super-beings that they are in heaven, and they are
prone to human mistakes and error.

Pursuant to this Angel/Demon players do have to make a character
just like everyone else.  This does not represent the true
abilities of the character however, it represents the aspect of
the character that can materialize itself into reality.  A Cherub
in his own sphere is force that humanity cannot comprehended.
Even with this though, an Angel/Demon character is still mentally
superior to mortals while on earth.  Only compared to his true
form is he a babbling fool.

Character Concept

Angels are not men or women.  They are not tall or short, good
looking or ugly, fat or thin.  You do not to determine any
physical characteristics for a Angel/Demon character, though you
will have to do twice as much work on his mental ones.
Angel/Demon characters have a Nature like any mortal character.
This can be anything virtuous or selfish.  This may seem a little
unusual that a Cherub can be selfish, or a Demon could be
virtuous, but you must keep in mind that Angels, just like
humans, have the power of free will.  This was responsible for
Satan's fall, and it may serve the characters in a very similar
manner.  Remember, not even the Cherubim are beyond the grasp of
Lucifer.

Angel/Demon characters very seldom have a Demeanor different than
their Nature.  They are socially rather simple creatures, saying
what they think, and feeling what they feel.

Players start characters in the Luna Sphere, the lowest one, they
must work their way up with good deeds if they wish to get more
powerful.


Attributes

There are only five of the nine attributes that an Angel/Demon
character can allocate points to:  Charisma, Manipulation,
Perception, Intelligence, and Wits.  Beings without bodies have
little need for Strength, Dexterity, Stamina, and Appearance.
These four attributes will change every time the character enters
a new host, and will be determined by the Storyteller every time
the character switches bodies.

In the five characteristics that the character will create, the
character starts with a base 2 dots in each.  She then has 9
attribute points to allocate though these attributes, and yes an
attribute can be raised above five (See Players Manual for
details on this).  As I said, Angels are still mentally superior
to mortals.

Abilities

Abilities, on the other had, are done in exactly the same fashion
as in Vampire/Werewolf/Mage.  Why are beings of such power not as
advanced in abilities as they are in attributes?  Two reasons.
One, abilities are not something that is used outside of Eden, so
everything that angels have learned they have learned while on
earth.  Two, angels don't spend very much time in any one body so
they don't spend much time learning one skill.  Even though they
are very old they are not really in any position to learn a
single skill very well.  Hence normal abilities.

Advantages

In this characteristic Angel/Demon characters are rather boring.
No cool Disciplines, Gifts or Spheres; they have no Blood Pool,
Gnosis, Arete, Backgrounds, Rage, or Quickening (Unless they
Enter into the body of a Vampire/Werewolf/Mage/Immortal that is.
See Chapter  for detail on this). All and all, in advantages they
are rather unremarkable. The one trait they do have is Willpower,
and this trait they use to a great extent.

Apart from being able to do what every other character can do
with Willpower, an Angel/Demon character can all use it to fuel
his powers.  All characters start with a five in Willpower, and
this can be increased with the use of freebie points.

In this version of the Storyteller System Backgrounds are not
used.  This is not a hard rule however, if you can dream up some
Backgrounds that make sense for an Angel character ('cause
frankly I can't) go right ahead an put 7 points into them.  But
unless inspiration strikes you, this is a useless advantage.

Finishing Touches

Angel/Demon characters have 15 freebie points to spend.  This is
identical to Vampire/Werewolf/Mage except refer to the points
costs bellow.

Point Costs

Attributes          5 points per dot
Willpower           3 points per dot
Abilities           2 points per dot
Backgrounds*        1 point per dot

                                        * if in use

This is basically all there is to creating a Angel/Demon
character.  You may want to determine what your characters
motives and methods are, and how they differ from the usual
motives and methods of the Cherubim/Belial.  Feel free to push
the boundaries of the game and what you believe an Angel to be.
Remember, even heaven has its Mavericks.



Chapter 3 - Traits

In this chapter we will discuss the two points were Angel/Demon
differs from the normal Storyteller systems.  If something is not
covered here refer to the books Vampire: The Masquerade,
Werewolf: The Apocalypse, or Mage: The Ascension for the answer.

Willpower

Willpower is used in Angel/Demon not only for the standard
purposes detailed in the normal Storyteller systems but also as
the source of the Angel's power.  Angels do not channel and use
Quintessence as mages do, they are of a realm outside the
Tellurian and there patterns are not formed from its stuff.  The
Cherubim and the Belial manifest their powers though total force
of will.  They are NOT Mages or Technomancers, and use none of
their knowledge or skills.

Angels can use their Willpower to produce the powers detailed
bellow.  An Angel gains back his Willpower at a much accelerated
rate compared to mortals:  One dot for every hour they
rest/sleep.  They also gain back all their willpower every time
they return to their sphere.  Their Willpower will never be
raised above their base value by either method.

Anytime an Angel drops to zero Willpower he no longer has enough
power to maintain his link to his host.  He will exit
immediately, returning to his sphere until he totally
recuperates.  This is considered an automatic Departure (see
bellow) and there is no chance of botching.


Powers

A basic description of the powers of the Cherubim/Belial has been
given already, but here we will get into the game mechanics of
each power.  How the play can use it, and what is its effect.

I.  The Powers of the Cherubim

1.  Power of Entrance.

This, with the power of exit, is the most used of all the powers
of the Cherubim.  It is the power of the Cherubim to Enter into
the body of a mortal, and join minds with the person living
there.  This is not a power that should be used lightly by a
Cherub, for failure can leave possible target injured, or even
worse.

When a player wishes to enter into a body at a particular
location, he must first find a suitable host.  The restrictions
on a Cherub are listed bellow by sphere:

     Luna:     Entrance can only be to a mortal of honor and
               virtue (Humanity >8). Diff 4.

     Venus:    Entrance can be to any mortal not of evil intent
               (Humanity >6).  Diff 5.

     Mercury:  Entrance to any mortal of not truly evil
               (Humanity >4).  Diff 6.

     Sol:      Entrance can be to any mortal.  Diff 7.

     Mars:     May enter Eden without a mortal host for 1d10
               hours, but is ghost like and etherial.  Diff 8.

     Jupiter:  May enter Eden without a mortal host at will,
               solid in form.  Diff 9.
     Saturn:   May enter Eden without a mortal host at will, is
               completely alive.  Diff 10.


Note:  If a character of a high sphere enters a host that fits
the description of a lower sphere he does NOT get to roll against
the lower difficulty.  Entrance becomes harder as you raise
through spheres.
The Storyteller will inform the player how many hosts there are
at that particular location that he may enter.  The player then
chooses the one he wishes to enter rolls a number of dice equal
to his present Willpower against the difficulty listed above.
After determining the number of success refer to the chart
bellow:


     Success             Result

     Botch     -    Attempt has failed and target suffers damage
                    from the experience (Storyteller will
                    determine the details according to size of
                    botch, etc.)  Lose 5 Willpower.

     None      -    Attempt has failed, target feels that he has
                    had a bad dream.  Lose 4 Willpower.

     1 or 2    -    Attempt is successful but only partially.
                    The Target's personality is totally
                    suppressed and the physical form takes on
                    some angelic qualities.  Lose 3 Willpower.

     3 or 4    -    Attempt successful but the targets
                    personality is totally suppressed.  Lose 2
                    Willpower.

     5 or 6    -    Attempt successful, minor integration of
                    personality.  You will recognize family
                    members, hosts favorite pair of slippers,
                    etc.  Lose 2 Willpower.

     7 or 8    -    Attempt successful, integration of most
                    important memories and major skills (those 3
                    dots or higher.)  Lose 1 Willpower.

       9       -    Attempt successful, complete integration of
                    all memories and skills.  Host is partially
                    aware and responsive.  Lose 1 Willpower.

       10      -    Attempt successful, Target is full aware.  No
                    Willpower lost.


If the attempt has failed the player many not retry to enter that
individual for at least a day, if at all (Storyteller's
decision).  If the attempt was successful, contact has been made.
The Storyteller will determine what the Strength, Stamina,
Dexterity, and Appearance is for this particular host.  He will
also tell the player what abilities and advantages they have also
integrated (if any, got 7+ success).

What is it like for two personalities to merge?  That's a tough
question to answer, and I'm sure every Storyteller will have his
own interpretation on this.  The major advantage to the player is
that he will have the memories of the host, and he will not have
to frantically scramble around trying to find out who and what he
is.  You should keep in mind, however, that the Angel is still in
control of the situation.  The Storyteller cannot pull such dirty
tricks as: "Well, the host doesn't want to go do that." or "Just
at the critical moment, your host decides to pull the trigger."
The host is simply along for the ride.

2. Power of Departure.

You will see that the power of Departure is just as important as
the power of Entrance.  It is just as hard to brake the link
forged between a Cherub and his host than it is to make one.
When a player decides that he wishes to leave his present host he
must roll a number of dice equal to his present Willpower;
difficulty is the same as the difficulty of Entrance (see above).
After determining the number of success refer to the chart
bellow:

     Success             Result

     Botch     -    Attempt to exit has failed, Cherub is sent
                    back to his sphere along with a large portion
                    of the host's personality (Storyteller must
                    determine what form of permanent damage is
                    caused).

     None      -    Attempt to exit has failed, Cherub and host
                    still attached.  May try again in three
                    turns.  Lose 3 Willpower.

     1 or 2    -    Attempt to exit is successful but the host is
                    left feeling rather dizzy and sick.  The host
                    has no memory of the incident.
                    Lose 3 Willpower.

     3 or 4    -    Attempt to exit is successful, host left in
                    hazy daze.  Host has fragmented memories of
                    the incident.  Lose 2 Willpower.

     5 or 6    -    Attempt to exit is successful, host is left
                    with some memory of the encounter (Whats,
                    wheres, not whys).  Lose 2 Willpower.

     7 or 8    -    Attempt to exit is successful, host has some
                    concept of what was going on.            Lose
                    1 Willpower.

       9       -    Attempt to exit is successful, host feels
                    that he has had a religious experience.  Lose
                    1 Willpower.

       10      -    Attempt to exit is successful, host is so
                    profoundly effected by the experience that he
                    feels he must tell the world.
                    No Willpower lost.

Once the Cherub is detached he is free to enter into another host
or to return to his sphere as he wishes.  If the Cherub is
lowered to zero Willpower she must return to her sphere.

Again, he we must not that the power of Departure should not be
used lightly, for failure can be very dangerous.

There is an important other use for the power of Departure that
must be detailed.  When two Cherubim/Belial are in physical
contact, if one of them exits the other is also forced to leave.
When two Cherubim/Belial come into contact there is an electric
arching that can be seen by all around them.  This is the two
wills of the Angels touching.  The Angel who is being forced to
exit can try to resist by rolling his entrance roll.  The angel
that gets the most successes wins.  If the target wins this roll
he stays in his body, if the other angel wins they both exit.  If
both parties exit the body the angel in control can decide what
he wishes to do.  If he goes back to his sphere then the other
angel is forced to do so also.  If tries to reenter Eden the
other angel can do so also.

3.  Bless.

A Cherub may use this power to strengthen a mortal's will or
body.  With the expenditure of Willpower the Cherub can do the
following (depending on sphere):

          Luna:     At the cost of one Willpower the Cherubim may
                    grant a mortal one Willpower for an hour.  If
                    it is not used within that time it is lost.

          Venus:    At the cost of one Willpower the Cherubim may
                    grant a mortal one Willpower for a day.  If
                    it is not used within that time it is lost.

          Mercury:  At the cost of one Willpower the Cherubim may
                    grant a mortal one Willpower permanently.

          Sol:      At the cost of three Willpower the Cherubim
                    may raise one of a mortal's attributes by one
                    dot for one hour (this can raise an attribute
                    over five).

          Mars:     At the cost of three Willpower the Cherubim
                    may raise one of a mortal's attributes by one
                    dot for one day.

          Jupiter:  At the cost of three Willpower the Cherubim
                    may raise one of a mortal's attributes by one
                    dot permanently.

          Saturn:   At the cost of five Willpower the Cherubim
                    may raise a mortal's attributes by any
                    amount.

Bless is restricted to one use per individual per day.  A Cherub
of higher sphere can use the power of a lower sphere if he
wishes.

4. Laying of Hands.

This is the power to heal the injured.  Pure and simple.  The
players will get a lot of use out of this power if they get a
little over zealous in their mission.  With the expenditure of
Willpower a Cherub may heal health levels of any mortal.  Yes,
this power will work on a Cherub's present host.

          Luna:     At the cost of one Willpower the Cherubim may
                    raise the health level of a mortal by one
                    level.

          Venus:    At the cost of one Willpower the Cherubim may
                    raise the health level of a mortal by two
                    levels.

          Mercury:  At the cost of one Willpower the Cherubim may
                    raise the health level of a mortal by three
                    levels, or may raise one level of aggravated
                    wounds in a Vampire/Werewolf.

          Sol:      At the cost of one Willpower the Cherubim may
                    raise the health level of a mortal by four
                    levels, or may raise two levels of aggravated
                    wounds.

          Mars:     At the cost of one Willpower the Cherubim may
                    raise the health level of a mortal by five
                    levels, or may raise three levels of
                    aggravated wounds.

          Jupiter:  At the cost of one Willpower the Cherubim may
                    raise the health level of a mortal by six
                    levels, or may raise four levels of
                    aggravated wounds.
          Saturn:   At the cost of one Willpower the Cherubim may
                    raise the health level of a mortal by seven
                    levels, or may raise five levels of
                    aggravated wounds.

Multiple Willpower points can be spent for multiple levels of
healing.  Rumors abound that through this power the Cherubim are
able to make a Vampire mortal once again.  Of course, this is
just a rumor...

5.  Trumpet of Gabriel.

With this power a Cherub can make a mortal obey him for a short
period of time.  This is achieved through verbal commands, and is
of varying effect as a Cherub's sphere increases:

          Luna:     At the cost of one Willpower the Cherubim may
                    make a mortal take one action.  This must be
                    delivered through one or two words (Jump!
                    Charge! Get up! etc).

          Venus:    At the cost of one Willpower the Cherubim may
                    make a mortal take a few simple actions (Put
                    that over there! Shut up and sit down! Get me
                    that gun! etc).

          Mercury:  At the cost of one Willpower the Cherubim may
                    make a mortal take a series of actions (Go to
                    the store and get me some milk and eggs!  Go
                    and tell Bobby not to arm the bomb!  etc).

          Sol:      At the cost of one Willpower the Cherubim may
                    make a mortal engage in an action that would
                    require interpretation or imagination (Grab
                    that err... thingy and put it with the
                    doohickey!  Write a book! Go make money on
                    the stock market! etc).  May also program a
                    few simple actions that may be triggered
                    later by a single word.

          Mars:     At the cost of one Willpower the Cherubim may
                    make a mortal engage in virtually any action
                    no matter how complex (Get married, settle
                    down, and have a family! etc).  May also
                    program a series of actions to be triggered
                    later.

          Jupiter:  At the cost of one Willpower the Cherubim may
                    make a group of mortals take a series of
                    actions (All of you go other there! Fiends,
                    Romans, Countrymen! etc)

          Saturn:   At the cost of one Willpower the Cherubim may
                    program a group of mortals to take a series
                    of actions that can be called up later by a
                    single word (Okay, when I say fish, all of
                    you run for your lives).

If the Storyteller feels that what the Cherub wants the mortal to
do is against the mortals best judgement, have both the Cherub
and the mortal roll there Willpower.  The Cherub against 8, the
mortal against 6.  Whoever gets the most success is in control.

6.  Eyes of the Profit.

This power allows the Cherubim to glean the truth from a mortal,
even if he wishes to lie.  The power is the same through all the
spheres, all that changes is what is requited to make the power
active.  If the target says the required phrase (see bellow) he
is unable to lie to the Cherubim in any matter.

          Luna:     If the Cherub can get his target to repeat
                    the Lord's prayer, and spends one Willpower,
                    then that mortal cannot lie.

          Venus:    If the Cherub can get his target to repeat
                    the first line of the Lord's prayer, and
                    spends one Willpower, then that mortal cannot
                    lie.

          Mercury:  If the Cherub can get his target to simply
                    say the first two words of the Lord's Prayer
                    (Our father), and spends one Willpower, then
                    that mortal cannot lie.

          Sol:      If the Cherub can get his target to say any
                    of the names of God (Christ, Jahova, etc),
                    and spends one Willpower, then that mortal
                    cannot lie.

          Mars:     On command, and the expenditure of one
                    Willpower point, the Cherub may make a mortal
                    incapable of lying.

          Jupiter:  Does no longer need to command, with the
                    expenditure of one Willpower the Cherubim may
                    read the surface thoughts of his target.

          Saturn:   With the expenditure of one Willpower point a
                    Cherub may find out his targets true motives
                    and intent.


The target of this power does not have to know the purpose he is
reciting such a phrase.  In fact, if a Cherub over hears someone
saying the required phrase he can spend his Willpower point and
use this power.  The power only works for the caster.  A target
may not be able to lie to the Cherub, but he could still lie to
anyone else who asks him a question.

7. Purse of Heaven.

This power is the Cherubim's only real weapon in their fight
against the Belial.  It is neither offensive or defensive, but is
a weapon all the same.

The Belial have the power Purse of Hell, it is best to describe
the Purse of Heaven in reference to that.  With the power of
Purse of Hell the Belial can `buy' the soul of a mortal.  This is
to say, at the day of Judgement Satan would get first refusal on
this particular soul (And as it is widely known, Satan doesn't
refuse anyone.)  The Purse of Heaven is pretty much the same
power for the Cherubim.  Though the major difference being that a
soul `bought' with the Purse of Heaven is not guaranteed
entrance, it simply gives God first refusal.  Of course, all of
this is unimportant in the actual workings of this game.  The
major effect that Purse of Heaven will have on actual play is
that once a mortal has taken a coin from one of the sides, the
other side can never get his soul.  The effect of this power is
permanent and can never be rescinded.

With the expenditure of a Willpower point the Cherubim can create
a `coin' of heaven.  This materializes into reality in the shape
of a real coin.  Once it is taken by a mortal it disappears in a
flash of light.  A coin of heaven must be taken willingly by a
mortal, it cannot be forced upon them.

A word of warning.  Passing out these coins like candy is a bad
idea.  Even though there are no restrictions on who can be given
a coin, the act of giving a mortal a coin means the Cherub will
be a `character witness' for the mortal at judgement day.  If you
give out lots of coins to mortals who don't really deserve it,
then creating a lot of trouble for yourself later.

This power does not change as a Cherub raises through the
spheres.


The Powers of the Belial

1.  Power of Possession.

For game purposes this power is almost identical to the Cherubim
power of Entrance.  To the host though, the differences are like
night and day.  While the Cherubim Entrance is a melding of minds
and a spiritual uplifting, the Belial Possession is an all out
assault and rape.  They tear free the mortals mind from his body
and insert their own.  If the mortal is lucky the Belial isn't
powerful enough to torture them, and must suppress them
completely.  If the mortal is unlucky, his mind will meld with
that of the Belial, and he will be force to watch helplessly as
the Belial goes about his bitter business.

Refer to the Entrance chart for the Cherubim power of Entrance to
determine the result of the number of successes rolled.  Refer to
the chart bellow to see how the power increase through the
spheres.

     Purgatory: Entrance can only be to a mortals who are evil
                and corrupted (Humanity
