Professional Documents
Culture Documents
uk
Tormented First Edition
Written by
Rob Leigh
Original artwork by
Peter Paul Rubens
Gustave Doré
Louis Le Breton
Harry Clarke
©2019 Rob Leigh. All rights reserved. Reproduction without written permission by the author is expressly
denied, except for the purpose of reviews.
Mention of or reference to any companies or products in these pages is not a challenge to the trademarks or
copyrights concerned.
This is a work of fiction. Names, characters, businesses, places, events and incidents are either the products of
the author’s imagination or used in a fictitious manner. Any resemblance to actual persons, living or dead is
purely coincidental.
Contents
Introduction 4
Chapter 1: Damnation 6
Chapter 5: Scars 42
Chapter 7: Storytelling 56
4
your friends sit down to play Tormented, souls to be condemned to Hell for are not
you should all agree that this is the kind present in this book. There are no layers
of game you want to play, and whether of hell reserved for specific sinners, and
there are any themes you do not wish to no implication that any lifestyle, religion,
include in your stories. Roleplaying games belief or sexuality is a crime to be punished.
-even horror ones such as Tormented- are
intended to be fun, after all. Always be It is possible (and even encouraged) to play
mindful of the other players in your group, an unrepentant sinner as a character in
and the effects that certain themes may Tormented, but this game does not seek to
have on them. encourage roleplaying around any issues
such as sexual violence, racism, sectarianism
While this game undeniably draws or similar topics. You can add those themes
inspiration from both Paradise Lost and to your games if you feel the need to,
the Divine Comedy -and thereby by however the author does not encourage
extension the Christian Bible- it is not you to. Certain things do not belong in
intended to be set in a Christian Hell. roleplaying games.
The traditional sins that some may expect
5
Chapter 1: Damnation
You are condemned to Hell. Something you diverse and terrible in their differences, and
did in life earned you eternal damnation in their populations just as multitudinous
the Twelve Hells. You died, and awoke in and varied.
the nightmare reality of one of the Hells,
where you were chained and tortured for The Hell War
unending ages by demons assigned to eke All is not well in the Twelve Hells. For
out your punishment over uncountable millennia there has existed a tenuous
aeons. You cannot remember what it was balance between the twelve Fiend Lords
you did to end up here; in fact, you cannot who rule the realms, but now that balance
remember much of the mortal world is upset, and the armies of the Hells wage
or your previous life at all. Perhaps it’s open war against one another.
part of dying; more likely it’s part of the
punishment: to never truly know what you As with many things in the Twelve Hells,
did to end up damned. the exact details of the Hell War are lost or
unknown to the masses. Perhaps the Fiend
The demons claim they know what the Lords know why the War started, or when
mortal world is like, but it’s more than it will end, but for now the demons of the
likely they’re lying; it’s what they do, after various realms seem content to follow
all. All that are left to you are fragments; their Lords instructions. Demons are
fleeting memories that make your suffering nothing if not ruthless; war is a perfect
even worse for the ephemeral glimpses chance to profit, advance oneself, and settle
they offer of the life you once had. Forget old rivalries.
the world above; your existence now is
this one. One of constant agonies thought This is not the first Hell War, by all
up by creatures to whom your suffering accounts. Demons tell of other times the
is sustenance; demons drink your pain forces of the various Fiend Lords marched
like a fine wine, and savour your cries like against one another. Each Hell War
delicacies. You cannot die here -you’re has lasted for aeons, but time is of little
already dead- your injuries heal, only to be importance to demons.
inflicted anew, and you no longer require
food or sleep.
And should you break free, what then? You Tormented
In the chaos and confusion of the Hell War
are trapped here, in the Twelve Hells; there
you have broken free of your prison, and
is no escape. You could wander the Hells;
now you find yourself in control of your
there are no end to the horrific, magnificent
own destiny for the first time in centuries,
sights you could see. The Twelve Hells are
7
albeit still trapped in the Hells. Twelve Hells. Demons both fear and hate
the Tormented.
With your newfound freedom comes
another discovery; you have been changed The powers possessed by Tormented are
by your time in Hell. Unlike other Damned known as Scars, and not without reason.
souls, the tortures you have endured have They do not come without a price;
warped and changed your body and in Tormented are forever changed by their
doing so have given you strange powers. Scars; warped and twisted to become
Among the mortal souls ones such as inhuman monsters who resemble demons
yourselves have a name: Tormented. who once tortured them.
No one knows why some souls become Tormented are as diverse as can be
Tormented. With no real memories of the imagined. Some seek to use their newfound
mortal realm, it is impossible to know if powers to help the Damned Souls, freeing
there is something special about Tormented them where they can. Others seek revenge
souls, or if it is just random chance that on the demons who trapped and tortured
gave them their powers. Regardless of the them, hunting them down and slaying them.
reason, the fact is that Tormented are Others are motivated by more selfish drives,
almost as powerful as demons and are and seek nothing more than power over the
something new to the landscape of the demons, or other souls.
8
It wasn’t pain that woke Matthias from his this time one of shock at the sight that
reverie. Pain had been such a constant in greeted him. The vista his tear-filled eyes
his existence for so long now that it barely beheld was something from a nightmare;
registered for him any more. impossible mountains made from piled
What woke him was when the nature of bones of dead behemoths; crawling
his pain changed. monstrosities infinitely more grotesque
Blinking grit from eyes that had been than the creatures that had administered
unfocused for so long, he looked around. his punishments; the very sky itself a
He was still manacled into the device the boiling cauldron of swirling crimson clouds.
demons had used for so long to break his
body again and again, but for the first Where was this place? Why was he here?
time in perhaps centuries the horned To his shock Matthias realised he couldn’t
attendants were nowhere to be seen. In even remember who he was. Vague flashes
their absence, the screws and wheels that of memory flickered through his mind, but
slowly broke and warped his limbs had nothing concrete. The only thing he was
slackened, allowing his arms, legs and sure of was the deep-rooted certainty that
spine to straighten and begin to heal. The he was dead.
agony of his knitting bones was exquisite.
Suddenly the door swung open. With a
For a while Matthias lay in the yelp Matthias lept back, but then stopped
framework, marvelling at the sensation when he realised the person who had
of his limbs slowly becoming mobile once stepped into the room wasn’t one of his
more. After an indeterminate time, when demonic tormentors.
the demons still had not returned and The woman who had entered was tall
resumed their terrible work, he finally enough that her short hair brushed the
extricated himself from the breaking wheel ceiling of the room. Her body looked
and stood for the first time in unknown unnaturally stretched, as if she’d been
years, stifling a sob of almost-joy as pulled on a wrack and her bones had
he did. grown accustomed to their new lengths.
Her eyes, as she studied him, were orbs
The chamber they had kept him in was a of pure silver and as she stared at him,
simple affair; rough stone walls and floor, Matthias felt as if he were falling into
and a wooden door in one wall. A narrow them somehow.
window, which he had never noticed in his
pain-induced daze, was next to the door. “You’re like me.” She whispered. “Come
Looking out, Matthias stifled another sob; with me, quickly, before they come back.”
9
Chapter 2: The Twelve Hells
The Twelve Hells are vast, almost plunged into icy, freezing darkness that
unknowably so. They stretch as far as the bring with it a cold so extreme that it can
eye can see in all directions, and are as freeze a soul solid.
diverse as the myriad souls condemned
to them. The arid and windswept desert is home to
vulture-like harridans and stalking demons
Below is a basic outline of each of the wrapped in ragged cloaks of flayed skin.
Twelve Hells, as well as an especially
notable location, and a description of the Souls consigned to the Scalding Desert are
Fiend Lord that rules that Hell. invariably hunted down and captured by
the demon nomads who call it home, to be
dragged in chains to one of the few cities
The Twelve Realms
found across the Desert.
There are Twelve distinct Hells, each with
These cities, great edifices of ancient
its own unique environments, inhabitants
sandstone, are home to countless wicked
and nature. A traveller can move from one
inhabitants who wring every last drop of
Hell to any of the others if they know how
suffering from any unfortunate souls to
to. The most common method of moving
end up in the Pain Markets. Those souls too
from one Hell to another is by passing
broken to be of any use are discarded, to
through great gates known as Chthonic
haunt the shadow-filled back alleys of
Portals. These towering stone Portals
the cities.
are not uncommon, but they are often
protected by great demon beasts bound to
In other parts of the Desert ancient ruins
defend the gates against anyone without
can be found; abandoned towers and
the correct password. Others are cunningly
monoliths of unknown purpose. Strange,
hidden, or locked by strange puzzles and
gaunt demon-creatures haunt these ruins,
powerful magic.
lurking in the shadows and eager to pounce
upon demon or Damned alike.
Notable Location: The Workface The form of the Artist changes constantly,
The Workface is a incomprehensibly shifting through every imaginable aesthetic,
long caravan; the logistical train which at once beautiful, terrible and bizarre.
has developed behind the Artist. At the Within the Labyrinth the will of the Artist
forefront is the Array, thousands of souls, is supremely powerful; it can reshape
their conscious minds in thrall to the Artist, anything that catches its attention, warping
chained together in an arcane formation. flesh, stone and metal as it sees fit. Many
Behind them comes the court of the Artist, demons and Damned souls alike seek out
bearing its supine body on a bier. Demons the Artist in misguided attempts to change
of all sizes and temperaments populate the themselves, or others. However, many of
court, fawning on the Artist in the hope of those that manage to survive the harrowing
currying favor or being remade. attention of the Artist come to realise that
the Fiend Lord’s concept of perfection is
The baggage train of the court contains often at odds to their own.
all those demons and souls who service
the court and the Array; traders, guards,
functionaries and vittlers. This chaotic
mass makes up most of the length of
the Workface. This small town moves
sporadically to catch up with the court,
lifting it’s ramshackled buildings and
scurrying closer. The baggage train is a
riotous hive of activity, thousands labour
here beneath the ever glowing ceiling of
fused souls.
“Danger ahead, kind friends.” The voice leg with its strange multi-jointed fingers.
made Matthias jump, and he turned to see “Go not into dark place. Flapping,
a small hairy demon slink out of a cave swooping, screeching ones will get you.
in the cliff face. It waved its long fingers Weave you into their nests. Trust Astiel,
at the canyon ahead, then gestured at friend!”
the cave behind it. “Astiel knows a way
around nasty creatures. Be a friend to Sapphira stepped forwards, one of her
Astiel, and it shows you?” long arms drawn back to strike the
demon, when a horrific shriek split the air.
Matthias looked across at Sapphira, who Matthias and Sapphira turned to see a
glared at the demon with her inscrutable host of dark winged shapes swarming out
silver eyes. of the canyon towards them.
“We shouldn’t trust it.” She cautioned
in her whispering voice, turning back “Follow Astiel!” Yelled the little demon,
towards the cliff path. waddling towards the cave it had crept
from. “Run! Hide!” Matthias shot Sapphira
“Wait friend!” Called the demon, stepping a look before they both shrugged and
out onto the path and pawing at Matthias’ turned and ran after the demon.
33
Chapter 4: Rules of the game
Tormented is a roleplaying game, and as Power
such the emphasis of the game is intended “Nothing has value unless you have to fight for it”
to be the interactions between the various Power represents a character’s ability
characters and the story they are telling to overcome an issue with strength,
together. But how do you tell if your aggression, or violence. Characters with
character is able to accomplish a specific a high Power will find acting aggressively
task, or if they are able to outwit another and decisively more easy than those with
character? a lower score. They are often pragmatic,
This is why Tormented has some simple resolute individuals.
rules to resolve events whose outcome is
uncertain. These rules will help players Subtlety
and storytellers to simulate and arbitrate “Convince someone a plan was their idea and
any situation; although the storyteller’s they will fight your battles for you”
decisions supersede any and all rules Subtlety represents a character’s ability to
presented below. overcome an issue with cunning, guile, or
stealth. Characters with a high Subtlety will
Aspects find lateral thinking, and going around a
All characters have 4 Aspects, which problem rather than through it much easier
represent how proficient they are when than those with a lower score. They are
responding to a given situation in a certain often quiet, unassuming individuals.
manner. Other systems might refer to these
as ‘stats’, however Aspects are a slightly
more nebulous measure of a character’s Presence
capabilities than traditional stats. “Some people have a radiance inside them; a light
Additionally, Aspects do not necessarily that blinds some, and draws others”
equate to physical or mental capabilities; a Presence represents a character’s ability
high Power does not require a character to to overcome an issue with charisma,
be muscular, for example, it simply means intimidation, or personal magnetism.
they are a deadly individual for one reason
Characters with a high Presence will find
or another; a high Acumen might not
situations involving imposing their will
always infer a wealth of knowledge, but a
natural cunning and wit. on others easier than those with a lower
Aspects are rated from 1 to 5, with 1 score. They are often forthright, confident
representing a very poor attribute and 5 individuals.
representing the best possible. The rating
of an Aspect determines how many d6 you
roll for an Aptitudes check when pared with
that Aspect.
35
Acumen Callous is used in situations relating
“Think faster and more accurately than anyone to cruelty, conscience and morality.
else in the room and you have already won” Torture is an example use of Callous, as is
Acumen represents a character’s ability to browbeating someone for information.
overcome an issue with intelligence, logic,
or reason. Characters with a high Acumen Daring
will find analysing problems and finding “Be dauntless and rash. Doing something
alternative solutions easier than those dynamic is the best course of action.”
with a lower score. They are often astute, Daring is used when performing risky tasks
resourceful individuals. or when performing an action requiring
courage. It can relate to some combat
Aptitudes actions.
Aptitudes represent a character’s skills,
abilities and knowledges. Each Aptitude Devious
can be used for a variety of situations and “Why go through something, when you can go
applications: for example while the Daring around it?”
Aptitude can be used to perform a risky Subtle is used in situations involving stealth,
jump across the roofs of the Sprawling agility and cunning. Picking locks, acts of
Warren, it could equally be used to make a sleight-of-hand and other such skills are
bold speech at a salon in Palace of Pain. also uses of this Aptitude.
36
Magnanimous Tough
“Empathy and kindness are uncommon in the “You are iron, you are stone. You weather the
Twelve Hells, but perhaps there are uses for storm that would tear down others.”
them.” Tough is used in situations involving
Magnanimous is used for situations endurance; either physical, such as
involving diplomacy, empathy and weathering blows; or mental such as
understanding others. It is also used to resisting insults and abuse.
inspire comradely feelings in others, and
for bartering. Aptitude checks
Aptitude checks are made when a character
Mystical is confronted with a situation that requires
“The mind is the sharpest blade of all, and yours some kind of skill or ability to overcome.
is honed to a deadly edge.” To see if they succeed, the Storyteller tells
Mystical is used in situations involving the player an Aspect and an Aptitude
magic, esoteric lore, and learned knowledge. appropriate to the situation and the
It can also be used for anything involving number of successes required to succeed.
introspection, and an awareness of one’s The player then rolls a number of 6-sided
own self. dice (d6) equal to the Aspect, counts the
number of successes rolled and compares
Observant them to the goal number. If they equal or
“Only a complete understanding of a situation is beat the goal number they succeed, if not
acceptable. Trust in your senses.” they fail.
Observant is used situations involving
awareness and senses. Listening, spotting Successes are dice that result in a number
hidden things, having a ‘sixth sense’, determined by the level of the Aptitude.
creating artwork, and some social situations Untrained Aptitudes succeed on a roll of a
are appropriate uses of this Aptitude. 5 or 6. Proficient Aptitudes succeed on a roll
of a 4, 5 or 6. Mastered Aptitudes succeed
Restrained on a roll of a 3, 4, 5 or 6.
“Resist base pleasures. They are not for you; they
have no control over you.” For example: A character is trying to kick down a
Restrained is used when resisting temptation door. The Storyteller tells the player this requires
and anything related to willpower and self- a Power and Daring Aptitude check with at least
control. It is also used to resist fear, and to 2 successes. The character has a Power of 4 and
master one’s own emotions. is Untrained in Daring, so rolls 4d6 and counts
37
any dice resulting in a 5 or 6. The dice rolled Non-Aptitude checks
result in 3,6,5 and 1: a total of 2 successes, the Sometimes a character may wish to perform
character succeeds! an action that doesn’t apply to a particular
Aptitude. In cases such as these, straight
Almost any Aspect can be combined with Aspect checks can be made, treating the
any Aptitude, depending on what the check as if the character was Proficient in
character is attempting to do. the check (successes are gained on a 4+).
38
Threats can also be intentionally inflicted means Samael loses 1 success from his total and
by characters on each other by making fails the check!
offensive Aptitude checks (engaging in a
fight, duelling with words, or other such Too much Threat
situations). Generally if a character wishes Characters can take a number of each
to inflict Threat points on an opponent Threat points equal to twice their respective
they must make an opposed Aptitude check, Aspect. Once they reach this limit they
the results of which determine how many cannot gain any more of that kind of
Threat points are inflicted. Threat, but they also have reached their
The loser of the contest gains a number limit and suffer an additional effect. This
of Threat points equal to the difference effect cannot be removed until they have
between the two results. rested.
If a character fills up all four Threat tracks
For example: Samael engages in a duel of insults at the same time then they are at risk of
with a demon. Samael’s player makes a Presence becoming Dissolute; as close to death as a
+ Forceful Aptitude check, opposed by the demon’s Tormented can come.
Presence + Callous (rolled by the Storyteller).
Samael’s player gets 5 successes, the demon gets 2 Collapse (maximum Weakness)
successes: Samael wins the contest and the demon Your wounds mount and you collapse,
gains 3 Confusion (5 - 2 = 3). unable to stand without aid and only
able to move at a crawl. You cannot exert
Threat Dice yourself physically, or use your Power
For every Threat point a character gains, Aspect in Aptitude checks, until you rest
they also gain a ‘Threat die’ which must and recover.
be rolled along with any other dice when
making Aptitude checks where the Threat Terror (maximum Paranoia)
would have an affect. If any Threat dice You become convinced that everyone knows
result in a 5 or 6, then they lose a success your secrets, and that you cannot hide
from that roll. yourself. You are left in a state of constant
For example: Samael has 1 point of Weakness. fear and paranoia, and cannot use your
He is drawn into a battle with some wretched Subtlety in Aptitude checks, until you rest
lemures; a Power + Forceful Aptitude check with and recover.
a difficulty of 3. Samael has a Power of 4 and
is Proficient in Forceful, so rolls 4d6 and counts Fuge (maximum Confusion)
any dice that roll 4 or higher. He also rolls 1 You become a babbling mess, unable to form
Threat die for his point of Weakness. The normal cohesive sentences. You cannot interact with
dice result in a 2,4,5 and another 5; 3 successes. others normally, or use your Presence in
However the Threat die results in a 5, which Aptitude checks, until you rest and recover.
39
Insanity (maximum Alienation) Conviction Points
Your mind plummets into an abyss of Conviction Points are a finite resource
nightmares and flashbacks to your torment. that each character begins play with. They
You cannot think straight and often represent a character’s ability to focus their
hallucinate, and cannot use your Acumen in resolve and conviction on a task at hand,
Aptitude checks, until you rest and recover. and to possibly succeed despite terrible odds.
41
Chapter 5: Scars
Whereas the majority of souls consigned to monstrous right arm. His player writes down
the Twelve Hells are broken and diminished “Puissant Scar (Monstrous right arm)” on his
by the punishments meted out by their character sheet. He also has a Resilient Scar,
captors, the Tormented are instead changed which his player decides takes the form of Samael
by their suffering. being painfully sealed inside an ornate suit of
Twisted and reshaped by their torture, black armour. His player writes “Resilient Scar
Tormented are granted strange and terrible (Sealed in armour)” on his character sheet.
abilities at the price of becoming something Finally, Samael has a Raucous Scar, which takes
both more and less than a mortal soul. the form of a thundering, terrible voice that
strikes fear into his enemies. His player writes
These terrible gifts are known as Scars. down “Raucous Scar (Terrifying voice)”.
Each Scar grants a specific ability as
described below. Scars can take the form of Potent Scar
items of equipment; when this is the case “These claws of mine: the broken bones of my
these items can never be lost or broken. If fingers twisted into cruel hooks. All the better for
seperated from them, a replacement will tearing the flesh of my former captors.”
reappear when the character next uses Potent Scars allow a Tormented to exercise
that Scar. their Power over a much greater range than
usual. These scars can take the form of
Scars are often reflective of the punishments hell-forged weapons such as bows, spears, or
a Tormented has endured. A soul who was javelins. Sometimes Tormented with these
stretched and distorted on a rack may find scars have even more strange abilities, such
their long limbs grant them better reach, as being able to hurl lightning bolts, breath
for example, or a soul who was forced to fire or fling shards of ice.
lift heavy burdens now has a grotesque but
powerful physique. This scar allows the character to make
Power Contests at Distant targets.
Scars in play
All characters begin with 3 Scars, chosen Raucous Scar
from the list below. Scars can take many “They made me scream, every hour of every day
forms; when choosing a Scar, write a short for a hundred years. In time my voice changed;
description next to the type of scar. now when I scream it is they who tremble.”
Raucous Scars give a Tormented the ability
For example: Samael has a Puissant Scar to extend their Presence over a greater
that takes the form of a huge, muscle-bound range than usual. These scars often take the
43
form of a beautiful golden voice, the ability Acumen Contests at Distant targets.
to shriek like a banshee, or possibly a
glowing aura that draws the eye. Tormented Ethereal Scar
with this scar are sometimes horrifying to “Shut in darkness for so long, it leached into me.
look at, or hauntingly beautiful. Darkness in my skin, in my soul. No one sees
me now, not really. I am darkness. Within,
This scar allows the character to make and without.”
Presence Contests at Distant targets. Ethereal Scars give a Tormented the ability
to extend their Subtlety over a greater
Brilliant Scar range than usual. Tormented with Ethereal
“The things I have seen… experienced… they Scars are often hard to see, with blurry
changed how I perceive the world. Now I see outlines, or skin that seems to drink in light.
things for how they truly are. Of course, they Others move like shadows, drifting about
had to take my eyes, and replace them with with almost silent footsteps.
these… things. It was only fitting.”
Brilliant Scars allow a Tormented to This scar allows the character to make
exercise their Acumen over a much greater Subtlety Contests at Distant targets.
range than usual. These scars can appear
as glowing eyes, a grossly distorted skull, Puissant Scar
or a fiery halo. Tormented with Brilliant “I was impaled on this spear by my tormentors.
Scars often think in strange, oblique ways Now it always returns to my breast, even when
compared to mortal souls. I cast it away. Still, it has its uses. Here…. keen,
isn’t it?”
This scar allows the character to make Puissant Scars most often take the form of
hell-forged weapons such as a swords, spears
or axes. Sometimes they are more savage
in nature, such as great claws, monstrous
fangs, or whipping tails.
A Puissant Scar allows a character to
inflict an additional point of Weakness on
a successful Contest that would normally
inflict Weakness.
44
runnels in my flesh. See how they shift?”
Enigmatic Scars can take the form of
swirling patterns that constantly crawl
across a Tormented’s skin, snake-like
scales, or even a dark mist that constantly
surrounds them. Tormented with Enigmatic
scars often find it hard to give straight
answers, and some even talk in riddles
or rhymes.
Enigmatic Scar
“You like my patterns? It took them a very long
time to cut them into me; they used the finest of
blades, and the very best silver, poured into the
45
Resilient Scar
“A thousand battles, I have fought. Every wound
I took a scar, and upon those scars I took yet
more wounds. I am a mass of old wounds; scars
upon scars upon scars. My flesh is a litany.”
Tormented with Resilient Scars are much
tougher than other souls. This scar most
often takes the form of a suit of armour,
but could also be a thick skin still marred
by broken blades and old wounds, or even a
thick shell of chitinous plates.
47
Chapter 6: Character generation
Each player in Tormented controls a Name
character; one of the Tormented Souls What is your character’s name? Although
trapped in the Twelve Hells. It is down Tormented can remember nothing of their
to each individual player to create their mortal life they can remember their name;
character and subsequently work with or at least a name they think is theirs.
the Storyteller to tell the story of that
character’s journey through the
To best capture the feel and theme of the
Twelve Hells.
game, names of Ancient Greek, Roman or
Biblical origin are advised.
There are several stages to character
creation. You can do these in order (which
is advised), or do them in the order you Mask and Heart
choose. A typical character generation Mask and Heart are two single-word
process can involve a lot of skipping around descriptions of the key components of your
between the various steps, as you hone your characters personality. Mask is the face that
character from a rough idea to a finished your character presents to those around
concept. them; the facade that they wear to protect
themselves. Heart is the true nature of your
• Step one: Concept (Name, Mask, character; the drive that actually motivates
Heart, Goal) them and forms their moral core.
• Step two: Aspects and Aptitudes
Some characters -those who wear their
• Step three: Scars
hearts on their sleeves- may have an
• Step four: Finishing touches (Fragments,
identical Mask and Heart; however
Conviction Points)
such individuals are uncommon in the
duplicitous and dangerous realms of the
Step one: Concept Twelve Hells.
Every character begins with a basic idea.
This can be a detailed idea, or a simple Mask and Heart in play
character quirk. There are several sections Mask and Heart are used to gain additional
to that make up a character concept in Conviction Points. If, during play, the
Tormented; Name, Mask, Heart and Goal. Storyteller believes a player has roleplayed
Together these points can help you get into in a way that embodies either the Mask
character, explain to the Storyteller and or Heart of their character, then they
other players what your character is and may award them with a Conviction Point.
maybe help you decide how your character However, such awards should not be too
would react to certain situations. common; one or two times per Story at
the most.
49
When choosing a Mask and a Heart, Daredevil
choose from the list below, or agree a new Friendly, adaptable, action-oriented,
descriptor with your Storyteller. Daredevils are fond of immediate results.
They can be impatient and impulsive, but
Adjutant are passionate and affectionate. Daredevils
Imbued with a strong sense of responsibility are very useful when you need something
and duty, Adjutants value traditions and done quickly.
security. They seek to serve others, and
derive satisfaction from a task well done. Guardian
They often need the reinforcement of others Guardians are diligent and loyal to
to feel good about themselves. those they see as under their protection.
Guardians have a strong personal code,
Architect and seek to enforce it whenever possible.
Creative, resourceful, and astute, Architects They can make good leaders, and are very
delight in seeing their plans come to capable at organising others.
fruition. They are excellent planners and
lateral thinkers. They can sometimes Martyr
become caught up in their ideas, becoming Martyrs seek to help others, even at their
neglectful of more mundane tasks. own expense. They are prone to self-
sacrifice, and dislike being alone. Martyrs
Artisan are effective leaders, are sensitive and have
Thorough, responsible and dependable; outstanding people skills. Some Martyrs
Artisans are often quiet and serious, with are motivated by penitent thoughts; they
excellent powers of concentration. Well believe they must sacrifice themselves to
organised and hard working, once an absolve themselves.
Artisan has put their mind to a task they
will strive to complete it. Mediator
Quiet, reflective, and idealistic, Mediators
Artist always try to see every side in a conflict.
Quiet, serious, sensitive and kind; Artists Mediators tend to be quick-witted
dislike conflict, and are seldom interested in and insightful; able to see possibilities
leading or controlling others. Artists have institutions that others would miss.
extremely well-developed senses, and an
aesthetic appreciation for beauty. Artists Muse
are very flexible, open-minded and creative. Enthusiastic, idealistic, and creative, muses
are easily excited by new ideas but quickly
50
become bored with details. Their excitement the right thing. Preachers can make good
is infectious to others, and they are often leaders, as long as their followers share
open-minded and flexible. They enjoy their ideals.
inspiring others.
Romantic
Outlaw Full of grand ideas, romantics are
Outlaws live for the moment, not for the always dreaming of what could be. They
future. They are uncomplicated in their are emotional, artistic, and extremely
desires, loyal to their friends and to their perceptive of others feelings, but prone
own values, but not overly concerned with to daydreaming. Romantics are great at
respecting laws and rules if they get in their coming up with grandiose ideas.
way. Outlaws excel at finding practical
solutions to problems. Tyrant
Dominant and outspoken, Tyrants are
Philosopher driven to lead. They have an excellent
Prone to deep, musing thought and ability to organise others and overcome
academic pursuits, Philosophers are quiet, problems, but often see the end as justifying
reserved and prefer their own company to the means. Tyrants are powerful leaders,
that of others. Normally reserved, they can although often through force of will, rather
become passionate about their theories than charisma.
and ideas.
Visionary
Performer Visionaries are natural-born leaders with
Charming and fun-loving, Performers live a dream and the drive to see it fulfilled.
for pleasure and the adoration of others. Excellent at long-term planning, Visionaries
They love new experiences and dislike demand high standards from others and
structure and conformity. More often than themselves. Visionaries can be great
not Performers will be at the center of forces for good or ill, depending on their
attention in social situations. particular vision.
Preacher Goal
Forceful and possessed of a fierce sense All Tormented have a goal; a purpose
of their own values, Preachers are that drives them on and gives them the
individualistic, determined and powerfully strength to continue. This goal could be
charismatic; they are known for their something simple (“Get Revenge on the
perseverance in doing what they believe is demon who tortured me”), or something
51
more comprehensive (“Save as many souls as Step Two: Aspects, Aptitudes
I can, and find a way out of Hell”).
Some example goals are outlined below:
and Favoured Aptitudes
Aspects and Aptitudes are the main focus of
the mechanical of a character. These are the
Escape
statistics used when making various tests
You have escaped your confinement,
and checks to see if a character can perform
that much is given, but there are greater
a specific action.
confinements to escape. Do you seek to
escape the specific Hell you are in, or the
All characters begin with 15 Character
Twelve Hells entirely? There are rumours
points (CPs), which are used to buy both
that tell of Souls who have somehow
Aspects and Aptitudes.
managed to escape damnation, but few
details as to how.
Buying Aspects
Dominate All characters start with 1 point in each
You are strong, stronger than the demons Aspect (Power, Subtlety, Acumen and
perhaps. You can use that to put yourself in Presence) for free. Adding an additional
a position of power. Do you want to do that points costs a number of CP equal to the
to protect others? Or for your own gain? Do number of points the character currently
you perhaps even desire to usurp one of the has in that Aspect (see table below). The
Fiend Lords themselves? costs of buying more points is cumulative.
The maximum for any stat is 5 points but
Revenge players and Storytellers should remember
Revenge, as they say, is a dish best served that stats of 4 or 5 are considered extremely
cold. You are free, and now someone is uncommon.
going to pay.
Aspect CP Cost Cumulative Cost
Was it one demon in particular that
1 Free 0
wronged you? Or do you seek to teach all 2 1 1
demons the error of their ways? 3 2 3
4 3 6
5 4 10
Salvation
Maybe there can be salvation, even in Hell.
Do you seek to save yourself? Or are you Buying Aptitudes
trying to save other souls, perhaps one soul Characters do not start with any Trained
in particular? Why? Aptitudes. To buy a Trained Aptitude costs
1 CP; this allows a character to treat a die
52
roll of 4 or more as a success when making Rarely, however, a soul will have flashes
an Aptitudes check. of memory; glimpses of their mortal life
To Master an Aptitudes costs 2 CP; this cost and possibly the crimes they commited.
is cumulative with the 1 CP paid to already These are known as Fragments, and to the
learn the Trained Aptitude, for a total of 3 Damned they are precious reminders of
CP to buy and then Master an Aptitudes. what they once were. Even the most painful
Mastered Aptitudes allow a character to Fragment is treasured as a glimpse of a
treat a die roll of 3 or more as a success world outside the nightmare of the Twelve
when making an Aptitudes check. Hells.
Next Alex moves on to choosing Ezekiel’s The final thing to record are Ezekiel’s
Scars. After reading through the list, Alex Conviction Points; he starts with 3. Ezekiel
chooses a Raucous Scar, an Enigmatic Scar is now ready to step into Ellen’s story.
55
Chapter 7: Storytelling
The Storyteller is the role that in other are both working together to tell a story.
roleplaying games would be referred to
as the Gamemaster. It is the job of the Too many Storytellers forget this cardinal
Storyteller to frame the story that the rule and see their role as the wall the
players act out with their characters, and to players have to beat down. They write a
guide them through scenes and challenges story and then get frustrated when the
with the help of the rules. players act outside of the planned route.
They throw enemies at the players in waves
Tormented is described as a Storytelling to try to wound or kill their characters, so
game as it is intended to be a collaborative they can feel justified that they ‘made the
experience in which a story is told by both game hard enough’.
the players and the Storyteller; tales of
damnation and salvation, innocence and The best way to be a Storyteller is to
loss, guilt and repentance. While combat remember that (despite the name) it is not
may feature in such stories, it is not the Storyteller’s job to tell a story. It their
intended to be a focus of them as it is in job to create a setting; what the player
some roleplaying games. characters do in that setting is what creates
the story. The best Storyteller sets the stage,
The way the rules for Tormented have been guides the players and helps make it an
designed is to encourage both players and enjoyable experience for everyone involved.
Storytellers to view all and any situations
during a game as resolvable in a variety That said, while it’s sometimes good to
of ways. While you could smash your way let characters show off how competent
through a group of opponents, you could they are, you must also present them with
equally cow them with your thundering real challenges and real threats. Without
voice, outwit them with your superior struggle and risk, there is no sense of
intelligence, or sneak past them like accomplishment. It is a very fine balance
a shadow. between allowing characters to breeze
through a story with no opposition, and
challenging them enough that they feel like
The Psychology
they really earned the ending.
of Storytelling
The psychology of being a Storyteller Another key rule to remember is pacing.
is sometimes hard to achieve. As the Any good story builds tension and
Storyteller you are not trying to ‘beat’ the releases it. Having too many high-risk,
players; you are not opposing teams, you threatening scenes one after another
57
becomes dull because eventually we become This is a better solution than the Storyteller
oversaturated and lose interest. Equally, a constantly telling players no because it
slow-paced story where nothing happens is helps both sides build the story. However,
boring for obvious reasons. A good, varied there are some instances where ‘no’ is the
mix of threat, action, social interaction and right answer. If the Storyteller says no, then
mental challenges makes for an interesting their word is final.
story.
Aptitude Checks
Also remember that a simple thing done Aptitude checks are used to determine
well is better than an elaborate thing done the outcome of any situation in which the
poorly. Plots do not need to be complex success or failure of an action will affect
webs of intrigue; sometimes the simplest the shape of the story. Certain actions are
plot can yield the most memorable games. essential to the progress of a story; these
actions shouldn’t involve Aptitude checks
Lastly, don’t be afraid to take a break as the failure of those checks would only
from the game if you need to calculate or result in the story stalling until the players
plan. This is not a video game, and you are passed the required check. Aptitude checks
not a computer. It’s better to tell a good should be reserved for actions where success
story slowly than a dull one quickly. If the leads the story in one direction, and failure
players come up with a plan you have not another.
anticipated it’s fine to ask them to take a
short break while you quickly brainstorm For example: Samael is trying to gain entrance
a resolution. to a prison where he believes a soul is trapped
that might have information he needs. He
The ‘Yes but’ rule attempts to rebuke the two demons who guard
Tormented is a game about Gothic Horror, the gate. Samael’s player makes the Aptitude
but even with that, it is supposed to be a check requested by the Storyteller but fails;
game and people play games to have fun. the demons laugh and drive him away. Now
When a player asks if their character can Samael’s player needs to come up with a different
do something, generally the Storyteller plan to enter the prison, sending the story in a
should respond “Yes, but...”. new direction. Had he succeeded, the story would
The ‘but’ can include an Aptitudes check have progressed to him locating and talking to
(such as “Yes but you’ll have to make a DV5 the prisoner.
Power plus Forceful check”) or a condition
(“Yes, but the demon will spot you”).
58
Which Aspect and Aptitude?
So a player wants to perform an action,
which Aspect and Aptitude do you
combine? Some actions might be fairly
obvious which combination to use; combat
for example usually involves the Power
Aspect combined with either the Daring or
Forceful Aptitudes. Other checks might be
less obvious.
59
optionally it could instead inflict Paranoia -the raw stuff of suffering- from Damned
points, depending on the situation. souls by demons. However, even demons
are not immune to pain, and more than
Intimidation one Tormented has turned to Torture
Check: Power + Callous or Forceful as a means to exact revenge or extract
Opposed by: Presence + Restrained information from the natives of the Hells.
Worse still, some Tormented use it on
“The countenance beneath her cowl was such Damned souls to produce Morsus, which
that those who gazed upon it fell back in fear, they then trade to demons in exchange for
and fled. She was a storm walking; her eyes were favours. A successful Torture check can
lightening and her brow a thunderhead.” force a character to reveal information
against their will. It can also be used to
Sometimes putting fear into someone is the extract Morsus from a Damned soul; one
best way to get what you need. A character measure of Morsus is extracted per success.
can Intimidate another through a show A successful Torture check can inflict
of force, verbal threats or even by sheer any kind of Threat point; this should be
menacing presence. It can be used to make determined by the Storyteller and the
others cooperate out of fear, back down Torturing character.
from a confrontation or keep quiet about
something. A successful Intimidation check Duel of Wits
almost always inflicts Confusion points on Check: Subtlety + Devious
the target. Opposed by: Acumen + Devious
64
the difference between the two results.
The Storyteller will determine the type of
Threat points gained, but the player may
suggest the type of Threat they were trying
to inflict.
65
For example: Ashima is trying to break down Uncommon
a heavy door with a Power + Forceful Aptitude Uncommon relics may cost a small amount
check. Samael offers to help her and the or require a small investment of time to
Storyteller agrees that this is an Aptitude check locate, and grant an extra 1d6 to Aptitude
he can assist with. As Samael is the stronger checks involving that Aptitude.
character the pair agree he should lead and
Ashima will assist. The Storyteller assigns a DV An example Uncommon relic is a Hell-
of 4 to the check and both Ashima and Samael forged whip that grants a +1d6 bonus to
roll their dice. Ashima rolls 2 successes and any Forceful Aptitude checks. The whip is
Samael rolls 3. Ashima halves her successes for a stitched from the skin flayed from Damned
total of 1 and adds it to Samael’s 3 successes for a souls, and when swung it moans with the
total of 4; they succeed! voices of those souls used to make it. Such
whips are common in the Palace of Pain.
Some Aptitude checks may be ruled by the
Storyteller as un-assistable but each case Remarkable
should be decided by the Storyteller as and Remarkable relics can be hard to find and
when players decide they wish to assist will certainly cost a significant amount. A
each other. Remarkable relic grants an extra 2d6 to
Aptitude checks involving that Aptitude.
Relics
Relics are useful, powerful items created by An example Remarkable relic is a cloak of
the residents of Hell. They are often unique, scintillating scales, plucked from a glass
and many of them are fought over jealously. snake from the Blinding Flats. The scales
Characters do not start with any relics; adopt the colours of their surroundings,
they must be acquired during their travels granting a +2d6 bonus to any Devious
through the Twelve Hells. Aptitude checks.
66
An example Exceptional relic is the withdrawn. A demon starved of morsus for
Weeping Blade; a singular sword forged a significant period will exhibit physical
from the tears of the Banshee herself. The signs of withdrawal; they become thin,
Blade contains a tiny fragment of the emaciated and predatory.
Banshee’s powers, granting a +3d6 bonus
to any Mystical Aptitude checks. Lost If a mortal soul were to consume a measure
for centuries, legends tell that the Blade of morsus they relive the pain and suffering
is hidden in a labyrinthine set of tunnels of the soul it was created from. Sometimes
beneath the Howling Wastes. Finding these they also experience flashes of memory or
tunnels is a quest in itself, and reaching sensation, but never are these experiences
them without the denizens of the Wastes pleasant.
finding you is another. Then, once inside
the tunnels, you must navigate your way Mechanically, if a Damned soul is subjected
through the ash-choked passageways, to Torture (see the Aptitude checks section)
find the Blade, and escape again before then one measure of morsus is produced per
the nightmarish creatures that lurk in the success. The morsus weeps out of the victim’s
gloom come for you. skin like sweat, or sometimes even congeals
from their very screams. It can be bottled,
or otherwise stored in any container.
Morsus
Morsus is the name given by demons to
Demons with the knowledge are able to
the raw stuff of suffering created when
refine raw morsus into a variety of other
a Damned soul is tortured. It is a dark,
elements, all of which can be consumed
crimson liquid that somewhat resembles
by demons. All such elements have the
blood, or perhaps wine, and it is relished by
same effect as morsus on mortal souls, but
demons who consume it as mortals would
to demons each has a different flavour or
food or drink. It has a strange, unctuous
sensation: shriek-sugar is sweet agony; pain-
quality; it is thick and viscous, and beads of
wine is intoxicating; agony-snuff is dizzying
it seem drawn to one another.
and flavourful.
Story
Measures of time A Story is an entire ‘adventure’; a single
From a gameplay point of view there tale made up of several hours of gameplay
are three measures of time in Tormented that has a beginning, middle and end.
(outside of minutes, hours, days, etc.). These Generally speaking the Story starts when
are Scenes, Stories and Campaigns. the characters become involved (voluntarily
75
or not) in the plot and ends when they Awarding Experience
have resolved the story one way or another. Through their Stories characters will grow
Another less positive ending to a Story in knowledge and skills as they have to face
can come when the party are defeated; the new dangers and work they way out of
villains are successful in their plans and tricky situations. By the end of a Campaign,
the player characters must retreat and the party will have gone from naïve and
recover. Worse still, a Story can end because untested Tormented, to wise, competent
the characters suffer too much trauma heroes! How do they do this? Experience.
and become Lost Souls -for all intents and
purposes dead- and there is no one else to At the end of a Story the Storyteller should
continue the fight. award every character with a number of
A Story is over when, from the point of view Experience Points (Exp) based on their
of a book, the words THE END appear. performance during the Story.
Some plot hooks might be left unresolved,
but these will hopefully be dealt with in A guide to how to determine Experience
future Stories. Awards is shown below. As always,
Storytellers are encouraged to adapt these
Campaign rules and award more or less Exp if they see
A campaign is the largest measure of fit. On average a character should typically
time and comprises a huge tale spanning gain 2-5 Experience Points per Story.
many Stories, usually involving the same
characters and an overarching plot line that Condition Exp Awarded
links all the adventures together. Completed the Story 2
Completed the Story with style +2
Roleplayed the character well +1
For example: a party of characters undertakes a
Defeated a major adversary +2
Campaign involving a cabal of demons that seek
Solved a difficult puzzle/ dilemma +1
to use mortal souls to fuel a new weapon in the Learned something new +1
Hell War. Over the course of several Stories the
party repeated thwart the plans of this cabal, free Note that these awards suggestions are per
mortal souls the cabal have captured, and banish Story. Experience Points could be awarded
several of the cabal’s higher-ranking members. at the end of each gaming session, but the
The Campaign finale sees the party storming the Storyteller should ensure that the points are
cabal’s fortress, and putting an end to their plans reduced accordingly.
once and for all by destroying the soul-weapon. At the end of an average length, average
difficulty Campaign (containing 2-4
76
Stories) a character should have earned A character begins a Story with a finite
between 10 and 30 Experience Points. number of Conviction Points. Generally
most players will hoard their Conviction
Experience Points can be spent on Aspects Points for moments they feel are the most
and Aptitudes in the exact same way as important. Sometimes this can result in
Character Points are during character players not spending Conviction Points
generation. Experience Points can be spent at all in a campaign. To counter this,
at the end of the Story, before the start of Storytellers should be generous when
the next Story. The costs are exactly the awarding Conviction Points at the end of a
same as during character generation and Story. If a character has spent a Conviction
1 experience point is equal to 1 character Point during the Story, they should regain
point. at least 1 Conviction Point to encourage
such actions in the future. As a campaign
progresses and the players reach the
Awarding Conviction Points
conclusion, some Storytellers may think the
Conviction Points can be awarded at the
rate of Conviction awards should decrease,
end of a Story as an additional reward. If
thereby making the remaining points
the character acted daringly or heroically
players have more valuable. While this is a
during the Story they should earn 1 or
legitimate strategy, the end of the campaign
2 Conviction Points (encouraging such
is perhaps when the most daring actions
actions in the future). However, Storytellers
should occur. As such, do not be too stingy
should be mindful of the economy of
when awarding Conviction Points.
Conviction Points.
Other Rewards
In addition to awarding Conviction Points
and Experience, a Storyteller can award
players with other rewards at the end of a
Story, such as favours from important or
influential individuals, or relics.
77
Chapter 8: Denizens of the
Twelve Hells
The Twelve Hells are home to a diverse Prefixes
and strange population. Demons come in Ang Nuv
hundreds of different breeds, not to mention Baph Orph
the Lower Creatures that lurk in the bowels Cas Phor
Dur Quez
of the Hells.
Eng Raph
Fur Seph
The non-player characters (NPCs) Gan Tur
presented here do not have Focused Hect Uri
Aptitudes, and only a few trained skills. In Vor
Jad Wod
Storytellers should feel free to change
Kel Xaph
Aspects, Aptitudes and Gifts as they see fit, Log Yog
or to create new NPCs entirely using the Mor Zoph
below as a guide.
Suffixes
-ariel -amiel
NPCs are not created using the same rules -aphon -ataton
as player characters. In each entry below it -aton -amel
will contain guidance for how many points -atus -adon
a certain type of NPC has in their Aspects, -iel -on
-ron -ax
and how many Trained and Mastered
-tiel
Aptitudes they have. These are assigned as
desired, with no need to adhere to the costs
of assigning points to Aspects or Aptitudes Gifts
as laid out in the Character Generation Demons do not have Scars, in the way that
chapter. Tormented do. Instead they have ‘Gifts’.
Mechanically these are very similar to
Demon name Generator Scars, however, demons can have varying
Demons don’t have names like you and numbers of Gifts, and some of these Gifts
I. Some Storytellers may struggle with are unique to demons. Otherwise these
creating names for demonic non-player function identically to Scars.
characters that turn up in stories. Below is a Some demons have Gifts listed as ‘Sorcerous
basic generator to help Storytellers quickly Gift’; these are unique abilities to create,
come up with varied names for demons; control or shape an element (named in
simply choose a prefix and a suffix and the Gift). These Gifts should be use within
combine the two. reason by the Storyteller, but are usually
powerful abilities and only wielded by the
most dangerous denizens of the Hells.
79
Fiend Lord Example Fiend Lord: Maraketh,
There are only ever twelve Fiend Lords; one Queen of Fangs
for each of the Hells. They are supremely Fiend Lord of the Abyssal Ocean, Maraketh
powerful, incomprehensibly evil creatures is a disturbing corpse-like creature with
that have ruled their domains for millenia, long grasping hair that looks more like
if not aeons. While most Fiends keep power seaweed than anything else. She swims
by use of force, ruling with an iron fist and through the inky waters of her realm,
draconian laws, others keep order in their dragging unfortunates down into the deep
domains by other means. and ensnaring them in jagged coral cages to
be torn apart by the tides again and again
Going up against a Fiend lord is for eternity.
unimaginably dangerous; they have Maraketh is a capricious, cruel creature,
countless ways of enslaving and punishing given to violent rages and brooding moods
mortal souls and demons alike, and it that cause even her most loyal servants to
is rumoured that many even possess the tread lightly around her.
ability to permanently destroy souls.
Aspects
Power 6 Subtlety 6
Presence 5 Acumen 5
Gifts
Potent Gift (Grasping hair)
Ethereal Gift (Dark as the deeps)
Aspects: 22 points, with a maximum of Puissant Gift (Iron talons)
6 in any Aspect Ruthless Gift (Corpselike appearance)
Aptitudes: 5 Trained, 5 Mastered Resilient Gift (Scales)
Gifts: 9 Gifts Aquatic Gift (Webbed fingers)
Sorcerous Gift (Control water)
Sorcerous Gift (Shape coral)
Sorcerous Gift (Control weather)
80
Baron locked chest so she always knows where her
Barons are powerful demons that control Baron is looking.
large area of a particular Hell, overseeing Belaphan is a hulking, feathered creature
thousands of souls and demons. Barons are somewhere between a giant owl and a bear.
resourceful and ambitious creatures, often His empty sockets do not seem to hinder
plotting against other Barons and even the him; his underlings whisper that his hearing
Fiend Lord to whom they owe fealty. is even sharper now than it was when he
Most Barons will send lesser demons and could see.
Knights of Hell to deal with threats, but
even so they are dangerous creatures in their Aspects
own rights, and not to be underestimated. Power 4 Presence 4
Subtlety 5 Acumen 5
Gifts
Winged Gift (Great wings)
Haughty Gift (Eyeless hunter)
Aspects: 18 points, with a maximum of Brilliant Gift (Supernatural hearing)
5 in any Aspect Puissant Gift (Huge talons)
Aptitudes: 5 Trained, 3 Mastered
Resilient Gift (Thick feathers)
Gifts: 7 Gifts
Ethereal Gift (One with the night)
Sorcerous Gift (Control shadows)
Example Baron: Belaphan,
the eyeless
Hailing from the Shrieking Forest, Belaphan
Knight
Knights of Hell are the elite of the lesser
was once a beater for Queen Anakara
demons. Elevated because of their abilities,
herself. With centuries of service came
resourcefulness, cunning or sometimes
rewards, elevating Belaphan to the rank of
because they murdered their way to the
Baron, as well as punishments in the form
top, Knights are possessive of their station
of his lost eyes, which Anakara keeps in a
81
and are keen to put down any that might materials from which they are made.
threaten them.
Knights are most commonly found Aspects
overseeing lesser demons, or leading them in Power 3 Presence 4
battle in the Hell War. Subtlety 3 Acumen 4
Gifts
Resilient Gift (Cloak of skins)
Puissant Gift (Flensing knives)
Acerbic Gift (Haunting voice)
Ruthless Gift (Artists of pain)
Indomitable Gift (Arcane tattoos)
Lesser Demon
The rank-and-file of Hell, lesser demons are
countless in their number and their breeds.
Aspects: 14 points, with a maximum of
Each of the Twelve Hells produces a variety
5 in any Aspect
Aptitudes: 5 Trained, 1 Mastered of different demons, each of which serve a
Gifts: 5 Gifts particular purpose.
82
of-souls are pallid and gaunt things that Trained Aptitudes Mastered Aptitudes
dangle barbed hooks into the Chasm in the Callous None
hopes of catching a plummeting soul. When Forceful
they do, the fishers haul up their catch and Observant
begin their awful work. Restrained
Tough
Aspects
Power 3 Presence 2 Gifts
Subtlety 2 Acumen 3 Puissant Gift (Hell-forged scimitar)
Haughty Scar (Cruel horns)
Trained Aptitudes Mastered Aptitudes Ruthless Gift (Bottomless eyes)
Callous None
Devious Lower Creatures
Forceful Lower Creatures occupy the niche of wild
Mystical animals in the Twelve Hells. They are
Observant used by demons as food, beasts of burden,
Gifts mounts, or sometimes even pets. A number
Potent Gift (Fishing hooks) of them are seen as nothing more than pests
Ruthless Gift (Pallid eyes) and hunted by demons for sport; a rare few
Resilient Gift (Thick skin) are even feared as dangerous predators and
avoided at all costs.
Example Lesser Demon: Afrite Most Lower Creatures are only as
intelligent as animals. Some, however,
Afrites, the nomad demons of the Scalding
possess a primitive and cunning intelligence
Desert, roam their Hell in large tribes. They
that it not to be underestimated.
are tall, cruel creatures with leathery skin,
that wrap themselves in tattered robes, Aspects: 6 points, with a maximum of
concealing everything except their yellow 3 in any Aspect
eyes. While cruel, they love bartering, and Aptitudes: 3 Trained, 0 Mastered
sometimes it is possible to use this Gifts: 1 Gift
against them.
Example Lesser Creature: Harridan
A disgusting creature that resembles a
Aspects
cross between a wizened human and a
Power 4 Presence 2
huge vulture. Harridans are not intelligent,
Subtlety 2 Acumen 2
but they can mimic voices with alarming
accuracy, and use this ability to lure both
83
demons and souls into their clutches. They Example Lesser Creature: Lemure
are found in numerous Hells, where they Lemures are aggressive, cunning creatures
crowd rooftops and cliff-faces, weaving their with a knack for ambush and surprise
fetid nests out of bones and tattered skins. attack. Lemures appear as little more than
ethereal shroud-wrapped skeletons with
Aspects burning eye sockets. They are driven by a
Power 2 Presence 1 hunger for the flesh of Damned and Demons
Subtlety 2 Acumen 1 alike. Lemures often travel in packs, and lie
in wait in the shadows before attacking.
Trained Aptitudes Mastered Aptitudes
Devious None
Mystical
Observant
Gifts
Flying Gift (Feathered Wings)
Aspects
Power 2 Presence 1
Subtlety 1 Acumen 2
85
Name: Player:
Mask: Heart:
Goal:
Aspects
Threats
Weakness Paranoia Confusion Alienation
Aptitudes Scars
Untrained
Proficient
Favoured
Mastered
1.
Callous
Daring
Devious 2.
Forceful
Hedonistic
Magnanimous
Mystical 3.
Observant
Restrained
Tough
Fragments
1.
Forgotten?
2.
Forgotten?
3.
Forgotten?
Conviction Points
Relics
Notes
Experience
Experience Points: Spent:
Condemned. Damned. Tormented.
You are one of the Tormented; a soul condemned to the Twelve Hells for
crimes you no longer remember. For time immemorial you have been
damned; tortured and twisted by the punishments of your captors, until
you no longer remember or even resemble your past self. The agonies you
have suffered have left you scarred, but from those scars you now draw
strange and terrible powers.
But all is not well in the Twelve Hells. A civil war has erupted between
the Fiend Lords that hold dominion over the realms. In the chaos and
disruption you have broken free of your prison.
Can you escape the Twelve Hells?
Do you even want to?
Do you instead seek revenge on your captors, or will you use your
newfound powers and freedom to install yourself as a new Lord of Hell?
All you need besides this book is a handful of 6-sided dice, some friends
and a dark imagination.