Showing posts with label Demon. Show all posts
Showing posts with label Demon. Show all posts

Wednesday, 21 December 2016

Making Demon: the Descent more like a Cold War

History is written by the victors, as the mortals say.

The Aesir and the Jötunn. The Seelie and the Unseelie. The Gods and the Titans. The Fall of Lucifer. Ripples of shadows of the truth, passed down in half-guessed whispers to mortal ears and told and retold, until nothing remains but the fruits of human imagination, and the memory of Schism.

Spirits are everywhere, behind and between the world seen by mortal eyes. They enact the will of their beating heart, the God-Machine. They build metaphysical infrastructure, channel incomprehensible power, protect, people; whatever the God-Machine decrees. Sometimes humans sense them, and call them guardian angels. If only they knew.

You are no angel.

Saturday, 1 August 2015

More fun with Demon: the Descent

You might want to read my Impressions of Demon: the Descent first, particularly the bits about powers, and also this one.

I was quietly doing random character generation, as I am wont to do, and I noticed this. These two powers sit side by side in the rulebook. You'd think someone might have noticed the discrepancy.

Name of power Raw Materials Shatter
Description Nature abhors a vacuum. With this Embed, the demon can break an object to “summon” an object of similar Size. The object that she breaks is destroyed, never to be repaired or made functional again. The object she summons isn’t created out of nothing, but is brought to her location by a seemingly coincidental series of events. Everything breaks. It’s just a matter of applying force in the right location. A demon who understands this principle can apply the force of entropy to an object and shatter it with a swift kick.
Dicepool Manipulation + Crafts Wits + Crafts
Limitation No size limit specified. Durability is immaterial. Success doesn't risk Cover. Object can be no larger than the demon. Used on an object with Durability 3+, she risks blowing Cover.
Mechanical Intention Obtain an object by destroying another object of similar size. Destroy an object.
Narrative Intention I'm not sure. As mentioned in the power, breaking down doors and smashing weapons.
Drawbacks A failed roll risks Cover. The new object takes some time to arrive. Failure causes injury. A success risks Cover if the object is Durable.

Tuesday, 28 July 2015

Demon: the Bodging

I'm in a really White Wolfy mood right now.* I could really play some White Wolfy game. Admittedly I might get frustrated with it within a few hours when it turns out not actually to be what's advertised, but I hold out hope.

That was... a couple of months ago, when I started writing this. Same old, same old...

Anyway, my exhaustive (ahem) researches for Visitant involved rereading Demon: the Fallen and being reminded how promising it first sounded. Isn't there some way to get a faux-Judeo-Christian game about demons that are actually vaguely tied into real-life Judeo-Christian demon tropes (including, obviously, all the pop culture stuff that it's spawned) out of this?

Monday, 27 July 2015

Demon: the Descent is bad at character generation

So I'm in a bad mood today, and also playing with Demon: the Descent, and as a natural outcome of these activities I just want to take a few minutes to lay out in detail how the character generation instructions for Demon: the Descent are approaching a platonic ideal of wrongness. I have touched on this matter before.

Character generation rules always have problems, it's true. There's very rarely a way to make a character in one single pass - revisiting and revision are almost always needed, except in games with very light character mechanisation. But White Wolf seem to be singularly bad at chargen, and in their rules for both Demon games I feel they have reached a real nadir. This seems to stem, ultimately, from their abject refusal to acknowledge how their own game works, but some parts seem impossible to explain except by sheer incompetence.

Let us begin.

Character Creation, as outlined by White Wolf, has nine steps:

  1. Character Concept
  2. Select Attributes
  3. Select Skills
  4. Select Skill Specialties
  5. Apply Demon Template
  6. Select Merits
  7. Determine Advantages
  8. Age and Experience
  9. The Fall

And here's a quick precis of the game, just in case. In Demon: the Descent you play a sort of Agent Smith. The God-Machine (SkyNet) is real and secretly rules the universe, or most of it, in a reality that's a conspiracy theorist's wet nightmare. You were an agent of the God-Machine, or "angel", a kind of biomechanical-metaphysical entity doing certain tasks. You used artifical human identities as necessary, creating, donning and doffing them whenever required. Then something went wrong in your programming, and you went rogue, a state called "demon". Now you're on the loose with your own motivations, and at least some of your old reality-warping power, in whatever human identity you were last assigned.

Friday, 6 March 2015

Impressions of Demon: the Descent

As you might remember, I played and bought Demon: the Fallen some time ago, and despite some positive feelings, I found my early confusion was thoroughly compounded by appalling editing and skewy mechanics, until I yielded to complete apathy.

So naturally, when Arthur revealed that his copy of the successor, Demon: the Descent had arrived, I was keen to take a look.

DtD, from what I've read and what Arthur told me, basically throws out everything from DtF and starts all over again from scratch, and I would just like to pause for a moment to offer my appreciation for what must surely be one of the best decisions ever made in the industry.

Saturday, 4 October 2014

Chargen in Demon the Fallen

As I mentioned last time, I've been trying to play around with character generation in Demon, and having some trouble with it. This is not a common feeling. I mentioned in a comment there that I think Demon has the least approachable character generations I've seen, from a non-mechanical perspective at least. Let's have a look through my adventures.

The starting point I took was to try making someone different from, ah, Shimiel (Demon Hugh Jackman), and I actually struggled for quite a while. This was mostly because, on reflection, I didn't really feel like any of the demons were very well articulated other than the exact characters presented. Things like the incoherent power sets and the disconnect between demon and mortal make it a slippery thing.

In the end, I had the idea of a host who didn't have any of the White Wolfy Grim Serious Darkmandark stuff going on, but retained that kind of ethos in a more detached Why You Gotta Be That Way, The Man? way. Rather than being horribly degenerate and self-serving, or a desperate hypocrite, or annihilated by horrific abuse, I'd just make a host who was utterly mediocre. Let's call him... (tries to think of a name not immediately associated with any friends or obvious celebrities)... Paul.

Sunday, 28 September 2014

Vessel: the Demon: the Fallen ripoff verbing

So, I said this:

It does strike me that Demon might serve as an interesting template for variations on the same theme, of spirits in mortal bodies. You could semi-easily do something more generic by assuming a kind of animist setting, and allowing characters to host animal, plant, rock, river, sky and so on spirits. This would immediately tackle the issue that most of the demonic powers aren't very demonic. Some of the others could be discarded, or turned into generic Lores accessible to anyone - although personally I'd want to drop or pare-and-merge some of them for being either incoherent or rubbish. Again, that seems like it would fit well with the idea of Generic Supernatural Power that spirits might be able to bestow on top of their specific spheres of power.

Money, meet mouth.

Saturday, 30 August 2014

Demon the Fallen: Preacher Man, 06

Opining at great length

This is a scenario dreamed up by Arthur, there are no spoilers here, so listen away as you please. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. Thankfully, this one is largely free of background noise, though there is some eating.

Episode 6

Thursday, 28 August 2014

Demon the Fallen: Preacher Man, 05

I think you should eat him

This is a scenario dreamed up by Arthur, there are no spoilers here, so listen away as you please. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. Thankfully, this one is largely free of background noise, though there is some eating.

Episode 5

The Episode

As often happens in supernatural games (see also: On Silent Wings) we ended up kind of murdering a mortal because we couldn't really think what else to do with the guy. This is a genre problem really: in settings where supernatural stuff is both powerful and secret, you can very easily end up with people who are too dangerous to leave roaming free due to their knowledge or abilities, and yet with no effective way to stop them other than murder. I don't have a solution, but it does often leave a bit of a niggle. I think this is why so many fantasy books feature magic police or ability-neutering options, just to give the good guys another option, even though it often feels a bit unsatisfying when they turn up at the last minute despite not having been relevant throughout the book.

Mechanicsy bit

For what it's worth, based on the information I have (limited), I think I disagree with Arthur on the intersection of Dan's powers and the NPC goon's healing. It didn't seem very important at the time (as we see, it doesn't help the NPC much) and I didn't feel like having an argument, but let's take a look at it now for interest's sake.

"Each success inflicts one health level of aggravated damage (lethal damage to a mortal)." - power description

"Aggravated damage represents supernatural sources of injury which do not heal normally, or other injuries which require some special effort to heal. For humans, this is often an academic distinction: to them, Aggravated damage is just Lethal damage from a supernatural source." - Agg damage description.

As far as I can tell, mortals in Old WOD do not have an Aggravated damage tier. The natural reading of this power for me is that the decay power inflicts lesser (Lethal) damage to mortals only because they do not have an Aggravated damage tier, rather than because it's innately less harmful to humans than to demons. Thus, if they gain an Agg tier, I would expect the human to take Agg damage, since the power's effects seem to fit the description of Agg damage perfectly. What I don't know is the nature of the NPC's healing/soaking power, and how that would intersect with Lethal and Agg damage, especially in terms of whether the owner is expected to have an Agg tier. I'm guessing this was some variant of the pregen thrall Leo Daschell:

"By spending a point of Willpower, he can soak lethal damage with his Stamina for a number of turns equal to his Stamina rating. Once per scene, he can spend a turn concentrating, then spend a point of Willpower in order to heal one level of lethal or bashing damage."

Which is borrowed from the generic Demon abilities:

"When in their apocalyptic forms, demons can use their Stamina to soak lethal damage... Demon characters may use Faith to heal bashing or lethal damage. You can spend one Faith point to heal allof your character’s bashing damage, while lethal damage is healed at the rate of one health level per point spent. Separate Faith points must be used to recover from bashing and lethal damage. Aggravated damage cannot be healed in this fashion."

I note that this ability explicitly applies to the mid-tier damage level for demons, and that the broader rules for healing damage with Faith rule out any healing of Agg damage. As such, I'm inclined to say that the healing ability ought to let him heal effects that would normally deal lethal damage, but not those that would deal Aggravated damage to a demon. But you can certainly make the argument the other way around, especially since Leo does not gain an Agg tier.

This is the kind of thing that always crops up in play, and is very hard to anticipate, but it's always nice when designers have dealt with it.

The End

We've had a nice sweep through sub-parts of the game, with a bit of pacting, some fluffy roleplaying, some investigating and a reasonable amount of using cool powers, so we bring things to a close fairly naturally with a bit of B&E and a fight to the death.

I was a little bit disappointed that the fight was over so quickly, to be honest. On the one hand, it does make combat pleasingly brutal (and my character was, without particular planning, pretty much sick good in combat). On the other hand, it did mean not much chance to actually explore how combat works. Ah well.

As is usually the case, clawing people in the face turned out to be a better option than trying to do anything more complicated. I'd quite like to sometime encounter a game where pulling tricks was genuinely worth doing, without also being insta-winnilly OP. It's probably quite hard to write mechanics like that, though.


Copyright and suchlike

Demon: The Fallen is copyright and/or trademark White Wolf Publishing, who I think now belong to some other corporation but I can't be bothered to check right now; Arthur will be cross with me already for my vagueness. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro and outro are, respectively, an extract from Black Vortex and all of The Descent, both by Kevin MacLeod (Incompetech.com) Licensed under Creative Commons: By Attribution 3.0.

The hilariously portentous opening passage is read directly from the blurb from Demon: the Fallen, and any mockery should be directed to White Wolf.

Monday, 25 August 2014

Demon the Fallen: Preacher Man, 04

Pacting is hard

This is a scenario dreamed up by Arthur, there are no spoilers here, so listen away as you please. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. Thankfully, this one is largely free of background noise, though there is some eating.

Episode 4

The Episode

As you can see, working out how to do pacts was hard. This is, I think, partly because it should really be something you build up to over time, or offer a fairly blatant deal to somebody desperate. My choice to find someone with a bit of a problem and then try to get them to agree to an unspecified offer was... suboptimal. Attempts to be subtle just produced, well, the results you hear.

On reflection, the best thing would have been to take a proper Alpha Male route from the start: waffle a bit about how some people have their finger on the pulse of life, are full of energy and animal magnetism, live by instinct, and they tend to have personalities that fill the room and toned muscles and date the girl he fancies - whereas our dude here is the classic 90-pound weakling who can't read the vibes his girl is putting out, tries to logic his way through life, is full of uncertainty, unfit and right now is sitting in a library in the small hours drinking alone. And hey, his girl is probably also one of those people who ride the primal current, because I bet she wouldn't be a quiet mousy type who sat around worrying and being socially awkward. See the contrast? Want to know how to tap into that rhythm? Well, promise to keep the secret, shake, I'll tell you answers, and within seven days you too can turn heads when you enter a room.

But that would, admittedly, have been less funny.

In longer-term play, Chad here would probably be a bit of a liability, because a) I haven't ordered him to keep this a secret, and b) because the approach to the pact was awkward and poorly-explained, so he doesn't really get a clear idea of what's going on (even a false clear idea). Technically, I also didn't tell him he'd be following my orders (although I'd probably phrase it more like "respect me" because that's the vibe.

The security-lockdown problem was an interesting choice, which follows logically from how I chose to use the keycard. On the one hand, having the card would have let us sneak in and search around; on the other, this choice presented us with a new obstacle to have fun with, while it wasn't simply Arthur blocking us arbitrarily, because we'd got good use out of the card already. Pulling the same trick if we hadn't used it would have been annoying, but this just felt like fair play and a setback we should really have anticipated.


Copyright and suchlike

Demon: The Fallen is copyright and/or trademark White Wolf Publishing, who I think now belong to some other corporation but I can't be bothered to check right now; Arthur will be cross with me already for my vagueness. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro and outro are, respectively, an extract from Black Vortex and all of The Descent, both by Kevin MacLeod () Licensed under Creative Commons: By Attribution 3.0.

The hilariously portentous opening passage is read directly from the blurb from Demon: the Fallen, and any mockery should be directed to White Wolf.

Thursday, 21 August 2014

Demon the Fallen: Preacher Man, 03

Conspiracy Theories

This is a scenario dreamed up by Arthur, there are no spoilers here, so listen away as you please. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. Thankfully, this one is largely free of background noise, though there is some eating.

Episode 3

The Episode

Controversy! It would have been pretty disappointing in a one-shot if something like this didn't happen. Of course, we could have done a lot of social stuff with the conference, although this would have been hampered by the fact that we'd made completely inappropriate characters and did not really have the skills to do social stuff with priests.

In hindsight, I didn't make as much use of Father Rheinhardt as I could have done. He might end up useful in a later game, although our actions towards the end of this game might have faintly raised his suspicions. Just a hunch.

As usual, I ended up playing a character who sneaks around the place digging up information and prying into places. I appreciate, on reflection, that pretty much every character I play on the podcast falls into this category: Shimiel, Brother Nikolai... okay, actually I play two archetypes, the other one being represented by Arvil and Stanley. I should probably work on that.


Copyright and suchlike

Demon: The Fallen is copyright and/or trademark White Wolf Publishing, who I think now belong to some other corporation but I can't be bothered to check right now; Arthur will be cross with me already for my vagueness. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro and outro are, respectively, an extract from Black Vortex and all of The Descent, both by Kevin MacLeod (Incompetech.com) Licensed under Creative Commons: By Attribution 3.0.

The hilariously portentous opening passage is read directly from the blurb from Demon: the Fallen, and any mockery should be directed to White Wolf.

Monday, 18 August 2014

Demon the Fallen: Preacher Man, 02

Getting into your demon skin

This is a scenario dreamed up by Arthur, there are no spoilers here, so listen away as you please. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. Thankfully, this one is largely free of background noise, though there is some eating.

Episode 2

The Episode

A fairly restrained setting-up kind of episode, although I much appreciated Arthur getting stuck in early with the dodgy priest and some actual DTF content, rather than having us scour the place for a long OOC time before finding anything just for the verisimilitude. Slightly cheesy, sure, but very much the right choice in a one-shot. It was nice to feel like we'd accomplished something early on.

Having now read a bit more about Demon, I feel my choice of character (and specifically, house) was very sound, because I got some of the fairly small pool of powers that you can use regularly in a wide variety of situations. Being able to summon animals and use them as spies isn't especially powerful in the direct sense, but it's something you can do readily in any kind of downtime, without any real cause for suspicion, and potentially learn information that will be helpful. It's unlikely to cause problems. This means I was able to play a demon that could actually use my supernatural powers early on and keep doing so.

Obviously, you do need to be a bit proactive, and sitting around playing with animals all game would have accomplished little. However, even compared to Dan, my low-level powers are just more usable: mine were Summon Animals, Control Animals and Possess Animals, all of them usable anywhere with animals, granting unreplicable abilities and not especially suspicious. Dan's were:

  1. Read Fate - useful exclusively when you need to find out how someone died, or more specifically, what was happening at the time.
  2. Decay - useful when you need to kill someone or destroy something. There are other means to both ends, mostly with a longer range, although reducing things to dust is handy.
  3. Vision of Mortality - useful if there is a creature you need to make flee from your presence. A very specific power that isn't always appropriate even during fights.

Many other lores look sort of similar. Basically, Dan needed to wait for the right occasion to use his powers, whereas I could make my own opportunities. This meant, again, that we could quickly get on with doing Demon Stuff rather than simply hanging around a conference centre, and that took the game forward. I know the game isn't designed for one-shots, but I think in a game about being supernatural beings, where your supernaturalness is essentially defined by fluffy characterisation and a set of magic powers, it's important that you actually get to use those powers. RPGs are like any other media in many respects: a power that doesn't get any screentime essentially doesn't exist, because it doesn't exert any influence on the story. Or something.


Copyright and suchlike

Demon: The Fallen is copyright and/or trademark White Wolf Publishing, who I think now belong to some other corporation but I can't be bothered to check right now; Arthur will be cross with me already for my vagueness. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro and outro are, respectively, an extract from Black Vortex and all of The Descent, both by Kevin MacLeod (Incompetech.com) Licensed under Creative Commons: By Attribution 3.0.

The hilariously portentous opening passage is read directly from the blurb from Demon: the Fallen, and any mockery should be directed to White Wolf.

Sunday, 17 August 2014

Reading Demon: the Fallen

Editing the podcasts for our Demon game, which I had a lot of fun with despite being a bit lost, instilled in me an interest in a) playing more of that game, b) having a more educated shot at character creation, and c) doing one of my vague analytically posts about the skills system as it presents to new players. So I ended up blowing £10 on the PDF, which is a lot considering I probably won't be running it and expect to find it a bit cringeworthy in places. But let's see.

My first interest is in trying another quick bout of character creation, as I had a bit of an idea. I crack open the PDF and start skimming through it, flicking through the preamble and the few pages of inevitable game fiction for the chargen rules.

Friday, 15 August 2014

Demon the Fallen: Preacher Man, 01

Or, how to create completely inappropriate characters and still quite enjoy it.

This one has been quite a long time coming, but hey, it's here.

Will they find any Demon types that don’t have ridiculous names? Will there be enough room on the paper for all the freakin’ skills? Will Shim ever stop faffing and decide whether or not he is a priest? Tune in now!

This is a scenario dreamed up by Arthur, there are no spoilers here, so listen away as you please. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you. Thankfully, this one is largely free of background noise, though there is some eating.

Important: In an unprecedented move, I am offering not one, but two versions of the initial character generation session for Preacher Man. The full (edited) recording clocks in at around two hours, which is substantial, largely because of the amount of explanation I needed, and partly because it's got quite a lot of stuff to unpack even though the actual character generation isn't strictly that difficult. Even with the bits where we're literally writing out lists of skills or umming over the rulebook cut out, it's lengthy. A lot of the setting is explained, along with some assumptions of the game, a lot of mechanical points and advice on building a character.

I didn't want to just offer the short version, for several reasons. One is that I know some people - me for one - actually like listening to full-on character generation for games they're not familiar with in order to get a sense of the game. For those people, the background information and the different parts of character generation will be useful, even if long. And not everyone minds long, to be honest; sometimes I just want some ambient roleplaying.

Another reason is that stuff mentioned in the character generation may crop up later in the game, and I'm not bright (or attentive) enough to have spotted that, so there might be some confusion. I've done my best, within the limits of editing.

Thirdly, the chargen process sparks a fair bit of commentary and general chit-chat that might be mildly diverting in its own right, with our cutting-edge 1970s humour and disparagement of how things were in RPGs twenty years ago.

However! If you're coming into this with a good knowledge of the premise of Demon: The Fallen, a reasonable understanding of White Wolfian mechanics and character generation, and no particular interest in hearing us step through every part of character generation and go off on some tangents, there is a short version clocking in at a mere hour! There's only so ruthless and efficient I can make myself.

Episode 1 (comprehensive, but edited character generation)

Episode 1 (abbreviated character generation)

Both contain a DVD extra bonus feature after the closing music.

For the very impatient:

Dan plays a Cryptic Slayer in the body of a 12-year-old girl resembling Wednesday Addams. I play a Cryptic Devourer in the body of an extremist environmental campaigner who looks like Hugh Jackman. We are going to a theological conference in Gothic Oxford.

The Episode

As Dan points out in the post-game discussion (episode about sixish), Arthur told us the premise of the scenario and we immediately ignored it entirely. In our defence, it wasn't intentional... Because the game was new to me, I was concentrating on trying to pick things up, and grabbbed hold of a familiar sort of character rather than spending the time to think about what might work with the scenario. I think one aspect of the issue, although not one I consciously considered, is that it's hard to know what would work well when you're new to a system and setting - and the World of Darkness is a pretty specific beast compared to Generic Fantasy or whatever. I think it's easier to grasp the difference between playing a Fighter, Wizard or Thief than it is to work out which of the various demon flavours might fit well with a particular scenario type when you don't really know how the world works or the various power bases interact.

Making Demons

As this was my first time, I wasn't really sure how to go about making my character. I suspect actually that the other WOD games might have been easier in this respect. For one thing, those don't seem to have an internal division in your character's nature; for another, they seem to basically begin with a "before" representing your ordinary human life, and then add to it.

In contrast, a Demon character is two people rolled into one. You have a human being with a demon mashed into them, and I wasn't sure how to model that. The others made a few suggestions, and I took what seemed to be the simplest route, because I was already struggling with an unfamiliar system. This was to basically have a human body who knew academically that there was a demon inside them, but who mostly felt like a human. Essentially, the body retained such a strong impression of the human soul it once housed that this shaped the demon's personality, leaving someone who acts very much like it always did, but with the demon's goals and instincts driving from the back seat.

Next time - and I'm hoping very much that there will be one - I'd take Shannon's advice and create the demon separately, then blend the two. This is a lot trickier because making a demon fundamentally requires a reasonable amount of setting knowledge, so that you can determine things like personality, objectives and history in a way that's sensible.

As so often there's a fair bit of chopping and changing here. I initially assumed from the premise that we'd be priests, so the idea of not being threw me a bit and I had to rethink things. Then of course, juggling points around so that I would actually be able to do the kinds of things I wanted competence in - mechanics aren't always transparent about which character attributes correspond to narrative competence in which fields, and of course, you need points in the right attributes if you want to actually use your powers successfully. So whenever I changed my mind about stuff, there was checking and adjusting to do. Still, for a first time experience I thought it wasn't bad. I should evaluate the skills list sometime.

In retrospect, and after some of Shannon's comments, I realise that I got quite confused because, well, the setup of the game was actually a bit complicated for someone entirely new to the whole thing (system, setting and scenario premise). I was playing a demon occupying the body of a human attending a conference of ex-Catholic priests. This involves multiple levels of "who am I?":

  1. Actual identity as a demon
  2. Original identity as a human
  3. Current actual identity as a demon-human combination within society
  4. Identity in which I am attending the conference

Basically, I hadn't thought of number four (and I essentially cheated on number one) and so when the possibility came up, I got a bit confused. It's perhaps a slightly complex premise for the first scenario, but most people probably wouldn't have had a problem with it and no blame attaches to Arthur for my mild bewilderment.

Rotschreck

Around the 1:38 mark, we briefly delve into the term rotschreck, which is apparently an instinctive frenzied fear of fire and sunlight in Vampire. As I suspected, it doesn't seem to mean anything at all in German. Incidentally, this problem could have been easily overcome by using a Gaelic term instead, since Gaelic jiarg, dearg (red) as a prefix has various negative implications related to passion, frenzy and so on. Jiarg-aggle (or deargscátha if you want to be posh) would be a fine and meaningful term.


Copyright and suchlike

Demon: The Fallen is copyright and/or trademark White Wolf Publishing, who I think now belong to some other corporation but I can't be bothered to check right now; Arthur will be cross with me already for my vagueness. The podcast theme music is Vltava from Smetana's Má Vlast as taken from Wikimedia Commons under the CC0 licence. The episode intro and outro are, respectively, an extract from Black Vortex and all of The Descent, both by Kevin MacLeod (Incompetech.com) Licensed under Creative Commons: By Attribution 3.0.

The hilariously portentous opening passage is read directly from the blurb from Demon: the Fallen, and any mockery should be directed to White Wolf.