Goetic Gospels

= Goetic Gospels (•-•••••; Special) = Couched in Christian iconography to ease new recruits into the bizarre faith of the order, the Goetic Gospels of the Knights of Saint George are nevertheless a key text in the dragon-slayers’ religion. To those who have attained the First Revelation, it is a forgotten teaching of Jesus Christ, in which he gives his Apostles the power not only to cast devils out of others, but also to “cast out the devils from thine own soul, and turn them to the vexation of thy enemies.”

To those Knights who attain the higher Revelations, the Goetic Gospels are a many-layered mystery, containing increasingly complex ciphers that provide secret knowledge on the ancient gods of the Knights of Saint George. All recognize it as a powerful tool in a witch-hunter’s arsenal, and every active member of the order is expected to study the disciplines found within. Unlike most Endowment Merits, but similar to the Safehouse Merit, the Goetic Gospels Endowment is broken up into distinct categories, each of which must have individual dots assigned to it.

The three categories of Goetic Gospels represent the three Goetic Gospels themselves and the hidden secrets of witch-hunting to be found within: the Gospel of Agares, which teaches the Knight the ways of disrupting and destroying magical effects (such as destroying a warding barrier, countering a witch’s spell or unraveling the spell that creates a mystical abomination); the Gospel of Amon, which teaches the hunter to vex witches directly by tormenting them with demons and magnifying the witches’ own flaws; and the Gospel of Beleth, which teaches the dragon-slayer to poison the magical energy from which witches draw their power.

The Gospels themselves are holy texts, named for demons because each tells how Christ can allow a man to vanquish that demon’s hold on his soul. Each of the three Gospels is rated from one to five dots, each with a different power associated with it. A Knight of Saint George may never have more than five total dots in Goetic Gospels without going mad. If a player buys his character more than five dots, each dot above the fifth incurs a severe derangement (of the Storyteller’s choosing).

Thus, some choose to focus on a single Gospel, mastering its tenets completely, while others prefer to spread out and learn the basics of all three. Some go for broke and accept the madness that comes with power. Whenever a Goetic Gospel’s power calls for a character’s “Goetic Gospels” dots, use the total dot rating he possesses, not the dots assigned to the specific Gospel.

Likewise, experience point costs for Goetic Gospels are based on the total number of Merit dots the hunter possesses. Buying the fourth dot of Goetic Gospels costs eight experience points, whether that dot is the fourth dot of a single Gospel or the first dot of a new one.

Example: Sir Thomas has four dots in Goetic Gospels, with two assigned to the Gospel of Agares and one each to the Gospel of Amon and the Gospel of Beleth. When he uses the one-dot power of the Gospel of Beleth, What’s Mine Is Mine, the activation roll calls for his Presence + Goetic Gospels. He adds four dice to his dice pool for his Goetic Gospels rating, even though he only has one dot assigned to the Gospel of Beleth. Later, he decides to buy the fifth dot of Goetic Gospels and advance his knowledge of the Gospel of Beleth to two dots. This still costs 10 experience points, since he already has four total dots in the Merit. A Knight may reassign his dots through a period of meditation, prayer, and mortification of the flesh at any time. To do this, the Knight must spend one full night (from dusk till dawn) in seclusion, preferably in one of the order’s cloisters or at least an Anglican church, meditating on the Revelations and scouring his flesh with a “discipline.” The hunter must accept one point of lethal damage per dot of Goetic Gospels he wishes to reassign to another category.

= The Gospel of Agares = Many witch-hunters consider this Gospel to be the most “important” to their work from a practical standpoint, as it deals directly with the witch’s most potent weapon: her Dragon-gifted sorcery.

• The Lie of the Heart
Witches are cunning creatures, and they often boobytrap their lairs with defensive spells and magic alarms to warn them of intruders. A hunter must be able to avoid those pitfalls, and by focusing on his own sins of dishonesty, he can invoke a demon of falsehood from his own soul, whose lies shield him from a witch’s active spells. Cost: 1 Willpower Action: Instant Dice Pool: Wits + Goetic Gospels Roll Results Dramatic Failure: The hunter actually begins to believe the whispered falsehoods of the demon, which befuddles his mind. For the rest of the scene, he gains a single minor Derangement of the Storyteller’s choice. Failure: The hunter is unable to manifest the Lie of the Heart and thus cloak himself from magic. Success: The demon of deceit manifests from the hunter’s soul and whispers its lies to the world. The demon “tricks” active spells into not recognizing the hunter’s presence; any time the Knight would be affected by a spell that affects anyone in a given area (for example, trying to step through a warded door or into the area of a spell that curses any within its effect), compare that spell’s dot rating to the Knight’s Goetic Gospels rating. If the hunter’s Endowment rating is higher, the hunter does not suffer the effect. Exceptional Success: As above, but treat the hunter’s Goetic Gospels rating as one dot higher when comparing it to spell levels. This power does not actually counter or dispel the magic, it merely causes the hunter not to register to the spell. It likewise has no effect on spells cast directly on the Knight; only spells that would affect anyone in the spell’s area of effect. To use the Lie of the Heart, the Knight must be in a meditative state. The effect lasts until the end of the scene.

•• Crocodile Armor
According to the Goetic Gospels, the god-king Agares appears as an old man riding on a crocodile, carrying a goshawk on his fist. By meditating upon the crocodile as a symbol of his own sloth, the Knight calls forth a minor demon which can deflect the magic a witch hurls at him. Cost: 1 Willpower Action: Instant Dice Pool: Stamina + Goetic Gospels Roll Results Dramatic Failure: The Knight actually renders it easier for a witch to target him with magic. For the rest of the scene, any spell that directly targets the hunter gains the 9-again rule. Failure: The dragon-slayer is unable to summon the crocodile-demon to protect him. Success: The crocodile demon manifests itself to protect the hunter; for the duration of the scene, he gains a number of points of Armor equal to his dots in the Goetic Gospels Endowment. This armor only functions against spells or attacks made with enchanted weapons. Exceptional Success: The Knight’s power is so strong and sure that the armor persists until the end of the scene even if he loses his meditative state.

••• Agares’ Goshawk
By meditating upon his own wrath, the Knight conjures forth an ephemeral demon in the form of a goshawk that picks away at the threads of an existing spell, such as a mystic ward that prevents entry or a spell that imbues a weapon with preternatural strength, slowly but surely unraveling it.

Cost: 1 Willpower

Action: Extended and contested; each roll represents five minutes of meditation on one’s Goetic techniques. The hunter must score more successes than the witch scored on the initial casting of the spell.

Dice Pool: Manipulation + Goetic Gospels versus the spellcasting dice pool that cast the target spell

Roll Results

Dramatic Failure: The hunter’s Goetic knowledge is insufficient to overcome the power of the witch’s dragon-gifted magic. The unraveling attempt fails, and the goshawk-demon is banished back to the hunter’s psyche, ending the duration of the power. Any successes accumulated are lost. Failure: No successes are accumulated toward unraveling the spell.

Success: The hunter makes progress toward the destruction of the magic. When his total successes exceed those scored on the initial casting roll, the spell is destroyed and its effects end immediately. The witch who cast the spell knows the spell is no longer active, but does not gain any knowledge of how or why.

Exceptional Success: As above, but the witch who cast the spell remains unaware of the spell’s destruction.

To use this power, the hunter must be in a meditative state.

•••• Envy’s Barb
Though most would never admit it, many Knights of Saint George secretly envy the power witches possess. By channeling that envy into the manifestation of a Goetic demon, a vicious, barbed little creature that hates everything its creator doesn’t have, the hunter can undermine a witch’s power, countering a spell as it is cast. The demonic spirit recognizes the impending spell as the source of the hunter’s envy and latches onto it, feeding on the energy of that emotion like a hungry tick. Cost: 1 or Willpower, optionally 1+ points of bashing damage and 1 point of lethal damage Action: Instant and contested; successes are compared to the successes of the spellcasting witch. Dice Pool: Presence + Goetic Gospels, but for each point of bashing damage taken at the time of activation, the Knight gains +2 to this roll Roll Results Dramatic Failure: The hunter’s envy latches onto his own heart instead of the spell. The hunter suffers one point of lethal damage. Failure: More successes are rolled for the witch than for the hunter. The spell takes effect, though any successes on the hunter’s roll are subtracted from the total number of successes earned on the spellcasting roll. Success: The hunter’s player rolls more successes to activate this power than the witch’s player rolled to cast her spell. The spell is countered, completely nullified. Any side effects of casting the spell, such as Paradox, still occur. If the hunter so desires, he may augment this power by engaging in the practice of mortification of the flesh. Traditionally this is done with a small scourge called a “discipline,” but in the field any means of inflicting harm upon oneself will do. This enhancement costs the hunter one point of lethal damage (automatically inflicted as part of the activation), but the witch also suffers one point of lethal damage per success on the hunter’s activation roll beyond what was needed to counter the spell. (Mortification is also how the hunter incurs bashing damage to his own body at the time of activation to give him bonus dice to the Gospel’s roll.)

Exceptional Success: No additional effect beyond countering an extremely powerful spell. To use this power, the hunter must be in a meditative state.

If the optional point of lethal damage would be sufficient to break the Knight’s meditative state, this power still takes effect before the meditative state is broken. A Knight of Saint George may use this power even when it is not his turn in the Initiative count. He may not, however, use it if he has already acted this turn, and preemptively using the power costs him his action for the turn. He must know that a spell is being cast on him and must be able to see the caster, but he need not know the nature of the spell.

••••• Flagellant’s Denial
Mortification of the flesh is a powerful ritual to the Knights of Saint George. It provides them with a source of pride in their own righteousness, reminding them that their devotion is so much more than other men’s. By channeling that pride through the act of mortification, the hunter conjures up a mighty demon of pride, an avatar of the demon-king Agares himself which is greater than the pride of any mere witch. By breaking the magician’s hubris, the hunter denies her most potent weapons: her spells.

Cost: 1 Willpower per turn and 1-5 points of lethal damage (see below)

Action: Extended. Each roll represents one turn of self-flagellation

Dice Pool: Resolve + Goetic Gospels

Roll Results

Dramatic Failure: The hunter suffers a moment of crippling self-doubt as his Goetic demon masters him. The effects of this power end immediately, and the hunter loses all unspent Willpower points.

Failure: The hunter fails to bolster his own pride sufficiently to deny more potent magic, but he may try again next turn. Success: The hunter is able to channel his own pride into a tangible force that denies magic within his presence.

Exceptional Success: The hunter increases the maximum dot rating of a hindered spell by one, without paying an additional cost in lethal damage (see below).

Flagellant’s Denial works differently than most other extended actions, in that you aren’t aiming for a specified number of successes to complete the action. In effect, it’s more like a series of instant actions strung together to accomplish an effect. To use Flagellant’s Denial, the hunter’s player must inflict one point of lethal damage on himself (this is an automatic part of the activation action) and roll the power’s dice pool. If he succeeds, any one-dot spell simply ceases to function near the hunter.

Spells cannot be cast, the effects of active spells are suppressed, and so on. This effect persists within a radius of 5 yards around the hunter. The spells are not actually countered or dispelled; they simply refuse to function in the Knight’s presence. Once the Knight leaves the area, any suppressed spell effect is restored. The Knight may attempt to increase the level of spell he can suppress once per turn. To do so, he inflicts one further point of lethal damage on himself and rolls Resolve + Goetic Gospels. If he succeeds, spells of one or two dots are suppressed.

He may only inflict one point of damage and increase the suppressed spell’s dot rating once per turn. The Knight may stop mortifying his flesh at any time, but once he does so, he must spend another Willpower point if he wishes to resume. Flagellant’s Denial lasts for one scene.

Example: Sir Thomas and his cell face a coven of witches in an old mansion on the outskirts of Philadelphia. Thomas possesses five dots of Goetic Gospels now, all focused on the Gospel of Agares. During his first turn, he invokes the Gospel and begins to strike himself with a cat-o’-nine-tails, inflicting one point of lethal damage on himself. His player rolls two successes on the activation roll; any witch with a Gnosis of 4 or less cannot cast one-dot spells, and any one-dot spells already cast are suppressed. As his cell-mates distract the witches, Thomas attempts to increase the potency of the effect on his second turn. His player rolls two successes on the activation roll and scourges himself for another point of lethal damage; now any spell of two dots or less is suppressed. During the third turn, one of the witches goes after Thomas with a fire axe. Knowing he’s likely to take significant damage, Thomas elects to Dodge the attack rather than continue flagellating himself. Since Thomas has stopped actively invoking the Gospel, when his fourth turn comes around his player will have to spend another Willpower point to resume the process of the Flagellant’s Denial.

= The Gospel of Amon = Witches are vile, debased creatures, beset by demons of their own. This makes them easy prey for the mysteries of the Goetic Gospels, and Amon, Marquis of Hell, teaches the Knight to exploit the foibles of his foes to gain an advantage in battle.

While the Gospel itself, and the doctrine of the order, state that the following powers are used to weaken and vex witches, they actually (with the exception of the five dot power, Demon Prince of Nothing) work equally well against anyone, supernatural or mortal.

• Stolen Vice
The most basic knowledge of the Gospel of Amon allows a Knight to call forth a tiny demon of one of his own sins and send it forth to bedevil the mind of a witch, robbing her of the guilty pleasure she receives from her own wickedness.

Cost: 1 Willpower, 2 points of bashing damage (optional)

Action: Contested

Dice Pool: Manipulation + Goetic Gospels versus Resolve + Gnosis

Roll Results

Dramatic Failure: The demon turns on its creator; the next time the hunter regains Willpower from fulfilling his Vice, he recovers no Willpower.

Failure: The demon is unable to take hold upon the witch.

Success: The demon latches onto the witch’s soul and waits until she attempts to indulge her Vice. The demon steals the energy of that emotional rush, denying the witch the Willpower she would have gained. If the Knight chooses to augment the power by mortifying his own flesh and accepting two points of bashing damage, he receives the Willpower point instead. This cannot raise him above his normal maximum.

Exceptional Success: When the witch attempts to fulfill her Vice, not only does she fail to regain a point of Willpower, she loses one Willpower as well. This power lasts for 24 hours.

•• Maddening Whispers
From sin comes madness, says the Gospel of Amon. By calling forth a demon from the depths of his own wickedness and setting it upon his enemy, a Knight of Saint George can send madness into the mind of a witch, cursing her with strange compulsions and irrational thoughts.

Cost: 1 Willpower, 1 point of lethal damage (optional)

Action: Extended (number of successes equals target’s Morality, each roll represents 10 minutes of meditation)

Dice Pool: Composure + Goetic Gospels

Roll Results

Dramatic Failure: The hunter fails to master his demon and is afflicted by the very derangement he sought to inflict upon his victim.

Failure: The Knight makes no progress toward conjuring forth his demon.

Success: The Knight manifests a demon composed of his own wickedness and base urges. Once he has accumulated a number of successes equal to the target’s Morality or equivalent trait (Humanity, Harmony, Wisdom, etc.), the demon goes forth and attaches itself to the witch like a psychic parasite, whispering maddening thoughts into her mind.

The witch’s player rolls her current Morality rating; if she fails, she gains one mild derangement of the Knight’s choice. If she succeeds, she resists the derangement. This works exactly like the potential derangement that accompanies Morality loss.

If the Knight chooses to augment the power by mortifying his own flesh and accepting one point of lethal damage, the derangement inflicted is a severe one instead. The derangement (mild or severe) lasts for 24 hours.

Exceptional Success: The derangement lasts for a full week.

The Knight need not be able to see his target to invoke this power, but he must have a photograph, video, or other accurate likeness of the victim to work with. The Knight chooses both the derangement itself and the specific form it takes. For example, a hunter who curses a victim with a phobia might choose to give her a phobia of spiders or of heights. To use this power, the hunter must be in a meditative state.

••• Magpie Mysteries
According to folklore, the magpie is a covetous, greedy bird that snatches up anything that might catch its eye. By channeling his own greed into the creation of a Goetic demon, the Knight is able to send forth a spiritual servitor to steal a witch’s power from her.

Cost: 1 Willpower, 1 point of lethal damage (optional)

Action: Contested

Dice Pool: Dexterity + Goetic Gospels versus Composure + Gnosis

Roll Results

Dramatic Failure: The Knight loses his struggle with the demon-thief, and loses a point of Willpower to the struggle.

Failure: The mage resists the hunter’s attempt to steal her magic and the power has no effect.

Success: The hunter’s Goetic servitor overcomes the witch’s defenses. For the rest of the scene, the witch loses the ability to cast any spell from one Mystery to which she has access (excepting the Mystery of Lore). The Knight may choose which Mystery to steal, but he must know in advance that the witch is capable of invoking that Mystery to use this power.

Any spells from that Mystery the witch has already cast remain active, but she cannot modify or release the spells. If the Knight chooses to augment the power by mortifying his own flesh and accepting one point of lethal damage, the witch loses access to two Mysteries.

Exceptional Success: As above, but the Mystery remains “stolen” for a full day.

•••• Vicious Cycle
Sin calls to sin, and guilt can have a long and powerful memory. This application of the Gospel of Amon allows the Knight to call forth a demonic representation of his own sin and set it upon a witch, forcing her to relive her most shameful deeds.

Cost: 1 Willpower, 1 point of lethal damage (optional)

Action: Extended (number of successes equals target’s Morality, each roll represents 10 minutes of meditation)

Dice Pool: Presence + Goetic Gospels

Roll Results

Dramatic Failure: The Goetic demon conjured by this power turns on its creator. The hunter must immediately make a degeneration check at the same level as the most severe sin he has ever committed.

Failure: The Knight of Saint George fails to make any progress.

Success: The Knight creates a demonic being of pure wickedness and sets it on his target. The victim must make a degeneration roll at the same level as the most severe sin she has committed in her life. If she fails, she suffers a -3 penalty on all rolls and cannot regain Willpower by fulfilling her Virtue for the rest of the scene.

If the Knight chooses to augment the power by mortifying his own flesh and accepting one point of lethal damage, the degeneration roll is made as though for a sin one level worse than the target’s actual worst sin.

Exceptional Success: The power lasts for 24 hours. The Knight need not be able to see his target to invoke this power, but he must have a photograph, video, or other accurate likeness of the victim to work with. To use this power, the hunter must be in a meditative state

••••• Demon King of Nothing
The most potent and esoteric teaching of the Gospel of Amon, this power requires the Knight to mortify his flesh while meditating upon a kernel of pure nothingness deep within his soul. The Knight draws this nothingness out, and from it conjures a being the Gospel calls the “Demon King of Nothing.” This demon attaches itself to the target witch, infecting her soul and corrupting her magic.

Cost: 1 Willpower and 1 point of lethal damage, 1 additional point of lethal damage (optional)

Action: Contested

Dice Pool: Stamina + Goetic Gospels versus Resolve + Gnosis

Roll Results

Dramatic Failure: The Knight is unable to maintain his focus, and the invocation collapses around him. The mental effort of the calling drains him of all his remaining Willpower.

Failure: The hunter fails to overcome the witch’s defenses, and the power fails to take effect.

Success: The hunter earns more successes than the witch, and the Demon King of Nothing takes root in the witch’s soul.

For the duration of the scene, any spell she casts invokes Paradox, not just vulgar spells and spells that suffer a dramatic failure. Even if the witch’s Gnosis is less than 5, she suffers Paradox on all her spells. Should the hunter choose to augment the power by further mortifying his own flesh and accepting one additional point of lethal damage, all spells additionally suffer a -1 Vulgarity Modifier.

Exceptional Success: The effect lasts for 24 hours. The hunter must be able to see his target to use this power; a photograph or video will not do. To use this power, the hunter must be in a meditative state.

= The Gospel of Beleth = The Gospel of Beleth was discovered by the Knights of Saint George 45 years ago beneath a forgotten wing of an ancient temple in the Middle East. Its teachings are not yet fully understood by the order, but the Knights have deciphered three of the hidden Goetic teachings within its text, and scholarly dragon-slayers suspect there are yet more to be uncovered.

• Gluttonous Devourer
Gluttony is often an underrated sin in this day and age, but the Knights of Saint George understand its demonic influence and how it may be turned to righteous use. By meditating on the concept of gluttony and invoking the principles of the Goetic Gospels, the Knight conjures forth a ravenous imp that lives only to consume, and its food of choice is Source.

Cost: 1 Willpower, 1 point of lethal damage (optional)

Action: Instant

Dice Pool: Wits + Goetic Gospels; subtract target’s Resolve

Roll Results

Dramatic Failure: The imp gluts itself on its creator, consuming one point of Willpower.

Failure: The Gluttonous Devourer fails to take form.

Success: The spirit coalesces and battens itself onto the target witch, where it remains for up to 24 hours. As long as it remains attached to its victim, the spirit prevents the witch from generating or receiving Source. The Devourer consumes one point of Source per success rolled on the activation of this power, at which point it vanishes.

Should the hunter choose to augment this power by mortifying his own flesh and accepting one point of lethal damage, the witch finds even the act of attempting to generate Source physically and mentally exhausting; she loses one point of Willpower each time she attempts to generate Source.

Exceptional Success: In addition to being able to consume a prodigious amount of Source, the imp remains attached to its victim for one day per dot the Knight has in the Goetic Gospels Merit. The hunter must be able to see his target to use this power; a photograph or video will not do.

•• Servitor of Sloth
Sloth, like Gluttony, is often an overlooked Vice. It lacks the sexiness of Lust or Wrath, or the glamorous connotations of Envy, but in the hands of a Knight of Saint George, it remains a potent weapon. By channeling a demon of Sloth and setting it upon a witch, a Knight can force her to exert tremendous effort just to expend her energies and cast a spell.

Cost: 1 Willpower, 1 point of lethal damage (optional)

Action: Contested

Dice Pool: Intelligence + Goetic Gospels versus Resolve + Gnosis

Roll Results

Dramatic Failure: The hunter is overcome by his own sloth; for the rest of the scene he must spend an additional point of Willpower to activate any Endowment. If he cannot spend this Willpower in the same turn as the Endowment or Tactic (for example, if the ability itself costs Willpower), he must spend it in the turn immediately prior.

Failure: The Servitor of Sloth dissipates and has no effect.

Success: The Servitor of Sloth burrows into the witch’s soul, infecting the source of her power with a supernatural lethargy and general malaise. For the rest of the scene, whenever the witch spends a point of Source, she must also spend a point of Willpower. If she cannot spend this Willpower in the same turn as the Source (for example, if the spell she casts also costs Willpower), she must spend it in the turn immediately prior. Should the hunter choose to augment this power by mortifying his own flesh and accepting one point of lethal damage, the witch must succeed on a roll of Resolve + Composure as a reflexive action to be able to spend Source. This roll comes before the Willpower expenditure.

Exceptional Success: As above, but the effect lasts 24 hours. The hunter must be able to see his target to use this power; a photograph or video will not do. To use this power, the hunter must be in a meditative state.

••• Poison Baubles
Most witches aren’t content to merely gather Source when they require it; they harvest it and store it diffused throughout their flesh and blood. Most describe it as a pleasantly warm sensation — like having just drunk a glass of fine brandy. Through an intense period of mortification designed to foster a white-hot wrath, the Knights of Saint George can send forth a demon from the depths of their mind to poison the Source a witch stores within herself, inflicting savage pain upon the victim.

Cost: 1 Willpower and 1 point of lethal damage

Action: Contested

Dice Pool: Presence + Goetic Gospels versus Stamina + Gnosis Roll Results Dramatic Failure: The hunter’s wrath backfires and turns on him. He suffers one point of lethal damage per point of remaining Willpower.

Failure: The witch receives more successes than the hunter, and the power fails to take effect. Success: The hunter receives more successes, and the demon of wrath seizes the Source that circulates through the witch’s body, turning it to a deadly poison. The witch suffers one point of lethal damage per point of Source she is currently storing, to a maximum amount of damage equal to the hunter’s dots in Goetic Gospels.

Exceptional Success: In addition to suffering damage, the witch loses one point of Source per dot the Knight possesses in the Goetic Gospels Merit. This power may only be used on a given target once per scene. The hunter must be able to see his target. To use this power, the hunter must be in a meditative state.

GOETIC SPIRITS GOETIC SPIRITS
The Goetic Gospels Endowment allows the hunter The Goetic Gospels Endowment allows the hunter to conjure up demonic spirits from the depths of his to conjure up demonic spirits from the depths of his own psyche to affect the world. Most of the time, that’s own psyche to affect the world. Most of the time, that’s just flavor text; mechanically, the powers function like just flavor text; mechanically, the powers function like those of any other Endowment. those of any other Endowment. Sometimes, though, the actual existence of these Sometimes, though, the actual existence of these spirits matters. Some witches, werewolves, and even spirits matters. Some witches, werewolves, and even other hunters have the supernatural ability to detect, other hunters have the supernatural ability to detect, destroy, or even command spirits. When such a being destroy, or even command spirits. When such a being interacts with a demon created by Goetic Gospels, use interacts with a demon created by Goetic Gospels, use the following rules as guidelines: the following rules as guidelines:

• Goetic demons are completely mindless, they have • Goetic demons are completely mindless, they have no will or abilities other than to inflict the effect of a no will or abilities other than to inflict the effect of a Goetic Gospels power on their designated target. Goetic Gospels power on their designated target.

• Goetic demons may be controlled, damaged, or destroyed by any power or effect that affects demons or destroyed by any power or effect that affects demons or spirits. Assume that, for game purposes, the demon’s spirits. Assume that, for game purposes, the demon’s Attributes are all equal to its creator’s dots in Goetic Attributes are all equal to its creator’s dots in Goetic Gospels. Gospels.

• A Goetic demon lasts only as long as the power’s duration. Powers that detect spirits can reveal the duration. Powers that detect spirits can reveal the creature hovering around the power’s target. creature hovering around the power’s target.

• A Goetic demon exorcised, abjured, or otherwise forced to abandon its target dissipates into nothingness forced to abandon its target dissipates into nothingness immediately. It cannot survive without its target to give immediately. It cannot survive without its target to give it purpose. it purpose.