This is a world of order. Of peace.
Every part working as intended, a well-greased machine thumming away the eons.
Except when some vile force of darkness comes along and mucks it up.
Of course, the machine has its own smaller machines to fix the mess, so it generally works out in the end.
Well long story short when something too vile for humans to combat arises, the people turn to their designated heroes, the Vessels. Who are pretty much just sacrificial lambs for you, the minor angels, who do all the actual work.
Name:
Personality:
Additional Information: Optional
Vessel: None yet
Rank: Force, Instrument, or Servant
Aspect: What you choose as aspect depends on rank. see rules
Weaponry: Precision and strength when wielding all weapons and when fighting unarmed.
Grace: Balance, coordination, speed, movement, dodging.
Resolve: Control, restraint, coping with your vessel's imperfect biology.
Logic: Intuition, reasoning, learning.
Voice: Speech and interaction with others.
Powers:
VESSELS
Vessels are humans carefully nurtured to be sacrificed as bodies for angels to inhabit in times of crisis. When a problem arises which requires angelic intervention, several Vessels undergo a ritual which calls down lesser angels, which acquire the bodies of the vessels and retain them to perform tasks in the material realm until the Vessel dies. While being inhabited by an angel, a vessel remains alive and semi-conscious, and can communicate with the angel. Should the vessel die, the angel would leave the material realm and return home unharmed. If an angel decides to leave its vessel early, the vessel dies instantly. Groups of low ranking angels headed to the material realm are generally not given any information on the vessels they will inhabit beforehand, to avoid competition for the "best" vessels.
RANK
Force: A primal force, barely under God's control. Forces are both powerful and dangerous, and thus have no rank among angels. All other angels outrank Forces, if they dare to confront them. Forces are utterly alien to humanity, and their erratic behavior and tendency to speak in allcaps makes them both unpopular with humans and unable to pass off as human for long.
Instrument: Instruments are mechanical and subservient to God and the higher ranking angels. Little more than tools created for some specific purpose, they often struggle with creativity and communication. While some Instruments are crafted for the purpose of thinking or speaking with humans, they still often take blunt and inflexible approaches to such problems.
Servant: Perhaps the angel rank closest in behavior to humans, Servants are also the highest ranked angels able to take a vessel. While still utterly subservient to God and higher ranked angels, Servants are allowed some degree of freedom and creativity in how they accomplish their given goals. Servants are in some ways weaker than Forces or Instruments, but are well suited to interacting with humans and supervising lower ranked angels.
Observer: The next rank above Servant, Observers are frighteningly powerful. If one were to attempt to take a vessel, the massive forces involved would allow the Observer to directly manifest in the material realm. Permanently. The Observer's mere presence in that realm would tear asunder time and space itself, causing a disaster on an unprecedented scale. As such, Observers tend to observe and not interfere directly.
Supervisor: The next rank above Observer. Supervisors are tasked with both directing Observers and directly monitoring various aspects of the world's state. It is by these being's scrutiny and subtle adjustment that the world's forces remain in balance.
Advisor: There are seven Advisors, who physically form the structure of the world itself. These beings are so impossibly powerful that the slightest movement from any of them would utterly destroy the world.
ASPECT
The Aspect is the core element of an angel, something which forms that angel's underlying essence. When exposed to their Aspect, an angel becomes stronger, and angels find it very easy to deal with matters which pertain to their Aspect.
When an angel makes a roll for something closely related to their Aspect, the result is always 5.
A Force whose Aspect is Flame starting a campfire in a rainstorm, an Instrument whose Aspect is Wolf enlisting the help of a wolf pack, or a Servant whose Aspect is Anger calming down an enraged human.
Energy type for Force / Animal for Instrument / Emotion for Servant
SKILLS
Force: Skills start at FRACTURED. You may distribute 7 points among your skills, with each point invested in a skill bringing it up by one level, up to UNERRING.
Instrument: One stat of your choice is UNERRING. Two stats of your choice are PROFICIENT. The remaining two are FlAWED.
Servant: Skills start at FLAWED. You may distribute 5 points among your skills, with each point invested in a skill bringing it up by one level, up to ANGELIC.
Weaponry: Precision and strength when wielding all weapons and when fighting unarmed.
Grace: Balance, coordination, speed, movement, dodging.
Resolve: Control, restraint, coping with your vessel's imperfect biology.
Logic: Intuition, reasoning, learning.
Voice: Speech and interaction with others.
FRACTURED: lower of 2d6
FLAWED: 1d6
PROFICIENT: higher of 2d6
ANGELIC: highest of 3d6
UNERRING: always 5
POWERS
Powers can be used at any time and have no resource limitations. Angels don't give a crap about mana or whatever.
Force: 8 Power points.
Instrument: 7 Power points.
Servant: 5 Power points.
Each power has multiple levels to it, and each level costs 1 Power point. Higher levels of a power do not necessarily grant all the benefits of the lower level versions of that power. For example owning Omniscience does not confer the benefits of the Insight Power. You cannot buy multiple levels in the same power. For example it is impossible to have both Immortal Coil and Miracle.
1: Sacred Arms: Summons your angelic weapon, a perfect instrument of violence. The weapon can take any form you choose. After the first time the weapon is summoned, the weapon's form becomes bonded to your vessel and you will be unable to summon the weapon in any other form until your vessel's death.
2: Divine Weaponry: Functions as Sacred Arms, except you may summon an unlimited number of weapons simultaneously and your vessel does not become bonded with any one weapon form.
1: Abjure: Nullifies any one attack directed at you, at the cost of your turn.
2: Ward: Functions as Abjure, except it projects a field of protection which can cover your allies as well.
3: Holy Armor: Functions as Abjure, Except it does not cost your turn to activate.
1: Uncanny Flesh: Your flesh crawls and twitches unnaturally. Any injuries you sustain will heal at a greatly accelerated rate.
2: Plasticity: Your flesh is rubbery and smooth to the touch. You don't bleed or feel pain, and organ damage does not inconvenience you.
3: Holy Flux: Your flesh is constantly shifting into new forms. If you take the time to focus, you can direct this flux, transforming your body into a different form.
4: Flesh of God: Your flesh holds no solid state, constantly changing to suit the circumstances. You can change your shape extremely quickly, including mid-attack.
1: Immortal Coil: You cannot die. Whenever your vessel sustains a lethal wound and perishes, it will come back to life a moment later. Any damage that the vessel took remains, and the vessel cannot revive if its body is completely destroyed.
2: Miracle: You can perform a healing miracle on someone else, which heals all wounds, cures all illnesses, and brings the dead back to life.
1: Transpose: You briefly take on an ethereal form, allowing you to pass through walls or other solid barriers.
2: Blink: Instantly teleports you from one place to another, within a small radius. Can be used in rapid succession.
3: Radiant Step: You very quickly move from one place to another in a flash of light, damaging whatever you pass through and creating an explosion of light at the destination which harms unholy creatures.
1: Unerring Vision: Your perception is perfect, giving you absolute access to all sensory information that the vessel can provide.
2: Insight: Your divine perception gives you insight into other's thoughts just by looking at them.
3: Omniscience: You are perfectly aware at all times of all physical objects within a moderate radius.
1: Word of Faith: You speak holy truth, which the pure recognize as proof of your divine origin, and which causes pain to unholy creatures.
2: Command of Faith: You speak a command which forces all those who hear to obey.
1: Silence: Inflicts an aura of silence over the target preventing it from making any sound and stifling any magic on the target.
2: Hidden Divine: Causes you to become invisible.
1: Fiery Mote: Throws a projectile of divine flame, which can cause minor damage and start fires.
2: Smitebolt: Launches a bolt of holy energy which causes major damage to whatever it hits.
3: Killing Word: You speak a holy word which causes the target to die.
4: Purification: The most powerful holy attack, creates a massive beam of holy energy which purifies and destroys whatever it collides with.
1: Animism: You are able to sense the spirit inherent to every object, gaining insight into their mood, memory, and nature.
2: One With Nature: You are connected to all living things. You can speak to animals and plants, and can ask them to assist you.
1: Element Attune: You are able to manipulate an element. Allows you to move and control Fire, Water, Air, or Earth. The first time you use this to manipulate an element, that element becomes bonded to your vessel and you cannot manipulate other elements until your vessel's death.
2: Atom Barrage: Allows you to use elements to attack, crashing the element into the enemy with great force. Like Element Attune, the first time you use this power, the chosen element becomes bonded to your vessel.
3: Element Master: Functions like Element Attune, except that your vessel does not become bonded with any one element.
1: Angelic Descent: When in the air, you can slow your fall to a glide, ensuring you land safely.
2: Celerity: You move swiftly and skillfully through the environment, running and leaping off of walls, performing flips, and sliding under obstacles.
3: Glorious Flight: You can fly through the air with the grace of a bird.