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.