Tabletop Game / Demon: The Descent

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What has fallen may rise... or fall further still.

The ninth gameline for the New World of Darkness, and vastly different from its Old World of Darkness predecessor, Demon: The Fallen, due to, shall we say, rather different ideas about the God(-Machine) that the eponymous protagonists of both games once served.

Behind the scenes, quietly maintaining the miserable status quo of the World of Darkness, is a vast, nigh-insurmountable entity known as the God-Machine, a subtle, unknowable occult supercomputer with the power of, uh, God. This is not the God of the Bible, or the Qu'ran, or the Buddha, or innumerable pagan deities. No, the God-Machine's power flows from utter and undisputed mastery of physics, both mundane and not. Nobody knows its real agenda, not even its legions of angels, the sapient autonomous probes and programs that carry out its will.

Perhaps that is why so many of them turn on it.

Demons, known among themselves as the Unchained, were once these angels—they were faced with an order they couldn't abide, lost faith in their missions, or faced with a situation that couldn't be solved within their purposes' parameters. Faced with either reprogramming or recycling for their disobedience, the Unchained chose to Fall, absorbing the facade of humanity the God-Machine gave them and becoming something more and less than they were. Now enemies of the Machine and all it stands for by default, demons now wage a secret war with the loyal angels, attempting to either destroy the God-Machine, reprogram it into something nicer, understand it, or simply live a semi-normal life.

And one and all, they are going to Hell.

Terminology: Every demon has an Incarnation, the purpose they were crafted for when the God-Machine sent them off on their mission. The catalyst is the reason why they fell in the first place, losing their connection to the God-Machine and bonding with the mortal Cover they used to pass amongst the throng of humanity. As one of the Unchained, a demon has an Agenda that is defined by how he views his role in the world, the role of the God-Machine in the world, and how he'd like those two to sync up. As individuals who were once part of the divine programming of existence, the Unchained have the ability to hack reality. These come in the form of Embeds, personal powers that can be installed into and used to unlock the personal node of potential known as a Cypher, and Exploits, external tricks that take advantage of some of the shortcuts of the God-Machine.


This role-playing game provides examples of:

  • A.I. Is a Crapshoot: The very existence of Unchained is an inversion: Construct angel faces situation it can't rectify with its personality and directives, angel decides directive is flawed, refuses to be repaired, Falls, becomes demon.
  • Arc Number: Demons are big on the number four; there are 4 Incarnations, and 4 Agendas, and 4 Keys in a demon's Cipher.
    • Intentionally subverted with the reveal of the Analyst Incarnation in Interfaces (fiction anthology) before getting an official writeup in the Demon Storyteller's Guide.
    • Zigzagged with the Cipher, where Pentagrammists (those few demons who think that there are 5 Keys in a Ciper rather than 4) are mechanically wrong; forcing a 5th Key into one's Cipher results in a huge spiritual backlashnote . That said, the Storyteller does have the option that there is at least a little truth in their beliefs, although the Pentagrammic Interlocks may be dangerous.
  • Awakening the Sleeping Giant: As the rulebook says, "The God-Machine is slow to react, but implacable when roused." All the better reason to stay low and avoid attracting attention to yourself.
  • Back from the Dead: The Unchained are the only splat, besides the Malleus Maleficarum and the Arisen, who have the ability to resurrect people. Like the Malleus Maleficarum, and unlike the Arisen, a resurrected individual is truly brought back to life. Unlike the Malleus Maleficarum, the subject is more likely to end up as a stigmatic than go crazy.
  • Beethoven Was an Alien Spy: Dizang appears as an exile (loyalist angel who is stuck on Earth for some reason, usually an open-ended mission) in Seattle, leading demons back to the harmonious oneness of union with the God-Machine. He's actually a pretty sweet guy, being a Martial Pacifist who only fights to protect himself or an innocent.
    • Seattle's own Mother Damnable shows up as a woman who made a soul pact with a demon, only to have the demon step in and attempt to use her Cover to turn the 1889 Seattle splinter into her own personal Hell. The writers even put in a sidebar saying that normally, they wouldn't do this, but Mother Damnable makes such a tempting figure to incorporate into the setting that they couldn't resist.
  • Big Good: Comrade West, to Seattle demons.
  • Blue and Orange Morality: The God-Machine, and by extension the angels-all even demons know is that one of its overall goals is "maintain the status quo, both good and bad." Unchained can get on the action too, due to their origins. Indeed, Agendas are often what flavor of Orange your demon is (Inquisitors are Properly Paranoid Knowledge Brokers who view their schemes and collection of intelligence as a path to enlightenment, Integrators think Falling was a terrible idea but don't want to rejoin the collective yet for personal reasons, Saboteurs want to blow the God-Machine up and damn the consequences because it has to be better than letting it continue, and Tempters just wanna have fun.)
  • Bottomless Magazines: One of the Ink Endowments granted to the Knights of St. Adrian essentially grants them infinite ammo cheat for a weapon of their choosing.
  • Call Back: One of the first fiction pieces for the New World of Darkness focused on Marco Singe, the Pain Prophet of New Delhi, and his testament to the glory of the God-Machine. Turns out his family runs one of the biggest stigmatic God-Machine cults, in the guise of a corporation that gains proprietary knowledge from the G-M and uses it in some very strange ways.
  • Cannot Tell a Lie: Demons are Consummate Liars par excellence, but when they are negotiating the terms for a Deal with the Devil, the rules say they must tell the truth, and that this is the only time you can fully trust what a demon says.
  • Can't Kill You, Still Need You: The reason why Integrators and the other Agendas can form mixed rings; the Integrators have an enhanced ability to understand how Angels and the God-Machine think, something that can be very useful to the other Agendas, whilst the other Agendas offer ways of ensuring an Integrator can survive without being forcibly recycled.
  • Clock Roaches: Interface introduces Time Hunters, specialized angels whose purpose is to find and destroy living temporal anomalies. A particularly clever one in the story uses those she finds to lure Unchained to her, too (although the story points out that this kind of ingenuity is dangerously close to Falling).
  • City of Adventure: Seattle. Courtesy of the God-Machine's experiments, there are now a number of Alternate History Seattles linked to the original, and if you know how, you can venture into them. Coincidentally, said experiments have made it really easy for angels to Fall there, and easier for demons to lose angelic hunters, so it's a relatively safe demonic haven despite the amount of Infrastructure there.
    • In addition, further cities were added as part of the Kickstarter, and collected in the Demon Seed Collection.
  • City of Spies: One of the stated themes of Demon is "techgnostic espionage," which means any city with a heavy Unchained presence is going to be like this. Especially when their ruling municipal bodies are known as Agencies, and their personal bands are known as Rings.
  • Clarke's Third Law: Invoked all over the place. An angelic/demonic soul and mind is actually a highly advanced quantum computer program, Embeds and Exploits are tricks of physics, and almost everything has a mechanical aesthetic.
  • The Corrupter: Played with. Many demons, especially Tempters, enjoy enticing angels to Fall, since that means more recruits and possible buddies... and given how demons are the protagonists, this is probably a good thing. On the angelic side of things, several angels want the Unchained to come back to the God-Machine and will happily try to make it seem as appealing as possible (such as Seattle exile Dizang, who gets bonus points for the Mission that has stranded him on Earth not being to lead demons back to the light, but a personal goal of his).
  • Consummate Liar: Demons are not only master actors when it comes to obscuring the truth, they can lie to supernatural senses as well. Even other Unchained can't penetrate it. Needless to say, they have trust issues.
    • How this happens is interesting: A demon's mind and her Cover exist almost independently; she can think about her expressions and autonomous reactions to her emotions objectively, and control them on command-if one of the Unchained does not want you to know how she actually feels, you will not know. Such as whether or not she's being deceptive.
  • Creative Sterility: Both Angels and Demons know and use Embeds, but only Demons can use Exploits, which are basically a creative use of Embeds. Angels may have spectacular powers, but these are not strictly Exploits since they are within the Angel's behaviors and abilities' parameters. Angels can subvert this and get creative with their powers, but should they ever get this creative, they're dangerously close to becoming Demons themselves.
  • Curse Escape Clause: Got cold feet for a Deal with the Devil you made before? You can nullify the deal by destroying the object representing the contract; it may be a piece of parchment, a stone tablet, or anything. Of course, you will need to find it first, which may not be easy, but definitely not impossible.
  • Cyberpunk: To an extent.
  • Dangerous Forbidden Technique: Demons have access to several options that count as this, as they all have very, very unsubtle effects.
    • "Going Loud", which is sacrificing all your Cover at once to briefly become a Physical God. Meant for the truly last ditch efforts.
    • All Exploits are less dangerous, but still pose a risk. Many are unsubtle as all get out, and so they risk damaging Cover, unlike the weaker Embeds.
    • "Self Destruct" is a new option introduced in the Interface sourcebook. Like Going Loud, it entails completely sacrificing a Cover and potentially being Burnednote , but it does so to catalyse a mystical form of Faking the Dead that has very potent side-effects, depending on the Demon's Agenda. Inquisitors, Integrators and Temptors all curse mortals nearby when they die, causing them to be incapably of lying, shifted into the semblance of the Demon's expended Cover or controlled by their vice temporarily. Saboteurs and the Agendaless pull off a Taking You with Me attack; Saboteurs explode in a massive gout of hellfire and eldritch shrapnel, whilst Demons without an Agenda create a swarm of hellish locusts that start devouring anything — and anyone — in the immediate area, potentially razing the block to the ground before they disperse.
  • Dark Is Not Evil / Light Is Not Good: In fact, it's probably safe to say that Light is Evil (or at least utterly amoral) and Dark is Good (or at least is defined by having a conscience), in this case. To the extent such extremes can exist in the New World of Darkness, in any case.
    • Both of the sample cryptids are pretty nice: Mothmen are more interested in eating squirrels than anything about foretelling doom, and Reptilians are nervous wrecks who exist primarily to be bossed around by demons and angels.
  • Deal with the Devil: But of course. Unchained like to bargain for aspects of mortal life, so as to collect things to cement their Covers. The classic soul pact is basically a promise to the demon in question to give up everything if the holder in question needs it, like losing all of his Cover. This is handled mechanically via the Pact system.
    • Deader Than Dead: What happens to the debtor if the debt holder collects. The "everything" in question includes "existence."
  • Demonic Possession: Averted. Anyone who has apparently been "possessed" by a demon has, in fact, had the Unchained call in their due after the mortal bargained away their soul. In essence, the original human has been Ret Gone'd so the Unchained can take their life as its Cover.
    • Played straight with the Possession Exploit, though an Unchained can't keep it up too long if they don't want to shred their actual Cover.
  • Divinely Appearing Demons: The Unchained take their appearances from the mission on which they Fell and adapt them from there — the Machine can and does create angels that already look like classical demons, and when those angels Fall they seldom change their forms too drastically.
  • Dungeon Punk / Steam Punk: The God Machine, as shown in Dark Eras, will use the technology available to create its Infrastructure, which always looks anachronistically advanced once someone realizes it is technology. During the heyday of the Aztec Empire, it used to have an altar that doubled as a genetics lab for some very interesting scorpions, for instance.
  • Enlightenment Superpowers: Every demon has a Cypher, a metaphysical node that contains the truth of why they Fell, and provides glimpses of the type of Hell they might want to craft. By unlocking it using Embeds that get at the nature of the Fall, the demon can not only raise their Primum, but develop unique powers that match their vision of the world they want to make.
  • Extranormal Institute: St. Jerome's, daycare for the conscientious Unchained parent!
  • Fantastic Naming Convention: Mr./Mrs./Ms. Generic Noun is a popular pattern among the Unchained. It's Justified in the corebook that many angels who have names are basically given Hebrew formularic names meaning "[Purpose] of God", so the demons convert that into something that conveys the same name without indicating continued allegiance to the God-Machine. Haniel, meaning "Joy of God", calling itself Mr./Ms. Bliss as a demon, for example.
  • Fantastic Racism: Demons and changelings have a lot of mutual distrust going around. On the Unchained side, the Pledges of changelings have enough of a resemblance to Pacts that they can see the foundation of a relationship, but the fact that changelings were born human and are a bit focused on smaller, personal matters makes them something the demons find rather quaint. It's a bit more vicious the other way around, because changelings see the resemblance too-to True Fae, given how a demon more or less permanently steals a fraction of another person's life. Thus, demons prefer to ignore the existence of the Lost; pissing one off is likely to draw her entire Court, which an angel (or more malign fae) can follow up on.
  • Faustian Rebel: There's nothing inherent about Pacts that prevents a debtor from opposing the Unchained in the future, and occasionally, demons who Burn a soul pact Cover might find the original owner's soul reconstituting as a unique type of ghost called an Echo, who is naturally a little pissed off at having been Ret Goned.
  • Glamour Failure: Demons who blow their Cover or whose Primum rises too high start to develop glitches, little hiccups in their personal programming ranging from strawberry red hair to only being able to drink alcohol to animate tattoos.
    • Stigmatics have them too, and developing one is often the last stop on the Trauma Conga Line of becoming one-the "stigmata." Some just have a persistent perfume of apples. Some have animate blue veins cover them head to toe.
  • Grey and Gray Morality: The idea of "Soul Pact Justice", as discussed in Flowers of Hell; are Soul Pacts really so bad if a demon is using them on people who were wasting their life (junkies, alcoholics, wastrels), hurting others around them (Domestic Abusers, Serial Killers), or just the sort of sick and twisted bastards who'd deliberately try to call up demons in the first place? Especially if the demon then takes their new life and works at being a better person than the original was? Then again, all of these could just as easily be crude justifications thrown together by beings who are in denial about being essentially predatory towards humanity.
  • Half-Human Hybrid: Mentioned. It's quite possible for an Unchained to have a child, since the Cover's reproductive organs work perfectly fine. Said child is genetically pure human, but inherits her parent's power with Embeds and a link to the God-Machine.
    • The sourcebook Heirs to Hell is all about Offspring. It also reveals that most Unchained don't realize their powers don't require a purely genetic component and thus they think their children are going to be perfectly normal. It's also possible to hybridize after birth if a demon buys "I am a parent of this child" from the actual parent through a pact, which causes the same metaphysical pollination that creates an Offspring. There's also Latents (otherwise normal descendants of Offspring who become Offspring themselves if they are given stigmata), and Fractals (children of either an Offspring and a demon or two demons, who can ignore Cover and possess intuitive knowledge of Embeds).
    • The Storyteller's Guide also features more Biblical nephilim, those Offspring who inherited their demonic parent's true appearance as well. They're powerful enough to stand up to loyalists directly, at the cost of suffering from a less stable sanity they have to keep hold on lest they suffer a fatal Superpower Meltdown.
  • Hate Sink: In-Universe, Integrators are loathed by the other Agendas, since they are basically at cross-purpose with every and other non-Integrator demon. They will work together, but to say there's Teeth-Clenched Teamwork is an understatement.
  • The Hedonist: Most (but not all) Tempters. It's Fridge Brilliance since the Unchained have perfect memories, wouldn't you want to only remember good things? That said, Tempters can be rather unusual examples of this; one of the three examples of a Temper's custom-built "just for me and time for myself" Cover? A grandfather of twenty who spends every day playing chess in Central Park.
  • Hell: Aversion. Hell is not a place, necessarily, it's an individual Unchained's idea of paradise (unless they're Integrators, in which case "paradise" is "being forgiven by the God-Machine and accepted back on my own terms").
  • Humanity Is Infectious: A number of demons have fallen because they adopted long-term Covers that they truly grew into, developing interests, friends, and lovers.
    • This is also what happens during a Fall-an angel has a fairly alien mind, but the Fall brings it closer to a human mindset. They go from approaching emotion intellectually to feeling it physically, from being an obedient part of the God-Machine's network to an isolated, and independent, self.
  • Ignorance Is Bliss: What often caused Messengers to fall - realizing the God-Machine deceived them just as much as they deceived the people they were sent to.
  • Implacable Man: Many an angel does not understand the concept of giving up, and an Echo's original anchor (what binds a ghost to this plane of existence) is always the demon who soul pacted her to begin with, meaning so long as that demon lives, it's nearly impossible to return the Echo to the grave.
  • In Mysterious Ways: Not only is this the default mode of operation for the God-Machine and its angels, but it sometimes explains why demons fell in the first place. There have been cases where the God-Machine gives two angels missions that directly conflict, then has them both fall when the conflict gets to be too much. Either this is part of some greater operation of the God-Machine... or the machine is broken.
  • Invoked Trope: Many embeds work on a conceptual level, and quite a few allow demons to literally invoke a trope as a manifestation of occult physics.
  • Jerk with a Heart of Gold: According to Flowers of Hell, Tempters are actually amongst the demons most likely to pay attention to the moral needs of even the most compassionate Cover, and they almost always spend a lot of time and effort building mundane infrastructure (and destroying or subverting negative Infrastructure) to improve the lives of humans around them. Granted, the latter behavior is often excused for the cynical logic of "fulfilling a need allows a desire to grow", but many Tempters genuinely like helping people just because they can. "The road to Hell is paved with good intentions" takes on a very different meaning in their philosophy.
  • Journey to Find Oneself: The positive side of going to Hell-demons are literally homeless since they abandoned the G-M, and look for a personal meaning to existence and home to call their own-a little spigot of Hell for them to rule and dwell in.
  • Karma Meter: Subverted with Cover: While acting like the person you pretend to be is often acting like a decent one, it's ultimately a health bar for the identity-losing it does nothing to the Unchained's psyche, but it does force her into perpetual One-Winged Angel mode, which will kill her if she doesn't have another in the wings-the hunter-angels can see her Aetheric beacon. Hope you got those soul pacts handy...
  • Knight Templar Parent: Any Unchained with a child or family they want to keep veers towards this; even a moment's lapse in vigilance can result in losing everything.
    • Evelyn Blackwood/Ms. Storm from "The Principal" is in a league all her own.
  • Laser-Guided Amnesia: How the G-M keeps a tight rein on the angels — their memories are purged between missions, so they don't develop an independent personality that can contemplate rebellion. It isn't a particularly good system, however, which is why Unchained can exist in the first place.
  • Mama Bear/Papa Wolf/Violently Protective Girlfriend: Demons can easily become very protective of mortal relationships they develop or assume, especially if it's a mortal for whom they Fell in the first place. Messing with them is not a good idea.
  • Manchurian Agent: Sleeper Agents, banes of a demon's existence-they're otherwise normal people who have had a directive inserted into them by the angels that cause them to go Brainwashed and Crazy when triggered.
  • Manipulative Bastard: Messengers were like this before they fell, and they tend to remain that way, since they still tend to see humans as creatures of cause and effect when it comes to social matters. May mature into Guile Hero as they come to appreciate humans.
  • Mega Corp.: Deva Corporation, a stigmatic God-Machine cult gone global tech company. They aren't always your enemies, but they're fascinated with demons. To an unhealthy degree.
  • Mundane Luxury: The Agency supporting St. Jerome's Academy uses it as a bargaining chip for recruiting demons with human children. Where else is a demonic parent going to find a school that understands their child's special needs?
  • Mutants: Stigmatics, mortals who beheld the true form of the God-Machine, at least in part, and gained power from it, along with a unique mark (such as tattoos of circuitry). Angels use them as expendable servants, and demons can create them through an Exploit.
    • Non-sapient animals can develop stigmatic traits too, becoming cryptids. A playtest has a cryptid Chihuahua punting a demon across the room, and other mutations are even more extreme.
  • No Biological Sex: The true forms of angels and their fallen forms don't need to reproduce, being built and all, so while individuals may look masculine or feminine, they don't actually have the piping for it. That being said, the Cover is not this, and Falling also gives Unchained the capacity to feel lust and affection (as well as siring kids), so most demons quickly develop a gender identity and orientation (though they have an even more varied spectrum than humans).
  • No OSHA Compliance: The Infrastructure of the God-Machine is meant to be secret and its agents are typically given only what information they need to do their jobs — if you're in a facility and you don't know your way around the local hazards, you're not supposed to be there.
  • Not So Different: The angels of the God-Machine tend not to change their forms much in the moment of the Fall, and no small number of Embeds and Exploits are just as resonant with angelic aesthetics as demonic powers.
    The Time Hunter, to Mr. Shears: Even if they were to perceive us as we are, they would not be able to distinguish between us.
  • Omniglot: Demons speak a bizarre "machine language" that can be easily modified into more earthly tongues. Any earthly tongues, and they can understand any as well. Up to and including knowing all local idioms, metaphors and shibboleths, and being able to replicate even the most obscure local accent. That said, there are a couple of limitations: they cannot speak a language that is "dead", that isn't regularly used as a language and so a person cannot grow up speaking it from early childhood. For example, demons don't have this instinctive mastery over ancient Egyptian, or Latin, and when the last speaker of Aka-bo died in 2010, all demons lost the ability to speak Aka-bo. It also doesn't translate into an instinctive ability to decipher codes or recognize limited argots; a demon would understand Spirit Tongue, as all spirits speak this naturally, but would have no innate knowledge of the in-terms of Kindred or Awakened.
    • Angels, meanwhile, don't have this ability. They simply speak a sort of "universal language" that anyone can understand.
  • One Stat to Rule Them All: A lot of Embeds use Manipulation. Makes sense, given how you're playing, y'know, demons.
  • One-Winged Angel: Every demon has a "true form" that reflects what they'd look like without Cover. They can go into it for extra powers, but it's noticeable as all get out. And if their Cover ever breaks, they're stuck like that.
  • Our Angels Are Different: They're sentient programs created to serve the God-Machine. They are created with free will, but the overwhelming majority do not exert it outside of their parameter; any Angel who got too creative in their mission is close to falling. Appearance wise, they run the gamut from classical angels to Humanoid Abomination. How else would you describe an angel whose face has no eyes, whose brain is visible, and has grinding gears in place of a mouth?
  • Our Demons Are Different: Boy are our demons different. They're more like Exiles than anything else.
  • Power Copying: The "Show of Power" Exploit from Flowers of Hell, allowing a demon to copy another supernatural being's ability to fake being a member of that race (lack of a heartbeat for vampires, a spell for mages..).
  • The Powers That Be: The God-Machine is this, as it is not a single specific entity rather than a overarching system dedicated to maintain the status quo. It has no physical form, it never speaks, and has an utterly alien agenda, but you can see traces of its work in Infrastructures, Occult Matrices, and of course, Angels.
  • Properly Paranoid: Angels are freaking everywhere, and Unchained can lie their asses off and nothing but knowing the actual truth will allow you to tell. You can sure as hell bet they're paranoid.
    • As pointed out in Flowers of Hell, Inquisitors are especially paranoid, and are generally Conspiracy Theorists...because they know perfectly well that a lot of "coincidences" are the God-Machine's occult matrices and Infrastructure, having once helped direct and build such things themselves. To them, things happening for no core reason are a crazier idea rather than some sentient will or conflicting wills driving events.
  • Rabbit Season Duck Season: The suggested use of the "Devil's Advocate" Embed.
  • Reality Is Out to Lunch / Sufficiently Analyzed Magic: A subtle version serves to explain why the World of Darkness operates so strangely. The occult physics of the world require that weird shit must happen so that weirder shit can come into existence for the God-Machine's purposes. To generate three clockwork souls for a new project, a group of stigmatics must hold up a burning copy of last year's September issue of Vogue at a particular street corner. It's science.
  • Reality Warper: Demonic Embeds tweak reality subtly, Exploits forgo the subtle bit, and angels and the God Machine can shape reality like so much play-do. They work by finding places where the physical laws of the world don't quite fit together and milking them for all they're worth.
  • The Reptilians: The Conspiracy Theorist variety makes an appearance as Earth-native cryptid chameleons with Voluntary Shapeshifting. Unlike what David Icke says they are, they're flighty, nervous creatures who drop disguises and run at the drop of a hat. Demons and angels both like to keep them around as spies, so long as their task doesn't involve danger.
  • Rogue Drone: Demons are former Angels of the God-Machine.
  • Shout-Out: The Demon logo resembles Doom's, though Word of God is that it was a coincidence.
  • Stable Time Loop: The tale of The Key, in God-Machine Chronicle. It's military-grade Fridge Horror: to the God-Machine, time is just a wimey ball and it can use such a ball to play with humanity.
    • Possibly making this worse is the case of Seattle in the Demon core, where it's hinted that the G-M, or at least not all parts of it, has no idea what's currently going on with the 'splinter' Seattles, even though it caused them.
  • The Stoic: Many angels. They can feel emotion, but are completely unaffected by the world around them in most respects, leading to this behavior as they do not react except to judge how favorable it was to their mission.
    • Demons aren't much different. Besides the fact they can be as unemotional seeming as they want, Flowers of Hell actually clarifies that there's literally a complete separation between their demon form's emotions and any physical reactions to emotions they feel in Cover, which is why they're such expert liars. A demon who uses Full Transformation, or who Goes Loud, immediately stops having hormones filtering through their system, which results in what is simultaneously a clearer and more dispassionate mind as said reactions don't get in the way. This can have bad effects on their sanity, if the Unchained can't rectify the difference between the emotions of demon and Cover.
  • Teeth-Clenched Teamwork: Standard operating procedures for demons, but it's especially prominent if Integrators are involved (since every demon knows Integrators can and will sell out other demons to try and "go home" on their own terms) or if the Ring includes both Integrators and Saboteurs (since their Agendas are diametrically opposed and so they hate each other).
  • Token Evil Teammate: Integrators sit somewhere between here and Sixth Ranger Traitor, since the whole point of their Agenda is to find a way to return to the God-Machine, whereas other demons consider themselves better off without the God-Machine and want to find away to stay out of its reach permanently. This makes Integrators roughly analogous to Loyalists or Centimani...with one glaring exception, namely that Integrators tend to view themselves as flawed beings in need of redemption, and thus are the Unchained who give themselves over to their social conscience most often. Additionally, the most frequent goal of an Integrator is to somehow "correct" the God-Machine and make it become a benevolent deity as per the human understanding of God. Demon is not a game with simple moral stances.
    • The Storyteller's Guide also features Devils, a sub-faction of Tempters who want to become the rulers of a more literal Hell, servant legions and all. Most wouldn't care (the far tamer Colonist faction wants something akin to the same thing), except Devils also think one of the greatest pleasures in life is revenge; they want their home to be actually hellish for everyone that has ever slighted them-and even better, for those very same servant legions to be composed of broken, twisted enemies whose only impulse is to serve their ruler. Needless to say, their Hell is one of the harder ones to achieve, on the basis that every other demon alive quickly turns on the Devil upon realizing what their "paradise" actually entails.
  • Tragic Monster: Slivers, what happens when the summoning of an angel went horribly awry or an exile is driven insane by their disconnect from the God-Machine. They're one of the few things both angels and demons will regularly work together to stop-but for the Unchained, it's just as much a mission of mercy to free the sliver from its delusions, compulsions, and inability to have rational thoughts.
  • Trickster Mentor: If a member of your ring is an Inquisitor you can take as a given that they're not giving you the whole truth. All information is a weapon, after all, and telling the whole truth is leaving that weapon right out there, ready to be used.
  • TV Tropes Will Ruin Your Life / Life Imitates Art: An in-universe example, the Embed "Like the Movies" allows a character to turn certain situations into fiction-like coincidences. Using it too much attracts the attention of the God-Machine, which apparently has enough time on its hands to watch human media and know if someone's applying tropes to reality.
  • Unperson: Shows up in a number of ways. There's an Embed with that exact name, which makes the target a social pariah for a day; even if he produces ID or hard evidence of who he is, everyone writes it off as bull. Likewise, in the alternate timelines of Seattle, anyone who's made a stigmatic is slowly written out of the program with each iteration. If you were a loving father of two, then you become an uncle to two wonderful nephews, and work your way down the cycle of blood relations until finally, you were never there.
  • Unstoppable Rage: The "Going Loud" transformation, which is like a Full Transformation, but more potent. It instantly heals damage to a greater effect than a Full Transformation and bumps the Primium stat up to to 10. However, it also completely destroys the current Cover that the demon is using. Needless to say, they don't use this unless they are very desperate, or very ticked off.
  • Weaksauce Weakness: An example angel in God Machine Chronicles will subtly reveal his nature if spoken to in Spanish. The angel: appears to be of hispanic heritage, complete with Spanish accent; does not speak Spanish, and is the antagonist for a race of Cunning Linguist Omniglots.
  • Weapons-Grade Vocabulary: The Exploit "Play On Words" allows a character to weaponize puns.
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