Beelzebub, Cherub Archangel of War (Others)

The world is in conflict. Someone must watch over it.

Beelzebub is one of the most-wanted angels in all of creation. On the one hand, several Archangels (on both sides of the War) are out for his head. On the other, a good number of angels join his forces clandestinely every year, simply disappearing from Heaven or Hades.

Beelzebub wonders how he ever got into this mess. One day, he was just ambling about Heaven, a minor angel of Light, and the next he was the Archangel of War and Laurence was leading a charge against him. It's a wonder he managed to escape Heaven intact, and the only reason he did so was for survival. He really likes it there, and thinks it's as good a place as any - he just doesn't want to be there in pieces. As it is, the Archangel of War is condemned to roam the Earth, fomenting the very conflicts that he wants so badly to stop.

His organization is structured much like a military organization. Beelzebub is the Commander in Chief, although he is willing to admit when he is wrong; his word might be gospel, but an angel who violates orders for the greater good will usually only be mildly reprimanded. His subordinates are likewise layered, in ranks similar to those used by modern naval organizations.

Beelzebub is a generous Cherub. He won't go out of his way to give his angels rose-tinted goggles - but neither will he make life unreasonably tough for them. In addition to Earth-side training, Beelzebub has set up boot camps of a sort, both in the Marches and deep underground on Earth, where he trains all of his recruits, angelic and human alike.

Dissonance

It is dissonant for any angel of War to retreat from a conflict without a direct order from a superior.

Choir Attunements

Seraphim

The weapons of the Seraphim of War are always true; no weapon in the personal possession of one of these angels will ever degrade in any way. Their swords are always sharp and unchipped, their firearms never misfire, and a bow in the hands of a Seraph of War will never break. Even in the face of an Intervention; something else will go horribly wrong, but their weapons themselves never fail.

Cherubim (Partially restricted)

Cherubim of War may use their resonance to attune to battles. (Note that this must be a single conflict; the Battle of Gettysburg, for instance, rather than the United States' Civil War.) While they are attuned, they can sense the ebb and flow of the battle, and determine which side has the upper hand at any given time. A Cherub using this Attunement does not take dissonance when the battle ends.

There is one other Choir who can use this attunement. Beelzebub has allowed his Mercurians to be able to use this attunement, with several caveats. The Mercurian can only be attuned to one battle at a time, and cannot remove the Attunement until the battle ends. However, when the battle ends, the Mercurian may choose a single survivor of the conflict; at any point thereafter, the angel can recite a complete account of the battle from that survivor's viewpoint.

Keep in mind that this attunement can be used on any sort of battle - from a clash in the jungle to a schoolyard kickball game to a contract negotiation.

Ofanim (Restricted)

Ofanim serving War may expand their resonance slightly; they can add the check digit of a successful resonance roll to the next weapons skill they use, regardless of what characteristic that skill uses. Treat this as per their ability to increase Agility-related scores.

Elohim

Beelzebub's Elohim are agents of balance among conflict. When looking at any conflict, they can tell who has the upper hand, and what it would take to bring the involved parties to equal ground.

Malakim

Malakim of War are concerned with glory. With a glance, War's Barons can tell which warrior on a battlefield is destined for the greatest glory - and which will suffer the greatest dishonor.

Again, this Attunement defines "battlefield" broadly (see Cherubim, above).

Lilim

Lilim serving Beelzebub have an automatic target number of 12 for their resonance when they use to detect a Need for anyone engaged in an active conflict. Additionally, the target is at a -3 to Will to resist the Geas if he is engaged in active conflict when the Geas is inflicted.

Kyriotates

Kyriotates of War can slide from host to host. If the Kyriotate's current host is in physical conflict with someone else, and is physically touching that person, the Kyriotate can transfer itself to the other person without allowing that person a Will roll to resist. However, the contact must be solid - at least a round of contact; no glancing punches - and the Kyriotate must still make a Will roll to possess.

Mercurians (Restricted)

Beelzebub's Mercurians are his spies. They may use their resonance to insinuate themselves into military organizations - they may take any military rank with Status (within the target military organization) equal to or less than the check digit.* Once inside, they gain +1 to any resonance rolls made on people within that organization, for as long as the infiltration lasts.

* Consider this to be a Role for the purposes of calculating Status. The Status of any rank is at the GM's discretion, although obviously higher ranks must carry higher Status.

Servitor Attunements

Forge

An angel with this attunement can increase the effectiveness of his weapons. For every 2 Essence he spends, the weapon gains +1 power. This Attunement lasts until the weapon leaves the angel's possession, or until (Essence spent) hours have passed.

Swords to Ploughshares

When this Attunement is activated - by spending 2 Essence - all weapons within a radius of (10 x Celestial Forces) yards become entirely useless, for (Celestial Forces) rounds. This includes anything from clubs to firearms (even large ones), but does not include fists and feet. Corporeal Artifacts can be used if the wielder makes a Will roll at -2.

Distinctions

Lieutenant

Beelzebub's Lieutenants are master strategists. They add their Ethereal Forces to any roll dealing with tactics, strategy, or the disbursement of troops.

Commander

Commanders of War can tell at a glance what someone is willing to give up for a cause. Their eyes easily see how devoted someone is to anything - or anyone. These angels can immediately spot Cherubim in any form - if the Cherub is currently attuned to something or someone - Word-bound, and Seneschals.

Captain

Angels with the Captain Distinction are obeyed. Anyone of a lower rank must roll Will to disobey a Captain's order; those without rank may add 2 to the target number, as they are outside of the chain of command. Any Distincted angel of third rank or above is considered exempt from this, unless they are in a Role with a lower rank than that of the Captain.

Relations

For his part, Beelzebub's greatest enemy is Laurence, because of the role the Archangel of the Sword played in hunting down the Archangel of War.

Associated: Lucifer

Neutral: Everybody else, except:

Hostile: Laurence

Basic Rites

- Participate in physical conflict of any scale for two straight hours, or mental conflict for four straight hours.

- Defeat a foe in single combat.

- Defeat a foe in single combat without being hurt. (+2)

Chance of Invocation: 3

Modifiers

+1 A weapon of any sort

+2 A bar brawl

+3 A boot camp

+4 A personal weapon

+5 A large-scale battle

+6 A war

+8 A legendary weapon (one wielded or forged by a legendary person - Excalibur counts, for instance, while Caliburn does not)