ANGELS Angels here are listed by age and knightly path Elder Threat 3 Damage: Ancient martial arts, 3 [intimate/hand][destructive] Wounds: 5 Armor: 3 Moves: Deflect, Riposte, Fortify (1)

As angels age, their bodies grow from liquid and vapor forms into more solid state forms of crystal. In this state, older angels are much slower, but tremendous juggernauts of strength.

Knight of the Holy Root Threat 2 Damage: Refined martial arts, 4 [intimate/close][forceful] Wounds: 4 Armor: 2 Moves: Speed, Riposte, Shove

Of the remaining angels who do not await long reincarnation, only the Knights of the Holy Root have remained true to their original purpose of protecting Throne and its inhabitants. Peacekeepers and guardians, they defend the city fiercely and with incredible skill and resolve.

Prime Angel Threat 3+ [huge] Damage: Overwhelming strength, 7 [intimate/close][brutal][forceful] Wounds: 8 Armor: 3 Moves: Overkill, Crush, Shock, Shove

The last guardians of an empty heaven, the Prime Angels were walking mountains of fire and stone.

Petal Knight Threat 2 Damage: Brutal martial arts, 4 [intimate/close][ap] Wounds: 4 Armor: 1 Moves: Speed, Shock, Dodge

Rogue angels who pursue a life as hedonistic mercenaries, petal knights are incredibly powerful and well-feared assassins.

Thorn Knight Threat 3 Damage: Brutal martial arts, 5 [intimate/hand][destructive][brutal] Wounds: 5 Armor: 3 Moves: Shock, Berserk, Crush, Speed

Riding the dead as steeds and clad in spined silver armor, the Thorn Knights carry their extreme interpretation of the Old Law on their crusade to rid Throne of all life.

DEVILS Devils here are listed by their classification and common name

Pale Devil (Cacodaemon) Threat 1 Damage: Wrestling, 2 [intimate/hand] Wounds: 2 Armor: 0 Moves: Crush

Mute and simple creatures, Pale devils are no less capable servants. They will happily do any mundane task without rest or respite, including all manner of violence.

Blue Devil (Imp) Threat 1 Damage: The Art, 4 [close/far] or dagger, 2 [hand] Wounds: 2 Armor: 0 Moves: Insanity, Dodge, Incite

Small and cunning, blue devils are highly skilled in The Art and loquacious speech alike. What they lack in intelligence, they make up for with a keen sense of humor and mischief.

Red Devil (Bearded Devil) Threat 2 Damage: Claws or club, 3 [intimate/hand] Wounds: 4 Armor: 1 Moves: Brawn, Berserk, Devour

Expertly skilled in violence and given to drink and song, Red Devils are highly valued as mercenaries and bodyguards.

Green Devil (Death’s Head Devil) Threat 2 Damage: Claws, 2 [hand] or acid spittle, 1[ap][far] Wounds: 5 Armor: 2 Moves: Shock, Reveal, Overwatch, Envenom

Slow and terrifying with their skull-like visages, green devils are extremely territorial and like to toy with their prey. Many green devils have wings, and will perch motionless and gargoyle-like for hours before swooping in to devour their prey.

Gilded Devil (Smiling Devil) Threat 2 Damage: Poisoned dagger, 5 [hand][lingering] Wounds: 4 Armor: 0 Moves: Ensnare, Riposte, Conceal, Accuse

Rotting finery conceals the rotting flesh of gilded devils, whose smiling masks hide a terrifying intellect. Not given to direct conflict, gilded devils will often wait for the opportune time to strike.

Ebon Devil (Night Devil) Threat 3 [huge] Damage: Claws or bite, 5 [intimate/hand][brutal] or The Art, 4[area][close/far][ap] Wounds: 7 Armor: 2 Moves: Buyout, Seal Meridians, Overkill, Insanity

The oldest and most powerful of devilkind, Ebon Devils go by a single name. They are nightmarishly fast and far more intelligent than a human. Only a few score of their kind exist, and each of them have typically built an empire around themselves, brooding within their lairs and scheming constantly.

Devil Assassin Threat 3 Damage: Razor wire or dire knife, 7, [intimate/hand][ap][vicious] Wounds: 4 Armor: 1 Moves: Stealth, Shock, Envenom

Green or Gilded Devils are often hired as trained killers, clad in black and sadistic in their skill and hunger.

Demi-imp pack Threat 0 [group] Damage: Annoying scrabbling, 1 [hand] Wounds: 1 Armor: 1 Moves: Crush

Red or green devils that have gone too long without making pacts with humans often diminish into these tiny, shriveled beings, a predecessor to their demotion to a blue devil. What they lack in power, they make up for in persistence.

Devil Engine Threat 3 Damage: Engine claws, 4 [hand][forceful] or engine gun, 4[close/far][area] Wounds: 3 Armor: 4 Moves: Crush, Berserk, Deflect

Binding a raw devil to an animate armor instead of a mask is a difficult process. The result is an unstable abomination, hard to control, but even harder to stop in combat.

Heretic’s Courtier Threat 3+ Damage: Supreme Martial Arts, 8[hand][ap][forceful] or Supreme Art, 6 [close/far] [messy] Wounds: 7 Armor: 2 Moves: Terror, Insanity, Regenerate, Revive

The thirteen devils that guard the prison-court of the devil Himself are the most powerful of their kind, each with a millennia or more of experience, and empowered by and worship.

War Devil Threat 2 Damage: Iron club, 2[hand][messy] Wounds: 3 Armor: 3 Moves: Crush, Formation

Devils of all kinds, but especially Red, are often pressed into service as soldiers. Putting a devil into heavy iron armor does not diminish their great speed and blood thirst.