"Apocalyptic form", "revelatory form", and "visage" are all the same thing.
Even if you only manifest one effect, you still count as taking your apocalyptic form.
While in your apocalyptic form, physical and mental merits/flaws do not apply. (DPG 75) We interpret "fully" as "to any degree whatsoever".
Custom apocalyptic forms:
Demons can replace one or more effects of their apocalyptic form, but must retain at least one standard effect (either low or high torment). (DPG 98)
Points are per DPG chapter 4. (Some are clearly different names for the same thing. Shroud of Flames and Ink Cloud don't appear to be in DPG at all, they're both rated at 2.)
XP cost is (10*difference) XP if the new form has more points total and/or low-torment, free if it has same or fewer.
Demons whose total is under 16 can add effects. XP cost for going above 16 total and/or 8 low-torment is 10 per dot over.
Effects currently granted in a pact can't be replaced.
Multiple form powers that improve the same stat cannot be stacked.
Multiple form powers that improve two stats used together (probably attribute+ability) can be stacked.
These XP costs override DPG page 124. Changes with a non-zero XP cost are not available during chargen.
-1 if high-torment (exception: effects marked with * can only be high-torment)
+1 if out-of-house (neither common nor in-house)
"Grapple" includes both clinch/grapple (restrain and cause damage) and hold (restrain only)
Common
Cost
Ability
Description
4
Armor
+4 soak, including agg
2
Casts No Reflection
Affects cameras; for True Reflection flaw, see below
1*
Claws/Teeth
Str+2 agg
3
Damage Resistance
No wound penalties until human form resumed
3
Enhanced Ability
-2 diff one ability
3
Enhanced Senses
-2 diff Perception
4
Enhanced Mental Acuity
+4 mental attributes in some pre-selected combination
4
Enhanced Social Traits
+4 social attributes in some pre-selected combination
3
Extra Actions
Spend Faith at start of turn, +1 action per point
3
Extra Health Levels
+3 Bruised
3*
Extra Limbs
Extra arms or prehensile tail (tail is half the demon's height and Strength rounded down)
2*
Gaping Maw
Chew and digest anything, -2 diff bite, Str+4 agg
1*
Horns
Free counter-attack if attacked in close combat, Str-1 agg
3
Improved Attribute
+2 one attribute
1
Improved Initiative
+2 init
3
Increased Size
1/3 taller, +2 Strength, +1 Stamina, +1 Bruised, -1 diff to hit demon in ranged or melee (not unarmed)
1*
Lashing Tail
Str-1 agg
2
Pass Without Trace
-2 diff Stealth, no footprints or other physical evidence
4
Regeneration
Heal 1 bashing/lethal per turn as automatic reflex
3-4
Wings
Extend to 1/3 longer than demon's height, glide at 3x running speed, 4 = take off from standing position and gain altitude
If you take the Casts No Reflection ability and the True Reflection flaw, then while you aren't in your apocalyptic form, your reflection looks the same as your apocalyptic form would look to the naked eye.
If you take the Casts No Reflection ability and the Cast No Reflection flaw, then you never cast a reflection, regardless of whether you're in your apocalyptic form.
Defilers (Lammasu)
Cost
Ability
Description
3
Alter Size
Down to 1/3 normal volume, +2 diff to hit the demon
3
Distortion
+2 diff to hit the demon with ranged attacks, +1 diff with close (unarmed/melee) attacks; demonic resistance to illusion neutralizes this
1
Enhanced Empathy
-2 diff Empathy
1
Enhanced Intuition
-2 diff Intuition
2*
Ichor
+2 diff to grapple the demon
2
Immune to Electricity
Negate all damage
2
Improved Dexterity
+2 Dexterity
2
Ink Cloud
Targets within (Faith) feet roll Stamina to avoid being blinded for (Torment) turns, cloud lingers for (Torment) turns
1
Lyrical Voice
-2 diff Leadership, Subterfuge
3
Sea's Beauty
+2 Charisma, +1 Manipulation, +2 Appearance
3*
Shark Hide
+4 soak, including agg
2
Shocking Touch
(Faith) bashing once per scene
2
Spines
Unarmed +1 level agg
3*
Venom
Bite / open wound / kiss: roll Stamina to avoid losing (Torment) Willpower, lose all Willpower this way = coma, effects last (Torment) days
Mortal fails Revelation check = tries to follow the demon and keep them in sight until attacked or shaken
2*
Corrosive Spit
Bite (+1 level agg) or spit up to 10 feet (roll Dexterity, 1 agg per success)
4
Dread Gaze
Target (eye contact) rolls Willpower vs 7 or loses actions that turn
4*
Fiery Blood
Flammable objects burn on contact, opponent damaging demon in close combat takes 1 level lethal
3
Immune to Fire
Negate all damage from fire/heat
2
Increased Awareness
-2 diff Awareness
2
Inhuman Allure
+2 Charisma, +1 Manipulation, +1 Appearance
2
Lordly Mien
-2 diff Charisma, Manipulation
1
Radiant Aura
+1 diff to hit the demon with ranged attacks
3*
Scales
+4 soak, including agg
1
Sense the Hidden
-2 diff Perception to spot targets hidden within line of sight
3
Spark of Faith
Faith vs target (touch) mortal's Willpower, heal 1 bashing per success; if high-torment, roll Torment instead and inflict damage
2*
The Host
Str+3 agg per turn during grapple
1
Voice of the Damned
-2 diff Intimidation
Devourers (Rabisu)
Cost
Ability
Description
4
Aura of Vitality
Living things within (Faith) yards heal 1 bashing per turn
1
Chameleon Skin
-1 diff Stealth while moving, -2 while still
3*
Disperse
Roll Torment to transform, attacks as a swarm of small bugs (Demon Storytellers Companion page 72) that does agg
3
Enhanced Social Traits
+1 Charisma, +1 Manipulation, +2 Appearance
1
Enhanced Survival
-2 diff Survival
2*
Frenzy
No wound penalties, each turn roll Willpower vs Torment (may spend Willpower for auto-success) or attack nearest person (friend or foe) with whatever's handy
3
Immune to Poisons
Negate all damage/impairment from toxins, including alcohol/nicotine
3
Natural Weaponry
Claws/Teeth, Gaping Maw, Horns, Lashing Tail, or Spines; may be low-torment
3
Nimble Hunter
-2 diff Athletics, x2 leaping distance
3*
Primal Mind
demon rolls Torment, target (touch) mortal rolls Willpower, demon gets more successes = target loses all knowledges and most skills (may exclude e.g. Stealth/Survival) for the scene and acts on survival instinct
1
Relentless
Walk/run indefinitely without fatigue/hunger
2
Sun's Bounty
Once per day, stand in direct sunlight for an hour to heal all bashing or 1 lethal/agg
2
Thick Hide
+4 soak, including agg
1
Thorns
Opponent striking unarmed or grappling demon takes 1 level agg
-2 diff Stealth while in darkness, opponents attack the demon as if blinded
3*
Chimerical Attack
Nearby chimera do one close combat attack per turn; initiative = same as demon, attack pool = Torment, base damage = 4 agg
1
Dread Mien
-2 diff Leadership, Intimidation
1
Enhanced Dodge
-2 diff Dodge
1
Enhanced Intuition
-2 diff Intuition
3
Enhanced Mental Acuity
+1 Intelligence, +1 Wits, +2 Perception
4
Eyes of Fate
Roll Perception + Awareness to detect whether target is potentially important to demon's current plans/goals
3
Hypnotic Visions
Opponent attacking the demon rolls Wits vs Faith (vs Torment if high-torment) or loses actions that turn; demonic resistance to illusion negates this
1
Increased Awareness
-2 diff Awareness
2
Night Sight
See clearly in complete darkness
3*
Rend the Soul
Roll Torment vs 7, target (non-demon) loses 1 Willpower per success, lose all Willpower this way = do nothing but sit and weep
1
Sense the Hidden
-2 diff Perception to spot targets hidden within line of sight
1
Sibilant Whispers
-2 diff Subterfuge
1
Unearthly Glamour
-2 diff Manipulation, demonic resistance to illusion negates this
Malefactors (Annunaki)
Cost
Ability
Description
3
Alter Size
Down to 1/3 normal volume, +2 diff to hit the demon
2
Conjuration
Dexterity + Athletics to draw an item from a pocket or conceal an item without detection
1
Dead Reckoning
Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
2*
Ichor
+2 diff to grapple the demon
4
Immune to Bashing Damage
Negate all bashing damage
3
Immune to Fire
Negate all damage from fire/heat
3
Iron Skin
+4 soak, including agg
2
Irresistible Force
-2 diff feat of strength
2
Magnetic Field
Disrupt electronic devices within (Faith) yards
1
Master Artisan
-2 diff Crafts
2
Night Sight
See clearly in complete darkness
1
Relentless
Walk/run indefinitely without fatigue/hunger
1*
Spikes
Unarmed +2 agg
3
Thunderous Voice
4 bashing to anyone within (Faith) yards once per scene
3
Tremor Sense
Always go first in initiative order, cannot be surprised unless opponent rolls more successes on Wits + Stealth than demon rolls on Faith (Torment if high-torment)
Scourges (Asharu)
Cost
Ability
Description
4
Aura of Vitality
Living things within (Faith) yards heal 1 bashing per turn
2*
Caustic Bile
Range = (Faith) feet, Dexterity+Athletics, Str-1 agg
2
Cloak of Shadows
-2 diff Stealth while in darkness, opponents attack the demon as if blinded
1
Dead Reckoning
Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
1
Enhanced Dodge
-2 diff Dodge
1
Enhanced Intuition
-2 diff Intuition
2
Immune to Falling Damage
Land on feet
3
Improved Physical Capabilities
+1 Strength, +1 Dexterity, +1 Stamina
3*
Miasma
Anyone within (Faith) feet rolls Stamina vs 7 or loses actions that turn
4
Mist
Roll Faith (Torment if high-torment), 100 square feet per success, lasts a few turns to a scene depending on wind, choking smoke if high-torment
2*
Multiple Eyes
360-degree vision, -2 diff Perception
1
Perfect Balance
-2 diff Athletics for leaping/tumbling
1*
Quills
Opponent hitting demon in close combat rolls Dexterity vs 7 or takes 1 level lethal
1
Supernatural Vision
x5 distance with even a weak light source (e.g. moonlight), -2 diff Perception based on vision
2*
Viscous Flesh
+2 diff to grapple the demon, roll Dexterity to escape bonds such as ropes/handcuffs
Slayers (Halaku)
Cost
Ability
Description
2*
Aura of Dread
Anyone within (Faith) yards rolls Willpower vs Torment or goes last in initiative order
2*
Aura of Entropy
Anyone within (Faith) yards rolls Stamina or loses 1 die for rest of scene
2
Cloak of Shadows
-2 diff Stealth while in darkness, opponents attack the demon as if blinded
2
Conjuration
Dexterity + Athletics to draw an item from a pocket or conceal an item without detection
1
Dead Reckoning
Never lose sense of direction/landmarks except due to supernatural distortion e.g. Warp Path
4
Death-Grip
Willpower to avoid dying (coma until dawn, 1 health, -1 Faith, if 0 Faith at start then -1 perm Willpower)
4
Dread Gaze
Target (eye contact) rolls Willpower vs 7 or loses actions that turn
2
Enhanced Awareness
-2 diff Awareness
3
Enhanced Social Traits
+2 Charisma, +1 Manipulation, +1 Appearance
2
Ghost Sight
Roll Perception to see ghosts
1
Howl of the Damned
-2 diff Intimidation
1
Night Sight
See clearly in complete darkness
3*
Reaper's Breath
Anyone within (Torment) feet takes (Faith) bashing once per scene, targets that don't breathe are unaffected
1
Relentless
Walk/run indefinitely without fatigue/hunger
3
Touch of Death
Target can't move, speak, or feel (including pain) while contact is maintained; spend Willpower and win resisted Dex+Brawl vs 7 to escape; demons and dead targets are unaffected