Aristocratic Demons
Aristocratic Demon Abilities
Age Cloth
Age Leather
Age Paper
Age Wood
Animate Dead
Apportal
Area of Death.
Attack Teleport
Awe
Berserk
Binding
Bravery
Breakfall
Cause Wounds
Charm
Chamelion
Contravarient Field
Control Undead.
Damnation.
Deep Pocket
Dispel Control
Disintegration.
Dispel Magic.
Dross.
Emergency Recharge
Empathic Attack
Empathy
Enslave.
Euphoria
Fear
Freindship
Gravelize
Lattice Disconnect
Hatred
Hellfire Gaze.
Hellfire Touch.
Illusion I
Illusion II
Illusion III
Illusion IV
Invisibility
Life Disruption
Lust
Major Antimagic
Mind Stray
Minor Antimagic
Mortification
Pleasure
Polymorph Animals
Polymorph Monsters
Posession
Projection
Reality
Rust
Regret
Seeming
Sorrow
Shame
Sleep
Structural Failure
Slay
Stun
Summon Posessions
Surprise
Teleportal
Terror
Trap Resistance
Trigger
Vanity
Vilefood
Visible Emotion
Examples of Aristocratic Demons
Aristocratic Demon Table
Clythag
Dracor
Mendis
Ryendrach
Shadow Brother
Teraherpon
Aristocratic demons are emotion-chaos foundationals. Since the weakest foundational is a demi-god like being, atristocratic demons are overpowered as compared to other monster examples. Aristocratic demons should be used with judicious care by the referee, they include the ``Princes'' of the demonic planes. This section contains a list of powers that aristocratic demons might have, together with examples of aristocratic demons. These can be used by referees that have not had time to write their own. For a player character to know about these or others written up by the referee they should either encounter them or purchase a relevant knowledge skill. One important point: aristocratic demons are not demons. The summoning and control spells of Demon Lore do not affect them; the somewhat less useful spells in Chaos Foundation and Emotion Foundation do affect them.
This ability permits the posessor to age cloth until it rots, disintegrates, or falls to dust with a targeting roll.
This ability permits the posessor to age leather until it rots, disintegrates, or falls to dust with a targeting roll.
This ability permits the posessor to age paper until it rots, disintegrates, or falls to dust with a targeting roll.
This ability permits the posessor to age wood until it rots, disintegrates, or falls to dust with a targeting roll.
This ability allows the demon to animate a corpse restoring its innate abilities for up to four days (duration doubles per +1 point) with an upper bound of 300 points (+25 per +1 point). Those 300 points must cover night sight (10 points) immunity to necromantic damage (18 points), +3 edge, point, impact, and magic armor (32 points), and does not bleed (10 points), offset by +3d6 damage from fire (-25 points). These abilities costs a net of 45 points. At the end of the duration the undead make a shock save. If they make it they become self willed berserkers otherwise they deanimate.
This ability permits the posessor to open a portal in the air 1" square, +1" inch more per +1 point. This portal may lead to any place the posessor has been, seen, or has a good description of.
This ability causes all within 5" of the demon to take d100 points of necromantic damage, save versus magic to 1/2 damage. Recall that taking hitpoints of necromantic damage requires a shock save or the victim loses health.
This ability permits the posessor to teleport other creatures to a location of his choosing within 50", +50" per +1 point. Use of an attack teleport requires a targeting roll.
This ability permits the posessor to target a creature causing it to feel awe of the posessor unless it saves versus insanity at -5 per +1 point. This includes essential certianty that the creature cannot defeat the posessor. By using the stats in parenthesis the posesor may throw awe in a 3" radius, 2x radius per +1 point.
This ability permits the posessor to target a creature causing it to go berserk, as pre the skill of the same name, unless it saves versus insanity at -5 per +1 point. By using the stats in parenthesis the posesor may throw the effect in a 3" radius, 2x radius per +1 point.
This ability allows the demon, with a missle targeting roll, to paralize a creature. The creature may break out with a strength versus strength roll against a strength of 30, minus one strength per round.
This ability permits the posessor to target a creature causing it to feel brave, unless it saves versus insanity at -5 per +1 point. By using the stats in parenthesis the posesor may throw bravery in a 3" radius, 2x radius per +1 point.
This ability causes the demon to fall at a rate of 1 meter per second whenever it falls more than a three feet. It functions automatically requiring no concentration.
This ability allows the demon to open a wound, 3d6 of edge damage direct to hits with only natural armor as defense, with a missle targeting roll.
This ability permits the posessor to target a creature and have it think of the posessor as an old and trusted friend unless it saves versus insanity at -5 per +1 point.
This ability allows the posessor to transform himself into any creature he wishes, so long as its point cost does not exceed his own, taking one full round of concentration to affect each transformation. The posessor regains 5 hits, 10 stamina, and 1/4 of a point of health each time he transforms, but damage taken carries over from form to form and the posessor can kill himself with an ill-advised transformation. In addition the posessorq get a new issue of ``per day'' abilities (e.g. dragon's breath) each time he transforms. The posessor may not transform into the shape hge is already in to recharge abilities. For +10 points the posessor may transform himself into inanimate objects, a puddle of water, a tree, a stone.
This ability causes the space-time geometry around the posessor to behave like a fun-house mirror. The effect can follow the posesso, lasting as long as he concentrates or may be bound to a location, lasting 6 rounds. It is impossible to tell the distance or direction to anything within the area of effect. The practical effects are as follows. Missile weapons take an added -5/1" (yes, -5 to hit per one inch) over and above their normal range modifier per hex of bent ether and the person firing must make a luck save to be firing at the target at all, add +5 per level of added size the target possesses. A person moving through the bent space-time must save vs magic each round or make each 1" of movement randomly right left or directly ahead of his current direction. For +1 point the posessor may get 2x radius, -2/1" more to the crappy range modifiers, or -5 to any saves connected with the bent spacetime (due to more extreme bending). For +2 points any creature in the area of effect that moves teleports 2d3" in a random direction on a roll of 1-3 on d6 at the end of their move if the end of the move is in the area of effect. The posessor may, by walking the boundaries, make this spell affect any subset of the nominal area of effect. For +5 points the posessor may be personally immune to the effects.
This ability allows the demon to attempt to control up to four undead (+1 per +1 point) for three days (2x per +1 point). The undead must save versus magic at -40 (-5 per +1 point) to avoid control.
This ability allows the demon to accept the pledge of someone's soul which he will gain when they die. The pledge must be voluntary and allows the demon to grant the person in question 15 design points spendable as experience. In addition a bargian made when the demon accepts the pledge is binding on the demon and the person making the pledge must save versus stress to disobey suggestions or orders from the demon. If the person making the pledge manages somehow to kill the demon he keeps half the points and is no longer damned. The remaining points are made up as fast a possible out of unspent and future experience.
This ability grants the posessor a small pouch that holds a cubic meter or stuff. Things in this pouch are at 1/10th normal weight. The divisor is +10 or the volume 2x per +1 point.
This ability grants the posessor the ability to permit the target of the ability a magic save to break any form of magical control. This save is +5 per +1 point spent on the ability and is -5 per rank above three of the spell or ability generating the control.
This ability allows the demon to disintegrate 10 cubic meters of contiguous nonliving material per round or, with a missle targeting roll, to do d100 points of magic damage to a living creature. Magic items directly attacked or on the person of a totally disintegrated creature get a save of 3x embedded mana not to disintegrate.
This spell gives the demon a chance to dispell a spell currently in effect. The demons chance is 25% for a rank 5 spell, +/-5 per rank below or above five. If the spell comes from a permanent magic item the demon is -30. The demon can get +15 to his chance to dispell for +5 points. In addition the Thaumaturgy spell "hard to dispell" affects this demonic ability.
This ability allows the demon to cast a glamour over junk that makes it look to be of the finest quality. The demon can make bad food look wonderfull, lead coins look like silver, glass baubles look like gems.
This ability permits the caster to convert one health into 10d6 of mana. This recharges and supercharges the posessor but supercharge bleeds away at a rate on one point per minute.
This ability allows the caster to project his emotions as an attack. The posessor makes competitive stress saves with the target. The first time his target beats the posessor the attack ends. The target takes d6 of stamina damage with not defense for each 10 the posessor beats him by. The posessor may add +5 to his stress save for use in the empathic attack for +1 point. If the target runs out of stamina he must make unconsciousness saves at minus damage he does not have the stamina to cover, this penalty to the unconsciousness save being cumulative. This attack is visible if the posessor or target are under the influence of a visible emotion spell or to anyone using spirit or aura vision. Otherwise this attack is invisible and its source is not apparent even to the target.
This power allows the posessor to feel the emotions of creatures within his line of sight.
This ability allows the demon, with a missle targeting roll, to force a sentient creature to become wholly subject to his will unless that creature saves versus insaity.
This ability permits the posessor to target a creature causing it to feel euphoria. The target must save vs stress to do anything except enjoy the feeling, with bonuses of 15 if they take stamina damage and 30 plus number of hits taken (total) if they take hitpoint damage. By using the stats in parenthesis the posesor may throw euphoria in a 3" radius, 2x radius per +1 point.
This ability causes a targeted victim to feel fear. The posessor may make him feel fear of the caster or of anything in the area it is reasonable to be afraid of. This fear causes the victim to lose 2 pips of speed and to be -15 to hit the object of his fear. The victim may save vs insanity to avoid the effects of the fear at -5 per +1 point. By using the stats in parenthesis the posesor may throw fear in a 3" radius, 2x radius per +1 point.
This ability causes a targeted victim to feel freindship. The posessor may make him feel freindship of the caster or of anything in the area it is reasonable to befriend. The victim may save vs insanity to avoid the effects of the friendship at -5 per +1 point. By using the stats in parenthesis the posesor may throw friendship in a 3" radius, 2x radius per +1 point.
This ability permits the posessor to transform solid rock into gravel, sand, or dust by concentrating on it.
This ability disconnects space within 20" the posessor in an odd manner. Lines of perception remain the same but all other things undergo a disconnect. The disconnect consists of tiling space - the default of this ability is to checkerboard the ground in 2" squares. The squares are though of as red and black. Anything in a red square teleports past black squares to the next red square - within the area of effect only the red squares are accessible. The black squares also form their own connected domain. The squares have indefinite height. At the edge it is possible to leave one connected region and enter another. The posessor may tile space in other ways with other shapes of tiles save that adjacent tiles must have distinct "colors" and a chromatic region forms a connected set. Each color after the first two costs +1 point. The radius of the area of effect may be doubled for +1 point. The posessor may choose any area of effect smaller than the maximum if he can specify it reasonable. For +2 points the posessor may cause the area of effect to wrap at the edges and this wrapping may be for any subset of the "colors". The tilings may be two dimensional with finite height or the tiles may cut up the third dimension if they wish. The disconnect lasts as long as the posessor wishes, until he established another, or it ends when the posessor is knocked out.
This ability causes a targeted victim to feel intense hatred. The posessor may make him feel hatred of anything in the area that could serve as the focus of hatred. The victim may save vs insanity to avoid the effects of the hatred at -5 per +1 point. By using the stats in parenthesis the posesor may throw hatred in a 3" radius, 2x radius per +1 point.
This ability allows the the demon to cause anyone it gazes at (requires a hit with missle bonus) to burst into hellfire for 4d6 of damage. It may attempt to gaze at everyone within line of sight but subtracts twice the number of targets from each hit roll.
This ability allows a demon to cause anyone it hits in hand to hand combat to take 4d6 of hellfire damage. They burst into flames when hit.
This ability permits the demon to create an illusion with apparent substance, texture, sound, scent, and voice. The illusion may create up to four illusiory creatures. Between them the creatures may do up to 6d6 up to four times per round between them. The damage may be edge, point, or magic or impact up to 7d6+2. The creatures have up to 40 hitpoints or up to 80 stamina, trading two stamina per hitpoint. The substances in the illusion may be up to steel hard. The cratures may move as much as 13". The creatures have a bonus of +36 against perceptual integrity and an elusiveness of 74 +/- 5 per level of decreased (increased) size. Illusions or illusiory creatures created with this ability require concentration.
This ability is identical to Illusion I, save that the bonus against perceptual integrity is +42 and the illusions conform to the expectations of those viewing them.
This ability is identical to Illusion II, save that the bonus against perceptual integrity is +54 and the illusion has a duration of 24 rounds beyon the end of the demons concetration.
This ability is identical to Illusion III, save that the Illusions created are permanent.
This ability makes the demon invisible. The rank of the effect is higher than that of the spell invisibility because this invisibility does not require saving throws.
This ability allows the demon to do d3 points of health damage with a missle hit roll, save versus magic to 1 point of health damage.
This ability causes a targeted victim to feel lust. The posessor may make him feel lust for anything in the area it is reasonable to lust after. The victim may save vs insanity to avoid the effects of the lust at -5 per +1 point. By using the stats in parenthesis the posesor may throw lust in a 3" radius, 2x radius per +1 point.
This establishes a personal shield covering the demon with 40 points of protection against spells. Whenever a spell hits the shield the demon rolls a save versus magic at plus the protection currently in the shield. If he makes the save the shield absorbs the spell and its mana is deducted from the shields points of protection. For each added point of cost this ability gets +4 points of added protection. Putting up the shield requires an attack type action and is usually bought with limited uses per day. The shield moves with the demon.
This demonic ability allows a demon to causes a person not in battle or alert to overlook him and daydream, think about something else, or get confused.
This establishes a spherical shield covering the seven hexes containing the demon with 40 points of protection against spells. Whenever a spell hits the shield the demon rolls a save versus magic at plus the protection currently in the shield. If he makes the save the shield absorbs the spell and its mana is deducted from the shields points of protection. For each added point of cost this ability gets +4 points of added protection. Putting up the shield requires an attack type action and is usually bought with limited uses per day. The shield does not move and disappears if the demon moves outside of it.
This ability causes a targeted victim to feel utter mortification. This feeling combines shame and depression in a manner that make the victim suicidal. The victim may save vs insanity to avoid the effects of the mortification at -5 per +1 point. By using the stats in parenthesis the posesor may throw mortification in a 3" radius, 2x radius per +1 point.
This ability causes a targeted victim to feel pleasure. The posessor may make him feel mild to intense pleasure. The victim may save vs insanity to avoid the effects of the pleasure at -5 per +1 point. By using the stats in parenthesis the posesor may throw pleasure in a 3" radius, 2x radius per +1 point.
This power permits the posessor to transform one natural animal into another. This transformation cannot increase design point cost or create unnatural creatures. The posessor may add +5 design points cost per +1 point the ability costs. The posessor must be familliar with the animal type created by the transformation. The animal to be transformed gets a magic save, at -5 per +1 ability point spend decreasing the save.
This power permits the posessor to transform one monster into another. This transformation cannot increase design point cost. The posessor may add +5 design points cost per +1 point the ability costs. The posessor must be familliar with the monster type created by the transformation. The monster to be transformed gets a magic save, at -5 per +1 ability point spend decreasing the save, and at +5 per 20 design points less the cost of the transformed form. "Monsters" include people, animals, undead, extraplanar people or animals, but not animated inanimate objects or plants.
This ability allows the demon to do spiritual combat with someone he is touching. If he wins he may dissolve his body and take over theirs. If they are killed the demon will be banished to hell but the demon may leave and reform his body, in the state it was when he posessed the victim, at any time prior to a victims death.
This ability allows the posessor to project an image of himself up to 100" in any direction through anything less than 1" of rock or 10 cm of metal. When the ability is invoked, an image of the posessor separates from the posessor and moves as he does, within the distance limits. It may walk through barriers that do not stop the ability and may, for example, walk on air. This path may be direct or indirect, though in the latter case the projection must travel the convoluted route. The projection appears as the caster appears and allows him to both use his senses and voice and to cast spells. The posessor may get 2x maximum projection distance for +1 mana. A stress save is necessary to change the focus of projection in a teleportational fashion. The projection may move at the posessor's normal movement speed without penalty, so long as it remains in the area of effect. Typically the projection is immune to damage - it is an image that swords and spells just pass through. Darkness, smoke, etc. can still be used to baffle the projection's senses.
This ability permits the posessor to target an illusion and make it real. Its reactions, once real, are quite variable.
This ability permits the posessor to cause metal to fall to rust by targeting it. The metal gets a stability save (see: Metal Alchemistry).
This ability causes a targeted victim to feel regret. The posessor may make him feel mild to intense regret. The victim may save vs insanity to avoid the effects of the regret at -5 per +1 point. By using the stats in parenthesis the posesor may throw regret in a 3" radius, 2x radius per +1 point.
this ability allows the demon to do minor illusions that modify its appearance and the appearance of small, physical objects. This ability has a roll of +35 versus perceptual integrity to appear real to a skeptic; it cannot modify the appearance of things other than the demon or inanimate objects no more than 1" across that the demon touches or targets. A demon could use it to make magic missles look like knives (even to picking them up if he is knocked out). The demon can use it to make a gem appear as a rock or vice versa; doing this with whole pots of treasure is tricky to do fast - the ability Dross is more appropriate. This ability is also useful to a shapechanging demon in counterfiting gear of someone it is imitating.
This ability causes a targeted victim to feel sorrow. The posessor may make the target feel mild to intense sorrow. Intese sorrow is debilitating bot reducing the stress save by 15 and forceing a stress save to act except in direct defense of self or in response to a psychological limitation. The victim may save vs insanity to avoid the effects of the sorrow at -5 per +1 point. By using the stats in parenthesis the posesor may throw sorrow in a 3" radius, 2x radius per +1 point.
This ability causes a targeted victim to feel shame. If there is something the target should be ashamed of the target will feel a need to make and act of contrition, possibly several. The victim may save vs insanity to avoid the effects of the shame at -5 per +1 point. By using the stats in parenthesis the posesor may throw shame in a 3" radius, 2x radius per +1 point.
This ability allows the demon a missle targeting roll to force someone to fall asleep. The target gets a magic save if it has a good reason not to fall asleep, e.g. on watch, in combat.
This ability permits the posessor to cause a coherent structure like a bridge or wall to the edge of structural failure from short range.
This ability allows the demon to do d100 points of necromantic damage with a missle hit roll, save to one half damage.
This ability allows the demon to force someone targeted with a missle hit roll to save versus unconciousness.
This ability allows a demon to summon his personal posessions to his hand so long as they are not in a metal lined container, weigh less than 20 kilograms, and are within 2 k.m. The posessions teleport to hand.
This ability causes a targeted victim to feel surprise. This costs the surprised individual 3d6 off any hit or skill roll the round they are magically made to feel surprise with speed penalized by one-third of the same roll. The victim may save vs insanity to avoid the effects of the surprise, at -5 per +1 point. By using the stats in parenthesis the posesor may throw surprise in a 3" radius, 2x radius per +1 point.
This ability permits the posessor to open a portal in the air 1" square, +1" inch more per +1 point. This portal may open up to 50" away, +50" per +1 point.
This ability permits the posessor to target a creature causing it to feel terror, unless it saves versus insanity at -5 per +1 point. The posessor may make the victim feel terror of the caster, of anything in the area it is reasonable to be terrified of, or of nothing at all. This terror causes the victim to cower, flee, surrender, whatever the referee feels is appropriate. By using the stats in parenthesis the posesor may throw the effect in a 3" radius, 2x radius per +1 point.
This ability allows the demon a luck save to avoid triggering mechanical and magical traps. The save must be made each round a demon might trigger a trap and a seperate save is required for each trap.
This ability allows the demon to trigger a magic item with a roll of IN+WS+WP+30. If the item is complex a random effect goes off otherwise it triggers. Blowing the roll merely fails to trigger the item. Blowing the roll by thirty or more triggers the item with spell failure.
This ability causes a targeted victim to become vain. The victim may save vs insanity to avoid the effects of the vanity at -5 per +1 point. By using the stats in parenthesis the posesor may throw vanity in a 3" radius, 2x radius per +1 point.
This ability spoils all food in a 1" radius, transforming it into rotted hideousness. It functions as intensity 5 speed five poison. For +1 point intensity increases by one. For +2 points speed increases by one. For +3 points, spoiled food will merely taste a bit off. For +5 points the food will look totally normal.
This ability permits the posessor to render a targets emotion visible. The target may resist if they wish by making a magic save. If the ability affects the target they will be cloaked, other than in their own line of sight, with colors appropriate to their current emotions. With a little practice this spell permits people to read emotions. The colors are to some degree species specific and require a perception save in light at least as bright as direct sunlight. The colors last for 30 minutes and the posessor may add +30 minutes duration per +1 point.
In this section we give several examples of aristocratic demons. The aristocratic demon table lists them by name with point value and the modifier to a knowledge skill roll for knowing about a given type of aristocratic demon, apriori an encounter.
| Aristocratic Demons | ||
|---|---|---|
| Name | Points | Knowledge Skill |
| Clythag | 815 | -50 |
| Dracor | 1130 | -40 |
| Mendis | 1117 | -60 |
| Reyndrach | 1088 | -40 |
| Shadow Brothers | 625 | -30 |
| Teraherpon | 575 | -50 |
Clythag(Size 0 humanoid aristo).St 28 Stam 55 Agility 77 Phys. Elu. 100 Cn 28 Hits 61 Bleeding 148 Ment. Elu. 94 In 23 Health 8 Insanity 114 Perc. Int. 139 Ws 24 Luck 67 Dx 20 Ego 43 Magic 93 Impact 21[35] Ag 20 Mind 36 Perception 95 Edge 8[24] Ch 25 Sanity 6 Poison 123 Point 8[23] Bt 15 Shock 182 Fire 31[36][immu] Wp 25 To Hit 93 Asp 12 Stress 92 Magic 9[24] Lk 20 Missle 25 Msp 4 Surprise 98 Necro 8[11][immu] --- Bow 25 Bsp 4 Unconc. 114 311 Spell 107 Csp 16 Damage 17 Spirit 38 Ssp 6 Determination 33 Lift 1342 Carry 525 Run:8" Tport:80" Mana 50[63]
Disadvantages Cost Ability Rank Roll 25 totally hideous 30 3 levels of increased density - -- 50 Enemy, law lords 20 1/4 damge EPI - -- 40 Enemy, mankind 30 immu to necromancy - -- 35 100" aura of evil 10 immu to fire - -- yields proximity 10 magic skill - -- 20 Meglomania 20 80" teleportation - -- 15 Overconfident 33 Demon lore 7 142 15 Contempt for lesser 60 Necromancy 6 132 being 31 Illusion 7 142 20 Cannot leave his 65 Control 6 132 place of power 30 +60 to hit - -- 20 Reputation, prince 33 +66 spell hit - -- of corruption 30 +10 Csp - -- 75 Foundational 18 +6 Asp - -- 0 xp 10 +20 perceptual integrity - -- 500 Base 20 +5 extra limbs (mouth tentacles) - -- --- 20 sees in all directions - -- 815 10 night vision - -- 5 Breathes water or air - -- --- 496+311=815 Asp Dam Len claw -2 7d6 5 Tentacle -4 6d6 6
Clythag is the size of a man, but his head looks like a purple octopus with four long tentacles. His skin is pale green with red viens, and his eyes are filled with unearthly greenish light. He is a mighty mage and knows the arts of the undead and of demons. He has power of enchantment as well and can create real illusions and sap the will of lesser beings. He knows all the spells of his areas of magic and is armed with a might array of magical weapons and devices as well. He is bound, by magic cast by the law lords, to a sunken city on the back of leviathan.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 25 25 35 36 25 11
07-14 Side of Head 25 25 35 36 25 11
15-20 Face 20 18 31 35 20 10
21-24 Neck 28 28 41 37 28 12
25-30 Collar 25 25 35 36 25 11
31-46 Chest 20 18 31 35 20 10
47-48 Solar Plexus 20 18 31 35 20 10
49-61 Stomach 20 18 31 35 20 10
62-66 Hips 26 23 36 37 26 11
67-68 Crotch 20 18 31 35 20 10
69-73 Upper Arm 20 18 31 35 20 10
74-75 Elbow 26 23 36 37 26 11
76-79 Lower Arm 20 18 31 35 20 10
80-81 Wrist 19 17 34 34 20 10
82-83 Hand 19 17 34 34 20 10
84-85 Fingers 19 17 34 34 20 10
86-91 Upper Leg 20 18 31 35 20 10
92-93 Knee 20 18 31 35 20 10
94-96 Shins 26 23 36 37 26 11
97-98 Ankles 20 18 31 35 20 10
99-00 Feet 20 18 31 35 20 10
-----------------------------------------------------------------
Average: 24 23 35 36 24 11
Penalty: 7
Encumberance: 150
Adamant Plate Great Helm 2880.00
Adamant Chain Hood 1440.00
Adamant Mail Gorget 320.00
Adamant Plate Shirt 5880.00
Adamant Plate Elbow Gaurd 240.00
Adamant Plate Pants 2160.00
Adamant Plate Bracers 480.00
Adamant Mail Gloves 480.00
Adamant Plate Shins 360.00
Adamant Plate Boots 480.00
-------
Total 14720.00
Ring of Batwings (grow huge batwings at will, 8" flight)
Amulet vs Cold I (cold manashield)
Amulet vs Electricity (electrical mana shield)
Amulet vs Magic (magic manashield)
Rock of Shielding (damage manashield)
Angel's Tear pendant (Sink to Eternity/+13 mana)
Wand of Hellfire (66:11) 6d6 1"x12"
Wand of Stun (54:9) 3 mana stun, up to -30 save for up to +6 mana.
Ring of Invisibility II(normal magic save to hold/permanent).
Ring of the Undead (Animate Dead, Summon Wraith, Deadalive, Control Undead)
Up to 24 recharging mana into any spell+Template.
Dracor(Size 6 winged quadruped aristo).St 33 Stam 79 Agility 132 Phys. Elu. 106 Cn 38 Hits 112 Bleeding 248 Ment. Elu. 94 In 23 Health 12 Insanity 113 Perc. Int. 117 Ws 23 Luck 46 Dx 25 Ego 43 Magic 151 Impact 34 Ag 25 Mind 36 Perception 94 Edge 24 Ch 25 Sanity 6 Poison 173 Point 24 Bt 15 Shock 232 Fire 55[immu] Wp 25 To Hit 148 Asp 13 Stress 91 Magic 9[immu] Lk 15 Missle 40 Msp 7 Surprise 108 Necro 7[immu] --- Bow 40 Bsp 7 Unconc. 214 379 Spell 41 Csp 6 Knockbk 192 Damage 23 Spirit 38 Ssp 6 Determination 33 Lift:7884 Carry:3240 Run:29 Fly:24 Telep:48 Mana 50
Disadvantages Cost Ability Rank Roll 25 Three headed dragon 5 winged quadruped body type - -- inspires terror 90 6 levels of growth - -- 50 Enemy, all principles 40 4 levels of increased density - -- 40 Enemy, mankind 12 +48" teleportation - -- 75 Aristocratic demon 30 Immune to magic damage - -- 35 100" radius aura of 30 Immune to necromantic damage - -- evil, proximity 10 Immune to fire damage - -- 20 No manipulation 12 +9 edge, point armor - -- 10 Sinks in water, or 140 16d6 60 deg. cone fire breath 14" - -- soft soil 157 10d6 60 deg. cone necro breath 14" - -- 25 Hates not being in 147 12d6 60 deg. cone magic breath 14" - -- total control 10 Night sight - -- 20 Overconfident 10 Two extra heads - -- 15 Loathes unenslaved 15 Life sense - -- intellegent beings 10 Magic skill 1 73 20 Reputation - prin- 20 +60 magic save - -- cess of the hells 75 Command dragons, stress save to - -- 0 xp attack, magic save to disobey, 1020 Base both saves -30, lasts 1 day --- 50 +100 to hit - -- 1375 12 +4 Asp - -- 45 +2 seprate attacks (each head attacks on its own). --- 995+379=1375
Dracor is called the queen of dragons. She is a bizzare creature able to mentally enslave dragons and appearing as one, save that she has three heads. The left head and neck are black with little streaks of sickly green here and there and breathes a black fire that does necromatic damage. The eyes of the left head are glowing red. The center head and neck are red with yellow and orange streaks and breathes an awsome gout of fire. The center head has jet black eyes. The right head is purple with streaks of blue that can breath blue fire that does magic damage. Its eyes are golden with orange pupils. The colors from the necks blend to dark grey at the base of the necks and then fade to black of the rest of the body. Claws and tail tips are iron gray.
Dracor lives is a blaster ruin somewhere in the nine hells, attended by a gaurd of evil dragons. There is treasure for all and her cult occasionally opens a gate to let her into a better world or bring in victims. She dare not spend to long away from her home or the gaurdians of other worlds, especially the principles, will attack her. The drakenzan live in Dracor's realm but are not esp[ecially under her control. Rather they will make alliance when a world is close to falling into darkness and becoming a hell-plane. In this case they serve as shock troops.
| Hit Table for Dracor | ||
|---|---|---|
| 01-02 | Left Mouth | |
| 03-04 | Center Mouth | |
| 05-06 | Right Mouth | |
| 07-08 | Left Face | 2x damage, lost eye roll |
| 09-10 | Center Face | 2x damage, lost eye roll |
| 11-12 | Right Face | 2x damage, lost eye roll |
| 13-14 | Top of Left Head | 1 1/2x damage, unconsciousness save |
| 15-16 | Top of Center Head | 1 1/2x damage, unconsciousness save |
| 17-18 | Top of Right Head | 1 1/2x damage, unconsciousness save |
| 19-21 | Side of Left Head | 1 1/2x damage |
| 22-24 | Side of Center Head | 1 1/2x damage |
| 35-27 | Side of Right Head | 1 1/2x damage |
| 28-29 | Left Neck | 2x damage |
| 30-31 | Center Neck | 2x damage |
| 32-33 | Right Neck | 2x damage |
| 35-40 | Front legs | Agility or fall if standing |
| 41-42 | Front Feet | 1/2x damage |
| 43-50 | Chest | |
| 50-55 | Wings | Agil. save to keep flying, wing damage roll |
| 56-59 | Back | |
| 60-64 | Abdomen | |
| 65-71 | Belly | |
| 72-75 | Rear Back | |
| 76-83 | Buttocks | |
| 84-90 | Rear Legs | Agility or fall if standing |
| 91-96 | Rear Feet | 1/2x damage |
| 97-00 | Tail Area | |
Mendis(Size 0 humanoid aristo).St 25 Stam 43 Agility 102 Phys. Elu. 136 Cn 25 Hits 43 Bleeding 133 Ment. Elu. 100 In 25 Health 7 Insanity 117 Perc. Int. 125 Ws 25 Luck 92 Dx 25 Ego 43 Magic 103 Impact 9[16] Ag 25 Mind 43 Perception 102 Edge 0[7] Ch 25 Sanity 7 Poison 108 Point 0[8] Bt 15 Shock 164 Fire 12[18] Wp 25 To Hit 80 Asp 11 Stress 93 Magic 9[20] Lk 25 Missle 80 Msp 11 Surprise 112 Necro 9[18[ --- Bow 70 Bsp 11 Unconc. 102 399 Spell 45 Csp 7 Damage 11 Spirit 40 Ssp 7 Determination 33 Lift:474 Carry:183 Run:11 Phase:6 Telep:60 Mana 59
Disadvantages Cost Ability Rank Roll 15 Weird vibes - scary 15 +60" of teleportation - -- 40 Enemy, assasian's 6 +6" phasing - -- guild, everywhere 5 +5" running - -- 40 Enemy, Dracor/dragons 10 10 Wall walking - -- 75 Aristocratic demon 10 Night vision - -- 20 Kleptomaniac 75 Apportal 5" square - -- 25 Wants to control 7 Breakfall - -- thieves/guilds 35 Deep pocket 8cu meter at 1/30th wt - -- 25 Cannot stand any 9 Emergency rchrg. 1 hlth=>10d6mana - -- constraint or 29 Trap resistence (luck save) - -- imprisonment 9 Trigger - -- 15 Must steal daily 10 Magic skill 1 77 or lose 1 sanity 120 Shadow lore (rnk 4 safe) 8 155 20 Rep: god of theft 51 Conceal objct/Lockpick/lightfngr 10 100 42 0 xp 51 Conceal self/shadowing/sneak 10 100 800 Base 17 Set/Rem trap 10 100 --- 51 List/Lip Read/Find 10 100 1117 12 Short sword, dagger, skife, bos 1 -- 7 Ambidexterity 5 100 10 Expert bowman 3 90 9 Judicius speed 5 100 35 Lethal blow 3 -- 399+718=1117 7 Gambling 5 100 5 Literacy 3 31 7 Streetwise 5 100 70 +40 to hit/missle +30 bow - -- 718=36 +4 Asp/Msp/Bsp - --
Mendis looks entirely human, save for his featureless golden eyes. He is the prince of theives and a deadly shadow mage as well. His weapons include the shadow blade, the dagger fang, and the bow of night. His dragon armor is jet black and he tends to dress in black. He knows all shadow magic spells. When encountered he will typically have many potions and magic items and fabulous wealth concealed about his person.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 9 11 18 20 23 21
07-14 Side of Head 9 11 18 20 23 21
15-20 Face 6 7 15 17 18 17
21-24 Neck 11 13 20 21 25 23
25-30 Collar 9 11 18 20 23 21
31-46 Chest 6 7 15 17 18 17
47-48 Solar Plexus 6 7 15 17 18 17
49-61 Stomach 6 7 15 17 18 17
62-66 Hips 9 11 18 20 23 21
67-68 Crotch 6 7 15 17 18 17
69-73 Upper Arm 6 7 15 17 18 17
74-75 Elbow 9 11 18 20 23 21
76-79 Lower Arm 6 7 15 17 18 17
80-81 Wrist 6 7 15 17 18 17
82-83 Hand 6 7 15 17 18 17
84-85 Fingers 6 7 15 17 18 17
86-91 Upper Leg 6 7 15 17 18 17
92-93 Knee 6 7 15 17 18 17
94-96 Shins 9 11 18 20 23 21
97-98 Ankles 6 7 15 17 18 17
99-00 Feet 6 7 15 17 18 17
-----------------------------------------------------------------
Average: 7 8 16 18 20 18
Penalty: 2
Encumberance: 39
Dragon Leather Great Helm 480.00
Dragon Leather Hood 480.00
Dragon Leather Gorget 80.00
Dragon Leather Shirt 980.00
Dragon Leather Elbow Gaurd 40.00
Dragon Leather Pants 360.00
Dragon Leather Bracers 80.00
Dragon Leather Gloves 120.00
Dragon Leather Shins 60.00
Dragon Leather Boots 80.00
-------
Total 2760.00
Reyndrach(Size 2 humanoid aristo celestial).St 25 Stam 43 Agility 77 Phys. Elu. 90 Cn 28 Hits 59 Bleeding 166 Ment. Elu. 97 In 22 Health 8 Insanity 120 Perc. Int. 119 Ws 23 Luck 67 Dx 20 Ego 51 Magic 87 Impact 16[24] Ag 20 Mind 33 Perception 93 Edge 10[18] Ch 25 Sanity 6 Poison 125 Point 10[20] Bt 16 Shock 180 Fire 26[33][immu] Wp 27 To Hit 90 Asp 6 Stress 101 Magic 10[23] Lk 20 Missle 25 Msp 4 Surprise 98 Necro 7[18][immu] --- Bow 25 Bsp 4 Unconc. 136 312 Spell 101 Csp 6 Knockbk 97 Damage 13 Spirit 41 Ssp 7 Determination 38 Lift 1956 Carry 768 Run:12" Mana 52 Disadvantages Cost Ability Rank Roll 75 Aristocratic demon 30 2 levels of growth - -- 40 Enemy, geomotons 20 2 levels of increased density - -- 40 Enemy, principles 20 Celestial (75 Essence) - -- 25 100" aura of evil 3 Magic skill 1 74 25 Meglomaniac 15 Illusion 5 122 15 Loves to torture 40 Control 5 122 his victims 35 Mirror magic 5 122 10 Hates cats 25 Visionary 5 122 20 Blind in sunlight 3 Bend chance 3 97 0 xp 8 Corporeal regeneration 3 102 350 Base 3 Relearn 3 102 --- 3 Sense essence 3 101 700 5 +5 edge, point - -- 30 Immu necromancy - -- Asp Dam Len 10 Immu fire - -- Claw -3 7d6 7 30 +60 spell to hit - -- Bite -2 6d6+2 5 30 +60 to hit - -- 75 Projection, up to 1,600" - -- 3 Sword - -- --- 388
Reyndrach is twelve feet tall with a muscular human torso, lupine legs with silky brown fur, clawed hands, and a wolf head with jet black fur and terrifying green eyes. In combat he wears bright red dragon leather armor and wields twin scimitars. His celestial ability allows him to raise his skill in an area of magic three ranks, or raise it two ranks and use his bend chance skill to get a roll of 202 with an area of magic. He has many magical items, detailed subsequently and knows all spells in the four areas of magic he knows.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 19 21 25 34 24 19
07-14 Side of Head 19 21 25 34 24 19
15-20 Face 16 17 22 31 19 15
21-24 Neck 21 23 27 35 26 21
25-30 Collar 19 21 25 34 24 19
31-46 Chest 16 17 22 31 19 15
47-48 Solar Plexus 16 17 22 31 19 15
49-61 Stomach 16 17 22 31 19 15
62-66 Hips 19 21 25 34 24 19
67-68 Crotch 16 17 22 31 19 15
69-73 Upper Arm 16 17 22 31 19 15
74-75 Elbow 19 21 25 34 24 19
76-79 Lower Arm 16 17 22 31 19 15
80-81 Wrist 16 17 22 31 19 15
82-83 Hand 16 17 22 31 19 15
84-85 Fingers 16 17 22 31 19 15
86-91 Upper Leg 16 17 22 31 19 15
92-93 Knee 16 17 22 31 19 15
94-96 Shins 19 21 25 34 24 19
97-98 Ankles 16 17 22 31 19 15
99-00 Feet 16 17 22 31 19 15
-----------------------------------------------------------------
Average: 18 20 24 33 23 18
Penalty: 2
Encumberance: 39
Dragon Leather Great Helm 480.00
Dragon Leather Hood 480.00
Dragon Leather Gorget 80.00
Dragon Leather Shirt 980.00
Dragon Leather Elbow Gaurd 40.00
Dragon Leather Pants 360.00
Dragon Leather Bracers 80.00
Dragon Leather Gloves 120.00
Dragon Leather Shins 60.00
Dragon Leather Boots 80.00
-------
Total 2760.00
Posessions
Woldblade
Spells: Rune of Accuracy.
Rune of Drain Life.
Symbol of Terror.
Type: Permanent+Special.
Mana: 13+11+0.
Intrinsic Save: 120.
Activation Points: 24.
Complexity: 0.
Source of Complexity: runic item.
Action Diagram: function continuously.
Description:
This blade is a wavy version of a broadsword. It is the personal weapon of Reyndrach, and aristocratic demon whos powers are mostly of enchantment. The metal of which the blade is made is a permanent illusion that is -127 to dispel. The weapon is +30 to hit, drains a point of health each time it does hitpoint damage, and is adorned with a symbol of terror. On first seeing it in any given encounter opponents must save versus insanity or flee, surrender, cower, etc. If the save is made they are -2 speed and -15 to hit when attacking the wielder of the sword. Drained health grants power to Reyndar. If he lacks full health, it regenerates him. If he has full health but lacks hitpoints each health drained restores five hitpoints. Otherwise drained health adds +2 to his damage bonus, but this can no more than double the wielder's damage bonus.
Asp Dam Brk Len
Wolfblade -6 3d6 33 8 (+30 to hit)
The shadow brothers are six foot tall gray humanoids that live on the edge of the void in the shadow realm. They were created by other celestials to act as hunters and, loving the hunt, destroyed their masters. They can walk from world to world but always are surrounded by the gray twilight of their home near the void. Their faces have large golden almond shaped eyes with no white or pupil. The have no none or mouth (but can speak somehow). They have four arms, two ending in crab-like claws, two ending in efficient six-fingered hands. They neither breathe nor bleed. They spend their essence to adapt to their current occupation. The shadow brothers are evil, devious, jaded, bored, and utterly unwilling to break their word. They will do anything to be entertained.
A shadow brother usually has awesome armor and arms, but it is captured in battle or made from enemies defeated in battle, with fine fitting done by worldmorphing.
Typical essence expenditure:
10 Night vision
5 Local language
5 Physical healing/3 96
6 Two weapons
14 Working reserve
Shadow Brother(Size zero humanoid celestial aristoSt 30 Stam 64 Agility 97 Phys. Elu. 128 Cn 25 Hits 47 Bleeding 143 Ment. Elu. 72 In 12 Health 7 Insanity 97 Perc. Int. 88 Ws 18 Luck 58 Dx 24 Ego 43 Magic 103 Impact 19[29][1/4] Ag 24 Mind 12 Perception 58 Edge 5[15][1/4] Ch 20 Sanity 3 Poison 108 Point 5[16][1/4] Bt 10 Shock 174 Fire 22[29][1/4] Wp 25 To Hit 103 Asp 16 Stress 86 Magic 9[22] Lk 18 Missle 37 Msp 6 Surprise 86 Necro 4[15][immu] --- Bow 37 Bsp 6 Unconc. 102 305 Spell 19 Csp 3 Damage 18 Spirit 27 Ssp 4 Determination 33 Lift 1128 Carry 426 Run:11" Teleport:60" Mana 18
Disadvantages Cost Ability Rank Roll 75 Aristo 20 2 levels of increased density - -- 40 Enemy, geomotons 20 Celestial (40 Essence) - -- 40 Enemy, principles 55 Zone of transition about self, - -- 25 100" aura of wierd connects current plane with shadow lands 25 Keeps oaths at 7 Bend chance 4 101 all costs 3 Enable 3 115 25 Lives to be amused 3 End magic 3 115 10 Hates oahtbreakers 7 Sense essence 4 89 10 Rep: keeps word 3 Steal essence 3 105 0 xp 14 Worldmorph 5 105 375 Base 25 1/4 edge, point, impact - -- --- 30 immune to necromancy - -- 625 5 1/4 damage from fire - -- 30 +60 to hit - -- 24 +8 Asp - -- Asp Dam Len 15 60" teleporation - -- Claw -2 7d6+1 3 edge 20 Need not breathe - -- Hand -2 8d6+2 4 impt 10 Does not bleed - -- 19 +57 magic save - -- 10 +2 added limbs - -- --- 320+305=625
Edge Point Impact Fire Magic Necro
01-06 Top of Head 14 16 28 30 23 16
07-14 Side of Head 14 16 28 30 23 16
15-20 Face 11 12 25 27 18 12
21-24 Neck 21 20 37 31 27 17
25-30 Collar 14 16 28 30 23 16
31-46 Chest 11 12 25 27 18 12
47-48 Solar Plexus 11 12 25 27 18 12
49-61 Stomach 11 12 25 27 18 12
62-66 Hips 14 16 28 30 23 16
67-68 Crotch 11 12 25 27 18 12
69-73 Upper Arm 11 12 25 27 18 12
74-75 Elbow 20 19 32 29 25 13
76-79 Lower Arm 17 15 29 26 20 6
80-81 Wrist 11 12 25 27 18 12
82-83 Hand 11 12 25 27 18 12
84-85 Fingers 11 12 25 27 18 12
86-91 Upper Leg 11 12 25 27 18 12
92-93 Knee 11 12 25 27 18 12
94-96 Shins 20 19 32 29 25 13
97-98 Ankles 11 12 25 27 18 12
99-00 Feet 11 12 25 27 18 12
-----------------------------------------------------------------
Average: 15 16 29 29 22 14
Penalty: 5
Encumberance: 113
Dragon Leather Great Helm 480.00
Dragon Leather Hood 480.00
Adamant Mail Gorget 320.00
Dragon Leather Shirt 980.00
Adamant Plate Elbow Gaurd 240.00
Dragon Leather Pants 360.00
Adamant Plate Bracers 480.00
Dragon Leather Gloves 120.00
Adamant Plate Shins 360.00
Dragon Leather Boots 80.00
-------
Total 3900.00
Teraherpon(Size 0 humanoid aristo celestial).St 23 Stam 36 Agility 77 Phys. Elu. 100 Cn 23 Hits 40 Bleeding 127 Ment. Elu. 100 In 23 Health 6 Insanity 121 Perc. Int. 121 Ws 23 Luck 58 Dx 20 Ego 51 Magic 145 Impact 12[20] Ag 20 Mind 36 Perception 96 Edge 8 [16] Ch 24 Sanity 6 Poison 100 Point 8 [18] Bt 16 Shock 156 Fire 19[26]immu Wp 23[27]To Hit 110 Asp 5 Stress 131 Magic 10[23] Lk 18 Missle 25 Msp 4 Surprise 100 Necro 7 [18] --- Bow 25 Bsp 4 Unconc. 96 Poison 5 272 Spell 43 Csp 6 Damage 11 Spirit 42 Ssp 7 Determination 38 Lift 876 Carry 330 Run:8" Telep:60" Mana 57
Disadvantages Cost Ability Rank Roll 75 Aristocratic demon 20 2 levels of increased density - -- 40 Enemy, law lords 20 Celestial 75 essence - -- 40 Enemy, humans 10 Immune to fire - -- 20 Hates mammals 20 Control fire elemental, -30 save, - -- 15 Meglomania lasts 3 days, costs 7 mana 15 Hates direct methods 31 Summon fire elemental, up to 500 - -- 20 Wierd appearance points, costs 11 mana 25 Rep: god of evil 15 60" of teleportation - -- 25 +3d6 iron weapons 15 +5 poison armor - -- 0 xp 10 Night vision - -- 300 base 20 Polymorph self - -- --- 41 +82 to hit - -- 575 5 +4 edge, point - -- 18 +54 magic save - -- 3 Magic skill 1 75 32 Illusion 7 143 15 +5 Asp - -- 18 +6 Csp - -- 10 +30 stress save - -- 5 Bend chance 3 93 8 Corpus mundi 3 133 7 Invulnerability 4 167 5 Steal essence 4 127 5 Sense essence 4 113 --- Asp Dam Len 303+272=575 Bite -1 5d6 3 Claw -2 5d6+2 5 Sword -4 3d6+12 8 +35 to hit
Leader of all herpon. Deadly and weird. He has more than 10,000 but fewer than 100,000 followers resulting in an effective willpower of 27. When not polymorphed he looks like a reptillian biped with an incredible number of horns in a frill around his head with a triple row of horns down his back. He knows all illusion spells.
Edge Point Impact Fire Magic Necro
01-06 Top of Head 17 19 21 27 24 19
07-14 Side of Head 17 19 21 27 24 19
15-20 Face 14 15 18 24 19 15
21-24 Neck 19 21 23 28 26 21
25-30 Collar 17 19 21 27 24 19
31-46 Chest 14 15 18 24 19 15
47-48 Solar Plexus 14 15 18 24 19 15
49-61 Stomach 14 15 18 24 19 15
62-66 Hips 17 19 21 27 24 19
67-68 Crotch 14 15 18 24 19 15
69-73 Upper Arm 14 15 18 24 19 15
74-75 Elbow 17 19 21 27 24 19
76-79 Lower Arm 14 15 18 24 19 15
80-81 Wrist 14 15 18 24 19 15
82-83 Hand 14 15 18 24 19 15
84-85 Fingers 14 15 18 24 19 15
86-91 Upper Leg 14 15 18 24 19 15
92-93 Knee 14 15 18 24 19 15
94-96 Shins 17 19 21 27 24 19
97-98 Ankles 14 15 18 24 19 15
99-00 Feet 14 15 18 24 19 15
-----------------------------------------------------------------
Average: 16 18 20 26 23 18
Penalty: 2
Encumberance: 39
Dragon Leather Great Helm 480.00
Dragon Leather Hood 480.00
Dragon Leather Gorget 80.00
Dragon Leather Shirt 980.00
Dragon Leather Elbow Gaurd 40.00
Dragon Leather Pants 360.00
Dragon Leather Bracers 80.00
Dragon Leather Gloves 120.00
Dragon Leather Shins 60.00
Dragon Leather Boots 80.00
-------
Total 2760.00
Sword of Teraherpon.
Spells
: Rune of Accuracy, Bind Demon, Illusiory synergism(Illusion).
Type
: Permanent.
Mana
: 7+13+5.
Intrinsic Save
: 125.
Activation Points
: 26.
Complexity
: 6.
Source of Complexity
: permanent item.
Action Diagram
: function continuously.
Description
:
This sword is a scimitar with a gray Drakenzahn bound within it. If has a rune of accuracy and grants illusiory synergism. In addition to the combat statistics given below it grants the following abilities: Night vision, 15" 14d6 impact breath weapon 3/day, and grants a 5% chance of summoning a gray Drakenzahn.
Asp Dam Brk Len Enc To Hit
Scimitar -2 3d6+1 20 8 3.5 +35