A spirit is an incorporeal being, a mind with no physical substance but containing spiritual energy. All spirits can go back and forth between a spirit world and the material world at will, though in the material world they are usually invisible, inaudible, and immaterial - passing through any substance that they desire and being immune to non-magical effects. If a spirit is banished from the physical world, then it returns to its spiritual domain where it it remain for several years before regaining the strength to return to the material world. In their natural form, all spirits have enhanced senses, far better than normal humans. All spirits can fly about at the slow speed or 10 mph. All spirits regenerate from wounds they receive very quickly, within minutes.
The major weakness of spirits is that they cannot enter holy ground and can be repelled or banished by religious symbols or rituals, even by normal people. The exception to this is if the religion in question venerates the spirit, like a shaman and a nature spirit.
Choose one of the following spirit types:
Wraith
The spirit is a dead mortal, having the thoughts and memories of that human and having a generally humanoid spirit form. It can make itself visible in a form similar to that it had in life, with perhaps some minor alterations based on the nature of the wraith.
Animal Spirit
You are the spirit of an animal, representing some type of animals such as wolves, lions, spiders, fish, or some other group. You can communicate with these creatures and can become visible and appear to be a large and powerful version of the animal you represent. Animal spirits can move at 150% of the natural movement rate of their animal.
Nature Spirit
You are a spirit of some element of nature. This could include trees, water, rock, earth, the sun, etc.
Astral Spirit
You are a creature from the astral plane, a creature made of pure magic and thought. You can manifest as a glowing mass of swirling light that can roughly alter its shape.
In addition, spirits get to select 10 of the spirit powers below:
Possession (wraith, animal, or astral only - counts as 2 for astral spirits)
You can possess a single living creature, taking control of its body indefinitely. It take a battle of wills that lasts for a few seconds, only the most strong willed creatures (1/100 humans and 1/10000 animals) can resist possession. If the creature is killed while you are possessing it, you are forced out of the material plane for a day. Wraiths can only possess humans or humanoids, animal spirits can only possess animals that they represent, and astral spirits can possess any sentient creature. The strength and toughness of possessed creatures increase by 50%
Empowered Possession
When possessing a living creature, that creature's Strength and Toughness increase by +1 each and the Dexterity increases to 1. Prerequisite is Possession.
Animation (nature or astral spirit only)
The spirit can construct a body for itself based the element it is linked to. A stone spirit could construct a body of solid stone, a water spirit could construct a body of water, etc. A tree spirit could animate a tree. In any case, the element needs to be present for the spirit to animate it. This form is very physically powerful, at least as strong as the strongest human for even forms like water or air, and stronger than 10 of the strongest humans for creatures made of stone or metal. Stronger forms tend to be slower, and forms with advantages (like the amorphous nature of air or water) tend to be the weakest. It takes about 30 seconds to animate such a form and it if is destroyed, the spirit is forced from the earthly plane for a day. Air, cloud, or other similar spirit types can fly but are the weakest physically. Astral spirits can only animate forms that have specifically been made to be animated - like creations with moving parts and special enchantments on them. These forms tend to be weaker as well as vastly harder to find or replace.
Greater Animation
If taken by a nature spirit, it allows it to control an even bigger construct. It may animate a large number of trees who all march together under the command of the spirit or a massive stone monster may arise from a mountain under the control of the nature spirit. This creature is massively big and powerful, but only if it has enough of the spirit's element to draw upon. If taken by an astral spirit, then the astral spirit may animate any common element it desires, making a lesser animation as described above. The prerequisite is Animation.
Elemental Control (nature spirit only)
You can control the force of nature that your spirit is linked to. Fire spirits can create flame or control it, water spirits can create tidal waves or animate masses of water, air spirits can create wind storms or small tornados, etc.
Elemental Sense (nature spirit only)
The nature spirit can sense what happens to every nearby manifestation of its element within a 10 mile radius. A water spirit could sense everything that happens in or to water, a tree spirit could know the state of every tree, a wind spirit could hear every word that is spoken in the air, etc.
Animal Control (animal spirits only)
The animal spirit can control animals of its type, telepathically directing them to act in what ever way it desires. The animal spirit can control 5,000 pounds of animals at a time. This power may be selected multiple times, each time it gives access to another 5000 pounds of animals.
Manifestation (animal, wraith, or astral only)
The spirit can take a physical form. In this physical form, the spirit has either double peak human physical abilities, for a wraith, or double peak animal abilities for an animal spirit. An astral spirit take assume a humanoid or animal form, but only has peak physical abilities of a member of the species or peak human physical abilities. This form is not alive and has no need to eat, sleep, breathe, or drink and is immune to poison and disease. If this form is destroyed, the spirit is banished to the spirit plane for a year or more.
Telekinesis
The spirit can exert physical force at a range. The range of this power is 50 feet and the maximum force exerted is 100 pounds. This power can be purchased multiple times, each time increases the range by 50 feet and doubles the maximum force possible.
Touch of Death (wraith only)
The wraith can pass its hand through a living creature, draining its life force. The wraith can drain as much life force as desired, either killing the victim or reducing its strength by anything between 1% and 100% (paralysis), though the victim regains 1% of their strength per minute. If the wraith uses this power on inanimate objects, it can cause them to age by up to 100 years per second of contact.
Spirit Flight (wraith or astral only)
The spirit can fly at a speed of 50 mph.
Animate Dead (wraith only)
The wraith can enter into a dead body, gaining all of the physical powers of a wight. If the wight form is destroyed, the wraith for expelled to the realm of the dead for a year or more.
Celestial Soul (wraith only, counts as 2)
You are the dead soul of a highly virtuous person, returned from heaven to help others. You may select Angel powers as well as spirit ones. Your ghostly form will appear beautiful and angelic, inspiring friendship and respect from all who see you. Also the wraith cannot be repelled by holy ground or banished by religious practices if those religions venerate angels.
Abyssal Soul (wraith only)
You are the dead soul of an extremely evil person, returned from the Abyss to serve the demon lords there. You may select demon powers, including Abyssal ones. Your ghostly form with appear rotten or dark and shadowy, striking terror into the hearts of those who see it.
Infernal Soul (wraith only)
You are the dead soul of an extremely evil person, returned from the Inferno to serve the demon lords there. You may select demon powers, including Infernal ones. Your ghostly form is fiery and red, causing fear in all who see you.
Minor Necromancy (wraith only)
The wraith can animate the zombies and can control 1000 at a time. Each zombie has virtually no intelligence of its own but will obey the will of its wraith master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Animating a zombie takes a ten minute ritual and can be preformed on any more or less intact corpse. Zombies do not decay, but do wear out over time. For each year that passes, 1% of the zombies in this army become unusable for some reason such as injury, rot, wearing out, or something similar. As other undead, they are immune to poison, disease, thirst, hunger, fatigue, etc.
Greater Necromancy (wraith only)
As lesser necromancy, but the wraith can control an indefinite number of zombies at once. The prerequisite is Minor Necromancy.
Abyssal Necromancy (wraith only)
The wraith can now place the souls of minor Abyssal demons into zombies, making them more powerful. This gives each zombie a spark of crude intelligence and cunning, it also makes them just as dextrous as they were in life and twice as strong. Wights created by such a necromancer are also 20% stronger and faster. The prerequisites are Minor Necromancy and Abyssal Soul.
Teleportation (astral or elemental only)
The spirit can temporarily enter the astra plane and come back somewhere else in the material plane, allowing it to teleport anywhere that it has been before within a second or so. Prerequisite is Spirit Flight.
Afterlife Advisers (wraith only)
You know certain dead souls in the afterlife, you are allied to them and have access to their knowledge. For normal wraiths, this will be people of average moral character, neither good nor bad, for wraiths with Celestial Soul, you have access to great heroes and saintly people of the past, for those with Abyssal or Infernal Soul, you can befriend souls of the most evil people who have lived. The exact nature of the knowledge gained varies quite a bit, but the dead will have at least something useful to give you from time to time.
Monstrous Manifestation
The spirit can take the physical form of a huge and powerful creature, weighing thousands of pounds and having the strength of many men. For wraiths, this will appear like a huge humanoid form which bears some resemblance to the dead person. For spirit animals, this will be a giant form of the normal animal. For astral spirits, it will be a large humanoid or animal appearing creature that seems to be composed of energy or light. In any case, this manifestation is massively powerful and difficult to defeat in combat. The prerequisite is Manifestation.
Spiritual Attack
The spirit can unleash spiritual energy at a foe with 200 feet, inflicting terrible wounds upon it. The nature of this attack depends on the spirit - wraiths often unless death energy that causes foes to rapidly decay, fire spirits obviously shoot fire, astral spirits shoot out a beam of glowing magical energy, etc. This attack has the power to instantly slay a human or severally injure a larger creature.
Wizard (wraith or astral only)
The spirit was a wizard in life (wraith) or merely has magical powers due it being a being of magic (astral). In either case, the spirit can learn wizard spells, though each one counts as 2 spirit powers.
Nature Control (animal or nature only)
The spirit gets one of the following powers from the faerie list: Lord of Storms, Lord of the Wild, or Lord of Winter.
Illusionist (wraith or astral only)
The spirit can create what ever illusions you desire within 100 feet of itself. This can include sights, sounds, smell, even sensations like heat and cold. This includes making oneself or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures.
Lord of Dreams
The spirit can control the dreams of anyone whom he or she knows the full name of - this can cause the victim to go insane with nightmares within a week of such torment or may merely be used as a form of communication or influence. The spirit can also learn secrets about the target from these dreams if the victim can be made to reveal that information.
Lord of Nightmares (wraith only)
As Illusionist above, but now the spirit can sense the worst fears of the victims and make those fears come to life. The illusions will appear to be what the victim(s) fear most and they can inflict illusionary damage on the victims that cause terrible pain and can cause the victims to pass out or even die of fear or shock. The prerequisite is Illusionist and Lord of Dreams.
Horrifying
The spirit can reveal its presence and it is so terrible to behold that mortals flee in absolute terror. Even supernatural creatures must struggle to face such a terrifying being as this spirit. Wraiths with Abyssal or Infernal Soul automatically have this power for free.
Spirit Domain
The spirit has one particular area that in inhabits where it is vastly more powerful. This could be a deep forest for a nature spirit, a haunted castle for a wraith, or a magical ley line for an astral spirit. What ever the nature of this territory, the spirit is vastly more powerful here, all of its powers have at least 10 times the potency and it has tremendous influence over the landscape itself. The exact nature of the additional powers will vary based on the spirit and on the location, but it would be unwise for anyone to face a spirit on its home turf.
Shamans/Mediums
This gives the spirit mortal followers who the spirit can communicate with from the spirit realm telepathically. These mortals will do what they can to serve the spirit. Each purchase of the power gives the spirit 10 such individuals.
Shamans/Mediums
Eccentrics
These are unusual people, outcasts from society who can hear spirit voices. These people are often considered to be losers, insane, or liars by the general public. They will serve the spirit loyally but don't have any useful skills of note.
Blessed (counts as 10)
This is a person who has a single special ability related to the spirit, most often one that the spirit has as well. A nature spirit could have a blessed shaman follower who has the Lord of Nature power, a wraith with necromancy could have a follower with the necromancy power, etc.
Skilled Medium/Shaman (counts as 5)
This is a person who hears the voices of spirits and has a lot of natural talent. This talent could be physical, mental, charisma, etc. Assume that the person is an expert at one thing. If making money is what the person does best, then they have access to $100,000 a year to spend for the spirit's benefit.
Saturday, July 13, 2002
Weaknesses
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Any character type may select weaknesses, up to 3 each. Each weakness allows the character to gain another special power.
Nocturnal
Creatures with his weakness may only use their powers during the night time. For shifters, this means that they are essentially normal humans during the day. For vampires, abyssal demons, or unseelie fae this has an even more potent effect, during the day they must sleep and cannot be roused at all unless they are attacked and even then have only normal human levels of strength and dexterity.
Solar
Creatures with his weakness may only use their powers during the day time. For Seelie fae, this not only prevents them from using powers, but forces them to sleep at night. Unseelie fae, vampires, and Abyssal demons cannot select this weakness.
Unwholesome Hunger
The character has the desire to feed on human flesh and blood. This hunger must be satisfied at least once a month of the character will begin to lose self control and will kill to sate their desires. In the case of vampires, it causes them to require a pint of blood every day instead of every week.
Isolated
The character has been completely isolated from modern human society in some way. Perhaps the shifter has lived as a wolf his entire life or a vampire has recently awoken from a 100 year sleep and doesn't understand modern technology. In any case, the character will have trouble interacting with the modern world.
Humanity
The hear after is truly good, kind, and generous. One of his or her primary motivations is to help others and make the world a better place. The ends do not justify the means however, the character will avoid violence, show mercy, and generally strive to help others even those who they find themselves at odds with. This is a common weakness for angels.
Lunacy (shifters only)
The character's powers are governed by the moon. During the full moon, the character must change shapes into animal or war form and is consumed by a desire to hunt and kill. During this time the shifter will do what ever it can to kill prey, though it will not attack its packmates, it will fight them if they try to prevent it from hunting.
Hated
The character is hated by others of its own kind in addition to what ever other enemies it should have according to its type.
Inhuman Form
The character looks completely inhuman and unnatural. It need not be ugly, it may be quite beautiful, but is apparently supernatural. This weakness is only available for beings that normally look human and may only be taken by a creature who is unable to disguise its true form, whether by illusion or shape changing.
Luddite
The character has a strong dislike of technology. They will not use it or allow their underlings to, they will try to suppress the use of technology when ever they can. This may only be taken in a setting with more advanced technology than medieval.
Nocturnal
Creatures with his weakness may only use their powers during the night time. For shifters, this means that they are essentially normal humans during the day. For vampires, abyssal demons, or unseelie fae this has an even more potent effect, during the day they must sleep and cannot be roused at all unless they are attacked and even then have only normal human levels of strength and dexterity.
Solar
Creatures with his weakness may only use their powers during the day time. For Seelie fae, this not only prevents them from using powers, but forces them to sleep at night. Unseelie fae, vampires, and Abyssal demons cannot select this weakness.
Unwholesome Hunger
The character has the desire to feed on human flesh and blood. This hunger must be satisfied at least once a month of the character will begin to lose self control and will kill to sate their desires. In the case of vampires, it causes them to require a pint of blood every day instead of every week.
Isolated
The character has been completely isolated from modern human society in some way. Perhaps the shifter has lived as a wolf his entire life or a vampire has recently awoken from a 100 year sleep and doesn't understand modern technology. In any case, the character will have trouble interacting with the modern world.
Humanity
The hear after is truly good, kind, and generous. One of his or her primary motivations is to help others and make the world a better place. The ends do not justify the means however, the character will avoid violence, show mercy, and generally strive to help others even those who they find themselves at odds with. This is a common weakness for angels.
Lunacy (shifters only)
The character's powers are governed by the moon. During the full moon, the character must change shapes into animal or war form and is consumed by a desire to hunt and kill. During this time the shifter will do what ever it can to kill prey, though it will not attack its packmates, it will fight them if they try to prevent it from hunting.
Hated
The character is hated by others of its own kind in addition to what ever other enemies it should have according to its type.
Inhuman Form
The character looks completely inhuman and unnatural. It need not be ugly, it may be quite beautiful, but is apparently supernatural. This weakness is only available for beings that normally look human and may only be taken by a creature who is unable to disguise its true form, whether by illusion or shape changing.
Luddite
The character has a strong dislike of technology. They will not use it or allow their underlings to, they will try to suppress the use of technology when ever they can. This may only be taken in a setting with more advanced technology than medieval.
Friday, July 12, 2002
Immortal
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An immortal seems to be physically human, albeit a human of exceptional health and vitality, but they never age and have rapid healing which allows them to recover quickly from any wounds they receive. Immortals have peak human physical prowess and combat ability. They regenerate any damage they receive, recovering from minor injuries in minutes and major injuries in a matter of hours. You are also immune to illness and disease and highly resistant to poisons. They have enhanced senses, at least twice as good as a normal human, yet are highly resistant to pain as well. Immortals are naturally resistant to magic and suffer only 10% of the negative effect of any hostile magic directed at them. Immortals can sense the presence of other immortals within 100 feet and other supernatural creatures within 10 feet. Unlike Highlander style immortals, if an immortal's body is destroyed or he is decapitated, he dies only temporarily - his body will appear in some location well known to the immortal within a decade after death. Meaning that an immortal is truly immortal unless they willingly decide to give you their life.
Immortals get access to 5 other immortal powers from the list below.
The Quickening
The immortal's body is infused with powerful energy. He receives a +2 bonus to physical abilities which he can redistribute among Strength, Dexterity, and Toughness at will.
Endless Energy
The immortal has no need for food, water, or oxygen and may still enjoy these things. He also has endless endurance and no need for sleep, he could run at full speed forever without stopping.
Magical Immunity
The immortal is immune to all hostile magic, no magic or supernatural power can affect him without his consent.
Empowered
The immortal can channel electricity through his natural attacks, making them much more harmful. In addition, he can focus his power on an opponent within 100 feet and shoot lightning at them.
Greater Regeneration
You heal at a faster rate than other immortals. You recover from minor wounds within seconds and can even heal back entire limbs in just minutes.
Lend Health
By laying your hands on another creature, you let that creature borrow your healing abilities. For as long as you are in contact, the target has your healing ability and immunity to disease and you do not not have it. As soon as contact breaks, you regain your powers.
Magnetism
There is a certain something that draws the attention of others. You are naturally likable even if you are not eloquent. People wish to follow you and naturally respect you or find you unusually attractive. This is neither appearance nor social skill, but just a subtle aura that you give off.
Bound Weapon
You have a single weapon that is bound to your spirit. The weapon will always be with you even if you are killed and will return to you shortly if stolen. This weapon is indestructible and always razor sharp. It can penetrate any supernatural defense and harm any creature and it is twice as effective at cutting or destroying non-magical materials.
Student
You have a single immortal student who will help you in what ever way he or she can. This student has no extra immortal powers but has all of the base abilities.
Destiny
You have exceptionally good luck. In any event which involve pure chance, you are more significantly more likely to succeed.
Great Wealth
Over the years you have accumulated great amounts of money. You have access to $50,000 every month in spending money.
Disintegration
You can, at will, cause your body to disintegrate. This instantly kills you, allowing you to return to life at some future time and different place. This prevents you from from being imprisoned for any prolonged period.
Immortals get access to 5 other immortal powers from the list below.
The Quickening
The immortal's body is infused with powerful energy. He receives a +2 bonus to physical abilities which he can redistribute among Strength, Dexterity, and Toughness at will.
Endless Energy
The immortal has no need for food, water, or oxygen and may still enjoy these things. He also has endless endurance and no need for sleep, he could run at full speed forever without stopping.
Magical Immunity
The immortal is immune to all hostile magic, no magic or supernatural power can affect him without his consent.
Empowered
The immortal can channel electricity through his natural attacks, making them much more harmful. In addition, he can focus his power on an opponent within 100 feet and shoot lightning at them.
Greater Regeneration
You heal at a faster rate than other immortals. You recover from minor wounds within seconds and can even heal back entire limbs in just minutes.
Lend Health
By laying your hands on another creature, you let that creature borrow your healing abilities. For as long as you are in contact, the target has your healing ability and immunity to disease and you do not not have it. As soon as contact breaks, you regain your powers.
Magnetism
There is a certain something that draws the attention of others. You are naturally likable even if you are not eloquent. People wish to follow you and naturally respect you or find you unusually attractive. This is neither appearance nor social skill, but just a subtle aura that you give off.
Bound Weapon
You have a single weapon that is bound to your spirit. The weapon will always be with you even if you are killed and will return to you shortly if stolen. This weapon is indestructible and always razor sharp. It can penetrate any supernatural defense and harm any creature and it is twice as effective at cutting or destroying non-magical materials.
Student
You have a single immortal student who will help you in what ever way he or she can. This student has no extra immortal powers but has all of the base abilities.
Destiny
You have exceptionally good luck. In any event which involve pure chance, you are more significantly more likely to succeed.
Great Wealth
Over the years you have accumulated great amounts of money. You have access to $50,000 every month in spending money.
Disintegration
You can, at will, cause your body to disintegrate. This instantly kills you, allowing you to return to life at some future time and different place. This prevents you from from being imprisoned for any prolonged period.
Wizard
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You are a wizard. You have normal human abilities unless otherwise noted. You get 10 spells from the following list though. The time listed next to the spells is how long it takes to use the power or cast the spell, the the case of spells that take a week or longer, assume that it takes about 30 hours out of each week.
Brew longevity potion (1 month)
You have the ability to brew a potion that restores 5 years of youth to the drinker. This process takes a month of work.
Brew invisibility potion (1 month)
This potion causes the imbiber to become invisible for an hour. It takes a month of work to create such a potion.
Brew potion of immunity (1 month)
With a month of work, the wizard can brew an immunity potion. When imbibed this potion makes the wizard immune to one of the following for 24 hours : potion, disease, heat and fire, cold, electricity, mind control, or caustic substances. Each potion can only make the wizard immune to a single effect, though he can imbibe multiple potions or multiple effects.
Brew healing potion (1 year)
The wizard can brew a potion that when imbibed will heal the drinker of all injuries, diseases, or negative health conditions. This potion takes a year of labor to brew.
Brew potion of resurrection (1 year)
The wizard can create a magical potion which will restore one single living creature to life. Creating this potion requires a year of labor and 100 potions of healing. The potion will heal what ever ailments that the person to be restored had, including what killed them, but it will not work on someone who died of old age.
Brew potion of vigor (1 week)
The wizard may create a potion that causes the drinker's physical attributes to tremendously increase. The drinker gains double peak human strength, dexterity, and endurance for an hour. Brewing this potion takes a week.
Lead to gold (1 month)
You can transform lead into gold, it takes 1 month of work for each 10 pounds of lead changed into gold.
Magical assault (1 second)
You can fire energy from your fingertips, the kind of energy is up to you and can include anything from fire to freezing cold to lightning to acidic spray. This attack has a range of 300 feet and has enough power to kill a large animal such as a bear instantly. Using this attack takes about a second of concentration.
Druid (constant)
You may the use any one of the following faerie powers: Lord of the Wild, Lord of Storms, Lord of Winter, Dark or Dark Forest. This can be selected multiple times for new power sets.
Summon demon (1 hour)
You can summon any kind of normal demon and keep it as your servant until it is destroyed. This requires an hour long ritual and a human sacrifice. This will be a basic demon type (succubus, shadow, imp, etc.) but will have no additional demon powers. The demon hates you for this and while it will obey the letter of your instruction, it will covertly work against you in what ever way it can and should it be freed from bondage it will do what it can to destroy you and those you hold dear.
Charm (1 second)
By touching a human and saying the magical words (taking about 1 second) you can charm that person. A charmed individual considers the wizard to be his best friend and will risk his life to help the wizard but wont violate deeply held principles. A wizard can only keep one person charmed at a time and each charm lasts for a month, though it can be renewed. Strong willed individuals might be able to resist, but they are 1/100 but include player character leaders.
Flight (instant and constant)
You can fly or hover through the air with a speed of 100 mph.
Magical infusion (constant)
Magic flows through your veins like blood and fills you with its power. You have peak strength, dexterity, and toughness of any human and your body regenerates from any injury it receives (short of death) within a number of hours. You also have a 50% chance of resisting any magical attack directed at you and suffer only half of the effect of harmful magic. This may be selected multiple times, each adding +1 to Strength and Toughness.
Dispel magic (5 seconds)
The wizard can, with 5 seconds of concentration and chanting, dispel any single magical effect within 100 feet. This undoes vampiric charms, curses, polymorphs, or anything of the sort. It also instantly destroys demons, faeries, or undead - though vampires, liches, and faerie greater faeries are merely stunned for about a minute if targeted.
Portal (1 minute)
By speaking (takes 1 minute to cast) the magical words, you may open a 5 foot diameter magical portal. This portal can lead to any place on the earth where the wizard has seen before and lasts until you dismiss it or open another portal. During the 1 minute it takes to cast this spell, a shimmering disk appears on both ends of where the portal is to open. Portals may only be opened into a building that has the right magical symbols inscribed onto a floor or wall, otherwise the portal must appear just above the earth or water.
Force field (instant)
With just a thought, the wizard can erect a magical protective barrier around himself. This barrier is static and protects a 10 foot radius around the wizard. No force or magic can penetrate this barrier, in or out, though the wizard can't use other magic while it is active.
Mage armor (instant and constant)
The wizard is always surrounded by a field of magical energy that moves along with him. This armor protects the mage as well as the highest quality body armor but protects every inch of him, including eyes and joints.
Polymorph (1 second)
The wizard may change himself or any nonmagical living creature within 100 feet into another creature. This spell will transform the target into any animal of 1000 pounds or less or down to an ounce. This transformation bestows all of the creatures natural abilities but the target keeps his own mind. This spell takes about 1 second to cast and the change takes about 10 seconds. The wizard can reverse this spell at will.
Rain of Destruction (3 seconds)
The wizard can cause his magical assault to affect a large area instead of merely a single target. This causes either a blast of energy centered on a target within 300 feet that has a 15 foot radius or a cone 100 feet long and 10 feet wide at the terminal end. The prerequisite of this power is magical assault.
Scrying (5 seconds)
With the use of a crystal ball or other magical device, the wizard can scry on far off lands. It is as though he is seeing through a remote camera that can fly at a speed of up to 100 mph. Scrying can instantly target any area that he has been to before or that he has scried upon before, for areas that he has never seen, he must send the magical remote eye there at the speed of 100 mph.
Familiar (constant)
The wizard has a single animal familiar. This familiar has human intelligence and the normal abilities of an animal of its type, which must weigh less than 20 lb. The wizard and familiar have a constant mental link which allows telepathic communication.
Imp familiar
The wizard has an imp as his familiar. This has all of the powers of the imp in the demon section. It must be summoned with a human sacrifice and if destroyed may be summoned again with another.
Contingency (constant)
Should the wizard be killed or incapacitated, his body will be teleported to a secret sanctum that no others can enter. There his body will be revived slowly over time. It takes a full year for a slain a wizard to regain his health in this way.
Enchantment of Protection (30 seconds)
This spell causes every ally of the wizard within 100 feet to have a weak aura of protection around them. This aura is like mage armor but only protects as well as common quality chain mail armor. This spell lasts as long as the wizard doesn't cast another spell.
Craft Golem (1 year)
The wizard can create a servant made of stone, a golem. This creature stands 8 feet tall and is immensely heavy. It has the strength of 10 of the strongest men and flesh as hard as granite, though its dexterity and walking speed is only half of the human average. It is immune to poison, disease, fear, thirst, and hunger and highly resistant to extremes of temperature and energy attacks. The golem requires a year of constant work for the wizard to build and he can only control three such creature at any point in time, it also takes a 100 craftsmen working along with the wizard over that year. Golems do not heal from injuries naturally, though it may be repaired by its creator - taking roughly 1 month of work per 1% of its body mass repaired.
Ritual of Weather (1 hour)
The wizard performs an hour long ritual which can allow him to alter the weather. For the next 48 hours after the ritual is complete, the wizard can change the temperature by as much as 20 degrees fahrenheit up to 110 and down to 0. He can change precipitation by up to 2 inches per hour and can change wing speed and direction by 40 mph. This affects a 10 mile radius around the wizard.
Wizard's Sanctuary (1 generation)
The wizard can construct a magical building that only he or those he allows may enter. This sanctum is immune to harm, its walls cannot be breached nor can anyone sneak in. Furthermore, the wizard has enough food and drink in his sanctum to supply up to 10 people indefinitely. It takes a full generation for such a sanctum to be constructed and enchanted and the wizard can only have one such sanctum at a time.
Scribe Scroll (1 month)
The wizard can create a magical scroll that contains the magical energy of a single spell which the wizard knows how to cast. Ant literate person can cast this spell. Using the scroll takes twice as much time as it takes to cast the spell plus 30 seconds. The spells that can be scribed onto a scroll are ritual of weather, enchantment of protection, scrying, magical assault, rain of destruction, portal, minor necromancy (gives the caster the ability to animate undead for 1 day), charm, flight (1 hour duration max), dispel magic, mage armor (1 hour max), polymorph, and force field.
Enchantment (a decade or more)
The wizard can create a magic item that has a permanent and continuous effect that mimics that of another power of the wizard. The nature of the item will depend on the power it holds, it could be a ring of invisibility, a staff with magical assault, or anything else appropriate. The powers that can be duplicated by the enchanted item (assuming the wizard has the original spell) are immortality (longevity potion), potion of immunity, potion of invisibility, potion of vigor, magical assault, flight, magical infusion, minor necromancy, mage armor, polymorph, dispel magic, or force field. Those items which emulate potions have a constant and permanent effect. Those which emulate spells take twice the standard time to cast and can be done at will. Anyone who is taught to use the item by a wizard (takes a year) can use the item. A wizard can only have 3 enchanted items at a time in existence before making them drains his magical abilities, though he can destroy old ones and absorb the energy to enchant new items. Making a magic item takes a 10 years plus 10 times it takes to cast the base spell.
Minor Necromancy (10 minutes)
The wizard can animate the zombies and can control 1000 at a time. Each zombie has virtually no intelligence of its own but will obey the will of its necromancer master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Animating a zombie takes a ten minute ritual and can be preformed on any more or less intact corpse. Zombies do not decay, but do wear out over time. For each year that passes, 1% of the zombies in this army become unusable for some reason such as injury, rot, wearing out, or something similar. As other undead, they are immune to poison, disease, thirst, hunger, fatigue, etc.
Greater Necromancy (10 minutes)
As lesser necromancy, but the wizard can control an indefinite number of zombies at once. The prerequisite is Minor Necromancy.
Wight Creation (1 month)
Wights are a powerful form of undead created by necromancers. Each one takes a necromancer a month to create from a humanoid body. A wight is twice as strong as a mortal, just as dexterous, and even more durable. Wights can only be killed if their bodies are completely destroyed, even decapitation cannot destroy them. Also, they do not wear out as zombies do. Each wight has human-like intellect but only the vaguest memories of its human life, it is now devoted to the necromancer. When a wight kills a living creature, it recovers from 10% of what ever wounds that it has, meaning that 10 kills will restore a wight to full health. Another variant of a wight is a death knight, a human wight with a wight horse steed. Because it takes more energy to control and maintain wights, each one counts as 10 zombies for a necromancer to control and a death knight counts as 20. The prerequisite is Minor Necromancy.
Undead Transformation (constant)
The wizard transforms himself into an undead creature. He has all of the physical abilities of a wight. The prerequisite is Minor Necromancy.
Gaze of Death (instant)
The wizard can kill any living creature that he makes eye contact with. The creature will then become a zombie under the wizard's control. The prerequisite is Minor Necromancy.
Lichdom (constant)
When ever a lich dies its body crumbles into dust and will reform 1 month later at the location of the phylactery. These phylacteries are immune to all magical scrying and divination and are protected by powerful magical enchantments. The prerequisites are Greater Necromancy and Undead Transformation.
Create Abomination (1 year)
Abominations are huge undead constructs made from the bones of giant creatures or numerous smaller creatures. They are a mishmash of flesh and bone, sometimes with numerous limbs or multiple heads or layers of bone armor. They are gigantic, weighing thousands of pounds and having the strength of over 20 men, though they are slow and lumbering. They are virtually impossible to destroy, requiring siege machines, explosives, magical weapons, or other creatures of incredible strength. They are, however, particularly vulnerable to holy weapons. They have the lack of free will of zombies and all of the immunities of zombies as well. Creating such a creature requires a year of work by a single necromancer. Abominations slowly wear out like zombies, they need 1000 pounds of dead flesh added per year to prevent it from losing 5% of its strength and durability. The prerequisite is Greater Necromancy.
Warlock
The wizard is closely aligned to the forces of the Inferno or Abyss. The wizard can select demonic powers as wizard spells. Furthermore, if the wizard can summon a demon, it is now allied with him instead of resentful.
Demonic Nature
The wizard is transformed into demon. He now has all of the natural abilities inherent to demons including the ability to return to the mortal plane if destroyed. Prerequisites are Magical Infusion and Warlock. The warlock must choose to be Abyssal or Infernal.
Abyssal Necromancy
The wizard can now place the souls of minor Abyssal demons into zombies, making them more powerful. This gives each zombie a spark of crude intelligence and cunning, it also makes them just as dextrous as they were in life and twice as strong. Wights created by such a necromancer are also 20% stronger and faster. The prerequisites are Minor Necromancy and Warlock (with an Abyssal affiliation).
Faerie Magic
The wizard can access Faerie Powers as well, each costing the same amount as a wizard spell.
Faerie Nature (counts as 2)
The wizard has all of the natural abilities of the fae, including the ability to return to life and immortality. You can have a faerie affiliation if you desire. The prerequisite is Faerie Magic.
Vampire (counts as 4)
The wizard is a vampire, having all of the standard vampire abilities, but is weaker than the typical vampire, having 6 Strength and 2 Dexterity. The wizard vampire can also get special vampire powers, each counts as a wizard spell.
Half Vampire (counts as 4)
The wizard has all of the abilities of a half vampire, as a vampire's servant. The wizard can also get vampire powers, each counting as a wizard spell.
Shifter (counts as 2)
The wizard counts as a Shape Shifter. He may purchase shifter powers with his wizard spells.
Theurgist (counts as 1)
The wizard draws some of his power from the celestial realm, giving him the ability to perform some miracles like an angel might. He must, however, be a paragon of goodness and virtue to have access to these angelic powers. The wizard can use wizard spells to buy angelic powers.
Draconian (counts as 4+)
The wizard is not a human at all, but instead is a draconian. See the dragon section and use standard rules to design a dragon with 4 instead of 6, then the wizard is essentially treated as a draconian with those qualities. For example, with the 4 powers, the dragon qualities could include fire element, breath weapon, wings, and shape shifting. Then the wizard would be a red draconian who is immune to fire, can breathe fire, can fly, and can shape shift for an hour a day. The wizard can spend additional wizard powers to get dragon features at a 1-1 basis.
Apprentices
Each spell he spends on this, the wizard gets 5 apprentices. Each apprentice gets a single wizard spell or other type of power which the leading wizard has. If, for example, the wizard is a warlock then the apprentices can have demon powers instead of wizard spells, but only if the warlock has them himself.
Brew longevity potion (1 month)
You have the ability to brew a potion that restores 5 years of youth to the drinker. This process takes a month of work.
Brew invisibility potion (1 month)
This potion causes the imbiber to become invisible for an hour. It takes a month of work to create such a potion.
Brew potion of immunity (1 month)
With a month of work, the wizard can brew an immunity potion. When imbibed this potion makes the wizard immune to one of the following for 24 hours : potion, disease, heat and fire, cold, electricity, mind control, or caustic substances. Each potion can only make the wizard immune to a single effect, though he can imbibe multiple potions or multiple effects.
Brew healing potion (1 year)
The wizard can brew a potion that when imbibed will heal the drinker of all injuries, diseases, or negative health conditions. This potion takes a year of labor to brew.
Brew potion of resurrection (1 year)
The wizard can create a magical potion which will restore one single living creature to life. Creating this potion requires a year of labor and 100 potions of healing. The potion will heal what ever ailments that the person to be restored had, including what killed them, but it will not work on someone who died of old age.
Brew potion of vigor (1 week)
The wizard may create a potion that causes the drinker's physical attributes to tremendously increase. The drinker gains double peak human strength, dexterity, and endurance for an hour. Brewing this potion takes a week.
Lead to gold (1 month)
You can transform lead into gold, it takes 1 month of work for each 10 pounds of lead changed into gold.
Magical assault (1 second)
You can fire energy from your fingertips, the kind of energy is up to you and can include anything from fire to freezing cold to lightning to acidic spray. This attack has a range of 300 feet and has enough power to kill a large animal such as a bear instantly. Using this attack takes about a second of concentration.
Druid (constant)
You may the use any one of the following faerie powers: Lord of the Wild, Lord of Storms, Lord of Winter, Dark or Dark Forest. This can be selected multiple times for new power sets.
Summon demon (1 hour)
You can summon any kind of normal demon and keep it as your servant until it is destroyed. This requires an hour long ritual and a human sacrifice. This will be a basic demon type (succubus, shadow, imp, etc.) but will have no additional demon powers. The demon hates you for this and while it will obey the letter of your instruction, it will covertly work against you in what ever way it can and should it be freed from bondage it will do what it can to destroy you and those you hold dear.
Charm (1 second)
By touching a human and saying the magical words (taking about 1 second) you can charm that person. A charmed individual considers the wizard to be his best friend and will risk his life to help the wizard but wont violate deeply held principles. A wizard can only keep one person charmed at a time and each charm lasts for a month, though it can be renewed. Strong willed individuals might be able to resist, but they are 1/100 but include player character leaders.
Flight (instant and constant)
You can fly or hover through the air with a speed of 100 mph.
Magical infusion (constant)
Magic flows through your veins like blood and fills you with its power. You have peak strength, dexterity, and toughness of any human and your body regenerates from any injury it receives (short of death) within a number of hours. You also have a 50% chance of resisting any magical attack directed at you and suffer only half of the effect of harmful magic. This may be selected multiple times, each adding +1 to Strength and Toughness.
Dispel magic (5 seconds)
The wizard can, with 5 seconds of concentration and chanting, dispel any single magical effect within 100 feet. This undoes vampiric charms, curses, polymorphs, or anything of the sort. It also instantly destroys demons, faeries, or undead - though vampires, liches, and faerie greater faeries are merely stunned for about a minute if targeted.
Portal (1 minute)
By speaking (takes 1 minute to cast) the magical words, you may open a 5 foot diameter magical portal. This portal can lead to any place on the earth where the wizard has seen before and lasts until you dismiss it or open another portal. During the 1 minute it takes to cast this spell, a shimmering disk appears on both ends of where the portal is to open. Portals may only be opened into a building that has the right magical symbols inscribed onto a floor or wall, otherwise the portal must appear just above the earth or water.
Force field (instant)
With just a thought, the wizard can erect a magical protective barrier around himself. This barrier is static and protects a 10 foot radius around the wizard. No force or magic can penetrate this barrier, in or out, though the wizard can't use other magic while it is active.
Mage armor (instant and constant)
The wizard is always surrounded by a field of magical energy that moves along with him. This armor protects the mage as well as the highest quality body armor but protects every inch of him, including eyes and joints.
Polymorph (1 second)
The wizard may change himself or any nonmagical living creature within 100 feet into another creature. This spell will transform the target into any animal of 1000 pounds or less or down to an ounce. This transformation bestows all of the creatures natural abilities but the target keeps his own mind. This spell takes about 1 second to cast and the change takes about 10 seconds. The wizard can reverse this spell at will.
Rain of Destruction (3 seconds)
The wizard can cause his magical assault to affect a large area instead of merely a single target. This causes either a blast of energy centered on a target within 300 feet that has a 15 foot radius or a cone 100 feet long and 10 feet wide at the terminal end. The prerequisite of this power is magical assault.
Scrying (5 seconds)
With the use of a crystal ball or other magical device, the wizard can scry on far off lands. It is as though he is seeing through a remote camera that can fly at a speed of up to 100 mph. Scrying can instantly target any area that he has been to before or that he has scried upon before, for areas that he has never seen, he must send the magical remote eye there at the speed of 100 mph.
Familiar (constant)
The wizard has a single animal familiar. This familiar has human intelligence and the normal abilities of an animal of its type, which must weigh less than 20 lb. The wizard and familiar have a constant mental link which allows telepathic communication.
Imp familiar
The wizard has an imp as his familiar. This has all of the powers of the imp in the demon section. It must be summoned with a human sacrifice and if destroyed may be summoned again with another.
Contingency (constant)
Should the wizard be killed or incapacitated, his body will be teleported to a secret sanctum that no others can enter. There his body will be revived slowly over time. It takes a full year for a slain a wizard to regain his health in this way.
Enchantment of Protection (30 seconds)
This spell causes every ally of the wizard within 100 feet to have a weak aura of protection around them. This aura is like mage armor but only protects as well as common quality chain mail armor. This spell lasts as long as the wizard doesn't cast another spell.
Craft Golem (1 year)
The wizard can create a servant made of stone, a golem. This creature stands 8 feet tall and is immensely heavy. It has the strength of 10 of the strongest men and flesh as hard as granite, though its dexterity and walking speed is only half of the human average. It is immune to poison, disease, fear, thirst, and hunger and highly resistant to extremes of temperature and energy attacks. The golem requires a year of constant work for the wizard to build and he can only control three such creature at any point in time, it also takes a 100 craftsmen working along with the wizard over that year. Golems do not heal from injuries naturally, though it may be repaired by its creator - taking roughly 1 month of work per 1% of its body mass repaired.
Ritual of Weather (1 hour)
The wizard performs an hour long ritual which can allow him to alter the weather. For the next 48 hours after the ritual is complete, the wizard can change the temperature by as much as 20 degrees fahrenheit up to 110 and down to 0. He can change precipitation by up to 2 inches per hour and can change wing speed and direction by 40 mph. This affects a 10 mile radius around the wizard.
Wizard's Sanctuary (1 generation)
The wizard can construct a magical building that only he or those he allows may enter. This sanctum is immune to harm, its walls cannot be breached nor can anyone sneak in. Furthermore, the wizard has enough food and drink in his sanctum to supply up to 10 people indefinitely. It takes a full generation for such a sanctum to be constructed and enchanted and the wizard can only have one such sanctum at a time.
Scribe Scroll (1 month)
The wizard can create a magical scroll that contains the magical energy of a single spell which the wizard knows how to cast. Ant literate person can cast this spell. Using the scroll takes twice as much time as it takes to cast the spell plus 30 seconds. The spells that can be scribed onto a scroll are ritual of weather, enchantment of protection, scrying, magical assault, rain of destruction, portal, minor necromancy (gives the caster the ability to animate undead for 1 day), charm, flight (1 hour duration max), dispel magic, mage armor (1 hour max), polymorph, and force field.
Enchantment (a decade or more)
The wizard can create a magic item that has a permanent and continuous effect that mimics that of another power of the wizard. The nature of the item will depend on the power it holds, it could be a ring of invisibility, a staff with magical assault, or anything else appropriate. The powers that can be duplicated by the enchanted item (assuming the wizard has the original spell) are immortality (longevity potion), potion of immunity, potion of invisibility, potion of vigor, magical assault, flight, magical infusion, minor necromancy, mage armor, polymorph, dispel magic, or force field. Those items which emulate potions have a constant and permanent effect. Those which emulate spells take twice the standard time to cast and can be done at will. Anyone who is taught to use the item by a wizard (takes a year) can use the item. A wizard can only have 3 enchanted items at a time in existence before making them drains his magical abilities, though he can destroy old ones and absorb the energy to enchant new items. Making a magic item takes a 10 years plus 10 times it takes to cast the base spell.
Minor Necromancy (10 minutes)
The wizard can animate the zombies and can control 1000 at a time. Each zombie has virtually no intelligence of its own but will obey the will of its necromancer master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Animating a zombie takes a ten minute ritual and can be preformed on any more or less intact corpse. Zombies do not decay, but do wear out over time. For each year that passes, 1% of the zombies in this army become unusable for some reason such as injury, rot, wearing out, or something similar. As other undead, they are immune to poison, disease, thirst, hunger, fatigue, etc.
Greater Necromancy (10 minutes)
As lesser necromancy, but the wizard can control an indefinite number of zombies at once. The prerequisite is Minor Necromancy.
Wight Creation (1 month)
Wights are a powerful form of undead created by necromancers. Each one takes a necromancer a month to create from a humanoid body. A wight is twice as strong as a mortal, just as dexterous, and even more durable. Wights can only be killed if their bodies are completely destroyed, even decapitation cannot destroy them. Also, they do not wear out as zombies do. Each wight has human-like intellect but only the vaguest memories of its human life, it is now devoted to the necromancer. When a wight kills a living creature, it recovers from 10% of what ever wounds that it has, meaning that 10 kills will restore a wight to full health. Another variant of a wight is a death knight, a human wight with a wight horse steed. Because it takes more energy to control and maintain wights, each one counts as 10 zombies for a necromancer to control and a death knight counts as 20. The prerequisite is Minor Necromancy.
Undead Transformation (constant)
The wizard transforms himself into an undead creature. He has all of the physical abilities of a wight. The prerequisite is Minor Necromancy.
Gaze of Death (instant)
The wizard can kill any living creature that he makes eye contact with. The creature will then become a zombie under the wizard's control. The prerequisite is Minor Necromancy.
Lichdom (constant)
When ever a lich dies its body crumbles into dust and will reform 1 month later at the location of the phylactery. These phylacteries are immune to all magical scrying and divination and are protected by powerful magical enchantments. The prerequisites are Greater Necromancy and Undead Transformation.
Create Abomination (1 year)
Abominations are huge undead constructs made from the bones of giant creatures or numerous smaller creatures. They are a mishmash of flesh and bone, sometimes with numerous limbs or multiple heads or layers of bone armor. They are gigantic, weighing thousands of pounds and having the strength of over 20 men, though they are slow and lumbering. They are virtually impossible to destroy, requiring siege machines, explosives, magical weapons, or other creatures of incredible strength. They are, however, particularly vulnerable to holy weapons. They have the lack of free will of zombies and all of the immunities of zombies as well. Creating such a creature requires a year of work by a single necromancer. Abominations slowly wear out like zombies, they need 1000 pounds of dead flesh added per year to prevent it from losing 5% of its strength and durability. The prerequisite is Greater Necromancy.
Warlock
The wizard is closely aligned to the forces of the Inferno or Abyss. The wizard can select demonic powers as wizard spells. Furthermore, if the wizard can summon a demon, it is now allied with him instead of resentful.
Demonic Nature
The wizard is transformed into demon. He now has all of the natural abilities inherent to demons including the ability to return to the mortal plane if destroyed. Prerequisites are Magical Infusion and Warlock. The warlock must choose to be Abyssal or Infernal.
Abyssal Necromancy
The wizard can now place the souls of minor Abyssal demons into zombies, making them more powerful. This gives each zombie a spark of crude intelligence and cunning, it also makes them just as dextrous as they were in life and twice as strong. Wights created by such a necromancer are also 20% stronger and faster. The prerequisites are Minor Necromancy and Warlock (with an Abyssal affiliation).
Faerie Magic
The wizard can access Faerie Powers as well, each costing the same amount as a wizard spell.
Faerie Nature (counts as 2)
The wizard has all of the natural abilities of the fae, including the ability to return to life and immortality. You can have a faerie affiliation if you desire. The prerequisite is Faerie Magic.
Vampire (counts as 4)
The wizard is a vampire, having all of the standard vampire abilities, but is weaker than the typical vampire, having 6 Strength and 2 Dexterity. The wizard vampire can also get special vampire powers, each counts as a wizard spell.
Half Vampire (counts as 4)
The wizard has all of the abilities of a half vampire, as a vampire's servant. The wizard can also get vampire powers, each counting as a wizard spell.
Shifter (counts as 2)
The wizard counts as a Shape Shifter. He may purchase shifter powers with his wizard spells.
Theurgist (counts as 1)
The wizard draws some of his power from the celestial realm, giving him the ability to perform some miracles like an angel might. He must, however, be a paragon of goodness and virtue to have access to these angelic powers. The wizard can use wizard spells to buy angelic powers.
Draconian (counts as 4+)
The wizard is not a human at all, but instead is a draconian. See the dragon section and use standard rules to design a dragon with 4 instead of 6, then the wizard is essentially treated as a draconian with those qualities. For example, with the 4 powers, the dragon qualities could include fire element, breath weapon, wings, and shape shifting. Then the wizard would be a red draconian who is immune to fire, can breathe fire, can fly, and can shape shift for an hour a day. The wizard can spend additional wizard powers to get dragon features at a 1-1 basis.
Apprentices
Each spell he spends on this, the wizard gets 5 apprentices. Each apprentice gets a single wizard spell or other type of power which the leading wizard has. If, for example, the wizard is a warlock then the apprentices can have demon powers instead of wizard spells, but only if the warlock has them himself.
Day Walker Vampire
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A day walker is merely an exceptionally powerful half vampire. This type of character has all of the abilities of the half vampires described in the vampire section, plus the following. They have strength 4 and dexterity 2, and toughness 3. They get 4 vampiric powers. They also have access to 5 points worth of servants, though their servants must be normal mortals.
Faerie
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The fae are all immortal, they do not age. They have no need to eat or drink, but still derive pleasure from both. Faeries can enter the faerie world in special places, uses located in the deep forests or other remote locations. They can also sense the direction and approximate distance of such portals. If they are slain in the material world, they will reform within the faerie world in for 1 year. If a faerie is slain by cold iron, this increases to 10 years and in addition, the fae suffer painful burns from touching cold iron or items that have been blessed. They cannot use their powers while on holy ground.
Faeries' appearances vary from individual to individual to individual, they are sometimes large and powerful like mythical ogres, or sometimes they are tiny and winged like pixies. Unless a special power is selected, they approximately the same size as humans and are surrounded by an illusion that makes them appear to be humans, though other fae can see through this illusion. Unless they get some power to enhance it, faeries begin with normal human strength and toughness but peak human dexterity.
There are two factions among the fae, the Seelie and the Unseelie, though many fae are neutral between these factions.
Unseelie fae double the range and effect of their powers at night and during the winter, having 4 times the power during winter nights. During the day, unseelie fae have no powers at all and have essentially human ability. Unseelie fae can see in absolute darkness as well as daylight and are immune to cold and fear. Unseelie fae have 2 extra faerie powers.
Seelie fae increase the range and effect of their powers during the day and during the summer by 50%. Their powers have 2 times the range and effect during summer days. During the night the range and effect of their powers are halved and during the winter months are halved as well, so that they have a quarter of the effect in winter nights. Seelie fae are vulnerable to cold iron as are any fae, but they are not affected by holy items or weakened by holy ground.
All fae get a number of special powers, select 10 from the list below.
Gigantic
The faerie is huge, 8 feet tall or more, and has incredible physical power. This faerie has only normal human dexterity but has a strength and toughness of 4 each. This power halves the fae's flying speed, if it can fly.
Tiny
The faerie is very small, between 2 inches and a foot. The faerie has virtually no physical strength and its body can be destroyed rather easily, but it is incredibly quick and has a dexterity of 2. This power double's the fae's flying speed, if it can fly.
Aethereal
The faerie's flesh is partially immaterial and magical in nature. It only takes 25% damage from all non-magical attacks unless it is from cold iron or is a holy weapon. This power may be selected a second time, then it makes the faerie immune to non-magical attacks that aren't cold iron or holy. Aetheral fae are still harmed by claws and teeth of supernatural creatures.
Regeneration
The faerie quickly regenerates from any injury that is inflicted on it. Minor injuries heal within seconds to minutes, while major injuries such as missing limbs or massive tissue damage take hours to heal. The faerie can only be killed if it is decapitated, blown into pieces, or is injured by a source that doesn't regenerate. Injuries inflicted from cold iron or from holy weapons do not regenerate, but do heal at twice the normal human rate. If the fae suffers massive damage it may pass out for several minutes while it's body regenerates.
Flight
The faerie has the power to fly through the air at a speed of 30 mph. It can move quite gracefully or even hover in place. This power can be chosen multiple times, each time increases the flying speed by 30 mph.
Pixie Dust
The faerie can grant other intelligent creatures the power of flight. It must touch such creatures and stay within 100 feet of them, but for as long as it stays this close, the targets can fly. The faerie can give this power to up to 5 people at a time. This power may be purchased multiple times, each time it increases the number of people it can affect by 5.
Increased Prowess
This power increases the faerie's strength, dexterity, or toughness to 2. If the attribute is 2 or higher already, then the strength or toughness is increased by 2 or the dexterity is increased by 1. This power can be selected multiple times. Tiny faeries only gain half the strength and toughness from this power and Gigantic faeries get double.
Beast Mastery
The faerie can control animals, a certain number of pounds of animals (down to the size of rats or bats) can be controlled at a time. Faerie can control 1000 lb of animals at one time. This can be bought multiple times for an additional 1000 lb per purchase.
Dark Forest
The dark forest is not a power, but rather an area of dark and dangerous wilderness that has been enchanted with dark magic. The dark forest has many dangers which could include ferocious animals, poisonous insects, bogs with quicksand, thorn bushes that make the area virtually impossible to travel through, poisonous flora, deep crevasses, blowing winds, thick fog, or almost any other environmental hazard one can imagine that matches the character of a faerie master. Most beings traveling through this land find themselves in constant peril, though anyone the faerie gives permission to can move through the land with no difficulty or danger. This could take other forms aside from a forest, including a massive labyrinth or system of caves. This area of land can occupy up to 1000 acres.
Lord of the Wild
The faerie can step into a tree or sink into the earth in an instant, appearing anywhere within a 5 mile radius away as long as it is in the forest and it also has supernatural senses and will know of anything happening in the woods around them for 5 miles around. The fae can also manipulate and control plant life. They can cause every tree, vine, or bush within 100 feet to lash out at enemies of the plant master - tree limbs have twice the strength of a human while other plants are generally weaker than humans. The faerie can cause 100 acres per year of crops to grow twice abundantly as normal. Once per day, the faerie can cause a wall of thorns to instantly spring up - this wall is 100 long, 10 feet tall, and 10 feet thick. Lastly, the faerie can heal plants as with the healing touch power.
Lord of Storms
The faerie can control the weather within a 10 mile radius. It can change the temperature by up to 20 degrees Fahrenheit - though seelie fae may only increase the temperature and unseelie may only decrease it. The fae can cause it to storm or precipitate or for precipitation to stop. They can halt all wind or create (or increase) winds of up to 20 mph to blow in any direction they desire. They can cause the wind to carry them as a form of flight, allowing them to fly at up to 25 mph. If there are clouds or they have summoned a storm, it can cause lightning to strike any target within 500 feet up to once per 30 minutes, though it takes about 10 seconds of concentration.
Lord of Winter
The faerie can control blizzards and snow storms with a 10 mile radius. It can lower the temperature by as much as 50 degrees, can shape snow and ice with a whim, and can walk through snow and ice with ease and leaving no tracks. They can create ice structures at will, such as walls or castles, but only if it is cold enough. Their powers increase by 10% when it is below freezing. They can blow freezing winds at opponents or bombard them with shards of freezing cold ice.
Shadow Manipulation (unseelie only)
The faerie can create clouds of darkness and manipulate them. The faerie can control darkness a 20 foot radius around himself. Unsealie fae or other creatures that can see in absolute darkness can see through this, but most other beings cannot. Each additional time this power is bought increases the radius by 20 feet. Direct sunlight dispels this darkness, but no other light source can.
Lord of Dreams
The fae can control the dreams of anyone whom he or she knows the full name of - this can cause the victim to go insane with nightmares within a week of such torment or may merely be used as a form of communication or influence. The faerie can also learn secrets about the target from these dreams if the victim can be made to reveal that information.
Invisibility
The faerie can become completely invisible and inaudible, though those with some degree of supernatural senses may be able to detect it.
Shape Changing
The faerie can change their shape into that of any natural vertebrate that weighs 2000 pounds or less. While in this animal form they retain their intellect but otherwise have all natural abilities of the animal.
Shroud of Darkness (unseelie only)
The fae can cause a huge area to become dark and shadowy, like twilight, this area can be extended out from the fae at a radius of 1 mile and it causes all living creatures in the area to become afraid and nervous. This power effectively prevents sunlight from penetrating into this area, protecting vampires and abyssal demons.
Horrifying
The faerie has a fearsome appearance, striking terror into all who see it. Weak willed individuals flee in terror at the sight of the faerie, while even battle hardened warriors suffer a 25% penalty to their combat reflexes while in close proximity to the fae. Faeries normally can disguise this appearance with an illusion, but can drop it in an instant to terrify others.
Lord of Illusions
The faerie can create what ever illusions you desire within 100 feet of itself. This can include sights, sounds, smell, even sensations like heat and cold. This includes making oneself or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures. The prerequisite is Invisibility.
Lord of Nightmares (unseelie only)
As Lord of Illusions above, but now the fae can sense the worst fears of the victims and make those fears come to life. The illusions will appear to be what the victim(s) fear most and they can inflict illusionary damage on the victims that cause terrible pain and can cause the victims to pass out or even die of fear or shock. The prerequisite is Lord of Illusions and Lord of Dreams.
Teleportation (counts as two powers)
The faerie can teleport anywhere that it has been before with just a split second of concentration. There is a 10 minute cool down between teleportations.
Heightened Senses
The faerie has incredible senses, it can see in the deepest darkness, can hear a mouses heartbeat from a mile away, and track by smell like the best bloodhound. Despite this, it does not suffer from sensory overload.
Stone Skin
The faerie's flesh is extremely tough as well as resilient to injury, yet only feels slightly different to the touch. This gives the fae much greater resistance to damage, even from modern weapons, fire, or cold iron.
Healing Touch (seelie only)
With but a touch, the seelie fae can heal diseases or injuries in others. Doing this takes but a few seconds, but the faerie is weakened for an amount of time based on the severity of the injury. Minor cuts or bruises create weakness lasting an hour, a day for moderate injuries that might require hospital treatment or for illnesses that can be recovered from, and a week for severe injuries like being on the brink of death, being permanently maimed, or having an incurable or terminal illness. During this time of weakness, the effectiveness of all supernatural powers is halved, the faerie is 25% slower and weaker, and the faerie cannot use this healing power. Wounds inflicted by cold iron can be healed, but the weakness duration is doubled.
Swarm
The faerie can control a large swarm of insects or other arthropods. The total weight of this swarm cannot exceed 500 pounds.
Alluring
The faerie is supernaturally attractive and charming, all who see it will be drawn to it and feel inclined to obey or serve the fae, though those charmed will not take actions that are against their nature to appease the fae.
Sleep Touch
The touch of the faerie can put living creatures to into a deep sleep. Supernatural creatures maybe be able to resist this if they have a strong enough will and are generally awoken more easily. Creatures that aren't really alive, such as demons or undead, are only stunned by this power for about a second.
Aquatic
The faerie is naturally at home in the water and can breath underwater, is immune to water pressure and temperature extremes within the water, and can swim at a speed of 50 mph. The fae can, at the option of the player, have a different form it can assume while in the water that allows for these abilities. In addition to the previous powers, the faerie can also animate up to 1000 lb of water at a time and use it for a variety of purposes. This power can be selected multiple times, each time doubles the amount of water that can be controlled and increases the swim speed by 50 mph.
Shining (seelie only)
The fae can create light anywhere within 100 feet of himself. This light has the golden glow of daylight and completely illuminates any area that it is created in. It banishes shadows conjured by unseelie fae as well. The faerie can make himself glow with the light of the sun, making very difficult to fight the fae or look directly at it. Within this light, creatures who are vulnerable to sunlight find their physical prowess reduced by 20% and slowly take damage as if they were exposed to partial sunlight.
Mithril
The faerie has arms and armor made from mithril. This will include mithril chainmail and a weapon of some kind, likely a sword, though it can be a bow and 10 arrows. The chainmail cannot be penetrated by weapons, though full is still transfered through the mail. This makes the faerie highly resistant to certain attacks when wearing the armor. Furthermore, the weapon is lighter than steel but infinitely strong, it cannot be damaged or break and is razor sharp. The armor is so light that it virtually has no effect on movement.
Faerie Servants
This isn't a power, but each point spent gives the faerie 5 faerie servants. Pick the servants from the options below. Unless otherwise noted, they have all basic faerie abilities.
Goblin
These are small creatures about 4 feet in height with strangely inhuman features that vary from goblin to goblin. They have the average strength and toughness of a man but are 50% more dextrous than humans. They can see in absolute darkness but have poor daylight vision. Goblins come with medieval brass armor and weapons.
Brownies - brownies are small fairies that look much like humans but they are 3 feet in height and have pointed ears. They are twice as dexterous as humans but have only have the strength. Brownies have very sharp senses and are experts at hiding and sneaking.
Nymphs (counts as 5 faeries)
A nymph appears as a beautiful nude female. She may only manifest within the wilderness or natural areas. She has the Lord of the Wild and Animal Lord powers. She has peak human dexterity but normal female human strength and toughness.
Pixies (counts as 5)
Pixies are small creatures about 6 inches tall, looking like attractive humans with insectoid wings. They have the Tiny and Flight powers.
Sidhe (counts as 5 faeries)
A sidhe resembles a elf. It is tall and attractive, looking like a human but having pointed ears and luminescent eyes. Sidhe have peak human fighting ability, toughness, and strength and are twice as fast or dexterous as any human. They have keen catlike senses. Each sidhle comes with medieval brass armor and weapons.
Pooka (counts as 5 faeries)
A pooka has a normal form not unlike that of a goblin, if perhaps somewhat more attractive. They have the Shape Changing power.
Formori (counts as 5 faeries)
These are huge towering creatures with a hideous appearance. The have the Gigantic, Regeneration, Stone Skin, Horrifying, and Increased Prowess (strength and toughness 6) powers. Their major disadvantage is that their horrible appearance is not protected by an illusion, meaning that it must hide away from humanity.
Fae Archetypes
A faerie character can buy one of the following fae archetypes, which includes a variety of powers at a reduced point cost.
Troll 5 points
Trolls are huge and have a monstrous appearance along with superhuman strength and toughness.
Powers: Huge Size, Regeneration, Stone Skin, strength and toughness of 6 each, and Horrifying.
Nymph 3 points
Powers: Alluring, Lord of the Wild, Beast Mastery, and Aethereal
Pixie 5 points
Tiny, Pixie Dust x 2, Flight x 2, dexterity of 3
Faeries' appearances vary from individual to individual to individual, they are sometimes large and powerful like mythical ogres, or sometimes they are tiny and winged like pixies. Unless a special power is selected, they approximately the same size as humans and are surrounded by an illusion that makes them appear to be humans, though other fae can see through this illusion. Unless they get some power to enhance it, faeries begin with normal human strength and toughness but peak human dexterity.
There are two factions among the fae, the Seelie and the Unseelie, though many fae are neutral between these factions.
Unseelie fae double the range and effect of their powers at night and during the winter, having 4 times the power during winter nights. During the day, unseelie fae have no powers at all and have essentially human ability. Unseelie fae can see in absolute darkness as well as daylight and are immune to cold and fear. Unseelie fae have 2 extra faerie powers.
Seelie fae increase the range and effect of their powers during the day and during the summer by 50%. Their powers have 2 times the range and effect during summer days. During the night the range and effect of their powers are halved and during the winter months are halved as well, so that they have a quarter of the effect in winter nights. Seelie fae are vulnerable to cold iron as are any fae, but they are not affected by holy items or weakened by holy ground.
All fae get a number of special powers, select 10 from the list below.
Gigantic
The faerie is huge, 8 feet tall or more, and has incredible physical power. This faerie has only normal human dexterity but has a strength and toughness of 4 each. This power halves the fae's flying speed, if it can fly.
Tiny
The faerie is very small, between 2 inches and a foot. The faerie has virtually no physical strength and its body can be destroyed rather easily, but it is incredibly quick and has a dexterity of 2. This power double's the fae's flying speed, if it can fly.
Aethereal
The faerie's flesh is partially immaterial and magical in nature. It only takes 25% damage from all non-magical attacks unless it is from cold iron or is a holy weapon. This power may be selected a second time, then it makes the faerie immune to non-magical attacks that aren't cold iron or holy. Aetheral fae are still harmed by claws and teeth of supernatural creatures.
Regeneration
The faerie quickly regenerates from any injury that is inflicted on it. Minor injuries heal within seconds to minutes, while major injuries such as missing limbs or massive tissue damage take hours to heal. The faerie can only be killed if it is decapitated, blown into pieces, or is injured by a source that doesn't regenerate. Injuries inflicted from cold iron or from holy weapons do not regenerate, but do heal at twice the normal human rate. If the fae suffers massive damage it may pass out for several minutes while it's body regenerates.
Flight
The faerie has the power to fly through the air at a speed of 30 mph. It can move quite gracefully or even hover in place. This power can be chosen multiple times, each time increases the flying speed by 30 mph.
Pixie Dust
The faerie can grant other intelligent creatures the power of flight. It must touch such creatures and stay within 100 feet of them, but for as long as it stays this close, the targets can fly. The faerie can give this power to up to 5 people at a time. This power may be purchased multiple times, each time it increases the number of people it can affect by 5.
Increased Prowess
This power increases the faerie's strength, dexterity, or toughness to 2. If the attribute is 2 or higher already, then the strength or toughness is increased by 2 or the dexterity is increased by 1. This power can be selected multiple times. Tiny faeries only gain half the strength and toughness from this power and Gigantic faeries get double.
Beast Mastery
The faerie can control animals, a certain number of pounds of animals (down to the size of rats or bats) can be controlled at a time. Faerie can control 1000 lb of animals at one time. This can be bought multiple times for an additional 1000 lb per purchase.
Dark Forest
The dark forest is not a power, but rather an area of dark and dangerous wilderness that has been enchanted with dark magic. The dark forest has many dangers which could include ferocious animals, poisonous insects, bogs with quicksand, thorn bushes that make the area virtually impossible to travel through, poisonous flora, deep crevasses, blowing winds, thick fog, or almost any other environmental hazard one can imagine that matches the character of a faerie master. Most beings traveling through this land find themselves in constant peril, though anyone the faerie gives permission to can move through the land with no difficulty or danger. This could take other forms aside from a forest, including a massive labyrinth or system of caves. This area of land can occupy up to 1000 acres.
Lord of the Wild
The faerie can step into a tree or sink into the earth in an instant, appearing anywhere within a 5 mile radius away as long as it is in the forest and it also has supernatural senses and will know of anything happening in the woods around them for 5 miles around. The fae can also manipulate and control plant life. They can cause every tree, vine, or bush within 100 feet to lash out at enemies of the plant master - tree limbs have twice the strength of a human while other plants are generally weaker than humans. The faerie can cause 100 acres per year of crops to grow twice abundantly as normal. Once per day, the faerie can cause a wall of thorns to instantly spring up - this wall is 100 long, 10 feet tall, and 10 feet thick. Lastly, the faerie can heal plants as with the healing touch power.
Lord of Storms
The faerie can control the weather within a 10 mile radius. It can change the temperature by up to 20 degrees Fahrenheit - though seelie fae may only increase the temperature and unseelie may only decrease it. The fae can cause it to storm or precipitate or for precipitation to stop. They can halt all wind or create (or increase) winds of up to 20 mph to blow in any direction they desire. They can cause the wind to carry them as a form of flight, allowing them to fly at up to 25 mph. If there are clouds or they have summoned a storm, it can cause lightning to strike any target within 500 feet up to once per 30 minutes, though it takes about 10 seconds of concentration.
Lord of Winter
The faerie can control blizzards and snow storms with a 10 mile radius. It can lower the temperature by as much as 50 degrees, can shape snow and ice with a whim, and can walk through snow and ice with ease and leaving no tracks. They can create ice structures at will, such as walls or castles, but only if it is cold enough. Their powers increase by 10% when it is below freezing. They can blow freezing winds at opponents or bombard them with shards of freezing cold ice.
Shadow Manipulation (unseelie only)
The faerie can create clouds of darkness and manipulate them. The faerie can control darkness a 20 foot radius around himself. Unsealie fae or other creatures that can see in absolute darkness can see through this, but most other beings cannot. Each additional time this power is bought increases the radius by 20 feet. Direct sunlight dispels this darkness, but no other light source can.
Lord of Dreams
The fae can control the dreams of anyone whom he or she knows the full name of - this can cause the victim to go insane with nightmares within a week of such torment or may merely be used as a form of communication or influence. The faerie can also learn secrets about the target from these dreams if the victim can be made to reveal that information.
Invisibility
The faerie can become completely invisible and inaudible, though those with some degree of supernatural senses may be able to detect it.
Shape Changing
The faerie can change their shape into that of any natural vertebrate that weighs 2000 pounds or less. While in this animal form they retain their intellect but otherwise have all natural abilities of the animal.
Shroud of Darkness (unseelie only)
The fae can cause a huge area to become dark and shadowy, like twilight, this area can be extended out from the fae at a radius of 1 mile and it causes all living creatures in the area to become afraid and nervous. This power effectively prevents sunlight from penetrating into this area, protecting vampires and abyssal demons.
Horrifying
The faerie has a fearsome appearance, striking terror into all who see it. Weak willed individuals flee in terror at the sight of the faerie, while even battle hardened warriors suffer a 25% penalty to their combat reflexes while in close proximity to the fae. Faeries normally can disguise this appearance with an illusion, but can drop it in an instant to terrify others.
Lord of Illusions
The faerie can create what ever illusions you desire within 100 feet of itself. This can include sights, sounds, smell, even sensations like heat and cold. This includes making oneself or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures. The prerequisite is Invisibility.
Lord of Nightmares (unseelie only)
As Lord of Illusions above, but now the fae can sense the worst fears of the victims and make those fears come to life. The illusions will appear to be what the victim(s) fear most and they can inflict illusionary damage on the victims that cause terrible pain and can cause the victims to pass out or even die of fear or shock. The prerequisite is Lord of Illusions and Lord of Dreams.
Teleportation (counts as two powers)
The faerie can teleport anywhere that it has been before with just a split second of concentration. There is a 10 minute cool down between teleportations.
Heightened Senses
The faerie has incredible senses, it can see in the deepest darkness, can hear a mouses heartbeat from a mile away, and track by smell like the best bloodhound. Despite this, it does not suffer from sensory overload.
Stone Skin
The faerie's flesh is extremely tough as well as resilient to injury, yet only feels slightly different to the touch. This gives the fae much greater resistance to damage, even from modern weapons, fire, or cold iron.
Healing Touch (seelie only)
With but a touch, the seelie fae can heal diseases or injuries in others. Doing this takes but a few seconds, but the faerie is weakened for an amount of time based on the severity of the injury. Minor cuts or bruises create weakness lasting an hour, a day for moderate injuries that might require hospital treatment or for illnesses that can be recovered from, and a week for severe injuries like being on the brink of death, being permanently maimed, or having an incurable or terminal illness. During this time of weakness, the effectiveness of all supernatural powers is halved, the faerie is 25% slower and weaker, and the faerie cannot use this healing power. Wounds inflicted by cold iron can be healed, but the weakness duration is doubled.
Swarm
The faerie can control a large swarm of insects or other arthropods. The total weight of this swarm cannot exceed 500 pounds.
Alluring
The faerie is supernaturally attractive and charming, all who see it will be drawn to it and feel inclined to obey or serve the fae, though those charmed will not take actions that are against their nature to appease the fae.
Sleep Touch
The touch of the faerie can put living creatures to into a deep sleep. Supernatural creatures maybe be able to resist this if they have a strong enough will and are generally awoken more easily. Creatures that aren't really alive, such as demons or undead, are only stunned by this power for about a second.
Aquatic
The faerie is naturally at home in the water and can breath underwater, is immune to water pressure and temperature extremes within the water, and can swim at a speed of 50 mph. The fae can, at the option of the player, have a different form it can assume while in the water that allows for these abilities. In addition to the previous powers, the faerie can also animate up to 1000 lb of water at a time and use it for a variety of purposes. This power can be selected multiple times, each time doubles the amount of water that can be controlled and increases the swim speed by 50 mph.
Shining (seelie only)
The fae can create light anywhere within 100 feet of himself. This light has the golden glow of daylight and completely illuminates any area that it is created in. It banishes shadows conjured by unseelie fae as well. The faerie can make himself glow with the light of the sun, making very difficult to fight the fae or look directly at it. Within this light, creatures who are vulnerable to sunlight find their physical prowess reduced by 20% and slowly take damage as if they were exposed to partial sunlight.
Mithril
The faerie has arms and armor made from mithril. This will include mithril chainmail and a weapon of some kind, likely a sword, though it can be a bow and 10 arrows. The chainmail cannot be penetrated by weapons, though full is still transfered through the mail. This makes the faerie highly resistant to certain attacks when wearing the armor. Furthermore, the weapon is lighter than steel but infinitely strong, it cannot be damaged or break and is razor sharp. The armor is so light that it virtually has no effect on movement.
Faerie Servants
This isn't a power, but each point spent gives the faerie 5 faerie servants. Pick the servants from the options below. Unless otherwise noted, they have all basic faerie abilities.
Goblin
These are small creatures about 4 feet in height with strangely inhuman features that vary from goblin to goblin. They have the average strength and toughness of a man but are 50% more dextrous than humans. They can see in absolute darkness but have poor daylight vision. Goblins come with medieval brass armor and weapons.
Brownies - brownies are small fairies that look much like humans but they are 3 feet in height and have pointed ears. They are twice as dexterous as humans but have only have the strength. Brownies have very sharp senses and are experts at hiding and sneaking.
Nymphs (counts as 5 faeries)
A nymph appears as a beautiful nude female. She may only manifest within the wilderness or natural areas. She has the Lord of the Wild and Animal Lord powers. She has peak human dexterity but normal female human strength and toughness.
Pixies (counts as 5)
Pixies are small creatures about 6 inches tall, looking like attractive humans with insectoid wings. They have the Tiny and Flight powers.
Sidhe (counts as 5 faeries)
A sidhe resembles a elf. It is tall and attractive, looking like a human but having pointed ears and luminescent eyes. Sidhe have peak human fighting ability, toughness, and strength and are twice as fast or dexterous as any human. They have keen catlike senses. Each sidhle comes with medieval brass armor and weapons.
Pooka (counts as 5 faeries)
A pooka has a normal form not unlike that of a goblin, if perhaps somewhat more attractive. They have the Shape Changing power.
Formori (counts as 5 faeries)
These are huge towering creatures with a hideous appearance. The have the Gigantic, Regeneration, Stone Skin, Horrifying, and Increased Prowess (strength and toughness 6) powers. Their major disadvantage is that their horrible appearance is not protected by an illusion, meaning that it must hide away from humanity.
Fae Archetypes
A faerie character can buy one of the following fae archetypes, which includes a variety of powers at a reduced point cost.
Troll 5 points
Trolls are huge and have a monstrous appearance along with superhuman strength and toughness.
Powers: Huge Size, Regeneration, Stone Skin, strength and toughness of 6 each, and Horrifying.
Nymph 3 points
Powers: Alluring, Lord of the Wild, Beast Mastery, and Aethereal
Pixie 5 points
Tiny, Pixie Dust x 2, Flight x 2, dexterity of 3
Angel
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Angels all have certain abilities : they are immune to hunger, thirst, and fatigue. They do not need to sleep, eat, or breath. They are highly resistant to physical harm, taking only 20% of the damage from physical non-magical attacks. Angela also quickly regenerate wounds, it usually takes a matter of hours to recover from normal wounds. Should an angel take enough damage to kill an equivalently sized mortal (taking into account the damage resistance) then it will be banished from the material plane back to the Celestial Realm. When an angel is destroyed, it can return to the earthly plane after a decade of rest.
Angels default to having double peak human strength, dexterity, and toughness.
Angels get to select 10 powers from the list below:
Greater Regeneration
The angel regenerates damage at a much faster rate, recovering from minor injuries within seconds and more severe damage in minutes.
Holy Fire
The angel can shoot holy fire from the tips of his fingers. This flame only damages sapient creatures, the more evil the creature is the more severally it is burned. Other angels and humans of great virtue are not harmed at all by holy fire. This attack has a range of 100 feet.
Angelic Wings
The angel has huge feathery wings that allow it to fly at a speed of 75 mph.
Iron Flesh
The angel's skin is supernaturally tough, being as resistant to harm as a class III bullet proof vest, yet just as soft and supple as normal human flesh. This power can be selected a second time giving the angel incredibly strong flesh, like class V body armor, but it will be rigid and will appear (and feel) to be scales, plates, armor, or something else equally conspicuous.
Mind Reading
This power allows the angel to read the mind of any creature it looks upon, allowing it to learn surface thoughts and with prolonged time and concentration, even deep memories. This power allows the angel to sense the sins and virtues of intelligent creatures with but a glance.
Holy Light
The angel can glow with a brilliant light. This light inspires confidence and courage in all of the angel's allies and strikes fear into the hearts of evil doers. This light counts as true sunlight to creatures that are vulnerable to the light of day. This ability counters and is countered by magical darkness.
Holy Knowledge
The angel has access to vast amounts of knowledge and can answer virtually any question which is publicly known by humans. It knows all languages, knows virtually all of history and science, can answer any trivial question, and is fluent in java script as well as Klingon.
Divine Champion
The angel's physical prowess is enhanced. It receives +1 Strength and +1 Toughness or +.5 Dexterity. This power can be selected multiple times.
Animal Friend
The angel can command up to 1000 pounds of animals at a time, al of which much be vertebrates.
Holy Fury
Against creatures of evil, the angel receives +1 Strength and +.5 Dexterity in combat.
Healing Touch
With but a touch, the angel can heal diseases or injuries in others. Doing this takes but a few seconds, but the angel is weakened for an amount of time based on the severity of the injury. Minor cuts or bruises create weakness lasting an hour, a day for moderate injuries that might require hospital treatment or for illnesses that can be recovered from, and a week for severe injuries like being on the brink of death, being permanently maimed, or having an incurable or terminal illness. During this time of weakness, the effectiveness of all supernatural powers is halved, the angel is 25% slower and weaker, and the angel cannot use this healing power. By selecting this power a second time, the duration of all weakening is reduced by one step. By selecting this power a third time, the angel can heal without being weakened.
Charismatic
The angel is supernaturally likable and all who encounter it will feel positively inclined towards the angel. This will not work on enemies or cause people to act out of their nature, but the angel will make friends and influence others with ease.
Teleportation (counts as two powers)
The angel can teleport anywhere that it has been before with just a split second of concentration. There is a 10 minute cool down between teleportations.
Gigantic
The angel is huge, 8 feet tall or more, and has incredible physical power. This angel finds its Strength and Toughness increased by 3 each. This power halves the fae's flying speed, if it can fly.
Flaming Body (counts as two powers)
The angel has a body of pure holy flame. Its touch causing terrible wounds to creatures of evil and it is immune to purely physical and non-magical attacks.
Holy Weapon
The angel has a blessed weapon which is capable of inflicting terrible wounds on creatures of evil and will also cut through non-magical creatures with ease. This weapon cannot be taken away form the angel and reforms with him if destroyed.
Stunning Smite
The angel can wave its hand and all enemies within 30 feet will be stuck with holy energy, stunning them for 10 minutes if they are mortal and 1 minute if they are supernatural.
Rain of Judgement
The angel can call down holy fire over a large area, burning all evil doers in that area. This attack has a range of line of sight and burns everything in a 100 diameter. The prerequisite for the power is Holy Fire.
Aura of Peace
The angel is surrounded by an aura of peace with a radius of 50 feet. No creature can initiate a violent action within this radius unless it is the target of violence first. If the angel tries to take an aggression action, it loses the aura of peace for 24 hours.
Touch of Repentance
The angel can touch an evil person and cause them to feel terrible guilt for their past acts and causes them to try to change their lives. This affects only mortals, not supernatural creatures of evil.
Resurrection
With a touch, the angel can restore a mortal to life. This causes he angel to lose its hold on the material plane, causing it to disappear for one month for each day the mortal was dead for. The prerequisite for the power is Healing Touch.
Dispel Curse
The angel can dispel any curse or negative magical effect on a creature or object. This requires merely a touch and a minute of concentration from the angel. This will not reverse effects which the target willingly accepts upon themselves.
Resistance
The angel has a 50% chance to resist any negative supernatural effect that targets it. Furthermore, even if it falls victim to such a power it only has half of the effect and duration.
Divine Lightning
The angel can shoot lightning from its fingertips with a range of 1000 feet. This is normal lighting for all practical purposes once it hits a target.
Blessing
The angel can bless some object or activity, making it especially lucky. A field that is blessed will produce a wonderful yield of crops, a car that is blessed will seldom crash or breakdown, a person who is blessed will have exceptional luck, etc. No blessing lasts longer than a year, nor is the good luck from the blessing all powerful. Luck from a blessing cannot be exploited for selfish purposes - while it may allow a blessed person to gain enough money to feed their family, they will not be able to use a blessing to get rich gambling in Vegas.
Fallen
The angel is no longer allied with the Celestial Plane or other angels. The angel no longer has to follow any sort of code of conduct. This must be selected in conjunction with Hated, as angels are not fond of betrayers.
Followers
The angel gets 50 angelic followers. This power can be selected multiple times for more followers.
Angelic Followers
Crusaders (counts as 5 each)
These are men with peak human fighting ability and immunity to fear. Their great faith gives the the Resistance power against all creatures of evil. They come with weapons and armor, but otherwise have little money.
Salt of the Earth
This is an ordinary person with no money, resources, or exceptional skills - just a desire to do good and help the angel.
Saint (counts as 10 each)
Saints are humans of exceptional faith, love, and compassion. They each have the Healing Touch ability.
Philanthropist (counts as 10 each)
This is an individual of great wealth who can help to fund the angel and his mission. Each philanthropist can donate $100,000 a year, or the equivalent, to the angel.
Priest (counts as 10 each)
A priest is a person with an amazing ability to influence people. He has the Charismatic power.
Holy Weapon (counts as 10 each)
The angel has access to a holy weapon that he might give to his mortal followers or use for his own. Unlike the Holy Weapon power, this item can be stolen or fall into the wrong hands, though only the pure of heart can benefit from its powers.
Cherub (counts as 50 each)
This is a minor angel helper. It has standard angelic abilities, normal human physical prowess, and has access to 3 special angelic powers. These need not look like cherubs, they can look like cherubs, glowing orbs of light, or even normal mortals. Cherubim cannot have followers of their own.
Angels default to having double peak human strength, dexterity, and toughness.
Angels get to select 10 powers from the list below:
Greater Regeneration
The angel regenerates damage at a much faster rate, recovering from minor injuries within seconds and more severe damage in minutes.
Holy Fire
The angel can shoot holy fire from the tips of his fingers. This flame only damages sapient creatures, the more evil the creature is the more severally it is burned. Other angels and humans of great virtue are not harmed at all by holy fire. This attack has a range of 100 feet.
Angelic Wings
The angel has huge feathery wings that allow it to fly at a speed of 75 mph.
Iron Flesh
The angel's skin is supernaturally tough, being as resistant to harm as a class III bullet proof vest, yet just as soft and supple as normal human flesh. This power can be selected a second time giving the angel incredibly strong flesh, like class V body armor, but it will be rigid and will appear (and feel) to be scales, plates, armor, or something else equally conspicuous.
Mind Reading
This power allows the angel to read the mind of any creature it looks upon, allowing it to learn surface thoughts and with prolonged time and concentration, even deep memories. This power allows the angel to sense the sins and virtues of intelligent creatures with but a glance.
Holy Light
The angel can glow with a brilliant light. This light inspires confidence and courage in all of the angel's allies and strikes fear into the hearts of evil doers. This light counts as true sunlight to creatures that are vulnerable to the light of day. This ability counters and is countered by magical darkness.
Holy Knowledge
The angel has access to vast amounts of knowledge and can answer virtually any question which is publicly known by humans. It knows all languages, knows virtually all of history and science, can answer any trivial question, and is fluent in java script as well as Klingon.
Divine Champion
The angel's physical prowess is enhanced. It receives +1 Strength and +1 Toughness or +.5 Dexterity. This power can be selected multiple times.
Animal Friend
The angel can command up to 1000 pounds of animals at a time, al of which much be vertebrates.
Holy Fury
Against creatures of evil, the angel receives +1 Strength and +.5 Dexterity in combat.
Healing Touch
With but a touch, the angel can heal diseases or injuries in others. Doing this takes but a few seconds, but the angel is weakened for an amount of time based on the severity of the injury. Minor cuts or bruises create weakness lasting an hour, a day for moderate injuries that might require hospital treatment or for illnesses that can be recovered from, and a week for severe injuries like being on the brink of death, being permanently maimed, or having an incurable or terminal illness. During this time of weakness, the effectiveness of all supernatural powers is halved, the angel is 25% slower and weaker, and the angel cannot use this healing power. By selecting this power a second time, the duration of all weakening is reduced by one step. By selecting this power a third time, the angel can heal without being weakened.
Charismatic
The angel is supernaturally likable and all who encounter it will feel positively inclined towards the angel. This will not work on enemies or cause people to act out of their nature, but the angel will make friends and influence others with ease.
Teleportation (counts as two powers)
The angel can teleport anywhere that it has been before with just a split second of concentration. There is a 10 minute cool down between teleportations.
Gigantic
The angel is huge, 8 feet tall or more, and has incredible physical power. This angel finds its Strength and Toughness increased by 3 each. This power halves the fae's flying speed, if it can fly.
Flaming Body (counts as two powers)
The angel has a body of pure holy flame. Its touch causing terrible wounds to creatures of evil and it is immune to purely physical and non-magical attacks.
Holy Weapon
The angel has a blessed weapon which is capable of inflicting terrible wounds on creatures of evil and will also cut through non-magical creatures with ease. This weapon cannot be taken away form the angel and reforms with him if destroyed.
Stunning Smite
The angel can wave its hand and all enemies within 30 feet will be stuck with holy energy, stunning them for 10 minutes if they are mortal and 1 minute if they are supernatural.
Rain of Judgement
The angel can call down holy fire over a large area, burning all evil doers in that area. This attack has a range of line of sight and burns everything in a 100 diameter. The prerequisite for the power is Holy Fire.
Aura of Peace
The angel is surrounded by an aura of peace with a radius of 50 feet. No creature can initiate a violent action within this radius unless it is the target of violence first. If the angel tries to take an aggression action, it loses the aura of peace for 24 hours.
Touch of Repentance
The angel can touch an evil person and cause them to feel terrible guilt for their past acts and causes them to try to change their lives. This affects only mortals, not supernatural creatures of evil.
Resurrection
With a touch, the angel can restore a mortal to life. This causes he angel to lose its hold on the material plane, causing it to disappear for one month for each day the mortal was dead for. The prerequisite for the power is Healing Touch.
Dispel Curse
The angel can dispel any curse or negative magical effect on a creature or object. This requires merely a touch and a minute of concentration from the angel. This will not reverse effects which the target willingly accepts upon themselves.
Resistance
The angel has a 50% chance to resist any negative supernatural effect that targets it. Furthermore, even if it falls victim to such a power it only has half of the effect and duration.
Divine Lightning
The angel can shoot lightning from its fingertips with a range of 1000 feet. This is normal lighting for all practical purposes once it hits a target.
Blessing
The angel can bless some object or activity, making it especially lucky. A field that is blessed will produce a wonderful yield of crops, a car that is blessed will seldom crash or breakdown, a person who is blessed will have exceptional luck, etc. No blessing lasts longer than a year, nor is the good luck from the blessing all powerful. Luck from a blessing cannot be exploited for selfish purposes - while it may allow a blessed person to gain enough money to feed their family, they will not be able to use a blessing to get rich gambling in Vegas.
Fallen
The angel is no longer allied with the Celestial Plane or other angels. The angel no longer has to follow any sort of code of conduct. This must be selected in conjunction with Hated, as angels are not fond of betrayers.
Followers
The angel gets 50 angelic followers. This power can be selected multiple times for more followers.
Angelic Followers
Crusaders (counts as 5 each)
These are men with peak human fighting ability and immunity to fear. Their great faith gives the the Resistance power against all creatures of evil. They come with weapons and armor, but otherwise have little money.
Salt of the Earth
This is an ordinary person with no money, resources, or exceptional skills - just a desire to do good and help the angel.
Saint (counts as 10 each)
Saints are humans of exceptional faith, love, and compassion. They each have the Healing Touch ability.
Philanthropist (counts as 10 each)
This is an individual of great wealth who can help to fund the angel and his mission. Each philanthropist can donate $100,000 a year, or the equivalent, to the angel.
Priest (counts as 10 each)
A priest is a person with an amazing ability to influence people. He has the Charismatic power.
Holy Weapon (counts as 10 each)
The angel has access to a holy weapon that he might give to his mortal followers or use for his own. Unlike the Holy Weapon power, this item can be stolen or fall into the wrong hands, though only the pure of heart can benefit from its powers.
Cherub (counts as 50 each)
This is a minor angel helper. It has standard angelic abilities, normal human physical prowess, and has access to 3 special angelic powers. These need not look like cherubs, they can look like cherubs, glowing orbs of light, or even normal mortals. Cherubim cannot have followers of their own.
Dragon
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A dragon is a huge magical creature with the strength of hundreds of men and scales are durable as a tank's armor. It is a force of nature and can wreck havoc on all the it sets itself against. Unfortunately, it is not a subtle creature either and has trouble hiding itself away from the world of humanity. Aside from their great physical power, dragons only suffer half of the effect of all magic directed against them and are immune to non-magical poison and disease. Dragon have moderate regenerative abilities and can heal from massive non-lethal damage, but it can take them years to heal back missing limbs, eyes, or other massive damage.
A dragon can select 6 special powers from the list below.
Regeneration
The dragon rapidly heals from any injury it receives, within a matter of minutes for most wounds while massive damage takes hours.
Greater Regeneration
The dragon heals from minor wounds in seconds and can heal back limbs in a matter of minutes. The dragon's body must be completely destroyed or it will regenerate back to full health within a day. The prerequisite is Regeneration.
Element
The dragon is associated with some element - cold, fire, electricity, etc. It is immune to all damage from that element. It also gives certain special abilities related to it - fire might allow the dragon to swim in lava or breathe in the presence of poisonous smoke or gases. A cold dragon would be able to have perfect balance on ice or see through blizzards, a water dragon could breathe underwater and be immune to pressure, etc.
Elemental
The dragon is not just associated with some natural force, it is made of it. The dragon could be made of pure fire, of ice, of stone, metal, acid, etc. This makes the dragon immune essentially non-living and thus immune to all sorts of attacks that target living creatures. In this form grants some special immunity (like a fire dragon being immune to physical attacks) then it must grant a special weakness as well (such as a fire dragon being harmed by water). The prerequisite is Element.
Breath Weapon
The dragon has a powerful breath weapon associated with its element. It has a range of 250 feet and can cause massive damage. Depending on the element, it may not do damage at all, it could put enemies to sleep or blind them. The prerequisite is Element.
Wings
The dragon has massive wings, allowing it to fly at a speed of 50 mph. This power can be selected multiple times for greater flying speed.
Hydra
You have many heads, all working together and being redundant to maintaining your intellect. You can only be killed if all heads are destroyed. The heads can multitask and attack separately with great skill.
Elemental Control
You dragon can control the element that it is associated with. This could include calling blizzards for a cold dragon, animating water for a water dragon, casing earthquakes for an earth dragon, etc. The prerequisite is Element.
Great Creature
You are not a dragon at all, but some other massive and powerful creature. It could be a giant, a kraken, a giant burning phoenix, or any variety of creature. This form will have certain advantages over dragons and certain disadvantages. Design the creature the same way as a dragon.
Poison
You blood and saliva is a deadly poison.
Shape Shifting
You can assume the form of a human or natural animal for up to one hour a day. This may be selected multiple times, each time doubles the hours a day - 1, 2, 4, 8, 16, and 24.
Abyssal Dragon
You are a dragon who draws power from the abyss, either appearing to be made of shadow or you are undead and rotting or skeletal. You are immune to poison, disease, the need to breathe, eat, and sleep. It has other physical advantages of being undead as well. You automatically get the Abyss Element, making you immune to death magic, cold, and darkness. You can see in absolute darkness. You also get 2 demon special powers, which can include abyssal powers. Should your body be destroyed, it reforms in the Abyss several years later and then can return to the earthly plane. On the down side, the dragon's physical prowess is halved during the day and it burns in the light of the sun in the same way a vampire does - the dragon can fade into the Abyss during the day to avoid sunlight damage.
Celestial Dragon (counts as 2)
You dragon is infused with holy power. It can select an angel special power and its is considered to have the Holy Element automatically. It can also return to life if destroyed like an angel can.
Infernal Dragon (counts as 2)
Your dragon is part infernal demon. It automatically has the Hellfire Element. It can select a demon power and if destroyed can be summoned back to earth as a demon can.
Faerie Dragon (counts as 2)
The dragon has access to 1 faerie special power and can purchase more. You get the Faerie Element automatically. The dragon has all of the faerie natural abilities, including being able to return to life in a faerie forest.
Small Dragon (gives 2 power points)
This doesn't count as a power, it merely makes your dragon particularly small and weak for its type. While still massively more powerful than other kinds of creatures, it could not go toe to toe with any other dragon. On the plus side, its speed (including flying speed if it can fly) is doubled and it gets 2 extra dragon powers.
Cult
Your dragon has 100 mortal followers. This power can be selected multiple times for a larger cult following.
Cultists
Follower
This is a normal human who serves the dragon. They have no special powers but can provide it with $10,000 per year in income.
Fanatic
This is a dragon worshiper. They can no money to speak of but follow the dragon fanatically and are immune to fear as a result. They will gladly give their lives for the dragon.
Blood Cultist (counts as 2 each)
This is a cultist who drinks a bit of the dragon's blood and gains power from it. These people are like fanatics but share the element of their dragon master.
Draconian (counts as 10 each)
This is a follower so devoted to you that their essence has been infused with your own. They become a mix of dragon and human, having all of your traits but scaled down. For example, a dragon with regeneration, poison, and faerie dragon, and followers would have draconian followers with regeneration, poisonous blood and bites, and a faerie nature. Unless otherwise stated, these creatures have peak human physical abilities along with iron hard scales.
Baby Dragon (counts as 100 each)
You have a baby dragon in your service. It has all of your powers but is smaller and weaker than you.
A dragon can select 6 special powers from the list below.
Regeneration
The dragon rapidly heals from any injury it receives, within a matter of minutes for most wounds while massive damage takes hours.
Greater Regeneration
The dragon heals from minor wounds in seconds and can heal back limbs in a matter of minutes. The dragon's body must be completely destroyed or it will regenerate back to full health within a day. The prerequisite is Regeneration.
Element
The dragon is associated with some element - cold, fire, electricity, etc. It is immune to all damage from that element. It also gives certain special abilities related to it - fire might allow the dragon to swim in lava or breathe in the presence of poisonous smoke or gases. A cold dragon would be able to have perfect balance on ice or see through blizzards, a water dragon could breathe underwater and be immune to pressure, etc.
Elemental
The dragon is not just associated with some natural force, it is made of it. The dragon could be made of pure fire, of ice, of stone, metal, acid, etc. This makes the dragon immune essentially non-living and thus immune to all sorts of attacks that target living creatures. In this form grants some special immunity (like a fire dragon being immune to physical attacks) then it must grant a special weakness as well (such as a fire dragon being harmed by water). The prerequisite is Element.
Breath Weapon
The dragon has a powerful breath weapon associated with its element. It has a range of 250 feet and can cause massive damage. Depending on the element, it may not do damage at all, it could put enemies to sleep or blind them. The prerequisite is Element.
Wings
The dragon has massive wings, allowing it to fly at a speed of 50 mph. This power can be selected multiple times for greater flying speed.
Hydra
You have many heads, all working together and being redundant to maintaining your intellect. You can only be killed if all heads are destroyed. The heads can multitask and attack separately with great skill.
Elemental Control
You dragon can control the element that it is associated with. This could include calling blizzards for a cold dragon, animating water for a water dragon, casing earthquakes for an earth dragon, etc. The prerequisite is Element.
Great Creature
You are not a dragon at all, but some other massive and powerful creature. It could be a giant, a kraken, a giant burning phoenix, or any variety of creature. This form will have certain advantages over dragons and certain disadvantages. Design the creature the same way as a dragon.
Poison
You blood and saliva is a deadly poison.
Shape Shifting
You can assume the form of a human or natural animal for up to one hour a day. This may be selected multiple times, each time doubles the hours a day - 1, 2, 4, 8, 16, and 24.
Abyssal Dragon
You are a dragon who draws power from the abyss, either appearing to be made of shadow or you are undead and rotting or skeletal. You are immune to poison, disease, the need to breathe, eat, and sleep. It has other physical advantages of being undead as well. You automatically get the Abyss Element, making you immune to death magic, cold, and darkness. You can see in absolute darkness. You also get 2 demon special powers, which can include abyssal powers. Should your body be destroyed, it reforms in the Abyss several years later and then can return to the earthly plane. On the down side, the dragon's physical prowess is halved during the day and it burns in the light of the sun in the same way a vampire does - the dragon can fade into the Abyss during the day to avoid sunlight damage.
Celestial Dragon (counts as 2)
You dragon is infused with holy power. It can select an angel special power and its is considered to have the Holy Element automatically. It can also return to life if destroyed like an angel can.
Infernal Dragon (counts as 2)
Your dragon is part infernal demon. It automatically has the Hellfire Element. It can select a demon power and if destroyed can be summoned back to earth as a demon can.
Faerie Dragon (counts as 2)
The dragon has access to 1 faerie special power and can purchase more. You get the Faerie Element automatically. The dragon has all of the faerie natural abilities, including being able to return to life in a faerie forest.
Small Dragon (gives 2 power points)
This doesn't count as a power, it merely makes your dragon particularly small and weak for its type. While still massively more powerful than other kinds of creatures, it could not go toe to toe with any other dragon. On the plus side, its speed (including flying speed if it can fly) is doubled and it gets 2 extra dragon powers.
Cult
Your dragon has 100 mortal followers. This power can be selected multiple times for a larger cult following.
Cultists
Follower
This is a normal human who serves the dragon. They have no special powers but can provide it with $10,000 per year in income.
Fanatic
This is a dragon worshiper. They can no money to speak of but follow the dragon fanatically and are immune to fear as a result. They will gladly give their lives for the dragon.
Blood Cultist (counts as 2 each)
This is a cultist who drinks a bit of the dragon's blood and gains power from it. These people are like fanatics but share the element of their dragon master.
Draconian (counts as 10 each)
This is a follower so devoted to you that their essence has been infused with your own. They become a mix of dragon and human, having all of your traits but scaled down. For example, a dragon with regeneration, poison, and faerie dragon, and followers would have draconian followers with regeneration, poisonous blood and bites, and a faerie nature. Unless otherwise stated, these creatures have peak human physical abilities along with iron hard scales.
Baby Dragon (counts as 100 each)
You have a baby dragon in your service. It has all of your powers but is smaller and weaker than you.
Demon
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Demons all have certain abilities : they are immune to hunger, thirst, and fatigue. They do not need to sleep, eat, or breath. They are highly resistant to physical harm, taking only 10% of the damage from physical non-magical attacks. Demons also quickly regenerate wounds that aren't caused by holy sources, it usually takes a matter of hours to recover from normal wounds. Should a demon take enough damage to kill an equivalently sized mortal (taking into account the damage resistance) then it will be banished from the material plane back to the Abyss or Inferno - the two realms where demons dwell.
Demons are vulnerable to holy items. Such weapons overcome their magical resistance and inflict wounds that take weeks to heal. They can be repelled by holy symbols presented by a person of true faith and goodness and cannot step on holy ground. The touch of holy items also inflicts terrible burns of demons, along with substances such as holy water or other items which have been blessed.
There are two factions of demons, Abyssal demons from the Abyss, and Infernal demons from the inferno. They each have a different set of powers and weaknesses. Abyssal demons are immune to the cold and can see in absolute darkness as well as the light. They are also immune to fear. Abyssal demons, however, are vulnerable to sunlight in the same way a vampire is. Also, their damage resistance doesn't apply to fire or heat based attacks. On the plus side, Abyssal demons receive a +1 boost to Strength and Toughness.
Infernal demons are immune to heat and fire. Otherwise, they have no additional powers or weaknesses.
Summoning
Demons must be summoned to the material plane with a special ritual by either a cult or by some other human who has learned the ritual to summon the demon. A standard summoning ritual takes a full day and required a human sacrifice. Each demon has a special day associated with and it can only be summons on that particular day of the year. Instead of a standard summoning, the cultists may instead summon the demon into the body of a human, causing a possession.
Possession
If a demon is summoned into the body of a mortal, it then has total control over that victim's body, though the body now has double the strength it had before and is immune to pain. This form gives the demon certain advantages. It appears human, it has access to its normal powers that aren't physical in nature, it can go into the daylight if it is an Abyssal demon, and it might be able to impersonate the human possessed. If the body is killed while the demon possesses it, the demon has a 50% chance of escaping the body and manifesting in full power next to the corpse, though if it fails to do so it will be sent back to the Abyss or Inferno.
The Summoning Ritual
It's not only a demon's cultists who can summon it, others can too if they learn the ritual. If someone other than the demon's cult summons it, it will come to earth in the same way, but there will be a downside. The summoner will be able to ask a favor from the demon for summoning it, the demon must strive to complete this favor or be sent back to its home plane. If the demon successfully completes the favor it will be free to remain on earth. In this way, a demon can still return to earth even if its cult is destroyed.
Select a demon type from the list below. Each demon type has different attributes based on multiples of peak human ability, with 2 strength meaning twice peak human strength, for example. In this system .5 means normal human ability while means below average human ability.
Succubus/Incubus : These demons appear as beautiful women with a few demonic features such as horns or glowing eyes, though she can create the illusion of looking like any humanoid creature of roughly the same size. These demons have 2 strength, 2 dexterity, and 1 toughness. Succubi can read the mind of any living being it sees and knows its deepest darkest desires. The succubus is supernaturally attractive and charming, all who see the succubus will be drawn to her and feel inclined to obey or serve the her, though those charmed will not take actions that are against their nature to appease the succubus. A succubus can grow razor sharp claws on the ends of its fingers at will.
Fiend : a fiend is a powerful warrior demon. This creature stands 8 feet tall and has 8 strength, 1 dexterity, and 8 toughness. It also has peak human combat ability. The demon has natural weapons such as claws, teeth, tentacles, spikes, or something similar. These demons vary tremendously in shape and appearance but they are all obviously inhuman.
Shadow : A shadow is a demon of pure darkness. It is invisible in darkness but can be seen when exposed to light, looking like nothing more than an animated shadow. Its touch causes terrible pain as he life force of the victim is leeched out, it takes 1 such touch to kill a living victim per 50 lb of that victim's weight, though the pain of the touch will incapacitate any living creature for 1 second. Against undead or demons, each touch drains 10% of the victim's strength until they are too weak to move, but it doesn't kill - strength is regained at the rate of 1% per minute generally. Shadows are immune to non-magical weapons, though they can be killed by fire, magic, or holy items such as blessed water or symbols of goodness. Shadows have 2 strength, dexterity, and toughness. Shadows must be abyssal only.
Rakshasa : The rakshasa is a demon with control over illusions. They can create what ever illusions they desire within 100 feet of themselves. This can include sights, sounds, smell, even sensations like heat and cold. This includes making themselves or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures. Rakshasas appear as humanoid creatures with the features of an animal, most often a feline or snake, though they may disguise their true appearance with illusions. They have 2 strength, dexterity, and toughness and natural weapons such as claws and fangs that make them lethal combatants.
Imp : An imp is a small demon with wings and a tail. It is about between 1 and 2 feet tall and is not that good in combat. The imp can turn itself completely invisible at will. An imp can fly at a speed of 25 mph using its wings or it can teleport 1000 feet with a moment of concentration. Imps have 0 strength, 3 dexterity, and 0 toughness. Imps have a 50% chance of being able to nullify any supernatural power used against them and even when this fails, they only suffer 50% of the effect of such attacks. In addition, imps receive 1 warlock (see cults below) for free.
Dybbuk : these demons have no material physical form, instead of acting with a physical body they instead possess the bodies of mortals. Without a body, they are invisible and intangible, and can be harmed only by magical effects, not physical attacks. They can pass through any physical barrier save those protected with magic and can also fly and hover at a speed of 100 mph. They can enter into the body of any living creature, though 10% of sentient creatures have the willpower to resist possession including all player characters. At this point they totally control the body of the victim, having twice the strength and toughness of the living creature used to have and becoming immune to pain. They can leave a body at will, though if a body dies while they are possessing it, they become weakened and cannot possess another body for a day. If the demon is exercised while possessing a body, it will be expelled to its home plane and must be summoned back by its cultist followers. If a dybbuk is affected by a magical attack while in spirit form, it will be destroyed and sent back to the Inferno or Abyss.
Djinn
This daemon made of pure hellfire. It appears to be a vaguely humanoid form made of flickering flame. It is immune to physical attacks but can be damaged or killed by anything that quench a fire such as water, a fire extinguisher, or something like that. Djinn have 1 strength, 1.5 dexterity, and 0 toughness. Their touch burns like hellfire and causes terrible pain, they also can ablaze anything they touch or get near to. If a djinn desires, it may reduce the heat of its hellfire body so that it can touch people or handle objects without setting them on fire, thought still produces light and is quite warm to the touch.
Powers
In addition to the powers based on demon type, all demons get access to certain other powers as well. Select 6 from the list below.
Hell Fire (infernal only)
The demon can shoot hellfire from the tips of his fingers, inflicting terrible wounds and pain. The burns inflicted from this terrible fire are twice as painful as other burns and heal half as quickly. This attack has a range of 100 feet.
Greater Hell Fire (infernal only)
The demon's hell fire now has a range of 500 feet and is not limited to targeting one victim at a time, it can be caused to rain down on multiple enemies at once, can be shot out into a cone, or can wash over enemies within 50 feet of the demon. Prerequisite is Hell Fire.
Greater Regeneration
The demons regenerates damage at a much faster rate, recovering from minor injuries within seconds and more severe damage in minutes. Damage inflicted by holy sources or special weaknesses still takes hours to heal from though.
Iron Flesh
The demon's skin is supernaturally tough, being as resistant to harm as a class III bullet proof vest, yet just as soft and supple as normal human flesh. This power can be selected a second time giving the demon incredibly strong flesh, like class V body armor, but it will be rigid and will appear (and feel) to be scales, plates, or something else equally conspicuous.
Demon Wings
The demon has huge bat-like wings that allow it to fly at a speed of 50 mph, or 50 mph faster if it can already fly.
Sun Immunity (abyssal only, counts as 2)
The abyssal demon does not burn in daylight, though it is still weaker during the day.
Unholy Strength, Dexterity, or Toughness
The demon may increase its strength or toughness by 2 or it's dexterity by .5. This power can be selected multiple times.
Witchcraft
The demon can now cast curses on other people as long as the demon has some item of personal importance to to victim. The curse can take almost any form that the demon desires as long as it doesn't directly affect any other victims. The target could simply drop dead, develop debilitating nausea for the rest of his life, become horribly deformed, go insane, or suffer any other horrible effects that the demon desires. The curse can be reversed by returning the item to the victim.
Swarm
The demon can control a large swarm of insects or other vermin such as rats. The total weight of this swarm cannot exceed 500 pounds.
Mind Reading
This power allows the demon to read the mind of any creature it looks upon, allowing it to learn surface thoughts and with prolonged time and concentration, even deep memories. This power allows demons who are possessing a victim free access to the victim's memories and thus allows them to impersonate the victim very well.
Frenzy (infernal only)
When fighting the demon will go mad with rage and gain greater strength and speed. While in this rage, the demon gains 2 Strength and 1 Dexterity and Toughness and becomes immune to fear and pain. On the down side, the demon will not back down from fighting and will fight to the death until all enemies are dead, have fled beyond his ability to sense, or the demon is destroyed.
Mass Frenzy (infernal only)
When the demon goes into frenzy in combat, all allies of the demon may enter a frenzy as well, gaining the same benefits and drawbacks. If the allies are subservient to the demon, then they have no choice and must frenzy. The prerequisite is Frenzy.
Life Draining
The demon has the power to drain the life from any enemy with but a touch - anything normal dies that the demon touches and supernatural creatures are sapped of about 10% of their life force per second of contact. Using this power allows the demon to heal its own wounds, even if they are inflicted by holy sources.
Shadow Manipulation (abyssal only)
The demon can create clouds of darkness and manipulate them. The demon can control darkness a 20 foot radius around himself. Abyssal demons or other creatures that can see in absolute darkness can see through this, but most other beings cannot. Each additional time this power is bought increases the radius by 20 feet.
Unholy Knowledge
The demon has access to vast amounts of knowledge and can answer virtually any question which is publicly known by humans. It knows all languages, knows virtually all of history and science, can answer any trivial question, and is fluent in java script as well as Klingon.
Hell Hounds (infernal only)
Instead of a power, the demon has 5 hell hounds to serve it. These demons appear as huge and ferocious wolf-like creatures who seem to be ringed in flame. Each is twice as strong and tough as a large full growth wolf and just as fast. They shoot flame from their mouths, up to 10 feet, which counts as hellfire, their bite also burns like the fires of hell as does their touch. They can track by smell just as wolves can. They are incapable of carrying out complex commands, having about the same intellectual ability as a highly intelligent canine - though they are more ferocious than any normal dog. These count as demons in every regard, and if destroyed may be summoned with a ritual and sacrifice.
Shadow Cats (abyssal only)
Instead of a power, the demon has 3 shadow cats in its service. These creatures appear as large black panthers that seem to exude darkness. They are twice as large as normal panthers and twice as string as well. The are invisible when in darkness and completely silent. They can see in absolute darkness and have a sense of smell and hearing as good as any large cat's. Their skin is cold to the touch and their claws and teeth seem to drain the life force and wrath from wounded enemies. They are more intelligent than panthers and are able to obey basic commands of the demon controlling them. These count as demons in every regard, and if destroyed may be summoned with a ritual and sacrifice.
Horrifying
The demon has a fearsome appearance, striking terror into all who see it. Weak willed individuals flee in terror at the sight of the demon, while even battle hardened warriors suffer a 25% penalty to their combat reflexes while in close proximity to the demon.
Minor Necromancy (abyssal only)
The demon can animate the zombies and can control 1000 at a time. Each zombie has virtually no intelligence of its own but will obey the will of its demon master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Animating a zombie takes a ten minute ritual and can be preformed on any more or less intact corpse. Zombies do not decay, but do wear out over time. For each year that passes, 1% of the zombies in this army become unusable for some reason such as injury, rot, wearing out, or something similar. As other undead, they are immune to poison, disease, thirst, hunger, fatigue, etc.
Greater Necromancy (abyssal only)
As lesser necromancy, but the demon can control an indefinite number of zombies at once. The prerequisite is Minor Necromancy.
Abyssal Necromancy (abyssal only)
The demon can now place the souls of minor Abyssal demons into zombies, making them more powerful. This gives each zombie a spark of crude intelligence and cunning, it also makes them just as dextrous as they were in life and twice as strong. Wights created by such a necromancer are also 20% stronger and faster. The prerequisites are Minor Necromancy.
Create Abomination (abyssal only)
Abominations are huge undead constructs made from the bones of giant creatures or numerous smaller creatures. They are a mishmash of flesh and bone, sometimes with numerous limbs or multiple heads or layers of bone armor. They are gigantic, weighing thousands of pounds and having the strength of over 20 men, though they are slow and lumbering. They are virtually impossible to destroy, requiring siege machines, explosives, magical weapons, or other creatures of incredible strength. They are, however, particularly vulnerable to holy weapons. They have the lack of free will of zombies and all of the immunities of zombies as well. Creating such a creature requires a year of work by a demon. Abominations slowly wear out like zombies, they need 1000 pounds of dead flesh added per year to prevent it from losing 5% of its strength and durability. The prerequisite is Greater Necromancy.
Control Nightmares (rakshasa only)
Now the rakshasa can sense the worst fears of the victims and make those fears come to life. The illusions will appear to be what the victim(s) fear most and they can inflict illusionary damage on the victims that cause terrible pain and can cause the victims to pass out or even die of fear or shock.
Rebellious
The demon does not follow the same agenda as other demons of its kind. This could include a demon that isn't evil, but could also include one who has turned their back on the lords of the Abyss or Inferno. This will likely be combined with the Hated Weakness.
Cult
Virtually all demon's have a cult. This cult is comprised primarily of normal humans who worship the demon and server tin exchange for some ward in life or the afterlife. Demons may select 100 cultists from the list below. For each power spent, the demon may have an extra 20 cultists.
Regular Cultist
This is just a regular person with a standard 9-5 job who happens to worship and serve the demon. This cultist has normal, but not exceptionally useful, skills. They will obey your commands, but will be reluctant to risk their lives. Each can spare $10,000 a year for the demon's uses.
Exceptional Cultist (counts as 5)
This is a person with usual or extremely useful skills. Each essentially has peak ability in some area of life. This could be a person with amazing combat ability, a great artist, a scientist at the top of his field, or somebody else equally useful. Each has access to $20,000 a year that the demon can use.
Wealthy Cultist (counts as 5)
This cultist is extremely wealthy and gives the demon access to his or her fortune. The cultist can give the demon $1,000,000 a year.
Billionaire Cultist (counts as 50)
The demon has a billionaire in it's service, giving the demon access to vast amounts of wealth. The billionaire can afford to give the demon $50,000,000 every year.
Slave
The slave is totally dedicated to the demon, serving it and adoring it always and completely. The slave has no job outside out of service to the demon, and thus no money, but it will serve the demon with complete loyalty and obedience. When following the demon's commands, a slave is effectively immune to fear and pain.
Seductress (counts as 5)
This is a beautiful human cultist whose appearance and charm have been supernaturally enhanced by demonic power. They have peak human beauty and charisma and as experts at using both to manipulate.
Horror
The cultists body twists and contorts, mutating into a horrible beast with multiple misshapen limbs, or combining elements of different creatures. Horrors are virtually mindless and attack anything in sight unless commanded not to by the demon or another cultist. They have 3 strength, 1 dexterity, and 3 toughness, are completely immune to pain, fear, and mind control, and can take 5 times as much punishment to kill as a human does. Any who sees the horror will be terrified and revolted by its appearance and those who aren't immune to fear will have their combat ability reduced 25% if they can even stand to face the horror.
Warlock (counts as 5)
A warlock is a cultist who has been granted special powers by the demon. A warlock can select a single demonic power as his own. Otherwise, the warlock is the same as a regular cultist.
High Warlock (counts as 20)
This warlock has access to 3 demonic powers and additionally has some peak human ability in the same way that an exceptional cultist has. You may only have a single high warlock.
Influential Cultist
The demon has a highly influential mortal in its cult. This person could be some media personality, a high ranking police officer, a politician, etc. The influential cultist can spare $20,000 a year for the demon in addition to pulling strings.
Beastmen
Beastmen are humans whose minds and bodies have been infused with demonic essence, mutating them in to a terrible mix of human and animal - usually having an animal head, a predator's teeth and claws, horns like an herbivore, cloven hooves, and a furry body. Beastmen have strength and toughness 2 and normal dexterity. They are brave and ferocious in combat, as well as being cruel and undisciplined. Obviously, it is difficult to hide a beastman's appearance. Beastwomen are not as strong or tough as their male counterparts, only having a strength and toughness of 1, but have no horns and have an easier time concealing their inhuman nature, are more self disciplined, and are easier to control.
Demon Weapon - you wield a weapon possessed by a demon. Any wound inflicted by this weapon, even a tiny scratch, will incapacitate the victim with horrible pain for 5 minutes. Furthermore, these wounds inflicted with this weapon wont heal naturally and will kill the victim unless they can be magically healed within the month. The weapon also cannot be destroyed or damaged. The blade is supernaturally strong and armor counts as being half as strong against this weapon.
Imp Familiar - the cultist or warlock has an Imp familiar (see below) to serve and protect him. It does not towards the maximum number of demons and if destroyed can be summoned again as normal.
Demon Armor (counts as two) - this is a suit of full plate armor possessed by a demon. It is 50% stronger than high quality steal and no heavier. It becomes form fitted to the wearer and allows perfect movement. It increases the strength of the wearer by 50% so as to support the armor's weight. It armor slowly repairs itself over time, at the rate of 10% damage repaired per hour and the wearer heals at an equivalent rate while wearing the armor. The armor itself has an evil appearance and strikes fear into people who see it, reducing their combat ability against the wearer by 25% if they can avoid running away.
Lycanthropy - With a special ritual the cultist can put on the skin of a large predatory animal and them assume a monstrous beast form that combined that animal's characteristics with that of a human. In this animal form, the lycanthrope has 4 times the strength, 3 times the toughness, and twice the dexterity of what they had in human form. They grow massive teeth and claws that allow them to rip a normal human to shreds. They become immune to pain and fear as well. In this form, they quickly heal from any injury inflicted unless it comes from a holy source or pure silver - other wounds heal within mere seconds. The lycanthrope also gains the land speed of the animal they are coming to resemble - usual a wolf. This power can only be used at night, the change back into human form during the day.
Demons are vulnerable to holy items. Such weapons overcome their magical resistance and inflict wounds that take weeks to heal. They can be repelled by holy symbols presented by a person of true faith and goodness and cannot step on holy ground. The touch of holy items also inflicts terrible burns of demons, along with substances such as holy water or other items which have been blessed.
There are two factions of demons, Abyssal demons from the Abyss, and Infernal demons from the inferno. They each have a different set of powers and weaknesses. Abyssal demons are immune to the cold and can see in absolute darkness as well as the light. They are also immune to fear. Abyssal demons, however, are vulnerable to sunlight in the same way a vampire is. Also, their damage resistance doesn't apply to fire or heat based attacks. On the plus side, Abyssal demons receive a +1 boost to Strength and Toughness.
Infernal demons are immune to heat and fire. Otherwise, they have no additional powers or weaknesses.
Summoning
Demons must be summoned to the material plane with a special ritual by either a cult or by some other human who has learned the ritual to summon the demon. A standard summoning ritual takes a full day and required a human sacrifice. Each demon has a special day associated with and it can only be summons on that particular day of the year. Instead of a standard summoning, the cultists may instead summon the demon into the body of a human, causing a possession.
Possession
If a demon is summoned into the body of a mortal, it then has total control over that victim's body, though the body now has double the strength it had before and is immune to pain. This form gives the demon certain advantages. It appears human, it has access to its normal powers that aren't physical in nature, it can go into the daylight if it is an Abyssal demon, and it might be able to impersonate the human possessed. If the body is killed while the demon possesses it, the demon has a 50% chance of escaping the body and manifesting in full power next to the corpse, though if it fails to do so it will be sent back to the Abyss or Inferno.
The Summoning Ritual
It's not only a demon's cultists who can summon it, others can too if they learn the ritual. If someone other than the demon's cult summons it, it will come to earth in the same way, but there will be a downside. The summoner will be able to ask a favor from the demon for summoning it, the demon must strive to complete this favor or be sent back to its home plane. If the demon successfully completes the favor it will be free to remain on earth. In this way, a demon can still return to earth even if its cult is destroyed.
Select a demon type from the list below. Each demon type has different attributes based on multiples of peak human ability, with 2 strength meaning twice peak human strength, for example. In this system .5 means normal human ability while means below average human ability.
Succubus/Incubus : These demons appear as beautiful women with a few demonic features such as horns or glowing eyes, though she can create the illusion of looking like any humanoid creature of roughly the same size. These demons have 2 strength, 2 dexterity, and 1 toughness. Succubi can read the mind of any living being it sees and knows its deepest darkest desires. The succubus is supernaturally attractive and charming, all who see the succubus will be drawn to her and feel inclined to obey or serve the her, though those charmed will not take actions that are against their nature to appease the succubus. A succubus can grow razor sharp claws on the ends of its fingers at will.
Fiend : a fiend is a powerful warrior demon. This creature stands 8 feet tall and has 8 strength, 1 dexterity, and 8 toughness. It also has peak human combat ability. The demon has natural weapons such as claws, teeth, tentacles, spikes, or something similar. These demons vary tremendously in shape and appearance but they are all obviously inhuman.
Shadow : A shadow is a demon of pure darkness. It is invisible in darkness but can be seen when exposed to light, looking like nothing more than an animated shadow. Its touch causes terrible pain as he life force of the victim is leeched out, it takes 1 such touch to kill a living victim per 50 lb of that victim's weight, though the pain of the touch will incapacitate any living creature for 1 second. Against undead or demons, each touch drains 10% of the victim's strength until they are too weak to move, but it doesn't kill - strength is regained at the rate of 1% per minute generally. Shadows are immune to non-magical weapons, though they can be killed by fire, magic, or holy items such as blessed water or symbols of goodness. Shadows have 2 strength, dexterity, and toughness. Shadows must be abyssal only.
Rakshasa : The rakshasa is a demon with control over illusions. They can create what ever illusions they desire within 100 feet of themselves. This can include sights, sounds, smell, even sensations like heat and cold. This includes making themselves or others appear different or even creating entire illusionary landscapes. These illusions can even provide tactile sensation, though they cannot inflict real harm. Illusions of this kind can also make things invisible, including large structures. Rakshasas appear as humanoid creatures with the features of an animal, most often a feline or snake, though they may disguise their true appearance with illusions. They have 2 strength, dexterity, and toughness and natural weapons such as claws and fangs that make them lethal combatants.
Imp : An imp is a small demon with wings and a tail. It is about between 1 and 2 feet tall and is not that good in combat. The imp can turn itself completely invisible at will. An imp can fly at a speed of 25 mph using its wings or it can teleport 1000 feet with a moment of concentration. Imps have 0 strength, 3 dexterity, and 0 toughness. Imps have a 50% chance of being able to nullify any supernatural power used against them and even when this fails, they only suffer 50% of the effect of such attacks. In addition, imps receive 1 warlock (see cults below) for free.
Dybbuk : these demons have no material physical form, instead of acting with a physical body they instead possess the bodies of mortals. Without a body, they are invisible and intangible, and can be harmed only by magical effects, not physical attacks. They can pass through any physical barrier save those protected with magic and can also fly and hover at a speed of 100 mph. They can enter into the body of any living creature, though 10% of sentient creatures have the willpower to resist possession including all player characters. At this point they totally control the body of the victim, having twice the strength and toughness of the living creature used to have and becoming immune to pain. They can leave a body at will, though if a body dies while they are possessing it, they become weakened and cannot possess another body for a day. If the demon is exercised while possessing a body, it will be expelled to its home plane and must be summoned back by its cultist followers. If a dybbuk is affected by a magical attack while in spirit form, it will be destroyed and sent back to the Inferno or Abyss.
Djinn
This daemon made of pure hellfire. It appears to be a vaguely humanoid form made of flickering flame. It is immune to physical attacks but can be damaged or killed by anything that quench a fire such as water, a fire extinguisher, or something like that. Djinn have 1 strength, 1.5 dexterity, and 0 toughness. Their touch burns like hellfire and causes terrible pain, they also can ablaze anything they touch or get near to. If a djinn desires, it may reduce the heat of its hellfire body so that it can touch people or handle objects without setting them on fire, thought still produces light and is quite warm to the touch.
Powers
In addition to the powers based on demon type, all demons get access to certain other powers as well. Select 6 from the list below.
Hell Fire (infernal only)
The demon can shoot hellfire from the tips of his fingers, inflicting terrible wounds and pain. The burns inflicted from this terrible fire are twice as painful as other burns and heal half as quickly. This attack has a range of 100 feet.
Greater Hell Fire (infernal only)
The demon's hell fire now has a range of 500 feet and is not limited to targeting one victim at a time, it can be caused to rain down on multiple enemies at once, can be shot out into a cone, or can wash over enemies within 50 feet of the demon. Prerequisite is Hell Fire.
Greater Regeneration
The demons regenerates damage at a much faster rate, recovering from minor injuries within seconds and more severe damage in minutes. Damage inflicted by holy sources or special weaknesses still takes hours to heal from though.
Iron Flesh
The demon's skin is supernaturally tough, being as resistant to harm as a class III bullet proof vest, yet just as soft and supple as normal human flesh. This power can be selected a second time giving the demon incredibly strong flesh, like class V body armor, but it will be rigid and will appear (and feel) to be scales, plates, or something else equally conspicuous.
Demon Wings
The demon has huge bat-like wings that allow it to fly at a speed of 50 mph, or 50 mph faster if it can already fly.
Sun Immunity (abyssal only, counts as 2)
The abyssal demon does not burn in daylight, though it is still weaker during the day.
Unholy Strength, Dexterity, or Toughness
The demon may increase its strength or toughness by 2 or it's dexterity by .5. This power can be selected multiple times.
Witchcraft
The demon can now cast curses on other people as long as the demon has some item of personal importance to to victim. The curse can take almost any form that the demon desires as long as it doesn't directly affect any other victims. The target could simply drop dead, develop debilitating nausea for the rest of his life, become horribly deformed, go insane, or suffer any other horrible effects that the demon desires. The curse can be reversed by returning the item to the victim.
Swarm
The demon can control a large swarm of insects or other vermin such as rats. The total weight of this swarm cannot exceed 500 pounds.
Mind Reading
This power allows the demon to read the mind of any creature it looks upon, allowing it to learn surface thoughts and with prolonged time and concentration, even deep memories. This power allows demons who are possessing a victim free access to the victim's memories and thus allows them to impersonate the victim very well.
Frenzy (infernal only)
When fighting the demon will go mad with rage and gain greater strength and speed. While in this rage, the demon gains 2 Strength and 1 Dexterity and Toughness and becomes immune to fear and pain. On the down side, the demon will not back down from fighting and will fight to the death until all enemies are dead, have fled beyond his ability to sense, or the demon is destroyed.
Mass Frenzy (infernal only)
When the demon goes into frenzy in combat, all allies of the demon may enter a frenzy as well, gaining the same benefits and drawbacks. If the allies are subservient to the demon, then they have no choice and must frenzy. The prerequisite is Frenzy.
Life Draining
The demon has the power to drain the life from any enemy with but a touch - anything normal dies that the demon touches and supernatural creatures are sapped of about 10% of their life force per second of contact. Using this power allows the demon to heal its own wounds, even if they are inflicted by holy sources.
Shadow Manipulation (abyssal only)
The demon can create clouds of darkness and manipulate them. The demon can control darkness a 20 foot radius around himself. Abyssal demons or other creatures that can see in absolute darkness can see through this, but most other beings cannot. Each additional time this power is bought increases the radius by 20 feet.
Unholy Knowledge
The demon has access to vast amounts of knowledge and can answer virtually any question which is publicly known by humans. It knows all languages, knows virtually all of history and science, can answer any trivial question, and is fluent in java script as well as Klingon.
Hell Hounds (infernal only)
Instead of a power, the demon has 5 hell hounds to serve it. These demons appear as huge and ferocious wolf-like creatures who seem to be ringed in flame. Each is twice as strong and tough as a large full growth wolf and just as fast. They shoot flame from their mouths, up to 10 feet, which counts as hellfire, their bite also burns like the fires of hell as does their touch. They can track by smell just as wolves can. They are incapable of carrying out complex commands, having about the same intellectual ability as a highly intelligent canine - though they are more ferocious than any normal dog. These count as demons in every regard, and if destroyed may be summoned with a ritual and sacrifice.
Shadow Cats (abyssal only)
Instead of a power, the demon has 3 shadow cats in its service. These creatures appear as large black panthers that seem to exude darkness. They are twice as large as normal panthers and twice as string as well. The are invisible when in darkness and completely silent. They can see in absolute darkness and have a sense of smell and hearing as good as any large cat's. Their skin is cold to the touch and their claws and teeth seem to drain the life force and wrath from wounded enemies. They are more intelligent than panthers and are able to obey basic commands of the demon controlling them. These count as demons in every regard, and if destroyed may be summoned with a ritual and sacrifice.
Horrifying
The demon has a fearsome appearance, striking terror into all who see it. Weak willed individuals flee in terror at the sight of the demon, while even battle hardened warriors suffer a 25% penalty to their combat reflexes while in close proximity to the demon.
Minor Necromancy (abyssal only)
The demon can animate the zombies and can control 1000 at a time. Each zombie has virtually no intelligence of its own but will obey the will of its demon master. They are 50% stronger than humans, 50% less fast and dexterous, and extremely difficult to kill. To take down a zombie you must hack it to pieces, cut off its dead, or otherwise pulverize the body until it is useless. Animating a zombie takes a ten minute ritual and can be preformed on any more or less intact corpse. Zombies do not decay, but do wear out over time. For each year that passes, 1% of the zombies in this army become unusable for some reason such as injury, rot, wearing out, or something similar. As other undead, they are immune to poison, disease, thirst, hunger, fatigue, etc.
Greater Necromancy (abyssal only)
As lesser necromancy, but the demon can control an indefinite number of zombies at once. The prerequisite is Minor Necromancy.
Abyssal Necromancy (abyssal only)
The demon can now place the souls of minor Abyssal demons into zombies, making them more powerful. This gives each zombie a spark of crude intelligence and cunning, it also makes them just as dextrous as they were in life and twice as strong. Wights created by such a necromancer are also 20% stronger and faster. The prerequisites are Minor Necromancy.
Create Abomination (abyssal only)
Abominations are huge undead constructs made from the bones of giant creatures or numerous smaller creatures. They are a mishmash of flesh and bone, sometimes with numerous limbs or multiple heads or layers of bone armor. They are gigantic, weighing thousands of pounds and having the strength of over 20 men, though they are slow and lumbering. They are virtually impossible to destroy, requiring siege machines, explosives, magical weapons, or other creatures of incredible strength. They are, however, particularly vulnerable to holy weapons. They have the lack of free will of zombies and all of the immunities of zombies as well. Creating such a creature requires a year of work by a demon. Abominations slowly wear out like zombies, they need 1000 pounds of dead flesh added per year to prevent it from losing 5% of its strength and durability. The prerequisite is Greater Necromancy.
Control Nightmares (rakshasa only)
Now the rakshasa can sense the worst fears of the victims and make those fears come to life. The illusions will appear to be what the victim(s) fear most and they can inflict illusionary damage on the victims that cause terrible pain and can cause the victims to pass out or even die of fear or shock.
Rebellious
The demon does not follow the same agenda as other demons of its kind. This could include a demon that isn't evil, but could also include one who has turned their back on the lords of the Abyss or Inferno. This will likely be combined with the Hated Weakness.
Cult
Virtually all demon's have a cult. This cult is comprised primarily of normal humans who worship the demon and server tin exchange for some ward in life or the afterlife. Demons may select 100 cultists from the list below. For each power spent, the demon may have an extra 20 cultists.
Regular Cultist
This is just a regular person with a standard 9-5 job who happens to worship and serve the demon. This cultist has normal, but not exceptionally useful, skills. They will obey your commands, but will be reluctant to risk their lives. Each can spare $10,000 a year for the demon's uses.
Exceptional Cultist (counts as 5)
This is a person with usual or extremely useful skills. Each essentially has peak ability in some area of life. This could be a person with amazing combat ability, a great artist, a scientist at the top of his field, or somebody else equally useful. Each has access to $20,000 a year that the demon can use.
Wealthy Cultist (counts as 5)
This cultist is extremely wealthy and gives the demon access to his or her fortune. The cultist can give the demon $1,000,000 a year.
Billionaire Cultist (counts as 50)
The demon has a billionaire in it's service, giving the demon access to vast amounts of wealth. The billionaire can afford to give the demon $50,000,000 every year.
Slave
The slave is totally dedicated to the demon, serving it and adoring it always and completely. The slave has no job outside out of service to the demon, and thus no money, but it will serve the demon with complete loyalty and obedience. When following the demon's commands, a slave is effectively immune to fear and pain.
Seductress (counts as 5)
This is a beautiful human cultist whose appearance and charm have been supernaturally enhanced by demonic power. They have peak human beauty and charisma and as experts at using both to manipulate.
Horror
The cultists body twists and contorts, mutating into a horrible beast with multiple misshapen limbs, or combining elements of different creatures. Horrors are virtually mindless and attack anything in sight unless commanded not to by the demon or another cultist. They have 3 strength, 1 dexterity, and 3 toughness, are completely immune to pain, fear, and mind control, and can take 5 times as much punishment to kill as a human does. Any who sees the horror will be terrified and revolted by its appearance and those who aren't immune to fear will have their combat ability reduced 25% if they can even stand to face the horror.
Warlock (counts as 5)
A warlock is a cultist who has been granted special powers by the demon. A warlock can select a single demonic power as his own. Otherwise, the warlock is the same as a regular cultist.
High Warlock (counts as 20)
This warlock has access to 3 demonic powers and additionally has some peak human ability in the same way that an exceptional cultist has. You may only have a single high warlock.
Influential Cultist
The demon has a highly influential mortal in its cult. This person could be some media personality, a high ranking police officer, a politician, etc. The influential cultist can spare $20,000 a year for the demon in addition to pulling strings.
Beastmen
Beastmen are humans whose minds and bodies have been infused with demonic essence, mutating them in to a terrible mix of human and animal - usually having an animal head, a predator's teeth and claws, horns like an herbivore, cloven hooves, and a furry body. Beastmen have strength and toughness 2 and normal dexterity. They are brave and ferocious in combat, as well as being cruel and undisciplined. Obviously, it is difficult to hide a beastman's appearance. Beastwomen are not as strong or tough as their male counterparts, only having a strength and toughness of 1, but have no horns and have an easier time concealing their inhuman nature, are more self disciplined, and are easier to control.
Demon Weapon - you wield a weapon possessed by a demon. Any wound inflicted by this weapon, even a tiny scratch, will incapacitate the victim with horrible pain for 5 minutes. Furthermore, these wounds inflicted with this weapon wont heal naturally and will kill the victim unless they can be magically healed within the month. The weapon also cannot be destroyed or damaged. The blade is supernaturally strong and armor counts as being half as strong against this weapon.
Imp Familiar - the cultist or warlock has an Imp familiar (see below) to serve and protect him. It does not towards the maximum number of demons and if destroyed can be summoned again as normal.
Demon Armor (counts as two) - this is a suit of full plate armor possessed by a demon. It is 50% stronger than high quality steal and no heavier. It becomes form fitted to the wearer and allows perfect movement. It increases the strength of the wearer by 50% so as to support the armor's weight. It armor slowly repairs itself over time, at the rate of 10% damage repaired per hour and the wearer heals at an equivalent rate while wearing the armor. The armor itself has an evil appearance and strikes fear into people who see it, reducing their combat ability against the wearer by 25% if they can avoid running away.
Lycanthropy - With a special ritual the cultist can put on the skin of a large predatory animal and them assume a monstrous beast form that combined that animal's characteristics with that of a human. In this animal form, the lycanthrope has 4 times the strength, 3 times the toughness, and twice the dexterity of what they had in human form. They grow massive teeth and claws that allow them to rip a normal human to shreds. They become immune to pain and fear as well. In this form, they quickly heal from any injury inflicted unless it comes from a holy source or pure silver - other wounds heal within mere seconds. The lycanthrope also gains the land speed of the animal they are coming to resemble - usual a wolf. This power can only be used at night, the change back into human form during the day.
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