Summons Demons

Published January 14, 2017 by


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Description

Those that summon demons are very rare indeed. They are concerned with the power that may be drawn from a multitude of other worlds, planes and places where all kinds of powerful and horrific beings reside. The study of the unspeakable arts of demonology can take its toll on any living person.   As a demonologist grows in power, they can acquire mutations and negative mental effects.

Details

GM Intrusion: The GM takes control of the demon for one round. During that time the demon will act in accordance to its nature.

Connection:

Pick one other PC. This PC has seen you summon, control and become the recipient of the demons will. This experience has armed them for when it happens again. The PC is treated as trained when trying to help regain control of your demon.

Additional Equipment:

Books that describe and name various demons of the underworld.

Minor Effect Suggestions:
The presence of your demon shocks and scares those around you. Target creature is dazed
Major Effect Suggestions:
You tap into the power of the demonic plane and deal an additional 6 points of damage.
Tier 1:

Power of the demonic plane:

Working with demons from another plane has both positive and negative effects. You gain an additional 5 points to spend anyway you want over your three stat pools.

Gain one harmful mutation. 

Tier 2:

Summon Demon: (5 Intellect points) 

(5) 15 creature

The demon’s melee attacks do 6 points of damage.

Firery aura: Anyone attempting to touch or strike the demon in melee combat takes 2 points of damage.

Flames of the inferno: The demon can hurl a flaming ball of dark energy at an opponent. The firery ball of dark energy does 4 points of might damage. If the recipient doesn’t spend their next turn trying to put out the flames, they will take an additional 2 points of damage.

Health: 20

1 Armor

Tier 3:

Power of the demonic plane:

You are trained in Demon lore.

Gain +1 to your Intellect edge

Gain +3 point to your Intellect pool.

 

Hand of Decay: (2 Intellect points)

Make a melee attack against your opponent, if your hit is successful you do 2 Might, Speed, and Intellect damage.  If this attack is the killing blow, a small portion of their soul gets drained into your body regenerating you. Heal 4 points to your might and speed pools.

 

Gain a harmful mutation.

Tier 4:

Summon Greater Demon: (8 Intellect points)

(6) 18 creature

The demon’s melee attacks do 8 points of damage.

Firery aura: Anyone attempting to touch or strike the demon in melee combat takes 2 points of damage.

Flames of the inferno: The demon can hurl a flaming ball of dark energy at an opponent. The firery ball of dark energy does 6 points of might damage. If the recipient doesn’t spend their next turn trying to put out the flames, they will take an additional 2 points of damage.

Summon the swirling void of the underworld: The demon can summon a being into the underworld for a brief moment in time.  The recipient is transported to the underworld where they are engulfed in the firery pit of dispair, torment and anguish. This power does 8 points of damage anyway the victim desires among their 3 stat pools.  The swirling chaos of the underworld dazes you, your next action is one step more difficult.

Health: 30

2 Armor

 

Tier 5:

Power of the demonic plane:

You are specialized in demon lore.

You are trained in intimidation.

You are trained in intellect defense tests.

 

Follower: You gain a level (3) 9 NPC demonic follower who is completely devoted to you. You and the GM must work out the details of the demonic follower and you’ll problely make rolls for it in combat or when it takes actions. The follower acts on your turn. In combat your demonic follower will add an asset to your esoteric attacks.

Gain a harmful mutation.

Tier 6:

Demonic pact: (5 Might points, 5 Intellect points)

Your knowledge of demons and the underworld are unrivaled.  Most demons know of you and even fear your ability to take control of them.  When you make a pact with a greater demon, their essence enters your body and transform you into their likeness.

Gain the following:

+12 might pool, +3 might edge, +6 speed pool, +2 speed edge, +2 armor

 

One thought on “Summons Demons

  1. tygertyger says:

    This is OP, but not unsalvageable. Here’s the point-for-point critique.

    Power of the Demonic Plane: Extra all-round stat points isn’t an appropriate benefit for knowledge of demonology. A straight-up bonus to Intellect (+4) would be better. The character should also be training in demonology.

    Summon Demon: There are a number of foci that grant servants or creatures, but summoning a level 5 creature at Tier 2 is more powerful than any of them. At this level the summoned demon should level 2 at best, but the ability to summon higher level creatures should become available at higher tiers.

    Fiery Aura/Flames of the Inferno: these are technically the demon’s powers and so should not be listed as character abilities. The health and armor ratings are also from the demon’s stat block, but that’s not immediately clear.

    Instead of giving a short rigid list of abilities for the summoned demon it might be better to provide a “menu” summonable demons with different abilities — an ice demon wouldn’t have a fiery aura, for example, while a succuba would be better at seduction and persuasion than at combat. This gives the focus some much-needed versatility.

    Power of the Demonic Plane (Tier 3): Training in demonology should already be present at Tier 1, as previously mentioned. The bonus to Intellect Edge works as is. I recommend against a bonus to Intellect Pool.

    Hand of Decay: this is fine the way it is. Tier 3 isn’t so unbalanced, actually. 🙂

    Summon Greater Demon: level 6 creature at Tier 4? Nope, still too powerful. To be consistent with other pet/servant foci it should be level 4.

    Again, the other abilities listed for the tier are the demon’s abilities and should be listed in the demon’s stat block. Again, I recommend a list of demons with varying abilities. The easiest way to do that is to make a list of generic demon types that get additional abilities at higher levels. For example, the Destroyer Demon has Fiery Aura at level 2, gains Flames of the Inferno at level 3 and adds Summon the Swirling Void of the Underworld at level 4.

    At this point I’ll mention that nothing in this focus as written talks about summoning times or duration. That should be specified at Tier 1, and it should require a summoning circle. Tier 4 is a good place to put in a reduction to summoning time or the ability to summon without a circle (with an added Intellect cost, of course).

    Tier 5 is good as is.

    Demonic Pact: This strikes me as an excuse to pack on stat points across the board on what should be an Intellect-centric character. I recommend instead the ability to make a summoning permanent by taking on a harmful mutation.

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