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Realms of Power: The Infernal Chapter Five: Demons as Corrupters

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This page is part of the Realms of Power: The Infernal Open Content.

Adramelech, King of Fire

Order: Prince of the False Gods
Infernal Might: 50 (Ignem)
Characteristics: Int +3, Per 0, Pre +3, Com +1, Str +5, Sta +5, Dex +4, Qik +4
Size: 0 (human), +2 (peacock)
Confidence Score: 3 (9 points)
Virtues and Flaws: Greater Immunity to Flame and Heat, Puissant Leadership, Piercing Gaze
Personality Traits: Proud +6, Regal +6, Condescending +3
Reputations: King of Hell 8 (Infernal), Kindler of the Hell Fires 5 (Infernal)
Hierarchy: 9
Combat: Great sword: Init +6, Attack +18, Defense +15, Damage +14
Soak: +9 Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)
Ailities: Artes Liberales 7 (geometry), Awareness 4 (sinners), Bargain 8 (pacts), Brawl 4 (kick), Charm 5 (innocent), Folk Ken 7 (diabolists), Great Weapon 8 (great sword), Guile 10 (the proud), Infernal Lore 8 (fire demons), Intrigue 8 (the Pit), Leadership 12+2 (humans), Philosophiae 7 (metaphysics), Teaching 6 (academic abilities), Theology 8 (nature of evil)
Powers:

  • King of Fire, variable points, Init +3, Ignem: Adramelech can create any Ignembased effect, at a cost of 1 Might per two magnitudes. Ritual effects cost him twice as much, and an hour to summon up.
  • Regal Countenance, 5 points, Init 0, Mentem: When Adramelech issues an order, those succumbing to this Power are forced to obey it. The order must be terse, unambiguous, and involve a single, immediate action. For every additional point of Might expended on this Power, the demon can affect two more targets with the same order.
  • Coagulation, 5 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Pride, Envy, Cruelty. See Chapter 4: Infernal Legions, Demonic Powers.
  • Shroud the Stench of the Pit, variable points, Init +3, Vim: See Chapter 4: Infernal Legions, False Gods.
  • The Wealth of Nations, 3 points, Init 0, Terram: See Chapter 4: Infernal Legions, False Gods.
  • His Master’s Voice, variable points, Init +1, Vim: See Chapter 4: Infernal Legions, False Gods.

Weakness: Protected Group (Infants) Vis: 10 pawns of Ignem, in feathers of the peacock Appearance: As a king, crowned in gold and robed in scarlet. His hair is made of living flames, his beard is made of smoke, and his eyes are glowing coals. He carries an immense sword. His constant companion and mount is a huge peacock, whose tail eyespots are glowing eyes of fire.

Adramelech is a mighty demon, one of the most powerful in Hell. He is of ancient origin; he was among those who fell with Satan, and first lit the fires of Hell in an attempt to mimic the glorious light of Heaven. In olden times he was worshiped by the men of Tyre and Carthage as a god called Moloch. His devout worshipers sacrificed babies to him, for he has a special hatred of children. The infants were killed by placing them on the outstretched hands of Adramelech’s immense bronze idols, so that they fell into the fire which was lit below the statues. In modern times, he is seen on earth only upon the instigation of some diabolist. If anyone has the temerity to attack him physically, he can produce fire hot enough to melt steel and scorch flesh. He is not a particularly subtle demon, but he is not to be taken lightly.

Baal-peor, Lord of Filth

Order: False Gods
Infernal Might: 30 (Corpus)
Characteristics: Int +1, Per +2, Pre –5, Com +1, Str +4, Sta +5, Dex +1, Qik +1
Size: +2
Confidence Score: 3 (9 points)
Virtues and Flaws: Oversensitive (coitus), Obese
Personality Traits: Proud +6, Hungry +3 , Shame –3
Reputations: Treasurer of Hell 6 (Infernal), Demon of Filth 5 (Infernal)
Hierarchy: 6
Combat:

  • Noxious Vomit: Init +9, Attack +12, Defense n/a, Damage +12*
  • Claws: Init +4, Attack +5, Defense +6, Damage +6** *See Power description **Claws are coated in excrement. Unless injuries are cleaned carefully, they fester and never heal. A roll on the Recovery Table that results in an Improvement indicates stability, while a Stable result indicates that the wound worsens. Once the infection has set in, only Divine aid in healing cleanses the wounds.

Soak: +8
Fatigue Levels: OK, 0/0, –1/–1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28)
Abilities: Artes Liberales 4 (arithmetic), Brawl 4 (claws), Civil and Canon Law 4 (trade), Folk Ken 6 (fornication), Infernal Lore 5 (wealth), Intrigue 7 (envy), Medicine 4 (poisons), Profession: Merchant 7 (unfair deals)
Powers:

  • Form of Woman, 0 points, Init 0, Corpus: Baal-Peor can take the form of a woman, although he cannot use this Power to mimic a specific woman. He always chooses a form that will be considered beautiful by the target audience of his schemes.
  • Noxious Vomit, 1 point, Init +9, Corpus: This Power allows Baal-Peor to spray vast amounts of vomit (or, facing the other way, even less pleasant substances) through an area. His vomit is an expression of his spiritual vileness, and does the damage indicated in his combat statistic through corrosion, except to characters with True Faith, whom it cannot touch. The target must make a Strength + Size stress roll against an Ease Factor of 9 or be sent flying backwards. Anyone successfully struck by this vileness continues to suffer +3 damage in each round until it is washed off. This damage does not stack for multiple successful attacks.
  • Swallow Assault, 5 points, Init +3, Terram: Baal-Peor may avoid injury from mundane objects by opening his maw so wide that the attack slides harmlessly down his throat. Coagulation, 3 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Shamelessness, Gluttony. See Chapter 4: Infernal Legions, Demonic Powers.
  • Shroud the Stench of the Pit, variable points, Init +3, Vim: See Chapter 4: Infernal Legions, False Gods.
  • The Wealth of Nations, 3 points, Init 0, Terram: See Chapter 4: Infernal Legions, False Gods.
  • His Master’s Voice, variable points, Init +1, Vim: See Chapter 4: Infernal Legions, False Gods.

Weakness: Running water Vis: 6 pawns of Perdo, in tongue
Appearance: Baal-Peor appears as an immensely fat naked man, with rolls of flab cascading down his body. He is completely hairless, and has a repulsive, snake-like tongue. He wears a serpent wrapped around his girth like a belt, and its head is usually draped over his shoulder.

Baal-Peor (or Belphegor) is a demon of wealth. He creates discord by moving mortal riches in disruptive ways (using the Wealth of Nations Power). He gives money to the vulnerable, so that the strong are tempted to take it. He gives the possessions of the powerful to others. This tempts the recipients to keep their stolen treasures, and rouses the powerful to recover them by force.

Baal-Peor was worshipped, in ancient times, less as a wealth-god than as an embodiment of the desire to consume everything and transform it into vileness. His title, “Lord of the Openings” describes him: an unfillable mouth leading to a ceaseless defecation. Priests and pilgrims used the space before his statue as a latrine, as a form of worship. Baal-Peor, it is said, was sent by his masters to seek the truth of rumors that humans lived in marital bliss. He tried to live as a woman, but was so disgusted by marital relations that he fled back to Hell.

Bomburkhan

Order: Tempters (Ruchin)
Infernal Might: 5 (Vim)
Characteristics: Int –2, Per 0, Pre 0, Com 0, Str –9, Sta +1, Dex +6, Qik +7
Size: –9
Virtues and Flaws: Weak-Willed, Short Attention Span
Personality Traits: Resentment of Beingn Controlled +5, Selfish +5, Brave –6
Reputations: None
Hierarchy: 0
Combat: Dodge: Init +7, Attack n/a, Defense +14, Damage n/a
Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1), –3 (2), –5 (3), Incapacitated (4)
Abilities: Athletics 5 (flying), Brawl 6 (dodge), Guile 6 (boasts)
Powers:

  • Make a Liar of the Boastful, 5 points, Init n0, Vim: If this imp hears a boast and expends all of his Might Points, he can immediately grant someone nearby an Ability or Power that contradicts that boast, and cause them to use it immediately. Thus, if someone proclaims that she is the most beautiful woman in France, Bomburkhan can immediately make someone more beautiful than the boaster. This Power must penetrate Magic Resistance to grant the Ability or Power to the person, and that talent lasts for 1–10 rounds only (roll a simple die). A physical change, such as the example given above, lasts until the boaster and the target can no longer see each other.
  • Insignificance, 0 points, Init 0, Vim: No Magic, Infernal or Faerie Power can force Bomburkhan to use any of his Powers.
  • Misfortune, 0 points, Init 0, Vim: See Ruchin. Coagulation, 1 point, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Boastful. See Chapter 4: Infernal Legions, Demonic Powers.

Weakness: Vulnerability (salt) Vis: 1 pawn of Vim, in wings
Appearance: Bomburkhan appears as a jet–black bat, no bigger than a person’s hand, but with a pinched and twisted human face protruding from the black fur.

Bomburkhan was released from Hell after the false bravado of a crusader led to the capture of Jerusalem. Since then he has taken great delight in puncturing the over-inflated egos of the prideful. This ruach has an ability that could be exceedingly powerful, depending upon the magnitude of a speaker’s self-importance. For example, should a magus declaim “no one can breach my Parma Magica!”, a nearby grog might suddenly hurl a Pilum of Fire which slices straight through it! Fortunately for all concerned, this Power uses all of Bomburkhan’s Might Pool, and he grows bored very easily, wandering off once his mischief is done.

Ruchin

Order: Tempters

The ruchin (singular ruach) are the evil spirits who cause misfortune and illluck, in the vernacular often referred to as imps. It is said that a ruach is released from Hell every time a sin is freely committed, and that one is destroyed every time a selfless act is performed. It is a sad comment on the state of the world that the number of ruchin seems to be increasing day by day.

Ruchin appear as vermin: rats, bats, and insects, each with a twisted human face. They are never larger than Size –5.

An example of a ruach is Bomburkhan.

Infernal Might: 5 (Vim)
Weakness: Vulnerability (salt)
Powers:

  • Misfortune, 0 points, Init 0, Vim: As agents of misfortune, the presence of ruach causes the worst luck. In games of sheer chance, the odds always favor the opponent of the imp’s target. In other matters where luck is more of a factor than judgment or skill, the target receives a penalty of –2 to any rolls. This misfortune lasts until the ruach grows bored or is driven off.

Druia the Seducer

Order: Tempters (Incubus/Succubus)
Infernal Might: 5 (Corpus)
Characteristics: Int 0, Per 0, Pre +3, Com 0, Str +1, Sta +3, Dex +1, Qik 0
Size: –1
Virtues and Flaws: Improved Characteristics, Enduring Constitution, Small Frame; Weak-willed
Personality Traits: Selfish +6, Lustful +5, Deceitful +4
Reputations: None
Hierarchy: 0
Combat: Dodge: Init: 0 Attack: n/a Defense: 0 Damage: n/a
Soak: 0
Fatigue Levels: OK, 0/0, –2, –4, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16)
Abilities: Charm 6 (men), Folk Ken 6 (rumors), Intrigue 3 (merchants), Profession: Prostitute 3 (male clients)
Powers:

  • Mutable Gender, 0 points, Init 0, Corpus: See Incubi and Succubae.
  • Harness the Wind, 1 point, Init 0, Corpus: bSee Incubi and Succubae.
  • Hag Ride, 1 point, Init 0, Corpus: See Incubi and Succubae.
  • Coagulation, 1 point, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Rape. See Chapter 4: Infernal Legions, Demonic Powers.

Weakness: Abhorrent Material (light)
Vis: 1 pawn of Corpus, in hair
Appearance: Druia appears to be a young, fit woman with particularly beautiful, long hair.

Between missions for senior demons, Druia often works in the sex trade. She haunts her clients, who rarely seek help to dispel her. Many do not realize she is more than an exhausting dream, while those who do are unwilling to discuss the circumstances of their meeting.

Incubi & Succubae

Order: Tempters

These two manifestations of the same creature are described by their role in sexual intercourse. The incubus, literally the one that lies above, is a masculine form, while the succubus, that which lies below, is a feminine form. They are, however, the same creature, one that uses its capacity to switch gender to harvest the seed of evil men, and convey it to evil women. These demons rarely target those outside the age of virility. An incubus or succubus appears as a handsome or beautiful human being, but can be distinguished from a human because its right hand is on the end of its left arm, and vice versa; the same is true for its feet. These demons take pains to conceal this fact.

Sex is a powerful corrupting force in the service of Hell (just take a look at the Book of Leviticus), and there are more demons devoted to it than just the Incubi/Succubae; while these are the most common, they are also the least powerful. More powerful sexual demons can often cause wounds to their targets or kill them instantly.

An example succubus is Druia.

Infernal Might: 5 (Corpus)
Virtues and Flaws: Enduring Constitution
Weakness: Abhorrent Material (light)
Powers:

  • Mutable Gender, 0 points, Init 0, Corpus: These demons can switch gender at will.
  • Harness the Wind, 1 point, Init 0, Corpus: This Power allows the demon to fly swiftly from one place to any other. The Power lasts until the journey’s end, or dawn. Most demons do not bother to do this: they instead discorporate and then generate a fresh body at the new location. Sexual demons can do this, instead of using this Power, but lose their cargo when they do.
  • Hag Ride, 1 point, Init 0, Corpus: The demon may “ride” a victim for an evening. This Power causes the victim to lie, fully conscious but unable to struggle, while assaulted by the demon. If the demon is in spiritual form, the victim can see ghost-like glimpses of his assailant. Being ridden by these demons causes the loss of a long-term Fatigue level, and prevents the recovery of any other Fatigue levels during the night. Sometimes a victim is ridden on consecutive evenings, and loses additional Fatigue level each evening. Some powerful sexual demons can cause wounds, or can kill with a single ride, but these lowly spirits cannot. Others can ride victims in their dreams. The target regains the power to move at dawn.

Gaap, a Prince of Hell

Order: False Gods
Infernal Might: 10 (Corpus)
Characteristics: Int 0, Per 0, Pre +1, Com +3, Str +2, Sta +2, Dex +1, Qik +2
Size: +1
Confidence Score: 1 (3 points)
Virtues and Flaws: Overconfident
Personality Traits: Proud +6, Self Important +6, Brave –2
Reputations: Mighty Prince of Hell 7 (Infernal)
Hierarchy: 7
Combat: Claws: Init +4, Attack +4, Defense +4, Damage +4
Soak: +5
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–24)
Abilities: Brawl 1 (claws), Charm 5 (per suasion), Guile 5 (own self-importance), Infernal Lore 6 (superiors), Intrigue 5 (demonic plots)
Powers:

  • Coagulation, 1 point, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Overconfidence. See Chapter 4: Infernal Legions, Demonic Powers.
  • Shroud the Stench of the Pit, variable points, Init +3, Vim: See Chapter 4: Infernal Legions, False Gods.
  • The Wealth of Nations, 3 points, Init 0, Terram: See Chapter 4: Infernal Legions, False Gods.
  • His Master’s Voice, variable points, Init +1, Vim: See Chapter 4: Infernal Legions, False Gods.

Weakness: Abhorrent Material (borax, burnt as incense)
Vis: 2 pawn, in bat-wings
Appearance: Gaap appears as a hand some, regal man, with black eyes and hair. He is clothed only in a loose toga. An immense bat perches on his back, its claws on his shoulders, so that its wings appear at first to belong to the demon.

Gaap claims to be a great president and a mighty prince of Hell, in command of 66 legions of infernal spirits. What he claims and what is true are hard to distinguish, but his supposed rank has been recorded in infernal grimoires copied and disseminated across Europe, so he is a popular choice for summoning. In actual fact, Gaap is ineffectual, with only weak capabilities, yet he is a great speaker and highly persuasive. He is of use to those infernalists who wish to learn about Hell’s plots, as Gaap is usually well-aware of the various intrigues of his superiors.

Guazzo, a Personal Punisher

Order: Avengers of Evil
Infernal Might: 10 (Corpus)
Characteristics: Int +1, Per +2, Pre +1, Com +1, Str +2, Sta +2, Dex +2, Qik +1
Size: 0
Confidence Score: 1 (3 points)
Personality Traits: Relentless +5, Passionless +4, Merciful –3
Reputations: None
Hierarchy: 0
Combat: Great sword*: Init +3, Attack +10, Defense +7, Damage +18 *wreathed perpetually in flames.
Soak: +5
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)
Abilities: Charm 3 (persuasion), Divine Lore 3 (guardian angels), Folk Ken 4 (his “charge”), Great Weapon 4 (great sword), Infernal Lore 2 (plots), Intrigue 4 (his “charge”)
Powers:

  • Coagulation, 1 point, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Pride. See Chapter 4: Infernal Legions, Demonic Powers.
  • Punish the Sinner, 5 points, Init +3, Corpus: See Chapter 4: Infernal Legions, Avengers of Evil.

Weakness: Ordering
Vis: 2 pawns of Vim, in wings
Appearance: Clothed in a white robe and shining with white fire, Guazzo’s white-feathered wings are usually wrapped around his comely frame. He carries a sword of fire.

Guazzo is an angel of punishment who targets an individual for his particular attention (that is, an unfortunate with the Plagued by a Demon Flaw). However, his victim is unaware of the Infernal status of his “guardian angel,” and has instead been told that he is destined for great things, so God has sent an angel to watch over him. Guazzo encourages his charge to do things that work towards his destiny (but which actually work towards a more dubious goal), while punishing him at every opportunity for any character flaws he might display. Guazzo is only appropriate for a character whose player is comfortable with the difference between player and character knowledge.

Hutriel, the Rod of God

Order: Avengers of Evil
Infernal Might: 25 (Corpus)
Characteristics: Int –1, Per +5, Pre –1, Com –3, Str +3, Sta +3, Dex +3, Qik +3
Size: +2
Confidence Score: 1 (3 points)
Personality Traits: Relentless +5, Passionless +4, Good Judge of Character –3, Merciful –3
Reputations: Scourge of the Indulgent 1 (Infernal), Angel of Punishment 1 (Infernal)
Hierarchy: 1
Combat: Rod: Init +4, Attack +13, Defense +10, Damage +10
Soak: +5 Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28)
Abilities: Awareness 4 (sinners), Civil & Canon Law 4 (wrongdoing), Philosophiae 5 (ethics), Single Weapon 5 (rod), Theology 6 (sin)
Powers:

  • Coagulation, 3 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Frugality, Wastefulness. See Chapter 4: Infernal Legions, Demonic Powers.
  • Punish the Sinner, 5 points, Init +3, Corpus: See Chapter 4: Infernal Legions, Avengers of Evil.

Weakness: Compulsiveness
Vis: 5 pawns of Perdo, in rod
Appearance: Hutriel, like other Malakhe Habbalah, is forged from chains of fire, gold and black in his case. He carries a rod of iron, bound in chains, with which he strikes wrongdoers.

Hutriel (the “Rod of God”) punishes the profligate, particularly those who are extravagant with their wealth. He despises those who use their wealth as a display of status, and those who use it as a means to other sins, such as gluttony and lust. Unfortunately, Hutriel’s zeal in pursuing squanderers often spills over onto those who are merely generous, and the “angel” seems unaware of the difference. While understanding the virtue of charity, Hutriel believes that only “professionals” such as the clergy are qualified to identity the needy and distribute alms with impartiality; others exercising charity are (in his view) doing it for reasons of self-importance. He uses his Obsession of Wastefulness to tempt mortals into profligacy; those who fail his test are doomed to suffer his punishments, for they clearly need to learn the error of their ways and reform. Those undergoing re-education by Hutriel often become misers (thanks to his second Obsession of Frugality). This modus operandi is typical of the Avengers of Evil.

Lickspitten, a Famulus

Order: False Gods (Famuli)
Infernal Might: 10 (Animal)
Characteristics: Int +1, Per +3, Pre 0, Com 0, Str –3, Sta 0, Dex +4, Qik +3
Size: –3
Confidence Score: 1 (3 points)
Virtues and Flaws: Perfect Balance, Puissant Awareness, Sharp Ears; Nocturnal
Personality Traits: Proud +6, Complacent +5, Lazy +3, Courageous –4
Reputations: None
Hierarchy: 0
Combat:

  • Claws: Init +2, Attack +9, Defense +9, Damage –1
  • Bite: Init +3, Attack +9, Defense +6, Damage –2

Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–2), –3 (3–4), –5 (5–6), Incapacitated (7–8)
Abilities: Athletics 3 (jumping), Awareness 4 (at night), Brawl 2 (claws), Hunt 4 (mice), Stealth 4 (stalking), Survival 3 (villages)
Powers:

  • Lend Senses, 1 point, Init 0, Mentem: See Famuli. Coagulation, 1 point, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Complaisance. See Chapter 4: Infernal Legions, Demonic Powers.
  • Shroud the Stench of the Pit, variable points, Init +3, Vim: See Chapter 4: Infernal Legions, False Gods.
  • The Wealth of Nations, 3 points, Init 0, Terram: See Chapter 4: Infernal Legions, False Gods.
  • His Master’s Voice, variable points, Init +1, Vim: See Chapter 4: Infernal Legions, False Gods.

Weakness: Running Water
Vis: 2 pawn of Vim, in his tail
Appearance: Lickspitten is a cat, completely back except for ten white hairs on his belly, which form a five pointed star.

Lickspitten is a typical famulus in service to a witch. He demands to be fed blood from the witch’s own body, and in return performs minor chores such as hiding the taint of her unclean Powers, and allowing her to eavesdrop on the plans of her rivals.

Story Seed: Lickspitten

The player magi slay an infernalist, and discover amongst his belongings a “magical” talking cat, trapped in a cage for some nefarious purpose. Lickspitten actually climbed into the cage when it became obvious that his former master would meet his end. He would love to become the familiar of a magus of the Order....


Famuli

Order: False Gods

The famuli are amongst the least of the False Gods; they are the demonic familiars given to some diabolists in return for service (see Chapter 9: Infernal Characters, New Virtues). They prove invaluable to such wizards due to their ability to hide the taint of Infernal Powers. At first glance, a famulus appears to be only a small animal (such as a cat, toad, small dog, or the like), but within the animal form is a homunculus of half the size (one point of Size smaller), which can detach itself from the animal and roam independently. By using the Lend Senses Power, a famulus can allow its owner to see or hear whatever is being sensed by the homunculus, as long as the animal half is in physical contact. The homunculus bears more than a passing resemblance to the diabolist to whom the famulus is bonded.

An example of a famulus is Lickspitten.

Infernal Might: 10 (Animal)
Weakness: Running Water
Powers:

  • Lend Senses, 1 point, Init 0, Mentem: While in physical contact with another being (the owner, for example), the famulus can lend that being either its hearing or sight. This effect lasts indefinitely, but if the eavesdroppers witness a display of religious sentiment, it is immediately terminated. For example, if a witch borrows the sense of sight, and sees someone cross himself, or views a crucifix, the power of the demon fails. Likewise, if the power of hearing has been borrowed then hearing church bells, the name of God, or a mosque’s call to prayer terminates the Power.

Metathiax, Decanus of Kidney Diseases

Order: Master of the Avengers of Evil (Decani)
Infernal Might: 30 (Corpus)
Characteristics: Int +3, Per +1, Pre 0, Com –3, Str +4, Sta +4, Dex +4, Qik +4
Size: +2
Confidence Score: 2 (6 points)
Virtues and Flaws: Greater Immunity (disease), Lesser Purifying Touch (kidney diseases), Puissant Medicine
Personality Traits: Relentless +5, Passionless +4, Merciful –3
Reputations: Master of the Choir of Archangels 3 (Infernal)
Hierarchy: 3
Combat: Bludgeon: Init +4, Attack +9, Defense +7, Damage +6
Soak: +5
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28)
Abilities: Awareness 4 (sinners), Brawl 2 (bludgeon), Chirurgy 6 (infection), Medicine 10+2 (kidney diseases)
Powers:

  • Ride the Diseased Body, 0 points, Init 0, Corpus: See Decani.
  • Coagulation, 3 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Repentance. See Chapter 4: Infernal Legions, Demonic Powers.
  • Punish the Sinner, 5 points, Init +3, Corpus: See Chapter 4: Infernal Legions, Avengers of Evil.

Weakness: Abhorrent Material (amulet inscribed with the sigil of Adonael)
Vis: 8 pawns of Corpus, in water jug
Appearance: Metathiax appears as an emaciated angelic figure composed of black fire and clothed in a robe of red with a blue hood. He carries a jug of water. Like all Avengers of Evil, his face is expressionless. He rarely assumes a gross physical form, instead attacking his chosen victim using his Powers.

Metathiax is the decanus who inflicts diseases of the kidneys. When he uses his Punish the Sinner Power, stabbing abdominal pains are inflicted on the victim. The diseases he inflicts rot the kidneys and the bladder, causing extreme pain when urinating and the passing of blood. He rules the first third of Cancer’s reign, and always commences his attacks during the full moon. A knowledgeable exorcist knows that the attacks of Metathiax may be calmed by the reading of poetry, and those who attempt such therapy may gain a bonus to recovery rolls equal to one=half of the poet’s Ability score. Metathiax is thwarted by the angel Adonael.

Decani

Order: Masters of the Avengers of Evil

The decani are a type of Angel of Punishment, all of whom hold the rank of Master. They are powerful demons of disease, 36 in number, three for each sign of the zodiac. The diseases they cause each affect a different organ of the body, and these ailments are inflicted as a punishment for sin. Atonement is usually not sufficient for a surcease from the pain; suffering often continues until exorcism is sought out. Each decanus is balanced by a specific angel who is capable of providing relief from the disease it inflicts, if this angel can be persuaded to intercede on behalf of the victim. The names of the 36 decani, and the angels specifically designated to counter their diseases, are listed in the Testament of Solomon. The decani appear as typical Avengers of Evil, but appear to be afflicted with the diseases that they inflict.

An example of a decanus is Metathiax.

Infernal Might: 30 (Corpus)
Weakness: Abhorrent Material (amulet inscribed with the name and sigil of its opposing angel)
Powers:

  • Ride the Diseased Body, 0 points, Init 0, Corpus: This operates in the same way as the Possession Power, except that when a decanus possesses a body, the target becomes riddled with disease. Each decanus inflicts a particular disease, and no amount of medical or magical care effects a cure. The only way to free the victim is to end the possession. The diseases inflicted by decanus possession tend to be long-term and debilitating, requiring a Stamina roll against an Ease Factor of 9 every week to avoid suffering a Light Wound, and the recovery roll is based on Stamina only. Typically, a decanus possesses many victims simultaneously with only one Might Point each, and it is capable of dividing its attention equally between all energumen without loss of ability.

Nitibus, a Personal Corrupter

Order: Tempter (Shedim)
Infernal Might: 20 (Vim)
Characteristics: Int +1, Per –1, Pre +1, Com +3, Str +3, Sta +3, Dex +2, Qik +2
Size: 0
Confidence Score: 1 (3 points)
Virtues and Flaws: Weak–Willed
Personality Traits: Selfish +5, Obsequious +4, Scathing +2
Hierarchy: 0
Combat: Claws: Init +3, Attack +7, Defense +6, Damage +5
Soak: +4
Fatigue Levels: OK, 0, –1, –3, –5, Unc.
Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20)
Abilities: Brawl 3 (claws), Charm 4 (chosen victim), Folk Ken 6 (character faults), Guile 6 (imaginary faults)
Powers:

  • Apparition, 1 point, Init 0, Imaginem: See Shedim.
  • Protection of the Close Friend, 0 points, Init +3, Mentem: See Shedim.
  • Coagulation, 2 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Overconfident. See Chapter 4: Infernal Legions, Demonic Powers.

Weakness: Protected Group (victims who willingly and totally reject him, fueling such rejection with a Confidence or Faith Point)
Vis: 2 pawns of Vim, in each of his two tongues
Appearance: His true appearance is as a pointy-nosed man with a face on both sides of his head. One face flatters his victim, the other criticizes others. He wears the same clothes as his victim, but does not look quite as good in them. When clothed in his Apparition Power, only one of his faces can be seen at a time, but his neck spins to interchange between the two.

Nitibus attaches himself to those who have a natural inclination towards criticism. He then encourages this vice at every opportunity, whispering into the ear of his victim to indicate any opportunities that he might have otherwise missed to put others down and belittle their efforts. Nitibus panders to the vanity of his chosen victim (who suffers from the Story Flaw Plagued by a Demon), always pointing out how much better he is than his peers.

Shedim

Order: Tempters

The shedim (singular shedeh) are the true tempters of mankind; one of them is assigned to every human being in direct opposition to that person’s guardian angel. However, most people are not aware of their shedeh; those who have the Major Story Flaw Plagued by a Demon may have shedim that they are consciously aware of, that they can see, and that actively try to cause them to stray from the path of good.

The shedeh feeds from the yezer ha-ra (evil inclination), which is part of every person, and it is very difficult to shake off the influence of a shedeh, as it seems like an old friend. It may whisper to its target using its Envisioning Power, and such comments appear to come from the victim’s own head (and should be provided as advice from the storyguide with nary a mention of a demon).

A shedeh is left powerless if its victim realizes he is being manipulated and makes a positive effort to throw off the demon’s influence. This requires the spending of either a point of Confidence or a point of Faith (perhaps a point of Faith acquired by repenting of the sins committed while influenced by the demon).

An example of a shedeh is Nitibus.

Infernal Might: 20 (Vim)
Weakness: Protected Group (victims who willingly and totally rejects the demon, fueling the rejection with a Confidence or Faith Point)
Powers:

  • Apparition, 1 point, Init 0, Imaginem: Shedim may assume an illusory form that only their chosen victims can perceive. To victims, the form appears to be a real person in all respects.
  • Protection of the Close Friend, 0 points, Init +3, Mentem: The chosen victim of a shedeh cannot act directly against it without extreme provocation; it would be akin to attacking one’s own mother. The victim may be as angry as they like with the demon, but actually physically opposing it requires a huge effort of will, which must be repeated every time the victim wants to renew his attacks.

Valefar, the Thief’s Demon

Order: Tempters
Infernal Might: 15 (Animal)
Characteristics: Int +1, Per +2, Pre +1, Com +1, Str +4, Sta +3, Dex +2, Qik +1
Size: +3
Confidence Score: 1 (3 points)
Virtues and Flaws: Improved characteristics (x2), Piercing Gaze, Puissant Brawl, Tough, Weak-willed
Personality Traits: Gloating +3
Reputations: Master Thief 3 (Infernal)
Hierarchy: 3
Combat: Claws: Init +1, Attack +15, Defense +13, Damage +8
Soak: +11
Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28)
Abilities: Awareness 3 (legal authorities), Brawl 5+2 (claws), Folk Ken 5 (thieves), Infernal Lore 3 (necromantic objects), Intrigue 3 (Hell’s politics), Legerdemain 5 (filching), Stealth 5 (night)
Powers:

  • Honor Among Thieves, 3 point, Init 0, Corpus: Each use of this Power prevents a single thief from revealing a specified secret. If the thief tries to speak the secret, his tongue does not move, and he attracts Valefar’s attention. Valefar then typically ensures that he dies, preferably by being hanged for a theft he did not commit.
  • Itching Thumbs, 1 point, Init +5, Corpus: Each use of this Power grants a thief a +3 bonus on a single roll that allows him to steal. It only aids actual theft, so it aids a pickpocket or window fisherman, but not a housebreaker climbing a wall or a lock picker opening a chest. The Sleep of the Hand of the Thief, 5 points, Init 0, Mentem: This Power makes all people within a building who are asleep unwakable until dawn.
  • Coagulation, 2 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Larceny. See Chapter 4: Infernal Legions, Demonic Powers.

Weakness: Protected Group (those whovenerate thieves)
Vis: 3 pawns of Corpus, in his left thumb
Appearance: Valefar appears as a large hairless lion with the head of a man.

Diabolists have many uses for Valefar. His Powers assist conspiracy, and he is one of the demons that teaches how to manufacture magical items out of the remains of hanged criminals. Valefar can also find mandrakes for his masters. His imposing physical presence and knowledge of thievery make him a skilled guard. Because he is of relatively low intelligence, he is easily dominated by a quick-witted master. However, Valefar is not as dim-witted as one might think. He always leads his masters to the gallows before they can repent. He is aware that he is not a skilled schemer, but he knows many demons that are, and he is willing to work under their direction, so long as it always appears that he works alone. His limitation includes members of the Order of Hermes, who venerate Hermes. He therefore hates Hermetic magi and sets his people against them.

The Hand of Glory

Valefar can teach any individual, whether Gifted or not, to make a hand of glory by taking the hand of a hanged murderer and dipping it in specially prepared wax. Those Valefar has aided in thievery are particularly suitable donors. The hand is fitted with candles made from a noxious wax, with wicks made from the hair of a dead man, so that each finger can be lit like a candle. A hand of glory has five charges, once per finger. Each has the effect described below, which can also be created by Hermetic magic, as the spell Infernal Sleep of the Damned. (Since this Power is identical to a possible Hermetic spell, some magi make Hermetic hands of glory, which need not even be hands; Valefar loathes magi who do this.) The Infernal item has Penetration 0, but does not suffer from Valefar’s weakness unless the demon made it personally.

Infernal Sleep of the Damned

Re(In)Me 25

Pen +0 R: Touch, D: Sun, T: Structure

A hand of glory renders most people within a building, other than its holder, unconscious until sunrise or the hand is extinguished, whichever comes first. The hand does not affect brave or pious people (with appropriate Personality Traits at +3 or more), or those possessing relics. Those rendered unconscious cannot be awakened by natural means, which allows them to be bound or murdered while they sleep. The hand may not be doused with water, but can be extinguished with milk or the breath of whoever lit it. The hand will not light if there is anyone awake in the building. Failure to light the hand does not use a charge.

(Effect: Base 4, +1 Touch, +3 Structure, +1 In requisite)

Attribution

Attribution Based on the material for Ars Magica, ©1993-2024, licensed by Trident, Inc. d/b/a Atlas Games®, under Creative Commons Attribution-ShareAlike 4.0 International license 4.0 ("CC-BY-SA 4.0"). Ars Magica Open License Logo ©2024 Trident, Inc. The Ars Magica Open License Logo, Ars Magica, and Mythic Europe are trademarks of Trident, Inc., and are used with permission. Order of Hermes, Tremere, Doissetep, and Grimgroth are trademarks of Paradox Interactive AB and are used with permission.