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Realms of Power: The Infernal Chapter Seven: Demons as Destroyers

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

Architectus, Demon Builder

Order: Master of the Furies
Infernal Might: 25 (Corpus)
Characteristics: Int +3, Per +1, Pre 0, Com 0, Str +2, Sta +1, Dex +3, Qik +5
Size: +1
Confidence Score: 2 (6 points)
Virtues and Flaws: Berserk, Lesser Malediction (discomfort from sunlight)
Personality Traits: Wrathful +4, Self-controlled +2
Reputations: Easily Tricked 3 (local)
Hierarchy: 3
Combat:

  • Whip: Init +7, Attack +10, Defense +12, Damage +14
  • Claws: Init +9, Attack +7, Defense +9, Damage +4

Soak: +6
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 6 (those he intends to trick into deals), Craft 2 (masonry), Guile 3 (daughters), Infernal Lore 6 (great physical works of demons), Intrigue 5 (geopolitics), Leadership 3 (laborers), Profession 9 (architecture), Single Weapon 7 (mace and chain — weighted whip)
Powers:

  • Command the Four Hosts of Builders, 10 points, Init 0, Vim: This demon can command a swarm of lesser creatures. These are usually ordered to seek out materials and then construct buildings under his direction, but they may be given many other tasks. These tiny demons work with extraordinary speed, and are able to create complicated structures within a single evening. Architectus cracks his whip to the four directions to summon his swarms, but this is an affectation rather than a requirement — the whip is merely a prop.
  • Form of Man, 0 points, Init 0, Corpus: Architectus can assume the shape of any human being. Eyes of Stone Demons, 0 points, Init 0, Auram: Architectus’s minor demons act as spies and messengers. Flocks of tiny demons, visible as decorative gargoyles to Second Sight, nest in his constructions and monitor the surrounding area, informing him of opportunities for mischief.
  • Coagulation, 3 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Vainglory. See Chapter 4: Infernal Legions, Demonic Powers.
  • Waxing Tide of Humors, 3 points, Init +2, Mentem: See Chapter 4: Infernal Legions, Furies.
  • Berserker Rage, 1 point, Init 0, Mentem: See Chapter 4: Infernal Legions, Furies.
  • Endurance of the Enraged, 0 points, Init 0, Corpus: See Chapter 4: Infernal Legions, Furies.

Weakness: Architectus must always fulfill any agreement he makes.
Vis: 5 pawns of Rego, in whip hand
Appearance: Architectus’s natural form is a large, bat-winged man, with goat’s horns, hooves, and beard. In this form he carries an enormous, oily whip, which he cracks thunderously toward each of the four directions before commanding his host of servants. The whip’s four thongs end in flaming weights. His most commonly used human shape looks like a powerfully built man. He uses this form when making initial contact with his victims. In this form, he has sometimes claimed that his family comes from Sicily, and one entrance to the regio in which he makes is home is found there.

Architectus commands a host of lesser creatures, and uses them to build roads and bridges overnight. Architectus often builds a structure after making a deal with a mortal. As an example, he often agrees that in exchange for his labor, he will take the first being to cross a bridge. He is usually cheated of his fee by mortal cunning. Architectus welcomes this process, for over time, each bridge or road harms those who live near it. Villages previously separated by ravines are able to raid each other’s flocks. Traders develop routes through the area, and bring wealth and vice. Generals use them to move their armies, and their foraging soldiers ravage the countryside. This harm usually consumes the person who made the initial agreement with Architectus. Myths about how Architectus was tricked into building a road or bridge never include this detail.

Architectus seems, to his victims, to be a Fury. He has the ability to halt his Berserker Rage at will, and his preference for schemes requiring decades to develop makes him difficult to classify. He often pretends that daylight, or the cock’s crow, repels him, but they do not. He finds sunlight unpleasant, but can tolerate it if necessary. His servants find sunlight painful, but are more frightened of his whip than the sun, and so can be forced to work during the day in exceptional cases.

Story Seed: The Demon’s Daughter

Architectus raises children, partially as a hobby, but also as an extension of his grand schemes. He finds an orphaned girl with a strong Supernatural Talent and raises her as his own daughter in an Infernal regio. The girl always meets a heroic boy from the mundane world, always steals the whip that she thinks commands Architectus’s horde of demons, and always arranges for her swain to escape with her. She uses the horde, controlled by the whip, to build a great castle and fill its treasury with gold stolen as a dowry, and then tricks her wrathful father into acquiescence.

Architectus’s “daughters” always seem to attract heroes from small domains assailed by a slightly more powerful neighbor. The addition of a new fortress, and a pile of gold, always extends the war, by giving the advantage to the girl’s adopted nation, but only to a slight degree. The castles and palaces built by Architectus’s daughters are focuses of tragedy, and he maintains an interest in his grandchildren, since his daughters often pass on a few of their tricks to their descendants. This makes them vulnerable to further corruption.

Bael, Destroyer of Nations

Order: Lord of the Furies
Infernal Might: 30 (Animal)
Characteristics: Int +3, Per +3, Pre –6, Com +2, Str +6, Sta +1, Dex +4, Qik –2
Size: +2
Confidence Score: 1 (3 points)
Virtues and Flaws: Berserk
Personality Traits: Rebellious +6, Wrathful +4, Self–Controlled –6
Reputations: Destroyer of Nations 5 (Infernal)
Hierarchy: 5
Combat:

  • Claws: Init –2, Attack +15, Defense +4, Damage +10
  • Long sword*: Init 0, Attack +14, Defense +5, Damage +12 *when using his Form of Man Power

Soak: +9
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28)
Abilities: Brawl 5 (claws), Folk Ken 6 (nobility), Leadership 9 (slaves), Profession: Battle Tactician 5 (assault), Single Weapon 5 (long sword)
Powers:

  • Form of Man, 0 points, Init 0, Corpus: Bael can assume the shape of any human being. He often takes the form of a military adviser to the Crown.
  • Seething Resentment, 2 points, Init 0, Mentem: Bael can magnify any feelings of annoyance, or resentment towards a particular person, into an all-consuming hatred which threatens to boil over in a fit of rage. The victim must make appropriate Personality Trait rolls against an Ease Factor of 9 to avoid lashing out at the object of his hatred, whether this is a physical attack, a vicious verbal assault, or even a declaration of war. The effect lasts until the victim succumbs to the passions, although the hatred takes an hour to dissipate. If the victim manages to control his hatred until Sunday morning, the hatred vanishes.
  • Worm of the Mind, 5 points, Init 0, Mentem: Bael’s toad head can spit a venom into the mouth of a sleeping victim, which burrows into his mind and destroys all volition. The victim becomes a mindless automaton, obedient to Bael’s mental commands, but unable to otherwise think for himself. Bael can control a number of these slaves at any one time equal to his Leadership Ability, but can create many more than this if he wishes.
  • Coagulation, 3 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Resentment. See Chapter 4: Infernal Legions, Demonic Powers.
  • Waxing Tide of Humors, 3 points, Init +2, Mentem: See Chapter 4: Infernal Legions, Furies.
  • Berserker Rage, 1 point, Init 0, Mentem: See Chapter 4: Infernal Legions, Furies.
  • Endurance of the Enraged, 0 points, Init 0, Corpus: See Chapter 4: Infernal Legions, Furies.

Weakness: Vulnerability (stale bread)
Vis: 2 pawns of Animal, in the cat’s head; 2 pawns of Vim, in the human head; 2 pawns of Perdo, in the toad’s head.
Appearance: Bael appears as a creature who has three heads, those of a toad, a cat, and a man. His body is like that of a lion, but hairless and tailless.

Bael is one of the most terrible of his demonic order. He claims the title of King, which is clearly ironic, for he seeks to provoke wars between nations and destroy kingdoms. Under his direction, lesser demons cause petty troubles to flare up between adjoining territories, while Bael lurks in the court of one or other of the rulers and uses his power to prompt his victim into rash actions. He prefers not to turn his royal targets into slaves (see his Worm of the Mind Power), for by bypassing free will, it wins no souls for Hell.

Aethnici

Order: Aerial Powers

In ancient times, the aethnici dwelt within the flames of the sacrificial fires; now any fire in profane regions, especially Infernal auras, may contain them. They naturally appear as vaguely human-shaped figures made purely out of flames, but often take the form of serpents or lizards. They cause mischief such as causing sparks to fly from a hearth and ignite nearby materials, although some have greater ambitions and promote the kinds of fires that can engulf entire towns.

Infernal Might: 15 (Ignem)
Virtues and Flaws: Greater Immunity to Flame and Heat Weakness: Vulnerability (water)
Powers:

  • Form of the Serpent, 1 point, Init 0, Animal: The aethnicus can adopt the form of any snake, lizard, or salamander. This Power lasts until the demon decides to turn back.
  • Elemental Control of Fire, variable points, Init +1, Ignem: As the Power common to all Aerial Powers. The aethnici prefer effects such as Hornet Fire and Tremulous Vault of the Torch’s Flame.


Fimus, Warrior Demon

Order: Aerial Powers
Infernal Might: 10 (Terram)
Characteristics: Int –2, Per +2, Pre –2, Com +2, Str +4, Sta +4, Dex 0, Qik –4
Size: +2
Virtues and Flaws: Puissant Great Weapon; Poor Eyesight, Simple-Minded
Personality Traits: Untamable +5, Intimidating +3
Reputations: Champion of Hell 1 (Infernal)
Hierarchy: 1
Combat:

  • Cudgel: Init –3, Attack +13, Defense +6, Damage +11
  • Fist: Init –4, Attack +6, Defense +2, Damage +4

Soak: +15
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28)
Abilities: Athletics 3 (pursuit), Awareness 4 (foes), Brawl 5 (fist), Great Weapon 6+2 (cudgel)
Powers:

  • Elemental Control of Earth, variable points, Init +1, Terram: See Chapter 4: Infernal Legions, Aerial Powers. He prefers effects such as Wielding the Invisible Sling and Rusted Decay of Ten-Score Years.
  • Born of Rock, 0 points, Init 0, Terram: The body of this demon is made from solid rock. This makes it exceedingly heavy and almost impossible to harm by mundane means.
  • Death’s Vengeance, 0 points, Init +10, Terram: Upon death, this demon’s body explodes, sending shards of debris up to 20 paces in all directions. Treat this as a physical attack against all within range, which can be dodged but not otherwise defended against. The Attack Bonus is +12, and the Damage is +15.
  • Coagulation, 1 point, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Cowardice. See Chapter 4: Infernal Legions, Demonic Powers.
  • Recalcitrance, 0 points, Init constant, Vim:. See Chapter 4: Infernal Legions, Aerial Powers.

Weakness: Abhorrent Material (cinnamon)
Vis: 2 pawns of Terram, in eye
Appearance: Fimus appears as an immense man apparently put together out of boulders. He has but one eye, in the center of his forehead. He carries an immense cudgel made out of a stalagmite.

Fimus is but one of many brotherdemons (all with the same name); their mother produces more every time she evacuates her bowels. He and his brothers are popular footsoldiers and shock troops used by other demons, because they are effective warriors, and too stupid to effectively entertain rebellious thoughts. Each of the brothers has a different Abhorrent Material, depending upon what their mother had been eating prior to their birth.

Demons of the Fifth Trump

Order: Furies

These horrible demons are the elite force of the Furies, under the direct command of its chief, Abaddon. These demons will burst forth from Hell when the Fifth Trump is sounded at the End of Days, and consume all who remain on the earth (as detailed in the Book of Revelation). Until that day, these demons make occasional forays onto earth at the behest of their lord or at the request of an Infernal wizard who wishes to wreak destruction on his enemies.

These demons appear like horses, but with the faces of men. They are crowned with gold, have long hair, and the teeth of a lion. They sport a pair of bat-wings, and the tail of a scorpion. They are often mistaken for manticores by those who have studied bestiaries, however, manticores are not demons. Infernal Might: 20 (Animal) Weakness: Abhorrent Material (the sound of a brass horn)

Powers:

  • Inescapable, 0 points, Init 0, Corpus: If provided with the beginning of a trail of footprints, or an Arcane Connection to some target, these demons can unfailingly track down any prey. The tracker cannot be fooled by typical ruses, such as crossing water or doubling back, but should the pursued enter a Church, come into the presence of a relic with at least 2 Faith Points, or enter a magical ward which exceeds its Might (such as the Aegis of the Hearth or Circular Ward against Demons), then the demon loses track of its prey until he emerges.
  • Scorpion’s Tail, 0 points, Init 0, Corpus: Their tails can strike at any opponent once per combat round, in addition to any other attack. The tail has the weapon statistics of a long spear, and if it hits it injects venom, even if all weapon damage is soaked. The venom has an Ease Factor of 9 to resist, and inflicts a Medium Wound. This venom also dissolves metal, stone, or weaker material as if the item had been struck by Obliteration of the Metallic Barrier.

Story Seed: Demons of the Fifth Trump

A group of Luciferans (see Chapter 13: Infernal Traditions) have summoned some of these demons to confirm their own interpretations of the Last Days. However, they had not counted on the demons being so powerful, were unable to bind them, and were eaten. The demons still prowl the region, spreading fear and confusion. A priest has recognized their description from the Book of Revelations, and has convinced his flock that the Fifth Trump has already been sounded.

Gavi, a Dibbuk

Order: Furies (Dibbukim)
Infernal Might: 15 (Mentem)
Characteristics: Int +1, Per +2, Pre 0, Com +1, Str n/a, Sta n/a, Dex n/a, Qik n/a
Size: 0
Virtues and Flaws: Berserk
Personality Traits: Profigate with Money +8, Wrathful +4, Frantic +3, Self Controlled –6
Reputations: None
Hierarchy: 0
Abilities: Awareness 3 (sinners), Bargain 3 (possessions), Profession: Merchant 5 (wool)
Powers:

  • Possession, variable points, Init +2, Mentem: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Generosity. See Chapter 4: Infernal Legions, Demonic Powers.
  • Waxing Tide of Humors, 3 points, Init +2, Mentem: See Chapter 4: Infernal Legions, Furies.
  • Berserker Rage, 1 point, Init 0, Mentem: See Chapter 4: Infernal Legions, Furies.
  • Endurance of the Enraged, 0 points, Init 0, Corpus: See Chapter 4: Infernal Legions, Furies.

Weakness: Compulsiveness
Vis: None — Gavi has no ability to form a body, thus cannot leave behind a corpse. Appearance: None; if seen with Second Sight, Gavi appears as he did in life, a wealthy Jew, but with feral eyes containing a glint of madness. His hands are hooked into claws and his mouth contains sharp, dagger-like teeth.

Gavi was a greedy merchant in life who went to Hell for his sins. Desperate to rid himself of the sin of greed, thinking this will allow him to enter Heaven, Gavi forces his victims to carry out mad acts of charity. He gives all their money away, forces others to take their greatest possessions, and even force-feeds beggars.

Dibbukim

Order: Furies

A dibbuk is a disembodied human spirit from Jewish lore, that, because of former sins, wanders restlessly until it finds a haven in the body of a living person made vulnerable through sin. It can be driven out through exorcism, which causes it to leave the body by the little toe. Like other Infernal ghosts, a dibbuk has no ability to coagulate a material body, but instead must lurk about invisibly until it sees one of the living commit a sin. Dibbukim can be distinguished from the living in that they speak with the voice that they had in life, and always act in an erratic manner. To those who can see a dibbuk’s discorporate form, dibbukim appear as they did in life, except that their features are infused with those of predatory animals such as wolves, lions, bears, and vultures.

An example of a Dibbuk is Gavi.

Infernal Might: 15 (Mentem)
Weakness: Compulsiveness
Powers:

  • Possession, variable points, Init +2, Mentem: See Chapter 4: Infernal Legions, Demonic Powers.


Fictiles

Order: Aerial Powers

In their natural form, the fictiles (singular fictilis) seem to be composed of wet clay. They are larger than a man in size, and have crudely formed limbs that are often mismatched as those of different animals. However, the fictiles are shapechangers who usually take the form of animals — particularly of domestic animals and pets — and dwell alongside man. They often remain with a family for a long period of time, subtly corrupting them in many minor ways, usually through the imposition of minor calamities.

Infernal Might: 10 (Terram)
Virtues and Flaws: Shapeshifter
Weakness: Running water
Powers:

  • Elemental Control of Earth, variable points, Init +1, Terram: As the Power common to all Aerial Powers. They prefer effects such as Earth That Breaks No More and Fist of Shattering.
  • Blight the Household, 1 point, Init 0, Herbam: Fictiles can cause misfortune to a family by spoiling food, rotting foundations, and even blighting crops. Each use of this Power can destroy three portions of food or an Individual amount of plant material. Alternatively, if used daily throughout the spring growing season, it can halve the productivity of a field of crops or fodder.

Golab, Foe of the Seraphim

Order: Vessels of Iniquity
Infernal Might: 30 (Vim)
Characteristics: Int +1, Per 0, Pre +2, Com +2, Str +4, Sta +4, Dex +4, Qik 0
Size: +1
Confidence Score: 1 (3 points)
Personality Traits: Depraved +6, Hateful +6, Pious –6
Reputations: Foe of the Seraphim 3 (Infernal)
Hierarchy: 3
Combat: Club: Init +1, Attack +13, Defense +7, Damage +7
Soak: +6
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–24)
Abilities: Church Lore 5 (sects), Divine Lore 5 (heresy), Islamic Lore 5 (sects), Jewish Lore 5 (sects), Leadership 6 (mobs), Single Weapon 6 (club), Theology 6 (errors in reasoning)
Powers:

  • Obsession, 1 to 3 points, Init –5, Vim: Religious Intolerance. See Chapter 4: Infernal Legions, Demonic Powers.
  • Form of Wickedness, 3 points, Init 0, Mentem: See Chapter 4: Infernal Legions, Vessels of Iniquity.
  • Form of Man, 0 points, Init 0, Corpus: See Chapter 4: Infernal Legions, Vessels of Iniquity.
  • Contagious Obsession, 1 point per victim, Init 0, Mentem: See Chapter 4: Infernal Legions, Vessels of Iniquity.

Weakness: Abhorrent Material (blessed objects)
Vis: 6 pawns of Vim, in genitalia
Appearance: In common with all Vessels of Iniquity, his natural form is indescribable; it is hatred given solid form. Any who see it are driven to indulge in the desecration of those things they hold most sacred and spiritual. When appearing as a human, Golab takes the form of an obese member of the clergy, usually one from a group known in the region for hypocrisy or other moral failings.

Golab is the self-declared adversary of the seraphim. He specializes in sedition against God, which he achieves through the emotion of hatred. He delights in causing riots on holy days, causing pilgrims to stampede innocents, and inciting his victims to murder the clergy.

Gourmand the Sweet-toothed

Order: Vessel of Iniquity
Infernal Might: 15 (Imaginem)
Characteristics: Int +1, Per +3, Pre 0, Com +0, Str +3, Sta 0, Dex +3, Qik +2
Size: +1
Confidence Score: 1 (3 points)
Virtues and Flaws: Appears to have the Obese Flaw, but does not suffer any penalties.
Personality Traits: Depraved +6, Hateful +6, Gluttony +3
Reputations: Spice Trader 1 (Infernal)
Hierarchy: 1
Combat: Pestle (Cudgel): Init +3, Attack +10, Defense +6, Damage +10
Soak: +2
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–24)
Abilities: Bargain 6 (spices), Craft: Confectionery 5 (sugar), Great weapon 3 (cudgel), Guile 3 (merchants)
Powers:

  • Cloud of Pepper, 1 point, Init +3, Herbam: This Power fills a room — or in unwalled areas, a circle 100 yards across — with a choking cloud of pepper dust, for one round. This irritates the lungs and eyes of humans, but does not cause any lasting damage. Characters within the cloud must make a Stamina roll against an Ease Factor of 9. Successful characters are unaffected by the dust. Those with lower totals are blinded for a round, and suffer a Fatigue level of choking damage. They may make a fresh Stamina roll each round, with the Ease Factor being reduced by one for each round since they were affected by the pepper. The pepper does not remove more than one Fatigue level form any victim. Gourmand uses this Power to inconvenience foes, either to make combat easier or to allow him to flee.
  • Conjure Spices, 1 point, Init –3, Herbam: Gourmand may summon a measure of spices, of any type, from another place so swiftly it appears he has created it. Most spices are extremely valuable, and are given to his servants as rewards. Gourmand can also summon herbs and plant-based poisons using this Power.
  • Hide Flavor, 5 points, Init –3, Imaginem: The demon may alter the flavor and texture of one handful of any substance. These substances are usually used in poisoning, since Gourmand can make ground glass taste sweet and iron filings seem soft. This Power does not affect the appearance or smell of its target, which may give alter characters an opportunity to detect the adulteration.
  • Obsession, 1 to 3 points, Init –5, Vim: Craving Sweet things. See Chapter 4: Infernal Legions, Demonic Powers.
  • Form of Wickedness, 2 points, Init 0, Mentem: See Chapter 4: Infernal Legions, Vessels of Iniquity.
  • Form of Man, 0 points, Init 0, Corpus: See Chapter 4: Infernal Legions, Vessels of Iniquity.
  • Contagious Obsession, 1 point per victim, Init 0, Mentem: See Chapter 4: Infernal Legions, Vessels of Iniquity.

Weakness: Vulnerability (salt) — He finds this extremely embarrassing.
Vis: 3 pawns of Imaginem, in the stains on his clothing
Appearance: Gourmand manifests the human form of a fleshy man of middle age. Food of vivid colors stains his sumptuous clothes, chubby fingers, and the corners of his mouth. His smell, of rotting fruit, is transmitted to anything he touches, and does not fade until sunrise. Gourmand looks unfit and flabby, but is surprisingly swift and strong if forced to engage in combat. He uses a double-handed, basalt pestle as his preferred weapon.

Gourmand seeks additional power over men through their sense of taste, and their greed for valuable spices. Gourmand favors many schemes, but those most dear to him are the propagation of trade along the Silk Road, and the introduction of sugar into the cuisines of Europe. He is not a particularly powerful demon, so he often works with others who are more suited to physical conflict.

Hulikang, a Rabble Rouser

Order: Vessels of Iniquity (Merry Devil)
Infernal Might: 20 (Mentem)
Characteristics: Int 0, Per +1, Pre –1, Com +3, Str +1, Sta +4, Dex +3, Qik +3
Size: +1
Confidence Score: 2 (6 points)
Virtues and Flaws: Improved Characteristics, Puissant Athletics
Personality Traits: Depraved +6, Hateful +6, Jolly +6
Reputations: Captain of the Red Devils 2 (Infernal)
Hierarchy: 2
Combat:

  • Punch: Init +3, Attack +4, Defense +4, Damage n/a*
  • Dodge: Init +3, Attack n/a, Defense +5, Damage n/a *Hulikang never causes damage to people himself, he only appears to, to goad others on to sin.

Soak: +9 Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–24)
Abilities: Athletics 6+2 (sport), Brawl 1 (dodge), Carouse 6 (quantity), Folk Ken 6 (rivalries), Intrigue 4 (encouraging fights)
Powers:

  • Shout, 1 point, Init 0, Imaginem: Allows the demon to say a short sentence that is perfectly audible to every person in a crowd, although they cannot determine its source.
  • Pleasant Clouds in the Mind, 1 points, Init 0, Mentem: See Merry Devils.
  • Obsession, 1 to 3 points, Init –5, Vim: Tribal Violence. See Chapter 4: Infernal Legions, Demonic Powers.
  • Form of Wickedness, 2 points, Init 0, Mentem: See Chapter 4: Infernal Legions, Vessels of Iniquity.
  • Form of Man, 0 points, Init 0, Corpus: See Chapter 4: Infernal Legions, Vessels of Iniquity.
  • Contagious Obsession, 1 point per victim, Init 0, Mentem: See Chapter 4: Infernal Legions, Vessels of Iniquity.

Weakness: Protected Group (solemn people)
Vis: 2 pawns of Corpus, in each hand (4 pawns total)
Appearance: In human form, Hulikang takes the appearance of a hulking man with a bruised face and broken nose. He always wears a knitted cap and scarf, as a tribute to his greatest mischief ever.

Hulikang is a Merry Devil who specializes in destroying public celebrations, particularly those involving athletic contests. During the early part of the celebration, he encourages intoxication and rivalries in the crowd. Once the crowd has been prepared, he frightens them, in the hope that they will become a violent mob. He is particularly skilled at disrupting sporting events between rival villages. Hulikang often works with a partner, a female demon who names herself Nike after the ancient Greek goddess of victory. When operating as a pair, each claims the portion of the crowd supporting one team in a competition, and tries to outdo the violence the other provokes. He is also the captain of a sports team consisting entirely of demons, called the Red Devils.

Story Seed: Hulikang

A vis source takes the form of a yearly sporting contest between the covenant and a team of faeries. The winner of the contest receives the prize of vis. However, Hulikang has discovered the vis source, and if he is successful in influencing the winning team to violence, the prize becomes vis infesta (see Chapter 1: The Infernal Realm, Infernal Vis) instead. This situation can last for years before the characters realize that a demon is involved.

Merry Devils

Order: Vessels of Iniquity

Merry devils are a family of demons that encourage humans, particularly young men, to seek pleasure without regard for the consequences. Some prefer to afflict a single victim at a time, using a mixture of intoxicants and illusions to encourage the young man to perform increasingly depraved acts. Others goad bands of revelers into bacchanalian mobs.

When they unveil their true form, those who witness it are driven into acts of debauchery and excess.

An example is Merry Devil is Hulikang

Infernal Might: 20 (Mentem)
Weakness: Protected Group (the solemn)
Powers:

  • Pleasant Clouds in the Mind, 1 points, Init 0, Mentem: The Merry Devil uses this Power to create an illusion within the mind of his victim. Each use allows the demon to cloud one real object or person in illusion. For example, the demon may use this Power twice on two victims so that they do not recognize each other. The victims may be goaded into inappropriate activities, like violence or coitus. This Power is also used to make men think that urine is beer, or that a pig is a willing, young woman.

Lilin

Order: Tempters

The lilin (singular lil) are the night spirits who give nightmares and smother children in their sleep. They are always female, and lilin are among the demons who can produce more demons through intercourse with a human man. Their male children are shedim, and their female children are lilin. The fully demonic lilin have the upper bodies of beautiful women and the lower bodies of serpents. Those lilin who have a human father have wholly human bodies, although their legs are hairy like those of a goat. When lilin use their Envisioning Power to inflict nightmares, they can, if the lilin wishes, be so horrific that the victim fails to recover any Fatigue levels for that night’s sleep.

Infernal Might: 15 (Vim)
Weakness: Vulnerability (light)
Powers:

  • Steal Life, 1 point, Init +2, Corpus: The touch of a lilim’s lips causes a withering blight. If a Stamina roll against an Ease Factor of 3 succeeds, the victim loses a Fatigue level, otherwise he takes a Light Wound.
  • Mass Hallucination, 3 points, Init 0, Imaginem: Lilin using their Envisioning Power to influence someone’s dreams can activate this Power so that other sleepers join the same dream. They can combine many dreams to make up to ten people experience the same nightmare, or they may involve other beings (usually other demons) as conscious agents in the victims’ dreams.

Lucifuges

Order: Aerial Powers

The lucifuges are a breed of demon that naturally dwell deep in the earth and prefer to have no dealings with mankind. However, some sorcerers draw them forth for their ability to reveal secret thoughts. Lucifuges require absolute darkness (they are also known as “fly-the-lights”), and it is unknown what their true form is, if indeed they have one. Most assume they take the form of shadows or patches of darkness.

Infernal Might: 20 (Ignem)
Weakness: Vulnerability (Light)
Powers:

  • Elemental Control of Fire, variable points, Init +1, Ignem: As the Power common to all Aerial Powers. However, Lucifuges can only affect light, not fire or heat, with this Power, and even then they cannot create light at all. They prefer effects such as Gloom of Evening and Vision of Heat’s Light.
  • Steal Blood, 1 point, Init +2, Corpus: The touch of a lucifuge causes blood to be drawn from the victim’s body through the skin. If a Stamina roll against an Ease Factor of 3 succeeds, the target loses a Fatigue level, otherwise she takes a Light Wound. The wound appears as a bruise covered in blood.
  • Steal Thoughts, 4 points, Init 0, Mentem: This demon may choose to take a single fact, memory, or desire from a person’s mind. This Power will only ever work once for the lucifuge on a given target. The stolen thought is gone forever, although a desire may naturally return, and facts may be re-learned.

Mahonin

Order: Tempters (Maggots)
Infernal Might: 5 (Animal)
Characteristics: Int +2, Per 0, Pre 0, Com +2, Str –10, Sta +1, Dex +2, Qik +10
Size: –15
Virtues and Flaws: Weak Willed
Reputations: None
Hierarchy: 0
Personality Traits: Selfish +5
Combat: Dodge: Init +10, Attack n/a, Defense +21, 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 10 (flying), Brawl 10 (dodge)
Powers:

  • Endurance of the Gluttonous, 0 points, Init +1, Mentem: Any creature possessed by Mahonin is oblivious to pain caused while eating, or discomfort or damage caused by what they consume. They still suffer any Wound or Fatigue penalties caused by these injuries or malaises, but they are not aware of them.
  • Possession, variable points, Init +2, Mentem: See Chapter 4: Infernal Legions, Demonic Powers.
  • Coagulation, 1 point, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Gluttony. See Chapter 4: Infernal Legions, Demonic Powers.

Weakness: Abhorrent Material (fennel)
Vis: 1 pawn of Vim vis, in wings
Appearance: Indistinguishable from other Maggots, Mahonin appears as a twisted mockery of a tailless monkey, with the iridescent wings of a greenbottle.

Mahonin is a demon who deludes his victims into believing that all kinds of inedible objects are luxurious food items. His hosts may be seen consuming filth from the night soil like it is the most delicious soup, or eating broken glass with relish while blood pours down their faces. Forcing his energumen to consume fennel seeds usually drives this demon away.

Maggots

Order: Tempters

The larvae of blowflies were named after these demons, rather than the other way around; the term “maggoty” is used to indicate someone who is deluded by the fantasies of one of these demons. Maggots are tiny demons, no bigger than a grain of wheat, and appear like grotesque apes with the wings of flies. They eat into the brains of their victims and bring about fantasy, madness, and dementia. Often, several of these demons simultaneously possess the same victim, each inducing a different Delusion (see Powers), and each must be exorcised separately. Maggots are also called by the Greek name astasian (meaning “unfixed”), as they swarm in the air like mosquitoes and are under the command of Beelzebub. They are particularly useful to diabolists in matters involving secret communication.

An example of a maggot is Mahonin.

Infernal Might: 5 (Animal)
Weakness: Abhorrent Material (fennel)
Powers:

  • Possession, variable points, Init +2, Mentem: See Chapter 4: Infernal Legions, Demonic Powers. Maggots rarely have sufficient Might Pool to control their energumens effectively, but possession by a maggot is akin to acquiring the Delusion Flaw, as they may use their Envisioning Power to induce waking dreams without expending Might. Each maggot possessing a person inflicts a different Delusion.

Morrighu, the Screech-hag

Order: Aerial Powers
Infernal Might: 10 (Auram)
Characteristics: Int +3, Per +3, Pre –3, Com +1, Str –2, Sta –2, Dex +4, Qik +3
Size: –1
Confidence Score: 1 (3 points)
Virtues and Flaws: Enchanting Music
Personality Traits: Untameable +5, Boastful +4, Vindictive +4, Peaceful –6
Reputations: Bringer of Victory 2 (Infernal)
Hierarchy: 2
Combat:

  • Claws: Init +3, Attack +10, Defense +8, Damage +2
  • Dodge: Init +3, Attack n/a, Defense +8, Damage n/a

Soak: +0
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Incapacitated (13–16)
Abilities: Athletics 5 (flying), Brawl 4 (dodge), Enchanting Music 4 (lulling to sleep), Stealth 5 (sleeping enemies)
Powers:

  • Elemental Control of Air, variable points, Init +1, Auram: See Chapter 4: Infernal Legions, Aerial Powers. She often employs effects similar to Stench of Twenty Corpses and Charge of the Angry Winds.
  • Grant Victory, 2 points, Init +5, Corpus: Morrighu can grant a character a +3 bonus to all Attack and Damage totals for the duration of a single battle. She rarely does this without demanding some payment.
  • Coagulation, 1 point, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Mercilessness. See Chapter 4: Infernal Legions, Demonic Powers.
  • Recalcitrance, 0 points, Init constant, Vim:. See Chapter 4: Infernal Legions, Aerial Powers.

Weakness: Protected Group (virgins)
Vis: 2 pawns of Perdo, in wings
Appearance: Morrighu appears with the body of a carrion crow, but the upper parts of an ancient woman. Huge black wings extend from her shoulders. She has long, pointed ears and is always accompanied by a strong wind.

Morrighu is a demon of warfare. In former times she was more powerful, and she claims she was a mighty goddess of Faerie who received worship in return for victory. Now she is forced to perform her services for those infernalists who know about her, for she is a useful spirit to have on one’s side, even though she is no great warrior herself. Note that Morrighu may not actually be the remnant of a pagan goddess, as she claims.

Naonhaithya

Order: Lord of the Vessels of Iniquity
Infernal Might: 40 (Vim)
Characteristics: Int +3, Per +1, Pre +1, Com +3, Str +4, Sta +6, Dex +2, Qik +3
Size: +2
Confidence Score: 2 (6 points)
Personality Traits: Depraved +6, Hateful +6, Rebellious +6
Reputations: Foe of Mankind 4 (Infernal), Lord of the Seraphim 5 (Infernal)
Hierarchy: 5
Combat: Claws: Init +4, Attack +14, Defense +11, Damage +10
Soak: +11
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (22–28)
Abilities: Brawl 7 (claws), Europe Lore 6 (rulers), Holy Land Lore 8 (rulers), Persian Lore 8 (rulers), Russian Lore 4 (rulers), Theology 6 (dualism)
Powers:

  • The Tempest’s Fury, 8 points, Init 0, Auram: This Power summons a huge storm out of pre-existing clouds. The storm covers the entire visible sky. The storm consists of rain, hail, powerful winds, thunder, and lightning, all under the direction of Naonhaithya.
  • Calling the Khrafstar, 5 points, Init +1, Animal: By invoking this Power, Naonhaithya rips apart his body cavity and swarms of biting, poisonous, repulsive, and noxious creatures (called khrafstar in Persian) burst forth from within him. Up to ten targets are attacked by the swarms of scorpions, spiders, lizards, and snakes, who engulf them. Every round, a Stamina roll against an Ease Factor of 9 is required to avoid taking a Medium Wound. It is impossible to concentrate while being bitten and stung by the khrafstar.
  • Obsession, 1 to 3 points, Init –5, Vim: Rebellion, Anarchy. See Chapter 4: Infernal Legions, Demonic Powers.
  • Form of Wickedness, 4 points, Init 0, Mentem: See Chapter 4: Infernal Legions, Vessels of Iniquity.
  • Form of Man, 0 points, Init 0, Corpus: See Chapter 4: Infernal Legions, Vessels of Iniquity.
  • Contagious Obsession, 1 point per victim, Init 0, Mentem: See Chapter 4: Infernal Legions, Vessels of Iniquity.

Weakness: Light
Vis: 8 pawns of Perdo, in the vermin that fill its body cavity
Appearance: Naonhaithya’s true form is the indescribable visual embodiment of rebellion, which provokes those who witness its unveiling to react violently against civic restraint and perform acts of rebellion and anarchy. Naonhaithya can also take the form of an immense man, with the head of an eagle and two pairs of wings.

Naonhaithya represents rebellion and irreverence in Zoroastrian belief; he is one of the seven daevas who oppose the seven spentas (Zoroastrian spirits of goodness). Wherever he goes, this filthy spirit spreads anarchy and the corruption of good rulership.

Rahab, Prince of the Primordial Sea

Order: Lord of the Aerial Powers
Infernal Might: 35 (Aquam)
Characteristics: Int +1, Per +2, Pre +2, Com 0, Str +4, Sta +4, Dex +3, Qik +2
Size: +3
Confidence Score: 2 (6 points)
Virtues and Flaws: Lesser Immunity to Drowning, Ways of the Ocean
Personality Traits: Hatred for Jews +6, Proud +6, Untameable +5
Reputations: Prince of the Primordial Sea 9 (Infernal), Foe of the Jews 5 (Infernal)
Hierarchy: 9
Combat: Punch: Init 0, Attack +14, Defense +13, Damage +10
Soak: +13
Fatigue Levels: OK, 0, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–8), –3 (9–16), –5 (17–24), Incapacitated (25–32)
Abilities: Brawl 10 (punch), Ocean Lore 8 (the Red Sea), Survival 8 (in water), Swim 10 (oceans), Wilderness Sense 9 (oceans)
Powers:

  • Mastery of the Oceans, variable points, Init +3, Aquam: Rahab can create any Aquam-based effect, at a cost of 1 Might per two magnitudes. Ritual effects cost him twice as much, and an hour to summon up.
  • Wrath of the Oceans, 10 points, Init 0, Auram: Rahab can duplicate the effects of the ritual spell Wrath of Whirling Winds and Water, but the storm must begin at sea and head inland. It takes him two hours to summon up this Power.
  • Waxing Size of the Swelling Ocean, 4 points, Init 0, Corpus: While immersed in water, Rahab can swell his size to monstrous proportions. Every use of this Power increases his Size by 1 point, increasing his wound range by one as well as increasing his Strength (and therefore Damage) by two points and reducing his Quickness (and therefore Initiative and Defense) by one point for every point of increase in Size. This increase in Size lasts until the next low tide.
  • Coagulation, 4 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Insolence. See Chapter 4: Infernal Legions, Demonic Powers.
  • Recalcitrance, 0 points, Init constant, Vim:. See Chapter 4: Infernal Legions, Aerial Powers.

Weakness: Running water
Vis: 6 pawns of Aquam, in beard
Appearance: Rahab appears as a mighty king, bare-chested and with skin of a blue-green hue. His hair and beard are curled with seaweed. His lower quarters — which rarely protrude above the surface of the sea — are similar to that of a fish or whale, but with stubby legs like those of a walrus.

Rahab is known as sar shel yam (“prince of the primordial sea”) to the Hebrews. As an angel he was the authority of the world’s oceans, but had a nature that was as wild and rebellious as the element he represented. He refused to separate the upper and lower waters at the time of Creation, and was thus cast down by God and became a demon. When Moses was leading the Hebrew people from the tyranny of the Pharaoh of Egypt, it was Rahab whom Moses commanded to part the Red Sea. However, the power of Moses was insufficient for the mighty demon, so God struck down Rahab again and parted the sea himself. Rahab’s Infernal Might has never recovered from this miracle, which effectively demoted him from a Prince to a Lord, although he retains his former reputation.

Sabaoth

Order: Furies
Infernal Might: 20 (Animal)
Characteristics: Int +1, Per +4, Pre –3, Com +2, Str –4, Sta 0, Dex +5, Qik +5
Size: –2 naturally, –4 in raven form
Virtues and Flaws: Gossip
Personality Traits: Wrathful +4, Self Controlled –6
Reputations: None
Hierarchy: 0
Combat:

  • Claws: Init +5, Attack +13, Defense +5, Damage 0
  • Claws*: Init +6, Attack +10, Defense +5, Damage –2 *in splintered form

Soak: +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties:

  • Natural form: –1 (1–3), –3 (4–6), –5 (7–9), Incapacitated (10–12)
  • Splintered form: –1 (1), –3 (2), –5 (3), Incapacitated (4)

Abilities: Awareness 6 (feuders), Brawl 2 (claws), Folk Ken 4 (gossip)
Powers:

  • A Murder of Crows, 0 points, Init +5, Animal: When in their gross physical form, Sabaoth is able to shatter this form into up to twenty ravens. Each bird carries a portion of the demon’s Might and every bird must have at least 1 Might Point. Each bird can act independently of each other and be an unlimited distance apart, and yet each is aware instantly of the actions of the others. Each raven has its own Might Pool equal to its Might; it cannot use any of its Powers that it has insufficient Might Pool to pay for. Individual ravens, if they meet, can combine together into a single bird with a Might equal to the sum of their Mights, and Sabaoth must recombine all living bodies before they can assume their natural discorporate form again. If a raven is killed, Sabaoth loses whatever Infernal Might was invested into that body.
  • Piercing Eye, 0 points, Init +5, Imaginem: Sabaoth’s vision is not impeded by stone, wood, or metal.
  • Coagulation, 2 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Revenge. See Chapter 4: Infernal Legions, Demonic Powers.
  • Waxing Tide of Humors, 3 points, Init +2, Mentem: See Chapter 4: Infernal Legions, Furies.
  • Berserker Rage, 1 point, Init 0, Mentem: See Chapter 4: Infernal Legions, Furies.
  • Endurance of the Enraged, 0 points, Init 0, Corpus: See Chapter 4: Infernal Legions, Furies.

Weakness: Compulsiveness
Vis: 2 pawns of Perdo, in the red eye (or eyes); 2 pawns of Mentem, in the blue eye (or eyes)
Appearance: In their natural form, Sabaoth appear as a single raven, the size of an eagle. Their eyes are always of different colors, the left one red, the right one blue. This feature is preserved when the demon exercises their Murder of Crows Power.

Sabaoth is always referred to in the plural, even when there is only one of them. They have the ability to break into a score of smaller birds, in which forms they cause all sorts of mischief. Their main purpose is to ensure that long-standing feuds are continued, and they ensure that key members of the feud are aware of the actions of the other side. Sabaoth uses their Envisioning Power to impart information to their intended victims.

Thaphaboath

Order: Tempters (Mazzikim)
Infernal Might: 15 (Animal)
Characteristics: Int –2, Per +2, Pre +2, Com 0, Str +4, Sta +2, Dex +1, Qik +1
Size: +2
Confidence Score: 1 (3 points)
Virtues and Flaws: Puissant Great Weapon, Tough; Weak Willed
Personality Traits: Angry +3, Sadistic +3; Peaceful –5
Reputations: None
Hierarchy: 0
Combat:

  • Cudgel: Init +2, Attack +13, Defense +10. Damage +11
  • Teeth: Init +1, Attack +13, Defense +11, Damage +7
  • Grapple: Init +1, Attack +10, Defense +8, Damage n/a

Soak: +10
Fatigue Levels: OK, 0, 0, –1, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–21), Incapacitated (21–28)
Abilities: Athletics 3 (sprinting), Awareness 3 (prey), Brawl 5 (teeth), Great Weapon 5+2 (cudgel), Hunt 4 (men), Survival 5 (foraging), Swim 3 (against the current)
Powers:

  • Fear of the Wilderness, 2 points, Init +1, Mentem: See Mazzikim.
  • Coagulation, 2 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim: Brutality. See Chapter 4: Infernal Legions, Demonic Powers.

Weakness: Protected Group (members of the clergy)
Vis: 3 pawns of Animal, in heart
Appearance: Thaphaboath appears as a huge man, with the head and hindquarters of a bear. The skin of his arms and torso, devoid of hair, is blotched and sun-burnt, while the coarse brown hair which clothes his body from the neck up and the waist down is matted with filth. He carries an immense cudgel.

Thaphaboath is typical of the sort of demon drafted to act as “muscle” in the plans of more powerful demons. He has few motives or ambitions other than a love of violence, and spends much of his time in his gross physical form enjoying the pleasures of the hunt and the kill. He attempts to use his Obsession Power on stronger-looking opponents before a fight; if they survive (and succumb to its power) then they are driven to oppress others with their clear superiority of strength.

Mazzikim

Order: Tempters

The Mazzikim (singular mazzik) are the harmers of man, demons of the wilderness who lie in wait to waylay the innocent. Some of the spirits that the Islamic people call “jinn” — specifically the group known as shaitans — are undoubtedly of this family of demons, as they share many qualities in common with the mazzikim. However, most jinn are more similar to faeries than to demons, and one should take care before considering them all to be evil. Many travelers or merchants take a member of the clergy with them just to be on the safe side. Mazzikim are far from limited to the lands of the Arabs, however, and may be found lurking anywhere forsaken by man. Their shape is that of a wild animal standing upon two legs, with a naked human chest and arms.

An example of a mazzik is Thaphaboath.

Infernal Might: 15 (Animal)
Weakness: Protected Group (members of the clergy)
Powers:

  • Fear of the Wilderness, 2 points, Init +1, Mentem: The victim of this Power suffers an overwhelming dread, and if he fails a Brave stress die roll against an Ease Factor of 7, he runs in fear until exhausted, or (if unable to run) collapses in a quivering heap until the sun rises. If the mazzik uses this Power when it may be seen, then anyone who sees it (up to ten people) is affected; otherwise it can affect only one target.

Reveners

Order: Vessels of Iniquity

Literally “those who come again,” these demons have the capacity to reanimate a corpse, and use this Power to spread fear. Reveners often work together, in groups of three or more. Reveners lack the Form of Man Power, and very rarely use their Form of Wickedness Power, preferring instead to spread horror through having the dead walk again. However, if they do use Form of Wickedness — as a last defense — it causes an overpowering urge to desecrate the dead. All Reveners share the same Obsession Power of Fear, which they can spread using their Order’s Contagious Obsession Power.

Infernal Might: 20 (Corpus)
Weakness: Abhorrent Material (garlic)
Powers:

  • The Dead That Walk Again, 3 points, Init –4, Corpus: A Revener may animate any corpse or intact skeleton that has not been given a proper Divine burial (or buried with garlic, as some are wont to do). There is no limit to the freshness or age of a cadaver beyond this requirement. These corpses have physical Characteristics and Weapon Abilities equal to those of the demon, and a single Revener can animate and control as many corpses as he has the Might to do so. However, as this is a Supernatural Power, the physical attacks of the cadavers are blocked by Magic Resistance.

Xaphan, Forge-man of Hell

Order: Aerial Powers
Infernal Might: 15 (Ignem)
Characteristics: Int +2, Per +1, Pre 0, Com +2, Str +2, Sta 0, Dex +3, Qik +3
Size: –1
Confidence Score: 1 (3 points)
Virtues and Flaws: Greater Immunity to Fire and Heat, Obsession (lighting fires)
Personality Traits: Untameable +5
Reputations: Chief Stoker of Hell’s Fires 5 (Infernal)
Hierarchy: 5
Combat: Claws: Init +5, Attack +5, Defense +6, Damage +3
Soak: 0
Fatigue Levels: OK, 0, –3, –5, Unconscious
Wound Penalties: –1 (1–4), –3 (5–8), –5 (9–12), Inc. (13–16)
Abilities: Athletics 3 (jumping), Brawl 1 (Claws), Craft: Blacksmithing 8 (copper), Craft: Weaponsmithing 8 (swords), Craft: Whitesmithing 6 (silver)
Powers:

  • Elemental Control of Fire, variable points, Init +1, Ignem: See Chapter 4: Infernal Legions, Aerial Powers. He prefers to employ effects similar to Show of Flames and Light and Blade of the Virulent Flame. Breath of the Desert, 1 point, Init –3, Auram: Xaphan can blow hot, dry smoke over an area a pace wide and 500 paces long. Everything on this line becomes tinder dry, and all flames struck by his breath triple in size. This makes fires more severe, and sets secondary fires. The smoke obscures sight and smells terrible.
  • Breath of the Bellows, 3 points, Init +3, Ignem. Xaphan’s breath can make a single metal item glow white-hot. These items do +9 damage per round to any exposed flesh they touch, and usually melt. Burning Curse, 5 points, Init 0, Ignem. By placing his bellows in the mouth of a servant and pumping them once, Xaphan can grant the diabolist the ability to ignite a building with sulfurous flames. The diabolist sets fire to whichever building he is facing when he opens his mouth. The diabolist has the Tainted with Evil Flaw while he carries the curse on his tongue.
  • Coagulation, 2 points, Init –1, Corpus: See Chapter 4: Infernal Legions, Demonic Powers.
  • Obsession, 1 to 3 points, Init –5, Vim:Arson. See Chapter 4: Infernal Legions, Demonic Powers.
  • Recalcitrance, 0 points, Init constant, Vim:. See Chapter 4: Infernal Legions, Aerial Powers.

Weakness: Abhorrent Material (horseshoes)
Vis: 3 pawns of Ignem, in bellows
Appearance: Unusually for the Aerial Powers, Xaphan is of small stature. He appears as a sprightly man apparently made of polished brass, with swollen cheeks. A huge pair of horns, each almost a complete circle, spring from his temples. He carries an enormous set of brass bellows. When he speaks, sparks escape from his mouth.

Xaphan claims he suggested to Satan that, given the rebellion had failed, he should burn Heaven to cover his escape. Although Xaphan was unable to incinerate Heaven, he is now chief stoker of the fires of Hell. Xaphan cannot burn churches himself, but it is the sin he most prizes in humans.

Xaphan avoids combat where possible, evading his enemies, and incinerate their homes while they sleep. Xaphan hates and fears smiths, who have stolen his invention, the bellows, and turned it to human use.

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.