Clan Information

    These demons are out of Anwnn but can be found in Morashtar. They are undead (or lich) demons born out of Anwnn's Land of Shadows, also known as the Land of the Dead.

    Clans and Generations
    Progenitors
    Solbaid the Black Horn (m)
    Sashima the Battle Claw (f)

    Key 2nd Generation True Bloods
    Auwyn, Shadow Clan, Guardian Prince of En Odfelyg, the border fortress between Anwnn's Land of Shadows and Land of Everyoung, shapeshifter line
    Aoilyn, Shadow Clan, lady Regent of En Odfelyg, sister of Auwyn, shapeshifter line

    Key 2nd Generation Acolytes
    Saeed (sah-eed) Kishesh Kassim, Neffari King of Hassim, Black Horn Clan
    Kaamus Vezier: Ardoreth Goblin Prince of Mehr, the Mountain Goblin Kingdom of Andoreth's Ardemen mountain range, Battle Claw Clan.

Horned Demon Appearance


    Eyes: completely black, red, orange, or blue
    Hair: bald
    Pigment: grey, black, or brown
    Build: skeletal covered with ash colored flesh with no muscle
    Height: tall, 7'10 - 9'5
    Outstanding Features: aside from being skeletal, these lich demons tend to wears rich vestments and robes. They have large flared goat or bull horns crowning their head. Their face and body alike is mostly skeletal covered in skin with no muscle and they either have no ears or goat-like ears. They often wear deep hooded cloaks or robes and they have deep eyesockets. Their mouths are full of sharp teeth and fangs. They have Clawed fingers.
    Subrace Form: shift into subrace form if one has been possessed by the demon, or if demon is a sired acolyte, or if demon has sentient shapeshift capability.

Weapons and Armour

Dead Realms Duel Swords: +32 each, wounding damage +1 turn per ace, recall
Dead Realms Throwing Daggers: quiver of 5, +10, armour phasing, drain essence, -1 Constitution, WP, Stamina and Strength per ace.
Dead Realms Armour: level 26, called armour up to +1 AC per success, double on crit.

Skills

Innate Combat Skills
Wield Duel Swords
Battle Spear
Martial Combat
Shield Combat: use shield simultaneously with weapons
Shield Bash: damages, stuns -1 AR per ace.
Thrown Weapons: +2 HB
Backstab: +2 HB surprise attacks
Battle Rage: gain +2 HB, and +10 damage per hit but unable to defend for +1 turn per ace (courage).
Death Blow: +1 HB on death blows.

Special Skills
Battle Conditioning: 36, special and often cruel techniques used to condition men at arms to be battle ready, cold hearted, and tough; boosts Willpower, Courage, Fortitude, and Lowers touch, but causes emotional detachment and apathy towards others. All gains and losses at +1 per ace per stage of training.

Horned Demon Traits

Immortal consitution: +1 WP and Const, +20 stamina, +25 regeneration, +15 Fortitude, +1 each per trait level.
Subrace Form: of sired form, or a possessed form if horned demon is a pure blood
Pure Blood Generations: cannot be above 3rd generation, and are produced by a horned demon progenitor mating with another horned demon progenitor, or an acolyte. Pure Blood Children of Acolyte generations improve by parent's generation -1
Improved Strength: +5
Immunities: disease, charms, cold
Resistance: abyss and shadow 85%
Grip of Possession: possess through prolonged contact, vs. willpower, possessing touch drains Willpower -1 per ace per turn. Forms can be gained if demon destroys the soul of the one possessed, or be controled by demon in this way.
Vocal Presence: dominate through voice, even enslave at high levels, Willpower vs. Willpower.
Telepathy: see below, includes mind reading vs. constitution.
Blood Siring: after death, bathe chosen in blood until skin is covered, blood infusion of 1 pint per generation.
Spiritous Stone: same thing as a phylactery, Lich Demon cannot be killed permanently until this gem stone is destroyed. Stone can be hidden anywhere near bone, flesh, or blood. The power of this stone resurrects the Horned Demon 1 d6 days after a cursory death. Strength of gemstone is 120, +10 per trait level. Acts as HP and vs. strength or spells.
Aura of Disease: radius of up to 4 feet, +1 foot per level as called when active, aggravated damage each turn aura is contacted, -1 AR per ace to anyone affected.
Clan Paths: Necromancy with Clan Signature Power of Pestilence, Spectremancy, Genomancy (horned Demon Special), Sorcery, Dead Realms Magic.
Generations 1-3 take all paths
Generations 4-5 take 4 paths
Generations 6-7 take 3 paths
Generations 8-9 take 2 paths
All other generations take 1 path.

Demon Weaknesses
Lack Physical Strength: compared to most demons, subrace stats +5
Susceptible to Most Elements: but cold, abyss, and shadow.
No sense of smell or taste in demon form

Demon Form Stats

Horned Demon Form: tall, 7-9 feet, +1 init and HB range bonus, skeletal covered with very tough ash-grey, black, dark brown, or reddish-brown colored skin, but no muscle, clawed fingers and large horns of varying kinds. Skeletal frame is humanoid in shape, and either armour or layered clothing and robes are worn.
Frightening Form Penalty: charisma drops -8 in presence of strangers and -6 with casual acquaintences while in Horned Demon form.
Horns: +36 damage, +1 decaying aggravated damage per trait level
Claws: +8 damage, +1 decaying aggravated damage per trait level

Clan Signature Power : Pestilence

Clan Signature Power :: Special Path
Add to Necromancy as a subpath
Arcane Contagion: infest an area with an arcane or necromantic disease or contagion as called. Affects those who resist and are immune to disease but can be resisted by MR.
Contagion: Contaminate an area with a normal contagion, microorganism, or contagion as called. can be resisted by those who resist or are immune to disease.
Disease Bolt: is a spastic disease which does aggravated damage and staggers -1 AR per ace.
Contagious Disease Bolt: like disease bolt but spreads to others who contact the one infected.
Call how contagion is spread: by contact, airborne, by water sources, etc.
Deadly contagions: if called, a crit is required, does progressive damage per day until cured or dead.
Damage for normal disease: can last up to +1 day per ace as called. Disease Bolt, if called,

Genomancy || Special Path


About Feats which Improve: a resistance of +10% is acquired by the subject when feats which improve checks or skills are used. If one of these feats is used too many times on one subject, they become ineffective to that subject.

Prometheus: create the body of a creature as called, size of creature is limited to a space of up to +1 square foot per success, +1 square yard per success on a crit. If space does not meet requirements of called creature, this feat fails.
Spiritus Facio: grants a Prometheus life, start with free check points, +1 per ace bonus to split as called, base HP by strength and stamina, +1 per ace level to start.
Proviscus: alter the physical state of something as called, but not the entire genus. A bi-species can be crafted by combining selected physical and mental aspects of two species. Lasts until former shape is willed back into existance. Can also be used to refine, disfigure, or age appearances. Verses willpower when used on others.
Corpus Amplio: improve called physical checks by +1 per ace. Lasts until checks are lost. Health can also be improved.
Mentis Amplio: improve called mental checks by +1 per ace. Lasts until checks are lost.
Sensus Amplio: improve called sensory checks by +1 per ace. Lasts until checks are lost.
Sensa Indoles: grant a called skill or talent to a Prometheus at level one, +1 level or +1 skill per ace, or improve a skill by +1 level per ace. Permanent when used for Prometheus, lasts until skill has been used for one day to others.
Abominamentum: a multi-species creature can be crafted by combining selected physical and mental aspects of up to +1 species per ace to create an Abominate Prometheus.
Immortalis Vertis: grant +1 regeneration or fortitude per ace as called. Permanent for Prometheus, lasts until used for all others.
Magus Imperium: bestow one power at +1 level per ace to a Prometheus, or for one turn to another.
Altus Factum: bestow a Prometheus with a great feat at level +1 per ace, or for one turn to another.
Corpus Spiritus: craft the flesh to add or change up to +1 feature per ace; such as add horns, claws, scales, tough flesh, alter eye color, skin color, facial features, etc. Changes are permanent.
Vultus Novo: endow (or curse) target with shapeshifting capability, up to 1 called form per ace max, 1 called condition per form which triggers shapeshift. Examples: seeing moon at a called phase (lycanthropy), stepping into water, being burned by an open flame, being injured, becoming enraged, being seen by the opposite sex, direct sunlight on flesh, etc.




Contents by JD and Sparky © Copyright 2008