Post by Puck on Jul 11, 2015 6:51:48 GMT
DAEMON INTRODUCTION
The original demons of this world, the race now known as ‘daemons’ or ‘domestic demons’ (as you might imagine they’re not fans of the latter title’ are the range of inherently sinful beings described in many holy works. While they vary significantly in appearance and abilities from location to location, their society is generally consistent. For the sake of simplicity the most basic and well known daemons based predominantly in Europe will be covered here, but many minor monsters in other countries inspired by their religions are also considered daemons; such as some types of Tengu, Asura, and Jin. The European daemon are typically humanoid, but typically have a number of inhuman traits; including horns like those of a goat, bat-like wings, alternate skin colours (blue, purple, and red are the most common), chitinous plates over some parts of the body, hooves, and claws; although none of these traits are truly consistent amongst individuals in the race. Although similar to succubi in many ways, they are self-sufficient similarly to more organisms; however they are capable of ‘tasting’ sins in their presence that they are associated with like succubi can ‘taste’ affections; making immorality a natural pleasure to them.
Perhaps the most notable part of daemon biology is that they vary significantly based on age and adaptation from individual to individual; rather than having mostly similar bodies over the course of their life. Young daemons, often known derisively as imps, are small in stature and lack many of the more intimidating features of their older kin; while the oldest of their kind, archdaemons, often seem far more monstrous than human, reaching heights of 9’ or more and having natural armour and weapons such as chitinous pauldrons and blades extending from their flesh. These traits seem to evolve over time, affected by their family’s genetics but also from their approaches to living; as if their bodies actively adapt to their owner’s persona. This often means that the most powerful daemons are also the most confident and ambitious based on their physiology that stems from their psychology – and this certainly shows in the way their society works. Of additional note, most daemons tend to focus themselves around a particular one of the Seven Deadly Sins; having a sort of admiration for the tales that surround their existence – typically this choice is shared amongst their family, and often shapes their appearance and demeanour.
Daemon society could be compared to that of human magi, with a strong focus on family ties and family status; but overall the hierarchy is not dictated as much by position or heritage – instead, power is simply what is respected. The most respected of the daemon families are the ones who have fought or talked their way up to that position; leading to a range of complicated diplomacy behind the scenes of every daemon family. Backstabbing, infighting, blackmailing, framing and rebelling are all just part of the typical lives of a daemon; all with the end goal of getting to be ‘the best’, as all daemons are encouraged to do from the moment they are born. There is no real idea of morality amongst them, but yet there is a certain camaraderie expected between the daemons – even as one has a dagger pressed into their back, they are expected to smile as they find another working so hard to make it higher; it is just considered fair play to be beaten. In truth, despite this behaviour actual killing is looked down upon amongst the daemon families, as given the adaptable nature there isn’t much point to killing off the ones that may be weak now as they could be strong later; but maiming is still encouraged.
Despite this apparent constant infighting, daemons still managed to seem organised to outsiders; running their families akin to organised crime – they seem to revel in their own lack of morality given their society’s expectations, so such work comes naturally to them. However, they predominantly work with other races; as they value the part of other races in altering the power amongst their own kind. Having allies outside of the daemon families is always a great thing, since they’re the only people truly worth trusting; and with the way their contracting works it is always ideal to have at least one human partner alongside a daemon. It is thus common for some magus families to form long-lasting relationships with daemon families, even as the latter ends up reorganising itself so constantly.
All this said about the power-hungry habits of daemon, there is certainly some outliers to this attitude – it is formed around the beliefs of the society, so those who are left out of the loop or otherwise break out of it naturally have different attitudes. Some families amongst the daemons have strong moral or honour codes, or have simply broken away from the daemon society altogether and have settled into more reliable business. As the cultures of other races have spread some young daemons have simply branched off and decided to live their lives akin to humans or other supernatural beings instead; forgetting their supposedly natural ambitions altogether.
DAEMON LIMITATIONS
- Weaknesses: All daemon share these weaknesses.
- Seeing or being in the close proximity holy symbols or places will repel and paralyse them.
- Cannot entirely conceal their demonic nature via magic or otherwise, unlike succubi and incubi.
- Vulnerable to anti-demon magic and enchantments.
- Can be immediately expelled from an area or person using exorcism rites (defined by the ritual and its power).
- Cannot be turned into any other supernatural kind.
- Cannot learn and use Ki due to their inherently inhuman nature.
- Can learn and use Magic naturally, though almost all are specialised with infernal magic.
- Can have wings and in turn fly.
- Can establish contracts with members of other races.
- Can develop natural weapons and armour.
GENERAL DAEMON SKILLS/ABILITIES LIST
Please do note you can make your own Skills and Abilities. These are just suggestions.
Skills: You may take up Skills from the Human list from here.
Abilities:
Name: Contract of Belial
Description: A vital part of any daemon’s powers is the establishment of a contract with another soul – although a daemon is always an intimidating being akin to other supernatural races, with a contract they truly standout as monsters. A contract can only be established between a daemon and another race; they cannot be made between two daemons, including succubi and incubi. The contract is made via a magical ritual, although it tends to vary from family to family – the central points of it though is that the intent of the contract must be established, the contractor must give definite consent, and the daemon must taste the contractor’s blood.
The way the contract works is that the daemon is able to essentially leech their contractor’s power to bolster themselves, at the price of having to follow an intent defined by the contractor until it is completed. Typically contracts are formed for the sake of short-term goals or agreements – daemon gets to indulge in their Devil Trigger, in return for completing a particular task. However, long-term contracts between linked families’ members or business partners or just close allies do occur; often with more abstract or long-term goals. While in a contract, if given a clear order linked to the protection or completion of the goal of the contract the daemon must follow it regardless of their state or attitude; and are otherwise generally drawn to follow the initial intent unless they are especially opposed to it somehow or another. The contract is symbolised on both members bodies with a magical rune, iconic to the daemon who created it.
While under contract, the daemon is able to access their Devil Trigger ability, albeit at the expense of their contractor. When their ability is used, their contractor’s physical stats are all lowered a rank as they have their strength forcibly drained from them; although a contractor already at rank F will simply be physically disabled by the strain rather than being lethally affected by the drain. While this ability does not require the direct presence of the contractor, they must be within 100km of the contracted daemon in order to create the magical connection unless further magical tools are used to magnify it. It is possible for the contractor to essentially deny their contracted daemon’s Devil Trigger by force of will when the latter attempts to use it, but it is a quite painful process for both involved.
Rank: E
Name: Devil Trigger
Description: The iconic ability of daemons, this ability allows them to unleash their infernal potential entirely by borrowing the energy of another being as per the Contract of Belial. This generally involves a physical transformation and the unleashing of a daemon's "true" powers and nature; exaggerating their specialty and persona. While often straight-forward for combat-based daemons whom may simply become more menacing and clad in further natural armour and weapons, magic or persona-focused daemons are also clearly affected – those that are proud or noble may appear in more grandiose beauty and garb, or magic-focused daemons may attain a form that reflects their affinity. Using this ability allows them to have access to a special set of abilities and a set of associated spells/techniques. Meaning any rank in Devil Trigger will reflect the highest rank possible for any abilities that comes from "Triggering" along with its associated spells/techniques.
- C: All physical stats get + modifiers.
- S: All physical stats get ++ modifiers in each stat, instead of the earlier + modifiers.
Rank: S~E
Name: Natural Weapon (Type)
Description: The growth of a natural weapon from one’s body, typically from bone or chiton. Define your character’s natural weapon here, much like you would for weapons in equipment. Particularly try to define what it is made of and both its durability, size and position, and how quickly it can regrow.
Rank: S~E
Name: Natural Armour (Type)
Description: The growth of a natural armour from one’s body, typically from bone or chiton. Define your character’s natural armour here, much like you would for armour in equipment. Particularly try to define what it is made of and both its durability, size and position, and how quickly it can regrow.
Rank: S~E
Name: Flight
Description: The capacity of supernatural beings to fly via physical or magical means; but without the aid of spells. Lower ranks cover basic gliding and simple aerial mobility, while higher ranks allow for high-altitude adjustment and grandiose aerial manoeuvres.
Rank: A~E