Crossing Infernum with Ravenloft?

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Crossing Infernum with Ravenloft?

Post by Hell_Born »

I recently managed to pick up a copy of the Infernum trilogy, an OGL game from Mongoose Publishing, and I wondered if there were any possible things from it that might be useful in Ravenloft.

Among the things that suggest possibilities to me are: the actual Demons, which are less powerful than the standard D&D ones, and the possibility of replacing standard D&D classes/magic with the Mortal race-class and the Sorcery skill & rituals.

If anyone has any ideas, or if you need me to explain what I'm talking about, than please respond.
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Post by Jonathan Winters »

I would need more info, but am always looking for fun ways to tweak the system!

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Post by Hell_Born »

Basically, Inferum is a D20 game set in the Nine Circles of Hell- as Demon, Fallen Angel, or even a Mortal, your goal is to survive and eventually rise to power.

Basically, each of the three races -Demon, Fallen Angel and Mortal- is handled as a 20-level class. You choose a race to begin with, then "flesh it out" by selecting Breed and House for a Demon, and Standing for a mortal. These determine things like size, stat modifications, favoured skills and starting equipment.

Sorcery, as I mentioned before, is the closest thing the game has to magic. It's a skill used to perform various rituals, the three "keys" being rituals of Summoning, Warding and Binding.

Demons are a lot more vulnerable than D&D Outsiders- for a start, Demons need nourishment in the form of iliaster- a psychoplasmic fluid wrung from mortal souls. This is meat and drink to them- without it, they starve to death. More than that, they need it to power their innate "gifts", and to fuel their technology. This is trouble for mortals, who actually produce iliaster whilst still alive, but worse for angels- they're composed of the stuff.

Demons need to consume a daily ration of iliaster; one point per level each day. They can feed upon external iliaster, or drain their own internal reserves instead. Demons that fail to feed risk "dissolution"; gaining a number of temporary negative levels equal to the points of iliaster it has failed to consume. When temporary negative levels equal total character level, permanent negativel levels begin to accumulate. When permanent negative levels equal total character level, wave bye-bye as the demon dissolves into a puddle of plasm.

Demons reduced to negative hitpoints become "breached", and begin to leak stored iliaster at a rate of (1*hp below zero) per round. When iliaster is exhausted, the Demon begins losing Con and/or Cha (player's choice) at the same pace- not only are stat points lost this way gone permanently, when either stat is gone, the Demon is dead. Permanently. Fallen Angels also suffer breaching.

Infernum's Demons also need to sleep and breathe, and only have Fire Resistance 5.

...You know, I'd probably be able to explain things a little better if I knew what details you actually needed. If it's allowed, I can post the Demon class and the House & Breed details, or even the Mortal class and Standings.
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Post by Hell_Born »

This topic's gotten plenty of views, but no one's said anything yet. So I decided to put down the Demon "class". If this is against the rules, then simply tell me and I'll remove it post-haste. To clarify the mutations; Breed mutations are the mutations of the demon's actual race, House mutations are mutations unique to members of a specific house, Random mutations are chosen from the Random Mutations List and Chosen mutations means that its player's choice. Mutations are organised into "chains", and to take a "link" from a chain you must have the preceeding links (eg you can't take the third mutation in your breed chain unless you have the first and second ones)

Level Base Attack Good Save Poor Save Mutation Iliaster Reserve
1 +1 +2 +0 Breed/House 7
2 +2 +2 +0 Random 8
3 +3 +3 +1 Chosen 9
4 +4 +4 +1 Breed/House 10
5 +5 +4 +1 Random 11
6 +6/+1 +5 +2 Chosen 12
7 +7/+2 +5 +2 Breed/House 13
8 +8/+3 +6 +2 Random 14
9 +9/+4 +6 +3 Chosen 15
10 +10/+5 +7 +3 Breed/House 16
11 +11/+6/+1 +7 +3 Random 17
12 +12/+7/+2 +8 +4 Chosen 18
13 +13/+8/+3 +8 +4 Breed/House 19
14 +14/+9/+4 +9 +4 Random 20
15 +15/+10/+5 +9 +5 Chosen 21
16 +16/+11/+6/+1 +10 +5 Breed/House 22
17 +17/+12/+7/+2 +10 +5 Random 23
18 +18/+13/+8/+3 +11 +6 Chosen 24
19 +19/+14/+9/+4 +11 +6 Breed/House 25
20 +20/+15/+10/+5 +12 +6 Random 26
21 +21/+16/+11/+6 +12 +7 Chosen 27
22 +22/+17/+12/+7 +13 +7 Breed/House 28
23 +23/+18/+13/+8 +13 +7 Random 29
24 +24/+19/+14/+9 +14 +8 Chosen 30
25 +25/+20/+15/+10 +14 +8 Breed/House 31
26 +26/+21/+16/+11 +15 +8 Random 32
27 +27/+22/+17/+12 +15 +9 Chosen 33
28 +28/+23/+18/+13 +16 +9 Breed/House 34
29 +29/+24/+19/+14 +16 +9 Random 35
30 +30/+25/+20/+15 +17 +10 Chosen 36

I apologise for the table- didn't know how to fix it.
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Post by Hell_Born »

Breeds:
Artificer:
Ability Scores: Int +2, Str –2
Hit Dice: d6
Saving Throws: Good Fortitude & Will, Poor Reflex
Base Armour Bonus: +3
Natural Weapons: Claw 1d4
Breed Skills: Appraise (Int), Concentration (Con), Craft (any), Decipher Script (Int), Disable Device (Int), Handle Spawn (Cha), Knowledge (any), Sleight of Hand (Dex), Spot (Wis), Torture (Wis)
Skill Points/level: 6 + Intelligence Modifi er per level; quadruple skill points at 1st level
Size: Small. Artificers have a base movement of 20 feet per round

Chain of the Artificer
I – Machine Empathy (Mental): An artificer can listen to the groans and creaks of a machine to discern its nature or its problems. By making a Wisdom check (DC 10) and spending one minute examining a device, an artificer can determine the basic purpose and function of a device, its basic properties and whether or not it is damaged or functioning properly.

II – Improved Armour (Physical): Plates of armour and machine parts grow on the demon’s body. Its natural armour bonus increases by +3.
This link carries a drawback: the demon’s movement drops by 5 feet per round.

III – Remote Control (Psychic): By touching a machine, an artifi cer can establish a psychic link with the device. The artifi cer may now control the machine by spending one iliaster per round as if it was standing at the controls of the machine. An artificer may have only one such link at any time.

IV – Improved Armour (Physical): The demon’s armour now covers every inch of its body. Its natural armour bonus increases by another +3 (to a total of +6).
This link carries a drawback: the demon’s movement drops by another 5 feet per round (to a total of –10 feet).

V – Possess Machine (Psychic): An artifi cer may now physically merge with a machine by touching it; this works just like the normal form of possession, but only works on machines. The machine must have at least one moving part; a demon could possess a gun but not a sword using this ability.
This link carries a drawback; if an artifi cer is in physical contact with a machine when it is damaged, it takes part of the damage in proportion to its current hit points. For example, if a machine has 150 hit points and the artifi cer has 50 hit points, then the artificer takes one quarter of the damage dealt and the machine takes three quarters.


Beast:
Ability Scores: A beast can choose one of the following ability score packages:
• +2 Str, –2 Dex, Claw 1d6
• +4 Str, –2 Dex, –2 Cha, Bite 1d8
• +2 Dex, –2 Str, Claw 1d4
• +4 Dex, –2 Str, –2 Con, Claw 1d4
• +2 Con, –2 Cha, Bite 1d8
• +4 Con, –2 Cha, –2 Dex, Bite 1d10
Hit Dice: d8
Saving Throws: Any two Good, one Poor
Base Armour Bonus: +4
Natural Weapons: See ability scores above
Breed Skills: Concentration (Con), Craft (hellfire, script) (Int), Decipher Script (Int), Heal (Wis), Knowledge (any), Listen (Wis), Move Silently (Dex), Perform (any) (Cha), Sense Motive (Wis), Sorcery (Varies), Swim (Str), Torture (Wis)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Beast
I – Scent: A beast can detect the presence of hidden foes within 30 feet by scent alone. It can also track by scent by making a Survival check (DC 10 normally) to follow a trail.

II – Size Increase: This link carries a drawback; all armour and weapons must be specially made or adapted for the creature, as its shape becomes stranger. This doubles the cost of all such worn equipment.

III – Modified Ability Scores: Apply the ability score modifi ers for the beast’s chosen package again (adding a +2 bonus to bite or claw damage).

IV – Bestial Mind (Mental): The demon may now spend three iliaster to re-roll any Will saves against mind-affecting effects.
This link carries a drawback: the demon becomes a four-legged thing. It can no longer use its primary forelimbs for carrying or the fine manipulation of objects.

V – Modified Ability Scores: Apply the ability score modifi ers for the beast’s chosen package again (adding a +4 to bite or claw damage).


Deceiver:
Ability Scores: +2 Charisma.
Hit Dice: d8
Saving Throws: Good Will, Poor Fortitude & Reflex
Base Armour Bonus: +2
Natural Weapons: None
Breed Skills: Bluff (Cha), Concentration (Con), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Grovel (Cha), Hide (Cha), Knowledge (law, local, nobility & royalty)(Int), Listen (Wis), Sense Motive (Wis), Torture (Wis)
Skill Points/level: 6 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Deceiver
I – Fell Insight (Mental): The demon gains an unnatural insight into the thoughts and desires of others. The demon gains a +4 racial bonus to Diplomacy and Sense Motive checks.
This link carries a drawback; the demon develops a subtle physical fl aw that distinguishes him as a demon. This may be chosen by the Games Master or the Player (with the Games Master’s permission).

II – Possession (Psychic): By touching a target and spending five iliaster, the deceiver can attempt to possess the target. This is a full-attack action if done in combat and requires a touch attack.

III – Mesmeric Glance (Psychic, Mind-Affecting): The demon can now hypnotise enemies with a glance. This is a gaze attack that costs three iliaster to activate; the demon can maintain the gaze for as long as it wishes so long as it does not move. Those within 30 feet of the demon’s gaze must make a Will save each. If the victim fails one Will save, he is dazzled; if he fails two in a row, he is stunned, and if he fails three in a row, he is fascinated until the gaze ends.

IV – Hellfire (Hellfire): The deceiver can spit a gout of hellfi re. The gout is a cone ten feet long. Spitting the gout is an attack action that costs three iliaster.

V – Claim: The deceiver can now force others into Covenants. When it possesses a target, it may spend any amount of possession points to establish a Covenant of equal strength. Activating this ability costs seven iliaster and ends the possession.


Fiend:
Ability Scores: Dex +2, Con –2
Hit Dice: d10
Saving Throws: Good Reflex, Poor Fortitude & Will
Base Armour Bonus: +3
Natural Weapons: Claw 1d8
Breed Skills: Balance (Dex), Concentration (Con), Craft (Hellfi re), Diplomacy (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Warcraft (Int)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Fiend
I – Wings (Physical): The demon can now fly at 30 feet per round with average manoeuvrability.

II – Hellfire Bomb: At the cost of three iliaster, a fiend can create a fi ve foot wide sphere of hellfire around itself as an attack action. If the fiend is flying, then this globe falls from the fiend and drops up to 250 feet before vanishing. The fiend must make a ranged touch attack to hit with a dropped hellfire sphere and the sphere can only hit enemies below the fiend’s flight path. If created on the ground, the sphere acts as a five-foot burst before vanishing. The sphere automatically vanishes on contact with the ground.

III – Improved Flight/Size Increase: The demon’s flight speed increases to 60 feet per round with good manoeuvrability. Its size increases by one category.
This link carries a drawback; as the fiend’s wingspan increases, its wings become more vulnerable. The demon counts as being one size category bigger for the purposes of determining its armour class.

IV – Hellfire Breath: The demon can now fire a cone of hellfire 30 feet in length at a cost of five iliaster as an attack action. Creatures caught in the cone may make a Reflex save to take half damage.

V – Demon of the Wind: The fi end may now fly at a rate of ten miles per round, but cannot interact or attack when flying at this speed. This ability is used to travel swiftly across the skies of Hell.
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Post by Hell_Born »

Hulk:
Ability Scores: Str +4, Con +4, Dex –2, Int –4, Wis –2.
Hit Dice: d12
Saving Throws: Good Fortitude, Poor Reflex & Will
Base Armour Bonus: +4
Natural Weapons:
Claw 1d8, Secondary Bite 1d10
Breed Skills: Craft (Hellfire), Handle Spawn (Cha), Heal (Wis), Intimidate (Str), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str), Warcraft (Int)
Skill Points/level: 4+ Intelligence Modifier per level; quadruple skill points at 1st level
Size: Large – hulks have a reach of 10 feet.

Chain of the Hulk
I – Rage: A hulk can enter a rage once per day as a free action by spending five iliaster. In a rage, a hulk temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a –2 penalty to Armour Class. The increase in Constitution increases the hulk’s hit points by two points per level, but these hit points go away at the end of the rage when his Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, a hulk cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate and Ride), the Concentration skill or any abilities that require patience or concentration.
A fit of rage lasts for a number of rounds equal to 3 + the character’s (newly improved) Constitution modifier. At the end of the rage, the hulk loses the rage modifi ers and restrictions and becomes fatigued for the duration of the current encounter.

II – Size Increase.
This link carries a drawback; the hulk now cannot end its rage prematurely, nor may it leave a combat while there are foes still standing. It can overcome this bloodlust by making a Will save (DC 15).

III – Armour (Physical): The hulk’s natural armour bonus increases by +3.

IV – Size Increase.

V – Tireless Rage: The hulk is now no longer fatigued after raging.


Imp:
Ability Scores: Str –2, Con –2, Dex +4, Int +2, Wis +2, Cha –2
Hit Dice: d6
Saving Throws: Good Reflex & Will, Poor Fortitude
Base Armour Bonus: +2
Natural Weapons: Claw 1d4
Breed Skills: Appraise (Int), Balance (Dex), Bluff (Cha), Disable Device (Int), Gather Information (Cha), Grovel (Cha), Hide (Dex), Listen (Wis), Move Silently (Dex), Perform (Cha), Sense Motive (Wis), Spot (Wis), Tumble (Dex)
Skill Points/level: 4 + Intelligence modifier per level; quadruple skill points at 1st level
Size: Small. Imps have a base movement of 20 feet.

Chain of the Imp
I – Wings (Physical 2): The imp grows a pair of stubby bat wings. It can now fly at 40 feet per round with average manoeuvrability.

II – Shrink: The demon can now reduce its size to Diminutive at the cost of two iliaster per minute. Activating this ability is a free action. Only the demon shrinks – not its equipment or armour. This link carries a drawback; the imp becomes instinctively servile and fearful. It suffers a –4 penalty to any attempt to resist Intimidation.

III – Suggestion (Psychic): By spending three iliaster, the imp can make a suggestion to a target that can hear the imp’s voice. The target must make a Will save or follow the imp’s suggestion if it is reasonable; the suggestion manifests in the target’s mind as his own idea, so a suggestion that is totally out of character for the target is unlikely to work.

IV – Improved Shrink: The imp can now reduce its size to Fine at the cost of four iliaster per minute. Activating this ability is a free action. Only the demon shrinks – not its equipment or armour.

V – Possession: The imp can now physically possess creatures by shrinking, flying into their ear and controlling them by manipulating the brain. This works just like the normal form of possession, but the imp cannot be removed by exorcism.


Malcubi:
Ability Scores: Wis –2, Cha +2
Hit Dice: d8
Saving Throws: Good Reflex & Will, Poor Fortitude
Base Armour Bonus: +2
Natural Weapons: Claw 1d6
Breed Skills: Bluff (Cha), Diplomacy (Cha), Disguise (Cha), Gather Information (Cha), Heal (Wis), Listen (Wis), Perform (Cha), Ride (Dex), Seduction (Cha), Sense Motive (Wis), Torture (Wis)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Malcubi
I – Allure: Malcubi have a +4 racial bonus when making Seduction checks and a +2 to Diplomacy and Grovel checks. Furthermore, an incubus can sire new demons upon a mortal or noble demon female or succubus; a succubus can bear the children of mortals, incubi or male nobles. These demon pregnancies come to term in a very short time (1d12 weeks). The Book of the Tormentor has full rules for such halfdemons.

II – Flying (Physical 2): The malcubus grows wings giving it a flight speed of 50 feet (average).

III – Taste Dreams (Psychic): The malcubus can now spend three iliaster to enter the dreams of a mortal or demon it has touched. A malcubus can have a maximum number equal to its Charisma bonus of contacts for this power at any one time. While in the victim’s dreams, the malcubus can observe and make small changes to the dreamscape.
This link carries a drawback: the malcubus now loses one and half times as much iliaster as normal each night it sleeps alone.

IV – Dream Teleport: By spending ten iliaster when using the Taste Dreams ability, the malcubi can teleport to the sleeping body of the target of Taste Dreams.

V – Domination (Psychic, Mind-Affecting): The malcubus may now completely consume the thoughts and desires of another creature by spending five iliaster when inside a target’s dreams. The target is allowed a Will save; if this is failed, the target suffers a –4 distraction penalty to all skill checks and a –10 penalty to resist the malcubus’ infl uence. This is a mind-affecting effect.


Slaver:
Ability Scores: Str +2, Int –2
Hit Dice: d8
Saving Throws: Good Fortitude, Poor Reflex & Will
Base Armour Bonus: +3
Natural Weapons: Claw 1d6
Breed Skills: Appraise (Int), Craft (torture devices, weapons and armour), Diplomacy (Cha), Escape Artist (Dex), Gather Information (Cha), Handle Spawn (Cha), Heal (Wis), Intimidate (Str), Jump (Str), Listen (Wis), Ride (Dex), Search (Int), Survival (Wis), Torture (Wis)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium

Chain of the Slaver
I – Soulshape: The demon can physically reshape damned souls, automatically gaining the Craft (soulshaping) skill as a favoured skill. Activating this ability costs one iliaster per three levels of the target soul.

II – Size Increase.

III – Command (Mind-Affecting): A slaver can spend five iliaster to issue a one-word command; anyone within a 40-foot cone in front of the slaver must make a Will save or obey the command for one round. This is an attack action.
This link carries a drawback; the demon’s taste for cruelty grows. If a slaver’s target in combat or torture surrenders or is reduced to 0 hit points, the slaver must make a Will save (DC15) to prevent itself continuing to attack or torture the victim for 1d4+1 rounds. It may choose to feed from a breached demon instead of attacking or torturing it.

IV – Size Increase.

V – Terror of the Slaver (Mind-Affecting, Fear): A slaver may spend five iliaster when facing one or more damned souls. The slaver then makes an Intimidate check as an attack action. The souls must make a Will save (DC equals the result of the Intimidate check). If the soul fails, it is panicked for 1d6 rounds. This ability affects a maximum number of souls equal to the level of the slaver, affecting the closest souls first.


Stalker:
Ability Scores: Con +2, Cha –2
Hit Dice: d8
Saving Throws: Good Fortitude & Reflex, Poor Will
Base Armour Bonus: +3
Natural Weapons: Bite 1d6, Secondary Claw 1d4
Breed Skills: Climb (Str), Escape Artist (Dex), Gather Information (Cha), Handle Spawn (Cha), Hide (Dex), Intimidate (Str), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)
Skill Points/level: 4 + Intelligence Modifier per level; quadruple skill points at 1st level
Size: Medium. Stalkers have a base movement of 30 feet.

Chain of the Stalker
I – Scent: A stalker can detect the presence of hidden foes within 30 feet by scent alone. It can also track by scent by making a Survival check (DC 10 normally) to follow a trail.

II – Swift Movement (Physical): The stalker’s legs grow longer and its movements grow swifter. Its base movement increases by ten feet.

III – Shadow Dreams (Psychic): If the Stalker is hunting a target, it may project nightmares at that target. The target must make a Will save when sleeping; if the save is failed, then the target does not recover from fatigue by resting that night. Activating this ability costs three iliaster per use and can only target one enemy at a time.
This link carries a drawback; the Stalker becomes obsessed with its target. When hunting a target, the stalker suffers a –2 penalty on all skill checks not directly related to locating its prey.

IV – Know the Prey (Psychic): If a stalker has tasted the blood, plasm or ichor of a creature, it can spend one iliaster to know what that creature perceives and feels that round.

V – Burst of Speed: The stalker can move with incredible speed; it doubles its movement and gains an extra attack at its full bonus when making a full attack action. It also gains a +2 bonus to Armour Class. Activating this ability for one round is a free action and costs three iliaster.
This link carries a drawback; the stalker can now only gain half the normal amount of iliaster from any source other than creatures it has personally hunted down.
Last edited by Hell_Born on Tue Apr 03, 2007 3:28 pm, edited 1 time in total.
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Post by Hell_Born »

Houses:
House Astyanath
Favoured Skills: Craft (torture device) (Int), Diplomacy (Cha), Grovel (Cha), Intimidate (Cha), Perform (Cha) and Torture (Wis)
House Feat: Exotic Weapon Proficiency (flayer) or (stinger).

House Chain of Astyanath
I – Thorns (Physical): Small barbs and hooks grow from the demon’s skin and spine, remarkably like the thorns of a rose. The demon adds 1d4 points of damage to any attacks it makes with natural weapons or through grappling.

II – Endure Agony: The Astyanath can continue to fi ght while reduced below zero hit points, at the cost of one iliaster per round.

III – An Understanding (Psychic): By establishing a psychic link with the victim of torment, the Astyanath can precisely understand which tortures the victim is most vulnerable to. The demon gains a +4 insight bonus to Torture checks.
This link carries a drawback; the demon’s love for pain makes it vulnerable to injury. If the demon suffers a critical hit, it must make a Will save at a DC equal to the damage suffered or be stunned for 1d4 rounds as it enjoys the suffering.

IV – Pleasure for Pain (Mental): The Astyanath now feels pleasure when injured. It gains a +2 morale bonus to all attack rolls or Will saves made in any round when it has taken damage since its last action.

V – Astyanath’s Kiss (Psychic, Mind-Affecting): By touching a foe, the demon can cause that target to suffer unimaginable agony. The demon spends any amount of iliaster as a free action when activating this ability. Immediately and at the start of every round thereafter until the effect ends, the victim must make a Will save. The DC of the Will save is increased by +3 for every point of iliaster spent when activating this ability. If the Will save is failed, the victim is stunned for one round. The DC for the Will save drops by –1 each round until reduced to DC 0, whereupon the effect ends.


House Carthenay
Favoured Skills: Appraise (Int), Concentration (Con), Decipher Script (Int), Knowledge (architecture, law, history, local) (Int), Sleight of Hand (Dex) and Search (Int)
House Feat: Iron Will

House Chain of Carthenay
I – Misers and Lawyers (Mental): Carthenay delights in legal trivia and obscure sub-clauses and the best way to get one over on a foe is to remember everything. By spending one iliaster, the demon can precisely recall some detail of a conversation or encounter as if it had a perfect photographic memory.

II – Shit Gold: By spending one iliaster, the demon can produce 1d4 horn coins from any orifice.

III – Rationed Blood: When injured, the demon can essentially negotiate a repayment scheme with its foe. Instead of taking the full damage from an attack, the demon spends five iliaster. It then takes half the original damage that round. In the subsequent rounds, the demon takes a fraction of the remaining damage each round. The fraction is determined by how long the demon wishes be repaying the wound for; if the demon wishes to pay over 20 rounds, it takes 1/20th of the remaining damage each round. Once the wound is repaid, the demon must pay interest on the injury. It takes a further amount of damage equal to the number of rounds it repaid the injury over.

IV – Transmutation: By touching an inanimate object, the demon can transform it into gold. The demon must spend one iliaster per five pounds of weight of the object. Devices with moving parts are rendered useless when turned to gold; simple weapons still work, but suffer a –2 penalty to all attack rolls and break or blunt after a successful attack. If the targeted object is in the possession of another character, that character may make a Will save to resist the transmutation.

V – Carthenay’s Deal (Blasphemous): The demon may now attempt to forcibly purchase the soul of another. The demon must touch the target and spend two iliaster per level of the target. If the demon does not spend enough iliaster, nothing happens. The two then make three opposed Will saves; the winner gains a Covenanted debt from the loser. This debt begins at a Strength of 20.


House Glabretch
Favoured Skills: Bluff (Cha), Craft (soulshaping) (Int), Disguise (Cha), Grovel (Cha), Handle Spawn (Cha), Heal (Wis), Knowledge (arcana)(Int) and Sorcery (varies)
House Feat: Toughness.

House Chain of Glabretch
I – Fungal Coating (Physical): The demon’s hide becomes coated with a thick layer of filth and disgusting growths. This gives it a Damage Reduction of 2/fire.
This link carries a drawback; the demon suffers a –2 penalty to all Seduction checks.

II – Lesser Fortification: The demon’s innate toughness, coupled with the general rot of its flesh, means that it can shrug off damaging attacks. If the demon suffers a critical hit, there is a 25% chance that the critical hit is reduced to a normal hit.

III – Ghastly Vitality: The bacteria and parasites of the demon’s body grow to macroscopic size and fall under the demon’s control. Platelets the size of a man’s thumb and blood cells the size of eyes crowd their way through the demon’s veins. The demon can now spend one iliaster to heal 1d6 points of damage to itself. Spending iliaster in this fashion is a full-round action and any amount may be spent at a time.

IV – Greater Fortification: There is now a 50% chance that any critical hits dealt on the demon become normal hits.

V – Glabretch’s Wallow (Blasphemous): The demon’s spiritual corruption becomes manifest. By spending one iliaster, it gains Damage Reduction/holy equal to its Corruption score for one round.


House Haimon
Favoured Skills: Concentration (Con), Craft (soulshaping) (Int), Decipher Script (Int), Knowledge (arcana, law) (Int), Move Silently (Dex) and Sorcery (varies)
House Feat: Skill Focus.

House Chain of Haimon
I – Cold as the Dead (Mental): House Haimon demons are notoriously cold and unfeeling, which gives them an advantage in negotiations. The demon gains a +4 racial bonus to any attempts to resist Influencing attempts.
The demon’s flesh turns cold and chill when this link develops.

II – Soulshape: The demon can physically reshape damned souls using the Craft (soulshaping) skill. Activating this ability costs one iliaster per three levels of the target soul.

III – Animate Dead (Blasphemous): By touching a corpse and a damned soul at the same time, the demon can implant the soul in the body as an animated corpse. This costs one iliaster per three levels of the soul; unwilling targets may make a Will save to resist the demon. See Book of the Tormentor for rules on animated corpses.

IV – Master of Sorcery (Mental): The House Haimon seal appears on the demon’s forehead. The demon gains a +4 insight bonus to all Sorcery checks.

V – Haimon’s Way (Blasphemous): When this link manifests – nothing happens. However, at any point after that, the demon can choose to kill itself and reanimate its body as an undead thing. When this is done, the demon is instantly restored to full hit points. It can continue to gain levels, but gains no further mutations. However, it also no longer needs to feed on iliaster to survive and is not subject to dissolution.


House Lictat
Favoured Skills: Bluff (Cha), Craft (any) (Int), Gather Information (Cha), Handle Spawn (Cha), Hide (Dex) and Ride (Dex)
House Feat: Any
Due to their relative youth, House Lictat doesn't have a House Chain yet; demons instead gain a Random mutation.
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Post by Hell_Born »

House Oblurott
Favoured Skills: Appraise (Int), Diplomacy (Cha), Drive (Dex), Handle Spawn (Cha), Knowledge (local, nobility & royalty) (Int), Perform (Cha) and Torture (Wis)
House Feat: Weapon Focus (bite)

House Chain of Oblurott
I – Gross Flesh (Physical): The demon becomes obscenely fat. This gives it Damage Reduction 5/slashing.
This link carries a drawback; the demon’s flying speed (if any) is reduced by one third (round down).

II – Metabolism Control: The demon becomes able to control its own metabolism. By spending two iliaster, it gains a +4 bonus to one Fortitude save.

III – Excess Growth: The demon can now spread unnatural vitality and growth to those around it. By touching another creature and spending five iliaster, the demon can cause that creature to experience one day of growth. The target may make a Fortitude save to resist this effect. The target regains hit points, ability damage and so on as if it had rested for a full 24 hours, but also must spend iliaster/eat food as if 24 hours had passed.

IV – Insatiable Hunger (Psychic, Mind-Affecting): The demon’s aura now instils a feeling of hunger in those around it. Anyone within 30 feet of the demon who is not feeding in some fashion suffers a –2 distraction penalty to all attack rolls and skill checks due to the constant gnawing hunger. The target may make a Will save to resist this effect.
This link carries a drawback; the demon grows so fat that its movement is reduced by ten feet.

V – Oblurott’s Hunger (Mind-Affecting): The demon’s appetite is so great that it can make others eat themselves. The demon targets any one creature affected by its aura of Insatiable Hunger and spends seven iliaster. That target must spend its next action eating, either through conventional means or by making a bite attack on the nearest target. The target may make a Will save in each round after the first to throw off the hunger; if the save is failed, the target must continue eating (or trying to) and can do nothing except feed its hunger.


House Riethii
Favoured Skills: Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Seduction (Cha) and Sense Motive (Wis)
House Feat: Related Knowledge

House Chain of Riethii
I – Demonic Allure (Physical): The demon becomes more sexually attractive, either through obvious transformations (in the case of humanoid creatures like malcubi) or through pheromones (in the case of Beasts and other bizarre monsters). The demon gains a +4 bonus to Seduction checks.

II – Sweet-Smelling Vapours (Mind-Affecting): The demon can now breathe out a pinkish vapour that saps the will of those who inhale it. Exhaling this vapour costs the demon three iliaster; all within the demon’s reach are affected by it. Exhaling the gas is a move action. Those who inhale the gas must make a Fortitude save; if the save is failed, the victim suffers a –2 penalty to all Will saves and Concentration checks while in the demon’s presence.

III – Endurance: The Riethii are notorious tireless. The demon is immune to the effects of fatigue or exhaustion.

IV – Drain Strength: By touching or kissing another character, the Riethii may drain strength or iliaster from the target. Activating this ability costs two iliaster. The target is permitted a Fortitude save to resist. If the saving throw is failed, the victim suffers 1d6 points of temporary Strength damage or loses 1d6 points of iliaster. The Riethii gains an equal amount to the Strength or iliaster lost.

V – Riethii’s Embrace (Blasphemous): The Riethii now exudes corruption. Anyone who engages in physical congress with the demon commits an SR 20 sin.


House Sturrach
Favoured Skills: Climb (Str), Craft (hellfire) (Cha), Drive (Dex), Intimidate (Str), Knowledge (history, infernography) (Int), Ride (Dex), Spot (Wis) and Warcraft (Wis)
House Feat: Martial Weapons Proficiency

House Chain of Sturrach
I – Warrior’s Horns (Physical): The demon develops the distinctive curved horns of the House. This gives the demon a +2 bonus to armour class.
This link carries a drawback; the demon can no longer wear headgear that is not specially made for it.

II – Combat Gland (Mental): The demon can now enter a chemical combat trance while fighting. It may enter this trance as a free action by spending any amount of iliaster. The trance lasts for one round per point of iliaster spent. While in the trance, the demon gains a +2 bonus to attack rolls, but cannot take any actions except attack actions and activating combat mutations.

III – Taste for Blood: The demon can now lick the blood or ichor from its blade or claws when it attacks another character and gain sustenance from it as a move action. The demon is healed of 1d4 points of damage after each round it wounds another character. Note that this requires the demon drink the blood of its foes, which may have ill effects.

IV – War Form (Shapeshift): The demon may alter its body into a war form. When this link is selected, the demon may select one or more links that it does not have in Chains it already possesses. The demon may now gain access to those links while in its war form. Shifting into the war form costs five iliaster per link. If the demon gains one of the war-form’s links normally, it may select another link in a chain to replace it for the war-form. The demon remains in war-form for one round per character level.

V – Sturrach’s War (Mental): The demon becomes a master general. It may spend any amount of iliaster to gain a point-for-point insight bonus to a Warfare check. Any amount of iliaster can be spent activating this ability.


House Zethu
Favoured Skills: Concentration (Con), Craft (any)(Int), Decipher Script (Int), Drive (Dex), Knowledge (any)(Int) and Sorcery (varies)
House Feat: Exotic Weapons Proficiency (shattergun)

Chain of House Zethu
I – Demonic Insight (Mental): The demon may spend three iliaster to take 15 on any skill check that involves evil works and malice, such as Craft (torture device), various forms of Infl uencing, Torture, Sorcery and so on. Taking 15 works just like taking 10 or 20.

II – Boost: The demon gains the Boost Armour or Boost Weapon feat and may use it despite being a demon.

III – Sorcerer’s Blood: The blood of the Zethu is awash with magical energy. The demon may convert its hit points into iliaster when casting sorcerous rituals at a rate of three hit points to one iliaster. Converting hit points in this fashion is a free action.

IV – Evil Thoughts (Mental): The demon’s mind becomes progressively more twisted. When this link is selected, the demon may transfer ability score points from its Charisma and Wisdom to its Intelligence. This transfer is on a one-for-one basis and is permanent.

V – Zethu’s Thought: The demon may now use Intelligence as the controlling attribute for all Sorcery checks, no matter what the ritual is.


Non-House demons can't receive House mutations and presumambly can select a random mutation like House Lictat demons. The favoured skills of these demons are as follows:
Unaligned Demons- Survival (Wis), Torture (Wis) and any four others.

Mercenary Demons- Survival (Wis), Warcraft (Int) and any four others.

Free Cty Demons- Craft (Any) (Int) and any five others.
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Post by Spiteful Crow »

Finally got my hands on it. :D

I don't think it'd mix too well with Ravenloft, though. As cool as assaulting Castle Avernus with a demon tank would be. :P
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Post by Hell_Born »

I wasn't thinking about anything like that- I'm not completely raving mad (well, at least not in that way). I was thinking, as I mentioned before, more along the lines of replacing the existing character classes with the Mortal class, or replacing magic with Sorcery, or (and this seems to me now to make the most sense) the possibility of having a Stalker or somesuch roaming Ravenloft, confused, hungry and in a psychopathic fury.
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Post by alhoon »

Spiteful Crow wrote: As cool as assaulting Castle Avernus with a demon tank would be. :P
? Avernus is the first layer, what are you talking about.

Actually I think the class isn't enough to replace the spellcasting ones. However a strange extraplanar creature (I like my fiends to be like the core D&D fiends) seeking to sustain itself and its powers from mortals seems quite in contex! :)

Did you liked the book? Would you like to rate it? i.e How many out of 5 lost souls?

I'm thinking on buying it from drivethruRPG to check it. I agree on fiends needing to feed and sleep, but not on ... something. However, another extraplanar race/outsider type seems cool, if not made into a "true" demon or devil.
Example: Some inhabitants of acheron, outsider/extraplanar could be like that.
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Post by Spiteful Crow »

alhoon wrote:Avernus is the first layer, what are you talking about.
Also the name of Azalin's castle. :P
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Post by Hell_Born »

Rating it, huh? Well, I'm a bit biased, but I'd go for a 4- 3.5 at the least. Its very well detailed and a distinctive take on its subject, it has new skills and even new ways of handling old ones that might be usable for other games, detailed rules for handling things like possession, sinning and corruption...

There are afew nitpicks though. On some pages, the words end up being placed in the coloured border at the bottom of the page, making them very hard to make out (fortunately, it's mostly fluff text, and as you're thinking about getting the e-book version from DTRPG you can just copy/paste it to a word doc. to read what it says) and some of those contradictions and absences that tend to plague rpgs of all types- off the top of my head, demons are listed as being Corruption 15 in the "Races of Infernum" section and Corruption 20 in the Corruption section. Seeing as how Faustians (Mortal Sorcerers) start with 10+1D6 Corruption, I'd say it's the latter that's right.

All in all, it depends on what you want. From the replies here, it may be difficult to take anything besides the skills for use in conventional D&D games, but for more homebrewed settings it's useful. Want to make a setting where magic is low-powered and ritualistic? Lift the Sorcery skill and tinker with the rituals to better fit your goals. Want to play a setting without the traditional D&D classes? Use the Mortal class, so every individual is the same, yet unique. And of course, for the actual setting itself -struggle and survival in the depths of hell- it's perfectly suited.

Just a word of advice; while the Book of the Damned contains all the rules for actually playing, I'd also recommend picking up the Book of the Tormentor as well- the GM's book. The Book of the Conquerer -which covers mass combat and also campaigns- is a bit less vital.
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Post by alhoon »

Interesting. Thanks.

About Avernus... I didn't even thought of that until much later!
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