Kevin Sanwell, Unseelie Knight

   Kevin is a high-end power build for the Federation-Apocolypse Campaign. Sadly, thanks to his unsavory nature, he’ll probably need every advantage he can get. Of course, there is hope that he can rise above his demonic origins…

Background:

   There is a popular cliche of fantasy. A school for young mages, taught by ineffectual adults who leave resolving all kinds of problems up to the students. You usually find this kind of production in the “young adult” sections, filled with cheery life lessons and morals about the perils of evil, the value of hard work and friendship, and the need for self-reliance.

   While there are thousands of literary variations, and have been not a few multimedia adaptions over the centuries, only a few have achieved enough success to be widely recognized, to have reached a high level of reality in the manifold, and to have drawn sizeable numbers of would-be students during the early days of the Opening.

   One of those fanciful schools drew the attention of thirty or forty youngsters and at least two groups of more adult adventurers. As is the nature of a strongly-established realm, visitors tended to be fitted into acceptable roles. The youngsters fitted in readily as students, while the adults tended to be put into roles as teachers, founders, and – occasionally – recruiters for the dark side of the magical realms.

   One such adventurer chose to teach a course in pistols as a “defense against the dark arts”, on the general theory that – while he was no mage – few things cramped an enemies spellcasting style like a bullet through the head. One of his friends, currently infused with enormous demonic energies, created some special weapons for the kids – pistols of terrible, demonic, magical potency. Not fully understanding the binding and corruptive nature of demonic gifts, he accidently bound the students souls to him. While he released them later, he had still infused them with demonic energies – permanently transforming them. Drawn to the darker reaches of the manifold, they joined the wilder, “unseelie”, fey – or grew to take on the roles of junior demons who can readily enter the Core.

   One youngster in particular has returned to Core Earth. After all, those other youngsters (he’s not yet powerful enough to bind an adult to him) who are willing to accept the darkness and make a pact with him “obviously” deserve to become his property, agents, power-sources, and sales-stock for a few centuries or millennia. Eventually their spirits will grow strong enough to escape the bond and their awakened powers will be theirs to keep. From his point of view, that’s fair enough. After all, he did it…

Kevin Sanwell, A.K.A. Arpherion

   L2 Unseelie Knight of Curennos/Would-Be Demon Lord, Federation-Apocalypse Campaign.

 

+1 ECL “Race”: Demonically-Infused “Pureblooded” Human (63 CP):

  • Fast Learner/Specialized in Skills: +2 SP/Level (6 CP).
  • +4 Intelligence (Normally 24 CP, reduced to 12 CP by world laws).
  • +2 to any one attribute (normally 12 CP, reduced to 6 CP by world laws).
  • +1 to any four attributes, (normally 24 CP, reduced to 12 CP by world laws).
  • Immunity/Aging (uncommon/minor/minor, 2 CP).
  • Grant of Aid: May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 6 CP), with the Regenerative option (3 CP).
  • Extraordinary Returning (Specialized: Requires Summoning Ritual, 3 CP)
  • Enhanced Health: +1 Bonus d0 Hit Dice (Essentially + [Con Mod] HP, 4 CP).
  • Hellcat (Leopard) Totem: Shapeshift, Attribute Modifiers (Str +6, Dex +8, Con +4, +10 Move, +1 Natural Armor, +8 to Agility and Stealth skills, Low-Light Vision, and Scent), Hybrid Form, Clear Speech, Variants (Human Appearance). Specialized: Leopard Form Only, Corrupted: Cannot actually Change Forms (27 CP base, net cost 9 CP).
  • Basic Witchcraft (6 CP)
  • Template Disadvantages: Blocked (Clerical Magic) and Obligations (Must adhere to Contracts).

Available Character Points:

   Disadvantages: History, Recorder, and Hunted (Exorcists, White Magicians, +10 CP), Duties (regular offerings, +2 CP/Level), and +6 CP for his L1 Feat. Total: 48 CP L1 Base + 18 = 66 CP.

   Two Witchcraft Pacts (Spirit and Duties: claiming other souls): This pays for the last 12 points of Basic Witchcraft ( Power 21, DC 17 Will Save. Available abilities: Glamour, The Hand of Shadows, Healing, Hyloka, Infliction, The Inner Eye, and Shadowweave).

Basics (4 CP):

  • Attributes: Strength 22/+6 (DR 6/-), Dexterity 22/+6, Constitution 18/+4 (4 magic points), Intelligence 20/+5, Wisdom 14/+2, and Charisma 18/+4 (8 free contacts). Rolled Attributes: 15, 15, 13, 16, 13, 14
  • Saves: Fortitude +0 (0 CP) + 4 (Con) = +4, Reflex +0 (0 CP) + 6 (Dex) = +6, Will +0 (0 CP) + 2 (Wis) = +2.
  • Hit Dice: L1d8 (4 CP). HP 8 + (2x Con Mod) = 16 HP
  • Languages (6): English, Infernal, Sylvan, Latin,

Combat Information (0 CP):

  • Proficiencies: All Simple and Martial Weapons and Small Arms (12 CP, -12 from Dex = 0 CP).
  • Move: 40
  • Initiative: +6
  • BAB: +0 (0 CP)
  • Armor Class: 10 (Base) + 6 (Dex) + 2 (Wis, per world rules) + 4 (Military Smartclothes) = 22 (and DR 10/- due to Smartclothes, AC 26 and DR 14/- vrs physical attacks due to heavy effector module).

Usual Weapons:

   Plasma Pistol. +11/+11 (BAB +0, +6 Dex, +4 Martial Art, -2 Rapid Shot), Crit 20/x2, 50 Shot Magazine, 40′ range increment. May draw as a free action, automatic knockdown on a critical hit.

   Forceblade. + 12 (BAB +0, +5 Str, +4 Martial Art, +3 Equipment), 2d8+8, Crit 19-20/x2. Combat Reflexes, Deflect Arrows, Whirlwind Attack

   Forceblades gain a +3 to Hit and Damage as well as an extra die of damage. They’re otherwise roughly equivalent to classical bladed weapons.

Purchased Abilities:

  • Demon Master (8 CP): Leadership (2x [ECL + Cha Mod] [12] ECL 1 followers) , Emperor’s Star x 3 (24 CP, Specialized: Must actually seek out followers, Corrupted: must personally transform them.
  • Demonic Pacts (11 CP): Channeling/Negative Energy 3/Day (Specialized, only for Spell Conversion, 3 CP), Conversion to 4 x L5 Effects (Specialized: requires hour-long ritual, double effect, Corrupted: blatant black magic, 8 CP). Available Effects: “Grant Desire” (L6 Anyspell Effect), “Demonic Infusion” (May apply a +1 ECL template/transform abilities, seal witchcraft pacts, and apply bindings, target must pay back the points added before they can advance further), Transfer Thrall (Transfers the mystical links and grants someone else ownership of a Demon Thrall), and True Polymorph.
  • Dark Magic (20 CP): Path of the Dragon: Shaping (6 CP), Pulse of the Dragon (6 CP), Heart of the Dragon (L1 Effects, 18 CP). All Specialized: Abjuration, Evocation, and Transmutation only, Double Effect (L2 Effects), Corrupted: Must gesture and chant.
  • Diplomatic Immunity in Core (3 CP)., Privilege: may recruit/hold slaves, etc.
  • Reality Shifting: 2d6 Mana, Reality Editing option. Corrupted: Outside of the Core using this blatantly displays his supernatural nature (8 CP)
  • Preternatural Reflexes (3 CP): Reflex Action (3/Day option, Specialized: defensive actions only)
  • Skill Points: 9 CP + 8 (Racial) + 20 (Int) = 37

Broad Skills (All +5 Int):

  • Physical Skills: Acrobatics +20 (1 SP, +6 Dex, +8 Racial), Blade Expert Martial Art +13 (2 SP +6 Dex), Pistol Expert Martial Art +13 (2 SP +6 Dex), Stealth +20 (1 SP, +6 Dex, +8 Racial),
  • Knowledge Skills: Quantum Realities +13 (1 SP), Theology +13 (1 SP), Psychology +15 (3 SP), Magical Theory +13 (1 SP), Mythology +13 (1 SP),
  • Perception Skills (all +2 Wis): Spot +8 (1 SP), Listen +8 (1 SP)
  • Other Skills: Computer Operations +1 (1 SP, +5 Int), Gadgetry +12, (1 SP, +6 Dex).

Narrow Skills (All +5 Int +5 Training):

  • Physical Skills: Balance +25 (1 SP, +6 Dex, +8 Race), Climb +24 (1 SP, +5 Str, +8 Race), Jump +25 (1 SP, +6 Dex, +8 Race).
  • Knowledge Skills (All +5 Int): Demonology +19 (4 SP), Fey Lore +16 (1 SP), Contract Law +18 (3 SP), Core Earth Law +16 (1 SP), England +16 (1 SP), Witchcraft +16 (1 SP), Zoology +16 (1 SP), Poisons and Antidotes +16 (1 SP)
  • Other Skills: Seduction +15 (1 SP, +4 Cha), Climb +25 (1 SP, +6 Dex, +8 Race), Dimensional Navigation +13 (1 SP, +2 Wis), Negotiation +15 (1 SP, +4 Cha).

 

Pistol Expert Martial Art (Dex):

  • Requires Weapon Proficiency (Pistols, Small Arms, or Similar), Dex 14+.
  • Basic Abilities: Attack 4, Power 2, Toughness 2, Defenses 2
  • Advanced and Master Techniques: Mighty Blow, Prone Combat, Rapid Shot, and Quick Draw.
  • Occult Techniques: None (The price of minimal requirements)
  • Known Abilities: Attack 4, Rapid Shot, Quick Draw, Mighty Blow.

Blade Expert Martial Art (Dex):

  • Requires Weapon Proficiency with Forceblades
  • Basic Abilities: Attack 4, Power 2, Defenses 4
  • Advanced and Master Techniques: Quick Draw, Combat Reflexes, Deflect Arrows, and Whirlwind Attack.
  • Occult Techniques: None. (The price of minimal requirements)
  • Known Abilities: Attack 4, Combat Reflexes, Deflect Arrows, Whirlwind Attack.

.

Demon Thralls/Slaves/Familiars:

“Pureblooded” Human Racial Bonuses:

  • Fast Learner/Specialized in Skills: +2 SP/Level (6 CP).
  • +4 Intelligence (Normally 24 CP, reduced to 12 CP by world laws).
  • +2 to any one attribute (Chr) (normally 12 CP, reduced to 6 CP by world laws.
  • Immunity/Aging (uncommon/minor/minor, 2 CP). Can expect to live for several centuries without much of any signs of aging.
  • Grant of Aid/Specialized (requires several hours): May heal 1d8+5 damage OR 1d3 points of attribute damage OR one negative level once per three levels per day or part thereof, 3 CP), with the Regenerative option/Corrupted (requires lots of food and rest, 2 CP), allowing them to slowly regrow lost limbs and organs.

Demon Thrall Template (+32 CP/1 ECL, +3 Granted Positive Levels):

  • Extraordinary Returning (Specialized: Requires Summoning Ritual, 3 CP)
  • 2d6 Mana (choice of effects, 12 CP),
  • Mystic Link with Master (Corrupted: allows communications and the transference of small amounts of mana and its effects only, 6 CP),
  • Blessing (Specialized in Mana and Magic Points, Corrupted only with Master, 2 CP, normally works over the Mystic Link only).
  • Enhanced Health: +2 Bonus d0 Hit Dice (Essentially + [2 x Con Mod] HP, 8 CP, required to qualify for the Leopard Totem).
  • Hellcat (Leopard) Totem: Shapeshift, Attribute Modifiers (Str +6, Dex +8, Con +4, +10 Move, +1 Natural Armor, +8 to Acrobatics and Jump, +4 to Stealth, Low-Light Vision, and Scent), Hybrid Form, Clear Speech, Variants (Human Appearance). Specialized: Leopard Form Only, Corrupted: Cannot actually Change Forms (27 CP base, net cost 9 CP).
  • Shapeshift (6 CP)
  • Eliminate restrictions on Pureblooded Human Grant of Aid (4 CP)
  • Two Witchcraft Pacts (Spirit and Duties: Loyalty to Master) plus Disadvantages: Blocked (Clerical Magic) and Obligations (To Master).This pays for Basic Witchcraft (20 Power, DC 14 Will Save, choice of seven powers from the basic list excluding The Adamant Will).
  • Positive Level Effects: + 18 CP (Included), +3 BAB, +3 Saves, +3 AC.

 

Standard Youthful Thrall: L0 (3+ 3x Con Mod HP), 24 CP + 3x Int Mod SP.

  • Attributes: Strength 20/+5 (DR 5/-), Dexterity 22/+6, Constitution 18/+4 (4 magic points), Intelligence 18/+4, Wisdom 14/+2, and Charisma 16/+3 (6 free contacts).
  • Saves: Fortitude +0 (0 CP) +3 (Positive Levels) + 4 (Con) = +7, Reflex +0 (0 CP) +3 (Positive Levels) + 6 (Dex) = +9, Will +0 (0 CP) +3 (Positive Levels) + 2 (Wis) = +5.
  • Languages (5): English, Infernal, Sylvan, Latin, one of choice

Combat Information (2 CP)

  • Proficiencies: All Simple and Martial Weapons and Small Arms (12 CP, -12 from Dex = 0 CP).
  • Move: 40
  • Initiative: +6
  • BAB: +0 (0 CP) +3 (Positive Levels) = +3
  • Armor Class: 10 (Base) + 6 (Dex) + 1 (Wis, per world rules) + 2 (Smartclothes) +3 (positive levels) = 22 (Total DR 7/- due to Smartclothes, AC 24 and DR 9/- vrs physical attacks due to standard effector module)

Usual Weapons:

   Plasma Pistol. +13/+13 (BAB +3, +6 Dex, +4 Martial Art, -2 Rapid Shot), Crit 20/x2, 50 Shot Magazine, 40′ range increment. May draw as a free action.

   Forceblade. + 15 (BAB +3, +5 Str, +4 Martial Art, +3 Equipment), 2d8+8, Crit 19-20/x2. Combat Reflexes, Deflect Arrows.

   Forceblades gain a +3 to Hit and Damage as well as an extra die of damage. They’re otherwise roughly equivalent to classical bladed weapons.

 

Purchased Abilities:

  • Path of the Dragon: Shaping (6 CP), Pulse of the Dragon (6 CP), Heart of the Dragon (L1 Effects, 18 CP). All Specialized: 3 Fields only, Corrupted: Must gesture and chant (10 CP).
  • Occult Sense: Detect Corruptibility (to locate susceptible recruits, Specialized/requires several days acquaintance, 3 CP).
  • 11 CP for customization (Commonly Spell Resistance, Bonus uses for Grant of Aid, Innate Enchantment, improved Shapeshifting, More Mana, or Reflex Training),
  • Skill Points: 6 (Racial) + 12 (Int) = 18.

   Broad Skills (+4 Int): Pistol Mastery Martial Art +11 (1 SP , +6 Dex), Knowledge/Magical Theory +9 (1 SP, +4 Int), Blade Mastery Martial Art, (1 SP, +6 Dex), Magical Theory +9 (1 SP, +4 Int), Acrobatics +19 (1 SP, +6 Dex, +8 Racial), Stealth +19 (1 SP, +6 Dex, +8 Racial), Spot +7 (1 SP, +2 Wis), Listen +7 (1 SP, +2 Wis), Computer Operations +9 (1 SP, +4 Int), Gadgetry +11 (1 SP, +6 Dex).

   Narrow Skills (+4 Int, +5 Training): Servant +15 (1 SP, +5 Int), Acting +13 (1 SP, +3 Cha), Seduction +13 (1 SP, +3 Cha), Climb +24 (1 SP, +6 Dex, +8 Race), Jump +24 (1 SP, +6 Dex, +8 Race),

   This leaves 3 skill points for personal hobbies and customization.

 

   Pistol Expert Techniques Known: Attack 4, Rapid Shot, Quick Draw.

   Forceblade Expert Techniques Known: Attack 4, Combat Reflexes, Deflect Arrows

 

   They lose the positive levels if and when they’re sold: this normally removes the shapeshift, the Occult Sense, and another 9 CP worth of personal abilities. They usually get sold if they start getting too powerful…

 

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