Like all imaginal beings, Demons want humanities attention, not it’s destruction. Their children become heroes as often as they become villains – and that is just fine with them. Heroes, after all, are very public, get a lot of headlines, and rarely WANT to take over whatever astral realm their demonic parent occupies – or even to draw very much on infernal powers. For a demon… heroic offspring are often a far better “investment” than monsters and dark mages.
Haagenti isn’t one of the more threatening “archdemons” either. He makes men wise by instructing them “in every art”, is a master of transformation and alchemical magic, and possesses formidable psychic powers – mostly telepathy. He usually appears as a muscular winged man, with the head of a bull and golden horns, but can adopt other forms. Truly exceptional students may be tutored for free, but most will pay a price – and those who are truly stupid may wind up learning to be a beast of some sort instead.
Sienna Fenwick summoned Haagenti to help out with her college studies and wound up paying sexually – which seemed like a fairly light price at the time. When she married Brandon Goswick a few years later on, she never realized that her firstborn would have two fathers.
Cameron Goswick was brilliantly intelligent and remarkably magically talented – enough so to graduate from basic education two years early and to earn a full scholarship to Cambridge. Shortly after he earned a research fellowship there Haagenti dropped by to present him with a guard dog (an idiot athlete who REALLY should not have summoned Haagenti) – and awakened his full demonic powers, along with the reddish skin, modest horns, and other signs which proclaimed his heritage.
Cameron could easily disguise those – but was somewhat unsure of what to do with his new powers. It seemed a pity NOT to use them – but going along with the usual stereotypes of “demonspawn” was not an attractive notion!
Cameron eventually – and rather cautiously – became a fairly minor hero, dealing with minor mystical menaces (mostly on his own) under the name Belramos. He did, however, fairly often act as a magical consultant for United Kingdom teams that found themselves short of magi – and was somewhat nonplused to discover a bit later that Haagenti… did not mind a bit. Their disagreements are primarily academic, rather than violent – and Belramos fully intends to keep it that way. Sure, it’s a bother to try to undo the transformations Haagenti inflicts on poor students – but it’s not like people accidentally or involuntarily summon Haagenti to tutor them.
Cameron more or less stumbled into the role of Archmage. He’d only been involved in the selection-contest to interfere with Red Jack – otherwise known as Jack the Ripper, a semi-immortal necromancer who had (for many centuries) used Blood Magic to work effective bindings on magical menaces in the Rho-Field. While there were worse menaces – and the things Jack bound would generally have killed a lot more people then he did to bind them – he would still have made a MOST unsuitable Archmage.
For good or ill, however, virtually all the other competent magi in the running managed to disqualify themselves in one way or another – leaving Cameron / Belramos the Archmage by default. Still, if he’s going to be the new Archmage… he wants to do it well.
|50||Variable Power Pool / Sorcery (40-pt Pool); Control Cost: 20; Restricted Type of Powers Available (Sorcery Only): -½; Variable Limitations: -½, -¼; Visible (The user’s magical signature can reveal a great deal about him or her. ): -¼|
|25||Multipower: Son of Haagenti (75-pt reserve); Generic Limitation (Haagenti Demonic Magic Only): -½; Variable Limitations: -½, -¼; Visible (Detects as demonic black magic, known to skilled magi.): -¼; Generic Limitation (Multipower only usable for a preset, GM-selected, list of effects; this limitation may not be bought off later.): -1|
|u-2||2d6 Aid: Haagenti’s Alchemic Mastery (Fade/turn, Max. 40); Range: 0; Affects (Power Pool for Transformation Powers): Single Power of Special Effect, +¼; Autofire: 10 shots, ¾; Reduced END: Zero, +1.||0|
|u-2||2d6 Aid: Infernal Loremaster (Fade/day, Max. 24); Range: 0; Autofire: 5 shots, ½; Reduced END: Zero, +1; Affects: Single Power of Special Effect, +¼; Difficult to Dispel: ×4, +½. This allows him to take on up to 24 points worth of skills.||0|
|u-2||6d6 Entangle: Hellforged Chains (DEF 6); Range: 375; Charges: 32, +¼||0|
|u-2||15d6 Mind Control: The Dark Gaze; Communication: Verbal, +0; Charges: 16, +0.||0|
|u-2||10d6 Energy Blast: Sulfurous Fire; Range: 375; Versus: ED; Explosion (Extended Area +0″/DC): +½; Charges: 16, +0.||0|
|u-2||5d6 Killing Attack (RKA): Infernal Vitriol; Range: 375; Charges: 16, +0.||0|
|u-1||4d6 Aid: Tapping The Infernal Fires (Fade/turn, Max. 24); Range: 0; Charges: 3, -1¼; Affects (All damaged attributes and abilities): All Powers of Special Effect, +2.||0|
|9||Elemental Control: Demonic Heritage (15-pt reserve); Generic Limitation (Very basic magical powers only): -¼; Only in Hero ID: -¼; Visible (Blatant Magical Signature): -¼|
|a-9||Armor (10 PD/10 ED).|
|b-9||Life Support (total.|
|c-9||Mental Defense (35 pts).|
|d-9||Power Defense (30 pts).|
|6||2d6 60-Point Available Equipment Allowance Aid (Fade/week, Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼; Extra Time: 1 hour, -2½; Only activates in armories, labs, or between outings: -1½; Personal Only: -1; Difficult to Dispel: ×2, +¼; Increased END: ×10, -4; Only to GM-specified items: -2; Actual point total of equipment available limited by GM decision.: -2; Must actually locate gear, availability is not automatic.: -2; This allows a character to haul along 60 CP worth of gear.||30|
|6||2d6 Aid (Ritual Magic) (Fade/turn, Max. 90); Range: 0; Trigger: Changeable, +½; Points fade instantly after power used: -½; Fragile Focus: -¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Increased END: ×10, -4; Costs END: -½; Side Effects: 60/All, -1; Visible (Easily detected by other mystics at fairly long ranges): -¼; Requires exotic locations or components at the option of the game master: Half, -1; Affects: Single Power of Special Effect, +¼; Charges: 1, -1¼; Recoverable Charges: -2 lev; Extra Time: 5 min., -2; Focus: Obvious Accessible, -1; Maximum of three rituals per day and seven prepared effects.: -1; Requires Skill Roll (using a relevant magical knowledge once per ritual): -½; Ritual Magic requires a bag full of odd components (starting off with candles, chalk, parchment, incense, a brazier and charcoal, pens and ink, odd bits of jewelry, a wand, a knife, a mirror, holy water, oil, and a bell, even before getting into the odder stuff required for particular rituals), an hour of chanting, gesturing, and fooling about with the materials, and a skill check with a relevant knowledge skill. If you succeed, you’ve built up the power to be used – which can either be unleashed immediately, or be saved to be unleashed with a short invocation later. If you fail, the magic goes wild, with unpredictable (but generally bad) effects.
Ritual effects can have active point totals of up to 40 points if prepared anywhere, 60 if prepared at a minor nexus, 80 if prepared at a major nexus, and 90 if you have an appropriate extradimensional source of power to draw on.
|10||Partial attunement to the Orb of the Archmage|
|Points||Skills, Talents, Perks||Roll|
|10||+1 level w/Overall Level|
|15||+3 level w/With Power Pool|
|3||Alchemy and Brewing||14-|
|2||Magical Traditions of Earth||14-|
|2||Mythology and The Hundred Realms||14-|
|2||Astral Dimensions and Imaginal Realms||14-|
|2||Spells and Invocations||14-|
|2||Demons and the Lower Planes||14-|
|0||English (Native Accent); Literacy: Standard, 0|
|2||Latin (Fluent Conv.); Literacy: Standard, 0|
|1||Russian (Basic Conv.); Literacy: Standard, 0|
|1||Nepalese (Basic Conv.); Literacy: Standard, 0|
|3||Cryptography (reading ancient texts)||14-|
|3||Security Systems (Magical)||14-|
|85||Total Skills,Talents, Perks|
|15||Distinctive Features: Demonic Bloodline; Concealability: Concealable, 10; Reaction: Always noticed & major reaction, +5|
|10||Reputation: Archmage (8-, Extreme)|
|15||Cannot use Holy Magic (Frequently, Greatly)|
|20||Hunted: Would-be Usurpers (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|20||Hunted: Extra-Dimensional Invaders (8-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|10||Hunted: Assorted Magical Monsters (8-); Capabilities: As Powerful, 10; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|20||Honorable (Common, Total)|
|20||Wishes to prove himself. (Very Common, Strong)|
|10||Sensitive about his heritage. (Common, Moderate)|
|5||Rivalry / WEIRD relationship with his father; Situation: Professional, 5; position: Equal, +0; Rival: NPC, +0|
|10||Accidental Change when exposed to strong magic (11-)|
|20||Vulnerability to Holy Magics (1½× STUN and BODY); Attack: Common, +10|
|10||Dependent NPC: Random Student (Slightly Less Powerful, 11-); Skills: Normal, +0|
|8||8||8||35||20/10||20/10||3, 5, 8, 10, 12|
Height: 172cm (5’8″), Weight: 72kg (158 lbs), Sex: Male, Age: 36, Race: Half-Demon
Personally, Belramos is a gracious host and – fairly obviously – is far more a scholar than an action hero.