Demon Cultists

Value Characteristic Points
13/23 STR 3
11 DEX 3
13/18 CON 6
10 BODY 0
8 INT -2
11 EGO 2
15 PRE 5
8 COM -1
5 PD 0
4 ED 0
4 SPD 19
9 REC 0
36 END 0
31 STUN 0
  Total 35
Points Powers END
10 Multipower: Demon Magic (40-pt reserve); Concentrate 1/2 DCV (-.25), Gestures and Incantations (-.5), Side Effects (Bonded to Master, Steadily more Corrupt, -.5), Side Effects cannot be avoided (-.5), Requires a Full Phase (-.5), Visible (Obvious Black Magic, -.25), Using more than 20 active points requires at least 3 other cultists active in the immediate area (-.5).  
m-1 3d6 Ego Attack 3
u-1 Summon Demon (1 0-point creatures); Range: 0; Summon: Limited Group, +¼ 4
u-1 3d6 Aid: Other Cultists Magic (Fade/5 min., Max. 20); Range: 0; Extra Time: 5 min., -2; Affects: Single Power of Special Effect, +¼ 3
m-1 2d6 Killing Attack (RKA) Demon Flame; Range: 150 3
m-2 Force Wall (8 PD/8 ED); Range: 200; Width: 8″, +0 4
u-1 2d6 Entangle (Iron Chains) (DEF 2); Range: 150; Area Effect (One-hex): 1 hex(es), +½ 3
m-1 Density Increase-6 (×64 mass); Mass: 0 kg/0.00 lbs; Extra PD: +6; Extra ED: +6; Extra STR: +30; Knockback: -6″ 3
m-1 6d6 Mental Illusions 3
m-2 8d6 Mind Control; Communication: Verbal, +0 4
m-1 10″ Teleportation (Long Range 40″); Increased Range: ×4, +10; Long Range: 40″; Long Range (miles): 0.05; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0 2
m-2 Change Environment (8″ rad.); Effect: Variable, +1 4
m-1 Telekinesis (STR 20); Range: 150; Manipulation: Coarse, +0 3
u-1 2d6 Energy Blast; Range: 150; Versus: ED; Area Effect (Radius): 2″ radius, +1; No Normal Defense (Varies per Cultist): +1 3
   
2 Elemental Control: Demonic Infusion (5-pt reserve); Demon Magic Powers Only (-.5), Visible (Obvious to Occultists as Black Magic, -.25), Attracts local holy men and similar characters (-.25).  
a-3 Armor (4 PD/4 ED)  
b-2 END Reserve (70 END, 1 REC/turn); Usable By Others: Power Lost, +¼  
c-2 +5 CON  
d-2 +10 STR 1
e-2 Demon Eyes  
(2) Infrared Vision  
(2) Flash Defense (Sight, 5 pts)  
f-1 Regeneration (1 BODY/Turn); Regenerate: Standard, +0; Activation: 8-, -2  
40 Total Powers  
Points Skills, Talents, Perks Roll
15 +3 level w/Multipower  
2 City Knowledge: Local City 11-
3 Disguise 11-
2 Knowledge: Demonology 11-
3 Stealth 11-
25 Total Skills, Talents, Perks  
100+ Disadvantages
20 Always Obeys Orders of Superiors (Very Common, Strong)
15 Greedy (Common, Strong)
15 Irrationally Vengeful (Common, Strong)
15 Reputation (11-, Extreme)
20 Vulnerability: Holy Magic (2× STUN and BODY); Attack: Uncommon, +5
10 Hunted: Police (8-); Capabilities: Less Powerful, 5; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Infused with Evil Magic (Infrequently, Greatly)
15 Secret Identity
10 2d6 Unluck
20 Normal Characteristic Maxima
150 Total Disadvantages
COSTS: Char.   Powers   Total Total   Disadv.   Base
  35 + 65 = 100 250 = 150 + 100
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
4 4 4 0 9/4 8/4 3, 6, 9, 12

   Demon Cultists include pretty much anyone who’s been voluntarily infused with infernal energies. Unfortunately, this also binds them to the service of their dark masters – a problem reinforced each time they use the spells they’ve been granted.

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