Basic Demons are – at least in Champions in general and the Emergence setting in particular – pretty much defined by their limitations. The list of things which a classical “Demon” cannot do, must do, cannot pass, or can be harmed by, is long enough to provide more disadvantage points than a character is normally allowed. That, at least, is one point where Demons break the usual rules.
In the Emergence Campaign, basic Demons are pure constructs: chunks of dark magical energy drawn from the depths of astral space and given form by the human racial mind (other species have their own “Demons”, but they’re rarely much like those of Earth). Demons thus tend to vary with the local culture – and are built on a base of 0 points, making them quite easy to summon, if hard to control.
Earthly Demons want Human Souls – and the more powerful, or potentially powerful, the Soul, the more they want it. Even a normal human soul, with a maximum potential power of 100 character points, is enough to make the demon who acquires it into a unique individual – no longer vulnerable to simply dissipating back into the greater darkness when dismissed or forgotten by mankind and a potential minor power of the dark realms. The Soul of a Heroic Human, Superhero, or Transcendent Being is a prize beyond price – capable of allowing the Demon hosting it to grow into a potential Demon Lord, Demon Prince, or Archdemon respectively.
Fortunately, as the power of such creatures grows, it becomes more and more difficult to summon them to Earth.
Regardless of such details, here’s the general Demon Template: Standard summoned demons come in many varieties (they have 90 points available for customization) – and may have a few minot tweaks – but this is the basis for all of them.
|37||Multipower: Infernal Fires (75-pt reserve); Infernal Flame powers only (-.5), Will not work on Holy Ground (-.5).|
|u-3||10d6 Energy Blast; Infernal Fireball; Range: 375; Versus: ED; Explosion (Extended Area +0″/DC): +½||7|
|u-3||10d6 Aid; Black Magic (Fade/min., Max. 60); Range: 0; Affects: Single Power of Special Effect, +¼||7|
|u-3||5d6 Energy Blast; Aura Of Infernal Flame; Range: 375; Versus: ED; Damage Shield: +½; Reduced END: Zero, +½; Uncontrolled: +½; Active Points: 75; Penetrating: +½||0|
|u-3||5d6 Energy Blast; Spirit Fire; Range: 375; Versus: ED; Based on EGO Combat Value: vs. ECV, +1; Reduced END: Zero, +½; Armor Piercing: 1, +½||0|
|u-3||Force Field; Aura Of Infernal Flame (15 PD/15 ED); Active Points: 75; Uncontrolled: +½; Reduced END: Zero & Persistent, +1||0|
|u-3||15″ Teleportation (Long Range 7,500″); Increased Range: ×500, +45; Active Points: 75; Long Range: 7,500″; Long Range (miles): 9.32; Mass Multiplier: ×1, +0; Fixed Locations: 0; Floating Locations: 0||3|
|u-2||1d6 Transform; Demonic Imbuement (Major, Limited Class); Range: 0; No Range: -½; Active Points: 45; Difficult to Dispel: ×8, +¾; Reduced END: Zero, +½; Cumulative: +½; Willing target to soulless demonic creature or corrupt cultist, Raped woman to bearer of demonic spawn.||0|
|u-3||Extra-Dimensional Movement; Infernal Realms; Dimensions: Group, +10; Time Travel: None, +0; Mass Multiplier: ×16, +20; Carrying Mass: 800; Trigger (When unconscious): Set, +¼||6|
|7||Elemental Control; Demonic Powers (10-pt reserve); Demonic Powers only, -.5|
|a-7||Damage Resistance (20 PD/20 ED)|
|b-10||+10 DEX; Infernal Fury (CV Only); Doesn’t Affect Figured: -½|
|c-8||Regeneration (1 BODY/Turn); Regenerate: From Death, +20; Activation: 11-, -1|
|d-8||Mental Defense (25 pts); Add to Total|
|e-4||N-Ray Vision: Soul Sight; Only to see souls: -1|
|f-2||+10 BODY: Nigh-Unkillable; Only to stave off death.: -1½; Does not work if true name is known: -½; Doesn’t Affect Figured: -½|
|g-13||Life Support (total)|
|25||Distinctive Features; Giant Flaming Demon; Concealability: Not Concealable, 15; Reaction: Extreme, +10|
|20||Hunted; Demon Slayers, White Mages, Etc. (11-); Capabilities: As Powerful, 10; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0|
|20||Reputation; Demon (14-, Extreme)|
|10||Reputation; General Limits & Abilities known by competent sorcerers. (11-)|
|20||Phys. Lim.; Cannot pass thru demon wards, enter holy places, etc. (Frequently, Fully)|
|20||Phys. Lim; Banished to Hell at 0 Body (Frequently, Fully)|
|10||Phys. Lim; Cannot enter earths dimension without being summoned, must obey summoner – at least somewhat. (Infrequently, Greatly)|
|20||Cannot pass up a chance to follow purpose (Very Common, Strong)|
|15||Hatred of Holy Men and Places (Common, Strong)|
|10||Vengeful (Uncommon, Strong)|
|5||Wants to steal souls whenever possible (Uncommon, Moderate)|
|40||Susceptibility; Contact with Holy Items/Persons/Powers (1d6 STUN and BODY/Phase); Condition: Common, +10|
|10||Susceptibility; Exorcism Rituals (1d6 STUN/Turn); Condition: Uncommon, +5|
|15||Cannot directly harm the innocent (Uncommon, Total); Situation: Uncommon, +5; Intensity: Total, +10|
|10||Duties; Subject to orders from the Lords Of Hell (Uncommon, Strong); Situation: Uncommon, +5; Intensity: Strong, +5|
|40||Vulnerability; Holy Magic, Powers Of Light (2× STUN and BODY); Attack: Common, +10|
|10||Rivalry; Other demons.; Situation: Professional, 5; Position: Superior, +5; Rival: NPC, +0|
|10||Rivalry; The Powers Of Light; Situation: Professional, 5; Position: Superior, +5; Rival: NPC, +0|
|9||9||5||25||35/35||30/30||3, 6, 9, 12|