We're pretty far along in the process here and I realized, I haven't statted up a Daemon (re: Demon) for the book!
Well, I rectified that little inequity:
Daemon Lord (90 pts.): Imperious Lord of the 5th Plane of Madness, Prince of Despair, and Despoiler of Dreams.
Monster 5D, Str 6D, Def 4D (5D), Tough 5D (6D), Init 8
Mv: 7” HP: 10 Primary ATT & DMG: Claws 7D/8D
Alignment: E Size: L
Fate: 3 [ ] [ ] [ ]
Attributes & Powers: Armor
(Medium), Deadly +1, Extra Attack, Fated, Hideous Strength +2D, Large
Target, Lone Threat (Lvl. 1), Melee Attack +2D/+2D, Regeneration, Sharp
Senses, Terrifying Aura (TN4), True Name -- Agrat Bat Mahlat (TN +2).
Equipment: Option -- Large Sword +6 pts.
Drive: Cruelty
Reward Level: +5D
True Name is a nifty little power/weakness I came up with to model the idea that if you can learn the Daemon's name you'll have a lot more success against him.
Here's the rules for it:
True Name
Type: Other
Effects:
Names possess power, and knowing the true names of certain creatures,
mainly Daemons, can grant a character an edge against them in combat.
Learning a creature’s true name requires an Arcane Trap/Task check with a
TN modifier based on the target creature’s age and power. See the Cost
section below for the breakdown of modifiers and their accompanying
points costs. Trying to learn a creature’s true name in the midst of a
combat with that creature imposes a further +1 to the final TN. GMs
might want to set up a role-play or non-combat encounter prior to
meeting the creature where certain characters can research the target
creature and learn its history and secrets. Then a check could be made
against its base TN.
Knowing
a creature’s true name means it’s easier to slay! Once a character
knows a creature’s true name, he may spend a special action to
automatically place sigil signifying its true name on a target
character’s person, weapons, and armor. The target character must be in
base contact. Characters augmented by true name sigils may then
automatically re-roll one defense roll per encounter against the target
creature, or force the target creature to re-roll one attack goal roll
per encounter (taking the worse of the two results). If the learning of
the creature’s true name occurred during a non-combat scene, the
character who learned the knowledge has the opportunity to place sigils
on 2 + Chance Roll characters (including himself).
Additionally,
creatures wounded by characters augmented with true name sigils may not
regenerate or heal lost HP from those attacks for the remainder of the
encounter. GMs should mark those lost HP with an “X” instead of a slash
in the creature’s HP boxes.
Cost:
True Names place a creature at a disadvantage, so they reduce the
creature’s cost based on the TN of the Class trait check: TN +1 = -15
pts.; TN +2 = -10 pts.; TN +3 = -5 pts.
So now we've got Daemons covered with at least one significant entry, and some cool, thematic rules to go with them.
Next, the big announcement! And I'm not teasing this time!
Thanks for visiting!
--Scott
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Awesome! Can't wait.
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