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  • Varazslat, the Feather-Quilt Pens
    Demon of the First Circle

    Ah, words, words, words! Some say the pen is mightier than the sword, able to bend the minds of men, armies, and kingdoms. The Varazslat agree with this statement, for they are masters of the written word. Some resemble ballpoint pens. Some resemble calligraphy brushes. Others, felt tip points. Others, quills. All have a characteristic twin-feather at the end of them, and ink flows out of them from a limitless well. The Varazslat has minor abilities, chief of them being able to write in any size, format, colour, or on any surface, even the air itself.

    The Varazslat have use in the writing and penning of letters. Often summoned by sorcerers lacking tact and social etiquette, they write down passages and messages that are dictated to them, adding in their own little flair to the message. Confessions of love turn into sordid declarations of undying love, enflaming the passions of sweet romance. Taunts and jeers incite the reader to rage and insane fury. Apologies and confessions of failure turn stoic men into weeping wrecks. Other than acting as scribes, the Varazslat also have uses in attacks. Sorcerers have been known to let them paint on their faces, the words forcing whoever gazes upon their image to feel whatever emotion the sorcerer wishes for them to feel. A delicate sentence about heartbreak on the wall of a vault can lead a spy or thief to break into tears, giving away their location.

    But there are costs. Varazslat are bored. Without weekly pennings of passages requiring great emotion, they start to feel the itch. The dull writings of reports on grain are not for them. And when they feel bored, they begin adding embellishments, until a report of a grain theft becomes a story of a rebellion and civil war. And when left to their own devices and left with nothing to do, they begin to doodle on the walls, writing down sentences and phrases that inflict a variety of emotions upon whoever gazes upon them. Unlucky fools have broken into rooms where Varazslat are kept, only to be turned into drooling, insensate wrecks by the thousand and one emotions induced into them by gazing into their writings.
    Last edited by Accelerator; 11-15-2020, 08:59 AM.

    Comment


    • Eldagusto Eldagusto

      ​You know something mate? I think that your Uncanny Costumes are sorta too weak. Now that I reread them, these guys aren't all that impressive to start with.

      I think that for added help, they should have, at the best, the mutation that lets you heal 1 Lethal Health Level Per round unless its inflicted by fire. And then there should be stat increases when the Uncanny Costume is activated, with a corresponding increase in strength, dexterity, and stamina, as well as a merit that naturally lets them create weapons (ranged or melee) that inflicts lethal damage. That's the base part

      Additional mutations can give tentacles, a swarm of deadly insects, acidic pustules, or an ability to turn invisible. But at the bare minimum wearers of the Uncanny Costume should be able to take a look at a Fair Folk cataphract and think: "I can beat this guy."

      Comment


      • Originally posted by Accelerator View Post
        Eldagusto Eldagusto

        ​You know something mate? I think that your Uncanny Costumes are sorta too weak. Now that I reread them, these guys aren't all that impressive to start with.

        I think that for added help, they should have, at the best, the mutation that lets you heal 1 Lethal Health Level Per round unless its inflicted by fire. And then there should be stat increases when the Uncanny Costume is activated, with a corresponding increase in strength, dexterity, and stamina, as well as a merit that naturally lets them create weapons (ranged or melee) that inflicts lethal damage. That's the base part

        Additional mutations can give tentacles, a swarm of deadly insects, acidic pustules, or an ability to turn invisible. But at the bare minimum wearers of the Uncanny Costume should be able to take a look at a Fair Folk cataphract and think: "I can beat this guy."
        Yeah I was worried about stacking them to beefy. With 3rd ed Evocations Open up a lot of roads, i need to eventually update me stuff.


        It is a time for great deeds!

        Comment


        • Originally posted by Eldagusto View Post
          Yeah I was worried about stacking them to beefy. With 3rd ed Evocations Open up a lot of roads, i need to eventually update me stuff.
          You know the fruit of arms?

          Do they get evocations?

          Comment


          • Originally posted by Accelerator View Post

            You know the fruit of arms?

            Do they get evocations?
            They seem primo candidates for it.


            It is a time for great deeds!

            Comment


            • I need help demon ideas...

              Hmm... Blueberries. Pancakes. Smoothies. Fruits. Agriculture. Windblowers. Gardening. Gardens, clippers, rocks, stones, libraries, paper, glass, electronics, information and indexing, knowledge control, training, books, wheels, woodworking, crafting, workshops,

              Comment


              • https://forums.sufficientvelocity.co...#post-17074998

                Dzokerka, the Mirthful Reivers
                Demon of the First Circle
                Progeny of the Gargoyle Duchess


                Across Hidrae's roofs scramble a hunting pack of dzokerkae, laughing manically as they hunt their prey. These wild man-beasts wrought by Zabah have china faces, eternally locked in a smile, and they dress in many-coloured rags and tatters taken from their victims. Vicious with their knives and cutting swords, they nest in the ruins and sharpen their claws and horns upon the basalt, leaving engravings which have the shape of nonsense-words. Those wise in the ways of the Demon City know to avoid such markings whether seen in Hell or in Creation, for where there is one mirthful reiver there are usually many.

                A mirthful reiver is driven by its fleeting impulses. They are none too brave - unless encountered in numbers - but will attack weakness with utmost certainty. They love things of value; antimony, seashells, polished brass and gems. With the glue-like spit of certain Malfean creatures, they stick such things to their china masks and to the walls of their dwellings. They also have a strange knack for alchemy, brewing algarel and (in Creation) firedust and turning it into cunning explosives and bright fireworks. Thus, a raid of dzokerkae is oft-times heralded with brightly coloured fumes and booming explosions, that they set off more for the joy of the noise and the colours than any particular care about harming a foe.

                The dzokerkae are - it is said - wrought from mortals who wandered into the streets of Hidrae and were broken down into these wretched things through her machinations. If this is true, there is nothing mortal left in them now; only the mad laughter of a hyena. Enough wits remain in them that they can tame the horse-sized cockroaches that dwell in the Scar of Empires and ride them out to raid other towns in the Malfean wastes. The buzzing of their wings and the scuttling of their legs is a sign of forthcoming sorrow, and these beasts have such loyalty to their reiver-masters that they will often trail them along the secret paths out of Hell to the mortal realm. Fortunately, such giant bugs lose the urge to breed under Creation's sunlight.

                Summoning: (Obscurity 3/4) Sorcerers call upon these creatures to harass the supply lines of their foes, raid their villages, and spread misery. When tales of such acts return to Zabah, she laughs - for the Exalted prove themselves no different from her when they do that for all their vaunted righteousness. Compared to a blood ape, a dzokerka is weaker but more fleet of foot, but this breed is poorly suited for guarding a location - unless it is a nest for their kind. Should they consider a location their hold-out, though, they will fight to protect it with fanatical viciousness and for that reason some sorcerers will call upon whole packs of these things to guard locations of value. This demon gains limit for each day it is denied stone to sharpen its horns and claws. A dzokerka can escape Hell upon the unearthing of a century-old grave wherein antimony can be found.

                https://forums.sufficientvelocity.co...2#post-9756737

                Mamluk, The Tireless Jument
                Demon of the First Circle
                Progeny of The Ceaseless Caravan


                Hell is not so different from Creation; underneath their green sun, the demons of Hell toil. They trade, goods and services flowing from one direction to another and stone and metals must be hauled for industry and fields need to be plowed and barges pulled. It is for this reason that the Mamluk were created, to act as creatures of burden that were smarter than mere animals and that were hardier than most other demons, with a temperament suited to their duties. In manner; they are patient, not easily bored and slow in thought, though not stupid or foolish, merely deliberate and methodical.

                In terms of appearance they are hairless camels with hides of either red, silver or green and the mouths of ants and the head of camel with the eyes of man. Often they have brightly colored feathers along their neck and back.

                Uses: They haul barges along quicksilver canals, carry good on their backs through the Endless desert and drag trains of caravans and war-machines behind them. There are few Demons of the First Circle who have strength and endurance of the Mamuk. They see little use in direct combat, for all that their kicks could crack the skull of Blood-Ape, they don't have have the temperament or speed of thought to make good frontline fighters. Though more than one enterprising general has used them to pull down fortress gates with their brute strength by harnessing them with chain that hook onto the gates.

                According to some, they do not stop growing after their birth, though the Hellscape of Malfeas kills most of them long before the reach old age. Those that do survive, grow to a massive size indeed; their are elders who are centuries old who are the size of elephants, and there are rumors of the first of their kind still lives deep underground, a coll

                They gain a point of limit when they're labours are insulted and may escape from Hell when a draft animal or carriage horse dies from over work, the corpse twisting into the form of a Mamluk.

                Obscurity:1/1 these demons are well known by Sorcerers, and as such their ins and outs are well known.

                Uses:Often a Sorceror will summon these creatures as raw muscle to pull caravans and barges, or to haul stones and supplies.

                https://forums.sufficientvelocity.co...#post-17081687


                Kodenever, the Basalt-Winged Bats
                Demon of the First Circle
                Progeny of the Gargoyle Duchess

                When Zabah wishes to make a new kodonever, she decapitates one of the grotesque stone statues which grow off the walls of her greater self. From the head grows a body and stone wings and vicious claws, and the newborn demon screams out with a call that echoes in the courtyards and alleyways of the hellish city. They wrap themselves in brutal air-currents that carry them aloft, riding atop stormwinds and tornados called by the beating of their wings.

                A kodonever resembles a bat wrought in imensity, though its head is paralysed stone and its maw is on its belly. Their screams do not come from their belly-maw, but instead come howling from the fixed mouth of their stone heads. It is this cry that they use to see, and also to hunt - for their eyes are useless and the discordant shrill tones blur the vision and weaken the muscles of their targets. It is for that reason that those who hunt them within Hidrae do not arm themselves with bows, for tear-filled blurry vision is not well suited for hunting a kodonever. Instead, the brave leap atop the stormwinds that the basalt-winged bats call, and fight them within the air.

                Early in the Second Age, a great flight of kodonevers escaped from Hell and took up residence in the ruins of the sorcerer-city of Maka far in the bitter cold of the North-West. Beside a bitter foam-tossed ocean their calls cried out, and the men of the ruins came to worship them. Wickedness claimed their hearts, and in the end Maka was subsumed into Hidrae, becoming a gate to Hell itself until star-chosen heroes closed this rift in the world. The kodonever still remember Maka, and when they march to war they raise its banner aloft. They have a fondness for the dialect of this place, and there is a flame of ambition in their stony hearts that some day they will take their own conquest in Creation.

                Summoning: (Obscurity 2/4) The watchful patience of the basalt-winged bats makes them fine sentinels for all their blindness, though their screams are far from subtle. Still, many sorcerers consider the screaming of demons to be a good way to ward off the overly curious. They do not fly quickly atop their stormwinds, but they are strong and can lift great stones, and so find use in construction of sorcerer's towers. A kodonever gains a point of Limit whenever it is denied territory it has claimed. The men of Creation sometimes dream of the kodonever, and when a sculptor inspired by a dream makes an carven image of one, sometimes they make a basalt-winged bat in reality.

                Comment


                • ARANY, THE FALSE HEROES
                  Progeny of the Ebon Dragon
                  Demons of the First Circle


                  The Ebon Dragon darkens and transforms all that he touches. Human love. Life. Precious morality and principles. Cherished memories. With the exception of the light of Sol Invictus. After all, without a light there is no shadow. Such compassion is not reserved for the Solar Exalted, and he has done more than a few. However, with the jade prison he has no access to the shards, and so cannot touch them. No matter. If he cannot corrupt the Solars, he can corrupt their memory and their futures. And so the Arany were born.

                  The Arany are born as wispy, immaterial ghosts. Drawn to people of great virtue - just like Exaltations. Drawn to people of great skill - just like Exaltations. And then they wait, until a dramatic moment comes. Then, just like an exaltation, they empower the mortal, binding to their souls with primordial power. From then on, the mortal gains standard mutations, things like being heal from deadly wounds and poison. The Arany grants them usage of weak spirit charms. Pathetic to any true solar, but to any mortal onlooker, the bright, glorious shining heroes capable of summoning golden armour and swords, capable of fighting and speaking with even greater skill and ability seem to put a lie that the Anathema are monsters. And for a while, they are right.

                  But cracks begin to show. The Arany begins to eat away at select virtues, causing upswings and derangements to occur. Some Solars become brutish, insatiable brutes, forcing their attentions and powers on anyone unlucky enough to meet their gaze. Others gain thaumaturgies and begin beckoning demons. Starting with more benign ones like Sesseljae, and ending with Blood Apes. Others turn into terrrifyingly murderous monsters willing to cut down entire families for an imagined slight. Either way, their followers turn worried. Then frightened. And then, at last, hatred. Their formers worshippers and supporters tear them apart; even with their newfound powers they are scarcely mightier than a 1st circle demon. And all leave the incident with a burning hatred of 'Anathema' and those who glow gold. And in his prison, the Ebon Dragon laughs at his petty victory.

                  This also has another reason. Each Solar Exalted is a veritable army on his lonesome, each requiring a dedicated Immaculate hit squad to slay. But there is no easy way to tell the difference between a Solar and an Arany, and so endlessly immaculate monks slay a demon anathema, only to realise that they have wasted weeks and months slaying a weaker imposter. And so the Immaculate order's resources are stretched thin. Each immaculate team sent to kill an Arany is one not sent to quell hungry ghosts, kill Raksha, fight rogue Behemoths, or punish corrupt gods. Thus leading to more suffering all around.

                  This works, MrFamiliar ?
                  Last edited by Accelerator; 12-17-2020, 07:10 PM.

                  Comment


                  • An idea? Some kind of demon with a focus on food Either Growing it or cooking it.

                    Heck some demons Could Create Candy from thin air or excrete it.


                    Comment


                    • Originally posted by Prince of the Night View Post
                      An idea? Some kind of demon with a focus on food Either Growing it or cooking it.

                      Heck some demons Could Create Candy from thin air or excrete it.
                      There are 4 demons in this thread that talk about that.

                      edit: Hold that. 5.

                      The Scuttling Sweetbugs.

                      The Jaemi.

                      Odele, the pastry Smiths

                      The Frantic Chefs of the Fallen

                      The Gildempru

                      edit again:

                      If you're really going to make candy spun from air, you might as well make it interesting. Candy spun from music and stuff. More ethereal things, solidified into wispy essence that can be eaten. Candy spun from the screams and moans of the dying have a bitter, shocking aftertaste. Candy spun from joyous music and dance give an ecstatic, almost orgasmic experience of sweetness, that never sickens you. Candy spun from sad, slow, melancholy has a deep sourness that is never overwhelming, but slowly spreads through your mouth like a slow fire. And candy spun from the music of war drums gives you a deep, strong burst of energy and an explosive flavor.
                      Last edited by Accelerator; 11-15-2020, 08:59 AM.

                      Comment


                      • Accelerator, your arany is great. I rember a demon from earthscorpion known as the anathema beetle, which is very simalar. But i wouldnt put it past the ebon dragon to have more than one solar mocking demon. Or even demons that mock other exalt types.

                        Comment


                        • Since this thread bumped to the top again, here are a couple from an old archive I stumbled across. The stats are 2e.

                          Apikoni, The Rogue Eidolons
                          Progeny of The Vitriolic Dragon

                          Millennia ago, the traitorous gods turned their human pets against the then-Primordials with promises of an orderly utopia. Once the iron boot of the Deliberative was lifted from their necks, though, the gods of Creation quickly and naturally fell into a pattern of corruption, extorting worship from mortals in exchange for willfully neglecting their duties. This hypocrisy greatly pleases Iyutha, who crafted the apikoni in imitation.

                          An apikoni’s purple stone body is shaped as a roughly-hewn humanoid idol with blackened hands. In place of a face, each apikoni bears a scrawl of Old Realm characters. Mortal savants theorize that these symbols reveal some hidden truth about the eidolons, but in reality they are simply unpronounceable gibberish.

                          When left to their own devices, apikoni in Creation use minor miracles and subtle mental influence to set themselves up as objects of worship in small, isolated mortal communities, from farming villages to urban ghettos. Once established, they draw their cults away from the proper observances to their local gods. The world turns against them, the fabric of the society erodes and spirals down into anarchy, and the Vitriolic Dragon laughs and laughs.

                          Summoning:(Obscurity 2/4) Apikoni are not well known by sorcerers. They are occasionally used as long-term saboteurs in enemy lands; when the conquering army arrives, the neglected local spirits gladly side with the invaders. Rarely, when a shaman or other holy man falsifies religious dogma for personal gain, a rogue eidolon can make its way to Creation without being called.

                          Motivation: Erode relations between mortals and gods.
                          Attributes: Strength 5, Dexterity 3, Stamina 5 (6*); Charisma 2, Manipulation 6 (7*), Appearance 2; Perception 3 (4*), Intelligence 2, Wits 3
                          Virtues: Compassion 1, Conviction 3, Temperance 4, Valor 2
                          Abilities: Athletics 2, Awareness 3, Bureaucracy 4, Dodge 2, Integrity 4, Investigation 2 (Local Rumors +3), Larceny 1, Linguistics 3, Lore 2, Martial Arts 5, Occult 3 (Spirits +3), Presence 3 (Ominous Presence +1), Resistance 3, Socialize 1 (Reading Motivations +3), Stealth 3 (Imitating A Statue + 5), Thrown 3
                          Backgrounds: Backing 1, (Cult 1*)
                          Spirit Charms:
                          Benefaction*—Minor miracles for those who participate in rites the demon teaches
                          Dreamscape—Teaching rites
                          Form Reduction Technique—Become an actual statue
                          Harrow the Mind—Hostile spirits assail the target
                          Intrusion-Sensing Method*—New supernatural beings entering its adopted community
                          Malediction—Penalizes prayer rolls
                          Materialize—55m
                          Measure the Wind
                          Principle of Motion—8 banked actions
                          Spice of Custodial Delectation—Blasphemous or failed attempts at worship
                          Spirit-Cutting—Gods
                          Subtle Whisper—Inspire worship
                          First Excellency—Martial Arts, Occult, Presence
                          Second Excellency—Investigation, Stealth, Socialize
                          Join Battle: 6
                          Attacks:
                          Claw: Speed 5, Accuracy 9, Damage 5L, PDV 5, Rate 3
                          Kick: Speed 5, Accuracy 8, Damage 8L, PDV 3, Rate 2
                          Clinch: Speed 6, Accuracy 8, Damage 5L, Rate 1, Tags: C, P
                          Soak: 9L/11B (stone flesh, 6L/6B)
                          Health Levels: -0x1/-1x5/-2x5/-4x1/Incap
                          Dodge DV: 4 Willpower:8
                          Essence:3 Essence Pool: 70
                          Other Notes:Traits and Charms marked with an asterisk are those of an apikoni actively managing a cult in Creation.


                          Traluskae, The Stonesingers
                          Progeny of She Who Surmounted the Omphalos

                          In form, traluskae follow the general outline of a man-sized scorpion, but the similarities are quickly outpaced by the differences. Each of their twelve legs ends in a crystaline spike; these they employ as weapons or chisels. Any legs not in use rap constantly against the ground or floor, tapping time for the dances of the traluskaes' collective mistress. In place of mandibles, a stonesinger's lower jaw is a mass of writhing tentacles, and its flexible tail ends in a lamprey-like mouth ringed by five hooked claws. It is from this opening that their eponymous singing emanates, a sonorous, resonant baritone which causes stone to tremble and crack.

                          Summoning:Obscurity (1/3) Traluskae are fair combatants, but superb demolitionists. They are often summoned as combat-sappers to aid in sieges. Although they have no particular talent for construction, they are also summoned to aid in mundane and geomantic building efforts by leveling inconvenient preexisting structures and natural rock formations, and to quarry stone. For these purposes, they count as 10 mortal workers rather than the usual 5. A traluska can be bound against breaking stone with it's song, but gains a point of Limit each day it is not able to do so.

                          Motivation: To provide stone-cracking music for its mistress's dancing.
                          Attributes: Strength 4, Dexterity 4, Stamina 5; Charisma 4, Manipulation 3, Appearance 1; Perception 4, Intelligence 1, Wits 2
                          Virtues:Compassion 1, Conviction 2, Temperance 3, Valor 2
                          Abilities: Athletics 3 (Climbing +2), Awareness 1 (Vibrations +3), Craft (Earth) 4 (Destruction +2), Dodge 2, Integrity 1, Martial Arts 3, Performance 1 (Singing +2, Dance +1), Resistance 4, Stealth 2
                          Backgrounds: Backing 1
                          Spirit Charms:
                          Bane Weapon—Stone
                          Materialize—50m
                          Ox-Body Technique (x2)
                          Principle of Motion—7 banked actions
                          Shatter—All-encompassing
                          Stoke the Flame—Destructive frenzy
                          First (Ability) Excellency—Performance, Martial Arts, Craft
                          Second (Ability) Excellency—Awareness, Resistance
                          Join Battle: 3
                          Attacks:
                          Foreleg: Speed 5, Accuracy 9, Damage 4L, PDV 4, Rate 4, Tag P
                          Tail-bite: Speed 6, Accuracy 7, Damage 6L, PDV 3, Rate 2
                          Soak: 8L/10B (Carapace, 5L/5B)
                          Health Levels:-0x1/-1x6/-2x5/-4x1/Incap
                          Dodge DV: 5 Willpower: 7
                          Essence:3 Essence Pool: 65

                          Last edited by Blackwell; 11-15-2020, 04:52 PM.

                          Comment


                          • Originally posted by Accelerator View Post
                            ARANY, THE FALSE HEROES
                            Progeny of the Ebon Dragon
                            Demons of the First Circle


                            The Ebon Dragon darkens and transforms all that he touches. Human love. Life. Precious morality and principles. Cherished memories. With the exception of the light of Sol Invictus. After all, without a light there is no shadow. Such compassion is not reserved for the Solar Exalted, and he has done more than a few. However, with the jade prison he has no access to the shards, and so cannot touch them. No matter. If he cannot corrupt the Solars, he can corrupt their memory and their futures. And so the Arany were born.

                            The Arany are born as wispy, immaterial ghosts. Drawn to people of great virtue - just like Exaltations. Drawn to people of great skill - just like Exaltations. And then they wait, until a dramatic moment comes. Then, just like an exaltation, they empower the mortal, binding to their souls with primordial power. From then on, the mortal gains standard mutations, things like being heal from deadly wounds and poison. The Arany grants them usage of weak spirit charms. Pathetic to any true solar, but to any mortal onlooker, the bright, glorious shining heroes capable of summoning golden armour and swords, capable of fighting and speaking with even greater skill and ability seem to put a lie that the Anatheam are monsters. And for a while, they are right.

                            But cracks begin to show. The Arany begins to eat away at select virtues, causing upswings and derangements to occur. Some Solars become brutish, insatiable brutes, forcing their attentions and powers on anyone unlucky enough to meet their gaze. Others gain thaumaturgies and begin beckoning demons. Starting with more benign ones like Sesseljae, and ending with Blood Apes. Others turn into terrrifyingly murderous monsters willing to cut down entire families for an imagined slight. Either way, their followers turn worried. Then frightened. And then, at last, hatred. Their formers worshippers and supporters tear them apart; even with their newfound powers they are scarcely mightier than a 1st circle demon. And all leave the incident with a burning hatred of 'Anathema' and those who glow gold. And in his prison, the Ebon Dragon laughs at his petty victory.

                            This also has another reason. Each Solar Exalted is a veritable army on his lonesome, each requiring a dedicated Immaculate hit squad to slay. But there is no easy way to tell the difference between a Solar and an Arany, and so endlessly immaculate monks slay a demon anathema, only to realise that they have wasted weeks and months slaying a weaker imposter. And so the Immaculate order's resources are stretched thin. Each immaculate team sent to kill an Arany is one not sent to quell hungry ghosts, kill Raksha, fight rogue Behemoths, or punish corrupt gods. Thus leading to more suffering all around.

                            This works, MrFamiliar ?
                            I'm always a big fan of beings beyond 2nd Circles causing the creation of 1st Circle Demons.


                            It is a time for great deeds!

                            Comment


                            • Ok, you know something?


                              Have we missed any concept? Any idea we haven't used yet? I've even made invisibility cloaks.

                              Comment


                              • Originally posted by Accelerator View Post
                                Ok, you know something?


                                Have we missed any concept? Any idea we haven't used yet? I've even made invisibility cloaks.
                                First circle demons mocking non solar exalts.

                                Maybe something dedicated to killing least gods.

                                Adapting creatures from other franchises/media, like banes from wta.

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