Because why not?
Hailing from the Inferno, Fiends are sin incarnate; however, no one ever said that their sins are human sins. Those that are here are on the run from the Kafkaesque hierarchy of their hellish home, or are sent on "missions" of dubious worth and sense. A place infested by Fiends becomes formulaic and warped, a dark twist on an otherwise "innocent" world.
Mortals tend to encounter Fiends in one of two ways; either, they are on the receiving end of a Fiend's corruption, or they accidentally pulled the curtain back to reveal a Fiend's nonsensical 'plans'. Of course, neither version of discovery is safe for the mortal; it's cold comfort to know what kind of monster is jerking the chain around your neck, after all.
Base Condition:
Essence:
Willpower:
Other Advantages:
[Unique Manifestation Effect] Whisper
Common Numina:
So, what do you think? I'm planning to do a few more (like maybe Hobgoblins, which would have the "quirk" of being naturally material), but I'm very interested in seeing what other people have (no, I'm not a Fiend with a Malapraxis of Sharing and Internet, why would you think that?)
Fiends
I'm going to use this term instead of "Demon"; rest assured, though, that these are a rendition of the Demons from Inferno. I just thought I'd take a synonym that wasn't already used 3 friggin' times.
Maddened Whispers in the DarkI'm going to use this term instead of "Demon"; rest assured, though, that these are a rendition of the Demons from Inferno. I just thought I'd take a synonym that wasn't already used 3 friggin' times.
Hailing from the Inferno, Fiends are sin incarnate; however, no one ever said that their sins are human sins. Those that are here are on the run from the Kafkaesque hierarchy of their hellish home, or are sent on "missions" of dubious worth and sense. A place infested by Fiends becomes formulaic and warped, a dark twist on an otherwise "innocent" world.
Mortals tend to encounter Fiends in one of two ways; either, they are on the receiving end of a Fiend's corruption, or they accidentally pulled the curtain back to reveal a Fiend's nonsensical 'plans'. Of course, neither version of discovery is safe for the mortal; it's cold comfort to know what kind of monster is jerking the chain around your neck, after all.
Base Condition:
All Fiends have a Malapraxis, a type of 'sin' that they cover. Each Malapraxis consists of a Vice and a Key - the Key is a specific situation, victim, or method "tied" into the Fiend's 'vision of sin'. Similarly, the Vice is chosen much like a mortal characters Vice, except that it does not need to match anything that a mortal would (normally) consider a vice, exactly; there are Fiends of Mercy and Kindness in this world (who are no better than the rest of their ilk.)
Lock [Base Condition]
The character, group, or area is under the purview of a Fiend's Malapraxis, and is thus infused with that Fiend's particular 'vision of sin'.
Causing the Condition: The Condition is naturally occurring anywhere where a particular Vice and Key intersect; whether it lies heavily on the tools of a murder or wafts seductively through a gated community, it's a metaphysical "mark" of the way humanity has used and abused the world around them. Similarly, rituals to summon a particular Fiend will create an appropriate Sinful condition - usually directly through the actions of the petitioners. Finally, sufficiently powerful Fiends can simply use a Create Influence to create the prerequisites for their Lock themselves.
Removing the Condition: Much like Infrastructure, Locks are incredibly difficult to remove; while repeated rituals of purification might end it when applied to a single object, place, or person, 'unlocking' an organization usually involves dissolving it.
Lock [Base Condition]
The character, group, or area is under the purview of a Fiend's Malapraxis, and is thus infused with that Fiend's particular 'vision of sin'.
Causing the Condition: The Condition is naturally occurring anywhere where a particular Vice and Key intersect; whether it lies heavily on the tools of a murder or wafts seductively through a gated community, it's a metaphysical "mark" of the way humanity has used and abused the world around them. Similarly, rituals to summon a particular Fiend will create an appropriate Sinful condition - usually directly through the actions of the petitioners. Finally, sufficiently powerful Fiends can simply use a Create Influence to create the prerequisites for their Lock themselves.
Removing the Condition: Much like Infrastructure, Locks are incredibly difficult to remove; while repeated rituals of purification might end it when applied to a single object, place, or person, 'unlocking' an organization usually involves dissolving it.
Essence:
Fiends regain a point of Essence whenever someone fulfils a Vice in a manner that matches their Key. This Vice could be any of that character's own, or it could be the Fiend's own; whether a man strikes his children (matching his own Vice of Wrath) or praises them (matching the Fiend's Vice of Kindness), the Fiend profits.
Willpower:
Fiends gain no Willpower from fulfilling their own Vice (though they might do so out of habit); instead, they gain 1 Willpower whenever another character fulfils their Vice. If that character faced a Breaking Point while doing so, the Fiend regains two additional points of Willpower. Unlike mortals, Fiends can regain any amount of Willpower during a scene thanks to someone else fulfilling their own Vice; however, they can't gain Willpower from a specific character more than once per scene.
Other Advantages:
Fiends do not have an Integrity score. In addition, Fiends usually hover between Size 3 and Size 7.
[Unique Manifestation Effect] Whisper
(Fiends only -- Requires Urged Condition) By spending 3 Essence, the Fiend worms itself into a creatures head, giving it the Whispered condition. Living subjects contest the roll with Resolve + Composure + Supernatural Tolerance.
Whispered [Persistent]
This animal or human host has a Fiend whispering in their ears (and in their mind). The host gains the Fiend's Vice as an additional Vice; whenever they fulfil an Aspiration that aligns with the Fiend's Key, they gain a point of Willpower.
Causing the Condition: The Whisper Manifestation Effect
Ending the Condition: The Whispered Condition ends when the underlying Urged condition ends.
Beat: Ignoring their original vices in favor of the Fiend's vice.
Whispered [Persistent]
This animal or human host has a Fiend whispering in their ears (and in their mind). The host gains the Fiend's Vice as an additional Vice; whenever they fulfil an Aspiration that aligns with the Fiend's Key, they gain a point of Willpower.
Causing the Condition: The Whisper Manifestation Effect
Ending the Condition: The Whispered Condition ends when the underlying Urged condition ends.
Beat: Ignoring their original vices in favor of the Fiend's vice.
Common Numina:
Any, though Essence Thief and Parasitism are far more common among Fiends than they are among other types of Ephemeral Beings.
So, what do you think? I'm planning to do a few more (like maybe Hobgoblins, which would have the "quirk" of being naturally material), but I'm very interested in seeing what other people have (no, I'm not a Fiend with a Malapraxis of Sharing and Internet, why would you think that?)
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