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Author Topic: The Rise of a Demon (Number of ritual wedding duels: 1)  (Read 50898 times)

Urist Mc Dwarf

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The Rise of a Demon (Number of ritual wedding duels: 1)
« on: January 26, 2019, 12:15:57 pm »

You are dragged through the Halls of the Legion, carried helplessly by two of the Four. While normally the chorus of suffering that fills every room of the world-fortress would make the raw evil of your soul sing in delight and gain in strength, now it serves as a reminder of your probable fate…to be consumed and destroyed. Even one such as you can fall. The very thought fills you with rage that would sear any mortal or lesser demon into oblivion. You shattered the armies of the Dragon Kings! You brought stars to the earth during the Siege of Acar! You destroyed the rebellious armies of the Tall Man and consumed their demonic master!  You should be leading the Legion, not being destroyed by those who command right now.

One day, you silently vow, you will have your revenge for this insult. You shall feast on the very essence of the Four…but that promise offers cold comfort, as you feel your own essence being stripped away and consumed. You draw into yourself, struggling to hold onto a few fragments, knowing it is futile no matter what you do. To your surprise, you are allowed to keep what you fought for…it is measly, especially compared to your prior might, but it is better than the annihilation you were expecting. Soon, you find out why, as you are dragged into the Fountain. Your sentence is briefly read, although you are more interested in sorting yourself out into something functional to pay attention. You catch most of it anyway – you are exiled, and will have to conquer a world all by yourself before the Legion arrives. An impossible task, you know, but that just means their shock will be greater when you succeed. And you will succeed, you have no doubt about it.

Suddenly you are in the Fountain, soaring through a void, heading to a large planet, slowly orbiting a distant star. You tumble about as you struggle to regain any control, the emptiness ripping at what is left of your essence. You have no choice but to endure and seek to regain control of yourself. It is fortunate you are so far away –you will have time to finish recovering from your ordeal and attempt to choose a landing spot. Of course, that also means more time exposed to the vacuum. And more time for your mind to be stolen. Probably by…the name of your rival, responsible for this humiliation escapes your grasp, as do many other things As you fly, you can feel your memories slipping away…all the memories of your time in the Legion, of your life ruling your own little fiendish empire before you joined them…it is slowly fading away. You manage to grasp a few things, but it is a remnant of a remnant.

The first thing you managed to keep is your name. It is a word in Demontongue – just hearing it will be enough to make a mortal’s mind twist. (What is it? And for a bonus, what would it translate to in a mortal’s language?)

The second thing, almost as important, is your first form. While you can shapeshift, this is the one you took when you were “born,” and it is the one you are holding right now. (While if a mortal looked upon you and saw your true form, their very soul would fray, this would be the approximation their mind would create.)

Thirdly, you kept a little bit of your special knowledge. (Choose one of the following.)

Lich Lord
Master of Mutations
Archmage
Demon’s Wrath
Hellcaller

What sort of terrain do you aim for?

Hello! I decided to try my hand at running a game again. This was inspired by Nuke9.13’s Demonhood and its sequel, and with his permission, I borrowed several of his mechanics for my own use, although I came up with a few of my own, like the trait system. Feel free to offer any constructive criticism you have.
« Last Edit: April 15, 2019, 09:51:39 am by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: The Rise of a Demon
« Reply #1 on: January 26, 2019, 12:17:29 pm »

« Last Edit: April 21, 2019, 01:55:43 pm by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: The Rise of a Demon
« Reply #2 on: January 26, 2019, 12:17:46 pm »

Name: Klx-Dryklfx

Time: 11.25 months

Physical Might: 200+6

Mental Might:  200+6

Traits

   Master of Mutation II- you are far more skilled in fleshwarping than most other demons, and you are able to accomplish more extreme mutations with substantially less effort.

   Unholy Charm - You are skilled in persuading mortals through gambits and tricks and honeyed words, making them easier to corrupt. Your more devoted followers tend to have this knack as well.

   Gravecaller II - The dead grow restless in your presence as they feel your pull. Those already walking grow smarter and more vigorous, those still in their graves are easier to raise.

   Unconquered - Mortals who face you and your forces will find mortal terror sapping their will to fight and live and defy, for they know deep within themselves that even the gravest defeat is a minor setback. Unless their spines are stiffened, they will flee or kneel rather than fight or die.

  Lord of Blasphemy - Lesser demons mock the gods. You spit in their faces and trample their servants into the ground. Priests who oppose your will find their powers countered by your tainted might.

  Nightmare Walker - The barrier between the waking world and the land of dreams is like a wall made of sand to you. You pass between them without any effort, and shape nightmares like clay.
 
  Master of the Land - You are one with the land. When you walk it, it becomes tainted and twisted, and soon enough any place you call home becomes a stain and blight upon the earth.
« Last Edit: April 21, 2019, 01:55:32 pm by Urist Mc Dwarf »
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Urist Mc Dwarf

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Re: The Rise of a Demon
« Reply #3 on: January 26, 2019, 12:19:19 pm »

Bestiary

Boneys: Found deep below a ruined castle which contained a wellspring of Evil, these scuttling things are likely the descendants of some its original inhabitants. They are the size of an adult human, but their form is twisted, their flesh pulled tight over their bones and horribly pale. Bones jut from their flesh at random intervals, especially around their hands and feet. They can see in the dark and the light equally well, despite their eyelids being closed from birth, practically cemented shut. Their mouths are full of jagged teeth of many sizes which sit at odd angles.
    Physical might: 1.2
    Mental might: 0.5
    Traits: Spider climb, night sight, horrifying visage

Brutes: Formed by the merging of two men by the demon Klx-Dryklfx, they are savage, brutal creatures with terrifying strength and the capability to survive even the most grievous wounds. Their head heads hand, practically merging with their chests, and they babble endlessly without pause or sense, often shrieking in demontongue when they are in a battle frenzy.
    Physical might: 3 (5 if armored)
    Mental might: 1
    Traits: Maddening babble, unholy resilience, living siege weapon, unnatural

Wisp Wights: Some of the first creations of Klx-Dryklfx, these are powerful undead, although difficult to make. Effectively they are a zombie and a specter merged in one. While not intelligent in the slightest, they make deadly weapons and excellent scouts - the specter can go as it pleases, and the corpse will know everything it does. The specter can also stay with the zombie and aid it in fighting, serving as a weapon or shield of corrupted soulstuff, or attacking others with incorporeal claws.
    Physical might: 2
    Mental might: 3
    Traits: Incorporeal, mindless, twinned souls, endless endurance, unnatural

Seducers: Twisted by the dark magics of Klx-Dryklfx, these were once beautiful men and women. Now they are hideous, but in compensation, they received powerful abilities. As long as someone is faltering in their mind or morals, a seducer can see exactly what they want, and shift their form and their words to aid them in their manipulations.
   Physical might: 1
   Mental might: 4
   Traits: Hideous, Desire sensing, self-illusion

Zombies: Shambling undead, reanimated by magic, frequently evil magic. They are stupid and weak, but easy to come by and definitely unnerving to face.
   Physical might: 0.25
   Mental might: 0.25
   Traits: Slow, mindless, endless endurance, unnatural

Skeletons: Only slightly more dangerous than zombies, these creatures are more difficult to destroy thanks to the faint power in their bones, and they are faster as well.
   Physical might: 0.4
   Mental might: 0.4
   Traits: Unnatural, mindless, endless endurance

Wisp Wretches: These miserable undead are most commonly revived from ancient battlegrounds where warriors fell to demonic armies. Their souls are trapped inside their decaying bones, only able to watch at the atrocities their bodies commit. Their eyes glow, the light trapping those who meet their gaze in the last moments of the fallen warrior, albeit briefly. Their weapons drip with demonic ichors, and even minor wounds from these fester and poison and eventually prove lethal without significant intervention.
   Physical might: 2.5
   Mental might: 1
   Traits: Gaze of terror, mindless, endless endurance, lethal poison, remembered skill

Weeping Sores: Infested with magical plagues from Desecrator, these foul creatures have bloated, rotting flesh. Swords which strike them age and corrode from the vile fluids that fill them, and when they attack they fill the air with clouds of noxious fumes which can spread all manner of terrible disease.
   Physical might: 3
   Mental might: 1.5
   Traits: Plaguebringer, unholy resilience, endless endurance, horrid appearance

Specter: These are one of the few types of undead known to arise naturally, without the involvement of Evil. They are usually harmless, simply frightening people and occasionally breaking dishes. However, when controlled by a demon or evil wizard, the damage they can wreak is horrific, as while they can just barely affect the mortal world, they are similarly difficult to affect, and they can be lethally terrifying.
   Physical might: 0.2
   Mental might: 3
   Traits: Insubstantial, minor telekineses, terrifying

Crushers: Armored brutes modified with demonic sigils and corrupt magic, these creatures are even mightier. Their muscles are larger, their rages more terrifying, their babble more discordant. But the most important difference is that when they fight, the blood of their foes heals them. As long as they are soaked in blood, they are nigh-unstoppable.
   Physical might: 7
   Mental might:2
   Traits: Maddening babble, unholy resilience, living siege weapon, unnatural, crimson regeneration

Reavers: A more...refined version of Boneys, deliberately modified to be deadly weapons. They have gone from looking monstrous to merely unsettling. Their eyes have been restored, and are sharper than ever. They can magically deflect attention from themselves, and razor-sharp blades of bone can appear from their knuckles or toes at a moment's notice. They retain the savage cruelty they had as Boneys, but now it is far more refined and far more dangerous.
   Physical might: 2.5
   Mental might: 1.5
   Traits: Bone blades, attention-deflecting, Spider climb, night sight, eagle vision

Hunters: These creatures look almost human, the only visible differences slightly elongated limbs and eyes with an eerie gaze - the gaze of a predator. They have unnatural agility and the ability to read the surface thoughts of those around them, which they use to infiltrate and assassinate any target they wish.
  Physical might: 1.7
  Mental might: 1.2
  Traits: Inhuman agility, mind-scanning

Night-Stalkers: The Reavers are a better version of Boneys. The Night-Stalkers are similarly related to the Boneys, although they also share some common elements with Boneys - they are similarly emaciated, which, combined with their coloration and the magic within them, allows them to conceal themselves with incredible skill in even the slightest shadow. They are also all identical. They have the unnatural agility and mind-scanning powers of Hunters, but combine it with several other dangerous capabilities, including the ability to mimic sounds and throw their voice and the ability to see wards. However, such power comes at a price. Their mouths are sealed shut, leaving them in constant, endless hunger that they can never still.
  Physical might: 1.7
  Mental might: 2
  Traits: Inhuman agility, mind-scanning, concealing shadows, ward detection, perfect mimicry

Deathless Knights: Undead knights who had their flesh mutated while they still lived, forever merging them with their mounts before they were slain and turned into undead horrors. Some spark of their skill and tactical acumen remains.
  Physical might: 3.5
  Mental might: 1
  Traits: Unnatural, remembered skill, calvary, endless endurance

Gresh-spawn: Similar in nature to the dreaded Dame of Famine, these creatures are some of her progeny, are bare a striking resemblance to her. They are massive locusts, albeit not quite as large as the Dame. They have her rapacious hunger and cruelty. In addition, due to the being which spawned them, their limbs are tipped with vicious claws. Fortunately, their own reproductive faculties are damaged, and so the eggs do not hatch into new monstrosities, instead simply bursting in the flesh of implanted victims.
  Physical might: 4
  Mental might: 2
  Traits: Vast hunger, flyers, unnatural, egg implantor- minor spawn, venom
 
« Last Edit: March 11, 2019, 02:51:29 pm by Urist Mc Dwarf »
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Kashyyk

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Re: The Rise of a Demon
« Reply #4 on: January 26, 2019, 12:32:30 pm »

We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.
« Last Edit: January 26, 2019, 01:08:41 pm by Kashyyk »
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Haspen

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Re: The Rise of a Demon
« Reply #5 on: January 26, 2019, 12:56:34 pm »

We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

Ah, the bipedal demon with mind-screwing abilities. Can't go wrong with a classic like this.

+1
« Last Edit: January 26, 2019, 01:23:53 pm by Haspen »
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Rockeater

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Re: The Rise of a Demon
« Reply #6 on: January 26, 2019, 01:00:22 pm »

ptw
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Damnit people, this is why I said to keep the truce. Because now everyone's ganging up on the cats.
Also, don't forget to contact your local Eldritch Being(s), so that they can help with our mission to destroy the universe.

chubby2man

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Re: The Rise of a Demon
« Reply #7 on: January 26, 2019, 02:33:22 pm »

We are Rokagokah, Lawbringer and Willtaker. Our words would bind the souls of men and demons to our desires, iron bands and walls forcing them to walk a path not their own.

Our form is that of a tall armored humanoid, with blazing red eyes. (Essentially looking like Sauron).

What is the difference between Demon’s Wrath and Hellcaller?
Hellcaller sounds cool in the meantime.
« Last Edit: January 26, 2019, 03:20:15 pm by chubby2man »
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Sindari Immortals Play as an immortal being trying to subvert an evil empire of (for now) stronger immortals. On *very* long term hiatus.

Liquefied Spleens

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Re: The Rise of a Demon
« Reply #8 on: January 26, 2019, 02:44:19 pm »

We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

Ah, the bipedal demon with mind-screwing abilities. Can't go wrong with a classic like this.

+1

I agree on the design, but we haven't really chosen an area of expertise yet.
While I usually love necromancy in all forms (there's something beautiful about an army of the dead that can't be overstated), I'm really interested in "Master of Mutations". I mean, we get to afflict some Akira-level shenanigans later on, or just cause plagues. I bet we can make a rage virus to have an approximation of an "undead" (they'd be living, technically) invasion.
« Last Edit: January 26, 2019, 04:45:47 pm by Liquefied Spleens »
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Neat stuff I do:
A suggestion game about a drider that does a lot of stuff. I think it's kinda neat.

Urist Mc Dwarf

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Re: The Rise of a Demon
« Reply #9 on: January 26, 2019, 03:15:16 pm »

We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

What’s the special knowledge for this one?

And as for the difference between the traits... I will keep that as a surprise for now. But you will have the opportunity to take any traits you miss, along with a variety of others.

Kashyyk

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Re: The Rise of a Demon
« Reply #10 on: January 26, 2019, 03:40:50 pm »

I figured I'd leave that to other people, although I'm partial towards either Lich Lord or Archmage.
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Mithras

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Re: The Rise of a Demon
« Reply #11 on: January 26, 2019, 04:49:55 pm »

We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

+1 to this but advocating for master of mutations

Also suggesting that Klx-Dryklfx be loosely translated to "Those that live adapt/twist to torment"
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chubby2man

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Re: The Rise of a Demon
« Reply #12 on: January 26, 2019, 05:17:04 pm »

We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

+1 to this but advocating for master of mutations

Also suggesting that Klx-Dryklfx be loosely translated to "Those that live adapt/twist to torment"

Ooo I like this. +1
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crazyabe

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Re: The Rise of a Demon
« Reply #13 on: January 26, 2019, 05:26:19 pm »

PTW.
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Hotfire90

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Re: The Rise of a Demon
« Reply #14 on: January 26, 2019, 05:36:05 pm »

We are Klx-Dryklfx, although the closest a mortal can manage is "Klicks Drickle-fex".

Our base form is bipedal, with the traditional cloven hooves and tail. However we have two pairs of arms, both emerging from our shoulders, with a mind-bending overlap that would send mad any mortal trying to understand how it all connects. Our back, head and face is covered in a sturdy exoskeleton, the surface of which is covered in demonic symbols that seems to shift whenever you stop focusing on them.

+1 to this but advocating for master of mutations

Also suggesting that Klx-Dryklfx be loosely translated to "Those that live adapt/twist to torment"

Ooo I like this. +1
+1
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