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Skip Navigation LinksHere There Be Monsters>Playable Origins>Mystic>Daemonologist
Daemonologist
Tudor Brezak is an example Daemonologist (and other things).
NOTE: Daemonologists are generally not appropriate as Hunters and thus not appropriate as PC's in the typical Here There Be Monsters campaign.
Daemonologists specialize in the summoning and commanding of Daemons. Daemonologists are almost always accompanied by one or more malevolent extradimensional entites and can summon more at need.
In the modern era of the Here There Be Monsters setting Daemonologist are classified as Sorcerers due to the nefarious, dangerous, and unstable nature of their abilities, the fact that Daemons are intrinsically malevolent, and because summoning Daemons outside of a Summoning Circle is specifically listed as a prohibited act in the Supernatural Accords of Secrecy and Abeyance. It is pretty much a given that a Daemonologist will be Sanctioned upon discovery, and they are increasingly uncommon in first and second world countries. Most Daemonologists are found amongst cultists, or are powerful loners with a personal agenda.
Daemonologists have a terrible and powerful tradition of magic with ancient roots; though the array of their abilities is narrow, they are deep:
  • Bound Daemons: Daemonologists can summon and bind Daemons, effectively enslaving them to the Daemonologists will. This is a dangerous and lengthy process, and represents a major investment of time, materials, and mystical resources for a Daemonologist, but the perfect loyalty of Bound Daemons makes it a very important means of power.
  • Pacted Daemon: Requiring far less effort at the cost of far more risk, Daemonologists can Summon Daemons and engage them in a battle of wills. If the Daemonologist bests the Daemons they can then command the Daemons to complete a certain number of tasks (per the standard Summon Power rules). If the Daemonologist does not win the contest of wills...well, lets just say it is better that they do.
  • Daemonic Gifts: Rather than summon Daemons into this world and put them to tasks, Daemonologists can also contract with Daemons to grant themselves specific abilities, referred to as Daemonic Gifts, which can substantially increase their capabilities.
  • Innate abilities: Like other Magi, Daemonologists internalize some of their magic, becoming altered and more capable over time due to their exposure to Supernatural forces.
Daemonologists are not required to have abilities from all four categories, or even more than one category; they can if they choose eschew any category of Daemonology. Thus a Daemonologist might have only Bound Daemons, or Pacted Daemons, or Innate abilities, or Daemonic Gifts, or any combination thereof. However, a Daemonologist that builds their power in all four areas is likely a better balanced and more effective Daemonologist than one who has opted to specialize.
RESTRICTIONS
In a Here There Be Monsters campaign, Daemonologists have the following restrictions:
  • Bound Daemons cannot have more Character Points than the Daemonologist's (Base Points + Max Complications + Experience Points).
  • Pacted Daemons cannot have more Character Points than the Daemonologist's ((Base Points + Max Complications + Experience Points) * 3).
  • Daemonic Gift Active Points cannot exceed the Daemonologist's (EGO + ((KS: Daemonic Lore - 10) * 5)).
  • The total Real Cost of Innate abilities cannot exceed the Daemonologist's ((Base Points + Max Complications + Experience Points) / 20).
KS: Daemonic Lore
A Daemonologist must have a Knowledge Skill called Daemonic Lore. In addition to providing information regarding the various kinds of Daemons, their capabilities, and notable history (which even non-Daemonologist can take the skill for), it is also used for Binding and Pacting Daemons. This is a Knowledge Skill, thus standard pricing options apply, the Scholar enhancer reduces it's cost, and so forth.
3/1
2/1
KS: Daemonic Lore: This skill provides information regarding the various kinds of Daemons, their capabilities, and notable history and is also used by Daemonologists for their malevolent magic.
Bound Daemons
Bound Daemons are completely under the control of a Daemonologist, and are purchased as Followers. Unlike Pacted Daemons whose design is in the hands of the GM, players are expected to be directly and heavily involved in the design of their Bound Daemons, though the GM has final approval (assuming the GM allows player character Daemonologists).
Bound Daemons are paid for as Followers in the Contacts & Followers Pool. Bound Daemons might be considered to be unique if they are sentient at the GM's discretion, in which case the normal doubling rule (x2 Followers for +5 points) is not allowed. If a Daemonologist wants multiple sentient and unique Bound Daemons, they must pay for each of them individually.
However, the normal doubling rule of x2 Followers for +5 points does apply to Bound Daemons built as Automatons and intended to be interchangeable, such as imps and other lesser servitor Daemons.
To have a Bound Daemon, a character must have unlocked the Mystic Pool and have a KS: Daemonic Lore Skill of at least 12-.
Bound Daemons cannot have more Character Points than the Daemonologist (Base Points + Max Complications + Experience Points).
Death of a Daemonologist
If a Daemonologist is killed, roll on the following chart for each of their Bound Daemons to determine what happens.
1 The Daemon immediately exits this dimension, returning from whence it came.
2 The Daemon attempts to grab the Daemonologist's corpse if possible, and then immediately exits this dimension with it, returning from whence it came.
3-4 The Daemon runs amok, attacking the nearest viable target(s) until it is destroyed.
5 The Daemon continues doing whatever it was last commanded to do until it is destroyed.
6 The Daemon attempts to escape and becomes a free agent, hatching and acting on its own plans or in accordance with its nefarious nature.
"Death" of a Bound Daemon
It is assumed that Bound Daemons designed as Automatons that are destroyed can be replaced, as is (ie, reusing the same character sheet), "off screen" given suitable time and raw materials, and is left to the GM's discretion.
Bound Daemons that are not designed as Automatons that are destroyed are permanently gone, and the Daemonologist will have to go through some process to Bind a new Daemon, which should have a new and distinct design just as if a human Follower were slain and eventually replaced by a new and different human Follower. The standard rules for Followers applies here, which strongly suggest that the process of replacing a slain Follower be a lengthy and roleplaying oriented one. However ultimately the GM must make appropriate decisions for the overall health of their campaign; if the loss of a critical Follower renders a Daemonologist unusable and interferes with the enjoyment of the game by a player or the group as a whole, the GM can make it as easy to replace a fallen Follower as the needs of the story dictate appropriate.
Sample Bound Daemons
  • Possessors: This type of Daemon lacks a corporeal form of its own, instead Possessing humans and / or animals. Possessor Daemons are like parasites, drawing low but constant amounts of life energy from their hosts. Possessor Daemons are powerful but vulnerable to Exorcism.
  • Slayers: This type of Daemon is specialzed at sowing death and destruction, feeding upon the life energies of the fallen.
  • Feeders: Feeder Daemons draw their energies by feeding upon the blood and / or flesh of living creatures and bio-organic waste. They can be quite disgusting.
  • Tormentors: Daemons that draw their energies from pain, frustration, stress, and terror and torture their victims endlessly to generate negative emotions.
  • Entropists: Daemons that draw their energies from chaos, malfunction, and the break down of general order
  • Deceivers: Daemons that spread lies, trick the senses, and lure people into wrongful acts and treachery, feeding on the negative emotions of all involved.
  • Corrupters: Daemons that focus on debasing and enticing righteous people into acts of depravity and evil, which generates especially tasty energies for a Daemon to feed upon.
  • Fiends: Daemons that seek to stir negative human activities on a truly large scale; starting wars and acts of atrocity, spreading vices, diseases, and ill will amongst entire nations and glutting themselves on the emotional proceeds. Only the most powerful, beyond legendary, Daemonologists would be capable of Binding a Fiend.
Pacted Daemons
Daemonologists can take one or more Summon based Powers that call Daemons, in their Mystic Pool. However, unlike Bound Daemons, players have no role in the design of Pacted Daemons (unless the GM opts to delegate such authority to them); the GM designs and controls Pacted Daemons and they are potentially antagonistic to the Daemonologist that summoned them.
All the standard rules for Summon described in the core rulebook apply to Summons used to Pact Daemons, with variance for rules editions allowed for (by default, 6th Edition is assumed). The number of Tasks a Summoned Daemon owes an Daemonologist applies, and is the primary check on the efficacy of such abilities; GM's and players should read the applicable sections of the rules closely to ensure they understand them fully.
Most of the options presented for Summon are also in effect, though GM discretion applies, and some (such as Specific Being) require more depth and management of background elements to support and might be deemed not worth the effort by individual GM's.
"Daemons" as a group is treated as a Limited Group, requiring the following Advantage:
Expanded Effect (Limited Group; +1/2).
A specific sort of Daemon such as "Slayer Daemons" or "Possessor Daemons" is treated as a Very Limited Group, requiring the following Advantage:
Expanded Effect (Very Limited Group; +1/4).
Pacted Daemon Design Restrictions
There are a number of restrictions which apply to an Daemonologist's Pacted Daemons, as follows.
  • Pacted Daemons cannot have more Character Points than the Daemonologist's ((Base Points + Max Complications + Experience Points) * 3).
  • Pacted Daemon Summoning Powers must Require a Roll using the Daemon Lore Skill
  • The following Limitations are inappropriate:
    • Independent
    • Charges
    • No Conscious Control
Daemonic Gifts
Daemonologists have the option of taking one or more Powers in their Mystic Pool that they have made a deal with a Daemon to gain. They may purchase these powers outright, or put them into an Elemental Control (5e) or a Unified Power (6e); they may not use a Variable Power Pool or Multipower Pool for Daemonic Gifts.
GM's approval is required for all Daemonic Gifts, and thematic relevance should be enforced to maintain "flavor" and "concept". Daemonic Gifts should not require Incantations, Gestures, Required Skill Roll, or other "spell like" Limitations as these abilities are "gifts" not "spells".
Daemonic Gift Design Restrictions
There are a number of restrictions which apply to a Daemonologist's Daemonic Gifts, as follows.
  • Daemonic Gift Active Points cannot exceed the Daemonologist's (EGO + ((KS: Daemons Lore - 10) * 5))
  • The following Limitations are inappropriate:
    • Independent
    • Charges
    • No Conscious Control
    • Incantations
    • Gestures
    • Required Skill Roll
  • Power Frameworks:
    • Elemental Controls (5e) and Unified Powers (6e) are allowed
Distinctive Features: Daemonic Aura
Daemonologists that have one or more Daemonic Gifts should take the following Distinctive Feature.
Distinctive Features: Daemonic Aura (Concealable with Effort; Extreme Reaction; Detectable Only By Special Abilities); -10 points
Innate Abilities
Daemonologists sometimes have or develop subtle abilities stemming from their intimate contact with magical forces, purchased in their Mystic Pool. A couple of very common Innate abilities are provided below.
Innate Ability: Supernatural Awareness
Many Daemonologists take the Supernatural Awareness Talent or an equivalent ability built up directly using the Detect Power with different modifiers and adders.
Innate Ability: Longevity
Some Daemonologists take the Life Support (Longevity) ability to represent extended life spans. GM permission is required.
Daemonology Endurance Reserve
Daemonologists may have a Daemonology Endurance Reserve in their Mystic Pool for any Daemonic Gifts they may have if they wish, though their Powers may also be bought 0 END if they prefer. However, a limitation is imposed upon the total number of Character Points a Daemonologist can spend on their Daemonology Endurance Pool as given below. Character Points within the limit can be spent on either Recovery or Endurance.
Endurance Reserve 5e
5e Scaling Capacity Point Cap = (Total Character Points / 25) {round in the character's favor}
EXAMPLE: Tycho Blake has 125 total Character Points; thus he could spend (125/25) = 5 Character Points on a Mystic Endurance Reserve. This could be allocated as 40 END / 1 REC or 10 END / 4 REC or any combination in between with a total Real Cost of 5 or less points.
Endurance Reserve 6e
Check out the House Rule on 6e Endurance Reserves.
6e Scaling Capacity Point Cap = (Total Character Points / 5) {round in the character's favor}
EXAMPLE: Tycho Blake has 125 total Character Points; thus he could spend (125/5) = 25 Character Points on a Mystic Endurance Reserve. This could be allocated as any combination of Recovery and Reserve with a total Real Cost of 25 or less points.
Distinctive Features: Magi
A Daemonologist should take the following Distinctive Feature Complication. Other Supernaturals can detect the Daemonologist from a fair distance, regardless of intervening mundane structures whenever they are using any of their non-Invisible abilities.
Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures); - 5 points
Social Complication: Sorcerer
A Daemonologist is considered a Sorcerer and are automatically suspect to the authorities; they have to be very careful to avoid being Sanctioned. To represent this, a Daemonologist should take the following Complication at a minimum.
Social Complication: Sorcerer Frequently, Major; -10 points
Sanctioned
Daemonologists that are Sanctioned should take the following Complication.
Sanctioned: Hunters Frequently (Mo Pow; NCI; Harshly Punish); -25 points
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