Tudor
Brezak is an example Daemonologist (and other things).
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NOTE: Daemonologists are generally not appropriate as Hunters and thus not appropriate
as PC's in the typical Here There Be Monsters campaign.
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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.
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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.
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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.
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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.
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RESTRICTIONS
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In a Here There Be Monsters campaign, Daemonologists have the following restrictions:
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- 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).
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KS: Daemonic Lore
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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.
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3/1
2/1
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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.
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Bound Daemons
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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).
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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.
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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.
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To have a Bound Daemon, a character must have unlocked the Mystic Pool and have
a KS: Daemonic Lore Skill of at least 12-.
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Bound Daemons cannot have more Character Points than the Daemonologist (Base Points
+ Max Complications + Experience Points).
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Death of a Daemonologist
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If a Daemonologist is killed, roll on the following chart for each of their Bound
Daemons to determine what happens.
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1
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The Daemon immediately exits this dimension, returning from whence it came.
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2
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The Daemon attempts to grab the Daemonologist's corpse if possible, and then immediately
exits this dimension with it, returning from whence it came.
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3-4
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The Daemon runs amok, attacking the nearest viable target(s) until it is destroyed.
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5
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The Daemon continues doing whatever it was last commanded to do until it is destroyed.
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6
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The Daemon attempts to escape and becomes a free agent, hatching and acting on its
own plans or in accordance with its nefarious nature.
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"Death" of a Bound Daemon
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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.
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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.
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Sample Bound Daemons
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- 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.
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Pacted Daemons
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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.
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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.
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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.
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"Daemons" as a group is treated as a Limited Group, requiring the following Advantage:
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Expanded Effect (Limited Group; +1/2).
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A specific sort of Daemon such as "Slayer Daemons" or "Possessor Daemons" is treated
as a Very Limited Group, requiring the following Advantage:
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Expanded Effect (Very Limited Group; +1/4).
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Pacted Daemon Design Restrictions
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There are a number of restrictions which apply to an Daemonologist's Pacted Daemons,
as follows.
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- 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
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Daemonic Gifts
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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.
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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".
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Daemonic Gift Design Restrictions
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There are a number of restrictions which apply to a Daemonologist's Daemonic Gifts,
as follows.
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- 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
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Distinctive Features: Daemonic Aura
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Daemonologists that have one or more Daemonic Gifts should take the following Distinctive
Feature.
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Distinctive Features: Daemonic Aura (Concealable with Effort; Extreme Reaction;
Detectable Only By Special Abilities); -10 points
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Innate Abilities
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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.
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Innate Ability: Supernatural Awareness
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Many Daemonologists take the Supernatural Awareness Talent or an equivalent ability
built up directly using the Detect Power with different modifiers and adders.
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Innate Ability: Longevity
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Some Daemonologists take the Life Support (Longevity) ability to represent extended
life spans. GM permission is required.
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Daemonology Endurance Reserve
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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.
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Endurance Reserve 5e
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5e Scaling Capacity Point Cap = (Total Character Points / 25) {round in the character's
favor}
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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.
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Endurance Reserve 6e
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Check out the House Rule on 6e
Endurance Reserves.
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6e Scaling Capacity Point Cap = (Total Character Points / 5) {round in the character's
favor}
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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.
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Distinctive Features: Magi
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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.
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Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special
Abilities; Not Distinctive In Some Cultures); - 5 points
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Social Complication: Sorcerer
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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.
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Social Complication: Sorcerer Frequently, Major; -10 points
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Sanctioned
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Daemonologists that are Sanctioned should take the following Complication.
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Sanctioned: Hunters Frequently (Mo Pow; NCI; Harshly Punish); -25 points
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