Demonkin
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Coming from the depths of the negative planes, Demonkin are creatures of pure inhibition, spontaneity and freedom, being chaotic, free-spirited agents of chaos, they have no ties to anything material or otherwise. Demonkin are largely feared due to their unpredictability and flippant emotions, causing disaster around them, however, this disaster is usually not intentional.
Characteristics
Demonkin appear in many shapes, sizes and appearances, ranging from warm colours, like red and orange, to more cooler colours, like black, purple or even dark blue. They characteristically have two horns on their head, and usually are quite physically bulky, with solid coloured, black eyes, and a long, pointed tail.
Demonkin are energetic and hyperactive, but are known to be extremely strict, cruel and dominating with the drop of a hat. Being highly feared creatures due to this nature, they tend to get involved in unsavoury situations, usually with an added cockiness from being able to adapt to the insanity of any situation, they will match and attempt to one-up anyone, even subconsciously.
Native Environments
Demonkin are from the Negative Plane, a place with extreme temperatures and environments, a cruel location with angry and powerful creatures, known also as the Underworld, this plane is created through the collective consciousness of mankind, and is equally as harsh, containing all of their troubles, worries and negative thoughts.
History
Demonkin have a long history of battles with Angelkin, usually unknowingly participating in them in a disorganised mess. The history of Demonkin is seldom known, mainly for their ability to not really have a desire to hold onto such information, focusing more on what interests and distracts them at the present time.
Society & Culture
Demonkin have their own personal hierarchy for various kinds of Demons, related mostly on the strength of oneself. The strongest Demonkin are the ones that remain at the top of their own group, where none would even consider crossing those, lest they want to feel a lifetime of pure pain, destruction and torment.
Demonkin Racial Modifiers
Table: Demonkin HP, MP and SP | ||
---|---|---|
Racial Modifiers | At Level 1 | Every Level After |
Health Points (HP) | 150 + Vitality % | 1d12 x 5 + Vitality % |
Magic Points (MP) | 100 + Psyche % | 1d8 x 5 + Psyche % |
Stamina Points (SP) | 125 + Fortitude % | 1d10 x 5 + Fortitude % |
Demonkin Racial Traits
Racial Modifiers – When not choosing a subrace, you gain a +10% to two ability scores of your choice.
Size – Demonkin range from Small, Medium and Large sizes.
Movement Speed – Demonkin move at 2m/TP and have a burrow speed of 2m/TP.
Languages Known – Demonkin start knowing Demonic, for every +5% Intellect Modifier they have, they may learn an additional language.
Major Traits
Horns – Demonkin have two horns protruding from their head, they may use these horns to gore opponents and function as an Unarmed weapon. You may hold objects up with these horns equal to double your current carry weight.
Tail – Demonkin have a decently sized tail that they can use to hold and interact with items (but not attack with said items). They also may use this to slap opponents and function as an Unarmed Weapon.
Demonic Presence – Demonkin generate a dark aura round them, causing all creatures that are 5 levels lower then them to immediately become panicked. All creatures within 10m of this aura must take a Composure action (DC Demonkin’s Social Modifier) or become exposed. This ability can only be used once per combat. All demonic creatures can read this aura and are unaffected by any of it’s effects, and it can be hidden and released for no TP cost.
Minor Traits
Infernal Blood – Demonkin have blood that burns their opponents, they have access to the power Flare and can cast it for no MP cost. All targets within 1m of a Demonkin when they are attacked are affected with the Flare power.
Eyes of the Underworld – Demonkin gain the ability to see in all forms of darkness, including Ultradarkness, and see the true forms of all creatures when they are within 1m of them.
Spontaneity – Demonkin gain a +10% bonus (max 100%) when performing an action that does not use the same equipment, is the same type of action or takes place in the same location (within 20m) as the previous action. This ability resets when you perform the same type of action to the previous one
Demonkin Subraces
Subraces are variants of the main race that change the abilities and aesthetic of the race, Subraces are not mandatory to choose, but you may only choose one subrace for your character.
Beetlic
Remaining more in the Midworld then other kinds of Demonkin, the Beetlic Demonkin is similar to those of beetles, following a similar culture and demeanour, these Demonkin are usually known to be quite friendly and assisting of others, and are known for their symbiosis with flying races, for their ability to throw them in the air is a well needed trait when performing ambushes, or in higher gravity locations.
Beetlic Racial Modifiers – Beetlic Demonkin gain +10% Muscle, +5% Fortitude, and a -5% Social
Beetle Strength – Beetlic Demonkin can grapple and throw using their horns, their carrying capacity is multiplied by double the amount, and all fall damage performed by the Demonkin (e.g. throwing a target) is doubled.
Assert Dominance – When being attacked, the Beetlic Demonkin’s action always goes first.
Exoskeleton – Beetlic Demonkin gain +10% Damage Reduction, if the attack would have dealt no damage, ¼ of the attacks damage instead restores the HP of the Beetlic Demonkin.
Abyssal
In the depth’s of the underworld, the Abyssal Demonkin reside, completely void of all remotely human personality traits, the Abyssal Demonkin is a narcissistic creature, using their powers to convert others to their cause, with little to no care of them, being different from most Demonkin, the Abyssal Demonkin is generally malicious with their own actions, seeking pleasure from controlling others.
Abyssal Racial Modifiers – Abyssal Demonkin gain a +10% Social, +5% Nerve, and a -5% Luck
Demonic Charm – When successfully performing a Social Action, the Abyssal Demonkin gains one free use of the power Suggest on the target. The target is aware Suggest is being cast onto them, but they are unable to do anything against it
Hell Diving – Abyssal Demonkin do not need to breathe, and may remain underground indefinitely.
Bat Wings – Abyssal Demonkin have two bat wings on their back, they gain 1m/TP flight. They regenerate MP on all successful Social actions.
Avianiore
Existing in the shadow realm, the Avianiore Demonkin are a race of bird-like Demonkin that meld with the shadows, they are known to travel silently, and are some of the underworlds best assassins, granting strengths and powers to those who want to join their cause through allowing them to drink their blood. Their blood, however, is known to kill those who drink it, usually reducing their life expectancy to only one year.
Avianiore Racial Modifiers – Avianiore Demonkin gain a +10% Agility, +5% Psyche, and a -5% Fortitude
Shadow Meld – Avianiores may spend 1 TP to meld into the shadows of any area, gaining full cover and being unable to be targeted by any abilities, they may remain in these shadows indefinitely, and can fit through any sized spaces as long as there is no light, they gain a +50% to all Stealth actions while in this mode.
Darkening – Avianiores may turn off any artificial non-magical light (e.g. Candle, Lightbulb, etc.) for 1 TP in a 20m radius that they can see.
Hellish Rebuke – Avianiores may take others into the shadow realm and grant their ability of Shadow Meld and grant 1 rank in the Devilish Sin curse, however, this reduces the targets max HP by 25%.
Radiant
When a Demonkin forms a genuine and deep attachment with a person, object, concept, or generally a “thing”, they form into what is known as a Radiant Demonkin, a creature so pure-hearted and willing to do anything to protect what they enjoy, what brings them happiness. These creatures are usually quite happy, remaining in one mood, with a more predictable pattern, and a large sense of honour and duty to protect what they love.
Radiant Racial Modifiers – Radiant Demonkin gain a +10% Intellect, +5% Vitality, and a -5% Muscle
Scorched Earth – Radiant Demonkin receive the ability to cast Explosion once per day centred on themselves, they are immune to this power themselves. The area of this power is covered in fire which spreads onto adjacent surfaces every round. It is considered a magical fire, and will go out within 1 minute of the ability being cast or if extinguished using magical means. This fire deals 100 Fire damage per round while in the fire, and attaches to all that enter the fire.
Good Natured – Radiant Demonkin gain a +10% bonus to all diplomatic and friendly Social Actions, and gain 100 MP and SP on every successful nonlethal takedown.
Burning Heart – Radiant Demonkin are immune to all fire damage, and are unaffected by cold temperatures, they may enchant any item they are holding actively with Major Fire for no MP or TP cost, this enchantment lasts for 1 minute when the Radiant Demonkin lets go of the item.