Devilish Sin
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DC Action: Confidence (DC 50%) Administration: Contract with an Evil Outsider
Increase Method: Devilish Deeds or “Sins”
The Devilish sin is a curse by those who make deals with evil entities, Typically Demons, and cause the person who made the deal to fall into the grasps of evil, evil energies and aura’s typically following them around wherever they walk.
Special -
Rank 1 - Sinner
Benefits
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Downsides
Underling – You automatically fail all actions to defend against a Demon or evil aligned outsider
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Rank 2 – Imp
Benefits
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Imp Powers – You cast Flare at no MP cost and have access to it at all times.
Downsides
Underling – You automatically fail all actions to defend against a Demon or evil aligned outsider
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Rank 3 – Half Demon
Benefits
Demonic Strength – You gain a +10% to Muscle, Psyche and Social
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Demonic Powers – You cast Flare at no MP cost and have access to it at all times. You gain Suggest as a power.
Downsides
Underling – You automatically fail all actions to defend against a Demon or evil aligned outsider
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Rank 4 – Lesser Demon
Benefits
Demonic Strength – You gain a +10% to Muscle, Psyche and Social
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Demonic Powers – You cast Flare at no MP cost and have access to it at all times. You gain Suggest, Darkness and Telepathy as a power.
Demon Horns – You receive a pair of horns which allow you to attack others, dealing 100 (d4%) Piercing damage. These are considered an unarmed attack, and can be imbued with abilities.
Downsides
Underling – You automatically fail all actions to defend against a Demon or evil aligned outsider
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Demonic Fear – Demons cannot get close (within 10m) to anything that is considered holy or sacred, or has been protected by Good energy.
Rank 5 – Demon
Benefits
Demonic Strength – You gain a +20% to Muscle, Psyche and Social
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Demonic Powers – You cast Flare at no MP cost and have access to it at all times. You gain Suggest, Darkness and Telepathy as a power.
Demon Horns – You receive a pair of horns which allow you to attack others, dealing 200 (d4%) Piercing damage. These are considered an unarmed attack, and can be imbued with abilities.
Demon Tail – Demon’s grow a pointed tail that they can use similarly to a limb, in the form of a prehensile Tail, when striking with this tail, it deals 50 Piercing damage
Downsides
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Demonic Fear – Demons cannot get close (within 10m) to anything that is considered holy or sacred, or has been protected by Good energy.
Rank 6 – Pure Blood Demon
Benefits
Demonic Strength – You gain a +20% to Muscle, Psyche and Social
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Demonic Powers – You cast Flare at no MP cost and have access to it at all times. You gain Suggest, Darkness and Telepathy as a power.
Demon Horns – You receive a pair of horns which allow you to attack others, dealing 200 (d4%) Piercing damage. These are considered an unarmed attack, and can be imbued with abilities.
Demon Tail – Demon’s grow a pointed tail that they can use similarly to a limb, in the form of a prehensile Tail, when striking with this tail, it deals 50 Piercing damage
Demon Wings – Demons grow bat-like wings, allowing them to fly, They gain a flight speed of 2m/TP and have average maneuverability.
Downsides
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Demonic Fear – Demons cannot get close (within 10m) to anything that is considered holy or sacred, or has been protected by Good energy.
Rank 7 – Greater Demon
Benefits
Demonic Strength – You gain a +20% to Muscle, Psyche and Social
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Demonic Powers – You cast Flare at no MP cost and have access to it at all times. You gain Suggest, Darkness and Telepathy as a power.
Demon Horns – You receive a pair of horns which allow you to attack others, dealing 200 (d4%) Piercing damage. These are considered an unarmed attack, and can be imbued with abilities.
Demon Tail – Demon’s grow a pointed tail that they can use similarly to a limb, in the form of a prehensile Tail, when striking with this tail, it deals 50 Piercing damage
Demon Wings – Demons grow bat-like wings, allowing them to fly, They gain a flight speed of 2m/TP and have average maneuverability.
Demon Limbs – Demons grow two extra limbs of their choosing between Arms, Head, Legs or Wings. This functions identically to the cybernetic Extra Limbs.
Downsides
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Demonic Fear – Demons cannot get close (within 10m) to anything that is considered holy or sacred, or has been protected by Good energy.
Rank 8 – Lesser Demon Lord
Benefits
Demonic Strength – You gain a +20% to Muscle, Psyche and Social
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Demonic Powers – You cast Flare and Ember at no MP cost and have access to it at all times. You gain Suggest, Darkness, Fireball and Telepathy as a power.
Demon Horns – You receive a pair of horns which allow you to attack others, dealing 200 (d4%) Piercing damage. These are considered an unarmed attack, and can be imbued with abilities.
Demon Tail – Demon’s grow a pointed tail that they can use similarly to a limb, in the form of a prehensile Tail, when striking with this tail, it deals 50 Piercing damage
Demon Wings – Demons grow bat-like wings, allowing them to fly, They gain a flight speed of 2m/TP and have average maneuverability.
Demon Limbs – Demons grow two extra limbs of their choosing between Arms, Head, Legs or Wings. This functions identically to the cybernetic Extra Limbs.
Demon Lord Blood – Whenever you are hit, all targets in a 1m radius are affected by the Melt power.
Downsides
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Demonic Fear – Demons cannot get close (within 10m) to anything that is considered holy or sacred, or has been protected by Good energy.
Rank 9 – Greater Demon Lord
Benefits
Demonic Strength – You gain a +20% to Muscle, Psyche and Social
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Demonic Powers – You cast Flare and Ember at no MP cost and have access to it at all times. You gain Suggest, Darkness, Fireball and Telepathy as a power.
Demon Horns – You receive a pair of horns which allow you to attack others, dealing 200 (d4%) Piercing damage. These are considered an unarmed attack, and can be imbued with abilities.
Demon Tail – Demon’s grow a pointed tail that they can use similarly to a limb, in the form of a prehensile Tail, when striking with this tail, it deals 50 Piercing damage
Demon Wings – Demons grow bat-like wings, allowing them to fly, They gain a flight speed of 2m/TP and have average maneuverability.
Demon Limbs – Demons grow two extra limbs of their choosing between Arms, Head, Legs or Wings. This functions identically to the cybernetic Extra Limbs.
Demon Lord Blood – Whenever you are hit, all targets in a 1m radius are affected by the Melt power. You regenerate 25 MP per round.
Downsides
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Demonic Fear – Demons cannot get close (within 10m) to anything that is considered holy or sacred, or has been protected by Good energy.
Rank 10 – Hellish Underlord
Benefits
Demonic Strength – You gain a +20% to Muscle, Psyche and Social
Demon Sense – You gain the ability to sense all demonic presence in an area and can view all Auras.
Demonic Powers – You cast Flare and Ember at no MP cost and have access to it at all times. You gain Suggest, Darkness, Fireball and Telepathy as a power.
Demon Horns – You receive a pair of horns which allow you to attack others, dealing 200 (d4%) Piercing damage. These are considered an unarmed attack, and can be imbued with abilities.
Demon Tail – Demon’s grow a pointed tail that they can use similarly to a limb, in the form of a prehensile Tail, when striking with this tail, it deals 50 Piercing damage
Demon Wings – Demons grow bat-like wings, allowing them to fly, They gain a flight speed of 2m/TP and have average maneuverability.
Demon Limbs – Demons grow two extra limbs of their choosing between Arms, Head, Legs or Wings. This functions identically to the cybernetic Extra Limbs.
Demon Lord Blood – Whenever you are hit, all targets in a 1m radius are affected by the Melt power. You regenerate 25 MP per round.
Underlord – You may open a portal to the Underworld at any time, summoning 5 demons, or to travel through.
Downsides
Demonic Weakness – You receive double damage against all abilities that are considered holy or attacks by a good aligned outsider
Mischievous Tendencies – Your actions tend to lead to some sort of mischief and debauchery, you receive a -10% Penalty to all Luck actions related to social situations.
Demonic Fear – Demons cannot get close (within 10m) to anything that is considered holy or sacred, or has been protected by Good energy.