Devils

Devil Sator

Sator Devil

Grand Arch Devil

1st born devil, god of chaos, Only 1 in existance and he is played by the Game Author.
Levels: 40-44

Information

Names:  He goes by numerous names but is known on Morashtar as Maelmorda Arghyle Kilcanoragh, High King of An Morendor and Morashtar. He was known on the world of Dark Star, where he created the Anduain, Mogduain, and Arcanon as Arasgal. He was known in Ireland as an elusive sorcerer named Killian Kilcanoragh the Wolf, in Spain he is called simply Diablos, and his legendary name is Lucifer. His true epitat is the Morning Star. He is the brother of Yajmha, king of Haman, the kingdom of light in the Upper Kingdom.

Race:  He is an unknown immortal type to all but his own children of Acheron. He is feared but also known as a protector of the country and world he rules over. He is a fallen deity who became the first devil, known as the Sator Devil.

Forms:  He can trasmute his form into almost anything known to him but seldom has need to conceal himself in such a way unless he is studying the life forms on a new world. He takes a human form when outside of Acheron which diminishes his physical prowess.

Warning:  This character is active in the TMK RPG but the game author lets players choose if their characters interact with The Morning Star. There is always the potential for danger when involving a characters with Maelmorda if a character interests him, or provokes him. No unnesseccary actions will be taken on characters involved with this PC unless a character invites drastic measures.

See Web Page: for further information;
The Morning Star

 

Angel of Despair

Seruhir

Guardian of the gate. Only 1 of these fallen exist at one time

Level: 30, checks (CS) or 9 d6

Stats: See; character list, angels, Abraxas Page for information.

Arcane Paths: Chaos Aspected: Spell book of up to 144 spells or 12 limited paths allowed.

Information

Contents by JD and Sparky © Copyright 2008

Arch Devil

Malchivest

Levels: 25-40, checks 7-12 d6

Stats

Checks

Fortitude: base Level +10
Strength: +12 when devil form is tapped
Stamina: +15 when devil form is tapped
Bestial Senses: +1 per level, adds to normal senses.
Inborn Powers
Domination: full path, unique knowledge option, change normals to custom abilities
Dark Presence: projects their will for a desired result -vs. Constitution
Dark Allure: Intoxicating scent, Charisma +8
Possession: full path
Metaphysical Sight: see and identify energy streams, auras, moods, alignment (see angel powers)
Shade Form: drains life or health, by contact meta-haste + 4d6
Divination: project mind to parallels and inner planes of knowledge, past, present and future to gain knowledge
Supernatural Haste: +1 mvm per success, +1 AR per ace.
Improved Regeneration: Level +10 Regeneration Level
Devil Form: Increases all physical, sense and affectable mental checks by +6, or +12 to one check field. Devil form can vary but is often a jet black, partially bestial, winged creature with claws, fangs, sharp teeth and horns or antlers.
Form Shift: Unlimited forms of up to +1 per level, form selection at level 40
Illusory Projection: same as phantasmancy, limited, they can create illusions that can be felt, smelled, and touched
Metaphysical Bonding: they can sense the vibes of, and locate anyone bound to them at will

Arcane Paths: Path of Chaos, Chaos Aspected, double stamina cost on light elements.

Information

Malshivest are angels of the first hierarchy that fell into Acheron to become Arch-Devils. Their names are Azriel (played), Abdiel (or Arcade), Abraxas (Also known as Casey and Artorius, who became the Angel of Despair, Played), Azazel (aka Mordreig, played), Androalphus, Arioch, Gabrian (or Gabriel), Malcomb, and Sammael (or Satan)

    Devil Beqidum

    Beqidum

    The Formless Ones


    Levels: 20+ advanced character, GM may reduce levels by an SL incident if taken by a player as a PC

    Stats:
    Physical Checks: Subrace checks in physical form
    Mental Checks: +5 logic, +6 WP, +3 intelligence, Wisdom varies, ask advice of GM
    Spirit Enhancements: +5 strength, +8 stamina
    HP: subrace HP +100 bonus when in physical form
    Vital Force: Level x 30 +100 bonus when in spirit form
    Telepathy: including mind crush (damages constitution and WP by -1 ace per ace), mind meld (transport self to location of the one mind linked to) and stupify (-1 AR per ace), added to inborn path of telepathy.
    Possess by Touch: they can possess any form by touch at will if their WP conquers the will of the one they touch.
    Spirit Possession: +4 d6 possession


    About Their Powers: Their powers vary, see Beqidum List below for abilities. They cannot command physical powers unless they possess a physical form. They can command any ethereal elements in spirit form, such as fire, shadows, abyss, air, etc.

    Beqidum List:
    All of the Beqidum have powerful possession and telepathic abilities

    Androalphus: The most powerful of the Beqidum, this grand arch devil of the elements is a fallen seraphim who commands 8 Chaos Aspected paths. He also has Dead Realms Magic and Spectremancy and commands 16 legions of spirits. Andro enjoys positions of power and authority and seeks forms with these advantages. He is in fact adept at such functions and an able leader. He commands the fallen swords, and any angel of swords which falls into Acheron comes under his command within his legion of Acheron. Andros alone has a form he can assume when not in Acheron, a peacock which after no less than one week can become a peacock dragon form.

    Lucifuges: Arch devil of Ether, he commands air and shadow elements. Light repulses him and his form is the spirit of night. Like all formless he has no form but spirit. This angel is extremely vindictive and can cause death with his touch or breath. Like the rest of his kind he can also possess the living.

    Tephros: This spirit can bring darkness and fire and can assume those ethereal forms. He is also an air elementalist

    Phaux: the trickster. Through his ages in the pit he developed a strange sense of humor and became a master of tricks, jinxes, witty curses, and pranks. Arch master of conjuration, the illusory and phantasms

    Mog: pure chaos, he enjoys possessing corrupt people of means just to ruin them and then abandons their coils to observe the results from the body of a cat, dog, or bird. He practices Necromancy, Sorcery, and Abyssmancy.

    Haashi: Perhaps the most moral among the Beqidum, his ethics sometimes conflict with his duties. Wizardry, air, purification and light.

    Ikael: It depresses Ikael that he has no form of his own and so he seeks unique and beautiful specimens to possess. He seeks to steal the forms and lives of rich young noblemen to live through them as long as he can. Chaos Aspected, any 3-4 paths.

    Odri: this spirit is cynical and often expresses sarcasm through his wit. He commands the shadow path and curses, using curses to pass judgment and test character

    Semyaza, Semmet: This beqidum is very curious and will attempt to possess almost anything to unearth its secrets. He is the wisest of his order and his advice is often sought by them. He can also read the mind of anything without his presence being felt. He is a powerful telepath and telekinetic and practices spectremancy and beast mastery.

    Enkur: This powerful spirit is a master of earth, shadow, and abyss elements. This formless one deceives to discover and is a hard judge of character who is prone to devour the souls of those he possesses if they fail his judgment.

    Information


    Devil Infernal

    Sephrades

    Levels: 25-40, checks 7-12 d6

    Stats

    Checks
    Strength: +8
    Stamina: +12
    Fortitude: +16
    Senses: +12 to split between senses

    Inborn Powers

    Domination: full path, unique knowledge option, change normals to custom abilities
    Dark Presence: project the will for a desired result, +1 per 5 levels WP boost, WP vs.WP.
    Dark Allure: Intoxicating scent, Charisma +8
    Possession: full path
    Metaphysical Sight: see and identify energy streams, auras, moods, alignment, see angel powers
    Shade Form: drains life or health, meta-haste + 4d6
    Divination: project mind to parallels and inner planes of knowledge, past, present and future to gain knowledge
    Supernatural Haste: +1 mvm per success, +1 AR per ace.
    Improved Regeneration: Level +10 Regeneration Level
    Devil Form: Increases all physical, sense and mental checks by +4, or +8 to one check field. Devil form is a black winged angel with claws, fangs, sharp teeth and horns or antlers.
    Form Shift: Unlimited forms of up to +1 per level, form selection at level 40
    Illusory Projection: same as phantasmancy, limited, they can create illusions that can be felt, smelled, and touched
    Metaphysical Bonding: they can sense the vibes of, and locate anyone bound to them at will
    Divine Fortitude: base Level +10
    Divine Strength: +12 when devil form is tapped
    Divine Stamina: +15 when devil form is tapped
    Bestial Senses: +1 per level, adds to normal senses.

    Arcane Paths: Path of Chaos, Chaos Aspected, double stamina cost on light elements.

    Information

      Sephrades are angels of the second hierarchy that fell into Acheron to become Devils. Their names are Balam, Marchocias (played), Marbas, Abaddon, Azien, Malkor, Mendes, Memnoch, Solarious, Raziel and Buerom. Sephariz is a lose term for devils as a race.

      Devil of Tongues

      Sephilid

      Levels: 7 - 10 d6, checks 8-10 d6

      Stats

      Charisma: +8
      Willpower: +6
      Stamina: +10
      Inborn Powers: Same as either an arch devil's or devils according to type of devil played.

      Arcane Paths
       Path of Quantum Projection: limited paths, only with speech.
       Path of Chaos: Chaos Aspected: same number of paths as arch devil or devil
       Story Teller Aspect: Chaos Aspected, as a signature path, meaning each spell can be applied once a day with no stamina cost.

      Information

      An Arch Devil or Devil which attains the ability to command his power through quantum projection of speech, speaking their commands in the ancient tongue of Esurian and or Mythemyn, the tongue of demons. This devil also often acts as the voice of Acheron's King to carry his messages to select enemies, allies or creatures of interest. It takes many years to learn and master their craft.

      Devil Acolyte

      Firsephis

      Stats
      Levels: 8-35
      Inborn Powers
      Domination: ful path, unique abilities (replace normals with customized effects at same levels)
      Dark Presence: projects their will for a desired result vs. Constitution
      Possession: full path
      Shade Form: drains life or health, meta-haste, Divination
      Supernatural Haste: +1 mvm per success, +1 AR per ace
      Improved Regeneration: Level +3 = Regeneration Level
      Devil Form: Increases all physical, sense and mental checks by +6, or +12 to one check field. Their form often turns black in devil shift with, claws, fangs and sharp teeth but form can vary.
      Form Shift: Up to ten chosen forms
      Illusory Projection: they can create illusions that can be felt and touched, MA + Constitution vs. Logic + Constitution
      Supernatural Fortitude: base Level = fort
      Dark Divine Fortitude: base Level +10 in devil shift
      Dark Divine Strength:
      Divine Stamina-{18-30}
      Bestial Senses: +1 per level, adds to normal senses.
      Arcane Paths: Same as their Sire's as sire allows. 10 spells per path allowed, after that, their sire must teach them further spells.

      Information

      Any devil sired by another devil as a devil, also called 'Lesser Devils.' They start at 2nd Generation, and at 5th Generation, they can no longer Sire.

      Devil Wraith

      Morsephis

      Levels: 10 d6, checks 8 d6

      Stats

      Vital Force (VF): Base Level X 30 + 100
      Stamina: unlimited
      Aura of Strength: +9, telekinetic strength
      Aura of Fortitude: MA Level +8, telekinetic Fortitude
      Immunities: Raise the Dead has no effect.
      Abyssal Restoration: by returning to the abyss they can restore their VF in 2 d6 days by consumption of souls which wander the abyss.
      WoD: Light powers harm and can kill these creatures of the abyss.
      Sun Bane: Normal sunlight repells them and does mild damage, -1 VF per turn, wherefore they seek dark places. -50% VF per day maximum damage.

      Reaper of Souls
      This ability uses no stamina
      Soul Reaper: consume soul when HP is at 3, vs. save.
      Souls of the Recently Dead: Each soul consumed from those who just perished restores +500 health and full stamina.
      Lack of Nourishment: HP loss of -100 per day when no soul is consumed. Souls sustain the health and corporeal integrity of the wraith's shadow form.
      Damage: to restore lost HP from injuries or lack of nourishment, they must replenish health by consuming souls.
      Restoring Health: to restore lost HP, they must replenish by consuming enough souls to restore full HP.
      Old Souls: souls in the spirit realm or abyss restore +100 HP per soul, The energy they provide is less because they are old spirits that have grown 'thin'.
      Consuming Powerful Spirits: restores full health, stamina, and any level losses. Powerful spirits are wraiths and phantoms which are well established and have grown stronger instead of thinner. These spirits will restore full health if consumed, increase HP by +1 per soul consumed, but are dangerous to attempt eating for they will fight back.
      Powerful Spirit Levels: random Level Roll; 6 d6, total=level. Powerful spirits include Wraiths, Phantoms and Poltergeists.
      Finding Souls in the Spirit Realms: +20% chance of finding 1 d6 soul/s per square mile. 30% chance of each soul being powerful.
      Finding Terrestrial Souls: +10% chance of finding 1 soul per day. 50% chance of soul being powerful. Graveyards, tombs and catacombs stand a 25% chance of finding 1 d6 souls with a 40% chance of each soul being powerful.

      Metaphysical Powers These powers use no stamina
      Auralvision: see energies to detect and identify the presence of power, see auras to determines mood, intention and alignment.
      Drain Health: damages, damage is permenant until restored, wraith's vital force restored by amount of health drained.
      Drain Life: -1 called level on a hit, permanent until life is restored or level is regained.
      Telekinesis: inborn powers, start at level 5, make list of telekinetic abilities

      Arcane Paths
      Necromancy: 3 per level, drains VF instead of stamina
      Curses: 3 per level, drains VF instead of stamina
      Called Paths: +2 called paths.

      Information

      A devil turned wraith through a near death from which they could not regain their physical form. They are a shadowy likeness of what they appeared as in their true form as a devil with glowing, pale blue eyes. A deep blue telekinetic aura surrounds these devils which is the source of their strength and fortitude. Through telekinesis they can also make physical contact and otherwise manipulate material things.

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