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Primary race record

Demon

Demon establishes the character’s core lineage benefits.

Record
Primary race
Size
Medium
Listed features
11
Sub-races
0

Rules reference

Character creation

Apply these attribute, proficiency, language, and skill benefits during character creation.

Core benefit

Attributes

You gain +1 in Power and +1 in Reason.

Core benefit

Proficiencies

You can speak, read, write Common and Sorthen. You also gain proficiency in one common weapon or +5 skill points in a skill relating to your demon clan.

Core benefit

Skills

You gain +5 skill points in either Common Knowledge, Magic, Religion, History, Flight, Artifice.

Character choice

Lineage paths

Choose the path that matches your family or upbringing. Each path grants the linked ability.

Identity & lore

Lineage overview

In Demon lore, they were the descendants of Angels who had rebelled against providence.  Losing their angelic wings and methods to absorb the Divine might of Light, they’ve adapted techniques to burn their own life force to temporarily tap into their powers.  The dangerous technique called Divine Release, is highly praised as the pinnacle of a demon’s powers.

While originally slandered as “demons” by humans and the angels of old, the demons have embraced the name as proof of their rebellion. 

Demons appear as humanoids, and but have varying secondary characteristics.  Some have tiny wings that are devoid of the providence absorbing “feathers”, while some have various kinds of horns or eye patterns.  Some even have pointed ears like the fae.

The Demon city of Sorthen exists as an aristocratic meritocracy, where the power balance shifts, houses die and new ones are born based on their contribution to society.  These Demon houses all grant their offspring a middle name, this name referencing their roles in society from servants to soldiers to scholars.  Each family passes down the techniques of their role, specializing for the greatest efficiency. None of these roles are looked down upon, and it is considered an honor to fulfill your purpose to the highest capability.  While the tradition of adhering to house societal roles, they are not inflexible.  It is not unusual for an individual to carve out a new life path if they demonstrate exceptional merit, and straying from that assigned family role would then not be viewed negatively.

Demon

Lineage features

Abilities unlocked

Complete rules for every ability granted by this primary race.

0 AP
Range
Self

Demons can feed on their own lifeforce to release a brilliant display of divine powers. Horns can elongate, fangs might grow, eyes glow and even wings can sprout as the Demon realizes their Divine Roots.

Upkeep: 11 HP

You transform into your new form and take 11 true damage. You may end this form at any time by spending 0 RP. While the form lasts you gain the following benefits:

Fallen Guard: When you take the Block basic action, you gain an additional +5 to guard.
Fallen Alacrity: You gain +5 movement speed and the ability to fly.
Fallen Might: You gain +1 AP at the start of your turn.
Fallen Conviction: When you are reduced to 0 HP, you do not enter the downed state. You still receive the wounded status. While at or below 0 HP, the upkeep for this ability is increased to 16. If you end this ability while at or below 0 HP, you are immediately placed into the downed state. If your HP become equal to or lower than your negative maximum HP, you are immediately incapacitated and this ability ends.

Once you use this ability, you cannot do so again until you finish an interlude rest phase.

No listed cost

You heal faster than those of other races. You gain the following benefits:

  • When using Grit, you heal for 6 HP instead.
  • When using Second Wind, you heal for an additional 3 HP.
4 AP
Range
Self

By suppressing your mana output you conceal your presence, gaining Presence Concealment.  You cannot use any abilites that cost mana or any abilities with the aura keyword while in Presence Concealment.  You can end this effect for 0 RP but the inability to use abilities that cost mana or abilities with the aura keyword persists until the end of your next turn.

Requirements

-

Ability

Predict

1 RP1 MP
Range
Self

You may take the Dodge action and remove the Lock On effect from the triggering attack.

Requirements

You are the target of an attack.

Ability

Mana Burst

1 RP1 MP
Range
Self
Keywords
Augment

You augment your next attack, increasing accuracy by 3 and dealing 3 bonus damage on hit.

You may use AP for this attack instead. 

Ability

Mind's Eye

0 AP2 MP
Range
Self

You may ask the GM for the rough best course of action during an encounter based on the information you have. The GM should answer truthfully, but does not need to go in depth. (For example: Retreat, kill the grunts, focus the boss, use magic attacks etc).

Ability

Dense Mana

0 RP1 MP
Range
Self

You augment your next ability, increasing the Potency of your next ability by 2.

0 RP1 MP
Range
Self

When you fail a check when operating an airship, you may use this to reroll the check. You must accept the new result and cannot reroll it again.

No listed cost

You assist a target character, giving them 1 additional encounter conclusion action.

This uses up your own encounter conclusion action.

No listed cost

If you have a Medical Kit, you may use your encounter conclusion to give the Second Wind encounter conclusion effect to someone else. You heal for an additional 1d6 (+3 from your Demonblood Regeneration if you have it) when doing this. 

Ability

Instinct

No listed cost

The first time per encounter that you are attacked by a Stealth attack, that attack does not gain the Trick Attack benefit. If you become the target of an attack while you're surprised, you may still react to it and any special properties of an attack that require you to be unaware of the attack (such as Killshot) do not apply to it. 

In addition, when you are about to take an action that leads to grave harm or death (example: The enemy has an instant death ability), you can receive a premonition from the DM.