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Demonologist

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Dungeon Fantasy 9: Summoners · p.6

Open source p.6
250 points

250 points For whatever reason, you’re interested in the deep, dark powers of the universe. Whether your motive is dangerous curiosity, an obsessive desire to defend the world against the most fearsome monsters of all, an arrogant belief that you can use these tools without being corrupted, or something more sinister, you’re prepared to take risks that most people would consider insane. While other adventurers plunge into dungeons in search of shiny baubles or to prove themselves against lesser monsters, you’re interested in the more exotic sorts of magical loot and snippets of ancient lore that might be found there. (Of course, you sometimes need mundane resources yourself, or have secondary goals to pursue.) No one knows about plunging into darkness and facing down monsters better than you do. Oh, you can understand the more general interests of the wizard, and you know that all those wizardly spells work well enough in their way – but wizards think that they can handle demons, without understanding the depth of special insight that you bring to the business. You get on less well with clerics and shamans, though; they suspect you of selling out to dark powers or worshiping beings who they don’t like. (Clerics of evil gods think that you’re poaching on their territory without paying their deities sufficient respect.) If you can convince them otherwise, they may consult you when they find that exorcisms are getting beyond them – and you have nothing against the gods, so you can be polite back to them – but it’d be nice if they were prepared to take a more analytical approach.

Attributes: ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 12 [20].

Secondary Characteristics: Damage /; BL 20 lbs.; HP 10 [0]; Will 16 [5]; Per 14 [-5]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0].

Advantages: Demonic Attunement 3 [24] and Spirit Empathy (Specialized, Demons, -50%) [5]. • Another 18 points in Demonological abilities (p. 8); put leftovers into spells (p. 8). • A further 30 points chosen from among additional Demonological abilities or ST +1 or +2 [10 or 20], DX +1 [20], IQ +1 [20], HT +1 [10], Will +1 to +6 [5/level], FP +1 to +5 [3/level], Channeling (Specialized, Demons, -50%) [5], Charisma 1 [5], Combat Reflexes [15], Demonic Attunement 4 or 5 [8 or 16], Eidetic Memory [5] or Photographic Memory [10], Fearlessness [2/level] or Unfazeable [15], High Pain Threshold [10], Higher Purpose (Protect the world from demons) [5], Intuition [15], Language Talent [10], Languages (Any ancient or scholarly) [2-6/language], Licensed Exorcist (Demons; p. 5) [1], Luck [15], Medium (Specialized, Demons, -50%) [5], Mind Shield [4/level], Night Vision 1-3 [1/level], Signature Gear [Varies], Slayer Training (Any; p. 7) [Varies], Social Regard 1-2 (Feared) [5/level], Spirit Weapon (see p. 5) [1], or Weapon Bond (Knife or Sword) [1].

Disadvantages: -20 points chosen from among Curious [-5], Frightens Animals [-10], Loner [-5], Megalomania [-10], Oblivious [-5], Obsession (Become the world’s most powerful demonologist; Destroy all beings of a specific type; etc.) [-10], Overconfidence [-5], Social Stigma (Excommunicated)† [-10], Stubbornness [-5], Unnatural Features 1-5 [-1/level], or Weirdness Magnet [-15]. • Another -25 points chosen from among the previous traits or Appearance (Unattractive or Ugly) [-4 or -8], Bad Smell (Sulfurous) [-10]; Bad Temper [-10], Bloodlust [-10], Callous [-5], Clueless [-10], Fat [-3] or Skinny [-5], Jealousy [-10], Low Empathy [-20], No Sense of Humor [-10], Odious Personal Habits (Taste for darkly bizarre discussion topics; Inability to lose the bloodstains; etc.) [-5, -10, or -15], Paranoia [-10], Phantom Voices (Annoying) [-5], Selfish [-5*], Wealth (Struggling) [-10], or Unfit [-5] or Very Unfit[-15].

Primary Skills: Hidden Lore (Demons) (A) IQ+1 [4]-16; Occultism (A) IQ+1 [4]-16; Psychology (Demons) (H) IQ [4]-15; and Thaumatology (VH) IQ-2 [2]-13.

Secondary Skills: Four of Research, Speed-Reading, Teaching, or Writing, all (A) IQ [2]-15; or Exorcism or Meditation, both (H) Will-1 [2]-15. • One of these four melee skills packages: 1. One of Broadsword, Rapier, or Shortsword, all (A) DX+2 [8]-14; one of Shield or Shield (Buckler), both (E) DX+2 [4]-14; and Knife (E) DX+2 [4]-14. 2. Two-Handed Sword (A) DX+3 [12]-15 and Knife (E) DX+2 [4]-14. 3. Two-Handed Sword (A) DX+2 [8]-14; Broadsword (A) DX+1 [4]-13; and Knife (E) DX+2 [4]-14. 4. Knife (E) DX+5 [16]-17.

Background Skills: 10 points chosen from among Crossbow or Thrown Weapon (Knife), both (E) DX [1]-12; Climbing or Stealth, both (A) DX-1 [1]-11; First Aid, Gesture, or Savoir-Faire (High Society), all (E) IQ [1]-15; Cartography, Fast-Talk, Hazardous Materials (Magical), Hidden Lore (Magic Items, Magical Writings, Spirits, or Undead), or Interrogation, all (A) IQ-1 [1]-14; Diplomacy, Philosophy, Physiology (monster type), or Theology, all (H) IQ-2 [1]-13; Alchemy (VH) IQ-3 [1]-12; Hiking (A) HT-1 [1]-11; Intimidation (A) Will-1 [1]-15; or Observation or Search, both (A) Per-1 [1]-13. Spells: Choose 10 demonologist spells (p. 8), which will be either (H) IQ+1 [1]-16 or (VH) IQ [1]-15 with the +3 for Demonic Attunement. * Multiplied for self-control number; see p. B120. † Helpful clerical spells (such as healing) work at -3 on you. Harmful ones aren’t affected! Customization Notes The big question here is what makes someone take up the dangerous occupation of working with demons. • The wild-eyed scholar is obsessed with knowledge, and doesn’t always pay enough attention to the cost. He regards practical demonological magic as an interesting proof of concept. Take disadvantages such as Curious and Clueless, and focus on skills such as Research, Speed-Reading, Cartography, and Hidden Lore. • The methodical evil-slayer understands about the dangers of demonology perfectly well. Moreover, he’s ready to run calculated risks in order to get inside evil’s guard, understand demons’ weaknesses, and destroy them efficiently – because he really wants them gone. This almost certainly means an Obsession (or maybe Paranoia), and often Bloodlust, with Higher Purpose perhaps as the beneficial part of the deal. Surviving the lifestyle may demand advantages such as Combat Reflexes, High Pain Threshold, and Slayer Training, as well as skills such as Exorcism and Crossbow. • The walking freakshow, by contrast, may not even have chosen the career voluntarily. Being stuck with problems such as Weirdness Magnet and Frightens Animals, as well as gifts such as Channeling or Medium, he’s learned what he needs to survive – starting with skills such as Research, Fast-Talk, and Diplomacy. • Of course, not all adventuring demonologists are well-meaning or innocent. The starter megalomaniac is an example of more dubious motivations, prodding and poking at the edges of dark power and dreaming of the day when he can play with the big boys. If he’s not actually corrupted yet, he’s scarily unworried by the possibility; he figures that enough power means never having to say that you’re sorry. Megalomania defines this type, obviously, and may be compounded by things like Callous or Odious Personal Habits. He may add dangerously overt Demonological abilities (including sinister Allies, if possible) and at least dream of acquiring Social Regard (Feared), meanwhile employing Intimidation a lot in human society.