FANTASY CORE RPG
UNDEAD AND
DEMONICALLY POSSESSED CREATURES
(c) Jerry Harris,
2016
(This link will take you to the
Fantasy Core Playtest Rules.)
Succubus (f)/Incubi (m)
Inhabitation
A Witch or Warlock has become fully possessed by a lustful demon, a Succubae, using
their host body for sex (and draining life force) in exchange for immortality
and an un-aging, perfectly beautiful body.
This rite was enacted to fulfill an obsession the caster already had. Witches, being female, will become a Succubus,
as will female Warlocks. Male Warlocks
will become Incubi. Apart from their
appearance and class abilities, they are the same. (Their seduction techniques and attitudes
would also probably differ.)
They are not actually undead, but are immortal and enhanced,
so long as they absorb a daily energy drain, preferably accompanied with a sex act. They drain XP with each sexual encounter,
which often kills lesser partners. 6th
to 8th level spellcasters could perform the ceremony. These are usually, frankly, untalented,
unserious students of the craft, who wouldn’t have reached 9th or 10th
level anyway. The example Succubae
presented here are an 8th level Warlock and Witch, which would the
uppermost possibility.
Succubae of other
Classes
There are non-pure strain humans and non-magic-users who can
also become hosts for Succubae. Use the
standard Warlock Succubae stats, with changes as noted.
Fairy Enchantresses are highly sought after hosts by Succubae, as they
are already endlessly beautiful and charming.
They are called “Angels of Death” by their victims. They may be up to 8th level. Pixies already have wings. Succubae Charm and AC supersedes their class
abilities. Add an immunity to sleep,
charm, and paralysis effects. They are
barred from entering the Otherworld, but sorely lust after Fey (especially
Elvish) blood and sex partners.
Tiefling Arcane Thieves already have a demonic taint and can easily access infernal
sources should they choose. A Succubae
can hide their deformity (except during sex) and dramatically increase their
attractiveness. It’s an easy sell for
most Tieflings. Arcane Thieves may up to
be 10th level, but will only have 2 spell Failures/encounter. Tieflings will have their Lesser Teleport
powers (and any other inherent magical powers), along with their Thief skills.
Psychics have been known to commune with demonic forces and can seduced by Succubae entities into becoming a host. They may be up to 8th level. Psychics will not have spells, but will have their psychic powers, along with their Occult Knowledge and Fearlessness.
Psychics have been known to commune with demonic forces and can seduced by Succubae entities into becoming a host. They may be up to 8th level. Psychics will not have spells, but will have their psychic powers, along with their Occult Knowledge and Fearlessness.
Incubi/Female
Warlock Succubus
HD 8 (d6), Hp 48, AC 16* (Natural, they dislike wearing any
armor, Magic or silver to hit, immune to electricity, poison, acid, and any
fire), Enhanced Init +3
Fort +6, Ref +6, Will +7
Melee: 2
attacks/rd Claws +7 to hit 1d6+1, if both Claws hit an opponent they are also
stunned, the Succubae will attempt an immediate Energy Drain Kiss. (The Claws are retracted and unnoticeable
when not in use.)
Energy Drain Kiss:
Used on any stunned opponent (or willing partner), DC 18 Will Sv or lose 1d4
Negative Hp. Succubae are functionally
helpless while engaged in the act.
Charm: If not
engaged in combat, DC 18 Will Sv for victim to resist. May be attempted once on an individual per
encounter. It is a DC 12 Will Sv to use in
combat. The effect is to stun 1 rd
(followed by an immediate Energy Drain attack).
Immunities: Succubae are immune to charm
effects. They also can’t be affected by
any effect which would change or damage their looks. They are immune to electricity, poison, acid,
and any fire damage.
Infravision: Has the ability to see in the
dark.
Can Fly:
Has retractable, ethereal wings. They can
only carry a light load.
Thralls:
Any victim failing 3 consecutive Charm attempts becomes a permanent
Thrall, a loyal admirer of the Succubae.
Given the opportunity, the Succubae will Arcane Mark their favorite Thralls, usually those who can survive
an Energy Draining (watch out Player Characters!). This will telepathically link them, allowing
the Succubae to control their Thralls and have access to their senses. They are able to control up to 4 Thralls at a
time. They could theoretically keep
more, but Succubae just can’t resist inevitably killing their lovers, so their
numbers are always getting thinned out.
A Break Enchantment spell (DC
18 or Paladin ceremony) is needed to end this arrangement and trust me, the
victim will not want to be cured.
Summon:
A full rd action. Any Arcane Marked Thrall
of the Succubae will immediately come when called as soon as they can. They will fight to the death for their
master.
Banes and Habits:
Succubae are invulnerable to normal weapons, but can be hurt by magic and
silver weapons as a silver knife is used to draw blood in the inhabitation
ceremony. They cannot enter Consecrated
or Hallowed areas. Succubae are normally
obsessed with finding new lovers, murder is only an unfortunate byproduct of
their “love.” They are neither strong
warriors nor spellcasters and will tend to flee determined or strong
opposition. If they can’t charm their
way through a situation, they’ll probably run.
At times, there is a strong romantic streak in them. In spite of their inherently polygamous
nature, every so often someone touches their little black heart. They may not Energy Drain them, if they don’t
think they can’t take it, but will have them as a lover or, if too shy to
encounter them, might even be stalking them.
They won’t use their supernatural Charm, preferring to win their
affection. Eventually, the Succubae will
become bored with the chase, or will finally reluctantly drain them. However, this “Beloved” will be a notable
weak point in their amorous lifestyle.
Succubae favor urban areas with the more people the better,
as they are always searching for new victims.
However, they seldom set roots for long, usually leaving town as
authorities start to become suspicious.
They are fierce rivals with others of their kind. The only thing that could get them to ally
would be Vampires in the area, as they are both “predators of man,” feeding on
the same stock. At best, there might be
a tenuous truce with clearly delineated territories.
Final Destruction: Killing the host with magic or
silver will definitively kill them.
Exorcism will drive out the Succubae entity, but the host will still be
hostile (to say the least). They will lose
their enhanced looks and other demonish powers, but will still have their
magic. They will also immediately age to
whatever their real age is. Depending on
how long they’ve been inhabited, that might be enough to kill the host outright. If left alive, the host will more than likely
seek to repeat the inhabitation ceremony.
Common Warlock
Succubae Spells (This is only a suggested list of spells.)
Spellcheck:
+5, Save Against: DC 16, 3 cumulative failures in a
turn/encounter.
Many of
these spells are used to keep track of current lovers and to search out new
ones. Even at their highest level,
Succubae aren’t potent spellcasters, usually having only a +1 Int bonus. Once possessed, these individuals stop
progressing as magic-users (gaining levels), as they become obsessed with
finding new sex partners.
0-LEVEL WIZARD CANTRIPS (DC 10 to cast)
Enhanced Arcane Mark: Inscribes a personal rune
(visible or invisible). Permanent unless
removed by Dispel Magic. This is a special
Succubae spell to mark their favorites.
It telepathically links them, as well as marking them as their territory.
1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Alarm: Wards an area for 16 hours. (Caster Check to disarm.) (Succubae want to
make sure they’re not surprised while en
flagrante. Also to keep tabs on
their current favorite lovers.)
Charm Person: Makes one person your friend. 8 turns.
(Will Sv)
Disguise Self: Changes your appearance. 8 turns. Disrupted if injured, Will Sv to see through
it, but only if suspicious.
Magic Missile: 9 impact damage + Knocked down.
(Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into magical slumber, 1
turn. (Fort Sv)
2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Spiteful Acid Arrow: 9 acid damage + -1 to
non-Dex bonus/magic AC + -1 to Cha (permanent). (Ref Sv all damage) Short
range. (A special Succubae spell
used against ex-lovers or those spurning their advances.)
Blindness/Deafness: Makes subject magically blinded
or deafened. Encounter. (Will Sv)
Darkness: 20-ft. radius of supernatural shadow. 8
turns.
Detect Thoughts: Allows "listening" to
surface thoughts. 10' range. 8 rds.
Fog Cloud: Fog obscures vision. Fills confined area
or 40' sq. 8 turns.
Invisibility: Subject is invisible for 1 rd/level or
until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs
spells. Disrupted by any hit.
Knock: Opens locked or magically sealed door. (Caster
Check)
Mirror Image: Creates decoy duplicates of you (1d4 x
4). Lasts until touched or successfully attacked or Encounter/turn.
3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Baleful Polymorph (Witch only): Transforms subject into harmless animal. Permanent.
Requires physical presence of target and a Sympathy,
Forbidden spell. (Will Sv, Caster Check to
break.)
Clairaudience/Clairvoyance: Hear or see at a distance
for 8 rds. Line of sight, through 1
wall.
Gaseous Form: Subject becomes insubstantial and can
fly slowly. 8 turns.
Hold Person: Paralyzes one humanoid for 8 rds. (Will
Sv) Disrupted by any hit.
Lightning Bolt: 11 electrical damage + Stun 1
rd + Knocked Down. (Ref Sv ½ damage) Medium range.
Nondetection: Hides subject from divination, scrying.
8 turns
Suggestion: Compels non-hostile subject to follow
stated course of action. 8 turns. (Will Sv)
Tongues: Speak any language. 8 turns. (To be able to converse and seduce anyone.)
4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Arcane Eye: Invisible floating eye moves 30
ft./round. 8 turns (Mostly to search out new lovers.)
Charm Monster: Makes monster believe it is your
ally. Encounter/turn. (Will Sv)
Locate Creature: Indicates direction of creature
(specific or type within 1 mile.
Requires a Sympathy.
Polymorph: Gives one willing subject a new form. 1
day or until discharged by subject.
Scrying: Spies on subject from a distance (1 mile).
Requires a Sympathy. 8 turns.
Female Witch Succubus
An 8th level Witch would have the same stats as
the Incubi, but would have different spells.
They would have 4 prepared spells in 4 Focuses (for this example, 2
rings, an amulet, and a wand with 1 spell each). (Note the lower Spell DC’s.) Again, Succubae tend to be lousy
spellcasters. A Witch/Succubus won’t be
part of a coven (too much competition for partners if they convert them, and
normal witches are usually jealous of these creatures). They also won’t have a familiar (too
neglectful to own a pet) or brew potions.
0-LEVEL WIZARD CANTRIPS (DC 10 to cast)
Enhanced Arcane Mark: Inscribes a personal rune
(visible or invisible). Permanent unless
removed by Dispel Magic. This is a special
Succubae spell to mark their favorites.
It telepathically links them, as well as marking them as their
territory.
Focus-Ring
2ND-LEVEL WIZARD SPELLS (DC 12 to cast)
Spiteful Acid Arrow: 9 acid damage + -1 to
non-Dex bonus/magic AC + -1 to Cha (permanent). (Ref Sv all damage) Short
range. (A special Succubae spell
used against ex-lovers or those spurning their advances.) Focus-Wand
3RD-LEVEL WIZARD SPELLS (DC 13 to cast)
Baleful Polymorph: Transforms subject into harmless
animal. Permanent. Requires physical presence of target and a Sympathy, Forbidden
spell. (Will Sv, Caster Check to break.) Focus-Ring
4TH-LEVEL WIZARD SPELLS (DC 14 to cast)
Geas/Quest: Lasts 8 days or until discharged. (Will
Sv to victim, Caster Check to dispel) Focus-Amulet
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