Thursday, March 17, 2016

Fantasy Core RPG: Succubus/Incubi Inhabitation

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.

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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