In spirit of the new Nosferatu Movie coming out this month, I've been holding onto a vampire plot with a western twist. The vampires in question have both the typical abilities and vulnerabilities one would expect, with a twist. In addition to their typical boons, vampires have what is called 'blood magic' which is a broad category of various supernatural powers fueled by blood. Some are what you'd expect of a traditional vampire. Turning into a wolf or bat, or hypnosis. Others borrow inspiration from other mythical beasts, werewolves, gorgons, etc (To sort of hook onto the idea that vampires are the center of most monster folklore and such.) Others still may implement powers like traditional spells, divinations or conjuring fire and the like. Thus, vampires will be able to pick and choose various blood magic abilities to tailor their powers how they see fit.
Aside from vampires themselves, you also have Dhampyrs. Unlike what you'd expect of the name, Dhampyrs are not directly related to vampires. They go by other names too, such as the 'branded', 'witches', shamans and so fourth. In essence, a Dhampyr is simply a human that is capable of doing blood magic. In addition to being able to use their own blood, they have a spiritual energy 'also goes with different names based on culture'.
Some dhampyrs may not necessarily have any noteworthy blood magic, but all dhampyrs have whats called 'dark sight', which lets them be able to see supernatural things normally invisible to the naked eye, trace sources of undeath and otherworldly phenomena, and of course, blood remnants. Dhampyrs have a 'brand', a tattoo-like pigmentation over a part of their body which acts as the source of their power. Brands are always a pentacle, but can appear on different parts of the body like over an eye, tongue, the palm of a hand, etc. They are also, of course, cursed in some ways and are minorly inconvenienced or weakened by holy objects. Despite their seemingly infernal blessings, they are often recruited as vampire hunters due to their unique skills.
There will be some other supernatural phenomena in the rp(Mostly some on theme gothic stuff, ghosts and demons come to mind.) Most if not all that will be covered will revolve around vampires, blood magic, holy effects, and dhampyrs.
While Christianity is the de-facto 'vampire repellent' holy stuff in the region the rp takes place in, broadly speaking, other spiritual and or religious purposes meant to ward away demons/the undead are more-or-less effective too. For vampire hunters with a foreign background this might be relevant.
There will be a full list of selectable blood magic for vampires/dhampyrs to pick from with the OOC. Though its a set list I have a *lot* of options planned. While I might allow custom powers to be submitted too, I will note that in the spirit of keeping generally on the lower end of fantasy and gothic, I want to avoid any complicated powers or abilities that don't fit the theme, so naturally if I am open to power submissions they will be under harsh scrutiny.
𝓟𝓵𝓪𝔂𝓪𝓫𝓵𝓮 𝓬𝓱𝓪𝓻𝓪𝓬𝓽𝓮𝓻𝓼
The ratio of the cast can influence how the story will go exactly. Whether its a one-sided romp of hunters or vampires against the opposition, or a mixed cast that delves into lives/unlives of both. While there is a initial story hook, the setting does allow for freedom of various other stories and interactions. Have a vampire PC terrorize a human PC? Sure. A hunter hunting a vampire pc? Yeah. Just make sure interactions are consented OOC and you have a mutual understanding of where you want that interaction to go. If you aren't willing to have your PC die in the interaction, make sure you let that be known naturally especially for PVP scenarios. Vampires are generally >>> humans, though they, of course, have exploitable weaknesses.
Humans: You can just be an ordinary guy. Priests and human hunters might get a little something special. Faith goes a long way. But you can also just be 'average joe silver miner.' or another functioning member of this town's small society.
Dhampyrs: A vampire hunter, a hunted witch looking for refuge in somewhere far away from persecution, a rogue wizard seeking power, just a random hermit. There's a lot of directions you can take this concept.
Vampires: Mostly straightforward. Vampires aren't automatically 'evil' but they do need to feed off of blood, and centuries of conflict between man and vampires have more or less cemented the fact its a kill or be killed kind of scenario. There's nothing against trying to fight against that though, in the classical themes of a freshly turned vampire trying to keep their humanity as an example. Sympathy from mortals range from rare to non-existent and it would certainly be easier to just embrace the monster within.
I'm just gonna review what you've posted so far to refine the concept, just wanted to say the ability to consume info is fine with the tentativeness on its ability to effect foreign spells. I'm fine with the ability to maybe analyze spells of a viewed object and such like being able to scan and identify a sorcerer's/demons spell list, but 'temporary disabling of abilities' or otherwise hindering them should be reserved as an awakening upgrade; since that's a pretty strong ability in of itself, even after factoring the resistance factor.
We currently have four players confirmed. Still looking for more so feel free to apply! If we end up with an odd number of players I can fill a partnership with a dmpc.
I'll include some note-lore for demons below. But in general playable demons will be limited to fiends, and preferably imps (Though you can have an awakened demon if you so choose, just keep in mind you won't have as much growth for balance reasons. Think the difference between start weak but a lot of growth versus starting strong but little growth.) Ideally both end points should be around equal, if not more for the people that started weak.
Most of a demon's power and potential is transferred to the sorcerer, so the difference in strength in the demons isn't as influential as you'd think. Sorcerer's provide the other have of the equation and its possible that someone's latent potential as a sorcerer can compensate for an otherwise weak demon in such a partnership.
The default form of a demon is some form of little creature. Stereotypical black cat of a witch. But you can be a bit creative with it. Maybe its a little ghost dragon thing, or some chibi floaty thing idk. Anime mascot kind deal.
Optionally, they can learn to shapeshift into other things, namely a human disguise and/or miscellaneous object for their sorcerer to carry or wear. Though they are limited to one form for both options.
For the main powerset, you get your choice of Summon or Weapon. Summons grants a more proper 'echo' of a demon. Its capacity is limited by the sorcerer, so a demon too strong for a sorcerer will be forced into a weaker form, whereas a weak demon with a strong sorcerer can express something similar to their full power. Since they are still giving up power to the sorcerer, they are still limited in what they can do. A summon demon has a special passive (Or an extra spell if they aren't unique) + ONE SPELL they can use. As they grow, they can learn more (Up to four) PLUS one 'bloodline' spell (Or just some powerful generic spell if they have no noteworthy bloodline traits.)
Weapon form is similar in concept, though the buffs generally apply to the user. This is more of 'soul eater' effect, where the wielder does most of the work, but their weapon form will still follow the passive and spell rule, being able to activate it in synch with their user.
Consider what clan, if any, you are a part of. I don't have any clans made in mind, so you are free to make up whatever. You can be as vague or detailed as you want and I can give further details on clans if needed. There's nothing wrong with being a generic fiend underdog too. Its also possible for different demons players to be of the same clan, just make sure its cleared with you guys. Could make interesting rivalry!
There are a lot of families within most standard clans, so even two members of the same clan may not necessarily be meaningfully blood related due to the amount of branches. Make sure you specify where the fiend is an imp or awakened.
Unless if you'd prefer to keep your fiend as an imp, you can expect them to have an important plot awakening power up later down the road. Awakenings are triggered by a sort of twisted form of self discovery. Understanding their inner passions, sins, and ideals during great strife or intensity, while also having a sufficient level of power to achieve it. It should also be noted that when a demon awaken, they'll either briefly or permanently be 'corrupted' by it, bringing out the darkest sides of their personalities if they weren't already present.
similar to sorcerer players for the rest of the stuff.
Extra Info
Important note: PVP IS OPTIONAL. This isn't a strict death game where you have to kill other sorcerers. But due to limited resources, killing each other or otherwise betraying a teammate might be convenient for your character, who knows. Just be prepared for it, but also be civil and don't abuse combat.
Stat system: There's not gonna be a hard stat mechanic. But to keep track of a very, simplified version of a power system for growth too, we'll break up player characters with strength speed magic and durability. Magical girls and starting out demons are rank 1 in each. For each level up you gain just an increase in 1 of each, so rank 1 is just for each stat, rank 2 is 2 for each stat, etc.
This is a broad benchmark that scales linearly, so you can assume each rank is incrementally stronger. (rank 3 is 3x stronger then rank 1.) For simplified variety, you can subtract up to 2 diffeent stats to .5 instead of 1 for the starting rank to have one stat increase to 1.5. (So for example, you can have a character with .5 speed, .5 strength, for 1 durability and 1.5 magic. In that same example, at rank 2 this stat spread would be 1.5 speed, 1.5 strength, 2 durability and 2.5 magic. at rank 3, this is 2.5 speed and strength, 3 durability, and 3.5 magic.) This stat spread applies to both demons and sorcerers. Note for weapon type demons, the sorcerer stats increases based on their stats. A Demon that has a .5 modifier has their sorcerer gain 0 , whereas a 1 modifier gives the sorcerer a flat .5, and a 1.5 gives them 1 stat increase.
When a demon awakens, they get a unique stat boost (Sorcerers dont get to share this boost.) They can either use this boost to offset two 0.5 modifiers (Undoing the cost that a 1.5 stat would need), increasing a 1x modifier to a 1.5x for free, or turning a 1.5x modifier into a x2 modifier (This effectively counts as one rank higher then their normal rank.
Starting stat ranks are limited to 1 for sorcerers, and 1-3 for demons. (Note, higher starters will rank up slower to let weaker ones get a head start, although completing more of the soul quota will usually allow some form of growth.)
-ONTO MAGIC. Just about every living thing has a soul. (Most animals do, when it comes to plants it depends, but usually its collective with neighboring plants of the same species, the same comes to colonies of fungi and single-celled organisms. Such living things that do not have emotional weight typically have smaller souls with exceptions to trees that take up a whole forest for example.)
Every soul that resides in a living body generates mana (The energy form of magic) to some degree. Value of a soul is typically related with the potential of emotional intelligence, so naturally, humans are the most prized for this reason. Even then, most humans still produce too low of mana to actually use or sense magic.
-In contrast, almost every living in the netherworld, even plants, often incorporate magic into their biology to varying levels. And its vital in every day society.
-Roughly 1 in every 10,000 humans is born with an affinity to magic. Often referred to as mediums, due to the consequence of them being able to sense ghosts or other supernatural phenomena in some fashion (By sight, or smell, etc.) They can be trained to use magic, but they are limited to 'generic' magic which includes: Alchemy, Rituals, and Attunement.
Rituals: General spells that usually require a magic circle and other items. Typically a long process type of deal. There are exceptions like contract magic which can be more immediate.
Alchemy: Potion making, heavily dependent upon using souls and/or magical components found in the netherworld.
Attunement: The process of binding to a magical item so that you can use it. Limited to 3 total at a time.
Conduit items: Miscellaneous magical items that aren't magical on their own, but when magic is channeled through them they perform a specific feat. Like tarot card readings or crystal balls, tuning forks, etc. There's debate on whether religious items that work against demons are also technically conduit items, but since they seem to work independently from any individual's magic it doesn't fit the definition.
-Mediums are also prized among humans for demons to hunt. Their souls are easier to spot due to their higher presence of mana. Aside from outright eating them, they are also often sought out to do the sorcerer contract with. you don't need to be a medium to be a sorcerer. But being able to perform generic magic like rituals or alchemy without being a sorcerer is impossible unless you are a medium.
-Artifacts generally refer to powerful magical items made by fusing the soul of a magical being into it. All artifacts require attunement.
-Spells, spells are derived from uses of mana. They vary alot. There are 'schools' or categories of magic like, fire magic, or restoration/healing magic, or necromancy. But there is no rigid structure to it, themes can vary. Demons aren't limited to any particular theme, but clan traits tend to favor a specific category of magic. Magic is, in a sense, both learned and inherited when it comes to demons.
Some powers manifest naturally, but there are also plenty of spells that are learned conventionally. The distinction between the two are Bloodline magic, which are unique to the individual and based on related traits (Hybrids can have cool results), and SPELLCRAFT which is just the creation and/or teaching of common spells.
Mediums that learn to cast spells are usually referred to as Mages or Magi.
Sorcerers that complete their soul contract but keep their partnership with their demon are referred to as either warlocks or magicians.
Sorcerers that break free from their contract but are still able to practice magic are wizards.
And sorcerers that consume souls and become equivalent to fiends are referred to as witches.
Demons are a broad category of magical beings from the netherworld. The most typical are 'fiends', which are mostly human in appearance, albeit commonly possess some combination horns, wings, or tails along with other supernatural features. Some more monstrous then others, but all relatively humanoid. Fiends are either affiliated with one of various influential clans in netherworld society, or end up as 'rogue' fiends, which are usually born outside of a clan, or are outcasts/exiles from the clan they were born into.
Commoners are however the most common type of fiend, often referred to as 'mutts' (offensively), these are fiends that do not express genetic holdovers of their clansake, and typically fall under the umbrella of 'generic fiend.' Often they usually don't have any special ability or power and are more suited as a 'jack of all trades' for magic instead of a strong affinity or theme. 'Hybrids', however, refer to fiends that still express distinct, dominant features of at least two clans. Usually as a result of first or second generational offspring.
-Clans usually have some overarching affinity that often affects their appearance and powers. The Fae Clan for example may appear more like traditional fairytale sprites, fairies, or goblins and often specialize in magic related to trickery. Some clans may have connections to a type of magical beast, like a dragon clan can expect to have 'dragon-y' fiends. To retain clan genetics (since inbreeding is awful), rogue mutts are usually married into a clan as an arranged marriage type deal, as 'mutts' usually do not possess strong traits that would override the preffered features of the clan. Sometimes 'hybrids' are valued though for demonstrated 'unique' perks. There are also clans that embrace diversity or otherwise adopt in fiends like commoners. Mutts are sometimes kept in clans to serve as the lowest on the group's totem pole.
-Devils are the 'gods of hell' and precursor to fiends, and while not all devils have a clan of fiends, almost all of the oldest and prestige fiend clans were started by them. Such clans are responsible for the distinctive features passed down through their bloodline.
-Demons do not just eat souls. But eating souls is the easiest way for them to acquire strength and grow. Other demon foods consist of demonic plants and magical beasts of course. Demons are immortal in the sense that they don't suffer from aging, can survive a while without food, and are able to survive more extreme injuries. They only have one fatal injury, by striking their 'core' which is where you'd expect their heart to be. Though some demons types may not even need to eat conventional food to survive.
-Demons may be more durable then others, or have more weaknesses then others, on a case by case basis, especially with more unique ones. But universally all demons dislike holy things, are repelled by stuff like crosses, get burned by holy water, etc. Interestingly, they aren't just affected by theistic objects, other cultures, religions, and/or widely held spiritual belief on things that can repel demons can work to varying degrees.
It seems to be more of an effect of widely held human belief on how to exorcise demons or monsters. (Though its not as simple as just 'believing' something will hurt them, it has more to do with conventionally wide spread and old religious and/or spiritual beliefs, strengthened in their own way; passively and unaware by generations of otherwise non-magical humans.)
-Fiends aren't necessarily immune to non-magical threats, but only magic can harm their cores, which is the only true way to really kill a Fiend. Cores exist as a 'solid shell' of their soul, and removing it will cause their body to be destroyed in some dramatic fashion. Petrification, Disintegration, Melting, Exploding, etc. There's not much consistency in the death of a demon beyond their being nothing left. If core isn't destroyed, their true bodies will eventually regenerate from it as a source.
-Magical Beasts are *usually* different, at least for the plant and animal category, as they are more conventionally biological. This means that their bodies will not vanish if their core is destroyed, but it also means they can be killed by other complications beyond just their core. (allowing their corpses to be used as food or materials.)
-Fiends often start out in a rank known as 'imps'. Imps rarely possess noteworthy traits and resemble close enough to humans that they can pass as one (Beyond having at least one supernatural oddity. Odd colored eyes, horns, a tail, wings, again standard fiend variety, or a cosmetic feature noteworthy of their clan.) Imps are generally weak, possessing only a limited potential for spells. Clan specific cosmetics is a good indicator that a fiend has inherited the ideal traits of their clan, (though not always the case, and cosmetic features, including clan specific ones, can always manifest during their awakening instead.)
-Awakenings are key triggers for fiends. Though a fiend can mature without ever experiencing an awakening, an awakening brings out their full potential, alongside any powerful trait they may have inherited. A fiend awakening is typically the point whether or not a clan decides to exile them. An awakening not only confirms what, if any, notable traits they've inherited (Or deemed as a proper clansfiend, a 'hybrid', or a 'mutt'), but not all awakenings are equal. Some really just don't have a lot of potential or power and can be easily discarded as weak. Not all fiends experience awakenings either. While it is common for most to experience an awakening by the human equivalent of their 'late teens', some may take longer, or seemingly never and end up dying before ever reaching it. Fiends that take too long to awaken are often also discarded by their clan.
-Others demons usually fall into the 'magical beast' category. With some exception, most are just feral magical animals and mythical beasts. Dragons, Phoenixes, etc
-Mortal souls are a sought after delicacy to demons, but as it turns out, hell is reserved for the worst of the worst, so not a lot of dead people end up there.
-Souls are not just a delicacy, but they're vital for the hierarchy of demons. Demons mostly get stronger from eating souls of either mortals or other demons, naturally, less human souls means more demons have to each other, and this is a problem for younger demons that aren't strong enough to properly compete in the food chain. Souls also naturally empower those that eat them.
-Demons are normally unable to enter the mortal world on their own, However, early in human history, on the discovery of magic and its connection to the netherworld, people began contacting those on the other side. Early summons weren't properly aware of 'modern' summoning standards, such as a protection circle, so this event lead to a cascade of various demons invading the world. And since then, demons have found loopholes to enter every now and then. This is, historically, the origin for most folklore and myths of various creatures across the globe. Yokai, Fae, Cryptids, Ghost Stories.
-Ghosts are spirits of mortals that have somehow gained power and awareness, and can range from harmless to dangerous. They can only be harmed by magical or religious means.
-Demon Society is very much a 'survival of the fittest' culture for the most part. Encouraging pride, greed, and otherwise selfish and/or sinful behaviors, though they primarily value power or other means of success (Intelligence, Wit, Underhanded cunning) above all else (Though opinions often vary, especially with clans, as which exact traits or ideals make the 'fittest'.) Some clans may also tie less common concepts like honor or love, or which others see as a weakness.
They also might despise specific negative traits like greed or pride, but only because it conflicts with their own views and not out of nobility. Kindness or friendship isn't entirely uncommon, but true selflessness is very much a rarity, so positive emotions are very much undervalued. 'Vegan' Demons, or to say, Demons that do not eat souls does not exist within demon society. While it is somewhat prevalent on the idea among fiends to not eat other demons (or at least other fiends, Magical Beasts and Fiends do not see each other as kindred outside of specific clans that have ties or related traits.), the idea of a demon refusing to eat a human soul is laughable and thus rare, reserved for 'kind' demon outcasts.
12:00 AM, Monday. Saint Michael's Dormitory. September
9th September, 1990.
With the semester starting, and most of the students in their respective dorms, most are asleep to prepare for their morning classes. Others throw your typical all nighters for their 'first night' before class, irresponsible as that may be. Security is lax due to the generally quiet town, only a few guards on shift towards the dormitory entrance.
The moment it turned midnight, the campus building had suddenly began to tremble. Without any windows, one would assume that this was an earthquake. However, outside revealed nothing but darkness. At least at first. 12:05, the shaking had stopped. A new light shown through the windows. A hellish field with a blood red moon. Confusion and panic set it, as red vines began to ensnare the exterior of the campus and creep inside. Aside from the hostile plant, various monsters one by one began to enter the school. Those that fell victim to these monsters would seem to vanish into a pile of clothing and steam after killed by them, some unfortunate enough to witness a friend shrivel away to nothing as their soul was sucked out of their bleeding bodies. Those that managed to escape into the church portion of the building seemed to avoid any demon encounters.
This is when some demons began to seek out others amidst the chaos to form contracts. This deal, naturally, could save some of those victims, in exchange for an exploitable deal. This event is where most characters would have their contract cemented (Though optionally you can have that contract occur before this event if you wish.)
12:30
The school had begun to shake violently once more, and it was sent beck rippling through darkness, instantly brought back to the human world. Most demons and those strange vines remained in that hellish dimension, aside from the demons that made contracts. Some, however, were able to cling on, and would slink into the mortal world to prepare for a larger feast.
To outside observers, the school hadn't moved from its spot, as if time had yet to pass during that whole ordeal. Due to the sudden disappearance and traumatic experiences of survivors, classes were postponed for a month.
Saint Michael's University. A former religious school turned community college. The cathedral had been turned into a dormitory, with the most of the rooms for students and teachers on the upper floors. There is still a church room, along with other features like a cafeteria, recreational rooms, etc.
The campus has a second building built for a majority of the classes, a bit spaced out from the cathedral like dorms which sits by its lonesome in the woods.
Pines Township: A small city in Wyoming. Notable places within include a park, bowling alley and arcade, movie theater, and bar.
Lake Rippletear. A large lake that sits right next to the city, fed by snowmelt from the western mountain range.
Beartooth woods:
A stretch of woods along a flat valley that fans out south of the city.
The Great Maize:
Nickname given to the wide stretch of corn fields along flat developed land east of the city, along with various farms both activate and abandoned spread without.
Rippletear Mountains: Name of the set of mountains behind the city.
Character sheets: Customize it however you like, but i'll include the required info for each type. Additional info like personality and backgrounds are optional but encouraged!
Human:
Name and Appearance:
Sorcerous Garb: Magical transformation appearance. Talisman: make a mark of the color of the talisman gem and how your character typically carries it. Can be a wearable item like a ring or otherwise an item to carry.
Grimoire: by default its a black or brown book, but they can have some personalization to it and other designs. Can ignore this if you don't want your book to look special.
Grimoire spells: you start with four.
Other:
Afaik if your character has some kind of occult background they *might* know some low level rituals or potions. Its also possible for such type of magic to be learned as the rp continues.
Demons:
Name and Appearance.
Type: (Clanborn, Hybrid, Mutt) Clanborn refers to standard demon that inherints features of a clan. Hybrid is a combination of two or more clan traits, and mutt is generic without any clan inheritance.)
Birthclan: (Can leave N/A for mutts. List two for hybrids.)
Associated clan: (Can leave N/A if your demon isn't currently part of any clans.)
familiar form and additional disguises: a Human disguise, a form of an animal or little creature, taking the form of a small object are the general optional forms a demon familiar can learn to take.
General info of clan if you're making one. Keep in mind a general theme where inherited powers could come from. Like a clan of fire demons or a clan of animal-like demons as some generic examples. Don't need to be super in depth and we can workshop new info for clans later on as the rp expands.
Rank: 1-3 starting ranks. each rank adds +1 to each stat.
Stat spread: Default is just an even spread. You can make two starting stats 0.5 to make another stat 1.5 Strength, Durability, Speed, Magic
Noteworthy Traits: Do they have flying wings, strong claws? Are they resistant to an element like fire? Weak to another?
Arcanum: Refers to a special power, ability, or passive feature regarding your demon. Mutts rarely have any, this is more associated to clan inherited perks.
Starting spell: You get 1 spell your demon can do to start with. If you don't have an arcanum, you can have two spells.
Type: Artifact or Summon.
Summon forms general resemble what a demon passively looks like. Weapon forms get an additional form for what their artifact form is, like a weapon. When your sorcerer wields your artifact form, they get half of the demon's stats added to their base pool. (humans/sorcerers are generally equivalent to 0.5 in a given stat by default.)
So how often does that quota need to be filled, just once or is it an ongoing thing? Oh and is there a particular reason not to just murder 100 normal people for their souls (sure it's a lot of people, but I bet the average human can't fight back nearly so well as other sorcerers and demons) or is it just that that would be boring?
The soul quota just needs to be filled by five years, how you accomplish it or at what rate doesn't matter. Most people probably would have qualms with murdering 100 strangers but, conversely, yeah there is nothing directly stopping you for doing that. Keep in mind that souls have to be caught relatively quickly post mortem, so you can't just expect to blow up a building or something and collect souls on mass. It would have to be a 1 at a time kinda deal. And also, another sorcerer team might have no qualms killing the soul of someone just committing murder straight away and take them out instead for those 25 points.
With the option of getting points from flowers or rogue demons though, I'd imagine many would be willing to risk waiting instead of mass murder.
I'm a bit hesitant on given Medium's 'abilities' beyond basic rituals(not including what they get from the contract), mediums alone are fairly rare and practicing magic outside of demon contract is also very rare. But for the concentration to let him see better I guess its fine, leans into the idea of a supernatural awareness quirk. Not sure how he would have gotten a focus crystal though or what he can use it for, I can see something being an instrument for rituals? But that would be a conduit type item most likely and not inherently magical on its own, just for clarification. Outside of demons and netherworld related stuff magic is very, very rare in the human world for a reason.
While I'm glad you're interested in the dmPC, I'd prefer if players get together first as the DMPcs are primary backups to uneven player numbers. Its for fill as needed primarily and I'd rather see at least a few partner pair ups among players first, plus this concept might work better with another player that joins!
Welcome to Deal with Devils! After you and a hundred or so other college students along with their dorm-building got sent into the netherworld, people started to get eaten left and right! Some fledgling demons sought you out to form a contract with you to protect you though, except well...unless if you meet the contract's soul quota, that demon will eat you anyway. Don't worry though! This contract gives you magical powers! Complete with a transformation, a book of spells, and a cute little familiar that will eat your soul if you die!
This is ideally a partner setup, with one human player and one demon character per unit. After everyone safely returns to town, the begins to countdown to fill that soul quota or meet your terrible end! Don't worry though, you don't have to kill people to meet quota. The standard quota is 100 human soul's each, but other Sorcerer souls are worth 25, wow! killing those friends of yours would be convenient! Don't wanna hurt your friends? Well, the event that happened had caused the growth of 'soul flowers' that will be one of two kinds of primary events to get other means of soul quota. Getting a flower is worth 50 points! Hunting and eating the souls of other demons also nets you 25! But you can't eat those that have made a contract with sorcerers, so killing another team is still only worth 25 from the sorcerer, not altogether. The other event will be hunting down rogue demons in the mortal world to kill and eat them oh boy!
Remember to let your demon eat souls though, eating souls yourself will turn you into a monster!
This contract was created long ago to help raise younger and/or weaker demons, while also benefiting humans seeking darker powers. For demons, human souls are a rare delicacy, only the worst of the worst of dead humans end up in hell naturally, so this provides both an alternative to acquire souls to eat; as well as the ability to grow the younger, weaker population of demons without the stifling competition of the elders.
The contract is physically represented by a Talisman. This is your Magical Girl Transformation item, but its also the 'heart of the demon'. If its destroyed, the demon dies. (Note if your demon somehow dies before you do, the contract isn't broken, your just sent to hell for another demon to eat out in the wilds.) Don't worry though, its magically protected so that its pretty hard to break so long as the Sorcerer is alive.
For both types of players, you can have unique backgrounds prior to the start of the rp, maybe your character already summoned a demon before, maybe they were already in a contract. Its rare, but demons do pop up undetected in the human world as well and could have been caught up with the plot somehow. Just run it by me first and your potential partner if you have any unique background concepts.
Section for character info
Sorcerer's Garb: Your magical special outfit transformation. Can be anything from stereotypical wizard/witch, anime magical girl fit, a suit of armor, whatever, so long as its fancy and dramatic and most importantly, represents some kind of theme, or combination of style and theme that fits with either the sorcerer themselves, their demon, or a combination of both. Regardless of form, all garbs function the same. They act as a suit of armor (even if they aren't armor/fully covered), can move freely in (even if its a big poofy dress), perfectly comfortable (regardless of accessories and other complications), and gives a general light superhuman stat boost when worn.
Grimoire: Your book of spells. Mostly based on your demon but they don't actually have to know the spell to cast it, the spells selected may also represent the Sorcerer too, but the demon's theme is the primary root. Especially for generic type fiends, they don't all have to be tied to a theme, but outside of generic fiends most should be somewhat connected. A fire related fiend for example should have a majority of these spells rooted in the idea of fire as an example. You start with 4, you can get more as you and your demon grow. The primary spell should be something unique to your bond with your demon, but the others can be other generic, standard spells. technically people can have overlapping spells (besides the unique primary) Since demons can learn standard spells traditionally, but talk with other players if your ideas overlap to make sure you aren't stepping on any toes.
There are also 'generic magic' that can be learned by the sorcerer. Contract Magic, Alchemy, Magical items to collect, and more. But these are largely optional or specific mechanics that get involved in the rp.
For general character sheet, try to include at least an appearance section and maybe at least a brief backstory? Personality is optionally, but it helps to at least give off some kind of vibe to establish a relationship with your demon partner.
I'll include some note-lore for demons below. But in general playable demons will be limited to fiends, and preferably imps (Though you can have an awakened demon if you so choose, just keep in mind you won't have as much growth for balance reasons. Think the difference between start weak but a lot of growth versus starting strong but little growth.) Ideally both end points should be around equal, if not more for the people that started weak.
Most of a demon's power and potential is transferred to the sorcerer, so the difference in strength in the demons isn't as influential as you'd think. Sorcerer's provide the other have of the equation and its possible that someone's latent potential as a sorcerer can compensate for an otherwise weak demon in such a partnership.
The default form of a demon is some form of little creature. Stereotypical black cat of a witch. But you can be a bit creative with it. Maybe its a little ghost dragon thing, or some chibi floaty thing idk. Anime mascot kind deal.
Optionally, they can learn to shapeshift into other things, namely a human disguise and/or miscellaneous object for their sorcerer to carry or wear. Though they are limited to one form for both options.
For the main powerset, you get your choice of Summon or Weapon. Summons grants a more proper 'echo' of a demon. Its capacity is limited by the sorcerer, so a demon too strong for a sorcerer will be forced into a weaker form, whereas a weak demon with a strong sorcerer can express something similar to their full power. Since they are still giving up power to the sorcerer, they are still limited in what they can do. A summon demon has a special passive (Or an extra spell if they aren't unique) + ONE SPELL they can use. As they grow, they can learn more (Up to four) PLUS one 'bloodline' spell (Or just some powerful generic spell if they have no noteworthy bloodline traits.)
Weapon form is similar in concept, though the buffs generally apply to the user. This is more of 'soul eater' effect, where the wielder does most of the work, but their weapon form will still follow the passive and spell rule, being able to activate it in synch with their user.
Consider what clan, if any, you are a part of. I don't have any clans made in mind, so you are free to make up whatever. You can be as vague or detailed as you want and I can give further details on clans if needed. There's nothing wrong with being a generic fiend underdog too. Its also possible for different demons players to be of the same clan, just make sure its cleared with you guys. Could make interesting rivalry!
There are a lot of families within most standard clans, so even two members of the same clan may not necessarily be meaningfully blood related due to the amount of branches. Make sure you specify where the fiend is an imp or awakened.
Unless if you'd prefer to keep your fiend as an imp, you can expect them to have an important plot awakening power up later down the road. Awakenings are triggered by a sort of twisted form of self discovery. Understanding their inner passions, sins, and ideals during great strife or intensity, while also having a sufficient level of power to achieve it. It should also be noted that when a demon awaken, they'll either briefly or permanently be 'corrupted' by it, bringing out the darkest sides of their personalities if they weren't already present.
similar to sorcerer players for the rest of the stuff.
Extra Info
Important note: PVP IS OPTIONAL. This isn't a strict death game where you have to kill other sorcerers. But due to limited resources, killing each other or otherwise betraying a teammate might be convenient for your character, who knows. Just be prepared for it, but also be civil and don't abuse combat.
Stat system: There's not gonna be a hard stat mechanic. But to keep track of a very, simplified version of a power system for growth too, we'll break up player characters with strength speed magic and durability. Magical girls and starting out demons are rank 1 in each. For each level up you gain just an increase in 1 of each, so rank 1 is just for each stat, rank 2 is 2 for each stat, etc.
This is a broad benchmark that scales linearly, so you can assume each rank is incrementally stronger. (rank 3 is 3x stronger then rank 1.) For simplified variety, you can subtract up to 2 diffeent stats to .5 instead of 1 for the starting rank to have one stat increase to 1.5. (So for example, you can have a character with .5 speed, .5 strength, for 1 durability and 1.5 magic. In that same example, at rank 2 this stat spread would be 1.5 speed, 1.5 strength, 2 durability and 2.5 magic. at rank 3, this is 2.5 speed and strength, 3 durability, and 3.5 magic.) This stat spread applies to both demons and sorcerers. Note for weapon type demons, the sorcerer stats increases based on their stats. A Demon that has a .5 modifier has their sorcerer gain 0 , whereas a 1 modifier gives the sorcerer a flat .5, and a 1.5 gives them 1 stat increase.
When a demon awakens, they get a unique stat boost (Sorcerers dont get to share this boost.) They can either use this boost to offset two 0.5 modifiers (Undoing the cost that a 1.5 stat would need), increasing a 1x modifier to a 1.5x for free, or turning a 1.5x modifier into a x2 modifier (This effectively counts as one rank higher then their normal rank.
Starting stat ranks are limited to 1 for sorcerers, and 1-3 for demons. (Note, higher starters will rank up slower to let weaker ones get a head start, although completing more of the soul quota will usually allow some form of growth.)
-ONTO MAGIC. Just about every living thing has a soul. (Most animals do, when it comes to plants it depends, but usually its collective with neighboring plants of the same species, the same comes to colonies of fungi and single-celled organisms. Such living things that do not have emotional weight typically have smaller souls with exceptions to trees that take up a whole forest for example.)
Every soul that resides in a living body generates mana (The energy form of magic) to some degree. Value of a soul is typically related with the potential of emotional intelligence, so naturally, humans are the most prized for this reason. Even then, most humans still produce too low of mana to actually use or sense magic.
-In contrast, almost every living in the netherworld, even plants, often incorporate magic into their biology to varying levels. And its vital in every day society.
-Roughly 1 in every 10,000 humans is born with an affinity to magic. Often referred to as mediums, due to the consequence of them being able to sense ghosts or other supernatural phenomena in some fashion (By sight, or smell, etc.) They can be trained to use magic, but they are limited to 'generic' magic which includes: Alchemy, Rituals, and Attunement.
Rituals: General spells that usually require a magic circle and other items. Typically a long process type of deal. There are exceptions like contract magic which can be more immediate.
Alchemy: Potion making, heavily dependent upon using souls and/or magical components found in the netherworld.
Attunement: The process of binding to a magical item so that you can use it. Limited to 3 total at a time.
Conduit items: Miscellaneous magical items that aren't magical on their own, but when magic is channeled through them they perform a specific feat. Like tarot card readings or crystal balls, tuning forks, etc. There's debate on whether religious items that work against demons are also technically conduit items, but since they seem to work independently from any individual's magic it doesn't fit the definition.
-Mediums are also prized among humans for demons to hunt. Their souls are easier to spot due to their higher presence of mana. Aside from outright eating them, they are also often sought out to do the sorcerer contract with. you don't need to be a medium to be a sorcerer. But being able to perform generic magic like rituals or alchemy without being a sorcerer is impossible unless you are a medium.
-Artifacts generally refer to powerful magical items made by fusing the soul of a magical being into it. All artifacts require attunement.
-Spells, spells are derived from uses of mana. They vary alot. There are 'schools' or categories of magic like, fire magic, or restoration/healing magic, or necromancy. But there is no rigid structure to it, themes can vary. Demons aren't limited to any particular theme, but clan traits tend to favor a specific category of magic. Magic is, in a sense, both learned and inherited when it comes to demons.
Some powers manifest naturally, but there are also plenty of spells that are learned conventionally. The distinction between the two are Bloodline magic, which are unique to the individual and based on related traits (Hybrids can have cool results), and SPELLCRAFT which is just the creation and/or teaching of common spells.
Mediums that learn to cast spells are usually referred to as Mages or Magi.
Sorcerers that complete their soul contract but keep their partnership with their demon are referred to as either warlocks or magicians.
Sorcerers that break free from their contract but are still able to practice magic are wizards.
And sorcerers that consume souls and become equivalent to fiends are referred to as witches.
Demons are a broad category of magical beings from the netherworld. The most typical are 'fiends', which are mostly human in appearance, albeit commonly possess some combination horns, wings, or tails along with other supernatural features. Some more monstrous then others, but all relatively humanoid. Fiends are either affiliated with one of various influential clans in netherworld society, or end up as 'rogue' fiends, which are usually born outside of a clan, or are outcasts/exiles from the clan they were born into.
Commoners are however the most common type of fiend, often referred to as 'mutts' (offensively), these are fiends that do not express genetic holdovers of their clansake, and typically fall under the umbrella of 'generic fiend.' Often they usually don't have any special ability or power and are more suited as a 'jack of all trades' for magic instead of a strong affinity or theme. 'Hybrids', however, refer to fiends that still express distinct, dominant features of at least two clans. Usually as a result of first or second generational offspring.
-Clans usually have some overarching affinity that often affects their appearance and powers. The Fae Clan for example may appear more like traditional fairytale sprites, fairies, or goblins and often specialize in magic related to trickery. Some clans may have connections to a type of magical beast, like a dragon clan can expect to have 'dragon-y' fiends. To retain clan genetics (since inbreeding is awful), rogue mutts are usually married into a clan as an arranged marriage type deal, as 'mutts' usually do not possess strong traits that would override the preffered features of the clan. Sometimes 'hybrids' are valued though for demonstrated 'unique' perks. There are also clans that embrace diversity or otherwise adopt in fiends like commoners. Mutts are sometimes kept in clans to serve as the lowest on the group's totem pole.
-Devils are the 'gods of hell' and precursor to fiends, and while not all devils have a clan of fiends, almost all of the oldest and prestige fiend clans were started by them. Such clans are responsible for the distinctive features passed down through their bloodline.
-Demons do not just eat souls. But eating souls is the easiest way for them to acquire strength and grow. Other demon foods consist of demonic plants and magical beasts of course. Demons are immortal in the sense that they don't suffer from aging, can survive a while without food, and are able to survive more extreme injuries. They only have one fatal injury, by striking their 'core' which is where you'd expect their heart to be. Though some demons types may not even need to eat conventional food to survive.
-Demons may be more durable then others, or have more weaknesses then others, on a case by case basis, especially with more unique ones. But universally all demons dislike holy things, are repelled by stuff like crosses, get burned by holy water, etc. Interestingly, they aren't just affected by theistic objects, other cultures, religions, and/or widely held spiritual belief on things that can repel demons can work to varying degrees.
It seems to be more of an effect of widely held human belief on how to exorcise demons or monsters. (Though its not as simple as just 'believing' something will hurt them, it has more to do with conventionally wide spread and old religious and/or spiritual beliefs, strengthened in their own way; passively and unaware by generations of otherwise non-magical humans.)
-Fiends aren't necessarily immune to non-magical threats, but only magic can harm their cores, which is the only true way to really kill a Fiend. Cores exist as a 'solid shell' of their soul, and removing it will cause their body to be destroyed in some dramatic fashion. Petrification, Disintegration, Melting, Exploding, etc. There's not much consistency in the death of a demon beyond their being nothing left. If core isn't destroyed, their true bodies will eventually regenerate from it as a source.
-Magical Beasts are *usually* different, at least for the plant and animal category, as they are more conventionally biological. This means that their bodies will not vanish if their core is destroyed, but it also means they can be killed by other complications beyond just their core. (allowing their corpses to be used as food or materials.)
-Fiends often start out in a rank known as 'imps'. Imps rarely possess noteworthy traits and resemble close enough to humans that they can pass as one (Beyond having at least one supernatural oddity. Odd colored eyes, horns, a tail, wings, again standard fiend variety, or a cosmetic feature noteworthy of their clan.) Imps are generally weak, possessing only a limited potential for spells. Clan specific cosmetics is a good indicator that a fiend has inherited the ideal traits of their clan, (though not always the case, and cosmetic features, including clan specific ones, can always manifest during their awakening instead.)
-Awakenings are key triggers for fiends. Though a fiend can mature without ever experiencing an awakening, an awakening brings out their full potential, alongside any powerful trait they may have inherited. A fiend awakening is typically the point whether or not a clan decides to exile them. An awakening not only confirms what, if any, notable traits they've inherited (Or deemed as a proper clansfiend, a 'hybrid', or a 'mutt'), but not all awakenings are equal. Some really just don't have a lot of potential or power and can be easily discarded as weak. Not all fiends experience awakenings either. While it is common for most to experience an awakening by the human equivalent of their 'late teens', some may take longer, or seemingly never and end up dying before ever reaching it. Fiends that take too long to awaken are often also discarded by their clan.
-Others demons usually fall into the 'magical beast' category. With some exception, most are just feral magical animals and mythical beasts. Dragons, Phoenixes, etc
-Mortal souls are a sought after delicacy to demons, but as it turns out, hell is reserved for the worst of the worst, so not a lot of dead people end up there.
-Souls are not just a delicacy, but they're vital for the hierarchy of demons. Demons mostly get stronger from eating souls of either mortals or other demons, naturally, less human souls means more demons have to each other, and this is a problem for younger demons that aren't strong enough to properly compete in the food chain. Souls also naturally empower those that eat them.
-Demons are normally unable to enter the mortal world on their own, However, early in human history, on the discovery of magic and its connection to the netherworld, people began contacting those on the other side. Early summons weren't properly aware of 'modern' summoning standards, such as a protection circle, so this event lead to a cascade of various demons invading the world. And since then, demons have found loopholes to enter every now and then. This is, historically, the origin for most folklore and myths of various creatures across the globe. Yokai, Fae, Cryptids, Ghost Stories.
-Ghosts are spirits of mortals that have somehow gained power and awareness, and can range from harmless to dangerous. They can only be harmed by magical or religious means.
-Demon Society is very much a 'survival of the fittest' culture for the most part. Encouraging pride, greed, and otherwise selfish and/or sinful behaviors, though they primarily value power or other means of success (Intelligence, Wit, Underhanded cunning) above all else (Though opinions often vary, especially with clans, as which exact traits or ideals make the 'fittest'.) Some clans may also tie less common concepts like honor or love, or which others see as a weakness.
They also might despise specific negative traits like greed or pride, but only because it conflicts with their own views and not out of nobility. Kindness or friendship isn't entirely uncommon, but true selflessness is very much a rarity, so positive emotions are very much undervalued. 'Vegan' Demons, or to say, Demons that do not eat souls does not exist within demon society. While it is somewhat prevalent on the idea among fiends to not eat other demons (or at least other fiends, Magical Beasts and Fiends do not see each other as kindred outside of specific clans that have ties or related traits.), the idea of a demon refusing to eat a human soul is laughable and thus rare, reserved for 'kind' demon outcasts.
The setting:
Saint Michael's University. A formerly religious University turned community college, Saint Michael's sits upon a clifftop overlooking the silver pines township of Wyoming. The small city is nestled in the middle of no where. Right below the foot of a mountain, with flat farm fields to the south and thick forests to the west, with the large lake rippleshed nestled between the eastern outskirts fed by snowmelt from the mountain ranges.
For most in the area, Saint Michael's is the most affordable option to go after high school, and with outsiders being a rarity; most goers are were likely acquainted even during high school and below. This also makes it a fairly small college, with only approximately 4,000 students a year. Not much goes on in this little of no where city, though the former gold mining colony is a self sustained little haven with its own variety of resources to draw from. Plenty of scenery and locales to explore. And small town entertainments like bowling or the theaters.
For simplicity the time period is modern day. Locales like the town itself is fictional and real life isn't an exact 1/1 but otherwise yeah.
One plothook demon available if needed, alternatively I can provide a human partner character if needed.
Jaromon Alistar
"Would you believe me if I told you the same student has been enrolled in the college for decades? Yet he hasn't aged, no one remembers or seems to acknowledge him that often. And whenever someone starts to question who they are, they forget about it the next day? Their credentials are valid, but no one can seem to remember his name. So the rumor goes of the 'Ghost Student'."
Appearance:
Jaromon is somewhat unusual in appearance to pass as a human. Stark orange eyes, white hair. But his pale complexion and choice of drab clothing helps keep him relatively unassuming. A character to easily pass into a background as long as no one got a good look at his face, or the tiny horns beneath his ashy-white locks of hair. A somewhat tall and slim build, he rarely expresses anything but that gloomy expression on his face.
Plothook:
Jaromon, a demon outcast who has long since forsaken the netherworld and its culture. Though an imp, he has the unique ability to steal the memories of other living beings and erase them. This process acts as a food source for him, though compared to a human soul even millions of gigabytes worth of stolen memories couldn't compare.
Still, this is a demon who strangely is of the few that abhors the idea of eating a soul, even a human's. He had been accidentally summoned to earth by a rogue mage some centuries ago, and with aid of his ability to erase and modify memories, was able to slip on through and roam free in the human world. In the underworld, his clan Alistar, a clan of demons noteworthy for its wide collection of magical knowledge and traits that exhibit various forms of mental manipulation, exiled him for his seemingly lack of potential. Supposedly his father was of another clan, which would make him an offspring, but he knows nothing about that heritage, and aside from his strange innate trait, he didn't seem to inherent much from any clan's bloodline.
His ability does not even affect human sorcerers, and despite being well educated in magic, seemingly is capable of casting little spells. He's still an Imp despite his age, attributed to both his refusal to eat souls and his lack of any expressed potential. The human world offered an escape from the netherworld's cruelty. He found comfort in being around humans of all kinds, but didn't like to stay long, or draw attention to himself. At some point, though, he settled at Saint Michael's.
He would study theology despite his aversion when it was still a more religious center. Curious of human education and the people he'd meet in such a path, he continued to stay, and used his abilities to ensure no one remembered who he was. And that was the theme for some time. Always avoiding any consequence in the human world, as his ability to manipulate their memories allowed him to be so unnoticed.
That was until this semester. The human he'd later partner with as a Sorcerer would always try to engage with him no matter how many times he'd erase their memories. There was something always familiar about them that kept them trying to make a friend out of Jeremy, Jerode, Jared, whatever name he went by. There was a deju vu that kept them suspicious too.
Then, the calamity happened. A ritual had pulled the dorms into the netherworld, a grand feast for demons. Although Jaromon abhored the idea of forming a contract, it was the only way he could save this strange friend of his. Though that's a term he would never use himself.
Demon Info
Familiar form: A white raven.
Disguises: His human disguise is identical to his normal appearance.
Talisman Color: Teal Blue.
Demon Type: Summon
Level: 1
Stat spread: Strength: 0.5 Speed: 1 Durability 0.5 Magic: 1.5
Noteworthy traits: He seems to have some connection with fire, as fire attacks do little damage to him, whereas ice and water powers seem to weaken him.
Unique Trait: Memory eater. He can erase or even slightly modify memories of only non-magical humans that look into his eyes. As this ability doesn't even affect sorcerers, its fairly useless even for an imp.
Spell: Advanced Telepathy. Perhaps the only thing he's really good at, He can selectively create mental networks between himself and others within a selectable range of 120 feet and can maintain that connection up to 480 feet. Within that targetable range of 120 feet, he can hone in on the presence of other valid intelligence, giving him an awareness of the location of other humans or demons. But those minds he sense can in turn, feel and locate his presence in turn. With good concentration, he can also link up to five people's minds.
Note: He's a terrible combat summon given his poor stats and lack of offensive abilities.