Showing posts with label demons. Show all posts
Showing posts with label demons. Show all posts

Saturday, April 6, 2024

Stormbringer Redux # 22 - Virtues, Elementals, 1E Demons Oh My!

As I read through my old tea-stained (I hope it's tea...) copy of Stormbringer 1E, I can't help shake the feeling that I have missed something about the old powers. To be honest, my grasp of the mechanics for the three powers (Elementals, Virtue, and Demons) is tenuous at best after all these years. Added to that, I think my review of 4E demon mechanics kind of threw the baby out with the bathwater by overlooking the simpler mechanics of 1E demons. It is a lot like eschewing D&D for AD&D and all its splatbooks, then realizing later how much fun can be had with a simpler and more elegant ruleset.


VIRTUES OF LAW




Admittedly, no one ever used this in a Stormbringer game I have run or played in. More's the pity! Still, I would modify the particulars a little to emulate the source fiction better.

1. PREREQUISITES

Although the rulebook states those trying need only be a Priest or Champion who is also a Sorcerer, something doesn't sit right with me about having Lawful sorcerers. Yes, Myshella was called the Sorceress of Law, but her castle had psychedelic mind defences, she rode a clockwork bird, and the Noose of Flesh she drops on Theleb K'aarna and his followers comes from a pink dust that could just be some sort of futuristic bio-weapon.

So let's add some super-science pizzaz to Virtues!

The prerequisites for making a Virtue thus would be:

1) Champion or Priest of Law
2) Master of the relevant Craft skill (90% or higher)
3) INT and POW of 16 or more each
4) The time (1D6 months), tools, materials, and workspace in which to construct the Virtue

2. PROCEDURE

First, let's strip out all the wonky INT x 5% rolls and use a Skill - heaven forbid! In this case, a Craft skill (see below)

Note that I have to say I do not like the Questioning function of Virtues. First off, the bonuses are not worth it (+1D6% to a weapon skill or +1D10% to Dodge, ho hum), and could be added to weapon skills or Dodge in armor instead. Also, there is no questioning allowed for Virtues of Travel, and the Virtue of Knowledge seems both more Chaotic and stymies roleplaying by negating the need for information gathering via interaction with NPCs. Instead, I would keep only the Embody, which I would consider rather forging or construction of the Virtue.

The character must make a successful roll on the appropriate Craft skill. Time taken is 1D6 months undisturbed in their workspace with the necessary materials and tools, as mentioned. Needed skills are as follows:

Virtue of Attack - Appropriate weapon Craft (Swordsmith, Bowyer, or Blacksmith)
Virtue of Defense - Appropriate Craft (Armor Craft if armor, Carpenter if door)
Virtue of Travel (ie clockwork animal) - New skill, Tinker Craft
Virtue of Knowledge - I would scrap this as it reeks of Chaos and reliance on magic while Law is supposed to rely more on the skill of people. It also stymies roleplaying as noted above. I suppose you could make this into a magic mirror, I-ching board, Magic Eight Ball or something, but I would drop it.

Success levels could also be as follows:

Critical success: Time is halved, Virtue POW is 4D6+4
Success: Normal success, Virtue POW is 4D6
Failure: Time is wasted, must start over
Fumble: Mishap in the workspace, time, materials, and tools are all destroyed

3. EFFECTS

Virtue of Attack - If successful, weapon has the following attributes:

1) Always does maximum damage (no roll necessary)
2) Gives + 1D6% to Attack and Parry using the weapon (one time roll when first used, percentage fixed after that)
3) Always makes a POW vs POW against target it hits, kills the target if successful. Works against mortal creatures and demons, but not gods.
4) If broken, can be reforged if 90% of the weapon remains

Virtue of Defense - If successful, armor or shield has the following attributes:

1) Always protects its maximum value (no roll necessary)
2) Gives + 1D10% to Dodge when in armor (one time roll when first used, percentage fixed after that)
3) If hit by a demon weapon, soaks up damage equal to its POW before passing on to the wearer.
4) If broken, can be reforged if 90% of the weapon remains

If a door, it also does the following:

1) Only opens to the proper password
2) If a demon tries to go through, break it, or teleport past it, they must make a POW vs POW roll or die.
3) I would also make it immune to mundane weapons

Virtue of Travel - If successful, clockwork animal has the following powers:

1) Wooden: + 3 armor, double damage from fire
2) Stone: + 4 armor, double Hit Points, 1/2 speed, cannot fly
3) Metal: + 5 armor, double Hit Points, 2/3 speed

I would also rule that these creatures can also damage Demons if sufficient damage is rolled.

GM'S may reward creativity when fighting these animals, ie +1 damage when using fire against wood or a hammer against stone, or ability to sink metal animals into water.

4. VIRTUES VS ELEMENTALS

In the original rules there is no mention of Virtue effects on Elementals. I would rule that, in a situation where a Virtue would normally destroy a Demon, the owning player or GM rolls a POW x 5% for the Virtue. If it succeeds, the Elemental is sent back to its plane. If it fails, the Elemental survives or bypasses the door. However, banishing elementals may gain the enmity of the Elemental Ruler who would try to hinder the creator or wielder.


ELEMENTAL ARMS & ARMOR

Since I've already done a review of the process for summoning these entities in a previous post and found no objections, I will pass on to the interesting bit.



NOTE ON BINDING ELEMENTALS & DEMONS - ACTIVE & PASSIVE

As I noted previously, there are two types of binding - Active and Passive. Active means the entity is housed in an object, but comes out fully formed. This is like a genii in a lamp or demon from a ring. Passive means the entity cannot leave the object, but instead lends its power to it. Examples are demon armor, an elemental weapon, or a magic piece of clothing. 

1. PROCEDURE

As noted, I scrapped the fiddly POW gain roll for a Sorcery roll with the following effects.

Gaining POW from Binding

Sorcery Roll                 Effect

Critical success                                     Gain 2 POW,

(ie 1/10 of chance)                                                    Elemental is bound into object

Normal success                             Gain 1 POW, Elemental is bound

Failure                                             No change in POW, Elemental escapes

Fumble (ie roll of 99-00)         Lose 1 POW, Elemental escapes,

                                                                                Lord is insulted


2. SAMPLE EFFECTS

I don't want to give an exhaustive list of Elemental items, weapons, and armor because I think each GM and player can come up with some great stuff. Moreover, making a preset list would deviate from the objective of Stormbringer Redux, which is to hit that sweet spot of narrative and not replace the OSR style creative tools with boring prescriptive mechanical items.

The only rules I would put on Elementals bound into objects are:

1) The material must be able to hold the Elemental (ie a salamander in a shirt is a flaming shirt as per the rulebook)
2) Armor and weapons must have a combat use
3) Other items are limited to one elemental power but increased in power or range, and should reflect the professions protected by the elemental cult
4) Elementals don't think about the safety of the wielder, so should be used with caution

Here is one combat and one non-combat item example for each element.

AIR

Shield of Winds - Blows all mundane arrows and missiles off target.
Horn of Hearing - Can be used to hear conversations far away, at the limit of eyesight.

FIRE

Flamesword - Does an extra 1D6 in flame damage, 75% chance of igniting flammable objects, wielder must have fire protective gloves and sheath.
Healing Stone - An obsidian rock that can  heal 1D6 points of damage from open cuts by cauterizing them. Must be used before any First Aid.

EARTH

Boots of Grome - Lets the wearer walk at normal speed through ANY terrain (mud, vegetation, rocky).
Hammer of the Earth God - Can do 3D6 damage once per combat, but goes last that round. Also, can cause a mini-quake once a day requiring all around to make a Balance roll to avoid falling down.

WATER

Torc of Strassha - This metal circlet goes around the neck and lets the wearer breath underwater at any depth, as well as talk to sea mammals.
Trident of the Sea - The wielder can breathe underwater and move without penalty.


1E DEMONS

So I dismissed 1E demons right off the bat for being too simplistic and the rules too muddled. Let's try and dial it back and make them usable.

Summoning will use the Sorcery skill and binding a POW x POW as previously outlined. Since the powers of demon weapons and the demons themselves are inextricably linked, I am forced to look at both Active or whole demons and Passive ones bound into items.





1. CREATING 1E LESSER DEMONS

Once again I take issue with the rulebook's insistence that a sorcerer needs to "summon the correct demon for the job." This negates the delicious randomness of Chaos and gives the PCs too much agency wielding a power which they are supposed to be fearful of. Also, the whole process of adding up the character's attributes and assigning points is an unnecessary rigamarole. Finally, the type of demon (Combat, Travel, etc) should give them the abilities to do their job.

Instead, let's let nature do the heavy lifting and base all our demon appearances on the variety of the animal kingdom. Note that you could extend it to fungi or other kingdoms if you want to get weirder. We will also use as much rulebook material as possible with as little addition as can be managed.

First, choose the type of demon you are summoning. Demons of Combat and Desire may be chosen as humanoid by default, but you can ignore and roll randomly for fun. Demons of Travel can be chosen based on medium, ie fly for flying and fish for in water.

Then, roll the type of animal it is based on (1D12). All are human sized. This is a basic table and can be expanded as the GM wishes.

1 Cnidaran - A jellyfish hovering in air, poisonous tendrils have a potency equal to CON.
2 Crustacean - A crablike thing, armored carapace of 5 armor, claws do 1D8+1 damage.
3 Arachnid - Spiderlike, walks on walls, shoots web of STR equal to POW.
4 Myriapod - Centipede, has 2 points armor, legs coated with paralyzing poison equal to CON in potency.
5 Insect - Can fly, cannot be surprised.
6 Fish - Swims in a floating glob of alien water, hard to hit (half skill), has 1 point scale armor.
7 Amphibian - Frog or newtlike, can survive on land or in water, 50% lethally poisonous skin equal to CON in potency.
8 Mollusk - Giant shellfish, shell gives 8 armor.
9 Humanoid - Monkey, ape, or manlike, can use weapons.
10 Snake - Long serpent, 50/50 chance of being poisonous (potency equals CON) or constrictor DEX x 5% constrict Attack, does 2D8 per turn, needs DEX x 3% roll and small weapon to fight.
11 Lizard - Immune to heat attacks, prehensile tongue or tail lash does 1D8.
12 Horror- Disembodied eyeball, flaming skeleton, Lovecraftean thing, whatever comes to mind.
NB: All non-combat demons can do one 1D6 damage attack by default, have Attack at DEX x 3% and Dodge and Parry at STR x 3%. For Demons of Combat or Protection, skills are raised to x 5% instead.

Next, roll its attributes using 3D8 for each.

Then, roll its demonic power on [5.7.1.4] to give it a Demonic Ability (1D10)

Finally, roll on [7.4.6.1] to give it a Special Chaotic Ability (1D20).

SAMPLE DEMON

Let's roll a sample demon just for fun. We won't choose demon type yet, this is just an experiment to see what kind of results we get.

Demon Appearance - Rolled a 2, so a crustacean, crablike thing
Name - Let's take a crabby name and turn it around. Ret'sim Sbark!
STR 16    CON 15    SIZ 18    INT 18    POW 20    DEX 17    CHA 17
Demon Power: Rolled 3, so Strength Drain
Chaos Ability: Rolled 1, so Invisibility
Notes: Has 5 pt armor and claws doing 1D8+1 damage, Attack 51% (85% if demon fighter or guardian), Parry 48% (80% if demon fighter 
or guardian), Dodge 51% (85% if demon fighter or guardian).

This would be a totally dangerous monster in its own right, but could easily be a great Demon of Combat or Protection. Perfect for Stormbringer!

Now let's see how it would function as one of the Demon Types if either Summoned (ie one use), Active Bound (ie in an object but coming out when called) or Passive Bound (ie melded inside an object). The original rules are fiddly and all over the place, so hopefully by applying them to this demon we can see how the system works.

DEMON OF COMBAT
All have +1D8 to STR and DEX.

  • Summoned - (Demon Fighter) This demon shows up, fights, then disappears. The rulebook tells us it also gets STR + SIZ damage bonus (in this case +1D6), plus bite at 1D10.
  • Active - (Demon Fighter) Once again, it comes out of the binding object, fights as above, then returns if not destroyed.
  • Passive - (Demon Weapon) It is subsumed into a weapon. The wielder gets +1% to Attack for every 4 DEX and +1D6 damage per every 10 STR. In this case, that is + 4% Attack and +1D6 damage for our crab demon. When demon weapons Parry or are Parried they have a damage rolled percentage of breaking a normal weapon. Also, I would allow the weapon to use its demon abilities, so it could be invisible (half chance to be parried) and drain 1D6 strength when it wounds a foe. I would forego the POW x POW roll for Strength Drain in weapon form, but require it in all others.

NB: This was very convoluted! Between the Invisibility and Strength Drain, this demon is a real beast, much better than what I rolled with the 4E system I cobbled together. Also, no CON cost as the demon sticks around to eat people. Note that I added bonuses to attributes to emulate sorcerer's putting extra points into important areas. 

DEMON OF PROTECTION
All have +1D8 to STR and DEX.

    • Summoned - (Bodyguard) Sticks around for one day protecting the summoner or someone he orders protected.
    • Active - (Guardian) Bound in an object, usually a statue. Warns any interlopers to leave before attacking. Has one Wardpact. Cannot leave the area they guard. I suggest the Wardpact go undecided at creation, but to choose it when a dangerous weapon is faced. Otherwise as Demon Fighters.
    • Active - (Spirit Ward) Has +1D8 INT. Is intangible, can only be attacked by magic. Can cast Illusions at own INT minus victim's INT x5%. Results are below:

      Critical Success: Intruder is fooled, loses 1 INT and wanders away empty handed.
      Success: Intruder is fooled, wanders away empty handed.
      Failure: Intruder sees through the illusion, can oppose POW vs POW (see below)
      Critical Failure: Intruder sees through the illusion, can now fight the Guardian if holding magic weapons.

      For POW vs POW roll, intruders can add POW together if all are Sorcerers or Nobles. Intruder results are below:
      Critical Success: Intruders win, each participant gains one POW, Spirit Ward is destroyed or banished.
      Success: Intruders win, Spirit Ward is destroyed or banished.
      Failure: Intruders are defeated, half their POW is absorbed by Spirit Ward. This dissipates after a week save for one POW, which stays permanently.
      Critical Failure: Intruders die of psychic agony, half their POW is absorbed by Spirit Ward. This dissipates after a week save for one POW, which stays permanently.

    • Passive - (Demon Armor or Shield) Has +1D8 CON. Armor value is equal to demon CON. Can be damaged by normal weapons, but these have a 50% chance to break when attacking. Also, if attacked by another demon weapon, loses HP from CON, but gets a POW save for half damage.
    • Passive - (Demon Barrier, Wall or Door) Has +1D8 CON. Demon walls are impassable, but can be damaged by demon or other magic weapons. Demon doors only allow creatures of lesser SIZ. Normal weapons can damage the demon's CON (Hit Points?) if have a 50% chance of breaking against them. If unauthorized person passes through, roll POW vs POW. If they win, barrier dies. If barrier wins, they die and it gets half their POW. This extra POW dissipates after a week, but 1 POW point stays permanently. Needs INT 7 to talk. 

    NB: This was a tangly mess of a rules section, but with our crab demon on guard, any sorcerer looks unstoppable. Note that I added bonuses to attributes to emulate sorcerer's putting extra points into important areas. Also, I tried to flesh out the Spirit Ward section and make it truer to Moorcock's writings, while making it a fairer competition.

    DEMON OF KNOWLEDGE
    Has +1D8 INT

    • Summoned - Demon shows up, has INT x 5% chance of knowing what is asked, but answers cryptically. Demon will not fight, runs away.
    • Active - As above, reusable. Costs 1-3 CON per question depending on its importance, demon returns to its plane. Examples:
      1 CON - Where is a mundane item (ie weapons, a hidden door)
      2 CON - How to get supernatural aid or mortal allies sufficient to help
      3 CON - How to stop the big bad.
    • Passive - As above, reusable, demon subsumed into mirror or crystal ball. Costs 1 CON per question, demon returns to its plane.

    NB: Knowledge Demons will not fight under any circumstances, only 1 can be bound at a time. I added the CON costs to bring these demons in line with Demons of Desire, which also have costs to use.

    DEMON OF TRAVEL

    • Summoned - (Gateway Opener) This demon opens a gateway, then disappears, if the GM wants it to happen. The alternate dimension may affect magic items etc if it is ruled by forces other than Chaos.
    • Active - (Teleporter) Invisible and immaterial. Teleport skill is DEX x 3%. Costs 1 CON to teleport regardless of success or failure, when CON is 0 demon is destroyed / returned to its dimension. This demon can teleport on the plane and bring an object or creature equal to SIZ. I would ignore the teleportation mishaps as too punitive and instead roll on the following table:

      Critical Success: Appear exactly where they want, in an advantageous position.
      Success: Appear where they want.
      Failure: Appear far from where they want to be, demon is too exhausted to teleport again for 1D4 days. Must travel on foot or other mundane means.
      Critical Failure: Appear far from where they want, and in a disadvantageoues or dangerous position.
    • Passive (Teleporter) As above but can be bound into an object.
    • Passive - (Transporter) STR and SIZ are doubled. This demon is subsumed into a vehicle, probably one made of shell in the case of our crab demon. Should also be able to travel in the appropriate fashion, ie fly or sail, burrow as need be. Costs 1 CON to ride regardless of distance, when CON is 0 demon is destroyed / returned to its dimension. 

    NB: This was very fiddly on the surface, but made better sense upon writing down. I added the CON cost of teleporting to bring the mechanic into line with Demons of Desire, who also have a cost and thus are a limited but powerful resource.

    DEMON OF DESIRE
    CHA is doubled. This is basically a genii, gets you what you ask for but is capricious. If overtaxed (ie object larger in SIZ than its STR), demon is returned to its plane. Wishes cost 1 CON for mundane objects, 3 CON for magical, and 1D10 CON to shapeshift the asker. Demon returns to its plane when CON reaches 0.

    • Summoned - Grants one boon, then disappears.
    • Active - Reusable, but disappears when CON is reduced to 0 or overtaxed as above.
    • Passive - Subsumed into a ring or statue. Reusable, but disappears when CON is reduced to 0 or overtaxed as above.

    NB: This was fiddly, but having a premade demon makes it a bit easier to visualize. With 15 CON, our demon will get a lot of uses out of it. 

    DEMON OF POSSESSION
    POW gets an extra 1D8. Are immaterial and invisible. Can only possess creatures of lower POW, and must win a POW vs POW battle. When possessing a body, they can only use its STR, CON, and DEX. They must make a POW vs POW roll to possess a body. They are happy to be slain and returned to their plane. If they leave a body, it becomes mindless until its soul is returned to it.

    • Summoned - They stay in the body one day.
    • Active - They stay until the body is slain or their master tells them to return to their object or take a different body.
    • Passive - They stay until the body is slain or their master tells them to return to their object or take a different body.

    NB: Demons cannot possess anyone who has their binding object. Also, there is no real difference between Active and Passive Demons of Possession.


    CONCLUSION

    Seeing Virtues, Elemental, and Demons side by side like this, it is easy to see that all three offer certain advantages and protections. Of course, Demon Weapons & Armor are the strongest of the 3, but this is par for the course in a chaotic world like The Young Kingdoms. As for procedures, I really like the the streamlined procedure for Virtues and leaving Elementals untouched. As for Demons, substituting a quick random demon generation & choice of demon type for the convoluted math of adding attributes and divvying up points seems a fair trade to me.

    Note that if I had the computer skills I'd make a Stormbringer random generator for demons. Would save oodles of time, could be programmed with more demon abilities and descriptions.

    Sources

    https://kids.britannica.com/students/article/biological-classification/611149/media?assemblyId=195075


    Sunday, June 18, 2023

    Stormbringer redux Interlude - Demons! Demons! # 1



    In addition to making changes to character creation, I created a random demon generation system from the bones of the old 4E point buy (HERE) for lesser demons. Add this to the demon motivations (HERE) and demon summoning should be more substantial.


    Let’s give it a test drive!


    Name: Hurling Gobbelin Type: Combat


    Motivation: 12 Pleased: The fiend has wanted to come play among mortals for some time. It thanks the PC for the chance.

    (One Melee Attack, one Missile Attack, one Defence, one Random Ability)

    STR 18 CON 18 SIZ 18 DEX 18 INT 9 POW 5 CHA 9

    Hit Points 18 Armor 9 Damage: + 1D6

    Melee Attack Ability - Claws 1D6

    Missile Attack Ability - Loathsome Stain Attack

    Defence Ability - Wall of Flesh, 8 armor

    Random Ability - Membrane Shape, 1 armor

    Professional Skills: Attack, Parry, Dodge at 60% OR attribute x 3%

    Description: What to make of this? Some sort of clawed, puking ball of flesh? Maybe best not to describe it overmuch and let players’ imaginations run wild. Not incredibly tough, more of a nuisance than anything.


    REFLECTIONS


    Overall, I am underwhelmed, as would be anyone who summoned this monstrosity. There are three things I’d like to work on for a version 2.0.

    1) The number of options for each ability category needs to increase. Minimum 20, maximum 100.

    2) POW seems a bit low. Should be a challenge to bind, but nothing too crazy. Maybe change from 3D8 to 2D8+8 to give a base?

    3) Although I prefer freeform association to choosing the demon’s shape, I’d ideally like a table of descriptions or shapes of demons for GMs who would like something to fall back on. I started one but abandoned it. Time to check my old files.


    Anyway, what did YOU think of this, dear reader? Leave a comment below.

    Saturday, October 22, 2022

    Stormbringer Redux # 15 (part three, final) Lesser & Greater Demons

    Summoning lesser demons in Stormbringer is what my Brit friends might call a 'sticky wicket.' There are basically three things to consider:


    1) The charming but incomplete early rules (1-3E)

    2) The detailed but bloated point buy of later rules (4E)

    4) The original fiction


    Each of these has their peculiarities. I want to keep the 1E demon types (Warrior, Guardian, Transport, Knowledge, Passion), as these have a certain charm and could be inferred based on the demons Moorcock describes. As for the 4E demon point-buy system, although I appreciate the legwork done by the designers, I find it a clunky consumer catalogue that slows down the game. Moreover, I dislike the 4E assertion that the summoner has complete control over the entity summoned, especially this farcical fast food analogy from the designer:

    Imagine this as if you were going out to eat at a restaurant. If you pull up to the Drive-Thru window at a fast food joint your food will only take minutes to arrive, but it is cooked the same as everyone else’s, you can never be sure you got what you ordered until you look into the bag, and once you have checked your order you are 15 miles away, and it is too late to complain. However if you go to a fancy gourmet restaurant, you can have your meal cooked as you like it, waiters are constantly pestering you to make sure the food is alright, and if something is wrong with the meal you can have it fixed as you go. [5.3.1.1]

    This is pretty crude reasoning, first and foremost because it conflicts with Moorcock's fiction, where mortals beg for arcane help, but have no say in its shape or form. Elric doesn't 'order' an Arioch set with a side of Beast Lord to go, he cries out in need and takes what he can get. In Corum's world, the Nadragh sorcerer Ertil also has to beg to be heard, and the demon Yrkoon is irritated at being summoned so often by him:


    Yrkoon: "You summoned me again, Ertil."

    Ertil: "Yrkonn, we need more help from your master, Mabelrode."

    Yrkoon: "More help? More?"

    Ertil: "We work for him! Without us, you would have no means of reaching this realm at all."


    Second, point-buy detracts from good roleplaying, because it is open to abusive power gaming. In fact, giving players complete control over demons seems to contradict the designer's own advice:

    The point of designing the demon is not always to design the most powerful demon possible by bending the rules. [5.6.1]

    To defuse this situation and return to emulating Moorcock's writing, I suggest that for lesser demons the GM should either 1) have a concept in mind and build it from the options below and his own imagination or 2) roll randomly and adjust as needed.



    4b) Type 2 Demons - Lesser Demons


    Lesser demons are the demons proper of Stormbringer summoning. The majority of lesser demons are completely alien in origin, although some rare instances of humans raised to the position by a Chaos Lord can be found (see Yrkoon from the Corum Chronicles). Arioch did promise to make Elric a god at one point, so I assume that this principle also works for the Young Kingdoms. Lesser demons can also be avatars of Chaos Lords, as when a puppet form of Arioch devoured the guards in Cymoril's chambers to let Elric escape at the start of The Dreaming City.



    1) How to Summon - These are summoned as per the rules using the Sorcery Skill above, plus the Sacrifice, Binding, and Object rules given below.



    1.1 Grimoires

    La Magie naturelle: Grimoires | Priaulx Library

    Although in Moorcock's Elric books he often mentions Elric or Yrkoon's grimoires, these are largely overlooked in the RPG. The only mention of a grimoire in the rules is [5.3.2], where studying one for 40-INT months (why?) and making a POW x 3% roll (why not INT?) gives an increase to the sorcerer's rank.


    Ho hum.


    First of all, Elric summons elementals without need of a tome. I'd like to keep non-demonic magic simple in this way.


    Here is my simple mechanic to emulate the importance of grimoires.


    1) Sorcerers need a grimoire for every demon type they want to summon. When the sorcerer is created, if he or she is Second rank or above, he starts with a grimoire for the first type of demon (Warrior, Protection, Knowledge, Travel, or Desire) he summons. To summon any other type, the sorcerer needs to procure a grimoire by adventuring.


    2) Sorcerers need a grimoire for each Lord of Chaos, Beast Lord, or Elemental Ruler they want to summon.


    3) Sorcerers need a grimoire to increase their rank if their attributes allow it, as per the original rules. However, switch the POW x 3% roll to a Sorcery skill roll.



    1.2 Sacrifices When Summoning Demons


    For non-noble sorcerers, summoning a demon requires the summoner to sacrifice another being, or a more personal sacrifice. This is seen more in the Corum books than in Elric:


    Glandyth-A-Krae: "I want power, demon! Power to destroy Corum and Law's rule on this plane, demon! Give me that power, demon!"

    Yrkoon: "I cannot give you power, I can only tell you how to get it. If you like more of Chaos' gifts, you will assume the attributes of all those who accept such gifts. Are you prepared to become what you loathe?"

    Glandyth-A-Krae: "What is that?"

    Yrkoon: "A shefanhow! A demon. I was human once."

    Glandyth-A-Krae: "I'll make any bargain to have my revenge on Corum and his kind!"



    1.3 Types of Sacrifices for Summoning & Binding Objects


    Non-Noble sorcerers must make the following sacrifices when summoning lesser demons:


    Warrior - The life of a warrior, be it friend or foe. The demon's physical attributes (STR, CON, and DEX) are also limited to no more than those of the sacrifice, so the healthier the sacrifice the better. For binding, a weapon or armor of at least 1000 SS value is also required.


    Protection - The life of a faithful pet they have raised. Most common are dogs, cats, or crocodiles. The demon's physical attributes (STR, CON, and DEX) are limited to those of the sacrifice, so the healthier the sacrifice the better. For binding, a statue of the sacrifice of at least 1000 SS value is also required.


    Knowledge - A trained intelligent animal or slave. The demon's mental attributes (INT and CHA) are limited to those of the sacrifice, so the healthier the sacrifice the better. For binding, a reflective object (mirror, orb, crystal, etc) of at least 1000 SS value is also required.


    Travel - A coin of great value, such as a Melnibonean wheel or high karat stone, which is consumed in the summoning. Should require great travails or quests to obtain. For binding, a vehicle of at least 1000 SS value is also required.


    Passion - A charismatic person. The demon's relevant physical attributes (CON and CHA) and gender are limited to those of the victim sacrificed, so the kidnapping of beautiful youths for summoning succubi or incubi has become a scourge of chaotic nations. For binding, a piece of jewellery (ring, necklace, torc, bracelet, etc) of at least 1000 SS value is also required.


    (Note: Binding object prices are in Small Silver (SS) and not Large Bronze (LB) because Merchants are the lowest class capable of becoming sorcerers. Since in a previous post I linked social class to wealth, the merchant coinage of SS seems reasonable for pricing weapons or armor strong enough to hold demons).



    1.4 Sacrifice & Social Class


    As mentioned above, if the sorcerer is of imperial or royal blood from a Chaotic nation, they are exempt from making a sacrifice. Elric often merely offers as many souls as they can take to demons, and neither sacrifices others or himself for his summonings of Arioch. I find this principle of noble exception in keeping with the source material, and gives a good reason why Mabden sorcerers like Thelab Karna envy Melniboneans.


    In keeping with this, Noble sorcerers from Chaotic lands do not need to make any overt sacrifice, but will be played by Chaos in return for any aid they receive. Unlike Glandyth and his Nadragh sorcerer, Elric didn't make any immediate sacrifices to obtain demonic aid, but ended up paying in other ways. 



    2) Demon Attributes & Skills


    The more powerful the sorcerer, the more powerful demon he or she can summon. Therefore, I am linking demon attributes to the sorcerer's POW to reduce calculations or dice rolling.



    2.1 All demons have three types of attributes


    1) POW, which is 3D8 unless an increase to POW is randomly rolled.

    2) Major attributes, determined by their demon type below, which are equal to the sorcerer's POW.

    3) Minor attributes, determined by their demon type below, are equal to half  the sorcerer's POW.


    2.1.1 Major and Minor Attributes

    Warrior - Major are STR, CON, SIZ, and DEX, all else Minor.

    Guardian - Major are STR, CON, DEX and INT, all else Minor.

    Knowledge - Major are INT and CHA, all else Minor.

    Transport - Major are STR, SIZ, and CON, all else Minor.

    Passion - Major are CHA, INT, and DEX, all else Minor. 

    (Reminder: If the summoner is not a Chaotic noble, demons he or she summons will have attributes restricted to the values of their sacrifices as outlined above.)


    All other attributes are equal to how much POW the summoner spends on the summoning, with a maximum limited by the attribute of the sacrifice given as outlined above.


    Example

    If a Sorcerer of POW 18 summons a Warrior Demon, the POW is determined by rolling 3D8. The demon has STR, CON, DEX, and SIZ of 18, but INT and CHA of 9. Its POW must be rolled on 3D8. If the sorcerer is not a noble, these attributes are also limited by the sacrifice as outlined above.



    2.2 Demon Skills


    If you don't want to spend time calculating skill percentages, all demon skills should be at 60% unless you need them to be higher or lower. Otherwise, calculate as below:


    Warrior - Attack and Dodge at DEX x 3%, Parry at STR x 3%

    Guardian - Attack and Dodge at DEX x 3%, Parry at STR x 3%. All Perception skills at INT x 3%.

    Knowledge - All Knowledge skills at INT x 3%, all Persuasion skills at CHA x 3%

    Transport - Navigate and Make Map at INT x 3%, Dodge at DEX x 3%, any other appropriate movement based skills at relevant attribute x 3%.

    Passion - All Communication skills (Persuade, Credit, Orate, Sing) at CHA x 3%, 



    3) Demon Abilities


    I have taken the liberty (and it has used up my days of liberty) to re-organize and clean up the list of Demonic Powers [5.7.1] from Stormbringer 4E into ten categories: Defense, Melee Offence, Missile Offence, Area Offence, Random, Land Transport, Air Transport, Sea Transport, Psionics, and Sense. Each Lesser Demon has 4 powers, chosen or rolled from the categories below.


    Warrior - One Melee Offense, one Missile Offense, one Defence, and one Random power.

    Guardian - One Melee Offense, one Area Offense, one Defence, and one Random.

    Knowledge - One Psionics, one Defence, one Senses, and one Random.

    Transport - One Travel (appropriate to environment), one Defence, one Random, and one Senses.

    Passion - Two Psionics, one Random, one Melee Offence.


    Area effect attacks do not affect their compatriots.


    NB: Ranged powers have an area equal to demon POW, basically affecting anyone engaging in melee.


    DEFENCE

    1 Acid Blood - Acid sprays if wounded, attackers in melee must make a POW x 3% save or take 1/2 demon POW (round up) max die damage (ie 20 POW is 1D10).

    2 Armor - Stops damage of 1/2 demon POW (round up), 50% chance of breaking normal weapons that hit it or wounding barefist attacks against it.

    3 Dust Cloud - In a radius of 1/2 demon POW paces, does 1D6 damage and blinds ( -75% to all appropriate skills). CON x 3% to see and avoid damage.

    4 Insect Wall - Makes a 1/2 demon POW high and wide wall with 2D6 HP that does 1D6 damage to anyone touching it. Can only be damaged by fire, all other weapons do minimum damage.

    5 Lens - Immune to Dazzle, Dust Cloud, or any other blinding attacks.

    6 Mist - Makes a 1/2 demon POW high and wide roiling mist, all inside have -50% to visual skills.

    7 Regenerate - Regains a die of HP equal to 1/2 demon POW (round down) every round, (ie 20 POW is 1D10).

    8 Shadow Void - In a radius of 1/2 demon POW paces, blinds ( -75% to all appropriate skills). 

    9 Wall of Flesh - Makes a 1/2 demon POW high and wide wall with 2D6 HP.

    10 Wardpact - Immune to one weapon, attack type, or gender (see rulebook for ideas). It is suggested that the GM leave the wardpact undecided until the PCs attack, and thereafter consider it a wardpact against their most powerful weapon.

     

    MELEE OFFENCE

    1 Claws - Do 1D6 damage.

    2 Hands - Human hands, can carry weapons

    3 Mouth - Does 1D10 plus damage bonus, Bite skill at DEX x 3%.

    4 Stinger - Does 1/2 demon POW (round down) die of piercing damage (ie 20 POW is 1D10) to overcome armor, if sting is successful make a demon POW vs CON save. Failure means PC takes damage equal to demon POW, success means 1.2 damage and immune thereafter.

    5 Tentacles - Does 1D8 plus damage bonus, DEX x 3% to hit, or can grapple.

    6 Vampire - Does 1D6 damage to a random attribute (1 STR 2 CON 3 SIZ 4 DEX 5 INT 6-7 POW 8 CHA) if attack hits. PC dies if reduced to 0.

    7 Weapon - Does 1/2 demon POW (round down) die of damage (ie 20 POW is 1D10) in addition to weapon damage and damage bonus when wielding this (1 axe 2 pike 3 longsword 4 spear 5 bow 6 mace)

    8 Shock (from Demon Magic) - Does 1D8 damage when it hits, halved by non-metal armor. Also does damage when parried by a metal weapon.

    9 Paralysis  (from Demon Magic) - Paralyzes foe on a hit plus successful POW vs POW roll, CON x 3% to resist.

    10 Claws - Do 1D6 damage.


    MISSILE OFFENCE

    (NB: All ranges are equal to demon POW)

    1 Baffle Attack (Spit Venom) - Demon spits narcotic venom at DEX x 3%, must be dodged. Anyone hit is whacked out for POW in rounds, all skills reduced by demon POW x 2%.

    2 Darts - Demon launches a mass of darts at DEX x 3% doing 1D3 damage to anyone in a  group, must be dodged.

    3 Flame Spout - Demon throws a gout of flames at DEX x 3% doing 1D6 damage to anyone in a  group, must be dodged. Affected area burns for demon STR in rounds.

    4 Spitting - Demon launches a glob of disgusting matter at DEX x 3% doing 1D6 damage to an individual, must be dodged.

    5 Loathsome Stain Attack (spray) - Demon sprays disgusting matter at DEX x 3%, must be dodged. The spray blinds the target unless saved at POW x 3%, also reduces CHA by 1D10. NB blindness is not permanent.

    6 Vomit (acid) - Demon sprays acid at DEX x 3%, must be dodged. The acid destroys any shields or armor it hits, or does 1D6 damage to victims.


    AREA OFFENCE

    1 Burn Attack (Heatwave) - Demon emits heatwaves doing 1D6 to any in area and have a chance equal to damage rolled of setting flammable objects alight.

    2 Dazzle Attack - Demon dazzles anyone in eyesight, causing them to lose 75% from visual skills for POW rounds. Can be avoided by a lucky POW roll, but needs to be rerolled if the target stays in range.

    3 Freezing Attack (Cold Field) - Demon emits waves of intense cold doing 1D6 to any in area and have a chance equal to damage rolled of shattering non-magical objects.

    4 Plague Attack - Demon emits plague miasma, victims must roll CON vs demon's POW or sicken losing 5 HP and 25% to all skills. While sick, roll CON x 5% every day, lose another 5HP and 25% to skills until they succeed or die. Can be treated with magical or lawful medicines but will require a quest to acquire.

    5 Sleep Attack (gas) - Demon emits sleep cloud, victims must roll CON vs demon's POW or fall asleep, are drowsy with DEX - 5 if they succeed.

    6 Vapour Attack (poison gas) - Demon emits harmful vapour cloud, victims must roll CON vs demon's POW or take 1D6 damage, or half damage if they succeed.

    7 Wasps - Demon emits a cloud of stinging wasps, they ignore armor and do 1D6 damage to anyone within rage.

    8 Zap - Demon emits a bolt of electricity, which is attracted to metal armor and does 1D6 damage to one character wearing it within rage, ignoring the armor rating. If no one has metal armor, it also arcs to metal weapons.

     

    RANDOM

    1 Attributes - Add 1D6 to a random attribute of the demon (1 STR 2 CON 3 SIZ 4 DEX 5 INT 6-7 POW 8 CHA)

    2 Healing - Demon heals 1D6 HP from damage to one of its allies.

    3 Horde - Demon always comes in groups of 1D100/2. Summoners may choose to summon one if they want to bind it.

    4 Knowledge - Demon has Knowledge at INT x 5% about one thing the player characters need to know to progress the adventure. However, details may be vague or cryptic. PCs may ask up to 3 questions.

    5 Membrane Shape - Demon can project a wall or bubble of flesh around an ally, giving 1D6 HP protection.

    6 Phantom - Demon can become immaterial, only being harmed by magical weapons. Can also make one ally immaterial, but needs to rest a day after doing so.

    7 Shape Change - The demon can take on any shape, but does not gain its special powers. It will also need to succeed at Persuade to pass as a human or specific being.

    8 Silence - Demon cancels out sound around it. No spells or summonings, or verbal communication may be done.

    9 Skills - Choose one skill, and roll 1D100. This is the demon's skill level, and may be added to the current percentage if the demon already had the skill.

    10 Transmute - Demon can transmute 1D6 any substance it touches to another. Living targets must make a POW vs POW save to avoid the effect, take 1D6 damage if failed.

    11 Webbing - Demon can generate webs of 1D6 HP, which ensnare targets. Multiple webs add HP together. They can be destroyed by cutting weapons. Demons can spin webs at victims at DEX x 3%.

    12 Dimension Shift (other planes) - Demon can shift between two planes it has memorized, but not any more. It can carry one passenger of no more than its POW in SIZ, but needs to rest a day after doing so.

     

    LAND TRANSPORT

    1 Burrowing - Moves through dirt at DEX meters per round, leaves a SIZ shaped tunnel.

    2 Caterpillar Feet - Can walk vertically on surfaces, but not upside down. Moves at walking speed.

    3 Hopping - Can hop DEX meters on massive legs. If bound, this distance is halved.

    4 Legs - As humans.

    5 Slug Foot - Moves slower than humans, but can walk vertically on surfaces and upside down.

    6 Spider Legs -  Moves faster than humans, and can walk vertically on surfaces and upside down.

     

    AIR TRANSPORT

    1-2 Bat Wings - Can flap for liftoff or speed, glide and change directions instantly, but cannot fly in rough weather or hover. Can carry rider of up to 1/2 STR in SIZ.

    3-4 Bird Wings - Can flap for liftoff or speed, glide silently, but cannot change directions instantly or hover. Can fly in rough weather, and can carry rider of up to 1/2 STR in SIZ.

    5-6 Bug Wings - Can flap for liftoff or speed, hover, and change directions instantly. Cannot glide or move silently . Cannot fly in rough weather, but can carry rider of up to 1/2 STR in SIZ. Can buzz opponents, deafening them unless CON x 3% is made.

    NB: All flying can do a dive attack that does double damage if it hits, and can juke Dodge equal to Fly skill but using no action. 


    TRANSPORT (Sea)

    1-2 Boat - Can carry up to 1/2 STR of SIZ passengers riding in it.

    3 Whale (new!) - Can carry up to 1/2 STR of SIZ passengers riding inside of it. Any attacks damage the demon first, and it may submerge.

    4 Sea Serpent (new!) - Can carry up to 1/2 STR of SIZ passengers riding in the back of it. Makes for a wet ride, no good in storms.


    PSIONICS 

    (NB: All Psionics require concentration, and the demon can do nothing else while using them)

    1 Clairvoyance - One of its sensory organs can move to a place and discern what happens there.

    2 Emotional Control - Demon controls the emotions of other creatures. Can be resisted with POW vs Pow. Emotions include: Rage, Depression, Fear, Lust, Hunger, Hate.

    3 Empathy - Demon can read emotions, can be resisted by POW vs POW.

    4 Move Stuff (Telekinesis) - 

    5 Paralyze Attack - Demon can paralyze a foe it concentrates on unless a CON x 3% save is made.

    6 Retrocognition - Demon can see the past of a place or object at INT x 3%. However, details may be vague or cryptic. PCs may ask up to 3 questions.

    7 Teleport (Interdimensional) - Demon can teleport between dimensions once a day, carrying up to 1/2 its STR in objects or passengers. However, the destinations are random and at the whim of Chaos.

    8 Teleport (Young Kingdoms) - Demon can teleport anywhere in the Young Kingdoms once a day, carrying up to 1/2 its STR in objects or passengers.

    9 Telekinesis (from Demon Magic) - Can lift POW in SIZ of objects and throw for 1D3 damage, plus falling damage if from above.

    10 Scrying (from Demon Magic) - Sees described place or person and POW in m radius. More details gives more accuracy.

    11 Bloat Attack  - Demon has POW x 3% chance to cause his target to gain 1D6 size. Targets busts out of armor taking damage equal to its armor rating. If hit multiple times, loses 25% from movement skills if double SIZ, 50% if triple size, and is crushed at quadruple original SIZ.

    12 Explosive Decomposition - Demon has POW x 3% chance to cause his target to take POW in damage. Victim can save at POW x 3% for no damage.


    SENSES

    1 Big Ears - Can hear any sound at POW x 5%, but is deafened by loud sounds for 1D10 rounds unless CON x 3% save is made.

    2 Bug Eyes - Demon can see 180 degrees, cannot be surprised.

    3 Eyeballs (darksight) - As humans, but can see in the dark.

    4 Eye Stalks - Demon's eyes are like periscopes, can look 180 degrees, a foot up, but no depth perception.

    5 Snout - Can Track any smell at POW x 5%, but is sickened by disgusting smells for 1D10 rounds unless CON x 3% save is made.

    6 Sonar - Demon can see in the dark through echolocation, its squeak can also deafen anyone in earshot who fails CON x 3% for 1D10 rounds, giving - 25% to appropriate skills.

    7 Taste - Demon can know what any substance is from taste at INT x 5%, sickened by disgusting smells for 1D10 rounds unless CON x 3% save is made.

    8 See Truth (new) - Demon can know where any object or person has been from a glance at INT x 5%. This is a somewhat to Sherlock Holmes' deductive method.



    4) Other Notes


    Demon Power Level


    Demons generated in this way can be considered to be over-powered in modern gaming parlance. Good. This is exactly how they are in Moorcock's fiction. Elric only survives lesser demons because he has a greater demon, Stormbringer, by his side. Player characters should be willing to turn tail when facing a demon.



    Turning Against the Summoner


    Lesser Demons can’t use their abilities against the summoner unless the negotiation fails, they are let out of the octagon without an agreement, or they are ordered to do so by a Chaos Lord. Remember, use the Demon Reaction table from the previous post on summoning to determine how cooperative the demon summoned is.



    Perils of Using Demons


    If a sorcerer uses demons, he faces several perils. First, the demon may be unhappy, and want to take vengeance at some point. Second, the aims of Chaos are inscrutable, and a sorcerer going against them will face consequences (NB: Greater Demons are autonomous and largely do as they want). Finally, anyone using demons will come under the scrutiny of Priests or even Agents of Law, and thus should expect periodic attacks from them.



    Designed vs Random Demons


    On the one hand, if possible GMs should design demons from the above lists to fit the adventure and locale. Creating a giant bat-thing guardian with Bat Wings, Sonar, and a Plague Attack would fit well with a cave adventure. However, this means GMs will have to be creative and do lots of legwork. On the other hand, random demons force both the players to be creative to find a way to overcome them. Since this challenge is an essential part of Moorcockean roleplaying, I suggest going this route.



    Example Demons


    1) Created Demon


    Let's make the Bat-Thing Guardian from the example touched on above. It needs 4 demon abilities, so I choose Mouth, Plague Attack, Sonar, and Bat Wings. Since guardians are supposed to have one Melee Offense, one Area Offense, one Defence, and one Random, this bends the rules a bit, switching Defence and Random abilities for Flying Transport and Senses. This is no problem since it fits the concept.


    As for attributes, they will be as follows:

    STR, CON, DEX and INT are equal to the sorcerer's POW, all other attributes are at 1/2 POW. If the demon's summoner is unknown, sorcerer POW should be considered a minimum of 18, or higher if a summoner of greater power.


    With regards to skills, they are as follows:

    Attack and Dodge at DEX x 3%, Parry at STR x 3%. All Perception skills at INT x 3%.


    The Bat-Thing Guardian will thus have Bite and Dodge of 54%, with the former doing 1D10 damage. It will also have 18 HP, but no armor. It may seem weak, but the Plague Attack and deafness from Sonar, as well as its ability to fly out of reach, should make it a worthy challenge.


    2) Random Demon


    OK, let's roll the bones and see what we get. Once again, let's make a Guardian to see how it compares to the created demon above.


    As for the demons attributes, they will be as follows:

    POW I roll as 19, so pretty tough for an average sorcerer to bind, and will do decent damage with POW based damage attacks. STR 18, CON 18, DEX 18 and INT 18 (equal to the sorcerer's POW), all other attributes are at 1/2 POW (ie SIZ 9, CHA 9).


    As above, skills are as follows:

    Attack and Dodge at DEX x 3%, Parry at STR x 3%, or 54%. All Perception skills at INT x 3%, so 54%. Not bad, it has a fighting chance.


    Now for its powers. Guardians are supposed to have:

    One Melee Offense - I roll 9, so just Claws doing 1D6

    One Area Offense - I roll 5, so Sleep Attack. Very good for a guardian.

    One Defence - I roll 3, so a Dust Cloud. I can see a sort of dreaming, sandman guardian here.

    One Random - I roll 11, so it shoots Webbing. Better and better!


    So, I see a tough but small guardian demon that can put Pcs to sleep, blind them with dust clouds, or bind them with webbing. Good stuff! Now I only need to decide what it looks like - a thin, whitish dream god with black hair and eyes, or a masked figure in suit and hat, or a spider.



    Optional Table - Demon Appearance


    If you have trouble coming up with the lesser demon appearance based on what you've rolled, you can always roll on this table for inspiration and tweak the results.


    1 Human - Like us, but... different. A mockery of man.

    2 Undead - Walking corpse, redolent of rot and decay.

    3 Worm - Writhing and white, instantly revulsive.

    4 Devil - Horned and barb-tailed, with neon red or blue skin.

    5 Angelic - Beautiful and innocent looking, but with evil eyes.

    6 Non-euclidean - Shape seems to change constantly, best not looked at directly.

    7 Slime - Translucent and quivering, makes your primal brain cringe.

    8 Flesh - Muscle, bone, and blood on display, unnerving.

    9 Scaled horror - Some antediluvian thing crawled from the muck of ancient swamps.

    10 Alien - Life not as we know it, btu evolved on some far planet under different stars.



    4c) Greater Demons


    Greater Demons, such as Stormbringer, can only be obtained by questing and are only obtainable if a Chaos Lord allows it. They ALWAYS have an ulterior motive, and so should only be offered in time of desperate need to force the players to choose.


    1) How to Summon - These can only be summoned or bound by The Lords of Chaos, who may lend them to adventurers for their own purposes.


    2) Attributes & Skills - As the GM deems fit.


    3) Abilities - As the GM deems fit. Examples include draining 1D100 POW on a hit, Wardpact against certain weapons, etcetera.


    4) Other Notes - A GM must never forget that such a demon, especially when converted, can only be beaten by great roleplaying.