Well, here's the Fast Demon rules I did up, because... well, there's a lot of Demons in Kerisgame, many of them are newly made, and I really cannot be bothered to do a full stat up. Or have to track Essence. Or Willpower. Basically, minimal effort in running a demon from one of these sheets was desired, and I only wanted to have to track health.
Much of the inspiration came from how nWoD presents spirits, although I had to fix several egregious holes in how they did things. This is still a first draft and so may well be incomplete or lacking things.
This should work well as a basis for Fast Spirit rules (fae count as spirits, as far as I'm concerned), and be pretty easy to use for mortals. It's probably not Exalt-OK, because this entirely waives the mote economy as too much effort.
Fast Demons
The following provides a guide to Fast Demon creation, as well as a template to do so and example demons. Fast Demons are designed for generic demons of a given breed for use as extras, and is designed to minimise the number of resources the GM must track. Fast Demons round down all values.
Fast Demons only have three Attributes - Physical, Social and Mental. These fold all uses of Abilities under them. These give the basic dice pool for such rolls and should be rated from [1-10]. Only in the exceptional cases should they exceed 6 (and come with commiserate issues with handling the demon). The Attributes represent the demon's baseline competency at doing things within its capacities - the ST may declare a Fast Demon automatically fails at anything which falls outside the themes of a generic example of the demon breed. For example, an undifferentiated blood ape is remarkably poor at formal dinner conversation, and thus probably can't use its Social to impress the god-queen of the Burukana Isles.
The Fast Demon may be assigned Styles. These have a dice pool greater than the associated attribute, and may substitute for it in applicable cases. These automatically include the use of Excellencies. Styles should be rated from [Attribute] to [14+Enlightenment], and represent the particular niche of the demon. Demons with very high dice pools should have significant issues that make them high maintenance, niche in their use, or otherwise explain why they are not ubiquitous. It should be assumed that demons will try to act within their Style whenever possible and so it is advisable to use the demon's Style pool when calculating traits. If a demon lacks an appropriate Style, use its base Attribute instead.
First circle demon breeds have Enlightenment rating typically from two to four, with only the very weakest and most pathetic having one. Exceptional individual demons with higher Enlightenment are not suitable for the Fast Demon system. Enlightenment is a guide to magical potency and relative power. Demon breeds with a higher Enlightenment will typically have more and more potent Charms.
A demon's arms and armaments can be natural weapons, or they can be the typical weapons of the breed.
Demons are assumed to always roll (Mental Style / 2) successes for Join Battle rolls, as a fixed value. A demon's DV is equal to (Physical Style + Defence / 2).
Accuracy is equal to their Physical Style + Weapon bonus, if any.
Damage is equal to (Physical Style / 2) + Weapon damage, if any.
A demon's soak is equal to ([Physical] / 2) + any soak provided by armour. Demons do not distinguish between incoming forms of damage, and so have a fixed soak value. Demons have a number of Health levels equal to their [Physical]. Past that point, they're either dead or incapacitated by pain, at the GM's discretion. Each health level taken imposes a cumulative -1 wound penalty. For example, a demon who's taken 3HLs of damage of any kind has a -3 wound penalty. Fast Demons take half damage from Bashing damage, round up, and take double damage from Aggravated damage. These modifications are applied in Step 10.
Please note that soak and health levels explicitly refer to Physical, not Physical Style.
The MDV is equal to (Social Style /2). The Urge is an expression of the core nature of the demon. It is an Unacceptable Order for it to violate it. The Principles are closely held beliefs and ideals. The demon is counting as spending (Principle level) willpower to resist any effect that would make it go against that belief. Only one Principle may be counted at a time for the purposes of resistance. Otherwise, demons will not resist social attacks (remember that they still possess ubiquitous Principles that are not listed here, like Survive (5)).
All Fast Charms are permanent charms. It goes without saying that they are all Native.
Demon Name
[Description]
Physical: [0-10]; Physical Styles: [As applicable]
Social: [0-10]; Social Styles: [As applicable]
Mental: [0-10]; Mental Styles: [As applicable]
Enlightenment: [1-4];
Arms: SPD [Speed], ACC [Accuracy], DMG [Damage], DEF [Defence], Rate [Rate], Range [Range, if applicable]
Armour: [Armoured Soak]
Join Battle [Mental Style / 2]; DV [(Physical Style + DEF) / 2]
Accuracy: [Physical Style + ACC]; Damage: [Physical Style / 2 + DMG];
Soak [Physical / 2 + Armour]; Health Levels; [Physical]
MDV [Social Style / 2]; Urge: [The demon's core nature]
Principles: [A list of principles that it'll not be easily swayed on]
Fast Charms:
[Charm Name]
Keywords: [Keywords]
Below are two demonstration demon breeds, statted up as Fast Demons.
Farisyya, Cataphracts of the Flower and Thorn
The farisyya are great demonic warhorses with flesh of hardwood. The unwary who ride them for too long find that the demon drives hidden vine-tendrils up into their flesh, turning them into a puppet. The demon dresses their puppet up in whatever armour it can find and arms them with a long thorn as a lance. They are stiff, stubborn and prideful with a tendency to seek glory, and prone to quarrelling with each other if kept in proximity - a demonologist should give them means to compete against each other to release tension, or else isolate them from others of their breed.
The stats below are for a mature farisy who has obtained an unexceptional puppet-rider.
Physical: 6; Physical Styles: Vine-Wreathed Cataphract Style (13), Tireless Steed Style (9)
Social: 4; Social Styles: Silken Courtier Style (6), Vainglorious Braggart Style (8)
Mental: 3; Mental Styles: Swamplands Scout (7), Princeling Poet Style (6)
Enlightenment: 3;
Arms: SPD 6, ACC -1, DMG +10L (when charging)/ + 5L (otherwise, DEF -3, Rate 1 (Thorn-lance)
Armour: 11 (Chain swathing and naturally hard flesh);
Join Battle 3; DV 5
Accuracy:12; Damage: 16L (charging) / 11L (otherwise);
Soak 14; Health Levels; 6
MDV: 4; Urge: Prove myself the most glorious of my kind.
Principles: Serve the Flower Maiden (4), Keep My Puppet-Rider (4), Beautiful Things, Especially Worn By Me (3), My Honour (3), Pomp and Pageantry (2)
Fast Charms:
Riders of the Glade
Keywords: None
Farisyya are creatures of the swamps and bayous of the Flower Maiden. They ignore penalties to movement or perception inflicted by obstructive vegetation or wetlands, and the difficulty of any attempt to physically bypass or scale such obstacles is reduced by (Enlightenment), to a minimum of one.
Terrific Charge
Keywords: Emotion;
A character charged by a farisy must roll Valour, or suffer a -2 internal penalty to all Strength and Dexterity based rolls for the rest of the scene as terror weakens their limbs and slows their blows. This is at Difficulty 1 if the cataphract is alone, or Difficulty 3 if they come in a formation. This costs 1wp to resist against a solo farisy or 3wp against a formation, and spending the willpower immunises the character against this Charm for a scene.
Kordroma, the Trident Weavers
Dog-sized insects with six legs and three sets of weaving limbs, a kordroma constantly spins, weaves and decorates the silk that comes from their spinnerets. They are talented tailors who constantly try to refine their art and sew hard-wearing work clothes and sheer veils with equal skill, singing as they do. As they grow older, they learn to work with more esoteric materials, such as fire, ice, or the ribbon-gales of the Ruin. Only a few can weave the mystical pitch black cloth of midnight that is their highest art, though, and such demons are looked on with no small envy.
Physical: 3; Physical Styles: None
Social: 4; Social Styles: Worksong of the Ruin Style (7), Idle Gossiper Style (6)
Mental: 4; Mental Styles: Subtle Silkweaver Style (12), Cloth of (Substance) Style (7)
Enlightenment: 2;
Arms: SPD 5, ACC 0, DMG 4B, DEF 1, Rate 2 (Heavy club-like limbs)
Armour: 4 (Chitin hide)
Join Battle 2; DV 1
Accuracy: 3; Damage: 5B;
Soak 5; Health Levels; 3
MDV 3; Urge: Learn to Weave the Cloth of Midnight
Principles: Weave (5), Professional Pride (3), Gossiping (2)
Fast Charms:
(Substance) Weaver
Keywords: None;
With study, a kordroma learns to pluck an element from the world, intertwine it with their silk and work with it. The kordroma may use (substance) and treat it as it would silk - for example, with Stone Weaver it could make cloth of carefully scraped and carded granite. It may engage in Projects to work with this substance and always count as having the appropriate tools.
Much of the inspiration came from how nWoD presents spirits, although I had to fix several egregious holes in how they did things. This is still a first draft and so may well be incomplete or lacking things.
This should work well as a basis for Fast Spirit rules (fae count as spirits, as far as I'm concerned), and be pretty easy to use for mortals. It's probably not Exalt-OK, because this entirely waives the mote economy as too much effort.
Fast Demons
The following provides a guide to Fast Demon creation, as well as a template to do so and example demons. Fast Demons are designed for generic demons of a given breed for use as extras, and is designed to minimise the number of resources the GM must track. Fast Demons round down all values.
Fast Demons only have three Attributes - Physical, Social and Mental. These fold all uses of Abilities under them. These give the basic dice pool for such rolls and should be rated from [1-10]. Only in the exceptional cases should they exceed 6 (and come with commiserate issues with handling the demon). The Attributes represent the demon's baseline competency at doing things within its capacities - the ST may declare a Fast Demon automatically fails at anything which falls outside the themes of a generic example of the demon breed. For example, an undifferentiated blood ape is remarkably poor at formal dinner conversation, and thus probably can't use its Social to impress the god-queen of the Burukana Isles.
The Fast Demon may be assigned Styles. These have a dice pool greater than the associated attribute, and may substitute for it in applicable cases. These automatically include the use of Excellencies. Styles should be rated from [Attribute] to [14+Enlightenment], and represent the particular niche of the demon. Demons with very high dice pools should have significant issues that make them high maintenance, niche in their use, or otherwise explain why they are not ubiquitous. It should be assumed that demons will try to act within their Style whenever possible and so it is advisable to use the demon's Style pool when calculating traits. If a demon lacks an appropriate Style, use its base Attribute instead.
First circle demon breeds have Enlightenment rating typically from two to four, with only the very weakest and most pathetic having one. Exceptional individual demons with higher Enlightenment are not suitable for the Fast Demon system. Enlightenment is a guide to magical potency and relative power. Demon breeds with a higher Enlightenment will typically have more and more potent Charms.
A demon's arms and armaments can be natural weapons, or they can be the typical weapons of the breed.
Demons are assumed to always roll (Mental Style / 2) successes for Join Battle rolls, as a fixed value. A demon's DV is equal to (Physical Style + Defence / 2).
Accuracy is equal to their Physical Style + Weapon bonus, if any.
Damage is equal to (Physical Style / 2) + Weapon damage, if any.
A demon's soak is equal to ([Physical] / 2) + any soak provided by armour. Demons do not distinguish between incoming forms of damage, and so have a fixed soak value. Demons have a number of Health levels equal to their [Physical]. Past that point, they're either dead or incapacitated by pain, at the GM's discretion. Each health level taken imposes a cumulative -1 wound penalty. For example, a demon who's taken 3HLs of damage of any kind has a -3 wound penalty. Fast Demons take half damage from Bashing damage, round up, and take double damage from Aggravated damage. These modifications are applied in Step 10.
Please note that soak and health levels explicitly refer to Physical, not Physical Style.
The MDV is equal to (Social Style /2). The Urge is an expression of the core nature of the demon. It is an Unacceptable Order for it to violate it. The Principles are closely held beliefs and ideals. The demon is counting as spending (Principle level) willpower to resist any effect that would make it go against that belief. Only one Principle may be counted at a time for the purposes of resistance. Otherwise, demons will not resist social attacks (remember that they still possess ubiquitous Principles that are not listed here, like Survive (5)).
All Fast Charms are permanent charms. It goes without saying that they are all Native.
Demon Name
[Description]
Physical: [0-10]; Physical Styles: [As applicable]
Social: [0-10]; Social Styles: [As applicable]
Mental: [0-10]; Mental Styles: [As applicable]
Enlightenment: [1-4];
Arms: SPD [Speed], ACC [Accuracy], DMG [Damage], DEF [Defence], Rate [Rate], Range [Range, if applicable]
Armour: [Armoured Soak]
Join Battle [Mental Style / 2]; DV [(Physical Style + DEF) / 2]
Accuracy: [Physical Style + ACC]; Damage: [Physical Style / 2 + DMG];
Soak [Physical / 2 + Armour]; Health Levels; [Physical]
MDV [Social Style / 2]; Urge: [The demon's core nature]
Principles: [A list of principles that it'll not be easily swayed on]
Fast Charms:
[Charm Name]
Keywords: [Keywords]
Below are two demonstration demon breeds, statted up as Fast Demons.
Farisyya, Cataphracts of the Flower and Thorn
The farisyya are great demonic warhorses with flesh of hardwood. The unwary who ride them for too long find that the demon drives hidden vine-tendrils up into their flesh, turning them into a puppet. The demon dresses their puppet up in whatever armour it can find and arms them with a long thorn as a lance. They are stiff, stubborn and prideful with a tendency to seek glory, and prone to quarrelling with each other if kept in proximity - a demonologist should give them means to compete against each other to release tension, or else isolate them from others of their breed.
The stats below are for a mature farisy who has obtained an unexceptional puppet-rider.
Physical: 6; Physical Styles: Vine-Wreathed Cataphract Style (13), Tireless Steed Style (9)
Social: 4; Social Styles: Silken Courtier Style (6), Vainglorious Braggart Style (8)
Mental: 3; Mental Styles: Swamplands Scout (7), Princeling Poet Style (6)
Enlightenment: 3;
Arms: SPD 6, ACC -1, DMG +10L (when charging)/ + 5L (otherwise, DEF -3, Rate 1 (Thorn-lance)
Armour: 11 (Chain swathing and naturally hard flesh);
Join Battle 3; DV 5
Accuracy:12; Damage: 16L (charging) / 11L (otherwise);
Soak 14; Health Levels; 6
MDV: 4; Urge: Prove myself the most glorious of my kind.
Principles: Serve the Flower Maiden (4), Keep My Puppet-Rider (4), Beautiful Things, Especially Worn By Me (3), My Honour (3), Pomp and Pageantry (2)
Fast Charms:
Riders of the Glade
Keywords: None
Farisyya are creatures of the swamps and bayous of the Flower Maiden. They ignore penalties to movement or perception inflicted by obstructive vegetation or wetlands, and the difficulty of any attempt to physically bypass or scale such obstacles is reduced by (Enlightenment), to a minimum of one.
Terrific Charge
Keywords: Emotion;
A character charged by a farisy must roll Valour, or suffer a -2 internal penalty to all Strength and Dexterity based rolls for the rest of the scene as terror weakens their limbs and slows their blows. This is at Difficulty 1 if the cataphract is alone, or Difficulty 3 if they come in a formation. This costs 1wp to resist against a solo farisy or 3wp against a formation, and spending the willpower immunises the character against this Charm for a scene.
Kordroma, the Trident Weavers
Dog-sized insects with six legs and three sets of weaving limbs, a kordroma constantly spins, weaves and decorates the silk that comes from their spinnerets. They are talented tailors who constantly try to refine their art and sew hard-wearing work clothes and sheer veils with equal skill, singing as they do. As they grow older, they learn to work with more esoteric materials, such as fire, ice, or the ribbon-gales of the Ruin. Only a few can weave the mystical pitch black cloth of midnight that is their highest art, though, and such demons are looked on with no small envy.
Physical: 3; Physical Styles: None
Social: 4; Social Styles: Worksong of the Ruin Style (7), Idle Gossiper Style (6)
Mental: 4; Mental Styles: Subtle Silkweaver Style (12), Cloth of (Substance) Style (7)
Enlightenment: 2;
Arms: SPD 5, ACC 0, DMG 4B, DEF 1, Rate 2 (Heavy club-like limbs)
Armour: 4 (Chitin hide)
Join Battle 2; DV 1
Accuracy: 3; Damage: 5B;
Soak 5; Health Levels; 3
MDV 3; Urge: Learn to Weave the Cloth of Midnight
Principles: Weave (5), Professional Pride (3), Gossiping (2)
Fast Charms:
(Substance) Weaver
Keywords: None;
With study, a kordroma learns to pluck an element from the world, intertwine it with their silk and work with it. The kordroma may use (substance) and treat it as it would silk - for example, with Stone Weaver it could make cloth of carefully scraped and carded granite. It may engage in Projects to work with this substance and always count as having the appropriate tools.
Last edited: