Half Demon Race DCCified for Hubris

We’ve come to the end of converting the playable races in my Hubris setting to the Dungeon Crawl Classics rule system.

Other the last few days I’ve posted Kenku, Ekrask (Lizardfolk), and Mutant.  Today I post the last one: Half Demon.

Half Demon

 Teifling

As sure as there is evil and corruption in Hubris, there are demons and devils scheming nefarious deeds and plans.  Some demons take men and women as mates; sometimes through trickery or force and other times simply out of boredom.  Myths tell of demons falling in love with a damsel or knight; this is a lie.  Demons do not love.   Demons do not care about mortals, their feelings, or their ambitions, unless it furthers their own ends.

You are the unfortunate result of such a union.  You wander Hubris shying away from temples and churches that warn of your unnatural evilness.  While there are those who accept you, most are wary and distant at best.

You can’t blame them, you feel the constant struggle going on within your heart; the battle for your soul.  Half demons can be found all over Hubris.  Most attempt to etch out a life for themselves, either by gaining power and forcibly bending the knee of those who would persecute them, or by living on the fringes, making ends meet by taking the odd job, using sword and spell.

Hit Points: d6

Weapon Training: Half demons are familiar with the following weapons: Club, Crossbow, Dagger, Dart, Longsword, Mace, Polearm, Shortsword, and Staff.  Half-Demons tend to wear light armor since heavier armor interferes with their ability to cast spells.

Alignment: Half demons feel the pull within themselves.  Some half demons gravitate towards a more Lawful alignment, possibly due to an innate knowledge of the hierarchal structure of the Nine Hells, while others are filled with the lust of power, riches, and revenge are Chaotic.

Low-Light Vision: See in the low-light conditions as if it were day time in 30’ radius.

Infernal Resistance: +2 to saves against one of the following: Roll 1d3- 1) Fire; 2) Cold; 3) Electric.

Demonic Vulnerabilities: You can be turned by a cleric that has demons and devils listed as unholy creatures, although you get +2 to your save.  You take 1d4 additional damage from Cold Iron weapons and holy water.

Demonic Powers: 

Increased Speed– Increase speed by 20’

Increased Armor– Increase armor class by +4

Claws– Grow claws that do 1d6 damage

Immunity– Become immune to damage based on resistance you rolled.

Regeneration– Regain 2 HP a round.

Magical Aptitude– Increase Action die one step when casting spells.

To utilize a demonic power the half demon must make a successful Will save (DC 15).  If successful the player choose the ability they want to use and this effect starts at the end of the round and lasts a number of rounds equal to the half demon’s level +1.  Failure means that the half demon cannot use any further Demonic Powers the day.  Rolling of a 1 represents a loss of humanity.  Roll on one time for each column on the Demonic Corruption Table.  When a half demon has suffered demonic corruption five times, they must make a Will save (DC 15 with a negative 5 modifier to the roll) to retain their sense of self.  Failure means that the half demon’s humanity has disappeared and the full cruelty and terror of their demonic side has taken over.  The character becomes a villain NPC and the player must make a new character.

If the player succeeds on the Will roll successfully win the fight for their soul for the moment.  Each time they lose further humanity the half demon must make the Will save, again at DC 15 but now with additional negative modifiers equal to attempts (IE- A Half-Demon that has had an additional loss of humanity must make the Will save with a -6 to their roll.

A character does not gain any further corruptions after 5, but must still make the rolls to save their soul.

Luck: A Half Demon gets their luck modifier on their Will Save for Demonic Powers.

Spells: Due to their lineage a half demon is able to manipulate and use the arcane arts.  They start with a number of spells shown below on the half demon table and are able to cast increasingly more powerful spells as they gain power and experience.

Caster Level: This is usually the same as the half demon’s level.

Demonic Patron:  A half demon begins the game in the service of a patron.  This could be the demon that bore them or perhaps another that is using the half demons emotions as a tool for their own means.  A half demon starts with play with patron bond and invoke patron at 1st level, in addition to their other spells. 

Demon-Wallpaper

Half Demon

Level

Attack

Crit Die/Table

Action Dice

Known Spells

Max Spell Level

Ref

Fort

Will

1 +0 1d8/II 1d20 2 1 +0 +1 +1
2 +1 1d8/II 1d20 3 1 +1 +1 +2
3 +1 1d10/II 1d20 4 2 +1 +2 +2
4 +2 1d10/II 1d20 5 2 +2 +2 +3
5 +2 1d12/II 1d20+1d14 6 3 +2 +3 +3
6 +3 1d12/II 1d20+1d16 7 3 +2 +3 +4
7 +3 1d14/II 1d20+1d16 8 4 +3 +3 +4
8 +4 1d14/II 1d20+1d20 9 4 +3 +4 +5
9 +4 1d16/II 1d20+1d20 10 5 +3 +4 +5
10 +5 1d16/II 1d20+1d20+1d14 12 5 +4 +4 +6

Half Demon Titles

Level

 

1 Loathsome
2 Tainted
3 Wretched
4 Corrupted
5 Vile

Demonic Corruption

Roll

Effect 1

Roll

Effect 2

1 Feet become cloven hooves- +5 pace 1 Holy water does 1d8 damage.
2 Have claws constantly (1d6 damage).  Use of Demonic Power raises damage to d8. 2 Visage becomes more demonic; -2 to Charisma.
3 Eyes become red and bloody.  Gain Infravision 30’ radius.  Lose lowlight vision. 3 A burnt, sulfuric smell hangs around you.
4 Demonic Health- Increase your HD  to d8; also roll right now for some additional HP. 4 Your touch burns and irritates others.  They must make a Fort save or take 1 point of damage per round.
5 Wings sprout out of your back.  Fly at a pace of 30’. 5 Daylight bothers you.  You suffer   -4 to all physical stats while in the sunlight.
6 You grow a barbed tail that can attack at 1d16 and does 1d4 damage. 6 Lose your +2 saves against turn checks, instead suffer -2.
7 You grow horns that do 1d4 damage. 7 Lay on hands now harms you.
8 Fiendish Resistance- Increase your resistance to damage type by +2. 8 Cold Iron now does 1d8 damage to you.
9 Gain ability to cast Darkness as an arcane spell*. 9 If you look in a mirror you must make Will save or become terrified at what you become and unable to act until successful save.
10 Fiendish Strength- Increase Strength +2 (max of 18). 10 You have an unsettling aura about you.  Normal people shy away from you, while the religious will attack you outright.

* As per cleric spell of same name. Because the wizard version of the spell is a different spell level, the wizard receives a -2 penalty to spell checks when casting it. For example, binding is a level 2 cleric spell but a level 3 wizard spell; therefore, when rolling on the spell table, the wizard applies a -2 penalty to spell checks. On a result of natural 1, the wizard suffers a 50% chance of major corruption or misfire, rolling on the generic tables as appropriate (Taken from DCC, pg 127).

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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