I don't think we really need a separate thread for demons, so I'm moving the demons over here.
These are Belial666's work, not mine.
Did you get that? It's important!
I don't want to steal credit, so I'll underline it. This ain't my stuff. It's Belial666's.
Incidentally, vultur, did you ever write up the second version of the basilisk?
Marilith
High Concept: Six-Armed Demon Lady
Other Aspects: Ruinous Rage, Mortal Hunter, Relentless Attack
Skills:
Fantastic: Weapons, Discipline, Intimidate
Superb: Endurance, Might, Presence
Great: Athletics, Awareness, Conviction
Good: Lore, Survival, Fists
most other skills default to fair
Powers:
[-4] Supernatural Strength
[-4] Mythic Toughness (catch is powers and artifacts of Faith)
[-4] Demonic Immunity: demons of the Abyss are immune to lightning, poisons and disease. They do not need to eat, drink or sleep.
[-2] Eyes of Chaos: demons of the Abyss see things as they really are, as if they had The Sight. Unlike mortals using the same, they get no backlash.
[-1] True Strike
[-4] Many-Armed: a marilith has three pairs of functional arms. She may complete many physical activities where this would be helpful at 1/3 the time (1 step in the duration chart). She gets +2 to Might in grapples. She may take a penalty to attack additional targets within reach, at the rate of 1 per target, provided she uses a different hand (and different weapon, if any) per attack. When taking supplemental actions using only her hands (like drawing a weapon or manipulating a held item), she may take 2 additional such actions without further penalties.
[-1] Constriction: a marilith's tail is a great tool for grappling. When tagging an aspect to initiate a grapple, she can both initiate the grapple and get the +2 to her roll from the tag.
[-6] Teleportation: like all demons of the Abyss, a marilith can teleport. As a "sprint" action, she can move a number of zones as if she had supernatural speed and ignore intervening physical barriers - such as appearing into closed rooms or across ravines. She gets no added benefit of supernatural speed and thresholds and wards may still block her. Provided she knows a location well, she may make a discipline maneuver to focus and then use Teleportation to move to that location as if she had employed a Swift Transition power - though the location has to be on the same plane of existence.
[-5] Spell-Like Abilities: Force - a marilith can perform maneuvers, blocks and weapon 4 attacks at range by conjuring magical force, usually in blade-like projections. She rolls at Discipline+2. By taking a -2 penalty to her roll she may do so on an entire zone.
Stunts:
Footwork - for weapons
Mobility
Way of the Sword - +1 weapon rolls when using longswords and scimitars
Total Refresh Cost:
-34
The Balrog
High Concept: Demon of Might
Other Aspects: Ruinous Rage, Fire and Darkness, Swords Are Of No Use Here
Skills:
Epic: Endurance
Fantastic: Might, Weapons, Intimidate
Superb: Discipline, Presence, Conviction
Great: Lore, Awareness, Fists
Good: Athletics, Survival, Investigation
most other skills default to fair
Powers:
[-6] Mythic Strength
[-6] Legendary Toughness (catch is artifact weapons specifically made to fight the dark powers)
[-1] Hulking Size, modified by "human" form; Balrog are just above human-size but can grow if they so wish.
[-1] Shroud of Darkness; when not standing in broad daylight, Balrog take no penalties to stealth or being hit from Hulking Size.
[-5] Balrog are immune to fire, radiation, extreme pressure (including falling damage and most explosions) and metabolic hazards (such as poison/disease, starvation or suffocation). They take half effect from mortal weapons and magic. Non-mortal magic and artifacts affect them fully.
[-3] Maia Senses; all Maia (which Balrog are) can see and hear much farther than normal, sense Power and can see most things as they really are.
[-1] True Strike
[-1] Demon of Might; Balrog use Endurance as a defense vs physical and mental attacks and maneuvers
[-4] Fire of Udun; the zone a Balrog is in is immolated as if by a major forest fire, counting as a superb natural hazard. Weapons and natural attacks the Balrog wields deal an extra 2 fire damage.
[-5] Scion of Darkness; a Balrog can perform darkness-based maneuvers, blocks and attacks at range at his Intimidate+2 with weapon 2. If he limits the attack to only his own zone, he can perform zone-wide effects that affect all but itself.
Stunts:
Off-Hand Weapon Training
Swing for the Fences
Bend and Break
Mobility; reduce penalties from moving to melee combat by up to 2.
Swords Are No More Use Here; +2 bonus to defense against material attacks (but not maneuvers) such as blades, arrows, claws and fists.
Total Refresh Cost:
-38