Satanic Black Daemons

Those who are listed as Daemons of Satanic Black will be granted extra abilities, attempts, or powers to do on other Satanic Black members. The charter will be added to every now and then to add abilities, attempts, or powers for certain Daemon breeds/kinds/races/types as they become registered Daemons.

Required to become a Registered Daemon
  • A 2d10 or better elemental.

  • Any four other enhancers of these: any other elemental, +5 Dam/Def, +5 UB, +3 DDC/HTK, +2 Percep or Stealth.

  • Being a demonic/hellspawn immortal or immortal that is of demonic/hellspawn blood/lineage
    (4d needed; this requirement covers if a parent/grandparent was demon or someone sired as a demon).

  • Being able to state what breed/kind/race/type of Daemon they are
    (such as a shadow demon or elemental demon).

The PA

One such attempt is the possession (PA - Possession Attempt). All Daemons are granted the ability to take over another creature's form and/or mind to some degree based on the Daemon's strength. Depending on the strength; a Daemon may affect the thoughts of, senses of, few actions of, or all actions of another while present with their victims.

Four Levels of Possession

Level 1 - Thought Possession: Victims' thoughts may be manipulated.
Level 2 - Sense Possession: Victims' thoughts and senses may be manipulated.
Level 3 - Semi Possession: Victims' thoughts, senses, and some actions may be manipulated.
Level 4 - (Full) Possession: Victims' thoughts, senses, and all actions may be manipulated.

The Basics
  • One IC line from the target must be seen before beginning.

  • Satanic Black PA on (Target?s SN) by (SN of the Daemon)

  • The date and current time with time zone

  • State your own dice and any enhancers with Reg

  • Target state your SB dice, any enhancers and Reg, and then any BG?s in the room

  • Call out time for five minutes till target does state stats or five minutes are up.

  • Should five minutes pass, it is an automatic Possession of the target.

  • Should everything be stated, then the PA continues.

  • After the target's stating, state the Hits To Possess (HTP) of the target.

  • Then the Daemon may proceed with the possession attempt and roll 2d of their SB dice.

  • If the HTP is passed; then the possession was successful and another roll is needed to determine possession level achieved of target.

  • 1d20 should be rolled to see what level of possession is achieved by number rolled.
    1-5 = lvl 1, 6-10 = lvl 2, 11-15 = lvl 3, 16-20 = lvl 4

  • If the HTP is fail; then the possession wasn't done and the target may or may not know "something" was attempted on them; and likely if happening in public, even if the target is aware of the attempt, the target wont know who was trying of the people in the area.

Satanic Black Hits to PA
Mortal [2d]Hits Half [3d]Hits Immortal [4d]Hits
20-295 20-298 20-2911
30-397 30-3910 30-3913
40-499 40-4912 40-4915
50-5911 50-5914 50-5917
60-6913 60-6916 60-6919
70-7915 70-7918 70-7921
80-8917 80-8920 80-8923
90-9419 90-9422 90-9425
95-9921 95-9924 95-9927
10023 10026 10029
Rules of Possession Attempts

Failed PA logs cannot be used for AA contracts UNLESS a complete room log will show that the target and Daemon were the only ones in the room or that the attempting Daemon was the only demonic/hellspawn in the room if others were there. And it is hard and possibly doubtful that a log will prove all other people in the room at the time are not demonic/hellspawn.

Successful PA logs cannot be used for AA contracts UNLESS a SB registered priest/ess does a successful possession removal and/or identifying of the Daemon who did the possession or that the Daemon goes to the possessed and tells them they did it (needs to be logged too).

A Daemon may attempt a PA on a target once a day, but can do as many PA's they want in a day.

For any possession, a charrie's age/maturity should be considered for any possible manipulations; as well as mun consent for any possible sexual manipulations regardless of charrie's age/maturity.

For any possession, if not renewed by the daemon or removed by a priest/ess, 48 hours is the time limit for the Daemon to affect the victim of a possession.

For a PA renewal (AKA, doing another PA on a person who is possessed by your charrie already to have more time to control the other person), the process is the same as a normal PA, except where the HTP is stated for the target, since the target is still under control by the Daemon, it is not as hard to do it again now, so the HTP is half of what it is normally. (even if the target has higher dice then the last time; example HTP is 20 for someone, so the renewal PA's HTP is 10) The HTP state should be like this "Renewal HTP is #" in the PA.

For a successful PA renewal, the level of possession cannot drop, only rise. So a possession will always be the same level or higher if continued.

Enhancers that can be used in PA's are only one Unholy Blessing (UB) by the Daemon.

The Extra Abilities, Attempts, or Powers of Specific Daemon Species-
Ancient Daemon Power-

Ancient Daemons are the one of the oldest breeds of the demonic bunches. They are one of the truly masterful of the demonic kind, if not the at the most masterful themselves. Since they perceive events around them like no other race, they are given one extra point added to their perception ability; in short, if they are a target in any attempt, they have 1 point added to their perception rolls naturally. An Ancient Daemon who uses a +2 Percep and their demonic power will have +3 added to whatever they roll on a perception check.

Example of invoking the power in an attempt (AA from the enhancers used)-
  • Lethal Dalek: ( Target's enhancers are SB*E004 - Demonic Protection - 2d20 DE, Demonic Being - +3 DDC, & Demonic Senses - +2 Percep; also an added +1 Percep from being an Ancient Daemon - SB*D001 )

Elemental Daemon Power-

Elemental Daemons are very diverse; in that Elemental Daemons may hold power over just one element or many elements. So their special power will be very vague in what to be RPed and creativity will be up to the muns of Elemental Daemons when used. Elemental Daemons will be given a power to use in combat (spars, MSes, any matches) that will be done like 1d elemental, but this is not to be treated as an enhancer.

The EP

Elemental Daemons have been given the Element Power (EP). This can be any element they have control over and is to act like 1d AE or DE; BUT is not to be treated as an elemental enhancer. EP can be used in any combat, even if enhancers are not allowed. The 1d to be rolled is to be determined by the Elemental Daemon's current dice and can go up.

The EP Statement for Use

If your going to use the EP for attacking/damage-
-The combat... and it's your turn to attack-
( SB EP Attack - Daemon SB*D00X - Dice 4dX - 1dX )
-The RP attack with the element to be used, then roll your 4dX and then 1dX-
-Whatever's rolled for the 1dX should be added to the damage assigned to the one you attacked-

If your going to use the EP for defense-
-The combat... and you've been attacked-
( SB EP Defense - Daemon SB*D00X - Dice 4dX - 1dX )
-RP the element defense to be used, then roll your 1dX-
-Whatever's rolled for the 1dX should be taken off damage assigned to yourself-

The EP Examples

Malefic VaIek: Beast Of Ombra - GO
Beast Of Ombra: ( SB EP Attack - Daemon SB*D002 - Dice 4d91 - 1d9 )
Beast Of Ombra: :: walks over away from him before sending a fireball at him ::
OnlineHost: Beast Of Ombra rolled 4 91-sided dice: 81 50 89 68
Beast Of Ombra: Beast Of Ombra scored 48 hit points
OnlineHost: Beast Of Ombra rolled 1 9-sided die: 9
Damage done is 48 + 9 = 57

Malefic VaIek: -chucked a dagger at the person adjacent her-
OnlineHost: Malefic VaIek rolled 4 96-sided dice: 73 26 60 29
Beast Of Ombra: Malefic VaIek scored 28 hit points
Beast Of Ombra: ( SB EP Defense - Daemon SB*D002 - Dice 4d91 - 1d9 )
Beast Of Ombra: :: puts up a quick wall of ice ::
OnlineHost: Beast Of Ombra rolled 1 9-sided die: 2
Damage defended is 2, so 28 - 2 = 26

The EP Rules
  • The EP roll is taken from the dice of the Daemon.
    The possible rolls are: 4d20-29 = 1d2, 4d30-39 = 1d3, 4d40-49 = 1d4, 4d50-59 = 1d5, 4d60-69 = 1d6, 4d70-79 = 1d7, 4d80-89 = 1d8, 4d90-99 = 1d9, and 1d10 for 4d100.

  • EP's can ONLY be used once in any combat.

  • The EP can be used as attack/damage (like AE) or as defense on damage being done to yourself (like DE).

  • EP's act like 1d elementals, BUT are not to be treated as enhancer use.

  • Using a EP in a combat pretty much invalidates the log for other forums; so I would be careful of the use of them in MSes; by checking to see if everyone in the MS is in SB before using it in one. People who are careless with EP's in MSes may end up blacklisted and definitly with their Daemon reg revoked.

Shadow Daemon Power-

Shadow Daemons are the shady ones of the demonic bunch. They are the masters of the shadows/darkness above any other users of shadows/darkness. Since they can use shadows like doorways or portals, they are given one extra point added to their stealth ability; in short, in a target in any attempt by a registered Shadow Daemon will now normally need 3 HP rolled on a perception check instead of the normal 2. A Shadow Daemon who uses a +2 Stealth and their demonic power will have the target needing a 5 HP rolled on their perception check instead of the normal 4.

Example of invoking the power in an AA
  • Beast Of Ombra: ( SB AA on SN, Assassin is Beast Of Ombra - SB*AA042, Con is Con#, Date & Time )

  • Beast Of Ombra: ( Assassin's enhancers are SB*E003 - Shadey Attack - 2d20 AE, Shadey Help - +3 HTK, & Shadow Speed - +2 Stealth; also +1 Stealth from being a Shadow Deamon - SB*D002 ) And the rest of the AA normal, with the mention at percep check being 5 needed to seen assassin of course.

End of Satanic Black Daemons