Wednesday, June 29, 2016

Demiurgus


 
You shall forget them, or you shall be forgotten.

Demiurgus
A sphere, its diameter as wide as an adult is tall, needle sharp spikes projecting from every portion of its surface. Colored a dark purple near its center, the hue fading to an almost pink-like lavender near the tips of its spiked projections. Its material is transparent, the color coming from within. At its center a fetal form bobs and shudders, always facing the object of attention. A speed beyond natural, its movements possessing a machine-like ability for economy. The thing doesn't speak, its purpose clear as it approaches without hesitation.

They are fixers, mechanics of reality, bringing balance to the wounds of discord in the world. Whether natural, or created through unknown artifice, is a matter for debate among theologians and philosophers. Demiurgus are drawn to tears in reality gone septic, mending that which can be saved, redacting the parts too far gone. Seen by thousands, recalled by few, they ease the hurts of reality and unmake memories of those who bore witness. Their minds are foreign, moved by purposes and methodologies that are vague to the most observant. They are not saviors, nor the healers of anything mortal, just as capable of erasing an entire village from memory and reality as sealing ruptures in space. Not creatures of order or chaos, they seek to bring reality back to a level state, just as often undoing residue of bureaucratic over-order as chaotic breaks. Complex actions and simple mindset, Demiurgus pursue their goals without regard for collateral damage. Communication is pointless, for the Demiurgus only actions possess meaning.

OSR
Type: Living Construct
Activity Cycle: Their service to the universe is without rest.
Diet: They receive sustenance from the universe itself.
Intelligence: Genius
Treasure: None
Alignment: Neutral
No. Appearing: Usually 1, may travel in larger groups if repairing areas of severe reality damage.
Armor Class: 20 / 0 (Their exteriors are incredibly resilient)
Movement: 90 ft (Perfect Flight).
Hit Dice: 8
To-Hit: +8
No. of Attacks: 3
Damage: 1D10 w/ Forceful Push (Range: Line of Sight)
Special Attacks:
Forceful Push – Each time a character is struck, the character must make a save vs. Paralysis. A failed save results in the character being knocked back 10 feet. If a character strikes a wall, the force of the blast causes them to take and addition 1D4 points of damage from the impact.

Stasis – The Demiurgus may cause a character to go into a form of temporal stasis, instead of using one of its attacks. The target must make a successful save vs. Paralysis. A failed save results in the character being unable to act or notice the passage of time. They remain in this stasis for a number of rounds equal to 10 – their level, once the effect has ended the character is immune from further uses for the next 24 hours. Those that make their save are immune to this effect for the next 24 hours. The Demiurgi use this ability first when encountering individuals in an area of reality damage. If a character makes their save, or escapes from the stasis, only then will the Demiurgi attempt to destroy them.

Memory Redaction – Once and individual is under the effects of Stasis a Demiurgus may attempt to change and redact the character's memory to remove any recollection of the damaged area of reality of the Demiurgus. The Demiurgus may use this ability instead of using one of its attacks. The target must make as save vs. Magic. A failed save results in the character's memories being erased or altered so that they do not remember any of the damages to reality or the Demiurgus. Those that make their save are immune to this effect for the next 24 hours. An individual may only be effected by this ability once per 24 hours.

Reality Redaction – If the Demiurgus is unsuccessful at placing a character into stasis, or destroying them using their energy blasts, they will attempt to remove the target from reality. This reality redaction is a last resort, since it completely removes an individual from reality as well as any memory of their existence. The target must make a save. A failed save results in the target taking 8D6 points of damage as their body is physically untethered from reality. If the character survives those that knew them can only remember one part of the target's identity, roll on the table below. Those that knew the target can remember their emotions towards the target, and still experience them, but they may not know why they feel the way they do. For each week spent around the target a character may make a save to remember another part of the character's identity. Even though the target may tell an individual who they are, the memory of the telling will simply slip away from the listener's memory within a few minutes. The only lasting memories come from successful saves on the part of the listener, and the 1 remembered aspect of the target's identity they started with. If the character dies, they are forgotten by everyone they have ever interacted with, and their physical body with their belongings is removed without a trace. Reality will reshape to fit the fact that the individual never existed. Those that survive the redaction only have the memories of others removed, not the physical proof of their existence. The spirit of the individual lives on, but the living world will not remember them. Those that pass their save take 4D6 points of damage as reality torques around them, ripping at their very existence. An individual can only be targeted or effected by this ability once per 24 hours.

Memories of the Survivor
  1. Name.
  2. How they met.
  3. Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
  4. Shared experiences.
  5. Capabilities of the survivor (e.g. their basic class abilities).
  6. Preferences, dislikes, and weaknesses.

Plane Shift – They are capable of using this ability 3 times per day. They always arrive within 100 ft of their intended destination.
Special Defenses: They are immune to suggestion, charm, command, or any other spell that gives authority over the monster. (They are servants to balance, and no one else.) They can see perfectly in any condition, even those created by magic. They are capable of seeing through invisibility.
Magic Resistance: 25%
Size: Medium (5' in diameter)
All Saves: 12

Crimson Dragon Slayer
Type: Living Construct
Activity Cycle: Their service to the universe is without rest.
Diet: They receive sustenance from the universe itself.
Intelligence: Genius
Treasure: None
Alignment: Neutral
No. Appearing: Usually 1, may travel in larger groups if repairing areas of severe reality damage.
Armor Class: 7 (Their exteriors are incredibly resilient)
Movement: 150 ft (Perfect Flight).
Hit Dice: 8
Action-Dice: 4D6
No. of Attacks: 3 -
Damage: 3D4 (Exploding) w/ Forceful Push (Range: Line of Sight)
Special Attacks:
Forceful Push – Each time a character is struck, the character must make a save. A failed save results in the character being knocked back 10 feet. If a character strikes a wall, the force of the blast causes them to take and addition 1D6 points of damage from the impact.

Stasis – The Demiurgus may cause a character to go into a form of temporal stasis, instead of using one of its attacks. The target must make a successful save. A failed save results in the character being unable to act or notice the passage of time. They remain in this stasis for a number of rounds equal to 10 – their level, once the effect has ended the character is immune from further uses for the next 24 hours. Those that make their save are immune to this effect for the next 24 hours. The Demiurgi use this ability first when encountering individuals in an area of reality damage. If a character makes their save, or escapes from the stasis, only then will the Demiurgi attempt to destroy them.

Memory Redaction – Once and individual is under the effects of Stasis a Demiurgus may attempt to change and redact the character's memory to remove any recollection of the damaged area of reality of the Demiurgus. The Demiurgus may use this ability instead of using one of its attacks. The target must make a save. A failed save results in the character's memories being erased or altered so that they do not remember any of the damages to reality or the Demiurgus. Those that make their save are immune to this effect for the next 24 hours. An individual may only be effected by this ability once per 24 hours.

Reality Redaction – If the Demiurgus is unsuccessful at placing a character into stasis, or destroying them using their energy blasts, they will attempt to remove the target from reality. This reality redaction is a last resort, since it completely removes an individual from reality as well as any memory of their existence. The target must make a save. A failed save results in the target taking 8D6 points of damage as their body is physically untethered from reality. If the character survives those that knew them can only remember one part of the target's identity, roll on the table below. Those that knew the target can remember their emotions towards the target, and still experience them, but they may not know why they feel the way they do. For each week spent around the target a character may make a save to remember another part of the character's identity. Even though the target may tell an individual who they are, the memory of the telling will simply slip away from the listener's memory within a few minutes. The only lasting memories come from successful saves on the part of the listener, and the 1 remembered aspect of the target's identity they started with. If the character dies, they are forgotten by everyone they have ever interacted with, and their physical body with their belongings is removed without a trace. Reality will reshape to fit the fact that the individual never existed. Those that survive the redaction only have the memories of others removed, not the physical proof of their existence. The spirit of the individual lives on, but the living world will not remember them. Those that pass their save take 4D6 points of damage as reality torques around them, ripping at their very existence. An individual can only be targeted or effected by this ability once per 24 hours.

Memories of the Survivor
  1. Name.
  2. How they met.
  3. Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
  4. Shared experiences.
  5. Capabilities of the survivor (e.g. their basic class abilities).
  6. Preferences, dislikes, and weaknesses.

Plane Shift – They are capable of using this ability 3 times per day. They always arrive within 100 ft of their intended destination.
Special Defenses: They are immune to suggestion, charm, command, or any other spell that gives authority over the monster. (They are servants to balance, and no one else.) They can see perfectly in any condition, even those created by magic. They are capable of seeing through invisibility.
Magic Resistance: 25%
Size: Medium (5' in diameter)

Dungeon World
Grouping: Group or Single
Armor: 3
Hit-Points: 10
Damage: Blast – [2D4+2 – Near, Far, Forceful, Piercing 1]

Stasis – The Demiurgus can place a target into a state of stasis similar to the Wizard spell Cage, except the target does not notice the passage of time. A target can only be effected once per day by this ability whether or not they are able to resist the ability. When activated this ability causes the area around the target to ripple while in effect.

Memory Redaction – While the target is under the influence of the Stasis ability, the Demiurgus will attempt to erase part of the target's memory involving the Demiurgus and the damage to reality. Whether or not the target is able to resist this ability, the are immune to further uses of it for the rest of the day.

Reality Redaction – This ability allows the Demiurgus to remove a target from reality, and is only used when all other options have failed. Those that fail to resist this ability take 2D8 damage that ignores armor. If they die from this attack, they are erased from reality, but their spirit may linger on, all evidence of their ever having existed is also changed or erased. Those that survive the attack are difficult to remember, generally people who knew the individual well will remember at least one aspect of the survivors identity. Anyone who only knew the survivor in passing will not remember them at all. Those that knew the survivor will retain all their previous feelings they had for the individual, but they may not remember why they feel the way they do. Once the survivor has spent enough time with those the survivor may slowly regain their memories of the character. An individual may only be targeted once per day by this ability.

Plane Shift – The creatures are able to travel between planes of existence and always arrive exactly at their intended destination as long as it is a site of reality damage.

Instinct: To fix damage done to reality without individuals remembering them.

Moves: Repair damage to reality. Ensure that they are not seen or remembered by witnesses. Stasis. Memory Redaction. Reality Redaction. Plane Shift.

Into the Odd
Str 14, Dex 14, Wil 18, 12 hp. 2 Armor
Driven to repair reality and ensure no one sees or remembers them. The Demiurgus are able to fire beams of focused energy that deal 1D8, those that are struck must make a Strength save or be knocked back 10 feet. Those that are forced against a wall take an addition 1D4 damage from the impact.

Stasis – The Demiurgus may cause a character to go into a form of temporal stasis, instead of using one of its attacks. The target must make a successful Will save. A failed save results in the character being unable to act or notice the passage of time. They remain in this stasis for a number of rounds equal to 6 – the number of experience levels the possess, once the effect has ended the character is immune from further uses for the next 24 hours. Those that make their save are immune to this effect for the next 24 hours. The Demiurgi use this ability first when encountering individuals in an area of reality damage. If a character makes their save, or escapes from the stasis, only then will the Demiurgi attempt to destroy them.

Memory Redaction – Once and individual is under the effects of Stasis a Demiurgus may attempt to change and redact the character's memory to remove any recollection of the damaged area of reality or the Demiurgus. The Demiurgus may use this ability instead of using one of its attacks. The target must make a Will save. A failed save results in the character's memories being erased or altered so that they do not remember any of the damages to reality or the Demiurgus. Those that make their save are immune to this effect for the next 24 hours. An individual may only be effected by this ability once per 24 hours.

Reality Redaction – If the Demiurgus is unsuccessful at placing a character into stasis, or destroying them using their energy blasts, they will attempt to remove the target from reality. This reality redaction is a last resort, since it completely removes an individual from reality as well as any memory of their existence. The target must make a Will save. A failed save results in the target taking 2D8 points of damage that ignores armor as their body is physically untethered from reality. If the character survives those that knew them can only remember one part of the target's identity, roll on the table below. Those that knew the target can remember their emotions towards the target, and still experience them, but they may not know why they feel the way they do. For each week spent around the target a character may make a Will save to remember another part of the character's identity. Even though the target may tell an individual who they are, the memory of the telling will simply slip away from the listener's memory within a few minutes. The only lasting memories come from successful saves on the part of the listener, and the 1 remembered aspect of the target's identity they started with. If the character dies, they are forgotten by everyone they have ever interacted with, and their physical body with their belongings is removed without a trace. Reality will reshape to fit the fact that the individual never existed. Those that survive the redaction only have the memories of others removed, not the physical proof of their existence. The spirit of the individual lives on, but the living world will not remember them. Those that pass their save take 1D8 points of damage that ignores armor as reality torques around them, ripping at their very existence. An individual can only be targeted or effected by this ability once per 24 hours.

Memories of the Survivor
  1. Name.
  2. How they met.
  3. Relationship to the survivor (sibling, best-friend, husband/wife, etc...).
  4. Shared experiences.
  5. Capabilities of the survivor (e.g. their basic class abilities).
  6. Preferences, dislikes, and weaknesses.

Plane Shift – They are capable of moving through the layers of reality at will, though their destination may only be the strange place they come from and an area of damaged reality.