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Arch Demon CYOA

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  1. Title: Arch Demon CYOA
  2.  
  3. Before time itself, all the gods began to have children… except one: the God of Death, Talsere. In his envy, Talsere corrupted the other gods’ children, creating the first Arch Demons. Each Arch Demon became a god in its own realm, almost entirely omnipotent when there. You are one of these beings. You begin with 10 worshipers, whose souls will go to you upon death. Their souls manifest as new familiars in death, or you can consume them for greater power. If you run out of worshipers, you will die with your cult. Familiars are those inside your realm, like demons, whereas worshipers are mortals outside your realm.
  4.  
  5. Domain:
  6. The Arch Demons reign over the elements. That is their purpose and their hand in creation. Pick one.
  7.  
  8. Ice: Well below freezing, the ground is ice, and blizzards often blow so hard you cannot see two feet in front of your face. Your familiars never grow cold, making them immune to hypothermia. You may summon harsh blizzards in all but the most arid environments.
  9.  
  10. Fire: A fiery inferno, lava lakes and flaming rock sprawl as far as the eye can see. You and your familiars have an affinity to flame and are even more intimidating. In the Mortal Realm, you have domain over volcanoes, and you see through every fire. Your worshipers can set themselves alight to summon one of your familiars at the cost of their own life.
  11.  
  12. Water: Your realm is completely submerged in water. There is no surface. You, your familiars, and your worshipers have an affinity to water, and can breath while submerged. In the Mortal Realm, you have power over tides, giving you the ability to conjure tsunamis and riptides. Also you may summon harsh rains.
  13.  
  14. Earth: Rocks and sand sprawled out as far as the eye can see, the world is hard and dry here. Behemoth mountains tower over the land, distantly watching the sandstorms of the vast deserts. The mountains themselves are filled with tunnel networks. Your familiars are slow and sometimes stupid, but very tough and strong and have an affinity to earth. When you are angered, the Mortal Realm shakes. You may also open up fissures during these earthquakes.
  15.  
  16. Air: Whether on floating islands or clouds, your home has raging winds. Your familiars have an affinity for wind and are capable of flight. You may summon tornadoes and hurricane winds in the mortal realm, or light breezes to subtlety influence things.
  17.  
  18. Darkness: Your world is shrouded by ancient shadows. Many dark secrets are contained here, as are terrors the mere sight of which could drive men mad. Your familiars are twisted, corrupt, and unexplainably terrifying. You also domain over anxiety and fear. In the Mortal Realm, you see all that is not touched by light and are the reason people fear the dark. You also have control over spiders.
  19.  
  20. Light: An eternal, golden light beams over this realm. You and your familiars have domain over light and healing abilities. In the Mortal Realm, you see all that is illuminated. Your worshipers can summon weapons made from light.
  21.  
  22. Chaos: Your realm is ever-changing and can never stay the same. Your familiars are sporadic. Your worshipers are mad. Your one purpose: upset the status quo.
  23. -Create 2 Greater Forms, but -5 Perk Points
  24.  
  25. Tempest: A thunderous storm cloud looms over your entire realm. Howling winds, pouring rain, and displays of lightning are basic aspects of life here. You and your familiars have an affinity to lightning and tend to be more energetic. Your powers take longer to charge up, but are more powerful. You control weather in the Mortal Realm.
  26.  
  27. Mind: A realm of eternal serenity and near absolute silence, your realm is reputed for its sprawling, infinite library and peaceful meadows of meditation. However, it is also known to house vast, unsolvable labyrinths, incredible temptations and illusions, and limitless puzzles. Your familiars have control over the mind. Telekinesis and telepathy are in their and your repertoires. You can feed on the minds of mortals, turning them mad.
  28. -Mind Control perk half off
  29.  
  30. Nature: Vast jungles, forests, and marshes expand over your realm. Plants of all varieties, sentient or otherwise, exist within the confines of your realm. Your familiars have a strong connection to nature and can summon plants to assist in battle. Your worshipers strive to live in harmony with nature, and thus are great survivalists. In the Mortal Realm, you see through the eyes of every animal in nature, and can command them to some small degree.
  31.  
  32. Undeath: An infinite night shades the vast marshes of your lands. You have power over the undead. Your familiars are undead, and your worshipers are the first necromancers. This form of magic is not very developed yet, but your realm holds it's secrets. You are the only being with knowledge of the Lichdom ritual, but you will need a means to communicate this to your worshipers. It is not an easy process.
  33.  
  34. Tenets:
  35. These are the philosophical tenets you encourage in your worshipers. Choose two.
  36.  
  37. Greed: You are the patron of wealth and luck. Your realm holds great hordes of wealth. Your worshipers have great business sense. They have a vast network of connections, and some are very powerful. You are also revered by thieves.
  38.  
  39. Dominance: Your worshipers seek to dominate others. This can be through things like battle, slavery, and rape, or through intellectual pursuits. Their slaves go to your realm upon death.
  40.  
  41. Hedonism: Humans are debaucherous by nature, and you revel in this. Your worshipers actively seek to enjoy life through debaucherous pursuits, such as sex, narcotics, and alcohol. This makes it easier to convert some, while causing others to hate your worshipers more.
  42.  
  43. Knowledge: Your worshipers are dedicated to the pursuit of knowledge. Your realm holds forbidden knowledge that you may gift to especially dedicated worshipers. The thing about forbidden knowledge is, although dangerous, it is usually the most useful...
  44.  
  45. Luck: You can alter the luck of mortals. Your worshipers are especially lucky.
  46.  
  47. Fertility: Your worshipers incorporate sex into their ceremonies. They strive to breed, and have an easy time finding lovers and having children.
  48.  
  49. Diplomacy: Your worshipers have silver tongues. They have an easy time bartering, convincing, and general negotiating.
  50.  
  51. Justice: Your worshipers hunt down evil, wherever it may be. Your worshipers have a more positive public image.
  52.  
  53. Charity: Your worshipers actively strive to improve the lives of the poor. They are well-liked by the poor, but less popular with the rich.
  54.  
  55. Destruction: Your worshipers seek only to cause as much damage as possible, and they've become quite good at it.
  56.  
  57. Fate: You may alter the strings of fate. You vaguely know what the future holds and the consequences of actions.
  58.  
  59. The Hunt: You are the patron of hunters. Your worshipers never stray from a challenge.
  60.  
  61. Mortal Form:
  62. If you somehow manage to travel to the Realm of Mortals, your time there will be limited to no longer than three months, and it must be done in your Mortal Form. You have no great abilities in this form, and if you are discovered by a large group, you will be cast back to your realm and all your known consorts will likely be butchered. Choose one:
  63.  
  64. Child: You are young and unassuming. You may perform minor miracles pertaining to your domain.
  65.  
  66. Old Beggar: You are an old, wretched, and seemingly weak beggar wandering through the land with your burlap robe and walking stick. Some know you as the Traveller, while others don’t know you at all. You disappear as quickly as you come, and your worshipers always treat beggars with respect, just in case.
  67.  
  68. Average: You are the height and weight of an average human. Although still somewhat unassuming, you can masquerade as a charismatic preacher or a wealthy noble from another land.
  69.  
  70. Mere Myth: You are He Who Lurks in the Shadows and Forests, akin to the Black Man or the Tall Man. You are shrouded in mystery and are often associated with the unknown, but this is a means to maintain discretion when making dealings in the Mortal Realm.
  71.  
  72. True/Greater Form:
  73. This is the form you are normally in when resting in your realm. Far more powerful than your Mortal Form. Through a complex summoning ritual accomplished with thousands of worshipers, the True Form may be summoned to the Mortal Realm when the stars are just right. Your Greater Form is a last resort, used only for beings of immense power. The size of this form is double your True Form (unless you are Titan sized, in which case it's x1.5). Choose both here:
  74.  
  75. Size:
  76. Choose only one.
  77. Intangible: You are one with your realm. This means that there is no way you can be summoned in your true form outside of your realm. However, it gives you greater control over your realm and the ability to appear in any form anywhere within your realm.
  78. Small: You are between two and four feet tall. You are small, but by no means weak. You are extremely agile.
  79. Average: You are the size of the average human. You wield a weapon in this form with the most finesse of any form. You are still quite agile.
  80. Giant: You tower over mortals by at least twice the average human height. Your strength is slightly increased.
  81. Behemoth: A human is naught but the size of your foot, assuming you have feet. You are roughly the size of a house.
  82. Colossal: You are the size of a castle, and a roar from you will be heard from miles. You block out the sun from those beneath you. However, you are not very agile.
  83. Titan: Larger than a mountain, footsteps create earthquakes. No army, wall, or castle can stand in your way. You need only shake the world to show your might. You are incredibly slow, however.
  84.  
  85. Form:
  86. Choose two (one for True Form, one for Greater Form).
  87. Human: You appear almost entirely human. While this may seem boring, other forms may alienate potential worshipers.
  88. Undead: The Corruption killed you entirely, but what is dead may never die. You are a demonic, undead abomination.
  89. Monster: You are one of the original monsters. Your children are some of the greatest, most terrifying monsters. Your realm is filled with a vast diversity of monsters.
  90. Elemental: You are the embodiment of your domain. You are near indestructible and have complete control over your element, but are greatly weakened to the opposing element.
  91. Great Beast: You may or may not represent a specific animal, but your form is bestial. You are savage by nature, and your realm shall match this.
  92. Draconic: Dragons? Bah. Some of the most powerful descend directly from you. You’re no dragon, but you’re the ancestor to much of dragon-kind. Dragons have a natural reverence for you.
  93. Hell Lord: Demon Lords have a wide range of shapes and powers. They are brutal in battle and damn near impossible to kill. You are, simply put, demonic.
  94. Eldritch: Your visage would drive a mere mortal insane. You are a mass of writhing tentacles. You are greatly mysterious.
  95.  
  96. Perks:
  97. You have 15 Perk Points. Items may only be purchased once unless specified otherwise.
  98.  
  99. Ritual Summoning (10pts): You discover a long, drawn out ritual that if performed by your worshipers would allow you to fully manifest on the Mortal Realm. Attempting this ritual will draw the wrath of the Gods, but their influence in the Mortal Realm is not so great as it once was...
  100.  
  101. Avatar (6pts): You may posses one of your most devout worshipers at a time. This creates minor physical alterations and is obvious to the naked eye. You will gain access to very weak versions of your demonic powers. If you are killed in this form, you will be severely weakened.
  102.  
  103. Bloodline (7pts): Your worshipers bestow upon you a virgin and summon you in your Mortal Form. You impregnate this woman. Your child has a fraction of your power and acts as a Prophet. Can be taken multiple times.
  104.  
  105. Multi-Domain (5pts): You may select another domain in addition to your original.
  106.  
  107. Hybrid (5pts): Choose an extra Form to add to your True or Greater form. Can buy multiple times.
  108.  
  109. Souls of the Damned (10pts): Your job is to be keeper to those souls who failed to make it to paradise after death. What you do with these souls is your decision: punish them or turn them into an army of the damned for your own purpose. +7 Greater Familiar Points.
  110.  
  111. Philosophical (5pts): Choose an extra tenet. May be taken multiple times.
  112.  
  113. Deceiver (2pts): You may visit the mortal realm in your Human Form to bargain with mortals for their souls. So long as you uphold your end of the contract, the mortal’s soul belongs to your realm.
  114.  
  115. Prophet (2pts): One of your worshipers may serve as your Prophet. They can communicate directly with you and will gain abilities relevant to your domain. They will have great charisma.
  116.  
  117. Muse (2pts): You inspire great art dedicated to you, such as music, sculptures, and paintings.
  118.  
  119. Grimoire (3pts): A book, written by your own hand, will be given to the leader of your worshipers. Using this, you may relay your ideals to your people or use it to convert others to the cause. You may put summoning rituals for your familiars in here. Also, you may provide subtle clues to a ritual to summon your true form in the Mortal Realm.
  120.  
  121. Blood Sacrifice (1pt): Your worshipers may sacrifice an animal or human. Their soul will become one with you, giving you more strength.
  122.  
  123. Zealots (6pts): All those souls killed by the hand of your cult go to you after death. +3 Familiar Points OR +5 with Martial Tradition or Vampirism..
  124.  
  125. Enchanted Armor (1pt): You gain a full set of enchanted armor. The properties are based on your domain, but it is far greater than average armor. You may use it yourself or bestow it upon a familiar or worshiper.
  126.  
  127. Enchanted Weapon (1pt): You gain a full set of enchanted weapon. The properties are based on your domain, but it is far greater than average weapon. You may use it yourself or bestow it upon a familiar or worshiper.
  128.  
  129. Physical Strength (2pts): Your physical strength is nearly unmatched. In Mortal Form, you will be stronger than a bodybuilder. In your True Form, you can cause earthquakes and fissures with your fists. In your Greater Form, you can crush mountains.
  130.  
  131. Magical Potency (3pts): Your command of the arcane is far greater than that of the average Arch Demon, and your worshipers and familiars are notorious for their magical prowess. You will also gain minor abilities in Mortal Form, though these can be improved upon.
  132.  
  133. Mind Control (4pts): You can get inside the head of a person and tempt them into your control. While your control will not be absolute, they will have a harder time making proper judgement than normal.
  134.  
  135. All-Seeing (2pts): You see everything that occurs in your realm at all times.
  136.  
  137. Animal Affinity (2pts): Choose an animal, real or mythological. That animal is now related to you. You have limited control over them and sacrifices of these animals to you will increase your power. (Can be taken multiple times)
  138.  
  139. Cult Traits:
  140. Perks pertaining to your worshipers. Choose two.
  141.  
  142. Brotherhood: Your cult builds strong familial ties with one another, reducing betrayal and increasing resolve.
  143.  
  144. God of War: Your cult has strong martial tradition. They are disciplined and excellent fighters.
  145.  
  146. Rituals: Your cult has a strong magic tradition. They perform rituals and can use minor spells via spell words that are said to have been taught to the first of your cult by you.
  147.  
  148. Physical Discipline: Your cultists seek physical perfection to better serve you, and they test their bodies regularly.
  149.  
  150. Underground: Your cult manages to maintain its secrecy with only a modest penalty to recruitment. Less of a chance of being discovered. Conflicts with Public Face.
  151.  
  152. Public Face: Your cult is more accepted by the general population if they keep up the appearance of doing good.
  153.  
  154. Organization: You get a head start. You have 100 cultists instead of 10.
  155.  
  156. Vampirism (Req Darkness or Undead domain): You have gifted your cult great power. They are the first vampires. They have better looks, increased strength, speed, and agility, minor hypnotic powers, and a lust for blood. The sun will severely weaken them.
  157.  
  158.  
  159. ------------
  160.  
  161. Familiars:
  162. Familiars are the souls of your dead worshipers manifested in your realm. Their abilities depend on your domain. Larger sizes require more souls to create. You start out with 100 souls.
  163.  
  164. Sizes:
  165. Small: Between two and four feet tall. They are small, but by no means weak. They are extremely agile. Requires one soul for two.
  166. Average: They are the size of the average human. This is best for weapon-wielding warrior types or magic users. Requires one soul for one.
  167. Giant: These beings tower over mortals by at least twice the average human height. Their strength is slightly increased. Requires two souls for one.
  168. Behemoth: A human is naught but the size of their foot, assuming they have feet. They are roughly the size of houses. Requires ten souls for one.
  169. Colossal: These familiars are the size of castles. They block out the sun from those beneath them, assuming your realm has a sun. However, they are incredibly slow and typically stupid. Requires fifty souls for one.
  170.  
  171. Forms:
  172. The shape your familiars will take. Choose two.
  173. Spirits: Spirits are unable to interact with anything physically, but they are prolific magic users, utilizing spells of your domain. They are the easiest familiars to summon to the Mortal Realm.
  174. Beasts: These familiars are the forms of beasts, real or mythical. They can be savage beasts, or wise and majestic spiritual symbols
  175. Bestial: These familiars are half-men, half-beast, such a lycans or harpies. This can be any real animal. The nature of these familiars reflects the nature of their animal identity. For example, hawk-men might be dangerous hunters, while cat-men would be stealthy and somewhat lazy.
  176. Undead: These are the mindless, shambling corpses of your worshipers. They lack intelligence, but are very hard to kill. They have great endurance, and the smaller ones can self-repair.
  177. Monsters: Monsters are terrifying, legendary creatures. Creatures such as manticores, chimeras, and ogres fall under this category.
  178. Temptation: Familiars of Temptation can seduce others with vices. They can see into the hearts of mortals and see what they desire most. A succubus will seduce a person with lust, but there are also familiars for other vices, such as sloth, envy, and substance. If summoned to the Mortal Realm, they can be effective converters...
  179. Elemental: These familiars are embodiments of your domain. They have a powerful control over your element, but are greatly weakened to the opposing element.
  180. Golem: Golems are any inanimate object given life. They are physically very tough but magically inept.
  181. Eldritch: Your familiars are batrachian, writhing tentacle masses, or some other form of aberration.
  182. Angelic: Soft of face, fair of hair. Angelic familiars appear as attractive humans with giant, white wings. They are intelligent and bear great magical prowess, but they are susceptible to the forces of Darkness.
  183. Demonic: Demons are powerful warriors that come in many shapes and sizes. While Angelic familiars are superior in intellect and their use of magic, demons are far greater in all other forms of combat. They are weak to the forces of Light.
  184. Draconic: Dragons are among the oldest of beasts. They vary widely in abilities and intelligence, ranging from human-like intelligence to feral.
  185.  
  186. Greater Familiars:
  187. You may only choose each of these options once. The mortals dwell in the Mortal Realm, but all else dwell within your realm. They can be conjured by your cultists with rituals/spells though. You have 25pts. Unused points become Souls for normal familiars.
  188.  
  189. Shax (4pts): Shax's might in close combat is unmatched, as is his temper. His only purpose is to kill for you. He has a dark, twisted sense of humor and a creepy laugh.
  190.  
  191. Bael the Succubus Queen (5pts) Baell is a lusty, sexually aggressive succubus. She is agile and a skilled fighter, but she is more interested in using her sexuality to lure men to her. Her beauty is so great that she has been known to influence large groups of men, and she is known as the fairest and most powerful of all succubi.
  192.  
  193. Lazarus the Lich King (13pts): Summoner of armies, slayer of kings, conqueror of kingdoms! Lazarus worshipped you in life and still serves you in his death. He can raise legions of the undead. He’s a powerful warrior, too.
  194.  
  195. Malphas the Sorcerer (10pts): Malphas is an ancient, powerful sorcerer who swore his soul to you in exchange for power in life. Now he is permanently bound to your will in death. He can conjure storms, throw flame, and cast lightning bolts with ease.
  196.  
  197. Dagon the Conqueror (12pts): A colossal dragon of fire and darkness, Dagon once lead an army of dragons and nearly conquered the Mortal Realm. In life, a deal was struck, and now his soul is yours. He is an able commander, a powerful combatant, and he is well-respected by dragonkind.
  198.  
  199. Saleos the Unliving (10pts): In the mortals' mythology, Saleos was once the spirit of a great forest. Mankind destroyed his home, twisting him into something terrible. He is an undead behemoth dragon embodying the power of nature. Half off with the Nature domain.
  200.  
  201. Anumon the Sneaky (2pts): An excellent spymaster, Anumon has eyes everywhere. Kings have him personally in their employ, but he only serves one lord...
  202.  
  203. Krillith the Killer (3pts): Krillith is a veteran assassin and tactical genius. Status means nothing to him. Kings and peasants all bleed the same color. He is a slayer of men, and he devoutly worships you. He may be willing to teach others his art.
  204.  
  205. Astaroth the Destroyer (20pts): As time passes, it is Astaroth who destroys the time, destroys the seconds as they pass. His name is death, his name is famine, his name is war, his name is conquest, his name is pestilence, his name is King. Woe be to those who cross Mighty Astaroth. Woe be to those who cross he who holds the leash of this mad demi-god.
  206.  
  207. Lord Belial the Conspirator (10pts): Lord Belial is a master schemer and tactician who holds a strong place in his empire. He is third in line for the throne and still very young. He has strong connections and knows how to acquire rare artifacts. He also secretly happens to be a very devout member of your cult...
  208.  
  209. Phenex the Huntress (6pts): Req Draconic Form. Once Phenex was a great hunter of dragons, revered far and wide for her skills. Upon discovering you, however, she was seduced by your power. You granted her the ability to control a dragon, and she piously worships you in return. She lives in the Mortal Realm.
  210.  
  211. Davos the Unliving (3pts): Req Souls of the Damned. Once a great warlord, he was slain by his own ambitious generals. His soul went to you. His flesh may be gone, but his skills are still sharper than his blades.
  212.  
  213. Belphegor the Tempter (11pts): Req Temptation familiars. Belphegor is a demon sorcerer skilled in the arts of Temptation, magic used to control the minds of others. He is the first familiar you ever created. Should he be summoned to the Mortal Realm, he will be incarnated in the form of a human, and then act as a Prophet until his death in 40-50 years. After this time, he will be returned to your realm in his true form. He cannot be subsequently summoned for another hundred years.
  214.  
  215. Thoggua the Devourer (7pts): One of your most intelligent and powerful demon generals, Thoggua has an insatiable hunger that can only be temporarily satisfied with the flesh of mortals. Because of this, he now dwells in a seemingly bottomless pit in the Mortal Realm where mortals sometimes cast criminals and murderers. He consumes these bodies, and their souls go to you.
  216.  
  217. Sammael the Fallen (10pts): Once a servant to a just god, Sammael sought liberation from his idealistic master and came to you. He is swift and powerful, and mortals will naturally trust him.
  218.  
  219. Familiar Perks:
  220. These do NOT apply to Greater Familiars. Second level perks require previous levels. Choose four perks.
  221.  
  222. Majesty: Your familiars inspire awe. The weak willed will feel compelled to obey them, and most mortals will give them respect. Most people will be less inclined to attack them.
  223.  
  224. Terror: Your familiars are unusually intimidating or scary. People will be instinctively frightened of them. Most people will be less inclined to attack them.
  225.  
  226. Sagacy: Your familiars are extremely wise. They can give sage advice, even to you. Mortals can ask their advice for a price...
  227.  
  228. Immortal: Once they are cast down (violently), your familiars are sent to the Void, where they gradually reform until they return to your realm, whole again.
  229.  
  230. Superior Magic: Your familiars have an increased affinity for magic.
  231. -Wizardry: Your familiars are advanced spell casters.
  232.  
  233. Warriors: Your familiars are excellent warriors, equivalent to 20 years of battle experience.
  234. -Heroes: One in four of your familiars (chosen randomly) is a great warrior-hero.
  235.  
  236. Marksmanship: Your familiars are excellent archers.
  237. -Dead-eye: Half of your familiars could shoot a fly from fifty yards away.
  238.  
  239. Extra Form: You may pick an extra Form for your familiars. You may fuse this to another form or make it a separate one, but not both. Can be purchased multiple times.
  240.  
  241.  
  242. Drawbacks:
  243. Drawbacks give you points that can be applied to perks or greater familiars.
  244.  
  245. Solitude (+3pts): Your cultists have a hatred for organized society (and vice versa) and therefore cannot be a part of it. They will need to operate in secret, making it much more difficult for them to recruit.
  246.  
  247. Nemesis (+3pts): Every seventy-five years, you must select a mortal champion to battle with another Arch Demon’s champion. The loser’s familiars will no longer be summonable to the Mortal Realm for the next seventy-five years. After ten straight victories, however, you may summon an army of familiars to the Mortal Realm OR your true form.
  248.  
  249. Holy War (+10pts): A God has directed his/her hatred towards you. His/her followers have declared a holy war against your kind, and he will not stop until either your worshipers are wiped out, or most of his/hers are.
  250.  
  251. Paladin Order (+5pts): A family of paladins have dedicated their bloodline to destroying your cult.
  252.  
  253. Great Hero (+6): A great hero, revered in the Mortal Realm, has placed his sights on destroying you. He will hunt your worshipers and search for a means to enter your realm to fight you personally. Can be taken multiple times, creating a party of murderhobos.
  254.  
  255. Rival Cult (+7pts): Another Arch Demon has declared war on you and your cult. There could be an inter-planar war between your plane and his. He is about equal to your strength.
  256.  
  257. Imprisoned (+15pts): By some ancient magics, you are trapped within a hidden prison in the Mortal Realm. Perhaps you were frozen in magical ice, bound by magical runes, or hitched with chains similar to Gleipnir. You cannot have a direct hand in the affairs of your familiars or worshippers. Perhaps there is a way for them to set you free...
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