Asmoden

Basic Species Description

Asmoden are an infernal species who have a silver row of hair along their neck and backs that ends in a furry tail which trails off to a sharp jabbing bone point slightly protruding from the fur. The have a multitude of ridges on their brow and nubs of horns, as well as lips that are a bit gummy but a row of sharp teeth behind that, and a set of drooping fur-tipped whiskers. Unlike cubi, who they branched off from, their feet aren't webbed, but they do have sharp claw-nails. They have no gills, but do have bony protrusions over where they are on cubi. No ray-wings on back, but there are bony protrusions along their spine where they would have begun. Their eyes are mostly black in the sclera, except in one ethnicity where it is white. They always have hair on the forearms, and usually it gets really long, and they almost always have long sideburns as well. They have six toes and six fingers. Asmoden are the primary influence for ancient yeti mythos. Overall they look very primitive and a little hunched over, and despite their millions of years of evolution since, pure asmoden haven't progressed much as they were already quite adapted to the planet already.

History of the Species

The asmoden are not native to planet Frigsolum, born from a few exiled cubi flotillas mating with paranthropus (a hominid from the start of the Pleistocene epoch) over 2.5 million years ago as an attempt to breed a servant species. At this time, humanity was just starting to recover from its encounters with the hamsagi and vilru during its colonization of Earth, but after the hamsagi and ryusein had left the solar system. While there were occasional skirmishes and even a few cubi-human hybrids known as cambion at this time, the cubi mostly avoided humanity and thus did not learn about these hybrids until later. The attempts to create a servant species with the paranthropus did not work well for the cubi, as the asmoden quickly learned to wield blizzard and flow domains in blood magic and weak psionics, but were far more primal and savage than the cubi or later cambion. As a result, the cubi halted attempts to create hybrids from Earth for two millennia. While the asmoden are not one of the early infernal species, they are extremely wide-spread due to the high number of offspring that most tend to have, and their willingness to mate with most sapient species. When the cubi recognized them as a threat to their own society on Earth, they managed to transplant them on Frigsolum, which largely matched their native frozen-over territories in the polar regions, letting them quickly adapt to the planet, while the exiled cubi themselves left for other planets. However, due to a period of high meteor activity, many asmoden took to tunnels and caves far below the planet surface and still tend to live in or at least close to these ancient refuge sites, comprised of ice and stone architecture.

Base Species Genetics

The genetics for an asmoden are as follows:

(D5) Cold Might: +2 to Might Checks, +2 to Might Checks in cold temperatures, and may use Blizzard Strength Damage instead of Untyped Strength Damage.

(D4) Cold Survivalism: +2d10 Blizzard Domain Absorption, +3 to Survivalism Checks.

(D4) Cold Advantage: +2d10 Daily Blizzard Advantage, +3 Blizzard Domain Adaption.

(R3) Blood Magic: +1 GM rolled Blood Magic Ability evaluated at 3 cost.

Roll Result: 1, 2

Bloody Scream Rank I:
(Direction, Zone, None)
(Standard, Halved)
(Blood Magic, 30% Stability, HP Blowback)
(Breath [Legacy])
(6 FP, 1 Attempt, Strength Check)
This ability allows the user to scream and fill an entire zone in a direction, bestowing the Deafened Status Effect to those within it.
Prerequisites: Asmoden species 'Blood Magic' gene. (18 points from cost, 1 point per FP for up to 20, 18 points necessary for Deafened)

Roll Result: 3, 4

Bloody Temperature Transition Rank I:
(Target, Aura, None)
(Willful, Severance)
(Blood Magic, 30% Stability, HP Blowback)
(Ember [Legacy], Blizzard [Legacy])
(6 FP, 5 Attempts, Strength Check)
This ability allows the user to target an entity or object in order to force it to undergo a rapid process of heating followed by a rapid process of cooling in order to weaken it structurally.
Prerequisites: Asmoden species 'Blood Magic' gene.

Roll Result: 5, 6

Sphere of Blood Bond Rank I:
(Target, Sphere, None)
(Willful, Severance)
(Blood Magic, 31% Stability, HP Blowback)
(Respect [Legacy])
(6 FP, 1 Attempt, Strength Check)
This ability allows the user to target an entity or object and have all within the sphere of that target become more likely to feel loyalty to the user, giving the Controlled Status Effect to them.
Prerequisites: Asmoden species 'Blood Magic' gene. (18 points from cost, 1 point per FP for up to 20, 19 points necessary for Controlled)

Roll Result: 7, 8

Bloody Treacherous Blast I:
(Target, Aura, Blast)
(Standard, Halved)
(Blood Magic, 30% Stability, HP Blowback)
(Script [Redirection], Madcap [Legacy])
(6 FP, 5 Attempts, Strength Check)
This ability allows the user to attack an entity and have the effect blast those nearby as well, warping reality and potentially make them think someone other than the user attacked them, applying the Confusion Status Effect to the initial target and those in the blast.
Prerequisites: Asmoden species 'Blood Magic' gene. (18 points from cost, 1 point per FP for up to 20, 10 points necessary for Confused)

Roll Result: 9, 0

Power of Blood Rank I:
(Self, Sphere, None)
(Willful, Reverence, Toggle)
(Blood Magic, 28% Stability, HP Blowback)
(Vitality [Redirection])
(6 FP, 2 Attempts, Strength Check)
This ability allows the user to draw forth untapped potential in those around them, bestowing potential power based on what they choose to toggle active.
Toggle: The user applies the Invigorate Status Effect to those affected.
Toggle: The user applies the Fortify Status Effect to those affected.
Conditional: The user bestows the related toggled status effects per allied entity recognized, and must change it on all in their sphere when changing it.
Prerequisites: Asmoden species 'Blood Magic' gene. (18 points from cost, 1 point per FP for up to 20, 18 points necessary for Fortify, 18 to Invigorate)

(R3) Psionic: +1 GM rolled Psionic Ability evaluated at 2 cost.

Roll Result: 1, 2

Self Psionic Teleportation Rank I:
(Self, Sphere, None)
(Willful, Severance)
(Psionic, 80% Stability, SP Blowback)
(Position [Redirection])
(4 FP, 1 Attempt, Intelligence Check)
This ability allows the user to move to any location in their offensive sphere at will.
Prerequisites: Asmoden species 'Psionic' gene.

Roll Result: 3, 4

Pyrokinesis Rank I:
(Target, Aura, None)
(Swift, None)
(Psionic, 78% Stability, SP Blowback)
(Ember [Legacy])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to set a target in their offensive range on fire.
Prerequisites: Asmoden species 'Psionic' gene.

Roll Result: 5, 6

Charged Flesh Rank I:
(Target, Aura, None)
(Lasting, Beneficial)
(Psionic, 80% Stability, SP Blowback)
(Flesh [Vim])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to set a target in their offensive range and bestow the Charged Status Effect to them.
Prerequisites: Asmoden species 'Psionic' gene. (12 points from cost, 1 point per FP for up to 20, 12 points necessary for Charged)

Roll Result: 7

Targeted Regeneration Rank I:
(Target, Aura, None)
(Lasting, Beneficial)
(Psionic, 78% Stability, SP Blowback)
(Vitality [Vim])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to set a target in their offensive range and bestow the Regeneration Status Effect to them.
Prerequisites: Asmoden species 'Psionic' gene. (12 points from cost, 1 point per FP for up to 20, 4 points necessary for Charged)

Roll Result: 8

Cryokinesis Rank I:
(Target, Aura, None)
(Swift, None)
(Psionic, 82% Stability, SP Blowback)
(Blizzard [Legacy])
(4 FP, 3 Attempts, Intelligence Check)
This ability allows the user to deal a target in their offensive range in frost damage.
Prerequisites: Asmoden species 'Psionic' gene.

Roll Result: 9

Silent Movement Rank I:
(Self, Sphere, None)
(Willful, Severance)
(Psionic, 80% Stability, SP Blowback)
(Breath [Stratagem])
(4 FP, 1 Attempt, Intelligence Check)
This ability allows the user to cease all sound in their defensive sphere until their focus is dropped.
Prerequisites: Asmoden species 'Psionic' gene.

Roll Result: 0

Return from Exile Rank I:
(Self, Aura, None)
(Willful, Severance)
(Psionic, 77% Stability, SP Blowback)
(Setting [Redirection])
(4 FP, 4 Attempts, Intelligence Check)
This ability allows the user to travel to the previous realm that they had been in, exiting where they had last entered into the current realm they are within.
Prerequisites: Asmoden species 'Psionic' gene.

Ethnicities

The most common asmoden race is the yalun, having white fur with a long slender club bone tail, stubby horn ridges starting at their foreheads, black sclera, black pupils, white hair, and green or blue irises. They are considered more beautiful and stronger than most asmoden.

(E-5) Coldly Beautiful: +2 on Beauty Checks and +3 Blizzard Domain Adaption. [Valun Asmoden]
(E-5) Gripping Might: +2 on Grip Checks, +3 on Might Checks. [Valun Asmoden]
(E-2) Guarded Heart: 1d10/2 Temperance and 1d10/2 Lechery Daily Advantage. [Valun Asmoden]

The baledo asmoden have black fur, with long and thick star-shaped spiked tails along with enlarged spine ridges, small backward curving ridge crests, white sclera, black pupils, red or brown hair, and yellow or orange irises. They are more savage, but have more focus.

(E-5) Focused Excavation: +2 FP and +1 on Excavation Checks. [Baledo Asmoden]
(E-5) Wrathful Instinct: +3 Tension Domain Adaption, +2 Instinct Domain Adaption. [Baledo Asmoden]
(E-2) Savage Advantage: 1d10/2 Tension and 1d10/2 Instinct Daily Advantage. [Baledo Asmoden]

An ebisva asmoden have brown fur with a very short pointed tail, short and but sharp horn stubs coming out the side of their head pointing slightly downward, black sclera, black pupils, white or black hair, and purple or red irises. They have better memories than most asmoden, and have more stealth.

(E-5) Bravely Daring Survivalist: +2 on Survivalism Checks, +2 on Courage Checks, +1 on Daring Checks. [Ebsiva Asmoden]
(E-5) Melt-line Advantage: 1d10 Flow, 1d10 Blizzard, and 1d10/2 Might Check Daily Advantage. [Ebsiva Asmoden]
(E-2) Graceful Intimidation: +1 on Balance Checks and +1 on Intimidate Checks. [Ebsiva Asmoden]

Sexes

Asmoden have three common sexes, each with their own name. An yalti is a male asmoden, and they are more cunning than the other genders, but not as strong. A bagfen is a female asmoden, and they are a little stealthier than an yalti, and a little more mentally adept. A saskan is a hermaphrodyte asmoden, being more charismatic and healthier than the other asmoden sexes. All asmoden have genitalia colder than that of the rest of their body, which make them stand out to those able to sense heat dispersal or if they are in disguise while mating with an individual.

(m1) Those with this sex gene have +1 Natural Source Adaption, and +1 FP. [Asmoden]

(m2) Those with this sex gene have +1 on Cunning Checks, +1 on Might Checks, +1d10 Blizzard Daily Advantage. [Asmoden]

(f1) Those with this sex gene have +1 Psionic Source Adaption, and +1 MA. [Asmoden]

(f2) Those with this sex gene have +1 on Stealth Checks, +1 on Accuracy Checks, +1d10 Flow Daily Advantage. [Asmoden]

(n1) Those with this sex gene have +1 Blood Magic Source Adaption, and +1 HP. [Asmoden]

(n2) Those with this sex gene have +1 on Charisma Checks, +1 on Lung Checks, +1d10 Vitality Daily Advantage. [Asmoden]

Asmoden have their own languages, as well as most knowing the language of whatever culture they live within or closest to that is not their own, and one or more cubi languages. This is not to say that some do not speak others rather than those particular languages, or in addition to it, merely that they are the most likely languages for them to speak. While asmoden were considered of lower, mercantile and middle class after their creation, some have raised themselves up to higher classes in other cultures, using their wealth and status to help others of their kind in the region and others who are business partners, being a bit grumpy at times, but loyal more-often than not. However, as they typically have a sheltered communal isolationist lifestyle, few have cared about the acquisition of wealth so much as the family life and care for their kind, those who sought or had political roles thrust upon them primarily doing so to ensure that the asmoden species and cultures are respected, and for the sake of intimidating or conquering other cultures for the sake of proving their own validity and acquiring resources. This is not to say that they do not have cultural or individual morality, just that their cultural morality does not typically care about other species except with regard to how they may affect their own.

For the sake of this playtest, the rules for food and drink that are optional are not being utilized, and respiration is utilizing the two-fail check mechanic for reducing from one level of respiration to another, rather than the more advanced mechanic.

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