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Quests Of Change
Quests Of Change

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Gem-Bearer (Alpha 0.1)

Gem-Bearers are insidious demons that aim to target the greed of mortal creatures, treating it as an opportune place to sow corruption. These demons will adopt the disguise of affluent and frivolous humans, appearing easily manipulatable at first glance, while their true forms are blue-skinned with ebon horns. They will most often appear before greedy nobles or those in debt that are in dire need of riches.

The first tell that a Gem-Bearer is a fiend in disguise is that they will appear overly keen to provide riches to help others, looking for nothing in return, stating that their riches will better serve others than themselves. Realistically, the are incredibly vain creatures that believe wealth is simply an unnecessary distraction that keeps others from serving demons.

However, if a creature accepts its false generosity, the reality of the situation quickly takes hold. Regardless of the form the riches a Gem-Bearer supplied, within one hour after the Gem-Bearer had departed, all of the riches it offered will crumble into grey dust, save for a single small gem. If a creature touches this gem, it immediately integrates itself into that creature's anatomy, situating itself in the creature's forehead. These gems make a creature extremely susceptible to mind-altering magic, which can be quite dangerous once a Gem-Bearer returns due to its hypnotic capabilities. It isn't uncommon for a Gem-Bearer to hypnotically manipulate the minds of several individuals at once, getting as much as they can out of those people as they can before convincing them to subject themselves to transformative rites, potentially becoming demons themselves.

Gem-Bearer

Movement: 5

Combat Stats:

HP: 97

Will: 80

MP: 45

Strength: 11

Mind: 10

Defense: 7

Resolve: 8

Finesse: 8

Speed: 10

Utility Stats:

Awareness: +2

Diplomacy: +6

Knowledge: 0

Physicality: 0

Subtlety: +7

Resistances And Weaknesses: The Gem-Bearer is resistant to Dark damage and Earth damage

Inventory:

Royal Garb

Claw: As a one-handed action, the Gem Bearer can attack with a manifested crystalline claw. This attack has a range of 1, accuracy dice of 2d6, damage of 2d6, and critical potential.

Illusory Bounty: As a two-handed action, the Gem-Bearer can create a bounty of riches that appears to valued up to 20,000 gold (or less if the Gem-Bearer decides). After one hour, all objects created with this ability disintegrate, save for a single Mind-Curse Gem. This ability may only be used once per day. 

Illusory Appearance: At no action cost, the Gem-Bearer can cause itself to appear human or demonic.

Gem Infusion: If the Gem-Bearer would deal damage of any kind, it can crystalize its spell or attack, causing it to deal Earth damage rather than its normal damage type.

Demon Casting: The Gem-Bearer Sincerity knows three spells from the Arcanist spell list with a combined MP cost no greater than 35.

Gem Detection: The Gem-Bearer knows the locations of every Mind-Curse Gem it has created and it can telepathically communicate with any creature that has been integrated with one of these gems.

Mental Blank: With a blue flash of its eyes, the Gem-Bearer attempts to overwhelm the mind of another creature, rendering it hypnotized and temporarily replacing its thoughts with those of adoration towards the Gem-Bearer. As a two-handed action, the Gem-Bearer targets a creature within two spaces of it. That creature must roll 1d8, adding their resolve. If the result is less than 14, the target is hypnotized for 1d4 turns. While hypnotized this way, the creature cannot move on its turn or take actions, waiting at attention for commands issued by the Gem-Bearer. If a creature hypnotized this way sustains damage, the effect immediately ends. The Gem-Bearer cannot have more than two creatures hypnotized this way at once. If a third creature would by hypnotized this way, the Gem-Bearer chooses one of these creature on which the effect ends. 

Mind- Curse Command: At the start of its turn, the Gem-Bearer can telepathically cause up to two creature it is hypnotizing to immediately move up to their full movement and make one-handed actions, or it can cause one creature to immediately move up to their full movement and make one two-handed action.

Mind-Curse Gems: If a creature makes physical contact with a Mind-Curse Gem, it is integrated into that creature's biology, appearing on that creature's forehead. For as long as the Gem is integrated into that creature, if any effect could charm or hypnotize that creature, it does so automatically regardless of rolls. The curse of this Gem is at its weakest within the first week after being integrated. After one week has passed, this gem can only be removed from a creature via a ritual of purification performed by an angel, demigod, or god.


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