STORMBRINGER - GURPS


Daemons in the Young Kingdoms

What follows is my own interpretation of Michael Moorcock's World of STORMBRINGER Demons and how they may be used in GURPS Rule terms. This material is presented only as a GURPS gaming aid as it has and is being used in my ADARIAN Campaign World. Enjoy!

Please Note: As you will notice I am using the alternate spelling "DAEMONS" instead of "DEMONS" when speaking of Michael Moorcock's "Demons" of STORMBRINGER. The main reason for the different spellings is that in my ADARIAN campaign, there are both DEMONS (GURPS Standard Demons - the dark servants of the infernal powers of Evil) and DAEMONS (STORMBRINGER Demons - the Dark servants of the Lords of Chaos), and while similar, they are not exactly the same thing. There are many differences in their view points and modivations.

In GURPS Game Terms, Daemons are specialized Demons. All GURPS Spells that affect DEMONS will also effect Daemons (unless specifically noted). Daemons are generated the same way as Demons using the same Demon Tables and having the same range of abilities as Demons and will generally behave in the same way as Demons except as noted in particular descriptions which follow below.

Daemon Extras

If a daemon has an IQ of 12+ it is a "natural" shapeshifter and may change its form or shape. For example, a bound Daemon of Combat with an IQ of 11 in Broadsword form could not change shape or form, while a bound Daemon of Combat with an IQ of 13 in Broadsword form, could shapeshift into the form of another weapon, for instance a main-gaune....or change into its "natural" Demonic form and fight normally if commanded to do so (perhaps because its master's weapon hand is crippled (or casting a spell) and unable to continue the fight with the demon in weapon form).

If the daemon has any additional "special daemonic abilities" as on the Table, if the Daemon has IQ of 12 he may (on a "good or better" reaction roll) loan, use or give the user its special daemonic ability or abilities during the particular fight. If the daemon has IQ 11 or less or does not choose to grant its user its special ability or abilities, the contolling mage must spend 1 turn (and 1 fatigue) for a Quick Contest Action between the caster's spell level plus Will, versus the Demon's (ST+IQ)/2 +1 for each special ability that the daemon could grant.

Limits on Binding Daemons

No one, mage or not, can maintain more bound daemons than one-half of their IQ. For example a mage with a IQ of 12 can never bind more than 6 daemons at one time. Additionally, only 1 Daemon of Knowledge can ever be bound at any one time by a particular individual. Another Daemon of Knowledge may be summoned on a one time-basis, but note that that individual's bound Daemon of Knowledge will react at -4 the next time it is summoned, and for at least the next 24 hours.

WARD Pacts

WARD Pacts are charms powered by the LORDS OF CHAOS themselves, and as such are proof against anything lesser powers send against them. A WARD Pact protects the daemon from the effects of whatever object it is warded against bt destroying the object when used against the holder of the ward pact.

Although the following list is not complete or exclusive, it is included to give you some sort of idea of the types of WARD Pacts Available.

At the cost of an additional blood sacrifice victims's soul and 40 mana (or the permanent lost of 1 point in one of the caster's main attributes (ST, DX, IQ or HT) when Summoning a Daemon, the summoner may provide a Daemon with a WARD Pack against any one class of thing.

Although the following list is not complete or exclusive, it is included to give you an idea of the types of WARD Pacts that are available:

Swords, Axes, Maces, Spears, Polearms, Daggers, Stones, Missiles, Teleportation, Daemon Warriors, Daemons of Travel, Daemons of Desire, Transformations, Men, Women, Fire, Water, Earth, Wind, Posion, Sleep, Fear, Acid, Daemons of Possession, Elves, Orcs, Lightning, Arrows, etc.

EXAMPLE: There is no such thing as a warpack against all weapons, but there is a WARD Pack against all swords - including all magical swords. Even STORMBRINGER could not harm the daemon guarding the Begger King's treasure in Nadsokor because that demon has a WARD Pack against swords.

Daemons of Combat

If a Daemon of Combat fights in its daemon form. It gives its Summoner no special benifit (other than have a Daemon Warrior Ally fighting on its master's side.

Daemons of Combat are frequently bound into the form of a weapon, granting certain special daemonic abilities to its user. It should be noted that Daemonic Weapons may be given as gifts and that anyone can use them. If if the Summoner dies, the Daemon remains in Bound in Weapon Form.

For each full 4 points of DX the Daemon has, the weilder gains +1 "to hit."

For each full 25 points of ST the Daemon has, the sword will do an extra D6 in "Death-touch" type damage, limited to damaging on hits that wound. Certain "Holy" or "Good" chartacters may be immune, GM's call as to who is "Good" and/or "Holy."

Daemon may grant user its "Demonic special abilities" see above under Daemon Extras. The Daemon will make a reaction roll, if the character makes the reaction roll, the Daemon will grant the special abilities. If failed, the character can spend a turn for a Quick Contest Action between the caster's spell level plus Will, versus the Demon's (ST+IQ)/2 +1 for each special ability that the daemon could grant. Whatever the outcome, that is the result for this combat.

Daemons of Combat loose 1 HT each time an opponent makes a criticial defense roll against them. When a Daemon of Combat's HT is reduced to zero, the daemon is freed from his bind contract, the "possessed" weapon (and/or daemon's) physicial form is "destroyed" and effectively the daemon is BANISHED back to the abyss. If its former master is left unarmed and helpless...as far as the daemon is concerned, so much the better!

When summoning a Daemon of Combat, it is necessary to make a blood sacrifice, the summoner must slay the sacrifice victim to complete the casting of the spell.

Daemons of Protection

Daemons of Protection are frequently bound into the form of a armor, granting certain special daemonic abilities.

In armor form, the daemon adds its full PD and DR to the armor's mundane PD and DR. Thus, a Daemon of Protection with PD 2 and DR 4 bound into normal heavy leather (PD 2, DR 2) would produce Demonic Heavy Leather PD 4, DR 6.

Daemons of Protection may grant its user "Demonic special abilities" see above under Daemon Extras

Daemons of Protection loose 1 HT each time an opponent makes a criticial hit roll against them.

When a Daemon of Protection's HT is reduced to zero, the daemon is freed from his bind contract, the "possessed" armor (and/or demon's) physicial form is "destroyed" and effectively the daemon is BANISHED back to the abyss. If its former master is left helpless...as far as the daemon is concerned, so much the better!

Daemonic Armor can be given or loaned out to allies to use.

When summoning a Daemon of Protection, it is necessary to make a blood sacrifice, the summoner must slay the sacrifice victim to complete the casting of the spell.

Daemons of Combat
VS.
Demons of Protection

When Daemons of Combat are used to attack Daemons of Protection, the full damage is divided between the Daemon of Protection and the individual wearing the daemonic armor. The followering results are figured on each attacks roll.

Criticial success the Daemon of Protection loses -1 HT, and takes full damage, but the Daemon of Combat will be unable to do additional damage to the Daemon of protection in this combat (but the Daemon of Combat's damage is still halved against the user of the Daemon Armor) for the remainder of this battle.
Normal success the Daemon of Protection loses -1 HT.
Normal failure the Daemon of Protection and the Daemon of Combat both lose -1 HT and the Daemon of Protection loses -1 to PD (if PD is zero, -1 on DR).
Criticial failure the Daemon of Protection and the Daemon of Combat both lose -1 HT and the Daemon of Protection loses -1 to PD (if PD is zero, -1 on DR) AND each must roll a Quick contest, caster's spell skill plus WIll vs. Demon's (ST+IQ)/2. If the mage wins, the Daemon remains bound, if the daemon "wins" it is BANISHED back to the abyss.

When (and if) the Daemon of Protection's hit points are reduced to zero, the Daemon of Protection losses 1 point of HT and it resumes it maximum total hit points with its new (and reduced) HT. Any damage done to the Daemon of Protection that would take the hit points below zero are lost.

Daemon Guardians

Basically these are Daemons of Protection bound in a physicial non-armor form, either in their "natural" Daemonic form, or if the caster wishes the daemon may be bound into a human, beastial, plantlike or mythical form and commanded to act as a guardian for a treasure, a place, a being, an object, etc. Guardian Daemons can be considered as normal Daemons of Combat except they will not leave their area of Guardianship to pick a fight. Summoners must write out a complete description of the the Guardian Daemon's exact orders.

Guardian Daemons must warn intruders before attempting to destroy them. If the intruder retreats and quits trying to pass or "bother" the daemon's guard, the Deamon Guardian must allow the intruder to go unharmed.

Please Note that "Get out coward or die!" or "Flee or Die!" are legitimate warnings....

Daemon Spirits
(and Daemon Spirit Guardians(

These Daemons do not have a physical form of any kind and hence cannot be injured by any physical force (Treat as a SKULL SPIRIT).

They may attack with spells or use "Illusions" to frighten or mislead their foes. They may attempt to "Possess" an individual or they may confine themselves to throwing mundane object at their foes.

DAEMON SPIRIT GUARDIANS.

When summon a Daemon Spiritial Guardian is given a define area of no more than 100 square yards to guard. Its influence will not extend beyond this area.

Last Word About Daemons of Protection

A Daemon of Protection does not always have to be Bound, the Summoner may only require a one-time use. In such a case, service mat not exceed more than one game day.

When summoning a Daemon of Protection, it is necessary to make a blood sacrifice, the summoner must slay the sacrifice victim to complete the casting of the spell.

Daemon of Knowledge

For each questioned answered, a Daemon of Knowledge loses -1 HT. When a Daemon of Knowledge's HT is reduced to zero, the daemon is freed from his bind contract, its physicial form is "destroyed" and effectively the demon is BANISHED back to the abyss.

Daemons of Knowledge are not warelike and will not fight under any circumstances. Their sole perpose is to impart knowledge to their summoners. Sometimes the knowledge they purvey is spurious, worthless, random, or out of date. The GM takes the role of the Daemon of Knowlegde.

No Daemon of Knowledge knows everything. The chance to know any given question is equal to the Daemon's IQ score minus any penalities the GM may assign depending upon how likely the demon would be to have that particular knowledge (Daemons of Knowledge generally will know much more about the downfall and damnation of a Paladins fall from grace than how to make a fuffier angel-food cake recipe for instance).

If the Daemon of Knowledge does not know the answer and it is not bound, it will lie in whatever fashion the GM believes will cause the most harm to the player character's soul. If the Daemon of Knowledge is bound it can attempt to find out through its occult sources on its home plane. Its percentage chance is equal to its Research Skill.

Daemon of Knowledge may be bound, either into an inanimate object such as a mirror or ring (or into a weapon, though it does not enhanse the fighting ability of the weapon in any way), or into a living form as a familiar. If a living form is chosen, the sorcerer must feed it with some of his/her own blood from time to time (At least one hit point per week minimum). Those in non-living forms add the Daemon of Knowledge's DR and Hit Points to the object to determine how much force is required to shatter the binding object and BANISH the Daemon of Knowledge back to the abyss. The object uses the Daemon of Knowledge's resistance to avoid spells.

When summoning a Daemon of Knowledge it is necessary to sacrifice some piece or form of art, such as a book, a statue, a fine piece of jewelry, etc. instead of the usual blood sacrifice normally required in the case of summoning a Demon or Combat or a Demon of Protection.

Daemon of Travel

For each time used or full day of travel, a Daemon of Travel loses -1 HT. When a Daemon of Travel's HT is reduced to zero, the daemon is freed from its bind contract, its physicial form is "destroyed" and effectively the deamon is BANISHED back to the abyss.

A relatively harmless kind of daemon the Daemon of Travel exists solely to facilitate getting from here to there, where there may be. There are four classes of daemon of travel.
Daemon of Desire

For each wished granted, a Daemon of Desire loses -1 HT. When a Daemon of Desire's HT is reduced to zero, the daemon is freed from its bind contract, its physicial form is "destroyed" and effectively the demon is BANISHED back to the abyss.

Daemon of Possession

For each possession, a Daemon of Possession loses -1 HT. When a Daemon of Possession's HT is reduced to zero, the daemon is freed from its bind contract, its physicial form is "destroyed" and effectively the daemon is BANISHED back to the abyss.

Daemon of Travel

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