1 DDEEMMOONN KKNNIIGGHHTT T Th he e S Sa ac cr ri if fi ic ce e
BBByyy JJJ ...AAA... SSStttuuuaaarrrttt [email protected]
CCCooonnnvvveeerrrttteeeddd aaannnddd eeedddiiittteeeddd tttooo
ttthhheee DDD222000 SSSyyysssttteeemmm bbbyyyKKKeeevvviiinnn
[email protected] " "I Ih ha av ve e e ea ar r n ne ed d
t th he e r r i ig gh ht t, ," " " "I I ' 'm m t th he e D D e em
mo on n K K n ni ig gh ht t. ." " - - - -M M a ac ch hi in ne e H H
e ea ad d, , D D e em mo on n K K n ni i g gh ht t
2L LL Le ee eg gg ga aa al ll lS SS St tt tu uu uf ff ff ff fThe
film Tales from the Crypt Presents: Demon Knight is copyright
Universal Pictures. This supplement is an entirely unofficial use
of the material contained within the film and is not intended as an
official or profit making venture in any way, shape or form.
Likewise, these rules use the D20 System. This supplement is not
affiliated to either Universal in anyway and should not be viewed
as such. This supplement may be freely distributed on the Net but
is, under no circumstances whatsoever, to be sold for profit. THIS
LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS
LICENSE IS MADE BY WIZARDS OF THE COAST! OPEN GAME LICENSE Version
1.0 The following text is the property of Wizards of the Coast,
Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards").
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COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of
the Coast, Inc. 3LEGAL
STUFF....................................................................................................................................................................................2
HISTORY..............................................................................................................................................................................................4
MYSTIC
KNOWLEDGE........................................................................................................................................................................5
THE
CALLING...................................................................................................................................................................................6
THE
SACRIFICE...................................................................................................................................................................................6
THE LEGEND OF THE SEVEN
KEYS.................................................................................................................................................6
THE KEY
..............................................................................................................................................................................................7
THE
TATTOO.......................................................................................................................................................................................7
DETECT
EVIL......................................................................................................................................................................................7
BLOOD
SEALS.....................................................................................................................................................................................7
AGING
FREEZE...................................................................................................................................................................................7
MAGIC
RESISTANCE..........................................................................................................................................................................8
THE PAST
............................................................................................................................................................................................8
ENDURANCE........................................................................................................................................................................................8
REGENERATION..................................................................................................................................................................................8
MULTIPLE KEY
ABILITIES................................................................................................................................................................8
Influence Duration of Multiple
Keys.........................................................................................................................................9
THE
CALL...........................................................................................................................................................................................9
THE
RULES..........................................................................................................................................................................................9
BAD
IMPRESSIONS............................................................................................................................................................................10
THE
OPPOSITION.........................................................................................................................................................................
11 The Number
Seven.....................................................................................................................................................................
12 Dragon's
Teeth...........................................................................................................................................................................
12 Call of the
Beast.........................................................................................................................................................................
12 BEL
...................................................................................................................................................................................................
13 MEDIUM SIZE OUTSIDER (CHAOTIC EVIL)
...............................................................................................................................13
4H HH Hi ii is ss st tt to oo or rr ry yy y " "T T h he e k ke
ey y w wa as s s st to ol le en n b by y a a t th hi i e ef fc ca
al ll le ed d C Cy yr r a ak k. ." "B B r r a ay yk ke er r "In the
beginning, in the darkness before God created the universe,
something stirred. Something evil with a million different forms,
intent on one thing, power. They controlled the darkness
absolutely, focusing their power through seven keys, which when
aligned in a specific formation granted them absolute dominion over
the void. And then they began to create. Each of the forms began
experimenting with its consciousness, transferring it into a myriad
of smaller forms and, for the first time, landscapes and worlds.
When God saw this happen, he created the universe, shattering the
plans of the darkness and scattering their keys across the cosmos.
They did not give up. Six of the keys had been found by the birth
of Christ. The unfortunates, who protected them, massacred their
souls and two of the first fell into hell. All but one of the other
keys was well hidden, while the last had found its way to
Jerusalem, and a thief called Cyrak. Cyrak carried the key for
years, unaware of its power but never selling it. He would joke
that it brought him luck and proved God was watching over him,
never knowing the truth, and the destiny that lay ahead of him.
That would change when Christ was crucified. Cyrak remained at
Golgotha long after the crowds had left, long even after the guards
had departed for the barracks. As the sun set, he was joined by
another figure, a ghastly, bestial creature that held a clawed hand
out to him and demanded the key. Terrified, Cyrak reached out to
give the creature the key. A bolt of lightning struck it and he
screamed with pain as the key burned its imprint into his palm.The
creature, enraged, dived at him and Cyrak backed away, towards the
three crosses. As the creature reached out, some of Christ's blood
fell on its hand, burning it and causing it to back away. Cyrak
filled the key with the blood of Christ and ran from Jerusalem and
Israel. The Demon Knights had been born. Since then, the final key
has passed through many sets of hands. Cyrak, dying of a neck
wound, passed the key on to another and eventually ended with a man
named Dickerson, an American soldier.In 1917, Dickerson, filling
the key with his own blood passed it on to a comrade, Frank
Brayker. Brayker carried the key until 1995. Every step of the way
he was dogged by The Collector, the demon that had first faced
Cyrak on Gologtha, almost two thousand years previously. In 1995,
Frank Brayker holed up in Wormwood, New Mexico, in a Motel that had
once been a Church. The Collector laid siege to the building, until
only Brayker, a young boy called Danny and a thief called Jerralyn
were left. Danny, taken over by The Collector, tore Brayker's chest
open before Jerralyn could kill him. Dying, Brayker passed the key
onto the young girl, who destroyed the Collector and headed out
into the world, having refilled the key with Brayker's blood. 5M My
ys st ti ic c K Kn no ow wl le ed dg ge eAll seven keys are on
Earth, and always have been. Examples of other Keys are: ^ In
Japan, a young Samurai caught a holy mans blood.^ In Australia, an
aborigine caught the blood of the last holy man of his tribe.
Across the world, loners and outcasts were pressed into service to
defend the most important prize of all. None lived. Cyrak passed
the key onto many others until a man named Dickerson gained it.
Dickerson was killed in 1917 fighting in the Great War. Filling the
key with his own blood, he gave it to a young American soldier,
Frank Brayker. The chase went on. Over the centuries, the garb had
changed but the tricks remained the same. Every Demon Knight had a
nemesis, an opponent of equal status but far more power and with
one purpose. Just as the Demon Knight protects the key, the
Collector will do anything to obtain it. They had learned to hide
better since Cyrak's first encounter, and use others to aid them,
but they had not given up. The smiling American soldier that helped
Brayker out of the foxhole, providing covering fire for him to get
back to American lines made him an offer. If Brayker gave him the
key, he would live, have a long and happy life and return to his
family. If he didn't, Brayker would die. To illustrate the point,
the soldier tapped an impossibly sharp finger against Brayker's
cheek, drawing blood. Brayker smashed him in the face with the key
and sprinted away, listed as MIA, presumed KIA in the records. He
lived until 1995, when a demon tore his chest open in Wormwood, New
Mexico. His key is the last the forces of good have. When he died
he was 83. That night, he gave the key to a young girl called
Jerralyn, a thief from the slums who found new purpose in defending
the key and creation itself for three years. She was instrumental
in recovering three of the other keys from the Demons' lairs. They
have gotten three of the keys and sent three new Knights on their
way, when Jerralyn led a small group into battle in the Orkney
Islands. Only one to got out, carrying what was left of Jerralyn
with him. She'd been torn apart, and barely lived long enough to
fill her key, the key handed down from Cyrak, with her blood and
pass it on to him. 6T TT Th hh he ee e C CC Ca aa al ll l l ll l i
ii in nn ng gg g " "Y Y o ou u g go ot t s so om me e b ba al l l
ls s m ma an n. ." "- - - -R R o oa ac ch h Demon Knights are
amongst the unluckiest denizens. They are painfully mortal, have no
special abilities and can only rely on the blood given to them, and
their own resourcefulness, as protection. They voluntarily shun the
others and keep to themselves as much as possible. There is a
reason for this, known as the Knights as the Sacrifice. T Th he e S
Sa ac cr ri if fi ic ce e " "A A n n A A m me er r i i c ca an n s
so ol ld di ie er rc ca al ll le ed d D D i i c ck ke er r s so on
n g ga av ve e t th he e k ke ey y t to o m me e, , S S e ep pt te
em mb be er r2 23 3r r d d, , 1 19 91 17 7. . F F u un nn ny y h ho
ow w y yo ou u r r e em me em mb be er rt th he e b bi ig g d da at
te es s. ." "- - - -B B r r a ay yk ke er r Only one race is
eligible to be a Demon Knight, humans. Legend has it among the
Knights, that the other races are tainted in some way and that only
they are pure enough to carry the keys. This is partially true. The
reality is that the Knights are usually drawn from the criminal
classes, soldiery or outcasts of society. They are the people with
the least to lose, and, conversely, the people who will fight the
hardest. Each Knight has nothing to live for but the key and
becomes obsessive about protecting it, to the point that he will
willingly die before passing the Key on if he knows it's safe
(Brayker's willingness to leave the motel without the key at the
start of the film). In short, the Knights are drawn from the outer
reaches of human society because these people make the best
soldiers. The few advantages Demon Knights do have all stem from
their key, the knowledge of their predecessors and the tattoo they
bear.T Th he e L Le eg ge en nd d o of f T Th he e S Se ev ve en n
K Ke ey ys s "Picture this as a view of reality. Everything we know
everything all of us call home, all of us fight for it, whatever it
is.A minuscule layer floating on top of the darkness. The darkness,
and what's in it, have been there a lot longer than the Earth. A
civilization, culture, and a technology that began to grow over an
endless non-time. When the darkness was all that was. A set of
seven artifacts, little more than ideas, given form. "With these
seven ideas, the creatures in the darkness (We call them Demons
because it suits us to do so), began to change their world, to
shape it and make it their own. They began to gain power over the
very fabric of reality itself. And God saw this, and was
displeased. He created the universe and scattered the seven keys
across one small, blue world in one small galaxy. Why here? Because
he knew that sooner or later, a race of mammals would evolve, and
discover the keys and what wanted them. And, of course, what they
would do to the Universe once they had them. "That's it you see. I
don't do this because I was called, or because it's an honor. I do
this, we all do, because this entire conflict is nothing but a
Universal streetfight. We've trespassed on the Demons' territory;
we're in the wrong. But we fight anyway, because if we don't, the
Darkness comes back. Just like that." Patrick Duffy 7T TT Th hh he
ee e K KK Ke ee ey yy y " "Y Y o ou u m me ea an n t th ha at t k
ke ey y' 's s f f u ul ll l o of ft th he e b bl lo oo od d o of f-
- - - " " " "S S o om me e o of fi it t. . I I t t g ge et ts s u
us se ed d y yo ou u s se ee e. ." "- - - -J J e er r r r a al l y
yn n a an nd d B B r r a ay yk ke er r Singularly, the artifacts,
(shaped into keys), wield nothing like the power they hold
together. However, there are several effects that are common to all
keys and which the Demon Knights draw their power from. T Th he e T
Ta at tt to oo o " "W W h he en n y yo ou ur rt ti i m me e' 's s u
up p, , y yo ou u' 'l l l l d do o w wh ha at t I I ' 'v ve e j j u
us st t d do on ne e. ." "- - - -B B r r a ay yk ke er rThe tattoo
was burned onto Cyrak's palm when the bolt of lightning struck the
key in his hand. It consists of seven stars which, when the Knight
first receives the tattoo is arranged in a circle. These then
arrange themselves into a pattern unique to the Knight. As the
Knight's time decreases, the stars rearrange themselves into the
circle. Once the circle is complete again, the Knight receives the
Call. D De et te ec ct t E Ev vi il l Lower Plane creatures and the
undead will feel great discomfort around both the key and the
Knight.
The key will glow when pressed against the skin of anything
evil. It will cause 1d10 per level of the Knight, of damage to any
Lower Plane creature or undead, when it is pressed up against them.
The blood itself will cause 2d10 per level of the Knight.None of
the damage can be resistant in anyway. The same applies to any
member of the Black Guard and Evil Priests. Anything of an evil
alignment that has been touched by the key will have a permanent
mark that will glow whenever it is within 5 feet of the key. B Bl
lo oo od d S Se ea al ls s " "O Oh h h he e' 's s p pu ut t s so om
me et th hi in ng g a aw wf f u ul l i i n n t th he er r e e. . C
Co ou ul ld d y yo ou u j j u us st t e em mp pt ty y t th ha at t
o ou ut t, , p pl le ea as se e? ?" "- - - -T T h he e C Co ol ll
le ec ct to or rThe Key is filled with the blood of the Holy and
from the Knight that protected the key. The Key holds 50 drops of
blood and can only be refilled with the knights own blood. This can
only be done when the Knights Hit Points fall between 0 and 10.
When a drop of the blood is placed in the center of an entrance to
a room (or any opening) it will create a shield, known as a
"Bloodseal". The Bloodseal will prevent Lower Plane creatures and
the undead from passing through. These seals last six hours and
must then be renewed.
If any creature tries to break trough the Bloodseal, they will
take 10d10 x the Knights level of damage. This damage cannot be
resistant in anyway. A Ag gi in ng g F Fr re ee ez ze e From the
moment a Demon Knight receive the tattoo; his or her age is frozen.
While they continue to learn and grow, theyre physical age freezes.
This is best shown in the film by the fact that Brayker was in his
mid-30s in World War I and looks exactly the same age in 1995. 8 M
Ma ag gi ic c R Re es si is st ta an nc ce e " "Y Y o ou u' 'd d f
f i ig gh ht t a an nd d y yo ou u w we er r e e r r i ig gh ht t,
, b bu ut t t th he ey y w we er r e e j j u us st t t to oo o s st
tr r o on ng g, , T T h ha at t' 's s w wh hy y I Is sa ay y H H e
ey y M M a an n N N i ic ce e S S h ho ot t. ." "T Th he e F Fi i l
l t te er rs s, , H He ey y M Ma an n N Ni i c ce e S Sh ho ot t
Demon Knights cannot be tempted or possessed. Likewise, any magic
cast on them may not work. Demon Knights have a spell resistance at
a base of 10 and a+1 for every other level. They are also immune to
charm and possession type spells. T Th he e P Pa as st t " "I I '
'm m j j u us st t a an n o ol ld d m ma an n w wh ho o' 's s r r u
un nn ni in ng g o ou ut t o of ft ti im me e. ." "- - - -B B r r a
ay yk ke er rOn receiving the key, the Demon Knight also receives
the sum knowledge of all the Demon Knights who held that key before
him. What ability the Knight gains is entirely dependent on whom
had the key before him.The Demon Knight gains all the skills, (at
first level), from the previous knight. This can be any skill,
other than a social skill. Social skills decrease, simply due to
the pressures of the lifestyle. An example of this is how Brayker
eats and behaves when he first arrives. He's acting more like a
feral animal than a human being. E En nd du ur ra an nc ce e " "C
Cy yr r a ak k d di ie ed d, , a a t ta al lo on n c ca au ug gh ht
t t th he e a ar r t te er r y y j j u us st t h he er r e e. ." "-
- - -B B r r a ay yk ke er rAnother aspect of the Knights' luck is
their natural resilience. Even physical attacks don't seem to harm
them as much as they would others. ^ Major wounds become grazes. ^
Wounds become treatable instead of fatal. ^ The Knight develops a
natural sense for "The right moment to leave." ^ Knights, when they
do wound, wound spectacularly and will often die from it. This is
viewed by many, as their "Karma" catching up with them. The wound
often heralds the passing on of their key. Demon Knights are immune
to critical hits and receive 1 per level to their total amount of
damage taken in a round. The only time the endurance doesn't work
and the Demon Knight is when he is in a group of 7 people. R Re eg
ge en ne er ra at ti io on n Demon Knights regenerates with the key
1 hit point every 10 rounds per every 100 years of age. The only
time the regeneration doesn't work and the Demon Knight is when he
is in a group of 7 people. M Mu ul lt ti ip pl le e K Ke ey y A Ab
bi il li it ti ie es s On the most basic level, the keys are one
vast tool kit. When combined, they form a magical device of such
complexity that it can manipulate creation at every level. Not all
the keys need to be present to achieve this, but all the keys must
be present to make the result permanent.The best example of this is
how the keys have been used down 9through the centuries, with the
Demons manipulating history to their own ends. The hatred felt
towards Vietnam vets was a result of five keys being used together
to isolate and alienate a group of society which, it was extremely
likely, the nextDemon Knight would be drawn from.The keys being
used together is a very difficult process to run in a game, simply
because of their incredible power. The outline below should act as
a guide for duration, but the change itself should be DM's
discretion. Some examples would include: ^ Changing reality so the
current Demon Knight has committed a terrible crime, and is hunted
across the country. ^ Changing the laws of physics so, if the Demon
Knight is using a weapon, which can actually damage his Collector,
it malfunctions. ^ Manipulating a Knight's magic resistance, so
instead of an attack killing him, it's redirected towards a loved
one or his potential successor. I I n nf fl lu ue en nc ce e D Du
ur ra at ti io on n o of f M Mu ul lt ti i p pl le e K Ke ey ys s #
of Keys Duration 2 1 Day 3 1 Week 4 1 Month 5 1 Year 6 1 Decade
7Permanent T TT Th hh he ee e C CC Ca aa al ll l l ll l" "J J u us
st t t th he e p pl la ac ce e I Iw wa as s l lo oo ok ki in ng g f
f o or r . ." "- - - -B B r r a ay yk ke er rWhen a Knight's time
is finished, he begins to search for a group of seven people. Once
he finds them, the Knight knows that one of them has the potential
to be his successor and will stay with them until he can assess
which one it is. In Brayker's case, he realized Jerralyn was the
one simply because she was the last one left alive. T Th he e R Ru
ul le es s " "S S e ev ve en n p pe eo op pl le e, , s se ev ve en
n k ke ey ys s. . I I t t' 's s l li ik ke e t tu um mb bl le er r
s s t tu ur r n ni i n ng g i in n a a l lo oc ck k. .. .. .H H e
ey y I Id do on n' 't t m ma ak ke e t th he e r r u ul le es s! !"
"- - - -B B r r a ay yk ke er r The Call is the one point in a
Demon Knight's life when he is genuinely vulnerable, simply because
of how specific he has to be: ^ The area where the group is must be
fairly deserted. ^ The group he interacts with must not number
seven. ^ Once the tattoo has told him whom he must work with, the
Knight must help them and protect them for as long as possible.
Even if the group should reach the number seven, the Knight must
stay with them until the tattoo lets him know which one will be his
successor. 10It's not a question of the tattoo causing the Knight
physical pains if he tries to leave; he simply cannot go. He is
obligated to protect these people until he can pass the key on, and
the Collectors have made merciless use of this obligation in the
past. Time and time again, Knights have lived their entire time
with the key, only to be killed just as they hand it on. The
tattoo's powers are only hinted at in the film (Brayker mentions
that the motel was "just the place he was looking for" and that the
tattoo will tell Jerralyn "All she needs to know." As a result, it
should be treated like a limited form of ESP. It should tell the
Demon Knight small pieces of information specific to him, such as
how close the Collector is to him, a rough idea of his forces etc.
B Ba ad d I Im mp pr re es ss si io on ns s " "D D a ad d! !D D a
ad d! ! T T h he er r e e' 's s a a m ma an n t tr r y yi in ng g t
to o s st te ea al l y yo ou ur rc ca ar r ! !" "- - - -D D a an nn
ny y Demon Knights create the wrong impression. Perhaps it's the
fact that they are outcasts to begin with or the desperate measures
they take to protect their keys, but they are rarely welcome. In
fact, most people will often suspect them of criminal activity and
report them to the local police. This is usually due to some
attempted crime (Brayker stealing the car) or simply because of the
way they look and act. Life is hard on the Knights, and the social
niceties most people expect are quickly eroded. In effect, the
Knight's natural luck avoiding magical attacks is balanced by their
continual, mundane bad luck. No Knight's charisma may rise above
10. If it's above 10 to begin with, it's eroded by one point for
every battle with the Collector until it's down to 10. The emphasis
should be placed on bad luck. Knights will be mistaken for wanted
murderers, or be accosted by an old friend at just the wrong
moment, or dragged in to the police station for a line up. In
short, the wrong things will always happen to Knights at the wrong
time, and they will usually happen in threes.
11T TT Th hh he ee e O OO Op pp pp pp po oo os ss si ii it tt ti
ii io oo on nn n " "I Ik kn no ow w, , I Ik kn no ow w. . S S e el
l l l y yo ou ur rs so ou ul l, , b be ec co om me e a a d de em mo
on n, , l lo oo ok k l li ik ke e s sh hi it t. . W W h ha at t' 's
s t th he e p pa ay yo of f f f ? ?" "- - - -T T h he e C Co ol ll
le ec ct to or r There is a specific Demon assigned each Knight,
known as a Collector. These beings can be of any form of creature
from the Lower Planes, any demon or devil will do. The creature
will then posses a victim upon the earth. This cause several
problems from the demon. It no longer has access to any of his
demonic powers. In a sense the creature is just a normal person.
The demon will retain its original hit dice, hit points, and any
skills it posses, and at the same level. The demon also adds any
hit dice and skills of the victim it possessed. In human form the
Collector is just as vulnerable as any human. If the Collector is
killed in this form, he will reform again in a number of rounds
equal to the Demon Knights level. Collectors are created with only
one thing in mind. They must gain the key the Knights carry. This
is done at any cost and they will do anything at all to achieve
this. A Collector is specially assigned to each Knight, and, like
the Knight, it is given a set time in which to obtain the key. If
it fails, it is demoted or, in extreme cases, simply used as
another damned soul. As a result, the Collectors are relentless in
their pursuit of the Knights, simply because they know what fate
awaits them if they aren't. Collectors are renowned for their
genuinely evil sense of humor, and they take great delight in
becoming the ultimate stereotype of the Knight they're chasing
(Brayker's Collector being a cowboy while Jerralyn's looks like
something out of a Blaxploitation movie). Regardless of what they
look like, there will always be one thing that marks them as a
Collector. Their case. Designed to carry the key, the case will
always be impossibly battered and old looking and the interior,
when opened, will be red velvet. Collectors are nothing if not,
stylish. The Bag will not radiate magic and will shield from any
form of detection any items placed in the bag. Collectors can be
any form of lower plane creature, but they are in a very awkward
position in the power structure. They have to stay on the same
plane as their Knight is on. As a result other lower plane
creatures look down upon them. But in contrast they have the
potential to be impossibly powerful, and as such, have the grudging
earned the respect of many of their other kin. 12T Th he e N Nu um
mb be er r S Se ev ve en n " "I It th ho ou ug gh ht t y yo ou u'
'd d b be e s sa af f e e! ! T T h he er r e e w w e er r e e o on
nl ly y f f i iv ve e o of fy yo ou u, , u un nt ti i l l h he e a
ar r r r i iv ve ed d w wi it th h B B o ob b a an nd d T T h he e
S S h he er r i if f f f . . T T h he ey y n ne ee ed d s se ev ve
en n p pe eo op pl l e e y yo ou u s se ee e. . S S e ev ve en n p
pe eo op pl le e, , s se ev ve en n k ke ey ys s, , i it t' 's s l
li ik ke e k ke ey ys s, , t tu um mb bl li in ng g i in n a a l lo
oc ck k. ." "- - - -B B r r a ay yk ke er r The number seven,
Collectors like to say, "Opens doors." On one level, they draw
power from it because of the amount of keys originally created.
However, they also seem to draw power from it on a more
supernatural level. Brayker's Collector once mentioned that odd
numbers "Leave holes," implying that an even number of people forms
some sort of unconscious psychic shield around each other. A
Collector has relatively little power under normal
circumstances.However, if the Demon Knight is among a group of
seven people, the Collector is allowed to use any of his lower
plane powers. This is also the only time a Collector can be
permanently killed. This is no easy task though. The Collector has
full accesses to all his powers, plus a few new ones. D Dr ra ag go
on n' 's s T Te ee et th h" "W W h ha at t a ar r e e t th ho os se
e t th hi in ng gs s? ? D D e em mo on ns s? ?" " " "W W o or r s
se e. ." "- - - -I I r r e en ne e a an nd d B B r r a ay yk ke er
rA very nasty feat created when a Collector scatters his blood upon
the ground.A creature is created from negative energy called an "
bel". The bel is completely under the control of the Collector. The
amount of bels a Collector can create is equal to his Hit Dice.
This feat can only be used at night and only when a Demon Knight is
among a group of seven people. C Ca al ll l o of f t th he e B Be
ea as st t D D o o m me e a a f f a av vo or r ? ?D D o on n' 't t
s sc cr r e ea am m. . J J u us st t h he ea ar rw wh ha at t I I '
'v ve e g go ot tt ta a s sa ay y. .. .. . a an nd d t th he en n s
sc cr r e ea am m. . - - - - T T h he e C Co ol l l le ec ct to or
r This feat can only be used when a Demon Knight is among a group
of seven people. The Collector can try and sway and later possess a
victim.The person must make a Will save at a DC 12 +the Collectors
Hit Dice and Charisma Score bonus. If the victim fails their save,
they fall under the control of the Collector. The Collector is then
free to use the victim anyway he wishes. The Collector is also free
to infuse the victim with negative energy creating an bel. The
Collector can affect anyone with in a 10 radius per its Hit Dice.
13 b bb be ee el ll lM Me ed di iu um m S Si iz ze e O Ou ut ts si
id de er r ( (C Ch ha ao ot ti ic c E Ev vi il l) ) Hit Dice: 1d8(6
hp) Initiative: +2 (+2 Dex) Speed: 35 feet AC: 16 (+2 Dex, +4
natural) Attacks: 2 claws +6 melee, bite +8 melee Damage: Claw 1d8
+6, bite 1d6 +4 Face/ Reach: 5 ft. by 5 ft. Special Attacks: None
Special Qualities: Damage Reduction: 15/ +1 (Holy), Fear, Eyes of
the Beast, Undead Saves: Fort +3, Ref +4, Will +3 Abilities: Str23,
Dex14, Con23, Int6, Wis9, Cha0 Skills: Spot +10 Feats: Cleave,
Multiattack, Power Attack Climate/ Terrain: Any Organization: See
Collector Challenge Level: 4 Treasure: None Alignment: Chaotic Evil
Advancement: 1-20 HD bel are the simplest, and nastiest of the
Collector's weapons. He simply gathers all the negative energy from
the surrounding area, and turns it into flesh and blood, trapping
it within a physical body. This is only temporary, with the body
crumbling at dawn, but while it exists, the bel is almost
indestructible. bel are incapable of speech, and are utterly
hideous. Their flesh is constantly rotting and their pointed,
bestial faces are curled back in a perpetual snarl of agony and
fury. C Co om mb ba at t: : bels are impossible to kill in anyway
other than by shooting or stabbing it in the eyes. Where upon the
captured power escapes in an explosive burst of negative energy. D
Da am ma ag ge e R Re ed du uc ct ti io on n: : 1 15 5/ / + +1 1(
(H Ho ol ly y) ): : A magical holy weapon of +1 or better can only
hit bels. If an bel is reduced to 0 hit points, it vaporizes and
reforms in 1d4 rounds later next to the Collector. F Fe ea ar r (
(S SU U) ): : Any creature viewing the bel must make a Will save
(DC 12) or become paralyzed with fear for 1d4 rounds. T Th he e E
Ey ye es s o of f t th he e B Be ea as st t ( (S SU U) ): : The
bels only weak spot is their eyes. A hit to the eyes with a
piercing weapon at an AC 24 will automatically kill the bel. The
bels eyes will then release a lighting bolt of negative energy in a
random direction. The damage from the lighting bolt is equal to all
the damage the bel had received in combat. U Un nd de ea ad d: :
Immune to mind-influencing effects, poison, sleep, paralysis,
stunning, and disease. Not subject to critical hits, subdual
damage, ability damage, energy drain, or death from massive
damage.