Re: Magic: demons and zombies and bears, oh my!
Demnology
Demonology is very complicated, and involves several steps. However, if it works, the rewards are amazing.
If it fails, you are so deeply in trouble that you measure the problem in fathoms...
First of all, demons do not want to be summoned, and especially nt by the girls of St. Trinians. Lucifer himself has forbidden his minions from ever having anything to do with "that pack of bloody harridans" after an unfortunate experence in the 1940s where he was summoned by the Sixth Form. He takes this seriously, and this may cause problems. (see below.)
If you are determined to throw caution to the wind and raise a servant of Satan, however, the first thing you need to do is work out which demon you want to call. You have to call it by name, and to do so will need to know that name, and offer it something it wants. Every demon has something very specific in mind that it especially enjoys or requires, so researching which demon you want, and what it wants in return, is essential. Otherwise you could summon totally the wrong creature, which is both sloppy and very risky busness. To find the relevant detals, you must first find a library with books of demonology, and then make a RS roll at difficulty 6. If successful, you have your information, but it takes a day to find. If you fail, you can spend another day, and roll again. This can be repeated, but after 7 days, the library is clearly not of any use, and you need to find another location and start again.
Once you have the demon's name, you will need to collect whatever it is that you need to lure it into the human realm. Finding ths could be easy, or very difficult.
Once you have the name and the lure, you can go about summoning your demon. The more people you have involved, the better, as you will be required to pit your WP against that of the demon. However, you need to have odd numbers of people - 1,3,5,7 and so forth. For some reasom, even numbers do not work, probably because this sort of spell abhors balance. They need not all be witches, but they do need to know what is going on.
Next, you need everyone to assmble in a room where you are not going to be disturbed. A circle is drawn on the floor, with a star inside it. The star requires as many points as there are participants, and each stands at a point of star, one person per point. The offering to the demon is placed in the centre, to be consumed when it arrives.
Then, whoever is performing the actual ritual makes a RS roll at dfficulty 5. The ritual takes 5 hours to complete, minus 1 per success on this roll. If this reduces the time to 0, the demon appears instantly. If the roll fails, the demon does not appear, and the 5 hours pass with no success. A new attempt can be made, but a new offering will also be required as the old one will have been corrupted by the nature of the ritual, and be useless.
However, Lucifer meant what he said. Every time a demon is summoned, the Headmistress rolls 1d6. If the result is equal to or less than the number of times this demon has been summoned, incuding the current summoning, Lucifer takes steps. The demon is dragged back to Hell, and no further attempts to contact it will succeed. That demon isn't being allowed out for several generations!
If the demon arrives uninterrupted, then the players must bend their wills towards making it do their bidding. Demons are devious and trustworthy, but they are beings of very powerful will, but they can be overpowered by the assembled strength of several humans. However, entering a contest of this sort and losing has dire consequences, of which more anon.
As soon as the demon appears, those present must make a Fear test. The difficulty must be at least 5, and can rise higher depending on circumstances. If anyone fails the roll, they run away screaming. For everyone who runs, the Headmistress rolls 1d6. If it comes up a 6, the demon knows the secret fear of the scared girl and may use it against them in the future.
If anyone runs, the remainng girls must each make a RS roll at difficulty 5. So long as they accumulate enough successes to equal or better the number of girls who ran, all is well. If not, the demon breaks free! At that point...well. All hell literally breaks loose. Good luck surviving!
Assuming all goes well, the remaining girls may now battle with the demon to gain control. Each girl can contribute 1 WP for each success they obtained on their Fear roll. This means they will have at least 1 point to add, but may have more if they spent WP on the test. This pooled WP is passed to the ritual leader, who will be the one to engage the demon in a battle of wills.
The demon's will pool is 2d6 WP.
The Headmistress rolls a number of dice equivalent to the pool held by the demon, and the ritual leader rolls the dice pool of the players. The ritual leader decides on the dfficulty, ether 4, 5, or 6. The side with the most successes is the winner for the round. The winner subtracts the dfference between the two rolls from the loser's dice pool. This continues until one side runs out of dice, and the contest is over.
If the summoners lose the battle, the demon will demand a service of some sort. The girls will have until the next full moon to do as the demon demands, or their souls will be forfeit. Demons are capricious, and can ask for almost anything - hard, easy, obscure or downright baffling.
If the demon loses, the players can treat it like their bitch. The ritual leader can demand one service from the demon, which it must preform by the next full moon. The command given must be specific. "Solve our problem," will not work at all, but "destroy this person" or "fetch this artifact" is perfectly acceptable. The demon will try to corrupt the mortals as much as possible, and break the orders if it possibly can, as they despise beng beaten, but it will do as t has been compelled if it canot wriggle out of the mess it has been pushed into.
The demon will remain in the world for the duration of the mission. It may draw attention to itself, but nobody said demons were subtle...
This message was last edited by the GM at 19:31, Sun 24 July 2011.