
Fiend

A smirking, well-dressed man of unknown origin appears
in a time of great need. He extends his hand and a contract
manifests in a golden flash. With a quill floating by his side,
he remarks, “Of course I can fix your dilemma. After all,
who do you think caused it in the first place?”
For a solution to a world of problems, the man asks for
only two things in return: a signature and an eternity
of servitude.
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Hellfire swirls up a Fiend’s arms as she laughs maniacally.
In a single motion, she launches waves of fiery death at the
legions of lesser Daemons sent to rein her in.
Those who perish twist and harden into charred, blackened
figures with bright molten cores. The Fiend laughs again as she snaps her fingers and each figure explodes into another wave of fiery destruction.
Many tales are told in Etharis of the power of Fiends and the dangers of their contracts. Regardless, every year a champion rises, a prodigy is born, or some individual makes a deal for their soul in exchange for Lady Luck to be on their side. To a Fiend, a soul is a delicious meal with an invigorating aftertaste. Most importantly, a soul contains the power to sustain their transformation.
​​Stage 1 Flaw - Planar Binding
Your body and soul are bound to a fiendish plane of existence. Should you be defeated in combat roll on the Grievous Wounds table. If you would be killed, your soul has been dragged back to a random plane This plane is your new home.
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Stage 2 Flaw - Hideous Appearance
​Your appearance has grotesquely transformed. Your skin becomes unnatural in color and leathery, and vicious horns, teeth and nails erupt through the surface of your skin. You can suppress this form and present the appearance of the humanoid you once were, but this is taxing and requires concentration. Moments of stress are likely to reveal your true nature. In the following situations your true form is revealed:
• Concentrating on a spell.
• Gaining the unconscious condition.
• Entering hallowed ground.
• Choosing to reveal yourself.
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Stage 3 Flaw - True Name
Your fiendish transformation is nearly complete. You must choose a new name for yourself, which becomes your true name. You receive a talisman of brimstone and brass with your true name inscribed in infernal on it.
A creature within 10 m of you that knows your true name, can speak it true name in an attempt to bind you to their will. If they do, you must make a DC 20 Influence saving throw. On a failed save, you become charmed by the creature, and must complete all commands they issue to you to the best of your ability. You remain charmed for 8 hours. If the creature that bound you dies, this effect ends.
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Stage 4 Flaw - Pull of the Netherworld
Your native plane attempts to pull you to it, laying claim to your form. Whenever you roll a natural 1 on a opposed skill check against a magical spell or ability, you take 1 damage (Take Hit via HUD)
The following are examples of possible level milestones for the Fiend:
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• Defeating a greater rival Fiend and taking their place in the hierarchy.
• Ensnaring a particularly powerful or influential soul with a contract.
• Establishing a cult of worshipers who offer their strength to you.
• Killing or corrupting a Seraph.
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These are few events that staff will consider during the decision to progress your transformation.
Becoming an Fiend
A mortal can become a Fiend in a variety of ways. Some forfeit their souls and become one upon death. Others undertake excruciating rituals to transform into one. However, your character becomes a Fiend constitutes their contract. Since roleplay is consensual, communicating with your roleplay partner about creating deals, a great way to roleplay your influence within the game world. As a Fiend, you should consider what your character’s motivations are and how they will attempt to achieve their goals.
