Dexter Curwen

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Dexter Joseph Curwen
Curwen Relaxing.
A.K.A. Curwen, The Beast's Head.
Age Unknown
Voice Actor Hikaru Midorikawa
Relatives None Known
Series Demonbane
Player Frank
  • Name: Dexter Joseph Curwen
  • Age: Unknown. 20-something?
  • Sex: Male
  • Birthday: Unknown
  • Parents: Mr. and Mrs. Curwen. Master Therion. Yog-Sottoth.
    • Place of Birth: Rhode Island. Or Arkham City.
    • Nationality: American
    • Specialty: Diagnostic Medicine
    • Hobbies: Puzzles. Reading. Occult Studies. TV.
    • Likes: Medicine. Basketball.
    • Dislikes: Boredom.
    • Favorite Food: Nothing.
    • Least Favorite Food: Anything with fish or seafood.
    • Favorite Music: Classical
    • Favorite Sport: Basketball
    • Most Valuable Possessions: Locket.
    • Level of Education: Medical Doctor.
    • Seiyuu/Voice Actor: Hikaru Midorikawa
  • Physical Stats
    • Height: 6'1"
    • Weight: 180lbs
    • Eyes: Blue
    • Hair: Brown
    • Special: Eyes are empty and show... something is wrong.

Appearance

I have a picture. A sharply dressed man, built very well and clearly looks like he takes care of himself.

Personality

Charismatic, cold, dispassionate, bored.

Background

An endless repetition of insanity, over and over and over and over and over and over, expecting different results..

Dexter Curwen was a healer who lived in a small village with his sister. Due to his intelligence and gifts he didn't understand, he became a notable doctor, helping to cure everyone in town as best he could, though since he was the only one who could do this, he was often overtaxed, something his sister told him about. He was using his knowledge of the diseases he was curing to try to help is sister, who had a chronic illness with no cure. However, her strength of will to survive, her belief in her brother, and her willingness to help do her best to heal other villagers as well spurred him on to keep trying, no matter how bleak things got. So because of this, despite his reticence to leave his sister alone, Dexter took a trip to go help a rich older couple with their medical issues.
However, not only did the procedure and treatment take some time, but Dexter was not having much luck, so he had to keep prolonging his stay there, reaching out to his sister to promise he'd return next week, if things went well. By the time he managed to come back, with.. limited success, which had affected his morale, he came home to see that it had been ransacked, and burned to the ground, with his beloved sister taken away and burnt at the stake. Apparently, their village was not happy that the town doctor had taken time away, and that his sister's more limited healing abilities were not enough to deal with all their problems, their children's problems, their livestock's problems while he was gone, so they called her a witch and went to burn her at the stake. Dexter's trip was a selfish act, and needed to be punished.
When he tried to save his sister, the villagers told him he was to blame for this. If he hadn't left, none of this would've happened. They had to sit on their illnesses and wounds while he was off wasting time, when he should've been there, taking care of them, but no, he chose to go away for no good reason, and his sister wasn't good enough. He should have known better. What were they supposed to do without him? They had no way of dealing with their problems. When Dexter lashed out at them, they defended themselves, and Dexter was struck down. When he woke up, everything was over, he lay in a pool of blood, mud, and ashes, and the village hoped he learned his lesson. But in his mind, he'd spoken to someone who said he was both his father, and him. They had a talk about humanity. Dexter had collected different books.. occult, scientific and ancient, over the years, and he had knowledge of them now.

And then bad things happened...

Skills

Physical Skills:

  • Alertness: Very Good
  • Athletics: Very Good
  • Stealth: Novice

Social Skills:

  • Subterfuge: Good
  • Intimidation: Amazing
  • Leadership: Incredible
  • Etiquette: Very Good

Mental Skills:

  • Investigation: Incredible
  • Medicine: Amazing
  • Law: Very Good
  • Occult: Amazing
  • Politics: Good
  • Science: Incredible
  • Technology: Very Good

Other Skills:

  • Driving: Very Good
  • Survival: Incredible
  • Empathy: Abysmal

Special Abilities

Warlock: Dexter Curwen is a Warlock. Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular.

Spells

Lower Level Spells

Armor of Agathys
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. If a creature hits you with a melee attack while you have these hit points, the creature takes cold damage. When you cast this spell using more mana, both the temporary armor and the cold damage increase.

Arms of Hadar
You invoke the power of Hadar, the Dark Hunger. Tendrils of dark energy erupt from you and batter all creatures within 10 feet of you. Each creature in that area who gets hit takes necrotic damage and can’t take reactions until its next turn. On a successful dodge, the creature takes half damage, but suffers no other effect. When you cast this spell using more mana, the damage increases.

Baneful Dust of Hermes Trismegistus - OUTER GOD SPELL
Similar to the Dust of Suleiman, it only affects creatures of nonterrestrial origin (that excludes humans, deep ones, ghouls, servants of Glaaki, sand dwellers, serpent people, and chthonians, but not flying polyps, elder things, mi-go, star-spawn of Cthulhu, or shoggoths). Only the most fearsome entities continue to fight after an application of this powerful dust.
To apply the dust requires that the target be within reasonable Throw range. With a successful Throw, the dust burns the extraterrestrial creature. Armor does not protect against the dust. Each successful Throw of the dust does the same damage. If Thrown and missed, the nimbus of the dust still does minor damage. The creature escapes damage only if the Throw is missed.
The dust's effects are horrible, and can affect sensitive observers. The creature flinches and flails, and sometimes screams. Its body smokes and burns as if eaten by powerful acid.
The formula for the dust requires common chemicals and ingredients in a proportion of combined weight about equal to two pounds. Two ounces of this concoction is enough for one dose. Sixteen doses would be made each time the formula is followed.

Bless Blade
Creates a blade capable of damaging or killing entities which cannot be harmed by ordinary weapons. Requires the blood sacrifice of an animal and mana from the creator. The blade of the knife must be of an elemental metal such as iron or silver. The blade may be of any size, but larger blades do greater damage. If the blade is broken, melted, or otherwise damaged, it permanently loses this ability, but it will not be harmed in attacks against supernatural entities.

Charm Person
You attempt to charm a humanoid you can see within range. It must try to resist, and does so with an advantage if you or your companions are fighting it. If it fails, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. When you cast this spell using more mana, you can target additional creatures. The creatures must be within 30 feet of each other when you target them.

Chill Touch
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes necrotic damage, and it can’t regain life until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell scales with the Warlock's power.

Circle of Nausea
Creates a powerful protective circle around the caster that will cause nausea and pain in anyone approaching it. Creating the circle costs Mana, and takes 5 minutes. The caster must inscribe a circle on the ground, then fortify the circle with four enchanted stones— one at each of the four cardinal points of the compass. Enchanting the stones in this case requires the previous sacrifice of Mana into each. Breaching the circle requires superior magical power and willpower. Anyone who touches the circle vomits for the next five minutes, or until he or she retreats at least 100 yards away. If anyone successfully breaches the circle, the spell collapses.

Comprehend Languages
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.

Counterspell
You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a lower level spell, its spell fails and has no effect. If it is casting a medium level spell, the powers of the casters clash. When you cast this spell using more mana, the warlock can guarantee to cancel any spell used, however he has to declare it before hand.

Darkness
Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of lower level, the spell that created the light is dispelled.

Dispel Magic
Choose any creature, object, or magical effect within range. Any spell lower level on the target ends. For each spell of medium level or higher on the target, make an ability check using your spellcasting ability. On a successful check, the spell ends. When you cast this spell using more mana, you automatically end the effects of a spell on the target. Unlike Counterspell, this spell can have mana added immediately, if the targeted spell is too strong for the basic spell.

Dust of Suleiman
This gray-green powder has the ability to harm unnatural beings from other planes. The powder requires the dust from an Egyptian mummy at least 2,000 years old, and each such mummy suffices for three doses of the magic dust. Also required are frankincense, sulfur, and saltpeter. An incantation must be said over the dust while it is being sprinkled. Sprinkled over an other-plane being, the entity takes quite a bit of daamge. It takes one minute to apply a dose.

Eldritch Blast
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes force damage. The spell creates more than one beam when you reach higher power levels: two beams at medium level, three beams at high level, and four beams at master level. You can direct the beams at the same target or at different ones.

Flight
You touch a willing creature, including the Warlock himself. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall. When you cast this spell using more mana, you can target one additional creature for the same cost per person.

Find Gate
Makes apparent to the caster any Gate to or from another world or plane, if it is within the caster's vision. This spell locates: it does not empower anyone to open, close, create, or pass through any Gate.

Green-Flame Blade
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage. The more powerful the Warlock is, the more powerful both the sword and the flames are when cast.

Hold Person
Choose a humanoid that you can see within range. The target must try to resist or be paralyzed for the duration. At the end of each of its turns, the target can try to struggle free or fight off the enchantment. On a success, the spell ends on the target. When you cast this spell using more mana, you can target one additional humanoid for each expenditure. The humanoids must be within 30 feet of each other when you target them.

Hunger of Hadar
You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherworldly tentacles rub against it.

Invisibility
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. When you cast this spell using more mana, you can target one additional creature for each mana expenditure.

Levitate
Causes the caster or a chosen target to float slowly through the air. The caster must be able to see the levitation. The effect lasts several minutes. The spell levitates the target 3-5 feet off the ground or floor. If falling from a height, the target falls in slow motion and halts several feet off the ground. Extra mana expenditure after the spell is cast allows the user to move the target one yard horizontally or vertically. (If the target is a living being who is unwilling to be levitated, the caster must first overcome the target's magic points with his or her own.) The target floats as the caster wills, helpless to stop moving except by grabbing a tree limb or similar brace.

Magic Circle
You create a 10-foot-radius, 20-foot-tall cylinder of magical energy centered on a point on the ground that you can see within range. Glowing runes appear wherever the cylinder intersects with the floor or other surface. Choose one or more of the following types of creatures: celestials, elementals, fey, fiends, or undead. The circle affects a creature of the chosen type in the following ways:

  • The creature can’t willingly enter the cylinder by nonmagical means. If the creature tries to use teleportation or interplanar travel to do so, it must first succeed on a spell roll.
  • The creature has disadvantage on attack rolls against targets within the cylinder.
  • Targets within the cylinder can’t be charmed, frightened, or possessed by the creature.

When you cast this spell, you can elect to cause its magic to operate in the reverse direction, preventing a creature of the specified type from leaving the cylinder and protecting targets outside it. When you cast this spell using more mana, the duration increases by 1 hour for each full expenditure.

Mirror Image
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates. Each time a creature targets you with an attack during the spell’s duration, determine whether the attack instead targets one of your duplicates. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed. A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Powder Of Ibn-Ghazi
The spell makes visible magically invisible things by blowing the powder against the invisible thing. The powder must be compounded carefully, according to exacting instructions, and involves three special ingredients and the sacrifice of some Mana per dose. A dose is one application of the powder. The keeper determines the special ingredients. The powder is either blown from a tube or thrown over the target. The thing which is dusted stays visible for no more than ten heartbeats. That which could be made visible includes the magical lines extending from a place enchanted for the Calling of a Mythos deity, the aura around a Gate, and a normally invisible creature such as a star vampire.

Remove Curse
At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.

Sending
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive.

Sense Life
Allows the caster to detect the general nature of life in a particular area. The target is an area equivalent to an average house. It must be within sight of the caster. The spell allows the caster to distinguish species (such as a dog or a person), but not to recognize specific individuals.

Shadow Blade
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. When you cast this spell using more mana, the damage increase propotionately.

Spectral Razor - OUTER GOD SPELL
Creates the effect of an invisible blade which can be used to cut and slash victims. This immaterial weapon can be used at range. The spell takes 2 minutes to cast. For each additional round of effect, the caster must pay more Mana. A Spectral Razor target must be visible. If concealed or half hidden behind obstacles or obstructions, the damage is done to intervening objects until the keeper believes enough damage has been done that the target is visible and vulnerable.

Spider Climb
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Sword Burst
You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must try to avoid, or take force damage. This spell's damage increases by scaling with the Warlock's power level.

Thunder Step
You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a dodge attempt, taking strong thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. When you cast this spell using additional mana, the damage increases by the amount of mana you put into it.

Tongues
This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Vampiric Touch
The touch of your shadow-wreathed hand can siphon force from others to heal your wounds. Make a melee attack against a creature within your reach. On a hit, the target takes necrotic damage, and you regain life equal to half the amount of necrotic damage dealt. Until the spell ends, you can make the attack again on each of your turns as an action. When you cast this spell using additional mana, the damage increases by the amount of mana spent.

Warding
Makes a warding arrangement. Costs some Mana per stone used in the ward, and costs no Sanity points. A number of ordinary white stones are required. They are placed on the ground as the caster pleases, except that each must be within a yard of each of the others. The spell takes about fifteen seconds to cast, during which a shimmering heat haze can be seen over the stones. Thereafter if any stone is moved, the caster will be aware of the fact, even if asleep until then. Once this has occurred, the spell is broken.

Witch Bolt
A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against that creature. On a hit, the target takes lightning damage, and on each of your turns for the duration, you can use your action to deal even more lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. When you cast this spell using additional mana, the initial damage increases by the amount of mana expended. But only the first hit, not the continual damage. This is Force Lightning wow.

Wrack - OUTER GOD SPELL
Temporarily incapacitates a single target. The caster must be 10 yards or less distant. Succeeding, the spell takes effect after one round of confusing hand gestures. Intense, wracking pains seize the target, the face and hands blister and drip fluid, and the eyes cloud with blood and become temporarily sightless. The effect lasts a few minutes, after which sight returns. In about 30 minutes, the target fully recovers and resumes normal activity. Traces of physical corruption fade quickly, and in 24 hours only faint blemishes can be seen on the skin.

Medium Level Spells

Banishment of Yde Etad - OUTER GOD SPELL
It sends home most transdimensional human or human-like intelligences that are under their own volition. It is not effective against servitors, hirelings, thralls, or any creature commanded by another intelligence. Correctly performed, the banishment is permanent and irrevocable. Each banishment is of an individual, not of a class. At least three people must participate in the spell. All participants must know the spell. More participants add to the effectiveness. The total number of participants must be divisible by three. Each participant donates Mana. Learning this spell requires twelve hours of time. This banishment works by destroying with ritual flames a sigil representing the target. The target's personal sigil is best, but a substitute can be prepared according to a formula described with the spell.
The spell must be performed in the open air in the middle of the night, ideally in a place of power associated with the subject. The target's known haunts, its last known location, or its point of entry into this dimension are all suitable sites. The spell casters must divide their numbers: one third remain outside a protective circle and the rest stand within. Using a mixture of ground silicon dioxide, lime, or magnesium silicate, combined with dried and ground henbane or garlic, the larger group of spell casters inscribes a circle on the ground around them, one large enough to accommodate the group as well as leaving room for a fire in the center. As the circle is made, the casters must recite a complicated verse. Then more of the compound is used to trace a series of complicated symbols, accompanied at all times by the chanting of verses read aloud or declaimed from memory.
The spell casters outside the circle then trace a second larger circle of the compound, surrounding all. The casters in the central circle place their personal sigils (a sigil can be a handwritten signature, or something equally characteristic) at evenly spaced intervals around the inside perimeter of the inner circle. As the sigil is placed, that participant must speak his or her name aloud to the heavens. These personal sigils must remain in place until the ritual is completed. The protective circles complete, the casters in the inner circle build a ritual fire upon a grate suspended two to six inches above the ground. The fire must be of moderate size, with plainly visible flame. As the ritual fire is lit, all casters repeat yet another complicated verse. The fire must burn steadily from this time until the sigil is utterly consumed. If the fire flags or dies, the banishment fails, so the inner circle also must contain plenty of fuel. Once the fire is burning steadily, the casters within the inner circle throw locks of their own hair and nail clippings into the flames, accompanied by more chanting. As the smoke rises from the clippings, the casters within the inner circle place the sigil of the intended target on the fire so that it is clearly visible to all the spell casters, and it must remain visible until utterly consumed. At that point the image of the thing to be banished appears, howls in fiery agony, and gradually returns to its own plane of existence. As it burns, the casters within the circle repeat a final verse, then remain silent until the fire dies, an additional 3D10 game minutes. The casters then may destroy the circles and freely move about.

Evard's Black Tentacles
Squirming, ebony tentacles fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain.
When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must try to dodge, or take bludgeoning damage and be restrained by the tentacles until the spell ends. A creature that starts its turn in the area and is already restrained by the tentacles takes bludgeoning damage. A creature restrained by the tentacles can use its action to make an attempt to break free. On a success, it frees itself.

Far Step
You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the spell ends, you can use a bonus action to teleport in this way again.

Telekinesis
You gain the ability to move or manipulate creatures or objects by thought. When you cast the spell, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the spell.

  • Creature: You can try to move a Huge or smaller creature. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this spell. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest.
  • Object: You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this spell.

If the object is worn or carried by a creature, you must make an ability check with your spellcasting ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this spell. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial.

True Seeing
This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

The following spells are sealed by the Terror Mask, and cannot be accessed at the moment.

[show details]

Higher Level Spells

ABRAHADABRA - OUTER GOD SPELL
An obscenely powerful Eldritch energy blast. A simple incantation, a powerful expenditure of Mana, and Curwen can release a pure beam of raw magic with the power to blast a hole through even a Deus Machina. This is like a cannon. The beam is fired, and forgotten. If it meets an equal or opposing beam, it will not 'continue' like a Kamehameha, but once fired it will not stop until it hits something, then explode with exceptional power. This is pure magic, tainted by the power of the Outer Gods, and not to be taken lightly. It is a single target spell, ostensibly, but if people are close enough together, he will destroy both of them. This is Curwen's signature spell, taken from Master Therion. A simple, but noteworthy spell due to the amount of damage it can cause.

The Following Spells are Sealed by the Terror Mask, and cannot be accessed at the moment.

[show details]

Powers & Merits

Cursed Immortality: Dexter Curwen cannot die. At least, not as far as he knows. Normally, when he'd die, he would be reborn in another body, or possess someone he'd already affected with his curses or magic. Or, be reborn in another cycle as determined by the Crawling Chaos. However, while sealed by the Terror Mask, Curwen can still not properly die through conventional means, but he will be reborn at the stroke of midnight where his current home is, or in whatever dimension he ends up in when he dies.

Merits

Occult Library (2): You own a decent collection of works on arcane lore, and if you have access to it, can lower difficulties when trying to solve an occult mystery and/or generally learn more about the occult. Having this library doesn't automatically mean you're an occult expert; it just means you have convenient access to some knowledge.
Clear Sighted (3): You are not fooled by illusions, and you get an Alertness roll to see through illusions, Difficulty 7, any time you face one.
Iron Will (5): You cannot be mind-controlled easily, and getting you to surrender is borderline impossible. When magical (or other) mind-control is attempted on you, both roll and you get a +3 bonus to your roll. It's possible to do it, but you'll fight it with every fiber of your being, and will not stay in thrall very long.

Unique Items

Paimon: This Devil Arm was created from one of the Kings of Hell who fell to Mundus, due to their loyalty to Lucifer. Made into a staff filled with knowledge and magical power, this staff is capable of several spell-like abilities, useable to any who learn how to ask the staff the right questions. Its strikes cause sudden bursts of stunning damage by charging up magical energy.
Elemental Attribute: None.
Paimon's Abilities:

  • Roar: This has a 50% chance to stun the opponent when smashing the staff into the ground.
  • Magical Absorbtion: Paimon can be used to block a magical strike, and potentially absorb it's energy to recharge it. (60% chance)
  • Spells: The main power of Paimon is the ability to cast spells instantly, a roar filling the area and then having the desired effect happen.
    • Detect Magic: Allows to find spells and magical items.
    • Enlarge: Allows the user to make his monster grow (or shrink)
    • Hold Portal: Prevents a magical portal, or nonmagical door, from closing. Can also speed up the closing.
    • Light: Creates a magical ball of light.
    • Invisibility: Turns the target invisible.
    • Fireball: Fires a large, 20' x 20' fireball at a target, which explodes on impact. 1 charge
    • Knock: Unlocks any and all physical barriers. 1 charge
    • Lightning Bolt: Fires a lightning bolt at a target, which will bounce off walls to reach it. 1 charge
    • Pyrotechnics: Control fire, making fireworks. 1 charge
    • Ice Storm: Causes a litteral blizzard to form from the caster, incasing and slashing at the targets in it with ice. 2 charges
    • Web: Causes magical webbing to appear on a target (or group) to keep them pinned and stuck to a location. 1 charge
    • Wall of Fire: Creates a wall made of incredibly hot magical fire. 2 charges
    • Dispel Magic: Allows the caster to counter a magical spell, curse, or other magic area, as if they were a top level spellcaster. 1, 2 or 3 charges.
    • Passwall: Allows the caster to step through anything physical. 2 charges.
    • Whirlwind: Causes a tornado from the caster to wipe over the target area. 3 charges.
    • Conjure Elemental: Summons an Elemental of the Caster's choice, from the following list. 3 charges.
      • Fire Elemental.
      • Water Elemental (Ice, Steam)
      • Earth Elemental.
      • Wind Elemental.
      • Lightning Elemental.
        Curwen's Locket.

Devil Trigger Attributes: None.
Paimon's Limitations:

  • Paimon's spells usually cost magical energy, which can be depleted. It will recharge in time, but depleting it renders the spells unuseable.
  • The user's magical power can start to recharge the staff, but it's better to recharge the staff with magical absorption.
  • If the charges run out, Paimon is just a near unbreakable staff. Even the 'free' powers are inert for a few hours.
  • Paimon has 25 charges. It recharges at a rate of 1 charge per hour.

Locket: He carries a locket on his person.

Items Of Note

Weaknesses & Flaws

The legendary Terror Mask.

Terror Mask Binding: An ancient relic of unspeakable power. It can transform the host's body, granting him absolute strength and stamina. It is possessed by an immortal inter-dimensional being that was banished from its own world. This unknown entity constantly talks to its host, and guides their actions throughout the series, but its motives are a mystery to everyone. However, when Curwen confronted the Terror Mask and its current host, the battle left both critically damaged, and the Terror Mask's broken pieces imbedded themselves in Curwen, stopping him from being able to access his full power, forcing him in a more 'mild' state. While at first disturbed by this, Curwen came to realize that the possibility of dying, and the fact that many new potential enemies existed to challenge, or even kill him, was a boon in disguise. This does not stop the Terror Mask from talking to him and bothering him, however. Anyone who could use magic or other abilities to empower the Terror Mask could lower Curwen's power, or even remove them entirely, temporarily. The Terror Mask is bound to his existence and soul, now, so he can't body hop and get rid of it.
Warlock: Curwen is a Warlock. As such, he has some weaknesses associated with him. If he is barefoot, it is possible to hammer nails into his footsteps and he will feel the pain of it, though the hammer has to be blessed. He cannot touch or cross purified salt, or set foot on hallowed ground. He can be stopped from casting his spells with Silence-type spells and materials like Dimeretrium and Orichalcum.

Flaws

Overconfident (1): You think you can do everything even though you probably can't, and you try to prove your belief as often as possible.
Curiosity (2): Your incredible curiosity often overrides your common sense. Resisting temptation requires a successful Wits roll, difficulty depending on the situation. A very bad flaw to take with certain evil sadistic GMs.
Masochist (1): You either enjoy pain or enjoy inflicting it on others. In addition to the inconveniences this fascination may cause you, you may also be seen as sick (and, well you are), or even more sick people may use you for your obsession.
Sensation Junkie (2): You're addicted to sensation, and will do anything to find new means of stimulation. If the opportunity presents itself, you need something distracting you to resist the urge, and only by making a roll (Diff 6).
Dark Fate (5): You are doomed to suffer a horrible demise, or otherwise have some sort of icky unpleasant fate. You are aware of this, and can kinda make you rather depressed... - The only fate that awaits Curwen is the inevitability of rejoining another cycle of life, reborn again, just to suffer, to clearly remember his past... until he ends up in a similar cycle but as a plaything of the Crawling Chaos, with insanity being the only option.
Echoes (2): Your supernatural nature affects the world around you; Curwen cannot walk onto Hallowed ground, causes milk to sour, and causes plants to die if he touches them with his bare skin.
Probationary Member (3): You're not on the greatest terms with the group (tradition, clan, tribe, etc.) you belong to and are highly suspect of various naughtiness. You may not be privy to the normal privileges of being part of your group, nor will you necessarily receive aid when you ought to, etc.
Allergic (3): You suffer from an allergy to some substance; a 1 pt. version inconveniences you and may increase difficulties in certain situations, the 3 pt. version means you have an incapacitating or even a potentially fatal reaction to the substance. He is allergic to pure Salt.

NPC(s) to go with char

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