As Mr. Kind invoked his powers, sigils glowed with a faint, pulsating light. Flanked by two of King Paimon's familiars, his eyes gleamed with anticipation. With a subtle gesture, he beckoned them forth, and they responded, their forms coalescing from the surrounding shadows. Like wraiths materializing from the darkness, they took shape, their eerie visages reflecting the eldritch power that coursed through them.
The familiars appeared as crouching, bent shadowy, cat-like in their movements, creatures. The impish long limbed forms, pulsing with eldritch light. Seemingly made of coalescing smoke, thick like burnt scentless rubber vapors, and void-like spaces. That bore glowing embers floating among the motes of starlight in the not entirely real substance. Chain-like tails, claws, and spines, the winged Gaunts stalked forward, their more shadow than substance forms, gaining substance.
Thin, and black, with bat-like wings and a long, spiny tail. They have no facial features, and their skin is smooth and rubbery.. With a final word, Mr. Kind stood as a master of the creatures forming around him, his ambitions soon to be realized with the aid of King Paimon's familiars.
"He can bestow dignitaries and provide familiars against enemies while binding anyone resisting him in his own chains." Daily kind smiles as he speaks.
Extended DescriptionThe first King of Hell that Mr. Kind bargains with is Paimon. Paimon is known as a powerful entity who holds vast knowledge and abilities. He teaches all arts, philosophy, and sciences, unveiling secret truths and mysteries of the Earth, wind, and water. Paimon can reveal the depths of the mind and answer any inquiry the conjurer desires. Furthermore, he grants good familiars, bestows dignities, and binds individuals to the conjurer's will.
In the Abramelin tradition, Paimon's powers are extensive. They include foreknowledge of past and future events, dispelling doubts, summoning spirits, inducing visions, summoning and dismissing servant spirits, temporarily reanimating the deceased, flying, enduring underwater indefinitely, and the general ability to manifest various objects and people, even armor, as commanded by the magician.
Exert your Mind and spend an Action. You must actively and obviously use The seal of Paimon to activate this Effect.
Summon a single Non-Sapient, Animate Daemon at your location.
They last for two hours or until they are destroyed.
They are controlled by the GM but will follow any commands you give.
You may have at most one active at a time.
- Initiative: Minions act directly after you in Combat starting the Round after they are summoned.
- Combat: Minions roll 4 dice to dodge, Grapple, or make unarmed Attacks. Their Attacks are melee range and deal +2 Damage.
- Body/Mind: Minions have 3 Body. They automatically fail all Mind resistance rolls.
- Armor: Minions have 1 Armor.
- Movement: Minions can move 35 feet per Round as Free Movement and double that when performing an all-out Sprint. Your minions can fly at their normal movement speed.
- Intelligence: Minions have dog-level intelligence and can speak your language. They cannot actively use Equipment.
- Actions: Any Perception rolls they make have 7 dice. They can lift and haul as though they have 2 Brawn.
- Unusual: Minions are obviously Alien to any observer.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see Creatures of void substance like smoke and fire becomes visible, plus they fucking tickle you, which is weird..
Extended System - When narrating disturbing content, be cognizant of your group's tone and accommodating to those who would like to "fast forward" through the description.
- Your minions may count as additional targeting types based on their flavor. For example: Living, Computer, Creature, etc.