My Demons of Light Fate Core RPG is starting to come together at last. I have 40 classes so far, most of which are fully written. I’m still working on nailing everything down. Right now I’m designing a very detailed healing and herbalism system based on medieval misconceptions about medicine. You’re just as likely to kill the patient as cure them if you’re not careful. It turns a boring support class into a tense life-and-death mini-game every time you need to heal up. I’ve tested the system out in D&D 5E and the player running the doctor had a blast (especially making all the other players nervous).
So I posted the Saint Butcher class a few days back. Here’s the next logical step:
The Devil Butcher
You perform dangerous work and offer extremely specialized services to the most elite and wealthy customers. True saints aren’t the only ones who infuse their own flesh with power. Fallen and false saints leave evil relics behind when they die and when the greatest devils possess mortal bodies they often do the same. The way this usually happens is they wait until the possession is almost over, place a horrific curse on a portion of their host’s body and rip it off just before departing. There are those who desire these unholy relics and you are in the business of satisfying that desire in return for large amounts of money and no questions asked. Note: A false saint’s corpse can produce a number of cursed relics equal to half the number of tainted Spiritual Attainments they had in life.
- Permissions: An aspect reflecting your trade in evil relics, the Saint Butcher class, Infernal Sight, and The Stench of Evil.
- Costs: 1 Refresh, Stunts and Powers.
- Retribution: Your clientele are the most wealthy and dangerous members of high society, and all of them have the resources to have you killed a hundred different ways if necessary. They often take steps to hide their identity from you, acting through intermediaries and couriers so that both of you have more piece of mind, but you are still selling them illegal and blasphemous objects and they will protect themselves if you become a threat. Selling to actual sorcerers is even worse, because they have supernatural means of exacting vengeance.
- Class Abilities:
- Fool me Twice: You are extremely cautious around your own merchandise and with good reason. Your paranoia means you always keep your guard up, giving you +2 to any defense roll against an evil relic.
- Cursed Flesh Broker: Your familiarity with specialized black markets gives you +2 to all Contact rolls when selling or transporting evil relics.
- Discount Cursed Relics [-1]: You have +2 on all Resources checks to buy evil relics because you always know who to talk to and being in the same business you can usually negotiate a good deal.
- Supernatural Powers:
- Devil Eyes [-1]: Your infernal sight improves, you gain +2 to Notice supernatural evil.
- The Malodorous Reek of Hell [-1]: Your senses become more attuned to foul and tainted spiritual energy, you get +2 to Investigate when tracking evil things by their scent.
This work is based on Fate Core System and Fate Accelerated Edition (found at http://www.faterpg.com/), products of Evil Hat Productions, LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Valentine, Fred Hicks, and Rob Donoghue, and licensed for our use under the Creative Commons Attribution 3.0 Unported license (http://creativecommons.org/licenses/by/3.0/).