Demits -- Place Spirits
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    Demits are Spirits who are physically and spiritually bound to a specific place; a ruin, tree, spring, grave, etc. They generally won't reply to most requests unless a slametan is sacraficed in their name and offered to them. A slametan is composed of rice, chicken/fish, and flowers). The Demit when they receive the slametan will grant the person one wish, which must be capable of their power, and also can not be used to grant other wishes, or for evil purposes.
    Demit will only attack to defend themselves, and will use their powers only for benevolent purposes. Since the Coming of the Rifts, they have had to defend themselves many times. Many communities are build around a large, old, and/or powerful Demit which will act as the main defender of any such community. Even thought these Spirits can amass considerable power, they still are limited geographically. It is usually these spirits that bind with Psychic Lords, and grant them the range of the abilities of that O.C.C. (see Psychic Lord for details).

Alignment: Always Good or Unprincipled
M.D.C.: 3D6 x 10
Horror Factor: 15, P.P.E. 1D6 x 100
Attributes: Like most energy beings, they generally don't possess attributes in energy form. However, the following apply when in a physical manifestation: I.Q. 3D6+2, M.E. 4D6+6, M.A. 4D6, P.S. Varies with form (see below), P.P. Varies with form (see below), P.E. Varies with form (see below), P.B. 4D6, Spd. Varies with form (see below).
Natural Abilities: Naturally etheral, intangible, invisible, and untouchable as energy beings. (1)In a physical form they can take on the physical structure of what they are occupying. They can turn the structure into an M.D.C. structure (such as a 25 S.D.C. hut turns into a 25 M.D.C. hut and is added to the M.D.C. of the Demit). Those that are in springs or streams are able to traverse the entire length of the water flow, but are physically bound to a certain spot only, which when attacked, can hurt them. Typical physical attributes are zero as the Demit occupies a stationary object. Only those in trees will have the following abilities: P.S. 33, P.P. 22, P.E. 20, Spd. 0, +150 M.D.C. and can use the limbs to entangle and whip opponents. (2) Create Psychic Lord: Each Demit can create a Psychic Lord by linking and fusing with a mortal. Each Demit can create 4D6 Psychic Lords to assist it in protecting the humans, as well as itself. The Demit can strip the abilities from the Psychic Lord at any time without any ill effects to itself.
Combat: 5 attacks per melee per psionics or 3 spell attacks. Bonuses: +6 to save versus magic and all energy attacks do half damage. Note that they are impervious to mind control, possession, horror factor, or illusions
Damage: by psionics or magic.
Magic: All Demit are effectively ley line walkers. They possess the following spell knowledge: banishment, befuddle, blind, carpet of adhesion, energy bold, energy disruption, Eyes of Thoth, hallucination, oracle, heal wounds, locate, memory bank, mute, negate magic, remove curse, lesser paralysis, wind rush, turn dead, and words of truth. In addition, Tree Demit possess 10 spells from levels 1-3 Earth Elemental Magic, Stream/Spring Demit possess 10 spells from levels 1-4 Water Elemental Magic, and Demit in man-made structure get an additional 10 spells from common Wizard spells levels 1-4.
Psionics: Hydrokensis, Pyrokinesis, Telekinesis, Telekinetic Force Field, Psi-Shield, Mind Bolt, Bio-Regeneration, Mind Bond, Mind Wipe, Invisible Haze, Insert Memory, Induce Hallucination, Alter Aura, Astral Transference, Sixth Sense, Psychic Diagnosis, Psychic Surgery, Empathy, Empathic Transmission, Sense Magic, and See Aura. ISP: 2D6 x 100.
OCC and Skills: OCC is effectively a vagabond; possesses 6 technical skills (except hacking) at 8th level with no bonuses.
Habitat: Anywhere in Indonesia
Enemies: None per se
Allies: Humans and it's Psychic Lords
Size: Whatever form it takes on in it's physical manifestation.
Weight: none in energy form, standard normal weight when in physical manifestation.