COSTOS Y GASTOS
ANALISIS DE LA ESTRUCTURA FINANCIERA AÑO 2020
Lemure
When the souls of the
When the souls of the damned reach Hell, theydamned reach Hell, they
transform into shades known as lemures. In this form, transform into shades known as lemures. In this form, they must suffer all the
they must suffer all the excruexcruciating torments Hell offers,ciating torments Hell offers, being torn apart, burned, dismembered, and worse.
being torn apart, burned, dismembered, and worse.
Should this mistreatment destroy them, they return the Should this mistreatment destroy them, they return the next day to begin the process anew. Lemures retain all next day to begin the process anew. Lemures retain all the nasty qualities that won them their places in Hell in the nasty qualities that won them their places in Hell in the first place, and many never repent for what they did.
the first place, and many never repent for what they did.
Indeed, a few commit even worse deeds in Hell, taking Indeed, a few commit even worse deeds in Hell, taking their horrific fate as license to do what they like.
their horrific fate as license to do what they like.
Lemures appear
Lemures appear just as just as they did they did in in life, though alwaylife, though alwayss pale with bruises under their eyes. Over time, Hell pale with bruises under their eyes. Over time, Hell takestakes a toll on their bodies and minds. Their flesh
a toll on their bodies and minds. Their flesh displaydisplayss the torments they have endured, and most gibber and the torments they have endured, and most gibber and whine, cringing from anyone they deem threatening. You whine, cringing from anyone they deem threatening. You can get a general sense of a given lemure’s appearance can get a general sense of a given lemure’s appearance by rolling a d20 and finding the result on
by rolling a d20 and finding the result on thetheLemureLemure Appearance
Appearance table. table.
Most lemures
Most lemures know know the Common the Common TTongue, and ongue, and olderolder ones might recall High Archaic.
ones might recall High Archaic.
LEMURE
LEMURE
DIFFICULTYDIFFICULTY 25 25 Size 1/2 or 1 horrifying spiritSize 1/2 or 1 horrifying spirit
Perception
Perception 6 (–4); darksight 6 (–4); darksight Defense
Defense 13; 13;HealthHealth 30 30 Strength
Strength12 (+2),12 (+2),AgilityAgility 9 (–1), 9 (–1),IntellectIntellect 6 (–4), 6 (–4),WillWill9 (–1)9 (–1) Speed
Speed 4 4 Immune
Immunedamage from cold, disease, fire, and damage from cold, disease, fire, and poison;poison;
gaining Insanity; asleep, diseased,
gaining Insanity; asleep, diseased, fatigued, immobilized,fatigued, immobilized, poisoned, slowed
poisoned, slowed Eternal
Eternal When a When a lemure becomes incapacitatlemure becomes incapacitated, it collapsesed, it collapses into a slick of stinking slime. It re-forms in Hell 24
into a slick of stinking slime. It re-forms in Hell 24 hourshours later with no damage.
later with no damage.
A
ATTATTACK CK OPTIONSOPTIONS
Claws and Teeth
Claws and Teeth (melee) +2 with 1 (melee) +2 with 1 boon (1d6 + 1)boon (1d6 + 1) END OF THE ROUND
END OF THE ROUND
Regeneration
RegenerationIf not incapacitated, the lemure healsIf not incapacitated, the lemure heals 1d6 + 2 damage.
30 30
Malebranche Malebranche
Before following Diabolus into Hell, the
Before following Diabolus into Hell, the malebranchemalebranche were wondrous, beautiful elves, full of life, joy, and were wondrous, beautiful elves, full of life, joy, and laughter. Yet they heard truth in Diabolus’s words and laughter. Yet they heard truth in Diabolus’s words and decided that mortals posed a grave threat to their way of decided that mortals posed a grave threat to their way of living. So when the great fey descended, they followed.
living. So when the great fey descended, they followed.
Hell has
Hell has not been not been kind kind to the to the malebranche malebranche . It. It stripped away their beauty: their joy became hatred, stripped away their beauty: their joy became hatred, their laughter mockery, and they eventually transformed their laughter mockery, and they eventually transformed into the hideous creatures they are now. They take into the hideous creatures they are now. They take their name, which
their name, which means “evil clawmeans “evil claws,” for s,” for the foot-long,the foot-long, twisted talons that extend from the tips of
twisted talons that extend from the tips of their fingers.their fingers.
They have gnarled bodies covered in scales, with horns They have gnarled bodies covered in scales, with horns curling up from their brows and exaggerated facial curling up from their brows and exaggerated facial features—overlarge eyes, noses, mouths, chins, and ears.
features—overlarge eyes, noses, mouths, chins, and ears.
Malebranche speak
Malebranche speak the the Common Common TTongue, ongue, Elvish, andElvish, and High Archaic.
High Archaic.
MALEBRANCHE
MALEBRANCHE
DIFFICULTYDIFFICULTY 100 100 Size 1 horrifying faerie (devil)Size 1 horrifying faerie (devil)
Perception
Perception 14 (+2); darksight 14 (+2); darksight Defense
Defense 15; 15;HealthHealth 66 66 Strength
Strength13 (+3),13 (+3),AgilityAgility 12 (+2), 12 (+2),IntellectIntellect 12 (+2), 12 (+2),WillWill13 (+3)13 (+3) Speed
Speed 12; flier 12; flier Immune
Immunedamage from disease or poison; gaining Insanity;damage from disease or poison; gaining Insanity;
charmed, diseased, poisoned charmed, diseased, poisoned Spell Defense
Spell Defense A malebranche takes half damage from A malebranche takes half damage from spells and makes any challenge roll to resist a spell with spells and makes any challenge roll to resist a spell with 1 boon. A creature attacking a malebranche with a spell 1 boon. A creature attacking a malebranche with a spell makes the attack roll with 1 bane.
makes the attack roll with 1 bane.
Infernal Gift
Infernal Gift A malebranche can bestow infernal gifts. A malebranche can bestow infernal gifts.
Iron Vulnerability
Iron Vulnerability A malebranche is impaired while in A malebranche is impaired while in contact with iron.
contact with iron.
ATTACK OPTIONS ATTACK OPTIONS
Claws
Claws (melee) +3 with 2 boons (3d6) (melee) +3 with 2 boons (3d6) SPECIAL
SPECIAL AATTATTACKSCKS
Two Attacks
Two Attacks The malebranche uses an action to attack two The malebranche uses an action to attack two different targets with its claws. Each attack deals 2d6 different targets with its claws. Each attack deals 2d6 damage.
damage.
Corrupt
Corrupt The malebranche uses an action, or a triggered The malebranche uses an action, or a triggered action on its turn, to make an Intellect attack roll against action on its turn, to make an Intellect attack roll against the Will of one target creature it can see within short the Will of one target creature it can see within short range. On a success, the target gains 1 Corruption and range. On a success, the target gains 1 Corruption and becomes compelled for 1 round. On a
becomes compelled for 1 round. On a failure, the targetfailure, the target becomes immune to this malebranche’s Corrupt attack becomes immune to this malebranche’s Corrupt attack until it completes a rest.
until it completes a rest.
Seraphim Seraphim
Curling and writhing in the roiling flames of the Unsun, Curling and writhing in the roiling flames of the Unsun, the seraphim appear as whip-like tendrils of fire with the seraphim appear as whip-like tendrils of fire with white burning eyes. Hatred burn
white burning eyes. Hatred burns hot s hot in their hearts andin their hearts and rages in flames around them as they fly. When seraphim rages in flames around them as they fly. When seraphim escape the inferno that birthed them, they ripple
escape the inferno that birthed them, they ripple
through the air, driven by some unholy impulse to burn through the air, driven by some unholy impulse to burn everything to ash.
everything to ash.
SERAPHIM
SERAPHIM
DIFFICULTYDIFFICULTY 50 50 Size 2 frightening faerie (devil)Size 2 frightening faerie (devil)
Perception
Perception 12 (+2); shadowsight 12 (+2); shadowsight Defense
Defense 16; 16;HealthHealth 34 34 Strength
Strength14 (+4),14 (+4),AgilityAgility 14 (+4), 14 (+4),IntellectIntellect 8 (–2), 8 (–2),WillWill13 (+3)13 (+3) Speed
Speed 14; flier 14; flier
Immune
Immunedamage from disease, fire, poison; gainingdamage from disease, fire, poison; gaining Insanity; charmed, diseased,
Insanity; charmed, diseased, poisonedpoisoned Spell Defense
Spell Defense A A seraphim takes half damage from spellsseraphim takes half damage from spells and makes any challenge roll to
and makes any challenge roll to resist a spell with 1 resist a spell with 1 boon.boon.
A creature attacking a seraphim with a spell makes the A creature attacking a seraphim with a spell makes the attack roll with 1 bane.
attack roll with 1 bane.
Fiery Mantle
Fiery Mantle A seraphim blazes brightly, shedding light out A seraphim blazes brightly, shedding light out to 10 yards around it.
to 10 yards around it.
Trailing Flame
Trailing Flame When a seraphim moves, it When a seraphim moves, it fills each 2-yardfills each 2-yard space it leaves with fire that lasts until the end of the space it leaves with fire that lasts until the end of the round. The flames heavily obscure their space. Any round. The flames heavily obscure their space. Any creature in that space or that enters it takes 2d6 damage creature in that space or that enters it takes 2d6 damage from the flames.
from the flames.
Iron Vulnerability
Iron Vulnerability A seraphim is impaired while in contact A seraphim is impaired while in contact with iron.
with iron.
ATTACK OPTIONS ATTACK OPTIONS
Fangs
Fangs (melee) +4 with 2 boons (2d6 plus 1d6 from fire plus (melee) +4 with 2 boons (2d6 plus 1d6 from fire plus Flare on attack roll 20+)
Flare on attack roll 20+) Flare
Flare A sighted creature must get a success on an Agility A sighted creature must get a success on an Agility challenge roll or become blinded for 1 round.
challenge roll or become blinded for 1 round.
END OF THE ROUND END OF THE ROUND
Punishing Heat
Punishing HeatWaves of heat roll Waves of heat roll off the seraphim’s body.off the seraphim’s body.
Each creature within short range of it must get a success Each creature within short range of it must get a success on a Strength challenge roll or take 1d6 damage. If the on a Strength challenge roll or take 1d6 damage. If the total of the roll is 0 or less, the creature also becomes total of the roll is 0 or less, the creature also becomes fatigued for 1 minute.
fatigued for 1 minute.
Shedim Shedim
The shedim follow the
The shedim follow the lemures in Hell, shadowing theirlemures in Hell, shadowing their movements and dragging off stragglers to brutalize movements and dragging off stragglers to brutalize without interfer
without interference. The few who ence. The few who manage to escapemanage to escape into the mortal world are drawn to cemeteries, where into the mortal world are drawn to cemeteries, where they prey on the grieving and bereft, luring them into the they prey on the grieving and bereft, luring them into the gloomy places with piteous sobbing.
gloomy places with piteous sobbing.
Shedim ha
Shedim have ve humanoid shapes humanoid shapes and and coarse, pebblycoarse, pebbly,, gray skin. Wide, idiotic grins split their ugly faces, and gray skin. Wide, idiotic grins split their ugly faces, and they love to touch and paw at their victims before pulling they love to touch and paw at their victims before pulling them apart with the
them apart with the rooster clawrooster claws they have in place ofs they have in place of feet.
feet.
SHEDIM
SHEDIM
DIFFICULTYDIFFICULTY 25 25 Size 1 horrifying faerie (devil)Size 1 horrifying faerie (devil)
Perception
Perception 12 (+2); darksight 12 (+2); darksight Defense
Defense 13; 13;HealthHealth 21 21 Strength
Strength11 (+1),11 (+1),AgilityAgility 11 (+1), 11 (+1),IntellectIntellect 8 (–2), 8 (–2),WillWill11 (+1)11 (+1) Speed
Speed 8 8 Immune
Immunedamage from disease or poison; gaining Insanity;damage from disease or poison; gaining Insanity;
charmed, diseased, poisoned charmed, diseased, poisoned Spell Defense
Spell Defense A shedim takes half damage from spells and A shedim takes half damage from spells and makes any challenge roll to resist a spell with 1 boon.
makes any challenge roll to resist a spell with 1 boon.
A creature attacking a shedim with a spell makes the A creature attacking a shedim with a spell makes the attack roll with 1 bane.
attack roll with 1 bane.
Sneaky
Sneaky A shedim attempting to hide or move silently A shedim attempting to hide or move silently makes the Agility challenge roll with 1
makes the Agility challenge roll with 1 boon.boon.
Iron Vulnerability
Iron Vulnerability A shedim is impaired while in contact A shedim is impaired while in contact with iron.
Maddening SobsA shedim uses an action, or a triggeredA shedim uses an action, or a triggered action on its turn, to make a Will attack roll against the action on its turn, to make a Will attack roll against the Intellect of one target creature within medium range that Intellect of one target creature within medium range that can hear it. On a success, the target gains 1 Insanity and can hear it. On a success, the target gains 1 Insanity and is moved up to its Speed toward the shedim. On a failure, is moved up to its Speed toward the shedim. On a failure, the creature is immune to the Maddening Sobs of all the creature is immune to the Maddening Sobs of all shedim until it completes a rest.
shedim until it completes a rest.
Termagant Termagant
When the hunger for vengeance becomes too great to When the hunger for vengeance becomes too great to endure, mortals, with the right spells, can call forth a endure, mortals, with the right spells, can call forth a termagan
termagant to settle t to settle accounts. Once loosed into the world,accounts. Once loosed into the world, termagan
termagants let ts let nothing stop them in nothing stop them in pursuit of the preypursuit of the prey they were summoned to kill. They carve a bloody path they were summoned to kill. They carve a bloody path through any obstacle, leaving tra
through any obstacle, leaving trails of ils of the dead behindthe dead behind them. The more mayhem they create the better, for the them. The more mayhem they create the better, for the mounting deaths stoke the flames of
mounting deaths stoke the flames of hate and demandshate and demands for further revenge.
for further revenge.
T
Termagants ermagants appear appear somewhat somewhat human, human, though though theirtheir arms end in long
arms end in long blades made from bone, and spursblades made from bone, and spurs break their skin, on which they hang
break their skin, on which they hang the blackenedthe blackened
trophies snipped from their victims’ bodies. The trophies snipped from their victims’ bodies. The devils’ mouths always hang open as if screaming, and devils’ mouths always hang open as if screaming, and squirming maggots gorge themselves on their eyes.
squirming maggots gorge themselves on their eyes.
TERMAGANT
TERMAGANT
DIFFICULTY 250DIFFICULTY 250 Size 1 horrifying faerie (devil)Size 1 horrifying faerie (devil)
Perception
Perception 18 (+8); truesight 18 (+8); truesight Defense
Defense 16; 16;HealthHealth 66 66 Strength
Strength16 (+6),16 (+6),AgilityAgility 16 (+6), 16 (+6),IntellectIntellect 16 (+6), 16 (+6),WillWill16 (+6)16 (+6) Speed
Speed 12 12 Immune
Immunedamage from disease or poison; gaining Insanity;damage from disease or poison; gaining Insanity;
charmed, diseased, poisoned charmed, diseased, poisoned Spell Defense
Spell Defense A termagant takes half damage from spells A termagant takes half damage from spells and makes any challenge roll to resist a spell with 1 boon.
and makes any challenge roll to resist a spell with 1 boon.
A creature attacking a termagant with a spell makes the A creature attacking a termagant with a spell makes the attack roll with 1 bane.
attack roll with 1 bane.
Infernal Surge
Infernal Surge When the termagant takes a turn during a When the termagant takes a turn during a round, it always does so before any other creatures have round, it always does so before any other creatures have a chance to act.
a chance to act.
Iron Vulnerability
Iron Vulnerability A termagant is impaired while in contact A termagant is impaired while in contact with iron.
with iron.
ATTACK OPTIONS ATTACK OPTIONS
Sword Arm
Sword Arm (melee) +6 with 3 boons (5d6 + 2) (melee) +6 with 3 boons (5d6 + 2) SPECIAL
SPECIAL AATTATTACKSCKS
Two Attacks
Two Attacks The termagant uses an action to The termagant uses an action to attack two different targets with its sword arms.
attack two different targets with its sword arms.
Each attack deals 3d6 + 2 damage.
Each attack deals 3d6 + 2 damage.
SPECIAL ACTIONS SPECIAL ACTIONS
Prey
Prey The termagant can use an action, or a The termagant can use an action, or a triggered action on its turn, to choose one target triggered action on its turn, to choose one target
creature it can see and designate that creature creature it can see and designate that creature as its prey. The target remains the termagant’s as its prey. The target remains the termagant’s
prey until the termagant uses this action prey until the termagant uses this action
again, the target becomes incapacitated, or again, the target becomes incapacitated, or the termagant becomes incapacitated. The the termagant becomes incapacitated. The
designated prey cannot become hidden designated prey cannot become hidden from the termagant, and the termagant from the termagant, and the termagant always knows where it can find its pr always knows where it can find its prey.ey.
Finally, the termagant makes attack Finally, the termagant makes attack
rolls against its prey with 1 boon, and rolls against its prey with 1 boon, and its attacks deal 1d6 extra damage to its attacks deal 1d6 extra damage to
its prey.
its prey.
END OF THE ROUND END OF THE ROUND
Regeneration RegenerationIf notIf not
incapacitated, the incapacitated, the termagant heals termagant heals 1d6 + 1 damage.
1d6 + 1 damage.
32 32 32 32
Tormentor Tormentor
Tormentors scourge mortal souls condemned to spend Tormentors scourge mortal souls condemned to spend their afterlife in
their afterlife in Hell. Great hulking things, tormentorsHell. Great hulking things, tormentors stand 9 feet tall and look like morbidly obese humans of stand 9 feet tall and look like morbidly obese humans of indeterminate gender. Their greasy lips pucker around indeterminate gender. Their greasy lips pucker around metal plugs fitted into their mouths, and rows of crooked metal plugs fitted into their mouths, and rows of crooked stitches keep their eyes closed. Slime, blood, and f
stitches keep their eyes closed. Slime, blood, and feceseces blot their soft, moist
blot their soft, moist hides, and parasites slither throughhides, and parasites slither through the filth, feasting on
the filth, feasting on the material. Tthe material. Tormentors do notormentors do not speak, but they understand Elvish and High Archaic.
speak, but they understand Elvish and High Archaic.
TORMENTOR
TORMENTOR
DIFFICULTYDIFFICULTY 100 100 Size 2 horrifying faerie (devil)Size 2 horrifying faerie (devil)
Perception
Perception 11 (+1); truesight 11 (+1); truesight Defense
Defense 9; 9;HealthHealth 80 80 Strength
Strength17 (+7),17 (+7),AgilityAgility 9 (–1), 9 (–1),IntellectIntellect 7 (–3), 7 (–3), Will
Will16 (+6)16 (+6) Speed
Speed 8 8 Immune
Immunedamage from disease and poison; gainingdamage from disease and poison; gaining Insanity; charmed, dazed, diseased, fatigued,
Insanity; charmed, dazed, diseased, fatigued, frightened,frightened, immobilized, poisoned, slowed, stunned
immobilized, poisoned, slowed, stunned Fire Resistance
Fire Resistance A tormentor takes half damage from fire. A tormentor takes half damage from fire.
Spell Defense
Spell Defense A tormentor takes half damage from spells A tormentor takes half damage from spells and makes any challenge roll to resist a spell with 1 boon.
and makes any challenge roll to resist a spell with 1 boon.
A creature attacking a tormentor with a spell makes the A creature attacking a tormentor with a spell makes the attack roll with 1 bane.
attack roll with 1 bane.
Emit Pain
Emit Pain Whenever a creature within short range that is Whenever a creature within short range that is not a devil takes damage, it must get a success on a Will not a devil takes damage, it must get a success on a Will
Emit Pain Whenever a creature within short range that is Whenever a creature within short range that is not a devil takes damage, it must get a success on a Will not a devil takes damage, it must get a success on a Will