DEMONS


DEMONS

DEMONS

Demon TYPES
Demons in Sovereign’s Rest come in many forms, allowing players to choose between more traditional demonic appearances or humanoid demons that closely resemble humans.
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Traditional Demons
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Players choosing a traditional demon should decide what type of demon they wish to play and base their character on that lore. Their chosen demon lore, will influence their physical attributes, abilities, weaknesses, and flaws. Traditional demons may possess features such as horns, tails, claws, glowing eyes, wings, unnatural skin tones, or other monstrous traits.​​
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Does not have human form.
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HUMANOID DEMONS
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Humanoid demons appear mostly human, though subtle demonic traits such as black eyes, sharp teeth, unusual markings, or unnatural auras may reveal their true nature. These demons are known for possessing or inhabiting human bodies and often blend into society by hiding among mortals.
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Like vampires, humanoid demons feed from humans, though the source varies depending on the individual demon. Some feed on blood, while others consume emotions, fear, pain, or negative energy.
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Conflict and emotional chaos are especially appealing to many demons, and players may decide what type of energy or substance their demon feeds upon
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This type of demons has a demon form to shift into when they choose.

PHYSICAL ATTRIBUTES & INHERENT ABILITIES
Players can choose their Physical Attributes and Character Accessories (wings, horns etc) from the Race's lore. Basically if it is in the Original lore you can have them. Below are attributes and Cognitive abilities that all Faes have.
DEMON PHYSICAL ATTRIBUTES
HEIGHTENDED SENSES
Demons possess sight- night vision. ​
DEMON STRENGTH
​​Supernatural physical strength far beyond humans.​
DEMON SPEED
Can choose between speed or having Silent Movement - the ability to move with near-perfect stealth, producing little to no sound while walking, running, or repositioning. This allows them to approach or evade others without easily revealing their presence.​​

NATURAL ACCESSORIES
Accessories meaning wings, tails, horns etc are not considered to be extra abilities but natural to the character. Such as the ability to fly. To keep things balanced these accessories are just the basics..claws are just claws. Tails can't lift a house. etc
DEMON inherent Cognitive ability
UNEASE
Demons naturally emit an unsettling presence that can cause nearby individuals to feel unease, discomfort, or anxiety when the demon enters or leaves a room. This effect may be turned on or off at will, though those affected typically will not realize the source of the sudden shift in atmosphere.
TRANFORMING/SHIFTING
Humanoid demons in Sovereign's rest can transform into a demon form or remain in human. It takes two post to shift into a different form.

Players get to choose 1 cognitive ability and 1 primal ability (These abilities must come from the character's original race story.
Below are some suggestions for such abilities.
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KEEP IN MIND
Abilities must come from the character's original race story
Abilities that are on the restricted list are not allowed. If you have any questions, reach out to the Admin. (*See Character Creations Abilities)
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These are in addition to the Physical Attributes and inherent Cognitive abilities.​​
Demon Abilties
SUGGESTIONS
cognitive abilities

MEMORY DISTORTION
Demons with this ability can subtly alter, blur, suppress, or distort short-term memories through mental influence and suggestion. Stronger alterations require greater concentration and should involve OOC consent or a dice roll before use.
Dream walking is the ability to enter, observe, or interact with the dreams of others while they sleep. Angels with this ability may use it to deliver messages, influence visions, or uncover hidden truths within a person’s subconscious mind.
The ability to manipulate perception by creating false images, sounds, or sensory experiences that appear completely real to the target. Angels with this power can distort reality within a limited area, influencing what others see, hear, or feel to conceal truths or guide perception without physically altering the world. Dice roll is necessary for each person to see if they experience the illusion or not. The illusion can last up to 3 posts rounds or 1 post round after the Player has exited.


primal abilities
SUGGESTIONS
7 deadly sins

ANIMAL COMMANDS
Some races share a deep bond with nature, allowing them to call nearby animals for temporary aid. These creatures are not created or controlled by magic, but choose to assist for a short time.
Limits
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Only one large animal may be called at a time.
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Small creatures (birds, rodents, insects, etc.) may arrive in groups of up to 10.
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Animals will not fight to the death and will flee if badly injured, frightened, or overwhelmed.
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The caller cannot fully control the animals; wild creatures may act unpredictably.
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Concentration is required to maintain the bond.
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A dice roll is required when commanding animals to attack or perform difficult tasks.
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Only animals native to the current environment or region may be called.
Shadow Manipulation

SHADOW MANIPULATION
This is used by darker-aligned races to manipulate existing shadows, to obscure areas, conceal themselves, or create unsettling visual distortions.
This ability acts as camouflage rather than true invisibility and does not hide sound, scent, movement, or physical presence.
Limits
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Shadows must already be present; bright light or direct sunlight weakens or prevents the ability.
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Concentration is required. Injury, distraction, or exhaustion may cause the effect to fail.
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After three rounds of use, the character becomes fatigued and the shadows may become unstable or fade.
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Using this ability to spy on others requires a dice roll and/or OOC consent.
telekinsis

TELEKINSIS
The ability to move or manipulate small objects without physically touching them. Stronger uses require focus and quickly drain energy. A person can lift their body weight.
ELEMENTAL POWERS

A player may choose one elemental affinity as their Primal Power:
Air
Earth
Water
Fire
LIMITS
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Elemental users may control their chosen element in moderate ways, such as creating gusts of wind, shaping small amounts of earth, manipulating nearby water, or summoning controlled flames. Due to the island's influence, these powers are weakened and must remain reasonable.
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Large-scale effects such as tornadoes, wildfires, earthquakes, tsunamis, or other catastrophic destruction are not allowed.
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Elemental abilities are physically exhausting. After three post rounds, the character begins to experience fatigue, slower reactions, and reduced control. Continued overuse may cause the power to fail entirely until the character has rested.
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Players are expected to roleplay exhaustion fairly and avoid treating elemental abilities as unlimited or unstoppable.

Demon flaws
Flaws are part of all races and should always be played on. In Sovereign's Rest Players take on the flaws original lore flaws, the inherent flaws, and then choose 1 or more flaws.
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Original Lore Flaws
These are built into the race's lore (sunlight can kill a vampire) The written flaws must be used unless otherwise stated on this website. Feel free to reach out to an admin with questions about this.
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Inherent Flaws
These are Flaws that we wrote into our Sim story and are part of the lore. They may or may not be part of the races original lore but we have added them to help balance out power and all races in Sovereign's rest have them. (*See Flaws in Character Creation for more details)
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Players Choice
Players will pick at least 1 more flaw.
(There are no limits on the flaws characters can have) We have listed some suggestions based on lores that you can choose from or pick your own. (See Character Creation Abilities and Flaws for more Information on this)
ADDICTION TO CHAOS
Drawn to conflict, drama, or emotional turmoil, which can cloud judgment. Loves to cause chaos whenever they can. (IC drama only)
OBSESSION WITH HUMANS
Demons with this flaw develop an intense fixation on humans, often becoming overly curious, emotionally attached, or distracted by their behavior and lives. This obsession can cloud judgment, interfere with duties, and lead to impulsive or unsafe decisions. In some cases they simply want a human as a pet.
Underestimation of other races due to superiority complex.
Players choose 1 of the seven deadly sins to have as a weakness. ( you can choose more)
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GREED - addiction to material things such as coin and jewelry
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LUST - addiction to sex
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ENVY - jealous over the simpliest things
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WRAITH -anger (losing temper very easily)
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SLOTH -Lazy
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GLUTTON - when offered food or different things you simply can't get enough. Sharing isn't really a thing for you.
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PRIDE
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If you choose this flaw, players should act on the sin when it presents itself. It should cause issues for the demon.
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Example: Sitting down at the table for a banquet and eating so much you are taking off others plates.
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