Bit more about Hades, the new book even has some reasonably detailed maps. What I didn't know is that Hades was created 100,000 or so years ago as a dark mirror to the Palladium fantasy world. There are some differences owing to time, alteration of the landscape by inhabitants and the perpetual twilight removing most plants. The biggest difference is "the elements of fire and water were switched" all the oceans, rivers and lakes of Palladium are substituted with magma, while water (which the demons have no use for) can be found only in lakes inside the caldera of mountains that are volcanoes in Palladium.
So there's one smaller northen desert continent, Taut, nominally ruled by the Gargoyle Clans and generally home to most of the subdemon set. Across a magma channel (which doesn't exist in Palladium, one of those differences I mentioned) is the large Southern continent where the Demon Lords make their homes. There's also a Western sub-continent, seperated from the Southern by impressive mountain ranges, to which the Demon Lords banish annoying and useless minions.
Well, my apologies, I did say I'd get to the Demon Lords this time out. Yet, there are more of them then there were Yama Kings, too many for me to cover in one sitting. And as long as I'm breaking it up, it seems prudent to first discuss what a Demon Lord
is. In theory, any Greater Demon with some followers could carve out a bubble kingdom in Hades, get some cults started on other planes and be acclaimed a Lord by his followers, but that would be a meaningless title. A true Demon or Deevil Lord is, for all intents and purposes, an evil god as defined in the Palladium system. So what does that mean, besides having lots of cultists? Well, I'm glad you asked, here's what it takes to be a God (good, bad, or indifferent) in the Megaverse.
A God (or Demon/Deevil Lord) is far more than a supernatural creature, a living thing infused with generous amounts of magic. A god is made of magical energy, in much the same way you are made of cells. They do form a physical body to anchor their energy and keep it from dispersing, this is called their Primal Manifestation and is their sole vulnerability. Destroy their Primal Manifestation, (which will have thousands or tens of thousands of MDC) and the God will discorporate, effectively die. They can be resurrected, after 2-8 years of near constant prayer and sacrifice by their cultists, or in a week tops of effort by their fellows, which is why most gods run with a Pantheon. Demon Lords, as a rule, can't rely on their peers and rivals choosing to revive them. Whatever deals or arrangements are made are still subject to betrayal when one of the parties is at their weakest, and there's all sorts of advantage to be had in one of the 14 Demon Lords being absent for several years. Gods are technically immortal in that they don't age, aren't subject to disease or death by natural causes, but as you can see can be destroyed by violence and will stay dead if all their worshippers/cultists are destroyed or fail to perform the appropriate intensive rituals.
Gods' ability to sense magic is an order of magnitude more powerful and sensitive than lesser beings, it is simply impossible for any mage, psychic, supernatural being, magic item, PPE battery, active worshipper or fellow god (barring this one power) to conceal their true nature from a God, no matter what spell, power or trick they employ. Likewise they can sense rifts, portals and dimensional disturbances at a range of 6 miles. God's can see through the senses of their minions and worshippers/cultists, even simuletaneously through the senses of all their minions of a single planet or plane, though in that case they consciously take in very little, instead looking for obvious signs of trouble or a particular person or thing. They also have a power called Dimension Hole, where they create a portal that lasts only an instant and will allow passage only to them. Effectively, it's a dimensional teleport except with zero chance of failure (even the best dimensional teleport power has a 2% chance, like every skill) and one that cannot be blocked, redirected or futzed with in any way.
Because Gods (and Demon and Deevil Lords, look, is it okay if I just use Gods as a shorthand from here on out?) are magic with a small portion of flesh, they can change the size of their Primal Manifestation without apparent limit to how small or big they can get. They do this instantly and automatically when dimension traveling to appear on the same scale as the locals (whn in Jotunheim, be giant-sized or be ignored and squashed.) Doing it normally takes several seconds to a couple of minutes.
Gods mooch PPE off of their worshippers, and when animal or human sacrifices are done in that God's name he gets the burst of PPE from their death. The weakest God regains 160 PPE an hour. They usually delegate to priests, who conduct services and act as the God's primary agents on a given world, receiving spells and a tiny bit of PPE from their patron, who might also sometimes lend them a Deific Power or provide a miracle. If a God becomes desperate, he can rescind those powers and tap all his worshippers and minions for PPE, yieldings hundreds or thousands. Or order special vigils and sacrifices for tens of thousands of PPE.
Gods tend to high stats, and particularly profit from high charisma. One effect of divinity is that people are going to be more easily impressed by a God, especially if he demonstrates a feat of considerable strength, speed, skill, or intellect. It's an effect all of it's own, you can watch a hulking alien lift a huge rock, and you may be mildly impressed. A moment later a God lifts that same rock and, in spite of all reason, you are left with a lifelong impression of "geez, that one's strong. Better not piss him off." Same thing if a God does something reasonably clever, and becomes recognized by everyone as the greatest genius of all time, nay, the very source of all wisdom.
Gods also get to choose 6 divine attributes, from the same list as demigods and godlings (who get 1 and 3, respectively.) They can take the same thing multiple times, particularly the stat-boosting ones, but also things that give you a choice of powers. Here's a refresher.
Rifts thread, pg 8 wrote:Turn Invisible at-will.
Super Strong
Super Tough
Super Swift
Shapeshifting- to animal, once per day per level. No monsters or magical creatures.
Energy Blast
Energy Aura- personal forcefield, not much improvement on Armor of Ithan, for a god.
Fly
Impervious to one of the following: fire, cold, lightning, energy weapons, poison/disease and mind control/possesion.
Super Psionics- character has all powers from any two lesser disciplines (healing, sensitive, physical) or all powers from one lesser discipline and 5 super powers, OR is a Burster.
Magic- character knows all level appropriate spells and has all powers from: the standard (LLW) list. a Warlock list (just of the elements) Shifter, Mystic, or Necromancer. The last is only available to evil Gods and Godlings.
In case this wasn't broken enough we have Deific Powers, the true power of a God. Now the vast majority of Gods, Demon & Deevil Lords will have all of these powers, a small majority will only have most. Even so, it's going to be easier for me to just explain which of these powers a given Demon Lord
doesn't have. Now all of these abilities require at least a hundred PPE, some run into the thousands, but since Gods have tons of PPE to throw around, some require a bit more, a Body Investment, essentially cast from hitpoints. There are four levels of Investment: Token (10% of MDC) Severe (50%) Consumed (all but 10-60 MDC) and Anihilated (total sacrifice of Primal Manifestation.) Gods as a rule aren't big into self-sacrifice, Demon Lords less so, so the most costly of Deific Powers are usually saved for most dire need.
Demon & Deevil Lords, with a few exceptions, have to use double the PPE for these powers and their Body Investment comes in two flavors: Severe and Anihilated, each category consuming the one preceding it. At least Powers that don't involve an Investment still don't. Anyways, the Lords have long-since devised a workaround, sacrificing minions! Is there any problem it can't solve? That said, only Greater Demons work as sacrifices for this, and never less than 3 of them for one power, so the Demon Lords will lose minions that are actually somewhat valuable, and all the PPE still has to come from them. So Demon & Deevil Lords as a rule bother less with Deific Powers, as they're just more costly in effort, time, and frequently in minions than they are for the Gods of Light.
But enough about that, you want to know what powers might be worth such a price. Observe. Body Investment where relevant summarized as a T, S, C, or A. EDIT: added N/A for clarity.
Alter Primal Manifestation- C. Permanently change Primal Manifestation, add functional wings or tentacles, or molten blood, acid spit, etc. Become a God of surpassing beauty or Lovecraftian horror.
Banish- N/A. Cast a sentient being of any kind out of this plane (unless their native one) and keep them out for 1-6 centuries, or until you decide to give them a break.
Deific Regeneration- N/A. Cure all diseases, mend broken bones, wounds and burns without scarring, heal up to 1,000 MDC. Also takes care of hunger and fatigue. Doesn't regenerate limbs or restore the dead.
Primal Deific Regeneration- N/A. Heals ALL hitpoints/MDC, restores half normal PPE and ISP, regenerates limbs.
Call Angel/Demon- N/A. Instantly summon any specific demon or angel that serves that God, or a random member of any specified type.
Consume PPE- S. Drain up to 10% of the God's normal PPE capacity from a ley line or nexus. This can be used by the God normally, or infused into a different place. The Demon Lords of Hades do this as a matter of routine, siphoning off PPE from their rivals' ley lines to reinforce their own.
Control Tectonics- S. Seize control of the great tectonic plates for a day to ease geologic instability, or cause it. Create or mitigate earthquakes and volcanoes.
Localized Control Weather- N/A. Control weather for a 40 mile, 64 km, radius. Create fog almost instantly, thunderstorms with lightning that strikes where you want in 5 minutes, tornadoes in 10 minutes, 15 for torrential, flooding rain. Only one effect per use of this power.
Deific Portal- S. Create a permanent portal between two dimensions. Can only be closed by another God, who must use twice the PPE it took to make the portal and a Severe Investment of his own.
Create Minion- S. The power to create life, with a form of your imagining and any natural abilities that would result. E.g. If you give something eyes modeled on a cat's it will have good nightvision, or an MDC armored shell will make it tough. You can also give it exceptional ability with 2 stats of your choosing, 2 of your own natural abilities or divine attributes, any 2 spells you know as magic abilities it can use twice a day, and if you're a psychic kind of god, you can give it up to 4 of your psychic powers. Of course, you'll have to do this at least twice to get a breeding pair, more for a sustainable population.
Deific Curse: Immortality- N/A. Make someone immortal. "But Ahriman," you say "How's that a curse?" Simple. You can never die, no matter how old you get, no matter how injured, how hungry or thirsty. How long until you can't even move? How long until you're thrown in a shallow grave, or vivesected in a lab for the secret of your continued existence? How long until age takes your mind til you can't recall your own name, only that you are cursed, that X God did it, and what you did to deserve it. Who wants to live forever?
Deific Curse: God-Blind- T. Strike someone blind, so all they can see, at all times, is the image of the God they've offended. Lasts until death, the God taking pity, or some other God trying to remove it.
Deific Curse: Pox- T. The power of a God (or Lord, they use it more often) to create a customized disease with symptoms, incubation period, vectors, and mortality rate of their choosing. They can even make it bacterial or viral, requiring a host to survive or capable of coming back years or decades down the line. The Pox can instantly bel ifted by the God whenever they want, and will harm no one they choose to spare.
Deific Curse: Pestilence- T. Blight the land so no crops will grow, the animals will be sickly and all their young stillborn. Line-of-sight effect (which means something different for a God who can see through all his followers) and lasts "one growing season."
Dispel Deific Power- N/A. Sometimes Gods can counter each other's works. Particularly to lift a Deific Curse of Banishment, or wrest control of the earth and weather. Then again, sometimes it doesn't work, and succeed or fail, the God who caused the effect will know it was tried, and by whom.
Display Deific Omen- N/A. Send dreams, visions and other omens, including rumbles of thunder, strange colored-sky, auroras, flights of birds, and floating personal symbols to express your approval or lack therof with your worshippers.
Forge Holy/Rune Weapon- N/A. make a weapon that is lighter, indestructible, does extra damage and has 1-4 special powers depending how much PPE the God wants to burn on this project. Can imbue an existing weapon with these qualities even without taking it from the owner's hand. Even though it costs a pittance of energy, Holy and Rune Weapons are some of the only things Gods and other players at their level are vulnerable to, so they're very careful about handing them out.
The Godblaze- A. The weapon of last resort, when a God burns up their primal manifestation to throw all of themselves at their enemy in an energy bolt more potent than thousands of nukes that doesn't miss. This attack will one-shot anything short of the Old Ones, and if used against a God will disintegrate him without touching one blade of grass around him. Against a less tough opponent, the blast will look like this: 1
million MDC for a 100 foot radius, then 5,000-30,000 MDC for 100 feet past that, up to 300 feet away you get 300-1800 MDC damage, and 1300 feet away from the target sees 20-120 MDC. If you're on the edge, you might have time for a forcefield effect or to teleport out. The only way to contain the blast is for a God to take the hit.
Greater Demonic Metamorphosis- N/A. Turn someone into a lesser or sub-demon (or the Deevil equivalents or even one Greater Deevil, the Arch-Fiend) with the strength and all the powers, but not the MDC. No expiration date, cannot be countered by other Gods, only the one who caused the transformation can reverse it. Usually used to reward cultists, less so since they started just turning them into Demonic Mortals. But every so often it amuses the Lords of the Pit to make an ordinary man, or champion of good, into a demon and watch them freak out and maybe be killed by their friends.
Hellfire Blasts-T. Spam 16 bolts of hellfire that always hit (unless a critical save) and do 100-400 MD, half that if the target is resistant or immune to fire. Strictly line of sight, but once again can be fired through cultists or minor demons.
Manifestation-T. Create another Manifestation, or avatar, allowing the God to be in two places at once. The secondary manifestation has only half the powers and MDC of the original, and can only see through the eyes of minions and worshippers on the same plane he's on. Only two duplicates can be operated at once.
Deific Resurrection- N/A. Restore the dead, even if they were reduced to ashes. All wounds repaired, lost limbs restored. Only penalty is they come back with very little PPE, and 10% of their PPE base is permanently sacrificed.
Mobile Sphere of Destruction- T. Conjure a black sphere the size of a baseball that flies at 220 mph and is guided by the God's mind. Each time it hits it does 20-80 MD and shocks the target even through insulated power armor, causing him to lose one attack next turn. This effect accumulates. Held stationary against a tough object, the sphere will slowly burn through, doing 15 MD every five seconds.
Transmutation- T. Gods can turn base metals into gold, but also wood, stone, pottery, glass or any other metal. In fact, they can turn any of these things into any other, and even turn living things to one of these. This "freezes" the creature so from it's perspective no time will have passed between it's transmutation and it's reversal. If they get broken, in the other form, they will return injured or dead, a small obstacle for a God. Any God can reverse Transmutation by using Transmutation, it's the one counter to a God's power he won't be immediately aware of.
Weaponwright- N/A. Enchant a weapon (even firearms, energy weapons and artillery) so it does double, or triple for a bit more PPE, damage to a class of creature. The class is determined by the God and can be as broad ("carbon-based life") or narrow ("the elves of the Llanovar forest descended from Illithan") as they like. Likewise as useful ("supernatural evil") or silly ("southpaws" "people named Bob") as the God likes.