Demonic life so so toxic to the living world that all demons have this aura (though some learn to suppress it).
The Most basic aura is listed below, more damage or range would increase the cost.
Cost: 2
Anyone within 2 meters of you at the beginning of their turn takes 1 burning damage and accumulates 1 rad.
Anyone interacting with the aura or attempting to perceive it receives a -4 to detect it's presence.
Advantage:
Innate Attack (Burning) [5/lvl]
Radiation (adds 1 rad per damage dealt) +100%
No Incendiary [-10%]
- OR -
Innate Attack (Toxic) [4/lvl]
Radiation (Replace Damage with Rads.) +25%
Modifiers:
Emanation -20%
Always On -20%
Extra Plainer Origin -10%
Low Signature +10%
Options:
Area Effect
(2 meters) +50%
(4 meters) +100%
(8 meters) +150%
(16 meters) +200%
Selective +10%
Affects Insubstantial +20%
Cycling
Reduce the rate of damage from 1/second to 1/minute
(1 minute) -50%
(1 hour) -80%
In addition to the Abyssal Aura of Decay many demons have the LifeBane Disadvantage which has the following rules:
You have a supernatural aura of death about you. Grass dies in your footprints and will never grow there again, larger plants wilt instantly in your presence, and insects and other tiny creatures die if they get within a yard of you. Your aura has no effect on animals that weigh more than a few ounces, on very large plants such as trees (but the leaves closest to you might die, and a tree you pass daily for years will eventually be affected), on ordinary life forms controlled by supernatural means (e.g., insect swarms conjured up using magic), or on supernatural entities of any kind.
Lifebane gives -2 on reaction rolls made by anyone in a position to notice it.
If it stems from demonic powers, vampirism, etc., observers get +2 on all rolls to deduce your secret! This trait makes it difficult to use stealth- or invisibility-related abilities outdoors, too: +2 on rolls to locate you in most outdoor environments. It has its side benefits, however. For instance, you need never buy insect repellent!
Radiation threatens high-tech heroes in the form of solar flares, cosmic rays, nuclear accidents, radioactive materials, and lethal weapons (nuclear bombs, particle beams, etc.).
Exposure is measured in rads. The more rads received, the greater the chance of ill effects.
Whenever a character is exposed to radiation, the GM should note both the dose and the date. Each dose diminishes separately from all others; it starts to heal after 30 days, at the rate of 10 rads per day. However, 10% of the original dose never heals (except via ultra-tech, magic, etc.).
Example: A reactor technician spends a day in a “hot” environment and receives a 200-rad dose. After 30 days, that particular dose starts to heal at 10 rads/day. After another 18 days, the remaining dose is 20 rads – 10% of 200 rads – and stops healing.
When a living being accumulates at least 1 rad (but no more than once per day, for continued exposure to a given source), he must make a HT roll.
On the Radiation Effects Table, below, find his current accumulated dose in the “Accumulated Dose” column.
Apply the modifier in the “HT” column to his HT roll. Then roll the dice.
Use the first result in the “Effects” column on a critical success, the second on a success, the third on a failure, and the last on a critical failure.
–: The dose has no obvious effect, but doses continue to accumulate.
A: Radiation burns and chronic “somatic” damage. HT hours after irradiation, suffer 1d of injury and gain Low Pain Threshold for one week (those with High Pain Threshold lose this instead). If you recover, make two more HT rolls with the modifier on the table: one to avoid sterility, the other to avoid gaining the Terminally Ill (1 year) disadvantage. Gain either condition only on a critical failure.
B: Hematopoietic syndrome. As A, but as well, after HT hours you are nauseated (see Irritating Conditions, p. 428) for a further (40 - HT) hours; lose 1d each from DX, IQ, and FP; and acquire the Hemophilia disadvantage. Each day, make a HT roll with the modifier on the table. On a critical success, you heal 2 points each of DX, IQ, and FP; on a success, you recover 1 point of each; on a failure, there is no improvement; and on a critical failure, you lose 1 point of each and are nauseated that day. After recovering all lost DX, IQ, and FP, you no longer suffer from Hemophilia or need to make daily HT rolls.
C: Gastrointestinal syndrome. As B, but in 1d/2 weeks, you also lose all body hair and must make daily HT rolls. On a critical failure, you suffer 1d points of injury; on a failure, 2 points of injury; on a success, 1 point of injury; and on a critical success, injury stops and normal recovery can occur (and hair starts to grow back). Until injury stops, you have Susceptible to Disease -3 (p. 158) and suffer from nausea. If you lose more than 2/3 of your HP to radiation, your teeth and nails start to fall out.
D: Terminal radiation sickness. As C, except HP loss begins in 1d/2 days, and even a critical success won’t stop daily HP loss – it only postpones it for a day. Death is certain.
E: Rapid cerebrovascular death. After one hour, you lose 1d from each of DX, IQ, and FP; take 1d of injury; gain Hemophilia, Low Pain Threshold, and Susceptible to Disease -3; and are nauseated. Make an hourly HT roll. Critical failure means instant death from brain hemorrhage; failure means loss of another 2 points of DX, IQ, and FP, and 2 more points of injury; success means 1 extra point of each; critical success mean no decline that hour.
Other Effects: In addition to these effects, a single dose of 200+ rads causes sterility and blindness for 1d months; a dose of 500+ rads makes it permanent. An accumulated dose of 100+ rads increases the risk of birth defects. Should you become a parent, make a HT roll, at +3 if you are male.
On a failure, the child has some sort of birth defect (GM’s option).
More Information on Radiation can be found here: Radiation.
Iron forged for the purpose of fighting against extra planer creatures, primarially angels, demons, and fey.
The process requires forging in an anti-magic zone and then being blessed in a way that seals the weapon against any other kind of magic.
Hallowed Iron cannot be enchanged beyond the base enchantment to seal it at against magic which also gives a blessing that grants +1 bonus on attack rolls.
Hallowed Iron is anethima to extra dimensional creatures, dealing double damage to angels, demons, and fey.