Agrippas

By Moe Lane

**Flaming
Feather**

Corporeal Forces: 1
Strength: 3
Agility: 1
Ethereal Forces: 2
Intelligence: 5
Precision: 3
Celestial Forces: 2
Will: 6
Perception: 2

Skills: Alchemy/1, Enchantment/1, Lying/3, Necromancy/1 Sorcerous Skills: Banish/1, Command/1, Exorcism/1, Focus/1, Summon/2

Rituals: Banish/1, Suggest/1, Exorcise/1, Protective Ward/1, Sacrifice for Essence/1, Store Essence/1, Summon Random Ethereal Spirit/1, Summon Demonling/1

Features: Unbreakable. Also, all Agrippas start play with the ability to 'speak' one language at level/3. A more experienced Agrippa will have an extra 10 to 20 points, usually divided among rituals, skills and Ethereal Songs. Very few of them will ever have more than six Forces. Note that Agrippas cannot actually perform Sorcery - but they can teach any ritual or skill that they know.

They cannot be bought with character points: Kronos never makes them servants to the Sorcerers that he 'gifts' them to. It's widely considered (by the Agrippas, at least) to be the only mercy that the Prince of Fate exhibits in the situation...

These living artifacts have a long and infamous history: they are the basis for the legends of evil magicians' diabolical, malevolent grimoires with an unholy life of their own. Which is fair enough, because when it comes down to it, that's precisely what they are.

An Agrippa starts out existence as a demonling who was unlucky enough to get within either Hatiphas' or Kronos' reach at just the wrong moment. Said demonling is stripped of all 'irrelevant' skills, force-fed the desired Sorcerous knowledge, bound into an book and handed off to a neophyte Sorcerer. The new Agrippa is expected to tutor his new 'master' in the basics of Sorcery, not to mention encourage - or induce - the usual behavior patterns that Kronos deems appropriate, such as megalomania, callousness and a complete lack of physical and social hygiene.

Very few Agrippas enjoy the experience: these are not happy little balls of sentient malevolence. They can't actually use most of their skills, aren't precisely mobile and have very little in the way of company. Worse and worse, most Agrippas quickly realize that, short of absolutely stellar work, the best that they can hope for is to be eventually broken up and their Ethereal Forces used to augment the power of Fate's real Servitors. Unfortunately, there isn't much that they can do about it, except try to pick up whatever scraps of power that they can memorize and hope that they can eventually either justify their continued existence, intact and unbound - or else find a secure bolt hole. Most fail: the few that succeed tend to be some of Kronos' best demons, as they invariably combine a well-honed ability at manipulation with a loathing towards humans that make Servitors of Death look like Novalines...

**Flaming
Feather**

Back to the INC Mainpage.
Back to the Artifacts page.

Send mail to the Curator