The Line of Marbas

Marbatian Demons are a Mythic Era Line of demon known for their embracing of demonic energy and power but commitment to maintaining humanity. They are deeply connected to the central Demonic Essence and the Magical World in general and that created their clan magick, Visfigura, a magick of alteration, force, and restoration. They tend to look humanoid but they develop light aqua to light queen shades of skin and get bright white, bright green, or bright blue eyes. Up until the mid 600s the Marbatians were the Spiritual Leaders of the Unbound but following the Disputation and Antoinetta seizing control they all collectively left the Unbound. In Modern Nights Marbatians, similar to quite a lot of other bloodlines, are seen as a Drifter Clan and it's members tend to be in the Tower, the Gypsies, or the Diabol.

## Lineage

The Marbatians descend from Marbas, a disciple of Judas and allegedly the brother of Asmodeus. Asmodeus was a great Barbarian King in Zion and Marbas also ruled a large kingdom but he ruled it very differently. Marbas was apparently wise and magic adept. It is theorized that the Asmodai and the Marbatians were created like opposites both embracing demonic nature; the Asmodai embracing the Beast and Predatory Nature while the Marbatians embraced the Essence and Magical Nature. Despite this difference, the Asmodai and Marbatians share a Lesser Magick in Magiafigura and oddly enough, the Marbatians are one of the few bloodlines that the Asmodai even consider vaguely equal to them. The status of Marbas is semi-unknown but archives from Demonic Historians throughout time believe him to be one of the ancients that is fighting the War of the Ancients in the mystical and abandoned continent of Canaan.

## Internal Structure

The Marbatians were once a greatly organized clan dating back to Julia and persisting onto the Late Medieval Era/Renaissance. It was known that their Patriae was in Caedius, a northern Julian city. it is also known that similar to Asmodai the Marbatians had many great centres of demonic research and magical study known to them as "Laboratories". When Julia fell due to the warring between Basilius and Octavius the Marbatians were quick to join Unbound demons in leaving Ulthima to Kalpura. Since their Usurpment and Expulsion from the Unbound Marbatians have had a rough time in the World of Darkness and don't appear to have any clan structure anymore, though as the Modern Nights go on more and more Marbatians flock to the Tower for the first time in their history.

In Recent Modern Nights the number of Marbatians has been increasing, factionally more and more seem to be joining the Tower and the Forum as they seem to as a clan oppose the leadership of Antoinetta in the Unbound.

## Reputation

Due to their relatively low numbers in Modern Nights the "reputation" of the Marbatians is greatly based in their Medieval Image. They were seen as Healers and Scholars known for calmness and patience. They are often nicknamed Sages.

## Special Abilities

BASIC ABILITIES:

Demonic Heal - Call upon your inner demonic essence to heal yourself or a target with no EP needed for a d4 to 2d20 amount of HP depending on level.

Supernatural Force - Shoot a hard ball of solid gravitational energy at great speed at a target.

Basic Restoration - Use your demonic healing abilities to cancel minor affects like stuns or poisons.

Inspire Valor - Use your demonic presence to inspire greater ability in your allies giving them an extra d4 on any roll they'd like to use it on once per combat per person.

Essence Form - The Marbatian version of Warform in a sense; take control of your demonic essence and use it to make yourself into a slightly ghostlike version of yourself adding to your AC and giving you +2 to hit on EP-costing magic attacks.

Basic Gravitational Manipulation - Use gravity power to push or pull a target (harder to push people than objects)

INTERMEDIATE ABILITIES:

Masked Aura - Use your demonic abilities to either mask your aura entirely from all nearby creatures unless they are better at sensing than your spell is cast OR use Masked Aura to PROJECT an aura of any sort of demon you'd like.

Mass Heal - Heal up to 5 nearby allies (or randoms or enemies if you decide to) for 1 d20 to 6d20 depending on level.

Gravity Vacuum - Shoot a tiny black hole of Gravitational Energy into an area, it will suck all enemies into it unless they succeed a constitution check to only take half damage or a dexterity check or ability to escape it entirely. The Vacuum is active for an amount of turns determined by EP expension and if you fail the constitution check you get sucked into it and will take 2d20 crushing damage until the vacuum is no longer active.

Influence Speed - Use your control of demonic magic to either slow an enemy or quicken an ally.

Stasis Field - Expend EP to hold a person in place with gravitational energy. They can attempt to break free with a Wisdom Check.

ADVANCED ABILITIES:

Essence Recovery - Upon going beast mode utilize the Marbatian strength of essence to reject the Beast and return to full EP once a day.

Advanced Gravity Vacuum - Shoot a tiny black hole of Gravitational Energy into an area, it will suck all enemies into it unless they succeed a constitution check to only take half damage or a dexterity check or ability to escape it entirely. The Vacuum is active for an amount of turns determined by EP expension and if you fail the constitution check you get sucked into it and will take 5d20 crushing damage until the vacuum is no longer active.

Inflict Frenzy - Use Essence Sorcery to force a Demon to go into beast mode.

Advanced Essence Form - Transcend your demonic curse through Essence Sorcery for a d6 of turns and become a large, ghostly, 4-armed meditating creature with no need to expend EP to use spells and 4 attacks per turn until they exit the form.

Revivify Demon - Use your advanced Visfigura abilities to draw the recently destroyed and dying essence of a demon back to life in its old cursed form.