Zapan
Djinn Prince of Ice
The world is hot; it moves and grinds and destroys itself. Freeze the world, preserve it, and in the cold, still silence rejoice.
Zapan is a new Prince, formed of the Remnant of Vephar (former Prince of the Ocean) and several
stray Forces belonging to Mariel, Princess of Oblivion. His servitors are few and far between
- though even in the week since his creation, he has gathered a considerable number, his demons
are insignificant compared to the forces of even new Princes such as Furfur - and most of them
are old demons of Vephar, come to rejoin what is left of their master, but Zapan is not mindful
of their small number. He is Djinn. He is Ice. He will wait, and they will come.
Although Zapan's Principality, the Boundless Ocean, has been claimed and staked out, he has not
yet moved in. Instead, he spends much of his time on its shores, freezing over the surface to
create an endless field of immovable ice.
When Zapan appears, it is invariably in a male body, usually a young adult, in a T-shirt,
shorts, and sandals regardless of the weather.
Dissonance
Each day, a servitor of Ice must spend an hour in temperatures below the freezing point of
water; failure to do this results in dissonance. Dissonance gained in this fashion may be
eliminated the next day by spending two hours below freezing in addition to the hour they need to spend to avoid that day's dissonance. If the dissonance goes unchecked past the second day, no amount of time below freezing will remove it. This dissonance continues to rack up even if the demon is forcibly held in a temperate environment for an extended period of time.
Band Attunements
Balseraphs: Balseraphs serving Zapan use cold logic to back up their lies. When using their resonance, or the Fast-Talk skill, they may add their Ethereal Forces to either the target number or the check digit of the roll; this must be decided before they roll. (Demons without the Balseraph resonance may still get this attunement, but add their Ethereal Forces to Lying instead of to their resonance.)
Djinn (partially restricted): A Djinn of Ice can cover anything to which he is attuned - including himself - in ice with a thickness up to his Celestial Forces, plus the check digit of the resonance roll that attuned him in the first place, in feet. (For a self-covering, assume a check digit of 6.) While encased, the objects functions are slowed to the point of nonexistence - a creature (including the Djinn) need not eat, drink, or breathe, and will for all intents and purposes register as dead. In effect, the target goes into a form of stasis for the duration. Any attempt at detection (including Songs, attunements, resonances, and looking into a celestial's Heart) is at -4 to succeed due to the distorting effect of the ice.
The ice is unaffected by heat of a temperature insufficient to boil water; anyone trying to
melt the ice must subtract 212 degrees Fahrenheit (100 degrees Celsius) from the heat they are
using to find out the rate of melting. It cannot be cracked, chipped, or otherwise disfigured
except through the use of massive heat as described above, and it lasts for a number of years
equal to its thickness in feet, at which point all of the ice melts at once. The Djinn can
destroy the ice (in the same fashion) whenever he likes, although this has the same effects as
does dispelling an attunement, and in addition takes a Will roll at a penalty equal to the
thickness of the ice.
(Note: this attunement is listed as partially restricted because although any demon can receive
it, only those who have the Djinn resonance or can attune via a Song are able to use the
attunement.)
Calabim: These demons can freeze any water that they can see, and shape any ice that they can see, up to their Celestial Forces in gallons of water/cubic feet of ice per round.
Habbalah (restricted): Like Habbalah of Fire, these Punishers inflict temperatures upon their victims. Instead of causing a target to feel emotion, a Habbalite of Ice can cause him to feel much colder - up to 20 degrees for every Celestial Force the Habbalite has. This effect cannot cause actual damage (such as frostbite), but it makes the victim *feel* every bit as cold as if the temperature had actually dropped. (At the GM's discretion, this attunement may cause the victim to hallucinate physical damage due to cold, although the damage still does not actually occur.) If this use of the Habbalite's resonance backfires, however, he suffers from its effects himself; there is no option to take dissonance from it. (This does not count toward Zapan's dissonance conditions!)
Lilim (partially restricted): Lilim of Ice automatically detect those who feel too cold or too warm for their environment. Any Need they fulfill based on this detection is effectively 1 level higher for the purpose of calculating the level of the Geas-hook they get.
Shedim (restricted): These Shedim get better at possessing people the colder it gets; for every ten degrees Fahrenheit the ambient temperature is below room temperature (70F), they add 1 to their target number to use their resonance, to a maximum of their Celestial Forces in bonuses. Additionally, if the ambient temperature is below zero degrees Fahrenheit, a Shedite does not have to roll in order to ooze between victims (although the victim still gets the standard Will roll to resist).
Impudites (restricted): An Impudite of Ice who approaches a target in below-freezing temperatures may choose to alter his resonance in one of two ways: he may either automatically succeed on his Charm roll, or he may drain the target of all of its remaining Essence after successfully rolling to Charm and Drain. If the Impudite drains enough Essence that he would normally overflow, he gets to keep and spend the excess Essence as though his capacity were that much larger for as long as the ambient temperature stays below freezing. Once the temperature rises above freezing, however, the excess Essence immediately boils off. (If the Impudite is carrying excess Essence, however, he cannot use the Drain portion of his resonance until the excess is used or boils off!)
Servitor Attunements
Unless otherwise noted, all of Zapan's attunements cost 1 Essence to activate.
The Big Freeze: A demon with this attunement may, once an hour, create a sphere of lowered
temperature centered on himself. This sphere is at freezing at its center; the temperature
rises ten degrees every (Celestial Forces) feet until it reaches the ambient temperature. This
attunement lasts for up to (Celestial Forces) minutes. If multiple demons use this effect
within the center of the sphere, the size of the gradations is increased by each demon's
Celestial Forces, but the duration is equal to the highest level of Celestial Forces among the
demons, not the total.
Slick: The use of this attunement coats a number of square feet of any level surface equal to
(the user's total Forces multiplied by any Essence spent) with a sheen of almost-invisible,
indestructible ice. Any attempts to move on a surface so coated requires an Agility check at -
2; those with Acrobatics make their Agility check at no penalty. Anyone who fails their check
falls and slides for CD feet; they must then make another Agility check at -4 to get up, which
takes a full round. (Those with Acrobatics roll Agility at -2 to get up, and may attempt to
move (with another Agility roll) half their normal distance.)
This attunement may also be used on an inclined surface. In this case, the Agility check to
successfully move across the space is at -4 (with Acrobatics, -2); anyone who fails slides to
the end of the icy patch, and must then roll against their Agility to stop moving! (Anyone
with Acrobatics may roll that skill here instead of straight Agility.)
Preservation: This attunement acts like an icehouse; it allows the demon to keep something
perishable in cold stasis for a number of days equal to his Celestial Forces. Only one thing
may be preserved at a time, and it must be nonliving. The demon may not end this attunement
prematurely, although if the demon dies (corporeally or celestially), the attunement is
dispelled immediately.
There is a special use for this attunement: it may be used to "freeze-dry" a Vessel. In this
case, treat the Vessel as though it were in a Body Bag, although it cannot be stolen if found,
and it will behave as a standard dead human if the attunement is allowed to lapse!
Distinctions
Zapan offers only one Distinction this early in his career:
Knight of the Frozen Waste: A Knight of the Frozen Waste can combine the effects of The Big
Freeze and Slick. The thermal aura that he generates is at zero degrees Fahrenheit throughout
its entire radius, and the floor in the area, whether tilted or level, are coated as per Slick,
with both effects extending to their maximum radius (the Knight's total Forces plus his full
Essence capacity) without the need to spend any Essence at all, beyond the 2-Essence activation
cost. This effect can be identified (with a Perception roll at -2) by noticing the small ice
crystals in the air and on the ground that glint with refracted light.
Relations
Allied: None (Before the events of "Nothing Like The Sun", Zapan was Allied with Haagenti and Mariel.)
Associated: None
Neutral: All others, except: (All of the Princes are neutral to Zapan, except...)
Hostile: None (Andrealphus and Asmodeus are Hostile to Zapan)
Enemy: Belial (Belial is an Enemy to Zapan)
Rites
- Spend an hour in sub-freezing temperatures aside from those needed to avoid or cleanse
dissonance
- Create enough one-inch ice cubes to fill a space equal to your total Forces in cubic feet (+3)
Chance of Invocation: 2
It takes a decent yell to start an avalanche...
Invocation Modifiers
+1: a tray of ice cubes
+2: nine cubic feet of ice cubes
+3: a professional ice sculpture
+4: an icebreaker (the ship, not a conversation piece)
+5: Antarctica
+6: the iceberg that sank the Titanic
All text copyright ©2002 Christopher "EDG" Anthony. All rights reserved.
Based on concepts in the In Nomine role-playing game, copyright ©2002 Steve Jackson Games Inc. All rights reserved.
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