MHBW Extra

The Evil: Dragons and Demons have it by default

+The Devil: Both dragons and demons are incapable of death. Ranked Demons, those who have names and a place in the Demon Army, enter a state of suspended animation and sleep when they should die. Only specific magics and powers can come close to killing them. All Dragons have this by default, and only with Dragon Slaying or specific magics can they die.

Demon Lord:

+Gain Demon Blood

Demon Blood: Demons are creatures of emotion. Your emotions can define your actions more than your rationality, making your power fluctuate based on your emotions.

+Gain Purgatory:
To distinguish you further amongst the nameless masses, you are a demon that hails directly from Purgatory, the land of demons. Not all demons hail from there, even as they can draw power from it. This makes you a creature of great power, even amongst fellow demons. You can fuel everything you have with the power of Purgatory, a great corruptive and destructive force.
+You are a Demon, and thus one of the strongest beings in this world by virtue of the Demon Lord. You are a ranked and named Demon, denoting you are not one amongst the endless masses, but a demon of rank, independent of your actual power or place in the hierarchy.

The Demon Lord, the herald of destruction, harbinger of fun and pleasure. He who has conquered most gods and robbed them of their domains.
You are part of the demon race, thus a Worshipper of him, and part of his armies.

Perks:

Named Kin (Free, Demon Exclusive): You have been named and ranked in the Demon Lord's name, stronger, powerful, and higher on the hierarchy.

Demon Army (Free, Demon Exclusive): You are part of the Demon Lord's army, making you a fearsome warrior.

Titan Fall (2): You have a knack for throwing others under the bus. You can weaken and exploit divine powers and favors your enemies may have, turning their abilities against them.

Weaponized (3): As a Demon, you naturally have better gear than most, but this goes a step further. Your very being is like a weapon designed for battle. Take 2 Master Traits from Gear, you innately have them.

Demons are Magical (2, Demon Exclusive): More often literal than not. You have a special ability that allows you to use mana innately, without using thoughts, formulas, or prayers to execute it, making most magic nearly instantaneous when you cast. Those magics are also stronger than the norm.

Bloodread (3): Demons are hard to kill, and you are even harder. Your blood is like glue. Should a limb be removed, you can use your blood to reattach it, and it is very elastic, allowing your blood to stand in to fill the role of other organs. It is hard to kill you.

Devouring Heart (3): You have a mouth in your heart, quite literally. It allows you to eat souls directly, as well as the hearts of other living beings. Each heart and each spirit you devour, you grow stronger, and can even evolve into a new form, given enough souls and hearts devoured.

Snappy Horns (2): You have brittle horns. In the society of demons, horns signify pride and health, as well as their size and rigidity. However, you have brittle, small horns. While this is an ill sign for most demons, in your case, it allows you to store large quantities of both mana and vital energy into your horns, and once you snap them, it acts as batteries for later. It also makes you constantly generate mana and vital energy, making you regain mana faster, and live outrageously long, even for demons. Your horns also grow at an alarming rate.

Childhood’s End (4, Demon Exclusive): Demons are emotional creatures; this is why most of them feel and act jovial. Few demons have matured into a state similar to adulthood, overly emotional and immature, in the best of cases. You, though, are an adult in mind. All of your demonic attributes are enhanced, and you can access a hybrid form of what you are now and what you are without your innate limit. It does not consume mana. If used with Paradise Lost, it lessens the mana consumption and turns the resulting form even more powerful.

Imps (1): What is a demon without its most loyal minions? You have the power to eat someone’s soul to convert it into several imps. Somewhat dumb, but reliable creatures, and most importantly, numerous. A weak soul can make around three to five imps, while a powerful one can make many more, and imps with unique abilities innate to the person the soul was.

A body made for sin (1): Choose between one of the seven deadly sins: Wrath, Greed, Sadness, Lust, Pride, Envy, and Gluttony. You are now deeply intimate with that sin, to the point you can feel whether it is the strongest sin in someone’s heart, and how to exploit that person until they give in completely to the sin, or just manipulate them in general.

Blessing:

The Euphoria (2, Demon Exclusive): Emotions are important to demons. For you, even more so. You were blessed with the highest highs and lowest lows of emotions in Demon Kind. To such a point where, at the height of euphoria, you are more than five times stronger than your base power. However, at your lowest lows, you are even less than 1/10 of your total power. Good thing that almost anything can evoke euphoria in you.

Dark Shroud (1): Your body is naturally coated in a dark aura. This aura is resilient and can act on its own, defending you from attacks, and even eating some energy out of magical attacks, softening them

Dark Temptations (2): You can force people to see their deepest desires, the thing they want the most, and enthrall them if they fall for the bait. Once someone is allured by their darkest temptation, you can steal their soul, turning them into your slaves until you are slain, but until then, you can use your thralls as you desire.

Man Slayer (3): You are a Man Slayer, as part of the Race that slayed the Sun, you are blessed to be amongst the finest human killers in the entire world. Even the most resilient of their kin will have hard troubles facing you, as you know how to grind their stamina into dust and bleed them dry with every cut on their body.

Baal (2): You can evoke wretched flames, cast by the Demon Lord himself, upon the battlefield. Those flames shine redder than any other fire, and they call upon the wretched souls forever damned in Purgatory as hellish spirits to devour the living.

Vine (2): Like a certain Archduke, you are a specialist at building fortresses. Not just territories enhanced by magic, but true dungeon-like mazes of death and demise for your enemies. Inexorable Castles that only a few selected foes can hope to match.

Asmodeus (3): You are ungodly beautiful and attractive, to the point nearly all beings will hesitate to attack you, from your enemies to your allies, your very presence and bewitch men and women alike, and only stone-cold constructs can reject you, as even dolls and golems given souls will be charmed by you. As long as they have emotions, a soul tied to this realm, you can charm them and make their bodies and minds hesitate against their will.

Flame of Creation (2): A power ripped from the Fell God of Hope, the power to create. Demons cannot invent, for they lack the spark the Fell God had, but they still can create with it. While all demons can create, you are a master smith, with the power to create at your leisure, all of them being masterpieces under your hands. Your gears, independent of their quality, have +2 resources in their pool.

The Will to Overcome (2): The Demon Lord only did what he did because of his boredom, which allowed him to reach higher than the very heavens. Like him, you are possessed of a maddened will fueled by raw emotion and dogged adrenaline. You can adapt your powers and abilities on the fly once cornered, and if forced to face insurmountable odds, even evolve them into a stronger form if your emotional high reaches its absolute threshold.

Magic:

Penumbra: It is a magic that overtakes the light with a fake eclipse, taking away the benefits of those who are strengthened by it, and in turn, making all demons under the eclipse stronger, while all those who rely on the light get afflicted with weakness and pain. However, beware, as the denizens of the night may benefit from it more than demons.

Core of the Soul: Is the heart. You can evoke sympathy and understanding from others with this magic, allowing them to gain insight into you, fooling their minds into believing that you are trustworthy and not evil. It can make a father denounce the location of his hiding family and other refugees, as it can make friends turn on each other for you.

The void of the Stars: A magic designed by the Demon Lord, using the domains of the Fell God of Hope and the Perished Bound One. It sucks everything out of a location the caster sees, and fills it with crushing pressure, reducing most things to a paste, or crushing them outright. Beware that it is not guaranteed as an instant kill against all but the frailest revived worshippers, but still, it is guaranteed to do heavy damage once executed. It has a hefty mana cost.

His Dream: You can make a mental palace, a place where you can retreat your body into, a place deep in your mind. Your physical body can retreat to it, and this palace lasts as long as you supply it mana. It is nearly invulnerable save for those who can attack minds.

Paradise Lost: It is better to reign in hell than serve in heaven. Nothing shows it better than you. This magic allows you to remove an innate limit, an innate lock in all of Demonkin, turning your form far more demonic than that of your peers, allowing you to tap into the True Power of Demons. However, each second while in that state consumes ludicrous amounts of mana.

Demonification (Demon Exclusive): While demons are not unfamiliar with the old-fashioned methods, some eventually get bored with the old ways. This allows one to turn others into demons using magic, slowly making someone shed their old skin and become a demon, slowly but surely, until they are completely demonic. There is no higher thrill than corruption.

Misery Loves Company: A magic that allows demons to release a high-pitched, ear-bleeding cry. This cry will summon those amongst their race they consider “friends” to their location. Used to turning the tide of a battle in their favor once they start to lose. It, however, has a humongous mana cost, so it is used truly as a last resort.

Sword of Damocles: The Demon’s true triumphant power. What allowed the Demon Lord to survive the Unmade Goddess’ slaughter and crawl away with life. It, for a limited time, allows the mage to become truly superior to their adversaries, as long as they believe themselves to be stronger than them. Although the mileage may vary depending on how much mana the mage has and how strong their target is. However, if they, for once, stop believing themselves to be stronger and more fortunate than the target, they will instantly be beheaded.

Enthrall: A magic that shackles the mind. It can be used on the defeated or weaker to bind their will, mind, and body to you. They will become near-complete slaves at your beck and call, unable to resist your command. People can also willingly become your thralls. You can decide how much free will they have, from frantic, mindless cultists worshiping you, to completely conscious but unable to act, trapped in their own minds.

Demon Pact: A magic similar to a certain Reaper’s. It allows one to make a pact with someone. The pact can have a myriad of effects, such as forcibly bringing someone back to life, granting great riches or women. However, all those pacts need a caveat that favors the caster, and shall inevitably doom the contractee. After they are doomed, the caster becomes stronger by how much despair the contractee felt, draining all their energy and mana and adding to the mage.

Entropic Bloom: A magic not dissimilar to what the Demon Lord did to the Fell God of Hope. It acts like a curse that causes objects, ideas, or beings to decay conceptually—a sword forgets how to be sharp, a flame forgets how to burn. It, however, only works locally and on an individual scale, not as powerful as the Demon Lord’s one. Scales with Mana Skill.

Purgatory Rift: It casts a small wound on reality, overlapping the Purgatory Realm with the Mortal one temporarily. The ground breaks and becomes charred as hellfire spits out of the ground and lava flows out of it like water. While in this wound, you are more powerful than your average; all demonic traits are amplified, and all other powers and blessings from the gods are weakened. However, it also amplifies the bad traits of being a demon.

Drawbacks:

Astray (Demon Exclusive): Contrary to other demons, you are just someone miserable. Getting the highs and euphoria is hard for you, as you are constantly plagued by sadness. Your sad but steady emotional state makes you weaker than the average demon. Gain 2 Divine Token or 1 Magic from the Demon Lord.

The Funniest Joke (Demon Exclusive): Somehow, you got exiled by the Demon Lord himself. You are no longer part of Demonkin. Lose all of your Exclusive Demon Perks; Demon Blood and The Evil, gain 6 Divine Tokens or 2 Magic of a Patron you want, besides the 6 Divine Token of the Demon Lord you have, as he will find your struggle more fun that way. Gain The Fool. You cannot reacquire the Exclusive Perks nor Demon Blood.

Buttjoke (Demon Exclusive): Good thing: you are always at the highest point of euphoria, bad thing: you are extremely dumb and gullible. Demons are prone to exploitation, and you are the perfect one to exploit, powerful but dumb. Be prepared to always be the butt monkey of other demons. Gain 2 Divine Token or 1 Magic from the Demon Lord.

Chained Essence: You have far more seals on your power than other demons, making your base form even weaker. On the other hand, you can access your true power as a demon more easily than others. However, you need to break those seals to reach your true power, making lengthy battles deadlier as you need to last long to reach your true power. Gain Paradise Lost Magic for free. Gain 3 Divine Token or 1 Magic from the Demon Lord.

Known Cheat: Other demons refuse to hang around you. They know you to be a cheat amongst your kind. You are a bad player who takes the joy out of others and makes their games unfun. Expect a myriad of knives to try and hit you in the back, as you are an eyesore for other demons. Gain 1 Divine Token or 1 Magic from the Demon Lord.

Outerspawn (cannot be taken if your patron is the Demon Lord): You were not born a demon, but converted into one, forcefully forgoing your previous allegiances in favor of your new one, or just forging them willingly. Either way, this marks you as an “outsider” to demonkin. You are a second-class citizen at best, but you are one of the down. Lose 3 Divine Tokens of your chosen patron, gain 3 Divine Tokens from the Demon Lord and Demonification Magic. You do not gain Named Kin or Demon Lord Army perks.

Explain Your Reasoning: You have a pathological need to stop, and explain every single bit of your reasoning and plans once your enemy is down, forcing them to hear your monologue for how, why, and what you did what you did. You cannot control this urge, and the length and details of the monologue increase alongside your euphoria. Gain 1 Divine Token or 1 Magic from the Demon Lord.

Extreme High (Demon Exclusive): Your euphoria has a crack in it; the higher it gets, the more fragile your mental state becomes. If your euphoria maxes out, you suffer a mental breakdown, rendering you catatonic or irrational in ecstasy for a period. Gain 1 Divine Token or 1 Magic from the Demon Lord.

Over the Top: You are compelled to make grand speeches, elaborate death traps, and to kidnap fair maidens like a storybook villain. You need to make any event you are in as grandiose as possible, and to make sure your targets and victims will remain every single part of your events. Gain 2 Divine Token or 1 Magic from the Demon Lord.

Cursed True Name: Your True name, if uttered by anyone, grants them control of your actions regardless of your will. Gain 3 Divine Token or 1 Magic from the Demon Lord.

The Dragon Goddess:

+Gain Big and Will be Bad.

Big and will be Bad: You are a dragon, a creature of raw power. Your very presence overwhelms others with fear and makes them scream or flee in terror. You stand as the Apex Species.

+You are far stronger physically than any other race.
+You are a dragon, a master of Tyranny, the absolute race in power. There is nothing more, nothing left. You breathe fire, you fly, you dominate.

Perks:

Greed Makes the Dragon (Free, Dragon Exclusive): An endless hunger nests in your chest, a hunger for gold, a hunger for power. The more gold and other valuable resources you hoard, the stronger you become, the bigger you grow, and the longer you live.

Elemental (Free, Dragon Exclusive): All dragons have an elemental attached to them; you are no different. It can be the four usual elements, water, fire, earth, and air, or something more unusual, such as supercharged and destructive cherry blossom petals.

Metal Dragon (2): You, as a dragon, are quite special. You have scales made of a special material, which other dragons lack, making you more powerful. Choose one material from Advanced Materials, your scales are made of that material. Buy twice to select a Master Material instead. If you choose a material that is otherwise indestructible or immaterial, your scales have a high but set limit of how much they can endure before breaking rather than being indestructible.

Brutal Dragon (3, Dragon Exclusive): You are a different type of dragon. Forgo your power to fly entirely, but on the other hand, get the strongest physical power a dragon can have. Your muscles are so thick that with a flex, you can mend wounds together. Bones so thick yet flexible that they cannot be broken, just bent, and carrying so much oxygen that it is nearly impossible to draw you. You are the incarnation of physical power.

Sparrow’s Speed (3, Dragon Exclusive): Rather than power, your form had been optimized for speed, forgoing brute power for raw speed, turning you into one of the fastest beings alive in the world currently. You can move so fast that whirlwinds and shockwaves form behind you.

Breath of the End (3): A breath said to be like that of the Dragon Goddess herself. It is the power to release a destructive blast of elemental energy from your mouth, causing annihilation without precedent in everything that stands between such destructive breath.

Wolf’s Savagery (3): The sharpest Dragon claws, so sharp that their wounds may never heal, forever bleeding, and it causes the dragon to always know where the target ran to, smelling their blood. Even demigods and other such creatures cannot heal the damage done by the claws.

Wretched Weakness (3): Magic, blessings, a dragon needs none of that, and you despise the weaklings that need it. As the Apex Species, you are inherently resistant to all divine power, magic, and their derivatives, making you a defensive powerhouse against the resurrected worshippers.

Catastrophe Incarnate (3): Even the very Earth knows how to pay reverence to you. In your wake, catastrophes occur, crops and herds start to die out, wildfire spreads without control, storms happen, you are chaos, and chaos follows in your wake. They will know you will come, and your devastation will weaken the poor fools who try to resist you.

Scale Evolution (3): While all dragons have an innate power to adapt to most things, you take this to another level. You can develop resistance to most effects, most venoms and poisons, most attacks, from thrusts to slashes, and even specific weapons. It will never become an outright immunity, but you can become extremely resilient against most types of damage.

Habitat (2, Dragon Exclusive): The world should bow before you, and you know that. You know it so much that you can bend the world, turning your surroundings more “draconic”, which in turn makes it more habitable for dragons. Beyond the terraformation into a dragon-friendly environment, the places you dwell will also start to make hatchling kobolds emerge from the ground; they won’t ever be dragons, but will make into fine slaves.

Maw of the Void (2, Dragon Exclusive): Those you devour are beyond life and death, erased for all eternity. Your fangs also possess the most deadly venom in the world, to such a point that one bite or scratch of your maw is a guaranteed death in most cases. Beware, most dragons have fallen to undead who exploited a dragon’s trust in their venom.

Compressed Form (1, Dragon Exclusive): While all the size, all the power of a dragon is good, there are some uses to have a smaller form. You can choose to become a mix of a human and a dragon in shape, concentrating all of your physical power in a smaller vessel, allowing you to exert greater force through a smaller focal point that is the human shape. No other ability is harmed in this form.

Multi-headed Beast (3, Dragon Exclusive): You have multiple heads and necks, and the power to grow even more in case you need. It also boosts your regeneration greatly. While not outright immortal, you are very hard to kill, as a prospecting warrior has to cut all of your heads to end you.

Drawbacks:

Reverse Scale: You have been struck by a special dragon-slaying weapon in the past, which left a mark on you, a reverse scale that acts as your weak spot. Gain 3 Divine Token from the Dragon Goddess.

Shortsightedness: You can only see the short-term and immediate benefits of things, making the act of tricking you in unfavorable deals in the long term, and you tend to gloss over details to get to the meat of things. It certainly won’t backfire. Gain 1 Divine Token from the Dragon Goddess.

Sealed Parts: You had one or multiple of your limbs sealed and torn away from your body. It left you in a reduced form, which makes you far more vulnerable and a husk of yourself. You can try and reacquire your missing parts to regain your power. Until you acquire all of your missing parts, you are just a shadow of your former self. Gain 2 Divine Token from the Dragon Goddess.

Wyrm (Dragon Exclusive): Rather than a full-fledged dragon, you are of a lesser species, a Wyvern. You are still a credible threat to anything but a dragon, but amongst the big boys, you are on the weaker side. Gain 1 Dragon Goddess Favor to use on Dragon Perks. Gain 3 Divine Token from the Dragon Goddess.

Godless: Gain The Fool

+The Fool (Exclusive): While Demons and Dragons, and the Risen have their own power, the only thing you can rely on is yourself. Your method of getting stronger is by training relentlessly and trusting yourself to be strong. You have no limits on how far you can grow, but your road is far steeper, harder, and longer than those of the Risen and the evil’s armies

You need no patron. You were somehow revived by your own will, or some outside force known only to the Caronte.

You can be of any race, or you can even be a living person. It doesn’t matter. You are on your own now.

+You can only take 2 Godless Perks, OR blessings, OR Magic. Not one more, not one less.
-You can only take 1 God-related Drawback

Perks

God Shattering Star (3): Divine favor, such as perks, magics, and blessings, is weakened in your presence, allowing you to even the ground against your blessed foes. On the other side, should you have a Divine Favor, it is weakened.

Subhuman (2): Your body has achieved something beyond peak performance. You are a true natural-born physical monster, to such a point where it is hard to compete with you. You can choose between strength, speed, and stamina to be your focused physical aspect, or keep a balance of all for less benefit, but more versatility.

Heavy Day (2): Damage does not phase you; on the other hand, you welcome it. The more damaged you are, the stronger you become to such a point where you can become a blur on the battlefield, an ogre filled with rage and strength, or an unstoppable walk of doom. You get the most benefit when you are closest to death.

Iron Lotus (1): Determination is something rare, something others do not have easy access to, but you? You have it in spades. You are fueled by such a raw determination that it can shake nearly all temptations, mind magics, and illusions based on your will alone. Do not waste it, for it is a rare gift.

Daybreak (2): There is safety and strength in numbers. The more allies you have, the stronger you are. If you are protecting the innocents, you are somehow even stronger.

Blessings:

A Soul Can't Be Cut (3): Your soul is stronger than normal, to such a point where it has a natural shield around it. You can push out attacks aimed at your show and shake off possessions, as it is stronger and shines brighter than ever.

Crimson Cloud (2): You have been blessed by something. Your body, your mind, your mere essence has been wired for war and battle, to the point where your natural state is a perfect stance to start a brawl to the death. Even if you have never used a weapon effectively, you are naturally born to violence.

Break a Spell (3): An unorthodox way of dealing with magic, rather than weakening or breaking a spell, you can deflect it. They will still have lingering effects if deflected wrongly, but on a perfect deflection, they lose all power against you.

At Doom's Gate (3): For each enemy fallen in battle, you become a little stronger. Wounds heal faster, stamina recovers quickly, your arms have a steadier grip, and you become just better than you were before the kills. However, this rush of power vanishes after the battle.

Ozar Midrashim (1): A vault of knowledge. In a godless world, you learned to live. You know how to live to such a point where it comes naturally. Whereas other scholars need to rely on ancient knowledge, you have an innate knowledge of how the new world works, to the point where you can exploit it, even against the demons. Learning how to turn dungeons against them, or exploit their overconfidence against worshippers by using tactics only someone without a patron would think of.

Godless Magic:

The End’s Call: A magic made by the Cult of the End. It is a highly heretical art, which will make you an enemy of all gods and their forces should you use it in public and leave any witness. It drains the life and meaning from things. It can turn nearly everything into dust as they lose everything that made them who they are. Scales with Mana Skill.

Eldritch Blast: A blast of energy from arcane forces beyond this world. It gives both physical, mental, and spiritual damage, released in a quick energy beam towards a target. It is not mere energy, as it is laced with strange powers from beyond, and those powers touch and damage the target with their appendages, exploring in a destructive manner the new dimension. Scales with Mana Pool.

Fortress of Dust: A magic that takes people to somewhere they consider a safe haven. Members of the End’s Cult use this magic to quickly be transported to each of their fortresses and gathering locations. Contrary to other types of teleport, this one is nearly instantaneous and has a low mana cost.

Darkness Call: When cast, it summons a mass of strange supernatural darkness that protects the caster. It is the void interior of the perfect world that the End’s Cult seeks to build. It is nearly unbreakable and can block all attacks, from mind, body, or spiritual attacks. However, it costs a lot of mana, since you are summoning the embryo of a new world. Scales with Mana Pool.

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Pub: 27 Jan 2026 01:00 UTC

Edit: 27 Jan 2026 01:00 UTC

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