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D'spayre (o)

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D'spayre (gh)

Fighting: 

Rm

Agility: 

Ex

Strength: 

In

Endurance: 

Rm

Reason: 

Gd

Intuition: 

Ex

Psyche: 

Am

Health: 

120

Karma: 

80

Resources: 

N/A

Popularity: 

0

Real Name: Unknown
Alias: Often appears as a trusted friend of a victim
Occupation: Demon
Legal Status: None
Identity: Unknown to public
Place of Birth: Unknown
Marital Status: N/A
Known Relatives: None
Base of Operations: Unknown; not in Earth’s dimension
Past Group Affiliations: None
Known Powers:
D’spayre is a demon who draws psychic sustenance from true fear, anguish, and despondency suffered by human beings and perhaps other sentient beings as well. In feeling such strong emotions, people generate psychic energies. D’spayre functions as a Spirit Vampire by “feeding” upon these energies and adding this power to his own reserves of psychic force. It may be that D’spayre does not need these psychic energies to survive but rather does it for the sheer sadistic pleasure of torturing their spirits.

D’spayre can mystically instill fear in humans. Usually, D’spayre prefers to act indirectly and cause the victim to generate his own fear by reacting to the hallucinations D’spayre creates. These hallucinations will be situations that will cause the victim to feel terror, great sadness, despondency, and possibly even suicidal urges. D’spayre’s telepathic abilities enable him to probe the victim’s mind and seek out the images that would cause the most anguish.

D’spayre has a variety of other mystical powers that have not yet been catalogued. Although he is a mystical being, he has a physical form that can be injured. It is un known whether he can be destroyed.

D’spayre is not a standard magic wielder. He does not follow a particular school of magic and has no level of Magical Mastery. The following spells are those he has been known to possess.
Dimension Travel: Feeble ability to travel between the Earth dimension and D’spayre’s home dimension.
Fear: Monstrous ability to instill over riding terror in a victim. He must make a Fighting FEAT for him to strike with this power. Range is limited to 20 feet. Victims may overcome this fear by making a Psyche FEAT. Failure means they suffer crippling fear and despair for 10-100 turns.
Gaseous Form: D’spayre can transform himself into a cloud of oily black smoke. In this form, he possesses Feeble Flight (30 mph). He can change form in one round.
Hallucination: Unearthly ability to fill a victim’s mind with illusions. He is most powerful when creating a single hallucination for a single victim. Although others may experience this hallucination, it will have limited effect on them since it is not tailored to exploit their own fears. D’spayre can create simultaneously-occuring, independent hallucinations for a number of victims, but each additional hallucination decreases his effective power rank -1cs. Victims may dispel the illusion by making an Intuition FEAT.
Illusion: Unearthly ability to make himself appear to be anyone he chooses. Such illusions cannot deceive mechanical sensors or recorders such as cameras. Victims may dispel the illusion by making an Intuition FEAT. (Since machines are unaffected, this is actually another Hallucination - Norseman)
Immortality: As a demon, D’spayre is immune to the normal effects of aging, disease, and injury. If his body is destroyed, he eventually grows a new one.
Mental Probe: To better generate frightening hallucinations, D’spayre has the Amazing ability to probe a victim’s mind. He has a range of 20 areas.
Spirit Vampirism: He has the Unearthly ability to absorb a victim’s Psyche by means of a successful power FEAT. The victim’s Psyche is reduced -1cs and the amount lost is added to D’spayre’s Health. The victim can resist this vampiric attack by making a Red Psyche FEAT. If the victim’s Psyche is reduced to zero, he must make a roll on the Kill Table using the original Psyche rank. Success means they recover their Psyche at a rank of +1cs per hour.
Teleport Self: Feeble ability to teleport himself up to 2 miles per jump.
Tower Summoning: D’spayre can exchange a targeted structure with his elaborate tower (see D’Spayre’s Tower).


Tower:
This magical artifact serves as D’spayre’s base. It is an obsidian tower one mile tall and carved from Remarkable material. The tower radiates an aura of evil and despair that affects anyone within 1 area.

Although the Tower appears to be made of stone, it can be burned by paranormal flames such as Man-Thing’s fiery touch. The Tower burns quickly with the flaming area increasing by 10% each turn. When the Tower is completely aflame, its Material strength drops -1cs each turn until it collapses. After it collapses, the ruins vanish and are replaced by the destroyed remains of the original structure that sat on that site.

Any people in the original structure on the site find themselves teleported somewhere within the Tower. If the Tower is taken away while they are in it, they may be left behind or spirited away to wherever the Tower rests between manifestations, depending on the circumstances.

The Tower is enchanted with these powers:
Emotion Control: Typical ability to instill fear and despair in anyone within 1 area. If a victim makes a successful Psyche FEAT, he is left with strong but non-crippling feelings of unease.
Mind Control: Amazing ability to corrupt victims who are physically bound to the tower. The intial attack is Feeble, then it gains +1cs each day until the victim succumbs. Victims must make a Psyche FEAT each day to resist becoming evil. Once the transformation occurs, the effects are permanent until undone by an opposing Mind Control attack of at least Amazing power.
Illusion: The Tower is only visible to those D’spayre chooses to see it. Anyone else sees it as the original structure that occupied that site.
Power Focus: The Tower can channel the combined mystical powers of two or more beings into a single extremely powerful spell or power.
Self Repair: If the Tower is destroyed, it cannot be summoned again for 28 days, after which time it can reappear completely repaired.


Talents:
D’spayre has a complete knowledge of arcane and magical lore. Like all deamons, he is skilled in Psychology in situations which involve inflicting emotional anguish.
Contacts:
It is not known if D'spayre associates with any of the other "demons." It is reputed that he serves the Dweller in Darkness, a more powerful demon, but he has always appeared to be operating independently.
Role-Playing Notes:
D’spayre lives to play sadistic games with his victims. He seeks people who have a hidden sorrow or regret. He often approaches this victim in the guise of someone whom the person trusts. D’spayre’s usual goal is to force the victim into suicide or madness. D’spayre prefers to only reveal his true form if the victim is beyond resistance or if he is actively attacked.
History:
D’spayre is a demonic being whose origin is unknown. It is possible that he serves the more powerful being known as the Dweller in Darkness, but D’spayre usually appears to be operating independently.

In D’spayre’s first recorded exploit, he appeared in the Florida Everglades in the area that serves as a nexus to otherdimensional realities. There, he captured the young sorceress, Jennifer Kale, and the spirit of her deceased but still active mentor, Dakimh the Enchanter. He then bound them to an arcane tower he erected within the nexus. D’spayre intended to use the tower’s evil mystical energies to corrupt his two captives and make them use their great sorcerous powers in his service.

Spider-Man and the Man-Thing challenged D’spayre. D’spayre used his powers to overwhelm Spider-Man with fear, but the Webslinger was able to overcome his terror and beat the demon into unconscious ness. With the demon defeated, Jennifer and Dakimh were released from captivity.

D’spayre has since assumed more subtle plans. He is seeking more knowledge of Earth’s inhabitants, especially the superhumans. He appears to solitary victims and uses his powers to overwhelm them with despondency. He caused the suicide of Jock Forrester, the father of Aleytys Forrester, sometime companion of Cyclops and later Magneto. He also attempted to break both Cyclops’ and Dr. Strange’s spirits. Fortunately, both heroes were able to break free of D’spayre’s illusions. D’Spayre’s current whereabouts are unknown.