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GM’s Section

NPCs
NPCs (non-player characters) are all of the characters that are not
controlled by the players.
The "monsters" mentioned in earlier chapters are an example.
Within Zettai Reido, there are three broad categories of NPCs: Demons,
Angels, and Humans. Here is a simple way to create some.

<Demon NPCs>
Similar to the PCs, demons are residents of Makai. Going off the
scenario creation guide, Demon NPCs will be the bosses of many
sessions. However, NPCs, unlike PCs, cannot earn or use DP (You could
have them do so however, if the players agree to it).
You can easily create them by choosing from or modifying the sample
demons. If your PCs are reasonably strong and they decide to visit the
Plague Hell, you could even have them meet some of the major NPCs in
the World Setting chapter. Once you're used to being a GM, it can also be
fun to create your own original demons.
Below is a table on how to strengthen a basic character depending on
their rank. Important in either case, you should not get ahead of yourself
and forget to determine a character's stats. Keep the contents of the
player's chapter in regards to rank in mind, when allocating a character's
stats.
As well, when "Common", "Uncommon", or "Rare" are written, it refers to
owning an item or knowing a spell of that rank. You can roll to decide which
ones each character has at random, or choose particular ones.
It's recommended to avoid using demons of a significantly different rank
from the PCs outside of as background characters or clients. (Avoid clear
allies or enemies). Try to use enemies the same or within one rank of the
PCs as much as possible. In particular, most GMs shouldn't have NPCs
steal the spotlight away from players during high points and sex scenes.
Demon NPCs
Rank
Demon Identical to a starting character
High Demon +4 Stat Points / +1 Uncommon / +1 Demon Trait / 1 ★ use
+8 Stat Points / +2 Commons / +2 Uncommons / +1 Demon Trait / +1
Demon General
Demon King Trait / 3 ★ uses
+12 Stat Points / +2 Commons / +2 Uncommons / +2 Demon Traits /
Great Demon General
+1 Demon King Trait / 5 ★ uses
+16 Stat Points / +2 Commons / +2 Uncommons / +1 Rare / +2
Demon King
Demon Traits / +2 Demon King Traits / 7 ★ uses
+25 Stat Points / +3 Commons / +3 Uncommons / +2 Rares / +2
King of Makai
Demon Traits / +3 Demon King Traits / 13 ★ uses

<Angel NPCs>
The angels are the inhabitants of Heaven. In the underworld, besides the
Plague Hell, you will only find fallen angels for the most part. On occasion,
however, small groups of overly zealous angels come down to slaughter
demons. To demons, angels are their foremost nuisance.
GMs shouldn't have them show up without much thought. When angels
arrive, it turns the easygoing, win-or-lose fights among demons into a
matter of life and death. Because they almost always fight using Light
element attacks, demons they drop to 0 HP die outright.
In the world of Zettai Reido, angels are beautiful boys and girls with
radiant wings upon their backs.

All angels have the following abilities:

● They can freely fly around.


● All of their attacks are the Light element, which render most armor
useless, and destroy demons completely if they reduce them to 0 HP.
● They are weak against Dark element attacks, which angel's armors
cannot protect against, and similarly destroy them absolutely if they
reduce them to 0 HP.
● Even if their PP drops to 0, they aren't enslaved (they are instead
incapacitated).
● When their PP is at 0, if they are further trained by an amount equal to
their maximum PP, they become a fallen angel, a demon.
● Angels cannot perform Training, Service, or Seduction, and are not
benefited by Service.
● Angels cannot recover without magic. Because of this, Angels who fall
incapacitated within Makai are helpless without a companion's aid.

As different as they are, angels are handled the same as demons on a


basic level. However, these totalitarianist's equipment is not as versatile as
that of demons. Angels primarily use the equipment on the first table below.
This equipment can only be used by Angels and Heroes (covered later).
Demons take 5 points of Light damage (can't be reduced) by simply
touching any. If demons use angel equipment in combat regardless, they
continue to take 5 Light damage each round.

As well, angels can cast the spells on the second table below.

Finally, the ranks and stats of angels are listed on the last table below. Of
note, since angels have next to no culture surrounding sex, they are virgins
with few exceptions, and do not have the statistics of Training, Service, and
Seduction. Angels are obligated to train all their stats equally; unlike
demons and humans, they are uniform with little variation. Still, while they
do not know sexual matters, they excel at enslaving humans. Many
humans unstained by the pleasures of demons are enslaved by angels.
While they have no involvement in Makai, they are widely important in
human worlds.

Angel Equipment Table


Item Equip Type Effect
Holy Lance Two-handed A sparkling white lance that increases Damage by +12.
Sword of Light One-handed A sword of sacred light that increases Damage by +8.
A staff shaped like a purification ritual ladle that increases
Sacred Staff One-handed
Damage by +3. Halves the MP cost of spells.
A beautifully shining shield of light. +1 Agility when
Radiant Shield One-handed
evading, +1 Magic when resisting.
Helmed armor that increases Armor by +10. The wearer
Sacred Armor Outfit
cannot be harmed by monsters of fewer ★s than them.
Vestments that increase Armor by +5. The wearer cannot
Warding Vestments Outfit
be harmed by Fire, Ice, and Electric element attacks.

Angel Spells Table


Spell MP Effect
① Cure Wounds 10 Restores 15 HP to a target.
② Holy Prayer 10 Restores 10 MP to a target.
③ God's Blessing 10 Increases the Combat and Agility of a target by +1.
Fires an arrow of holy light, inflicting [10 + Magic] damage (Light) to a
④ Holy Ray 10
target.
⑤ Barrier 6 Wreathes your own body in light, increasing Armor by +5.
Creates a magical boundary that absorbs up to [30 + Magic] damage
⑥ Fortress 30
of any kind, even Dark.
Inflicts [20 + Magic] damage (Light) to every being except angels in
⑦ Judgement 25
sight.
⑧ Crusade 40 Increases the Combat, Agility, and Magic of all angels in sight by +2.

Angel Rank Table


Angel Rank
Stats of 6 / Spells ①~③ / Can enslave commoners by
Lesser Angel (★)
talking with them
Stats of 7 / Spells ①~④ / Can enslave all commoners in
Angel (★★)
sight / 1 ★ use
Stats of 8 / Spells ①~⑤ / Can enslave all commoners in
Greater Angel (★★★)
sight, and adventurers by talking with them / 3 ★ uses
Stats of 9 / Spells ①~⑥ / Can enslave all commoners
Guardian Angel (★★★★)
and adventurers in sight / 5 ★ uses
Stats of 10 / Spells ①~⑦ / Can enslave all commoners
Archangel (★★★★★) and adventurers in sight, and heroes by talking with
them / 7 ★ uses
Stats of 12 / Spells ①~⑧ / Can enslave any humans not
Proxy of Divine Will (★★★★★★)
allied with demons in sight / 12 ★ uses

As mentioned in the section on humans, angels at and above the rank of


Greater Angel can lend one point of a stat to create a Hero of Legend.
They grant ordinary humans the equipment and powers of angels, and hurl
them at the demons.
Another matter regarding angels, is that of rumours claiming they indulge
in sex, hidden away from the public eye. This pleasure, kept secret from
the angel's morals, is said to be even as insidious and abusive of authority
as what humans get up to.

<Human NPCs>
In the human worlds, there are many beings far weaker than demons
and angels. Humans are fragile, and immortality is beyond them. When
their HP drops to 0, they die; even so, they have sadly little HP.

Human worlds are divided into 6 broad types according to the level of
their civilization, as per the following:

① Primitive: With stone axes, spears, and simple bows as weapons, a


world whose occupants revere spirits and their ancestors. Some magic
exists.
② Medieval: A world with metal weapons and wars revolving around them.
Some magic continues to exist.
③ Fantasy: Technology having ceased at metal weapons, a world in which
the progress of magic has taken over. Its magic is respectable, even
from the perspective of Makai.
④ Early Modern: An era in which simple firearms are coming into use.
Magic practiced by humans is all but absent.
⑤ Modern: A world where all manner of advanced, scientific weapons have
been developed, with magic on the other hand appearing within the
underside of society.
⑥ Future: A world with the heights of technology above all. In rare cases,
however, magic may coexist alongside it.

As well, individual humans are classified into four rough types according
to their strength. Humans have base stats of only 2 each. Also, their
equipment, while it is handled essentially the same as demon's equipment,
it's vastly not worth looting. Humans also have bonuses assigned to each
of their stats individually.

Even being human worlds, there may be some unique weapons


developed within Early Modern, Modern, and Futuristic civilizations. Such
weapons... these products of technology can inflict unexpectedly grevious
wounds even upon demons. For the moment, even within the entirety of
Makai, few demons seem to have picked up on these weapons located
within the human worlds.

Human NPCs
Type
Commoner Stats ±0
Stats +4 (allocate) / If Combat is 5+, Damage 10 / If Magic is 5+, learn either
Adventurer
2 demon spells 1d36, or angel spells ① and ③
Stats +8 (allocate) / If Combat is 5+, Damage 10 / If Magic is 5+, learn either
Hero
2 demon spells 1d36, or angel spells ① and ③
All data is that of an angel two ranks lower than the one who blessed them.
Hero of Legend
When trained by a demon, they can be corrupted similarly to an angel. A
fallen legendary hero becomes a "Dark Knight".

Technological Weapons Table


Weapon Civilization Effect
A weapon that fires metal bullets at high speeds. 10 damage
Handgun ④~⑥
(fixed).
A weapon that fires metal bullets at high speeds. 15 damage
Rifle ④~⑥
(fixed).
A weapon that launches a large metal shell that explodes. 20
Artillery ④~⑥
damage (fixed / damages two enemies).
A weapon that fires a large amount of metal bullets at high
SMG ④~⑥
speeds. 15 damage (fixed / damages two enemies).
A handheld explosive. 15 damage (fixed / damages two
Grenade ⑤⑥
enemies).
Indiscriminately burns a wide area to ash. 20 damage (fire /
fixed / targets all in sight centered upon a specific point /
unavoidable).
Missile ⑤⑥
Using an Intel check (rather than Combat), you can attack from
afar (as long as you can see with magic, technology, or
similar).
Indiscriminately burns a wide area to ash. 40 damage (fire /
fixed / targets all in a 30km radius centered upon a specific
point / unavoidable).
Nuclear Missile ⑤⑥
Using an Intel check (rather than Combat), you can attack from
afar (as long as you can see with magic, technology, or
similar).
Ray Gun ⑥ A gun that shoots rays. 20 damage (electric / fixed).
A destructive ray with a narrow scope, fired down from an
artificial star floating high in the sky. 30 damage (electric / fixed
/ unavoidable).
Satellite Cannon ⑥
Using an Intel check (rather than Combat), you can attack from
afar (as long as you can see with magic, technology, or
similar).
Computer ⑤⑥ Increases the user's Intel by +2. (Needs at least 5 Intel to use.)

Items and Spells


Many NPC demons have uncommon and rare items and spells.
The GM, to a certain extent, is freely able to design such items. However,
if you don't understand what you're doing, it may cause a lot of problems.
Below are tables of uncommon and rare spells and items, with 18 of each
listed.

Uncommon Items Table


d18 Item Equip Type Effect
A chilling blue dragon sword that saps the magical power
Sealed
1 Two-handed of foes. +15 damage (ice), reduces the opponents MP
Demon Sword
equal to the damage dealt.
A peculiarly shaped throwing knife. Always returns to your
2 Chaos Edge One-handed
hand after being thrown. ±0 damage, ignores armor.
A shield that grants +1 agility when evading. When the
Shield of
3 One-handed wearer takes damage, it automatically returns 3 damage to
Revenge
the foe (cannot be reduced).
Living armor comprised of a dreadful mass of miasma. +12
4 Ghost Armor Outfit
armor.
A maid uniform sewn for a true maid of Makai. +5 armor,
Makai Maid
5 Outfit +2 servitude, -1 self-esteem.
Uniform
The wearer can service one extra target.
A magic-enhancing tool in the shape of a ring, a gem, or
6 Magical Focus Accessory
similar. The wearer gains +1 Magic.
Takes a form like that of a ring or necklace. Bound at
creation to a specific rank of demon (usually Demon King,
Rank
7 Accessory or a lowly Demon).
Manipulator
Nearby demons recognize the wearer's rank as that of the
bound rank. The slaves the wearer is able to own does not
change.
Ring of A ring that enhances the wearer's willpower. +2
8 Accessory
Reason self-esteem.
Blazing A crimson mantle. Grants immunity to fire-element
9 Accessory
Standard damage.
Throne of the A throne that restores 5 MP a round to whoever is seated.
10 Accessory
Demon King Easily moved due to slightly floating.
Immortal personal bodyguards. Their owner, once per
11 Bodyguards Subordinate
session, negates the first damage they would take.
Possession of a large number of believers within the human
12 Cult Subordinate worlds. At the beginning of each session, earn 5 DP and 10
souls.
Ensnaring rope that binds others within obscene pleasure.
When successfully violating someone, you can
Exhibition
13 Two-handed automatically tie them up.
Rope
Those bound suffer the status effect of either "Restrained
0" or "Heat 2".
Succubi's Circlet that allows the wearer to see the proclivities of
14 Accessory
Circlet others, granting +2 training.
Precious gem cut in the shape of a penis. Insert within the
vagina or ass to equip (transforms into energy once worn).
Gem of Fiery
15 Accessory -1 self-esteem.
Passion
Grants the wearer +5 fire-element damage, as well as
immunity to fire (ice damage taken is doubled, however).
A bewitching dress (cursed). All damage taken, except for
light-element, is halved (round down). +1 Magic.
16 Witch Dress Outfit
If you don't "receive" a demon's semen at least once a
session, you lose 20 DP.
Chains of Fine, jet-black chains that twine around the whole body
17 Accessory
Sealing (cursed). The wearer cannot use any spells.

A ring that causes the wear to emit a depraved pheromone.


Ring of
18 Accessory Those who see the wearer, until they pass at least 2
Suffering
self-esteem checks, "violate" them regardless of time or
place.

Uncommon Spells Table


d18 Spell MP Effect
Brings forth a torrent of darkness, dealing 15 + magic damage (dark)
Dark
1 20 up to an entire battalion.
Tornado
Alternatively, inflict 3 points of damage in war.
Absorbs the target's spirit, inflicting 5 + magic damage to PP,
2 Dream Drain 15
recovering your own MP or PP by the damage dealt.
Imbue evil power into your own weapon. For one hour, whenever
3 Evil Weapon 6
inflicting damage, recover your HP, MP, or PP by an equal amount.
Magic to bring down a fatal blow. The user doubles the damage of
4 Smash 10
their weapon on their next turn.
Raises your ability to its limit. For one hour, roll twice on checks and
5 Multiaction 20
take the result you want.
Surges fighting spirit forth from you and all your allies in sight, raising
6 War Cry 24
combat and agility by +1 each (or attack by +1 during war).
A spell of spirit-to-spirit communication. You can converse with
7 Empathy 4 distant demons and humans you are familiar with, as long as you
remain focused.
Remove Curse-breaking magic. Allows the target cursed item to be
8 20
Curse unequipped once.
Remove
9 20 Exterminates one parasite within the target's body.
Parasite
Resurrect a slain being as your slave. Targets such as humans and
monsters revive with the abilities they had while alive.
10 Necromancy 12
At the time of resurrection, their HP will be fully recovered, but they
gain the "Alien" monster trait and vanish at the end of the session.
Monster Magic of dominating monsters. Enslave an "Alien" monster at half or
11 16
Lord lower HP.
12 Slime 10 Summon and control one Slime until the end of the session.
13 Bondaging 8 Curse that obscenely binds a target with tendrils of darkness. Inflicts
"Restrained 2" upon the target.
The most-feared curse of filth and humiliation. Inflicts "Incontinence
14 Bottom Error 6
2" upon the target.
Spell that forcefully strips equipment. Save for cursed items, all of the
15 Strip Arm 10 target's equipment is removed.
Re-equipping items takes one turn for each.
Blessing of a depraved mass. Everyone in sight (including the caster)
16 Sabbath 16
suffers from "Heat 2".
Infects the target with a single parasite. The parasite is that of the
17 Parasite 20
lower value on a 2d6 roll.
Remodel flesh as you please, either a restrained target you're training,
or yourself (permanent). The design of the modification is about the
scope of a demon trait.
18 Mutation 30
Afterwards, the target's combat decreases by -1, and either their
service or their seduction increases by +1 (can stack up to three
times).

Rare Items Table


d18 Item Equip Type Effect
Sword of the Fallen A great holy sword wreathed in darkness. +20
1 Two-handed
Divine King damage (dark and light). -1 vitality to the wielder.
A huge jet-black warhammer. +10 damage (dark),
Greathammer of the +1 combat.
2 Two-handed
Strife King Attacks with this weapon harm everyone in sight,
save for the wielder.
A metal staff that snares items it touches. +5
Staff of the damage, on a hit take one piece of equipment from
3 One-handed
Abandoned King the target.
The target chooses what equipment is stolen.
A shield in the shape of a dark crown. +1 agility
Shield of the Black when evading, +1 magic when resisting.
4 One-handed
Dragon King The wearer takes no damage from attacks by
monsters of a lower rank.
Vestments of the A voluminous black robe. +6 armor, +1 magic.
5 Outfit
False God King Armor reduces PP damage as well.
Golden full-body armor. +10 armor, +1 vitality, +1
Armor of the Emperor
6 Outfit self-esteem. The wearer can recover 1d6 HP at the
Demon King
end of each round.
Eye of the Desire An eye gouged out of a once great demon king. The
7 Accessory
King bearer may own one more slave of their own rank.
An eye gouged out of a once great demon king. The
Eye of the Scheming
8 Accessory bearer may enslave demons and monsters of one
King
rank higher than themself.
A ring that reflects spells. All spells targeting the
wearer, including healing and support spells, are
reflected back to the caster with the same success
9 Ring of the Devil King Accessory
value.
However, spells that target everyone and critical
spells cannot be reflected.
A throne used by a once great demon king. Easily
Throne of the moved due to slightly floating.
10 Accessory
Stagnation King Whoever is seated earns DP on a die result of 1, as
well as 6.
A mob of low-ranking demons that pillage and tax
Tax Collectors of the
11 Subordinate local humans and monsters. When building
Forgotten King
facilities, you only need half the souls.
Private Secretary of A female secretary of Makai with good knowledge
12 Subordinate
the Plague King of everything. Her owner gains +2 intel, +1 magic.
A whip that manipulates the hearts of those it
Whip of the Breaker lashes. +1 training, deals no damage.
13 Two-handed
King Those hit suffer any one status effect of "Charm 4",
"Heat 3", "Incontinence 3", or "Restrained 2".
A bangle that manifests terrifying power when
Bangle of the Violator
14 Accessory forcing others down. +3 vitality, +3 training, only
King
when violating.
A magical sword that resides within the body,
materializing within your hand as you desire
Sword of the (cursed). +20 damage (fire), +2 service, +2
15 One-handed
Suffering King seduction.
The one cursed cannot evade or resist attacks,
spells, seduction, etc. that cause status effects.
Armor consisting only of pauldrons and gauntlets
Armor of the
16 Outfit (cursed). +15 armor (-2 self-esteem / -1 training / +2
Disgraceful King
seduction).
A gem that invades one's privates when peeing,
resting inside the bladder and transforming urine to
Gem of the Sadist aphrodisiac (cursed).
17 Accessory
King When the wearer takes PP damage, they
automatically lose continence and suffer from "Heat
3".
A ring of unending lusts (cursed). Once the wearer
Ring of the Succubus
18 Accessory enters "Heat", they cannot recover until the curse is
King
lifted.

Rare Spells Table


d18 Spell MP Effect
A huge meteorite strikes the surface of the world, dealing d66
damage to all enemies in sight.
1 Meteostrike 30
Alternatively, destroy a facility within the target territory, or inflict 4
points of damage in war.
Dark Lightning flashes down from stormclouds, dealing 30 + magic
2 20
Thunder damage (electric and dark) to one target.
A strong tornado tears through the air, inflicting 40 + magic damage
3 Tempest 20
on all flying targets in sight (except for the caster).
A wave of death. Up to an entire battalion of humans (adventurer-rank
and below) and monsters (☆ rank) are instantly killed.
4 Calamity End 10
In war, inflicts damage equal to the fighting power of a ☆ monster
corps.
Dark All allies in sight recover 10 + magic HP, all enemies in sight take 10 +
5 20
Blessing magic damage (dark).
6 Death Cloak 10 For one hour, the user's armor increases by 10.
Transform into a Dark Dragon until you are victorious or defeated. See
the Dark Dragon entry for all data.
7 Dragon Form 30
You cannot use spells or items, but you don't take damage to your
usual form.
Transform into a Fenrir until you are victorious or defeated. See the
Fenrir entry for all data.
8 Beast Form 24
You cannot use spells or items, but you don't take damage to your
usual form.
A spell to transform into a giant. For one hour, your HP is doubled
9 Gargantua 24 (and fully recovered), and you gain +4 vitality and the "Alien" monster
trait.
A spell that slows time to a halt. On the turn you cast this, you can
10 Time Stop 30 take two additional actions.
Targets cannot evade or resist these actions.
A field of cursed energy wells forth. Except for the caster, everyone in
11 Cursed Field 24 sight, whenever rolling a check and a die shows a 6, treat the result
as 6, rather than 0.

12 Prison Cage 24 Summon and control one Prison Cage until the end of the session.

A rain of semen falls over all in sight. Angels in the rain take 10 +
magic damage to PP.
13 White Rain 20
Demons other than the caster can recover 10 + magic MP.
Afterwards, everyone in range suffers from "Heat 1".
A spell that channels miasma through one's own body, as a
prostitute of Makai.
14 Prostitute 24 Until the end of the scenario, when "receiving" semen from any
demon or monster for the first time, gain souls equal to the square of
their ★ rank.
The surroundings transform into the dominion of savage beasts. All in
15 Beast Roar 24
sight cannot take any action but "violate".
Demon A spell that inflicts "Heat 6" upon the target. This cannot be
16 20
Pleasure recovered from until the end of the scenario.
The caster can decide the target's next action. This effect is resisted
17 Marionette 16
by magic each turn, and persists until the target succeeds.
Curse of fertility. If the target has sex with someone within the hour,
18 New Life 16
they will have a child with them.

Prices and Trade in Makai


In the demon worlds, buying and selling usually goes at the market rate.
There aren't any particular standards. As for making a living itself within
Makai's leisure, there aren't any pressing necessities. This is true even for
traders, who, rather than chase profits, get a strong enjoyment out of
watching their number of souls stack up and chatting with customers. This
basic knowledge is what the GM should remember first of all.
However, if there are too little in the way of guidelines, it can cause
problems for both the GM and players.
Just in case, then, if you want something rough to begin with, you can
use the following tables.
The following are the prices to buy goods, with sell prices at around half.
.

Slave Prices
Slave Price
An ordinary human slave. Prices can go up depending on
Commoner Slave 1 Soul
their looks and background.
A relatively capable human. Prices can go up depending on
Adventurer Slave 3 Souls
their looks and background.
The peak of humankind. Prices considerably vary depending
Hero Slave 6 Souls
on their looks and background.
If their expertise in bed and the buyer's tastes line up, the
Demon Slave 10 Souls
price can easily go up to double.
If their expertise in bed and the buyer's tastes line up, the
High Demon Slave 40 Souls
price can easily go up to double.
Monsters such as Orcs, Damned, and Brownies. However,
Monster (☆) 1 Soul
there are also many Brownie-obsessed buyers.
Harpies and other similar monsters are considerably pricey,
Monster (★) 10 Souls
though.
Monster (★★) 25 Souls Bottom Worms and Myconids are expensive.
Due to their scarcity and ability, they go for high prices.
Imp 80 Souls
They're only rarely sold.
Pain Golem 50 Souls Very useful as a torture tool.
Chaos Lord 50 Souls Reknowned for their ability to shapeshift.
Their price slightly varies depending on their type of damage
Guardian 50 Souls
resistance.
Not normally sold. Very popular due to being able to find as
Mimic 100 Souls
many items as you could want inside.
Not normally sold. Very popular due to being able to produce
Parasite Mother 400 Souls
as many parasites as you could want.
Incapacitated Training angels who have yet to fall is a popular activity. The
20 Souls
Lesser Angel harder they struggle, the higher the price.
Training angels who have yet to fall is a popular activity. The
Incapacitated Angel 80 Souls
harder they struggle, the higher the price.

Item and Spell Prices


Type Price
Ubiquitous Items 1 Soul
Common Items 20 Souls
Common Spells 20 Souls
Uncommon Items 50 Souls
Uncommon Spells 50 Souls

Prices of commonly seen services in Demon Capitals


Service Price
Renting a Destrier for a day 1 Soul
Getting serviced by an Energy Sucker for an hour 1 Soul
Staying at an inn for the night, with dinner and a bath provided 1 Soul
Renting one Damned or two human slaves for the night 1 Soul
Getting gang raped by a small hut of Orcs 1 Soul
Renting a pool packed full of tentacles for the evening 3 Souls
Renting a Hellhound for a day 3 Souls
Raping an incapacitated angel once (training not allowed) 6 Souls
Attending a high-ranked demon's party 15 Souls

Notes)
<Slave Prices Table>
The high ranking slaves listed here may be difficult to find for sale out in
public. It may be best to contact a Demon General or Demon King directly.
Some monsters, such as Imps and Mimics, are sold at differing rates.

<Item and Spell Prices Table>


It would be good to market Rare Items and Spells directly to Demon
Generals and Demon Kings.

<Service Prices Table>


If there are any services outside of these you can think of, the GM can
decide upon them.

Formatting stuff:
Regular text has a first line indent of 0.2.
Circled number lists have a hanging indent of 0.25, since google docs
doesn’t seem to support circled numbering
Tables are -0.25in at the left, and 7 in wide, resize inside cells to fit

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