Showing posts with label cultists. Show all posts
Showing posts with label cultists. Show all posts

23 January 2021

All Wizards Are Warlocks

No human can just learn to manipulate magic.

The so-called wizards who brag and drone on about their long years of careful study that granted them supernatural powers simply don't want to acknowledge the obvious: You cannot build a tower without the foundations. You cannot make a cow fly without some serious help. Indeed, humans can use magic - but only with help, if they are given the Gift by a spirit of some sort.

A patron, if you will.

Thus every magic user must follow a certain pact that grants them access to their preternatural powers, though the exact nature of such pact and the price they pay differs wildly between practitioners. While there are no hard and fast rules for sorting magicians into neat and clear-cut categories, at least some of the most common kinds of magic users and their approaches to magic and the spirit world are discussed below.
 

"Wait! I can go up to ten babies, but not a single one more."

 
Sorcerers would be the exception that proves the rule, as they do have an inherent gift of magic that they can train and hone on their own - except they are not human, not fully. Their pact is one of blood and bloodline, their patron the non-human ancestor who set their whole family apart from the rest of the human race.

Sorcery tends to have a very narrow focus - a dragon may sire a lineage of pyromancers, a fairy a line of illusionists - and departing from one's hereditary, traditional craft is basically impossible. Indeed, sorcerous families oftentimes gravitate towards a strong sense of tradition, elitism and purity of blood, stoked by the fear of loosing that which makes them special. As their bloodline gets diluted over generations, the sorcerous spark grows ever weaker and their gift of magic eventually fades away. This unfortunately drives many sorcerers to search for ways of preserving the power of their family. Affairs with non-humans and incestuous relationships are regrettably common among sorcerers. And while this does keep the magic in the family, it also sets the sorcerers ever further apart from true humanity, with each new inbred generation being more powerful, more mutated and more insane, until at one point, it's no longer possible to consider them human magicians any more, but rather magic beings in their own right.

Such creatures are then quite likely to find a human spouse for themselves, and the cycle starts anew.

Mediums pay for magic with their bodies. In exchange for power, they offer agency to any spirit who desires a more physical presence in Reality. In short, they willingly let themselves be possessed.

This form of the Craft is probably the easiest to start with - a spirit who would enjoy a ride in a living body can be found pretty much everywhere and all a prospective medium has to do is keep an open mind as say "Yes" - but doing it in a safe and useful manner is very hard. After all, you are opening your Self to a magical being and the only way to gain more power is to let more powerful spirits in. As the saying goes, there are no bad mediums, only dead mediums.

The good ones, though, eventually end up either bonding with a single spirit and gaining a great, focused power through the breadth and depth of their connection; or amassing a host of multiple spirits for short-term possessions, each a different tool in their toolbox. The former run a high risk of eventually merging with their possessing spirit and shedding their humanity as a newborn magical beast. The latter should take care to play all of their spirits off against each other, lest the spirits grow discontent with their limited access to the medium's body and unite their forces, resulting in an involuntary possession by the whole host of spirits, banishment of the medium's soul and the birth of a creature known as the wisp-lord.

Priests are quite obviously serving a higher power, a distant deity that deigns to answer some of their pleas for help in exchange for regular prayers and rites. Never forget, though, that there's really not that much of a difference between a cleric of the Lord of Light and a cultist of He-Who-Lurks-In-Corners - both are trying to catch the attention of a being that could squash a city without even meaning to, and that doesn't really listen to, care about or understand its worshippers. Priestly magic is very powerful, but unreliable and prone to missing the point or being helpful only in mysterious, alien ways.

Evangelists are often seen as priests with another name, but that's plain wrong. Evangelists don't work with the gods, they work with angels. And where priests might be fine with going through the motions of reverence with no true faith or zeal behind it - they are so deep beneath the notice of their patrons that all but the most egregious sins and mistakes are overlooked - evangelists have to always stay true in their ardour.

Indeed, angels tend to take a great interest in evangelists, keeping them an unseen company at all times, helping and guarding them, but never forgiving. Angels are spirits of holy war and vengeance. Angels are razor focused on battling evil in all forms and shapes, enabling a lone evangelist to repel an army of the dead or go toe to toe with a greater demon, until they misstep and get smote on the spot.

Diabolists are the archetypal warlocks. They made a pact for power or knowledge, pledging their services or selling some bits and bobs of themselves to a patron who has need of what the warlock offers and can provide magic in exchange. The name "diabolist" is misleading, as they didn't necessarily have to make a deal with the devil - they could have made a deal with any number of other otherworldly entities - yet the principal difference from other magicians is that a diabolist's power is strictly contractual, its limits and conditions clearly stipulated. The magic of diabolists is the most reliable of all the forms of practice, as long as they are able and willing to keep their side of the bargain.

Druids cater either to the many small nature spirits that infuse every tree and spring and herd of animals, or to the great spirits of nature who oversee whole forests, mountains or islands. They build up favour with a location until the very wind and ground and undergrowth likes them and tries to help them and fulfil their every wish. They hold great sway while in their place of power, but they are also greatly limited should they leave. While the spiritual word of mouth may allow them to draw upon some of the favour they amassed even elsewhere, the spirits of nature are jealous, fickle and territorial - if the druid is gone for too long from their demesne, they may return to find that the place has forgotten them, or even worse, faults them for leaving.

Shamans work with lesser spirits too, but where druids build their relationship with all spirits in a location, shamans try to win the affections of specific spirits - ancestral and heroic ghosts, petty gods, minor demons or Folk, anything goes. All their magic is very much quid pro quo, and the nature of favours they may draw upon depends on the kind of spirits they commune with. They are the socialites of magic users, they have connections, they know a guy who knows a guy. They also have to juggle their spirit friendships very carefully, as trying to woo two feuding spirits could result in some bad blood very easily and getting bad-mouthed by an angry spirit might seriously threaten their Craft.

Elementalists, necromancers and demonologists are all proud to differentiate themselves from one another, but they are all in fact just specialized summoners. They are not even that different from shamans, except that a shaman has a long-standing relationship with their spirits, whereas a (whichever) summoner calls upon any random spirit of their chosen type, offering it a payment for one specific task. Take it or leave it, we don't need to see each other again once the job is done.

An elementalist doesn't throw a fireball, she feeds some delicious bat guano to a fire elemental and it makes an explosion for her. A necromancer doesn't animate the dead, he offers to return corporeality back to the dead in exchange for servitude. And a demonologist exchanges souls for services.

Magi are sometimes disparagingly called the dabblers or wandslingers, or with less prejudice the collectors. They didn't make a pact or build up favour - they found a stick and learned how to activate it.

Of course, that is an exaggeration. A magus is often a determined individual who sacrificed a lot to win their wand or spell-blade or another artifact. Their magic is simple and strong and stable, but also set in stone - there is no flexibility, no growth. Once they learn to use their artifact, that's all they will ever be able to do unless they hunt down another artifact. Plus they are the only type of magician whose magic can easily be stolen. Easy come, easy go, as they say.

Alchemists are the strangest bunch - they force magic to happen. Other magicians occasionally fabricate magic items, but alchemists specialize in it. They create spirit-lures in the form of tasty potions, interesting scribblings on scrolls, or strange alloys of metals forged into rings; then they bind the spirits they entice, with the only way out of the binding being to perform as requested. They can trap nearly any magical being and when they negotiate, it's always from the position of power. They are masters of magic runes and circles and sigils. They build golems, craft enchanted arms and armour, even transmogrify living creatures with biomantic surgery-seals. With the right formula, they can make nearly any magic happen. The greatest of them take years to reshape the landscape into geomantic bindings that enslave gods.

They are also universally hated by the spirits. They have to be very meticulous and methodical, because if they make the tiniest mistake, all hell breaks loose.

Goblin kings, or filthomancers, are the living proof that even awful things can be useful. It is a common knowledge that goblinism is contagious. It is not a normal disease, though, but rather a spiritual one. A wild disease-spirit that can nonetheless be tamed with gifts and drawn on for magic.

Everything a goblin can do, a goblin king can do better - creating a variety of noxious and toxic odours, slipping anywhere unnoticed, smelling out everything from what you had for lunch to hidden treasure or emotions, surviving nearly anything by becoming more disfigured and disgusting, getting bigger and stronger and tougher by eating a lot, making others suffer. And with the favour of the goblin-spirit, the "friendship" of goblins comes hand in hand. A prospective goblin queen will soon find herself with a cohort of goblins that follow her everywhere (especially where she doesn't want them to follow) and kind-of help with everything (but mainly make a big mess) - thus also the title of a queen or king.

Importantly though, goblin kings are prime carriers of goblinism. Everything they touch and anyone they interact with will be at least a little bit tainted - a little bit under their control. They don't need to build a trapped mansion for themselves - any building they live in will eventually become an ugly, filthy goblin-shack, full of nasty and dangerous surprises for trespassers. They have no need for magic weapons - any knife they use for a while will become a serrated, rusty, poisonous, deadly goblin-shank. If you're willing to debase yourself enough, goblin magic can be disgustingly useful and treacherously versatile.
 

For the low price of your sanity...
From Magic the Gathering

 
And what about the wizards? Those who would be bloody insulted if you called them a warlock, insulted enough to singe your eyebrows off with a lightning bolt, even? Those who are always accompanied by their familiar, a spiritual guide and helper and friend? A familiar that they made a pact with, a pact for power or knowledge?

Yeah...

24 June 2019

Thousand Gods Heresy Redux

Here are four more patrons for the cultists of the Thousand Gods Heresy. Woe shall be to those who stand against the tide.
 
 

Ahazu, the Seizer in the Dark

It is pitch black. You are likely to be eaten by a grue.
- Zork

Starting Items:
  • lavish clothes stained with old food and vomit,
  • as many empty bottles and chewed bones as you can carry.

Mark & Taboo
There is an endless starry void in the back of your throat. Your stomach is hideously distended and bloated.

You may never miss a meal. Should you break your Taboo, you must hold an opulent feast for three days and nights.

First Secret of the Hungry Darkness
You may eat any number of rations in a single action. For every ration eaten, you gain +1 on your next roll. You are always hungry and produce no body waste.

You may swallow inedible or dangerous substances with no ill effects, but gain no nutrition from them. You could snack on razors and drink acid without harm, or try the effects of monstrous meat and unknown potions by gulping them up.

Second Secret of Darkness Without
You may start vomiting endless torrents of darkness that fill a 30' radius around you. The darkness blocks sight and weakens other senses for everyone except for you.

You cannot stop vomiting until you pass a Save, but can act normally even as darkness pours from your mouth. This ability recharges whenever you eat.

Third Secret of Darkness Within
You may swallow creatures or items whole, up to one size category larger than you. Unwilling creatures must be grappled before being swallowed. All the swallowed objects are placed within an extradimensional space in your stomach that resembles a vast, lightless and timeless cavern with alien stars twinkling overhead.

You may safely store no more than [Cultist templates] things at a time, irrespective of their size, otherwise the superfluous objects may start to disappear into the darkness. You can regurgitate anything within your stomach at will.

Ritual of the Pregnant Darkness
There is a small pool of amniotic fluids and darkness in your stomach-cavern. By eating a raw chunk of a creature's flesh, you can begin to gestate a loyal clone of it in this pool. The clone takes a full day to gestate, and may be regurgitate at any later time, already adult. It dies a week after you release it from your stomach. You may only have one clone at a time.

The Broken God by SunnyClockwork

Astaroth, the Broken Clockmaker

He is very old. He is hurting very badly. He is underwater, in space, and everywhere else. He cannot get off his chair. He is stuck there forever because he is so badly hurt.
- SCP-1348, SCP Foundation

...not afraid of The Lord, for He is as we are, broken and scattered. As we restore the body of God, so we restore ourselves. To join with the Lord is good. As we give honor and worship to the Lord, so does He honor us. To serve the Lord is good. As we guard the Lord from harm, so does He...

- Church of the Broken God Bible Fragments, SCP Foundation

Starting Items:
  • toolbox (3 slots, but has nearly any tool you might need),
  • broken pocket watch.

Mark & Taboo
You constantly weep tears of black oil. Loud ticking is heard from your innards.

You may never harm a machine or mechanism, or allow them to be harmed. Should you break your Taboo, you must repair or build more mechanisms than were harmed.

First Secret of the Mechanisms and Machinery
You can speak with machines and mechanisms, and gain +2 to Reaction rolls with them. This includes mechanisms as simple as locks or traps, and machines as complex as alien supercomputers. You may negotiate with them and persuade them to do you various favours.

You can tell time perfectly.

Friendly locks will open for you, allied crossbow might get a bonus to hit.

Second Secret of the Cog and the Key
You do not eat, drink, breathe, sleep or age. Instead, you have a slot between your shoulder blades where a winding key can be inserted. You cannot reach there and need someone else to wind you up, or you will stop living until your are wound again. For every minute of winding, you gain one hour of functioning. Should someone wind you up for more than twenty four hours of life, you become overwound and take 1d6 damage for every additional wound up hour.

You take 1d6 damage per minute in water as your skin starts to get covered in rust and your movement grinds and screeches.

Third Secret of the Ticking Clock
You may increase your clock speed. This allows you to take up to [Cultist templates] extra actions per round, but at the cost of one hour of winding per extra action.

Ritual of Grafted Steel
Where flesh gave way, steel shall prevail.

With tools, materials and time, you can repair living beings as if they were machines. You need a forge and some clockwork components, then you can rivet the wounds and weld the bones. It takes a minute to heal 1 hp, or an hour to heal 1 point of attribute damage. Talk with your GM about implants and clockwork prosthetics.
 
Ain't he cute?

Buer, the CEO of Evil

FUCK OFF BUER!!!1!!!1!
- TheLawfulNeutral

Starting Items:
  • spiked black leather armour,
  • goatee (women get a fake one),
  • evil laughter.

Mark & Taboo
Your legs bifurcate into four cloven hoofed feet.

You must kill anyone who insults or makes fun of you. If you break your Taboo, kill another intelligent creature instead. Your minions are intelligent enough to serve you in this way.

You know how some villains keep killing their own minions when they get angry, just to show you how evil they are? You are one of those guys now.

First Secret of the Master
You are served by [Cultist templates] x 2 minions of Buer. They are HD 0 with only 1 hp, and deal 1d6 damage with their various limbs. They also look pretty ridiculous (roll here, automated generator on the sidebar) and act in generally silly, dumb way. They are absolutely loyal to you, though, and will do anything without question - walk into a known deadly trap, blow themselves up as suicide attackers, hold their breath until they pass out. They never roll Morale and cannot be turned against you.

Every night, you may summon new minions for any who died that day.

Second Secret of the Commander
You may sacrifice any number of your minions to gain +X to a Save, or to decrease the amount of damage you take by X, where X is the number of sacrificed minions. All the minions somehow protect you, but tragically and grisly die in the process, showering the surroundings in copious amounts of gore.

Third Secret of the Dark Lord
You are always dimly aware of all your minions. You can command them telepathically, and with concentration you may access all their senses. You can even speak through their (many) mouths.

Ritual of Demonic Possession
Mix ash, fat and blood, then draw the unholy symbol of Buer on the forehead of a helpless victim. One of your minions will possess the victim and you can then use them in the same way as any of your minions, but also gain access to their abilities.
 

Ikor, the Lamb of the Pyre

"For My flesh is true food, and My blood is true drink."
- John 6:55, NET Bible

Starting Items:
  • gnarly staff,
  • plain white robe,
  • devoted disciple.

Mark & Taboo
Smoke comes out of your mouth when you speak. Your blood smells sweet and delicious.

You may not allow your blood to be spilled in vain. Should you break you Taboo, you must take the blood of whoever bled you against your will, or a blood freely given if the offender escapes or doesn't bleed. As much blood as you bled must be taken.

Bludgeoning attacks are assumed not to draw blood, so the actual concern are enemies with sharp weapons.

First Secret of the Holy Blood
Your blood is sacred, nutritious and as flammable as oil. Every pint (2 hp worth) of your blood is equivalent to one ration, bottle of holy water and a flask of lamp oil.

Your spittle may ignite flammable substances.

Second Secret of the Stigmata
Your blood lives. When outside your body, you can command your blood to flow and climb in any direction.

You may also shape a pint of it into any simple item (a dagger, 10' of rope). Larger items may require more blood, and intricate items may require some skill or foreknowledge (for example, you can shape a key, but if you don't know what type of key will open a door, your key will likely not fit). All blood-shaped items last for 10 minutes.

Don't forget that your blood can now cover surfaces or drip on your enemies from above, and then you can spit on it...

Third Secret of the Burned Offering
When you die or when you will it, your body explodes as a fireball with number of MD equal to your HD, showering everyone nearby with burning gore. You can also will your limbs to explode independently as a fireball with 1 MD - this deals no damage to you, but leaves you with a smoking stump. If this attack kills any creature, you heal 1d6 hp per their HD. This healing may resurrect you if you exploded because of your death.

Ritual of the Sacred Salamander
Prepare a pyre or rare woods, sprinkled with incense and adorned with prayer strips. Anyone may sleep on the lit pyre as a part of their daily rest. They will take no damage from the flames and awaken in the morning with one of their lost limbs restored or a crippling injury healed.

 

13 December 2018

Class: Cultist of the Thousand Gods Heresy

One whisper, added to a thousand others, becomes a roar.


There once was a Multiverse. Countless realities, universes, planes and realms; billions of worlds with billions of races and billions upon billions of living souls. There were also gods, so many of them and so different. From omnipotent All-Fathers with galaxy-spanning churches to small gods barely worshipped in a single village. Some would never allow their faithful to recognise the divinity of another creature, while others joined in pantheons, safe in support of their peers. The Multiverse was immense, wondrous and diverse. Way too diverse.

The War in Heavens broke out and consumed the Multiverse. Nothing but scarce fragments of what transpired are remembered today, as the Laws of Magic were not yet set, and high magics warped and broke and rent the realities asunder. Armies were slaughtered, resurrected, and slaughtered again. Planets were thrown against each other, and stars transformed into supernovae. Time travel made all victories irrelevant, defeats transient and a ceasefire virtually impossible. However, there was an end to this endless struggle, as one god managed to weave a time-spell of unseen proportions, starting a chain reaction of temporal collapses that retconned the whole War and everything.

There never was a Multiverse. There is one world, with one timeline, with one god. The Authority and his Church are the only truth*. Anything else is a lie and a delusion and a heresy and an echo of the fire and madness that had never been. Because naturally there are echoes, remnants of all the souls that were never born, of the pasts and futures squandered, of gods and realities unmade into unbeing, of possibilities and impossibilities and choices and alternatives and roads not taken, all lost within the Void. Thus the Void beyond the world is filled with the voices of what never was, or could never be.


These remnants are called by many names: the Demon Ghost Horde, the Thousand Gods Heresy, the Lost Voices of the Void, or simply the Multitude. They are a legion, a vast congregation of innumerable spirits, from the shadows of ghosts of dead people to genii loci of destroyed planets and the shattered and scattered remains of vanished gods. Some are so tiny their murmur is as noticeable as a butterfly flapping its wings. But some linger on, still strong enough to whisper over the edge of reality.

Of the few people who hear the whispers of the Void, even fewer listen. They are branded as heretics and executed by the Church, but some go unnoticed and band together into cults. A coven of such cultists usually worships a single powerful remnant, or a group (a pantheon) of remnants. They learn from the mad whispers and receive strange gifts of unnatural abilities. In return, the remnant feeds on their existence, ever so slowly reclaiming its being and self.

To this day, no remnant managed to escape the Void back into reality. But should it happen one day, the world may come to great peril, for such an entity would be alien to the time and existence of this universe, not even bound by the Laws of Magic. Maybe their return would only punch a hole through reality, where the other countless remnants could gulp down the existence of our world. Maybe it would unravel the whole timeline. Or maybe, just maybe, the old gods could return and rise again to overthrow the Authority and rule the Creation.

*) Some would claim that even Authority is dead or as good as dead, exhausted by his great feat of magic into non-existence.

Interrupting the Cultists

A: First Secret, Mark & Taboo
B: Second Secret, Cult Contacts
C: Third Secret
D: Secret Ritual, Cult Conscription

Roll d10 for your patron:
  1. Acererak
  2. Berith
  3. Eve
  4. Kosmos
  5. Lilith
  6. Nudziarth
  7. Ahazu
  8. Astaroth
  9. Buer
  10. Ikor
Patrons 7-10 can be found here. There might be more patrons once/if I finish them, and anyone is more than welcome to create their own - tell me and I'll link them here.
 
Dead gods lost in the Void.
by Sephiroth Art

Mark & Taboo 
You are marked by your patron with a conspicuous sign of your affiliation. Given how heretical faiths are treated in many parts of the world, you may wish to find a way to conceal your Mark.

Your patron grants you powers in exchange for your faith. You must carry out the rites and follow the dogma, but most importantly you cannot break the taboos imposed by your patron. Should you break your Taboo, you will loose all the powers granted (including your Mark) until you can appease your patron.

Three Secrets 
The whispers of the Void teach you profound secrets that allow you to perform strange workings of magic.

Secret Ritual
As you are initiated into the inner circle of your cult, you learn a ritual once performed in the Multiverse that never was.

Cult Contacts
You are part of a cult, which is both a blessing and a curse.

In every town and some villages, there will be someone who knows the secrets signs, passwords and handshakes. You have friends and can ask for favours. But you will occasionally be tasked with a mission and expected to comply. The more favours you request, the more frequent, more difficult and more dangerous your missions will be. Should you refuse or botch your mission, the cult will find and punish you. Should you be exposed, the Church will hunt, torture and execute you.

Cult Conscription
You are adept at gaining new followers for your faith. You attract 1d4 + [Cha mod] hirelings that will faithfully assist you for the promise of power.

You can also try to preach your beliefs to any non-hostile person or group of people. Reroll their Reaction roll with any bonuses or penalties the GM deems appropriate. For example, you should receive -1 to the roll if the person adheres to a different religion (-2 if they are an ardent worshipper), and +1 if you saved the person or if they are a long-term friend.

Result of "friendly" means that they are receptive to your words and can eventually be initiated into your cult. Result of "indifferent" means that they just don't care and would you stop bothering them, they are trying to sleep! Result of "hostile" means that you angered them and they may very well be truly hostile and thinking of you as a heretic.

People persuaded by your conscription won't automatically become your hirelings or companions, but don't forget that once they join your cult, you can use your Cult Contacts ability on them. Try to woo someone who can be useful in the future - a rich merchant, an member of the Thieves Guild, a king's personal guard, or even the king!

Your fellow cultists can help you with information gathering of rumours and quests, fencing of stolen goods, smuggling, free safekeeping, hiding you with no questions asked - and on top of these benefits, you can ask for special favours. If you manage to convert someone powerful, the favours you can use should also be quite big. Give the secret handshake to the baron and he will have the murders slide.

Do what cults do best - slowly build your power, acquire some favours, then pull the strings from the shadows.

from The Return of the Living Dead

Acererak, the Decaying Lover

Lichloved: By repeatedly committing perverted sex acts with the undead, you gain dread powers.
- Book of Vile Darkness

Starting Items:
  • lavish clothes,
  • greasepaint to hide the rot,
  • bottle of perfume to overcome the stench of death.

Mark & Taboo
You have gemstones for eyes.

You must have sex at least twice a week. Should you ever break your Taboo, you can atone for your transgression by having sex with seven different partners in seven days. (For the truly desperate, seven sheep are enough.)

First Secret of the Stolen Breath
You may kiss a creature reduced to 0 hp to steal their dying Breath, killing them. The Breath will remain in your lungs as long as you wish or until you spend it (see below). You can only hold one Breath.

You may kiss a corpse and expend your Breath to cast speak with dead.

While you have the Breath, you reek of death, and appear decrepit and slightly decayed (though you are still alive and require things like food and air). You are also considered undead for the purposes of various spells and abilities.

Second Secret of the Death's Companionship
You may kiss an undead and expend your Breath to cast command undead or rot.

While you have the Breath, mindless undead are not hostile to you unless you show aggression first, and you have +2 to Reaction rolls for intelligent undead.

Third Secret of the Given Breath
You may kiss a willing creature to take their Breath. The creature will die, but can be revived if you return their Breath to a suitable body. For example, you could take the Breath of a dying ally, patch up the body and return their Breath, or find some soulless body and put their Breath in there. You can still release or expend the Breath normally.

While you have the Breath, you can sense undead within 30'.

Ritual of the Lover's Body and Soul
You can expend your Breath and have sex with any creature to swap souls with it. You will retain your class, abilities and mental attributes, and gain your lover's body and physical attributes. Your lover will find themself in your old body. Creatures with HD higher than you get a Save.
 

Berith, the Blood-Red Merchant

berith (plural beriths, also brisses)
  • The covenant of circumstition in Jewish tradition.
  • The name of a god of contracts and pacts, worshipped in ancient Canaan, reviled as a demon by the early Israelites and later the Christians.
  • Alternate name for the philosopher's stone.

Starting Items:
  • a golden ring engraved with a prayer to Berith (worth 1 gp),
  • a wheelbarrow.

Mark & Taboo
You appear drenched in blood.

You may not kill an ally, a hireling or a pet, including former allies, hirelings and pets. Forcing allies into dangerous, hopeless situations counts as killing them. Should you break your Taboo, you must offer a [hireling HD] hp worth of your blood and 10 x [hireling HD] gp in sacrifice, and burn the sacrifice along with the hireling's body.

First Secret of the Golden Tongue
You can put a gold coin under your tongue to negotiate with anyone, even if you share no common language. You can swallow the coin to get +2 bonus to any roll depending on your speechcraft. The gold disappears when swallowed and cannot be retrieved.

Second Secret of the Blood Mercenary
You may pay [hireling HD] gp to any hireling to make them obey your commands without questions, no matter their Moral, loyalty or personality, even if you order them into dangerous situations. The effect lasts until sunrise, when they will react appropriately to what transpired. The hireling would even commit suicide on your command, but that counts as killing them for the purpose of your Taboo.

Third Secret of the Golden Apple of Discord
You may touch a (relatively) valuable object to make it incredibly desirable to all intelligent creatures. Anyone who sees the object must Save or crave to possess it above all else. You may use this as a distraction, when bribing or haggling, or in any other scheme you can come up with. You may only have one such enchanted object at a time, and the effect lasts until sunrise.

Ritual of Blood and Gold
Take a freshly slain corpse and place [corpse HD] gp into their mouth. They will swallow the gold and be raised as an undead under your command, retaining all their stats, memories and abilities, and remaining loyal as long as you feed them [corpse HD] gp each day. You can only have one such a servant at a time. The gold disappears when swallowed and cannot be retrieved.

Demon's Souls fanart

Eve, the Mother of Monsters

And Eve lived to be older than any woman; who, in the end, did not die, but who retreated to her cave.
Blamed for Sin.
For Misery.
For the Fall.
- The Parliament Of Rooks, Neil Gaiman

Starting Items:
  • ragged clothes,
  • bare feet.

Mark & Taboo
You bear bloody wounds on your feet and stomach. You are sterile.

You must not eat any fruit. Should you break your Taboo, you must let yourself be bitten by a venomous snake.

First Secret of the Maiden
You can speak with snakes. Additionally, you can drain magic with a kiss.

You can drain magic from spellcasters, who loose 1 MD per round of kissing, Save negates. This is similar to spending a MD, so they regain it with their next rest. Alternately, you can drain magic items, which loose all their magic instantly and permanently, and you gain 1 MD per +1 of the item. You can store any number of MD.

You can cast spells, but yours are unlike wizardly spells. You do not prepare spells, you cannot read scrolls or spellbooks, and you cannot write down any of the "spells" you know. When you use a MD, it is automatically spent and you don't regain MD through rest. Otherwise, you use MD as a wizard. You cannot spend more MD at one spell than you have Cultist templates.

Instead of generating Mishaps or Dooms, you get a permanent random biological mutation for every even multiple and a permanent random supernatural mutation for every odd multiple, no Save. You will quickly become quite monstrous, and the GM should play it up unless you take great care to hide your deformity.

If you are a virgin, you know charm person. If you are not, you know command.

Second Secret of the Mother
You ignore pain and take no damage from bleeding. You are immune to parasites and possession.

If you are a virgin, you know glibness (see below). If you are not, you know shed skin.

Third Secret of the Crone
You deal double damage to plants and plant creatures. You take half damage from plants, plant creatures and wooden weapons. You are immune to any plant-based poisons.

If you are a virgin, you know beautify. If you are not, you know shrivel.

Ritual of Chimeric Exchange
Draw two circles in chalk or salt, then let the participants step inside as you start chanting. Soon, deep murmur of unseen voices will join you.

This ritual must target two creatures that negotiated the effects of the ritual beforehand and are willing to undergo it. While the ritual requires willingness, it does not forbid coercion or magical influence. Subsequently, the two creatures can trade body parts as per their agreement, with the same ease as two items can be exchanged. You don't need to be one of the two parties, but you can.

The exchange can be one-sided. For example, the spell allows you to give someone one of your eyes without taking something from them, if both of you agree. This way, you can gain new limbs and organs. You can demand some other form of compensation, though this is in no way enforced by the ritual.

The ritual takes an hour to complete. Should the ritual be interrupted, the target creatures must Save or loose the body part that was being exchanged. The creatures are magically sustained while the ritual lasts, but can die afterwards if they traded away a vital organ. The spell also prevents transplant rejection (even in case of incompatible physiologies) and leaves no scars.

With 1 [die], you can exchange roughly compatible body parts (human eye for cat eye, hand for paw). With 2 [dice], you can exchange body parts from incompatible physiologies (living arm for an undead arm, head for an animated helmet). With 3 [dice], you can mix material and immaterial body parts (hand for a piece of fire elemental's flame, switching of souls). With 4 [dice], you can exchange metaphysical qualities (bravery, damage resistances, skills, abilities).

I stole this spell from here, where more information on it can be found. The ritual may come in handy to cultists of Eve who become too monstrous for their own taste.

Crystal Sage

Kosmos, the Crystalline Law

Indestructible crystal. Even in the sea of chaos, it never loses its shine. I will become an eternal epitaph. Your memory will survive for eternity within a crystal tomb. This shall be my legacy, and my atonement.

But most of all, my final hope.
- Final Fantasy XIII-2

Starting Items: an oath you swore to someone. Discuss it with the GM.

Mark & Taboo
A crystal ioun stone orbits your head. It is invulnerable and cannot be forced away from you.

You may never break any law or oath. Should you break your Taboo, you must turn yourself in to the appropriate law enforcement and suffer your punishment, or be forgiven by the person you swore your oath to.

First Secret of the Law
No power magical or mundane can force you to break a law or an oath. You can only do so of your own free will. Additionally, you always know when some of your actions could break the local law.

Once per day, your ioun stone can intercept an attack against you, negating it completely. Spells, gazes and other harmful actions count as attacks for the purposes of this ability.

Second Secret of the Truth
Your hirelings will never betray you. They may still fail Morale checks, but they come back when the situation calms down. They may leave, but not without a warning and a talk.

Your memories also cannot be erased, changed or otherwise tinkered with.

At a mental command, your ioun stone can freeze in place as immovable rod. Should you walk away and give it a command to move again, it will return to orbit around your head at a great speed, punching through any obstacles. Any creature in its path must Save vs Dex or take 2d6 damage.

Third Secret of Justice
You can look through your ioun stone, gaining the effects of detect alignment. Once per day, you may also grip your ioun stone in a raised hand, casting abominate with [Cultist templates] MD.

I don't use and don't like alignment systems, but this power need not necessarily detect some metaphysical quality of a person, but may instead show the general nature of one's character. Selfless people will glow white, with tiny black specks of their shameful secrets. Most people will have auras all over the grayscale, momentarily flashing black when lying or white when wiping tears off a child's face. A psychopath may very well seem pristine, thanks to their total lack of moral compass or emotional capabilities.

Ritual of the Unbreakable Oath
You may sanctify an oath sworn between two parties. Should one of them break the oath, they suffer a major curse, no Save. The only way how to remove the curse is to be forgiven by the offended party. Both of the parties must know the consequences of swearing an unbreakable oath beforehand.

from Once Upon a Time

Lilith, Who Beheld Beauty

"You're far too beautiful to be good."
- Lord Wilmot, Earl of Rochester, to Barbara, Countess Castlemaine; Whitehall

Starting Items:
  • once splendid, now ragged and torn robes,
  • a blindfold.

    Mark & Taboo
    You have eyes on your palms. These do not break your Taboo. You can still hold items normally, but that requires you to close the eye.

    You have to be blinded at all times. Blindfold is enough, but plucking out your eyes is better. Should you break your Taboo, just blind yourself again.

    First Secret of the Deep Eye
    You can catch spells and gaze attacks targeted at you in your eyes. This has a 1-in-6 chance of success, with each of the following raising the chance by 1:
    • You ready an action to catch the spell (or gaze attack).
    • You know which spell (or gaze attack) is going to hit you.
    • You have successfully caught such a spell (or gaze attack) before.
    • You have no spell (or gaze attack) currently captured.
    Each of your eyes can only hold one spell (or gaze attack). You may release a caught spell (or gaze attack) at any target you want, with as many MD as it was originally cast with.

    Second Secret of the Beholder
    When you close all of your eyes, you can see through the eyes of any creature within 100'. You must know about the creature's presence, but otherwise no Save is allowed.

    Third Secret of the Second Sight
    With both of your eyes open, you have wizard vision. With both of your eyes closed, you are invisible (and blind).

    Ritual of the Eye and the Soul
    Lock gazes with a spirit and start reciting an ancient psalm of bondage and servitude. The spirit will be unable to leave until you finish, and then must Save (with advantage if its HD is greater than yours) or be captured in one of your eyes. You may speak with the spirit or release it freely, but it is powerless while bound in your eye. Try negotiating for some information or favour.

    There is nothing preventing your from binding a soul of a living creature, stealing it right from their body. You could also use this power to exorcise disease spirits or possessing demons out of their victims.


    Nudziarth, the Mirrored Library

    In the centre of the great rilmani city Sum of All, a building of strange angles stands, obviously not of rilmani construction. Ancient even amongst their number, the Mirrored Library once known as Timaresh holds untold amounts of lore from across the Multiverse.

    Starting Items: a blank book, a quill and a vial of ink.

    Mark & Taboo
    A nimbus of tiny mirrored shards surrounds your head. You have no reflection.

    You must destroy every mirror you see. Should you break your Taboo, you must burn a book and cover you face with the ashes in penance. For your first transgression, any book will be enough (though note that in a medieval setting, even normal books are rather expensive), but should you continue to fault, your penance will quickly start to require spellbooks or ancient tomes.

    First Secret of the Shattered Glass
    You cannot be harmed by glass. You can wield the glass shards that orbit your head as daggers and you get +1 to hit and damage with them, but shatter them on natural 1. You can also throw them.

    The glass shards are actually reflections of reflections of reflections of broken mirrors, and there is effectively infinite number of them in the nimbus. They will disappear after a minute since being removed from the nimbus.

    Second Secret of the Mirror Mask
    When you look into a mirror at the same time as any creature, you may steal their facade. The mirror will shatter and you will have their appearance and voice, while no one will recognise the victim by appearance or voice. The effect lasts until the victim dies or you look into an unbroken mirror.

    Even if you steal the facade of a non-humanoid creature, you will only appear to be non-humanoid. Your body doesn't change and you gain no abilities of the victim. Your clothes also don't change.

    Third Secret of the Mirror Gate
    You can walk through a mirror. This shatters the mirror and thus does not break your Taboo. An hour later, you step out of any mirror within 1 mile, or the closest mirror if none are within 1 mile. The exit mirror also shatters. You were travelling through the Mirrored Library for the hour, but you will never remember anything but a few dream-like visions.

    Ritual of the Book in Glass
    Burn rare herbs and mix them with foreign oils, then anoint a mirror with the ashes. You summon forth a reflection of a book from the Mirrored Library. You can turn pages normally and anyone can read the book in the mirror, but you cannot leave the mirror for later reading without breaking your Taboo. Every book ever written and more can be found in the Mirrored Library, but you need to know what you're looking for and the stranger and stronger the book, the more expensive the herbs and oils must be.


    New spells:

    Glibness
    R: 30' radius; T: [sum] creatures; D: [dice] x 2 rounds

    All affected creatures will believe anything you say, no matter how ridiculous or impossible your statements are. The targets will recover immediately after leaving the affected area, or when the spell expires.

    14 August 2018

    Class: Cultist of the Enlightened Mind

    Inspired by this list of mental mutations. I loved the list, so I had to butcher and rewrite it into a class. :D

    Here, one felt no weight of the supernatural pressing on the human mind, demanding homage and allegiance. Humanity - with all its distinct capabilities, talents, worries, problems, possibilities - was the centre of interest. It has been said that medieval thinkers philosophised on their knees, but, bolstered by the new studies, they dared to stand up and to rise to full stature.
    - Humanism, The Cambridge Dictionary of Philosophy
    The gods are evil. They watch the suffering of the world, yet never interfere. They let brother fight brother, thousands be tortured and executed for heresy, bright minds full of ideas be silenced, and all in their name. They enslave humanity in worship and sacred traditions. They are the most stubborn enemies of progress, understanding and free thought.

    This cannot be allowed to continue. Humanity must be enlightened, allowed to rise beyond its barbaric nature and petty squabble, beyond the obsolete churches and their spiteful faiths. Humanity must be set free of the powers that be and build its own destiny.
     

    The cults that believe in the power and purity of human mind teach that you should never blindly follow some nebulous divinity or ancient dogmas, but rather trust in your own strength, reason and goals. You should be curious and inquisitive, because your mind is the greatest asset you have and there is a whole world to discover. You should bow your head to those who deserve respect, but never to the authority of violence, fear, or tradition. You should always seek enlightenment.

    To seek enlightenment is to ask questions, because only through questions will you get answers. To seek enlightenment is to always search for new knowledge and never refuse an idea without proper consideration. To seek enlightenment is to learn from your betters, but never hold them up as unconditionally right. To seek enlightenment is to challenge your peers, but never humiliate or reject them. To seek enlightenment is to never stop seeking, for the path to enlightenment is just that - a path without end.

    But enlightenment is more than knowledge. Enlightenment means understanding. Understanding means power. Power means mastery. Mastery means control. To find enlightenment means to control your fate and the world around you.

    Basically, think Leonardo da Vinci with psychic powers.


    Unfortunately, some cults got hold of the wrong end of the stick. They chant "the path to enlightenment leads through the power of mind", but seek only personal power rather than understanding, tolerance and freedom. They fail to grasp that psychic powers are incidental, and not the primary aim. They want quick and easy results, not lifelong devotion to truth and reason. They use drugs and rituals to fortify their minds, until they can throw a men across a room and set him alight with nothing but a thought.

    They think themselves enlightened. Others find them deranged.


    A: 2 Mental Powers (MP), Cult Contacts
    B: +2 MP
    C: +2 MP
    D: +2 MP, Cult Conscription



    Cult Contacts
    You are part of a cult, which is both a blessing and a curse.

    In every town and some villages, there will be someone who knows the secrets signs, passwords and handshakes. You have friends and can ask for favours. But you will occasionally be tasked with a mission and expected to comply. The more favours you request, the more frequent, more difficult and more dangerous your missions will be. Should you refuse or botch your mission, the cult will find and punish you. Should you be exposed, the Church will hunt, torture and execute you.

    Cult Conscription
    You are adept at gaining new followers for your faith. You attract 1d4 + [Cha mod] hirelings that will faithfully assist you for the promise of enlightenment.

    You can also try to preach your beliefs to any non-hostile person or group of people. Reroll their Reaction roll with any bonuses or penalties the GM deems appropriate. For example, you should receive -1 to the roll if the person adheres to a different religion (-2 if they are an ardent worshipper), and +1 if you saved the person or if they are a long-term friend.

    Result of "friendly" means that they are receptive to your words and can eventually be initiated into your cult. Result of "indifferent" means that they just don't care and would you stop bothering them, they are trying to sleep! Result of "hostile" means that you angered them and they may very well be truly hostile and thinking of you as a heretic.

    People persuaded by your conscription won't automatically become your hirelings or companions, but don't forget that once they join your cult, you can use your Cult Contacts ability on them. Try to woo someone who can be useful in the future - a rich merchant, an member of the Thieves Guild, a king's personal guard, or even the king!

    Your fellow cultists can help you with information gathering of rumours and quests, fencing of stolen goods, smuggling, free safekeeping, hiding you with no questions asked - and on top of these benefits, you can ask for special favours. If you manage to convert someone powerful, the favours you can use should also be quite big. Give the secret handshake to the baron and he will have the murders slide.

    Do what cults do best - slowly build your power, acquire some favours, then pull the strings from the shadows.


    d100 Mental Powers
    They said enlightenment, but you heard power. Through drugs and strange potions and even stranger chemicals, you unlocked the full potential of your mind and didn't need to learn and meditate for years as most seekers of enlightenment do. They however tend to be much less unhinged than you are.
    1. Strange smell or feeling of unease if supernatural powers are used, or a spirit is present within 30'.
    2. Can form ectoplasm to produce a pound of slime at will. It dissipates to nothing within an hour.
    3. You can sense arousal within 30' and cause erotic thoughts and feelings with a touch, but you no longer feel sexual arousal and take no joy from sex.
    4. Trance for one hour instead of sleeping.
    5. Temperature within 30' drops by 10 degrees when you are unhappy or sad. You can use frostbite once per day.
    6. Temperature within 30' raises by 10 degrees when you are angry. You can use heat metal once per day.
    7. Your eyes glow like a torch when angry or using powers. Anyone who looks at you must Save or be blinded for 1d6 rounds.
    8. Your hair raises with static electricity when exited or using powers. Anyone to touch you takes 1 damage.
    9. If you sleep embracing a corpse, you awaken in their body in the morning, and your old body have rotted away into a skeleton.
    10. Once per year, hibernate for up to three months. You won't need food, water, nor air.
    11. Horrible nightmares and flashforwards make you mutter and sob in your sleep. Should you be ambushed or assaulted in your sleep, you wake up just before the attack with a terrifying scream that stuns the attackers for 1 round.
    12. Fried nerve endings cause diminished sense of touch and pain. You ignore pain and have 4 rounds to remove Fatal Wounds.
    13. Split personality offers advice nobody else can hear. Once per day, reroll an Int or Wis check and take the new result.
    14. Your memory lapses and repeats. You keep forgetting what you were doing, telling people things again and again, or acting a little confused. You are immune to mind-affecting effects (positive or negative), as your faulty mind erases and forgets them.
    15. You mutter and tell rambling stories even when alone. Roll under Int to know something about any notable creature, location or object you encounter.
    16. Prone to irrational weeping in all kinds of situations. You may force everyone within 30' to Save or take disadvantage on all their rolls as they can't stop crying. The power lasts as long as you forgo all your actions to weep.
    17. Prone to irrational laughter in all kinds of situations. You may start laughing maniacally (forgoing all your actions to laugh) and split [HD] penalty to all rolls among creatures within 30' in any way you want.
    18. Unnatural charm lets you sway people with ease. Once per day, you may cast 1 MD version of charm person.
    19. Insects, vermin and parasites are repulsed and try to keep a foot away. Monstrous and giant insects (including all manner of insectoid creatures) must Save to be able to attack you.
    20. Magnetic sense always lets you recognise north. You can sense any iron within 30'.
    21. You have perfect sense of time to the second. You can decide exactly when to wake up.
    22. Numerate as if you had a calculator and advanced algebraic skills. You also have eidetic memory.
    23. Highly sensitive to pain and paranoid about threats of injury. Once per day, you may reroll a failed Save.
    24. You can feel emotions within 30' and share thoughts with a touch.
    25. Phobia of a specific thing: (d8) 1. strangers, 2. spiders, 3. snakes, 4. darkness, 5. small spaces and being trapped, 6. heights, 7. crowds, 8. magic. You gain advantage on all rolls in the presence of your phobia trigger due to heightened levels of adrenaline.
    26. Subconscious antipathy disturbs people you meet. You have -2 to Reaction rolls, but +4 to intimidation or similar rolls.
    27. Suicidal tendencies and gloomy fixation on death and risk taking. You ignore the first Fatal Wound you would take in a day.
    28. Mental block makes you forget any stressful situation. You have a 50% chance to heal 1d6+1 hp after any combat encounter, but if you do so, you won't remember the encounter at all.
    29. Narcolepsy gives you a 1% chance per turn in any stressful situation to fall asleep. You are immune to unnatural sleep (including magic, drugs etc.).
    30. Aura sight allows you to see auras of living creatures. You can see invisible creatures or those hiding in darkness normally.
    31. Enormous ego sure is the greatest thing and you are best at everything ever. Your hireling actually believe that and roll Morale twice, taking the better result.
    32. Your mind is clouded in rage whenever you are reduced at or below 30% of maximum hp. You gain +2 to hit and damage and reduce all incoming damage by 2 points. You are immune to pain and fear, but cannot stop fighting until you kill, subdue, or drive off all enemies. If one of your allies has injured you in this encounter, they count as an enemy. You remember nothing from your rage.
    33. You have an impulsive disorder: (d6) 1. pyromania, 2. extreme swearing, 3. kleptomania, 4. sex, 5. pain, 6. gloating about your superiority. Once per day when you satisfy your mania, you heal 1d6+1 hp.
    34. Planar sense lets you feel portals and dimensional rifts within a mile, and recognise extradimensional or multiplanar beings on sight.
    35. Defective alter ego will seize control when you are reduced to 0 hp. Create a second character sheet of a different class for your alter ego, but keep your attributes. The swap lasts until a full night sleep.
    36. Seizure attack has a 1% chance per turn to occur in any stressful situation. It lasts for 1 minute and you are incapacitated for the duration. Anyone within 30' of you while you have your seizures takes 1d6 damage per turn from psychic backlash.
    37. Unconscious calling attracts hostile creatures, increasing chances of wandering monsters. You are however never surprised and always act on a surprise round.
    38. Your mind alone can mend injuries. You have [HD] worth of hp per day that you can heal with a touch.
    39. Spectral breeze always blows around you, dissipating any fog or gasses in 1 round.
    40. Your aura may glow visibly at will, giving off light as torch. You are however blinded by the sharp glow.
    41. You can ignite flammable materials within 30' with a single thought.
    42. You can form an empathic bond with an animal. This requires a day of meditation and the animal cannot be hostile. Afterwards, you can speak with the animal, and no matter the distance between the two of you, you can feel its current state of mind. You can only have one bonded animal at a time.
    43. You have wizard vision. Decrease your Wis or Cha by 1d6.
    44. You have passive telepathy and can hear any telepathic conversation if one of the parties is within 30'.
    45. Plant empathy allows you to sense well-being of a plant by touch. Plants and plant creatures will never hinder you (including spells like wall of thorns) or attack you unless you show aggression first.
    46. You may touch objects or concentrate in a location to sense dramatic events in their past.
    47. Automatic writing allows a spirit to use your hands to write or draw while in a trance. You will not be attacked by spirits unless you show aggression first.
    48. You subconsciously repulse dirt and filth, keeping you body and belongings immaculately clean. You get +4 to Save vs diseases if they transmit by contact.
    49. Your power of "thought-graphy" can burn an image from your mind no larger that a square foot onto any suitable surface.
    50. Call ethereal fog over 30' radius once per day. It dissipates in 10 minutes.
    51. You can possess a HD 0 animal for 10 minutes, once per day.
    52. You can control a swarm of flies or harmless insects with concentration.
    53. You can store a single object small enough to hide in your palm Elsewhere, retrieving it at will.
    54. Astral knife (1d6 + Int mod) can be formed at will, but it only harms immaterial spirits.
    55. You can see inside dreams with a touch. Once per day, you may whisper to a sleeping person and once they wake up, they will be under the effect of a suggestion.
    56. Once per day, you may scare an animal, monstrous animal, magical beast or a beastman with HD lower than yours if it fails a Save.
    57. Once per day, you may calm an animal, monstrous animal, magical beast or a beastman with HD lower than yours if it fails a Save.
    58. You can make an object you could lift (including yourself) levitate [HD]' off the ground with concentration. You still have to push the object to move it horizontally.
    59. Your minor telekinetic powers can make objects within 30' rattle and make noise. You unintentionally use this power when angry, upset, or scared.
    60. Hostile spirits are attracted to your inner anguish. Spirits will prefer attacking you over your allies, but should any try to posses you, they will be trapped in your tortured mind. You can talk to your trapped spirits and release them at will, and they are powerless while inside your head. Try negotiating for services.
    61. You can talk telepathically with your blood relatives.
    62. With concentration, you can control smoke, fog, or a cloud of fine dust.
    63. You can form rime and freeze water with concentration, a cubic foot per round.
    64. Your mind keeps your body vigorous. Your natural lifespan doubles and you are immune to unnatural ageing.
    65. Telekinetically cause an object no larger than a boulder within 30' to jerk suddenly. This can move the object 1' per round, but is quite rough and will damage fragile objects. Any creature holding such an object must Save or drop it.
    66. You are able to identify any disease or poison at the moment of contact.
    67. You can sense medical condition of others with a touch. You will learn about any injuries, mental disorders, diseases, and their remaining hp.
    68. You can sense the nearest body of water larger than a bucket.
    69. You can speed read (if literate), reading and studying ten times faster. You have perfect recollection of anything you have read.
    70. You have photographic memory. You can search any location you have seen retrospectively, inspecting details you have not paid attention to before.
    71. You can accurately measure distances and lengths from sight. This also gives you advantage on any jump checks.
    72. You can accurately predict weight of creatures and objects. This also gives you an advantage on checks to move or trip them.
    73. You are an insufferable, fanatical knight templar with an extreme moral code. Make up a taboo that you can never break. If anyone else breaks this taboo, you deal double damage against them.
    74. You have heightened fine motor skills. You can use both of your hands equally well, and your legs as well as your hands.
    75. Improved split personality offers you useful advice and second opinions. Once per day, you may ask the GM a question about your current situation and they must truthfully answer (though this will not reveal secret knowledge you couldn't realistically possess).
    76. You can survive comfortably without food and water for [Con] days.
    77. You constantly hear whispers and moans of the dead. Once per day when you eat the raw flesh of a dead creature, you may speak with it as per speak with dead.
    78. You have dreams about your ancestors' lives, often triggered by recent events in your own life. The GM will offer some useful tips and hints at their discretion.
    79. You can gather orgone energy from sexual acts. Instead of using a ration, you can have sex.
    80. You have a perfect sense of harmony, rhythm, and can play any instrument instantly. Your heightened hearing allows you to recognise any sound you have already heard, including creatures by footsteps or breath, locations by ambient sounds, or various objects by the noise they make.
    81. You can snuff a flame as large as a torch within 30' with a single thought.
    82. You are immune to any poisons, diseases or adverse effects acquired through eating and drinking. Instead, you store the effects in your body and can transmit them with a kiss. You can store [HD] such effects.
    83. Eyes or nose bleeds when using powers or very stressed. However, no bleeding does any damage to you and you may bleed out hectolitres of blood without feeling any adverse effects.
    84. No one but long-term friends can describe you, nor recognise you from even moments ago.
    85. When it suits you, you do not count as a living being.
    86. You can labour inexhaustibly, performing work of [Cultist templates] x 2 people in any manual labour. You can also labour instead of sleeping and still gain the benefits of sleep.
    87. You can tell a creature's greatest fear or regret with a glance.
    88. You are unearthly beautiful while at full hp, and disgustingly ugly otherwise. Creatures must Save to be able to attack you while you are at full hp.
    89. You have mastered psychosomatic medicine. Any attribute damage you take, you can instead take as normal damage, and vice versa.
    90. You can sense pain and death. Anyone who was injured, or killed someone in the past day will cause a short vision of the circumstances when you touch them.
    91. You have two extra personalities in your head who disagree on everything. Two times per day, you can take back an action that was already resolved (after any dice are rolled, but before another person takes their turn), provided that you do something completely different instead.
    92. Anyone watching you eat must Save or vomit.
    93. Once per day, you may create a palm-sized, translucent, ectoplasmic item. Note that you can replicate shapes, but not effects; thus a key would be possible, but not a vial of poison. The item lasts for 10 minutes.
    94. Once per day, you can give an evil eye to a creature who then must reroll their next successful Save.
    95. You have bipolar disorder. Take a note of the number of the Save you roll in the day - you automatically pass all odd Saves and fail all even Saves.
    96. You suffer from terrible nightmares. Reroll a random attribute each time you sleep.
    97. You may boil a bucket worth of any liquid within 30' with a thought.
    98. Lesser regeneration allows you to regrow fingers, ears, nose, teeth etc., plus heal to full hp from a lunch. However, no matter how minor your injuries are, they always leave behind a hideous scar.
    99. You are obsessed with darkness, depth and the underground. You can only sleep in total darkness. As long as you're falling into darkness, the landing will never harm you.
    100. You have a third, invisible, telekinetic arm.


    Background:
    Cultists come from very different paths of life. Roll here for your former career that ended when you were initiated and left for the life of adventure. You start with the described weapon, the extra item, some basic clothes, and 2 skills associated with your profession.

    Edit: Slightly reworked the Cult Conscription ability.