GLOG Class: Occultist
I say to you again, do not call up Any that you can not put down; by the Which I mean, Any that can in Turn call up somewhat against you, whereby your Powerfullest Devices may not be of use. Ask of the Lesser, lest the Greater shall not wish to Answer, and shall command more than you. ~H.P. Lovecraft, The Case of Charles Dexter Ward
Occultist:
- Starting equipment: Sacrificial knife (as dagger), A black cloak with a hood, 10 candles, 2 pieces of chalk and a single sacrifice for an entity that you Know.
- Starting skills: Occultism, roll 1d4: 1. Mathematics 2. Theology 3. Politics 4. Medicine
- A: Contact Entity, +1 Known Entity
- B: Protective Circle, +1 Known Entity
- C: Forbidden Knowledge, +1 Known Entity
- D: Summon Entity, +1 Known Entity
Contact Entity: Cast away your doubts. They are just behind the walls - you just have to ask them for help If given 7 hours, a piece of chalk and the sacrifice denoted by the Entity that you wish to contact, you can create a ritual circle that lets you connect your mind to it. You can make deals with it, or ask it for guidance.
Protective Circle: In our line of work, you tend to pick up certain protections as you go. If given 1 turn and a piece of chalk, you can create a protective circle of any size you want (as long as you have enough chalk) by reversing the rituals that allow you to contact the Entities. As long as it is not broken from the inside, no entity alien to our realm (includes undead, demons, angels and other stranger things) can enter it nor cast spells upon those on the inside.
Forbidden Knowledge: There are things that a normal human just can not know, regardless of how hard they try. We are not normal humans anymore. Frequent contact with the unnatural and its secrets has inured your mind to their dangers. You are immune to any dangerous effects that stem from percieving or knowing something (like a basilisk's gaze, or an infohazard). Your ways of thinking are clearly unnatural to other people - just a minute talking with you is enough to tell that something is off.
Summon Entity: Fling the Gates Open! A new Season is Coming and we Will Bask in the GLORY of our LORD! The name of this ability is misleading - you can not actually summon the Entities themselves, just their emanations, as listed. It requires the same rite as contacting them, except the circle is broken as they appear. If an occultist that is not already inured to their powers (has this template) attempts this, they are Taken Away. Those who are Taken Away can not be ressurected nor return in any other way.
Entities:
Each time your character learns of an entity, roll a d8 and consult the following table. If the character helps the entity get what it wants, it will gladly give its boons or throw their woes upon their enemies. If they misstep while talking to these entities or will break their deals, they will quickly recieve their woes.
1. THE BLACK SUN
It is not just the right of the strong to rule the weak. It is their duty. Thus screams and whispers THE BLACK SUN to all who will open their ears.
- Sacrifice: A piece of black onyx and a drop of pure blood.
- Wants: The subjugation and extermination of those who are weak. Conformity from the weak, while the strong ones are the only who can rule.
- Hates: Any sign of weakness. Openness about things that are not seen as acceptable by the society.
- Boons: Supremacy. You are the best and you know it. Sheer caustic power that dissolves your enemies.
They are nothing! They are responsible for all bad things that happened to you, they distorted the order!I can help you get it right again. Put it all back. Put those weaklings back in their places, with mind control if needed.Kill them, kill them all!Take the power that you deserve - I will give you the control over their minds (complete knowledge of the psychology of radicalization and indoctrination) and the caustic black light that dissolves all weaklings (d8 damage per round to all whom the boon taker holds in contempt). All I want is for you to accept me as your master and use it. - Woes:
I am the authority and I command you to suffer!Only a fool would turn against me and a fool is weak. All your weaknesses are exposed for the world to see - regardless if they are physical or mental. You can not hide anything from me.You disgust me. - Summoned: THE INQUISITOR (6 HD, 4 arms and 4 attacks (d10), can see all wounds, smell all fear and hear all whimpers in the range of 5 miles. Takes pleasure from domination - not just killing, but the complete subjugation. He knows everything about how humans work and how to make them do what he wants.)
2. THE DROWNED MOON
Before there were three moons - one was devoured by THE WORLD SERPENT, the second one has sacrificed herself to protect the third. Even so, she sometimes appears on the sky if you know how to look.
- Sacrifice: The heart of a drowned girl, a living snake.
- Wants: Eternity - for things to remain as they are. To Return - for a godling to finally take her sacrifice in her stead, so that she can return. Protection of the world from THE WORLD SERPENT and the destruction of THE WORLD SERPENT, for she hates him even more than she loves the world.
- Hates: Those who kill other living beings. Serpents of all kind. Herself and those who think that her sacrifice was right (it was not right - it was needed).
- Boons: The simplest of her boons is healing - she knows all there is to know about the healing arts, both natural and magical. She can also find what was drowned and show the way to it. Finally, she knows how to join distinct things into one.
- Woes: If you insult her, however, she will hate you just like she hates the SERPENT. Water will treat you as if you were 10 times heavier, while any wounds you take will fester until you placate her.
- Summoned: THE PHYSICIAN (4 HD, magic as a cleric with all templates, anyone and anything in the same room as her heals a single HP each round. Can also heal injuries with her touch - if she touches a person who is not injured however, she will seal all of their bodies openings).
3. THE WORLD SERPENT
KILL! DEVOUR! REPRODUCE! Is the mantra of THE WORLD SERPENT, the ever consuming, ever gnawing and growing beast that claims (or would claim, if it ever said anything) to be the creator of all life.
- Sacrifice: A whole, living human.
- Wants: To KILL! DEVOUR! REPRODUCE!
- Hates: Nothing - he is too hungry to hate.
- Boons: If you feed him, he will teach you about how to make poisons from basically anything. If you take his seed in, he will begin to change you (gain mutations that stem from your body being changed by the whole ordeal). You can also use his boon to completely pollute and poison an area, but this is highly unpredictable.
- Woes: He can always just devour you, or a nearby person without magical protections, if left unsatisfied. No saves.
- Summoned: THE WORM (stats as Purple Worm)
4. THE RATS IN THE WALLS
Scratch scratch scratch - THE RATS are never seen. Only heard. Their "circle" is irregular, and the occultist who calls upon them should never wear the same robe twice while contacting them.
- Sacrifice: A rat drowned in a pint of human blood.
- Wants: Subversion of natural order, cannibalism, casting down of gods.
- Hates: Any form of order.
- Boons: THE RATS know everything about space and its perversions - they may teach one strange mathematics and how to walk around a wall that surrounds you. If sufficiently convinced, they may even teach one to create permanent passages through strange realms that defy understanding.
- Woes: The rats can chew through the walls that surround you, causing any building you stay in to slowly but surely lose its integrity, all the while the scratching sounds drive you to madness.
- Summoned: RAT (3 HD, can do anything a rat can do, as well as chew through anything - including time and space)
5. THE CUT-IN-THE-WORLD
You see it as a hole in the world - as if someone cut through it. Within there is a voice, that desires to do it again. Once you learn how to notice it you never completely stop seeing it.
- Sacrifice: A weapon that was used to kill a warrior
- Wants: Eternal war, interesting weapons (historically relevant or magical), division.
- Hates: Peace, lack of honour.
- Boons: It knows all about strategy, and the words that may incite violence. It may also teach you how to fight, granting you the ability to use any weapon. If given a sufficient sacrifice, it may even give one of the legendary weapons to you.
- Woes: If you anger it, however, violence will follow. All negative reactions from other creatures will result in them turning violent toward you.
- Summoned: THE CUT (as a very thin wall of force that shows up where you want it, with the speed you desire)
6. THE BLOODY COINS
It is a bag of 30 silver coins - they are never separate, always together. You do not know how it talks to you, or how does it sound so enticing. You know better than to try and take them with you.
- Sacrifice: A coin that was used to pay for a human being
- Wants: Riches, order.
- Hates: Generosity, attempts to topple the order.
- Boons: Financial wellbeing - if you invest in the way it commands you, you may easily double your wealth in a year, even if it will cost the society. It may also easily identify the value of items, and their magical and unusual properties.
- Woes: Financial ruin - if angered, it will cause all of your ventures to fall down, and your gold to turn to lead, all while the guards will think of you as "another vargant that we need to throw out"
- Summoned: THE APPRAISER (4 HD, may detect the monetary value of anything in range of a mile, an incredible merchant)
7. THE NOTHING AFTER END
It is seen in the absence - of light and darkness, sound and silence, hate and indifference. Nothing grows colder as it doesn't appear. Nothing can't even find the strength to shudder.
- Sacrifice: The remains of an undead creature.
- Wants: An ending to everything that overstays its welcome - monarchies, undead and everything else.
- Hates: Emotions, eternity, sounds.
- Boons: It may bring endings to the undead, and teach you the secret ways to speak using just silence. It also teaches the magical secrets of stillness and meditation.
- Woes: Silence and monchromacity. You may not speak, you may not look, you may not think.
- Summoned: (as Sphere of Anihilation)
8. THE NOT-BEING
It is seen in the colours that you have never seen before - turning into shapes that you have never seen, and yet you recognise. It represents all that not only does not exist, but may not.
- Sacrifice: A great artwork (according to the belief of the summoner)
- Wants: Paradoxes, nonsensical behaviours, creativity.
- Hates: Dullness, boredom, obviousness.
- Boons: Creativity, knowledge of the arts, and the hidden words that make the world make much less sense for all who hear them. It gives the ability to see the world for the first time again. And illusions, if you're into it.
- Woes: First you can smell the paint - soon it begins to change the world around you, only for you. Just because they are not real, doesn't mean that they can't hurt you.
- Summoned: A SPLASH OF COLOUR (6 HD, radioactive, looking at it may cause madness)