SORCERERS & THEIR DEMONS
A sorcerer is an individual that has willingly (or not) found themselves with a chaos demon grafted to their soul. The White Order of the Faceless God - Bastard of the unseason - specialize in training human sorcerers to survive and manage their demons. Such men and women are bound to the Order and a rare few function as anti-paladins of the Faceless God. Other non-human peoples have their own blasphemous traditions not covered here.
Chaos demons manifest in the prime manifold as small blobs of entropy, without which the universe could not exist. A host is needed to remain anchored in the physical world and without one they will dissolve back into the oblivion maelstrom of the elemental manifold of chaos. When one host dies a demon has seconds to jump to a new one, always seeking out the strongest soul in their immediate surroundings.
In the White Order this is a highly ritualized process. Aspirants are trained from birth and apprenticed to senior sorcerers in anticipation of becoming the demon’s next host. Under less than ideal conditions the new host is the one who caused the sorcerer’s demise. Demons are powerful creatures and much coveted by the hubristic and power hungry.
Young demons are feral and limited in their power. Their intelligence is akin to a ferret. Old demons who have passed through multiple hosts develop complex identities. They can be considered wise, carrying, as they do, the imprinted memories and experiences of their past riders.
THE RIDER AND THE MOUNT: DEMONS IN ASCENSION
When a demon by its nature is debauched and hedonistic, wanting to experience all the amazing sensory experiences of physical existence. But this is never good for the physical host. Young demons do not care. When the host is an animal or even an untrained human the demon is almost always in ascension.
This inevitably leads to ruin and, ultimately, the death of the host as unchecked chaos leaks from their demon and riddles their bodies with tumors. In the cases of humans with ascendant demons this also often involves drunken revels, punch ups at the tavern, extreme fornication, and parts - if not all - of a town or village being reduced to ashes.
The danger persists even for the trained sorcerer if their demon is young and unwise. A strong willed host is a must. For an older demon the risk diminishes, though never truly vanishes, as they understand that their continued existence depends on the wellbeing of their rider.
RISKING OBLIVION
Demons must guard against the application of lethal force or risk the ire of the Faceless God. To attack a person deliberately with the intent to kill is to guarantee the demon’s return to the nothingness of the be-not on the manifold of chaos. Partnerships with the vicious and capricious humans never end well for anyone involved.
However, through esoteric theological and mental contortion, a trained sorcerer may inflict harm on those who are a threat to their safety. Temporarily (you hope) disabling or impairing an assailant is acceptable to the Faceless God. There are accounts of sorcerers then finishing off their foes with the application of a rock to the skull, but this is entering theologically murky territory.
MANAGING CHAOS
Chaos is the natural byproduct of most sorcerous talents. It manifests as heat, like a fever. A sorcerer’s capacity for chaos is their [L]+STR. Each talent has a cost associated with it. When that threshold is met a sorcerer must save vs WIL each round or become incapacitated and gain a level of fatigue. At threshold +2 the save becomes difficult. At +4 it is extreme.
While incapacitated, there is a strong likelihood that their demon wil ascend.
To bleed chaos a sorcerer must find appropriate ways of dissipating its destructive energy. Destroying small vermin (anything that crawls or slithers will do) will dissipate 1d4 chaos points for every dozen or so creatures eliminated. For obvious reasons, sorcerers are quite popular at inns and brothels and - if we’re being honest - exploding fleas and pubic lice is great fun for their demon. Destroying certain larger creatures - those considered under the domain of the Faceless God, such as rats, carrion eaters, etc. - will dissipate 1d4 chaos points per creature.
Theologically, no one is quite sure why this is considered acceptable by the Faceless God, but exploding a cat or a cow would invoke his wrath. Some sorcerers have been known to try hunting game with their demons, but the results are always spectacularly messy and much of the animal is destroyed.
Any fatigue gained can only be removed with a long rest.
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This old sorcerer and her demon have no time for your party's shenanigans |
SORCERER TALENTS
DEMON VISION (R1). Chaos: 0. You can see in dim lighting as though it were bright daylight. You cannot see in total darkness. You can also see the souls of creatures in range and gauge their general spiritual and physical health.
TIC-TIC-BOOM! (R1, WIL: easy). Chaos: +1d4-1 (min. 1). You can ignite combustible materials, either starting fires or causing existing fires to grow in size. You may also use this ability to light or snuff out flames (candle, torch, or small campfire). In all cases your fire requires fuel in order to burn.
In non-combat situations you may use this talent to boil water, heat food, and dry sodden clothing, light candles and lanterns, or clean a soiled object. In these less stressful settings you can avoid generating any excess chaos.
HEAT METAL (R1, WIL: normal). Chaos: +1d6. Cause metal to glow red hot. Creatures in contact with the object take [HL]d8 damage. If the object is held, the creature must save vs STR or drop it. If they pass the save they have DISADV on attack rolls or ability saves to use the object until the end of your next turn. You may use your action on subsequent turns to maintain the heat without a WIL save.
ENTROPY (R1, WIL: easy). Chaos: +1d4. Accelerate the decay in an object that you can see. Cause metals to oxidize and rust, rot leather, cut ropes, etc. For obvious reasons, sorcerers are not welcome on sailing ships of any kind.
SURGICAL STRIKE (R1, WIL). Chaos: +1d6-1 (min. 1). From a distance, pinch nerves, cut tendons, and otherwise incapacitate targets. Inflicts [HL]1d4 damage.
BULLETE TIME (self, duration: 1d4+[L] rounds). Chaos: +1d6+1. As the haste spell. From your perspective the world around you seems to slow down. You gain a free move action, an extra attack, +2 AC, and ADV on STR and DEX saves.
UNCANNY DODGE (self, reaction: WIL: normal). Chaos: +1d4. When an attacker that you can see hits you with an attack, save vs WIL. If you beat a normal save you take ½ damage. If you beat a hard save you take no damage.
DOOMS & MISHAPS OF THE SORCERER
When a PC fails a WIL save to cast a spell they suffer a random mishap. When they critically fail a spell casting save they gain a doom (in order).
1D6 SORCEROUS MISHAPS
You cannot use your sorcerous abilities for 1d4 rounds
The cost to use your next sorcerous power doubles
You gain a level of fatigue
You are stunned. Save ends
Something in your zone bursts into flames
Demonic backlash. You take 1d4 damage and gain 1d6 chaos points
DOOMS OF THE SORCERER
Something spooks your demon and you gain a level of fatigue. You cannot use your sorcerous abilities until you long rest
Gain a magical level of fatigue. It can only be removed by visiting a shire of the Faceless God and spending a full day in silent prayer
You and your demon have angered the Faceless God! An avatar of the god appears and eats your demon. You are no longer a sorcerer.