I'll Tell You No Lies
Rich playboy with many interests
: excessive and unrealistic fear of insects
: belief that there are insects under his skin
: Inability to see insects
: fear that people may be disguised reptiles
Ancient 16th century book :
- Baron Samedi, Avatar of Nyarlathotep and Lord of the Dead
- Cthulhu, The Great Old One and Master of R’lyeh
- Lloigor, the twin of Zhar, Great Old One of the Plateau of Sung and god of the Tcho-Tcho
- Shub-Niggurath, the Black Goat of the Woods
- Tsathoggua, the Sleeper of N’kai and god of the Blasphemous Serpent People
- Yog-Sothoth, the All-in-One, traveler of the planes
- Zhar, the twin of Lloigor, Great Old One of the Plateau of Sung and god of the Tcho-Tcho
: cost 1d3 Sanity + 6 MP plus 1 MP per each additional minute. Calms a spirit and entices it to answer questions. Forcing the spirit to answer a questions that the spirit does not want to answer requires a POW resistance check – if the spirit wins, the spell ends; in either case, the spirit will be angered and not want to answer any more questions – thus requiring another check for each subsequent question.
: cost 8 MP + 1d6 Sanity. The target’s lungs fill with sea water, causing drowning. The caster must be able to see the target. Target must succeed on opposed POW checks, each failure costs the target 1d8 HP. The spell ends when the target succeeds 1d6 POW checks.
: cost varies (MP + sanity). Calls the Outer Goddess Shub-Niggurath to a consecrated stone altar. The altar is consecrated by bathing the stone in blood, to the amount of 200 SIZ or more. Each call of the dark goddess requires fresh blood. (pg 223 – core book).
: cost 1d3 Sanity + 4 MP; duration 5 minutes. Creates a 5’ radius circle of distorted light around the caster that helps to conceal any within from view. It in no way muffles sound, and is useless to conceal anything but slow movement.
: cost 4 MP + 1d3 Sanity. Mentally transports the caster to Carcosa and summons The King in Yellow. It does not in any way make the King friendly toward the caster, and therefore could result in terrible consequences.
: 5 MP + 3 minutes of meditation. Allows the caster to enter a dream-like state, temporarily ignoring all sanity loss penalties. The caster enters a dream-like trance: the world seems unreal, and objects appear cloudy and ill-defined. While in this state, the effects of all sanity loss are deferred. The trance lasts until the caster chooses to dismiss it, or becomes unconscious (including sleep) and awakens. Upon cessation of the trance, all accumulated sanity loss is suffered as a single blow to the subject’s psyche.
: cost (see description). Causes a character to suffer an increasing sense of dread and despair that slowly builds over the course of several days. The caster must obtain a single hair from the victim, and then engage them in direct eye contact while holding the hair and expend 4 MP. If the victim fails a POW resistance check, they suffer 1 despair point and the spell can continue. If the victim succeeds, the hair becomes useless. Upon success, the caster must begin the ritual within 12 hours and repeat every 24 hours (repeat earlier does not increase the spell’s efficiency, but later dispels the spell). The ritual costs 4 MP and involves sitting in a quiet place, holding and staring at the hair, and chanting the incantation repeatedly for a minimum of 5 minutes. If interrupted, the caster can attempt the ritual again, provided it is within the required time period. Each day the victim must roll a (POW – Despair) resistance check; on failure they suffer 1d3 additional Despair points. As the victim’s (POW – Despair) dips decreases, they go through ever more debilitating depressive states: 9-10 despondent; 6-8 discouraged, depressed, and begin losing hope in all things; 3-5 uncontrollable fits of anxiety and major depression; 1-3 agoraphobia and paranoia; 0 = suicidal. At negatives, they become crazed, manic, paranoid schizophrenic, and violent. Depair points can only be removed through exorcism or remove curse.
: cost 4 MP + 1d3 Sanity, and requires gem of summoning. Summons forth a Bug Beast to “protect” an area defined by distinguishable physical barriers (e.g., interior of a house). The Bug Beast feeds on fear, and will attack anyone in the area indiscriminately. (Monster details below)
: cost 1d3 Sanity + MP (Success= MP spent x 10% to a maximum of 90%). Depending on the level of success, summons 1 to 3 Night Gaunts that will obey a single simple instruction from the caster. Upon completion of the instruction, the Night Gaunts will return to their own plane.
: Cost 1d4 Sanity + 4 MP + POW resistance. Reveals the most prevalent thought of the target. If the POW resistance fails, the target knows they have been psychically attacked (and must make a Sanity Check for 0/1d2).
: Cost 1d6 Sanity + 8 MP. As long as there is any kind of breeze, the caster can walk through the air upon the breeze as if walking upon the ground. Walking straight up, of course, is not possible; and a steep incline slows movement as normal. Caster can walk 60’ plus 60’ per additional 1 MP spent.
|Str||n/a||n/a||SanityLoss||1/1d4 per attack|
|Int||3d6+4||15||Skills||Sense Fear 90%|
|HP||10 – only harmed by magic||Transform||At will: bugs disperse and reform up to 30’ away|
|Move||human; fly human+6||Armor|
|: cost 2 magic; time instant|
|: cost 7 magic; creates a circle of despair with 15’ radius from caster. POW vs. POW to resist. If fail, temporary insanity that causes appropriate “flight” actions for d3+2 rounds (but no lingering effects); after which, Sanity check 1/1d4.|
|The Bug Beast will continue to attack an individual, until they suffer Temporary Insanity. It prefers to move between victims, making a show of dispersing and reforming, along with violating the mouth, nose, ears, and eyes on each attack.|