Behind the skin of the world lie powers and principalities beyond the ken of mortal men. Armed with a Name and a ritual of summoning, you call them forth, bound to do your bidding. But always remember the Entities beyond have agendas of their own, and cast unseen ripples in the world of the living.

Starting Equipment: Dagger, 3 Candles, Ceremonial trinket

Suggested Skills: Conspiracist, Heretic, Librarian

 

Each Summoner Template grants you +1 Magic Die (MD).

 

A: Summoning, +2 Entities

B: Powerful Hold, +1 Entity

C: Soul Vision, +1 Entity

D: Master Summoner

 

Summoning

You can summon Entities from the Beyond. Each has a name, a description, and a list of unique abilities. They are sapient, but their minds may work in strange ways. Invest up to 4 of your MD to summon an Entity. These are subject to Mishaps and Dooms.

 

When summoned, an Entity manifests for [sum] hours before vanishing. It can also be dismissed at will. It takes a 10 minute Turn to perform the ritual that summons an Entity. To do so, you must be able to speak and cannot be distracted.

 

By default, Entities have a score of 10 in all attributes, 0 Flesh, 10 Grit, are intelligent, can speak and hear, and will obey the Summoner’s commands.

Powerful Hold

Choose 1 Entity you know how to summon. When summoned, it will manifest for twice as long. Whenever you gain a Level, you can change which Entity this effect targets.

Soul Vision

You can see the souls of living creatures. This allows you to guess the approximate location of invisible creatures. You can also immediately tell if a person is possessed, undead, or a magician. The price for this gift is your connection to others. Permanently fill all but 1 social slot with Callous Indifference.

Master Summoner

Roll 2 additional Entities. Alternatively, name an Entity you already control. For as long as you live, this Entity will remain by your side. If destroyed, it will automatically return in 1d6 Hours. If [sum] or [dice] are needed, use 2d6. These cannot cause Mishaps.

Mishaps

  1. MD only return to your pool on a 1-2 for 24 hours
  2. Take 1d6 magical damage
  3. Mute and Blind for 1d6 Rounds
  4. Agony for 1d6 Rounds
  5. Summon has a 1-in-6 chance of vanishing each hour
  6. Summon is not under your control and will pursue its own agenda. It cannot be dismissed

Doom

  1. Vanish for 1d6 hours to a strange world of blinding light and geometric forms. Perform strange acts under the light of a thousand blazing stars.
  2. Vanish for 3d6 hours, as above. Return with 0 Grit.
  3. Vanish permanently.