The Purgis Pact

The witches, warlocks, and wizards of the Purgis Pact serve, honor, or placate the spirits, depending on whom you ask. The spirits are plentiful and diverse, but only the mighty ones, like distant Phara of Sirius, the wreathed Selenic Sisters, or the Horned Devil of Blackston, bestow boons upon their followers.
Names
Roll a d12 for each column, pick your favorite, or make up your own.
| d12 | First Name | Last Name | Title |
|---|---|---|---|
| 1 | Pattie/Parsons | Prasana | Child of the Stones |
| 2 | Alice/Aleister | Drak | Thearch of Thelema |
| 3 | Maxine/Maxwell | Leigh | Thane of Ceremonies |
| 4 | Cindy/Sandy | Malcolm | Fourth of the Cloth |
| 5 | Tanith | Fallingstar | Herald of Thaal |
| 6 | Dayonis/Dafo | Ameth | Bride/Hand of Asmodel |
| 7 | Moina/Morel | Mather | Blood on the Sacred Altar |
| 8 | Florence/Florent | Bennett | Book of Shadows |
| 9 | Victoria/Victor | LaVey | Green Sister/Brother |
| 10 | Lillith/Lillian | Dunganon | To Mega Therion |
| 11 | Abigail/Abel | the Red | Exalted Instrument of Anocha |
| 12 | Moonchild | — | Quaestor Lucis |
Traits
Traits are extremely versatile: as long as you can describe how a trait helps in a given situation, it adds a die to a roll.
| d12 | Trait | Slots |
|---|---|---|
| 1 | Passion [Appearance] | ■ ■ |
| 2 | Danger [Appearance] | ■ ■ |
| 3 | Sensuality [Appearance] | ■ ■ |
| 4 | Power Demands Price [Conviction] | ■ ■ |
| 5 | Buy Now, Pay Later [Conviction] | ■ ■ |
| 6 | The Spirits I Serve Protect Me [Conviction] | ■ ■ |
| 7 | Fear [Desire] | ■ ■ |
| 8 | Sisterhood [Desire] | ■ ■ |
| 9 | Domination [Desire] | ■ ■ |
| 10 | Overconfidence [Flaw] | ■ |
| 11 | Hesitation [Flaw] | ■ |
| 12 | Cruelty [Flaw] | ■ |
Powers
Powers are extremely varied, and often open-ended. Each power describes roughly how to use it, but it’s up to the imagination of the player to fill in the details, so long as everyone agrees.
| d12 | Power | Slots |
|---|---|---|
| 1 | By Murmuur Possessed. A demon possessed you but you're back in control, and can occasionally and begrudgingly get it to do your bidding. Choose 2 domains that the demon has mastery over. | ■ ■ ■ ■ |
| 2 | Brew Potion. Spend 3 hours to gather ingredients and brew a potion that affects the imbiber with 1) paralysis, 2) dizziness, 3) pain, or 4) terrible luck, for 1d4 hours. | ■ ■ ■ ■ |
| 3 | Make Fire Cider. Spend 3 hours to brew a batch of this (1d4+1 uses). Drink one to replenish your vitals: heal 1 damage from each ability score, and remove 1 wound. | ■ ■ |
| 4 | Plantar Aspect of Steel. You are not just used to walking barefoot over any terrain, the soles of your feet are in fact tougher than most boots. | ■ ■ |
| 5 | Curses! Afflict a creature with good or bad luck on their next roll (+/- 1 die). Take 1 Mind damage to make it last for a scene. | ■ ■ |
| 6 | Shielding Mantle of Innocence. Your harmless looks makes others underestimate you and prioritize other targets. | ■ ■ |
| 7 | Enduring the Eternal Molestation of Flame. You take half damage from fire and heat, but it hurts just the same. | ■ ■ |
| 8 | Familiar. You have a smart, loyal animal companion, like a cat or a crow, who understands you. They're sneaky and protective. | ■ |
| 9 | Into Harm’s Way. When a nearby friend is about to take damage, you can launch yourself into their way and take the damage instead. | ■ |
| 10 | Apotropaeia. Reduce Graces or Mind damage to you by 1 before it is applied. | ■ |
| 11 | Material Protection Hex. Reduce Brawn or Agility damage to you by 1 before it is applied. | ■ |
| 12 | Grimoire Magic. Instinctive ability to decipher and use grimoires. | ■ |
Equipment
Grimoires are detailed in their own section, and require the Grimoire Magic power.
| d12 | Item | Slots |
|---|---|---|
| 1 | Gown of Ravenna. Glorious ensemble that imparts the following abilities to its wearer: 1) immortality and youth by draining it from others, 2) conjure obsidian dark fey that are invulnerable while concentrating, 3) sprout liquid obsidian tentacles. | ■ ■ ■ ■ |
| 2 | Dress of the Devil’s Harlot. Fiery red, elegant, tempting. Imparts the following abilities to its wearer: 1) supernatural strength [+2 Brawn], 2) dramatic levitation, 3) beguile folk attracted to you. | ■ ■ ■ ■ |
| 3 | Witch’s Broom. Dance the witching hour away in honor of your patron, then fly on your broom until dawn. | ■ ■ |
| 4 | Grimoire. You possess a magical grimoire of your choosing and have decyphered one of its spells. | ■ ■ |
| 5 | Wand of Ecstasy. Unleash a small, localized earthquake. Recharges in the presence of a meaningful climax. | ■ ■ |
| 6 | The Gibbering Skull of Medea. Prone to sudden babbling. 50% of the time it's a cryptic warning about a real, imminent danger. | ■ ■ |
| 7 | Field Cauldron. Share your Brew Potion power with several cultists and create that number of potions instead of just one. Extend the list of possible potions with 1) sleep, and 2) short term memory wiping. | ■ ■ |
| 8 | Hygeian Staff. Uses Brawn to attack, and deals 1d4+Brawn damage. Take 1 Mind damage to heal 1d4 damage and 1d4 wounds. | ■ ■ |
| 9 | Hortulan Hand. A single green glove, both strong and elegant, for all things plants and growing. | ■ |
| 10 | Sacrificial Knife. Wicked, ever-sharp, curved blade, inexorably stained from the blood of its many victims. Uses Agility to attack, and deals 1d4+Agility excruciating damage that keeps its target alive until you will it otherwise. | ■ |
| 11 | Malleus Maleficarum. A literal witches' hammer. Uses Brawn to Attack, and deals 1d8+Brawn damage. | ■ |
| 12 | Robe, Mantle, or Dress of Office. A simple, light garment that marks you as a ranked member of the cult to those in the know, and grants you good luck (+1 die) on rituals. | ■ |
Carousing
See Playing the Game for how and when to use this table. In any case, it assumes letting off steam in the way that only your cult can.
| d12 | Result |
|---|---|
| 1 | A Lot at Stake. You come to, bound to a stake on top of a metric ton of flammable material, surrounded by an energized crowd calling you names. Must be a Tuesday. Nevertheless, if you don't straighten this out—and no, reasoning will clearly not work—then you're becoming the night's human torch and/or roast. |
| 2 | Sacrificial Remorse. A ritual went a little out of hand, and has resulted in, perhaps, some small regret. Or regrets. Either way, you require cover-ups and such, and probably running away, hiding, or facing terrible facts. |
| 3 | Tree Hugger. You wake up tied to a tree. Take 1d8 Graces damage (but not enough to die). Once you manage to lose the gag, your cries for help eventually result in rescue. Gain the Humiliation [Appearance] trait. |
| 4 | Botched Spellcasting. You tried out something new and it didn’t work. Take 1d4 wounds, and explain the torn clothes, scorched skin, or sulfurous smell to your companions. |
| 5 | Mob Justice. You were harassed and hounded by an angry mob. Probably pitchforks and torches were involved. Ultimately you got away with a few scrapes and convinced them to let you go, but you had to give them a piece of equipment. Do you let the matter lie, or go back for it with the rest of your crew? |
| 6 | Bonded. You awake happy and rested, but manacled to another character (player or otherwise), and the keys are nowhere to be found. Gain the Special Bond [Conviction] trait, and 1 new gift slot. |
| 7 | A New Deal. You drunk-summoned a spirit, and made a pact with them. Your memory of the precise details is a little fuzzy, but it involved a quid pro quo that seemed a good idea at the time. With the GM, work out a benefit (for example, an extra power for a day) and a price. |
| 8 | Glam-Up. There’s something different about you today. New hair? New outfit? Better nails? Possessed by a demon of confidence? Add +1 to Graces. |
| 9 | Finally, Fruition. All the gruelling, repetitive exercises you have been doing for the last few years have finally born fruit. Gain +1 to Agility. |
| 10 | Fabulous Philter. You concocted, and consumed, an invigorating, one of a kind potion. Gain +1 to Mind. Unfortunately you can’t quite remember the full recipe, but there was definitely something about toes. |
| 11 | Dancing the Witching Hour Away. Together with your cultists or other freethinking participants, you danced barefoot around a fire, statue, or piece of furniture spontaneously imbued with spiritual meaning, until you passed out from exhaustion. Gain +1 to Brawn. |
| 12 | Coven Growth. Someone local has dedicated themselves to your ways and goals. Gain +1 to an ability score your choosing. |