Singleton: Divinity, Patron
No God is Zero*.
Azathoth is Two†, as Azathoth defines what is Azathoth and what is Not Azathoth.
Singleton is the Mystery of One, the Universal Fulcrum.
A Very Small Slice of Everything |
Singleton is the union the Lowest Five Dimensions, where the curves of each fold, become creases, and coincide. To directly experience Singleton is to experience all possibilities of all places at all times. To indirectly experience Singleton is to experience a silvery, tentacled thing of indeterminate size, tearing everything apart and rearranging it again as if One were playing with One's food, which is still weird but much less cosmic.
Only those who directly experience Singleton may bond with One. Singleton may not be truly invoked by those bonded to One, but powers may be drawn from the memory of the Planck time unit spent by the bonded creature within the glory of everything, all at once.
Singleton exists in every metaphysical level of Over and Underworld. Singleton is the One thing that remains constant at all levels of simulation. Should multiple creatures bonded to Singleton learn of each other, they are driven to destroy each other at the first opportunity. There can only be One, anything else is heretical.
Invoke Patron check results:
- 12-13: The caster chooses to experience a slightly different fifth-dimensional coördinate than the one mundanity offers them. They gain 2d6 hit points and may alter a minor physical trait, like skin color. If the hit point restorationin more than the caster's max hit points, over the max are permanently added to the caster's max hit points.
- 14-17: A wave of improbability shudders through the caster's immediate area. Every creature within 100' that fails a DC 15 Will save has a random mundane item exchanged for another random mundane item. Every other creature loses the ability to communicate in its primary language and is confused and frightened for 1d4 rounds. The caster is immune.
- 18-19: The caster exposes one creature to Singleton. The creature may choose a new age and may choose a different character class at the same level as they are currently. Should they now be a wizard, the creature may immediately patron bond with Singleton. On a failed DC 15 Will save, the creature is mentally disturbed for 1d10 weeks and are driven to flee.
- 20-23: 2d4 creatures chosen by the caster (but not including the caster) become metaphysically One for the next 24 hours. They share a pool of Luck equal to all their Luck scores added together for this time. They count as a single creature for all purposes while this spell is in effect--a sleep spell affecting one creature would put all united creatures to sleep. If one bonded creature fails a save, all do.
- 24-27: The caster pulls at spacetime and folds part of it in imitation of Singleton. This acts as a teleport in four dimensions of the caster's choosing of everything within a 100' area. The dimensions folded may be chosen from width, height, depth, time, probability, metaphysics, and simulation. Anything teleported returns as soon as the caster attempts an action other than concentrating on the dimensional fold. This allows for summoning things from other places, other times, or even
- 28-29: 1d6 creatures within the caster's line-of-sight must succeed in several saves to remain untouched by Everything. DC 15 Will save: fail and lose all Personality. DC 15 Ref save: fail and drop dead. DC 15 Fort save: fail or die of fatal poison in 1d6 rounds. Fail two and instead be banished to another reality instead. Fail all three, see result 18-19.
- 30-31: 2d5 creatures and items within 1 mile chosen by the caster are permanently, physically made one. This may unite a man and a mountain, a family and their home, or a pack of dogs. Should the caster succeed in a DC15 Fort save, the caster may choose how the union happens. Otherwise the targets may. Judge determines statistics as needed. In general, targets keep the best Strength score, worst Agility, best Stamina score + 1 per add'l creature or large-scale item, best Personality, best Intelligence + 1 per add'l creature of equal Intelligence, and add all Luck scores together. Hit points are added together. Armor class is based on the size of the largest item or creature. Attacks are one per creature, or 1 slam attack based on the size of the largest included item.
- 32+: Any number of creatures and items known to the caster are permanently made one. This is a physical and metaphysical union, so the union counts as one target for all purposes.
Patron Taint of Singleton
Roll 1d6 on the following table to determine how Singleton affects bonded Ones.
1. Pulses of déjà vu and jamais vu disturb and confuse the caster. They repeat the actions of the previous 1d3 rounds regardless of their efficacy.
2. The caster becomes overly aware of the moral implications of their actions within lower levels of simulation. Until this passes, they second-guess all actions and thoughts, adding 5 to all DCs. This effect lasts 1d6 rounds the first time rolled, 1d6 days the second time rolled, and 1d6 months after that.
3. Other creatures begin to detect the possibilities experienced by the caster. First time: +1 Personality. Second time: in towns and cities, small crowds follow the caster, and are easily influenced to react positively or negatively as a mob. Third time:
4. The caster's reflection collects some of experiences of the caster, and fascinates anyone who looks upon it. DC 5 + 1d3 Will check for others to look away from the caster's reflection, checked once per round until saved against, need only be successful once for any creature. Each time this is rolled, the die increases by one size. The caster does not see their own reflection.
5. The tragedy of Singleton is that to experience One is to know everything is the same, that nothing matters, and that no riddle has a meaningful solution. The caster loses a point of Personality as a consequence of dwelling on the depression this engenders.
6. The caster becomes aware of another creature bonded to Singleton in the Overworld (66%) or the reality simulating the caster's (33%). This has the normal effect causing the caster to become obsessed with destroying this creature. Note that the player's reality is simulating the caster's reality.
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