Introduction
Human fanatics stalk the Timeless during their Incarnations. They wish to destroy the Timeless, and have acquired a few nasty mystical tricks to do so.
Appearance
Most, but not all, Discarnators look religiously fanatic. either disheveled or obsessively neat in an archaic style. They often brandish a holy symbol and speak a litany of protection against evil in the face of a known or suspected Timeless.
Tactics
Discarnators masquerade as fringe religions with innocent-sounding names. Cultists start off as friendly missionaries, but soon their circle grows tighter around a suspected Timeless and becomes more threatening. At last the Discarnators make their move: kidnapping the suspected Timeless, locking them in an abandoned building, and subjecting them to tortures aimed at “drawing out the demon” or some culturally acceptable religious idiom.
When the High Priest arrives, he will cant mystical phrases and exhort the “demon” or “evil spirit” to get out and return from whence it came. At the climax of the ritual the High Priest will slap the target’s forehead. A mortal will feel a wave of confusion and nausea, perhaps adrenaline beginning to wear off. A Timeless, however, will feel extreme disorientation as their spirits tear away from their bodies, either Dormant or Dispersed.
Some Discarnator cabals lack High Priests, and decide to dispatch Timeless the old fashioned way. They differ little from common assassins and serial killers.
Discarnator Characters
Extra Dice Needed: 10d6 or 10d10.
In the Host System, make an ordinary-seeming mortal. They may be a little more athletic or criminal than they first seem. Timeless will sense strange, discordant temporal energies emanating from them.
The High Priest and others with the same training have a Discarnator Sheet, but the difference boils down to a single number: Conviction, rated from 1 to 10.
The Discarnator Sheet
Apart from the NPCs’ name and stats in the Host System, Referees need only record the Discarnator’s Conviction. Generate Conviction randomly by rolling 1d10, or simply pick a number.
Special Abilities
All Discarnator abilities rely on rolling a pool of ten-sided dice equal to the Discarnator’s Resole and counting the ones with an 8, 9, or 10 (0) as “successes”. If a Referee lacks that many ten-siders, they may use six-siders instead, and count every 5 or 6 as a success.
Discarnation
When the Discarnator attempts to evict a Timeless, the Referee rolls the Discarnator’s Conviction Pool. Every success becomes a Bane on the upcoming Bending Reality test that the Timeless must perform.
If the Timeless’s test succeeds, they remain in their Incarnation. On a partial success the Timeless is merely rendered Dormant until the Incarnation rests for a day. If the test fails, the Timeless is Dispersed and reforms in Timeless City for 1d6 days.
Depending on the Referee’s ruling, the Incarnation remains in the Player’s control but lacks all Timeless memories and powers or becomes a Non-Player Character while the Timeless searches for a new Incarnation to inhabit. (Discarnators and their acolytes are ineligible.)
The Bending Reality test may trigger a Backlash, to add insult to injury.
Fate
If the Discarnator must make a “saving throw” vs. poison, traps, and other unexpected hazards the Discarnator can roll their Conviction pool instead of the normal mechanic. On at least one success danger has been averted.
Mesmerism
The Discarnator can temporarily take over the mind of a mundane NPC with a simple Conviction check. At least one success means the subject will obey the Discarnator’s request as if they were lifelong master and pupil. Every person already under the Discarnator’s thrall subtracts one die from other uses of their power.