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Dualasurgy

Uniting soul and body!

AKA Mojo-Munchers, Soul Eaters

There are those who believe that there is nothing more than the physical, and that there’s no such thing as the soul.

They are wrong.

There are those who believe that the soul and the body are distinct, material and immaterial.

They too, are wrong.

You understand that the soul and body both exist, but are indistinct. At what point do the chemicals and signals in your brain make up your mind? You know soul and body are distinct, but blur into one another, to the point of indistinguishability. Brain chemisty builds into something more. You know other adepts can do magic, but they don’t touch the Statosphere. Not in the way you do. Power lies on the border between the mundane and magickal, and you can harness it. Other adepts don’t realize the underlying reality behind their magick. You do. The central paradox of Dualasurgy is that it unifes material and immaterial while recognizing them as different, but also sees soul and body as part of a greater whole. Soul is absorbed into body and body is absorbed into soul.

Dualasurgy Blast Style
You let loose your soul to open a series of unnatural wounds on your victim. Despite coming from the immaterial, these wounds suddenly open up and are very obvious. They tend to be deep puncture wounds, as if from invisible knives or bullets. Alternatively, you attack someone physically, either with a punch or a gun. Using this roll as your Dualasurgy roll, you find out if your blast works. This physical version of the blast deals damage directly to the target’s Soul stat instead of the damage the target would ordinarily take, as the force of the punch or the bullet trasubstantiates to the immaterial, leaving no physical wounds or evidence behind. This can’t kill someone, but it can make them comatose. If someone ever drops below 10 Soul, they go into a coma. Someone attacked in this way regains one point of Soul every three hours.

Stats
Generate a Minor Charge: Meditate on the nature of Body and Soul, the mundane and the Statosphere, etc. for two uninterrupted hours.

Generate a Significant Charge: Ritually destroy a minor or significant artifact, with a significant artifact being worth 2 charges. Alternatively, ritually kill a minor or significant unnatural being, with a significant killing worth 2 charges. In either case, you absorb its power into yourself. Either way, the ritual lasts one hour. The object or creature fades as it becomes part of you. A caveat of the above: minor one-use artifacts don’t provide anything but a minor charge.

Generate a Major Charge: Ritually destroy a major artifact, such as the naked goddess videotape. Alternatively, if a major unnatural being was to be found, performing a ritual killing of it would grant a major charge. The ritual for this also lasts an hour. The object or creature fades as the ritual is complete.

Taboo: Destroying an artifact or damaging an unnatural being non-ritually. Performing such an act yourself releases the mojo contained back into the Statosphere, and takes yours as a tax. Better hope you have a good way to restrain that demon for a ritual sacrifice. Or that entropic. Or that Abominable Unspeakable Servant.

Random Magick Domain: Unification of opposites, and switching of material and immaterial. You couldn’t use this to, say, make someone who wants you dead love you all of a sudden (pesky free will), but you could switch their gun skill with their general education skill, or their mind with their speed, or their body with their soul. You could also bring together two people of diametrically opposed viewpoint, or give water the property to spread and burn like fire. Any symbolic unification is fair game.

Starting Charges: Newly created Dualasurgists have four minor charges.

Charging Tips: Without a steady stream of artifacts to destroy, the average Dualasurgist gains about 2-3 minor charges a day. A wealthy or resourceful Dualasurgist may be able to acquire several significant charges, however.

Dualasurgy Minor Formula Spells

Call the Dead
Cost: 1 minor charge
Effect: Call the dead allows the Dualasurgist to summon a demon. This doesn’t allow the Dualasurgist to control the demon, and the demon has to be present for the entire hour a charging cermony would need, so this is always a risky way to generate charges. A demon is most likely going to run if you fail to kill it with the first slice the soul.

Slice the Soul
Cost: 2 minor charges
Effect: This is the Dualasurgy minor Blast spell. It either creates deep puncture wounds equivalent to a few knife stabs, or temporarily damages the soul of the target through physical violence. The soul damage dealt is equivalent to the damage from the source, so there’s no sense in using the significant version of the blast for this effect. Demons tend to be smart enough to flee when they see you setting up to ritually destroy them with this blast. This works no matter where the physical harm was targeting, so there’s no need to play russian roulette with a demon.

Give of My Mind
Cost: 2 minor charges
Effect: The Dualasurgist restores a number of wound points to the target up to a maximum of 20, and loses an equivalent amount from either his Mind or Soul stat. The points lost from these stats return at a rate of one point per hour.

Give of My Flesh
Cost: 2 minor charges
Effect: The Dualasurgist restores a number of points to the Soul or Mind stat of the target, up to a maximum of 20, and loses an equivalent amount from their wound point total.

Artifact Destruction
Cost: 3 minor charges
Effect: The Dualasurgist, as part of an hour long ceremony, destroys an otherwise difficult to destroy artifact. He can technically use this outside of a ceremony, but breaks taboo by doing so. This is useful for getting rid of artifacts that can’t be smashed normally.

Muscle to Nerve
Cost: 4 minor charges
Effect: You pick the target and swap their rating in a Body or Speed skill with a their rating in a Mind or Soul skill. This lasts for three days in a minor situation (plenty of time, no pressure), three hours in a significant setting (some time constraints or pressure), and three rounds in a major setting (imminent time constraints, combat). For instance, you could take a gunman’s 40% Firearms skill and switch it with their 15% in General Education. They’ll suddenly be very clumsy with guns and wondering why they remember so much about the War of 1812.

Dualasurgy Significant Formula Spells

Astral Projection
Cost: 1 significant charge
Effect: You leave your body and roam the astral plane, as per the Dipsomancer Significant Formula Spell Astral Stumble. Unlike the Dipsomancer spell, however, you may end this effect whenever you wish. Returning to your body ends the spell, as does simply wishing to return. This comes in handy when you run into hostile astral creatures and need to leave fast, as it’s very difficult to set up an hour long ritual around something actively trying to kill you. While on the astral plane, you can move through solid objects or beings, you’re invisible to normal people, and you can interact with astral beings you encounter. You can’t hear what’s going on in the real world, but you can hear astral creatures. You see living beings only as their auras. This spell lasts for a number of hours equal to the tens digit of your roll, with zero equaling ten.

Astral Possession
Cost: 2 significant charges
Effect: While astrally projecting, you may attempt to control someone else’s body as per demonic possession. You control this person’s body for a number of hours equal to the tens digit of your roll, with zero equaling ten. The person is aware of all the actions his or her body is taking while possessed, and you may hold telepathic conversations with the person you are possessing. As soon as the spell runs out of time, you are booted back to your own body. Be wary of adepts who can control you like a demon while this spell is active, however, because you’ll be their errand boy for a time period equal to the spell if they win their Soul roll.

Pierce the Soul
Cost: 2 significant charges
Effect: This is the Dualasurgy significant blast.

Soul Swap
Cost: 2 significant charges
Effect: You and your target swap souls for a number of hours equal to your skill roll. This means you effectively have all their Body and Speed skills, and they have yours. After the time runs out, you both return to your bodies. If at any point during this spell either you or your target’s body dies, the spell ends and the soul of the dead body goes onto its final resting place. A common use of this spell is to switch bodies while you’re unarmed and the other guy isn’t and blow out his brains.

Big Spiritual Banana
Cost: 3 significant charges
Effect: You touch the Statosphere and draw some of its essence to create any non-magical physical object you can imagine… provided it is roughly the size of a banana or less. The object can be as complicated as necessary, and exists a number of days equal to your roll on this spell. If you give extra significant charges, you can make the object once again as large as the spell would normally make (one extra charge for double, two charges for triple, etc.) This spell is excellent for making untraceable guns, but the objects created also tend to last long enough for testing and a court date, so it’s still a wise idea not to be stupid when commiting a crime.

Soul-Body Unity
Cost: 4 significant charges
Effect: Raise your Soul and Body to the higher of the two stats for a number of minutes equal to your skill roll. In addition, choose one Body or Speed skill you have. Raise it to the level of your Magick skill for the duration of this spell. You may flip-flop all rolls made with this skill for the duration of this spell.

Dualasurgy Major Effects
Permanently swap your soul with someone else’s. Permamently raise your Body or Speed stat to equal your Mind or Soul stat. Restore one recently dead person to life. Create and design a single human being, complete with memories, skills, and all. Cause an entire rainstorm to set fire to the area it covers, or a forest fire to freeze the forest.

What you Hear
A Denver Dualasurgist has managed to earn his keep by offering to take unwanted artifacts such as wooden nickels off the hands of other adepts. Unlike many other dualasurgists, this puts him on good terms with the rest of the occult underground, and nets him a few significant charges.
There are tales of a wave setting fire to a beach in Northern California and of rains starting fires on a few select houses. Whoever is behind it hasn’t been found by the Sleepers yet, possibly thanks to Soul Swap.

2 thoughts on “Dualasurgy

  1. shatterspike1 says:

    Given how I’ve written this, I’ll go through what I was thinking in terms of game balance.

    Pro: This school has possibly the easiest minor charge method. It’s major charge method is a little easier than most other schools, as well, although not by a whole lot. The random magick domain is very extensive. The formula magic spells are powerful. The Major effects are ruinous, but for what school are they not?

    Con: This school has a pain in the ass of a significant charge method, comparatively. It can’t get out more than what it puts into an artifact, so any dualasurgist actively needs to play nice with other adepts. This is difficult, given that other adepts know you like to chew on their artifacts for charges, so prepare to make enemies just for your method of choice. Another problem is that when an unnatural creature comes knocking, unless the adept has friends in high places or a very good plan, he’s either a) going be tabooed out, or b) die. Practitioners of this school are very short lived if they don’t make friends and aren’t constantly prepared to hold down unnatural creatures.

    Reply
  2. shatterspike1 says:

    Since I can’t figure out how to edit anything, I have to post this here.

    The Significant Charge method only grants one significant charge for a one use Significant Artifact, since one use Significant artifacts cost only a sig and a minor.

    Reply

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