Demon Tests
1-3. Improving divinations... Ghul-Ghul cycles its power yet again, requiring the diviner to await, doing nothing more than sit impatiently for the next 2d6 turns and drool.
4-9. We do 'Div-Div', how about you? The diviner must see, losing access to some of his spells (75% chance for each one, possibly including his turn ability) and speaking in a disyllabic way until he performs certain deeds. Roll 1d6 for each one lost to see what is required.
[1] Say 'Ghul-Ghul' until he attacks at least 1 who believes in the use of unbiased divinatory magic.
[2] Say 'Face-Tome' until he gets someone to be his friend, and then insults them greatly or ignores them forevermore.
[3] Say 'Bird-Chirp' until he hears the scuttlebutt from someone, and then gets them to lose their employ and/or treasure for what they said.
[4] Say 'Maid-Buy' until he gives someone an item they'd like, then makes it difficult or even impossible for them to get it again, possibly by harming another person or place where they could get it from.
[5] Say 'Thou-View' until he finds someone to sing a song or do another performance, and then have them fall into a trap or otherwise lose their platform.
[6] Say 'Web-Log' until he locates one who will express their true feelings, then gets them jailed or killed for it.
18+ Taking matters into its own, vaticinating hands, Ghul-Ghul manifests as an avatar, an Interwebs giant, to destroy the diviner and anyone else foolish enough to get in its way. See Part V for stats. Whether it deletes the diviner or not, it will remain for 2d6 rounds per demon test result over 17, unless itself is somehow deleted before then.
DCC RPG Conversion Notes
Turn ability= Turn Unholy ability
Next week: Diviners of Ghul-Ghul, Part IV!