Story as Class: The Divided
GLoG Fated Class: The Divided
Starting Gear: Dagger, Flintlock Pistol & 20 Shots (1 Slot, d8 damage, very loud, takes a round to load), Alchemy Set (1 Slot, looks like a briefcase)
Skill: 1. Astronomy, 2. Anatomy, 3. Herbalism
A. Worker of Wonders
Organs & Herbs: You may spend 10 minutes dissecting a creature or gathering magical herbs to gain a number of reagents (1/3 slot each) equal to the creature's HD, or 1d3 if plentiful herbs are gathered.
Strange Concoctions: Over the course of 10 minutes, you may use a number of reagents [R] up to your Divided level to create a potion (1 Slot, 30' Thrown, DEX). You may create the following recipes, or others with GM approval. Especially rare reagents may have unique uses. Feel free to barter with the GM about these potential uses during downtime.
- Acid: Burns nearly any physical target for d6+[R] damage. Upon striking a target wearing medium or heavy armor, reduce their AC by [R] instead of dealing damage.
- Fire: When smashed, all creature's within 15' take [R]d6 damage.
- Healing: Restore 1d4+[R] HP upon ingestion.
- Poison: Inflicts [R]d4 damage if ingested or introduced to the bloodstream.
- Stench: Creates a [R]x5' radius cloud of stench for 1 minute. Fleshly creatures within the cloud must save or waste their turn puking.
B. Breakthrough
Base Alteration: You have perfected a potion that changes your very nature. Due to the precision required in crafting it, it works only on yourself. Giving it to another has a 4-in-6 chance of killing them painfully over the course of 1 minute. The potion lasts [R]x10 minutes. Choose one of the following effects for this potion. You cannot change your choice later.
- Might: Your body is filled with vigor. While transformed, your strength cannot be less than 18, you have advantage on all Strength checks, and you gain 2d4 HP & Max HP.
- Grace: You grow catlike and nimble. While transformed, your dexterity cannot be less than 18, you have advantage on all Dexterity checks, and you gain 20' Move speed.
- Brilliance: Your mind moves at incredible speeds. While transformed, your intelligence cannot be less than 18, you have advantage on all Intelligence checks, and any potions you craft gain +2 [R].
C. Night Terrors
Perfectly Organized: You may brew a potion as an action.
Lingering Traces: Each time you rest—either by eating a meal or resting over night—there is a 2-in-6 chance of triggering your transformation upon completion of the rest. This transformation lasts 2d6x10 Minutes.
Intrusive Thoughts: While transformed, you are not entirely yourself. Roll a trait from the following table when you gain this level. Each time you transform, you gain the trait.
1. Arrogance: Your character will always take the fastest route to their goals, and they have no qualms about the harm their methods inflict on others.
2. Envy: Your character will not willingly give up anything of value, even to save the life of another. They may trade for something of greater value.
3. Hunger: Whenever your character smells freshly prepared food, they must make a save or spend 10 minutes voraciously consuming as much as they can. Gain a slot of fatigue. If more food remains, they must repeat this save.
4. Rage: Whenever your character takes damage, they must make a save or spend their next 2 actions dealing as much damage to living creatures as they can.
5. Apathy: When your character would attempt anything requiring a test, they must first attempt a save. On a failure they take no action on that turn. On a success they are immune to this effect for 1 hour.
6. Paranoia: Your character does not trust anyone. If something is important to your character, they must do it themselves. You must pass a save to entrust anything to anyone.
D. Some Other Soul
Losing Your Grip: There is little time left. You know the next time you transform, you will not be able to change back. You are no longer sure the other person is truly even you. Gain an additional trait from the Intrusive Thoughts list while transformed.
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