Wednesday, January 20, 2021

GLOG: The Brightness

A disease-as-class, of sorts, and also one extended reference. You were too curious, or just unlucky, and you breathed in some spores in the tower spiraling deep into the ground. Or perhaps a beast scratched you with a claw, or you drank of the forbidden waters, or you ventured into the lighthouse on the coast where the cypress trees grow. It matters not. The brightness is in you now.
 
Starting Equipment: An antique Colt 1911 and 9 rounds of .45 ACP, a gas mask, and a piece of black plastic with an embedded red LED.

Skill (1d4): 1. Biology 2. Surveying 3. Anthropology 4. Psychology
 
For each template in this class you possess, gain +1 HP.

A: Hyperattention, Mental Fortitude
B: Resilience
C: Situational Awareness
D: Annihilation

Hyperattention: The world is sharper for you, and brighter. You always notice illusions and other such deceiving effects, even if you cannot see through them or discern the truth. Lose 1d3 Con.
 
Mental Fortitude: You are immune to all mind-affecting effects, such as charm spells, fear spells, and hypnotic compulsion. Lose 1d3 Cha.
 
Resilience: You can sacrifice XP to heal yourself: 5 XP per 1 HP, which you regain at the rate of 1 HP per minute, 50 XP for a wound, or 100 XP for a permanent wound.Healing a wound takes 1 hour, during which time your are insensate and immobile with pain. If your Death and Dismemberment table has instant deaths, you can spend 100 XP to reroll the instant death. If it uses Lethal Wounds, you can spend 50 XP per Lethal Wound, and you will not die from said wounds while healing them. Lose 1d3 Wis and 1d3 Str.

Situational Awareness: You are one with your environment. You can see magic and other unnatural effects regardless of how it usually appears. You always act first in combat and can never be surprised. Natural concealment has no effect on you - you can always see anyone and anything within 300 feet while in the wilderness. Lose 1d3 Int and 1d3 Dex.
 
Annihilation: Lose 1d3 Int, 1d3 Wis, and 1d3 Cha. Each day, make a Save. When you have failed three of these Saves, you venture off into the wilderness to lose yourself and become one with the world.