You are a bad person. A very, very bad person. You're also a bureaucrat, with an intimate knowledge of the oppressive machine. You know how to twist the knife of semi-annual audits, how to make rich and poor alike squeal in confused agony, how to replicate the wheels of Hell itself.
You know how to game the system. It's
War Tax Season. Time to get to work...
Every Template: +2 to Bureaucracy checks.
Starting Equipment: Official Stamp, Registered Ledger, Pen
Random Starting Skill [d3]: 1 = Printing, 2 = Sleight of Hand, 3 = Brown Nosing
A Red Tape
B Pen is Mightier, Machine Mind
C Hit List
D Bureaucratic Creep
Any time you witness a creature breaking a bureaucratic rule, or failing to adhere to an established formality, even a tiny bit, you curse them with -1 to AC and all rolls. For this you must be able to speak and write. This is not cumulative.
You maintain a ledger that continually updates with the last 10 words spoken by the last three targets of your Red Tape effect. If you should lose this ledger, it will fail to continue to update after 1 Day. You can make a new one with 10 Hours of work and 100 Spellgold, though it starts as blank.
Your Red Tape effect is now cumulative, and can be used multiple times on the same subject, though not more than once per round. Each use requires a different broken rule or failure to adherence.
You are the silence of the grave, the stalker in the darkness, the hunter of misplaced books. No student or professor shall dare question your authority, no intruder shall reave unrestrained.
You are a librarian.
Starting Equipment: Truncheon, Grey Robes, Gas Mask
Random Starting Skill [d3]: 1 = Informational Sciences, 2 = Tracking, 3 = Literature
B Book Casting, Librarian's Chains
You may freely move through and occupy spaces with books or bookshelves. Attacks and spells against you have a -4 penalty while you're within a full bookshelf (tiny ones grant no protection).
You get a +1 bonus to attack and damage with blunt weapons, such as Truncheons, maces, blunt-headed crossbow bolts, and staffs.
You may cast spells from scrolls and books as a Wizard does with the Book Casting feature. You use Book Casting Dice for this function.
You have two additional quick draw slots and two additional inventory slots. These slots can only be filled with books, scrolls, or other written materials.
2/Day: Area with radius 30' around you becomes silenced. No sound may be produced within this effect for 1d4+1 Minutes.
Twice per day you may turn Incorporeal like a ghost. Lasts for 3d4 Rounds. In this form you can attempt to possess a living creature. Target must Save, or you get full control for as long as you're incorporeal. If still possessing the target at the end of this ability's duration, you get ejected out, causing 2d6 damage to both you and the subject.
BOTTOM OF FOOD CHAIN. TOP OF DANGEROUS.
Every Template: +1 HP, +1 to STR, DEX, INT, and WIS Scores.
Starting Equipment: 10,000 Krill, Chum Bucket
Random Starting Skill [d3]: 1 = Forming Thoughts, 2 = Having Feelings, 3 = What Is Love?
A KRILL MAN
B Faster Krill Generation
C True Shapeshift
D Hardened Krill
You are KRILL MAN. Your power is proportional to how many krill you are presently composed of. In order to sustain and multiply your krill you must provide yourself food and water.
You are a shapeshifter. You can squeeze through spaces no smaller than a krill (quite small!). You must, however, maintain a general humanoid shape, even when squeezing.
For every HP lost you lose a proportional amount of STR, DEX, INT, and WIS at a 1:1 ratio. Your Strength, Dexterity, Intellect, and Wisdom do not recover normally, instead remaining proportional to your HP.
You recover 1HP per day, provided you've eaten one meal (usually algae) per HP to recover.
You now recover 2HP per day, though your food requirements are the same.
You may now take on any form you desire, no longer being limited to humanoid shape.
You now lose 1 STR, DEX, INT, and WIS per 2 HP lost, instead of per 1 HP lost.
YOU HAVE A NEED. A NEED FOR SPEED!
Which is to say: you need drugs. You're a junkie. Congratulations. You need wizard drugs to live, or else you explode. That's not a figure of speech: you will literally explode if you don't get more wizard speed. Enjoy the rest of your inevitably short life!
Every Template: +1 Magic Die
Starting Equipment: Five Used Needles, Handful of Unknown White Powder
Random Starting Skill [d3]: 1 = Depravity, 2 = Begging, 3 = Alchemy
Perk: You don't need to sleep.
Drawback: You must consume one drug doses of stimulant every day (Wizard Speed is the most common of these). For every dose you fail to take you permanently gain one Doom Die.
Doom Die: Whenever you cast a spell, roll an additional die for every Doom Die you have. This die is used purely for the occurrence of Doom (not Mishaps), and has otherwise no effect on the casted spell.
2. Spin around in a circle really fast to hover a few inches off the ground. In this form you can be pushed like a hovering disk.
3. Smoke something. You can tell where it's been during the past day.
2. Take 1d6 damage
3. Random mutation for 1d6 Rounds, then Save. Permanent if you fail.
4. Immediate withdrawal: halve movement speed for 1 Day.
5. Immediate withdrawal: halve INT for 1 Day
6. Immediate withdrawal: halve WIS for 1 Day
2. Anyone who has any drug addiction will find your flesh irresistible and attempt to eat and/or smoke you. Your flesh is effectively Wizard Speed.
3. You combust into a sparkly grey smoke. When inhaled produces the effect of Wizard Speed.
Speed Wizard Spell List:
2. Absorb Potion*
6. Rot Teeth
7. No Sleep
8. Remote Parabiosis
9. Highest High
11. Flesh to Drugs
12. Time Dilation
(*Spells not listed below can be found on the communal GLOG spell document.)
R: 50' T: One creatures or Self D: 0
Targets must Save at a [dice x 2] penalty. On failure, you make the target's teeth fall out. Bite attacks of targets now deal 1 damage on hit. If they dealt 1 damage before they now deal no damage. Targets without a bite attack are stunned for 1 Round and lose 1d4 Charisma.
R: Touch T: [dice] Creatures or Self D: [dice] Days
For [dice] Days, the targets of this spell receive no penalties for not sleeping, and automatically recover their MD regardless of getting sleep.
R: 30' T: [Dice] Creatures D: [sum] Minutes
Target may Save if unwilling. On access or failed Save, target's blood stream becomes linked to yours. They share any positive and ill effects that you presently have due to poisons, drugs, or other blood soluble effects. Additionally, all participants take one damage per Fatal wound any others receive.
R: Touch T: Self D: [sum] Hours
For [sum] Hours, any numbered effects received from taking drugs doubles. So too for withdrawals. If 3 MD are used, you do not suffer any negative effects from these drugs for the duration, including withdrawal.
R: Touch T: Self D: [dice+1] Rounds
You become super blurry and difficult to pin down. For [dice+1] rounds, all attacks against you have a [sum] penalty to hit.
[Flesh to Drugs]
R: 30' T: Creature or Self D: 0
Target flesh-composed creature must Save or part of them explodes into wizard drugs. On failed Save, the target's following limb is turned to 1d10 drug servings (1d6): 1. Left Leg 2. Right Leg 3. Left Arm 4. Right Arm. 5. Torso 6. Head.
Requires 1 [dice] to use against targets of 2 HD or less. 2 [dice] for one between 3-4 HD, and 3 [dice] for 5-7 HD. 4 [dice] for 8+ HD.
R: 0 T: Self D: 1d4 Rounds
This spell requires 3 MD to use. Immediately take an extra 1d4 Rounds. Everything else in virtually frozen in time.