ALCHEMISTS brew impossibility into liquid being. Whether you are a chemist, apothecary, or forager, you can bottle miracles.
- While resting for the night, you can brew two random elixirs with a one-day shelf life.
- You can identify magic by taste.
- Start with 2 random pieces of equipment, your reagent-mixing equipment, and a weapon.
ALCHEMIST ELIXIRS. Interpret freely and liberally.
1 PHILOSOPHER’S STONE
2 MUTAGEN
3 NEPENTHE
4 VERITASERUM
5 ANACHITIS
6 ALKAHEST
7 PARALYTIC
8 POISON
9 PANACEA
10 HEALTH POTION
11 MANA POTION
12 FULMINATING GOLD
13 HYPNOTIC
14 ALCHEMIST’S FIRE
15 FLASHBANG
16 SMOKE BOMB
17 COOLANT
18 AMPHETAMINE
19 ADHESIVE
20 AQUA VITAE
DIABOLISTS dip into immoral secrets to seize malevolent magical power. Whether you are a cultist, demonologist, or harlequin, you abandoned the well-lit road long ago.
- You know 2 random DIABOLIST SPELLS. You have 3 SLOTS with which to cast them.
- You can pull out and reinsert your sensory organs.
- Start with 2 random pieces of equipment, an icon of your misdeeds, and a weapon.
DIABOLIST SPELLS. Interpret freely and liberally, though strenuous casting requires a CHA roll.
1 CATACLYSM
2 MALCONVOKE
3 (RE)ANIMATE
4 OUBLIETTE
5 SHAPESHIFT
6 HELLFIRE
7 LUST
8 DISEASE
9 ROT
10 CORRODE
11 CURSE
12 VAMPIRISM
13 LYCANTHROPY
14 HALLUCINATION
15 LEVITATE
16 PETRIFY
17 SLUMBER
18 BLINDNESS
19 SORROW
20 MAGGOTS
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Random class (roll 1d6 for even distribution, d20 for diegetic proportion):
1-5 FIGHTER (WARRIOR?)
6-9 ROGUE (PICARO?)
10-12 ALCHEMIST
13-15 WIZARD (MAGE? …PHILOSOPHER?)
16-18 CLERIC (ADHERENT?)
19-20 DIABOLIST
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Pondering using RBSDnD for my upcoming game. Wanted to put a little more meat on the bones in terms of character creation, and free myself from the one-page constraint by blasting that door off its hinges. Watch this space for developments there. Otherwise, thanks for reading, and happy gaming.
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