Mutant Classline: Corruption for fun and profit
Aug 15, 2018 18:49:34 GMT -6
Post by username on Aug 15, 2018 18:49:34 GMT -6
Homebrew Class: Mutant
Characteristics: Willpower, Constitution, Charisma
Skills: Academic Lore, Arcana, Forbidden Lore, Perception, Politics, Brawl, Stealth, Charm, Deceive, Disguise, Intimidation, Persuasion, Scrutiny
Sword Schools: Dark Messiah, Twisting Flesh
Magic Schools: Abjuration, Transmutation
Bonus for Completion: +10 Corruption
Degenerate
Level: 1
Prerequisites: Forbidden Lore 2, Deceive 2
Feats:
*Heterodoxy
Minor Magic
Flesh Change
Luck
Controlled Corruption
*Weapon Proficiency (Basic)
Freak
Level: 2
Prerequisites: Forbidden Lore 3, Deceive 3, Flesh Change, Controlled Corruption, 10 corruption
Feats:
Feed the Meat
*Two Weapon Fighting
Psychic Siphon
*Ki Strike
Heightened Senses (Any)
Decadence
*Unnatural Weapon
Mutant
Level: 3
Prerequisites: Forbidden Lore 4, Deceive 3, Psychic Siphon, Flesh Change 20 Corruption
Feats:
Incorrigible
Calm the Winds
Channel Energy
Aberrant Annulment
*Wild Shape
Diamond Body
*Unarmed Warrior
Warp Spawn
Level: 4
Prerequisites: Forbidden Lore 5, Deceive 4, Incorrigible, Aberrant Annulment 30 Corruption
Feats:
*Heterodoxy
Font of Corruption
*Swift Attack
*Twisted Innards
Fearless
Flowing Flesh
Super Mutant
Level: 5
Prerequisites: Forbidden Lore 5, Deceive 5, Flowing Flesh, Font of Corruption, 40 Corruption
Feats:
*Improved Wild Shape
*Gifts of the Gods
Welcome the Warp
Improved Psychic Siphon
Claws of the Beast
*Warped Organs
*Unarmed Master
New Feats
Flesh Change
Some fear Corruption, but you welcome it and what it can do. Roll for a new Mutation every 10 points of Corruption instead of every 30. If you possess all possible Mutations and need to roll for another, you instead roll for a Degeneration.
Controlled Corruption
You can't stop the Corruption, but you can direct it. Whenever you would gain a Degeneration, you may pick which Degeneration you gain instead of rolling on the table. Obviously you may not pick the same Degeneration more than once. Should you possess all Degenerations already and need another, you lose one maximum hitpoint instead. This Maximum Hitpoint Loss still counts as a Degeneration for interactions with other effects and abilities but can be received as many times as necessary.
Psychic Siphon
When others let the warp into reality, you may let it into yourself. When Psychic Phenomena is triggered during a scene in which you are present, you may spend a Reaction Action to absorb it into yourself, cancelling the effect. When you do this you gain Corruption equal to the Psychic Phenomena roll divided by 10, rounded down.
Unnatural Weapon
Already the Warp has allowed you to twist your form, perhaps for the better. Gain a Natural Weapon with the following profile: (1k2 I or R, Melee, Brawling)
Incorrigible
You have had a taste of power, and now you always want more. You are no longer removed from play for reaching 100 or more Corruption; continue to gain Mutations and risk Degeneration as you go beyond 100 Corruption.
Aberrant Annulment
You are so twisted it almost straightens back out again. You may spend a Hero Point to suppress the effects of all Degenerations and Mutations, positive and negative for the Session. This suppression may be ended early by spending another Hero Point to return all your Degenerations and Mutations.
Twisted Innards
Maybe this arrangement of organs has been seen before, but probably not in your species. Pick a race. You gain that race's Racial Power.
Warped Organs
You're barely even Human anymore, or whatever race you actually are; it can be hard to tell. You gain one racial feat available to the race of your Twisted Innards. If that feat allows access to other racial feats, you may not take those as well.
Flowing Flesh
When you Mutate, your body sometimes takes several forms before it settles. When rolling for a Mutation, you may spend a Hero point to reroll as if it were a test. The new results are final.
Improved Psychic Siphon
The powers of the Warp are drawn to you nearly as much as you are drawn to it. When a character makes a Focus Power test in a scene which you are present, you may spend a Hero Point and a Reaction Action to prevent the spell from being cast. If you do so, gain the spell's level plus the Psychic Phenomena roll divided by 10, rounded down, in Corruption.
Font of Corruption
Corruption is not a curse, but a gift and you may share that gift with others. As a Free Action, you may take 1 Wound to transfer one of your Mutations or Degenerations to another character for the remainder of the scene.
Welcome the Warp
You can feel the Warp overtaking you, and it is a good pain. When rolling for Mutations you may choose to roll twice instead of once. If you do so you must take both results. You may still advance characteristics that have Degenerations on them due to Corruption.
OLD NEW FEATS
Heterodoxy
Choose one of your Alignment's commandments. You no longer make Alignment Checks for breaking it.
Feed the Meat
Gain Armor equal to your Constitution on all body locations, which does not stack with other sources of Armor. This feat is treated as Wholeness of Body for meeting prerequisites and for interaction with completion bonuses.
Calm the Winds
If you would suffer any type of Psychic Phenomena, you may spend resource points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per resource point spent.
Gifts of the Gods
You may spend a resource point to invert the effects of a single Degeneration for one scene, turning all negative modifiers into positive modifiers. Buying Devotion costs double the normal amount of XP.
Claws of the Beast
Add your level as a static bonus to damage rolls when attacking with your natural weapons or weaponless unarmed strikes.You can use Unarmed attacks in martial maneuvers as if they had the Daemonic property.
Characteristics: Willpower, Constitution, Charisma
Skills: Academic Lore, Arcana, Forbidden Lore, Perception, Politics, Brawl, Stealth, Charm, Deceive, Disguise, Intimidation, Persuasion, Scrutiny
Sword Schools: Dark Messiah, Twisting Flesh
Magic Schools: Abjuration, Transmutation
Bonus for Completion: +10 Corruption
Degenerate
Level: 1
Prerequisites: Forbidden Lore 2, Deceive 2
Feats:
*Heterodoxy
Minor Magic
Flesh Change
Luck
Controlled Corruption
*Weapon Proficiency (Basic)
Freak
Level: 2
Prerequisites: Forbidden Lore 3, Deceive 3, Flesh Change, Controlled Corruption, 10 corruption
Feats:
Feed the Meat
*Two Weapon Fighting
Psychic Siphon
*Ki Strike
Heightened Senses (Any)
Decadence
*Unnatural Weapon
Mutant
Level: 3
Prerequisites: Forbidden Lore 4, Deceive 3, Psychic Siphon, Flesh Change 20 Corruption
Feats:
Incorrigible
Calm the Winds
Channel Energy
Aberrant Annulment
*Wild Shape
Diamond Body
*Unarmed Warrior
Warp Spawn
Level: 4
Prerequisites: Forbidden Lore 5, Deceive 4, Incorrigible, Aberrant Annulment 30 Corruption
Feats:
*Heterodoxy
Font of Corruption
*Swift Attack
*Twisted Innards
Fearless
Flowing Flesh
Super Mutant
Level: 5
Prerequisites: Forbidden Lore 5, Deceive 5, Flowing Flesh, Font of Corruption, 40 Corruption
Feats:
*Improved Wild Shape
*Gifts of the Gods
Welcome the Warp
Improved Psychic Siphon
Claws of the Beast
*Warped Organs
*Unarmed Master
New Feats
Flesh Change
Some fear Corruption, but you welcome it and what it can do. Roll for a new Mutation every 10 points of Corruption instead of every 30. If you possess all possible Mutations and need to roll for another, you instead roll for a Degeneration.
Controlled Corruption
You can't stop the Corruption, but you can direct it. Whenever you would gain a Degeneration, you may pick which Degeneration you gain instead of rolling on the table. Obviously you may not pick the same Degeneration more than once. Should you possess all Degenerations already and need another, you lose one maximum hitpoint instead. This Maximum Hitpoint Loss still counts as a Degeneration for interactions with other effects and abilities but can be received as many times as necessary.
Psychic Siphon
When others let the warp into reality, you may let it into yourself. When Psychic Phenomena is triggered during a scene in which you are present, you may spend a Reaction Action to absorb it into yourself, cancelling the effect. When you do this you gain Corruption equal to the Psychic Phenomena roll divided by 10, rounded down.
Unnatural Weapon
Already the Warp has allowed you to twist your form, perhaps for the better. Gain a Natural Weapon with the following profile: (1k2 I or R, Melee, Brawling)
Incorrigible
You have had a taste of power, and now you always want more. You are no longer removed from play for reaching 100 or more Corruption; continue to gain Mutations and risk Degeneration as you go beyond 100 Corruption.
Aberrant Annulment
You are so twisted it almost straightens back out again. You may spend a Hero Point to suppress the effects of all Degenerations and Mutations, positive and negative for the Session. This suppression may be ended early by spending another Hero Point to return all your Degenerations and Mutations.
Twisted Innards
Maybe this arrangement of organs has been seen before, but probably not in your species. Pick a race. You gain that race's Racial Power.
Warped Organs
You're barely even Human anymore, or whatever race you actually are; it can be hard to tell. You gain one racial feat available to the race of your Twisted Innards. If that feat allows access to other racial feats, you may not take those as well.
Flowing Flesh
When you Mutate, your body sometimes takes several forms before it settles. When rolling for a Mutation, you may spend a Hero point to reroll as if it were a test. The new results are final.
Improved Psychic Siphon
The powers of the Warp are drawn to you nearly as much as you are drawn to it. When a character makes a Focus Power test in a scene which you are present, you may spend a Hero Point and a Reaction Action to prevent the spell from being cast. If you do so, gain the spell's level plus the Psychic Phenomena roll divided by 10, rounded down, in Corruption.
Font of Corruption
Corruption is not a curse, but a gift and you may share that gift with others. As a Free Action, you may take 1 Wound to transfer one of your Mutations or Degenerations to another character for the remainder of the scene.
Welcome the Warp
You can feel the Warp overtaking you, and it is a good pain. When rolling for Mutations you may choose to roll twice instead of once. If you do so you must take both results. You may still advance characteristics that have Degenerations on them due to Corruption.
OLD NEW FEATS
Heterodoxy
Choose one of your Alignment's commandments. You no longer make Alignment Checks for breaking it.
Feed the Meat
Gain Armor equal to your Constitution on all body locations, which does not stack with other sources of Armor. This feat is treated as Wholeness of Body for meeting prerequisites and for interaction with completion bonuses.
Calm the Winds
If you would suffer any type of Psychic Phenomena, you may spend resource points up to your level. Doing so allows you to adjust the roll of Psychic Phenomena by up to 5 points per resource point spent.
Gifts of the Gods
You may spend a resource point to invert the effects of a single Degeneration for one scene, turning all negative modifiers into positive modifiers. Buying Devotion costs double the normal amount of XP.
Claws of the Beast
Add your level as a static bonus to damage rolls when attacking with your natural weapons or weaponless unarmed strikes.You can use Unarmed attacks in martial maneuvers as if they had the Daemonic property.