I've long been enamoured by the concept of Curse-As-Classes, like A Blasted Cratered Land's Hero, and Slugs and Silver's Ogre.
Here's mine.
Some people claim to have the blood of
Giants. Shockingly tall, built like barrels, long ungainly limbs and
crooked necks from a life in a world built two sizes too small. These
are not the Giantblood.
Elves are old. A race that had its highest
peak of civility before humanity was much more than particularly bold
savannah-apes. But the Elves rose and fell in the shadows of Giant’s
ruins.
A Giant is a primordial thing. The megafauna ancestor of
civility, the divine prototype, built before the Authority had come to
understand miniaturisation. There were Giants of every sentient
creature. Dwarf-Giants, their vast, fur-covered, hunched bulks filling
the caverns that they carved with their bare hands. Elf-Giants, their
looming antlers scraping against the highest branches of the primordial
canopies. Vast, looming potbellied figures with shaggy tangles of hair,
knapping flints the size of wagons against cliff-edges to form their
tools.
The modern Giant is a creation of
its own, elementals and what have you fooling with genes until they
made their desired flavour of Big People, like a dog breeder trying to
recreate a Direwolf.
A real giant’s blood is something much more than merely a badge for a tall man.
A
real giant’s blood will change you, from inside out. Biology built at a
thousand times scale, engineered with the clumsy, brutish excess of a
creator unknowing of what’s required but determined to see success.
A real giant’s blood will kill you.
CURSE-AS-CLASS: GIANTBLOOD
You can gain this class mid-play, by becoming infected with a giant's blood. If this happens, the only levels you can take until cured (an undertaking in and of itself) are those in Giantblood.
GEAR: Leather armour, a sturdy cudgel (medium, bludgeoning), a dagger, a strange subcutaneous lump.
SKILLS: (1d3) Miner, Woodsman, Scout
Gain +2 HP and +1 foot of height for each template.
A: PARASITISM
B: OVERRIDE
C: ATAVISM
D: HYPERTENSION
PARASITISM
Giant’s don’t die, per se. It was just never built into them. Pieces of them can lay, pulsing and fleshy, until the end of time. Or until found by you.
A piece of a Giant’s body has found its way into you, usually by touching it to an open wound (usually accidentally), but sometimes by strange and evil surgeries.
You’re immune to mundane disease and bleeding, as marble-sized blood cells squirm through your veins, scouring lesser protozoa like a whale devouring krill, and clotting into blotchy, lumpy scabs within seconds. Add +2 to your Constitution, but -1 Wisdom
When you die, your body rots and decays as normal, leaving a lump of giant’s flesh [templates]times its original size
OVERRIDE
The primordial thing in you flourishes, feeding from the glucose and oxygen your lungs metabolize.
You become immune to fatigue and ageing. Gain +2 Strength, but -1 Charisma
ATAVISM
It’s getting in deep.
Gain +2 Con and Str, but -2 Dex as your body enters an overdrive of regression and reconstruction. Gain reach as a longspear, and a primal regression (2d6, pick your favourite)
- Shaggy hair over 1/3rd of your body. Resistance to cold
- Nails like steel. Climb without a roll on anything softer than steel
- Titan’s bones. Bones can’t be broken or cut
- Hot Blood. The old blood nearly boils. Resistance to fire/heat
- Mammoth Teeth. Eat any organic matter
- Pitch Eyes. The sun was different, then. Immune to blinding, low-light vision
HYPERTENSION
It sits on you, like a fifty tonne train on a rope bridge. Something has to give.
As often as you want, you may act as if your strength or constitution is 10 higher for 1 action (or for a minute or so, out of combat). Each time you do, roll 1d20+[x], where X is the number of times you’ve used this ability, ever. If you roll a 20 or above, you die immediately from a gargantuan cerebral haemorrhage. There's a chance this counter could be reduced, but it would surely be an undertaking as hard as breaking the hold of the blood entirely.
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