Friday, 25 July 2025

Class: Star Seed

 

NB: In the far south, the winters bring a 3 month night and the summers bring a three month day. The time of year has repercussions for your access to your templates.


Gear: Cold weather gear, a medium cleaver and 3 sharp light knives, sun goggles, one of either snow shoes or skis, 10 doses of stimulants (dried human amygdalas, mechanically identical), and one roll on the Southern Gear table.

Skills: Astronomy, anatomy, five languages of your choice (one of which is always The Language of the Stars), and two of: history, geometry, architecture, engineering, animal husbandry, ballistics, chemistry, medicine, acute hearing, 2x normal human vision, the ability to ignore pain.

A - Astral Carnivore, Clarity
B - Numen, Offal
C - Starlight
D - Host

Astral Carnivore - You can only eat meat, other food is indigestible to you. You can eat raw or spoiled meat without ill effects (literally rotting meat effects you as usual), and human meat counts as double rations for its weight. You have a mental inventory, which currently has a single slot, filled with the gift Clear Vision. If Clear Vision is ever not in your mental inventory, you immediately lose all your class templates and skills, but can now eat normally.

Clarity - Every point of exhaustion in your inventory grants you +1 INT, and otherwise affects you as normal.

Numen - Your mental inventory now holds [templates]x2 slots. You may spend a night without sleep, staring at the stars, to make an INT save. If you succeed, you gain a random gift from the table. If you fail, you get no sleep that night and additionally take d3 psychic damage from the poorly managed contact with the invisible things in the burning night sky. You may consume a dose of stimulants to reroll your INT save, and may do this as many times as you like taking dx psychic damage, where x is the number of doses consumed past the first. Gifts are stored in your mental inventory, and you can overload this inventory and accumulate parasites, as detailed below. Once gained, gifts are usually permanent.

Offal: You can make one dose of sedatives from a human heart, one dose of curatives from a human liver, and one dose of stimulants from a human brain. Preparing a single dose of any of these takes a full night without sleep. The stars must be able to see you. You can consume a dose of stimulants to prepare an additional dose - do this as many times as you like, taking dx psychic damage each time you do so, where x is the number of doses you consume past the first.

Starlight. When beneath starlight you add one point of temporary HP per gift in your mental inventory, and add 5ft to the range of your melee attacks per parasite. These effects disappear if you leave the starlight. The temporary HP replenishes at a rate of 1 per hour, back to its maximum.

Host: You benefit from the following:
  • For every gift in your mental inventory you gain +1 INT, and for every parasite you gain +1 CON.
  • When you die you will not leave a corpse - your body is stolen away by barbed limbs and shunted into the invisible corners of the world.
  • You can use your own organs and limbs to replace other people's, and can replace your own with anyone else's. It takes one sleepless night under starlight for any foreign organ or limb to naturalise to your body and become 'donatable' this way.
  • You may swallow an organ whole, and regurgitate it after 24 hours, transformed into any other organ you choose. If this organ is put inside someone (including yourself), they gain a parasite, rolled below. If the organ is a brain, then whoever you put it into immediately starts screaming terrible curses against all sentient life in the language of the stars. They become actively homicidal to everyone around them, immune to pain or fear, and capable of pushing their body in ways humans cannot (STR 18, +10 HP).

Gifts
  • 1 - 4: Hyperfocus. 1 mental inventory slot. Choose one of your skills. You may now consume a dose of stimulants to perform a superhuman feat with it. A feat of superhuman ballistics might give you a roll to hit a particular person on a castle wall with a cannon. A superhuman feat of engineering might allow you to identify load bearing points in a structure, or calculate fluid dynamics accurately and immediately. A superhuman feat of pain suppression might let you fight on for a minute or two after losing your limbs or dropping to 0 hp. You take dx psychic damage, where x is the number of times past the first (per day) you have used this gift.
  • 5 - 8: Parallel. 1 mental inventory slot. Choose two skills from the list above (or come up with some applicable alternatives with your DM). You may consume a dose of stimulants to gain access to them as normal for one hour. You may stack multiple instances of this skill, but each will require a separate dose of stimulants to unlock. You take dx psychic damage, where x is the number of times past the first (per day) you have used this gift.
  • 9 - 10: Recall. 1 mental inventory slot. You have an imaginary room in your head, which you can populate with items that you touch in the real world. The room is 10ft x 10ft, and can be filled with as many items as you wish - however, once something is in the room, it will never leave. You can mentally enter the room yourself by meditating, and interact with these copied items. Books, maps, plans, schedules, etc. are completely intact. Weapons or other tools can be practiced with. Living things appear in the room as friendly, emotionless, docile NPCs with no memories, personality, or curiosity. Additional insatnces of this gift give you access to additional 10ft x 10 ft rooms.
  • 11: Imago. 2 mental inventory slots. Your unarmed attacks deal an additional d4 cold damage and d4 fear damage, and require one fifth of the usual rations. Your face can no longer naturally express emotion - you must do this consciously, and it's never very convincing. You have -1 on reaction rolls. Each multiple increases the dice size by one.
  • 12: Focussing Array. 2 mental inventory slots. You gain a gaze attack, which deals d6 cold and d6 fear damage to a single target who can see you. They may test DEX (with disadvantage the first time you do it) to close their eyes and avoid it - if they do so they are functionally blind. Disconcertingly, it originates in your open mouth. When you use it, your jaw unhinges slightly. Each multiple increase the dice size by one.
  • 13 Additive. 2 mental inventory slots. Your blood turns clear as water, and burns like gasoline. It smells vaguely of sugar syrup if it burns. Small amounts can be bled without issue (to light tinder or soak a rag), but for a cup full you take 1 point of damage, and for a bottle full d3 points. Multiple results give you +1 CON, and extremely high blood pressure.
  • 14 Security. 2 mental inventory slots. You are gifted a medium +1 machete which is completely invisible - it appears in your clasped together hands as your star watch ends. No one else can perceive it or pick it up. In your hands it does everything a machete does, and the corpses of intelligent beings slain with it count as double rations for anyone, not just you (even if eaten raw). The meat has an oddly sweet and synthetic taste. On each multiple roll you may transform this weapon into an invisible +1 weapon of your choice.
  • 15: Navigator. 2 mental inventory slots. You may meditate to gain vision of yourself from directly above, provided the stars can see you. You can choose the height you wish to see from, up to 100ft. You are completely immune to cold damage. Additional rolls give you +1 CHAR, -1 WIS, and -1 to reaction rolls. Your eyes are completely wrong.
  • 16: Captain Espatier. 3 mental inventory slots. You count as wearing plate, and hover about 10 inches from the ground, at all times. Blows are turned by solid air. You cannot stop smiling. Every day you spend with someone gives them a cumulative -1 to their reaction roll, to a maximum of -3. Multiples each add +1 to your AC.
  • 17: Type Glorious. 3 mental inventory slots. You are gifted a permanently invisible Star Weapon. Roll it up here. It has no name. Multiples fully reload your star weapon, and give it an additional trait, if applicable.
  • 18: Void Ghoul. 3 mental inventory slots. You no longer need to breathe. If you grapple someone, they take d12 cold damage per turn they spend grappled. You grow about a head taller, and twice as bulky - armour will need to be refitted. Multiples grant you +2 CON.
  • 19: The Shout. 3 mental inventory slots. First, suck in air for as many turns as you wish - your jaw hyperextends as you do so. Then you begin to SCREAM, for as many turns as you sucked in air. Enemies who are capable of breaking immediately flee from you while the scream lasts, and take d2 psychic damage per turn they are exposed to it. Multiples grow the psychic damage dice by one. 
  • 20: Uncounted Aeons of Our Simulated Trajectory: 4 mental inventory slots. You pass all INT checks - your INT stat is effectively infinite. Ranged attacks miss you on anything but a crit. You become immune to psychic and cold damage. All reaction rolls are at -4. There are rushing corridors of darkness at your shoulder. All entities will flee from your presence. Begin a countdown, starting at 100. Every time you slay an intelligent foe, tick it down by one. if it ever reaches 0, you are pulled jerkily into the air by invisible forces, accompanied by the blaring of strange horns and trumpets. You will never be seen again. Multiples add 100 to this score. Your character is aware of their own number at all times.

Parasites

For every slot that your mental inventory becomes overburdened, you gain a parasite, rolled below. Regardless of which parasites you host, you always take psychic damage equal to your current parasites if you fail an INT, WIS, or CHAR check.
  • 1-5: Benign. Small tumours that grow on the inside of the brain. No additional effect.
  • 6-7: Mind Tearers. Strange, black, hooked worms, that tunnel through flesh and organs without discrimination. For each Mind Tearer that you host, you additionally take d3 torn organ damage when you fail a mental check.
  • 8-9: This Terrestrial Hell. Fear breeds in you. For each hosted Hell your threshold for panic is reduced by 2. You also suffer d3 psychic damage if you panic. Your organs darken over time, and take on the consistency of tar.
  • 10-11: Sunworms. Tiny, live in your eyes, where they lay their eggs. One your first result, one eye is blinded, but emits light as a torch unless you cover it. You have -2 to hit with ranged weapons. On your second result you are blinded, and both eyes emit light this way. Consider retiring. One your third result you die. Your mouth, eyes and nose (and your skull, if cut open) radiate light.
  • 12: Eaters. Every time you fail a mental check, you have a 1 in 2 chance that each Eater will devour one of your mental slots, starting with the highest, and working backwards. Gifts function normally until they are completely devoured. Slots opened up this way can be filled as normal. No effect on those without mental inventories.

Southern Gear
  1. A large, well-trained, and very handsome dog with a winter coat. HD2, d8 bite, unarmoured but takes half damage from cold, unbreakable, will protect your body to the death if you fall.
  2. A preserver, a small glass orb that outputs light (like a torch) and heat (like a hot stone in a blanket) indefinitely. With one of these you can protect someone from exposure - if you have a shelter built, you can protect up to ten people as long as they fit inside.
  3. 2d3 shrunken heads. Each will absorb a single instance of psychic damage in your place.
  4. Moon Goggles. Distinct from your sun goggles (you wear both at once), and made from smoked glass lenses instead of carved whalebone. Allow you to see as clearly in moonlight and starlight as you would in bright sunlight.
  5. A trepanning drill. Use it to trepan someone (not yourself) - this takes an hour, and you must save DEX. On a success, the trepanned subject gains a single gift from the gift table, and loses a point of CON (note that since they do not possess a mental inventory, they will also need to roll parasites equal to the slots their gift takes up). On a failure, they still gain a gift but suffer -2 on all stats as you damage the brain. No one can be trepanned more than once.
  6. A Star Pistol, rolled from these tables. It doesn't have a name. Unlike most star weapons, your pistol holds a single shot (or three shots, if you roll the Repeater trait). It can be reloaded by submerging it in a bucket of human blood for 10 hours. This spends the blood.

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