With a host of furious fancies,
Whereof I am commander,
With a burning spear
And a horse of air
To the wilderness I wander.
By a knight of ghosts and shadows
I summoned am to Tourney;
Ten leagues beyond
The wide world's end:
Methinks it is no journey.
Gear: none
Skills: none
A: You may choose to attack thrice in melee, instead of once, at the cost of a point of fatigue. You have no weapons or armour proficiencies. You can attack (and are sometimes attacked by) your own ideas, illusions, fancies, and phantasms - your attacks against these foes count as unarmed, unless you discover some means by which to arm your mind.
You can choose one of the the following wagers to make per turn, while engaged in mortal combat (that is, against dangerous enemies who can fight back):
- At least two of my attacks will hit this turn. If they do, you don't gain a point of fatigue, and gain +1 damage on your attacks. If they don't, you take a point of damage and two fatigue instead of one.
- At least three of my attacks will hit this turn. If they do, you clear a point of fatigue instead of gaining one, and your attacks gain +1 damage and count as vorpal. If they don't, you take d4 damage, and three points of fatigue.
If you ever gain truesight, or any other ability to see through illusions, you immediately lose, and can never regain, all templates in this class.
B: You make always choose to re roll a missed melee attack, at the cost of taking an attack from every enemy in melee range. Enemy attacks are resolved first.
You can choose one of the the following wagers to make per turn, in addition to one of those allowed by your A template, while engaged in mortal combat:
- I will kill a foe this turn. If you do, your next attack hits automatically (roll anyway, just in case it crits). If you don't, the next time you take damage it counts as critical.
- I will kill three foes this turn. If you do, you clear all fatigue, and heal d6 hp. If you don't, you take d6 damage and double your current fatigue.
C: At any time, you may sacrifice a point of max HP to:
- Turn a miss into a hit in melee combat.
- Turn a hit into a crit in melee combat.
- Imbue a hardwood stick, fire poker, set of rusty shears, etc., with the properties of a +1 medium sword while you hold it.
- Imbue a pot lid, window cover, etc. with the properties of a +1 shield while you carry it.
- Imbue a theatrical costume, fool's motley, or beggar's robes with the protective properties (but not the weight or bulk) of medium armour while you wear them.
- Heal d6 hp.
Additionally you may now befriend your own ideas, illusions, fancies, and phantasms. Depending on their natures, they might choose to join you as companions on your travels.
For every day that you go without rations or rest, you receive +1 to-hit and +1 to damage in melee - you still suffer the usual effects of starvation and sleep deprivation.
D: You may always choose to make another melee attack in combat, as many times as you want, at the cost of taking an attack from every enemy in melee range. Enemy attacks are resolved first.
You may make the following wager while engaged in mortal combat, in addition to any others allowed by your other templates:
- I will end the combat this turn by killing (or scaring off, befriending, seducing, etc.) all remaining enemies. If you do, gain 1 max hp. If you don't, gain a point of fatigue and lose a point of max hp.
If you ever slay a giant, dragon, ogre, tyrant, or royal family entirely by yourself, you immediately gain d3 max hp.
Δ: Lie with a fairy or an illusionist, and gain their love. Break their heart. Whenever you slay something in combat all remaining foes must test morale. If you are in direct sunlight when you do so, you also heal 1hp.
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