A: Blood Brother, Iron blooded orphan.
B: Magicks.
C: Iron throne.
D: Sunken crown of madness.
Iron blooded orphan: Long ago, your people committed a great sin, and so 9 tenths of them were transfigured into the metal blooded demons. Since then, the curse has weakened, and only a few people each generation become transformed. One of these was your kin, a newborn child, father, grandmother, daughter. It is sick and weakened, but shall recover in time.
Choose one of the following elements:
Lead, Copper, Mercury, Iron, Brass, Tin.
You generate and must draw from your blood [template] litres of it per day. Failing to do so leads to the excessive buildup of accursed humors.
Blood brother: You and your kin share an HP pool. You have a collective HD of [level]+2. Your drake shares the same stats as you, but has advantage on all physical checks and saves. You may feel each other’s emotions. It has one attack that does d12. You both gain +[Template] to hit. You are both affected by buffs and debuffs which affect one. The drake is the size of a Kodiak bear.
Magicks:
[template] times per day, you may consume a dose of the following metal. You or your kin may cast the spell. Actives happen once, and passives last an hour.
Lead: You may cast the crown of madness.
Mercury: You may change the result of any die to a 1.
Iron: You gain advantage on melee attack rolls.
Gold: Take 1 item from a creature within 30.
Silver: Select a target, you gain advantage on attack rolls against it, and it gains disadvantage on attacks against targets that are not you.
Copper: You may deal lightning 1d12 damage to up to [template] targets in a chain. Each jump can be no more than 3m. Save wis for half.
Brass: You gain a skill in any art for 1 hour.
Sulfur: Deals [template]d6 fire damage in a 9m cone. Save wis for half.
Magnesium: Double the duration of any status condition within sight. Can cast multiple times on the same effect, provided you imbibe the metal again.
Phosphorus: Cast light at will for a day.
Arsenic: Transform an insect into a human. Mind is retained.
Tin: Heal d6hp.
Platinum: Gain advantage on all saving throws
Iron throne: You and your drake now share a common pool of actions. You both gain advantage on attacks against creatures smaller than your drake.
Sunken crown of madness: You and your kin have synchronised and learned to wield madness and be wielded by it. You may switch between lucidity and madness at will.
Lucidity:
-Your kin remembers who they once were.
-Advantages on saves vs magic.
-Know when you are being deceived or are deceiving yourself.
Madness:
-You lose lucidity, only remembering friend from foe. You may see through your kin’s eyes.
-Inflict disadvantage on all enemy saves.
-1/day, you may count one dose as having been two.
-Gain 1hp for each HD of enemy you kill.
Thank you to https://garamondia.blogspot.com/?m=1
And
https://madmansmenagerie.blogspot.com/?m=1 for helping.
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