Showing posts with label Class. Show all posts
Showing posts with label Class. Show all posts

Fighting Styles

[Like last time, none of this is tested yet, its straight from the brain-noggin to the keyboard.]

I've been playing Sekiro. Its super good.

I was playing through and there are some abilities (minor spoilers I suppose) where you can regain your ability to resurrect by performing deathblows (specific kill actions, not just generic kills), and later on you can unlock the ability to regain life and posture by performing deathblows (at least, those are the ones I've found so far).

This got me thinking.

I have this idea for making Fighters a bit more fun without being too complex called (no drumroll please, I stole the name from 5e) Combat Superiority. Here's how it works.

Combat Superiority
As a Fighter, you can have a point of Combat Superiority (maybe two or even three heavens forbid, if you make it high enough level (and it would be very high to get two let alone three considering its intended uses)). You may spend your Combat Superiority to reroll a die to do with combat that involves you, somehow. [i.e. you can reroll your to-hit roll, or an enemy's damage roll, or a saving throw, or something like that]. Once it is spent, you can regain it by taking damage, or by "defeating" an enemy (which usually means "reduce to 0 HP).

That last sentence is the one that would be changed ENTIRELY AND COMPLETELY by my idle thought about Sekiro. What if; THERE WAS MORE THAN ONE WAY TO REGAIN COMBAT SUPERIORITY.

I know, groundbreaking, revolutionary, all that. (please, ladle on all the sarcasm you can muster for that sentence.)

I've been thinking about ways to make combat styles and schools work in a way that isn't just a list of minor abilities and bonuses. That's easy to do, boring to read, hard to balance, and is just... I don't wanna do pathfinder man. Sorry Joe, you'll never convince me. I don't see it.
I mean, its not bad, but I think I can do something better, more elegant.
I want it to evoke the Duel between Iniego and the Man in Black in the Princess Bride where they have a polite little chat about fencing theory whilst fighting each other, using the styles they are that moment using against each other!

So, getting to the point, a Fighter's Fighting Style is made up of methods of regaining Combat Superiority. It (ideally) encourages them to get into situations that their Fighting Style is suited for.

In theory, its elegant because no matter what your "style" is, you're always engaging with a single mechanic.

Your style is good against crowds of weak enemies? You regain CS for being in contact with multiple foes at the start of your turn, and for defeating enemies.

Your style empowers you as you are hurt? You regain CS for taking damage, and when you miss an attack.

Your style is all about parrying and using your foe's momentum against them? You regain CS when a foe misses an attack against you, and when... something else. I dunno.

There'd be some d12/d20 list of ones to roll on, because rolling is good, and you get two to start with. I think that would be fine.

Here's an example;

You regain Combat Superiority when...
1 - You take damage.
2 - You defeat a foe.
3 - An enemy misses you with an attack.
4 - You start your turn next to at least two enemies.
5 - You start your turn next to a friend.
6 - You deal maximum damage with your attack.
7 - You miss an attack against an enemy.
8 - You take the Dash action.
9 - You take the Withstand action.
10 - You take the Set-Up Parry action.
11 - You succeed at a Saving Throw.
12 - You move into favourable terrain.
13 - You attack each enemy for the first time in combat.
14 - You don't move on your turn.
15 - Someone you can see casts, a spell.
16 - A friend you can see takes damage.
17 - You knock an enemy Prone.
18 - You take an alcoholic drink.
19 - You begin your turn with less than 50% of your maximum hit points.
20 - You start your turn out of sight of your enemies.

(or something like that, I ran out of good ideas towards the end maybe)

I think that ideally, each option will get you back CS on most but not every turn. If it is regained by something you do, it should be either tied to a die roll, or an action that doesn't include an attack. Otherwise, you should need to go out of your way somewhat or put yourself in a specific situation to regain it. It shouldn't be easily exploitable. In other words, it should encourage you into certain conditions.

Next time, maybe I'll do Combat Mysteries/Masteries, which would provide other special ways of using CS for further differentiation.

[GLOG] Knight of Cydonia

Is this a class based on the music video of one of Muse's all-time best songs?

No.

You gain one random Martial Cowboy Hero Technique per Knight of Cydonia Template you have.
Starting Equipment: A Damn Fine Hat, A Whip, Leather Armour, A Sword, A Bottle of Questionable Liquor, A Sense of Deep Ennui.
Background(d3): 1 - Outlaw, 2 - Vigilante, 3 - Ex-Sheriff

A - Early Riser, Piercing Gaze of the Cosmic Meta-Hawk
B - A Righteous Cause, Secrets of the Immortal Emperor of the Desert
C - Mysteries of the Mystic Mariachi Man,
D - Hour of the White Rider

Martial Cowboy Hero Technique (d8)

1 - Snake Style
You have +2 to hit enemies with a lower speed than you.
2 - Tiger Style
You deal +d6 damage when you attack someone while leaping off elevated terrain as part of your attack.
3 - Flying Eagle Style
You have +2 to hit flying enemies.
4 - Flaming Energy Ball
By doing nothing on your turn, you can launch a ball of flaming energy as your action next turn, which deals 2d6 damage.
5 - Twin Headed Snake
You can attack two creatures who are adjacent to each other with one attack roll, but rolling damage separately. You step each damage die down one step when doing this.
6 - Circle of Death
Creatures you grapple take d4 damage at the start of each of their turns.
7 - Shaolin Bear Strike
Your unarmed attacks deal d4+STR damage.
8- Choose One Style of your choice.

Early Riser

You have a chance in 6 of ignoring any effects of surprise equal to the number of Knight of Cydonia templates you have.

Piercing Glare of the Cosmic Meta-Hawk

While you hold someone's gaze, you always know if they are being untruthful, though you do not know anything about the nature of the deception, only its presence.

A Righteous Cause

When you come across a Villain that opposes one of your convictions, you can declare a Righteous Cause against them. Each time you confront them, you automatically charge your conviction at the beginning and the end of the confrontation. You can only have one Righteous Cause for each conviction, which ends when the Villain is defeated.

Secrets of the Immortal Emperor of the Desert

You get +2 to (both) Combat Maneuver rolls. Additionally, whenever you attack and get exactly the number you needed, you may make a Dex check opposed by the target's Str or Dex (whichever is higher). If you win, you successfully execute a free Combat Maneuver.

Mysteries of the Mystic Mariachi Man

Your sense of timing is impeccable. If you are ever "off-screen" and someone you know is put in a dangerous situation, you can burst back "into scene" in a dramatic fashion, along with one new piece of equipment that you have used to enter the scene, such as a horse, a rope, or a motorcycle (whatever one of those is). This ability is limited by plausibility.

Hour of the White Rider

You gain a bonus on to hit and damage rolls against the Villain of your Righteous Cause and their lackeys equal to the number of times they have escaped your justice!

[GLOG] Numismancers

Numismancers: the wizards of worth

As everyone knows; magic can, will, and inevitably must be taken to every possible application. Money was one of the first, humans being humans.
Numismancers however, are not just money-wizards, though due to the nature of their magic, it is a big part of their domain, humans being humans. Numismancers are the wizards of a thing's worth; they can tell you your heart's desire, alter the odds in their favour, and enforce good-will in negotiation. 
The life-cycle of a Numismancer's stay in any given town is roughly the same;
First, they are greeted with joy at the prosperity they can bring.
Then, the suspicion sets in as people begin to wonder, just how much this wizard is doing that they don't now about.
Finally, they are run out of town when the townsfolk discover what it is that they didn't know. 

Exactly like this?

Cantrips:

- You instinctively know if you are being mislead about the worth of an item you are attempting to buy, but you are not aware of the magnitude, or even the nature, of the deception.
- You can pull out a small handful of loose change from a pocket if you give it to someone. The coins are genuine, and they never quite equal one of the standard currency (e.g. a few copper pieces usually). You can do this once for any given person.
- You can instantly assess the value of a pile of coins.

Perk:

Creatures perceive your coins as being worth just that little bit more than others. They will almost always stop to pick up coins you drop.

Drawback:

Anyone who discovers you have lied or deceived them, has a -1 modifier to all reaction rolls when dealing with a group with you in it, or a -2 when dealing with you alone.

Spells:

1 - Asking Coins
R: Touch - T: Coins - D: [sum] Days
You weave a secret blessing over [dice] coins. Anyone you give one of these coins too is impelled to answer one question of yours truthfully, though they do get a save. Creatures who pass the save, and have HD equal to or less than [dice] are aware you magically compelled them; creatures who pass the save and have HD greater than [dice] need not answer at all, and are aware you compelled them too.
2 - Arcane Appraisal
R: 50' - T: Any object - D: [sum] Minutes
You create a glamour over an object such that any who behold it deem its value to be up 2[dice] its worth, either multiplied, or divided, which you decide when you cast the spell.
3 - Assess Desire
R: 6' - T: Person - D: Instantaneous
You read the thoughts of a person whose eyes you can meet, for at least an instant. You learn the most pressing thing that person wants. For each die you invest beyond the first, you can either learn a further desire, or discover a piece of information about a desire you are already aware of.
4 - Bend Luck
R: 0' - T: Self - D: [sum] Minutes
For each die invested in the spell, roll a die of your choice and keep it in front of you. For the duration of the spell, whenever you are called on to a roll a die of the type you have in front of you, instead of rolling, you can use on of the dice generated by the spell.
5 - Sacred Negotiations
R: 50' - T: Contract - D: [sum] Minutes
The spell is cast upon a contract of one kind or another, as long as it has not been signed by anyone. The contract can be in the process of being written. For the duration of the spell, no violence of any kind, lies, or deceptions can be perpetrated by any party who will potentially sign the contract, until it has been signed by all parties; or until the contract is torn apart.
6 - Animate Coins
R: Touch - T: A pile of coins - D: 1 minute per caster level
You animate a pile of coins into an ooze or swarm like creature.It can perform any actions an animate pile of coins could feasibly perform, and its statistics are dependent on its size.
It attacks as a monster with HD equal to the Dice invested in the spell.
It has 1 dice of damage for each place value in the number of coins that make up the pile.
It has Hit Points equal to [sum].
Its physical attributes are equal to [dice] + the number of place value positions in the number of coins that make up the pile.
7 - Speak With Coins
R: 50'  - T: A pile of Coins - D: [sum] Minutes
You enchant the targeted coins such that their coin-conscience can communicate with yours. The more coins there are, the more information they can coherently articulate, and the "memory" of the coins for the purposes of this spell is; 1 week [1 die], 1 month [2 dice], 1 year [3 dice], as long as the coins have existed as coins [4 dice].
The coins can usually answer questions about "coininess", such as how many other coins have been with them or taken from them, what environment they have been stored in, where were they minted, etc.
Taxing questions (i.e. anything not to do with being a coin) can only be asked once per minute; such as what they have been spent on, who has kept them, where they have been stored, etc.
8 - Compulsion
R: 50' - T: [dice] creatures - D: [sum] rounds/no. of targets
The enchanted creature is filled with a compulsion to sort a series of objects for the duration of the spell, which they will immediately move to. Non-alert, unaware creatures are not allowed a save. While sorting the objects, they pay no attention to any of their surroundings, unless it interferes with them, or the objects they are sorting.
If there are no objects to sort in the creature's sight, the spell has no effect.
Targeting particularly intelligent creatures, or having especially easy or few objects to sort, can affect the duration of the spell, down to half its normal duration. 
9 - Vault
R: 50' - T: A "room" you can see - D: concentration
As long as you maintain concentration on this spell, all entrances to the targeted room slam shut and lock, and cannot be physically opened, unless they are destroyed. The definition of "door" and "room" are somewhat loose, but any space that is open to the sky such that objects cannot plug the gap, cannot be targeted.
This spell can be used to create shelters, such as by affecting tables to close over a space completely.
If you maintain concentration on this spell for a whole day, the spell becomes permanent.
10 - Obssession
R: 50' - T: 1 creature - D: permanent
The enchanted creature develops an obsession that you specify, and will turn their greatest (feasible) efforts to the achievement of it. The target will never perform anything life-threatening to achieve their obsession (unless they are certain in their mind that they won't die), and each time they must perform a life-altering action (such as going on a long journey) or large expense, they get to make a new save against the spell.
The aim of the obsession must be known to exist by the target (though they do not need to be overly familiar with it), and can be of the following types depending on the number of dice used to cast the spell;
1 die or more - object or location
2 dice or more - person or occupation
3 dice or more - abstract (happiness, love, mastery, etc.)
4 dice - something that only might exist

Signature Spells:

11 - Midas Touch
R: 0 - T: self - D: [sum] rounds
For the duration of the spell, you enchant your hand such that anything you touch, turns to pure gold. Each round your touch can convert the following volume of stuff into gold;
1 die - 3" diameter
2 dice -  1' diameter
3 dice - 6' diameter
4 dice - 60' diameter
Unwilling creatures can save to resist the effects of the spell, and on a success the transformation only lasts for 1 round. Partially transformed creatures suffer a penalty of either -2 to die rolls from the shock and pain, or are incapacitated, according to GM interpretation. Any other penalties also depend on interpretation (you cannot see through gold eyes, as an example).

12 - Distill Worth
R: Touch - T: An object - D: 1 round
Upon casting this spell, you draw out a properties of the target, and render it through mighty magics into a single coin. You can take whatever proportion of the object's property you wish. Once this is done, the target loses whatever you took from it permanently, unless they eat the coin created.
The created coin is recognised by all who see it as carrying the worth of the instilled property instinctively, and any who eat it, or have it ground into them, take on the property.
Alternatively, the coin can be snapped, and rendered worthless.
Unwilling targets can save against the effect, creating a worthless coin on a success and not losing the affected property.
Distilled Properties
1 die - Superficial Physical
2 dice - Superficial Abstract
3 dice - Existential Physical
4 dice - Existential Abstract
Examples:
Superficial Physical; Colour, Reflectiveness, Tattoos, Shadow
Superficial Abstract; Reputation, Happiness, Dreams, Knowledge
Existential Physical; Weight, Body Parts, Physicality, Bones
Existential Abstract; Time left to live, Titles, Family Ties, Souls

Miscasts:

1 - Magic Die only return to your pool on a roll of 1 or 2 for 24 hours
2. Take 1d6 damage
3. Random mutation for 1d6 rounds, then make a save. It is permanent if you fail.
4 - You are compelled to donate 1d100sp to the next person-in-need you meet.
5 - d100 of your coins animate and attempt to escape you for 1 minute.
6 - You hands turn to solid gold for 1 minute. It is painful, but otherwise harmless.

Dooms:

1 - People begin to instinctively distrust you; and most NPCs will have at least a 1 in 6 chance to outright disbelieve anything important you say. All NPCs will double their prices when dealing with you.
2 - The Gods and Spirits of the World begin to instinctively distrust you. Most will simply refuse to deal with you at all, and the ones that will won't do it publicly.
3 - Finally, the Universe itself starts to think you're pulling a fast one on it. A Transcendental Arbiter descends from on high and demands you make an accounting of yourself, and to provide irrefutable proof that everything you have ever done, has been honest; existentially speaking. This is of course, almost impossible to prove.
The price of failure, is transmutation into a coin with your likeness, that you will forever inhabit.

The Numismancer can avoid their doom by betting their life in the game of the Marvellous; a card game played by angels, demons, and all comers for any and every kind of wager. Alternatively the Numismancer could infiltrate the archives of the Divine Bureaucracy and destroy their records, which would have absolutely no adverse side-effects I'm sure.

The Seven Souls of Man and Clerics

Not many people know it, but there's more to you than you know.
Most people believe there to be merely one soul. This is true, but there are also six other souls. Various cultures are aware of various numbers of them. It is however, impossible to systematically prove any of it.

The First Soul: The Blood
The purest power of the universe, the most defined and real. There's a reason that demon-altars always ask for sacrifices of blood, and why blood is thicker than water.
Its power is mysterious and abstract, but it fuels all kinds of magics. Everything has blood, except some of the more enigmatic outsiders.
Blood lives, unsurprisingly, in your Blood.

The Second Soul: The Breath
Will, freedom, and choice. Without breath, there is no choice, there is no direction. Also you would asphyxiate and die.
Its power allows you to go where you wish, and choose what you wish.
Breath lives in your Lungs.

The Third Soul: The Body
Existence, physicality, resistance. Simply being is partially (more on that later) the result of having a body, it anchors the rest of your souls together.
Its power allows you to exist in one single space. Without it the composite nature of your being would drift apart.
The Body lives in your Bones.

The Fourth Soul: The Mind
Perception, conception, imagination. This soul is how you connect to the universe around you, how you take in data and interpret it.
Its power allows you to comprehend and calculate. Without it you would know nothing except that which is within you.
The Mind lives in your Eyes.

The Fifth Soul: The Soul
Remembering, feeling, believing. What people commonly believe to be your *Soul* as such.
Its power is what allows you to "grow" as a person, accumulate and develop. Without it, you would be hollow, existing only ever in the moment, remembering nothing.
The Soul lives in your Stomach.

The Sixth Soul: The Shadow
The other part of your physical existence, this soul governs substance and density, without it, you would be like morning mist.
Its power is weight and inertia, and also resistance and solidity.
The Shadow lives in your Liver.

The Seventh Soul: The Name
The most abstract soul. This is how others connect to you, it is a representation of you projected out into the world.
Its power is in identity, and self-actualisation. Without it, others won't remember you, and you would have no choice but to do as you are told.
The Name lives in your Teeth.

Clerics, as the guardians of the Souls of Man against the outer threats like demons and the undead, who would swallow up our being, gain benefits from souls, and use their powers in the fight to preserve the sanctity of our human flesh.
This is an attempt to link a Clerics powers to what they should be and do, with a loose metaphysical link thrown in for the heck of it.

The Circles of the Cleric's Power:
The First Circle: Rebuke
This power is gained by a Cleric's connection to the Name.
By calling upon the names of God and Saint alike, the Cleric causes the unrighteous to flee before them.

The Second Circle: Presence
This power is gained by a Cleric's connection to the Shadow.
By calling on Angels to augment or hide their shadow, the Cleric can become the most or least prominent individual in a room.

The Third Circle: Speak with Dead
This power is gained by a Cleric's connection to the Soul.
By connecting with the last memories remaining in a body, the Cleric can speak with a facsimile of the departed.

The Fourth Circle: True Sight
This power is gained by a Cleric's connection to the Mind.
With eyes wide open, the Cleric can see through any lie, whether created by magic, written, or spoken.

The Fifth Circle: Healing Hands
This power is gained by a Cleric's connection to the Body.
By speaking to the Bones of their duty, the Cleric can heal even the most grievous wounds with a touch.

The Sixth Circle: Disspell
This power is gained by a Cleric's connection to the Breath.
With a bellowing shout, the Cleric shatters the bonds of magic placed upon them and their allies.

The Seventh Circle: Resurrection
This power is gained by a Cleric's connection to the Blood.
The most potent power of all, the Cleric calls out to the powers that be, and by sacrificing a portion of their own life, it is granted to another.

Junkernaughts, Serums, Addiction

In the dark pits of the Misshaper's lairs, metal is grafted onto the bodies of the unwise and the unwary. Their forms are twisted and warped, a Cage of metal built around them, and horrendous drugs and concoctions forced through their screaming veins.
Those that survive emerge reborn, a living nightmare; taller than a man, girded in metal, and dread Serums running through their bodies granting them powers far beyond the natural. They are the warriors of the Misshapers, their great and most terrifying weapon.

Hit Die: d8
Saves: As fighter
Attack Bonus: 1/2 level (rounding up)

Cage
At first level, Junkernaughts gain an additional hit die, which is a d4. At further levels, they can gain additional hit die of this sort, but it costs 10% of the xp requirement of that level in gold to create.
HP from these additional hit die cannot be regained normally. They must be rebuilt at a rate of 1 per hour with a cost of 10gp per hit point.
Additionally, Junkernaughts cannot wear most armour, save that which is specially commissioned for their bulky frame, and they can never wear heavy armour at all. Commissioning special armour for a Junkernaught can cost anywhere between double and 10 times the regular cost, depending on the area.

Serums
At first level, Junkernaughts have three Vials incorporated into their cage, and can gain an additional vial every third level, with a cost equal in gold pieces equal to half the xp requirement of that level.
Each vial holds a use of a Serum, from the Serum list. At first level, a Junkernaught has three uses of random Serums already in their vials, and an additional use of a random Serum in their inventory.
At any time, a Junkernaught can inject themselves with the Serum in one of their Vials, with no action cost.

Exposure
Junkernaughts are well adapted to the biological torture of long-term Serum exposure, and can resist the dreadful stains of addiction more easily than common men. When a Junkernaught would turn a Mark into a Stain, they may make a Constituion(/Poison) Save. If they succeed, the Mark does not become a Stain.

Serums

All Serums have a duration of 10 minutes.
If a Serum is imbibed whilst under the effects of another Serum, you must succeed on a Constitution(/Poison) save, or roll on the Reflux Table.
Users of Serum are also at risk of Addicition.
None of the effects of a Serum are magical, though spells like Remove Poison, or those with similar effects can suspend or remove the effects.
1 - Rage
For one minute, you gain +3 to your Strength modifier, for the remainder of the duration, you have a -3 penalty to your strength modifier.
2 - Surge
For one minute, you are affected as if by a Haste spell, for the remainder of the duration, you are affected as if by a Slow spell.
3 - Spew
For one minute, for your turn you may make a Constution(/Poison) Saving Throw. If you fail you do a sick-nasty burp. If you succeed, you spew forth a 15 foot breath weapon, dealing 2d6 + level damage, with a save to halve the damage. For the remainder of the duration you have disadvantage on all rolls for physical activity due to weakness. You must also eat an additional day's worth of rations when you next eat.
4 - Spark
For one minute, your touch becomes electric from massive static build-ups. You send people flying with an electric crack from the barest blow, and you can melt small metal objects with prolonged contact. This applies to everything around you, whether you want it to or not. For the remainder of the duration you become heavily polarised, and no metal can touch you at all, except that which is worked into your body, such as your cage.
5 - Mend
For one minute, you regain 1 hit point per hit die each round. For the remainder of the duration, all damage you take is rolled twice, and you take the higher result.
6 - Envision
For one minute, you can see everything! You can also see invisible creatures, spiritual beings, lies, diseases, and murderous thoughts, as long as it isn't behind more than one wall.
For the remainder of the duration, you are blind to everything more than a couple of feet away from you.
7 - Gel
For one minute, you become like, super sticky. You can climb on (almost) any surface, including upside down. Anything that touches you, even limbs and weapons, will require a strength check to remove from you. For the remainder of the duration, you just absolutely reek of glue and alcohol, and anything with a functioning nose can easily track where you have been.
8 - Bouyance
For one minute, you float through the air as long as you aren't over-encumbered, gaining about 10 feet of altitude each round, with only minimal, limb-powered maneuverability. For the remainder of the duration, you sink about 5 feet every round. If you are on the ground, your movement speed is halved as you feel just incredibly heavy.
9 - Spines
For one minute, you can grow spines from your wrists into empty hands, which detach easily, and can be used like throwing knives, though it costs you 1 hit point each time you do. You may do this at most twice per round. For the remainder of the duration, you have a 1 in 6 chance to take 1 damage as spines randomly burst from your flesh, painfully.
10 - Echo
For one minute, you gain delicate echo-location senses. For the remainder of the duration, any loud noise will stun you for a round.

Reflux

Roll a d10 when instructed to.
1 - The Second Serum imbibed has no effect, and you Mutate.
2 - Refresh the duration of the first Serum you took, and the second has no effect.
3 - Both Serums take effect, though you can't benefit from them again for 1 week.
4 - Both Serums take effect, and you take damage equal to your level.
5 - Both Serums take effect, and you Mutate.
6 - You suffer the negative effects of both Serums for the next 10 minutes.
7 - Cancel the effects of both Serums and Mutate twice.
8 - You benefit from both Serums, but their negative effects last for an hour instead.
9 - Both Serums take effect, and you gain the effects of a random third Serum too.
10 - Neither Serum effects you, you gain the effects of two random Serums (reroll duplicate serums once, but after that the results stand).

Addiction

Keep a track of which Serum you use the most. If it is a tie between more than one, pick one.
Each time you imbibe a Serum, add a mark to your Addiction Track. When you have a night's sleep, erase half of your Marks, and one of your Marks becomes a Stain, which is a permanent type of Mark.
If your Marks and Stains ever total more than your Constitution Score, you are Addicted to the Serum you use most often. You are Addicted until you have less total Marks than your Constitution Score, and you have no Stains.
While you are addicted, you only remove one Mark each day, and you suffer the effects of a random Addiction Trait. The Serum you imbibe the most is your Addictive Serum.
Addiction Traits
1 - Longing: You are always under your Serum's negative effect, though you suffer no negative effects while Imbibing it.
2 - Voracity: You suffer a hunger, deep and fierce. You require 2d4 day's rations every day. A dose of your Addictive Serum is worth d4 rations. Human flesh, about an arm's worth, sates all of it.
3 - Frailty: The addiction wracks your frame. You suffer 1 damage each time you use a serum that isn't your Addictive Serum, and each time you take damage from another source.
4 - Restlessness: You must take a dose of your Addictive Serum to gain the effects of rest.
5 - Reshaping: Each day that you don't take a dose of your Addictive Serum, Mutate.
6 - Dulled Senses: You always lose initiative if you don't imbibe your Addictive Serum as a part of rolling for initiative. You will always be surprised when the situation demands it unless you imbibe your Addictive Serum.
7 - Crazed Visage: You roll for reaction rolls when interacting personally with people with disadvantage. If you are part of a party whilst rolling for reaction, it is rolled with a -1 modifier instead. This is nullified whilst you are affected by your Addictive Serum.
8 - Benign: You got off lightly. You are irritable, and struggle to sleep, but otherwise there are no adverse effects, except that you don't gain the positive effects of Serums you imbibe while addicted.

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