Friday, July 31, 2020

Advancement that isn't leveling up

In many GLOGhacks, characters stop gaining levels or stop gaining class abilities after level 4. Emphasis, it is thought, should be placed on advantages and changes gotten through play, such that every part of the character sheet stands to be altered. Many DMs, including veteran GLOGniks, struggle to continue a sense of personal advancement after leveling ceases, and I have endeavored to collect here examples of how to proceed.

When an item below doesn't contain a link, that indicates an opportunity to create a system for it; I and either unaware of or unsatisfied with attempts to do that form of advancement justice. I want this to be a living resource. Please link me to new ideas as you find or write them.

Non-level Advancement
  • Straight-up domain-level play
  • Starting (and managing) a family
  • Injuries are more likely to give you thematically-relevant alterations.
  • You turn towards your local community and attempt to change it for the better.
  • You make use of a parasite or curse.
  • A curse like the God-Curses of RotMP, which grant power but may consume you.
  • You begin to tend to the creation of a castle or settlement.
  • magical effect is known to transform you.
  • Alongside normal leveling, granting advantages based on any element of a character sheet which is improved.
  • The acquisition of marvelous replacements for existing body parts
  • The acquisition of scrolls, spells, staves, and orbs.
  • Leading warbands into battle.
  • Eating the heart of a giant makes you a giant in turn.
  • The maintenance of fame and renown

a Partial Bestiary of Consequences
  • werewolves (lycanthropy)
  • vampires (enthrallment and vampirism)
  • witches (curses and transformations)
  • alan (children)
  • Genie (consequences)
  • Salmon of Wisdom (wisdom)
  • Baí Zé (monster lore)

Wednesday, July 29, 2020

d33 Three-Attribute Systems

Divvying up different advantages to different primary attributes is the joy of any industrious game designer. Since three-attribute systems have been in vogue for a while, I will save you the trouble of deciding between the best ones. When making each character, roll a d3. On a "1", roll once on the table below and take the result as your three attributes. On a "2", roll twice, taking the first two attributes of the first and the last attribute of the second. On a "3", roll three times and pick a random attribute from each entry.

Since the perfection of these systems is both evident and intuitive, I will not be taking questions on what each attribute influences. Thank you.


d33 Three-Attribute Systems


  1. Breakfast, Lunch, Dinner
  2. Fellowship, Towers, King
  3. TAnach, New Testament, book of MOrmon
  4. Hope, Empire, Jedi
  5. PHantom, CLone, SIth
  6. Red, Green, Blue
  7. OF the people, BY the people, FOR the people
  8. Freedom, Order, Autocracy
  9. Rock, Paper, Scissors
  10. VENI, VIDI, VICI
  11. Nasty, Brutish, Short
  12. SEX, DRUgs, Rock aNd Roll
  13. THEsis, ANTIthesis, SYNthesis
  14. Mind, Body, Soul
  15. ID, EGO, SUperego (or Kirk, Spock, Mccoy)
  16. life as MAChine, life as ORGanism, life as DRAma
  17. Potence, Knowledge, Benificence
  18. LUnatic, LIar, LOrd
  19. Fast, Good, Cheap (pick the average of two)
  20. NARcissism, MACHiavellianism, PSYchopathy
  21. CAEsar, CRAssus, POMpey
  22. Shrek, Fiona, Donkey
  23. Good, Bad, Ugly
  24. HAMmer, ANVil, STiRrup
  25. the BRItish matter, the FREnch matter, the ROMan matter
  26. LIEs, DAMn lies, STATistics
  27. Lust, Wrath Greed
  28. Eros, Philia, Agape
  29. lao TZU, CONfucius, VICtor hugo
  30. WISdom, COUrage, POWer
  31. Creator, Preserver, Destroyer
  32. Anger, Sorrow, Joy
  33. KING, GOD, NONbeliever


Friday, July 24, 2020

When your GLOG Wizard Doesn't Have a Spell List

In the wake of the proliferation of microclasses, people may find themselves playing some kind of magic-using class that claims to use traditional GLOG magic dice, despite lacking a spell list. To offer guidelines for use when a random wizard needs appropriate spells, I share my thoughts here.

You only really need, like, three of these for a level 1 character; any more is just to distinguish two wizards of the same school. Further spells should be found and created in play.


  1. Speak to X (such as a kind of substance, creature, or item)
  2. X to Y (transmute one kind of substance into another)
  3. Offensive-but-roundabout spell (harmful to foes, but not just directly dealing vanilla damage to them)
  4. Grant a boon
  5. Inflict a curse
  6. Movement spell (such as speed, new vectors, through or along certain substances, etc.)
  7. Alteration of form 
  8. Tackle domain-relevant hazard 
  9. Offensive-but-specific spell (serious harm in specific conditions)
  10. Information Gathering (divination or perception-enhancing)
  11. Social Lubricant
  12. Forced Move (directly causing a target to act in a certain way)


General Guidelines (See also Skerples on Wizards)

  • Always tie something back to the [dice] used or the [sum] of them
  • Direct and automatic damage to one target is typically [sum], with a little bonus effect
  • “Save negates" is for cowards, but— 
    • Class abilities (including spells) should create new options and potential problems, They should not negate the game.
  • Open-ended spells are best.



Saturday, July 18, 2020

Microclass Compendium (Action 50, part 4)

Classes names torn from Penny Dreadfuls and AI. Class abilities from the creative people of the OSR discord. Compiled here by your humble servant, and by deus ex parabola. (It is their formatting from 125 to 157). This should be complete except for the violence-pun-name wizard classes, which felt to my like their own thing.

See also, BlueWolf's compilation of later classes.

Thanks to my various fellow contributors:

Daniel Romanovsky
Table of Contents (with newly-compiled classes nearer the top)
  • 1-63: One of Deus Ex Parabola's compilations that I missed.
  • 64-113: autogenerated class names, based on previous lists
  • 114-151: Penny Dreadful list 3
  • 152-167: Lexi's list (unsure of this one's origins)
  • 188-242: Deus Ex Parabola's compilation of the first two Penny Dreadful lists
  • 243-272: My alternates for some of the first Penny Dreadful list.

THE ACTION 272

  1. Romantic Diabolist (start with formal clothing, collection of love letters, bouquet, very sharp letter opener) (Purplecthulhu)
    1. You and a demon are madly in love. Their favor grants you enhanced luck and resistance to fire.
    2. You can recite love poems in the language of demons, causing everything within 20 feet of you to save or temporarily go deaf.
    3. Your lover has certain connections in Hell. You can call upon the aid of minor demons.
    4. You can access your lover's apartment through any doorway by speaking their name. It's safe for you and your allies, as long as you can stand the heat.
  2. Soulless One (start with no soul) (Lexi)
    1. You are immune to mind-affecting magic and appeals to emotion. If you make no noise and touch no one, no one will notice you, even if they can see you.
    2. You are not weighed down by a soul, and so are lighter than air. Wear heavy clothes to not blow away in the breeze.
    3. Undead recognize you as one of their own and you can talk to them. They won't attack you unless you attack first.
    4. You can slurp out another humanoid's soul with a touch and steal their identity. Copy all their abilities. No one will believe they are them. Their soul returns when they touch you back or when the sun rises. Your Soulless One powers don't work while you have a soul.
  3. Midnight Adventurer (start with sword, leather armor, oxygen tank, star charts) (Purplecthulhu)
    1. You are a sailor of the midnight seas. You own a small rowboat made of meteorite iron that can fly at night, big enough to hold four people.
    2. You can breathe at high altitudes with no ill effects, and can never get lost as long as you can see the stars.
    3. You have improved your star rowboat to a star sailboat. It can fit eight people, and has a pair of cannons that shoot burning starlight.
    4. You can breathe in a total vacuum now. You can navigate stellar space to other planets in a matter of days, and you can't get lost in outer space.
  4. Midnight Adventurer (start with a nightgown, a mug of herbal tea, and a letter opener) (Walfalcon)
    1. You have an additional 75% chance of miraculously avoiding physical traps and attacks. You can only deal at most 1d4 damage on attacks.
    2. You have an additional 75% chance of miraculously not being affected by malicious magic effects.
    3. Your letter opener can turn into a +3 magic sword that ignores your damage restriction. If you lose it (or lost it before gaining this ability) you always manage to stumble across it again by at longest the end of the next day.
    4. Your letter opener can kill gods, allowing you to replace them.
  5. Flawed Diamond (starts with beautiful jewelry, fine formal wear, and a Secret) (Xenophon of Athens)
    1. You're a scintillating jewel of social skills, a gem of high society. You also have a terrible Secret you will do anything to protect.
    2. You can insert yourself with elegance into any social circle. You can poison anyone with ease, if it is to protect your Secret.
    3. No one will ever think you're lying unless you wish them to.
    4. You can seduce anyone, in any sense of the word.
  6. Nanny Sorcerer (start with a sturdy wooden ruler, a big book o' rules, matronly clothing) (Vayra)
    1. You're a sorcerer and can cast spells of care and warding. Roll one additional spell at each level — you can't cast these extra spells, but you can teach them. +1 MD.
    2. Bou attract <template> young wild talents, untrained first-level sorcerers. Any losses, deaths, graduations to well-trained sorcerer, &c are replenished whenever you spend a week in a populated settlement. +1 MD.
    3. Children, small animals, and figures of authority naturally trust you. You can get away with most things by blaming them on your charges and promising to enact a suitable punishment. +1 MD.
    4. You attract an Au Pair, a well-trained second-level sorcerer with experience in childcare. If you can acquire a suitable location, you can start a magic school/daycare and attract a staff and numerous students. +1 MD.
  7. Angled Archer (start with a bow, a quiver of arrows, a protractor, and a sextant) (Lexi)
    1. You can shoot mundane arrows and bounce them off (templates) surfaces with perfect accuracy.
    2. You can bounce trick arrows as well. Crafting a trick arrow takes an hour. Some sample tricks you can produce are knockout arrows, smoke bomb arrows, potion-tipped arrows, noisy arrows, arrows that split in two mid-flight, etc.
    3. With enough setup time and access to your geometry tools, you can fire arrows accurately up to a mile.
    4. You can shoot and bounce almost anything from your bow, even if it's ludicrously non-aerodynamic.
  8. Trial Governor (start with a powdered wig, red gown, an iron gavel) (SunderedDM)
    1. Once per day, you decide the result of a dice roll.
    2. Your mind cannot be swayed by magic, nor can your eyes be deceived by illusion.
    3. Accuse a creature you can see who has wronged you. You deal an extra (templates) damage to them. You can only have one Accused at a time.
    4. Once per day, you can issue an order. Everyone who can hear you must follow it for the next minute.
  9. Salamander (start with a bident, bag of coal, and charred bones) (Purplecthulhu)
    1. You can spit globs of mucus that heat to burning hot temperatures within several seconds.
    2. You can control the movement, color, and heat of fires.
    3. Your skin becomes cracked igneous rock, increasing your defense to plate.
    4. You can turn any fire into a fire elemental resembling a lizard. The larger the fire, the stronger the elemental.
  10. Salamander (start with miner's clothing, a pickaxe, and three sticks of dynamite) (Deus Ex parabola)
    1. With an hour of careful study, you can destroy a ten foot cube of stone with one stick of dynamite and a whack with a pickaxe. Works on castles, and expands to a 100 foot cube for wooden buildings.
    2. When you destroy something with dynamite, you may designate things to be unharmed by the blast.
    3. You can sniff out precious metal like a bloodhound. You sweat black powder and can glow in the dark.
    4. In total darkness, you can walk on walls and ceilings. You can navigate by echolocation and never get lost underground.
  11. Spirit of the River (start with a a vial of river water and the word of the sea on your lips) (SunderedWorldDM)
    1. You can swim as fast and as well as you can walk.
    2. You can teleport yourself and your allies up and down waterways freely.
    3. You can speak to anything in the water. Objects, plants, land creatures taking a bath, whatever.
    4. You can poison the river. Choose a liquid substance. The body of water is now that. The bigger the body changed, the longer it is before you can use this again.
  12. Gentleman Adventurer (start with well-tailored traveling clothes, everything you need to write a letter or contract, 200' of rope, a 10-foot pole, a lantern and three flasks of oil, an old treasure map) (Vayra)
    1. Your wealth and penchant for funding expeditions are well-known — given a week, you can scare up a party of first-level adventurers in any populated settlement. Your companions get +1 to d20 rolls while you're encouraging or advising them.
    2. Your famed success as an adventurer and patron of adventurers has led to an increase in your status, and minor nobility now treat you as one of their own. You get +1 on reaction rolls due to your noble bearing.
    3. Everyone gets +1 to d20 rolls while following a plan that you created or helped create. Those actually in your presence get +<templates> instead as long as everything is going according to plan.
    4. You know and are on good terms with one adventurer from every class on this list; roll 1d4 for their level when it becomes relevant. Name an heir - when you die or retire, they start to take Gentleman Adventurer templates in addition to and in excess of the normal template limit.
  13. Benefactor of Mankind (start with a very vague idea of how real life works) (Deus Ex parabola)
    1. Your glowing, ethereal body cannot be damaged by mundane weapons. You cannot make any attacks.
    2. You can heal with a touch. Save or there is some unfortunate side effect of the repair process (a hand might lose a point of dexterity, a brain might develop madness, a heart could become weak and fearful).
    3. You can fly, and anyone holding your hand can also fly. You are immune to the effects of acceleration, cold, and thin atmosphere.
    4. You may transmute iron into living wood, and treacherous gold into friendly and universally-loved mashed potatoes. When you encounter these substances, save or you do this automatically.
  14. Benefactor of Mankind (start with a ciphered notebook filled with ethically questionable research notes, a set of long syringes, and midwife tools) (RTX)
    1. You gain the ability to concoct mutagens that improve physical statistics. After about a week, affected statistics will degrade to below where they started.
    2. Your mutagens can now make someone slowly develop a fully functional teratoma, taking a week for sensory organs, two weeks for metabolic organs, a month for new limbs, and three months for vital organs. You must eat double-rations while developing a teratoma, and a 25% more for every fully-developed teratoma. A normal stomach cannot digest more than quadruple-rations.
    3. Mutagens may be applied to unborn children, including your own if you have a uterus. They are born with fully-developed teratomas, and can be additionally mutated to physically mature up to four times as fast. These children are your greatest creations, and you must give them all your love, or they may start to resent you. It is not hard to rallying the peasants against you — you are hardly likeable.
    4. your mutagens can now transform people, and even other animals, to a drastic extent, including changing their body plans! There are no more secret flesh holds from you, and you can sculpt it just as your love of life and need to see it prosper desire!
  15. Secret Beggar (start with a sign, a beggars-bowl, and a book of secrets) (Lexi)
    1. You learn all secrets spoken of in your presence, even if you don't speak the language or they would be too quiet to hear.
    2. You can trade secrets in lieu of money.
    3. You can summon a manifestation of a secret. It's a roughly-humanoid spirit with the stats of a ghost. Will sow as much discord as it can. This works once per secret, because it won't be a secret anymore after it's done.
    4. You learn a secret per day, whispered to you by the winds or the birds or jilted lovers who know what you can do and wish vengeance.
  16. Secret Beggar (start with a ragged cloth to hide your nakedness, prayerbeads for a belt, a wooden begging bowl, and a vow to carry nothing else) (Deus Ex parabola)
    1. Your religious order survives on donations of secrets rather than money. NPCs know this, and generous ones will "pay" well.
    2. NPCs with especially dark secrets must save or spill to you.
    3. You can permanently destroy any secret that you know. Creatures with more HD than you have [levels] are immune to this, but everything else forgets.
    4. If the truth of a matter is known only to you, you may alter it. After doing so, save or die.
  17. Vault Tyrant (start with ragged clothes, 3 black powder bombs, a hunting knife, and ownership of a vault) (Purplecthulhu)
    1. You own a large vault filled with food, gear, and treasure. You can only take up to 10 gp worth of things from it per day, due to your miserly nature.
    2. You have trapped your vault, and are an expert with setting traps in other places.
    3. You can see treasure, food, and gear perfectly even in complete darkness.
    4. You become familiar with the locks that fill your vault. You are an expert at lockpicking and breaking into sealed areas.
  18. False Heiress (start with forged signet ring, fake designer gown, chip on your shoulder, flask of cheap liquor) (Lexi)
    1. You're the heiress to a mighty fortune, a long-lost niece or eldest daughter returned from adventures abroad. Your claim is shaky, but will hold up long enough for you to garner respect and loans from anyone not intimately familiar with noble politics.
    2. You've convinced enough people of your claim that you've made an independent power-base. You have some followers who'll run interference for you, back up your more outlandish claims, and do you illegal favors - but they all expect your claim to hold true, you to inherit, and to be handsomely rewarded.
    3. You've lied and cheated and stolen for so long that you can bribe officials and other nobles to look the other way with pretty much any charge. Just like a real noble!
    4. You have the clout to confront your false relatives and force them to accept you as one of them. You're a real heiress now, and while your claim will be honored, you're now embroiled in the real noble politics of jealous heirs and backstabbing siblings. The game has just begun.
  19. Shore Shark (start with fins, teeth, and an old Jaws movie poster) (RandomWizard)
    1. Being a shark, you can swim and breathe underwater. Being a shore shark, you can also breathe air and walk on sand (specifically) with your fins. And you can talk. Somehow.
    2. The sight of a big scary shark fin can be used to force people to make morale checks or something.
    3. You can now walk on all land, and with a disguise and hooded cloak, you can probably pass for a big gray-skinned human.
    4. In shallow shoreline waters, you can dismantle a ship or kill a person with a single bite.
  20. Ten Thousandth Year (start with something in between martial artist's wrappings and a burial shroud) (Vayra)
    1. Your fists, feet, elbows, knees, and forehead are light weapons. You won't suffer ability loss or die from old age.
    2. If you would die of starvation, thirst, suffocation, or exposure (works on freezing to death, doesn't work on being thrown into lava), you enter suspended animation instead.
    3. For each week you meditate on how best to kill someone, you gain +1 to-hit and damage against them until you meditate on killing someone else.
    4. Enemies must pass a morale check to attack you before you have attacked them.
  21. The Thirteenth (start with three days of food, a small hatchet, and a sack of millet) (Deus Ex parabola)
    1. As the thirteenth child of a seventh son, you were given to the Devil as interest on the loan. Everything you say is assumed to be true by default.
    2. You can light small fires with a glare. Take half damage from fire.
    3. You can buy souls and keep them in your bag. When you take lethal damage, you can send a soul to Hell instead of dying.
    4. The Devil teaches you three diabolical spells. +1 MD.
  22. Devoted Hero (start with a battered sword, immense self-confidence, unshakeable faith, humble origins) (Vayra)
    1. Choose an oath, a short phrase that encapsulates the core of your belief. Examples: BREAK ALL CHAINS, INFEST WITH SPIDERS, FEAST ON TORN FLESH, BEAUTY ABOVE ALL, FROLIC IN THE RUINS. As long as you are fulfilling your oath you are immune to fear, never fumble, and get +1 to all d20 rolls.
    2. You can tell at a glance if someone agrees or disagrees with your oath, and can make an extra attack per round when attacking those that disagree with it. No neutrality is possible.
    3. When you scream your oath, any number of targets within earshot must save or be stunned for one round. This only works on each target once.
    4. You take half damage while fulfilling your oath, and if you die in service of it you will rise as a revenant for 1d6 days to exact your revenge.
  23. Book Fairy (start with a Book Bag and a book, A Study of the Effect of Islands on Dwarfism) (Xenophon)
    1. You have a miniature Book Bag that shrinks any book into it down to your fairy size and can hold 5 books. You can fly and are tiny.
    2. You can expend a book to cause a supernatural effect related to the subject of the book.
    3. Your book bag can hold 10 books, and you can expend two books at once to create a more complicated effect.
    4. Whenever you run out of books, there's always one nearby.
  24. Young Chevalier (starts with a smallsword, a uniform, a destitute but once-great family, and Chivalrous Ideals) (Xenophon)
    1. When acting on your Chivalrous Ideals, you have advantage on saves.
    2. Your impeccable dueling skills give you +2 to-hit and +2 AC vs enemies with swords.
    3. You have a chaste and chivalrous love with a rich young socialite, and their favor can aid you greatly.
    4. You cannot die while protecting the innocent. If you would, your death is postponed until they are safe.
  25. Heartwreck (start with an ex who broke your heart and a pile of bad looseleaf poetry) (Lexi)
    1. They left you and you will never love again. Your heartwrenching sobs will cause anyone to pity you and spare you a moment of conversation.
    2. They left you and you cannot see any reason to go on. You can induce strong emotion in any who hear or read your poetry (but all your poetry is tragic).
    3. They left you and you've lost what little you had in this world. Everyone who knows the tragic tale of you and your ex has a soft spot for you and will care for you.
    4. They left you and perhaps there is light somewhere, somewhen, but not here or now. When you find a new lover, you can immediately change all templates in Heartwreck into a class of your choice related to your new lover's profession and interests, but you return to Heartwreck A once your new doomed romance ends.
  26. Light House (start with furniture, decorations, appliances, some leftovers in the fridge) (Purplecthulhu)
    1. You are a three bedroom two bathroom house. Despite your size, you, and everything inside, weighs about as much as a shoe. Anything taken out of you reverts to its original weight. You can speak through radios or the tv.
    2. You can open, close, lock, and unlock your doors and windows at will. You can also control lights and electrical appliances, even with no power source.
    3. You have an alarm system installed within you. You also grow tiny, stubby little legs to walk around on.
    4. You now have a safe filled with HIGHLY ADVANCED TECHNOLOGY (modern day guns) inside you.
  27. Light House (start with a bedroll and a green flame lantern) (SunderedWorldDM)
    1. You give comfort. Nothing can bother you or your allies as you rest.
    2. You are a beacon. On your turn, you can instead give your turn to an ally you can see.
    3. You blaze a path through the storm. Your party cannot get lost in the wilderness.
    4. You become vaster than yourself. Choose three allies. Sacrifice yourself to make them safe, forever.
  28. Enigma Woman (RandomWizard)
    1. Every morning, generate a new set of templates up to your level (keep this template). Benefits usually don't carry over when you lose the template, but XP does.
  29. Witch of the Cliffs (start with a cauldron of sea water, a conch shell, a ragged grey robe, and a witch's hat) (Lexi)
    1. You can vaguely divine the future through the sounds of the sea. The GM rolls the next <templates> random encounters, and you can choose which order to meet them. This ability resets after you confront them all, or if by the sea, after confronting one.
    2. You can never lose your balance or fall. You can conjure gusts of salty sea air at will, so long as your cauldron is full of sea water.
    3. You can summon small sea creatures like crabs or eels from your cauldron, so long as it is full of sea water.
    4. You can summon large sea creatures like sharks or sea turtles from your seawater cauldron, like sharks or sea turtles. so long as it is full of sea water.
  30. Black Forest Wolf (Xenophon)
    1. You're a large wolf, with all that entails.
    2. When you growl at someone, they must Save vs Fear or flee in terror.
    3. Your ferocity is such that you have advantage on all damage rolls.
    4. You have a pack of 3d6 wolves, slightly smaller but no less fierce than yourself.
  31. Black Forest Wolf (start with a flintlock pistol, a long saber, and a well-trained horse) (Deus Ex parabola)
    1. Always deal maximum damage on a surprise round.
    2. NPCs usually accept your offer to duel. 5-in-6 chance of winning a normal duel.
    3. Attract 2d6 superstitious bandits, who will serve you in exchange for a share in the loot.
    4. Attract the attention of the King, who will pay you a huge sum of money to move to a different country and harass someone else. This ability resets every year or so.
  32. Mystery Murderer (start with boring clothing, cleaning supplies, murder weapon of your choice) (Purplecthulhu)
    1. You are an expert at cleaning up the scene of crimes, and can remove all evidence pointing to you within an hour.
    2. You can follow people without appearing suspicious, and have an instinctive knowledge of when they're going to be alone.
    3. Copycat killers have sprung up in your wake. They draw attention away from you, and idolize you, following your commands.
    4. The body may be dead, but the spirit of the crimes lives on. If you die and have a copycat killer following you, you take control of them as they inherit your title.
  33. Witch's Son (start with ill-fitting clothing and the resentment of your mother) (Deus Ex parabola)
    1. Witches are supposed to have daughters. You are immune to magical damage and healing.
    2. You can see demons, ghosts and angels, and can interact with them. They don't like you very much.
    3. Dispel enchantments as a wizard of the same level by sacrificing 1d6 HP.
    4. Take a level in fighter. No point sticking around here any more.
  34. Cursed Stepmother (start with an apron, a frying pan, and two blind daughters) (Phlox)
    1. Your stepchild is the villain of whatever story this is. Accordingly, you know a lot of personal information about them and get bonus XP for defeating them.
    2. Your rich husband, off making business deals, frequently sends you gifts. While in town, spend 5 gp to get a package, then later retroactively declare it to be a fine item you can kind of jury-rig into being useful.
    3. +4 to charisma checks if your target's mother would be ashamed of their actions.
    4. Restore sight to two of your daughters' eyes. Also, your husband dies, leaving you a sizeable inheritance and a potentially fruitful business on the brink of destruction.
  35. Roper (start with frayed rope around your neck, ruined clothing, mild amnesia) (Deus Ex parabola)
    1. Besides the broken neck, you are naturally lucky. Advantage on every save.
    2. If you are wearing a brace of pistols and have surprise, you get two shots as initiative is rolled.
    3. Your skills have returned. Treat all mundane doors as unlocked, and ignore penalties for fighting in darkness.
    4. The crime that got you hanged — the loot! You remember where you stashed the loot! Piles of cash and jewels and artifacts, if you could only get there first.
  36. Weaver Vizier (start with filed teeth, a purple robe, an extra-large bucket of opium) (BaaL)
    1. Your social circle is a complex web of shallow relations. You are able to convincingly and officially act on behalf of anyone in your social circle, even without their knowledge or approval.
    2. You are never blamed for an action taken on behalf of another. You were merely following ”orders”.
    3. People within your social circle see you as the one person they can confide in or trust. In this bleak world, you are a beacon of virtue.
    4. Words you whisper to acquaintances are mistaken for their own thoughts and opinions.
  37. Wehr-Wolf (start with an extremely flamboyant early modern military outfit, a pair of gauntlets, an arquebus with powder horn and 20 balls, a zweihander, a belt knife, an empty purse) (vayra)
    1. You are trained in basic military tactics and strategy of the pike-and-shot era, and can turn into a man-sized grey wolf. When working for an organization, you are considered a dreifachsöldner:  paid twice for carrying a zweihander and standing in the front line of combat, and a third time for the wolf.
    2. Whenever you spend a week travelling with soldiers, sailors, or others of similar profession, roll <templates>d8. You gain that many gold pieces worth of miscellaneous coins, gems, jewelry, and IOUs. If a die comes up 8, someone was broke, couldn't pay you, and now owes you a serious favor.
    3. You get an extra attack per round.
    4. You can turn into a man-sized grey wolf with opposable thumbs, with all that that entails. When wielding a zweihander and wearing gauntlets, you can treat it as a greathammer, an estoc, or as normal, depending on which is most advantageous.
  38. Vileroy (start with a two-handed sword, a suit of plate, and a squire carrying a banner - CLOSED HAND, GULES, ON SABLE FIELD) (Deus Ex parabola)
    1. An explanation of your childhood convinces most justice-minded NPCs that the king must be overthrown. Your allies wear red ribbons.
    2. Extra attack per round.
    3. While they hear you screaming a battle-cry, your allies never roll morale or saves vs. fear.
    4. The time is right and all the pieces are lined up. At your command, a civil war will erupt.
  39. Forest Child (start with leaves, bark, roots, branches, a trunk) (Vayra)
    1. You're a tree, with all that that entails. Your body gives shelter to woodland insects and perhaps a small bird. Anything non-sapient that makes its home in, on, or under you will carry out your will, without realizing that's what it is doing.
    2. You've become a small copse of trees. Your roots can buckle pavement, and your branches can shelter birds and small woodland creatures like squirrels and foxes.
    3. You've become a mid-sized grove, and acquired some underbrush. You can shelter larger woodland animals such as wolves and boars within yourself.
    4. You are a forest, vast and impenetrable. Your depths shelter great creatures like bears and tigers, and at least one druid (druids aren't sapient).
  40. Victim of a Name (start with a name that is yours, and a name that is not yours) (Lexi)
    1. Everyone knows you by a name that is not yours. You can make immediate sneak attacks against anyone who calls you by that name.
    2. You can steal others' names if they call you by a name that is not yours. No one can refer to them until you choose to give them their name back. You can only have <templates> names stolen at once.
    3. You can give others names that are not theirs, which will stick. They may make that name their own and take on its qualities, or they can reject it and become a Victim of a Name.
    4. You know when anyone calls you a name that is not yours and can teleport to their side.
  41. Woke Vicar (start with irreconcilable cognitive dissonance, a vicar's robe, a holy book, a second-wave feminist book, a Maoist-third worldist book, and a self-help book) (Vayra)
    1. You can pose unanswerable questions, which force the person being asked to roll Intelligence or be stunned for as many rounds as you spent asking the question.
    2. You instinctively know what to say to make people angry, and can goad anyone into a fight by rolling opposed Charisma.
    3. Given access to a grand ball, town crier, posting-tree, doors of a church, or other method of disseminating information to the masses, you can thoroughly ruin anyone's reputation.
    4. Choose a passage from one of your books. It becomes true within your line of sight.
  42. Vampyr (start with a crossbow and 20 bolts, a wooden stake, and a holy symbol) (Walfalcon)
    1. You can detect the presence of any undead within 1 kilometer. You must drink holy water every week or be compelled to drink fresh humanoid blood.
    2. Bake 1 fewer damage from mundane weapons, and deal 1 more damage to undead.
    3. You can hit incorporeal undead with your weapons as if they were corporeal.
    4. You can imbue your attacks with the power of the sun, dealing 1d6 unhealable damage to undead.
  43. Vampyr (start with fancy clothing, a razor-edged poniard, and a broken handmirror) (Deus Ex parabola)
    1. For every twenty-four hours you go without feeding on an intelligent creature, save or lose your mind until it is done. Feeding automatically fails if the target can defend themselves at all, heals you by 1d6, and deals the same in constitution damage. Your nails and teeth lengthen and clatter like coins by moonlight.
    2. Intelligent creatures cannot break eye contact with you if you do not allow it, and are vulnerable while so mesmerized. Your eyes reflect like burnished silver by moonlight.
    3. You are weightless if you want to be. Ignore damage from mundane weapons.
    4. By night, you are immune to everything but fire.
  44. Murdered Lover (start with a mortal wound, a bloodstained collection of love letters, a strange-yet-deadly weapon, and a locket with your love's portrait inside) (SquigBoss)
    1. You are dead, yet still have some semblance of life animating your dead-yet-beautiful corpse. If you would die, you instead don't, instead rising 1d6 days later. Choose another party member; they are your lover. When close to your lover, they have +<template> on saves. Whether or not your lover realizes this up for debate, but they cannot take another love while you still walk.
    2. You do not know who your murderer is, but know the exact distance and direction to them from where you currently are. You can track their trail like a trained bloodhound.
    3. You can now enter the dreams of both your lover and your killer, and communicate to them in that fashion. You can choose whether to send sweet dreams or nightmares.
    4. You can force anyone who sees you to save vs. fear or be afraid while you are in their presence — except for your lover. Once you are avenged on your killer, you either: Die peacefully, if this is a tragedy, but leave your lover to wonder and dread, or: be magically resurrected, if this is a comedy, at which point you and your lover retire to grow old together.
  45. Murdered Lover (start with your corpse, a locket with your portrait, and a rotten coffer of your favourite meal that you can no longer eat) (Deus Ex parabola)
    1. You have two parts - a ghost and a skeleton. You can move them independently, but your ghost cannot move more than 120 feet from the skeleton. The ghost can see and hear, but you have no access to other senses. The skeleton fights as a skeleton monster, and can be repaired if destroyed.
    2. You gain a general idea of where your murderer and your former lover  are, making you aware of what continent they are on if you are on a different one, or otherwise making you aware of what 100-mile radius they are in. You gain +<template> to saves while within 25 miles of your lover, and +<template> to to-hit while within 25 miles of your murderer.
    3. You can reconcile your two parts - combining them lets you fight as a player character of the same level, as well as granting you +4 AC and +30 feet of speed if not wearing armour.
    4. From this point onward, if you reconcile with your lover, you can permanently merge your ghost with your skeleton, making the latter grow flesh, which will take 1 month to complete. If you avenge yourself, but leave your murderer on death's door, you can possess their body. They will never die as long as they are possessed by you, and will be able to sense everything their body normally would, but will be completely under your control. You probably won't make it to heaven.
  46. Slave Queen (start with manacles, a prison shank, and a wooden replica crown) (RandomWizard)
    1. You have 1d4 escaped slaves as retainers. None are especially competent (probably children or former farmers), but they’re fanatically loyal to you.
    2. People have an additional 2-in-6 chance to actually follow and listen to your royal decrees. Slavers have a 4-in-6 chance.
    3. Restraints shatter, tattoos and brands fade, and symbols of imprisonment crumble at your touch. Slavers must save or flee in terror just while being in the same room as you.
    4. With an hour of impassioned speech, you can lead a large group/plantation of slaves into a full revolt. They can put together improvised weapons and tactics with incredible competence. If it succeeds (it probably will), another 1st-level Slave Queen emerges from the group.
  47. Valentine Fox (start with a bindlestick and 1d6 rumors of wealth)
    1. You are a fox, but no one holds that against you. You can still manipulate objects in your paws and speak with the suckers normal people, who trust you until you give them a reason not to.
    2. If you spend an afternoon in fraud, you have a 2-in-6 chance of doubling your cash, a 2-in-6 chance of going broke, and a 1-in-6 chance of catching the attention of the Law.
    3. You can perfectly mimic the voices of anyone whose head you own. You can send the head off as a letter, and have it say whatever you want to the recipient.
    4. Losing your head does not kill you, though you can pretend it does.
  48. Unhappy Bride (start with a tear-stained photo album, a luggage thing (I forgot the word) of neatly folded clothes, and a bottle of vodka) (RTX)
    1. You get a dog that likes you very much, but unfortunately also likes your spouse. The dog has stats like wolf, regardless of their stature.
    2. You get +4 to all rolls, +2 to saves, and 10 temporary HP when drinking vodka with some form of fruit juice.
    3. Your dog gains +1 HD, +2 to-hit, and starts to hate your spouse, gaining an additional +4 to-hit against them.
    4. You get over your terrible marriage to the point where you can go back to the house and kick the fucker off. If you succeed, you may peacefully retire.
  49. Undine (start with a bunch of javelins, plate mail, and overused Undertale jokes) (RandomWizard)
    1. You can perfectly track the movements of children through an area. While attacking them, you can make your attacks cause no death or permanent injury at will.
    2. Being a fish, you can swim, breathe water, and befriend other sea creatures.
    3. You have a lizard scientist girlfriend or something. She can build or improve your equipment, or send some weird mutated monsters to help you out in a bad situation.
    4. When you would die, you can instead fight on with raw willpower for 5 minutes or so, slowly disintegrating in the process. You also get a really good battle theme to go with it.
  50. Sound Somnambulist (start with a set of panpipes or a didgeridoo, foppish clothing, a sack of grain) (Vayra)
    1. You're an expert musician. You can move around and fight, climb, play the didgeridoo, etc in your sleep, though your part in any conversation will be extremely disjointed.
    2. While you play your instrument, up to <templates> sleeping creatures that can hear you fall under your control and do exactly as you intend. They will not awaken as long as you keep playing.
    3. You can project a cacophonous nightmare into the dreams of anyone sleeping by playing your instrument, dealing them <templates> damage per round. You can target as many creatures as are within earshot.
    4. Anyone who hears you play your instrument must save or fall asleep. Passing the save renders them immune until the next time they sleep naturally.
  51. Valet Murderer (start with an extremely expensive suit, leather gloves, a garrotte and a wealthy master) (Deus Ex parabola)
    1. You serve a Gentleman Murderer, but he is very busy and often sends you to do his errands. You face no legal repercussions for murdering people he designates. It's not hard to convince him to designate your own enemies.
    2. Local guards and military will supply you with weapons and intelligence if they know who you are (and your target isn't one of them).
    3. If you are left alone for an hour with a body, you can remove all evidence or leave false evidence inculpating some other Murderer and removing social repercussions for the deed.
    4. Whenever you choose, murder your master and take his place. You have a title and a significant inheritance — and a new, helpful valet...
  52. Substance and Shadow (start with a large cloak, two collapsible batons, and a bullseye lantern) (Deus Ex parabola)
    1. Fall towards a light source and your shadow will rise out of the ground. Harsher light makes it stronger. You cannot interact with anything while inside the ground.
    2. Your shadow is denser and better-defined. By altering its shape, you can give it different abilities, like flight or natural weapons.
    3. Your shadow is as strong as two men. People do not notice you unless specifically searching for you.
    4. Your shadow can speak in your voice, and if it is wearing your clothes most will assume it is you. You are invisible in soft light.
  53. Substance and Shadow (Xenophon)
    1. You are a cursed object with a storied history. You can manifest as a shadowy spirit once per night, but can't affect anything in the physical world.
    2. In shadow form, you can whisper and cause slight breezes.
    3. In shadow form, you can move small objects and manipulate finely.
    4. You can transform your shadow form into a real human body, but if this body dies you die.
  54. Favorite Queen (start with a popular novel, fancy clothing, and a muff pistol) (Deus Ex parabola)
    1. You have two lovers vying for your affections. They are something else on this list. Roll randomly.
    2. Your lovers have leveled up and are eager to prove their devotion. They will undertake brave quests you designate.
    3. Choose a new 3rd lover of your choice. The three of them will do anything you say.
    4. Two of your lovers kill each other in a duel; the third is now a 4th level character. You can marry them, or murder them to become a 4th level Lady of the Fell House.
  55. Stranger Grave (start with outdated occult texts, heresies, and treasure maps, as well as a wave-bladed dagger) (Vayra)
    1. Demons, the undead, and animal predators are aware you are nobility and have authority over them. Their reaction to this may vary.
    2. You can enter a fugue state, giving you an X-in-6 chance (where X is 6 minus your current fatigue) of +4 MD for ten minutes. You get 1d4 fatigue afterwards.
    3. You can always successfully flee witch hunters and religious enforcers. Also, learn +1 rumor when interacting with a source of forbidden knowledge or eldritch lore.
    4. You learn what, if anything, can remove you from your office. Also, once per foe per combat, you can spend your turn telling them to do something and they will do it.
  56. Story Teller (Starts with a small harp and an endless supply of stories) (Xenophon)
    1. When you tell a story, your audience must save or be enthralled until you complete the telling.
    2. You can tell a story of such beauty that any who hear it must save or repent of their evil deeds.
    3. You can tell a story of such sadness that any who hear it must save or weep for 1d4 hours.
    4. You can tell a story of such horror and power that any who hear it must save or die.
  57. Dark Star (Xenophon)
    1. You are a quite literally a dark star of evil omen shining down upon the Earth. You can see anything that happens under the sky, and can communicate through blinking. You can curse any who walk in your light to take 1d4 extra damage whenever they take damage.
    2. You can cause a pillar of vile light to shine down once per night. Any who stand in it must save or become corrupted and evil.
    3. The denizens of your surface will fight on your behalf. You can summon 1d4 Star Beasts to attack your foes once per night.
    4. The constellations have aligned. Your allies on Earth can perform an unholy ritual to switch you with the Sun, ensuring your reign over the Earth.
  58. Dark Star (Purplecthulhu)
    1. You are a tiny floating star, around the size of a person's head. You can hold items with your gravitational pull, and you give off heat, but not light.
    2. You can create images out of swirling stellar dust. It's thick enough to block vision.
    3. You can generate bursts of radiation, withering plants and killing small animals. It won't kill humans, but it might sterilize them and definitely give them horrible cancer in a couple of years.
    4. If you die, you turn into a tiny blackhole, with all the implications that apply. If you die as a black hole, you're dead for good.
  59. Omen of the Grave (Start with a shovel and a tome of all names) (Walfalcon)
    1. Read someone's name out of your tome in order to make someone take 1d4 unhealable damage every time they are wounded. You cannot read another name until you bury a fresh humanoid corpse.
    2. Read someone's name backwards to give them a 50% chance of surviving death. This effect lasts and cannot be used again until someone whose name you read forwards has died.
    3. Seven times per week (resetting on Friday at 2400) you can determine someone's true name by looking at them.
    4. You no longer need your book to read names.
  60. Soldier of Fortune (Starts with a military saber, a lance, a flintlock pistol, a hussar's uniform, and a horse) (Xenophon)
    1. You can travel with alacrity over any terrain, mounted or unmounted, and you can wake from sleep at even the slightest suggestion of danger.
    2. You can attack twice per round, and are a skilled scout.
    3. Your fame has spread. Strangers have a 2-in-6 chance of having heard of your exploits, good and evil
    4. You can inspire even the greenest troops to feats of greatness with your mere presence, and even the most hardened veterans flee your enmity.
  61. Soldier of Fortune (start with a short blade, a long blade, a shield with an unfamiliar coat of arms, and a backpack of miscellaneous survival gear (1-in-2 chance of having something you need)) (Lexi)
    1. Whenever you travel to a new region, you may learn a fighting style or ability from the people who live there. Learn two at creation, one from your home region far away, and one from where you begin the campaign.
    2. Whenever you fail a save that you haven't failed before, get +2 to future saves against that effect.
    3. You can tell inspiring stories around the campfire, giving everyone advantage on a related test the next day. Your tall tale has to be at least mostly true to your personal experience.
    4. Get Zouave's A template. You may now start taking templates of Zouave as you continue to level up.
  62. Maniac Mother (start with old dress and apron, butcher's cleaver, poisoned cookies) (Purplecthulhu)
    1. You're a perfect Stepford wife. You can cook and clean supernaturally fast, and no one can know your true feelings about something without mind reading.
    2. While inside a house or other lived-in place, you have a vague idea of what everything within is doing. You don't know what kind of creature they are, and you can't sense mindless creatures.
    3. When inside a building, you can teleport to any doorway inside that you've been through before.
    4. You're more than just a housewife; you become a housewife. While inside a house or other lived-in space, you can walk through walls, extinguish lights, make food poisonous, and generally cause terror.
  63. Smuggler King (start with 100 gp in stolen goods concealed about your person and a functionally infinite supply of hidden knives) (Lexi)
    1. Everyone in the criminal underground knows your name and respects you. They'll rip you off the absolute minimum amount and are willing to do favors to stay in your good graces.
    2. You can hire stealthy mundane transport from anywhere to anywhere else on a moment's notice.
    3. You've either been through or heard of every secret passage and hidden door, and can open any door given enough time and tools.
    4. You learn the location of something so incredibly valuable you'll be able to retire forever and live like true royalty. You've only got one window of opportunity. Make it count.
  64. False Detective (Oblidisideryptch) Start with an ill-fitting trenchcoat, a flask, and a murder weapon.
    1. People will always assume you are an investigator of some sort. You are not. You have murdered the real detective.
    2. You can invoke "the authorities" to calm distressed people as long as you stay with them.
    3. You can make a brilliant deduction about any scenario. That deduction is true as long as you never encounter the targets of your deduction.
    4. You can plant evidence effortlessly, even when being watched.
  65. Sorcerer with the Sweety (SunderedWorldDM) Start with a bag of caramels and an iron tooth)
    1. Spellcasting. You have a sugar sweet personality, +Level to reaction rolls
    2. +1 MD, your skin secretes sugar slime sweat. Any creature that bites you takes (Level) damage
    3. +1 MD, your saccharine style is singular, and has attracted a soulmate. Your Sweetheart is half your Level.
    4. +1 MD, you come into possession of a massive Chocolate Factory. This is actually a megadungeon that you have all the maps for
  66. White Hawk Rider (Xenophon of Athens) starts with a very large white hawk, a lance, a saber, and three javelins
    1. You have a very large white hawk, which you can ride.
    2. When attacking from the back of your hawk, you have +1 damage and +1 to-hit
    3. Your hawk has been trained to attack or carry foes with its talons and beak.
    4. You're immune to the ill effects of high altitudes.
  67. Evil-Man-Hugger (Oblidisideryptch) Start with a pair of rib-cracking arms, perfect teeth, and a good pair of running shoes.
    1. If you surprise someone with a hug, they must give you one back.
    2. People will confess one thing they regret while you hug them.
    3. People who hug you won't try to kill you as long as you keep it a secret from their nasty friends.
    4. The hug does not end until someone pulls you apart.
  68. Sword Quest Boy (deus ex parabola) start with your ancestor's sword, a rocking hairdo, and a caster waifu
    1. You are a child, but you fight with swords as a 4th level Fighter.
    2. You are proficient in all weapons and instinctively understand the use of any tool or mechanism you pick up.
    3. You can learn an element from each of your friends' classes (a single technique from a thief-guild, a single spell from a wizard, a single tall tale from a zouave)
    4. You have no carrying limit on unique items.
  69. Fireside Copter (SunderedWorldDM) Start with 4 blades (haha, get it), fire starter, bucket
    1. As long as you can see a campfire or uncontrolled fire (torches and lamps don't count), you can fly
    2. put out and light small fires at will
    3. You can summon backup once per day. 4 1st Level characters show up for 10 minutes, then leave.
    4. put out and light fire of any size
  70. Shining Lantern (deus ex parabola) Start with a skintight suit and an incredible jawline
    1. Your friends cannot fail saves against fear and your hirelings cannot fail morale checks as long as you do not attempt to flee the battle.
    2. Your hands and feet are light magical weapons.
    3. Spandex counts as plate and weather-appropriate clothing for you.
    4. Ignore 60' of fall damage. You can jump up to 60' vertically and 120' horizontally.
  71. Mass Killer Witch (Xenophon of Athens) Start with a book of great evil
    1. Once per day, someone you touch must Save or die.
    2. You can cast spells of evil and mayhem. +1 MD.
    3. When you use your death touch, up to [Template] creatures of your choice within sight are affected.
    4. You can boost your death touch with MD: [dice] additional creatures are affected, but the MD are automatically depleted. +1 MD.
  72. Crashed Monsters of the Blood Moon (Oblidisideryptch) Start with a wrecked ship, a terrifying spark-emitter, and a concussed buddy.
    1. You are monsters, but that doesn't mean you're bad people. Get +1 to reaction rolls and AC for every innocent child you befriend.
    2. Find another monster buddy. As long as you can see each other, you can ignore fear.
    3. Find another monster buddy. As long as you talk in a horrible accent, people will assume you're "not from around here" instead of monsters.
    4. Find another monster buddy. You can repair your ship now, but must Save to fly away with a penalty for every child you befriended.
  73. Garlic Burglar (deus ex parabola) start with a necklace of garlic, a shovel, and a big sack
    1. You know every legend about every vampire and every haunted castle. You are desperately greedy.
    2. You can see as normal in dim light, and 5' in total darkness.
    3. You can turn undead as a 1st level cleric.
    4. Surprise attacks against undead are always critical. Undead never surprise you.
  74. Refuge God (Xenophon of Athens)  starts with a secluded mountain cave and a small but loyal cult)
    1. You're a minor god with a cult of 2d6 members, who are sworn to do no harm. No one can inflict harm within the bounds of your holy sites (just the cave for now).
    2. Your cult gains 1d6 members, and has a small temple within the nearest city. +1 MD.
    3. Your cult gains 1d6 members, and has temples in the nearest 3 cities. +1 MD.
    4. Your cult gains 5d6 members, and has temples in the nearest 10 cities. +1 MD.
  75. Other Warrior (Oblidisideryptch) Start with a nondescript, setting appropriate outfit and weapon.
    1. Every time you walk into a place with lots of people, someone mistakes you for a famous person.
    2. You can blame something you did on someone else who just left and people will believe you until the other person comes back.
    3. You can switch places instantaneously with someone wearing similar clothes.
    4. You suddenly gain the fame of that other warrior, and they lose theirs.
  76. The Man With the Marauder Eye and the Lost Uncle (deus ex parabola) start with a missing eye and a rumor of your uncle's last adventure)
    1. One of your eyes has been replaced with a fairy egg (did you know that fairies lay eggs?) The tiny fairy-child inside can see ghosts, angels, and in complete darkness, and might attempt to keep you safe and alive.
    2. The eye gives you nightmares. As you sleep, you can see visions of your uncle's last adventure. 4-in-6 chance of being relevant to some immediate goal or danger.
    3. The fairy-child has grown stronger, and can now cast spells in its own defense with 1 MD. You are immune to sight-based hazards.
    4. Creatures must save against madness when they view your Marauder Eye. At night, you can choose to cast your mind's eye to a nearby hazard or to your uncle's most recent fight.
  77. Pin College Alligator (Oblidisideryptch) Start with a mascot costume, a needle and thread, and overflowing pockets of pins.
    1. You are an alligator. As long as you wear your mascot costume, people will assume you are whatever they are in an alligator costume. You can speak normally.
    2. If you scream "GO PINS!!!!" at the top of your lungs, you can cause clothing to rip.
    3. If you wish, pins are placed beneath the next surface someone sits or steps on.
    4. As long as you do a mascot dance with your pins and needles, you can sew anything shut.
  78. Glacial Pearl Witch (Xenophon of Athens) starts with 3 pearls worth 1 gp each, 1 pearl worth 10 gp, and witchy clothing
    1. You can cast ice spells with pearls - 1 MD for 1 gp, 2 for 10 gp, 3 for 100 gp, and 4 for 1000 gp worth.
    2. You're a skilled diver, and can hold your breath for 10 minutes.
    3. You are unaffected by cold.
    4. If you ever have no pearls in your possession, you'll soon discover 1d4 pearls each worth 1d10 gp.
  79. Blue Pepper Kingslayer (I) (Oblidisideryptch) Start with pepper spray, blue paint, and a bounty on your head for offending the king.
    1. Once per day, you can declare someone to be fatally allergic to either pepper spray or blue paint.
    2. If you cover a surface with blue paint, you can camouflage perfectly.
    3. Your pepper spray doesn't affect allies.
    4. If you kill a king (even self-declared), you can dissolve into a cloud of pepper spray.
  80. Blue Pepper Kingslayer (II) (deus ex parabola) start with a bag of blue peppers, a rifle, and a list of three targets
    1. You are a member of an organization as venerable and dangerous as the Red Cross Warriors and the Secret Assassins of the Old Stone Cross. Where they use explosives and poison, you use cold precision. You get +1 to-hit and damage on a single attack for every round you spend aiming a ranged weapon.
    2. Your constant munching of peppers means you now take half-damage from fire and poison.
    3. When fleeing authorities, you can always find a friendly basement to hide in. You suffer no penalties from running while aiming.
    4. Once per day, declare a bullet you just fired was magical. It kills a single target of up to [level] HD instantly, and hits as many other targets as you succeed attacks.
  81. Cthulhu Savage (Purplecthulhu) start with loincloth, club, and a mask depicting Cthulhu)
    1. You are a caveman. You are also a worshiper of the Great Cthulhu. You can survive in the wilderness without trouble, and have working knowledge of eldritch beings.
    2. Cthulhu has granted you gills to breathe underwater, and eyes to see through even murky water perfectly. You also discover the wheel.
    3. You can project yourself into other's dreams, and can turn themselves into nightmares.
    4. With a ritual sacrifice, you can summon servants of Cthulhu, from Deep Ones to Star Spawn. You also discover the secret to agriculture.
  82. Servant Nothing Quite So Story-Telling Easily (Oblidisideryptch) Start with a pair of reading spectacles, a hypnotic voice, and hand puppets.
    1. As long as you talk, people cannot do anything but listen. 
    2. You can tell parables, and their morals will come true at a time of your choosing.
    3. You can tell tragedies, and you can designate someone to be a tragic villain for the duration of the story.
    4. You can tell epics, and you can borrow the hero's companion for a bit.
  83. Goblin Knight Egg (Gorinich) start with a war horse, plate mail, sword, shield and something very precious
    1. You are a knight, and your sworn to protect a goblin egg(don't ask). Your kind soul allows you to befriend and ride any horse, unicorn, griffin or dragon with enought time.
    2. Your righteousness gives you +1 attack for every innocent your defending. (Including the Goblin Egg)
    3. From carrying around this egg along so long, you can now carry any fragile object with no chance of breaking it.
    4. The egg has hatched. Their a goblin who can become friends with anyone given enough time and can advance in any class they set their mind to. You gain all the pride and terror of parenthood.
  84. Angel of Heralds (Purplecthulhu) start with white robes, trumpet, spear, glowing halo
    1. You are an angel of travel and knowledge. You can fly, and blow your trumpet hard enough to shatter glass.
    2. When you play your trumpet, your allies can travel at the speed of a horse without tiring. 
    3. When you write a letter to someone, rather than mailing it, you can send its contents telepathically to their head.
    4. When you speak, you can make it so that everyone up to a mile away hears it loudly and clearly.
  85. Intrigue Iron-Kept (Oblidisideryptch) Start with your lips locked, a burning truth about the world, and a disturbing tolerance for pain.
    1. Your lips are locked. Literally. Your mouth is a keyhole, and someone powerful has the key around their neck. You may mime, and as long as you communicate who bound you, the law will never harm you.
    2. You may hum a psyche-shattering truth into the ears of someone as long as you both touch iron. 
    3. You are automatically welcome at high social events. Your friends too.
    4. You know where the person holding your key is. As long as they have the key, iron cannot harm you.
  86. Skeleton Skeleton (I) (deus ex parabola) start with nothing
    1. You are to bones as adamant is to iron, mithril to silver or elixir to gold. Undead must save vs. fear when encountering you, and you are immune to piercing and slashing damage.
    2. With an hour, alter your size up to double or down to half your original, replace a hand with a tool or vice versa, or build yourself armor plating at the expense of dexterity. 
    3. You are immune to all magic. Undead will never attack you.
    4. You may reshape yourself in a single round, and you may now alter your size up to ten times or down to a tenth of its original degree.
  87. Skeleton Skeleton (II) (Oblidisideryptch) Start with a craving for bones and hollowed out bones.
    1. You are a parasite that hijacks marrow and can bore into an unconscious boney thing in one minute. You control one limb of your choice.
    2. You can control another limb now, and can link additional bones to your host.
    3. You control all limbs but one, and can attach boney scaffolding and flesh that gives your host a cage to retract their limbs inside.
    4. You fulfill your primal urge, and can construct a superskeleton of any form from enough bones to fill a graveyard. Your host is quite dead.
  88. Volcanic Cameo-Woman (Xenophon of Athens)
    1. You are the portrait on a cameo (a type of necklace). [Level x 2] times per day, you can summon a gout of flame at a location you can see.
    2. You, and your wearer, are immune to fire and molten rock. Your gout of flame includes ejecta and lava.
    3. Once per day when you use your gout of flame, it can start a pyroclastic flow.
    4. You can levitate around on a gust of hot air.
  89. Book Lover (A Blasted, Cratered Lexi) start with your inventory full of books. determine the genre and nature of each book when you first choose to read it.
    1. By reading or rereading a book, you can gain an associated skill until the end of the day. Reading a book takes d8 hours.
    2. By reading or rereading a book, you can ask a question about the world or the future related to its subject matter and have it honestly answered. Reading a book takes d6 hours.
    3. By reading or rereading a book, you can take on the aspects of one of the characters within and impersonate them to an uncanny degree. Gain one of their powers until the end of the day. Reading a book takes d4 hours.
    4. Knowledge is power. You can read a book to literally travel to the distant lands contained within, and may take your traveling companions with you. All your adventures there are chronicled in the book you travelled through. Reading a book takes d2 hours.
  90. Earth Shaman (Purplecthulhu) start with stone staff, simple cloth robes, rock collection
    1. You can speak to the spirits of stone, and learn their secrets. They are surly and rude, but cooperative.
    2. You can generate up to 10 cubic feet of stone per day, shaping it however you wish. You can also shape stone with your bare hands, as if it was clay.
    3. Once per day, you can call up a stone elemental who will follow your commands.
    4. You are no longer limited to stone with your abilities. Lava, crystal, mud, sand, metal; as long as it's related to earth, you can control it.
  91. Blood Valor (A Blasted, Cratered Lexi) start with a bloodletting knife, a rapier, and clean white handkerchiefs
    1. Whenever you spill an enemy's blood before they spill yours, you may heal 1 HP.
    2. Let your own blood to gain a +1 bonus to attack for each point of HP spilled. Caps at +(templates) attack. Bonus is lost when that damage is healed. 
    3. While you have full health, triple your move speed.
    4. You may reduce the damage from an attack by 1d12 by taking on a dueling scar and gaining a permanent associated penalty (either to your ability scores or other capabilities).
  92. Dark Millkin (Oblidisideryptch) start with a powdering of cursed flour, hateful sentience, and long legs to climb up walls.
    1. You are a giant weevil cursed to plague all millers, and the size of a thumb. You can disappear into any loose, powdery substance and ruin any amount of flour given one minute.
    2. If they think they squished you, they didn't. When someone lifts their hand or foot up, you scurry away.
    3. You can talk from the shadows. A deep, raspy voice. Makes people sweat.
    4. If you get inside anything that can be made into bread, you can spawn 2d6 horrible children to plague the world.
  93. Bow of Fire (Xenophon of Athens)
    1. You are a sentient magic bow. Shots fired from you have +1 to-hit and +1d4 fire damage. 
    2. If someone touches you, you may burn them for 1d10 damage. You can glow as a torch for [level] hours.
    3. One shot per day can explode for 3d6 damage within 30 feet.
    4. Your shots now deal +2d4 fire damage. You can shoot a bolt of flame without using an arrow for 1d6 damage (no damage or to-hit bonus).
  94. Demonological Prime Zombie (Purplecthulhu) start with demon-forged plate armor, mace
    1. You are the first zombie, born in the fires of hell. You can only be killed by a blow to the head.
    2. You are immune to fire. When you enter a fire, you can emerge from any other fire that you see.
    3. You can deal damage to yourself to make that many lesser demons burst out of your body to wreak havoc.
    4. When you bite someone, you can cause them to become a Lesser Demonological Zombie.
  95. Savage Caton Eater (Oblidisideryptch) Start with knowledge of how to flay a person with nothing more than a stone knife and guts of steel.
    1. You eat people. But not just any people, Catons. If you hunt a Caton in the wilds, they know something is there, but will never see you.
    2. If you string up the skin of a Caton, you know when other Catons pass it by, and you can track anyone who destroys it.
    3. If you wear the clothes of a Caton you killed, you may pass among them as one.
    4. If you wear a Caton's face, you gain access to their memories.
  96. Mountain Troll (A Blasted, Cratered Lexi) start with double HP
    1. You're like a walking mountain, made of stone and towering over your companions. Disadvantage fighting indoors, but your unarmed attacks deal d10 damage. Move at half speed in the sun.
    2. There's gold in them there hills. You can sell off chunks of your body in a pinch for cash. 1 max HP is d6*10 gp.
    3. You're old enough for the mountains to give you the time of day. You can speak with stone at will, and it may move if you give it good reason.
    4. Stone respects you enough to join your bulk if you ask nicely. More stone slows you down, but certain stones might give you new powers. With enough stone you can be a one-troll siege.
  97. Misty Rainforest Sage (Xenophon of Athens) starts with a loincloth, a headdress, a blowgun with 10 darts, and a machete
    1. You know the secrets of many things. If someone asks you an esoteric question, you have a [level]-in-6 chance of knowing the answer. You can survive in the rainforest.
    2. If you get high on psychedelics, you have a mysterious vision that's relevant to your present situation.
    3. You know where to find the answer to any question. It usually involves exotic drugs.
    4. You can summon a mist of 1d4 miles in radius or an impenetrable mist of 60 feet in radius.
  98. Fun SpiritCard Fan (Oblidisideryptch) Start with a deck of cheap cards, a shitty logo-plastered sack, and a SpiritCard Trinket! (tm)
    1. You can turn any game of chance into a SpiritCard duel. If the other party refuses, people laugh at them. And you.
    2. You can cheat and replace one of your next SpiritCard draws with one you know.
    3. As long as you sing the SpiritCard theme song while swinging your sack, nobody can hear anything.
    4. You realize what a heap of overpriced merchandising bullshit SpiritCards are. If you lose all your Spirit stuff immediately, you can take 2 levels in a reasonable class. If you hang on to them, you can summon your signature SpiritCard monster after a 1 minute power dance, at the expense of all friends and allies.
  99. Pax Sentinel (Oblidisideryptch) Start with a shiny riot shield, a black-and-white worldview, and a "nonlethal" weapon.
    1. You may declare any casual behavior as "against the law", and fine the perpetrator. If they have no money, or even if they do, you can issue them a Citation.
    2. You know where the homes of everyone you issue a Citation to are.
    3. If an ally you trusted does a bad thing, you can snap briefly and do something absolutely atrocious with no consequences. People will excuse your behavior.
    4. You can call in your Citations. If they don't report to the law, you're justified in hunting them down.
  100. Witch Demon of Magica (Gorinich) start with horns and tail hidden beneath wide brim hat and clothes, an evil book, and an evil pot
    1. Your kind was one of the first witches. Demons will respect your authority, witches will fear it. You can cast terrible but reversable curses. +1 MD.
    2. Your head pulses burgeons with terrible secrets, gain a random spell that you can keep or inscribe in your evil book. If you keep it, you will always have it but the knowledge will burn 1 max hp out of your mind. If you write it down in your book, you cannot cast it but can easily teach it to those who will listen. +1 MD.
    3. You always know the worst thing to tell someone (for them, not for you) at any given moment. +1 MD.
    4. At any given settlement you can find 1d6 humans who wish to learn your magics, some of them may even show promise. You can silently call a demon of a particular type from a mile away, or anywhere if you know a specific demon's name. +1 MD.
  101. Fake Word Goblin (I) (Gorinich) start with nothing but a moldering pair of trousers and a cloud of flies
    1. Come up with a new word of at least 4 letters. Use it regularly. If someone denies it is a word, your next attack against them automatically hits.
    2. +1 word. If someone uses your fake word, you can see through their eyes for the rest of the day.
    3. +1 word. You can choose to destroy one of your words. If you do so, a target permanently forgets the concept it was defined as.
    4. +1 word. If someone tells you their true name you can give them a new one. They are now a first-level Victim of a Name.
  102. Fake Word Goblin (II) (Corgifan2) Start with Filthy rags, battered dictionary of fake words (d6 damage, 2 hands), bent fountain pen, notebook. You are dubiously literate
    1. If you drink a vial of ink and vomit it back up onto a page, it will write anything you wish, so long as it is one page long and contains plenty of fake words
    2. When you use one of your fake words in written or conversational instructions, a creature you designate believes the word is real and follows the definition in your dictionary. You can affect an additional creature for each additional level. 
    3. You can rewrite scrolls to use your fake words. When you do this, gain +X MD when casting them for each fake word you use. There is a 1-in-6 chance, for each fake word you use, that the spell sees through your fake words and backfires, following the least favourable definition of the fake word the GM can come up with 
    4. When you desecrate a heap of books with your fake words, pile them up, and dance on them, summon a Library Golem from the books (Slow, Vulnerable to fire, Strong). It will aid you as long as you can feed it a desecrated book every hour (1 book per slot)
  103. Pirate Organization (Oblidisideryptch) A pirate organization? Don't make me laugh. Start with a boozy bunch of fuckwits united by their love of grog and gold and uncooperative in every other sense. One scarred veteran with a parrot speaks for them.
    1. You can manufacture a slight, unintentional insult, plunging any calm scene into an orgy of violence. Half your pirates are knocked out but so is half of everyone else that didn't take cover.
    2. You can set gunpowder and alcohol aflame if you can see it. 
    3. If you steal something huge and expensive, you can hide it from anyone. Might include yourselves.
    4. You steal a ship! As long as it's yours you can patch all of its damage with grog until you get to port.
  104. Vampire Rogue (Gorinich) start with uninspired goth style, a stupid looking knife and an edgy backstory
    1. Your a vampire, you restore HP by drinking blood, take damage from sunlight and can transform into a bat.
    2. Your a rogue, with a little time around a bar you can contact the local criminal underground. They can offer information and people for the right price.
    3. When you lock eyes with someone they need to save or become charmed.
    4. People who's blood you drink that survive it must save vs vamprism. You can turn into mist at will.
  105. Skeleton Egg (deus ex parabola) skeleton egg
    1. Skeleton egg, as plate and half speed.
    2. Skeleton egg like a cannonball, save for half. 
    3. Skeleton egg 100gp but return the next day
    4. Skeleton Skeleton.
  106. Fake Word Goblin (II) (Corgifan2) Start with Filthy rags, battered dictionary of fake words (d6 damage, 2 hands), bent fountain pen, notebook. You are dubiously literate
    1. If you drink a vial of ink and vomit it back up onto a page, it will write anything you wish, so long as it is one page long and contains plenty of fake words
    2. When you use one of your fake words in written or conversational instructions, a creature you designate believes the word is real and follows the definition in your dictionary. You can affect an additional creature for each additional level. 
    3. You can rewrite scrolls to use your fake words. When you do this, gain +X MD when casting them for each fake word you use. There is a 1-in-6 chance, for each fake word you use, that the spell sees through your fake words and backfires, following the least favourable definition of the fake word the GM can come up with 
    4. When you desecrate a heap of books with your fake words, pile them up, and dance on them, summon a Library Golem from the books (Slow, Vulnerable to fire, Strong). It will aid you as long as you can feed it a desecrated book every hour (1 book per slot)
  107. Giant-Man-Called Mauler (Oblidisideryptch) Start with an unerring sense of direction, an enormous maul, and a deep melancholy.
    1. You have been called by a giant to help it end its life. This is an important but sad responsibility. The maul can only kill the giant.
    2. You can effortlessly trip anything larger than you using your maul.
    3. Your sigh moves people to tears, and a single tear causes paroxysms of wailing.
    4. The giant is just ahead, over the next hill. You can feel its heartbeat and hear the lulling rhythms of its breath. It will comfort you, tell you this is what it wants. Once the deed is done, lose any harmful effects as you find new meaning in life.
  108. Prison Handler (Gorinich) start with prison guard uniform, a broom and quiet demeanor
    1. Nobody would question your presence in a prison, or a location that has a prison somewhere in it as long as you don't do anything stupid. 
    2. You can Speak with Prison. At first prisons are a bit gruff and cagey, but they can warm up to you if you do nice things for them, and give information about itself and what's going on within it.
    3. If a prison likes you, it will gladly prevent people you don't like from leaving it.
    4. Metaphorical prisons count as prisons for you.
  109. Callisto of Dalish (Oblidisideryptch) Start with a dreamy stare, a heroic pose, and some mighty thews.
    1. You are Callisto of Dalish, who has received a vision to unite kingdoms against evil itself. People cannot forget about you, and will spread the word of your quest.
    2. You are Callisto of Dalish, whose very jaw enthralls hundreds. Spend a minute posing with a weapon to elicit donations to the cause. Gain an annoying groupie.
    3. You are Callisto of Dalish, whose mercy knows no bounds. If you bless an unfortunate person in front of a large crowd, you can enter any place owned by a member of the crowd.
    4. You are Callisto of Dalish, whose army swells ever daily. As long as you spend 1 hour speechmaking in a town, you gain 2d20 peasant soldiers, until they get hungry, ask for pay, or get curious about what evil you're fighting.
  110. Dislocation among the Shadowlands (I) (OblidisideryptchStart by not existing, either in the Shadowlands or wherever you are. People can only see you from the corner of their eye.
    1. You are a tear in the fabric of spacetime. It's quite lonely, but has its benefits: you can engulf unobserved people and transport them to a random place in the Shadowlands.
    2. You can also spit something out of the Shadowlands once a day. Usually something quite nasty.
    3. You can briefly count all shadows within a place to be part of the Shadowlands.
    4. When someone is transported through you, you can choose to turn their brains inside out and use their body like a puppet. Can't be undone, unfortunately.
  111. Dislocation amoung the Shadowlands (II) (Gorinich) start with a poor poet, and fairy circle.
    1. You are a wound in the Veil, a flaw in the filament, a rip that can be pulled at. You can look out from any person or location you've touched, either physically or emotionally. You can whisper suggestions from to/from that which you have touched. They get a save to recognise it as a foreign influnce.
    2. You can shift small objects by your touch in or out of the Shadowlands.
    3. You can shift large objects and people in and out of the Shadowlands, but only when no one else is watching.
    4. You can shift souls in and out of the Shadowlands, and use soulless bodies at your leasure.
  112. Deadly Wizard (Oblidisideryptch) Start with a rapacious eye, a razor-sharp dagger, a riveting robe.
    1. If someone dies from a spell you cast, everyone has to stare at you as you taunt their corpse. Lasts as long as the taunts get more ridiculous.
    2. If you slap back with a ruthless retort, the target of your burn catches flame.
    3. If you snatch a bug out of the air while an enemy is talking, they forget what they're saying.
    4. As long as you kill someone on your turn, the rule of cool keeps you alive.
  113. Gringotts of Madness (Oblidisideryptch) Start with a palsied clerk, ominously rattling vaults, and flickering torches.
    1. You are a bank of insanity. Anyone can store their madnesses inside you, provided they pay the monthly fee.
    2. You can lend a madness to another creature. Forcibly. You must reimburse them for taking care of it for you.
    3. If anyone welches on a contract written in your presence, they suffer a madness you're carrying.
    4. Other people can bank a person carrying a madness inside you, provided they sign a contract taking responsibility.
  114. Factory Lad (Archon, Machine Sage) starts with a long brush, worn-out clothes
    1. you are 100 gp in debt after escaping wage-slavery. You can fit into small spaces with no movement penalty.
    2. you understand the function of all common machines, and can "accidentally" disable them within 5 minutes
    3. If you fail a save caused by a mechanism, you can save again. 
    4. Choose one - Submit (gain 300gp and stock in a growing business) or Revolt (gain 2d4 level 1 Factory Lads with... strong opinions as hirelings)
  115. She-Tiger of Paris (I) (deus ex parabola) start with a bottle of expensive liquor, a stiletto, and a pair of stilettos
    1. Any NPC who is even plausibly interested in you can be seduced in 1d6 hours. They get a save if they know they really, really shouldn't, but otherwise this works on anyone.
    2. You can make an odorless, tasteless, thoroughly deadly poison out of household materials. You can make its antidote as well.
    3. Evening dress counts as weather-appropriate leather armor for you. If someone could roll to climb a surface, you can climb it without a roll. If it would be impossible, roll anyway.
    4. During the full moon, turn into a fully grown she-tiger with 36 HP and two attacks per turn.
  116. She-Tiger of Paris (II) (SunderedWorldDM) Start with a glitzy dress, cheap champagne, a stolen soul, and fake pearls
    1. Your bite deals your Level in damage. In addition, you can bend your body in any which way
    2. You have a reputation that can get you audience with kings. Most of it is a lie. If people knew that, you would be ruined.
    3. You know when people are lying with a glance, but if you reveal someone's lie, you have DISADVANTAGE on rolls for the next hour
    4. Your lies catch up to you and manifest as a tiger. It is hunting you, but you can command it a number of times per day equal to your Level.
  117. Tempter (Purplecthulhu) start with black travelling clothes, wide brimmed hat
    1. You can grant others skills, items, and knowledge in exchange for their souls
    2. If you own a person's soul, you can compel them to do (template) things for you
    3. You can teleport to anyone who's soul you own. People can summon you by speaking your name thrice.
    4. You can consume a person's soul to gain a use of the thing that you gave them.
  118. Knight of the Road (SunderedWorldDM)
    1. You can never be exhausted by travel
    2. Nothing can stop you from moving freely
    3. As long as you have a map of your current location, add your Level to attack rolls
    4. Your speed is doubled, and your party moves quadruple speed on the open road
  119. Double Man (deus ex parabola) start with ten doses of your mysterious chemical concoction and a heavy walking stick
    1. You are two people sharing one mind. Each has another template from another class on this list (roll randomly). You can switch between the two men by drinking your concoction, and can make more given time and equipment. Track XP separately.
  120. Demon Ship (SunderedWorldDM)
    1. Gain the souls of every creature you slay. Expend a soul for a +1 to a roll
    2. Expend a soul to heal your Level in HP, or to make a contested CHA check to make someone follow a command
    3. Travel freely to the hells
    4. Every time you see someone die, you get their soul
  121. The Man With the Three Pair of Breeches! (Archon, Machine Sage) starting equipment: two pairs of breeches, one titanic breechloading cannon of unknown make (4d6 damage, 1d8 if used as a club), and 1 shell for the cannon
    1. You have 4 legs, and move at twice normal speed for your race. No one else can lift your cannon.
    2. You can create more ammunition for the cannon for 10 gp. Its shots instantly destroy any mundane object.
    3. Your cannon shots always hit.
    4. 1/day, your cannon can hit an impossible target.
  122. Smuggler’s Daughter (Corgifan2) Start with: A black cloak, several knives, a small skiff, the ghost of your smuggler-parent in a jar
    1. When you and your ghost parent navigate ships or boats under the cover of darkness, your passage is silent and virtually invisible
    2. Your ghost parent knows a contact that you can offload any goods to in any city or large town
    3. Your ghost parent can forge documents and alter books to grant yourself entry to places in seconds, provided no one is looking
    4. When you dispatch your ghost parent to smuggle you an item, they will return with any mundane item of your choosing at a time in the scene of your choosing, depositing it in your bag or at your feet
  123. Watchmaker (Corgifan2) start with two watches, one set of watchmaking tools, and enough material for half a watch
    1. You can make functional watches that tell time with accuracy down to a second. Whenever you check a watch, gain Almost Late, a bonus which multiplies your movement speed by 1,5 for the next 5 minutes. Checking a watch in combat means you cannot attack, cast spells, or use other items in that round. 
    2. You can make functional and ornamental watches that tell time with accuracy down to a millisecond (they can be sold for more than the price of materials, but the exact price always has to be negotiated). The speed bonus of Almost Late becomes 2.
    3. You can make sentient watches. They are 1 HD constructs that can only do one task each.  Almost Late grants an additional attack. 
    4. You can make divine watches, letting you see 2 combat rounds, or however much time they represent, into the future when checked.
  124. Deerslayer (SunderedWorldDM)
    1. Get +Level to attack rolls against creatures that can move faster than you
    2. You can talk to any land-dwelling beast and they will understand 
    3. Evey time you drink the blood of a prey animal, regain 2d6 HP
    4. You can smell fear. In addition, choose a Quarry once per day. You always know its location relative to you and emotional state. This effect ends when the creature is dead. You can have your Level in Quarries at a time.
  125. Companion of Jehu (I) (Archon, Machine Sage) start with a bronze banner with an image of a black lion, a shortsword
    1. Jehu was a great hero in a forgotten age. Some still hear her voice booming in their heads. +1 MD
    2. The voice is teaching you. You no longer fumble with any weapon, and can choose to attack recklessly (dealing double damage, but having your AC halved) or defend yourself (being unable to attack, but having +4 AC)
    3. The voice is becoming louder. +1 MD
    4. The training is complete. Gain Advantage on all Initative and to-Hit rolls.
  126. Companion of Jehu (II) (Phlox) Start with girded loins, sandals, and a spear
    1. as a cleric, but you cannot touch items holy to another G_d.
    2. Once, anoint someone as a rightful ruler. If they respect your religious authority, they automatically attempt to overthrow the government and install a theocracy.
    3. After a battle, stack the heads of your foes in a heap. On the next day, you may replace a d20 roll with the number of heads heaped (in a system where rolling high is good.)
    4. You have all the abilities of a 3rd level cleric, but any clerics who follow you have an iconoclastic and warlike bent.
  127. Demon Barber (SunderedWorldDM)
    1. Any time you attack a restrained or surprised enemy, you can sever a limb on a hit
    2. You have advantage on CHA checks to lie or fit in
    3. When you use humans in cooking, you have ADVANTAGE on rolls to cook, and eating something you've made that has human in it remains your Level in HP
    4. Creatures intrinsically fear you, even those stronger than you
  128. Devil on Two Sticks (Archon, Machine Sage) starting equipment: a pair of metal stilts, a long spear, a mask painted with strange symbols
    1. While on your stilts, you take no damage from hazards on the floor (poisonous goop, pressure plates) and can walk through hazardous terrain with no speed penalty.
    2. While wearing your mask, all enemies' morale rolls are at Disadvantage, and you gain Advantage on Charisma checks used to threaten
    3. Your strikes from above are immobilizing. While on stilts, melee attacks prevent the target from moving on their next turn.
    4. Your strikes from above are lethal. While on stilts, deal +1d6 damage with melee attacks.
  129. Orphan of the Castle (Corgifan2) Start with: Raggedy formal clothes, a pen knife, running shoes, a pet rat
    1. You can navigate and crawl through tight spaces, that would trap or befuddle others, with ease
    2. You can memorise the layout of any building with ease, so long as your spend an hour there
    3. You can blend into the background of any courtly scene, and no one will notice you unless you act particularly suspiciously
    4. You can perfectly impersonate any servant or similar castle staff, provided you have a suitable disguise
  130. Female Pontiff (Oblidisideryptch) Start with an ornate scepter, a quality hat, and one obsequious priest underling.
    1. You are a female, but also a pontiff. You wield vast religious power but, annoyingly, your priest retainer knows who you really are and is blackmailing you for a cushy position. You can't kill him, that would cause you to lose your power. Neither can you contract anyone else to kill him.
    2. If you bless someone, you can cure them of any ailment provided they repent their sins. Might take some time to listen.
    3. You know when any woman or girl is being wrongly accused of witchcraft, and where. Of course you can pardon them.
    4. You can now excommunicate people from the Church, provided they do something to offend you gravely.
  131. Little Italian Boy (deus ex parabola) start with a zoot suit and a machine gun
    1. You come from Little Italy, whether or not Normal Italy exists in this world. You know how to use your machine gun and you can scare up another 1d6 Little Italian Boys at a moment's notice.
    2. Your capo has noticed your skill with the gun, and has promoted you. Six Little Italian Boys follow you around loyally, and you can scare up 1d6 sticks of dynamite and an escape vehicle at a moment's notice.
    3. Immunity to Law.
    4. Become a capo, enter the realm of famiglia politics and build a stronghold of Little Italian Boys.
  132. Black Band (Archon, Machine Sage)
    1. You play as all 6 members of Argazargifar, a black metal band. 1/day, after 5 minutes of setup, you can start playing, deafening everyone in a 100' radius. You cannot move while playing.
    2. Your music has gotten spicy, integrating occult symbology and themes. Every minute you play deals 1 damage to everyone inside the deafening radius.
    3. The music's gotten a bit more than spicy - while playing, you can choose to summon 1 Minor demon.
    4. Alright, i think you've gone too far - while playing, you can choose to summon 1 Major demon.
  133. Three Rivals (SunderedWorldDM) starts with a pistol, fancy hat, burned book
    1. Choose two people you know. When you both attempt a simultaneous or opposed roll, and you roll better, gain an Ego Point. Spend EP for bonuses on rolls.
    2. Gain an EP every time one of your rivals fails a roll.
    3. You can use your EP on allies, or use them to give your rivals penalies.
    4. You cannot die as long as one of your rivals still stands.
  134. Maid of the Lighthouse (Corgifan2) Start with athletic clothes, a rope and harness, crampons, toolbox, lenses
    1. You can construct electric lanterns, these last for double the length of an oil one
    2. You can lure creatures towards any light source you hold or project
    3. You can climb sheer surfaces with ease
    4. You can project light out of yourself, with brightness and range to your choosing. You are also affected by it (if it is blinding or otherwise detrimental)
  135. Vizier’s Revenge (RandomWizard) start with fancy court outfit, poisoned dagger, and some combination of goatee, mustache, and monocle
    1. You’re an advisor to some relatively minor ruler-type. They don’t actually have much power, but they are easily manipulated for your vile schemes. (You definitely have vile schemes.)
    2. The ruler figured out that you were manipulating them for your (possibly true, possibly fake rumors) vile schemes. You’re kicked out of their court and pursued by their soldiers.
    3. You get your revenge. Maybe with the help of another rival ruler, you have an effective assassination plot set up against the one you formerly manipulated.
    4. Once the plot succeeds, you become the ruler in their old position. That’s how monarchy works, apparently. A suspicious individual appears as your advisor; There’s a 3-in-6 chance they’re another Vizier’s Revenge, here to manipulate you. The referee makes that roll in secret.
  136. Deal Boatman (Phlox) start with a long oar, a gondola, and a moneybag
    1. If rivers are involved at all, you can cut the time needed to travel somewhere in half. Also, people are compelled to pay whatever fare they promise you.
    2. You may reroll random encounters while travelling. Coins and travel supplies do not take up inventory slots.
    3. If someone has ever paid or promised you fare, you can travel through their stream of thought.
    4. If you die, you can return with the promise of two copper coins. Two specific copper coins, each of which is difficult to acquire in their own way.
  137. Gold Seeker (Purplecthulhu) start with miner's clothes, pickax, gold pan, dynamite
    1. While resting near a body of water, you can spend your downtime panning for gold, and earn 1d8 gp
    2. You can mine at twice the speed of a normal person. Using explosives to mine does not damage gems or precious metals
    3. You can smell gold, and trace the scent.
    4. You find a map to a hidden cache of gold great enough to make a dragon jealous.
  138. Flying Dutchman (Corgifan2) Start with: a pistol, a pair of clogs, and a bouquet of tulips
    1. If you flap your arms really hard, you can fly for a few minutes until you get tired
    2. When you scout or survey an area from the air, you can perfectly transcribe it into a map
    3. When you barrel into someone from the air, your attack is ENHANCED (or equivalent), and you take no falling damage
    4. You sprout a great pair of butterfly wings that allow you to remain aloft for hours, with your hands free
  139. Soldier's Wife (SunderedWorldDM) start with a ripped photograph, rusted bayonet, packed suitcase
    1. All attack rolls from people CLOSE to you have a bonus equal to your level.
    2. Those who knew your husband know you and your loss, and seek to serve you. Military people know of you.
    3. A soldier courts you. A 1st-Level Fighter with unshakeable MORALE follows you for no pay. If you fall in love with them, gain all your Levels in a different class.
    4. Once a day, your grief can make your husband return, possessing your lover (awkward as all hell). They are instead a Level 4 fighter while posessed.
  140. Hangman's Daughter (Phlox) Start with 30' of rope, lipstick, a harness, and a cuirass
    1. ropes you tie are never dangerous when you want them to be safe, and never safe when you want them to be dangerous.
    2. Make eye contact with someone for ten seconds to get +1d6 damage against them for an hour
    3. Once a day, charm a stranger. whenever anyone you've kissed dies, regain 1d6 HP.
    4. Animate dead at will. The undead uniformly hate you.
  141. Man with the Iron Mask (I) (Phlox) start with an iron mask, a metal baton, 1d4 random keys
    1. Your head is immune to damage and dismemberments.
    2. You can quickly pick locks and unjam mechanisms.
    3. Automatically befriend unimportant convicts and non-notable nobles.
    4. If you have never removed your mask intentionally, you may do so now to reveal you are the rightful ruler.
  142. Man with the Iron Mask (II) (Oblidisideryptch) Start with an iron mask bolted into your skull, scars, and a relentless will to live.
    1. The mask, forced upon you against your will, marks you as property. You are not anyone's property, but you may go unlooked walking against those who claim to own others.
    2. You are immune to pain. That doesn't mean that others' pain doesn't move you.
    3. If you headbutt someone who considers you inferior, they must Save or their skull cracks.
    4. The rivets fall out.
  143. Robber's Foundling (Oblidisideryptch) Start with 4 items pilfered from other party members. Whoops.
    1. Your parent taught you that most things worth stealing often aren't worth much in the grand scheme of things. Therefore, you can choose to steal something that really matters, like someone's name or heart.
    2. When you take something from someone, they know the direction to you if you choose.
    3. When you steal something, you can choose to replace it with something else.
    4. You adopt a foundling. Careful, they might steal your heart.
  144. Boy Detective (Spekkio) start with a big lens, dusting powder, notebook, too-big deerstalker.
    1. Adults tend to ignore you unless they already know you or you represent an urgent need for their attention.
    2. When looking through any lens, you always notice visual clues.
    3. You gain a trusty sidekick, usually an animal or another child. They've got your back. They start at one template (any tha your GM approves), and they do not grow unless you defer experience to them.
    4. You may designate a single Criminal Nemesis who must be a person that has committed a crime or at least caused you an affront,  AND both of you survived that encounter (if you were in their presence). Your nemesis will never threaten to cause you serious bodily/mental harm (or worse), and may even prevent harm to you if convenient. If you eliminate, travel away from, or reform your Nemesis you may designate a new one. Your Nemesis also gets quite good at getting out of jails or similar.
  145. Young Duchess (Oblidisideryptch) Start with a long-suffering butler, a sun umbrella, and an unassailable sense of superiority.
    1. When someone does something improper, you may sniff and command your butler to correct their etiquette. The rube must Save or spend a minute learning their mistake. Your butler is quite good at dodging.
    2. If someone displeases you, dispatch a letter to your parents. In 1d6 days, that person will disappear or be fined and publicly mocked.
    3. A cloud of annoying suitors begins to coalesce around you. You may implore a suitor to take a hit for you, provided you spend an hour dramatically crying over their body. The number of suitors you have is 1d6 if you must count and they are absolutely useless for anything except poetry and posing.
    4. Your parents are worried about you, and send a large, bulky man to bring you home safely. He can deal with just about anything but will not fall for any trick more than once.
  146. Lover of Many Scrapes (Gorinich) start with a knuckle dusters and a wild grin.
    1. You can always get another person to fisty-cuff you under a specific restirction as long as you follow that restriction as well.
    2. Do a free combat maneuver when a damage die rolls it's max against you. Threats of pain mean nothing to you.
    3. You brim with ethusiasm, making you immune to mind-influncing effects as long as your in a scrape. Allies can also reroll on mind-influncing effects if you make a cool one-liner.
    4. One of the people who you've fought becomes your Arch-Nemisis. Both of you get advantage to track and fight against each other and disadvantage to land a killing blow. If one of you dies, the other falls into dispair and loses all thier class levels. It's blatently obvious to everyone but yourselves that you two are madly in love.
  147. Skeleton Hand (SunderedWorldDM) Start with a soul and nothing else
    1. You are a dismembered hand. You can sneak about and manipulate fine objects much easier, but can't really hold things. You speak in an oddly resonant baritone.
    2. Your fingers work like lock picks, and your touch deals your Level in necrotic damage.
    3. You can fly about and shoot bolts of elemental energy. 
    4. Your body comes back to serve you.
  148. Outcast (Gorinich) start with worn boots, dusty jacket and an old pistol
    1. You don't belong anywhere. Immune to social powers and comforting deceptions.
    2. You know is someone is utterly lonely by looking them in the eye, and can always get at least one honest conversation from it.
    3. You can always get out of a building your in.
    4. You recognize that "Outcast" is a label placed on you by others, so choose: Embrace it, you can now count as non-existent when it's most convenient. Reject it, gather the misfits and rejects you've met on your journey, lose your levels in Outcast, gain the first template of some othe class and form a community.
  149. Discarded Queen (I) (Oblidisideryptch)  Start with a loyal lady servant, secret support of your noble family, and a burning indignation.
    1. Your ex-husband divorced you after the 5th daughter and married a younger cousin of yours. The bastard. You retain all your connections and can call in 1 powerful favor per week provided it doesn't directly affect your ex or his allies.
    2. You were the Queen, and to some you still are. You may rest at anyone's lodgings for up to a month for free, and requisition up to 4 servants for "business."
    3. You can ignore any laws you want as long as you publicly apologize to the person you offended.
    4. Your ex dies, leaving behind a pregnant wife. There's an opening for you to become regent, if you fight for it.
  150. Discarded Queen (II) (Phlox) Start with a tiara, a lapdog, and most of a deck of cards
    1. Your knowledge of ancestral architecture gives you a dwarf-like ability to detect stone features and a rogue-like ability to detect traps.
    2. Anyone who is totally out of touch with politics will believe you are still the queen.
    3. You are more adventurer than royal now. Choose to accept or reject this. If you accept, deal +1 attack when flanking with a party mate. If you reject, followers are utterly loyal to you as long as you mistreat them.
    4. Whenever you win a battle with poise in civilized spaces, gain 2d6 loyalist followers.
  151. King of Beggars (Oblidisideryptch) Start with rags, seven rats tied together by their tails, and a spy network envied by monarchs.
    1. As long as you have a round to prepare, you can blend in perfectly to any city street.
    2. You may plant any rumor with a person in mind. It reaches them in 1d6 days.
    3. If you ask piteously enough, you can borrow anything for a minute before the owner's thoughts catch up with them.
    4. You can move at any speed and direction through a city, even with a group.
  152. Unstoppable Thief (Phlox) start with a crowbar, a flail, action jeans, and a cashbox
    1. You have DR 4 while stealing
    2. When grappled, steal something to escape their hold
    3. Get 5 extra inventory slots that you can only use to hold things you found that day
    4. Lose 2 HP to jump through a wall, leaving a you-shaped hole behind
  153. The Wanderer (Phlox) start with a wide-brimmed hat, a sword whip, and sensible pauldron armor
    1. As long as your foe doesn't know your name, ignore DR, intangibility, and immunities from your attacks.
    2. +1 attack in fights you didn't start. Almost no one remembers to ask your name.
    3. Prevent all noncombat damage dealt to you and belongings you control.
    4. When you defeat a foe with 4 HD or less, you may exile them from existence
  154. Porcupine Demon (Phlox) start with punctured robes, an ivory unholy symbol, and spiky cleats
    1. anyone who touches you takes 1 damage. Unarmed attacks deal +1 damage.
    2. Roll into a ball and charge for 1d10 damage. Also your boss skypes you to let you know when unholy activity is in the area.
    3. Nestle a harvested heart in your quills. You cannot be killed until it is removed, but it pulses with obvious light and power.
    4. You may designate one person who can touch you without harm. All others catch fire when they touch you. Create fires at will.
  155. Treasure Hunter (Phlox) start with 60' rope, an extendable pole, a spear, and a telescope
    1. You can either climb as quick as you run or climb without needing to roll. +1d6 damage against treasure.
    2. Track treasure like bloodhound. Whenever you gather rumors, you hear an extra one about treasure
    3. Magical weapons deal 1d6 less damage against you. Also, you can echolocate in the dark.
    4. Whenever you kill a treasure, its corpse is worth as much as it would if it were still functioning.
  156. Tribunal Warrior (Morgan) Start with a giant gavel, judge's robes, and a long list of people who hate you)
    1. If you can prove that you have a legal reason to fight somebody, you gain +1 to attack that person and you ignore any immunities they have to your attacks.
    2. When you defeat a foe with HD equal or lesser than yours, you may instead spare their life and cast Geas on them with up to [TEMPLATE] MD. The goal of the Geas cannot be illegal.
    3. You can sense any crime occurring in a 100 foot radius around you.
    4. Once per day you can escape the legal consequences that your actions may hold. (Actions that are legal depend on where you currently are. For instance, if you are in an empire town, many actions may count as illegal versus a border town with few established laws)
  157. Dark Knight (Phlox) start with fully plate, a crowbar, and climbing gear
    1. Do thief feats silently, even in armor
    2. When you get the literal drop on a foe, do +1d8 damage and ignore harm from the fall
    3. Lanterns you light only illuminate what you want them to
    4. 3/day, swallow a loud sound. later that day, blast someone or something with it for damage.
  158. Sanguine Dragon Slayer (ArkosDawn) Start with a executioner’s sword, a ragged crimson cloak, arm wrappings, a small knife, and a smiling demon mask
    1. When your blood is drawn, you can choose if it’s a poison or not. When your blood is a poison, anyone else who is exposed to it must Save or 1d4 Max HP per hour, for a the next [templates] hours. In addition, whenever you take damage, you can fire jets of your blood at a target within [damage] feet.
    2. When you ingest a being’s blood, you become aware of it’s exact position for the next twenty four hours.
    3. You deal double damage to all enemies who have more HP then you. Also, your blood is now incredibly flammable, and when it is burnt as poison, the smoke is poisonous in the same manner as your blood.
    4. When you drink the blood of a monster that you dealt the killing blow to, you can gain one of it’s abilities.
  159. Lucky Witch (Tatters) Start with pointed hat, loads of worthless jewelry, and a face full of scars
    1. Gain a d4 Luck Die for each Lucky Witch template you possess. You can add or subtract one roll of your Luck Die from any d20 roll you make. LD return at dawn.
    2. Spit at someone to curse them with an ongoing -1d4 to d20 rolls. While you are cursing someone, you also have an ongoing -1d4 to all d20 rolls.
    3. Once per day, turn a penalty to a d20 roll you make into an equivalent bonus (-4 to +4, et cetera). Impossible feats (that you wouldn't roll for) are still impossible.
    4. You can use your Luck Dice on any d20 roll, not just yours. Additionally, once in your life, when you die, return the next scene looking only slightly worse for wear.
  160. Fanged Wizard (Morgan) Start with gothic robes, fangs, and a cursed family estate
    1. Your fangs deal damage like a shortsword. If you spend 10 minutes draining somebody's blood, you regain 1 MD.
    2. If you spend 10 minutes draining somebody's blood but leave them alive, you can scry on them at any time for a week. You can hover 1' off the ground at will.
    3. If you spend 10 minutes draining somebody's blood, you can look like them for an hour. You can give off a fantastical sparkling sheen at will.
    4. Your fangs deal damage like a greatsword. You can burn 2 MD to instantly drain somebody's blood.
  161. Red Prince (deus ex parabola) start with a long wavy dagger, red robes and a carnival mask
    1. Immunity to the negative effects of disease and poison. You can spread disease and poison through your blood and saliva.
    2. Once a day, phase through twelve inches of material.
    3. Cast Detect Aristocracy with 3 MD at-will. Suffer the dooms and mishaps of a Metatron.
    4. Create a new disease with new symptoms and new vectors. Dictate the conditions under which it can be cured. You are the first of the infected.
  162. Porcupine Demon (BaaL) Start with quill piercings, brass monocle and a bag of porcupines who sold their souls
    1. Razor sharp quills coat your body. Instead of armour you gain the benefits of full plate. You can cumulatively lower your defense by 1 to deal D4 damage to all adjecent creatures unless they save. You regenerate 1 defense per ration devoured.
    2. You can spend ten minutes to devour any inedible organic matter as a ration.
    3. The quills are serrated and get stuck in everything they touch. Only you know how to loosen them.
    4. Your quills can penetrate anything, increase quill damage to D6.
  163. RISEN LORD (deus ex parabola) start with traveling clothes, a set of distinctive wounds, and a time limit
    1. The blazing crown on your head sheds daylight out to 30'. Up to [level] times, grant an MD and a single spell by kissing the forehead of a faithful follower.
    2. Creatures with fewer HD than you must save when they see you. Those who fail the save flee or fall prone, your choice.
    3. Those to whom you have granted MD can fly and predict the weather (terrible storms as far as they can see).
    4. When you enter a new city, destroy it.
  164. Mortar’s Fury (BaaL) Start with 3 bottles of vodka
    1. Upon fuming with rage, launch your soul  as a mortar shell by screaming. It lands as far as you can see for [Template]D8 damage, a choosen creature killed by the shell is your new furious body, or you land against the ground, helpless until shoved inside someone manually.
    2. Your host has an inner temperature hot enough to melt metal.
    3. Everything beneath your trajectory may Save or seek to harm that which it hates.
    4. When landing helplessly, leave a 30 feet radius crater.
  165. Unrestful Priest (deus ex parabola) start with clerical garb, a superlativesword, and 4 MD
    1. You are old, and bitter about growing old. Pass all saves automatically. You cannot harm the innocent and you must harm the guilty. -1 MD.
    2. You have not yet met the thing strong enough to kill you. Extra attack per turn. -1 MD.
    3. Receive news of the death of your last friend. +10 HP. -1 MD
    4. Forget all of your spells. You can't die of old age. -1 MD.
  166. Bitter Waterfall (retrograde tardigrade xenograft) Start with no items
    1. You are a stationary body of water. You are drinkable, but will not be drunk by animals due to your bitter taste. You have 20 more hit points than usual, and recover 10 hit points every day. You only lose hit points by your water flow being blocked or by spending them. You may spend X hit points to create a body of a water spirit under your full contorl with X hit points. It uses your stats, and can move up to X times 30 feet away from you. This body can lose hit points as normal, and its attacks deal d6 damage. You may only take this template at first level.
    2. You may spend 5 hit points to hurl a projectile, dealing 2d6 damage. Its point of origin may be either you (the waterfall) or your body, though in the latter case the body loses hit points. When someone drinks water from you (not your body), you may spend X hit points. If you do, the drinker recovers half XP hit points and stops aging for the next X months.
    3. You may have your body change its shape into water, which can travel along surfaces at 10 feet per combat round (or equivalent time), but loses 1 hit point per round when travelling across solid stone, 2 when travelling across wood or gravel, and 3 when travelling across dirt or sand. Extrapolate from those to judge how other surfaces should be handled. Others may drink from your body to replenish health as per B. When someone tosses a coin into you, they gain advantage on a roll of their choice within 24 hours.
    4. Your body may replenish itself by absorbing freshwater, with one litre replenishing 1 hit point. You may spend 20 hit points to create a rainbow at your location, attracting d3 unicorns, d3 pegasi, and d3 treants from the nearby woods. They will follow your body for one day, but will refuse to attack civilians and creatures of the forest.
  167. Eternal Warrior (Tatters) Start with piecemeal armor, rusted sword, faded tabard, and hazy memories
    1. You obey a heroic code of your own devising. Gain an extra attack whenever you are engaged in honorable combat.
    2. So long as you behave heroically, your hirelings will never desert or betray you.
    3. Give a rousing speech to assemble a small but enthusiastic host of 2d6 unskilled fighters in any town or city.
    4. You cannot die unless it is directly by the hand of another sentient creature. When you die, the creature that killed you loses most of their memories and gains template A of the Eternal Warrior class.
  168. Sorcerer's Guard (Phlox) start with a shield, a crook, an odd cap, and asbestos armor
    1. When you hit a foe, knock them five feet in any direction. Adjacent allies get a bonus to AC equal to twice their MD
    2. Move a willing ally up to 15 feet, including over or around obstacles. When you make lunch, anyone who eats it tests their con to regain a lost MD.
    3. Magical items take up half as many inventory slots as normal. Make a free attack when an adjacent ally casts a spell.
    4. Freely carry magic users; they take up inventory slots equal to their MD. Automatically befriend magic users and most travelers.
  169. Bloodthirster (retrograde tardigrade xenograft) start with a two handed axe, a knife, a blindfold, a gag, and 50' of rope
    1. You lose 5*[template] HP every day, but gain 1 HP for every 250 millilitres (1 real-world glass) of blood you drink. You cannot get diseases from drinking blood. When drinking blood from a creature living creature, including yourself, it loses a quarter of its max HP when it loses a tenth of its blood volume, half maximum HP when it loses a quarter of its blood volume, and three quarters maximum HP when it loses half of its usual blood volume.
    2. After having drunk a litre of blood in a day, gain an extra attack until the end of the next day. You do not need to eat food as long as you drink blood.
    3. After having drunk 5 litres of blood (approximately one full human) in a day, gain advantage on attack rolls until the end of the next day.
    4. Your body replenishes 1 litre of blood per day, holding up to 10 litres. You do not lose HP for losing blood in excess of 5 litres. too fast
  170. Devil's Bane (Morgan) Start with a holy symbol, a clock, and a ceremonial dagger
    1. You have been chosen for a holy mission. Once per day you can ask an angel for advice. The angel typically encourages clever but emotionally detached and violent solutions. You gain +1 ATK and ignore immunities and resistances when attacking devils.
    2. Devils and things of unholy nature cannot enter within 10 feet of you. Sinners sweat uncontrollably in your presence.
    3. Devils and things of unholy nature cannot enter within 100 feet of you. Sinners actively burn in your presence, losing 1 HP per minute they spend while within 10 feet of you.
    4. You explode in a brilliant shower of light. Every devil that exists on the mortal plane disintegrates. Sinners are all branded with burning flesh and cancer. Angels make a great diaspora to Earth. Your mission is complete.
  171. Thrall of the North (Phlox) start with an ice pick, an ice saw, and a parka
    1. generate up to 30 pounds of ice a day (10 pounds per inventory slot). You are plagued by uninformed opinions from the arctic spirit that inhabits you.
    2. Reshape ice at will. Detect spirits and certain monsters at will.
    3. Immune to cold damage. Your body is 10 degree Fahrenheit. The arctic spirit will try to be more helpful from now on.
    4. Always get treated hospitably. The arctic spirit now loves you in some way.
  172. Falling Rock (Phlox) start with a shmuck and a sense of impending doom
    1. possess a random humanoid in the general area of where you are destined to land. They are instantly the most knowledgable person in the world with regards to engineering and physics.
    2. Convert any magic item your rube possesses into an anti-gravity item of equivalent power. Shit, this is taking too long.
    3. Convert any cleared dungeon into a spelljammer craft.
    4. Rocks fall, everybody dies
  173. Rage Witch (Phlox) start with a tattoo, a switchblade, and a cape
    1. Enter a mystical rage where you have 1 MD per Rage Witch level, cannot focus or act defensively, and inflict any mishaps or dooms on your targets. Get 1d4 fatigue after.
    2. Break objects like your fists are made of adamantium
    3. You can cast spells while grappling
    4. When dying, you are not incapacitated until dead.
  174. Frozen Ghost (semiurge) Start with: hooded cloak, picture-locket, and hoary shiv.
    1. Icebound Heart: Immune to negative and positive emotional/morale effects, generally emotionless, can spread this [template] other people per day with a kiss. You’re a dang frozen ghost: take double damage from fire/heat
    2. Stay Frosty: You’re really cold. Deal 1d6 damage unarmed by freezing people solid. Can cool/freeze liquids by touching them.
    3. Shooty shooty icicle: can deal 1d6 at range by shooting an icicle
    4. Winter Walks With Me: Change the season of your immediate surroundings to winter. Temperatures drop, plants die, the surface of water bodies freeze, etc.
  175. Haven’s Foe (semiurge) Start with: blackjack, balaclava, soft-soled boots.
    1. Home Is Where The Heart Is, And The Heart Shall Bleed: Any obstacles to breaking into or otherwise infiltrating someone’s home are half as impeding. Doors have half the durability, locks are half as hard to pick, squeaky floorboards make half the noise, etc.
    2. Shriek of the Mara: Once per day make a hideous sound. Everything asleep within earshot wakes up and is affected as though by Confusion.
    3. No Ground Less Sacred Than The One I Tread: Magical wards, barriers, forcefields, etc., become ineffective towards you. If you become undead, holy ground can’t harm you, and so on.
    4. The Wicked Soul Knows No Rest: Whoever kills you is afflicted by an irrevocable curse that torments them if they ever try settling in one place for more than a night again. Anyone trying to kill you becomes aware of this curse.
  176. Changeling Thief (Phlox) start with a borrowed face, a borrowed name, and a magical tchotchke)
    1. Sneak like a rat, eat like a troll, and climb like a monkey. Also, steal faces during a surprise attack
    2. With a charming smile, guards will invite you back and host you.
    3. Steal intangibles like laughter, skills, or memories
    4. With five unsupervised minutes, turn a baby into a horcrux.
  177. Unbound Thief (Archon, Machine Sage ) start with a sky blue cloak, a dagger, and an ornamental chain gifted to you by your teacher
    1. you are unbound from the chains of the world. Turn off the effects of gravity for yourself at will
    2. while unaffected by gravity, you are silent
    3. your gravity radius increases, affecting everyone within 30 feet
    4. the chains do not bend you - you bend them. You have complete control of gravity within your radius
  178. Torture-Bound (Vayra) starts with a cat-o'-nine-tails, a concealing hood, an apocryphal-to-the-orthodox holy text, crippling guilt
    1. Whenever you take damage, you get an equivalent bonus on your next d20 roll made within one minute.
    2. You're proficient enough with whips and medieval torture devices to always inflict the desired amount of damage when using them.
    3. You can cure diseases and curses though bloodletting.
    4. Your soul is either condemned, or exalted. Either way, you're immune to malignant effects of the soul and when you die you will not be able to be resurrected or raised as undead.
  179. The Stolen (I) (Vayra) starts with a half-eaten apple, a pair of infant's shoes, a box of candy, a wreath of flowers)
    1. You are recognized as a member, or at least prized possession, of the faerie court. You can speak to wild animals and common fey, and they will never attack you except in self-defense.
    2. You receive a gift from your patron; a death spell and a new pair of eyes. The death spell kills the already dead or dying, and recharges whenever you witness the death of something with a soul. The pair of eyes let you see and communicate with ghosts.
    3. You receive a gift from your patron; an enchanted sword with a name like ONE BY ONE or OFFEND THE INEVITABLE, delivered by enormous raven.
    4. You learn the location of the changeling that replaced you. If you kill them without the touch of iron or steel and bathe in their blood on the night of a full moon, you will become a true member - though not a popular one - of the faerie court.
  180. The Stolen (II) (Morgan) Start with a dirk, a love letter, and a pouch of fake jewels
    1. Come up with a categorical noun (such as money, honor, weapons, etc). Roll on the Stolen Punishments table below. When somebody steals one of your categorical nouns from you (such as somebody stealing your love or honor or treasure), you can inflict one of the Stolen Punishments that you rolled on the thief. All Stolen Punishments last an hour. STOLEN PUNISHMENTS:
      1. Steal one of the thief's memories.
      2. Steal the thief's swiftness. (Their Dexterity is reduced to 1, yours is increased by their Dexterity modifier)
      3. Steal the thief's voice.
      4. Steal the thief's treasure. (All valuables on their person are now yours)
      5. Steal the thief's social standing. (It becomes obvious that the thief is a thief)
      6. Steal the thief's magic.
    2. Come up with another categorical noun. Roll again on the Stolen Punishments table below, reroll duplicates. Choose somebody who you trust. Now Stolen Punishments also activate if the trustee is stolen from.
    3. Come up with another categorical noun. Roll again on the Stolen Punishments table below, reroll duplicates. Stolen Punishments last a day.
    4. Come up with another categorical noun. Choose another trustee.
  181. The Spirit of Fate (I) (Phlox) start with totally random equipment
    1. You have been imprisoned in this world as a mere mortal. All supernatural creatures treat you as an important person, though many will mock your predicament.
    2. Destiny is beginning to unravel without you to direct it. Once per day, when someone makes a roll you can physically snatch it before the die finishes rolling. You may perform the action, changing targets as necessary.
    3. An adjunct council is currently driving destiny. Each day, benefit from 1d6 small coincidences from helpful members of the council and 1d4 small coincedences from harmful members
    4. When you die, you hatch as a near-omnipotent fate deity. Receive 1d4+1 "protections" from council members to keep you from dying and 1 loophole that would kill you for good.
  182. The Spirit of Fate (II) (Vayra) starts with a set of dice, a deck of cards, a skein of woolen yarn
    1. You always win at games of chance. It's not a cheating thing, just fate.
    2. You feast on bad luck; heal 1 HP whenever you roll a 1. If you actually swallow the die in real life, it counts as a critical success.
    3. If you slam your hand down on a die before it finishes rolling and successfully pin it to the floor/table/whatever, you can reroll it if you don't like the result it landed on. The GM is also allowed to do this on rolls that affect you. You can't do the same thing to the reroll.
    4. Once, you can roll any dice associated with an action in advance and then decide whether to go through with it or not. You regain the use of this ability whenever you roll a critical success.
  183. Raging Witch (I) (Morgan) Start with a bag of teeth, a loincloth, and a sharpened wand)
    1. Tired of being scared, you have summoned demonic assistance to help you throughout life. When in situations that are high stress, you grow claws (damage as shortword) and wings (fly 5' in the air). Once per day you can ask your demon for advice. They will typically encourage bold acts of justice and passionate violence.
    2. You can always go first in fights, but when you do this you move in a frenzied burst. Place yourself next to the closest enemy, they must make a save or be grappled by the throat.
    3. If you spend 10 minutes giving a speech to a crowd, you can get them riled up and ready for violence against somebody/something of your choosing. After 10 minutes roll a Wisdom save, on a success the crowd disperses, coming to their senses. On a failure, you no longer control their violence and their bloodlust is not yet sated.
    4. When in combat or a high stress situation you can give control to the demon. The conflict causing the stress/combat is immediately disposed of in a horribly grusome matter. You wake up in a day having committed D6 violent crimes. There are many witnesses that you don't remember.
  184. Raging Witch (II) (deus ex parabola)
    1. People keep confusing you with the Rage Witch and it pisses you off. A lot of things piss you off. [level] times a day, release a stream of murderous invective so disgusting and terrifying that anyone who thinks it might be directed at them must check morale.
    2. When you pass a save, chuck whatever is in your hands at the thing which caused it. You can ignore fear if your first response is to scream and charge at the source. 
    3. Declare that you aren't afraid of one of the following: fire, blades, bullets, punches, poison or falling. You are immune to it.
    4. For every Rage Witch of equal-or-higher level you can find and beat up, gain an MD and a spell.
  185. BONUS: Class-generating AI (Corgifan2) Start with a trolley with wheels and a generator to power you, a squad of loyal worshippers
    1. You can generate a new class whenever your worshippers feed you ideas. You can assign one of your worshippers a new class once per day
    2. Your worshippers can overcharge you, given a source of electricity or similar magic. You can generate 1d6 classes without requiring any ideas. You can now assign a new class twice per day
    3. If you have changed their class today, you can see through the eyes of one of your worshippers as they do, until the end of the day. You can now assign a new class three times per day
    4. If you change their class today, you now have full control over your worshipper's very thoughts and actions, until the end of the day. You can now assign a new class four times per day
  186. BONUS: Lesbian Baking Witch (I) (Phlox) Start with whatever lesbian mystics on the OSR server deem appropriate, plus a familiar)
    1. cantrips, you can literally bake people into a pie. -1d6 to charisma tests with women
    2. +1 MD, identify magical ingredients and other Lesbian Baking Witches on sight
    3. +1 MD, get a broomstick, motorcar, or other sick form of transportation
    4. +1 MD, now get +1d6 to charisma tests with women instead of -1d6
  187. BONUS: Lesbian Baking Witch (A Blasted, Cratered Lexi) starts with a sword, a hat, a cat, oven mitts (heat immune), and a baker's cauldron
    1. You can bake spells into food by casting them in the process, to be released when consumed. +1 MD. You can learn Witch spells.
    2. You can use technically inedible things as ingredients in your baked goods. Consuming them provides a related temporary benefit. +1 MD.
    3. You're part of a coven of other lesbian witches. You can request their favors so long as you remain in good standing (i.e. bringing food to the moonlit naked bonfire meetups). +1 MD.
    4. Your confections are irresistible even to spirits and outsiders, and you can request their favors as well in exchange. +1 MD.
  188. Betrayed (start with a sword, a shield, and a keepsake) (Phlox)
    +1d6 damage against those whom you have sworn vengeance against; random encounters automatically include agents of those whom you have failed to bring vengeance against.
    B Automatically succeed when interrogating servants of your foes, so long as they have fewer HD than you.
    C Self-sabotage. You can always cause someone to slight you. Also, get 1 DR against environmental damage; it won’t be this that kills you.
    D When a spell reduces you to 0 or less hp, you learn it. +1 MD.
  189. Forsaken Grave (start with outdated licenses, seals, and writs, as well as a roundel dagger) (Phlox)
    A Convince commoners and animals you are nobility with authority.
    B You can enter an indignant rage, giving you +4 charisma for ten minutes. However, you must attempt to convince rather than physically attack, and get 1d4 fatigue afterwards.
    C You can always successfully flee nobles and legal enforcers. Also, learn +1 rumor when investigating ancient constructions in your nation of origin.
    D You learn what, if anything, can restore you to your original office. Also, once per foe per combat, you can spend your turn telling them to do something and they will do it.
  190. Blighted One (start with a bell, a staff, a bucket, and leprosy or something) (Phlox)
    A Intelligent enemies do their best to avoid touching you.
    B You and an opponent you touch both test constitution. The one who fails takes 1d6 attribute damage of your choice.
    C Reattach dismembered limbs with mud. Also, charm vermin and insects.
    D Throw a limb at a foe. They save vs. fear or flee.
  191. Stone Druid (start with a stone sickle, a homesick raccoon, and a geode) (Phlox)
    A Spend Stone Dice to ask small favors of stone, +1 SD
    B Spend SD to move stone walls, floors, and ceilings, +1 SD
    C Spend SD to become animate stone, +1 SD
    D You can create permanent Stonehenge Golems, +1 SD
  192. Black Towerer (start with very stretchy shorts and a sling) (Phlox)
    A Allies can climb you as easily as a ladder. They get +2 to attacks against foes lower than them.
    B +1 story in height, take half damage from projectiles.
    C +1 story in height, see all potential random encounters far in advance.
    D +1 story in height, carry twice as much but you cannot reach these new inventory slots yourself.
  193. Bandit Monk (start with a pair of tonfa, a rustic hat, and a burlap sack) (Phlox)
    A While carrying rural or no weapons and wearing light or no armor, leap 15 feet (horizontal or vertical).
    B When you hit someone while unarmed, take a random item from them. (Not their wielded weapon or worn armor).
    C +2d6 to dexterity tests while unobserved.
    D If you have mostly cleared out a dungeon or hidden wilderness outpost, automatically gain bandit followers each month.
  194. Accursed Skeleton (start with a flesh prison, a cutlass, and a breastplate) (Phlox)
    A Your bones regrow at 4 AM every day. This heals bone-related injuries. Also, dogs hate you.
    B Break off a finger in a lock to unlock it. Also, you can attack twice at half damage.
    C You can cause your ribcage to explode, damaging everyone in front of you for 2d6, save halves.
    D Take half damage from slashing and piercing weapons. Crack your skull to negate fall damage.
  195. Hour of Retribution (start with a pocket watch, righteous indignation, ghost clothes) (Gorinich)
    A You're a ghost haunting a pocket watch. You die if it stops, and you are invisible and immaterial while being observed.
    B You gain 1 MD whenever you witness a crime go unpunished (crime meaning some grievous act that effects your personal code of ethics). Spend MD to do spooky shit.
    C Whisper about what's coming into someone's ear and they will constantly hearing a clock ticking.
    D When you hear a person proclaim an oath of vengeance, you can give them one of your MD.
  196. Black Mantle (start with a fabulous black cloak, formal wear, cane sword, pocket sand) (Gorinich)
    A When you wear a black cloak, nobody can recognize you as the same person without the black cloak, no matter how obvious it is.
    B You always succeed when trying to physically blind normal people, and can attempt to blind normally unblindable ones.
    C You can walk or run or dance on a tight rope without fear of falling.
    D Nobody can interrupt you when you're in the middle of a dramatic monologue.
  197. Secret Monk (Archon's Court)
    A Your order has taught you many things. You automatically pass all checks related to gathering public information (history, the sciences).
    B Secrets can be seen with ease. Speak someone's secrets back to them to get an emotional response (provoke them, force a Morale check, etc.)
    C The mind is an organ, like any other. Once per day, when you hit with an unarmed attack, you can cause someone to forget 3 things.
    D Nothing can be hidden from you. Once per day, root through someone's mind, and learn all they know.
  198. Phantom Ship (start with an ethereal cutlass, fine tattered coat, half a dozen buccaneers, and spyglass) (Lynn)
    A Your dead crew can sing and dance in perfect rhythm.
    B Always survive a shipwreck.
    C Pass through walls.
    D Ride your spectral vessel at full speed. It is intangible to the living.
  199. Wizard of the Sea (start with an air bladder, a monkey, and a gold armband) (Phlox)
    A Throw gusts of air at will.
    B +1 MD. Cast sea-related spells.
    C +1 MD. Can now become a crab or sea creature at will.
    D +1 MD. Charon will do you favors now, preventing foes from resurrecting.
  200. Castle Fiend (start with 10 bricks, tattered pants, and a bucket of mortar) (Gorinich)
    A When you hit someone with a brick from up close, everyone else won't notice it.
    B You may drop 1d4 items to reroll attempts to climb, sneak, or harass.
    C You can instantly extinguish anything smaller then a bonefire.
    D You can throw up 5-by-5 wall in five minutes.
  201. Companion of Silence (start with chardun manacles, a simple robe, and a quarterstaff) (deus ex parabola)
    A Choose whether or not to be silent at the start of each day. While silent your strength score is doubled but you must save vs. death if you make any sound (this includes firing guns or stepping on twigs).
    B You can communicate, through gestures and eye movements, with any animal.
    C You may ask the spirits of the area one yes-or-no question for every hour you spend in silent meditation.
    D Once per lifetime you may share one truth, which is acknowledged by everyone as something monumental.
  202. Companion of Silence (start with snacks, grooming kit, small knife and military attire)(Gorinich)
    A You have a pet Silence, it's like a possum but huge, very very quiet, and nothing like a possum. It hates loud things and like tummy rubs.
    B You can communicate perfectly with animals and humans using only glares and meaningful glances.
    C Both you and your Silence can be invisible as long as you hold your breath.
    D You can ride your Silence and it's grown to a point where it can produce children if it can find another Silence to mate with.
  203. Knight of the Iron Ring (I) (Start with bronze panoply and a dagger) (Phlox)
    A You may take 1 point of fatigue to barrel through a substance that is softer than your armor. When overburdened, you do not take penalties to attack.
    B Extra attack per round.
    C If your armor is harder than a foe’s, get +2 to maneuvers against them. You receive no penalty to swimming for wearing armor.
    D Your flesh is as hard as bronze when you want it to be.
  204. Knight of the Iron Ring (II) (start with chain mail, signet ring, and really fancy helmet) (RandomWizard)
    A While wearing appropriate metal jewelry, your fists can fight as dual-wielded swords. If dual-wielding isn't a thing in your GLOG, it is now.
    B You can make your voice perfectly imitate the sound of a large, clear bell somewhere nearby.
    C You can throw metal rings (either worn on fingers, or ninja star chakram thingies) like boomerangs or poisoned throwing knives.
    D You can disassemble a suit of chain mail armor into rings, or vice versa, in only one minute. The individual rings work for other ring stuff you already know.
  205. Pirate's Bride (start with a knife, an apron, a glass eye, and ∞ grog) (Phlox)
    A You always have grog handy. When you would kill a foe, you can automatically make it flee instead.
    B When an ally really should have brought a mundane item with them, you remembered to pack it.
    C If you are wronged, you can head to port and call in an angry pirate crew.
    D Throw a piece of gold into a fountain, well, or river with a message inscribed on it. An intended recipient finds the message in the next saltwater they encounter and can send a reply.
  206. Maniac of the Deep (start with a loosened straightjacket, a fishing spear, and a waterlogged book) (Phlox)
    A Drowning does not cause you to die. Anyone who witnesses your dreams takes 1d8 wisdom damage.
    B You may glow in the dark.
    C You may destroy a spellbook or other important piece of information to reroll a save against an ongoing effect.
    D Whenever you fail a roll, the water level rises by 1 foot, receding at a rate of 1 foot every hour.
  207. Demon Dwarf (start with a mattock, lockpicks, 4 troll-fat candles, and a helmet) (Phlox)
    A Fires you start cast light only you can see.
    B Those who break agreements with you, knowing your nature, save vs. death.
    C You can crawl into a recently deceased corpse and pilot it around.
    D When you carouse, you may spend 500 gp to wake from a fugue having crafted a terrible magic weapon, with unique capabilities but harsh drawbacks.
  208. Demon Huntsman (start with holy chains binding your chest, a battleaxe, and a crossbow) (Xenophon of Athens)
    A You are a demon bound to hunt other demons. Your attacks against other demons deal 1d6 extra damage.
    B You can breathe fire.
    C You are undetectable in shadow.
    D Your bonds have been broken. Time to take revenge upon those who forced you to slay your kin. You always know their location.
  209. Destroying Sorcerer (start with a scar over your medulla oblongata, a tattoo under your hair, and a scalpel made out of indestructible ceramic) (deus ex parabola)
    A Your hands deal damage as a knife, and your touch corrodes metal in seconds.
    B Once per day, bring your hands together to cause a 4 MD fireball to go off centered on your location, dealing no damage to you.
    C Jump ten feet by setting off small explosions beneath you. Works in mid-air.
    D Flammable objects catch fire when you touch them, and fragile objects shatter when you look at them. Take half damage from all sources.
  210. Dice of Death (start with 2 bone dice and a drinking problem) (Archon's Court)
    A If you whisper the name of someone to your dice, you curse them. Both you and your target take 2d6 damage from seemingly random accidents.
    B Your Dice can be used on nameless things (animals, lesser angels, not demons, as they are all named).
    C When you curse something with your dice, you take the better roll of the 2d6.
    D Your curse extends - inanimate objects can be cursed, causing them to fall apart. This requires a detailed description of the object.
  211. Fatal Mystic (start with a turban or elaborate hat festooned with decorations and both ordinary and trick versions of: a deck of tarot cards, a set of dice, a bag of runestones, a box of tea, and a haruspicy knife) (Vayra)
    A You can tell fortunes, which takes a minimum of one round and requires you to be within handshake distance of the subject, though it does not require their consent. Roll 1d6 and consult the table.
    1. Death. All damage taken by the subject is doubled until the next dawn or dusk. At 4th level, they suffer 4d6 damage from a heart attack, aneurysm, falling rock, or other coincidental cause immediately after you read their fortune.
    2. Ruin. All of the subject's failures become fumbles until the next dawn or dusk. At 4th level, their most prized possession is destroyed at the end of the fortune's effect.
    3. Strife. Tempers flare around the subject until the next dawn or dusk, causing a -2 penalty to reaction rolls. At 4th level, someone they do not expect will move against them at the end of the fortune's effect.
    4. Bees. The subject continually emits bees from their orifices until the next dawn or dusk. At 4th level, this effect is permanent.
    5. Health. The subject's HP is doubled until the next dawn or dusk. At 4th level, any disease, poison, or curse affecting them is removed at the end of the fortune's effect.
    6. Glory. All of the subject's successes become crits until the next dawn or dusk. At 4th level, the next time they would die within that period they survive with 1 HP instead.

    B It's not your time, not yet: whenever you roll a die, call a number. If you roll that number, you heal 1 HP.
    C When you tell a fortune, you can twist the skeins of fate to shift the result one point in either direction. Each time you do, the next d20 you roll is a fumble. You can do this once per fortune, and the fumbles stack.
    D Your fortunes gain an additional effect, detailed in the table.
  212. Avenger's Doom (start with a basket-hilted backsword, a dirk, a revolver, and a uniform)(Xenophon)
    A You have a vendetta against those with a vendetta. If someone you meet is driven by revenge, you know, and you will bring them their Doom.
    B If a foe is driven by revenge, you have advantage on attacks against them.
    C You are supernaturally intimidating, especially while wearing a cloak.
    D You may pronounce Dooms. They will become true, so long as they are just.
  213. Secret Assassin of the Old Stone Cross (start with a fake tooth containing cyanide, formal wear, a boot-dagger, a cane-sword, and a stock of esoteric poisons) (Xenophon)
    A You are a member of a secret society, the Old Stone Cross. Kill their enemies to gain favors (they are well-connected in the upper-crust).
    B You can identify most poisons, venoms and esoteric substances with a sniff. You always have an antidote on hand.
    C Your poisons are effective against demons, ghosts and large buildings.
    D You are a Grand Master of the Old Stone Cross, and can designate enemies to be killed within 1d6 weeks.
  214. Invisible Husband (start with a loincloth, a metal bow which requires 30 strength to use, and twenty poisoned arrows) (deus ex parabola)
    A While unobserved, your Strength is 30.
    B Fly while not observed. If seen, return to your starting point.
    C Reveal your face to a lone target to force a save vs. charm, taking 2d6 damage if they succeed.
    D Converse with the g_ds at your leisure.
  215. Invisible Assassin (start with a towering hatred of all human life) (deus ex parabola)
    A You are a ghastly hunter-killer serving the bidding of an evil wizard. You are invisible and immune to mundane weaponry, but are compelled to follow your master's orders.
    B You can fly, and can track humans by their souls.
    C You can move between this realm and the ethereal plane at will.
    D Your masters control has slipped. You know his location (for the moment), and are free until he binds you again.
  216. Headless (start with off-color cloth armor, a mace, and a fancy hat) (Phlox)
    A Immune to head-based disfigurements. Can swing wildly to attack everyone adjacent, friend or foe.
    B Once per day, trip over some desired item that would make sense in the area.
    C Put a small item or animal on your neck-stump. It grants a minor related ability.
    D When a beneficial effect can only effect a certain number of people, you can get the benefit without counting against the limit.
  217. Dead Man Come to Life Again (start with funeral wrappings, holy symbol, perfumes and incense) (Purplecthulhu)
    A You control your perfumed funeral wrappings like ghostly fingers. They are deceptively strong.
    B You can call the lingering soul of the dead to possess its corpse and answer one question.
    C Mundane diseases and poisons are neutralized by your touch, and any physical defects caused by them are removed.
    D You will not die until struck with three mortal wounds.
  218. Western Warrior (start with a dozen knives, a gi, and a cowboy hat) (deus ex parabola)
    A While holding two weapons, make an extra attack each round at disadvantage. If you miss it looks like you totally meant to do that.
    B You can chuck a knife at someone before they make a ranged attack against you. If it hits, they automatically miss.
    C You can walk on water for as long as you can hold your breath.
    D Jump distance is trebled, and you only make sound while moving if you want to.
  219. Black Rider (start with a voluminous cloak, a blue-black Arabian, and an ancient arming sword) (deus ex parabola)
    A Your weapons deal damage that can only be healed by magic.
    B Move at triple speed on horseback when alone, or traveling only with other Black Riders. Treat rough or forested terrain as road.
    C Take half damage from all sources except fire and water.
    D Sniff out gold like a bloodhound. Always know the location of other Black Riders.
  220. Black Rider (start with a fabulous horse, outdated military attire and a carvery saber) (Gorinich)
    A Can never be knocked off a horse. There is always a  brief hushed silence when you enter a room.
    B Can teach a horse to enjoy the taste of human flesh.
    C If you are blind, then everyone within a 50 foot radius is also blind.
    D Get an temporary MD for each person who swears an oath of vengeance against you. Spend this MD to imbue horses with dark energies.
  221. Lady of the Fell House (start with a formal wear, a crumbling country mansion or a rich townhouse, expensive perfumes and makeup, and a poisoned dagger) (Xenophon)
    A No one will ever seek to do justice on you for your misdeeds so long as they take place on your property.
    B You can walk totally silently, even in formal wear, and can always sneak up on people.
    C You always know the location of any secret passages, doors, and chambers.
    D You can command ghosts and other spirits.
  222. Man With the Huge Umbrella (start with a huge umbrella and a nice suit) (deus ex parabola)
    A Your umbrella is six feet long, eight feet across when opened, and is completely indestructible. If you spend more than twenty-four hours not in its presence you die messily.
    B The umbrella length and breadth can increase/decrease to three/one third times its normal size. At full size it can carry [level] humanoids safely down from any height.
    C The umbrella is a +1 sword, and deals full damage to ghosts, undead and werewolves.
    D If you lay the umbrella somewhere (or it is carried away by something), you know exactly where it is and can immediately transport yourself to its location at any time.
  223. Mountain Fiend (start with 10 stones, a loincloth, and 66' of rope) (Phlox)
    A When you hit someone with a rock from a distance, make a free maneuver.
    B You may drop 1d4 items to reroll attempts to climb, sneak, or harass.
    C Stone is flammable for you.
    D You can dig a 5x5x5 cube in five minutes.
  224. Victim of Tyranny (start with a stick of dynamite, 100 feet of rope, a set of lockpicks, and tattered commoner's clothes) (Xenophon)
    A You are a victim of an oppressing power. You have a +1 to all rolls to help you Fight the Power.
    B The Man can never catch you with His searches and manhunts.
    C You can completely destroy any machine in ten unsupervised minutes, no matter how complicated or advanced.
    D You can completely dismantle any organization in ten unsupervised minutes, if you have access to their records or their leader.
  225. Mysterious Dagger (start with a classy bejeweled hilt, and some shmuck) (Gorinich)
    A You're a dagger with a sinister aura currently puppeteering some shmuck, and can easily control another shmuck if this one dies. You do not know how you got here.
    B If used to sacrifice a chicken, you can summon a random demon to this location.
    C You can move while no one is looking. Including flinging yourself to stab someone.
    D You figured out what you are, and by revealing this secret you can make someone a witch of some sort.
  226. Bride of Mystery (start with a thieves' lantern, a heavy veil, and a bronze saber) (deus ex parabola)
    A Supernatural beings will not hurt you unless seriously provoked.
    B An extra attack per turn.
    C If you pass a save against a mind-altering effect, the caster suffers the effect instead.
    D Enemies make morale checks the first time they see you on the battlefield and the first time you personally kill one of them.
  227. Wood Demon (start with shaggy unkempt fur full of mud and brambles, and a terrifying mask hiding a terrifying face) (Gorinich)
    A Your shaggy fur smells real bad, people gotta save to come close to you. Nasty bois will recognise you as their compatriot.
    B You are unbothered by rough terrain in a forest or wooden building, even in the thickest brambles in a full sprint. In fact you can run through it and leave no mark of your passing.
    C When a human suddenly sees your face they gotta save vs fainting.
    D When you dance that wild dance, hooves clip clop and horns swing-a-ling, nobody but the pure of heart can resist, they gotta join the party.
  228. Phantom Voice (start with formal attire, stage costume, creepy looking puppet and a bottle of gin) (Gorinich)
    A You can throw your voice, making people think your producing sounds from across the room. Your face doesn't reveal you are producing the sound.
    B You can mimic other people's voices really well and can do a really haunting howl.
    C You can throw your voice way farther, like across a meadow, and can have it emanate from any point with throwing distance.
    D You can scream without rest for a week straight.
  229. Doomed One (start with chain armor, a utilitarian longsword, a tattered banner, a grim look) (Vayra)
    A You are doomed, and you know and have accepted this. You're immune to fear and related effects. Random negative effects tend to target you
    B When an adjacent ally takes damage or rolls a fumble, you suffer instead of them.
    C When you touch anything cursed, the curse is drawn into you. Gain 1 HP for each curse you accumulate.
    D Your very presence spells doom: whenever anyone you're touching rolls a die, they roll twice and take the worse result. Also, if you would die, you survive until the end of your dramatic soliloquy.
  230. Ranger of the Tomb (start with a hornbow and 20 darts, three sticks of dynamite, 30' of razor wire and an alcohol lantern) (deus ex parabola)
    A Track undead like a bloodhound. No penalties for fighting in dim light, cramped spaces or rough terrain.
    B You are accompanied by a friendly ghost who does favors for you like a normal ranger's animal companion.
    C Wear cursed objects for bonuses to attack, defense and HP proportionate to the curse. Curses still apply.
    D Your eyes can glow in the dark, making you highly visible but revealing 5' in front of you. Disappear into one shadow, reappear from another at any time (unless it's literally impossible for you to be there).
  231. Red Cross Warrior (start with binoculars, three pipe bombs, and a bottle of painkillers) (deus ex parabola)
    A You have a list of 1d6 followers of the Old Stone Cross. Gain your choice of +1 to-hit, +1 AC or +1 HP every time you kill one, for a maximum of +[level] to each.
    B You can make a pipebomb out of household ingredients with half an hour's effort.
    C Identify Stone Crosser's by sight.
    D Take half damage from explosives on a failed save, or no damage on a successful one.
  232. Spirit of the Night (start with two secrets, a prayer, a knife, and a curse) (Vayra)
    A You can see perfectly well in the dark outdoors, and hear anything whispered into the night winds within any area that you focus your senses.
    B You can see perfectly well in the dark anywhere, and manipulate small objects within line of sight as if you were holding them so long as they are in darkness.
    C You move twice as fast in the dark, and can extinguish small fires (torch-sized) from thirty feet with a breath.
    D You can fly in the dark, but take 1 damage per round exposed to bright light. If this reduces you to 0 HP or lower, you reform at midnight the next night.
  233. Specter of the Hall (start with a mask, formal wear with cloak, a garrote, a hacksaw, a grappling hook, and 50 feet of rope) (Xenophon)
    A You can never be detected or seen in terrain you're intimately familiar with unless you wish it.
    B You can always kill totally silently with your sneaky weapon of choice.
    C If you sabotage something, it will not be discovered until you wish it to be or your sabotage achieves its goal.
    D If you reveal yourself dramatically, all present must save vs fear or flee.
  234. Sea-Fiend (starts with a fishing net, sharkskin kilt, bag of sea urchins) (Purplecthulhu)
    A You can breathe in water, and swim in it at inhuman speeds. You reek of the ocean.
    B You can drink as much water as you want, with your only limit being time. You can vomit it back up as saltwater, filled with technically edible rotting fish and kelp.
    C You can communicate with aquatic life, with saltwater fish and molluscs understanding you best and freshwater insects and amphibians understanding the worst. Most are intimidated by you, and will follow your commands out of fear.
    D You can shift yourself to resemble aquatic life. You can gain a minor ability from each aquatic animal you've taken a bite of, and shift into a nightmarish mash of gills, tentacles, claws, and jaws.
  235. Skeleton Lover (start with a shovel, medical texts, and worn out formal attire) (Gorinich)
    A You can dig up bones with remarkable speed, and can identify who or what they were by touch as well as cause of death.
    B You can recite sappy poetry to a skeleton, and they must save or become smitten or at least flattered.
    C Your strength is doubled when defending someone you love.
    D You strip off your flesh and become a true skeleton, at last at peace with yourself, and dogs hate you.
  236. Wild Witch of the Heath (start with a cauldron, a pouch of rare spell ingredients, a broomstick, and a familiar) (Xenophon)
    A You can appear any age and attractiveness you wish, but your true form is wizened and hideous. You cast spells with a cauldron and strange materials. +1 MD
    B If you cast your Evil Eye upon someone, they have bad luck for the next 24 hours. +1 MD
    C While in the desolate highlands, you can appear in a flash of smoke and disappear into banks of fog. +1 MD
    D You can prophesy doom upon your foes, hidden as a blessing. +1 MD
  237. Demon of the Glen (start with a trowel, a watering can, a wooden bucket, a sharpened stick)(Vayra)
    A You can talk to trees and photosynthesize.
    B Your appearance becomes fearsome, your skin turns hard and bark-like and your fingers become long, twisted claws.
    C You can grant plant life within earshot the ability to ambulate around and interact with objects, as long as you can convince them to do so towards your ends (try negotiating!).
    D You can walk into a tree and walk out of any other tree, anywhere, that you have touched.
  238. Witch of the Wave (start with a surfboard, powerful sunblock, a harpoon) (deus ex parabola)
    A You are an expert surfer and know spells of sunshine and saltwater. +1 MD.
    B You can breathe underwater. +1 MD.
    C Your surfboard can fly like a broomstick. +1 MD.
    D You can turn fresh water into brine, and can summon mermaids and sea serpents with your MD. +1 MD.
  239. Vampire Pirate (start with a cutlass, cloth armor, an umbrella, and charms purported to ward off the undead) (Phlox)
    A You can’t cross fresh water or touch sunlight, but heal when you inflict biting damage and get +2 to brawling rolls. Bites do 1d4 damage.
    B You can turn into a bat or parrot, and roll over ground or water as fog. You are as vulnerable as ever in these forms.
    C When you lock eyes with a crewmate, you may dictate their actions instead of taking a turn of your own.
    D Those you kill with your bites rise the following midnight as buccaneers.
  240. Two Dead Bodies (I) (start with broken climbing gear, waterlogged torches, and sharp bone fragments) (Oblidisideryptch)
    A You cannot be moved if you don't want to be, and nobody can move past you without tripping.
    B Your death-grip cannot be broken if you don't want it .
    C If someone dragging y'all is attacked in melee the attacker loses their weapon on a miss.
    D Once per day, someone can stomp on one of you to release a huge gas burp that makes everyone heave. Can be used to negate fall damage.
  241. Two Dead Bodies (II) (start with nothing, not even memories) (deus ex parabola)
    A You are an ambulatory skeleton and, additionally and separately, a motile heap of muscles, skin and hair. The bones are nearly indestructible, and the flesh is crushingly strong. Draping one over the other is not convincing.
    B The bones can squeeze the flesh like a bagpipe to produce a voice or loud music.
    C While together, the flesh can reshape itself to resemble any humanoid with basically the same structure as the bones.
    D While together, the combined flesh-bone creature has superhuman strength and durability.
  242. Mystic Cavern (surprise last-minute entry by RandomWizard)
    A You are a cave. You can also get up and walk around to go adventuring. I guess you have really big stone legs or something? You have a lot of AC and HP (stabbing a cave is not very effective; enemies will probably need explosives or something).
    B Being mystic, you can cast spells. Use the spell list from Skerples' Speleomage. If you think too hard about how this works, roll for a Mishap. +1 MD.
    C Pools of weird mystic water, and valuable and rare ores, show up inside your rocky depths. The water does weird magic stuff when drunk. 1-in-2 chance that a group of miners will show up to explore the place. +1 MD.
    D Roll for 1d4 cave random encounters. They live inside you now. They're mildly loyal, and will follow orders from the mysterious cave spirit or whatever. +1 MD.
  243. Hour of Retribution (II) (Phlox) (start with a rapier, a buckler, a pocketwatch)
    1. You only need three hours of sleep. When you challenge someone to cross swords, they always comply.
    2. When someone deals damage to you, your next attack against them deals at least as much damage.
    3. You receive strange omens of danger, and are never surprised.
    4. Once per day, go back in time by 1 hour.
  244. Black Mantle (II) (Phlox) (start with a black mantle, a pike, a bear trap, a grappling hook and rope)
    1. You always count as at least lightly armored. It is impossible to tell if you are armed until you brandish a weapon.
    2. Until you show otherwise, people always assume you have the same alignment as them, plus or minus some ennui.
    3. You may enter an acrobatic rage, during which your attacks are based on dexterity instead of strength and you get +1d6 to dexterity tests. However, during this rage you must do things in the most over-the-top way possible, and take 1d4 fatigue afterwards.
    4. You are invisible in near-darkness and can swim like a manta ray.
  245. Secret Monk (II) (Phlox) (start with a black robe, a crucifix hidden in a dagger, a bell)
    1. You can make noises so that only allies hear it. You automatically recognize the signs of another secret monk.
    2. In each dungeon or similar environ, there is always one “foe” who is actually a secret monk and potential ally.
    3. During every combat in which you have not attacked anyone, heal an ally for 1d4 and grant them another attack that you dictate and roll.
    4. Birds deliver messages for you.
  246. Phantom Ship (II) (Phlox) (start with ghost clothes, a journal, and a bow and arrows)
    1. In every dungeon or similar environ there are always two potential lovers you must matchmake for. If you get them together, you heal all your HP and gain bonus XP. Also, you can take 1 damage to pass through a solid object, floor, or wall.
    2. 3/day, charm someone. If you do, you are charmed by them.
    3. Passing through solid objects, floors, and walls now takes 0 damage.
    4. When someone who loves you (romantically or otherwise) is touching you, you cannot die.
  247. Castle Fiend (II) (Phlox) (start with a spellbook in blueprint form, a broom, and brass shoulderpads)
    1. +1 MD. Cast architecture spells
    2. +1 MD. Use magic dice to summon grotesques.
    3. +1 MD. Use magic dice to summon gargoyles (grotesques with water class features)
    4. +1 MD. May animate siege engines, ladders, and polearms.
  248. Companion of Silence (II) ((Phlox) start with sandals, a staff, a candelabra)
    1. You may enter a trance that allows you to hear the nearest non-language noises in all directions.
    2. While you carry a candle, nothing the candlelight touches can create sound.
    3. Anyone sneaking up on you catches fire.
    4. Whenever you harm someone, they cannot speak for 1 day per point of damage.
  249. Demon Huntsman (II) (Phlox) (start with a bow, arrows, lincoln green attire, and a brimstone)
    1. You can speak with all game animals, but can only convince them to do things with a bargain
    2. Whenever someone or something flees, you may make a free attack against it.
    3. While tracking something, footsteps within 30’ of you burst into flames.
    4. Whenever you win an animal’s soul, you learn anything it knew.
  250. Destroying Sorcerer (II) (Phlox) (start with a conical cap, a glass orb, your inventory's-worth of weapons)
    1. +1 MD, you may reroll magic dice used for vandalism
    2. +1 MD, you have DR 1 against people with less garish clothing than you.
    3. +1 MD, you may take 1d4 fatigue to spread a harmful magical effect the following turn.
    4. +1 MD, when you hurt someone’s feelings, get 10 XP.
  251. Dice of Death (II) (Phlox) (start with a spear, a pair of dice, three hand grenades you do not understand)
    1. Once per day, your DM can make you reroll an action that is not harmful to someone. Once per day, you may choose to reroll an action that is harmful to someone.
    2. When you damage someone, you can roll 2d6 damage instead; if you roll doubles, get some kind of wizard mishap.
    3. When you damage someone, you can roll 3d6 damage instead; if you roll triples, get some kind of wizard doom. Whenever you roll a 6 on any die, take note. Every third six counts as a critical success.
    4. At the start of combat, roll a d20 ten times. These are the results of the next ten d20 rolls you would make this combat. If you run out of numbers before the combat ends, you die.
  252. Fatal Mystic (II) (Phlox) (start with a dowsing rod that doesn't work, a morningstar that does, a heavy cloak)
    1. You always know when someone nearby is dying. See death and life as glowing non-colors within 30 feet.
    2. +1 MD, your grim pronouncements are always taken seriously.
    3. +1 MD, when you ask questions through divination, you get one more.
    4. +1 MD, You may foretell an apocalypse. Within a week, it will begin. Only true heroes can avert it.
  253. Secret Assassin of the Old Stone Cross (II) (Phlox) (start with a shovel, a sling and slingstones, black leather outfit)
    1. Sneak attack as thief. Also, you have a perfect disguise as a gravedigger, night watchman, or skeleton.
    2. Every Sunday, you can commune with some ghosts in a cemetery for clues about local or personal histories. Also, if you would sustain a fatal wound, this is represented by skeletal arms pulling you into the earth.
    3. You get +1 to skill checks opposed by someone who does not know you are secretive, +1 if they do not know you are an assassin, and +1 if they do not know you are of the old stone cross.
    4. When you lay a soul to rest or have a funeral, your party heals 2d6 hp.
  254. Invisible Husband (II) (Phlox) (start with a hat and monocle, a dirk, and an apron that says 'kiss the cook')
    1. Your body is invisible. You always have bandages handy.
    2. Those you smooch can fly for 1 minute. You cannot get the benefit from smooching yourself.
    3. Choose one party member. They can see you, both literally and for who you are. Also, get +1d4 to attacks made while beside them.
    4. You grill a killer steak. All lunches you help prepare heal +1 HP. Also, for ten minutes a day you may make your possessions invisible.
  255. Invisible Assassin (II) (Phlox) (start with a peasant hat and rags, a bow and arrow, and an apron that says 'kiss the cook')
    1. Your body is invisible. You always have blowdarts handy.
    2. Those you injure cannot make loud noises for 1 minute. You cannot get the effect from harming yourself.
    3. Choose one party member. They can see you and spot for you, granting you advantage on stealth and ranged attacks as long as they do nothing else but assist you.
    4. You grill a killer steak. You may prepare a meal that deals 1d6 damage to all who eat it. They must save vs. poison to avoid becoming incapacitated with nausea.
  256. Dead Man Come to Life Again (II) (Phlox) (start with two copper pieces, incense, your Sunday best, and a ceremonial dagger)
    1. Learn an alignment language. Also, once per day,  tell a tale of the afterlife to heal yourself and others bound for the same destination 1d6 damage.
    2. Remain conscious even after receiving a fatal wound. You can always get spirits, undead, angels, or demons to at least listen to you.
    3. You can freely trade fatigue, trauma, and other inventory intangibles.
    4. If you die, designate someone else to return to life.
  257. Black Rider (II) (Phlox) (start with a horse, a black cloak, and a named sword)
    1. Use amazing scent to detect life within 50’ and track. Your mount has DR 2.
    2. Those you stab save vs curses to avoid becoming a Black Rider.
    3. +4 to hit while charging. You know the approximate direction of your quarry if they are on a road.
    4. You attain the service of a fell and flighted drake.
  258. Avenger's Doom (II) (Phlox) (start with a net, a lily, a dopey dog, and a shield)
    1. 3/day, make another person charming to someone else, as charm person
    2. When you spare someone’s life, make opposed charisma tests. If you win, they become friendly
    3. Until you’ve discussed your differences with someone, they deal nonlethal damage to you.
    4. You may officiate ceremonies where oaths of vengeance become oaths of friendship.
  259. Western Warrior (II) (Phlox) (start with a flintlock pistol and a chevy OR a revolver and wheelless ox cart, with oxen)
    1. You find 2d4 bullets in your stool every day.
    2. Alpacas, bison, alligators, and other American fauna are friendly to you.
    3. All wood you carry can become redwood, hickory, or boojum wood, making it soft, hard, or flexible, respectively.
    4. You get +1d8 to rolls if you are west of your target.
  260. Phantom Voice (II) (Phlox) (start with a hood, a hand axe, ten GP, and a dummy)
    1. You can throw your voice perfectly
    2. You can become translucent (but not invisible) at will.
    3. You can speak with a voice that matches that it’s hearer most expects
    4. You are visible only to fools and schmucks.
  261. Doomed One (II) (Phlox) (start with a longsword, medium armor, and a picture of a loved one)
    1. You get 10 xp whenever you roll dice, but if you ever roll a 1 you explode.
    2. Once per day, reroll any die.
    3. Your next character starts at level 2
    4. Instead of making an attack roll, you may instead have an opponent make a defense roll, whatever that means.
  262. Spirit of the Night (II) (Phlox) (start with half of a mask, a heavy robe, a kopis, and a rosary)
    1. During the night, you have all the abilities of a first-level thief and a first-level fighter. During the day, you have no abilities or are a first-level bard.
    2. During the night, do maximum damage when you punch ghosts, the undead, or vigilantes.
    3. Once per day, call an eclipse overhead. It is night for the next ten minutes.
    4. Moonlight heals you 1 hp every ten minutes.
  263. Specter of the Hall (II) (Phlox) (start with a hammer, a spanner, a banner, and the tools of a tanner)
    1. You may enter a poltergeistic rage. For ten minutes, float through walls but get really pissy about it. Afterwards, take 1d4 fatigue.
    2. In your hall, weapons go right through you, dealing 1d6 less damage
    3. You are so spooky that you can bankrupt any business simply by haunting it for 2d4 days.
    4. Your poltergeistic rages may last as long as you like.
  264. Sea-Fiend(II) (Phlox) (start with baubles made of a strange metal, a trident, and an upside-down crucifix. Definitely no clothes.)
    1. You can hold your breath for an hour. Perform a seaside bacchanal to summon another sea-fiend.
    2. While wet, get advantage on constitution tests.
    3. 3/day, summon a massive tendril from any water source.
    4. Water is flammable to you.
  265. Skeleton Lover (II) (Phlox) (start with a rose, a sword, leather armor, a burlap sack, and a boombox)
    1. You are always treated as the more convenient option between a skeleton and a living person.
    2. When you dance, people you have not harmed must test their charisma or join you for at least a little while.
    3. When disassembled, you can fit in a sack. Those touching you or carrying you get advantage on constitution tests.
    4. When defending what you love, get +1 attack and +2 defense.
  266. Wild Witch of the Heath (II) (Phlox) (start with dirty robes, a flower crown, and an overworked vole)
    1. Plants keep watch for you and tell you what they see.
    2. +1 MD, you may always seem young.
    3. +1 MD, by giving a gift worth 10 gp to an animal you may give birth to a hybrid creature.
    4. +1 MD, you may turn into a hobwolf at will.
  267. Demon of the Glen (II) (Phlox) (start with a fox pelt, a fishing pole, and a marmot soul)
    1. Gain horns and claws as natural weapons. When nude, move 50% faster.
    2. People who meet you at night will always hear you out, no matter how terrifying you are.
    3. When in brush, you always sneak up on your targets but you must announce yourself, typically by saying “boo!”
    4. Once a month, grant a wish, but only if it will do no one any good.
  268. Witch of the Wave (II) (Phlox) (start with a waterproof bookcase, a spellbook, thick cloth armor, and a duck)
    1. +1 MD, when soaking wet you count as wearing medium armor. When you die your body turns to sea foam.
    2. +1 MD, spit ink like a squid
    3. +1 MD, you can grow gills and a tail for 1 hour, during which you cannot breath air.
    4. +1 MD, control the tides
  269. Two Dead Bodies (III) (Phlox) (start with olde timey clothes, a cutlass, and a riding crop)
    1. You are two walking dead folk. One is tall and thin, and has long reach. One is short and fat, and cannot be pushed from where they stand.
    2. When you argue about something among yourselves, one target must test their wisdom or shout the answer.
    3. Working together, you may roll with advantage on attacks. If you fail, you fumble.
    4. A wandering angel gives you the ability to levitate and glow. Depending on your morality, you may begin advancement as a Dead Man Come to Life Again or as an Accursed Skeleton.
  270. Bride of Mystery (II) (Phlox) (start with a domino mask, a silver sword, a burning passion, and ∞ absynthe)
    1. You always have absynthe handy. When you would kill a foe, you can force it to tell you who sent it instead.
    2. You can inexplicable possess the sentimental items of your party members.
    3. If you are wronged, you can implore with a masked benefactor for aid out by the old crossroads.
    4. Throw a leaf of fine paper into the wind with a message inscribed on it. An intended recipient finds the message in the next alley they encounter and can send a reply.
  271. Lady of the Fell House (II) (Phlox) (start with a mansion, literally obscene wealth, a fan, dozens of portraits of deceased family members)
    1. You are the matriarch of your ancestral home. Each level, learn a family secret you can use to blackmail your family with.
    2. Over the course of a week, you can feed rumor and mystery to anyone whose whereabouts you know. They will try to enter your ancestral home and investigate it.
    3. You can enter portraits and use them to spy on people.
    4. You now own a home in all major cities, a bunk in all minor thorps, and a room in all dungeons.
  272. Man with the Huge Umbrella (II) (Renegade) (start with an umbrella, a suit, sunglasses, and a houseplant)
    1. Umbrella Sword: like a cane sword, but an umbrella! You can brandish your otherwise-hidden sword in one hand. It is rather long, dapper, and gentlemanly to behold, regardless of your gender. Un Garde.
    2. Afterthought: After combat concludes, and if conscious, feel free to make a quip or other sarcastically dry comment. You heal 1d4 points of damage if you do so
    3. Perfect Minions: you have 1d4 minions around you on any given day, to fetch your dry cleaning, shine your shoes, run messages to people, and shoot things if you request it. They are loyal, very qualified and thoroughly dapper.
    4. Through the Mist: spend an round to gaze at something/someone in a distant and foreboding manner. You can see their true intentions or, if an object, its true purpose or intended use.