A wizard. The Science wizard. An MD is a d6, it is expended on a 4-6. You can roll as many of your MD as you want when you cast a spell.
Compatible with GLOG I guess.
(MATERIALS) SCIENCE WIZARD. Science loves you so much.
You can do science as much as you like. Your dedication to the scientific method has become something beyond mere academic rigor. You've begun to understand the concepts you employ on a fundamental level. You understand them so well, it's almost like you can reach out and touch them... Now the laws of reality bend over backwards in service of your quest for knowledge.
Skills: 1. Alcoholism, 2. Facts about Rocks, 3. Functioning without Sleep.
You never fumble with knives or pistols, and can wear up to 3 slots of armor.
Starting Equipment: Lab coat (2 slots of armor, +1 save vs fire and acid,) Goggles (immunity to being blinded by acid and shrapnel,) Combat Slide ruler (As dagger or shortsword, can be reconfigured.)
A. Query, Lab Procedure +1 MD
B. Bootstrap Paradox, Substitution +1 MD
C. Broken Heart +1 MD
D. The Left Hand +1 MD
(A) Query: Telescopic or Microscopic. If you can see something in the distance and hold up your slide ruler and squint at it, you know either; how far away it is, how big it is, whether or not it’s moving. When you are within arm’s reach of something, you know (roughly) what it’s made out of and whether or not it is explosive or corrosive without having to touch it. Expend 1 MD without rolling it to ask a simple question of cause and effect about an object. IE, what will happen if this object gets wet? The DM must answer truthfully.
(A) Lab Procedure: Roll your MD and cause effects.
(B) Bootstrap Paradox: Roll your MD and be launched [sum]x10’ in any direction of your choosing. Save vs wands or take the [sum] bashing damage from whiplash, in addition to any falling damage from your bad decisions. Anybody you hit takes the same damage.
(B) Substitution: Science lets you fudge the numbers. When you expend 1 MD without bothering to roll it, you cause one of the following effects:
(C) Broken Heart: Make something more or less dense. If something is more dense, it drops a size category and becomes much more heavy. This does not affect the number of slots an item takes up, because it is now less convenient to carry in either case. If something is less dense, it increases a size category and becomes lighter. Dense items sink in water no matter what, and buoyant items always float. Hostile creatures may save vs wands against having their body or items affected. Range: [dice]x10’ Duration: [dice] rounds.
(D) The Left Hand: Roll MD, and progress a process within [sum] feet by [Dice] rounds. An arrow in flight reaches its destination by ignoring all obstacles that might have blocked it, falling objects harmlessly appear on the ground, bleeding creatures die. The process is entirely internal, and none of the effects of the process can affect anything during the skipped time, or be affected by anything. That said, it does affect spell and potion duration, bug your DM.
Starting Equipment: Lab coat (2 slots of armor, +1 save vs fire and acid,) Goggles (immunity to being blinded by acid and shrapnel,) Combat Slide ruler (As dagger or shortsword, can be reconfigured.)
A. Query, Lab Procedure +1 MD
B. Bootstrap Paradox, Substitution +1 MD
C. Broken Heart +1 MD
D. The Left Hand +1 MD
(A) Query: Telescopic or Microscopic. If you can see something in the distance and hold up your slide ruler and squint at it, you know either; how far away it is, how big it is, whether or not it’s moving. When you are within arm’s reach of something, you know (roughly) what it’s made out of and whether or not it is explosive or corrosive without having to touch it. Expend 1 MD without rolling it to ask a simple question of cause and effect about an object. IE, what will happen if this object gets wet? The DM must answer truthfully.
(A) Lab Procedure: Roll your MD and cause effects.
- Desiccate a [sum]x5’ diameter patch of ground, removing all water and turning sloppy mud to stable ground. Impure solutions like blood and acid leave a horrible mess of stains behind.
- Blow a gust of fresh, breathable air with enough force to clear a cloud of smoke or fog. Clears a persistent effect for [dice] rounds. Blasts unattended small objects [sum] feet.
- Sweep a [sum]x5’ diameter patch of debris into a neat pile or dustbin.
- Gently spray a stream of [dice] liters of deionized water out of your fingertip.
(B) Bootstrap Paradox: Roll your MD and be launched [sum]x10’ in any direction of your choosing. Save vs wands or take the [sum] bashing damage from whiplash, in addition to any falling damage from your bad decisions. Anybody you hit takes the same damage.
(B) Substitution: Science lets you fudge the numbers. When you expend 1 MD without bothering to roll it, you cause one of the following effects:
- Cause a nearby roll that failed or succeeded to instead succeed or fail.
- Swap an item in your inventory with something similar. Wrenches into crowbars, bows into crossbows, water into wine. If the difference in price between the two items is greater than 1 gold, then the substitution only lasts for 1 round before swapping back.
- Swap the position of two allies or two enemies within 30’ of one another. You cannot swap an ally for an enemy or an enemy for an ally.
- Instantly kill a living cat, or revive a dead one. This only works when nobody's looking.
(C) Broken Heart: Make something more or less dense. If something is more dense, it drops a size category and becomes much more heavy. This does not affect the number of slots an item takes up, because it is now less convenient to carry in either case. If something is less dense, it increases a size category and becomes lighter. Dense items sink in water no matter what, and buoyant items always float. Hostile creatures may save vs wands against having their body or items affected. Range: [dice]x10’ Duration: [dice] rounds.
(D) The Left Hand: Roll MD, and progress a process within [sum] feet by [Dice] rounds. An arrow in flight reaches its destination by ignoring all obstacles that might have blocked it, falling objects harmlessly appear on the ground, bleeding creatures die. The process is entirely internal, and none of the effects of the process can affect anything during the skipped time, or be affected by anything. That said, it does affect spell and potion duration, bug your DM.
SCIENCE EQUIPMENT
- Sturdy boots: a pair of good boots. +1 armor, immunity to stepping in chemical spills and electrified floors.
- Flask full of acid, ⅓ slot: Melts through 1 slot of metal or flesh.
- Erlenmeyer flask: A conical flask used to mix potions. Lets you safely mix any two potions you pour into it into one.
- Relative watch: Tells you the time. Will tell you the time at specific locations if you ask nicely.
- A lead box. 2 slots. Has a chunk of uranium inside.
- Syringe, ⅓ slot. Lets you Suck up small amounts of liquid and inject it.
- Graduate student, person sized. A Grad student. They do what you tell them and take up a hireling slot. If they die you can mail the university and get a replacement in 1d6 days. Mediocre stats, mediocre grades.
- Weight sets and scale, 2 slots. Let me tell you exactly how heavy things are.
- Bag of mice. Animal testing is perfectly ethical. 2d6 mice inside.
- Name placard. Let everyone know that you are Dr. Coomer.
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