Zer0
Haiku Hitman
Also, ima get back to you on this, Panda, next week.What do you think about the magic?
Knowledge 6: Metamorphose
Make a Challenging Knowledge roll. Any biological matter within the target area that has been permanently altered by an effect, magical or mechromantic, is reverted to its original form -- if and only if the spell Dispel Magic would not interact with the effect.
Alternatively, invert the effect of the spell. Transform into one of five extremophile forms below upon casting. You may attempt a hard Knowledge check to cast Knowledge 1 spells in these forms and speak haltingly. The spells will require the user's Manna or supplies to cast. You must remove your equipment to gain the effects of this spell, your equipped gear does not meld with your flesh. You have a toughness of 17, +2 to your Combat, improved dark vision, and you can use your minor action to make an extra attack. Your size increases by one classification (if small, become human sized; if human sized, become the size of a beast of burden). You may receive one extra instance damage from enemies, but not from other sources (i.e. poison, environmental).
- Target: 1 (+1 for every two points of knowledge over 6) 10cm cube.
- Casting Range: Touch
- Ritual Duration: 6H
If you are reduced to unconscious while in this form, revert to your original form with the health value bloody.
"The desert takes what it pleases, she covets life. So does its scaled king."
While in a desert environment:
Gain the ability Acid Spit:
- Difficult Terrain doesn't slow your group's Travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you Forage, you find twice as much food as you normally would.
- Hex speed = 3
- Gain advantage on Survival rolls.
As a major action, project a thin cone of caustic and poisonous liquid up to 30 feet. Make a Combat roll to neutralize a target lethally. If successful, the target and one adjacent creature takes one damage and makes a Challenging Survival roll. On a failure, the target receives -2 to their toughness and becomes afflicted with Bleed."-- and all of a sudden, a blue shadow as wide as the ship rose from the depths. I scorned the gods that it weren't a hurricane instead."
While in an oceanic environment:
Gain the ability Overwhelm:
- Difficult Terrain doesn't slow your group's Travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you Forage, you find twice as much food as you normally would.
- Hex speed = 5 IF
- IF on land then Hex speed = 0
- If your size is increased to human, increase your size to beast of burden.
- If your size is increased to beast of burden, increase your size to large beast.
- Gain advantage on Survival rolls.
- You may hold your breath for up to ten hours and are unaffected by intense water pressure.
- Triple your carrying capacity for the purposes of transporting objects or creatures in a water environment.
As a major action, make a Charge attack at -2 instead of -3 against a number of foes in your path = Combat. On a successful hit, each foe takes one instance of damage and gains Panicked and Don't Move."There is a reason every explanation of creation states that the world was once chaos. Its blood melts flesh and turns life into dust. And yet, he is only warmed by its fury."
While in a mountainous or actively volcanic environment:
Gain the ability Bomb:
- Difficult Terrain doesn't slow your group's Travel.
- Your group can't become lost except by magical means.
- Your group has a +1 to rolls to overcome intense heat or noxious fumes.
- Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you Forage, you find twice as much food as you normally would.
- Hex speed = 3 IF
- IF in water then Hex speed = 0
- Gain immunity to intense heat and advantage on Survival rolls against noxious fumes produced by volcanic activity.
As a major action, make a Combat roll to neutralize a target within 1 area non-lethally. On a successful roll, the target takes one instance of damage and Don't Move. All adjacent creatures receive Don't Move."He is found where your breath freezes solid. That is his kingdom. He is his own fortress and you will not see his white mountain of a body until he greets you."
While in an arctic environment:
Gain the ability: Shatter
- Difficult Terrain doesn't slow your group's Travel.
- Your group can't become lost except by magical means.
- Your group is not slowed by mild weather effects.
- Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
- If you are traveling alone, you can move stealthily at a normal pace.
- When you Forage, you find twice as much food as you normally would.
- Hex speed = 4
As a major action, make a Combat roll to neutralize a target within melee range lethally. If successful, the target takes one instance of damage, and then the target must make an additional combat roll or be affected by Disarm. The next roll made by the enemy after the mentioned combat roll is reduced by 2."A dark shadow cast from above darts across the ground. Feathers as long as an arm tumble through the wind."
While in a mountainous environment:
Gain a flying speed equal to your walking speed.
- Difficult Terrain doesn't slow your group's Travel.
- Your group can't become lost except by magical means.
- Even when you are engaged in another Activity While Traveling (such as Foraging, navigating, or tracking), you remain alert to danger.
- When you Forage, you find twice as much food as you normally would.
- Hex speed = 6
Gain the ability Dervish:
As a major action, make a Combat roll to neutralize a target within one area non-lethally. If successful, the target takes one instance of damage, and then the target and each creature within fifteen feet of the target must make a survival roll. On a failure, each creature affected is thrown ten feet in a random direction and falls prone.
- Target: Self
- Duration: No. of hours = Knowledge
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