Maybe you had a name once. Maybe you had a family. A history. Now all you have is the forgetting.
Now there's only brandon.
GLOG Class: Brandon
Equipment: Roll three times on whatever random basic equipment table and/or minor magic items table you've got. Why do you have these? Where did everything else go?
Skills: 1. Sillunasuhhijuhnide, 2. Truindernashuffadepreshur, 3. Pacanalalalanalac
A: +1 Brandonism
B: +1 Brandonism
C: +1 Brandonism
D: +1 Brandonism
Equipment: Roll three times on whatever random basic equipment table and/or minor magic items table you've got. Why do you have these? Where did everything else go?
Skills: 1. Sillunasuhhijuhnide, 2. Truindernashuffadepreshur, 3. Pacanalalalanalac
A: +1 Brandonism
B: +1 Brandonism
C: +1 Brandonism
D: +1 Brandonism
Brandonism: History shapes the world. Memory shapes history. Forgetting is a special kind of power.
Roll once on the table below for each [Template] in Brandon you've got. If you roll a double go to the next one up, wrapping back around at 6. You can use each ability [Template] times per day:
1. Look Fat: Automatically pass a Bend Bars, Lift Gate, Open Door, or any other such feat-of-strength check that could be feasibly accomplished by a very strong man, or treat an object that could fit in your empty inventory slots as if it were weightless for [Template] 10-minutes turns.
You also no longer have a Strength score. You can't take damage to that attribute, but you also automatically fail any test of it - though you still believe that you are reasonably competent in it.
2. We Gotta Lock Him Up... Politically: Become intangible & capable of floating at your walking pace for a round. Anything you're holding or wearing becomes intangible too. If you end your turn embedded in something, take half your remaining HP as damage and get shunted out to the nearest open space that can fit you. If you're embedded in something that also has HP they take the same amount of damage.
You also no longer have a Dexterity score. You can't take damage to that attribute, but you also automatically fail any test of it - though you still believe that you are reasonably competent in it.
3. We Finally Beat Medicare: Shrug off an attack, a curse, a disease, or any other such thing that might affect your health the moment it would affect you - and only in that moment. Pre-existing conditions aren't covered.
You also no longer have a Constitution score. You can't take damage to that attribute, but you also automatically fail any test of it - though you still believe that you are reasonably competent in it.
4. Just As Bright: Examine a potion, magic item, trap, or other such thing with a potentially-inscrutable effect or outcome - but not a puzzle unless it's a bad puzzle or the party has spent too long on it - you immediately intuit its effect, but not necessarily what might trigger it.
You also no longer have a Intelligence score. You can't take damage to that attribute, but you also automatically fail any test of it - though you still believe that you are reasonably competent in it.
5. No Daylight: Create a 10-foot radius cloud of magical darkness & silence within which only you can see & hear as normal, unless they've got some other, better magic to counter yours.
You also no longer have a Wisdom score. You can't take damage to that attribute, but you also automatically fail any test of it - though you still believe that you are reasonably competent in it.
6. Cornpop: Begin rambling - all those within earshot who you so choose must save at a penatly equal to your Brandon [Templates] or be entranced so long as you, you the player & also the character, can keep rambling, paying attention to nothing else that doesn't present a clear and immediate danger, such as an approaching fire or somesuch.
You also no longer have a Charisma score. You can't take damage to that attribute, but you also automatically fail any test of it - though you still believe that you are reasonably competent in it.
Funny. No notes.
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