
Art by this lovely human being
Backalley Doctor

Wylltin-Milde’s the home of the most prolific medical academy in the world. Predictably, it’s expensive as shit. Thankfully, the stuff they teach there always makes it down to the street level on its own. Sometimes it’s even still alive.
Start with: professional attire; elbow length gloves; dirty bucket; stack of medical textbooks.
+1 item slot per template
Quack
Stitched; +1 Surgery
Touch-ups; Bring your abomination to work day
Doctor’s Job; +1 Surgery
A: Quack
Your hands can travel through the human body like it's made of mud, leaving no damage in their wake, and closing the hole on their way out. You took an oath you will never use this ability to harm someone or take life, but you can remove organs from willing patients as an action.
You gain access to 2 Surgeries listed at the end of this class. You can perform or reverse any Surgery on a willing or unconscious target in 1 hour, or half that if you’re operating on yourself. Some Surgeries permanently take away a set number of item slots until reversed. You can start the game having performed any number of your Surgeries on yourself.
You can also perform more mundane surgeries - grafted horse muscles, feet transplants, baboon uteruses. You can trade 2 item slots for +1 to the score in any attribute.
B: Stitched
It took you a while, but you finally gathered enough organs to put together a person.
Your resurrected servant has 10 HP and 10 item slots. One of their attributes is +1, while the rest sits at 0.
They can follow basic commands, and can understand and speak (more or less) one language. They will always do whatever you order, to the best of their ability.
They fear fire. They are unharmed by electricity, and have a tendency to get struck by lightning a lot.
If they die, you can resurrect them in 1 hour, if you recover the body, or rebuild them in 1 week, if you didn’t.
C: Touch-ups
You can perform small alterations to muscle and bone on the fly - you can alter people’s facial features with a touch. Getting someone to look exactly like somebody else - including their original face - requires an hour of work.
C: Bring your abomination to work day
Your servant becomes significantly more person-like in their behaviour. They gain a skill of your choosing, and can now get a template in any class, as long as they fulfill the right conditions. They gain XP like a regular player.
D: Doctor’s Job
You can regenerate 1 HP per minute of work.
SURGERIES: (Roll 1d10 or choose)
1. Hidden Weapon - morph the bones and muscle into any nonmagical weapon. It cannot be detected even upon close inspection, and can be activated as a free action. Ranged weapons either use the patient’s bones [lose 1 hp per shot], or require them to additionally buy and carry ammunition.
Item slots lost: as many as the weapon would take, minus 1.
2. Grafted Armor - morph the bones and muscle into the equivalent of any nonmagical armor. It can be hidden rather easily under a layer of clothing.
Item slots lost: as many as the armor would take.
3. Enhanced Senses - any 2 count as 1 learned Surgery:
smell - the patient’s nose becomes big and flat, like a pig’s. Can pick out a specific person they met before in a sea of bodies. Can identify the ingredients of any food or drink through smell alone.
sight - the patient’s eyes become fish-like golfballs. 20x zoom in both eyes. The patient’s visible light spectrum extends to the ultraviolet.
hearing - the patient gets a pair of triangular ears that swivel around. Can hear a pin drop at the other end of the house. Nauseating in crowds - requires the patient to wear earplugs when not in active use.
touch - the patient’s skin becomes unnaturally pale and veiny. Good at picking up changes in air flow, temperature or pressure. Can detect ghosts, magic, and curses nearby.
Item slots lost: 1 per sense.
4. Camouflage - full body skin conversion. Shifts slightly to reflect the environment, allowing the patient to be nearly invisible when motionless, or get a bonus to sneaking when moving. Permanently itches.
Item slots lost: 2
5. Toxin Immunity - a giant centipede implanted right under the skin. It feeds on venoms, poisons, and diseases, fully protecting its host from all three. It visibly moves whenever hungry.
Item slots lost: 2
6. Venom Sacs - two, installed in the patient’s mouth, somewhere below the eyes. Come with a pair of fangs [light melee weapon]. They produce one dose of a fast acting muscle relaxant per day [takes 1d6 turns, incapacitates the victim for 4d6 hours], but can also be filled manually with whatever the patient desires. Like beer. It’s usually beer.
Item slots lost: 2
7. Gills - allow the patient to breathe underwater. They need to sleep submerged in liquid, or they don’t recover HP when resting.
Item slots lost: 2
8. Wings - big and unwieldy even when closed. The patient can glide if they’re not wearing any armor, or fly at their walking speed if their inventory is fully empty.
Item slots lost: 3
9. Electrogenesis - special organs implanted in your limbs are capable of storing and releasing electric charges, 1d8 damage at a time. Comes with bonus organs for electrolocation.
Item slots lost: 4
10. Bomb - undetectable. Activates upon hearing a preprogrammed phrase. Deals xd6 damage, where x is the sum of the patient’s positive attribute scores +1, to everyone nearby. Activates automatically if the patient dies.
Item slots lost: 5
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