This concept and class was super experimental, and in all honesty, not really that good. However the concept of a powerful but also limited God or divine spirit being able to be a player character has always been a concept I wanted to experiment with. And here it is.
Trapped Demiurge
Trapped Demiurge
N/A
N/A
You are a creator
being; left over since the beginning of the world. You're not THE
demiurge, you are a tiny fractal part of the original creator. You
are many places below the supreme being(s) in the celestial
hierarchy. Most demiurges like yourself went into a long sleep after
the world was made, absorbing your being into inanimate and ancient
objects and places. Once within, they were trapped inside the objects
that housed their spirit, but could alter
reality as they saw fit.
Some Demiruges
stayed around, perhaps to rule the created world. Some of them may
have become the greater demons- corrupted by greed and power. Others
may have become haughty ancient spirits of magic, only accessible to
mortals and immortals by many long decades of study and introspection
and spiritual purity. You are one of the ones who went to sleep and
only woke up recently. Perhaps you lived within a stone roadside
temple, accepting many small sacrifices and not becoming arrogant but
instead satisfied and slothful, your prison being destroyed or
somehow having you essence transferred into a new medium. Or perhaps
the object you were originally housed in
As a Demiurge, you
are a spirit. You cannot be harmed by physical attacks, nor can you
interact with physical objects. You have localized (and limited)
omnipresence and omniscience. You do not have a body, or the
approximation of one in spirit form- beyond the body of the object
you inhabit. You are more of a general presence that exists within an
area around your object. You can only communicate through a medium,
such as tea leaves or a spirit board, or through the whining voice of
a white whistling dog; specially trained for spirits to speak
through. Most Demiurges don't speak at all, and instead focus their
abilities on helping those they've come across.
Just because you
are an immortal and ancient being, doesn't mean you don't have
feelings. You are like the Gods of the world, in which case you feel
emotions and desires even more strongly then normal people. Your
dedication and emotion is much greater then a normal persons capacity
for it, simply put, and even a minor act of kindness you receive are
returned as massive displays of affection and unconditional love.
Most Demiurges are awoken when their object receives this kind of
care; the ancient ceremonial blade is sharpened and polished, or an
old painted carriage is redone and has its wheels realigned and ready
to ride again. You instantly align to the persons who treated you so
kindly, hence why you help them.
Mechanics
You don't have
stats. Ignore whatever stats you rolled at character creation- this
class may be used to offer an out to players who roll terrible
starting stats where rerolls aren't allowed. Instead, roll 2d6 to
determine your starting Rend, then roll 1d4 to determine your object
class. Finally, subtract your object class roll from your Rend and
the result number is your starting Potence- This ensures those with a
poor object class and high rend will have a high amount of potence
and vice-versa. If you get the unlikely result of 0 or a negative
number, just set your potence to 1.
Object Class Table- 1d4
[1]
Small, simplistic objects. Urn, bag, small statuette, handful of
marbles, a single painting. You lack most useful forms of both
inherent animation and function. You are not a weapon and do not gain
any particular bonus to attacking.
[2]
Small to medium sized objects of slight complexity. A skull with
mandible, a cloak, a dagger, a chessboard. If your form is a weapon
then you can attack at 1d4 by using a Lesser animation action.
[3]
Medium sized objects of moderate complexity. Sword, a wheeled toy or
rocking horse, a cabinet. Weapon can deal 1 damage on a trivial
animation action or 1d6 on a Lesser animation action.
[4]
Large objects and/or medium objects of high complexity. Grandfather
clock, carriage, crossbow, chest with combination lock. Deal do 1d8
damage on a Lesser animation action if you're a weapon.
You don't have AC
or health. Whatever object you have is your only source of stable
being in this world. If it is destroyed, you are broken apart and
scattered to the aether until mended once more. Every 1d6 years you
spend broken apart you lose a Demiurge level, as your memories and
magic fades over time. You can also be temporarily banished by a
Cleric turning you or Magic User using binding and Abjuration spells-
despite being above both of them in the celestial hierarchy, their
crass methods can still be effective. Whenever you are forced to
avoid being banished, you must roll over your Rend on a d20 roll. You
also use this method for all non-specific saving throws.
Rend is your
negative emotional state as well as the negative and vile magic and
thoughts of others you've soaked up like a sponge. Whenever someone
you are protecting and caring for dies, you cease to exist for 1d4
exploration turns by the mental anguish and gain a permanent point of
Rend. You can also gain Rend by being vandalized, mocked, or
otherwise mistreated as an object. You can also remove a point of
Rend whenever a person you care for gains a level up or conquers a
great personal obstacle.
Rend can also be
removed through active release; to do so, you must use your abilities
to do something that negatively impacts the party. For example, if
one character is worrying and speaking aloud about the horrible
goblins that live near this cave, the Demiurge may conjure those
creatures as enemies, which act under the dungeon master's control
and act exactly as they would, with all the danger and consequence of
regular foes. The Demiurge then may remove Rend equal to the number
of Potence used. It is for this reason items containing Demiurges are
thought of as being equal parts blessed and cursed, and can sometimes
lead to truly hopeless Demiurges into endless negative loops of
despair- they find new friends, their rend causes them to create bad
situations, their friends die, and they gain back even more Rend then
before.
You don't cast
spells- but you are infused with magical powers. Every ability you
have costs potence to invoke. Each use costs 1 Potence, which only
returns at the start of a new adventure. As you level up, you gain
more Potence as well as more powerful abilities you can use.
Level
|
Animation
|
Conjuration
|
Transformation
|
Domination
|
Entrapment
|
1
|
Trivial
|
Trivial
|
X
|
X
|
X
|
2
|
Trivial
|
Trivial
|
X
|
X
|
X
|
3
|
Lesser
|
Trivial
|
X
|
Trivial
|
X
|
4
|
Lesser
|
Lesser
|
Trivial
|
Trivial
|
X
|
5
|
Lesser
|
Lesser
|
Trivial
|
Trivial
|
X
|
6
|
Major
|
Lesser
|
Lesser
|
Lesser
|
Trivial
|
7
|
Major
|
Major
|
Lesser
|
Lesser
|
Trivial
|
8
|
Grand
|
Major
|
Major
|
Major
|
Lesser
|
9
|
Grand
|
Grand
|
Major
|
Major
|
Lesser
|
10
|
Grand
|
Grand
|
Grand
|
Grand
|
Major
|
Abilities
Each type of
ability can be used as many times per day as you wish, as long as you
have enough Potence. Particularly powerful or complex use of your
abilities may cost additional potence. The graph above shows the
maximum power you can perform with your abilities of each type, which
increase with level.
Animation
lets you move your object; typically things are animated in
accordance to how the object could normally move. Round objects roll,
fabric slithers and glides, big things take steps, etc. Trivial
actions are akin to a small nudge, where as Lesser would be a
powerful shove or a controlled motion over several seconds. Major
moves the object as though it was fully controlled; such as
levitation as it was being carried or long-term motion via rolling on
its wheels. Grand allows for breaking the rules and allowing true
flight or human-like full body motion on the object.
Conjuration
allows the Demiurge to conjure beings, objects, and elemental
energies into being. Trivial conjurations can create match stick
sized flames, creatures with less then 1 HD, or small basic objects
like wooden cups and stakes. Grand conjurations can create fully
realized people or monsters with several HD or levels, with preset
motivations and magical abilities as well as create storms from
nothing and create magical artifacts of a moderate power level. All
creations made by a Demiurge are considered real for all purposes of
spells and magic, sexual reproduction, and are all permanent. Unlike
conjurations made by magic, these creations have minds of their own
and while they can be steered based on their personality and memories
given to them, they cannot be controlled further by the Demiurge
without casting Domination powers on them.
Transformation
allows the Demiurge to change their own form. Trivial changes include
things like colors, shapes, textures, smells, and other small things
that cannot deal damage or cause anything more then a distraction.
Lesser Transformations could grant useful properties like enhanced
durability or buoyancy, where as Major and Grand could change the
physical form such as granting magic wings that grant flight to
vehicle-bound demiurges, or even create a human body out of the
object, which only comes undone upon the body's “death”, it's
flesh turning back into the object of which the demiurge is bound
forever within.
Domination
grants the powers of mind control to the Demiurge. Trivial actions
can only help steer people and control the moods of animals, where as
Grand can totally change a person's entire mind or personality, or
create wild fantasies that only that person can see. Using this power
in tandem with Conjuration lets you control what you create fully-
helping your friends or mentally controlling your enemies to keep
them away. Most mind-controlling actions allow a saving throw to
resist, but you can avoid it by paying an extra Potence if you are at
least capable of a “Major” domination power.
Entrapment
is the final power of the Demiurge. It is used to trap other
spiritual beings, and eventually, living beings within objects or
within yourself, in the same way you are. Trivial only works on small
nature spirits, where as Lesser can trap ghosts, Major can trap even
more powerful spirits like demons and even weak living creatures,
with Grand being able to permanently trap even Gods and other
Demiurges within objects, though such traps will always be
temporarily for such powerful beings. Normally Demiurges cannot trap
beings like this unless you somehow became more powerful then them,
which would require methods outside of leveling to become even more
potent.
At 10th
level, you become a Pantheurge
and most broaden your horizons to the wider universe. You are no
longer bound to your object and can travel where you wish as long as
you have a medium- such as floating up to the sky to go with the
clouds or sinking to the sea to travel with the ocean currents. But
the pain and steady weight of this world's burdens tempt you to leave
it. Technically you never stop leveling, but this is the most
powerful kind of Demiurge you can control as a player.
Additionally,
you gain the ability to directly transfer Rend into yourself by
absorbing the corruption and death of a place or from a being; this
causes your original containing object to rot and decay away even
though you are no longer bound to it. It also becomes harder for you
to get rid of Rend- now your concerns encompass entire villages and
many cultures of people, not just your small group of adventuring
pals. Every season roll a d20 against your Rend- If you ever roll
under your Rend value, you leave the Earth to create your own fractal
dimension.
You're the car, basically. |
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