HD-
d4
Maximum AC- 12
/ Minimum Starting Hit-Points-
4
You
are of the lowest caste, born into your wretched life, or you were
dropped here for catching an incurable disease or breaking a church
vow (in many parts of the world, these go hand in hand). The
Untouchables are the street cleaners, sewer washers, rat catchers,
and chamberpot maids. The highest position one can aspire to be as an
untouchable is a torturer or executioner; as their contact with human
blood and tears makes them unseemly. These positions are also highly
coveted by untouchables, as many among the ones who you'll kill will
be of higher caste then you.
Untouchables
are always dirty and a pin's drop from being ill at any moment. You
may catch any disease you wish, as long as a contained person or
vector exists. You still suffer all the negatives of having the
disease, but this lets you catch diseases that are magical or hard to
catch in case you want to be a science experiment. For example, you
can catch vampirism by rubbing the dust of a slain vampire into your
burst pustles on your face, or catch lycanthropy by sucking the
marrow from a long dead wolf bone. Against most diseases that you
don't actually want, just get +2 to saves vs disease.
At
2nd,
4th,
and 8th
level, you get +1 damage to all attacks. Against those of
significantly
higher birth status then yourself, such as Kings or Temple-Priests,
double this bonus.
At
1st,
3rd,
and 7th
level, you get +1 to all stealth rolls. You're sneaky when you don't
have a cough.
At
5th
level, your maximum AC increases by +1. You also gain the ability to
desecrate
a sacred site or object, which makes its power shut off or
significantly weaker. Technically all you have to do is touch it to
do this, though most untouchables will spitefully spit, bleed, or
shit on the object in question. Objects that are desecrated are
either permanently soiled if minor in power or importance, or must be
ritually cleansed if major in importance. For example, a desecrated
holy symbol will not be able to turn undead, until it is purified.
Note that “purified” does not mean “cleaned”. You could shit
on the steps of the church, wipe it off, and the priests will still
cower in it when the hoard of zombies come, unknowing that the holy
spirit that protects the place has been silenced.
You
also have the ability to carry
a disease with you. For every disease you choose to carry, you
continue on with life with a lesser batch of systems and -1d4 maximum
hit points. If the disease is terminal, you will instead only live
for 1d6 years if you choose to carry it. Carrying a disease means you
can still infect others, but you are spared from the worse effects.
At
10th
level, you become a Wretch.
You can now willingly exude any disease you carry as a miasma cloud,
which acts as a save or be infected attack- this cloud pours out of
your mouth and is affected by the wind. It is also purified by sweet
smelling things, which is why plague doctors wear perfumed masks. You
draw followers to you whenever you decry a public official or take
responsibility for desecrating holy things; a group of 2d20 city
urchins, hobos, and unwashed become your loyal followers. They may be
willing to do things for you, but they obviously have no money.
Additionally,
when you die you will rise again as a 2 HD undead Plague
Ghoul. If you
died via lawful execution, make it a 3 HD Plague
Ghoul. Your followers
will still be loyal to you.
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