HD-
d8
Maximum AC- 14
/ Minimum Starting Hit-Points-
4
You
aren't a person. You're a gateway.
Things
put inside you go to another place. Technically, you're playing as
“the space”, and the person is just a puppet in the world which
is the door to you, who is the space. Anything that it put inside the
person (cupped into their hands, swallowed, etc.) can be disappeared.
Things that go into the person are transferred to the space, who is
what you are.
The
person-puppet looks bad. It's a lot like an Other, but a lot more
like an artifical cardboard cutout and a lot less like a fleshy
monster trying to imitate another species. The fake person (your
character sheet) has a Charisma modifier of -3 and you can't improve
it. You always look too old or a little rotten, or a little too flat
and clearly shaped roughly, or a smile rests naturally on their lips
even when they frown. It's a bad copy that nobody believes. You pass
as a person at a distance. Up close, people think you're a freaky
changeling sent to steal souls or a hallucination, whichever is
worse.
If
your vestibule dies, the connection between this universe and your
space is permanently severed. All beings and items trapped within
cannot return.
Dungeon
Rules Digression
The
“Space” that is inside you (who is the real you) is like a
dungeon. At 1st
level, you can make it up to 40 tiles in size. This “open space”
is surrounded by walls. The “space” is the important part that
you're measuring. Every time you level up, you may add your new
space. However, you cannot subtract space- adding new hallways and
doors off existing areas is fine, but you can't fill in gaps with
walls. Instead, you would need to eat enough wood to make a door.
From
levels 2 thru 5, you grow +15 tiles.
From
levels 6 thru 8, you grow +20 tiles.
For
levels 9 and 10, you grow +30 tiles.
This
“dungeon” appears as you want. It can be a cave made of flesh or
a stately manor with no windows. It can appear as an underwater coral
reef (but the air here is always breathable, unless you “drink”
enough water to fill up your dungeon through the Vestibule), or as a
lightless abyss. Regardless, this space is yours to tinker with, and
you can freely move around objects, creatures, or magical spells
effects put here.
Your
Vestibule is immune to poison and disease, because you aren't a
person. Instead, poisons injected into you go to your dungeon, as
either little drips from the stalactites or to coat the blades of the
traps you had installed in your hallways. Diseases appear as miasma
clouds, forever filling a room as there is no fresh air to blow them
away, or they can be reduced to a powder to keep them settled, if you
so chose. In the same way, machines or weapons you “eat” go into
this realm and could be repurposed into tools, but are trapped inside
you.
You
can see everything that's happening in your space, and have a limited
form of Telekinesis and Control over beings trapped within you. Every
season a living thing has been trapped inside you, consider 1 of its
HD “converted” to you, which can be used to control its abilities
or actions, equal to the portion of its HD you control. If it's fully
controlled, it is your creature to do with whatever you want, as long
as its in your dungeon. At this point, it will fall apart and die if
it ever leaves your space in a number of exploration turns equal to
its HD- it cannot live in a more expansive dimension.
Additionally,
you can only spit things up that are inside you by dry heaving them
out, which takes one turn. This only works on things that you can
swallow. This gets easier to deal with when you level up.
-end
digression-
At
3rd
level, you grow a hatch in your Vestibule's chest that can open up.
You can fit swords and stuff in here, and can have someone reach in
to pull something out of your dimension.
At
6th
level, you can make a surprise attack to swallow something small by
snapping open your jaw- this works as a sneak attack, but only on
small creatures. This takes them to your dimension. Beings can escape
your dimension if and when their HD are greater then your current
hit points, giving them an opportunity to force their way out.
At
9th
level, you start to leak a fluid that “softens”things up, and
with a big embrace you could potentially swallow up bigger creatures
into your realm.
At
10th
level, you become a Gatekeeper.
You can fold your Vestibule inwards to make it disappear from the
real world, and go to the space between spaces. You can unfold it
again when you want, but it has to be within five miles of the place
you folded it inwards, and you can only do this once a season or else
you'll shred your only portal.
Also,
you can now meld your Vestibule into a door, archway, window, or pit.
By doing so, they will meld that entrance into an entrance to your
dungeon, of which anyone who passes will unknowingly pass into your
extra dimensional space.
Author Notes-
Weird ideas like this are very fun to think and write about, but are pretty hard to get working in actual play. Hopefully this gave you enough ideas for this to hold water. I'm sure if somebody else took a crack at it, they'd come up with something pretty cool.
No comments:
Post a Comment