The Bayou Entity - Rad-Hack Character Class
A Swamp Thing inspired character class for Rad-Hack
https://www.instagram.com/godnattmalin |
Bayou Entities are non-human creatures created when powerful alien swamp radiation transfers the dying consciousness of a human unto the vegetation that surrounds them. They rise out of Rad-Swamps that have become the burial ground for unfortunate humans, false ghosts roaming the swamps. They are made entirely out of plant material, their organs serving no real purpose. Often confused about what they have become.
Player characters that die in Swamps can return as a Bayou Entity. At the start of 15 minutes of play, they must roll a WIS check to combat the feeling of unease that this traumatic transformation has wrought. 3 successive failures will lead the plant body to reject its consciousness, 3 successive successes will lead to the plant body accepting it.
You can roll-up the Bayou Entity using the guidelines for Human characters in Rad-Hack, or you can transfer the stat of a previous character that you're resurrecting.
THE BAYOU ENTITY
Starting HP: 1d10+3
Starting HP: 1d10+3
HP Per Level/Resting: 1d8
Radiation Die: d6
Weapons and Armour: No Ranged and all Melee. Biological bark armor with 4 armor points, proficient in no other armor.
Attack damage: 1d10 if armed, 1d8 if unarmed or improvising.
GREEN POWERS
Bayou Entities start the game with 2 randomly selected Green Powers and an ability die of 1d4. To use these, first test the attribute that corresponds with what you are attempting to do, then roll the Ability Die to check if it decreases a step. Reactive Green Powers (R) can be triggered even when it isn’t the targeted player’s turn, and counts as a free action. Players are encouraged to be creative with how they use their Green Powers by making them stronger, altering their effects, etc. Depending on the power of the effect, such tests can be at a Disadvantage. If a roll of 20 is made while using a Green Power, the lose themselves in the Green, turn to a Vegetative State and cannot act for 1d4 turns.
SPECIAL FEATURES
Biorevive: The character can resist death as long as there is biological plant matter close to their dying body. The consciousness can be transferred unto that plant matter and the creature becomes fully formed during a long rest.
Flamable object: Disadvantage on resisting fire damage.
Increase the Ability Die one step on even levels. Gain a random Green Power on uneven levels, to
a max of five. When gaining a sixth Green Power, that one replaces an old one.
LEVELING UP
Roll to see if attributes increase. Roll 1d6 to determine what attribute to roll twice for.Increase the Ability Die one step on even levels. Gain a random Green Power on uneven levels, to
a max of five. When gaining a sixth Green Power, that one replaces an old one.
LIST OF GREEN POWERS
GREEN POWERS | Effect | |
1. Choking Spores (R) |
Release spores that causes 1d4 nearby enemies to choke and lose their turn.
| |
2. Grappling Vines |
4 powerful vines that extend out of the body, fully controlled by its host. Reaches Nearby
(Far-Away can be reached but user rolls AD with disadvantage.) | |
3. Control plant-life |
Any nearby plant-life must obey one simple command
| |
4. Decoy |
Creates 1d4 decoy copies of the user that can perform simple, repeated movements.
Advantage against all attacks as long as user is near the decoys. | |
5. Enhanced Growth |
Make any vegetable matterr grow and mutate at an extermely fast speed, even if its dead.
| |
6. Thorn Projectile | Shoot thorns at nearby targets | |
7. Barkskin (R) |
The vegetable skin hardens.
Gain two extra armor points. | |
8. Fungal Fun |
Grow fungi that causes those
that eat it to experience vivid hallucinations for 1d4 turns. | |
9. Disguised Plant |
Transform humanoid body into
exact replication of nearby vegetation to gain advantage of stealth checks | |
10. Enlarge Self |
The humanoid body is doubled in size for as long as it choses.
All stats remain the same, but the user can now reach the top shelf. | |
11. Psyonic Garden |
Your spores have psyonic powers.
Roll on the pysonics table once to see which. | |
12. Homegrown Truncheon |
Your arm becomes a bludgeoning weapon.
Nothing can be grabbed with this hand. | |
13. Teleportation |
Travel to Distant place that you can see
and that has vegetation. The user will appear there after 4 rounds of uninterupted concentration. | |
14. Rooting |
Dig roots into the ground that lock you to that location.
Advantage against being knocked or dragged, disadvantage on DEX. | |
15. Project voice |
Create vegetable vocal chords that can project your voice from outside your body
| |
16. Recall past life |
Recall one Profession, Pysonic or Mutation that your character had in a previous life and get that power.
Roll to see which or use previous character. | |
17. Shrink self |
Shrinks users body to the size of a small dog
| |
18. Vine Shield (R) |
Creates a sturdy wooden shield worth 2 armor points
| |
19. Plant Prison |
User turns body into a prison for enemies with melee range, completely imobilizing them for 1d4 turns.
| |
20. Bloodseed Darth |
A piercing projectile infects its target with fast-growing seeds that feed on blood. A vine that grows through the victims veins drains all blood.
|
Rad-Hack is created by Karl Stjernberg, and can be found in physical form here as well as in digital form at drivethrurpg.
PDF-version of this Character Class found here.
Comments
Post a Comment