You are a fish that has figured out a way to breathe air. Going around the surface made you humanoid, and gave you some sort of a brain, but diminished your power. Thankfully, significant amounts of water will restore you to your former glory.
You gain +2 HP per template, also you can talk to fish, and stink very much.
You start with seagrass pants that never rip during transformations and two huge waterskins.
Starting skill: Fishing
Using switch templates here. Use X1 when you are submerged or wet (a slot of water should make you wet for roughly a turn, unless something dries you forcibly), and X2 when dry.
A1 True Form A2 Dry Form
B1 Haulfish B2 Frontal Lobe Development
C1 King of the Sea C2 Superior Empathy
D Ultimate Form
π« Trident
π« Hook Breaker
π« Fish Magic
A1 True Form
An enormous humanoid fish, slightly bigger than an ogre. When you transform into it from Dry form, leave everything you're holding, and everything you are wearing bursts off.
Your strength equals 15+[templates]*3.
You can make two attacks per round, and thanks to your sharp fins and sturdy fists your unarmed attacks deal d8 damage. Most weapons will break in your hands.
You can't use protective gear, but your scales count as Light armor +[0, 1, 2, 3], and your current HP doubles.
You can swim at great speed: [60, 90, 120, 150]' per round, and considering your size, that carries lots of momentum.
You can't really use most of your humanlike brain. You remember your alliances, goals and agreements, but otherwise you are fish (int 3?)
True Form recognizes the utility of Dryness, but will only transform when necessary.
A2 Dry Form
You are a fish person of average build. Thanks to exposure to air, you have begun developing a human-like brain. You understand what an ally and an enemy is, just as you understand agreements and wealth. Emphasizing with other beings is difficult, and most plans might be too difficult for you to understand.
Dry form recognizes the utility of Wetness, but will only transform when necessary.
B1 Haulfish
You can push and pull objects in water far too great to be possible, without losing speed. Currently it can be as much as a [small ship/galleon/huge chunk of an island]
B2 Frontal lobe development
You learn how to read and write, and understand that people can have complex emotions (you can't have those yet). Your imagination is around human level.
C1 King of the Sea
You can intimidate all aquatic life into obedience. Might even work on aberrations, leviathans and the like.
C2 Superior Empathy
Your cognitive abilities are that of a human if not better, and you understand emotions perfectly. You can always tell how someone is feeling or if they want something.
D Ultimate Form
Both of your forms have finally come to a mutual understanding, and they merge into one. You have all the benefits of True Form paired with the thinking of your Dry Form, unless your moist mucus is removed from you, in which case you lose benefits of True Form until wet again.
π« - Trident
Find the legendary trident of the seas, and convince the barnacles that you are worthy of its power. They don't know fear.
This is the only weapon worthy of you. Probably +3, generally should be on par with other legendary weapons. Requires 20 strength to wield. It disappears when you are in Dry Form.
You can now also make three attacks a round.
π« - Hook breaker
Be caught into a trap by obvious bait, and manage to break free. Lose this template if you ever ignore obvious bait.
If anyone tries to pull you, they are pulled instead, and you can punch them for free if that puts them in melee range.
π« - Fish Magic
Eat a wizard whole. If they escape your insides or die, lose this template.
The wizard in your stomach will conveniently shrink when you go Dry.
Gain 1MD and the ability to cast one random spell the wizard knows (or more, if the wizard allows.)
Commentary
It's silly and kinda sloppy (get it?). It would be best in some kind of pirate seafaring campaign. Still, definitely my favorite GLOG creation.
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