Bioterror
About this class
A volatile self-mutator whose power comes from catastrophic transformation and loss of control.
Domains
Starting stats
Hope feature
Class features
-
Tincture of Horrors
Your body accumulates unstable horrors drawn from bloodshed and terror.
Horror Tokens:
When you cast a Blood or Dread spell, gain 1 Horror Token.
When the GM spends Fear, gain 1 Horror Token (once per spotlight).
Horror Tokens persist until cleared.
You can hold a number of Horror Tokens equal to your max Stress Slots.
Class items
- Cracked syringe, or chains/clamps.
Character questions
Background prompts
Connection prompts
Subclass cards
Printable via header menu
Path of Monstrous Duality
Foundation
SPELLCAST TRAIT: Strength
Monstrous Physiology: When you activate Metamorphosis, your body reshapes into a hulking, muscular monstrosity until the end of the scene.
While transformed:
Your unarmed attacks deal 1d8 damage.
You can only use gauntlets
You count as two sizes larger for physical interactions.
Each time you are spotlighted, mark 1 Horror Token.
If you cannot mark a Horror Token, you must mark Stress instead.
Horrific Mutation: While transformed, you may spend Horror Tokens to fuel monstrous mutations. Spend 2 Horror Tokens to gain:
Brutal weapon feature on unarmed strikes.
Smash through a barrier or obstacle
Hurl a creature or object within Close range
Ignore being Restrained or knocked Prone.
You may mark a Stress if no Horror Tokens are left.
Path of Monstrous Duality
Specialization
Grisly Modifications: You also know the following Horrific Mutations:
Powerful weapon feature on unarmed strikes.
Deadly weapon feature on unarmed strikes.
Scary weapon feature on unarmed strikes.
Hooked weapon feature on unarmed strikes.
Relentless: While transformed, you may make two unarmed
attacks instead of one. Your unarmed attacks deal d10 damage.
Path of Monstrous Duality
Mastery
Feral Abomination: While transformed, your body becomes a living weapon beyond restraint. Your unarmed strikes may have up to three weapon features applied at once. You know the following Horrific Mutations:
Devastating weapon feature on unarmed strikes.
Eruptive weapon feature on unarmed strikes.
Path of Aberrant Horror
Foundation
SPELLCAST TRAIT: Instinct
Aberrant Corruption: When you activate Metamorphosis, your form shifts into something alien and cosmic until the end of the scene. Your eyes blacken fully and your flesh takes on an
unnatural, otherworldly quality.
While transformed:
You manifest visible mutations such as tentacles, wings, extra eyes, or split limbs. (Narrative mostly)
You gain the Otherworldly feature.
Each time you are spotlighted, gain 1 Horror Token. If you cannot gain a Horror Token, you must mark Stress instead.
Fractured Cognition: Your presence fractures thought and perception. When you deal damage with an attack or spell, you inflict 1 Madness on the target. When a creature with Madness is spotlighted, it gains 1 additional Madness.
Condition: Madness
Madness stacks on a creature and has the following effects:
1+ Madness: The creature has disadvantage on rolls.
5+ Madness: The creature becomes Frightened.
10 Madness: Madness becomes permanent. Each time the creature is spotlighted by Fear, it must mark Stress
Path of Aberrant Horror
Specialization
Intrusive Thoughts: When you make a successful Spellcast Roll against a creature with Madness, that creature must immediately make a Reaction Roll (13). On a failure, spend 2 Horror Tokens to choose one Mental Effect below to apply:
True Horror: On a critical success on your Spellcast Roll, double the target’s Madness instead of choosing another effect.
Cascading Delusions: Spread Madness to one other creature within Close range of the target, equal to half the Madness on the original target (round up).
Mind Sear: The target must mark Stress. If the target has 5 or more Madness, they must mark 2 Stress instead.
Warped Perception: Until the end of the scene, the target treats all terrain as Difficult Terrain. The GM may spend 1 Fear to end this effect early.
Path of Aberrant Horror
Mastery
Incomprehensible Mind: While transformed: You are immune to psychic damage and your mind cannot be read or influenced.
Cerebral Consumption: On a successful attack against a creature with Madness, it must make a Reaction Roll (13). On a failure, it is Restrained by you. The next time it is spotlighted, it makes another Reaction Roll (13). On a failure, you execute the creature if they are lower Tier than you. Mark 3 Stress when eating their brain, you heal HP equal to half its remaining HP.
Bioterror
A volatile self-mutator whose power comes from catastrophic transformation and loss of control.
Domains
Blood + Dread
Starting Evasion
8
Starting Hit Points
7
Class Items
- • Cracked syringe, or chains/clamps.
Bioterror’s Hope Feature
Metamorphosis : Spend 3 Hope once per scene to undergo a controlled transformation. Clear all Horror Tokens to drink your tincture. Enter a subclass-defined transformed state.
Class Features
Tincture of Horrors
Your body accumulates unstable horrors drawn from bloodshed and terror. Horror Tokens: When you cast a Blood or Dread spell, gain 1 Horror Token. When the GM spends Fear, gain 1 Horror Token (once per spotlight). Horror Tokens persist until cleared. You can hold a number of Horror Tokens equal to your max Stress Slots.
Bioterror Subclasses
Choose either the Path of Monstrous Duality or Path of Aberrant Horror subclass.
Path of Monstrous Duality
Play the Path of Monstrous Duality if you want to control a fractured self split between restraint and catastrophic physical dominance.
Spellcast Trait
Strength
Foundation Features
Monstrous Physiology: When you activate Metamorphosis, your body reshapes into a hulking, muscular monstrosity until the end of the scene.
While transformed:
Your unarmed attacks deal 1d8 damage.
You can only use gauntlets
You count as two sizes larger for physical interactions.
Each time you are spotlighted, mark 1 Horror Token.
If you cannot mark a Horror Token, you must mark Stress instead.
Horrific Mutation: While transformed, you may spend Horror Tokens to fuel monstrous mutations. Spend 2 Horror Tokens to gain:
Brutal weapon feature on unarmed strikes.
Smash through a barrier or obstacle
Hurl a creature or object within Close range
Ignore being Restrained or knocked Prone.
You may mark a Stress if no Horror Tokens are left.
Specialization Feature
Grisly Modifications: You also know the following Horrific Mutations:
Powerful weapon feature on unarmed strikes.
Deadly weapon feature on unarmed strikes.
Scary weapon feature on unarmed strikes.
Hooked weapon feature on unarmed strikes.
Relentless: While transformed, you may make two unarmed
attacks instead of one. Your unarmed attacks deal d10 damage.
Mastery Feature
Feral Abomination: While transformed, your body becomes a living weapon beyond restraint. Your unarmed strikes may have up to three weapon features applied at once. You know the following Horrific Mutations:
Devastating weapon feature on unarmed strikes.
Eruptive weapon feature on unarmed strikes.
Path of Aberrant Horror
Play the Path of Aberrant Horror if you want a body rewritten by alien logic, become a conduit for impossible fear.
Spellcast Trait
Instinct
Foundation Features
Aberrant Corruption: When you activate Metamorphosis, your form shifts into something alien and cosmic until the end of the scene. Your eyes blacken fully and your flesh takes on an
unnatural, otherworldly quality.
While transformed:
You manifest visible mutations such as tentacles, wings, extra eyes, or split limbs. (Narrative mostly)
You gain the Otherworldly feature.
Each time you are spotlighted, gain 1 Horror Token. If you cannot gain a Horror Token, you must mark Stress instead.
Fractured Cognition: Your presence fractures thought and perception. When you deal damage with an attack or spell, you inflict 1 Madness on the target. When a creature with Madness is spotlighted, it gains 1 additional Madness.
Condition: Madness
Madness stacks on a creature and has the following effects:
1+ Madness: The creature has disadvantage on rolls.
5+ Madness: The creature becomes Frightened.
10 Madness: Madness becomes permanent. Each time the creature is spotlighted by Fear, it must mark Stress
Specialization Feature
Intrusive Thoughts: When you make a successful Spellcast Roll against a creature with Madness, that creature must immediately make a Reaction Roll (13). On a failure, spend 2 Horror Tokens to choose one Mental Effect below to apply:
True Horror: On a critical success on your Spellcast Roll, double the target’s Madness instead of choosing another effect.
Cascading Delusions: Spread Madness to one other creature within Close range of the target, equal to half the Madness on the original target (round up).
Mind Sear: The target must mark Stress. If the target has 5 or more Madness, they must mark 2 Stress instead.
Warped Perception: Until the end of the scene, the target treats all terrain as Difficult Terrain. The GM may spend 1 Fear to end this effect early.
Mastery Feature
Incomprehensible Mind: While transformed: You are immune to psychic damage and your mind cannot be read or influenced.
Cerebral Consumption: On a successful attack against a creature with Madness, it must make a Reaction Roll (13). On a failure, it is Restrained by you. The next time it is spotlighted, it makes another Reaction Roll (13). On a failure, you execute the creature if they are lower Tier than you. Mark 3 Stress when eating their brain, you heal HP equal to half its remaining HP.
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