Bioterror
About this class
A volatile self-mutator whose power comes from catastrophic transformation and loss of control. Be the next Bruce Banner, Dr. Jekyll/Mr. Hyde, or simply touched by C’thulu’s corruption.
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
- What is the origin of your metamorphosis and what drove you to such extremes for power?
Connection prompts
Subclass cards
Printable via header menu
Path of Monstrous Duality
Foundation
SPELLCAST TRAIT: Strength
Monstrous Physiology: When you use Metamorphosis, become a hulking, monstrosity until end of scene with the following:
Gauntlets deal an extra d8 damage and are considered unarmed strikes.
You count as two sizes larger for interactions.
Horrific Mutation: While transformed, Spend 2 Horror Tokens per mutation until end of scene:
Brutal weapon feature on unarmed strikes.
Unarmed Strikes deal double damage to structures and objects.
Hurl a creature or object Close range after successful Unarmed Strikes.
Ignore Restrained or Prone.
Path of Monstrous Duality
Specialization
Grisly Modifications: You may mark 2 Stress to activate mutations. 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.
Savagery: Your unarmed attacks deal d10 damage.
While transformed, you may spend a Horror Token to make two unarmed strikes instead of one.
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 use Metamorphosis, your eyes blacken, you mutate with aberrant qualities until the end of the scene with the following:
You gain the Otherworldly feature on all damage.
Telepathy with targets you can see.
Fractured Cognition: Whenever you make a target mark a health, you inflict 1 Madness. Madness increases by 2 when they are spotlighted and have the following stacking effects:
1+= The creature has disadvantage on all rolls,
5+= The creature becomes Frightened,
10+= When spotlighted, it must mark Stress.
Path of Aberrant Horror
Specialization
Intrusive Thoughts: On a successful Spellcast Roll against a creature with Madness, they must make a Reaction Roll (13). On a failure, spend 2 Horror Tokens to choose one effect:
Cascading Delusions: Spread Madness to another creature within Close range of the target, equal to half the Madness on the original target rounded up.
Mind Sear: The target marks a Stress. If the target has 5+ Madness, they must mark 2 Stress instead.
Warped Perception: Until the end of the scene, the target is temporarily Dizzy treating all terrain as Difficult Terrain.
True Horror: On a critical success Spellcast or Attack Roll, double the target’s Madness.
Path of Aberrant Horror
Mastery
Incomprehensible Mind: While transformed, you are immune to psychic damage and your mind cannot be read or influenced. Your telepathy now reaches Very Far range without sight.
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, spend Horror Tokens equal to their Tier to 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. Be the next Bruce Banner, Dr. Jekyll/Mr. Hyde, or simply touched by C’thulu’s corruption.
Domains
Dread + Blood (07/09/26)
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. While transformed, Mark 1 Horror Token each spotlight or you must mark a Stress instead to act, or drop the transformation. .
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 use Metamorphosis, become a hulking, monstrosity until end of scene with the following:
Gauntlets deal an extra d8 damage and are considered unarmed strikes.
You count as two sizes larger for interactions.
Horrific Mutation: While transformed, Spend 2 Horror Tokens per mutation until end of scene:
Brutal weapon feature on unarmed strikes.
Unarmed Strikes deal double damage to structures and objects.
Hurl a creature or object Close range after successful Unarmed Strikes.
Ignore Restrained or Prone.
Specialization Feature
Grisly Modifications: You may mark 2 Stress to activate mutations. 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.
Savagery: Your unarmed attacks deal d10 damage.
While transformed, you may spend a Horror Token to make two unarmed strikes instead of one.
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 use Metamorphosis, your eyes blacken, you mutate with aberrant qualities until the end of the scene with the following:
You gain the Otherworldly feature on all damage.
Telepathy with targets you can see.
Fractured Cognition: Whenever you make a target mark a health, you inflict 1 Madness. Madness increases by 2 when they are spotlighted and have the following stacking effects:
1+= The creature has disadvantage on all rolls,
5+= The creature becomes Frightened,
10+= When spotlighted, it must mark Stress.
Specialization Feature
Intrusive Thoughts: On a successful Spellcast Roll against a creature with Madness, they must make a Reaction Roll (13). On a failure, spend 2 Horror Tokens to choose one effect:
Cascading Delusions: Spread Madness to another creature within Close range of the target, equal to half the Madness on the original target rounded up.
Mind Sear: The target marks a Stress. If the target has 5+ Madness, they must mark 2 Stress instead.
Warped Perception: Until the end of the scene, the target is temporarily Dizzy treating all terrain as Difficult Terrain.
True Horror: On a critical success Spellcast or Attack Roll, double the target’s Madness.
Mastery Feature
Incomprehensible Mind: While transformed, you are immune to psychic damage and your mind cannot be read or influenced. Your telepathy now reaches Very Far range without sight.
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, spend Horror Tokens equal to their Tier to 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.
Background Questions
Answer any of the following, or create your own.
- • What is the origin of your metamorphosis and what drove you to such extremes for power?
Connections
Ask one of the following, or improvise.
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