And now, the second Element playbook is ready for playtest. Behold:
The Biomancer
“Cut it off! I can’t get cancer, anyway…”
When your body is no longer human, you don’t die from natural causes. You became the natural causes. The Biomancer is all about the body: diseases, manipulation… Absorbtion. Pain.
That nurse who makes the pain go away with a touch, or the guy that can junp higher. They all can be biomancers – ando so can that weird punk girl, that smoke a lot and is full of piercings.
Choose the Biomancer if you want the ability to heal others, and transform yourself.
Name
Alex, Lizbeth, Manfred, Alice
A subtle name, a weird name, a foreginner name
Looks
Down, Transgressive, Unique, Paragon
Painfull eyes, distant eyes, weird eyes
Ocupation
Doctor, Drug Dealer, Sadistic Whore, Painkiller, Weirdo
Stats
You get: Smooth -1 Gorgeous 0 Wild +1 Clever 0 Freak +2
Then: add 1 to one of thees, except Freak
Unique Move
One body for all
You can absorb NPC.
When you absorb someone, roll+Freak. On a hit, you absorb it: heal 1-harm. On a 7-9, it’s sick.
If it’s sick:
Whenever you get contact with a disease, contract it and roll+Freak. One a 10+, choose 2. On a 7-9, choose one:
• you’re not affected by it’s effects
• you can contaminate others with it, by touch
• you can heal others from it, by touch
Death Move
Epandemia
When you die, work with the MR to create a new disease, a huge one like Aids, Cancer, and sstuff like that. Your death place becomes the center of an worldwide epandemia, and everybody contracts it.
At your call, PCs can roll+Tune (with you) spent to clean themselves of the infection. If you say so, create a custom move for that, with your MR.
EXP and Tokens
Everytime you heal other, mark XP.
Everytime you stay with the profile down facing a hard situation, mark XP.
Everytime you contract a disease, gain 1 Token.
Tune
Name someone that knows who you really are. Give it Tume 2 on you.
Name someone you saved the life. Take Tune 2 on it.
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Moves
You get this one:
Organic Matter Manipulation
The special powers of the Biomancer comes from Organic Matter Manipulation, normally it’s own body. Describe then that way. They are always cnsidered high profile actions.
Choose two:
Exchange the Pain
Whenever you heal someone: touch it, cause yourself harm and roll+Tune. On a 10+, you heal 1-harm for each 1-harm you caused in yourself. On a 7-9, you heal 1-harm for 2-harm you caused in yourself.
Freak on a Leash
You get +1 Freak.
Weirdo
When you use your organic matter manipulation (like healing or body transformation) to directly heal, help or interfere, roll+Freak instead of roll+Tune.
My Pain, My Pleasure
When you hit the “-1” slot of the harm clock, roll+Freak. On a 10+, use it as a +1 modifyer. On a 7-9, ignore the penalty.
Absorb and Disguise
When you absorb sommeone, roll+Clever. On a hit, you take the shape of your victim. On a 10+, you get that person’s memory: ask the MR a question.
Body Canvas
Choose two body modifications. Every body modification add a consistent Trait when used.
When modifyying your body, roll+Freak. On a 10+, you do it okay. On a 7-9, you suffer 1-harm.
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Body Modifications
• Keratin Armor: you cover your body with a tick keratin armor. All harm is reduced by 1.
• Bone Sword: your arme become a grotesque blade. Add 1-harm to all your damage.
• Muscle Tendrils: you can use your tendrils to touch something far away. You need to modify your body in every use.
• Gristle Power: you can move faster and junp further. You need to modify your body in every use.
• Mass Power: you can lift more weight. You need to modify your body in every use.
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Advancement
When you advance your character, choose one:
• add 1 to your Smooth score
• add 1 to your Gorgeous score
• add 1 to your Clever score
• add 1 to your Freak score
• take another Beastlord move
• take another Beastlord move
• take another Beastlord move
• Take all Body Modifications
• take a move from another Element
• take a move from another Element