Cultivator (0 FP)
Those who would take what they wish from the very essence of existence, the Cultivator cares not for the plans of the heavens or earth.
Height: Any
Weight: Any
Speed: 10 ft.
Unarmed Dice: 1d2
Cultivation Base (0 FP): Cultivators can draw the essence of the world around them into their body to gain the abilities they most desire. This essence and patterns it forms within them gives them access to any Feature they have the skill to claim for themselves.
For each 6 total FP they possess, including unspent FP, their natural lifespan increases by one decimal point. If they have 42 or more FP in total, they do not age no matter how much time passes.
Optional Features
Deathless Body (10 FP): The Cultivator can restore themselves from anything short of total destruction. Unless their body is burned to ash or similarly destroyed, they are only mechanically treated as unconscious, Kill Checks having no effect.
Effects that would return Hit Points, including Features that do so without needing to be conscious, still return Hit Points and will result in them regaining consciousness.
Mind Over Mind (8 FP): Some Cultivators develop the skill to dominate the minds of those around them, controlling other creatures like puppets. As three actions, they can touch a creature and make a Dominate Check (1d2 + Smart Ass) against the creature’s Emotional Armor (6 + Smart Ass).
If their Dominate Check is higher, the creature is under their control for one full rest per Smart Ass. The creature obeys any commands given by them, but is capable of working against them as long as it does not go against any command. Creatures immune to mental tampering cannot be affected by this Feature.
Vitality (8 FP): The Cultivator can spend three actions to return one Hit Point. Once they have returned to their maximum Hit Points, their physical body will return to a flawless state, re-growing lost limbs and undoing all injuries without scars.
For 4 additional FP, they regain one Hit Point each Turn, without the need to take actions.
Essence Mage (6 FP): The Cultivator can create structures of essence to alter the world around them, limited only by their own skill and creativity. They define what they want to happen and how long it will take to make it happen. The Game Master determines the DC, which they must beat with a Casting Check (1d12 + Smart Ass). The DC can be lowered by increasing the casting time or reducing the power of the effect.
Revise Memory (6 FP): As twelve actions while touching an unconscious creature, the Cultivator can alter ten minutes per Smart Ass of the creature’s memories, adding, altering or removing them. Creatures immune to mental tampering cannot be affected by this Feature.
Tough (6 FP): All damage the Cultivator takes is halved, rounded down. This Feature can be taken repeatedly, its effects stacking upon themselves.
Bigger Ass (4 FP): One of the Cultivator’s Ability Scores increases by +1. This Feature can be taken repeatedly for different or the same Ability Score. This cannot raise an Ability Score over 12.
Energy Thrower (4 FP): The Cultivator can shoot a ray that can damage creatures at a distance. This increases their Unarmed Attack Dice from 1d2 to 1d4, allows them to make Unarmed Attacks as Ranged Attacks and those Attacks are treated as 20 ft. closer.
Flash Step (4 FP): The Cultivator can defy the physical limitations of movement, virtually teleporting over significant distances. As an action, they can move to any location they can see and physically fit within.
For 2 additional FP, they can teleport to any location they are reasonably aware of, such as locations they have already been or have had clearly explained to them.
Flight (4 FP): The Cultivator can move in three dimensions, flying 10 feet faster than their ground speed.
Siphon (4 FP): When damaging a creature with Unarmed Attacks, the Cultivator can regain Hit Points equal to half the damage dealt to the creature. This does not function on creature’s without souls, such as Invaders.
Storage (4 FP): As an action, the Cultivator can store away any item they can easily carry on their own in a non-dimensional realm, allowing them to carry a potentially infinite amount of random junk. They must be touching the item.
This means that they cannot store an entire building, unless they are strong enough to carry the building, but they could pick up and store every individual brick that composed that building.
Regenerate (3 FP): As two actions three times per full rest, the Cultivator can restore Hit Points to themselves equal to their Smart Ass + 1d6.
For 1 additional FP, this Feature also removes physical damage that does not effect Hit Points, such as disease, scars, malformation or similar lasting problems of the flesh.
For 2 additional FP, this Feature can be used on other creatures via touch.
For 3 additional FP, they can use this Feature three more times per full rest. This additional cost can be payed repeatedly, each time it increases the number of uses by three.
For 6 additional FP, this Feature can return creatures from the dead. Using this Feature requires them to touch the target, so they must have some form of remains to target in order to return the dead. Since they must spend actions to use this Feature, they cannot normally use it to return from the dead themself.
Aim (2 FP): The Cultivator can hit their enemies with excellent aim. Their Attacks are increased by 1. This Feature can be taken repeatedly, it’s effects stacking upon itself.
Alchemist (2 FP; Varies): The Cultivator has grown skilled at imbuing items with the intents they have cultivated within themselves, allowing others to absorb the intent and gain its benefits. Any amount of FP can be payed for the cost of this Feature.
Through an hour of work, they can craft an item that can be consumed by a creature, such as a pill, potion or similar consumable. While making the item, they chooses any arrangement of the Features they possess, including Features in their Cultivation, to imbue in the item. The total cost of all Features chosen must be equal to or less than half the FP spent on this Feature minus one.
Upon consuming the item, the creature that consumed it gains access to the chosen Features for a number of minutes equal to their Smart Ass.
Dodge (2 FP): The Cultivator can move out of the way of attacks with great skill. Their Armor increases by 1. This Feature can be taken repeatedly, it’s effects stacking upon itself.
Elemental Attack (2 FP): The Cultivator can attack at range with a particular element, causing 2d2 damage to an area 5 ft. wide and 10 ft. long in front of them. For every 10 feet beyond that range, the damage goes down by 1d2.
For 1 additional FP, the Damage Dice of this Feature increases by 1d2. This additional cost can be payed repeatedly, the effects stacking upon themselves.
Extra Body (2 FP): The Cultivator has a secondary body that functions identically to their primary body, except the death of their primary body will also kill the secondary. If both bodies are in the same Turn order, they share the same three actions a Turn. Otherwise, they are treated as two creatures with the same mind and Features.
If their secondary body is slain, it can be returned to life as normal. They may also choose for the next offspring they produce to become a replacement secondary body. This must be chosen before creating the offspring.
For 2 additional FP, they gain another secondary body.
Sanctum (2 FP): The Cultivator creates a personal pocket realm of their design, accessible to them as a refuge from the world. The realm can be restructured over a full rest. However, it cannot be larger than 10 cubic feet per Smart Ass and any material created as part of the realm cannot be removed from it.
As twelve actions, they can transport themselves and any items or creatures they are carrying to the realm or from the realm to their previous location.
Objects originating from outside the realm can still be removed, even if altered within it. A creature capable of inter-realm travel can leave the realm or enter the realm if it has a way to locate the realm.
See Me Not (2 FP): As an action three times per full rest, the Cultivator can become invisible for 10 minutes per Smart Ass. This provides +1 to Attacks and increases Armor by 2 against creatures that cannot tell were they are
For 2 additional FP, they can use this Feature on creatures they touch.
For 4 additional FP, this Feature can be used at-will.
Sucker Punch (2 FP): Three times per full rest, the Cultivator can use an action in another creature’s turn. This gives them three actions per full rest that can be used when it is not their turn at any time and in any combination.
These actions are taken away from their next turn, once it reaches their turn again in the turn order. This Feature can be taken repeatedly, providing three more actions per full rest each time it is taken.
Telekinesis (2 FP): The Cultivator can control objects with the force of their mind alone. Within 10 ft. per Smart Ass, they can interact with objects and creatures as if their physical body was affecting the object or creature.
Universal Language (2 FP): The Cultivator has the low grade psychic ability to sense the meanings of other’s words and convey their own meanings. This doesn’t actually let them speak or know languages they have never learned.
Instead, when they hear the words of a creature, the meaning of the words bypasses the physical words and goes directly from the creature’s language center to their language center. Likewise, their words are directly conveyed to any creature hearing them.
This lets them understand, and be understood by, any creature with a concept of language. Since the meaning goes directly to the mind, idioms and grammar are reflexively translated. They cannot use this to understand recorded language, such as written language or audio recordings.
Unliving (2 FP): The Cultivator’s body requires food, water, air and sleep to function, but does not require them to live. When they would die from the absence of one of these resources, they instead fall unconscious until the missing resource is returned.
In addition, if they would die from a toxin, pathogen or similar ailment, they instead fall unconscious for a full rest. After this full rest, they awake completely cured of the ailment effecting them. Likewise, taking a full rest while effected by such an ailment, wether life threatening or not, will cure them of the ailment after the full rest.
Erosvore (2 FP): Each turn that the Cultivator engages in a sexual act with another creature, it loses one Hit Point and they gain two Hit Points.
Alert (1 FP): When rolling for Turn order, the Cultivator can add 1d4 to their roll. This Feature can be taken repeatedly.
Demonic Appetite (1 FP): Some Cultivators develop bodies that have little regard for physical laws. They can eat a limitless amount of food, suffering no negative effects from over eating and remaining in ideal physical state regardless.
In addition, their bodies store the nutrients consumed without the need to create fat, allowing them to gorge on years worth of food in days and not need to eat again until those years have passed. They are immune to ingested toxins and pathogens, but gain no resistance to those that enter their body through other means.
Disease Immunity (1 FP): The Cultivator is immune to pathogens, being incapable of contracting diseases.
Essence Sight (1 FP): The Cultivator may make a Sight Check (1d12 + Smart Ass) to attempt to see non-physical aspects of reality.
For 1 additional FP, the results of their Sight Checks are increased by 1. This extra cost can be paid repeatedly, increasing Sight Checks by 1 each time.
Flesh Sculptor (1 FP): As three actions while touching a creature, the Cultivator can alter a creatures physical form as they wish. They can change the creature’s Height, Weight, anatomy and biological processes appropriately. This does not provide Features or mechanical changes, unless the Game Master rules that the addition or removal of a zero FP Feature is appropriate.
Hive Mind (1 FP): The Cultivator can spend an hour touching a willing creature to make a mental link between them and it. The link allows both of them to communicate telepathically over any distance.
As an action, either them or the creature can break this link. Any creature they have a link with can communicate with any other creature they have a link with, but a creature can only break its own link, not the links of others. If they die, all the links stop functioning, but are reestablished if they return to life.
Martial Artist (1 FP): The Cultivator has Unarmed Dice of 1d3, rather than 1d2. This Feature can be bought repeatedly. Each time it is purchased, the Unarmed Dice go up by one die type.
Cost Dice
1 FP: 1d3
2 FP: 1d4
3 FP: 1d6
4 FP: 1d8
5 FP: 2d6
6 FP: 2d8
7 FP: 4d6
+1 FP: +1d6
Normalcy (1 FP): The Cultivator has a low grade distorting effect on the minds of those around them, obfuscating anything suspicious about them.
Wherever they go, creatures will automatically assume that they belong there, without considering the implications of their presence. A creature will not question their presence on its own, but can still question if others do.
Likewise, any creature will ignore behavior or events relating to them that should cause concern, unless those events actively effect or threaten the creature. This Feature only works on events that are strange, not those truly suspicious in a manner the creature can understand. Creatures with minds immune to outside tampering are not effected by this Feature.
Perfect Memory (1 FP): The Cultivator is physically incapable of forgetting knowledge once it is learned. Any sensory input that has ever entered their mind is perfectly recorded and can be retrieved and experienced at any time as it was when first received. This makes it impossible for them to forget or lose quality from any experience.
As an action, they can go back to any point in their limitless memory and study the sensory input from that point. While doing this, they can make Checks to study their senses at the time as they would if present at that time and place. This might let them spot details they missed the first time or process information they weren’t paying attention to at the time.
Likewise, they never need to make Checks to remember past events, regardless of possible distractions.
Ranged Attacker (1 FP): The Cultivator is treated as if they were 10 ft. closer for making ranged attacks. This Feature can be taken repeatedly.
Recuperate (1 FP): While healing damage takes most people weeks or months, the Cultivator can heal quickly and easily. Whenever they finish a full rest, they gain a number of Hit Points back equal to their Bad Ass.
For 1 additional FP, they add 1d6 to the regained Hit Points every full rest.
See Darkness (1 FP): At-will, the Cultivator can touch themself or another creature and provide the ability to see in any level of darkness as if it were fully illuminated. Each creature effected retains this ability until it finishes a full rest.
Shield (1 FP): Three times per full rest, the Cultivator can put up a barrier against an Attack. This is used while a creature is making an Attack against them and does not have an action cost. They roll 1d6 and add it to their Amor against the creature’s Attack.
For 1 additional FP, they can add their Smart Ass to their Armor when using this Feature.
For 6 additional FP, they can use this Feature at-will.
Skilled (1 FP): The Cultivator is good at a particular skillset. When they make a roll to do something related to that skillset, they can add 1d4 to the result.
This Feature can be taken for multiple skills, at the same cost each time. It can also be taken repeatedly for the same skill, adding another 1d4 to that skill’s Checks. If taken for the same skill, the cost of taking it again is 1 higher each time.
For example, if they take this Feature once for Checks to observe their surroundings and once for Checks to persuade other creatures, each would cost 1 FP, for a total of 2 FP. However, if they take it twice for observing their surroundings, gaining 2d4 to such Checks, it would cost 1 FP the first time and 2 FP the second time, for a total cost of 3 FP.
Aura (0 FP): As an action, the Cultivator can project the awareness of one or more aspects of their existence. Any creature within 10 ft. per Smart Ass or capable of observing them can instinctively sense the magnitude of whatever they are projecting. They can stop projecting as an action.
For example, they may want to project the number of creatures they have killed, causing any creature affected to instinctively sense the rough magnitude of creatures they have killed. They can project anything they want, but the resulting affect on creatures must be accurate to the truth of the thing projected, meaning they could not project a false number of kills. This does not give clear information or cause a specific reaction from other creatures.
Fury (Varies): The Cultivator selects an arrangement of Features that do not have limited uses. The FP cost of this Feature is equal to half of the FP cost of all Features selected, rounded up. For a number of Turns per full rest equal to their highest Ability Score, they can gain the effects of all the selected Features.
It requires no action to activate this Feature, and they do not need to use the Turns consecutively. However, they will fall unconscious for a number of Turns equal to the Turns they used once they stop using this Feature or run out of available Turns.
This does not reduce their Hit Points and they wake up with the same number as they fell unconscious with, unless they took damage while unconscious. If one of the Features provided by this Feature increases their highest Ability Score, it does not increase the number of Turns this Feature can be used.
For 2 additional FP, they do not fall unconscious after using this Feature.
Byslexia (-1 FP): The Cultivator has trouble reading. After reading more than 100 per Smart Ass words in one sitting, they must take a turn doing nothing but recuperating. Attempts to impress people in a way that requires reading are rolled twice, and they use the lower roll.
For -1 addition FP, they cannot read at all.
Exposition Aura (-1 FP): Whenever one or more creatures observe a Cultivator using a Feature that the creatures do not know of or understand the origins of, a near by creature will spontaneously start explaining the name, nature and origins of whatever Feature is being used, no matter how illogical it is to do so.
Spit Blood (-1 FP): The way in which the Cultivator’s cultivation has been woven into their physical body has rendered them susceptible to extreme emotional changes, making a lack of respect physically dangerous.
As an action, any creature that can communicate with them can choose to make a No-Face Check (1d12 + Smart Ass) against the Cultivator’s Emotional Armor (6 + Smart Ass).
If the No-Face Check exceeds their Emotional Armor, they take damage equal to the creature’s Smart Ass minus 1d4 (minimum 0). Upon taking damage from this Feature (including 0), they spit up an inexplicable mouthful of blood, despite having no discernible damage afterwards.
Oath Bound (-2 FP): The Cultivator is incapable of breaking an oath once they have knowingly given it. This only applies to the meaning and contents of the oath that they were aware of at the giving of the oath, not possible reinterpretations of wording.
Likewise, situations that involve agreeing without knowing all implied details, such as signing a contract without reading the fine print, do not enforce anything but what they thought they were agreeing to.
For 2 additional FP, any creature they make a deal with is compelled to uphold its side of the deal, being affected as they are. This cannot affect creatures immune to mental tampering. However, if the creature does not uphold its side of the deal, they do not need to uphold their end.
Sympathetic (-4 FP): The Cultivator is incapable of taking a Kill Action, unless it is specifically for a goal other than the full death of the target.
For example, they couldn’t kill a creature by cutting its throat, but they could if the knife was enchanted to trap the creature’s soul so it could be transferred to a new body that lacked some debilitating disease the previous body possessed.
Fragile (-6 FP): All damage the Cultivator takes is doubled. This Feature can be taken up to four times, its effects stacking upon themselves.
Hunger (-8 FP): Each full rest, the Cultivator takes 1d6 damage. This damage cannot be healed, except by Features that return Hit Points by consuming other creatures, such as Siphon or Erosvore. This damage cannot reduce them below 1 Hit Point.
For -2 additional FP, the damage can reduce them to zero Hit Points, at which point they die automatically. They can still be returned to life as normal, but will return with damage from this Feature equal to their maximum Hit Points minus 1.
Pacifist (-8 FP): The Cultivator is incapable of taking actions to knowingly and directly harm others. This includes taking Attack Actions, but also prevents more complex actions that are clearly intended to cause harm.
For 2 additional FP, they can harm creatures that have already caused damage to them. They still cannot make Kill Checks, unless the Kill Check is for a goal other than the lasting death of the creature.
For another 2 additional FP, they can make Kill Checks against creatures that have caused them damage, even to permanently end the creature’s life.
