Playthings of Mad Gods

GLOG Class: Veteran of the Psychic Wars

Obviously inspired by this song, also the whole class is inspired by the songs of Blue Oyster Cult. Also, a Content Warning: War Crimes.

You see me now, a veteran
Of a thousand psychic wars
I've been living on the edge so long
Where the winds of limbo roar
And I'm young enough to look at
And far too old to see
All the scars are on the inside
I'm not sure if there's anything left of me

Veteran of the Psychic Wars:

Scars: Your body is covered in scars. Your memories are fragmented - you barely remember who you are, and yet it gives you a strange strength. Half of your inventory slots are filled with Scars each morning (if you use mental inventory, the same thing happens with it too). You may expend a Scar to negate 4 points of damage targeting you - this represents the attacks hitting something that's already destroyed.

Shackled Mind: You have been changed by the wars you were put into - after taking damage, something changes in you. You become numb to pain and fear, focused on dealing the most damage to your enemies with any mean possible. You are capable of retreat only as long, as it will enable you to kill more. You leave this state after killing the last visible enemy, or if reminded of a happy memory. While in this state you make your attacks and damage rolls with advantage. Any creature who tries to stop you from killing is treated as an enemy.

Flashbacks: Your memories are starting to return, flaring up and dying again. It causes your psychic powers to return, and it is not as good as it may sound. At the start of each day, roll d10 and check the following table:

Your company has been destroyed by the enemy atomic bombardment - you were the only one who survived, thanks to hiding from the blast underground, but your bones are full of poison. You may expend Scars to force an enemy to save or spend their next d6 rounds vomiting, but you have a disadvantage on all saves against poison and disease.

Your friend has sacrificed himself to push you out of the way of a napalm trap. You can still feel the smell of his flesh. You may expend a Scar to create a fire anywhere you can see, but you have a disadvantage on all saves to avoid being set on fire.

You were sitting with your company, trying to forget the horrors you've seen by drinking and partying like tomorrow would never come. It didn't come for many of you, as enemy soldiers hidden among civilians have opened fire on you. You may expend a Scar to create a 5 m radius sphere of darkness that stays for a turn, but have a disadvantage on all saves against surprise.

Back when you were still a rookie, you were a part of "Pacification Corps". The first person you have killed wasn't an enemy soldier - it was a civilian who hid some, and your commander has ordered you drive your vehicle over their head. You may expend a Scar to force an inanimate item the size of a rifle or smaller in your vicinity to move up to the speed of a cannonball, but you have disadvantage against all saves against being crushed.

When you were in "Pacification Corps", it was not the only crime you have commited. You were ordered to kill people that have surrendered, and their faces will haunt your dreams forever. You may expend a Scar to force an enemy to make a Morale check or flee, but you have disadvantage on all checks against fear or sense of guilt.

The cities you razed still haven't been rebuilt. You remember setting up explosives and lighting the fuse, all while the people locked inside these buildings were trying to jump out of the windows. You may expend a Scar to damage a structure you see, but you have disadvantage on all saves to avoid being crushed or otherwise damaged by architecture.

You remember the Catastrophe that befell the war-ravaged lands. The rivers rose and the winds blew, and you were fighting all the same. Both your friends and enemies have been taken away by the river. You may expend a Scar to create a gust of wind that forces everyone in front of you to have to save or be knocked prone, but you have a disadvantage on all saves against disasters.

You remember seeing your friend dying after stepping on a mine, the medics trying to save him for 3 days and nights. You were also trying to help him, but to no avail. Sometimes you wonder if it shouldn't have been you who died back then. You may expend a Scar to stabilize anyone dying in range of your sight, but you have disadvantage on saves against death.

You remember these lying fucks who were recruiters, who promised you wealth and glory. You remember seeing one of them on the war, lying in a ditch with a broken leg and begging for mercy. You gave him his mercy by shooting him in the stomach. You may expend a Scar to create a motionless, soundless illusory image that dissipates once touched. You have disadvantage on all saves against illusions.

You remember pushing through the wilderness, the whole month you spend hiding and avoiding ambushes while you were searching for any friendly soldiers - they almost killed you when they found you, as your uniform was completely brown from the mud by then. You may expend a Scar to become invisible until you make an overt hostile action, but you have disadvantage on reaction rolls.

B-Side: When spending a Scar to activate an ability granted by your Flashbacks, you may decide to reverse its effects (i.e. freeze an item instead of setting it on fire).

I Am the One You Warned Me Of: When your Shackled Mind activates, you become a killing machine, and your enemies seem to finally realize. Your enemies must check morale when they see your Shackled Mind activate.

Let Go: You may never get rid of your Scars. But you may outgrow them. You work through all the damage that The War dealt to you, and even if you may never be the same, you may be better. Ignore the negative effects from Flashbacks, and you may choose the one you are using each time you wake up. Also, you may choose to end the effects of Shackled Mind by spending a Scar.

#Class #GLOG