Alien Hunter
Alien hunters are those who are aware of and have trained against the probings of extraterrestrials. They use Cleric spells, XP progression, and saves. They may wear metal armor only if it is tinned.
Rank | XP | HD | Spells |
---|---|---|---|
Skeptic | 0 | 1 | -/-/-/-/- |
Agnostic | 1500 | 2 | 1/-/-/-/- |
Village Skywatcher | 3000 | 3 | 2/-/-/-/- |
Abductee | 6000 | 4 | 2/1/-/-/- |
Phenomenologist | 12000 | 4+1 | 2/2/-/-/- |
Exobiologist | 25000 | 5 | 2/2/1/1/- |
Podcaster | 50000 | 6 | 2/2/2/1/1 |
Chosen One | 100000 | 7 | 2/2/2/2/2 |
Banish Aliens
Alien Hunters can activate their holy symbol against aliens, rolling 2d6 and comparing it to the target numbers below. If successful, 2d6 aliens are affected. The holy symbol must be worn on the head and made from tin, aluminum, or meteorite.
Entity | Skeptic | Agnostic | Village Skywatcher | Abductee | Phenomenologist | Exobiologist | Podcaster | Chosen One |
---|---|---|---|---|---|---|---|---|
Tekeli-li | 7 | T | T | D | D | D | D | D |
Albino Penguin | 9 | 7 | T | T | D | D | D | D |
Grey | 11 | 9 | 7 | T | T | D | D | D |
Fungal Alien | N | 1 | 9 | 7 | T | T | D | D |
Deep One | N | N | 11 | 9 | 7 | T | T | D |
Elder Thing | N | N | N | 11 | 9 | 7 | T | T |
Shoggoth | N | N | N | N | 11 | 9 | 7 | T |
Sound out of Space | N | N | N | N | N | 11 | 9 | 7 |
T = automatically turned
D = disintegrated
New Spells
Light from Emerald Star
Level: Magic-User 2 / Alien Hunter 1
Duration: 1d6+1 turns
Description: Green light beams in 60’ foot radius, causing all crabs and crablike beings to dance in spiral patterns. They gain 1 HD for the duration.
Protection from Abduction
Level: Alien Hunter 2
Duration: 6 turns
Description: Provides increased psychic awareness of extraterrestrials. For the duration, the target cannot be surprised by alien entities and gains +2 to saves against alien beings.
Minor Black Hole
Level: Magic-User 4 / Alien-Hunter 3
Duration: 1 round per level of caster
Description: Opens up a spatiotemporal singularity, trapping everything including light within 10′ of its orbit.
Conversion Notes
Basic/Expert: use Cleric values for HD and adjust Banish Aliens to match the Cleric Levels.
Psychoanalyst
Psychoanalysts have trained in the murky arts of the unconscious. They use the Cleric spell list and XP progression but otherwise save as Magic-Users. They start with knowledge of Read Unconscious and one other spell of their choosing. Psychoanalysts have no need for spellbooks, but must pray to the collective Unconscious each morning to receive closure.
Rank | XP | HD | Spells |
---|---|---|---|
Volunteer | 0 | 1 | 1/-/-/-/- |
Counselor | 1500 | 1+1 | 2/-/-/-/- |
Village Therapist | 3000 | 2 | 3/1/-/-/- |
Psychotherapist | 6000 | 2+1 | 4/2/-/-/- |
Post-Freudian | 12000 | 3 | 4/2/1/-/- |
Jungian | 25000 | 3+1 | 4/2/2/-/- |
Lacanian | 50000 | 4 | 4/3/3/2/- |
Schizoanalyst | 100000 | 5 | 4/4/3/3/2 |
New Spells
Read Unconscious
Level: Psychoanalyst 1
Duration: 2 dream diaries or 1 willing participant
Description: Allows access to the unseen drives and thoughts that structure one’s consciousness.
Protection from Subjectification
Level: Psychoanalyst 1
Duration: 6 turns
Description: Provides +3 to saves to effects that rigidify, define, or fix one’s identity (e.g. saves again Paralysis, Charm Person, or Hold Person).
Curse of Oedipus Complex
Level: Psychoanalyst 4
Duration: A specific form of psychoanalytic Geas. Those affected must seek out and murder their father and marry their mother. Until they have done so, they are -4 to all saves. If both parents are dead, the curse is transferred to the nearest sibling.
Conversion Notes
Basic/Expert: use Cleric values for HD and hit bonuses.