Of the infinitely expanding number of homeworlds and shadows, there lays certain common factors. Sentience, whether dead or alive, are necessary to beget Overpowered phenomena.
Whether artificial, natural, or a mere facsimile, or even the echoes of the ghosts of the past, sentience is not only necessary to establish a Psychic Space but also to generate Elan.
Another is that something happened on at least 80% of them around the similar year of 2012, or something close to it.
On a particular planet, a castoff Earth-type clone, 2012 was ushered in by World War 3, a major nuclear threat that set off a chain wave of fear and despair.
And then the Mexicans rose.
Deploying secretly wrought ancient Aztec-Mayan technology, they shut down all nuclear missiles (and only the missiles) throughout the entire world. While they saved the planet from nuclear holocaust, they also drew the ire and negative attention of the rest of the world.
And the rest of the world tried to pick a fight with them.
Deploying their strange array of space lasers and human sacrifice-fueled golems, the Neo-Mexicans (as they declared themselves, having taken quite a bit of their Southern neighbors as well as most of Texas and California) fought back, eventually taking half the world in under a year.
It was then that the last of the Global Alliance deployed their deadliest bombs yet - the Swarm Bomb, a planetkiller of devastating proportions that transmutes matter into nanomachines.
Now the Neo-Mexicans HAD the power and the technology to neutralize even the Swarm Bomb, but instead thought it funnier to simply leave. So the Space Colony Sombrero of Neo-Mexico literally detached it’s landmasses from the world as the Alliance bombed itself in a suicide attempt to destroy them.
Sure they could’ve saved them, but “Fuck them fools, dog.”
With their advanced blending of technology and eldritch magic, Space Colony Neo-Mexico is a pseudo-communist paramilitary force and, as such, have taken it upon themselves to travel through time and space to troll other worlds, especially similar to theirs, because “fuck them fools too, dog.”
Officially they’re on the wanted list of the Extreme Existence, granted a criminal status of S+. Unofficially they work for the Extreme Existence, normally dispatched to places to carry out missions and extraordinary derring-dos that shouldn’t be on the books.
(basically Mexican Wakanda with the same kind of clause that Maximum Kreig has)
A very family-oriented matriarchal society, the Ten Great Families who lead Space Colony Neo-Mexico trace their lineages back to three sources:
>California
>Texmex (a strange crackheaded almost vampiric kind of people)
>Actual Mexicans
THE THREE CULTURES: THE SOUTH-CENTRAL ALLIANCE
It’s no coincidence that the three cultures that came to dominate Neo-Mexico originated from Northern Mexico/Southern US. The central government of Neo-Mexico hails directly from a secret organization of Mexican people who safeguarded eldritch technology, taking part in a masquerade to fool the entire world lest they start sniffing at that tech. Alien technology left behind by the Aztec/Mayan kingdoms, only to be modernized with each successful generation of guardians.
That is until Doomsday. It is a well-known phenomenon that on most Earth-like planets/dimensions/homeworlds, the year 2012 is a specific chronological event that either ends an era, ushers in a new one of heightened supernatural/scientific power, or even the end of the world itself.
It was at the year 2012 that the Sombrero rose, taking with it a “safe” chunk of landmass, water, and indeed just a clean slice of the world, leaving behind a black section simply dubbed “The Void” by the rest of the world.
It was here that the current government and subsequent peoples of Neo-Mexico were revealed, and have long since been interbred to the point where these three bloodlines have become the most prevalent, though individual cultures are still revered and taught.
It was during this time that the South-Central Alliance (as the government would come to call itself) began to also fight off certain infiltrators and saboteurs from further south of South America. Because of this, the “Northern Bloodlines” or “Central Bloodline” are considered far more worthy of respect, though Neo-Mexicans take care to not go full-blown eugenics.
That’s for nerds and gringos, dawg.
The Pope is a natural leader of the uber-religious sect, and has long since come from the Central American bloodline. El Presidente is a democratically chosen representative of the political faction, and is usually found from the California bloodline. The Head of the Commons represents the vast majority of the common citizen and acts as a reminder of the commoner-to-noble dynamics that exist, and especially represents the poor and marginalized…if there were any in Neo-Mexico. As such the Head of the Commons tends to come from the Tex-Mex bloodline, but only when they have dodged the statistic of being a crackhead.
ON RELIGION
Modern day Space Colony Neo-Mexico practices a strange subsection of Catholicism intertwined with other pagan religions. The current pope is a three year old who is being raised by the Council of Cardinals, a super-powered group of technologically advanced, genetically empowered people. Despite how it sounds, the Pope is living a relatively okay life, where he at least is being raised with empathy, compassion, and even love. It doesn’t help that the Pope is genetically the same person since the founding of the Alliance, and will gain access to his (or her) previous knowledge upon reaching the age of 18.
The Nuns are considered untouchably powerful, wearing a normal nun’s outfit until the fishnets, garter belts, and thigh-highs begin, symbols of their status and their killing capability.
With that stated, the Nuns are a hyper advanced military junta, one that could take out a small nation on their own. Superpowers, firepower, and empowered to be instruments of religious justice, the Nuns take it upon themselves individually or as a group to help keep the peace of Neo-Mexico…as well as enforce the supremacy of their people.
Due to the strange blend of Catholic and pagan beliefs, the various people of Neo-Mexico tend to be polytheistic, for all that they swear that it’s all Catholicism.
To say otherwise in Neo-Mexico is to reveal oneself a heretic! After all, all things are under God, y’know?
THE MASK OF SOR JUANA INES DE LA CRUZ
The Nunnery is, without the shadow of a doubt, the most dangerous and powerful faction in all of Neo-Mexico, though too humble and pious to capitalize upon the political arena. Instead they live as guardians and enforcers.
Though the priests of the faction may also take up arms and training, only the sisters may take up the empowered iron mask of Sister Juana. Until they marry, give birth, or die (though very few exceptions have been noted, normally those who survive a trial deep within the hidden bowels of The Sombrero known as “Purgatory”), the mask bonds with their flesh and changes their nature to that of a Neutral Good Outsider. To bear the mask of their predecessor and ur-example is to become beyond human.
They also gain advanced technological advances such as almost instant hacking by thought, technomancy, and other goodies (such as having a constant connection with the Sombrero consensus).
The sexualized aesthetic of the Nuns is one thing, but those who wear the masks are the ones to fear and hope for on sight.
ON RELIGION AND SEX
One of the first things changed within The Church is the renouncement of the Vow of Chastity. The only limitations placed upon the clergy (priests, luchadores, and Nuns) is that any who would marry a member of the clergy must become a member of the clergy themselves within a year of marriage, otherwise the marriage is immediately (religiously and legally) annulled, with possible ostracization of the clergy member.
CULTURAL IMPACT OF ADVANCED, UNEXPLAINABLE ALIEN TECHNOLOGY
At the border between the US and Mexico, there arose a secret society of people who bore the ancient stigmata of technology. An ancient, eldritch, advanced understanding and technological know-how that had long since been gleaned since the days of our predecessors.
Literally shared between the Aztec and Mayan kingdoms, with the survivors having fled ever more northward yet not really wanting to slip into US territory because “fuck them fools, dawg.”
Keeping the secrets of such technology to themselves until humanity proved themselves worthy and ready, this group (who would go on later to form the South-Central Alliance) would later come to the realization as WW3 hit that this world would NEVER be ready.
Having ignored their cries for peace, so would the Neo-Mexicans ignore the world’s cries for their subjugation.
After all, if might genuinely equals right, then the world is going to get one helluva wake up call…
THE SOMBRERO
One day, the Sombrero simply formed and rose up into space, becoming a new moon even as it simply cut out a chunk of the world itself, taking atmosphere, land and sea up with it.
The Sombrero itself is an S-class Overpowered Artifact with limited sentience, one that connects the top 3 (El Presidente, the Pope, and the head of the Commons) within a consensus. All Neo-Mexican citizens can join this consensus, and through the power of this gestalt a form of utopian communist-anarchodemocracy has taken place.
The Sombrero has an intense hatred for gringo gentrification and, strangely enough, Jair Bolsonaro.
NEW NPCS
The Pope, Victor Alejandro Fernando the XIVth
El Presidente, Aleja De La Yalania
Head of the Commons, Ximena De Dios
Leader of the Nunnery, Sor Fidelia De los Santos
Head of the Council of Cardinals, Marcio Jaimes
Head Nunnery Trainer, Don Alphonso Escovedo
The Sombrero AI, Jaimie
La Heina
Flaco y Paco Hernandez
Lorenzo Rojas, Head of the Pornoguchi-gumi
(name used with permission)
(Full titles: The Despot of Debauchery, the King of Cuckoldry, the Assmaster, the Tyrant of Titillation, the Master of Delicious Nipples, The Titty Tyrant, the Duke of Dickening, the Baron of Bulls, the President of Pootaine)
Organization: The Pornomancer Yakuza
NEW JORBS
Dog Soldier - heavily specialized martial artist.
Mayan Doomspeaker - high offense blood/black magic type. The party don’t start until they die.
Rodeo Clown - high con, high dex, lots of taunt/warcry “look at me” skills.
Nuns - technologically advanced zealots whose power cannonballs them into Uber Jorb territory. Highly trained, highly efficient, highly effective. Nunnery training immediately enables them to use any weapon in sight, and even to create weapons out of thin air. One of the few jobs that can technically follow more than one Faith Table.
NEW CHARACTER CREATION B/L/ONUSES
NEW ITEMS
The Iron Chancla - 2d8+ECL, crit 19-20 x2, B, melee only. Requires Exotic Proficiency: Chancla for anyone not of Neo-Mexican origin. Can be thrown for double damage at any target 15 feet away as a full round action. If thrown, takes a full round action to re-equip.
Chancla Launcher - 1d10+DEX Score, crit x3, B, ranged only. Requires Exotic Proficiency: Chancla for anyone not of Neo-Mexican origin. If target has less Elan than user, then crit is 18-20 x5.
The Chancla - grants +1 AC while worn as armor. Takes a single action to take off and convert it into a 1d6+Dex Mod, crit 19-20 x3 B, Light weapon. Can be used as either armor OR a weapon, but not both at the same time, even if you have one on and one off. Requires Exotic Proficiency: Chancla for anyone not of Neo-Mexican origin. Can be used as a ki-weapon for such purposes.
NEW ATTRIBUTES
>Luigi Death Stare (+10 BaB, 15 Style Points) - user gains +10 To Hit versus any target that has dropped them to under half their HP total in one attack in any combat round. For the rest of the combat round, user gains +5 Damage (any source) versus any other target, increasing by +5 for each new target.
>Chancla Sniper (40 Style Points) - can only be used with Chancla-based weaponry.
User gains +10 to hit versus targets that are at least 35 feet away.
User gains an additional +10 to damage versus targets that are at least 65 feet away.
User gains advantage versus targets that are closer in melee range (5 feet).
User deals double damage before crit versus targets that are closer than 30 feet away.
User gains +3 crit range versus targets that are 120 feet away.
NOTE: Nuns of the Sor Juana gain this feat for half price after Nunnery Training is complete.
>Grito (5 Style Points, must have +2 skill ranks in any Performance, must know at least one other Style first)- user gains +5 to Performance (Vocals) during performance checks only. User gains access to “Neo-Mexican Singing Style” on their styles list.
Normal Jorbs
Mayan Doomspeaker
The end is coming, whether it wants to or not!
The Doomspeaker is more than just doom and gloom, they’re a harsh force of reality, a primal, unforgivable truth. A strange job revolving around dying (or edging as close as possible), the Mayan Doomspeaker can bring about calamity with a mere whisper, and can deploy the darkest of their magic through HP instead of EP, or improve them with both.
Hit Dice: d4 (no Con bonus)
Starting Skills: (6 + Int Modifier) x4
Skills: 6 + Int Modifier
Starting Golds: 1d20
Class Skills: Escape Artist (Dex), Spellcraft (Favored Ability), Alchemy (Wis), Medical (Wis), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Craft: Porn (Cha), Gather Information (Cha), Heal (Wis), Investigate (Int), Jump (Str), Knowledge: Religion (Int), Listen (Wis), Perform (Cha), Profession (Wis), Research (Int), Ride (Dex), Spot (Wis), Use Magic Device (Cha)
Class basic abilities: Light Armor Proficiency, Simple Weapons proficiency.
NOTE: Mayan Doomspeakers can replace the Dynamic Sorcery level-gated abilities with the spell progression of Clerics from Dungeons and Dragons 5e.
Doom - user stabs self with their Athame. User gains DOOM blonus and will die in 1d4 rounds. User may now target up to ECL targets. Any and all targets marked as thus will also die, regardless of their status.
Living Dead - user no longer suffers permadeath at -10 but, rather, at 0 hp
Athame - a special religious knife composed of the user’s zealot soul. Cannot be used as a normal weapon. Can sunder/kill 100% of anything Sacrificed upon The Altar.
The Altar - a special, mobile site of worship that is connected to the user’s soul. Can take on the form of energy (costing 10 EP) or any splattering of the user’s blood. Any and all items sacrificed upon the altar will immediately translate into benefits and bonuses to the user depending on which god they follow.
Cast In Blood - user can cast magic spells through HP instead of EP. All effects are doubled (before crit) if done so.
Beware and Ward - while taking damage, user can (as a counter) increase the AC of their party members by half the damage taken. This AC bonus lasts for (user’s WIS mod) rounds.
Living Blood - when taking damage to EP, user gains the same amount of HP. When taking damage to HP, user gains the same amount of EP.
Vultures Peck At Your Eyes - Activates when user is at 50% HP total. While taking damage, all targets within 10 feet of the user take the same amount of damage.
Spit On Your Grave - when enemy targets within eyesight take damage from any source, user gains +1 to their Spellcraft. This bonus continues to increase until the user casts a spell or end of combat.
Attention To Detail - Activates at 25% HP total and 50% EP total. When any other source casts magic spells, user may attempt to synchronize with them as a counter. If synchronization is successful, user can make a “blood copy” of the spell for their own use. These blood copies can only be cast using HP.
Bad Moon On The Rise - when casting spells using EP, user takes the same amount of damage in HP. Spells cast this way have triple the effects.
Inflexible Belief - user can never be shifted in alignment or faith. This ignores Elan.
Human Sacrifice - user can now sacrifice living things upon their Altar,gaining the HP/EP as a temporary battery to their own totals. Can be done during combat, but target must be incapacitated or otherwise unable to resist. This can only be done once per day.
Bastards - user can give up a combat round in order to aggressively and violently proselytize to their enemies in a fit of zealous rage. Affects all targets within 30 feet of the Doomspeaker, actively moving them five feet in any feasible direction the Doomspeaker declares, and forces all targets to perform a Will Save (1d20+Will Save vs Doomspeakers 1d20+half of their Faith Points).
Trash Blood - whenever user takes melee damage, their wounds are bloodier than usual. User takes double damage from melee sources. Upon attacking user, the target must make a Sunder check on their nonmagical armor and weapons. Each successful attack increases the Sunder attempt by +10.
Unarmored skin takes an immediate 2d20 damage.
Murderous Thoughts - user is considered Mindless in terms of charm, brainwashing, or other psionic effects.
Suicidal Tendencies - whenever user takes damage willfully, their party members gain the same amount in HP. This is a supernatural ability, and requires the party to view them as an actual party member.
Aggravated Assault - when grappling or being grappled, the Doomspeaker may add their INT score to their grapple score.
To Embrace The Inevitable - if the Doomspeaker has hit at least 10% of their HP total but has regained HP since then, they may immediately drop themselves to 0 hp. Their spurting spray of blood now deals damage to all targets in a cone up to 30 feet away, dealing 2d20 damage, ignoring AC and Defense Roll. Friendly fire engaged, though, so keep that in mind.
Megadead - When any enemy is killed within 25 feet of the Doomspeaker, the Doomspeaker may regain 25 EP and HP. Whenever Overkill points are dealt out anywhere within 10 feet of the Doomspeaker, they may gain the same amount as a Spellcraft bonus.
A Final Overture - Whenever the Doomspeaker dies, they deal ten times the amount of their HP (including temporary and bonuses) to a single target of their choosing, including themselves.
Doomsday - can only be activated if the Doomspeaker has died and come back five times in a combat round. Deals the combined amount of damage the Doomspeaker has suffered (as well as those of up to 1d4 party members) since the start of combat to all targets within 100 feet. This is a supernatural ability.
Secret Art: Y2K - literally shuts down the game for 24 hours and possibly forever. Upon declaration, user permadies and creates a cascading wave of DOOM. Each time a person dies, they create a new halo of DOOM, affecting any and all living sentient creatures up to a mile away.
The chain ends when no one is affected by the wave.
Character is taken out of existence completely. At that point the Pact of Pantheons kick in and the world MAY be reset, but only at a 50% chance.
If there are Overpowereds nearby or on the planet when Y2K activates, there may be a higher chance they can reset the world to a certain point, but there’s no promises as to when or who can be resurrected through such means.
Dog Soldier
Originating from the hills of Central America, a harsh regimen of daily training and living conditions provided the world with the fiercest martial artists and warriors known to mankind.
Dog Soldiers tend to have weak will saves and a lack of expertise with weapons or armor, but make up for it with a heavy emphasis on toughness, either highly mobile and dexterous or powerfully muscled and strong enough to tear metal with their bare hands.
Noteworthy as brutal bodyguards and frontline shock troops, Dog Soldiers live for only one thing: loyalty to their trainers and loyalty to their masters.
Hit Dice: d12
Starting Skill points: (6+Con Mod)x3
Skill points: 6+Con Modifier
Starting Golds: 1d4
Class Skills: Escape Artist (Dex), Balance (Dex), Concentration (Con), Intimidation (Cha), Knowledge: Area (Int), Knowledge: Streetwise (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex)
Special Note: Dog Soldiers cannot multiclass into any other class until they hit level 17. Users cannot multiclass into Dog Soldier unless they meet specific time magic/psioinic trainers due to the 15 year training requirement.
Class basic abilities: Dog Soldiers are proficient with all simple weapon. Proficient with light armor and cloth armors.
I Want To Be Your Dog - Dog Soldiers are bred to obey their masters only, if not their trainers before them. Dog Soldier masters (and trainers) gain access to a special set of code words that immediately control the Dog Soldier.
Dog Soldiers are considered Mindless when it comes to psionic/brainwashing/magical effects.
A Dog Soldier can never train in weapons-based martial arts or learn how to utilize armors unless bred by a trainer for it, and these particular special breeds are FAR more expensive!
Breed - the first specialization for a Dog Soldier is the emphasis on their speed and agility (“Small Breed”) or power and physique (“Large Breed”). Small Breeds immediately gain a +10 bonus to Dex Mod, Large Breeds immediately gain a +2 DmR to physical attacks and advantage against blunt attacks.
Hellish Training - user’s natural attacks count as Martial Artist weapons, dealing lethal damage at 1d4. Small Breeds can add Dex Mod to the damage, Large Breeds can add Str Mod.
Gas Can - Should user hit 0 EP, they may continue using techniques or spells but cannot regain EP until the day after tomorrow.
Special Movement: Brachiating or Galloping - at this point, Dog Soldiers learn how to improve their basic mobility, gaining +10 to their basic speed depending on their breed (Small Breed gallop on all fours, Large Breed brachiate like a gorilla).
Stalking - while focused on their target and willfully being stealthy, the user gains +5 to their Stealth skill checks.
Hungry Like The Wolf - user must feed twice as much as a normal human, but can survive for far longer without food or water.
Gorge - upon feeding, user’s HP doubles as a temporary battery. This stacks with other forms of temporary HP. Gorge lasts for only 12 hours, and can be done only once per day.
Soldier Status (Pack or Solo) - upon getting this specialization, user can now gain only one of the following:
Pack - user gains +1 AC (as a Dex bonus) for every recognized packmate is within eyesight.
Solo - user gains +20 (To Hit) and +20 (Damage) so long as they’re alone against enemies of any sort.
Hot Gamble - user can take a standard action and take 10 HP damage immediately. As soon as their next combat round begins, they regain 50 HP. This can be done once per day.
Darkness Cancel - upon launching a Special Attack, user can “cancel” it after the To Hit has been rolled but before damage is calculated. If the initial Special Attack roll was successful, user may instead perform a standard attack that deals damage x3 (before crit).
Hallowed Swap - upon launching a Special Attack, user can “cancel” it after the To Hit has been rolled but before damage is calculated. If the initial Special Attack roll was successful, user may now hit the target with a different Special Attack.
Heavy Torque Jump - user may make two jump attempts during a single jump. Second jump is half of user’s jump score.
(Note: this is literally a double jump).
Bared Teeth - user attempts to intimidate a target during combat. Targets who fail their will save (DC - (user’s ECL)+1d20) take double damage from user until the start of user’s next combat round.
Snarl - user attempts to intimidate up to (CHA Mod) targets during combat. Targets who fail their will save (DC - (user’s ECL)+1d20) take double damage from user until the end of combat.
Bluster - upon taking non-physical damage, user may make a Fort save in order to half the damage. This can only be done if total damage is over 50% of user’s HP total. This can only be done (CON Mod) times per day.
Slam - should user deal 25% of target’s HP total in damage in a single attack, target is prone.
Specialization: Biohazard (Small Breed) or Onyx (Large Breed) -
Biohazard - upon being grappled, user immediately begins a shivering counter-attack. This count is immediate and does not provoke AoO. Deals unarmed damage immediately upon being grappled.
Onyx - upon grappling, the Large Breed immediately starts to bite target, dealing 1d20 damage. This damage increases with each bite they give.
Specialization: Bigger Slash (Small Breed) or Lockjaw (Large Breed)
Bigger Slash - upon successfully attacking a nearby target, user can automatically attempt a second attack as a free action so long as the new target is also within their threat range.
Lockjaw - upon making a successful bite attack, target is automatically considered Grappled.
Specialization: Claw Slash (Small Breed) or Bigger Bite (Large Breed)
Claw Slash - user’s nails are considered Natural Weapons and now deal 1d6 + Dex Mod damage and gets a +5 (To Hit) boost.
Bigger Bite - user’s Bite is now considered a Natural Weapon, and deals 1d10+Str Mod damage.
Front Loaded - allows the user to deal an extra +3 damage per attack during the first round only.
Special Movement: Aggressor - if any other target (friend or foe) successfully launches any form of non-physical attack, user may take a 10 foot movement without provoking AoO as a counter.
Final Specialization: Wrath Stab or Savage
Wrath Stab - user performs a single unarmed attack against one target. If attack is successful, deals (unarmed attack) x5 damage to all foes in a line behind original target. User then makes a Fort save (DC 1d20+(Target’s AC)). If they fail, the attack ends there.
If they succeed, user then tears their nails out of the target with incredible speed and vicious force, sending them flying behind user up to 20 feet, dealing 2d20 extra damage.
Savage - can only be done if user currently has target successfully grappled. Upon declaration of Savage, target is now dragged prone and user’s attack actions against this single target are doubled at highest BaB. User can only attack with Natural Weapons.
Specialization: Shadow Hounds (Small Breed) or Heavy Gear (Large Breed)
Shadow Hounds - user can summon up to 1d20 shadow hounds up to (Con Modifier) times per day. Shadow Hounds disappear at the end of combat round and cannot be summoned in very bright or very dark settings.
Shadow Hounds deal (users unarmed attack) damage to a single target per round, ignoring physical AC. User’s hit by Shadow Hounds are rendered flat-footed until the start of their next round.
Shadow Hounds cannot be used outside of combat, but -can- be used before combat.
Heavy Gear - user’s shadow rises up to clad them in a misty armor. All targets attempting to attack them must make a Will Save (DC 1d20+User’s ECL). If successful, they hit at Disadvantage. If they fail, the attack fails completely. Heavy Gear lasts until end of combat, and cannot be used during the first two rounds of combat. Heavy Gear cannot be summoned in very bright or very dark settings, and can be summoned up to (CON Modifier) times per day.
Unleashed - user has overcome their original Dog Soldier upbringing and can now think for themselves. User is able to utilize martial weapons, gains proficiency in medium and heavy armors, and can wield shields up to Tower level without training. User can now resist their original code words with advantage, and can multiclass as they wish.
True Final Specialization: Walk Like A Man or The Beast’s Beauty
(NOTE: this applies to either breed)
Walk Like A Man - user can tap into the potential of their hellish training, drawing out their latent powers as a Dog Soldier. Natural Attacks affect ethereal, negate DmR while attacking, and all damage dealt is doubled after crit.
The Beast’s Beauty - user can tap into the potential of their future, heading beyond their time as a Dog Soldier. While utilizing attacks that are not natural weapons, user can ignore EP/spell slots costs for up to (ECL) times per day.
When learning from martial arts tables or faith tables, user gains double the points unless otherwise notified.
When synchronizing with other sentient beings, user gains a +1 bonus.
First Law - user must overcome a trial of combat. Upon success, user can walk with their Master and (normally) will ignore their trainer. User can begin to take up martial arts practice.
Second Law - user must overcome a trial of Will. Upon success, user will be able to tap into their innate abilities to cast magic/psionic/ki/supernatural effects.
Third Law - user must overcome a trial of Wisdom. Upon success, user will be able to gain Faith Points and can learn skills.
Final Law - user must overcome their Master. All previous code words no longer work with user, and user can go on to be their own individual. User gains 3 levels of their defeated Master’s class as a free class (does not add to experience totals or ECL). This does increase the user’s HP/EP totals and feats gained in such a manner will affect character sheet.
Advanced Jorb
Rodeo Clown
Balls, brains, and bravado! Ya gotta have at least two of these to be a Rodeo Clown!
The Rodeo Clown has a long history of saving lives while also being flashy and the true center of attention. One part EMT, two parts entertainer, and five parts technique, the Rodeo Clown is able to acquire the gaze of a target and to give them GOOD reason to never look away!
Hit Dice: d10
Starting Skill points: (3+Con Mod)x3
Skill points: 4+Con Modifier
Starting Golds: 2d10 x 10
Class Skills: Concentration (Con), Controlled Breathing (Con), Jump (Str), Climb (Str), Handle Animal (Cha), Heal (Wis), Ride (Dex), Sense Motive (Wis), Knowledge: Rodeo Lore (Int), Knowledge: Neo-Mexico History (Int), Escape Artist (Dex), Perform (Cha), Listen (Wis), Search (Int), Spot (Wis) Sleight of Hand (DEX), Intimidation (Cha), Swim (Str), Tumble (Dex)
Class basic abilities: Rodeo Clowns are proficient with all simple and martial weapons, and light to medium armors.
Requirements: Z-Running 3, BaB +10, Dodge, Mobility, have successfully dodged at least 1 attack during gameplay
Eyes on Me - a sharp, ki-infused whistle that grabs the attention of one target. Can only be done once per combat, takes up a standard action can only affect creatures that have at least one sensory organ, and target must fail a Will save (1d20+WILL Save vs DC14). So long as target is affected by Eyes on Me, they can focus on no one else but the user.
Balls - by taking up a standard action, user can declare that they are now flat-footed. Eyes on Me now forces a straight Will Save contest between user and target. User is no longer flat-footed at the end of user’s turn.
Guts - when taking damage while flat-footed, user gains (REF) DmR.
The Brave and True - after taking damage in any combat round, user may move without provoking AoO. This only works on the round they have taken damage.
Rodeo Dodge - counts as “Dodge” for feat tree. Allows the Clown to add 1d20 to their AC at beginning of combat, so long as they’re moving and aren’t flat-footed.
Clowning Around - so long as the user is successfully grappled, user gains +1 (To Hit) to their next attack for each action the grappler takes.
The Countdown - At the beginning of battle, roll 1d20. After (1d20) rounds, user enters a special state of frenzy and are bumped up to the top of the Initiative list. This happens after the final number rolled.
Balls and Brawn - when making STR-based saves, user may add their WILL Save score.
Adrenaline Rush - each time the Clown successfully dodges an attack from a target who failed their Eyes On Me check, the user gains +1 to AC. This bonus ends at the end of the user’s round.
Fight Like Hell - once successfully grappled, user may take a counter-action before grapple resolution.
Hella Tricky - user may declare a single skill. When using Special Attacks or techniques (martial arts/faith points tables), they may add the skill points to the (To Hit) dice roll. This can only be done once per day. The skill must be used in the special attack.
Costume Discretion - user may now use disguises as if they qualify for the feat or skill. If they are wearing a costume during battle, the user can double DEX modifier when calculating REF.
Trance: I Am Having A Good Time - if user has taken damage in two successive combat rounds, the user may enter into a Trance state (free action, doesn’t provoke AoO unless otherwise noted). While in this Trance state, user can add up the damage from the two combat rounds and apply it to their next attack. They cannot be in another Trance state for 1d4 rounds. This Trance can only be used once per day.
Bard Style - allows the user to add their REF Saves to charisma checks.
Rodeo Rider - allows the user to take up feats as if they were a Gaucho.
All Eyes On Me - Eyes On Me can be done to (ECL) number of enemies with one action. Each target must make their own will save.
Heavy Guts - when taking damage while flat-footed from different sources, user regains that much damage as EP.
Shower - once per day, user can take a deep breath and negate all blonuses and negative mental/spiritual status effects. If done during combat, this takes up an entire combat round.
Understanding - taking a standard action, user may attempt to synchronize with one target (a party member or enemy). Gain +1 synchronization bonus if used on someone affected by Eyes on Me.
Mirror and Mimic - Upon successful use of Understanding, once the affected target utilizes a non-weapon-based Special Attack, user may now use this Special Attack as if they meet the requirements for it. They lose the Special Attack at the end of combat.
AUGMENT: lower HP and EP to 1, pay 50 Style Points. User may now attempt to keep the special attack for their own, but must take up their meditation time in the mornings in order to synchronize with it. Three successful synchronizations and the special attack is yours!
Playing Around - upon successfully shoved, pushed, tripped, or otherwise moved about forcefully user can give up a standard action from their next round to retain their footing and position. If grappled successfully, user may give up a standard action in their next combat round in order to immediately counter attack.
Battle Cry - takes up a standard action, can be done once per day. If done on an enemy turn, user must give up their following combat round. Forces “All Eyes On Me” to all targets within earshot. All targets (enemy and party) within earshot must make the usual EOM will saves. All party members/teammates immediately gain user’s (ECL) as HP and EP.
The Basics - allows the user to study in other martial arts tables if they can find a master willing to train them and can legally do so. Doing so, they can only learn up to 100 Martial Arts points per legal table.
Grapple Add - so long as user isn’t flat-footed, user can add REF score to their grappling score.
Clown Magic level 1, 2, 3, 4, Finale - each time user gains a new Clown Magic, they may choose a current Special Attack. This Special Attack is now considered magic-based and can be cast as a SLA up to (DEX Mod) times per day. Clown Magic stacks with itself.
Third Eye - while not flat-footed, user can impose disadvantage on one melee attack launched their way once per round as a counter.
War Cry - takes up a standard action, can be done once per day. If done on an enemy turn, user must give up two standard actions on their next round (at the highest BaB number). Forces “All Eyes On Me” to all targets within earshot. All targets (enemy and party) within earshot must make a direct WILL Save vs user’s REF Save. All party members/teammates immediately gain user’s (ECL) as HP and EP. User gains (WILL Save) Regen/Refresh for (ECL) rounds. This does not stack with other sources of Regen/Refresh. This does not stack with Battle Cry.
A Miraculous Event - so long as there is one target suffering from Eyes on Me, user may ignore one event per combat round that would cause them to be flat-footed.
Santa Maria - gain 100 faith points.
Rodeo Drive - counts as “Dodge” for feat tree. Allows the Clown to add 1d20 to their AC at beginning of combat, so long as they’re moving and aren’t flat-footed. Until the end of combat, user deals the same amount of bonus damage while moving.
Dancing Shoes - even if user is standing in place, they are considered always moving. Unless otherwise notified, they never provoke AoO from this movement.
Leitmotif - while user’s theme song is playing, user may gain Advantage on one attack per round.
Grito - while using either Battle Cry or War Cry, user deals (favored attack) amount of damage to all enemies.
Aria - while using Battle Cry or War Cry, user may use them up to (CON Mod) times per combat.
Trance: Don’t Stop Me Now - user can use any and all Trances at least one more time than usual.
War Party - so long as there is even one target with Eyes On Me, user can utilize War Party. While singing or whistling (using EOM or a Cry ability), user can Take 20 to dodge any incoming melee attack. They can impose disadvantage against any Special Attack, magic effect, or ki ability that affects them directly or indirectly. This is a supernatural ability.
Secret Art: Fate Matadore - upon hitting 0 HP, user enters a special state of existence. User can never go under 1 HP until end of combat, and all damage dealt to their party members are instead funneled to them. User is considered always moving without provoking AoO. At end of combat, user will be knocked out for a month.
Uber Jorbs
Nun of Sor Juana
Hit Dice: d12 + Will Score
Skill points: 8 + Will Score
Requirements: 500 Faith Points (total), completed "The Mask and the Mission" quest, +20 Base Attack Bonus, Improved Critical, Quick Draw, 100 Gnosis
Note: race changes from whatever you started as to "Neutral Good Outsider"
Nunnery Training - the extreme and esoteric training of the Nuns can turn anyone from a weak-limbed and -willed individual into a roaring machine of religious fury! Both males and females gain the following benefits: proficiency in all weapons, all shields, all armors. If the Nun comes across a weapon, shield, or armor they have never seen before, they may take 10 to study it and learn it within a minute. If the Nun requires a skill that they do not personally have, they may Take 10 in it outside of combat. If the Nun comes across a martial art they themselves do not know, they may attempt to “steal” techniques (and gain subsequent Martial Arts points in that table!) upon successfully eating an attack and synchronizing with it as a counter, set at “within 3 numbers.” Upon successful completion of the Training, user gains +10 Str Mod, +10 Con Mod, and +10 Wis Mod.
User may declare the exact list of weapons they have access to, as well as one Exotic Weapon. This counts towards Exotic Weapon Proficiency feats.
Garb - the wardrobe of those who successfully complete Training (male or female) count as Light Armor, grants +10 AC on top of natural armors, and gain a +5 bonus versus bullets and blades. While wearing the Garb, user gains +10 to Cha Mod.
The Mask - The Mask of Sor Juana is one of the most powerful tools in a Nun’s arsenal. Grants Truevision, Gnosis+100, MagNegate+1 (can negate one magic spell of lower or same Elan once per day as a SLA), Antimagic Ray once per day as an SLA, and immediately halves any damaging magical effects that target the user so long as the spell is of lower or same Elan as the Nun. Doubles the effects of illusions cast upon the user (doubles the DC to see through it or dispel it).
Weapon Shifting - once per day, user may shift whatever weapon they hold within their hands into one they’ve trained with before.
The Mould - once per day, user may attempt to create a weapon they’ve trained with before made out of pure Faith. This weapon lasts for 24 hours and has the same abilities as the normal weapon, save Moulded weapons cannot normally be Sundered (unless vs Magical weapons or supernatural abilities), can affect ethereal, and counts as P/S/B.
Toughness - user gains Toughness feat, even if they already have it. THIS version stacks with the original.
Double Nature - whenever user gains Faith Points in one Faith Table, they may gain Faith Points in a second Faith Table. Should user gain Martial Arts points in any Martial Arts table, they may gain Faith Points in any one Faith Table. Note: Martial Arts training affects only ONE Faith Table and does not proc a second one.
Sense Heresy - Grants the user the ability to upgrade already existing Battle Sense, allowing them to “see” enemies up to 100 feet away so long as they’re not of the same religion(s). This is a supernatural ability born of absolute hatred and rage.
Justice Dispenser - when user witnesses an evil deed (or at least ones opposing their religious values), user gains a Vengeance Token. User may acquire up to ECL Vengeance Tokens per day, and they drop to 0 if not used before the 24 hour mark for the user themselves.
These Tokens may be distributed to accepted targets (party members) and can grant either: deal 100 damage versus originator’s enemies or regain +100 HP.
If used by the originator, then Vengeance Tokens may grant either: pump up the user’s current attack by +Faith Points/10 or regain +Faith Points/2 EP.
Effects of Vengeance Token stacks with themselves.
Special Attack: Mago del Oz (100 ep) - a special magical touch attack that deals 2d12 versus one target. For 24 hours, the afflicted cannot use Magic of any sort and must tell the truth, no matter what. These effects cannot be resisted unless the target is of a higher Elan than the user, set at DC(user’s Spellcraft).
The Will of God - user gains an immediate +25 Will save bonus.
Maria’s Grace - user’s Spellcraft is immediately doubled. Any time user gains Spellcraft score, they gain double.
4D Ukemi - if user is ever caught flat-footed or surprised, they may give up half of the actions of their next combat round as a free negate. This must be declared before any damage is dealt, the moment the user is successfully surprised.
NOTE: Literally it’s an immediate response. “I sneak attack you-” “No you don’t.”
Steel of Sister Juana - user can never be charmed, brainwashed, or otherwise turned. User gains an immediate doubled bonus versus any psionic or magical effects that result in such.
Rosary - special adrenalized training that allows the Nun to move at speeds with superhuman strength up to (Con Mod) times a day. Upon activation grants the Nun a special round of their own (and anything else up to speed check 9), allowing them use of their actions and places them at the top of the Initiative list. They can move up to (Con Mod) objects or people without doing damage to the target or the user.
Rosary Counter - requires the user to have used “Rosary” at least once before. Now the user has gained inspiration towards limited, but more powerful, use of the Rosary ability. Should they have not used Rosary at all during the day, user may activate Rosary as a counter during enemy actions. This is a free action, and user loses their next round due to stress-induced fatigue. Rosary Counter can be used once per day.
Roaring Action - while user is in combat, their Battle Heat gauge increases no matter who is attacking. User gains +1 To Hit for each attack action taken during combat. This bonus lowers to 0 at the end of combat.
Instant Karma - whenever user takes damage, all enemies within 30 foot range also takes half this damage.
Craft Faith - user gains a +10 bonus when crafting melee weapons. This bonus extends to enchantment attempts, added effects, and any other bonuses applied during crafting stage so long as the user is in good faith with their gods.
The Lamentations - so long as user has less noticeable HP than an enemy, user gains EP at the same rate they lose HP.
Sharing Pain - when Instant Karma procs, user takes double damage but damage dealt to enemies within range are now tripled.
Witching and Bitching - when an enemy target casts magic spells, user may attempt to synchronize with the target (up to 3 numbers). Upon successful synchronization, user may now also cast a magic spell, set to their lowest BaB.
This successful synchronization counts for one other synchronization attempt (outside of WaB) until the end of combat.
No Roots - once the user hits 0 hp, they may continue to act at full power. If they hit -10 they no longer suffer death, but can continue to rack up negative hits until they hit -(ECL) HP.
Special Attack: Resisitir (100 ep)(if used as a counter, 500 ep)(if used as a negate, 1000 ep) - user takes flight up to twenty feet into the air and immediately lashes out with laser-like attacks to all enemies up to 100 feet away, dealing (ECL) x 2d8 damage (crit x5) to each target.
If used as a counter, user’s AC is doubled until end of combat round. This bonus can only be achieved once.
If used as a negate, user’s Damage output is doubled until end of combat round. This bonus can be achieved once.
How To Deal With Heretics - should user deal damage (of any type) to any target with an antithetical religion to their own, that damage is immediately doubled.
Trance: Everything Is Heretical - upon hitting 10% hp, user enters a special berserker-like state of existence where they view ANY religion that is not of their own as a heretical. This Trance lasts until end of combat. User may only have one Trance activated at any point in time during combat. This Trance can only be used once per day.
Secret Art: The Zealot - once per combat, user may enter into a trance-like state of absolute religious fury, allowing them to add “+Faith Points” to all damage dealt before crit. This Trance state lasts until end of combat, and affects enemies with Elan of 100g above the user. Upon exiting combat, user enters a coma-like state for one year and will awaken with half of their Faith Points and drop back to NUN1 level.