Warlock
Base Class: Warlock

Rising from your bed one day after a long day of tending to the fields, you are met by a (Color of your choice) screen hovering in front of you, it reads the words -[Congratulations, You have been chosen for the Constellation Game!™]-. You look around confused, searching for a mage or a rune or some magical entity that could be casting this illusion; as you do the screen moves with you, staying in the middle of your field of vision..

You run out into the main room of your house, asking your mother if she notices the screen hovering in front of you. She responds confused, wondering if you had dosed on some of the hermit's mushrooms last night with your friends. You reply in dazed confusion, returning to your room and sitting on your bed, you read the window closer, and notice a button below the message saying -[Accept]- -[Deny]-.

Will you accept your destiny? or continue the monotonous tone of your neutral life?

Constellation Donations

The Player receives donations from the viewers(Gods or Famous Legendary figures from the afterlife), in the form of Coins, Feats, Stats, Items, Temporary Blessings, or Temporary Combat Buffs.

For all of these things there is no limit to donations except Temporary buffs and Temporary Blessings. Temporary Combat Buffs can last the maximum of one full session, while Blessings can last up to 4 full sessions. With these temporary effects, there is a warning when there is only 1 session left, and then again when there is only 1 round left (or only 5 minutes left).

Stats and Feats are permanent, but if the stat buffs the player higher than the current -[Causality Limit]-, then the stats or feats will be locked until the causality limit rises to the level required.

Coins are a disposable currency, and the most common thing for Constellations to donate, and their uses will be detailed in the relevant sections involving them.

Point Buy

This will only be a basic rundown since this is more at the mercy of the DM.

Coins can be used to buy stat points to buff your character, the max each stat can go to is 30, (technically it can go higher but I assume we aren't even gonna make it past 20 for most stats so I'm using the regular cap.) and making it to each new level for a stat is exponentially more expensive, I am unsure about the best conversion rate, but considering you usually level up your stats by a max of 2 points every 4 levels, it would be 0.5 stat points per level; since we aren't doing traditional level and it is at the mercy of the DM, I'm going to be using my own example costs, and not costs reflective of the DM.

Improving an ability that is currently between 0-5 - 50 coins per 0.5 Points. Example: My Strength is at 3 and I'd like to improve it, so I'm going to spend 200 coins to level my strength up to 5! (and disclaimer, this is raw strength, not the strength modifier. if we want to do modifiers over raw strength I can change it.)

Improving an ability that is currently between 5-10 - 80 coins per 0.5 Points. Example: My Charisma is currently 7, I'd like to raise it to 10, so ill spend 480 coins, because 3/0.5 is 6 so 6x80 is 480.

Improving an ability that is currently between 10-13 - 125 coins per 0.5 Points. Example: My Dexterity is currently 11, I'd like to raise it to 13, so Ill spend 500 Coins to raise it to 13!

Improving an ability that is currently between 13-16 - 160 coins per 0.5 Points. (Examples will stop from here cause I think you get it.)

Improving an ability that is currently between 13-16 - 200 coins per 0.5 Points.

Improving an ability that is currently between 16-18 - 260 coins per 0.5 Points.

Improving an ability that is currently between 18-21 - 330 coins per 0.5 Points

Improving an ability that is currently between 21-23 - 400 coins per 0.5 Points

Improving an ability that is currently between 23-26 - 500 coins per 0.5 Points

Improving an ability that is currently between 26-29 - 650 coins per 0.5 Points

Improving an ability that is currently 29-30 - 800 coins per 0.5 Points.

 

The Constellation Shop

The Player has access to an ever rotating shop capable of buying things besides just pure stats. Every session or every couple hours, the shop rotates its stock.

THE CONSTELLATIONS CAN NOT EFFECT THE SHOP IN ANY WAY WHATSOEVER. AS WITH ANY ASPECT OF THE SYSTEM, IT IS ABOVE THE CONSTELLATIONS IN THE FACT THAT IT IS INTANGIBLE AND UNTOUCHABLE IN ANY ASPECT THAT ISN'T VIEWING THE STREAM OR BUYING THINGS FOR THE STREAMER.

Below are the detailed descriptions of each shop's section.

The entire shop rotates based on rolls, which are different in nature for each section.

The DM can choose to add a modifier to these rolls based on -[Causality]-, basically saying "Hey, I made this encounter a little harder today, I'll give this roll a +3. Or, I made this encounter a LOT harder, so Ill give this roll a +7

All items that are not priced will be priced when rolled, and can be negotiated between the Player and the DM, using the logic of how powerful they are at that time, and how valuable they are compared to the stats. Prices should not be made higher by the DM because an item would be really good for a player's build, As its just chance that the item was rolled, and so there should be no special reason that its more.

-[Utility Shop]-

In the utility shop, there is always some level of health potion, the level it is depends on what the DM or the player rolls, whoever is in control of that.

Subject to change the price and DC the higher level we become and the more HP we have, basically the most common potion for each level would be the one that's the cheapest, or the most reasonably priced at least; as well as the DC would go down for each potion the higher level we become.

Potion of Healing - DC9 or Below  to be in the shop as of level 1. Costs 10 Coins a potion.

Potion of Greater Healing - DC10-13 to be in the shop as of level 1. Costs 20 Coins a potion.

Potion of Superior Healing - DC14-17 to be in the shop as of level 1. Costs 30 Coins a potion.

Potion of Supreme Healing - DC18-20 to be in the shop as of level 1. Costs 40 Coins a potion.

As for non healing utility items, anything from the Wondrous item section of items works, as well as just general non magic non equipment items, like rations, bedrolls, camping sets, thieves tools, and such. Depending on the session/scenario we could either use a randomizer on what items to add to the shop, or you can curate the items if you'd like to steer me in a direction.

-[Equipment Shop]-

The Equipment Shop rotates items each session.

Since Equipment is not leveled, if it's rarity is too high, such as most of us having no legendary items, and there's an option to buy a legendary item, the shop simply warns the Player that they would have to wait until -[Causality]- catches up to the item's power level. (Exceptions can be made at the DM's discretion, such as a cool legendary or wondrous item that fits the Player's style, as long as it doesn't seem too busted yet.

The rolling scheme for Equipment items would be as such: For whether or not it's a magical item would be a simple coin flip(considering past level 1 nearly every item is magical unless you want your players to actively suffer more than a normal DM amount); After the coin flip, You would simply need to run a randomizer for each category (or again curate the options based on how you want my story to go or how difficult things are going to become)

There are 4 slots for Weapons, meaning 4 weapons will be available in the shop, usually in quantities of 1-2. For each slot, roll a d100, if it ever lands on 100, you just put a regular old stick in that slot; no special attributes, no potential for greatness, just a regular stick. (Including things under the weapons, and staffs tabs)

There is 2 slot for Armor, meaning 2 armors will be available in the shop, usually in quantities of 1. (Including things under the armor tab).

There are 2 slots for jewelry/accessory items/tattoos, such as rings or a periapt, meaning 2 accessories will be available in the shop, usually in quantities of 1. (Things under the rings tab, or things under the wondrous item tab that might be considered jewelry, such as the Amulet of Health; as well as the various tattoos.).

-[Magium Shop]-

The Magium Shop rotates each session.

The Magium Shop is where the player can purchase spells or scrolls, scrolls being level locked and a one time use, such as a level 5 fireball that can only be shot once, whereas spells are just regular DnD spells.

The same rules for the equipment above apply to spells as well, if the spell is too powerful for the current setting, -[Causality]- will bar the player from using it. Again, the DM can make exceptions if it fits the character's style and doesn't seem like it would be abused in a boring way.

The Magium Shop has 6 total slots, for each one the Player or DM rolls a D20, with a DC1-15 making that shop slot a spell, and a DC16-19 a scroll slot, and a DC20 being a "Wildcard slot" which lets the player choose a spell, even if they cant use it yet.

If it is a spell, firstly you'd roll what school of magic it is,

The Roll is a D8, as there are 8 Schools

1. Abjuration

2. Conjuration

3. Divination

4. Enchantment

5. Evocation

6. Illusion

7. Necromancy

8. Transmutation

After rolling the school, you simply count up the number of spells in that school and roll for that number (just use an online roller if its uneven). I will not list the numbers for each school here, as we are probably gonna end up adding homebrew spells between the 4 of us.

If its a scroll, you can simply roll the same rolls for a spell, but just put them on a scroll, and roll what level it would be cast at. (REMEMBER THAT SPELLS ONLY GO UP TO LEVEL 9)

-[Skill Shop]-

The Skill shop is arguably the most powerful aspect of the Player's power, but also the most expensive.

The Skill shop sells Feats(Feats, not Flaws. For some reason our Flaws aren't always listed as flaws so if we land on a flaw we just reroll) and Class Features from any class, all Feats and Class features cost a minimum of 1,000 Coins.

There are only 2 Slots for the Skill shop, and you simply flip a coin for each slot determining if it is a feat or class feature.

For Class features, you roll a d12 to decide which Class you pull from, and then you simply roll for the number of class features that there are from level 1-16 of the class (as level 17 features and up are busted and would make this class too OP even though its a gamble). You repeat this process three times, and then the DM chooses which one of the three to put in.

For Feats, you simply count the number of Feats and then roll; Repeat this 3 times and then the DM chooses which one of the 3 to put in.

Challenge Run!

The Constellations can also impart negative effects, but negative effects can not be done alone, to impart a negative effect, it has to be accompanied by a challenge for the player.

Any permanent or seriously debilitating challenge must be optional, meaning the player can choose to ignore it if they feel unable to complete it or unsafe.

Any lesser debuff such as "2 rounds of being deafened" can be forced upon the player.

A debuff being lesser or greater doesn't just depend on the type of debuff, it also depends on how long it lasts; Such as 10 rounds of temporary blindness is worse than 1 round of not being able to move your arm.

Challenges with Debuffs do have minimum coin requirements; Lesser Challenges require the Constellation who buys it to give the Player a minimum of 150 coins, while a greater Challenge requires at paying at least 400 coins, but most constellations usually pay even more. Permanent debilitation challenges cost a minimum of 1,200 coins, as they are permanently harming the player(Although the constellation who issued the challenge can choose to remove the permanent debilitation without taking away the player's points if they so choose.).

For Greater or Permanent Challenges, if the Player denies doing the challenge, then the constellations do get their Coins back.

Alternatively, for the less sadistic Constellations, Challenges can be made without debuffs, where the Player simply doesn't get coins if they don't complete it.

 

 

 

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