The Liminal
Everyone dies. Whether through
violence, old age, disease or stranger things besides, Atropos comes
for all of us. But what of those the feel her touch, but do not fully
succumb? Some simply find that they embrace life more readily before,
the world around them is more vibrant and all the more wonderful with
having briefly tasted mortality. Those few that become what are known
as Liminals have a far more surreal experience in store for them.
Having become untethered during their brief death, they find
themselves with one foot in the grave from that day forward and the
souls of the departed become visible to them. Most of these folk
simply make peace with their new state, some dismiss the ghosts that
they can now see as delusions, while some lose themselves to drink
and drugs to numb the terror their new senses give them. Others are
drawn to the new possibilities that their new state opens for them,
they become death speakers, sin-eaters and exorcists, shepherding the
dead to their proper ends. The worst are little more than hungry
ghosts or specters who still happen to have a body.
No matter what form they take, the
abilities of Liminals make them objects of dread and suspicion to
those who are aware of what they can do. It is whispered that their
airy souls can take flight from their bodies, to bedevil good folk
and work wicked ends upon the world. Worse still, it is known that
they can extend these abilities to others, perhaps even damning them
to a similar fate. Even as their powers grow, their corporeal forms
begin to grow steadily weaker and more wane, marking them outwardly
with the signs of the world that they already half-exist within. In
spite of (or perhaps because of) their often grim backgrounds
and macabre abilities, Liminals often find themselves eagerly
welcomed in mercenary or adventuring bands.
Level
|
Experience
|
HP
|
SP
|
Paralyze
|
Poison
|
Breath
|
Device
|
Magic
|
Figments Known
|
1
|
0
|
1d8
|
1d4
|
14
|
13
|
16
|
12
|
15
|
2
|
2
|
2,300
|
1d6
|
1d6
|
14
|
13
|
16
|
12
|
15
|
2
|
3
|
4,600
|
1d6
|
1d6
|
14
|
13
|
16
|
12
|
15
|
3
|
4
|
9,200
|
1d6
|
1d8
|
12
|
11
|
14
|
10
|
12
|
3
|
5
|
18,400
|
1d4
|
1d8
|
12
|
11
|
14
|
10
|
12
|
4
|
6
|
36,800
|
1d4
|
1d10
|
12
|
11
|
14
|
10
|
12
|
4
|
7
|
73,600
|
1d2
|
1d10
|
10
|
9
|
12
|
8
|
9
|
5
|
8
|
147,200
|
1
|
1d10
|
10
|
9
|
12
|
8
|
9
|
5
|
9
|
294,400
|
1
|
1d10
|
10
|
9
|
12
|
8
|
9
|
6
|
10
|
441,600
|
+2*
|
+2*
|
8
|
7
|
8
|
6
|
6
|
6
|
11
|
588,800
|
+2*
|
+2*
|
8
|
7
|
8
|
6
|
6
|
7
|
12
|
736,000
|
+2*
|
+2*
|
8
|
7
|
8
|
6
|
6
|
7
|
13+
|
147,200+/lvl
|
+2*
|
+2*
|
6
|
5
|
6
|
4
|
5
|
8
|
*:
Constitution/Charisma modifiers no longer apply. Liminal much choose
whether to apply this bonus to HP or SP
B/X & OSE Rules
Requirements
|
Minimum CON 9, CHA 9
|
Prime Requisite
|
CON and CHA
|
Hit Dice
|
Special - see class description
|
Thac0 Table
|
As Cleric
|
Maximum Level
|
14
|
Armor
|
Any, including shields
|
Weapons
|
Any
|
Languages
|
Alignment, Common
|
Liminals can perceive intangible undead such as
Ghosts, Shadows, Specters and Wraiths without the aid of magic.
Liminals are
quasi-spellcasters who are able to work eerie effects known as
Figments. The Liminals form
their Figments by
casting their spirit own out into the world around them, either whole
or in part. This allows them to temporarily leave their bodies, or to
interact with ghostly or otherwordly beings. Their capacity for this
is represented by the second hit die on their class table, which are
known as Spirit Points.
Liminals gain Spirit Points just
as they would hit points, though they add their Charisma modifier
instead of their Constitution for the purposes of gaining bonus
Spirit Points.
Figments cost Spirit
Points to cast and maintain.
Liminals over 9th level can choose to add their bonus hit points to
their SP instead of
their HP. If a Liminal runs out of SP,
they may choose to cast their Figments using
their HP instead. Expended Spirit Points are
regained at the end of a resting period in a place of relative safety
for at least 10 hours.
While
Figments are similar
to spells in many ways, they do not have the same restrictions that
spells have when it comes to slots or spells per day. Liminals may
cast as many Figments as
they wish per day provided that they have the necessary remaning
SP/HP to produce the
Figment; if a Liminal
would run out of SP
while trying to cast a Figment,
the excess is dealt to their HP. Unless otherwise stipulated only one
Figment may be active
at a time and only take one round to cast. Figments do
not have level requirements, nor do they require any form of vocal or
material components. A Liminal starts the game with two Figments
of their choice and gain more of
their choice as they level as detailed in their class table.
Figment Name
|
SP Cost
|
Effect
|
Thought Stab
|
1d4 per die dealt
|
Lashing out with the darkest aspects
of their souls, the Liminal damages their own spirit in order to
damage their foe. The Liminal can inflict their wrath on any one
they wish within 50ft, simply rolling as many d4s in damage as
they risked in SP to cast the Figment. A Liminal cannot spend more than that own level in dice for this attack.
|
Possession
|
1d4 per round for animals, 1d8 per
round for humanoids
|
Locking eyes with their intended
target, the Liminal attempts to overwhelm their control of their
own body by possessing them with their spirit. The target of this
Figment is entitled to a
save, gaining advantage if they have more HD than the Liminal,
with the Figment having
no effect if they succeed. On a failure the Liminal is allowed
control of the target's next turn, though attempts at self-harm
entitles the target to another save. The Liminal perceives using
the target's senses, and their own body is reduced to a comatose
state while the Figment
is active. The Liminal may renew this Figment as
long as they wish after the initial attempt.
|
Spectral Jaunt
|
2/round for caster, 1d3 a round for
others
|
The Liminal steps fully into the
spirit world or pushes a willing target into it. This Figment
renders the target intangible, but not invisible as long as the
Liminal maintains it. In return for doubling the cost, the Liminal
may also allow the target to become invisible. This effect
immediately ends if the target takes any sort of hostile action.
|
Ghost Hand
|
1d2+1 for every 2lbs of item.
|
Casting their souls out from
themselves, the Liminal can manipulate distant objects as if they
were next to them. This grasp, while relatively weak, is fine
enough in control to allow the Liminal to write or tie a string.
|
Strike the Beyond
|
2 per touch/attack for caster, 3 per
touch/attack for ally
|
Reaching past the barrier separating
our world from the ethereal, the Liminal (or one of their allies)
can strike incorporeal or intangible enemies without penalty. The
Liminal need not spend an action to cast this Figment
for their own attacks, though they must pay the cost before they
know the results of their attack roll.
|
Crypt Tales
|
1d6 for each question
|
As per the Speak With Dead spell.
|
Play Dead
|
1d4 per minute, with an additional +2
for each additional target
|
Channeling the moment of their
narrowly evaded demise, the Liminal or their targets appear to outward observation
to be a moldering corpse, too decayed to allow any form of
identification.
|
Call the Ancestor
|
1d8 per minute
|
Calling upon their connection to the
undead, the Liminal beckons a ghost to their side. This spirit can
perform duties as per Unseen Servant,
as well as bedevil their enemies with relatively weak attacks (+1, 1d4+1 damage). The Spirit has a number of HD equal to the Liminal's level divided by two (round up)
|
Haunting Visions
|
1d4 per minute
|
The ethereal plane is a place of
nearly infinite possibility. Pulling some of the protean matter
into reality, the Liminal can produce complex illusions which can
encompass sight or sound. These illusions fade if touched or are
otherwise interacted with directly.
|
Airy Step
|
1d4 per round
|
Forgetting the crass demands of
gravity, the caster of this Figment
can hover, float and fly as long as they maintain the effect. The
Liminal simply gains a fly speed equal to their walking speed.
|
Phantom Arms
|
1d4 per minute
|
Dragging some of the raw ectoplasm of
the ethereal plane into reality, the Liminal forms it into what
they may need. These must be relatively simple objects, a weapon
such as a sword or bow would be fine, but a firearm or clock would
be too complex. Conjured objects must be small enough to be
wielded in two hands, and they dissipate as soon as the Liminal
stops maintaining them.
|
Consign to Below
|
1d3 per lb of object
|
Grasping an object firmly, the
Liminal focuses on it intently and then shunts it into the realms
beyond. Unattended items simply disappear, while those wielding or
holding a targeted object are entitled to a save versus Magic to
keep it. Magic items cannot be affected by this Figment.
If the Liminal also possesses the Phantom
Arms Figment, then
they may retrieve objects banished in this way, provided that
they're in the same place where they left them.
Retrieving
an object costs the same amount of SP
as it did to banish it.
|
EERIE!
ReplyDeleteFor clarity, maybe the HP/SP column should be notated as "+1d6/+1d8" and so on. Because at first I thought you just re-roll these values on each level with the new type of dice :) Which could be an interesting (but d e a d l y) system too - you start with 1d8 hit points, then re-roll with a d6 next level...
So I split the tables for a little bit more clarity, but in essence you're correct. The Liminal's HP shrinks as their SP pool grows. They grow steadily weaker and more frail.
DeleteAh, okay, so it's really non-cumulative! I was thrown off by the +2's available after level 9.
DeleteWhat if the result rolled on the new dice when leveling up is smaller than the previous HP or SP? Do you keep the previous result, or lower it?
Another interesting option: giving the Liminal a sort of fluctuating power - they re-roll HP and SP EVERY DAY, with the level-appropriate dice. So on one day, they might have 1 HP, but maximum SP, on the other day - slightly better HP, but minimum SP...
Re: Possession,
How do you interpret "more HD than the Liminal"? The Liminal essentially always has just 1 HD, right? So basically any slightly stronger creature saves with advantage.
By the way, yesterday the Liminal class made its first appearance in our game, replacing a dead character :)
ReplyDeleteI would love to hear how it goes.
DeleteHe got super lucky and rolled max for both Hit points and Spirit points! Picked Spectral Jaunt and Ghost Hand for starting figments.
DeleteCurrently our campaign is best characterized as... "slapstick Spelljammer"?.. So after the previous character's death, the Liminal materialized in a Ghostbusters parody laboratory, then met up with the clones of the other characters (there was a TPK), then they went back into space.
The Liminal's ability to sense other ghostly creatures came in handy! And he utilized Ghost Hand.