It's been a while since I posted about Buckets of Blood; I've been quietly working on the boring parts of writing the game and some IRL things have slowed down my working pace. It's still coming along. Here's a class to remind you that it still exists.
You must have used marijuana in the last 24 hours to activate your Archdrude templates. Fortunately, you are also very skilled in every aspect of growing and using marijuana. Start with 10 high-quality pot brownies.
B) Sweet Leaf
C) Highway Star
D) Dragon Time
Candlemass: You have an additional stat called Wisdom, which starts at zero. Whenever you observe something thought-provoking and formulate a sufficiently blissed-out pronunciation of stoner wisdom, write down what you're pondering and add 1 to your stat. After spending at least an hour in contemplation- preferably in a dark room full of tie-dye tapestries and scented candles-, you can roll 1d6. If the roll is less than your Wisdom score, reduce it by that much and get insight into the odd thing. This insight helps you to use that knowledge yourself.
Sweet Leaf: You can smoke a leaf from any plant to control it magically. You can only control one plant at a time. The plant cannot do anything overtly impossible, but here are a few ideas for what you can do:
- shift the roots of trees to trip your foes
- cause flowers to release clouds of allergy-triggering pollen
- accelerate a plant's growth (from a seed to full maturity in a day for small plants, and slower growth- perhaps an extra foot or two- for larger ones)
- shift a bush to hide you within its leaves
- smack somebody with a falling vine
Dragon Time: You can talk to animals anytime, plants while controlling them with Sweet Leaf (they're very laid-back and only mind about being controlled if you end up getting them hurt), and occasionally wilderness spirits (they appear at the Director's discretion as ultra-powerful, yet contemptuous and inhumane, protectors of untamed expanses of wilderness; they look like dragons and only you and people who you have recently shared pot with can see them). Most plants and animals are not very smart. Wilderness spirits are much, much smarter than you.
If you build a strong bond with an animal (or a wilderness spirit, if you're REALLY badass), it might join you as a companion. It can anticipate your actions and act without explicit orders, and will generally act well-behaved.