[PC54] Collective 5.4 Classes


Armorer


Level

KXP
Priest
123 456 789 ABC

TH
1 0 0-- --- --- +0
2 2.75 10- --- --- +1
3 5.5 210 --- --- +2
4 12 321 --- --- +3
5 24 432 0-- --- +4
6 45 433 1-- --- +5
7 95 443 20- --- +6
8 175 444 31- --- +7
9 350 444 42a --- +8
10 700 444 430 --- +9
11 1050 444 441 --- +10
12 1400 544 442 b-- +11
13 1750 554 443 a-- +12
14 2100 555 444 0-- +13
15 2450 655 544 1-- +14
16 2800 665 554 20- +15
17 3150 666 555 31- +16
18 3500 766 655 420 +17
19 3850 776 665 521 +18
20 4200 777 666 522 +19
21 4550 877 766 632 +20
22 4900 887 776 633 +21
23 5250 888 777 643 +22
24 5600 988 877 744 +23
25 5950 998 887 754 +24
26 6300 999 888 755 +25
27 6650 A99 988 865 +26
28 7000 AA9 998 866 +27
29 7350 AAA 999 876 +28
30 7700 BAA A99 977 +29
31 8050 BBA AA9 987 +30
32 8400 BBB AAA 988 +31
33 8750 CBB BAA A98 +32
34 9100 CCC BBA A99 +33
35 9450 CCC CCB AA9 +34
36 9800 CCC CCC CAA 1 +35
37 19600 CCC CCC CAA 2 +36
38 29400 CCC CCC CAA 3 +37
39 39200 CCC CCC CAA 4 +38
45 98000 CCC CCC CAA A +44
54 186200 DDC CCC CCC C1 +53
63 274400 DDC CCC CCC CA +62
72 362600 DDD DDD DDC CC1 +71
Requisites: Str 16, Con 12, Wis 16
Alignment: any
HD/level: d12
Weapon Prof.: 3+level
To Hit Table: War
Reference: DM
Groups: Warrior, Priest
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+4
BW: level+2
Spell: level+2
Fort: level+4
Reflex: level+0
Will: level+7
   
Gets your choice of Str or Wis bonus to spell progression.
Divide the cost of non-magical armor items (in section [E3]) by LVL+1. This does apply to variable costs and Dragon Armor. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 wear location for an armor type (suit of armor, shield, helm, or cloak).
Level 1: Your armor may use +1 Armor Adjective each.
Level 1: 0: Put on a piece of armor. 1N: Remove a piece of armor.
Level 1 ¶: Spend 1000 gp: Buy one armor item off the (non-magical) [E3] armor list regardless of it's cost. This does not affect costs that are variable (so no Cloakers, Dragon Armors, etc.)
Level 1 ¶: Spend 1000 gp: Get a half-plus (+1 AC or +1 saves) on an armor item (no upper limit).
Level 2 ¶: Divide the cost of [E4.3] Armor Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent armor items.
Level 3, CF=3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.
Level 4: You may convert your AC to |AC| (absolute AC) by taking the square root (i.e. AC 64 = |AC| 8). You may switch systems during round break.
Level 9: You may give yourself and/or others two Armor spells instead of one.
Level 9, CF=3 ¶: May "Sphere Robe" (-1 SL) in Protection, Guardian, or Healing.
Level 18: Enemies do not automatically hit you on a natural 20.
New Priest Spells:
Armor of Faith (SL=1, Protection): Spend N spell slots on this (but you can channel it). It's an "Armor spell" with N*10 hp. (Counts as an Armor spell)
Holy Armor (SL=1, Protection): Spend N spell slots on this (but you can channel it). Target gets +N+1 AC and saves. (Counts as an Armor spell)
Armor Thrull (SL=3, Summoning): Summons a DL III Armor Thrull. When it dies, someone in the party gets a 20 hp Armor spell.
Urza's Armor (SL=6, Protection): Take -10 dmg from each spell, psionic effect, or physical attack.

[PC54] Collective 5.4 Classes


Brain in a Jar / Living Brain


Level

KXP
Psi
mMG SU

TH
1 0.3 6-- -- --1
2 14.1 7-- -- --1
3 59.2 83- -- --1
4 65.3 94- -- --1
5 589.7 A5- -- --1
6 932.4 B62 -- --1
7 1275.1 C73 -- --1
8 1617.8 D84 -- --1
9 1960.5 E95 -- --1
10 2303.2 FA6 1- --1
11 2645.9 GB7 2- --1
12 2988.6 HC8 3- --1
13 3331.3 ID9 4- --1
14 3674 JEA 5- --1
15 4016.7 KFB 61 --1
16 4359.4 LGC 72 --1
17 4702.1 MHD 83 --1
18 5044.8 NIE 94 --1
19 5387.5 OJF A5 --1
20 5730.2 PKG B6 --1
21 6072.9 QLH C7 --1
22 6415.6 RMI D8 --1
23 6758.3 SNJ E9 --1
24 7101 TOK FA --1
25 7443.7 UPL GB --1
26 7786.4 VQM HC --1
27 8129.1 WRN ID --1
28 8471.8 XSO JE --1
29 8814.5 YTP KF --1
30 9157.2 ZUQ LG --1
31 9499.9 [VR MH --1
32 9842.6 \WS NI --1
33 10185.3 ]XT OJ --1
34 10528 ^YU PK --1
35 10870.7 _ZV QL --1
36 11213.4 `[W RM1 --1
37 22426.8 `[W RM2 --1
38 33640.2 `[W RM3 --1
39 44853.6 `[W RM4 --1
45 112134 `[W RMA --1
54 213054.6 `[W RMJ 1 --1
63 313975.2 `[W RMJ A --1
72 414895.8 `[W RMJ J1 --1
Requisites: Con 19, Int 22, Wis 25, Chr 19
Alignment: L any
HD/level: ½d1
Weapon Prof.: 0
To Hit Table: --1
Reference: DM {Reduced Brain ina a Box}
Groups: Psionicist, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: level-2
RSW: level+6
PP: level-2
BW: level-2
Spell: level+6
Fort: level+7
Reflex: level-2
Will: level+9
   
Gets +1M action. You cannot use P actions at all. You have no limbs. You Fly at LVL*3" (D).
Gets Exc Con, Barb Int, Barb Wis, Barb Chr.
Brain a Jar PSPs = LVL*100
Enemies require a +LVL*2 or better weapon to hit you.
You may "material component" psionic powers, by spending 1V action.
Level N (every level): +1 psionic frequency this class can pick from. You do not need to spend research points to learn a frequency.
Level 1 ¶: Can use High Frequency Sampling, treat this as one category higher (if you use a minor, you get a major ability.)
Level 1 ¶: Can use High SL Sampling, treat this as one category higher (if you use a minor, you get a major ability.)

[PC54] Collective 5.4 Classes


Buffer


Level

KXP
Priest
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 3.5 2-- --- --- +1
3 7 21- --- --- +1
4 14 32- --- --- +2
5 28 421 --- --- +3
6 56 422 --- --- +3
7 84 432 1-- --- +4
8 126 433 2-- --- +5
9 189 433 21- --- +5
10 350 443 22- --- +6
11 525 444 33- --- +7
12 1050 444 441 --- +7
13 1575 555 442 --- +8
14 2100 555 442 1-- +9
15 2625 555 552 1-- +9
16 3150 555 553 21- +10
17 3675 555 553 32- +11
18 4200 555 553 321 +11
19 4725 555 553 331 +12
20 5250 555 554 332 +13
21 5775 555 554 442 +13
22 6300 555 555 443 +14
23 6825 555 555 553 +15
24 7350 555 555 554 +15
25 7875 555 555 555 +16
26 8400 666 655 555 +17
27 8925 666 666 655 +17
28 9450 666 666 666 +18
29 9975 777 766 666 +19
30 10500 777 777 766 +19
31 11025 777 777 777 +20
32 11550 888 877 777 +21
33 12075 888 888 877 +21
34 12600 888 888 888 +22
35 13125 999 988 888 +23
36 13650 999 999 999 1 +23
37 27300 999 999 999 2 +24
38 40950 999 999 999 3 +25
39 54600 999 999 999 4 +25
45 136500 A99 999 999 9 +30
54 259350 AAA AAA AAA 91 +36
63 382200 AAA AAA AAA A9 +42
72 505050 BBB BBB BAA AA1 +48
Requisites: Con 14, Int 14, Wis 18
Alignment: any
HD/level: d10
Weapon Prof.: 1+level/2
To Hit Table: Pri
Reference: DM
Groups: Priest
Complexity: CF=3
   
Saving Throws:  
PPD: level+6
RSW: level+5
PP: level+3
BW: level+1
Spell: level+2
Fort: level+5
Reflex: level+0
Will: level+6
   
Grand in Buff Sphere.
The Buff sphere spells have duration 1 day. They use LVL instead of CL.
You may cast a Buff sphere spell on 1 person (instead of the whole party), if you do, it has double effect.
Each Buff can be ran only once.
Buff Sphere spells (all of these spells are duration 1d):
Armor Class (SL=1): The party gets +LVL AC.
Damage (SL=1): The party gets +LVL dmg with attacks.
Hit Points (SL=1): The party gets +LVL*6 max hp.
Proficiencies (SL=1): The party gets +LVL proficiencies.
Saving Throws (SL=1): The party gets +LVL saving throws.
To Hit (SL=1): The party gets +LVL to hit.
BlahR (SL=1): The party gets +(LVL-2)*10% RMPIR.
Damage Resistance (SL=2): The party gets -(LVL-1) dmg per physical attack.
Kits/Feats (SL=2): The party gets LVL-1 among Kits or Feats.
Movement Rate (SL=2): The party gets +(LVL-1)*3" movement rate.
Rogue Ability (SL=2): The party gets +20*(LVL-1) Rogue points and one "Level LVL/2:" pick (round up).
Ability Scores (SL=3): The party gets +LVL-2 among ability scores.
B Actions (SL=3): The party gets +LVL-2 B actions.
BlahR Evasion (SL=3): The party evades 25*(LVL-2)% of RMPIR.
Buff Buff (SL=4): One of your Buff spells has double effect (can run LVL-3 of these).
Caster Level (SL=5): The party gets +LVL-4 CL.
Spell Damage (SL=5): The party gets +LVL-4 dmg per die with damaging spells.
Chr (SL=6): The party gets +LVL-5 Chr.
Con (SL=6): The party gets +LVL-5 Con.
Dex (SL=6): The party gets +LVL-5 Dex.
Int (SL=6): The party gets +LVL-5 Int.
Str (SL=6): The party gets +LVL-5 Str.
Wis (SL=6): The party gets +LVL-5 Wis.
True Saves (SL=7): The party gets ++LVL-6 saves.
True To Hit (SL=7): The party gets ++LVL-6 to hit.
Summon Rhp (SL=8): The party's summons get +CL-7 rhp.
Immuner (SL=9): The party gets +LVL-8 immunities to [C] section effects (as per Immuner).
Memorization (SL=9): The party gets +LVL-8 SL's in memorization.
Wear Locations (SL=10): The party gets +LVL-9 wear locations (as per the Mini class).

[PC54] Collective 5.4 Classes


Bureaucrat1 / Politician1


Level

KXP

Spells

TH
1 0 (none) +0
2 1.2 (none) +0
3 2.4 (none) +1
4 4.8 (none) +1
5 9.6 (none) +2
6 20 (none) +2
7 60 (none) +3
8 120 (none) +3
9 240 (none) +4
10 360 (none) +4
11 480 (none) +5
12 600 (none) +5
13 720 (none) +6
14 840 (none) +6
15 960 (none) +7
16 1080 (none) +7
17 1200 (none) +8
18 1320 (none) +8
19 1440 (none) +9
20 1560 (none) +9
21 1680 (none) +10
22 1800 (none) +10
23 1920 (none) +11
24 2040 (none) +11
25 2160 (none) +12
26 2280 (none) +12
27 2400 (none) +13
28 2520 (none) +13
29 2640 (none) +14
30 2760 (none) +14
31 2880 (none) +15
32 3000 (none) +15
33 3120 (none) +16
34 3240 (none) +16
35 3360 (none) +17
36 3480 (none) +17
37 3600 (none) +18
38 3720 (none) +18
39 3840 (none) +19
45 4560 (none) +22
54 5640 (none) +26
63 6720 (none) +31
72 7800 (none) +35
Requisites: Int 15 or Wis 15 or Chr 15
Alignment: L any
HD/level: d4+2
Weapon Prof.: 2+level/5
To Hit Table: Rog
Reference: Dragon 74
Groups: Rogue, Joke, Robot Controlled
Complexity: CF=2
   
Saving Throws:  
PPD: level+7
RSW: level+3
PP: level+5
BW: level+4
Spell: level+2
Fort: level+0
Reflex: level+0
Will: level+4
   
Level 1: Speak Bullroar language.
Level 1: CR 60+LVL*5%.
Level 1: 1/reset: You accept a bribe for (1d10)*100 gp. (Has no game effect other than money)
Level 1 ¶: Only during reset: Spend 20*N gp: +N XP.
Level N (every level): Choose one Sage knowledge in one of these areas:
A. Specifics on any town business: income, taxes, prices, profit, etc.
B. Specifics on any town proprietor: class and level
C. Ownership of magic items in town: limit one item per person
D. Specifics on any other town bureau or board: inner workings, procedures, purpose, effectiveness, accomplishments, problems, etc.
E. Specifics on the town nobility, if any: know the names and titles of all nobles in his town
F. Specifics on town officials, mayor, aldermen, sheriff, etc.
G. Specifics on shady town occupants: assassins. guild, thieves guild, bully gangs, protection rackets, press gangs, waterfront bars, etc.
H. Local heraldry
I. Signs and sigils
J. Cryptography
K. Demography of humans, demihumans, and humanoids in town
L. History of town or city
M. History of county or country
N. Legends and folklore of area
O. Local laws
P. Town customs
Q. Genealogy of prominent citizens
R. Source of maps of town showing sewers, old construction, proposed construction, etc.
S. Maps of buildings in town . not necessarily depicting the interior, or all the rooms, of a structure
T. Information on monsters in the locale
U. Timetables for ships, barges, wagons, coaches, etc.
V. Knowledge of town tariffs, taxes and levies
W. Knowledge of local dialects and languages; the ability to translate them
X. Specific facts on local temples and their occupants
Y. Information on local magic-users and illusionists
Z. Information on rangers or paladins in the area
AA. Knowledge, of one of the above sorts, of another town or city in the area
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Produce Trance (Entranced, Will save) 1M 15 Wis-10 Wis-10
1 Lose Paperwork (it's gone until you want it) 1V 25 Dex-10 Dex-10
1 Infuriate (Taunt) | Enrage 1V 20 Int-10 Int-10
1 Always make Chr checks. {Diplomat}
1 Any 0th level Ench/Charm spell is cast | any 1st || any 2nd ||| any 3rd etc. M 100 Chr-3 Chr-12
1 Any Rogue level 1 ability - - - -
1 Spying | ESP (without him knowing) || Capital E Extract - 10 Int-11 Int-14
2 Captivate (Fascinated, RSW save) 1M 5 Chr-10 Chr-10
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddance effect on area || x1 Special M 20 Dex-18 Dex-28
4 Confusion (Spell save) 1M 10 Int-10 Int-10
4 Don't generate Alley encounters | Sewer/Attic | Old City at Night M 10 Wis-15 Wis-20
5 Mass Suggestion (one group) ( || +1 group) 1M 0 Chr-10 Chr-10
6 Sixth Sense (Precognition, be in right place at right time) | X-ray vision 1F 0 Wis-10 Wis-10
7 Can buy property or businesses at half cost {Businessman}
8 All-Around Sight | Locate Object/Person | Cosmic Awareness V 0 Wis-22 Wis-28
9 Stuff the Ballot Box (you win a voted on result) 2V 0 Dex-10 Dex-10

[PC54] Collective 5.4 Classes


Custom Mini9.1 (Mini-Class)

Level KXP
1 4
2 8
3 12
4 20
5 40
6 60
7 120
8 240
9 400
10 800
11 1200
12 1600
13 2000
14 2400
15 2800
16 3200
17 3600
18 4000
19 4400
20 4800
21 5200
22 5600
23 6000
24 6400
25 6800
26 7200
27 7600
28 8000
29 8400
30 8800
31 9200
32 9600
33 10000
34 10400
35 10800
36 11200
 
Gets two picks per level.
 
These are one pick each:
+1 Ability Score Point
+1V action and +3" move rate
Armor Class +5
BlahR: +20% among RMPIR
BlahR Evasion: +25% among RMPIR Evasion
Caster Level +1 in one class
Damage +4 with physical attacks
Hit Points +15
Immune: One specific spell/psionic ability (by name)
Plus Needed: +1 weapon needed to hit you (stacks with itself)
Resist one [C] section effect
Resist one element (any E factor, doesn't spread)
Saving Throws +3
Saving Throws +10 distributed among save categories
Secondary (Non-Professional) Skill +1
Subordinates: +1 to rhp
To Hit +3
 
These are two picks each:
1 Ability Score Held or Sustained
+1α action (1α -> 1V; 2α -> 1S; 3α -> 1F; 1α+1V -> 1S)
Immune: One [C] section effect
Immune: One Element (any E factor, doesn't spread)
Research Points +1 (not per reset, just once)
Subordinates: +1 to offensive or defensive DL

[PC54] Collective 5.4 Classes


Familiar Mage / Petmaster


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- +0
2 3 2-- --- --- +0
3 6 21- --- --- +0
4 12 32- --- --- +1
5 24 421 --- --- +1
6 48 422 --- --- +1
7 96 432 1-- --- +2
8 192 433 2-- --- +2
9 384 433 21- --- +2
10 750 443 22- --- +3
11 1500 444 33- --- +3
12 2000 444 441 --- +3
13 2500 555 442 --- +4
14 3000 555 442 1-- +4
15 3500 555 552 1-- +4
16 4000 555 553 21- +5
17 4500 555 553 32- +5
18 5000 555 553 321 +5
19 5500 555 553 331 +6
20 6000 555 554 332 +6
21 6500 555 554 442 +6
22 7000 555 555 443 +7
23 7500 555 555 553 +7
24 8000 555 555 554 +7
25 8500 555 555 555 +8
26 9000 666 655 555 +8
27 9500 666 666 655 +8
28 10000 666 666 666 +9
29 10500 777 766 666 +9
30 11000 777 777 766 +9
31 11500 777 777 777 +10
32 12000 888 877 777 +10
33 12500 888 888 877 +10
34 13000 888 888 888 +11
35 13500 999 988 888 +11
36 14000 999 999 999 1 +11
37 28000 999 999 999 2 +12
38 42000 999 999 999 3 +12
39 56000 999 999 999 4 +12
45 140000 A99 999 999 9 +14
54 266000 AAA AAA AAA 91 +17
63 392000 AAA AAA AAA A9 +20
72 518000 BBB BBB BAA AA1 +23
Requisites: Int 13, Chr 19, Cml 12
Alignment: any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: DM
Groups: Wizard
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Specialized in Conjuration; Normal in Abjuration; all other schools are Opposite.
Gets Int bonus to spell progression.
Can have 1 familiar per level. These function like "Wand of Find Familiar". You may cast it normally or at a (non-hostile) monster. In either case you will get a familiar type which has not existed before. You cannot generate familiars that are actually on the [S10] Familiar List.
1/reset: Add a familiar type you have permanently to the [S10] Familiar List.
Level 9: As a 5th level spell, you can find a special Mount, which will be a new type. Each such mount occupies one familiar slot.

[PC54] Collective 5.4 Classes


Generic Rogue


Level

KXP
Wiz/Pri/Rog
123 456 789

TH
1 0 1-- --- +0
2 1.5 2-- --- +0
3 3 21- --- +1
4 6 31- --- +1
5 12 32- --- +2
6 24 321 --- +2
7 48 331 --- +3
8 96 332 --- +3
9 192 332 1-- +4
10 492 333 1-- +4
11 792 333 2-- +5
12 1092 333 21- +5
13 1392 333 31- +6
14 1692 333 32- +6
15 1992 433 321 +7
16 2292 443 331 +7
17 2592 444 332 +8
18 2892 444 432 +8
19 3192 444 443 +9
20 3492 444 444 +9
21 3792 554 444 +10
22 4092 555 444 +10
23 4392 555 544 +11
24 4692 555 554 +11
25 4992 555 555 +12
26 5292 665 555 +12
27 5592 666 555 +13
28 5892 666 655 +13
29 6192 666 665 +14
30 6492 666 666 +14
31 6792 776 666 +15
32 7092 777 666 +15
33 7392 777 766 +16
34 7692 777 776 +16
35 7992 777 777 +17
36 8292 777 777 1 +17
37 16584 777 777 2 +18
38 24876 777 777 3 +18
39 33168 777 777 4 +19
45 82920 888 777 7 +22
54 157548 999 988 81 +26
63 232176 999 999 88 +31
72 306804 AAA AAA 991 +35
Requisites: Dex 18
Alignment: any
HD/level: d6
Weapon Prof.: 2+level/2
To Hit Table: Rog
Reference: DM
Groups: Rogue, Custom
Complexity: CF=2
   
Saving Throws:  
PPD: level+4
RSW: level+3
PP: level+5
BW: level+1
Spell: level+2
Fort: level+0
Reflex: level+6
Will: level+0
   
Does not get the normal 40 Rogue points per level.
Does not automatically get the spell progression listed.
Level N (every level) ¶: Choose two:
A. 40 Rogue points
B. N levels of Rogue picks; if you pick this twice within a single level, you may combine these (e.g. at level 3 you could get a "Level 6:" pick).
C. Spell progression: You get the difference from ML=N and ML=N-1. (e.g. at Level 6 you get one 3rd). This can be used as Wizard, Priest, or Rogue spells.
D. +1V action, or add a "Q" to one of your existing V actions.
E. +1 Hit Die (it's a d6).
F. +1 Dex.
G. Counts as two picks: One level of Exceptional Dex.
H. Counts as two picks: A "Level N:" (or less) Rogue ability from a class you know.
Level 9, 18, 27, etc.: Instead of the "Any Rogue" ability you get from being in Rogue group, you may have another choice (above) instead.

[PC54] Collective 5.4 Classes


GGL Picks (Mini-Class)

Level KXP Normal Effect Total
1 7 +1 GGL pick (+1)
2 14 +1 GGL pick (+2)
3 28 +1 GGL pick (+3)
4 56 +1 GGL pick (+4)
5 112 +1 GGL pick (+5)
6 224 +1 GGL pick (+6)
7 448 +1 GGL pick (+7)
8 896 +1 GGL pick (+8)
9 1400 +1 GGL pick (+9)
10 2100 +1 GGL pick (+10)
11 2800 +1 GGL pick (+11)
12 3500 +1 GGL pick (+12)
13 4200 +1 GGL pick (+13)
14 4900 +1 GGL pick (+14)
15 5600 +1 GGL pick (+15)
16 6300 +1 GGL pick (+16)
17 7000 +1 GGL pick (+17)
18 7700 +1 GGL pick (+18)
19 8400 +1 GGL pick (+19)
20 9100 +1 GGL pick (+20)
21 9800 +1 GGL pick (+21)
22 10500 +1 GGL pick (+22)
23 11200 +1 GGL pick (+23)
24 11900 +1 GGL pick (+24)
25 12600 +1 GGL pick (+25)
26 13300 +1 GGL pick (+26)
27 14000 +1 GGL pick (+27)
28 14700 +1 GGL pick (+28)
29 15400 +1 GGL pick (+29)
30 16100 +1 GGL pick (+30)
31 16800 +1 GGL pick (+31)
32 17500 +1 GGL pick (+32)
33 18200 +1 GGL pick (+33)
34 18900 +1 GGL pick (+34)
35 19600 +1 GGL pick (+35)
36 20300 +1 GGL pick (+36)
You do not need to be a Priest to use this Mini-class.
You must meet the GGL picks' stat requirements; they add together to a "phantom" base class that has 0 requirements everywhere. (If you have a Priest class, you do not add these GGL picks requirements to your Priest class.)
The picks must be from the same pantheon; however, you may spend a pick to access another pantheon. (This is similar to how the Race Slots Mini works.)
You duplicate GGL picks, even from sources outside this Mini-class (unless your class specifically says you can).

[PC54] Collective 5.4 Classes


GWSSP9A


Level

KXP
Wizard
123 456 789 ABC
Priest
123 456 789 A
Psi9
mMG SUV

TH
1 0 1-- --- --- 1-- --- - 1-- - +1
2 1.6 2-- --- --- 20- --- - 2-- - +1
3 3.2 21- --- --- 31- --- - 21- - +2
4 6.5 22- --- --- 320 --- - 31- - +3
5 13 221 --- --- 321 --- - 32- - +3
6 26 222 --- --- 332 0-- - 321 - +4
7 50 222 1-- --- 332 1-- - 421 - +5
8 100 222 2-- --- 333 20- - 431 - +5
9 200 222 21- --- 333 21- - 432 - +6
10 400 222 22- --- 333 32- - 532 - +7
11 725 322 22- --- 333 33- - 542 - +7
12 1050 332 221 --- 433 330 - 543 - +8
13 1375 333 222 --- 443 331 - 643 - +9
14 1700 333 322 --- 444 332 - 653 - +9
15 2025 333 332 --- 444 433 - 654 - +10
16 2350 433 333 1-- 444 443 - 754 - +11
17 2675 443 333 2-- 444 444 - 764 - +11
18 3000 444 333 3-- 544 444 0 765 - +12
19 3325 444 433 3-- 554 444 1 766 1 +13
20 3650 444 443 3-- 555 444 2 776 1 +13
21 3975 444 444 31- 555 544 3 777 1 +14
22 4300 444 444 42- 555 554 4 877 1 +15
23 4625 444 444 43- 555 555 4 887 1 +15
24 4950 444 444 44- 555 555 5 888 2 +16
25 5275 544 444 44- 655 555 5 988 2 +17
26 5600 554 444 44- 665 555 5 998 2 +17
27 5925 555 444 441 666 555 5 999 2 +18
28 6250 555 544 442 666 655 5 999 3 +19
29 6575 555 554 443 666 665 5 999 4 +19
30 6900 555 555 444 666 666 5 999 5 +20
31 7225 555 555 544 666 666 6 999 6 +21
32 7550 555 555 554 766 666 6 999 7 +21
33 7875 555 555 555 776 666 6 999 8 +22
34 8200 666 555 555 777 666 6 999 9 +23
35 8525 666 666 555 777 766 6 AAA A +23
36 8850 666 666 666 1 777 776 61 BBB B1 +24
37 17700 666 666 666 2 777 776 62 BBB B2 +25
38 26550 666 666 666 3 777 776 63 BBB B3 +25
39 35400 666 666 666 4 777 776 64 BBB B4 +26
45 88500 777 766 666 6 877 777 77 BBB BA +30
54 168150 888 777 777 61 998 888 881 DDD CC +36
63 247800 888 887 777 77 999 988 888 FFE EE +42
72 327450 998 888 888 881 AAA 999 999 1 GGG GG1 +48
Requisites: Str 9, Dex 7, Con 6, Int 6, Wis 6
Alignment: any
HD/level: d12
Weapon Prof.: 5+level/2
To Hit Table: Ftr0
Reference: DM
Groups: Custom
Complexity: CF=2
   
Saving Throws:  
PPD: level+6
RSW: level+5
PP: level+7
BW: level+2
Spell: level+2
Fort: level+2
Reflex: level+3
Will: level+2
   
This is a mixed Guard - Witch Doctor - Shaman - Scout - Psi9A.
Gets Exceptional Str & Con. Can take Super Str & Con for 2 weapon proficiencies each.
Can specialize in a school, but pick 2 opposites.
You get 1 Grand, 2 Major, and 5 Minor spheres. Your god may alter this amount.
Gets 30 Rogue points per level. Still gets the "Any Rogue" picks at 9th, 18th, 27th, and 36th.
See [Q9] for rules and powers.
This functions like a normal Psi9 class, except you do NOT get +1 to each track for each level, instead you get +1 to a single track each level (the track chosen may be different each level). This bonus would stack with the normal Psi9 class and Psi18.
You get the normal "track-length" for each stat; this does not stack with the Psi9 track-length. (i.e. if you have Psi9 and Psi9A, you get track-length only once).
Level 1: 1V: Deflect 1P action worth of attacks from any target within (5*level)' to yourself. You cannot then deflect these attacks away; you must actually be hittable by the attacks.
Level 1: Can read scrolls of any spell level without "blowing your head off".
Level 1: Can turn lycanthropes as if they were undead (DM will assign turning values).
Level 2: 1M: Incite Berserker or Enraged status on your troops (not too useful for PCs).
Level 3: 1M: Swap 1 physical subability with one willing target for 1t. At level 9, swap your stat with up to 10 others (so all 10 of them get your old stat); you get back your choice of their 10.
Level 3: Pick a mental stat. Psi9 abilities that use the corresponding physical stat may use the track of the mental stat instead (i.e. if you pick "Int", you may use either your "Str" or your "Int" track for powers involving "Str").
Level 5: Great Swing as per Fighter.
Level 6: Get another Psi9 pick just like Level 3.
Level 8: Can create potions as per an Alchemist of ½ the Witch Doctor's level.
Level 9: Get the last pPsi9 ick just like Level 3.
Level 27: Pick one species (as per Ranger species enemy). You can turn that species as if it was undead (DM will assign turning values).
Lvl Scout Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Open/Close Locks: (-5% per TechLvl of the Lock) (-10% per SL of the Lock) V 0 Dex-13 Dex-17
1 Move Silently || Immovability | Avoid Clairnasience V 5 Dex-14 Dex-17
1 Hide in Shadows | Hide amongst People or Trees | Meld in Shadows/Mirrors V 0 Dex-12 Dex-17
1 Spying || Reflecting Pool - || F 5 Int-12 Int-15
1 Climb Walls | Climb Overhangs | Climb Upside-Down | Climb in Mid-Air V 55 Str-10 Str-14
1 Any Rogue 1 ability - - - -
2 Evasion (0, make by 5% per amount hit: no dmg from weapon) V 10 Dex-11 Dex-15
3 Disguise | Alter Appearance M 25 Chr-11 Chr-13
4 Invisibility | Improved Invisibility M 0 Int-13 Int-18
4 Distraction | Mislead | Forget | Mirage Arcana M 15 Wis-13 Wis-16
5 Legend Lore | Identify 0 | M 0 Int-13 Int-15
6 Read Languages | Decipher Code M 0 Int-9 Int-14
7 Identity Penetration | False Seeing | True Seeing MM 5 Wis-11 Wis-19
8 Free Action / Remove Paralysis / Remove Domination P 5 Con-8 Con-16
6 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
10 Sending | Demand M 10 Int-9 Int-12
12 Teleport | Teleport without Error || Teleport Other to Self (no save) M 5 Int-16 Int-17
18 Psychic Impersonation || Soul/Spirit Impersonation - 15 Wis-9 Wis-14
27 Astral Spell MMM 40 Int-18 Int-24

[PC54] Collective 5.4 Classes


High Mage


Level

KXP
Wizard
123 456 789 ABC DEF

TH
1 0 111 --- --- --- -1
2 2.5 111 1-- --- --- +0
3 5 111 11- --- --- +0
4 10 111 111 --- --- +0
5 20 211 111 --- --- +0
6 40 221 111 1-- --- +0
7 60 222 111 1-- --- +0
8 90 222 211 11- --- +1
9 135 222 221 11- --- +1
10 250 222 222 111 --- +1
11 375 322 222 211 --- +1
12 750 332 222 221 --- +1
13 1125 333 222 222 1-- +1
14 1500 333 322 222 2-- +2
15 1875 333 332 222 2-- +2
16 2250 333 333 222 21- +2
17 2625 433 333 322 22- +2
18 3000 443 333 332 22- +2
19 3375 444 333 333 22- +2
20 3750 444 433 333 321 +3
21 4125 444 433 333 322 +3
22 4500 444 433 333 332 +3
23 4875 444 433 333 333 +3
24 5250 444 443 333 333 +3
25 5625 444 444 333 333 +3
26 6000 444 444 433 333 +4
27 6375 444 444 443 333 +4
28 6750 444 444 444 333 +4
29 7125 444 444 444 433 +4
30 7500 444 444 444 443 +4
31 7875 444 444 444 444 +4
32 8250 544 444 444 444 +5
33 8625 554 444 444 444 +5
34 9000 555 444 444 444 +5
35 9375 555 544 444 444 +5
36 9750 555 554 444 444 1 +5
37 19500 555 554 444 444 2 +5
38 29250 555 554 444 444 3 +6
39 39000 555 554 444 444 4 +6
45 97500 555 555 555 554 4 +7
54 185250 666 666 555 555 51 +8
63 273000 666 666 666 665 55 +10
72 360750 777 776 666 666 661 +11
Requisites: Int 25
Alignment: any
HD/level: d2
Weapon Prof.: 1+level/11
To Hit Table: ½xWiz
Reference: DM
Groups: Wizard
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+0
   
Can never specialize in a school of magic.
Cannot use "weird list" or "weird sheet" or "sheets that you know" spells at all, unless you spend 1 research point per spell on them. If you do, the spell is 1 spell slot (not the normal 2 or 3).
Can never get a stat bonus to spell progression.
Can never use ML adders, even "Limited ML". Level books (and other sources of full levels) do function normally.
Level 1: Gets Int bonus as an additional save penalty.
Level 1: 0, 1/d: Reset your spell memorization in High Mage.

[PC54] Collective 5.4 Classes


Invisibility Levels (Mini-Class)

Level KXP Effect AC Total
1 0.5 Invisibility (+4 AC) (+4)
2 1 Improved Invisibility (+4)
3 2 Inaubile (Move Silently) (+4)
4 4 Dust of Disappearance (+4 AC) (+8)
5 8 Mirror Images +4 (+8)
6 16 No scent (Immune Clairnasience) (+8)
7 32 Displaced (+2 AC) (+10)
8 64 Non-detection/location (+10)
9 100 Can't be targetted (+10)
10 150 Double Displaced (+2 AC) (+12)
11 200 Avoid all Traps (don't trigger them) (+12)
12 250 +4 saves (+12)
13 300 Triple Displaced (+2 AC) (+14)
14 350 +4 saves (+14)
15 400 Don't generate "?" in dungeon (+14)
16 450 Planar Displaced (+2 AC) (+16)
17 500 +4 saves (+16)
18 550 Floor can't be targetted (+16)
19 600 +2 AC (+18)
20 650 Avoid all Tricks (don't trigger them) (+18)
21 700 Immune Imprisonment (+18)
22 750 +4 AC (+20)
23 800 iaER +50% (+20)
24 850 Group can't be targetted (+20)
25 900 +4 AC (+24)
26 950 Don't generate "!" in dungeon (+24)
27 1000 Avoid all Specials (immune to them) (+24)
28 1050 +4 AC (+28)
29 1100 iaER +50% (+28)
30 1150 Can't be overborne (+28)
31 1200 +4 AC (+32)
32 1250 Avoid all Terrain Features (immune to them) (+32)
33 1300 Can't be moved (+32)
34 1350 +4 AC (+36)
35 1400 Immune gravity (+36)
36 1450 Can't be physically attacked (+36)
 
If one of these effects are dispelled, it can be raised again with 1M action.

[PC54] Collective 5.4 Classes


Jock1


Level

KXP

Spells

TH
1 0 (none) +0
2 2.25 (none) +1
3 4.5 (none) +2
4 10 (none) +3
5 20 (none) +4
6 40 (none) +5
7 80 (none) +6
8 140 (none) +7
9 250 (none) +8
10 500 (none) +9
11 750 (none) +10
12 1000 (none) +11
13 1250 (none) +12
14 1500 (none) +13
15 1750 (none) +14
16 2000 (none) +15
17 2250 (none) +16
18 2500 (none) +17
19 2750 (none) +18
20 3000 (none) +19
21 3250 (none) +20
22 3500 (none) +21
23 3750 (none) +22
24 4000 (none) +23
25 4250 (none) +24
26 4500 (none) +25
27 4750 (none) +26
28 5000 (none) +27
29 5250 (none) +28
30 5500 (none) +29
31 5750 (none) +30
32 6000 (none) +31
33 6250 (none) +32
34 6500 (none) +33
35 6750 (none) +34
36 7000 (none) +35
37 7250 (none) +36
38 7500 (none) +37
39 7750 (none) +38
45 9250 (none) +44
54 11500 (none) +53
63 13750 (none) +62
72 16000 (none) +71
Requisites: Str 10, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 4+level/2
To Hit Table: War
Reference: Dragon 72
Groups: Warrior, Joke
Complexity: CF=2
   
Saving Throws:  
PPD: level*3+3
RSW: level*3+1
PP: level*3+2
BW: level*3+0
Spell: level*3+0
Fort: level*3+4
Reflex: level*3+0
Will: level*3+0
   
Exceptional Str and Con.
Level 1: +LVL" move rate
Level 1: Choose one (move rate increases are cumulative with class ability above):
A. Football Padding: +3+LVL AC (may be combined with armor)
B. Jogging Suit: +LVL AC; +LVL" move rate (may be combined with armor)
C. Jogging Shorts: +LVL*2" move rate (may be combined with armor)
Level 1: Can have the following weapons for free:
1. Baseball Bat: (Size M; 2d6/2d4; 19+/x2; attack as Melee)
2. Footballs (thrown; Size S; 1d4/1d3; 20/x2; attack as Dart)
3. Hockey Stick: (Size L; 3d6/3d6; 19+/x2; attack as Melee)
4. Tennis Racket: (Size M; 1d8/1d6; 17+/x2; attack as FastWpn)
Level 1: Sports Lore: 1M: Area effect, Int check, if made have Boredom (as if failed a Morale check), if missed have Admiration (treat as Fascination)
Level 1: Protection from Junk Food: Immune poison, bad effects from potions/food (incl. miscibility)
Level N (every level) ¶: +1 to Str, Dex, or Con.
Level 2: Health Food: 1V, display your food: Nausea (area; PPD save)
Level 3: +1QV action each segment for +LVL-2 segments, then Feign Death (can't drop) for 1 round.
Level 3: Diet: 1/reset: Lose 2-20 pounds weight
Level 4: Mind Over Body: Immune to local terrain
Level 5: +N-4 Con, -N+4 Chr, where N is any number from 4 to LVL.
Level 6: 1M, 1/d: +8 set Str for 1 turn.
Level 7: Boredom w/ Heroic Tales: 1M, 3/d: Sleep (Area effect, PP save)
Level 8: 1M: Friends
Level 9: Money: +1d10000 gp per reset.
Level 10: Fear/Intimidation: 1M: Fear (Area, PP save at -4)

[PC54] Collective 5.4 Classes


Living Wall


Level

KXP

Spells

TH
1 0 (none) +10
2 3 (none) +10
3 6 (none) +10
4 12 (none) +10
5 24 (none) +10
6 48 (none) +10
7 96 (none) +10
8 192 (none) +10
9 270 (none) +10
10 337.5 (none) +10
11 412.5 (none) +10
12 495 (none) +10
13 585 (none) +10
14 682.5 (none) +10
15 787.5 (none) +10
16 900 (none) +10
17 1020 (none) +10
18 1147.5 (none) +10
19 1282.5 (none) +10
20 1425 (none) +10
21 1575 (none) +10
22 1732.5 (none) +10
23 1897.5 (none) +10
24 2070 (none) +10
25 2250 (none) +10
26 2437.5 (none) +10
27 2632.5 (none) +10
28 2835 (none) +10
29 3045 (none) +10
30 3262.5 (none) +10
31 3487.5 (none) +10
32 3720 (none) +10
33 3960 (none) +10
34 4207.5 (none) +10
35 4462.5 (none) +10
36 4725 (none) +10
37 9450 (none) +10
38 14175 (none) +10
39 18900 (none) +10
45 47250 (none) +10
54 89775 (none) +10
63 132300 (none) +10
72 174825 (none) +10
Requisites: Con 40, Class Slots 2
Alignment: any
HD/level: d10 Hull points
Weapon Prof.: 10+level/10
To Hit Table: +10
Reference: MM2
Groups: Monster
Complexity: CF=3
   
Saving Throws:  
PPD: level+10
RSW: level+5
PP: level+10
BW: level-5
Spell: level-5
Fort: level+15
Reflex: level-5
Will: level-5
   
You have Hull points instead of hit points. Other sources of hp on your character are converted to Hp (at 10 to 1, round down).
1V, 1/r, Eat a slain or helpless target: They are Erased from the chalkboard; you gain one of their abilities permanently (this will be similar mechanics to how Uncommoner3 works).

[PC54] Collective 5.4 Classes


Numbers Priest


Level

KXP
Priest
123 456 789 AB

TH
1 0 20- --- -- -1
2 2 210 --- -- +0
3 4 321 --- -- +0
4 7.5 422 --- -- +0
5 12.5 432 0-- -- +0
6 20 432 1-- -- +0
7 35 443 1-- -- +0
8 60 443 20- -- +1
9 90 543 21- -- +1
10 125 543 320 -- +1
11 200 553 321 0- +1
12 300 554 432 1- +1
13 750 655 543 2- +1
14 1150 666 654 3- +2
15 1550 666 666 4- +2
16 1950 666 666 5- +2
17 2350 666 666 6- +2
18 2750 666 666 60 +2
19 3150 666 666 61 +2
20 3550 666 666 62 +3
21 3950 666 666 63 +3
22 4350 666 666 64 +3
23 4750 666 666 65 +3
24 5150 766 666 65 +3
25 5550 776 666 65 +3
26 5950 777 666 65 +4
27 6350 777 766 65 +4
28 6750 777 776 65 +4
29 7150 777 777 65 +4
30 7550 777 777 75 +4
31 7950 777 777 76 +4
32 8350 777 777 77 +5
33 8750 887 777 77 +5
34 9150 888 877 77 +5
35 9550 888 888 77 +5
36 9950 888 888 881 +5
37 19900 888 888 882 +5
38 29850 888 888 883 +6
39 39800 888 888 884 +6
45 99500 998 888 888 +7
54 189050 A99 999 999 1 +8
63 278600 AA9 999 999 9 +10
72 368150 AAA AAA AAA A1 +11
Requisites: Wis 15, Luck 12
Alignment: any
HD/level: 1e8
Weapon Prof.: 3+level/7
To Hit Table: Psi
Reference: DM
Groups: Priest
Complexity: CF=3
   
Saving Throws:  
PPD: level*2+2
RSW: level*2+0
PP: level*2+0
BW: level*2+0
Spell: level*2+1
Fort: level*2+0
Reflex: level*2+0
Will: level*2+0
   
Gets Luck+10 (not Wis) bonus to spells. Read on the stat bonus table as if your Luck was 10 higher.
+1 Luck per level. You may spend ability score points for level to Luck, in fact, you must do this until your Luck 12 requirement is met.
Bonus grand in Numbers sphere.
Level N (every level): Using the list below, pick an ability.
A. +1QZ Action.
B. Luckstone
C. People with "Lady's Smile" must still roll saves against you.
D. Immune to unluck and curse. Ignore "multiple saves, take worst" effects; you roll 1 save.
E. 0, LVL/r: Target rerolls a die roll (friendly only)
F. ++LVL saves
G. 0, 1/t: Have a monster reroll who he chooses to attack.
H. Immune parting shots and overbear.
I. Exceptional Luck bonus (not clear what this does!), can take twice for Barbarian Luck bonus.
J. Immune to Number sphere spells, and +/- die shift Specials in general.
K. Free GGL (Specialty God) pick in a god that has an HNCL, Luck, or Cml requirement.
L. You act as a TechL=LVL Computer (+LVL/2 Int, +LVL*2 Nonweapons).
M. Your area affects always only hit those you want them to.
N. Immune to Spell Reflection, MTG Deflection, or MReflection (your spell is simply countered)
O. 1bV, an ally within LVL*10' is rolling a save: He autorolls a 20
P. 0, 1/t: Distribute LVL of your temporary Luck uses to other allies.
Q. For summons, you are not limited to "Enough" (100), "Plenty" (10000), etc., you can have any number.
New Numbers Spells:
Next Die (SL=1): Roll 1 die type larger or smaller on one type of roll (saves, weapon damage dice, spell damage dice, etc.) for 1 turn. Types are d2, d4, d6, d8, d10, d12, d20, d30, d50, d100, d200, though you can use a weird type if you want.
Curse Shield (SL=2): Damaging shield (-1 to all die rolls per hit) of type Curse. You Resist Curse while running this.
Astral Grouping (SL=3): Join two groups together.
Contemplator (SL=4): Summons a Contemplator (a DL VI monster). You have a Contemplator summon slot in addition to your normal summon slot. You are allowed to have 2 Contemplators (one in each slot).
Probability Travel (SL=5): Probability Travel
One Projection (SL=6): Overwrite one ability score to another.
Holy Word Lamer (SL=7): Target rolls worst possible result on all die rolls for 1 turn.
Scatter (SL=8): The room is reassigned as you choose into CL groups.
Mass Lady's Smile (SL=9): The party has continuous Lady Smile.

[PC54] Collective 5.4 Classes


Pixie Queen


Level

KXP
Priest
123 456 78
Faerie
0½1 1½ 2 2½ 3 3½ 4 4½ 5 5½ 6 6½

TH
1 0 0-- --- -- 1-- -  - -  - -  - -2
2 3.125 10- --- -- 21- -  - -  - -  - -1
3 6.25 210 --- -- 221 -  - -  - -  - -1
4 12.5 321 --- -- 222 1  - -  - -  - -1
5 25 321 0-- -- 222 2  1 -  - -  - -1
6 50 432 1-- -- 222 2  2 1  - -  - -1
7 100 432 10- -- 222 2  2 2  - -  - -1
8 200 543 21- -- 222 2  2 2  1 -  - -1
9 400 543 210 -- 222 2  2 2  2 -  - -1
10 800 654 321 -- 222 2  2 2  2 1  - +0
11 1200 654 321 0- 222 2  2 2  2 2  - +0
12 1600 665 432 1- 222 2  2 2  2 2  - +0
13 2000 666 543 2- 222 2  2 2  2 2  1 +0
14 2400 666 543 20 222 2  2 2  2 2  2 +0
15 2800 666 543 21 222 2  2 2  2 2  2 +0
16 3200 666 654 32 333 2  2 2  2 2  2 +0
17 3600 666 665 43 333 3  3 3  2 2  2 +0
18 4000 666 666 54 333 3  3 3  3 3  3 +1
19 4400 666 666 65 444 3  3 3  3 3  3 +1
20 4800 666 666 66 444 4  4 4  3 3  3 +1
21 5200 666 666 66 444 4  4 4  4 4  4 +1
22 5600 766 666 66 555 4  4 4  4 4  4 +1
23 6000 766 666 66 555 5  5 5  4 4  4 +1
24 6400 776 666 66 555 5  5 5  5 5  5 +1
25 6800 776 666 66 655 5  5 5  5 5  5 +1
26 7200 777 666 66 665 5  5 5  5 5  5 +2
27 7600 777 666 66 666 5  5 5  5 5  5 +2
28 8000 777 766 66 666 6  5 5  5 5  5 +2
29 8400 777 766 66 666 6  6 5  5 5  5 +2
30 8800 777 776 66 666 6  6 6  5 5  5 +2
31 9200 777 776 66 666 6  6 6  6 5  5 +2
32 9600 777 777 66 666 6  6 6  6 6  5 +2
33 10000 777 777 66 666 6  6 6  6 6  6 +2
34 10400 777 777 76 766 6  6 6  6 6  6 +3
35 10800 777 777 76 776 6  6 6  6 6  6 +3
36 11200 777 777 771 777 6  6 6  6 6  6 1 +3
37 22400 777 777 772 777 6  6 6  6 6  6 2 +3
38 33600 777 777 773 777 6  6 6  6 6  6 3 +3
39 44800 777 777 774 777 6  6 6  6 6  6 4 +3
45 112000 888 777 777 777 7  7 7  6 6  6 6  1 +4
54 212800 998 888 888 1 777 7  7 7  7 7  7 6  6 1 +5
63 313600 999 988 888 8 777 7  7 7  7 7  7 7  7 7  1 +6
72 414400 AA9 999 999 91 887 7  7 7  7 7  7 7  7 7  7 1 +7
Requisites: Dex 12, Wis 12, Chr 18, Cml 21
Alignment: T any (or) any N
HD/level: d1+2
Weapon Prof.: 2+level/14
To Hit Table: ½xThf0
Reference: MTG
Groups: Priest, Monster
Complexity: CF=2
   
Saving Throws:  
PPD: level+5
RSW: level+4
PP: level+4
BW: level+2
Spell: level+3
Fort: level+6
Reflex: level+4
Will: level+4
   
Can cast "Green" spells (out of either progression); see next page.
Gets Barbarian Chr and Cml.
Level 1 ¶: +4 Con, -2 Int.
Level 1 ¶: |AC| 10+LVL (Absolute AC; people need a natural 10+LVL or greater to hit you)
Level 1: Flying LVL*3"; 1M: Give someone Flying LVL*3" for LVL rounds.

[PC54] Collective 5.4 Classes


Priest Picks (Mini-Class)

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 +1 grand sphere
1 0, 1/d: Divine Intervention (automatic), usually resolved as a ML=LVL Outer-planar summon
1 1/reset: Choose an alignment. You do x2 dmg (spells & attacks) vs. that alignment
1 1M: Shut off target familiar or specialty priest power
1 1M: Target gets alignment changed to yours & target confused (Will save for each effect)
1 Animal empathy
1 Can use Omens and Turn Undead
1 Combining: 1V: Add your CL to target's CL this segment.
1 Detect/Identify Anti-Radiation & Anti-Magic
1 Immune to "skins" of all types (Stoneskin, etc.)
1 Immune to deafness or paralysis.
1 Regenerate LVL hp/m (this is not troll-like), you can regenerate another if touching
1 Specialization, Sphere
1 Specialization, Sphere
1 Wis bonus to Priest progression
2 0, 1/d: Counter a Divine Intervention
2 All of your edged weapons are "Defender"
2 Can convert P -> M actions
2 Can turn undead using just 1V action
2 Clairnasience & Tongues
2 Detect/Identify Anti-Psionics & Anti-Innates
2 Emulate the abilities of (LVL-3)/2 specialty priest powers
2 Immune to curse and Necromantic sphere spells
2 Regenerate LVL hp/r (this is troll-like), restore 1 stat point or limb /m, can touch
2 Specialty Priest pick
2 Specialty Priest pick
3 1M: Shut off Concordant effect (aXR to resist)
3 1M: Target is Pawned (2 saved, 1 missed save = Dominated)
3 Can turn anyone not of your Religion as if they were undead
3 Druid Shapechange (at level 7)
3 Regenerate LVL hp/s (troll-like, heals vile/perm dmg), restore XP/Lvl drain, within 30'
3 Time/Reality Stability; whenever a drastic event allows you 1 action to respond to it, you get 2 actions instead
3 Turn Undead
5 +1 Summon slot
5 Sphere robe (-1 SL) in one sphere

[PC54] Collective 5.4 Classes


Psi±2


Level

KXP
Psi2,-2,--2
mMG SUV

TH
1 0 1-- - +0
2 4.4 2-- - +0
3 8.8 3-- - +0
4 17.6 31- - +1
5 33 32- - +1
6 60 33- - +1
7 110 43- - +2
8 200 44- - +2
9 400 441 - +2
10 800 442 - +3
11 1200 443 - +3
12 1600 544 - +3
13 2000 554 - +4
14 2800 555 - +4
15 3600 655 - +4
16 4400 665 - +5
17 5200 666 - +5
18 6000 666 1 +5
19 6800 666 2 +6
20 7600 666 3 +6
21 8400 666 4 +6
22 9200 666 5 +7
23 10000 666 6 +7
24 10800 766 6 +7
25 11600 776 6 +8
26 12400 777 6 +8
27 13200 777 7 +8
28 14000 877 7 +9
29 14800 887 7 +9
30 15600 888 7 +9
31 16400 888 8 +10
32 17200 988 8 +10
33 18000 998 8 +10
34 18800 999 8 +11
35 19600 999 9 +11
36 20400 999 91 +11
37 40800 999 92 +12
38 61200 999 93 +12
39 81600 999 94 +12
45 204000 A99 99 +14
54 387600 BBB BB +17
63 571200 DDD DC +20
72 754800 FFE EE1 +23
Requisites: Str 12, Dex 15, Con 12, Int 12, Wis 15, Chr 15
Alignment: T any
HD/level: d6
Weapon Prof.: 7+level/7
To Hit Table: Wiz
Reference: DM
Groups: Psionicist, Mirror
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+8
   
This class can use Psi2, Psi-2, and Psi--2 powers.
Gets Con bonus to psionic progression.
PSPs = Str+Dex*2+Con+Int+Wis*2+Chr-80+(Dex+Wis-10)*(level-1)
This class's psionic powers are resisted using PowR (Power Resistance), not PR or aPR or aaPR.
Level 1: +1 Nonweapon Proficiency per level. These slots may be spent on existing Psi2, Psi-2, Psi--2 powers (not additional ones). Each slot increases a power's check score both by 1, or you can roll an extra 1d20 (choose better result).

[PC54] Collective 5.4 Classes


Psi1Blaster


Level

KXP
Psi1
mMG SUV

TH
1 0 1-- - +0
2 3.75 2-- - +0
3 7.5 3-- - +0
4 15 31- - +1
5 22.5 32- - +1
6 37.5 33- - +1
7 75 43- - +2
8 112.5 44- - +2
9 150 441 - +2
10 187.5 442 - +3
11 225 443 - +3
12 450 544 - +3
13 675 554 - +4
14 1125 555 - +4
15 1500 655 - +4
16 1950 665 - +5
17 2400 666 - +5
18 2900 666 1 +5
19 3400 666 2 +6
20 3900 666 3 +6
21 4400 666 4 +6
22 4900 666 5 +7
23 5400 666 6 +7
24 5900 766 6 +7
25 6400 776 6 +8
26 6900 777 6 +8
27 7400 777 7 +8
28 7900 877 7 +9
29 8400 887 7 +9
30 8900 888 7 +9
31 9400 888 8 +10
32 9900 988 8 +10
33 10400 998 8 +10
34 10900 999 8 +11
35 11400 999 9 +11
36 11900 999 91 +11
37 23800 999 92 +12
38 35700 999 93 +12
39 47600 999 94 +12
45 119000 A99 99 +14
54 226100 BBB BB +17
63 333200 DDD DC +20
72 440300 FFE EE1 +23
Requisites: Int 8 (one 22), Wis 8 (one 22), Chr 8 (one 22)
Alignment: any
HD/level: d10
Weapon Prof.: 4+level/3
To Hit Table: Wiz
Reference: DM
Groups: Psionicist
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+0
Will: level+8
   
See [Q1] for rules and powers. Uses Psi0.01 (not Psi1) for Psionic Blast results.
Psionic Strength = (Int+Wis+Chr)/3*(Level+9)*2 (This is double the PSPs of Psi1 class)
Level 1: May use Psionic Enchantments, which convert several low-level spells to a higher level one.
Level 1: Spend 1 Non-Weapon proficiency: Permanently raise two abilities' CL by 1 (or +2 CL to one ability). You may not more than double your level doing this.
Level 1: Psionic Blast attacks cost you only ½M to use.
Level 1: You may Psionic Blast one target (instead of a group), if you do, he gets no saving throw.
Level 2: Ultra Blast only affects enemies.
Level 4: May use Psi0.01 Minors.
Level 10: May use Psi0.01 Majors.
Level 16: May use Psi0.01 Grands.
Level 22: May use Psi0.01 Supers.

[PC54] Collective 5.4 Classes


Rogue Picks (Mini-Class)

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 +(LVL+1)/2 Chr; Sustain Chr
1 Connected: You know a friend in every city, for shelter and/or locating a shop/person
1 Detect Lie or Undetectable Lie (1 at a time, cont.)
1 Detect/Identify Technology; Can operate Spelljamming Helms
1 Extra 5 rogue points per level in one class
1 Fool: -1 Int, +50 Rogue points
1 Kung Fat: Ability to take professional wrestling, plus a kit slot to take a professional wrestling style.
1 One Rogue Ability, with LVL*10 points
1 Read Languages LVL*10%
1 Sell items for 64+LVL% of value instead of 50%
1 Situational advantage: 1M: Surprise; increase Backstab/Backstrike by 1 multiplier.
1 Slayer: Touch deals 4+LVL dmg. 1M: Add the "wounding" effect (LVL hp /s).
1 Tech Belt/Bag: Bag of Holding plus every normal equipment item of LVL gp and less
1 Training: Gain 1 stat point per reset.
2 1M, 1/t: Teleport Without Error (can move up to LVL/3 planes distant)
2 Can "Frugal" potions (+50% to number of uses)
2 Divinity: Gain LVL in SL's as a Priest progression, this progression must be flat or decreasing.
2 Immune to paralysis (but not hold). People do not multiply their damage by their level when you're held.
2 Improvisation: 1V, 1/r: Create a 0 to LVL gp item, it lasts for 1 hour.
2 nM: Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up)
2 Nonmagical items (all types) are one-third cost for you
2 Overkill: If you put someone below -50 hp, they are automatically slain.
2 Slimy: You and the space you're standing at can't be targetted.
2 Thrown Fu: +LVL to hit with thrown objects; thrown objects are always at least base #Att = 1 and range 60'.
3 3F, 1/t: Remove Capital B Blasted or Capital M Mauled from someone
3 Ignore MR with your Rogue spells
3 Immune to Blow Your Head Off, Twilight, Ego Domination, Retributive Strikes
3 Immune to Capital E Extract, Empathy, ESP, Forget, Mental Surgery, Telepathy
3 Moving is only ½V action
4 1bM, 1/r: Counterspell
4 1bM, 1/r: Fork
4 Get +1 IM (Instantaneous Mental) action per turn.
4 Immune to LVL elements/eelements (doesn't "spread")
4 Martial Arts, +LVL maneuvers
6 Using Rogue abilities is only ½V action each

[PC54] Collective 5.4 Classes


Scripter


Level

KXP

Spells

TH
1 0 (none) & +1
2 4.75 (none) & +2
3 9.5 (none) & +3
4 19 (none) & +4
5 38 (none) & +5
6 76 (none) & +6
7 152 (none) & +7
8 304 (none) & +8
9 551 (none) & +9
10 950 (none) & +10
11 1400 (none) & +11
12 1850 (none) & +12
13 2300 (none) & +13
14 2750 (none) & +14
15 3200 (none) & +15
16 3650 (none) & +16
17 4100 (none) & +17
18 4550 (none) & +18
19 5000 (none) & +19
20 5450 (none) & +20
21 5900 (none) & +21
22 6350 (none) & +22
23 6800 (none) & +23
24 7250 (none) & +24
25 7700 (none) & +25
26 8150 (none) & +26
27 8600 (none) & +27
28 9050 (none) & +28
29 9500 (none) & +29
30 9950 (none) & +30
31 10400 (none) & +31
32 10850 (none) & +32
33 11300 (none) & +33
34 11750 (none) & +34
35 12200 (none) & +35
36 12650 (none) & +36
37 25300 (none) & +37
38 37950 (none) & +38
39 50600 (none) & +39
45 126500 (none) & +45
54 240350 (none) & +54
63 354200 (none) & +63
72 468050 (none) & +72
Requisites: Str 12, Dex 21, Class Slots 2
Alignment: C any (or) any J
HD/level: & d10
Weapon Prof.: & 0+level
To Hit Table: & Mon
Reference: DM
Groups: Custom, Monster, Concordant (x1)
Complexity: CF=4
   
Saving Throws:  
PPD: & level+3
RSW: & level+7
PP: & level+1
BW: & level+1
Spell: & level+2
Fort: & level+0
Reflex: & level+7
Will: & level+0
   
You may use 1V+1S plus 1 script action (any type) per segment ("scr"="Script"). Note you cannot do 1V+1S+1scrV+1scrS in a single segment.
scrV actions can be downgraded to an OppV or a QV action. scrP can be downgraded to P (not QP). scrM can be downgraded to M.
Level N (every level) ¶: +1scrA action
Level 1: Hold script actions.
Level 1: 1scrV: Put someone's brain or soul on your Plate (Psionic Blast save, but the effect is not psionic)
Level 2: 1scrP: Do one physical attack that does xLVL dmg
Level 3: 1scrM: Summon a DL=LVL/2 Ooze, Demon, or Weird
Level 3: 1scrM: Do a High Frequency Sample (SL=LVL/2, round up)
Level 3: You may convert 3scr_ -> 1Qscr_ (where "_" is any action type)
Level 4, 8, 12, etc.: Gets one Any Rogue LVL-3 ability. This class has as a total of 30*LVL-90 rogue points.
Level 4: 1scrV: Do LVL/2 instances of one rogue ability. Abilities that are LVL based add only +1 to LVL per additional instance.
Level 4: 1scrP, spend a soul on the Plate: You get +1X action.
Level 9: 1scrM, spend a brain on the Plate: Reset.
Level 16: 1scrF: Scoop up a group of brains or souls off the floor.
Level 18: 1scrP: Do 1 idmg to one target.

[PC54] Collective 5.4 Classes


Set Chr (Mini-Class)

Level KXP Effect
1 1 Set Chr = 12
2 2 Set Chr = 14
3 4 Set Chr = 16
4 8 Set Chr = 18
5 16 Set Chr = 20
6 32 Set Chr = 22
7 64 Set Chr = 24
8 100 Set Chr = 26
9 200 Set Chr = 28
10 300 Set Chr = 30
11 400 Set Chr = 32
12 500 Set Chr = 34
13 600 Set Chr = 36
14 700 Set Chr = 38
15 800 Set Chr = 40
16 900 Set Chr = 42
17 1000 Set Chr = 44
18 1100 Set Chr = 46
19 1200 Set Chr = 48
20 1300 Set Chr = 50
21 1400 Set Chr = 52
22 1500 Set Chr = 54
23 1600 Set Chr = 56
24 1700 Set Chr = 58
25 1800 Set Chr = 60
26 1900 Set Chr = 62
27 2000 Set Chr = 64
28 2100 Set Chr = 66
29 2200 Set Chr = 68
30 2300 Set Chr = 70
31 2400 Set Chr = 72
32 2500 Set Chr = 74
33 2600 Set Chr = 76
34 2700 Set Chr = 78
35 2800 Set Chr = 80
36 2900 Set Chr = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Chr.
Automatically make Chr checks, Psionic Blast saves, and Leadership (Morale) checks.
+1 summon slot.
Double your Personality score.

[PC54] Collective 5.4 Classes


Set Con (Mini-Class)

Level KXP Effect
1 1 Set Con = 12
2 2 Set Con = 14
3 4 Set Con = 16
4 8 Set Con = 18
5 16 Set Con = 20
6 32 Set Con = 22
7 64 Set Con = 24
8 100 Set Con = 26
9 200 Set Con = 28
10 300 Set Con = 30
11 400 Set Con = 32
12 500 Set Con = 34
13 600 Set Con = 36
14 700 Set Con = 38
15 800 Set Con = 40
16 900 Set Con = 42
17 1000 Set Con = 44
18 1100 Set Con = 46
19 1200 Set Con = 48
20 1300 Set Con = 50
21 1400 Set Con = 52
22 1500 Set Con = 54
23 1600 Set Con = 56
24 1700 Set Con = 58
25 1800 Set Con = 60
26 1900 Set Con = 62
27 2000 Set Con = 64
28 2100 Set Con = 66
29 2200 Set Con = 68
30 2300 Set Con = 70
31 2400 Set Con = 72
32 2500 Set Con = 74
33 2600 Set Con = 76
34 2700 Set Con = 78
35 2800 Set Con = 80
36 2900 Set Con = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Con.
Automatically make Con checks, Fort saves, System Shock and Resurrection survival rolls.
Get +1d+0 hit dice in each class.
Sustain hp and immune to Vile and Permanent dmg.

[PC54] Collective 5.4 Classes


Set Dex (Mini-Class)

Level KXP Effect
1 1 Set Dex = 12
2 2 Set Dex = 14
3 4 Set Dex = 16
4 8 Set Dex = 18
5 16 Set Dex = 20
6 32 Set Dex = 22
7 64 Set Dex = 24
8 100 Set Dex = 26
9 200 Set Dex = 28
10 300 Set Dex = 30
11 400 Set Dex = 32
12 500 Set Dex = 34
13 600 Set Dex = 36
14 700 Set Dex = 38
15 800 Set Dex = 40
16 900 Set Dex = 42
17 1000 Set Dex = 44
18 1100 Set Dex = 46
19 1200 Set Dex = 48
20 1300 Set Dex = 50
21 1400 Set Dex = 52
22 1500 Set Dex = 54
23 1600 Set Dex = 56
24 1700 Set Dex = 58
25 1800 Set Dex = 60
26 1900 Set Dex = 62
27 2000 Set Dex = 64
28 2100 Set Dex = 66
29 2200 Set Dex = 68
30 2300 Set Dex = 70
31 2400 Set Dex = 72
32 2500 Set Dex = 74
33 2600 Set Dex = 76
34 2700 Set Dex = 78
35 2800 Set Dex = 80
36 2900 Set Dex = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Dex.
Automatically make Dex checks and Reflex saves.
+1 instance of tactical movement. Double movement rate.
Resist falling damage.

[PC54] Collective 5.4 Classes


Set Int (Mini-Class)

Level KXP Effect
1 1 Set Int = 12
2 2 Set Int = 14
3 4 Set Int = 16
4 8 Set Int = 18
5 16 Set Int = 20
6 32 Set Int = 22
7 64 Set Int = 24
8 100 Set Int = 26
9 200 Set Int = 28
10 300 Set Int = 30
11 400 Set Int = 32
12 500 Set Int = 34
13 600 Set Int = 36
14 700 Set Int = 38
15 800 Set Int = 40
16 900 Set Int = 42
17 1000 Set Int = 44
18 1100 Set Int = 46
19 1200 Set Int = 48
20 1300 Set Int = 50
21 1400 Set Int = 52
22 1500 Set Int = 54
23 1600 Set Int = 56
24 1700 Set Int = 58
25 1800 Set Int = 60
26 1900 Set Int = 62
27 2000 Set Int = 64
28 2100 Set Int = 66
29 2200 Set Int = 68
30 2300 Set Int = 70
31 2400 Set Int = 72
32 2500 Set Int = 74
33 2600 Set Int = 76
34 2700 Set Int = 78
35 2800 Set Int = 80
36 2900 Set Int = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Int.
Automatically make Int checks and category=Spell saves.
Get Int bonus to CL; you can no more than double the original CL of a class.
+2 Kit slots.

[PC54] Collective 5.4 Classes


Set Str (Mini-Class)

Level KXP Effect
1 1 Set Str = 12
2 2 Set Str = 14
3 4 Set Str = 16
4 8 Set Str = 18
5 16 Set Str = 20
6 32 Set Str = 22
7 64 Set Str = 24
8 100 Set Str = 26
9 200 Set Str = 28
10 300 Set Str = 30
11 400 Set Str = 32
12 500 Set Str = 34
13 600 Set Str = 36
14 700 Set Str = 38
15 800 Set Str = 40
16 900 Set Str = 42
17 1000 Set Str = 44
18 1100 Set Str = 46
19 1200 Set Str = 48
20 1300 Set Str = 50
21 1400 Set Str = 52
22 1500 Set Str = 54
23 1600 Set Str = 56
24 1700 Set Str = 58
25 1800 Set Str = 60
26 1900 Set Str = 62
27 2000 Set Str = 64
28 2100 Set Str = 66
29 2200 Set Str = 68
30 2300 Set Str = 70
31 2400 Set Str = 72
32 2500 Set Str = 74
33 2600 Set Str = 76
34 2700 Set Str = 78
35 2800 Set Str = 80
36 2900 Set Str = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Str.
Automatically make Str checks, PP saves, Bend Bars and Lift Gates rolls.
You get x3 effect with these [C7] Combat Maneuvers: Bash, Bypassing Armor, Charge, Cleave, Disarm, Kick, Parry, Sap, Shield Bash, Subdue.
With an attack, you can Throw a Size M target Str*10', doing (Str)d6 falling dmg. This autohits and removes him from your group.

[PC54] Collective 5.4 Classes


Set Wis (Mini-Class)

Level KXP Effect
1 1 Set Wis = 12
2 2 Set Wis = 14
3 4 Set Wis = 16
4 8 Set Wis = 18
5 16 Set Wis = 20
6 32 Set Wis = 22
7 64 Set Wis = 24
8 100 Set Wis = 26
9 200 Set Wis = 28
10 300 Set Wis = 30
11 400 Set Wis = 32
12 500 Set Wis = 34
13 600 Set Wis = 36
14 700 Set Wis = 38
15 800 Set Wis = 40
16 900 Set Wis = 42
17 1000 Set Wis = 44
18 1100 Set Wis = 46
19 1200 Set Wis = 48
20 1300 Set Wis = 50
21 1400 Set Wis = 52
22 1500 Set Wis = 54
23 1600 Set Wis = 56
24 1700 Set Wis = 58
25 1800 Set Wis = 60
26 1900 Set Wis = 62
27 2000 Set Wis = 64
28 2100 Set Wis = 66
29 2200 Set Wis = 68
30 2300 Set Wis = 70
31 2400 Set Wis = 72
32 2500 Set Wis = 74
33 2600 Set Wis = 76
34 2700 Set Wis = 78
35 2800 Set Wis = 80
36 2900 Set Wis = 82
 
You can use an unlimited amount of shifting of Subability scores ("sleazing") for Wis.
Automatically make Wis checks and Will saves.
Get an instance of Wis bonus to one spell progression.
You can Turn Undead using the level of this Mini class. If you can already Turn Undead, you can do it as 1V action.

[PC54] Collective 5.4 Classes


Size Class (Mini-Class)

Level KXP Effect Total
1 3 +1/3 Size Class (+1/3)
2 6 +1/3 Size Class (+2/3)
3 12 +1/3 Size Class (+1)
4 24 +1/3 Size Class (+1 1/3)
5 48 +1/3 Size Class (+1 2/3)
6 96 +1/3 Size Class (+2)
7 192 +1/3 Size Class (+2 1/3)
8 300 +1/3 Size Class (+2 2/3)
9 450 +1/3 Size Class (+3)
10 600 +1/3 Size Class (+3 1/3)
11 750 +1/3 Size Class (+3 2/3)
12 900 +1/3 Size Class (+4)
13 1050 +1/3 Size Class (+4 1/3)
14 1200 +1/3 Size Class (+4 2/3)
15 1350 +1/3 Size Class (+5)
16 1500 +1/3 Size Class (+5 1/3)
17 1650 +1/3 Size Class (+5 2/3)
18 1800 +1/3 Size Class (+6)
19 1950 +1/3 Size Class (+6 1/3)
20 2100 +1/3 Size Class (+6 2/3)
21 2250 +1/3 Size Class (+7)
22 2400 +1/3 Size Class (+7 1/3)
23 2550 +1/3 Size Class (+7 2/3)
24 2700 +1/3 Size Class (+8)
25 2850 +1/3 Size Class (+8 1/3)
26 3000 +1/3 Size Class (+8 2/3)
27 3150 +1/3 Size Class (+9)
28 3300 +1/3 Size Class (+9 1/3)
29 3450 +1/3 Size Class (+9 2/3)
30 3600 +1/3 Size Class (+10)
31 3750 +1/3 Size Class (+10 1/3)
32 3900 +1/3 Size Class (+10 2/3)
33 4050 +1/3 Size Class (+11)
34 4200 +1/3 Size Class (+11 1/3)
35 4350 +1/3 Size Class (+11 2/3)
36 4500 +1/3 Size Class (+12)
Size Category
-2 U
-1 2/3 U/T
-1 1/3 T/U
-1 T
- 2/3 T/S
- 1/3 S/T
0 S
1/3 S/M
2/3 M/S
1 M
1 1/3 M/L
1 2/3 L/M
2 L
2 1/3 L/H
2 2/3 H/L
3 H
3 1/3 H/G
3 2/3 G/H
4 G
4 1/3 G/F
4 2/3 F/G
5 F
5 1/3 F/E
5 2/3 E/F
6 E
6 1/3 E/D
6 2/3 D/E
7 D
7 1/3 D/C
7 2/3 C/D
8 C
8 1/3 C/B
8 2/3 B/C
9 B
 
This class gives +1/3 Size per level.
There are two Alternate versions:
Alt1. You are "considered larger" for purposes of weapons and armor, but for no other purpose. This has both advantages and disadvantages.
Alt2. This makes you smaller instead of larger.
There is no Alternate version that makes you "considered smaller".

[PC54] Collective 5.4 Classes


Status Immuner (Mini-Class)

Level KXP Effect Total
1 5 iStatusR 5%
2 10 iStatusR 10%
3 20 iStatusR 15%
4 40 iStatusR 20%
5 80 iStatusR 25%
6 160 iStatusR 30%
7 320 iStatusR 35%
8 640 iStatusR 40%
9 1000 iStatusR 45%
10 1500 iStatusR 50%
11 2000 iStatusR 55%
12 2500 iStatusR 60%
13 3000 iStatusR 65%
14 3500 iStatusR 70%
15 4000 iStatusR 75%
16 4500 iStatusR 80%
17 5000 iStatusR 85%
18 5500 iStatusR 90%
19 6000 iStatusR 95%
20 6500 iStatusR 100%
21 7000 iStatusR 105%
22 7500 iStatusR 110%
23 8000 iStatusR 115%
24 8500 iStatusR 120%
25 9000 iStatusR 125%
26 9500 iStatusR 130%
27 10000 iStatusR 135%
28 10500 iStatusR 140%
29 11000 iStatusR 145%
30 11500 iStatusR 150%
31 12000 iStatusR 155%
32 12500 iStatusR 160%
33 13000 iStatusR 165%
34 13500 iStatusR 170%
35 14000 iStatusR 175%
36 14500 iStatusR 180%
Alternate Effect Total
2 charges of 1s immunity
4 charges of 1s immunity
6 charges of 1s immunity
8 charges of 1s immunity
10 charges of 1s immunity
12 charges of 1s immunity
14 charges of 1s immunity
16 charges of 1s immunity
18 charges of 1s immunity
20 charges of 1s immunity
22 charges of 1s immunity
24 charges of 1s immunity
26 charges of 1s immunity
28 charges of 1s immunity
30 charges of 1s immunity
32 charges of 1s immunity
34 charges of 1s immunity
36 charges of 1s immunity
38 charges of 1s immunity
40 charges of 1s immunity
42 charges of 1s immunity
44 charges of 1s immunity
46 charges of 1s immunity
48 charges of 1s immunity
50 charges of 1s immunity
52 charges of 1s immunity
54 charges of 1s immunity
56 charges of 1s immunity
58 charges of 1s immunity
60 charges of 1s immunity
62 charges of 1s immunity
64 charges of 1s immunity
66 charges of 1s immunity
68 charges of 1s immunity
70 charges of 1s immunity
72 charges of 1s immunity
 
"StatusR" is Status effect resistance. It does not apply to any Status effect you must absorb in order to do something else (for example, being Crapped at the end of a Step Out of It).
The Alternate version has the following ability:
1N, 1 charge: Name a Status effect, a spell, or a psionic ability. You are immune to that effect this segment.
Note that Twilighting has a duration (usually 1 round), so this doesn't work too well for Twilighting.

[PC54] Collective 5.4 Classes


Tank / Damage Sponge


Level

KXP
Abj/Pro
123 456 789

TH
1 0 1-- --- --- +0
2 3.5 2-- --- --- +1
3 7 21- --- --- +2
4 14 22- --- --- +3
5 28 221 --- --- +4
6 56 222 --- --- +5
7 112 222 1-- --- +6
8 224 222 2-- --- +7
9 280 222 21- --- +8
10 350 222 22- --- +9
11 700 222 221 --- +10
12 1050 222 222 --- +11
13 1400 222 222 1-- +12
14 1750 222 222 2-- +13
15 2100 322 222 2-- +14
16 2450 332 222 2-- +15
17 2800 333 222 2-- +16
18 3150 333 322 2-- +17
19 3500 333 332 2-- +18
20 3850 333 333 2-- +19
21 4200 333 333 3-- +20
22 4550 333 333 31- +21
23 4900 333 333 32- +22
24 5250 333 333 33- +23
25 5600 433 333 33- +24
26 5950 443 333 33- +25
27 6300 444 333 33- +26
28 6650 444 433 33- +27
29 7000 444 443 33- +28
30 7350 444 444 33- +29
31 7700 444 444 43- +30
32 8050 444 444 44- +31
33 8400 444 444 441 +32
34 8750 444 444 442 +33
35 9100 444 444 443 +34
36 9450 444 444 444 1 +35
37 18900 444 444 444 2 +36
38 28350 444 444 444 3 +37
39 37800 444 444 444 4 +38
45 94500 555 555 444 4 +44
54 179550 666 655 555 51 +53
63 264600 666 666 666 55 +62
72 349650 777 777 666 661 +71
Requisites: Dex 11, Con 19
Alignment: any
HD/level: 2d12
Weapon Prof.: 2+level
To Hit Table: War
Reference: DM
Groups: Warrior
Complexity: CF=2
   
Saving Throws:  
PPD: level*3+3
RSW: level*3+1
PP: level*3+2
BW: level*3+1
Spell: level*3+0
Fort: level*3+7
Reflex: level*3+4
Will: level*3+0
   
Can cast Wizard Abjuration, Priest Protection, or Invigorator (Alljuvenator) spells.
Level 1 ¶: Regenerate Con score in hp per segment.
Level 1 ¶: DR LVL*5/+LVL.
Level 1 ¶: DT 100-LVL*3. Apply all other defenses before checking DT.
Level 1 ¶: Resist Magic.
Level 1 ¶: Immune Psionics and Radiation.
Level 1: +1bV action per round.
Level 1: 1bV, 1/s: Interpose in front of a physical attack sequence.
Level 1: 1bV, 1/s: Redirect one damaging or harmful effect so it targets yourself.
Level 7 ¶: May convert 1V -> 1uncV, 1P -> 1uncP, 1M -> 1uncM, and 1F -> 1uncF. The "unc" prefix is for "Unconscious actions"; these actions can be used even if you're unconscious, stunned, unaware, paralyzed, etc. (but not dead, annihilated, incursed, truename erased, or worse such as pixelated or loop incursed). You may use 1 Unconscious action as your action for the segment, instead of your normal 1S for the segment. You may use Unconscious actions while conscious.
Level 13 ¶: May convert 1V -> 1deadV, 1P -> 1deadP, 1M -> 1deadM, and 1F -> 1deadF. The "dead" prefix is for "Dead actions"; these actions can be used even if you're dead, incursed, etc., pretty much any state except for pixelated. You may use 1 Dead action as your action for the segment, instead of your normal 1S for the segment. Note these are not D actions and use different rules. If you somehow generate a D action, you may convert 1D -> 1deadS if you like. You may use Dead actions while conscious or not dead.
Protection spells (from the Protector0 class):
C-Resist (all SL's): You get SL instances of Resist to a [C] section effect. Can have more than one of these running, but each one is a spell slot.
Earth Armor (all SL's): You get Earth Armor, it absorbs 10*SL^3 dmg (like an Armor spell, but doesn't count as your Armor spell).
Effects Resistance (SL=3): You get iER 28+CL*2%.
Ele-Resist (all SL's): You get SL instances of Resist to an Element (any E factor). Can have more than one of these running, but each one is a spell slot.
Magical Cloak (all SL's): You get a cloak (AC +CL) +SL/+SL, that lasts for the entire day, or you can add CL half-plusses to your existing cloak for this day.
Original Ironskin (SL=5): This is an Ironskin that stops an entire attack sequence, and doesn't leak. (This can be cast on anyone.)

[PC54] Collective 5.4 Classes


Treasure Hunter


Level

KXP

Spells

TH
1 0 (none) +0
2 3.75 (none) +0
3 7.5 (none) +0
4 15 (none) +1
5 30 (none) +1
6 60 (none) +1
7 120 (none) +2
8 240 (none) +2
9 435 (none) +2
10 750 (none) +3
11 1075 (none) +3
12 1400 (none) +3
13 1725 (none) +4
14 2050 (none) +4
15 2375 (none) +4
16 2700 (none) +5
17 3025 (none) +5
18 3350 (none) +5
19 3675 (none) +6
20 4000 (none) +6
21 4325 (none) +6
22 4650 (none) +7
23 4975 (none) +7
24 5300 (none) +7
25 5625 (none) +8
26 5950 (none) +8
27 6275 (none) +8
28 6600 (none) +9
29 6925 (none) +9
30 7250 (none) +9
31 7575 (none) +10
32 7900 (none) +10
33 8225 (none) +10
34 8550 (none) +11
35 8875 (none) +11
36 9200 (none) +11
37 18400 (none) +12
38 27600 (none) +12
39 36800 (none) +12
45 92000 (none) +14
54 174800 (none) +17
63 257600 (none) +20
72 340400 (none) +23
Requisites: Dex 18, Int 13, Wis 13, Chr 13
Alignment: any
HD/level: d6
Weapon Prof.: 5+level/2
To Hit Table: Rog
Reference: DM
Groups: Rogue
Complexity: CF=2
   
Saving Throws:  
PPD: level+9
RSW: level+8
PP: level+7
BW: level+4
Spell: level+5
Fort: level+0
Reflex: level+6
Will: level+5
   
Immune to Ego of any multiplier.
Gets 50 rogue points per level.
Level 1 ¶: 0: Pick up, identify, and equip an item that's dropped on the floor
Level 1 ¶: XP on the fly is per segment for you (instead of the normal per round)

[PC54] Collective 5.4 Classes


Treasure Hunter Rogue Abilities

Lvl Profiteer Ability | -50% | -100% | -150% Act Base Penalty Bonus
1 Appraisal: Monetary Value | XP Value | Multiplier & Ego & Alignment | Know History M 10 Int-13 Int-15
1 Blend in (everyone believes OK that you're here) - 50 Chr-12 Chr-14
1 Climb Walls | Overhangs | Upside-Down | Mid-Air | Air Walk | Wind Walk V 55 Str-10 Str-14
1 Ethereal Window | Astral | Phlogiston | Any Inner | Any Outer | UltraBlack MV 0 Con-12 Con-15
1 Find/Avoid Traps/Tricks/Specials/TerrainFeatures | Magic/Psi | OutPhase ( | whole party) ( || x2 ||| x3) V 0 Dex-20 Dex-25
1 Hide in Shadows/Crowds || Meld into Shadows/Mirrors/Crowds | Meld into the Air V 0 Dex-14 Dex-19
1 Legend Lore | Identify | Object Reading | Know Visual History 0 | M 0 Int-15 Int-17
1 Locate Staircases on current DL || Out of Depth Monsters || Most Valuable Object MM 0 Chr-20 Chr-25
1 Open/Close Locks: Mech. | Magic/Psi | OutPhase (| do this 30' away) VM 5 Dex-12 Dex-16
1 Pass without Trace || Etherealness || Probability Travel MV 0 Chr-15 Chr-21
1 Pick Pockets/Shoplifting | Palm | Present | Immune PP P 15 Dex-12 Dex-16
1 Read Languages | Decipher Code M 5 Int-9 Int-14
1 Resources: Gain LVL*Chr*10 gp per reset.
1 Tightrope Walking | Water Walking | Shadow Walking | Dimension Walking V 75 Dex-11 Dex-15
1 Tracking | Trailing | Stalking V 0 Int-12 Int-15
1 Unbutton/Untie (one item is de-equipped) |||| Power Word Strip (hits everything) V 10 Wis-0 Wis-12
1 Understand how a tech item works (-5%/tech level) V 25 Con-10 Con-12
2 Can wield weapons of your size without Str requirement | +1 your size || +2 ||| +3 - 5 Str-14 Str-19
2 Deeppockets | Vanish | Rope Trick ||| I'm Gone (to my own Pocket Plane) M 0 Int-8 Int-20
2 Item Speed: One of your items gets +1E action || two items |||| one gets +1QE V 0 Con-10 Con-15
2 Lower Encumbrance | Zero Encumbrance | No Armor Penalty | AC types fully add P 5 Str-14 Str-19
2 X-ray vision | Use innate ability through wall (amount made/10 is #' through wall) M 0 Str-10 Str-20
3 ("Twirl") Find/Remove Guardian/Warding/Forbiddence effect on area M 20 Dex-18 Dex-28
3 +(rating/50) wear locations (any body location you want) V 0 Str-10 Str-15
4 All-Around Sight | Locate Object | Treasure Finding M 25 Wis-15 Wis-19
4 Wraithform | Dream Travel V 25 Con-15 Con-17
5 Identity Penetration | False Seeing | True Seeing ||| Know Truename MM 0 Wis-12 Wis-20
6 Disembodied Hands | Unseen Servant | Invisible Stalker P 30 Chr-10 Chr-20
6 Locate (anything unique) Across Planes | Clairvoyance there | TWE there M 0 Int-12 Int-15
6 Locate Object in City || Country MM
6 Telekinesis (5 lb. per 1% made) M 10 Int-13 Int-17
7 inWR || inaWR || inaaWR ( | CR in addition to WR) 0 0 Str+Con-34 Str+Con-44
7 Repair a broken magic/psi/tech item, n=(XP value)/1000 (round up) nM 100 - -
8 +(rating)% money, use at end of run before selling - 0 Cml-9 Cml-18
8 Find the Path ( | for each plane removed) MM 20 Wis-10 Wis-15
8 Read Magic (Wizard/Priest) ||| Read Magic (Concordant) M 20 Int-13 Int-15
9 Ask the Local Lord | Highest Lvl in Plane | Chosen God | Ultraplanar | DM a question VM 0 Chr-11 Chr-21
9 Better Resources: Gain LVL*Chr*10 item XP per reset, must all be spent on one item (any extra is wasted)
9 Commune with Nature | Contact Other/Higher Plane || Contact Other Multiverse/Timeline (SFB LoopComm) 1V+1M 0 Cml-22 Cml-42
15 The Man for the Job: 1F, 1/reset: Create a temporary (1 turn) x1 non-artifact item that is needed for a task
18 Speak with Technology (giving it Pseudo-Intelligence) V 0 Con-15 Con-23
21 You act as a Spelljamming helm, 1X tech, (rating/10) SFB boxes V 0 Con-20 Con-28
27 Duplicate a SL=1 Captain spell (x1 Conc. class) || SL=2 || SL=3 || etc. M 0 Con-25 Con-33
27 Gate | Spell Gate for Innates ||||||||||||||||||||||||||||| (29 pipes) UltraBlack Gate MMMMM 50 HCL-9 HCL-18

[PC54] Collective 5.4 Classes


Virologist / Virus Mage


Level

KXP
Wizard
123 456 789 ABC

TH
1 0 1-- --- --- -1
2 1 2-- --- --- +0
3 3 21- --- --- +0
4 6 32- --- --- +0
5 10 421 --- --- +0
6 20 422 --- --- +0
7 30 432 1-- --- +0
8 50 433 2-- --- +1
9 100 433 21- --- +1
10 150 443 22- --- +1
11 200 444 33- --- +1
12 400 444 441 --- +1
13 600 555 442 --- +1
14 800 555 442 1-- +2
15 1000 555 552 1-- +2
16 1200 555 553 21- +2
17 1400 555 553 32- +2
18 1600 555 553 321 +2
19 1800 555 553 331 +2
20 2000 555 554 332 +3
21 2200 555 554 442 +3
22 2400 555 555 443 +3
23 2600 555 555 553 +3
24 2800 555 555 554 +3
25 3000 555 555 555 +3
26 3200 666 655 555 +4
27 3400 666 666 655 +4
28 3600 666 666 666 +4
29 3800 777 766 666 +4
30 4000 777 777 766 +4
31 4200 777 777 777 +4
32 4400 888 877 777 +5
33 4600 888 888 877 +5
34 4800 888 888 888 +5
35 5000 999 988 888 +5
36 5200 999 999 999 1 +5
37 10400 999 999 999 2 +5
38 15600 999 999 999 3 +6
39 20800 999 999 999 4 +6
45 52000 A99 999 999 9 +7
54 98800 AAA AAA AAA 91 +8
63 145600 AAA AAA AAA A9 +10
72 192400 BBB BBB BAA AA1 +11
Requisites: Con 11, Int 15, Wis 15
Alignment: any
HD/level: d5
Weapon Prof.: 1+level/4
To Hit Table: ½xWiz
Reference: DM
Groups: Wizard
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+4
Reflex: level+0
Will: level+5
   
Specialized in Virus Magic.
Gets Wis bonus to spell progression.
Level 1: Immune to Diseases, Viruses, Lycanthropy.
Level 2: Immune to becoming Undead or Unlive.
Level 3: Identify Object's chemical makeup by sight.
Level 4: Periodic Table elements are considered Semi for you.
Level 6: Periodic Table elements are considered Quasi for you.
Level 10: Periodic Table elements are considered Para for you.
Level 18: Periodic Table elements are considered normal for you.
A list of diseases follows on the next page. These are not described in game terms, but will be as they are used. Each disease uses a spell slot (so a Cause Disease 1 that does "Andromeda Strain" is a different spell slot than a Cause Disease 1 that does "Berserker Plague").
Virus School Spells:
Detect [Disease] (SL=0): Detects diseases of one particular type
Detect Disease (SL=1): Detects diseases of any type
Cause [Disease] 1 (SL=1): Cure/cause disease in one target (PPD save), material componenting does two targets (or the same target twice, but not a group)
Virus Summoning N (SL=N): Summons a DL=N Virus
Cause [Disease] 2 (SL=2): Cure/cause disease in one target (PPD save), material componenting does a group
Cure Disease (SL=3)
Contagion (SL=3)
Cause [Disease] N (SL=N, starting at SL=3): Cure/cause disease in N-2 groups (PPD save), material componenting does N-1 groups (can hit same group multiple times)
Virus [Disease] N (SL=N, starting at SL=3): As per Cure or Inflict Disease N-2; for each infected person, check CL% per segment, if made, travels to another person in the room
Inflict [Disease] 4 (SL=4): Cure/cause disease in one target (no save, aNR to resist), material componenting does two targets (or the same target twice, but not a group)
Inflict [Disease] 5 (SL=5): Cure/cause disease in one target (no save, aNR to resist), material componenting does a group
Cause [Lycanthropy] 5 (SL=5): Cure/cause lycanthropy in one target (PPD save, even when curing), material componenting does two targets, each type of Lycanthropy is a spell slot
Mummy Rot (SL=5): Your touch is Mummy Rot branded
Cause [Undead status] 6 (SL=6): Cure/cause undead status in one target (PPD save, even when curing), material componenting does two targets, each type of Undead is a spell slot
Heal (SL=6)
Inflict [Disease] N (SL=N, starting at SL=6): Cure/cause disease in N-5 groups (no save, aNR to resist), material componenting does N-4 groups (can hit same group multiple times)
Cureall (SL=7)
Cause [Unlive status] 8 (SL=8): Cure/cause unlive status in one target (PPD save, even when curing), material componenting does two targets, each type of Unlive is a spell slot
Virus Charm (SL=9)
Magical Plague (SL=10): [x2 Terrain Feature] Does a random SL 0-9 Virus spell /segment

[PC54] Collective 5.4 Classes


Viruses

Virus Source Description
Ancient virus Resident Evil series A rare viral strain found in queen ant genes. It was discovered by Alexia Ashford, while she was studying ants. When combined with Mother Virus (or Progenitor Virus) it creates the powerful T-Veronica virus. Probably the control power of it is due the Ancient virus.
Andromeda Strain The Andromeda Strain (Michael Crichton) A deadly, green, crystalline, extra-terrestrial agent of indeterminate origin. It erodes the vessel walls of the vascular system, causing death by either triggering the body's coagulation response (resulting in the entire system clotting in a few seconds), or by cerebral hematomas (accompanied by dementia) if clotting is prevented. It evolves at a rapid rate, is spread by airborne transmission, and is extremely contagious.
Angel Toxicosis Tales of Symphonia A disease that cannot be transmitted, and affects only those with an unmounted Cruxis Crystal. Causes victim to eventually lose ability to taste,sleep,cry, feel pain, and talk. Also increases the victim's hearing, strength and sight abilities, as well as eliminating the need to eat and sleep. In early beginnings it allows the victim to gain crystal-like wings and fly until the disease is destroyed. The final stage of this diseases causes the victim to give up his/her heart and memory, and ultimately their life. The disease lasts for an unknown time , those afflicted are slowly 'given' the symptoms via blessings of a person with a mounted Cruxis Crystal.A major example is Collette, one of the 8 protagonists of the game.}
Apathy Syndrome Persona-Trinity Soul- ?
Berserker plague Berserk (Tim Lebbon Novel) A pathogen that creates revenants-intelligent zombies. Tested by the UK as a bioweapon,presumably to make the subject immune to bullets. The infected-"Berserkers"-can stay alive for at least ten years without food, water, or oxygen. Some may manifest psionic tendencies. It has some supernatural attributes, such as a sensitivity to silver. Transmitted by bite.
Bliss Virus Doctor Who: Gridlock Appeared around 1-3 billion years into the future on New Earth. it began when new Earthians developed a new mood-drug called Bliss. the world became addicted to it and, in Novice hame's words; "a virus mutated inside the compound and became airborne. everything died. even the virus in the end. it killed the world in seven minuites flat."
Bloodfire Blood Nation A virus that gestated in wolves two thousand years ago. The first to be infected was Genghis Khan It causes the symptoms usually associated with Vampirism; Photosensitivity and invinibility. The entire nation of Russia in infected, exept for a few feral children. The virus can cause extreme mutation, for example the snakes tail present in the Khan's head scientist.
Bone-itis Futurama In the Future Stock episode, That Guy suffers from bone-itis and claims that it is the only thing he regrets. It is a disease that causes the bones to twist and collapse very rapidly and is not to be confused with osteitis.
Bonerplasia Saturday Night Live In the October 4, 2008 episode, Bonerplasia is a fictional condition which is allegedly a kind of chronic priapism. A man (played by Jason Sudeikis) used it as a fake explanation for why he constantly got erections around a woman, Amber (played by Anne Hathaway), he was secretly attracted to though claiming to be gay. However, she honestly believed him, because she "read the Bonerplasia article on Wikipedia", only for the man to then reveal "I actually wrote that article".
Brain Cloud Joe Versus the Volcano The brain cloud has no symptoms—apart from quickly and painlessly killing in about six months.
Captain Trips The Stand (Stephen King) A deadly, flu-based virus. Created as a biological weapon codenamed Blue. Causes a lethally high fever and is highly contagious. So deadly because as the body fights off the disease, it mutates into different strains of influenza, making immunity next to impossible. Also called Superflu.
Chimera Virus Resistance: Fall of Man It mutates the infected into the enemies of the series
Closed Shell Syndrome Ghost in the Shell: Stand Alone Complex A type of autism caused by cyberbrain implants.
Cobra Event the Cobra Event A geneticly-engineered virus that causes nightmares, fever, chills, runny nose, encephilitus (brain swelling), and herpes-like boils in the mouth and genitals. Used as a bioterror weapon.
ComaThe Coma Clive Barker's The Plague Affecting all children. Causing to fall into a coma for ten years then unanimously waking up and causing the children to kill all adults.
Cooties[citation needed] Various A presumably fatal disease affecting males, leaving females mostly unaffected. The disease is known to feast on the souls of unsuspecting children (those unfamiliar with the "Cootie Lock") and incur embarrassing misfortune upon its host.[citation needed].
Corprus Elder Scrolls III: Morrowind Corprus causes incredible mutations in humanoids, but it is an almost non-communicable disease. People infected with blight are often sent to a special institution called the Corprusarium, which was made for researching corprus. Corprus is caused by the volcanic ash that emanates from Red Mountain, but, as a positive side effect, grants 100% disease immunity. The only known antidote is proven to destroy corprus, but ends up killing the victim as well. However, the player is able to take the antidote without any adverse effects, presumably because he is the reincarnation of the demi-god Nerevar.
Corrupted Blood World of Warcraft Initially contracted from fighting Hakkar, the God of Blood, in the dungeon of Zul'Gurub. Highly infectious, with an incubation period of 2 seconds and can infect any person in the immediate area. Referred to WoW players as "the Plague", "Hakkar's SARS" or "WoW AIDS" for a major outbreak of the virtual plague in the game due to a design oversight.
Creeping Derangea Advance Wars: Days of Ruin An artificial virus that initially infects those under the age of 20. The outbreak is attributed to the post-Apocalyptic setting in which the game is set. The Virus is revealed as a failed Bio-Weapon by IDS, created to test the extent of IDS technology. The virus mutates into a strain that can infect older hosts over time. Causes flowers to grow inside a person and break out of the skin. A beautiful, albeit excruciatingly painful, way to die.
Cyberbrain Sclerosis Ghost in the Shell: Stand Alone Complex Cyberbrain implant malady resembling multiple sclerosis, eventually fatal.
Dark Gundam Cells G Gundam (anime) Nanomachines from the Devil Gundam (Dark Gundam in North American dub) infect living organisms and undergo mitosis, allowing the Devil Gundam to control the victim. The victim will gain super-strength and self-recovery abilities and if inside a Mobile Fighter, will spread the cells to the Mobile Fighter and give it the abilities of the Devil Gundam, often mutating the Mobile Fighter into a stronger robot. If the cells have not reached the brain, the victim can be cured.
Dave's Syndrome Black Books A condition which is known to affect Manny, it is triggered by being exposed to a temperature of at least 88°F (31°C). While the exact effects of the disease are not described, a scene at the end of the episode shows the results - The area outside the shop has been completely ransacked, and a half-dressed Manny is jumping on top of a car yelling and holding a torch.
Descolada Speaker for the Dead (Orson Scott Card) A quasi-conscious self-modifying organism capable of infecting any form of life."Descolada" is also the Portuguese word for "unglued". In the context of the book, this refers to the Descolada virus's effects; it breaks the link of the DNA double helix (ungluing it) and induces mutations.
Desperation Disease Eureka 7 (anime) A disease that strikes randomly and has no known vector of contagion. Individuals gradually become detached from the world until they are completely catatonic. The name of the disease doesn't come from the victims' state, who seem to be communing with something metaphysical, but rather, from their families who despair of trying to wake them.
Diathronitis Larn Afflicts daughter of player character; serves as primary motivation for gameplay.
Doll Syndrome hack GU.hack//G.U. A mysterious medical condition in which a person falls into a completely unresponsive state. Doll Syndrome is in fact a physical side effect to an infection by AIDA. Salvador Aihara tries to do an undercover investigation regarding Doll Syndrome in especially young children for his show "Online Jack".
Drafa Plague Babylon 5 Neutralizes chemicals in the synaptic gap, thus inhibiting nerve signals from the brain to the rest of the body. Without clear direction from the brain as a result of the signals being blocked, the organs lose their ability to function correctly. For those that can be affected, the disease is 100% contagious, and if left untreated 100% terminal.
Dryditch Fever Salamandastron (Brian Jacques) ?
DX The Lost World (Michael Crichton) An unknown prion dubbed "DX" by scientists on Isla Sorna. It is similar to mad cow disease and was the result of feeding ground-up sheep to carnivorous dinosaurs. DX increased the mortality rate of newborn dinosaurs and is eventually fatal to adult dinosaurs. In order to combat DX, InGen scientists released animals into the wild of Isla Sorna. The virus initially infected carnivorous dinosaurs such as velociraptors and procompsognathus, which would then spread the disease to herbivores such as apatosaurus, and the apatosaur carcasses would be eaten by compys, which would then spread the disease to other carcasses, and the cycle would repeat. Ian Malcolm said at the end of the novel that, because of the imbalance of carnivores and herbivores due to DX, the dinosaurs were doomed to die out.
Electrogonnorhea Futurama An STD humans can contract from robots. Called the "Noisy Killer."
Fever"The Fever" Cabin Fever A flesh eating disease which causes massive hemorrhage and tissue necrosis. Victims typically bleed directly through the skin in early stages. In later stages, tissues become soft and slough away. It is known to be transmitted through drinking contaminated water.
Forced Evolutionary Virus Fallout Originally known as the Pan-Immunity Viron Project, FEV, along with radiation, is responsible for many mutations in the wastelands. The most visible of these are the super mutants, former humans granted incredible strength and endurance as result of being infected. Exposure to the virus is also known to be fatal in many cases. FEV serves as a major plot element in both Fallout and Fallout 2.
Foul-Drought Heir of Mistmantle (M. I. McAllister) Disease caused from drinking poisoned water. Animals who have it will have pain, blurry sight and some will eventually die.
FoxDie Metal Gear Solid FoxDie is a virus responsible for killing people with certain genetic markers via cardiac arrest. FoxDie is given to protagonist Solid Snake by Dr. Naomi Hunter, only it is engineered to go off at an indeterminate time. FoxDie was also the cause of death of Liquid Snake, Decoy Octopus (impersonating DARPA chief Donald Anderson), and the Armstech President.
Gangliated Utrophin Immuno Latency Toxin (GUILT) Trauma Center: Under the Knife A series of eight pathogens created by the medical-terrorist group Delphi. During ingame sequences where the player operates on patients, GUILT diseases are normally shown as a pseudo-sentient core that attacks the patient from within, using lacerations, tumors and other ailments. Individual strains are named after Greek days of the week (Kyriaki, Deftera, Triti, Tetarti, Pempti, Paraskevi, Savato), the only exception being the eighth strain, called "Bliss".
Genie Flu Genie in the House A disease of Genies which causes them to change colours, become invisible and have squeaky voices.
Gray Death Deus Ex A global plague engineered using nanotechnology within a Universal Constructor by Majestic-12, the Gray Death virus is actually a hybrid (cyborganic) disease of biological and mechanical structures. It is based on the adverse and ultimately lethal effects of nanotechnology on an unmodified human body. Named the Gray Death because of the gray patches of discolored scar tissue that cover its victims' skins, if and when the disease is cured. Symptoms include the aforementioned discoloration of the skin, coughing, physical pain and death.
Gray DeathThe Gray Death Gail Carson Levine's The Two Princesses of Bamarre Disease created from the noxious gas from the defeated dragon Yune's stomach. It comes on with no warning and is not contagious. There are three stages of the disease. The first stage is the weakness, and it can last anywhere from a week to six months. The second stage is the sleeping, and it always lasts nine days. The last stage is fever, and it always lasts three days. At the end of the fever stage, the victim will die. The only cure is water sent down from the fairies' Mount Ziriat. The cure will only be discovered when cowards find courage and rain falls over all Bamarre.
G-Virus Resident Evil 2 A mutagenic pathogen which causes the host to become a big, constantly evolving, practically unstoppable killing machine, with exceedingly high attack power and immense vitality, in addition to the ability to regenerate and mutate so quickly the carrier virtually loses its mortality. The purified virus can be injected directly into the host, or a mutated host can implant a small larvae, called a G-embryo into another host. The latter mode of transmission is most successful when the host and the new victim are genetically similar. The virus would later merge with the T-Virus, creating an extremely dangerous, electromagnetic-capable variant called T/G Virus
Hate Plague Transformers Bacterial spore of unknown origin transmitted by touch. Induces extreme paranoia and aggression in the infected, causing them to strike out against anyone or anything in an increasingly maddening desire to destroy. Symptoms include a deep reddish glow emanating from the infected. The only curative is intense logic and wisdom, which presumably counters the extreme irrationality the disease causes in its victims. First appearing during the Autobot-Decepticon wars (which necessitated the second resurrection of Optimus Prime), a relatively milder strain is seen again during the events of Beast Machines; Megatron triggers a pre-planted virus in Silverbolt, infecting him and the rest of the Maximals. The strain is cured, again, by intense logic and wisdom.
Hemoglophagia (HGV) Ultraviolet Disease responsible for turning many humans into vampire-like creatures.
Hyper-evolutionary virus StarCraft The Hyper-evolutionary virus is a retrovirus produced by Zerg Queens. It is used to mutate "lesser" creatures into zerg warrior breeds. Only a small percent of humanity is fully compatible, who retain personality, intelligence, and psionics. Others mutate into living bombs, utterly dominated by the Overmind. It has a re-animation side-effect. It is transmissible through fluid transfer only, much like Solanum.
Incuritis Apollo Justice: Ace Attorney A rare, but lethal disease, curable only through the use of a medicine made from the Borginian Cocoon. The cure is very difficult to make, and if made incorrectly, it is a deadly poison, and thus the exportation of such a cocoon is illegal. The Chief Justice's son is afflicted with the disease.
Jason Strain Friday the 13th: The Jason Strain (Christa Faust) A virus created when an artificial virus was exposed to undead killer Jason Voorhees, it was originally meant to be a cure-all and age retarding super drug. Those infected by the virus gain some of powers of Jason Voorhees, including superhuman strength and the inability to feel pain, but intelligence is severely reduced. Those infected with the virus can only be killed via decapitation. A cure for the virus is developed and released into the air and the original carrier, Jason (who was not affected by the airborne cure due to unique physiology) is rid of it when a heavy dosage of the cure is injected directly into his brain.
Krippin Virus (KV) I Am Legend A genetically reengineered measles virus originally created as a "miracle cure" for cancer, but mutated into a lethal, highly-pathogenic strain. KV has a 90% mortality rate; less than 1% of humans are immune. Two transmission vectors for the pathogen are inhalation and infected blood, with two corresponding immunity profiles. Infected humans who did not die began exhibiting early symptoms of rabies and degenerated into a state driven by rage. A major symptom is that the adrenal glands are "permanently open", giving victims increased strength, speed and agility but also a faster metabolism. This results in increased body temperature, heart rate, and breathing speed, making those infected hyperventilate constantly. Pupils became permanently dilated and skin became hypersensitive to UV radiation, forcing infected hosts into a nocturnal life cycle. Loss of body hair is another symptom. Non-humans such as rats and dogs are also susceptible to KV. They are sensitive to blood. These infected are similar to vampires.
Krytos virus Star Wars Expanded Universe The Krytos virus was a deadly and highly contagious virus that only attacked non-human species. It could spread via a number of avenues, including by water supplies and air. The virus often killed its host in less than two weeks, resulting in a painful death.
Lampingtons Disease Last Holiday A rare neurological disease causing multiple brain tumors rapidly progressing to death within a few weeks if not treated with an exorbitantly expensive operation. The lead character is diagnosed with this disease by a faulty CAT scan machine, consequently spending her life's savings on a dream vacation.
Las Plagas Resident Evil 4 A parasitic, organism which can infect a variety of hosts, including humans. It has the ability to control its host's behavior, inducing a hive-like mentality among the infected and extreme hostility towards uninfected individuals. The infected retain most of the characteristics of humans such as fine motor skills as seen through their use of simple weapons such as scythes and axes, and more complicated weapons such as chainsaws and chainguns. The are seen to obey "Queen" parasites, much like ants.
Lazar's Disease Doctor Who: Terminus A leprosy-like disease.
Legacy Virus Marvel Multiverse A disease that targets only mutants.
Life-Eater Virus Warhammer 40,000 (novels) The Life-eater virus is a flesh-eating disease that causes all biological matter to break down into it's componet parts, releasing toxic, flammable gas that can be ignited with a single explosion. The virus eats itself when there is nothing else to attack. It is quite effecive against Tyrranids. In the short-story anthology Planetkill, an updated strain goes after the soul, turning the population into zombies, created by a Techpreist inhabited by an Unclean One.
Lurgy (The Dreaded Lurgi) The Goon Show A disease that causes anyone who catches it to say nothing but 'Eeee-yakkaboo!'.
MacGregor's Disease Batman & Robin The disease that Mr. Freeze's wife Nora was suffering from and placed in cryogenic stasis for. The film also revealed that Batman's butler, Alfred Pennyworth, was also suffering from MacGregor's. Mr. Freeze successfully created the antidote for the disease, and gave some of it to Batman as an apology for thinking that Batman killed Nora (really Poison Ivy's doing).
Macrovirus Star Trek: Voyager An airborne pathogen-by-proxy that infects endothermic humanoids with a virus, causing the host to get lethargic and churn out more macroviruses until he/she/it wastes away and dies. When some of the bugs invaded Voyager, the EMH was able to synthesize a cure.
Madoba-2 Whiteout Virus related to Ebola, causes the victim to receive fever and eventually bleed to death from all body openings.
Moon Fever H2O,Just add Water a Mermaid disease that affects them when they see a full moon. This illness makes them catatonic and draws them to water like a magnet
Motaba Outbreak A deadly, virulent virus from the jungles of Zaire. Early stages resemble the flu, with pink eyes, coughing and fever. In later stages, the fever rises as high as 108, and victims seize violently, break out in skin lesions and bleed internally, causing a dark rash on the skin. Motaba incubates in 24 hours and kills in 48. The virus is 100% fatal. There is an airborne strain of Motaba. There is no treatment, but a large outbreak in a small California town was stopped when antibodies were taken from a carrier.
NAM37 PatriotThe Patriot (1998) A highly contagious airborne virus which has been stolen from a government biological warfare laboratory. Its early symptoms include a rash, and it is quickly fatal. It is not clear in the film whether the virus was supposed to have been harvested from the wild (such as Ebola) and then grown as a weapon, or whether the laboratory first engineered it in some way. In the film, the leader of a local militia has obtained both the virus and what he believes to be a vaccine for it, and decides to start an epidemic with the virus, believing that he will be safe because he has taken the vaccine. A local doctor of Indian (Native American) ancestry fights to find a cure for it.
NE_Alpha Parasite Resident Evil The NE-Alpha Parasite has an immunity to the T-virus, and is used to protect the higher brain functions of B.O.W.'s
Petriold Regression Doctor Who: New Earth A condition that causes the sufferer to become stone (similar to petrification). Unknown origins.
PhageThe Phage Star Trek: Voyager A necrotizing plague that affects members of the Vidiian species. Organ transplants are required for survival. Klingon DNA seems to be highly resistant to the phage. It was cured by the Think Tank.
Plague of Insomnia One Hundred Years of Solitude (García Márquez) An epidemic brought into the Buendía household and the town of Macondo by Rebeca; the adopted daughter of José Arcadio Buendía and Úrsula Iguarán. This plague, originally coming from the northern indian kingdoms in La Guajira (Colombia), is identified by the symptoms of wide-open, glowing eyes like those of a cat, and the impossibility of sleeping. Those infected (in the novel consisting of the entire town of Macondo) feel no tiredness or sleepiness whatsoever and hence can work all day and night. However, as time advances, those infected begin to loose all their memories and knowledge of the world; ultimately leaving them in a state in which they have forgotten the names and uses of all things and their own identities. The plague is generally seen as one of the most prominent demonstrations of magical realism in García Márquez's literary works.
Porphyric Hemophilia Elder Scrolls IV: OblivionThe Elder Scrolls IV: Oblivion Causes vampirism after an incubation period of three days. If the player is infected, they can go through a quest to cure the disease, however it is not necessary to be cured to complete the quest.
Progenitor Virus Resident Evil In the back-story of the series, the Progenitor virus is the primary virus created by the Umbrella Corporation, a mutagen based on ebola. Successor viruses include the T-Virus, the G-Virus, and T-Veronica Virus.
Psi-2000 Virus Star Trek A mutated form of water that spreads by touch which causes its victims to act in a way similar to being drunk. However, the effects do not wear off and eventually will cause victims to make dangerous decisions.
Rage 28 Days Later and 28 Weeks Later Rage causes extreme aggression in a victim only seconds after being infected with the disease. The disease is easily transmissible through any bodily fluid. Because of this extreme contagiousness and very short incubation time, a crowd of hundreds could be infected by one single individual in a manner of minutes. A graphic novel based on the films purports that Rage is a recombinant strain of Ebola, though its symptoms are similar to that of rabies. Animal testing was being performed on the disease but one animal was released by activists unaware of the virus. The infection soon spread to eliminate the entire population of Britain save a few lucky individuals who managed to survive. Infected organisms die out in a few months, succumbing to starvation, since they do not actually eat their victims.
Reaper Doomsday Reaper causes effects similar to black plague. It appears in Scotland in year 2008 and kills most of it inhabitants. Scotland is put under quarantine. Some decades later, Reaper reappears in London. A cure is found several days later, but it is unknown whether or not it will be given to the population.
Red DeathThe Red Death Masque of the Red Death (Edgar Allan Poe) Victims bleed from their pores before eventually dying. (See also Scarlet Plague.)
Re-vitiligo BoondocksThe Boondocks A disease that turns a white persons skin black over time. Uncle Ruckus claims to have it, though every flashback in which he appears, features him as black as he's in 2005-2008. He regards Michael Jackson as a "lucky bastard", as his skin turned from black to white.
RipleyThe Ripley Dreamcatcher (Stephen King) An alien parasitoid macrovirus. The adult aliens resemble deformed potato beings with legs, while the younger aliens - nicknamed "shit-weasels" because they can be created in a host organism's stomach and escape by eating their host's body between the stomach and anus - are legless, smaller versions of the adult alien. Both adult and young aliens have a mouth consisting of a slit on the underside of the head that goes down the length of the worm. The lips separate to reveal hundreds of teeth that can bite through steel.
Rust Lung Gears of War 2 When the Lightmass bomb that killed the multitude of Locust monsters in the 1st game subliminated the liquid element "Imulsion", the gas seeped into the atmosphere of planet Sera, resulting into 'Rust Lung', a disease that spreads quickly and deadly.
Scarlet Plague Scarlet Plague (Jack London) This 1912 novella, also known as the Scarlet Death, is a work of post-apocalyptic fiction treating the world after civilization has been destroyed by this fictional disease.
Scurge Scurge: Hive A parasite that can infect biologincal, technological, or coherent energy systems. It takes about one minute to overwhelm the special filters designed to ward off it's infection.
Shanti Virus Heroes A virus that only affects individuals with superhuman abilities or powers, deactivating those powers and slowly killing the infected. At least one strain exists which affects humans without superhuman powers, which is simply lethal.
Snow Crash Snow Crash (Neal Stephenson) A dangerous drug which is both a computer virus capable of infecting the brains of unwary hackers in the Metaverse and a mind-altering virus distributed by a network of Pentecostal churches via its infrastructure and belief system. Both forms cause glossolalia, and the computer virus form appears as a snowy pattern of pixels.
Solanum Zombie Survival Guide, World War Z Solanum is a virus that is transmitted through fluidic contact, such as a bite, transplant of infected biological matter, or pressing an open wound against a zombie. Once these situations occur, it is 100% communicable. It is only contagious in humans, however it is instantly fatal to other living creatures, whose bodies then become biohazardous. There are almost no known cases of survival, with no treatment to delay onset and no cure. Rarely, people have managed to survive by an immediate emergency field amputation of the limb where contact occurred, but even this is unlikely to work. It can be a sexually transmitted disease, but only if the sexual parter is in the very early stage of infection -- once reanimated, victims become infertile (and totally uninterested in sex). The virus travels to the brain and rapidly dissolves the frontal lobes, with effects akin to lobotomy. The brain changes, over 23 hours, into an organ that does not need oxygen. Tissues become toxic. The virus causes all life processes to stop, except for musculature and nervous systems. Tested as a bioweapon by Japan and the USSR with dismal results.
SP-43 Derailed (2002) SP-43 is a modified form of smallpox (variola) that has an extremely short incubation period. Its development is part of the backstory, which is not completely clear, but given the fact that it appears to have been stolen in Slovakia and is being transported to Munich by a NATO agent, it appears to have been developed by the Slovak government or some other Eastern Block country during the Cold War.
Spectrox Toxaemia Doctor Who: The Caves of Androzani A fatal condition caused by touching the raw form of Spectrox, a residue from the saliva of bats found on the planet Androzani Minor, that contained a chemical similar to nitrogen mustard. The lifespan of the sufferer is then reduced to between two and three days; symptoms include a rash and/or cramp, followed by spasms, paralysis and finally Thermal Death Point. The only known cure was the milk of the Queen Bats.
St. Mary's V for Vendetta A biological weapon engineered and released by the Norsefire party as a means of clandestinely gaining control over their own country.
SuddsThe Sudds Spongebob Squarepants The sudds is an illness that only sponges can catch, which makes them sneeze out bubbles constantly. It is essentially a common cold.
Technocyte Virus Dark Sector The metabolism of victims are increased and the surface of their skin hardens and forms a metallic exterior. The infection continues to mutate the host, driving them insane from the intense pain. The infected then become wildly aggressive and unpredictable, attacking anyone that is not infected on sight. The disease can be spread by physical contact and can affect animals as well as humans.
The Host's Disease The Host The unnamed disease carried by the giant monster terrorizing South Korea. In actuality, there was no virus; the government claimed the monster was spreading a disease just to save face.
The Ick SpongeBob SquarePants More of a fungus than a disease, the Ick is a green moss like form that spreads over the body, resulting in welts that shoot puss. Though it may not be fatal, it can be eliminated by feeding it to a bottom-feeder, such as Gary the Snail.
Thing cells The Thing Triangle-pyramid viruses that makes up Thing monsters. If it enters another animal, it fuses with the host, imparting shape-shifting and unholy durability, at the cost of pyrosensitivity, and possession by the Alien.
Tiberium poisoning Command & Conquer Tiberium crystals start to grow on a person's skin. These skin crystals eventually force their way through the persons vital organs, killing them. If the infestation is in a certain proportion, the victim mutates into a living bag of rotten skin and organs, called a visceroid.
Torsonic Polarity Syndrome (TPS) South Park A genetic condition wich causes humans to be born with a set of buttocks over their facial organs. TPS is seen in South Park Ep.510 "How To Eat With Your Butt"
T-Virus Resident Evil movies An artificial virus created by Umbrella. When a human is infected by it, the virus will destroy all cells, killing the host. Among two and four hours, all cells will be revitalized. But the virus will only activate one brain function: the hypothalamus, where feeding is controlled. The host becomes a violent mindless cannibal, and can infect other people by biting. Because of this effect, the virus was called the "cannibal disease".
T-Virus Resident Evil A virus that causes dementia and cellular necrosis. It can easily mutate into other strains, some of which have mutagenic effects on the host. In insects or amphibians, the resulting mutation often involves increased aggressiveness, increased size, and (almost always) the development of poisonous traits. In mammals, the results include aggressiveness, physiological changes of varying degrees, and an extremely increased evolutionary rate. Variants include the NE-T virus, T-G Virus, the T-JCCC203 (used for pharmaceutical, but killed two people) and much other variants.
Unnamed virus Transporter 2 Created by scientists working for an assassin named Gianni, this unnamed virus kills everyone it infects within 48 hours. Whoever the infected person breathes on contracts the virus, and whoever they breathes on contracts it, ect. The Colombian drug cartel hires Gianni and his minions to use the virus to assassinate Jefferson Billings, the director of the National Drug Control Policy and all of the attendees of a major anti-drug conference. An antidote was also created, just in case, but was retrieved by the Billing Family's personal driver, Frank Martin.
Vampiris I Am Legend (Richard Matheson) A bacillus (rod-shaped) bacterium that causes photosensitivity, hysterical blindness near mirrors, overdevelopment of canine teeth, and production of a bulletproof adhesive. Victims feed on blood. While in the body, it is anaerobic, and causes the victim to exhibit zombie-like behavior. Outside the body, it sporulates into dust. If an infected person is cut deep enough, the bacteria turns them into powder. Can be treated, but not cured, with a pill containing a fusion inhibitor and dehydrated blood.
V-CIDS The Immortals An AIDS-like virus.
Venus Particle Tyrannosaur Canyon An extraterrestrial infectious particle found in a lunar rock sample and within a fantastically well-preserved tyrannosaur fossil in the New Mexico desert. It is later revealed that the organism came to Earth via the Chicxulub asteroid which wiped out the dinosaurs. The particle, which was named for its resemblance to the symbol of Venus and femininity, causes rapid mitosis and apparent cellular differentiation in its host.
Wailing Death Neverwinter Nights A bubonic-like plague that infects almost the entire city of Neverwinter. Thought to be just a natural plague, it is later discovered that it was magically created and unleashed upon the city.
White Blindness Blindness (José Saramago) A mysterious epidemic of sudden blindness affecting virtually all humanity, leading to society's collapse. So-called because victims see nothing but a white glare. Not to be confused with the White Blindness in Watership Down which is a name the rabbits use for the real illness Myxomatosis which affects rabbits causing blindness and death.
White Disease White Disease (Karel Capek) An incurable mysterious form of leprosy, killing people older than 30.
White Plague White Plague (Frank Herbert) A genetically engineered virus that kills only women. Released only on Irish, English, and Libyan populace.
X-5 Virus Beavis and Butthead Do America Genetically engineered disease created by the U.S. Military. Causes Ebola-like symptoms and eventual death. Apparently lethal and quick enough to "wipe out five states in five days".
Yellow Death 1213 Episodes 1 to 3 A strain of virus that affects cloned children on the Tessa Life Orbital Space Station. Most children just die after extreme pain and facial lesions, then rise up as mindless 'zombies'. There are several examples of mutations caused when the virus infects children. Prisoner 0916 for example can alter his skeletal system, making extra limbs, shooting darts, and creating huge spikes. One of the other prisoner's IQ raises exponentially as his body deteriorates.

[PC54] Collective 5.4 Classes


Warrior Picks (Mini-Class)

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 #Attacks = level if creatures being fought are less than LVL HD
1 +1 to # of attacks with all attack forms (weapon, natural, etc.)
1 +LVL damage
1 +LVL TH or dmg vs. a creature type
1 +LVL*3" bonus to movement rate
1 Add d+LVL to the damage dice with one weapon type
1 Backstab = x(LVL+2)/2
1 Exceptional stat bonus
1 Leave no footprints, actually 1 inch above ground when walking, immune pits/slides/etc.
1 LVL slots each in Direction Sense, Tracking, Survival
1 Nonmagical weapons and armor are at half monetary cost for you
1 Specialization, Weapon
1 Warrior # Attacks
1 x2 Str bonus instead of x3/2 when wielding weapon 2-handed
2 +LVL to hit
2 +LVL weapon proficiencies
2 +LVL*100 item XP in Weapon flags per day
2 Aura of Protection (as per Paladin)
2 Bind wounds is LVL hp (can’t bind an already bound wound)
2 Can affect creatures that require a +LVL-1 weapon to hit
2 Considered 1 size larger for what size weapons you can wield
2 Get +LVL melee TH & dmg vs. a target for every other person also meleeing that target
2 Lay on Hands (as Paladin or Monk)
2 Magical weapons and armor (including individual flags) are at half cost for you
2 Subtract 1 from what you need to roll to autohit target
2 Weapon Specialization, #Att as Barbarian
3 Barbarian1 Constitution bonus
3 Barbarian1 Dexterity bonus
3 True Point Blank as per Arch-Archer
4 +1 Feat per level
4 Barbarian1 Strength bonus
5 +1 Henchmen or Mount slot
5 Species Enemy every level as per Strider
5 Swashbuckler #Att =(LVL+2)/2 melee only
6 Extra-Bar stat bonus

[PC54] Collective 5.4 Classes


Weaponmaster


Level

KXP

Spells

TH
1 0 (none) +1
2 4.75 (none) +3
3 9.5 (none) +5
4 19 (none) +7
5 38 (none) +9
6 72 (none) +11
7 140 (none) +13
8 275 (none) +15
9 450 (none) +17
10 900 (none) +19
11 1350 (none) +21
12 1800 (none) +23
13 2250 (none) +25
14 2700 (none) +27
15 3150 (none) +29
16 3600 (none) +31
17 4050 (none) +33
18 4500 (none) +35
19 4950 (none) +37
20 5400 (none) +39
21 5850 (none) +41
22 6300 (none) +43
23 6750 (none) +45
24 7200 (none) +47
25 7650 (none) +49
26 8100 (none) +51
27 8550 (none) +53
28 9000 (none) +55
29 9450 (none) +57
30 9900 (none) +59
31 10350 (none) +61
32 10800 (none) +63
33 11250 (none) +65
34 11700 (none) +67
35 12150 (none) +69
36 12600 (none) +71
37 25200 (none) +73
38 37800 (none) +75
39 50400 (none) +77
45 126000 (none) +89
54 239400 (none) +107
63 352800 (none) +125
72 466200 (none) +143
Requisites: Str 16, Dex 16, Con 12
Alignment: any
HD/level: d12
Weapon Prof.: 1+level*3
To Hit Table: 2xWar
Reference: DM
Groups: Warrior, Rogue
Complexity: CF=3
   
Saving Throws:  
PPD: level+3
RSW: level+0
PP: level+1
BW: level+2
Spell: level+0
Fort: level+4
Reflex: level+6
Will: level+0
   
Gets Exceptional Str and Dex.
Gets 1 Rogue pick per level, and 50 Rogue points per level.
Divide the cost of non-magical weapons (in section [E2]) by LVL+1. Your sale value is also divided by this amount (you can't use this ability to gain money).
Level N (every level): +1 limb or wear location for an weapon type. You may use a pick to begin a new set of limbs.
Level 1: Your weapons may use +1 Weapon Adjective each.
Level 1: 0: Put on a weapon. 1N: Remove a weapon.
Level 1 ¶: Spend 500 gp: Buy one weapon off the (non-magical) [E2] weapon list regardless of it's cost. This does not affect costs that are variable.
Level 1 ¶: Spend 500 gp: Get a half-plus (+1 to hit or +1 damage) on an weapon item (no upper limit).
Level 2 ¶: Divide the cost of [E4.2] Weapon Flags by LVL.
Level 2 ¶: Multiply your "Personality Score" by LVL when dealing with Ego from intelligent weapon items.
Level 3 ¶: Divide the cost of [E4.4] Diablo Flags by LVL-1.

[PC54] Collective 5.4 Classes


Wild Mage2


Level

KXP
Wizard
123 456 789 ABC D

TH
1 0 11- --- --- - +0
2 2.5 22- --- --- - +0
3 5 321 --- --- - +0
4 10 432 --- --- - +1
5 20 542 1-- --- - +1
6 40 642 2-- --- - +1
7 60 743 21- --- - +2
8 90 843 32- --- - +2
9 135 943 321 --- - +2
10 250 944 322 --- - +3
11 375 944 433 --- - +3
12 750 944 444 1-- - +3
13 1125 955 544 2-- - +4
14 1500 955 544 21- - +4
15 1875 955 555 21- - +4
16 2250 955 555 321 - +5
17 2625 955 555 332 - +5
18 3000 955 555 332 1 +5
19 3375 955 555 333 1 +6
20 3750 955 555 433 2 +6
21 4125 955 555 444 2 +6
22 4500 955 555 544 3 +7
23 4875 955 555 555 3 +7
24 5250 955 555 555 4 +7
25 5625 955 555 555 5 +8
26 6000 966 665 555 5 +8
27 6375 966 666 665 5 +8
28 6750 966 666 666 6 +9
29 7125 977 776 666 6 +9
30 7500 977 777 776 6 +9
31 7875 977 777 777 7 +10
32 8250 988 887 777 7 +10
33 8625 988 888 887 7 +10
34 9000 988 888 888 8 +11
35 9375 999 998 888 8 +11
36 9750 999 999 999 91 +11
37 19500 999 999 999 92 +12
38 29250 999 999 999 93 +12
39 39000 999 999 999 94 +12
45 97500 A99 999 999 99 +14
54 185250 AAA AAA AAA 991 +17
63 273000 AAA AAA AAA A99 +20
72 360750 BBB BBB AAA AAA 1 +23
Requisites: Dex 9, Int 16, Wis 12
Alignment: C any
HD/level: d4
Weapon Prof.: 1+level/5
To Hit Table: Wiz
Reference: TOM2
Groups: Wizard, Random
Complexity: CF=2
   
Saving Throws:  
PPD: level+3
RSW: level+6
PP: level+4
BW: level+2
Spell: level+5
Fort: level+0
Reflex: level+3
Will: level+4
   
Specialized in Wild Magic (2nd edition version of specialization only: +1 spell per SL), with no opposite school.
Level 1: (50+LVL)% chance to control the result of an Amulet of the Planes, Bag of Beans, Bag of Tricks, Deck of Illusions, Wand of Wonder, or Well of Many Worlds.
Level 1 ¶: 50% chance to control the result of a Deck of Many Things, however, repeat cards may not be drawn from the same deck with a controlled draw. If the draw is uncontrolled, repeat cards are allowed as usual.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, add +1d6-1d6 to your CL, with a minimum CL = (your real CL)/2, round down.
Level 1 (optional, you can decide not to have this): Whenever you cast a spell from this class, you may create a Wild Surge LVL*5% of the time.
Level 1: For purposes of spell research, the school of Wild Magic is considered 1 spell level lower for you.
Wild Magic spells:
High SL Sample N (SL=N): The DM casts a random offensive spell effect from [MC1] Monster Collective (spells) of spell level = N+2.
Hornung's Guess (SL=1): Count how many objects or people are in a group
Nahal's Reckless Dweomer (SL=1): Choose a spell you can cast (any SL). LVL% chance of getting that spell, otherwise, you get a Wild Surge.
Patternweave (SL=1): Reassemble a broken item (non-magical), solve a jigsaw puzzle, etc.
Chaos Shield (SL=2): Immune to your own Wild Magic spells and Wild Surges
Hornung's Baneful Deflector (SL=2): Missile attacks against you are instead deflected to a random target in your group (it can be yourself).
Nahal's Nonsensical Nullifier (SL=2): You give random results to Detect Good/Evil, Detect Lie, Know Alignment.
Alternate Reality (SL=3): (Can be cast using 1bM) One die roll (friendly or enemy) is rerolled.
Fireflow (SL=3): One fire source moves at LVL" move rate (under your control)
Fool's Speech (SL=3): You and people you specify can speak in a language that is unknowable (Tongues, Comprehend Languages, Legend Lore do not work)
There/Not There (SL=4): Target object is phased in or out (50%/50%) relative to each person in the room, check each time the person looks at the item (it costs a 0 action to "relook" at something to possibly switch modes)
Unluck (SL=4): Target must make 2 saves vs. effects (choose the worst)
Vortex (SL=5): Area effect, each person takes LVLd6 dmg (Vortex, save:½) and 5% chance of Wild Surge, lasts 1 round and moves randomly 1/s, can control direction but then can't use an M action this segment.
Waveform (SL=5): Form a liquid into any shape you like, or can TK a liquid (dmg would be LVLd4 if directed at someone)
Wildshield (SL=6): Absorb 2d6 SL's of magical effects vs. you; does not absorb entire area of effect; Wild Surges count as SL=1d6
Wildstrike (SL=6): Whenever target tries to cast a spell or use a magic item, a Wild Surge is generated against him
Hornung's Surge Selector (SL=7): Whenever you generate a Wild Surge, roll twice and choose a result.
Spell Shape (SL=7): Whenever you're targetted by a spell, get a Spell save, if you make it, take no effect.
Hornung's Random Dispatcher (SL=8): Target is teleported to a random plane (2 Spell saves, choose the worst)
Wildzone (SL=8): [x1 Special] Whenever a spell is cast in the area or a charge from a magic item is used, a Wild Surge is generated.
Stabilize (SL=9): [x1 Special] Wild Surges cannot be generated in the area.
Wildfire (SL=9): Wishoid for a Wizard spell of SL 0-8; can alternatively create a magic item of CL*100 XP value that lasts for 1 turn; unlike Wish this cannot duplicate Priest spells
Wildwind (SL=9): [x1 Special] Wildzone (see above); each person takes 2d6 light dmg /s; each charged item loses 1 charge (and generates a Wild Surge) /s

[PC54] Collective 5.4 Classes


Wizard Picks (Mini-Class)

Level KXP
1 2
2 4
3 8
4 16
5 32
6 64
7 128
8 256
9 400
10 500
11 600
12 700
13 800
14 900
15 1000
16 1100
17 1200
18 1300
19 1400
20 1500
21 1600
22 1700
23 1800
24 1900
25 2000
26 2100
27 2200
28 2300
29 2400
30 2500
31 2600
32 2700
33 2800
34 2900
35 3000
36 3100
Gets one pick per level:
# picks Ability
1 +1 Kit
1 +4 Proficiencies
1 +LVL AC
1 +LVL nonweapon proficiencies
1 +LVL*2 stat points for purposes of qualifying for classes
1 Can trade nonweapon <-> weapon proficiencies 1 per 1
1 Cont. Detect Poison; 1M: Determine medicinal value of liquid; 60F,1/d: Frugal a potion
1 Has access to materials of “S” rating up to LVL; it’s cheaper: multiply cost by S/LVL
1 Legend Lore & Identify 30+LVL*10%. This is doubled when dealing with Necromany, Undead, or the Occult.
1 Mr. Fix-It: 1M, 1/d: Mend.
1 Nerd/Knowledge: +LVL non-weapon proficiencies; languages cost half a slot each.
1 Occult Library: Each reset, gain LVL in SL's of spell scrolls. You can leave these as "open scrolls" until needed.
1 Photographic Memory: You remember everything you see.
1 Specialization, School (pick opposite)
2 +LVL saves
2 Artistry: +LVL divided among Int, Wis, Chr, or CL.
2 Can convert 3M -> 1 OppM
2 Can have 2 groups of the same summon
2 Can have 2 of the same familiar using only 1 familiar slot
2 Contacts: Always have access to LVL*100 XP and less magic items, even when the current store is "limited".
2 Gain a "0" or ("½" if using DM version of specialization) in next SL.
2 Influence: 1M, 1/d: Suggestion (save vs. Will)
2 Resist demonic powers: This includes Psi6, Psi(-6), and innate abilities of evil outer-planar creatures.
2 Specialization, School (no opposite)
2 Specialization, School (no opposite)
3 Fast-Write Scrolls: 1F, lose N SL=N spells in memorization: Write a SL=N permanent spell scroll
3 iaNR (Irreducible Necromancy Resistance) (LVL-8)*10%; Turn Undead with turning level = LVL*2-10
3 Immune to Blow Your Head Off, Twilight, Curse, bad effects of reading magical books/scrolls
3 Immune to Retributive Strikes (your's or other's), Own Effects, Ego of x(LVL-6)/3 mult.
3 Int bonus to Wizard progression
3 Scale Down: Can cast a SL=M spell emulating a SL=N spell for xM/N the effect (where M<N)
3 Strengthen Magic: +(LVL-6)/3 MF 30' r
5 +1 Kit per level
5 LVL of your spells cost only ½M to cast
5 Your spells require LVL saving throws