NokiMo
Quests Of Change
Quests Of Change

patreon


Husks: Part Two (Alpha 0.3)

Within the Realm of Mortals, various forms of Husks can be encountered, each potentially serving a different role within a campaign ranging from a tool to be used for a given quest, an NPC, an asset of one's foes, or as a fully playable race.

Below are the rules for some of the types of Husks found within Quests of Change.


Lesser Husk:

Tier-One Husk

Movement: 5

Combat Stats:

HP: 10

Will: That of the Driver

MP: That of the Driver

Strength: 6

Mind: That of the Driver

Defense: 6

Resolve: That of the Driver

Finesse: 5

Evasion: 5

Speed: 5

Utility Stats:

Awareness: +That of the Driver

Diplomacy: +0

Knowledge: +That of the Driver

Physicality: +0

Subtlety: +0

Resistances And Weaknesses: The husk is immune to Poison damage and the Poisoned status.

Inventory:

None

Abilities:

Lack of Consciousness: Unless being Driven, this creature counts as an object, has no actions, and is completely motionless.

Driving: As a two-handed action, a creature behind the Lesser Husk can choose to Drive it. That creature's body is treated as unconscious and cannot be woken for as long as that creature is Driving the husk. While driving this husk, a creature is considered possessing that Husk and uses the husk's combat and utility stats, though that creature maintains the ability to use their class's abilities and cast spells. If a creature is defeated while Driving a Husk, they remain within that husk until one of the conditions are met to end the drive.

Driving this Husk lasts indefinitely or until a creature behind the Husk (or the creature driving the Husk) uses a two-handed action to end this Drive or if the Husk is Destroyed. The ability to end this Drive prematurely through a two-handed action can be temporarily removed through locking the husk's Driving Rune. The Husk's creator may lock or unlock this rune as a two-handed action. Additionally, spells that manipulate runes and sigils can be used to unlock this rune. While driving this husk, a creature uses the husk's combat and utility stats, though that creature maintains the ability to use their class's abilities and cast spells. If a creature is defeated while Driving a Husk, they remain within that husk until one of the conditions are met to end the drive. If a creature's real body is killed while they are driving this husk, their consciousness remains within the Husk as if they were still driving it until one of the conditions are met to end the drive.

Untiring: While driving this Husk, a creature does not require sleep, nor do they tire.

Driving Recharge: Once a creature stops driving this husk, another creature cannot drive it until 1d4 hours pass.

Husk Destruction: If this Husk Sustains 30 or more damage from a single source, it is destroyed.


Labor Husk

Tier-One Husk

Movement: 5

Combat Stats:

HP: 10

Will: 6 or That of the Driver if driven

MP: 0 or That of the Driver if driven

Strength: 6

Mind: 3 or That of the Driver if driven

Defense: 6

Resolve: 3 or That of the Driver if driven

Finesse: 5

Evasion: 5

Speed: 5

Utility Stats:

Awareness: 0 or +That of the Driver

Diplomacy: +0

Knowledge: 0 or +That of the Driver

Physicality: +0

Subtlety: +0

Resistances And Weaknesses: The husk is immune to Poison damage and the Poisoned status.

Inventory:

None

Abilities:

Driving: As a two-handed action, a creature behind the Labor Husk can choose to Drive it. That creature's body is treated as unconscious and cannot be woken for as long as that creature is Driving the husk. While driving this husk, a creature is considered possessing that Husk and uses the husk's combat and utility stats, though that creature maintains the ability to use their class's abilities and cast spells. If a creature is defeated while Driving a Husk, they remain within that husk until one of the conditions are met to end the drive.

Driving this Husk lasts indefinitely or until a creature behind the Husk (or the creature driving the Husk) uses a two-handed action to end this Drive or if the Husk is Destroyed. The ability to end this Drive prematurely through a two-handed action can be temporarily removed through locking the husk's Driving Rune. The Husk's creator may lock or unlock this rune as a two-handed action. Additionally, spells that manipulate runes and sigils can be used to unlock this rune. While driving this husk, a creature uses the husk's combat and utility stats, though that creature maintains the ability to use their class's abilities and cast spells. If a creature is defeated while Driving a Husk, they remain within that husk until one of the conditions are met to end the drive. If a creature's real body is killed while they are driving this husk, their consciousness remains within the Husk as if they were still driving it until one of the conditions are met to end the drive.

Built to Serve: When a Labor Husk is created, it is bound to a corresponding stone called a control crest. If a Labor Husk isn't being Driven, it is compelled to obey all verbal instructions by a creature holding its control crest.

Untiring: While driving this Husk, a creature does not require sleep, nor do they tire.

Driving Recharge: Once a creature stops driving this husk, another creature cannot drive it until 1d4 hours pass.

Husk Destruction: If this Husk Sustains 30 or more damage from a single source, it is destroyed.


Martial  Husk:

Tier-Three Husk

Movement: 5

Combat Stats:

HP: 160

Will: That of the Driver

MP: That of the Driver

Strength: 16

Mind: That of the Driver

Defense: 16

Resolve: That of the Driver

Finesse: 8

Evasion: 6

Speed: 7

Utility Stats:

Awareness: +That of the Driver

Diplomacy: +0

Knowledge: +That of the Driver

Physicality: +10

Subtlety: +0

Resistances And Weaknesses: The husk is immune to Poison damage and the Poisoned status.

Inventory:

Four Silver-tier one-handed melee weapons, two Silver-tier one-handed melee weapons and one Silver tier two-handed melee weapon, or two Silver tier two-handed melee weapon

Abilities:

Lack of Consciousness: Unless being Driven, this creature counts as an object, has no actions, and is completely motionless.

Driving: As a two-handed action, a creature behind the Martial Husk can choose to Drive it. That creature's body is treated as unconscious and cannot be woken for as long as that creature is Driving the husk. While driving this husk, a creature is considered possessing that Husk and uses the husk's combat and utility stats, though that creature maintains the ability to use their class's abilities and cast spells. If a creature is defeated while Driving a Husk, they remain within that husk until one of the conditions are met to end the drive.

Driving this Husk lasts indefinitely or until a creature behind the Husk (or the creature driving the Husk) uses a two-handed action to end this Drive or if the Husk is Destroyed. The ability to end this Drive prematurely through a two-handed action can be temporarily removed through locking the husk's Driving Rune. The Husk's creator may lock or unlock this rune as a two-handed action. Additionally, spells that manipulate runes and sigils can be used to unlock this rune. While driving this husk, a creature uses the husk's combat and utility stats, though that creature maintains the ability to use their class's abilities and cast spells. If a creature is defeated while Driving a Husk, they remain within that husk until one of the conditions are met to end the drive. If a creature's real body is killed while they are driving this husk, their consciousness remains within the Husk as if they were still driving it until one of the conditions are met to end the drive.

Large Husk: This Husk occupies a 3x3 space square

Four-Limbed: The Martial Husk has access to four-arms worth of actions. Due to its weaponry being attached to its anatomy, these arms cannot unequip the weapons in its starting inventory.

Tool of War: If this husk deals damage to another construct, or an object or structure with HP, it deals twice as much damage.

Forceful Attacks: When this husk deals damage to another creature with a melee attack, it can choose to push that creature by 1 space.

Driving Recharge: Once a creature stops driving this husk, another creature cannot drive it until 24 hours pass.

Husk Destruction: If this Husk Sustains 50 or more damage from a single source when it has 0 HP, it is destroyed.


Pleasure Husk

Tier-One Husk

Movement: 5

Combat Stats:

HP: 10

Will: 8 or That of the Driver if driven

MP: 0 or That of the Driver if driven

Strength: 4

Mind: 2 or That of the Driver if driven

Defense: 6

Resolve: 2 or That of the Driver if driven

Finesse: 7

Evasion: 8

Speed: 6

Utility Stats:

Awareness: -3 or +That of the Driver

Diplomacy: +5 or +That of the Driver

Knowledge: -3 or +That of the Driver

Physicality: -3

Subtlety: +3 or +That of the Driver

Resistances And Weaknesses: The husk is immune to Poison damage and the Poisoned status.

Inventory:

None

Abilities:

Driving: As a two-handed action, a creature behind the Pleasure Husk can choose to Drive it. That creature's body is treated as unconscious and cannot be woken for as long as that creature is Driving the husk. While driving this husk, a creature is considered possessing that Husk and uses the husk's combat and utility stats, though that creature maintains the ability to use their class's abilities and cast spells. If a creature is defeated while Driving a Husk, they remain within that husk until one of the conditions are met to end the drive.

Driving this Husk lasts indefinitely or until a creature behind the Husk (or the creature driving the Husk) uses a two-handed action to end this Drive or if the Husk is Destroyed. The ability to end this Drive prematurely through a two-handed action can be temporarily removed through locking the husk's Driving Rune. The Husk's creator may lock or unlock this rune as a two-handed action. Additionally, spells that manipulate runes and sigils can be used to unlock this rune. While driving this husk, a creature uses the husk's combat and utility stats, though that creature maintains the ability to use their class's abilities and cast spells. If a creature is defeated while Driving a Husk, they remain within that husk until one of the conditions are met to end the drive. If a creature's real body is killed while they are driving this husk, their consciousness remains within the Husk as if they were still driving it until one of the conditions are met to end the drive.

Bimbo Consciousness: When not being driven, the Pleasure Husk is capable of speech and has three personality traits: Promiscuous, Severely Lustful, and one chosen at random from the Bimbo Personality chart. Additionally, this when not being driven, this husk counts as a bimbo and has one trait chosen at random from the lesser bimbo chart and one trait chosen at random from the greater bimbo chart. If a creature drives this husk, the husk's consciousness remains aware and will telepathically converse with the driver.

Uncanny Aesthetic: Choose a humanoid race. As long as this Husk's Driving Rune isn't visible, this Husk appears to be an authentic member of that race.

Built to Serve: When a Pleasure Husk is created, it is bound to a corresponding stone called a control crest. If a Pleasure Husk isn't being Driven, it is compelled to obey all verbal instructions by a creature holding its control crest.

Increased Pleasure: While driving this husk, the pleasure a creature feels from sexual activity is increased substantially. Sexual experiences automatically satisfy a creature driving this husk. However, while driving this husk, reduce the result of Resolve rolls against charming effects by -3.

Driving Recharge: Once a creature stops driving this husk, another creature cannot drive it until 1 hour passes.

Husk Destruction: If this Husk Sustains 25 or more damage from a single source, it is destroyed.


Master Husk

Unlike the majority of other forms of husks which have standardized capabilities, Master Husks are as varied as the likes of Humans, Elves, and Beastfolk. Like Pleasure Husks, as long as their Driving Rune isn't visible, most Master Husks appear identical to a member of another race, though some may bear mechanical markings or creases on their skin.

When creating a Master Husk player character or NPC, they have the following racial benefits:

Defense: +3

Artificial Nature: In addition to counting as a humanoid, you simultaneously count as a construct. Additionally, you're immune to Poison damage. Lastly, as a Husk yourself, you are incapable of Driving another Husk.

Driving capabilities: As a Husk, by default you possess a Driving Rune. Like the Runes of other Types of Husks, this rune can be be unlocked and locked by your creator and spells capable of altering runes and sigils. If your Driving Rune is accessible and not locked, creature can Drive you in the same manor as the other types of Husks listed above. If a creature is driving you, it uses your HP, Strength, Defense, Finesse, Speed, and Physicality, while maintaining the remaining stats. It can use its own abilities and spells and cannot access your abilities and spells. While being Driven, you retain your consciousness and can telepathically communicate with the driver. Many Master Husks seek to remove their Driving Rune, a difficult act which can only be safely performed by the most experienced of Inventors. Though a Master Husk character can have their Driving Rune removed in their travels, you may choose to create a Master Husk character whose Driving Rune has already been removed.


Related Creators