The Sealkeeper

*After the defeat of the Heartless One, the Sealkeepers were formed to shoulder the power of the idols. By doing so, they actively dampen the effect the idols have on the entire world. Maelstrom has learned from the past and this particular brand of cursebearers suffer no known negative effects on the mind. Instead, their body is "forever" cursed to be that of a monster. Though with the seals, they can adapt an "almost" normal form. Sadly, all great responsibility is a burden in its own way and undoing this class choice is not as easy as others. On the other hand, while people will think you're disgusting, you truly champion quite the cause for people everywhere. Even if you are not entirely selfless...*

Basic Perk Information

 Completion | You're quite the freak at this point. Which is perhaps exactly why you're freakishly strong as well. If you have a Heartless or Suffering Seal. You increase all your physical stats by 3. If you have a Sightless or Soulless Seal. Instead increase all your mental stats by 3. Try to avoid people. It's for the best of mortals everywhere, probably.

## Sightless Seal

*"Of all the things I will come to witness. There is one that will always elude me. Just like one cannot easily peer into the future, I cannot easily gaze upon his countenance, because to do so is to understand we are all inherently blind and powerless. I don't want to face that reality."*

 Witching Spell | You can spend 3 Knowledge to interrupt a spell someone is about to cast. This requires you to have not acted the same turn. Which is to say, this interrupt costs a turn. If you do this, you must roll 1-3. If you rolled a 1, the spell you attempt to interrupt becomes a different spell castable by the target. If you rolled 2, the spell is countered and does not happen. If you rolled 3, the spell becomes it's polar opposite. A damage spell, becomes a healing spell, etc.

 Seal of the Bleeding Eye (Passive) | If you are hit by a magical source of damage, you check your Willpower versus their Willpower. If they have more Willpower, the spell hits you normally. If you have 1-5 more Willpower, the damage dealt is reduced by 1. If you have 6-10 more Willpower, it's reduced by 2. If you have 11 or more Willpower than the opponent, the spell heals you instead.

### Mutations and Penalties

Price of Knowledge - This perk is always active. Whenever you roll a Perception check. You must roll twice. Use the worse roll. In addition, every time you fail a perception check, you lose 1 Mana. If you autofail a perception check, you instead lose 1 Mana and 1 Health.

**Attention: Mutations only apply in your Sealed Form. Illusion magic cannot hide your appearance. Your vision turns extremely blurry through contacts and glasses.**

 Stage 6 | The eyes on your body have began to form strange ritualistic patterns. In addition, you no longer feel hunger at all, you do not need to eat or drink to survive anymore.

## Heartless Seal

*"I stared out upon the expanse of a bloody battlefield, bodies floating in the mire which had long since taken a crimson hue to itself. In the center of the carnage I saw him, the great Heartless Beast feeding on the surrounding strife. I realized then that this was no battlefield. It was a hunting ground, and they had trespassed upon it."*

 Mage Scale | Your hide hums and shimmers oddly. You gain Spell Resistance. Spells can never deal more than 1 damage to you. Unpreventable damage is not affected. Costs 3 to Evolve.

 Hollow Protrusions | Your claws now absorb blood. Every time you hit with an attack and you rolled 1-10 you may heal health equal to the damage you dealt. Costs 3 to Evolve.

 Unstoppable | Your entire body undergoes a metamorphosis, achieving the ability to shed any condition. You gain immunity to all conditions. Costs 5 to Evolve.

 Extreme Adaption | Your ability to be influenced by various magical sources and attacks evolves. Anytime you're hit by an attack, you can choose to gain that damage type. However, your version of it has no flaws. In addition, you also gain immunity to that damage type. Costs 5 to Evolve.

### Mutations and Penalties

Price of Knowledge - This perk is always active. Whenever you roll a Perception check. You must roll twice. Use the worse roll. In addition, every time you fail a perception check, you lose 1 Mana. If you autofail a perception check, you instead lose 1 Mana and 1 Health.

**Attention: Mutations only apply in your Sealed Form. Illusion magic cannot hide your appearance. Your vision turns extremely blurry through contacts and glasses.**

 Stage 6 | Your injuries don't heal as easily anymore. Well, they heal faster, it's just that there's always scarring forming afterwards. You can't seem to heal it away either. You feel like your insides have rearranged, too. You don't remember being able to hold your breath this long, or focus your vision so far. Everything about you feels different... and it feels good.

## Suffering Seal

*"I checked the closet, I checked under the bed, sweetling. Said the mother to her child. The child asked her mother, can you leave the candle lit, I'm afraid of the dark. The mother laughed and shook her head. Sweetling, there is nothing to be afraid of she said as she dimmed the candle and left her daughter. But what children fear is what adults forget and what adults forget leaves a trail of severed fingers and feminine laughter."*

 Exhale Pain | Costs 3 Torment to cast. The Sealkeeper exhales all torment built up in their body. At this point anyone in the party or an enemy may choose to pay 3 Health. You must whisper the Sealkeeper that you pay 3 Health. Do not tell the DM. Once the turn moves on. If ANYONE sacrificed health. You may immediately deal X Damage to 1 target. Where X is your missing health. If no one sacrificed 3 Health. You instead heal yourself to full health.

 Mark of the Hand (Passive) | As long as anyone who has afflicted you with a negative condition is dead, you may convert that negative condition to a positive condition instead. If that is impossible, simply remove the condition. Can only trigger outside of combat. You must pay 1 Torment to activate this.

**Confront** - You face your inner demons. Reduce your Health to 10% of your maximum health, rounded up. You cannot be healed for the rest of this combat.
**Deny** - You deny your inner demons. You can no longer attack the Sealkeeper. Your damage caps at 2 with all spells, attacks and abilities.

### Mutations and Penalties

Price of Torment - This perk is always active. You cannot be healed except for by your own abilities. If anyone heals you, take that much damage instead. In addition, before you commit an action that is helpful to someone else. You must pay 1 Health. Always, as this causes your body considerable pain. Health lost due to this perk does not provide torment charges.

**Attention: Mutations only apply in your Sealed Form. Illusion magic cannot hide your appearance. Your vision turns extremely blurry through contacts and glasses.**

 Stage 6 | Your presence no longer carries any normal properties. Staring into your eyes is difficult, as they invoke unnatural feelings of fear and suffering. Your shadow acts oddly a lot of the time, fading away or moving on its own in bizarre ways. Sometimes your reflections in mirrors disappears too. Sometimes it even moves without your "consent."

## Soulless Seal

*"I dream sometimes of the white lady. Unlike the other idols she does not provoke, insult or fill me with dread. She simply does not fill me with anything. It is as if her presence is nothingness itself. Now I look myself in mirrors but I do not recognize the man I have become. Am I merely fading away, never to be seen by the world? Will anyone remember me? Please... I want to know who I am."*

 Consume Memories | Costs 30% Attunement to cast. You focus your magic and drain memories and feelings from your surroundings. For each stack of haunting you drain from a person, you deal 1 Unpreventable damage to them. In addition, you restore 20% Attunement for each stack of haunting you drain. By doing this, you lose all Intellect you drained, but the person you drained it from does not get to restore it. This ability is unavoidable but takes an action, just like Attune does. This ability counts, just as the name implies, as eating the memories and feelings of the people you drain.

 Mark of the Perfect Circle (Passive) | Living subjects of your Attune ability are only aware of your presence if you wish them to be. If they have 3 or less Haunting stacks, you are invisible to them. If they have 4 or more Haunting stacks, all their senses cannot register you, except for their sense of touch.

### Mutations and Penalties

Price of Emptiness - This perk is always active. Healing magic on targets you have possessed is reduced by 1, to a minimum of 1. You cannot be healed in your monster form. You cannot be healed in your Ultimate form. In addition, whenever you feel emotionally invested in someone, such as desiring to protect them or save them. You must first attune to them before you can act. This attunement becomes a free action however.

**Attention: Mutations only apply in your Sealed Form. Illusion magic cannot hide your appearance. Your vision turns extremely blurry through contacts and glasses.**

 Stage 6 | During the night, when the moon is particularly clear, your body fades out, becoming transparent, like a ghost. It is still physical and touchable however. You no longer feel hunger or thirst and your entire body feels like it's in a constant state of near death, though you don't actually suffer negatively due to it.