Meet interesting people and then eat them.
You may also want to check out this post on rations and on hunger rules.
Starting Equipment: Light weapon (e.g. butcher knife, cleaver), cutting board, cauldron
Starting Skills: Cooking, Baking
- Butchery, Gourmet, 2 Cuts
- Cannibal Eye, Follow Your Nose, +2 Cuts
- Cannibal Guts, You Are What You Eat, +2 Cuts
- Autocannibalism, Goremand, +2 Cuts
You can tell how many rations can be extracted from a corpse (or from a pre-corpse, if you’re planning ahead) and where the most delicious parts can be found. Most human-sized bodies contain 40 rations. A wild turkey might contain 4 rations. A bison, 350 rations.
If you prepare a meal where the primary component is meat, then the meal heals +1 HP in addition to any other effects it may grant.
Whenever you eat a new food or Cut, and need to make a roll related to the consumption of that dish, you get advantage.
Additionally, you must Save vs Curiosity to resist trying new dishes, meats, or spices. You do not have to collect cooking implements, recipes, and spices, but the GM is strongly encouraged to tempt you to do so.
With ten minutes of work, you can turn 10 rations’ worth of a corpse into a magically-potent Cut, which (1) functions as a normal ration and (2) grants a particular effect. Anyone may benefit from the effects of a Cut, but they may benefit from only one Cut at a time, and eating a second overrides the effects of the first.
Uneaten Cuts fill 1/3 of an Inventory slot and become useless, even as rations, after a number of days equal to your Butcher Level. Where a Cut’s effect is influenced by Butcher Level, it refers to the PC who did the Cutting, not the PC who did the eating. The effects of an eaten Cut ends when you next go to sleep.
- Black pudding. You heal 1 Flesh every round, until a number of Flesh equal to twice your Butcher Level has been healed. Black pudding is very rich, and you may not eat another one before you have gotten some sleep.
- Bone stew. You get +2 Defense.
- Chitterlings. You get +4 Save vs diseases, poisons, toxins, and anything else of that nature.
- Creamed eyes. You get the fractured, dizzying memories of the creature’s life, going back a number of days equal to twice your Butcher Level. The memories contain only its perceptions of the external world, not its thoughts.
- Fatback. Whenever you make a Flesh roll, instead of adding your current Flesh, add twice your maximum Flesh.
- Head cheese. You get a random skill which the creature possessed in life. If you don’t have a skill slot to put it in, then you lose access to a currently existing skill until this effect ends.
- Heart soup. The next attack which would drop you below 1 HP instead does no damage (including no Fatal Wounds). You must then wait at least one hour before eating another Cut, or you will lose all your HP and take 1 Fatal Wound.
- Lights. You have a breath weapon: 1d4 damage, 10 ft range. If you are fluent in Tiamatian then your breath weapon may be of any type you have previously encountered. Otherwise, roll 1d6: 1 Acid, 2 Cold, 3-5 Fire, 6 Lightning.
- Marrow. You have advantage on reaction rolls.
- Pluck Pâté. Gain 1d6 temporary Grit. If this Cut’s effect ends before you go to sleep, then all damage done to the temporary Grit is applied to your actual Grit (but not your Flesh). For every Butcher Level beyond the first, upgrade the die roll (e.g. from 1d6 to 1d8 to 1d10 to 1d12 at Butcher Level 4).
- Shank. Your nails and teeth become long and wicked sharp, giving you a 1d6 natural weapon.
- Soul food. You can ask one question of the monster’s spirit. It must answer truthfully but may mislead through clever phrasing. Eating this Cut unsettles your stomach, and eating another Cut before you have gotten some sleep will cause you to vomit.
- Stewed head. Everyone who sees your face must Save vs Fear, including any allies who have not also eaten a Stewed Head.
- Sweetbread. +4 Save vs mind-altering effects.
- Tongue. You can speak to and understand creatures of the type which this Cut came from.
- Tripe wrap. +4 Save to resist the negative effects of anything you eat.
- Trotters. Double your Move.
You can immediately tell if meat is poisoned or diseased. You can tell (very approximately) what the effects of eating a creature might be. The GM will describe possible effects and their relative likelihood.
Follow Your Nose
If you have eaten a creature then you can track its species by smell. You can smell their exact location within 30′, or follow an approximate smell trail no more than one day old by making a lawful Wisdom roll. Don’t forget to record all the tasty things (and people) you have eaten!
If a meal provides a random effect (e.g. 1d6 HP healed) or requires a roll on a table, you may permanently lose one point from a stat in order to re-roll the effect and then choose whichever of the two results you prefer. If that also requires a roll (e.g. you choose “mutation,” which requires a roll on the mutation table) then you may get an extra roll on that table and, again, can choose whichever result you prefer.
You Are What You Eat
Choose one Cut that you know, and permanently apply its effects to yourself. You cannot apply the effects of a Cut twice-over (i.e. from this ability and then by eating a Cut). Any time you eat a Cut, you may choose to make that your new permanent Cut (replacing the previous Cut), starting the next morning.
Cuts whose effects are based on a target creature (e.g. Creamed eyes) are activated automatically upon eating 5 Rations’ worth of a single corpse.
Black pudding’s effect may be activated at any time, once per day. The temporary Grit from Pluck Pâté is re-rolled at the beginning of every day. Other Cuts may also require some amount of GM adjudication.
You may spend a turn eating part of your own body. Permanently reduce your Flesh by 1, but restore all of your Grit and experience the effect of 1 Cut that you know, with the caveat that “what you have eaten” is yourself, and so it’s kind of pointless to choose e.g. soul food.
For the purpose of overriding the effects of Cuts, this is not actually a Cut but you cannot benefit from the same Cut twice-over (i.e. if you have just eaten Bone Stew then you can pick any other Cut and gain that effect as well).
You may apply the effects of two Cuts to yourself on a permanent basis, subject to the same restrictions of “You Are What You Eat.”
Shout-out to Skerples’ Underground Cannibal Gourmet, of course, to John Matthew Stater’s Gourmand, and to Velexiraptor’s Butcher. The Furtive Goblin’s Orc Haruspex inspired the “Autocannibalism” ability. Skerples’ Ghoul was also inspirational.
The Butcher is primarily a support class, but they can buff themselves as well as anybody else, and the Monster Menu-All, if you use it, affords many opportunities to improve themselves in a permanent fashion.
This hasn’t been playtested yet.