Classes
These are some optional choices for character classes that crept into my campaign. They should be entirely compatible with the “official” classes, but not all of them have been thoroughly playtested.
Kung Fu Fighter
Kung Fu Fighters will have mastered only one general type of weapons (sword, hafted, bows, etc.); any other type of weapon may only be used if the fighter's ST & DX are double the ordinary requirements.
Fighters may wear any armor, so long as the total ST requirement is not more than half the fighter's strength.
In unarmed hand-to-hand combat, a Kung Fu Fighter gets dice equal to his or her level, plus the personal missile adds are used, not the normal melee adds.
Dexterity Armor
If a Kung Fu Fighter wears no armor at all, he may use his DX as armor -- each point over 12 counts as one point of armor in a melee situation. DX armor is halved if the fighter is attacked from
the rear, and is completely ignored if the fighter is unaware of the attack.
Special Abilities
Kung Fu Fighters choose one special ability for each level they gain (including first level). Some of these are simply skills, others are akin to magic spells and have a ST cost to "cast". This ST cost is
not assessed until after the current combat is concluded. All costs are incurred immediately after the battle, and lost CON may not be recovered until all ST is recovered (at the usual rate of one per turn).
These abilities may be chosen for any level:
Grapple
Make your regular combat roll -- but if you win the round, you do not score hits. If the "hits" exceed your opponent's DX, you have him pinned; he can break the hold only with a ST SR at your level. (Obviously, this may only be used in one-on-one situations.)
Throw
This works just like Grapple, except success means you have thrown your opponent to the ground; he is stunned for one round unless he can make a L2 CON SR.
SpeedyStrike ST cost = 5
You get two rounds to your opponent's one for the next five combat rounds (essentially doubles your combat total).
Great Leap ST cost = 2
You may make one standing leap of a distance/height up to your level x 5 feet (or your ST in feet, if greater).
The following abilities are for Level 3 or better:
Resist Wounds ST cost = 2+
You may heal yourself at the cost of 2 ST per CON point, even in the midst of combat.
Grab-A-Weapon
You may pick up any ordinary object (bench, soup bowl, bucket, chair, etc.) and use it as a weapon. Each round choose one option: adds two dice to your unarmed combat roll; or use it as a 10 point shield. Each such "weapon" will survive only d3 combat rounds before it is destroyed or knocked from your hands.
The following abilities are for Level 5 or better:
Heroic Weapon ST cost = 10
This works just like Grab-A-Weapon (and you must first have that skill as a prerequisite), but the object you pick up is huge (ship's anchor, log, boulder, etc.) but cannot exceed ST x 5 pounds weight. This will serve either to add five dice to your combat roll, or as a 20 point shield. These weapons will last d6+1 combat rounds.
Resist Death
With this ability, you will not die during combat until you receive enough hits to drive your CON to a negative number equal to your CON. If you finish combat with negative CON, you will die immediately unless magical healing brings your CON back to positive numbers within one combat round.
Iron Fist ST cost = 20
If you do nothing else that combat round (even defend yourself), you may strike an object or person with your fist, doing damage equal to the total of all your attributes. Your fist will not be hurt, regardless of what you punch.
Secret Technique ST cost = 15
Your opponent gets a L7 IQ SR to see this coming, and thus negate any effect. Otherwise, your opponent gets no combat roll this round -- his total is zero. (if you use this in a mass melee, simply double your combat roll; both rolls if you are also speedy-striking).
Shamans and Shamanic Magic
A Shaman is an intuitive Wizard; the primitive world's version of a sorcerer. Magic-users from uncivilized tribes such as Orcs & Cavemen (see Primitives) will be shamans rather than true Wizards.
Shamans function in much the same way as orthodox wizards (and have the Mana attribute). Each shaman has a staff (or rattle, drum, etc.) which functions just like a Staff Ordinaire (if it is ever lost,
the shaman must construct a new one herself). They can never use a Deluxe Staff or its equivalent.
The primary difference with Shamans is that they can only gain spells from the spirit world -- they can never be taught spells or learn them from scrolls or books. Shamans also ignore the IQ and DX requirements for spells. Level, however is an absolute limit: a shaman cannot cast a spell at a higher level than his own. IQ puts a limit on the number of spells: a shaman may have a number of spells
not more than half her IQ at each level.
Gaining Spells
First level shamans start out with d6 level one spells chosen from the standard list or any of the specialist colleges. In order to acquire new spells, the shaman must retire to an isolated spot and pursue a Vision Quest.
A quest lasts three to five days and the shaman may do nothing else during this time. Once it is over, the shaman will be exhausted and require at least a day to recover. At the conclusion of the quest, the shaman makes a CHA SR. If the roll is successful at the level of the spell desired, the shaman gets his or her choice of spell. If at least a L1 SR is made, the spell is of the desired level but of the GM's choice. If the roll is failed entirely, the shaman still gets a spell, but at a
random level and a random spell (unless the shaman has her full quota of spells at that level). If the roll is fumbled, then no spell is acquired. Again, the spell may come from any of the Wizard Guild
lists.
Shamanic Rogues
Characters from certain cultures (specifically Primitives and Orcs) may be Shamanic Rogues.
These are handled in the same way as orthodox rogues, but they have the same spell limitations as shamans and can only learn spells from shamans of their own culture (a different tribe is okay, but a
Primitive shaman could not instruct an Orc rogue).
Unlike shamans, shamanic rogues must have the required IQ and DX to handle spells. The shaman may then "teach" the rogue one spell of his choice. The process requires a sweat-lodge or similar place of purification. The rogue must fast and go on a one to three day mini-quest, and then will receive the designated spell.
Thief
Thieves have limited weapon skills; they may use daggers plus their choice of one other general type of weapon. If they wish to use a weapon from any other category, they must first get training and
meet double the normal ST and DX requirements.
Armor protects thieves at face value -- plus they can only wear armor that has a total ST requirement that is not more than half their strength.
Thieves automatically get reduced levels on their Saving Rolls for moving silently and climbing walls (unless they forget to remind the GM). Also, they may attempt Saving Rolls for the following actions: Pick Pockets, Pick Locks, Remain Unseen in Shadow, Pass Small Portals (up to half the normal size required), and Disguise (all these are normally DX SRs).
Thieves' Guild
Like most enterprises in the Great Land, criminal activity is monopolized by a powerful guild house. The Thieves' Guild is a shadowy organization, but not an entirely secret one. Most traders and merchants will know how to contact the guild as easily as any street thug. Any thief entering a new territory must check in with the local guild and clear any major operation with the guild hierarchy
(you may be refused permission if your target has already purchased "protection").
Any criminal gains less than 100 gp per week are free and clear. Any thefts greater than that value must fork over at least ten percent to the local guild; failure to do so will result in unpleasant retributions.
Poisons
The Thieves' Guild also controls the production of poisons and blade venoms, and it is to them that even respectable gentry come to get their Curare or Spider Venom. To higher level thieves with proven ability (sufficient DX and IQ), the Guild will provide alchemical training in poison brewing -- for a fee.
Rogue Thieves
A Thief may also be a Rogue class; these have the same armor and weapons restrictions as normal thieves, but may not attempt any of the special skills. Instead, they use spells to do their dirty work.
Thief Rogues must learn their spells from the cranky old wizards of the Thieves' Guild, who charge very high prices. Most proper wizards will refuse to teach spells to thieves, but even if one is conned
into doing so, it may be to no avail anyway. The embittered old wizards who sell their services to the Thieves' Guild have tended to develop magicks along subtly different lines than the Wizards' Guild,
and this difference may be too much for a thief rogue to overcome. If a thief does learn a spell from an orthodox wizard, he must make an IQ SR at the level of the spell on the following day, or he will
completely forget it.
The spell list available from the Guild wizards is a little different from the standard list. The spells listed below with no description are exactly the same as the standard spells.
Special Notations:
"D" -- spell may be cast at higher levels for increased duration
"E" -- spell may be cast at higher levels for increased effect
"#" -- base spell cost in ST (or Mana)
Spells of the Thieves Guild
Level One 1000gp
IQ = 10, DX = 8
Detect Magic 1
Lock Tight 1
Will-o-Wisp 1
Knock-Knock 2
Oh-There-It-Is 4
No-Feel-ums / 3
Renders all others incapable of feeling the thief's activities on their person, such as pocket picking or even poison injecting. Lasts one round only.
Level Two 2000gp
IQ = 12, DX = 9
Hidey Hole 10
Cat Eyes 6
Glue You 8
Little Feets 8
No-Hear-ums / [D] / 5
Completely silences any activity done directly by the thief (caster). You can drag a table silently,
but if a lamp falls off it, there will be a noise. Lasts one turn.
Sleep Tight / 9 / 30' range
Cast on a sleeping person, it will keep him asleep for one hour. Only a Dis-spell can awaken him.
Level Three 3000gp
IQ = 14, DX = 10
Slush-Yuck 15
Rock-a-Bye 11
Fly Me 7
No-See-ums / [D] / 12
Renders the caster invisible for one turn.
Crossed Tracks / 8
Hopelessly confuses any trail left by the caster & her party. Can only be followed by using a Second Sight spell.
Assay / 6
Accurately determines the value of precious metals & stones; also spots fakes and worthless items.
Level Four 4000gp
IQ = 16, DX = 11
Wink Wing 14
Dum-Dum 8
Double Double 18
Upsidaisy 9
Snooze Alarm / 12
This is a simple ward; placed on a container or across a threshold, will instantly awaken and alert the caster when it is triggered. Lasts for 12 hours or until triggered.
Instant Banking / [E] / 20
When cast upon a collection of loot (not exceeding the caster's IQ in pounds), the goods will sink without a trace into the ground beneath. It will stay there, safe from water, worms, & other natural hazards (but not from discovery by others). The caster may recall it to the surface at any time, but after one year and a day, the spell dissolves and the treasure reappears.
Level Five 5000gp
IQ = 18, DX = 12
Mind Pox 39
Zingum 36
Second Sight 30
Trust Me / 30
If cast upon a victim whose IQ+LK+CHA ( or MR) is less than the caster's, will cause the victim to believe completely whatever the caster says. Lasts d6 hours. However, if the intended victim proves to have too high attributes, the victim then conceives a great loathing for the caster and seek to denounce him to the authorities or just pound his face in.
Silvernose / [D] / 12
Allows the caster to smell the scent of silver for one turn.
Level Six 6000gp
IQ = 20, DX = 13
Mystic Vision 15
Wall of Thorns 14
Wall of Wood / 16
This conforms to all the standards for Wall spells; this one is made of foot-thick oak beams.
Goldnose / [D] /15
Allows the caster to smell the scent of gold for one turn.
Level Seven 7000gp
IQ = 22, DX = 14
Invisible Wall 27
Jemnose / [D] / 20
Allows the caster to smell the scent of precious gems for one turn.
Exchange / 30
This spell transmutes precious metals (including coins) into gems and vice versa. The total value in the exchange cannot exceed the caster's (IQ x 1000) in gp; no value is lost in the exchange. The gems thus created will be uncut and unexceptional, of random types, weighing a hundredth of what the metal weighed (roughly). The reverse process will create the equivalent value in (roll 1d6):
1 = gold dust
2-3 = gold nuggets
4-5 = silver nuggets
6 = gold coins