Showing posts with label character class. Show all posts
Showing posts with label character class. Show all posts

Tuesday, 23 December 2014

A Red & Pleasant Land: The Alice – A New Character Class

I am crap at writing reviews, so instead of writing a review of the marvellous Lamentations of the Flame Princess sandbox supplement titled A Red & Pleasant Land, I will be posting a blog entry for each of its chapters. That will be my way of writing a review of sorts, by showcasing how inspiring reading the book has been to me.

Chapter II of A Red & Pleasant Land is entirely devoted to the description of a new LotFP character class called The Alice. Now instead of merely paraphrasing this chapter (because that's pretty much all you can do with a technical piece such as a new character class), I'll be repurposing The Alice character class for the Monsters & Magic role-playing game, along the lines of what David Rollins has done for D&D 5e.



The Alice
a new character class for Monsters & Magic

Prime Attribute: Dexterity
Physical Hit Points: D4
Mental Hit Points: D10
Starting Money: 3D4×10

As explained in A Red & Pleasant Land, whereas your average adventurer sets out looking for adventure, in the case of Alices, it is actually adventure that seeks them. The Alice is a mysterious magnet for odd occurrences, perplexing phenomena, and extraordinary endeavours.

Restrictions
Alices are human, and from a civilised background.


Alice Traits
Light Armour
Simple 1-Handed Weapons
Tool of the Trade: Choose one particular Game or Musical Instrument
Luck Manipulation (as described in Aperita Arcana)
Read and Write
Exasperation, per the text in A Red & Pleasant Land, but use the Effect Engine instead of rolling the dice, i.e.:
  • Difficulty: whatever is causing the exasperation, or a GM-set value (p37 of M&M)
  • Minor effect, subtract 5 and read the resulting number on the Exasperation table on p31 of A Red & Pleasant Land
  • Major effect, subtract 10 and read the resulting number on the Exasperation table, allow for some leeway
  • Extreme effect, let the Alice choose the number on the Exasperation table

Alice Advancements
Each time the Alice levels up, instead of letting the player choose the advancement, have them roll 1D100:

 1D100 Roll   Results 
 01-20   The Alice may choose one of the Monk traits on p17 of M&M as an Advancement 
 21-70   The Alice may choose one of the Thief traits on p22 of M&M as an Advancement 
 71-74   per the text of the Alice D100 Level Up Table on p32-33 of A Red & Pleasant Land 
 75   The Alice gets Recognise Faction or Function of Any Voivodjan Aristocrat as an Advancement 
 76-79   per the text of the Alice D100 Level Up Table 
 80   The Alice may replace STR with CHA in a combat roll 
 81   The Alice gets Identify Drugs & Plants as an Advancement 
 82   The Alice gets Lie Convincingly as an Advancement 
 83   per the text of the Alice D100 Level Up Table 
 84   The Alice gets Voivodjan Etiquette as an Advancement 
 85-87   per the text of the Alice D100 Level Up Table 
 88   The Alice gets an extra language as an Advancement 
 89   The Alice gets Artistic Forgery as an Advancement 
 90   The Alice gets Appraise Treasure as an Advancement 
 91-93   The Alice may replace STR with DEX in a combat roll 
 94   per the text of the Alice D100 Level Up Table 
 95   The Alice gets Dodge Missiles as an Advancement 
 96   The Alice gets the Stalwart Defence stance (p42 of M&M) as an Advancement 
 97-98   The Alice gets Sylvan Sympathy as an Advancement 
 99-00   The Alice gets Utterly Blasé as an Advancement 



As a bonus, I am adding a further sub-class of the Alice, the Goose-boy, devised by yours truly, and inspired by Lúdas Matyi, the Hungarian epic poem written by Mihály Fazekas.

The Goose-Boy
a new Alice sub-class for Monsters & Magic

Secondary Attribute:Wisdom
Starting Money: 5D6

The Goose-boy is the commoner counterpart to the Alice. The Goose-boy starts as a young peasant boy who leads a quiet life but who is severely wronged by some upper-class NPC, and who sets out on an adventure to settle a score with the NPC.

Restrictions
The Goose-boy is a human from the sticks. The player must choose the reason the PC has become a Goose-boy; possible reasons are:
  • stolen property
  • someone forcibly married his sweetheart
  • killed relative

Goose-boy Traits
Light Armour and Shield
1-Handed Weapons
Country Bumpkin: Choose one particularly lowly profession such as goose boy, pig herder, etc.
Luck Manipulation
Disguise (p23 of M&M)
Exasperation

Goose-boy Advancements
As the Alice above, except:
75 Sense Orb Loc - the Goose-boy may detect the hidden human settlements of Voivodja
84 Exhort the Commoners - the Goose-boy may stir up trouble against the aristocracy
88 Thieves' Cant - the Goose-boy has learnt the secret language of lowlifes
89 Impersonate Trade - the Goose-boy may pass off as a trader or an artisan
90 Rigmarole - the Goose-boy may fast-talk his way pretty much anywhere

If you are using my 13C setting, Goose-boys are agents of the Trickster.

Monday, 20 October 2014

First Preview of Aperita Arcana

The good folks at Ebon Gryphon Games, who have already brought us the fantastically useful Collectanea Creaturae bestiary for the Monsters & Magic frp game are up to a second supplement for M&M.

Aperita Arcana adds a lot of new character classes and sub-classes to the main ones from the core M&M book.

The nice thing about Monsters & Magic is that character classes are not simply a bland collection of die modifiers, hit dice, allowed armour/weapons, or numbers of spells per level. In M&M, each character class is fleshed out by a series of traits and advancements that it may use but, again, not as mere 'plus sometings' but as narrative tools to enliven your role-playing experience (and kick ass — that's the magic of the Effect Engine).

Anyway, as a backer of the Collectanea Creaturae Kickstarter, I have received my preview PDF copy of Aperita Arcana, and I am simply astonished at the quality. I was expecting a number of new character classes and sub-classes (see my previous post), but there's much much more in Aperita Arcana:

  • Chapter 1, which is 62 pages long without the art, does detail the new classes and sub-classes, followed by
  • Chapter 2 with new races, and with new twists for the already-existing ones, but there's more:
  • Chapter 3 with lots of new spot rules and advanced rules for the Effect Engine,
  • Chapter 4 with equipment,
  • Chapter 5, new rules and variants,
  • Chapter 6, sample cults, examples of religious organisations...
  • Chapter 7, a lengthy discussion about the magical tropes in fantasy,
  • Chapter 8, Magic Items,
  • Chapter 9, Spells.

It thus appears that Aperita Arcana, which had initially been advertised as a small add-on to the Bestiary, has eventually become a kind of big "PHB+DMG+DDG" supplement — to use classic fantasy parlance.

Much like I believe that Collectanea Creaturae, because of the way it gives examples of monsters' motivations etc., is a must-buy supplement for any classic fantasy GM, I also believe that Aperita Arcana is a must-buy for any GM who wants to spruce up their classic fantasy adventures.

Tuesday, 19 August 2014

Aperita Arcana Nearing Completion

Aperita Arcana is a dual-system supplement for both the Monsters & Magic and the Fate game systems (to be honest, I want it because of what it brings to M&M).

It is being brought out by Ebon Gryphon Games, the very same good folk who are behind the fantastically useful Collectanea Creaturae supplement, also both for Monsters & Magic and Fate.

Aperita Arcana adds a lot of character classes to the basic ones in the M&M core book; the current roster is as follows:
 - Alchemist
 - Arbiter
 - Barbarian
 - Beastmaster
 - Blademage
 - Blood Mage
 - Bounty Hunter
 - Chosen
 - Cultist
 - Duelist
 - Elementalist
 - Enchanter
 - Gladiator
 - Inquisitor
 - Knight-errant
 - Martial Practitioner
 - Mercatant
 - Minstrel
 - Religious Scholar
 - Shaman
 - Summoner
 - Treasure Hunter
 - Vanguard
 - Wandering Sage
 - Witch Hunter

Some of these classes, e.g., the Alchemist, have already been posted on the Google+ M&M community. Check them out, they're really fantastic!

I used to hate new classes when I played AD&D, but for Monsters & Magic it is really different: since a class a mostly a collection of traits, they add wonderful role-playing potential in terms of what effect the player may try to attain.

The icing on the cake is that Aperita Arcana is going to be FREE for us backers of the Collectanea Creaturae kickstarter :-)

Friday, 31 May 2013

the Janissary – a new fighter sub-class for Monsters & Magic

Secondary Attribute
picture by yasinyayli from deviantArt

Wisdom

Starting Money
5d8gp

The Janissaries are an élite fighting order of the Empire of the Crescent Moon, largely influenced by the beliefs of the Bektaşi Sufi order. The Janissaries are gathered through the Knabenlese system, whereby children of True Faith families within the Empire of the Crescent Moon are taken from their family, converted to the Way of the Crescent Moon, and trained to become exceptional soldiers.
Every five years, the recruiters in charge of the Knabenlese system scour the lands far to the south of the Fair Kingdom for the strongest sons of the sultan's True Faith subjects. These boys, usually between the ages of 10 and 12, are then taken from their parents and given to Crescent Moon families of the region to learn their language, customs, and religion. These boys are then enrolled in Janissary training, supervised 24 hours a day, and subjected to severe discipline, amongst others: prohibition from growing a beard, from taking up any skill other than war, or marrying. The Janissaries are extremely well-disciplined (a rarity in the armies of the region).

Restrictions
You must be any lawful alignment and/or have the Way of the Crescent Moon allegiance; you lose your janissary status if you drift to a different alignment/allegiance, instead becoming a fighter. You only associate with like-minded characters, and may only work with unlike-minded characters for a very focused, single-purpose mission, quest, or adventure, and never in the employ of non-Crescent Moon patrons. You must evenly divide 90% of any treasure you receive or of any loot you find between the Janissary corps and the Bektaşi Sufi order, and you may only use the remaining 10% to buy military gear or military-related training.

Janissary Traits
Use Light and Medium Armour and Shields
Weapons Training: as fighter
Arquebus: you are the only fighters equipped with this firearm (1D10 damage instead of 1D8)
Enemy of the Infidels
Esprit de corps: you work better when surrounded by fellow janissaries
Personal hygiene: you have a reputation for personal hygiene, at a time when this is still an 'option'; a a result, you are less likely to contract maladies.

Janissary Advancements
✠ Pose as a True Faith fighter
Sniper: you double your DEX bonus when using the arquebus from a place where you cannot be seen
Lover (heroic scale): since you cannot marry, you may develop a deep homoerotic bond with a fellow janissary, who will do his utmost to protect you; this lover functions as a sidekick (q.v.)
Clerical Magic (epic scale): begin to acquire clerical spells as a 1st level cleric, increasing by 1 level per level thereafter
✠ Tekke (epic scale): establish and preside over a militarised Sufi shrine

Other Advancements
✠ Damage Focus stance
Fighting Lore: as fighter
Devotion To Deity: as cleric
Other Traits From Deity: as cleric
✠ Steady Aim stance

Janissary Character Sheets
Use the custom box to list special effects, clerical spells, and other advancements.

Sunday, 3 March 2013

A Witch

click to enlarge
Very inspirational... Magic Circle (1886), by the talented Pre-Raphaelite painter John William Waterhouse!

Edit 16/10/2014− I am adding a link to a fan-made 13th Age character class called... THE WITCH!
While wizards use carefully studied symbology and an occult grammatical system to work magic, and sorcerers draw intuitively upon the icons' power and the magic hidden within their own blood, witches tread a different, less direct path to arcane mastery. True, they often study occult lore, and some even manage to learn a few wizard spells. True, it is not uncommon for a witch to have a magical birthright that sets her forth on her journey or an unexpected link to one or more of the icons. But the witch sees each of these systems and links as a mere tool — one in a much larger toolbox that is well worth exploring. Beyond these basic starting points, the witch looks for the magical connections that these methods share and that bind all things, and she calls upon those beings that understand such phenomena better than she does. She does not limit herself to one narrow system, but pragmatically accepts each gift of arcane learning that Fate and the other occult powers send her way.

In time, the witch learns many useful tricks — spells, of course, but also hexes. The latter can be used with greater frequency, by deferring the arcane cost to another time — or another being.  Most critically, by sensing the strands of Fate, she tries to work with them, instead of against them, taking the subtle path of least resistance to achieve her goals. Sadly, this may bring her to the attention of other beings that take an interest in Fate, as well as those exotic powers that she calls upon, from time to time, in pursuit of lore. For the witch, this is a small price to pay, to gain a deeper understanding of the most hidden workings of the universe.