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.

No comments:

Post a Comment