Showing posts with label The Black Hack. Show all posts
Showing posts with label The Black Hack. Show all posts

Thursday, 7 December 2017

Class: Weaver

Credit, Cosmin Alexandru Radu

Beast-Men often live a rude and miserable existence, either persecuted by their non-mutant brethren or drive into the forests and mountains to eke out lives as raiders and outlaws. However, this is not true of all Beast-Man strains - the Weavers, indeed, do quite well for themselves.

The spire-city of Ramliya towers above south-east Izoa like a steel mountain, with its upper reaches stretching towards the sky like iron bones staked into the earth. The Council of Thirteen controls the city with the wealthiest and most powerful guilds holding seats, one of which is the Honourable House of the Spinneret. The fact that its members represent nightmarish fusions of spider and human is tactfully ignored as the Honourable House produces one of Ramliya's key exports - silk.

A Weaver stands about the height of a human but with a slim chest and shoulders atop a more rounded stomach. Their legs are jointed backwards and their hands and feet look roughly human but end in small claws and are coated in fine, fuzzy bristles that aid them in climbing. Their mouths are covered by a pair of chelicerae and sharp fangs, but they are still capable of speech and eating and drinking as a regular human. These fangs contain a potent venom that causes weakness and feverish symptoms in those bitten. Their eyes are human-sized, but glassy and black.

No Weavers are capable of silk-production - they instead act as attendants to the enormous Spinners who drape huge swathes of Ramliya's cavernous halls in silver gossamer threads. Only Weavers are permitted to tread in these sacred places under pain of death, intruders are bundled in silk and spirited away to their deaths.

To see a Weaver outside of Ramliya is rare, but they do occasionally depart either of their own accord or on a mission from the Honourable House of the Spinneret. What these missions entail is a closely guarded secret.

Lamentations of the Flame Princess

SAVES
As Specialist

HIT DICE
As Specialist

ADVANCES
As Specialist

SKILLS
Weavers start with a 3-in-6 Climb skill. This advances in-line with a Dwarf's Architecture skill.

Their Stealth skill has a 5-in-6 chance of succeeding when in urban areas, like a halfling.

SPECIAL
Weavers apply a +1 bonus to their Dexterity modifier.

Weavers traditionally wear scarves, veils and loose robes when interacting with non-Weavers. If they are exposed they take a -4 penalty to reaction rolls with 'civilised' peoples. This is reduced to -2 if within the city of Ramliya and only applies to the lower classes.

A Weaver may declare that they are attempting to bite their opponent and envenom them. The Weaver must make a successful attack (dealing 1d2 damage) and their opponent must Save vs Poison. If they fail, they suffer 1d4 Strength damage. A Weaver can take this action a number of times per day equal to their level, only counting on a successful attack.

Like Beast-Men, Weavers have a 5% chance (when rolling the character) to be spellcasters. If so they start with Read Magic in their spellbook and must obey the same restrictions as Magic-Users when preparing and casting their spells.


Credit, Sebastien Ecosse

The Black Hack

Starting HP: d6 + 4
HP Per Level/Resting: d6
Weapons & Armour: All Swords, All Bows, Daggers, Gambeson, Leather, Small Shields
Attack Damage: 1d6 / 1d4 Unarmed or Improvising, 1d2 Bite

SPECIAL FEATURES

Attempt to bite and envenom - 1d2 damage on successful attack. Enemy must test CON or take 2d6 damage. This may be performed once per day, per level, but only counts on a successful attack roll.

Roll with Advantage when testing DEX while climbing, performing acrobatics, dealing with ropes or engaging in stealth in urban areas.

Roll with Advantage when testing CHA in a mercantile transaction or negotiation, or when testing INT to determine an item's value or discern magical properties.

Roll with Disadvantage when testing CHA to influence non-Weavers.

LEVELLING UP

Roll to see if attributes increase, roll twice for DEX or INT.


The above classes are intended to provide mobile characters who excel in urban areas - they have the ability to sneak around the city and/or interact with mercantile movers and shakers. Though this class is not as strong as a frontline fighter their unique attack gives them additional flexibility in fights through weakening their opponents, and never underestimate the ability to drop down from the ceiling in the middle of a fight. I've added a bit more lore-heavy stuff but feel free to strip it out and think of alternative ways to fit spider-people into your world!

Thursday, 30 November 2017

Class: Beast-Man

Credit, Piotr Chrzanowski

It is said that magic is a wondrous thing. It gives mere mortals power over the constraints placed upon them by the universe. It can renew life or snuff it out in an instant. It allows those who wield it to see the true nature of things, and they see the roiling mass of chaos that surrounds everything. This chaos seeks to twist and change all it touches, corrupting the very fabric of reality and those who dwell within its fragile shell.

Accursed and feared, Beast-men are those poor mortals who succumbed to the insidious warping influence that uncontrolled arcane energy has on mortal flesh. What was once a young apprentice who fouled up a spell, or a miner who happened upon a lode of unrefined wytchfire stone, now stands as a twisted slab of muscle and gristle with the features of a wild animal - a Beast-Man.

Hated and feared by their non-mutated brethren for what they represent, most Beast-Men are killed or driven into the wilds to fend for themselves, where some survive and multiply. Many nurse a hatred of non-mutants and gleefully raid and pillage civilised areas, seeking to wreak havoc and mayhem among the people who scorned them. Some few eke a fragile living on the edges of society as guides, shepherds and hunters where they are not outright condemned or driven off. Such an existence is an uneasy one for the people around them see the potential for corruption to claim them all, and the Beast-Man sees a constant reminder of what they have lost.

Lamentations of the Flame Princess

SAVES
As Fighter

HIT DICE
As Fighter

ADVANCES
As Fighter

SKILLS
Beast-Men start with a 3-in-6 Bushcraft skill. This advances in-line with a Dwarf's Architecture skill.

Their Stealth skill has a 5-in-6 chance of succeeding when in wilderness areas, like a halfling.

SPECIAL
Beast-Men apply a +1 bonus to their Strength modifier. They use the standard (non-Fighter) base attack bonus, but have access to the Fighter's attack options (improved parry, press etc.).

Beast-Men have a 5% chance (when rolling the character) to be spellcasters. If so they start with Read Magic in their spellbook and must obey the same restrictions as Magic-Users when preparing and casting their spells.

When creating a Beast-Man the player must state which creature they represent - they then take +2 to any reaction rolls made when encountering said creature. A Beast-Man's reaction roll is always made with a -4 penalty when encountering 'civilised' peoples, unless said peoples have a good reason for interacting with them at the GM's discretion.

Credit, Piotr Chrzanowski

The Black Hack

Starting HP: d10 + 4
HP Per Level/Resting: 1d10
Weapons & Armor: Any and All

Attack Damage: 1d8 / 1d6 Unarmed or Improvising

SPECIAL FEATURES

Roll with Advantage when testing DEX to move stealthily in wilderness areas.

Roll with Advantage when navigating, tracking, hunting, foraging and building shelter in wilderness areas.

Roll with Advantage when testing CHA to influence other Beast-Men. Roll with Disadvantage when testing CHA to influence non-Beast-Men.

LEVELLING UP

Roll to see if attributes increase, roll twice for STR and DEX.


The above classes are meant to provide a character who can hold their own in a fight and who have considerable advantages in wilderness areas - things like tracking prey, foraging for food and laying ambushes all come naturally to this class. The main disadvantage is that many ordinary people will hate this character for what they are, which presents an issue that the party would need to take creative steps to avoid.

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