The Witch for DCC RPG

The Witch for DCC RPG v1.0

The Witch is a magic using class that relies on making deals with supernatural Patrons in exchange for magical powers. Whether they are using their powers to climb the political or corporate ladder, or put curses on backwoods hicks who trespass on their property, the witch is a both feared and respected by the common folk.

A few of the the abilities are the same as the Wizard from Dungeon Crawl Classics RPG, and are noted as such.

Hit Points

Witches gain 1d6 hit points per level of experience.

Weapon Training

Same as Wizard.

Alignment

Lawful Witches tend to work within communities and occasionally hold positions of political power. Chaotic witches tend to shun society and are often found in remote shacks in the wilderness doing who knows what. Neutral witches are often seen as gurus or seers and are sought for their knowledge and powers.

A human DCC RPG Witch

Caster Level

Witches have a Caster level equal to their Experience Level minus 1. So a first level Witch has a Caster Level of 0. See; the effects of Glowstone, below.

Magic

Witches start the game with Patron Bond and Invoke Patron. They may cast Patron Bond immediately with a single Patron of choice. For the Witch, each patron they bond with immediately grants the three Patron Spells in their description.

Invoke Patron can also be used to learn a standard Wizard spell of any level of the Witch’s choice. The spell’s rank is subtracted from the roll. I.e. learning a Rank 9 spell is a penalty of minus 9 to the Invoke Patron roll. Success means the witch knows that spell permanently and can cast it in the standard way. Casting this spell does not add to the cumulative Patron Taint total.

Two deer-were witches confronting a traveler who interrupted their foul ceremony of dark magic.

Spellburn

Spellburn tables are located in the description for each supernatural Patron. Patron’s love when Witches Spellburn because it’s just another way they can exert some control over the witch.

Supernatural Patrons

Patrons are the key to a Witch’s magical powers. Without at least one patron, a Witch is just a normal mundane shlub. 

A Witch may be bonded to a number of patrons equal to their Experience Level.

They can bond with an additional patron at each level of experience. I.e. a 4th level witch can be bonded with 4 patrons simultaneously.

Patron Taint

Every time Patron Bond, Invoke Patron, or any Patron Spell is cast, successful or not, there is a cumulative 1% chance of incurring Patron Taint. The Patron who taints the Witch is determined by which patron is the focus of the spell being cast.

A lone witch in the woods hearing voices only they can hear.

Focus

Witches need a focus to summon the eldritch energies to cast the magic gifted them by their supernatural patrons. A focus is a material object the witch can use to concentrate on to cast magic. Wands, rods, staves, dolls, necklaces, rings, headbands, strands of beads, crystals, cool looking rocks, skulls, bones… a focus can be just about anything.

A Witch needs a different focus for each patron. These items should in some way physically resemble an aspect of the patron. For example; a witch with Dagon as a patron may have a focus of a small statuette shaped like a fish-person, or perhaps a wand with a head made of coral.

Luck

The Witch’s Luck modifier can be applied to Patron Bond rolls, and Invoke Patron rolls.

Action Dice

Same as Wizard

Stay away from strange naked goat women in the dungeon
Stay away from the Goat people

Glowstone

[NOTE: This is shit for my home campaign. It can be ignored by you, the reader]

Witches have an innate relationship with glowstone. The weird glowing rock actually increases their magical power! However, there are some side effects. A Witch does not need glowstone in order to perform magic. However, glowstone provides a bonus to casting magic. The size of the glowstone is directly proportional to the size of the bonus. On the other hand, if a spell check ends in critical failure, the bonus of the glowstone is added to the Corruption roll described in each spell description. The bonus generally increases by 1 for every two carats in size of stone. So a 1 or 2 carat glowstone provides a +1 bonus, 3-4 carat is a +2 bonus, and so on up to a maximum of +10.

Each individual glowstone is attuned to a specific patron. No patrons will share a glowstone. If a witch has more than one patron, and one or some of those patrons are not attuned to a glowstone, they may demand that the Witch find a new stone or stones or else suffer consequences.

Sometimes a patron may declare that the stone they are attuned to is too small, and a larger stone must be procured.

Or, a Witch may come across a larger glowstone than what they have and wants to attune it to a patron already associated with a stone in their possession.

In both cases, a new Patron Bond spell must be performed, but because the Witch and the patron already know each other, the spell check succeeds on any roll other than a natural 1.

 If no Corruption roll is described, the Witch rolls on the following;

1 no Corruption, 2-4 Minor Corruption, 5-7 Major Corruption, 8+ Greater Corruption.

Cyborg class for DCC RPG

The Cyborg

This class is born of my dislike for other Cyborg classes created by other people.

by Ramon Perez
No matter your background, you were found by someone or something and changed into a machine.
Your living body was removed piece by piece until only your conscious brain remained. This was placed into a cybernetic body to be used as a shock trooper and slave by your creator. The process was torturous and mind-bending.
Something went wrong.
The implants and programming are not under the master’s control, but yours. You have free will and complete control of your new body.
Hit Points: 1D10 per level of experience. Hit points do not heal; you must be fixed.
Weapon Training: All weapons are traited as trained. You cann’t wear armor of any kind.
Alignment: You are free to choose any alignment.
Attack Modifier: Same as Chaotic Thief
Intimidation: Your artificialness is disturbing to most and you suffer a penalty of one step down the Dice Chain when making Personality Checks.
Luck: If you have a Luck modifier, it also affects your Action Die when attacking, making Self Repair rolls, and any attempt to interface with a computer.
Cyborg: Due to your body being over 90% artificial, you are effectively no longer human in the biological sense. 
  • You require merely a cup of nutrient paste per day and a single cup of water to maintain what biological parts you have left.
  • You still require oxygen, and so breathe with artificial lungs.
    • You have a bonus of one die higher on the Dice Chain to Fortitude checks against poisons and toxins
  • Tactile senses are virtually non-existent. Any check requiring a sense of touch is performed at a minus 4 penalty. 
  • Your body is very dense and sinks to the bottom of water.
  • You can hold your breath for up to 15 minutes
  • An internal computer implant displays information within your vision much like a Heads Up Display. 
  • Computer Interface: You can interface directly with other computers. Depending on the computer system’s security, a skill check may be necessary. 

Self-Repair: You have an innate knowledge of how to repair damage to your body.  However, you are only proficient enough to repair 1 Hit Die worth of hit points or 1 point of Ability Score per day. To do this, you must make a Self Repair trained skill check of medium difficulty every time you attempt to repair yourself.


Armor: Your armor is your bionic body itself. 
  • Your Armor Class is equivalent to Scale Mail.
  • You cannot wear additional armor. 
  • Critical Hits against you roll at a minus 2 on the critical hit table, with a minimum result of 1.

Physical Strength: Your muscles are a combination of hydraulics and myomer threading. 
  • You have a base Strength Score of 16 now, replacing your previous Strength score. This can still be burned as normal, but does not naturally heal; you must be fixed.
  • You inflict 1d4 damage with your punches and kicks.

Cybernetic Implants (choose two or roll twice on the following table at first level). Other cybernetic implants can be procured and installed as you adventure.
  • Heavy Armor: Your armor is bulkier and provides an Armor Class of Full Plate.
  • Sensor Hand: One hand contains a sensor suit
  • Tool Hand: One hand can transform into any simple non-weapon tool.
  •  Arm Weapon. A single weapon can be built into one arm. If ammunition is necessary, you have enough for 1d5 rounds of combat.
  • Machine Strength: Your Strength score now has a base of 18. Punches and kicks inflict d5 damage. 
  • Faster: Your movement speed is doubled. 
  • Jumper: You can jump 10 feet high or across without a running start. Double distance if running. 
  • Telescopic Vision: can magnify distances up to 15x. 
  • Camera Vision: can take still or video images and store them. 
  • Secret compartment: You can choose where the secret compartment is located on your body, but the amount it can contain is determined by the size of the location. 
  • Self-Destruct Mechanism: This implant was originally installed so that your former master could control you. Somehow, you gained control of the switch. With a mental command, you can set it on a timer for up to one hour, or self-destruct immediately. How you self-destruct is up to you; however, the area of effect is no more than a five foot radius around you.
  • Targeting Assistance: By taking time to compute targeting information, you increase your chances to hit. The first round grants a +1d3, the second a +1d4, the third a +1d5, and so on up the Dice Chain.

 Advancement Table

Level 1: Attack: +1. Crit Table/Die: 1d10/III. Action Dice: 1d20. Ref: 0, Fort: +1, Will: +1
Level 2: Attack: +1. Crit Table/Die: 1d12/III. Action Dice: 1d20. Ref: +1, Fort: +1, Will: +1
Level 3: Attack: +2. Crit Table/Die: 1d14/III. Action Dice: 1d20. Ref: +1, Fort: +2, Will: +1
Level 4: Attack: +2. Crit Table/Die: 1d16/IV. Action Dice: 1d20. Ref: +1, Fort: +2, Will: +2
Level 5: Attack: +3. Crit Table/Die: 1d20/IV. Action Dice: 1d20. Ref: +2, Fort: +3, Will: +2
Level 6: Attack: +3. Crit Table/Die: 1d24/IV. Action Dice: 1d20+1d8. Ref: +2, Fort: +3, Will: +3
Level 7: Attack: +4. Crit Table/Die: 1d30/IV. Action Dice: 1d20+1d12. Ref: +3, Fort: +4, Will: +3
Level 8: Attack: +4. Crit Table/Die: 1d30/IV. Action Dice: 1d20+1d16. Ref: +3, Fort: +4, Will: +4
Level 9: Attack: +5. Crit Table/Die: 2d20/IV. Action Dice: 1d20+1d20. Ref: +3, Fort +5, Will: +4
Level 10: Attack: +6. Crit Table/Die: 2d20/IV. Action Dice: 1d20+1d20+1d10. Ref: +3, Fort: +5, Will: +5

Post-Apocalyptic Cybernetics for DCC RPG

Stolen from Image Search

This post mentions the Umerican Survival Guide. It’s an excellent third party setting for Dungeon Crawl Classics.

The Umerican Survival Guide is the organized and edited setting book based on the zine, Crawling Under a Broken Moon.

Both of these are great resources for the DCC Judge who wants to add some post-apocalyptic flavor to their games.

Back in the day, I basically grew up playing Rifts and Ninjas & Superspies. Within those two games, cybernetics are featured very prominently. Even though there are classes in those games who specialize in having lots of cybernetic stuff, characters of any class can use cybernetics, albeit to a limited degree.

In a post-apocalyptic world where cybernetics are available, it would make sense for them to be available to everyone, for a price, and full-on cyborgs would be pretty rare (due to initial buy-in cost and then cost of maintenance on top of that).

So in my game, I’m ditching the Cyborg class completely, and making a list of cybernetics that are available to any character. These can be relics from the past found as loot or items that can be purchased and implanted for an expensive fee. Basically, cybernetics in my game are the same as magic items in a fantasy game. Some even have a limited number of ‘charges’ to use their effects before becoming useless. Some cybernetics are simply mimics of normal biological organs used for medical purposes. Others are tools and others are weapons.

Here is a short list of cybernetic parts organized by body location. I haven’t come up with pricing or availability yet. I think it would probably be better for the less complicated items to be used as loot from adventuring (a found pre-apocalypse medical storage facility or something) but I suppose loot could also come from carving stuff out of dead bodies of slain bad guys. It’s your group, man.

Eyes

  • Polarized vision
  • Thermo-Imaging
  • Telescopic
  • Video recording
  • Microscopic
  • Passive Nightvision
  • Panoramic vision
  • Full Spectrum

Arms

  • Multi-tool hand
  • Hydrolic extendable arm
  • Jackhammer arm 
  • Sensor hand
  • Forearm computer
  • Climbing cord
  • garrote
  • Finger camera
  • Palm taser
  • Retractable razor nails
  • retractable wrist claws (like Wolverine)
  • Hydrolic and/or myomer musculature for increased strength

Legs

  • Hydrolic and/or myomer musculature for increased speed
  • Increased jumping ability
  • Hidden compartment
  • Tank treads instead of legs
  • Four legs instead of two
  • Extendable legs

Torso

  • Oxygen storage cell
  • toxin filter
  • Artificial organs
  • Hidden compartment
Regardless of how it is acquired, cybernetics must be installed, and to do that a trained medical technician is necessary. A perfect piece of cybernetics won’t work if it is installed incorrectly!
  • Scummy chop shop: Cheapest installation price, part works for d4 weeks, 65% chance of infection from non-sterile equipment.
  • Decent chop shop: a little more expensive, part works as it should, 50% chance of infection.
  • Professional facility: more expensive, parts works as it should, 15% chance of infection.
  • Super deluxe facility: very expensive, part works better than it should, no chance of infection
Maintenance costs would be 10 percent of the “cost” of the part, per week.
So a Wizard with a Microscope eye that has a cost of 1000gp, would have to spend 100gp per week to maintain the eye. 
If the maintenance cost is not met, the part gradually loses its abilities. Use the following as a general guideline
  • All abilities of the part are reduced by 25% after the first week of no maintenance.
  • Reduce by 50% after the second week
  • The part is unusable after the third week
Some parts may not have abilities that track in a way that they can be reduced as above. In those cases, the part simply stops working altogether. 

Magical Mutant Ape Men!!!!

I’ve been workin’ out the kinks of a race-as-class for a while now. It’s become an obsession.

First, I wanted to build it for Lamentations of the Flame Princess. Then, a heavily house-modified version of LotFP. Now, I am using Dungeon Crawl Classics.

These Ape Men (Women, People, whichever you prefer) were normal run-of-the-mill ape creatures that were suddenly and recently uplifted by some unknown magical means.


 While this is specifically written for DCC, it can easily be modified for any early edition DnD type game.


Yon, the Magical Mutant Ape People

You are a mystically mutated primate with human intelligence and speech! At some point in the near past, your entire species was rapidly evolved to its present state by unknown means. You are a second generation Yon, and you and your people have no real culture of your own. You pick the appealing parts from other cultures to adopt.

You are of a size in between dwarf and human. And you have a vestigial tail that is effectively useless and about half as long as the rest of your body. The exact details of how you look are up to you, the player. Keep in mind though, that based on your character’s visual looks, all other low level Yon will look like you.

Here are some of the things you can do

You receive d6 Hit Points at every level! This is in addition to the hit points you had at Zero level.

You’re trained in the use of the Battleaxe, Club, Dart, Javelin, Spear, Staff, Two-handed club, and Warhammer.

You have big sharp teeth that causes a nasty bite. You can bite as an extra attack when in melee combat! (ATK: d14, DMG: d3+Strength Modifier)

Your feet can grab and hold things. They aren’t nimble enough to be of any use in combat or to juggle, but they can hold your body weight by holding onto something. The big toe is used as a primitive thumb. You tend to walk and run on all fours.

Unlike other classes, Yon gain random mutations as they are exposed to magic. Roll on the Magical Mutation Table once every time you are affected by a magical effect that alters you in some way (fail a save vs Magic). Examples include; Failing a save against a spell, or drinking a magical potion that requires a saving throw.

  • Cleric or Deific magic does not have this effect. 
  • Luck Modifier does apply; higher your Luck mod, the more likely you’ll have a beneficial mutation.
Level
Attack Bonus
Crit Die/Table
Action Dice
Reflex
Fortitude
Willpower
1
+1
D6/III
1d20
+1
+1
+0
2
+1
D6/III
1d20
+1
+1
+1
3
+1
D6/III
1d20
+1
+2
+1
4
+1
D6/III
1d20
+2
+3
+2
5
+1
D6/III
1d20+1d14
+2
+4
+2
6
+1
D6/III
1d20+1d16
+2
+4
+2
7
+1
D6/III
1d20+1d20
+3
+4
+3
8
+1
D6/III
1d20+1d20
+3
+5
+3
9
+1
D6/III
1d20+1d20
+4
+5
+4
10
+1
D6/III
1d20+1d20+1d14
+4
+6
+4

 Yon Titles

As Yon don’t have a culture or society to call their own, they don’t have level based titles. Yon typically take the titles of other classes that they look up to and want to emulate.

Magical Mutation Table

  1. Magical Vulnerability! You take a -1 penalty to all magical saves. 
  2. Big giant head! Your skull, specifically your brain case and brain, grows disproportionately larger than the rest of your body. You can Mind Blast everyone (friend or foe) in a 5 foot radius for d3 damage on a failed Will save of DC 10+your Willpower or Luck modifier. They are -1 to all rolls for d4 rounds. You can do this once per day, for every time you roll this mutation result. Further, the damage increases by one die step, the DC increases by +1, the range increases by 5 feet, and the penalty for all rolls decreases -1. Using this power is painful and causes a piercing headache that forces a penalty of d3 to all your rolls for one Turn. Every time this is rolled, the penalty to all die rolls is made worse by one die step. 
  3. Skin toughens! Bonus to Armor Class: +1 every time this is rolled. This is not in addition to worn armor. There is no penalty the first time you roll this result, however, subsequent rolls of this result incur the following; reduce movement to the point that you move and function as if you were one Encumbrance step higher than you would normally be. 
  4. Intimidate! To intimidate a creature, you beat your chest and growl and roar and pound the ground. They must make an opposed DC 10 Will save if intelligent, or a DC 5 Will save if of animal level intelligence. Failure means they cower or flee. Undead, golems, automatons, and the like are not affected. Add your Personality OR Strength modifier (whichever is higher) to make the DC more difficult. Roll this again and you get the bonus from Personality AND Strength modifiers. Subsequent rolls net you a +1 bonus.
  5. Howler! make loud howls heard for miles. Rolled again and those in close vicinity must make a Fortitude save or go temporarily deaf for d4 hours. Roll this any more times and they suffer a -1 to their save attempt and the length of deafness increases by a die step in hours.  
  6. Prehensile tail! your tail can grab things. It’s not very strong though, 1/4 your Strength ability. Rolling this again increases it’s strength to 1/2, then 3/4, then full strength. With each growth step, your tail lengthens 12 inches. On the other hand, your size decreases by 6 inches each time this is rolled.  
  7. Bite! Your bite damage increases to d4 damage. Roll this again and it increases to d5, then d6, then d7 and so on. As your teeth enlarge, so does your jaw, and your overall features become more menacing; -1 to any Personality based check every time this result is rolled.  
  8. Hyper-intelligence! Choose a new skill to be trained in; roll randomly on the Background Profession table to determine this. Choose a new skill every time this is rolled. This focus is offset by a penalty of -1 to any and all untrained skill attempts. This penalty is cumulative every time this result is rolled.  
  9. Brute strength! add a D3 to any strength check or strength based action, including melee damage. Roll again and it becomes a d4, then d5, and so on. Your Crit Die also increases by one step!The massive increase in muscle mass causes a loss of dexterity, though; suffer a penalty of -1 to Reflex saves, and dexterity based actions. 
  10. Size increase! You are a foot taller, a bit meatier, and your hit die increases to d8 per level. Roll again and you grow another foot and hit die becomes a d10. Another foot and a D12, another foot and a d14, lastly another foot and a d20. After that, every increase is another foot +1 HP. Also, your Crit Table increases to Table IV, then Table V, then the Giant table. Unfortunately, your tail decreases in length by one foot, and you become incrementally less capable of thoughtful action. Every time you roll this, you suffer a permanent -1 penalty whenever you attempt a skill, and a -1 penalty to Intelligence and Personality checks, as well as Willpower saves. Whenever you take damage in combat, you must make a Willpower save or else fly into a berserk rage; attacking any foes within sight without regard for strategy, tactics, or the well being of yourself or other party members. 
  11. Prehensile feet! Your feet become more dexterous and useful. They can be used attack with a weapon and use a d10 as an Action Die. Each time this is rolled, the Action Die increases a die step. After reaching d20, you get a +1 to hit with your feet every time this is rolled. Agility and Strength bonuses do not apply to feet attacks.
  12. Hand-eye coordination! You get a +1 to hit in combat, and your Crit Die increases by one step. 
  13. Magical Resistance! You gain a +1 to s ave against Magic every time you roll this result.  
  14. Color Change! Your skin and hair change colors. These can be whatever colors you wish, or you can roll on a random table to determine color. 
  15.  Hair falls out! All your body hair falls out. Re-roll this and it grows back. Re-roll again and it falls out again.  
  16. Magic Spell! You learn a random wizard magic spell! This spell is determined randomly; roll a d3 for the spell’s level, then roll on that level’s spell list to determine the exact spell. Casting this spell is the same as if you were a wizard, and uses your Action Die to roll the spell check. All consequences for failure (corruption, misfire, etc) also are the same as per the Wizard. Any effect this spell may have on you does not cause another roll on this Magical Mutation table.

New Class: Shaman

Shaman are the spiritual leaders of the Picts of Strathos. They are a combination of warrior and magic user, in other realms called a Cleric.

In fact, there isn’t any fundamental difference between a Strathos shaman and a cleric from elsewhere other than faith.

Speaking of faith, all Shaman have a totem animal, which is the same totem animal as their tribe. By praying while holding or wearing the skin of that animal, the shaman can polymorph into that animal for a short period of time.

New spells:

1st Rank (I use the term Rank, rather than level, as I find it is less confusing)
Skin Change
For one 1 minute Turn per level of experience, the shaman can polymorph themself into their totem animal. The skin of the totem animal must be held or worn at the time of casting. The shaman retains their reasoning capability and may end the spell before the duration at will. Otherwise, the shaman loses all other powers while the spell is in effect, but gains the natural abilities of the totem animal.

3rd Rank
Group Skin Change
Same as Skin Change but affects a number of participants equal to the shaman’s experience level. The duration is a single ten minute Turn. Same effects and rules as the 1st Rank spell.

6th Rank
Superior Skin Change
Same as the first level spell, but duration is 1 hour per level of experience and the shaman can speak and cast other spells as normal while polymorphed.

Leveling Up and Bonus Abilities

Each of the classes I’ve posted on this blog has something in common; they receive abilities as they level up.

I added that feature to each class because, lets face it, standard classes in LotFP are lackluster and boring. However, that dullness serves a purpose; to keep the game gritty, keep the players on their toes, and to avoid the super heroics of other similar games.

I lost sight of all that, especially the third one.

So I’ve been thinking; I don’t want to completely get rid of level up abilities. I also don’t want to turn the game into a bloated feat-fest of super heroes who can never die.

So I came up with the following;

If your character class has level up abilities, you only gain an ability on a 1 in 20 die roll. This is cumulative, so that the higher in level you go, the better the chance of getting something cool. The reasons for this are as follows:

  • To reward the players for surviving.
  • To keep cool, special abilities without overpowering the game mechanics.
  • To keep things gritty.
  • To help differentiate characters from each other.

I will be including this in the Strathos player’s guide I’ve been writing.

Language and Language Skill

Today’s post isn’t a rule change or new class. Instead it’s just my brief thoughts on a particular aspect of role playing games.

In my getting-near 30 years of gaming, something that has always fascinated me in RPGs is language.

For me, language (including literacy) is a big part of what I think of when I think about good role playing.

In the real world, there are hundreds of current languages, and thousands of dead languages. There are codes and cyphers that act as languages. There are fictional languages. Language is everywhere and without it, we wouldn’t be able to effectively communicate. We’d still be living under rocks and grunting at each other.

So using language in a game is not only a great thing to do, but I think increases the enjoyability of the game. Language adds tension, adds background flavor, adds complications, can escalate or de-escalate conflict.

Some games deal with language by not dealing with it; everyone can understand each other. Either by default or because of babelfish or universal translators or whatever. It’s an uninteresting cop-out.

Other games provide a “common” language, with other languages existing in the world to a lesser degree. Many of these games provide a set number of languages a character “knows” from the begining of the game. Or a maximum number of languages a character can know in their lifetime.

So when they roll up their character, and have Common and 4 other languages to fill in, what do they do? Scratch in Elvish, Dwarvish, Goblin might come in handy, and uh… whatever demons speak.

The problem with this is A) why the hell does your first level fighter know the language of demons, and B) If you never have an opportunity to speak with demons, or elves, or dwarves, or goblins, you wasted those language slots.

Lamentations of the Flame Princess utilizes a skill mechanic for languages that fits my needs as a GM and my wants as a player. Namely, simplicity.

In LotFP, Language, as with all skills, are rated on a scale of 1 to 6, with success determined by rolling under the value with a d6. Intelligence modifiers add to your skill score. So a INT mod of +1 would add 1 to your skill, making your Language skill 2 in 6. Got it?

With the Language skill in LotFP, you start play speaking whatever language you want, although speaking the dominant language of wherever you are is a good idea. There isn’t a list of additional languages. You don’t start play with additional languages. Instead, whenever your character encounters another language, whether it be from the foreign trader, the ancient religious text, or the kingdom next door, you roll your language skill. If successful, you know the language and can utilize it from then on. If you fail, you don’t know the language.

That’s it.

It’s quick, it’s simple, it’s intuitive, and it doesn’t tie anyone’s hands with poor decisions at character creation.

And it can be used in most other games with little modification.

That’s it. Go read something else now.

Playable Species: Goblins for LotFP

Goblins

Goblins are tiny, crazed, insane, chaotic, murdering, backstabbing, comical, curious, silly, monstrous, evil, cute, criminal, cowardly, conniving, deadly, sneaky, scheming, little people who have few friends but are sometimes generally loyal to those friends for at least some of the time.
Goblins are considered a plague by most other sentient species, much like locusts, but this mostly unfair propaganda and hearsay.
Goblins are a type of Faerie, and as such, tend to be treated as “special” cousins to other faerie folk. While goblins may be invited to faerie parties as individuals, faeries will always politely decline invitations to goblin parties. They are more tied to this world than most other faerie, and so do not have the innate magical powers enjoyed by most other types of faerie.
Goblins will eat just about anything, having stomachs capable of breaking down the most rotten and vile organic matter. They are also often the carriers of disease, due to their scavenging and lack of hygiene habits.
Goblins procreate at every given opportunity, and female gestation periods are very short; only a few months, and they usually produce d4 children at a time.
Goblins aren’t particularly interested in building things, unless they directly help the goblin achieve an immediate goal. Like, goblins won’t build catapults to defend their villages from possible future attack, but will build them to launch themselves over fortifications that get in their way.
Lastly, goblins are mostly nocturnal creatures, who live in the darkest forests and in natural cave systems, or mines they’ve taken over from other beings.
Hit Die: d6
Alignment: Chaotic (while most non-magical sentients are Neutral in alignment, goblins exist
Saves: Fortitude: 16, Reflex: 15, Willpower: 18, and these decrease by 2 every four levels. Or use the saves as an LotFP Specialist.
Abilities: +1 To Hit at first level. Can see in the dark, but is -1 on all rolls in daylight.
Experience: As LotFP Halfling
Level Up: Roll once on the table at first level and every level afterwards. Young, inexperienced goblins tend to be more level-headed and easier to get along with than older goblins. This table is based on the work of Joseph Manola and his blog post:
  1. Tinkerer: You love fiddling with things, especially when you have a specific goal in mind. Whether it is deactivating a trap, cracking a safe, designing a hot air balloon made from hundreds of giant spider bladders… you get a +1 to Tinker skill.
  2. Beast Affinity: Pick one of the following creatures: giant bat, giant rat, giant spider, or wolf. You have an intuitive rapport with such creatures, and they won’t attack you except in self-defence or when really, really hungry. If you encounter such a creature with a number of hit dice equal to or less than your own, you can try to press it into service as a mount by spending 1d6 hours ‘taming’ it and making a Charisma roll. If you succeed, it will let you ride it for as long as you keep it well fed, but if you fail then it attacks you once and then runs off. Receive a +1 to your Charisma Mod useable only for this ability, when this is re-rolled.
  3. Biter: All those hours spent filing your teeth has finally paid off! You have a mouth full of razor-sharp teeth, which you can use to chew through wood, ropes, etc. Instead of making a weapon attack, you can bite for 1d4 damage. Add a +1 to bite damage when this is re-rolled.
  4. Bouncer: You can jump a distance equal to your full height straight up from a standing start. You take half damage from falling. Add a foot to jump height whenever this is re-rolled.
  5. Coward: You know how to serpentine. You gain a +1 bonus to AC and whilst running away screaming.
  6. Crazy Reflexes: Your body constantly jerks around in unpredictable ways, giving you a +1 AC bonus.
  7. Filth Eater: You can survive on a diet of just about any kind of organic matter. You gain a +1 bonus to saves against poison and disease.
  8. Survivalist: Having spent so much time in the wilderness, you have developed a certain awareness and knowledge of the wild. You know which worms are safe to eat, and which tracks belong to scary monsters you don’t want to cross paths with. +1 to Bushcraft skill.
  9. Hyperactivity: Once per day you can go completely hyper for 1d6 rounds, moving at twice your normal speed and attacking twice per round. However, you are -1 To Hit.
  10. Lunatic: Your mind is so warped that it’s very difficult for other people to control. You gain a +1 bonus to saves against mind-affecting powers and spells. Also you are crazy, but frankly you were probably crazy already.
  11. Mimic: You can perfectly mimic the voice of anyone you have heard in the last 24 hours, but can only maintain this mimicry for a maximum of 1d6 rounds before breaking down into fits of hysterical giggling. Add 1 round every time this is rolled again.
  12. Mushroom Mystic: Pick one first-level Magic-User or Cleric spell. You can cast this spell once per day, but only while feeling the effects of a hallucinogenic drug. Rolling this result again allows you to pick a second first-level spell.
  13. Poison Spit: Your saliva is so bacteria-laden that you can envenom any edged weapon by licking the blade. The next person stabbed with it must save vs. poison or suffer 1d6 days of horrible, incapacitating sickness, which begins 1d3 hours after they are stabbed. Rolling this again makes the victim -1 to save.
  14. Rat Head: You’re a rubbery little freak, and as long as you’re not wearing inflexible armour you can squeeze your whole body through a the width of your own head.
  15. Sneak: As long as you’re not heavily burdened, you can move as soundlessly as a cat. Receive a +1 to Stealth skill. When this is re-rolled, you keep getting a +1 to Stealth, until you have 6 points in the skill. After that, you get a +1 to Sneak Attack.
  16. Spider Climb: You are a nimble climber, able to scale surfaces and angles that seem impossible to others. +1 to your Climb skill.
  17. Desecration: You love to smash things and smear your own feces all over other people’s stuff. Given 1 turn, you can permanently lower the value of everything in a 10ft square area by 10%. Rolling this again means 20%, then 30%, etc.
  18. Swarm King: You have a swarm of pet vermin of some kind (rats, spiders, centipedes, etc), which either follow you around or are carried with you in a sack. On your command they can be ordered to swarm people, who then suffer a -1 penalty to attack rolls, damage, and AC for as long as they’re covered in swarming vermin. (They don’t get a save against this, but the effect ends if they find a way of getting the swarm off them: jumping in water, for example.) You can also use them for anything else you think a swarm of vermin would be useful for, but you can’t give them any command more complex than ‘go over there’ and ‘come back’. Your swarm is big enough to engulf up to one person per level. If this is rolled again, then re-roll for a different result.
  19. Twitchy: You only sleep 1d4 hours per night, but never seem to suffer any ill effects as a result. Because of this, you are only surprised on a 1 in 6, and receive a +1 bonus to Reflex saves.
  20. Stab Frenzy: When you successfully hit someone in melee with a small or tiny weapon, you may immediately attempt to stab them again, with a -1 penalty to hit and damage; if you hit then you may attack a third time (with an additional -1 to hit and damage, for -2 total), and so on until you either miss, hit but inflict 0 damage, or kill them. You can only use this ability while screaming and gibbering incoherently. If this is rolled again, then re-roll for a different result.

Class: Yon Ape People v3

Yon Ape People

The Yon are a species of highly intelligent ape. Their society is very close-knit and orderly, with each village based around two industries; cultivating the flowering fruits their diet is based on, and tending the giant honeybee hives that form the center of each village. As village populations grow, members take a queen bee and hive materials and set out to create a new village and hive complex.
Every member of Yon society reveres bees, in fact, they worship them. The huge hive at the center of the village is also a temple where the Yon gather to pray, exchange news, and organize for work projects. The hum of the giant bees in and around the hive is soothing to the Yon and gives them a clear-headed that can’t be found away from the hive. Tending and protecting the hive, and glorifying the queen, gives the Yon purpose. It is everything to them.
But not all of them.
Some Yon do not hear the call of the bee queen. They find the hum of the hive distracting. They may have an uncharacteristic fondness for violence. They may discover that other people value gold and jewels and money, and with those things, they can become powerful in their own right. They think they’re crazy, or maybe everyone else is crazy. Either way, they leave their village as an outcast. An outcast free to adventure and make their fortune in the world. Many find quick work as warriors for hire due to their great strength and intimidating visage.

Yon Ape Adventurer

Hit Die: d8
Bonuses: +1 melee damage, +1 To Hit. Open Doors, Bushcraft, and Climb skills start at 2 in 6.
Saves: Fortitude: 16, Reflex: 17, Willpower: 16. At levels 4, 8, 12, 16, and 20 all saves receive a +2 bonus. If using the regular LotFP saves, then the Yon saves as a Fighter.
Experience: As Dwarf
Level Up: Roll once on the following table every level after 1st.
  1. No need for armor: You have a +1 to AC in melee when you are not wearing armor, other than a helmet and/or shield.
  2. Favored Enemy: Choose an animal, monster, or sentient species. You get a +1 to hit and +1 to damage against that specific type of creature, every time this is rolled. You are also -2 on Reaction rolls with creatures of that type. You can pick anything from mosquitoes to bears to dragons to humans.
  3. Intimidate: +1 to Charisma checks to instill fear against others. Opposed check: your Charisma mod + d20 vs their Wisdom mod + d20. High roll wins. If they lose, they are immediately put in a defensive stance for d4 rounds. If they lose by 10 or more, they immediately flee.
  4. Save Bonus: +1 to all saves.
  5. Attribute Bonus: +1 to any attribute.
  6. Bonus of +1 to a skill.
  7. To Hit bonus: +1.
  8. Use two-handed weapon one handed. If re-rolled, you can wield a two-handed weapon in your off hand, as well.
  9. Defensive Stance: +1 to Armor Class, -2 to hit.
  10. Offensive Stance: +1 to hit, -2 AC.

Yon Ape Men Update and Addtitional Material

This is not only a revision of the previous post about the Yon Gorilla People, but has added content in the form of NPC stats, and a separate sub-class of cleric, exclusive to the species.

Yon, or Ape-men, are a species who have created their own civilization in the vast forest that bears their name, the Yonwood.

The yon live on platforms built high up in the trees; trees that grow 100+ feet high with trunks a dozen feet thick.

Physically, they are slightly larger on average than humans, with longer arms than legs, and a fur covered body. Some tribes shave parts of their body and put on body paint, some shave and cover their skin in tattoos. Generally, only warriors shave, and then only shave the parts that would be covered by armor.

Yon wear armor made of giant insect shells; namely beetles and mantis. Full suits of armor are too restrictive, hot, and unwieldy for the furred, tree dwelling species, so armor consists of breastplates, helms, bracers, and wooden shields. These are considered half-suits from the armor rules here.

Their largest export to human realms is honey cultivated from the hives of Giant Bees. Yon beekeepers are able to produce honey with incredible properties. The knowledge to do this is considered a gift from the Yon god, Oogam. Yon beekeepers are shamans with limited cleric powers.

The Yon worship, or at least recognize, a single god who they call Oogam. Oogam is benevelent and provided the Yon with gifts of knowledge and civilization. Oogam has a malevolent counterpart called Boogab, who is the god of the Carnivorous Apes – uncivilized, evil creatures who constantly war with the Yon.

Forged metal items are greatly prized, as the Yonwood is devoid of mines and forges. Favorite weapons are clubs, spears, and blowguns with poisoned darts.

Yon Player Characters use the following:

Warrior

  • Hit Points: d10 + Constitution modifier.
  • Encumbrance as Dwarf: five additional slots before taking an encumbrance point.
  • Combat Options: Same as Fighter.
  • Skill bonuses: +1 to Open Doors and Bushcraft, +2 Climb. An additional +1 to these three skills at levels 4, 8, 12, and 16.
  • Damage bonus: Yon are stronger than humans and in addition to their bonus to Open Doors, they have a +1 to melee damage.
  • Can wield giant-sized weapons two-handed, and Great Weapons one handed.  
  • Saves as Fighter
  • Experience Points and leveling up are the same as Dwarf. 
  • Alignment: Yon Warriors are Neutral

Shaman

  • Hit Points: d6 + Constitution
  • Encumbrance is standard.
  • Combat Options are standard for non-fighters.
  • Skill Bonuses: +2 Bushcraft, +2 Climb. Additional +1 at levels 4, 8, 12, and 16
  • Saves as Cleric
  • Choose or roll 3 level one spells from the Yon Spell list. Choose one additional spell every level of experience. Spells available are 1/2 the level of the Shaman, rounding up.
  • Spells cost 2 HP per level of the spell.
  • Wield giant-sized weapons two-handed, and Great Weapons one-handed.
  • Experience Points as Elf
  • Alignment: Yon Shamans are Lawful.

Non-Player Characters

Yon NPCs who follow Oogam use the following:

  • Armor Class: as leather with shield
  • Hit Dice/Hit Points: d8
  • Saves as 0 level Fighter
  • Number of Attacks: 1 with weapon
  • Combat bonus: +1 to hit, +1 damage in melee
  •  Size: Large (8ft tall)
  • Weapons: Great Club, Spear, Blowgun with Poison dart (1 HP dart, save vs petrification)
  • For every 8 Yon warriors, there will be a Captain of 3 HD.
  • For every 36 Yon warriors, there will be a Shaman of 4 HD (d6) with 4 spells from the Yon Shaman spell list

 NPCs who follow Boogab have the following changes

  • Patrols are a mixture of Yon Warriors and Carnivorous Apes in an equal ratio.
  • For every 8 Warriors/Apes, there will be one Shaman of 3 HD with 3 spells.
  • For every 36 Warriors/Apes, there will be one Shaman of 5 HD with 5 spells.
  • For every 64 Warriors/Apes, there will be one Shaman of 7 HD with 7 spells.