Sunday, October 19, 2014

Victorian and Pulp Classes (Swords & Wizardry)




Character Generation
Experience:
Although different hit points, attacks and saves are used each of the classes below use the same experience chart: the Fighting-man.

Attributes:
Roll your favorite method.

Attribute Bonuses/Penalties:
Either the standard Swords & Wizardry +1 or Labyrinth Lord’s +1 to +3.

Hit Points:
Maximum HP at first level. (OPTION: For grittier horror games, HP limit of 5 levels.)

Armor Class:
Normal Armor class, and modifiers are used.
Firearms ignore the first four points of personal armor. For example: Plate –6 [+6] would only give protection of –2 [+2].

Starting Money:
Characters are assumed to have come into money either by work or inheritance and begin with 3d6 x 20 pounds as first level characters. Characters starting off at higher levels receive an amount of beginning money equal to 3d6 + the characters level x 20 or whatever their DM feels is appropriate to the game.
Roll with it.

Cowboy
Those skilled at riding and working on horseback this class represents cowboys of the American West, cavalrymen of any national army, South American gauchos, etc.
Hit Dice 1d6+2 per level up to fifth level.
Attack and Save As Fighting-man
Prime Attribute (5% xp bonus) Con 13+
Class Abilities
Fighter
Living a rougher lifestyle Cowboys are familiar with the use of firearms, knives, clubs, and fists. They gain a  +1 to hit with all firearms, melee, and unarmed attacks.

Riding
At levels 1, 4, 8, 12, 16, and 20 the Cowboy gains a cumulative +1 bonus to his riding checks (Dex) for basic riding maneuvers such as stay mounted while the horse is bucking or upset, calming and controlling the horse, guide it with his knees so the rider can shoot or rope. In addition, the Cowboy can do the following:

With a successful check, the Cowboy can drop along the side of the horse for cover, gaining a +4 cover bonus to his AC.

With a successful check the Cowboy can fall from a horse and take half damage (see Riding in Rules Clarifications: Miscellaneous below.)

With a successful check the Cowboy can coax the horse to leap obstacles and the Cowboy can hang on while the animal is performing the maneuver.

Roping
The Cowboy receives a +2 bonus with the lariat (ranged attack).

Detective
Anyone who uses their intellect to solve crimes or find missing persons or items. This class represents the consulting detective, the police detective, the inquiry agent, etc.
Hit Dice 1d6 per level up to fifth level.
Attack and Save As Cleric
Prime Attribute (5% xp bonus) Int 13+
Class Abilities
Contacts
Through both informants and official channels, the Detective is often in the know on important information. With a successful Charisma check the Detective may ask one favor of a contact such as a a a coroner to view a body, a hacker to break into files, etc. The favor will be things not generaly available to the average citizen or cop. The contact will not endanger himself or his employment and may negotiate a payment or favor in return if the request by the Detective is difficult or unpleasant.

He may call upon these contacts twice per adventure at first level. He may add an extra time at 3rd, 6th, and 9th levels.

Deduction
The Detective, after reviewing clues, interviewing witnesses, visiting crime scenes, etc can make a Deduction check with the The base chance for success modified by an Int bonus.

If successful the Detective may ask the DM a single yes or no question which the DM must answer honestly. The Detective can do this once per adventure at 1st level and at 3rd, 6th, and 9th levels.. Therefore an 8th level Detective may as the DM three questions per adventure.

Observation
The Detective has a keen eye for details in the world around him. When actively looking for clues or other hidden objects he has a 1-2 on a 1d6 of finding them. These could be hidden bloodstains, footprints, hidden doors, hearing noise, etc. The DM can modify this for difficulty. The Detective will always have an advantage in this over other classes or creatures that do not have this ability.

Open Locks
Sometimes the Detective has to get in places he shouldn't be. Some locks are diffucult and may require a penalty to the open roll.  The base chance for success is 10+level+ Dex bonus. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Explorer
Rugged men who live their lives taming the wilderness. This class can be used for not only the iconic Victorian explorer but also scouts, native guides, etc.
Hit Dice 1d6+2 per level up to fifth level.
Attack and Save As Fighting-man
Prime Attribute (5% xp bonus) Dex 13+
Class Abilities
Awareness
One of the most important abilities of the Explorer is his sharp senses. Many a man in the wilderness has been saved by his sharp hearing and awareness that his surroundings have slightly changed. Explorers can hear noise on a 2 on a d6. They are also only surprised on a 1 on a 1d6.

Backstab
The hunter, once he has found his target, is adept at attacking from surprise to kill the prey.
+4 to attack. x2 damage. x3 damage at levels 5-8. x4 damage at 9th level.
This also includes ranged attacks until the target(s) are aware they are being fired upon.

Survival
The Explorer’s ability to live off of the land and survive, this check is rolled in addition to normal foraging rolls. The DM may modify this check for plentiful or exceptionally harsh terrain. The base chance for success is 10 + 1/2 level (round up) + Int bonus on a d20. A first level Explorer with a 13 Int has a base chance of 12 in 20 to succeed. The same Explorer at 10th level has a base chance of 16 in 20 to succeed.

Track
Explorer’s are also capable trackers, often employed as scouts and on safari hunts. The base chance for success is 10 + 1/2 level (round up) + Wis bonus on a d20. This roll can be modified by the DM for circumstances such as tracking across soft mud, tracking across snow, the quarry is trying to hide their tracks, etc.

Pilot
Hit Dice 1d6+1 per level up to fifth level.
Attack and Save As Fighting-man
Prime Attribute (5% xp bonus) Dex 13+
Class Abilities
Ace
Firing from a vehicle or with vehicle mounted weapons the Pilot takes no penalty for a rough terrain or severe vehicle movement (normally a -2 to -4 penalty.)

Daring
Pilots are brave men climbing into potential fiery deathtraps to fly high above the earth.
They receive a +2 bonus to saves against fear and fear-like effects.

Pilot Vehicle
This is what Pilots do, and they are the best. Flying, driving, boating: a pilot does it all and often with style. A pilot makes a Dexterity check to pilot his vehicle, but gets to add a -1 bonus for every three levels of Pilot.

Mechanic
Pilots are often called upon to effect field repairs on their damaged ships. To fix a vehicle or vehicle subsystem they must have the parts, take the time set by the DM, and make a Mechanic check. The base chance for success is 10 + 1/2 level + Int bonus on a d20. A first level Pilot with a 13 Int has a base chance of 12 in 20 to succeed. The same Pilot at 10th level has a base chance of 16 in 20 to succeed.

Minister
Priests and Ministers of all faiths. These are the special men whom are touched by some sort of divinity and manifest seemingly miraculous leadership and guidance. They also have the power to turn beings of darkness and legend.
Dice 1d6 per level up to fifth level.
Attack and Save As Cleric
Prime Attribute (5% experience bonus): Wisdom 13+
Class Abilities
Influence Reactions
The Minister can, when speaking before a group that is not attacking (and not intending to attack in just seconds), try to alter the mood of the listeners. He can try to soften their mood or make it uglier. The method can be whatever is most suitable to the situation at the moment -- a fire and brimstone speech, a gentle reminder and guiding advice from the gospels, or an impassioned plea to the crowd's morals are but a few examples.. Everyone in the group listening must roll a saving throw vs. paralyzation (if the crowd is large, make saving throws for groups of people using average hit dice). The die roll is modified by -1 for every three experience levels of the Minister (round fractions down). If the saving throw fails, the group's reaction can be shifted one level  toward either the friendly or hostile end of the scale, at the player's option. Those who make a successful saving throw have their reaction shifted one level toward the opposite end of the scale.

Inspire
Sermons, stories, anecdotes, and personal appeal of the Minister can be inspirational, rallying friends and allies. If the exact nature of an impending threat is known, the Minister can heroically inspire his companions with a rousing sermon or speech, granting a +1 bonus to attack rolls, or a +1 bonus to saving throws, or a +2 bonus to morale (particularly useful in large battles) to those involved in melee. The Minister must spend at least three full rounds talking to his allies before the battle begins. This affects those within a range of 20 feet per experience level of the Minister.

The effect lasts one round per level. Once the effect wears off, it can't be renewed if the recipients are still in battle. However, those who have withdrawn from combat can be inspired again by the words. A troop of soldiers, inspired by the Minister, could charge into battle. After fighting a fierce fight, they retreat and the enemy does not pursue.

The Minister, seeing them crestfallen and dispirited, once again rouses their will to fight. Reinvigorated, they charge back into battle with renewed spirit

Bless, Prayer, Protection from Evil
Through the power of faith, prayer, and his will the Minister can cast each of these spells once per day per every three levels. Thus a sixth level Minister can cast each spell twice per day.

The spells function as written in the base rule books.

Turn
The Minister can attempt to turn as a Cleric of equal level. This ability works on more than just undead. It also affects demons, fey, and other hostile creatures of legend. As long as the creatures are of Neutral or Chaotic alignment, the Minister (of any Alignment) can attempt to turn them. The DM has final say on whom or what can be affected.

Physician
The humble country doctor to the London surgeon. This is the one to see when you are sick or wounded.
Hit Dice 1d6 per level up to fifth level.
Attack and Save As Cleric
Prime Attribute (5% experience bonus): Intelligence 13+
Class Abilities
Diagnose
The Physician can make a Diagnose check with a base chance for success at 10 + 1/2  level + Int bonus on a 1d20. Success allows the Physician to diagnose the illness of a patient, giving him information on proper treatment of the illness and a on any further checks with that patient. The DM can modify this with a penalty based on insidious or obscure conditions.
Bonuses for success are: +1 hp per Healing dice on the patient and a +2 on Stabilization checks.

Healing
A Physician may heal 1d6 points of  HP damage per wound once per day per level. Only one healing attempt can be used on a wound. You cannot use the same healing on a wound twice. You cannot heal it again the next day. For example, a first level Physician could heal one wound per day. At third level he could heal three different wounds per day, be it three people once, or the same person three times in the same 24 hours, provided that person was wounded on three separate occasions. This healing can be used for not only combat damage, but also disease, poison, and any other type of damage which affects Hit Points.

A patient under a Physician's care heals twice the number of HP per day with natural healing.

Stabilization
A Physician can try to control bleeding, rub their limbs, apply brandy, breathe into their mouth, etc and stabilize any character that has reached 0 or fewer hits points, and would otherwise be dead. The Physician must reach the victim within a number of rounds equal to the Physician's level up to tenth level , beginning on the round after he drops to 0 or below. Once the Physician has reached the patient, he must then make a check with a base chance for success at 10 + 1/2  level + Int bonus on a 1d20 and a -1 penalty for every hit point below 0. If he succeeds in this, the character is stabilized and does not die. If the victim is wounded again, another Stabilization can be made but with a +4 penalty in addition to normal bonuses and penalties, representing the shock of additional wounds to the body.

Scholar
This class covers educated men such as alienists, scientists, researchers, etc.
Dice 1d6 per level up to fifth level.
Attack and Save As Cleric
Prime Attribute (5% experience bonus): Intelligence 13+
Class Abilities
Field of Study
At first level the Scholar may choose two fields of study to research. The Scholar will be familiar with the basics such as proven facts, theories, and how to conduct studies and experiments in their chosen fields.

The fields of study include (but are not limited to):

Anthropology
The study of of human cultures by interaction of intense study of written accounts of the culture and ancient records. An example of a successful roll is allowing the anthropologist to understand the cultures traditions as well as predict behavior.

Archaeology
The study of past cultures by excavating artifacts and relics from ancient sites. Studying the remains allows the archaeologist to learn about the people's customs, way of life, etc. An example of a successful roll is allowing the Archaeologist to spot fake antiquities or figure out what an ancient civilization used a certain religious site for.

Biology
The study of all forms of life, plant and animal. The biologist will understand structures of plant and animals as well as behaviors. Includes information on botany, microbiology, and zoology. An example of a successful roll is allowing the biologist to recall pertinent information such as hunting tactics for lions or if a rare known plant is poisonous.

Chemistry
Identifying, predicting, and creating chemical compounds and reactions. With the proper materials the chemist can create substances such as poisons, explosives, or to a chemical analysis of a substance. An example of a successful roll is allowing the chemist to run tests on a dried crimson stain to determine if it is blood or how to make primitive gunpowder or explosives from available resources.

Electricity
A young science in the Victorian age, the study of electricity and electrical device allows the scholar to understand the nature and uses of electrical power as well as repair and fabrication of electrical devices. An example of a successful roll is allowing the electrical engineer to repair a malfunctioning laboratory electrical device or wire an electric trap without shocking himself.

Engineering
The skills to understand, repair, and even build complex mechanical devices. Steam, hydro, and wind power are the major power sources available. An example of a successful roll is allowing the engineer to find the weakest spot in a fortified wall to receive the maximum effect of an explosive or the repair of a damaged steam locomotive engine.

Geology
The study of the earth's surface formation, composition, and changes. Geologists can use their knowledge to identify fossils, minerals and soils, and anticipate such events as volcanic or seismic activity. An example of a successful roll is allowing the geologist to estimate if a rocky outcropping is safe to climb or where a certain type of rare soil or rock came from with analysis.

History
Knowledge of the past including places, people, events, and customs. If the knowledge is obscure a penalty may be required on the roll. An example of a successful roll is allowing the historian to recall the bloody history of an ancient warlord or the origins of certain customs and superstitions.

Mesmerism
The ability to place a willing subject into a trance. The subject must be willing, the two must be in a quiet place without interruption, a focus such as a ring or candles much be used, and the attempt will take 1d6 minutes. If successful the subject will be lulled into a sleep-like state.

The mesmerist can ask questions, each requiring a check, each with a cumulative 1 penalty to the check per question past the first. The subject will have nearly total recall of past events and cannot lie  or deceive although their perception may color their answer.

With an ability check the mesmerist can implant a post hypnotic suggestion. The subject will perform this without apparent thought or conscious decision. It may involve a specific time (when you get home) or a trigger phrase (good morning.) Spells or other complex activities such as picking locks cannot be used as a suggestion. It must be something simple such as dropping or swiping an object into the subject's coat or saying a phrase which was implanted.

Other uses may be implemented, probably with penalties, by the DM.

Occult Lore
The study of occult and forbidden subjects including folklore, magic theory, historical events, people, places, etc. The Occultist can identify spells and rituals by studying the remains of components or effect of the spell. He can identify possible creatures from behavior patterns, tactics, and wounds. He can identify occult items, grimoires, and relics with a successful check. An example of a successful roll is allowing the occultist to identify a vampire's attacks by studying the time of attack, marks on the victim, etc.

Physics
The study and understanding of the physical forces and laws of nature such as light, sound, heat, cold, magnetism, gravity, etc. It allows the physicist to predict how materials will react when these forces are applied to them. It also covers knowledge of mathematics and the hypothetical subjects of other dimensions, time travel, etc associated with theoretical physics. This ability is often used in conjunction with Electricity and Engineering. With a successful physics roll a +2 bonus is applied to the Electricity or Engineering roll. Another example of a successful roll would be the following: The characters investigate a cultists lair. Despite solid stone walls and only one exit the cultists escaped. The physicist sees half marred chalk scribblings on the wall that look strikingly similar to a theoretical physics formula he has seen. With a successful roll he manages to reproduce the scribblings into a coherent formula matching what was in the wall. A gate to another dimension suddenly opens before him, the cultists escape route.

Psychology
Victorian psychologists are referred to as Alienists. They have training in the care of persons with mental disorders. Such training includes diagnosis of probable causes of mental illness as well as treatments ranging from simple therapy to drug treatments.

Other fields of study are available at the DM's discretion.

The base chance for success is 10 + 1/2 level + Int bonus on a 1d20. This roll can be modified by the DM for circumstances such as a bonus for common information or penalty for more obscure information in the field.

At levels 4, 8, 12, 16, and 20 the Scholar acquires a new field at the base chance. For example: upon reaching 4th level a Scholar with a 15 Int gains a new field of study at a base chance of 12. The new fields increase normally.

Research
The Scholar is an expert in finding information from libraries, archives, newspaper morgues, and other files. He can find information about nearly any subject if given access to the proper records and the information is there to be found. Examples of such information is discovering old documents such as wills, deeds, rare information, patterns of missing or false files, etc. The base chance of success is the standard 10 + 1/2 level + Int bonus on a 1d20

In addition, with a successful roll, he can add a +4 bonus to fields of study relevant to the information being researched for the remainder of the adventure.

Scoundrel
Hit Dice 1d6 per level up to fifth level.
Attack and Save As Thief
Prime Attribute (5% xp bonus) Dex 13+
Class Abilities
Backstab
When attacking with surprise, from behind, the Scoundrel gains +4 to hit and inflicts double damage. At levels 5-8, damage is tripled, and from a Scoundrel above level 8 such an attack inflicts quadruple damage.

Climb Sheer Surfaces
Almost anyone may attempt to climb vertical surfaces with good handholds but the Scoundrel is a master of finding even the smallest hand and toe holds to climb such obstacles as brick walls and other sheer surfaces.  The chance for success is 1-17 on a d20 to climb sheer surfaces. This chance increases by +1 for every 4 levels. Making a climb check for unusual situations such as good handholds, slippery surfaces, etc will call for a modifier from the DM.

Fast Talk
With a bit of conversation, the Scoundrel­ is able to attempt to befriend, persuade, charm, or outright con an individual to his way of thinking. After 2d6 minutes of cajoling, flat­tering, drinking, etc. the victim of the Fast Talk must make a Saving Throw. This Saving Throw has a cumulative -1 penalty roll for the Scoundrel level at 1st and every fourth level after at 4, 8, 12 ,16, and 20.

Gambling
The Scoundrel is a gambler, a card sharp and often a cheat, supplementing his living by the cards, dice, and his wits. At 1st and every fourth level after at 4, 8, 12 ,16, and 20 the Scoundrel gains a cumulative +1 bonus to his gambling checks.

Hear Noise
The Scoundrel has honed his senses to work better in the dark. His chance to hear noise is 3 in 6 at first level increasing to 4 in 6 at 3rd level, 5 in 6 at 7th level, and 6 in 6 at 11th level. To use this ability he must stop all activity and concentrate.

Open Locks
Scoundrels are skilled at picking locks, opening safes, etc. Some are difficult and may require a penalty to the open roll.  The base chance for success is 10 + 1/2 level + Dex bonus on a d20. A first level Scoundrel with a 13 Dex has a base chance of 12 in 20 to succeed. The same Scoundrel at 10th level has a base chance of 16 in 20 to succeed. Superior tools may grant a small bonus just as inferior tools may incur a small penalty.

Pick Pocket
The Scoundrel is often called upon to manipulate small objects, such as a card, coin, derringer, or small knife in his line of work, as well as picking the occasional pocket. The base chance for success is 10 + 1/2  level + Dex bonus on a d20. A first level Scoundrel with a 13 Dex has a base chance of 12 in 20 to succeed. The same Scoundrel at 10th level has a base chance of 16 in 20 to succeed.
If the Scoundrel fails his roll the victim has a 1 in 6 chance of detecting the manipulation, pick pocket attempt, etc.

Sneak
The Scoundrel is a stealthy chap by necessity. The ability to move without sound and master the art of hiding ones self are necessities of his profession. Almost anyone can move quietly or hide when there is adequate cover but the Scoundreltakes these skills to the professional level. The base chance for success is 10 + 1/2  level + Dex bonus on a d20. A first level Scoundrel with a 13 Dex has a base chance of 12 in 20 to succeed. The same Scoundrel at 10th level has a base chance of 16 in 20 to succeed. This roll can be modified by the DM for circumstances such as heavy or light cover, darkness, camouflage, creaky boards underfoot, etc.

Soldier
Hit Dice 1d6+2 per level up to fifth level.
Attack and Save As Fighting-man
Armor Permitted: Any
Weapons Permitted: Any
Prime Attribute (5% experience bonus): Strength  13+
Class Abilities
Weapons Training
They gain a  +1 to hit with all firearms, melee, and unarmed attacks.

AC Bonus
Increased chance to to parry or dodge attacks due to training or life experience, +1 AC

Extra Attacks
Receive an extra attack at levels 5 and 12th.
These extra attacks are in addition to multiple attacks from two weapons, autofire, etc. They only receive the extra attack as one attack, even if using an automatic weapon, etc and normal penalties apply to these extra attacks as well.



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