I have thought about this PC class for many a year, since I always wanted to play one but never had the opportunity. Finally, bored out of my wits by a long break at work, I put the final touches on a thing that had been squirming around in the dark corner of my brain. It's for DCC, as if you couldn't guess.
Many many Thanks to Jon Stater, at Land of Nod. You may find his post that inspired this class at:
The Anarchist for DCC
By
Noah Stevens
Stolen Perfidiously from John
Stater at Land of Nod
The
forces of law are well-represented on Aereth and its various countries and
lands. Kings, Lords, Ladies, Knights, Paladins, Constables, Mayors. All work to
maintain the status-quo and the hasten the upward flow of wealth. Even the
lowly Brigand and Pickpocket fulfill their own parts in the lawful flow by
which society operates, distributing resources and supporting the vast clockwork
mechanism by which all things live, labor, and thrive.
There
are, on the other hand, some lawless and hateful agents that actively seek to
undermine Order and to undermine the institutions that protect human- and
demi-human-kind from the entropy inherent in the Multiverse. These despicable
fiends conspire with each other to undo governments, law, and the hierarchical
nature of society. They will only be satisfied when all sentient beings are
equal, the world is free of toil and want, and the plowman has the same rights
as the noble. Such crazed philosophies cannot be condoned and of course must be
uprooted wherever encountered, in order to better protect the established
systems that protect us all from Chaos.
Hit
Points: Anarchists
gain 1d6 hit points plus their Stamina bonus for each level of experience.
Weapon
Training: Anarchists
may use bombs (see below), daggers, crossbows, pistols, and short-swords
without penalty. They may use Padded armor or the equivalent under their shadowy
black cloaks.
Alignment:
Anarchists are
almost always by definition Chaotic, but there have been rare Neutral examples that
work to topple Chaotic regimes. Lawful Anarchists are a paradox and no right-minded
person would topple the government for the good of its constituents.
Languages:
In addition to the
Common tongue and the usual campaign-specific languages available, Anarchists have
a language all their own, known as “The Black Tongue”. It is a jargon-
and nonsense-rich mixture of gobbledygook that Anarchists use to argue fine
points of politics and obscure details from outsiders. It is dense and impenetrable
to the non-Anarchist listener, but insiders can convey very intricate ideas,
thoughts, and plans using it.
Create
Bomb: The bomb
is a tool of disorder and lawlessness: perfect for bringing down regimes of all
kinds and also for causing unrest and terror in the populace. The Anarchist has
a “Bomb Die” that can be used, once per day, to cause damage as an action during
the Anarchist’s turn in place of another Action. These bombs cause the die size
in damage in a 5’ radius around the target as an Action usually would but are
avoidable with a DC16 Reflex save. If the bomb is not used during that day,
then it may be hoarded for use later. In addition, by reducing the die by 1
step (-1d) the Anarchist may add certain effects per reduced die size. These
are:
1. Area effect: the radius of the
damage effect is increased by 10’ per -1d
2. Smoking: the noxious fumes cause
everyone nearby/in the room (including the Anarchist’s friends and party
comembers) to Act at -1d if they breathe or lack protection from gaseous
attacks
3. Shrapnel: If the target(s) fail
their Reflex save, they incur further -1d Reflex saves for 1d6 turns
4. Poisonous: Instead of Reflex,
these bombs cause targets to take Fortitude saves.
5. Time-delayed: the Anarchist may
opt for the bomb to explode up to 1 after activation per level, or randomly 1d6
turns after activated.
6. Incendiary: all combustibles in
the area of effect will be set ablaze, and the target will sustain 1d6 damage
for 3 rounds after the first if it fails the save
Frothing
Tirade: Once per
day, should the Anarchist desire it, their hatred for lawful authority and intricate
philosophies reach a fever pitch and can be fully expressed. Bystanders face a
screaming, spittle-flecked, ranting maniac. Any person within earshot must make
a DC 15 Will saving throw, with a penalty equal to the Anarchist’s Personality
bonus. Those who fail will be stunned to inaction and confusion for 1d3-1 combat
rounds. Sentient Lawful PCs and NPCs who hear the tirade save at +6, while
Chaotically-aligned beings save at -3.
Shadowy
Motives: The
loose cabal of Anarchists DO have some ineffable plan, fretted over by their
shadowy masters. No single Anarchist knows what these objectives are, though, and
sometimes they even work at cross-purposes! Before the action of the session
begins, determine the Anarchist’s Secret Mission by rolling on the table
below (Table II: Anarchist Secret Missions). These orders will arrive by mysterious
and unpredictable means. Should the Anarchist complete their mission, they gain
1d3 Luck points. If they fail, then they lose 1d3 Luck points and earn the
irritation of their masters.
Single-Minded
Purpose: The
Anarchist may choose to re-roll one failed Saving Throw per 2 levels of
experience per session. The second Saving Throw roll stands, even if
worse than the first.
Moral
Degeneracy: In
addition to other skills, the Anarchist has thief skills of Forge document,
Disguise self, Read languages, and
Handle poison of a Thief of equal level and alignment.
Conspiracy!:
Owing to the
depths of their perfidy, Anarchists are prone to make (and break!) multifarious
alliances at a whim. Indeed, it may be their express purpose to do so the
better to infiltrate all levels of society! The Anarchist receives a +1d PLUS
their Personality modifier, for any Patron Bond spell cast on their
behalf. Note: they do not receive this bonus to Invoke Patron rolls.
Action
Dice: an
Anarchist uses their Action Die for any normal activity, for example attacks
and skill checks
Table
1-1 The Anarchist
Level
|
Attack
|
Critical Hit/Table
|
Action Die
|
Bomb Die
|
Ref
|
Fort
|
Will
|
1
|
+0
|
1d10/II
|
1d20
|
D4
|
+0
|
+1
|
+1
|
2
|
+1
|
1d12/II
|
1d20
|
D5
|
+0
|
+1
|
+1
|
3
|
+2
|
1d14/II
|
1d20
|
D6
|
+1
|
+1
|
+2
|
4
|
+2
|
1d16/II
|
1d20
|
D8
|
+1
|
+2
|
+2
|
5
|
+3
|
1d20/II
|
1d20
|
D10
|
+1
|
+2
|
+3
|
6
|
+4
|
1d24/II
|
1d20+1d14
|
D12
|
+2
|
+2
|
+4
|
7
|
+5
|
1d30/II
|
1d20+1d16
|
d14
|
+2
|
+3
|
+4
|
8
|
+5
|
1d30+2/II
|
1d20+1d20
|
d16
|
+2
|
+3
|
+5
|
9
|
+6
|
1d30+4/II
|
1d20+1d20
|
D20
|
+3
|
+3
|
+5
|
10
|
+7
|
1d30+6/II
|
1d20+1d20
|
D30
|
+3
|
+4
|
+6
|
Table
1-2 The Chaotic Anarchist Skill Bonuses by Level
Forge document
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Disguise self
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Read languages
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Handle poison
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Note:
Intelligence modifier applies to Forge document, Personality modifier applies
to Disguise self, Intelligence to Read languages, and Agility to Handle poison
Table
1-3 The Neutral and Lawful Anarchist Skill Bonuses by Level
Forge document
|
+3
|
+5
|
+7
|
+8
|
+9
|
+11
|
+12
|
+13
|
+14
|
+15
|
Disguise self
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Read languages
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
+9
|
Handle poison
|
+0
|
+0
|
+1
|
+2
|
+3
|
+4
|
+5
|
+6
|
+7
|
+8
|
Note:
Intelligence modifier applies to Forge document, Personality modifier applies
to Disguise self, Intelligence to Read languages, and Agility to Handle poison
Table
1-4 1d30 Shadowy Anarchist Motives (sorry about the weird numbering! ANarchy!)
1. Must befriend and protect the
first to third (1d3) NPC met
2. Must kill the first to third
(1d3) NPC met
3. Must pilfer the first to third
(1d3) magic item encountered
4. Must dispose of the first to
third (1d3) magic item encountered (i.e. get rid of it)
5. Must undermine/betray PC with
highest Luck, 1d3 tasks
6. Must support/assist PC with lowest
Luck, 1d3 tasks
7. Desecrate a holy icon or site
8. Donate monetary aid to first poverty-stricken
person they encounter, without being discovered
9. Distribute radical literature to
all NPCs encountered
10. Assist in causing a group to fail
a morale roll
11. Fail 1d3 Reflex saves
12. Fail 1d3 Will saves
13. Fail 1d3 Fortitude saves
14. Destroy an important document
(Judge’s discretion)
15. Apply poison to an important item
(Judge’s discretion)
16. Pass communique to random 1st
to third NPC
17. Leave an item in the 1st
to 3rd area explored
18. Sabotage an important machine
(Judge’s discretion)
19. Poison (not necessarily fatally)
1st to 3rd NPC encountered
20. Successfully disguise themselves
to avoid identification by all NPCs encountered
21. Burn down a dwelling
22. Destroy 1d3 books (spellbooks and
holy books especially)
23. Donate any party-owned (i.e.
not-Anarchist owned) item to some random NPC encountered (Judge’s discretion)
24. Capture an NPC for interrogation
25. Capture or subdue a monster/non-sentient
NPC for “study”
26. Successfully pass a forged
document as real
27. Intercept a communication from a
third party
28. Form a bond with a Patron
29. Observe a new (never before-seen
by the Anarchist) spell
30. Deliver a Frothing Tirade to more
than 1d20 targets
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