Dunkelwurm: Hero Types

After I introduced my new FKR fantasy game, I’d like to show you what type of heroes you can play.

1. Rooster Rogue (Hahnenschalk)
Rooster? Hah! You’re so much more than a talking man-sized rooster with human hands and clothes! You are the direct descendant of the proud and noble House of Rooster Rogues. Your Art of Illusion is the stuff of legends. Bag of Magic Eggs, sword, noble clothes

2. Elf:
You are ancient, but you look younger than most humans. A child you are not. Sometimes it amuses you to see those humans planning and scheming, without regards of the really long-term consequences. Plans will come to pass, and humankind is just a pawn in the Great Game. Bow and arrow, flute, bag of herbs

3. Dwarf:
Rock gave birth to you. The ground shaped you. You know the mountains and stones and pebbles, better than anyone else. Ax, hammer, metal armor

4. Soldier/Warrior
One of the elite soldiers, you know battle. You love battle, and you have the scars to prove it. From the Flying Fields of Misan to the Dire Swamps in the South, you have fought there. One-handed weapon, leather armor, shield

5. Adventurer:
Back home in the village, you were a nobody. Now, here, you’re free. Hungry and without riches, but free. You are one of the few who have left the Walled City, and the memories haunt you to this day. Knives, quilted uniform, musical instrument

6. Jarl:
A duke of the clods you are, a ruler over two villages. Or, you were. Now, Lady Adventure is singing her siren songs. Sword, polearm, leather armor, flask of schnaps

7. Magister:
Your name is known in the Academy of the West. You haven’t made it into the White Tower, but a breakthrough in your research is only a matter of time. Books, writing utensils, magnifying glass

8. Man of the Woods:
You know the forest and its inhabitants. You know them well, and they’re your friends, at least many of them. Dowsing rod, bag of herbs, a bottle filled with water from the Otherside

9. Sorcerer:
You have opened a door you shouldn’t have opened. You have started playing with forces you don’t understand. Five spells have you defeated and forced into your labyrinthine cages so they may never escape. There are 95 more. Magic elmwood staff, foliants, scrolls, robes, pointed hat

10. Crusader:
You know the One and True God. The ones who don’t believe in him are misguided. Heathens! Only when every city in the West and in the East are united under the banner of the Church, the world will know peace. Warhammer, chainmail armor, uniform, banner

11. Wandering Monk:
Life in the monastery was good. Then, It happened, and you have never stayed in one place for long ever since. Some say, you are on the run. Sometimes, the gods are talking to you. Or is it the demons? Staff, frock, holy symbol

12. Fingersmith
Quick, agile and nimble. Specialized in property relocation. Dagger, bags, mask, rope

13. Stomptrooper
No kingdom, no empire, without mindless soldiers. Comrades in arms, a force to be reckoned with. Weak when alone. Form-fitting armor, sword

14. City
Some people know all the streets and places in town. Others have all the important contacts. But you. You. Are. The. City. Impromptu weapons you can find always and everywhere , Concrete plate armor, a horse, a carriage, a tiny house that‘s bigger on the inside

15. Officer of the Cult
Obey the Master. His word is Penultimate Truth. Obey the Master. Medallion with the image of The Master (acts as armor  on a good Luck roll).

16. Hunchbacked Mystic
Reclusive eccentrics. Wise men, sages and fools. Ask them, and you will get answers. Sometimes, they even make sense. Collection of Holy Books (count as armor)

17. Troll Cannoneer
One of the oldest tribes in the world. Their culture, both artistic, refined and violent. You are one of them. Young. Inexperienced. But proud. Trokkk® Two-handed Handgunne, bottle of moonshine

18. Nine Heavenly Seas Navigator
Pirates in flying ships. Adventurers in dark space. Scoundrels them all. Sextant, flintlock pistol

19. Netherworld Barbarian
Your people have lived under the land for as long as they can remember. Fierce and loyal, with an unsatiable lust for life. Huge two-handed sword or war hammer

20. Slugman Noble
Palaces up in the mountains, decadent, glittering in the sun. Your word is law, and has been forever. Aloof, distant and cold as ice. One month supply of rare tea, traditional chukri long dagger, an elastic, absorbing skin, eyestalks that allow you to look around corners.

21. A King/Queen in Exile
Men, women, wine, slaves, gold and riches, you had it all. Then the Others invaded your lands, and you ran for their lives. Royal insignia, a rusty sword

22. Dwarven Engineer
Great tinkerers with a keen sense of weird mechanisms. Mechanical miracle workers. Book of Forefatherly Complex Constructions:, Dwarven Machines that imitate a spell effect

23. Panzer Templar
Defenders of the world. Unholy alliances threatening existence. The truth does not lie in the middle, it‘s both. At the same time. Scorchsword, roll 1d6: 1-5: metal arms, 6: metal head

24. Councilman
Secrets, trade deals and connections. Most of them shady, some outright dangerous. A fragile equilibrium. Poisoner‘s ring

25. Holy Man/Holy Woman/Holy Hermaphrodite
Your god talks to you. And your life only knows one goal: to please God. Begging bowl, chillum pipe and hasheesh, Prayer Beads

26. Runemaster
The secrets of Dere are contained in the eon-old runes the gods gave you. You know how to combine them. You know how to feed them. Treat them well, and they will be your allies. Set of runes consecrated with your own blood, sword, wolfskin complete with head , Book of The Nine Worlds

27. Stranger
You have no memory of how you came here, or who your parents are. Sometimes, you just know things, but how? Also, when you’re involved in a fight, bystanders have called your style „weird an unexpected“. You seem to have a natural affinity towards everything mechanical and… strange. Book written in a language nobody has ever seen, a small rectangular-shaped thing, flexible, but sturdy, with your name on it, a magic item that looks like a very flat rectangular box with unbreakable glass on the frontside.

One class, four OSR games: the Yogi for Whitehack, The Black Hack, Macciato Monsters and Into the Odd

Today, let’s talk about the Yogi as character class. Because, you know, I practice yoga, and I love the OSR. I’m using bullete’s version for this experiment.

First, a write-up of the yogi’s abilities that I find interesting in close to reality:

  • ahimsa (nonviolence) practice is key
  • focus on own willpower rather than on supernatural beings
  • must be lawful
  • may never possess more than what they can carry on their person
  • avoid contact with precious metals or jewelry
  • no use of magic items
  • no use of weapons
  • no armor
  • yogi spells are called “siddhis” (“powers”). Choose only nonviolent spells: The following siddhis may be chosen: All cleric spells except spells against Law and the following: Hold Person, Sticks to Snakes, Insect Plague, Quest, and Raise Dead. Magic user spells: Read Languages, Detect Invisibility, Knock, ESP, Levitate, Darkvision, Fly, Protection from Normal Missiles, Water Breathing, Wizard Eye, Contact Other Plane, Passwall, Telekinesis, Teleport, and Anti-Magic Shell.
  • 3rd level:  Simulate Death, lowering his heart beat and body temperature, and appearing not to breathe. This state can be maintained for d6 turns per level, once per day.
  • Saving Throw: Yogis receive a +3 bonus on saving throws vs. poison and paralysis.
  • Obtain devotees: At ninth level, the Yogi will attract a large number of loyal followers who will swear fealty to the character and wish to do good deeds in his or her name.




Let’s play with Whitehack first:

Is the yogi deft, strong or wise?

I’d argue a yogi is, first and foremost, a Wise Yogi. This also gives him the ability to “use siddhis” (cast spells). So, a Wise Yogi it is.

On level 1, Wise characters have: 1d6+1 HD, Attack Value (roll on or under) 10, Saving Throw 6, 2 Slots (special abilities, one active, the other one inactive), and belong to two Groups.

Let’s do this:

Mahadev, level 1 Wise Yogi
Str 7 (Truly Lawful), Dex 10, Con 12, Int 14, Wis 12 (Yogi), Cha 7; Saving Throw 6 (9 vs. poison/paralysis), HP 6, AC 0, Attack Value 10, Siddhis: “Eternal Peace” (active)/”Joyous Freedom” (inactive); Common tongue; loincloth, skull cup, small bag of bhang

If you’re wondering what the remarks behind Strength and Wisdom (in parantheses) mean: Those are the yogi’s “groups” (affiliation and vocation). Whenever a Str or Wis save is in order and the group is appropriate for the task, the save is rolled with advantage.

Supernatural powers in WH are freeform and powered by hit points; each time one is used, the player specifies how exactly he wants to interpret it at this moment. Then, DM and player negotiate the price in hp.

If the WH yogi had to defend himself physically, he would try to roll on or under his Attack Value, but over the opponent’s Armor Class. Successful roll means: inflict unarmed damage (1 point). If the opponent attacked him, the DM would try to roll the d20 on or under the opponent’s Attack Value (HD+10)




Now, The Black Hack (1e):

A long time ago, I converted the Yogi class to TBH:

Starting HP: d4 + 4
HP Per Level/Resting: 1d4
Weapons & Armor: no weapons and shields at all, yogis practice ahimsa (non-violence) 

Attack Damage: 1d4 / 1 point Unarmed or Improvising
Ahimsa Die: Levels 1-2: 1d4; levels 3-8: 1d6; levels 9-10: 1d8

The Ahimsa Die is a Usage Die that tracks the non-violent behavior of the Yogi. Patience is a virtue, but it‘s also hard work. When the Yogi runs out of patience, he loses his special powers for that day. More on that in the following paragraph.
Siddhi Points: Level+2; cast spells of any level. Casting a successful spell requires a WIS check as per TBH rules. Spells don’t work automatically, you have to pass the check. On a failed roll, it costs Siddhi Points to cast the spell (cost  = spell level). On a successful roll, you cast the spell for free. 



SPECIAL FEATURES
Non-violence: (ahimsa): Yogis must begin as lawful in alignment and remain so or else lose the special powers given to them. Also, if they use violence „in word, thought or action“, they roll their Ahimsa Die. If the die comes up a 1 or 2, reduce it by one step, as usual. If the Ahimsa Die is a d4 and is reduced further, the Yogi loses all their siddhis (spells) for that day. After sunrise and a meditation that lasts (Exyperience Level) hours, the Ahimsa Die is „re-charged“ again. Yes, that‘s right, the higher up you get in Yoga, the longer it takes to recover from lapses.
Possessions: Yogis are severely limited in the amount of possessions they may have – they may never possess more than what they can carry on their person, they avoid contact with gold or jewelry, and may not carry more than the equivalent of 1 coin worth of other types of treasure. They may not use magic items.

Spell casting: A Yogi gains siddhis, or supernatural, mental powers which correspond to some cleric and magic user spells. In order to obtain these, the yogi must spend one hour in meditation per spell, per day.

In addition, at 3rd level the Yogi may Simulate Death, lowering his heart beat and body temperature, and appearing not to breathe. This state can be maintained for d6 minutes per level, once per day.
Saving Throw: Yogis receive a +3 bonus on saving throws vs. poison and paralysis.
Charisma Bonus: At 2nd level and every level thereafter, Yogis automatically add 1 point to their

charisma score, up to a maximum score of 20.
Obtain devotees: At ninth level, the Yogi will attract a large number of loyal followers who will swear fealty to the character and wish to do good deeds in his or her name.
SIDDHIS
The following siddhis may be chosen:

All cleric spells except spells against Law and the following: Hold Person, Quest, and Raise Dead. • Magic user spells: Read Languages, Knock, Levitate, Darkvision, Telekinesis, Teleport 

The TBH Yogi looks like this:

Mahadev, level 1 Yogi
Str 7, Dex 10, Con 12, Int 14, Wis 12, Cha 7; HP 10, damage: d4/1, Ahimsa Die: 1d4; Siddhi Points: 3, loincloth, skull cup, small bag of bhang

If the TBH yogi had to defend himself physically, he would try to roll on or under his Strength. Successful roll means: inflict unarmed damage (1 point). If the opponent attacked him, the player would try to make a STR save, or (house rule) the DM would try to roll on or over the yogi’s Str, or simply roll higher than the yogi.





Macchiato Monsters

Macchiato Monsters takes inspiration from The Black Hack and Whitehack, as the name implies.

  • In MM, you first roll the stats: we have already done that.
  • Then, you invent a Trait (origins, factions, occupations, race): Yogi. Whenever the trait is relevant, roll with advantage.
  • Now, record your hit die; this always starts with a d6.
  • Now, pick two: add a d6 to a low stat, write down another trait, add another hit die, martial training (step up your hit dice), specialist training (a daily special ability), or magic training (come up with two freeform spells, essentially like Whitehack) –
  • First pick: specialist training (“Simulate Death”, as described in the ability list in the beginning of this blog post: The yogi is lowering his heart beat and body temperature, and appears not to breathe. This state can be maintained for d6 turns per level, once per day)
  • Second pick: magic training – the siddhis are: “Eternal Peace” and “Joyous Freedom”

The MM Yogi looks like this:

Mahadev, level 1 Yogi
Trait: Yogi, Str 7, Dex 10, Con 12, Int 14, Wis 12, Cha 7; HP 6, no armor, no weapons, Siddhis: “Eternal Peace” and Joyous Freedom”, loincloth, skull cup, small bag of bhang

If the yogi had to defend himself physically, he would try to roll on or under his Str. Successful roll means: roll damage (2d4, take lower). If the yogi rolled higher, that would mean the opponent hit him.



Into the Odd

Into the Odd is the enfant terrible in the OSR scene. No because it’s not behaving well (author Chris McDowall is one of the nicest guys I know online), but because it’s breaking traditions deliberately. As a result, ItO is not only very slim, but it plays lightning fast.

So let’s try to fit the original class into ItO.

First of all, stats: only three of them: Str, Dex und Cha.
HP: 1d6, further damage is subtracted from Str; If Str=0 then dead
There are no classes in ItO, but at the moment, more and more people are creating them, anyway (even Chris himself)
Spells are either spell items or skills. For the yogi, it has to be skills.

So, the ItO Yogi:

Reach Eternal Peaceful Liberation by unmasking not-reality as illusion. Do this by practicing non-violent (ahimsa) and introspective methods. If you reach Level 5 without harming anyone on purpose, you reach Moksha (liberation) and can rest, finally.

Choose something that disturbs your peacefulness.
  1. Cruelty against insects.

  2. Cruelty against animals.
  3. Cruelty against human beings.
  4. Injustice.
  5. Loud children.
  6. Busy marketplaces.


UPGRADES
Start with 1.
Take 1 when you:
  • lived an entire month in the world (“in the marketplace”), in ahimsa

  • stayed peaceful in the middle of raging violence

  1. Move Immovable Objects: You can persuade small doors and walls to move.
  2. Create gems: You can create gemstones out of thin air.
  3. No pain: You feel no pain. Critical injuries don’t exist for you. You keep moving and standing till you die with Str 0. 
  4. Come closer, Beloved One: You can move the sun closer to you or farther away from you.

The ItO Yogi looks like this:

Mahadev, level 1 Yogi
Yogi, Str 7, Dex 10, Cha 7; HP 6, no armor, no weapons, Siddhis: “Eternal Peace” and Joyous Freedom”, loincloth, skull cup, small bag of bhang

If the yogi had to defend himself physically, he would simply roll 1d4 for damage (no to-hit roll). The opponent would do the same.










New GLOG class: Whitehack Brave

A week ago, I presented my new GLOG class, the Whitehack Strong. Now’s the time for

The Whitehack Brave 

Starting Equipment: d6 weapon, leather armor
Starting Skill: A Man of Honor, Patience

The Brave can use all weapons.

A: Losing is winning, No!
B: Pack Mule, Helping a Friend
C: Resistance to Curses, All but invisible
D: Divine Grace, Good Enough

Courage trumps both lack of skills and prowess. Brave characters are underdogs and unlikely heroes. 


Losing is winning: Every time a Brave character fails at a roll (attack rolls excluded), he gains a Comeback die (1d6). Add a Comeback Die to any attribute, armor or to use it as damage die when rolling for something else. You can use more than one Comeback Die, but only the highest die counts. If a roll fails despite a Comeback Die, all Comback Dice used for that roll are lost and the roll does not generate a new Comeback Die.

No!: Once per session, the Brave can deny an enemy a successful attack, miracle or fear effect directed at him. 

Pack Mule: The Brave character disregards disadvantage on encumbrance tests.

Helping a friend: The Brave character chooses a party member at the beginning of the session. When he rolls to protect them, the Bravegains one free Comeback Die to his AID.

Resistance to curses: The character rolls with advantage against cursed objects.

All but invisible: At the start of a battle, enemies always choose to attack someone else first — if there is someone else to attack. This feature can be inverted if the player wishes.

Divine Grace: Once per session, the character‘s god will hear his prayer. GM decides in what way this prayer is heard.

Good enough: Any improvised weapon does 1d6 damage.

New GLOG class: Whitehack Strong

Headlopper, by Andrew McLean. One of the best comic books I’ve ever read.

Christian Mehrstam’s Whitehack has some very interesting character classes. They’re more like broad character catagories. One of them is called “The Strong”, and it covers every character who uses strength, power and physical might to get things done.

This is my attempt to GLOGify The Strong.



Class: The Strong

Starting Equipment: leather armor, sword, bow, 20 arrows
Starting Skill: Repair armor, or Patch wounds

You gain +1 Hit Point for each Strong template you possess.
Fighters can use all weapons.

A: Protect, Push, Monster Power
B: Cling, Battle Frenzy
C: Tactics, Encourage
D: Hit and Fire, Opportunity Attack

Protect: Forsake all other actions in a round, and you may protect an adjacent character by attracting all attacks on you. This last till your next turn. Enemy can save vs. this effect.

Push: After a successful attack, push an opponent backwards 10 feet (save negates) and move into their space.

Monster Power: You gain one single power (special attack, trick, substance extracted from their body, supernatural ability) from a killed enemy. You must deliver the killing blow. This power can be exchanged if you kill a new enemy. Use your Monster Power (Level) times per day.

Cling: You can cling onto huge monsters and even climb them (DEX check). When you cling to a monster and attack it, gain +4 to Attack and damage as long as you hang on.

Battle Frenzy: Spend one round of concentration and work up a battle frenzy (+2 Attack and damage, but -3 Defense). When the battle is over, save vs. frenzy or continue your attacks for another round. The one standing closest to you is your target.

Tactics: Bestow +2 Attack and +2 Defense on an ally, once per battle.

Encourage: Encourage all friends who stand close to you (15 feet radius), giving them +1 Defense and +1 Save. Invert this to put fear into your enemies’ hearts.

Hit and Fire: Forsake your move and make a one-handed melee attack AND a one-handed ranged attack in the same round.

Opportunity Attack: Instead of attacking, gain a +2 to Defense in a round. In exchange, you get +4 Attack and damage against one of the enemies you parried. Parry instead of attacking for two consecutive rounds, and you gain +6 Attack and damage. If you take damage in any parrying round, you lose these bonuses.

Transformer said: ‘Blitzkrieg Vampire Lord’

I fed the OD&D Magic-user titles to talktotransformer.com, and holy shit, look at this!
(I’ll keep updating this)
  • 14th-level Wound Slasher Theurgist
  • Enlightenment Chultan
  • Maelstrom
  • 19th-level Witch Viper King
  • Naga Warrior
  • Carnifex
  • Lachenar
  • Dark Magicist
  • Carnival Leader
  • Aurumancer
  • Chitin Sorcerer
  • Cerberus Lord
  • Celestial Assassin
  • Terrans of Akzidenzad
  • Gnuglurker
  • Terracord
  • Kabuto
  • Gurmagog
  • Blitzkrieg Vampire Lord
  • Koger Dragon Rider Theurgist
  • Necro-Khan
  • Doomknight
  • Mogu Wolf
  • Zogorith
  • Deadeye Paladin
  • Blink-Elf
  • Stabberwing Knight
  • Gutting Slit
  • Mokubra Lord
  • Drakshasa
  • Blizzard Spirit
  • Crimson Wurm
  • Bishop of Bones
  • Rattleclaw Mystic
  • Gargoyle Baron
  • Laughing God
  • Tuskarr Skaarf
  • Thragtusk
  • Gruul
  • Axe-Cat Summoner
  • Gorefiend
  • Cannoneer Wizard

Martian Robo Wizard or Spell Robot (GLOG class)


Yay! My first GLOG class!

Perks

You are a robot. This gives you the equivalent of plate armor.
Solar Panels: You don’t need any food, but you have to charge your solar batteries every two days. If you don’t, starting with the third day, all your rolls are at -3, at the forth at -4, and so on. Go one week without recharging, and you’re completely out of order.

Drawback 

You are slow. You always act last in a round. Like, always.
Heavy: You weigh as much as three average men.

Cantrips

1. Fix Machines: You can fix broken machinery (as long as it’s a technology you know) in about half the time a human or dwarven engineer would need.
2. Wi-Fi: You can communicate mentally with other Martian Robo Wizards within 10 miles.

Spells

You are a robot and start without any spells. Because you lack creativity, you have to observe other wizards doing magick. To learn your first two spells, make an INT save to calculate the appropriate sorcerous algorithms – then, roll 1d6 twice on the spell table of the wizard you just observed, and get the 2 spells listed.

At level 2, observe a wizard again, then roll 1d8 and get the 1 spell listed in his table.

At level 3, do the same, but roll 1d10 and get the 1 spell listed.

At level 4, choose up to 6 spells from the observed wizard’s list.

Mishaps 

  1. Spell dice only return on a 1-2 for 24 hours. 
  2. Your solar batteries deplete suddenly. Can’t move for 1d6 rounds. 
  3. Take 1d6 damage from overheating. 
  4. Memory bank error: For 1d6 hours, make an INT save before casting a spell. Failed roll = determine a spell randomly, that’s the one you cast instead. 
  5. When you lose a spell die, you also lose 1 hp. This can’t kil you, though. 
  6. Voice unit gets scrambled; everything you say is extremely loud and broadcast with a booming voice; after 1d10 hours, make STR save to stop it, or fix that problem mechanically. 

Dooms

  1. The behavior of beings that were born instead of created has always puzzled you. Now, it’s outright terrifying and illogical. Make CHA save to get a hint of what their behavior might mean. Failed save = you do the opposite of what the group has planned or of what you are told to do. 
  2. The surface of your body becomes electrically conducting. 1D4 damage to everyone who comes in contact with it. 
  3. Everyone you touch is turned into a mechanical version of themselves (if they have lower HD or max HP than you). You can avoid this doom by erasing the memory banks that hold your spells.