Today I’m presenting a prototype of what I’m
calling Petty-classes, for use in OSR-style games. They’re called petty
for several reasons: for one thing, they carry no ability requisites, so
anybody can take them up, no matter how severely disadvantaged. Secondly, they
only advance to 6th level. Thirdly, they are low-powered: a 6th
level Pilgrim will, in all probability, be defeated fairly smartly by a class
of an equivalent level. Petty-classes’ combat values are worse, and their
saving throws poor. Any interesting abilities they may have barely compensate
for their lack in these key areas. Level advancement comes quicker than for
standard classes, but brings no great gains.
So why bother? Well, these classes can be
used to create NPCs that are a little more interesting than standardised ones,
able to throw a curve ball here and there, thus challenging – or aiding – adventurers
in new ways. I’m aware some folk object to the idea of NPC classes: this is
merely one use for the concept (although personally I prefer having a
range of options beyond adventuring class-NPCs and 0-level schmucks).
Another possibility is that these may be
used as bridging classes for the player with atrocious die rolls. The
idea here is that progressing in a Petty-class to its maximum level can be
regarded as the functional equivalent of rolling the qualifying abilities for a
standard class. Note that this won’t grant actual ability increases: a
Pilgrim who becomes a Fighter will, due to their substandard rolls, be a pretty
awful Fighter, although they will retain all the features of their Pilgrim
class. The mechanism here is that of dual-classing, with all the usual caveats
and conditions except the need for high ability scores. However,
only the four ‘core’ classes (Cleric, Fighter, Magic-User, Thief) are available
as destinations for the Petty-class character. Although it might be narratively
plausible for a Watchman character to become a Paladin or a Shepherd become a
Druid, they will simply never be adequate enough to gain entrée into those
classes.
An exception here is if, for narrative
reasons, or a challenge, a player who has rolled abilities sufficiently high to
qualify for such a class opts to pursue a lowly career before the full range of
their talents bloom. This is, of course, another possibility for the GM and
players: it might prove piquant or interesting to begin play with characters of
outward ordinariness that may, if they survive their early travails, become
formidable indeed. A despised Beggar may rise to Paladinhood, a simple Farmer
might find within themselves great reservoirs of magical might, or a lowly
Scribe discover a knack for mayhem and murder, and ply a career as an Assassin.
This approach ties in with the ‘hero’s journey from obscurity to power’ trope
in fantasy literature, as well as those many, many tales in which ordinary folk
are thrown into the midst of
cosmos-wracking events far beyond their ken. Could be fun, if one’s
character lives that long! As an aside the normal rules for Human-only
dual-classing would need to be overlooked in this case. Otherwise Halfling
Gardeners or Gentry can never rise to world-shaking heights...
I might add to this last that some
interesting, possibly unforeseeable synergies may arise from combining
the standard classes and Petty-classes. An Administrator-Cleric might find
their combination of skills perfect for rising through the ecclesiastical ranks
and delving into political intrigue. New options become possible in the form of
unique capabilities for those who combine a Petty-class with a standard class,
limited only by the parameters of your game and your own imaginations...but
beware power creep (I’ll be looking into this myself as I introduce the various
Petty-classes. If you’re a regular reader, you may note that I’m tying this
material in with the stuff I’ve been doing re skills, no doubt to the
consternation of any purists out there).
One last possibility is the notion of adding
the Petty-class characteristics to humanoid and demi-human foes. Obviously,
unless your campaign allows it, Bugbear Scribes will be rare, but Ogre Shepherds
or Puck Sculptors are eminently possible in most settings.
ANYhoo, here is the Administrator, the first
of – probably – many Petty-classes. It is formatted for OSRIC, but
should be easily adaptable for games like Labyrinth Lord, For Gold
& Glory and Dark Dungeons. I hope you enjoy them, and, as ever,
feel free to comment!
ADMINISTRATOR
Administrators are a rare breed among
adventurers – partly due to the fact that they are often securely bound to a
particular posting and partly due to the fact that the life they have thus far
led does not lend itself to an adventuring career. However, there are a number
of plausible reasons why an Administrator might take to the road. Perhaps they
have been tempted into graft and are fleeing before they are collared for their
crimes, or perhaps they are tired of being a mere functionary, reviled merely
for doing their job and are seeking to alleviate their boredom. Sometimes, too,
there are Administrators who know too much...
Administrators are seldom trained
combatants, and they might appear to have few useful skills. This is not the full
picture, however: Administrators gain a number of free skills that other
classes must purchase, and they often have contacts (legitimate or otherwise)
and know a useful secret or two.
Attack Value: Illusionist
Saving Throws: Levels 1-5: 20 (all, except Spells: 19). Level 6: 19 (all, except Spells: 18)
Hit
Dice: d4
Armour/Shield Permitted: leather
only/no shields
Weapons Permitted: dagger,
dart, light mace, oil, short sword, staff
Weapon Proficiencies: 1 +
1 per 4 levels
Non-Proficiency Penalty:
-4
Base
Skills: Numeracy 2, Law Speak 2, Read/Write 2,
Common Knowledge 1, Local Knowledge 1
Free
Elective Skills (choose 2 skills amongst which you
may distribute 3 Competency Levels): Blather,
Etiquette, Evaluate, Heraldry, Lip Reading, History, Bluff, Wit, Compose, Folk
Lore and Public Speaking.
Administrator Level Advancement
|
|||||||
Base Experience
|
Hit Dice
|
||||||
Level
|
Points Required
|
(d4)
|
Abilities
|
||||
1
|
0
|
1
|
Diligence
|
||||
2
|
500
|
+2 hp
|
|||||
3
|
1250
|
+2 hp
|
Fudge
|
||||
4
|
2250
|
+1 hp
|
Canny Observer
|
||||
5
|
3500
|
+1 hp
|
|||||
6
|
5000
|
+1 hp
|
Paper Tiger
|
Diligence: Administrators are always on the lookout for
errors and inconsistencies. Once per day an Administrator may reroll any
Numeracy, Law Speak or Read/Write check, although they must take the second
roll, even if it is a worse result. Every time they advance a level, an
Administrator may add another skill to which they may apply their Diligence ability with the limitation
that the selected skill must appear
on their list of Base or Free Elective skills.
Fudge: Administrators are capable of writing in such
a way as to obscure their motives and misrepresent the truth, all the while
maintaining the appearance of bureaucratic objectivity. Upon making a
successful Writing check an Administrator may produce documents that will
deceive all readers of a level lower than theirs, unless they succeed on an
Insight roll (with the Administrator’s level as penalty to the roll). Those of
equal or higher level are not fooled by the Administrator’s efforts. Note that Fudge confers no ability to falsify
documents, seals or signatures.
Canny Observer: With longevity in the civil service,
comes a watchful eye and suspicious ear: all attempts to use Blather, Bluff,
Gossip, Persuade or Wit to manipulate an Administrator of 4th level
or higher cannot be made unless the Administrator fails a Saving Throw vs.
Spells (using their Intelligence bonus as a modifier). If the Save is failed,
the skill roll proceeds as normal.
Paper Tiger: Administrators of the highest level have
developed the knack of using the Intimidate or Blather skill on paper. Assuming
a successful roll in either of those skills is made (the GM may also call for a
Writing or Compose check at their option), the reader must, upon perusing the
document, make a Saving Throw vs. Spells or be afflicted in the following
manner:
Intimidate: the reader is treated as if subjected to a command spell-like effect, but the
implicit ‘command’ contained in the document may be a sentence with a maximum
length of six words (for example: “Cease your pursuit of the fugitives”, “You
will approve the false documents” and so on). The effect lasts one hour, but
does not preclude the reader taking other actions as well. They may indeed ‘approve
the false documents’, but might summon the town guard to find and capture the
letter-writer! Note that commands such as “put out your eyes” or “throw
yourself off the city walls” will have no effect (whereas “kill your father”, will have an effect, but, if the reader’s
father is not yet dead when the injunction’s effect wears off, and they will –
most likely – cease their attempts to murder him.
Blather: the reader becomes disoriented and confused
as they try to decipher the mad, cryptic (yet compelling) flood of verbiage in
the document. They will concentrate on trying to interpret the document for up
to six hours to the exclusion of all other things – unless it is a matter of
self-preservation – before giving up in disgust. Having failed the first Saving
Throw, the reader is allowed a new Saving Throw every hour, but, even if they
succeed in this roll they will be at -2 for all saving throws, skill rolls and attack
rolls for the remainder of the six hour period, due to their continuing
distraction.
Note that
the ‘reader’ mentioned above will generally be the intended target for the
purposes of this ability: the Administrator is crafting a particular
communication and are using all the knowledge of the target they possess –
fused together with educated guesses and intuitive assumptions. If the document
is read by someone else, there is a base 1% chance they will be affected as if
they were the intended target. This may be modified by the GM dependent upon
other factors (for example, Tractatus the Administrator drafts a blathering
letter to the Bishop of Brukhos, hoping to keep him distracted during a key episcopal
vote, but the letter is sent to Cardinal Bothwell instead. The GM rules that
their comparative similarity yields a 10% chance of affecting Bothwell).
In
addition, a document so crafted never loses its ‘power’ with time. It can only
affect a particular individual once, but remains an intimidating or bewildering
piece of writing, slightly capable of affecting any reader.
For info on skills, look here.
For info on skills, look here.
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