A Fantasy Cosmology, Part III: The Afterlife

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Part I covers the overall plan of the Cosmos, and the Supernal Spheres.

Part II covers the Sublunary Worlds.

Mind, Body, Soul, and Life

Human beings consist of four parts: Body, Mind, Soul, and Life. The Body is Material in nature, while the Mind, Soul, and Life are Spiritual.

The Body is the physical part of a being. Bodies can exist in three states: Corporeal (solid, or manifest), Ethereal (existing wholly on the Ethereal Plane) and Incorporeal (partially solid, and partially Ethereal). Ghosts, for example, have Incorporeal bodies. The Body is the connection to the Ethereal Plane and Material Worlds. Thus, a being needs a Body of some kind to enter and interact with material and Ethereal objects. A Body without a Mind has no individual will. A Body without a Soul functions normally, but the creature will lack any conscience, or connection with the divine. Bodies that lack Life are dead, and will decompose unless prevented by the power of a Mind or Soul.

Mind is the consciousness that plans, remembers, and imagines. The Mind connects a being to the Astral Plane, and mindless beings are unable to enter there. Creatures without a proper Mind can still have a limited kind of intelligence, but are not truly sentient. Some sages claim that extreme madness is the result of the Mind being lost elsewhere, while the Soul, Life, and Body remain behind. The Mind has individuality, but by itself it is not alive, and is not connected to the Spiritual Worlds other than the Astral Plane and Limbo.

The Soul is the connection to the Spiritual Worlds other than the Astral Plane, such as Heaven and Hell. Creatures without Souls are unable to reside in the Spiritual Worlds, although they can enter the Astral Plane, Ethereal Plane, and Material Worlds. The Soul is individual, but not truly sentient without the Mind.

Generally, a being’s Alignment reflects the inclinations of the Soul. Beings without Souls are usually therefore of Neutral Alignment, and essentially uninterested in spiritual affairs. Some soulless beings are capable of adhering to an Alignment as a purely intellectual orientation. The Elf-men are a common example, often holding “Good” as a more beautiful way of seeing the world. They remain unable to feel guilt, remorse, or shame, however, even when they transgress grossly against the Alignment they embrace as their own. Sometimes, a creature’s Soul may be of one Alignment, while their Mind may have a wholly different persona. Such beings experience constant mental anguish from their conflicting desires. The origin of the Soul, whether it preexists or not, and who or what creates it, is a great mystery. Thus, it is also a source of endless philosophical debate and religious strife.

The Life is the force that normally animates Bodies, and allows them to participate in living processes. It connects the other constituent parts of man to each other, and prevents the Body from collapsing into its separate elements. The Life is not self-aware, and has no individuality without the Mind and Soul. It is speculated by some that the Life is actually a portion of the Empyrean, and upon leaving the Body, the spark of Life returns there to be re-absorbed.

Under normal circumstances, living creatures have the four parts of their being bound closely together . Various catastrophes and magical practices can, however, separate the parts from each other. The loss of Life through Death usually results in the Mind and Soul leaving the Body. Astral Projection consists of the Mind separating itself from the other parts (although if it wishes to enter the Spiritual Worlds it must bring the Soul along with it). When a Devil purchases a Soul, often it is taken on the spot and imprisoned in Hell, leaving the Mind, Body and Life behind on Earth. Certain abominations can feed on the Life , sapping the vitality from still living creatures.

Certain creatures lack one or more of the aforementioned parts. Fairy Folk and Elf-men, for example, lack Souls. Most animals lack Souls, with the notable exception of dogs (who possess Souls, but not true Minds). Certain exceptional horses likewise possess Souls. A Golem has a Body and a Life, but no Mind or Soul. When the Mind, Soul, or both remain bound to a Body from which the Life has departed, the result is an Undead creature.

Existence After Death

Usually, upon the death of the Body, the Mind and Soul travel to an appropriate Spiritual World and reside there in perpetuity. Generally, the Mind will follow the inclination of the Soul, to bliss in Heaven, perfection in the Planetary Spheres, damnation in Hell, or madness in the Outer Darkness. For some, however, the afterlife is different.

Often, the Mind feels it has unfinished business in a Material World. Other times, a Soul may be sent back to a Material World, if a spiritual power feels the Soul is needed there. In such cases, the Mind or Soul (or both) may re-incarnate in a new Body. If the Mind has re-incarnated, the new person will always retain some memories of their past life. If the Soul alone has re-incarnated, however, there may be no definite memories from the previous life. The new person’s Alignment will be identical to the that of the Soul, however, and the person’s destiny will follow a similar pattern to that of the Soul’s previous incarnation.

Sometimes Souls do not make the journey away from the Material World at all. In the best case, this is because they go to dwell as Honored Ancestors with the Fairy Folk in the Otherworld. If a Soul becomes stuck in the Underworld, however, it will will become one of the Hungry Dead. When a Soul is trapped in Shadowland, it will form a new body of darkness, becoming one of the Shadow People. Souls that never leave the Mundane World haunt the living as the Restless Dead.

Beings that do not posses Souls from birth automatically re-incarnate after death. Fairy Folk retain all the memories of all of their past incarnations, even as infants. Elf-men retain some memories of their previous lives, but do not enjoy the uninterrupted consciousness of full-blooded Fairy Folk.

Under certain rare circumstances, a being can be completely shattered into its constituent parts. Such a catastrophe can happen after the death of person who has had their Soul eaten, or imprisoned by a spiritual power. Certain horrific spells can permanently separate the Soul, Mind, and Life from the Body, and each other. Sometimes, the Mind of a person will come to embrace a philosophy opposed to the Alignment of their Soul, as often happens with Cambions, and other hybrid people sired by spiritual beings. In such cases, the Soul (if it is still able) is said to travel to the Sphere of its Alignment (or perhaps re-incarnate), while the Mind (if it still exists) will come to inhabit the Astral Plane as a disembodied intelligence. It is said that some philosophers deliberately choose such a fate, since they regard the Soul as an illusion (or a non-conscious part of the Mind), and the apparent Spiritual Worlds (and the beings that inhabit them) as ultimately unreal constructions of the Mind.

During demonic possession, possession through magic, or divine incarnation, the Soul and Mind are temporarily displaced to Limbo, but not permanently severed from the Life and Body. Living creatures that have Minds, but never had Souls, cannot be spiritually possessed by demons, gods, or other such entities. Such immunity may be because because the peculiar Life force of such soulless beings does not allow for the presence of an invading Soul. Forms of domination that are purely mental, however, can affect soulless beings.

Travel Through the Spheres

There exist in the Cosmos numerous Portals that grant direct access between two Worlds, without the need to traverse the intervening Spheres, or enter the Astral or Ethereal planes. Most Souls who travel to Spiritual Worlds after death do so through Portals that becomes visible to them after the Life leaves their former bodies.

  • Portals to Heaven usually appear as tunnels of light, ladders, staircases, or long roads.
  • Portals to Hell usually take the form of gigantic heads with open mouths, inside of which figures will be seen indulging in various vices.
  • Portals to the Planetary Spheres and Firmament of Stars usually appear as rays of colored light.
  • Portals to the Outer Darkness or Chaos often look like closed doorways or gates.
  • Portals to Purgatory and Limbo often appear as dark caverns.

Spells also exist that can create magical Gates between worlds, and such Gates can also be created by the will of certain spiritual beings.

Conduits are apparent objects or geographical features that link several Worlds. Some philosophers argue that the apparent forms of the Conduits (and Portals) are poetic illusions constructed by Minds unable to comprehend the true shape of the Cosmos. Others believe that the Conduits are exactly the things they appear to be.

  • The legendary Tower of Perplexity is said to be found in a distant and forgotten part of the Earth. It appears to be an enormous structure of archaic architecture, so tall that its upper stories disappear into the sky. The inside is a bizarre labyrinth of hallways, chambers, and staircases. By traveling upwards within the Tower, visitors can move through, and enter, the Zones of Air, Water and Fire. The unfinished top of the tower opens onto the Luminous Ether. If visitors travel downwards from the entrance of the Tower into its foundations, they will move through the Underworld and into Purgatory. Many theologians speculate that the Tower of Perplexity was built by the original race of humanity, perhaps under the direction of ancient Nephilim. The forces of Heaven supposedly drove the builders insane and unable to communicate with each other, to prevent the possibility of the wicked trying to storm Paradise. The Tower of Perplexity is said to be infested with various monsters from the places it touches, strange races that have sought refuge within it, and the the ghosts of its original builders.
  • The Omphalos is the literal center of the Earth. It is a stone or monument that exists simultaneously in every End of the Earth, and from it travelers can enter the Mundane World, the Underworld, The Torrid Zone, the Antipodes, Shadowland, the Pillars of the Earth, or the isles of the Otherworld.
  • The River of the Dead is said to start in the Mundane World, and run through the Underworld, Shadowland, Purgatory, Limbo, and the Pit of Envy. A ferryman (or a group of ferrymen) is rumored to haunt the River, taking passengers in return for suitable compensation.
  • The Ouroboros appears in the form of a enormous serpent biting its own tail. It is supposed to encircle the Firmament of Stars, separating it from the Seven Heavens. The coils and bends of the Ouroboros are also said to run through all the Planetary Spheres. Some claim that the is is the movement of the Ouroboros that sets the Firmament and Planetary Spheres in motion.
  • The vast World Tree is said to have roots in all the Sublunary Worlds, and branches in all the Supernal Spheres. It is also said to be infested with fearsome monsters.
  • The Cosmic Man is also said to touch every World, with his feet in Hell, and his head in Heaven. The souls of his feet supposedly rest upon Chaos, while the crown of his head touches the Empyrean. Some claim that the Cosmic Man is the comprehensible form of the rumored Ultimate God. Others who claim to have traveled the Spheres insist they have never encountered the Cosmic Man (or any of the other supposed conduits).

A Fantasy Cosmology, Part II

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Part I covers the overall plan of the Cosmos, and the Supernal Spheres.

Part III covers the Afterlife.

 

The Sublunary Worlds

All the spheres above (and including) the First Planetary (or Lunar) Sphere are referred to as the Supernal Spheres. All the spheres below the Lunar Sphere are referred to as the Sublunary Worlds.

Below (or enclosed by) the Planetary Spheres is the Luminous Ether, an expanse of the Ethereal Plane that glows with light. Transport within the Luminous Ether is especially rapid, and travelers there report sighting of strange ships piloted by an unknown race.

Enclosed by the Luminous Ether is the Zone of Flame, or Celestial Fire. It is inhabited by the Fire Elementals, as well as the Daimons known as the Synoches.

Enclosed by the Celestial Fire is the Zone of Water, or The Waters Above. The Water Elementals dwell there, along with the Daimons called the Teletarches.

Below (and within) the Waters Above, is the Zone of Air, or Dome of the Sky. The Dome of the Sky is said to support the Waters Above. The Dome is primarily inhabited by the Air Elementals, but the Iunges Daimons also dwell therein.

Under (and within) the Dome of the Sky is The Earth, and the Mundane World.

The Ends of the Earth

The Mundane World is the sunlit realm of common human experience. Besides the Mundane World, the Earth encompasses six other Ends, or Dimensions. Each Dimension is just as real and material as the Mundane World, and is directly adjacent to it. Reaching the other Ends of the Earth is not just a matter of traveling in the right direction, but also of moving in the proper manner. To reach the Underworld from the Mundane World, one does not simply need to dig a deep enough hole; it must be the correct hole, dug in the correct place, at the correct time, and in the correct way.

The Underworld, or Chthon, lies below the surface of the Mundane World. The Underworld is inhabited by abominations of every kind. Demons and Devils often wander there. Mortal souls who become trapped in the Underworld become the Hungry Dead, maintaining a tortured existence by feeding upon the living.

The Antipodes is said to exist on the other side of the the Mundane World. The strange Antipodeans who inhabit it are said to live their lives perpetually upside-down and backwards.

The Torrid Zone lies between the Mundane World and the Antipodes. It is said to be filled with volcanoes, and geysers, and to constantly swelter under a cloudless sky. While the Torrid Zone is supposedly too hot for most mundane creatures to bear, dragons and other heat-loving monsters are also said to infest it.

Shadowland is reached through the shadows and dark corners of the Mundane World. It is a gloomy place of illusion, shifting shade, and perpetual twilight, inhabited by the insubstantial Shadow People.

The Pillars of the Earth surround the Mundane World. They take the form of four vast mountains that are said to be so high they touch (and support) the Dome of the Sky. The Pillars of the Earth are inhabited by the Earth Elementals, the Kalodaimons, and various creatures made of living stone, metal, and crystal. Some who claim to have visited the Pillars of the Earth claim to have also seen the bones and ruined cities of a race of giants hundreds of feet tall.

The Otherworld of the Fairy Folk is said to lie in every direction beyond all other Ends of the Earth. It is also known by names such as Fairyland and Paristan. The Honored Ancestors dwell in the Otherworld, along with those mortals that the Fairy Folk have either invited or abducted. Although they hold the Otherworld as their exclusive domain, the Fairy Folk can actually be found throughout the Sublunary Material Worlds above the Infernal Realms.

The Infernal Realms

Below and within the Earth is Purgatory, which is both a Spiritual and Material World, and therefore accessible through either the Astral and Ethereal planes. Purgatory is a place of spiritual testing and purification. Parts of Purgatory range from dark caverns infested with symbolic monsters, to crucibles where souls are re-made into purer versions of themselves. Although it superficially resembles the Pits of Hell, Purgatory is not a place of perpetual torment. Purgatory has no permanent inhabitants, although creatures from across the Cosmos visit or wander into it. Angels and Archons both use the tests of Purgatory to purify wavering souls. In a rare example of cooperation between the various spiritual powers, Devils will participate in the trials of Purgatory, eager for the chance to torment souls they would not be ordinarily able to. Strangely for a Spiritual World, time in Purgatory passes at exactly the same rate as in the Mundane World.

Below Purgatory is Limbo, the borderland to the Pits of Hell. Although Limbo is actually a region of the Astral Plane, no stars shine in it. It is the dwelling place of all those denied a place anywhere else in the Cosmos. Dead souls, murdered gods, fragments of forgotten dreams, and those awaiting final judgment from various spiritual powers, all reside in Limbo. Since Limbo is merely a place of endless waiting, and not a punishment of any kind, parts of it can be quite pleasant. Visitors to Limbo sometimes find lovely gardens and vast archaic palaces floating in the darkness, inhabited by the devotees of long vanquished faiths. Time barely exists in Limbo, and even the smallest actions there can occupy ages relative to other Worlds. Although it resembles the Outer Darkness in some ways, it is not part of it. For example, Demons seldom visit Limbo. Limbo is also known as Sheol, or poetically, The Grave.

The Pits of Hell are the prisons of the Devils and the Damned Souls, and the source of all Evil. The Seven Pits are arranged from the outermost First Pit (of Envy) to the lowest, innermost Seventh Pit (of Pride). At the lowest nadir of existence is the Lake of Fire, and there in the center of all the Worlds, the most arrogant of the Devils are imprisoned by every Sphere of the Cosmos.

The Outer Darkness itself is sometime classed as an Infernal Realm, although most sages place it outside the ordered Cosmos altogether.

A Fantasy Cosmology, Part I

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The following is an attempt at a coherent cosmology that is closer to the actual assumptions of pre-modern times. It harmonizes various biblical, classical, hermetic, and medieval christian ideas, with some bits of more modern folklore and legend. As always, it s not a serious work of scholarship or theology. My intent to present something with somewhat more genuine mythical resonance than most other fantasy cosmologies. I’ve also tried to keep some unsolved mysteries in place, rather than give simple explanations for everything.

Part I covers the overall plan of the Cosmos, and the Supernal Spheres.

Part II covers the Sublunary Worlds.

Part III covers the Afterlife.

The Cosmos, Chaos and Empyrean

The term Cosmos (or Creation) indicates the ordered Universe of manifested existence. The Cosmos is comprised of two substances: Spirit and Matter. Spirit in its primal form is Thought, while the primal form of Matter is Ether, (or the Quintessence). The general shape of the Cosmos is a series of nested Spheres, also called Worlds, or Zones. Outside and beyond the whole system of the Cosmos are the infinite realms of the Empyrean, and Chaos. The Cosmos itself floats like a bubble within them.

The Empyrean is a boundless realm of pure flame and limitless light. Certain religious philosophers who call themselves the “Knowing Ones” claim that the Empyrean is the home of the Ultimate God, and is inhabited by indescribably transcendent beings called “Aeons”. Most other sages deny the existence of such “Aeons”, or claim that the term properly refers to the Angels that inhabit the Seven Heavens that proceed from the Empyrean.

The primal Chaos is inhabited by Demons that seek to destroy the Cosmos. Also known as the Outer Darkness, the Cosmic Gulfs, the Abyss, and the Wastes of Chaos, it is the destination for the Lost Souls of the mad. Chief among the Demons are the abominations known as the Dweller on the Threshold, and the Mother of Monsters. It is often speculated that the Cosmos was formed out of the wild wastes of Chaos by the will of a Divinity. Others claim that Chaos and the Demons are actually the shattered remains of a previous, but failed Creation.

There is no border between the Empyrean and Chaos. Both appear to simultaneously surround the Cosmos, in a manner that is not comprehensible by mortal minds.

The Astral and Ethereal Planes

Two Planes bind together the worlds of the Cosmos.

The plane of pure Thought is called the Astral Plane. The Astral Plane links and binds together the Worlds of Spirit. It can also be accessed from any place where a sentient being exists. Alternate names for the Astral Plane include the Starry Plane, the Psychic World, Outer Space, and the Mindscape. Because the Souls and Minds of sleeping mortals sometimes roam there, the Astral Plane is sometimes known as Dreamland. The Astral Plane appears to be a black void, with distant stars floating in every direction. Some say that the perpetual night of the Astral Plane reflects the Outer Darkness, while the stars are bits of the Empyrean. Humans (or any sentient beings) who possess the proper talent or magic can enter the Astral Plane and travel through the Spiritual Worlds. In addition to linking the major Spiritual Worlds, the Astral Plane contains many small, disconnected realms known as Dream Worlds, formed from the dreams and desires of mortal souls.

The Ethereal Plane, also called the Quintessential World, is the plane where matter exists in its original state, before it condenses into the grosser elements of fire, water, air, and earth. From within, the Ethereal Plane appears to be an endless and colorless expanse, in which manifested material objects are visible as translucent images superimposed upon each other. The Material Worlds manifest from the Ethereal Plane, and are bound together by it. All apparent voids in the Material Worlds are actually filled with Ether. It is possible to travel from any Material World to another (or within them) by dissolving one’s body back into Ether, traversing the Ethereal Plane, and re-manifesting as matter in the desired place. The Restless Dead often wander in the Ethereal plane, sometimes partially manifesting in order to interact with the living.

The Supernal Spheres

The outermost (or uppermost) seven spheres of the Cosmos are the Seven Heavens. They can be reached through the Astral Plane, but not the Ethereal. The Highest Heaven is the Seventh, and the lowest is the First. The Seven Heavens are the home of the Angels, and the source of all Goodness. The righteous among mortals find their way to the Heavens after death, to dwell as the Blessed Souls. Reigning over the Angels and the Blessed are the Lord of Hosts, and the Queen of the Angels. Many claim that the Lord of Hosts is actually the Ultimate God, and the Heavens are in fact part of the Empyrean.

Below (or enclosed by) the Seven Heavens is the Firmament of Stars, accessible from both the Astral and Ethereal Planes. It appears to be a black space shot through with faint wisps of colorful clouds. The Firmament is filled with the domains of various spiritual powers, as well as self-luminous beings that are visible from Earth as stars in the night sky. The Firmament rotates in a regular motion. The beings that inhabit the Firmament of Stars are those that are often worshiped as gods by beings in the Mundane World. The Demiurge and Dame Fortune, who rule the Cosmic Archons, are supposed to reside in the Firmament of Stars.

Enclosed by the Firmament of Stars are the Seven Planetary Spheres. The Planetary Spheres are arranged from the outermost, or Seventh Sphere, to the innermost, or First. Each Sphere consists of a Material World (or Planet) visible from the Earth and reachable through the Ethereal Plane, as well as a Spiritual World that can be accessed through the Astral Plane. The Planetary Spheres are inhabited by the forces of cosmic Law known as the Archons, who decide and enforce destinies for mundane creatures. The souls of the Justified Dead dwell spiritually in the Planetary Spheres. Astrologers watch the motions of the Planets and Firmament of Stars to uncover the Archons’ plans for the Mundane World.

“Book of the Restless Dead” Now Available For Free Download

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Book of the Restless Dead” collects 12 undead monsters adapted from folklore, legends, and art, and presented for use with the Castles & Crusades rpg. All were originally posted either on this blog, or on the Troll Lord Games Forums. Now they’re gathered together in a single frightful work!

Contents include:

Amorous Revenant

A corpse returned to pursue love amongst the living. Inspired primarily by the classical story of Philinnion.

Bloody Visage

A murderous spirit trapped in a mirror. Inspired by the American legend and child’s game of “Bloody Mary”.

Crawling Hand

A severed hand possessed by an evil spirit. A recurring motif in horror literature and movies.

Deluded Revenant

A walking corpse that refuses to believe it is dead. Inspired by Gullah folklore.

Phantom Traveler

A strange traveling companion who often utters secrets, and always disappears suddenly. Inspired by the plentiful legends of phantom hitchhikers.

Reclaiming Revenant

A restless corpse arisen to retrieve its property. Inspired by classic “jump” stories such as “The Golden Arm”.

Redemptive Spirit

An apparition who seeks to bring people back to the path of Good. Inspired by a certain well-loved tale of Christmas, itself part of an old English tradition of Yuletide ghost stories.

Screaming Skull

A haunted and malevolent skull. Inspired by English legends of screaming skulls attached to old manors.

Woman in White (Crying Woman)

A tragic phantom tied to waterways. Inspired primarily by the Mexican legend of La Llorona, as well as the numerous female ghosts that haunts ponds, lakes, and rivers worldwide.

Zombi Servant

A reanimated corpse employed as a slave. Inspired by the folklore of Haiti and New Orleans.

Zombie, Cerebrovore

A walking corpse who devours the brains of the living. Inspired by the zombie lore of modern pop-culture.

Zoomorphic Revenant

The restless spirit of a dead person, returned in animal form. Inspired by numerous old stories from both Celtic Europe and America.

Available  in the Downloads section of this blog.

New Class: The Mad Scientist

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Introducing the Mad Scientist, a class for all those who want to wield items of strange science, and control horrible monsters. The class is slanted towards replicating Mad Scientists in the Gothic mold, such as Victor Frankenstein, or Doctor Henry Jekyll. It could definitely be used to add a touch of science-fiction to a fantasy Campaign, however. Naturally, the class makes a great NPC villain. Muwahahaha!

MAD SCIENTIST
A creator of mad inventions, and commander of monstrous servants.

The Mad Scientist is a master of nature’s dark corners, a transgressor of boundaries, and a relentless pursuer of his own bizarre truth. Heedless of the consequences feared by the timid, he boldly investigates the fabric of reality itself. With such knowledge he creates inventions unknown to the common folk. He even claims as his servants the abominations that haunt the nightmares of ordinary men. He is unconcerned that other think him mad and dangerous. He considers the scorn of the common man as proof of his own greatness.

The science employed by Mad Science is highly idiosyncratic. Others who try to study the Mad Scientist’s notes and journals will often find them incomprehensible. Each Mad Scientist is convinced that he has uncovered great unknown truths. Mad Scientists go beyond simply studying nature – they twist the laws of nature until they break

Mad Scientists are known for the Mad Inventions they create, and the Monstrous Servants they command. Sometimes, his servants are deformed people, and wild beasts he has bent to his will. Often, such servants are actually hybrid abominations created in the laboratory. In fact, it is the creation of new life forms that often brings the greatest anger down upon the head of the Mad Scientist. He will often find himself the target of vicious persecution for daring to “play god”.

Mad Scientists and Magicians have much in common, although each considers the world-view of the other to be fundamentally flawed. Clerics and Paladins, on the other hand, are usually quite hostile to Mad Scientists (and even to science of the ordinary sort). Grave Robbers are often in the employ of Mad Scientists, willingly or not. Demon Hunters frequently target Mad Scientists and their Monstrous Servants.

Humans and Gnomes form the bulk of Mad Scientists. Elves consider the path to be abominable, while Dwarves do not understand or appreciate the Mad Scientist’s unconventional views. Halflings are likely to be among the peasants storming a Mad Scientist’s liar to punish him for his unnatural misdeeds! Among the semi-human Freak races, Nephilim are particularly likely to become Mad Scientists, as the idea of transcending natural limits resonates well with them. Worst of all are Vampyre Mad Scientists, who often specialize in the revivification of corpses.

Mad Scientists can be of any Alignment, although they are seldom very religious. Although evil Mad Scientists are the subject of numerous tales, most are actually Neutral in moral outlook, neither Good nor Evil. Of course, the utterly mad tend to blur the usual boundaries of Alignments.

ABILITIES

SCIENTIFIC KNOWLEDGE (Intelligence): Although they are insane, Mad Scientists still possess vast knowledge in many fields, including Mathematics, Medicine, Biology, Astronomy, Geology, Optics, Metallurgy, and Physics.

  • Whenever the mad Scientist encounters a problem where Scientific Knowledge might be of use, he can make an Intelligence check to remember some useful bit of information.
  • Likewise, the Mad Scientist can attempt to solve complex mathematics problems with an Intelligence Check.
  • A Mad Scientist can also use his Scientific Knowledge to properly identify natural substances and materials.
  • The CK should keep in mind the general technological development of his Campaign World when adjudicating the limits of the Mad Scientist’s Scientific Knowledge. For example, a Mad Scientist in a medieval setting might “know” that disease is caused by an imbalance of the four natural “humors” in the body, and that it needs to be cured with bloodletting!
  • The Mad Scientist’s Scholarly Knowledge extends only to the natural world. Unlike a Demon Hunter, he has no special knowledge of supernatural creatures or substances.

MAD INVENTIONS: A Mad Invention is an item of strange science, similar in many respects to the enchanted items created by Magicians. Every Level, a Mad Scientist chooses to gain either a new Mad Invention, or a new Monstrous Servant, but not both.

  • A Mad Invention replicates the powers of a magical item, but may have a different form. For example, the Mad Scientist may invent a spyglass with the powers of a Gem of Seeing.
  • A Mad Invention only function for the users specified by the Mad Scientist. Nobody else will ever be able to make one work. Mad Inventions continue to function for their intended recipients even if such people are under the influence of magic such as Polymorph, Shapechange, or Alter Ego.
  • Mad Inventions do not have magical auras, although if they are weapons they can hit creatures usually only harmed by magic. In Campaigns that employ Psionics, a Mad Scientist’s inventions might be detected as Psionic in nature.
  • At 1st Level, a Mad Scientist who has chosen a Mad Invention in lieu of a Monstrous Servant can posses an item with a value up to 750 gold pieces. Examples: Potion of Alter Ego, Potion of Giant Strength, Potion of Invisibility.
  • At 2nd Level, a new Mad Invention can be worth up to 1,250 gold pieces. Examples: Sleeping Potion, Potion of Healing, Dagger +1.
  • At 3rd Level, the gold piece value can be up to 2,500 gp. Examples: Ring of Animal Friendship, Ring of Feather Falling, Ring of Jumping.
  • At 4th Level, 5,000 gp. Examples: Ointment of Transformation, Pistol +2, Ring of Sustenance.
  • At 5th Level, 7,500 gp. Examples: Ring of Force Shield, Ring of Mind Shielding.
  • At 6th Level, 10,000 gp. Examples: Brazen Head, Rapier +3, Dust of Appearance, Rod of Negation, Periapt of Health.
  • At 7th Level, 12,500 gp. Examples: Potion of Longevity, Wand of Magic Missiles.
  • At 8th Level, 15,000 gp. Example: Cube of Frost Resistance .
  • At 9th Level, 17,500 gp. Examples: Musket +4, Cloak of Displacement, Gem of Seeing, Periapt of Wound Closure, Horn of Blasting.
  • At 10th Level, 20,000 gp. Example: Amulet of the Planes.
  • At 11th Level, 22,500 gp. Example: Helm of Teleportation.
  • At 12th Level, 25,000 gp. Example: Sword +5, Ring of Energy Resistance.
  • At 13th Level, 27,500 gp. Example: Wand of Levitation.
  • The Mad Scientist is assumed to create his Mad Inventions between scenarios. The invention process can be role-played if desired, but does not need to be. The player and CK should collaborate to come up with a Mad Invention that will be suitable both for the character, and the Campaign as a whole.
  • Single-use or charged items are assumed to be recreated or re-charged between scenarios, provided the Mad Scientist can revisit his laboratory. The exceptions are items that Malfunction (see below). Such items are lost and cannot be restored, until the Mad Scientist gains a new Level and can reformulate them.

MONSTROUS SERVANTS: A Monstrous Servant is a creature that serves the Mad Scientist, as a henchmen, guard, pet, or slave. Every Level, a Mad Scientist chooses to gain either a new Monstrous Servant, or a new Mad Invention, but never both. The Monstrous Servant can be of any Intelligence inferior to the Mad Scientist’s, and any Type except Extraplaner, Fey, or Elemental.

  • Mad Scientists acquire their Monstrous Servants in a variety of ways. Some are creatures who have been captured and trained. Others are Freaks who have been lured with the promise of shelter, acceptance and protection. Often, the Mad Scientist’s Monstrous Servant is created in a lab, through unnatural cross-breeding, outrageous chemical processes, or even blasphemous experimentation in the reanimation of the dead! Many of the monsters that infect the world are said to have been created by Mad Scientists, but later escaped into the wild and bred.
  • A Monstrous Servant will respond to commands from the Mad Scientist, to the limits of its Intelligence.
  • A Monstrous Servant serves until it is killed, or goes into Rebellion (see below). Non-intelligent Servants never rebel, but neither can they be truly controlled – the Mad Scientist simply knows how to avoid having them attack himself.
  • A Mad Scientist still retains power over all his living Monstrous Servants when he gains a new one.
  • At 1st Level, a Mad Scientist who starts play with a Monstrous Servant instead of possessing a Mad Invention can have one with a Base XP value (excluding any extra XP’s awarded per hit point) up to 7. Examples: Goblin, Deformed Human, Muscaliet, Orc.
  • At 2nd Level, a Monstrous Servant acquired can have a Base XP value up to 15. Examples: Zombie, Jaculus, Lizardman, Giant Frog, (Small) Giant Spider, Stirge, Wolf.
  • At 3rd Level, the Base XP value can be up to 30. Examples: Crocodile, Great Ape, Hippogriff, Homonculus, Ghoul, Shark, Giant Tick.
  • At 4th Level, 60. Examples: Amphisbaena, Ogre, Giant Lizard, Gray Ooze, Scitalis, (Medium) Giant Spider, Swamp Ape, Worg.
  • At 5th Level, 120. Examples: Boreyne, Deathworm, Goatsucker, Werewolf, Green Slime, Pine Devil, Pseudodragon, Giant Toad.
  • At 6th Level, 180. Examples: Gargoyle, Gelatinous Cube, Owlbear, Mermecolion, Rust Monster, Tiger.
  • At 7th Level, 270. Examples: Ankheg, Cerebrovore Zombie, Ettercap, Flesh Golem, Owlman, (Large) Giant Spider.
  • At 8th Level, 375. Examples: Alphyn, Assassin Vine, Otyugh, Minotaur, Monkeyman, Ochre Jelly, Opinicus, River Troll
  • At 9th Level, 600. Examples: Hill Giant, 5-Headed Hydra.
  • At 10th Level, 900. Examples: Dragonne, Remorhaz, Gorgon.
  • At 11th Level, 1,125. Examples: Roper, Shambling Mound.
  • At 12th Level, 1,375. Examples: Chimera, 8-Headed Hydra, Hill Troll
  • At 13th Level, 1,800. Examples: Bulette, Black Pudding.
  • The Mad Scientist is assumed to acquire his Monstrous Servants between scenarios. The acquisition process can be role-played if desired, but does not need to be. The player and CK should collaborate to come up with a Monstrous Servant that will be suitable both for the character, and the Campaign as a whole.
  • The Mad Scientist creates creatures like Flesh Golems using unique methods, different from the procedures used by spell casters. The technique used by a Mad Scientist to create a monster cannot be replicated by other characters – or even often by himself!
  • A Mad Scientist does not possess immunity to the attacks of his own Monstrous Servants.
  • Mad Scientists receive a full share of Experience Points for the actions of their Monstrous Servants.
  • Naturally, Mad Scientists who command monsters in sight of ordinary people are likely to be later visited by a mob of peasants armed with pitchforks and torches. Additionally, traveling with a monster such as a Otyugh can be problematic at best. Most types of Monstrous Servants are best employed in defense of the Mad Scientist’s lair.

LABORATORY: It is assumed that a Mad Scientist either owns, or has access to, a proper Laboratory. The Mad Scientist’s Laboratory may also be his lair. Even if the facilities don’t have actual living quarters, Mad Scientists are known to sleep and eat in their Laboratories.

  • Unless the player specifies otherwise, a Mad Scientist is assumed to spend the time in-between scenarios in his Laboratory, conducting bizarre experiments.
  • If a Mad Scientist loses access to a proper Laboratory, he will be unable to create or recharge Mad Inventions, or acquire new Monstrous Servants.
  • Establishing an adequate new Laboratory costs 100 gp per level of the Mad Scientist.
  • A Mad Scientist will prefer a Laboratory inside the forbidden tower of a dark castle, located in a secret part of the sewers, hidden behind a false wall of his mansion, secreted deep inside a cavern, standing within the caldera of a dormant volcano, surrounded by primeval jungle, or in any other suitably melodramatic setting.

WEAKNESSES:

INVENTION MALFUNCTION (Intelligence): The science used by Mad Scientists is based on truly bizarre theories, and does not reflect sane thought processes. Consequentially, the Mad Inventions born of such science are not entirely stable.

  • The first time an Invention is used in a scenario, the Mad Scientist who created it must make an Intelligence check. The challenge Level of the check is the minimum Level at which the Mad Scientist could have created the Invention. For example, when the Mad Scientist uses his Potion of Healing, he makes a CL 2 Intelligence Check. The first time he uses his Helm of Teleportation during a scenario, he must make a CL 11 Intelligence Check.
  • If the Check succeeds, the items functions correctly for the remainder of the scenario.
  • If the Check fails, it indicates that the Mad Scientist made a mistake during the creation of the item. The item will Malfunction for that use, and every use thereafter.
  • Every time a Malfunctioning item is used, the Mad Scientist must roll on the Invention Malfunction Table.
  • Malfunctioning items were made with fundamental errors in their underlying formulas. They cannot be remade or recharged until the Mad Scientist gains a New Level. Remaking or recharging a Malfunctioning item counts as creating an entirely new Mad Invention.
  • A CK can rule that the initial Mad Invention created at 1st Level won’t Malfunction.

Invention Malfunctions (d6)

1. Item functions normally.

2. Item does nothing

3. Item functions, but inflicts 1d6 points of damage (due to poisoning, explosion, etc.)

4. Item backfires, inflicting its effect on the user (if it was meant for another), or some random nearby person (if the effect was meant to be personal). In the case of a potion, it has the reverse of the intended effect.

6. Item functions, but emits smoke or fumes equal to Stinking Cloud. In the case of a potion, the cloud will be emitted from the person’s orifices.

SERVANT REBELLION (Charisma): Mad Scientists are skilled at bending monsters and Freaks to their will. Nonetheless, such Monstrous Servants occasionally rebel against their master, sometimes with truly disastrous results.

  • Whenever a Monstrous Servant with measurable Intelligence is ordered to put its life in danger for the Mad Scientist, or ordered to do something wholly against its nature, it might rebel. A Monstrous Servant does not rebel if it decides to enter combat on its own initiative.
  • The Mad Scientist makes a Charisma check (adding his own Level of course), with a Challenge Level equal to the Hit Dice of the potentially Rebellious Servant.
  • If the Check Succeeds, the Servant falls into line and obeys.
  • If the Charisma check fails, the Servant break free of control, and follows its own nature. Usually, this means it will attack the Mad Scientist, like the monster that it is.
  • The Mad Scientist is entitled to made another Charisma Check each round to regain control of a Rebellious Servant, but only if he takes no other actions (including defending himself from any attacks.)
  • If a Rebellious Servant escapes from the Mad Scientist, and remains escaped for a whole day, all possibility of controlling the creature in the future is lost. Note that Monstrous Servants who are not in Rebellion can be left alone for as long as the Mad Scientist wants.
  • Completely unintelligent Monstrous Servants (such as Gray Oozes) never rebel, because they can’t actually be ordered to do anything in particular.

EXPENSES: Being a Mad Scientist is a drain on a person’s resources. There are chemicals to purchase, glassware to replace, monsters to feed, torture chambers to stock, corpses to acquire…

  • A Mad Scientist must spend a minimum of 50 gp per month, per Level, to create and maintain his Mad Inventions and Monstrous Servants. The amount is in addition to the usual amounts needed for personal upkeep. A 10th Level Mad Scientist must therefore spend an additional 500 gp per month, on top of the usual living expenses.
  • If a Mad Scientist fails to meet his Expenses, he will be unable to create new Inventions (or recharge limited-use ones), and all his Monstrous Servants will rebel and turn against him.

INSANITY (Wisdom): As indicated by their name, all Mad Scientists suffer from some kind of mental disorder. The insanity is both a debility, and a likely source of the Mad Scientist’s genius.

  • The player must specify what form of insanity the Mad Scientist suffers from. He can specify a real-world disorder, such as Obsessive Compulsive Disorder, or Bipolar Disorder, or create an entirely new and flavorful form of madness. Mad Scientists are often haunted by memories of deceased loved ones, convinced they can somehow “perfect” humanity, or plagued by unhealthy obsessions with specific bodily functions.
  • The player should pick a disorder that he is prepared to role-play properly. The CK should not try to force the character into actions against the player’s wishes, however. Of course, if the Mad Scientist hears voices, it’s the CK’s job to speak as those voices!
  • The CK may allow the Mad Scientist a Wisdom check to temporarily overcome his Insanity, in situations where it might be necessary.
  • If a Mad Scientist is ever fully cured of his Insanity, he loses all special powers except his Scholarly Knowledge, becoming an Everyman Scientist of the same Level.

PRIME ATTRIBUTE: Intelligence

HIT DICE: d4

ALIGNMENT: Any

WEAPONS: Blowpipe, Bomb, Cat-O-Nine-Tails, Club, Crossbow (hand), Crossbow (light), Dagger, Grenade, Knife, Pistol, Lasso, Mancatcher, Musket, Net, Quarterstaff, Whip

ARMOR: None

ABILITIES: Scientific Knowledge, Mad Inventions, Monstrous Servants, Laboratory

WEAKNESSES: Invention Malfunction, Servant Rebellion, Expenses, Insanity

Level

Hit Dice

Basic To-Hit Bonus

Experience Points

1

d4

+0

0

2

d4

+1

2,251

3

d4

+1

5,001

4

d4

+1

9,001

5

d4

+1

18,001

6

d4

+2

35,001

7

d4

+2

70,001

8

d4

+2

140,001

9

d4

+2

300,001

10

d4

+3

425,001

11

+1 HP

+3

650,001

12

+1 HP

+3

900,001

13+

+250,000 per level

New Spell: Alter-ego

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Here’s a new spell for those who want to take a vacation from themselves! The inspiration is obviously Stevenson’s “Strange Case of Dr. Jekyll and Mr. Hyde”.

ALTER-EGO, Level 2 Magician Ceremony, Level 6 Magician Talisman, Level 3 Wizard, Level 3 Illusionist
The caster temporarily becomes a different person.

The strange magic of the Alter-ego spell radically changes the appearance, abilities, and outlook of the user. The player generates a new character, with new Attributes. The character loses all abilities in his former Class, and gains all the abilities of the new Class. Likewise, while the character retains his memories regarding his personal identity and history, the character’s Alignment changes, possibly to one antithetical to his usual outlook. A player can also specify a different appearance for the Alter-ego. The Alter-ego must be the same Race as the original character, however.

Once chosen, an Alter-ego must be kept for the entire duration of the spell’s effect – the spell cannot be ended prematurely. An Alter-ego can be resumed on a subsequent casting of the spell, or an entirely new one can be created. The spell does not allow the caster to impersonate specific people, however.

There is a 1% chance per use that the Alter-ego permanently becomes the caster’s true identity, and the former identity becomes merely another potential Alter-ego.

When bound into a Talisman, the Alter-ego is assumed whenever the Talisman is worn. Removing the Talisman causes the former wearer to return to his usual self. When the Talisman is made for another person, the original caster specifies the characteristics of the Alter-ego.

When cast by Wizards or Illusionists, the Material Component is a bizarre drug with ingredients that costs 100 gp per dose.

Alter-ego is commonly brewed as a potion. Lore tells of seemingly good men who used Potions of Alter-ego to secretly indulge in unspeakable crimes. A potion of Alter-ego always contains a specific persona, predetermined by the brewer.

Players who plan on using the Alter Ego spell should keep separate character sheets for their various personae.

Ceremony:
CT: 60 min | R: Personal | D: 30 minutes/Level
SV: None | SR: No | Cost: 40 gp

Talisman:
CT: 6 hours | R: Personal
SV:  None | SR: No | Cost: 3,600 gp

Wizard & Illusionist Spell:
CT: 1 | R: Personal | D: 30 minutes/Level
SV: None | SR: No | Comp: V, S, M

Potion of Alter-ego:
GP Value: 400 | Exp: 200

The Potion of Alter-ego is available to Mad Scientists as a Level 1 Invention.

The Wolfman: A Player Character Race For Gothic Role-Playing

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WOLFMAN (Cursed Werewolf)
A person cursed to transform into a savage amalgam of man and wolf.

Among the most feared denizens of the dark is the terrible Wolfman. By day he could be anybody, but by night, he transforms into an abominable hybrid of man and beast. The curse of the Wolfman compels its victim to remain in bestial form, until he satisfies his hunger for flesh.

The curse of the Wolfman can be acquired in many ways. Eating a human corpse, constant cruel childhood abuse, or indulging in violent and perverted desires, can all twist the soul and inflict the curse. Drinking the water from a wolf’s footprint is also said to turn the imbiber into a Wolfman. Often, the curse is inflicted by a witch or holy man, as fitting punishment for a person’s vicious crimes. Sometimes, the curse is brought down upon the heads of the impious by vindictive religious authorities. Certain families are cursed to become Wolfmen, often on account of an ancestor’s wrongdoing. Some foolish people actually inflict the curse upon themselves by means of a magical ritual. Lastly, the curse can be acquired at the hands of certain Demons and Devils, who sometimes trick the person so inflicted into believing they have actually gained a great power.

Physical Description

During the day, Wolfmen are humans. Their faces often have a vaguely feral cast, however, with bushy eyebrows that meet. Their bodies tend to be unusually hirsute, even in the case of females. When Wolfmen transform at night, they can have a variety of forms that combine the features of humans and wolves. The form of a large wolf with human eyes is common, as is a shape like a bipedal wolf, or a fur-covered man with lupine features.

An unusual kind of Wolfman called a Versipellis grows hair internally, rather than externally. He will be no hairier in his Lupine Form than in human form, and in fact may simply look like a muscular person with sharp teeth and claws. He may actually appear to be completely hairless. The interior hair of a Versipellis is always present, however, even in human form. If a Versipellis is cut, hair will be seen in the wounds. If one is skinned, the inside surface of the hide will be as hairy as a wolf.

Biology

The Wolfman’s curse must be distinguished from the disease of Lycanthropy, or the practice of transforming into a wolf with the aid of a magical salve or enchanted skin. Player Character Wolfmen are cursed. They are not diseased, cannot transmit their condition to others, and are not vulnerable to silver in any way. Unlike voluntary Werewolves who employ witchcraft, the cursed Wolfman is only a wolf by night, and always retains at least one human characteristic when transformed.

Cursed Player character Wolfmen are not natural creatures. They have no special affinity with nature, or natural wolves. They do not usually form packs, and do not have truly wolf-like behaviors. Their sole similarities to natural wolves are their Lupine Form, and their hunger for raw flesh.

The curse of the Wolfman is extraordinarily powerful. It can not be removed by the usual spell of Remove Curse, and since it is not a disease, Cure Disease or similar magic is completely useless. Only a Wish, or Alter Reality, can usually remove the curse and change the Wolfman back into a human. There are said to be certain difficult rituals that will also undo the curse, but if they exist, they are known only a very few.

Wolfmen are often denied the peace of the grave, rising as Vampyres after death.

Psychology & Behavior

Wolfmen tend to be short-tempered, and overly aggressive. Depending upon their nature, they may either be wracked with guilt and shame over their secret, or have fully succumbed to their abominable hunger.

Wolfmen may actually be of any Alignment. Even Paladins may be so cursed, only losing their status if they harm an innocent. Of course, almost all Wolfmen will eventually commit some atrocity that turns them away from Good. Those who intentionally inflict the curse upon themselves are almost always Evil, usually being either Witches or cannibals (and frequently both).

Wolfmen In Society

Wolfmen often become voluntary exiles from normal society, either to protect other form their savagery during the nights they change, or to have free reign to indulge their bestial desires. Those Wolfmen who remain in close contact with humans may arrange for themselves to be restrained during nights when they are compelled to transform. Worst of all are those Wolfmen who indulge their craving for human flesh by dwelling amidst their favorite prey.

The curse often destroys a Wolfman’s ability to hold regular employment. Consequentially, many Wolfmen turn to a life of crime out of necessity.

Legends speak of noble-born Wolfmen who suffer from ancestral curses. Such Wolfmen tend to occupy manors and castles in isolated areas, where they can be forgotten by those who would eradicate all the monsters of the night.

Relations With Other Races

The Curse of the Wolfman only transforms pure Humans. Most races who know of Wolfmen hate and fear them, and Wolfmen learn to keep the secret of their true nature. Wolfmen will receive the most sympathy from Half-Orcs, Cambions, Dhampirs, Mooncalves, Therianthropes, and Vampyres. Fairy Changelings may actually find the curse intensely funny, regarding the Wolfman as the punchline of some cosmic joke.

SPECIAL ABILITIES:

LUPINE FORM: At night, a Wolfman can assume their terrifying Lupine Form.

  • A Wolfman’s Lupine form usually resembles a man-sized wolf, but always retains at least one human characteristic.
  • Human characteristics that could be retained in Lupine Form include the ears, eyes, chest, feet, groin, limbs, or hands. The Lupine Form might have bipedal stature, or lack a tail. In some particularly grotesque cases, the body of the Lupine Form exactly resembles a wolf, but possesses its original human head!
  • The player of the Wolfman selects what human characteristics are retained. Different characteristics could be retained on different occasions when Lupine Form is assumed.
  • Whatever other human characteristics it may retain, the Lupine Form will always possess fearsome teeth and claws.
  • Only the Wolfman’s body changes. Unless the Lupine Form is humanoid, the transformation may destroy any clothing or armor worn.
  • In a single round, the Wolfman can bite for 1d4 points of damage, and claw twice for 1d3 points each. All bonuses due to Strength also apply.
  • Because they are unnatural beings, Wolfmen can use their teeth and claws to damage creatures only hit by magical weapons.
  • Wolfmen retain the ability to speak in Lupine Form, although their Savagery often robs them of the ability to communicate intelligently.
  • Wolfmen can only use magic in their Lupine Form if it allows for the necessary movements and manipulations, and has not made their minds so bestial that they forget how.
  • A Wolfman cannot leave Lupine Form during the night before indulging his Hunger For Flesh.
  • A Wolfman always changes back to human form at dawn.

INHUMAN POWER: A Wolfman in Lupine form can possess incredible physical abilities.

  • At First Level, Wolfmen receive a +1 bonus to their Strength, Dexterity, and Constitution scores while in Lupine Form.
  • At 3rd Level, the bonuses increase to +2.
  • At 5th Level, the bonuses increase to +3.
  • At 7th Level, the bonuses increase to +4.
  • At 9th Level, the bonuses increase to +5.
  • At 11th Level, the bonuses increase to +6.
  • At 13th Level, the bonuses increase to +7.
  • The bonuses are in addition to those the Wolfman receives at character generation.
  • The Wolfman receives all appropriate benefits of higher Attributes, including increased damage, Armor Class, and additional Hit Points.
  • Damage sustained in Lupine Form is first taken from any bonus Hit Points gained.
  • There is no upper limit to how strong, fast, or tough the Wolfman’s Lupine Form can potentially become.

SPECIAL WEAKNESSES:

SAVAGERY: The mind of a Wolfman in Lupine Form is savage and bestial, obsessed with killing and devouring.

  • At First Level, Wolfmen suffer a -1 penalty bonus to their Intelligence, Wisdom, and Charisma scores while in Lupine Form.
  • At 3rd Level, the penalties increase to -2.
  • At 5th Level, the penalties increase to -3.
  • At 7th Level, the penalties increase to -4.
  • At 9th Level, the penalties increase to -5.
  • At 11th Level, the penalties increase to -6.
  • At 13th Level, the penalties increase to -7.
  • The penalty to Charisma is in addition to the one the Wolfman suffers at character generation.
  • The Wolfman suffers all appropriate penalties of lowered Attributes, including decreased Saving Throws against Illusions, Divine Miracles, and Charm Magic.
  • Wolfmen lose the ability to cast spells if the Attribute associated with their magic falls below 9.
  • No Attribute can be reduced lower than 3.

HUNGER FOR FLESH: Wolfmen are consumed with an unnatural hunger for warm flesh.

  • A Wolfman in Lupine Form cannot voluntarily change back into his human shape until he personally kills and devours a mammal of some kind.
  • The creature slain and eaten must posses at least 1 full Hit Die of at least d6 type. A Wolfman’s savage hunger will not be satisfied by a mere rat, but it could be by the flesh of a dog.
  • A Wolfman will always change back to human form at sunrise, whether or not he has sated his Hunger For Flesh.

INCAPACITATING WEAKNESS: Upon transforming back into human shape from his Lupine Form, a Wolfman is completely weakened and incapacitated.

  • The human body of the Wolfman will be helpless and unable to move under his own power for 1 minute per every 10 spent in Lupine Form.

COMPULSORY TRANSFORMATIONS: The Wolfman suffers from a powerful curse. As part of the curse, there are always certain nights upon which the Wolfman will be compelled to assume Lupine Form.

  • The player of a Wolfman character must select at least 30 nights a year, upon which their character must remain in Lupine Form from nightfall until dawn.
  • Such Compulsory Transformations often occupy the nights of the full moon, but other times are possible. It is not unknown for the the change to occur during holy days, or for all the nights of a certain month.
  • During their Compulsory Transformations, Wolfmen are completely immune to all transformation magic, including Polymorph, Shapechange, and even petrification effects.

ADVANCEMENT PENALTIES: Wolfman characters require 50% more experience points to advance in their chosen character class.

Preferred Classes: Everyman, Gypsy, Soldier (Fighter), Huntsman (Ranger), Barbarian

Attribute Adjustment: +2 Strength, +2 Constitution, -2 Wisdom, -2 Charisma (Even in human form Wolfmen tend to be stronger and tougher than normal. They also tend to be emotionally unstable, disagreeably aggressive, and disturbingly feral in appearance.)

Size: Medium

Movement: 30 feet

Starting Languages: Common

Special Abilities: Lupine Form, Inhuman Power

Special Weaknesses: Savagery, Hunger for Flesh, Incapacitating Weakness, Compulsory Transformations, Advancement Penalties

Note: the CK should play up the terrible consequences of the Wolfman’s curse, particularly the Hunger For Flesh. High Level Wolfmen are little more than savage monsters when in Lupine Form, are are likely to devour loved ones.

The Everyman: A Class For Ordinary People

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EVERYMAN (and Everywoman)

An ordinary person.

Everymen are the ordinary people of the world, of all social classes. They are the common farmers, blacksmiths, merchants, men-at-arms, and even most nobility. While the usual player character classes represent the archetypes of those destined for greatness, Everymen are the people who keep the world functioning. While most player characters are exceptional types who stand apart from society, the Everymen are society. Occasionally, however, an Everyman is thrust into greatness by circumstances beyond his control. Thus, the Class can be used both for player characters, and by the CK for most non-player characters.

The Everyman Class represents the typical member of most humanoid races. Their regard for the usual player character races will therefore vary according to their culture. For example, an Everyman Elf will view Magicians favorably, while the typical Human might not. Similarly, Everymen will adhere to the Alignment, or Alignments, most typical for their race and culture.

Everymen follow Professions and Avocations whose natures usually determine which of the character’s Attributes are Primary. It is not unknown for an Everyman to be trapped in a Profession for which he is ill-suited , however. To reflect that fact, the player of an Everyman PC can freely choose which of their Attributes to make Primary, even if their Profession and Avocation indicate otherwise.

An Everyman has proficiencies in the weapons and armor used by their Profession and Avocation. A Housewife might only know how to use the club, dagger, knife, and cleaver. A Farmer might also know how to use the hand axe, hatchet, sickle, scythe, flail (originally used to thresh grain), the trident (pitchfork), and most pole-arms (which often originated as gardening tools mounted on staves). A Man-At-Arms, on the other hand, might have proficiency in all weapons and armor. An Armorer would certainly at least know how to wear all the armor he can make, and a Weaponsmith would be able to wield the weapons he can create. Generally, swords and other purely military weapons would only be used by those who have regular access to them.

When used as a player character class, the Everyman advances in Hit Dice and Basic-To-Hit Bonus, just like other players. Most NPC Everymen, however, never advance in that way. The “Level” of such NPCs simply defines how skilled they are. In the case of combat-oriented NPC Everymen, such as “Archers”, the nature of their Profession means that they can add their Level to their To-Hit rolls (instead of the usual Basic-To-Hit Bonus listed for the Everyman class). Nonetheless, most such warriors won’t advance in Hit Dice.

Most guards and military men in the world are simply Everymen, with “Man-At-Arms” as their Profession. They are skilled with their weapons, but lack exceptional abilities such as Combat Dominance. Similarly, common thieves are not Leveled in the Rogue Class; they are Everymen with “Thief” as their Profession. They know how to sneak and steal well, but never gain the special attacks or Decipher Script abilities of player character Rogues. The average clergyman is just an Everyman with “Priest” as his profession. He does not work miracles; he just knows the doctrines of his religion, and how to perform its rituals.

The CK may occasionally create Everyman NPCs who function as if they were PCs, with Hit Dice and Basic-To-Hit Bonuses commensurate to their Level. Such might be the case for characters such as “The World’s Greatest Swordsmith”, or the “The Most Beautiful Courtesan In The Realm”. The additional hit points and fighting ability of such characters represents a measure of plot protection given by the CK to such characters.

ABILITIES:

PROFESSION (Any): An Everyman’s profession defines their primary vocational training. Every ordinary person has some kind of Profession, even if they are a beggar.

  • Each Profession has an associated Attribute, which modifies all relevant checks.

  • An Everyman can always perform simple, routine tasks related to their Profession, without the need for any check. Such tasks include a carpenter building a simple box, a blacksmith making a horseshoe, a man-at arms keeping his weapons in good working order, or a clergyman competently performing a religious ceremony.

  • Difficult or complex tasks related to the character’s Profession require a check against the relevant Attribute. Risky tasks, combat-related actions, or any actions which could have fatal or other unpleasant consequences, always require a check.

  • Note that in all cases, an Everman’s Profession only allows for the making of mundane, non-magical items, and no supernatural effects can be created.

AVOCATION (Any): An Everman’s Avocation is a field of endeavor pursued secondarily to the character’s Profession.

  • Avocations can represent hobbies, second jobs, or knowledge acquired through proximity. For example, the Maid of a Scribe may squire the abilities of a Scribe, but as a secondary Avocation.

  • Everymen must always make an ability check to determine success of any task related to their Avocation, even for common and routine tasks.

  • Sometimes the character’s Profession and Avocation are the same. In such a case, the character simply receives a +2 bonus to checks relating to the Profession.

  • An Everman’s Avocation only allows for the making of mundane, non-magical items, and no supernatural effects can be created.

Some Typical Professions and Avocations by Associated Attribute:

Strength: Armorer, Blacksmith, Bricklayer, Gravedigger, Guard, Infantryman, Leg-breaker, Man-At-Arms, Miner, Plumber, Porter, Shipwright, Thug

Intelligence: Alchemist, Apothecary, Architect, Astrologer, Banker, Bureaucrat, Clerk, Cartographer, Cryptographer, Doctor, Engineer, Herbalist, Judge, Literary Expert, Mathematician, Merchant, Messenger, Philosopher, Prose Writer, Sage, Scholar, Scribe, Student, Teacher, Theologian

Wisdom: Animal Trainer, Fisherman, Forager, Gambler, Gardener, Guide, Midwife, Monk, Nun, Poet, Priest, Sailor, Scout, Teamster, Tracker, Watchman

Dexterity: Acrobat, Archer, Artilleryman, Barber-Surgeon, Bone Setter, Burglar, Butcher, Cavalryman, Carpenter, Cook, Dancer, Duelist, Farrier, Fletcher, Forger, Furrier, Gem-cutter, Glassblower, Goldsmith, Hunter, Jeweler, Juggler, Knitter, Leatherworker, Mason, Musician, Painter, Rat-catcher, Sculpter, Stage Magician, Stagehand, Tailor, Tattooist, Thatcher, Thief, Tiler, Valet, Weaponsmith, Weaver, Whitesmith

Constitution: Chimney Sweeper, Dyer, Embalmer, Executioner, Farmer, Harlot, Housewife, Janitor, Lady-In-Waiting, Latrine Cleaner, Linkboy, Long Distance Runner, Maid, Nurse, Sewer Worker, Singer, Smelter, Sweeper, Tanner, Torturer, Wet-nurse

Charisma: Actor, Barker, Beggar, Butler, Charlatan, Con Artist, Courtesan, Courtier, Gigolo, Grifter, Governess, Herald, Lawyer, Nanny, Nobleman, Orator, Peddler, Pimp, Politician, Storyteller, Town Crier

WEAKNESSES

PHOBIA: A Phobia is an irrational fear of a person, place, thing, or situation.

  • When a character encounters the object of their Phobia, they must save versus Wisdom, or be compelled to look away, break off any contact, and/or flee the area as quickly as possible.

  • A successful save indicate that the character can remain near the object of their Phobia, but will still be very uncomfortable.

  • If a character is forced into combat with the object of their Phobia, whether they make the Wisdom save or not, they suffer a -1 penalty to hit and damage.

There are as many different Phobias as there are things to fear. Common Phobias include: the color Black, Blood, Cats, Corpses, Darkness, Disease, Doctors, Enclosed Spaces, Heights, a specific Race, Rats, the color Red, Sex, Snakes, and Spiders.

PREJUDICE: The character’s Prejudice is a class of persons, places, or things for which they feel an irrational dislike.

  • If the character has a Prejudice against something, any initial encounter will always engender negative feelings in the character.

  • If a Prejudice is against certain objects, the prejudiced character will not be able to employ them. If a Prejudice is against a kind of place, the character will not voluntarily enter any places of that kind. If the Prejudice is against certain people, the prejudiced character will always interpret their actions in the worst possible light, and will be unable to communicate with them in a non-hostile way.

  • A character can try to overcome their Prejudice against a specific person, place, or thing with a Wisdom check. Even if a character overcomes their Prejudice against a specific example of a person, place, or thing, they remain Prejudiced against those people, places, or things in general.

  • Unlike a Phobia, the character has no actual fear of what he is Prejudiced against.

Typical Prejudices include those against: a Race, a Profession, a Nationality, a Weapon, a Name, Short People, Tall People, a Political Group, the Poor, the Rich, the Bourgeoisie, a Mode of Transportation, Women, Men, a Sexual Orientation or Practice, or a Religion.

PRIME ATTRIBUTE: Any (usually by Profession and Avocation)

HIT DICE: d6

ALIGNMENT: Any (usually typical for culture)

WEAPONS: Club, Dagger, Knife, + Any Appropriate to Profession or Avocation

ARMOR: Any Appropriate

ABILITIES: Profession, Avocation

WEAKNESSES: Phobia, Prejudice

Level

Hit Dice

Basic To-Hit Bonus

Experience Points

1

d6

0

0

2

d6

+1

1,001

3

d6

+1

2,001

4

d6

+1

4,001

5

d6

+2

8,001

6

d6

+2

16,001

7

d6

+2

32,001

8

d6

+3

64,001

9

d6

+3

88,001

10

d6

+3

200,001

11

+2 HP

+4

325,001

12

+2 HP

+4

450,001

13+

+125,000 per Level

Note that only Player Character Everymen usually increase in Hit Points and Basic To-Hit Bonus. For most Non-Player characters, their Level only defines how competent they are at their Profession and Avocation, and aids their Saving Throws.

It is possible to create a “Peasant Hero”, by making an Everyman with “Farmer” as his profession, and “Man-At-Arms” as his Avocation. Such a character will enjoy a Basic To-Hit Bonus equal to his Level, but will have to make an Ability check to follow military orders effectively, properly care for his weapons, or make temporary repairs to his armor (unlike someone with Man-At-Arms as his Profession). The reverse (“Man-At-Arms“ as a Profession, and “Farmer” as an Avocation) could represent a warrior who has settled down to life in the country.

The Body Archon, or Man In Black

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Presenting the Body Archons, also known as the infamous Men in Black. As with the Archons in general, I’ve combined some older lore with modern UFO mythology. An encounter with the Men In Black should be strange and mysterious, creating more questions than it answers. Observant CKs will note that the Men in Black can make a good way of fixing game imbalances caused by the unintended consequences of giving out too-powerful magic items.

BODY ARCHON (Man In Black)
A mysterious enforcer of cosmic law.

NO. ENCOUNTERED: 1-6
SIZE: Medium
HD: 3 (d8)
MOVE: 30′
AC: 10
ATTACKS: 1 Weapon
SPECIAL: Archonic Signs, Future Sense, Alternate Forms, Voice Imitation, Mysterious Transport, Hypnotism, Disrupt Device, Magic Weapons to Hit, Darkvision, Spell-like Abilities, Summoning, Archonic Immunities, Resistant To Bludgeoning and Elemental Damage
SAVES: M
INT: Average
ALIGNMENT: Lawful Neutral
TYPE: Extraplaner
TREASURE: 5
XP: 215+3

Sometimes, those who encounter supernatural beings, or acquire powerful magic, are visited shortly thereafter by strange people in dark clothing. The odd visitors will usually use threatening language to dissuade people from telling stories about the spiritual world, or to intimidate them into handing over any enchanted items. Some tales speak of people who encountered such men in black clothes, told others about the visit, and were never seen again.

The mysterious men in black are also known as Body Archons. They are the most common type of Archon, tasked with tending to the destinies of relatively unimportant things. The Body Archons also perform the bulk of preparatory work for the plans of the higher Planetary Archons, maintain the overall secrecy of the Archons’ work, and control the spread of information about the spirit world.

A Body Archon almost always appear in a form similar to a human being dressed in archaic black clothing. A Body Archon’s eyes are usually large and almond-shaped, and may glow. The being’s skin tone will always be unusual for the region it appears in – either disturbingly pale, or oddly dark. Disturbingly, those able to perceive a Body Archon with True Seeing will perceive nothing at all when looking at a Body Archon – as if the being was not even there.

Despite having manipulated humans for as long as the race has existed, Body Archons are oddly awkward in social interactions, and likely to become distracted by everyday objects. Their speech patterns are strange, employing out of date slang, or even colloquialism that will only come into use at a future date. They will almost always claim to be government agents, such as tax collectors, or royal bodyguards. Frequently, however, the official agencies they claim to represent will not exist.

It is impossible to bribe, intimidate, or otherwise dissuade a Body Archon from its mission. Only destroying it, or giving the proper Archonic Signs, will stop one. It should be noted that even if a Body Archon is destroyed on the material plane, another Body Archon will simply be assigned to continue the mission (unless the task has become impossible to complete).

For reasons unknown, Body Archons are not able to use any of their special powers against people whose heads are encased in tin. This includes wearing a tin-lined helmet, but something as simple as headgear made from tin foil is also effective. Such a tin foil hat will even exempt the wearer from the Body Archon’s Time Stop ability.

Combat: Body Archons will engage in actual combat only to protect their mission, unless they have a clear mandate to eliminate a subject. They are actually relatively weak in melee combat, but they more than make up for such deficiency with their strange powers. In any potentially dangerous situation, they will seek to first use Hypnotism, or employ their Time Stop ability. They will then usually Erase the memories of their targets. In the case of subjects destined for elimination, the Men In Black will always try to abscond with the body. If forced into actual combat, Body Archons will first try to Summon an intimidating number of their fellows, only using actual weapons as a last resort. In all cases, Men In Black prefer intimidation, misdirection, and trickery to fighting. Once they are engaged, in combat, however, they display no regard for their own existence, always fighting until destroyed.

Archonic Signs: There are three tokens of recognition that Body Archons are bound to respect. These Archonic Signs consist of a tongue-twisting password, a strange gesture, and an odd hand-grip. If all three signs are given to a Body Archon, the Archon must thereafter treat the giver as a friend, so long as it is not attacked. Possession of the three signs therefore allows a mortal great control over their own destiny. Naturally, the three signs are closely guarded secrets, and even those mortals who know one or two seldom know them all. Note that the three signs that work on Body Archons have no effect on other types.

Future Sense: At the beginning of a combat with Body Archons, players must declare their first three actions to the CK. The declaration represents the Body Archons’ ability to see forward in the time stream, and react to events that have not yet occurred. Body Archons will always seem to be take exactly the actions needed to counter the PCs initial tactics. Players must follow the first three actions they declare, unless the events of combat make an action impossible. After three rounds, however, the Body Archons become focused on the present, and lose their sense of the future. Thereafter, combat proceeds as normal.

Alternate Forms: In addition to their humanoid form, a Body Archon can assume any of the following forms: a black dog, a crow, a black horse, a black cat, a black spider, or a black snake.

Voice Imitation: A Body Archon can perfectly imitate the voice of any mundane being, living, dead, or yet-to-be-born. They often use this ability to trick subjects into desired actions, by remaining unseen, but speaking in the voice of a friend, relative, or authority figure. Many apparent hauntings are actually caused by Body Archons seeking to manipulate humans.

Mysterious Transport: At will, a Body Archon can manifest either a pure black horse, or a black carriage (but not both at the same time). A Body Archon’s horse will be similar in most ways to an ordinary Riding Horse, except that it does not need to eat, breath, drink, or sleep. If slain, the horse can be immediately re-manifested. A Body Archon’s carriage will be completely enclosed, and archaic in design. Those inside enjoy protection equal to a Resilient Sphere and a Minor Globe of Invulnerability.

When a group of Body Archons needs transport, one will typically manifest a carriage, while the others manifest the horses to draw it. Some wild tales speak of Body Archons manifesting strange, box-like metal carriages that emit smoke, and move without horses. Even stranger stories exist of Body Archons flying through the air in mechanical contraptions of black metal.

Hypnotism: Once per day, a Body Archon is able to Hypnotize a person that meets its gaze. The effect is equal in all ways to a Hypnotism spell from a 3rd Level caster.

Disrupt Device: Body Archons are able to stop items of a mechanical or technological nature from functioning within 20 feet of their body. Such things as crossbows, clocks, and automatons are all affected. There is no saving throw against the effect.

Magic Weapons to Hit: The material forms of Body Archons can only be damaged by means of magic spells, or enchanted weapons. Unlike some other kinds of spirits, there is no mundane material that allows ordinary beings to damage Body Archons without the use of some kind of magic. Note that unlike most other orders of spirits, Body Archons outside their Mysterious Transport do not possess any kind of special resistance to magic.

Darkvision: Body Archons can see perfectly regardless of illumination.

Spell-like Abilities: Body Archons can use the following spell-like abilities at will, but only one at a time: Ghost Sound, Invisibility, Major Creation, Major Image, Teleport Without Error, and Ventriloquism. Once per day a Body Archon can use Time Stop. Body Archons can become Ethereal, and travel the Astral Plane. All spell-like abilities have an effective caster Level of 3.

Summoning: Once per day, a Body Archon can Summon 1-4 more of its fellows. Summoned Archons cannot themselves Summon others before first returning to the Planetary Spheres.

Archonic Immunities: Body Archons are immune to all diseases (magical or mundane), all poisons, and all magic that influences minds or perceptions.

Resistant To Bludgeoning and Elemental Damage: Body Archons take only half damage from bludgeoning attacks, or elemental attacks (fire, cold, electricity, wind, or acid).

The Bandit: Footpads, Highwaymen, and Pirates for Gothic Campaigns

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Bandits were another staple of Gothic fiction, imperiling the heroine, and titillating the reader. Obviously, a Bandit class is useful for more than just Gothic campaigns. Although intended to emulate Bandits as they appear in the Gothic genre, the Bandit class would also work for swashbuckling and straight fantasy campaigns.

BANDIT
A lurking Footpad, flamboyant Highwaymen, or snarling Pirate.

The arm of the law may be long, but the reach of crime is even greater. Desperate Bandits haunt the lonely roads, twisting streets, dark forests, stark hills, and murky seas. Try as they might to eradicate them, the authorities always seem to be fighting a losing battle against Bandits. For every one apprehended, another lawless man takes up the mantle of banditry.

In many ways a Bandit is similar to any other thief, but there is one important difference; Bandits obtain their plunder by violence, or the threat of it. Most other thieves prefer to avoid all confrontation.

The most common type of Bandit is known as a Footpad, or less poetically, a Mugger. As suggested by the name itself, a Footpad is a Bandit who prowls on foot, whether he haunts a wild woods, or skulks along dirty alleys. Footpads are considered the lowest kind of Bandit, since any person with a dagger and desperation can become one.

Pirates are the Bandits of the seas, lawless men and women who survive by plundering ships and selling the cargoes to unscrupulous merchants. Sometimes, Pirates are pressed into their criminal careers. The squalor and social injustice that exists in most port cities means that Pirate ships generally have an easy time filling their crews, however. Pirates sometimes operate under legal documents called Letters of Marque, which empower them to raid the shipping of one nation on behalf of another. Such semi-legal Pirates are called Privateers, Buccaneers, or Corsairs. Privateers are seen by many nations as a cheap and effective means of waging war, one that pays for itself and exposes only the worst elements of society to actual danger. Privateers hope that their Letters of Marque will raise their status to that of actual prisoners of war, should they ever be captured by their enemies. That hope is often unfounded.

The most esteemed type of Bandit is the masked Highwayman, who rides the roads in search of his victims. Highwaymen often are actual aristocrats, since most common people cannot afford to own a horse in the first place. In some places, “Robber Barons” from the local nobility will pillage their subject populations quite openly. Highwaymen may even buy into their own legend, developing distinctive costumes and signature phrases. If “Stand and deliver” sounds too common, the Highwayman may continue “your money or your wife!”. Many romantic stories are told about particularly gallant Highwaymen, who will take dances from noble ladies in lieu of gold, or who whisk women away from cruel husbands and into a life of adventure. The fact that the intentions of most turn out to be quite unsavory doesn’t stop the stories of chivalrous Highwaymen, only driven to a life of banditry by injustice, or forbidden love.

Men and women turn to Banditry for a variety of reasons. Most are outlaws, people who have been punished for some crime by the loss of all legal status and protections. Since anyone can cheat, rob, or kill an outlaw with impunity, such people take up a life of crime by necessity. Heavily armed Bandits with some military training are often called Brigands. Many are deserters from invading forces, or the remains of units cut off from the main body of troops. They survive by pillaging the countryside. Sometimes Brigands are actually freedom fighters, committed to throwing off the yoke of foreign occupation. Certain Bandit gangs capture and sell slaves, whether as the opportunity arises, or as a regular source of income. Popular stories also tell of noble Bandits who have been dispossessed by usurpers, and commit themselves to righting injustices. There are even those who become Bandits for no other reason that a thirst for adventure, and an inability to follow the rules of society.

Bandits often gain reputations as heroes of the common man, even when they have done nothing to deserve it. Peasants will often delude themselves into believing a local Bandit “robs from the rich and gives to the poor”, even though he may only rob the rich because they have the money. During military occupations, oppressed people may rightly or wrongly see the local Bandits as a resistance against illegitimate authority. More than one noble family was founded by a Bandit who helped rid his country of invaders, or purchased his title with stolen gold. Bandits often find themselves the objects of romantic fantasies, which the more clever among exploit ruthlessly.

Although many Bandits are Chaotic and Evil in orientation, they can actually be of any Alignment. Freedom fighters are often Chaotic Good, while bands of Brigands who were former soldiers tend to be Lawful Evil. Good and Lawful Bandits are the subjects of many stories.

All common races have members who turn to Banditry. Naturally, Human Bandits are the most varied lot. The hateful hearts of Half-Orcs make them natural Bandits. Halflings are likewise adept Footpads, specializing in ambushes. Dwarven Bandits tend to be grim outcasts, greedier even than their kin. Elves love to play the dashing Highwayman, regarding a life of crime as just another game to pass the centuries. Gnomes can be surprisingly effective Bandits, aided by woodland creatures who bear no love for the authorities of civilization. Among the semi-humans who are so often outcasts from society, banditry is likewise common. There is a particular tradition of linking banditry with Werewolves, or Therianthropes of the wolf breed. Woodwoses, on the other hand, are seldom plundering Bandits, unless it is simply for adventures’ sake.

Bandits are the particular enemies of Knights and Paladins, unless the Bandits in question are themselves dispossessed noblemen. Bandits find natural allies amongst burglar Rogues, Grave Robbers, Assassins, and even Libertines. Many Rangers and Gypsies freely associate with Bandits. Bandits are sometimes useful to Magicians and Mad Scientists, particularly when some illegal substance or object needs to be obtained. Demon Hunters care only if a Bandit is going to help them slay some evil monster, or just get in the way. True Innocents try to avoid ruffians and Bandits, but nonetheless always seem to be running into them.

ABILITIES

CANT: Bandits are part of the criminal underworld, and speak the argot of thieves.

  • Bandits can communicate in the Cant used by Rogues.

INTIMIDATE (Charisma): Bandits quickly learn to use the threat of violence, expressed or implied, to get what they want.

  • A Bandit can attempt to Intimidate anyone of his own Level or lower.
  • The Bandit must make a comprehensible demand for a specific action from the person or creature to be Intimidated.
  • The potential victim must save versus Charisma, or be so frightened that they will thereafter suffer a -1 to all their die rolls when in the Bandit’s presence. The penalty disappears once the victim capitulates to the Bandit’s demand.
  • A person can only suffer one Intimidation penalty at a time.
  • If a Bandit’s attempt to Intimidate fails, the would-be victim is actually emboldened, becoming immune to any further Intimidation attempts from the Bandit, and also gaining a +1 to hit bonus against him.

HIDE (Dexterity): Bandits frequently need to hide, either to ambush their victims, or elude the authorities.

  • A Bandit can Hide as a Rogue of the same Level.
  • A Bandit cannot Hide if wearing armor not on her class list of allowed types.

CLIMB (Dexterity): Whether to cross protective walls in the city, scale trees to see if potential victims are on the road, or ascend the masts on a pirate vessel, Bandits need to know how to climb effectively.

  • A Bandit can Climb as a Rogue of the same Level.
  • A Bandit cannot Climb if wearing armor not on his class list of allowed types.

MOVE SILENTLY (Dexterity): Bandits need to be able to creep up on targets, and quietly escape from imprisonment.

  • A Bandit can Move Silently as a Rogue of the same Level.
  • A Bandit cannot Move Silently if wearing armor not on her class list of allowed types.

RUNNING / HORSEMANSHIP / SAILING (Dexterity and Wisdom): Depending on whether a Bandit is a Footpad, Highwayman, or Pirate, he will be skilled at Running, Riding, or Sailing.

  • Unmounted Footpads move at a base rate 10′ faster than normal for their race. Furthermore, they can run for twice as long before becoming fatigued, and effectively run and jump even when encumbered.
  • A mounted Highwayman’s Horsemanship ability is the same as a Knight’s of the same Level.
  • Pirates can sail or row any watercraft, and maintain it in good working condition, without the need for any ability check. With a Dexterity check, they can repair a craft, modify a ship, or even construct a boat. With a Wisdom check, they can effectively navigate a craft in open seas.

AMBUSH (Dexterity): Bandits prefer to strike with the element of surprise, and are skilled at taking advantage of an opponent’s momentary confusion.

  • Bandits receive a +1 to hit and damage bonus on any attack made while an enemy is surprised, or whenever an enemy is unaware of the Bandit.
  • At 4th Level, this bonus increases to +2.
  • At 7th Level, the bonus increases to +3.
  • At 10th Level, the bonus is +4.
  • At 13th Level, the bonus is +5.

CAPTURE (Strength): Bandits frequently hold people for ransom, and become skilled at quickly subduing victims.

  • Bandits receive a +1 bonus on all Grappling attempts.
  • At 3rd Level, this bonus increases to +2.
  • At 6th Level, the bonus increases to +3
  • At 9th Level, the bonus is +4.
  • At 12th Level, the bonus is +5.
  • When appropriate, a Bandit may add also add his Ambush bonus to his Capture bonus.

CONCEAL OBJECT (Dexterity and Intelligence): Bandits learn to effectively hide objects, both on their person, and in the environment. Such skills come in handy for smuggling contraband, and surreptitiously bringing weapons into prison cells.

  • A Bandit can hide any item up to the size and weight of a dagger on their body with a Dexterity check.
  • A person examining the Bandit must then succeed at a Wisdom check in order to find the concealed item.
  • The Challenge Level for finding a concealed object on a Bandit’s body is equal to the Bandit’s Level. Bandits are quite creative in concealing objects, often utilizing clothing and bodily orifices in unexpected ways.
  • A Bandit can make also an Intelligence check to make a larger object, one not on their person, go unnoticed by casual observers.
  • If the check succeeds, the Bandit has successfully camouflaged the object. Such obfuscation is accomplished by such means as covering the object, positioning it behind other objects, and even by putting it in such an obvious place that nobody would think to look for it there.
  • The maximum size of object a Bandit can hide in the environment is equal to 1 cubic foot per Level.
  • Finding an object a Bandit has hidden in the environment requires a successful Wisdom check, with a challenge Level equal to the Bandit’s character Level.

FAME (Charisma): Bandits often achieve a measure of fame, sometimes becoming folk heroes. In fact, upper-class ladies may even argue amongst themselves regarding who has the right to be abducted by a particularly handsome and dashing highwayman!

  • The player of a Bandit can declare that any non-player character encountered has heard of the Bandit.
  • The declaration can be made a number of times equal to the Bandit’s Level, per adventure or scenario.
  • The Bandit makes a Charisma check, with a challenge Level equal to character Level, or Hit Dice, of the non-player character.
  • If the Bandit succeeds, the other character has heard of her, regards her favorably, and is willing to help her. The Bandit may discover that her drinks are free, that she has a place to hide out from pursuing authorities, that a subject has already composed love poems about her, or many other possibly useful situations.
  • If the Bandit fail the Charisma check, the other character is aware of the Bandit’s Infamy, and will try to run away, warn the authorities, or apprehend the Bandit himself. In the case of a chartered Privateer, a failed Charisma check means that the NPC disapproves of the Privateer on principle, or has heard horrible stories about his low character.
  • The CK may modify the Challenge Level based on the social class of the other character, or such factors as whether or not the Bandit has previous stolen from him. Common folk, who have little to steal, often regard Bandits as heroes, and do wealthier women who had read too many romances. Upper class people of the same gender as a Bandit will almost always be ill-disposed to him, and it should be extremely unlikely that magistrates or sovereign nobility will ever regard a Bandit favorably.

WEAKNESS

INFAMY (Charisma): Although often loved by the common people, Bandits are constantly pursued by the law. Even those few Bandits who are legally chartered are often regarded as scum by the very people who employ them. In addition, Bandits must expect that they will become wanted men in the area where they operate.

  • As previously noted, Bandits who fail their Fame check will be suffer the ill effects of their Infamy.
  • For every week that a Bandit stays in a settled area, there is cumulative 1% per Level chance that the authorities will learn of the Bandit’s presence, and decide to single him out for prosecution. If that happens, wanted posters will be posted, bounty hunters may be hired, and the Bandit’s known associates will be questioned regarding his whereabouts.
  • In the case of licensed Privateers, “prosecution” can mean they will face assassins working for enemy nations.
  • For purposes of determining a Bandit’s chance of becoming a target for the authorities, an “area” is assumed to cover 1 day’s journey by horse in any direction on land, or one day’s journey by sail.

PRIME ATTRIBUTE: Dexterity

HIT DICE: d8

ALIGNMENT: Any

WEAPONS: Any. (Footpads typically use Short Bows, Daggers, Short Swords, Brass Knuckles, Pistols, and Garrottes. Highwaymen typically use Light Crossbows, Daggers, Main Gauches, Poniards, Pistols, Rapiers, and Sabers. Pirates typically use Hand Axes, Blunderbusses, Daggers, Cutlasses, Pistols, Mancatchers, Muskets, and Scimitars.)

ARMOR: Padded, Leather Coat, Leather Armor, Hide, Studded Leather, Leather Laminar, Mail Shirt, Cuir Bouille, Breastplate (any), Brigandine, Helmet (any), Shield (any except Large or Pavis)

ABILITIES: Cant, Intimidate, Hide, Climb, Move Silently, Running/Horsemanship/Sailing, Ambush, Capture, Conceal Object, Fame.

WEAKNESS: Infamy

Level Hit Dice Basic To-Hit Bonus Experience Points
1 d8 0 0
2 d8 +1 2,251
3 d8 +2 4,501
4 d8 +3 9,001
5 d8 +4 18,001
6 d8 +5 40,001
7 d8 +6 75,001
8 d8 +7 150,001
9 d8 +8 250,001
10 d8 +9 500,001
11 +3 HP +10 725,001
12 +3 HP +11 950,001
13+ +225,000 per Level
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