Extra class thing based on the LOTFP ruleset.
The idea and one or two of the entries yanked from Zak
Smiths Fighter, Wizard and Thief
Its this-
Plus this-
No shields, no plate mail, Its Kamikaze Librarian.
This can be applied when you level up to either .
A Specialist; when you level up add d6 Hp,
or
A Dwarf; add d6 Hp
And also, roll twice on the table below for each level
gained.
(All references to books can also count for equivalent
cultural artefacts, paintings, sculpture etc, so long as it makes sense in
context.)
(Elves and Halflings cannot be Kamikaze Librarians, they
are not Punk enough. Elves are Disco, Halflings are Folk.)
1-15 A
dull day out indeed, add 2 skill points if a Specialist, if a
Dwarf, either roll a d10 for hitpoints, or add one skill point to any skill of
your choice.
16-30 RAAAAAGGGHH!!!
Either +1 to hit (continual) or
attacks equal to your level for one fight per game or one extra move action whenever you like, so long as you use it
to get into melee combat with something bigger than you.
31-50 I
have a book on that… Name a book, its contents and subject. You own
it. Once per game you can use it to add your level to a roll regarding
something relevant to the subject of the book.
51-52 Bookzerker. If a
book (or equivalent cultural artefact) is in immediate danger of destruction,
then you gain +1 to hit AND +1 attack AND +1 move action for each item that is
threatened, up to 1/2 your level (rounding up . So a level 10 bookzerker gets
+5 things they can do and can decide each as they wish. Only in effect while
the item is in danger. (If you deliberately put it in danger then fucking shoot
yourself, don’t play this class.) If you roll this again, add one to your
total of actions each time.
53-54“It
belongs in a MUSEUM” Once per fight, as a free action you can grab
an item of cultural/historical significance from someone adjacent to you. No
roll or penalty. (Significance, i.e. A
Sword, no, but The Sword Of The King Of Tazadun, yes.) roll this again and on a dex test they didn’t
notice, 3 times and they definitely didn’t notice plus you get a free move
action.
55-56 Bookclub/
Scrollknife You can roll up any scroll and turn it into an
impromptu D4 weapon Jason-Bourne style. A book likewise. A big book you need
two hands for becomes a d6 weapon, though that is less of a surprise. If it’s a
magic book or scroll then the dice ‘explodes’ on a max roll. Add a die size
every time you roll this result.
57-58 ‘Oh.. My… God’ The daVinci Mode. This carving on the wall,
detail on the cup, marginal note, the sculptures eyes, concerto’s notation, the
temples alignment, THE RAYS COMING FROM THE STAFF. It breaks the whole thing
open, now you see what’s really going on. Once per game you can talk for
exactly thirty seconds, no more, without pause or prep, about some detail you
have found and how it REVEALS EVERYTHING. If the DM and players buy it, then
can re-write reality equivalent to a limited wish spell. It must make sense in
the context of the game.
59-60 Alexandrian
Fire Brigade. You are really good at stopping things (and
people) being on fire very very quickly. Books, buildings, city states. It
scales up if you have the time and resources.
Roughly one second for a painting or book, Takes about 10 seconds per
man-sized-mass-equivalent.
61-62 Curatorial
Expertise. You can tell when any organised group of physical things
is out of place or other than it should be given the system in which it is
arranged. Books in a library, statues in a row, paintings in a gallery, knives
in a cupboard. There must be five or more things. Time taken to inspect is
relative to the size of the grouping. It tells you nothing else about the
thing, what it is or why it is there. Not people, unless they are arranged like
objects to an abstract logic. The assassin in a dancehall, no, one of the red
queens playing-card guards, yes.
63-64 An
Angel of Formaldehyde. Give you a jar big enough and a solid place
to stand and you could pickle the world. You can pickle any dead once-living
thing you find. Assuming you have a jar big enough and the chemicals. If you take it home, every day of study will
grant you some piece of knowledge about the thing. Up to your level. (Base
expectation is a vulnerability or a +1 to hit or damage). If you only have part
of a thing then it might take you more time or more examinations to works stuff
out proportionate to the chunk that you have. As you increase in level you can
go back to your old specimens and maybe find new things about them.
65-66 An
Axe to Smash the Face of Time. Time is the enemy of Librarians, a book is a
stony dam in the torrent of Lethe, a museum is like the Hoover Dam. If carrying
an Axe in Tragic circumstances (i.e. witness to things being subject to
inevitable loss) then you may enter a screaming fit and hew your Axe into the
face of Chronos. Chronos is currently incarnated,( in the manner of Moby Dick)
as the people/things pissing you off at this particular moment. (It’s an Ahab
thing). The Axe will wipe their memories. By smashing their fucking brains out
of their head. Every blow is to the head of humanoid enemies, d20 damage each
time. One fight per game. Add one for each time you roll this. Any survivors
suffer amnesia. If you are not carrying an Axe, why not? Not even a small one?
A tomahawk? What kind of librarian are you?
67-68 Five
Thousand Furies in the Teeth of the Gods. You know the names of
5000 furies from scraping for weeks through broken cuneiform script. Well you
sort of know them, you kind of forgot most and they blur a little into one
after a while. If you can point at a person (or intelligent monster) and name
correctly the thing they have done that would enrage the Kindly Ones then the
Fury of that particular act will plunger out of the heavens and fill you with
divine rage. So long as you are trying to kill that particular person. Plus
(=your level) attacks and plus (=your level) damage for each hit so long as you
fight that person. Pass out for minutes =your level after fight is over. Once
per game for every time rolled.
69-70 An
oath of bone, and eye of stone. Your word is as a rock, and
that rock is for caving skulls. You may single out one opponent whose name you
know and describe in sonorous pseudo-celtic or plastic anglo-saxon verse,
exactly how you will kill them in this fight. If you score a critical against
them in this conflict, and if at all possible, the oath comes true. Once per
game per times rolled.
71-72 Raw
Punk Hair. You get a new haircut and it looks punk as fuck. You now
stand out as an opponent of Authority. Anyone who has been oppressed by the Man
will find it hard to distrust you. Anyone working for the Man will peg you
straight on as trouble. (Who the Man is shifts relative to circumstances). Hair
effect disappears with skull shaving or a helmet, but reappears once the hair
grows back or helmet (or hat) is removed. You will not change the hair. Why
would you? +1 CHA to those opposed to authority each roll. No-one suspects you
are a narc.
73-74 Sharp
Motherfucker. You
look like a detective in an off-kilter tv series, a teacher who reads Vice
magazine, a social worker whose sister owns a boutique. Kind of a low-level vaguely beneficial
authority figure who dresses really well. Police will trust you. The mayor
likes you shoes. If you ask about the crime scene people will just assume you
are supposed to know. You going to that thing later? +1 CHA to authority
figures each time, plus no questions at the door. (if you roll both Raw Punk
Hair and Sharp Motherfucker then you will confuse the fuck out of people, you
can decide how people take you, but you better act the part, you also look
amazing).
75-76 Dewy
Decimal Deathsong. As
your life bleeds from you, in a flurry of doomstruck blows you categorise the
fuck out of everything you can see. Add your WIS and INT modifiers together.
When at half hit points or below, you may have this many extra attacks per
round, so long as you (the player) shout the category of each individual thing
you are hitting as you (the character) swing. Once per game. Plus once for
every time you roll this.
77-78 Flynnsertion. One
per fight, as a free action, you can grab a rope or curtain or chain or
anything like that and freely swing anywhere it could reasonably take you. If
you are swinging into danger, there is no roll involved. If trying to get out
of danger, roll your DEX, unless you are carrying a book away from someone who
shouldn’t have it. Once per fight every time you reroll this.
78-79 ‘lefthanded writer, just ate lunch, hates his mother’ You can analyse handwriting, ink types, paper
scars, all kinds of pseudo forensic bullshit. Reading any piece of handwritten
text lets you describe/discover nouns and adjectives equal to your level about
the writer. If you get it wrong (if the identity is already set in game) then
the DM has to give you the correct word.
80-81 We
Have Heard of Those Princes Heroic Campaigns. You remember these
guys from somewhere.. When confronted with a high level noble, king, merchant
house, church, guild or equivalent you can recall the real story as to where
they come from, they source of their power, it rarely what they say it is. The
DM must provide any and all information about this family/organisation. The
information must be at least 100 years old. Once per game per roll.
82-83 Chomskarian
Rhetoric. With an opposed CHA vs WIS roll and a long (an hour at
least) conversation, you can use reductive logic, carefully chosen evidence and
shocking confidence to temporarily convince low level members of any group that
EVERYTHNG THEY KNOW IS WRONG. Up is down, black is white, THEY are US. Wears
off after a day or so. Once per game per roll.
83-84 Divine
Mandala Telephone. Pick a god of knowledge or writing from the
setting or from real history. You know them. You don’t necessarily worship
them. They don’t necessarily like you or owe you anything. But you know them
and can contact them by making a complex mandala of special sand (takes d6 –
DEX mod hours and no wind or interruption)
85-90 ‘dammn
my eyes’ Your eyes are fucked, you now need glasses to see. Roll
this twice and your glasses can see one thing normal glasses can’t (Infrared,
ghosts etc) Add one thing for each time you roll this result. Make sure to
clean them carefully after each blood-spattered brainbashing.
91
My Axe is my Bookmark.
+1 Str to racial max, excess goes to Str or Con.
92
You are the steely-eyed one at the end of the bar. +1 Wis to racial max, excess goes to
Int or Cha.
93
Reading pays off.
+1 Int to racial max, excess goes to Wis or Cha. Note: You look no smarter.
94
You actually DO know what you’re talking about. +1 Cha. to racial max, excess goes to
Wis or Int.
95-96 Cartographers
guild party crasher You were at this party, with these map guys,
you think, you were pretty drunk. Anyway they had this map that looked a bit
like where we are now. Probably… Player
can close their eyes and draw, with pencil, and their off hand, one thing on
the DM’s map. It’s probably there, or roughly there. Something like that
anyway. Once per game per roll.
97-98 I
only read the action scenes You actually read a prophecy about this
exact event ages ago somewhere, actually you skipped most of it and you forgot
how it ends but the death scenes were really specific. 2+ save against the next
thing that would have killed you as you suddenly remember what it was. Of
course now the prophecy is useless because you broke it. Once for each reroll.
99-100
Marcus Brody You have a Brody,
an excellent, decent, civilised,
knowledgeable friend at home. They consistently advise you no to go on
adventures. They will never (no matter how much the Dm wants them to) betray
you. If you make it home wounded or broken they will patch you up. They will
look after your stuff while you are not around. If you are captured and they
hear about it they will bravely (and stupidly) set out to rescue you. This
rescue will, amazingly, considering how utterly useless they are at
adventuring, be successful. As soon as you are rescued, the Brody will
themselves be captured by someone horrible. Should you fail to rescue them,
they will be killed. Who’s going to look after your stuff now you self-centred
piece of shit?
And you get this
‘Another piece for
the collection’ You have a place, somewhere, it’s safe. Like a small off
the beaten track museum, library or gallery. You can keep your stuff there
(reasonably) safe from DM interference. Name it.
For each exhibit of a type
(sword, vase, picture, style, era, genre, author, smith.) retrieved and
preserved safely by you. Once per game you may assess any item of that type.
Roll a percentage dice.
-if the first d10 is under the
number retreieved, the price, makup, creator, likely owner and any other
mundane information within reason are known.
-if the 2 d10s, taken as a 2-digit
number, are lower than the total slain, you know EVERYTHING that may be useful
about that item. Including magical effects, strange conspiracies, likelt plot
relavence e.t.c
Identicals or multiple mundane
examples don't count, max is 90, collected after that just goes to bragging
rights at your FLGS.
GMs are free to determine what
constitutes a "type", Librarians are free to bore everyone by buying
endless books in little second hand shops for no reason just to notch up, and
the other players are free to have a little talk with them if they abuse these
rights and perhaps should view them doing so as a nice little red flag.
I would play this class in a second.
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