Sunday, June 10, 2012

High Elves


This is a variant racial class for D&D and retro-clones--you should be able to make it work for any version of D&D with demihuman races, instead of race/class combinations.  I wrote it because I wanted to run a Tolkienesque D&D campaign, which is harder than it sounds.


This version of the Elf is well-suited for DMs and players whose campaigns don’t accommodate the organized religions implied by the Cleric class, but who still feel a need to fill the party role of healer and bane to the undead.  High Elves are best suited to settings where Elves are closely allied with natural forces and have an inherently spiritual nature.  They are intended to replace the Cleric class, and like Clerics they can attain 10th level.  GMs may want High Elves to replace standard Elves, or they might allow them to exist alongside the standard Elf racial class.  In such a case the standard Elf might represent Half-Elves, Dark Elves, or Elves who live in close contact with humans. 



Swords & Wizardry White Box
Table 8.1 High Elf Advancement
Level
XP
HD
BHB
ST
1
0
1
+0
15
2
2,500
2
+0
14
3
5,000
3
+1
13
4
10,000
3+1
+1
12
5
20,000
4
+2
11
6
40,000
5
+2
10
7
60,000
6
+3
9
8
120,000
6+1
+3
8
9
240,000
7
+4
7
10
480,000
8
+4
6

High Elf Class Abilities
Weapon/Armor Restrictions:  High Elves do not wear armor heavier than chain mail.  They never use shields or crossbows, and they tend toward bows and swords.  A High Elf would typically rather use a weapon in each hand than a two-handed weapon.
Spellcasting: High Elves cast divine spells from the standard Cleric spell list as per the Clerical Spell Advancement Table (Table 4 in S&W WB).  High Elves do not sleep, but they quietly commune with the earth for several hours each day and emerge from their meditations with spells prepared.
Turn Undead: Since they are closely allied with the forces of life, High Elves can turn undead like Clerics at the same level (see page 15 in S&W WB).
Hereditary Foes: High elves gain +1 to hit goblins, orcs, intelligent undead, and lycanthropes.  Because elves are inherently magical, they can always strike creatures who can only be struck by magical weapons.
Keen Detection: High elves are good at spotting hidden and concealed doors.
Saving Throw: High elves get +2 on saving throws versus magic, death, and poisons.
Languages: High elves are able to speak orc, goblin, hobgoblin, and gnoll.

Labyrinth Lord
In Labyrinth Lord, use the Cleric’s abilities and level progression for the High Elf, with these modifications:

Requirements: CHA 9
Prime Requisite: WIS
Hit Dice: 1d6
Maximum Level: 15

High Elves can wield any weapon except the crossbow and wear up to chain mail armor.  Elves never use shields.  High Elves use the spell progression and lists for Clerics and they can turn undead as a Cleric of the same level.  A High Elf with Wisdom of 13 or better gets a 10% bonus on experience. High Elves use the Magic-User level progression table for experience points (page 12).

High Elves have infravision to 60 feet and they can find hidden and secret doors on a 1-2 on d6 if they are actively searching.  They are unaffected by ghoul’s paralysis and they can speak their alignment language, common, elvish, gnoll, hobgoblin, and orc.

Reaching 9th Level: High elves can establish a stronghold in a natural setting as described in the Elves description on page 11 in the LL rulebook.

Swords & Wizardry Standard
In the standard edition of Swords & Wizardry, you can use the Cleric’s abilities and level progression for the High Elf, with these modifications:


Prime Attribute: Wisdom, 13+ (5% experience)
Hit Dice: 1d6+1/level (Gains 2 hp/level after 9th.)
Armor/Shield Permitted: Chain, no shield.
Weapons Permitted: Any except crossbow.

The High Elf has darkvision to a range of 60 ft and has a 4 in 6 chance to find secret doors when searching.  They are are also immune to the spells Charm Person and Sleep.

Use Table 6 for Hit Dice, Saving Throws, and Spells, but use the Magic-user experience point progression from Table 8.

Saturday, June 9, 2012

X-Plorers: 

A New Class and a Reaction Table


Here are a couple of related new things for X-Plorers, a role-playing game written by David Bezio and published by Brave Halfling: a reaction table and a new class.  Savvy role-players will recognize that the reaction table is based on similar tables in Holmes and Moldvay D&D, as well as the first edition of Gamma World.  The Contact class is designed to fill a gap in some campaigns.


NPC, Alien, and Creature Reactions

When characters first encounter a non-player character or creature, roll 2d6 and consult this table to determine the NPC or creature reaction.  Add the Presence modifier for one player character who is on the scene.  If the creature or NPC is inclined to hostility, subtract -1 (wary) to -10 (rabid) from the roll.



Score
Reaction
2
Enraged.  Attempts to harm you.
3-5
Threatened.  Fights or evades.
6-8
Cautious.  Holds steady or retreats.  Reroll.
9-11
Open.  Offers hospitality.
12
Friendly.  Commits to aid you.




Contact
Contacts are second-tier members of an X-plorers group, but they are indispensible in missions including contact with unfamiliar cultures (either human or alien).  Contacts are more expert in the social sciences than Scientists.  They are trained to decipher languages, and they have developed strong empathy, which falls short of psychic ability but still gives them an advantage in dealing with creatures.

Table C1: Contact Skills

Level
Ethology
Language
Empathy
Reaction
1
13+
15+
16+
+1
2
12+
14+
15+

3
11+
13+
14+
1 reroll
4
10+
12+
13+

5
9+
11+
12+
+2
6
8+
10+
11+

7
7+
9+
10+
2 rerolls
8
6+
8+
9+

9
5+
7+
8+
+3
10
5+
6+
7+


Ethology (INT):  Ethology is the study of social organization and behavior among animals and sentients.  It can be used like the Scientist’s Sociology skill, but it provides deeper insight into culture and cross-cultural patterns.

Language (INT): Language covers the ability to decipher, understand, and make oneself understood in unfamiliar languages.  It can be used to understand foreign and alien writing systems as well as more exotic forms of communication.

Empathy (PRE):  Empathy is like the Telepathic ability of the same name (see Chapter Y, page 33 in the rulebook).  Through long training in sensitivity, the contact can sense emotions and intentions, and respond in ways that change those emotions and intentions in small ways. 

Reaction (PRE): A successful roll of Empathy improves a reaction roll by the listed number.  A successful Empathy roll also allows the character to attempt to repair relationships that get off on the wrong foot; reroll poor reaction rolls (Threatened result or worse) the listed number of times with any particular creature.

CUSTOMIZATION: The Contact is meant to represent characters like Star Trek's Deanna Troy or Genly Ai from Ursula Le Guin's Left Hand of Darkness.  The class is easily modified to represent any character who is specialized in social skills.  If you want a space merchant or a corporate lackey (like Burke from Aliens), you could trade out Ethology for something like Organizational Behavior and Empathy for something like Haggling or BS Artist.