Showing posts with label cleric. Show all posts
Showing posts with label cleric. Show all posts

Sunday, 7 June 2020

Spells & Summoning monsters




































Magic Spell Research Speculation Stuff
Me and a friend did 12th level wizards and hoping to pad out the higher levels with content as what I have only really good for about that high maybe 14th. Considered having some skills with fx that kick in at 10th or perhaps unlock stranger skills. Part of me thinks might revise magic to be a bit more different to dnd ip. I like spells in dcc that lets a basic spell get more powerful so burning hands can burn an army eventually. I like some Lamentations spells and enhanced simplicity. I dislike all those hugely detailed spell descriptions that talk about some wizard. Long ago I had a system that had basic combat spells that you chose what the missile was with your version of the spell. I like summoning spells to do this too. Had an ant wizard in one game only called ants. Or a wizard that summons only lame 1HD clone copies of themself. Aso don't really like the Summon Monsters I, II, III, etc

So I like spells that stay useful a long career. Magic missile and charm person in older dnd both stay useful at a high level. Having lots of custom variant spells makes magic people vary more if their summonings and magic zaps have distinct appearances. Reskinning a web to being slime and purple worms might not be a big deal. Even go as far as everyone makes a little paper a6 spellbook to describes vis fx of your versions of the spell??? Some kids like describing spells too hard and using to hijack narrative (ok it can be done well).

Anyway I'm playing with ideas for summoning but none of this set in stone yet
Must avoid rewriting all spells and monsters.
Watching LOTR with friend who informs me one elf makes many orcs

Summoning and Monster Making Magic
So summoning I have played with a bit

I like the idea of more spells to make monsters to populate dungeons
-monsters not necessarily obedient but you can tame or deceive them
-or lock them up in your dungeon to run feral after you die
-make orc spell Lv1=murder an elf becomes a near ageless sterile mockery of elf kind
-make orc spell Lv2=use fresh human corpse disproportionately from male soldiers
-make orc Lv3=make orc from mud but these are sexless bigger brutes d12HD
(modern orcs breed and live longer and most wary of wizards stuff and dark lords)
-make abhuman Lv4 spells fuse human and animal via arcane surgery easiest to make
-loved alchemist art from medieval times of dragons being grown in vats
-jack Vance had quite a bit of this like the AD&D clone spell
-i guess lonely wizards will make cat women and other creepy stuff
-i like spells with some risk so lots of making undead spells risk they will betray you
-golems are slow and expensive to make but less horrible than undead
-alchemists make golems, slime monsters, simulacra, homunculi, even draconic monsters
-safer higher level spells don't have these problems
-perhaps a spell to control summoned beings but I guess charm could

Common Spells
Summoning Creature 1st Lv Spell
-1HD per caster level for one turn per level or dies/vanishes/melts/fades at zero
Summoning Circle 3rd Lv Spell
-1HD critters per caster level for around per level, minimum of 4 creatures
-create lots of figures to strategically tie up the battlefield
Summon Monster 4th Lv Spell - 1HD/Lv
-creatures with multiple attacks or other non-magic advantages
Conjure Planar Thrall 5th Lv Spell
-8hd elemental or lesser demon or devil or angel or faerie
Conjure Planar Power 6th Lv Spell
-16hd elemental or major demon or devil or angel or faerie
Conjure Planar Throne 7th Lv Spell
-nobility of hell/demons/elemental lords/efreeti
Gateway 7th Lv Spell
-open portal to another world or close one

Wizard Summoning
-instantly calls being or beings to point in the range
-from another world or creates from elemental, ectoplasmic, shadow or spectral material
-creatures obey orders and mental suggestions but do have morale scores or own will
-creatures bit thick and naive and without orders stand around confused
-sometimes 1in20 chance a creature survives the spell expiry and flees a wild monster who hates and fears who called it into being

Druid Summoning
-basic spell calls whatever animals or giant animals available
-basic spell calls beast with one attack like wolf, goat or deer
-monster summoning is for animals with multiple attacks like bears or lions
-later spells call magical wilderness beings from faerie land and elementals
-creatures hang around for hours but take a d6 rounds to arrive
-could be recruited as a follower if treated well after the battle
-animal intelligence but not stupid or suicidal but protect and aid druid
-mostly summon animals most with one bite attack like wolves
-high-level spell sylvan or faerie or elementals later usually intelligent
-when animals die their children starve
-druid could charm or befriend animals if like them or reward them
-nice to not just eat them or use a cannon fodder and first aid or feed them after

Cleric Summoning
-each cult has spells to summon beings of the cult Horus priests know summon hawk
-sent by god arrive from sky or a pit or portal, fanatic service to god through the summoner
-summons is instant and creatures vanish back to the gods household
-don't strictly obey you but will fight to death versus enemies then vanish
-low level spells summon a npc character or basic beast with 1 attack
-higher level monster summoning spell calls cult spirits and beasts usually intelligent
-planar summonings call divine servants basically magic monsters angels or devils
-some beings are spirits that coalesce a body from local matter
-beings slain return to the divine source to be reborn again serving the god

Alchemist might mix some potions and charge with a philosophers stone or plant some dragon teeth on the fly for a summoning. Some alchemy might require prep time and money as well as magical energy-infused during a ritual. Mostly they make constructs like golems.

Ideas On Summoning & Creating Monsters
If the plan is to make spells more customisable then I need to
Rough Guide for summoning and creating spells
Roughly a HD/Lv and conditions
Ive considered some extra magic skills such as
-improve average HP per dice from 4 to 5 possibly stack four times to 8hp per HD
-better minimum average on spells that summon random amounts of critter
-i guess familiar might concentrate for you to maintain a spell or command summoned things

1 LV = D8 HD on average but you could
swap a d8 HD for d4x2 HD eg two kobolds or rats instead of a orc
swap 3 d8 HD for d6x4 HD eg four goblin or bandit or dogs instead of three orcs
swap 3 d8 HD for d12x2 HD eg abhuman, dwarf, barbarian  instead of three orcs

Basic HD & HP     Common Critters

d4 or 2hp               Rat, Kobold
d6 or 3hp               Goblin, Dog, Human Guard
d8 or 4hp               Orc, Dwarf, Hobgoblin, Skeleton
2d8 or 8hp             Abhuman beast folk (lizard or hyena), wolf, Zombie
3d8 or 12hp           Bugbear, Wild Boar
4d8 or 16hp           Ogre, Dire wolf, Bull
5d8 or 20hp           Carrion Worm (-2 for lots of magic attacks)
6d8 0r 24hp
7d8 or 28hp           Lion (-2 for extra attacks)
8d8 or 32hp           Hill Giant, Grizzly Bear (-2 for extra attacks)
9d8 or 36hp
10d8 or 40hp
More intelligent creatures -2
Creatures with 3 attacks -2
Some magical or special abilities -1
Many magical abilities or spellcaster -2
Undead have dangerous powers but also liabilities like clerics
Spectral Minions are perfect as can be any level or in group and fade on "death"

Other Thoughts
Most basic summoned creatures are not bright
-wizard summoning drawn from other dimensions or created instantly
-priest summoning calls cult beings that are fanatics that might not do as you wish
-druid summon actual local animals or giant ones whatever is near might come

Higher-level summoned beings are supernatural and often genius intellects

These lists are just tooling around and preferring the above systems. This was an older version of the idea which I gave up on but useful notes and ideas on this stuff.

All this starts to feed into my monster book project which aims to reduce IP monsters.
Possibly a future rewrite will significantly rename monsters and spells.

Golems Making Spells Per Level

0 doll, animated tool
1 grass golem , scarecrow, jack o lantern, iron cobra
2 wood golem, silver statue, necrophidius
3 crystal Statue, Jade statue
4 gargoyle, guardian warrior, iron statue, caryatid column
5 Bone golem, obsidian golem, mud golem, rock statue, steel statue, gargoyle
6 Flesh golem, mud golem
7 clay golem, amber golem
8 stone golem, silver golem
9 rock golem, iron golem, bronze golem, juggernaut

Undead Making Spells Per Level

0 zombie rat, crawling hand
1 Skeleton, spectral minion, malice, corpse worm
2 Ghoul, flying skull, poltergeist, haunt, shade,
3 Sheet phantom, Huecuva, Coffer Corpse, shadow, ghostly horde, topi, juju zombie
4 Sheet Ghoul, Son of Kyuss, penanggalan, Wyrd, ghast, wight, agarat
5 Mummy, wraith, banshee, ghoul elder, draugr
6 Revenant, Apparition, Nosferatu, Greater Wyrd, spectre, dusunu, grey philosopher, sacrol, mesmer
7 skeleton warrior, ghost, groaning spirit, vampire, darkhood, phantom
8 Death Knight, crimson death
9 Iich (18HD) Colossus (20HD)


Elementalist Making Spells Per Level
0 1
2 fire snake, giant strider, hoar fox
3 ice lizard, water weird, fire bat
4 Fire Lizard, lava child, mephit, fire toad
5
6 Winter Wolf
7 Fire lizard, Salamander
8 Efreeit, Medeum fire elemental
9 Efreeti Viier, huge fire elemental

Darkness 
Making Spells Per Level
0
1 shade
2
3 Shadow
4 Shadow mastiff
5 Wraith
6 Shadow Demon, nightmare, ebon tiger, shadow dragon
7 Soul Eater, Bhutr, terithan
8 Randara, night hag,
9 blackball, nightwing,

Faerie Making Spells Per Level

0
1 Elf, Faerie
2 Pixie, sprite, atomie, grig, brownie, leprechaun
3 Wychlamp, buckawn, swanmay
4 Elf cat, dryad,
5 Shargugh,
6 Wyrdglow, Satyr, korred, nymph, siren, sylph, niad, oread
7 Faedorne
8 Treant, willowisp
9

Specialisations For Summoners
1 Ooze - family of low HD basic oozes, better ones 
2 Worms  - disgusting
3 Ants - basic then flying or chemical attack versions 
4 Insect - beetles then with flying ones or preying mantis
5 Arachnids - with venom, webs, or extra attacks with better spells (scorpions and spiders)
6 Crabs - and crustaceans then bigger ones with extra attacks or hermit crabs spells
7 Cephalopods - amphibious versions ok short term but squids, ammonites, octopi
8 Slugs - basic the acid spitters and flail snails 
9 Isopods or Trilobites - basically bugs amphibious versions
10 Centipedes - lower HD but poison for size?
11 Fish- inappropriate in some places
12 Frogs - huge to gigantic forms and some magical types of frogs
13 Lizards - fancy types with more attacks and abilities later
14 Dinosaurs - all sizes and shapes some with more attacks or armour
15 Snakes - various sizes with deadly venom or constrictors or hydra at high level
16 Draconic - smaller drakes working up to dragons but mostly 
17 Synapsids - mammal-like reptiles before dinosaurs, so mostly dimetrodon's
18 Newts - huge to gigantic forms and including salamanders, olm &  axolotl
19 Plant - various mobile plants and vegepygmies
20 Fungus - various mobile fungus and mushroom folk
21 Canines - like wolves and dogs or dire wolves
22 Hyena - plus prehistoric versions
23 Swine including wild boar or prehistoric terror pigs
24 Marsuipials - possums, wombats, thylacene, koala, kangaroo, tasmanian devil
25 Ursinoids - various types of bears
26 Cetaceans - including amphibious and land based ancestors or whales and dolphins
27 Rodents - rats, mice and similar critters possibly beavers
28 Felines - cats, bobcat, lynx, panther, cheetah, lions, tigers, sabretoothed cats
29 Flightless birds - including prehistoric terror birds, moa, emus, ostriches, cassowary
30 Other birds but possibly specialize in raptors, ducks, flamingoes, etc
31 Various herd beast - goats, bison, ibex, deer, cattle, ibex, gazelle, 
32 Bats - winged mammals but flightless predatory versions exist
33 Primates - apes and monkeys and lemurs
34 Lagomorphs - rabbits and hares
35 Armadillos - prehistoric ones like glyptodons
36 Sloths - including prehistoric aquatic, burrowing and giant ones 
37 Weasels - nasty
38 Elephants - possibly woolly and midget jungle types
39 Rhino - possibly woolly and midget jungle types
40 Moles - giant carnivorous ones
41 Spectral phalanx spear warrior spirits
42 Spectral savage hairy warrior wild folk spirits from the Forrest
43 Spectral barbarian warriors from the long-gone tribe who long to fight
44 Spectral missile troops like archers
45 Spectral weapons and weapons
46 Spectral minion warriors from beyond called to battle
47 Spectral savage gibbering pygmies
48 Spectral degenerate mutant hordes
49 Spectral templar warriors
50 Spectral hound
51 Hags - from lesser hedge hags to powerful night hags
52 Centaurs
53 Corporal Undead from netherworld mostly skeletons and zombies
54 Non Corporal Undead from netherworld mostly spectral minions
55 Chimera
56 Slaad
57 Shedu
58 Lamia
59 Sphynx
60 Naga
61 Goblinoids - goblins then hobgoblins and bugbears
62 Orcs - some with fancier equipment and levels
63 Giants - cyclops, ogres and various giants
64 Kobolds - two for one HD deal 
65 Trolls - with hedge and barn trolls up to gigantic ones
66 Dwarves - summon fighting dwarfkind
67 Elves - summon fighting elfkind
68 Gnomes - summon fighting gnomekind
69 Halflings - summon halflingkind
70 Changeling spirit folk, planar hybrids and fey folk
71 Plant abhumans - tree folk
72 Fungus abhumans - mushroom folk
73 Worm abhumans - centipedes, maggots, grubs
74 Fish Abhumans - shark, eel, crab, catfish, carp, salmon
75 Arachnid Abhumans, spider, scorpion, tick
76 Insectoid Abhumans - mantis, ant, bee, wasp, beetle, moth, fly
77 Bird Abhumans - crow, vulture, owl, eagle, hawk, ibis, rooster
78 Mammal Abhumans - dog, lion, bear, walk, stag folk
79 Reptilian Abhumans - lizardfolk and others, some huge 
80 Elemental Abhumans - specialise in specific elemental types
81 Fire elementals  
82 Earth elementals 
83 Air elementals 
84 Water elementals 
85 Ice elementals
86 Lightning elementals
87 Crystal elementals
88 Vapour elementals
89 Metal elementals
90 Flesh elementals 
91 Faeries - chaos C call halflings, goblins, gnomes, elves, nymphs, dryad
92 Daemons - chaos C call elder spirits of the aether between worlds 
93 Celestials - law L Archons, 
ultraterrestrials and agents of cosmic law
94 Plutonians - law L netherworld spirits of the dead called as spectral beings
95 Elysians - G heroic and virtuous spirits from a place of rest and reward for the dead
96 Arcadians - CG wild folk, magical animals and nature spirits
97 Diabolics - LE  lawful evil, hells cultists & devils who imprison those damned by gods
98 Angelics - LG heaven totem animal or puritanical fanatics then angels
99 Demonics - CE cultists and abyssal hordes dwelling on fragments of creation 
100 Cthonics - E darkness & nightmare beings from beyond outer void 

forgive my not quite Gygaxian alignment and cosmology
daemons and faeries can be good or evil or indifferent or alien
i like idea a summoner calling spectral warriors called from ancient dead as a thing

Thursday, 16 April 2020

Holy District of Shadelport





































Bells, chanting, rattles, drums all kinds of music can be heard and smells of incense and wine fill the streets. Paradise Hills smells sweet and fragrant and great choirs and orchestras can sometimes be heard. Celestial point smells more spicy and narcotic with chanting and insane gibbering of cults. Shriner's End smells of poverty, livestock and cheap and faded incense and sounds like a marketplace. Sacred Gardens smells of flowers and vegetation with a hint of exotic spice and fruits. Garden is the quietest area with sounds of the chattering of birds and monkeys broken occasionally by chants or screams


1 Paradise Hills
Monumental famous holy places 
Richest, most popular, holiest and greatest temples are here that interact most often with the government and receive to most donations. Several sprawling cathedral complexes are here rivalling any in the world. Templars patrol the street and guide pilgrims and keep order. Various churches provide clerics for this but several specialise 

2 Celestial Point
Esoteric, foreign & new temples
These are the more new and esoteric religions from foreign lands that are successful but not established or supported by the state. Many are cults and some are more philosophical even sorcerer personality cults. Some streets have blocks for rows of proselytisers where common folk can choose a religion. Vigils are initiated performing labours to church, amateur but zealous

3 Shriner's End
Petty gods & temples for commoners
Were shrines and temples of commoners are found in the thousands, Streets of idols in walls and even alleyways have shrines. Poorer peoples welcome here otherwise require official pilgrims permit to visit nicer areas. Petty gods often visit here but meeting them is mostly trouble. Priests here are more down to earth and practical with charity. Many stalls sell relics and souvenirs. City militia act as law here and treat everybody poorly and are unimpressed by unpopular cults

4 Sacred Gardens
Rambling gardens & run down ancient temples
This area is full of parks and gardens, temples here are older and some prehuman ruins. Many abandoned and overgrown buildings where scorpions, monkeys and snakes scurry about. Crumbling ziggurats, worn pyramids and vast mausoleums are here. Some are painted. Temples here are quieter and less popular, many old religions here have been forgotten in other places. Druidic priests and other older religions manage a presence here. Nonhumans operate many holy places here. The quieter streets here have attracted cult kidnappings and local temples tend to secure their own immediate streets with city militia sweeping streets by night looking out for monsters, murder cults or squatters

Saturday, 27 July 2019

12 Schools of Wizardry in the Emoverse



The Twelve Schools

Elemental College
Prehistoric schools mostly neutral
Also para elements and quasi elementals but rarer
-Geomancy the Earth Elementalist School
-Aeromancy the Air  Elementalist School
-Aquamancy the Water Elementalist School
-Pyromancy the Fire  Elementalist School

First spells taught by planar elemental beings more common back in the first age Still popular and least hated wizards by common folk. Commonly used in war..

Necromancy College
Mostly ancient evil black robe corpse magic
or white school who heal and commune with dead for advice
or red new school of neutral anatomical biomancy
-Ossimancy or knokencraft
-Carnomancy or fliechcraft
-Sanguinmancy or blutcraft
-Animancy or giestcraft

After the monster age some using their black magic conquered the world with undead. The black school has been hated since then. White school are rare but tolerated. The red school claim to be free of moral evil, seeking to heal, experiment on corpses and make help the living. They are well established in the universities who publicly condemn black necromancy.

Arcane College
Taught in modern schools of various alignments since the rule of humanity
-Enchanters (specialists in making magic items and mind control, aid feudal lords)
-Summoners (specialist in calling planar being for aid, specialised monster summoning)
-Evokers (battlefield army wizards for war or battle mages,
 call strange destructive powers
-Diabolists (wizards dedicated to serving Hell and calling infernal power to grant wishes)

Isolated traditions have been brought into the modern common study of magic. Enchanters are popular with nobility for making magic weapons and influencing others but many fear them. Summoners call beings and objects from other worlds eventually exploring the planes to treaty with great daemons and elemental lords. Evokers specialise in blowing stuff up with a variety of elemental powers used mostly on the battlefield making them popular with military and seen as more modern than elementalists. Diabolists study devils, Hell and demon lore to help deal with these powers. Obviously many distrust them and most consider them corrupt.

Other Magician Systems Confused with Wizardry
Wizard taps magic from their selves, material components and knowing of exploitable universal power. Sorcerers tap into other worldly pre human powers of creation or the planes. Mystics hold spirits or use channelled internal energy to release as spells. Alchemists manipulate by synchronising their spirit to 
material components to create magic items like potions, weapons, guns, golems even living creatures. True witches understand the secret dawn age lore of magic with power words and crafted fetish items. They evoke forgotten petty spirit and planar beings forgotten by others

Alchemy - a separate system with own spell list and a set price of materials and casting time. Alchemists make special potions often that they prepare then activate at the moment of use. They also make animated constructs, steam apparatus, gunpowder, st and incendiaries and mechanical or clockwork  technology, etc. They don't summon monsters they create them with limited lives from potion bottles and the things shrivel and die in a short time period. Alchemists make life forms using magical apparatus and materials.

Sorcerers - same spells but limited spell knowledge but cast instinctively channelling energy. Often from other worldly bloodlines linked to other planes or supernatural beings or spirits. Tend to be inborn and innate who have strange dreams of non human times and planar beings. Lazier and less dedicated than scholar wizards, usually attract cults or join them, often hedonistic and chaotic. Some have instead made pacts with such beings according to ancient pre human secrets. They tend to occasional get messages or instructions from their patrons. Many so called witches (unlawful magicians are witches by law) are sorcerers. Much more likely than wizards (mostly atheists or occultists) to have supernatural or religions trappings or have cultists serving them as followers.  

Mystics - separate spell system also known as magi, psionicists, mentalists, mediums or shamans. Powers are based from tapping into their personal spirits and gaining spell spirits from the spirit world who are held to prepare in 8 hours of ritual seances and then released to cast. Four main branches of power specialisation. Energy (magi), Body (savants), Mind (mentalists) and Planar (prophets) are the elements of mystic arts. As shamen many barbaric, nomad and wild peoples mystics deal with spirits, ancestors and beast totems. Mediums are civilised degenerate shamen who make themselves open to otherworldly spirits for hire. Shamen and mediums actually capture spirits and use them as spells or project their animus into a spirit to interact with other spirits. They would be Psionicists on Xor or Planet Psychon

Witches - most illegal casters are called witches which can confuse students. Many so called witches are sorcerers or wizards or clerics of unpopular cults like druids. Witch magic is rare now but witches had limited powers common to other spell casters but could cast limited spells more often or at will when powerful. Some say it is the original magic system. 
(roll to cast spells from limited list but gain some lower abilities at will at high level, roll to see if can cast again in day or automatic eventually). Witches survive best when women and oppressed people have limited opportunities for power, religious status or titles. Most witches are illegal and underground. Many are based on vengeance others are benevolent healers but still persecuted.

Clerics -  warrior priests gain miracles to fight evil (or vice versa). Serve respectable gods known by the masses especially the urban ones. Druids serve rural cults of rednecks, remnants of older people occupied by civilisation. Druids are outlawed or at least persecuted in some lands. Evil clerics are the opposite and use power to spread fear, ignorance and defy what is right. Clerics as military priests often crusade against evil cults or neutral druid sects or operate inquisitions to find hidden ones. Some clerics hunt even outlaw wizards. 
Powerful robed magical priests might seem wizard like but their miracle power comes from prayers and the miracles occur when the priest says the holy words of power. They just channel and store magic from gods through their holy symbol.

Wednesday, 10 July 2019

d100 Church Missions




































More missions but possibly nicer than the previous posts in this series. Unless you are a godless heathen then not so good. As usual higher number more severe missions. Possibly handy for when healed at a temple. A druid one would be pretty different. Some tasks might just require time and labour. Having finished this I considered could be missions related to petty gods and saints but oh well.

d100 Church Missions
01 Go begging in the markets to raise money for the church roof fund
02 Work in the scriptorium copying religious documents
03 Inspect the graveyard for needed repairs and cleaning 
04 Go work with the caring for the sick and offer them prayers and scripture readings 
05 Collect poor boxes from some of the smaller churches for the bishops new gold hat
06 Guard pilgrims travelling between shrines from bandits and evil doers
07 Go preach in the markets and put on a better show than rival public speakers 
08 Put on a mystery play to entertain the masses at the markets
09 Clean all the local shrines and leave a coin at each one
10 Go and teach orphans to read and write and convert them to our faith
11 Convert a merchant to our faith so they might help spread our faith
12 Preach to backward isolated villagers and warn them about temptation of evil cults
13 Convince a wealthy banker or merchant to sponsor an orphanage
14 Round up local drunken and sinful adventurers and bring them to church for a service
15 Convince a noble to show mercy to those that owe them money
16 Nail holy scriptures to the door of the biggest miser in town
17 Visit prison and convert and aid the poor degenerate sinners
18 Gather up abandoned urchins and bring them to a church orphanage 
19 Rally a angry mob against some injustice or blasphemy and use to proselytise 
20 Find who stole a from a poor box and thrash them soundly and hand them to the law
21 Convince a wealthy person on deathbed to leave money and lands to the church
22 Build a new shrine for pilgrims to act as shelter and expand current treks
23 Travel into the wilderness and preach to savages and non humans 
24 Raise money for missionaries to aid and preach to savages on the frontier
25 Vandalise monuments and rock carvings of the old religion with holy symbols of our faith
26 Gather and burn blasphemous books and objects of vice like rum and drugs
27 Help poor trapped in vice industry to escape lives with popper respectable work and homes
28 Help refugees and homeless find safe place to live
29 Transport a valuable artwork between churches for new installation
30 Build a monument to church or holy person or deity to impress people
31 Help fund or build a new church on the frontier to help spread the faith
32 Restore a tainted former holy site with sanctification and purification rituals
33 Investigate rumours of a strange cult operating in a rural area
34 Some unlawful spell caster is operating in a community in secret, find and punish them
35 Help stop the spread of vice, drunkenness and lechery in a poor area 
36 Help guide pilgrims through a dangerous route unused for decades
37 Find and restore a long lost holy shrine and have it put on pilgrim maps
38 Go on a long distance pilgrimage to collect holy scriptures to bring home 
39 A bejewelled gold relic box with a saints body parts was seized by raiding dungeon monsters, bring it back
40 Find a holy hermit and encourage them to return to civilisation to share their discoveries from years of solitude
41 Find a former priest of paladin and help them restore their faith and return to the church
42 Go on a mission to the frontier and help build a church, school or hospital
43 Expose a hidden cult of vice and degradation among the merchant or noble classes 
44 Find a evil cultist pretending to be a holy person spreading chaos and evil
45 Destroy all the undead in a graveyard and sanctify it so the dead remain at rest
46 Hunt down lycanthropes or vampires or doppelgangers infiltrating a community
47 Help recover lost holy book stolen by thieves and punish them for their sins
48 Recruit a band of acolytes to the church and lead them into a battle vs evil
49 Aid templars in their works guarding pilgrims and funding holy wars in distant lands
50 Exterminate a community following a enemy religion spreading vile blasphemies
51 Aid crusaders on their travels to holy war with food, shelter and money
52 Recruit a mob to join the crusades to earn a place in heaven by killing heathens
53 A necromancer in a hidden underground vault is defiling dead and grave robbing, find and exterminate the fiend
54 Hellish agents have been convincing the desperate to sell their souls to hell, find them and stop them
55 A noble has been dealing harsh justice, convince them to be more merciful and help the needy
56 Shut down house of ill repute and find the workers proper jobs and houses, protect them from vindictive gangs and criminals so they can escape their troubles
57 Find a local drug peddler, burn their goods and thrash them publicly
58 Aid widows with legitimate work and homes 
59 Check the seals on local crypts and catacombs for signs of necromancers or undead tampering
60 Rally a fighting force or peasant mob and lead them to burn the house or tower of a wicked sorcerer or wizard up to no good
61 Evil cultists gather for seasonal feasts and depraved orgies with devils and animals, find the next such gathering and attack them
62 Aid the inquisition in locating cultists and destroying their organisations
63 A monastery has reported a dreadful haunting, investigate it and stop the problem
64 A community has had parishioners struck by curses, find the culprit and have them arrested
65 A report of a country church being lenient and encouraging other faiths and cults has disturbed church officials, go and encourage them to do the right thing
66 A priest has had some unsavoury accusations directed at them, investigate them and report findings to the church but be discreet
67 A nunnery has had reports of madness and troubles, go investigate and stamp out the problem
68 A pedlar of quack potions and cures has been encouraging simpletons to use their faux treatments instead of church healers. Investigate them and possibly use legal means to drive them away
69 A simple rural village has been reporting miracles and wonders, investigate if they are fair or foul wonders or just some kind of hoax
70 Help with the construction of a new church or cathedral
71 A cultist captured admitted under torture that a gate to hell opens occupationally and cults gather to welcome devils into the world, find and stop them
72 Join a crusade to help a holy war against a rival faith or backwards frontier peoples
73 Anew land has been discovered and the church needs agents to explore it and help pave the way for missionaries
74 A templar order keep has had many accusations of vice and they seem very well off, investigate if they are honest or infiltrated by a cult
75 A church found ancient forgotten catacombs beneath it and have requested experts to investigate them
76 A rural village have been building cages over select graves and the priest has had trouble finding out why this custom has emerged
77 The corpses of some plague victims have vanished of late. Spend the night watching a new batch and make sure nobody takes the bodies
78 A vile beast from the pits of hell has been roaming a wilderness area and locals have asked church for help
79 A peasant from a frontier estate claims the master is a infernal monster and you are sent to investigate the claims with a visit
80 A haunted house has scared off all tenants and has been abandoned. Go and cleanse it and perhaps it can house the poor
81 A great festival and procession is coming and a organiser for festivities is required urgently to put on a show to impress commoners, nobles and priesthood
82 An entire order has been called into question by reports recently, infiltrate them and report to the bishops of anything wrong
83 An important noble has been feuding with a bishop, meet them and negotiate a peace both can live with
84 Negotiate peace with kingdom border nobles and the degenerate godless sub human savages over the border
85 Rumours of golden ritual paraphernalia stolen from the church is held by a robber knight in a ruined castle with his band of degenerate bandits and a mysterious black robed stranger. Go see if they have the relics
86 A cult has stolen several bodies of nobles from a crypt under repair, find out why, return the bodies and kill the evil defilers
87 A rival religion has set up a new church, it is important we show our superiority and double down on our charity and outreach among poor downtrodden simpletons for a month
88 A gathering of different religions are gathering to discuss how to deal with all the strange hidden cults that menace all the proper religions. Guard the conference delegates in case the cults try something shifty 
89 Travel to join a far off crusade against a foreign primitive peoples. Help seize their land, change their faith and liberate their gold for use by a proper civilisation
90 Enter a portal to hell and rescue a paladin determined to fight to the death
91 Travel to the depths of the earth where a insidious evil temple secretly directs surface cults. Destroy the cult leaders, their relics and their demon lord
92 A ruin covered island crawling with dinosaurs and cannibal cultists needs saving from their bloodthirsty vampire bat goddess. Destroy their unholy ziggurat and burn all their evil books
93 The growing popularity of godless wizards are a problem. Go unto the common folk and perform miracles to keep their faith and try to convert some wizards to our faith
94 A great dungeon complex full of monsters is being directed by a demon, they must all be destroyed
95 Build a borderland keep to over watch the inhuman hordes and their demon gods
96 A fiendish seaside demon cult regularly summon a gargantuan horror of the deep to throw victims to. Await in secret for the murderous heathens to call their false god. Then attack and kill them all and their god and burn their homes
97 A fiendish black library is said to be a place where evil wizards and devil cults learn forbidden lore. The church has discovered it is not a place rather than a plane connected to the hells. Locate a gate used by cultists, enter and cause havok, burning as much as possible
98 Sailors have returned from a far off land unheard of before. Travel with them to establish a church and mission to save the poor fools who know nothing of our one true faith
99 A heretical sect have produced a new translation of the book of our faith and must be hunted and captured. Those that do not recant are to be exterminated
100 In a strange valley overgrown with weird fleshy growths and strange naked creatures explorers have found a gate to a whole alien world of living flesh with no metal. Find the gate and introduce our religion to this strange new world

Wednesday, 20 March 2019

Owing a Spell Caster




























Waaaa! Some baby murder hobo got a level drain, or killed. Then just go pay to get it fixed. Can't afford it well churches have awesome deals for you. Wizards too. Sometimes church buys adventurer bodies and raises them and bills them or send them on quests. It is hard to argue with people who bring you back from the dead. Sweet deal for anyone who find bodies and finders get to keep body possessions.

d8-1 Services for a priest

Zero generally used for free to be friendly when preaching
1st must attend d4 church services or ceremony led by the priest
2nd must visit church for a month and perform a days labour
3rd perform a weeks labour for church
4th receive a oath to perform a task for church of up to a months labour
5th receive a quest spell or 3 month season of labour
6th years service to church
7th decade of service to church or join a crusade

Healing especially high level spells like restoration or raise dead popular
some churches offer discount on spells left by end of day or give them to worthy parishioners

d12 Typical Church Missions

1 Collect and deliver a item between two churches
2 Protect a band of pilgrims
3 Assist a travelling priest
4 Assist in the establishment on a new shrine
5 Assist preacher or missionary expedition
6 Swear to fight in a crusade
7 Find and arrest or destroy a enemy of the church
8 Swear to join a religious order
9 Recover a lost relic or scripture or ruin
10 Aid a community face a local problem or threat
11 Hold a religious feast or festival
12 Help work on building a church building or monument 


d10-1 Services for a wizard
Zero small animal like a duck or chicken or several pigeons
1st obtain something for wizard taking about a day, several medium animal 100gp
2nd horse or cow or large pig or three days work often to fetch something 200gp
3rd child or elderly person slave or a weeks service often something with danger 500gp
4th house or ox team or carriage and two coach horses or house, recover a book 800gp
5th house and family of serfs, land to feed one family, collect monster organs 1000gp
6th wealthy house with land for two families 2500gp
7th cost to build a wizard tower or manor house 10000gp
8th small village of 5 families and land or fortified manour 20000gp
9th a palace or large monument or island or mountain or forest 50000gp

Identify and history are common spells bargained from wizards
some wizards prefer gems, jewelry or metal ingots


d12 Typical Wizard Missions
1 Collect exotic item from market or merchant
2 Recover item from exotioc location
3 Gain body part of exotic creature
4 Obtain mineral from abandoned old mine or cave
5 Protect wizards apprentice on research mission
6 Protect wizard enter a dungeon seeking lore
7 Recover text from ruin
8 Steal rare item from private collection
9 Loot crypt of long dead wizard
10 Raid lair of outlaw wizard and get books
11 Recruit a talented apprentice to the wizards cause
12 Perform sabotage on a rival wizards project

My Moola System

30000gp gold talent ingot 30ENC
800gp silver talent ingot 30ENC
80gp copper talent ingot 30ENC
160gp bronze talent ingot 30ENC
400gp iron talent ingot 30ENC
600gp steel talent ingot 30ENC

1gp=36sp=360cp standard
so a gp can feed and house you for a year as a commoner

Friday, 15 March 2019

d100 Crap in a Necromancers Lair






































d100 Crap in a Necromancers Lair
01 Mummy case with mummy inside
02 Crocodile suspended from ceiling
03 Mummified cats in boxes
04 Ancient canoptic jars of mummified organs
05 Funeral urns each with cremated remains and burned skulls of deceased
06 Ancient ornate headstone
07 Old chest of diseased mummy wrappings 
08 Pile of rotting coffins with cracked wood with rotten corpses inside
09 Crypt with 2d6 wall niches where dead are stored
10 Cages with mummified bodies hang from the ceiling
11 Big black chair with skull motif
12 Fountain of skulls and demons but with with blood instead of water
13 Statue of a demon prince of underworld on throne
14 Ancient rock with with hieroglyphs telling of magical history
15 Statue of ancient death god
16 Prehuman cult idol worn smooth from aeons of worship
17 Mural of skeletons in underworld parodying some aspect of human life
18 Skeletal relief carvings over every surface
19 Bones worked with mortar covering all walls ans ceilings with human bones
20 Statue of winged skeleton with scythe
21 Goat head on wooden pentagram candelabra wall hanging
22 Blackened skull with inlaid silver pentacle
23 Coat hangers with multiple robes and box of ritual paraphernalia
24 Black prehistoric obelisk with evil designs
25 Ornate four poster bed with cage underneath and manacles
26 Wooden frame for flogging victims on 1in4 occupied by unconscious near dead victim
27 Iron maiden 1in4 occupied by near dead victim 
28 Oubliette caged pit with hostage inside
29 Black altar with scenes of sacrifice
30 Statue of a demon being worshipped
31 Vivisection journal
32 Dissected zombie on slab twitching
33 Heart beating in jar of fluid
34 Rack of saws and blades for dissections and surgery
35 Jars of brains and organs in fluid
36 Collection of skulls of the world and elaborate callipers and phrenology bust
37 Eyeballs and brain in jar of bubbling fluid
38 Corpse suspended on wire frame in glass tank of chemicals
39 Dissected human hand with drawings of veins and sinew
40 Dissected dog with beating heart, digestive tract and head in apparatus working
41 Cauldron full of human body fat being rendered on fire
42 Tables of bones being assembled into skeletons from crates of parts
43 Hulking corpse stitched together from monster scrap parts
44 Shelves stacked with human body parts and bones
45 Flensing tools, stretched human skin on a frame being made into a spell scroll
46 Huge mortar and pestle grinding boxes of bones into sacks of bone dust
47 Candle making stove, moulds and pots of human tallow
48 Barrels of salted human flesh packed as military rations
49 Collection of decorative objects all made from skulls, bones and sinew
50 Framed human skins with tattoos of demons and evil sigils
51 Books of anatomy and vivisection

52 Books of soothsaying and divination with body parts
53 Books of burial customs of many lands
54 Books of underworld devils and demons and gods
55 Books on esoteric planar lore
56 Books of famous necromancer histories
57 Books of family trees, births and deaths
58 Books of immortality research and lichdom
59 Books of depravity and sadism with printed plates
60 Scrolls of forbidden lore in unknown language
61 Potion that animates up to d12 skeletons who serve for 24 hours
62 Potion that animates up to d6 zombies who serve for 12 hours
63 Potion that animates up to d3 ghouls
64 Drug that grants visions of the ancient past when world ruled by monsters
65 Drug that lets you see spirits of the dead lingering around where they died or bodies for a hour
66 Jar with burned bones if shatters skeleton appears top aid user for an hour
67 Fleshy sack of organs if you can eat and keep down with save add d4 HP
68 Brain in a jar if eaten gain skill for one hour, labels 1in4 on jar 
69 Brain in a jar if eaten gain fragment of esoteric evil lore
70 Brain in a jar if eaten gain insanity if fail save from an ancient madmad
71 Talking skull in a box, a chatty old noble sage of past 

72 Cat mummy case with animated cat mummy inside will serve owner hour a day
73 Demon skull with name engraved can be used to call lesser demon once
74 Skull and bone instrument that can play for a turn a day 
75 Box with swarm of carnivorous insects for stripping meat off bones one use
76 Soul orb with trapped spirit of someone who wronged a wizard millennia ago
77 Animated severed hand servitor will attack
78 Box with permanent darkness spell centred inside, if opened releases darkness
79 Horrible puppet, actually construct made with evil spirit
80 Skull with ancient spirit will speak once a month about olden days for a turn
81 Skull helm grants +1 protection and can see in the dark
82 Black iron dagger +1 +2 vs living
83 Deaths Darts d3 vs living d6 vs undead, come in bundles of d4+2
84 Hand of Glory, human fat hand candle with five one use sleep spells 
and a knock spell 
85 Sheet ghouls draped over old furniture
86 Sealed coffin, undead stored inside it awakes
87 Cursed berserk sword holding soul of ancient mass murderer and evil hero
88 Chained casket with dangerous non corporeal undead has been trapped in for aeons
89 Sealed bronze chest, contains fragment of a long dead god which the cult want back and necromancers want to study or use it
90 Staff bone breaker 2d4 damage, magical to hit but no pluses
91 Corpse dust form a 20m line that can form a circle a bit over 3 radius, zombies and skeletons cannot cross it
92 Golem servant expecting master to come home

93 Mirror allows contact with planar being who offers advice for service
94 Black Sphere used like a crystal ball but exposes user to spiritual assault from evil each turn of use, requires a HD of blood sacrifice per minute of use and 800gp of 
black lotus incense per use 
95 Iron Crown can communicate with other crown wearers over the world but most are liches who dominate the living scrounging for lore, necromancers use it for hours a day
96 Black Brew of Orcus, is used on dead person brings them back as a zombie inhabited by fragment of their spirit. Will seem to be alive but over a d4 days become increasingly just a ferocious zombie inhabited by a evil spirit and normal movement and initiative, often bottle has a label with label claiming to be a raise dead potion
97 Sacrificial obsidian dagger, once a day slitting a throat of a sacrifice will cause them to arise a a zombie servant
98 Silver torc, allows a mindlink with sight to a single undead servant for a turn per day
99 Glowing green worm in crystal if released crawls in a corpse and creates horrible outbreak of hostile infectious undead
100 Skull of necromancer, can commune with spirit by touch once a day for a question about necromancy

Saturday, 17 November 2018

EMO Class Skills Cleric & Fighter


































Working on Elfmaids and Octopi home rules (EMO Rules) Starter Book
Going back to revising my home brew. Renames in progress.
Metric 1"=3m, default 20mm mini battlemap scale with cm=1m measurements
Weapon Proficients, armour and fighting feats all come under Arms category
Non Weapon Proficiency skills are now Arts category
Each class has common variants with pre chosen arms and arts for a quick character
There are also suggestions for what to spend INT bonus extra arts and arms slots on
Its a kit to use for own homebrew really and not a complete game
More like mod ideas for BX or 1st ed era games

sorta BX like but with skills more significant

3d6 In order bonus as per older games

3 -3
4-5 -2
6-8 -1
9-12 Average
13-15 +1
16-17 +2
18-19 +3
20-21 +4
-any more than one stat below 9 becomes 9 (only one stat below average possible)
-any stat used as class prime requisite is raised to a minimum of 12

Might = strength, brawn, muscle, breaking or lifting saves
-bonus helps damage on any muscle powered weapon
Agility = dexterity, manipulation, swiftness, dodging saves
- bonus helps all attack rolls and armour class
Vigor = constitution, toughness, resilience, health saves (poison, disease, shock)
-bonus adds extra HP each level
Talent = Intelligence, perception, alertness, puzzle saves
-bonus extra slots of Arms or Arts or Languages, allows more class changes
Charm = charisma, leadership,appeal, reaction saves
-bonus followers, pots, contacts, orders or close friends, helps reaction rolls
Will = wisdom, fanaticism, piety, persistence, mind control saves (spells, sanity)
-bonus extra luck points (normally get only one, rogues get extra per level)


Class Changing

You can change class once per Talent bonus (1-3 probably)
Non human classes require a wish or poly morph to change class but possible
Elves, Bards, Gnomes can choose any one spell list type, divine, nature, arcane or mental

Prime Requisite Attribute for classes
Extra bonuses abilities for class for high ability scores
Fighters get extra Arms skills Thieves get extra arts
Wizards and priests get extra spells
Max level you can ever gain in the class equals that stat
20th level is as high as anyone can go in a class

Level Benefits

For each level gain HD+Vigor Bonus in HP for their first ten levels
Then a set number of HP 
+Vigor Bonus in HP per level
Average is the minimum starting HP you can have at first level only
4th Level (and again 8,12,16,20) gain +1 attribute point you can spend as desired
At 5th Leval and every level after gain a d3 level apprentice or a d4 zero level apprentices
-Animal followers can be taken instead but they don't improve the same way
Gain extra arts, arms, languages and class specific benefits
Spell lists imply 18 Will Prerequisite Bonus so select from these for quick start

Suggestions and Subclasses

Class and subclasses suggest skills and spells
-to let people make a characters faster if dropping in
-to learn the game when you don't know what everything does yet
-when experienced you can ignore them or make your own
-quick characters for the GM to use
Class description include suggests bonus skills and spells gained by the prerequisite stat
Subclass descriptions suggests 
Talent bonus slots to spend on arms and arts

Advanced volume

-will cover up to 20th level choices
-double the number of subclasses
-higher level magic spells
-magical crafting
-cult based cleric sub classes and starting spells and new holy powers
-

Basic Four Classes

______________________________________

Cleric
Prime Requisite: Will; high score grants additional spells
d8HD/1 (Average 5)
Arms 3/3 Arts 4/2 Languages d6/2
Light or Medium armour (Chainmail 5) and shield
-3 unskilled weapons +1 to hit every 4 levels
Staff d6, Mace d6, Dagger d4, Crossbow Any, Sling d4, Brawling d3, Club d6, Stone d3
Start Equipment: all weapons skilled with 20 shots of ammo if any, holy symbol, chainmail, common robe, 
wine skin, week good rations, flints, cloak, hat
Prerequisite Will Bonus provides extra spells +1= gain 1st +2= gain 1st +3= gain 2nd

Typical Starting Spells if Good or Lawful

-Zero Level Candle Light, Purify Food&Drink, Cure Petty Wound
-First Level Cure Light Wounds, Bless Weapon, Light
-Second Level Hold Person


Typical Starting Spells if Evil or Chaotic

-Zero Level Dark Ray, Scare, Candlesnuff,
-First Level Blight, Darkness, Cause Fear
-Second Level Speak with Dead


Typical Starting Spells if Nuetral

-Zero Level Seal, Mend, Stun, Open&Close
-First Level Alarm, Command, Identify
-Second Level ESP

Holy Power to Turn undead 

d12HD/Lv if less HD than level (zero includes under 1HD petty undead)
1HD/Lv vs same or one level better HD, also they get to save to resist
If HD generated double 
HD needed to turn them: 
-they are destroyed if a good cleric
-they bury themselves or sleep till the next night if a nuetral cleric
-they are enthralled for a month if a evil cleric
6th and 10th and 18th level pick extra thing to turn a tainted or otherworldly being
-demon, devil, animal, lycanthrope, faerie, witch, fire 
elemental, air elemental, water elemental, earth elemental, spirit, trolls, constructs, dragons, giants, chaos

Clerical Spell Abilities

-can learn any spell of cleric list through 8 hours of prayed once per day

1 Priest Subclass
Arms - Staff, Mace, Sling 
Arts - Ancient Lore, First Aid, Holy Lore, Scribe
+1 Steward +2  Alchemy +3 
Healing
Scribes box, journal, holy book, d4 maps, ceremonial robes, gold or silver holy symbol, bottle of holy water, d12 candles, lantern, lamp oil, sundial, 3d6x10gp

2 Templar
 Subclass
Arms - Mace, Crossbow, Dagger
Arts - First Aid, Holy Lore, War Lore, Siege Lore
+1 Weapon Expert +2 Brawling +3 Shoot into Melee
Heavy Helmet, knight shield, holy book, bandages, d4 healing potion, camp stove, lantern, lamp oil, d4 maps, holy symbols on all equipment and clothes, book of holy war records, 3d6x5gp


3 Friar Subclass
Arms - Staff, Dagger, Sling
Arts - Holy Lore, Brewer, Herb Lore, Carousing
+1 Survival +2 Healing +3 Steward
bandages, d3 healing herb, d6 bottle of beer, recipe book, herb lore book, journal, poached rabbit, roast chicken, loaf of bread, 3d6x10sp


5 Healer Subclass
Arms - Staff, Dagger, Sling 
Arts - First Aid, Healing, Holy Lore, Herb Lore

+1 Poison Lore +2 Plague Lore +3 Persuade
d4 healing potion, d3 healing herb, bandages, bottle of spirit, surgeons tools 3d6x10sp

6 Inquisitor Subclass
Arms -  Staff, Crossbow, Dagger
Arts - Holy Lore, Interrogate, Deceit, Occult Lore

+1 Torture +2 Spot +3 Search
d4 holy water, set of manacles, witch hunting book, book on cults, book of devils, holy book, law book, whip, d6 torches, bag of salt, bag of nails, hammer bundle of printed wanted posters 3d6x10gp

7 Missionary Subclass
Arms - Staff, Club, Sling 
Arts - Holy Lore, Persuade, 
Music , Survival
+1 Streetwise +2 Begging +3 Healing
holy book, d6 candles, donkey, saddlebags, begging bowl, d4 days feed, 3d6x5sp

8 Seer Subclass
Arms - Staff, Dagger, Sling 
Arts - Divination, First Aid, Sacrifice
Holy Lore
+1 Astrology +2 Illumination +3 Trance
bandages, divination manual, holy book, incense, narcotics, smelling salts, 3d6x10gp

9 Exorcist Subclass
Arms - Staff, Dagger, Sling 
Arts - Exorcism, First Aid, Occult Lore, Holy Lore

+1 Interrogate +2 Evil Eye +3 Trance
Exorcist manual, holy book, ropes, gag, d4 holy water, lamp, whip, 3d6x5gp

10 Cultist Subclass
Arms - Dagger, Strangling Cord, Brawling
Arts - Occult Lore, Sacrifice, Ritual, Evil Eye

+1 Hypnotism +2 Poison Lore +3 Alchemy
Bottle of poison potion, holy book, rope, d6 narcotics, evil idol, ritual robe, sd6x10sp


Will add cult specific subclasses with alternate holy powers and spells like my first draft 2013ish

Fighter 

Prime Requisite: Might; high score grants additional arms
d10HD/2 (Average 6)
Arms 4/1 Arts 3/3 Languages d4/3
-2 unskilled weapons +1 to hit every 2 levels
Any Armour
Any Weapon
Start Equipment: all weapons skilled with 20 shots of ammo if any, common robe, wine skin, week good rations, flints, tankard, d6 torches, cloak, hat

Prerequisite Might Bonus provides extra Arms +1= brawling +2=fast draw +3=cleave

Fighting Prowess 
For 2 Arms slots may buy the following:
-a school style including four weapons (eg knight weapons)
-a weapon family such as blades, axes, bows, crossbows, guns, clubs, flails, spears
-arms skills enhancing a weapon only work for one specific weapon not any kind of group
1st level has one slot in critical hits for double damage on a natural 20
Other classes can only have one slot in weapon expert and critical hit arm skills
-fighters can increase weapon skill to master and specialist and can increase critical skill
-can spend extra arms slot on critical hit at 5th, 10th, 15th and 20th

6th and 12th and 18th level gain one extra attack per round
10th and 20th bump weapon damage up to next higher dice
Has a Command Radius on the Battlefield = LV + Charm bonus

1 Warrior Subclass
Arms - Sword, Spear, Dagger, Shortbow (Weapon Expert, Move by Attack)
Arts - Survival, Looting, War Lore

+1 Cleave +2  Carry Load +3 Armour Optimization
fur bed roll, d12 sausages, pack pony, d6 days feed, saddlebags, chainmail, round medium shield, knife, 3d6x10sp in loot

2 Hoplite Subclass
Arms - Spear, Javelin, Small Sword, Dagger (Weapon Expert, Shield Attack)
Arts - Marching, Chant, Spot

t+1 Short Bow, +2 Dodge, +3 Listen
slave servant d4 1=boy 2=old man 3=hideous 4=lazy), body oil, razor, metal mirror, painted 
round medium shield, bronze scale armour +5, three javelins, knife 3d6x5gp

3 Knight Subclass
Arms - Lance, Sword, Dagger, Spear (Weapon Expert, Ride By Attack)
Arts - Ride, 
Etiquette, Heraldry 
+1 Quick Mount +2 Steward +3 Command
plate armour, full helmet, heraldic knight shield, war horse, pack pony, saddle, saddlebags, d6 days feed, tent, boy squire, court clothes, d3 jousting lances, 3d6x10gp

4 Beserker Subclass
Arms - Battle Axe, Spear, Hand Axe, Dagger (Weapon Expert, Frenzy)
Arts - 
Survival, Intimidate, Beast Handler
+1 Berserk +2  Cleave +3 Toughness
sack of heads, sacrificial goat, bearskin or wolf skin cloak, beast cult medallion, tatoos, small sheild, two extra hand axes, knife, 3d6x10sp in loot

5 Marine Subclass
Arms - Battle Axe, Javelin, Small Sword, Dagger (Weapon Expert, Ambidextrous)
Arts - Swim, Sailor, Looting 
+1 Sea Legs+2  Dodge +3 Climb
air bladder, grappling hook, 9m rope, gaff hook, oilskin coat, carved whale tusk, fishing hooks and line, fish knife, 3d6x10sp loot

6 Archer Subclass
Arms - Composite Bow, Small Sword, Dagger (Weapon Expert, Shoot into Melee)
Arts - Spot, Scout, 
Bowyer/Fletcher
+1 Point Blank +2 Quick Draw Arrow +3 Moving Fire
fletcher tools d4 score arrows, hatchet, arrowhead mould, old uniform, d4 bowstrings, 3d6x10sp loot

7 Hunter Subclass
Arms - Composite Bow, Small Sword, Dagger, Hand Axe (Weapon Expert, Extra Range) 
Arts - Track, Butcher, Beast Lore
+1 Survival +2 Sneak  +3 Hide
tent, pot, d3 dogs (hunting or ratters), scraper, butcher knives, kilo of salt, animal skin hat, fur cloak, greasepaint, d4 animal scent bottles, scruffy hunting clothes, 3d6x10sp,in furs and hides

8  Yeoman Subclass
Arms - Longbow, Greatsword, Staff, Dagger (Weapon Expert, Marksman)
Arts - Farming, Steward, Bowyer/Fletcher
+1 Precision +2 Fast Draw Arrow +3 Extra Range
boy apprentice, bag of seeds, leather armour, deed of land, entrenching tool

9 Gladiator Subclass
Arms - Net, Dagger, Small Sword, Trident (Weapon ExpertImprovised weapons)
Arts - Performance, Drive Chariot, Streetwise
+1 Dodge +2 Toughness +3 Ambidextrous
cestus, scissors, two small swords, full helm, body oil, d4 pieces of +2 AC armour, fighting net, trident, boxing gloves, 3m chain, manacles, 3d6x5gp


10 Amazon Subclass
Arms - Spear, Small Sword, Javelin, Short Bow (Weapon Expert, Haft Attack)
Arts - Ride, Acrobatics, Jump

+1 Dodge +2 Reach Attack +3 Point Blank
two spears, d4 Javelins, scale armour +5, round medium shield, slave (1=boy 2=girl 3=old man 4=old woman), mirror, silken cord 7m,  body oil, perfume, tent, lantern, oil flask, d6 silver arrows, incense, artwork (d4 1=urn 2=painting 3=book 4=box) 3d6x10gp in jewelry

Will add more subclasses for various cultures and time periods such as musketeer, guardsman, grenadier, mercenary, mounted archer, beast master, ranger, champion, beast master, etc