|
They are the truest of romantics. Art by: Kay Neilsen |
There are those who wander the streets of the city,
armed with blade and charm. They are the city's children, perpetual
pilgrims wandering her form. Urban lords and ladies, above law and
reproach, made mad by their love for an endless place. Blessed
beggars all, they flourish upon alms and the city's favor. They are
her emissaries, traveling to lesser polises to whisper the city's
regards into storm-drains and blind alleys. It is to them that the
city gives the fullness of her love, and are favored more than any
other citizen.
Mad
Poets and Priests of the City
The Infinity City, like all cities, is filled with the
dispossessed living on its fringes. What sets our city apart, dear
reader, is that our city will embrace a select few into its inner
mysteries. Orphaned children, destitute nobles, lost men and women,
as well as so many others find themselves at the mercy of the city on
one night or another. On nights charmed by the city herself, these
poor folk are lead to hidden places of a city cell, some through
drunken stupor others from the need to find warmth. These selected of
the city are drawn by warm light streaming down alleys and the sounds
of quiet revelry. If followed, the signs and sights lead these
blessed castoffs to places of haven called Statios.
All city cells possess a Statio, though few
citizens would know it, for the city keeps them close to her bosom
and away from prying eyes. Statio are always hidden down
secret ways, streets and alleys that the eye never notices despite
being in plain view. Each Statio is attended to by two
individuals called the Lord/Lady of Ways and the Lord/Lady
of Gutters. If judged worthy by the two, an initiate is given
extensive education and training to make them into the children of
the city. Time in the Statio is elastic, with the perception
of time's passage rarely matching its reality. In what might be
weeks, months, or years these initiates are educated by the Lord/Lady
of Ways in the arts, history, and philosophy; children and the
uneducated needing more time than those whose already possess
knowledge on such subjects. During their time at the Statio
the Lord/Lady of Gutters teaches these hopefuls in the ways
of survival, violence, and city-craft. Such time and education in
these charmed places has a tendency toward quixotism and madness. By
the end of their time at the Statio these individuals have
become consummate poets, erudite scholars, and exceptional street
fighters. In their last moments in the Statio they are given
the title of Dominus/Don (m) or Domina/Dona de la Urbas
(Lord/Lady of the City), though most often simply go by Don/Dona
<insert name here>. Upon leaving the Statio these
individuals spend the rest of their days wandering the city and
upholding the Regula Urba (Rule of the City), behaving in a
manner similar to Don Quixote. Those that live to an old
enough age come back to the Statio and take up that mantle of
Lord/Lady of Ways or Gutters. Those that die upon the
city's blessed streets are given, by tradition, burials or cremations
with the highest honors the neighborhood state can bestow. A
neighborhood state that ignores this tradition risks the city's ire,
in which it can cut it completely off from the rest of the city cells
or from reality itself.
|
They are knights of strange wonder. Art by: Quique Alcatena |
Dons
and Donas
are treat with a weary form of respect by the majority of the
citizens who provide them with alms of money and goods. These
crusaders of the city wander about, protecting citizens and upholding
the honor of the city; though what exactly the 'honor of the city' is
has differing definitions depending on the Don/Dona.
Living charmed lives where the city provides for their needs, these
individuals live their lives as if they were characters in chivalric
romances. Neighborhood states allow them to go about their mad
business out of fear of the city's ire and because they generally
keep the street safe. Constables of various neighborhood states are
allowed to place a Don/Dona
in 'protective custody' for a period of no longer than two full days,
which usually amounts to making them comfortable in a holding cell to
keep the individual from making too much trouble. For the most part
they are seen as insane, but well meaning, mascots of the city.
|
They are all quite mad, but their madness is beautiful. Art by: Sidney Sime |
A
Class
Sometimes I feel like my only friend is the city I
live in... - Red Hot Chili Peppers
While this class is geared towards the Infinite City, it
can be transplanted into most game worlds. The class functions
largely like a combination of Thief, Bard, and Ranger.
OSR
/ AD&D
Hit-Dice:
D8 (+2 HP per level at level
10+)
THAC0
/ To-Hit Progression: As a
Thief
Saves:
As Rogues
Experience
Levels: As Priest
Weapon
and Armor Proficiencies: As
Rogues
Skill
Proficiencies: As Rogues
Initial
Character Funds: 2D6 x 10 gp
Special
Abilities:
City
Blessings: These
are a set of percentile skills that represents the city's favor for
the Don/Dona.
These skills represent a character's training in charming roads,
people, and places into helping the character. To keep the use of
these abilities, the Don/Dona
must obey a code of conduct. Those who break such a code must return
to the Statio
the trained them and ask the two attendants for a quest to regain the
favor of the city. Such questions usually involve peril to the
offending Don/Dona.
The code is:
Thou shalt defend the City.
Thou shalt respect all weaknesses, and shalt constitute
thyself the defender of them.
Thou shalt make war against the wicked without cessation
and without mercy.
Thou shalt live on the charity and mercy of the City,
owning no residence, keeping only what thou can carry.
Thou shalt remain faithful to thy pledged word.
Thou shalt be generous, and give largesse to everyone.
Thou shalt be everywhere and always the champion of the
Right and the Good against Injustice and Evil.
Thou shalt have no other family, never taking a husband
or wife, nor siring or carrying a child. Thou art married to the
City, though she is merciful and gives her blessing in seeking
“temporary company”.
Blessings
A character begins with 23 points to place in the
following abilities, putting no more than 20 in a single ability. At
every level, the character gains 11 more points to place into these
abilities. These functions work perfectly in the Infinite City, as
well as any city that the Don/Dona has spent at least a half
hour relaying the Infinite City's regards via whispers to
storm-drains and alleys. Outside of a city, the Don/Dona needs
to keep a piece of cobblestone with them from a street in the
Infinite City. This piece acts as a kind of holy symbol, and can be
as small as the character's thumb. If a character loses this piece of
cobblestone, they must return to the Infinite City to get a new one.
These abilities are not effected by encumbrance or armor.
Blessing of Travel: This skill encompasses
a character's ability to move about an environment in various ways.
As long as the character is in the City, another urban environment,
or carries a piece of cobblestone from the Infinite City this skill
has the same function as the skills Hide in Shadows, Move
Silently, and Climb. Furthermore, this ability allows the
character and one addition person per 2 levels to travel via secret
ways. If the character pulls an individual into a secret way, but is
not at a high enough level to do so, the extra individual immediately
becomes disoriented and separated from the character (no save).
These secret ways are kept hidden from the rest of
reality through feelings of disinterest and minor bouts of
forgetfulness that these paths engender in all those not initiated
into the secrets. A secret way effectively increases the character's
speed by cutting the distance between two places. At 1st
level a character has an effective travel speed of x2 normal movement
speed. This travel speed multiplier increases by 1 for every 2 levels
after (e.g. x3 at 3rd level, x4 at 5th level,
etc). Thus, if a 1st level character could normally travel
20 miles in a day, a character of this class could travel 40 miles
using this ability. To find a secret path takes 1 turn (10 minutes)
of concentration. If something breaks the character's concentration,
like taking damage or engaging in another action, then they must
start over again. This ability does not function in enclosed spaces
like cave systems, dungeons, or in buildings.
Base
Rating: Wisdom
Score x 2
|
Their charm is capable of reaching the most jaded of hearts. Art by: Kay Nielsen |
Blessing
of Charming Demeanor: This
ability has two functions: to improve the morale of allies and to
ingratiate the character to others. Use of this blessing is
considered a dice equivalent action. The effects of the blessing
lasts for a number of minutes/rounds equal to the character's level +
1D6. This ability is by no means quiet, and requires the character to
speak animatedly.
Improve
Morale: With
the character's zest for life, and knowledge of many inspiring tales,
they may improve the morale of those around them. A number of people
equal to ½ the character's level rounded up who are able to hear the
character, receive +1 to AC, to-hit rolls, damage rolls, and saves.
This bonus increases by 1 for every 4 levels after the 1st
(e.g. +2 at 5th
level, +3 at 9th
level, etc...). Dons/Donas
are
somewhat mad, and speak to themselves to bolster their own morale,
effectively they may choose themselves as one of the recipients of
these bonuses.
Ingratiating
Charm: After
speaking with a person for at least a minute, if the character makes
their skill roll successfully, the target must make a save versus
Spell. If the target makes their save they are immune to this ability
for the next 24 hours. If the target fails their save, they act as if
under the effects of a Charm
spell.
This ability can be used multiple times on the same target as long as
they do not make their save. Any target with a mind can be effected
by this spell. Magic resistance is only ½ as effective against this
ability since it relies on both magic an the charm of the individual.
The target must be able to understand what the character is saying.
This effect cannot be used in combat, and any aggressive actions made
towards the target by the character, or anyone the target believes to
be working with character, immediately ends the effect.
Base
Rating: Charisma
Score x 2
Blessing
of Locale's Allegiance: This
ability allows the character to implore a particular location for
assistance. This assistance can take the form of providing a needed
item/service, hindering an enemy, or finding a particular
item/person. This ability takes a round to activate, after which the
player rolls for the character's skill. If the roll is successful the
character either is provided with a needed item, the locale
temporarily hinders the character's enemies, or the character is put
on the trail of their desired target for a time.
Fulfilling
Needs: In
using this skill, the character convinces the area to provide them
with a particular mundane item or service. A mundane item is any
non-magical piece of equipment or food (money, jewels, and valuable
art do not count). A service can be something as simple as 'a safe
place to sleep' or 'someone who will have sex with me for free'.
These services don't include extravagant or outlandish things like 'a
wizard who will cast Wish
for free' or 'a noble who will give me his castle'. A character can
ask for a number of things/services from a locale in a day equal to
their level plus a modifier based on their Charisma score (13: +1,
16: +2, 18+: +3). A locale is defined as a general location such as:
this cave system, this dungeon, or this city. Particularly rare items
or services can be difficult to get from a place, resulting in
penalties to the skill when trying to get such an item or service:
Uncommon item/service -10% and Rare item/service -20%.
Hindering
Enemies: The
character can beseech a locale to hinder their enemies. A number of
people equal to ½ the character's level rounded up receive -1 to AC,
to-hit rolls, damage rolls, and saves. This bonus increases by 1 for
every 4 levels after the 1st
(e.g. -2 at 5th
level, -3 at 9th
level, etc...). These penalties last for a number of rounds equal to
the character's level +1D6. A locale may only be asked once per
enemy, or group of enemies, meaning after the duration of the effect
or a failed roll their enemies are no longer subject to penalties.
Guidance:
The
character can beseech a locale to direct them to a particular
individual in the locale or to a particular object. The character
must spend a least 5 minutes talking to the locale, after which they
may make the skill roll. If the roll is successful they are put on
the trail of their target for a number of turns (10 minutes) equal to
their level, after which they must make another roll (though without
having to spend time talking to the locale) to stay on trail. A
failed roll results in the character having to spend at least 10
minutes re-describing the item/individual to the locale (locales can
get easily confused about who or what the character is looking for).
Base
Rating: Intelligence
Score x 2
|
They are prepared for whatever strangeness life might present. Art by: Joseph Clement Coll |
Teachings
of the Gutter
Outside
of learning how to use weapons and armor, the Lord/Lady
of Gutters taught
their students some tricks in the ways of death and blood.
Street
Fighter:
When the character is in a city or an enclosed space, they gain
bonuses to combat. While in these environments the character gets a
+1 bonus to-hit and to AC. This bonus increases by 1 for every 5
levels after the 1st
(e.g. +2 at 6th
level, +3 at 11th
level, etc...)
Dirty
Fighter: The
character knows how to exploit the weaknesses of an enemy. If the
character attacks a surprised, flanked, or a target with their back
to an obstacle they gain a bonus to melee damage equal to ½ their
level rounded up.
Lamentations
of the Flame Princess
Hit-Dice:
D6 (+2 HP per level at level
10+)
To-Hit
Progression: As a Specialist
Saves:
As Specialist
Experience
Levels: As Cleric
Weapon
and Armor Proficiencies: As
Specialist
Initial
Character Funds: 3D6 x 10 sp
Special
Abilities:
City
Blessings: These
are a set of X out of 6 skills that represents the city's favor for
the Don/Dona.
These skills represent a character's training in charming roads,
people, and places into helping the character. To keep the use of
these abilities, the Don/Dona
must obey a code of conduct. Those who break such a code must return
to the Statio
the trained them and ask the two attendants for a quest to regain the
favor of the city. Such questions usually involve peril to the
offending Don/Dona.
The code is:
Thou shalt defend the City.
Thou shalt respect all weaknesses, and shalt constitute
thyself the defender of them.
Thou shalt make war against the wicked without cessation
and without mercy.
Thou shalt live on the charity and mercy of the City,
owning no residence, keeping only what thou can carry.
Thou shalt remain faithful to thy pledged word.
Thou shalt be generous, and give largesse to everyone.
Thou shalt be everywhere and always the champion of the
Right and the Good against Injustice and Evil.
Thou shalt have no other family, never taking a husband
or wife, nor siring or carrying a child. Thou art married to the
City, though she is merciful and gives her blessing in seeking
“temporary company”.
Blessings
The blessings of the city are treated as 3 distinct
skills accessible only to this class. A character begins with 3
points to place in the following abilities, putting no more than 2 in
a single ability. At every level, the character gains 1 more points
to place into these abilities. The character may only put points into
these 3 skills. All 3 skills start out at a rating of 1. These
abilities work perfectly in the Infinite City, as well as any city
that the Don/Dona has spent at least a half hour relaying the
Infinite City's regards via whispers to storm-drains and alleys.
Outside of a city, the Don/Dona needs to keep a piece of
cobblestone with them from a street in the Infinite City. This piece
acts as a kind of holy symbol, and can be as small as the character's
thumb. If a character loses this piece of cobblestone, they must
return to the Infinite City to get a new one. These abilities are not
effected by encumbrance or armor.
|
They know the secret ways between places. Art by: Quique Alcatena |
Blessing of Travel: This skill encompasses
a character's ability to move about an environment in various ways.
As long as the character is in the City, another urban environment,
or carries a piece of cobblestone from the Infinite City this skill
has the same function as the skills Hide in Shadows, Move
Silently, and Climb. Furthermore, this ability allows the
character and one addition person per 2 levels to travel via secret
ways. If the character pulls an individual into a secret way, but is
not at a high enough level to do so, the extra individual immediately
becomes disoriented and separated from the character (no save).
These secret ways are kept hidden from the rest of
reality through feelings of disinterest and minor bouts of
forgetfulness that these paths engender in all those not initiated
into the secrets. A secret way effectively increases the character's
speed by cutting the distance between two places. At 1st
level a character has an effective travel speed of x2 normal movement
speed. This travel speed multiplier increases by 1 for every 2 levels
after (e.g. x3 at 3rd level, x4 at 5th level,
etc). Thus, if a 1st level character could normally travel
20 miles in a day, a character of this class could travel 40 miles
using this ability. To find a secret path takes 1 turn (10 minutes)
of concentration. If something breaks the character's concentration,
like taking damage or engaging in another action, then they must
start over again. This ability does not function in enclosed spaces
like cave systems, dungeons, or in buildings.
Blessing
of Charming Demeanor: This
ability has two functions: to improve the morale of allies and to
ingratiate the character to others. Use of this blessing is
considered a dice equivalent action. The effects of the blessing
lasts for a number of minutes/rounds equal to the character's level +
1D6. This ability is by no means quiet, and requires the character to
speak animatedly.
Improve
Morale: With
the character's zest for life, and knowledge of many inspiring tales,
they may improve the morale of those around them. A number of people
equal to ½ the character's level rounded up who are able to hear the
character, receive +1 to AC, to-hit rolls, damage rolls, and saves.
This bonus increases by 1 for every 4 levels after the 1st
(e.g. +2 at 5th
level, +3 at 9th
level, etc...). Dons/Donas
are
somewhat mad, and speak to themselves to bolster their own morale,
effectively they may choose themselves as one of the recipients of
these bonuses.
Ingratiating
Charm: After
speaking with a person for at least a minute, if the character makes
their skill roll successfully, the target must make a save versus
Spell. If the target makes their save they are immune to this ability
for the next 24 hours. If the target fails their save, they act as if
under the effects of a Charm
spell.
This ability can be used multiple times on the same target as long as
they do not make their save. Any target with a mind can be effected
by this spell. Magic resistance is only ½ as effective against this
ability since it relies on both magic an the charm of the individual.
The target must be able to understand what the character is saying.
This effect cannot be used in combat, and any aggressive actions made
towards the target by the character, or anyone the target believes to
be working with character, immediately ends the effect.
Blessing
of Locale's Allegiance: This
ability allows the character to implore a particular location for
assistance. This assistance can take the form of providing a needed
item/service, hindering an enemy, or finding a particular
item/person. This ability takes a round to activate, after which the
player rolls for the character's skill. If the roll is successful the
character either is provided with a needed item, the locale
temporarily hinders the character's enemies, or the character is put
on the trail of their desired target for a time.
Fulfilling
Needs: In
using this skill, the character convinces the area to provide them
with a particular mundane item or service. A mundane item is any
non-magical piece of equipment or food (money, jewels, and valuable
art do not count). A service can be something as simple as 'a safe
place to sleep' or 'someone who will have sex with me for free'.
These services don't include extravagant or outlandish things like 'a
wizard who will cast Wish
for free' or 'a noble who will give me his castle'. A character can
ask for a number of things/services from a locale in a day equal to
their level plus their Charisma modifier. A locale is defined as a
general location such as: this cave system, this dungeon, or this
city. Particularly rare items or services can be difficult to get
from a place, resulting in penalties to the skill when trying to get
such an item or service: Uncommon item/service -1 and Rare
item/service -2.
Hindering
Enemies: The
character can beseech a locale to hinder their enemies. A number of
people equal to ½ the character's level rounded up receive -1 to AC,
to-hit rolls, damage rolls, and saves. This bonus increases by 1 for
every 4 levels after the 1st
(e.g. -2 at 5th
level, -3 at 9th
level, etc...). These penalties last for a number of rounds equal to
the character's level +1D6. A locale may only be asked once per
enemy, or group of enemies, meaning after the duration of the effect
or a failed roll their enemies are no longer subject to penalties.
|
A Don/Dona can ask for guidance from any place. Art by: Sidney Sime |
Guidance:
The
character can beseech a locale to direct them to a particular
individual in the locale or to a particular object. The character
must spend a least 5 minutes talking to the locale, after which they
may make the skill roll. If the roll is successful they are put on
the trail of their target for a number of turns (10 minutes) equal to
their level, after which they must make another roll (though without
having to spend time talking to the locale) to stay on trail. A
failed roll results in the character having to spend at least 10
minutes re-describing the item/individual to the locale (locales can
get easily confused about who or what the character is looking for).
Teachings
of the Gutter
Outside
of learning how to use weapons and armor, the Lord/Lady
of Gutters taught
their students some tricks in the ways of death and blood.
Street
Fighter:
When the character is in a city or an enclosed space, they gain
bonuses to combat. While in these environments the character gets a
+1 bonus to-hit and to AC. This bonus increases by 1 for every 5
levels after the 1st
(e.g. +2 at 6th
level, +3 at 11th
level, etc...)
Dirty
Fighter:
The character knows how to exploit the weaknesses of an enemy. If the
character attacks a surprised, flanked, or a target with their back
to an obstacle they gain a bonus to melee damage equal to ½ their
level rounded up.
|
Those who assist me, I consider kings and queens of imagination. Art by Kay Nielsen |
Acknowledgments
I
was having trouble with coming up with abilities for this class.
These folks helped me immensely.
Google +:
Gennifer Bone
Fabian Khalil
Olde House Rules
Michael Bowling
Matthew Gagan
Chris Angelucci
Thor Hansen
Facebook:
Gustave Lipfert – It's worth noting, this guy is always
providing me with awesome suggestions.
Ragnar Hill
Luke Reynolds
Heather Stern