In a post I described the playable races of Hubris. I also laid out the themes I was using in developing the world. The most important of these being: Sword and Sorcery, Weird, and Grim. I also wanted this to extend into the classes as well.
My ruleset is a hack of Trent B’s Old School-style rules, which is where my heart lies.
I wanted to keep the elegant simplicity of Trent’s system, but add a few abilities, etc that could make each class slightly more “varied.” All of these abilities are gained or chosen at level one.
Info- HD- d6, Base Attack Bonus +1 per 2 levels, Weapon Damage d6
Skills Package (choose 4+ Int Modifier): 1. Stealth; 2. Tinkering; 3. Murder; 4. Survival; 5. Lore/Occult; 6. Perception/Investigation; 7. Symbology/Cryptology; 8. Engineering/Stonework; 9. Therapy/Medicine; 10. Exploration/Spelunking
Improved Back Attack- A Rogue that is successful in sneaking up on a target unawares is able to make an attack at a +4 (instead of the normal +2). If the attack is successful it does double damage. At 5th level the damage is tripled and at 9th level it is quadrupled.
Quick Draw- Rogues can draw small weapons without the need of making a successful Dexterity check.
Poisoner- You don’t need to roll when putting poison on your blade. Can’t poison yourself by accident.
Imp Stealth- Move at full movement instead of normal ½ movement.
Rogue Luck- Gain an additional reroll per session.
Cantrips- Gain the ability to cast any level 0 Sorcerer spells. Can use this ability equal to Int modifier +1.
Spry- Allocate one target that you are focusing on. Gain an additional +1 bonus to AC.
Every Third Level- +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.