The Classes (and other mechanics) of the Fantastical World of Cerebelynthia- The Eyeball of the Great Sky Whale, Fever

Yesterday I talked about races in my upcoming campaign that is inspired by the music of Tom Waits and the movie Imaginarium of Dr. Parnassus.  The other day I talked about concepts, inspirations, and other various thoughts rolling around in my head about the campaign.

Today I’ll discuss the classes that will be available in Cerebelynthia, as well as all the other mechanics involved.

Fighter

Two-fisted man of Action
Two-fisted man of Action

Fighters are those who have trained to fight with guns, knives, swords, and their fists and thwart evil and battle nightmares constantly.  Some are guns for hire, others have their own vendetta and agenda, while others simply have nothing better to do than bash a few skulls in.  

Info– HD- d8, Base Attack Bonus +1 per level, weapon damage d8

Roid Rage– Kill an enemy and get a second attack (once per round).

Damage Dealing Fool– Damage from fighter can explode.

Martial Prowess: Choose Two

Rapid Attack– Get a second attack even with movement at a -5 to roll, with bow, melee, or firearm.

Rage– +2 to Damage and +2 to saving throws against mind altering affects and fear. Ignore amount of damage equal to ½ level rounded down.  Also incur -2 to AC and -2 to Intelligence checks.  Rage lasts a number of rounds equal to one half level rounded down +1 (min of 2 rounds at level 1). Rage Con bonus x/day (min 1).  Can’t cast spells or use abilities of concentration.

Fisticuffs– Treat hands as a deadly weapon and do ½ Fighter damage instead of pansy slapping of everyone else.

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; 11. Performance (Type).

Blind Fighting– Don’t suffer the embarrassing -4 to swinging when can’t see.

Thick Skin– Ignore two points of all damage.

Improved Critical- Score criticals on 19-20 instead of just natural 20.

Animal Companion– You start with a cool faithful companion that is more epic than the normal version.

Sniper- Aiming takes movement action instead of a full round.

Poisoner- You don’t need to roll when putting poison on your blade.  Can’t poison yourself by accident (use Murder Skill to apply poison).

Imp Back Attack– +4 to back attacks instead of +2.

Pit Fighter- You no longer suffer the -2 to attack when using improvised weapons.

 

Level 5 and 10Choose One-

Second Wind- When burning a LP to get back health you gain ½ instead of the normal ¼.

Fleet Footed- Increase movement by 10ft.

Quick Draw– Fighter no longer needs to roll to draw weapons quickly.

Imp Initiative– +4 to initiative rolls.

Armor Training– Reduce Dex skill roll penalties by 1.

Bravery- +2 to Saves VS fear effects.

Harsh Rager- Increase Rage use 1x.

Every Third Level– +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

Some fighters just like the thrill of the hunt and the rush of the kill.
Some fighters just like the thrill of the hunt and the rush of the kill.

The Blessed

The Wrath of God
The Wrath of God

The Blessed are a strange lot.  They can hear the call of the random and mysterious gods of Cerebelynthia, but it comes at a cost…  One- people think they are slightly mad as they often are caught talking, and having arguments with themselves (some just assume that their best friend is make-believe) and tw0- They must complete a compulsion set down by the gods each time they  wield their strange and mystical powers.  

Info– HD- d6, Base Attack Bonus +1 per 2 levels, weapon damage d6

Blessings: Choose One

Blessed Weapon- Ritual takes 24 hours to complete.  Weapon is +1 Attack and +1 damage.  Only 1 weapon at a time.

Divine Health- Immune to diseases, whatever the origin.

Righteous Channeling- Channel energy also works on Nightmares, but banishes creature back to native plane.

Lay On Hands– Heal target for 2hp/level once per day.

Also Get: Spells: Cast spells (see list below)- # spells equal to ½ lvl +2/day.  Can cast any spell equal to ½ x level safely.  Higher than that or extra spells see Righteous Begging below.  Knows all spells because their god told them.

Channel Energy- Does 1d6 dmg/3 lvl (max 4d6) in a 30ft radius to undead.  Can use this ability 3 times per day.  Protection from Good will negate the effect of Channel Energy.  Undead 2HD under the Cleric must make a Wisdom based save or cower in terror.  Undead 4 HD under die instantly.

Righteous Begging– A Blessed can beseech his Magical Man in the Sky for more power and may cast any spell from the list beyond normal spells/day, by rolling 11+ or higher on a D20 (add Chr Modifier). If the spell is higher level than you can normally cast, subtract the difference from the roll. Each daily attempt beyond the first carries a cumulative -5 penalty to the roll (increasing chance of taking extra damage as well). If you fail, the attempt backfires with inverse effect. If a 1 is rolled the Magical Man in the Sky rips the Imagination from the Blessed and they become a dreaded Wight.

Compulsion- Once a player has cast a spell they must fulfill a contract set down by their god.  This could be eating cigarette butts, tweaking a person’s nose, singing a song in library, breaking 10 plates, etc.  It is up for the player and GM to agree upon the contract.  Each time a Blessed casts a spell and doesn’t fulfill the contract they incur a -1 penalty to all rolls.  If the penalty ever gets to -4 they must make an Imagination save or lose the ability to cast spells for 24 hours.

Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.

The blessed come in many different tones and vocations.  A circus is a great place to reach the people.
The blessed come in many different tones and vocations. A circus is a great place to reach the people.

Sorcerer

Sorcerer
Sorcerer

Charlatans,  scholars, profiteers, or whatever other names people whisper about those who can use the mysterious arts of magic as easy as drawing breath, one thing is certain; the power they wield is awe-inspiring and frightening.  Whether used for good or ill, they command respect.

Info– HD- d6, Base Attack Bonus +1 per 3 levels, weapon damage d4, except walking stick/gentleman’s cane (d6)

Select Discipline:

Abilities: Can Read & Detect Magic within 2 yards, after 1 round concentrating.

Summon Familiar– As per GM decision.  Creature can be fantastical and strange.  Grants +2 HP to caster and allows caster to deliver touch spells through creature.  If killed Sorcerer takes 3d6 dmg.  May not summon a new familiar for 1 month.

Scribe Scroll: Must know spell to write.  100gp x spell level.  Time to scribe- 1 hour x spell level.

Spells: Cast spells (see list below)- # spells equal to lvl +2/day.  Can cast any spells equal to ½ x level safely.  Higher than that or extra spells see Extemporaneous-Channeling below.  Starts with 1d3 lvl 0, 1d2 lvl 1, and roll d4- 1 of spell of that level.

Extemporaneous-Channeling: A character may cast any spell from the list, beyond normal spells/day, by rolling 11+ or higher on a D20 (Add Int Modifier). If the spell is higher level than you can normally cast, subtract the difference from the roll. Each daily attempt beyond the first carries a cumulative -5 penalty to the roll (increasing chance of taking extra damage as well). If you fail, the attempt backfires with inverse effect. If a 1 is rolled a rip in time and space opens up and the caster dies Raiders of the Lost Arc style.

Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.

Sorcerer's wiled incredible power
Sorcerer’s wiled incredible power

Druid

Druid
Druid

Druids are blessed with the ability to cast spells and change into an animal form by tapping into the powers of the Happy Hunting Ground.  Druids have a kinship with the noble savages that call that strange and savage land home.  While many druids are comfortable living in the modern world, there is a contention and fear with the continuing disassociation and exploitation of nature that is coming over modern society.  

Info– HD- d6, Base Attack Bonus +1 per 2 levels, weapon damage d6

Choose One:

Animal Companion– You start with a cool faithful companion that is more epic than the normal version.

Battle Hardened- Add +1 to dmg or +1 to AC when fighting.

Way of the Animal– Use Wild Shape 1 additional x/day.

Also Get: Wild Shape– Able turn into a small or medium sized animal.  This operates like the Polymorph Self spell.  The druid chooses the animal upon gaining this ability.  Once the selection is made it cannot be undone.  A druid can change into wild shape 1x/day.  Every 3rd lvl a new Wild Shape is chosen as well as using Wild Shape another time per day.  At level 10 the druid is able to take the shape of a large version of one of animals.  This can be used in lieu of one of the standard Wild Shape.  Max of 3 shapes and x/day (unless chose Way of the Animal).

Extemporaneous-Shifting- A Druid can attempt to use Wild Shape beyond normal times/day or transform into a shape she doesn’t know by rolling 11+ or higher on a D20 (Add Wis Modifier). Each daily attempt beyond the first carries a cumulative -5 penalty to the roll.  If a 1 is rolled you still transform into the animal but are stuck in that form permanently and in 1d4 days all that is you is lost forever as you truly become the animal.

Natural Digs– Druids know how to make weapons of stone, wood, and bone with ease, should they have the materials available.  Also knows how to make light leather armor.

Woodland Stride- A Druid is able to move through obstructions like thorns, brambles, roots, thick branches, and the like as if they were water.  A Druid will suffer no damage from troubles like Thorns.  A Druid also leaves no tracts when walking in nature.

Spells– Cast spells (see list below)- # spells equal to lvl +1/day.  Can cast any spell equal to ½ x level safely.  Knows all spells because they hugged a tree.

All Natural– If a Druid uses any metal weapons or armor they are unable to cast spells for 24 hours.

Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.

Alchemist

The Crazed Alchemist
The Crazed Alchemist

Where the Sorcerer is able to manipulate magic in it’s raw form, the Alchemist is able to harness it in bubbling elixirs and brewing potions.  The Alchemist is the master of mixing unstable chemicals together in a pinch to create highly explosive bombs and also create a strange and potent mutagen that transforms them into a terrible monster!

Info– HD- d6, Base Attack Bonus +1 per 3 levels, weapon damage d4

Abilities: Bomb– # of bombs equal to lvl/day.  Damage: Lvl 1-3 1d4; 4-6 1d6; 7-10 1d8; 11+ 1d8 as 2h weapon dmg.

Mutagen- Must brew for one hour.  Turns Alchemist into Mr. Fucking Hyde.  Painful transformation that takes 1 rnd.  Treat as Rage and up damage to Fighter type.  This transformation lasts 10 minutes and cannot be ended prematurely.

Extracts- Extracts are quick potions that an Alchemist can whip up in one minute.  # of extracts equal to their lvl +2/day.  Can create any spells effect equal to ½ x level safely.  Extracts are unstable and go inert if not used by the end of the day.   By throwing random ingredients together an Alchemist is able to make potions with spell-like effects from the three spell lists (Cleric, Druid, and Wizard) so long as it makes sense that it would be in a potion form.  Creating an Extract takes 1 minute.  Also can identify any potion if held in hand for 1 min.

Brew Potion: Must be able to safely make extract to make into a permanent potion.  100gp x spell level.  Time to brew- 1 hour x spell level.  Poisons also count as potions.

Stand Back!  I’m About to Attempt Science!  Can attempt to create any extract from the spell list, beyond normal spells/day, by rolling 11+ or higher on a D20 (Add Int Modifier). If the spell is higher level than you can normally cast, subtract the difference from the roll. Each daily attempt beyond the first carries a cumulative -5 penalty to the roll (increasing chance of taking extra damage as well). If you fail, the attempt backfires with inverse effect. If he rolls a one on the roll bad shit happens.  The potion explodes in a 25ft blast radius and does the spell level/d6 damage.

Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.

Mr. Fucking Hyde!
Mr. Fucking Hyde!

The Gadgeteer!*

Gadgeteer

Where the Alchemist uses his knowledge of magic and ingredients to make potions, the Gadgeteer doesn’t bother.  He uses his vast knowledge of science and mechanics to create a synthetic replication of what people call magic.  

Info– HD- d6, Base Attack Bonus +1 per 2 levels, weapon damage d4, except guns (d6)

Abilities: Gadgets– A Gadgeteer gets 1+ lvl points to be used to build gadgets that have spell-like effects.  The Gadgeteer can select from the Wizard and Cleric spell list.  Each spell level represents a number of points.  A first level spell is one point, a second level spell is two points, etc.  A first level Gadgeteer could either have two one level gadgets or one second level gadget.  Each gadget can be used once per day.

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; 11. Performance (Type).

Potent Imagination– Gadgeteers are highly imaginative people and receive +2 to any roll when using Imagination Points (see Imagination rules).

Power Armor– At level 5 a Gadgeteer may construct their very own set of armor.  The armor must be built from scratch, with their own two hands.  For every point of AC protection, 100GP of materials and one day of construction are required (max of +6).  For an extra 500g and one day of work a Gadgeteer can attach a gadget to the armor (with GM approval) that can be used once per day.  This gadget can be switched out for another one.  This takes one day of work, and doesn’t incur additional costs.   This device cannot be used with I’m Gonna Supercharge This Bitch!

I’m Gonna Supercharge This Bitch!  Can attempt to use a gadget an additional time per day 11+ or higher on a D20 (Add Imag Modifier).  Each daily attempt beyond the first carries a cumulative -5 penalty to the roll (increasing chance of taking extra damage as well). If you fail, the attempt backfires and explodes in a 25ft blast radius and does the spell level/d6 damage.

Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.

*= Hacked from here

OTHER INFO

Sometimes running away is the best course
Sometimes running away is the best course

Languages

Races speak their own language and common. Except: Mal-Neferium and Human– Common

 

Additional Languages: A character’s Intelligence modifier gives them an x in 6 chance to know another language at character creation.  IE- A character with a +3 in has a 3 in 6 chance to know another language. They automatically get an additional language for having a +1, but nothing more for additional modifiers.

 

Languages: Common.  To learn another language or read/write it, you must spend 1k exp.  IE- it would cost 2k exp to read and write and speak Avarian.

 

Each Character Starts with the Following:

Adventurer gear– Backpack, Bedroll, Flashlight, Rations x 5, Waterskinx2, Flask, Lighter, 1 healing potion (1d8 HP), Hemp Rope (50ft), Adventurer’s Clothing.  All Characters start with 1d4x50 Gold.

Fighter– Up to Heavy Armor and 3 weapons; Sorcerer– Spellbook, Walking Stick, 1 other weapon, and Very Light Armor; Blessed– Holy Symbol, Vial of Holy Water, 2 weapons, and Medium Armor; Druid– Medium Armor, 2 weapons; Alchemist– Portable Alchemist Lab, Very Light armor, and 2 weapon.  Gadgeteer– Toolkit, Light Armor, and 2 weapons

 

PSIONICS

To reach out and crush a person with their mind...
To reach out and crush a person with their mind…

Every lvl 1 character with a high enough intelligence, wisdom, charisma and/or Imagination gets to roll to see if he possesses mind powers known as psionics. Consult the following table:

The percentages from each attribute are cumulative.

Int, Wis, Chr Score- %

15– 1%; 16– 2 %; 17– 3%; 18– 4%

A Psionicist can use any of the 10 powers they choose, however only up to a limited number of times per day safely.

Level- x/day

1st-2nd– 1; 3rd-4th– 2; 5th-6th– 3; 7th-8th– 4; 9th+– 5

PSIONIC POWERS:

Clairaudience: As the magic spell (Wizard, lvl 3).

Clairvoyance: As the magic spell (Wizard, lvl 3).

Confusion: As the magic spell (Wizard, lvl 4), however must concentrate for duration.

Detect Thoughts: As the magic spell (Wizard, lvl 2).

Mental Blast: As Magic Missile (Wizard, lvl 1).  This attack of pure mental energy causes 1d6/3 lvls damage. Creatures possessing psionic powers can make an Int save to avoid the damage.

Mind Control: As Charm Person spell (Wizard, lvl 1), but must concentrate for duration.  Interruption allows for a new saving throw.

Precognition: As Augury spell (Cleric, lvl 2).  This allows the user to tell what will happen only to himself if he were to do something. No more than 1 minute into the future can be seen.

Shield: As magic spell (Wizard, lvl 1).

Telekinesis: As the magic spell (Wizard, lvl 5).

Telepathy: As Telepathic Bond spell (Wizard, lvl 5).

Brain Push: A Psionicist can push their mental abilities past normal endurance use their power past the additional times per day by rolling 11+ or higher on a D20 (Add Int Modifier).  Subtract the spell level from the roll.  Each daily attempt beyond the first carries a cumulative -5 penalty to the roll (increasing chance of taking extra damage as well). If you fail, the attempt backfires with inverse effect. If a 1 is rolled you fry your brain and are a drooling babbling feebleminded vegetable forever.

 

Item Costs Item pricing (pg 3) taken from Zak S. Vornheim And from here.

Penny– Common items- Cost up to 1 gp.

Nickel– Adventure gear- 5gp/syllable.

Dime– Specialist items including most animals- 10gp/syllable.

Quarter-Luxury items- 25gp/syllable.

Dollar– Highly dangerous/lethal, and highly trained or dangerous animals- 100gp/syllable

Weapons– Melee- Max weapon damage x2.  Ranged- Max weapon damage x3.

Armor– AC bonus x 50gp (or 100go if desire Armor to be more expensive)

Food Animals– 1gp per day of food they are.

 

Saving Throws– Other bonuses and penalties may apply to various tasks.

Saving Throws are (Half Attribute) + Level. Roll D20 equal/under.

Doing Stuff:
If it is reasonably achievable yet challenging for most humans: D20 under Attribute.
If it would require specific training: D20 under Half Attribute.
If it is also a trained Skill of yours: + Level
If you have Double-Training: D20 under Full Attribute + Level. Natural 20 is always failure.

Initiative– Roll d20 + Dex Bonus.  Rolled a 20- Act when you want, +2 on next roll.

Attacks: Attack Bonus plus Str bonus (melee) or Dex (ranged).  Natural 20 on d20 is a critical.

Weapons: Two handed weapons (min Str 13)- Roll 2 of damage die, take higher of the two. Dual Wielding (min Dex 13)- +2 attack or +1 AC/rnd.  Unarmed– Str modifier dmg only.  Can do zero damage.  Improvised Weapons– ½ class weapon damage and -2 to attack.

Classic Ranged Weapons: Bows/slings– move and fire (120 ft range).  If a character has a 13+ Str they treat using a bow as 2h weapon.    Crossbows– +2 hit/dmg- 1 round immobile to load.  Firing into melee equals x in 6 chance to hit comrade.  X= # of people, max of 5.  6 always hits enemy.  Can Aim– Full action, but no friendly fire and +4 attack.

FirearmsPistols– Roll 2 of damage die, take higher of 2.  Shotguns– As pistols, but hits any in 5ftx10ft cone.  Tommy Guns/Machine Guns– As pistols for one shot.  Full Auto- -3 to attack, can either roll 3 damage die and take higher of the two on one target or hit up two separate targets with a -3 to each roll, for standard damage.  Firing into melee equals x in 6 chance to hit comrade.  X= # of people, max of 5.  6 always hits enemy.  Can Aim– Full action, but no friendly fire and +4 attack (cannot Aim on Full Auto attacks).

Cover Mechanics 25 % Cover +2 AC; 50% Cover +4 AC; 75% Cover +6 AC; 90% Cover +10 AC; If in cover you receive +2 to Dexterity saves.

Criticals- 20 on an attack roll- double damage.

 

Armor

Very Light Armor– +1 AC- Max Dex Bonus +5- Dex Skill Roll Penalties- 0

Example- Cloth

Light Armor– +2 AC- Max Dex Bonus +4- Dex Skill Roll Penalties-0

Example- Light Leather

Medium Armor– +3 AC- Max Dex Bonus +3- Dex Skill Roll Penalties-2

Example- Studded Leather, Flak Jacket

Heavy Armor– +4 AC- Max Dex Bonus +2- Dex Skill Roll Penalties-3

Example- Bullet Proof Vest, Hide Mail,

Very Heavy Armor– +6 AC- Max Dex Bonus +0- Dex Skill Roll Penalties- 5

Example- Full Plate or Riot armor

 

Imagination Points– Start with 1 LP each session (Dreamers, possibly Humans, and a high Imagination score have chance for more) that they can use in the following:

  • Catch your breath and regain ¼ of your total HP back.
  • Burn a point to add something to the scene.  This can be an exit in an otherwise dead end alley, or a bucket of water when a comrade is on fire.  GM has final approval of this.
  • Burn a point physically change the environment in some way.  A successful Imagination save must be made for this.  This could be making a staircase become a slide, make a puddle suddenly freeze over, a door to disappear, etc.  GM has final approval of this.
  • Burn a point to NOT die.  You may not end up in the most ideal situation, but thank fuck you’re alive!

 

Bleeding Out– Bleeding out characters are dying and lose 1 HP per round until they reach their Con Score as a negative number (this can change due to temporary or permanent changes to the ability), at which point they die.  A bleeding out character can attempt a Constitution based save each round at a -2 to stabilize.

SunderWeapons/Shield/Armor– Roll characters attack VS defense- on successful hit roll 1d6.  On a 5 or 6 you succeed in breaking the weapon.  Magical Weapons/Shield/Armor can only be destroyed on a roll of 6 (get save).  Objects– Roll of 4-6 will destroy most items.  Magical Objects– Magical Objects can only be destroyed on a roll of 6 (get save).  Glass– Roll of 2-6 glass is destroyed.

 

Surprise Attacks- When a character makes an attack against a target that is surprised there is a chance that the target can be knocked unconscious in one hit.  The damage must exceed the targets Constitution Score + HD.  Several characters can attack one surprised enemy at the same time to achieve this.

 

Back Attacks– +2 to attacks and damage is doubled.  Enemy must be unaware of attack.

Defend- +4 AC, -2 Attack; Charge– +2 Hit, – 4 AC

Quick Draw- Player can attempt to draw light/small weapon by making a Dex check.  Success it doesn’t take up movement action.

 

Mounted Combat- All characters are capable or riding horses and functioning well enough in combat with them.  If stationary both the mount and the rider may make an attack roll.  If the mount moves then one or the other may attack.  If there is a clear space between the target and the mount that is over 20 feet away the rider may choose to charge.  With this both targets may attack the intended target only, but receive +2 to their attack.  To do this the rider sacrifices his attention to defense and both he and the mount suffer -2 to AC.  If the mount is attacked the rider must make a Dexterity check to remain seated.

 

Experience- THE 2K STANDARD- Characters need 2000 XP for level 2, Doubled for each subsequent level. Once that number hits 128k (for lvl8), just keep adding 128k for each subsequent level (256k lvl9, 384k lvl10 etc.)

 

Experience Guidelines

1)       Enemies– Enemies give 100 xp per HD, +50 for weak special abilities, and +100 per beefy special abilities.

2)       Gold– Each 1 gp found equals 1 experience point.

3)       Magic Items– Magic items that are not used and sold are given an allotment of xp based on the gp value.

4)       Experience Base– Each session the base amount of experience for playing is lvlx100.

5)       Role-playing/Creativity– Playing your character, less metagaming, and coming up with cool and creative ideas can grant bonus xp of 100.

Spell List

Here’s the spell list that will be used in my game.

Author: Mike Evans

I am the dude behind DIY RPG Productions. I have a fuck all punk rock attitude, love meeting new people, doing nature shit, and gaming (tabletop and console) and having a good time. I love craft beer (maybe too much), punk, grunge, and industrial music. I write books. Good for me.

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