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’.