In an 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 3 levels, weapon damage d4
Abilities: Can Read & Detect Magic within 2 yards, after 1 round concentrating.
Summon Familiar- As per GM decision. Should be natural animal. Grants +1 HD to caster. Allows caster to deliver touch spells through creature. If the creature dies, the Sorcerer suffers 3d6 damage and cannot summon a new familiar for 1 month.
Spells: Cast spells (see list below)- # spells equal to lvl +2/day. Can cast any spells equal to ½ x level safely (max level 6). Higher than that or extra spells see Extemporaneous-Channeling below. Either knows all spells or starts with 1d3 lvl 0, 1d2 lvl 1, and roll d6- 1 of spell of that level (reroll 6) (GM’s call on how knowing of spells is handled).
Deal with the Devil: 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 bad stuff happening to you). If you fail, roll on the Bad Stuff Table. If the roll is a critical failure, roll on the Terrible Stuff Table.
Brew Potion: Spells that make sense to be brewed as potions. Must know the spell. 100gp x spell level. Time to brew- 1 hour x spell level. Poisons also count as potions.
Scribe Scroll: Must know spell to write. 100gp x spell level. Time to scribe- 1 hour x spell level.
Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.
Bad Stuff Table
1 Pain lances through you, doing 1d6 damage.
2 You are struck dumb and unable to talk for 2d6 rounds.
3 The spell goes off as you cast it centered on you. Take damage/effect of the spell.
4 The void opens up and a small imp comes out and attacks the caster.
5 You are confused (as per spell) for 1d6+1 rounds- 1) Do nothing; 2) Attack self; 3) Attack friend; 4) Normal
6 You being jibbering and babbling like an idiot. -1d4 to Charisma for 24 hours.
7 You feel your intelligence zapped from your brain. -1d4 to Intelligence for 24 hours.
8 You become feeble and weak. -1d4 to Constitution for 24 hours.
9 You are knocked unconscious for 1d6+1 hours.
10 You crossed a line and must roll on the Terrible Stuff Table.
Terrible Stuff Table
1 You catch a glimpse of what lies beyond and lose 1 Wisdom permanently.
2 A more powerful imp appears from the void that can only seen by the caster. It attacks immediately.
3 Pain lances through your brain. You lose 1 Intelligence permanently.
4 You are corrupted beyond redemption and are transformed into an Abomination. Now NPC monster.
5 Strange Shadow Leeches appear from beyond and feast on the magic of your body. No one else can see these disgusting slimy horrible little bastards. You are drained of the ability to cast magic in a matter of seconds as you run around flailing your arms uselessly and screaming like a terrified child. You cannot cast spells for 1d6 days.
6 Your body is wracked with pain. You take 3d6 damage.
7 Something terrible from the void lashes out and mutilates your body, causing deep and gruesome scars to appear. -1 to Charisma permanently.
8 Life is leached out of you- You age 3d10 years permanently.
9 In a flash of light you switch bodies with another player in the group!
12 You die in the most epic, painful way possible.