Recently I have discovered the glory that is the AWESOME Dungeon Crawl Classics RPG system. Sadly I have yet to run a game of it (soon my pet, soon), but I loved reading the rule book (so much so I read it in two afternoons). I love its philosophy on mechanics, magic, monsters, magic items, etc.
When reading it I realized that this system seems like it would be a perfect fit for my Hubris world (we’ll see once I’ve ran it a couple times, but I don’t see it not becoming my system for Hubris).
So I’ve started the long haul of converting my notes and stuff over to DCC- which means Race as Class. I’ve drafted notes for each of the races of Hubris: Mutant, Kenku, Lizardfolk, and Half-Demon.
Today I took a stab at Kenku.
As always feel free to leave CONSTRUCTIVE criticism and opinions.
Kenku is race of humanoid crows and ravens. They range in height from 4’5” to 5’5”. The culture of the kenku seems bizarre to outsiders. Kenku tend to be secretive and exhibit a magpie mentality for hording items and mementos- even if they may seem like junk to others. Other cultures tend to distrust the kenku as they like to use their natural ability to cast illusion magic to put one over on an easy mark, or operate as spies or assassins.
Kenku like to travel in packs and enjoy experiencing different cultures and customs, but rarely give information about their own. They love items and will often take on dangerous jobs if they believe it will get them rare and precious (to them) trinkets.
The homeland of the kenku lies in the Realm of the Echo Forest, which is in a strange and perpetual twilight shroud. Weird telepathic creatures that can fire mind bullets lurk in the forest, with slathering maws and jagged teeth, seeking to rend meat from bone; feather from flesh. The kenku have established a peaceful relation with the monks at the Temple of the Lucid Dreamers.
The kenku government is that of the Avian Court, currently lead by the ancient and bitter Lord Vivar who wears the Feathered Crown, and shall be called Lord until the Final Molting and the crown is bare.
The Raven Clutch is the mysterious and enigmatic recorders of kenku secrets, prophecy, and lore. It is of the highest honor to become a member of this ancient group that serve the Avian Court and the Lord.
Weapon Training: A kenku is trained in the use of blackjack, crossbow, dagger, dart, shortbow, and short sword. Kenku tend to wear light or no armor as it impedes their ability to cast spells and fly.
Alignment: The kenku race is split with a strange duality. Those that seek to preserve the traditions of their culture and bring the reputation of the kenku to a better light are Lawful, while those who seek constant gain, trinkets, or are shisters tend to be Chaotic. It is extremely rare to find a kenku who is neutral.
Flight: The arms of a kenku are also his wings. A kenku can fly at a rate of 60ft per round. A kenku cannot fly if they are wearing any armor other than Padded, or having an abundance of items and weapons. Use common sense.
Luck: Kenku are able to use their luck in ways normal mortals cannot. They are able to use Luck in the following ways:
- A kenku can burn their luck as per normal and gain a modifier on their rolls equal to the amount burned.
- A kenku can also burn a point of luck to make another target unlucky. The target gets a Will save (DC equal to the kenku’s Wisdom score), if successful the target cannot be affected by this again for 24 hours. If the Will check fails the target has been jinxed and must roll their next attack, save, skill check twice and take the lower of the two.
A kenku recovers luck quicker than the other races. With a full night of rest a kenku recovers 1d3 Luck Points back. They cannot go above their maximum score.
Low-Light Vision: A kenku can see in near dark conditions normally up to 30’.
Transformation: Once a day a kenku is able to transform themselves into a human form (this human form shows all scars, corruption, and deformities that the kenku has gotten through their rough and tumble journey). This transformation is truly horrible to witness as bones jut out and pus and strange clear liquids and blood spew forth from the body. Any target that witnesses this transformation must make a Fort save DC 12 or become nauseated, suffering -2 to all rolls for 1d6 rounds. This lasts until dispelled, even going into the next day(s).
Illusionist: Kenku have the ability to manipulate arcane magic and cast a limited number of spells that deal with illusions or compulsions (see available list below). A kenku uses the normal rules of casting arcane spells (including spellburn), and can suffer any and all of the negative effects associated with dabbling in magic. When a kenku gains the ability to cast a new spell they roll randomly (see below).
Roguish: A kenku selects four Thieves skills at level one and levels them up as a rogue of same alignment.
|Level||Attack||Crit Die/Table||Action Die||Known Spells||Max Spell Level||Ref||Fort||Will|
Title by Alignment
|5||Raven Clutch||Con Man|
Illusion type Spells
1) Cantrip (130)
2) Charm Person (131)
3) Color Spray (134)
4) Darkness* (258)
5) Sleep (155)
6) Ventriloquism (158)
1) Arcane Affinity (Illusionist only) (162)
2) Invisibility (172)
3) Mirror Image (182)
4) Phantasm (187)
5) Scare (191)
* As per cleric spell of same name. Because the wizard version of the spell is a different spell level, the wizard receives a -2 penalty to spell checks when casting it. For example, binding is a level 2 cleric spell but a level 3 wizard spell; therefore, when rolling on the spell table, the wizard applies a -2 penalty to spell checks. On a result of natural 1, the wizard suffers a 50% chance of major corruption or misfire, rolling on the generic tables as appropriate (Taken from DCC, pg 127).