I haven’t done a post for Barbarians of the Ruined Earth in awhile and figured I damned well better. I’m rewatching Thundarr the Barbarian and decided that I wanted to do an Urchin class for the book.
You are a forgotten child, surviving on your own in the wilds. You distrust adults and civilization, preferring your own company and those of a few select people or creatures that you feel are worthy of your time. You are quick-witted and fast acting. Adults constantly underestimate your abilities, which usually leads to their downfall. You are plucky, bossy, and master of your domain!
“Someday I’ll build my own empire! I mean, I don’t want to be an urchin ALL of my life.”
Starting HP: d4+4
HP Per Level/Resting: 1d4
Weapons & Armor: Short Swords, Daggers, Short Bows, Blow Gun, Sling, Cloth, Leather, Small Shields
Attack Damage: 1d4/1 Unarmed or Improvising
Small: Urchins are roughly 4’ tall (tallest among them are 5’) and quick on their feet. Urchins have Advantage to tests to avoid melee attacks from any target that is taller than them. Urchins suffer Disadvantage to Strength checks when attempting to grapple or wrestle with someone larger than them or lift heavy objects.
Unexpected Adversary: Most people underestimate Urchins. When making their first attack the Urchin rolls with Advantage. If the attack is successful they deal 2d4+Urchin level in damage.
Bossy: Urchins are spoiled brats that live by their own code. They are bossy and demanding. Once per day they can boss their way through a situation and automatically succeed on a Charisma test. This is applicable to bartering, getting someone to do a favor, etc. The GM has final arbitration on what is acceptable or not.
Environment: Urchins know how to survive in their environment. Roll on Type of Urchin table, pg XX.
Roll to see if attributes increase, roll twice for DEX or other (the second stat is determined by type of Urchin, pg XX).
WEAPON: Dagger and blowgun or sling
ARMOR: Cloth armor- 2 AP (1 AP/d4 Usage Die)
ADDITIONAL: Ammo for ranged weapon, rations (d6), waterskin (d6), bedroll, torches x6 (d6), and healing salve (1 Hit Dice of HP restored).
INTERESTING TRINKET (roll 1d6): 1) a necklace made of a railroad spike from ancient earth; 2) a snow globe; 3) a miner hardhat. The headlamp still works; 4) an ancient Earth police officer’s hat; 5) a pair of whacky eyeball glasses; 6) a tattered, yet adorable teddy bear
LIFE EVENT (roll 1d8): 1) you were a slave and escaped; 2) you were abandoned by your parents in this environment; 3) your parents were killed by raiders and you’ve had to raise yourself; 4) You ran away from your village and decided to raise yourself; 5) You were a servant to a Sorcerer and managed to escape their lair; 6) You were chased out of your village after causing too much trouble with your childish pranks; 7) You are child of your village’s leader. You and your family were exiled after your father sold several of the villagers to raiders; 8) Years ago you had a dream of flying on a magical bed and traveling through a fun and strange Slumberland. You awoke in a cave in the environment that you now live.
Type of Urchin
1) Swamp– You know how to survive in the swamps. You have Advantage on all knowledge tests when identifying plants and animals of the swamp. You also have Advantage on tests for survival in this environment. Secondary Ability Score: Wisdom.
2) Desert– You know how to survive in deserts. You have developed a resistance to poisons because of all the hostile creatures in the desert. You roll Advantage on saves against poisons. You also have Advantage on tests for survival in this environment. Secondary Ability Score: Constitution.
3) Sewer– You have survived in the remaining sewer system of a once great city. You have a keen sense of direction underground and can never get lost. Your eyes have become accustomed to the dim light of the sewers and you can see in low-light as if it were normal up to Nearby. You also have Advantage on tests for survival in this environment. Secondary Ability Score: Constitution.
4) Urban– You know how to survive in the crumbled ruins of a once great city. You have Advantage on tests for climbing, detecting hazards in ruins, and determining what is structurally sound. You also have Advantage on tests for survival in this environment. Secondary Ability Score: Wisdom.
5) Forest– You know how to survive in wooded forests. You have gained the friendship of an animal that is your loyal companion. If the animal companion dies, you can return to the forest and attract another one. Doing so takes one week of establishing a rapport. Roll 1d10 for companion- 1-2) fox; 3-4) hawk; 5-6) badger; 7-8) lynx; 9) snake, poisonous (not deadly); 10) wolf. You also have Advantage on tests for survival in this environment. Secondary Ability Score: Wisdom.
6) Badlands– You have survived in one of the harshest environments. You can survive an extra two days without food or water as a normal person. You’ve had to learn to become strong in order to survive. You’ve learned to fight with short spears, no longer suffer Disadvantage to Strength checks for your size (see Small ability) and your attack damage is increased to 1d6/1d4 for Unarmed/Improvising. Secondary Ability Score: Strength.
When an Urchin becomes an adult they lose the following abilities: Small and Unexpected Adversary. Instead they gain the following:
Dirty Fighting: Adult Urchins know how to fight dirty. Once per combat they can attempt to throw off their foe by kicking mud in their eye, feinting, spitting on them, etc. The Adult Urchin must make a Charisma test to successfully trick their adversary. A tricked target is thrown off granting Advantage to the Adult Urchin’s next 1d3 defensive rolls.
Small Frame: Adult Urchins never get big or bulky. They are still skinny and spry. They can fit through small spaces that a normal-sized adult would not be able to. They also have Advantage on saves against traps and explosion.