White Star Tech Specialist Class Redone With New Skillset

The other day I created the Tech Specialist for White Star using the Lamentations of the Flame Princess Specialist class rules.  I think it works fine, but also thought that the skills were a bit limiting.  Later I started writing notes on my Scoundrel and Scout classes and realized that the skill rules for Beyond the Wall would work PERFECT for White Star, so thus went to incorporate those into the two new classes… People have really seemed to like this approach, so I decided to go back and change the Tech Specialist to fit in as well…  So here it is.

Here’s the PDF version- Tech Specialist- New Skill Layout

Tech Specialist

Tech Specialist 1

Pilots may be hot shot flying aces and can do quick fixes on a starship, it takes a Tech Specialist to keep one running indefinitely.  Tech Specialists know the ins and outs of almost any gizmo, or are able to muddle along until they figure it out and can utilize it.  Tech Specialists are always needed on a starship, space station, or ground bound in a factory.  They etch out their living fixing what others mess up and break.

 

Tech Specialist are not frontline fighters, but know how to take care of themselves.  Many receive combat training, knowing that eventually they may take a job that calls for them to be in the thick of things while attempting to fix a laser turret or shield generator.

 

 

Level XP HD BHB ST Skill Points
1 0 1 +0 15 4
2 1,250 2 +1 14 +2
3 2,500 3 +1 13 +2
4 5,000 3+1 +2 12 +2
5 10,000 4 +3 11 +2
6 20,000 5 +3 10 +2
7 40,000 6 +4 9 +2
8 80,000 6+1 +4 8 +2
9 160,000 7 +5 7 +2
10 320,000 8 +5 6 +2

Table: Tech Specialist Advancement

 

Tech Specialist Class Abilities

Weapon and Armor Restrictions:  Tech Specialists prefer to stay out of combat unless it is absolutely necessary.  However they know that sometimes they have to get into the thick of it.  A Tech Specialist can only wear light armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, laser pistols, and laser rifles.

 

Skills: Tech Specialists are highly trained and begin play with 4 skills.  They also gain an additional skill at every odd level (IE. 3rd, 5th, 7th, and 9th).

 

Saving Throw: Tech Specialist receive a +2 bonus on Saving Throws against explosions and environmental hazards.

Tech Specialist 2

Tinker: Once per session a Tech Specialist is able to use the items at hand to create one of the following listed below if they succeed on a Tinkering Skill roll (or the GM can simply rule that they always succeed since this is a once per day ability):  Many of these items function like Advanced Equipment in White Star, pg 93.

  • Personal Shield: This item functions like the device described in White Star except it only absorbs 15 points of damage before shorting out and becoming useless. (15 points).
  • Phase Shield: This item functions like the device described in White Star except it only allows one passage through a wall before being rendered useless.
  • Psychic Inhibitor: This item functions like the device described in White Star except it only allows the wearer to be immune to one psychic attack or ability before shorting out.
  • Stealth Armor: This item functions like the device described in White Star except it can only be used once before being rendered useless.
  • Field Meds: When a medkit isn’t handy a Tech Specialist is able to create a make shift one, healing 1d6 HP.
  • Enhance Laser Weapon: The Tech Specialist is able to enhance a laser weapon, doubling its damage. After the initial attack roll a 1d6, if the result is a 1 the weapon shorts out and is useless.
  • Makeshift Laser Weapon: The Tech Specialist is able to piece together a make shift laser weapon from pieces lying around. The weapon functions like a laser pistol and has 1d4 shots before the energy is drained from the battery pack and the item is useless.
  • Taser: The Tech Specialist is able to piece together a make shift weapon that gives off an electrical discharge. The target hit by this must make a saving throw or be stunned for 1d3 rounds.  Once this is used the device is ruined.
  • Robot Repair: The Tech Specialist is able to piece together the items necessary to repair the damage to a robot.  After spending 1d4 rounds working on the robot regains 1d4 HP.

 

Dexterity XP: A Tech Specialist with a high Dexterity (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Connections (4th): The Tech Specialist has made connections and is able to reach out and find help no matter where they are.  The Tech must succeed a Saving Throw (adding in their Charisma bonus).  If successful the Tech Specialist is able to find a friend (or a friend of a friend-or even a friend of a friend of a friend) nearby who is able to lend a hand.  This doesn’t mean that the person will necessarily do the task for free (or won’t betray the Tech Specialist for the right amount of credits), but is willing to help.  If the Tech Specialist fails their saving throw they are unable to find help for the current situation.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 


The Scout Class for White Star (And Strange Stars) RPG

Continuing on the White Stars class posts- here is another one.

Here’s the Tech Specialist and Scoundrel

The Scout

Here’s the PDF- Scout

Scout 1

 

Scout

 

While comfortable in space and on a ship, it is planetside where a Scout feels most comfortable.  Scouts are advanced troops sent to survey the area and send back as much data as possible before the main force lands.

 

Scouts may have not received military training (or even serve in a militia or government branch).  They may just be people who have learned to survive in harsh and rugged conditions, bravely exploring various worlds for knowledge, or simply because they want to be left alone.

 

 

Level XP HD BHB ST
1 0 1 +0 15
2 1,500 2 +1 14
3 3,000 3 +1 13
4 6,000 3+1 +2 12
5 12,000 4 +3 11
6 24,000 5 +3 10
7 48,000 6 +4 9
8 96,000 6+1 +4 8
9 192,000 7 +5 7
10 384,000 8 +6 6

Table: Scout Advancement

 

Scout Class Abilities

Weapon and Armor Restrictions:  Scouts like to move quickly and lightly, covering as much ground as possible, but know that good armor protects from the dangers that await planetside.  A Scout can wear light and medium armor and their weapons are limited to clubs, daggers, spear, staff, sword, bows, crossbows, firearms, laser pistols, and laser rifles.

 

Skills: A Scout starts with two skills of their choice.

 

Deadly Aim: If the Scout has a sniper rifle (laser or ballistic) and does nothing but aim at a target for 2 rounds their shot is deadly accurate.  The target must succeed a Saving Throw or be killed by the Scout’s shot.  A target that succeeds at their Saving Throw suffers 2d6 damage.

 

Rugged Survivalist: A Scout knows how to survive and fight in nature. Any type of task that is nature related falls into the realm of the Scout. This can be from climbing impossible looking cliffs, building, finding, or disabling simple natural traps, camouflaging and hiding in the brush, moving silently, being able to survive and find food and shelter, and knowledge of herbs and fauna to use to treat poisons and toxins. Depending on what activity the Scout is attempting will determine which Attribute is being rolled.  The Scout may still take a skill for one of the above mentioned activities (IE. Climbing, disable traps, etc.) to gain the +2 bonus to their rolls, but any of these activities, even if they require a high level of education (IE. knowing how to counteract the deadly poison of a giant spider) are doable for the Scout.

Scout 2

Keen Observer: When a creature attempts to surprise a scout their threat range is reduced by half (IE. A giant flee (WS, pg 85) surprises foes on a 1-4 normally will only can surprise a Scout if they roll a 1-2).

 

Unhindered Movement: Scouts have learned how to maneuver in natural obstructions like craggy hills, thick underbrush, etc.  A Scout’s movement is unimpeded when moving in any of these type of terrains.

 

Saving Throw: Scouts receive a +2 bonus on Saving Throws against poisons and environmental hazards.

 

Wisdom XP: A Scout with a high Wisdom (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Scout Master (5th): When a Scout reaches 5th level they have established a company of fellow scouts that are exploring or infiltrating other worlds.  These scouts can be called for aid at any time (although how long it will take them to arrive is up to the GM).  The scouts can also give information to the PC about a world the characters are traveling to, giving the Scout +2 to one knowledge/survival type roll while on that planet.  The scouts may contact their leader from time to time with interesting locations and plot hooks that have come their way.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 


The Scoundrel Class for White Star (And Strange Stars) RPG

With the release of the awesome OSR White Stars RPG, I’ve decided NOT to go the Savage Worlds route with Strange Stars, but use White Stars instead (because it’s THAT awesome).

The other day I created a Tech Specialist class that peeps really seem to be digging (yay me)… and have a few ideas for more.

Today I was tossing ideas back and forth with Chuck Thorin from They Might be Gazebos! and he had a really cool idea for a scoundrel class and it inspired me to do my own.  I tweaked some of the cool shit he came up with .

Here it is in PDF format- Scoundrel White Star Class

The Scoundrel

Scoundrel 1

Scoundrel

 

Masters of deception and lies, Scoundrels lead lives of debauchery, shady deals, and seeking a healthy profit margin.  While the Aristocrat is the silver-tongued devil and impresses people with their words and flashy clothes, the Scoundrel is down in the muck, loading illegal cargo into a ships hold in the dead of night or in a seedy bar negotiating deals on the latest and greatest pirated sim-hologram vids.  They are concerned more with profit than loyalty, knowing that a few extra credits is all it takes to sway a person’s allegiances to do what the Scoundrel desires.

 

Scoundrels are not front line fighters, preferring to slink in the shadows and attack targets unawares.

 

 

Level XP HD BHB ST
1 0 1 +0 15
2 2,000 2 +1 14
3 4,000 3 +1 13
4 8,000 3+1 +2 12
5 16,000 4 +3 11
6 32,000 5 +3 10
7 64,000 6 +4 9
8 128,000 6+1 +4 8
9 256,000 7 +5 7
10 512,000 8 +5 6

Table: Scoundrel Advancement

Scoundrel Class Abilities

Weapon and Armor Restrictions:  Scoundrels prefer to strike quickly and fight dirty.  A Scoundrel can only wear light armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, and laser pistols.

 

Skills: A Scoundrel starts with five skills of their choice.  See skills below

Scoundrel 2

I Shot First: Right before combat begins the Scoundrel rolls 1d6- if the result is a 5 or 6, the Scoundrel gets to take a free shot at a target before initiative is rolled.

 

I Call it Luck: Once per session a Scoundrel can test their luck.  When a Scoundrel is required to make a d20 roll, they roll 2d20s and take the better of the two.

 

Untrustworthy: If a Scoundrel succeeds on a sneak attack, they do an additional 1d6 damage to the target.

 

Saving Throw: Scoundrels receive a +1 bonus on Saving Throws against explosions and traps and +1 to Saving Throws against attempts to influence them or cloud their mind.

 

Dexterity XP: A Scoundrel with a high Dexterity (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Crime Lord (8th): When a Scoundrel reaches 8th level they are able to establish their own crime ring.  The crime lord attracts unsavory cohorts who will follow his lead and serve loyally (if the price and rewards are right) as shakedown artists, smugglers, confidence men, etc.  Each month of in game time, roll 3d6 x 10- this is the amount of credits the Scoundrel receives from their crime ring.

 

Skills: Each class, unless stated in their description starts with two skills of their choice.  Rather than creating an extensive list of skills, let the player come up with their own skills.  These can be things like piloting, hacking, security, technology, alien cultures, trade, persuasion, intimidation, etc.

 

By-and-large a player character is able to attempt anything (however a GM is free to decided that certain things do require a skill, especially highly specialized things like hacking locks, etc.).  To do this the GM decides which attribute is appropriate and the player rolls a d20 and must roll equal to or under their attribute.  If they roll over, the attempt fails.  When a player character has a skill, they receive a +2 bonus.  A player may take a skill twice, giving them a +4 bonus.

 

Example: Big Eye James is attempting to pull a card from out of his cuff in a game of poker.  The GM asks if he has an appropriate skill.  James has sleight of hand, which the GM feels is more than appropriate for this situation.  Big Eye James has a Dexterity of 13- adding +2 to that for the Sleight of Hand skill.  Big Eye James rolls a 11 on his d20, thus succeeding on placing a card in his hand. 


New Beyond the Wall Cantrips, Spells, and Rituals Ported from Pathfinder

Btw Magic Book 2Recently I’ve been doing posts about Beyond the Wall.  It’s a great Neo-OSR style game.  I really dig its simplicity, its enchanted fairy tale approach, and I really enjoy the magic system that’s been created.

For my upcoming game I decided to go through the Pathfinder Core Rulebook and select spells I would like to convert to cantrips, spells, and rituals (because I apparently like punishing myself….)

So what’s new…?  How about 6 cantrips, 25 spells, and 23 rituals?!

I have NOT edited or proofed this document.  I was going cross-eyed just to get this thing done last night.

Oh well! Here is the PDF-Beyond the Wall Homebrew Spells

Hope you enjoy!  It was fun, but hard work!

Here is the houserules I’ve created for BtW

Here are the playbooks I’ve created

The Cursed

The Exiled Monk

The Pious Priest

The Foreign Diplomat


The Tech Specialist Class for White Star: White Box Sci-Fi RPG (totally inspired by Lamentations of the Flame Princess class)

Yesterday, in honor of May the Fourth, White Star was released.  I read through it yesterday, and it is a damned good game.  There are some small issues I have with it (and I’ll cover those in a review I’ll write over the weekend)…

One thing I thought was missing was a tech type class… As I was drifting off to sleep I thought it the LotFP Specialist class would be a perfect fit for this…  So I typed it up this AM.  Hope you enjoy.

PDF Version: Tech Specialist

Tech Specialist

 

Pilots may be hot shot flying aces and can do quick fixes on a starship, it takes a Tech Specialist to keep one running indefinitely.  Tech Specialists know the ins and outs of almost any gizmo, or are able to muddle along until they figure it out and can utilize it.  Tech Specialists are always needed on a starship, space station, or ground bound in a factory.  They etch out their living fixing what others mess up and break.

 

Tech Specialist are not frontline fighters, but know how to take care of themselves.  Many receive combat training, knowing that eventually they may take a job that calls for them to be in the thick of things while attempting to fix a laser turret or shield generator.

 

 

Level XP HD BHB ST Skill Points
1 0 1 +0 15 4
2 1,250 2 +1 14 +2
3 2,500 3 +1 13 +2
4 5,000 3+1 +2 12 +2
5 10,000 4 +3 11 +2
6 20,000 5 +3 10 +2
7 40,000 6 +4 9 +2
8 80,000 6+1 +4 8 +2
9 160,000 7 +5 7 +2
10 320,000 8 +5 6 +2

Table: Tech Specialist Advancement

 

Tech Specialist Class Abilities

Tech Specialist 1

Weapon and Armor Restrictions:  Tech Specialists prefer to stay out of combat unless it is absolutely necessary.  However they know that sometimes they have to get into the thick of it.  A Tech Specialist can only wear light armor and their weapons are limited to clubs, daggers, firearms, grenades, mono-daggers, mono-swords, laser pistols, and laser rifles.

 

Skills: A Tech Specialist has a deeper understanding of the technological universe than most others.  They delve into the circuitry of gadgets, starships, ground vehicles, and even robots, seeking a deeper understanding of what makes them tick.

 

The Tech Specialist begins with a “1 in 6” chance to accomplish any of these skills, but also has 4 points to allocate at level 1.  Each level gained grants an additional 2 points.

 

When using abilities, the player rolls a 1d6, if the result is equal to or less than the skill, the action is successful.  If a Tech Specialist has a 6 in a skill, they roll 2d6, and only if both dice come up a 6 does the action fail.

 

For Sneak Attack the bonus damage is increased by +1 for every point in the skill.  A sneak attack can be delivered by a melee or ranged attack so long as the target is unaware of the Tech Specialist (IE. Gymbo the Tech Specialist has made a successful sneak attack with a laser rife against a space pirate.  The Tech Specialist has a +2 in Sneak Attack, so the final damage would be 2d6+2).

 

Architecture (1 in 6)

Survival (1 in 6)

Climb (1 in 6)

Languages (1 in 6)

Open Door (1 in 6)

Search (1 in 6)

Sleight of Hand (1 in 6)

Sneak Attack (1 in 6)

Stealth (1 in 6)

Tinkering (1 in 6)

Tactics (1 in 6)

Tech (1 in 6)

 

Saving Throw: Tech Specialist receive a +2 bonus on Saving Throws against explosions and environmental hazards.

Tech Specialist 2

Tinker: Once per session a Tech Specialist is able to use the items at hand to create one of the following listed below if they succeed on a Tinkering Skill roll (or the GM can simply rule that they always succeed since this is a once per day ability):  Many of these items function like Advanced Equipment in White Star, pg 93.

  • Personal Shield: This item functions like the device described in White Star except it only absorbs 15 points of damage before shorting out and becoming useless. (15 points).
  • Phase Shield: This item functions like the device described in White Star except it only allows one passage through a wall before being rendered useless.
  • Psychic Inhibitor: This item functions like the device described in White Star except it only allows the wearer to be immune to one psychic attack or ability before shorting out.
  • Stealth Armor: This item functions like the device described in White Star except it can only be used once before being rendered useless.
  • Field Meds: When a medkit isn’t handy a Tech Specialist is able to create a make shift one, healing 1d6 HP.
  • Enhance Laser Weapon: The Tech Specialist is able to enhance a laser weapon, doubling its damage. After the initial attack roll a 1d6, if the result is a 1 the weapon shorts out and is useless.
  • Makeshift Laser Weapon: The Tech Specialist is able to piece together a make shift laser weapon from pieces lying around. The weapon functions like a laser pistol and has 1d4 shots before the energy is drained from the battery pack and the item is useless.
  • Taser: The Tech Specialist is able to piece together a make shift weapon that gives off an electrical discharge. The target hit by this must make a saving throw or be stunned for 1d3 rounds.  Once this is used the device is ruined.
  • Robot Repair: The Tech Specialist is able to piece together the items necessary to repair the damage to a robot.  After spending 1d4 rounds working on the robot regains 1d4 HP.

 

Dexterity XP: A Tech Specialist with a high Dexterity (15+) receives twice (x2) the normal Bonus XP for that attribute (10% not 5%).

 

Connections (4th): The Tech Specialist has made connections and is able to reach out and find help no matter where they are.  The Tech must succeed a Saving Throw (adding in their Charisma bonus).  If successful the Tech Specialist is able to find a friend (or a friend of a friend-or even a friend of a friend of a friend) nearby who is able to lend a hand.  This doesn’t mean that the person will necessarily do the task for free (or won’t betray the Tech Specialist for the right amount of credits), but is willing to help.  If the Tech Specialist fails their saving throw they are unable to find help for the current situation.


Beyond the Wall- New Character Playbook- The Foreign Diplomat (Rogue)

Here’s another playbook.  I made this one to kinda fit in with who might not be there for the initial village creation session or maybe their original character has perished and they are adding in a new one.

 

Anyways, enjoy.

PDF version- The Foreign Diplomat

The Foreign Diplomat

Diplomat 1

You come from a far away land as a representative of your people.  You are here to establish relations and explore the world around you.  You have trained in diplomacy and the ways of the court.  As with anything political, nothing is as what it appears on the surface.

 

People respond well to you and you are always quick to act.  Your Dexterity and Charisma both start at 10 and all other attributes start at 8.

 

1d12 What is the history of your people? Gain
1 You value the purity of body and mind above all else. +2 Wis, +2 Con,+1 Str
2 Your people are deeply philosophical and seek knowledge. +2 Wis, +1 Int, +1 ChrSkill: Ancient knowledge
3 Your people are war-like and expansionistic. +2 Str, +1 Con, +1 DexSkill: Tactics
4 Your people live in an ancient rainforest. +2 Dex, +1 Wis, +1 IntSkill: Herbalism
5 Your people are known for their great endurance and skill. +2 Con, +1 Str, +1 DexSkill: Athletics
6 Your people celebrate life and worship the sun and a divine being. +2 Chr, +1 Con, +1 Int, +1 Wis
7 Your people say they can hear the whispers of the dead in their dreams. +2 Wis, +1 Int, +1 Con, +1 Chr
8 Your people are known to be hired as assassins +2 Str, +1 Dex, +1 IntSkill: Stealth
9 Your people herd sheep and large birds. +2 Int, +1 Wis, +1 DexSkill: Herding
10 Your people are great hunters of terrifying beasts that plague far away lands. +2 Str, +1 Dex, +1 ConSkill: Tracking
11 Your people worship animals and believe each carries omens and portents. +2 Wis, +1 Int, +1 ChrSkill: Animal lore
12 Your people serve as elite guards to a grand emperor. +2 Str, +1 Dex, +1 WisSkill: Alertness

Add a location that is being built since your arrival.  It should be complete in six months to a year.

1d8 Why did you become a diplomat for your kingdom? Gain
1 You seek fortune and power. +2 Str, +1 Con
2 You wish to understand the various cultures of the world. +2 Int, +1 Cha
3 You have been banished from your homeland and this is your punishment. +2 Con, +1 Str
4 This job was an amazing opportunity and you couldn’t pass it up. +2 Cha, +1 Dex
5 You believe in the glory of your kingdom and want to strengthen its reach into foreign lands. +2 Wis, +1 Cha
6 You hope to build your own keep and militia far from your lands. +2 Star, +1 Dex
7 You seek forgotten lore and knowledge. +1 Str, +1 Con, +1 Int
8 You enjoy the twisted games of political intrigue. +1 Con, +1 Int, +1 Wis

 

1d8 Many of the villagers are suspicious of your intentions.  Whom among them have you established a connection with? Gain
1 The village elder has been gracious and supportive. +2 Wis, +1 Int
2 The witch on the outskirts of the village has been quite happy to hear tales of your land. +2 Cha, +1 Wis
3 The barkeep at the inn enjoys your conversations. +2 Con, +1 Cha
4 The blacksmith hopes to get some of the various metals your people work with. +2 Star, +1 Con
5 The retired adventurer enjoys talking to you.  It reminds him of his younger days. +2 Dex,+1 Str
6 The priest of the local temple debates religious philosophy with you. +2 Wis, +1 Con
7 The caretaker is oddly loquacious.  Perhaps he’s just lonely. +1 Str, +1 Chr,+1 Wis
8 The small orphan girl follows your around, idolizing you. +1 Dex, +1 Con, +1 Wis

Add an NPC from the village to the map.  It doesn’t have to be the one rolled on the previous table.

You have trained to be a skilled diplomat and are able to negotiate and moderate tense communications.  You are now a level X rogue.  You gain the class abilities Fortune’s Favor, Highly Skilled, Back Attack (wrathofzombie houserules) and the skill Diplomacy.

1d6 Who taught you your diplomatic skills Gain
1 Your father was a court advisor and knew the political game. +3 WisSkill: Politics
2 Your mother knew how to read people extremely well. +3 ChrSkill: Persuasion
3 You learned how to read people and communicate from a traveling minstrel. +3 IntSkill: Flattery
4 You are self-taught.  You’ve always relied on your own wits. +3 StrSkill: Intimidate
5 A noble took you in and taught you everything he knows. +3 ConSkill: Etiquette
6 A con artist taught you how to read and scam people. +3 ChrSkill: Sleight-of-hand

 

1d6 What secret task have you been set to do? Gain
1 Obtain information on the local lord that will give a strategic advantage to your kingdom. +2 WisSkill: Deceit
2 Assassinate the local lord to plunge the area into chaos. +2 DexSkill: Poison
3 Seek out the fabled “Ruins of the Undying Sisters” and obtain the treasure within. +2 StrSkill: Trap-finding
4 Establish trade routes that favor your kingdom. +2 IntSkill: Trade-routes
5 Hunt down an exiled political figure and silence them. +2 DexSkill: Tracking
6 The daughter of a member of the high court was kidnapped.  Find her and rescue her. +2 ChrSkill: Interrogate

Location- You have set up a small market stand to sell the wares and goods of your people to those in the village.

1d6 What difficult situation have you defused?  The player on your right was present. Gain
1 You got caught breaking into a person’s house to find damning evidence.  The player to your right was with you and helped talk you out of trouble, gaining +1 Chr. +2 ChrSkill: Lock-picking
2 The village was attacked by a goblin raiding party.  They threw a strange box into the middle of the village.  You figured out it was a trap and disabled it.  The player to your right was there to wipe the sweat off your brow, gaining +1 Dex. +2 DexSkill: Disable Device
3 You stopped a mob of angry villagers from lynching the town drunk.  The player to your right was there and fought off several villagers, gaining +1 Str. +2 StrSkill: Persuasion
4 You bartered a great price for trade goods for the village from a traveling merchant.  The player to your right helped you persuade the merchant, gaining +1 Wis. +2 WisSkill: Haggling
5 You delivered an impassioned speech and elevated down-trodden mood of the villagers.  The person to your right pitched in and enhanced your speech, gaining +1 Chr. +2 ChrSkill: Oration
6 You didn’t, you snuck away so you wouldn’t get hurt by the angry mob.  The person to your right was right there behind you, gaining +1 Dex. +2 DexSkill: Stealth

 

1d6 The local lord was impressed by you and gave you a gift.  What was it? Gain
1 A fine garment of silk. +2 Wis, a perfectly tailored outfit
2 The leather armor of his father. +2 Dex, leather armor
3 A faithful dog that will serve as companion and protector. +2 ChrA faithful dog
4 The ceremonial blade of one of your ancestors that had been in the lord’s vault. +2 Str, ceremonial blade
5 The deed to a small plot of land and a forgotten cabin in the woods.  The area is overrun with goblins. +2 Int, small land and cabin
6 A battle horn to aid you when you’re in need A magical horn

Add an NPC that accompanied you on your journey from your kingdom.  What are they doing in the village?

 Diplomat 2

Class Abilities

Hit Dice: d8

Initiative Bonus: +2

Armor: Rogues can wear any armor lighter than plate.

 

The Rogue
Back Attack
– A rogue that successfully sneaks up on a target can make an attack at a + 2.  If successful the attack deals an additional 2d6 damage.  (normal back attack rule will be no “+” modifiers and only an additional 1d6 damage).

<Choose One>
Two-weapon Fighting– A rogue wearing light armor and holding a small weapon can make one additional attack a round.

Artful Dodge– A thief wearing light armor and no shield gains +2 to AC (again- nod to Crypts and Things).

Improved Initiative– The thief knows that those who are quickest to act usually live longest.  Add +4 to Initiative rolls.  (I am not using the static initiative bonus.  I’m doing Dexterity modifier + d20 rollif you are using the BtW static rules- just increase the rogues Initiative bonus to +2 instead.)

Ledge Crawler– A rogue’s movement is not slowed or hindered when walking along tight ropes, ledges, or cliffs.

For the rest of the rogue stats and abilities consult Beyond the Wall, pg 11.


Beyond the Wall- New Character Playbook- The Pious Priest (Mage)

Here’s another brand new character playbook for Beyond the Wall.

PDF Version- The Pious Priest

The Pious Priest

Pious Priest 1

You have always had a deeper connection with the occult and the ethereal world than most.  You swear that the dead have spoken to you in your dreams or you’ve seen spirits move just in your peripheral vision, only to vanish when you attempt to get a better glimpse.  Eventually you heard the greater calling of a particular god, and you answered.  Now you are blessed with spells to aid you in His/Her mission.

 

You are highly intelligent and motivated.  Your Intelligence and Charisma both start at 10 and all other attributes start at 8.

 

1d12 What did your parents do in the village?  What did you learn from them? Gain
1 They were the town drunks.  “You can only depend on yourself.” +2 Str, +2 Int, +1 Con
2 Your father was an outcast, rightfully or not +2 Int, +1 Wis, +1 ConSkill: Survival
3 Your parents were fishermen and you grew up by the river. +2 Dex, +1 Str, +1 WisSkill: Fishing
4 Your mom was an oddball and said she could read the future in the stars. +2 Wis, +1 Int, +1 ChrSkill: Astronomy
5 Your family worked a small farm outside the village. +2 Con, +1 Wis, + 1 ChaSkill: Farming
6 You spent much time in the mountains foraging for food and supplies. +2 Con, +1 Dex, +Wis, +1 Str
7 Your parents own the local inn.  You grew up meeting travelers and hearing their tales. +2 Cha, +1 Int, +1 Dex, +1 Wis
8 Your father was the local smith and taught you both hammer and bellows. +2 Str, +1 Dex, +1 ChaSkill: Smithing
9 Your father or other kept the old stories.  Your head is filled with them. +2 Int, +1 Cha, +1 WisSkill: Folklore
10 Your mother is the local constabulary.  She is fair and well respected. +2 Str, +1 Wis, +1 ConSkill: Investigation
11 You went on journeys into the woods with your father to gather herbs and berries. +2 Wis, +1 Con, +1 DexSkill: Herbalism
12 Your father was a local merchant.  You learned to name yoru price and charm your customers. +2 Cha, +1 Int, +1 DexSkill: Haggling

 

1d8 How did you distinguish yourself as a child? Gain
1 Children often fight, but you never lost. +2 Str, +1 Wis
2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int
3 You were the toughest kid around. +2 Con, +1 Cha
4 No secret escaped you. +2 Int, +1 Dex
5 Your empathy made you a sought after confidant. +2 Wis, +1 Con
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 You solved everyone else’s problems, and never mentioned your own. +1 Str, +1 Con, +1 Cha
8 Everyone has something to teach, and you learned a little from them all. +1 Dex, +1 Int, +1 Wis

 

1d8 The other player characters were your best friends.  Who else in the village befriended you? Gain
1 The village elder taught you patience and calculation. +2 Wis, +1 Int
2 The local blacksmith took you in and kept you out of trouble. +2 Str, +1 Cha
3 You spent time with the hunters tracking game +2 Con, +1 Wis
4 You are set to marry the daughter of the local priest. +2 Cha, +1 Int
5 You’ve taken a local orphan girl under your wing.  Many in the village whisper she has magical powers. +2 Int, +1 Dex
6 You broke someone’s heart, or maybe they broke yours. +2 Wis, +1 Con
7 You spent most of your time alone in the wilderness. +1 Str, +1 Int,+1 Wis
8 The grizzled mercenary who settled in town taught you a thing or two. +1 Dex, +1 Con, +1 Wis

 

You have found a patron deity and now preach sermon far and wide to any of those whom will listen.  You become a level 1 mage.  You have the class abilities Sense Magic, Spell Casting, Successful Cantrip*, Magical Reserve*, and Counter Spell* (*wrathofzombie houserule- see below).  You also gain the skill Religious Lore.

1d6 The deity reached out to you.  How? Gain
1 Through strange signs that appeared in your hearth fire. +3 WisSkill: Gossip
2 A passing priest brought the message of the deity and converted you to the faith. +3 ChrSkill: Persuasion
3 You had a vision of sitting in the court of the deity. +3 IntSkill: Musical Instrument of your choice
4 You fell in combat doing battle with goblins, but miraculously survived.  You saw your deity revive you. +3 StrSkill: Alertness
5 You’ve had several disturbing dreams of bad events to come and that with your devotion, your deity could prevent it. +3 ConSkill: Religious Lore
6 Your family has always been pious to this particular deity. +3 ChrSkill: Etiquette

 

1d8 Which deity were you drawn to? Gain
1 God/dess of the Sun.  You learn the following magics: the spell Flash of Brilliance, the ritual Circle of Protection, and the cantrip Mage Light. +2 ConSpells to left
2 God/dess of Healing.  You learn the following magics: the spell Healing Touch, the ritual Circle of Protection, and the cantrip Second Sight. +2 WisSpells to left
3 God/dess of War.  You learn the following magics: the spell Word of Courage, the ritual Staff of Might, and the cantrip Hexing. +2 StrSpells to left
4 God/dess of Death.  You learn the following magics: the spell Reanimation, the ritual Mage Armor, and the cantrip Hexing. +2 ConSpells to left
5 God/dess of Shadow.  You learn the following magics: the spell Conjure Darkness, the ritual Gather Mists, and the cantrip Glamour Weaving. +2 DexSpells to left
6 God/dess of Nature.  You learn the following magics: the spell Entangle, the ritual Good Berry, and the cantrip Druid’s Touch. +2 WisSpells to left
7 God/dess of Travel and Adventure.  You learn the following magics: the spell Swift Step, the ritual Wanderer’s Luck (Btw: Further Afield)- if don’t own take Witch’s Watchman, and the cantrip Mage Light. +2 IntSpells to left
8 God/dess of Trickery.  You learn the following magics: the spell False Friend, the ritual Bind Familiar, and the cantrip Conjure Sound. +2 ChaSpells to left

 

1d6 What are some challenges that you’ve encountered since you became a priest?  The player on your right was present. Gain
1 A troubled spirit of a village that passed on began haunting you.  The player to your right was with you when you banished the spirit, gaining +1 Chr. +2 IntSpell: Abjuration
2 You saved the daughter of a local farmer from a nightmare that lurked in the woods.  The player on your right was there to see the might of your deity, gaining +1 Wis. +2 WisSpell: Sanctuary of Peace
3 A local lord came and demanded high taxes of your town.  You were able to persuade him to leave.  The player on your right was there to aid you, gaining +1 Str. +2 ChrSpell: Commanding Word
4 Several bodies of loved ones rose from their graves and wandered into the village.  The player on your right was there and helped you combat these horrors, gaining +1 Str. +2 StrSpell: Banish Undead
5 Your neighbor’s house was ablaze.  You selflessly ran into the house to save their son.  The player on your right ventured into the flames with you, gaining +1 Con. +2 ConSpell: Brave the Flames
6 You lost track of time in the old graveyard and when the sun set undead rose from their graves.  You barricaded yourself in the ruins of the old church.  The player to your right was there with you the whole night, gaining +1 Wis. +2 IntSpell: Evade the Dead

 

1d6 A priestess passed through your village.  She presented you with a gift.  What was it? Gain
1 The holy symbol of your deity. +2 Wis, an expertly crafted holy symbol made of gold
2 A beautiful ceremonial dagger and a vial of acid. +2 Int, silver dagger, vial of acid (1d6 damage)
3 A beautiful handheld silver mirror. +2 ChrSmall silver mirror
4 A very mysterious tome +2 Int, Spell: Forgetful Mind
5 Her trusted staff. +2 Str, a wizard staff.
6 A strange book with a cover made of horse hair. +2 Dex, Ritual: Steed of the Sorcerer

 Pious Priest 2

Class Abilities

Hit Dice: d6

Initiative Bonus: +0

Armor: Mages may not wear any armor.

 

The Mage

Successful Cantrip– The mage can burn a Fortune Point to cast a cantrip successfully (no rolling needed).

Magical Reserve– Once per day a mage can burn a Fortune Point to regain a spell that they have already cast.  This will work even if the mage has expended all magical power (IE- failing a cantrip roll).

Counter Spell– A mage is able to counteract a spell of another caster by sacrificing the energies of one of their spells per day.  This cancels the energies of both spell-effects.  This cannot be used on cantrips or rituals.

 

For the rest of the mage stats and abilities consult Beyond the Wall, pg 12.


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