A new race-class for my hack of B/X. For those
unfamiliar, in “Basic/Expert” D&D and the other Starter Sets
of the late 70s and early 80s, there was no distinction between race
and class; Clerics and Thieves were humans, whilst Elves
were...uh...Elves, and similarly for Dwarves and Halflings. The
demihuman race-classes had a bunch of funky gimmicks that set them
aside from the human adventuring classes. There are arguments for and
against, for sure, but I like relative rules simplicity, love class
specialization/character niches a lot, and also approve of
customizability within classes, so race-classes fit well with me.
The
class description below includes a few rules mentions relevant to my
B/X hack which you can, I'm sure, easily translate – for instance,
Saves are modelled after Against The Wicked City/3rd
Edition, with Fortitude, Reflex, and Will Saving Throws, affected by
Constitution, Dexterity, and Wisdom respectively. The number given in
the table is what they must equal or beat on a d20 to pass the given
Saving Throw. Similarly, Fungal Artisans are usually better at
foraging than other characters, who generically have a 1 in 3 chance
of finding food for the day if they travel at 2/3 speed.
The Fungal Artisans are an Ancestry in my nascent
Borderlands setting – an in-between zone, between our world and the
true Land of Faery. Think Stardust,
Jonathan Strange and Mr Norrell,
Elidor, Neverwhere,
Narnia, and the two
Labryinths – Jim
Henson's and Pan's.
Here is their
one-paragraph summary:
“The Artisans are in fact only one group within a wider race of
technicoloured mushroom-people, but outsiders name the whole Ancestry
for them. They are usually nomads, seeking sustenance from decay as
they travel. Sometimes these bands go wild and seek to create new
dead matter from whatever is nearby. The Artisans make startling art
out of dead matter, transforming it into bizarre, innovative
sculptures and paintings - their most skilled members can even create
animate constructs.”
Myconids, by Hector
Ortiz
A player choosing to
play a Fungal Artisan may either choose to play as a member of the
Artisan caste itself, or as one of the forager-warrior caste. Twoclass features are shared by both castes:
Fungal Feeding:
Fungal Artisans consume decayed organic matter for sustenance –
rotten wood and meat, for instance. Few other Ancestries have the
tolerance or digestive tract to handle the ordinary food of these
mushroom-men. Such matter can usually easily be bought as a
Rations-equivalent in settlements at 50% of the ordinary price.
Whilst foraging in any suitable environment, the Fungal Artisan
increases their chance of finding sustenance for the day by 1 in 3 –
so in a normal environment, they have a 2 in 3 chance of finding
sustenance when travelling slowly enough to forage.
Telepathic Spores:
Fungal Artisans cannot speak, but rather communicate via telepathy.
Any Fungal Artisan can always communicate telepathically with any
other Fungal Artisan within 100-feet. They may also use telepathic
spores to allow them to communicate telepathically with up to 6 other
individuals at any one time. This telepathy similarly has a 100-foot
range. If they are connected to six non-Artisan people already and
want to connect to a new person (via infecting them with benign
spores!), they must drop their connection to one of the pre-existing
telepathic partners. Any new telepathic partner must be within
30-feet for the spores to be effective. Anyone seeded with such
spores is seeded permanently, or until the connection is dropped by
the Artisan, or if Cure
Disease
is used upon them.
Artisan
Caste
The
Artisan-caste class table is as follows (they are capped at 10th
level):
Level
|
XP
|
HP
|
FORT Save
|
REF Save
|
WILL Save
|
Inspiration Points Per Day
|
1
|
0
|
1d6
|
12
|
16
|
13
|
2
|
2
|
1750
|
2d6
|
12
|
16
|
13
|
3
|
3
|
1500
|
3d6
|
12
|
16
|
13
|
4
|
4
|
7500
|
4d6
|
12
|
16
|
13
|
5
|
5
|
14000
|
5d6
|
10
|
14
|
11
|
6
|
6
|
28000
|
6d6
|
10
|
14
|
11
|
7
|
7
|
56000
|
7d6
|
10
|
14
|
11
|
8
|
8
|
112000
|
8d6
|
10
|
14
|
11
|
9
|
9
|
224000
|
9d6
|
8
|
12
|
9
|
10
|
10
|
336000
|
9d6+2
|
8
|
12
|
9
|
11
|
To Hit Bonus:
+1 to Melee or Missile Attacks.
Mycological Artforms
Artisans utilise their
Inspiration Points to convert dead matter into art – a form of
material transmutation beyond the dreams of alchemists. They also
complete these great works in speeds beyond even the most efficient
human craftsmen.
At 1st
Level, choose an Artform from the list below at Tier 1. At each
subsequent level, choose either to advance an existing Artform up one
Tier, or, if there is a teacher available (either another Fungal
Artisan, or a supremely skilled artist of another Ancestry), gain a
new Artform.
The five Artforms are:
Sculpture:
Beginning with the creation of lifelike statues and the like, this
Artform can progress to the creation of semi-sentient constructs. It
can also be used for the creation of relatively simple tools and
weapons.
Painting: This
Artform is used both for fine art painting, but also for disguises
and armour.
Architecture:
More than a form of Sculpture, this Artform enables – with time,
effort, and materiel – the creation of buildings, with masters able
to create natural features and even wonderworks such as floating
palaces.
Moving Pictures:
A relatively new Artform, this allows the Artisan to depict moving
but insubstantial images – perhaps via some stylized form like sand
painting, or perhaps in a very realistic fashion. Advancement in this
allows the Artisan to make the pictures more complex and interactive.
Chemistry: With
practice, this Artform progresses from relatively simple functions
such as the purification of water or the slow change of a wooden door
into sludge all the way up to the creation of healing reagents and
dark poisons.
Each of these Artforms has multiple Tiers, which require
the expenditure of different amounts of Inspiration Points (more IPs
for higher tiers)
Forager-Warrior Caste
The Forager-Warrior is
capped at 10th Level.
Level
|
XP
|
HP
|
FORT Save
|
REF Save
|
WILL Save
|
1
|
0
|
1d8
|
14
|
15
|
14
|
2
|
2000
|
2d8
|
14
|
15
|
14
|
3
|
4000
|
3d8
|
14
|
15
|
14
|
4
|
8000
|
4d8
|
11
|
13
|
13
|
5
|
16000
|
5d8
|
11
|
13
|
13
|
6
|
32000
|
6d8
|
11
|
13
|
13
|
7
|
64000
|
7d8
|
9
|
9
|
11
|
8
|
128000
|
8d8
|
9
|
9
|
11
|
9
|
256000
|
9d8
|
9
|
9
|
11
|
10
|
384000
|
9d8+3
|
7
|
7
|
9
|
To Hit Bonus:
+2 to Melee Attacks, +1 to Missile Attacks.
Psychotropic
Spores: Once per day per level,
the Forager-Warrior may target a non-fungal, non-undead creature
within 20-feet. That target must make a Fortitude Save or be affected
as per the spell Sleep
(though strictly the target is conscious but catatonic). At 7th
Level, the Forager-Warrior may, once per day instead of using a Sleep
spore,
instead force its target to make a Will Save or be affected as per
the spell Confusion.
Next Time: Detailed rules for Artforms.
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