Showing posts with label molemen. Show all posts
Showing posts with label molemen. Show all posts

Thursday, November 29, 2018

Outlanders, Molemen, and Serpentblood for LotFP (Reskinned Classes)

I will soon wrap up my Warhammer 40K: Wrath & Glory campagin and move onto running Lamentation of the Flame Princess. Not surprisingly, it will be set in a weird-fantasy version of Europe at the height of the 30 Years War. Originally I planned on including Dwarves and Elves, describing them as remnants of pagan faerie empires or whatever. I soon decided, though, that while I wanted to keep the demihuman classes I wanted to make them different from the classic fantasy standbys. Reskinning was the way to go--keep the classses mechincally the same (or with slight tweaks) and change all the fluff.

Changing the Halfling to the Outlander was my least creative change. A lot of people have turned the Halfling into some kind of ranger or explorer class. Their bonuses with ranged weapons and natural woodland abilities make this easy. I decided to stick with the precendent and make them "Outlanders," often Native American or African tribesmen, but also buckskinners or mountain men. Mostly, I just thought Mani in Brotherhood of the Wolf was always cool.

For the Dwarf, I still wanted to keep the class hardy and crafty. If I could inject some Hollow Earth weirndess into their subterranean kingdoms, all the better. Molemen were the obvious choice. They are heavily inspired (that is, lifted almost directly) by mole-men John Hodgman writes of in More Information Than You Require. This is not the first time I've stolen his Molemen.

For Elves, I chose to turn them into Serpentblood. I've always loved the Yuan-Ti in D&D, and I've always been fascinated/amused by the hidden reptilian masters of UFO lore. Of course, the Snake Men of Valusia and King Kull were also an influence. These are all the same reasons I brought the Sneaky Snakes into Hobomancer. Also I'm pretty sure Selena from the core LotFP cast is supposed to be half-snake or something. Anyway, replacing elves with decendants of extra-dimensional reptilian sorcerer kings lets me add some weird conspiracy stuff to the campaign.

Here, then, are the class write-ups...


Outlanders

Outlanders are warriors and survivalists specialized for operating in the wilderness and on the frontier--the lands outside supposed "civilization." Many outlanders are from places that Europeans would disparagingly call “primitive”—often uncolonized America or Africa. Some European frontiersmen also qualify as Outlanders (your mountain man or buckskinner types). 

The Outlander is a reskin of the LotFP Halfling class. In most ways they function identically to that class, except that they have no restriction on weapon sizes and only receive the +1 bonus to AC if they are lightly encumbered or less.


Molemen

Molemen are hideous subterranean humanoids with hunched bodies, withered, rodent-like faces, translucent skin, and borderline-heretical beliefs in liberal democracy. They can pass for ugly, stunted humans. Most people just assume they are foreigners from whatever country their homeland hates the most (“Beady eyes, weird teeth… the man’s obviously Welsh”). Molemanic women are just as hideous as their menfolk. High-ranking Molemen often wear powdered wigs. Molemen will introduce this fashion to European nobility in the latter half of the 17th century.   

Molemen possess a sophisticated culture and civilization deep below the Earth that values industry and learnedlness. Molemanic societies are sexually egalitarian and comprise some of the few functional democracies in these benighted times. Sadly, these subterranean republics are currently experiencing some unspoken catastrophe. Many exiles and refugees have made their way to the surface world. In 1825, the Molemen will form an alliance with the American president, John Quincy Adams, who well lend them aid and arms in an attempt to reclaim the Hollow Earth.

Mechanically, Molemen are a reskin of the LotFP Dwarf class and function exactly like that class, including combat options and carrying capacity. In my campaign, I have gotten rid of the Architecture skill. Dwarves (and Molemen by extension) replace it with Tinkering.


Serpentblood

Serpentblood are descendants of the extradimensional reptilians that once ruled the Earth from the lost empire of Valusia, back when mankind was young. Modern serpentblood little resemble their ophidian forbearers, but often grow more snake-like as they grow in power. Serpentblood are normally raised unaware of their heritage, and the xenogenetic traits often skip several generations. Around puberty, a newly awakened serpentblood is visited in their dreams by their reptilian ancestors, who make them aware of their alien birthrights and direct them towards other of their kin for training. As decendants of alien sorcerer-kings, all serpentblood have a natural talent for magic and combat. Awakened serpentblood have several conclaves hidden in the jungles of South America and central Asia, as well as Greece and the mountains of Romania.

Mechanically, Serpentblood are a reskin of the LotFP Elf class. In most respects they function exactly like that class, including spellcasting and combat ability. They are chaotic in alignment and share the same vulnerability to holy water and the like. Their natural Search ability is due to their semi-functional jacobson’s organs. Serpentblood often become more snakelike as they grow in power. At 2nd level and each level thereafter, roll a Save vs. Magic (using the saves for the new level). If the roll fails, roll 1d8 on the chart below to determine what serpentine trait manifests. Repeated instances become more pronounced.

1. Eyes become snakelike with slitted pupils.
2. Tongue grows longer and forked.
3. Pigmentation becomes mottled or banded like a snake.
4. Character grows a thin (non-prehensile) tail.
5. Character loses all body hair.
6. Skin becomes scaly
7. Character develops a taste for small birds and rodents, preferably live and whole.
8. Teeth become sharp and fang-like.

Friday, May 24, 2013

Moleman [OSR Class]

I've never much cared for halflings. I couldn't even tell you why. After all, I love The Hobbit and I even like Kender. But as a D&D race/class they never much thrilled me. So, as I piece together the Deep Down Below as a FLAILSNAILS setting, I decided to reskin halflings as molemen.

The molemen are shamelessly influenced by John Hodgman's The Areas of My Expertise. This is not the first time I've stolen his molemen.


Moleman
The Right Honorable Hsss'kiphur,
Moleman of Renown
Molemen are natives of the subterranean realms of the Deep Down Below. These three-foot tall creatures resemble humanoid naked mole rats. They have large teeth, tiny black eyes, iron-hard claws, and hairless pink skin covered with a thin layer of mucus. Despite their hideous appearance, molemen possess a sophisticated culture that values industry and learnedness. Their ideas of natural rights and representative democracy are alien to most other cultures. Molemen are fond of powdered wigs and frock coats.

In addition to their own hideous hissing, clicking language, molemen speak common, dwarf, and morlock.


Moleman Racial Class
Requirements: DEX 9, CON 9
Prime Requisite: STR and DEX
Hit Die: d6
Maximum Level: 8
Weapons: As halfling
Armor: Any, plus shields
Fights as: Fighter
Saves as: halfling

Special Abilities
Claw/Claw: A moleman posses large, iron-hard claws on the tips of his fingers. Instead of using a weapon, he can make two claw attacks each round against one target with his normal to-hit chance. Each claw inflicts 1d4 points of damage. In non-combat situations, the claws function as high-quality picks and shovels.

Phosphorescent Mucus: Unlike most subterranean races, molemen do not possess infravision. Instead they secret a luminous mucus from their skin. Once per day, a moleman can secret enough mucus to effectively reproduce the effect of a light spell with a caster level equal to the moleman's level. Like light, the moleman can even blind opponents by targeting an enemy's eyes with a glob of slime. At 5th level, this ability upgrades to where the mucus reproduces the effects of continual light.

Sneaky: If he remains silent and motionless, a moleman can hide in shadows and behind cover with amazing effectiveness. The moleman's chance of remaining unseen is 5-in-6 underground, indoors, or in dungeons, or 2-in-6 in outdoor or wilderness environments.

Small: Because of their small size, a moleman enjoys a -2 bonus to their AC when fighting larger-than-man-sized creatures.

Reching 8th Level: When a moleman reaches level 8, he has the option of founding a new moleman warren. These warrens are usually located deep underground in caverns and tunnels secured from the wandering monsters of the Deep Down Below. The moleman usually digs these first tunnels with his own claws, but the warren quickly expands as other moleman migrate to the new settlement. The founding moleman serves of governor of the new settlement, but if he rules poorly or foolishly he may be voted out of office.

Experience
Level Title Hit Dice (1d6)
0 1 Grubling 1
2,100 2 Wormer 2
4,200 3 Digger 3
8.400 4 Tunneler 4
16,800 5 Glowfellow 5
33,600 6 Moleman 6
67,200 7 Moleman of Note 7
134,000 8 Moleman of Renown 8




Sunday, March 10, 2013

Molemen & Missives [2011]


I've been busy with art commissions all week, so I haven't had a chance to post much (much less post anything about gnomes). To fill the gap, I'm reposting something from my old blog.

Back in 2011, Ryan Macklin started a 500-word RPG challenge. "Molemen & Missives" was my contribution. It doesn't have gnomes, but molemen are kinda-sorta-not-really similar, right?

Activate the Waybac, Sherman...


Ryan Macklin recently set a  "Flash Game Design Friday" challenge. To quote:

I’m going to give you three mechanical ingredients. You use at least two:
  • Two dice that you don’t add together
  • A single token that sometimes is and sometimes isn’t on your character sheet/possessed by the player
  • a countdown mechanic (whatever the hell that means)
Write a game that takes 500 words or less to explain, which should include a hint of setting.


I chose the first two ingredients and took some inspiration from More Information than You Require to create... 

Molemen & Missives
By Joshua LH Burnett
with apologies to John Hodgman

You are a Moleman, a disgusting yet refined denizen of the Deep Down Dark. You have sharp claws and teeth, acidic saliva, and luminescent mucus. You also have a great love of social philosophy, powdered wigs, and pantaloons. You are part of a committee dedicated to solving problems affecting your hideous community.

The Mole Master
This is what we call the GM in this game, just because.

The Making of a Moleman
Give yourself a Name. Typical Molemanic names include Theopolis, Henrietta, and Hsss'kkk'thiix.

Write down your Vocation, which is your job in the community. Examples include: Fungus Wrangler, Mucus Sculptor, or Grub Knight.

Take 10 points and divide them between the four core Values of the Molemen.

Industry for tasks that involve creation or hard labor.

Learnedness for tasks that requires education or study.

Vigilance for tasks that involve forethought or the defense of your community.

Refinement for tasks that require charisma or style.

You have a Resolve score equal to the sum of your two highest Values. You lose Resolve when you lose Debates. Resolve refreshes at the beginning of each game.

The Wig
Molemen love to talk. Within a committee, it would be quite easy for each Moleman to to try to talk over his fellows, and nothing would get done. Hence, the Wig. Each committee has one wig. Only the Moleman wearing the wig may talk. Once he was spoken, he must give the wig to another committee member. It is considered rude to ask for the wig next instead of patiently waiting your turn. Wigless Molemen can still communicate through sign language or charades, but this is considered gauche. Written communication in the form of long, passionate missives, letters, and pamphlets are quite acceptable and actively encouraged!

Debates
Molemen characters are free to do whatever they want until someone tells them they can't. When there's a conflict of interests between two parties, we got ourselves a Debate. Resolve debates as such:

1) Set the stakes.

2) Each side describes what they are doing and gathers a number of d10 equal to the relevant Value.

3) If the opposing side is the Molemaster, he will chose 1d10 to 7d10, depending upon the difficulty.

4) Roll!

5) If you have multiples of the same number, add 1 to the result for each extra die. (If you rolled three 6s, your result would be 8.)

6) If your action involved your Vocation, you can gather some of your dice and reroll them once.

7) The highest result wins!

8) The defeated side loses a point of Resolve, plus 1 more for each multiple the opposition rolled.

9) A Moleman with 0 resolve is out of the game. He's too dejected, depressed, or devoured to continue.

10) Other Committee members can help you in debates. They describe how they are helping you and add 1d10 to your pool. If you lose, your helpers lose resolve too!

I've also made a swanky PDF of the game!