Showing posts with label prestige classes. Show all posts
Showing posts with label prestige classes. Show all posts

Tuesday, July 17, 2012

What I Talk About When I Talk About Prestige Classes (Part 2)

So I've been writing some posts about prestige classes. This one is to develop the idea of campaign-specific classes that help to tie the PCs into the world. They're divided according to a range of half-formed campaign ideas I've been thinking about.

Classes for a campaign based on Norse mythology
Berserker: "When Hardbeen heard this, a demoniacal frenzy suddenly took him; he furiously bit and devoured the edges of his shield; he kept gulping down fiery coals; he snatched live embers in his mouth and let them pass down into his entrails; he rushed through the perils of crackling fires; and at last, when he had raved through every sort of madness, he turned his sword with raging hand against the hearts of six of his champions."
- Saxo Grammaticus, Gesta Danorum

Berserker Rooks from the Lewis Chessmen. Note the teeth chewing the shields.
When a warrior is violently wronged - his comrades slain, his hall burned, his village slaughtered - he may become a Berserker. Such a state lasts only so long as the character quests to revenge himself upon the perpetrator of the evil deed. When entering into a berserkergang (rage) the character will gain temporary hit points, a bonus to attack and damage, and immunity to fire. However he may struggle to tell the difference between friend and foe.
Völva: The völva are seeresses who practice the mysterious magic known as seid, which allows them to gaze into the future along the strands of fate, and at higher levels to weave the threads of fate themselves. Völva are wanderers, travelling from place to place where their services are needed but rarely welcome after their task is complete. If a völva is to take on an apprentice, she must first be convinced of the character's worth and wisdom. After becoming a völva, the character can never return home again.
Male practitioners of seid, known as seidmen, are even rarer. Because they practise women's magic, they are reviled in Viking society and executed if captured.
Hermit: Sometimes the violent life of a Viking becomes too much for even the stoutest of warriors. After witnessing the death of a boon companion, a character may choose to take the Hermit class. A Hermit does not own anything he cannot carry, nor can he use any items worked by human hand, including armour and weapons. The Hermit gains tracking abilities as a Ranger, and is able to travel and feed himself without fail in even the most dire of conditions. Mundane wild animals will not harm him, and those who once knew him will not recognise him any more. The Hermit can gain bonus XP by throwing treasure away into the wilderness.
The Hermit generally renounces his class after a period of mourning, after which he returns to civilisation more or less the same as he was before. (This class is derived from certain scenes in Arrow-Odd and also the Epic of Gilgamesh.)
Skald: A Skald is a wandering poet who describes tales of wonder and glory for the entertainment of his listeners. To become a Skald, a character requires both a high Charisma and a suitably epic story to tell about their adventures. The player must then compose a poem describing the adventure and perform it. The Skald's poetry grants him the adoration of the masses and a bonus to reaction rolls for large groups of normal humans. Additionally, many fae creatures, demons and even gods can be distracted or defeated by flyting, an act of ritualized poetic insults.

Classes for Batmania
Traveller: When different Aboriginal tribes wish to communicate or trade, there are complex laws and taboos that govern their interaction. The one invested with the power to navigate these laws is called the Traveller. Travellers essentially have 'diplomatic immunity' between tribes, though this depends on their comprehensive knowledge of the local customs. This diplomatic immunity extends even to the realm of the spirits, who must accept the Traveller and not harm them as long as they obey the spirits' traditions. The Traveller is also able to sing special songs that guide them along songlines, where each landmark in the journey is related to a specific verse of the song. Travelling on songlines is always easy and free of trouble. The powers of the Traveller remain only so long as they are charged with a specific journey by their own tribe.


Classes for Hogwarts
Animagus: An Animagus is a wizard* who can transform at will into a particular animal. The species of the animal is selected randomly. The process of becoming an Animagus includes both arduous training and beastly shamanic rituals to unlock the wizard's inner creature. If the ritual goes wrong, the Animagus may become permanently trapped in animal form, or turned into a horrifying human/animal hybrid.
Legilimens: A Legilimens is a wizard trained in the art of mind-reading, allowing them to delve into the thoughts of others. They are also able to use the opposite discipline, Occlumency, to protect themselves against Legilimency and other mental attacks. Legilimency requires strenous training and can only be learned from another, more experience Legilimens.
*Of course, in Hogwarts everyone is a wizard even if they are a Fighter or a Thief.

Classes for an Antediluvian setting
False Idol: False Idols are those who are worshipped as gods, in defiance of the one true God who created the heaven and the earth. The False Idol class is unusual in that anyone or anything can take levels in it - not just humans but also animals, spirits, inanimate objects or landmarks. Instead of gaining EXP, the Idol's level is related to the number of active worshippers. The False Idol gains the ability to spontaneously cast Cleric-type spells, and at higher levels to grant such spells to its own followers.

Bonus: Classes that can be granted by PCs or NPCs
Rolang wrote up a Paladin class in response to my post, where he specifies that the Paladin is created by a high-level Cleric with the spell Initiate Paladin. This got me thinking about other master-apprentice type relationships. The following classes can be taken by PCs when they are low level, and/or granted to their hirelings when they are high level.
Trusty Sidekick: A Fighter of 6th level or above may choose to appoint one of their Fighter henchmen as a Trusty Sidekick, but only if the henchman has saved the Fighter's life. The Sidekick now has hit points or hit dice equal to their master, will never fail morale checks and will always act to protect and serve their master. (If a PC, the Sidekick can still choose to abandon their master but will lose the prestige class immediately.)
NPCs who grant Sidekick status are typically retired or semi-retired adventurers, local lords, knights, and other such who will not be likely to join the actual PC party and thus overshadow everyone else.
If the bond of the Sidekick is broken, the two characters will become Mortal Enemies, destined for strife until only one survives.
If the Sidekick or the master dies, then the other must enter a period of mourning as a Hermit (if the death was natural or immediately avenged) or a Berserker (if the killer escapes unpunished).
As well as a PC-NPC interaction, the Sidekick system could also be used as a hacky way to let low-level PCs adventure alongside high levels.
Sorcerer's Apprentice: A Magic-User of 8th level of above may take on 1-3 Apprentices. The Apprentice must be a Magic-User henchman of lower level. To initiate them, the Magic-User must grant them one spell for each level of spell that they are able to cast. Wise or paranoid masters will also require a magical blood binding which compels the Apprentice to protect and obey their master at all times, an enchantment that is difficult to be rid of. 
If an Apprentice ever exceeds the level of their master, then the blood binding is reversed. Most Apprentices will definitely seek to exploit this in order to slay their master and steal their spells.

Not really sure about the rules for these two but the concept is solid. Basically the idea is that the Sidekick relationship is about being best buddies and crying when the other person gets killed. Apprentice is the opposite of that - it's a race to get more XPs so you can dick the other guy over.

Tuesday, July 10, 2012

What I Talk About When I Talk About Prestige Classes

Some people seemed to like my previous post about prestige classes. I figured I would follow it up with some concrete examples of what I'm thinking of. Here are some brief sketches of possible 'old school prestige classes', arranged according to type.


Classes requiring a journey to a remote location
Monk of the Beyul: Long ago, the great Guru created seven hidden valleys of paradise, protected from the outside by snowstorms and snow leopards. The only way to find these valleys is to follow the directions of a terma (esoteric scroll) which is itself hidden inside a sacred cave or a stupa (reliquary). The monks who dwell in the beyul practice a secret art which allows them to perform superhuman feats of strength and agility. They are willing to teach it freely, on the assumption that anyone who reaches the valley must be pure of heart.
Anthropophage: In a distant land far to the south, there are a tribe of cannibals who have discovered secret culinary techniques by which they can gain the powers of their enemies by devouring their organs. Some adventurers have returned from this land with hidebound cookbooks and mysterious smiles on their faces.

Classes revolving around a particular quest or mission
Paladin: A paladin is not merely a holy warrior. A paladin is one who has been chosen by their God for a specific quest of utmost importance and righteousness. While the quest lasts, the paladin gains mystical powers, strength and protection from evil, but only in pursuit of that quest. When the paladin reaches their goal, their powers vanish forever.
Cosmic Debt Collector: Relics pilfered from a hall at the end of the universe; minutes stolen from the hour between twelve and one; a patch of stars caught in a bottle: these are the kinds of theft that attract the attention of the immortal cosmic Powers behind the universe. But the Powers do not retrieve that which is stolen from them, they merely count it as a debt. And the debt will always be repaid. Occasionally, it is possible for a human to be chosen as their agent and empowered to collect the debt. The Debt Collector is empowered to travel through the known planes and warp the very fabric of reality itself. The abuse of these powers for petty means is frowned upon.

 A two-stage class
Paladin (alt): A paladin is a person who is too good for this world. Anyone can become a paladin, even a sorcerer or a thief. All they have to do is undertake one act of purest selflessness, sacrificing their own life for the benefit of an innocent. If, somehow, they survive this sacrifice, they will be granted holy powers for God himself smiles upon them.
Unfortunately, the favour of God is a heavy burden to bear in a world filled with sin. No paladin can continue to measure up to the moment of radiant goodness that first defined them. Sooner or later they will fall, and when they do they fall further than any other, becoming an Anti-Paladin.
Anti-Paladin: An Anti-Paladin is a terrible sight to behold, a ravening beast who is hardly able to tell friend from foe as they take out their existential rage on anything in their path. Their once holy power becomes evil and destructive. The state of being Anti-Paladin lasts only for a few hours, after which the character is left with nothing but dark memories and bloodstained hands.

Classes involving bargains with dangerous powers
Warlock: No adventurer starts out as a warlock. Even the most foolish among them know that it is madness to risk one's very soul for a brief chance at power. Yet once they have set out on their path, the lure of the devil's offer is always there. When faced with insurmountable challenges or certain death, some will choose to make a pact with Hell to save themselves.
The powers of the warlock are significant, but their days are numbered before they must pay the debt and be dragged down to Hell. The only way they can ward off this end is by offering the souls of others, but the number of sacrifices required grows larger every time.
The only way to escape the warlock's fate is to be blessed by a powerful cleric and undertake a dangerous mission of penitence. Well, not the only way - it's also possible to take your soul from one demon and sell it to another...
Goblin Prince: The goblins of the Summerwood have no royalty of their own. By ancient law, they must choose humans to be their princes and princesses. One who becomes a Goblin Prince is granted access to their fey magic, including the ability to summon animals and to become supernaturally lucky. However, when the harvest moon next rises it is time for the Prince to become a King. The King is taken by the goblins to the heart of the wood, locked inside a wicker throne and set ablaze. The only way to escape this fate is to abdicate the throne, which requires someone else to take up the mantle of the Prince and all that it entails.
Cat Fancier: There are secrets that only the cats know. Some few make a pact with the cats, and are given access to these secrets - forgotten spells, ancient lore, things which men think they have kept hidden from all. The price that the Cat Fancier must pay is only to offer their hospitality to any cats whom they meet. As news of the pact spreads, the Cat Fancier will find their home overrun with felines. Wherever they travel they will have cats following them, and woe betide them if any of their furry guests come to harm. Most will eventually be driven mad by the incessant mewling of a thousand kittens.
The Pact of the Cat can be broken if a good team of dogs are brought in to chase the cats away. But the cats will not forget.

Classes requiring you to defeat someone of that class
Grand High Magister of the Order of Tzun: The title of Grand High Magister of the Order of Tzun is not merely an honorific; it is enchanted with mystical energies by the original Magister, Tzun himself. Tzun believed it was best if the Magister was given special powers because the Magister was democratically elected. Unfortunately, after his death an obscure loophole in the ancient laws was discovered, allowing the title to be passed on by a formal duel. Since then, the title has never been claimed any other way.
Bearer of the Body of the Saint: Long ago, a mysterious 'saint' came to earth. Later he was killed and his mummified body parts were scattered. By cutting off one's own body part and replacing it with the body of the saint, one can acquire mysterious powers. It is said that many warriors fight each other to gain control of the body parts.

Classes granted by a particular faction
Anarch-Assassin: The Anarch-Assassins believe in the total destruction of the social order in order to create a better world for the future. They know secret techniques of stealth, poisoning and bomb-making. Those who join their order and learn their skills are expected to assist them in their endeavours, or else wake up one night to find a bomb under their bed.
Myrmidon: The most fearsome warriors in the Imperial Army are the Myrmidons, conditioned to fight alongside each other as brothers. They gain a bonus to fighting in ranks and are immune to fear. During peacetime the Myrmidons are allowed to travel freely as long as they serve the goals of the Empire. When war breaks out, each Myrmidon receives a black talisman which serves as a call to arms. Such is the strength of their mental conditioning that it is almost impossible to resist this call or to disobey the orders of their superiors.

Classes requiring certain restrictions on behaviour
 Vegan Ninja: Vegan Ninjas are sworn to do no harm to any animal, nor use any product of animal labour. They have no problem doing harm to humans, though. The Vegan Ninja cannot eat meat or any animal products, and cannot attack mundane animals of any kind. They cannot wear hide or leather armour, nor can they use bows made with sinew, clothes sewn with catgut, fletched arrows, woolen clothes, etc. Nor can they ride horses, ride in carts, or eat food grown in fields tilled by animal labour. In exchange for these numerous and irritating restrictions, the Vegan Ninja gains supernatural powers of agility and telekinesis.
Trappist Cavalier: Trappist Cavaliers are warriors blessed with holy powers by St. Benedict, in exchange for which they swear a solemn vow of silence. A regiment of Trappists on the battlefield is a terrifying sight, riding into battle without a single war-cry. The powers of the Trappist include the ability to enforce silence upon their enemies, and at higher levels also pacifism or even submission to the will of God. They are also able to brew holy ales that confer strength upon those who drink them.
Smirking Coward: The Smirking Cowards are an order of assassins who, through a combination of unholy rites and psychological conditioning, trade away their courage in exchange for dark powers. A Smirking Coward gains a bonus to assassination attempts and sneak attack damage, as well as a variety of indirect murder techniques such as contact poison and insanity-causing patterns. However, the Smirking Coward is wholly unable to fight an enemy face-to-face. As soon as their opponent is aware of them and threatening to attack, the Coward is forced to flee.

Classes acquired as an 'Achievement' for unusual or amusing circumstances
Dungeon Survivor: If the entire party is killed in the dungeon, save for one character, then when that character emerges into the open air they take the Dungeon Survivor class. Their time alone in the mythic underworld has changed them, making them more sensitive to the subterranean world. They gain a bonus to detect secret doors checks and surprise rolls while in the dungeon. However, if they linger too long in the dungeon they may give in to the siren call of the lightless corridors, and vanish into the dark never to return...
Talespinner: A character whose travels have taken them very far afield (say, the two furthest points they've visited are over 100 miles apart) may take the Talespinner class. Their outrageous tales of distant lands make them popular in town, help them to recruit hirelings, and can be used to distract eager listeners.
Drunken Master: Whenever a character fails their carousing roll, there is a very small chance that they will wake up the next morning having spontaneously discovered the secret techniques of the Drunken Master. They gain a bonus to both attack and defense, but only while utterly shitfaced.
Crippled Master: When a character takes three or more permanent disfigurements (severed limbs, gouged eyes, etc.) they may take the Crippled Master class. This character has learned not just to overcome their disabilities but to use their unique fighting style to their advantage. Enemies take a penalty to defenses against the unexpected techniques of the Crippled Master, and the character also gains a special combat maneuver based on what disfigurement they have suffered.

Wednesday, July 4, 2012

The Prestige Class in Old-School D&D

Old-school D&D players don't seem to dig the concept of a prestige class very much, probably because it makes character generation more cluttered and build-y and blah blah, I'm sure if you're reading this blog you know all that already and if you don't, well, there is surely someone posting about it on RPGnet at this very moment.

But: I think there is room for the concept of 'extra abilities/training that you tack onto your character' in OSR/DIY D&D play. Look at it this way: my FLAILSNAILS character Blodgrist has developed x-ray vision from drinking the blood of a mutant crab, and has a Sword of Rage that he stole from the goddess Kali. Both of those things arguably define his character more than his class (Fighter), but they aren't things I picked so much as they just happened to him (though I still had some agency because I chose to drink the blood and to steal the sword). And other people have been turned into talking dogs or cursed with the grief of a million mothers or some other thing. And there is this thing where Ian talks about how 'Paladin' can be something you sort of lay over the top of 'Fighter' on a temporary basis.

What I'm getting at is that Prestige Classes could be not too dissimilar from curses, magic items, mutations, and other things that happen to your character to make them who they are - which is kind of the core principle of character development in OSR, right? But there would be some differences from the PrCs in 3e or the Paragon Paths in 4e:

A Prestige Class is diegetic. Finding a prestige class in a splatbook in no way entitles you to pick that class. If you want to train as a Monk of the Spiral Fang then you don't buy the Ultimate Monk Handbook, you actually have to trek to the Spiral Fang Monastery and probably perform some quest to prove your worthiness, and then undergo intensive training for six months before you come out knowing kung fu or whatever.
Now, if you see a PrC in a book somewhere you can maybe convince your DM that this class exists somewhere in his/her world, but then maybe not because...

A Prestige Class is usually campaign-specific. Just as you can't expect every campaign to have a Deck of Many Things or a mad wizard who will give you mutations from Gamma World, you can't expect every campaign to include every prestige class. And furthermore, just as most DMs like to make up their own magic items, many of their prestige classes will only exist in that world. So if I'm running a Viking campaign maybe I cooked up a Berserker PrC, but someone else's science fantasy game will have Alchemical Gunsmith and a city-based game could have the Urban Ranger. But they could also get much more specific than that, like even 'Farseer of the Obsidian Tower' or 'Gullet Scavenger' 'Most Holiest Jester-Mendicant' etc.
I think this would be cool for FLAILSNAILS games because it would be another thing that you've picked up on your weird picaresque adventures through the multiverse. "Yeah, I got this sword in the Vats of Mazarin, this scar comes from a thoat stampede, and I learned to kill a man with a sewing needle from the Metassassins of Kwishtar."

A Prestige Class is mysterious. You can't plan to build your character around a certain PrC because you mostly don't know which ones are available. You go looking around the world and then you discover what's out there. The DM is not obliged to give you a PrC that you like any more than he/she is obliged to give you a particular magic item. (The DM can incorporate players' suggestions if they're good and fitting, though.)

A Prestige Class can have any rules that you like. It's DIY, so do whatever you want. Balance? Pfah! I spit on your balance!

A PrC could be just something that you fulfill the requirements for and then you get it. Like if you wanted to become an Animagus from Harry Potter, you don't take levels in that, you either are an Animagus or you aren't. Alternatively, a PrC could let you 'spend' XP to gain levels in that instead of your regular class. Presumably the amount of content that the DM wrote for the class would set a limit on how high you can go. Personally I'd prefer to limit them to 1-3 levels. I like the idea better if your base class remains the thing that you really are, and the PrC is just something on top of that. So maybe a general rule that you can't have more levels in your PrC than you do in your regular class.

A PrC could have stringent requirements of stat, class, race, etc. Though you should be careful not to have the player travel all the way to the monastery only to be told, "No, you need 13 Wisdom to join our order, you only have 12."

A PrC could happen due to wholly diegetic reasons - for example you could become a paladin because a priest charges you with a holy mission, and you don't have to expend any character resources on that any more than you'd pay extra to be able to wield a magic sword once you'd acquired it. Or it could be something that costs XP or levels - perhaps it's paid in advance so you get your powers as soon as your training is complete but you don't get anything the next time you level up.
Realistically you would get special training by actually spending time on training, but that's pretty boring unless you're already playing a game with lots of structured downtime.

I guess my vision of how PrCs would work is similar to everything else in FLAILSNAILS in that it's a total wild west; anything goes as long as everyone's having fun. If, on the other hand, you were running a closed-circuit campaign, then PrCs would be much more restricted and would serve to tie your players more closely into the setting.