I discovered a
lot of novels and literature through RPGs (heck, my first book - The Hobbit -
was a direct result of buying D&D Black Box). So, thanks to DCC RPG Empire
of the East I found Fred Saberhagen’s amazing trilogy. Because I hate spoilers,
I avoided the gnawing temptation of reading DCC RPG Empire of the East until I
could finish all the books and (like Black Company some 20 years before) that
was the best thing I did. It is really a lot more interesting to approach an
RPG after reading the source material.
This post is a
direct consequence of that: the first thing that I looked for when I opened the
DCC RPG adaptation was the Silent People class. It was not there! Where is my
awesome owl-folk class? OK, time to make one!
Please bear in
mind that this is my version of the Silent People, considering not only the
Changeling Earth setting but the entire lovable mashup that is DCC RPG, D&D
and d20 Fantasy in general (yes, I want to use this class together with
Dwarves, Elves and Halflings).
As everything
else that I post here this class is not playtested (and it is longer than I
currently want for a DCC RPG), but I hope you can enjoy it.
THE SILENT
PEOPLE
You’re one of
the Silent People or Owl-Folk, a mysterious species of night predators that fly
almost invisibly during the night. Few can see better in the darkness than you
Hit Dice: d6.
You can fly but you have a fragile frame.
Attack: as a
Thief of the same level.
Critical Hits:
as a Halfling of the same level.
Saves: as
Thief, but the second best save is Will, not Fort.
Feathers and
Claws: Silent People are not trained in the use of any weapon and cannot fly
while using any armor (AC 10). Their feet are clawed and can be used as natural
weapons, dealing d6 of damage. Silent People that are flying can attack with
both claws as Halflings with two weapons.
Owl Head:
Silent People are very hard to surprise because they can turn their head to see
what is happening behind them. Silent Owl can roll a free Luck check to avoid
being surprised or backstabbed.
Owl Sight: you
can see in the dark and that is not infravision. You shouldn’t be able to see
in magical darkness. You also see farther than most humanoids. If a flying
Silent People spend one round “aiming” at a target before diving they gain a +1
die step for the attack roll.
Light
Sensitivity: a torch in your face will leave you blind for 1d4 rounds (a Reflex
save might be in order). If you stay a few feet away and avoid staring at
flames you will be fine (but without the benefits of Owl Sight). Sunlight
leaves you completely blind.
On Owls
& Goggles
A character
that can’t see in bright daylight might be a pain in the ass, so the Judge
should allow Silent People to have a special black goggle that they can use
during the day. The google gives them normal vision to 30 ft. If you are using
the Changeling Earth those goggles could be rare artefacts from the Ancient
Ones.
Silent Wings:
I’ll try to be simple here. You can fly with a Speed 60 bearing a light load.
Anything heavier than and you’re toast. Theoretically you can glide while
carrying something as heavy as you (a small or medium humanoid). To keep things
simple, you can say that a Silent People need at least 3 feet of free space
around them to fly. They can hover. That means that in a 6 feet tall and 9 feet
wide tunnel or dungeon they could fly instead of walk (although a Judge is
entitled to ask for a few Agility checks in such tight spots and Stamina checks
after a while as flying in such places is tiring). Even in places where a
Silent People shouldn’t be able to fly, they should be at least capable of
jumping really high or gliding.
While flying,
the Silent People gain a special bonus to stealth, as a Halfling of the same
level. They can fly silent and quietly. If in darkness they are almost
invisible. If you’re flying and attack, hitting an unaware target, that is an
automatic critical hit (like a Thief’s backstab).
Scalebane!:
Your favorite dinner is a leatherwing, a loathsome and (slightly) intelligent
flying reptile. What few are aware is that actually Silent People are enemies
of all Scalefolk creatures. Against such creatures you gain a +d3 Vengeance Die
on all your attacks. This works exactly like a 1st level Warrior’s Mighty Deed
of Arms. Your Vengeance Die increases to a d4 at 5th level and d6 ath 9th
level. Silent People add their Luck modifier to damage rolls in these attacks
(if that is a negative modifier, they can still choose to add it as positive
bonus to damage rolls, but the negative Luck means that the Silent People have
such a deep hate that they must ALWAYS attack enemies on sight, never
retreating, unless restrained).
I hate
Favorite Enemies!
This trait was
based - of course! - in the Changeling Earth setting. However, I usually don’t
like “Favored Enemy” traits because if that creature doesn’t show up in an
adventure that ability is useless. So, if not playing in the Changeling Earth,
feel free to ignore it or change it to something different. An option would be
to change the name to “Natural Predator” and give the Vengeance Die against any
humanoid enemy (with the creepy implications that Silent People here enjoy man-flesh).
Humanoids are usually common enough to keep this trait useful.
Silent People
Occupations for Funnel!
If you want to start a Funnel as a Silent People, you have
+0 to attacks and saves, 1d4 hit points like everyone else and the traits
Feathers & Claws (d4 damage, just one attack), Owl Head, Owl Sight and
Light Sensitivity (no googles!). Plus, you get a special item/trait (roll a d6):
1 – Younglings Keeper. You are entrusted with 1d3 Silent People eggs. If you
survive the Funnel and keep the eggs intact, you have that many Hirelings to
work for you at 1st level. The eggs are light but very delicate, so
roll Luck after every crazy action you attempt while carrying the eggs (and you
can’t carry anything else!) or they are kaput!
2 – Hunter. You’re good at getting food in the wilds. You start with fresh meat
for 1d4 days (don’t ask where that meat came from). At the beginning of every
game session, if possible (roll Luck) you start with food for 1d4 days (for one
person!).
3 – Watcher. Light sleeper. You get a Luck check even while sleeping to awake up
and let everyone one that “WE ARE BEING ATTACKED!”.
4 – Loner. You don’t get along with your kind, but you know a lot about
humanoids. You get a Luck check to know enough about any humanoid language if
you can her them speak for one night. This is enough to communicate basic stuff
(like “We surrender!” but not “Where is the closest library?”).
5 – Heretic. You love the sun and the light! You get a Luck check to avoid the
effects of a torch or sunlight for 1d4 rounds. All other Silent People hate
you.
6 – Scavenger. The Judge should roll twice on the Occupations table (or any
other table, check those Kender tables from Dragonlance if you are old enough).
You start the game session with the trade goods rolled. You filthy thief!
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