Wednesday, December 30, 2020

Silent People Class for DCC RPG (Empire of the East)

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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