Hopping on the "bespoke single-level Cloak-and-Sword class" bandwagon, started by Locheil's Noble's Man, and continued with Grace's Lutteur duelist, Primeumaton's Detenu paladin, deus ex parabola's Chaperone, Vayra's Cardinal's Man/Really Good Bird's Man, SunderedWorldDM's Spaniard, AntiTime's Robber thief, Hilander's Beggar, Gokun's Beggeur, TheisticGilthoniel's Huguenot, Arnold's Lackey, Ardent's Grognard fighter, WeirdWriter's Rouge thief, Random Interrupt's Misplaced Samurai fighter, Louis's Damosel, Vivanter's Academian wizard, Ro's Tinker, and Xenophon's Mistimed Quixote paladin.
I think this idea, of making character types with lots of features but no intrinsic advancement structure, is so simple but refreshing. People were saying the Noble's Man was like a game system unto itself but now that there's so many diverse classes to choose from it's almost like making a modular system on the simplest essence of a B/X base.
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picture by Louise Murray |
Class: Lupe
Start with nothing. You have 2d6-1d6 packmates.
Thou Sinned All: You lack human guilt and all that implies, but I'll enumerate it anyway. Angels can see you. You can carry as much weight as a human, but can probably only grab one or two items carefully harnessed to you. You have no thumbs, but your mouth can count as a hand, and using both front paws together can count as a hand. You can stand upright for short intervals. You communicate in language while keeping eye contact but must rely on wolf sounds otherwise.
Senses: you have big eyes to see better by night with, a long nose to better smell fear and blood with, and big ears to better hear throbbing hearts with.
Barbare: You get -2 reaction with peasants and -1 reaction with common soldiers. You get to look at the overland map for any regions you pass through, but never get to look at any indoor maps. Away from the cities, you can always find secluded spots, prey, and fresh water. You can smell when a countryside is just wrong. Anyone who survives an attack in which you tasted their blood holds Esprit for you.
(My interpretation of Esprit, just trying to combine the other classes' reference to it sensibly, is that it's sort of like hotness or extreme personal awe, the sort of thing that makes you focus on someone with studious sensory attention, and that's why it has a separate reaction table.)
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by Sergei Pankejeff |
Hierarchy: There is a natural order to the society of wolves.
- The coursier, runner and speaker; serves the
- archwolf, quartermaster and mother; serves the
- arche, wayfinder and sergeant; serves the
- Forces, border-keepers and revengers; serve the
- Avantines, who guide seasons and consult saints; serve the
- Alphas, who direct wars and create; serve the
- Sieges who act as a last-resort court; serve the
- Might-Nots, scholars of things beyond lupine experience; serve the
- pyromanes, who judge when we are obliged to consume the world.
Most wolves focus on the business of everyday living, and many wander free of their duty for years. But those loners who spurn the hierarchy of nature are shunned, called "Rançonée", and excluded from all truces.
Truce: It is legal to kill a wolf, but if you dare kill one frivolously and are found out, you risk the whole city. It is permitted by the custom of wolves to kill a man, but if a hunt is called because of you, then you are an exile. Thus do wolves covet the mark of the soldier, the musketeer, and the noble, for it allows them the outlet of the duel.
Man-Eater: ten minutes for a juvenile, an hour for an adult, all night for one you hold Esprit for. Your lifespan is 20 years, plus the years of humans you cut short.
Appel: once ever, spend a night howling to gather 2d100+200 wolves to you. If they don't indubitably support your cause, they will eat you. If you use this ability to avenge the proven wrongful murder of a wolf, gain +1 more use of it.
Stealth: 3-in-6 in shadowy or foliaged places
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from Dark Souls II |
Ferocity: if you hurt someone with your teeth and claws, roll a d6 for an extra effect:
- disarm them
- knock them over
- grab hold of them
- drink up their blood to regain half as much HP as the attack dealt
- drench them in so much blood they're unrecognizable
- roll twice and combine.
If you get "roll twice and combine" three times on a roll, you simply tear them apart; regain all your HP, you are so drenched in blood no one can differentiate you from another wolf, and those who hold Esprit for you save or fall in love with you.
Nature Loves Thee Best: your hide counts as light armor and DR 1. Claws + mouth deal 1d8 damage. Claws OR mouth deal 1d4 damage. Your attacks count as magic, silver, exc. when it would mean you bypass some immunity.
Marginal Turf: if a wolf becomes a figure in Le Great Game, she may only chew on the margins. The maximum total Knowledge, Riches, and Sway of all wolf figures in an area is equal to 30 minus the stat of that area's biggest figure.
☥★☥★☥★☥★☥★☥★☥★☥★☥★☥★☥★☥★☥★☥★☥★
Sike, this class isn't riding the wave of bespoke single-level Cloak-and-Sword classes. It's satisfying Vayra's prompt for GLAUGust, "class referencing the previous 17 entries in a fictional, didn't-actually-happen class bandwagon."