The following is a DCC RPG version of a racial class from Patrick Wetmore's excellent Anomalous Subsurface Environment, ASE 2-3. It is a bit different than the version in ASE 2-3, but I am happy with it. If you are playing a DCC game using Mr. Wetmore's cool setting, I present my unofficial adaptation for your consideration.
You are a member of a nomadic people who
roam the Lanthanide Wastes, riding upon giant gila monsters and hunting the
human and dwarven fortune-seekers who trespass upon the desert landscape. You
have become curious about the pale fleshy grub people, although your inability
to distinguish human children from tasty livestock may well lead to a brutal
end.
Physically, insect-men most resemble
wingless praying mantises, and have six legs. They normally walk on the bottom
four, and wield weapons and/or shields with their topmost legs. They can lift themselves
upon just the bottom two legs, extending their height to 8’ tall, but the
middle legs are not particularly dextrous and the creatures become prone to
toppling over, so four-armed fighting is not practiced among the bulk of the
insect-men (but see below).
Hit
Points: An insect-man gains 1d8 hit points at each
level.
Weapon
Training: An insect-man is trained in the use of
these weapons: club, dagger, javelin,
short sword, polearm, and spear. Although there is no prohibition against
wearing armour, human armour does not fit them, and finding an armorer willing
to custom-manufacture a suit for a man-eating bug is difficult.
Alignment: Insect-men may be of any alignment, but have a strong tendency
toward Neutrality.
Language: Insect-man mouthparts are quite capable of the extreme contortions
necessary to reproduce human speech, and all insect man PCs know the common
tongue, in addition to their native language of clicks and chirps. Insect-men
may know additional languages based on their Intelligence modifier.
Monster: Insect-men are considered “monsters” by most humanoid species. A
lone insect-man is almost always attacked on sight. Even in the presence of
allied humanoids, an insect-man is treated as though his Personality were 6
points lower (minimum 3) for the purpose of determining humanoid reactions.
Six-Legged: Insect-men have a base movement of 40’ because of their extra legs.
They can gain an extra Action Die (based on level; see the insect-man class
table), which can be used for attacks or skills, but doing so increases their
Fumble range by 1 (natural 1 or 2) and reduces their move to 20’ for that
round.
Exoskeleton: The chitin exoskeleton of an insect-man grants a natural AC of 15.
Un-dead
Immunities: Insect-men are immune to most un-dead
effects other than physical damage – to the insect-man, a ghoul is simply
carrion on the move, and a ghost is entirely a human concern. The one exception
is un-dead caused diseases, which are especially virulent in insect-men (–4
penalty to saves, twice normal damage).
Other
Immunities: All insect-men are immune to the
effects (both beneficial and harmful) of lanthanides and hafnium. Other intoxicants
behave normally upon the insect-man physiology.
Luck: An insect-man’s Luck modifies both Initiative rolls and weapon
damage rolls.
Infravision: Insect-men have infravision to a range of 60’.
Action
Dice: Insect-men may use their primary Action Die
to attack or perform skill checks, but their secondary Action Die can only be
used to make attacks.
Level
|
Attack
|
Crit Die/Table
|
Action Dice
|
Six-Legged Action Die
|
Ref
|
Fort
|
Will
|
|
1
|
+1
|
1d8/III
|
1d20
|
1d8
|
+0
|
+1
|
+1
|
|
2
|
+1
|
1d10/III
|
1d20
|
1d10
|
+0
|
+1
|
+1
|
|
3
|
+2
|
1d12/III
|
1d20
|
1d10
|
+1
|
+2
|
+1
|
|
4
|
+2
|
1d14/IV
|
1d20
|
1d12
|
+1
|
+2
|
+2
|
|
5
|
+3
|
1d16/IV
|
1d20
|
1d12
|
+1
|
+3
|
+2
|
|
6
|
+4
|
1d20/IV
|
1d20+1d14
|
1d14
|
+2
|
+4
|
+2
|
|
7
|
+5
|
1d24/V
|
1d20+1d16
|
1d14
|
+2
|
+4
|
+3
|
|
8
|
+5
|
1d24/V
|
1d20+1d20
|
1d16
|
+2
|
+5
|
+3
|
|
9
|
+6
|
1d30/V
|
1d20+1d20
|
1d16
|
+3
|
+5
|
+3
|
|
10
|
+7
|
1d30/V
|
1d20+1d20
|
1d20
|
+3
|
+6
|
+4
|
|
I love it. I'm planning to make ASE the basis of my next DCC campaign (although I have plenty I still want to do in my current campaign).
ReplyDeleteThanks. I am doing the Moktar class for DCC, too. I am using Paul Wolfe's Robot, as well as classes from the core rules, Crawling Under a Broken Moon, and Crawljammer.
Deletethe more I see other folks works related to ASE the more I wonder whyI haven't picked it up yet, beyond the issue of poverty of course.
ReplyDeleteYeah, I understand. "Do I want to eat today, or nab all of these cool rpg goodies that just came out?" Almost invariably, I buy the rpg stuff. Of course, I splurge when I get paid for writing something, so that helps quite a bit.
Delete