Part Three: Classes
Many months ago, I took on the challenge of writing a Tekumel game for the OSR. Now as I begin playtesting, I thought I'd share the design process.Part One: Attributes is here.
Part Two: Skills is here.
Classes
Also mentioned in the previous post were the Professional skills for the classes. In EPT, there are three classes: Warrior, Magic User, and Priest. These were translations of the OD&D classes: Fighter, Magic User, and Cleric. The only problem is that the Priest class, able to wield weapons and cast spells, doesn't emulate how things work on Tekumel. The Tsolyani society, where most characters start, is very conservative, and thinks that the proper way things are done is to stick to one thing, whether weapons or magic. Social pressure to not blend them in pretty strong. Once you take weapons away from Priests, then Priests are just Magic Users with a few languages. So I collapsed the Priest class into the Magic User class and stuck with the OD&D name of Fighter for the Warrior.
When you look at the Professional skills in EPT, you see how Professor Barker tied skills to classes. The Professional skills of the Warrior are all weapons and military knowledge and those of the Magic User are all spells. So looking at the skills, I thought an sensible way to go would be to divide the skills into categories, such as Knowledge or Weapon skills. Then, if I required Fighters to take Weapon skills and prohibited them from taking spells, and if I required Magic Users to take spells and restricted them from taking weapons, the balance of the old classes would remain.
So, now each class has a preferred set of skill categories, a set of prohibited skill categories, and a set of skills that are restricted in some way. By requiring players to spend half their skill points on preferred skills, a decent selection of skills related to one's class as well as skills to round out the character can be taken.
I added another class to capture all other character types, borrowing from Lamentations of the Flame Princess, an OSR game based off of the B/X edition of D&D -- the Specialist. This class cannot take spells or much in the way of weapons, but they can take any of the other skills and be expert in them, if they wish. This is where bureaucrats, tomb robbers, clan elders, and other character types come into the mix. This is also useful for priests that don't use magic, such as historians, language experts, and administrators.
A New Class
While reading The Tekumel Sourcebook, I noticed a sentence that lead to a new character class.
"Nobles and the wealthy are welcome to play at learning both sorcery and physical combat if they wish, of course, but it is axiomatic that the dilettante can never achieve the level of the true professional." -- Swords and Glory, Volume I, The Tekumel Sourcebook, p, 117.
Thus was the Dilettante Class inspired. The rich can afford to hire whatever tutors they want; what they lose is the ability to take Expert level skills in weapons or magic, and they are limited to easy 1-point spells. Their prime requisite is Appearance, since having a coterie of sycophants is perfect for the true Dilettante, and they get a +1 reaction bonus on top of their APP Mod. They can also take the Expert level of social skills and they have access to large sums of money. Just the kind of character to go on well-funded expeditions.
"Nobles and the wealthy are welcome to play at learning both sorcery and physical combat if they wish, of course, but it is axiomatic that the dilettante can never achieve the level of the true professional." -- Swords and Glory, Volume I, The Tekumel Sourcebook, p, 117.
Thus was the Dilettante Class inspired. The rich can afford to hire whatever tutors they want; what they lose is the ability to take Expert level skills in weapons or magic, and they are limited to easy 1-point spells. Their prime requisite is Appearance, since having a coterie of sycophants is perfect for the true Dilettante, and they get a +1 reaction bonus on top of their APP Mod. They can also take the Expert level of social skills and they have access to large sums of money. Just the kind of character to go on well-funded expeditions.
Finishing Off the Classes
Each class also gets a few special abilities to them fill out. Fighters can take extra attacks if they vanquish a foe, and Magic Users can sense magic if they look for it. All classes have a domain special ability when they reach 9th level: a fiefdom for Fighters, a wizard's tower for Magic Users, clan elder or a government post for Specialists, and an inheritance for Dilettantes.
Also, since one of the traditional ways Tekumel has been played is to have all the players start as uncivilized barbarians, so the characters are as clueless about Tsolyani society as new players are. To build tribal barbarians into character creation, each class has a Tribal variant. The Tribal Fighter gets an extra set of exotic weapons to choose from, such as bolas and blowguns, the Tribal Magic User (AKA Shaman) has a few extra spells to choose from, and all the non-preferred skills are taken from a Tribal Support skills group.
So with no further ado, I present the Heroic Age: Tekumel classes.
Fighter Class
Magic User Class
Dilettante Class
Specialist Class
Also, since one of the traditional ways Tekumel has been played is to have all the players start as uncivilized barbarians, so the characters are as clueless about Tsolyani society as new players are. To build tribal barbarians into character creation, each class has a Tribal variant. The Tribal Fighter gets an extra set of exotic weapons to choose from, such as bolas and blowguns, the Tribal Magic User (AKA Shaman) has a few extra spells to choose from, and all the non-preferred skills are taken from a Tribal Support skills group.
So with no further ado, I present the Heroic Age: Tekumel classes.
Fighter Class
Fighters can be legionaries or other military personnel,
bodyguards, temple guards, city guards, barbarians, and gladiators. They can
wear any armor and wield any weapons they have the skills for.
Fighter Skills
Preferred: Weapon,
Soldier, and Military skill groups.
Restricted:
Fighters can only take Military skills at Level 5+.
Prohibited: Spell
and Spellcaster skill groups.
Fighter Special Abilities
Saving Throw Bonus:
Fighters gain a +2 on saving throws against poisons and paralysis.
Follow Through:
If a fighter defeats an opponent (unconscious or dead), they can take one step
and attack again. Warriors can attack as many opponents in one round as their Level.
All-Out Defense:
Fighters can fight on the defensive, parrying enemy blows and dodging attacks
instead of attacking. When completely on the defensive, the Fighter adds +4 to their
AC on all attacks coming their way.
Weapon Master: Fighters
can take an Expert skill level in one or more particular weapons, becoming a
master of the chosen weapon. This gives the Fighter the option of adding +2 to their
attack roll, +2 to their damage roll, or +2 to their Armor Class at the time of
combat.
Fiefdom (9th Level):
At 9th Level, a Fighter may receive a fief from a king or his clan. They may
also gather soldiers and advisors.
Fighter Experience Table
Level
|
Fighting
Level
|
Hit Dice
|
Experience
|
1
|
1
|
1d8
|
0-2000
|
2
|
2
|
2d8
|
2001-4000
|
3
|
3
|
3d8
|
4001-8000
|
4
|
4
|
4d8
|
8001-1600
|
5
|
5
|
5d8
|
16001-32000
|
6
|
6
|
6d8
|
32001-64000
|
7
|
7
|
7d8
|
64001-125000
|
8
|
8
|
8d8
|
125001-250000
|
9
|
9
|
9d8
|
250001-375,000
|
10
|
10
|
9d8+2
|
375,001-500,000
|
Each additional Level requires 125,000 experience points
more than the last. The Hit Dice go up by +2 per Level.
Tribal Warriors add Tribal Weapon Skills to their Preferred
skill groups, but all non-Preferred skills must be from the Tribal Support
Skills group.
Magic User Class
Magic Users study magic in all of its forms. They can cast
great spells that can heal or kill. Anyone who casts spells is considered a Magic
User.
Magic Users can wear any armor, but casting spells requires
freedom of movement. A spellcaster cannot cast spells when carrying a shield or
wearing more than leather armor—a maximum AC of 14 before adding the DEX Mod. This
does not mean that a Magic User cannot wield a shield, but must remove the
shield before any before spell casting commences.
Magic User Skills
Preferred: Spell
and Spellcaster skill groups.
Restricted: Magic
Users can only take 1-point spells at 1st and 2nd Level, 2-point spells at 3rd
and 4th Level, and 3-point spells at Level 5+, and they can only take
Spellcaster skills at Level 5+. They can only take Dagger and Staff weapon
skills (see Magic User Restrictions below).
Prohibited:
Soldier and Military skill groups.
Magic User Special Abilities
Saving Throw Bonus:
Magic Users gain a +2 on saving throws against spells and magic devices.
Magic Sense:
Similar to finding secret doors, spellcasters have a chance of noticing magical
auras and spell casting within 10 feet if they spend a turn looking. Roll a d6—a
1-2 result gives the spellcaster general information about the presence of
magic or spell casting. To get more detailed information, the spellcaster will
need to cast a Detect Magic spell.
Spell Recognition: A
Magic User can recognize the gestures and incantations of spells they know from
their own school of magic. They also get a spell roll to recognize a similar
spell (same base spell) from another school of magic. For instance, an opponent
is casting Sparks of the Sun, a
customized Magic Missile spell, and
the target knows Bumblebee Dart,
another Magic Missile spell, so they get
a spell roll to recognize what their enemy is casting before the spell is finished,
giving them a chance to dispel it.
Spell Master: Spellcasters
can take a second level in one or more particular spells, becoming a master of
that chosen spell. This gives the Magic
User the option of adding +2 to the spell roll, +2 to the saving throw
difficulty, or +2 to the damage roll (for spells that do damage).
Wizard's Tower (9th Level):
At 9th Level, a magic user can build a stronghold to contain the necessary
libraries and laboratories required by a high Level mage. Such a powerful
sorcerer will attract a mixed bag of mercenaries, strange servants (some with
odd abilities and deformities from experimentation), and perhaps even a few
monsters. In general, such an edifice will encompass a small territory around the
tower as well—whatever quantity of wilderness the Magic-User chooses to tame
and protect.
Magic User Experience Table
Level
|
Combat
Level
|
Spell
Level
|
Hit Dice
|
Experience
|
1
|
1
|
1
|
1d4
|
0-2000
|
2
|
1
|
2
|
2d4
|
2001-4000
|
3
|
1
|
3
|
3d4
|
4001-8000
|
4
|
2
|
4
|
4d4
|
8001-16000
|
5
|
2
|
5
|
5d4
|
16001-32000
|
6
|
2
|
6
|
6d4
|
32001-64000
|
7
|
3
|
7
|
7d4
|
64001-125000
|
8
|
3
|
8
|
8d4
|
125000-250000
|
9
|
3
|
9
|
9d4
|
250001-375000
|
10
|
3
|
9
|
9d4+1
|
375001-500000
|
Each additional Level requires 125,000 experience points
more than the last. The Hit Dice go up by +1 per Level.
Tribal Shaman must take all non-Preferred skills from the
Tribal Support Skills group. They also have access to any special Shaman-only spells.
Dilettante Class
Dilettantes are the scions of the rich and powerful families
and clans of very high status. They are rich enough to pay whatever tutors they
want, to teach them whatever they want; but dilettantes are dabblers—they never
learn anything in depth. The Dilettante is the only class that has access to
weapons as well as spells.
Dilettante Skills
Preferred: Weapon,
Soldier, Spell, and Social skill groups.
Restricted: Dilettantes
can only take 1-point spells.
Prohibited:
Military and Spellcaster skill groups.
Dilettante Special Abilities
Reaction Bonus:
Dilettantes get a +1 on reaction rolls, due to their social graces.
Resources: The
Dilettante has money at their fingertips, provided by their wealthy clans or
families. Their servants can buy most anything that can be bought, and they
know where to get them -- though the Dilettante is unlikely to know such
mundane details. Dilettantes also receive double starting cash.
Social Mastery: Dilettantes
can take a second level in one or more particular social skills, thus becoming
an expert of the field. This gives the Dilettante a +2 to their skill roll.
Inheritance (9th Level):
At 9th Level, a Dilettante may receive a fief or estate from the kingdom or his
clan. This will attract sycophants and groupies to the Dilettante—and after
that, the party never ends.
Dilettante Experience Table
Level
|
Combat
Level
|
Spell
Level
|
Hit Dice
|
Experience
|
1
|
1
|
1
|
1d6
|
0-2500
|
2
|
1
|
1
|
2d6
|
2501-5000
|
3
|
2
|
2
|
3d6
|
5001-10000
|
4
|
2
|
2
|
4d6
|
10,001-20000
|
5
|
3
|
3
|
5d6
|
20001-40000
|
6
|
4
|
4
|
7d6
|
80001-160000
|
8
|
4
|
4
|
8d6
|
160000-320000
|
9
|
5
|
5
|
9d6
|
320001-480000
|
10
|
5
|
5
|
9d6+1
|
480001-640000
|
Each additional Level requires 160,000 experience points
more than the last. The Hit Dice go up by +1 per level.
There are no tribal Dilettantes.
Specialist Class
Specialists fill all the other roles within society.
Government officials, clan leaders, craftsmen, laborers, thieves, and any other
occupation within the empire.
Specialist Skills
Preferred: All skill
groups, except Weapon, Soldier, Military, Spell, and Spellcaster.
Restricted: Specialists
can take up to two Weapon skills.
Prohibited:
Soldier, Military, Spell, and Spellcaster skill groups.
Specialist Special Abilities
Saving Throw Bonus:
Specialists gain a +2 on saving throws against Breath Weapons and Area Effects.
Skill Mastery:
Specialists can take Expert level skills in all categories, except Weapons,
Soldier, Military, Spells, or Spellcaster groups.
Clan Elder or Imperial Post (9th Level):
At 9th Level, the Specialist can become a clan elder or be granted an Imperial post.
Specialist Experience Level Table
Level
|
Combat
Level
|
Hit Dice
|
Experience
|
1
|
1
|
1d6
|
0-1,500
|
2
|
1
|
2d6
|
1,501-3,000
|
3
|
1
|
3d6
|
3,001-6,000
|
4
|
2
|
4d6
|
6,001-12,000
|
5
|
2
|
5d6
|
12,001-24,000
|
6
|
2
|
6d6
|
24,001-48,000
|
7
|
3
|
7d6
|
48,001-100,000
|
8
|
3
|
8d6
|
100,001-200,000
|
9
|
3
|
9d6
|
200,001-300,000
|
10
|
3
|
9d6+1
|
300,001-400,000
|
Each additional Level requires 100,000 experience points
more than the last. The Hit Dice go up by +1 per level after level 9.
Tribal Specialists
use Tribal Support Skills as their Preferred skill group.
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