Gremlin (Goblin)
a DCC class
Introduction
Race-as-class is a funny thing in DCC, but ultimately, it works. Class is all about archetypes, and it’s just a matter of fact that demi-humans have a limited range of well-known archetypes. While there may be such a thing as dwarf wizards and halfling priests, not all players would know how to play one, especially within the context of the judge’s setting.
Nevertheless, we can expand things beyond the single class-per-race situation that we currently have. This idea, the Gremlin, is inspired by some of the designs in issue 10 of the Crawl! Fanzine. Gremlins, like Gits, are really examples of a goblin archetype. Whereas Gits are a kind of rough-and-tumble goblin (and a halfling substitute), Gremlins are a class that combines the Luck-oriented powers of a goblin with spellcasting ability.
Summary
Gremlins are a kind of goblin that uses their Luck-oriented powers to enhance talents and training in the magical arts. They have limited talents in thief skills, relying primarily on their magical powers and their uncanny good fortune to confound their enemies, and they are entirely unprepared for battle, as a rule. Gremlins are, in fact, renowned for their cowardice in the face of arms.
Rules
Hit points
An Gremlin gains 1d4 hit points at each level. They really shouldn’t be front-line combatants.
Weapon training
A Gremlin is trained in these weapons: blackjack, blowgun, crossbow, dagger, dart, garrote, short sword, sling, and staff. Gremlins far prefer light armor, as heavy armor can hamper both their magical and mundane abilities.
Alignment
Gremlins are usually neutral. A few are chaotic, and almost none are lawful. In general, they are regarded as mischievous folk, annoying and helpful in equal parts.
Infravision
Goblins readily dwell in unlit buildings in settlements, or caves in the wilderness. As such, they can see in the dark up to 30’.
Small size
Goblins are 2 to 4 feet tall, and the stoutest among them weighs no more than 70 pounds. This small size allows them to crawl into narrow passages and through tiny holes.
Slow
A goblin has a base movement speed of 20’, as opposed to 30’ for humans.
Skills
Gremlins possess a limited subset of thief skills, as follows:
- Sneak Silently
- Hide in Shadows
- Pick Pocket
- Disguise Self
They receive bonuses to all these skills at the same rate of progression.
Good luck charm
Goblins are notoriously lucky. A goblin gains additional bonuses when expending Luck, as follows:
- A goblin doubles the bonus of burning Luck. For every 1 point of Luck expended, a goblin gains a +2 to his roll.
- Unlike other classes, a goblin recovers lost Luck to a limited extent. The goblin’s Luck score is restored each night by a number of points equal to his level. This process cannot take his Luck score past its natural maximum. (The process works similar to how the thief ability is described, above.)
- A goblin’s luck can rub off on those around him. The goblin can expend Luck to aid his allies. The ally in question must be nearby and visible to the goblin. The goblin can act out of initiative order to burn Luck and apply it to the ally’s rolls. The goblin loses the Luck, and the ally receives the benefit. The goblin’s Luck modifier can apply to any roll made by an ally: attack rolls, damage rolls, saves, spell checks, thief skills, and so on.
Note that the good luck charm ability applies to only one goblin in the party. There is luck to having a goblin with an adventuring party, but there is not “more luck” to having more than one goblin. If multiple goblins accompany an adventuring party, only one of them counts as a good luck charm, and that cannot change through rearranging or separating the party. Luck is a fickle thing governed by gods and game masters, and players would do well not to attempt to manipulate the spirit of this rule.
Languages
At 1st-level, a goblin automatically knows Common, the goblin racial language, plus one additional randomly determined language. A Gremlin knows one additional language for every point of Int modifier, as described in Appendix L of the DCC core rules.
Magic
Gremlins may cast spells like Wizards and Elves, although they know fewer for a given level than either class, and Intellect modifiers don’t apply to the number of known spells. They cast spells like Wizards and Elves, but they may not spellburn. Gremlins may, however, burn Luck when performing magic.
In addition, a Gremlin’s starting spells must all be enchantments, and when a Gremlin is able to learn new spells, the player may choose to fill these slots with enchantments of his choice. A Gremlin can learn other kinds of spells, but these must be learned in the usual ways.
Finally, Gremlins can choose to cast a spell merely by whispering, instead of loud chanting and gesticulation. This is resolved normally, except the Gremlin character must spend two consecutive action dice to complete whispered spells. This means that it can be accomplished in one round by a Gremlin of level six or more. In such cases, the spell check is made with the first die spent. The Gremlin does not need to make any gestures for such castings, but he must be able to speak.
The value of whispered spells is that a Gremlin may cast one from hiding without giving away his location. They can even be cast in public, if the Gremlin isn’t being carefully observed by a knowledgeable viewer. If there is any question of the whispered spell being detected, use the Gremlin’s skill for Sneak Silently to make any necessary rolls. The DC for accomplishing this would be around 10 if performed from hiding, or 20 if performed while being observed.
Luck
At first level, a Gremlin selects one of his first-level spells to receive his Luck modifier. This spell must be chosen at first level and the modifier is fixed at its starting value – neither the spell nor the modifier changes over the course of the Gremlin’s career.
Action dice
A Gremlin’s first action die can be used for attacks, spell or skill checks, although the second die, if available, can only be used for spells and skills.
Table I: Gremlin Progression
Level
|
Attack
|
Crit Die
|
Crit Table
|
Action Dice
|
Skill Bonus
|
Known Spells
|
Max Spell Level
|
Ref
|
Fort
|
Will
|
1
|
+0
|
1d6
|
II
|
1d20
|
+1
|
3
|
1
|
+1
|
+0
|
+1
|
2
|
+1
|
1d6
|
II
|
1d20
|
+3
|
4
|
1
|
+1
|
+0
|
+1
|
3
|
+1
|
1d8
|
II
|
1d20
|
+5
|
5
|
2
|
+2
|
+1
|
+2
|
4
|
+2
|
1d8
|
II
|
1d20
|
+7
|
6
|
2
|
+2
|
+1
|
+2
|
5
|
+2
|
1d10
|
II
|
1d20
|
+8
|
7
|
3
|
+3
|
+1
|
+3
|
6
|
+2
|
1d10
|
II
|
1d20 +1d14
|
+9
|
8
|
3
|
+4
|
+2
|
+4
|
7
|
+3
|
1d12
|
II
|
1d20 +1d16
|
+10
|
9
|
4
|
+4
|
+2
|
+4
|
8
|
+3
|
1d12
|
II
|
1d20 + 1d20
|
+11
|
10
|
4
|
+5
|
+2
|
+5
|
9
|
+4
|
1d14
|
II
|
1d20 + 1d20
|
+12
|
12
|
5
|
+5
|
+3
|
+5
|
10
|
+4
|
1d14
|
II
|
1d20 + 1d20
|
+13
|
14
|
5
|
+6
|
+3
|
+6
|
Table II: Gremlin Titles
Level
|
Title (all alignments)
|
1
|
Robin
|
2
|
Pixie
|
3
|
Hob
|
4
|
Changeling
|
5
|
Puck
|
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