Friday, July 3, 2015

[Age of Lead]: Forager [class]

 

 

FORAGER

Sentient trilobite-like creatures, possibly of extraterrestrial origin, foragers live between the cracks and gaps of proper imperial society. Foragers lack imperial citizenship status; as a result they may be abused- even killed out of hand, by members of the aristocratic classes. Despite their lowly status, and barring the odd case of casual murder, adult foragers are largely tolerated within imperial holdings.

 

Juvenile foragers are called mites, and considered vermin by everyone, including adults of the species. A forager gains its full size and reaches sentience at about 10 years of age; an adult forager stands (on it’s rear legs, the number of which varies) at about 1.5 meters. Foragers do not care for their young; most do not survive to adulthood. Foragers can live up to 50 years. Adult foragers occupy the bottom rung of imperial society and often make their living cleaning sewers, handeling the dead and crime.

 

A forager’s prime requisite is dexterity; a minimum score of 9 is required; a score of 13 or greater results in a 10% bonus to all earned experience.

 

RESTRICTIONS: foragers use a 4-sided dice for hit points. It is possible they could wear armor, but nobody makes any for them. The forager’s natural AC is 5(14). Foragers produce speech by vibrating their antenna-horns. Foragers may use any weapon.

SPECIAL ABILITIES: Foragers receive a +4 to hit and DOUBLE rolled DAMAGE when they strike an unaware opponent from behind. Foragers can CLIMB most surfaces regardless of angle without difficulty. SECOND HEART: Foragers are very difficult to kill. When a forager reaches 0 hit points for the first time, its second heart activates, resulting in a healing surge of 1d4+2 hit points. This ability resets after the forager has had time to heal ALL damage. Second heart hit points heal at 1/2 the rate of normal hit points. If the character reaches 0 HP before this healing is complete, death is the result.

 

SKILLS

At first level the forager may CREEP; SPOT; STEAL; JIMMY (See Below) on a roll of a 1-2 on a D6.

With each level attained, until 10th level, the forager may increase the chance for success of any one skill by +1. When the forager reaches 10th level the referee should create new, campaign specific skills for the forager.

 

CREEP: Move silent; hide; spy.

SPOT: Find; detect; observe.

STEAL: Shoplift; pick pockets; cheat.

JIMMY: Pick; breach; hot wire; rig.

 

WEIRD: Foragers are asexual and reproduce by dying. Mites gestate inside the forager throughout its adult life. The forager’s demise triggers the rapid completion of this process. Four to five days after death, hundreds of mites will eat their way out of the forager’s corpse. It’s rather unseemly.

 

PROGRESSION: As thief

SAVE: as dwarf

 

 

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