domingo, 24 de febrero de 2019

Class: Hell's superstar

This is a translation of a post originally published in 2016. More posts in English here.

Source
For D&D and its simulacra.

You have a voice so sweet that the best clubs in Hell fight for having you. Well, not really, not yet. But you are just starting! As you go up in level, your fame in the Underworld also increases and your connection with it, in addition to your superior musical skill, grants you powerful spells.


Levels

Based on the mage, remove the spells and add this:

Level 1:
  • You have a familiar manager.
  • You have +1 to all reaction rolls with demons, witches, spirits and other Underworld creatures.
  • You know how to sing and/or play an instrument.
  • You get three random spells.
Level 2:
  • You get two random spells.
Level 3:
  • You have +1 to all reaction rolls and +2 with demons, witches, spirits and other Underworld creatures.
  • You get two random spells.
Level 4+:
  • You get a random spell each even level up to level 20.
Level 9+:
  • You can form your own band and add a member each odd level from here on (including this one).
  • You can go on tour.

Familiar manager

You need a familiar that gets you gigs in Hell, makes connection and all that. It has the shape of a small animal, an imp or anything similar. It could do small tasks like scouting ahead for you if it wasn't always busy talking to a lot of people and only contacted you through long ranged telepathy.

It is probably better this way, though, because if your familiar died, you would lose 1d6 levels of thsi class and you could not throw more gigs, much less go on tour, until you got a new one. If you have a band, but you don't have a familiar, there is 1/6 chance that a random member will dessert you each week, as everything is just going to shit, yo.

Once per level you can ask a special favor from your manager: cool clothes, a lot of money, help from Hell itself, to be taught an extra spell... Then you roll 1d20: if the result is lower than your level, your fame alone was enough to get whatever it was that you wanted. Otherwise your manager has had to pull some strings and ask his contacts, so you now owe it a favor. It can ask you to throw a last time gig, to meet a devil producer specially important and be really charming to him, or just to do destructive things that are somehow part of the grand plan of Hell to devour the Earth, like killing that paladin that has been so nice to you lately.

The DM can veto favors that are too much even for the Underworld's girlfriend.


Spells

This might sound somewhat lazy, but I would just use the spell list of the Noise Wizards from Goblin Punch, it is really good and fits the theme. I could make up a bunch of spells that would be basically the same, but why if we already have them?


Gigs

In the smae way that a fighter must spend time practicing with the sword to go up in level, the thief opens doorknobs again and again or the cleric destroyes her knees by praying non-stop, you have to devote time to your thing. And your thing is giving shows.

To throw a gig you need at least a week to plan it, get ready and perform. You will spend a good chunk of that week in the Underworld, but it is a business trip, so it's mostly safe and not ery interesting, as you will only go to the hotel and the club, mostly.

Also, throw 1d20*100. If the result of the d20 is higher than your level, you have lost that much money in transport, food and all that. Otherwise, the result is all benefits! Yay!

If you have a week where you have nothing to do, you can go again to the Underworld as many timse as your level and it is conceptually similar to a wizard researching spells. You always have the chance to win or lose money and, if you roll a 1 in 1d6, you learn a new spell. You can only learn a new spell like this once per level.


Band

From level 9 you can form a band. Each level you can choose to add a wizard musician, an assassin coreographer, a fighter groupie or a rogue roadie that will act as henchmen, going with you in adventures besides gigs. Roll 1d6 to know what level they have when they join.


Tours

If you declare a tour, for as many weeks as your level, a gang of demons, devils, witches, spirits, anti-paladins and the sort will start follownig you in a frenetic state that will make them glad to jump on your enemies. The exact configuration of the audience changes eeryday, but the total DG of the creatures will never exceed your level times ten. But watch out, they are not crazy, so if something is obviously dangerous for them, they won't get in trouble, but it is also possible that there will be really tough demons in the audience... You can't control them directly either and, in the end, their actions depend on the DM.

You must perform at least once a week during this period, which takes at least half a day and requires an appropriate location. If you fail to do this once, your audience will feel disappointed. If you miss a second week, the tour will not just be over, but you will also have to make a Charisma roll, or the audience will attack you and your companions with very ill intent.

Once the tour is over, everyone goes back home with their hearts full of good music.

Thank you for reading. Valmar Cerenor!

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