Friday, February 8, 2013
Tourist class for DIY D&D
Tourists are travellers from distant lands or possibly from the future. Wherever they come from they seem singularly unaware of the dangers that surround them. They consider everything that happens to them merely an exotic holiday. What they lack in guile they make up for in their bizarre, seemingly supernatural luck, and unusual technology.
Hit Die: d6
Saves, XP and other faffery as Thief
Weapons & Armour
Tourists have a great deal of enthusiasm for combat but very little training. They are proficient only in weapons that are easy to use, mainly bludgeoning weapons, crossbows, slingshots and guns. Bladed weapons are beyond them, as are complicated missile weapons like slings and bows.
Tourists will refuse to wear armour heavier than leather, considering it hot and stuffy. However they get a +4 bonus to AC and saves against any danger of which they are blithely unaware. In DCC, they add their Luck bonus to AC as well.
Go Unnoticed: Tourists are often able to blunder through high-security checkpoints and well-defended guardposts without even realising they are going somewhere they shouldn't. They can 'Hide' and 'Move Silently' as a Thief of their level.
It Was Open, So I Came Inside: Tourists can 'Pick Locks' as a Thief of their level. They don't actually pick the locks, they just find doors that happen to be left ajar. The DC is determined by how frequently the door is opened.
In DCC, the Tourist is able to spend and regain Luck just like a Thief.
In other systems, the Tourist gains a limited number of points per day to spend on modifying rolls up or down. This number is equal to 2 times the Tourist's level. Each point modifies the roll by 1, just as in DCC. Or you could mod in the DCC Luck stat just for this one character, that would be a bit of a gas.
Whatever class starts with the highest money in your game, the Tourist starts with twice that much.
At 1st level the Tourist arrives with a single item of foreign provenance, perhaps magically enchanted or perhaps technology from the distant future. This item is chosen at random and once lost cannot be replaced.
The Tourist receives a mail order package containing a new random item at every odd-numbered level. If it is the same as an item they have already got, they can send it back with a strongly-worded note demanding an exchange, but processing will take 4-6 weeks.
Any non-Tourist trying to operate one of these gadgets has a 1 in 3 chance of it backfiring unpleasantly upon them.
1. Camera: Makes a flash of light that blinds all creatures in a 30' square in front of the user (DC 15 Ref save to avoid.) Also takes pictures. Can be used once per day.
2. Animate Luggage: A large chest or backpack that walks around by itself and follows the Tourist faithfully. Carries twice as much as a normal human. Prefers to run from danger but if cornered will ram for 1d6 damage. If the Tourist is killed, there is a 50% chance the Luggage will imprint upon the nearest creature, and a 50% chance it will run off and go feral.
3. Bug Repellent: Exceedingly strong spray for keeping off noxious insects. When used, all creatures who smell it must make a morale check or flee until out of the radius of 50'. Tourists are immune to the stuff and allies may plug their nostrils in advance. Each can contains 2d6 charges of spray.
4. Sunblock: A mysterious unguent that provides DR 5 against fire and radiation attacks, and total immunity to sun scorch, light beams and other solar shenannigans. Lasts 6 hours but must be applied 20 minutes in advance. Each tube contains 6d6 doses for one person each.
5. Everfull Lunchbox: Whenever you open this lunchbox, there will be a tuna & corn sandwich, a banana and a thermos full of tea.
6. Travel Guide: A book containing many truths and several falsehoods about the local area. The Tourist may consult the book once for each area (town, dungeon, hex or zone, whatever). The DM will roll a secret die for the type of information found: 1-2: useful secret (hidden door, trap warning, saucy blackmail information, etc.) 3-5: useful information but not secret, 6: false and potentially dangerous information.
7. Portable Jukebox: A small box containing several imps (or possibly 'computer chips') which can record and play back sounds with perfect fidelity. Also contains a variety of musical recordings of an utterly alien and shamelessly licentious style. This novelty confers a +2 bonus to reaction rolls for NPCs of Neutral or Chaotic alignment; Lawful characters will find the music crude and boorish.
8. Universal Panacea: A bottle of pills that can heal just about any ailment, but not hit point loss. Minor ailments, including anything non-permanent, require 1 pill; major ailments, such as permanent blindness, disease or poisoning, require 2 pills; extreme ailments, such as dismemberment or a curse, require 4 pills. There are exactly 15 pills in each bottle.