The Shattered World of Durth: Races & Classes

Work continues on Durth at a flail snail’s pace. Day job and mundane life keep getting in the way. Things aren’t at a stand still, just going slower than I would like.
As I mentioned earlier, the idea is that Durth will work with whatever retro-clone you want to use. So I won’t be recreating the normal classes for it. Heck, for non-spell casting classes there is nothing change. For the spell casters, things are a little different. There’s no change to the individual classes but there are things and places in the world that will affect them.
The same goes for races pretty much. There aren’t going to be any major changes other than what the world has done to them. Humans, generally the most generic of races, has no change other than the world is a screwed up place. Dwarves, elves, and halflings aren’t so lucky. Each has some minor mechanical changes and/or interesting quirks. But more on that as I start turning insane notes into something other people can actually understand.
So what’s going to be new? There’s going to be two new classes. The Wastelander and the Super Science Sorcerer. I had every intention of posting the Wastelander this week but I really wasn’t happy with it yet. Additionally, there’s The Mutant. I mean you can’t have a gonzo post-apocalyptic world without mutants.
But let me give you an overview of them.
Thundarr-the-barbarian
The Wastelander: This one is pretty much your barbarian from the wastes. Tough. Resistant to all sorts of really bad things. Good with weapons but not so much with armor. And can scrounge up food and water in the worst of terrains.
The Super Science Sorcerer: This class is very similar to the Magic-User except no spells. They can use all the magic items and scrolls that a Magic-User can. They do have some rudimentary arcane power which allows them to blast their opponents, create magical protection around themselves, and heal. Their key niche is going to be understanding and using super science gadgets.
And finally The Mutant: There’s an age old debate in OSR circles about racial classes. So there will be two options and GM’s can use whatever one they wish. As a race, Mutants have a randomly rolled appearance and a couple of randomly determined weird abilities. As a class, you start off just like the Mutant as Race but each level, players roll to see what new and strange ability the character gains.
Yes, I know still speaking in generalities here but when I start throwing things out there, I want to at least be happy with the beta versions. So more detail stuff is coming up. Stay tuned till next week.

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