Work still moves along slowly and I promised last week I’d have some crunchy bits ready. So here you the Wastelander. This class is the hardened barbarian type that comes out the wastes covered in slime, blood, and ichor. This is still the beta/play test version. But it should give folks an idea of where I’m headed and how I plan on writing up the classes.
So here you go. The Wastelander
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.
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.
It’s about time that talked more about this project. I’m the kind of person that likes having more than one project in the works. If I don’t feel inspired by one thing, I can hope over to the next. I’ve got three other things on the slate right now. Some minor. Some not. And then there’s Durth.
Durth has bounced around inside my head for quite a while now. In a nutshell, Durth is a gonzo post-apocalyptic fantasy setting/supplement for OSR games. Many folks first thought will be Gamma World. Nope. That’s not my intention. The big three inspirations are Thundarr the Barbarian, He-Man, and Carcosa. Sounds crazy but it works in my head.
Why go post-apocalyptic? Because it’s the type of world that can be riddled with ruins, dungeons, and ancient secrets that really makes sense for all those sorts of things to be there. With that in mind, GM’s could easily drop any dungeon they wanted into the world and it wouldn’t change anything.
Speaking of GM’s. Like so many OSR games, Durth is going to be very much take and use what you want and add what you want. There’s going to be plenty of ways for GM’s to customize it to their liking and use about any set of OSR rules they want.
But I’ve said all this stuff before. Some of you out there want to hear some details so here go.
Two new classes: Wastelander and Super Science Sorcerer.
Mutants: Of course there’s mutants. Done as both a race and class. Depending on which way you like your non-humans.
Super Science: Yep. Devices and twisted alien machines.
Twists on some of the classic races and classes.
New monsters and villains
Plenty of tools and inspiration for GM’s to make their version of Durth unique.
Yes, I know this isn’t very much. Just enough to gain a little interest. But this time. Hang on for the ride. As I stumble through writing this, I’ll keep you updated and throw out all sorts of beta previews and random thoughts along the way.
A long time ago, I did a Sexy Alien Elves post. I’ve been meaning to go back and spruce up that idea but just haven’t gotten around to it. But then there’s this fine post popped up on Elfmaids & Octopi (which is a really cool blog) and that got the creative juices going again on this idea. So here you go.
Elves are powerful magical beings from another plane. In the ultimate act of arcane hubris, they destroyed not only their home world but the entire plane. A few managed to escape to this plane of existence. The elves feel no regret nor guilt about the destruction of their home. They are still bold and arrogant, and view the native races as simple and inferior. They are not above treating the other races like disposable playthings.
And here’s the crunchy bits, mainly designed around Swords & Wizardry: The Alien Sorcerous Elf
Of course, if you’re paying attention to the tags on this post. You’ll see Durth. Yeah, that’s one of my new projects. Here’s the elevator pitch: Thundarr The Barbarian, He-Man, and Carcosa with some gonzo OSR flair thrown into the blender of my imagination. We’ll see how this goes.