Monday, January 25, 2016

DCC-DUNE: The Felfenkin

It's been quite a while since I've posted about this side project and there are numerous reasons for that, but fret not I will try and maintain a consistent pattern with these posts. 

(Before we start let me point out again that this is an ever changing idea. I have previously written about the spice like substance of this universe called "guzzoline," because I wanted a weird mix of Mad Max meets Dune, but have since changed my mind as it doesn't quite fit the more Dune-eqse vibe I actually want. Hence forth the substance in this universe (which is a vapor or fume from a particular Nebula) will just be referred to as the Fumes.)  Okay... moving on to the first new character class:




The Felfenkin

So basically this is the elf class in DCC combined with the Melinboneans from the Elric stories and of course the Fremen from Dune. It won't fully come together until I figure all the other rules changes like Fume Addiction, etc, but for now here it is:
You are a strong, tall and slender race hailing from the Fume Nebula on the outermost reaches of the Known Universe. Your pale complexion shimmers like moon beams and your pointed ears and rippled foreheads give you an almost demonic overture.

Your people, once proud and powerful, have been shunned by the Young Kingdoms of Mankind; whose crude superstitions and warmongering have brought nothing but ruin, and forced your people to become separated,tribal, living in hidden cities buried beneath the asteroids that clutter the Fume Nebula.  Feuds between these tribes is no longer uncommon occurrence.

The longevity of the Felfenkin greatly over extends that of any other race due to their heavy overexposure of the fumes. Highly addicted, the eyes of the Felfenkin have forever been changed, swimming colors of blue and orange. Due to this addiction, the Felfenkin are masters of the Weirding Ways, yet can never be without the fumes or suffer greatly. Therefore, if any a Felfenkin leaves the Nebula they must wear a fume-suit or dwell within a fume-chamber.

The extended lifespan, combined with their strange appearance and Weirding Ways have created many legends about the Felfenkin.  There are many among the Young Kingdoms that believe the Felfenkin commune with entities beyond the veil and that from these strange beings the Weirding Ways originated.

Hit Points: Felfenkin gain 1d8 hit points at each level.

Weapons training: The Felfenkin prefer melee weapons to projectiles and are trained in the use of the axe, club, dagger, felfkin rifle, kindjal, longsword, maula pistol, spear, staff, solar-blade, throwing knives, whip and xorm-tooth blade.

Because of their Addiction Level, Felfenkin characters begin play with a fume-suit.

Weirding Level: Weirding level is a measurement of a Felfenkin's supernatural power. A Felfenkin's weirding level is equal to his level as a Felfenkin. For example, a 2nd-level Felfenkin has a weirding level of 2.

Patrons: Centuries have past since the Felfenkin taught mankind the art of the weirding ways, but never did they reveal the innermost secrets of their race, nor from where such power originates. A Felfenkin automatically receives the weirding ways invoke patron and patron bond at 1st-level in addition to his other weirding ways.

Infravision: A Felfenkin can see in the dark up to 60'.

Immunities: Felfenkin are immune to magical sleep, paralysis and the voice.

Vulnerabilities: Felfenkin are extremely addicted to the fumes. As such they must always wear a fume-suit or be in a fume-chamber or suffer extreme addiction penalties. (This is something new I'm adding to the rules and will explain at a later time). Prolonged periods without fumes cause 1 hp of damage per day.

Heightened Senses: Felfenkin are astute, observant and quick. All Felfenkin characters receive a +4 bonus to detect secret doors, falsehoods, subterfuge and hidden movement.

Luck: With their extended lifespans, Felfenkin have ample opportunity to practice their weirding ways. At 1st-level, a Felfenkin's Luck modifier applies to weirding ways checks on one particular power of his choosing. That modifier does not change as the Felfenkin's Luck score changes.

Languages: At 1st-level, a Felfenkin automatically knows Common, the Ancient Speech and their Tribe's Dialect.

Action Dice: A Felfenkin's action dice can be used for attacks or weirding ways checks at any level. At 5th-level, a Felfenkin can use two weirding way powers in a single round, the first with a d20 check and the second with a d14; or he can make two attacks, the first with a d20 attack roll and the second with a d14;or he may combine and attack with a weirding way check.

Level
Attack
Crit Die/ Table
Action Dice
Known
Powers
Max Power Level
Ref
Fort
Will
1
+1
1d6/II
1d20
4
1
+1
+1
+1
2
+1
1d8/II
1d20
5
1
+1
+1
+1
3
+2
1d8/II
1d20
6
2
+2
+1
+2
4
+2
1d10/II
1d20
7
2
+2
+2
+2
5
+3
1d10/II
1d20+1d14
8
3
+3
+2
+3


In Conclusion:


There are obviously some changes mentioned here.  Some new weapons, spells are now called weirding ways, though in game terms they are pretty much the same, however I am planning to takeout a lot of spells and adding a few new ones in before it's all said and done.

For every character class, not just the Felfenkin, I want using the fumes to aid in their abilities to come with consequences.  I haven't quite figured it out yet, but the Addition Level will hinder that character in some way and it may never be reversed (maybe...). So by the time your character is at 5th Level and you've been inhaling fumes the whole game, you should be in pretty rough shape if you go without it for some time.

Well that's all for today, up next... the new wizard class: The Guild Seer!

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