Maybe I'm jumping the gun here, but I'm interested to see what you guys will come up with for the following. [And you can handle the extra workload, I'll wager.] The Goblin Market is still on, of course, and about to move into its final phase, but we'll address that in the next post. Right now I want to offer up a few steamed and lightly garnished ideas and see what sort of mind-food you turn them into.
I assert no ownership over what we come up with here. Creative Commons, yadda yadda. Though, with your permission, I would like to see it published in another form(s) -- i.e. pamphlets and pdfs and whatnot.
"LONG GUNS & CANNIBALS"
SETTING CONCEPT: Ersatz 19th Century on an Earth where Messianic religions never took hold. Some comparable technologies to ours -- gunpowder and firearms [muskets, long guns and rudimentary pistols are expensive but available; axes and swords are still common] as well as mechanical engineering and assembly line manufacturing. Poorly managed medieval and post-Medieval style governments the standard.
- Instead of electricity humans use crude magnetically powered repulsor systems.
- Sometimes it rains meat and no one knows why.
- "Little Gods" are the haunted, mummified remains of a diminutive and extinct race of fey creatures -- some are large and embedded in trees and stone; others are small enough to carry in your pocket. Witches use them to increase the scope of their powers. They communicate telepathically.
- The "Big Old Gods" are actually ancient travelers from other planes. While most of them remain at rest and in torpor after unknown aeons of wandering, recently one of their number has awakened. A really unpleasant one too -- called Sammath Darzu the Flesh-Labyrinth. It now roams the deepnesses of the north-eastern Oddir Ondax wilderness where its eldritch cult gathers to invoke and worship it.
- Possession by disembodied spirits an issue. Victims are taken by manitou (hungry ghosts) and eventually become mindless cannibals constantly on the lookout for their next meal. The manitou are thought to be travelers like the Big Old Ones who became trapped between alternate Material Planes.
THE TWELVE CLASSES:
- Astrolist: These seers seem lost in their own little worlds because they are. They are travelers & adventurers in the realms of further experience who gaze far too deep into the worlds around the corner. No spirit or its secrets are safe from them. Underground worlds are an extension to the elemental planes that roll through the world. Every once in awhile an astrolist will fall to the very spirits he uses. They have been known to tread into the very realms of the gods & move through the astral attracting all sorts of demons & horrors. 1d8 hit dice. Saves like a cleric. [Needles]
- Cryptic: An advanced and frequently mistrusted telepath who can alter target memories, manufacture delusions and dominate the wills of others. The cryptic can communicate with most higher mammals (apes, wolves, cats, badgers, etc). Something of a scrapper. His abilities develop slowly. 1d8 HD. Saves like a magic-user. [Gorgonmilk]
- Grifter: Shifty opportunists always on the lookout for easy money. They are con artists and very skilled at deception. Most of them focus on one or two talents such as forgery, impersonation, fraud, fencing stolen goods, swindling and other dishonest activities. A few are tolerated and some even regarded as folk heroes because it is said that they could hoodwink the "Little Gods" and can even elude their telepathy. 1d6 HD. Save as a Thief. [Nemo235]
- Harvester: These hardy folk patrol the perimeters of civilization, fending off regular folk from the manitou and mindless cannibals by way of mentally controlling electro-mechanical magentic field distruptors grafted directly over their left ears at birth. Harvesters are selected before birth from among the poorest pregnant members of society and are elevated to the most celebrated caste, as they are seen as the protectors of the rest of society. They must train for at least 10 years after reaching adolescence (which usually begins around age 10 on this planet), and are required to serve in pairs or triads until death, often serving with their assigned partners for life. Many Harvesters often secretly choose to become eunuchs, as it is rumored to increase their ability to manipulate magnetic fields. 1d10 HD. Saves like a motherfuc. . .um, a cleric. [Matthew Schmeer]
- Horizonists: Masters of all sorts of beasts of burden and travel, horizonists have an uncanny knack for controlling animals and often ride titanic beasts around. These masters of travel are excellent at navigation, finding drinking water and are both revered and feared, many being capable of fending off small gangs of bandits with the help of their animal companions. Most horizonists specialize in either controlling one titanic beast or several smaller creatures. Many horizonists take vows not to waste life unnecessarily, at least animal life. d6 hit dice, save as a druid. [ancientvaults]
- Karcist: Adept skilled in calling, controlling and/or combating spirits such as the very dangerous Manitou. 1d6 HD. Saves like cleric. Might have limited armor/weapon use akin to a F/MU...as long as the gear is enchanted/infused. [NetherWerks]
- Long-gunner: Marksman/woman and out-of-work trapper skilled in roughing it out in the woods. 1d10 HD. Saves like a fighter. [Gorgonmilk]
- Mechanist: Practical savants and itinerant scholars learned in the ways of engineering and all associated mechanical arts. Combine the skills/approach of an alchemist and natural philosopher with the mechanisms of industry and a devotion to the principle of progress. Far from rejecting anything, they attempt to work with everything, including spirits and eldritch forces...sometimes with horrific results. Build machines, artifacts and tools of many types and varieties. It was a mechanist that unleashed gunpowder, automata and assembly lines upon the world. They'd have d8 HD, save as fighter. [NetherWerks]
- Rectifier: Sometimes driven loners, but often agents of government, that seek out cannibals, rogue cryptics, and the cryptic tainted, and set them right. Only those with hardened minds survive long so they are resistant to domination. They excel in recognizing the dominated and are decent hands at close combat. 1d10 HD. Saves like a fighter. [Telecanter]
- Revivalist: Itinerant healers who preach human self-reliance and avoidance of consorting with "malign spirits" like the Old Gods. Some believe in a higher godhead who holds all (even the Old Gods) in judgment, but this being is not seen or experienced in the world and folks are skeptical. They travel in shows and perform healing for the populace and banish evil spirits. 1d8 hit dice. Saves like a cleric. [Trey]
- Witch: Every two-bit town has a witch or two. They're who you go to when you're hurt or when crops are looking bad. Witches can manipulate flesh and have an unnatural affinity with plants. They also brew poisons and elixirs. Roosters, snakes and scorpions often serve as witch's familiars. At least once in a witch's life he or she will wander far from home as if in search of something, sometimes for years, then return without a word about where they went or why. Witches are accepted in society and respected, though they tend to be bat shit crazy. 1d6 HD. Save as Cleric. [Lum]
THE THREE-ISH (OKAY, FOUR) RULES:
- First posted, first served.
- It's got to share some of the flavor I describe above or make a nice Copenhagen with it.
- Include HD and Saving Throw class-equivalent.
- Flesh them out with me after the list is complete.