26 March 2018

Moon-rats V1.5 I guess

In 2014 I wrote up two Moon-rat classes, inspired by Josie X's moogle write-up, in the style of ACKS, the fusilier and the machinist.

Moon-rat
Ability Score Requirement: Dexterity 9, Intelligence 9
Hit Die: d6 per level 9th level. Starting with10th level +2 hit points per level and Constitution adjustments no longer apply.
Saving Throws: As a Thief.
Armor: As a Thief
Weapons: As a Halfling.
Experience: As a Halfling.
Special Abilities: 2 in 6 chance of detecting traps, false walls, or hidden constructions within mechanical locations; -1/+1 bonus on rolls related to machinery.
I've been revisiting the way I want to do kind-as-class in my B/X game, as one does when one is not actively gaming. Part of that revisiting is parting out the bits that make the non-humans cool and different from a mechanical perspective. It's also to streamline and refit them to be more inline with the default seven classes in B/X, i.e. front-loaded goodies and no extras at higher levels. This is why I did Sky Gnome v2 the way I did.

I've also been debating the merits of including not one, or even two, but three different small and "cute" kinds of player options: halflings, gnomes, and moon-rats. This is what we call "mission creep" in my last career.

I'm both unsure whether this occupies the niche that sky gnomes do, the small techy people, and not how they fit in. Of course I could follow Jeff Rient's advice to let my players be weird, and therefore not bother with too much introspection making them fit.






 Following the trend set down in a specific retro-clone with non-humans having two different kind-as-classes, here is the second moon-rat class.



Moon-rat Machinist
Ability Score Requirements:  Dexterity 9, Intelligence 9
Hit Die: d4
Saving Throws: As a Thief
Armor: Light Armors.
Weapons: As a Thief plus firearms.
Special Abilities: Dwarf-like bonuses vs. mechanical constructs; bargaining; construct design, manufacture, and repair.
 Due to their short height, Moon-rat machinists cannot use human-sized two-handed weapons (such as two-handed swords or pole arms) or longbows. They are otherwise trained in the use of projectile firing weapons (bows, crossbows, and firearms) as well as with hammers and maces. They are trained to fight wielding a weapon two handed and wielding a weapon in each hand.
Moon-rats gain a +1 bonus to surprise rolls against mechanical devices, creatures, or constructs due to sensitivity to the subtle noises and smells of machines. Because of their experience machines, Moon-rats may detect traps, false walls, hidden construction, or sloped passages of a mechanical nature with a proficiency throw of 14+ on 1d20. Moon-rats must be actively searching for these abilities to function. Finally, Moon-rats are expert bargainers, at least when compared to the average human, reducing the price of purchased goods by 10% and increasing the sale value of goods by 10%, this means that Moon-rats effectively cancel out when buying from each other.
Moon-rat characters will speak the Common and Moon-rat tongue.
Moon-rat machinists are restricted to light armors like leather and may only use firearms (plus other projectile firing weapons such as crossbows), and hammers and maces. They are trained to fight wielding two weapons or wielding a weapon two-handed, but may not use a weapon and shield.
At 1st level a Moon-rat machinists is already a master craftsman in a particular type of mechanical craft, such as armor-making, clock-making, jewel-crafting, weapon-smithing, etc. With access to craftsman’s tools, the character can produce 40gp worth of items per month, and supervise 2 journeymen and 3 apprentices in their craft. When examining works of their craft, the machinist can identify masterwork items, rare materials, and famous artisans with a proficiency throw of 8+ on 1d20. Their attention to detail gives machinists a +3 bonus on proficiency rolls for other proficiencies they learn as well. (This bonus has already been factored into machinist’s class abilities).
Additionally, all machinists are skilled in opening locks and in finding and removing traps with the same restrictions placed on thieves; i.e. they need thieves tools but gain a bonus due to their attention to detail, which has already been factored in. Note that Moon-rats already have a 14+ to find traps due their sensitivity and experience with machines.
For their ability to design, build, and repair automatons utilize one of many OSR games with construct construction.
At 9th level (Master Machinist), a Machinist can build a manufactory. They will then attract 1d6 apprentice machinists of 1st-3rd level plus 2d6 normal Moon-rats seeking to become machinists. Their intelligence and dexterity scores will be above average, but many will become discouraged from the rigorous mental training and quit after 1d6 months. Apprentices function like assistance in magical research. While in the machinist’s service, apprentices must be provided food and lodging, but need not be paid wages. If the machinist builds a dungeon beneath or near their manufactory, monsters will start to arrive to dwell within, followed shortly by adventurers seeking to fight them. In all other ways a manufactory is like a mage’s sanctum.


Moon-rat Machinist Level Progression
Experience
Title
Level
Hit Dice

Open Locks
Find/ Remove Traps
Design/ Build/ Repair Automaton
0
Apprentice
1
1d4
15+
15+
14+
1,700
Mechanic
2
2d4
14+
14+
13+
3,400
Shaper
3
3d4
13+
13+
12+
6,800
Forger
4
4d4
12+
12+
11+
13,600
Maker
5
5d4
11+
11+
10+
27,200
Engineer
6
6d4
9+
10+
9+
55,000
Artificer
7
7d4
7+
8+
8+
110,00
Machinist
8
8d4
5+
6+
7+
240,000
Master Machinist
9
9d4
3+
4+
6+
370,000
Master Machinist, 10th Level
10
9d4+2
1+
2+
5+






Moon-rat Fusilier
Ability Score Requirements:  Dexterity 9, Intelligence 9
Hit Die: d6
Saving Throws: As a Fighter
Armor: Any.
Weapons: Any.
Special Abilities: Dwarf-like bonuses vs. mechanical constructs, bargaining.
Moon-rats trained in the use of firearms are known as fusiliers. There is a multitude of reasons a fusilier would answer the call of adventure: wanderlust, a desire to test their skills outside of boring town or caravan guard duty, the search for new or ancient gunsmithing techniques, or that old standby, filthy lucre.
Moon-rat are highly trained combatants. They advance in attack bonus and saving throws as fighters. They increase their base damage roll from successful firearms attacks by +1 at 1st level, and by an additional +1 at 4rd, 7th, 10th, and 13th level. Due to their short height, Moon-rat fusiliers cannot use human-sized two-handed weapons (such as two-handed swords or pole arms) or longbows, but they can use any other weapon or armor. They are trained to fight wielding a weapon two handed, wielding a weapon in each hand, and with firearms.
Moon-rats gain a +1 bonus to surprise rolls against mechanical devices, creatures, or constructs due to sensitivity to the subtle noises and smells of machines. Because of their experience machines, Moon-rats may detect traps, false walls, hidden construction, or sloped passages of a mechanical nature with a proficiency throw of 14+ on 1d20. Moon-rats must be actively searching for these abilities to function. Finally, Moon-rats are expert bargainers, at least when compared to the average human, reducing the price of purchased goods by 10% and increasing the sale value of goods by 10%, this means that Moon-rats effectively cancel out when buying from each other.
Moon-rat characters will speak the Common and Moon-rat tongue.
When a fusilier reaches 5th level (Sergeant), their battlefield prowess inspires others to follow them. Any henchmen and mercenaries hired by the fighter gain a +1 bonus to their morale score whenever they personally leads them. This bonus stacks with any modifiers from the fighter’s Charisma or proficiencies.
At 9th level (Master Fusilier), a Fusilier can, assuming enough gold is at hand, build a company house and become a great leader of people, taking a leadership rank in their society. When they does so, up to 1d4+1x10 0th level mercenaries and 1d6 fusiliers of 1st-3rd level will come to apply for jobs and training. If hired, they must be paid standard rates for mercenaries. Through force of arms, the fighter may ultimately control several castles or even entire realms, but must be a capable, strong leader and provide protection.


Moon-rat Fusilier Level Progression
Level
Experience
Attack Bonus
Title
Hit Dice
Ranged Damage Bonus
1
0
+1
Marksman
1d6
+1
2
1,900
+1
Sharpshooter
2d6
+1
3
3,800
+1
Lance Corporal
3d6
+1
4
7,600
+3
Corporal
4d6
+2
5
15,200
+3
Sergeant
5d6
+2
6
30,400
+3
Sergeant of Gunnery
6d6
+2
7
60,000
+5
Sergeant of Artillery
7d6
+3
8
120,000
+5
Fusilier
8d6
+3
9
250,000
+5
Master Fusilier
9d6
+3
10
380,000
+7
Master Fusilier, 10th
9d6+2
+4
11
510,000
+7
Master Fusilier, 11th
9d6+4
+4
12
640,000
+7
Master Fusilier, 12th
9d6+6
+4
13
770,000
+9
Brigadier
9d6+8
+5
14
900,000
+9
Grand Marshal
9d6+9
+5