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Greater Runes

(The description for several classes mention that “additional abilities can be gained at higher levels”. Described here are greater runes – an example of the secrets that can be learned by experienced runecasters.)

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Greater runes are powerful magicks that can only be acquired by high-level practitioners. Each greater rune has a number of prerequisites – typically a minimum caster level plus several lesser runes known. In additiion, greater runes are a secret lore that must be obtained through adventuring or via a special quest – you can’t simply select one when leveling up.

The referee will provide additional information about greater runes as your character grows in experience.

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Grunge Elves

(I’m on a bit of a roll today with variant races, so I’m going to post something I swiped from HackMaster…)

Grunge Elf

Grunge elves degenerated into barbarism during the long years of Ragnarök due to destruction of their forests and isolation from other elves. (In this respect, they are not unlike slag dwarves.) They call themselves the grel; other elves name them grugach.

Forced to live as nomads, grunge elves believe in strength and survival of the fittest. Clans of grel are small but fiercely loyal to one another. Each clan is led by the strongest warrior, whose primary goal is survival of the group. Grunge elves will often make camp near communities of other races, though they are mistrusted.

Unless stated below, a grunge elf is identical to a standard elf in terms of rule effects:

  • Level Limits: Their nomadic existence has made them tough, and grunge elves may advance to 6th level as fighters. Conversely, advancement as runecasters is restricted to 7th level.
  • Combat Ability: Grunge elves gain a +1 bonus on attack rolls when using spears and javelins (instead of bows).
  • Adventuring Feats: The grel are tougher than other elves, but not as graceful. They do not have any modifiers to Skill or Might checks.

Grunge elves interact with many other races as they travel – even traditional foes such as dwarves and goblins. Some individuals have even been known to leave their clan an take up a life of adventuring with non-grel.


The Uruk

Uruk

The uruk are a synthetic race, magically-created hybrids of humans and gargun (mostly Gargu-Khanu or black goblins). Also known as orcs, they were bred as shock troopers during Ragnarök but now live as a free race and are spreading throughout Asgård.

Like trollborn, uruks are not well accepted by most Asgårdian cultures. Not only are they are viewed with antipathy by humans, dwarves and elves; but they are mistrusted (and often mistreated) by trolls and giants. They are held in awe by gargun, however, and often lead tribes of goblins.

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Skald(Another revision to an old class – this time I’m adding runecasting to the skald. You can this compare with the original version here.)

Skalds are wanderers, musicians, tale-tellers, and jacks-of-all-trades.

Skalds make a living using their wits and charming personalities. They are cunning in the use of runes and are walking storehouses of gossip, tall tales, and lore.

While many skalds are scoundrels, their stories and songs are welcome almost everywhere.

The skald is an example of a hybrid class. Skalds are reasonably proficient in combat, possess many class abilities, and have moderate runecasting power.

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(There’s been enough changes and additions to class options in Dwarven Glory that I’m collecting revised versions of the various subclasses here in a new post. Runemarks, skalds, and staves hybrid classes are posted separately.)

Variant class options and sub-classes are a time-honoured tradition in fantasy role-playing games. Collected here is a selection of variant classes for potential use as PCs and NPCs: Archers, Assassins, Berzerkers, Giant-Killers, Rangers, and Scouts.

The rules presented here supersede any previous posts. As with all house rules, use of these class options are subject to referee approval.

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