Before I disappear into the either that is life without the internet (albeit for a short time) I decided to offer this up for your approval. It is intended for use with the White Box. Whether that means OD&D or S&W is up to the user.
Earth Man
Earth men are humans from the surface world. Most come from our Earth in the 19th, 20th, and 21st centuries. Their method of entry may be decided in congress with the referee, or it may be left a mystery. Almost without exception Earth men are explorers, archaeologist, or other occupations that the popular imagination has glamorized to the point of absurdity. A referee may wish to begin a campaign using only Earth men characters. This can help players to better accommodate themselves to the wonders of the Hollow Earth, but they should begin making natives once they are familiar with it. It can be extremely difficult to keep player knowledge and character knowledge separate, and the less this must be done the better the game will be.
Character Advancement: All Earth men begin as Fighting men with no money and randomized possessions (see below). However, if they find a tutor willing to train them in the magical arts, they may advance as magicians. Once such a tutor has been acquired, they must select each session whether they are advancing as a Fighter or as a Magician.
Weapon/Armor Restrictions: Unless wearing magical armor, they are subject to all Magic-user restrictions if they wish to cast spells.
Languages: Earth men begin play knowing common. They always perceive this as sounding like their native language -- usually English. When encountering a new language they can understand it on a roll of 1 on a 1d6. They gain a +1 on this roll for an intelligence over 12, +2 over 14, and +3 over 16. These languages they also perceive as sounding like their native languages, and they can switch between languages easily. This typically frightens inhabitants of the Hollow Earth who understand the massive differences between the various languages.
Technology: Earth men automatically understand any technology that is roughly equivalent to something from their own time. They also have a 20% bonus to any % chance to understand more advanced technology unless it is completely beyond the realms of imagination. As this game is entirely about imagination, one must assume this bonus is usually in effect.
Earth men are humans from the surface world. Most come from our Earth in the 19th, 20th, and 21st centuries. Their method of entry may be decided in congress with the referee, or it may be left a mystery. Almost without exception Earth men are explorers, archaeologist, or other occupations that the popular imagination has glamorized to the point of absurdity. A referee may wish to begin a campaign using only Earth men characters. This can help players to better accommodate themselves to the wonders of the Hollow Earth, but they should begin making natives once they are familiar with it. It can be extremely difficult to keep player knowledge and character knowledge separate, and the less this must be done the better the game will be.
Character Advancement: All Earth men begin as Fighting men with no money and randomized possessions (see below). However, if they find a tutor willing to train them in the magical arts, they may advance as magicians. Once such a tutor has been acquired, they must select each session whether they are advancing as a Fighter or as a Magician.
Weapon/Armor Restrictions: Unless wearing magical armor, they are subject to all Magic-user restrictions if they wish to cast spells.
Languages: Earth men begin play knowing common. They always perceive this as sounding like their native language -- usually English. When encountering a new language they can understand it on a roll of 1 on a 1d6. They gain a +1 on this roll for an intelligence over 12, +2 over 14, and +3 over 16. These languages they also perceive as sounding like their native languages, and they can switch between languages easily. This typically frightens inhabitants of the Hollow Earth who understand the massive differences between the various languages.
Technology: Earth men automatically understand any technology that is roughly equivalent to something from their own time. They also have a 20% bonus to any % chance to understand more advanced technology unless it is completely beyond the realms of imagination. As this game is entirely about imagination, one must assume this bonus is usually in effect.
[insert random chart for equipment here]
That's some really good stuff! I remember tables for earth men origins on the Planet Algol blog, a look at the DM Index should be enough to find them.
ReplyDelete"All Earth men begin as Fighting men with no money and randomized possessions (see below). However, if they find a tutor willing to train them in the magical arts, they may advance as magicians."
I especially like this. Sounds really John Carter-ish to me :D
Sounds really John Carter-ish to me :D
ReplyDeleteThat was more or less the goal. Glad I succeeded.