Gift Giver Class (Revised)

I only got to playtest the Gift Giver for about 6 months back in 2016. We got a good sense of what worked and what didn’t, but I admit I wish I’d taken better notes. I’m sure there’s something I forgot in this revision.

The act of giving gifts was a huge hit, but for some reason the original draft hadn’t made it more the focus of a class that was literally named for doing it. Perhaps because it’s tricky to build a class around social encounters when no two people run their social encounters the same way. I’m not sure I’ve done much better on that front below, but I’ve made more of an effort. The class’s secondary powers also needed some expansion and punch up.

The Gift Giver

The Jolly Order of Gift Givers is a society of venerable men, women, and other folk noted for their generosity and good cheer. Upon induction to the order each Gift Giver is endowed with mystic powers in accordance with the Faustian bargain made by the Order’s saintly founder in time immemorial. It’s said to be the only truly successful deal ever made with the Devil. The contract (penned in the founder’s own hand) is contained in 14,823 volumes in a vault deep beneath the Order’s ancestral meeting hall. Priests and church scholars of every stripe have poured over the document for centuries and report a baffling lack of any sin committed either by the founder, or by those who take the Jolly Oaths.

Basics

Gift Givers have a d6 hit die. They level according to the Fighter’s experience table, with the attack modifiers and saving throws of a Specialist or Thief. They have no particular limitations for weapon or armor use, though given the weight of the gifts they carry they may become over-encumbered if they insist on wearing heavy armor. While not required, bright colors and bells are a sort of unofficial uniform for Gift Givers. Other members of the order may look askance at someone who dressed otherwise.

Though elves are not usually willing to become hirelings to anyone but other elves, they have a mysterious liking for these jolly old folk which gives them a +2 to their loyalty. Even the elves don’t really know why they feel this way. The Gift Givers do, but won’t reveal the secret.

Gifts, and Giving Them

At the outset of each new adventure the Giftgiver muse spend 25% of their liquid wealth purchasing gifts for others. Likewise, these unspecified and amorphous gifts take up 25% of their total encumbrance at all times. If the player chooses to abandon their supply of gifts for the extra carrying capacity, they will lose access to all class features (not just gift giving) until they stock back up.

A subtle predictive magic is at play when a Gift Giver goes shopping. They themselves doesn’t really know why they buy the things they buy, but in their travels they will invariably have the perfect gift for everyone they meet. Players are encouraged to be creative and generous in coming up with good gifts for every shopkeep, quest giver, and parleying monster they encounter. The only limitation is that it must be something that could be reasonably found, made, scavenged, or purchased in the place where the adventure began.

A member of the Jolly Order would never attach strings to a gift. To do so would sully the act of giving, transform it into an exchange or a bribe. That is not the Gift Giver way. None the less, gifts change the balance of most social situations. Folks generally feel an obligation to be friendly. They’ll usually want to make some kind of concession, or offer something they think is useful as a gift in return. Precisely how they respond is up to the referee, but unless they are a truly hateful creature they ought to do something nice.

The unexpectedness of what each NPC will consider an appropriate response to a gift is part of this class’s charm, and shouldn’t be over-mechanized. That said, it’s also a little wishy-washy, and may be difficult to wrap your head around. If need be, have the player roll 3d6 and add the higher two results together, resulting in a number between 2 and 12. The higher the result, the better the NPC’s response is.

Gift Givers are limited to one gift per person per year. That’s just how the magic works.

Gift Giver Magics

Starting at second level, and at every even-numbered level thereafter, the Gift Giver’s generosity has earned them a new magic power in accord with the ancient contract. Roll d10 on the table below to determine which power they gain. If the player rolls a power they already have, they may choose for themselves one power which they don’t.

None of a Gift Giver’s abilities are subject to magical resistances, such as anti-magic fields or counter spells.

  1. Gift of Entry
  2. Enchant Animal
  3. Sleepytime Kiss
  4. Treat Oneself
  5. Gift of Cold
  6. Time Stop
  7. Shrink Object
  8. Gaze of Shame
  9. Baleful Levitate
  10. Know Heart

1. Gift of Entry

By touching the outer wall of a structure, the Gift Giver instantly appears on the other side with a faint ‘pop.’ They may bring with them a number of passengers equal to their level.

The power only allows the character to enter or exit a discrete structure. It cannot be used to bypass interior walls or doors once inside. Gift Givers may only use this power on a given structure once to enter, and once to exit each day.

While not strictly required, it is expected that a Gift Giver will leave gifts in any building they enter in this fashion. If it were known that a character failed to do so, they might be summoned to make an account of themselves before the elders of the Jolly Brotherhood.

2. Enchant Animal

Herbivorous animals do not fear a Gift Giver. They’ll happily come up and climb onto the character’s shoulder, or nuzzle against them. Once this power is obtained the Gift Giver may enchant one of these creatures for every 2 levels they have. The animals remain enchanted until they die, or the Gift Giver releases them.

Enchanted Animals can speak, and fly, and will happily perform almost any task the Gift Giver requests of them. The one thing they won’t do is deadly violence. They’re happy to trip or disarm a bad person, but will do nothing that would deal direct harm. If the Gift Giver asks this of them, the enchantment is broken, and the animal will flee.

3. Sleepytime Kiss

By kissing someone, a Gift Giver can send them into a magical slumber which lasts for 1 hour. No saving throw against this is allowed. Sleepers cannot be awakened by noise or gentle physical contact. Rough physical treatment will break the spell.

A Sleepytime Kiss can not be performed in combat, or against anyone who is actively resisting the kiss. The target must either accept the kiss willingly, or be surprised by the kiss. A peck on the hand or cheek is sufficient.

Kissing someone who is already asleep will ensure they remain asleep for at least 1 more hour. Kissing someone multiple times does not add additional hours, it merely restarts the 1 hour countdown.

4. Treat Oneself

Gift Givers never know why they buy something. They simply trust the magic which guides their intuition. They know that at some point in their travels, they’ll encounter a person for whom each object is a perfect gift.

At some point their generosity is so commendable that the magics which guide them start to give something back. Unknowingly, the Gift Giver begins to purchase gifts for themselves. At some point during each adventure they may produce a single item which they now realize they purchased to aid them in whatever situation they currently find themselves in. Like the gifts given to others, these must be something that could reasonably be purchased, found, made, or scavenged at the location where they last stocked up on gifts.

5. Affinity for Cold

Weather cold enough to do harm to most folks is energizing to the Gift Giver. In such conditions they have the strength of 2 people, and experience the opposite of whatever hindrances most people face. If the weather is cold enough to deal d4 hit points of damage each hour, then the Gift Giver heals d4 hit points each hour. If the snow slows most folks movement speed by half, then the Gift Giver’s is doubled.

This effect also protects the Gift Giver from cold-based magical attacks. Against an Ice Dragon’s breath they would take half damage on a failed save, and no damage on a successful save. Against a sword with an extra d6 of frost damage, they’d only take normal weapon damage, etc.

6. Time Stop

Gift Givers have an uncanny knack for getting a lot of work done in the blink of an eye. The legends they tell of their founder say he was able to accomplish impossible feats in a single night. Contemporary members of the Joyful Order aren’t quite so skilled, perhaps because the powers are now spread across so many different people?

Once per day a Gift Giver can stop time for d4 + 1 rounds. During which time they can move and act normally. If a Gift Giver refrains from using this power for an entire year, they can gather enough power to themselves to stop time for a full d4 + 1 hours.

7. Shrink Object

In order to facilitate the ability to carry better gifts, the character gains the ability to shrink objects down to a more manageable size. This can be done to any number of objects, as many times per day as desired. The character need only touch the item, and it’ll shrink small enough to only take up a single encumbrance. Restoring the item to its proper size is equally simple.

Only inanimate material can be shrunk by this method. People and animals are immune.

8. Gaze of Shame

There’s nothing worse than the look of profound disappointment on the face of a Giftgiver. It crushes a person’s ego, makes them reevaluate themselves and their actions.

Gaze of Shame is only effective against targets who are not in combat against the Giftgiver, and can only ever be used once per target. Ever.

The weight of shame will cause the target to change their mind on a single issue indicated by the Giftgiver. What they change their mind to may not be precisely what the Giftgiver wanted, but in good faith the referee should make the target’s new position an improvement over their old one.

9. Baleful Levitate

With a waggle of their fingers and a polite barb about their target’s foibles, Gift Givers can cause one creature within their line of sight to begin floating. They may do this as often as they please, but their targets are entitled to a saving throw versus Paralyzation to resist the effect, and gain a +1 bonus to their save for each creature already floating.

Floating characters are repelled by any surface they attempt to gain purchase on. They drift erratically, unable to control their position. They can still act, but nothing is easy. For example, they can only attack people they happen to drift towards, and even then will never be in the optimum position, so their attacks are penalized by d10, re-rolled each round.

10. Know Heart

By fixing their attention on a person, a Gift Giver can know their innermost desires, and the nature of their character. This ability does not communicate the specifics of the target’s intent, plans, thoughts, or deeds. It merely lets the Gift Giver know what they want, and whether they are naughty or nice.

Nick LS Whelan Project Roundup 2

I mentioned in my revision of the Bear in Disguise that I ought to fill you in on all the bookmaking I’m doing. What’s so great that I’m neglecting my poor old blog which has served me well for so many years? In this post all will be revealed! I did something like this once before back in January of 2017, so let’s call it part 2 of a series. Heads up: there is NO interesting game content in this post. If you’re not interested in what I’m spending my time on, this is a very good post to skip. I’ll have another class revision out hopefully before the end of the month, so you can look forward to that.

The most relevant place to start is Deadly Dungeons, and the fact that it didn’t sell very well at all. It’s kinda crushing to spend literal years working on something, only to then discover nobody wants it. Putting a book together is a grueling, miserable process. I do it for love of developing and refining cool ideas, but a big part of what gets me through the rough times is the hope that when I’m done it’ll be just a little easier to pay rent. Instead, the first month of sales for Deadly Dungeons made it a little easier to pay for pizza.

Then, Deadly Dungeons got a bit of unexpected advertising, and the second month’s sales shot through the roof. Not rent money, but definitely “rent will be easier this month” money.

Before now I operated on the naive that if I just made sure to write great books and maintain a kickass blog, that’d be all the advertising I needed. Turns out actual advertising is all the advertising I needed. Most folks who read my work seem to like it. The trick is getting my work in front of them in the first place. It’s something I shoulda known. It’s not like people didn’t tell me. Sometimes I gotta learn lessons the hard way.

The result is that I’m shifting more of my attention towards pushing my extant work in front of people, trying to learn how to hustle. I’ve set up stores on itch.io, DriveThruRPG, and Lulu. I’m working to drive as much traffic there as I can, so if you know anyone who’s interested in THE BEST GAME BOOKS ANYBODY IS WRITING THESE DAYS, they’d probably appreciated it if you shared those links with them. 😉

Writing-Wise my current project is Miscreated Creatures: Volume I. Long time readers will remember this big ol’ monster book, which I’ve been working at off-and-on since 2013. I’ve finally accepted that my original vision just isn’t feasible at my scale. WotC or Paizo might be able to publish a book of 325 monsters, but they’ve got a bajillion people working on those books. So instead I’ve pulled out 20 of my monsters, recruited a team of artists and layout people, and am as of this writing 80% of the way done with a working draft. My aim is to have this available by the first quarter of 2020, and hopefully make enough to fund a Volume II.

Of course the writing will be done much earlier. Within the next 2 weeks I think, at which time I’ll leave the artists to do their work and turn my attention to something short and sweet in the vein of Mice with Legitimate Grievances or The Dachshund Dungeon. The tentatively titled Dungeon of Five Anomalies already has a killer map, and most of the rooms are keyed. It’s something tinkered with whenever I had dead time at my dayjob. I anticipate being able to get that into your hands by early Fall, though Fall is going to be unpredictable for me due to various life circumstances. I can’t make promises about anything during that time.

If you didn’t notice, my ancient release The Bloodsoaked Boudoir of Velkis the Vile recently got some attention. Greyscale art just doesn’t work on covers for me, so I recently commissioned Moreven B. to produce something a little more colorful. While amending the document I took the opportunity to give it an entirely new and improved layout. The book is free, so you should definitely check it out. If you feel like dropping a dollar in my tip jar for it, I’ve got it set up as Pay What you Want.

The On a Red World Alone setting book is in a…weird place. Essentially what happened is that about a week after I started working on it I got approached with two amazing job offers. One of those became Faux Pas, and the other is as yet forthcoming from a certain Finnish publisher. Great projects and I’m glad I worked on them, but taking months off to write them derailed the ORWA project, and I never quite got back on that horse again. It’s still in the pipeline. In fact I’ve been putting a lot of work into a new player-facing document these past weeks, which I’ll eventually share here on P&P. It’s not a full setting book, but it will likely be the basis for one when I eventually get around to it. Given that it will be a large project, I probably won’t give it another serious attempt until my smaller projects start turning a more consistent profit.

Writing and art for The Duchy of the Damned Dancing Duke are done. At over 150 pages of text alone, this is a whole different beast from anything else I’ve ever done, or am even planning to do in the near future. This is not something I can handle fully in-house. I’ve hired an editor who is currently at work on the text, after which I’m going to hire a layout person. Depending on how the text lays out on the page there may need to be a round of supplemental art before the end. Once we’ve got the text assembled the plan is to do a kickstarter to fund an actual for-real print run of the book. The nice thing is that the pdf would already be done, so it could be sent to backers immediately after the campaigns ends.

My card game, As Seen on TV is similarly out of my hands at the moment. I’ve got a fully realized prototype in the hands of a publisher who is interested. Progress is a little sluggish, but that’s just how these things tend to go.

Bubblegum Berzerk is in a slightly more unfortunate limbo right now. The game was completed to my satisfaction about 2 years ago, but has been stuck on production snags which are fully out of my hands. To be honest I’m a little out of the loop myself, but I hope to be able to share it with you all someday.

Of course, everybody loves Blogs on Tape, so it’s unfortunate that it doesn’t get updated more regularly. I’ve learned that the best approach for me is to let BoT cycle naturally. It’s more a hobby of mine than a serious pursuit, which usually means that I’ll get super invested in BoT for a month or so, then get interested in one of my other hobbies and the podcast will go dormant for awhile. It’s a healthy cycle, and will probably continue in that fashion unless the Ko-Fi donations start actually paying for the server costs, and guilt me into putting it on a firm schedule.

That’s about it for projects that are presently ongoing. There’s a lot of other stuff that I’d like to do, or have even said I’m going to do, but which I haven’t yet put in enough work to make them worth talking about. I will say that I’d like to move into doing some fiction in the coming years. It’s always been an ambition of mine, and it would seem wise not to keep all my writing eggs in the RPG basket. I do actually have a lot of work done on a couple stories I think will do well, but both are erotica and not appropriate to share here. Diversity is strength. If I can get some short stories, and novels, and maybe video game writing on my resume I’ll feel much more well rounded and secure.

Since I called this “Project Roundup 2,” I suppose it’s only fitting that I at least touch on everything from the first Project Roundup that didn’t get a mention above:

Dumb Stuff Taken Seriously is long defunct. Tzvi and I hadn’t recorded an episode in about 2 years. When my web server got hacked the DSTS website was actually the hardest hit. I wasn’t able to save anything from there, and we decided not to put in the work involved to restore it. By now the domain has lapsed. It’s doubtful this project will ever be revived. It was never all that good, though we might someday figure out how to make the old episodes available again somewhere.

Dungeon Moon is eternally on my back burner. I met up with Gus of Dungeon of Signs a few weeks ago. We walked around Seattle and he pestered me to publish more Dungeon Moon stuff, which I want to do, but time is a bitch. My hope is that shifting some of my focus towards smaller projects with a higher turnover will give me the opportunity to explore Dungeon Moon again by publishing smaller dungeon bits.

In fact, several projects from that old post will likely be getting a more speedy turnover if I can figure out how. Things like The Boulder Dungeon and The Luncheon are already 80% done, and will likely be on the docket shortly after the 5 Anomalies Dungeon. The Clitoris is the Devil’s Doorbell isn’t anywhere near done at all, but will also probably wind up as one of those quick turnover dungeons if I can get it to work. The Sideways Tower of Slaggoth the Necromancer is also largely done, but it’s also…large. More on the scale of Miscreated Creatures Volume I. Something that will take a few months to get done. The same goes for 1000 Dragons, which will lamentably be re-titled something weird like 284 Dragons or something. I dunno, we will see.

They Came From the Silver Wheel wound up being a blog post, which is probably for the best. The SciFi game wound up becoming Fuck the King of Space, which was pretty deeply flawed. I’d like to revisit it and make a good version at some point in the future.

I think the last time I touched the Serial Killer Board Game was about a year before I wrote that last post. It was still bouncing around in my head at that point, but by now it’s so far on the back burner that it’s not even worth mentioning. Nothing is ever truly abandoned, but the odds of this getting finished are low.

That blog post is probably the last time I even thought about Fallin. That project really is dead, but only because ORWA incorporates so much of its ideas, and is vastly superior. If you take everything in ORWA out of Fallin, all you’re left with is the idea of the Internet being full of AI wizards who control the world’s Nukes and vie with one another for digital territory while mostly ignoring the primitive human survivors. Even that might wind up in the ORWA book if I decide to do a “What Destroyed The Earth” table.

And that is what I’m up to. Thanks for sticking around and reading my dumb little D&D whining. I appreciate you.

Bear in Disguise Class (Revised)

You might be surprised how difficult it can be to divide one’s attention between writing books and writing blogs. I’ve been working hard at bookmaking of late (have you seen my itch store?). I should probably fill you all in on that stuff, but first this place needs some damn posts. Over a month without an update makes me deeply uncomfortable.

A number of the new classes posted over the last few years are due to be revisited. Specifically the ones I’ve been able to play with, and thus gained a real sense of what worked and what didn’t in the first draft. There’s no better place to start than with an all-time favorite from way back in May 2016.

Bear in Disguise

As any sophisticated, sensible ursine knows, humans are ill equipped to deal with our kind. They are not stupid, per se, but they have narrow definitions of intelligence, civilization, and personhood. That we poop in the woods and prefer the taste of fresh fish to crushed weed-meal seems to humans an excellent argument for our lack of moral and intellectual agency. Yet credit must be given where it is due: humans have accomplished remarkable things despite their well documented lack of a soul.

Notable among these is their adventurous sensibility. There is a real ‘adventurer culture’ among humans. It is perhaps born of their inferior social structure which frequently produces problems that require extra-legal solutions. The social fabric of Bear Country is made of sterner stuff, but it does leave precious little opportunity for adventuresome youths to test their mettle. It is therefore not uncommon for a young bear to travel among humans for a time. Of course it is necessary to employ disguise to avoid agitating the creatures, but that’s a simple enough thing for any bear to do.

Basics
Bears in Disguise have a d12 hit die. They level according to the Magic User’s experience table, but their attack modifiers and saving throws advance as a Cleric. They have no special limitations for weapon or armor usage, but any clothing or armor they wear must be specially fitted for them by a skilled artisan.

Claw / Claw / Bite
Bears are adept unarmed combatants. During each round of combat they may make two claw attacks against a single target, and if both claws successfully hit they may make a third roll to attempt a bite attack. Damage dealt scales with level.

  • 1st Level: Claws d4, Bite d8
  • 4th Level: Claws d6, Bite d10
  • 7th Level: Claws d8, Bite d12

Knowledge of the Wilderness

Bears in Disguise begin play with maximum ranks the game’s equivalent of a wilderness survival skill. For Lamentations of the Flame Princess this would mean a 6-in-6 Bushcraft. If your game has more than one applicable skill the player should choose one, or divide their ranks between the various skills. If your game has no applicable skills, a simple understanding that bears know their way around the woods is sufficient.

Encumbrance

Bears in Disguise are always treated as though they are 1 step less encumbered than they are. When they are lightly encumbered, they may act as though they were unencumbered. When moderately encumbered they act lightly encumbered, and so on.

Disguise

The technique employed by Bears in Disguise defies explanation. Very little actually changes about their appearance, smells, or sounds. They don’t alter their face, shave their fur, or employ any illusory magics. It’s all body language and a nice hat. Even their voice is just growls and roars which, somehow, are heard as the common language of the creature they’re disguised as.

Humans are the most common disguise for adventuresome young bears, but they are technically capable of appearing as any creature with similar anatomy. A bear could disguise themselves as an orc, an elf, an ogre, etc. They could make an attempt at looking like a dwarf, but people would frequently comment about their aberrant size. Disguising themselves as a goblin or halfling is out of the question.

Good as it is, the disguise is not perfect. The first time any NPC pays particular attention to the bear there is a 1-in-20 chance they will percieve the character to be the ferocious wild animal they are. Everyone will think they’re crazy for saying so, but the NPC will refuse to have anything to do with the bear. They will likely flee in terror, or even attack if they feel cornered. Under most conditions this special perception check is only ever made once per NPC.

Altering the disguise is not easy. It requires at least a week of observation if the bear is not yet intimately familiar with the species they wish to emulate, and then several hours of meditation to shift from one brain space to another. Anyone who sees how effectively the bear can disguise itself as something new will get a second opportunity to see them as the ferocious beast they are. This time the chance is 50/50, and applies to everyone who knows the bear in multiple disguises. Even long time hirelings may not be willing to overlook the deception.

Fellow player characters will will never know their companion is a bear. They’re all assumed to have failed any chances they got at some point in the past. If they knew you were a bear, they’d never agree to party with you.

Grappling

Bears are natural grapplers, which is awkward to communicate given the vast disparity between methods of resolving grapples in different games.

At my table grapples are resolved by rolling pools of the participants’ hit dice against one another. So a level 3 fighter being grappled by two 1HD goblins would roll 3d8 against their 2d6. When using this method a Bear in Disguise grapples as though they have one hit die more than they do: two dice at level 1, three dice at level 2, etc. Given their d12 hit die this is a significant advantage.

In Lamentations of the Flame Princes RAW, grapples are resolved by opposed d20 rolls modified by attack bonus and strength modifier. If I were using this system I might say a Bear gets to roll 2d20 and take the better result, or I might say a Bear’s attack modifier is equal to a fighter’s for the purposes of Grappling.

Whatever method is used at your table the essential thing is that a Bear in Disguise is probably the best grappler that exists on two legs. They can be defeated, but it’ll probably take two or three common opponents working together to bring them down.

The Bear Code

Bears are strictly peaceful with one another. If a Bear in Disguise were to turn their claws against another of their kind they would be marked for death. The rest of their days would be spent worrying which shadows contained bearsassins, until one of them finally did. There is no process of appeal. It is the code of the bears.

If a bear is encountered by the party the Bear in Disguise may attempt to negotiate a settlement amenable to both. If hostilities break out they must either aid their fellow bear, or remain completely neutral. Even encouraging words to their companions would mark them a traitor, loathed by their own people for all time.

That’s the Bear in Disguise! Other classes you can expect revisions for are the Gift Giver, the Bangtail, and possibly The Action Hero. (Though, to be honest, that one worked pretty well. Not sure if anything needs changing.) I have had players roll up Possessor Spirits, Anti-Magic Clerics, and a Warlock, but those characters were too short lived to get much useful info on. If anybody else out there has run games with my classes I’d be delighted to hear about how it went.