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Character Options

Class options are as in the WWN corebook - Warrior, Expert, Mage, Adventurer (multiclass).  Be aware that classes do not work as they do in 5E, as WWN is based on B/X.  Once chosen,  a class cannot change.  A multiclass character advances in both classes simultaneously - which has been simplified into the 'Adventurer' class in WWN, but works the same way.  The types of Mages and 'Arts of the Gyre' partial Mages available will be changed to fit the setting.

Races (and more accurately, Species) will be limited to those that exist in the setting.  Rather than giving each Species/Race a significant bonus that requires a Focus slot, each will get a relatively minor benefit for free.

The only changes to Foci is the addition of new choices.

Classes

Warrior
  • Full Warrior
    • The Warrior functions mostly as it does in the corebook.  However, the Attack Bonus ability is removed and replaced with Heroic Deeds.  This will be a direct port of the ability (including Deed Dice) from Dungeon Crawl Classics with the minor change that the Warrior will not use the Deed Die for damage and instead will retain the Killing Blow ability already present in WNN for a damage bonus in combat (rather than using the result of the Deed Die as both to-hit and damage as in DCC) 
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  • Partial Warrior
    • Base Partial Warrior - No change
    • Mujahideen (Mageslayer) - From Atlas of the Latter Earth.  No changes mechanically, but now represent holy warriors of Ammon's Fist, faithful servants to the church who have dedicated their lives to cleansing the blasphemous from the world
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Expert
  • Full Expert
    • There are no changes to the Expert class.
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  • Partial Experts
    • Base Partial Expert - No change
    • The Wise - a special type of partial Expert introduced with the Atlas of the Latter Earth expansion, is playable as written. A specific version that exists within our setting is the Umhrajji (Pilgrim).
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    • Hakawati (Bard) - another Partial Expert from Atlas of the Latter Earth is also available for play without change
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    Mage

    The actual Mage class is completely unchanged from the corebook (attack bonus, spells per day, etc), but the Mage options are quite different. 

    • Full Mages
      • Sorcerer (High Mage) - unchanged
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      • Shaman (Elementalist) -unchanged mechanically, but this now represents a priest of the Nomadic peoples that worship the elemental forces rather than the True Gods
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      • Ishurite Mystic - new full Mage tradition.  Represents a scholar of religious dogma that blends theology with physics to explain the universe in a way that aligns the laws of science and math with the laws of the gods.  Explicitly NOT a priest (as those are represented by the Pilgrim class option)
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      • Mobad (Cleric of the Old Faith) - new full Mage tradition.  A priest of the Old Gods focused on purging evil from the world while ensuring their faith doesn't go extinct from the spread of modern religions
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      • Sahira - alternate template for High Mage.  Commonly known as a witch, the sahira is a master of curses, the shadows and the Evil Eye.
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      • Sha'ir - new full Mage tradition.  Originally a name for a traveling poet, the modern sha'ir are students of the seals of Sol-Amur.  They bind djinn to their will and force them into service.
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      • Mirage (Illusionist)- Unchanged from its presentation in the Atlas of the Latter Earth
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      • Necromancer - does not exist
    • Partial Mages
      • Duelist - unchanged
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      • Whisper (Thought Noble) - unchanged mechanically, renamed to fit a bit better
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      • Exorcist (Healer) - unchanged mechanically, but now represents something more similar to a witch doctor that removes bad spirits, wards off the Evil Eye, etc.  Could also be flavored as an alchemist/pharmacist
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      • Llaigisan Beastmaster - Mostly unchanged, but obviously all animal choices must make sense for the region
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      • Artificer (Llaigisan Beastmaster)-This class is identical to the Beastmaster, but the 'beasts' it bonds with are mechanical constructs (think artifact creatures from Magic or warjacks from Iron Kingdoms).  All rules apply as normal, but replace 'beast' with 'bot.'  This includes the option to bond with an automaton as a 'Chosen Friend' instead of being able to replace your companion with newer models.  Because an artificer bonds to a mechanical creature instead of a biological one, there will be differences in play to fit lore, but they are hopefully balanced overall (can be upgraded/modified, but is more difficult to keep healthy, etc)
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      • Chimera (Darian Skinshifter)
        •  Lore Changes: This no longer represents some sort of Kevin Crawford bullshit about wizards that hug trees.  Instead, you are a failed alchemical experiment.  A mad scientist wanted to cross a humanoid with an animal for whatever reason (Edward....friend?) and ended up creating the abomination that is you.  You have escaped the chains of your maker and are learning to master the cocktail of alchemical and biological powers that flow through your very blood.
        • Mechanical Changes: Only one - the 'forms' that can be chosen every level have to come from one of 5 options and after they are all chosen, no additional forms can be skinshifted into.  When choosing this class, pick one mundane animal, which will be one of the possible forms.  The other forms mimic those of garou in Werewolf: The Apocalypse.  For example, if your animal was a wolf, your 5 forms would be human, dire human (think Mr Hyde or even Hulk), full wolf/human (basically a gigantic werewolf), a dire wolf, and finally a mundane wolf.  This applies to whatever animal you choose as your chimeric  component and the exact nature of the form can be discussed with the GM if there's any questions.  All other rules are exactly as in the book, though it's probably easier to think of the Arts as 'Mutations' as this class no longer represents a Mage of any kind.
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      • Devoted (Accursed) - Another new option from Atlas of the Latter Earth.  This class functions exactly as written, but doesn't involve selling your soul to a devil or having evil ancestors or anything.  Instead, it's the exact opposite.  Your character is so devoted to some sort of deity (probably Ishurite or Old Faith, as the Beduan worship of Primal Forces doesn't really have 'gods') that you are granted a bit of their divine power.  Replace 'Magic' with 'Pray' in basically every single instance that the word is used in the class description, and feel free to reflavor abilities to be less sinister sounding.
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      • Alchemist (Adunic Invoker) - The class can be ran as-is mechanically, but it no longer represents a person able to sling a large number of spells.  Instead, this class is flavored as an alchemist with various potions, oils, tinctures, etc.  The 'spellbook' normally required will instead represent ingredients/flasks in your inventory.  For any sort of spells that don't make much sense as potions (certain necromancy rituals come to mind), the character will instead be performing some sort of experiment in their lab or some other equally time-consuming process.
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      • Blood Priest - does not exist
      • Vowed - does not exist

    Species

    Humans

    All five races of human are playable, though non-Ashuadi are relatively rare and Steppelanders are extremely rare (outside of Qorai).

    Racial Benefit: Tenacious - When rolling Death Dice, you may always drop the highest die (remember, the first two dice rolled during Death and Dismemberment aren't technically Death Dice)

    Dwarves

    Outside of their stronghold in the Khazramar Commonwealth, dwarves are relatively rare, but certainly not unheard of.  They often travel to get exposure to other cultures and to keep up with current events.

    Racial Benefit: Cosmopolitan - If communicating with someone in a major city, you will always be able to find a common language (or enough of one to get your point across)

    Ishi'qo (Halflings)

    Of the choices outside Ashuadi humans, the Ishi'qo are by far the most commonly seen race.  They have insinuated themselves within all the major human cities and adopted their culture quite thoroughly.

    Racial Benefit: Perfectly Adapted - Penalties for going without food or water take twice as long to accrue

    Elves

    By and large, the elves have chosen to eschew human civilization and live as nomads in the vast deserts of Rumhal.  Those seen within cities are viewed with suspicion and rarely trusted until they prove themselves.

    Racial Benefit: Otherwordly - Can see in starlight (not just any darkness) as if it were full daylight

    Ogres

    Ogres love freedom and as such, are pretty rare to be seen outside of their kingdoms.  While Oroko are seen often enough on trading or pirate vessels, they are are stereotyped as criminals by most.  Urrukh rarely leave the plains of eastern Rumahl, as they have certain superstitions around boats and (like everyone else) are unable to cross the Deep Desert.

    Racial Benefit: Coarse - Unaffected by mundane pests and vermin (biting and stinging insects, rats, spiders, etc)

    Gnolls

    Until recently, Gnolls were unheard of within human civilization, but that has been slowly changing.  While they have existed as nomads for generations, for some modern Gnolls the benefits of an 'easy' city are worth far more than the independence given up when leaving the nomadic lifestyle behind.  While often viewed as uncouth barbarians, Gnolls are starting to be seen more within poor districts - mostly as unskilled laborers or hired muscle.

    Racial Benefit: Robust - Can use any organic material as food, regardless of state of decay, disease, poison, etc

    Foci

    The foci in the book(s) are all available with only minor changes if the rules as written clash with some of the rules tweaks for this campaign.  Additionally, there will be new focus picks available as well:

    Thief

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    Gotta keep one jump ahead of the bread line, one swing ahead of the sword. You steal only what you can’t afford (and that’s everything).  They’re quick, but you’re much faster - always one trick ahead of disaster. Gotta eat to live, gotta steal to eat, etc

    Level 1: You are a one man rise in crime.  Gain Sneak as a bonus skill.  When Hacking Out Treasure, roll 2d8 and take the highest instead of the base d6 - also, the remaining treasure only has its value reduced by 5x instead of 10x the result of the roll.  Finally, when in an area with enough hand and footholds (such as a forest, a city street, etc), you can freely move in three dimensions without a roll

    Level 2: The universe apparently loves you.  Once per day, you can reroll any d20 you roll.  When you are at an advantageous position in battle (hidden, flanking, etc), add +1d6 to your damage.  Finally, you can, once per day, automatically escape from something that is restraining you and that you could plausibly escape from. This includes grapples, lynchings, pit traps, and awkward social situations, but not, for instance, sealed coffins

    Vagrant

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    You’re a vagabond. Someone wandering the wilderness with no lawful means of support. Scraping by far from the comforts of city life, you are a master of the inhospitable.

    Level 1: Gain Survive as a bonus skill.  You may mark a target within your line of sight. You can track them across virtually any terrain provided that they are no more than three days ahead of you. If they are more than three days ahead then you must make an Intelligence check. If they are more than a week ahead, or poor weather affects their tracks, this check has disadvantage.  A single item you could conceivably carry on your person worth over 200sp does not occupy an inventory slot. This applies to containers holding valuables, i.e. a chest or sack filled with coin, as well as single items, i.e. a golden idol.  All saves against inclement weather or exposure are made with advantage

    Level 2:  Your wide breadth of experience and paranoia have saved your life many times, and if you attend to them closely they will save you many times more. You always go first in combat. If you are surprised, you aren’t. If you take someone else by surprise you deal maximum damage with all attacks on your first round. You sleep with a loaded gun under your pillow, and unless you’ve been strip-searched you always have d4 knives on your person. If someone demands you hand over all four, you can — but you will still be carrying d4 somehow.  When in town, you may spend any amount of money to buy an Unlabelled Package consuming any amount of Inventory Slots (as you choose). Only when the package is unwrapped do you declare what it contains - which can be anything as long as the contents:

    • Comprise the appropriate number of Inventory Slots
    • Don’t cost more than you originally paid
    • Are available in town

    You can put multiple items inside a large Unlabelled Package, including smaller Unlabelled Packages

    Veteran

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    You are not peasant levy. Maybe you volunteered to protect your homeland, maybe you were a conqueror of foreign lands, maybe you were a mercenary. Either way, you provided your own equipment, learned the art of war, rose through the ranks and saw far more of the world than the average citizen.  This could also represent being an explorer such as Sinbad the sailor

    Level 1: You’ve been everywhere, man. Roll 3d12 on the table of probably-true things you did before becoming an adventurer and record the results.  As long as you can see the stars overhead and have an open hand, you can never get hopelessly lost and can always tell the four cardinal directions. 

    Level 2:  You’ve seen it all before. Twice. You have advantage on Saves vs. Fear. If you succeed, allies and hirelings who can see you have a +2 bonus to their Save. Even if you fail the Save, if you were carrying a loaded pistol you can take a shot before running away.  All of your inventory slots are considered 'readied.'  You may provoke a creatures that can understand you and is capable of being offended. Once per encounter yell a challenge to an opponent, they must Save or attack you. In civilized areas, this could mean a duel, a joust, or a brawl. The challenged party can set conditions for the duel

    Butcher

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    Lamb chops are one thing, but have you ever had manticore ribs? You know the underlying Truth of the universe - if it’s made of  meat, you can eat it.

    Level 1: Gain Survive as a bonus skill.  You learn 4 random Cuts from the linked table (reroll any duplicates).  You may take a freshly-killed corpse and, in one Turn, convert it into a Cut you’ve learned. Any character can eat a Cut to get its effects. The rest of the creature can be butchered to d6 rations. Uneaten Cuts go stale - and all eaten Cuts’ effects wear off - at end of day.  When reading a Cuts' effects, [HD] refers to the creature's number of Hit Dice in life and [Chain] refers to the dice pool matching [HD] on the Dice Chain chart.

    Level 2: You learn an additional 4 random Cuts (reroll duplicates).  Additionally, instead of making a Cut, you can take an hour
    and use a large cauldron of boiling water (or some other appropriate cooking equipment) to render a corpse into thaumaturgical  stock, which behaves like a scroll or potion. Monsters render into spells relevant to their place in the ecosystem or their abilities (ex. giant spider - Spider Climb, purple worm - Passwall, goblin thief - Knock, bandit captain - Command). Work with your DM. Spellcasters render into a random spell known in life.

    Zealot

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    A holy warrior in the grip of the Divine, who cares nothing for their own safety and exists simply as an extension of the gods themselves. You may or may not be part of the Church and they may or may not be okay with that.

    Level 1: Gain Pray as a bonus skill.   Your extreme faith gives you access to Fervor and Conviction, each once per day for every two character levels (rounded up).  Fervor: You can choose to enter a rage at the start of your turn, or in response to taking damage.  While in a rage, you have +2 attack bonus and all your melee attacks inflict +d4 damage. While raging, you cannot do anything defensive, curative, or tactical with your allies. All you can do is attempt to kill things. Spellcasting is not impossible, but all your spells must be damaging spells, which deal +2 damage to each target. You can will yourself to stop raging with a 2-in-6 chance of success at the start of your turn as an instant action. If one of your allies has injured you this fight, they count as an enemy.  Conviction:  While fighting in defense of the ideals of your faith, you may negate all incoming damage from an attack as an instant action. Keep a record of the damage you would have taken. At the end of combat, Save. If you fail then you immediately suffer that much damage.

    Level 2: Your zeal deepens, preparing you for the eventual jihad.  As an on-turn action, you may spit a litany of hatred at a target, detailing their spiritual, physical and mental shortcomings in excruciating detail and condemning them as an affront to the Divine who will be subject to your punishment. The target must Save or flee in shame. They roll with disadvantage if they share your religion or are particularly devout. This only affects targets that can understand you and would reasonably take offense.  Additionally, your Fervor and Conviction deepen.  Ardor: Your rage becomes focused and cold. You are able to think tactically while using the Fervor ability and need not devote all of your actions to attempting to harm your enemies. You may end your rage on a 4-in-6 instead of 2-in-6.  Martyrdom: Your Conviction ability now allows you to automatically resist a non-damaging mental or magical effect as an instant action or to ignore all Injuries and damage for d6+1 Rounds. You may give in at any time before you reach the maximum rounds rolled.  Once this time is up you suffer additional Death Dice equal to the amount of rounds spent acting and must roll on the Death and Dismemberment table. If you die, tales will form around the story of your death, even if you died far from civilization and no-one lived to tell your story.