Seven Cities Classes: Redum

This is a very rough 1st draft of the character class that replaces the B/X or OSE standard fighter for my Seven Cities Summerian sandbox setting (try saying that after a pint or three!).

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Redum


Redum are the professional soldiers of the city, but the player character’s are no workaday anonymous rank and file spear carriers, no they  are divinely blessed heroes touched by a permanent boon from their cult’s Deity capable of tremendous feats of arms beyond the power of normal men, and loved and lauded by the common people of the city.

Restrictions 

Redum are very hardy and tough to kill and roll 1d10 Hit Dice per level. They can use any weapon (with the exception of the prohibited royal mace) and wear any armour, but generally carry and wear the arms and armour of their rank and unit. Redum may also specialize in varying weapon styles and use a signature weapon that will become imbued with divine power.

Once a day a Redum can cast the Magic-User spell Shield. At 4th level, they may cast either Shield or Protection from Normal Missiles once per day. At 8th level, they may cast both Shield and Protection from Normal Missiles once per day. The prime requisite for a Redum is Strength and a Redum with a Str of 13 or higher gains a +10% experience bonus. Redum are the only class that may fight with the advantage die depending on the type of Redum they are.


Fighting Advantage - some types of Redum gain a fighting advantage due to weapon specialization. This is represented by rolling 2D20 when rolling to hit and using the highest die score. However, specialization has its downside and fighting with some non-specialized weapons means the Redum will be at a disadvantage (keeping the lowest of the two die rolls for their to-hit roll).




Illustrations of Ancient Mesopotamia (2017 Image Salvage) - Infernal Dwarves (ID) - The 9th AgeSumer, 2600-2000 B.C.


Military Role


To find out what kind of Redum you are roll  3D6 or pick the option that appeals the most . . .

       3:     Sag Aga 
    4-6:     Aga Ush
  7-10:     Redum
11-13:     Lu-Geshgida
14-15:     Lu-Geshban
16-17:     Lu-Durtaba
    18:     Aga Ush Lugal

Sag Aga - You are a skirmisher lightly armed with a copper helmet and a wicker shield, 6 javelins, an Ankyle (javelin thrower), a knife, and an Adze. You gain +2 to individual initiative and always act before anyone else during your side’s combat turn. Sag Aga attack with advantage when using thrown weapons, are neither at advantage or disadvantage with 1H weapons and always fight at disadvantage with 2H or Missile weapons. The highest rank you can achieve is Ugula-Geshda.

Aga Ush - You are a light infantryman armed with a copper helmet, a breastplate, a light shield, a socketed axe, 3 javelins, and a dagger. You gain +1 to individual initiative and always act before anyone else (except skirmishers) on your side’s combat turn. You fight at advantage with 1H Weapons, neither advantage or disadvantage with Thrown Weapons, and disadvantage with 2H and Missile Weapons. The highest rank you can achieve is Ugula-Geshda.

Redum - You are a versatile and balanced soldier able to fight with any weapon and wear any armour, including the special weapons, but do not gain advantage (or disadvantage) when fighting. They may also dual wield. The highest rank you can achieve is Nubanda.

Lu-Geshgida - You are a spear-man, the very backbone of the city’s fighting force, and are armed with a bronze helmet, a cloak of disks, a spear & shield, (or a 2H spear), and a socketed axe. You gain advantage when fighting with 2H Spears and 1H weapons, neither advantage or disadvantage when fighting with 2H Weapons, and disadvantage when using thrown and missile weapons. The higest rank you can achieve is Nubanda.

Lu-Geshban - You are an archer armed with a sling, or Composite Bow, a pouch of 100 stone bullets, or a quiver of 24 arrows, a club, and a dagger. In battle, you are protected by a Shieldbearer. You fight at advantage when using Missile Weapons, neither advantage or disadvantage with 1H Weapons and disadvantage when using Thrown Weapons and 2H Weapons. The highest rank you can achieve is Ugula-Geshda.

Lu-Durtaba - You serve as part of the fearsome heavy infantry and are armed with a bronze helmet, shoulder bands, a breastplate, a dagger, and the large 2H Epsilon Axe. You fight at advantage when using 2H Weapons, neither advantage or disadvantage with 1H Weapons, and disadvantage when using Thrown and Missile weapons. The highest rank you can achieve is Ugula-Geshda.

Aga Ush Lugal - You are one of the city’s elite Royal Guards. You are a from a noble family, though not a member of court, and serve in times of peace as palace guards and bodyguards for the city’s high nobles. In war, you are messengers, officers, and bodyguards for the generals. You are armed with ornate ceremonial helms, shoulder bands, breastplates, shields, the famed sickle sword, throwing sticks, and a dagger. You fight at advantage with 1H Weapons and Thrown Weapons, neither advantage or disadvantage when using 2H Weapons, and disadvantage when using Missile Weapons. The highest rank you can achieve is Shagina.


Rank


All Redum start out at the lowest rank as ordinary Redum and can gain ranks by completing in-game military missions which the referee will assign as adventures, or as part of an adventure. Rank comes with increasing privileges and responsibilities (which need to be fleshed out). The ranks are . . .

Ugula  - The Sumerian equivalent of an NCO, such as a Sergeant, in charge of a squad of 10 men.
Ugula-Geshda  - A junior officer in charge of a company of 60 men comparable to a Lieutenant or Captain.
Nubanda -  The equivalent of a Lieutenant-General or Major in charge of a brigade of 600 men.
Shagina - Commands 5000 soldiers similar to a Major-General with a division.

The above examples are obviously not exact matches to the modern equivalents, in terms of title, responsibilities, numbers, etc. Instead, they serve as a rough guide.

[INSERT DETAILS OF PRIVILEGES & RESPONSIBILITIES HERE]

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Special Abilities


Do or Die

When rolling to hit Redum roll a D12 wild die along with their D20 to hit die. If the wild die is equal to or lower than the Redum’s Level they may perform a heroic feat or (dirty trick) in addition to their standard attack. This has to be declared before the dice are rolled, and if the to-hit roll misses so does the heroic feat. However, if the Redum makes their to-hit, but doesn’t roll under their level on the wild die they do still do their normal damage. Heroic feats and dirty tricks can be anything from the fairly standard disarm, trip, or temporary blinding by kicking dirt in the eyes of your foes, to launching yourself off of an ally’s back so that you can strike at the giant. The player's imagination, the situation, weaponry, and what the group agrees is possible for a heroic warrior to achieve. That said the Referee is free to veto anything they thing is dumb, genre-breaking garbage, like for example shield surfing down a stairway whilst firing off multiple arrows.

Killing Machine


Fighting Styles
At the start of combat, a Redum can declare a fighting style if they wish. A balanced fighting style is the default and will be used if no particular style is called before the combat starts. There are no bonuses or penalties associated with a Balanced Style. An Offensive Style sacrifices defense (+1 AC) for offensive capabilities (+1 to-hit). A Defensive Style is the opposite sacrificing offense (-1 to-hit) for a more defensive fighting style (-1 AC). To change from one style to another mid-combat induces a 1 round -1 to-hit, +1 AC penalty.

Whirling Blade
When fighting against foes of 1HD or lower and wielding a 1H Weapon the Redum may make multiple attacks per round. The number of attacks is equal to the Redum’s level and each attack must be against a different foe.

Cleave
Every time a Redum wielding a 2H Weapon lands a killing blow they may make another attack on a nearby enemy. They may chain together killing blow, after killing blow, to make multiple attacks per round. 

Volley
If a Redum using Missile Weapons does not move they may loose as many missiles as their level +1.

Skirmish
A Redum using thrown weapons may take an extra move equal to half their Move every time they score a hit.

Brutal
In melee, if a Redum misses their to-hit roll they still do their STR bonus in damage, or 1 point of damage if their STR bonus is less than +1.

Uncanny
Redum’s using Thrown or Missile Weapons may add the highest of either their DEX or INT bonus when rolling to-hit, or add +1 if both of those are less than +1.

Retreat
Redum can, instead of attacking, break free from melee and move away from their enemy’s without penalties, or incurring any free attacks.

Just a Flesh Wound
Any time a Redum is reduced to 0HP instead of being defeated they gain 1d10+Con bonus temporary HPs. If these temporary HPs are reduced to 0 the Redum is defeated. No matter what happens during the fight at the end of the combat the temporary HP are lost and the Redum is reduced to 0HP. Any healing the Redum receives after they have been reduced to 0 HP negates the temporary HPs and heals them from 0HP up to the value of the healing.

Amber Nectar
If a Redum can drink a skin of beer straight after a fight they regain 1d6 lost HPs


Leader of Men

Hero of the People

The city’s soldiers are loved by the common people, especially in times of war. +1 Reaction with all NPC Citizens, +2 in Wartime.

Brothers in Arms

Redum receive a +1 reaction roll with all NPC Redum. As Redum serve in 10 men squads and companies of 60 men each time they meet an NPC Redum from their city there is a 1-6 chance it is a brother soldier they know personally and gain an additional +1 to the reaction roll. This increases to a 3-6 chance during wartime.

In times of dire need, a Redum can call his fellow squad-mates for help. When the call goes out 1d6 (+/- the character’s CHR modifier) of his comrades will come to his aid (usually within 24 hours). They will join the player character in any mad scrapes and capers and fight to the death for their brother. This is not without cost. Each time a Redum calls on his brother soldiers he will owe a favour in return(which the Referee will turn into an adventure). If the PC needs their Brothers in arms for more than a day it will cost 1 riches. After a week their brother soldiers will need to return to their own lives. If he makes a reaction roll they may stay for another day, but it will cost another 1 riches. After that, they will return to their own lives no matter what. If the player character cannot pay the riches they will lose 1 Reputation and -1 brother soldier will answer their next call.

Squad Leader


A Redum leading five or more NPC Redum may employ a number of tactical options: They may form a defensive shield wall. As long as they all have shields, don’t move, and can’t be flanked, everyone in the shield wall gains an additional -1 bonus to AC. If the Redum and his allies are all armed with two-handed weapons he can lead a ferocious charge. The charge grants a +1 damage bonus to any hits, but must cover at least 20’. A Redum leading NPC Redums armed with long spears may marshal them into a phalanx granting a +1 to hit bonus and free extra attack against anyone who tries to close with them and attack using shorter weapons. Finally, a Redum leading allies who are all armed with epsilon axes can form a wedge formation that can break enemy shield walls.

Stand!
All NPCs fighting side by side with a Redum gain a +1 morale bonus.

Run Scum!
For most people the idea of going toe to toe with a god favoured hero is unnerving to say the least. If a Redum’s party wins the initiative and is not outnumbered by two to one or more, they may force their foes to make a morale check before the fight starts.

Comeback Curs!
Once per fight a Redum can rally NPC allies who have failed their morale check and fled. They will rejoin the combat 1 turn after they have been rallied. This rallying call is performed instead of an attack, or movement.

FIGHT ON!
Through sheer force of will, a Redum can extol any defeated ally to rise and fight on with 1d6 +/- CON bonus of temporary HPs.(minimum 1HP). They can only do this once per fight.

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Weapon of the Gods


One of the great boons a Redum hero receives from his cult’s deity is a blessed weapon. The PC must pick one weapon, and this applies to one specific weapon, an axe, rather than axes for example, and use it exclusively. If he does this the weapon grows in power as the hero himself grows in power and prowess.

Hero Level                                                     Weapon Effect
   1                                                              Counts as silvered/magic weapon     
   2                                                                      +1 Dam
   3                                                                      +1 Dam,+1 to-hit
   4                                                                      +1 Dam, +1 to-hit, -1 AC
   5                                                                      +2 Dam, +1 to-hit, -1 AC
   6                                                                      +2 Dam, +2 to-hit, -1 AC
   7                                                                      +2 Dam, +2 to-hit, -2 AC
   8                                                                      +3 Dam, +2 to-hit, -2 AC
   9                                                                      +3 Dam, +3 to-hit, -2 AC
 10                                                                      +3 Dam, +3 to-hit, -3 AC1
11 - 14                                                                 +3 Dam, +3 to-hit, -3 AC1 +4 to hit and Dam against Deities
  15                                                                      +3 Dam, +3 to-hit, -3 AC1 +5 to hit and Dam against Deities


If a Redum loses his divine weapon or wants to start using another weapon, then the new weapon starts at half the PC’s current level.



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