Fen Orc
  • Home
  • The Magus Hack
    • Magus Corrections
    • Magus Magic
    • New Virtues
    • Wizard Sport
  • The Vampyre Hack
    • Blood Hack >
      • Nights of Fire
  • OSR
    • Dragonslayer >
      • Dragonslayer Feats
      • Death in Dragonslayer
      • Psionics >
        • Psionic Monsters
      • New Class: Detective
      • Pooka (Swamp Goblin)
      • Nandie (Neanderthal)
      • The Gods
    • White Box >
      • House Rules >
        • Death & Dismemberment
        • Trauma & Derangement
        • City Downtime
        • Combat Tactics
        • Feats
        • Psionics
      • Character Classes >
        • Assassins
        • Barbarians
        • Demonists
        • Detectives
        • Druid Spells
        • Elves
        • Familiars
        • Fighter-Thieves
        • Half-Orcs
        • Houris
        • Illusionists
        • Necromancers
        • Rangers
        • War Smiths
      • Campaign >
        • Merkabar, City of Paradises >
          • Clans of Danaan
          • The Millennium War
          • Medusian Culture
          • Swamp Elf Culture
        • Danaan Clerics
        • Ellyon
        • Half-Ghouls
        • Living Armour
        • Medusians
        • Street Mages
        • Swamp Elves
        • Magic Items
        • Monsters >
          • Faerie Monsters
          • Psionic Monsters
          • Stonehell Monsters
  • Forge Out of Chaos
    • Rules
    • House Rules >
      • House Combat Rules
      • Quick NPC Magic
    • Monsters
    • Scenarios >
      • Competition
  • Top Secret
  • Home
  • The Magus Hack
    • Magus Corrections
    • Magus Magic
    • New Virtues
    • Wizard Sport
  • The Vampyre Hack
    • Blood Hack >
      • Nights of Fire
  • OSR
    • Dragonslayer >
      • Dragonslayer Feats
      • Death in Dragonslayer
      • Psionics >
        • Psionic Monsters
      • New Class: Detective
      • Pooka (Swamp Goblin)
      • Nandie (Neanderthal)
      • The Gods
    • White Box >
      • House Rules >
        • Death & Dismemberment
        • Trauma & Derangement
        • City Downtime
        • Combat Tactics
        • Feats
        • Psionics
      • Character Classes >
        • Assassins
        • Barbarians
        • Demonists
        • Detectives
        • Druid Spells
        • Elves
        • Familiars
        • Fighter-Thieves
        • Half-Orcs
        • Houris
        • Illusionists
        • Necromancers
        • Rangers
        • War Smiths
      • Campaign >
        • Merkabar, City of Paradises >
          • Clans of Danaan
          • The Millennium War
          • Medusian Culture
          • Swamp Elf Culture
        • Danaan Clerics
        • Ellyon
        • Half-Ghouls
        • Living Armour
        • Medusians
        • Street Mages
        • Swamp Elves
        • Magic Items
        • Monsters >
          • Faerie Monsters
          • Psionic Monsters
          • Stonehell Monsters
  • Forge Out of Chaos
    • Rules
    • House Rules >
      • House Combat Rules
      • Quick NPC Magic
    • Monsters
    • Scenarios >
      • Competition
  • Top Secret

(Re)-watching the Detective

15/4/2024

1 Comment

 
I wrote about the Detective class and adapted it for White Box in a previous blog. But I'll cover it again here before suggesting a different way of adapting it for Dragonslayer.
Marcus Rowland - a stalwart of the UK RPG scene - contributed the Detective class to White Dwarf 24 back in 1981.
Picture
Picture
Ah, classic White Dwarf from the '70s and early '80s. What a trove of RPG inspiration it was! Not least from Marcus Rowland. It was the illustration of the Detective Brownie that caught my attention!
Marcus Rowland introduces the class in these terms:
The detective is a new AD&D character class whose functions are the solving of mysteries and the restoration of Law.
This rather nicely fits the Detective into the mythic world of D&D, especially the Law-versus-Chaos theme of early D&D. Rowland limits Detectives to being Human, Elven, or Half-Elven, but that seems weird to me, given the Elvish link to (albeit Good-aligned) Chaos. Halfings and Dwarves are far more likely to be mystical enforcers of Law, but I would allow Half-races to dabble with Detective work, if only to allow the possibility of a Half-Orc chewing a cigar and growling 'Just one more question!' in a bad Peter Falk impression.
In the world of Dragonslayer, Detectives seem to fit well as a Cleric/Monk sub-class. Rowland's prerequisites cover all six abilities, which seems too strict. If we base them on Dragonslayer Monks, then Dex 12, Int 15, Wis 12 seems appropriate, with Intelligence and Dexterity as the prime requisites for experience bonuses.
Ability Requirement: Dex 12, Int 15, Wis 12
Race & Level Limit: Human U, Half-Elf 6, Half-Orc 5 (or U, if Colombo-themed), Dwarf or Halfling 7 (or U if Hercule Poirot themed)
Prime Requisite: Intelligence & Dexterity
Hit Dice: d6
Starting Gold Pieces: 40-160 (4d4 x10)
Detectives have an attack progression and save as Clerics/Monks. Rowland lets them use chain mail and shields, but I think the Thief restriction to studded leather fits better. Any one-handed weapon is allowed: I don't see why Detectives should not use "spears, lances, flaming oil, and poison" as Rowland proscribes.
This table adapts Rowland's class, with progression slightly slower than Clerics at first, but getting faster at high levels. Spells kick in at 3rd level (rather than 4th as in the original).
Level
Title
Hit Dice (d6)
XP
Level 1 Spells
Level 2 Spells
Level 3 Spells
Level 4 Spells
Attack Mod
1
Snoop
1
1750
-
-
-
-
+0
2
Tail
2
1750
-
-
-
-
+0
3
Shadow
3
3500
1
-
-
-
+0
4
Blood Hound
4
7000
2
-
-
-
+1
5
Gumshoe
5
14,000
2
1
-
-
+2
6
Eye
6
28,000
3
2
-
-
+2
7
Copper​​
7
56,000
3
2
1
-
+3
8
Sleuth
8
112,000​
4
3
2
-
+3
9
Investigator
9
225,000
4
3
2
1
+3
10
Detective
10
400,000
5
4
3
2
+4
+ 200,000 XP and +1 HP for each level after 10th. Spells follow the pattern of clerical spells from a level lower (i.e. 5/4/3/3 at 11th level, same as a 10th level cleric)
Role: Detectives are secondary fighters and scouts.
Weapons & Armour: Detectives may wear leather or studded armour. They may not uses shields or two-handed weapons (except bows).
Language: Detectives learn an extra language at 2nd level and every level thereafter. These languages can include Thieves Cant and Ancient Common.
Saving Throws: Detectives save at +2 versus charm or emotion-control (including fear)
Thief Skills: Detectives can Hear Noise, Climb Walls, Find/Remove Traps, and Appraise as a Thief of the same level. Starting at 3rd level, they can Hide in Shadows, Pick Pockets, Move Silently, and Open Locks as a Thief two levels lower. They cannot backstab.
Disguise: Detectives can Disguise themselves as an Assassin.
Tracking: Detectives can Track opponents as a Ranger, but only in urban or underground environments. In urban environments they must have seen the target within 2 turns (20 minutes) of commencing tracking. Underground, the chance of Tracking is reduced by 10% every time the target uses a staircase or secret door and 25% every time there is a combat encounter.
Sage: When Detectives reach 10th level, they become Sages: treat as the ability to cast Legend Lore but only from his or her study/library/laboratory. By tradition, there is only one 10th+ level Detective in a city; if another arrives, the two must engage in non-lethal competition and the loser either leaves or becomes a non-adventuring consultant.
Spells: Detectives gain quasi-clerical spells at 3rd level with a focus on detection and mystery solving (plus some spells aiding in escape). Like clerics, Detectives may not memorise the same spell more than once per day without use of a magical item.

I've adapted Marcus Rowland's spell list, drawing in some of the Dragonslayer spells, generally making the spells a bit more impressive and abolishing expensive material components.
1st Level Detective Spells
Comprehend Languages - as the 1st level Magic-User spell
Date
Duration: 1 round
Range: 10 feet
Cast on evidence (e.g. a footprint, a bloodstain, a picked lock) this spell reveals how much time has elapsed since an event related to the evidence took place.
Detect Charm​ - as the 2nd level Cleric spell
Detect Evil - as the 1st level Cleric spell (may be reversed at will)
Detect Enemies
Duration: 1 Turn
Range: 10 feet/level
The caster senses the presence of creatures who have hostile intentions towards him or herself (but not creatures that are merely dangerous to all passersby, like dangerous animals or plants or mindless undead).
Detect Illusion​ - as the 1st level Illusionist spell
Detect Lie - ​as the 4th level Cleric spell but cannot be reversed
Detect Pits & Snares - as the 1st level Druid spell
Detect Secret Door
Duration: 1 round/level
Range: 30 feet
The caster automatically spots secret doors or secret compartments for as long as the spell lasts (and the caster may move at combat speed while the spell is in effect).
Escapology 1
Duration: 1 round
Range: touch
The caster or the person they touch is instantly freed from ropes or simple bindings. The spell has a verbal component so the caster m,ust be able to speak to cast it.
Feign Death - as the 2nd level Cleric spell
Grade Metals
Duration: 1 round
Range: touch
The caster becomes aware of all the metals that an object is made up of and their relative proportions. This allows a Detective to use their Appraise power successfully on precious metals. It does not reveal whether metals are magical, but it will detect the presence of mithril.
Know Alignment​ - as the 2nd level Cleric spell
Snare - as the 3rd level Druid spell
2nd Level Detective Spells
Detect Evasions - as Detect Lies, but reveals evasions and half-truths as well as outright lies
Detect Invisibility - as the 1st level Illusionist spell
Detect Magic - as the 1st level Cleric spell
Escapology II - as Escapology I but also works on chains and metal fetters
Locate Object - as the 3rd level Cleric spell
Read Codes - this improved version of Comprehend Languages translates messages in code or cipher into something the caster understands
Reflect The Past
Duration: 1 round per level
Range: special
The caster enchants a mirror which reflects events happening in the past at its location (up to 1 hour ago per level of the caster). Demons, devils, and demi-gods might notice and react to observation by this spell.
Speak With Animals - as the 1st level Druid spell
Speak with Dead - as the 3rd level Cleric spell
3rd Level Detective Spells
Escapology III - as Escapology I but allows escape from metal boxes, riveted manacles, or otherwise 'escape proof' captivity; it also releases the target from the clutches, gluey secretions, or tentacles of monsters that trap victims
ESP - as the 2nd level Magic-User spell
Forget - as the 2nd level Magic-User spell
Knock - as the 2nd level Magic-User spell
Speak With Plants - as the 4th level Cleric spell
Suggestion - as the 3rd level Magic-User spell
Truth
Duration: 1 round/level
Range: touch
The person touched must respond to all questions with absolute truthfulness; this might require a roll to hit if the target is unwilling and not restrained and if the caster misses the spell is wasted. Only innately deceptive creatures (devils, some faerie beings, etc.) are allowed a saving throw.
Ungag - as Escapology I but has no verbal components and causes a gag to fall from the caster's mouth, allowing the casting of further Escapology spells; it also frees the target from monsters which have choking/suffocating attacks
Vision of the Past - as Reflect the Past but creates a 3-dimensional image in a cloud of smoke and reaches back 1 day per level.
Water Breathing - as the 3rd level Druid spell
4th Level Detective Spells
Escapology IV - as Escapology I but allows escape from magical prisons (such as a Maze spell)
Find The Path - as the 6th level Cleric spell
Maze - as the 5th level Illusionist spell, but the range is Touch and the target receives a saving throw
Oracle of the Past - as Vision of the Past but reaches back one year per level of the caster; if the caster goes into a trance they receive a vision going back one century per level, but this reduces the Detective to 1d4 HP when they awaken and wipes all other spells from the mind.
Polymorph Self - as the 4th level Magic-User spell
Read Divine Magic - as the 1st level Cleric spell
Speak With Monsters - as the 6th level Cleric spell
Stone Tell - as the 6th level Cleric spell
True Sight - as the 5th level Cleric spell
1 Comment
KIARA HAHN
22/5/2024 05:27:31 pm


HOW I GOT MY EX BACK WITH THE HELP OF A SPELL CASTER WhatsApp +2349161779461


Hello everyone my name is Kiara Hahn from California US. I’m here to testify of a great and powerful spell caster called Dr Jakuta. I was so confused and devastated when my fiance left me without a word, I've spent the last month crying and feeling guilty. I wasn't talking to anybody, so one day I search online on love tips because I needed him back desperately and I loved him so much, until I found Dr Jakuta who has solved so many relationship problems then I contacted him and he promised that in less than 72hrs he will come back to me. After I did all he asked, to my greatest surprise my fiance who had refused to speak with me came to my house and asked for forgiveness for all he had made me go through and now we are living happily together, if you have any relationship problem you can contact him Below are his contact details: Email him at doctorjakutaspellcaster24@gmail. com or
WhatsApp +2349161779461

Reply



Leave a Reply.

    30 Minute Dungeons
    The Coney-Cliff Crypt

    Bring Me the Heart of Finbar Forkbeard

    The Inn of the Cold Companion

    Bury My Tusks at Broken Jaw

    The Vampyr's Wedding

    Return to Deadman's Isle

    The Crypt Bell Chimes
    Essays on Forge
    Bestiary of the Banal

    Some Enchanted Magic

    A Kind of Attack Magic

    Divine Magic

    Going Shopping

    Skillful Pilots

    Crunching the Numbers

    Reviewing Forge once again
    FORGE Reviews
    The World of Juravia

    Tales That Dead Men Tell

    The Vemora

    Into the Golem-Master's Workshop

    Beyond the Door to Monster Mountain
    OSR REVIEWS
    Dragon Warriors
    Warlock!
    Best Left Buried
    Return of Zenopus
    Necropolis of Nuromen
    Blueholme & Bluehack
    Beneath the Ruined Wizard's Tower
    Hidden Hand of the Horla
    City of Karan
    Dread Crypt of Skogenby
    The Ruined Tower of Zenopus
    White Box
    The Barbarian
    The Necromancer
    The War Smith
    The Demonist
    Expanded Lore 3
    Psionics
    The Detective
    The Houri
    Expanded Lore 2
    Expanded Lore 1
    The Illusionist
    The Assassin
    The Ranger
    Trauma rules
    Death rules
    RPG Hack
    Upon a Midnight Dreary
    Hell Hath No Fury
    The Ghost Hack
    Requiem for the Ghost Hack
    Future Projects
    Blood Hack
    BLUEHOLME
    Blue Hack Barbarian
    Necropolis of Nuromen
    Oaths Not Lightly Sworn
    The Desolate Wedding
    THROUGH THE Hedgerow
    Sowing the Seeds of Nemesis
    Go Gentry Through the Hedgerow
    A World Without Violence
    Buggebers
    Through the Hedgerow We Go
    Vampyre Hack
    Vampyres with a Y
    Bride of the Vampyre Hack
    Here Comes the Bride
    Spawn of the Vampyre Hack
    KULT TAROTICUM
    "Banned in Sweden!"
    Session 1
    Session 2
    Session 3
    Picture

    Fen Orc

    I'm a teacher and a writer and I love board games and RPGs. I got into D&D back in the '70s with Eric Holmes' 'Blue Book' set and I've started writing my own OSR-inspired games - as well as fantasy and supernatural fiction..

    RSS Feed

    Stuff I'm GMing


    Stuff I'm Reading


    Games I'm Loving


    Stuff I Wrote

    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture
    Picture

    Archives

    April 2025
    February 2025
    August 2024
    July 2024
    June 2024
    May 2024
    April 2024
    March 2024
    February 2024
    November 2023
    August 2023
    June 2023
    May 2023
    April 2023
    March 2023
    February 2023
    December 2022
    November 2022
    August 2022
    May 2022
    April 2022
    March 2022
    January 2022
    November 2021
    May 2021
    April 2021
    January 2021
    November 2020
    July 2020
    June 2020
    May 2020
    April 2020
    March 2020
    February 2020
    January 2020
    December 2019

    Categories

    All
    Barrowmaze
    Blood Hack
    Blue Hack
    Blueholme
    Bushido
    Cthulhu
    Daily Ghost
    D&D
    Dungeons
    Fiction
    Forge
    Ghost Hack
    Hedgerow Hack
    Kult
    Magus Hack
    OSR
    Reflections
    Reviews
    Rules
    Scenarios
    Sessions
    Setting
    Through The Hedgerow
    Top Secret
    Vampyre Hack
    White Box
    White Dwarf

Powered by Create your own unique website with customizable templates.