Saturday, September 28, 2019

TSR-East Classes: Hwarang

My "heartbreaker" house rules document is named Treasures, Serpents and Ruins. It's got a nice acronym, what can I say? It's Classic D&D (BE of BECMI mostly) with some AD&D and later additions that I like. 

I mentioned the other day that I've started a more general Asian fantasy themed set of classes for TSR. The first class is the Hwarang. Historical Hwarang were a sort of aristocratic youth organization of the Silla Kingdom in ancient Korea (1st century BC to 10th century AD). Because the aristocrats made up the armed forces (or at least the officers), many of the hwarang were soldiers. Over time, the idea of the hwarang evolved in legend to sort of a "knights of the round table" type group. That's probably not historically accurate, but it's how some people remember them today. And that's good enough for my purposes of naming a class which is a strong, dependable warrior type.

Based on the Dwarf class, I dropped the dwarven detection abilities and infravision. Instead, all weapons are fine for them, and they can maximize their damage a number of times per day equal to their level. TSR uses AD&D hit die types (d10 Fighters, not d8 as in BX/BECMI) so these guys also get a d10. I think I said all this the other day. And they also get the very good Dwarf saving throws. They aren't flashy, but they are tough. 

I've listed an English name and alternate names for each class, by the way. Some names are Chinese, some Japanese, some Korean. I should probably add some Mongolian and Vietnamese as well... So if you don't want to call them Hwarang, you can use one of the others.

Here's the class as it stands right now:

Hwarang (Knight) AKA Zhànshì, Bushi
Requirement: Con 9
Prime Requisite: Str [13 +5%, 16 +10%]
Hit Die: d10 to 9th level, +3/level after
Arms: all weapons, all armor and shields
Special Abilities: maximize damage, multiple attacks
Hwarang Advancement
Level
XP
BAB
Abilities
1
0
+1
Maximize Damage
2
2200
+1


3
4400
+1


4
8800
+3


5
17,000
+3


6
35,000
+3


7
70,000
+5


8
140,000
+5
2 Attacks
9
270,000
+5


10
400,000
+7


11
530,000
+7


12
660,000
+7
3 Attacks
13
790,000
+9


14
920,000
+9


15
1,050,000
+9


Maximize Damage: When a hwarang hits in combat, instead of rolling for damage they may automatically deal their maximum damage for that weapon. This ability may be used a number of times per day equal to the hwarang’s level.
Multiple Attacks: A hwarang may attack twice per round at 8th level, and three times per round at 12th level. 



Hwarang
Save Level:
1-3
4-6
7-9
10-12
13-15
Death Ray/Poison
10
8
6
4
2
Magic Wand
11
9
7
5
3
Paralysis/Turn to Stone
12
10
8
6
4
Dragon Breath
15
13
11
9
7
Rod/Staff/Spell
13
12
10
8
6

2 comments:

  1. Huh. I briefly studied a martial art called "Hwarang Do" in conjunction with my more usual tae kwon do (back when I was much younger and more limber). I'd assume the name is somehow related to this historic group (perhaps simply as an inspiration), but the instructor's long gone, so no way to ask.

    I fully approve re-skinning dwarves by the way.
    ; )

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  2. From what I've read, Hwarang-do is very much "inspired by" rather than any sort of tradition dating back centuries. Post-colonial Korean martial arts especially seem to be reactions to Japanese martial arts.

    Tae Kwon Do is like Karate but with more kicks.
    Hapkido is pretty much just renamed Aikido.
    Japan had Bushido, so Korea has Hwarang-do.

    Reskinned demi-humans are pretty versatile! Elves and Halfings also get the treatment in these rules. :D

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