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Inspired by numerous characters from late 18th century literature, as well as historical figures such as Casanova, John Wilmot, and the Marquis De Sade, the Libertine class represents a recurrent figure in the Gothic genre. Although at first glance they may seem suited only for games focused on intrigue and social interaction, Libertines could be surprisingly effective in a dungeon setting. After all, dark castles, ruined abbeys, and underground labyrinths were fixtures of the Gothic form!

 

LIBERTINE
A social adventurer who ignores conventional morality.

Whether haunting the filthiest of waterside inns in the company of slovenly harlots, waylaying hapless travelers for illicit thrills, or seducing respectable ladies to commit acts of outrageous lewdness, the Libertine holds himself above all social mores. Motivated by a hatred of conventional morality, the Libertine strives to demonstrate the primacy of individual desire.

Libertines crave adventure and trouble, and are constantly engaged in criminal capers. A Libertine differs from the average criminal in one important respect, however – while a common thief may break the law to enrich himself, the Libertine requires no reward beyond the thrill of criminality itself. Although many Libertines depend upon thefts, fraud, and seduction for their income, they are just as likely to engage in criminal behavior that has no possibility of material gain.

Libertines can come from any social class, and can be of either gender. Wealthy female Libertines in particular are adept at projecting personas of respectability, all the while indulging in acts of extreme immorality. Upper-class male Libertines, commonly called Rakes, are to be found in every gambling hall and pricey brothel. Lower and Middle-class Libertines often combine a streak of political radicalism with their moral transgressions, making a particular point of undermining the social order by corrupting the daughters of the upper classes.

Among the demi-human races, both Elves and Half-Elves are commonly Libertines. Gnomish Libertines are unknown, and those Dwarves, Halflings and Half-Orcs who try to become Libertines are frequently the object of intense ridicule. Cambions often follow the path of the Libertine, as do the Nephilim and Fairy Changelings. Dhampirs, on the other hand, almost always lack the Charisma necessary to become Libertines. Certain of the more attractive and capricious Therianthropes, such as the Panther-Born and Swan-Born, are instinctively drawn to the Libertine way. Woodwoses, on the other hand, can never become Libertines (unless they are civilized, and become fully Human first).

All Libertines are naturally of Chaotic Alignment. Some are actually Good, seeing the constraints of conventional morality as a fetter to human happiness. Most Libertines are Chaotic Neutral, dedicated to nothing but the satisfaction of their own desires. Worst of all are the truly evil Libertines, who take positive glee in the obliteration of innocence, and the infliction of pain.

Libertines generally disdain religion, regarding it as a foolish pursuit for those too weak follow their own desires. While some Libertines may publicly masquerade as holy men and women, any apparent miracles they perform are nothing but trickery. There do exist some Libertines who recognize spiritual powers sympathetic to their immoral proclivities. Even then, the Libertine’s attitude towards such powers will always be that of an equal, who expects services in return for sacrifices.

 

ABILITIES

SEDUCTION (Charisma): Libertines are extremely persuasive in love. Whenever a Libertine is engaged in conversation with someone who is attracted to her gender, the Libertine can try to effectively Charm that person.

  • First, the Libertine makes a Charisma check, using the victim’s Level as the Challenge Level.
  • If the Libertine fails her initial Charisma check, the intended victim will react with anger and outrage, granting a +5 bonus to their Saving throw against further Seduction attempts from that character.
  • If the Libertine’s check succeeds, the intended victim must make Charisma saving throw to avoid being fully Seduced..
  • If the victim fails their Saving throw, he or she is affected as if under a Charm Person spell.

A Libertine can only attempt to Seduce a particular subject once per day, although there is no daily limit regarding how many different people the Libertine may try to Seduce.

FRAUD (Charisma): Libertines love to lie and deceive, doing so for both fun and profit. With a successful Charisma check the Libertine can convince someone that the Libertine (or his companion) is actually another kind of person, such as a doctor, nobleman, or guard. Similarly, the Libertine can tell outrageous lies with such confidence that they will fool even the wisest men. At the CK’s discretion, players who roleplay a convincing fraud could be allowed to automatically pass the Charisma check.

  • At 9th Level, a successful Fraud will fool even magic spells that detect lies, alignment, or thoughts.

ARTISTRY (Charisma): Libertines find the Arts useful for gaining new lovers, or providing an income without having to find socially respectable employment. Consequentially, almost all Libertines practice some kind of artistic expression, such as poetry, painting, music, or dance. With a successful Charisma check the Libertine can create a work that will be pleasing, and attention-getting. Note that the Libertine’s artwork is not necessarily of high quality, but rather it will tend to pander to its audience. Naturally, Libertines specialize in producing works of a bawdy, or even pornographic, nature.

DUELING: Libertines often find themselves engaged in duels, either with outraged spouses, or simply to impress a desired lover.

  • Libertines receive a +1 bonus on their to-hit roll when engaged in single combat.
  • The bonus increases to +2 when the Libertine is in the presence of someone he is interested in having as a lover
  • In order to receive either bonus, the Libertine must be the only Player Character fighting in a given melee round.

MOVE SILENTLY (Dexterity): Libertines frequently need to sneak around. Thus, they can Move Silently as a Rogue of the same Level.

HIDE (Dexterity): The Libertine will often need to spy on potential lovers, or hide from pursuing authorities. All Libertines can Hide, in a manner similar to a Rogue.

DISGUISE (Charisma): Gaining access to lovers, defrauding naive villagers, and fooling nosy magistrates often require that the Libertine adopt and maintain a disguise. A Libertine has the Disguise ability of an Assassin of his same Level.

ESCAPE (Dexterity): Whenever the Libertine is tied up, grappled, or otherwise restrained, he is always entitled to make a Dexterity check to somehow escape, even if one is not normally possible. A new check may be made each Round.

ICONOCLASM (Charisma): The Libertine willingly submits to no authority, human or divine.

  • Starting at 4th Level, a Libertine character receives a +1 bonus to resist any Divine magic or power that influences thoughts, feelings, or actions.
  • Additionally, the Libertine will thereafter always receive a Charisma-based Saving Throw to resist such effects, even if one is not usually possible, or would usually be based on another attribute.

 

WEAKNESSES

INFIDEL (Charisma): No Divine power, except those of a Chaotic nature, appreciates the Libertine’s disregard of sacred things. A Libertine must always succeed at a Charisma check to order to benefit from Divine healing, or other miracles, from a non-Chaotic source. The Challenge Level of the check is equal to the caster Level of the potentially beneficial effect.

FASCINATED BY INNOCENCE: Whenever a Libertine encounters a romantically desirable adult of Lawful Good, Neutral Good, or Lawful Neutral alignment, who is either above 1st Level, or possesses a Charisma over 12, the Libertine will become obsessed with corrupting them. The effect is similar to that of a Sympathy spell, with the additional compulsion to sully the other person’s virtue. Chaotic Good Libertines will try to show other people how free and happy they would be, if only they followed their desires and discarded conventional morality. Chaotic Evil Libertines, on the other hand, will try to engage innocents in the most disgusting and depraved acts imaginable. Chaotic Neutral libertines will either try to seduce the innocent, or encourage them to engage in criminal behavior.

Note: A CK is quite within his rights to forbid players from running Libertines of Chaotic Evil Alignment, relegating such characters to being NPC villains. Evil Libertines are not just selfish and uncaring – they are true human monsters, utterly depraved, and actively malevolent.

 

PRIME ATTRIBUTE: Charisma
HIT DICE: d6
ALIGNMENT: Any Chaotic
WEAPONS: Brass Knuckles, Cat-O-Nine-Tails, Club, Cutlass, Dagger, Dirk, Katar, Knife, Lasso, Light Crossbow, Long Sword, Pistol (if used), Poniard, Rapier, Saber, Sap, Scimitar, Short Bow, Short Sword, Spiked Gauntlet, Staff, Whip
ARMOR: Padded, Leather Coat, Leather, Studded Leather, Mail Shirt, Breastplate (any), Brigandine, Leather Helmet, Buckler
ABILITIES: Seduction, Fraud, Artistry Dueling, Move Silently, Hide, Disguise, Escape, Iconoclasm
WEAKNESSES: Infidel, Fascinated By Innocence

 

Level Hit Dice Basic To-Hit Bonus Experience Points
1 d6 0 0
2 d6 +1 1,751
3 d6 +1 3,501
4 d6 +1 7,001
5 d6 +2 14,001
6 d6 +2 25,001
7 d6 +2 50,001
8 d6 +3 90,001
9 d6 +3 150,001
10 d6 +3 200,001
11 +2 HP +4 350,001
12 +2 HP +4 500,001
13+ +150,000 per Level
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