The following was written by Jonathan Fox
The Musketeers of Whimsey are an interesting group of
swashbuckling individuals. While they worship the
goddess and gain powers from her, they are far from
being priests. They are the goddesses' "holy warriors," no
paladins for Whimsey. They do deeds in the goddesses'
name, many are quite interested in conversion, and
they have the ear of the goddess, as any priest would.
They were, according to rumor, the idea of a
slightly crazed, dimension traveling mage who popped
into Aphonion only a few years ago, and left only days
later. The goddess in her infinite...whatever, decided to
make them a part of her faith. She gave her priests the
ability to bless willing individuals who truly followed her
with the powers of the musketeer; well actually they
could bless anyone they wanted, but unless the blessee
fit the criteria it wouldn't stick.
Since then their numbers have grown greatly,
according to the last count there must be at least a
dozen worldwide!!! The numbers are expected to grow
sharply due to the publicity campaign that is being
launched. Who knows how many there may soon be?
remember...
Requirements:
Dexterity: 13
Charisma: 13
Chaotic Good or Chaotic Neutral alignment
Prime Requisites: Dexterity and -Sanity (5 and below)
Hit Dice: 1d8 per levels 1-9, +2 per level thereafter
Saving Throws as: Priests
THAC0: As Priest
Use Magical Items Useable by: Rogues and Priests
Character Point for Nonweapon Proficiencies: 6
Available Nonweapon Proficiency Categories: Rogue,
Fighter, Priest
Character Points for Weapon Proficiencies: 9
Cost of Weapon Proficiencies: 3
Nonproficiency Penalty: -3
Familiarity Penalty: -2
Weapons Allowed: Musket (pistol and rifle), dagger,
rapier, saber, epee, foil, and 1d6 others of
the Musketeers choice.
Armor Allowed: None, it ruins the image, and
Whimzy will not speak to the Musketeer for
weeks afterward, not to mention she revokes
all powers she has granted.
Musketeers receive 60 character points with
which they can buy abilities from the following list. Any
points not spent here may be used to purchase
nonweapon Proficiencies or saved for use during the
game.
1d10 for hit points (10): The musketeer uses
1d10 for hit points instead of 1d8.
Alternate realities (10): The musketeer can
throw the 3rd level magic user spell from the Tome of
Magic alternate reality as a natural ability a number of
times per day as shown on Musketeer Table I.
Clerical spells (15): The musketeer can cast
priest spells as a priest of the same level, though the
number of spells per day is as per bard. The spheres
from which spells may be chosen must be purchased as if
a priest, "see page 57 of the Skills & Powers book.
Musketeers who choose this ability get 5 free character
points which must go towards purchasing spheres. If the
5 points are spent for major access to the chaos sphere
with an additional 5 character points the musketeer
becomes a wild priest. She or he uses the rules for wild
mages as written on pages 5-8 of the Tome of Magic,
and may choose an additional chaos spell per spell
level, as per specialty mages.
Defense bonus (10): The musketeer gets a +2
bonus to armor class when unarmored and
unencumbered.
Warrior's THAC0 at range (10): The musketeer
has the THAC0 of a warrior of the same level for ranged
combat.
Pistol musket (20): The musketeer has a pistol
style musket. (The use and powers of muskets are
detailed below.)
Predict wimsy (10): The ability allows the
musketeer to determine the next roll for gun powder of
the day, shot effect, level adjustment (for wild priests),
wild surge (also for wild priests), or alternate realities.
This ability may only be used once per item until the
rolled result is utilized. For example, the musketeer
successfully determines the next shot effect and the DM
rolls and tell the individual that it will be a fruit cake. Thus
the next shot the musketeer takes will be a fruit cake and
the predict whimzzy ability can not be used again
on the musket until the musket is fired.) Success is determined
by rolling percentiles against the number of dice on
Musketeer Table I. If the dice result is higher then the
percentile, the ability is successful.
Rifle musket (15): The musketeer has a rifle style
musket. (The use and powers of muskets are detailed
below.)
Weapon specialization (10): The musketeer can
specialize in a weapon The musketeer must also pay the
character point cost 6 CP, with a minimum level of 5.
Musketeer Table I
Level
Experience
Alternate
Realities
Predict
Whimsie
1
0
1d2-1
1d3%
2
2,000
1d2-1
1d6%
3
4,000
1d2-1
2d6%
4
8,000
1d3-1
3d6%
5
20,000
1d3-1
4d6%
6
40,000
1d3-1
5d6%
7
80,000
1d4-1
6d6%
8
150,000
1d4-1
7d6%
9
280,000
1d4-1
8d6%
10+
+300,000
1d6-1
9d6%
The Musket
Muskets are the holy weapons of the musketeers
and each is personalized to it's owner. Those
musketeers that have muskets always have one.
(unless they do something to severely anger the
goddess.) If the musket is ever lost it shall be recovered,
though it may have an attached cost if it was lost in a
notably careless manner. The lost musket may be seen
on sale at a bazaar or dropped by a drunk on a city
street. If the goddess is in a playful mood she may leave
the musket just outside of the musketeer's reach for a
while. The magic of the musket cannot be permanently
dispelled, though it may be dispelled until sundown or
sunrise by a successful dispel magic against a spell of the
musketeers level. If on the other hand the musketeer
didn't start with a musket he or she will never get one.
Muskets are as finicky and as apt to change as
their owners and their goddess. They constantly change
what they want, from the normal to the exotic. They
also change their effect every time they're shot. If their
desired substance is given to them they will give their
user what the user wants. They do not appreciate being
used by persons other than their users and usually turn
against such people when fired.
At the beginning of the session the DM rolls
1d30 on Musketeer Table II; this is the substance that
the musket desires for that session. If it's is used as the
"powder" to fire the musket, the musketeer may choose
the result from the list on Musketeer Table III. Any other
"powder" from Musketeer Table II may be used, but
requires a roll of 1d30 on Musketeer Table III. Should
the special effect result come up, Musketeer Table II
should be consulted; the special effect is determined by
the "powder" used.
Five spaces have been left vacant on Musketeer
Table II. These spaces must be filled in by the musketeer
and approved by the DM. Whimmzie believes that
each musketeer is an individual and gives them the
chance to express their individuality!!!
Musket Notes:
Regardless of the result on Musketeer Table II,
one handful of the substance must be used.
The range of all effects, unless otherwise noted,
is 100".
The rate of fire for a musket is one shot every
other round.
Unless otherwise noted, all spells are cast at the
tenth level.
Musketeer Table II
Die Roll
Musket "Powder"
Special Effect
1
Sand
Target with falls asleep for 1d10rounds.
2
Steel or IronShavings
Shoots a spray of shot 18" long with a 30 degree angle of fire
doing 2d4 points of damage to all in the blast area.
3
Faerie dragon droppings
Casts the fourth level wizard spell Rainbow Pattern at the target.
4
Long Bow String
Shoots forth a ballista doing 8d8 points of damage and having a
range of 16/32/48. The Musketeer must roll to hit the target.
5
Black Powder
Musket lets forth a tremendous BOOM. All with in 30" must save
verse spell or be deafened for 1d4 rounds.
6
Down Feathers
Casts the second level wizard's spell Tasha's Uncontrollable
Hideous Laughter at the target.
7
Powdered Orange Peels
Casts the second level wizard's spell Faerie Fire at the target.
8
Fruit Juice
Add five to lust and reroll preference once per turn for 1d6 days.
9
Talcum Powder
Save verse spell to resist being reduced to 1/100 of present age
for 1d10 days.
10
Gold Coins (50)
Target falls madly in love with the musketeer regardless of
preference.
11
Wood Shavings
Casts the third level wizard's spell Fire Ball at the target.
12
Pollen or Honey
Target blooms 5+1d6 petals. These petals stay until the next
autumn or removed doing 1d10 points of damage each.
13
Faerie Dust
Target is blinded and sees only one color for 2d6 rounds, (save
verse spell for half duration.)
1: Red 2: Orange 3: Yellow 4: Green 5: Blue 6: Indigo 7: Violet
8: Stars 9: Polka-dots 10: Plaid
14
Rubies (200 gp)
Musket shoots forth a crystal shard worth 500 gp, doing 3d6 points of damage and having a range of 10/20/30.
15
Dried Grain
Target becomes insanely drunk, (as though they had drunk 50
mugs of dwarven grog, though they can not die.)
16
Water or Snow
Target gets his or her personal rain or snow cloud for the next
1d4 days.
17
Lock of Hair
Target is bound as though caught in the second level wizard's spell web.
18
Red Wine
The target must speak with an Austrian accent for 1d10 days.
19
Lit Birthday Candle
The target must sing "Happy Birthday" and cannot act until done.
20
Jelly Doughnut
Target feels a compulsion to wear a badge and will wander off to find one. Save verse paralyzation to avoid.
21
Brandy
Save verse paralyzation or cough for 1d6 round at the end of which time the target must say the word "smooth," losing all actions during that time.
22
Sugar
All of targets teeth fall out. They will grow back in 3d4 days.
23
Peat Moss
Target grows roots and is anchored to the ground for 2d6 rounds.
24
Continual Light Coin
A flash of light shoots forth from the musket turning undead as a 15th level priest.
25
Fudge
Save verse polymorph or be turned into a beach ball for 1d6
rounds.
26
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Musketeer Table III
Die Roll
Effect
1
Fire shot at the target doing 1d3 points of damage and
having a range of 10/20/30. The musketeer must roll to
hit. An additional 1d3 is added to damage each time the
damage die comes up as three.
2
Fire shot at target doing 1d4 points of damage and having
a range of 10/20/30. The musketeer must roll to hit. An
additional 1d4 is added to damage each time the damage
die comes up as four.
3
Fire shot at target doing 1d6 points of damage and having
a range of 10/20/30. The musketeer must roll to hit. An
additional 1d6 is added to damage each time the damage
die comes up as six.
4
Fire shot at the target doing 1d8 points of damage and
having a range of 10/20/30. The musketeer must roll to
hit. An additional 1d8 is added to the damage each time
the damage die comes up as eight.
5
Fire shot at the target doing 1d10 points of damage and
having a range of 10/20/30. The musketeer must roll to
hit. An additional 1d10 is added to damage each time the
damage die comes up as ten.
6
Fire shot at the target doing 1d12 points of damage and
having a range of 10/20/30. The musketeer must roll to
hit. An additional 1d12 is added to damage each time the
damage die comes up as twelve.
7
Fire shot at the target doing 1d20 points of damage and
having a range of 10/20/30. The musketeer must roll to
hit. An additional 1d20 is added each time the damage
die comes up as twenty.
8
Fires an arrow doing 1d8 point of damage and having a
range of 14/28/42. The musketeer must roll to hit.
9
Fires an arrow doing 1d6 points of damage and having a
range of 10/20/34. The musketeer must roll to hit
10
Fires a lance doing 1d8+1/3d6 points of damage and
having a range of 2/4/6. The musketeer must roll to hit.
11
Fires a small rodent (DM's "whimmsie" as to type)
wearing a red cap and gold helmet at the target. The
musketeer must roll to hit. If the rodent hit it does 2d6
points of damage, rolls off, bows three times and
scampers to safety. If it misses it fly off to the horizon sing
something about saving the day.
12
Fire a fruit cake doing 5d6 points of damage and having a
range of 8/16/24. The musketeer must roll to hit.
13
Target switches gender once per turn for 1d10 days.
New gender must be rolled on 2d6:
2-6 Male 7: Hermaphrodite 8-12: Female
14
Target turns into an egg. Someone must sit on him or
her for 1d10 turns to hatch.
15
Save verse polymorph or be turned into a three foot tall
mouse with red overalls and a squeaky voice for 1d6
hours.
16
Save verse spell or be teleported 500 feet above present
location.
17
Fire thirteen bright red roses at target. Musketeer must
roll to hit.
18
Target falls unconscious for 1d6 rounds while sugarplums
dance on their head.
19
Fires a weapon which lands just in front of target's feet,
roll 1d6 to determine type:
1: Dagger 2: Saber 3: Epee 4: Rapier 5: Saber
6: Reroll twice
20
Two annoying invulnerable brownies appear in front of
the target and follow her or him around for the rest of
the day repeatedly calling themselves heros.
21
Save verse polymorph or be polymorphed for 1d4 days.
Use to polymorph table to find out what the new form is.
22
Casts the fifth level priest spell quest at the target.
Musketeer has six real second to name the deed to the
deem the target must preform.
23
Casts the sixth level priest spell hero's feast at a level
sufficient to feed all within 10 yards.
24
Save verse spell or be under the effect of a fly spell under
the musketeer's control.
25
Casts the fifth level wizard's spell chaos at the target.
26
Casts the first level wizard spell Magic Missile at the
target.
27
Save verse spell or laugh hysterically for 1d10 rounds
during which time no actions can be taken.
28
BACK FIRE: Roll again and apply result to musketeer. If
this was rolled during a back fire the musket functions
normally.
29
Special effect as determined by the musket "powder"
used.
30
Wild Surge!