The Yankee Class Redux

Cover image

A while back I did a write‑up for The Yankee class. The idea being a class that represented the American / Western isekai archetype, e.g. John Carter of Mars, A Connecticut Yankee in King Arthur’s Court, or Three Hearts and Three Lions. A highly competent modern* person transported to a different place or time where their skills have outsized value.

The original article outlined the class for Basic Fantasy. And while I still like Basic Fantasy, and thoroughly recommend it as a starting point for anyone getting into the OSR, I don’t really design things with it as a default consideration anymore.

Mainly because converting things in the OSR is trivially easy, so designing around some very generic default doesn’t really have much of an advantage honestly. As well, I’ve grown a bit bored of the standard linear level advancement of most OSR games.

A recent‑ish trend in the OSR which I have thoroughly adopted is that of rolled progression. You’ve probably seen this most recently in Shadowdark, where it’s lightly implemented: roll for talent at 1st level and every odd‑numbered level thereafter. Though I prefer the Baptism of Fire / Lion & Dragon implementation of it; roll twice or pick one from the class feature table every level.

My own system I’m working on Be Not Afraid does this as well, though it is classless. But moving forward I think any classes I create will be this rolled progression in mind.

Thus is the point of this article, redoing the Yankee in the style I’ve grown to prefer and also expanding on the idea with more tables and concepts.


The Yankee

Requirements: Yankees must have a minimum of 9+ in Strength and Charisma to qualify.

Initial Bonuses:

  • HP: 1d8 (modified by CON) at level 1, +1 per level thereafter. (not modified)

  • Combat Bonuses: +1

  • Saving Throw Bonus: See Special

Special:

  1. Yankee Toughness: the Yankee gains a natural toughness from their hardy upbringing. The Yankee has a bonus to saves against poison, disease, and death effects equal to half their level (rounded down)

  2. Paragon: The Yankee has an uncanny appeal to the lawful and good, even in alien environments. They gain a +2 bonus to reaction rolls with lawful creatures. Inversely hostile creatures of a chaotic alightment -2 penality to reaction rolls.

  3. Jury-Rig: A Yankee can jury-rig, fix, or repurpose equipment with ease. they can create a makeshift item or tool using available materials, with DM discretion on feasibility (e.g., a crude crowbar, a Molotov cocktail, or a trap.) tasks requiring chemistry or metallurgy require an INT check.

Restrictions:

  1. The Yankee is restricted to using only light and medium armors, nor can use any shield larger than a buckler. “Armor is for people who plan to get hit.”

  2. Yankees don’t have starting wealth or social class “Not from around these parts ya see.”


Yankee Benefits Table

1d8 Benefit
1-2 +1d8 hit points, modified by CON
3 Reduce Saving Throw DC by 1
4 +2 to one type of saving throw
5 +1 combat bonus with one type of weapon
6 +1 extra attack with one type of weapon
7 +1 initiative
8 +1 to checks involving Jury-Rig

How did they get here?

The GM may pick or roll for an option from this table in determining where the character came from.

  1. A Magic Wardrobe: Perhaps you got the wardrobe from an estate-sale for its eclectic appearance, or you found it while at a friends or family members place, either way you noticed the subtle draft from it, the air on the inside being noticbly colder than the outside, that it’s interior was more expansive than it’s exterior. curiosity overtook caution and before you knew it you stumbled into a different point in space and or time. worse still, you’re stuck here.

  2. Aint That a Kick To The Head?: Perhaps you were fighting for your country, be that as a soldier or upholding the law, maybe you were a civilian at the wrong place and the wrong time. regardless the last thing you remember was a bullet whacking against your skull. miraculously it only grazed you, but when you come-to it wasn’t in a hospital bed…

  3. Time Machine: Maybe it was your invention, or you were selected as the first brave soul to use it. perhaps you stumbled upon or into it having no clue what it was, but the machine sent you somewhere you didn’t expect, and it wasn’t a round trip ticket.

  4. Alien Abduction: Yeah little green men did a drive by to pick you up. the details are fuzzy but when they were done with you they dropped you off on the wrong planet, or maybe the wrong time? or wrong universe?

  5. Summoned In Our Time of Need: One moment you were minding your own business, the next, you were surrounded by robed figures chanting in a language you didn’t understand. Apparently, you’re the “Chosen One” summoned to save their kingdom. The kicker? They clearly don’t know what they’re doing, because you’re pretty sure they got the wrong person.

  6. Cursed Relic: Perhaps you found it on an Archeological trip, or maybe you stole from a museum. It was a beautiful thing, be that an ornate object (ring, a book, or a mirror). Something about it felt off, but you couldn’t resist taking it home. That night, you made the mistake of touching it too long or saying the wrong words, and poof! Now you’re in this strange place, and the relic is nowhere to be found.


Optionally as well, the GM may roll for staring equipment for the Yankee Class, the GM may opt to simply pick items best fitting the Yankee’s origin or the game balance. For additonal rules on certain items, such as firearms, check out the Firearm Rules Compendium.

Note: While firearms may seem overpowered in the context of a fantasy setting, something that is improtant to keep in mind is that ammunition and parts will not be readily available to a character.

Weapons (2d6)

Roll Weapon Notes
2 Shotgun uses 12-gauge shells, 5-round capacity.
3 Hunting Rifle scoped, 5-round bolt-action.
4 Heavy Crowbar 1d8 damage, doubles as a tool.
5 Baseball Bat 1d6 damage, solid wood, classic Americana.
6-8 Combat Knife 1d4 damage,
9 Handgun uses 45. ACP rounds, 9-round capacity.
10 Compound Bow short compound bow, 1d6 damage.
12 Assault Rifle 5.56mm rounds, 30-round magazine.

Armor (2d6)

Roll Armor AC Bonus
2 Kevlar Vest As Half-Plate
3 stab-proof vest As Chainmail
4 Motorcycle Jacket As Studded Leather Armor
6-8 Leather Jacket As Leather Armor
9-10 Tactical Vest As Leather Armor
11 Leather Jacket As Leather Armor
12 Ballstic Plate Vest As half-Plate

Helpful Side Item (d12)

Roll Side Item Notes
1 Flashlight 60-foot beam, uses AA batteries.
2 Tool Kit Basic tools for improvising repairs.
3 Walkie-Talkie Limited range, works with a pair.
4 First Aid Kit Heals 1d6 HP, 2 uses.
5 Notebook and Pen Blank pages for notes or drawing maps.
6 Firestarter Reliable in any weather.
7 Rope (50 feet) Strong and versatile.
8 Binoculars Magnifies distant objects.
9 Multi-Tool Compact, includes knife, pliers, and more.
10 Canteen (Full) Holds water, essential for survival.
11 Iodine Tablets Helps against radiation and magical sickness
12 Compass Basic navigation tool.

Memento of Home (d12)

Roll Memento Notes
1 Old Photo Faded picture of family or friends.
2 Lucky Coin Worn smooth from years of use.
3 Baseball Cap Embroidered with your favorite team’s logo.
4 Pocket Watch An heirloom passed down through generations.
5 Leather Wallet Contains a few scraps of ID and cash.
6 Zippo Lighter Engraved with initials or a small design.
7 Smartphone (Dead) Holds pictures, music, and memories.
8 Dog Tags Military identification, engraved with your name.
9 Keychain Trinket A charm from your hometown or a loved one.
10 Torn Denim Jacket Old, patched up, and full of stories.
11 Journal Personal thoughts or sketches from your life.
12 Music Player (Dead) A playlist frozen in time from your world.