With apologies to Gary Gygax…


This would be a
feature article in the 80s era Dragon
magazine if it still existed.
Basic
Dungeons & Dragons New Class: The Trancer
(Watch this
space soon for Advanced D&D version – click here for updates)
Not
just a Magic user or garden variety Illusionist..
Race: Any race
can be trancer, but most often they are (in level of
frequency) Elves, Drow Elves,
Half Elves, Half Wits, Machinelves, Gnomes,
Hobbits/Halflings, Humans, and Half-orcs,
the latter of which tend to be axe wielding Trance Metal Orcs. Dwarves can occasionally (rarely) be trancers, and they seem to gravitate to Germanic tracks and
specialize in Alchemy (see below). Fighter combos are rare, as most trancers are
too Shanti or too drugged out to engage in melee.
Attributes:
Strength -1, Intelligence +1. Wisdom: unaffected, Dexterity +2, Constitutuion
+1, Charisma unaffected
Morale: Wavers
year by year, throw +1 on good years and when hit by
new tracks.
Death
Knight from Warcraft III
Classes Split: Trancers can also be Druids (Open Air), Illusionists, Magic Users, and Thieves ( See Bag and Track Stealing).
Night
Elf from Warcraft III
Alignment: Trancers can be any alignment, but they tend towards Chaotic
Good. Progressive fans tend towards
neutrality.

Weapons: Trancers usually use their Whits
to escape situations, sowing confusion where possible.

Equipment: Trancers usually have access to a wide variety of
psychedelic drugs which can alternately confuse, enchant, enrage, or put to Sleep their friends and enemies.
Druid from DMT's Beltainne (NYC, 2004)
Armor: Trancers rarely use armor, as it restricts their ability to
Shimmy and Shake.
Myconid from Module A4
The Slave Pits of the undercity
For full title
descriptions, please refer to trancespotting. This is another game
and is in no affiliation with Trance Dungeons and Dragons. We have some level 25 Lawyers in case there
is any copyright infringement.
| Level | Experience Points | Title (Explanation) | Abilities |
| 1 | 0-500 | Drinker | |
| 2 | 501-1,000 | Partiers | |
| 3 | 1,001-1,500 | Confused Enlightenment Seeker | |
| 4 | 1,501-2500 | Dancer | |
| 5 | 2,501-3500 | Fake Indian | |
| 6 | 3,501-4500 | Angry Upstart | |
| 7 | 4,501-6000 | Communists | |
| 8 | 6,001-7500 | Live Set Critic | Annoy
|
| 9 | 7,501-9,500 | Trance Nerd | (two Career
Tracks –
Trainwreckspotter
and Track Nerd |
| 10 | 9,500-11,000 | PsySnob | |
| 11 | 11,001-20,000 | Organizer | |
| 12 | 20,000-30,000 | Old timer
|
|
| 13 | 30,000-40,000 | Armchair Tracehead
|
|
| 14 | 40,001-100,000 | List Moderator | Infuriate (Note: Players may jump to this level straight from Level 10) |
| 15 | 10,0001-200,000 | Trance Guru | Charm |
| 16 | 200,001-201,000 | Cult Leader | |
| 17 | 201,000-202,000 | Sleeper | Sleep |
| 18 | 202,000+ | Dungeon Master |
|
Dungeon Masters Guide
Subclasses
The
Brewer/Alchemist is a subclass who specialized in making potions.
Level 1 - Chai Brewer
Level 3 - Mimohuasca brewer
Level 4 - Ayahuasca brewer
Level 5 - DMT Extractor
Level 6 - 2CB
Chemist
Level 7 - DMT Chemist
(lab grade)
Level 8 - MDMA
Chemist
Level 15 -LSD
Chemist (high miscibility)

Trance Metal Orcs
(
The DJ is a
subclass of Bard and Illusionist that, in its highest leveles,
closely resembles a Cleric or Druid, depending on
whether they are Progressive or Full On. Their spell learning ability matches those two classes,
respectively. As a reminder, all Druids
are Neutral in Alignment, although Progressives are usually Lawful Evil
bastards, with a level reserved for them in the 666 Layers of the Abyss.
| Level | Abilities |
| 1 | Trainwrecker (Spells: Confuse) |
| 4 | Sex
seeking DJ
|
| 7 | Accomplished Mixer (Spells: Enchant)
|
| 15 | Producer
|
Lawful
Neutral Entity (Modron) from the Nirvana plane
| Experience Points | |
| 100 | Playing a succesful non train wrecked set |
| 200 | Taking LSD
|
| 1500 | Smoking DMT |
| 3000 | Surviving a busted renegade party |
| -500 | Attending
a progressive trance party
|
There are many more ways to collect experience. Please send suggestions to Machinelf@tranceam.org. Doing so will grant
you 50 Experience Points and a set of 20 sided die fashioned from DMT or LSD
Crystals (your choice!)
Non player Characers as Wandering
Monsters: Trancer Gatherings number 1-100 and can be
heard from at least 500'. If they are
encountered in a group, they never have the initiative, but solo they are
usually Tripping and almost always do, even to the
point of having the Thieves Hiding in Shadows ability. They will usually befriend the adventurers
and confuse them with gibberish rivalling the fabled Necronomicon. Adventurers
will usually lose their willpower, join the group of Trancers
for 3-6 months, at which point they will be unavailable for adventuring while
various countermeasures, such as Intervention or Deprogramming, fail. Trarncers as a group
have infiltrated all major races and most social Monsters in this milleu and no one is exempt from their craft wiles, even
the gods from all 9 sections of the Astral Planes (I.e. Loki, Bacchus, QuetzLcoatl etc etc).
If you’re reading this far, you're either (a) Polite, as in Japanese
polite but can still read enough English to read on, or (b) a nerd ass gamer
who stumbled into trance, or (c) None/all of the
above. You are a freak. And as such you get +3 on all dice throws,
because life, like Dungeons & Dragons, is a game, and like D&D, you
never really win or lose. Enjoy.
Stay tuned for Volume 2.

Gibbering Mouther from Hidden Shrine of Tamoachan

Master Illusionist
Tomb of Horrors

Myconid Mushroom Trance from Module A4 Slave Pits of the Undercity

Also
see Warcraft IV - THE WORLD OF TRANCECRAFT
The
Images here are actual D&D/Warcraft Images. The photos are of the author goofing off at
levels 6-12.