Friday, July 13, 2012

How Psions Are Different From Other DCC Classes

This is a rough draft, and I've really played with the class tables, so let me now what you think.

How psions are different from core classes:

Psions can make for hardy adventurers, given time, but they start their careers relatively weak, as their special perception of reality causes them great stress and confusion. However, they catch up with a vengeance at later stages, and their Will saves become very powerful.

Psions have access to psionic powers, which are supernatural abilities initiated by the psion exercising their will on reality. While most classes have abilities that require you to try to roll high and reach or exceed a target DC, psions have to roll at or under their own ability scores. For a psion using a power, rolling low is good, just as with luck rolls in the core rules. The lower the better. Of course, when they perform more mundane actions, they try to roll high just like everyone else.

Many psion powers mention the die chain. For easy reference, the die chain is reproduced here:

d3–d4–d5–d6–d7–d8–d10–d12–d14–d16–d20–d24–d30

Power Points: If you are using powers from older iterations of D&D, you have power points as per those systems. This build doesn’t concern itself with power points beyond that. The powers in this supplement are balanced by manifester level rather than power points, but you may find mind burn reminds you of the flavor a bit.



LevelAttackCrit Die/TableAction Dice*PowersRefFortWill
1+01d7/I1d161d3+INT MOD+0+0+1
2+11d7/I1d201d3+1+1+2
3+11d8/I1d201d3+1+1+3
4+21d8/I1d20+1d121d4+2+1+4
5+21d8/II1d20+1d12+1d81d5+2+2+4
6+31d10/II1d20+1d14+1d81d6+2+2+5
7+31d10/II1d20+1d14+1d101d4+3+2+5
8+41d12/II1d20+1d16+1d121d3+3+3+6
9+41d12/III1d20+1d20+1d121d3+4+3+7
10+51d16/III1d20+1d20+1d141d10+4+3+8

*Psions can use one power per turn, in the place of their highest action die. Additional action dice can only be used for other actions, such as attacking.

Hit die: d5

Abilities:

Powers: At first level, psionicsts have a number of psychic powers equal to their intelligence modifier plus a 3-sided die (minimum one power). At each level thereafter, they gain more powers equal to a die roll as indicated on table P1 (the intelligence modifier no longer figures into the number of powers gained, but it will affect their manifester levels [see below]). Psions may learn powers automatically when leveling, or they may have to gain them through more esoteric means, as per the whim of the DM.

Mental Alacrity: At the beginning of their adventuring career, psions are often distracted by the happenings in their own mind and in nearby minds and other phenomena they take notice of via the mental plane. They start with a lower action die than most other classes, but quickly gain more action dice as they level up. They have an initiative bonus equal to the number of action dice they currently have.

Manifester level: Psions manifest powers, and powers often reference the manifester level of the psion. A psion’s manifester level is their ability modifier plus their class level, but the minimum a manifester level will ever be is 1. Different powers are based on different abilities, so a psion may be at different levels when manifesting different powers. Some power results constantly change to match the manifester level of the being that manifested them.

Mind Burn: A Psion can burn ability points after they make a power check they are not satisfied with, unless it was a natural 20 roll. If they choose to burn, they lose as many points of ability as they needed to roll under that ability when they first made the power check roll. After the power starts to take effect, the psion’s manifester level will most likely become lower until they recover ability points through rest. You burn through the ability that you are rolling your power check against, but you always have the option to burn intelligence or personality instead.

Raising Manifester level through Mind Burn: You may also burn the appropriate ability points, to increase your manifester level.The amount of points burnt increases manifester level for one success result of a power by an equivalent amount.

Mental Recovery: Psion minds and their inner strength regenerates quickly.For the psion, intelligence and personality damage each heal at a rate of 1d5 per night of rest.

Power Check Roll: To see if you use a psionic power correctly, you need to roll a d20 and score at a designated ability score or below (the default ability is intelligence, but some powers list other abilities to check against). Failure to do so means the power does not work.

Roll 1: When rolling a power check, rolling a 1 is good, called a power score in common parlance, and something cool as dictated by the power's "Roll 1" description happens.

Roll 20: When  a power check, rolling a 20 is bad, called a critical failure in common parlance, and something bad as dictated by the power’s “Roll 20” description happens. If something is allowing you to roll a smaller die, and you roll the highest result on that die, you need to roll a luck check or suffer bad effects as if you had rolled a 20. Sometimes rolling a 20 still causes the power to go off, albeit in a perverted form.

Tuesday, April 10, 2012

Encounters for The Wandering Trees

My players have finally finished adventuring in The Wandering Trees (adapted from the pages of Dragon #67), so I can release this info.


With a hex grid, it was easier to tell when I should make rolls for random encounters (1 in 6 chance each day and for each watch of the night, plus an additional chance for each hex crossed, doubling if there is no random path granted by those willy trees). Here is the  table I was using (has my attempts to make up interesting DCC stats for level one threats before the rules were finally published). In retrospect, I would roll 1d6 for number of monsters encountered each time it wasn't specifically listed; my players somehow just kept not properly dying. Otherwise, I am satisfied with myself for some of the odd crits and powers sprinkled throughout here.



1 Wood Elf Stalkers from the local wood elf community. Very Quiet. Will attempt to stab and grab. They hate kobolds, and know their scent.
Treasure: Natural material daggers, skins, elf bread.
  • Init +1; Atk dagger +2 (1d5); AC 12; HD 1d8; MV 10 Meters; Act 1d20; SP as elves; SV Fort +0 Ref +2 Will +2
2  Kobold traders from the hills. Kobolds are mischievous cave fey that will try to barter for gemstones, gold, or cobalt. Negotiations may break down unless the players could really use some cave creature regents such as umber-hulk juice. They attack dwarves and wood elves on site.
Treasure: Besides  1d10 worth of gems, A battery pack for a robot. They don't know its significance, but like the LED readouts.
  • Init -1; Atk little pike +4 (1d5); AC 11; HD 1d5; MV 12 Meters; Act 1d16; SP stoney skin absorbs 1 point of damage from weapons and dulls them; SV Fort +4 Ref -1 Will +0
3 A unicorn. It will attack any amoral characters that sport furs, but if the PCs are gooduns, it will lead the way to a grove that is safe for the night.
  •  Init +3; Atk horn +4 (1d8 [+3 if charging]) hooves +2 (roll on a lvl 1 warrior crit table for damage); AC 11; HD 1d9; MV 13 Meters; Act 1d20; SP immune to poison, disappears upon death save for its magical horn; SV Fort +2 Ref +2 Will +4
Note: A player encountered it, and happened to crit it with a demon's horn (as you do), rolling a sunder on the crits table and severing the unicorn's horn. The unicorn started to go darkside, and infected his assailant with an ebon-skin curse...
4 A pair of wolves. They are hungry, but run from pain or fire. One of them used to be a man and is slightly larger as he was cursed by a bog-witch. He will stalk the group from afar after they are first encountered if he has been driven off.
  • Init +3; Atk bite +2 (1d5 and grabbed crit:by the throat, and the target has one round to get loose before said throat is torn out); AC 11; HD 1d6; MV 12 Meters; Act 1d16; SP —; SV Fort +0 Ref +2 Will -3
5
A shambling moss monster desires arcane knowledge and likes a little dismemberment too.
Treasure: Kept in a nearby cave is a collection of sorcerer bones and some tomes (can learn 1d3 spells at the next leveling up with study).
  • Init +0; Atk soggy pseudopod +2 (1d4+4) Spell (see SP) +5 (as stolen spell) ; AC 11; HD 1d9; MV 13 Meters; Act 1d20; SP Any spell caster that fails a spell check in its presence “teaches” the moss their failed spell, and the monster takes on an aspect of the spell as well as gaining the ability to cast it; SV Fort +4 Ref -2 Will +4
6
A small barghest (lycanthropic goblinoid) and three hobgoblins on a pilgrimage to defile the Great Oak Tree in the name of urban squalor. The barghest is in his mundane form, but mutters something about “you wouldn’t like me when I’m angry” if PCs get cheeky.
Treasure: Barghest bile goes for a good price in the right alchemist's shop. Also, a ring worth 23 sp that has the image of a goblinoid god.
  •  Barghest (dog form): Init +2; Atk bite +3 (1d6 and grabbed crit: by the throat, and the target has one round to get loose before said throat is torn out); AC 11; HD 3d7; MV 12 Meters; Act 1d20; SP Regeneration 1d4 (recharges on a 5 or 6 as per 4e style recharge rules unless damaged by steel); SV Fort +3 Ref +2 Will +0
7
A lake/pond/river haunt that attempts to garrote with soggy vines.
Treasure: nearby are the remains of victims with 1d12 in riches.
  • Init goes last; Atk garrote +3 (1d5 and grabs. Must break free within 3 rounds or suffocate); AC 12; HD 1d7; MV 4 Meters; Act 1d16; SP can't be grabbed (slimy), very quiet (stealth +5); SV Fort +0 Ref +0 Will +0
8
A man-eating tree that tries to take a chomp against someone leaning on it. Make a reflex save+ nature check mod or lose a digit/hand/arm. The tree cannot move, but no reason to let the players in on that until their panic has died down.


note: One player lost their hand in play, and bargained with his patron to replace it. He now has a wooden hand with a mind of its own.
9
A Mossy walking skeleton that moans, “Beware the caiiiiirrrrnnns” but otherwise has no intelligence that can be accessed by mundane means. A ritual to speak with the dead may reveal more.
10
Will o’ Wisps or Japanese-style ghost lights (as appropriate for terrain) swarm in (1d5).
  •  Init goes last; Atk enervating touch +0 (1d3); AC 10; HD 1d3; MV 4 Meters; Act 1d16; SP only takes damage from supernatural sources, can be turned; SV Fort -3 Ref -2 Will -2
11
Obendar, a minor god of trees and vines. He knows about everything that happens in the forest,  and call many things to his defense. He can only be compelled to speak by heroic PC deeds he has heard wind of or when threatened by certain species of tree-eating beetles which he has a phobia of.
Treasure: a wealth of spell regents (2d16 gp on the market).
  •  Obendar: Init +3; Atk slam (1d6 crit: knocked out of the fight and vines will kill you if you aren't saved by someone afterwards); AC 17; HD 3d6; MV 3 Meters; Act 2d10 (crits if either come up as a 10); SP can lay on hands as a cleric (+8), weapons must do 4 damage or more to hurt Obendar; SV Fort +3 Ref -2 Will +3
12
Ensnaring vines try to choke 1d3 PCs. Make a reflex save or be grabbed by the neck. Damage as a garrote. These vines hiss and scream when cut (3 hp).
13
A vine-ensnared, slightly rusty robot at the foot of a tree. If investigated, a panel in the front will drop open.Any magical object placed within the revealed compartment will power the robot. The robot's temperament will match the alignment of the object. If its not evil, it will serve the PCs until it breaks its programming by learning about this thing you humans call love, or something.
  • Init +0; Atk ram (1d6), laser (4, crit=head-shot and death)(recharges every other round); AC 20; HP20 ; MV 4 Meters (hover); Act 4d5 (crits on 3 6s); SP vulnerable to logic bombs ala Captain Kirk; SV Fort+7 Ref -2 Will +0
14
A swordopus itching for a fight with land-lubbers.
  • Init +2; Atk sword+2 four times (1d6); AC 20; HD 1d6 ; MV 10 Meters; Act 1d20; SP camouflage, telepathy ; SV Fort+0 Ref +2 Will +1
I am satisfied with this table to a degree that I won't do the adventure's suggested swamp random encounters... unless I run through the whole table somehow. Then I'll scramble to stat a catoblepas.


There is also a green knight guarding the Southernmost bridge. He takes all challenges to single-combat and curses groups that try to overpower him with numbers or sorcery (curse: 50% chance of getting lost even if on a trail. Incidentally, the knight cannot die, but he is rather honorable and will yield if bested in single-combat. He does not pursue trespassers past the bridge. Uses hobgoblin stats cause I'm tired.


In the north swamp is a bog-witch that cursed her former lover to wander as a wolf until the treasure of the druids is found. Rolls a d30 for Charm and Polymorph effects.


Creatures of the forest not listed above :


Wereboar (pig form): Init +0; Atk charge +3 (1d4, critted targets are gored (1d5) and slowed); AC 13; HD 1d6; MV 11 Meters; Act 1d20; SP Regeneration 1d4 (recharges on a 5 or 6 as per 4e style recharge rules unless damaged by horns, teeth, or tusks); SV Fort +1 Ref +1 Will -1


Entling: Init -1; Atk slam +3 (1d5, critted targets get an eye poked out unless they have goggles or a helm); AC 12; HD 1d8; MV 6 Meters; Act 1d18; SP animate entangling roots (encounter); SV Fort +1 Ref -1 Will +2


Phooka (humanoid form stats are as DCC beta kobold with a club)  tree form: Init -1; Atk slam +3 (1d5, critted targets get an eye poked out unless they have goggles or a helm); AC 12; HD 1d6; MV 6 Meters; Act 1d18; SP only damaged by cold iron or magical attacks; SV Fort+1 Ref -1 Will +2


Pseudodragon: Init +0; Atk sting +2 (1d3 +save or 1d3 poison, lose a finger if you roll a 1); AC 12; HD 1d4; MV 7 Meters; Act 1d20; SP camouflage (+3 stealth); SV Fort -1 Ref +2 Will +0


Dryads:  Init +1; Atk slam +2 (1d5); AC 13; HD 1d8; MV 10 Meters; Act 1d20; SP charm (will save or do what the dryad wants); SV Fort +2 Ref +0 Will +2


Giant Crayfish: Init +1; Atk claw +4 (1d5, grabs on a crit); AC 14; HD 2d8; MV 9 Meters; Act 1d20; SP— ; SV Fort +0 Ref +1 Will -3


Owlbear: Init +0; Atk claw +4 (1d8, blinds or KOs on a crit); AC 12; HD 3d8; MV 12 Meters; Act 1d20; SP —; SV Fort +2 Ref +1 Will -4


Upside-down-human-faced giant centipede (Chitter): Init +0; Atk bite +1 (1d3, save versus poison or become paralyzed) AC 12; HD 1d3; MV 6 Meters; Act 1d20; SP— ; SV Fort +0 Ref +0 Will -2


Slightly humanoid face-bearing giant spider (Mank):  Init +2; Atk bite +3 (1d3, save versus poison or become paralyzed) AC 14; HD 1d6; MV 10 Meters; Act 1d20; SP Cast web (reflex save or immobilized) ; SV Fort +2 Ref +2 Will -2


Wraith (more interested in talking about silver keys than fighting):  Init +0; Atk touch +3 (1d3 and player makes an attack at a companion ) AC 12; HD 1d6; MV 10 Meters; Act 1d20; SP can only be harmed by magical attacks or sunlight, torches do 1d2 dmg ; SV Fort +0 Ref +2 Will +2

Sunday, April 8, 2012

Chelonians Have a Grinding Stop Envisioned for the Multiverse


Okay, first off, I loved the idea of really odd Slaad. But one problem I had is I feel a proper slaad should be batrachian, by which I mean frog-humanoid. I like color-coded monsters. They help with the shared-language of the hobby.

Anyways, I was inspired by a dictionary.com entry of the the day to make Chelonians. Chelonians are turtle-humanoids, and much as slaads are the champions of chaos, chelonians, called chael colloquially, are living perversions of stasis ideals. The chael are the dark side of law in the cosmic conflict and they want to stop everything before it gets any more entropic. There are a few varieties of chael that may be encountered.

Green Chaels are obsessed with recording information. More pragmatic than other chaels, greens accept the eventual entropic dissolution of the universe into various forms of background radiation, but seek to preserve lists, tomes, librams, formulae, and other data. This often puts them into conflict with adventurers that are searching for something the greens have their eyes on.  Green chaels use psychic attacks which overload victim's brains with too much information. If you have ever communed with an extra-planar entity, chances are it was a green chael that was secretly taking information from you too.

Pale Chales prefer to bring stasis by their supernatural cold powers. The most powerful freeze hamlets and call up glaciers. Just like a mix between Subzero and a Teenage Mutant Ninja Turtle (why hasn't that game been made yet?!), they will freeze you in place, duck their parts into their shell, and slam into you like a mini gamera, blasting your frozen chunks about. Don't mess with a pale chael. Pales spend time putting out fires, volcanoes, and snuffing warm-blooded creatures' lives.

Blue Chaels are the masters of time. Time Stop spells and instant aging are among their weapons. They lay their time eggs throughout the multiverse. If enough happen to align, making a ley-line network, interesting effects that can be utilized by chronomancers and gate-makers happen, but more eggs in an area bring a risk of local time stoppages or rip-van-winklisms. Scholars rightly suspect that enough eggs will spell the end of the multiverse via eternal pause.

Red Chaels try to take the war to chaos's doorstep. Militaristic and never forgetting grudges, reds are sought for their skills as mercenaries and generals. They will fight for any side that seems to be on the side of law or the original, primal order of the universe (though primordials are chaotic, they do have claim to the first groupings of law or at least the original order) . Reds use stunning attacks that petrify their enemies, turning them into atomically inert substances that are very hard to reanimate.

Can you think of a variety of Chelonian? Jenna made a chael personality reminiscent of the turtles all the way down meme:
Viticus Chelonian, Excrucian Deceiver

"If I have seen farther it is by standing on the shoulders of giants."

This tortoise-armored Deceiver may stack himself arbitrarily high, achieving an effortless physical, social, or even intellectual superiority over his opponents. We advise maintaining a prickly disposition and ideally physical contour in his company lest he integrate you yourself into Viticus Chelonian's invincible throne.

Key Stats:
Persona (The Invincible Throne of Viticus Chelonian Invictus) 3
No idea what game persona is for, but thanks!

Monday, April 2, 2012

Carousing 3: Training

Carousing continues! It's not really carousing again but who cares as long as you get to turn gold into XP?!
Carousing carousing, holy sacrifice carousing, and arcane carousing can be found here and here

Some may prefer a more logical way to level up than partying like Conan. So here is a table for leveling up via training for both militaristic and skullduggery types. Results are luck based. If you pass, good result, if you fumble (roll a 1), bad result. Natural 20s net a bonus success before the results!


Training is probably appropriate for rogues, thieves, fighters, monks and so on, but anyone can find a master in their field for the right gold.

--

Luck check fumble results:
Successful (DC 15) Luck check results:
1:You suffer an accident and lose an eye. If you get this result again, you are simply scared somewhere.
2: Trained too hard. You gain two strength points but lose a point of stamina.
3:Your martial might has caught the attention of the gods. A monster will show up to challenge you to single combat soon.
4: You lose a hand, but now have a wicked hook and intimidation rolls are easier for you.
5: You accidentally kill your master! Now all his other pupils are after you.
6:Your master is killed and his secret technique scroll is stolen by a fellow pupil. Master begs you to hunt the dude down with his dying breath.
7: You are seduced by the master, and become a target for their enemies.
8: Your master is less wise than they appear. Only half-XP for this training action!
9: Master has convinced you that you need to do a legendary task before you can gain anymore XP.
10: Your skill angers your fellow pupils. They gang up and attack you one night at the dojo. +1 Stamina if you survive.
If you roll a natural 20, you come out of the experience in such good shape that you have 10 extra luck to burn on any combat or damage rolls during the next adventure (once you burn them, they are gone). Also, 50% more experience. Then check below.

1:Expert advice: You can re-roll a number failed checks equal to your intelligence modifier during the next adventure.
2: You gain a rep around the training grounds. Social interactions among your kind are easier for a while.
3: Extra credit: You gain training in a background that you can narratively justify and will help you with appropriate skill checks.
4: You got groupies. They want to have your baby. You can have a baby. Or 1d3 of them.
5:You win the regionals! People in town think you are awesome and offer you the first round free etc.
6: The master is impressed by you grasshopper. He teaches a technique so secret that it disappears from your mind after using it. The next time you wanna attempt a death-touch, let the DM know.
7: Fists of iron. Brawling damage from you goes up a step on the die chain.

Sunday, March 18, 2012

Carousing 2: Magical Research

Standard Carousing, Religious Sacrifice, and credits are covered here.

These are luck-based results for leveling-up activities that use up gold to make experience points as per the above link. Use the left side of each table if and only if you roll a 1. Use the right side if you make your luck DC. Do nothing but gain experience otherwise.

Magical Research

Intended for mages, wizards, and occultists.

Luck plays a role in all these checks, as we play the DCCRPG. Thus, when you roll a carousing check, you are going to add in your Luck modifier, be it good or bad. If the carousing check comes up as a 15 or better, you get to roll on a good bonus effects table. If you get a 1, you have to roll on a bad side effects table. Each kind of carousing check has it's own table.

If you are carousing with a specific goal in mind, you can skip the table when rolling a 15 or higher and opt for that goal instead (the DM may set a DC of 20 for very hard things, or refuse things beyond your level and background). I'll give some sample goals:
  • Research: figuring out the magical properties of an object, researching how to kill a legendary monster, creating a potion, doing a ritual, creating a spell, communicating with demons, overcoming a curse, learning the true name of something, gaining literacy in a supernatural script
Bad results may possibly be negated by doing further magical research.


Luck fumble results:

Successful luck results:
 If you roll a 0 (considering modifiers), you are afflicted with corruption as well as a result below.

1: You gain a double shadow (curse). The referee secretly rolls and keeps track of the time in d3months that you have until the shadow merges with your own and subsumes you.
2: You glimpse an arcane secret that drives you mad, and you gain an associated derangement (via the system of the referee's choice) but have reckless non-nonchalance towards anything not associated with your derangement.
3: Your flesh starts to slough off and you need to wear bandages and apply unguents to keep it on.
4: You gain a third eye. It can see in the dark, causes you pain in the presence of the holy, and creeps out common folk.
5: By day you are good or lawful. By night, the opposite. You otherwise are as full of levity as before.
6: You have made enemies with a supernatural being. Expect its agents to attack soon!
7. Roll on the minor spell corruption table.
8. Roll on the major spell corruption table.
9. You are marked as a sinner for consorting with the supernatural. Always treat your alignment as the worst possible when a cleric does a lay on hands check.
10. You create a clone. This clone wants to kill you, and it has escaped from your lab!
11. You attract ghosts like the dickens. Whenever you are in a haunted locale, wandering ghost are twice as likely to show up and primarily target you.
12. You create a hole in space time somewhere on your person. It doesn't hurt, but it is unsettling.
13. Your patron abandons you! If you don't have a patron, casting the spell fails as a fumble the first time you attempt it.
14. Cursed! You cannot gain any XP until you find a legendary tome that has the solution to your predicament.
15. Roll on the Magical Mishaps table.
16: You are afflicted with a mutation or derangement. It makes you ugly or flawed somehow. I suggest looking at the flaws from a Whitewolf RPG book...
17: A bad result from one of the below links.
18: You become obsessed with some kind of mad scientist scheme (creating man-bear-pig, etc.) and must spend every other leveling action trying to do something to realize it.
If you roll a natural 20, you are able to create your own dweomer. Work with the referee to figure out the specifics.
1: You can see the auras of other beings for a month.
2: You have a good lead on where to find an ancient artifact, scroll, or weapon.
3: You gain insights concerning a ritual, and know how to cast it.
4: You gain a familiar, or, if you already have one, you current familiar pokevolves.
5: You are on friendly terms with a supernatural entity that you can call on for information once per adventure. It may ask you for favors back from time to time.
6: You gain a secret vulnerability, and can only truly be killed when it is employed. Someone must engage in Magical Study to guess what it is. From now on, you must engage in Magical Study once per level at no experience gained if you want to keep this ability.
7. You gain the audience of a being that can answer one yes-no question. You can try to do fairly cheap magical research with this goal in mind again...
8. Gain incites into the shadow dimension: You take only half damage from shadowy sources.
9. Eureka! You gain an extra spell slot. If rolled again, you get +1 to spell checks with one spell.
10. You gain a psionic power. It gives you a nose bleed each time you use it, which costs 1hp.
11. You can see in between dimensions when they are being disturbed. This makes you able to see certain crazy things...
12. You craft an awesome wand. It adds +1 to your cantrips (you get cantrips) and rituals.
13. You learn a PG-13 Carcosa ritual.
14. You fashion a gate to a magical place where you can adventure if you so please, such as the Isle of the Unknown.
15. Choose a spell of your level or lower from another OSR book. Swap it for a spell you know if you'd like.
16: You gain a mutation. If the game judge agrees that it is not beneficial, they will let you reroll until you get something good.
17: A good result from one of the below links.


Other mishaps here. And the metal! mutations here are pretty good for messing up a wizard.

Sunday, March 11, 2012

The Crypts and Things RPG


Crypts and Things was one of the recent RPGs that inspired me to put together the Kill It With Fire rules. Specifically, I heard that they were going with the d6 standard for weapon damage. I love the simplicity of a d6.  From the PDF preview, it seems that they either abandoned that rule or went with the option of different classes doing different damage rules which is  one I found at the associated Arkratic Wizardry, and am still thinking of in terms of how to integrate them as an optional rule in KIWF.

Anyways, Crypts deserves props for filling my head with lots of ideas just by existing, so consider visiting their page and purchasing it if you like the Swords and Magic genre and name drops of authors like C.A. Smith.

Saturday, March 10, 2012

Carousing, orgies, and their alternatives

When the DCCRPG beta was first being played, how to gain experience and level up was a mystery. So I went with gold-spent equaling experience points. Then it kind of mutated into Carousing rules much like those that others before me have proposed. 

First, Jeff Rients came up with this famous table for carousing mishaps. Then I found the old article on orgies from Dragon Magazine (warning NSFW cartoonage). Ideas were gained.

Your character doesn't like to level up by partying like Conan? Not a problem. Check out Martial training, holy Sacrifice, and Esoteric research. But if wine and wenches is your bag, check out the system below.

---
When you perform this leveling action, you must roll a Carousing check (1d20+ luck mod, DC 15 for success), spend your gold (which becomes XP), then role-play through the results (though the DM can just tell you what happened). Success nets you a roll on the right side of the following table as a kind of bonus to the joy of getting XP. 

Failure means nothing special, but rolling a 1 means you have to roll on the left side of the table!

Due to the limitations of the local economy, you may carouse (throw a raucous party with many attendants and lots of food) every d3 weeks in a berg or d3 days in a city unless below half hit points in which case you need to rest. If your stamina is under 3, you need to roll a save or die...





1. Gain reputation as a lecherous lush. Social interactions in this town are *raises tone* awkward.

2. Get in a fight, lose 1d2 teeth, get a black eye, or break your nose and you'll be sore (-1d3 hp) in the morning.

3. Wake up next to someone ugly or crazy (50-50 chance) or both (5% chance). Lose reputation.

4. Alcohol poisoning. Constitution/stamina lowered by 1.

5. Things got a little crazy. Did we kill the stripper?! Move you alignment one step towards evil/chaos. Can be undone by Sacrifice carousing.

6. Insulted someone important, and challenged to a duel if you are equals or charged with a quest if you are the inferior.


7. Someone takes your bag by mistake, but leaves theirs, which has an interesting item...


8. A couple days after the party, someone claims you are the father. Even if you are a woman. Cause fantasy setting, that's why.


9. You are mistaken for someone else, and charged with their tab. Pay 30% more money (no xp for it) or wake up in the slammer.


10. You expose one of your important guests as a reptilian! Have a fight with our scaly secret masters.


11. You are inducted into a cult. It takes your friends a week to deprogram you. -10% XP from this leveling action.


12. You wake up in stocks. -1 luck. Authorities let you out after a day.


13. You were robbed whilst unawares. Was it that saucy wench that you swear came to your room? You lose everything of value that you are carrying.


14. You break some knuckles punching a dude. No two-handed weapons/shields for 6 weeks.


15. Nobody comes to your party. -1 personality/charisma until you throw at least 500 gold into one party.


16. You are challenged to a duel, but cannot remember with who. At the most inconvenient time they show up.


17. If you are a halfling or a dwarf, you are tossed (if not, reroll). -3 Intelligence from hitting your head. +1 Charisma. 

18. Your boasts have gotten you into trouble. You can't gain experience until you do something really awesome designated by the judge, like killing a legendary monster or stealing a legendary treasure. 

19. You upset the mercantile guild. Everything is 20% more expensive for you and your associates in this town, unless you go to the black market, where things are 10% cheaper.

20. An evil magic user has some of your hair and flesh... you wake up with a gash and covered in strange runes.

21. Parlor trick hypnotised. It would seem that whenever someone says the words "my, its drafty in here" you feel the urge to do something embarrassing...
 
If you role a natural 20 on your Carouse check, you gain double experience and a luck point, then check for results in this column.

1. Gain a reputation as the life of the party. You will be invited to a fancy one soon.

2. Humiliate that one jerk/bitch you hate. Gain one to your luck or charisma.

3. Get on the good side of the local government representative. They will help you out when you need them.

4. Someone dies from too much partying at your party. Pity, but you are offered their job!

5.  A comely lass or lad falls for you.

6. One of your guests is actually a supernatural entity that wants to be your bud, familiar or patron.


7. Your body adapts to all the partying. You get +1 to stamina checks versus alcohol and poisons until you fail a carousing check.


8. You run into a long-lost relative. Maybe they want to go adventuring with you?! (henchman)


9. You win a bar bet and gain the services of two henchmen with low morale for a month. They may stay on if you pay them.


10. You gain 3 rumors about the next adventure.


11. You are mistaken for an important figure and the party gets really going. +25% experience.


12. You make buds with a master and get a free training session worth 300 gold (roll on the martial training luck table now!).


13. The drunken friar joins your party! Get a friar as a NPC companion till he loses a morale save or you carouse again.


14. You totally see through Sir Bearington's disguise, but are cool about it, and he will show up when you need him most.


15. You gain a jester minion. He constantly grabs treasure from others (not you). You like him, but others may not...


16. You have a good gambling session. Get some booty and +1 luck. Your game judge determines the booty by their own system.


17. You judge some kind of bar event, and everyone praises your decisions! Gain +1 Personality.


18. You wake up next to a master spy that night. They mumble state secrets in their sleep that could be very lucrative for you.


19. You have an enlightening jape with some amazing adventurer! It nets you knowledge that gives you the saves (if better), hit die, or basic abilities of a random class different to your own.


20. Wake up with a random wand, potion, or magical version of a weapon from the weapons table.

Orgies and trips to the cat-house are also possible, but if you roll a fumble on your luck, we might have to check on the Dungeon Funk tables to see your fate.