Thursday, December 20, 2012

Gold for XP Option: Martial Training

This post is to update the old Martial Training rules. See more carousing rules here.
She obviously trained to be a rockin' assassin.
As with all carousing checks (carousing being a catch-all phrase for spending your gold to gain experience points), you can roll with a specific goal in mind or a generalized goal of getting better. Whichever you choose, you are going to make a Luck check. Fumbling means you have to roll on the bad results side of the results table. If you choose generalized training and pass the DC 15 Luck check, you get to roll on the good results side.

Whatever your goal, your game Judge is encouraged to think about how long the goal should take and, in the case of specific goals, let you know before you roll.

Possible specific goals:
1. Learn technique x (quivering palm!). 2. Gain a favored enemy 3. Learn a craft 4. Work on a save type along the classic lines (i.e. magic device) 5. Gain a skill 6. Get a reputation 7. Learn the seven arts of seduction 8. Learn a fighting style 9. Purify the soul 10. Prove worth to/gain trust of someone 11. Gaining knowledge of poisons 12. Building resistance to something 13. Impress the girl/guy 14. Learn a very specific deeds die attack with one weapon (no bonus to hit or damage) if not already a warrior

Results table (roll against a DC15 with Luck or whatever ability your Judge dictates:

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.

11: You are struck with a strange sickness cause by a poison of a jealous rival (-1d8 stamina until you find the antidote). The rival has absconded into a dungeon...

12: You undergo an irreversible procedure that hardens up your skin (puncturing and slashing weapons are -1d to damage you), but you weigh a lot now, and your speed goes down by 10'/round and your armor penalty is now 4 higher.

13: You accidentally create an evil Tulpa through too much meditation. It looks like you and is giving you a bad rep somewhere.

14: You are conscripted and dragged down to hell to train with devil armies for a year. After that you escape the underworld with 2x as much XP as you have now. Normal fire cannot harm you and you save at +1d against all flames. You reek of sulfur and a devil is tracking you down for desertion.

15:You suffer a training accident and die. You come back as a ghost and are able to manipulate your old gear; manipulating other things takes a DC15 INT check. Possessing people is possible if they can't make their saves. You are invisible in daylight and glow at night. If anyone uses "turn undead", you disappear.
Goals will be fulfilled first, the below is generic good results for people without goals.

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, even if you are thief or halfling). No getting more temp luck when you have temp luck. Also, 25% 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 it 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.

8: Reinforcements: You make a good friend that will show up sometime when you call for it to lend a hand in combat or pass 1d3 checks for you.

9: A legend is born: You are the chosen one! You may perform Lay on of Hands once per day per level without possibility of angering the gods.

10: You are entrusted with a magical item of your master's.

11: You learn the ghost touch technique and can punch ghosts for 1d8 damage.

12: You get really skilled with a ranged weapon. Roll 1d24 when you attack with it.

13: Name a trick. You know it and can do it consistently.

14: You slay your father in a cave and his helmet has your head in it?! +1d to fear saves.

15: Secret of wuxia-flight: You can jump about 20 feet and balance on trees or even bounce off water.

16: Lock mastery: You get a free success on any one lock per session.

17: Trap sense: you will get +1d to find/disable trap checks that the Judge secretly rolls behind his screen like a proper Judge should.

18: Calvary to the rescue: Once, when you are in trouble in an applicable area, a cavalry of creatures you befriended during your training will ride up to join your side of the fray. This result can be checked for again after it is unlocked.

Shoutouts go to +Nathan Hill, +Jeremy Murphy+Brendan S and +Andy Hauge for giving me a couple ideas.

Carcosa-style Rituals for Female Necromancers

So I was given a Secret Santacore assignment: "A series of hideous Carcosa-style dark necromantic rituals designed for a female necromancer."

G+ is a pretty volatile environment for gender issues, so after getting my assignment, I cautiously asked g+: "Hey, uh, what are some things that girls can do that guys can't? Please don't hit me." Based on that, and a few fun hours reviewing Carcosa again, I came up with these rituals.

If you print them into a PDF off google docs they look real slick. And hey, I brought Rlim Shaikorth, the White Worm from Clark Ashton Smith's mythos into your game at no extra cost.


Here's a teaser to tantalize you into clicking through:
The serpent-men, originators of sorcery on Carcossa, learned many ways to use human females in their dark rituals. Eventually these rituals were somehow learned by and perverted to the use of human females themselves, who hold a unique appeal to many entities for their ever so slight symbolic relevance to fecundity.

The following rituals are, for the most part, only available to those of biologically female physiology and body functions. Like the vast majority of rituals, they are distasteful, dangerous, and powerful.
You have to go here to see my crappy illustrations for it though. 

Thursday, November 29, 2012

Green Chaelonian



DCCRPG stats for a monster I first talked about here.

Green Chael: Init +3; Atk Mind blast +3 area (save or 1d6+5 and -1d to hit till next round) or slam +8 melee (dmg 1d8+5; on crit: save or be turned into a book folio); AC 15; HD 6d8; MV 25’ or climb 20’; Act 2d20; SP can rewrite history with a DC15 Will save once per turn, changes that would affect the PCs can be resisted with a DC 5 will save; SV Fort +6, Ref +0, Will +7; AL L.

Monday, November 26, 2012

d12 Table: Funny NPC Voices/Mannerisms

I'm too lazy to make a proper table, but mix and match characteristics on the right with names on the left. Roll 2 d12s if you want. Hey, I linked to a bunch of funny YouTube videos for them all.

1: Michael Cain Falling asleep
2: Dr. Girlfriend Wants to one-up everyone
3: Eccentric English Aristocrat Wants to be punished
4: Sean Connery Tells Yo Mama jokes
5:James Earl Jones Is holding in Gas
6: Christopher Walken Is impatient
7: Street Urchin (go deeper for an adult) Is sycophantic
8: Sara Silverman Sneering
9: Hugh Grant Spaces Out
10: Gollum Thinks everything is quaint
11: Jeremy Irons/Christopher Lloyd Out of breath
12: Orson Wells Sometimes burst into song

Tuesday, October 30, 2012

Revisiting Gold for XP

In my games, I don't like the idea of characters leveling up on the spot. They need to take some time somewhere and do something productive towards their idiom. I call such actions Carousing Checks for simplicity, but they are actually quite disparate actions. They cost money to do properly. Thus, in my campaigns, experience points comes only from gold spent on Carousing Checks.
Basically, there are a few different Carousing Checks I have come up with:
  • Carousing as in epic partying (Conan, Fafhrd, etc. idiom)
  • Researching arcane, esoteric, or alchemical mysteries (wizard, librarian, etc. idiom)
  • Martial Training (ninja, fighter, ranger, specialist etc. idiom)
  • Sacrificing gold towards a god, ancestor, spirit, or demi-human clan hoard (cleric, demi-human, anybody idiom)
  • Establishing a keep (anyone)
  • Vision quests (psions, shamans)
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 for each kind of carousing:
  • Carousing via parties: gain the eye of a fair lady, get some crucial gossip, case a joint, get rumors for a quest of your design
  • 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, get rumors for a quest of your design
  • Martial Training: learning the quivering palm technique, gaining knowledge of poisons, building resistance to something, get rumors for a quest of your design, get some martial followers
  • Sacrifice: Appeasing a ghost, establishing a congregation, cleansing a tainted site, ascertaining the will of the gods (get a quest), find a magic steed
  • Establishing: Building a new wing, gaining a library, ensorcelling/creating/hiring guardians
  • Visions: Learning a mystery, communing with spirits, unlocking a riddle, get rumors for a quest of your design 
How does one distinguish a carousing goal from a regular goal? By resources (gold) and time spent to do so. Each of the carousing actions takes hours if not days to accomplish, and time is another factor the GM can use to curb abuse of the system. Of course, the more frequently one carouses, the more frequently they may roll a 1, so a player who carouses every day is living on the edge...

Fighters get 10% again on training actions, and Thieves and halflings get 15% again on carousing. If you invite your leveled team-mates to a carousing action, they get 10% the experience you do, but they have to roll a Luck check to see if they fumble (no good results are possible if you are a hanger-on).

Another 10% to any PCs who've completed a quest or slain a boss-monster since they last caroused. So this is another reason to save up between parties.

Gold needed to be spent to level:
1st lvl @ 100 gill
2nd lvl @ 900 gill
3rd lvl @ 4,000 gill
4th lvl @ 6000 gill
5th lvl @ 10,000 gill
6th lvl @ 15,000 gill
7th lvl @ 21,000 gill
8th lvl @ 28,000 gill
9th lvl @ 36,000 gill
10th lvl @ 45,000 gill plus a quest to placate or overthrow the ever-jealous gods

Wednesday, October 17, 2012

New DCCRPG Cleric Toy: Invoking Gods With Worship Spells


A Worship Spell is the cleric's answer to the patron spell. One difference is that merely casting it invokes a wider range of cleric failure for the day, inverse of how good the cleric rolled. If you can't get the job done with what your god sent you, what good are you to that god? In addition, if you are casting a Worship Spell in a situation that doesn't seem to concern the god (you trying to live is an okay excuse though), that disapproval die is going to get a step worse.

Another difference: If you have already gotten a certain result for the day, go one step higher and take double disapproval. 

If your spellcheck result is 1, the spell fails, roll on the diety disapproval table, and you increase your daily disapproval range by 1d3.
If it is 2-11, the spell fails and your disapproval range increases by 1d4 for the day.
If it is 12-13, a success and your disapproval range increases by 1d5 for the day.
If it is 14-17, a success and your disapproval range increases by 1d6 for the day.
If it is 18-21, a success and your disapproval range increases by 1d7 for the day.
If it is 22-25, a success and your disapproval range increases by 1d8 for the day.
If it is 26-29, a success and your disapproval range increases by 1d10 for the day.
If it is 30 or higher, a success and your disapproval range increases by 1d12 for the day.

Sample Worship Spell for clerics of Cthulhu
1          Failure. Roll on the Deity disapproval table.
2-11     Mere failure. Cthulhu is sleeping.
12-13  Cthulhu snores! A psionic wave erupts from your position, making the area filled with shin-deep water and disorienting everyone, save yourself, who get a -d to attacks until the end of your next turn or as long as the player can keep up snoring sounds. The water never seems to recede...
14-17  Cthulhu stirs! All psionic creatures in the area take 1d5 damage. A tentacle grows on your back and gives you +2 AC for one turn.
18-21  Cthulhu has the munchies. All your foes make a DC 10 Reflex save. Those that fail get a bite taken out of them by unseen beings for 1d4+CL damage and must make a morale check. You can make this happen again each round for a turn if you make DC 10 Will save.
22-25   Cthulhu is drunk dialing. All portals, gates, and doors within 100' are flung open for 1 turn and strange apparations start to seep out of them. If anyone goes through such a portal, they will be transported to a random plane. Your enemies must make a moral check at -1d.
26-29   Cthulhu is dead, but even death may die. Every dead body in a ten-foot sphere centered around you comes back to a semblance of life as an intelligent, corporeal undead. They treat you as a friend and Cthulhu as a god who's will they now heed, but otherwise are the same being they once were.
30+      Cthuluu is awakening?! The ground cracks open and waters rush out, distracting everyone for at least one round as they suddenly find themselves swimming. 1d3+CL Innsmouthian fish-men pop out of the depths and fight your enemies. Roll a d%, and compare it against your disapproval range for the day. If you roll within that range, Cthulhu is really awake. An apocalypse is coming...

Sunday, October 14, 2012

Using a 200 yen copy of a 1980 guide to the Metropolitan Museum of Art to allot random treasure