Tuesday, May 28, 2019

Fater: A New Character Class for the DCC RPG



Faters are hermits, thinkers, skeptics and philosophers. They value knowledge, logic and reason above all things. Unbeholden to gods, they reject the idea of the spiritual and supernatural, believing instead there is nothing beyond the world of Áereth. To the Fater, magic and the forces of darkness are susceptible to discoverable laws, and the explanations for the mysteries of the universe are ultimately knowable. Although most men are inevitably doomed to their fate and destiny, the Fater has sought self-mastery through the forging of his intellect, discovered patterns in the chaos of life, and has risen to understand his role and potential in the greater drama. Through his focused mind, the world can bend to ways that give the Fater premonitions about the path he must take, of whether a future action will be a bane or boon. To reward the Fater’s reverence of nature, she has granted him the secrets of healing with plant extracts. For any healing using Lay on Hands performed on a Fater by the Cleric, they are treated as opposite alignment. In addition, the Cleric receives 1 disapproval when successfully healing a Fater. It is viewed as a great sin by the Cleric’s deity to mend such an adamant unbeliever!

Background option: A Judge may decide to introduce the Three Fates patrons (Chapter 7: Judges Rules of the DCC RPG corebook) into their campaign when using the Fater class, for interesting storytelling possibilities. Perhaps Faters are fallen subjects of these patrons, outcast through renunciation, corruption or taints. 

Hit points: A Fater gains 1d6 hit points per level.

Languages: At 1st level, a Fater automatically knows Common, and 3 other determined languages. They know one additional language for every point of Intelligence modifier, as described in Appendix L of the DCC RPG corebook.

Weapons training: Faters train to use their bodies as a weapon. They can use small melee or ranged weapons, but prefer to fight unarmed with bare hands, and receive a Deed die bonus when doing so. 

Alignment: Faters are generally neutral. They are impartial to law, chaos and judgment.

Armor Bonus: Faters rarely choose to wear armor. Calculate Armor Class: 10 +Agility modifier +Character level. However, if the Fater chooses to wear armor, they do not receive the Agility modifier or Character level bonus. 

Attack Modifier: Unlike other classes, Faters do not receive a fixed attack modifier, they instead receive a Deed die bonus. This is not used to perform Mighty Deeds, but rather an attack and damage modifier only given if they attack with bare hands in close melee combat. 


Special abilities

Polymath: 
When not adventuring, Faters have an unquenchable curiosity about the world around them. They wander throughout the land like vagabonds, seeking information (for which they are prepared to pay handsomely!) from rare books in fantastic libraries, common peasants in a fishing village, the tavern owner, thieves in the night, and other journeymen they meet through travel. Faters can have detailed knowledge in the following areas. Roll d20 at 1st level to acquire 3 different skills, then roll for 1 skill per level thereafter to acquire a new area of expertise (re-roll if a skill has been previously acquired): 

(1) weapons, (2) architecture, (3) physiology, (4) seafaring, (5) botany, (6) mathematics, (7) history, (8) art, (9) weather, (10) maps, (11) astronomy, (12) the supernatural, (13) agriculture, (14) lore & legend, (15) genealogy, (16) magical inscriptions, (17) languages, (18) masonry, (19) traps, (20) chemistry. 

If asked to make a DC check which requires a field of knowledge which the Fater is proficient, roll d20 + Intelligence modifier +Deed die.

Thief skills: 
Faters have the following abilities, as per Thief skills described in Chapter 1: Characters in the DCC Core Rulebook: Read Languages, Forge Document and Handle Poison. When attempting these skills, the Fater rolls d20 and applies their Deed die to the DC check.

Strength of Mind: 
The Fater adds their Deed die to any Will save against mind-influencing spells, in addition to any attribute modifiers. 

Wild Healing: 
Faters are skilled in the wild healing arts. Through their reverence and love of nature, they are able to perform healing upon other creatures with ointments, balms, salves, and extracts derived from plants, fungi, molds, and herbs. Faters carry remedies which can restore hit points, the effectiveness and frequency of which it can be used each day are given on the Wild Healing column of the table below. They may heal any living creature, as well as themselves. The Fater must physically touch the wounds and work for 1 round. When using Wild Healing, roll d20 +Deed die. A result of 12 or greater means Wild Healing has been successful. A result from 2-11 means the healing attempt has failed and the extract has been lost. A roll of a natural 1 means the extract has actually caused damage, equal to the amount of potential healing (so a roll of a natural 1 by a 3rd lever Fater causes 1d5 damage to a victim, instead of 1d5 healing). Due to the Faters’ specialized knowledge of the methods by which their extracts are made and applied, other characters are unable to use their concoctions to perform healing. 

The Hand of Fate: 
The Fater is not simply a powerless pawn in the game. Through years of mindfulness, he has developed insight into the most effective manner to complete any action and the consequences this will bring. By understanding cause and effect upon the loom of time, the Fater is able to weave the strands of fate and destiny. Beginning at 1st level, the Fater rolls their Deed die every morning to determine how many re-rolls they can make that day. This resets overnight. They may spend this to re-roll any single attack roll, damage roll, saving throw, luck check, Wild Healing roll and DC check. The roll can be something they attempt, and also something that directly affects them. For example, the Fater can re-roll a failed attack roll they make, or if an opponent has successfully hit them with an attack, they could force the foe to re-roll the attack or damage result. Regardless, if they choose to re-roll, the results of the second roll must be kept. Fate can rub off on those around him, and like the Halfling, the Fater can aid his allies. The Fater can spend d3 re-rolls for an ally to make 1 re-roll. The ally in question must be nearby and visible to the Fater. The ally can re-roll attack rolls, damage rolls, saves, spell checks, DC checks, thief skills, and so on. The ally can also force a foe to re-roll an attack or damage result. Luck can be added to any re-roll. Critical hits, or a roll of a natural 1 however, cannot be re-rolled by a Fater, his ally or foe...such is the hand of Fate, as some things are just meant to be.

The Will to Live:
The Fater does not believe in an afterlife, and therefore has no fear of meeting Lord Death. The universe is without meaning, there is nothing beyond his glorious life on Áereth, judgement by his maker is not forthcoming, so he has nothing to lose when he passes. He will simply turn to dust and cease to exist. If a Fater dies (and after attempting to heal or rolling the body) he is permitted a DC 16 Will to Live save (with no attribute modifiers permitted) on a d20, to reflect his resolve and attachment to this mortal coil. On a successful save, he is granted a reprieve from Death and miraculously survives with 1hp, but suffers 1d3 points of permanent Strength, Agility or Stamina damage (Judge decides, the loss can be distributed amongst stats). This can be attempted once per day. The Hand of Fate re-roll or Luck may not be spent on this save. 

Titles (all alignments):
1. The Skeptic
2. The Theorist
3. The Logician
4. The Thinker
5. The Enlightened
6. The Philosopher
7. The Seer
8. The Wise
9. The Knower
10. The Prophet


Level
Deed Die
Crit Die/Table
Action Die
Ref
Fort
Will
Unarmed Damage*
Wild Healing (per day)
1 d3 1d8/III 1d20 +1 +0 +1 d4 1d3 (x2)
2 d3+1 1d8/III 1d20 +2 +1 +2 d6 1d4 (x3)
3 d4 1d10/III 1d20 +2 +1 +2 d6 1d5 (x4)
4 d5 1d12/III 1d20 +3 +2 +2 d8 1d6 (x5)
5 d6 1d12/III 1d20 +3 +2 +3 d10 1d8 (x6)
6 d8 1d14/III 1d20+1d14 +4 +2 +3 d12 1d10 (x7)
7 d8+2 1d14/III 1d20+1d14 +4 +3 +3 d12+2 1d12 (x8)
8 d10 1d16/III 1d20+1d16 +5 +3 +3 d14 1d14 (x9)
9 d10+2 1d16/III 1d20+1d20

+5

+4

+4

d14+2

1d16 (x10)

10

d12

1d20/III

1d20+1d20

+6

+5

+5

d16

1d16 (x12)



* add Strength modifier +Deed die
† Applies to Polymath knowledge checks, Thief skill checks, Wild Healing checks, attack and damage rolls using bare hands. Does not apply to attack or damage rolls using weapons.

Illustration by Shawn Brewer. This class appears in the 2019 Gongfarmer's Almanac.

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Wednesday, April 3, 2019

Whoever Eats my Flesh


The PCs enter a damp, room with a thick fog covering the floor. The walls and ceiling are covered with plants. From the dense foliage at the furthest part of the entrance, a figure will walk forward towards the PCs. He is human in scale and is completely made of vegetation and looks to have long hair and a beard. He appears old, messianic, wise, joyous and friendly. The plant man is a former wizard that experimented with travelling between planes. Something went awry and now he is here. He will stop at least 30’ from the PCs. If the PCs speak, the plant-man will answer back. He tells them he has a gift for all journeymen entering their structure. The gift is a part of his body which needs to be ingested. He answers no questions and insists that investing his body will provide the answers the PCs need. If the PCs agree, he will move a small part from his body that looks like a yam and hand it to each PC. This vegetative matter is a hallucinogen which will cause various effects. Roll d12:
  1. PC hallucinates and remembers their childhood. Begins to mindlessly sing lullabies. Is overcome by feelings of compassion and will be unable to attack another living being for 1d4+4 turns. 
  2. PC falls to the ground and goes into embryonic position. Has intense hallucination which is ecstatic, with numerous profound insights into their own life. Hallucination lasts 1d4 turns. Add 1 permanent point to Intelligence. 
  3. PC takes off all their clothes and begins rubbing themselves into sexual ecstasy. Add 1d3+1 temporary luck
  4. PC sees time and space vibrating simultaneously. Judge can randomly determine 1d3 rooms in the dungeons which PC can have prior knowledge before entering.
  5. PC develops telekinesis and can read thoughts of all living things. Lasts 1d10 + 2 turns. 
  6. PC becomes disembodied and turns to spores. They regenerats in the garden and are now part plant for the next 1d10+10 hours. The plants will fall off their body after that time. Add 1 to Intelligence. 
  7. Hallucinogen is poisonous to their system. Fortitude save (DC12), or 1d4 damage to HP and permanent loss of 1 to Stamina. If save is successful, then PC is so terrified and will suffer a -1d8 on all DC checks, initiative and attack rolls for the next 1d10 +2 hours.  
  8. The plant man will answer 1 question in great detail the PC asks. 
  9. The PC develops a third eye in the middle of their forehead. Add permanent 1d4 to Luck. 
  10. The PC communicates with a greater god and switches to the opposite alignment. If they are neutral, they have a 50% chance of becoming Chaotic or Good. Effect is permanent. 
  11. The PC sees such incredible and overwhelming visions. Will save (DC13) or they begin to poke one of their eyes out with either their fingers or an implement they have on them. Take 1d3+2 damage. 
  12. The PC becomes ecstatic and splits into two. They now have a doppelgänger with exactly the same stats which they can control for 1d3 days, after which time the doppelgänger dies. It can be kept alive by dark sorcery. 
The plant-man will not attack the PCs. He is a wise guide. If he is attacked, whatever is cut by an implement will regenerate in 1d4 rounds. If he is burned, he will regenerate in random part of the room. If the entire room is burned, he will regenerate from a microscopic piece of vegetation in the room. He is impossible to eliminate completely and will always be friendly if he regenerates.

Tuesday, February 26, 2019

The Whispering Forest


This forest inexplicably consumes all sound. Characters are able to speak, but the sound waves don’t travel. Nobody is able to hear sound of any kind, except their own heartbeat.

The forest is swarming with billions of microscopic Tumultum Crepitus, insects which absorbs soundwaves. They can coagulate into a solid form and turn against a party in the forest, attacking them with a sonic blast.

Tumultum Crepitus: Init +2 (always able to surprise); Atk sonic blast +4 ranged (60’ range, 1d4 plus special); AC 12; HD 3d8; hp 18; MV fly 40’; Act 1d20/1d16; SP takes double damage from fire, sonic blast (if hit, target must make DC 12 Fort save or be paralyzed for the next round), regeneration (disintegrates when killed and reforms in 1d6+4 rounds. Can only be permanently destroyed by fire or magic); SV Fort -4, Ref +5, Will -4; AL C.

Stats provided are for DCC RPG.