Saturday, July 17, 2021

Animal-Variant God Seeking Glorious Purpose, a DCC RPG Class! (And hopefully the longest-named class ever… see? GLORIOUS PURPOSE!)

 


Justicia, Azi Dahaka, Cthulhu, Bastet, Loki, Khorne, Ares, Tiamat! That is you! You are a god(deess)!... in the cannon/official/corebook timeline of Existence anyway. However, here you are the Animal-Variant version of the God(dess), originated in a displaced/erased/even-more-gonzo variant timeline, so it is hard to get the message across. You were hidden from cosmic forces that seek you demise (mostly those jerks from Balance) because they said you are an offense to Existence. Balderdash! Now it is the time to reveal to the world of your Coming and of your goal of GLORIOUS PURPOSE (or something of equal grandeur!). No more time hiding as some lowly farm animal for a fool that got himself killed in a Funnel.

This is a (obviously) gonzo class for DCC RPG and a homage to the amazing Loki series from the MCU. Not playtested, as usual, but hopefully playable.

The Class

Hit Dice: d6. You do not actually die when your reach 0 hit points, but a Watcher appears and takes you away in that moment of weakness. You cannot roll the Body. If you reach 0 hit points, They get you.

Attack: +1 per level.

Saves: as a Halfling.

Action Die: as a Halfling.

Animal Mien: Besides one weird aspect of your choice (colour, a crown, horns etc.) you look like a normal small animal (a chicken, cat, dog, a big rat, a small crocodile etc.). You have all the natural traits of the chosen animal. You cannot use any weapon or armor.

You cannot speak humanoid tongues, but for strange reasons one guy in the party can talk with you. If he/she dies, you must mimic to communicate or think on something else. It takes a month after that fool’s death to teach “High Speech” to a second fool. You can talk with other animals of your species but you find it demeaning.

Small, Fast, and Sneaky: you add your level to hide, sneak, initiative, and any checks to avoid or escape a grapple. Your natural AC is 13 plus your level due to your speed and size. You can move through opponents in melee of human size or bigger and even disengage from melee without any harm. If some one attack you with a range attack you can burn 1 Luck to roll a Luck check, if you succeed the range attack is rerolled against a random target within 5 feet of you (or the biggest one, Judge’s call). You are so small that when you are hit, you can choose to be knockdown and throwed away, if you do you take half damage from the attack but lose one Action Die for your next turn (which might leave you without actions).

Nasty Bite: it doesn’t matter your animal form, you have one nasty natural attack, usually a bite. It deals 1d4 plus your level in damage and the Critical Range is 20, increasing by one for every level thereafter (for example, 19-20 at 2nd level). You roll your critical hits in the Dragon Table, following the dice progression of the Wizard class (if you ever roll a 14 or anything related with breath weapon, consider that your “breath weapon” is 1d6 per level).

Cosmic Knowledge: you know a lot of stuff that an animal should not be aware off. Any Intelligence check related to arcane, divine, and cosmological stuff is always trained for your (i.e. roll a d20).

Divine Aid Yourself: the advantages of being a (animal variant) god is that you can get your own miracles, thank you! Roll Divine Aid as a Cleric of the same level. Every time you fail, the chance of Divine Disapproval range increases as normal for a Cleric. However, here a Divine Disapproval is not an angry god (you are the angry god after all), but actually it means that Existence has noticed your offensive state if being and sends something to take care of you. Within the next 24 hours the Judge should use a monster or roll a critter – a Cosmic Hunter – sent by Balance to get you. This creature has a number of HD equal to your Disapproval total and it can track you to your location with a precision of 30 feet (i.e. it can find where you are, but no exactly the position).

Godly Domain: choose a godly domain below.

War: you can burn 1 Luck to gain one d6 Mighty Deed of Dice (as a Warrior) for 1 turn. Whenever you roll a Strength check to break, lift or do a Strength feat, add +1 Die Step bonus. 

Trickery: you can burn 1 Luck to create an illusion of a small trinket or animal within 30 feet of you (if no one is looking at the location at the moment). The illusion can move, make sounds and act normally, but it is just an illusion. You can also use d3 Luck to create one small object (nothing bigger than a dagger) that is real for 1d4 minutes. The Judge might allow bigger objects but these will require d3 Luck and d6! Stamina (the dice explodes and might kill you) and maybe even a d20 check, using your level. 

Law: you can either Lay on Hands or Turn Undead. This increases your Divine Disapproval normally. 

Chaos: you can Spellburn to roll a Invoke Patron spell! (Any Patron that you know, you start the game knowing one Patron and must Quest for the Impossible for more, you can only cast Invoke Patron, no spells or Patron Bond; a Judge should give a bonus for style if an Animal Variant of, for example, Azi Dahaka, tries to Invoke the True Azi Dahaka!)

Minions: your obvious godly presence attracts (un)worthy minions. These are 0-level hirelings with fanatic morale. One per level! (You must Quest for the Impossible for more and in fact a cool quest might give you a cleric that follows you!). If a Minion dies, you usually get a replacement between adventures. They will carry you, feed you, and carry your stuff. In combat, they are your meat shield (Magnanimous judges might allow you to burn 1 Luck to redirect an attack from you to an adjacent Minion). Be careful, if you ever roll a Fumble within sight of your Minions, the Judge might ask for Luck roll to verify if any of your fanatics “changes” heart and betray you.




Thursday, July 1, 2021

Races/Ancestries from my kids’ games!

I posted last year how I started running RPGs to my kids, first to my daughter and then to her and my boy. I would often craft mini games, using lots of props, physical activities, and miniatures (how I miss my Lego!). Also, I would often keep things open, because they needed room to use imagination to a degree that normal RPGs are usually confining. Since 2019 I managed slowly to move to a more authentic RPG experience, with a Theatre of the Mind style of game (my favorite one!). Right now, I am finding myself in the strange situation where my kids love table-top RPG (yay!)… but only those that I write and prepare specifically for them. I just don’t see them opening any of my RPG books (and I do try to encourage them into my collection, specially D&D and other d20s). A few weeks ago I finally managed to help them create their first character sheets (they usually would tell me what character they would like to play and I would finish the sheets for them). We are now playing Inuyasha, using Advanced Fighting Fantasy. Before that we were playing our second-ever campaign of a game that I fondly call Dragon Ball FKR. The Free Kriegsspiel Revolution (FKR) really opened my eyes on the idea of “play worlds, not rules” and I also got to run a few D&D-style games for my kids.  For the latter I wanted something that they could sit at the table and play right away (I would call this a “Zelda: Breath of the Wild” approach… and yes they love the videogame). FKR is perfect for that! In our second FKR game my kids basically just choose a race/ancestry, then I run them through a Funnel (none other than a reskinned version of DCC RPG’s Portal Under the Stars). After the Funnel, they picked “classes” in a very loose sort of way and we started an adventure that I took from Sly Flourish's Fantastic Adventures. At that point I had printed the second page of D&D 5E’s character sheet and they filled it as required DURING the game session (for example: when they needed a Dex check, I would often ask them to roll 3d6 for Dex during the game to figure out the value). I tried to keep dice rolling to a bare minimum (following OSR/FKR principles). Opposed checks were also used, in the best FKR fashion (2d6 opposed). For some checks, if we had a defined stat (like the aforementioned Dex) I would ask for a roll under d20. After all, I was also trying to teach them the barebones of D&D. I didn’t used Hit Points yet, only FKR Hits (they usually started with 3). Most attacks dealt 1 Hit, with big monster or critical hits dealing 2 (but the fiction was all that mattered to determine the impact of a hit). Recently, they showed a desire in knowing more about levels, so I might start doing something in that regard (that is, after we play a bit more of our Inuyasha Advanced Fighting Fantasy RPG).

…sorry about the big resume, this is a post about the Races/Ancestries that I use at my kids’ fantasy games. These days I prefer an approach to Race/Ancestry like the ones used in 13th Age and Five Torches Deep (especially the AMAZING Origins supplement). The various GLOG hacks are another wonderful way of using Races/Ancestries for flavor with usually just one or two iconic rules (the rest left to the narrative). As usually, the Red Box Hack, Troika!, Tequendria, hopefully Maze Knights and a score of OSR blogs are another source of references in this regard.

Here is the current list of Races/Ancestries, followed by their iconic abilities (I tried to be as system neutral as possible). I am tempted to use them in other RPGs with my (adult) players to see the result. Because most are taken from famous sources, I placed a few links and didn’t waste time describing them.

Hylians

The beloved of the Goddess who might (or not) be Elven-related. Yes, right out of Zelda (and I have to find some time to get the other races in!). My kids love them! Hylian Heroes are considered exceptional and thus have a closer link to their creator goddess, Hylia.

Ability: Once per game session, a Hylian can prey to the Goddess to find the answer to a simple YES or NO question. The answer comes as an insight or inspiration.

Sayans

Another favorite of my kids (and mine!). Sayans are belic and though. They usually play the role of invaders in most of my games. Noble bloodlines of Sayans, it is said, become dreadful Oozaru (giant apes) under the moonlight, but that could be a myth.

Ability: Sayans get stronger just before you think you defeated them. If brought down in combat, a sayan will rise the next round (with 1 Hit Point, Hit, Vitality Level etc.) and with Advantage (roll twice, takest highest) on all combat checks for that round. Sayans are paralyzed if someone grabs their tail!

The ability to become a berserker giant ape is a good middle-level power. This requires a tail!

Nameks

This race of mystics came from another world and are the source of all kind of psionic and magic techniques, from healing to the legendary Fusion Technique.

Ability: Nameks can reattach an amputated member and stretch their limbs to triple their length.

The ability to transfer their vitality to another target is a cool low-level power. Full regenerations should be either middle-level and costly, or high level. Fusion is very rare, but definitely a high-level technique.

Koopas

My kids love Super Mario, so armored man-turtles are definitely in! Use your favorite take on Tortles (Mystara, Red Steel, 5E etc.). In our campaigns Koopa Heroes are renegades that have forfeited their evil master, an elder turtle-dragon god-king (whose hoard is made of princesses, not gold).

Ability: Koopas are naturally armored and that is a big advantage (full plate-level).

Froggies

Gregarious frogmen that love chivalry or daring deeds. I don’t have any idea where they came from, but the visual is totally from Chrono Trigger.

Ability: to jump REALLY high and a prehensile tongue are Froggies’ obvious advantages.

Dwarves

Classic Tolkien-visual, but also inspired by Castle Falkenstein and King of Dungeons. Dwarves here are loyal, steadfast, and bullheaded. In other words, if you have a Dwarf ally, he is your best friend (even if you don’t want one).

Ability: Dwarves are immune to fire… actually they are not only immune but their hair is flammable. That gives them a very Heavy Metal visual but being “on fire!” tires them quickly.

Hobbits

Yes, Hobbits. Not halflings. They are 100% pure Tolkien. The best cookers in the world (and their food is magical).

Ability: when a Hobbit wants to move silently that is also magical. They REALLY are furtive and quiet.

Elves

The visual here is Lodoss War. Elves are magical and otherworldly, nature-loving heroes. Chaotic as you can get and very rare.

Ability: when no one is watching an Elf can teleport. This is not actually teleport, it is more that an Elf really is more “there” than “here” and when there is no one watching they often change position when you least expect it (they can teleport to any place in sight that they could walk to). Finally, an Elf is half-spirit and can try to talk to nature spirits (trees, rocks, rivers etc.). This often requires a lot of time and maybe a lot of singing and dancing. Nature spirits are weird and might not have the information most mortals are looking for.

Humans

Finally, the strangest of all: Humans. Also called the Hungry or Hollow Ones, the Devourers. Humans are everywhere, want everything and are NEVER satisfied. Their god(dess), if any, is Ambition. Other folk believe that humans have a hole where their heart or soul should be.

Ability: Humans are immune to magic. Yes, immune. They cannot be touched by it and that is why they crave magic more than anything. Most become monsters to learn magic, doing terrible things (liches, vampires, half-demons, hags, ogres, the list goes on and on). The safest way for humans to learn magic is to gain a Familiar or Animal Soul. That is always a small animal that follows the Human and is their link to the magic realms. A human with a Familiar can learn magic and even those that don’t learn it often have some knack linked to their Familiar. For example: a human with a Falcon Familiar can talk to birds and one with a Fish familiar never drowns (but can’t breath underwater). Capturing a Familiar gives you power over the Human and killing a Familiar is something terrible for both the Human and the Killer.

P.S.: This take on Humans is supposed to be radical. Humans are different, they lack something. Those that want to be part of something greater get a Familiar. Those that want to be immune to magic don’t. And immunity here is open to the Gamemaster and work both ways. In my games that means you can’t be hurt directly by magic, but indirectly is fine (charm/domination won’t work, you can walk through a magic barrier… but summon a demon and send that demon to kill you will work). Remember, “normal” Humans are immune to all magic, thus they can’t be healed by a spell or use magic items.