Thursday, June 30, 2022

Boku no Hero Academia (A Minimalist) RPG

From time to time I create small hacks of some RPG from my collection so that I can play with my kids. I’ve been doing this for so long (since my daughter was around 4-5 years old and now she is 10!) that I am faced with two interesting consequences: my children don’t want to play anything “bigger” in terms of RPG as they love these DIY games; and they consider the agency and liberty of actions in TTRPGs to be so fun that they have a hard time playing other games (board, cards, etc.).

We have been watching the awesome shonen anime Boku no Hero Academia, about a world where around 80% of the Earth population has some kind of power (or Quirk as they say). “Super Hero” is a profession and the best super heroes of Japan train at the prestigious university UA. So that is where I am setting our games. We have played around 6 sessions so far and it has been blast.

The system is minimal and was not only by awesome minimalist games, but also the OSR, FKR Movement, and RPGs such as Blades in the Dark (besides other games by the great John Harper) and, more recently, GROK?! (by Lester Burton).

I ended up creating the character sheet first and then coming up with rules for it. The basic roll is trying to roll 4+ for success. Under normal conditions a 4+ is a success, but with the proper narrative position and impact it can be a “yes, but…” or a “ yes, and…” success. With the proper advantage even a 3 might be a “no, but…”.

The three bigger in the character sheet represent Mental, Social, and Physical stats. The player writes the proper attribute at the side of each die. For example, during a fight, if your Physical is a d8, you roll the d8 and a 4+ is success.

The d4 is a disadvantage. Each time I feel it is appropriate I might ask for a d4 roll to see how hampered you are by your disadvantage (with a 4 been the only way to ignore it). Right now, my son’s PC disadvantage is that his body does not support his powers at maximum effect, where my daughter’s PC gets nausea if she by using her powers too much in a short time.

The main circle to the left is where your write your main concept/power. The comic balloons to the right are for power stunts, secondary powers, special moves, equipment, allies, and other assets. I let my kids each start the first game with two balloons filled, besides the main circle.

The circle and the various balloons are like aspects and open new narrative actions (like flying, blast, invisibility), depending on your powers.

The explosive balloons to right are for wound conditions and other impairments (even mental or social ones). Once they are all filled you are knocked out/defeated.

In combat, you can choose to continue fighting after that, but after each hit you must mark off one of your 3 stat and a balloon. You cannot use an action based on a die or balloon that is marked. Once all 3 stats are marked you are dead.

Oh, I almost forgot, the row of stars at the bottom is the XP system. Each game session my kids mark one star. Once a group of stars is marked, they “level up” (at first you only need one game session to level up). Each time that happens they can add a description to a new balloon or try to bump up one of their 3 stats, although the later requires two advances (I am still tinkering with that). I also let then change or refine the description of a balloon are filled with each level up, to represent their progress or evolution.

Wednesday, June 29, 2022

Monsters In Media Res


The Monster Reaction table is my favorite rule of the entire OSR. In fact, I like to use it even outside of its original purpose. For example, when I want nonbinary results (it even uses 2d6, my favorite mechanical roll). But this post is not about that. In fact, it is about using Monster Reaction to further flavor encounters.

Traditional OSR games (especially retroclones like OSE) are extremely lethal in general. That is not an error but a feature. Look at the Monster Reaction table (OSE Classic Fantasy Basic Rule p. 49) carefully. According to it, only about 2-3%* of all the encounters should start right away as combat. Almost 25% of all encounters will have unfriendly monsters but that does no mean that they will attack.

*I suck in statistics, and might be wrong, but I hope you get the point.

That opens up a lot of opportunities. In fact, considering the Monster Reaction table, most creatures met by the party will be busy with something else instead of “patrolling” the dungeon or wilderness (of course, except things like constructs and most undead).

Using regularly the Monster Reaction table is a great to inject a different feeling to your OSR games, but it does require a good deal of improvisation skill by the referee to make it work properly. Here are a few ideas to further inspire your games if you decide to use the Monster Reaction rules. They are not to be used always but should provide some help when you are at a loss on what to do. Obviously, those suggestions also use 2d6.

Monster Reaction Result: 2 or less – Hostile, attacks

2

The creature can talk, even if that is not possible to its species. It will pretend to be neutral, and offer advise, but as soon as it gets the party in trouble, it will attack cruelly and seeking to maim rather than kill. It doesn’t need to roll morale.

3-5

For some reason, the creature enters an uncontrollable berserker rage upon seeing the party. The focus of its rage might be a specific member of the party (maybe it even knows the name of the character), a type of character (elves, clerics, etc.) or something carried by them. It doesn’t need to roll morale.

6-8

The creature attacks but stays on the defensive and tries to hold the party there. It is expecting reinforcements (maybe others of its kind, or help from another monster in the adventure, or even it might be charging up a specific and unique power).

9-11

The creature is wounded from a previous encounter (roll or chose against which monster). Reduce its hit points (-1 to -4 for each Hit Dice) and final XP accordingly. It will stop attacking if the party retreats and it is more vulnerable to morale checks.

12

The creature is maimed (maybe a missing eye, scarred hide, lost natural attack, etc.) by someone like a member of the party. It will seek to avoid that specific member and might have to roll morale if attacked by him. Nonetheless, if it survives, it will desire revenge in the future.

 

Monster Reaction Result: 3-5 – Unfriendly, may attack

2

The creature deeply fears something otherwise innocuous possessed by the party. If it can get rid of it, it would love to devour, kill, or attack the party.

3-5

The creature is just a scout and will attempt to attract the party to its allies. Only then it would risk an attack.

6-8

The creature dislikes the party but desires something else (a treasure, control over a specific place, to defeat another monster). That is more important… at the moment.

9-11

The creature only hesitates because it was wounded in a previous encounter (roll or chose against which monster). Reduce its hit points (-1 to -4 for each Hit Dice) and final XP accordingly. It will try to buy time to heal or find refuge.

12

The creature misjudges the power of the party, believing them to be a lot more powerful than they look. If given proof otherwise it will attack.

 

Monster Reaction Result: 6-8 – Neutral, uncertain

2

The creature is actually an outsider, like the party, and desires some treasure or magic item in the adventure. It may even ally with the party but it will never divide its desired spoils.

3-5

The creature is running from another encounter (roll or chose another encounter). Probably scared. The pursuers will arrive soon.

6-8

The creature will slowly try to flee, but only to keep following the party from a distance, until it makes up its mind.

9-11

The creature just killed another monster (roll or chose another encounter). For now, it just wants to rest or heal. If necessary, reduce its hit points (and XP) to reflect the previous combat.

12

The creature seeks something possessed by the party (food, a new weapon, a component for a spell, or something weird that is otherwise essential to it). It is willing to trade or follow the party for a while to convince them. It will flee if hurt and probably it will be hostile in future encounters.

 

Monster Reaction Result: 9-11 – Indifferent, uninterested

2

The creature is not what is seems and is in fact more powerful than it looks. It could be a shapechanger, spirit, construct, extraplanar, etc. (if in doubt, just change it to a magic creature with a few HD more or make resist to non-magical attacks maybe). It does not understand pretty much anything about the world.

3-5

The creature is obsessed with hunting or killing another monster (roll or choose another monster). If the targeted monster is a potential future ally of the party that is even better.

6-8

The creature is trying to find another of its kind (its mate?), who is trapped or lost in some location of the adventure. Instead of another creature, it might be looking for an item that once belonged to it.

9-11

The creature is completely amnesic or somehow lost.

12

The creature is actually a mirage, illusion, or haunt. It will ignore the party unless interacted in a strange way (through magic, song, riddles, prayers, or offerings). At best, it might offer a place of refuge or rest. At worst, it might curse the party or force them to expend resources.

 

Monster Reaction Result: 12 or more – Friendly, helpful

2

The creature cannot tell the difference between its kind and others (or does not care). For example, if it is an orc, it will believe that all party is composed of orcs. It is possibly mad.

3-5

The creature seeks protection (or revenge) against another monster (roll or choose the monster) and it thinks the party is the answer to that.

6-8

The creature is ridiculously helpful as long as it is fed with something (rations, candles, paper, etc.) or entertained (with songs, fire, etc.). A turn or two without that and the creature becomes agitated. If the situation persists, it might flee but not before attempting to the take its “favorite” character with it (or some item that it believes to be the source of its desire, such as a wizard’s grimoire if it likes paper).

9-11

The creature is completely in love with one member of the party. It is also very possessive and jealous.

12

The creature is a civilized demihuman, polymorphed or cursed in its current form. It cannot tell the party directly of its condition, but only through signs or indirect clues.

 


Monday, June 27, 2022

Augury - Tome of Heroes (D&D 5E)

Tome of Heroes is latest 5E product crowdfunded by Kobold Press. I have fond memories of the Zobeck Gazetteer and the amazing Midgard Campaign Setting (Wow! Almost 10 years!) and the Tome of Heroes is in many ways may door coming back to that setting. However, while it does have iconic elements from Midgard, it is not necessarily a setting sourcebook. Quite the contrary, we are talking here about a massive expansion for D&D 5E regarding new options for players: 316 pages of content, spread though seven chapters of a beautiful illustrated book.


The first chapter is all about new races and subraces. We have the centauroid Alseid, the almost mandatory Catfolk (Malkin and Pantheran), the definitely obligatory Drow (Delver, Fever-Bit and Purified), the hedgehog-folk Erina, Minotaurs (Bhain Kwai and Boghaid), and the Mushrromfolk (Acid Cap, Favored, and Morel). There are also new subraces for the classics: Dwarves (Fireforge and Spindrift), Elves (Dunewalker and Frostfell), Gnomes (Shoal and Wyrd) and much love for Halflings (5 subraces: Courtfolk, Hinterfolk, Rivefolk, Urban and Winterfolk!). Finally, there is the weird: the cthulhian Satarre (basically you play what sounds like an Elder Race from the Void) and the Shade (which are kind of materialized ghosts who seemed, only at first, to be alive… but they can be also echoes or memories left after someone’s death… as I said: weird).

All of above comes with interesting bits of lore from Midgard that can enrich any setting. Now, there are a lot of refreshing approaches to traditional concepts too. For example: the crazed (or not so crazed) Derro seems to be lots of fun to play, with plenty of insanity, mutations, and psychic awareness for everyone’s taste. However, for me, the real gems are the Darakhul and the Gearforged. Darakhul are the high ghouls of Midgard, but they work perfectly also as Lovecraftian ghouls or just as your basic undead race. Both Darakhul and the Gearforged come with subrace-like templates, which allow you to build, for example, a Darakhul who was a dragonborn before becoming undead, or a gearforged whose body is built like a kobold. The Darakhul’s Imperfect Undeath and the Gearforged’s Living Construct traits are the friendliest approach that I have seen so far to those concepts in 5E.


Chapter 2 is about classes. The Barbarian gets the lion-based Path of the Booming Magnificence, the infernal-themed Path of Hellfire, the fey- (and teleport-) based Path of the Mistwood, the self-explanatory Path of the Dragon, the skald-like Path of the Herald (your friends can rage with you!), the premonitory Path of the Inner Eye, and the plant-based Path of Thorns. Bards get new Colleges: Echoes (yup, you get echolocation), Investigation (perfect for Pathfinder fans of that class), Shadows (weird mix of bard and ninja I guess), Sincerity (the most original one, with a troupe-style mechanic), Tactics (almost a warlord!), and Cat (definitely a ninja). The new cleric domains are Black Powder (my favorite!), Hunt (totally Ranger-like), Mercy (the most original one, dealing both with healing and death), Portal (probably the most fun to play, specially for players that love using teleport through the battlefield), Serpent (you’re a yuan-ti/serpentman), Shadow (magic ninja!), Vermin and Wind. New Druid Circles are Ash (Phoenix-based and very flavorful), Bees (very weird and specific), Crystals (for character optimization’s afficionados), Sand (if you are a fan of the 90s’ The Mummy this one is for you), Green (spirit animal companion), Shapeless (ooze-lovers) and Wind. Fighters get two new Fighting Style Options (Gunfighting and Buccaneer), and 6 new Archetypes: Gun Mastery (for your usual gun fu), Chaplain (a healer), Legionary (fighting with pals), Pugilist (a much-needed non-monk unarmed combatant), the awesome Timeblade (my favorite, for anime and time travel fans), and the Tunnel Watcher. Monks get 7 new Monastic Traditions: Way of the Concordant Motion (for monks that like to empower their allies with ki), Way of the Dragon, Way of the Humble Elephant (seems like the Dwarven Defender prestige class from the old 3rd Edition days, but it is a monk), the potent Way of the Still Waters, the Way of the Tipsy Monkey (for Jackie Chan fans like me), the bow-based Way of the Unerring Arrow, and the Way of the Wildcat (this one, plus the new Pantheran subrace, and you have basically a Thundercat). Paladins gain the Gunfighting Fighting Style plus 6 new Oaths. Both the Oath of Justice and the Oath of Safeguarding offer interesting tactical powers to control the battlefield, the first one focusing on the enemies, the later one on your allies. Oath of the Elements is self-explanatory, while Oath of the Guardian is another set of powers all about boosting allies. Oath of the Hearth is like a “Paladin of the Frozen North” archetype and Oath of the Plaguetouched is an undead-bane Paladin, but one with an amazingly flavorful description. Rangers can choose between Beast Trainer, Grove Warden, Gunslinger (an interesting choice as this is usually a Fighter Archetype), Haunted Warden (you get a spirit instead of an animal companion), Snake Speaker (another serpentman archetype), Spear of the Weald (limited to Alseids), and Wasteland Striders (Cthulhu Rangers!). Rogues can become Cat Burglars, Dawn Blades (radiant blasters divine thieves?), Sappers (by far my favorite… bombs and demolitions! What its not to like?), Smugglers (good at hiding stuff and using a bit of magic), Soulspy (another divine rogue), and finally the also spellcasting Underfoot (another archetype limited to one race: the Erina). Sorcerers bring a plethora of new Metamagic Options (17!) plus 5 new Origins: Black Powder (the already classic Gun Mage trope), Cold-Blooded (more serpentfolk!), Resonant Body (a sound themed sorcerer), Rifthopper (portal sorcerer), Spore, Wastelander (Cthulhu/ooze sorcerer). The Sorcerer Origins are all very flavourful and well detailed. My favorite class, Warlock, gains new 20 new Invocations. I consider Invocations to be the source of many of my favorite builds of Warlock, as they allow you to play a really unconventional characters in terms of most D&D/d20 games. While most Tome of Heroes’ Invocations are not that much “outside of the box” they do allow you some cool tricks (Convulsions of the World lets you create small focused earthquakes for example) and also a new concept (what I call the ”Forest Warlock” or “Druid Warlock”). New Patrons include Ancient Dragons and Animal Lords (both classical elements of D&D), as well as the Hunter in Darkness (“Predator Warlock” I guess), Old Wood (which fits nicely with the new Invocations), Primordial (the most original for me, where you serve non-Cthulhian chthonic entities or mystery deities), and Wyrdweaver (basically your pact is with chaos itself). Closing the chapter we have new Arcane Traditions: the Cantrip Adept (a very interesting and unusual concept, but that I would love to try at my table), Courser Mage (a weird spellcaster that uses bows and focus on surveillance and stealth), Familiar Master (boosting your familiar), Gravebinding (practically a white necromancer), School of Black Powder (more gun magery!), the School of Liminality (another weird theme that deals with chances and space), and the Spellsmith (a specialist in manipulating the energy behind spells, using it to gain an extra boost). Wizards are by far the place where the Tome of Heroes really went outside of the box for ideas.


Chapter 3 is for Background and Feats. The new Backgrounds are Court Servant (you play Alfred), Desert Runner, Destined, Diplomat, Forest Dweller, Former Adventurer, Freebooter, Gamekeeper, Innkeeper, Mercenary Company Scion, Mercenary Recruit, Monstrous Adoptee, Mysterious Origins, Northern Minstrel, Occultist, Parfurmier, Scoundrel, Sentry, and Trophy Hunter. To my surprise I am old fashioned when it comes to Backgrounds and I really love when their Features are purely narrative (no game mechanics). Kobold Press usually don’t do that. Nevertheless, they managed to create interesting Features, such the one for Court Servant (you are the perfect valet and thus hard to notice). On the other hand, Parfumier is an awesome Background that completely missed the opportunity to create a cool Feature (just give her a super nose for smells or olfactory memory, for example). Mechanic-less Features that I really liked were Destined (you’re a Chosen One), Forest Dweller (you can find safe havens in woods), and Monstrous Adoptee (you were raised by monsters and know their locations as well as how to interact socially with them). Destined and Former Adventurer are not only wonderfully original but also classical themes that I am surprised to never have thought of them as Backgrounds. Mysterious Origins is a nice way for a player to tell the Dungeon Master to create a backstory for her character (something which happens quite a lot at my tables).

Still on Chapter 3 we have 15 new feats. This part of Tome of Heroes has something for everyone. From traditional stuff like Diehard, Forest Denizen, and Giant Foe, to amazingly flavorful things like Floriographer (a new secret language, like Druidic) and Part of Pack (you can talk with wolves and summon a pack). Two of the new feats, Draconic Rune Casting and Hedgecraft, are linked with new magic systems detailed later.


Chapter 4 is about adventuring gear, where (obviously) firearms have their own section. Besides new armor, weapons, poisons, tools, and trinkets, we also have new special materials (cold iron, peachwood, soulbound steel, wave-washed steel, and windforged steel). This is possible the most setting-heavy chapter, bringing a lot of unique elements of Midgard, such as the elven memory spheres and the ghoul saliva paste. There is an entire section on clockworks, as well as new vehicles and war animals.


Chapter 5 is what sets Tome of Heroes as a true expansion of D&D. Here we have a lot of new rules for the game. In Downtime, there are options for Court Reputation, Crafting a Masterpiece, Creating Preserves, Creature Care, Criminal Enterprise, Foraging, Magic Plant Gardening, Managing a Trading Company, and Manor Ownership and Operation. All those activities came with subsystems, most through victory points and complications. While all those activities can be handwaved by most Dungeon Masters using the Core Books, Tome of Heroes provides concrete rules for those that prefer a more robust approach. Bear in mind, some activities can get quite complex and become minigames – and yes, I’m talking about Managing a Trading Company and Manor Ownership and Operation, which consume most of the chapter (Who does not love tables and a spreadsheet?).

The next bit of Chapter 5 is a new rule: Group Themes. This idea is something that I discovered in Warhammer Fantasy Roleplay 3rd Edition and since them I want to use in every game that I run (another awesome use of that rule is in King of Dungeons). Basically, a group theme is an adventuring party template. Tome of Heroes has Imprisoned, Haunted, Homeward Bound, and Wardens. Each entry comes with a basic description, game hooks, and group benefits (small mechanical bonus). The entire idea is really good, easy to use, and can help many tables to keep a better focus at their goals. The chapter also has guidelines to create your won Group Themes.

Chapter 5 closes with Weapon Options, a series of weapon-based actions that any proficient character can use. Examples are Assail (to distract and force him on the defensive), Disarm, Leash (better rules for whips), Pinning Shot, among others. These maneuvers are, more importantly, a good set of guidelines for Dungeon Masters and players who would like to further differentiate weapons. However, considering the Action Economy of D&D 5E and how most parties are obsessed only in dealing damage, many of the described maneuvers might seem suboptimal without a proper narrative contest (for example, creating a combat where disarming or restraining a foe might be more important than just wounding him).


Chapter 6 is about magic, a strong suite from Kobold Press if you have been following their Deep Magic line. First, we get two new magic subsystems, accessible through feats. The Draconic Rune Casting allows you to create runes by spending spell slots. Once created those runes can be active to change parameters of other spells. For example, the Dubito rune allows you to to double the duration of one spell, while Frigus allows you to change the original damage to cold damage (it works on 3 spells before fully expended). The next subsystem is Hedge Magic, with deals with the magical properties of plants. It is basically a magic herbalism system that require components rated by their rarity. It is the most flavorful system in Tome of Heroes but one that does require bookkeeping (and possibly maintaining a magic garden in some instances). After that the chapter closes with a plethora of new spells (35 pages of it to be more exact).


Chapter 7 has new magic items. Some are a munchkin’s dream, like the Axe of Many Strikes (hit your friends, store the damage, then unleash in on your foes!) or the Javelin of Teleportation (strike and teleport the target to any place within 60 feet… but at least it has a save). Other are very flavorful, such as the Cloak of Tentacles, the Momentblade, the Pouch of Runestones, and the Potion of Infinite Possibilities. This is one of the best chapters and has a cool magic item for everyone’s tastes.

In many ways the Tome of Heroes feels like Xanathar’s Guide to Everything, Chapter 2 of Volo’s Guide to Monsters, plus Tasha’s Cauldron of Everything, but on steroids! It has a bit of everything that I expected from an official D&D expansion and it is a great source for many campaigns to come. For Midgard fans it is almost obligatory as it brings home to 5E many of the themes and options that were alluded even by the first version of the setting, 10 years ago! (I am talking about stuff that grounds in the social aspects of the setting, such as Court Reputation system.)

Monday, May 16, 2022

Bestiarum vocabulum: Omoluzu, the Roof Demons


My wife gave me last year Black Leopard Red Wolf, the amazing African sword & sorcery tour de force by Marlon James. I am still in the fourth chapter, and I just can’t stop reading that beauty! So, following this blog tradition of adapting everything that excites me into the D&D mash-up blender, here is an awesome monster from the 1st chapter: Omoluzu, the Roof Demons. This adaption is how I see this lovely critter and not based on any further research.


Read this beauty!


Omoluzu, the Roof Demons

Omoluzu are ancient demons from the beginning of the world (or the multiverse). In fact, they might be
remnants from a previous world or existence, upon which the Material Plane was later built. Sages have long debated where the Omoluzu (the world means both singular and plural) came from, with theories ranging from frozen and forsaken hells, the black sands of Yondo, to the Negative Material Plane, among others.

The most telling sign of the Omoluzu is that their existence is somehow inverted in relation to other creatures of the Material Plane. Omoluzu are only found in the roof or ceiling of any structures, including caverns, ruins, and dungeons (the famous folktale of the Drowned King has Omoluzu showing up in the ceeling of even an extraplanar court, which means they can reach other planes). Their “natural” state of existence is of constantly inverted gravity. Omoluzu only “fall” out of a ceiling when killed and their bodies are immediately destroyed and rendered to smoke (although there are rumors of adventurers blowing up the roof and sending Omoluzu “falling upwards” and disappearing in the sky).

The Roof Demons’ body is completely black, as tar, without any visible organ, although they are clearly humanoid shaped. They are famous for their swords made of blinding light, which kills victims without leaving any visible wounds. Omoluzu are tireless hunters. It is whispered that once they taste your blood you will never find a safe roof for the rest of your life.

Omoluzu understand most Material Plane languages, but no one has ever heard them speak. Marginalia in Nkou’s Roll of Deviltries mentions that a mentalist once tried to establish mental contact with Omoluzu only to start screaming and falling upward into the ceiling, forever disappearing into a darkness pool that theoretically led the Roof Demons’ mysterious world.

Omoluzu are completely silent, but their coming is easily to spot. They are heralded by hissing and cracking sounds, as if the roof was melting or boiling. After a few second, the sound is followed by literal cracks in the roof, from which a bubbling darkness, almost as tar, can be seen. It is from those rifts that the Omoluzu come.


Art by Ana Toledo.

Here are stats for 3 RPGs that I am currently tinkering with: DCC RPG, 13th Age, and OSE.

DCC RPG

Omoluzu: Init +4; Atk sword of light +1d7 melee (1d8+1d7); AC 16; HD 5d12; MV 40'; Act 2d20; SP see in darkness 60', immune to mind-altering spells, mighty deed of arms (d7), roof demon, sword of light, tar body; SV Fort +2, Ref +8, Will +2; AL C

Roof Demon: Omoluzu fight from the ceiling without any penalty and can jump to reach even prone foes. They can freely withdraw from enemies without triggering counterattacks.

Sword of Light: wounds by this weapon leave no mark.

Tar Body: only wounded by magic weapons or fire.


13th Age

Omoluzu
4th level wrecker

Initiative: +8
Vulnerability: fire 

AC 20                   HP 50

PD 14

MD 18

Sword of light +9 vs. AC (2 attacks) — 8 psychic damage.
Miss: 1d4 psychic damage.

Demon Mind: any successful attack against Omoluzu targeting MD causes 1d4 psychic damage in the attacker.

Fear: while engaged with Omoluzu, enemies that have 18 hp or fewer are dazed (–4 attack) and do not add the escalation die to their attacks.

Roof demon (1/battle): Omoluzu can pop free from all enemies.

Tar Body: Omoluzu have resist 12+ against attacks targeting AC or MD.

Tireless Hunters (1/battle): as a free action, when a nearby enemy moves, they must roll a hard save (16+) or they are intercepted by the Omoluzu. The Omoluzu can pop free from an enemy to move and intercept the target. 

Group ability: for every two Omoluzu in battle (round up), one of them can use come here! as a free action once during the battle.

Come here!: the Omoluzu can execute a melee attack of +10 vs. PD to capture a target and grapple them into the ceiling. Keeping the target grappled is a free action for the Omoluzu, who can keep attacking. Captured targets are stunned until they roll a hard save (16+), try a maneuver to free themselves, or the Omoluzu holding them is forced to disengage.


OSE

AC 7 [12], HD 4 (16hp), Att 2 × sword of light (1d6) or grab, THAC0 16 [+3], MV 90’ (30’), SV D8 W9 P10 B10 S12, ML 12, AL Chaotic, XP 75, NA 2d4, TT None

Mundane damage immunity: Can only be harmed by magical attacks or fire.

Spell immunity: Unaffected by acid, cold, illusions, poison, sleep or charm spells.

Roof Demon: Constantly under inverted gravity but they are adept at fighting enemies on the floor. They can jump to reach prone enemies and they can withdraw without suffering attacks.

Grab: Omoluzu grab one target and pins them into the ceiling (save vs paralysis). Pinned targets are automatically hit by other Omoluzu.

Sword of Light: leaves no wound mark or any sign that the target is hurt.

 

The Curse of the Omoluzu

The Curse of the Omoluzu is one of the most dread curses known in some realms. To condemn someone to be eternally hunted by the Roof Demons is a work of the darkest magics and the wickedest hearts. It requires first a bit of fresh blood just taken from the target. The blood is then tossed into the ceiling, while the dark power command that triggers the curse is uttered.

As profoundly evil curse once is uttered, most users somehow corrupted (while the victims are easy condemned to a quick and painful death, or to a life in the wilds). In OSE, a change of Alignment to Chaotic and potential loss of divine powers are maybe in order; in DCC RPG the one responsible for the curse can change his Alignment to Chaotic or perhaps receive a corruption of the referee’s choice; finally, in 13th Age, this curse can be reflected by a negative background (“Wielder of diabolic magic”), and the user can be forced to change one of his Icon Die to a relationship with the Diabolist, or something like that. There are tales that this curse could be used without consequences to right a divine wrong, but that is open to debate.

Once cast there is no know cure to the curse, except perhaps divine intervention (or dying and being raised from the dead). There are rumors that claim that the Omoluzu only hunt a cursed target in the original place where the curse was uttered (so, theoretically, a target cursed in the Materila Plane would be safe in any other plane). Of course, a “safe” way to avoid the Omoluzu is to never go under roof… forever.

Sunday, May 8, 2022

Embrace chaos! (Or "Campaign/Adventure Building in 13th Age")

 

I am currently running my 2nd campaign for 13th Age. I usually start writing a 13th Age campaign only after the players created their characters, particularly their Unique Things and Icons Relationships.

My usual creative process for adventures is preparing an introductory game session (with 3-4 combat encounters at most and two longer social or explorative encounters). I leave things quite open to account for Icon Rolls and usually present the main issue in a vague way (an imperial fort needs help, an elven noble needs protection, orcs are pillaging the region, etc.).

I usually use Icon Rolls at the start of an adventure and then every two to three game sessions. The first session of a new adventure also has a montage, where my table usually insert all kinds of madness and I start fitting those into my own planning. With the foreknowledge of Icon Rolls and the result of the Montage, I fit everything within my planned campaign. I usually create adventures around themes or arcs. In my last campaign the second arc was “a basilisk was loose in Concord and is wrecking chaos, the PCs are sent to deal with it” (this occupied a good chunk of game sessions and included minor encounters and quests).

With my 2nd campaign I started asking for Icon Rolls basically at the beginning of every game session (unless it was really a short session or one where basically nothing happened). I love creating all kind of main and side plots for my players to explore (and tons of NPCs). I usually know where the campaign is going to, as I usually start sketching where I want the PCs to be at Champion and even Epic Tier.

So, that is my modus operandi. That said, what I noticed in my 2nd campaign is that I often found myself struggling between the craziness created through Montages and my initial campaign arcs and planning. After some hesitation at first, the table really started liking Montage and the creation of NPCs through Icon Rolls. To give you an idea, during the campaign I got a flying saucer abducting the party’s ranger (so that he could be transported a few miles and meeting the rest of the team), magic prostitutes (yeah, your heard that right), the legendary King of Snakes (friend of the Elf Queen)… the most tame thing that ever came out of my players’ feedback was a party of drow druids (which soon became infiltered derro but let us not get ahead of ourselves).

I was planning to run a campaign dealing with the rise of the High Druid, the war between civilization and nature around New Port, and hopefully the Stone Thief. Then it hit me: my players are having a blast creating all kind of NPCs, plots, and other stuff that I never imagined. They are loving it! And I’m having an amazing ride by not knowing what is going to happen. Better yet: I don’t need to prepare “my campaign”. I just need to embrace chaos. And I did precisely that. I stopped writing. When I run out of material, I just prepare a new Montage (or wait for one or two Icon Rolls and more NPCs/factions). They are creating everything for me and it was never so liberating to run a campaign where I really don’t know what is going to happen (it is like running a hexcrawl/sandbox without all those mechanical tables getting in the way). I will probably never prepare a 13th Age game again (at least not in the common sense).




Tuesday, April 26, 2022

Meddling with powers beyond your ken in DCC RPG

 

While creating a Patron for DCC RPG in my last post I start wondering why wizards and elves must wait a certain level before trying to cast spells. In DCC RPG, each spell as DC to be cast based on its level, usually 10 + (2x spell level). So, 1st level spells require a successful caster level check against a DC of 12. However, that rule seems to have a “ceiling” at DC 18, because 5th level spells are successfully cast at DC 18 (But Cleric spells follow the normal progression and thus 5th divine magic require a DC 20… I guess gods are really a bunch of demanding bastards).

I already think that wizards and elves (and clerics!) in DCC RPG are considerably stronger than their counterparts in other D&D editions (they do not have the firepower of 3rd-5th Edition, but certainly have more flexibility, especially with open-ended powers such as Invoke Patron and Divine Aid, among others). Of course, they also run higher risks, be it Divine Disapproval or the various Misfires and Corruptions of arcane caster (which my dark hearth deeply loves).

I love all the chaos and unpredictability around DCC RPG casters (especially arcane). They bring back my Warhammer Fantasy memories. You never know what will happen when the wizard start casting, but there is always the potential do be catastrophic. I also love the idea that magic is dangerous and corrupting…

…so, why not remove spell level limits in regard to spellcasting?*

*I know this was a topic that brought up during the playtest phase of DCC RPG. I know also that I am not reinventing the wheel. But it is such a fun topic that I can’t hold myself. Sorry!

Basically, what I am proposing here is to get rid of the “Max Spell Level” entry in both the wizard and elf class or to use just as a “safety guideline” (I am not doing the same for Clerics because: 1 - gods don’t like their lackeys getting too ahead of themselves; 2 - deities loooooove control; and 3 - the divine are a bunch of bastards that pretend to be different from normal supernatural Patrons but aren’t).

OK, so now wizards and elves can cast any arcane spells of any level if they can beat the DC. Higher level spells are harder to cast (and I am tempted to make 5th level arcane spells have their “right” DC of 20 here). What is the catch? I am glad you asked.

So, if a wizard or elf tries to cast a spell “beyond their power” (i.e. beyond the Max Spell Level entry), their run higher risks. What are those risks? I have a few ideas for now that I want to playtest.

Option 1: The most simple and dangerous (and the one that I like most) Treat any “Lost. Failure.” as if it was a 1. Easy to apply and it makes spellcasting beyond your capacity really dangerous (something for the desperate… or for that player that loves to push the red button, oh gods, I know, I have one). What about rolling a 1 here? You lose the spell permanently. You have to adventure and Quest for the Impossible to find it again.

Option 2: If you don’t like the fact that the above option does not differentiate between spell levels, you can try this one. Basically, casting spells above your level expand the Fumble range from 1 to the 1 + (2x spell level). Thus, if you can’t cast a 2nd level spell, trying to cast it now generates a Fumble between 1 and 5, a 3rd level spell between 1 and 7… until the mighty 5th level spell and a Fumble between 1 and 11.

Now, the cool thing about DCC RPG is that the above options don’t need to be house rules from the start of the game. They can actually be a secret known by a supernatural Patron or a high-level wizard that the party has to find in an adventure!

If you like that kind of thing (I do), there are also other secrets to cast higher-level spells. Treat them as rewards that must be found during adventures. If those options are used, just read the higher-level spell table normally.

For example, maybe you can reduce the chances of Fumble by casting the higher-level spell through Spellburn. You have the burn 3x the spell level for that. Thus, spellburning 6 points lets you cast that 2nd level spell without (extra) risk. (I am not a fan of that, or of Spellburn as merely physical Ability Score damage, but here is the option.)

Another technique would be ritual magic. Multiply the normal casting time of the spell by its level. So, a 2nd level spell with a Casting Time of 1 Action Die now require 2 Action Dies. I would also add that this option requires expensive material components (use the Cleric’s Sacrifices as a parameter, but I would charge a lot more, at minimum double the amount).

Yet another technique (my favorite!) is that casting higher level spell ALWAYS inflict either corruption or misfire (caster’s choice). That means that if the spell is successfully cast it is also followed by a misfire or a corruption. If the caster choose corruption they cannot negate it with Luck. No sir, it works differently. First, the type of corruption is defined by the difference between the caster and the spell level. If they are attempting to cast a spell just 1 level higher than they could, that is a Minor Corruption. 2 levels higher is Major. 3+ levels is Greater. Second, that corruption is temporary and lasts a number of days equal to the spell level. Third, did I say temporary? The correct word is “potentially temporary”. At the end of those days the caster has to roll a Luck check. If they fail the corruption is permanent. (Of course, there is a vile black magic ritual that allows the caster to rid themselves of the corruption by spreading it to a higher number – minimum ten per spell level – of weaker humanoids, such as villagers and fellow party members… but who would try such a despicable thing? I heard that Sezrekan knows the ritual.)

And all those options are basically how I see magic in RPGs (and especially in DCC RPG). The Core Book is just “the safest way” of casting. There are a lot of loopholes, horrible dark secrets, left-handed paths, and other things for (crazy) caster to play with. Finally, never forget, spellcasters in DCC RPG should fear for their souls!




Thursday, April 14, 2022

Khonshu, the Exiled Moon God, a new Supernatural Patron for DCC RPG


Yes, I really loved the new MCU series Moon Knight. No, I never read the comics, but watching Khonshu constantly complaining about Steven and trapping Marc in never-ending service made me want to have Khonshu as Patron in my DCC RPG games (because that is exactly how I see a Patron working). As other material adapted in this blog, I do not care about Marvel canon, I just want something that is (hopefully) fun, useful, and playable

So here is “my version”:

Khonshu, the Moon God, the Harbinger of Vengeance, the Shepherd of the Lost

Khonshu claims to be the Moon God and Deity of Justice of an important (or important and dead) pantheon from your campaign world. His name however is practically unknown among acolytes and priests and the one or two sages who have ever heard of him, remember the Moon God as pariah and exile, a quasi-deity or vestige without clerics and worshippers, little more than marginalia in a few dusted tomes.

Unfortunately, you do not have that scholarly luxury because Khonshu found you. Given his usual “tactics”, he actually claimed to have brought you back from the dead (maybe from a Funnel?) and that he can send you right back if he want. He also claims that you are his only and must important servant – his Moon Knight. That might be a lie or just not precisely the truth (the difference is quite often lost to the God of Vengeance). In fact, the bit about your resurrection might not be exactly what happened, but Khonshu did allowed you to talk with the spirits of the other Moon Knights, and they let it quite clear how wrathful he can be (and possessive, and childish, and envious, etc.). They also let the impression that Khonshu can revoke more than just your supernatural gifts. In other words, the Moon God might be now a vestige, but he is still a godly one.

The Shepherd of the Lost is a constant voice on your head and sometimes a creepy visage in your sight, be he appears otherwise to be unable to fully manifest in the Material Plane and affect others (beside you). Of course, unless summoned by you.

Khonshu is obsessed with the punishment of those that meddle with fate, death, and to help those the Moon God deems to be lost and in peril (quite a few adventurers and delvers). He is also obsessed with finding strange relics that might bring him back to a quasi-deity status (or stop his dormant pantheon from doing the same). He is very touchy about his past (and his divine family). Additionally, he has been known to kill or curse a Moon Knight who asked too much (you know because you talked with a few of those).

Invoke Patron check results:

12-13 The Moon God cannot pay attention right now, so he merely sends a spark of power to flood his servant’s mind. The lies of time and space are revealed. For the next turn, after falling any action, the caster can declare that he actually foresaw that failure and then declare a new action to roll. This can be done at most once per round.

14-16 Khonshu has little time for petty requests, so he briefly manifests in a cloud of shadows and sounds. When the sudden chaos is over, the caster’s position is changed to an unreachable but safe place of his choice within 100 feet. Khonshu loves to drop his “taxing servants” at the top of pillars, inside chests, at the other side of otherwise uncrossable rivers, etc. That should teach them a lesson.

18-19 The God of Vengeance is irritated by those that dare to obstruct his tool (that is the caster). He imbues the caster with divine strength. This allows him to do one feat of strength, such as bending bars, lifting a castle’s gate for 1 round, or throwing a big rock (or wagon) for 2d6 points of damage against 1d3 normal-sized targets at 30 feet.

20-23 The Shepherd of the Lost irradiates moonlight over the caster’s enemies, sowing confusion and madness. A number of enemies equal to the caster level is incapable of differentiating friends from foes. All their attacks hit random allies. This lasts for 2d3 rounds, although enemies are entitled to a Will save against the spell check, at the start of the 2nd round.

24-27 Khonshu unleashes the ghosts of previous Moon Knights through the battlefield. The caster’s enemies are constantly confused for those ghosts. As a result, the caster and his allies can ignore a total number of attacks equal to the 2d3 + CL (distributed among the party as chosen by the caster).

28-29 Forced to intervene personally, Khonshu judges a number of enemies equal to the CL. Those enemies disappear until they pass a Fort save against the spell check (or until a number of rounds equal to the CL, whichever comes first). For every round of judgement, they suffer 1d6 points of damage.

30-31 The caster dares to summon the God of Vengeance himself at the peril of all. The caster and a number of allies equal to the CL awaken 1d7 days later 1d100 miles from there without memory of what happened but completely healed. All other creatures present must survive a Fort save against the spell check. Those that fail forget all that happened and are completely changed be the event. Saints might become debauched demons, rampaging dragons might decide to become benevolent (if tyrant) kings, elves might become (mad) mortals. The effects should be unpredictable. The next time the caster attempts this feat an angry Khonshu takes the caster away to the Void, never to be seen again.

32+ The caster dares to command he who was once was a god. The full moon shines impossibly close and the caster acquires dominion over the skies. He can turn day to night or night to day, he can create or undo an eclipse. He can also spin the skies metaphysically so that a maximum of days equal to CL pass to the entire world, expect the caster and his allies, who for all instances disappear during that time. If this last option is used, the caster and the entire party are considered to have rested during those “speeded days”, recovering hit points, spells, and other resources. It is unclear if Khonshu can still handle this level power. After using this, the caster should roll Luck. If he fails, the God of Vengeance will come to claim his soul in 7 days. If he fumbles, he is still alive, but Khonshu is no more and the caster suffers 1 minor, 1 major and 1 greater corruption. If he passes the test, Khonshu will have a long “pep talk” with the caster about behavior e will probably deny further Invoke Patrons until properly appeased.


Patron Taint (1d6):

1 – Your mind is assaulted by previous Moon Knights during its sleep. You not simply sleepwalk, but roll a random Occupation (DCC RPG, p. 22, or the table used by your Judge) to determine what type of activity the previous servant of Khonshu tries to do (without success) while you sleep. A gongfarmer for example (Khonshu was desperate at time) would start digging and carrying soil, even when that is dangerous or does not make sense. Tying you before sleep is the safest option (unless the Occupation rolled is, of course, someone good with knots, like a sailor or a rope maker).

2 – Sometimes the worse happens and your mind is taken by Khonshu or one of his previous servants. This is extremely confusing for you. Choose a “Moon Number” (any number between 2 and 19). Every time your roll a fumble or your Moon Number someone else steps briefly in your mind. The switch is temporary but completely bewildering. Until you are calmed down (which takes magic or a few minutes of talking), you are considered untrained in all skills. Also, feel free to roleplay a bit of amnesia (“How did we arrive at a boat?”), maybe create a new persona, and roll a personality trait at the “Voices in my Head” table.

3 – Khonshu and you become more and more close, which is maddening when you are the only avatar of a lonely, possible crazy, and very opiniated ex-god. You constantly see the God of Vengeance and hear his (very critical) voice all the time. You suffer a -1 Die penalty in Initiative and perception checks. Once per day the Judge should fee free to ask you a Luck check. If you fail Khonshu does something that freaks you out and you probably scream, jump, or run for a few meters.

4 – Sleep does not come naturally anymore to you. The only way to sleep is through unorthodox practices, such as magic, hypnosis or heavily intoxication (most of those techniques also make it impossible to awake you without dealing some damage). To further complicate matters, choose a “Day Number” (any number between 2 and 19, it cannot be a “Moon Number”). If that number comes up on any of your Action Die you immediately fall at sleep (yes, a supernatural form of narcolepsy).

5 – You are drawn by the moon and the night. Under the Sun you suffer a -1 Die penalty to all Ability Score checks as daylight hurts your eyes and you feel sleepy. During the night or in dark places, you receive a +1 Die bonus to all Ability Score checks. Unfortunately, you can only recover hit points (even through magic) during the night or in the underworld.

6 – As an avatar of an exiled god, divine magic is anathema to you. You are always considered unholy for the purpose of Turn Unholy and the Judge should always use the worse tables if a cleric tries to Lay on Hands on you (and that cleric always increase his disapproval by 1). Clerics and divine spellcasters feel uncomfortable around you, although they cannot detect the source of unease. If you get inside any temple, bad omens start to materialize.


Spellburn (1d4):

1 – You start suffering horrendous seizures as you face screams and slowly changes, as previous Moon Knights lend their power to you. The stress of sharing those souls is manifested as Strength, Agility or Stamina damage.

2 – Khonshu is pissed because of you constantly claims for more power. He lifts you brutally in the air and angrily condemns your incompetence (by weird reasons often calling you “parasite” or “Steven”). No one can see the Moon God, just you shaking and screaming in the air. The trauma is represented by Strength, Agility or Stamina damage.

3 – You let other souls flood you spirits, even at the cost of your sanity. You laugh, cry, and scream, all in different voices. You can spellburn Personality and each point gives a +2 bonus. After casting the spell, roll a Luck check. If you fail, part of your spirit and memories were replaced with a previous Moon Knight. Reroll your Occupation and roll a personality trait in the “Voices in my Head” table. Feel free to roleplay amnesia about previous adventures in the campaign.

4 – Khonshu is in a good mood (?!) and manifests himself at your side, lending 2d4 points of spellburn to your spell. Of course, there is always a catch. Unless you execute some absurd (and useless) mission right away, the Moon God revokes a random Patron Spell for seven nights. Typical “surprise” missions are stuff like “that cat is actually sacred, guard it with your live”, “that sword that you threw away in the well is magic, go fetch it”, or “that cleric that you stubbornly claims to be your friend serves that unsufferable usurper Justicia, slap him in the face!” (for 1d3 subdual damage).


“Voices in my Head!” (Roll a 1d20)

To represent previous Moon Knights, a cranky god, and probably rising madness, use this table to roll personality or roleplay traits. These traits are usually temporary (1d4 days) and very strong-minded. If can get yourself in trouble (or make the table laugh), the Judge is welcome to let you recover 1 point of Luck or more each session. (The entries below are just a suggestion and the Judge is more then welcome to use his favorite tables.)

1 – Suspicious, only speaks in whispers.

2 – Greedier than a dwarf when it comes to gold and gems.

3 – Belligerent, never surrender or back from a fight.

4 – Pacifist, only fights in self defense and never accepts killing.

5 – Zealot, prays loudly to Khonshu precisely at sunset for an entire turn (without exceptions!).

6 – Nihilistic, never misses an opportunity to drink.

7 – Cheerful fatalist, loves to tell jokes to the most dangerous person or thing in the room.

8 – Lunaphobic, deadly afraid of darkness and the moon.

9 – Necro-imaginary friend, only calms down when talking with imaginary friend. Unfortunately, the “friend” is always the nearest humanoid corpse.

10 – Penny-pincher, never spend the last coin, fire the last arrow, drink the last potion, etc.

11 – Trophy Hunter, will carry something from every enemy defeated (every!).

12 – Curiosity Gambler, cannot resist the urge to push that lever or put that probably cursed ring, but will gamble like there is no tomorrow with the party before doing that.

13 – Paranoid, NEVER believes that a trap was disarmed or that it was totally sprung.

14 – Carpe diem! Believes all adventures are the last ones, and thus will spend all treasure carousing.

15 – Fortuitous hireling, will ask to carry the stuff of a random party member and will try (unsuccessfully) to anticipate their needs.

16 – Minstrel syndrome, urge to sing during battles, write poems about what happened, and perform the same in the first tavern or town square the party arrives after.

17 – Purification ritualist, terrified of dying while “impure”. Bath constantly, sometimes during combat. Tries to keep closest friends equally “pure”. All the time.

18 – Chosen One Aversion Complex, will never be responsible for a meaningful choice. If pressed will use randomness, such as tossing a coin, to keep Fate “away”.

19 – Mimic-phobic, believe any piece of furniture is secretly a humanoid-devouring shapechanger.

20 – Jaded dungeonist, will comment on a number of situations which that are existential “clichés”, such as clean corridor in the underworld, green stone devil faces, or idols with rubies for eyes.

 

Patron Spells:


Parliament of Knights

Level: 1 (Khonshu)
Range: Self
Duration: Varies
Casting time: 1 turn

Khonshu treat his past champions as prized possessions (or as ingrate mortals who deserve to spend eternity at his disposal). Thus, he occasionally allows you to share in the knowledge of previous Moon Knights. Usually only the most recent bearers of the title are available, but sometimes older shades will answer. By trancing you allow them to possess temporarily you body and land their skills to your (or Khonshu’s) cause. The God of Vengeance has been known to summarily cancel this spell if he listen to any criticism to this methods.

Manifestation: Roll 1d4: (1) your eyes shines with a white supernatural light during the entire trance, except when you are trying to hide; (2) while trancing, you speak with multiple simultaneous voices, clearly from different individuals; (3) your shadow and any reflection constantly change to that of other individuals; (4) after the spell is over and until you go sleep, anyone looking to you will occasionally see a different person (which is very creepy).

1 Lost, failure, and patron taint.

2-11 Lost, failure.

12-13 The trance is interrupted by Khonshu complaining about your meddling with an unfavored past champion. Notwithstanding that champion briefly imparts his knowledge to you. Roll a random Occupation (DCC RPG, p. 22, or the table used by your Judge). You are considered skilled on that Occupation for one check attempted in the next turn.

14-17 The trance is successful as you channel a previous Moon Knight with expertise sought. Select one Occupation (DCC RPG, p. 22, or the table used by your Judge). You are considered skilled on that Occupation for one check attempted in the next turn.

18-19 The trance is deep and harmonious. Select one Occupation (DCC RPG, p. 22, or the table used by your Judge). You are considered skilled on that Occupation for one turn.

20-23 You trance an old Moon Knight, master of many crafts and arts. Select two Occupations (DCC RPG, p. 22, or the table used by your Judge) or one Thief Skill (DCC RPG, p. 38, as if your character was a Thief of the same alignment and level). You are considered skilled on those Occupations or on that Thief Skill for one turn. Your personality is colored by the presence of that Moon Knight, roll on the “Voices in my Head” table.

24-27 You bind the souls of three different Moon Knights. Select three Occupations (DCC RPG, p. 22, or the table used by your Judge) or two Thief Skills (DCC RPG, p. 38, as if your character was a Thief of the same alignment and level). Or you can select One Occupation and two Thief Skills. You are considered skilled on the selected Occupations and Thief Skills for one turn per level. Finally, you can let one of the Moon Knights literally take possession of your body, which allows you to roll 3d10 instead of a d20. Khonshu does not like when his previous champions go around “enjoying mortality” in that fashion and he will cancel the spell after the action where you rolled the 3d10 (he will be complaining loudly about your carelessness for the next minutes, imposing a -1 Die penalty to any perception checks). While the spell lasts roll one or twice on the “Voices in my Head” table.

28-29 Same as above, but you remain trained in the chosen Occupation and Thief Skills until you one these events happen: you choose to roll 3d10, you fall unconscious, the spell is dispelled, the next sunrise, or you cast this spell again.  

30-31 Same as above, but your level of trance is so powerful that becomes clearly unnatural. You gain one additional Action Die (d20) that can be used for any type of action, except an attack.

32+ You contain the Parliament of Knights within yourself. You are always trained in any skill check you attempt (i.e. you always roll a d20) and you can use any Thief Skill (DCC RPG, p. 38, as a thief of the same level and alignment as your character). You gain one additional Action Die (d20) that can be used for any type of action, except an attack. Once, during the spell’s duration, you and your previous brethren can act as one, executing a task perfectly (or you channel Khonshu himself). Treat your next skill check as a natural 20 (the Judge is encouraged to let you execute one task that is legendary, or almost physically impossible, such as swimming against a waterfall or deceiving a god). Khonshu positively hates when one of his Moon Knights can pull this level of control (which lends weight to the legend that you are actually channeling the old god himself). If you choose the natural 20 (or legendary) option, after that this spell is Lost. Otherwise, the spell only ends if dispelled, cast again, or after one hour. This level of power does not come freely, and you must always roll a patron taint when the spell is over.

Judge of Souls

Level: 2 (Khonshu)
Range: See description
Duration: See description
Casting time: 1 Action
Save: maybe Will (but see description)

The God of Vengeance has a profound dislike of the un-dead, seeing them as those that evaded judgement for their misdeeds in life (he also hates extraplanar entities, other gods, patrons, and stubborn mortals, among many other things).

Through this spell you can turn creates almost as a cleric. First, use your spellcasting roll to consult the Table 4-4: Turn Unholy Result by HD (DCC RPG, p. 97). After that, check the same roll result on the entries below to see how this spell alters Turn Unholy. Ignore Holy Smite and Damage results, and treat Killed results as Turned.

Manifestation: Roll 1d4: (1) The moon crescent symbol of Khonshu shines in your hand or face; (2) mists billows from your mouth as you speak with the voice of the Shepherd of the Lost; (3) you appearance grows gaunt and desiccated, as if semi mummified; (4) your head is replaced by a giant bird-like floating skull during the casting.  

1 Lost, failure, and patron taint.

2-11 Lost, failure.

12-13 Failure, but the spell is not lost.

14-15 Your Turn Unholy is limited to one un-dead creature.

16-19 Your Turn Unholy is no longer limited by numbers, but still restricted to the un-dead type.

20-21 As above, but now you can affect un-dead, demons, devils, and creatures with Patron Bond. If employed against spellcasters with a Patron, Judge of Souls can always be used to start a Spell Duel.

22-25 As above, but you can also affect extraplanar creatures and clerics/divine spellcasters (Khonshu has a grudge against the latter group). If employed against cleric/divine spellcasters, Judge of Souls can always be used to start a Spell Duel.

26-29 One turned creature of your choice is also doomed. If you hit with it with a melee attack before the end of the next rounds, that is an automatic critical hit (even against creatures immune to critical hits).

30-31 Same as above, but it applies to all turned creatures.

32-33 Same as above or you can choose one turned creature to be bound. A bounded creature is completely enveloped by mystical shrouds and tatters (as a mummy) and then is sunk into the ground. While bound the creature is stuck a few meters below the surface. It cannot be moved and is completely paralyzed until attacked or otherwise damaged (removing the shrouds will also awaken it). It does not need food, air, or anything else while bounded. You can free any number of bound creatures that you previously trapped if you are standing close to them.

34+ Same as 30-31 or you can choose to bound all turned creatures as 32-33.


Avatar of the Moon God

Level: 3 (Khonshu)
Range: Self
Duration: 1 round per CL
Casting time: 1 Action


You summon the power of Khonshu himself, drawing on the vestments and relics of the exiled Moon God. If properly cast, this spell changes the caster to the true form of a Moon Knight, a fearful agent of vengeance dresses in tattered white rags of his god. There is nothing natural or casual about the appearance of the caster. Even weak servants of Khonshu who discover this spell are at least able to summon his hooded cloak, which is already dreadful enough.

While this spell is in effect you are considered an extraplanar creature of Void and is considered a valid target of things like Turn Unholy.

Manifestation: Roll 1d4: (1) Strange glowing hieroglyphs manifest in the air around you; (2) you vomit forth a mass of tattered rags that soon envelop you; (3) a choir of unembodied voices surround you, summoning the vestments; (4) a brief and terrible vision of Khonshu appears as the God rips a piece of its rags and from it grows a new one for you.

1 Lost, failure, and patron taint.

2-11 Lost, failure.

12-15 Failure, but the spell is not lost.

16-17 The tattered and hooded cloak of the God of Vengeance covers you. You receive a +1d4 bonus to AC (that does not accumulate with any type of armor) and any creature with the same HD or less than you must succeed at a Will save or flee for the during of the spell. Creatures immune to fear, such as most un-dead, ignore this.

18-21 As above, but the cloak covers your entire body, except for your face. You are immune to fear. If anyone attempt to control your mind or drain you, you can cancel this spell to ignore that effect (if the effect allows save, you can roll the save before deciding to end this spell).

22-23 As above, plus your vestments are now equipped with the Moon’s Crescent Darts. These half-moon shaped blades of bronze can be used as ranged weapons against enemies at 30 feet. The Crescent Darts are considered magic weapons, deal 1d4 points of damage and if you roll a ‘4’, the dice explodes (i.e., roll another 1d4 and keep adding as long as you get a ‘4’). If you have a dart on each hand you can throw a second Crescent Dart suffering a -2 Die step penalty. The number of Crescent Darts in your clothes is considered infinite (and once throw they quickly become dust again).

24-26 As above, but now you summon the full regalia of the Avatar of Khonshu. You are covered from head to toe in the tattered white rags of the God of Vengeance and imbued with his might, as your eyes shine with supernatural power. Your bonus to AC is now +2d4. Every time you execute a Strength check (such as jumping or lifting), unarmed melee attack roll, and unarmed damage roll, you add +2d4 to the final result. Your fists are considered magic weapons.

27-31 As above, plus you gain +4d4+CL extra hit points for the duration of the spell.

32-33 As above, plus you ignore the effects of one critical hit. Using this ability ends the spell.

34-35 As above, and while you are the Avatar of Khonshu, if you fall in combat and allies find your body, you automatically succeed at Rolling the Body and do not lose stat points.

36+ As above, but you can ignore any attack (and its side effects) if it deals damage equal to or less than you CL. For example, if you are 5th level and you are bitten by a snake, suffering 4 points of damage, you ignore that damage, as well as any poison that would be triggered by the attack. If the attack is above your CL, you suffer it normally.