Friday, April 7, 2017

Promise Unkept; also Compositions of Monsters

I should have known I'd never get that next DCC Patron out in a week, even though I've had the basic outline together since before I posted the May Queen.  Something always comes up.  So, I'm still working on the details of that, and maybe will be for a while.

But, I did hammer out a quick set of tables, inspired by Delta's Compositions of Men post.  Delta's main intent was to work out some inconsistencies in the OD&D rules for encounters with groups of men, but as a bonus side effect, he came up with numbers that easily plug into many wargames.  At some point when the fluff wasn't coming to me for the DCC Patron, I crunched some numbers, and worked out similar lists for every monster in the MM, FF, and MM2 with different listed percentages for weapon loadouts.  At least every monster I could find...I might have overlooked something.  So if you want to turn your random encounter into a Battlesystem unit with minimum muss and fuss, here you go:


Dwarves







sword, light crossbow sword, pole arm sword, spear axe, heavy crossbow axe, hammer axe, mace hammer, pick

0.15 0.1 0.2 0.1 0.25 0.1 0.1
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 20 10
70 10 10 10 10 20 10
80 10 10 10 10 20 10 10
90 10 10 20 10 20 10 10
100 20 10 20 10 20 10 10
110 20 10 20 10 30 10 10
120 20 10 30 10 30 10 10
130 20 10 30 10 30 20 10
140 20 10 30 10 40 20 10
150 20 10 30 10 40 20 20
160 20 10 30 20 40 20 20
170 20 20 30 20 40 20 20
180 30 20 30 20 40 20 20
190 30 20 40 20 40 20 20
200 30 20 40 20 50 20 20
210 30 20 50 20 50 20 20
220 30 20 50 20 60 20 20
230 40 20 50 20 60 20 20
240 40 30 50 20 60 20 20
250 40 30 50 30 60 20 20
260 40 30 50 30 60 30 20
270 40 30 50 30 70 30 20
280 40 30 50 30 70 30 30
290 40 30 60 30 70 30 30
300 40 30 60 30 80 30 30
310 50 30 60 30 80 30 30
320 50 30 70 30 80 30 30
330 50 40 70 30 80 30 30
340 50 40 70 30 90 30 30
350 50 40 70 40 90 30 30
360 50 40 70 40 90 40 30
370 50 40 70 40 90 40 40
380 50 40 80 40 90 40 40
390 60 40 80 40 90 40 40
400 60 40 80 40 100 40 40

Elves






sword, bow sword, spear sword Two-handed sword spear bow

0.1 0.2 0.2 0.05 0.3 0.15
20 10 10
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 20 10
70 10 10 20 20 10
80 10 20 20 20 10
90 10 20 20 30 10
100 10 20 20 10 30 10
110 10 20 20 10 30 20
120 10 20 20 10 40 20
130 10 30 20 10 40 20
140 10 30 30 10 40 20
150 20 30 30 10 40 20
160 20 30 30 10 50 20
170 20 30 30 10 50 30
180 20 40 30 10 50 30
190 20 40 40 10 50 30
200 20 40 40 10 60 30


gnolls





great bow pole arm Two-handed sword battle axe morning star

0.15 0.35 0.15 0.2 0.15
20 10 10
30 10 10 10
40 10 10 10 10
50 10 20 10 10
60 10 20 10 10 10
70 10 30 10 10 10
80 10 30 10 20 10
90 20 30 10 20 10
100 20 30 10 20 20
110 20 40 10 20 20
120 20 40 20 20 20
130 20 40 20 30 20
140 20 50 20 30 20
150 30 50 20 30 20
160 30 60 20 30 20
170 30 60 20 30 30
180 30 60 30 30 30
190 30 60 30 40 30
200 30 70 30 40 30


gnomes





short sword, short bow short sword, spear club, sling club, spear club, short sword

0.1 0.2 0.15 0.4 0.15
40 10 10 10 10
50 10 10 20 10
60 10 10 10 20 10
70 10 10 10 30 10
80 10 20 10 30 10
90 10 20 10 40 10
100 10 20 20 40 10
110 10 20 20 40 20
120 10 20 20 50 20
130 10 30 20 50 20
140 10 30 20 60 20
150 20 30 20 60 20
160 20 30 30 60 20
170 20 30 30 70 20
180 20 30 30 70 30
190 20 40 30 70 30
200 20 40 30 80 30
210 20 40 30 90 30
220 20 50 30 90 30
230 20 50 40 90 30
240 20 50 40 90 40
250 20 50 40 100 40
260 30 50 40 100 40
270 30 50 40 110 40
280 30 60 40 110 40
290 30 60 40 120 40
300 30 60 50 120 40
310 30 60 50 120 50
320 30 60 50 130 50
330 30 70 50 130 50
340 30 70 50 140 50
350 40 70 50 140 50
360 40 70 60 140 50
370 40 70 60 150 50
380 40 70 60 150 60
390 40 80 60 150 60
400 40 80 60 160 60

Goblins







short sword, military pick short sword, sling short sword, spear sling morning star military pick spear

0.1 0.1 0.1 0.1 0.2 0.1 0.3
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 10 20
70 10 10 10 10 10 20
80 10 10 10 10 10 10 20
90 10 10 10 10 20 10 20
100 10 10 10 10 20 10 30
110 10 10 10 10 20 10 40
120 10 10 10 10 30 10 40
130 10 10 20 10 30 10 40
140 10 20 20 10 30 10 40
150 10 20 20 20 30 10 40
160 10 20 20 20 30 10 50
170 10 20 20 20 30 20 50
180 20 20 20 20 30 20 50
190 20 20 20 20 40 20 50
200 20 20 20 20 40 20 60
210 20 20 20 20 40 20 70
220 20 20 20 20 50 20 70
230 20 20 30 20 50 20 70
240 20 20 30 30 50 20 70
250 20 30 30 30 50 20 70
260 20 30 30 30 50 20 80
270 20 30 30 30 50 30 80
280 30 30 30 30 50 30 80
290 30 30 30 30 60 30 80
300 30 30 30 30 60 30 90
310 30 30 30 30 70 30 90
320 30 30 30 30 70 30 100
330 30 30 40 30 70 30 100
340 30 30 40 40 70 30 100
350 30 40 40 40 70 30 100
360 30 40 40 40 70 30 110
370 30 40 40 40 70 40 110
380 40 40 40 40 70 40 110
390 40 40 40 40 80 40 110
400 40 40 40 40 80 40 120


halflings







small sword, short bow small sword, spear short bow sling small sword spear hand axe

0.1 0.1 0.1 0.2 0.1 0.2 0.2
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 10 10 10
70 10 10 10 10 10 10 10
80 10 10 10 10 10 20 10
90 10 10 10 20 10 20 10
100 10 10 10 20 10 20 20
110 10 10 10 20 10 30 20
120 10 10 10 30 10 30 20
130 10 10 10 30 10 30 30
140 10 20 10 30 10 30 30
150 20 20 10 30 10 30 30
160 20 20 20 30 10 30 30
170 20 20 20 30 20 30 30
180 20 20 20 30 20 40 30
190 20 20 20 40 20 40 30
200 20 20 20 40 20 40 40
210 20 20 20 40 20 50 40
220 20 20 20 50 20 50 40
230 20 20 20 50 20 50 50
240 20 30 20 50 20 50 50
250 30 30 20 50 20 50 50
260 30 30 30 50 20 50 50
270 30 30 30 50 30 50 50
280 30 30 30 50 30 60 50
290 30 30 30 60 30 60 50
300 30 30 30 60 30 60 60

 
hobgoblins







sword, composite bow sword, spear sword, morningstar sword, whip polearm spear morningstar

0.2 0.1 0.05 0.05 0.3 0.1 0.2
20 10 10
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 20 10 10
70 20 10 20 10 10
80 20 10 20 10 20
90 20 10 30 10 20
100 20 10 10 30 10 20
110 20 10 10 10 30 10 20
120 20 10 10 10 40 10 20
130 30 10 10 10 40 10 20
140 30 10 10 10 40 10 30
150 30 20 10 10 40 10 30
160 30 20 10 10 50 10 30
170 30 20 10 10 50 20 30
180 40 20 10 10 50 20 30
190 40 20 10 10 50 20 40
200 40 20 10 10 60 20 40

 
kobolds







short sword, javelin short sword, spear short sword axe spiked wooden club Javelins 2-3 spear

0.05 0.1 0.1 0.2 0.3 0.15 0.1
40 10 10 10 10
50 10 10 10 10 10
60 10 10 20 10 10
70 10 10 10 20 10 10
80 10 10 20 20 10 10
90 10 10 20 30 10 10
100 10 10 10 20 30 10 10
110 10 10 10 20 30 20 10
120 10 10 10 20 40 20 10
130 10 10 10 30 40 20 10
140 10 20 10 30 40 20 10
150 10 20 10 30 40 20 20
160 10 20 10 30 50 20 20
170 10 20 20 30 50 20 20
180 10 20 20 30 50 30 20
190 10 20 20 40 50 30 20
200 10 20 20 40 60 30 20
210 10 20 20 40 70 30 20
220 10 20 20 50 70 30 20
230 10 20 20 50 70 40 20
240 10 30 20 50 70 40 20
250 10 30 20 50 70 40 30
260 10 30 20 50 80 40 30
270 10 30 30 50 80 40 30
280 10 30 30 60 80 40 30
290 10 30 30 60 90 40 30
300 20 30 30 60 90 40 30
310 20 30 30 60 90 50 30
320 20 30 30 60 100 50 30
330 20 30 30 70 100 50 30
340 20 40 30 70 100 50 30
350 20 40 30 70 100 50 40
360 20 40 30 70 110 50 40
370 20 40 40 70 110 50 40
380 20 40 40 70 110 60 40
390 20 40 40 80 110 60 40
400 20 40 40 80 120 60 40

 
locathah




lance crossbow trident net, dagger

0.2 0.3 0.3 0.2
20 10 10
30 10 10 10
40 10 10 10 10
50 10 20 10 10
60 10 20 20 10
70 20 20 20 10
80 20 20 20 20
90 20 30 20 20
100 20 30 30 20
110 20 40 30 20
120 20 40 40 20
130 30 40 40 20
140 30 40 40 30
150 30 50 40 30
160 30 50 50 30
170 40 50 50 30
180 40 50 50 40
190 40 60 50 40
200 40 60 60 40

 
mermen




trident, dagger trident, dagger, grapple and line crossbow, dagger net, javelin, dagger

0.4 0.1 0.3 0.2
20 10 10
30 10 10 10
40 20 10 10
50 20 10 10 10
60 20 10 20 10
70 30 10 20 10
80 30 10 20 20
90 30 10 30 20
100 40 10 30 20
110 50 10 30 20
120 50 10 40 20
130 50 10 40 30
140 60 10 40 30
150 60 20 40 30
160 60 20 50 30
170 70 20 50 30
180 70 20 50 40
190 70 20 60 40
200 80 20 60 40

 
orcs










sword, flail sword, spear axe, spear axe, pole arm axe, crossbow axe, bow sword, battleaxe spear axe polearm

0.05 0.1 0.1 0.1 0.1 0.1 0.05 0.1 0.1 0.2
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 10 10 10
70 10 10 10 10 10 10 10
80 10 10 10 10 10 10 10 10
90 10 10 10 10 10 10 10 20
100 10 10 10 10 10 10 10 10 20
110 10 10 10 10 10 10 10 10 10 20
120 10 10 10 10 10 10 10 10 10 30
130 10 10 20 10 10 10 10 10 10 30
140 10 20 20 10 10 10 10 10 10 30
150 10 20 20 10 20 10 10 10 10 30
160 10 20 20 20 20 10 10 10 10 30
170 10 20 20 20 20 20 10 10 10 30
180 10 20 20 20 20 20 10 20 10 30
190 10 20 20 20 20 20 10 20 20 30
200 10 20 20 20 20 20 10 20 20 40
210 10 20 20 20 20 20 10 20 20 50
220 10 20 30 20 20 20 10 20 20 50
230 10 30 30 20 20 20 10 20 20 50
240 10 30 30 20 30 20 10 20 20 50
250 10 30 30 30 30 20 10 20 20 50
260 10 30 30 30 30 30 10 20 20 50
270 10 30 30 30 30 30 10 30 20 50
280 10 30 30 30 30 30 10 30 30 50
290 10 30 30 30 30 30 10 30 30 60
300 20 30 30 30 30 30 10 30 30 60


 
sahuagin



spear, dagger trident, net, dagger heavy crossbow, dagger

0.3 0.5 0.2
20 10 10
30 10 10 10
40 10 20 10
50 20 20 10
60 20 30 10
70 20 40 10
80 20 40 20


 
tritons




heavy crossbow, dagger sword, dagger spear, dagger trident, dagger

0.3 0.1 0.2 0.4
10 10
20 10 10
30 10 10 10
40 10 10 20
50 10 10 10 20
60 20 10 10 20
70 20 10 10 30
80 20 10 20 30
90 30 10 20 30
100 30 10 20 40
110 30 10 20 50
120 40 10 20 50


 
troglodytes





claws, teeth Javelin (2) battle axe (stone) morning star (stone) sword

0.5 0.25 0.1 0.1 0.05
10 10
20 10 10
30 20 10
40 20 10 10
50 20 10 10 10
60 30 10 10 10
70 30 20 10 10
80 40 20 10 10
90 50 20 10 10
100 50 20 10 10 10

 
firenewts




pike, sword sword pike, hand axe battle axe

0.45 0.25 0.2 0.1
10 10
20 10 10
30 10 10 10
40 20 10 10
50 20 10 10 10
60 30 10 10 10
70 30 20 10 10
80 30 20 20 10
90 40 20 20 10
100 40 30 20 10

 
grimlocks






hand axe battle axe Two-handed sword bastard sword broad sword long sword

0.2 0.15 0.15 0.15 0.15 0.2
20 10 10
30 10 10 10
40 10 10 10 10
50 10 10 10 10 10
60 10 10 10 10 10 10
70 20 10 10 10 10 10
80 20 10 10 10 10 20
90 20 20 10 10 10 20
100 20 20 10 10 20 20
110 20 20 10 20 20 20
120 20 20 20 20 20 20
130 30 20 20 20 20 20
140 30 20 20 20 20 30
150 30 30 20 20 20 30
160 30 30 20 20 30 30
170 30 30 20 30 30 30
180 30 30 30 30 30 30
190 40 30 30 30 30 30
200 40 30 30 30 30 40

 
kuo toa




dagger, spear, shield dagger, spear, weighted throwing net dagger, harpoon dagger, short bow

0.4 0.3 0.1 0.2
40 20 10 10
50 20 10 10 10
60 20 20 10 10
70 30 20 10 10
80 30 20 10 20
90 30 30 10 20
100 40 30 10 20
110 50 30 10 20
120 50 40 10 20
130 50 40 10 30
140 60 40 10 30
150 60 40 20 30
160 60 50 20 30
170 70 50 20 30
180 70 50 20 40
190 70 60 20 40
200 80 60 20 40
210 90 60 20 40
220 90 70 20 40
230 90 70 20 50
240 100 70 20 50
250 100 70 30 50
260 100 80 30 50
270 110 80 30 50
280 110 80 30 60
290 110 90 30 60
300 120 90 30 60
310 130 90 30 60
320 130 100 30 60
330 130 100 30 70
340 140 100 30 70
350 140 100 40 70
360 140 110 40 70
370 150 110 40 70
380 150 110 40 80
390 150 120 40 80
400 160 120 40 80

 
derro




studded leather, repeating light crossbow studded leather, hook fauchard, dagger scaled leather, dagger, buckler, aklys scaled leather, buckler, spear, leather pick

0.5 0.3 0.2 0.2
10 10
20 10 10
30 10 10 10
40 10 10 10 10



 I had to make some judgement calls as I went; for instance, whether grimlocks would favor two-handed swords or battleaxes (both at 15% or .15).  I left the proportions of each weapon type in there, so you can switch them out if you don't agree with my priorities.  Some of the decisions I made were based around what I assume each race's fighting style might be, and some based on availability of weapons (grimlocks get battleaxes first, because they're more common than two-handed swords).  Some I pulled out of my ass, so switching them out is most definitely your prerogative. 

I will get that next DCC Patron eventually.

Friday, March 17, 2017

DCC Patron: The May Queen

I really like the idea of Patrons in Dungeon Crawl Classics.  The crazy things that demons, arch-fey, and other otherworldly beings demand of their mortal lackeys makes the whole "mad wizard" concept make sense, as well as differentiating wizards from each other a lot more than calling one a necromancer and another a conjuror when they share about 50% of their spell list.

The one thing that hasn't sat too well with me is how weirdly disfiguring the corruption is for most of the Patrons I've seen, either the official ones in the book or homebrews.  Not that this is 100% a bad thing, but it seems to me that elves in general are not too into giving up their looks for power.  Of course, there are always renegades who don't mind turning into some slobbering frog-beast, but most elves are too haughty to demean themselves that way.  On the other hand, to my way of thinking, elves don't care a bit about going bat-shit insane if it gets them more power...there's a reason elves are kind of scary in the old stories.  And also, if a Patron taint improves their looks in some way, most elves would be all over that.

So I've decided to make a couple of Patrons that (to my mind) hold more appeal for elves than the average currently available ones.  Here's the first one...I should have the next ready in a week or so.

The May Queen

The Queen of the Spring is a favored patron among the elves. She holds power over flowers, butterflies, and things of beauty, and she presides over the end of winter and return of life to the world.


Invoke Patron check results:

12-13 A swarm of colorful butterflies swirl around a designated enemy, effectively blinding them for 1d4 rounds.
14-17 A swarm of bees surrounds 1d3 enemies, stinging for 1 point of damage each round for 1d6 rounds.
18-19 A swarm of bees surrounds 1d4+2 enemies, stinging for 2 points of damage each round for 2d4 rounds.
20-23 A group of 2d4 killer bees flies into the area, attacking the caster's enemies for 1 full turn. If all enemies are dispatched while bees remain, they will fetch and carry small objects for the caster until the turn is over.
24-27 A swarm of 3d6 giant bees flies in, attacking the caster's enemies for 1d3 turns, fetching and carrying as above.
28-29 A giant dragonfly zips into the area, attacking the caster's enemies for 2d4 turns. If the caster is of elf-size or smaller, they can use the dragonfly as a mount. Neither the caster nor the dragonfly can attack in the round the caster mounts it.
Giant Dragonfly: Init +2; Atk +5 (dmg 3d4 bite); AC 17; HD 7d8; MV 90' flying; Act 1d20; SV Fort +3, Ref +4, Will +2; AL N.
30-31 A group of 1d4+1 giant dragonflies swarms into the area, attacking the caster's enemies for 3d4 turns. The dragonflies can be used as mounts as above.
32+ A pair of pastel colored fairy wyverns with butterfly wings swoops in to attack the caster's enemies, serve as mounts for up to human-size creatures, and be generally helpful until the next sunset.
Fairy Wyvern: Atk +7 (dmg 2d8 bite/1d6 tail sting); AC 16; HD 7d12; MV 15 ground/60 flying; Act 2d20; SP poison sting (DC 17 Fort save, lose 2d6 Stamina on successful save, 4d6 on fail); SV Fort +5, Ref +5, Will +5; AL C.


Patron Taint: The May Queen

Roll Result
1 The caster exudes a strong floral scent whenever they cast a spell. The second time this
result is rolled, the caster smells like flowers all the time. The third time this result is
rolled, flowers bud and grow as part of the caster's hair.

2 The caster is always surrounded by a number of bees, butterflies, fireflies, and other
nectar-eating insects. The second time this result is rolled, the caster's skin becomes
somewhat sticky, causing small lightweight objects to adhere. The third time this result
is rolled, the caster's body begins to sweat honey. Any time the caster breaks a sweat
their clothes and belongings become saturated with sweet stickiness.

3 The caster's spells are accompanied by the sounds of birdsong. The second time this
result is rolled, the sounds of birds can always be heard in the caster's presence. The
third time this result is rolled, birds will always be physically present with the caster.
They may occasionally help with housework, but usually just perch here and there, and
make stealth extremely difficult.

4 Plants in the caster's footsteps become noticeably greener. The second time this result is
rolled, small seedlings spring up in the caster's footprints. Even walking across bare
rock, cracks in the rock and small accumulations of dirt will hold tiny seedlings
wherever the caster has stepped. The third time this result is rolled, the seedlings
quickly bloom in beautiful and unmistakable colors, making the caster easy to track.

5 Wood that remains in contact with the caster for any length of time (walking staff, a
chair that is sat in for more than an hour or so, a cart being ridden in) begins to ooze
fresh sap from the end grain. The second time this result is rolled, roots begin to grow
from wood that remains in contact with the caster. The third time this is rolled, wood
that remains in contact with the caster buds and eventually grows green leaves.

6 The caster becomes a very heavy sleeper, and must make a DC 10 Will save to wake up
in the night, even with melee raging around their bed. The second time this result is
rolled, the caster falls into a deep sleep, almost a coma whenever the sun goes down in
the winter. They can only be awakened by forceful shaking or outright pain and with a
DC 15 Will save. The third time this result is rolled, the caster falls into a deep coma at
the first heavy frost of the winter, curling into a fetal position and turning hard (AC 15)
and dark brown, like a seed. They will remain this way until the spring. Methods of
“sprouting” the caster before spring are left to the GM's imagination.


Patron Spells: The May Queen
1. Fairy Jewels
2. Peaceful Night
3. Reawakening


Spellburn: The May Queen

Roll Spellburn Result
1 Bees swarm the caster's ears, eyes, nose, and mouth attempting to collect blood instead
of nectar. The pain and blood loss manifest as stat point loss.

2 A rose vine sprouts at the caster's feet and wraps around their legs, digging thorns into
flesh. Each point of spellburn causes a white rose to bloom and slowly turn red as the
vine drains blood from the caster.

3 The caster's life force glows forth, shedding light and heat in the immediate area. Any
plants in the area will grow quickly and lushly for several days afterwards.

4 The caster falls dormant as though dead until spellburn damage heals fully.


Fairy Jewels
Level: 1 (The May Queen) Range: 100' Duration: Varies Casting Time: 1 action
Save: Will save vs spell check

General: The ground is scattered with small jewel-like gleams, with the potential to distract
greedy enemies.

Manifestation: Roll 1d4: (1) the end of a rainbow descends on the area for a few seconds, before
disappearing and leaving behind the gleaming fairy jewels; (2) disembodied child-like
laughter is heard just as the glint of fairy jewels is noticed; (3) small flowers sprout and
bloom, revealing a jewel within; (4) small glimmers of light in different colors fly
around the area in erratic loops and curves before settling to the ground

12-13 The fairy jewels cover an area approximately 5' across. Intelligent foes and animals attracted by shiny objects who fail a Will save and are within 5' of the jewels take a -2 penalty to AC for 1 round while they work out whether these are real gems or not. Closer inspection reveals that they are drops of dew that refract light falling on them.
14-17 The fairy jewels cover an area approximately 10' across. Intelligent foes and animals attracted by shiny objects who fail a Will save and are within 5' of the jewels take a -2 penalty to AC and attack rolls for 1d3 rounds while they work out whether these are real gems or not. Closer inspection reveals that they are drops of dew that refract light falling on them.
18-19 The fairy jewels cover an area approximately 10' across. Intelligent foes and animals attracted by shiny objects who fail a Will save and are within 10' of the jewels take a -2 penalty to AC and attack rolls for 1d6 rounds while they work out whether these are real gems or not. Closer inspection reveals that they are small crystals of quartz of no real value.
20-23 The fairy jewels cover an area approximately 15' across. Intelligent foes and animals attracted by shiny objects who are within 10' of the jewels take a -2 penalty to AC and attack rolls for 1d8 rounds while they work out whether these are real gems or not. Those who fail a Will save are unable to attack during this time. Closer inspection reveals that they are small crystals of quartz of no real value.
24-27 The fairy jewels cover an area approximately 15' across. Intelligent foes and animals attracted by shiny objects who are within 10' of the jewels take a -2 penalty to AC for 2d6 rounds while they work out whether these are real gems or not. They are unable to attack during this time. Those who fail a Will save fall to arguing among themselves over the jewels. Closer inspection reveals that they are small crystals of quartz of no real value interspersed with 1d6 semiprecious stones worth d10x10 gp each.
28-29 The fairy jewels cover an area approximately 20' across. Intelligent foes and animals attracted by shiny objects who are within 10' of the jewels take a -2 penalty to AC for 2d8 rounds while they work out whether these are real gems or not. They are unable to attack during this time. Those who fail a Will save fall to arguing among themselves over the jewels. Closer inspection reveals that they are small crystals of quartz of no real value interspersed with 1d8 semiprecious stones worth d10x10 gp each.
30-31 The fairy jewels cover an area approximately 20' across. Intelligent foes and animals attracted by shiny objects who are within 15' of the jewels fall to arguing among themselves over the jewels for 2d10 rounds. Those who fail a Will save will come to blows. Closer inspection reveals that they are small crystals of quartz of no real value interspersed with 1d8 gemstones worth d10x100 gp each.
32+ The fairy jewels cover an area approximately 30' across. Intelligent foes and animals attracted by shiny objects who are within 15' of the jewels fall to fighting among themselves over the jewels for 2d12 rounds . Closer inspection reveals that they are small crystals of quartz of no real value interspersed with 1d10 gemstones worth d10x100 gp each.


Peaceful Night
Level: 2 (The May Queen) Range: None Duration: Varies Casting Time: 1 action
Save: Will save vs spell check where allowed

General: Creates a warm(er), safe(r) environment for resting and/or healing.

Manifestation: Roll 1d3: (1) the air sparkles and magical tinkling sounds are heard as the local
environment alters to a spring evening; (2) a portal opens into a fairy forest (the portal
remains open throughout the spell's duration); (3) a warm wind blows, causing plants to
grow and flourish as in the springtime

14-15 An area of 10' radius is raised or lowered 10 degrees towards 75 degrees Fahrenheit for 2d4 hours. Small flecks of light like fireflies or lightning bugs drift around the area, creating enough light to see, but not quite enough to read by.
16-19 An area of 15' radius is raised or lowered 20 degrees towards 75 degrees Fahrenheit for 2d4 hours. Small flecks of light like fireflies or lightning bugs drift around the area, creating enough light to see, but not quite enough to read by. Additionally, dandelions and morels spring up in the area, enough to feed 1d3 people for one meal.
20-21 An area of 15' radius is raised or lowered 30 degrees towards 75 degrees Fahrenheit for 1d6+2 hours. Resting in this area is especially restorative; six hours of sleep here counts as a full night. Small flecks of light like fireflies or lightning bugs drift around the area, creating enough light to see, but not quite enough to read by. Additionally, dandelions and morels spring up in the area, enough to feed 1d6 people for one meal. Lastly, the sounds of crickets, frogs, and katydids will stop suddenly if any creature approaches within 100' of the site, making the guard's job easier.
22-25 An area of 20' radius is raised or lowered 40 degrees towards 75 degrees Fahrenheit for 1d6+2 hours. Resting in this area is especially restorative; four hours of sleep here counts as a full night, and eight hours counts as two nights for purposes of natural healing or regaining stat point loss. The sky is lit as if the sun has just set, or is just about to rise, giving enough light to see by. Anyone who needs more light, to read for instance, is obliged by the fireflies, who group near enough to shed enough light. Additionally, dandelions and morels spring up in the area, enough to feed 1d10 people for one meal. Lastly, the sounds of crickets, frogs, and katydids will stop suddenly if any creature approaches within 100' of the site, making the guard's job easier.
26-29 An area of 25' radius is raised or lowered 50 degrees towards 75 degrees Fahrenheit for 1d4+4 hours. Resting in this area is especially restorative; four hours of sleep here counts as a full night, and eight hours counts as two nights for purposes of natural healing or regaining stat point loss. The sky is lit as if the sun has just set, or is just about to rise, giving enough light to see by. Anyone who needs more light, to read for instance, is obliged by the fireflies, who group near enough to shed enough light. Additionally, dandelions and morels spring up in the area, enough to feed 1d14 people for one meal. Lastly, the sounds of crickets, frogs, and katydids are so soothing, that approaching enemies must make a Will save vs the spell check or fall asleep for the remainder of the spell's duration. If any enemies make the save, the sounds stop as above.
30-31 An area of 30' radius is raised or lowered 60 degrees towards 75 degrees Fahrenheit for 1d4+4 hours. Resting in this area is especially restorative; three hours of sleep here counts as a full night, and every three hours after that counts as another night for purposes of natural healing or regaining stat point loss. The sky is lit as if the sun has just set, or is just about to rise, giving enough light to see by. Anyone who needs more light, to read for instance, is obliged by the fireflies, who group near enough to shed enough light. Additionally, dandelions and morels spring up in the area, enough to feed 1d20 people for one meal. Lastly, the sounds of crickets, frogs, and katydids are so soothing, that approaching enemies must make a Will save vs the spell check or fall asleep for the remainder of the spell's duration. If any enemies make the save, the sounds stop as above.
32-33 An area of 30' radius is raised or lowered 60 degrees towards 75 degrees Fahrenheit for 2d4+4 hours. Resting in this area is especially restorative; three hours of sleep here counts as a full night, and every three hours after that counts as another night for purposes of natural healing or regaining stat point loss. The sky is lit as if the sun has just set, or is just about to rise, giving enough light to see by. Anyone who needs more light, to read for instance, is obliged by the fireflies, who group near enough to shed enough light. Additionally, dandelions and morels spring up in the area, enough to feed 1d30 people for one meal, and are so nutritious that they provide one hit die of healing (as per clerical healing) for those who eat them fresh. Lastly, the sounds of crickets, frogs, and katydids are so soothing, that approaching enemies must make a Will save vs the spell check or fall asleep for the remainder of the spell's duration. If any enemies make the save, the sounds stop as above.
34+ An area of 50' radius is raised or lowered to 75 degrees Fahrenheit for 3d4+4 hours. Resting in this area is especially restorative; three hours of sleep here counts as a full night, and every three hours after that counts as another night for purposes of natural healing or regaining stat point loss. The sky is lit as if the sun has just set, or is just about to rise, giving enough light to see by. Anyone who needs more light, to read for instance, is obliged by the fireflies, who group near enough to shed enough light. Additionally, dandelions and morels spring up in the area, enough to feed 2d30 people for one meal, and are so nutritious that they provide one hit die of healing (as per clerical healing) for those who eat them fresh. Lastly, the sounds of crickets, frogs, and katydids are so soothing, that approaching enemies must make a Will save vs the spell check or fall asleep for the remainder of the spell's duration. If any enemies make the save, the sounds stop as above.


Reawakening
Level: 3 (The May Queen) Range: 10' Duration: Varies Casting Time: 1 turn Save: None

General: Like seeds sprouting in the spring, or withered plants putting forth fresh green shoots,
an unresponsive character is roused from unconsciousness (or worse) with renewed
vigor.

Manifestation: Roll 1d4: (1) a warm ray of light shines on the target causing them to awaken; (2) the
target's skin splits and a seedling sprouts from the now-dead body, growing into an exact
duplicate of the target; (3) herbs and flowers with a stimulating fragrance spring up
around the caster; (4) time seems to stand still as fairy maidens whisk the target away to
Avalon, returning days, weeks, or months later with a recovered target

16-17 The target is awakened from a normal or drugged sleep, for 1d4 rounds. If the duration of the drugs is still in effect when the spell expires, the target will fall back into a stupor at that time.
18-21 As above, but also affecting magical sleep or coma. Duration is 2d4 rounds.
22-23 As above, but also healing 1 hit point, assuming a roll the body check is passed, if applicable. Spell duration is 1d4 turns.
24-26 As above, but also providing a +2 bonus to roll the body checks. Spell duration is 2d4 turns.
27-31 As above, but healing is 1d3 hit points, and the bonus for roll the body checks is +4. Spell duration is 1d4 hours.
32-33 As above, but the target automatically passes roll the body checks. Spell duration is 2d4 hours.
34-35 As above, but the target regenerates lost limbs or organs. Spell duration is 2d12 hours.
36+ As above, but the target rises from the dead, as long as the body is reasonably intact and hasn't been dead for more than 1d4 days. Spell duration is indefinite (target does not fall back to sleep under due to existing outside influences).

Wednesday, March 8, 2017

Some Traveller Economics

I've kind of got Traveller on my mind now.  I was looking in the encounter tables and saw that encountered police are always armed with revolvers.  I know that while many police departments use revolvers, many also use automatics, and then that got me to thinking that in some places and in certain circumstances, the police also use shotguns, submachine guns, and assault rifles, and there's really no reason that future cops in similar circumstances wouldn't use advanced combat rifles or some of the other higher tech level weapons in the game.  The most basic constraint on what the department uses is going to be its budget, and that is going to depend on how many taxpayers they have paying in and how much they pay in taxes.  So now I have to figure out some basic economics here.

There are listings for salaries of starship crew, and Mercenary has wages for all ranks of mercenary forces, but the best, most general indicator of the income of regular people in the Traveller game is the listing of food and lodging costs.  We can take the "starvation diet" and "dismal lodging" as the bare minimum you can pay without becoming homeless and hungry, and the "excellent" levels of food and lodging as the upper limit of actual quality increases, as opposed to conspicuous consumption.  This leaves two in-between levels of apparent middle class costs. 

Now, if you've studied statistics at all, you should know the difference between median and mean.  The median is what you get when you line up all your data points in order and find the one in the middle.  For incomes, the median is the point where half the population makes less and half makes more.  Mean is what you get when you add up all the incomes and divide by the population...per capita income, in other words.  When you're talking about incomes, the median will almost always be less than the mean, and will never be more.  This is pretty obvious if you think about it: the half of the population that makes more than the median income drives up the mean, and while the half making less than median income pulls it down, there's a lower limit to how low they can go and survive, whereas no one's survival is impacted by having too much money.  I propose we take the "reasonable diet" and "acceptable lodging" as the median, with the "good" levels as the mean.

Since we know how much is spent on food and lodging per capita, we can ballpark the total income.  In 1977, consumers (Americans at least) spent 25% of their income on food and 33% on housing.  Since "good" food and lodging both cost 200 Credits per month, we can see this doesn't map exactly.  To be honest, I'm not too surprised that Marc Miller didn't bother getting that far into the weeds on this, but I'm going to go with it anyway; he surely had some impression of how the economy was supposed to work just from living in it.  And I'm specifically using 1977, because using current costs would end up looking more like cyberpunk.  So, if 400 Cr/month is about 58% of the total income, then the total should be about 690 Cr...let's just call that 700 Cr/month as the mean.  For what it's worth, the median income (closer to what the average man on the street would be making) is just over 500.

I originally was going to work out an income distribution chart or something, to figure out how many people we had on any given planet or any given sector of space living in poverty, and how many living just above poverty, and so on, and then work out the size of the economy, but then I realized that since I already have the mean (per capita) income, I just need to multiply that by the number of people to get a GDP for that particular political division.

So, a planet with 10,000 people on it would have a monthly GDP of 7 million Credits, and if we assume that police departments take up 1% of GDP (which is about what they did in 1977), this planet's police would have a monthly budget of 70,000 Credits for salaries and equipment.  If they're paying their officers the mean income (and police do tend to make more than the median income), they could have somewhat less than 100 officers, depending exactly on what their costs are for equipment procurement and maintenance.  I'll give some more thought to what kind of costs that will entail and post about it later.

Tuesday, February 28, 2017

Population Density in Traveller

Poking through Classic Traveller Book 3, I found a section that has always kind of bothered me.  In discussing world generation, under population density it says "For comparison, the following population densities are common on twentieth century Earth.  Earth on the whole has a population of about three billion (population level 9), this is approximately 5 persons per square mile, or 16 persons per square mile of land area.  Europe is populated at about 151 person per square mile, the equivalent of population level 10.  The Netherlands contain 1500 persons per square mile, or about population level 11.  Hong Kong has 10,000 persons per square mile, the equivalent of population level 12."

Now, there are several reasons this bothers me.  First, imperial measurements don't really fit well with science fiction, in my opinion, unless we're talking about Victorian sci-fi, or Flash Gordon/Buck Rogers style pulp sci-fi.  All these measurements should be in metrics.  Second, population is determined by 2D-2, with no DMs, so there is no level 11 or 12.  But perhaps most importantly, the population score is represented elsewhere in Book 3, as well as later in Book 6, as a general population value and not a population density.  Therefore, a small planet would have a higher population density than a larger one with the same population score.  Furthermore, since people live primarily on land, planets with larger oceans will have higher population densities than desert planets, houseboats, platforms, and underwater domes notwithstanding.

So, in a fit of gamer ADD, I needed to do some fiddling around in general terms.  Nothing I've done here is really ground-breaking, but this kind of thing should be taken into account by Traveller GMs, or GMs of similar games like Stars Without Number.

First and foremost, on any planet where humans can't just hang out on the surface in street clothes, none of this applies.  If there's no atmosphere, not enough atmo, or a toxic atmo, all settlements will be built like space stations, with airlocks and air processing and not a whole lot of privacy.  In these situations, the economics of building safe habitations and providing appropriate life support will ensure relatively high population densities in settled areas, and wilderness everywhere else.  Similarly, on planets with 100% of the surface covered by water, settlements will be artificial structures, and economics will tend to ensure high population density (although if a water world has a nitrogen/oxygen atmosphere, a lot of people might opt to buy their own watercraft to live on and get away from the crush).  Those planets with breathable atmospheres have more options, though...high density city living, or a lonely cabin out in the sticks.

What I've done here is calculated out the approximate land area of different sized planets with different hydrographics ratings.  Since this is just a thumbnail sketch rather than a comprehensive rule system, I just went with default planet sizes (no variations from the standard) and default hydro ratings (ten percent increments).  I also did these calculations in square kilometers (!)


hydrographic rating
world size 0 1 2 3 4 5 6 7 8 9
S 306K na na na na na na na na na
1 7.65M na na na na na na na na na
2 32.13M 28.92M 25.7M 22.49M 19.28M 16.07M 12.85M 9.64M na na
3 71.91M 64.72M 57.53M 50.34M 43.15M 35.96M 28.76M 21.57M 14.38M na
4 127.5M 114.75M 102M 89.25M 76.5M 63.75M 51M 38.25M 25.5M 12.75M
5 199.41M 179.47M 159.53M 139.59M 119.65M 99.71M 79.76M 59.82M 39.88M 19.94M
6 287.13M 258.42M 229.7M 200.99M 172.28M 143.57M 114.85M 86.14M 57.43M 28.71M
7 390.66M 351.59M 312.53M 273.46M 234.4M 195.33M 156.26M 117.2M 78.13M 39.07M
8 510M 459M 408M 357M 306M 255M 204M 153M 102M 51M
9 645.66M 581.09M 516.53M 451.96M 387.4M 322.83M 258.26M 193.7M 129.13M 64.57M
A 797.13M 717.42M 637.7M 557.99M 478.28M 398.57M 318.85M 239.14M 159.42M 79.71M


This next table is barely of interest.  Just a rough estimate of people per square kilometer, based on population rating and a few benchmark planetary land areas.  Because population rating is just an estimate in the first place, I didn't bother getting into a whole lot of detail, and anyone who can divide by ten can easily recreate the table.  I also didn't bother working out numbers for less than 1 per sq km...it's basically all wilderness at that point.

population rating
surface area 0 1 2 3 4 5 6 7 8 9 A
100K 0 0 0 0 0 1 10 100 1000 10K 100K
1M 0 0 0 0 0 0 1 10 100 1000 10K
10M 0 0 0 0 0 0 0 1 10 100 1000
100M 0 0 0 0 0 0 0 0 1 10 100
1G 0 0 0 0 0 0 0 0 0 1 10

So, finally, I looked up some representative countries with these approximate population densities.  At 0 (less than 1 really) we have Greenland...essentially small settlements in the most appropriate areas (most efficient resource exploitation, most comfortable weather, most scenic areas; you have a whole planet to pick from, so why not?) with the rest of the planet as uninhabited (possibly uninhabitable) wilderness.

At about 1 per square kilometer, there's Mongolia, with some decent sized cities and widespread, low-level habitation everywhere else (basically wilderness).

At about 10 per sq km is Russia; large cities and industrialized areas but still large unexploited wilderness areas.

At about 100 is Turkey (and most industrialized modern countries for that matter).  Cities, some sprawl, but still a lot of wild areas and low density agricultural areas as well.

At about 1000 people per square kilometer, we have Bangladesh.  Densely populated cities with some very tall buildings, cities and towns tend to blend seamlessly into each other, but there are still some rural areas punctuated by smaller cities and towns.  The Hawaiian island of Oahu has about this same level of density, if you've ever been there.

At about 10,000 people, our example is Singapore.  Once you start getting up this high, rural areas really get crowded out.  Lower levels of overall density have pockets of highly dense settlement, but it's getting pretty uncomfortable now; people spread out as much as possible.

The smallest planets with the highest populations can reach up to 100,000 people per square kilometer.  There are some places on Earth now with that level of population density, but they're not well known...basically some neighborhoods in some already densely populated cities.  I can only imagine a planet-wide version of this would be the Traveller equivalent of Coruscant, with city everywhere, and the only variation being how tall the buildings are.

And now that itch of mine is scratched.  More accurate population densities in Traveller's world generation.  I've been thinking about working up some system using Zipf's Law to figure out more detailed settlement patterns for science fiction games.  Whether I come up with anything worthwhile remains to be seen.  And of course, I can't seem to stay on task for almost anything anyway.  Today's post came about when I intended to work on another Patron for DCC.  We'll see what happens I guess.


Wednesday, February 1, 2017

DCC Patron: The Drownded Man

So here's that Patron I've been working on seemingly forever.  There's a part of me that feels on some level that there should be a more balanced system for making Patrons, but I guess I'll get over it.  Anyway, this guy comes from a frontier fantasy setting I put together for Hero System a few years ago, set in a faux North America, with pirates and vikings on the coasts and eagle-eyed woodsmen up in the hills, with some Salem style witchery scattered around.  The Drownded Man in that document had just a couple of sentences dedicated to him (he was really just a skin for a devil template), but he seemed flavorful enough to stretch out into a full fledged Patron, especially for a Shudder Mountains game.  Yeah, I stole a lot from Wellman in that setting too.  Here's hoping Blogger doesn't ass up my OpenOffice file too bad...



The Drownded Man, as he is called even by those who should realize the grammar is wrong, appears as his name suggests. He is bluish and sopping wet, and his eyes are clouded and roll about unfocused. He holds the secrets of sunken things, and will share with those willing to trade. What he really wants is company.

Invoke Patron check results:

12-13 The Drownded Man glances the caster's way. The air becomes dense, slightly impeding movement and breathing. The caster suffers a -1 penalty to saving throws and AC, as well as any attacks depending on swinging momentum (most bashing and cutting attacks). Stabbing and biting are not affected; other attacks are left to the GM's discretion. The nearest enemy (within 20') suffers double these penalties. Any allies of the caster between the two are affected the same as the caster. These effects last 1d4 rounds.
14-17 The Drownded Man briefly turns his attention to the caster. The air becomes dense, slightly impeding movement and breathing. Clothing, hair, and similar items will swirl around as though underwater. The caster and all allies within 20' suffer a -1 penalty to saving throws and AC, as well as any attacks depending on swinging momentum (most bashing and cutting attacks). Stabbing and biting are not affected; other attacks are left to the GM's discretion. Enemies within 20' suffer double these penalties. These effects last 1d4 rounds.
18-19 The Drownded Man rests his gaze on the caster. The air becomes dense, impeding movement and breathing. Clothing, hair, and similar items will swirl around as though underwater. Debris kicked up on the battlefield will also swirl around and take time to settle; this can make seeing extremely difficult. The caster and all allies within 20' suffer a -1 penalty to saving throws and AC, as well as any attacks depending on swinging momentum (most bashing and cutting attacks). Stabbing and biting are not affected; other attacks are left to the GM's discretion. Enemies within 20' suffer triple these penalties. These effects last 1d6 rounds.
20-23 The Drownded Man sends some minions to feed. The air becomes dense, impeding movement and breathing. Clothing, hair, and similar items will swirl around as though underwater. Debris kicked up on the battlefield will also swirl around and take time to settle; this can make seeing extremely difficult. Shadowy fish-shapes swim through the air and nip at anyone in the affected area. The caster and all allies within 20' suffer a -1 penalty to saving throws and AC, as well as any attacks depending on swinging momentum (most bashing and cutting attacks). Stabbing and biting are not affected; other attacks are left to the GM's discretion. Enemies within 20' suffer triple these penalties. In addition, the caster and all affected allies take 1 damage per round; affected enemies take 1d3 damage per round. These effects last 1d8 rounds.
24-27 The Drownded Man sends many minions to feed. The air becomes dense, impeding movement and breathing. Clothing, hair, and similar items will swirl around as though underwater. Debris kicked up on the battlefield will also swirl around and take time to settle; this can make seeing extremely difficult. Shadowy fish-shapes swim through the air and nip at anyone in the affected area. The caster and all allies within 20' suffer a -1 penalty to saving throws and AC, as well as any attacks depending on swinging momentum (most bashing and cutting attacks). Stabbing and biting are not affected; other attacks are left to the GM's discretion. Enemies within 20' suffer triple these penalties. In addition, the caster and all affected allies take 1 damage per round; affected enemies take 1d6 damage per round. These effects last 2d6 rounds.
28-29 The Drownded Man sends a bloated corpse to aid the caster. The air becomes dense, impeding movement and breathing. Clothing, hair, and similar items will swirl around as though underwater. Debris kicked up on the battlefield will also swirl around and take time to settle; this can make seeing extremely difficult. Shadowy fish-shapes swim through the air and nip at anyone in the affected area. The caster and all allies within 30' suffer a -1 penalty to saving throws and AC, as well as any attacks depending on swinging momentum (most bashing and cutting attacks). Stabbing and biting are not affected; other attacks are left to the GM's discretion. Enemies within 30' suffer triple these penalties. In addition, the caster and all affected allies take 1 damage per round; affected enemies take 1d6 damage per round. These effects last 2d6 rounds. Lastly, a bloated corpse swims into existence at the edge of the area of effect from the extraplanar realm of the Drownded Man. It fights and otherwise aids the caster for 2d6 turns.
Bloated Corpse: Atk +4 (dmg d4+1/d4+1 punch); AC 12; HD 4d12; MV 20'; Act 2d20; SP sopping wet and immune to fire damage, grab if both fists hit; SV Fort +3 Ref +0 Will +3; AL C. Bloated Corpse demons of the Drownded Man appear to be undead and can be turned as such. They are fat with decomposition, crawling with crayfish and mayfly larvae, and saturated with foul water. If summoned to fight, they will attempt to grapple enemies (requires a successful hit with both fist attacks) and pull them into the area of drowning created by the Invoke Patron spell if they're not already there.
30-31 The Drownded Man sends a bog mummy to aid the caster. The air becomes dense, impeding movement and breathing. Clothing, hair, and similar items will swirl around as though underwater. Debris kicked up on the battlefield will also swirl around and take time to settle; this can make seeing extremely difficult. Shadowy fish-shapes swim through the air and nip at anyone in the affected area. The caster and all allies within 30' suffer a -1 penalty to saving throws and AC, as well as any attacks depending on swinging momentum (most bashing and cutting attacks). Stabbing and biting are not affected; other attacks are left to the GM's discretion. Enemies within 30' suffer triple these penalties. In addition, the caster and all affected allies take 1 damage per round; affected enemies take 1d6 damage per round. These effects last 2d6 rounds. Lastly, a bog mummy swims into existence at the edge of the area of effect from the extraplanar realm of the Drownded Man. It fights and otherwise aids the caster for 2d6 turns.
Bog Mummy: Atk +8 (dmg d8/d8 punch); AC 15; HD 8d12; MV 30'; Act 2d20; SP sopping wet/immune to fire damage, boneless/immune to blunt trauma, grab if both fists hit; SV Fort +4 Ref +2 Will +4; AL C. Bog Mummy demons of the Drownded Man appear to be undead and can be turned as such. They have blackened skins, bright red hair, and a disquieting bonelessness to their movements. Like Bloated Corpses, they will grab enemies outside of the area of drowning and pull them in.
32+ An avatar of the Drownded Man appears. The air becomes dense, impeding movement and breathing. Clothing, hair, and similar items will swirl around as though underwater. Debris kicked up on the battlefield will also swirl around and take time to settle; this can make seeing extremely difficult. Shadowy fish-shapes swim through the air and nip at anyone in the affected area. The caster and all allies within 30' suffer a -1 penalty to saving throws and AC, as well as any attacks depending on swinging momentum (most bashing and cutting attacks). Stabbing and biting are not affected; other attacks are left to the GM's discretion. Enemies within 30' suffer triple these penalties. In addition, the caster and all affected allies take 1 damage per round; affected enemies take 1d6 damage per round. These effects last 2d6 rounds. Lastly, an avatar of the Drownded Man swims into existence at the edge of the area of effect from the extraplanar realm of the Drownded Man. It fights and otherwise aids the caster for 2d6 turns.
Drownded Man Avatar: Atk +12 (dmg d10/d10 punch); AC 17; HD 12d12; MV 30'; Act 2d20; SP sopping wet/immune to fire damage; SV Fort +8 Ref +4 Will +8; AL C.


Patron Taint: The Drownded Man

Roll Result
1 The caster is always slightly damp, as though breaking a slight sweat. The second time this result is rolled, the caster exudes enough moisture to dampen his clothes. The third time this result is rolled, the caster is always dripping, sloppy wet, with all associated drawbacks insofar as paper goods, tinderboxes, and other things that should be kept dry go.

2 The caster is always slightly damp, as though breaking a slight sweat. If both result 1 and result 2 are rolled, they don't stack; the character is just slightly damp until the second time one of these results is rolled. The second time this result is rolled, greenish algae grows in the caster's hair. The caster's skin is also somewhat slippery, creating a -1 penalty to rolls requiring a firm grip (climbing or grappling, for example). The third time this is rolled, the caster becomes so slippery that his penalty increases to -2, but he receives a +2 bonus against grappling attacks and a +2 bonus to escape from manacles, bonds, etc.

3 The caster's complexion takes on an unhealthy pale hue. The second time this result is rolled, the caster's eyes cloud over, reducing his visual acuity. Ranged attack rolls and other rolls depending on vision suffer a -2 penalty. The third time this result is rolled, the caster's complexion becomes a deathly blue, making him look entirely corpse-like.

4 The caster develops a slight cough whenever he engages in strenuous activity. The second time this result is rolled, the caster's cough is always present; he also coughs up wads of foul smelling sputum when under physical stress. The third time this result is rolled, the caster must make a DC 10 Fortitude Save whenever engaged in strenuous activity or fall into a coughing fit for 1d4 rounds.

5 Something about the caster doesn't sit well with animals. Dogs, cats, and horses will try to avoid him, and may attack if his presence is forced on them. The second time this result is rolled, the problem becomes apparent: he stinks. All Personality based rolls suffer a -2 penalty when dealing with humans or creatures with similar smell senses, unless the smell is covered with perfumes. The third time this result is rolled, perfumes aren't enough. The caster smells like rot, mud, and dead things, suffering a -1d penalty to all Personality rolls.

6 Whenever the caster casts a spell, mayfly larvae and amphipods appear in the folds of the caster's clothes and scatter across the area. The second time this result is rolled, the critters are always present, scattering when a spell is cast. Their crawling around the ticklish spots of the caster's body can be distracting, resulting in a -2 penalty to rolls requiring concentration. The third time this result is rolled, mayfly larvae, amphipods, leeches and crayfish are constantly crawling around the caster's body and falling off, leaving a fairly easily followed trail wherever he goes.



Patron Spells: The Drownded Man
1. Breathless Tranquility
2. Sunken Secrets
3. Dry Drowning


Spellburn: The Drownded Man

Roll Spellburn Result
1 A hypothermic chill comes over the caster, whether a chill of deep water or the grave. All ability damage (rather than just one point) done by this spellburn will heal the next time the caster rests, as long as he stays warm and makes a DC 15 Fortitude save.

2 Spectral leeches appear on the caster's body, draining the spellburn as stat point loss.

3 The caster must cough foul smelling water out of his lungs. He must make a DC 15 Fortitude save or spend 1d6 rounds incapacitated by the coughing; a successful save reduces this to one round. The coughing fit leaves him drained of ability points equal to the points of spellburn.

4 The Drownded Man wants company. The caster must drown an intelligent creature within the next 24 hours. If he successfully does so, the spellburn costs him no stat point losses. Failure to do so will result in the Drownded Man pulling him out of the normal flow of time for a visit; the caster will lose twice the stat points used for spellburn, drowning in the Drownded Man's realm as he sits watching, grinning, and burbling. This may happen at a very inopportune time, and the caster will be returned to the normal flow of time as soon as he left, much worse for wear.


Breathless Tranquility
Level: 1 (The Drownded Man) Range: Varies Duration: Varies Casting Time: 1 action Save: None

General: Those of the Drownded Man's realm are at peace, and beyond the cares and worries of mortals. Neither drowning nor the creatures of the water hold any terrors for them any more. This spell gives some of that peace to the living adherents of the Drownded Man for a time.

Manifestation: Roll 1d4: (1) Caster and all affected turn bluish and glassy-eyed, like drowned corpses;
(2) Caster and all affected grow gills and scales, and eyes become wide and unblinking;
(3) Caster and all affected grow heavy scales and muzzles full of fangs; (4) Area of
effect is filled with tiny fizzy bubbles

12-13 The caster can breathe underwater for 1 turn per caster level.
14-17 The caster can breathe underwater for 1 turn per caster level. In addition, during this time he is ignored by water creatures of HD 1d4 or less, including small fish, snakes, frogs, aquatic insects and swarms thereof. This includes creatures with a strong affinity for water, such as mosquitoes and dragonflies. Attacking a water creature breaks the “truce” for that creature.
18-19 The caster and up to three additional creatures can breathe underwater for 1 turn per caster level. In addition, during this time they are ignored by water creatures of HD 1d4 or less, as above.
20-23 The caster and up to three additional creatures can breathe underwater for 1 turn per caster level. In addition, during this time they are ignored by water creatures of 1 HD or less, as above.
24-27 The caster and up to six additional creatures can breathe underwater for 1 turn per caster level. In addition, during this time they are ignored by water creatures of 2 HD or less, as above.
28-29 The caster and up to six additional creatures can breathe underwater for 1 turn per caster level. In addition, during this time they are ignored by water creatures of 3 HD or less, as above.
30-31 The caster and up to ten additional creatures can breathe underwater for 1 hour per caster level. In addition, during this time they are ignored by water creatures of 5 HD or less, as above.
32+ The caster and up to ten additional creatures can breathe underwater for 1 hour per caster level. In addition, during this time they are ignored by all water creatures, as above.


Sunken Secrets
Level: 2 (The Drownded Man) Range: Varies Duration: Varies Casting Time: 1 hour Save: None

General: The Drownded Man hides secrets of many sorts under his murky waters. He is willing
to share them with certain devotees. Note that a secret could be knowledge, an item or
items, or monetary treasure, and the secret or a clue to its location must be found in or
near the water.

Manifestation: Roll 1d3: (1) A globe of will-o-wisp light leads the caster out over the water, stopping
over the area holding the secret sought for; (2) Caster turns blue and falls into a
thrashing trance for 1 or more turns, during which time he sees a vision of the secret
sought for; (3) A drowned corpse pulls itself from the water to lead the character to the
secret sought for.


14-15 The caster learns knowledge common to all the locals of the area, finds some useful herb/mineral/substance common to the area, or finds 2d6 copper coins or equivalent treasure.
16-19 The caster learns information equivalent to a true roll on a rumor table, finds some useful item uncommon (but not out of place) to the area; or finds 2d20 copper coins or equivalent treasure.
20-21 The caster learns a minor secret of a minor character (useful in some way, but not life-altering blackmail material), finds a very useful non-magic item that you wouldn't think to find in the area, or finds 2d20 silver coins or equivalent treasure.
22-25 The caster learns a major secret of a minor character (potentially life-altering blackmail material), finds a one-use magic item (potion or scroll, for instance), or finds 2d20x5 silver coins or equivalent treasure.
26-29 The caster learns a minor secret of a major character (useful in some way, but not life-altering blackmail material), finds a charge using magic item (such as a wand), or finds 2d20 gold coins or equivalent treasure.
30-31 The caster learns a major secret of a major character (potentially life-altering blackmail material), finds a permanent magic item (like a ring), or finds 2d20x10 gold coins or equivalent treasure.
32-33 The caster learns a major secret of a cosmic character (patron level of power; probably not blackmail material, but invaluable to wizardly types), finds a powerful magic item (like a sword), or finds 2d20x100 gold coins or equivalent treasure.
34+ The caster learns a major secret relating to a major plot point in the campaign or a plot hook to a major adventure, finds a legendary magic item (like the One Ring), or finds a dragon hoard level of treasure.


Dry Drowning
Level: 3 (The Drownded Man) Range: 50' + 10' per CL Duration: Varies Casting Time: 1 round Save: Will vs spell check

General: The lungs or gills of the target(s) fill with foam, at once too liquid for air-breathers and too gassy for water-breathers.

Manifestation: Roll 1d3: (1) a stream of water shoots from caster's hands hitting the target in the face
(air bubbles vs water breathers); (2) a splash of water erupts from the ground at the
target's feet (huge air bubbles vs water breathers); (3) targets turn pale and their lips turn
blue.

16-17 Coughing and gagging causes a single target to suffer a -2 penalty on attack and damage rolls, and inflicts 1d6 damage for 1d4 rounds.
18-21 Coughing and gagging causes up to three targets to suffer a -2 penalty on attack and damage rolls, and inflicts 1d6 damage for 1d4 rounds.
22-23 Coughing and gagging causes a number of targets equal to the caster's level to suffer a -2 penalty on attack and damage rolls, and inflicts 1d6 damage for 1d4+2 rounds. Additionally, affected targets must make a second saving throw or fall unconscious for one turn.
24-26 Coughing and gagging causes a number of targets equal to (CL +1d6) to suffer a -3 penalty on attack and damage rolls, and inflicts 1d6 damage for 1d6+2 rounds. Additionally, affected targets must make a second saving throw or fall unconscious for one turn.
27-31 Coughing and gagging causes a number of targets equal to (CL +1d12) to suffer a -3 penalty on attack and damage rolls, and inflicts 1d6 damage for 2d6 rounds. Additionally, affected targets must make a second saving throw or fall unconscious for 1d3 turns.
32-33 Coughing and gagging causes a number of targets equal to 2x(CL +1d12) to suffer a -4 penalty on attack and damage rolls, and inflicts 1d8 damage for 2d6 rounds. Additionally, affected targets must make a second saving throw or fall unconscious for 1d6 turns (targets of level/HD lower than CL fall unconscious with no save).
34-35 Coughing and gagging causes a number of targets equal to 3x(CL +1d12) to suffer a -4 penalty on attack and damage rolls, and inflicts 1d8 damage for 2d6+4 rounds. Additionally, affected targets must make a second saving throw or fall unconscious for 2d4 turns (targets of level/HD lower than CL fall unconscious with no save).
36+ Coughing and gagging causes a number of targets equal to 10xCL to suffer a -5 penalty on attack and damage rolls, and inflicts 2d6 damage for 2d8+4 rounds. Additionally, affected targets must make a second saving throw or fall unconscious for 2d6 turns (targets of level/HD lower than CL fall unconscious with no save).

Sunday, January 8, 2017

Project over

I didn't get through all the first level DCC spells, but their Hero System costs were all over the place.  Partly, this is due to the Hero pricing attacks much higher than sense powers, and partly due to DCC spells (like their D&D forebears) being all over the place, power-level-wise, even though they're supposed to be balanced against each other.  So, I pretty much petered out on that, and let myself get distracted with other gamey stuff.

I will get back to working up my DCC Patrons later.  I suppose I could post them piecemeal, but to be honest, I prefer seeing the complete package when I'm reading about other people's Patron creations, so I won't inflict a partial writeup on anyone else.

Tuesday, December 20, 2016

Power Grid boardgame

So my youngest brother and my sister-in-law came to visit, and as usual when we get together, there were a lot of games played.  I introduced them to Dungeon Crawl Classics, running them through a fairly low-casualty Portal Under the Stars (last time I ran my kids through it, it was a TPK...this time they only lost about four out of twenty).  We combined our Red Dragon Inn characters and played a big seven player game.  But the surprise hit, in my book, was Power Grid.

          





I know power generation and distribution are incredibly important in modern life, but when I think of games, I tend to think of escapism...far away lands, more adventurous times, stuff like that.  Roman chariot races sound like a good game.  Asteroid mining sounds like a good game.  Power plants and high-tension lines don't sound like a good game.

Except that Power Grid totally is.

Now, I'll admit when I first looked at the rules, I was confused as hell.  Player order changes up every turn, sometimes you use normal player order and sometimes you go in reverse order, and there are turns, phases, and steps to deal with.  But going through line by line, we got set up and played through the first little bit, and it became very easy to follow.  And it was fun.

Each turn starts out refiguring the turn order (this is phase one, not to be confused with step one).  Turn order goes by whoever has the most cities in their distribution network, with ties broken by the highest rated power plant.  Basically, whoever's closest to winning goes first, except when they don't.

Phase two is the power plant auction.  The game is arranged so that the power plants available early in the game are less efficient than those available later, so even if every player doesn't want to buy a new power plant each turn, they will want to buy one at least every few turns.  The first player can pass (and then can't buy a plant this turn) or can choose a power plant from those available to auction.  Everyone bids on it until it is sold.  If the player who chose the plant didn't win the auction, he gets to choose again; if he did win, the next player chooses the next plant or passes.  The last guy to go can straight-up buy a power plant at the minimum listed price.  When everyone has bought a power plant or passed, phase two is over.

Phase three is the building phase, where each player can expand their distribution network to more cities.  Early in the game (step one), each city can only have one player supplying it.  In step two, after at least one player has seven cities in their network, each city can have two players supplying it, although the second player has to pay more to set up in that city.  In step three, towards the end of the game, each city can have three players, and again, the third player pays more to set up there.  Phase three is played in reverse turn order.

Phase four also runs in reverse order.  This is when everyone buys the resources they need to run their power plants (coal, oil, uranium, or garbage, although some plants run without fuel).  There is an interesting supply-and-demand mechanic here, where the resources that get used the most end up costing more, while those no one is interested in get cheaper.

Phase five is the bureaucracy phase.  Players get paid for the number of cities in their network that they supply power to, burning any appropriate resources.  The market for resources gets restocked, the amounts depending on the number of players and what step the game is in.  Some updates are made to the power plants available to buy, with the overall effect that cheaper, less efficient plants are available at the beginning of the game, with more efficient plants getting pushed to the end game.  After phase five, the next turn begins at phase one.

Strategy revolves around balancing power plants, networks, and fuel resources to maximize power sold, which maximizes your income and lets you expand and balance some more.  The win conditions are set when one player has at least 17 cities in their network; during phase five of the turn someone expands into at least 17 cities, whoever is able to generate power for the most cities wins. 

The game is well-balanced.  Running phase three in reverse turn order gives the people falling behind the chance to buy up some prime real estate and improve their position.  Phase four's reverse order gives the people falling behind a shot at buying the cheapest fuel, possibly stocking up.  Whoever's in first place needs to overcome some pretty steep disadvantages to stay there.  Rather than the horrible, soul-killing grind of Monopoly, where the winner becomes obvious long before the win, Power Grid feels like it's anyone's game right up til the last turn.