Tuesday 14 August 2012

Patrons & Projects X: Radu, King of Rabbits

As I write this, Angels, Daemons, & Beings Between is at $3,240 with 37 hours to go.  So, here is a last minute look in case you are unsure whether or not this project is worth supporting:  the draft version of Radu, King of Rabbits.

I had initially said I'd post this when the site hit the $4000 mark, but I'm going to do it now anyway.  Hopefully, we'll still hit that mark, and maybe even the one after.  If not, it won't have been for lack of interest, or lack of trying, and I am thankful to everyone who has supported us, who is supporting us, and who may support us in the future!  The DCC community rocks like the game itself rocks.  Which is to say, it rocks a lot.

Thanks.



Radu, King of Rabbits

From ancient times, every creature had a Lord or Lady who was the patron of their kind.  The King of Rabbits is not powerful, but he is cunning and swift, and his ears can pick up the first hint of danger when its source is yet miles away.  He appears in the guise of a large rabbit, which can walk as a man when he wills it, and which sometimes smokes a mixture of lavender and tobacco in a briarwood pipe.  Radu demands that his followers oppose the traditional enemies of rabbits – creatures such as eagles, foxes, and stoats – but that opposition doesn’t preclude using such creatures.  The supplicant who removes a threat to rabbit-kind through trickery, as does Radu, is more worthy than one who would do the same through martial prowess.  Bonding with Radu must take place where there is an active rabbit warren, or in some other area where rabbits tend to gather.

Invoke Patron check results:  When this spell is cast, the judge chooses either the rolled result, or, if that makes no sense within the context of the aid requested, the first lower result that is applicable.  The stats for the various allies are as follows:

Wise Rabbit:  Init +6; Atk none; AC 17; HD 1d8; HP 4; MV 40’; SV Fort –4, Ref +4, Will +6; AL N.

Giant Rabbit:  Init +3; Atk kick +0 melee (dmg 1d4); AC 12; HD 2d8; HP 9; MV 50’ leap 15’; Act 1d20; SV Fort +0, Ref +4, Will +2; AL N.

Rabbit Swarm:  Init +3, Atk bites and kicks (dmg 1d2); AC 9; HD 4d8; HP 18; MV 40’; Act special; SP damages all targets in a 20’ x 20’ space, half-damage from non-area attacks; SV Fort –2, Ref +2, Will +4; AL N

12-13
Radu hears the petitioner’s plea, and his quick mind offers some stratagem that grants a +6 bonus that can be used for the caster’s next saving throw, skill check, or spell check, but not for an attack.  Alternatively, the caster may choose to gain a +4 bonus to Armor Class for an entire round.

14-17
Radu sends a wise rabbit to act as a helper for 1d4+CL rounds.  The caster can speak with the wise rabbit, and it can offer him aid that grants a +4 bonus on any skill checks of spell checks made during this time.  The caster may make a Luck check; if successful, the wise rabbit can provide any specific information needed.  The judge may give a bonus or penalty to this check depending upon what information is sought.

18-19
Radu lends strength and speed to the caster’s legs, allowing him to move at +10’ per round, and make leaps of up to 15’, for a period of 1d6+CL rounds.

20-23
A giant rabbit appears, with a saddle and other accoutrements to allow the caster to ride it.  It remains for 1d6+CL hours, during which time the caster may use it as a steed.  It will not fight except to defend itself, and will not willingly charge into battle.

24-27
As above, except the giant rabbit remains in the caster’s service for 1d4+CL days.

28-29
Radu sends a swarm of rabbits to confound the caster’s enemies.  The rabbit swarm digs up through whatever surface the caster’s strongest enemies currently occupy, and bedevil them until dispersed, slain, or 2d6+CL rounds have passed.  The swarm is not under the caster’s control.

30-31
Radu favours the caster, and sends 2d3 rabbit swarms to his aid, as above, and allows the caster to control them for 2d6+CL rounds.  In addition, a giant rabbit arrives beside the caster, ready to be ridden or to fight, as the caster requires, for a similar period of time.

32+
The King of Rabbits creates a conduit to Radu himself, and will answer truthfully whatever questions the caster asks of him.  Time seems to stand still, even in combat, as Radu answers a number of questions equal to the caster’s CL.  These must be questions which can be answered in a dozen words or less, although Radu may speak more, and loves a cunning turn of phrase.  There is only a 1 in 20 chance that the King of Rabbits doesn’t know the answer to any given question, and even then there is a 5 in 6 chance that Radu can acquire the answer, and whisper it to the caster within 1d5 hours.  Once Radu has answered, or undertaken to discover the answer, to these questions, normal time resumes.  The King of Rabbits is not altogether patient, and does not suspend time so that the caster can cast other spells, heal wounds, or the like.  Only the caster and Radu are within the suspended time bubble; all others are frozen in place as time is stopped.


Patron Taint:  Radu, King of Rabbits


When patron taint is indicated for Radu, roll 1d6 on the table below.  When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling any more.

Roll
Result
1
Ears of the Rabbit:  The caster’s ears grow noticeably larger.  If this result is rolled a second time, they are also longer, like a rabbit’s ears, and move upward on the caster’s head, to further resemble a rabbit’s ears.  If this result is rolled a third time, the caster has a full set of rabbit’s ears.  These make wearing a helmet (or even an unmodified hat) difficult, but can grant a bonus to avoid surprise at the judge’s discretion.

2
Teeth of the Rabbit:  The caster’s front teeth grow longer, resembling buck teeth.  If this result is rolled a second time, many of the caster’s other teeth fall out, and the incisors are lengthened to fully resemble a rabbit’s teeth.  If this result is rolled a third time, the caster also becomes nauseated if he consumes meat, and can subsist on a vegetarian diet.

3
Feet of the Rabbit:  The caster’s feet grow larger.  If rolled a second time, the caster’s feet become too large to fit standard footwear, but are not yet strong enough to go barefoot easily.  The third time this is rolled, the caster’s feet become large and tough, and the caster can go barefoot.  The fourth time this is rolled, the caster gains the ability to leap 5 feet forward or upward from a stand, or 15 feet with a running start.  The fifth time this result is rolled, the caster’s hands and feet become clawed, and the caster can dig through sand or loose soil at a rate of 5 feet per minute.

4
Coat of the Rabbit:  The caster grows fur.  At first, this is a soft and barely discernable coat, but if this result is rolled a second time, the fur becomes apparent.  If this result is rolled a third time, the caster gains whiskers and a fuzzy tail.

5
Size of the Rabbit:  The caster becomes smaller.  The first time this is rolled, he is noticeably (but not abnormally) shorter.  Each subsequent time this result is rolled, the caster loses approximately one foot in height, until he reaches roughly 3 feet, roughly the size of a Halfling.  The caster’s base movement becomes 20’.

6
Soul of the Rabbit:  The caster becomes more nervous and susceptible to fear.  When this is first rolled, the caster gains a –2 penalty to all fear-based effects.  This penalty increases by –2 each time this result, to a maximum penalty of –8.  When the penalty reaches –8, the caster must make a DC 10 Will save each time he is damaged in combat, or flee on his next action.  The penalty applies to this save.

Patron Spells:  Radu, King of Rabbits

Radu, King of Rabbits, grants three unique spells, as follows:

Level 1:  Alertness of the Hare
Level 2:  Lucky Rabbit’s Foot
Level 3:  Warren Walk

Spellburn:  Radu, King of Rabbits


The King of Rabbits has a special care watching over rabbits, hares, and similar creatures.  He has no particular desire for blood or sacrifices for himself, but he does know how to use those sacrifices to aid his charges.  When a caster utilizes spellburn, roll 1d4 on the table below when a request is made, or use the ideas below to develop unique events for your home campaign.


Roll
Spellburn Result

1
Radu needs to apportion part of the caster’s vitality to a warren of his charges.  The caster gains visions of a flood of rabbits fleeing some predator or disaster in their warren, fuelled by the caster’s own essence (expressed as Stamina, Strength, or Agility loss).

2
Radu offers the caster twice the spellburn he has requested at no cost, so long as the caster undertakes a small task for him.  Roll 1d6:  (1) slay or drive off a fox lairing near a large warren, (2) bring choice garden herbs to a specific site for Radu’s consumption, (3) undertake to thwart or slay a caster favoured by Mulferret, Queen of Weasels, (4) free specific domesticated rabbits from a farmer’s hutch, (5) escort a troupe of rabbit diplomats or unmated female rabbits from one warren to another, or (6) prevent humans or other creatures from digging up a warren to build an inn or other structure.  If the task is completed successfully within a given time frame, all is well.  If not, Radu takes the spellburn from where he chooses at a time of his choosing.

3
The caster gains a vision of fighting a fox, dog, cat, or other predator while in a rabbit’s body.  Immediately afterwards, the wounds from the fight appear on his own body (expressed as Stamina, Strength, or Agility loss).

4
For a moment, the caster becomes attuned to Radu, and hears, sees, and feels the lives of all rabbits and rabbit-like creatures in the world.  This is too much for a mortal mind to bear, and the caster is blasted by the experience (expressed as Stamina, Strength, or Agility loss).  At the judge’s discretion, the caster may recall something of interest out of this mental maelstrom of sensations.





Alertness of the Hare
Level:  1 (Radu)

Range:  Varies
Duration:  Varies
Casting time:  1 minute
Save:  None

General

Radu and his kith listen and watch.  When there is a threat to all, the strong hind foot thumps the warren-hollow ground, that all may hear and react.  When this spell is cast, the caster – and potentially his allies – gain the ability to sense danger, as rabbits in a warren do.

Manifestation

Roll 1d3:  (1) Those affected hear the thump of a rabbit’s foot whenever danger is present, (2) Those affected feel a cold shiver and see a shadow, as though a hawk had passed before the sun, indicating dangers, (3) Those affected hear a whispering voice, alerting them to danger.


1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
The caster gains a bonus to Armor Class and all saving throws equal to his Caster Level, lasting for 1d6+CL rounds.
16-17
The caster, and up to one ally per Caster Level, gain a bonus to Armor Class and all saving throws equal to his Caster Level +1, lasting for 1d6+CL turns.  In addition, during this period, the caster may roll two twenty-sided dice for any Reflexes save, taking the better of the two rolls.
18-21
The caster, and up to two allies per Caster Level, gain a bonus to Armor Class and all saving throws equal to his Caster Level +2, lasting for 1d6+CL hours.  In addition, during this period, the caster may roll two twenty-sided dice for any Reflexes save, taking the better of the two rolls.
22-23
The caster, and up to two allies per Caster Level, gain a bonus to Armor Class and all saving throws equal to his Caster Level +2, lasting for 1d6+CL hours.  In addition, during this period, the caster’s affected allies may roll two twenty-sided dice for any Reflexes save, taking the better of the two rolls.  The caster may roll two twenty-four-sided dice for any Relexes saves during this period, taking the better of the two rolls.
24-26
The caster, and up to two allies per Caster Level, gain a bonus to Armor Class and all saving throws equal to his Caster Level +3, lasting for 2d6+CL hours.  In addition, during this period, the caster and his affected allies may roll two twenty-four-sided dice for any Reflexes save, taking the better of the two rolls.  During this period, the caster may spend a Luck point to avoid the special effects of any critical hit or fumble he is subjected to.
27-31
The caster, and up to two allies per Caster Level, gain a bonus to Armor Class and all saving throws equal to his Caster Level +3, lasting for 4d6+CL hours.  In addition, during this period, the caster’s affected allies may roll two twenty-four-sided dice for any Reflexes save, taking the better of the two rolls.  The caster may roll two thirty-sided dice for any Relexes saves during this period, taking the better of the two rolls.  During this period, the caster may spend a Luck point to avoid the special effects of any critical hits or fumbles he is subjected to for 1d6+CL rounds.
32+
The caster, and up to three allies per Caster Level, gain a bonus to Armor Class and all saving throws equal to his Caster Level +4, lasting for 4d6+CL hours.  In addition, during this period, the caster and his affected allies may roll two thirty-sided dice for any Relexes saves, taking the better of the two rolls.  During this period, the caster is immune to the special effects of any critical hits or fumbles he would otherwise be subjected to.




Lucky Rabbit’s Foot
Level:  2 (Radu)

Range:  1 rabbit’s hind foot
Duration:  Varies
Casting time:  1 day
Save:  None

General

The caster instils luck into the right hind foot of a rabbit.  This luck can include a static bonus and a luck pool.  The static bonus applies so long as there is any luck remaining in the luck pool.  The luck pool can be used like normal Luck by the bearer of the lucky rabbit’s foot, but does not normally replenish once used (even if kept by a Halfling or Thief).  If the luck pool reaches 0, the rabbit’s foot loses all magical properties.

Each casting of this spell requires a rabbit to die.  Radu has many rabbits that he watches over, and does not begrudge the caster the use of this spell.  However, every time it is cast, the caster owes Radu a favour, as though the caster had used the invoke patron spell.


Manifestation


One magical rabbit’s foot.  There is a 50% chance that the appearance of the foot does not change; otherwise roll 1d4:  (1) the foot changes colour, with an equal chance of becoming green, blue, orange, pink, and violet, (2) the foot glows softly – not enough to provide real illumination, but about the luminosity of a glow worm or firefly, (3) the foot is semi-animate, and tends to twitch and move on its own, (4) the foot transforms into coloured glass, which is as strong as stone when still magical, but shatters when its luck pool is reduced to 0.


1

Lost, failure, and patron taint.
2-11
Lost.  Failure
12-15
Failure, but the spell is not lost.
16-17
The caster creates a lucky rabbit’s foot, but the foot contains only a luck pool with 1d3 points of luck in it.
18-21
The caster creates a lucky rabbit’s foot that grants a +1 bonus to a single type of roll.  The caster cannot control what type of roll is affected; roll on Table XX (birth augers) in the core rulebook, page XXX to make this determination.  The foot has a luck pool with 1d3 points of luck in it.
22-23
The caster creates a lucky rabbit’s foot that grants a +2 bonus to a single type of roll.  The caster cannot control what type of roll is affected; roll on Table XX (birth augers) in the core rulebook, page XXX to make this determination.  The foot has a luck pool with 1d6 points of luck in it.
24-26
As above, or the caster creates a lucky rabbit’s foot that grants a +1 bonus to a single type of roll that he determines from those listed on Table XX, and the foot has a luck pool with only 1d3 points of luck in it.
27-31
The caster creates a lucky rabbit’s foot that grants a +2 bonus to a single type of roll which the caster may choose.  Table XX (birth augers) in the core rulebook, page XXX, may be used for ideas, but the caster may choose something different but comparable.  The foot has a luck pool with 7 points of luck in it.
32-33
The caster creates a lucky rabbit’s foot that grants a +3 bonus to a single type of roll or a +2 bonus to two types of rolls.  The caster can control only one type of roll affected; if the lucky rabbit’s foot gives two bonues, the other is determined by rolling on Table XX (birth augers) in the core rulebook, page XXX after the first type of roll is determined.  It is possible by chance that these will stack, granting a +4 bonus to a single type of roll.  The foot has a luck pool with 7 points of luck in it.
34+
The caster creates a lucky rabbit’s foot that grants a +3 bonus to a single type of roll that the caster may determine.  In addition, it grants a +2 bonus to a random type of roll determined by rolling on Table XX (birth augers) in the core rulebook, page XXX, and a +1 bonus to another random type of roll, with the determination also made by rolling on Table XX.  The random rolls must be made after the first bonus is chosen, and two of three of these bonuses may stack by chance.  The foot has a luck pool with 7 points of luck in it, and regenerates 1 point of luck each week so long as the pool is never reduced to 0.



Warren Walk
Level:  3 (Radu)

Range:  Varies
Duration:  Varies
Casting time:  1 Minute
Save:  None

General

The caster, and possible one or more allies, passes through one rabbit warren, exiting through another rabbit warren one minute later.  Depending upon the value of the spell check, the second warren may be very far away.  The caster must begin at the site of a rabbit warren and must exit through another rabbit warren (although either warren may be abandoned).    The caster may choose to exit through a rabbit warren that he is aware of, so long as it is within range, or may choose to exit through any random warren within range (rolled randomly from known warrens, or chosen by the judge, as the judge deems appropriate).  The travellers need not worry about food or water while travelling, as this appears in the tunnels of the warrens.  Unwilling creatures cannot be forced to warren walk with this spell.  Obviously, this spell cannot take the caster to a place where rabbits do not exist, or where rabbits create individual burrows rather than warrens.


Manifestation

Roll 1d3:  (1) the warren mouths seems to stretch to accommodate the travellers, snapping back to its normal size immediately after they pass, (2) the travellers shrink to pass through the warren mouth, regaining their normal sizes once they have exited the far warren, (3) the travellers are transformed into rabbits, with their gear merging into their bodies, becoming their normal selves again only after they have exited the far warren.


1

Lost, failure, and patron taint.
2-11
Failure.  Lost.
12-15
Failure, but the spell is not lost.
16-17
The caster may pass through the warren, reappearing through another warren not more than 10 minutes distant.  It takes the caster 1d3 minutes to navigate the winding passages of the warrens before he can discover the extradimensional passage that will allow him to arrive at his destination.
18-21
The caster and up to three other creatures may pass through the warren, reappearing through another warren not more than 25 miles distant.  It takes the caster 1d6 minutes to navigate the winding passages of the warrens before he can discover the extradimensional passage that will allow him to arrive at his destination.  If any of the other travellers with him do not remain with him during this time, but strike out on their own, roll 1d6, modifying the result by the straying traveller’s Luck modifier:  (0 or less) the traveller becomes lost inside the warrens, and is never seen again, (1-2) the traveller exits through the same warren that he entered by, after 1d6 hours, (3-4) the traveller exits through another warren which is neither the intended target nor the starting point, after 1d6 x 10 minutes, (5+) the traveller exits through the same destination warren as the caster, 1d6 minutes after the caster does.
22-23
The caster and up to six other creatures may pass through the warren, reappearing through another warren not more than 50 miles distant.  It takes the caster 3d6 minutes to navigate the winding passages of the warrens before he can discover the extradimensional passage that will allow him to arrive at his destination.  If any of the other travellers with him do not remain with him during this time, but strike out on their own, roll 1d6, modifying the result by the straying traveller’s Luck modifier:  (1 or less) the traveller becomes lost inside the warrens, and is never seen again, (2-3) the traveller exits through the same warren that he entered by, after 1d6 hours, (4-5) the traveller exits through another warren which is neither the intended target nor the starting point, after 1d6 x 10 minutes, (6+) the traveller exits through the same destination warren as the caster, 2d6 minutes after the caster does.
24-26
The caster and up to nine other creatures may pass through the warren, reappearing through another warren not more than 100 miles distant.  It takes the caster 3d10 minutes to navigate the winding passages of the warrens before he can discover the extradimensional passage that will allow him to arrive at his destination.  If any of the other travellers with him do not remain with him during this time, but strike out on their own, roll 1d6, modifying the result by the straying traveller’s Luck modifier:  (2 or less) the traveller becomes lost inside the warrens, and is never seen again, (3-4) the traveller exits through the same warren that he entered by, after 2d6 hours, (5-6) the traveller exits through another warren which is neither the intended target nor the starting point, after 2d6 x 10 minutes, (7+) the traveller exits through the same destination warren as the caster, 3d6 minutes after the caster does.
27-31
The caster and up to a dozen other creatures may pass through the warren, reappearing through another warren not more than 500 miles distant.  It takes the caster 3d14 minutes to navigate the winding passages of the warrens before he can discover the extradimensional passage that will allow him to arrive at his destination.  If any of the other travellers with him do not remain with him during this time, but strike out on their own, roll 1d6, modifying the result by the straying traveller’s Luck modifier:  (3 or less) the traveller becomes lost inside the warrens, and is never seen again, (4-5) the traveller exits through the same warren that he entered by, after 3d6 hours, (6-7) the traveller exits through another warren which is neither the intended target nor the starting point, after 2d12 x 10 minutes, (8+) the traveller exits through the same destination warren as the caster, 3d10 minutes after the caster does.
32-33
The caster and up to fifteen other creatures may pass through the warren, reappearing through another warren not more than 1,000 miles distant.  It takes the caster 3d16 minutes to navigate the winding passages of the warrens before he can discover the extradimensional passage that will allow him to arrive at his destination.  If any of the other travellers with him do not remain with him during this time, but strike out on their own, roll 1d8, modifying the result by the straying traveller’s Luck modifier:  (4 or less) the traveller becomes lost inside the warrens, and is never seen again, (5-6) the traveller exits through the same warren that he entered by, after 3d8 hours, (7-8) the traveller exits through another warren which is neither the intended target nor the starting point, after 3d12 x 10 minutes, (9+) the traveller exits through the same destination warren as the caster, 5d12 minutes after the caster does.
34-35
The caster and all allied creatures present may pass through the warren, reappearing through another warren anywhere on the same plane.  It takes the caster 1d6 hours to navigate the winding passages of the warrens before he can discover the extradimensional passage that will allow him to arrive at his destination.  If any of the other travellers with him do not remain with him during this time, but strike out on their own, roll 1d8, modifying the result by the straying traveller’s Luck modifier:  (4 or less) the traveller becomes lost inside the warrens, and is never seen again, (5-6) the traveller exits through a far distant warren, at least 10d10 x 100 miles away from where he wishes to be, arriving after 2d6 days, (7-8)   the traveller exits through the same warren that he entered by, after 1d6 days, (9-10) the traveller exits through another warren which is neither the intended target nor the starting point, but is at least no more than 1d10 x 10 miles from the intended target warren,  after 3d6  hours, (11+)  the traveller exits through the same destination warren as the caster, 1d6 hours after the caster does.
36+
The caster and all allied creatures present may pass through the warren, reappearing through another warren anywhere, even within another plane of existence.  It takes the caster 3d6 hours to navigate the winding passages of the warrens before he can discover the extradimensional passage that will allow him to arrive at his destination.  If any of the other travellers with him do not remain with him during this time, but strike out on their own, roll 1d10, modifying the result by the straying traveller’s Luck modifier:  (6 or less) the traveller becomes lost inside the warrens, and is never seen again, (7-8) the traveller exits into the wrong plane, where the rabbits may be very strange indeed (for example, a fiendish plane where the rabbits are as large as tigers and carnivorous, a plane of clouds where the rabbits are winged, a western plain where six-shooters and jackelopes are the order of the day, or a sylvan plane where the rabbits can all teleport and have horns like those of unicorns), arriving after 3d8 weeks, (9-10) the traveller ends up on the correct plane, but is at least 10d10 x 100 miles away from where he wishes to be, arriving after 2d6 weeks, (11-12)  the traveller exits through the same warren that he entered by, after 1d6 weeks, (13-14) the traveller exits through another warren which is neither the intended target nor the starting point, but is at least no more than 1d10 x 10 miles from the intended target warren,  after 3d6  days, (15+)  the traveller exits through the same destination warren as the caster, 1d6 days after the caster does.


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