Thursday, 2 August 2012

Patrons & Projects V: Draft Version of Logos

It is with great pleasure that I announce Angels, Daemons, and Beings Between has hit its primary goal.  As promised, I rolled 1d3, and Logos, the Perfect Form is now being revealed in all of his draft version glory.  If you have comments on Logos, I would be pleased to hear them!  Those who know the work of A. Merritt may recognize in Logos an homage to The Metal Monster (serialized in 1920, appearing in book form in 1940, and a "sequel" of sorts to The Moon Pool).

When we hit $3,000, I'll roll 1d2 to choose between Radu, King of Rabbits, and Lavarial, Angel of the Temple.

And now, with no further ado:

Logos, the Perfect Form

Logos is a metallic life form from a distant world that passes between the stars.  His is a towering geometric form composed of cones, cubes, and discs, with glittering points of lights across his surface, looking like gems embedded deep in metal, which coruscates with electromagnetic force.  His world is a place of perfect planes and angles, like a metallic jewel of twenty facets, which moves through the cosmos feeding off the energy of suns. 

When Logos looked across the cosmos in the long ago, he was at first amused by the “mistakes of creation” he saw – the many imperfect forms, the pain and anguish, love and joy, and the roiling Chaos of living things.  Even the stars and planets in their wheeling geometry did not seem so perfect as the world of Logos, moving serenely through existence.  After a time, amusement turned to discomfort, and discomfort, in its turn, turned to a form of alien disgust and hatred of all that is not perfect in its behaviour and geometry.

If the Scions of Logos make inroads into a world, they begin syphoning off its solar radiation to power themselves.  They do this in a great ceremonial rite, sending a beam of black energy to the sun, which lashes back with a powerful energy wave that empowers the colony.  If interrupted, this ceremony can lead to a coruscation of great energy with disastrous results – both for the colony and for any creatures within the immediate area. 

If these rites continue long enough, it seems at first as though the world’s sun is experiencing more than normal sunspot activity.  The rites wound the sun, though, and over centuries of time it will eventually begin to dim, putting out less and less light, until it becomes a blackened cinder floating through the cosmos.  Long before that, organic life on the planet will be destroyed, and the planet will become a perfect replica of Logos’ world.  At this point, the Scions of Logos move on, seeking another place to transform, and another star to suck dry.  Then they repeat the process.  In effect, the Scions of Logos are like a swarming, macroscopic virus of Law, seeking to end disorder everywhere at any cost. 

Logos, and the Scions of Logos, may work with living creatures from time to time, because doing so amuses them, and because doing so helps them to understand the worlds they find themselves upon.  They may respect, obey, and even love the organic creatures they bond with, but in the end it matters not.  The Perfect Form and his Scions are not to be corrupted by the creatures they have come to change or destroy. 

When Scions of Logos are invoked or otherwise encountered, use the following statistics.  If the judge desires, he can also create greater, or more individualized, Scions. 

Scions come in several sizes, from tiny Scions no more than 1 cubic inch in size to enormous Scions 15 feet across.  They may be spheres, pyramids, or cubes (which affects appearance, but not statistics).  Scions may link to each other with a strange form of directional magnetism that allows them to merge seamlessly and separate just as easily.  Because of this, conglomerations of Scions may have any specific shape that the judge can imagine.  For example, even though tiny Scions have no effective attacks on their own, enough of them could form into a shape that has effective lashing attacks.  Likewise, Scions can work together to create bridges, walls, and buildings made of their own bodies.

Scions are not made of iron, or iron-based metals, and so do not do additional damage to elves.  They are made of a thin layer of metal, and are hollow within.  Scions are therefore far lighter than their apparent size and material would suggest.

All Scions are in constant telepathic communication with every other Scion within 50 miles, forming a sort of communal mind.  Despite this, each Scion is capable of individuation.  It is actually possible to have two Wizards, both with Logos as a patron, using Scions to counter each other….because of the communal intelligence of the Scions, these “battles” may take place entirely within the field of the mind, or may be physically sped up in a series of moves and counter-moves.

In addition, Scions can manipulate objects using this directional magnetism with fine motor control, as though by telekinesis.  The range at which this control can be exerted, and the Strength check needed to resist it, depends upon the Scion’s size.  If a Scion’s directional magnetism extends far enough, it can lift and drop a being, or “throw” it for falling damage equal to its range.  It must use one of its Action Dice to do so.  See the stat blocks below for more information:

Tiny Scion:  Init +8; Atk none; AC 20; HD 1d8; HP 4; MV 10’; Act 1d12; SP directional magnetism 2 inches range Str DC 2 resists, ½ damage from non-magical weapons, communal mind, infravision 30’; SV Fort +4, Ref +3, Will +2; AL L.  Approximately 1 inch across or diameter, weighing ½ lb.

Small Scion:    Init +6; Atk 1 strike (1d3); AC 18; HD 2d8; HP 8; MV 20’; Act 1d16; SP directional magnetism 8 inches range Str DC 8 resists, ½ damage from non-magical weapons, communal mind, infravision 60’; SV Fort +6, Ref +3, Will +4; AL L.  Approximately 1 foot across or diameter, weighing 25 lb.

Average Scion:  Init +4; Atk 1 strike (1d6); AC 18; HD 4d8; HP 16; MV 30’; Act 1d20; SP directional magnetism 2’ range Str DC 14 resists, ½ damage from non-magical weapons, communal mind, infravision 60’; SV Fort +8, Ref +3, Will +6; AL L.  Approximately 5 feet across or diameter, weighing 250 lb.

Large Scion:  Init +4; Atk 1 strike (2d5); AC 16; HD 8d8; HP 32; MV 30’; Act 2d20; SP directional magnetism 10’ range Str DC 20 resists, ½ damage from non-magical weapons, communal mind, infravision 60’; SV Fort +10, Ref +2, Will +8; AL L.  Approximately 10 feet across or diameter, weighing 700 lb.

Huge Scion:  Init +2; Atk 1 strike (2d7) or 1 electrical bolt 15’ range (4d8, Rfl DC 10 half); AC 14; HD 16d8; HP 64; MV 20’; Act 3d20; SP directional magnetism 20’ range Str DC 24 resists, ½ damage from non-magical weapons, communal mind, infravision 90’; SV Fort +14, Ref +0, Will +12; AL L.  Approximately 15 feet across or diameter, weighing 1,100 lb.

The ceremony to bond with Logos must take place in an area where his Scions are already active, or in some deserted and lonely place where his creatures may establish a presence.  Within 1d5 weeks of the ceremony, the first tiny Scions of Logos will appear (usually 2d7 in number).

Invoke Patron check results:

12-13
The Perfect Form causes a swarm of tiny Scions to appear, that wrap themselves around the caster to protect him from harm.  The Scions do not attack, but grant the caster +2 to Armour Class for 2d6 rounds.  At the end of this time, the tiny Scions scatter to begin the formation of a new colony (which takes 1d10 centuries to arise).  Alternatively, the Scions may be destroyed to automatically grant the caster a successful Reflex or Fort save against an attack where such a sacrifice would be appropriate (i.e., a fiery breath weapon, but not an ingested or gaseous poison).
14-17
A swarm of tiny Scions erupts from the ground in the centre of the caster’s foes, forming itself into a spinning Shape of lashing metal blades in 1d3 rounds.  Every creature within a 30’ radius takes 1d8 points of damage each round, and must make a Reflex save (DC 15) or be knocked prone.  The Shape can move at 10’ per round, as directed by the caster.  It remains for 1d4+CL rounds, or until 20 points of area-effect damage is inflicted upon it.  If the tiny Scions survive, they scatter at the end of this time, and begin the formation of a new colony (which takes 1d10 centuries to arise).
18-19
Logos manifests a bolt of electricity through the caster, striking any one target of the caster’s choice within 100’.  The bolt does 4d6 damage (Fort DC 20 half), but being used as a conduit in this way forces the caster to make a Fort save (DC 10) or be exhausted (–2 penalty to all attack rolls, skill checks, and spell checks, and –10’ to movement) until he can rest for at least 5 minutes.
20-23
Logos sends 3d3 small Scions to aid the caster.  They arrive in 1d4 rounds and obey the caster implicitly for a period of 1d6+CL hours.  The small Scions can link together to form other shapes, as directed by the caster.  This allows them to create bridges, walls, etc.  They are all (1) pyramids, (2) spheres, or (3) cubes.  When released from service, they begin the formation of a colony, which will be manifest in 1d10 decades.
24-27
Logos sends 3d6 small Scions to aid the caster.  They arrive in 1d3 rounds and obey the caster implicitly for a period of 1d6+CL hours.  The small Scions can link together to form other shapes, as directed by the caster.  They are all (1) pyramids, (2) spheres, or (3) cubes.  When released from service, they begin the formation of a colony, which will be manifest in 1d10 decades.
28-29
Logos sends 2d6 average Scions to aid the caster.  They arrive in 1d3 rounds and obey the caster implicitly for a period of 2d6+CL hours.  The average Scions can link together to form other shapes, as directed by the caster.  They are all (1) pyramids, (2) spheres, or (3) cubes.  When released from service, they begin the formation of a colony, which will be manifest in 1d10 years.
30-31
Logos sends 3d5 small and 2d6 average Scions to aid the caster.  They arrive in 1d2 rounds and obey the caster implicitly for a period of 2d6+CL hours.  The Scions can link together to form other shapes – including complex Shapes capable of acting as a single weapon – as directed by the caster.  They can form together a single huge Shape capable of causing 8d8 points of damage against a single target, or 1d8 points of damage each round against all targets in a 60’ radius.  Roll 1d6:  (1-4) The Scions are of mixed types, (5-6) They are all (1) pyramids, (2) spheres, or (3) cubes.  When released from service, they begin the formation of a colony, which will be manifest in 1d10 months.
32+
A colony of the Scions of Logos forms on the spot.  It consists of 3d100 tiny Scions, 3d30 small Scions, 3d24 average Scions, 3d16 large Scions, and 3d3 huge Scions.  The colony is formed of buildings, pathways, and other structures, all created from the bodies of the Scions themselves.  The colony seeks to aid the caster and his allies, but does so under control of the huge scions rather than the caster.  The caster, but not his allies, can communicate freely with the Scions of the colony, which are all considered to be helpful to the caster.  A colony is always of mixed pyramids, spheres, and cubes.  The colony becomes a permanent feature of the campaign milieu, and is always friendly to the caster, and to whatever allies are currently in the company of the caster.  Other living things, however, are vermin to be wiped out.  Unless something interferes, the established colony will grow, to the great detriment of all other things within its reach.


Patron Taint:  Logos, The Perfect Form


Why Logos is interested in mortal spell casters are all remains a mystery.  Some say that it is through their invocation of the Perfect Form that Logos gains a foothold on the various worlds his Scions have colonized in his name.  Whatever the case may be, those mortals who associate with Logos eventually become little more than the Scions he commands.  When patron taint is indicated, roll 1d6 and consult the table below.  When a caster has acquired all six taints at all levels of effect, there is no need to continue rolling anymore.

Roll
Result
1
Hollow on the Inside:  The caster takes on his patron’s indifference toward human life, becoming ever more calm and unconcerned about the mortal affairs going on around him.  Each time this taint is rolled, the caster’s Personality is reduced by –1.  When this taint is acquired a third time, the caster withdraws from the world, and can only become concerned with events that involve himself or his patron.
2
Metal on the Outside:  When this taint is first acquired, the caster’s hair takes on a metallic sheen, as though silver or gold.  When gained a second time, the caster’s eyes become metallic orbs.  When gained a third time, the caster’s skin becomes metallic, increasing his Armour Class by +2, but reducing his Agility by 1.
3
Magnetic Influence:  The first time this is rolled, the caster’s hair moves as though by a wind even when the air is calm, being gently wafted by lines of magnetic force.  The second time this is rolled, the caster’s eyes reflect a myriad of tiny whirling sparks, like galaxies in miniature.  The third time this patron taint is rolled, the caster gains the ability to manipulate objects magnetically at a range of up to 10’, as though he were actually handling them.  This is exhausting to the caster, and he takes 1 point of temporary Stamina damage each round he does so.
4
Perfection of Form:  When this taint is first acquired, all blemishes and irregularities in the caster’s physical form are smoothed away.  Although the caster becomes unearthly in his beauty, he becomes obviously alien in his perfection, and his Personality is not increased.  If this taint is acquired a second time, the caster becomes clearly inhuman as every irregularity in his form is smoothed away, becoming instead a collection of cylindrical, spherical, and pyramidal Shapes brought together into a single body.  The caster effectively appears like a rough mannequin in humanoid form.  If this taint is rolled a third time, the caster takes the form of an average Scion (including its ability to strike for 1d6 damage, its Armour Class of 18, its directional magnetism, ½ damage from non-magical weapons, infravision, size, and weight.  The caster’s form is a (1) pyramid, (2) sphere, or (3) cube.
5
Submission to the Communal Mind:  Once this patron taint is acquired, the caster becomes aware of the communal mind of the Scions of Logos, and is in turns bullied and cajoled to surrender himself to it.  The first time this taint is rolled, the caster must succeed in a DC 10 Will save, or Logos will control his actions for 1d6 hours, leaving only vague impressions of what was done during that time.  The second time it is rolled, the caster must succeed in a DC 15 Will save, or Logos will control his actions for 2d6 months, and the caster will have no idea what was done during that time.  The third and final time this is rolled, the caster must succeed in a DC 20 Will save, or Logos will control his actions forever.
6
Colonial Expansion:  Once Logos has taken root in a world, he seeks to establish colonies of his Scions, first in lonely areas far from mortal habitation, then in more populated regions.  When this taint is rolled, Logos demands that the caster seed a nascent colony for him at the site of his choosing.  When this taint is first rolled, the caster must travel for 4d4 weeks to reach the place of Logos’ choosing, and it is in a dangerous wilderness.  This colony will not become truly active for 1d100 years.  The next time this taint is rolled, the caster must travel only 4d4 days to a borderland region chosen by Logos between civilization and the wilderness.  This colony will become active in 1d10 years.  The final time Logos makes this demand, the caster must travel only 4d4 hours, and the colony will become active in 1d12 months.  These active colonies are friendly to the caster and his immediate allies (when they are in his presence), but a danger to everything else.

Patron Spells:  Logos, the Perfect Form

Logos grants three unique spells, as follows:

Level 1:  Directional Magnetism
Level 2:  Energy Play
Level 3:  Solar Vampirism

Spellburn:  Logos, the Perfect Form


The inhuman intelligence of the Perfect Form neither enjoys nor turns away from suffering, but his hatred of the grotesque human form shows most clearly in spellburn.  When a caster utilizes spellburn, roll 1d4 and consult the following table or build off the suggestions to create an event specific to your home campaign.


Roll
Spellburn Result
1
Through the mind of Logos, the caster can see the true horror of his physical form.  The caster cuts his flesh in an unsuccessful attempt to remove the irregular lumps and protruding grotesquery of his body.  The damage inflicted is expressed in Strength, Stamina, or Agility loss.
2
The great disgust Logos feels for the human form is fully manifest.  The caster gains only 1 point of spellburn for every 2 ability points spent.
3
Logos is disinterested in the changes to the caster’s body.  The mutilations are no better than what he was before.  Logos grants 2 points of spellburn for every point of Strength, Stamina, or Agility lost….but the caster cannot spellburn again today.
4
Coruscating waves of electrical power wash through the caster as his mind makes contact with the Perfect Form.  The searing pain of these waves manifests as Strength, Agility, or Stamina loss.

Directional Magnetism
Level:  1 (Logos)

Range:  Varies
Duration: 2d4+CL rounds 
Casting time:  1 action
Save:  Varies (see text)

General

The caster creates waves of directional “magnetism” of the same type that the Scions of Logos use, which can affect even organic and non-ferrous materials.  Each round that the spell remains in effect, the caster may select any effect equal to his spell check or below.

Manifestation


Roll 1d3:  (1) The caster’s hair waves in a non-existent breeze and miniature galaxies whirl in his eyes as the spell effect occurs, (2) Nearly-visible waves of force coruscate from the caster, like heat shimmering off of pavement, or (3) The caster’s eyes glow with a bright light while the spell take effect, and the hair of every creature within 30’ stands on end from the waves of magnetism.


1

Lost, failure, and patron taint.
2-11
Failure.  Lost.
12-15
Summon Object:  The caster may summon any one object within 30’, which is drawn instantly to his hand via directional magnetism.  The object cannot be more than about 50 lbs. in weight.  If the object is in another creature’s possession, it is allowed a Strength check (DC 10) to retain possession of the object.
16-17
Hold:  Directional magnetism roots the feet of one creature to the ground for 1d3 rounds, requiring a Strength check (DC 15) to break free.  The target may attempt a Strength check with any of its Action Dice.  While stuck, its Armour Class and attack rolls are reduced by –2 and its Reflex saves are reduced by –4.
18-21
Shield:  Directional magnetism creates a shield around the caster, deflecting missile weapons and melee attacks.  The caster gains a +4 bonus to Armour Class vs. ranged weapons and a +2 bonus to Armour Class vs. melee attacks.
22-23
Buffet:  The caster uses directional magnetism to make one strike per CL with small objects, such as stones, each strike doing 1d6 damage (Reflex save DC 15 half).  Range is 100’.
24-26
Draw:  The caster draws another creature or an object weighing up to 500 lbs. towards himself, dragging it 10’ per round with waves of directional magnetism.  A creature can resist being pulled each round with a DC 20 Strength check.  Range is 100’.
27-31
Push:  The caster can pull or push a creature or an object weighing up to 1,000 lbs. in any direction, dragging it at a rate of 10’ per round.  A creature can resist moving each round with a DC 25 Strength check.  Range is 100’
32+
Fine Manipulation:  The caster can manipulate an object or objects up to 30’ away as though he were actually manipulating them with his hands.  This allows the caster to potentially open doors, pick locks, untie ropes, etc.  If a skill check is involved, the caster is treated as though he were actually there, unless it is beneficial to the check that he is not (for example, in an attempt to pick a pocket).  In cases where being there is normally a hindrance, the caster gains a +4 bonus.



Energy Play
Level:  2 (Logos)

Range:  100’
Duration:  Instantaneous
Casting time:  1 action
Save:  Fort or Reflex vs. spell check (see text)

General

The greatest Scions of Logos create and throw balls and bolts of electromagnetic energy around as play.  This electromagnetic energy is also part of the thought processes of the communal mind – any creature who is reduced to 0 hit points by this spell and survives may make a DC 20 Luck check.  If the creature survives, it gains insight into Logos and his creatures, and gains a +2 bonus to attack rolls, skill checks, and spell checks against them for a period of 1d5 days.


Manifestation


Arcing rays of electromagnetic force, balls or electricity, or sheets of lightning, as per the descriptions below.  Roll 1d5 to determine colour:  (1) blue-white, (2) golden, (3) silver-white, (4) greenish-yellow, or (5) sizzling yellow-red.

1
Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
Failure, but the spell is not lost.
16-17
An arc of electromagnetic force leaps from the caster to one target, which takes 1d8+CL damage.  Additionally, the target must make a Fort save vs. the spell check result of be stunned and unable to act for 1d3 rounds.
18-21
The caster creates 2 balls of electricity, which he may send to the same or separate targets. Each ball causes 2d8+CL damage (Reflex save for half damage).
22-23
The caster creates a sheet of lightning in a 45-degree arc in front of him, out to a range of 100’.  Every creature in the area suffers 1+CL points of damage and must make a Fort save or fall prone and be stunned for 1d5 rounds.  There is a 50% chance that stunned creatures drop any object held.
24-26
Three arcs of electromagnetic force leap from the caster to up to three targets, each bolt causing 1d12+CL damage.  Each bolt causes the target to make a Fort save vs. the spell check or be stunned and unable to act for 1d5 rounds.  A creature so stunned has a 50% chance to drop any held item.
27-31
Electrostatic shock travels through the ground to strike all foes within 100’ of the caster.  Each enemy within range takes 2d8 points of damage as arcing rays erupt from the ground around it, and is automatically stunned and unable to act for 1 round.  Enemies who fail a Fort save vs. the spell check are stunned an additional 1d5 rounds, and have a 50% chance of dropping any held items.  Foes that are not touching the ground (such as flying enemies) are not affected.
32-33
The caster creates 2d4 balls of electricity, which he may send against the same or separate targets.  Each ball causes 3d8+CL damage (Reflex save for half).  If the target fails its save, it has a 50% chance of dropping any held item as searing electrical pain races through its body.
34+
Six arcs of electromagnetic force leap from the caster to up to six targets, each bolt causing 1d16+CL damage.  Each bolt stuns its target for one round (so a creature struck by six bolts is automatically stunned for six rounds).  A Fort save vs. the spell check must be made for each bolt, or the target will be stunned and unable to act for an additional 1d7 rounds per failed save.  A creature stunned for additional time has a 50% chance to drop any held item.




Solar Vampirism
Level:  3 (Logos)

Range:  Self
Duration:  Varies
Casting time:  1 turn
Save:  None

General

As the Perfect Form and his Scions gain energy from the sun, with this spell, so too can the caster.  Depending upon the spell check result, the caster may gain nourishment, regain lost spells, heal himself, or even use solar energy to power his spells.  This spell must be cast only under a bright sun, and thus cannot be used when the sky is overcast, at night, indoors, or underground.  Solar vampirism requires a minimum of 1 point of spellburn, which affects the spell check normally.


Manifestation

The manifestation is visible only to those observing the casting or in the immediate vicinity.  Roll 1d6:  (1) A green ray shoots forth from the caster, striking the sun, and a golden ray rebounds back to the caster, making the sun seem momentarily darker where the first ray struck, (2) The sun seems to flicker for an instant after the spell is cast, (3) Dark clouds seem to roll across the actual surface of the sun, (4) a wave of heat, followed by a wave of cold, emanates from the caster, (5) The caster’s colouration seems momentarily inverted, like a photographic negative, (6) The caster is bathed in golden light, while the sun seems to go temporarily dimmer.


1

Failure, lost, and patron taint.
2-11
Failure.  Lost.
12-15
Failure, but the spell is not lost.
16-17
The caster gains nourishment from the sun, and does not need to eat or drink for the next 1d4+CL days due to the energy so gained.  The sun’s overall lifespan is reduced by 1d5 days, but as stars measure their lives in aeons, this probably has little impact on the campaign world. 
18-21
As above, plus the caster has the ability to restore one lost spell.  If he does so, the sun’s overall lifespan is reduced by 1d3 x spell level years.  This probably has little impact on the campaign world.
22-23
As above, plus the caster may heal 1d4 x CL hit points of damage to himself.  Doing so reduces the sun’s overall lifespan by 1d6 decades, but this probably has little impact on the campaign world.
24-26
As above, plus the caster may purge himself of all diseases and poisons, and heal 1d8 points of ability score damage.  Doing so reduces the sun’s overall lifespan by 2d10 decades.
27-31
As above, plus the caster may heal himself of all damage (hit point, ability score, or otherwise), broken bones, and other damage that would normally heal over time.  Doing so reduces the sun’s overall lifespan by 1d6 centuries, an amount that might be noticeable on worlds with old suns.
32-33
As above, plus the caster may regenerate lost limbs, eyes, etc..  Doing so reduces the sun’s overall lifespan by 1d6 x 10 centuries, an amount that will probably be noticeable on worlds with old suns.  On a dying world, where the star is near the end of its lifespan, this may be enough to make the sun go dark.
34-35
As above, plus the caster may store solar energy to fuel spells.  The caster may gain up to 8 points to use in this manner, and they may be retained until used.  These points act exactly like spellburn, except that the character suffers no ability score loss, and need not roll to determine the nature of the spellburn.  Doing so reduces the sun’s overall lifespan by 1,000 years per point so attained.  On a dying world, where the star is near the end of its lifespan, this may be enough to make the sun go dark.
36+
The caster gains all of the benefits listed above, but the sun is not appreciably damaged by his theft of solar radiation.





Using Patrons in the Dungeon Crawl Classics Role-Playing Game


It is difficult to claim that any facet of the jewel that is the Dungeon Crawl Classics is shinier than any other facet, but there can be little doubt that patrons shine a bit more brightly for being new, interesting, and (perhaps) underrepresented in the core rulebook.  

Patrons are supernatural beings that are willing to bargain with mortals, trading magical power for service.  Potential new patrons repeatedly show up in Dungeon Crawl Classics adventures (both official and third-party publisher adventures), but as of this writing, none of these adventures include a full write-up for a patron.  I have been working on many patrons for the upcoming Angels, Daemons, and Beings Between sourcebook, and I have given patrons a lot of consideration in recent months.

It is important to remember that all patrons are unique.  When devising new patrons for your home milieu, consider making changes to how the Patron Bond and Invoke Patron spells work in relation to that patron.  For example, Yallafial, Queen of the Birds, has a wavering attention span that varies between automatic failure when she is invoked to a +6 bonus on the spell check roll!  Likewise, spells do not all have to be equally useful, nor do they all have to be useful in combat.  Flavour is the most important consideration here; the spells must match the patron.

The core rulebook suggests that every patron has three spells, one each of levels 1, 2, and 3.  This is certainly a way to go, and is a good way to create most patrons, but you need not follow this scheme slavishly.  Some patrons may allow more spells; others may allow less.  It is easy to imagine a patron with three 1st level spells in addition to one 2nd and one 3rd level spell.  All the judge need do is make certain that there is a cost somewhere else to balance out this generosity – for example, especially harsh spellburn results or patron taint.

If you are considering patrons to be just a “Wizard thing”, you are selling them short.  The core rulebook discusses using patrons with Wizards and Elves, and gives a nod to other classes in the text of the Patron Bond spell.  In addition it notes that powerful supernatural beings can affect the Luck of those who aid or oppose them. 

Patrons are among the supernatural beings meddling in the affairs of the world.  The judge is well advised to know what they want, if not how they intend to get it, and use patrons to spur adventures.  Even if no one in the group has a patron, these supernatural beings are interested in moving PCs and powerful NPCs like pieces on a multi-dimensional chessboard, seeking to win advantage against other equally powerful beings.  

The relationship between patron and adventurers need not always be the result of a PC Wizard or Elf seeking out the patron.  The patron may well seek out the PCs.  Indeed, the patron may direct an NPC Wizard to cast Patron Bond to tie willing PCs to that patron’s cause, whether they know the spell or not.

Likewise, PCs may find themselves opposing one potential patron while unknowingly aiding another in a game whose rules they don’t fully understand.  This sort of action happens quite often in Appendix N fiction, and is quite appropriate in the DCC rpg.

For more ideas on using patrons in DCC adventures, consider the following:

The Portal Under the Stars (Joseph Goodman):  core rulebook, pp. 452-456.  The entire action of the adventure, as well as the site itself, may be considered the result of a patron’s actions long ago.

DCC #68 People of the Pit (Joseph Goodman):   Includes the most fully developed “patron” outside the core rulebook at this time.

DCC #70 Jewels of the Carnifex (Harley Stroh):  Includes a potential patron (which must be developed by the judge to be used as such), and the action of the module revolves around higher supernatural powers.

SC-1 Perils of the Sunken City (Jon Marr):  Excellent use of an interesting potential patron, and the rivalry between patrons is directly responsible for the scenario encountered.  Again, the judge must develop the patron(s) involved before they can be used by PCs.

SC-2 The Ooze Pits of Jonas Gralk (Jon Marr):  Again, this module supplies the judge with the bare bones of two potential patrons, both of which demand more information, and the action is driven by their interactions with mortals. 

These are certainly not the only DCC adventures to deal with patrons, but they are adventures that show how it may be done in various ways and with interesting effect.  Frankly, if Purple Sorcerer Games ever decided to put out a Sunken City Sourcebook (with an overview, some adventure hooks, NPCs, and full patron information), I would snap it up in a heartbeat!

(From Purple Duck Games, look for Paul Wolfe's AL-2 Sepulchre of the Mountain God for two more potential patrons.  Somnos, in my own upcoming Through the Cotillion of Hours would also make an excellent patron, although he is not detailed in that form in the module....another task for a future post or product!)

In conclusion, try to remember that patrons are not just for spellcasters.  And try to make your patrons proactive as well as reactive within the campaign milieu.  As Elric’s foe, Theleb K’aarna, learned to his regret, it is not just casters who drop patrons – patrons also drop casters who fail in their tasks.  And Elric’s not being bonded to the powers of Law didn’t stop Donblas the Justice-Maker from aiding him in Nadoskor. 

The more fully realized your patrons, the more they influence your campaign world, and the more that world comes to life.  It’s part of the genius of the system, and a very bright facet among the many bright facets which make Dungeon Crawl Classics my personal role-playing game of choice.

Monday, 30 July 2012

Patrons & Projects IV


So far, on the Goodman Games forums and on the Indiegogo site, I’ve gotten a vote for Radu, Logos, and Lavarial. So, here’s what I’ll do.

When this thing reached $2,000, I’ll roll 1d3 and post one of them. I’ll post another at $3,000 and the last at $4,000. After that, well, they’ll be in the book!

Please help us make this happen!

Saturday, 28 July 2012

Patrons & Projects III

When the Indiegogo reaches $2,000, I'll post another full patron. Any requests as to which patron it should be? Pesh Joomang is out, because posting him would violate our "not included anywhere else" line. Other than that, who would you like to learn more about?

Friday, 27 July 2012

Patrons & Projects II: A Sample

If you are sitting on the fence regarding Angels, Daemons, and Beings Between:  A Patrons Sourcebook for DCC RPG (Indiegogo here), please allow me to include an example of what you might find in the book.  Be aware that this is a pre-edited version, without art, and not yet having gone through the Goodman Games approval process (which, by the way, ensures that the final product will meet quality standards, and I, for one, appreciate it every time I buy a DCC product!).

You can also find some other examples in this thread.

Please help us meet our initial goal, and help us reach at least some distance into our stretch goals!  If you cannot help directly, please help spread the word.  I believe strongly in this project, and I really want to bring you the best patron book possible.

There will be wording in the patron book to allow Goodman Games, as well as any publication through the free Goodman Games DCC license, to use up to 2 patrons from this book in any given product, reproducing as much of the patron write-up as necessary to do so.  So, it is hoped that this book will be a benefit to the entire community, and become a must-have reference book that we can all use to build our shared campaign worlds.

Without further ado, the draft version of Hecate, Goddess of Witches.


Hecate, Goddess of Witches

Since ancient times, the Witch-Goddess Hecate has interfered in human affairs.  What Her actual interest is remains unknown, but it is certain that She intercedes on behalf of some witches as well as on behalf of those Wizards and Elves She patronizes.

Hecate appears most often in one of three guises:  A young and beautiful maiden, a motherly matron, and an old iron-toothed crone, which symbolize the three phases of the moon.  She also appears betimes as the dark of the moon – invisible save as a dark whisper and a foul breath rank with decay.

Hecate acts as patrons for both male and female Wizards, but prefers females to males.  An Elf or Wizard who casts Patron Bond to secure a compact with Hecate gains a +2 bonus if the subject of the spell (herself or another) is female and a –4 penalty if the subject is male.  This same modifier is also used whenever one of Hecate’s patron spells is cast.

The ceremony to bond with Hecate must take place within a cemetery, or within a cavern space dedicated to the Goddess of Witches.

Invoke Patron check results:

12-13
Hecate has more important concerns than the caster.  She restores one lost spell to the caster’s mind, and grants a one-time +4 bonus on a spell check, which must be used in the next 10 minutes or the bonus is lost.
14-17
Hecate casts a magical darkness in a 100’ radius, centred on the caster, which lasts 4d8 minutes.  The caster and his allies can see through this darkness with ease, but it grants them a +2 bonus to Armour Class against their foes (even those that can normally see in darkness).  The caster may spill her own blood to increase the duration, gaining 10 minutes for each point of Strength, Stamina, or Agility sacrificed.  The darkness remains centred on the caster and moves with her.
18-19
Witch armour.  For a brief second, crackling black flames leap around the form of the caster.  The caster’s Armour Class is increased by +1 until the next moon rises.  In addition, the caster may sacrifice Strength, Stamina, or Agility to these flames, and for each point sacrificed, her Armour Class is increased by +1 until the next moon rises.  The black flames last only a moment, so the choice to make a sacrifice or not must be made quickly. 
20-23
Witch blade.  Hecate transforms the caster’s weapon of choice (which need not be bladed) into a magical weapon capable of transmitting the spell power of the caster.  Until the next dawn, the caster may attempt to cast a spell and strike with the weapon using the same Action Die (the same result applies both to the attack and the spell check).  Only a spell whose casting time is an action or less can be so cast, and the caster may not utilize Spellburn when doing so.  If both attack and spell check are successful, the attack does normal damage, and the spell effect takes place affecting the target of the attack only.  If a natural “1” is rolled, the caster suffers the effects of a fumble as well as possible corruption, misfire, and patron taint, as per the description of the spell being cast.
24-27
A crack opens in the ground, and 2 hell hounds leap out!  These creatures remain for 1d7 minutes or until destroyed, serving the caster as directed with uncanny intelligence.  When they expire, they disappear into a searing puff of flame that caused 1d3 damage to any creature within 5’.  See the core rulebook, page 417, for hell hound statistics.
28-29
A crack opens in the ground, and a pack of 3d3 hell hounds leap out!  These creatures remain for 3d7 minutes or until destroyed, serving the caster as directed with uncanny intelligence.  When they expire, they disappear into a searing puff of flame that caused 1d3 damage to any creature within 5’.  See the core rulebook, page 417, for hell hound statistics.
30-31
A rolling darkness spreads forth from the caster, obscuring all vision save for that of the caster and her allies.  The darkness spreads 50’ per round until it reaches 100’ per Caster Level.  As soon as the darkness reaches its maximum size, from out of its centre leap a pack of 3d7 hell hounds.  These hell hounds are obedient to the caster’s will.  The darkness moves with the caster, and lasts 1d3 hours, or until she dismisses it.  The hell hounds remain until 1d3 dawns, or until slain, at which point they fade out of existence.  See the core rulebook, page 417, for hell hound statistics.
32+
As above, but the caster’s most powerful enemy present is also cursed as follows (Will DC 20 negates in all cases):  (1) The enemy’s will is subject to the caster’s, who can command the foe for as long as a single hell hound from this casting remains, (2) The enemy’s reason is shattered by the curse, and his mind is reduced to that of an animal for a period of 1d4 days, (3) The enemy has a permanent –2 penalty to all attack rolls and saving throws until he meets some condition set by the caster, (4) The enemy is permanently aged 4d10 years, or (5) The curse causes the enemy to writhe in agony, losing his next action and causing him 4d6 damage.


Patron Taint:  Hecate, Goddess of Witches


When a patron taint is indicated, 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
Shun the Daylight:  The Witch-Goddess is a creature of the night, and Her creatures eventually become nocturnal as well.  Each time this patron taint is rolled, the caster gains a cumulative   –1 penalty to attack rolls, skill checks, and spell checks when these rolls are made in full daylight.  Under an overcast sky, or under conditions of partial daylight, the caster suffers only half this penalty, rounded up.  This result can only be gained 5 times, for a maximum –5 penalty.
2
Feel the Moon’s Tide:  Hecate’s magic is tied to the moon, and this becomes true for the caster as well.  When the moon is waning, the caster has a –2 penalty to all spell checks.  If this result is gained a second time, the caster also gains a +1 bonus to spell checks when the moon is waxing.  If this result is rolled a third time, the caster gains a +2 bonus to spell checks on nights when the moon is full, but cannot cast spells on nights when the moon is dark without at least 1 point of Spellburn (which affects the spell check normally).  In some worlds, there may be more than one moon, and the judge can either choose to have all moons, or only the primary moon, count for this purpose.  If the judge does not wish to track the moon’s phases, he can either ignore this result or use 1d30 to determine the phase of the moon at any given time:  (1-3) Dark of the moon, (4-15) Waxing moon, (16-18) Full moon, (19-30) Waning moon.
3
Withered and Sere:  Those who follow the Witch-Goddess seem to age before their time.  When this result is first rolled, the caster seems to age 1d7 years and loses 1 point of Stamina.  When this result is rolled a second time, the caster seems to age 2d7 years and loses 2 points of Strength.  When this result is rolled a third time, the caster seems to age 3d7 years and loses 3 points of Agility.  Ignore further rolls with this result.
4
Demands of Dark Magic:  In exchange for Her aid and guidance, Hecate demands special service from the caster.  Subject to the judge’s discretion, the caster must travel 1d4 days to perform some special minor service for Hecate.  This may be to deliver a prophesy, to aid an aspiring witch, or to perform some other minor mischief.  If this is rolled again, the caster must make a journey of 1d4 weeks, and the service required is more extreme.  Hecate may demand that a witch be rescued from bondage (possibly before meeting her end in a bonfire), that a monster dangerous to women be destroyed, or that a hero be seduced and his greatest weapon stolen.  If this result is rolled a third time, Hecate demands a great service, which may take 1d4 months to achieve.  This may require the destruction of a powerful monster or hero, or a great wickedness such as unleashing a terrible creature, or even the destruction of a powerful stronghold of Law.  If these quests are performed well, Hecate gives the caster a boon of +1d4, +2d4, and +3d4 hit points respectively.  Failure to perform these quests severs the bond with Hecate.
5
Company of Witches:  Hecate demands that the caster bond other women to Her service.  These women need not be human, and need not be spell casters, but they must be willing, female, and bonded using the Patron Bond spell.  When this result is first rolled, Hecate demands but a single woman be bonded, and grants three months’ time to do so.  When this result is rolled a second time, three women must be bonded, and Hecate grants a year for the caster to accomplish this.  When this result is rolled a third time, nine women must be bonded in nine months’ time.  In addition, once the first woman is bonded, all witches recognize the caster as a sister, and will do her no harm.  Failure severs the bond between the caster and her patron.
6
Night’s Creatures:  Natural nocturnal animals desire to be in the presence of the caster, and will do her no harm.  When this patron taint is first rolled, small creatures, such as mice, rats, bats, and small nocturnal serpents, are attracted to the caster and remain a while in her presence.  When this taint is rolled a second time, cats come at night to swarm at the caster’s feet in civilized areas, while owls drop down to her shoulders and perch for a few minutes before flying off to hunt.  When this is rolled a third time, wolves and nocturnal hunting cats are also attracted to the caster, if they are in the area.  Although these creatures do no harm to the caster or her allies, neither are they hers to control – the judge determines their actions, and their effects (positive and negative) on actions the caster may attempt.  Once this taint is rolled a third time, should the caster ever lose the patronage of Hecate, these creatures are no longer friendly, and when in combat will attack the caster in preference to all other targets.

Patron Spells:  Hecate, Goddess of Witches

Hecate grants three unique spells, as follows:

Level 1:  Hecate’s Seduction
Level 2:  Death Curse
Level 3:  Drink the Moon

Spellburn:  Hecate, Goddess of Witches


The Goddess of Witches is not a kind mistress.  When a caster utilizes spellburn, roll 1d4 on the table below, or build off the ideas presented therein to create an event specific to your home campaign.


Roll
Spellburn Result
1
The caster becomes the plaything of Hecate’s bound demons, and they are not kind to her.  Although it seems as if long hours pass for the caster, spellburn takes place in a fraction of a second in the real world.  Her resulting exhaustion and injuries are expressed in Strength, Stamina, and Agility loss.
2
Somewhere a witch burns, and Hecate demands that the caster ease her suffering by taking a portion of the witch’s pain upon herself.  Roll 1d7 for each ability:  Strength, Stamina, and Agility.  The caster must pay this in spellburn, or lose the patronage of Hecate.  In exchange, though, Hecate grants a +4 bonus to the spell check in addition to that gained by the mandatory spellburn.
3
Hecate makes a demand of the caster.  She may utilize up to 10 points of spellburn without cost now, but must meet Hecate’s price.  This may be a particular sacrifice, a quest, or whatever else the judge desires.  If the demand is not met in a timely fashion (as determined by the judge), Hecate takes twice the cost of the spellburn from the caster, at the moment and from whatever ability scores She chooses, so as best to punish the caster.
4
Blood oozes from the caster’s pores, forming a miniature homunculus of the caster.  The spell is cast through the homunculus, which then immediately collapses into a puddle of blood.  The blood drained to create the homunculus must be expressed in Strength or Stamina loss.

Hecate’s Seduction
Level:  1 (Hecate)

Range:  Varies
Duration:  Varies
Casting time:  1 round
Save:  Will vs. spell check DC (see text)

General

Those with Hecate as a patron are encouraged to obtain their goals through indirect means.  One of those means, particularly beloved of Hecate, is the seduction of men to obtain that which is desired.  This spell causes the caster to appear irresistibly young and fair to one or more human or humanoid beings, which can be manipulated by the caster’s suggestions after one or more nights of passion.  This transformation is illusory, and does not change how the caster truly appears to any other save the affected target(s).  The caster must have a physical remnant from each target to be affected (a lock of hair, fingernail parings, etc.), and must perform a minimum of 1 point of spellburn to cast this spell.  The physical remnant is destroyed in the casting.


Manifestation


See below.


1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
The caster appears in a fair and desirable form to one chosen target, for a period of one hour.  The target feels no special compulsion toward the caster, although he will usually be friendly, and may even be helpful.  The target gets no saving throw versus this effect, unless he specifically disbelieves the illusion.
16-17
The caster appears in a fair and desirable form to one chosen target, for a period of 2d12 hours.  After contact with the target – which may be as brief as some conversation or being within his sight for an extended period – the target is allowed a Will save.  If failed, the target finds himself periodically thinking about the caster for the next 1d7 days, during which time he saves at any future attempts at Hecate’s seduction from the same caster with a –4 penalty to the roll.  A successful save prevents this secondary effect from occurring, but does not pierce the illusion.
18-21
The caster appears in a fair and desirable form to one chosen target, and to up to 2d12 others in the immediate vicinity of the target, for a period of 1d7 days.  The target gains a Will save.  If failed, the target finds himself constantly thinking about the caster over the next 2d7 days, and has a cumulative –1 penalty to all attack rolls, skill checks, and spell checks for each day he fails to spend at least one hour in the company of the caster.  A successful save does not pierce the illusion.  If the caster spends a night of passion with the target during the initial 1d7 days, the target is charmed as though by a charm person spell with the same spell check result.  See the core rulebook, pp. 131-132 for charm person results.
22-23
The caster appears in a fair and desirable form to up to three chosen targets, and to all others in the immediate vicinity of the target(s), for a period of 1d7 days.  The targets gain a Will save.  Those who fail find themselves constantly thinking about the caster over the next 2d7 days, and have a cumulative –2 penalty to all attack rolls, skill checks, and spell checks for each day they fails to spend at least one hour in the company of the caster.  A successful save does not pierce the illusion.  If the caster spends a night of passion with a target during the initial 1d7 days, that target is charmed as though by a charm person spell with the same spell check result.  The caster may use the spell to create a rivalry among the targets.  If a rivalry already exists, she can create enmity.  If enmity already exists, she can cause it to erupt into violence.  See the core rulebook, pp. 131-132 for charm person results.
24-27
As above, but in addition, the caster may make one suggestion to a target after any night of passion, and the suggestion will seem reasonable unless the target makes a separate successful Will save.  If the save is failed, the target will act on any suggestion that is not obviously suicidal, up to and including giving the caster a prized item, going on a quest for her, or betraying his friends.  If the suggestion would require an action that the judge agrees is far outside the character of the target, the target is given another chance to make a Will save when the time comes to actually carry it out.  If this extra save is successful, the target neither carries out the action nor tells others of it, but is troubled, and seeks out the caster at the earliest opportunity to express his doubts.
28-31
As above, save that the target will carry out even obviously suicidal suggestions, and only gains an additional save in the event that a suggestion is obviously suicidal.
32+
As above.  In addition, targets must make a Will save each day they do not see the caster for at least one hour, or lose 1 point of Stamina and Personality.  This remains in effect the full 2d7 days.  It is possible for a target to die of longing during this time, if his Stamina is reduced to 0.

Death Curse
Level:  2 (Hecate)

Range:  Varies
Duration:  Varies
Casting time:  1 day
Save:  Will vs. spell check DC

General

The Witch-Goddess is a vengeful being, and She teaches those She patronizes how to seek their own revenge.  In a day-long ritual, the caster formulates a curse that will automatically affect whatever creature is responsible for her death, no matter how far away.  The caster determines the specific nature of the death curse at the time of casting.  The caster determines which creature(s) are responsible at the time of her death, from the individual creature that slew her, to the being that commanded her death, and even to include her erstwhile companions who abandoned her to her fate.  There is no requirement that the caster be fair in determining who to blame.  In fact, the caster can kill herself, and still determine which targets are the subject of her curse. 

The results of the spell check limit the death curse’s power.  The cleverness of the curse’s wording limits its effect.  Both judge and player should keep a copy of the curse’s wording.  A caster can only have one death curse at a time; casting this spell again negates the current death curse.  A caster can only lay a death curse to take place upon her own death.  Once the spell is cast, the caster need do no more; the spell remains in effect until dispelled, removed, replaced by another death curse, or the caster dies (and the curse takes effect). 

The caster is encouraged to let the effects of her death curse be known (or at least offer dark hints), for many a would-be witch has avoided the stake simply for fear of the effects killing her might bring!


Manifestation


The caster must articulate the manifestation of the death curse, which can include physical changes on the part of the target, as described below.


1

Lost, failure, and patron taint.  Unlike most spells, a new attempt cannot be made for 1 month.
2-11
Lost.  Failure.  Unlike most spells, a new attempt cannot be made for 1 month.
12-15
Failure, but spell is not lost.
16-17
The caster’s curse can affect a single target, causing a –2 penalty to Luck and a –1 penalty to one other statistic (attack rolls, damage rolls, and ability score, a saving throw, Armour Class, etc.).  The curse can affect speed, where each –1 penalty equals –5’ in movement.  The curse lasts for up to a week, or until a specific atonement is performed.  The atonement must be something that the target can do without long travel, but it can be as dear a sacrifice as the caster desires.  It must be something possible for the target to perform.
18-21
The caster’s curse can affect a single target, causing a –2 penalty to Luck and a –2 penalty to one other statistic (attack rolls, damage rolls, and ability score, a saving throw, Armour Class, etc.).  The curse can affect speed, where each –1 penalty equals –5’ in movement.  Alternatively, the caster can invoke a specific physical or mental limitation for a week (i.e., preventing the target from walking, sleeping, speaking, etc.)  The curse lasts for up to two weeks, or until a specific atonement is performed.  The atonement can require travel of up to 1 week, and can require as dear a sacrifice as the caster desires.  It must be something possible for the target to perform.
22-23
The caster’s curse can affect up to three targets, causing each a –2 penalty to Luck and a –2 penalty to one other statistic (attack rolls, damage rolls, and ability score, a saving throw, Armour Class, etc.).  The curse can affect speed, where each –1 penalty equals –5’ in movement.  Alternatively, the caster can invoke a specific physical or mental limitation for a month (i.e., preventing the target from walking, sleeping, speaking, etc.)  The curse lasts for up to two months or until a specific atonement is performed.  The atonement can require travel of up to 4 weeks, and can require as dear a sacrifice as the caster desires.  It must be something possible for the target to perform.
24-26
The caster’s curse can affect up to seven targets, causing each a –2 penalty to Luck and a –2 penalty to one other statistic (attack rolls, damage rolls, and ability score, a saving throw, Armour Class, etc.).  The curse can affect speed, where each –1 penalty equals –5’ in movement.  In addition, the caster can invoke a specific physical or mental limitation (i.e., preventing the target from walking, sleeping, speaking, etc.).  The curse lasts until a specific atonement is performed, which must be possible for the targets to perform, but has no other limitations.
27-31
The caster’s curse can affect up to 13 targets, causing them ongoing penalties as above, or transforming them into the shape of animals for up to three months or until a specific atonement is performed.  The animal shape cannot be one which would be lethal to the targets (such as being transformed into a goldfish on dry land), but is otherwise open to the caster’s whim when the curse is devised.  The targets retain their own mind and intelligence.
32-33
The caster’s curse can affect up to 13 targets, causing them ongoing penalties as above, or transforming them into the shape of animals as above, until a specific atonement is performed, or can transform the targets into specific objects for a period of up to three months.  The objects chosen cannot be ones which would be easily destroyed by prevailing conditions (such as ice on a summer day, or parchment in a fire or downpour), but is otherwise open to the caster’s whim when the curse is devised.  The targets retain their own mind and intelligence, but is not animated (unless the judge deems otherwise for some reason, such as allowing a doll limited mobility or speech).  In the case of transformation to an object, there must still exist some penance to end the curse, but the penance must be done by another on the target’s behalf.
34+
The caster’s curse can affect a group of people:  a family, a community, a village, an adventuring group, the residents of a castle, etc.  The curse can affect up to 50 people at once, so long as they are part of a single defined group.  Each target takes a –4 penalty to Luck and a –4 penalty that can be divided among one or more statistics (attack rolls, damage rolls, and ability score, a saving throw, Armour Class, etc.).  The curse can affect speed, where each –1 penalty equals –5’ in movement.  In addition, the caster can invoke a specific physical or mental limitation (i.e., preventing the target from walking, sleeping, speaking, etc.) and the caster can transform up to three of the targets into animals or objects, which are affected by the Luck penalty, and which also can be affected by statistical penalties.  The curse lasts until a specific atonement is performed, which must be possible for the targets to perform, but has no other limitations.   In the case of transformation to an object, there must still exist some penance to end the curse, but the penance must be done by another on the target’s behalf.



Drink the Moon
Level:  3 (Hecate)

Range:  Self
Duration:  Varies
Casting time:  1 hour
Save:  None

General

The caster calls upon the power of the full moon, drinking its essence into herself to fuel later spell casting.  This ritual can only be performed on a night of the full moon, and the caster may have only one drink the moon spell in effect at any given time.   Depending upon the spell check result, and the time of year (which affects the length of the night), the caster may make multiple attempts at drinking the moon, but is always left with the final spell check result.  Moon energy can be used by the caster in the place of spellburn for any spellcasting, except that the caster need not roll to determine the exact nature of the spellburn and there is no risk of permanent ability score loss.  Each casting of this spell must use at least 2 points of spellburn, which add to the spell check result normally.


Manifestation


Roll 1d6.  The resultant effect occurs only as long as the caster retains moon energy, and may diminish as the moon energy is used up, at the judge’s discretion.  (1) The caster’s eyes glow with a whitish gleam in the dark, (2) The caster appears 1d5 years younger, (3) The caster appears 1d7 years older, (4) The caster’s hair seems to move and wave of its own accord during the hours of darkness, (5) The caster’s skin takes on a pearly sheen, (6) No outward manifestation.


1

Lost, failure, and patron taint.
2-11
Lost.  Failure.
12-15
Failure, but the spell is not lost.
16-17
The caster is able to draw enough moon energy into her body to supply 1 point of spellburn.  This moon energy must be used within the next 3 days, or it is lost.
18-21
The caster is able to draw enough moon energy into her body to supply 1d7 + Personality Modifier points of spellburn.  This moon energy must be used within the next 7 days, or it is lost.
22-23
The caster is able to draw enough moon energy into her body to supply 2d5 + Personality Modifier points of spellburn.  This moon energy must be used within the next 9 days, or it is lost.
24-26
The caster is able to draw enough moon energy into her body to supply 2d7 + Personality Modifier points of spellburn.  This moon energy must be used within the next 13 days, or it is lost.
27-31
The caster is able to draw enough moon energy into her body to supply 3d7 + Personality Modifier points of spellburn.  This moon energy remains until used, or until the caster casts drink the moon again.
32-33
The caster is able to draw enough moon energy into her body to supply 3d10 + Personality Modifier points of spellburn.  This moon energy remains until used, or until the caster casts drink the moon again.
34-35
The caster is able to draw enough moon energy into her body to supply 3d14 + Personality Modifier points of spellburn.  This moon energy remains until used, or until the caster casts drink the moon again.
36+
The caster is able to draw enough moon energy into her body to supply 3d20 + Personality Modifier points of spellburn.  This moon energy remains until used, or until the caster casts drink the moon again.







Monday, 16 July 2012

Patrons & Projects

I have been throwing myself into the DCC RPG with both feet!

You will see my artwork in Crawl! #2 and my illustrated Magic Wand spell in Crawl! #3.

I am aiding in playtesting the admirable Transylvanian Adventures, for which I am also producing some artwork.  While I don't yet want to talk about specific rules, I will say that (1) there are some really cool ideas here that are usable for any DCC campaign, and (2) I really, really like the sample adventure!

I am working on a series of adventure modules with Purple Duck Games, the first of which (Adventure Locale 1: Bone Hoard of the Dancing Horror) is already out and is available via RPG Now, Gumroad, DriveThru RPG and the Paizo webstore.  Through the Cotillion of Hours has just been submitted, to go through outside playtesting, possible editing, and (hopefully) approval.

I am also working on patrons (and acting as an editor on the final product of) Angels, Daemons, and Beings Between:  A Patron Sourcebook for DCC RPG, which just went live on Indiegogo.  I strongly feel that this sourcebook will be of real benefit to DCC judges (and, of course, their players!) as patrons provide so much of the flavour of the DCC magic system....and of many Appendix N novels.  I hope you will consider becoming a supporter.  I also hope you will help spread the word!

As this project moves forward, I plan on posting some sneak-peaks here on the blog.  I will also talk a little about the incentive adventure I am writing for this project, The Revelation of Mulmo.