Since it was requested Here’s the Version 3 of the character sheet. A few things have been rearranged and I’ve added Sanity.
My Character Sheet V3
And as a bonus here’s some ideas on house rules.
Initiative: I really like the idea of using Hit Dice to determine initiative. I was playing around with a similar idea before I’d even heard of Sharp Swords & Sinister Spells so why not take that old idea and apply it in a new way. Now, I’ve played games with static initiative and while it was easy, generally everybody went in the same order every round and it got kind of boring and predictable. So what to do?
Roll your Hit Die and go in order from highest to lowest roll.
The more combat oriented characters have a better chance of going first but not always.
Blood/Hit Points: I like both so why not use both. Well sort of basically. The minimum uninjured HP that a character has is equal to their Physique. When the character gains a level and they could potentially roll (with all their Hit Dice) more than their Physique then roll the dice. If the total is less then nothing changes. If the total is more then that’s the characters new total HP and when the character gains their next level just roll an additional Hit Die as normal.
There’s more ideas bouncing around my head but that’s for later when they start making sense to me.
Still working on all the bells and whistles I want to prepare for Sharp Swords and Sinister Spells. Today’s little project my own little character sheet. Since the rules are pretty lite there aren’t that many differences. The one thing I did want to add is a Luck Track plus this serves as a little cheat sheet for the die chain. I know it’s pretty simple but but some folks find that extra little bit of reference handy. Enjoy.
My Character Sheet
I said I had another class in mind a couple of weeks ago and well here it is along with a bonus class. OK, so your first questions is why?
Well I wanted something with a slightly different vibe than the magic-user but didn’t exactly want a replacement cleric. So enter the Cultist (which fits the whole Sword & Sorcery vibe). The magic-user seeks out knowledge and bends the universe to his will. The cultist seeks out arcane power for gain. Like a cleric, The Cultist can change spells giving them more flexibility. But that power is at the whim of whatever elder god that the Cultist has taken a liking to. And that power can be pulled away at any time and the character is going to have to do something (probably something bad) to get it back.
As a bonus, I had a quick bit of inspiration and threw together a Barbarian too. Yeah, I know there’s the Warrior. But I wanted something again with a different feel than the core class. I fully admit these are both in the bleeding beta stage. I may revision or even throw to them side when I finally get around to running a game. But in the mean time here you go. Cultist and Barbarian
Til next time. Roll Dice. Have Fun!
Starting off the New Year by returning to Zoong. OK so Zoong has evolved into my DCC/OSR setting. It’s what I ran last time and it’s what I’m running again. Most of the players will be the same so they’ll be know a few things already about the world and a few things there.
This time around I decided on a couple of things. First, we’re starting of with Sunken City and it would be easy to have Escape from the Shrouded Fen sitting in the wings. I also have In the Prison of the Squid Sorcerer close at hand. This time around, I want to run shorter adventures and give the players more time to just get into trouble on their own.
I’ve also thought about classes. Of course, there will be the standards from the core book. But the players have asked about others too. So from the wonderfully fun-dark-grim Hubris, the Druid, Blood Witch, Shadow Dancer, and Half Demon. Then from Crawl! No 6, the Ranger, Paladin, and Bard. And my own Barbarian which I just redid to make it a little simpler. If somebody really, really wants something then I’ll worry about then. It’s same thing for gods and patrons. There’s a plethora out there and I ain’t afraid to mix things up.
There’s a few other little things I’m going to throw in there but that’s for a later post. And here’s the new Easier Barbarian. Barbarian EZ Final DCC
Time to roll dice, kill monsters, take their stuff, and have fun!
So this is my final class hack before starting up my own little Mutant Crawl Classics game. I’ve messed with the Warrior and the Wizard. As I said before, I won’t mess around with the Thief since I feel the Rover fills that role nicely and it wouldn’t really add anything to the game. Now onto the Cleric. If the world and civilization has been destroyed and a new world and civilizations crawl out of the ashes then why not new fledgling gods?
I saved this for last because I really needed to think about what would be cool and add some other option to the game. The cleric has three main abilities in DCC: Lay on Hands, Turn Unholy, and Spells. The Healer in MCC fills the role of Healbot so drop the Lay on Hands. Turn Unholy just doesn’t seem to fit the genre (IMHO) so it’s out too. How about “Spells” well once again my opinion, the Shaman, my hacked Wizard, and all the mutant-type characters fill that role. Plus many of the standard cleric spells just don’t fit right into the genre. I sat back and thought. Looked a bunch of other DCC stuff and then Lankhmar’s Fleeting Luck mechanic popped into my brain and there it was. I know this infringes a bit on the Plantient’s Luck schtick but I think it’s different enough to make things interesting.
Cultist of the Wastelands
The Basics: Use HD, Action Die, Crits, and Saves as Healer.
Darwinian Luck: Unlike other Pure Strain Humans, Cultists do not have Darwinian Luck. Their connection to their god prevents from them from regaining spent Luck points but there is an upside with Blessing of the Gods.
Blessing of the Gods: The Cultist may offer the blessing of his god. Yes, the Cultist can bless themselves. Roll 1d20+Personality Modifier+Level and use the Adjacent Alignment heading on the Lay on Hands table from the DCC Core book for the number of temporary Luck Points granted to the character. These Luck Points work as Fleeting Luck. If any one (including characters who did not receive a blessing) rolls a Natural 1 then everybody loses all of the additional Luck Points. Additionally, this increase the Cultist’s Disapproval by 1. Disapproval still works the same as Core DCC but with a different chart (which is still a WIP) with failed checks increasing Disapproval and so forth.
Holy Weapon: This is specific special weapon gifted to the Cultist by the god. The Cultists gains a bonus to hit and damage equal to their Personality Modifier with this weapon.
Divine Gift: Each god bestows a special gift on his faithful followers.
So what about the specific gods and their Holy Weapons and Divine Gifts? Well, I’m pulling and tweaking the gods from Crawling Under a Broken Moon/Umerican Survival Guide. Since those are specific gods to that setting and Umerican Survival Guide hasn’t been publicly released yet (Kickstarter backers did get the beta PDF), I won’t post those specifics publicly. And if you don’t have any of issues of Crawling Under A Broken Moon then grabbed them up. There’s plenty of awesomeness for MCC in there. Let’s just say I couldn’t resist bringing in Buddy O’Burger, Kizz and the rest of that cool crazy gonzo gods into my campaign.
Let the Mutating begin!
I already messed around with Wizards for Mutant Crawl Classics. This time around Fighters. You know who I’m talking about.
Sure there is the Sentinel in MCC and they are good combat and have something akin to the Deed Die but not quite the same. I wanted to bring a class with (i.e. The Fighter) with a full blown Deed Die into MCC for a slightly more Thundarr like character plus Barbarians can be just cool and fun. Now I will admit that I’ve seen some of the ideas somewhere else before. It could have been the Gong Farmers’ Almanac, a home brew or something. I really don’t remember. But here you go: The Fighter re-imagined as
The Wasteland Barbarian
As Warrior from Core DCC Book: HD, Action Dice, Will Saves (See Below), and Deed Die (Deed Die only applies to non-Artifact Weapons. See below for additional uses of the Deed Die.)
From MCC Core Book: Crits as Sentinel, Artifact Checks as Plantient.
AI Recognition: While Barbarians are Pure Strain Humans, their lack of technological aptitude gives them only a +1 bonus to AI Recognition checks.
Darwinian Luck: Barbarians regain spent Luck at a rate 1 point per day. Additionally, a Barbarian may spend Luck (1/1) to increase melee attack damage.
Fortune Favors the Bold: Barbarians apply their Luck Modifier to their AC.
Natural Athlete: Barbarians may use their Deed Die when attempting Amazing Deeds of Physical Prowess. (Works like Mighty Deeds but for non-combat applications: jumping, flipping. climbing etc). Barbarians do not gain a flat bonus to Reflex and Fortitude Saves, instead add the character’s Deed Die.
Fabulous Sun Sword!: The Barbarian may select one specific melee Artifact Weapon as his signature weapon. The character’s Deed Die applies normally to this weapon. This weapon can be changed only when the character gains a level. This includes if the previous weapon was lost. The character may apply their Deed Die to the Artifact Check for a weapon that the character wishes to become their Fabulous Sun Sword!
I’m still bouncing around ideas to re-imagine the Cleric. I think that idea will soon come together. And before anyone asks, I don’t plan on hacking the Thief.
Well, the PDF for Mutant Crawl Classics is out and doing some prep work to my little campaign off the ground. I already did a little alternate background thing based on what I want to do. For that little thing, I just need to do a little tweaking to the Robot (from Umerican Survival Guide/Crawling Under a Broken Moon) and Murder Machine (from Hubris) by adding AI Recognition and Artifact Check Modifier. That’s no biggie. For this post, I want to hack Wizards. Take a few things from DCC but still use a lot from MCC. So to make full sense of my ramblings, you’ll need both.
Mike Evans (the author of Hubris and an all around cool guy) made a great observation about Wizards being Mutants in Thundarr the Barbarian so I’m running with that idea because it’s cool and fits great into Mutant Crawl Classics.
Wizard of the Wastes
Wizards are a specialized type of mutant. Their ability to use magic is a combination of mutant psychic abilities and a savant like understanding of quantum mechanics which allows them alter reality and bend the rules of physics. So Wizard basically becomes a racial class.
At 0 Level, roll 1d24 on the Mutant Appearance Table.
As Core DCC Book: HD, Attacks, Action Dice, Saves, Known Spells, Max Spell Level, Bonus Spells for High Int. Starting spells are random. Wizards do NOT gain access to Patrons and patron spells. That’s for Shaman. Mercurial Magic is not used. (There’s enough going on but heck use it if you want to.) Spell casting works basically the same but see below for some tweaks.
As MCC Core Book: Crits as Shaman, Artifact Checks as Wizard from the optional DCC conversion guide.
AI Recognition: While Wizards are mutants, they often still bare a resemblance to Pure Strain Humans and gain a +1 bonus to AI Recognition checks.
Mutant: At 1st Level, Wizards gains 1d3 Mental Mutations.
Corruption: Wizards of the Wastes do not gain corruption. Instead, any time a spell failure calls for any type of Corruption, roll on the Defect table like other Mutants. Defects are gained normally when using Mutations from MCC.
Spellbooks: Since there is no written language in the wasteland, each Wizard invents their alphabet and symbols to write down their spells. In order to decipher another wizard’s spell from their book, roll 1d20+Int Mod+Level vs DC: 10+the spell’s level+the author’s level.
Radburn: Wizards of the Wastes suffer Radburn like other Mutants use the chart below:
1-2: Defect Gained.
3-7: Physical Mutation
8-20: Mental Mutation
Coming Soon! Fighters hacked as Wasteland Barbarians and something to do with Clerics.