Monthly Archives: February 2013

A Very Mutated Post: The Mutant Becomes Even More Mutated in My DCCifed Hubris!

Thanks to the feedback of several people, most notably Dak, and Chuck (from Geek Life Project), I’ve cleaned up the Mutant Race as Class for DCC.  I have made changes to the other races that I have put up: Kenku, Ekrask (Lizardfolk), and Half Demon, but I will put those together in a PDF (along with the Mutant) and put that on the blog in a few days.

The reason I wanted to put the Mutant up a second time is because I’ve added a table of Cosmetic Mutations and Calamitous Mutations.  I’ve also changed the way a Mutant gains new mutations from 1st, 3rd, 5th, and 7th level to a percentile roll affected by luck EVERY level.  To off set the possibility of gaining many powers, there is a 50% shot of gaining a Calamitous Mutation as well.

Anyways..  enjoy!

Mutant

 

While wizards and other people who unwisely dabble in the arcane arts will eventually succumb to the effects of corruption, Mutants are born in it.  Whether your father or mother was a person who dabbled in the arcane arts and passed their corruption on to you in the womb, or a demon or devil played a trick on you when you were conceived, you were born twisted with corruption.

As a mutant ages and becomes more powerful the corruption spreads through their body and shapes and warps them further.

Mutants are shunned in many societies across Hubris, although many find work as bounty hunters sent to track down their fugitive brethren.  Mutants who operate in this manner tend to be hated and shunned in their own communities.

Mutants can be found anywhere in Hubris, although in the city state of Eisenbar it is extremely rare to find one that isn’t dead and strung up on the walls of the Blood Spire, where the leader, the Anointer of Pain, Altor Von Krall, resides.

Hit Points: The body of a mutant fluctuates and that is represented by the way they gain HP.  Each level roll 1d4 for HD type, then roll for HP (plus any Stamina modifiers).  1) d4; 2) d6; 3) d8; 4) d10.

 

When a Cleric performs lay on hands on a mutant the HD that they rolled for the current level is what is used for the healing dice.

 

Weapon Training: A Mutant is proficient in the following weapons: crossbow, dagger, longbow, longsword, mace, polearm, shortbow, shortsword, spear, and two-handed sword.  Should the mutant be granted a natural weapon through mutation, they are proficient in that as well.  A mutant can wear any armor that they like.

 

Alignment: To be a mutant is to be one with chaos and corruption.  As such it is extremely rare to find a mutant that is Lawful.  Most have developed a bitter demeanor from being mocked, feared, and persecuted in Hubris.  Most Mutants are Chaotic and tend to operate alone and on the fringes of society.  Some mutants may develop a more neutral (or apathetic) alignment.

Hound Dog: By concentrating for 1d4 rounds and succeeding on Intelligence check (DC 12), a mutant is able to “sense” other mutants in a 50’ radius.  If the mutant concentrates for 1 minute he can hone in on one mutant, know where they are, and know its mutations.

Mutation: At level 1 a mutant starts with one cosmetic mutation, two power mutations, and roll 1d6 to see if you have a calamitous mutation (see below).  Every time a mutant gains a level they roll a d100 and if they roll under 20% they gain a new mutation.  A mutant’s luck modifier increases the chance of a mutant gaining a new mutation by 5% for each +1 (IE a mutant with an 18 in Luck will have a 35% chance to gain a new mutation).  When a mutant gains a new mutation they gain both a cosmetic and a power mutation.  They also roll a d6- Even) Safe mutation- do not gain a calamitous mutation; Odd) Bad Transformation- gain a calamitous mutation.

Mutant

Level Attack Roll Crit Die/Table Action Die Ref Fort Will
1 +0 1d8/III 1d20 +1 +1 +0
2 +1 1d8/III 1d20 +1 +2 +1
3 +2 1d10/III 1d20 +2 +2 +1
4 +2 1d10/III 1d20 +2 +3 +1
5 +3 1d12/III 1d20 +2 +4 +2
6 +4 1d12/III 1d20+1d10 +3 +4 +2
7 +5 1d14/III 1d20+1d12 +3 +4 +2
8 +5 1d14/III 1d20+1d16 +3 +5 +3
9 +6 1d16/III 1d20+1d20 +4 +5 +3
10 +7 1d16/III 1d20+1d20 +4 +6 +3

Mutant

Level

Title by Alignment

Chaotic Neutral
1 Dredge Vagrant
2 Fiend Beast
3 Monster Abnormality
4 Horror Freak
5 Abomination Twisted One
Cosmetic Mutations
Roll Mutation
1 Hair is always wet and slimy.
2 Face has split and looks like you have two faces.
3 Skin has changed color to: 1) Orange; 2) Blue; 3) Green; 4) Alabaster White; 5) Yellow; 6) Red; 7) Grey; 8) Purple.
4 You sweat profusely.
5 Your tears are milky white.
6 Eyes change color to: 1) Orange; 2) Blue; 3) Green; 4) Alabaster White; 5) Yellow; 6) Red; 7) Grey; 8) Purple.
7 One eye changes color to: 1) Orange; 2) Blue; 3) Green; 4) Alabaster White; 5) Yellow; 6) Red; 7) Grey; 8) Purple.
8 You develop red patches that flake and crack all over your skin.
9 Your voice changes to: 1) A growl; 2) Opposite gender; 3) A young child; 4) Like the whispering of the wind.
10 You change to opposite sex.
11 You smell like cookies.
12 You smell like garbage.
13 Your face is covered in thick black hair.
14 You wake up bald every morning and your hair grows to mid-back by midnight, then falls out and the process starts over again.
15 Hair changes color to: 1) Orange; 2) Blue; 3) Green; 4) Alabaster White; 5) Yellow; 6) Red; 7) Grey; 8) Purple.
16 Your nose becomes a: 1) Pig snout; 2) Dog nose; 3) Two noses; 4) Disappears.
17 Flies swarm around you and die when they touch your skin.
18 Your skin is squishy to the touch.
19 You turn pink when wet.
20 Roll twice.

Power Mutations

Roll Mutation Effect Roll Mutation Effect

1

Chameleon Skin- You can blend in with environment if you stand still for 2 rounds.  Targets suffer -4 to notice you.

51

Fear Suppression– You are immune to all fear type effects.

2

Slimy Skin– You are a slip and slide.  Barefoot must make a Ref Save (DC 12) to stay standing.  Targets have a hard time grappling you.  -2 to their rolls

52

Heightened Immunity– You are immune to all diseases, no matter their origin.

3

Extra Limb– 1) Arm- You can get an additional attack, but a d16 Action Die; 2) Leg- When running increase your pace by 15’.

53

Heightened Fortitude– You are immune to all poisons.

4

Extra Stomach (External)– It’s gross and bulging and pulsating.  You can go twice as long without starving.

54

Aura of Death– You can release an aura of decay and stench in a 20ft radius once per day.  Regular plants wither and die instantly.  Living creatures must make a Fort save (DC 12) or take 1d8 damage per round while in the radius.

5

Extra Heart– You get +2 on Fort rolls for endurance. 

55

Bleeding Eyes– Your eyes weep blood constantly.  You gain +2 to intimidation based checks and Darkvision 30ft.

6

Fire Breath– You can breathe fire (2d6 damage) 1 time a day.  Ref Save (DC 15) half damage.  15ft cone effect.

56

Strange Luck– You gain double the bonus for luck points burned.  There is also a 10% chance that you regain one Luck Point when you sleep.

7

Telepathy– You can read others minds.  This is an opposed Will roll.  If you roll a 1 you are overloaded by the mental assault and suffer 1d4 temp Wisdom damage.  Can also communicate with willing targets.

57

Milky White Eyes– You see in shades of grey, white, and black.  You cannot be blinded by attacks or magic.

8

Acid Blood– When struck with a sharp weapon acid blood spurts forth dealing 1d4 damage to the attacker.  You go through lots of new clothes and armor.

58

Touch of Madness– If you choose, when you touch a target you both make an opposed Will save.  If you succeed you drain them of 1d6 Personality.  If the target rolls a critical failure they lose the amount on the d6, and one permanent point.

9

Stomach Maggots– Strange maggots grow in your stomach.  Once per day you can vomit 1d6 of these things out and they will attack your chosen target.  They have 1 HP each, no bonus to attack (but do get a +1 for each as a gang up option).  Damage is 1d3 (+1 for each attacking the target).  They die at end of the day.  If you don’t puke them up, oddly enough you aren’t hungry.

59

Thick Skinned– You gain a DR of 2 against all damage.

10

Jaunt– Once per day you can teleport up to 15ft away.  You can do this all at once or in 5ft clumps.

60

Tentacle Arms– You gain +2 on grapple and disarming (against you) checks.

11

Chitinous Skin– Your skin is hard and nasty.  You gain +2 Natural Armor bonus.

61

Magical Resistance– You receive +2 to any save against magic.

12

Hypnotic Gaze– As Charm Person spell, once per day (can suffer corruption for using this ability).

62

Life Leach– On a successful touch attack the target must make a Fort save (DC 15) or suffer 1d4+1/2 level damage.  You can regain this as HP.  You cannot go over your maximum HP.

13

Natural Weapons– 1) Spiked Tongue- 5ft long- 1d4 damage; 2) Claws- 1d6 damage; 3) Tusks- 1d4 damage.

63

Carrion Eater– For every pound of carrion you eat you regain 1d4 HP.  You cannot eat more than twice your Stamina bonus in carrion a day.

14

Patagium (Flying Squirrel)– You can glide at 25’ per round.

64

Quadruped– You are able to (should you choose) to run on all four legs, increasing your speed to 60’.  You cannot hold anything while running.

15

Bat Wings– Fly- Ascend 30ft, Dive 130 ft, and move 60ft rnd.

65

Huge Head- Your head is huge.  Helmets must be crafted as a specialty for you, increasing the cost by 25%.  However you receive +1 to your Intelligence and +1 to Will saves VS mind altering effects.

16

Eyestalks– Poke you in the eye and it goes into your skull.  You gain +4 to notice type checks.

66

Two Brains– You have two brains.  You are immune to mind altering affects and gain two extra skills that you are considered trained in.

17

Compound Eyes– +4 against surprise attacks.  Can’t victim of back attack.

67

Brute- You are more muscular than average.  Increase your Strength Score by +1 and your attack by +1.

18

Exploding Pustules– Once per day you can make this explode with a successful Fort roll (DC 12).  They do 1d4+ ½ Stamina score damage to all in 5ft radius.

68

Mind Invasion– As Forget Spell, once per day (you can suffer corruption for using this ability).

19

Protruding Bone Spurs– Bones jut out of your skin at odd angles.  They are sharp and extremely painful.  When you grapple with someone they take 1d4 damage per round.

69

Obsidian Skin– Your skin is pitch black.  You gain +4 to hiding in shadows at night.

20

Worm Infested Skin– Worms poke out of your skin and wiggle around.  It’s creepy.  You get +2 to Personality checks when intimidating.

70

Poisonous Fangs– You have fangs that do 1d4 damage on a successful attack.  Also the target must succeed a Fort save or suffer an addition amount of damage equal to ½ your level (min 1) per round for 1d6 rounds.

21

Plague Skin– The GM selects an appropriate disease.  Anyone who touches your skin must make a successful Fort save (DC based on disease) or become infected themselves.  You are a carrier of the disease.  It will manifest (description wise) on you, but you do not suffer the adverse effects yourself.

71

Malformed Conjoined Twin– This small creature has its own mental stats and gains ½ the experience you do.  It’s class is 1) Cleric; 2) Sorcerer; Any negatives that affect it from spell casting affect you instead.  The creature gains HP of class and if it dies you suffer 3d10 damage.

22

Mandibles– Can bite for 1d4 damage.  Also able to gnaw through metal, given enough time.

72

Thick Fur- You gain +1 to AC and are able to keep warm in the coldest temperatures.

23

Scorpion Tail– You have a tail full of nasty venom.  The sting does 1d4 damage.  Target must make a successful Fort save  (DC 12) or be paralyzed for 1d4 rounds.

73

Thick Mucus– Once per day you are able to shoot a giant glob of snot out of your nose at a target up to 30ft away with a successful ranged attack.  The target must make a Strength check (DC 15) to break free.  They are stuck and immobile until successful.

24

Hulking Figure– Large creature- +1 Attack, -2 AC.  Up weapon damage one type.

74

Malfunction– Once per day you are able to cause a target to go blind, deaf, or mute for 1d6 rounds.  They can resist with a successful opposed Will save.  If they succeed the effect is reflected back on you for double the duration.

25

Tiny Figure– Small creature- -2 Attack, +1 AC.  Lower weapon damage 1 type.  +2 to hiding checks.

75

Innate Fighting Ability– Increase your attack bonus by +2

26

Terrible Gaze– As Scare spell, once per day (can suffer corruption for using this ability).

76

Gaseous Form– Once per day you are able to turn into fog.  You are immune to nonmagical attacks, able to move 10ft a round.  You can be blown about by stiff winds.  Strong winds deal 1d6 damage per round to you.  This effect last a number of minutes equal to your level. 

27

Swarm of Flies– You can blow a swarm of flies out of your mouth once per day.  The flies occupy a 10ft radius and stay for 2d4 rounds.  Anything in the area suffers -2 to attack rolls and takes 1 point of damage per round.

77

Plant Head– A small shrug is growing on top of your head.  No matter how many times you’ve cut it down it comes back.  When you wake up in the morning the plant has yielded 1d4+1 berries.  The berries are: 1) Red- Heal 1d4 HP per berry; 2) Blue- Can be thrown and deal 1d3 cold damage to target.  Can freeze 1 gallon of water instantly; 3) Orange- Can be thrown and deal 1d3 fire damage to target; 4) Purple- Causes skin to thicken and turn purple.  Gains +1 AC per berry eaten for 24 hours; 5) Yellow- Acts like an extremely bright torch to holder for 1 hour; 6) Black- Creates a pool of tar in a 10ft radius.  Creatures must make a Reflex save (DC12) or be slowed to ¼ movement.

28

Regeneration– You regrow body parts.  Each hour roll a FortSave (DC 12), if successful you regain 1d3 HP.  Crit fail you lose 1d6 hp.

78

Filter Feed– You never have to consume food or water to survive.  The air gives you all you need.

29

Hands on Palms– You can talk in any language, but suffer -2 to Personality when you do, because it’s freaky.

79

Medusa– You have a gaze that turns all who fail a Fort save (DC 15) to stone.  This includes allies who look at you!  Better get some sunglasses or a good mask.

30

Antlers- You receive an additional +2 on attack when Charging (using these). Does 1d4+str mod damage.

80

Damage Immunity– You suffer no damage from: 1) Fire; 2) Cold; 3) Acid; 4) Electricity.

31

Serpentine Body- You’re fast and lithe.  Increase movement by 10’.  Increase Agility +2 (max of 18).

81

Moleman– You can borrow in the ground like a mole (as long as it isn’t solid stone) at a rate of 15ft a round.  You also gain Darkvision 30ft.

32

Acidic Belch- As Choking Cloud spell, once per day.  You can also suffer the negative effects of the spell (you can suffer corruption for using this ability).

82

Soul Eater– Anytime a sentient living creature dies near you, you and the soul make an opposed Will Save.  If you are successful you consume their soul and gain 1 Luck point back (if you are not at your maximum).  If you fail you lose 1 luck point  If you critically fail you lose 1d3 luck points.

33

Suckers on Hands- +2 to climbing checks and +2 against being disarmed.

83

Retractable Arm Bone Blades– You have bone blades that deal 1d6 damage.

34

Rough Skin- Ignore 2 point of damage.

84

Mangler– Increase your critical hit table by one.

35

Extra Adrenal Gland- Once per day get a second action to do something physical (move, attack*, take potion). *=Attack is at 1d16 Action Die.

85

Invigorate– You can burn a luck point to give yourself or another target life.  Treat as a Clerics Lay on Hands ability, treat all targets as opposed alignment for this purpose.  Treat yourself as adjacent.

36

Shape Shifter- You can transform yourself into a natural animal (from small to medium size) once per day.  You gain all abilities and physical traits while keeping your own metal abilities.

86

Portent of the Future– You can burn a luck point to see a glimpse of your future.  How this plays out is you designate an attack, skill check, or save and roll two dice and take the higher of the two.

37

Ooze-like Body– Once per day you become a rubbery, puddle on the ground.  You’re pace is reduced to ¼ but you gain DR 2.  You can fit under cracks of doors.  This takes 1 round to do and 1d4 rounds to reform.  All your clothes and possessions are left behind.

87

Rock Skin– You cannot wear any armor but you gain +4 to AC, a DR against physical damage of 1, but your pace is reduced to 20’ and you’re incredibly heavy.

38

Angel Wings– Fly- Ascend 30ft, Dive 130 ft, and move 60ft rnd.

88

Burnt Body– You have a blackened, skull-like appearance.  You can touch a target and channel that heat, dealing 1d6 damage.

39

Metallic Entropy– Regular metal items must decay and rust in your hands if you touch them with your bare skin for 2 rounds.  The more complex the item the longer it takes to ruin.

89

Ant Colony– Ants live in your body.  Once per day you can command them to pour out of your body and attack a target with a successful touch attack.  The target suffers -2 to attacks and 2 points of damage per round for 1d4 rounds.

40

Sickly Demeanor– You look gaunt and ill.  People think you’re a zombie and try to attack you!  If you touch them, target must make a Fort save (DC 12) or become sickened for 1d4 rounds, suffering -2 to all rolls.  Cannot be affect for 24 hours if successfully saves.

90

Thorns– You can shoot thorns out of the palms of your hand.  These thorns do 1d3 damage.  Each day you wake up and have 1d4 thorns growing out of each your hands.

41

Amphibious– You are able to breathe underwater and on land.

91

Cat-like Grace– You are agile and quick.  +1 to your Agility score.

42

Pheromones– Despite the fact that you are a freak you are able to attract others.  +2 to Personality attribute.

92

Boneless– When you touch a target they must make a successful Fort save (DC 15) or have all their bones disappear for 1d4 hours.  They cannot move or talk.  They can gurgle and whimper.  When the bones return it is extremely painful and the target takes 2d4 damage.

43

Goat Legs– It hurts when you kick someone- 1d4 damage.

93

Supreme Health– Increase your HD type by one.  Also roll an additional amount of HP on the new HD type.

44

Animal Face– 1) Bat- Blind-sight; 2) Dog/Wolf- +2 to track with scent; 3) Pig- Ability to eat almost anything and live; 4) Feline- Darkvision 50ft; 5) Goat- Horns- 1d4 damage; 6) Weasel- Low-light vision 50ft.  Suffer -1 to Personality score regardless of head type.

94

Cursed– All targets go down one die type (both good and bad) when interacting with you.  This is attacks, saves against you, opposed checks, healing, spells, etc.

45

Behemoth Arms– +1 to Strength and fists do 1d4 damage.

95

Animal Affinity– Use your Luck and Personality Modifier when attempting to calm/train animals.  You also have a dog as a loyal pet.

46

Crab Claws– You don’t quite have the dexterity you want with your hands, but your claws hurt like hell and do 1d6 damage.*cannot hold normal weapons or small objects.

96

Puckered Skin– You gain tremor-sense in a 15ft radius.

47

Magical Aptitude– You are able to cast a single level 1 Wizard spell (roll randomly.  You can gain corruption for this.  You cannot use Spellburn).

97

Spores– You are covered in large pulsating fungal spores.  When struck in combat by a physical attack a spore explodes in a small cloud of dust.  Anyone in a 10ft radius must make a FortSave (DC 12) or become trapped in a hallucinatory effect and unable to act for 1d3 rounds.  Success means cannot be affected again for 24 hours.

48

Elongated Arms– Your reach is increased by 10ft.

98

Ageless– You are truly immortal.  You will never age, even with age affecting attacks from certain undead.  You can still be killed through normal means, but you never age.  You stop aging at 23 years old.

49

Savage Temper– You have trouble controlling your temper.  When something injures you roll a Will check (DC 10 minus damage) to keep it in check.  If you fail you go berserk, gaining +2 to attack and damage, but -2 to AC and Int checks.  You can also attack friends- roll randomly.  This lasts until a successful Will save is made or you’re knocked unconscious. 

99

Absorption– Once per day you can touch someone of a different class and gain one of their abilities for 1 hour.  You must succeed at a Will Save (DC 15).Cleric: Cast divine spells (as per their level and spells they know).  Treat disapproval as 1-5; Thief: Gain skills of touched thief (at their alignment and level); Warrior: Mighty Deeds (as your level); Wizard: Cast arcane spells (as per their level and spells they know, you can also use Spellburn); Dwarf: Sword and Board ability; Elf: Contact Elf character’s patron and attempt to parlay with creature and gain as own patron; Halfling:  Gain two weapon fighting ability; Kenku*: Gain Kenku’s Jinx ability; Ekrask*: Gain Ekrask’s Rage ability; Mutant: Gain one of Mutant’s mutations (roll random- disappears at end of duration); Half-Demon*: Gain Half-Demons corruption ability.

*= Races in Hubris setting and not in DCC core book.

50

Bulbous Shimmering Eyes– You can see through things up to 2ft thick, but not lead.

100

Magic Immunity– You are immune to all forms of magic, both good and bad, arcane and divine.  No magic can touch you.  There is a 25% each time you attempt to use a magic item that it will not work for you.dered trai

Calamitous Mutations

Roll Mutation and Effect
1 Strange Anatomy– Healing spells are only half effective.  If you roll this again you cannot be healed by magical means.
2 Light Sensitivity– All checks go are rolled one die step down while in sunlight.  If you roll this again it increases to two steps.
3 Weird Body– Armor and clothing costs you 25% more because it has to be especially made.  If you roll this again cost goes up to 50%
4 Terrifying– Lower your Personality attribute by 2.  If you roll this again, people must make a will save or flee from you.
5 True Abomination– Your Will save is rolled with a d16 against Turn Unholy (Neutral Clerics).  If you roll this again your Will save die for Turn Unholy is a d14.
6 Unlucky: You lose 1 point of luck.  Lose one point of luck each time this is rolled.
7 Moon Sensitivity– All checks go are rolled one die step down while in moonlight.  If you roll this again it increases to two steps.
8 Maggots for Blood– The squiggly and writhing causes you to be unsettled.  You suffer -2 to all checks permanently.  If you roll this again you roll a d16 on all checks rather than a d20.
9 Standout Aura– Other Mutants can recognize your aura easily and if they concentrate on you they know 2 of your mutations, instead of 1.  If you roll this a second time they know 3 mutations.
10 Bad Aura Sense– You suffer -2 to your Intelligence check when attempting to use Blood Hound.  If you roll this again lower die roll to a d16 when using Blood Hound.

Half Demon Race DCCified for Hubris

We’ve come to the end of converting the playable races in my Hubris setting to the Dungeon Crawl Classics rule system.

Other the last few days I’ve posted Kenku, Ekrask (Lizardfolk), and Mutant.  Today I post the last one: Half Demon.

Half Demon

 Teifling

As sure as there is evil and corruption in Hubris, there are demons and devils scheming nefarious deeds and plans.  Some demons take men and women as mates; sometimes through trickery or force and other times simply out of boredom.  Myths tell of demons falling in love with a damsel or knight; this is a lie.  Demons do not love.   Demons do not care about mortals, their feelings, or their ambitions, unless it furthers their own ends.

You are the unfortunate result of such a union.  You wander Hubris shying away from temples and churches that warn of your unnatural evilness.  While there are those who accept you, most are wary and distant at best.

You can’t blame them, you feel the constant struggle going on within your heart; the battle for your soul.  Half demons can be found all over Hubris.  Most attempt to etch out a life for themselves, either by gaining power and forcibly bending the knee of those who would persecute them, or by living on the fringes, making ends meet by taking the odd job, using sword and spell.

Hit Points: d6

Weapon Training: Half demons are familiar with the following weapons: Club, Crossbow, Dagger, Dart, Longsword, Mace, Polearm, Shortsword, and Staff.  Half-Demons tend to wear light armor since heavier armor interferes with their ability to cast spells.

Alignment: Half demons feel the pull within themselves.  Some half demons gravitate towards a more Lawful alignment, possibly due to an innate knowledge of the hierarchal structure of the Nine Hells, while others are filled with the lust of power, riches, and revenge are Chaotic.

Low-Light Vision: See in the low-light conditions as if it were day time in 30’ radius.

Infernal Resistance: +2 to saves against one of the following: Roll 1d3- 1) Fire; 2) Cold; 3) Electric.

Demonic Vulnerabilities: You can be turned by a cleric that has demons and devils listed as unholy creatures, although you get +2 to your save.  You take 1d4 additional damage from Cold Iron weapons and holy water.

Demonic Powers: 

Increased Speed– Increase speed by 20’

Increased Armor– Increase armor class by +4

Claws– Grow claws that do 1d6 damage

Immunity– Become immune to damage based on resistance you rolled.

Regeneration– Regain 2 HP a round.

Magical Aptitude– Increase Action die one step when casting spells.

To utilize a demonic power the half demon must make a successful Will save (DC 15).  If successful the player choose the ability they want to use and this effect starts at the end of the round and lasts a number of rounds equal to the half demon’s level +1.  Failure means that the half demon cannot use any further Demonic Powers the day.  Rolling of a 1 represents a loss of humanity.  Roll on one time for each column on the Demonic Corruption Table.  When a half demon has suffered demonic corruption five times, they must make a Will save (DC 15 with a negative 5 modifier to the roll) to retain their sense of self.  Failure means that the half demon’s humanity has disappeared and the full cruelty and terror of their demonic side has taken over.  The character becomes a villain NPC and the player must make a new character.

If the player succeeds on the Will roll successfully win the fight for their soul for the moment.  Each time they lose further humanity the half demon must make the Will save, again at DC 15 but now with additional negative modifiers equal to attempts (IE- A Half-Demon that has had an additional loss of humanity must make the Will save with a -6 to their roll.

A character does not gain any further corruptions after 5, but must still make the rolls to save their soul.

Luck: A Half Demon gets their luck modifier on their Will Save for Demonic Powers.

Spells: Due to their lineage a half demon is able to manipulate and use the arcane arts.  They start with a number of spells shown below on the half demon table and are able to cast increasingly more powerful spells as they gain power and experience.

Caster Level: This is usually the same as the half demon’s level.

Demonic Patron:  A half demon begins the game in the service of a patron.  This could be the demon that bore them or perhaps another that is using the half demons emotions as a tool for their own means.  A half demon starts with play with patron bond and invoke patron at 1st level, in addition to their other spells. 

Demon-Wallpaper

Half Demon

Level

Attack

Crit Die/Table

Action Dice

Known Spells

Max Spell Level

Ref

Fort

Will

1 +0 1d8/II 1d20 2 1 +0 +1 +1
2 +1 1d8/II 1d20 3 1 +1 +1 +2
3 +1 1d10/II 1d20 4 2 +1 +2 +2
4 +2 1d10/II 1d20 5 2 +2 +2 +3
5 +2 1d12/II 1d20+1d14 6 3 +2 +3 +3
6 +3 1d12/II 1d20+1d16 7 3 +2 +3 +4
7 +3 1d14/II 1d20+1d16 8 4 +3 +3 +4
8 +4 1d14/II 1d20+1d20 9 4 +3 +4 +5
9 +4 1d16/II 1d20+1d20 10 5 +3 +4 +5
10 +5 1d16/II 1d20+1d20+1d14 12 5 +4 +4 +6

Half Demon Titles

Level

 

1 Loathsome
2 Tainted
3 Wretched
4 Corrupted
5 Vile

Demonic Corruption

Roll

Effect 1

Roll

Effect 2

1 Feet become cloven hooves- +5 pace 1 Holy water does 1d8 damage.
2 Have claws constantly (1d6 damage).  Use of Demonic Power raises damage to d8. 2 Visage becomes more demonic; -2 to Charisma.
3 Eyes become red and bloody.  Gain Infravision 30’ radius.  Lose lowlight vision. 3 A burnt, sulfuric smell hangs around you.
4 Demonic Health- Increase your HD  to d8; also roll right now for some additional HP. 4 Your touch burns and irritates others.  They must make a Fort save or take 1 point of damage per round.
5 Wings sprout out of your back.  Fly at a pace of 30’. 5 Daylight bothers you.  You suffer   -4 to all physical stats while in the sunlight.
6 You grow a barbed tail that can attack at 1d16 and does 1d4 damage. 6 Lose your +2 saves against turn checks, instead suffer -2.
7 You grow horns that do 1d4 damage. 7 Lay on hands now harms you.
8 Fiendish Resistance- Increase your resistance to damage type by +2. 8 Cold Iron now does 1d8 damage to you.
9 Gain ability to cast Darkness as an arcane spell*. 9 If you look in a mirror you must make Will save or become terrified at what you become and unable to act until successful save.
10 Fiendish Strength- Increase Strength +2 (max of 18). 10 You have an unsettling aura about you.  Normal people shy away from you, while the religious will attack you outright.

* As per cleric spell of same name. Because the wizard version of the spell is a different spell level, the wizard receives a -2 penalty to spell checks when casting it. For example, binding is a level 2 cleric spell but a level 3 wizard spell; therefore, when rolling on the spell table, the wizard applies a -2 penalty to spell checks. On a result of natural 1, the wizard suffers a 50% chance of major corruption or misfire, rolling on the generic tables as appropriate (Taken from DCC, pg 127).


The Mutant Race DCCified for Hubris

As I continue to convert my Hubris races from my OSR hack to DCC, I move to the mutant.

The mutant is one that, through my many iterations of hacking, people have seemed to like and enjoy playing.  I wanted to keep that with DCC (and I hope I did).

Here are the Kenku and Ekrask (Lizardfolk) races that I posted the other day.  Once all four races are up on the blog I will post all of them together in a PDF with changes that I’ve made based on feedback and afterthought.

As always constrictive feedback is appreciated! 

Mutant

 Mutant

While wizards and other people who unwisely dabble in the arcane arts will eventually succumb to the effects of corruption, Mutants are born in it.  Whether your father or mother was a person who dabbled in the arcane arts and passed their corruption on to you in the womb, or a demon or devil played a trick on you when you were conceived, you were born twisted with corruption.

As a mutant ages and becomes more powerful the corruption spreads through their body and shapes and warps them further.

Mutants are shunned in many societies across Hubris, although many find work as bounty hunters sent to track down their fugitive brethren.  Mutants who operate in this manner tend to be hated and shunned in their own communities.

Mutants can be found anywhere in Hubris, although in the city state of Eisenbar it is extremely rare to find one that isn’t dead and strung up on the walls of the Blood Spire, where the leader, the Anointer of Pain, Altor Von Krall, resides.

Hit Points: The body of a mutant fluctuates and that is represented by the way they gain HP.  Each level roll 1d4 for HD type, then roll for HP (plus any Stamina modifiers).  1) d4; 2) d6; 3) d8; 4) d10.

 

Weapon Training: A Mutant is proficient in the following weapons: crossbow, dagger, longbow, longsword, mace, polearm, shortbow, shortsword, spear, and two-handed sword.  Should the mutant be granted a natural weapon through mutation, they are proficient in that as well.  A mutant can wear any armor that they like.

 

Alignment: To be a mutant is to be one with chaos and corruption.  As such it is extremely rare to find a mutant that is Lawful.  Most have developed a bitter demeanor from being mocked, feared, and persecuted in Hubris.  Most Mutants are Chaotic and tend to operate alone and on the fringes of society.  Some mutants may develop a more neutral (or apathetic) alignment.

Hound Dog: By concentrating for 1d4 rounds and succeeding on Intelligence check (DC 12), a mutant is able to “sense” other mutants in a 50’ radius.  If the mutant concentrates for 1 minute he can hone in one mutant and know its mutations.

Mutation: A mutant starts with 2 mutation at level 1.  As they become more powerful, so does the corruption in their body.  A mutant gains an additional mutation at level 3, level 5, and level 7.  If the player rolls the same mutation twice, or one that conflicts with an existing mutation (IE- Character already has bat wings and rolls Angel Wings), simply reroll.

 

Mutant

Level Attack Roll Crit Die/Table Action Die Ref Fort Will
1 1d8/III 1d20 +1 +1 +0
2 1d8/III 1d20 +1 +2 +1
3 1d10/III 1d20 +2 +2 +1
4 1d10/III 1d20 +2 +3 +1
5 1d12/III 1d20 +2 +4 +2
6 1d12/III 1d20+1d10 +3 +4 +2
7 1d14/III 1d20+1d12 +3 +4 +2
8 1d14/III 1d20+1d16 +3 +5 +3
9 1d16/III 1d20+1d20 +4 +5 +3
10 1d16/III 1d20+1d20 +4 +6 +3

Mutant

Level

Title by Alignment

Chaotic Neutral
1 Dredge Vagrant
2 Fiend Beast
3 Monster Abnormality
4 Horror Freak
5 Abomination Twisted One

Mutant Mutations

Roll Mutation Effect Roll Mutation Effect

1

Chameleon Skin- You can blend in with environment if you stand still for 2 rounds.  Targets suffer -4 to notice you.

51

Fear Suppression– You are immune to all fear type effects.

2

Slimy Skin– You are a slip and slide.  Barefoot must make a Ref Save (DC 12) to stay standing.  Targets have a hard time grappling you.  -2 to their rolls

52

Heightened Immunity– You are immune to all diseases, no matter their origin.

3

Extra Limb– 1) Arm- You can get an additional attack, but a d16 Action Die; 2) Leg- When running increase your pace by 15’.

53

Heightened Fortitude– You are immune to all poisons.

4

Extra Stomach (External)– It’s gross and bulging and pulsating.  You can go twice as long without starving.

54

Aura of Death– You can release an aura of decay and stench in a 20ft radius once per day.  Regular plants wither and die instantly.  Living creatures must make a Fort save (DC 12) or take 1d8 damage per round while in the radius.

5

Extra Heart– You get +2 on Fort rolls for endurance.

55

Bleeding Eyes– Your eyes weep blood constantly.  You gain +2 to intimidation based checks and Darkvision 30ft.

6

Fire Breath– You can breathe fire (2d6 damage) 1 time a day.  Ref Save (DC 15) half damage.  15ft cone effect.

56

Strange Luck– You gain double the bonus for luck points burned.  There is also a 10% chance that you regain one Luck Point when you sleep.

7

Telepathy– You can read others minds.  This is an opposed Will roll.  If you roll a 1 you are overloaded by the mental assault and suffer 1d4 temp Wisdom damage.  Can also communicate with willing targets.

57

Milky White Eyes– You see in shades of grey, white, and black.  You cannot be blinded by attacks or magic.

8

Acid Blood– When struck with a sharp weapon acid blood spurts forth dealing 1d4 damage to the attacker.  You go through lots of new clothes and armor.

58

Touch of Madness– If you choose, when you touch a target you both make an opposed Will save.  If you succeed you drain them of 1d6 Personality.  If the target rolls a critical failure they lose the amount on the d6, and one permanent point.

9

Stomach Maggots– Strange maggots grow in your stomach.  Once per day you can vomit 1d6 of these things out and they will attack your chosen target.  They have 1 HP each, no bonus to attack (but do get a +1 for each as a gang up option).  Damage is 1d3 (+1 for each attacking the target).  They die at end of the day.  If you don’t puke them up, oddly enough you aren’t hungry.

59

Thick Skinned– You gain a DR of 2 against all damage.

10

Jaunt– Once per day you can teleport up to 15ft away.  You can do this all at once or in 5ft clumps.

60

Tentacle Arms– You gain +2 on grapple and disarming (against you) checks.

11

Chitinous Skin– Your skin is hard and nasty.  You gain +2 Natural Armor bonus.

61

Magical Resistance– You receive +2 to any save against magic.

12

Hypnotic Gaze– As Charm Person spell, once per day (can suffer corruption for using this ability).

62

Life Leach– On a successful touch attack the target must make a Fort save (DC 15) or suffer 1d4+1/2 level damage.  You can regain this as HP.  You cannot go over your maximum HP.

13

Natural Weapons– 1) Spiked Tongue- 5ft long- 1d4 damage; 2) Claws- 1d6 damage; 3) Tusks- 1d4 damage.

63

Carrion Eater– For every pound of carrion you eat you regain 1d4 HP.  You cannot eat more than twice your Stamina bonus in carrion a day.

14

Patagium (Flying Squirrel)– You can glide at 25’ per round.

64

Quadruped– You are able to (should you choose) to run on all four legs, increasing your pace to 60’.  You cannot hold anything while running.

15

Bat Wings– Fly- Ascend 30ft, Dive 130 ft, and move 60ft rnd.

65

Huge Head- Your head is huge.  Helmets must be crafted as a specialty for you, increasing the cost by 25%.  However you receive +1 to your Intelligence and +1 to Will saves VS mind altering effects.

16

Eyestalks– Poke you in the eye and it goes into your skull.  You gain +4 to notice type checks.

66

Two Brains– You have two brains.  You are immune to mind altering affects and gain two extra skills that you are considered trained in. Two Brains– You have two brains.  You are immune to mind altering affects and gain two extra skills that you are considered trained in.

17

Compound Eyes– +4 against surprise attacks.  Can’t victim of back attack.

67

Brute- You are more muscular than average.  Increase your Strength Score by +1 and your attack by +1.

18

Exploding Pustules– Once per day you can make this explode with a successful Fort roll (DC 12).  They do 1d4+ ½ Stamina score damage to all in 5ft radius.

68

Mind Invasion– As Forget Spell, once per day (you can suffer corruption for using this ability).

19

Protruding Bone Spurs– Bones jut out of your skin at odd angles.  They are sharp and extremely painful.  When you grapple with someone they take 1d4 damage per round.

69

Obsidian Skin– Your skin is pitch black.  You gain +4 to hiding in shadows at night.

20

Worm Infested Skin– Worms poke out of your skin and wiggle around.  It’s creepy.  You get +2 to Charisma checks when intimidating.

70

Poisonous Fangs– You have fangs that do 1d4 damage on a successful attack.  Also the target must succeed a Fort save or suffer an addition amount of damage equal to ½ your level (min 1) per round for 1d6 rounds.

21

Plague Skin– The GM selects an appropriate disease.  Anyone who touches your skin must make a successful Fort save (DC based on disease) or become infected themselves.  You are a carrier of the disease.  It will manifest (description wise) on you, but you do not suffer the adverse effects yourself.

71

Malformed Conjoined Twin– This small creature has its own mental stats and gains ½ the experience you do.  It’s class is 1) Cleric; 2) Sorcerer; Any negatives that affect it from spell casting affect you instead.  The creature gains HP of class and if it dies you suffer 3d10 damage.

22

Mandibles– Can bite for 1d4 damage.  Also able to gnaw through metal, given enough time.

72

Thick Fur- You gain +1 to AC and are able to keep warm in the coldest temperatures.

23

Scorpion Tail– You have a tail full of nasty venom.  The sting does 1d4 damage.  Target must make a successful Fort save  (DC 12) or be paralyzed for 1d4 rounds.

73

Thick Mucus– Once per day you are able to shoot a giant glob of snot out of your nose at a target up to 30ft away with a successful ranged attack.  The target must make a Strength check (DC 15) to break free.  They are stuck and immobile until successful.

24

Hulking Figure– Large creature- +1 Attack, -2 AC.  Up weapon damage one type.

74

Malfunction– Once per day you are able to cause a target to go blind, deaf, or mute for 1d6 rounds.  They can resist with a successful opposed Will save.  If they succeed the effect is reflected back on you for double the duration.

25

Tiny Figure– Small creature- -2 Attack, +1 AC.  Lower weapon damage 1 type.  +2 to hiding checks.

75

Innate Fighting Ability– Increase your attack bonus by +2

26

Terrible Gaze– As Scare spell, once per day (can suffer corruption for using this ability).

76

Gaseous Form– Once per day you are able to turn into fog.  You are immune to nonmagical attacks, able to move 10ft a round.  You can be blown about by stiff winds.  Strong winds deal 1d6 damage per round to you.  This effect last a number of minutes equal to your level.

27

Swarm of Flies– You can blow a swarm of flies out of your mouth once per day.  The flies occupy a 10ft radius and stay for 2d4 rounds.  Anything in the area suffers -2 to attack rolls and takes 1 point of damage per round.

77

Plant Head– A small shrug is growing on top of your head.  No matter how many times you’ve cut it down it comes back.  When you wake up in the morning the plant has yielded 1d4+1 berries.  The berries are: 1) Red- Heal 1d4 HP per berry; 2) Blue- Can be thrown and deal 1d3 cold damage to target.  Can freeze 1 gallon of water instantly; 3) Orange- Can be thrown and deal 1d3 fire damage to target; 4) Purple- Causes skin to thicken and turn purple.  Gains +1 AC per berry eaten for 24 hours; 5) Yellow- Acts like an extremely bright torch to holder for 1 hour; 6) Black- Creates a pool of tar in a 10ft radius.  Creatures must make a Reflex save (DC12) or be slowed to ¼ movement.

28

Regeneration– You regrow body parts.  Each hour roll a Fort Save (DC 12), if successful you regain 1d3 HP.  Crit fail you lose 1d6 hp.

78

Filter Feed– You never have to consume food or water to survive.  The air gives you all you need.

29

Hands on Palms– You can talk in any language, but suffer -2 to Charisma when you do, because it’s freaky.

79

Medusa– You have a gaze that turns all who fail a Fort save (DC 15) to stone.  This includes allies who look at you!  Better get some sunglasses or a good mask.

30

Antlers- You receive an additional +2 on attack when Charging (using these). Does 1d4+str mod damage.

80

Damage Immunity– You suffer no damage from: 1) Fire; 2) Cold; 3) Acid; 4) Electricity.

31

Serpentine Body- You’re fast and lithe.  Increase movement by 10’.  Increase Agility +2 (max of 18).

81

Moleman– You can borrow in the ground like a mole (as long as it isn’t solid stone) at a rate of 15ft a round.  You also gain Darkvision 30ft.

32

Acidic Belch- As Choking Cloud spell, once per day.  You can also suffer the negative effects of the spell (you can suffer corruption for using this ability).

82

Soul Eater– Anytime a sentient living creature dies near you, you and the soul make an opposed Will Save.  If you are successful you consume their soul and gain 1 Luck point back (if you are not at your maximum).  If you fail you lose 1 luck point  If you critically fail you lose 1d3 luck points.

33

Suckers on Hands- +2 to climbing checks and +2 against being disarmed.

83

Retractable Arm Bone Blades– You have bone blades that deal 1d6 damage.

34

Rough Skin- Ignore 2 point of damage.

84

Mangler– Increase your critical hit table by one.

35

Extra Adrenal Gland- Once per day get a second action to do something physical (move, attack*, take potion). *=Attack is at 1d16 Action Die.

85

Invigorate– You can burn a luck point to give yourself or another target life.  Treat as a Clerics Lay on Hands ability, treat all targets as opposed alignment for this purpose.  Treat yourself as adjacent.

36

Shape Shifter- You can transform yourself into a natural animal (from small to medium size) once per day.  You gain all abilities and physical traits while keeping your own metal abilities.

86

Portent of the Future– You can burn a luck point to see a glimpse of your future.  How this plays out is you designate an attack, skill check, or save and roll two dice and take the higher of the two.

37

Ooze-like Body– Once per day you become a rubbery, puddle on the ground.  You’re pace is reduced to ¼ but you gain DR 2.  You can fit under cracks of doors.  This takes 1 round to do and 1d4 rounds to reform.  All your clothes and possessions are left behind.

87

Rock Skin– You cannot wear any armor but you gain +4 to AC, a DR against physical damage of 1, but your pace is reduced to 20’ and you’re incredibly heavy.

38

Angel Wings– Fly- Ascend 30ft, Dive 130 ft, and move 60ft rnd.

88

Burnt Body– You have a blackened, skull-like appearance.  You can touch a target and channel that heat, dealing 1d6 damage.

39

Metallic Entropy– Regular metal items must decay and rust in your hands if you touch them with your bare skin for 2 rounds.  The more complex the item the longer it takes to ruin.

89

Ant Colony– Ants live in your body.  Once per day you can command them to pour out of your body and attack a target with a successful touch attack.  The target suffers -2 to attacks and 2 points of damage per round for 1d4 rounds.

40

Sickly Demeanor– You look gaunt and ill.  People think you’re a zombie and try to attack you!  If you touch them, target must make a Fort save (DC 12) or become sickened for 1d4 rounds, suffering -2 to all rolls.  Cannot be affect for 24 hours if successfully saves.

90

Thorns– You can shoot thorns out of the palms of your hand.  These thorns do 1d3 damage.  Each day you wake up and have 1d4 thorns growing out of each your hands.

41

Amphibious– You are able to breathe underwater and on land.

91

Cat-like Grace– You are agile and quick.  +1 to your Agility score.

42

Pheromones– Despite the fact that you are a freak you are able to attract others.  +2 to Charisma attribute.

92

Boneless– When you touch a target they must make a successful Fort save (DC 15) or have all their bones disappear for 1d4 hours.  They cannot move or talk.  They can gurgle and whimper.  When the bones return it is extremely painful and the target takes 2d4 damage.

43

Goat Legs– It hurts when you kick someone- 1d4 damage.

93

Supreme Health– Increase your HD type by one.  Also roll an additional amount of HP on the new HD type.

44

Animal Face– 1) Bat- Blind-sight; 2) Dog/Wolf- +2 to track with scent; 3) Pig- Ability to eat almost anything and live; 4) Feline- Darkvision 50ft; 5) Goat- Horns- 1d4 damage; 6) Weasel- Low-light vision 50ft.  Suffer -1 to Personality score regardless of head type.

94

Cursed– All targets go down one die type (both good and bad) when interacting with you.  This is attacks, saves against you, opposed checks, healing, spells, etc.

45

Behemoth Arms– +1 to Strength and fists do 1d4 damage.

95

Animal Affinity– Use your Luck and Personality Modifier when attempting to calm/train animals.  You also have a dog as a loyal pet.

46

Crab Claws– You don’t quite have the dexterity you want with your hands, but your claws hurt like hell and do 1d6 damage.

96

Puckered Skin– You gain tremor-sense in a 15ft radius.

47

Magical Aptitude– You are able to cast a single level 1 Wizard spell (roll randomly.  You can gain corruption for this.  You cannot use Spellburn).

97

Spores– You are covered in large pulsating fungal spores.  When struck in combat by a physical attack a spore explodes in a small cloud of dust.  Anyone in a 10ft radius must make a FortSave (DC 12) or become trapped in a hallucinatory effect and unable to act for 1d3 rounds.  Success means cannot be affected again for 24 hours.

48

Elongated Arms– Your reach is increased by 10ft.

98

Ageless– You are truly immortal.  You will never age, even with age affecting attacks from certain undead.  You can still be killed through normal means, but you never age.  You stop aging at 23 years old.

49

Savage Temper– You have trouble controlling your temper.  When something injures you roll a Will check (DC 10 minus damage) to keep it in check.  If you fail you go berserk, gaining +2 to attack and damage, but -2 to AC and Int checks.  You can also attack friends- roll randomly.  This lasts until a successful Will save is made or you’re knocked unconscious.

99

Absorption– Once per day you can touch someone of a different class and gain one of their abilities for 1 hour.  You must succeed at a Will Save (DC 15).Cleric: Cast divine spells (as per their level and spells they know).  Treat disapproval as 1-5; Thief: Gain skills of touched thief (at their alignment and level); Warrior: Mighty Deeds (as your level); Wizard: Cast arcane spells (as per their level and spells they know, you can also use Spellburn); Dwarf: Sword and Board ability; Elf: Contact Elf character’s patron and attempt to parlay with creature and gain as own patron; Halfling:  Gain two weapon fighting ability; Kenku*: Gain Kenku’s Jinx ability; Ekrask*: Gain Ekrask’s Rage ability; Mutant: Gain one of Mutant’s mutations (roll random- disappears at end of duration); Half-Demon*: Gain Half-Demons corruption ability.*= Races in Hubris setting and not in DCC core book.

50

Bulbous Shimmering Eyes– You can see through things up to 2ft thick, but not lead.

100

Magic Immunity– You are immune to all forms of magic, both good and bad, arcane and divine.  No magic can touch you.  There is a 25% each time you attempt to use a magic item that it will not work for you.dered trai

The Ekrask (Lizardfolk) Race DCCified for Hubris

Yesterday I mentioned that I had discovered the joy that is Dungeon Crawl Classics RPG and that I am probably going to use it for my Hubris RPG setting (as so much of what is presented in DCC just seems to fit what I had envisioned for the setting).

I have started the overhaul of converting my OSR setting to DCC, which first means getting the races up to pat.  The races of Hubris are: Erkask (Lizardfolk), Kenku, Human, Mutant, and Half-Demon.

Yesterday I did the Kenku.  Today it’s the Ekrask.

As always feel free to leave constructive feedback.

Ekrask (Lizardfolk)

 Ekrask 2

The Ekrask is an evolutionary offshoot of their lesser-kin, the Lizardfolk.  Ekrask are agile, muscular, and savage.  Ekrask generally stand 5’8”-6’5” tall.  Long ago the Sorcerer-slavers of Klind attacked the Ekrask and thousands were made slaves.  The Klind, who worship the terrible serpent god Set, have put many Ekrask to the blade as a sacrifice.  While many are still slaves in Klind lands, most of the Ekrask are free and many seek to liberate their brethren.

While various tribes of Ekrask can be found throughout Hubris, their capital city, Slathereth, is located at the southern tip of the Bogwood Swamp.  The Ekrask allow the other various races to come into their city, they must abide by the strict laws and traditions of the Erkask.  Any infraction of their law is met with a harsh punishment.

Hit Points: An Ekrask gains 1d8 HP per level.

 

Weapon Training: A Ekrask is trained in the following weapons: blowgun, club, dagger, dart, flail, hand axe, javelin, longbow, shortbow, sling, and spear.

 

Alignment: Ekrask life is hard and brutal.  Their culture is multifaceted, and that is reflected in their alignments.  Those that uphold the shamanistic traditions and try to live in some relative peace with the other races tend to be Lawful or Neutral, while those that think that their Lizardfolk kin have the right idea about shunning “civilized” life lean towards Chaotic.

Infravision: An Ekrask can see in the dark up to 60’.

Attack Modifier: The Ekrask do not receive a fixed attack modifier at each level.  Instead they receive a deed die, like the Warrior.  The deed die is rolled each round to generate the attack modifier.  See the chart below to see the deed die advancement.  The bonus of the deed die also a modifier for damage.

 

Mighty Deeds: Through their savage lifestyle and training the Ekrask can perform Mighty Deeds like a Warrior.

 

Natural Weapons: An Ekrask has a nasty bite attack that does 1d4 damage, and razor sharp claws that deal 1d6 damage.  An Ekrask is never considered unarmed.

Blood Spout: Once per day an Ekrask can shoot blood out of its eyes.  Make a ranged attack against target, if hit the target must make a Fort save or be stunned for 1d3 rounds.  The smell of the blood makes target easier to track by scent (granting a +2 bonus to skill check rolls).

Tracker: All Ekrask are natural trackers and treat that as a trained skill, rolling a d20 instead of a d10.

Rage: An Ekrask is a savage fighter that is able to tap into their ferocious nature and attack with reckless abandon.  When raging an Ekrask ups their damage die one level and gets +2 to saving throws against mind altering affects and fear.  A raging Ekrask ignores 2 points of physical damage.  They also incur -2 to AC and -2 to Intelligence checks.  Rage lasts a number of rounds equal to one half level rounded down +1 (minimum of 2 rounds at level 1). The Ekrask can rage a number of times per day equal to their Stamina bonus (minimum of 1).  They cannot use any abilities that require concentration.  If all enemies are felled before the duration of Rage runs out the Ekrask will attack friends.  A successful Will check (DC 15) each round for the duration allows them to resist the bloodlust and avoid attacking a friend.

Ekrask 1

Ekrask

Level Attack (Deed Die) Crit Die/Table Action Die Ref Fort Will
1 +d3* 1d10/III 1d20 +1 +1 +0
2 +d4* 1d12/III 1d20 +1 +1 +0
3 +d4* 1d14/III 1d20 +2 +1 +1
4 +d5* 1d16/IV 1d20 +2 +2 +1
5 +d6* 1d20/IV 1d20 +3 +2 +1
6 +d6* 1d24/IV 1d20+1d8 +3 +3 +2
7 +d8* 1d30/IV 1d20+1d12 +4 +3 +2
8 +d10* 1d30/IV 1d20+1d16 +4 +4 +2
9 +d10+1* 2d20/IV 1d20+1d20 +5 +4 +3
10 +d10+2* 2d20/IV 1d20+1d20+1d10 +5 +5 +3

Ekrask Titles

Level

Title by Alignment

Lawful Chaotic Neutral
1 Hatchling Leech Wanderer
2 Watcher Trog Tracker
3 Hunter Serpent Brethren Soldier
4 Guardian Ravager Protector
5 Chieftain Dragonkin Shaman

The Kenku Race DCCified for Hubris

Recently I have discovered the glory that is the AWESOME Dungeon Crawl Classics RPG system.  Sadly I have yet to run a game of it (soon my pet, soon), but I loved reading the rule book (so much so I read it in two afternoons).  I love its philosophy on mechanics, magic, monsters, magic items, etc.

When reading it I realized that this system seems like it would be a perfect fit for my Hubris world (we’ll see once I’ve ran it a couple times, but I don’t see it not becoming my system for Hubris).

So I’ve started the long haul of converting my notes and stuff over to DCC- which means Race as Class.  I’ve drafted notes for each of the races of Hubris: Mutant, Kenku, Lizardfolk, and Half-Demon.

Today I took a stab at Kenku.

As always feel free to leave CONSTRUCTIVE criticism and opinions. 

Kenku

 Kenku

Kenku is race of humanoid crows and ravens.  They range in height from 4’5” to 5’5”.  The culture of the kenku seems bizarre to outsiders.  Kenku tend to be secretive and exhibit a magpie mentality for hording items and mementos- even if they may seem like junk to others.  Other cultures tend to distrust the kenku as they like to use their natural ability to cast illusion magic to put one over on an easy mark, or operate as spies or assassins.

Kenku like to travel in packs and enjoy experiencing different cultures and customs, but rarely give information about their own.  They love items and will often take on dangerous jobs if they believe it will get them rare and precious (to them) trinkets.

The homeland of the kenku lies in the Realm of the Echo Forest, which is in a strange and perpetual twilight shroud. Weird telepathic creatures that can fire mind bullets lurk in the forest, with slathering maws and jagged teeth, seeking to rend meat from bone; feather from flesh.  The kenku have established a peaceful relation with the monks at the Temple of the Lucid Dreamers.

The kenku government is that of the Avian Court, currently lead by the ancient and bitter Lord Vivar who wears the Feathered Crown, and shall be called Lord until the Final Molting and the crown is bare.

The Raven Clutch is the mysterious and enigmatic recorders of kenku secrets, prophecy, and lore. It is of the highest honor to become a member of this ancient group that serve the Avian Court and the Lord.

Weapon Training: A kenku is trained in the use of blackjack, crossbow, dagger, dart, shortbow, and short sword.  Kenku tend to wear light or no armor as it impedes their ability to cast spells and fly.

 

Alignment: The kenku race is split with a strange duality.  Those that seek to preserve the traditions of their culture and bring the reputation of the kenku to a better light are Lawful, while those who seek constant gain, trinkets, or are shisters tend to be Chaotic.  It is extremely rare to find a kenku who is neutral.

 

Flight: The arms of a kenku are also his wings.  A kenku can fly at a rate of 60ft per round.  A kenku cannot fly if they are wearing any armor other than Padded, or having an abundance of items and weapons.  Use common sense.

Luck: Kenku are able to use their luck in ways normal mortals cannot.  They are able to use Luck in the following ways:

  • A kenku can burn their luck as per normal and gain a modifier on their rolls equal to the amount burned.
  • A kenku can also burn a point of luck to make another target unlucky.  The target gets a Will save (DC equal to the kenku’s Wisdom score), if successful the target cannot be affected by this again for 24 hours.  If the Will check fails the target has been jinxed and must roll their next attack, save, skill check twice and take the lower of the two.

A kenku recovers luck quicker than the other races.  With a full night of rest a kenku recovers 1d3 Luck Points back.  They cannot go above their maximum score.

Low-Light Vision: A kenku can see in near dark conditions normally up to 30’.

Transformation: Once a day a kenku is able to transform themselves into a human form (this human form shows all scars, corruption, and deformities that the kenku has gotten through their rough and tumble journey).  This transformation is truly horrible to witness as bones jut out and pus and strange clear liquids and blood spew forth from the body.  Any target that witnesses this transformation must make a Fort save DC 12 or become nauseated, suffering -2 to all rolls for 1d6 rounds.  This lasts until dispelled, even going into the next day(s).

Illusionist: Kenku have the ability to manipulate arcane magic and cast a limited number of spells that deal with illusions or compulsions (see available list below).  A kenku uses the normal rules of casting arcane spells (including spellburn), and can suffer any and all of the negative effects associated with dabbling in magic.  When a kenku gains the ability to cast a new spell they roll randomly (see below).

Roguish: A kenku selects four Thieves skills at level one and levels them up as a rogue of same alignment.

Kenku 2

Kenku

Level Attack Crit Die/Table Action Die Known Spells Max Spell Level Ref Fort Will
1 +0 1d10/II 1d20 1 1 +1 +0 +1
2 +1 1d12/II 1d20 1 1 +1 +0 +1
3 +2 1d14/II 1d20 1 1 +1 +1 +2
4 +2 1d16/II 1d20 2 1 +2 +1 +2
5 +3 1d20/II 1d20 2 2 +2 +1 +3
6 +4 1d24/II 1d20+1d14 2 2 +3 +2 +3
7 +4 1d30/II 1d20+1d16 3 2 +3 +2 +4
8 +5 1d30+2/II 1d20+1d20 3 2 +3 +2 +5
9 +5 1d30+4/II 1d20+1d20 3 2 +3 +3 +5
10 +6 1d30+6/II 1d20+1d20 4 2 +4 +3 +6

Kenku Titles

Level

Title by Alignment

  Lawful Chaotic
1 Hatchling Vagabond
2 Recorder Entertainer
3 Sage Gypsy
4 Historian Shister
5 Raven Clutch Con Man

Illusion type Spells

Level 1

1)    Cantrip (130)

2)    Charm Person (131)

3)    Color Spray (134)

4)    Darkness* (258)

5)    Sleep (155)

6)    Ventriloquism (158)

Level 2

1)    Arcane Affinity (Illusionist only) (162)

2)    Invisibility (172)

3)    Mirror Image (182)

4)    Phantasm (187)

5)    Scare (191)

* As per cleric spell of same name. Because the wizard version of the spell is a different spell level, the wizard receives a -2 penalty to spell checks when casting it. For example, binding is a level 2 cleric spell but a level 3 wizard spell; therefore, when rolling on the spell table, the wizard applies a -2 penalty to spell checks. On a result of natural 1, the wizard suffers a 50% chance of major corruption or misfire, rolling on the generic tables as appropriate (Taken from DCC, pg 127).


Oddy Bodden’s Stupendously Amazing Magical Dice of Treasures Unimagined and Horrors Rather Left Undiscovered! The Die Drop Treasure Chart Inspired by Deck of Many Things

Yesterday on G+ I asked people about their feelings about the Deck of Many Things, and got quite a few good answers on the subject.

The discussion motivated me to make a die drop treasure generator inspired by the Deck of Many Things.

I created this because: A) more options; B) I mostly play via G+ now and a deck of cards really isn’t the easiest thing to use in the digital realm; C) Because I damned well wanted to and it was fun!

So here you be!!

Oddy Bodden’s Stupendously Amazing Magical Dice of Treasures Unimagined and Horrors Rather Left Undiscovered! 

 

The Die Drop Treasure Chart Inspired by Deck of Many Things

 

Players can choose to gamble with the fates and roll Oddy Boldin’s dice.  They can choose to roll all the dice; the d4, d6, d8, d10, d10 (%), d12, and d20.  A player can also choose to roll just one or more of the different dice.  Once this choice has been made though, it cannot be undone.  When they make the roll all the effects happen at the same time and they cannot make any additional rolls.  The dice simply cease to work for that person.

When you describe to player what has transpired do not read anything that is in italics to them.  That is for them to find out though play.  Anything with “*” at the end has no real benefit and is a terrible curse, affliction, loss of something important, etc.

Some players may cry unfair at this, but remember: You didn’t MAKE them roll on this… they decided to gamble all on their own.

A Warning

In front of you lie seven dice,

Take as many as you want,

And try your luck.

For you may be granted something nice!

 

However be warned,

For not is all as it seems.

Sometimes one gets more

Than in their wildest dreams.

 

In these dice are the powers of death and life

Of immense treasure and crushing poverty.

A simple roll can cause jubilation,

Or utter crushing strife.

 

Dear person!  You’ve been warned!

If you’ve nothing to lose and are truly downtrodden,

Take the gamble!  Take the risk!

Roll these strange dice of Oddy Bodden!

 

 

D4-

1)      You gain 1d10x100 gp.  This money is from the other players.  It disappears out of their pockets.  If the players do not have enough to cover this, it is taken from “elsewhere.”

2)      A monster appears- defeat it and gain 1 level.

3)      Gain ability to reroll one failed save per session.

4)      Your soul is consumed.  Divine magic doesn’t work on you/for you.  Clerics are exiled from their faith.*

D6-

1)      Gain +1 to chosen attribute.  Take -1 from same attribute of a random player.

2)      A magical weapon appears.  This weapon is the beloved treasure of a king.  It was displayed with pride on his bedroom wall.  He will issue a large bounty for any information or retrieval of it. 

3)      Gain a small fort.  This fort is on the edge of the civilized lands.  It is currently occupied by a nasty orc, goblin, ogre tribe.

4)      Book that grants one wish, but -1d4 to wisdom for reading it.

5)      Suffer -1 to all Saving Throws.*

6)      Suffer -2 to 1 Attribute, roll 1d6 to determine Attribute.*

D8-

1)      Never need to eat again.  Someone else in party needs to eat double.

2)      Gain +2 to Saving Throws.

3)      A strange artifact appears.  This artifact was being studied by a mad old sorcerer who will stop at nothing to get it back from the thief.

4)      1d3 Wraiths appear.  Defeat and gain a level.  Be defeated and disappear from history.

5)      Gain 2d10x10 gems.  These gems disappeared from the nearest town’s treasury.  They will have no money for trade or food. 

6)      Need to eat twice as much to survive.*

7)      Make a wish- the exact opposite happens.*

8)      All magic items on your person cease to function.*

D10-

1)      Gain a castle.  This castle is under siege by the sorcerer Gamalt.  He seeks to occupy this castle because it is built on a spot of immense and ancient power.

2)      Gain 1d100 x 1000 gold.  This gold is taken from a greedy king’s vault.

3)      Gain a level.

4)      Gain a Wondrous Item.

5)      A level 4 fighter will be loyal and serve you.  However he is jealous of attention you pay to others and mistrusts everyone.

6)      Gain a spell book with 2d10 spells in it (can be any type of spell).

7)      You age 3d10 years.*

8)      You gain a nasty deformity.*

9)      An immediate family member dies instantly.  If you have no family you suffer 5d8 damage.*

10)  Gain a terrible curse.*

D10 (%)-

1)      Gain a magic item.  This is taken from one of the other players.  They can never handle this item again, unless you die.

2)      Become immune to all diseases, even magical.

3)      See through space and time.  Know answer to next question you ask.  Make Wisdom based save or lose 1 Wisdom permanently due to the strain.

4)      Gain +6 to Diplomacy Checks.

5)      Avoid one occurrence of choice (even death).

6)      Gain a level.  Random other player loses 1 level.

7)      Lose a limb.*

8)      You age 5d10 years.*

9)      All magic items in 30ft radius become mundane.*

10)  You simple cease to exist.*

D12-

1)      Increase an attribute to 18 (player’s choice).

2)      Gain a grand library.

3)      Gain 1 wish.

4)      Gain a favor from a king.  The king was visited by an entity and commanded to do this.  He does not like being coerced to owe anyone anything.  Expect hostility and anger.

5)      Gain a Major Magical Item.

6)      Become the fixation of a prince/princess.  They were engaged to a prince/princess and now this person hates you with a passion.

7)      Gain a magical mount.

8)      Immediately lose all wealth, objects, and property.*

9)      Teleport to a random level of a random dungeon.*

10)  Become cursed with Vampirism.*

11)  Become cursed with Lycanthrope.*

12)  Change gender.*

D20-

1)      A bard writes an epic tale about you.  Gain +2 to all Charisma checks.  However the bard follows you around now.  If he dies, another takes his place…

2)      A level 1d3+1 Sorcerer will serve you.  He plots and schemes behind your back for power and wealth.

3)      You gain a huge plot of land.  It’s a swamp full of ancient riches and terrible creatures.

4)      A long estranged family member dies and lives you a mansion.  The mansion is haunted and was the home of a terrible cult hundreds of years ago.

5)      You can cast Augery (as Cleric Spell) one time per day.

6)      Gain an Artifact.

7)      You gain 2d10 x 1000 xp.

8)      Gain a Warship.  You now have to pay for a crew, upkeep, and repairs.

9)      You gain a key that can open any lock.

10)  You can see perfectly in the dark.  If you already have Darkvision, you gain Tremor-sense 60ft.

11)  Avoid death the next time it happens!  However someone you care about dies in your stead.

12)  Add +2 to any chosen Attribute (max of 18).

13)  Gain an audience with a deity of your choice.  This deity may or may not like you and may have fun at your expense.

14)  A map to an immense treasure appears in your hands.  Until the moment it appeared in your hands it was in the possession of one of the most feared thieves in the world.

15)  Your soul is trapped in a stone statue.  So long as the statue exists, you cannot truly die.  If the statue is killed, altered, or changed you die.

16)  Die a horrible death.*

17)  Polymorph into another creature.*

18)  Teleport to another world/plane of existence.*

19)  Gain the ire and hatred of an Outside entity.*

20)  Lose 10,000 xp.  If you do not have that amount, make a save VS death.  Succeed, go to level 1.  Failure- death.*


Fantasy Background Generator Hack From Cyberpunk 2020

A little while ago I released my Savage Worlds hack of Shadowrun (quick thanks to all who have given me feedback!), and one thing I put in it was a  hack of Cyberpunk 2020‘s awesome Background Generator.

I’ve received some good praise on the hack, and someone suggested I do a fantasy version of it..  So here it is

Due to formatting it’s PDF only, sorry!

Fantasy Background Generator Hack of Cyberpunk