5.12.2021
5.07.2021
The Village: Prayers
"Crom, I have never prayed to you before. I have no tongue for it."
In our uncaring, hyperborean waste, divine healing doesn’t exist. However, characters can cry out for a blessing prior to a battle, offering up sacrifices in the hopes of currying a god’s favor. With a successful spellcheck the character is granted bonus hit dice to distribute to amongst allies as they choose.
Actual bonus hit points are not determined until battle is joined. The hit points are temporary and any remaining points are lost at the end of the battle.
The whims of the god & the PCs' goals ... | |||
Spell check | Aligned | Indifferent | Opposed |
1-11 | Failure | Failure | Failure and worse! |
12-14 | 3 dice | Failure | Failure |
15-18 | 5 dice | 1 die | Failure |
19-23 | 7 dice | 2 dice | 1 die |
24-29 | 10 dice | 4 dice | 2 dice |
30+ | 15 dice | 8 dice | 3 dice |
Any character can beseech a god, rolling a 1d10 + Personality modifier. War bands can improve their odds by offering up sacrifices, which can be in blood, treasure, or both.
Sacrifice bonus | Offering | Item value |
+1 | Sheep or cow | 50 gp |
+2 | Enemy warrior | 500 gp |
+3 | Enemy warlord or champion | 5,000 gp |
+4 | Enemy king | 10,000 gp |
+5 | Enemy emperor or god-king | 100,000 gp |
5.06.2021
The Village: Thieving Skills
Many characters learn certain illicit skills that serve them well as reavers. What you favor is initially determined by what you are good at. At 0-level, pick one skill for each point of ability score modifier in Agility, Personality, or Intelligence.
Agility
Climb sheer surfaces
Sneak silently
Hide in shadows
Pick Pocket
Pick Lock
Disable / Set Trap
Int
Read Lost Languages
Find Trap
Personality
Ambush (formerly Backstab)
Bluff (formerly Disguise self)
Skill Bonus by level
0 | 1 | 2 | 3 | 4 | 5 |
+1 | +3 | +5 | +7 | +9 | +11 |
The Village
The conceit of the DCC game is that the PCs are liberated by their 0-level adventure. They shake free of the shackles of their former, humble lives, and set out for the wider world as Adventurers.
This presupposes a certain sort of world, where survival is viable for small groups of wanderers, I.e. our usual RPG settings. But DCC is home to thousand insane worlds, some less welcoming than others.
The Village falls in with the latter. A place where rival bands hope to enslave you, unknown monsters lurk in the dark forests and mist-shrouded moors, and magic is baleful and strange.
The size of the village is finite, and every member of the hamlet is a potential PC. And so, when you lose three characters to your 0-level adventure, your pitiful hamlet is now bereft of its baker, gong farmer, and armorer.
Rather than abandoning kith and kin when you hit first level, you return home in the hopes of using those bloodied treasures to some advantage. We root our PCs in a sense of place, with the shared goal of survival.
Cap the levels at 5, start off every PC as a warrior with handful of thief skills, and hide magic in the ruins crushed beneath a hyperborean glacier. Beowulf meets Viking Crawl, and the first 10 pages of every Conan comic reboot. We'll see if I can get anyone to play.
You’re no hero.
You’re are a reaver, a cutpurse, a heathen,
a tight-lipped warlock guarding long-dead secrets ...
… and your Village's only hope for survival.