Wednesday, December 26, 2018

Clerics of Paul Bunyan, Part I

Paul Bunyan
Neutral Demigod of Lumberjacking, Manliness, & the Great Frontier

Tenets of Paul Bunyan
* Chop down trees whenever you can!
* The bigger, the better!
* And don’t forget to eat plenty of food as you explore the Great Frontier!

Clerics of Paul Bunyan
Special: Paul Bunyan is served by male clerics, all of whom are quite manly.
Allowed Weapons: Axe (any), club, short bow, knife
Allowed Armor: Hide, flannel, or bare-chested
Symbol: Axe, Ox (giant blue)
Can Turn: Wimps (males with both Strength and Constitution scores below 10)
Mysteries of Paul Bunyan: Up to once per day per level, clerics of Paul Bunyan can immediately cast a spell on someone they hit with their axe. Many prefer to even bestow their healing spells in this manner- ‘the lumberjack way’! In any case, being only a demigod, Paul Bunyan’s mysteries work just 75% of the time.

Magical Side-Effects
The magic of Paul Bunyan causes tall tales to abound, one way or another. Roll 1d12.

1. Get Them Flapjacks: Paul requires an offering for the spell to work, typically 1d6 pounds of food per spell level; half if it is lumberjack fare.

2. ‘Bunyan’? If a helpful spell, then the target’s foot grows strangely, reducing their movement by 25%. If not, then it is the cleric who is so affected. In any case, this homonym-derived hardship lasts for 1 turn, unless some cream is on hand to provide immediate relief.

3. Brrrr! The surrounding area drops 1d6 x 10 degrees for the next 1d6 hours. During that time, apart from the usual effects of colder weather, there’s also a base 25% chance of it snowing blue snow, freezing words on people’s lips, or even freezing torchlight  solid (roll for each if it is cold enough).

4. Babe? The next animal the cleric sees doubles in size permanently. He should hope that it is friendly, or else it might now be double the trouble.

5. Big Country: All within 1d6 x 10’ (including the cleric) grow 1d6 x 5’ in size for the next 1d6 rounds. For each 5’ of growth, increase the individual’s attack, damage, and HD (if any) by 1. Now that should be hard to top!

6-8. No Side-Effect: The spell works normally.

9. Chow Time! You can’t cast magic on an empty stomach. As such, the spell gains a 50% bonus to its effect, range, or duration. Afterwards, the cleric must of course eat all the food he finds for the next 2d3 rounds.

10. Alone in the Woods... Even a frontiersman has to express himself. The spell can gain a 50% boost to its effect, range, or duration, but only if the cleric sings a hearty song for the next turn that he’s outdoors, evoking the little lumberjack inside of him or even his secret enjoyment of less-than-manly garb and shopping. Consequently, such singing will increase the chance of having a random encounter three-fold, along with likely embarrassment.

11. Timber!!! The spell’s effect, range, or duration is doubled, but only if the cleric has felled a tree that day or chops down one soon after the casting.

12. A Tall Tale Indeed: The spell works for twice its normal effect, range, or duration, as well as it not being expended that day. In addition, if it causes something dramatic- making a target larger, more numerous, or otherwise obviously bending the laws of reality- then the cleric gains a +1 bonus to all his rolls for the next hour, not to mention +6 for all rolls related to chopping down trees!


DCC RPG Conversion notes:
Can turn= Unholy creatures
Constitution= Stamina
Spell not expended that day= spell gains a +2 to its spell check


Additional notes:
With some modifications, a similar format can be used to create clerics of Herakles, CĂș Chulainn, and other demigods. Of course, Paul Bunyan’s references to lumberjacking need to be replaced with some other manly aspect.


Next week: clerics of Paul Bunyan, Part II!



Wednesday, December 19, 2018

Gothic Clerics

Like with the Saxons, use either the Germanic tables in Volume II or the rules detailed below to create Gothic clerics, following Gautr, Fairguneis, Fraujo, and the rest.

Gothic Clerics
Replace the Norse magical side-effects with Gothic ones while still using the other rules for the equivalent Norse divinity. For example, a priestess of Halja would use Gothic magical side-effects to cast her spells along with the tenets, allowed weapons, holy symbols, mysteries, divine tests, and spell lists for Hel.

Allowed armor can be heavier, up to scale mail, banded, or even plate. For beings the cleric can turn, replace one or more of the Norse ones with the following Gothic monsters: vampires, werewolves, witches, and ghosts. Note also that Goths are more skilled horse-raiders, unlike the Norse, who are more skilled at sea raiding.

Last, monotheistic Gothic clerics can follow the rules as discussed in Volume I and also have two more of their magical side-effect results be considered Generic Casting instead: one that’s less than 6 and one that’s greater then 8, For example, clerics of Teiws would ignore side-effects #2 and #9, since he is a Lawful god. On the other hand, clerics of Lauguz would ignore side-effects #5 and #10, since he is Chaotic


Gothic Magical Side-Effects
Dark honor and going forth: do magic for the folk, but beware of fell spirits!

1. Blotan: What would you offer for this magic? A sacrifice worth at least 1d6 gold pieces per spell level or a captive of any price will do. What won’t is an offering of weapons though- those are needed for fighting!

2. Hex: Is it the will of the gods or something sinister? There is a 50% chance of the spell being granted by the latter, in which case the magic only has 50% of its normal effect unless it is a spell that does harm.

3. Gothic Realm: The magic now requires the cleric be in an area which is dark, grim, has tall arches, or he or she must be so clad at least. Such is the way of Gothdom and the magic will only happen once such conditions are met.

4. Mysterious Cast: The spell is all but invisible to the naked eye and its effects occur only 2d3 rounds later.

5. Ride Forth, Reiks! Who will protect the folk and maintain the ancient ways? If the cleric’s spell would help to do so, then he or she gains +1 to all rolls for 1 round after it is cast. If not, then the opposite is the case.

6-8. Generic Casting: The spell works without side-effect for now.

9. Unseen Ones: Spirits influence the spell to have a 50% increase in its effect, range, or duration. Still, what is their true purpose? If evil, like those who would mate with Haliurunnae witches to spawn the vile Huns (a base 33% chance), then the cleric will take a -4 penalty to all rolls for the next 2d6 rounds for having such a vile association.

10. Ancestral Vengeance: If the magic is meant to avenge one who has wronged the cleric or even his or her people, then its effect, range, or duration can be improved by 50%.

11. Conqueror’s Way: Great glory is to be had for the cleric who is mounted or in an area which he or she has invaded. If that is the case, then the spell works for double its effect, range or duration, as well as it not being expended that day. In addition, if it is meant to help its target, then they gain a +6 bonus to saves vs. fear and for rolls made against those beings that the cleric can turn. This latter benefit lasts for the next 1d3 turns.

12. Dark Bargain: The spell can be cast for triple its effect, range, or duration, but only if the cleric pays the proper ‘tithe’. If the bargain is struck, then in return the cleric (roll 1d6): [1] is tormented by haunting visions for the next 2d6 rounds, suffering a -5 to all rolls, [2] causes the next woman he or she looks at to faint, falling unconscious from fright for 1 minute, [3] loses his or her mount to a strange demise, [4] requires solitude for the next 2d3 turns, ending it early only if a grave threat is at hand, [5] is attacked sometime within the next 3d6 rounds by some Gothic horror, taking 1d3 damage to a random ability score each round for 1d3 rounds, [6] loses his or her lover, lamenting their passing forevermore.


DCC RPG Conversion notes:
Spell not expended that day= +2 bonus to its spell check


Next week: we begin our series on American divinities!



Wednesday, December 12, 2018

Saxon Clerics

For clerics of Frea, Woden, Thunor, and the rest, see either the Germanic tables in Volume II or the rules provided below. Use whatever fits best for your campaign.

Saxon Clerics
Replace the Norse magical side-effects with Saxon ones while still using the other rules for the equivalent Norse divinity. For example, a cleric of Sceadu would use Saxon magical side-effects to cast her spells along with the tenets, allowed weapons, allowed armor, holy symbols, unholy creatures, mysteries, divine tests, and spell lists for Skadi.

The Saxons also had their own, unique divinities, including Seaxnot, their national god, Eostre, and others. These magical side-effects could apply to those clerics too.

Add the seax (short sword) to the list of weapons allowed and subtract another of your choice from the equivalent Norse divinity’s list. Armor can be the same, but note that unlike Norse helms, Saxon ones generally have cheek guards and animal imagery (especially boars) inscribed upon them. Some ceremonial ones can be quite ornate and feature full face masks, as pictured above.

In any case, here is what makes Saxon clerics unique:


Saxon Magical Side-Effects
Land and duty ring true, for it honors the gods and the wights too.

1. Weregild: The gods require either a sacrifice of an animal or 1d3 gold pieces per HD of the spell’s target. Therefore, helping or harming a 3rd level individual would require a 3d3 gold piece offering if no animal is given.  All must pay their fair share and show their worth, some much more than others.

2. Weoh: Be it one of the nine herbs, the proper leys, or the local wights, the magic requires the cleric be in a natural place. If not, then he or she is tasked to get to one by the next dawn, or else undergo a divine test.

3. Symbel: The same is said now, but for a mead hall or other place of drink. Where else to make oaths, boast, and rest between battles, and thereby honor the gods with spells?

4. Scildweall: Just as it wards Saxon warriors who band together, so too does the shield wall do the same for others. If the cleric has allies on either side, then he or she gains a +2 AC bonus until they fall or depart, and should likely bear his or her own shield as well.

5-8. Generic casting: The spell works without side-effect this time.

9. Aelf-Shot: The wights charm the magic for a 50% bonus to its effect, range, or duration, but if the cleric hasn’t been respectful of them (or even to demi-humans) then he or she suffers a -2 penalty to all rolls for the next 2d4 rounds. They are blessed by the gods after all.

10. Thegn’s Oath: If the spell is done in defense of the cleric’s land, burg, lord, or in the name of keeping one’s word, then its effect, range, or duration can be increased by 50%.

11. Hearg Cast: What better place to be than one sacred to your divinity? If the cleric is standing now or has already visited such a shrine or even landscape type that matches his or her god or goddess that day, then the spell works for double effect, range, or duration. For example, mighty (and lightning prone) single trees and rocks would correspond with Dunor, wooded places with good views of the sky would match Woden, and areas of exceeding beauty and wells would fit with Frea.

12. Rune Poem: If the cleric takes the time to scribe upon the spell’s target or even in the air the extra (and very much needed) Elder Futhork runes- taking 1d3 additional rounds, then the spell works for double its effect, range or duration, as well as it not being expended that day. In addition, if the spell is meant to help its target, then they gain a +2 bonus to any rolls that match the cleric’s divinity for the next hour. For instance, Woden would grant insight and wisdom; Thunor, strength and battle-might; Frea, love-prowess and bounty.


DCC RPG Conversion notes:
Spell not expended= +2 bonus to its spell check
Wisdom= use the optional rule detailed in Volume I or apply the bonus to spellchecks and Luck.
                                                                     

Next week: we turn east to Gothic clerics!


Wednesday, December 5, 2018

Wizards of Cronos, Part III

Spells (Cronos)
Wizards of Cronos automatically have access to and learn the following spells at each appropriate level, even gaining a +1 bonus to all rolls for them. In return, they only have (at most) a 25% chance of being able to learn other spells, taking a -1 penalty to such non-temporal magic even if they do.

LABYRINTH LORD
1st Level: Detect Magic, Resist Cold (if recipient is unclad in a Golden Age manner), Shield* (deflects via Time displacement), Time Missile (as Magic Missile*, but rather than causing actual damage, targets must save vs. spell or every 3 damage it would have done gives them a cumulative -1 penalty to all rolls for the next hour due to unnatural aging)

2nd Level: Augury, Bless (thanks to getting brief glimpses of the future), Hold Person (by freezing the target in Time), Amnesia*, Mirror Image* (showing an image of oneself from the past and/or future), Ray of Enfeeblement* (by causing rapid aging), Shatter* (the same, but to an object)

3rd Level: Dispel Magic (causing the spell to age to its rapid conclusion), Remove Curse (reverse; by disrupting Time around the target), Time Bomb (as Fireball*, but causes an aging effect like Time Missile, above, to those caught in the radius instead), Haste* (reversible)

4th Level: Bounty of the Titans (as Create Food and Water, but those who wish to partake of it must be unclad and/or in a bucolic setting, reflecting a Golden Age), Dimension Door* (freezing Time and then starting it again once the wizard arrives at the destination), Globe of Invulnerability: Lesser* (causing magic to rapidly age to its conclusion)

5th Level: Flame Strike, Feeblemind*, Teleport* (freezing Time, like with Dimension Door, above)

6th Level: Anti-Magic Shell* (causing all magic to age to its rapid conclusion), Temporal Gate (as Gate*, but opens a portal to other times only)

7th Level: Clone* (bringing a different temporal version of oneself into the present: no gold is required, but each round spent together triggers a Cronos test)

8th Level: Temporal Stasis*, Time Stop* (both available at an earlier spell level)

DCC RPG
1st Level (d8): Blessing (thanks to getting brief glimpses of the future), Detect Magic, Bounty of the Titans (as Food of the Gods, but those who wish to partake of it must be unclad and/or in a bucolic setting, reflecting a Golden Age), Paralysis (by freezing the target in Time), Resist Cold or Heat (if recipient is unclad in a Golden Age manner), Second Sight, Magic Shield* (deflects via Time displacement), Time Missile (as Magic Missile*, but rather than causing actual damage, targets must make a Will save DC 15 or every 3 damage it would have done gives them a cumulative -1 penalty to all rolls for the next hour due to unnatural aging),

2nd Level (d5): Curse (by disrupting Time around the target), Forget*, Mirror Image* (showing an image of oneself from the past and/or future), Ray of Enfeeblement* (by causing rapid aging), Shatter* (the same, but to an object)

3rd Level (d5): Bolt from the Blue, Time Bomb (as Fireball*, but causes an aging effect like Time Missile, above, to those caught in the radius instead), Dispel Magic* (causing the spell to age to its rapid conclusion), Haste*, Slow*

4th Level (d3): Planar Step* (freezing Time and then starting it again once the wizard arrives at the destination, or even can create a temporal gateway), The Dreaming*, Warp and Weft*

5th Level (d3): Magic Bulwark* (causing all magic to age to its rapid conclusion), Mind Purge*, Replication* (bringing a different temporal version of oneself into the present: no gold is required, but each round spent together triggers a Cronos test)


Avatar of Cronos
Align: N
MV: 35’ (fly 140’)
AC: -5
HD: 12 (24)
Atk: 1 scythe
Dmg: 3d12 (6d12)
SP: Cronos wizard spells/abilities (caster level 24), immune to any harmful time effects, may assume titan size for up to 1d12 hours a day (doubling in HD and damage done)
Magic Resistance: 65%
SV: M24
Mor: 11

Appearing as winged, aged men, Cronos Avatars care little for mortals except for those who interfere with Time. If they encounter those who have done so (including any who have cast spells on the Cronos Wizard list), then roll any die. Odds: the Avatar will reap the mortal by attacking them and anyone who gets in his way for the next 3d4 rounds. Evens: the Avatar rewards the mortal by removing 3d4 years of age from them. Note that even wizards of Cronos get no special treatment in this situation since they only follow his methods; they aren’t his worshippers. In any case, once finished, the Avatar will likely fly off in search of another Golden Age.

DCC RPG stats:
Init: -2; Atk scythe +13 (3d12) or titan form: +28 (6d12 +9); AC 24; HD 12d10 or titan form: 24d10; MV 25’ (fly 130’; Act 1d20; SP Cronos wizard spells/abilities (caster level 24), immune to any harmful time effects, may assume titan size for up to 1d12 hours a day (doubling in HD and damage done); SV Fort +22, Ref +12, Will +20; AL N


Cronos Encounters (1d4)
1. Emerging from the mists of time, the party stumbles across a/an (roll 1d8): [1] attractive woman who is dressed strangely, [2] pair of foolish but cheerful adolescents who consistently say ‘dude’, [3] muscular, emotionless man (who is actually mechanical on the inside and looking for a woman... to slay), [4] young man whose (time traveling) wagon went 11 miles per hour and can’t understand where (or when) he is now, [5] eccentric, but learned man with a scarf and long coat, [6] version of themselves from another time, [7] weird-looking being (a Time Traveler if using DCC RPG rules), [8] old man.

Of course, it might not be immediately apparent that the traveler is from another era. The party will likely only find out when he or she (roll 1d6): [1] uses temporal magic (and is therefore a level 1d12 Cronos wizard; 10% chance of actually being a Cronos Avatar), [2] blurts out something about the future, likely causing some sort of paradox (a base 65% chance), [3] shows that they themselves or one of their possessions is either quite primitive or advanced, [4] tries to kill the party in the name of ‘setting the future straight’, [5-6] all of the above!


2. Whether they’re actually having fun or not, time really flies by and the party is sent forward 1d1,000 (then roll 1d20): [1-5] rounds, [6-10] minutes, [11-14] hours, [15-17] days, [18-19] months, [20] years. Among other things, the world is now more (roll 1d6): [1] desolate, [2] dangerous, [3] bizarre, 
[4] harmonious, [5] advanced, [6] reroll twice. The further ahead they travel, the more noticeable the change.

Hopefully, the party can return via one of the following methods, even attempting to stop that future from ever happening if they so wish (roll 1d5): [1-2] immediately by going back the way they came, [3-4] they’ll automatically be brought back to their own time within 1d12 turns, [5] they cannot return, except by some other method that they might uncover. In any case, time might not fly by so much for them now.


3. A strange fog is spotted up ahead. If the party enters, then they may realize (eventually) that they have been sent back in time 1d1,000 (then roll 1d20): [1-5] rounds, [6-10] minutes, [11-14] hours, [15-17] days, [18-19] months, [20] years. Unless it’s known what transpired then, consider that it was/is more (roll 1d6): [1] primitive, [2] dangerous, [3-4] harmonious, as if a Golden Age, [5] primeval, [6] reroll twice.

Like with future travel, the greater the time change, the more noticeable it will be and might have the same possible ways to return. Unlike future travel though, there is also a risk of causing paradox- a base 5% chance per result on the d20 roll- if and when the party somehow returns to the present. Note that those chances will certainly increase dramatically for any people they slay, impregnate, prevent from being slain, or prevent from getting impregnated while there.

What is more, if the party does manage to change the present, then there’s a 66% chance of a follower of Janus (see Bonus Divinities tab above) arriving within 1d3 days to punish them.


4. Didn’t we just go through this? Cronos weaves the party into a Knot of Time, causing them to experience, over and over again, the same 1d6 (then roll 1d4): [1] rounds, [2] minutes, [3] hours, [4] days. It repeats 1d20 times before working itself out (or longer, if the Referee or Judge is so inclined), though the party has a 50% chance of breaking the cycle earlier if they (roll1d4): [1] assassinate a being that is caught in the loop too, determined at randomly and secretly, possibly even being a party member, [2] do something completely uncharacteristic and random (per Referee or Judge), [3] send a message back to themselves by remembering what not to do, requiring an Intelligence check, [4] learn to be especially kind and humble (and possibly nude), like in a Golden Age.

In any case, the party will likely be very unnerved by this (re)turn of events, while those unaffected by the loop will have absolutely no idea that anything strange happened at all.


Next week: clerics of Saxon gods and goddesses!


Wednesday, November 28, 2018

Wizards of Cronos, Part II

Tests (Cronos) 
Those who meddle with Time will have it eventually catch up with them. Use this table whenever a Cronos wizard rolls a 1 or 13 on a casting roll (if using that optional rule), rolls the same magical side-effect number twice in a row, or otherwise pushes the limits of paradox too far. Roll 1d8 the first time he experiences a test in a day, 1d10 the second time, and 1d12 for the third time or more. The die resets to 1d8 the following day- if the wizard still exists!

1. All of the wizard’s spells now take 1d4-1 additional rounds before their effects occur, waiting for the time to be right. This situation lasts until the Cronos wizard is tested once more and rolls this same result again. Further instances of this result will also toggle the effect on and off.

2. Are you living in a Golden Age? If so (per Hesiod), then the wizard experiences no adverse effect this time. If not, then any possessions on his person age to dust, helping him to better experience such a timeless, bucolic state.

3. The last spell that the wizard casts (or tried to cast) now has a special requirement. In order for him to cast it again, he must be (roll 1d8): [1] in a tavern lavatory, [2] on a cart or wagon traveling at least 11 miles per hour, [3] in a sauna or other hot tub of water (preferably drunk), [4] in a tall, blue box marked for watchmen use, [5] in a tall, clear box while acting foolish and saying ‘excellent!’, [6] on a very ornate metal chair, [7] in a room, pushing on the walls (dwarves may  help with this), [8] on the last ride home tonight. This situation lasts for the next 1d3 days.

4. The wizard gains an accurate glimpse of some future event, but will then immediately lose a random ally or loved one to (roll 1d4): [1] indifference, [2] death, [3] hatred alone, [4] hatred and wanting to kill him. Whether his prescience became a self-fulfilling prophecy, one need not be an oracle to divine that such knowledge might not be worth its price.

5. The sickle of Cronos reaps the wizard, causing him 2d4 damage for all the temporal paradox he has caused, along with having a 20% chance of chopping off something small and hanging of his. If he dies from this damage, then the wizard will actually cease to exist and likely cannot be brought back in any manner, nor may his scrotum!

6-7. Cronos’s son Kairos would like to know if this is an opportune moment or not. Roll any die. If the result is even, then the answer is yes and the wizard isn’t tested this time. If the result is odd, then the answer is no: reroll 1d12 on this table, but all effects are doubled, even multiplying x4, x8, etc. if this result is rerolled multiple times, likely making the moment very inopportune.

8. The wizard immediately ages 3d6 years (no save). Unless he is young and such a change would mature him faster, then he has a base 5% chance per year gained that he permanently loses some vitality, reflecting an increase in decrepitude (roll 1d6): [1] 1 Strength, [2] 1 Intelligence, [3] 1 Dexterity or Agility, 
[4] 1 Constitution or Stamina, [5] 1 Charisma or Personality, [6] 5’ speed.

9. All these distortions in Time can drive one mad just thinking about it! The wizard must save vs. death or go insane. If not, then whenever this test result occurs again, the save becomes 2 harder.

10. Swept forward, the wizard and anyone within 10’ of him travels into the future 1d12 (then roll 1d20): 
[1-5] rounds, [6-10] minutes, [11-14] hours, [15-17] days, [18-19] months, [20] years. He and any others are thereby taken out of play during that time- unless they find a way to return beforehand, though for them no time will seemed to have passed at all.

11. Thrown backward, the wizard and anyone within 10’ of him travels into the past 1d12 (then roll 1d20): [1-5] rounds, [6-10] minutes, [11-14] hours, [15-17] days, [18-19] months, [20] years. They may then decide to wait for the party, arriving soonafter, that much older, but unlike future travel, they may have caused some significant paradox by their presence there (a base 5% chance per result on the d20 roll). If such paradox does occur, it will require 1d4 additional rolls on this table when (and if) they return, along with creating an alternate reality (see Manannan in Volume II).

12. It appears that the wizard’s time has run out. He is devoured by Cronos and forced to relive the same day repeatedly as if stuck in some sort of temporal loop in the Strands of Time. Unless the Referee wishes to roleplay it, the wizard will eventually break the cycle, ending up being there for roughly 1d10,000 days from his perspective. Such an experience will allow him to bring some new mastery from that environment onward with him (since he had so much time to practice), gaining a +1d6 bonus to certain rolls, along with becoming considerably neurotic (from the strain of it), suffering the same amount as a penalty to an equal number of other rolls. And even though it will seem like no time has passed for everyone else, for the wizard, it will feel like he was trapped for eternity in a day that might never end.

DCC RPG Conversion notes:
Wizards who follow Cronos can use this table in lieu of rolling for corruption or misfire when they get a 1 on their spell check.
Save vs. death= make a Will save DC 10
Referee= Judge


Next week: wizards of Cronos, Part III!



Wednesday, November 21, 2018

Wizards of Cronos, Part I

Cronos
Neutral Greater Titan of the Golden Age, Reaping, & Time
Methods of Cronos
* Seek a return to the Golden Age
* Reap all that stands in your way
* Unravel the power of Time, but beware, else it unravels you

Wizards of Cronos
Special: Being a titan, Cronos is followed by wizards (see Time Magic, below).
Allowed Weapons: Sickle, scythe, harpe* (short sword that only does 1d5 damage, but chops off smaller, hanging body parts on an attack roll of natural 20)
Allowed Armor: None
Symbol: Sickle, Scythe, Harpe, Grain, Sundial
Can Turn: None
Time Magic: Cronos wizards are magic-users who automatically have access to and learn Cronos’s spells, even gaining a +1 bonus to all rolls for them. In return, they only have a 25% chance of being able to learn other magic-user spells, in addition to any other requirements, and suffer a -1 penalty to all rolls for those spells even if they do learn them.

Magical Side-Effects
The magic of Cronos is very potent and dangerous, revolving like hours on the clock. Roll 1d12, but be warned: getting the same Magical Side-Effect number twice in a row causes a temporal paradox, triggering a test (see next week’s article).

1. By Harpe: Something small and hanging must immediately be chopped off a person for the spell to work. If not, then the wizard takes 1d4 damage instead and even has a 10% chance of losing something small and hanging of his own!

2. Reaping’s Price: The scythe of Cronos passes through the wizard, causing him to save vs. death or immediately age 1d4 years. Depending on his current age, such additional aging may have a permanent, negative effect on him, ranging from increasing decrepitude to even death (per Referee).

3. The Weighs of Father Time: The wizard is temporally slowed, only being able to move at 1/2 his normal speed and take 1/2 his normal number of actions each round for the next 1d3 rounds.

4. Consuming One’s Progeny: A random item is taken from the wizard, either on his person or one held treasured. It quickly rusts away and corrodes back into Cronos’s belly, reverting the wizard to a simpler, Golden Age state.

5-8. Standard Casting: All that is needed is chanting and the use of strange components worth at least 1d6 gold pieces per spell level. Wizards typically have such materials on hand (a base 85% chance) of course, if they’ve had the time to assemble them.

9. To Better Days: A broken or damaged item of the wizard is miraculously repaired, shining brightly as a Golden Age gift.

10. The Ways of Father Time: The wizard is made temporally faster, being able to move at twice his normal speed and take double his normal number of actions per round for the next 1d3 rounds.

11. Reaping’s Prize: The scythe of Cronos passes through the wizard’s foes, causing all within 120’ to save vs. death or immediately age 1d4 years. As in result #2 above, such additional aging may have a permanent, negative effect on them, ranging from increasing decrepitude to even death (per Referee).

12. For Harpe: If something small and hanging is chopped off a person, then the spell works for triple effect in all regards. If not, then it functions normally this time.

DCC RPG Conversion notes:
Can turn= Unholy creatures
Magic-users= Wizards
Referee= Judge
Save vs. death= make a Will save DC 10

Additional notes:
Cronos is similar to Saturn and Janus, but the latter two are both Roman and thereby more ritualized and less personal. Saturn focuses on harvests and enjoying the Golden Age, while Janus is a god (and thereby served by clerics and priests) who also involves beginnings, gateways, and space (see article here). 


Next week: wizards of Cronos, Part II!


Wednesday, November 14, 2018

Priestesses of Aphrodite, Part III

Spells (Aphrodite)
Priestesses of Aphrodite have access to the following spells. Targets of their enchantments save at a -6 penalty if they would be sexually attracted to them.

LABYRINTH LORD
1st Level: Command (if it’s erotic), Create Water, Cure Light Wounds, Detect Magic, Remove Fear, Resist Cold, Sanctuary, Allure*, Charm Person*, Sleep*

2nd Level: Bless, Resist Fire, Reveal Charm, Snake Charm (on phalluses), Enlarge* (on sexual body parts), Amnesia*, ESP* (only hearing erotic thoughts), Levitate*

3rd Level: Cure Blindness, Cure Disease, Prayer, Remove Curse (reversible), Dispel Magic*, Suggestion*, Summon Monster* (nymph or siren)

4th Level: Cure Serious Wounds, Lower Water (reversible), Neutralize Poison, Charm Monster*, Flame Charm*, Tongues* (must be used romantically, of course)

5th Level: Commune, Cure Critical Wounds, Feeblemind*, Polymorph Other*

6th Level: Heal, Part Water, Power Nude Blind (as Power Word Blind*, but requires the priestess to be unclad)

7th Level: Regenerate, Restoration, Mass Charm*, Power Nude Kill (as Power Word Kill*, but requires the priestess to be unclad and bathing), Sympathy*


DCC RPG
1st Level (d8): Blessing, Detect Magic, Holy Sanctuary, Resist Cold or Heat, Word of Command (if it’s erotic), Charm Person*, Enlarge* (on sexual body parts), Sleep*

2nd Level (d10): Curse, Lotus Stare, Neutralize Poison or Disease, Restore Vitality, Snake Charm (on phalluses), Charming (as Strength*, but boosts Personality instead), ESP* (only hearing erotic thoughts), Forget*, Levitate*, Monster Summoning* (Nymphs or Sirens only)

3rd Level (d4): Remove Curse, Consult Spirit* (fair maiden, fey, or nature), Dispel Magic*, Water Breathing*

4th Level (d2): Sanctify, Polymorph* (others only)

5th Level (d2): Greater Sex Charm (as Charm Person*, but is cast with a +15 bonus if the target would be sexually attracted to the priestess), Mind Purge*


Siren
Align: C
MV: 40’ (swim 80’)
AC: 9*
HD: 3
Atk: None
Dmg: None
SP: +1 weapons or better required to hit, breathe water, charm person at will that draws men to them (save vs. spell negates)
SV: E3
Mor: 6

Appearing as very attractive, nude, bathing women, sirens are related to nymphs, but are more fey in nature. With their charm effect, they take joy in luring men to their doom, beckoning them ever closer into dangerous rocks and waters with seductive songs. Those few who are lucky enough to actually reach them in one piece are then whisked away by the siren to a pleasant Otherworld to live out their days in euphoric bliss, while those who don’t still die with foolish smiles upon their mouths.

DCC RPG stats:
Init: +3; Atk none; AC 10*; HD 3d8; MV 30’ (swim 60’); Act 1d20; SP +1 weapons or better required to hit, breathe water, charm person at will that draws men to them (Will save DC 15 negates); SV Fort +2, Ref +7, Will +4; AL C 


Avatar of Aphrodite
Align: C
MV: 40’
AC: 0, must save vs. spell to harm her through
HD: 16
Atk: none
Dmg: none
SP: Aphrodite cleric spells/abilities (caster level 22), must save vs. spell to attack her, constant Charm Person effect on those who would be sexually attracted to her, may exhibit Divine Test results 10-15: #5 &/or #6 (75% chance for each)
Magic Resistance: 75%
SV: E24
Mor: 6

Irresistible entities of immeasurable, womanly beauty, Aphrodite Avatars love to roam about in the nude, partaking of any and all pleasures they can find. Such indulgences will please many who cross her path, though others might be upset by such wantons displays of lust. Still, few can resist the constant charm effect from an Aphrodite Avatar’s supple, voluptuous form, with many having Attendants Erotes and/or Kallipygos Ends (from divine tests #10-15), making them even more heartrendingly passionate and difficult to resist. Last, they may bestow a boon upon those who pleasure them best, whether intentionally or not, typically bestowing beauty and/or lovemaking prowess.

DCC RPG stats:
Init: +9; Atk none; AC 20, must make a Will save DC 15 to harm her through; HD 16d6; MV 30’; Act 1d20; SP Aphrodite cleric spells/abilities (caster level 22), constant Charm Person effect on those who would be sexually attracted to her, may exhibit Divine Test results 10-15: #5 &/or #6 (75% chance for each); SV Fort +12, Ref +22, Will +12; AL C 


Aphrodite Encounters

1d4
1. The party encounters an outstandingly attractive woman. She is (roll 1d6): [1] walking by, [2] lounging, [3] looking for a ‘big, strong hero’, [4] looking to make a scene, [5] bathing, [6] sleeping (50% chance of being nude).

If interacted with, the woman turns out to be a (roll 1d10):
   [1] normal, albeit gorgeous peasant woman
   [2] porna (low-class prostitute)
   [3] hetaera (high-class prostitute
   [4] priestess of Aphrodite
   [5] noblewoman
   [6] witch
   [7] nymph (see Volume I)
   [8] enticing nature, fey, or fair maiden spirit (see Volume II)
   [9] siren
   [10] Avatar of Aphrodite

See Volume I to generate What is So Attractive about her (from the table of that name). In any case, the party’s reaction will make things turn out either pretty or not so pretty.

2. Someone slips an aphrodisiac into a random party member’s drink, compelling them to approach the next remotely appropriate individual they see. Unless already known, that individual will have a Charisma (or Personality or Comeliness) score of 1d20, so there’s a good 25% chance that they won’t regret it later.

3. A place of remarkable beauty is found. Along with it being a Node (see Volume II), those there can ask Aphrodite to have someone fall in love with them. There’s a base 10% chance of her granting the request, along with a base 75% chance of her causing the petitioner to undergo one of her divine tests.

4. Harkening to the sounds of soft moaning and sighs, the party comes upon a very striking entourage. As they enter deeper into the midst of the nude, pleasuring crowd of breathtaking women with ample bosoms and butter-supple loins (and their assistants), it will likely become increasingly harder for them to pull away (roll 1d10 or assign as needed):
   [1-2] 2d3 priestesses of Aphrodite
   [3] 2d4 male guardians (50% chance of being satyrs)
   [4] 3d4 nymphs (see Volume I)
   [5] 2d2 erotic spirits (fair maidens, fey, or nature spirits- see Volume II)
   [6-8] 4d4 hot, mortal women (75% chance of being faithful worshippers of Aphrodite, otherwise they will follow Venus, Freya, Ishtar, or even Unharmonia!)
   [9] 1d3 sirens
   [10] an Aphrodite Avatar (50% chance of riding a crimson shell)


Next week: some titanic power with wizards of Cronos, Part I!