Wednesday, February 13, 2019

Clerics of Columbia, Part II

Even semi-deified spirits of place can test their faithful.

1-4. This land may seem like your land, but it’s actually Columbia’s. Wherever the cleric is when this test takes place will cause a -3d4 penalty to all of her rolls for the next 1d6 hours. Staying away from that type of place will remove the penalty too, knowing that land was made for you and her.

5-9. To better prove her independence, the cleric is compelled to go to one of the place types sacred to Columbia in Part I. Determine which one it is at random. Then, whether it’s a place of Amber Grain or Last Gleaming, roll 1d6 to see what she must do when she gets there, a process typically taking 1d6 hours along with any other rolls as determined by the Referee.
[1] Harvest its bounty.
[2] Guard it for future harvest of its bounty.
[3] Conquer it so it can be guarded for future harvest of its bounty.
[4] Defeat some other tyranny there while singing patriotic songs.
[5] Sew a flag, make too much food, purchase too much, and/or be overly noisy.
[6] Have a meeting with at least 3d4 individuals devoted to liberty for those who deserve it.

10-15. Columbia decides to change her cleric, making her tied to a homeland forever. Determine what type of place it is at random from Part I. From now on, she’ll always experience Columbia’s magical side-effects whenever she goes there or its opposite, even if she doesn’t cast a spell. For example, if Columbia blessed her cleric with Fruited Plain, then she would gain 2 Intelligence for as long as she was on a plain or amongst fruits, but also lose 2 Intelligence if she was on a very uneven surface or sterile area.

What is more, if the cleric happens to cast a spell at that type of place and gets the matching side-effect, then it is tripled for the duration. Of course, the same would proudly go for the opposing place, as well. In any case, at least she’ll know she’s free.

16-17. Columbia cleric: stay away from me! Strangely, not all appreciate the intense striving for liberty and bounty that Columbia champions. As a result, for the next 2d4 hours, all who encounter the cleric and aren’t followers of Columbia have a 50% chance of attacking her on sight, screaming such things as ‘Death to Columbia!’ and other profanities. It may be up to the cleric to preemptively ‘shock and awe’ them before they get the chance.

18+ Bye-bye, Miss Columbia pie... The cleric becomes nostalgic for the good old days when liberty didn’t mean tyrannical licentiousness and using the land didn’t become a gluttonous, free-for-all catastrophe. Consequently, she loses access to all of her powers for 1 day per divine test result over 17. Hopefully, she’ll recover then, otherwise it just might be the day that she’ll perish.


DCC RPG Conversion notes:
Referee= Judge


Next week: clerics of Columbia, Part III!