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[DCC] Carousing - Paramour Table
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<blockquote data-quote="CapnZapp" data-source="post: 9342689" data-attributes="member: 12731"><p>I've already mentioned the primary purpose of using this table - to give specific details about who you carouse with for the night (or week!). A secondary, but still important, purpose, is to supplant or even replace the need for handing out Luck points at the end of adventures. In other words, many results here grant a Luck point.</p><p></p><p>Specific instructions:</p><p>1) first roll on your regular carousing table</p><p><em>I'm personally fond of the Knights of the North set of four carousing tables for general use, or arcane research, larcenous behavior, or devoted prayer (i.e. the Warrior, Wizard, Thief, and Cleric tables), and you can consider the combination of those four with this one playtested <img src="https://goodman-games.com/forums/images/smilies/icon_smile.gif" alt=":)" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></em></p><p></p><p>2) now to randomize a Paramour for that carousing event. Choose a column: "male", "???" or "female". "???" can mean a monstrous encounter, or it can simply mean the paramour is entirely human but described in gender-neutral language. Either way, you get to choose yourself. I guess you can call it a clumsy way of offering more than your regular bigendered options.</p><p></p><p>3) roll d30, adding your Personality modifier. If your regular carousing table indicated an especially successful or up-scale carousing event, roll d20+10. If your regular carousing table indicated an especially unfortunate or low-brow carousing event, roll d20.</p><p></p><p>4) apply results, meaning it is now up to the Judge and player to tell a story that marries the Paramour to the carousing event in a satisfactory manner.</p><p></p><p>There are a few results that merit explanation: the classes of Cultist, Raider and Soldier represent the regular DCC classes Elf, Halfling and Dwarf respectively, but lightly reskinned for a Sword & Sorcery campaign world with only human characters:</p><p>[SPOILER="Cultists, Raiders, and Soldiers"]</p><p>In summary, here is my take on the Cultist/Pirate/Soldier rule suggestion from the excellent "Death Slaves of Eternity" scenario by Marzio Muscedere:</p><p></p><p>Cultist: as Elf, except:</p><p><strong>Chosen:</strong> Nobody chooses to become a cultist. The choice is made for you. For each character that reaches level 1 the player may roll a d6. If you roll anything but a 6, the Cultist class remains permanently unavailable for that character.</p><p><strong>Hit points:</strong> same (d6)</p><p><strong>Weapons training:</strong> worse (blowgun, crossbow, club, dagger, dart, handaxe, shortbow, short sword, and staff). Cultists aren't trained warriors the way Elves are. Mithril equipment does not exist in the campaign, and Cultists gain no special equipment. Cultists do get a sacrificial dagger used in rites (not worth more or better than a regular dagger)</p><p><strong>Alignment:</strong> neutral or chaotic alignment only, since there exists no Lawful entities interested in patronage. Neutral Cultists serve uncaring and distant but immensely powerful entities. Chaotic Cultists serve depraved entities actively seeking the undoing of Man. If you are interested in serving a benign or non-corrupting entity, choose the Shaman (Cleric) or Wizard classes.</p><p><strong>Magic:</strong> Each Cultist <em>must</em> take a Patron, and all Patrons use you as a tool for corruption. (Without a Patron, you are not a Cultist, you're a regular, possibly deluded or desperate, human) Chaotic Cultists use Personality for spellcasting. Neutral Cultists keep using Intelligence for spellcasting.</p><p><strong>Infravision:</strong> chaotic Cultists can see in the dark up to 60’. Neutral Cultists gain no special vision. There is a price of having an active Patron - having your Patron be distant and unfathomable is a good thing...</p><p><strong>Immunities:</strong> as humans, Cultists have no special immunities</p><p><strong>Vulnerabilities:</strong> Cultists all have taboos, dislikes or deficiencies that can make them vulnerable in certain social situations. Examples include a repulsive diet, an overpowering substance addiction, a twisted or unnatural body part, or social taboos such as "refuses to discuss the future", "unexpected clothing taboo" or "must always lie to anyone covering their face". Another one is "aversion to sunlight". This needn't be a physical allergy, it can simply be a psychological phobia. I have an entire list, and force my Cultist players to roll for their taboos randomly.</p><p>Heightened Senses: as Elf. Personally, I simply tell the Cultist player he or she has found a secret door. (I guess I don't see the point in un-found secret doors)</p><p></p><p>Raider: as Halfling, except:</p><p>Call yourself Raider, Marauder or Pirate depending on the availability of major rivers or bodies of water.</p><p><strong>Hit points:</strong> same (d6)</p><p><strong>Weapons Training:</strong> better (club, crossbow, dagger, dart, flail, handaxe, javelin, longsword, mace, shortbow, short sword, and spear). Raiders are full-length humans with some martial training. Raiders can wear armor, but usually favors speed over protection.</p><p><strong>Alignment:</strong> Raiders are naturally chaotic, but there exists neutral and even lawful raiders.</p><p><strong>Two-weapon Fighting:</strong> as Halfling</p><p><strong>Skilled:</strong>: Raiders may choose any two Thief skills (not just sneak silently and/or hide in shadows) except Backstab. As humans, Raiders are flexible, and one Raider might excel at spycraft while another excels at acrobatic swashbucklery.</p><p><strong>Speed:</strong> Raiders are full-length humans. In addition, their acrobatic nature and quick reactions grant them a Speed of 40'.</p><p><strong>Stealth:</strong> as Halfling</p><p><strong>Good luck charm:</strong> as Halfling, except the Raider gains a bonus equal to his level to his roll (minimum +2) for every 1 point of Luck expended.</p><p><strong>Greed:</strong> A raider can smell the direction of a strong concentration of gold or gems within 100’.</p><p></p><p>As you can see, the Raider is upgraded in fairly significant ways: better effect of good luck charm, high speed, and a reasonable version of the Dwarf's gold-seeking ability (I consider the rulebook version, which requires the Judge to know the precise location of every single gold piece in the entire dungeon, to be unplayable). These changes stem from the fact that the class no longer represent possibly the most special people in all of fantasy. As a Halfling, nobody expects you to be a hero or maybe even be able to take care of yourself. As a Raider, the class needs to support at least some expectations of being an "action hero".</p><p></p><p>Soldier: as Dwarf, except:</p><p><strong>Command training:</strong> Soldiers are practiced at working in groups as well as giving (and following) orders. All Soldiers have the Command skill. Unlike Intimidate Command does not breed resentment. Unlike Persuasion, Command achieves quick results even when the target is unwilling. As you would expect, this is a Personality-based skill for most people. However, Soldiers may use Strength instead.</p><p><strong>Male profession:</strong> This world only considers males to be culturally appropriate for soldier training. (Females can still be Soldiers, in the mold of "Mulan - Warrior Princess")</p><p><strong>Weapon training:</strong> Soldiers are regular humans with no special weapons preferences. Soldiers wear and use whatever armor and weapons they can afford or scavenge.</p><p><strong>Alignment:</strong> While Soldiers can have any alignment, most have an affinity for structure and hierarchy, and thus are Lawful.</p><p><strong>Infravision:</strong> Soldiers are regular humans and can't see in the dark.</p><p><strong>Speed:</strong> Soldiers are full-length humans, with Speed 30'. At least, before taking heavy armor into account.</p><p><strong>Underground Skills:</strong> Soldiers have no particular skills underground.</p><p>[/SPOILER]</p><p></p><p>Welp, that's it. I welcome any feedback - from misspellings to suggestions that clarify results.</p><p></p><p>Edit: Now this thread lives on at ENWorld.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 9342689, member: 12731"] I've already mentioned the primary purpose of using this table - to give specific details about who you carouse with for the night (or week!). A secondary, but still important, purpose, is to supplant or even replace the need for handing out Luck points at the end of adventures. In other words, many results here grant a Luck point. Specific instructions: 1) first roll on your regular carousing table [I]I'm personally fond of the Knights of the North set of four carousing tables for general use, or arcane research, larcenous behavior, or devoted prayer (i.e. the Warrior, Wizard, Thief, and Cleric tables), and you can consider the combination of those four with this one playtested [IMG alt=":)"]https://goodman-games.com/forums/images/smilies/icon_smile.gif[/IMG][/I] 2) now to randomize a Paramour for that carousing event. Choose a column: "male", "???" or "female". "???" can mean a monstrous encounter, or it can simply mean the paramour is entirely human but described in gender-neutral language. Either way, you get to choose yourself. I guess you can call it a clumsy way of offering more than your regular bigendered options. 3) roll d30, adding your Personality modifier. If your regular carousing table indicated an especially successful or up-scale carousing event, roll d20+10. If your regular carousing table indicated an especially unfortunate or low-brow carousing event, roll d20. 4) apply results, meaning it is now up to the Judge and player to tell a story that marries the Paramour to the carousing event in a satisfactory manner. There are a few results that merit explanation: the classes of Cultist, Raider and Soldier represent the regular DCC classes Elf, Halfling and Dwarf respectively, but lightly reskinned for a Sword & Sorcery campaign world with only human characters: [SPOILER="Cultists, Raiders, and Soldiers"] In summary, here is my take on the Cultist/Pirate/Soldier rule suggestion from the excellent "Death Slaves of Eternity" scenario by Marzio Muscedere: Cultist: as Elf, except: [B]Chosen:[/B] Nobody chooses to become a cultist. The choice is made for you. For each character that reaches level 1 the player may roll a d6. If you roll anything but a 6, the Cultist class remains permanently unavailable for that character. [B]Hit points:[/B] same (d6) [B]Weapons training:[/B] worse (blowgun, crossbow, club, dagger, dart, handaxe, shortbow, short sword, and staff). Cultists aren't trained warriors the way Elves are. Mithril equipment does not exist in the campaign, and Cultists gain no special equipment. Cultists do get a sacrificial dagger used in rites (not worth more or better than a regular dagger) [B]Alignment:[/B] neutral or chaotic alignment only, since there exists no Lawful entities interested in patronage. Neutral Cultists serve uncaring and distant but immensely powerful entities. Chaotic Cultists serve depraved entities actively seeking the undoing of Man. If you are interested in serving a benign or non-corrupting entity, choose the Shaman (Cleric) or Wizard classes. [B]Magic:[/B] Each Cultist [I]must[/I] take a Patron, and all Patrons use you as a tool for corruption. (Without a Patron, you are not a Cultist, you're a regular, possibly deluded or desperate, human) Chaotic Cultists use Personality for spellcasting. Neutral Cultists keep using Intelligence for spellcasting. [B]Infravision:[/B] chaotic Cultists can see in the dark up to 60’. Neutral Cultists gain no special vision. There is a price of having an active Patron - having your Patron be distant and unfathomable is a good thing... [B]Immunities:[/B] as humans, Cultists have no special immunities [B]Vulnerabilities:[/B] Cultists all have taboos, dislikes or deficiencies that can make them vulnerable in certain social situations. Examples include a repulsive diet, an overpowering substance addiction, a twisted or unnatural body part, or social taboos such as "refuses to discuss the future", "unexpected clothing taboo" or "must always lie to anyone covering their face". Another one is "aversion to sunlight". This needn't be a physical allergy, it can simply be a psychological phobia. I have an entire list, and force my Cultist players to roll for their taboos randomly. Heightened Senses: as Elf. Personally, I simply tell the Cultist player he or she has found a secret door. (I guess I don't see the point in un-found secret doors) Raider: as Halfling, except: Call yourself Raider, Marauder or Pirate depending on the availability of major rivers or bodies of water. [B]Hit points:[/B] same (d6) [B]Weapons Training:[/B] better (club, crossbow, dagger, dart, flail, handaxe, javelin, longsword, mace, shortbow, short sword, and spear). Raiders are full-length humans with some martial training. Raiders can wear armor, but usually favors speed over protection. [B]Alignment:[/B] Raiders are naturally chaotic, but there exists neutral and even lawful raiders. [B]Two-weapon Fighting:[/B] as Halfling [B]Skilled:[/B]: Raiders may choose any two Thief skills (not just sneak silently and/or hide in shadows) except Backstab. As humans, Raiders are flexible, and one Raider might excel at spycraft while another excels at acrobatic swashbucklery. [B]Speed:[/B] Raiders are full-length humans. In addition, their acrobatic nature and quick reactions grant them a Speed of 40'. [B]Stealth:[/B] as Halfling [B]Good luck charm:[/B] as Halfling, except the Raider gains a bonus equal to his level to his roll (minimum +2) for every 1 point of Luck expended. [B]Greed:[/B] A raider can smell the direction of a strong concentration of gold or gems within 100’. As you can see, the Raider is upgraded in fairly significant ways: better effect of good luck charm, high speed, and a reasonable version of the Dwarf's gold-seeking ability (I consider the rulebook version, which requires the Judge to know the precise location of every single gold piece in the entire dungeon, to be unplayable). These changes stem from the fact that the class no longer represent possibly the most special people in all of fantasy. As a Halfling, nobody expects you to be a hero or maybe even be able to take care of yourself. As a Raider, the class needs to support at least some expectations of being an "action hero". Soldier: as Dwarf, except: [B]Command training:[/B] Soldiers are practiced at working in groups as well as giving (and following) orders. All Soldiers have the Command skill. Unlike Intimidate Command does not breed resentment. Unlike Persuasion, Command achieves quick results even when the target is unwilling. As you would expect, this is a Personality-based skill for most people. However, Soldiers may use Strength instead. [B]Male profession:[/B] This world only considers males to be culturally appropriate for soldier training. (Females can still be Soldiers, in the mold of "Mulan - Warrior Princess") [B]Weapon training:[/B] Soldiers are regular humans with no special weapons preferences. Soldiers wear and use whatever armor and weapons they can afford or scavenge. [B]Alignment:[/B] While Soldiers can have any alignment, most have an affinity for structure and hierarchy, and thus are Lawful. [B]Infravision:[/B] Soldiers are regular humans and can't see in the dark. [B]Speed:[/B] Soldiers are full-length humans, with Speed 30'. At least, before taking heavy armor into account. [B]Underground Skills:[/B] Soldiers have no particular skills underground. [/SPOILER] Welp, that's it. I welcome any feedback - from misspellings to suggestions that clarify results. Edit: Now this thread lives on at ENWorld. [/QUOTE]
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