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In Defence of Chickens - DCC RPG (OOC)

JustinCase

the magical equivalent to the number zero
Erm, a gongfarmer is not really a farmer. You can learn more about them in this blog about obsolete professions. It's an appropriate job for the character with the spectacularly low Luck score!
Wow, I would never have thought. Drawbacks of being a non-native speaker of English. I like that information; I can see that guy being Jack, the rather timid nightowl who is often forgotten by the other villagers.
 

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TheAlkaizer

Game Designer
0-level Occupation: Orphan
Strength: 6 (-1)
Agility: 10 (0)
Stamina: 12 (0)
Personality: 7 (-1)
Intelligence: 14 (+1)
Luck: 11 (0)

AC: 10; HP: 4
Weapon: Club -1 (1d4-1)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: -1

Equipment: Flask - empty (3 cp)
Trade good: Rag doll
Starting Funds: 34 cp
Lucky sign: Seventh son (Spell checks) (+0)
Languages: Common, Hobgoblin

0-level Occupation: Healer
Strength: 12 (0)
Agility: 9 (0)
Stamina: 10 (0)
Personality: 9 (0)
Intelligence: 12 (0)
Luck: 15 (+1)

AC: 10; HP: 1
Weapon: Club +0 (1d4)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: 0

Equipment: Torch (1 cp)
Trade good: Holy water (1 vial)
Starting Funds: 36 cp
Lucky sign: Conceived on horseback (Mounted attack rolls) (+1)
Languages: Common

0-level Occupation: Scribe
Strength: 7 (-1)
Agility: 9 (0)
Stamina: 13 (+1)
Personality: 10 (0)
Intelligence: 9 (0)
Luck: 5 (-2)

AC: 10; HP: 4
Weapon: Dart +0 (1d4-1)
Speed: 20; Init: 0; Ref: 0; Fort: 1; Will: 0

Equipment: Grappling hook (1 gp)
Trade good: Parchment (10 sheets)
Starting Funds: 28 cp
Lucky sign: Wild child (Speed, each +1 = +5' speed) (-2)
Languages: Common

0-level Occupation: Alchemist
Strength: 14 (+1)
Agility: 13 (+1)
Stamina: 9 (0)
Personality: 10 (0)
Intelligence: 12 (0)
Luck: 12 (0)

AC: 11; HP: 1
Weapon: Staff +1 (1d4+1)
Speed: 30; Init: 1; Ref: 1; Fort: 0; Will: 0

Equipment: Mirror - hand-sized (10 gp)
Trade good: Oil (1 flask)
Starting Funds: 37 cp
Lucky sign: Lived through famine (Fortitude saving throws) (+0)
Languages: Common
 

thirdkingdom

Adventurer
Publisher
Generator Settings
Source: Rulebook | Roll Mode: 3d6 | HP: normal | Augur: normal

0-level Occupation: Halfling glovemaker
Strength: 15 (+1)
Agility: 7 (-1)
Stamina: 8 (-1)
Personality: 7 (-1)
Intelligence: 6 (-1)
Luck: 13 (+1)

AC: 9; HP: 1
Weapon: Awl (as dagger) +1 (1d4+1)
Speed: 20; Init: -1; Ref: -1; Fort: -1; Will: -1

Equipment: Sack (small) (8 cp)
Trade good: Gloves (4 pairs)
Starting Funds: 31 cp
Lucky sign: The Broken Star (Fumbles) (+1)
Languages: Common
Racial Traits: Halfling ability: Infravision

Generator Settings
Source: Rulebook | Roll Mode: 3d6 | HP: normal | Augur: normal

0-level Occupation: Dwarven blacksmith
Strength: 9 (0)
Agility: 10 (0)
Stamina: 12 (0)
Personality: 14 (+1)
Intelligence: 16 (+2)
Luck: 13 (+1)

AC: 10; HP: 4
Weapon: Hammer (as club) +0 (1d4)
Speed: 20; Init: 0; Ref: 0; Fort: 1; Will: 1

Equipment: Backpack (2 gp)
Trade good: Mithril (1 oz.)
Starting Funds: 15 cp
Lucky sign: Lived through famine (Fortitude saving throws) (+1)
Languages: Common, Dwarf, Bugbear, Troglodyte
Racial Traits: Dwarven ability: Infravision

Generator Settings
Source: Rulebook | Roll Mode: 3d6 | HP: normal | Augur: normal

0-level Occupation: Dwarven miner
Strength: 13 (+1)
Agility: 8 (-1)
Stamina: 14 (+1)
Personality: 8 (-1)
Intelligence: 10 (0)
Luck: 10 (0)

AC: 9; HP: 4
Weapon: Pick (as club) +1 (1d4+1)
Speed: 20; Init: -1; Ref: -1; Fort: 1; Will: -1

Equipment: Holy water (1 vial) (25 gp)
Trade good: Lantern
Starting Funds: 40 cp
Lucky sign: Fox's cunning (Find/disable traps) (+0)
Languages: Common, Dwarf
Racial Traits: Dwarven ability: Infravision

Generator Settings
Source: Rulebook | Roll Mode: 3d6 | HP: normal | Augur: normal

0-level Occupation: Elven navigator
Strength: 12 (0)
Agility: 11 (0)
Stamina: 13 (+1)
Personality: 7 (-1)
Intelligence: 14 (+1)
Luck: 14 (+1)

AC: 10; HP: 5
Weapon: Shortbow +0 (1d6)
Speed: 30; Init: 0; Ref: 0; Fort: 1; Will: -1

Equipment: Flint and steel (15 cp)
Trade good: Spyglass
Starting Funds: 20 cp
Lucky sign: Raised by wolves (Unarmed attack rolls) (+1)
Languages: Common, Elf, Harpy
Racial Traits: Elven traits: Heightened senses, iron vulnerability
 
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Found this from Justincase, thanks. Here's some fodder, I mean, characters.

Strength: 15 (+1)
Agility: 12 (0)
Stamina: 15 (+1)
Personality: 12 (0)
Intelligence: 10 (0)
Luck: 11 (0)

AC: 10; HP: 5
Weapon: Scissors (as dagger) +1 (1d4+1)
Speed: 30; Init: 0; Ref: 0; Fort: 1; Will: 0

Equipment: Chest - empty (2 gp)
Trade good: Candles (20)
Starting Funds: 32 cp
Lucky sign: Harsh winter (All attack rolls) (+0)
Languages: Common, Elf
Racial Traits: Elven traits: Heightened senses, iron vulnerability

Strength: 13 (+1)
Agility: 17 (+2)
Stamina: 6 (-1)
Personality: 15 (+1)
Intelligence: 10 (0)
Luck: 10 (0)

AC: 12; HP: 2
Weapon: Dagger +1 (1d4+1)
Speed: 30; Init: 2; Ref: 2; Fort: -1; Will: 1

Equipment: Rations (1 day) (5 cp)
Trade good: Spyglass
Starting Funds: 27 cp
Lucky sign: Path of the bear (Melee damage rolls) (+0)
Languages: Common

Strength: 8 (-1)
Agility: 10 (0)
Stamina: 11 (0)
Personality: 17 (+2)
Intelligence: 7 (-1)
Luck: 12 (0)

AC: 10; HP: 1
Weapon: Club -1 (1d4-1)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: 2

Equipment: Rope - 50' (25 cp)
Trade good: Holy water (1 vial)
Starting Funds: 34 cp
Lucky sign: Righteous heart (Turn unholy checks) (+0)
Languages: Common

Strength: 9 (0)
Agility: 15 (+1)
Stamina: 12 (0)
Personality: 12 (0)
Intelligence: 11 (0)
Luck: 12 (0)

AC: 11; HP: 4
Weapon: Dagger +0 (1d4)
Speed: 30; Init: 1; Ref: 1; Fort: 0; Will: 0

Equipment: Grappling hook (1 gp)
Trade good: Parchment and quill pen
Starting Funds: 47 cp
Lucky sign: The Broken Star (Fumbles) (+0)
Languages: Common, Elf
Racial Traits: Elven traits: Heightened senses, iron vulnerability
 
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FitzTheRuke

Legend
If you're still up this game @FitzTheRuke , please shoot us over your characters and we can get this rolling.
Sorry, I've just been swamped last few days. My family of four (and a dog) moved out of our condo, but our new one is not finished construction, so we're couch-surfing. It's pure hell. I do want to play, though. Things will calm down very soon. If I don't post 'em by tomorrow, feel free to let jmmuchiello take my place.
 

FitzTheRuke

Legend
Darn it, I just can't find the time right now. I'll probably have plenty of time next week, but I'm just too busy right this second. I don't want to hold things up any more than I already have, so maybe @jmucchiello should take my place. After all, he's got characters ready to go.

Shoot me a message if anyone drops out and you need someone to jump in.
 

turnip_farmer

Adventurer
No worries, I understand what it's like to be busy!

@JustinCase @theCourier @TheAlkaizer @thirdkingdom and @jmucchiello , we have our mob of peasants assembled.

A halfling mariner
A corn farmer
Jack the gongfarmer (L)
Calvin Littlebrook the halfling haberdasher (L)
Koby the orphan (L)
Fleetfoot Mac the squire (L)
Alice the miller (C)
Talia Eastmoor the noble (N)
Wenzel the orphan
Margrit the healer
Edelgard the scribe
Markus the alchemist
A halfling glovemaker
A dwarven alchemist
A dwarven mine
An elven navigator
An elven chandler
An astrologer
A healer
An elven sage

Please share with us names and alignments for those who don't have them yet, and we're about set!

A quick note on alignment. Alignment is not just a label in this game – the gods are real and engaged in a genuine cosmic struggle. Alignment impacts the game, and mixed-alignment parties can cause complications. The most obvious and most likely to come up in play is that clerical healing is less effective on characters of opposed alignment.

Now, I am in no way saying you cannot have chaotic characters. DCC's probably not the game to play if you want a world without complications. Just want to make sure you're making the decision with open eyes.
 



TheAlkaizer

Game Designer
Please share with us names and alignments for those who don't have them yet, and we're about set!
I'm not sure what the others are going to go for, but I feel it'll be more interesting to be something else than neutral (as I often play in D&D). Thus, Margrit, Wenzel, Edelgard and Markus are all going to be of lawful alignment!
 


JustinCase

the magical equivalent to the number zero
Lawful feels good. Here’s the names for my characters:

Billy Happy, halfling riverboat sailor (Lawful)
Granny Grain (Esmee Grayn), corn farmer (Lawful)
Jack the Gongfarmer (Lawful)
Calvin Littlebrook, the halfling haberdasher (Lawful)
 



turnip_farmer

Adventurer
It'll be this afternoon before I can get names up.
No worries.

While we're waiting on that, a quick bit of housekeeping.

For dice rolls, please use CoyoteCode per Justincase's suggestion. It's free, no registration required. Please use a consistent name for each character's rolls so I can set my mind at rest when you roll seven natural 20s in a row.

OOC comments and dice rolls in the IC thread should be hidden behind spoilers.

In the interests of saving time, I will sometimes roll on your behalf (initiative rolls, for example). When I'm playing at a table, I'm very strict on 'don't roll until I tell you to' rules; but for this format go ahead and roll preemptively when the roll seems obvious. You can generally take it for granted that 'I hit him with my axe' will require an melee attack roll, for example.

I'm going to assume at the beginning that you're all in a huddled mob. Please be explicit if you want your characters to adopt a specific place in the huddle (front, back, middle etc); or if you want to do something else. Otherwise I'll just randomly decide who the fireball trap hits your positioning.
 

turnip_farmer

Adventurer
As we're only a few names short of a posse, I went ahead and kicked things off over in the Play by Post forum.

If you need a reminder what your motley band of peasants are up to, reread this post. Then head over to the IC thread, and let me know what you want to do!
 


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