Tall's Portal Under the Starts [DCC] - OOC- Closed

TallIan

Explorer
I participated in the open game development of the system. It did not turn out to be the old school heartbreaker I was looking for. :)

I found that playing was kind of like my first few games - possibly because it's hard to feel like you are making poor choices when so much is randomised. But I have to agree, they have put a LOT of complexity behind the screen that doesn't feel anything like old school.
 

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TallIan

Explorer
I also was part of the open game development. I've also published a 3pp module "Wrath of the Frost Queen", though it's less of a one shot than standard DCC modules. I've played some successful pbp games with it, too! It is designed with a sense of what the author enjoys about RPGs, and that's a great way to make a game. It inspired me to try my hand at my own game, with the same idea: make the game I'd want to run/play. And it got me to try my hand at publishing modules.

There's a random generator at Purple Sorcerer games. It's got options for making up 4+ characters at a time, plus different styles of character sheets.

Dammit, I didn't see this until after my post. Feel free to use this for char gen if you like.
 

tglassy

Adventurer
Strength 4 - Add your modifier to melee attacks and damage rolls
Agility 10 - Affects AC, ranged attack, initiative and reflex saves
Stamina 10 - Add modifier to HP
Personality 10 - Affects Will saves and cleric spells.
Intelligence 8 Affects known languages, Important for Wizards
Luck 12 - Affects several abilities based on class. Can be gained/lost during the game. Thieves are particularly affected by luck. Roll 1d30+luck modifier to gain a specific affect

Additionally:
Roll 1d4+Stamina for for HP (Minimum of one) [roll0]
Roll 5d12 copper pieces [roll1]
0XP
Roll 1d24 for a piece of equipment* [roll2]
Roll % for occupation* This will determine your possessions and weapon training [roll3]
+0 modifier to attack rolls and saving throws
1d4 fumble die [roll4]
Choose a name. TBD
 



tglassy

Adventurer
Ok, it keeps changing what's on the card? The four that show up when I click that aren't the four that I saved on my computer?
 



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

Jared Sinolen
Alignment: Chaos
0-level Occupation: Hunter
Strength: 9 (0)
Agility: 10 (0)
Stamina: 7 (-1)
Personality: 14 (+1)
Intelligence: 13 (+1)
Luck: 18 (+3)

AC: 10; HP: 3
Weapon: Shortbow +0 (1d6)
Speed: 30; Init: 0; Ref: 0; Fort: -1; Will: 1

Equipment: Torch (1 cp)
Trade good: Deer pelt
Starting Funds: 33 cp
Lucky sign: Righteous heart (Turn unholy checks) (+3)
Languages: Common, Bugbear

Dara Pendleton
Alignment: Neutral
0-level Occupation: Ropemaker
Strength: 13 (+1)
Agility: 9 (0)
Stamina: 12 (0)
Personality: 11 (0)
Intelligence: 12 (0)
Luck: 12 (0)

AC: 10; HP: 2
Weapon: Knife (as dagger) +1 (1d4+1)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: 0

Equipment: Sack (small) (8 cp)
Trade good: Rope (100')
Starting Funds: 30 cp
Lucky sign: Bountiful harvest (Hit points, applies each level) (+0)
Languages: Common

Marqe Fineland the Younger
Alignment: Lawful
0-level Occupation: Squire
Strength: 12 (0)
Agility: 12 (0)
Stamina: 10 (0)
Personality: 15 (+1)
Intelligence: 6 (-1)
Luck: 17 (+2)

AC: 10; HP: 4
Weapon: Longsword +0 (1d8)
Speed: 30; Init: 0; Ref: 0; Fort: 0; Will: 1

Equipment: Flint and steel (15 cp)
Trade good: Steel helmet
Starting Funds: 22 cp
Lucky sign: Hawkeye (Missile fire damage rolls) (+2)
Languages: Common

Broc Fist
Alignment: Chaos
0-level Occupation: Caravan guard
Strength: 9 (0)
Agility: 14 (+1)
Stamina: 10 (0)
Personality: 12 (0)
Intelligence: 10 (0)
Luck: 15 (+1)

AC: 11; HP: 4
Weapon: Short sword +0 (1d6)
Speed: 30; Init: 1; Ref: 1; Fort: 0; Will: 0

Equipment: Flask - empty (3 cp)
Trade good: Linen (1 yard)
Starting Funds: 29 cp
Lucky sign: Four-leafed clover (Find secret doors) (+1)
Languages: Common

Luther Willow
Alignment: Neutral
0-level Occupation: Ditch digger
Strength: 12 (0)
Agility: 7 (-1)
Stamina: 10 (0)
Personality: 10 (0)
Intelligence: 13 (+1)
Luck: 9 (0)

AC: 9; HP: 4
Weapon: Shovel (as staff) +0 (1d4)
Speed: 30; Init: -1; Ref: -1; Fort: 0; Will: 0

Equipment: Pole - 10-foot (15 cp)
Trade good: Fine dirt (1 lb.)
Starting Funds: 28 cp
Lucky sign: Born on the battlefield (Damage rolls) (+0)
Languages: Common, Alignment



I love that the ditch digger has "fine dirt" as his trade good.
 

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