Showing posts with label DCC RPG. Show all posts
Showing posts with label DCC RPG. Show all posts

Sunday, 3 January 2016

Rings of Power

Rings of Power 















The creation of a ring of power is a 3rd level spell very much like sword magic and utilizes the same general process and the same charts as noted below. In general the following (it's the same as the one used for sword magic) is used for the spell check:

1: Lost and corruption. 

2-15: Lost. Failure. 
16-17: Per below and table 8-4. 
18-21: Per below and table 8-4. 
22-23: Per below and table 8-4. 
24-26: Per below  and table 8-4. 
27-31: Per below and table 8-4. 
32-33: Per below and table 8-4. 
34-35: Per below  and table 8-4. 
36+: Per below and table 8-4.


Forging the Ring

At the very least the forging of a ring of power requires a working forge and involves one day of intense ritualized work and 100 gp multipled by the spell check rolled. Thus if a 24 is rolled it's going to take 24 days and cost 2400 gold. The Judge is free to determine that more powerful rings of power require the use of specialized forges or strange and exotic materials that the cleric has to quest for.

The Basic Enhancement

Just like in sword magic, the clerics level determines the maximum possible effectiveness of the ring: CL5 = +1, CL6 = +2, CL7 = +3, CL8 = +4, CL10 = +5. The cleric has to make a spell check and compare the result to the sword magic related table in the core book, Table 8-4, to determine the “plus” of the ring, it's intelligence, and how it communicates (ignore all other fields in that chart). Rings of power forged by a cleric of Daenthar are always lawful or neutral, never chaotic.

The Ability

Unlike swords the 'plus' the ring grants is granted to a single ability score and boosts that ability score while the ring is worn. Use the following chart to determine which ability score the ring is tied to:
'plus'
Ability Score
1
Roll randomly: 1d5 (1) strength (2) agility (3) stamina (4) personality (5) intelligence
2
Roll randomly: 1d6 (1) strength (2) agility (3) stamina (4) personality (5) intelligence (6) luck
3
Cleric chooses.
4
Cleric chooses.
5
Cleric chooses.


Flaw

Unlike sword magic where the created magic weapon contains a special purpose which it communicates to it's user through urges which may require the PC to make apposed intelligence checks to ignore, rings of power amplify flaws apparent in the PC. The PC or Judge must select one flaw or personal weakness such as greed, pride, anger, paranoia, etc. The PC must make an apposed intelligence check to resist the flaw when an opportunity presents itself or is a likely response.

Special Power

In addition to its ability bonus, the ring grants the wearer one special power usable a number of times per day equal to its 'plus'. If the ring grants a spell like power that allows the caster to target someone the target is automatically whomever is wearing the ring.


Roll
Power
1-6
Read Magic at spell check of 1d10+11.
7-12
Magic Shield at spell check of 1d10+11.
13-18
Feather Fall at spell check of 1d10+11.
19-24
Comprehend Languages at spell check of 1d10+11.
25-29
Ekim's Mysical Mask at spell check of 1d10+11.
30-34
Detect Evil at spell check of 1d10+11.
35-39
Detect magic at spell check of 1d10+11.
40-44
Enlarge at spell check of 1d10+11.
45-49
Darkness at spell check of 1d10+11.
50-54
Protection from Evil at spell check of 1d10+11.
55-58
Locate object at spell check of 1d10+13.
59-62
Levitate at spell check of 1d10+13.
63-66
Fire Resistance at spell check of 1d10+13.
67-70
Detect Invisible at spell check of 1d10+13.
71-74
ESP at spell check of 1d10+13.
75-78
Strength at spell check of 1d10+13.
79-82
Invisibility at spell check of 1d10+13.
83-85
Planar Step at spell check of 1d10+15.
86-88
Fly at spell check of 1d10+15.
89-91
Water Breathing at spell check of 1d10+15.
92-93
Transmute Earth at spell check of 1d10+17.
94-95
Wizard Sense at spell check of 1d10+17.
96-97
Control Ice at spell check of 1d10+17.
98-99
Control Fire at spell check of 1d10+17.
00
Magic Bulwark at spell check of 1d10+17.

Saturday, 2 January 2016

Divine Aid Considerations

Divine Aid Considerations



I generally regard divine aid a bit differently from the core rulebook. While the core book does well to stress that calling upon divine aid should not be done lightly the examples in the core rulebook listed on Table 7-8: Divine Aid Check DCs tend to list mostly small physical manifestations or spell like effects.

I take a bit of a different approach, where I don't see divine aid as the cleric bugging their deity to do something for them. I see divine aid in many ways to be a costly but literal deus ex machina. Divine aid is not cast by the cleric, it is called upon or begged. Calling upon divine aid should always be done so as a reaction to a situation that the cleric finds himself him. Where he is calling upon his deity because he feels he is in great peril or wishes to manifest the will of the deity in accordance with its creed.

 Most importantly, the manifestation of the divine aid should take a form related to the essence of the deity and if the situation contradicts the essence, creed, or alignment of the deity it may very well fail. Such as calling upon the aid of the god of law and order to protect oneself from lawful execution or calling upon the god of the sea while far from any water and on the rim of a volcano.

While having the God intercede on the characters behalf may seem like a potentially unbalancing thing, after all deus ex machina are generally frowned upon in storytelling and often feels like a cheap trick. A Judge only has to remember the old proverb that God works in mysterious ways. The deity may intercede on behalf the cleric, but with their greater perspective beyond the ken of mortals, how they intercede may seem strange and bewildering to the cleric. They are interceding because the cleric is important to them, but are important because they fits into or have to play a part in a plan that only the deity can perceive.


I also require that the cleric immediately roll 1d10+10 on their deity's disapproval chart for successfully seeking divine aid and 1d10+5 if they fail the DC roll.