Prep Part 2

I am an unapologetic shill for Huffa’s Between the Skies. It’s one of my most used and most valuable RPG books. I use it constantly in lots of contexts. But I love using it to prepare for sessions.

Still Prepping

This post is part of a blog bandwagon started on the Roll to Doubt blog.

Click on the link above to take in the blogpost that’s piloting this bandwagon. Wagon-jumpers abound. You can find a very nice read on the same topic and a handy list of related blogposts on the Among Cats and Books blog.

And here’s a link to the first post on this topic on the dice pool dot com.

Between the Sessions

I am an unapologetic shill for Huffa’s Between the Skies. It’s one of my most used and most valuable RPG books. I use it constantly in lots of contexts. But I love using it to prepare for sessions. Its approach to random encounters in particular is one I highly recommend. The encounters are built, not just to make your session interesting, but to introduce potential allies and enemies, recurring characters, locations, objects. In short, they help you to truly build your campaign without relying on GM-written plots that the players may or may not want to interact with.

The methods and tables introduced in the book make for interesting, impactful characters and occurrences. And they have depth, too, enough to hook your players and keep them hooked. You know that old story that your players would die for the unnamed goblin you just made up on the spot but won’t give a shit about the NPC you spent two weeks crafting an elaborate back story for? I feel like the techniques in Between the Skies are almost designed to prevent that. Why? Well, firstly because, if used as your main way to drive the game forward, you are not going to be spending so long lovingly hand-crafting those NPCs, you are just going to roll them up on the tables provided and not worry about whether or not the PCs run into them, because whatever they run into will be interesting and fun enough to capture their imaginations. So, all the NPCs are more like the loveable nameless goblin and you don’t feel the need to make sure the PCs interact with any of them in particular. This has the effect of allowing the players to dictate the direction of the game to a large extent. This is a good thing!

Let’s Interact with the Mechanics

So, Huffa’s advice when it comes to travel is that, unless it is going to be interesting or important, skip it. I can get behind this approach. Recently, I have tended towards the idea of the journey being the game, but sometimes, when you know the next scene you need to play is across the city and its a relatively safe place, just skip to it, or montage it if there is something interesting to see along the way or if its a good opportunity for conversation between characters.

If and when you want to play the travel, though, Between the Skies presents you with two options, progress-based travel and route-based travel.

Route-based travel

Using this method, you use a map, just a basic one that includes routes and locations along them. You roll once on the Encounter die between locations and resolve that before arriving at the next place. Simple. The book includes several ways to generate route maps and destinations but I won’t concern myself with that here.

Your route map should have options, different ways of getting from A to B with more locations in between your starting point and the final destination depending on how long you want the journey to last.

This has the feeling of the caravan travel methods used in Ultraviolet Grasslands.

Progress-based travel

This gives me the impression of beating the resistance of a delve in Heart. Before the journey starts, determine the journey length. There is a helpful table that indicates the amount of Progress points required to reach the destination depending on how long the journey is. You record progress through the resolution of Encounter Die rolls.

The Encounter die works as follows:

  1. Encounter
  2. Something Approaches
  3. Environmental hazard
  4. Complication
  5. Hint as to what is nearby
  6. Progress/breakthrough/boon

So you only get progress points on a 6.

What I did

As with everything in Between the Skies, you can take it or leave it. I have used a combination of the two methods, where I decided that a spelljammer ship journey from the Rock of Bral to the First Home asteroid would take three days and I would have them roll on an encounter table once per day. So this is the table I used:

Wildspace encounter table d6

1-2 No encounter
3 Environmental/Ship Hazard
4 Ship Problem
5-6 Encounter

When you only have three days and so, three possible rolls on the table, I felt it was better to increase the chances of actual encounters/problems/hazards occurring. If it was a more exploratory journey, I would use the progress-based method as described in the book.

Now, using the tables in this book, of which there are many, you should be able to create a fascinating encounter on the fly, but, if you can, I think its nice to prepare a few beforehand, at least one of each kind. So let’s do that here.

I thought it would be a good idea to roll up some options on the spark tables in the book and add them to a d4 table for each encounter type (environmental/ship hazard, ship problem and ship travel encounter.)

Environmental/Ship Hazard

We’ll start with the hazards. For each hazard you want to prepare, you roll 1d6 to determine the hazard type and then d66 to generate a hazard keyword on the Environmental Hazards during ship travel table in Between the Skies.

I shared this table in the last post so lets use the results I rolled up on that.

3 Ship Hazards

Roll 1d4

  1. Hazard 1 – Storm, Flood
  2. Hazard 2 – Disorientation, Sphere
  3. Hazard 3 – Obstruction, Cold
  4. Hazard 4 – Trap, Haunting

I then go ahead and prepare a few details of the hazards. Here’s the first one as an example.

Hazard 1

A solar storm rolls in from the direction of the sun.

  • The gusts of solar winds batter the ship
  • The deck is flooded in light and other solar radiation
  • All those on deck risk blindness
  • There is also a chance of taking radiant damage
    • All on deck must make a Dexterity save, DC 15 to avoid blindness
    • If they are afflicted with blindness it lasts 1d4-1 days. If you roll a 1, Roll 2d12-1 for the number of hours it lasts
    • Even if they saved against blindness they must make a Constitution save, DC 15, against radiant damage. If they fail they take 4d6 radiant damage. If they succeed they take none.
    • This goes for the ship too, if the damage roll beats the damage threshold

You can see that I took the hazard type fairly literally but moved it into a wildspace context. A solar storm seemed obvious but also pretty cool. The keyword, “flood,” took me a little while to work out but I thought flooding the deck with light seemed both like a cool, spacey event and something that could present a real problem for the PCs.

Obviously, you can prepare the details for each entry in the table. They don’t have to involve a lot of work but putting a little extra preparation in at this stage can remove the need for it at the table.

Ship Problem

Similar to the hazards, you simply roll up a problem type and a problem keyword on the Ship Problems tables in Between the Skies. I did this four times and created the d4 table below.

4 Ship Problems

Roll 1d4

  1. Problem 1 – Armament, Separation
  2. Problem 2 – Quarters, Shrinkage
  3. Problem 3 – Cargo, Disappearance
  4. Problem 4 – Bridge (spelljammer helm), Error

Here’s the detail on one of these entries:

Problem 2

One of the crew has stowed something large and awkward in the crew quarters. It is limiting the amount of space available to sling hammocks and the rest of the NPC crew is unhappy about it.
This crew member refuses to be parted from their huge steamer chest as it contains something of extreme personal significance.
The PCs will need to resolve the interpersonal issue.

You can see that the details here are left deliberately vague. You Ould ask the players to decide which member of the crew is the problem, what’s in the chest that’s so important and, most importantly, how the resolve the issue.

Encounters

And finally we have encounters.
There are a lot of different encounter tables in the book. You can choose the one that best describes the surroundings of the PCs at the time. There are two space encounter tables, one for known space and one for wildspace. They are d66 tables. Once you have done rolled on them, you can get some more inspiration by rolling on the encounter keyword, detail and related entities tables.
Once you have rolled on the Encounter distance and awareness tables in Between the Skies to determine how far away the encounter is and how much attention they are paying to the PCs you can roll on the d4 table below.

You’ll note that the results on the table below are not all similar. For instance, encounter 2 doesn’t have a related entity. In general, such entities, as generated by the tables in Between the Skies, are sentient NPCs so I didn’t think it necessary for the parasite I rolled up. But mostly each of them includes an encounter keyword, a related entity, and two encounter details.

5-6 Encounters
  1. Isolationists – Confusion, Related Entity – Unknown NPC, Glittering, Prayers
  2. Ship Parasite – Loss, Scales, Experiments
  3. Ruins, Ancient – Mourning, Related Entity – Petty God, Knots, Miscommunications
  4. Stowaway – Battle, Related Entity – Creature, Eggs, Blindspots
Stowaway

Size, substance and form table: Very small biota, piecemeal.
Weakness: True name
Needs: Brains
Characteristics and details: Pacifist, stalks
Behaviour: Social: Family: 5 appearing
Demeanor and current behaviour: Protective, healing
Attacks: Blast – teleporting

For the final example, I’m using the creature generation tables in the Entities chapter of Between the Skies. You can see all the details and keywords that I rolled up above.

Along with the keywords, battle, eggs and blindspots, that came from the original encounter detail rolls, these will make for a fascinating encounter with some sort of very small fungal entity that has escaped a battle to find refuge aboard the PCs’ ship. The mushroom creature has a desperate need for brains to help heal its young but will not take them by force. Perhaps they only consume the brains of dead beings. Perhaps they have a blindspot that means they cannot sense constructs. And maybe, also, they have crawled into the ship’s stores to try to feed on the eggs, mistaking them for heads containing brains. I like the idea of them lashing out with a teleporting blast to deposit attackers some way off the deck of the ship, leaving them to perish in wildspace. If the PCs can figure out the creatures’ true names, they’ll be able to get them off the ship, but how?

Conclusion

I think you can see the fun you can have preparing encounters and encounter tables using Between the Skies. Once again, dear reader, I can only urge you to go and purchase it. It’s so useful and you won’t regret it!

Alien RPG’s Hope’s Last Day: A Review

If you’re interested, go check out my post previewing this game here.

A Bad Call?

Burke, Carter J “confessed” to Ripley that he had made a bad call in sending them to a colony on the moon, LV-426. But did he mean it? No. He was a scumbag of the highest order. He was just fucking someone else over for a percentage. I sent my players to LV-426 too. I wasn’t looking to fuck them over for a percentage, but, at the very least, I expected most of their characters to get impregnated by facehuggers, ripped to shreds by drones or melted by acid blood. Did any of that happen? Did I make a bad call in choosing the Cinematic Alien RPG scenario, Hope’s Last Day, from the core book, rather than the one from the Starter Set? Well, dear reader, why not come with me on a trip through our one-shot and my thoughts on it, and you’ll find out.

Shake and Bake

These two scenarios couldn’t really be much more different. The one from the Starter Set, Chariot of the Gods, is set on a ship out in space, you know, where no-one can hear you scream? It’s also very much a full scenario with an entire three act structure. They say it would take three sessions to play but I have my doubts about that estimate, having played Hope’s Last Day.

Speaking of which, Hope’s Last Day is a scenario that’s set totally on the moon where Ripley and the Nostromo’s crew found the Alien eggs in the first movie and the setting for the action of the second. This scenario was not even a full Cinematic experience. It is billed as a taster, since it really only encompasses what would be the third act in a normal Cinematic scenario. The book confidently asserts that it could easily be played in under two hours.

Frankly, duration was the deciding factor for me. I only had one night to get through a whole scenario. I don’t have a lot of wiggle-room in my schedule due to the fact that I have at least seven other ongoing games at any given time, so it really had to get wrapped up in one shot. So, I shook it and baked it.

Shaking

Shaking, essentially, meant reading through the scenario a couple of times. It’s very short, so this was not a problem. I also took notes on the various major beats and summarised the contents of the various blocks and rooms into bullet points. Most of the scenario consists of these location descriptions so this was key for me. Also, they are all presented in what I consider to be unwieldy blocks of text in the book, and I prefer referring to bullet points at the table. This work helped me to keep things flowing a little more smoothly on the night. I also screenshot handed the pregenerated characters out to the players I thought they would suit best a couple of days before. This part was fun, and the players were left to wonder how I decided who should play which character. Each character had an agenda that was generally meant to be kept secret from the others. Now these were fun. Stuff like, being willing to sacrifice themselves for the others, wanting to acquire an alien and escape with it or just to keep the company’s actions a secret at all costs. You know, normal stuff. Anyway, I examined these agendas and assigned the characters purely out of a desire to see each player pursue that secret agenda. Other than this fairly sparse preparation, I got a couple of copies of the map of Hadley’s Hope printed and a few character sheets. I familiarised myself with the relevant rules as much as I could and that was it for the shaking.

Baking

At the table, we baked. And, I will say most of the time this one-shot spent in the oven, there were no issues at all. Was I ready to nuke the site from orbit by the end? Not quite, thankfully. I’m mixing my metaphors quite egregiously at this point so I’ll abandon them both and just tell you what happened.

I started exactly as the scenario suggests you start, with the four PCs inside the West airlock of Hadley’s Hope. They had just returned from a day or more outside the settlement and were not aware the Aliens had already decimated the population. I let them investigate a bit, try and get an intercom working, and generally futz around. The scenario calls for an Alien attack whenever the PCs dawdle but I didn’t want to lose anybody so early on. I think this was a mistake on my part. Their first encounter with an Alien occurred a little later after they had made their way to another block of the station and messed around looking at eggs and facehuggers and whatnot. This gave one character the opportunity to collect an egg and another to sacrifice himself to keep the others safe and made them all start running to find the way out. This was more like it. Things really started moving then. The one who sacrificed himself turned out to be an artificial person as Bishop would have us call them. So, the alien just left him, innards outed, on the floor and unable to move, but not dead. Luckily there was an extra pregen for that player to take over so we continued on.

Later they encountered a couple of facehuggers after finding a few weapons. They made short work of them and moved on again. They spent much of the last part of the session effectively split into two parties running from two different drones towards the only way off the planet, a shuttle. And you know what? They all made it! Except the android, who, I can only assume was caught in the conflagration when the nuclear reactor in the processing plant went up as Ripley and the others escaped. Also, they didn’t all make it, because the pilot turned out to be the company plant and she spaced everyone else as soon as they left the atmosphere. I guess that made her the winner?

Game Over, Man

So, what was the verdict? It’s a mixed bag, to be honest.

I think our main complaint was that this was mislabeled as an under-two-hour scenario. I mean, ok, it was our first time playing the Alien RPG so we did have to spend a little extra time referring to the rules and figuring out what all the stats meant, but that does not account for the fact that this thing took us almost four hours. Even then, I had to abandon some integral rules to allow us to make it to the end in that time. I don’t honestly know how anyone gets five people around a table, people who want to role-play, who want to fuck around and find out, people for whom the joy is in the playing, not in the finishing, and have them get through this scenario in anything less than four and a half hours if you stick to all the rules of the game.

As for the rules. The main negative was the initiative system. Alien, like other Free League games, uses an initiative card system. We generally found it a little difficult to keep track of things using this and found it slowed the action down significantly. One of the main issues was that the PCs kept getting into initiative, running away from fights, getting out of initiative, getting caught again and getting into initiative again! So we were shuffling and picking those cards a lot. In fact, as time ran out on our session, I just left the cards to one side and did it narrative style. I got each player in turn to tell me what they were doing and told them how the Aliens or the environment reacted or acted against them. This really sped things up and drew the evening to a very exciting close, in fact. Would I use the initiative system as-is if I played again? I think I would give it a go as long as I had more time to play with but I would be ready to give up on it in a second if it started to get in the way again.

One more issue for me was the system used to figure out how the Aliens attack. Every time it’s their turn, the Game Mother has to roll on a table to determine which of their special attacks they use. This started off as a fun activity, but quickly got frustrating. It felt like each time the Alien had one of the PCs in their grasp, I would roll up an attack that allowed them the chance to escape. Now, if this happens a couple of times, it adds a nice dramatic element to the chase. But this is literally how they all managed to get away in the end. If I had been just choosing the attacks for the Aliens, there would not have been so many occupied seats on the shuttle when it took off. I feel like there is a better way to adjudicate the moves they make. Admittedly, you would not want every attack to be lethal, either, but it felt as though far too many of them were underpowered.

One element that worked well but felt like it was under-utilised or tacked on was the Stunt mechanic. Each skill had a stunt table that told you how you could spend your excess successes (each 6 you get when you roll your dice pool is a success and you gnerally only need one to succeed at your task,) but the players almost exclusively went for one of two options, at least in combat situations: they added extra damage or they pinned the enemy down to prevent them from taking as many actions on their next turn. This was fine but it feels like this needs more work. Perhaps the new edition will deal with this.

You know, there were plenty of mechanics we liked in the game too. The main mechanic in the Alien RPG, the thing you would lean on to sell the system, is Panic. Like other Year Zero Engine games, you roll a dice pool consisting of a number of dice equal to your score in a given skill plus the number of dice equal to your score in the related ability. So, if you have a 1 in Mobility and a 2 in Agility, you roll 3 dice. But, as you play, your character gains Stress for all sorts of awful reasons. For every point of Stress you gain, you get to add another die to every dice pool. This gives you a greater chance of success but also gives you a chance that you’ll have to roll on the Panic Table. This happens if you roll a facehugger (a 1) on the official Alien RPG Stress Dice. There are other ways of panicking. Usually, if one of your companions does something unhinged or crazy or if you see an Alien for the first time. That kind of thing. By the end of the session, everyone had so much Stress that they were rolling obscene numbers of dice and there were Panic rolls happening almost constantly. One Panic roll would often lead to another from someone else because of the result they would get. Also, because, each time you roll on the Panic table, you have to add your Stress Score to the roll and the shit at the bottom of the table is way worse than the shit at the top, the results got very bad as time went on. For example, this is what you get for rolling a 7 gets you:

NERVOUS TWITCH. Your STRESS LEVEL, and the STRESS LEVEL of all friendly PCs in SHORT range of you, increases by one.

This is what you get if you roll a 15+:

CATATONIC. You collapse to the floor and can’t talk or move, staring blankly into oblivion.

This did happen to one character but they were already at the shuttle at that stage and someone was able to drag them inside.

The feedback I got in stars and wishes from the session indicated that the players also loved the agendas they were given with their PCs. This was a worry for me before we started. I mean, not only did they not get to create their own characters, I didn’t even give them the choice of which one to pick. Obviously, this was because I didn’t want to reveal the secret agendas to everyone before play started. And I’m so glad I did it this way! Everyone had pretty much figured out who was the android in under an hour, but no-one, and I mean even me, because I forgot what the pilot’s agenda was, expected to be spaced by one of their own when they were on the verge of escape. Incredible scenes. This element of the game is specific to the short Cinematic Play scenarios. And, indeed, normally, in a full scenario, your PC’s agenda changes as you move through the three acts. I can’t account for how well this works, obviously, but it sounds great.

As for the scenario itself, there is not a lot to it. This is definitely a good thing. If you play it, you’re not going to get to most of the compound. A lot of those areas I summarised into bullet points remained completely unexplored. Once the drones were after them, the PCs soon discovered a sense of urgency and a definite goal, i.e. escaping on the shuttle. There was a bit more to it than that, but not much. Like I said, this was fine, especially as the PCs’ agendas took the place of a set plot most of the time anyway.

It was also cool that the scenario was so closely related to Aliens, the movie. I watched it the night before running the session, and that definitely helped me to picture the place and to describe it at the table. I’d recommend doing that if you do intend to run Hope’s Last Day. I’d also recommend leaving yourself at least four hours to do it justice.

So, was it a bad call? No, but if I went into it again, knowing what I know now, I would have made a few alterations to my expectations.

What about you, dear reader? Have you played this scenario or this RPG? Are you looking forward to the Alien Evolved Edition? Get in the comments?

Dungeon Crawls are Classic

DCC Adventures

If you’re anything like me, dear reader you buy a lot of RPG books that you are unlikely to ever pick up and play. Sometimes, that’s the intention or at least, you don’t have a plan to plan to use it, you know? I have some in both categories. Some books I backed in their crowdfunding phases because I want their creators to continue to create cool stuff, even though I know it will be impossible to fit the actual final product into my ongoing campaigns or their new game into my frankly ridiculous gaming schedule. Some I picked up in PDF format through Bundle of Holding or Humble Bundle because the deal was so good I would have been stupid not to buy them. Some I purchased with the knowledge that they might enrich an ongoing campaign but then just never fit in anywhere.

But DCC adventures are in a slightly different category. I have bought a truly obscene number of them, mostly as PDFs. I think this started after listening to a few of the reviews of DCC adventures by Fear of the a Black Dragon. Then I started to collect physical copies. My local independent game shop had copies of their Dying Earth setting box and the Umerica setting book, both of which I purchased. You know, a lot of the time, this was purely due to aesthetics. They are beautiful works of art, frankly. I love their style and their content, even if I hate their layout. But the real reason is because these have always been aspirational adventures for me to play. Genuinely, I feel at this point that, if I could, I would abandon D&D for DCC. Why? The adventures I have read are just effortlessly lacking in D&D’s corporatised humourlessness. They are not written in comedic fashion but in the last two sessions of DCC playing Sailors on the Starless Sea, I have had more genuine laughs and gasps of outrage and tears of sorrow and joy than I have had playing D&D since 2014. And that is not to demean the efforts of many of the wonderful creators of 5E products, it is simply to praise the work of the designers who created a game that I expected to bounce off due to crunchiness but which I, instead, embraced due to its flexibility. The philosophy of the adventure design also has a lot to do with this new attitude. To discuss that, let’s talk specifically about the module I just finished with my players tonight, Sailors on the Starless Sea.

Sailors on the Starless Sea: Endings and Beginnings

The surviving sailors sailed off to parts unknown at the end of our session tonight, each player with one remaining character. This is the ideal ending to a DCC 0 Level Funnel adventure. I am guessing that sometimes players end up with more than one 1st level character to begin their true career as a proper DCC adventurer, but it seems like the best possible outcome if you’re only looking after the one.

It was the getting there that was so much fun though. I wrote recently about character creation in Cosmic Dark being so much fun because the players play it, they role play the most developmentally significant moments of their PC’s lives up to that point in snippets and flashbacks with other players. The DCC funnel is surprisingly like that except its also involves a dungeon crawl, horrific death on a brutal scale and a boat load of shared trauma. Every one of the characters left at the end of the funnel knows precisely what the rest of the survivors are capable of and what they are not capable of. They know some terrible secrets about them and they know that they are keeping some terrible secrets about their own character too.

The survivors were not necessarily the ones you might have predicted at the start as 20 peasants ranged about before the Chaos Keep’s rusted portcullis, but they were the ones Luck favoured in the end. They survived traps, vine horrors, a shit-tonne of beastmen, a cursed well, a fire trap, a Chaos Leviathan, the return of a Chaos Lord to the plane of mortals and a literal tsunami… Someone powerful was smiling on them. And their players knew that by the end, that’s for sure. This made every death so much more terrible and every survival so much more precious. If it hadn’t been for that one critical hit that time, they might not have destroyed the Chaos Lord; if it hadn’t been for that fumble, maybe Gwydion would have made it past the chapel; if it hadn’t been for that successful Luck check, maybe Thomas would have been left with no surviving characters instead of the four he started the session with. There are so many of these death or glory moments woven into the text of this adventure that it is hard to overstate how much every roll and action seems loaded with meaning and significance, especially when the PCs generally have no more than 2 or 3 HP.

It’s easy to say that there were just so many PCs that their existence was cheapened. I even allowed them to restock a few peasants at one point. The adventure allows for this about half way through because they know exactly how lethal it is about to become on the second level of the dungeon. 23 PCs went into the dungeon in total. Six emerged alive, one succumbed to the effects of a potion once they had escaped, a poignant and fitting end point to the whole story. Every one of those deaths had an effect on the player who played the character.

They wondered from the start who might survive. Maybe they would be different. Maybe all their little darlings would make it through. Perhaps only the weakest would be culled. Repeatedly, tonight, the characters that the players expected to survive went down. It was still shocking to them, it was still sad to say goodbye to them, even though time was of the essence. It made for some of the most effective drama I have had the pleasure of being part of at a gaming table in years. And it was a DCC funnel adventure. An adventure designed as a way to whittle down your choices of character to play in a campaign in the most Darwinian fashion.

Harley Stroh wrote a great adventure filled with mystery and danger and conflict and true significance and then they play-tested the shit out of this thing. This is how I know: There was a moment at the very end when the last PC, who had stayed behind to loot some corpses, had to make a Luck check to secure his place on the Dragon Ship to escape the dungeon. This was the second last element of high drama in this game and it was all down to a single roll, DC 17 to leap to safety from the shore to the boat. Thomas thought he’d whiffed it. Thought he rolled a 9. But it was just one of those dice, white text on light background… turned out it was a 19. His character grabbed the gunwale of the longship and Hilda dragged him aboard just time for them to be ejected from the cavern by a tidal wave. The highs and lows! The regret and the relief!

Sailors was genuinely one of the highlights of my recent gaming experiences and the feedback I’ve had from the players so far has also been glowingly positive. If you haven’t played it, dear reader, do yourself a favour, go and find yourself 15 to 20 drunk peasants and get them to invade the ruined keep of the Chaos Lords, you won’t regret it.

Alien RPG(s)

World’s first Alien RPG

Imagine you’re twelve years old and you have an obsession with something. I would imagine this is a relatively trivial task for most of the nerds reading this blog post. Anyway, You have an obsession and you generally want to express your love for your obsessions through the medium of role playing games. Once again, I’m sure you’re all still on board. I had several of these, Lord of the Rings x MERP, check, Star Wars x West End Games Star Wars the RPG, check, Robotech x Palladium’s Robotech RPG, check. You get the idea. But there was one missing. It was an important one. It related to a sci-fi movie series that I was far too young to watch legally (sorry Mum!) It was Alien(s.) The first I even heard about this franchise was from a friend on the playground. He and his brother had managed to stay up way past their bedtime and watch it with the sound turned way down so as not to wake up their parents, on a satellite TV channel (which I did not have.) Anyway, he told me literally the entire plot of Aliens from start to finish during break time one morning, leaving pretty much nothing out. And I knew I had to see it. It was some time later that I managed to get someone to rent me a VHS copy to watch myself. And thus was the obsession kindled. The hardware, the badasses, the gunfire, the nuclear explosion, the Xenomorph itself. It was all perfectly concocted to appeal to the mind of a twelve year old boy. It was frankly cruel to prevent me from seeing it! It wasn’t until quite some time later that I even got to watch Alien. And seeing it, that first John Hurt chestburster scene, the slow whittling of the crew, the hiss and the creep of the monster, the silence and the horror of it. Still gives me goosebumps to watch that film.

By that point, I was well into RPGs, had been playing D&D for a couple of years, had played Gamma World, Twilight 2000, Shadowrun, all the games I mentioned above and more. But there was one missing, an Alien(s) game. Why? Because it did not exist at that point. It was still a couple of years before the Aliens Adventure Game would be published by Leading Edge Games. Even with how badly that game was received, I would have taken it. But it didn’t exist, so I made my own…

I actually remember writing a full rule-book for it. I did some drawings and cut and pasted some movie stills from magazines for the more complicated stuff. I remember being quite proud of my work, which was contained in a three ring binder and held together otherwise by sellotape and glue. I can’t find that binder now. It’s been more than thirty-five years, so I was particularly pleased to be able to discover even a small piece of evidence of this first Alien RPG. I found a hardback science notebook that contained the first (and, I think, only) adventure for my Alien RPG. Here are some pages from it.

Unsurprisingly, it was a sort of dungeon crawl set in a “titanium steel” mine (the irony that I wrote this in a science notebook, of all things, is not lost on me), with a point crawl in a town called Lewisville attached to it. I used a sort of cursed chimera of D&D and Palladium rulesets to run it. As I remember, this worked well for my friends and me. We had played so much of both, they were second nature to us. The PCs were all colonial marines on a bug hunt. It didn’t lean into the themes of the movies or evoke much of an atmosphere BUT, the marines got to shoot a LOT of Xenomorphs. And that, for us, at that age, was all that mattered.

World’s latest Alien RPG

Alien Evolved Edition is Free League’s latest incarnation of their 2019 Alien RPG. It had a really successful kickstarter, which I backed at the last minute. I wasn’t going to. I mean, I still had the first edition on my shelf, it’s only a few years old, and I hadn’t even played it yet. Not only that, they were at pains to point out that this is not a big overhaul of the game, more like some rules-clarification, the addition of solo rules, and a glow-up. But then, they showed me the special edition of the core book… and I caved.

I don’t regret it though. Free League is almost guaranteed to produce a true piece of art every time. And this book has art and design by Johann Nohr of Mörk Borg and Into the Odd fame. I received the Beta versions of the PDFs today and I am not disappointed.

Anyway, I thought it was probably about time I pulled the first edition off my bookcase and dusted it off. I have been reading it for a few days, prompted, I think by the fact that it was Alien Day on April 26th.

Much of this RPG will be very familiar to anyone who has played any of Free League’s Year Zero Engine games over the last few years. When you try to do something, you make a dice pool from your ability score and your skill score with additions from items or circumstances. Alien uses exclusively D6s so all you’re looking for is a single 6 for a success. But there are a couple of differences with Blade Runner and Tales from the Loop, with which I’m more familiar.

Firstly, you also add to your pool, Stress Dice equal to your current Stress score (which you can gain mainly from pushing rolls.) This gives you a better chance at success but also introduces the potential for your character to Panic, if you roll a 1 on one of those dice. This is usually not good for you. The effects can range from a mere tremble in the extremities, to a berserker rage or full catatonia. Sounds fun, right?

Secondly, you get to add stunt effects when you score more than one 6 on your roll. This feels like it was yoinked directly from Green Ronin’s Fantasy AGE game system, which Dragon Age uses. However, it utilises specific stunts for each skill. I imagine this necessitates a lot of book-checking when stunts come up, but its still a nice feature, which I appreciate.

There is another attractive element to the game as well. I like the very clear delineation between Campaign and “Cinematic” play. Campaign play is exactly what it sounds like. You create your character as you would in any other RPG and you and your friends hope they survive through a multi-session story as things probably spiral slowly out of control. The book includes some useful resources for creating planets and start systems, as well as thematic NPCs to help with this style of game. Cinematic play is designed for one-shots, or, at least a short series of sessions. The events of it are probably a little less flexible and fit into an appropriate three-act structure. The PCs are chosen from a few pregenerated characters. And let’s face it, if you’re talking about Cinematic and Alien, you are not expecting them to survive, or, at least, not very many of them.

Alien Day delayed

I was so annoyed that I had missed an opportunity to play an RPG on a non-standard holiday that relates to it, that I felt like I had to play it anyway, in penance. So, I announced a one-shot of the first edition of the Alien RPG today on our Tables and Tales Discord, and I have a couple of sign-ups already. I have a few published Cinematic options and a few days to decide which one to play. I am leaning towards the one from the core book, which relates directly to the events of the movies, as an introduction for the players. But there are also the scenarios in the Starter Set and the Destroyer of Worlds boxed set that could be contenders.

I’ll be back probably next week with a report on how it went! I might just do a round up of that and our Star Wars themed Vaults of Vaarn one-shot from May the fourth. See you then, dear reader.

Homebrew Heart Landmarks 3

May the fourth

The shows mostly deserve to be dropped into the Sarlacc’s maw, the fandom is more toxic than the bite of an Ewok (you just know those little guys are spreading rabies,) and the heyday of Star Wars was a Long Time Ago in a Galaxy Far, Far Away. But I do love a non-standard holiday as an excuse to play an RPG. Today, abiding by the Tables and Tales May the Fourth rule, Isaac is going to run us through a Star Wars themed adventure using Vaults of Vaarn (the rule is that we have to have a Star Wars themed game but we can’t use any official Star Wars games to do it.)

But not before I come up with a Star Wars themed Heart Landmark! You lucky readers!

Oddya’s Bog

Name: Oddya’s Bog
Domains: Religion, Cursed
Tier: 1
Default Stress: d4
Haunts: The Proving Cave (Echo/Mind d6)

Description:
All the inhabitants of Oddya’s Bog are one with it. Most of them have become one with it over the course of years and decades, adding their own energy to that of all living things in this place. I mean, they add their flesh too, but you can’t make an omelette etc. The Bog needs the bodies and life-force of the people and other animals who find themselves drawn here.

The bog, a treeless, stinking expanse of fetid, untrustworthy marshland, writhes and undulates, as some such places do due to the waters concealed beneath the turf surface. Oddya’s Bog moves in this way because it is made mostly of people and animals, living beings that are absorbed bodily by the landscape to add their essences to the entity known as the Compulsion. They live still, in a terrible mockery of life, slowly learning what it means to be both one and many under the sway of the Compulsion.

Master Oddya is the Compulsion’s greatest champion that has not been fully absorbed. He has existed in the forgotten bog for longer than he can remember. It is possible that he is nothing more than a creation of the Compulsion’s microscopic constituent parts, the chlorimediants. Either way, he is a sour old prune that many have mistaken for a Gutterkin. Perhaps he was once a drow; he shares their pallor and long ears; but he can reach no more than knee-height to most elves and he walks the discomforting bog, unclothed and usually sucking on a recently plucked eyeball or knucklebone.

Many come to the Bog in search of Oddya, believing him to be some sort of wiseman or priest of a forgotten god. The downtrodden and addled residents of the lower levels of Spire have a great need for a saint or a leader to believe in. Rumours have been circulated by a certain, rather smelly sect of blank-eyed, robed and hooded drow on the streets of Pilgrim’s Walk. They have been telling tales, in the voice of the earth itself, of a prophet and holy man named Oddya who holds the secret to oneness. They appear every few years before inevitably disintegrating into the bog-stuff that they are and slowly making their way through the waters back to Oddya’s Bog, where he will re-constitute them and send them back to the City Above again the recruit once more. The pilgrims who come are brought under the sway of the Compulsion as Oddya speaks his strange backwards sermons to them, urging them to surrender to the Compulsion, to trust it and to use it. Most are captured and merge with the bog. Some escape but Bog Folk will follow them to prevent them from spreading the truth of the Bog beyond its borders.

Only one cave at the edge of the Bog is free of the Compulsion, the Proving Cave. If you enter it, you will be forced to contend with the thing you are most desirous of. If you manage to resist it, you will be healed by the cave at the price of a D6 Resource. If you do not, you will gain the Fallout, Unproven. See the Special Rules section.
Special Rules:
Master Oddya – If he is allowed to speak his strange mystic mumbo-jumbo, he may ensnare the listener and bring them under the influence of the Compulsion. Endure/Religion or Cursed roll to resist or suffer d4 Echo Stress. If a PC suffers fallout from this, use the following:
Fallout There is No Try (Minor Echo.) Next time you might need to roll to do anything in Oddya’s Bog, you succeed automatically, but you lose a part of yourself to the Bog and the Complusion. All actions not directly in the service of the Compulsion are Risky.

Fallout I Have a Bad Feeling About This (Major Echo.) You are becoming one with the Bog and the Compulsion. All actions not taken directly in the service of the Compulsion are Dangerous.

Fallout Become Greater than You Can Possibly Imagine (Critical Echo.) Your body has become one with Oddya’s Bog and your essence serves only the Compulsion.

The Proving Cave – Ask the player what their character most desires if you need to. This thing will appear in the Cave as though it were the Heart itself. But it is fleeting and dangerous. If they attempt to take the thing or make it there own in any way, they will gain d6 Echo stress. If they get fallout from this, use the following:
Fallout Unproven (Minor, Echo) If they see the object of their desires again, they will be compelled to pursue it. If they resist, any other actions will be Risky. (Ongoing)

Resources:
Everything here is tainted but Oddya’s Bog Turf is a d4 Cursed Resource.

Ultraviolet Grasslands Caravan Creation

Session 0 done!

Characters created! Caravan stocked! My players are ready to head off from the outlying barrio of the Violet City into the trackless expanse of the Ultraviolet Grasslands. Honestly, between characters and caravan, our session went over time quite significantly. I did not expect to get any actual travelling done during the session, having gone through the character creation process myself already and having listened to the first couple of sessions of this Open Hearth Actual Play refereed by Marc Majcer. It took them the full three hours or so of the first session to do the same. In fact, they were still settling caravan details for the first part of the second session too.

I actually do regret not creating my own caravan before we had session 0 too. I think it would have helped the process go smoother. But not to worry! It went well enough and, indeed, the players enjoyed both processes. They particularly liked the sheer off-the-wall nature of everything about their characters, the anti-canon nature of the game and the setting and the randomness of almost every step. As for the caravan creation section, specifically; I have noted in a post from last year that I like to give the PCs a home that I can fuck with and I have done it repeatedly in various campaigns. But, in previous games, the creation of that home was never as involved or player -focused as it was in UVG. They immediately got into it. They understood the importance of the caravan, the supplies, the capacity of the vehicles, the types of animals they chose and the cost of everything of course. It took very little urging from me for them to get attached. They now have three carts and 9 mounts, all of which have names, some of which have favourite plushies and foods, a few hired cart drivers, also named and probably with tragic backstories. They have made it exceedingly easy for me to manipulate their little emotions when I fuck with the caravan almost immediately.

My approach

Anyway, today, I’m going to take a slightly different approach to caravan creation than they did. They opted for the “first caravan” package that is presented in the UVG core book. This is honestly a great option that does a lot of the work for you. It takes several key decisions out of the players’ hands and does all the cash calculations for them. Each of them took this package and added a few more animals. That’s how they ended up with so many carts and such a menagerie of pony-analogues.

I’m going to start from scratch, deciding on the method of transportation, the types of animals or animal alternatives, the trade goods and travelling gear. The caravan is going to be run by the character I created a few days ago, my D.W.A.R.F. Tumult Fisher Wizard, Del ‘Machinist. But I’m adding a couple more characters to their company of traders so that I’ve got more money to play around with. The caravan rules state that each character begins with a €1000 loan from a financier (with 100% annual interest!) so, I thought it would be more fun to start with €3000 than just the €1000 that Del would have had access to on their own. I’m not creating these characters in their entirety, I’m just going to roll on the background, strange item, motivation, path and name tables for them.

Hero Number 2: Oï Yu, the Timelost undercover Rainbow Inquisitor. He’s taken the Traveler path. He’s tracking a missing ledger. Oï Yu has brought with him his special carmine cactus that secretes drops of blood.

Hero Number 3: Maria bra Salsur, the bluelander pueblo heretic rancher. She has taken the path of the Fighter. She is following visions of glory and rebirth into the grasslands. She brings with her a self-playing zither with seventy tunes.

My caravan

Financier

You have to start somewhere. When you are trying to kickstart your dream of outfitting and running your very own grasslands-going caravan like Del and their friends are doing, you have to start with money.

Outfitting a caravan is expensive. The PCs should start with a loan of €1,000 per character. The financier is dubious and there’s 100% annual interest, but it beats scrabbling for pennies.

I’m going to go with the book’s advice here and get a loan of €1000 for each hero, so that makes €3000. That will, of course lead to a final debt of €6000, a nice round number, I think you’ll agree. Also, it’s future-Del’s problem, right?

The first step is to decide a few things about our financier. There are a couple of handy d20 tables in the back of the book for this very purpose:

  • Who are they? – Cat witch faction leader
  • What do they want? – Acquire forbidden magic
  • Their Organisation – Cat-first society
  • Their opponents – Savage capitalist scions
  • Weaknesses and oddities – appears only as a hologram

But Who’s really behind the patron?

  • Who’s coughing up? – Under-funded second-tier military complex
  • How do they hope to benefit? – Practical evidence to justify continued funding
  • What extra help can they send along? – Annoying but capable administrator

The beginning part of the Caravan section of the book goes into a lot of detail on trade goods, trade routes, the measurement of time, consumption of supplies etc. I’m going to maybe come back to some of this stuff later. For now, I’m going to establish the constituent parts of my caravan.

Vehicles and animals

Bearing in mind that I’ve only got six grand to play with, options are limited here. But this is what I would like to go with. We can’t really afford anything actually mechanical or biomechanical (which I would like as I feel like that would be Del’s jam,) despite their being some beautifully weird and desirable options such as the Road Yacht, the Porcelain Walker, the Autogolem and the Meat Crawler (yes, meat crawler.) But I can’t afford any of those! Instead, for vehicles, I’m going to go with a pair of Solid Coaches. They can each carry 12 sacks, with is pretty good, and they are less likely to suffer catastrophic damage on the road as they are level 7.

As an aside, most things are measured in sacks when it comes to hauling things across country. A sack is the basic unit for trade goods. A sack is equal to 10 stones. A stone is equal to 10 soaps. A sack is also about the same amount of space that a human takes up. Usefully, a sack of supplies is also just enough to keep one human fed, watered and otherwise relatively comfortable on the road for a week.

A week, as it happens, is the basic unit of travel in UVG. Journeys from one destination on the Grand Long Map of the Ultraviolet Grasslands to the next are said to take one week or two or more. This is adjusted for things like the relative speed of your vehicles, the types of misfortune you meet along the way, and whether or not you need to stop to forage when you inevitably run out of supplies half way to your destination.

  • Solid Coach x2 – €600 each – €1200 total bringing my cash down to 1800.

Each of these coaches needs a couple of draft animals to pull it. So, I guess we’ll need to roll on a table to determine exactly the type of pony-analogues we’ll be purchasing.

  • I rolled a 5 on this d6 table. It’s Goatelopes… I think we can all imagine what those look like, graceful antelope legs with a shaggy furred body, the ability to eat almost anything and the terrifying devils’ eyes of a billy-goat. Del is not going to fall into he trap of naming these poor beasts but the Timelost Oï Yu can’t resist. We have
    • Hopper whose favourite fruit is mango
    • Famante who has the genetic heirloom of utter baldness – requires liberal lashings of sunscreen.
    • Fiodor who has a wise move. He always lets you know when rain is coming by stopping and refusing to move until you cover his head.
    • Korven has a cute trick. She can stand on just her forelegs as though she’s doing a handstand.

Anyway, each draft animal costs €70, so that’s another €280. Down to €1520 now.

More humans

Next, we need to consider who will drive these coaches while the PCs galavant about pretending to know anything about running a caravan. As I am on a budget, I am going to hire a couple of people for this, or, as they are described on the Vehicles & Mounts table, Human, Common-ass. It is Wirth noting that the table also provides options for simply buying slaves but does take pains to point out that this sort of thing would be perfect for evil caravans and that they might be resentful, which its probably putting it mildly.

  • Human, common-ass x2 – €7 per week. I’ll reserve two weeks wages for them so that’ll take me down to €1492
    • Del, not wanting to get attached would not wish to name these lads either, but, being humans, they come furnished with their own names:
      • Torron Valpin is a Redlander
      • Ulfis i’Bosc is from the Greenlands

Supplies and other stuff

Right, now, let’s consider the supplies we need to keep us alive out there without having to stop all the time to hunt and forage. You need a sack of supplies per person per week. So, including our drivers, Torron and Ulfis, that makes five people. So that’s five sacks of supplies per week. Let’s make sure we are covered for a little while and get two weeks worth of supplies.

  • 5×2 = 10. Each sack of supplies costs €10, so that makes €100 on supplies. This brings me down to €1392. It also brings the total number of sacks we have to 18.
  • How did I come to this number you might ask, dear reader?
    • 5 humans +
    • the 3 useful kitbags that the heroes come with (each one takes up a sack of space) +
    • 10 supplies

So, this leaves only 6 sacks of space for trade goods! Except it doesn’t. I’m going to refer back to the standard first caravan package and pick up a “bog-standard Pro-Hiker (TM) kit” for each hero as well. This will include a bunch of generally useful traveling gear like tents, sunscreen, schnapps and wine skins and a hat. Each pack of gear takes up one sack of space and costs €50. Most importantly, though, I get to roll on the hat table for each hero.

  • Del – bush hat & corks
  • Oï Yu – Ultramarine tagelmust
  • Maria – Sombrero

This hat-table-excuse brings the cash reserves down to €1370 and available sack space down to just 3!

More capacity, please!

Well, that seems like a shame to me. We could afford a few more mounts for the PCs to ride alongside the coaches and free up, not just the space the PCs take up, but also the space their kit occupies, since riding animals can bear 2 sacks. That opens up another 6 sacks on the coaches, meaning we can transport 6 more sacks of trade goods. Of course these mounts do cost €70 each too:

  • 3 riding mounts – €70 x 3 = €210. This takes my total cash down to €1160
    • Oï Yu’s mount – Blinki the pony (dances with Oï Yu when the zither is played)
    • Maria bra Salsur’s mount – Pander the llama (a rare pedigree whose hair is soft as merino wool)
    • Del ‘Machinist’s mount – unnamed donkey (favourite fruit is dragon fruit)
  • But leaves enough space to transport 9 sacks of trade goods.

Trade goods

I rolled on the table on the first caravan package and got

  • “Vampire Wines,” which is just blood, right? I mean, right? (Actually wrong. The Trade Goods table says they are just made from grapes that are grown in soil rich in the flesh of creation)
    • These cost €100 each so that’s another €900 down, leaving us with €260

I’ll spend €68 to get bows and spears for each of the heroes and another €30 to get nomad robes for them. That brings my cash down to €162. I think it’s probably wise to keep that for the journey. Never know when you’re going to need to stop for burgers and milkshakes on the Steppes of the Lime Nomads.

Legalities and marketing

This caravan is established as a company in a legal sense and so it will need a logo/symbol, a name and a company motto.

  • The symbol is a stylised coach based on the first two owned by the company, speeding across the grasslands in silhouette
  • The name of the company is Ultraviolet Lopers
  • Their motto is “From the Circle to the Sea”

Conclusion

In conclusion, I think I may have enjoyed making this caravan that is probably going nowhere, at least as much as my players enjoyed making their actual caravan that they’ll be bravely shepherding into the Ultraviolet Grasslands in a week or two. There are so many great options to choose from or to roll up randomly. There’s usually a laugh to be had during the process and you get to name mounts and humans and stuff. Honestly, great craic; would do again.

Ultraviolet Grasslands Character Creation

Ultraviolet Grasslands

I have been reading Luka Rejec’s polychromatic point crawl, Ultraviolet Grasslands and the Black City 2E for a while now. It’s a remarkably attractive and inspirational piece of work. Luka is responsible for the artwork, writing and design. He really brought his vision to life in this book and he has continued to support it for the last six or seven years since the first edition came out. Most recently, in the form of a massive crowd funder for no fewer than two books to expand the world, Our Golden Age and the Vastlands Guidebook, which I wrote about last year, here. But, there have also been a number of other supplements in the meantime. I picked up a bunch of them on a recent Bundle of Holding deal. The files included the invaluable UVG Guidebook. This details the Synthetic Dream Machine rules devised by Luka. Most useful for my purposes here, is the guide to character creation for UVG 2E. So, I’m going to use it to create my own character, and my own caravan too!

Here’s a little bit about the setting, taken from the UVG Guidebook:

The UVG is a point-crawl setting inspired by psychedelic heavy metal, the Dying Earth genre, and Oregon Trail games. It is a world colored by new wave science fiction and inspired by artists from Moebius to Miyazaki.

The characters, referred to as “heroes,” begin, generally, in the Violet City. This place is ruled by Cat Lords with little human hands and big human servants/pets. It is also the last outpost of human dominion on the shores of the Circle Sea. Beyond the city, to the East, stretch the irradiated, largely uninhabited, weird, vome-infested Ultraviolet Grasslands. The PCs are headed out there, probably at the head of their own caravan, hopefully with some goods to trade at the next stop, which might be the Porcelain Citadel or the Last Serai or some other magical-sounding destination along the Low Road and the High, which, if you follow it long enough, will take you all the way to the eternal sunset and the Black City.

New Campaign, New Character Creation Post

This is all in preparation for starting a new campaign of UVG on Sunday. It’ll be a small caravan of just three PCs and it’ll be a tight, friendly group, but I always find the experience of creating a character myself helps me to guide them through the process so, here we go!

My Hero

So, in the finest tradition of, well, my other character creation posts, I’m going to roll this one up as randomly as possible. Anticipating my requirements in this respect, Mr Rejec has helpfully furnished me with many a table in this book. So, without further ado:

Ability Scores – SEACAT

That stands for Strength, Endurance, Agility, Charisma, Aura and Thought. I have a few options for this process but I am going to take the most random, the d100 roll.

  • Strength – I rolled an 18 on the d100. This translates to an entirely unremarkable 0. I guess I should be grateful there are no negative attributes in this system
  • Endurance – 96! This translates to an excellent and amazing 4!
  • Agility – 62. This gives me a talented 2
  • Charisma – interestingly, this is not like D&D Charisma, more like the Ancient Greek meaning, which encompasses fortune. Anyway, I rolled a 49, giving my character a promising 1 in this ability
  • Aura – This can help your character “to use powers beyond mortal ken longer than usual.” I got a 19, giving my second 0.
  • Thought – “the mental dynamic ability. It captures how a character absorbs, processes, and manipulates information.” I rolled a 47. This makes my score another 1.

So, at this point my ability scores are:

  • Strength – 0
  • Endurance – 4
  • Agility – 2
  • Charisma – 1
  • Aura – 0
  • Thought – 1

Background Trait

I like the method of determining your capacity for learning traits. You get an inventory for this, just like for physical objects. You can’t overload your trait inventory without suffering from encumbrance, anymore than you can physically carry too much without the same issue arising.
I get 7 + Thought inventory slots for traits. So that’s 8 slots then. It won’t come into it at this stage, of course. As a level 1 character, my hero will only have three traits.

A starting trait gives you a +3 bonus to actions that can utilise it. Although you can upgrade it from Skilled, which is the starting point for all traits, to Expert, which provides a +6 and Master, which bumps you up to a +9.

Now to the fun part. Rolling a d50 to determine my Background. (So, in the UVG Guidebook, this table is actually a d40 one. But there is another version of it in the core UVG 2E book, so I’m using that for this bit, as well as to answer the following two questions below.) For this unusual die roll, I’m going to roll another d100 and divide by 2.

I rolled a 65, so half that and round down, I get a 32:

  • “Tumult Fisher Wizard” (?) This acts as my first trait and, I guess determines my Path (see below)

Why are they on the Road?

What is my Tumult Fishing WIzard’s motivation for heading off into the dangers of the Ultraviolet Grasslands? Well, the same table is going to tell me that. I rolled a 29, making it 14 this time:

  • “Pursued by Loving Enemies.” This sparks a lot of potential background stories for my wizard.

What Do They Bear?

You always start off with one strange item. It might be valuable or it might be important or it might be sentimental. I guess we’ll find out. I rolled a 6, so that’s 3 on the table:

  • “Green brick with the light and warmth of a candle.” Some sort of Oldtech item maybe?

Path Trait

So, in the UVG Guidebook, you do things a bit differently than you do if you’re just using the core book to make your character. If you use the Guidebook you will be led, carefully and systematically through the process, starting with ability scores, moving onto background traits and then to path traits. In these rules, your characters path can one of three broad categories, Wizard, Traveller and Fighter. They are not classes; they’re only used to determine one of your starting traits. After that, you are free to choose traits from any path you like as you level up.

The whole character creation section of the core book is quite compact, and, in fact, the entirety of the rules are squeezed onto a single page. The core book is, first and foremost, a setting book. It can easily be adapted for use with almost any OSR or D20 system and, indeed, with just a little work, could work very well with a PBTA or other ruleset too. So, I think the decision to pare down the rules, particularly for character creation, makes sense, especially when the Synthetic Dream Machine rules were already available in other publications.

Anyway, what I’m getting at here is that the core book does not refer to Paths at all. Instead, it seems to fold them into many of the backgrounds on its d50 “Who is this Hero?” table. A good example is my “Tumult Fisher Wizard” result from the d50 table earlier. It includes something that could be a background trait, i.e. Tumult Fisher as well as one of the paths, wizard.

So, by default, my first Path trait will be from the Wizard path list in the UVG Guidebook. There is a list of six options so I’ll roll a d6 for it.

  • That’s a 3. “Exuberant. Each of your life points is worth double when paying for powers.” It’s worth noting at this point, that Life is analogous to hit points and you spend Life to cast spells, so this is quite handy.

Generate a Third Trait

So, you then get to choose one more trait. There is a random trait table. Depending on the result of the roll, you could get another background trait, a wizard trait, a traveller trait or a fighter trait. So, here we go, it’s 5! Which means a Traveller Path trait. Another d6 roll on that table, and that’s a 6!

  • “Swift, Spend one life or one hero die to get one more action this round.” That is an amazing trait for any hero!

Equip your Character

Similar to trait inventory slots, I get 7 + Strength inventory slots for items. With my 0 strength, that’s going to make it a 7…

You start at level one having two items and some cash (denoted with a €, pronounced cash, not euro.) One of your two items is a kit useful to one of your background traits. In this case, I guess it might contain fishing rod, net, lures, wizarding items, that sort of thing. But, as the guidebook states, “You don’t need to choose in advance exactly what is in your character’s kit — the items are in a quantum superposition until you define them as you play.” This should include a civilian weapon that deals no more than 1d6 damage.

The other thing you get is the Strange item I rolled up earlier, “Green brick with the light and warmth of a candle.”

I also automatically start off with €100 in cash. This sounds like a lot but a week of carousing will cost the average character 1d6 x €100!

It’s also worth mentioning Burdens at this stage. It is possible to take items or traits as burdens rather than have them in your regular inventory, perhaps because those inventories or full or for some other narrative reason. Each Burden you carry (you can have up to 20) gives you a -1 to all checks though.

Last Few Attributes

Level: 1
Life: 8 (all level 1 characters start with 8 Life.)
Hero Dice: 1d6 (these come and go quite often in play. You can use them to adjust a die roll or recover Life. You also get one per session and every couple of hours of play!)
Save: 13 (all level 1 characters get a Save of 13. You have to roll over your Save score in dire situations. You can add an ability bonus from Endurance or Aura to help you out. Interestingly, you can’t use Agility to save. Instead, it is considered an action roll.)
Melee Attack: d20 + ability (strength) + skill (if applicable.) I’ve got a 0 here.
Ranged Attack: d20 + ability (agility) + skill (if applicable.) My agility gives me a +2 to ranged attacks
Oldtech Attack: d20 + ability (thought) + skill (if applicable.) My Thought score gives me a +1 for Oldtech attacks
Fantascience Attack: d20 + ability (charisma) + skill (if applicable.) Another +1 here.
Damage: I imagine my fishing wizard has a little fishing knife. That’s 1d4 damage.
Defense: Here’s the formula, 7 + ability (agility) + bonus (if skill applies) + armour. No armour yet, so it’s going to be a 9 for now.

Name Your Character

The Guidebook has a table of names. The table lists them under particular cultures of the Vastlands, so, in all likelihood, the name you choose will also decide the culture you’re from. It’s a 12 point list so I’m going to roll a d12 on it. That’s a 10.

  • D.W.A.R.F. Names: There are 8 listed. Let’s roll a d8. That’s a 2 – Del ‘Machinist. Very practical, I’m sure. Lets also give them the pronouns they/them.
    Here’s the Dwarf glossary entry from the UVG 2E core book:

Dwarf: Backronym from ‘De Werker Aristocratiscee Revolutie Fraternitie,’ Dwarfs are a distinct culture-class of selectively biomanced people. They have effectively fought the traditional aristoi of the Red and Orange lands to a standstill and now form a major industrialist society of the Rainbowlands. A famously bureaucratic and collectivist faction, they are the only one staunchly opposing the bureaucratic and individualist Emerald City Cogflower Corporation (actually a coin church).

Looks like my fisher wizard is a communist. Love it.

Conclusion

So, that’s my D.W.A.R.F. Tumult Fisher Wizard, Del ‘Machinist. They have great endurance and very average strength. Despite having rather low Aura, they have a wizard trait which allows them to double the effectiveness of the Life points they spend on their spells and another trait from the Traveller path that allows them to spend a Hero die or Life point to get a second action in a round. And he comes with a green brick that has the light and heat of a candle. I have a pretty good idea of them in my head.

I will say that, if I were to do it all over again, I would have just stuck to the UVG Guidebook to shepherd me through the character creation process. Switching to the UVG core book for that one table roll complicated things unnecessarily. My advice would be to do the same, if you are determined to use the Synthetic Dream Machine rules for your game of UVG. Otherwise, use a different system and utilise the tables in the core book for flavour.

I think the next post will be Caravan creation so tune back in then, dear reader!

Homebrew Heart Landmarks 2

Guess the inspiration

I don’t think it will be difficult to see where I drew inspiration from this week. It’s a story I have mixed feelings about but still, it introduced the world to one of the most enduring and influential fictional universes ever. Just remember, desire is the mind-killer.

The Heart Worm

Name: The Heart Worm
Domains: Warren, Wild
Tier: 2 and 3
Default Stress: d6
Haunts: The Waters of Life (Blood D8)
Bernie Gallac, Terrible Warrior-Bard (Mind D6)
The Prophet, AKA Moonlight-Falling-On-Glaciers (Fortune D6)
The Herb, Mischung (Echo D8)

Description:
Travellers in the deeper levels of the Heart, where all is flesh and warm and wet, sometimes pass from an artery into a wide open tunnel, resembling a damp cave with masses of tooth-like protrusions projecting from ceiling, walls and floor at the entrance. Many need no more excuse than that to run from the place, but many others know better. They have heard of the Heart Worm, and they know of the life-giving properties of its vital juices. Usually, these are the type of fool-hardy adventurers who have nothing to lose and who find the prospect of burrowing through the flesh of the Heart only to be deposited in another, unknown location, “exciting.” For that is what the Heart Worm does. A giant, parasitic entity that feeds off the multidimensional matter and energy of the Heart itself while digging through it and leaving cyclopean tunnels in its wake, the Worm picks up passengers and ejects them wherever it wants, seemingly randomly.

The Heart Worm has swallowed a few people and never let them go, however, perhaps due to the understanding that its passengers need support and services during their sojourn.

Bernie Gallac, a drow former soldier of the Allied Defence Forces, has been trapped for so long, he has forgotten the world outside. He spends his days composing sarcastic little ditties to comically roast the visitors who come his way. He has been surviving on the Herb, Mischung, which grows in abundance around the depths of the great worm’s mouth. It, along with his long imprisonment, has made him strange, one-dimensional, lacking anything but the desire to do what he does in the service of the Heart Worm and its passengers. His eyes and the eyes of all the inhabitants of the Heart Worm, are crimson from consuming the wine-dark Herb.

A passenger can gather and consume the Herb too. It must be cooked down until it is in the form of a red paste in order for it to be edible. It will slowly change the colour of their eyes to a deep red, but it will also make them feel more at home in the Heart as they become one with it (see Special Rules.)

The Prophet, Moonlight-Falling-On-Glaciers, is an aelfir noble scion, trapped these many years in the gullet of the Heart Worm. They desperately wish to exit and spread the news about the Worm to all the inhabitants of the Cities Above and Below. But, for whatever reason, the Worm has not allowed it. Perhaps it is not their time yet? Perhaps they do not wish to be worshipped like a god, maybe they do not want their presence truly confirmed. The Heart Worm does not confide in anyone its plans or reasons. The mask the Prophet wears resembles the face of the worm but for the two crimson eyes visible through the slits in it. They will speak to passengers in a voice to deep and resonant to be understood, to increase their fortune.

The flesh of the Heart, eaten by the Worm, travels down the peristalsis of the great gullet almost constantly. Those who exist inside, stick to the walls of the giant being. Some have tried to take parts of the Heart meat to sustain themselves. These unfortunates are invariably ejected by the Heart Worm at its first opportunity, in the most dangerous of regions. Passengers who wish to benefit from the Worm’s diet must travel further down its throat until they discover the crimson lake of the Waters of Life, the digestive juices caused by the enormous creature’s Heart-burn. If they can endure its acidic nature, a passenger who immerses themselves in the lake will have their old skin stripped away, only for it to be replaced with a new, deeply red skin. It will heal them of physical ailments. (See Special Rules.)

Eventually, the Heart Worm will find the perfect spot to deposit its passengers. When that time comes, they will be physically ejected by irresistible waves of muscular force, which leads to them being spat out at their destination. This could be anywhere in Tier 2 or 3 of the Heart.

Special Rules:
Eating the Herb, Mischung has its dangers. It has the effect of bringing you closer to the Heart but this can also have the effect of making you like the Heart. When you consume the Herb, you must make an Endure/Wild or Warren roll or gain D6 Echo Stress. If this leads to fallout:
Fallout: Heart’s Desire (Minor Echo.) The next time anyone voices a desire in your presence, you must do everything in your power to fulfil it for them.

Bathing in the Waters of Life can also be very dangerous. Roll Endure/Warren or Wild or take d8 Blood stress. If this leads to fallout:
Fallout: Worm body (Major Blood) Your body begins to transform. Your new red skin sloughs off to reveal a ridged, wormlike one and you develop a taste for the Flesh of the Heart. If this is upgraded to critical, you fully change into a worm and disappear off into the Heart.

Resources:
The Herb Mischung (D8, Echo)
The Waters of Life (D8, Blood)

Homebrew Heart Landmarks

UVG Locations

I have been reading Ultraviolet Grasslands recently (expect a post or three about this once I get done reading it.) I have been enjoying its format a lot. It tends to go into the big-ticket locations in the setting in some detail, maps, random encounters and occurrences, places of importance, how to get to and from the location. It’s usually built with enough randomness that your “Last Serai,” for instance, will be very different to the next party’s.

But there are a few locales described towards the end of each of these sections that branch out from the one central location, providing you with adventure spots in the surrounding area. Descriptions of these in UVG really depend on the type of area they are in. If it’s a heavily populated spot, you are likely to get a bunch of NPCs for the players to deal with, but in more remote places, it will probably mention more environmental hazards, enemies and traps. Importantly, it never goes into much detail on anything. The details, as with everything in the book, are left up to those gathered around the table. You just get a mention of a particular type of creature (and maybe a level and tag in parentheses beside it,) a monetary value for the treasure or resources you might find there, or a distance (in number of days’ travel) from the main location.

These really reminded me of something: Heart Landmarks. Not necessarily because of the format of the descriptions or the writing style or anything like that. It was mainly just due to the looseness of it. Heart Landmarks also provide you with a few sparks to light your imagination. They might tell you the type of haunts you have there and vaguely hint at a couple of NPCs, but it’s up to you to bring them to life at the table. I am aware this is not that unusual in modern RPGs but I have been reading and playing a lot of trad games recently, so the similarity really struck me here, in comparison.

Anyway, it got me thinking about something I started quite a while ago, before I even started my first Heart campaign. I have a file on my computer just called Heart Landmark Ideas. It had one entry in it, and even that was incomplete. So I thought I would make this a little series of blog posts.

DIY Heart Landmarks

What is a Landmark? In Heart, the City Beneath, the characters are delvers, idiotic adventurers who are compelled for one reason or another, to plunge into the red, wet heaven that is the Heart, the esoteric core of all weirdness. Nothing remains concrete or stationary in this underground “city” for very long, but, as long as a place has a sufficient number of sentients there to believe in it, to desire its safety, that will anchor it. These become Landmarks. Some of them are havens where delvers can rest and recuperate, some are terrifyingly dangerous lairs of nightmares and dark magic.

What does the Heart book tell us about making our own landmarks? Make sure your landmark includes one or more of the following:

  • SANCTUARY: Haunts are places within a landmark where PCs can relive themselves of stress or fallout and can often involve a major NPC to interact with.
  • MATERIALS: Resources can be procured here.
  • ADVANCEMENT: Not every chapter beat is achievable on a delve. Sometimes, landmarks are the perfect places to hit your beats.
  • EMPLOYMENT: NPCs, mysteries, required items etc. You get the idea.
  • DANGER: Not every landmark is restful and commercial. Sometimes you need to endure them to achieve your goals…
  • WONDER: Reveal something of the Heart of just dazzle the players with your imagination!

Other than that, the format of each Landmark entry is pretty much set:

  • NAME: ‘Nuff said
  • DOMAINS: These are broad areas of interest or influence: Cursed, Desolate, Haven, Occult, Religion, Technology, Warren, Wild
  • TIER: The Heart is split into tiers designated 0,1,2,3 and Fracture. 3 is much stranger than 0. Fracture is a movable feast of rumness.
  • HAUNTS: Places to rest and heal or people who will facilitate that. What kind of stress/fallout can be cured? Also, this should include the max dice size of healing.
  • DESCRIPTION OF LANDMARK: Part history, part current state of affairs. Maybe some hooks to bring the PCs there.
  • SPECIAL RULES: This could involve particular dangers or custom-fallouts.
  • DEFAULT STRESS: What is the normal amount of stress to inflict for action failures? Indicated by a die size.
  • RESOURCES: What type and die size of resources are available here.
  • POTENTIAL PLOTS: Fuel for your PCs’ adventures.

Landmark Number 1 – Blister

Name: Blister
Domains: Haven, Religion
Tier: 1
Default Stress: d4
Haunts:

  • The Blistered Basilica, a polyp on the inside of the blister. The devoted gather inside to worship (d8 Echo)
  • Rose’s, a restaurant with a good reputation and a worryingly good chowder (d8 Blood)
  • The Blister Pack, a general market that specialises in building and delving equipment (d6 Supplies)

Description: An enormous, fleshy blister on the inside of an enormous, fleshy chamber. Blister is pierced near the base by a hole that allows delvers to enter. From this hole there is a ramshackle wooden ramp that leads to a series of old platforms requiring constant repair. It has some residents, known as platformers, who are more or less permanent and mostly have no sense of smell.

At the base of the blister is a fetid lake of stinking pus. A whole ecosystem of pus creatures live in the lake. They generally leave the platformers alone.

The platformers worship the blister as though it were a god and as long as they do, they say the denizens of the pus will leave them be. But outsiders and heretics should not stay long, they say.

Special Rules: If you spend a bit of time in the Blistered Basilica in order to remove Echo fallout, make an Endure/Religion check. Consequences of failure as below:
Fallout: Pus Magnet (Minor Mind) You have come to understand the Platformers’ devotion to the Blister and you feel a kinship with the pus-beings. They are there for your protection and you are there for theirs. You feel an urge to descend to the lake, befriend one of them and take them with you on your travels (Ongoing.)

Getting too close to the pus lake will require an Endure/Haven or Religion check. On failure/mixed result:
Fallout: Blistering Barnacles (Major Blood) You’ve been infected by the pus. You are covered in hard, black blisters which hurt and stink. They make all social checks one difficulty rating higher (Standard becomes Risky, Risky becomes Dangerous etc.) (Ongoing.)

Resources:

  • Gathering Blister pus (d4 Religion) can be dangerous. See Special Rules.

Potential Plots:

  • Deacon Delicia of the Blistered Basilica has startling news for any PCs that visit. The Blister has revealed an existential danger to her. A stalactite-like calcium deposit has formed above Blister and a group of heretical pus-haters are preparing to climb up there and knock the spiky peril from its perch. This would spell the end for Blister, the Pus Lake and the Platformers. She is offering the church’s most prized possession as a reward to anyone who can stop the heretics. It is a wooden spike known only as the Splinter (Kill d8 Piercing, Debilitating)

Dungeon Crawl Classics Character Creation

Learning to Crawl

It’s been quite a while since I’ve done one of these posts. I think my Dragon Age Character Creation post was the last one. And it was very useful to me in figuring out how that game worked before I started a campaign of it (which is ongoing. The PCs have all just become Grey Wardens without dying during the Joining!) Well, I’ve got a short game of Dungeon Crawl Classics coming up this weekend so I thought this would be a good opportunity to create a character using the DCC rules to help familiarise myself with them.

I’ll be running the iconic DCC #67 Sailors on the Starless Sea for a group of four or five players. To be honest, I don’t expect any of the PCs who survive this 0-level funnel (this is a module where the players play three or four 0-level peasants who delve into a dungeon. Whichever of their PCs survive get to advance to 1st level in their chosen class, normally) to go on to choose a class or progress to 1st level as its more of a one-shot deal. But, you never know! If it proves to be popular or any of them get particularly attached to one of their characters, maybe I’ll brew up a campaign for them. I certainly have enough DCC resources and modules to run campaigns for the next ten years straight!
Anyway, the point is, I think I’ll still get something out of creating an actual character using these rules. So here we go!

Funnelling

For the purposes of this post, I am going to roll up four 0-level characters and then roll 1d20 for each of them. The character that rolls the highest will progress to 1st level while the rest are assumed to have died a gristly and unfortunate death in some stinking hole beneath a castle or in the gullet of some demon lord.
To roll up the 0-level characters, I’m going to use the fabulously useful purple sorcerer, which will do it automatically for me. This is what I expect my players to use when generating their own PCs.

But first, a note on what’s being generated:

  1. Ability Scores – These are Strength, Agility, Stamina, Personality, Intelligence and Luck. All DCC ability scores are generated by rolling 3d6. There are no alternate methods of generating them, no point-buy, no 4d6 and drop the lowest… it’s brutal.
  2. 0-level Occupation – there is a d100 table that covers a page and a half of the book to determine this. Your Occupation also determines your starting Trained Weapon and which Trade Goods you begin with. It will also indicate the type of skills you are trained in.
  3. Money and Purchased Equipment – a 0-level character starts with 5d12 copper pieces. On top of the weapon they start with, they can use these to purchase other stuff
  4. 1d4 hit points, modified by Stamina
  5. A +0 modifier to attack rolls and saving throws
  6. A Lucky Sign – DCC characters begin with a Lucky Sign, which you roll for on a table. This can give the character a +1 to a particular type of roll forever!

One thing that’s not generated is alignment. For D&D type games, I don’t normally bother with alignment. But I think it is so integral to so many of the mechanics of DCC, that I can’t avoid it. The available alignments are Chaotic, Neutral and Lawful. I am going to roll for this on 1d3. I rolled a 2, so this character, whoever they turn out to be is going to be Neutral in alignment.
So, without further ado:

I rolled up one Dwarven blacksmith, a Minstrel, a Herbalist and a Butcher. I’ll quickly go through the high points and low points of each:

  • Dwarven blacksmith – I’ll name them Grund. Grund has a Personality score of 13! That’s his highest. However, his Strength, which would be one of the main abilities of the Dwarf class, is just an 8. Even more alarming is that they have the approximate intelligence of a fence-post, with a score of just 3. Since their Luck modifier is 0 they don’t get any Lucky Sign bonus
  • Minstrel – I’ll name them Flor. Flor’s ability scores are generally very high, strength 12, stamina 14, personality 14 and Luck 15. Only Agility lets them down with a score of 7. They start with 5 HP! Also, Flor as the Lucky Sign, Raised by Wolves, which gives them a +1 to Unarmed Attacks.
  • Herbalist – I’ll name them Bud. Bud’s ability scores are incredibly average. Only Luck gives any kind of bonus (+1) and only Agility gives a minus (-1.) They do have the Four Leafed Clover Lucky Sign, which provides a +1 to Find secret doors. Only starting with 1 hit point, though…
  • Butcher – I’ll name them Cutter. Cutter is weak, (strength 7) clumsy, (agility 8) and unpleasant to be around, (personality 5) but is pretty smart, (intelligence 15) so they’re probably pretty annoying. Luck provides a 0 modifier so no Lucky Sign bonus here.

OK, I’m not going to lie, I’m holding out for Flor to survive the funnel but it’s entirely random so there’s really no telling…

“Funnel” Rolls

So, it all comes down to a single d20 roll for each PC. In case of a tie, I’ll just re-roll both.

  1. Grund the Dwarven blacksmith – 17 (oh no)
  2. Flor the Minstrel – 4 (wah!)
  3. Bud the Herbalist – 18 (a reprieve!)
  4. Cutter the butcher – 6

So, Bud, alone, bleeding and traumatised, crawls out of the crumbling remains of the ancient temple having, with the help of the heroic and now deceased Grund, Flor and Cutter, defeated the ancient evil beneath it. Grabs some treasure on the way out too!

Choosing a Class

So, since Bud is a human (all 0-level characters are assumed to be human unless it’s clearly stated in their title, i.e. Dwarven blacksmith) they can choose from any of the classes except Elf, Dwarf and Halfling, for obvious reasons. Yes, this is another one of those old school games in which “Demi-human” races are treated as classes, kind of like in Old School Essentials. You can check out my disastrous OSE character creation post here.

Anyway, that leaves the following classes to choose from:

  • Cleric
  • Thief
  • Warrior
  • Wizard

Now, Bud’s ability scores are as follows:

  • Str: 9 (0)
  • Agi: 8 (-1)
  • Sta: 12 (0)
  • Per: 11 (0)
  • Int: 9 (0)
  • Luck: 13 (+1)

Normally you would go with the class that matches your highest ability score, right? Well, I could do that, but Bud’s highest is 13 for Luck, which is useful for all classes. Next is Stamina, on 12, but, once again, no one class relies on that. You could argue for Warrior there, but with a Strength score of 9, I don’t think it makes sense. So, instead, I think I will go for Cleric, since they use Personality to cast their spells and that’s Bud’s next highest Ability score, at 11. They don’t get a bonus from it, but it’s as good a reason as any to choose a class, I think. Oh, also, the Herbalist already started with a Holy Symbol, so it seems fitting.

From the DCC book:

An adventuring cleric is a militant servant of a god,
often part of a larger order the faithful, they wield the
weapons of their faith: physical, spiritual, and magical.
Physically, they are a skilled fighter when using their
god’s chosen weapons. Spiritually, they are a vessel for
the expression of their god’s ideals, able to channel holy
powers that harm their god’s enemies. Magically, they
are able to call upon their god to perform amazing feats.

Hit Points

Each class rolls a different die for hit points, just like in D&D and OSE. If you’re a Cleric, you roll 1d8 per level.

Bud rolls a 6 on their 1d8 and adds it to their 1 hit point from level 0 to make 9.

  • HP: 9

Choosing a God

If you choose to be a Cleric, you have to choose to worship a God of similar alignment to you. In Bud’s case, that Neutral. I am going to consult the Gods of Eternal Struggle table and choose one of the Neutral deities from that.
I have recreated the Neutral gods section of the table below:

AlignmentGodsWeaponsUnholy Creatures
NeutralAmun Tor, god of mysteries and riddles. Ildavir, goddess of nature. Pelagia, goddess of the sea. Cthulhu, priest of the Old OnesDagger, mace, sling, staff, sword (any)Mundane animals, un-dead, demons, devils, monsters (e.g., basilisk or medusa), lycanthropes, perversions of nature (e.g., otyughs and slimes)

With their background in herbalism, I feel as though Bud would lean towards the worship of Ildavir, goddess of nature. As you can see from the table above, they get a semi-decent selection of weapons they can use. It is also interesting to note at this point that Clerics can wear any armour and it won’t affect their spell-checks. Finally, you can see they are able to turn an array of interesting creatures, not just undead.

Magic

In DCC, when you want to cast a spell, you have to roll a spell-check. This is an obvious departure from D&D. Another difference is that they don’t get spell slots. However, there is a downside here. If you fail in your spell-check roll, you risk the ire of your deity. In the normal state of affairs, if you are trying to cast a spell and you roll a nat 1 on your spell-check, the spell auto-fails and you get to roll on the Disapproval Table. This can lead to consequences ranging from this:

The cleric must atone for their sins. They must do nothing but utter chants and intonations for the next 10 minutes, starting as soon as they are able (i.e., if they are in combat, they can wait until the danger is over).

To this

The cleric’s ability to lay on hands is restricted. The ability works only once per day per creature healed – no single character can be healed more than once per day. After 24 hours, the ability’s use reverts to normal.

Worse still, your chance of auto-failing goes up by one, meaning auto-failure and a Disapproval Table roll on a 1 or a 2. It gets worse; for every spell-check failure in the same day after this, that auto-failure range increases by another 1, with no real upper limit.

You can also piss off your deity by “sinning,” e.g. acting in a way that contradicts the god’s teachings or benefits one of their enemies.

Now, there is a way to offset these consequences: sacrifice. Yep, all you have to do is destroy or give away 50gp worth of wealth in your god’s name to reduce the failure range by 1 point. They might also accept a great quest of undertaking of faith instead.

Spells

Anyway, back to the spells! Bud starts knowing four Level 1 Cleric Spells, according to Table 1-5: Cleric. So, let’s choose them!

  1. Blessing – this can be used to bestow all sorts of boons on the cleric themself, an ally or even an object. Since every spell in the game comes with its own table to determine the exact results, I’m not going to get into it here. Suffice it to state that you can get anything from a +1 to attack rolls for a round, right up to getting a permanent +1 for the whole party to any actions to do with a sacred endeavour they have undertaken.
  2. Holy Sanctuary – this creates a place of safety for the Cleric and their allies. It might simply make it harder for enemies to hit them in that space, or it might allow the Cleric to create a permanent place of sanctuary, such as a temple, where powerful enemies cannot attack the faithful at all.
  3. Second Sight – the Cleric gains divine insights into the results of their own actions. It might be a +4 bonus to a single action roll or it might be able to divine the outcomes of great events for a month and also receive a +1 bonus to all actions taken during that period!
  4. Word of Command – Use a single word to command a creature to do something. The effects range from just that to it targeting all desired creatures they can see, who must obey it for a number of days.

All Cleric spell checks are made like this: 1d20 + Personality modifier + caster level

Turn Unholy

You saw above the range of creatures that Bud can turn with a Turn Unholy roll. This roll works the same as a spell check, so 1d20 + Personality Modifier + caster level. However, when Turning, the cleric can also add their Luck modifier. In Bud’s case, this is good because they have a +1 in that.

Failing a check can incur the Disapproval of their deity just like failing to cast a spell.

On a success, there is a fairly complicated set of potential outcomes depending on your turn check roll and the Hit Dice of the creatures you’re trying to turn.

Lay on Hands

Bud is a healer as well, of course. In fact, the Lay on Hands power is the only real way they have to heal anyone. But! They can use that to heal them of hit point damage, disease, poison, broken limbs etc. They can use it to deal with pretty much any condition.

Of course, just like with Turn Unholy, you have to make a spell check to use this power, 1d20 + Personality modifier + caster level.

The dice you use to heal someone depends on their class/type of hit dice they use. So, for a Warrior, who uses a d12 for their HD, healing is also rolled on a d12, which I think is neat. Although you can never roll more dice to heal than your target has in HD already.

Alignment is a factor in healing. If you try to heal someone of different or even opposing alignment to your character, you are going to probably do less healing than if you were healing someone of a similar alignment. As a Neutral Cleric, Bud is probably in the best position in this respect, as both Chaotic and Lawful creatures are considered adjacent to him on the alignment table, which I have reproduced below:

Spell checkSameAdjacentOpposed
1-11FailureFailureFailure
12-132 dice1 die1 die
14-193 dice2 dice1 die
20-214 dice3 dice2 dice
22+5 dice4 dice3 dice

Divine Aid

You can just ask your god for anything really. But it must be a truly extraordinary act to get them to intervene on your behalf so directly, when they are already giving you spells and other powers. So, to achieve this, you make a spell check as normal, and, even if you succeed, you are lumped with a cumulative +10 penalty to future Disapproval range… the Judge (DM) gets to decide the exact DC and effect of the request depending on what the intention was, what the god might want and how big the intervention needs to be. This seems like it could be used in some really clutch moments though.

There are a couple of notes right at the end of the Cleric class description. One relates to Luck and how their Luck modifier can be added to Turn Unholy rolls. The other indicates that their Action Dice can be used to attack or cast spells.

Equipment

The Equipment Chapter starts with a table that indicates how much gold your character stats with if you decide not to opt for the 0-level funnel method of character creation. If a Cleric starts at level 1, they get 4d20 gp. So let’s roll that:

  • 20 (yep, out of a possible 60 gp)

At least I can add the 48cp I rolled up on their level-0 character sheet. Well, let’s make the best of it. I am going to buy a decent weapon, since Bud started with nothing but a club, and hopefully some armour.

I think I am going to go for a modest

  • mace (1d6 dmg)

and back it up with a

  • sling (1d4 dmg)

That’s a total of 7gp. I had also better get some

  • sling stones

for another 1gp.

Finally, the only armour poor Bud can afford is

  • padded armour (+1 AC)
    That makes Bud’s AC 10 because of the -1 Agility modifier.

That costs 5gp. So, Bud has 7gp and 48cp left.

So, let’s grab a

  • Backpack for 2gp
  • Flint and steel for 15cp
  • 10 torches for 10cp
  • 5 days of rations for 25cp
  • a waterskin for 5sp
  • 50’ rope for 25cp
  • A grappling hook for 1gp

For a total cost of 3gp, 5sp and 75cp.
Which leaves Bud with 3gp 2sp and 3cp.

So, that’s pretty much it for Bud the Witness (that’s their title as per the Cleric Table) I like Bud. They’re a survivor and a true devotee of Ildavir, goddess of nature, but they will never forget their humble beginnings as a herbalist, nor their old companions, Grund, Flor and Cutter.

Thanks to Soxzilla2 on reddit for the form fillable character sheet! You can find that here.